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    FAQ/Walkthrough by Ominae

    Version: 1.20 | Updated: 10/02/06 | Search Guide | Bookmark Guide

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    Ring of Red by Konami
    Copyright (c) 2003-2005 Ominae (Mark Soo)
    Date Created: March 17, 2003
    System: Playstation 2 (PS2)
    Ring of Red is a registered trademark of Konami Corporation.
    Ring of Red is a (c) 2001 Konami Corporation. All rights are reserved.
    This document is only for your own use. It is under copyright law, which
    means that you can't use this to earn profit. You can't also copy this
    document and place it in either your website or someone else's website.
    If you want to put this at your website other than Gamefaqs, pls. e-mail
    me at arcamdunit@yahoo.com for permission. Use of this guide at any
    website or as part of public display is prohibited and is a violation of
    the copyright law.
    Type of Document: FAQ (General)
    The following websites are authorized to post this document:
    This guide, although compatible with its European version, may or may 
    not be compatible with its Japanese version. So to those who own or 
    have access to the game's Japanese version, use this guide as your 
    Please contact me at my e-mail, which is arcamdunit@yahoo.com, if you
    have the following
    - Questions
    - Suggestions
    - Corrections
    - Comments
    - Tips
    - Things that I may have missed out
    Don't forget to put Ring of Red FAQ as the subject of your e-mail
    Otherwise, I will ignore your e-mail as spam mail
    Table of Contents:
    I.      Version
    II.     Story		
    III.    Controls	
    IV.     Start Menu
    V.      Camp Screen
    VI.     Operation Map
    VII.    Battlefield Map
    VIII.   Characters
    IX.     Troops
    X.      Maximum Attacks
    XI.     AFWs
    XII.    Soldiers
    XIII.   Skills
    XIV.    Walkthrough
    XV.     Credits
    I. Version
    - My 1st version of this FAQ
    - Added Contact Line
    - Added Dedication in Credits
    - Fixed Kinasato's profile in Characters
    - Fixed Legal Notice
    - Fixed Credits
    - Fixed Contact Line
    - Revised introduction for AFWs
    - Started putting information in the Walkthrough section
    - Revised layout of this section
    - Revised Legal Notice
    - Made correction in Legal Notice
    - Updated Legal Notice
    - Updated Characters
    - Updated a little more in Walkthrough
    - Made correction in Story
    - Updated Walkthrough (A little)
    - Updated Battlefield Map (Forgot to include this statement)
    - Completed Characters
    - Completed Maximum Attacks
    - Updated upper heading
    - Updated Walkthrough
    - Updated Legal Notice
    - Updated Legal Notice
    - Made some additional info on the Contact Line
    - Updated Walkthrough (A little, sorry for the long update. Been busy
      with life)
    - Completed Characters
    - Completed Walkthrough (Walkthrough's almost complete)
    - Made minor correction in Maximum Attacks
    - Updated Battlefield Map
    - Updated Characters
    - Updated Controls
    - Updated Copyright
    - Updated Credits
    - Updated Troops
    - Completed Walkthrough
    - Updated certain parts of Walkthrough
    - Completed Walkthrough
    - Updated Legal Notice
    - Updated Controls
    - Updated Operation Map
    - Added ASCII title
    - Made minor spelling corrections
    - Made small update on Skills
    - Updated Legal Notice
    - Minor update in Walkthrough
    II. Story
    1946- Nazi Germany and Fascist Italy was defeated by the Allied forces
          and they were forced to surrender. The Allied leaders created &
          drafted the Postdam declaration, which called for the surrender
          of Japan. Japan refused, and the American Air Force was forced
          to deploy 2 atom bombs to Hiroshima and Nagasaki. After then
          Japanese Prime Minister Hideki Tojo refused, Soviet leader
          Joseph Stalin ordered Soviet troops to invade Hokkaido Island &
          North Japan. American and Allied soldiers were ordered to occupy
          the South under Gen. Douglas Macarthur's Operation Downfall. The
          Chrysanthemum throne of the Japanese monarchy was overthrown & 2
          governments were established in the North and the South. With
          Soviet assistance, the Republic of Japan or North Japan was
          established and Hokkaido island was integrated into Soviet
          territory and was renamed as Vastokayask. After local elections
          were held in the South, a pro-Western South Japanese government
          was recognized by the UN and most of its member countries except
          communist countries, which officially distinguished the North as
          the true leader of the entire Japanese mainland.
    1950- After 4 years of the occupation in Japan, Soviet and
          American-led forces withdrew from North & South Japan. The North
          Japanese government then declared war on South Japan with
          backing from Joseph Stalin of the Soviet Union and Mao Zedong of
          China. It sparked the Japanese Wars, which lasted for another
          4 years. The US and other countries such as Australia, Britain,
          Canada, Colombia, Ethiopia, India, Italy, the Philippines,
          New Zealand and Sweden joined forces with the newly reorganized
          South Japanese Armed Forces. On the other hand, the Chinese &
          Soviet forces teamed up with the North Japanese government
          against the South by supplying them with Chinese and Soviet
          AFWs, as well as sending their forces to assist North Japanese
          troops. A lot of North & South Japanese, both civilians and
          soldiers, were slain in this bloody war. A lot of refugees from
          the North fled to the South in order to escape the horror.
          Even with the clamor of Japanese from both lands calling
          for reunification, it was ignored and was now a dream for
          both sides.
    1964- 10 years has passed after the Japanese Wars. The revamped North
          Japanese Army has sent an army officer named Takeshi "Yu" Kaiho
          to infiltrate a South Japanese military camp, where South
          Japanese army officials have been testing new AFWs (Armored
          Fighting Walkers). Kaiho has successfully stolen the Type 3
          prototype AFW. The South Japanese government has ordered
          Kristof Schreigen and the "Streifen" unit to immediately
          retake the stolen AFW before it sparks an international
          incident and possibly cause another Japan War.
    III. Controls
    Directional buttons
    When on the operation map: moves cursors, units and command selection
    When on the battlefield map: selects command, enters direction of
    Start button
    - Begins game from title screen
    Triangle button
    - Swap between 3-unit information windows on operation map
    X button
    Operation map: moves cursor to unit with battle command
    Battlefield map: Display command options. Enters various commands
    Circle button
    - Cancels screens & commands 
    - Display movement & combat range on operation map
    - Displays total command menu for battle condition display.
    L1 button
    - Moves cursor to last active unit on operation map
    R1 button
    - Moves cursor to next unit on operation map
    IV. Start Menu
    New Game - starts from the beginning. Self-explanatory
    Continue - you can continue from where you left off. It requires a 
               saved Ring of Red file in your PS2 memory card.
    Options - configure some settings. It includes
    Message Speed - sets message speed for the game
    Sound Setting - choose from Stereo or Monaural
    BGM - you can turn on or off the BGM
    Vibration - turns the vibration on or off. The PS2
    	    controller can vibrate in lit and non-lit LED
    Grid Display - sets grid display on or off
    V. Camp Screen
    Operation Room - you will receive information on current operations
    	         (the level you're going to play next). Schreigen and
    	         Rodriguez will lead the briefing session. Your
    	         comrades & your men will sometimes also assist here
    	         by explaining their ideas. Pay attention here as they
    	         can also help you win the mission.
    * Always go here if you're not sure about your mission. You can also
      find out on what type of soldiers to use, what skills to use in the
      next mission and more exact information on what to expect.
    Formation Room - organizes troops to each AFW unit. You can also see
    	         their stats and the maximum attacks of your AFW
    * Take your time in this option, you can look at the stats of the
      soldier squads that you're going to place alongside your AFW units.
      Whenever you lose a campaign, you can look here to see what squads
      should be placed in your AFW unit.
    Information Room - contains detailed information on your units, soldiers
    	           memoirs and the combat manual.
    * Be sure to stop by here. A lot of important information on your
      units, soldiers, Kinasato's memoirs and the combat manual. A lot of 
      helpful stats, information and tid bit notes are shown here to you.
      They can make a difference between your life and the death of your
      entire unit.
    Record Room - permits you to save and load your game. You must have a
    	      PS2 memory card in order to use this option.
    * Don't forget to save your game whether you made adjustments to your
      units or you're almost ready to start your mission.
    Sortie - starts your campaign mission.
    VI. Operation Map
    Operation Start - the victory condition and the loss condition are
    	          displayed when battle commences.
    Unit Movement
    The unit can only move if and only if its turn is acknowledged
    If the cursor is placed on the unit in turn and selected, the
    movement range (blue square) and the assault range (yellow square)
    are displayed
    Setting the cursor to the square you would like to move to (except
    the yellow square) and pressing the X button opens the Action Menu 
    Action Menu
    Attack - this is allowed if your AFW unit can attack nearby enemy unit
    Stats - exhibits the selected unit information
    Recover - available if the enemy damages your AFW/soldiers
    OK - moves and end your turn
    Standby (if OK is not in the Action Menu) - stay put at current location
    Battle Distances
    - battle distance in the operation map will be determined by the
     (square) between you and the enemy unit
    From an adjacent square - Short Range
    From a diagonally adjacent square - Medium Range
    From 2/more squares - Long Range
    * Remember the distances that these AFWs can perform in. These are the
    Close Combat Range - Anti-AFW
    Short Range - Light AFW
    Medium Range - Standard AFW
    Long Range - 4-Leg AFW
    Free Cursor - this can be moved freely around on the operation map
    	      before a unit carries out a certain task
    Total Command Menu
    Turn - see individual order of every unit in the operation map
    Mission - check both victory & loss condition of current level
    Setup - see Start Menu
    Occupying Towns, Villages and Cities
    You can only occupy a town, village or a city only with the use of a
    friendly unit
    * Landscapes with a star icon indicates the presences of soldiers
    * There are only two types of stars, a small and a big star
    * If you capture a certain town, village or a city with a big star,
      you'll have two squads of soldiers. One squad will be acquired if
      you capture a town, village or a city with only one star.
    The big and small stars is lost if the enemy moves to occupy the
    area, so be sure to move in quickly.
    Other things to remember on Landscape:
    - The Landscape level is the height of the terrain
    - The Landscape defense will have an effect on the troops' combat
      time and move
    - The Additional action is the amount of time needed until it can move
    - The Recovery is the amount of soldiers will recover after selecting
      the Recovery option
    - The Movement cost is the movement over different types of terrain
      in the operation map to a specified amount of movement energy for
      a certain square
    When you press Circle, you'll see the following options:
    Turn - Lets you see the turns of your comrades and your enemies.
           You'll see the following options:
           Turn - moves according to the number of turns
           HP - moves according to total amount of hit points
           Level - moves according to Level
           Qrt - moves according to ???
    Mission - Lets you see your mission orders from your commanders.
    Setup - This is similar to options screen.
    Stop - Allows you to stop the game and save the data on a PS2 Memory Card.
    VII. Battlefield Map
    When you select "Attack" from the Action Menu in the Operation Map, you
    will initiate in combat with your enemy. The time limit allotted is
    about 90 seconds, so make it a point to keep an eye on the time while
    fighting your enemy
    Player's AFW Status
    - It shows the conditions of your AFW. The "W" refers to the AFW's
      weapons and the "L" refers to the AFW's legs
    Player's AFW Attack Status
    - The timer shown here is the remaining amount of time necessary to
      load a shell for firing
    Player's AFW Rank
    - Shows your ground forces, their remaining life and the type of
      ground forces that you have
    Shooting and Maximum Attack
    - This shows the number of special shells that you can use and the
      number of maximum attacks that the pilot can use
    Unit Command
    -  You can either let the AFW move forward, move backward or stop
    Firing Accuracy
    -  Your current accuracy rate before you start firing. Your AFW's
       distance to the enemy's will determine your accuracy rate. But,
       there are other factors that can also affect the accuracy rate, such
       as landscape (defending side), time and weather factors.
    Enemy AFW Status
    -  See Player's AFW Status
    Enemy AFW Attack Status
    -  See Player's AFW Attack Status
    Enemy AFW Rank
    -  See Player's AFW Rank
    Distance to Enemy AFW
    -  Distance to the enemy AFW and time limit
    Attack Command Menu
    This can be accessed by pressing X on the Battlefield Map to show the
    command selection menu.
    (The following shown here are in order)
    VS AFW- Target Enemy AFW
    * Will not be selected if load gauge is not full
    VS SOLDIER - Target Enemy soldiers
    * Will not be selected if load gauge is not full
    RANK - Allows you to put your ground forces in the Vanguard or in the
    * Only available if there are soldiers escorting your AFW
    SPECIAL SHELL - fires special shells
    * Only available if crew soldiers riding in AFW have ability to use
      special shells
    MAXIMUM ATTACK - use maximum attack
    * Only available if there are maximum attacks that can be used by the
    Firing Accuracy Rates
    - The following will determine the accuracy of your AFW's firing
                    Load Gauge:    Starting Accuracy:        Accuracy Rate:
    Terrain Effect     None      100 - Landscape Defense/100   None
    Night	           None      x One-half                    VS AFW
    							   - 3/4
    					                   VS Soldier
                                                               - 1/2
    Snow               None      Mid: 4/5                      Mid: 4/5
                                 Long: 3/4                     Long: 3/4
    Smoke Shot         None      x 1/2                         x 3/4
    							   (For 30 secs.)
    Destroyed          Zero      None                          Return to Starting
    Weapon Station						   Accuracy
    Destroyed          None      None			   x 1/2
    Weapon Station
    Flash Shot         Zero      None                          Starting Accuracy
              					           x 1/2
    							   (For 15 secs.)
    VIII. Characters
    These guys are the entire staff of the Streifen team. Help these guys
    recover the stolen Type 3 AFW from North Japan before World War III
    erupts over this conflict.
    Masami von Weizengger
    Age: 22
    Birth Year: 1942
    Nationality: South Japanese
    AFW Name: Byakko
    Manufacturer: Komitsu Industries, South Japan
    Main Weapon: 8.8 mml 5.6 gun
    Sub Weapon:  7.92 machinegun
    AFW Name: Hyakko (Obtained after Stage 12)
    Manufacturer: Nielben GmbH., West Germany
    Main Weapon: 8.8 mml 5.6 gun
    Sub Weapon: 7.92 machinegun
    Born and raised in South Japan, he was the son of a German father and a
    Japanese mother. Unfortunately, he has shown no love for his mother's
    native homeland, as he wants to be called as Weizengger or "Wei" for
    short. He was recruited to work at Komitsu Industries as a test pilot
    for their prototype AFWs. After the Type 3 was captured by Takeshi "Yu"
    Kaiho during a routine training operation, Weizengger was given the rank
    of Captain by the South Japanese military to recapture the stolen AFW in
    pursuit through North Japanese territory and in Vastokasyask Island
    (formerly Hokkaido Island).
    Ryoko Minakawa
    Age: 20
    Birth Year: 1944
    Nationality: South Japanese
    AFW Name: Suiko
    Manufacturers: Komitsu Industries, South Japan
                   Nielben GmbH., West Germany
    Main Weapon: 7.5 mml 4.3 gun
    Sub Weapon:  7.92 machinegun
    Originally born in North Japan, she became a refugee when her mother
    tried to seek refuge in the South with her when she was still a baby.
    But, her mother mysteriously disappeared after she was caught in a cross
    fire with American & Allied forces fighting the North Japanese army and
    their communist allies, who was presumed to be dead. Although she
    started her new life as a refugee in South Japan, she too ended up as a 
    test pilot for Komitsu Industries like Masami von Weizengger. She later 
    blames her father, Col. Minakawa of the North Japan Loyal Army for 
    what happened to her mother.
    Kenichi Kinasato
    Age: 32
    Birth Year: 1932
    Nationality: South Japanese
    AFW Name: Kuki
    Manufacturer: Komitsu Industries, South Japan
    Main Weapon: 20 mm machinegun
    Sub Weapon:  None
    An officer in the South Japanese Army with the rank of Second
    Lieutenant, he was decorated with honors when he fought in the Japanese
    Wars as an AFW pilot alongside his war buddy, John Caster. In his free
    time, he jots down several journals about the tensions still ongoing
    between the division of the Japanese archipelago and the ideologies of
    Communism and Capitalism also present in the time period. His journals
    were later used to depict the events that took place in 1964. He has the
    problem of helping John to calm down whenever he goes haywire. He is the
    only member to have nerves of steel, even in the most dangerous
    John Caster
    Age: 31
    Birth Year: 1933
    Nationality: American
    AFW Name: Little John
    Manufacturer: GMI, United States of America
    Main Weapon: 15.5 mm gun
    Sub Weapon:  37 mm gun
    He fought in the Japanese Wars as an AFW pilot of the US forces serving
    under the UN alongside Allied forces when North Japanese troops invaded
    the South with Chinese and Soviet troops. He was forced to leave the US
    Marines after he was found guilty of insubordination by a US military
    tribunal. He was fortunately employed by GMI as a test pilot and an
    observer, who was sent to South Japan to monitor ongoing testing of
    prototype AFWs for the South Japanese Army. He eventually fought
    alongside Weizengger in the Streifen unit to pursue Kaiho and get the
    stolen Type 3 AFW back. The only problem that the unit has with him is 
    that John blows his top off whenever he gets irritated.
    Jun Hasabe
    Age: 15
    Birth Year: 1949
    Nationality: North Japanese
    AFW Name: Nue
    Manufacturer: GMI, United States of America
    Main Weapon: 37 mml 54 gun
    Sub Weapon: 12.7 mm machinegun
    A street refugee in the streets of North Japan, he was an orphan after
    his parents when he was very young. His own situation became even worse
    when his siblings died of malnourishment and hunger. Enraged by this, he
    decided to join up with the anti-communist guerilla group known as
    "Karma", which is led by Ippei Kirino. His face looks similarly to a
    girl, which is the reason why he gets mad at anyone if he is being
    referred as a girl. He vows to fight in "Karma" until the North Japanese
    puppet government is ousted from power and the entire archipelago is
    Ayana Kirino
    Age: 18
    Birth Year: 1946
    Nationality: Soviet (by birth)
                 North Japanese (by adoption)
    AFW Name: Ohbu
    Manufacturer: Nielben GmbH., West Germany
    Main Weapon: 150 mm ART gun
    Sub Weapon: 7.92 mm machinegun
    She was originally a Soviet citizen by birth. But, her parents died when
    she was small. Fleeing the Soviet Union as a refugee to the safety of
    North Japan, Ippei adopted her as his own daughter when she was around 8
    years old and was given the Kirino family name to replace her former
    Soviet surname. Because of this, she eagerly joined in "Karma" from her
    admiration and to repay for what Ippei did to her. Throughout all of the
    operations that "Karma" is involved in, she is always anxious about
    Ippei. She wants nothing more than to help Ippei free North Japan from
    Ippei Kirino
    Age: 70
    Birth Year: 1894
    Nationality: North Japanese
    AFW Name: Kamui
    Manufacturer: Unknown; was salvaged and customized by Ippei himself
    Main Weapon: 47 mm gun
    Sub Weapon: 7.7 mm machinegun
    An ex-AFW pilot of the former Japanese Imperial Army and the North
    Japanese Army, he was known as "Witch Wolf" for his unique fighting
    style, in which his own enemies fear him. He was awarded with honors for
    fighting in WWII and in the Japanese Wars. But now, he heads the anti-
    Communist guerilla group named "Karma" fighting the North Japanese
    government. He has won support from the South Japanese government & the
    international community in their struggle to free the North from puppet
    control. Numerous AFW companies such as Nielben Gmbh, GMI & Komitsu
    Industries have secretly supplied the group with their AFWs.
    Emilio Panini
    Age: 24
    Birth Year: 1940
    Nationality: Italian
    AFW Name: Tempesta
    Manufacturer: Nielben GmbH., West Germany
    Main Weapon: 75 mml 24 gun
    Sub Weapon: 7.92 mm machinegun
    Formerly in the Italian Army under its elite Alpini (Mountain) AFW Company,
    he left the armed forces and was never seen in the Italian public. He
    felt humiliated for the rest of his life when the Allied forces defeated
    the Italian Army during WWII. Even though he was teased because Italians
    were not brave, he was very determined to show the whole world that the
    Italians are brave people. He was seen again in the limelight after 
    Masami's Streifen team raided and captured the Morioka prison compound, 
    which freed him alongside other anti-government prisoners. With this, 
    he is more than happy to work for the Streifen unit.
    Kristof Schreigen
    Age: 45
    Birth Year: 1919
    Nationality: German (by birth)
                 West German (by end of WWII)
    Position: Komitsu Employee (Former)
              South Japanese Army military advisor
              Streifen Unit Commander
    An employee in Komitsu Industries AFW division, he is also a military adviser 
    in the South Japanese Armed Forces and was entrusted to all AFW matters by 
    top officials in the South Japanese Army. An ex-Nazi officer who was 
    exiled to South Japan by the West German government due to crimes against 
    humanity, he ended up in Komitsu Industries before being recruited 
    into the South Japanese Army as a military advisor. When the Type 3 hijacking
    took place, he was entrusted by the top officials in the South Japanese Armed 
    Forces and by leaders in the South Japanese government to head the Streifen 
    unit by relaying order to the team via radio contact in South Japan in order 
    to rout out the stolen Type 3 and destroy it before WWIII takes place.
    Age: 40
    Birth Year: 1924
    Nationality: German (by birth)
                 West German (by end of WWII)
    Position: Fuji Military Academy Professor (Former)
              South Japanese Army Tactical Combat Instructor
              Streifen Unit Executive Officer
              Streifen Unit Liaison Officer
    Formerly a Nazi officer, he was also exiled to South Japan by the West
    German government for his war crimes during the Second World War. After 
    landing in South Japan, he started his stint in South Japan as a professor 
    in the Fuji Military Academy, South Japan's only military school. He then 
    joined the South Japanese Army as an AFW tactical combat instructor. He was 
    responsible for overseeing current tests of prototype AFWs for the South 
    Japanese Army when the Type 3 hijacking happened. He was eventually embedded 
    with the Streifen unit by the South Japanese Army and government as the 
    unit's executive & liaison officer, traveling with the squad to North Japan 
    and Vastokasyask Island.
    Age: 32
    Birth Year: 1932
    Nationality: German (by birth)
                 West German (by end of WWII)
    Position: Nielben GmbH. Employee
              Streifen Unit Logistics Officer
              Streifen Unit Management Officer
    An employee with Nielben GmbH., she was sent to South Japan by her employers
    in order to work with Komitsu Industries in AFW R&D (Research and Development)
    for producing the next-generation AFWs. After the Type 3 incident, Nielben
    GmbH. volunteered her services to the Streifen, being embedded with the team
    by sharing her experiences in the various AFWs that the team has, as well as 
    being a troubleshooter, both in logistics and in unit management, when she
    went with the Streifen Unit to as far as the hinterlands of North Japan and
    the territories of Vastokayasak. 
    IX. Troops
    There are three types of troops that you can obtain after completing a
    mission in the game. These three types differ only by how you can obtain
    Orange Troops
    - Given to you by Rodriguez personally. These guys (and gals) have
      reasonable skills for you. So, they aren't that bad. In fact, you
      might get surprised by some special squads, such as a Shooter squad
      with Wire or an Infantry squad with Grenade. But in case that you want
      more of them, then you'd have to complete all the mission in less time
    White Troops
    - Acquired by occupying villages, town and cities with stars
      (See Operation Map for the types of stars that are placed when
       you're playing in the map). These people even have superior if not,
      better skills than the Orange Troops. So, make it one of your top
      priorities to grab these babies when you're starting your campaign.
    Green Troops
    - THE ULTIMATE SQUAD! These people sure sometimes don't have skills, but
      they have excellent and cool stats to compensate for this loss. These
      guys (and gals) will aid your AFWs very well, since they'll give your
      AFW pilots very high stats, such as Attack range and Movement. To get
      them, it'll depend on how you obtain them through dual objective, if
      you have to overtake an enemy structure (base, port, etc.) or to
      eliminate all of the bad guys. You must overtake the enemy/important
      structure in order to get them. They're available from Stages 4, 6, 7,
      8 and 10-15.
    X. Maximum Attacks
    Special skills used by various AFW pilots. Having these will help you
    fight well and will make your enemy's lives very, very miserable. So all
    of your AFW pilots will each have one. But as your level increases, so
    does your chances of getting another Maximum Attack. Also, the number of
    times that you can use your Maximum Attacks will also increase.
    I must warn you though; you'll be in a heap of troubles and problems if
    you wasted all of them intentionally or by mistake. So, they won't come
    back automatically. Although you can regain them by leveling up in the
    battlefield, all of them must be replaced by finishing your campaign.
    Your AFW pilot can get a second Maximum Attack from level 5 and a third
    Maximum Attack at level 11.
    Accurate Fire:
    - More accurate than Quick Fire and does around 50 percent more damage.
      Much better than Quick Fire and it'll never miss.
    Used by: Masami von Weizengger
    Aim Weapon:
    - Will try to target enemy AFW's weapon stations, depending on your
      accuracy. So, you can't say if it'll do your job. But if it does,
      then give yourself a pat on the back. You're good! Just hope that
      if won't hit yours.
    Used by: Ayana Kirino, Ippei Kirino and Jun Hasabe
    - An anti-soldier skill. The AFW's cannons will automatically bombard
      all of the enemy soldiers in the Vanguard, which will force them
      to retreat to the Rearguard. One thing, you have to do this at
      Medium range and beyond.
    Used by: Ayana Kirino and John Caster
    Check Fire:
    - Will try to target enemy AFW's legs, depending on your accuracy. It'll
      hit the AFW, but you can't say whether the enemy AFW will be crippled.
      Just cross your fingers and hope the enemy doesn't repair it.
    Used by: Emilio Panini, Ippei Kirino and Ryoko Minakawa
    Creeping Fire:
    - Much superior than Bombard, this'll hit all of the enemy soldiers,
      whether if they're in the Vanguard or Rearguard. This'll hit all
      of them, which is helpful to you if you want to gain a superiority
      in the battle.
    Used by: John Caster
    Dodge Action:
    - Dodges the next AFW attack. Always work, except if your AFW's legs
      are damaged/destroyed or tied up with Wire/Electric Wire. Conserve
      this to save yourself, especially from Anti-AFWs and bosses.
    Used by: Jun Hasabe and Kenichi Kinasato
    Emergency Load:
    - Load ups a fresh round into the AFW's cannon chambers. From there,
      you can fire a round to the enemy AFW or soldier, use any Maximum
      Attack or use a special shell (either offensive, defensive or
      assisting). Save these when you're in a jam.
    Used by: Ayana Kirino and John Caster
    Quick Fire:
    - Instantly loads a fresh round into the AFW's cannon chambers and
      fires the inserted round into the enemy AFW. Not that handy, since
      it's not always accurate, which is affected by your AFW's accuracy.
      Very useful to get rid of weakened enemy AFWs.
    Used by: Masami von Weizengger and Ryoko Minakawa
    Quick Move:
    - Used to move Anti-AFWs to Close Combat range. Useful if you have to
      desperately end the battle with Close Combat fighting. Be warned,
      the enemy might take advantage of this by using Wires of Mines.
      Use cleanup to clear the way for this move.
    Used by: Emilio Panini and Ippei Kirino
    Rapid Punch:
    - Used in Close Combat, the AFW will launch a flurry of multiple punches
      into the enemy. Very good Close Combat move if you want to give
      the enemy AFW extra damage or if you need to kill them.
    Used by: Ryoko Minakawa
    Rapid Strike:
    - Like Rapid Punch, only except that it's much powerful and much
    Used by: Emilio Panini
    Spray Fire:
    - The AFW's machine guns will proceed to fire from right to left,
      aiming for enemy soldiers. It does mucho damage, especially if
      you're in either Short or Close Combat range.
    Used by: Kenichi Kinasato
    Straight Punch:
    - A cool Close Combat move. This move will enable you to get rid of the
      enemy AFW's weapon stations. Always hit and very accurate to use.
      Again, another move in Close Combat if you have to end the fight
      and eliminate the enemy AFW's offensive firepower.
    Used by: Masami von Weizengger
    Straight Strike:
    - Purpose is similar to Straight Punch, but stronger. Very nice to use
      if you have to end the battle in Close Combat with this Maximum
    Used by: Ippei Kirino
    Suppressive Fire:
    - Much better to use than Spray Fire. This is also like Spray Fire, but
      as the benefit of "trapping" enemy soldiers in the Vanguard from
      hiding in the Rearguard. If used with excellent anti-soldier skills,
      then you can eliminate a lot of enemy soldier squads.
    Used by: Kenichi Kinasato
    XI. AFWs
    Replacing MBTs (Main Battle Tanks) in the field, the AFW (Armored
    Fighting Walker) was built after the end of the Second World War with
    the capacity to travel in any kind of terrain with its legs and to fight
    back with its own armaments.
    Standard AFW:
    The 1st AFW to be produced, it was supposed to serve as the main weapon
    for land based combat. It was dubbed as "the undisputed king of terrain
    combat" due to its superior and fair balance of armor, firepower and its
    mobility. These AFWs are usually employed by various armies to help
    weaken the enemy before the kill.
    Light AFW:
    This AFW is another necessary AFW. It sacrifices armor and firepower in
    exchange for a high level of mobility. It is also employed as a scout to
    do observation through recon work on enemy positions, or to assist in
    finishing off weak troops and AFWs. It can be mounted with either a
    machine gun, or a gun.
    4-Leg AFW:
    The AFW was created to ensure that it could travel on rough and severe
    terrain and assist ground forces by giving maximum firepower. The AFW's
    structure was also designed very carefully to support the weight of its
    increasingly large artillery by dividing the AFW's weight over the 4
    legs provided.
    When the AFW was developed, it was supposed to be built with an anti-AFW
    role. Although its guns are fixed in the centers, the two arms are very
    useful for Close Combat situations. Its main purpose is only for
    fighting AFWs, but it has limited chances to fight against soldiers. It
    must have assistance in the forms of ground troops alongside it.
    XII. Soldiers
    - The most dangerous type of soldier ever in anti-soldier warfare.
      This is the most common squad that you'll find in the battlefield.
      You'll need these guys to fight against enemy soldier squads, but
      they can't handle the massive AFWs, as their rifles can't penetrate
      AFW armor. They are armed with Springfield M14 rifles.
    - Another good soldier, this time in anti-AFW warfare. They can save
      your life when you bring them with you and also when deployed, the
      enemy AFW will suffer massive damage from their missiles, but
      they're in big trouble if they are hosed down by enemy anti-soldier
      squads. They are armed with Anti-AFW Bazookas.
    - They specialize in AFW repair. They are also useful in a way that
      this squad helps increase the AFW's load speed. Not only do they
      speed up loading time, but they are also needed if you have to
      recover AFW body points during recovery. They are armed with
      Springfield M14 rifles with attachable rifle grenades.
    - When it comes to hazards such as mines and wires, have these guys
      ready in your squad. They give you an easy time if your opponent has
      these ready on you. They are the only ones who can help increase the
      AFW speed during in battle and in the map. They are armed with
      Springfield M14 rifles with attachable rifle grenades.
    - The best in defense. They have cool skills such as Hyper Morale,
      Gas Mask and Smoke Shot. While they have good offensive skills, they
      are best used on the defensive. To top it all, their main focus is
      to heal wounded soldiers after each battle. They are armed with
      Mauser M712 Maxi pistols.
    - If you want an anti-soldier squad that fights on short range, then
      go for this squad. Although their field is scouting, they are good
      at fighting soldiers using the skill snipe. To do this, they use
      their pistols with a shoulder stock connected to the pistol grip.
      They are armed with Mauser M712 Maxi pistols.
    XIII. Skills
    Focus - Infantry
    The entire squad will aim for a single soldier in an enemy squad. If the
    squad is at close range, then this'll do bigger damage. Countered by
    Hyper Morale (reduces damage).
    Cooperation - Infantry
    The squad will join forces with another squad. Both of your squads will
    attack the enemy squad. All of your squads (except the ones in crew, of
    course) must be in the Vanguard and the enemy must do the same to make
    it work. Countered by Hyper Morale (reduces damage).
    Rapid Fire - Infantry
    Everyone in the squad will open fire on both enemy squads. This is good
    only when the enemy's squads are brought to the Vanguard. Countered by
    Hyper Morale (reduces damage).
    Grenade - Infantry/Shooter
    Everyone in the squad will rush to the AFW and throw a fragmentation
    grenade. If the range is near the enemy, then the attack will cause big
    Homing Shot - Shooter
    One shooter aims for the AFW while another does magnification for the
    range and another to help aim. Best used in long range, since it does
    heavy damage.
    Charge Shot - Shooter
    A shooter soldier runs to the enemy AFW and fires a missile at it. Like
    Grenade, more damage can be caused if the shooter soldier is near the
    Flash Shot - Medic
    Entire squad fires flash shells from their flare pistols at the enemy
    AFW and Vanguard units, which decrease enemy accuracy for about 20
    seconds & decreases base accuracy by a half for about 15 seconds and
    shell loading is halted. Useful if you don't have Dodge Action.
    Smoke Shot - Medic
    Everyone in the squad rushes to the AFW and throws a smoke grenade at
    it, which decreases its accuracy for about 20 seconds. During a night
    fight, it removes the enemy's Illuminated Shot and decreases enemy
    accuracy back to half.
    WP Shot - Medic/Recon
    Similar to Flash Shot, except they fire WP (White Phosphorous) Grenades
    from their flare pistols, which release tear gas and forces enemy
    soldiers to retreat to the Rearguard. This can only be countered by Gas
    Neutralization and Gas Mask
    Snipe - Recon
    A soldier from your squad attaches a stock to the pistol grip, aims for
    an enemy soldier in the enemy unit and attacks the soldier, immediately
    killing him. Not only can this attack enemy soldiers in the Vanguard,
    but also in the Rearguard. Can't be countered by Hyper Morale, gives
    only low damage if attacked by snipe.
    Illumination Shot - Medic/Recon
    Similar to Flash & WP Shot, only this time it fires a shell that lights
    up the night sky, giving the same fighting conditions that you had
    during the day. The bad thing is that it lasts up to 45 seconds.
    Mine - Mechanic/Supply
    Plants a row of mines in front of you and the enemy. This was meant for
    C.C. (Close Combat) conditions. This can damage the legs of an AFW.
    Countered by Cleanup.
    Adhesion Mine - Supply
    Planted similarly to the mines, except that it'll magnetically clamp to
    the enemy AFW's own legs, destroying it and as well as causing big
    damage. Replace the mines with this for C.C. (Close Combat) conditions.
    Countered by Cleanup.
    Chain Mine - Mechanic/Supply
    Planted similarly to the mine and adhesion mine, except that this time,
    it'll cause BIIIGGGG damage to the enemy AFW and to any enemy squad in
    the Vanguard. Use this in C.C. (Close Combat), esp. when your enemy is
    an Anti-AFW and it can eliminate an enemy squad. Countered by Cleanup.
    Wire - Mechanic/Supply
    A single soldier from the squad attaches a rifle grenade and fires it,
    changing to a metal chain, which wraps around the enemy AFW's legs and
    stops them from moving. Good to use if your enemy has C.C. (Close
    Combat) capacity. Stops the use of Dodge Action, Straight Punch,
    Straight Strike, Rapid Punch and Rapid Strike. Countered by Cleanup
    Electric Wire - Supply
    A single soldier from the squad attaches a rifle grenade and fires it,
    changing to an electric metal chain, which wraps around the enemy AFW's
    legs and stops from moving by destroying its legs.  Good to use if your
    enemy has C.C. (Close Combat) capacity. Stops the use of Dodge Action,
    Straight Punch, Straight Strike, Rapid Punch and Rapid Strike. Countered
    by Repair/Fast Repair and Cleanup
    Hyper Morale - Infantry/Shooter/Medic
    Boosts up the defense of both squads by 25%. Helps protect your ground
    forces from skills such as Focus, Cooperation and Rapid Fire. Lasts
    throughout the entire battle.
    Cleanup - Infantry/Shooter/Mechanic/Supply
    Eliminates all types of mines and wires from the battlefield. This
    is needed to all of your AFWs, especially to your Anti-AFWs, since
    mines and wires reduces the chance of your Anti-AFW to do Close Combat
    to your enemy.
    Repair - Infantry/Shooter/Mechanic/Supply
    Fixes any damage done to either the AFW's weapon systems or to its legs.
    It'll only upgrade the repair to one level for the legs and the weapons
    (For example, Destroyed - Damaged - Normal). If any AFW unit doesn't
    have this skill, then you're in big trouble.
    Fast Repair - Shooter/Mechanic/Supply
    Similar to the skill Repair, only it completely fixes any damage done
    either to the AFW's weapon systems or to its legs. Use this skill to
    replace any squad that uses the skill Repair. This'll be a big surprise
    to the enemy when they hit the weapons and the legs with shells, maximum
    attacks or being hit with good accuracy.
    Gas Neutralization - Medic/Recon
    This is only useful if the enemy squads contain the WP Shot technique.
    This skill will only be activated if the squad that has the skill moves
    to the Vanguard and retreats back to the Rearguard due to the WP Shot.
    They'll use their respirators to breathe in oxygen so that the WP won't
    affect them.
    Gas Mask - Medic/Recon
    Better than Gas Neutralization, it'll work in the Rearguard
    automatically if your squad detects the enemy has WP Shot. Basically,
    they'll order all of the squad personnel to wear their respirators. So
    you can move the squads to the Vanguard. Besides, they won't be affected
    by the WP anymore.
    HEAT Shell - Shooter
    Recommended for Short Range, this does fire damage when the shell
    explodes on impact on the enemy AFW. Kinasato, Jun, Ippei and Emilio are
    the ones who can make good use of it, provided that they enter Short
    Range combat. Countered by Dodge Action.
    APC Shell - Shooter/Mechanic/Supply
    When this shell explodes on impact on the enemy AFW, it dishes out more
    damage to it than any normal shell fired on to it. Therefore, use this
    shell only if you have enough time to finish off the enemy, but his AFW
    is almost ready to be destroyed. Countered by Dodge Action.
    APCR Shell - Shooter
    Similar to the HEAT Shell, except that damage is increased only if your
    target is far away when you initiate combat. John & Ayana can use this
    in long-range combat, provided that they enter into that combat range
    with the enemy. Countered by Dodge Action
    Shrapnel - Infantry/Recon
    Shoots a shell with shrapnel over the enemy vanguard. I personally
    recommend this for those who want to eliminate enemy soldiers fast.
    Incendiary Shell - Infantry/Recon
    Similar to the Shrapnel, except that it causes more damage to the enemy
    vanguard. A better shell than Shrapnel.
    Incendiary Shrapnel Shell - Recon
    The most dangerous anti-infantry shell that can be used, this shell can
    give the most damage and it can eliminate your soldiers if they're sent
    to the vanguard. This is the best shell that you'll want to use if you
    want to eliminate the enemy vanguard pretty fast.
    WP (White Phosphorus) Shot - Medic/Recon
    When fired, it'll fire a shell filled with White Phosphorus gas that
    will force the enemy soldiers to retreat from the vanguard to the
    rearguard temporarily. Like its vanguard version, it can be countered by
    using either Gas Neutralization or by Gasmask.
    Illumination Shot - Infantry/Shooter/Medic/Recon
    When fired, it'll fire a shell that contains a flare, which will light
    up the night sky during night combat. Unlike its vanguard version,
    this'll last until time is up.
    XIV. Walkthrough
    Tips as you play the game:
    In the map:
    - Always remember to scan the entire map before you make your move.
    - MOVE CAREFULLY!! You'll never know when the enemy will make a sneak
      attack either at your rear or at your side.
    - When moving, always move in groups so that you can take over
      someone's fight whenever he or she is running out of health.
    - Scan out the horizon where you can get free squads from towns,
      cities and villages see if enemies are in the way before moving 
      your units.
    - Take out all the enemy AFWs (and leave at least one) before
      grabbing all the free squads in towns, cities and villages
      so that you won't have a problem when enemy AFWs try to
      block your way to those places.
    - Look around the map and observe the positions of the enemy.
    - If enemy AFWs are in your range (In your AFW's range),
      MAKE IT A POINT TO OBSERVE THEIR STATS by selecting them
      similarly to your own units. From there, you can see the
      number of special shells, the type of skills that each
      enemy squad has. In case that you fumble up the mission, you
      can use the enemy stats to readjust your own squads again.
    - Pay attention when your comrades or your enemies speak during
      the campaign. Sometimes, they will tell you clues about
      what to expect during the campaign or in the next. In other
      campaigns, their speeches will indicate important points on
      objectives and important figures in the game.
    - If you have to escort important objectives (like supply trucks),
      then by all means, you have to protect them. Leave some units
      to keep an eye on the important objectives to protect while the
      others venture out and bash the enemy to pieces.
    - Make sure that your units are ganged up together, so that in case
      the enemy has you cornered, you guys can support each other.
    - When there are major clumps of enemy AFWs approaching, keep still
      and don't move around. Wait for the enemy to come to you. Then,
      clobber them.
    - Select enemy AFWs are check their movement range. If their movement
      ranges are limited, then position 4-Leg AFWs and clobber them from
      far away.
    - Check the Turns section when you press Circle. Make sure you 
      change the Turns option according to the turn range. In this way,
      you can see whether you can make a move against an enemy or to 
      retreat to a safe area.
    In the battle:
    - Keep an eye on the time while battling the enemy. You don't want
      to end a battle with the enemy taking no or little damage.
    - If you aim well, then you'll have priorities. Take out the AFW's
      legs, then wipe out its weapon stations. You'll have an easier
      time fighting the enemy AFW.
    - Don't bother taking out the enemy AFW's supporting infantry.
      They'll be taken care of once the enemy AFW is history from the
      battle. Take out the enemy troops if you really need to do it in
      order to defeat the enemy AFW.
    * Maulkin has been kind enough to point out that you can get double 
      the experience if you exterminate enemy troops. Thanks for 
      pointing it out friend!
    - If you have troops with the skills Wire/Electric Wire, then use them
      to tie up the enemy AFW's legs. That way, the enemy won't be able to
      move or be able to execute moves such as Dodge Action or Quick Attack.
    - If you have shells that can easily wipe out enemy soldiers, then
      use Incendiary Shrapnel. It's the best shell I've known that can
      kill them in around 1-2 turns. Without them, the enemy AFW will have
      a hard time repairing from damage in its legs or weapon stations.
    - Make sure that you use Illumination Shot (either in Crew or Vanguard)
      when you engage the enemy in night battles. It'll help you increase
      the odds for you to defeat the enemy AFW, who may not have Illumination
      Shot (unless they have it too).
    - If the enemy has anti-infantry shells, then you'll have double
      thoughts on whether to send them out or not, especially if the enemy
      has Incendiary Shrapnel shells. So, do it at your own risk.
    - Keep an eye out on your troops. If your troops are taking casualties,
      then it's a good thing if you'd withdraw them to the Rearguard ASAP.
    - If the enemy has a few hit points and with little time left, then
      it would be better if you'd unleash Maximum Attacks or 
      Special Shells that can eliminate them.
    - When Standard or Anti-AFWs want to go clobber you with their punches,
      turn the tables by using Wires/Electric Wires or better yet,
      use Mines/Adhesion Mines/Chain Mines to get rid of its legs. In fact,
      you can lay double Mines/Adhesion Mines/Chain Minest so's you can break 
      down the Standard/Anti-AFWs C.C. abilities. 
    - Reserve Maximum Attacks that you have and save them for bosses or for
      harder enemy AFWs. Usually, conserved Maximum Attacks can be used
      to defeat them. Same thing goes for offensive Special Shells.
    - Take pot shots at the enemy if and only if the game time is about to
      end. Sometimes you can get lucky, but sometimes you can't. So, it's 
      your call whether to do it or not.
    - If both of your squads have anti-AFW capabilities, move them in the
      Vanguard and let them unleash their attacks even before you start
      to land your first blow to the enemy AFW.
    Stage 1:
    Location: Fuji Military Academy, South Japan
    Enemies: None
    Pilots: Masami von Weizengger
    Limit: 1 Day
    Scenario: Masami and Ryoko are training with brand new prototype AFWs
              which are to be in service shortly with the South Japanese
              armed forces. Rodriguez briefs them that there's using
              simulated rounds for this training.
    What to do: Nothing much to do, except fight a mock AFW. When you fight
                the AFW, practice fighting it from various distances. You
                won't have soldiers until stage 3, so better get used
                to the slow loading time that you'll have. Afterwards,
                you'll face Ryoko as your second mock enemy AFW. I suggest
                that you fight well, so that you can get a lot of
                experience for the next level.
    Stage 2:
    Location: Fuji Military Academy, South Japan
    Enemies: 3 AFWs
    Pilots: Masami von Weizengger, Ryoko Minakawa
    Limit: 2 Days
    Scenario: The usual. You're in simulated combat against another pilot
              named Kirishima. In this scenario, close combat is
              forbidden. But strangely, Kirishima gets close and
              smacks the life out of Masami and sends him a blast from the
              AFW's cannons. The simulation is stopped, but the "pilot"
              reveals himself as Captain Takeshi "Yu" Kaiho of the North
              Japanese Army and hijacks the Type 3 AFW. Mathilda informs
              Rodriguez and Schreigen that the real Kirishima and the Type 3
              technician were both slain, possibly by Kaiho and a small team
              of North Japanese soldiers. Schreigen authorizes the use of
              deadly force to both Masami and Ryoko to recover the Type 3
    What to do: Don't try to take on Kaiho one on one. He's very powerful
                and besides, it's already scripted in the game that it
                should happen. Chase Kaiho and the Type 3 AFW, but keep a
                fair distance and also try to keep the pilots together.
                Later, two North Japanese Army AFWs appear near the edge
                of the map will appear near Kaiho and will cover his
                escape from Fuji Military Academy. Forget Kaiho for
                now and just get rid of the two enemy AFWs. I
                recommend using medium range, since the enemy AFWs are
                Light AFWs.
    Stage 3:
    Location: Kujuukuri, South Japan
    Enemies: 6 AFWs
    Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
            John Caster
    Limit: 5 days
    Scenario: Schreigen informs Masami and the group to stop Kaiho. But,
              Kaiho disappears and immediately, enemy AFWs begin to
              show up in the area in a bid to give Kaiho some time
              to get to the harbor as soon as possible before Masami
              recaptures the stolen Type 3 AFW. The South Japanese
              Army dispatches Kenichi Kinasato, while GMI offers the 
              assistance of ex-US Marine John Caster to the group.
    What to do: This is your first AFW battle. But, your enemies are
                not North Japanese Army soldiers, but pro-communist
                The first thing that you should do is to group
                yourselves to two groups. A group should consist of
                2 AFWs. Then, split up to take out the opposition.
                Use the pincer tactic to get the enemy trapped between
                your own AFWs. Take advantage of the ranges of your enemy
                AFWs in order to adjust to their disadvantages (meaning,
                their vulnerability to other ranges aside from their own)
                and pummel them out. Although most of them are easy to get
                rid of, watch out for one enemy AFW who will not hesitate to
                use Quick Load when necessary. Just make sure to recover
                when damaged and dish out the damage to the enemy.
    Stage 4:
    Location: Iioka, South Japan
    Enemies: 7 AFWs
    Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
            John Caster
    Limit: 5 days
    Scenario: Kaiho has reached a North Japanese-occupied harbor. Masami and
              the gang has cornered him. But, North Japanese Army AFWs have
              also arrived to stop them from touching Kaiho or the stolen
              Type 3 AFW.
    What to do: Don't take on Kaiho. He's meant to get away in this
                scenario. Just as the usual, stick together as a group and
                take on the enemy. Occupy all cities, villages and towns to
                get some soldiers to help you in the next stage. But after
                Kaiho gets on the boat back to North Japanese waters, two
                more (I think) enemy AFWs will also arrive to cover his
                tracks. Get rid of them ASAP before you take on the last
                village that they occupied a while ago.
                Just a little note. You can do two objectives. You can
                either reoccupy the harbor or eliminate the presence of
                North Japanese Army AFWs in the area. But if you do
                reoccupy the harbor, then you'll get a green soldier
                squad for your next mission.
    Stage 5:
    Location: Ishinomaki, North Japan
    Enemies: 10 AFWs
    Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
            John Caster
    Limit: 3 days
    Scenario: After Kaiho manages to escape to North Japan, South Japanese
              officials are furious over the incident and orders top
              South Japanese military officials to cover up the incident
              to prevent the international community from criticizing
              the country. To a surprise, the South Japanese military
              disbands 'Experimental Unit 07' and instead creates a new
              military unit called 'Streifen'. Weizengger was promoted to
              Captain and was asked by Schreigen to lead the unit to
              recapture the stolen Type 3 AFW.
              At the dead of night, Weizengger and the team infiltrates
              the North Japanese coast line in order to meet up with
              two Karma members who are also hiding in the heavily
              guarded coast line.
    What to do: Tread carefully around here. Since you'll have only three
                game days, you'll have to clash with North Japanese units
                a little bit fast in order to catch up and also, don't
                move into unnecessary places (unless you have to evade the
                bad guys). There are a lot of places where you can get
                more soldiers. But move slowly, an enemy AFW might show up
                out of nowhere and pounce on you unexpectedly. Quickly
                capture soldier-filled villages, towns and cities to fill
                up your ranks.
                There are two outcomes for this scenario. You can either
                wipe out all of the enemies from this stage or occupy the
                main base. If you capture the base, you'll meet up with
                Ayana and Jun. They'll also appear if you kill all the bad
                guys too. Don't forget to get your units equipped with
                Illumination Shots, since you're be clashing with the enemy
                for the first few turns in night battles.
    Stage 6:
    Location: Kesennuma, North Japan or Ishigoe, North Japan (depending on
              previous mission)
    Enemies: 10 AFWs
    Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
            John Caster, (Ayana Kirino or Jun Hasabe, depending on
            previous mission)
    Limit: 5 days
    Scenario: From Ishinomaki, the Streifen unit is ready to head out to one
              of Karma's secret bases. Ryoko keeps bugging everyone about
              the "Demon" symbol. Jun says that he doesn't know, but maybe
              Grandpa (Ippei Kirino) has an idea. Everyone gets ready to
              set out and head out to their secret base.
    What to do: In this stage, Ayana or Jun is driving Karma's own supply
                truck and to make matters worse, they can't fight back.
                So, leave some units to protect the supply truck while the
                rest duke out with enemy AFW. Grab soldiers from towns,
                villages and cities, since you'll need better troop squads
                in the later stages.
                Be careful when you tread near the base. Some enemy AFWs
                will try to stage a last stand by doing a sneak attack.
                So, be on your guard and protect the supply truck until
                it gets to the base.
    Stage 7:
    Location: Morioka, North Japan
    Enemies: 12 AFWs
    Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
            John Caster, Ayana Kirino, Jun Hasabe
    Limit: 5 days
    Scenario: Karma recon discovers that a South Japanese Army engineer has
              deserted from the South Japanese Army and was seen in Morioka
              Prison Camp, which was known throughout the Japanese
              archipelago and the international community as the most
              dangerous prison camp on earth. The Streifen team thinks that
              he might try to modify the stolen Type 3 AFW. Everyone in the
              team agrees that they should make a sneak attack tonight in
              order to catch Kaiho and North Japanese Army units stationed
              in the prison camp by surprise.
              But before they leave, Kenichi tells Masami that Ryoko seems
              to be bothered by the "Demon". Masami tells Kenichi to forget
              about it, at least for now.
    What to do: Make sure all of your units have Illumination Shots, you'll
                be facing the enemy in night battles for the first few
                turns. Grab all of the town, villages and cities ASAP with
                soldiers. You'll need all of their help as their skills will
                assist in battling the enemy in the next level.
                Move around slowly and carefully. Just when you think that
                you've gotten the prison camp, a few more enemy AFWs will
                show up behind your backs and try to do a sneak attack.
                While you're fighting Kaiho (who's hard), get some other
                units to get rid of the back stabbers. Try to fight
                Kaiho carefully, since he's got a lot of tricks up his
    Boss Battle 1
    Boss name: Major Takeshi "Yu" Kaiho
    Nationality: North Japanese
    Age: 28
    Birth Year: 1936
    Bio: Top AFW pilot in the North Japan Loyal Army. Was nicknamed
         "Crimson Phantom" by his peers for his extraordinary skills
         in operating AFWs. Improved his status by joining a North
         Japanese contingent to North Vietnam and assisted Soviet
         forces in fighting against American and allied forces during
         the Vietnam War. Feared in the Japanese archipelago and in
         various armies of the world for his excellent combat record, mostly
         against anti-North Japanese rebels and from skirmishes with South
         Japanese Army AFWs.
    Name: Hyoga (It's referred as Phoenix in enemy radio frequencies)
    Armaments: Main - Dual 7.5 mml 48 guns
               Sub  - 7.92 mm machinegun
    Maximum Attacks: Aim Weapon, Dodge Action and Rapid Punch
    AFW Type: Standard AFW
    Difficulty: Medium (Hard if you don't get some things straight here)
    How to beat him:
    - For the first part, just pray that he won't clobber you with his pot
      shots, since he'll do this if you engage with him in battle. Next,
      make sure that you got people who can use Wire (or Mines, if he
      attempts to do Close Combat), since he'll try to Dodge Action.
    - Keep an eye out for him to use Aim Weapon, he'll aim for your
      weapon stations. Have some of your squads with Repair/Fast Repair
      on standby, Kaiho will try to do this if possible.
    - If you conserved Maximum Attacks or offensive Special Shells, then
      unleash them here against him. If he does use Dodge Action, he won't be
      able to evade them.
    If you follow these instructions, then getting rid of him (for temporary
    measures) is not a problem.
    When he's gone, occupy the prison ASAP before the backstabbers (I'm
    talking about the two extra enemy AFWs that showed up) try to stage a
    last stand. If they (the enemy AFWs) try to get in the way, then send
    someone to clobber them first.
    Stage 8:
    Location: Morioka, North Japan
    Enemies: 11 AFWs; 1 possible Boss AFW
    Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
            John Caster, Ayana Kirino, Jun Hasabe and Ippei Kirino
    Limit: 4 days
    Scenario: After Morioka Prison Camp was taken, the group has freed
              Emilio from the camp and they have made the place a
              temporary base. But, Col. Minakawa and a group of North
              Japanese Loyal Army AFWs has arrived outside the Prison
              Camp and they're not giving up the place without a good
              fight. Col. Minakawa receives an incoming transmission
              that Sergei, CO of the Soviet Far East Army is furious
              with the takeover of the camp by the rebels. He warns
              Col. Minakawa that he should get it back or just die
              in the battle. 
    What to do: Stay put and defend your positions well. The enemy
                will try to pounce on you severely while trying to
                find a way to route your defenses. Just hang tight
                by switching places with your fellow pilots if they
                need help with their health and conserve your
                Maximum Attacks until needed, especially since
                you're up against North Japan Loyal Army forces, 
                the elite of the North Japanese Army.
                Later in the battle, Col. Minakawa receives another
                incoming transmission that the Phoenix (that's Kaiho)
                has arrived safely back to the lair (a certain North
                Japanese Army base). Col. Minakawa makes a hasty retreat,
                but calls on 2 AFWs to cover him. Then, all the remaining
                AFWs will move to your position. Just hang on and pounce
                them and seize the soldier-filled village.
                Don't relax yet. Two more late enemy AFWs will also show
                up. Be careful, heal if needed before you meet them and
                destroy them to finish this stage.
    Stage 9:
    Location: Karma Liberation Front Base, somewhere in North Japan
    Enemies: 20 AFWs
    Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
            John Caster, Ayana Kirino, Jun Hasabe, Ippei Kirino and
            Emilio Panini
    Limit: 6 days
    Scenario: Ryoko is still obsessed to find out more about the "Demon"
              on the AFW. But still matters are becoming worse.
              Apparently, Karma intelligence has intercepted North Japanese
              Army communications that a large contingent of North Japan
              Loyal Army AFWs are coming to the base. Everyone is startled,
              but Ippei tells everyone to be ready to fight back. Also,
              Kenichi is also startled by the Anti-AFW that is to be
              refurbished to Emilio, since it appears to be made by
              Nielben Gmbh. Matilda was shocked by this, since she
              didn't know that her company was developing Anti-AFWs.
    What to do: There are two ways to do this stage.
    A.    Stay put at your positions and wait for the enemy to
          to come near you and get rid of them when they engage
          you. (This not looks only awkward, but also hard.
          Since your positions are quite far, you'll have
          a hard time engaging the enemy).
    B.    Make a defensive perimeter near the Karma Base
          by letting your AFW pilots retreat and form a
          square ring around the base similar to the one
          done in the last stage. Make sure that each and 
          every point near the base is covered. 
          For this walkthrough, we'll use the second method,
          since it's much easier.
          When majority of the enemies are destroyed, tread
          around carefully and when enemy backup shows up,
          eliminate them before claiming your booty in the
          villages, towns and cities.
          And just when you think the mission is a success,
          the Karma Base mysteriously blows up from the inside.
          Everyone (except the enemy) panics about it and
          scrambles to the base.
    Stage 10:
    Location: Miyako, North Japan
    Enemies: 24 AFWs
    Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
            John Caster, Ayana Kirino, Jun Hasabe, Ippei Kirino and
            Emilio Panini
    Limit: 6 days
    Scenario: With the base blown up, Schreigen is furious over the incident
              and scolds the entire team over the loss. Although Ippei and
              Jun gets angry over it, Masami tells Schreigen that he could
              accept responsibility over the event. But, Schreigen tells him
              to forget about it and instead, capture Miyako Harbor, since
              the backup supplies have arrived via a South Japanese Navy
              supply ship disguised as a North Japanese Navy supply ship.
              After Ippei agrees to help Masami, he (Masami) orders
              everyone to man their positions and head out to the harbor.
    What to do: The first thing that you should do is to defeat the enemies
                who are near your AFWs. Then, make two teams to scatter on
                the map. One team should head to the North Japanese harbor,
                while the other team should head to the villages, towns and
                cities filled with soldiers. Watch out here now, since
                North Japanese Army AFWs will now try to pounce on you by 
                appearing near villages with soldiers, don't let your guard down 
                for an instant. Just move fast, one Light AFW would attempt to 
                take down some villages with soldiers, so move fast and take him   
                out. On the way to the North Japanese harbor, four more enemy 
                AFWs will show up. Just evade them and head out and occupy 
                the harbor.
                As soon as the harbor is occupied, no supply ship shows up and
                everyone gets bothered why. Jun suggests that Weizengger should
                establish radio contact with Rodriguez and ask him about the 
                status of the supply ship. Rodriguez replies that no ship's 
                coming and advises the unit to immediately retreat from the 
                harbor ASAP.
    Stage 11:
    Location: Mount Hakkoda, North Japan
    Enemies: 8 AFWs
    Pilots: Ryoko Minakawa, Kenichi Kinasato, Jun Hasabe and Emilio Panini
    Limit: 4 days
    Scenario: While the Streifen unit was out fighting in Miyako against North 
              Japanese Army AFWs, the leaders of North and South Japan were
              holding a peace summit in order to resolve the current between 
              North Japanese officials have flatly rejected South Japan's demands
              for them to welcome inspectors from the International Atomic Energy
              Agency (IAEA). North Japan "retaliated" by demanding an official
              explanation on their reports that South Japan's army are believed
              to have been supplying Karma with weapons and AFWs. The summit
              ended with no progress and in order to attract no attention to them,
              the South Japanese government has ordered the armed forces to 
              immediately end their assistance to Karma at once. Because of this,
              Streifen is now forced to re-supply somewhere else. But Ippei 
              mentions that there's a hidden Karma base named Yashiro located
              somewhere in Mount Hakkoda. After making some decisions, Weizengger
              decides that they should head out there before they are overwhelmed
              by other North Japanese Army soldiers. On the way there, they
              get separated and 4 of them, an AFW team composed to Jun, Kinasato,
              Ryoko and Emilio get stranded near the base with Ryoko heading the    
              group as a with a squad of enemy AFWs stationed nearby the base 
              to thwart their attempts to reach sanctuary.
    What to do: Before you start this mission, you have to make sure that your 
                AFWs have Mechanics stationed with them so's that they could 
                be a little mobile when they need to pound on the enemy fast or
                get away from the baddies with speed. You won't be able to adjust
                or swap some troop squads, so you'll have to make some good
                decision in order to continue with the game.
                When the mission starts, have everyone move to the direction of 
                the base. If anyone happens to interrupt your journey, 
                pound them fast with precision or if you could cripple their legs, 
                it would be better. With the advantage of having Mechanics 
                stationed with these guys, you can even end the battle in just 
                one day.
                Everyone will breath a sigh of relief when they manage to reach 
                the safe zone, even if they are still separated from Weizengger 
                and company.
    Stage 12:
    Location: Mount Norikura, North Japan
    Enemies: 13 AFWs
    Pilots: (1st Batch) - Masami von Weizengger, John Caster, Ippei Kirino and
                          Ayana Kirino
            (2nd Batch) - Ryoko Minakawa, Kenichi Kinasato, Jun Hasabe and 
                          Emilio Panini
    Limit: 6 days
    Scenario: With the other half of the team now stranded, the weather getting
              worse and with reports of incoming enemy AFWs from recon soldiers,
              both Rodriguez and Weizengger are getting worried that they would be
              in big trouble with the incoming baddies. Rodriguez decides that it
              would be for the best that they should defeat the incoming enemies
              coming near their position while they wait for help. Weizengger 
              agrees to this proposal, but he's still worried that Ryoko and 
              company has not yet arrived to the planned rendezvous point.
    What to do: Since you are now overwhelmed by North Japanese Army AFWs, the 
                best thing that you can do is to stay around your area and wait 
                for some of the AFWs to come to your position. When they are 
                near your range, pound them relentlessly and don't let your 
                guard down even for one minute. An enemy AFW patrol will come to 
                the picture and lend a hand to their comrades. But don't worry; 
                help will arrive in the form of Ryoko and company, who have come 
                to provide assistance. Use Ryoko and her comrades to clean up the 
                enemy patrol from the rear while Weizengger and the rest of the 
                initial group should mop up any stragglers in their immediate 
                area. When the patrol is dealt with and with the deaths of any 
                enemy AFW who would dare approach your position, tread slowly 
                near the base and grab the soldiers in the 2 villages. The only 
                thing you'll have to worry about is with the darn 4-Leg AFW 
                guarding the base. You might have to destroy it and leave the 
                other AFW alive or lure it out in order to secure the Green 
                Troop squad that you can get later in the game.
                After Yashiro is occupied, Weizengger's AFW will completely break 
                down. John would offer his help by letting Wei jump to the AFW 
                and join with his troops as they approach the Yashiro base.
    Stage 13:
    Location: Kuroishi, North Japan
    Enemies: 24 AFWs
    Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato, 
            John Caster, Ayana Kirino, Jun Hasabe, Ippei Kirino and 
            Emilio Panini
    Limit: 5 days
    Scenario: Incoming reports from recon shows that a bunch of North Japan
              Loyal Army soldiers are heading for some place, believed to be
              heading for the direction of Yashiro. While Rodriguez advises to
              fight, John suggests heading somewhere else to face the enemy 
              in the heat of battle. Rodriguez accepts his suggestions and 
              orders everyone to prepare for battle in the area of Kuroishi.
              Before everyone leaves, Matilda tells Weizengger that Commander
              Schreigen might have been taking advantage of this covert 
              operation for his political gains back in the South.
    What to do: When the game starts, you'll be surrounded by hordes of
                North Japanese Loyal Army AFWs. They're back and they 
                have some friends, the North Japanese Loyal Elite forces.
                Those guys are way better than the Loyal Army, but both
                are troublesome, so get rid of them ASAP or they'll 
                make your life very miserable.
                Most of the AFWs would come to your position, so take
                advantage for the 4-Leg AFWs to strike at the enemy from
                long range to dispose of some of them and try to stay at
                your starting positions and don't move around a lot. If 
                they managed to gang up on you, strike back with fierce 
                force and don't forget to have the opportunity to heal 
                when you're badly damaged. Soon enough, a 2-man AFW patrol 
                will arrive from the north and will approach your position. 
                Wait for them to come near and surprise them with your
                4-Leg AFWs from Long Range. Otherwise, just pound them
                mercilessly. By that time, half of the enemy opposition 
                should be wiped out by then. 
                Start marching up to the north of the map when one half of
                the enemy is wiped out. Be careful when treading near
                towns and villages with soldiers, enemy AFW reinforcements
                will appear out of nowhere. Clobber them to make sure that
                you're safe before grabbing the troops, then start 
                getting rid of the remaining opposition. 
                After all the enemy AFWs are eliminated from the map, the
                group realizes now that North Japanese Army AFWs are
                heading to the north. But the group thinks that the 
                best thing to do for now is to retreat from battle.
    Stage 14:
    Location: Imabetsu, North Japan
    Enemies: 24 AFWs
    Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato, 
            John Caster, Ayana Kirino, Jun Hasabe, Ippei Kirino and
            Emilio Panini
    Limit: 4 days
    Scenario: Recon reports now indicate that enemy forces are now
              heading to the Fort of Tsugaru, where North Japanese
              nuclear missiles are said to be stored. With the 
              political situation in bad shape between the North and
              the South, South Japanese leaders now wanted the Type 3
              to be destroyed at all costs, which was said to be captured
              from the North, courtesy of a North Japanese defector.
    What to do: Before you head out to battle, make sure that John has
                2 Recon Squads with Snipe and Ayana with 3 Recon Squads
                armed with the Snipe skill also. You'll need their 
                long (And I do mean long range) capabilities in order for
                you to take out the bad guys since you have 4 game days
                to win this campaign.
                Start the campaign by facing enemy AFWs coming to your
                position. When it's done, divide your party into two teams.
                One should go to the east and get the soldier. On their
                way to secure the village, enemy reinforcements will
                arrive to clobber you, so stay prepared and fight them.
                The other team should head to the West, use the hill 
                as a means of travel and use John and Ayana to take
                out enemy reinforcements coming from the West and 
                enemy AFWs near Dora Gustaf. When you're done, 
                send either John or Ayana to attack Dora.
    Boss Battle 2
    Boss name: Unknown
    Nationality: North Japanese
    Age: In her 20s
    Birth Year: Unknown
    Bio: Unknown
    Name: Dora Gustaf
    Armaments: Main - 800 mm gun
               Sub  - 76.2 mm machinegun 
    Maximum Attacks: Dora's Fire (But won't be used)
    AFW Type: 4-Leg AFW
    Difficulty: Easy
    How to beat her:
    - When you use either John or Ayana, retreat back until your main AFW crew
      tells you that you're near the escape zone. Then, pelt her with some
      regular shots. Then afterwards, escape. It's as simple as that.
                When the battle ends, Kaiho appears in battle with 3 North
                Japan Loyal Army AFWs in order to cover Dora's escape.
                Deal with the reinforcements, then deal with Kaiho himself.
    Boss Battle Rematch    
    Boss name: Major Takeshi "Yu" Kaiho
    Nationality: North Japanese
    Age: 28
    Birth Year: 1936
    Bio: Top AFW pilot in the North Japan Loyal Army. Was nicknamed
         "Crimson Phantom" by his peers for his extraordinary skills
         in operating AFWs. Improved his status by joining a North
         Japanese contingent to North Vietnam and assisted Soviet
         forces in fighting against American and allied forces during
         the Vietnam War. Feared in the Japanese archipelago and in
         various armies of the world for his excellent combat record, mostly
         against anti-North Japanese rebels and from skirmishes with South
         Japanese Army AFWs.
    Name: Hyoga (It's referred as Phoenix in enemy radio frequencies)
    Armaments: Main - Dual 7.5 mml 48 guns
               Sub  - 7.92 mm machinegun
    Maximum Attacks: Aim Weapon, Dodge Action and Rapid Punch
    AFW Type: Standard AFW
    Difficulty: Medium (Hard if you don't get some things straight here)
    How to beat him:
    - Kaiho hasn't changed his tactics, with the exception of his troops
      accompanying his AFW. Just use Electric wire this time to incapacitate
      his legs. Clobber him with your special shells and your maximum 
      Like the last time, he'll quit the battle and retreat.
                Afterwards, Corporal Toba will show up with 3 AFWs 
                (Boy, he's trying to emulate his idol) and warns Kaiho
                to get away while his team gets the enemy busy.
                Target the remaining opposition and don't forget to 
                eliminate Toba.
    Boss Battle 3
    Boss name: Corporal Toba
    Nationality: North Japanese
    Age: Unknown
    Birth Year: Unknown
    Bio: A soldier with the North Japan Loyal Army, he's proven to be a
         very capable pilot even if he's officially assigned to do
         administrative work. South Japanese Army intelligence believes
         that he's one of the culprits responsible for hijacking the
         Dora Gustaf AFW from South Japanese soil. 
    Difficulty: Easy
    Name: H-43B
    Armaments: Main - 76.2 mm gun
               Sub  - 7.62 mm machinegun
    Maximum Attack: Quick Attack
    AFW Type: Standard
    Difficulty: Easy-Medium
    How to beat him:
    - He fights like any Standard AFW, only that he has the advantage of
      Quick Fire in order to make any sudden blows. Fight him with
      Standard and 4-Leg AFWs. If you have any conserved special shells
      or maximum attacks left, then unleash them.
               With the enemy eliminated, everyone is at awe that 
               Dora would be with the enemy itself. With that, the group
               regroups and retreats back to their base.
    Stage 15:
    Location: Tsugaru, North Japan
    Enemies: 8  Soviet Army AFWs
             12 North Japanese Loyal Army AFWs
    Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
            John Caster, Ayana Kirino, Jun Hasabe, Ippei Kirino and 
            Emilio Panini
    Limit: 3 days
    Scenario: Radio reports now tell that the entire North Japan Loyal 
              Army led by Col. Hidetomi Minakawa and Maj. Kaiho has
              revolted against occupying Soviet troops and has
              completely taken over the Fort of Tsugaru. In response,
              Soviet officials have ordered General Sergei Adamski
              to lead some Soviet forces in eliminating Minakawa and
              retake the Fort. Masami leads the group in heading to the
              place, even if two forces are facing against each other.
    What to do: When your forces arrive, you'll see two forces at work
                against each other. The forces of Col. Minakawa have
                taken control of the fort while the forces of General
                Sergei have arrived in the area in order to defeat the
                attempted coup. 
                There are two ways in working this mission out:
    A. Watch both factions take the life out of each other (Not only
       will this give you an easy time in dealing with the enemy, but
       some of them will have low health by them, making it easy for
       you to kill them).
    B. Take on the Loyal Army and the Red Army forces there (It is
       not a good idea. Not only will you have to clash against
       Soviet forces, but the Loyal Army forces make take advantage
       of this to do a sneak attack).
       Use the first method, because it's not only fun, but it's 
       quite entertaining to watch 2 former friends go and duke 
       each other out of the face of the earth.
       In this "confusion", General Sergei Adamski's AFW should be
       wrecked, as well as the defensive shield of Kaiho's Type
       3 AFW. When the Soviet forces are dispatched, move it and 
       take them out, but don't forget to get rid of any enemy AFW
       moving in to your position. Face Kaiho once more to take out 
       his AFW.
     Boss Battle Rematch (WHAT?? Doesn't he get tired of fighting?)
     Boss name: Major Takeshi "Yu" Kaiho
     Nationality: North Japanese
     Age: 28
     Birth Year: 1936
     Bio: Top AFW pilot in the North Japan Loyal Army. Was nicknamed
         "Crimson Phantom" by his peers for his extraordinary skills
         in operating AFWs. Improved his status by joining a North
         Japanese contingent to North Vietnam and assisted Soviet
         forces in fighting against American and allied forces during
         the Vietnam War. Feared in the Japanese archipelago and in
         various armies of the world for his excellent combat record, mostly
         against anti-North Japanese rebels and from skirmishes with South
         Japanese Army AFWs.
     Name: Hyoga (It's also referred as the Phoenix in enemy radio frequencies)
     Armaments: Main - Dual 7.5 mml 48 guns
               Sub  - 7.92 mm machinegun
     Maximum Attacks: Aim Weapon, Dodge Action and Rapid Punch
     AFW Type: Standard AFW
     Difficulty: Medium (Hard if you don't get some things straight here)
     How to beat him: 
     - Same tactics, different troops too. But this time, you can knock
       him out really good. Expend some special shells and maximumk attacks
       on him, since he'll take advantage of Dodge Action again (as always).
                With his AFW down, Col. Minakawa will arrive at the scene
                with reinforcements. Rodriguez will order Weizengger to 
                escape ASAP, but he'll inform Rodriguez that the group
                needs to dispose of the enemy reinforcements so that
                they'll escape safely.
    Boss Battle 4
    Boss Name: Colonel Hidetomi Minakawa
    Nationality: North Japanese 
    Age: 47
    Birth Year: 1916
    Bio: A former officer in the Imperial Japanese Army, he was captured
         by Soviet troops during the end of the Second World War and
         was shipped out to Siberia in order to serve time by doing hard
         labor. His wife and child, who is Ryoko Minakawa, tried to
         escape North Japan during the Japanese Wars, but was caught
         in the crossfire between Communist and UN forces in the South.
         His wife wanted Ryoko to take revenge on him before she died
         from her wounds. He was later selected to head the North 
         Japanese Loyal Army with the creation of the Republic of Japan
         Armed Forces (ROJAF) and North Japanese leaders have designated
         the Loyal Army as the army's special forces in dealing with
         the guerillas.
    Armaments: Main - Collapsable 8.5 mml gun
               Sub  - 7.62 mm machinegun
    Maximum Attacks: Quick Move, Check Fire, Rapid Strike
    AFW Type: Anti-AFW
    Difficulty: Easy to Medium
    How to beat him:
    - Remember to note that Minakawa's machine is an Anti-AFW, so
      use 4-Leg and Standard AFWs to deal with him. Don't use Light
      and Anti-AFWs unless if Minakawa's AFW is heavily disabled in both
      legs and weapon stations.
    - Before dealing with this guy, make sure that your squads have
      mines and wires. So use Chain/Adhesive Mines and Electric Wires
      in order to disable his ability to use Quick Move and
      Rapid Strike.
    - Use your remaining special shells and maximum attacks in dishing
      out damage to Minakawa, since his defensive shield is so damn
      high, but he's done for once his shield is down for good.
    Once he's down, dispose of the remaining enemy AFWs to complete the
    Everyone is glad that they've "dealt" with the Loyal Army's uprising
    against the Soviet contingent, but everyone doesn't seem to have a clue
    to what reason the Loyal Army has committed the rebellion.
    Stage 16:
    Location: Matsuame, Vastokayasak (formerly Hokkaido) Island, Soviet
    Enemies: 8 AFWs
    Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
            John Caster, Ayana Kirino, Jun Hasabe, Ippei Kirino and
            Emilio Panini
    Limit: 3 days
    Scenario: With the coup "crushed" by Masami and company, Kaiho leads
              the rest of the survivors to escape into Soviet territory
              through the tunnels inside the Fort of Tsugaru. They
              follow him and they soon encounter Kaiho, who now happens
              to pilot Dora on top of a hill, alongside 7 other Loyal
              Army survivors, who have encircled the hill.
    What to do: Remember that you have 3 days to bash up Kaiho and the
                rest of the survivors. So start the campaign by
                letting the enemy come to your position. Then, clobber
                them and knock them out of commission. Be sure to watch
                out for Kaiho trying to unleash Dora's long range
                capabilities on your AFWs and troops, giving them massive
                damage. When the Loyal Army AFWs are taken care of, 
                start marching up to Kaiho and don't let up. Be sure to 
                keep an eye on him trying to use long range artillery
                attacks on you. When you're an optimum attack range,
                square off with Kaiho one last time.
    Boss Battle Rematch (aka Takeshi "Yu" Kaiho's last stand at Matsumae)
    Boss name: Major Takeshi "Yu" Kaiho
    Nationality: North Japanese
    Age: 28
    Birth Year: 1936
    Bio: Top AFW pilot in the North Japan Loyal Army. Was nicknamed
         "Crimson Phantom" by his peers for his extraordinary skills
         in operating AFWs. Improved his status by joining a North
         Japanese contingent to North Vietnam and assisted Soviet
         forces in fighting against American and allied forces during
         the Vietnam War. Feared in the Japanese archipelago and in
         various armies of the world for his excellent combat record, mostly
         against anti-North Japanese rebels and from skirmishes with South
         Japanese Army AFWs.
    Name: Dora Gustaf
    Armaments: Main - 800 mm gun
               Sub  - 76.2 mm machinegun 
    Maximum Attacks: Dora's Fire, Dora Shot (But won't be used)
    AFW Type: 4-Leg AFW
    Difficulty: Easy to Medium
    How to beat him:
    - Kaiho's in control now and he'll try to fire some pot shots at you.
      Don't worry, unless if he hits you by luck, most of them should 
    - Try to fight him in Short range for most AFWs (For 4-Legs, 
      do it from afar). Don't try to go into Close Combat 
      (For those with CC ability), 'cause the machine can fight back too.
    - Unleash all of your remaining special shells and maximum attacks
      in order to take down his massive shield.
    - As much as possible, try to target his weapon stations. 
    - Keep an eye for any attempts of Kaiho to fire at your AFW. He
      might use Dora Shot. It takes massive damage to your AFW and
      your squads, so get any of your heavily damaged AFWs to the
      rear and send in fresh replacements as soon as possible.
    - Don't forget to keep your troops to the Vanguard always, unless
      if Kaiho tries to target them a lot. They can really help your
      AFWs bring the house down on Dora and Kaiho altogether.
              Before Kaiho takes a last breath, he launches a nuclear
              warhead in an artillery shell to a guess what........
              An empty field in Vastokayasak
              With him dead, the guys also overhear a propaganda
              video created by the now late Colonel Minakawa, 
              calling all Japanese from the north and the south
              to eject all troops, both Soviet and Western forces, 
              from their soil and rebuild the entire country.
              Although the group is baffled on why Minakawa and
              Kaiho did such a thing, Kinasato confesses to 
              everyone that Minakawa has been placed on heavy
              surveillance by agents of the South Japanese
              Intelligence Agency (SJIA), as well as his
              relatives, including Ryoko. 
    Stage 17:
    Location: Hakodate, Vastokayask (formerly Hokkaido) Island, Soviet
    Enemies: 24 AFWs
    Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
            John Caster, Ayana Kirino, Jun Hasabe, Ippei Kirino and
            Emilio Panini
    Limit: 6 days
    Scenario: With everyone back at camp, Commander Schreigen radios to
              all the pilots and support staff that they must give
              themselves up to the incoming Soviet army, as well as the 
              three AFWs they have. Everyone now realizes that Schreigen 
              was a pro-Communist agent and he was the one responsible for 
              staging the Type 3 hijacking, as well as selling top secret 
              information not only to the South, but to the North as well. 
              As a sign of their gratitude, the Soviet government has 
              offered Schreigen political asylum in the Soviet Union.  
              Enraged, Rodriguez takes command from Schreigen and 
              orders everyone to immediately defeat all incoming enemy
              AFWs, as well as finding a way out. Matilda warns him
              that the Soviet government has ordered the Red Guard, the
              Soviet army's special forces, out with the regular 
              soldiers in crushing the guerillas.
              All the pilots, including Masami himself, proclaim that
              they'll defeat the Soviets to a last stand.
    What to do: This is the first and only mission that you'll face
                the Soviet army. From time to time, massive AFW 
                reinforcements will try and corner you. If you want
                to end the game in just a few days, you have to hit 
                the enemies hard and fast as you try to secure the 
                harbor. Otherwise, stand your ground and form a 
                mini-circle/square against the incoming Soviet
                When you've taken out the massive opposition, 
                prepare to take on General Sergei Adamski.
    Boss Battle 5
    Name: General Sergei Ivanowich Adamski
    Nationality: Soviet
    Age: 41
    Birth Year: 1923
    Name: G. Sergei
    Maximum Attacks: Emergency Load, Aim Weapon and Rapid Strike
    AFW Type: Standard
    XV. Credits
    I would like to thank the following:
    Konami of America, Europe and Japan
    - for creating, developing and marketing the game
    Sony Computer Entertainment
    - for making the game compatible with the Playstation 2
    - for posting my FAQ
    My parents
    - for giving me allowance to buy the game
    My ex-classmate Timothee Cheng
    - for telling me more about the game itself
    Nils Smeu aka Alien Mole (nilsthestrange@hotmail.com)
    - for telling who was the supposed creator of Kamui (Ippei's AFW)
    Maulkin (dm_maulkin@hotmail.com)
    - for telling me about the levels that Green Troops appear in
    - for advising me on fighting enemy soldiers and on hints for 
      mission 14
    Judd Gregory (gregoryj@cinci.rr.com)
    - for helping me on the hints of mission 5
    http://www.network-science.de/ascii/ (ASCII Generator)
    - for providing the ASCII text 
    Everyone in the Ring of Red board at Gamefaqs
    - for supporting my progress in finishing this FAQ
    - for helping me with the game's in-depth details
    - for taking your time to read my FAQ
    * This FAQ is dedicated to the victims of the Korean War, as well as
      the various soldiers who served under the UN from 1950-1953. Our
      prayers will go to them. They will never be forgotten, especially
      to my countrymen, who served in the Philippine contingent to the UN

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