Dynasty Warriors: Gundam 2 Walkthrough :
This walkthrough for Dynasty Warriors: Gundam 2 [Playstation 3] has been posted at 25 Sep 2010 by DivineDeath and is called "Dynasty Warriors FAQ and Walkthrough". If walkthrough is usable don't forgot thumbs up DivineDeath and share this with your freinds. And most important we have 2 other walkthroughs for Dynasty Warriors: Gundam 2, read them all!
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Walkthrough - Dynasty Warriors FAQ and Walkthrough______ __ __ __ _ _______ _______ _______ __ __ | \ \_/ | \ | |_____| |______ | \_/ |_____/ | | \_| | | ______| | | _ _ _ _______ ______ ______ _____ _____ ______ _______ | | | |_____| |_____/ |_____/ | | | |_____/ |______ |__|__| | | | \_ | \_ __|__ |_____| | \_ ______| ______ _ _ __ _ ______ _______ _______ .-''-. | ____ | | | \ | | \ |_____| | | | .' .-. ) |_____| |_____| | \_| |_____/ | | | | | / .' / / (_/ / / / / / / . ' / / _.-') .' ' _.'.-'' / /.-'_.' / _.' ( _.-' _________________________________ | Dynasty Warriors Gundam 2 Guide | | Created by: Axel7174 | | FAQ and Walkthrough | | Copyright 2009 Ryne Gardner | |_________________________________| Version History --------------- Version 1.00 - 6/26/09 - 7/13/09 --It took a long time and a lot of work, but here it is. Other commitments took precedence, including my other guides. Here we go though, yet another journey. The walkthrough covers the Official Modes and all of the Mission Modes in the game. Some other sections require heavy work though and that will be on the way soon I hope. Version 1.05 - 7/15/09 --Made a couple fixes. I'm working on adding additional information that will be helpful to players, mostly Mission Mode stuff so expect a few small additions soon. Covering every single mission in Mission Mode is tedious and probably unnecessary, but I'll be trying to help out in a few key areas. Version 1.10 - 7/16/09 --Another small update, just to keep the rhythm going. Added a few more factions and also a small new section. Other than that, just more fixes. I'll be working on adding a new section dedicated to a more in-depth focus on Rank 4 Parts. Version 1.20 - 7/21/09 --Decent update this time. I'm planning on getting another update in on Thursday because I'm going to Virginia for three days starting Friday so I won't be able to make an update on Friday. In any case, I added a little more info to the Basics section, updated the Official Mode for Kamille, added a few small things to Mission Mode including more Faction stuff. I also added an "Other Questions" section after the normal FAQ just for fun. Other than that, small fixes and the like. _________________ TABLE OF CONTENTS ----------------- 1) Introduction............................................... [itro] -About This Guide -Using This Guide 2) Basics..................................................... [bscs] -Controls................................................... [bctr] -Basics, Terms, and More.................................... [bcet] -PS3/PS2 differences........................................ [bpsd] -In DWG2.................................................... [bgmp] 3) Official Mode.............................................. [goff] -Amuro Ray.................................................. [aoff] -Char Aznable............................................... [coff] -Kamille Bidan.............................................. [koff] -Judau Ashta................................................ [joff] 4) Mission Mode............................................... [gmmd] -Overview................................................... [mmov] -Mobile Suit Index.......................................... [mmin] -Pilots..................................................... [mmpi] -Skills..................................................... [mmsk] -Random Events.............................................. [mmre] -Pilot Relations............................................ [mmpr] -Factions................................................... [mmfc] -Mobile Suit Lab............................................ [mmsl] -Quizzes.................................................... [mmqz] -Missions................................................... [mmmi] 5) Extras..................................................... [exra] -Verus Mode................................................. [exvs] -Trophies................................................... [exth] 6) Miscellaneous.............................................. [misl] -Frequently Asked Questions................................. [afak] -Credits/Special Thanks -Contact Info -Legal Junk __ /_ | __| |__________________________________________________________________________ | | Introduction [itro] --| |-------------------------------------------------------------------------- |_| o------------------o | About This Guide | o------------------o Welcome to the guide. This is a guide for Dynasty Warriors Gundam 2. I owned the game for a few weeks but never really thought about doing a guide, since it promised to be very work heavy. Somehow we're both here though. Doing a guide like this was definitely a different undertaking for me. The end result is something I hope that will provide some help. That's all I really hope for. o------------------o | Using This Guide | o------------------o If you need to navigate quickly to a specific section of the guide, you can use the Table of Contents to assist you. The quickjumps are the small codes written at the end of each applicable item. Copy them into the ctrl+f function of your web browser and you can immediately get to where you need to go. Since DWG2 has a ton of Mission Modes, I did not clog them into the Table of Contents. Instead, if you jump to the Mission Mode section, you'll find that it has its own ToC so that you can get to the pilot you want faster. When it comes to questions, comments, or submissions, I implore you to first read the Frequently Asked Questions section near the end of this guide. Also please, please, please read the Contact Info section as well. ___ |__ \ ____) |________________________________________________________________________ / / Basics [bscs] --/ /_------------------------------------------------------------------------- |____| o----------o | Controls | [bctr] o----------o For starters, we'll take a very brief look at the control layouts for both the PS3/PS2 and 360 versions of the game. This will be pretty simple, actually, so just take a quick glance below. _________________________________________________________ |Action |PS3/PS2 Button |360 Button | |---------------------------------------------------------| |Movement |Left Analog Stick |Left Stick | |---------------------------------------------------------| |Camera |Right Analog Stick |Right Stick | |---------------------------------------------------------| |Lock On/Off* |R3 |Click Right Stick | |---------------------------------------------------------| |Dash/Confirm |X |A | |---------------------------------------------------------| |Standard attack**|Square |X | |---------------------------------------------------------| |Charge Attack |Triangle |Y | |---------------------------------------------------------| |SP Attack |Circle |B | |---------------------------------------------------------| |Guard/Strafe |L1 |Left Button | |---------------------------------------------------------| |Vertical Boost |R1 |Right Button | |---------------------------------------------------------| |Zoom In/Out Map |R2 |Right Trigger | '---------------------------------------------------------' *Only applies when fighting Mobile Armors **Hold the button for a Smash Attack o-------------------------o | Basics, Terms, and More | [bcet] o-------------------------o To help you understand the game and this guide better, let's just go over a few simple things. First, the game. If you've ever played a Warriors game before, you are probably at least familiar with the way the game feels and plays. That makes it easy. Your primary attack buttons are Square and Triangle (Yes, I'll be using PS3 controls here--for you 360 users, that's X and Y). Each Ace suit and lower level suit is capable of performing Charge Attacks. -Charge Attacks- What are Charge Attacks? These are small combo moves that end with a distinct and powerful attack. A Charge Attack is performed by hitting Triangle at the end of your normal melee attacks (Square attacks). So, for instance, if you hit Square twice, and then Triangle, you'll perform a Charge Attack. Each Ace type suit is capble of learning up to five Charge Attacks, but they only start out with three. Lower level suits can only use three, and grunt suits have none. -Movesets- To make things really simple, you'll see me use a very easy code in this guide. Square will be "S" and Triangle will be "T". Again, if you've played a Warriors game before and have read guides on them, you might be familiar with this easy system. Basically, if I mention for example, an SSSST attack, what does that mean? Simple. It means Square-Square-Square-Square-Triangle Charge Attack. Get it? I hope so. -SP Attacks- In addition, you also have an SP Attack. SP Attacks are basically the Gundam version of Musou Attacks. They're a special and unique super move that each suit has. If you wish to use them, you need to fill your SP Gauge which is the green gauge below your armor. Hitting Circle (360 - B) will initiate an SP Attack. -Combo SP Attacks- Fighting alongside allies in dire situations often builds camaraderie between allies. You might see a blue bolt of electricity connecting your Mobile Suit to an ally's suit when you're close by in battle. This means a Combination SP Attack is possible. Activate your SP Attack in these moments and you'll perform a different SP Attack with an ally, and these often have very destructive effects. -Thruster Gauge- The Thruster Gauge is the green round bar in the bottom left, next to your Armor and SP Gauge. It measures how long you can dash and boost upwards. Some Mobile Suits can transform if you hit the dash button twice and this severely cuts down on the consumption of the Thruster Gauge. If you use up the gauge until it runs out, you'll overheat and this means you can't dash or do air recoveries until it is restored, which takes a few moments. -Items- While on the field, you will come across many dropped pick-up items. They come in a lot of shapes and have various effects. Let's have a quick run through. Energy Pack ----------- Looks Like: A white can with a blue stripe, sort of like a spray What it Does: Restores +200 (small) points to your Armor gauge Energy Tank ----------- Looks Like: A large gas tank-shaped canister What it Does: Restores +500 (large) points to your Armor gauge Energy Carrier -------------- Looks Like: A rectangular shaped silver canister What it Does: Restores your entire Armor gauge Tension Charge -------------- Looks Like: Two small vials, green, yellow and white in color What it Does: Restores one portion of your SP Gauge Tension Max ----------- Looks Like: A large white capsule with green ends What it Does: Restores all of your SP Gauge Haro ---- Looks Like: Well, Haro! Green, round, and so on. What it Does: Restores both your Armor and SP gauges to full Spark Ball ---------- Looks Like: A round red sphere with yellow circles on it What it Does: Unleashes an electric attack that powers down enemy suits in range and can destroy weakened suits instantly Power Weapon ------------ Looks Like: A laser turret or a gun, it is silver with a pink colored barrel What it Does: Increases the attack power of your suit by 2x for 30 seconds Heavy Guard ----------- Looks Like: A Mobile Suit shield, green and white What it Does: Increases the defense power of your suit by 2x for 30 seconds Hyper Reactor ------------- Looks Like: A silver backpack (jetpack?!) with nozzles at the corners What it Does: Increases the speed of your suit by 2x and also decreases the consumption of the Thruster Gauge for 30 seconds o---------------------o | PS3/PS2 Differences | [bpsd] o---------------------o So, there's a PS2 version of the game available as well as one for the PS3. The latter is certainly more expensive, but when you consider what it has when compared to the former, you'll know why. The PS2 version certainly isn't a bad buy, but you'll miss out on a few things. If you don't own a PS3, that's one thing. If you do though and are opting not to get it, consider this: PS3 Version ----------- -Improved graphics -More enemies on screen at a time -Trophy Support -Online play -Free DLC available (yes, free!) PS2 Version ----------- -Fewer enemies on screen -No Trophies -No online support -No DLC available It's also worth pointing out that the PS3 and PS2 versions should essentially be the same game. The gameplay will be relatively the same, but it's likely you will encounter some differences here and there. Also, the PS2 version does not really suffer from any "fog" or draw issues, slowdown, etc, despite what you might expect. o---------o | In DWG2 | [bgmp] o---------o In Dynasty Warriors Gundam 2, you have two main modes that you'll be fiddling around with, though after some time, you'll be devoted almost solely to the latter. Official Mode is a more story oriented mode that follows the Anime story of each character. It is quite unfortunate that there are only four characters to use, although two of them have extended stories. Mission Mode has a plethora of different missions to use. Here you have Story Missions as well, but they do not cling quite as close to the actual story, and will often call for a lot of meshing between Gundam series, characters, etc. Completing Missions, defeating certain numbers of enemies will further unlock more missions. You can gain parts, unlock new pilots, increase your Pilot Rank, and so forth until you either max them out or get bored. On top of Story Missions, there are several other categories of missions, and believe me, there are a lot of them. Fighting is pretty simple. Each map presents you with small objective based gameplay similar to the previous game or any DW games. In DWG2, you have enemy fields which are the red colored areas on the maps. Defeating a certain number of enemies in this field will capture it for your side. This is sometimes required for the mission, otherwise, it just makes life easier and gets you more kills. Sometimes however, enemy fields will be controlled by command units or even worse, Aces. We'll get to that in a moment. In Mission Mode you are exposed to a lot more suits and you have the freedom to pick from a lot of different mobile suits for your pilot. Certain missions will allow you acquire Licenses for your pilot and that lets you use a new suit, provided you also have the parts for it. Back to fighting. Most of your objectives are simple in both Official and Mission Mode. Take over a field, defeat a certain target, escort an ally, and so on. You'll encounter many Ace Pilots along the way though. Aces are the recognizable characters from the Gundam shows that pilot the more powerful suits (but not always). They have a star next to their name and that indicates they are an Ace. Even more intimidating, are the Mobile Armors you'll encounter. When fighting one, the immediate field is sealed off and you can't escape until the foe is defeated. Mobile Armors are giant mobile suits and they present a very apparent threat. Not only are they very powerful, but they are durable as well. We'll go into them more later though. Upon completing a mission, you get Pilot Points and parts. You will always acquire one part for the mobile suit you used in that mission. You also get at least one part from any Ace suits you faced. Finally, you have random chances to pick up parts from the "grunt" suits you face on the level in large waves. Your interactions with ally and enemy pilots will greatly affect your relationships with them which can be viewed from the Lobby of the Mission Mode screen. Getting a good relationship with some pilots will be necessary in unlocking Licenses, missions, suits, and other things. This won't be easy if you're shooting them down in every mission though! Between missions in Mission Mode, you can upgrade your parts, trade for new ones, and so on in the Mobile Suit Lab. More on that in the Extras section. Well, that's a fairly basic overview of the game. I tried to be as general as I could, but hopefully that gives you an idea of what's in store. You can get more information at each relevant section. ____ |___ \ _____) |_______________________________________________________________________ |__ < Official Mode [goff] --___) |----------------------------------------------------------------------- |____/ As mentioned earlier, Official Mode is your basic Story Mode. It's a very good way to get acquainted with the game and especially Gundam if you're not a prior fan to the series. For those who are fans, there are a couple recognizable characters to choose from. ------OFFICIAL MODE------ _ ___ /_\ _ __ _ _ _ _ ___ | _ \__ _ _ _ / _ \| ' \ || | '_/ _ \ | / _` | || | /_/ \_\_|_|_\_,_|_| \___/ |_|_\__,_|\_, | -------------------------------------|__/--------------------------------[aoff] Mobile Suits: RX-78, Nu Gundam ---------THE ONE YEAR WAR--------- *=========================================================================* Mission 01 - Re-entry to Earth U.C. 0079 *=========================================================================* By chance, Amuro Ray has become pilot of the Federation's prototype Mobile Suit, Gundam, developed as part of the top secret "Project V." With Amuro and many civilian refugees aboard, the White Base is ordered to land at Federation headquarters, Jaburo Base. Having gotten wind of "Project V", Zeon's ace pilot Char "Red Comet" Aznable plots to intercept the White Base as it re-enters Earth's atmosphere. Unit/Field Info --------------- Friendly Units: White Base, RX-78 (Amuro) Enemy Units: Crown (Zaku II), Char (Char's Zaku II) Ally Suits: Ball Enemy Suits: Zaku II Victory/Defeat Conditions ------------------------- Victory: Survive atmospheric re-entry Defeat: Player is shot down; White Base destroyed; 20 minutes elapse Strategy -------- For your first mission of Amuro's Official Mode (and quite possibly the first mission overall in the game for you), this will not be at all difficult. It will become significantly more troublesome toward the end though so beware. For starters, head down toward Field A and you'll be surrounded by Zakus. Go ahead and get acquainted with the controls and the moves that RX-78 possesses. Since the enemy often likes to cluster around each other, you can use the SST which ends with a bazooka shot to do a small amount of splash damage to nearby units. It should only take about 15 kills to liberate Field A. At that point, Field B appears. As you'll notice, once a field is conquered, the enemies within turned to a weaker state, noted by the electricity around their suits. In this state, they can be killed with one attack. Take advantage of this to increase your kill count before moving on to Field B. You can get close to 100 kills before reaching Field B. Once there, take out even more enemies to help in liberating it. Test out the RX-78's SP attack if you're so inclined. Once Field B is down, several more appear. Try to build up to near 200 kills before charging off toward any of the enemy fields. Continue conquering fields until one suddenly becomes protected by three Field Commanders. These guys look the same as grunts but they're more durable and a little more aggressive. On the bright side, they often drop items, including health and if you're lucky, boost items such as Attack x2. Dispatch them to conquer the field. At this point, Crown should show up with his Zaku posse and head toward White Base. Make a beeline for White Base and intercept him. He's not hard at all, just durable. You can use your SP attack if he starts trying to combo you or if you start a small combo on him, you can use it to really hurt him. Either way, Crown should go down really easily. Now you should only have five minutes left of play time. Char will soon appear from the newly established Field C and come looking for you. While you wait for that (keep an eye on your map for him as the Red Square), try to capture one more Field and build a kill count toward 500 if possible. Once Char appears, things get tough. He hits a lot harder and he has an SP attack. If you see him charging it, block immediately. Like Crown, if he starts to get you in one of his combos, strike back with an SP attack if you have it. Other than that, make use of your SST and SSST. Try to fight in a Field you just captured and while Char is apart from you, take out random Zakus in hope that one may drop a recovery item if you need it. If you lose a lot of health, back away and let your SP charge. You can also charge up a Smash Attack if you wish. Once Char is defeated, the mission ends. Guaranteed Parts: Gundam, Zaku II (Char), Zaku II Extra Parts: Additional Zaku II parts *=========================================================================* Mission 02 - The Battle of Odessa U.C. 0079 *=========================================================================* After Garma Zabi, commander of Zeon's Earth Attack Force, is killed in battle, the Federation initiates Operation Odessa, a major counter-offensive on a Zeon mining facility. General Revil recognizes the White Base crew as a newtype strike force and orders them to lead the attack on the Odessa mine, defended by Zeon commander M'Quve. Unit/Field Info --------------- Friendly Units: White Base, RX-78 (Amuro), Guncannon (Kai) Enemy Units: Dom (Gaia, Ortega, Mash), Gouf (Ramba Ral) Ally Suits: GM II Enemy Suits: Zaku II, Dom Victory/Defeat Conditions ------------------------- Victory: Odessa Base lost Defeat: Player shot down; White Base destroyed Strategy -------- You'll start off in the center area surrounded by three canyons which are the three current Enemy Fields. To the southwest will be White Base, pretty much safe from danger in Field A. Start by mopping up any surrounding enemies which include Zakus and Doms. Kai will eventually start moving toward Field D. Make your way over there too and help him take the Field. Once you gain the field, the Black Tri-Stars will show up and come down from Field B. Three aces at once sounds intimidating but they should be pushovers. With Kai and ally grunts helping you out, you can benefit from hopefully limiting how many of the three come after you. If you have to deal with all of them at once, make good use of your SP attack. Even better; wait for Kai to charge his up and when you're close to him, you should see the blue bolt of electricity connecting your suits. At this time, use your SP attack to perform a Double SP attack with Kai. Take down Gaia, Ortega, and Mash and several more Enemy Fields pop up. White Base will move toward Field G which you are ordered to clear. Try to take down Field C though while you're at it. When White Base gets to Field G it will start coming under attack. You don't have to be in an immediate rush, but get over there as soon as you can. Try to liberate Field G and the Field Commanders show up. Not only that, by this time, Ramba Ral should have appeared from one of the new Fields. He'll come down to Field G too, and he'll be another foe to defeat before you can take the Field. Ramba Ral isn't really hard. He has an SP attack, but you can see him charging it usually and it has poor range. Use your own combos and SP attack and take him down. After this, go east through Field F and conquer it. Head north and take Field H. The Black Tri-Stars appear again to back it up so now you'll have to take them down again. You probably won't have any help so just be a little extra cautious. Fighting them amongst a giant crowd of enemy Doms can be really frustrating with all the bazooka fire. Make good use of your SP attack though and look for healing items and you should be fine. Just watch out for their combo SP Attack. Back away immediately if they start charging it up. When you finally have Field H, White Base will come along shortly. Ramba Ral will reappear though. He's hiding in the Odessa Base Field, so head over there and start slaying enemies until he shows up. He'll be a lot tougher this time. With all the enemy units surrounding you too, it won't be easy. Make use of any pick-ups like Attack x2 that you find. If you deadlock with Ramba Ral, the button sequence is longer too, so be aware of that. Either block or back away when he prepares his SP attack, then strike back with your own. Take him down and you're finished. Guaranteed Parts: Gundam, Gouf, Dom (x3) Extra Parts: Zaku II and additional Dom parts *=========================================================================* Mission 03 - Tragedy in Jaburo U.C. 0079 *=========================================================================* Operation Odessa ends in victory, in large part thanks to Amuro and the White Base crew. The damaged White Base heads to Jaburo for repairs, but is tailed by a Zeon scout. Having pinpointed the Federation headquarters, Zeon begins mustering their forces for a full-scale invasion of Jaburo. Unit/Field Info --------------- Friendly Units: White Base, RX-78 (Amuro), Guncannon (Kai, Hayato) Enemy Units: Char's Z'Gok (Char) Ally Suits: GM II Enemy Suits: Zaku II, Dom, Gouf Victory/Defeat Conditions ------------------------- Victory: Jaburo Core defended; Shoot down Char Defeat: Player is shot down; Jaburo Core lost; White Base destroyed Strategy -------- You'll be southwest of the underground Jaburo Base. Head further southwest where the first Enemy Field, Field F, will appear. Take out nearby enemies first if you want, but slowly make your way over there to take the Field. Field F will have three Gouf Defense Commanders protecting it. Defeat them and new Fields show up. Try to take out Fields G and K next. White Base will appear once Zeon forces infiltrate Jaburo. Once that happens, head over to Field O and protect the White Base by conquering the Field. Once you have Field O, proceed straight into Jaburo using the narrow tunnel. Several squads of Z'Gok units will have infiltrated the base and proceed straight toward the mission-critical Jaburo Core. Intercept them immediately. Head over to Field P and help out Kai. Hayato will show up too, on the eastern side of the map. You'll likely encounter some units of Z'Goks so take them down, then gun it for Field P. You'll find many of them there so quickly use your SST attacks and so forth to wipe them out. Clean up some of the survivors, but don't waste too much time. By now, the enemy is conquering some of your Fields as well. Head over to Field R and take it, then go east from there to take Field A back as well. Meanwhile, an "Unknown MS" will have appeared in the southeast. Fans of the Anime should know all too well who that is... Try to gain some Fields and boost your kill count. You'll be getting tons of message about the Unknown MS wreaking havoc. As soon as it gets near Jaburo Core, drop what you're doing immediately and make a beeline over there to intercept it. If White Base comes under attack at Field O, you might want to go and help it first though. If you get a message that the Field Commanders have appeared, definitely do that. Try to be quick, because if the Unknown MS infiltrates Jaburo Core, the same thing will happen very quickly. Hurry to Jaburo Core and you'll discover that--surprise, surprise--the Unknown MS is Char is his custom Z'Gok. If he's not attacking the Field Commanders directly, you could consider ignoring him and capturing more Fields if you'd prefer. Not recommended though. Just go after him and defeat him. His Z'Gok is not very tough. If you deadlock with him, win it and follow up with a combo and an SP attack. Defeat him, and you're all done. Guaranteed Parts: RX-78, Z'Gok (Char) Extra Parts: Zaku II, Gouf, Dom, Z'Gok *=========================================================================* Mission 04 - Big Zam's Last Stand U.C. 0079 *=========================================================================* With the battle on Earth going well, the Federation plans an assault on the Zeon space fortress of Solomon. Experienced pilot Sleggar Law is assigned to the White Base, which will play a key role in the operation. He soon wins over the crew, including Amuro, with his big heart and bigger attitude. Unit/Field Info --------------- Friendly Units: White Base, RX-78 (Amuro), Guncannon (Kai, Hayato) Enemy Units: Musai (x2), Ally Suits: GM II Enemy Suits: Zaku II, Dom Victory/Defeat Conditions ------------------------- Victory: Shoot down Dozle Defeat: Player is shot down; White Base destroyed Strategy -------- This is the first mission in which you could encounter major difficulty. It's just something that may take a lot of practice but hopefully you can get through on your first try. If you haven't already, equip any skills you have earned (if any) before starting the mission. Your first objective is to take down the two Fields controlled by the Musai ships. Those are Fields C and D. Before getting there, try to take out at least Fields A, B, E, F or at least some of those first. Take Field K as well. Note that Fields D and C will be protected by Defense Commanders. When it comes to these Fields, if Kai or Hayato are nearby to help out, you can link up with them for combo SP Attacks. When Fields C and D fall, three new ones appear: G, H, and Abandoned Colony. Go after G and H first if you want. Clearing Abandoned Colony will help progress the mission along. Meanwhile, an unseen enemy, Big Zam, piloted by Dozle, will be firing on the battlefield. It's not really important though so just go along with your work. Once Abandoned Colony is clear, Sleggar will launch in the Core Booster and head past it. If you meet up with him in Field K, you'll be stuck in the final battle of this Mission. So, if you want, grab Fields G and H if you haven't done so already. Up to you though. Sleggar won't be in any danger so you have the opportunity. Once you're ready, you may want to consider saving your game here. Unlike some of the other Warriors games, you can't do the "Interim Save Trick". If you feel like "Ok, there's no way I'm gonna survive this." though, you can manually quit from the pause menu and reload your save and attempt it again. Either way, head to Field K for a scene. Field K will be instantly taken over and Dozle will appear in his Big Zam which is a Mobile Armor, the first you'll have faced most likely. After the scene, you'll be locked in with Big Zam. Yes, you can't leave the Field. Big Zam is a Mobile Armor so it's very, very strong to put it lightly. This is where dying is a good possibility, especially if you're new to the game. Let's try to prevent that though. With Mobile Armors, you want to barrage it with Smash Attacks, instead of normal moves. Charge a Smash Attack by holding Square. It has two levels of charge. Charge it to max (takes just a few seconds) and unleash it on Big Zam to stun it temporarily. You'll see the green arrows appear around it. These mean the Mobile Armor is stunned. If it takes another similar blow, it will fall over and be completely vulnerable for a brief few moments. These green arrows also appear after it uses some of its attacks. Big Zam will use its cannon and its legs mostly. It will kick you if you're too close. After either of these attacks, it should be exposed and the green arrows appear. If you can deke it into using these attacks (the kick attack especially), you can strike back with a Smash Attack to bring it down for a few moments. Once he's down, aim for the specific parts of its body. It is tricky, but you can make this fight a lot easier if you go after its main cannon on its head. Destroying this means it can't use the attack which happens to be extremely devastating with a capital D. Taking this is definitely worth the effort, but it can take time. Besides hitting the cannon with a SP attack when it is down, you can boost upward at its head and unleash an SP attack there. Again, it's tricky, but worth the effort. If you don't take out the cannon and Big Zam gets near critical health, it upgrades the cannon attack to one that will likely wipe you out in one blow, depending on how much life you yourself have. If it begins charging this, back away immediately if possible or else it'll be game over. If health becomes an issue (and it likely will), consider backing off and trying to defeat as many peons as you can until one drops health. Don't waste other pick-ups either though, especially Attack x2. In critical, you can spam your Air SP Attack on Big Zam's cannon by retreating and waiting for it to recharge. Just be careful being in low health for too long; it can backfire on you easily. With some luck, Kai and Hayato will show up and distract Big Zam for you. This will make it easier to get in some attacks, but more importantly, search for health. Remember you can't leave the field, so you gotta defeat enemies to get it. Kai and Hayato won't last long against Big Zam though, so be ready. Also watch out again for the cannon. Taking out the cannon makes this fight so much easier. If you manage to accomplish this, you can focus on defeating him by just spamming a few more Smash Attacks. Guaranteed Parts: Gundam Extra Parts: Zaku II *=========================================================================* Mission 05 - The Duel in Texas U.C. 0079 *=========================================================================* After the fall of Solomon, White Base is sent to Texas Colony on a search and destroy mission, where unbeknownst to them, M'Quve has laid an ambush. Envious of Char, and fearing abandonment by Kycilia Zabi, he schemes to destroy Gundam to prove his worth. Unaware, Amuro is lured into the colony alone. Unit/Field Info --------------- Friendly Units: RX-78 (Amuro) Enemy Units: Gyan (M'Quve), Char's Gelgoog (Char) Ally Suits: None Enemy Suits: Zaku II, Dom Victory/Defeat Conditions ------------------------- Victory: Shoot down M'Quve; Shoot down Char Defeat: Player is shot down Strategy -------- You'll start off and the place will be pretty empty. Won't take long though before some enemy units and Field A appear. Start cleaning them up and get some kills and the Field as well. It will be protected by M'Quve in his Gyan though. He'll come charging at you. He's really not tough at all, but the surrounding enemy suits can become a nuisance. When you beat him and take Field A, he'll run away and Field B will appear. Mop up the survivors easily for kills, then head over there. Entering Field B locks you in and makes Field C appear. Ignore the messages and just focus on capturing Field B, which will require beating the Defense Commanders. Again, you can go ahead and clear out all the remaining enemies. Once you're ready, go to Field C. You'll be trapped in again and this time two Fields will appear. Char will appear in one of them. While in Field C, there is a small trap you can take advantage of. You should see on the eastern side, there is a small pile of boulders on the wall. Strike it and it opens up a hole in the colony and air will be sucked towards it every so often. This vacuum will draw you and enemies toward it. Why is this great? Because it brings all the enemies into one tight crowd, which is perfect for your SP Attack. Once Field C falls, go to Field D, where you'll be trapped yet again. Seeing a pattern here? Deal with all the enemies, then the Defense Commanders and boost your kill count. You can easily get to 600 or more. After that, go to Field E. At Field E, you have more of those vacuum traps to use. Use it and your SP Attack to clear the way. After that, mosey on over to Field F and do the same. Getting bored yet? Well hold on for just a bit longer. At Field G, it's more of the same. Take it, and then head over to Field H where finally, you can take on M'Quve. The only real annoyance is all the bazooka fire from the Doms. Shoot down M'Quve and you get a scene. Once that is done with, mop any remaining foes until everybody retreats. At that point, Char will appear in his Gelgoog with a small unit. His Gelgoog is a little bit tougher than his other suits, but mostly because its attack style is harder to predict. The Gelgoog's saber is painful so watch out for his combos and his SP attack especially. If you have to, retreat and use the critical SP trick. Once Char is vanquished, you're all done. Guaranteed Parts: Gundam, Gelgoog (Char), Gyan Extra Parts: Zaku II, Dom *=========================================================================* Mission 06 - A Cosmic Glow U.C. 0079 *=========================================================================* With the fall of Solomon, the Federation gains the advantage in space. Now they plan an assault on Zeon's last line of defense, the space fortress called A Baoa Qu. Before they can attack, Federation battleships come under fire by an unknown enemy. Amuro and the white Base crew sense the presence of a newtype Mobile Armor, Elmeth. Unit/Field Info --------------- Friendly Units: RX-78 (Amuro), Salamis (x2), Guncannon (Kai/Hayato) Enemy Units: Char's Gelgoog (Char), Musai (x2) Ally Suits: Ball Enemy Suits: Zaku II, Dom, Gelgoog Victory/Defeat Conditions ------------------------- Victory: Shoot down Char Defeat: Player is shot down; White Base destroyed; Kai shot down; Hayato shot down Strategy -------- It'll be lonely out in space at the start. You'll see the red square on your map just in front of you though. Sure enough, it's Char and he's using the Gelgoog again. Engage him and if you deadlock, take advantage. Otherwise, you should be fairly familiar with the way the Gelgoog operates from the last mission. Use your SP attack when necessary and defeat him. Char will retreat and Fields D and E will appear, each harboring enemy Musai ships. Two Federation Salamis will appear in response. Make your way toward either Field and start cleaning up. Kai and Hayato will launch shortly to back you up. One will head to Field D, and the other to E. Once you gain one Field, with the help of either Hayato or Kai, it's likely the other will be struggling at the other Field. Head over there immediately and liberate it as well. Field F appears and it's occupied by the Elmeth, a Mobile Armor. You won't have to fight it so don't worry about that. It'll be hiding, and sending its Funnels out at you. Those are the small units that fire yellow lasers at you. Ignore them and the others and go straight for the Defense Commanders. Focus on them and destroy them. The Elmeth will disappear and the Field will be yours. Go to the new Field G where a Musai is, as well as a new enemy. It's a red Gelgoog, but it's slightly different. Its pilot is Johnny Ridden, the Crimson Lightning. Defeat him and take Field G. The Elmeth will reappear at the newly created Field H. Make that your last destination and begin liberating it. Two more Fields will appear and enemy units will head toward White Base. You can go and take those Fields if you want or you can focus on quickly taking Field H. Depleting enough of the enemy forces there will force Char out. Defeat him and his Gelgoog and the mission is over. Guaranteed Parts: Gundam, Gelgoog (Char), Gelgoog (Johnny) Extra Parts: Zaku II, Dom, Gelgoog *=========================================================================* Mission 07 - Space Fortress: A Baoa Qu U.C. 0079 *=========================================================================* The Federation now sets their sights on the space fortress A Baoa Qu, Zeon's last line of defense. Zeon responds by destroying 30% of the Federation fleet with its new Solar Ray. Having lost Lalah, Amuro is overcome with despair. Nonetheless, he boards Gundam for a final showdown with Char. Unit/Field Info --------------- Friendly Units: Salamis, RX-78 (Amuro), White Base, Guncannon (Kai/Hayato) Enemy Units: Char's Gelgoog (Char), Musai (x2) Ally Suits: Ball, GM II Enemy Suits: Zaku II, Dom, Gelgoog Victory/Defeat Conditions ------------------------- Victory: Shoot down Char Defeat: Player is shot down; White Base destroyed; Fail to rescue White Base within the time limit Strategy -------- By now, you should hopefully have at least a Rank 2 Torso for the RX-78 and be at least Level 15 with Amuro. The former will allow you to have a longer SP Attack (a Rank 3 Torso makes it even longer), and the latter allows you to use SSSST and SSSSST moves. The SSSSST in particular will be a good crowd move for you. Start off by taking Field A right in front of you. After that, go to either B or C. If you go for C just for extra kills, go to B right after that. Either way, once B has been taken, proceed even further in toward Field E. This is where the mission can get annoying. Start by taking out large groups of enemies within Field E as fast as possible The SSSSST will come in handy, as will your SP attack for this purpose. Halfway through, the White Base will start heading toward the Field. Try to get the Defense Commanders out and begin working on them. Once White Base enters Field E, it comes under attack. At that point, you have a minute to take the Field or you fail the mission. Yes, one lousy minute. Get moving. Keep the commanders close together and pin them with your SSSSST and SP Attack. Take them all down as fast as possible to avoid failing. Now you can head straight for the Base Core or capture other enemy Fields for more kills. Go for Field K and Johnny appears at the Base Core Field. At the same time however, a Musai appears and will head straight for White Base. Go back and take over its field to make it go away. Afterwards, head straight for Johnny. You can't reach the Base Core by going straight across. Instead, go up to Field L and take it. After that, take the elevator ramps down to the Base Core. Take on Johnny and he should go down easily. After that, all forces will retreat from the battlefield completely. It's over..... or is it? Char will appear soon enough in the Zeong. Head over there to meet him. The Zeong is a tough customer and you really don't want to blow this long mission here on the final battle. The Zeong has a limited number of moves but it has decent range. You can try hit-and-run moves by charging up Smash Attacks from far away, then moving in close to use them, run away, rinse and repeat. Otherwise, go right after him with your SSST, SSSST, and SSSSST moves. When he catches you off guard, fight back with your SP Attack. If you're critical, you can search the stage for health, or just hit-and-run him with your SP Attack each time it recharges. When he loses most of his health, Char retreats and deploys the Zeong's hands. Take them down quickly and the Zeong will appear again. Use a few more combos and SP Attacks to bring it down once and for all. Guaranteed Parts: Gundam, Gelgoog (Johnny), Zeong Extra Parts: Zaku II, Dom, Gelgoog You've finished the One Year War portion of Amuro's Official Mode. It's not over yet though. You unlock Amuro again (say what?) to play the Char's Counterattack portion of his Official Mode. Go to the menu and select the older looking Amuro (he'll have the same Pilot Level as the other) and you will be able to select a brand new mission. ---------CHAR'S COUNTERATTACK--------- *=========================================================================* Mission 01 - Luna 2 Surrenders; Axis Accelerates U.C. 0093 *=========================================================================* Char reappears as leader of Neo Zeon. He aims to wipe out Earth's population by plunging the planet into an ice age. Sympathizing with his cause, Quess Paraya defects from Amuro's side to join Char and the Neo Zeon. Amuro and the crew of the Londo Bell discover that Char plans to crash an asteroid called Axis into the Earth, and head there in search of Quess. Unit/Field Info --------------- Friendly Units: Ra Cailum, Nu Gundam (Amuro), Enemy Units: Jagd Doga (Quess), Jagd Doga (Gyunei) Ally Suits: Jegan Enemy Suits: Geara Doga Victory/Defeat Conditions ------------------------- Victory: Prevent the Axis from crashing to Earth; Shoot down Gyunei Defeat: Player is shot down; Ra Cailum destroyed Strategy -------- For this, you have a brand new Mobile Suit, the Nu Gundam. It in my opinion, is far superior to the RX-78 in its moveset and other capabilities. Since you're using the same Pilot, Amuro, you have access to any skills you unlocked before, and you also have the same level, which means you should be able to access all of Nu Gundam's moves right from the start, which is really good. Unfortunately, since it's a new suit, it has nothing but Rank 1 parts for now. Head up to Field B from the start and test out Nu Gundam. Its SSST and SSSSST are great moves to use. Also try out the SP attack when surrounded by enemies. Once you have Field B, grab a few more kills, then proceed directly to Field C. After that, only Field D will remain. Fields E and F will appear soon after you reach Field D. Gyunei will be in Field F. Focus on Field D for now, which is guarded by Quess. She's really easy to defeat and with Nu Gundams SSST, SSSSST, and SP Attack, you have the ability to handle the crowd. You only need to hurt her a bit and she'll retreat, along with Gyunei. A lot of things will happen after that. Fields G and H show up. Work on taking all the other fields first, then make your way down there. Take Field G as a few more events transpire, including the appearance of Field I. Take over Field G and H, then head over there. Try to have full armor before heading over to Field I. You'll watch a scene when you get there. After that, it's you against Gyunei in his Jagd Doga. It's not particularly tough, but his moves might take you by surprise. Focus on blocking and then striking back with you SSSSST (which really hurts him if you hit him with the shield) or your SP Attack if you get in a bind. Block his SP Attack and keep attacking until he goes down. That ends the mission. Guaranteed Parts: Nu Gundam, Jagd Doga (Gyunei) Extra Parts: Geara Doga *=========================================================================* Mission 02 - Londo Bell Reacts; Axis Falls U.C. 0093 *=========================================================================* Despite Amuro's efforts, Axis' thermonuclear pulse engine begins pushing the asteroid toward Earth. Londo Bell plots a final attempt to obliterate Axis using the fleet and nuclear missiles. If it fails, a fallback team will invade and destroy Axis instead. Amuro heads out to stop Char and save Earth. Unit/Field Info --------------- Friendly Units: Ra Cailum, Nu Gundam (Amuro), Enemy Units: Alpha Azieru (Quess), Jagd Doga (Gyunei), Sazabi (Char), Rewloola Ally Suits: Jegan Enemy Suits: Geara Doga Victory/Defeat Conditions ------------------------- Victory: Prevent the Axis from crashing to Earth; Defeat: Player is shot down; The Axis crashes into Earth; Ra Cailum destroyed; |
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