After this head straight for the Naval Base, destroying any Magellas along the way. A couple of Doms will come out from the base to meet you.
Try and keep them together if you can because they will try and encircle you, which could spell disaster given that they are packing mm Bazookas. Once these guys are history, eight Z'goks will come in from the ocean side of the base in two waves of four. Destroy them and the base is yours. At any rate make sure not to let it leave the operation zone. After this is gone, clear both sides of the river of any Acguys.
Helicopters and Acguy reinforcements will then turn up. Dispatch these to finish the mission. Proceed straight up the side, taking out the Zakus, Goufs and bunkers that litter the area. Reinforcements will then appear from the East, comprising Zakus and Gouf Customs. These guys are attacking from high ground, and have a nasty habit of firing down on you from outside the operation zone.
Luckily, your allies should do a fair job of engaging them, so just keep on the move and wear them down. Move up the slope to engage the waiting Dom Cannons as swiftly as possible, mopping up the bunkers as you go. Luckily, The Doms will move down the mountain side to engage you rather than sit back and fire at you with their shoulder cannons. Once you get to the top, destroy the first supply base to trigger the arrival of two more Dom Cannons from the North, swiftly followed by two Goufs.
From here destroy the last supply base and it's all done. Once the mission starts, walk forward a bit and the Apsalus mobile armour will show up. You have no radar in this mission but you won't need it as everything is in visual range anyway.
The Apsalus is pretty damn tough, and has a nasty habit of flying around the map in a set pattern which makes it difficult to hit whilst moving. Your best bet is to stay close to it, realise when it is about to stop and make a turn, and give it both barrels. Rinse and repeat until it flees. Helicopters will show up from all directions to support the Apsalus during this mission but they are more of an annoyance than a threat, and your allies should do an admirable job of shooting them down.
Just make sure they dont get to your supply depot as you will definetly need to re-arm a few times during this fight. Deal with the escort first as the Gallop is totally useless and can be destroyed at leisure. Four Acguys will then show up, followed by another three. Mission complete. You may as well since there are no enemies about at this point.
Once this is down helicopters will come from the West followed by planes from the East. The escort Guncannons you get are very capable, so it's hard to get into trouble on this mission. Be aware that the enemy is less concerned with killing you than it is with crossing this line, so don't expect them to come to you. It is a general mix of tanks, Zakus and Z'Goks which all arrive fairly slowly, and can be picked off with ease. From the start, head North and take out the two Magellas and the Zaku I ahead of you.
Then turn to the East and destroy the singular Dom that will be trying to attack your flank. Skirt around further to the East and then use the hill tops to snipe down into the area containing the Samsons and supply depot. Be sure not to lock on to the Samson trailers accidentally. Whilst you are picking them off, Dom and Zaku I reinforcements will arrive from the North.
It can get a little messy toward the end of the mission, as you will invariably have to dash in to the supply depot for a refill. Just ensure you prioritise the destruction of the Doms and then the Zakus in any given situation, since both units are carrying heavy hitting bazookas in this mission.
Here you will intercept the first lot of MS looking to destroy the Big Tray. As a rule in this mission, always prioritise the removal of the Dom Cannons, since they pack a much bigger punch than any of the helicopters and tanks that swarm this area.
Make sure you pick a suit that has decent anti air though, because it will be necessary to destroy these annoyances as you move from Dom to Dom in order to stop Big Tray from becoming swamped. Ammo will likely become an issue towards the end, but you don't have time to return to the supply depot without comprimising your chances of completing the mission. Stick it out, even if you are reduced to just vulcans and Beam Saber. Big Tray is fairly tough, but towards the end especially it only takes one stray Dom Cannon round to end it all, so stay sharp.
Resistance is light and sporadic, so just make sure you stay well stocked with ammo between attack waves. Be sure to retreat after each wave and replenish your ammo. This is the Hildolfr. It would be wise to take this opportunity to visit the supply depot, since the Hildolfr has a fairly hefty amount of armour. When engaging it, do not attack from the front, this will only invite death from its main cannon.
Keep circle strafing it and it wll go down fairly quickly. As always, do not allow your opponents to cross the line. Be aware that unlike previous missions, the Zeon forces will make a much better effort at crossing the line than in previous times, so don't let one catch you by suprise and slip by.
Also, the assault waves tend to merge this time rather than allowing you time to recover, so take absolutely every opportunity to reload. When the Xamels arrive, let the Doms come to you and dispatch them out of sight of the Xamel, since it packs a fairly ferocious punch.
It's a long one, but resistance is pretty light and you shouldn't struggle whilst piloting a Gundam G or Ez You only have one supply depot in this mission, concealed in the trench ahead of you as you start. The trench offers good natural protection, but be sure to protect it at all costs. As you start out there will be two Zaku I's to the North and a Gelgoog to the NW, along with six helicopters spread across various areas. This will be swiftly followed up by a pair of Gelgoogs and a Zaku I from the North.
Stage one of the assault complete. The mission area will now expand. Defeat these and a similar group will attack from the same location. The pressure drops a bit here, so take the opportunity to resupply if you haven't already.
Three helicopters will come in from the West after a while, followed by another three from the North. The operation area will expand for the final time.
Time for the Zeon's last stand. Head North again and follow the natural curve of the terrain round to the West. In the trench immediatley ahead of you there will be two Zaku I's and a Gelgoog. Press on into the base proper and dispatch the remaining Gelgoog guarding the HQ. Destroy the HQ as soon as possible, since as long as it stands they will keep sending Gelgoogs to interrupt you.
Once the HQ has fallen, simply mop up the survivors and it's game over. When they say hard in this mission, they mean hard. There seems to be no real advantage for choosing this mission over the standard one other than recieving an extra helping of points when you start your next playthrough. If you do opt for this hellish assault, be sure to choose whatever you consider to be your best suit, stressing armour and ammo where possible.
You are going to have to reload a lot no matter what happens, but trying to disengage large groups midway through a fight because you have run dry is a hardship you could do without here. On that note, if you lose your supply depot you will need to restart. There are so many tough MS to tackle that defending your supply depot is a necessity, so keep an eye out for errant helicopters threatening this building.
As you start, engage the Gelgoog to your NW, and then the Kampfer and Gelgoog that were ahead of you at the start of the mission. Take this opportunity to mop up any helicopters, and destroy any other enemies that come over the boundary line.
You will then recieve a cutscene before the operational area expands and you can move forward. After this, another cutscene before the map expands again. Do not be tempted here to take the high ground and shoot down on the base defenders, it usually results in trouble.
Instead, follow the dirt road round, taking out the closest enemies and then retreating to allow you to deal with the reinforcements that will come in from behind.
Once reinforcements have stopped, backtrack and take the aforementioned high ground to engage the Gelgoogs guarding the HQ. This reduces the chance of you taking a stray beam rifle round on the way in. Alternatively, you can choose to advance by using the two trenches in this area. Head North at the start of this mission and destroy the M61 tanks ahead of you. A GM will then enter the area from the NE. Dispatch him to trigger the arrival of another two GMs from the same location.
Once they are defeated, a final GM will approach from the North. The large mountain you must go around to reach this base makes it easy for you to launch a suprise attack on the one unsuspecting GM defending it. Mop up the Gunboat in the river and the defending tanks, then head straight for the NE base, ignoring the warning about incoming reinforcements. Destroy the tanks in the NE base and you should be just in time to catch the first wave of incoming GMs.
More GMs will arrive. Take them out to finish the mission. Destroy them quickly, but be sure they do not surround you, they have a nasty habit of drawing their Beam Sabers and cutting you up. Be sure to engage these two quickly, since they can really tear holes in the convoy if you let them. A final two GMs will appear from the East once the Guntanks are gone. After all enemies are dispatched, allow the convoy to reach the other side of the map to complete the mission.
To sit around and try and dispatch all enemies is to invite death in this mission, so instead go straight for the HQ, since it is the primary win condition. Dash straight ahead, ignoring the two incoming GMs, and zig-zagging to avoid artillery fire from the Guntanks at the back of the base.
Be sure to instruct your allies to follow you, since they will tie up the GMs and prevent you taking a stray round in the back. As you close on the base, take out any nearby tanks, but keep moving and head for the two Guntanks defending the HQ. Take them out and then go to work on the HQ. Reinforcements will arrive, but they should not reach in time. Just remember to be on the move at all times and you shouldn't struggle too much.
Position your ally on the edge of the base and leave him there as a safety net for any aircraft you may miss. Proceed North again to the waters edge and await the various waves of aircraft that will appear. Ignore them and concentrate on the aircraft, making sure to stay as far North as possible, so that the enemy MS do not feel obliged to shell you instead of the base defenders. Once the aircraft have stopped coming, mop up the GMs to win the mission. Move on to engage the two GM's attacking your allies.
Ignore the aircraft until later. As soon as you recieve the warning about incoming reinforcements, head back to intercept the GM holding a Long Rifle from the West. Close to short range immediately, guns blazing. If you let the GM get a shot off, it will likely destroy you in a single shot. Assuming this goes off without a hitch, move directly to engage the GM that arrived from the South taking care to avoid its Beam Gun.
Deal with the aircraft and the mission is complete. Skirt round to the NE, removing any GMs or tanks that cross your path. Then head West into the city ruins and close on the three Guntanks hiding therein. They should not pose a problem at such short range.
As long as you concentrate your efforts on the Guntanks, none of the reinforcements should reach you before you complete the mission. Destroy the tanks guarding it and move North to the next closest base containing two GMs. From here you can cross the river to the final base, protected by two more GMs and M61s. Two more GMs will arrive at your start position. Trek back to kill them and it's mission over. Here you can intercept the first transport ship and its fighter escort.
Destroying the transport will trigger the arrival of a GM Cannon from the same position. Once it is destroyed head across the river to the NE boundary and down the next transport.
Then wait at the rivers edge for a Gunboat, swiftly followed by another. A final transport will arrive from the same location along with a few GMs and planes. Ignore the backup and go for the transport to finish the mission. Just troop around the map taking out any GMs that crossd your path. Use distress calls from the four bases in the map to discern the location of your opponents.
There are only five GMs in all, so they should not be difficult to overcome. Simply sweep both sides of the river for enemies ideally, one side at a time. The only thing you need to be aware of is the presence of a Gundam G that turns up from the North boundary at some point. After this head for the resupply point and sweep into the the Naval Base, cleaning up any remaining tanks or GMs.
You will then have to endure two waves of four GMs each coming from the sea. I would advise retreating to the supply area here and allow them to occupy the Naval Base so that you can snipe them from range.
This mission can be incredibly tough due to the sheer number of enemies you have to face with a very limited MS selection. Just remember that you have unlimited ammo, since the supply truck never comes under attack, so you can afford to take your time and engage from distance.
Instead, just boost along the river's edge taking out the three gunboats before the enemy can overwhelm you. You can forestall this by ordering your allies to follow you - they should tie up a few of the GMs while you work. Leave your allies at the top of the mountain to offer some measure of defence for your supply depot should any enemy slip past you.
You will need the supply depot if you are to complete this mission. My advice is to stay high up in the mountain and allow the waves of enemies to come to you, firing down on them for best effect. There are multiple waves of GMs and Guncannons, but as long as you wear them down as they are moving up the mountain, they should not overwhelm you. Make sure you pick an MS with a machine gun and plenty of ammo, since there are lots of aircraft and being damaged isn't really a concern.
Hold your ground and destroy any enemy aircraft that come into range until the time is up. Leave your allies at the base to offer a last line of defense. Stock up on ammo regularly and engage any groups that stray into the operation zone. There is one part of this mission that embodies everything that is wrong with this game. Upon defeating the final wave listed above, dash straight to the South to intercept a wave of GMs that will be moving in from the East to the South. They have a very small area of ground to cross in order to succeed, and, to make matters worse they are constantly jumping, making it nigh on impossible to hit them reliably due to the limitations of the targeting system.
Your best bet is to try and get directly in front of them, but you will have to move very quickly indeed. On the plus side, only one hit is required to make them stop jumping and come after you. Frankly though, this one is down to blind luck rather than any kind of skill, so prepare for frustration.
I would recommend going out to meet the individual waves just in case you need to dash back for a resupply mid-fight. Leave these guys till last, but keep in mind that they are there, so stay on the move and don't stray too far down the mountain. Several waves will appear and make their way up the mountain, consisting of: 3xGundam G 3xGundam G Aircraft Aircraft Once the reinforcements stop coming, you will be pretty close to the time limit.
Keep your allies in tow to tie up any enemies, and charge straight into the base, clearing the area around the HQ. You should be able to demolish the HQ long before anyone catches up with you. The Dom Cannons supporting you are fairly capable, and all you have to do stop the various incoming attack waves consiting of Guncannons, GMs and aircraft.
Just be sure to stay well stocked on ammo. You can take out the escort and any ensuing reinforcements first if you like, but this usually necessitates an unecessary return to the supply depot. Hold your ground here and engage the various forces that will come from the same direction. Enemy forces comprise entirely of Guncannons and aircraft, which should pose you no problem by this stage in the game. As always, stay well stocked with ammo and don't allow any MS to slip by you.
Note that for this mission I will be referring to North as being the top of the operation area as opposed to the direction in which you are facing at the start of the mission since the operation area will expand several times during this mission, and this helps make things simpler. Head straight ahead as you start and engage the two Gundam G and Guntanks that show up. Round the corner they came from and head up the canyon to meet the two Gundam G that follow.
This will then be followed by two Guuntanks, then two more Gundam G and finally two more Guntanks. I would advise staying at the very top of the operation area, since the enemy has a nasty habit of firing on the second supply depot which you cannot reach at this stage in the mission. Simply stay at the top of the map and draw the enemies attention.
The map area will now expand. Move into the area housing the new supply depot and defend it against the next waves of enemies.
Be aware that groups of aircraft will be sent in sporadically as well. Your allies should do a fair job of shooting them down, but keep an eye on the visible condition of the depot to decide whether you need to make aircraft your priority.
Stay put and deal with any aircraft that threaten the supply depot, and then get fully resupplied. How you deal with this last phase is up to you, but I normally start with the NE, then retreat and strike to the NW. Be aware that when you destroy any of these groups, they will be replaced by an identical group who will assume the same position. Given this, repeat the steps above a second time, and then move onto the two Gundams in the center.
These will be replced by two more Gundams, and then another two Gundams after that. Assuming that you have taken out the Guntank support however, they should be easy pickings.
It's a long, difficult mission, but as long as you take advantage of the natural cover afforded by the terrain, it is very easy to divide the enemy and pick them off in small groups. However due to the cost of upgrades and the fairly large range of models, it would have been far too time consuming to get these done in any reasonable time. I will add these at a later date if I ever get through them all!
For the time being only the full range of weapon upgrades is available. As with the above, I haven't noted a shield for a unit if it gains one through defence upgrades. If you like your Guntanks then you're goning to have to wait for a bit longer into the EFF campaign to get your fix. This is the first suit in your hangar for the EFF, and with good reason. A suit so poor it makes the Zaku II look accomplished.
Does hit reasonably hard, and certainly looks amusing when you hit the boosters, but doesn't really have anything to recommend it as a serious consideration for your hard earned points.
Can take significantly more punishment, but its inability to dodge leaves you a sitting duck in most situations. So don't expect an unbiast writeup here. Seriously though, this suit is just as rubbish as the others.
It's just a well armoured weapons platform, so it does pack a punch because the weapon lineup is good. However, it's slow to fire, slower to move, and is incredibly intolerant of rough terrain. Unless you have a serious love for Guntanks, you aren't going to get on with this. I tried to do some of the Mountain missions with one of these and it was physically incapable of driving up to the top of the operation area and kept getting stuck In truth, the GM is a very decent starter suit, especially if you concentrate on weapon upgrades first, since this gives you the Spray Gun, essentially a slightly less effective Beam Rifle.
Boost, armour and manevouverability are all pretty poor, as befits a starter suit, but rest easy in the knowledge that you have much better stats than the suits you will be facing at this stage of the game, unlike the poor suckers who chose the Zeon campaign Faster, better armour, more ammo.
Unfortunately, none of these increases are enough to warrant retaining the suit or investing significant amounts of points for upgrades. Plus you can use the Spray Gun as your primary weapon, so you have the ability to hit hard at long and medium ranges. Head Vulcan rounds this suit off with some useful anti-air defence. I really enjoyed this suit, and it is much more accomplished than its Zaku Cannon counterpart.
The only downside is that standing still to fire the mm cannon is a bit of a liberty at this stage since you can't afford to take a stray round, so make sure you outrange your opponent before committing to fire.
Furthermore, it doesn't have much ammo for the good range of primary weapons available to it. All in all a bit of a comprimise, but a handy suit if you are going to be near a supply depot. The truth is that the Striker can embarass suits twice as expensive. It doesn't have a primary weapon to start with, only the rubbish grenade, but it does have a massive twin bladed Beam Lance that cuts down most suits in a single swipe.
It's quick and dexterous with good armour and boost. Peerless if close combat is your preferred method of getting things done. Decently quick, plenty of boost and good armour. Weapon selection is a bit limited, but ammo supplies are quite respectable. Other than that, it's exactly the same as any other GM. Since you can only take sniper rifles, you never have enough ammo to achieve much before needing to reload.
It has great boost, decent armour and strong melee, but you won't find occasion to sample these abilities outside of a defence mission. It has particularly weak AA since none of its weapons fire quickly or are accurate against fast moving targets.
It looks like an artillery tanks with legs, and it pretty much is. You don't get lightning fast response or good turning speed, but you do get plenty of armour and plenty of decent weaponry.
That being said, the Guncannon can pick up a decent turn of speed once you get going. Melee damage is suprisingly respectable for a suit that has to rely on its fists, but nevertheless don't expect instant results. You also get access to a more potent set of primary weapons. I find the MP version to be better overall, since the Guncannon really is quite frustratingly slow at times.
These are just as much of a pain as the cannons they replace since you have to stand still to fire them , but have a faster rate of fire and seem to do a bit more damage as well. If you are going to get a Guncannon after the MP version, this is probably the one to have. It has so much armour compared to other suits you will wonder if it is possible to be destroyed at all.
Yet it remains agile and relatively speedy, with a great range of weapons. The Beam Rifle has to be the gun of choice, but unlike many other MS, all weapons you unlock will be useful in the meantime. Add in the signature Head Vulcan, a shield and decent melee damage and you will find yourself laughing at the poor Zeons for not fleeing from you on sight! The only downer with this suit is that ammo for the primary weapons is pretty poor.
However with a suit this powerful you can just draw your sword and plough on regardless. Not only can it hold more ammo for the primary weapon read Beam Rifle here unless you are intentionally trying to up the challenge , but it has a Chest Vulcan and a Head Vulcan.
The pinnacle of evolution for Gundam type suits. The Gundam fears nothing because it's the best suit available by miles. Remains speedy and agile whilst adding significantly more in the way of armour and ammo capacity. This MS can weather a sustained assualt from pretty much anything, and carries 45 rounds for the Beam Rifle when fully upgraded , a feat approached only by the Zeon Gelgoog.
Weaponry is a little limited, but that's only because everything you start with is fantastic anyway. If you die with this suit, you don't deserve to be using it. Since you start the game with a Zaku II, there is no reason you should ever have to use this suit. It has papier mache armour, low ammo count, and a poor range of weapons at its disposal. Even with this lenience though, the Zaku II still manages to be shockingly rubbish.
It loses out to its rival the GM in every respect, so all the early Zeon mission become an uphill struggle. Squad members are computer-controlled, and can be issued simple commands using directional button inputs. Points earned from missions are used to obtain new MS, recruit pilots and apply modifications. Three main aspects of the MS can be tuned for up to 8 levels:. The unit type can also be modified to suit a certain environment. An MS undergoing modification cannot sortie for one day.
The mission action sequences are rendered in third-person view, but can switch to first-person when using snipe mode R2 button. Objectives usually range from enemy interception, base defense, enemy base infiltration, etc. Rank grades are given depending on the leader's unit condition, number of enemies defeated and overall accomplishment of the objective. Some mission maps will have one or more designated resupply points, where the squad leader can replenish ammunition.
Though usually accompanied by defense units, a resupply point will be lost if continually hit by enemy or friendly fire. Depending on the degree of damage that the units sustained from the last mission, a set number of days are required for repairs. A partially-repaired unit can still sortie. Modifications cannot be made to units undergoing repair. The pilot roster's physical condition will also vary. Status deteriorates from mission participation or an extended period of inactivity. Certain notable characters from the Gundam series will become available as recruitable pilots when the right conditions are met, and will not be limited to one faction Zeon personalities can be recruited to the Federation wing and vice-versa.
Japanese video game magazine Famitsu was the first to review this game, giving it a 32 out of 40 with each panelist rating it an 8 out of On the day of the PlayStation 3 launch in Japan, Crossfire sold 33, units. The American release was not nearly as well received as the Japanese release. IGN gave the game a 3. MAHQ, a dedicated anime mecha website gave it 1. Gamepro gave it a 1.
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