======================================================================== ZOIDS ASSAULT WALKTHROUGH AND FAQ ======================================================================== Author: Johnny H. H. IV (Lancet Jades) Author's Homepage: http://www.evermoreforums.com/forums/index.php Version: 1.08 (completed July 11th, 2012) Sites with permission to post this FAQ: GameFAQs.com (will always host the most up-to-date version of this guide) Neoseeker.com Gamesradar.com Gamershell.com Supercheats.com CheatCC.com MMGN.com =========================================================== ABOUT =========================================================== This is intended as a basic walkthrough for Zoids Assault on the Xbox 360. Simple as that, really. At the time I wrote this, there were no others available, so I wrote this, that there may be SOME resource for this game out there. Unfortunately, this game is not much of a Zoids game. However, that is mitigated by the fact it's actually not a bad Strategy-RPG, one that not only does not require grinding, but makes it near impossible, with few rewards. The "Scan" system in battle goes a long way towards requiring good strategy and movement, instead of just powering up a unit or two and having them solo the battlefield. Whether a Zoids fan or an SRPG fan, this game should be enjoyable, but don't expect much of a story, or a long campaign. =========================================================== TABLE OF CONTENTS =========================================================== MISSIONS: 1: Scramble 2: Tension 3: Conflagration 4: Threat 5: Operation: Dancing Ladybird (Unknown-1) 6: Jamil 7: Inferno 8: The Narrows 9: Death Canyon 10: Decoys (Unknown-2) 11: Complications 12: 72 Signals 13: Pursuit 14: Escape (Unknown-3) APPENDICES: 15: Stats and other information (READ FIRST) 16: Zoids and their stats 17: Skills and recommendations 18: Weapons 19: Armor 20: Paint Schemes 21: Data Discs 22: The Unknown INFORMATION: 23: Contact Information 24: Credits 25: Version history 26: Boilerplate =========================================================== MISSION 1: SCRAMBLE =========================================================== Win: Defeat all enemies. Lose: All allies are defeated. Difficulty: * Map Type: Forest Containers: 1 -Hornet-100 L -Leone GO1 Known datadiscs from enemies: -Cannon C -Machinegun D Rewards: -Hornet-100 -Culv-Den -2781 EXP Weapon tips: You're stuck with what you start with. Strategy: This is a simple mission, and so long as scanning is utilized, very difficult to lose. Although there are no real changes you can make to equipment, they are unneeded. Simply line up your Zoids so several face an enemy and increase the Support Count listed on the enemy (the number that appears, between 0 and 3); this is the number of ally Zoids who will join in the attack every time a move is made. It is instrumental to victory throughout the entire game. After defeating two enemy zoids, two more show up in the southern section of the battlefield, near where your team started. By this point, your team should be in the north, so finish off the two remaining northern zoids, and then move to finish off the reinforcements. Remember that Mace-5 has a healing command, Repair, so don't be afraid to sacrifice his turn to heal a damaged ally. The enemies mostly have machine guns, with the commander using a cannon, so there is little issue with taking damage, so much as scanning and Support Count is abused. =========================================================== MISSION 2: TENSION =========================================================== Win: Defeat all enemies. Lose: All allies are defeated. Difficulty: ** Map Type: Forest Containers: 2 -AV Magara 2 -TRC Bore -Bertha-CC -Rosa-GS1 (S-Container Present, needed for Unknown-1) Known datadiscs from enemies: -Machinegun C -Grenade D -Rifle D -Light Armor D Rewards: -Leone-GO1 -M1 Gorg -Hornet-100 L -L-Armor SR100 -Password-01 -3015 EXP Weapon Tips: Equip the Hornet-100 acquired in the previous mission on 1 and 2. Strategy: This mission splits your team up into two squads, however there is nothing stopping you from regrouping, which is what the first priority should be. Once your two squads are back as one, begin the drive north, slowly destroying the enemy zoids that come to meet you. Watch out: some have rifles, which have extreme ranges (1-6 or even 1-7). The rifle zoids have lower movement, however, and can easily be surrounded. After a few enemies are destroyed, reinforcements will arrive at the north end, near the two containers. These are nothing special, and so long as you keep your own team towards the south, they can be picked off one by one by the Gunners. =========================================================== MISSION 3: CONFLAGRATION =========================================================== Win: Defeat all enemies. Lose: All allies are defeated. Difficulty: ***** Map Type: Wasteland Containers: None Known datadiscs from enemies: -Machinegun D -Grenade B -Rifle D -Medium Armor D -Heavy Armor D Rewards: -AV Magara 2 -Bertha-CC -Leone-GO1 L -H-Armor CO100 -3267 EXP Weapon Tips: Use machineguns and cannons still. Maybe a grenade launcher. Strategy: This mission is very difficult. There is no really good terrain to use for cover, enemies use assorted weapons, and reinforcements arrive far too quickly (after destroying only three enemy Zoids). This mission is the first true test of mastery of the Scan system and effective use of more conservative tactics. Due to the lack of area-of-effect attacks and any sort of in-battle "ability point" system for special attacks (especially healing), often an effective tactic is to hold your ground and resist the urge to advance, especially if you've found effective cover. This mission will force you to find such cover, as charging in (recklessly or not) will get you killed. With the starting point in the southwestern corner, head north towards a group of two enemy zoids. Be careful, the one in the back has a rifle with extreme range, and can use Stun, decreasing the target's movement by 2. This is not a bad thing, however; once close enough for him to attack, you'll want to hold the position, and a turn spent using Stun is a turn not spent attacking. =========================================================== MISSION 4: THREAT =========================================================== Win: Defeat all enemies. Lose: All allies are defeated. Difficulty: *** Map Type: Forest Containers: None Known datadiscs from enemies: -Machinegun C -Grenade D -Rifle D -Cannon B -Light Armor D -Medium Armor D -Heavy Armor C Rewards: -TRC Bore -Rosa-GS1 -AV Magara 2 L -Password-02 -3537 EXP Weapon tips: You'll definitely want machineguns and rifles. Strategy: A forest mission, and a cramped one at that. Don't think about trying this mission without machineguns and rifles, since cannons and grenades are ineffective in this sort of setting. On a new game+, you'll have missiles, but not the first time around. One unit with a longer ranged weapon wouldn't hurt, however. This mission starts with two units split off from the other three and each other. The priority here is regrouping; use your initial placement to corner the C-Wolves in the middle section right away. When only two enemies remain, reinforcements are called in; two from each end of the battlefield, for six total. The best way to prepare for this is to move all of your own zoids into one of the three exits (preferably one of the two northern ones, as opposed to where your three main zoids started). Most of the reinforcements use grenades and cannons - weapons with a minimum range. Posed in one of the locations, you can box them in with your own machineguns and rifles, preventing them from doing much, and having no recourse. After one group is eliminated, exit and engage the other, using the more open middle section to get high Support Counts and demolish them. Repeat with the third group. =========================================================== MISSION 5: OPERATION: DANCING LADYBIRD =========================================================== Win: Destroy the 3 signal systems. Lose: 12 turns have passed, OR all allies are defeated. Difficulty: **** Map Type: Meadow Containers: 9 -Leone-GO2 -M1 Gorg 12 -Baghnak (S-Container present; triggers Unknown-1) Known datadiscs from enemies: -Shotgun D -Rifle C -Cannon A -Light Armor D -Medium Armor A -Heavy Armor C Rewards: -Mill-GRW T1 -Culv-Den B -Mill-GRW T1 L -M-Armor RH200 -3825 EXP Weapon tips: You'll need ranged stuff here. Use grenades and cannons. Strategy: This is the first mission with a requirement other than "kill 'em all," and is rather difficult. The best place to start would be the array to the north (far from the large building complex in the west). It has few guards, allowing it to be quickly destroyed. A good time to shoot for is being finished with it and on your way to the second array by turn 5. Beware the turret! They're powerful, but can't move, and the ones in this mission have a minimum range, so pass next to them and they can't touch you. Head east past the turret towards the array close to the northwestern corner (where the S-Container is). Once the second radar array is down AND turn 7 arrives, reinforcements will come in from the western road (near the buildings). This contingent has two shotgun units. Shotguns cause more damage up close, so beware of the two shotgunners. It also contains a rifleman, which has extreme range, so beware of this group. Remember, the only requirement to finish the mission is destroying the three radar arrays. If your team is hurting and on its last legs, or if turn 12 is only a couple of moves away, just go for the last array and end it. Technically, not a single enemy needs to be destroyed to finish the mission, although you'll most likely have to dispatch a few of them. UNKNOWN-1: If you broke the S-Container in mission 2, break the one at the far corner of this mission and Unknown-1 will appear on the road on the other side of the building. This is a massively powerful Lv20 R-Horn zoid. Equipped with a powerful rifle (range 1-8), the best heavy armor, and Assault and Guard ++ (meaning he often gets a DOUBLED offense and defense stat when engaged), this thing will refuse to die without dragging you to hell with it. First of all, DO NOT trigger this until there are only one or two enemies left. This means probably putting this off until your second playthrough. If the Unknown is allowed to get a support count, you're dead. Fortunately, it's very possible (especially on a second playthrough) to start the battle surrounding it, giving you an immediate support count. Combined with superior skills, this will allow your team to blitz the Unknown and destroy it. Unfortunately, it drops nothing special (at least with any reliability). Do keep in mind that after defeating it, the mission still must be passed by destroying the remaining radar arrays, and that to get the achievement for Unknown-1, the mission must be finished successfully. =========================================================== MISSION 6: JAMIL =========================================================== Win: Defeat all enemies. Lose: All allies are defeated. Difficulty: *** Map Type: Plains Containers: 7 -TRC Bore AK -M1 Gorg 12 -Satellite Laser (northwestern container, see NOTE) (S-Container present, needed for Unknown-2) Known datadiscs from enemies: -Grenade C -Cannon C -Cannon D -Missile D -Light Armor C -Medium Armor B -Heavy Armor B Rewards: -Baghnak -MOS Bolt-27 -Password-03 -4140 EXP Weapon tips: Ranged weapons. On a second play, remember some missiles! Strategy: This mission is a nice little reprieve. You start in the middle of the battlefield with assorted enemy squads in outlying areas. There are also clusters of crates, including an unreachable pair behind a building (see NOTE), one of which is an S-Container for Unknown-2. Fortunately, this mission is not too difficult if you make a dash for one squad and destroy it, then carefully move towards others. Most enemies in this mission use ranged explosives, such as grenades, cannons, and missiles. Keep in mind that missiles can fire past obstacles, including other zoids! After destroying three or so enemy zoids, four reinforcements will arrive, two south of where you started the mission, and two in the northeastern corner. After another four or five enemies go down, two more will arrive in the northwest corner (near the building and the unreachable containers), and two at the northern central section. NOTE: To reach the S-Container in this mission, you must have a missile weapon. Unfortunately, on the first playthrough, the first available missile is a reward for this stage, making obtaining this impossible. Additionally, the Satellite Laser weapon is in the Container next to the S-Container, also making it unavailable until a second play. It MAY be possible to reach in the first play if you luck out big time and get one of the missile-using enemies to drop their missiles, then withdraw, equip it, and play again, but I'm not sure if this works. If you manage this, let me know! =========================================================== MISSION 7: INFERNO =========================================================== Win: Defeat all enemies. Lose: Guidance system is destroyed, OR all allies are defeated. Difficulty: **** Map Type: Plains Containers: 4 -Mill-GRW T5 -TRC Bore AK -MOS Bolt-61 -Skill Data ST (northeastern container) Known datadiscs from enemies: -Grenade B -Missile D -Medium Armor B -Heavy Armor D Rewards: -Leone-GO2 -M1 Gorg 12 -Leone-GO2 L -L-Armor SR200 -4473 EXP Weapon tips: Anything works, although machineguns + missiles is always good. Strategy: An interesting level with three main enemy groups and a condition to protect the guidance system on the south end of the battlefield. This mission tends to be more difficult than it should be, especially due to all of the reinforcements which show up. The groups on the left and right sides have two gunners and a long range guy, while the northern group uses mostly long-range stuff. Head to the eastern side and begin moving north (there'll be time to get the western crates later, if it is necessary). Once a few zoids are destroyed (five or six), several reinforcements appear on both sides of the large rock near the northern crates. They are just more of the same that you're already fighting, however if you went west instead of east, the eastern-most zoids will quickly make a run for the guidance system, costing you the mission. This is why heading east first is imperative. Additionally, the northern-most container has the Skill Data ST, which gives all five of your zoids the Steal skill. For one CP, they can quadruple the item drop rate! Stick this on all five and never take it off, at least until you have all data discs and weapons. =========================================================== MISSION 8: THE NARROWS =========================================================== Win: Defeat all enemies. Lose: Guidance system is destroyed, OR all allies are defeated. Difficulty: *** Map Type: Forest Containers: 6 -Hornet-200 L -Mill-GRW T5 -Rosa-GS4 -Skill Data SA (northwestern container) (S-Container present, needed for Unknown-2) Known datadiscs from enemies: -Machinegun A -Shotgun B -Cannon A -Missile B -Light Armor C -Heavy Armor A Rewards: -Hornet-200 -MK Stella -H-Armor CO200 -SL-Jamil -DB-Jamil -CW-Jamil -Password-04 -4833 EXP Weapon tips: A cramped jungle area just begs machineguns + missiles. Strategy: Another cramped jungle map. Missiles will be invaluable here, allowing your heavy weapon zoids to attack every turn, no matter what may be in the way. Two types of turrets present themselves here: a rifle turret, and a missile turret. The rifle turrets are extremely powerful, while the missile turrets are weaker and have a minimum range, but can fire past obstacles. They are not the hardest enemies, but can pile on extra damage at bad times. Reinforcements will be called in once you: Attack the last enemy on the map, attack a Zoid in the northwest section of the map (where the S-Container is), or when one of your Zoids enters the northwest area. They will appear in the southwestern corner of the jungle, where the lone container was at the start. At this point, begin withdrawing your units back to the starting area to defend it. If you wish to break the containers in the northwest (including the S-Container), leave a couple of zoids behind to go to it (if Mace-2 has Haste, he's an excellent candidate). Just be careful if the nearby rifle turret is still operational. =========================================================== MISSION 9: DEATH CANYON =========================================================== Win: Defeat all enemies. Lose: Guidance system is destroyed, OR all allies are defeated. Difficulty: ** Map Type: Canyon Containers: None Known datadiscs from enemies: -Machinegun B -Grenade A -Rifle B -Pile Bunker B -Pile Bunker C -Pile Bunker D -Light Armor B -Medium Armor C Rewards: -TRC Bore AK -PG Breaker-H2 -Rosa-GS4 -Hornet-200 L -5211 EXP Weapon tips: Range > All (grenades, cannons, missiles). Strategy: This mission takes place in a canyon. Unlike the previous forest mission, this one is a bit more lenient with space. The majority of enemy Zoids in this mission are equipped with Pile Bunkers, very powerful weapons with a range of one (essentially melee weapons). If allowed next to one of your own Zoids, they will destroy your team, but their short range means that use of ranged weapons will leave the enemies unable to touch you. Grenades and cannons will help keep you at enough of a range to deal heavy damage and avoid counterattacks. Stay near the entrance to the canyon's center junction, and use the somewhat open space to pick off the enemies one by one. They will come to you, since they have to if they ever want to attack. A few enemies possess long-range weapons, however they are in the minority, and should pose no problems. Light armor is definitely the way to go, as more mobility and movement helps your Zoids maneuver more effectively, staying outside the enemy's attack radius. Two sets of reinforcements arrive throughout the battle, both from the north. The first arrives after destroying three enemy zoids, the second after taking out six enemies. None ever arrive in the south, so don't fear a surprise pincer attack. Once you have moved away from the guidance system, you'll never need to run back to it to defend from a surprise reinforcement brigade. =========================================================== MISSION 10: DECOYS =========================================================== Win: Defeat all enemies. Lose: Guidance system is destroyed, OR all allies are defeated. Difficulty: **** Map Type: Canyon Containers: 4 -AV Magara SG -Bertha-M5 -MK Stella 2 (S-Container Present; triggers Unknown-2) Known datadiscs from enemies: -Machinegun B -Grenade C -Shotgun D -Cannon A -Cannon C -Light Armor A -Medium Armor A -Heavy Armor A Rewards: -Mill-GRW T5 -MOS Bolt-61 -Mill-GRW T5 L -M-Armor RH300 -Password-05 -Skill Data SR++ (defeat the commander of the Unknown-2 squad) -5616 EXP Weapon tips: Any, wider ranged is better. Pack powerful ones for Unknown-2. Strategy: This map is quite difficult. It forces you to split your team into two groups, one two-Zoid group, one three-Zoid, each protecting a Guidance System. If either Guidance System is destroyed, you lose! Be sure to deploy Mace-1 (with Simple Repair) to one side, and Mace-5 (with Repair + or Wide Repair) to the other. The enemies tend to be rather inert at first. A long-range weapon (5+ range) may even be able to attack the front-most enemy on each side and not trigger any movement! Use this to take out early Zoids, mobilizing others to begin an advance when the first has fallen. The initial three enemy squads use machineguns and cannons, making for a formidably balanced threat. Unfortunately, there is little chance for your teams to regroup into a larger forcer, as three waves of reinforcements arrive: the first appears in the middle section (between the sets of crates), the second on the right side, and a third, small force on the left. UNKNOWN-2: Breaking the S-Container in this mission triggers this group (yes, more than one) if you also broke the S-Containers in missions 6 and 8. As with Unknown-1, destroy all but one enemy first, or else you'll be overwhelmed. There are two Lv30 Gunners who use cannons with a minimum range of 3. This means that by grouping your units around the S-Container, you can blast on two of them without fear of easy reprisal. The other, however, is a Lv40 Striker with a stronger version of the best machinegun. This is one to truly fear. The best strategy in this battle is to accumulate a full three EMP shots before engaging them, then positioning your units to quickly unload on the Unknowns. The fewer attacks they get, the better your chances for survival are. All three Unknowns are fully decked out with high-level skills, so don't expect them to fold easily. These skills are why EMP attacks are so imperative - the longer the enemies live, the worse off your team is. DO NOT underestimate their power, and for the love of all that is holy, don't ever attack if you see they have a Support Count on you. You won't live to regret it. The reward for destroying the second Unknown is the achievement and a data disc with the Simple Repair++ skill. Unfortunately, this skill only applies to Strikers (Mace-1 and 2). =========================================================== MISSION 11: COMPLICATIONS =========================================================== Win: Reach the southern area. Lose: 15 turns have passed, OR all allies are defeated. Difficulty: **** Map Type: Canyon Containers: None Known datadiscs from enemies: -Machinegun A -Shotgun C -Missile A Rewards: -AV Magara SG -Bertha-M5 -6048 EXP Weapon tips: Closer-range weapons are nice, medium range and missiles too. Strategy: BEWARE THE AZSR-2 TURRETS. These have 4200 HP, 950 power, 100 base accuracy, and 1-8 range. They will murder you. You must use the canyons and terrain to avoid their line of fire. Or they will murder you. However, keep in mind that against light armor, the turrets will usually cause around 1200-1500 damage, meaning that, if absolutely necessary, a (nearly) full HP Zoid CAN survive a single shot from a turret. Make sure Mace-5 is ready to heal the battered Zoid, though. Of course, the mission is designed around avoiding them. Except that there are several points where you must watch where the range of two of the turrets are present, or you'll be carved up while passing. This is especially bad near the end, crossing the path of the final two turrets. Making the situation worse is the fact the enemies there use pile bunkers and shotguns, exceptional at close range. Even worse yet, they use the strongest versions of these weapons. Be careful they don't destroy you right before you've made it. Fortunately, you only need touch the bottom-most end of the battlefield with a single unit to win. This is good, as that entire row is guarded by another turret, so if you had to spend more than a turn there, you'd get shot up. If Mace-2 has Haste, he can make a dash for the end of the map in an emergency. =========================================================== MISSION 12: 72 SIGNALS =========================================================== Win: Defeat all enemies. Lose: All allies are defeated. Map Type: Plains Difficulty: ***** Containers: 3 -Queen Hornet -Queen Hornet L -Leone-Grande -Leone-Grande L -Baghnak-EXL -M1 Gorg 30 -Culv-Den FG (S-Container present, needed for Unknown-3) Known datadiscs from enemies: -Grenade A -Rifle A Rewards: -Baghnak-2 -PG Breaker-G4 -MK Stella 2 -AV Magara SG L -L-Armor SR300 -Password-06 -6516 EXP Weapon tips: Have short and long range weapons. Missiles will help! Strategy: This mission is a bit easier than most previous missions, simply because the conditions are back to the good old "kill 'em all" version. At first, the field may look sparse, but after destroying four enemy units, a massive group of EIGHT Zoids is called in as reinforcements. Six from the north end, and two on the west end. These have varied weapons and will destroy you if you stay in the open area, overwhelming you with scans, and repairing damaged units. To win more easily, get missiles and drag your force over to the ruins on the left side. Use them as cover while picking off closer enemy units with missiles, as the front-most units usually don't have any, and therefore can't fight back. Also consider using Medium armor, as this is one map that can make use of the extra HP and defense. In short, you must use cover, and take advantage of the terrain to keep enemy scans off of you while maximizing your own scanning. Failure to guard your own Zoids will result in high Support Counts for your enemies, and not scanning them to the fullest will make it easy for the support units, boasting Wide Repair+ (the advanced version), to heal most or all of the damage you inflict, all while providing additional support for their friends. =========================================================== MISSION 13: PURSUIT =========================================================== Win: Defeat all enemies. Lose: All allies are defeated. Difficulty: ** Map Type: Forest Containers: 5 -Queen Hornet L -Mill-GRW T20 -Mill-GRW T20 L -Rosa-PP -Culv-Den FG -MK Stella SP Known datadiscs from enemies: -Missile C -Pile Bunker A Rewards: -Leone-Grande -M1 Gorg 30 -7011 EXP Weapon tips: Missiles on the heavy users, machineguns on others. Strategy: Another cluttered jungle mission. The map is essentially a 3x3 grid of "cells" that are a small amount of open space. Machineguns and missiles are the only way to go on this mission, otherwise you'll have extreme difficulty pulling off even a single Support Count. After destroying a few enemies, reinforcements show up, however, keeping steady and defensive should protect your own Zoids. Make sure to use Wide Repair and First Aid! You'll need all the range possible here. Although those skills should always be used, this mission needs them even more. There are two types of turrets: a rifle turret, and a missile turret. Both are easily dispatched with the MK Stella missile launchers, as they have a range of 6-7. Neither turret can return fire at a range of 7. The machineguns and missiles loadout is the most important thing here. Using other weapon types will lead to nothing but stress, especially if you squander 1, 2, and 5 on something like grenade launchers. And while they usually suck, Pile Bunkers may actually be useful here, especially if you picked up a data disc or two, or got the PG-Breaker T37 as a drop. =========================================================== MISSION 14: ESCAPE =========================================================== Win: Defeat 80% of the enemies. Lose: All allies are defeated. Difficulty: *** Map Type: Forest Containers: 2 -Queen Hornet -Queen Hornet L -Mill-GRW T20 -PG Breaker-T37 -Rosa-PP -Culv-Den FG (S-Container present; triggers Unknown-3) Known datadiscs from enemies: -Shotgun A -Rifle B Rewards: -TRC Bore HMS -Admonisher -MOS Bolt-99 -Leone-Grande L -H-Armor CO300 -SL-Mace -DB-Mace -CW-Mace -Skill Data SA+ -Skill Data RS -Password-07 -Skill Data WR++ (defeat the commander of the Unknown-3 squad) -7542 EXP Weapon tips: Missiles and machineguns again, although not as imperative. Strategy: This mission can be a bit difficult. All enemy zoids are commanders, meaning they all have Command equipped, giving every one a scan bonus as well as some scan resistance. This can make it hard to get a high SC on the enemies as well as helping them do excessive damage to you. The fact they use a lot of explosives (that can break armor), and are backed up with plenty of missile users makes their formations extremely dangerous. That is why Machineguns are necessary. They give a Scan bonus, which helps negate the Scan-reducing enemies. Although Impact is useful, if you can't get any SC on the enemies, that armor breaking isn't going to be doing much. Additionally, consider equipping Jam (preferably + or ++) on Mace-2, 4, and 5, to help nullify the SC the enemies can often manage on you. Their weapons are varied, and that Scan +10 that every enemy has adds up fast. What's more, once four enemies are down, reinforcements appear in the west (three pile bunker-equipped units). After another four go down, three more show up in the east. And finally, once 13 units are down, three more appear in the north-central area. Oh, but that's not all. Once only two remain of all of THOSE, six more flood in, two in the west, east, and north-central area! Start by heading east and destroying that platoon, then work your way west towards where the pile bunker units will arrive. The west and central default forces will come after you, so make a stand and hope for the best. Once the pile bunkers are called in, begin destroying them from a distance (missiles help!) while mopping up the remaining units in the center. Head back east to begin on the second wave, and then return to center for the third. Between the center and the east is a good place to make the final stand against the fourth wave of reinforcements, which appear everywhere. Once you've destroyed all but four units, you've completed the mission and have finished the game! Congratulations, a toast is in order... Unless, of course, you're after the third Unknown unit... UNKNOWN-3: What makes this even harder is you must fight not only the overpowered Unknown unit consisting of FIVE Lv40 units (the commander is Lv42!), but must keep several enemies alive, as killing too many will end the mission. On top of this, the S-Container is a distance away from where these units appear, making sure you'll only have four zoids ready to begin attacking when triggered. What makes it even worse is these five have rifles and machineguns, and all use Commander too, ensuring horrifically high SC. If you plan to fight this Unknown unit, head north first, taking out the central enemies, then head west and wipe them out. Take out the pile bunker units that show up. The next wave of reinforcements should appear in the east, where the remaining three enemies are. This opens the relatively small window wherein you can fight the Unknown-3 unit without much interference. If you are unable to kill the enemies in the middle and west before the eastern three mobilize and reach you, it is likely you will be unable to handle the actual Unknown team. If so, reconsider your choice to fight them this playthrough. Have Mace-2 (with Haste) prepare to take out the S-Container, while the other four get into position. Have Mace-3 use Overdrive (with a Satellite Laser equipped; if you don't have it, don't even bother trying), and Mace-4 use A-D Scan (also with a missile). Mace-5 should use Jam++ and either Wide Repair+ or Repair++ and Repair Arm + High Repair. Break the container when ready and out come five dogs from hell. You don't have much of a chance with this group unless you manage a first attack. If Mace-1 or 5 go first, line up for a mass EMP strike with support from 3 and 4. Haste Mace-2 and get him back to the fight ASAP, although in the time it takes to get him back, you'll probably either be dead, or have defeated most of the Unknowns already. The reward for killing the squad is the final Unknown achievement, and a data disc with Wide Repair++ (dropped by the commander). This skill is only usable by Engineers (Mace-5), however. =========================================================== 15: STATS AND OTHER INFORMATION (READ FIRST) =========================================================== This is a basic tutorial on some aspects of the game. I put this after the mission list so the missions would be the same chapter in the guide as their mission number. Mini table-of-contents: Part 1: Stats Part 2: Scanning, Support Count, and EMP Part 3: Containers Part 4: Item drops and Data Discs Part 5: New Game+ -------------------------------------------- PART 1: STATS: A list of stats and what effect they have on the game. -------------------------------------------- Hit Points (HP): This stat determines how much damage a Zoid may take before it is destroyed. Once HP reaches zero, that Zoid is destroyed for the remainder of the battle. Offense: A unit's default offensive power. I'm not 100% sure, but I believe this is added to a weapon's Offense when attacking. The value displayed on the stat screen is the base value, ignoring equipped weapons. Defense: The unit's total defensive power. This higher this stat is, the less damage is taken from enemy attacks. The Defense value on the stat screen reflects the equipped armor's Defense. Accuracy: The chance of hitting the enemy an attack has. The value displayed seems to be a default, before factoring in weapons. I'm not sure how this interacts with the weapon's accuracy, but the farther away the target is, the lower accuracy seems to go in battle. Scan: The unit's scanning power. This is an all-important stat. The higher this stat, the more of an impact it has on the enemy's scan gauges, causing them to fill faster. This stat possibly has the greatest priority. The displayed value includes all bonuses, including from equipped weapons. Mobility: A unit's Mobility affects two things: evasion and speed with which it takes turns. Both are, at the moment, guesses, but it would make sense. Higher Mobility is a good thing. The displayed value reflects changes from any equipment and skills. Movement: How many panels a unit can move each turn. Obviously, higher is better, and this is the primary reason why Light Armor is desirable, and Heavy Armor is not. The displayed value reflects any changes from equipment. Impact: Impact is the stat on explosive weapons that determines chances of destroying armor. If armor is destroyed, each subsequent attack in a chain of support attacks is boosted in power. Unfortunately, for three of your zoids (that can use machineguns), Impact takes a back seat to Scan, since that will help earn much more support in every battle. Impact/Shock Resist: This stat is hidden, and reflects the unit's ability to resist the armor breaking effects of some weapons. Armor breaking means the affected unit has no (or half?) defense for the rest of the support attacks during that move. No value is displayed, but this probably starts out at zero, then goes up with abilities. Scan Resist: Another hidden stat, this one decreases the effect of enemy scans. Resisting scans means your own scan gauge fills slower, making it harder for enemies to pull off support attacks. This starts out at zero and increases due to abilities. ---------------------- PART 2: SCANNING, SUPPORT COUNT, AND EMP: What they are and what they do. ---------------------- NOTE: Scanning and Support Count applies to both sides equally. An "enemy unit" is not YOUR enemy necessarily, but any unit in opposition to the one doing the scanning. Scanning is performed whenever enemy units are within range of a unit's weapon. The more units scanning a particular unit, the higher the scan gauge goes (the small bar on a unit when in range of an enemy's weapons). When the scan gauge on a unit passes certain point, that unit gains Support Count (SC). This is the number of enemies that may conduct a support attack on the unit whenever the unit attacks or defends. The SC can go up to three (meaning, on an enemy of your team, up to four of your own zoids may join in the attack). A higher SC also means higher overall offense, defense, evasion rate (for the scanning units), and chance of item drops from a destroyed unit. Remember, a unit's scan gauge and SC apply to enemies targeting the unit, NOT that unit targeting enemies. If one of your zoids shows up with an SC of 3, move them immediately or they'll die quite easily. This is one reason why machineguns are so useful; they are the only weapon class to boost Scan. Attacking with a high SC on your enemies also builds up your EMP gauge, in the upper right corner. As this gauge fills, you can use up to three EMP attacks. The way these work is simple: when choosing EMP as the command to execute, the unit using the EMP launches an attack on every single possible target within range. This means every enemy with the scan gauge showing (and thus within range of the attacker) will be attacked. What's more is the EMP attack prevents them from evading the attack, and also prevents any and all counterattacks. Finally, if the enemies had a SC on them, any allies that are able WILL join in on the attack. This is a somewhat overpowered attack, but can help out when outnumbered, especially against the Unknown zoids. ---------------------- PART 3: CONTAINERS: Why bother with them? ---------------------- Containers are crates that appear on some missions, strewn across the battlefield. The function is quite simple: they have 100 HP. Shoot one (and destroy it, as it might be possible to miss) and it may give up a new weapon, or in some cases, a specific item (there are three I know of, all noted in the mission walkthroughs). The chance of getting something is random, and containers can be reset by withdrawing and replaying the mission (you keep anything you got from the containers). In some missions (2, 5, 6, 8, 10, 12, and 14), there are S-Containers. These are special containers that have zoid data in them. The purpose is to trigger battles with the three Unknown zoids: 1 in mission 5, 2 in 10, and 3 in 14. These are overpowered special zoids that are the ultimate challenge in the game. It is recommended to save them for a second playthrough. ---------------------- PART 4: ITEM DROPS AND DATA DISCS: The spoils of war. ---------------------- When an enemy zoid is defeated, it may drop items (similar to how containers may give something). The chances for a drop may be increased by destroying the target with a higher SC (SC3 has a better drop rate than SC1), and by equipping the Steal and/or Rare Steal skills. What they drop, however, seems to be quite specific. Most (if not all) enemies seem capable of dropping their equipped weapon. A zoid with a Hornet-200, for instance, may yield one as spoils. However, the chance of getting a weapon drop seems exceedingly rare. Additionally, only one copy of any given weapon is ever needed, and except for a few final versions of a couple weapon lines, all are guaranteed in the course of a single playthrough by mission rewards. The Rare Steal skill (acquired after mission 14, meaning it works on subsequent playthroughs only) boosts the chances of acquiring a weapon drop by 10x it seems. Other drops are data discs. The data discs are further described in their section, but in short, they provide a passive boost to the weapon or armor of their type. A Grenade data disc provides boosts to all grenade launchers. They work automatically and all four of each given class stacks. A zoid may drop a data disc pertaining to their current weapon or armor. One zoid using a cannon and medium armor may drop either a cannon or medium armor data disc. However, it is not that simple. Although that should be the case in theory, in practice it seems specific zoids in specific missions may drop the discs in question. That is why a list of known data disc drops for each mission is provided in each mission's walkthrough. However, the still only drop discs of their weapon/armor, so if looking for a particular Cannon disc, for instance, focus on destroying enemies with cannons, as only they may drop that disc. ---------------------- PART 5: NEW GAME +: Subsequent playthroughs. ---------------------- New Game+ is a term coined by Chrono Trigger on the SNES. Basically it is a mode which allows you to restart the game from the beginning, but keep some or all of your levels, equipment, money, or other such aspects of gameplay. After finishing the game, Zoids Assault asks you to make a save. This save allows you to start from mission 1, but keep all levels, skills, equipment, and data discs. This is necessary to acquire everything, as the Satellite Laser weapon cannot be acquired on a first play, nor can Unknown 2 be fought, and by extension, the Simple Repair++ skill cannot be acquired either. In addition, Unknown 1 and 3 are extremely difficult for a first playthrough team to defeat, and the skills Safety Mode+ and Rare Steal are only acquired after mission 14 (the end of the game). The game may be played through an infinite number of times like this, however once each weapon and armor have been acquired, along with all 4 data discs of each type, there is little else to do. Level also becomes useless once each zoid has 63 CP, as that is the amount necessary to equip the highest- costing possible skill setup. Level 38 is the level necessary for this, giving a total of 64 CP. Note that Mace-3 and Mace-4's maximum CP cost is only 54, so they'll have enough much earlier, but will still be around Lv38 by the time the others are due to reward EXP. =========================================================== 16: ZOIDS AND THEIR STATS =========================================================== This is a list of zoids, their default stats, and at what levels new skills are learned. Some zoids can learn a skill more than once, which creates two entries, with the second one being equippable just the same as the first. Using both at once gives double the effect! Mace-1 through 4 learn their last skill at level 26. Mace-5 learns his last at level 25. After that point, levels are only good for earning more CP, so each zoid may equip more high-cost skills at once. ---------------------- MACE-1: Shield Liger ST (Striker) Pilot: Major Frank Tulls Hit Points: 2100 Offense: 120 Defense: 115 Accuracy: 120 Scan: 22 Mobility: 26 Movement: 3 Skills Learned: (max CP needed: 63) Lv1: Commander Lv4: Assault Lv5: Simple Repair Lv6: Guard Lv7: Distract Lv8: Shock Absorb Lv9: Defense Lv11: High Processing Lv12: Overdrive Lv13: High Repair Lv14: Assault+ Lv15: Guard+ Lv16: Protect Lv17: Simple Repair+ Lv19: Assault++ Lv20: Guard++ Lv22: High Power Lv23: Shock Absorb Lv25: High Processing Lv26: Protect Disc: Steal Disc: Safety Mode Disc: Safety Mode+ Disc: Rare Steal Disc: Simple Repair++ ---------------------- MACE-2: Command Wolf ST (Striker) Pilot: Captain Lyell Barricello Hit Points: 1900 Offense: 115 Defense: 100 Accuracy: 140 Scan: 22 Mobility: 33 Movement: 4 Skills: (max CP needed: 63) Lv2: Dodge Lv3: Distract Lv4: Assault Lv5: Overdrive Lv6: High Mobility Lv7: Haste Lv8: Jam Lv10: Balancer Lv11: Defense Lv12: Assault+ Lv13: Dash Lv15: Dodge+ Lv16: Balancer+ Lv17: Jam+ Lv19: Stealth Lv20: Assault++ Lv21: Dodge++ Lv23: High Mobility Lv24: Dash Lv26: Stealth Disc: Steal Disc: Safety Mode Disc: Safety Mode+ Disc: Rare Steal Disc: Simple Repair++ ---------------------- MACE-3: D-Bison GN (Gunner) Pilot: Captain James Beckett Hit Points: 1800 Offense: 125 Defense: 100 Accuracy: 150 Scan: 22 Mobility: 22 Movement: 3 Skills: (max CP needed: 54) Lv2: Assault Lv2: Guard Lv3: Overdrive Lv3: Shock Absorb Lv4: Snipe Lv4: Balancer Lv5: Defense Lv6: Sensor Lv7: Assault+ Lv7: Area Attack-A Lv9: Guard+ Lv10: Snipe+ Lv11: Balancer+ Lv12: High Power Lv13: Area Attack-B Lv16: Assault++ Lv19: Shock Absorb Lv21: Snipe++ Lv23: Sensor Lv26: High Power Disc: Steal Disc: Safety Mode Disc: Safety Mode+ Disc: Rare Steal ---------------------- MACE-4: Command Wolf GN (Gunner) Pilot: Lieutenant Yaz B. Robinson Hit Points: 2000 Offense: 110 Defense: 105 Accuracy: 160 Scan: 22 Mobility: 32 Movement: 4 Skills: (max CP needed: 54) Lv2: Snipe Lv3: Stun Lv4: Balancer Lv5: A-D Scan Lv6: Dodge Lv7: Analyze Lv8: Shock Absorb Lv9: Jam Lv11: High Mobility Lv12: Defense Lv13: Balancer+ Lv14: Snipe+ Lv16: Sensor Lv17: Dodge+ Lv18: Jam+ Lv20: Snipe++ Lv21: Balancer++ Lv23: Shock Absorb Lv24: High Mobility Lv26: Sensor Disc: Steal Disc: Safety Mode Disc: Safety Mode+ Disc: Rare Steal ---------------------- MACE-5: Shield Liger EN (Engineer) Pilot: Lieutenant Gavin Haas Hit Points: 1900 Offense: 95 Defense: 100 Accuracy: 100 Scan: 22 Mobility: 24 Movement: 3 Skills: (max CP needed: 63) Lv1: Repair Lv2: Jam Lv3: First Aid Lv4: Balancer Lv5: Shock Absorb Lv6: Guard Lv7: Wide Repair Lv8: Assault Lv9: Balancer+ Lv10: Repair+ Lv12: Jam+ Lv14: Protect Lv15: Guard+ Lv17: High Repair Lv18: Wide Repair+ Lv20: Guard++ Lv22: Maintenance Lv23: Repair++ Lv24: Jam++ Lv25: Repair Arm Disc: Steal Disc: Safety Mode Disc: Safety Mode+ Disc: Rare Steal Disc: Wide Repair++ =========================================================== 17: SKILLS AND RECOMMENDATIONS =========================================================== This is a list of all available skills. For levels learned, check section 16: Zoids and Stats. Offensive and Defensive skills activate randomly during attacks. Command skills are used on your turn, and incur no cost. Passive skills provide a boost that is always in effect. Command skills that don't list the range of attack use the equipped weapon's range. Each Zoid has a total capacity (CP) available for equipping skills. The default capacity is 8, and goes up by 1 or 2 per level. Here is a short list of capacities every ten levels: Lv10: 19 CP Lv20: 33 CP Lv30: 49 CP Lv40: 68 CP You'll never need more than 63 CP, however, as that is the highest possible combined skill cost (12 offense + 12 defense + 15 command + 6 x 4 passive). This amount is achieved at level 38 (which gives 64 total CP). S Name CP Effect ----------------------------- OFFENSIVE: > Assault 4 Attack +40%. > Assault+ 8 Attack +70%. > Assault++ 12 Attack +100%. > Jam 4 Enemy Support Count -1. > Jam+ 8 Enemy Support Count -2. > Jam++ 12 Enemy Support Count -3. > Snipe 4 Attack +20%; Accuracy +10%. > Snipe+ 8 Attack +40%; Accuracy +30%. > Snipe++ 12 Attack +60%; Accuracy +50% DEFENSIVE: / Balancer 4 Defense +20%; Impact Resist +15. / Balancer+ 8 Defense +40%; Impact Resist +30. / Balancer++ 12 Defense +60%; Impact Resist +45. / Dodge 4 Evasion x2. / Dodge+ 8 Evasion x3. / Dodge++ 12 Evasion x4. / Guard 4 Defense +40%. / Guard+ 8 Defense +70%. / Guard++ 12 Defense +100%. COMMAND: & A-D Scan 6 Gives user full scan in every direction for one turn. & Analyze 6 Increases EMP gauge based on enemy scan signal. & Area Attack-A 6 Indirect attack on ALL targets inside a 2-panel range. & Area Attack-B 10 Indirect attack on ALL targets inside a 3-panel range. & Defense 6 Defense +50% and Attack -25% for one turn. & Distract 6 Draws attention to user by affected enemies. & Haste 6 Time until next turn cut by 50%. & Overdrive 6 Attack +50% and Defense -25% for one turn. & Repair 6 Restores HP (level 6); Range = 1. & Repair+ 10 Restores HP (level 7); Range = 1. & Repair++ 15 Restores HP (level 8); Range = 1. & Simple Repair 6 Restores HP (level 1); Range = 1. & Simple Repair+ 10 Restores HP (level 2); Range = 1. & Simple Repair++ 15 Restores HP (level 3); Range = 1. & Stun 6 Target enemy's movement -2. & Wide Repair 6 Restores HP (level 4); Range = 2. & Wide Repair+ 10 Restores HP (level 5); Range = 2. & Wide Repair++ 15 Restores HP (level 6); Range = 2. PASSIVE: ^ Commander 2 Scan +10 and Scan Resistance +10. ^ Dash 6 Movement +1. ^ High Mobility 6 Mobility +4. ^ High Power 3 Damage dealt +10%. ^ High Processing 6 Chance of offense/defense skill activation +10%. ^ Protect 3 Damage received -10%. ^ Sensor 6 Scan +5. ^ Shock Absorb 6 Impact Resistance +10. ^ Stealth 6 Scan Resistance +5. + First Aid 6 Adjacent allies recover 150 HP at the end of their turn. + High Repair 4 Boosts Repair command skill healing by 20%. + Maintenance 6 First Aid's healing amount +150 HP. + Repair Arm 6 Repair command skill range +1. ! Rare Steal 2 10x chance of obtaining rare item drops (weapons). ! Safety Mode 1 EXP gain +10%; Attack and Defense -10%. ! Safety Mode+ 2 EXP gain +100%; Attack and Defense -50%. ! Steal 1 4x chance of obtaining item drops (data discs). ------------------------- SKILL NOTES ------------------------- Safety Level and Safety Level+ stack, for a total of +110% EXP gain (including after-battle reward EXP), and -60% offense and defense. High Processing is useless without an Offense and/or Defense skill equipped. Area Attack-A and Area Attack-B won't work without a cannon or missile-type weapon equipped. Overdrive, Defense, and A-D Scan are only in effect until the next turn the user takes, making them ONLY useful in counterattacks (when an enemy attacks them), or if participating in a support attack. High Repair and Repair Arm require a Repair command skill to be equipped to have any effect. Maintenance requires First Aid to be equipped to have any effect. Steal and Rare Steal probably stack, but it seems like they work on different types of item drops, so it isn't "stacking" so much as equipping two skills with different functions. ------------------------- RECOMMENDED SKILLS ------------------------- Note that any skill with + and ++ versions will be named by just the primary name (Assault, Guard, Balancer, Snipe, Dodge), unless the ++ skill is the specific recommendation, and not its previous forms. MACE-1: -Assault for damage, not that it has anything else. -Guard for defense, not that it has anything else. -The Simple Repair skills are a necessity here. Two medics helps a LOT. -Commander, always. High Power and Protect are nice. High Processing may help. MACE-2: -Assault for damage. This thing doesn't need accuracy much. -Dodge for defense. High mobility means good evasion. -Once learned, Haste is utterly broken. Use this and a machinegun to dominate. -Dash and High Mobility will make this thing into an untouchable blur. MACE-3: -Assault is imperative. Snipe if accuracy is a problem. -Balancer works well, as this thing's range means armor break is a concern. -Overdrive is good for SC. Area Attacks are decent, but underpowered. -High Power is good, and Sensor is very useful. MACE-4: -Snipe for power and accuracy. -Dodge or Balancer, either works, but it does NOT get Dodge++. -A-D Scan is awesome, use it. -Sensor and High Mobility works well. MACE-5: -Assault for contributing damage, or Jam++ to reduce the need for healing. -Guard and Balancer both work, but it doesn't get Balancer++, so use Guard++. -Either Repair or Wide Repair work. Depends on passive skills (see below). -Repair Arm + Repair, or High Repair + Wide Repair. Work with what you have. -Also, First Aid (and Maintenance) is supremely useful. Protect is nice too. =========================================================== 18: WEAPONS =========================================================== This is what you attack with! The primary stats to be concerned with tend to be Scan, Impact, and Range. Power and Hit are less important. Weapons tend to either have Scan or Impact, but not both. Note that data disc bonuses are applied to the weapons' stats shown on the equip screen, therefore they may appear higher than listed here. T is Type, and affects which Zoids can use the weapon. > are Striker-type (Mace-1 and 2). O are Gunner-type (Mace-3 and 4). - are Engineer-type (Mace-5 only). T Name Pwr Hit Rng Scn Imp Mob Mov Special ------------------------------------------------------------ MACHINEGUNS: > AV Magara 250 75 1-3 8 0 -1 0 Lower miss/evade chance > AV Magara 2 300 80 1-3 10 0 -1 0 Lower miss/evade chance > AV Magara SG 350 85 1-3 14 0 -1 0 Lower miss/evade chance > Hornet-100 200 80 1-4 6 0 -1 0 Lower miss/evade chance > Hornet-200 250 85 1-4 8 0 -1 0 Lower miss/evade chance > Queen Hornet 300 90 1-4 10 0 -1 0 Lower miss/evade chance - AV Magara L 220 71 1-3 8 0 0 0 Lower miss/evade chance - AV Magara 2 L 270 76 1-3 10 0 0 0 Lower miss/evade chance - AV Magara SG L 320 81 1-3 14 0 0 0 Lower miss/evade chance - Hornet-100 L 170 76 1-4 6 0 0 0 Lower miss/evade chance - Hornet-200 L 220 81 1-4 8 0 0 0 Lower miss/evade chance - Queen Hornet L 270 86 1-4 10 0 0 0 Lower miss/evade chance ------------------------- GRENADE LAUNCHERS: > Leone-GO1 300 70 4-5 0 40 0 0 > Leone-GO2 350 75 4-5 0 45 0 0 > Leone-Grande 410 80 4-5 0 50 0 0 > Mill-GRW T1 250 75 3-5 0 20 0 0 > Mill-GRW T5 300 80 3-5 0 25 0 0 > Mill-GRW T20 360 85 3-5 0 30 0 0 - Leone-GO1 L 290 67 4-5 0 29 0 0 - Leone-GO2 L 330 71 4-5 0 33 0 0 - Leone-Grande L 390 76 4-5 0 38 0 0 - Mill-GRW T1 L 240 71 3-5 0 29 0 0 - Mill-GRW T5 L 290 76 3-5 0 33 0 0 - Mill-GRW T20 L 340 81 3-5 0 38 0 0 ------------------------- SHOTGUNS: > TRC-Bore 420 60 1-2 0 5 -3 0 Closer = more power > TRC-Bore AK 470 64 1-2 0 6 -3 0 Closer = more power > TRC-Bore HMS 520 68 1-2 0 7 -3 0 Closer = more power > Baghnak 400 70 1-3 0 5 -6 0 Closer = more power > Baghnak-2 450 74 1-3 0 6 -6 0 Closer = more power > Baghnak-EXL 500 78 1-3 0 7 -6 0 Closer = more power ------------------------- RIFLES: O M1 Gorg 250 84 1-6 0 0 -3 -1 O M1 Gorg 12 290 88 1-7 0 0 -3 -1 O M1 Gorg 30 330 92 1-7 0 0 -3 -1 O Rosa-GS1 200 92 1-7 0 0 -3 -1 O Rosa-GS4 240 96 1-8 0 0 -3 -1 O Rosa-PP 290 100 1-8 0 0 -3 -1 O Satellite Laser 400 100 1-8 0 0 -3 -1 Bypass obstacles ------------------------- CANNONS: O Bertha-F 300 70 4-6 0 40 -4 0 O Bertha-CC 340 73 4-7 0 45 -4 0 O Bertha-M5 380 76 4-7 0 50 -4 0 O Culv-Den 200 74 3-6 0 20 -4 0 O Culv-Den B 240 77 3-7 0 25 -4 0 O Culv-Den FG 280 80 3-7 0 30 -4 0 ------------------------- MISSILE LAUNCHERS: O MOS-Bolt 27 240 71 5-6 0 5 -3 -1 Bypass obstacles O MOS-Bolt 61 280 76 5-6 0 5 -3 -1 Bypass obstacles O MOS-Bolt 99 320 80 5-6 0 5 -3 -1 Bypass obstacles O MK Stella 190 76 6-7 0 5 -3 -1 Bypass obstacles O MK Stella 2 230 81 6-7 0 5 -3 -1 Bypass obstacles O MK Stella SP 270 85 6-7 0 5 -3 -1 Bypass obstacles ------------------------- PILE BUNKERS: > PG Breaker-H2 450 100 1-1 0 30 -3 0 > PG Breaker-G4 550 100 1-1 0 35 -3 0 > PG Breaker-T37 650 100 1-1 0 40 -3 0 > Admonisher 750 100 1-1 0 40 -3 -1 =========================================================== 19: ARMOR =========================================================== Armor boosts defensive stats: Hit Points, Defense, Impact Resistance, Mobility, and Movement range. Light armor usually tends towards mobility and resistance, at the cost of HP, defense, and impact resist. Heavy armor is the opposite, providing high defense and impact resist at the cost of mobility and movement. Medium armor is in the middle, but usually doesn't affect movement at all. As Mobility affects how fast a Zoid gets turns, and Movement affects how far one can move, it usually wins out over other types. Heavy armor, although good defensively, is restrictive on movement and action. As with weapons, the stats of the armor are displayed after including data disc bonuses, and therefore may be higher than listed. Name HP Def. Imp. Mob. Move. ----------------------------------------------- LIGHT ARMOR: L-Armor SR100 100 6 0 5 1 L-Armor SR200 250 12 2 5 1 L-Armor SR300 400 18 4 5 1 ------------------------- MEDIUM ARMOR: M-Armor RH100 250 18 8 0 0 M-Armor RH200 400 28 11 0 0 M-Armor RH300 550 38 14 0 0 ------------------------- HEAVY ARMOR: H-Armor CO100 400 42 18 -4 -1 H-Armor CO200 550 54 22 -4 -1 H-Armor CO300 700 66 26 -4 -1 =========================================================== 20: PAINT SCHEMES =========================================================== Paint mostly affects a Zoid's appearance. Different paint can be used to tell the two Shield Ligers and Command Wolfs apart. Some paint, however, provides statistical boosts, and will probably have priority over others. Note that the only difference between different paintjobs is the prefix: SL is for Shield Liger, CW for Command Wolf, and DB for D-Bison. The actual effects are the same. Colors listed are in order of priority. The first color will be the main color used, the second used for accents and small parts. A third color will mean the first and second are probably used equally. If the location is listed in parentheses, it means it is only available for enemy units, not your team. For boosts, the stat is suffixed with a number of + symbols. Note that these are estimated amounts based on the description, not exact values. + Small boost. ++ Medium boost. +++ Large boost. Name Location Color and effect --------------------------------------- Black (Unknown3) Black, no effect. Camouflage DLC 1 White/green camo; [evasion]+++. Checkmate Default White and gray, no effect. Elite DLC 2 Blue and green, [evasion/defense/scan+impact resist]++. Hazard DLC 2 Yellow and dark green, [impact resist]+++. Hot Rod DLC 2 Red/black/yellow, [evasion/scan resist]+++. Illusion Default Pale blue/green, no effect. Jamil Mission 8 Worn/aged white; [evasion]+. Mace Mission 14 Green and silver, [defense/evasion]+. Maroll Default White; no effect. Motley Blue Default Blue w/ red accents, no effect. Normal (Turrets) Gray, no effect. Original DLC 1 Pale blue and gray; [evasion/defense/scan resist]++. Red (Unknown1) Bright red, no effect. Showtime Default Yellow, no effect. Stealth DLC 1 Pale green; [scan resist]+++. =========================================================== 21: DATA DISCS =========================================================== Data discs provide a passive boost to the weapon or armor they are named for. They work automatically as soon as they are obtained. Acquiring them is a matter of randomly winning them from enemies that use the specified equipment type; an enemy with a Shotgun and Medium Armor may drop Shotgun or Medium Armor discs. "Extra data" discs are acquired via special means that will be listed. Some provide a skill for all Zoids to learn, some provide a password. The bonuses granted by these discs is shown on the equip screen. Name Effect ------------------------ MACHINEGUNS: MG-Datadisc A Offense +20; Scan +3. MG-Datadisc B Hit Rate +3. MG-Datadisc C Offense +5; Scan +2. MG-Datadisc D Offense +3; Hit Rate +2. (Total bonus: Offense +28, Hit Rate +5, Scan +5) ------------------------- GRENADE LAUNCHERS: GN-Datadisc A Offense +20; Impact +5. GN-Datadisc B Offense +10; Hit Rate +3. GN-Datadisc C Offense +5; Impact +2. GN-Datadisc D Offense +3; Hit Rate +2. (Total bonus: Offense +38, Hit Rate +5, Impact +7) ------------------------- SHOTGUNS: SG-Datadisc A Offense +20; Mobility +3. SG-Datadisc B Hit Rate +3; Mobility +2. SG-Datadisc C Offense +5; Mobility +1. SG-Datadisc D Offense +3; Hit Rate +2. (Total bonus: Offense +28, Hit Rate +5, Mobility +8) ------------------------- RIFLES: RF-Datadisc A Offense +30. RF-Datadisc B Offense +10; Hit Rate +5. RF-Datadisc C Offense +5; Hit Rate +2. RF-Datadisc D Offense +3; Hit Rate +5. (Total bonus: Offense +48, Hit Rate +12) ------------------------- CANNONS: CB-Datadisc A Offense +20; Impact +5. CB-Datadisc B Offense +10; Hit Rate +3. CB-Datadisc C Offense +5; Impact +2. CB-Datadisc D Offense +3; Hit Rate +2. (Total bonus: Offense +38, Hit Rate +5, Impact +7) ------------------------- MISSILE LAUNCHERS: MS-Datadisc A Offense +20. MS-Datadisc B Hit Rate +5; Mobility +2. MS-Datadisc C Offense +5; Impact +2. MS-Datadisc D Offense +3; Hit Rate +3. (Total bonus: Offense +28, Hit Rate +8, Impact +2, Mobility +2) ------------------------- PILE BUNKERS: PB-Datadisc A Offense +30; Mobility +3. PB-Datadisc B Hit Rate +3; Mobility +2. PB-Datadisc C Offense +10; Impact +5. PB-Datadisc D Offense +5; Hit Rate +2. (Total bonus: Offense +45, Hit Rate +5, Impact +5, Mobility +5) ------------------------- LIGHT ARMOR: LA-Datadisc A HP +70; Mobility +2. LA-Datadisc B Defense +4; Impact Resist +5. LA-Datadisc C Defense +2; Mobility +1. LA-Datadisc D Impact Resist +3, Mobility +1. (Total bonus: HP +70, Defense +6, Impact Resist +8, Mobility +4) ------------------------- MEDIUM ARMOR: MA-Datadisc A HP +70; Impact Resist +6. MA-Datadisc B Defense +6; Impact Resist +5. MA-Datadisc C Defense +4; Mobility +2. MA-Datadisc D HP +40; Impact Resist +3. (Total bonus: HP +110, Defense +10, Impact Resist +14, Mobility +2) ------------------------- HEAVY ARMOR: HA-Datadisc A HP +70; Mobility +2. HA-Datadisc B HP +60; Defense +8. HA-Datadisc C HP +50; Defense +6. HA-Datadisc D HP +40; Impact Resist +3. (Total bonus: HP +220, Defense +14, Impact Resist +3, Mobility +2) ------------------------- EXTRA DATA: Skill Data SA Provides the skill "Safety Mode". --Found in Mission 8 (in a crate). Skill Data SA+ Provides the skill "Safety Mode+". --Mission 14 reward. Skill Data ST Provides the skill "Steal". --Found in Mission 7 (in a crate). Skill Data RS Provides the skill "Rare Steal". --Mission 14 reward. Skill Data SR++ Provides the skill "Simple Repair++". (for Strikers only) --Reward for destroying the Unknown-2 zoids in mission 10. Skill Data WR++ Provides the skill "Wide Repair++". (for Engineers only) --Reward for destroying the Unknown-3 zoids in mission 14. Password-01 Code: LowlandsWaltz --Mission 2 reward. Password-02 Code: Postmaster --Mission 4 reward. Password-03 Code: GravelRoad --Mission 6 reward. Password-04 Code: Argosy --Mission 8 reward. Password-05 Code: ChoppingBlock --Mission 10 reward. Password-06 Code: RookBishop --Mission 12 reward. Password-07 Code: Wstfgl --Mission 14 reward. =========================================================== 22: UNKNOWN =========================================================== There are three "Unknowns" in the game. These are high-level well-equipped zoids (or zoid squadrons) that only show up if certain S-Containers in certain missions are destroyed. It is not recommended to fight these the first time through the game, and one is impossible to even trigger the first play, due to a lack of a missile weapon. The Unknown zoid (squadron) will appear as reinforcements in the mission with the final relevant S-Container. Thus, Unknown-1 appears in mission 5, Unknown-2 in mission 10, and Unknown-3 in mission 14. Remember, you must finish the mission successfully to get the achievement for defeating the Unknown! Don't destroy them only to withdraw or fail! ---------------------- UNKNOWN-1: Destroy S-Containers in missions 2 and 5. Strategy: If you broke the S-Container in mission 2, break the one at the far corner of mission 5 and Unknown-1 will appear on the road on the other side of the building. This is a massively powerful Lv20 R-Horn zoid. Equipped with a powerful rifle (range 1-8), the best heavy armor, and Assault and Guard ++ (meaning he often gets a DOUBLED offense and defense stat when engaged), this thing will refuse to die without dragging you to hell with it. First of all, DO NOT trigger this until there are only one or two enemies left. This means probably putting this off until your second playthrough. If the Unknown is allowed to get a support count, you're dead. Fortunately, it's very possible (especially on a second playthrough) to start the battle surrounding it, giving you an immediate support count. Combined with superior skills, this will allow your team to blitz the Unknown and destroy it. Unfortunately, it drops nothing special (at least with any reliability). Do keep in mind that after defeating it, the mission still must be passed by destroying the remaining radar arrays, and that to get the achievement for Unknown-1, the mission must be finished successfully. ---------------------- UNKNOWN-2: Destroy S-Containers in missions 6, 8, and 10. Strategy: Breaking the S-Container in mission 10 triggers this group (yes, more than one) if you also broke the S-Containers in missions 6 and 8. As with Unknown-1, destroy all but one enemy first, or else you'll be overwhelmed. There are two Lv30 Gunners who use cannons with a minimum range of 3. This means that by grouping your units around the S-Container, you can blast on two of them without fear of easy reprisal. The other, however, is a Lv40 Striker with a stronger version of the best machinegun. This is one to truly fear. The best strategy in this battle is to accumulate a full three EMP shots before engaging them, then positioning your units to quickly unload on the Unknowns. The fewer attacks they get, the better your chances for survival are. All three Unknowns are fully decked out with high-level skills, so don't expect them to fold easily. These skills are why EMP attacks are so imperative - the longer the enemies live, the worse off your team is. DO NOT underestimate their power, and for the love of all that is holy, don't ever attack if you see they have a Support Count on you. You won't live to regret it. The reward for destroying the second Unknown is the achievement and a data disc with the Simple Repair++ skill. Unfortunately, this skill only applies to Strikers (Mace-1 and 2). ---------------------- UNKNOWN-3: Destroy S-Containers in missions 12 and 14. Strategy: What makes this even harder is you must fight not only the overpowered Unknown unit consisting of FIVE Lv40 units (the commander is Lv42!), but must keep several enemies alive, as killing too many will end the mission. On top of this, the S-Container is a distance away from where these units appear, making sure you'll only have four zoids ready to begin attacking when triggered. What makes it even worse is these five have rifles and machineguns, and all use Commander too, ensuring horrifically high SC. If you plan to fight this Unknown unit, head north first, taking out the central enemies, then head west and wipe them out. Take out the pile bunker units that show up. The next wave of reinforcements should appear in the east, where the remaining three enemies are. This opens the relatively small window wherein you can fight the Unknown-3 unit without much interference. If you are unable to kill the enemies in the middle and west before the eastern three mobilize and reach you, it is likely you will be unable to handle the actual Unknown team. If so, reconsider your choice to fight them this playthrough. Have Mace-2 (with Haste) prepare to take out the S-Container, while the other four get into position. Have Mace-3 use Overdrive (with a Satellite Laser equipped; if you don't have it, don't even bother trying), and Mace-4 use A-D Scan (also with a missile). Mace-5 should use Jam++ and either Wide Repair+ or Repair++ and Repair Arm + High Repair. Break the container when ready and out come five dogs from hell. You don't have much of a chance with this group unless you manage a first attack. If Mace-1 or 5 go first, line up for a mass EMP strike with support from 3 and 4. Haste Mace-2 and get him back to the fight ASAP, although in the time it takes to get him back, you'll probably either be dead, or have defeated most of the Unknowns already. The reward for killing the squad is the final Unknown achievement, and a data disc with Wide Repair++ (dropped by the commander). This skill is only usable by Engineers (Mace-5), however. =========================================================== 23: CONTACT INFORMATION =========================================================== My screenname is LancetJades on GameFAQs. Feel free to IM me on AIM as well. If I don't respond, I'm not ignoring you, I just tend to wander away from my computer at times. If you wish to contact me, just email me: lancet at ever more forums dot com (remove the spaces, obviously, and replace the at with the proper sign) Alternatively, IM me at: AIM: Lancet Jades YIM: lancetjades (not on often) MSN: email@example.com (rarely on) I never check my @hotmail.com address, so don't send mail to it. I don't mind being contacted about this game, so don't hesitate if you have a question or comment. I also don't check my yahoo email address, so don't bother sending any mail there either. I'm a perfectionist, so if you have anything to contribute or correct, please do so. You'll receive full credit (credit goes to the screenname you talk to me from, so if you want another name, you have to specify it). Even if you're just pointing out a spelling or grammatical mistake, please do so, no matter how small. Keep in mind though that I live in the U.S., and as such, I use American English spellings such as "color" and "criticize," as opposed to "colour" and "criticise." If you wish to use this guide on your site, aside from asking my permission, I require you in question to automatically fetch any updates I make from GameFAQs.com yourselves. I only update to GameFAQs.com and if I discover other sites carrying my guides have out-of-date versions, I will ask that it be removed. =========================================================== 24: CREDITS =========================================================== DarrcEnigma ~Answered a few questions of mine, and some archived topics turned up information he provided, such as on Unknown zoids. Also for info on item won in and after battle. Some Japanese wiki (http://www26.atwiki.jp/zoids_game/pages/13.html) ~Provided additional item drop information for containers and enemy zoids. =========================================================== 25: VERSION HISTORY =========================================================== 1.00 Completed January 19th, 2010. Initial version. The guide is pretty much complete. At this time, the only thing missing is a listing of how much reward EXP each mission gives. 1.01 Completed January 20th, 2010. Added in the EXP reward of each mission, and the max CP needed by each Zoid. Rechecked all values for weapons, armor, and discs, and corrected a few errors. 1.02 Completed January 26th, 2010. Corrected a couple formatting issues. Nothing major. 1.03 Completed April 15th, 2010. Moved the version history to the back of the guide. 1.04 Completed February 21st, 2011. Added a new site to the whitelist (MMGN.com), and edited a couple of things I noticed were incorrect (nothing major). 1.05 Completed June 5th, 2011. Changed my contact information. 1.06 Completed January 12th, 2012. Added some things I missed the first time. Mostly just extra Data Disc drops for some maps, and additional comments in the mission walkthroughs. 1.07 Completed July 4th, 2012. Made a few small spelling corrections, and added a notice that Gamefaqs.com will always host the latest version of this guide. 1.08 Completed July 11th, 2012. Changed the contact information section a bit, and edited some spacing in the guide. =========================================================== 26: BOILERPLATE =========================================================== This document Copyright 2010-2012 John Hoffnagle IV. Do not reproduce this document for any purpose besides personal use without asking me first. I'm not stingy; if you ask, you'll most likely get permission to host it. Otherwise, it's a violation of copyright, and I WILL pursue legal action, especially if you sell it for money. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. None of which are me.