FAQ/Walkthrough by mkprovince

Version: 0.75 | Updated: 02/01/08 | Printable Version



Author of file	: mkprovince (Gamefaqs username)
E-mail 		: mkprovince @yahoo.com

I wrote this for the pure intention of giving help to game players. I 
do not wish for any sort of gratitude but if what I wrote is of any 
help to others, then I'll be pleased with myself.

I'm new so mistakes and such are inevitable. I hope people 
would be glad to lend me a helping hand. Please state my errors 
in the board since I'll be mostly on the net and I usually pay 
Gamefaqs a visit from time to time except for public holidays and 
weekends. Or just drop me a mail if it is weekends and holidays. 
Sometimes I might take a bit longer to reply¡K.

!!! REMINDER (please understand a few things here):
1) This is a walkthrough I wrote while mostly using GunArk. 
Therefore please understand that the game play may differ as 
you use different units to play through the stages later on during 
your replays. Plus this FAQ is definitely going to contain spoilers. 
If you do not want to be spoiled, then do not look.

2) Vocal version is pretty much the same content of the game 
with just an added feature of having BGM come with a selection 
with vocals.

3) I scavenged everything from the last FAQ and make new 
amendments where I think is necessary.

!!!RANT (only for Special Vocal Edition)
The Special Vocal Edition murdered the entire game. For 
something to be called vocal edition, they actually threw the 
original OP and ED out the window and replaced them with 
common background music.



1. File History

2. Legal stuffs

3. Controls

4. Menu Translation

5. Things to take note

6. Important!!

7. Walkthrough

8. Extras

9. Frequently asked questions


File History


Version 0.85 (31/01/98)
Just a little bit more.....

Version 0.75 (29/01/08)
Finished the first complete draft. Still missing many extra 
requirements. FAQ needs a cleanup for being a hasty work. 

Version 0.65 (28/01/08)
Tries to revive the dead. Having some problem adapting to the 
new timetable arrangements. Well, I try to finish this 
once and for all.

Version 0.5 (26/10)
I know that I've just about wasted a week before continuing. Hey, 
I have work to do. Okay, I'm back...... Cleared the confusion 
between Daimajin and Daitetsujin. Added in a couple of stages 
worth of walkthrough and added in some of the missing 
Version 0.4 (19/10)
Another hasty addition to the overall work. Missing quite a 
number of secret objectives but will be added when time is 
Version 0.35 (18/10)
Just put in a few additions to the walkthrough, changing the 
looks for a better grasp and some checking.
Version 0.30 (17/10)
Well, I continued from where I left off last time. I rechecked the 
extra objectives up to the current point and did some correcting 
based on my complete save file. Well, I did my homework.
Version 0.20 (16/10)
Oh, man, I really did mess up a whole lot for being a first timer. I 
need to read the regulations better next time. Well, I sorted the 
version to 0.20 with the extra amendments to the FAQ but no 
new additions yet.
Version 0.10
Started on the date 15/10/06. This is the first Walkthrough of my 
life. Sort of jumpy writing this and I bet I missed out a whole lot of 
stuffs up to the point. I have listed up to the fifth part of the game 
as I played and I will try to make some quick adjustments as I go.

Legal Stuffs

This FAQ may not be copied or reproduced under any 
circumstances except for personal, private use. It may not be 
placed on any web site or otherwise distributed publicly except 
for Gamefaqs. Use of the guide on any other web site other than 
Gamefaqs or of any public display is strictly prohibited. In short, 
I'll court martial the hell out of violators.

The game and whatever concerned is not mine. They belong to 
Banpresto and From Software since this game was only born as 
a result of their joint cooperation. I wish to thank them and hope 
that they will be able to make more of such enjoyable games.


Normal game controls:
1) Start 				- skip movies and briefings (You 
should be using a lot of this button if you're replaying).
2) O 				- selects or confirm
3) X				- Do not select or return

Combat controls:
1) L1				- weapon select
2) R1				- ascend
3) R2				- descend
4) []				- fire default ranged weapon
5) O				- close range attack (melee)
6) X				- dash
7) Triangle 			- lock on (usually to the next 
nearest enemy in the vicinity unless you choose otherwise in the 
8) Left analog			- movements
9) Right analog			- POV change

Menu Translation (Based on Special Vocal Edition)

1)	Main Menu (Starting Anew)

2)	Main Menu (After)
	Free Mission

3)	Option Menu


4)	Game (option)
	Difficulty		| Rookie | Pilot | Ace |
	Lock Info		| On | Off |
       	| Camera prioritized | Direction prioritized 
      	 | Distance prioritized | Damage prioritized |
	Attack Demo	| On | Off |
	Text		| On | Off |
	Default value

5)	Controller (option)
	Controller Type	| Select | Shift |
	Flight Type	
       	| Easy | Flight | Easy reverse | Flight reverse |
	| Normal | Vertical reverse | Reverse |
	Vibration		| On | Off |
	Quick Turn 	| On | Off |
	Height Adjust	| On | Off |
	Key Assign
	Default value

6)	Sound (option)
	Sound		| Stereo | Dolby ProLogic II |
	BGM volume	| <<	>> |
	SE volume	| <<	>> |
	VFX volume	| <<	>> |
	Attack voice	| On | Off |
	BGM type		| Vocal | Music | Random |
	BGM Test		| << 	>> |

7)	Screen (option)
	Brightness	| <<	>> |
	Contrast		| <<	>> | 

Things to take note

YOUR GAME! For those who knows..... Forget what I said.

As you put in your disc and start a game.....
1) You will be given one hell of a nice OP. Watch it at least once. 
Actually watch the entire cut scene once. You might be able to 
have a better grip of the story line this way, even if you do not 
Japanese (please understand that my Japanese isn't so great 

2) As you press start at the main menu, the game will prompt a 
save. Since I am writing in the sense of starting a new game, 
there will not be any save to load. Please select X.

3) Now, you will enter another menu with two choices. The first 
choice (above) is to start a new game. The one below is to 
prompt a save load. Choose the one above. Choose the second 
one below if you had finished once and are replaying. A third 
option will appear in between the two if you are continuing your 
game after you load your previous save game (say, you need 
some shut eye and....)

4) After that, you enter the control and all those other settings 
that would influence how the game would differentiate in its own 
way. The first is the anime title screen. By choosing one of the 
titles here, you actually help the units concerning the titles to 
have bonus boons. Plus, you receive more exp plus you will be 
able to cast Team Attack more often. Do not worry about not 
knowing which to choose. There is a showcase beside the 
selections for you to see. Choose whichever you want but I 
would most certainly advise choosing the Original for the first 
time. It is supposed to be its story after all.

The selections are:
a. No selection (Thus no bonus or whatever. All status will be 
kept to a mere default value)
b. Aura battler Dunbine
c. Blue comet SPT Lazyner
d. L-Gaim
e. Dragonar
f. Brain-powered
g. Kidou Senkan Nadesico (Prince of Darkness)
h. Gundam Wing Endless Waltz
i. Kidou Senshi Gundam The Counterattack of Char
j. Kidou Senshi Gundam 0083 Stardust Memories
k. Super Dimensional Fortress Macross (Do You Remember 
l. G Gundam
m. Wings of Rean
n. Another Century's Episode Original

5. Choosing a title will then move you to difficulty settings. 
Difficulty settings range from Rookie, Pilot, and Ace from top to 
bottom. I would advise Rookie for New Player while Pilot for 
veteran. I know it is almost an insult to all those who had played 
A.C.E. and figure themselves capable of dealing with everything. 
Do not! I'm also an A.C.E. player and ace difficulty is not 
something that should be regarded lightly. I got my backside 
kicked so many times even when using some fully upgraded 
units while trying for higher difficulty. It is sad, but true. For 
difficulty, I choose Rookie for the sake of walkthrough writing but 
try whichever you like.

6. Next it is combat control selection. There are two selections. 
The first is like a drag down box and as you hold L1, you move 
up or down the list and choose the weapon of your choice and 
pressing square to select it. Or you tap L1 till the weapon of your 
choice is displayed. That will be very tiresome and really not 
advisable. You lose precious time and you will most likely get 
swamped this way.

The second combat control is better in my opinion since this 
since something you would want to rely on during the story mode 
or even during versus. You hold L1 and then you press the four 
colored buttons and the R1 and R2 buttons in response to the 
weapon you want to use. It might be a bit disorienting to use at 
first but a real life saver. Understand one bit though. Some 
mechs will have a blank box indicating that there will be no 
weapon assigned to the button. Thus, remember which button 
has a corresponding weapon of its own.

7. After that is the flying maneuver. This maneuver coordination 
applies to mechs that have a variable transformation to an 
aircraft. Treat this like some sort of flying simulation but using the 
left analog stick to control the movement. There are four to 
choose but I choose the first one I see and had been 
accustomed to it....Choose whichever you want. It is basically 
two types with the remaining two the reverse control for vertical 
movement. Look at the pictures beside and you should be able 
to discern them.

8. Prompting whether you want to have lock on to have some 
sort of auto height adjustments. I just agree with this.

9. Auto faces enemies when locked on. You do not want this? I 
want this.

10. Controller having the vibration functions. It is your choice.

11. Final confirmation.

12. Into the game you go.

REMINDER: Certain settings can be changed halfway through 
the game in the Option.


The game would mostly function like this:
1) Briefings. You hear what they say. Whether you want to skip 
this, it is totally up to you.
2) Hangar menu (upgrades and repairs. Non-available for first 
stage unless you go to free mission)
3) Combats! (WOOHOO! This is what you have been waiting for!)
4) Final briefings plus some sort of news clippings.

Pressing start during combat will pull up a menu and a map. 
Look and understand the map carefully, it may be your only way 
to navigate through certain stage without getting lost.

The menu displayed will show:
1) Back to game (pressing start will do the same thing)
2) Mission briefings in short. (I'll try to take note of all the mission 
requirements as I go)
3) Combo list (the combo list will have extras as you upgrade 
through your mech's last upgrade option)
4) Retry (if you sort of did something wrong.....)
5) Back to intermission

Ending a battle and you will be shown your ranks, ace points 
earned and kill counts. Plus you will be prompted to save every 
battle. Whether you want to do it, it is up to you. You should save 
once in a while.

Welcome to the blue screen of intermission. Do not worry about 
the popup now and then. It is just to alert you of some new 
additions to the game (like new mechs or new information).
The intermission list goes like this:
1) Deploy for combat
2) Mech checking (show you the mechs the enemies use and the 
mechs available to you. Updates as the game progresses)
3) Dictionary (explanations for those keywords that appear 
during the game progress)
4) Mail (yeah, sort of like some sort of e-mail we use nowadays
The contents will add up as the game goes.)
5) Report (shows the global news)
6) Combat training		- Ground combat
			- Space combat
7) Save
8) Options
9) Back to main menu

Hangar is most likely the place you will be using most of the time 
and spending even more time thinking about. All upgrades are 
done here. Plus, units are chosen here to sortie also.

The menu goes like this:
1) Deploy for action (Do I really need to explain this?)
2) Player unit (choose one that you will be controlling. There are 
certain restrictions when certain units cannot be sortie as they 
are being used by the CPU at that point but this rarely happens 
and it will only happen during replays). The small menu that 
appears after you chose a unit for combat assignation gives 
three option: select, combo list and repair (needs ace points) 
from top to bottom.
3) Support unit 01 (the unit controlled by the CPU. If this option 
is blacked it means that you cannot assign support units. Meaning, 
this is a solo mission)
4) Support unit 02 (same as above but there exists an exception. 
If only this one is blacked out, you might be forced to have a 
CPU controlled unit in team when you enter battle)
5) Unit upgrades (please refer to upgrades)
6) Modules (you can consider this as plug-ins. You will get 
something like a blue cube when you destroy certain enemies or 
buildings and they are modules that you can equip. Modules 
come in different functions and all of them are a one-shot deal. 
Decide wisely. In ace difficulty, this is your lifeline.)
7) Unit purchase (available only in the free mission hangar and 
this option allows you to buy certain units you had obtained after 
satisfying certain objectives and you need ace points for the 

You can choose to upgrade any unit using ace points to make it 
stronger. Now this is the list of upgrades that you will be seeing:
1) Defense
2) Dash
3) Evade
4) Vernier
5) Turn
6) Attack
7) Special
I believe you would understand what upgrading 1 will do. 
Upgrading dash helps your unit to move faster during dash 
condition. As for evade, upgrading this will make your unit to 
evade further when you evade enemy attacks (using the left 
analog stick). Vernier helps your dash to stay longer. Turn helps 
a unit to be able to turn more sharply in a battle, saving you all 
the frustration of going a big arc to get to an enemy, very useful 
for Attack is easily understood. The special upgrade is 
something else.

Special upgrade helps:
a. adds new combo list to a unit is attack patterns.
b. certain units to get a new look through evolution.
c. Limiter Release when fully upgrade the option providing an 
endless supply of bullets for most normal weapons and super 
weapons charge faster. (Each level of the upgrade option is 
available when you have gotten enough of exp. The fully 
upgrade option is available when you have the exp bar of a unit 
maxed and had finished the game once)

Unit deployment is also something of a problem. Well, some 
units come with different parts to suit different environments, 
giving them different attack patterns for each. For example GP01 
has two types of environment changes. One is for planetary use 
whereas the other for space combats.

When you choose a unit to use (as support or otherwise), you 
will notice certain units have types of combat gear listed under 
the default menu. By pressing square at this point let you choose 
whether you want to assign different combat gears for the unit. 
Note that the gears are environmentally restricted though.

You might think that spending some ace points for repairs are 
cool and the sort but I would recommend otherwise. Put the unit 
into the passive members and let it out of action for one stage 
and he will be back with full health the next time you use the unit. 
However, certain stages will give you instantaneous full repairs 
by the time the stage starts. You might want to look out for those 
as well and plan on your team deployment. Ace points are better 
reserved and used to buy extra units or unit upgrades.

Well, you will be seeing this a lot if you sort of end up using 
melee with an enemy that carries a melee weapon. When two 
sides (you and the enemy) end up using melee at the same time 
you will end up crossing swords. I had heard that this would 
happen to any mech in your team but as far as I see it from 
experience, locking swords will not happen to units that are using 
fists as melee weapons either it be you or the enemy. If you do 
not want this to happen, try using mechs like Lazyner when you 
get him.



Stage OP01-01
Mission objective		
: Eliminate all others.
Extra objective			
: Complete the stage with a full health bar.
Well, this is the start of the game and it was just a mere warm-up 
exercise to let you be able to get a better feel of combat. Your 
mentor of the day is Mr. Burning. Those of you who had watched 
Memories should know who he is. Your mech is the Original 
mech of the A.C.E. 2 (GunArk). Ugly looking if you ask me. Then 
again, it may be one of the most powerful units during the final 
stages of the game. You do not really need to follow the 
instructions but please do so for the first time (if you understand 
what they are talking about). But then again, just try out any way 
you want. Get to know your mech better. You will be using this 
guy for a long time. Just keep your life from dropping down to 
zero as you blast away and you should be fine.

There are a few waves of enemies and you must deal with them 
all as you familiarize yourself with the control settings you chose. 
Do not worry about ammunitions. It will recharge as time passes 
but some weapon will take longer to charge. Just be careful. Oh 
yeah, weapons with multi lock requires you to press the 
corresponding button while the lock on button will take in all 
enemies in sight. Get used to this. You need to understand this 
and bear it in mind. Your life later depends on this.

GunArk now has laser gun (missile effective), Ark rifle, missiles 
(multi-lock), Ark blade (melee), transformation and some combo 
attack. You deal different combat animations as you tap the 
sequence or combo list shown (this adds up.)


Stage OP01-02
Mission objective		
: Eliminate all opposing threat
Mission objective 		
: Destroy GP02
Mission objective		
: Defeat Zarom D
Extra objective			
: Destroy all Dyne units (the red Giganos mechs)
Your base got swarmed by enemies! Wake up! Red alert! You 
only have the option of using GunArk. So, upgrade the mech as 
you like. I usually just put more points into the Dash and Vernier 
at first.

You will see the base is practically infested with Zakus. It is time 
to teach these Zeon mechs some lesson for waking you up from 
your sleep. As you are going on some spring cleaning the god 
decided to drop a monkey wrench. Giganos started to come and 
pester the base. All of these seems like they are connected 
somehow. Okay, more enemies to kill. After enough of a kill 
count Gato comes out to play and he means business. However, 
Uraki is now in your team roster. You will see a combination bar 
right under the armor readings of your unit (filling with the counts 
of kills but the charging rate also depends on the units you 
deploy plus it will not appear if you didn't assign support units), 
indicating how much of it is filled. If maxed, you can use 
combination attack. Below that bar are the support units' names 
if you do use them.

I propose a hit and run tactic. Get as many enemy kills as you 
can. You will want the exp. However, the main reason is that you 
need to keep your HP high enough for later. Oh, do not try 
missiles with Gato. He's good with the vulcans. Go personal. 
Whack him with your melee weapon and keep him stunned 
(O+[]). The second part ends when you had gotten Gato down to 
a certain health level.

Do not celebrate yet. Though the base is rid of Giganos and 
Zeon, you now have someone else knocking on your doorstep. 
The Zarom (blue units) is infinite and will keep on coming so kill 
as many as you want. The whole thing took a bad turn when the 
Zarom D (the only green unit in the field) appears. I do not 
believe this is supposed to be a must down enemy. However, be 
careful that by taking away a certain amount of its health will 
trigger a scene that will end the stage. Then again, I heard the 
amount of health GunArk has is also a trigger to the scene.


Stage OP02-01
Mission objective		
: The destruction of Giganos base
Extra objective			
: Eliminate all enemy units, regardless of the buildings 
within 150 seconds
The stage is easy enough, just the standard elimination tactics. 
Be introduced to the three wacky pilots of Dragonar series. They 
will be your extra supports besides Uraki so making a total of five 
units. Do not depend too much on them though. Enemies are 
just standard Giganos units. They are easy to be disposed of. 
Just do not get surrounded though. Now you just need to destroy 
all the target buildings for the stage to end. You should have no 
problem after the incident at Torinton base.

After the battle, the three Dragonar units are now available for 
use. If you're thinking about using a different mech other than 
GunArk, I would recommend D-1. Not too bad of a unit to use.


Stage OP02-02
Mission objective		
: Destruction of all Musai 2 (the transports)

Fail objective			
: Allowing Musai 2 to escape from area.
Extra objective			
: Depleting GP02's armor to 10%
You've been alerted of GP02's presence. However, there's one 
problem. He's hiding in one of the transport ships. Okay, blow 
them from the heavens. One of the transports carries a module. 
Okay, that is your first one of the day. More will appear as you 
play. Just try to collect as many as you can.

When you had destroyed all of the transports, GP02 came out of 
hiding and some bunch of Giganos lackeys stormed forth to 
attack you but got blasted to smithereens. Rejoice! Now Amuro 
Ray the Great comes out to assist you in Re-Gz! It is time to take 
the poundings to the enemies. As before, do not use missiles. 
Use the Ark rifle or just close in on him.

As you hit him hard, your next problem arises. Gato got 
reinforcements. Guun Jim and Min from Giganos come to ruin 
your day. Well, at least Gato left the field so it is three against 
two. It shouldn't be too bad. I believe taking out Guun Jim (the 
green one) would end the stage regardless whether you had laid 
waste to Min or not. Now Amuro Ray joins you. Do not waste ace 
points on him yet if you want to use him. Wait till he gets Nu 


Stage OP03-01
Mission objective		
: Eliminate enemy presence

Fail objective			
: Time runs out
Mission objective 		
: Destroy Quincy's Grancher
Extra objective			
: Eliminate all Granchers that appear with Quincy's Grancher, 
Quincy's not included
Meet Isami Yuu. He will be giving you a helping hand in the 
current mission. Well, you should need a helping hand since 
there's a clock ticking at the top of the screen. All enemies must 

After you have eliminated the first wave of enemies, you now get 
a boss fight. Anybody around who remembers Quincy (Iiko)? 
She's my favorite character from brain-powered. A girl with an 
attitude and Yuu's sister to boot comes to mess with you. Quite 
an easy opponent, she is. It is when you face her during one of 
the later stage; you will be muttering curses to the screen. Either 
eliminate her or defeat all other Granchers and she will be forced 
to flee. You get Yuu Brain for this stage.


Stage Op03-02
Mission objective		
: Destroy all plate carriers

Fail objective			
: Time runs out
Mission objective 		
: Defeat unknown enemy
Extra objective			
: Destroy all Grancher
Okay, shoot those boats. They are your current objective targets. 
Try to get all Grancher in the process. When you had done so, 
you will receive the thanks from a few people. Well, congratulate 

Wait! What's this? An unknown presence approaches fast and it 
is...... WHAT IS THAT? GunArk? No, you're in GunArk! Then 
what is that? No time to bicker around as the newcomer decides 
to do some target practice and who do you think is the victim? 
Okay, either way we need to fight. I advise you to stick with 
range attacks and let your supports deal with distracting the 
clone. Missiles should be your best bet here. Do not get too 
close with the clone or it'll blow you sky high if you're unlucky. 
Defeat it and a cut scene appears whereas Granchers come to 
mess around and trying to capture the unknown enemy from the 
looks of it. Then, you will see a surprise. All those Granchers got 
wasted in a single salvo. Now, Tak got some doubts building up 
and you should too if you have been watching through all the cut 
scenes up to this point.


Stage OP03-03
Mission objective		
: Eliminate enemy presence
Mission objective 		
: Defeat Jonathan's Grancher
Mission objective 		
: Defeat Bastole 
(the pink unit that has a head that looks like a parrot).
Extra objective			
: Destroy the plate carrier
You will meet the next Brain-powered member here, Hime. Well, 
she looks like she got attacked during a patrol mission. Well, it is 
your job to do the knightly charade. The enemies are just 
standard Grancher units that should prove easy enough to 
dispose of. However, I never get to find the elusive plate carrier. 
Mind if I ask? Does anybody with a clue where it is? (It¡¦s at five 
o¡¦clock. Check the map when the operator popped up saying 
detecting heat signature at five o¡¦clock mark. It¡¦s the second time 
she pops up on screen.)

When all the lackeys have been disposed of, you will now face 
Jonathan the guy from Brain-powered who has a very bad 
attitude plus one loud mouth. Since he practically solo your team, 
(though there are a couple of Grancher showing from time to 
time) you should not have too much of a problem. Let forth your 

Taking out Jonathan from the field and you will have a cut scene 
of the units from Dunbine appearing in combat with Grancher. 
You now get swarmed by countless Granchers. Okay, not a 
problem. Just stay far away and multi-lock them to their doom. 
All is just as easy as pie. That is so until Bastole suddenly 
appears out of nowhere. This stage sort of ends when Bastole's 
defeated so you might want to add a few Granchers to the count. 
You get Hime Brain for now.


Stage OP04-01
Mission objective 		
: Eliminate over ten Tulips

Fail objective			
: Time runs out
Extra objective			
: Destroy all Tulips
A very short stage with a very short time. You better go straight 
for the Tulips (those enemy transports) rather than wasting time 
with the battas. It would be best if you destroy all those Tulips. I 
hope you did some severe upgrades on your Dash and Vernier 
or you will never get sixteen in time.


Stage OP04-02
Mission objective		
: Destroy over twenty enemy units

Fail objective			
: Time runs out
Extra objective			
: Deplete GP02's armor down to 20%
The first part is a bit of short since twenty units under the time 
constraint would be murderous if you didn't upgrade your units 
appropriately, especially in the offense department. Either you 
had reached the time limit with twenty kills or having shrug off 31 
enemy units, you will enter the next part of the stage. It is 

Well, standard GP02 countermeasure. Go melee. He should be 
down in no time. However, some people would find it easier 
using Yuu or Hime Brain against the guy. You do not need to 
defeat him for real. After getting him to speak of a certain 
dialogue line, the stage ends. However, I think that decreasing 
his HP below 50% also will do the job.


Stage OP04-03
Mission objective		
: Eliminate enemy presence

Fail objective			
: Albion destroyed
Extra objective			
: Destroy more than fifteen units within 60 seconds, 
the Dowtwen reinforcements are all destroyed
(The Dowtwens appear near the SE edge of map)
Uh, oh. Gato seems hell bent to escape to space and he sent a 
whole wave of Zakus to stop you. Alright, let's hit them fast and 
hard. You do not see Albion anywhere and you think it is safe to 
waste time.
Nope, think again. There will be alert from time to time 
concerning how much armor the ship still has so you have to be 
fast and you have to be really determined.

Okay, Zakus are nothing but teamed with the Jovian battas..... 
that is another problem. Thus, I had advised before hand that 
GunArk will be your best of friends. Your first part of the stage 
ends with the full elimination of enemies.

You now enter part two and you face Maryuu Prado and his 
three lackeys. The lackeys are nothing note concerning but the 
Blue Hawk is something else. Be careful at all times.


Stage OP05-01
Mission objective		
: Approach the military satellites.
Mission objective 		
: Destroy all enemy spaceships.
Extra objective			
: Destroy all Drac-C and Gelgoog M on the spaceships
Well, this is your first space mission. Try to accustom yourself to 
the 0G environment. The left analog still controls movements but 
now the right analog stick will control where you're facing rather 
than just a mere POV change when you're not locked on.

Okay, fly forth to the first satellite. This is the first of the three. So, 
take this chance to try freestyle flying. After a cut scene, you now 
get into business. Destroy the target satellites. Fine, that finishes 
your target practice. Now, you got Zeons to deal with. Finish the 
mop up and the stage is clear.


Stage OP05-02
Mission objective		
: Elimination of enemy fleet

Fail objective			
: Albion is destroyed.
Mission objective 		
: Defeat Gelgoog M piloted by Cima
Extra objective			
: Albion suffers no damage when stage is cleared
This is a defensive maneuver stage where you need to keep the 
Albion alive and yet still get some kills. The stage starts off with 
some Zeon fleet and then added with some Giganos stuff. 
Destroy the spaceships.
The mechs should prove not much of a problem to Albion 

When you taken care of the fleet a purple Glegoog drop into the 
battlefield, piloted by Cima. You just need to take her out to clear 
the stage. Take her out quickly or add in some extra kills before 
the end of the stage.


Stage OP06-01
Mission objective		
: Eliminate enemy presence

Fail objective			
: Allowing 5 or more Gelgoog M to breach the defense premise
Mission objective		
: Falguen's defeat
Extra objective			
: Totally halt the advance of Gelgoog M
Okay, you're the selected pilot to guard the whole legion of ships 
behind you. You're the elite, you're the best and you're going to 
regret it big time if you somehow didn't see the cannon aimed at 
you at the start of the stage.

Avoid the initial shot and go in for the kill. Understand one thing. 
Your target may be the Gelgoogs but it is not your primary 
concern. You can deal with the threat of enemy breaching the 
defense line if you quickly discharge the enemy transport ships. 
Deal with the leftover Gelgoog M as fast as you can, without 
letting more than 4 escaping.

Okay, so the initial threat is thus reduced to nil. Hope you didn't 
get too damaged because here comes the boss fight. Here 
comes the Falguen and the three Gelf. You fought them during 
the stage where you tried to stop the HLV from launching. Now, 
you fight them again. Try to take out the three Gelf as quickly as 
possible and aim not to get surrounded before you move on to 
Falguen. It seems that the stage will end if you destroy Falguen 
however trying that with all of his underlings helping isn't really a 
very easy job if you're trying ace difficulty with your current 
collection of mechs.

Falguen itself is quite a capable mech in the close quarter 
department. You might find yourself locking swords with him 
most of the time. Here is the time where you need to have a 
trained thumb pressing the O button like there's no tomorrow 
(like when you're playing Naruto). If you sort of out press the 
CPU, you get to stun him for like two seconds. However, I would 
really advise a bit of range in between since after taking out the 
Gelf, you might find yourself a bit low on health.

After this fight, you get to see a splendid firework in space 
courtesy of Gato. The stage thus ends here.


Stage OP06-02
Mission objective		
: Defeat GP02
Extra objective			
: Defeat all enemy waves of Zaku 2.
Well, you find yourself in some sort of space trash disposal area 
but on closer look seem to resemble pieces from broken 
warships. What is this place? Is this a graveyard? Well, you need 
to fight Gato here and win but you're not to rely on missiles 
during this stage.

First, the missiles will detonate upon impact to anything solid and 
you're surrounded by space debris, making the locked on feature 
of the missiles all but nonfunctional unless you manage to lure 
Gato out into the open.

Take note that there will be reinforcements for the enemy. I 
believe it is around three waves of Zaku 2. I hope you come in 
full health (having done the repairs) and you would take very 
careful steps in trying to defeat GP02.

The enemy reinforcements' total annihilation is the prime 
purpose to get the extra objective point. However, I would advise 
you to try out during your replay. Even in pilot difficulty, you 
might have some problem dealing with all the enemies since 
Gato will keep on hounding you. However, it seems like he will 
mostly consent to melee attack and he doesn't use vulcans to 
distract your missiles when you're in a clearing. Then again, I 
would still try the standard GP02 assault tactics, constant melee 
and some ranged shots. Do try to take out GP02 quickly and 
resort to extra objective during free missions.


Stage OP07-01
Mission objective		
: Eliminate enemy presence

Fail objective			
: Over the time limit
Extra objective			
: Destroy all enemies within 240 seconds
Well, one thing first. You will not able to use GP01 here since 
Uraki has left the team temporarily. Do not worry, he will be back 
with another mech in tow and you should know what it is. If you 
do not know, just wait a bit.

Strange, you get a mix of Zeons and Jovian enemies. However, 
this is not the time to sit back and think. You're starting to run out 
of time so act quickly and start shooting. Halfway through the 
shooting and all, Giganos dropped in to say hello.

After this you get GP01, Gp03, Gundam Deathscythe, Gundam 
Sandrock and Gundam Heavyarms. That is quite a lot of new 
entries at this point.


Stage OP07-02
Mission objective		
: Assure Albion's retreat

Fail objective			
: Time runs out
Extra objective			
: Albion manage to pull out within 180 seconds
Well, five minutes seem a lot but those Jovians aren't making it 
any easier. Albion needs to retreat from current space but Jovian 
warships stand in the way.

In this stage, you need to bear in mind a few things. First, Albion 
must be able to leave without getting sunk. Two, you need to 
clear a path for you ship to pass by destroying the enemy 
warships. Three, there's a time limit to all this. Four, Zeon isn't 
going to make your day any easier as waves of mechs storm 
your way trying to stop you from succeeding. All in all, the 
warships are your primary target.

As Albion makes its retreat, you're introduced to some new 
enemy mechs. These guys are going to be tough for ace 
difficulty if you have low health. Moreover, they're fast.


Stage OP08-01
Mission objective		
: Eliminate enemy presence
Mission objective 		
: Defeat Nuel Zuel
Extra mission			
: Deplete Nuel Zuel's armor down to 50%
You will first be treated to a party of Zeon mechs. Try to stay 
alert and keep your health high. You need it later on. You might 
want to buff up in the defense department before the stage starts.

I believe you will be hearing voices at the background as you 
fight. Do not let that distract you but when the voices stopped, so 
will the assault waves. Something smells fishy and you will not 
like it much.

Now you will see why... You got Gato back in action and he 
returns with a vengeance...in Nuel Zuel! That is one heck of a big 
boss you will be fighting early in the game. Keep at a moderate 
distance. You would want to use some ranged attacks instead of 
melees since that mobile armor has a 360 degree shooting 
range and you do not want to find yourself getting caught in the 
crossfire. The stage should end if you manage to get his health 
down to 80 percent or such.


Stage OP08-02
Mission objective		
: Total enemy elimination.
Mission objective		
: Defeat Nuel Zuel
Extra objective			
: Deplete Nuel Zuel's armor down to 25%
Those guys in the U.E.C. seem to have something prepared for 
the event such as this. Well, it is not your concern anyway since 
all you have to do is just clear the enemies' presence.

The enemies are still the standard Zeon mechs. As previous 
stage had advised, keep your health high. These enemies 
should pose little threat to you now if you've gotten used to the 
controls by now. If not, you just need to invest ace points into 
your defense because you still have one hell of a boss waiting 
for you, if you had forgotten about the previous encounter.

After a scene where Gato had personally killed his superior for 
the sake of his belief, you will now officially get to fight him for 
the second time. This time around, he applies evasive maneuver. 
Be really ready with your left thumb since you need to apply 
evasive maneuver too as he's shooting like a leaking pipe.

When you managed to get him down below a certain health level, 
Gato decided that you're not worth his time and took off to 
destroy the control ship of the Solar System. With the control 
ship destroyed before the actual shot, the energy buildup wasn't 
enough to get the falling colony destroyed. Now, all you can do is 
watch the colony fall towards the atmosphere.


Stage OP08-03
Mission objective		
: The defeat of Nuel Zuel
Extra objective			
: Player's armor remains over 80%
GP01 is once again unavailable. BOO...... well, if you didn't put 
any ace points into upgrading the guy, you wouldn't feel too 
much of regret now.

Now is the final showdown between you and Gato. If you hadn't 
notice already, beam weapons will deal less damage on Nuel 
Zuel. If you really want to deal damage on Nuel Zuel, apply 
physical weapons like the machine gun of D-1 or missiles. Else 
use beams with some very serious evasive maneuvers.

When you had managed to get his health down to around 80%, 
you will get a cut scene showing that the non-functional Solar 
System let forth an unexpected shot. Uraki and Gato both got 
trapped in the heat wave of the shot.

Now, you're back to continue the fight before the scene. Let forth 
all you got and quickly take out any health left on the Nuel Zuel. 
When you had defeated Nuel Zuel, you will get another scene 
(that is a lot of scene in this stage) that the GunArk clone 
(officially renamed Buster Ark) blows the colony away from its 
initial trajectory. Well, seems like you do not have to deal with a 
huge crater on Earth's surface. Then again, who is this guy?

GP01 is back in the team but now you would need to deal with 
the loss of GP03. Plus, GunArk receives an upgrade. Not much 
of a boon but it will do for the time being.


Stage OP09-01
Mission objective		
: Protect Falguen at all cost during the time limit

Fail objective			
: Falguen is destroyed
Extra objective			
: Destroy Giganos base.
You start the stage overlooking very large cannon on the surface 
of the moon and the clock is ticking once more. This time is V.I.P. 
protection maneuver. God, I hate this sort of thing since you 
could rarely make the CPU understand that you're trying to 
protect him but he just wouldn't sit tight. (He only got 30% armor 
integrity) You might also want to risk it by destroying the two 
buildings you see far ahead as they are what the secret objective 
refers to and one of them has a module.

You better want to utilize the multi lock capabilities the GunArk 
comes with. Stay away from the enemies (preferably placing 
GunArk on top of the Mass Driver) and shoot like crazy. Quickly 
go into melee action if you ran out of missiles and hope Falguen 
didn't start having some crazy ideas. Return to missile launching 
mode when the missile pack is replenished. This is the first time 
you will be feeling five minutes are just like five hours.

During the five minutes, you will be charged with infinite Gebaye 
and Dyne. Each one of them means business. You better watch 
out for your back lest one shoots you from behind.

As you are shooting Dyne and Gebaye from the sky, you 
eventually learn that Lilina from Gundam Wings series was 
captured by Giganos and that the leader (Droz Genov) demands 
for your surrender. Well, it is not like this isn't the first time you 
heard such a line and the waves of enemies aren't stopping their 
advance. Just keep on building the kill counts. Eventually, the 
princess in distress is saved (Within that five minutes. I call that 
professional work). Then, the Droz sort of let you on a secret. 
He's shooting the Mass Driver before the time is up!

You could only watch as the huge chuck of lunar rock fly forth 
towards Earth. First the colony and now this? Well, the God 
seems to be looking out for you since at that very crucial moment; 
the lunar rock was decimated by a new arrival. It is Heero and 
Wing Gundam Zero Custom! After some bickering on either side 
the stage draws to a close and you now officially have Wing Zero 
in the team.


Stage OP09-02
Mission objective 		
: Enemy fleet elimination
Mission objective 		
: Defeat Nataku
Extra objective			
: Destroy all Giganos transport spacecrafts within 120 seconds.
One advice before you starts the stage. Get your best unit out 
and have it at full health. I do not care whether you need it 
repaired or not but just get it at full armor integrity. You will need 

Here you're trying to stop Giganos from sending their units to 
Earth so your primary concern is the Giganos transport 
spacecrafts. However, note that the enemies will be sending out 
their mechs to stop you. They are sent from the spacecrafts so 
destroy them fast to stop reinforcements appearing or you just 
go with destroying the mechs instead and leave the spacecrafts 
are they are. However, since this is the first time you play, you 
should get the spacecrafts down as quickly as possible. You may 
ask why. Do you notice that your armor seem to be losing its 
integrity as time passed? You're going through atmospheric 
reentry and the heat is eating away at your armor.

Here is the perfect opportunity to test out your new weapon. Hold 
down the button and let it charge to level three and then let forth 
the charge. It should be enough to cause major damage to the 
spacecrafts. Do this for all three spacecrafts and you should still 
have a considerable amount of armor left to confront the second 
part of the stage. You're now against Nataku, the trickiest MS 
you will be seeing in this game. The guy has quite a long range 
for its grappler attacks and having met it head on would almost 
prove suicidal since if he doesn't kill you with a direct hit, the 
atmospheric reentry would. Keep at long distance and run as he 
approaches. Take down his health bit by bit. His defeat also 
means the end of this stage.

(Easter egg: This is definitely homage to the Endless Waltz 
anime where Wing Zero custom and Nataku had the fight over at 
the atmosphere and both ended up crashing down to Earth 
during the end of the brawl. Plus, WZ is one of the mechs that 
can survive the atmospheric reentry. Figures¡K.)


Stage OP10-01
Mission objective		
: Enemy elimination

Fail objective			
: Time runs out
Extra objective			
: Destroy more than 7 Tulips within 80 seconds.
You start seeing Tulips marked as targets across the horizon. 
Well, try to take them out as quickly as possible even though 
there are Jovian reinforcements coming out from the Tulips and 
Giganos aqua type mechs harassing you from underwater. 
Understand this if you plan to fight underwater. Beam weapons 
will suffer a penalty in the damage department if you use them 
underwater. Physical weapons seem to work just fine. Another 
warning is that your unit would most probably suffer slowdown in 
movement too so be extra careful.

Defeat the two waves of enemies and the stage ends.


Stage OP10-02
Mission objective		
: Reduce enemy force by 90%

Fail objective			
: Time runs out
Extra objective			
: Deplete enemy percentage down to 50% within 3 minutes and 
destroy all enemy transport crafts	
(they appear above sea level)
You're ready for a fight but the Jovians seem to be retreating or 
more appropriately running away from something. As you are still 
pondering the cause, a bright pillar of light announced the 
presence of a fleet
of unknown origin and an aura battler (Billbine) appeared with 
Shou Zama piloting it. I believe you hadn't forgotten who he is.

Well, as stated in the objective you need to get the enemies' 
overall presence down to 10%. It shouldn't be too hard 
spamming multi lock. I believe by the time the timer reach three 
minutes Todd Guinness comes out in his Vierres. Well, he's the 
boss of this stage but it doesn't matter whether you take him 
down or not. You just need to lower the enemies' overall 
percentage. So, it is all up to your decision whether he's qualified 
to face your wrath.

The stage ends when the number is reached. No second part or 
whatever as you can see the enemies running away. Now you 
would have two new admissions. Dunbine (piloted by Marvel 
Frozen) that excels at close combat and Billbine (piloted by Shou 
Zama) that has a high firepower capability would prove to be a 
very valuable asset to your team as my latter part of the game 
Billbine would replace GunArk as my main hitter.


Stage OP10-03
Mission objective		
: Having a certain amount of time passed
Mission objective		
: Shoot down Nadesico

Fail objective			
: Let Nadesico escape the premise
Mission objective 		
: Defeat Gai and Akito
Mission objective 		
: Defeat Buster Ark
Extra objective			
: Defeat Akito and Gai within 45 seconds from the time they 
Well, you start out with no enemies around and the only thing 
you see is the Nadesico afar with its distortion barrier up. As you 
approach the ship and a bit of stupid conversation took place, 
Jovians start to appear out of nowhere and starts attacking your 

Yurika would start to make some very laughable comments 
about us being Nadesico's protector when we are actually here 
to bring it down. A short family feud actually occurs on the 
network when the Father (the
Admiral) cut into the line and it sort of ended disastrously. Now 
the mission objective changed. You have to bring down 
Nadesico before it escapes into space. I hope you have your 
GunArk or any unit with the highest firepower ready because you 
will need it.

When you think everything is going fine with the halt of Nadesico, 
the terrible duo (Akito and Gai) of Nadesico launched in their 
respective Aestivalis to conquer¡¨ the evil that threatens 
Nadesico" a.k.a. "Us".
The two Aestivalis doesn't seem too much of a problem actually. 
They are in the air frame and yet they didn't utilize the missiles. 
All you need to do is use Ark Rifle (charge) at level 3 to shoot 
them when they stop in the middle of their flight and they should 
be down in no time.

Celebrating is still not an option when suddenly Buster Ark 
appears and totally ruins your day. Now with the Nadesico out of 
reach, you would now have to deal with some Jovian battas and 
Gai with just half of his overall health. Okay, deal with them.

Finish with the mop up routine and now you get to fight Buster 
Ark for real again. Remember to dodge its attack frequently as 
most of them are like heat seeking missiles. Your Ark Rifle 
(charge) is still your best friend here. As you fight the mysterious 
mech to a standstill the identity of the pilot is revealed. It is Tak's 
partner, Marina! Okay, now someone needs to do some serious 

You will get Aestivalis (Gai) for this stage, buffing your team in 
term of members once more.


Stage OP11-01
Mission objective		
: Destroy more than twelve of the facilities

Fail objective			
: Time runs out
Extra objective			
: Destroy all facilities, defeating all Guun Jim underlings 
(the two in particular)
This one is a solo mission, so you're out of supports. Get your 
unit ready and let's move on. You're given only five minutes to do 
this so you better do this quick. I start using Billbine from this 
point onwards.

This stage requires some serious reflexes. You're just up against 
Giganos Heavy Metals here but also a cannon fire that shoots 
out of nowhere. The only way you can avoid getting hit is flying 
off to the canyon for cover when the warning came. Then again, I 
found something that would prove interesting when I played this 
stage. You do not really need to fly off to the canyon for cover. 
All you need to do is just clear out one of the Heavy Metal 
deployment gates and it will reveal a hole in the ground. You just 
need to stay in the hole and the cannon will never hit you (only 
works for smaller units though). Then again, you still need to 
worry about the Heavy Metals falling on you.... You decide which 
way is better for you.

After you have destroyed eight of the facilities, two of Guun Jim's 
lackeys appear and start to mess with your work. Well, you're 
just four facilities short for the objective. You might want to take 
care of the two if you're confident enough.

Destroying 22 of the facilities will force the stage to end 


Stage OP11-02
Mission objective		
: Destroy the infinite mobility cannon

Fail objective			
: Time runs out
Mission objective 		
: Destroy Gilgazamune
Extra objective			
: Destroy all launch gates, destroy all Guun Jim forces.
Another solo mission and you might understand why I would use 
Billbine here but it is really up to you.

Five minutes and counting but you're still a long way from your 
destination so get packing. You would want to destroy all the 
gates as you go since they concern the special point requirement 
and it must be done within four minutes or you're likely to be late. 
Billbine has the speed and surely the firepower to get all this 
done within the time limit if it had received descent upgrades.

When you approached the destination, you will see a scene 
where God Gundam make an appearance and took care of one 
of Guun Jim's underlings with one mere punch (talk about hot-
bloodedness *whistles*)

Now, it is your turn to show them what you've got as it is a three 
against one battle! You're up against Gilgazamune, Min's Dyne 
and Jin's Dowtwen. Take care of Min's Dyne first. She's the 
easiest to defeat as I believe she has the least armor of the three. 
Next would be Jin and finally Gilgazamune if you want to achieve 
the special objective. If you feel unsure whether you can do this, 
just go straight for Gilgazamune as finishing him will end the 
stage immediately.

Billbine has the highest firepower I had ever seen packed into 
such small size and it has grapplers attack that can be used 
even against Gilgazamune when you need to recharge your 
artillery loads. Definitely recommended for use.


Stage OP12-01
Mission objective		
: Help 4 or above number of ally spaceships to escape from the 
current space vicinity

Fail objective			
: Enemy destroying more than three spaceships
Mission objective 		
: Defeat D-1
Extra objective			
: Destroy all sentry guns
You need to realize that Dragonar-1 has actually left the team so 
you cannot use it. Hope you do not miss it because it'll be back 
near the end of this stage... as your enemy. Ken had to turn to 
Giganos in order to secure his mother's well being as she's being 
kept as a captive.

As you start, set your target to the sentry guns in space. Clear 
them out to provide a clear path for the spaceships to advance 
forward. Besides clearing the guns, you need to keep an eye on 
your spaceships as Giganos and even Zeon units will appear 
and wreak chaos on them so stay near to them if you can.

After the departure of your allies, D-1 will then make its 
appearance. You need to fight him and some number of Giganos 
units. Any upgrades that you had applied to D-1 will be carried 
over when you fight him.
Regretting all the time spent on this guy? Well, I must say that 
even with using Billbine I didn't exactly have an easy time on D-1 
much less its custom version for ace difficulty.

Beating D-1 with trigger a series of dialogues and Ken returns to 
your side as his mother has been rescued from the clutches of 
Giganos. Now, clear the map of all enemies and you're cleared. 
Celebrate as D-1 is back.


Stage OP12-02
Mission objective		
: Destroy over 11 units of enemy spaceship

Fail objective			
: Allowing 5 or above enemy spaceships to escape
Mission objective 	 	
: Eliminate enemy presence
Extra objective
: Destroy all the enemy spaceships
Well, this one is a bit tricky. As you start the stage you should of 
course had noticed that there are quite a number of greens in 
space. Those are your primary objective. Destroy 11 or more 
without letting more than four of them escape.

First, dash forth. Do not target the one nearest to you. Target the 
ones furthest from you or you will most likely fail the stage 
without knowing what you had done wrong. That must be carried 
out straight away as the first four of the ones furthest away are 
the ones nearing the final line of escape. Now surely you 
wouldn't want to miss out on them, do you? You better use a unit 
that is fast and packs a punch. Billbine would still be my choice 
here even though GunArk would most probably have received 
more upgrades.

Okay, so now you have cleared the spaceships through those 
enemy waves. You might think that you have just cleared the 
stage. Well, no. The problem is Tulips suddenly popped out of 
nowhere behind your line and started releasing battas to harass 
you. As the objective has changed to eliminate enemy presence, 
you surely know what to do.

The battas will be limitless for a period of time so stay alive no 
matter what happens until you get a scene where Nadesico 
suddenly appears from within a tulip and let forth a gravity blast 
that decimated most of the enemy army. Now, it is just some 
routine mop up.

Now, this stage offers you a wide range of Aestivalis units to 
choose as you'd get Akito, Ryoko, Hikaru and even Izumi from 
the main team of Aestivalis crews for your selection.


Stage OP12-03
Mission objective		
: Defend ally spaceships as they advance forth

Fail objective			
: All ally spaceships destroyed
Mission objective		
: Defeat Gebera Tetra
Extra objective			
: Destroy over 30 Giganos units within 100 seconds
This might seem familiar to all those who have watched the 
Dragonar anime. Yes, this is the opening to the end of Giganos 
and you're now charged with the protection of Amazons (Your 
ally spaceships) as they advance forth towards the Giganos 
base that can be seen further North.

You might want to be extra careful here as the spaceships are 
spread quite far apart and you need to protect them as you start 
clearing away a path for them to advance forth.

First clear a wave of enemy Heavy Metals so that the ships will 
be able to advance forth. However, you are stopped not far forth 
by a line of warships and Heavy Metals. Clear them out. Be 
careful as enemy Heavy
Metals will take advantage of the period of time you use to 
destroy the enemy barricade to attack your ship. Thus I 
recommend clearing the Heavy Metals out before going for the 
ships. Then you would be faced with the second line of defense 
the enemies had set up. Do the same with the first. After that 
there's another barricade line and it will be the last.

Now your allies will go forth to their designated position but 
suddenly, the Abion caught the readings of mobile suits. That 
sound like trouble. Okay, looks like the elusive Cima has actually 
decided to come out from hiding in the darkness because her 
benefactor is having trouble dealing with you guys. She may only 
have some very basic attacks but she's fast. If you're not careful, 
she will close in on you at the most unexpected moments and 
melee you.

The stage ends as she's defeated.


Stage OP12-04
Mission objective		
: Destroy the base's control system

Fail objective			
: Time runs out
Mission objective 		
: Defeat Gilgazamune
Extra objective			
: Infiltrate the hidden Eastern Hangar and clear the hangar of all 
Heavy Metals
This is an infiltration mission and you only have your player unit 
to contend with the large army within the base that is now more 
or less crippled by the microwave shot you saw in the final cut 
scene of the previous stage.

There's nothing much to take note about in this stage. You just 
need to go all out on the enemies while staying alive and you 
better have more than 60 % of life intact by the time you reach 
the control system. I'll tell you why later. Okay, you need to 
eliminate enemy presence within each block for the doors to 
open. Do so. Destroying the gates from which they are launched 
will stop reinforcements from that gate immediately. Well, you 
should as time is precious.

As you are going towards the third block, you will actually see 
that the corridor seems to branch out towards a dead end. Well, 
that isn't a dead end actually but a door that hinders your way to 
the hidden hangar. Destroy the door and go take the hidden path 
behind it. Destroy all enemies within the hangar as it is the secret 
objective for this stage.

The control system is within the fourth block. Now go and turn it 
to scrap. You managed to totally render the base inoperable with 
the destruction of the control system but out of the blue came 
Droz Genov with his customized Gilgazamune. If you're using 
units like Dunbine or Billbine that has grappler, you have no 
problem stunning the guy. Else, you better stay at range and try 
melee stun (O + []) when the opportunity arises. That way, he's 
unlikely to be able to counter you. Just beware of his multi 
missiles. He likes to use that a lot on my plays. He also seems to 
favor melee above all else. Other than that, you have some 
measly Gebaye coming to mess with you from time to time and 
Falguen is also in, on your side.

Giganos is then officially disbanded with the death of Droz 
Genov. The stage ends with the admission of Falguen and Stark 


Stage OP13-01
Mission objective	
: Eliminate enemy presence

Fail objective		
: The protected target unit is destroyed
Extra objective		
: The stage is cleared without any miss shot to L-Gaim
At the start, you will be greeted by a whole bunch of Space Graia 
from L-Gaim series. Their number is limitless at the start so just 
take care of whatever unit that crossed your path until a scene is 
triggered that shows a couple new arrivals, THE L-Gaim piloted 
by Daba Myroad(the white one that you must protect) and Novel 
D.Sserd piloted by Gaw Ha Leccee. Somehow, since they're not 
registered in your databank, the L-Gaim will also become your 
target if you're not careful. Thus, a warning here... Do not use 
combination attacks! You will risk killing L-Gaim.

It will be quite hard to differentiate your V.I.P. form the rest of the 
enemies because of the color so you better resort to close 
combat. When you think of close combat, you might want to use 
Billbine or even Dunbine. Well, do not as those two packs quite a 
punch in the melee department and L-Gaim has a tendency to 
go melee on enemies. Accidents may occur and you might 
accidentally hit your V.I.P. Thus, it is more advisable to go with 
Aestivalis 0G frame, especially the ones piloted by Akito and 

Check your target every time you had destroyed an enemy 
because the next auto targeting tends to focus on L-Gaim. Tap 
triangle to change target if you really did lock onto L-Gaim. 
Besides that, be careful with Bat-Shuu (the purple ones 
equipped with large cannon). They are very dangerous as they 
tend to use energy bomber a lot during long range and they are 
good at locking swords. If you can, destroy them with guns used 
by Aestivalis or any sort of physical projectiles that doesn't come 
with multi-lock. Also, make them you're primary target as their 
guns will take out chunks from L-Gaim's armor.

The secret objective is a very risky business as you're supposed 
to protect L-Gaim without hitting him once. I'm not too sure 
whether this applies to your support or not because I never 
succeeded to get the secret objective point. However, if you 
really want to risk it, go out solo. Do not assign supports and you 
should be set.

Keep on depleting the enemy manpower until you are told that 
the enemy sort of left. That ends this stage and you're rewarded 
with L-Gaim, Amon Duule "Stack" and Novel D.Sserd.


Stage OP14-01
Mission objective		
: Destroy enemy submarines (SD-04)

Fail objective			
: Allowing a number of four and above enemy submarines to 
escape from the area.
Extra objective			
: Destroy all enemy submarines.
You're needed to actually recover a stolen new submarine. Well, 
you cannot really turn down the request from the military even 
though that sounds like a blue milk run.

You first get some enemy units floating above sea level but the 
submarines are nowhere to be found. Well, you still need to do 
your work. However, you get some information half way that 
those units are actually units belonging to UCE. Why are they 
here in the first place? Then again, why are they shooting at your 
team? Take them out as quickly as possible.

Then, you're alerted of the presence of some incoming 
submarines. However, it seems like they're still no the one in 
your most wanted list. However, looking from your prime 
objective, they are still your targets for the day. They will appear 
from the southern part of the sea and moving towards the 
Northern part of the map. I would really not advise you to go 
underwater as the speed of your unit is reduced quite a lot and 
you might find yourself getting a bit left behind if you didn't 
upgrade your Vernier and Dash. Plus, there are a lot of 
disturbances coming from enemy units and Granchers will 
appear half way through to add in to the mess. However, the 
biggest problem is that you will experience a penalty in the 
damage you're able to inflict upon the enemy for beam ranged 
weapons. Melee weapons that are beam based seem to not be 
affected but having to go from one sub to another sub doing 
melee damage would sometimes cause you to miss out on 
precious time.

The submarines will appear in three waves, accompanied by a 
large number of enemy combat units. The first wave is slow so 
you should be able to catch up to them no problem. The second 
wave just consists of one submarine that looks like trying to 
sneak past you as you fight. The third wave would prove to be 
some problem. The leading sub is fast as hell so if you didn't 
take any notice of it, that one will most likely escape. Destroy all 
the submarines for the special point.

I am still using GunArk at this point because of the charged shots 
he's got. It almost acts like the twin buster rifle from Wing Zero 
Custom but GunArk's reloads faster. Moreover, missiles and any 
other physical projectiles shouldn't have suffered from the 
penalty for being underwater. It would be preferably that you 
locked onto the enemy sub underwater and quickly rise above 
water level to do the charged shots. I found that even the penalty 
is applied; the damage is still quite considerable more than what 
is done underwater. Else, you can rely on missiles to do the 
finishing touch.


Stage OP 14-02
Mission objective		
: Destroy Cielstrom
Mission objective		
: Defeat Buster Ark
Extra objective			
: Destroy all parts of Cielstrom
I would really get Billbine on the player unit list for this stage. It's 
totally underwater brawl and you need the extra mobility plus the 
amount of firepower he comes with. The next possible unit would 
be the Brains but that depends on how much resources have 
you spent on them.

All you see is a world of blue and you cannot get up above water 
level so be extremely careful since I had stated in the previous 
part, you'll suffer penalties in a number of fields. Take note of the 
scene at the start of the stage. The submarine is protected by a 
barrier created by some sort of machine and the submarine can 
also shoots its main cannon at you.

First thing first, if you ever receive a warning concerning 
incoming shots, I would want you to quickly dash to a nearby 
wall on the seabed that would shield you from the cannon shots. 
If you cannot get that far, you might try avoiding it at the last 
moment. Both can be done but the second choice is a bit risky 
since you would want to conserve your armor. This stage has 
part number two.

Once you managed to get near your target, you'll need to not 
stand at the front of the submarine. It's dangerous. Plus, you'll 
hear the voice of the culprit that had stolen the submarine 
through the intercom,
Albert Lightning. However, you'll note on the radar that there's a 
blue dot. That's the barrier generator. Destroy it. The second 
one's at the back. With both destroyed, you'll now have an 
unobstructed path to do damage to the target. Then again, there 
are still some messy enemy combat units to deal with along the 
way. Destroy the other four parts of the submarine before taking 
out the bridge for the special point of this stage.

The destruction of the submarine also marks the start of the 
second part. You'll face Buster Ark here. She's got a whole 
battalion of Zarom helping so be careful. Buster Ark appears 
after you have destroyed the first wave of Zarom. Target Buster 
Ark and take care of her as quickly as possible because I doubt 
you have much armor left from the last encounter with the Zarom. 
Grappler is your friend in this stage.

Now, GunArk receives an upgrade as compensation for this 
encounter. It's Ark Rifle (burst). It's almost like having a grenade 
launcher. It's very useful for the next stage.


Stage OP15-01
Mission objective		
: Deal more than 50% damage on the base

Fail objective	 		
: Exceeds the time limit
Extra objective			
: Deplete Buster Ark's armor down to 50%
I hope you're not shocked to see that huge tower in front of you. 
That Babylonian tower is your target for the stage and it's tall like 
hell. However, you might have noticed that it was protected by 
some sort of blue barrier. However, there doesn't seem to be any 
kind of generators around. Well, there are. It's just that they're 
the triangular shaped parts that were protruding from the side of 
the tower. The white ones are the generators but the red ones 
don't seem to be one. Take care of them level by level so that 
the barrier for that particular part would be diminished and you'll 
be able to deal full damage on the building itself.

You'll receive a large welcoming party during this stage so be 
really careful. Take evasive maneuver and don't try to be stupid 
and meeting the enemies head on. When you've destroyed 
about 30% of the tower, you'll get a warning from Ruri that 
Buster Ark has appeared. Well, you can try taking it out but 
remember your main objective. Buster Ark will retreat if you have 
depleted the tower to 50% of its overall armor integrity whether 
you beat her or not.

Be careful if you're engaging her. When I first met her during my 
initial play, she tends to use Guardian (the shots she used during 
the stage where Gato flee with the HLV to destroy the Jovian 
Tulips). You'll hear a series of beeping and you should 
immediately flee from your current position lest the satellite shots 
send you right down to Hell. Getting scorched by Guardian would 
take out around 30% of armor and getting a direct hit would 
mean like 60% of armor gone. In ace, I had experienced 80% 
armor depletion from a fully upgraded GunArk. Just watch out for 
the thin line of light when you hear the beeping. That's the 
Guardian shooting trajectory.


Stage OP15-02
Mission objective		
: Destroy the cannon units
Mission objective		
: Destroy Zarom D
Extra objective			
: The base is destroyed 100% before the cannon units are 
Now you'll see the upper part of the tower stretched up towards 
the sky. Apply the same tactic from before. Take care of the 
generators and next the building itself. Be careful of the enemies 
that guard the tower. Keep your armor at all time high (You 
should see a pattern here). Also watch out for the constant beam 
shots from the upper cannon units. They tend to take chunks out 
of your armor if hit. The only ways I found to be effective for 
hiding from getting hit is by staying at a distance away or hide 
below one of the generators when the warning starts blaring.

Now starts the boss fight. I hope you still remember Zarom D 
from the second stage because he's back. Something is really 
fishy here. First Marina came back from the dead and now this 
guy? Well, just let him have it for the humiliation you had gotten 
from the past.


Stage OP16-01
Mission objective		
: Eliminate all Bull Vega of Drake's army

Fail objective			
: Albion s destroyed
Mission objective 		
: Defeat Jonathan and Todd.
Extra objective			
: Albion retain 95% of its armor
You're on your way to get to Nanafushi but it looks like the 
enemy still has something up their sleeves. You encounter aura 
battlers and Granchers on the way and now you have to clear 
them out for a path to your destination.

First, you see that there's a lone Bull Vega class transport and it 
has a barrier around it. Your normal attack would deal almost no 
damage to it so you better wait for Albion to fire its main cannon 
to disable the field for you before you dive in for the attack. Thus, 
you need to protect Albion at all cost from enemy aura battlers 
and Granchers. This is a two way mission. First, protect Albion 
and two, destroy enemy transports. However, make sure you 
destroy them fast or the barrier will regenerate and you have to 
wait for another chance. This will increase the danger Albion is 
exposed to. A side note, watch the armor as boss fights are 
going to be extremely frequent after this part of the game. Take 
note to have your armor remain high on every stage if possible. 
I'll not be giving out warnings anymore.

Finishing the Bull Vega and you'll once again be pitted against 
Jonathan's Grancher. However, it seems like he comes with 
Todd piloting a Wryneck. This fight is quite easy. Just target 
Todd first because Grancher has the ability to "jump" from one 
place to another when avoiding your attacks.


Stage Op16-02
Mission objective		
: Destroy all factory buildings

Fail objective			
: Albion is destroyed
Extra objective			
: Clear the stage without getting a hit from Nanafushi within the 
time restraint of 180seconds
This stage is tricky. You cannot go airborne if you really want to 
know the taste of getting hit by Nanafushi's shots. Thus, 
Aestivalis units are really something to consider using. Else 
Billbine is also something worth to consider about. Get your 
armor high for this stage not because of boss fights but because 
you'll be thrown into the next stage without going through 

Bring up the map and look closely for any linking paths that can 
be used to reach your next target. I'm using Aestivalis artillery 
frame (Akito) for the sake of Aestivalis' capability to slide on the 
ground when my dash meter has run out. At least I don't have to 
walk. However, you might try going across the hills but if you're 
not careful, you'll get hit. This is risky but there is a way to go 
over the hills. Try to go up a hill but not high enough so that even 
though Nanafushi did throw you a shot, you'll be protected by the 
hill itself. Now, quickly rush forth and descend to the ground 
before the second shot is fired. You'll save time doing this. Let 
me remind you again, the risk is also quite high.

Destroy the factories and go towards the final target and now 
you'll go straight to the next stage. (This only applies to Story 


Stage OP16-03
Mission objective		
: Destroy Nanafushi

Fail objective			
: Albion is destroyed.
Mission objective 		
: Defeat Quincy Grancher and Leprechaun
Extra objective			
: Without getting hit by Nanafushi, destroy 
Nanafushi within 90 seconds.
You better make it fast because I doubt Albion has much armor 
left from the last stage if you decide to take the long way to your 
targets. I really don't advise the hill strategy again for this stage. 
However, the idea is possible as there seems to be an enemy 
base at the north of your position. Choose the path or risk the 
flight but make sure you have a fast unit when attempting the 
hills. Go with the path and try to go quick and carefully because 
at each end of the curve there's a Jovian battle ship waiting. 
Whether you want to shoot them down, you can decide. Other 
than that, it's just some minor units like tanks and some aura 

When you finally reach the Nanafushi (that's one big gun) you'll 
get a scene where Roy Fokker and Maximilian Jenius arriving in 
their valkyries performing quite an astounding feat of aerial 
acrobatics to distract the Nanafushi. Now quickly take the 
opening to destroy it.

You did well on the Nanafushi however here come two very bad 
units. Quincy's Grancher and the Leprechaun aura battler piloted 
by Jerryl Coochibi. Still as previously used strategy, take out the 
Aura battler first. There is a slight problem here. These two have 
better mobility than their earlier counterparts. You might have 
some problems with them. However, if you're using Aestivalis 
artillery frame like I suggested, you just need to spam those 
missiles and stay out of harm's way.

When this stage ends, Akito left the team and replaced by Max 
(VF-1A) and Fokker (VF-1S) respectively.


Stage OP17-01
Mission objective		
: Destroy all missiles

Fail objective 			
: Allowing five missiles to reach their target
Mission objective 		
: Defeat Zwarth
Extra objective			
: Destroy all incoming missiles
Okay, this stage is quite small and one moment of hesitation and 
you might find the missiles escaping your grasp. Try to aim for 
the missiles and only take out the aura battlers and Granchers 
when there are no missiles around. There are a number of 
waves so be alert.

Finishing off the missiles and you will get Zwarth to fight against. 
Don't expect this to be an easy fight if you're playing ace. Zwarth 
is basically another Billbine. Now you understand how 
dangerous this guy can be. Be at range and quickly use your 
most powerful attack when he's engaged with your supports else 
use grappler attacks (this can be very useful against bosses).


Stage Op17-02
Mission objective		
: Destroy all Tulips

Fail objective			
: Exceeds time limit
Mission objective 		
: Defeat the Majin
Extra objective			
: Defeat over 20 American Grancher
You got Tulips scattered all over the place now. Okay, with 
Billbine, that's one problem solved. Just head for the Tulips and 
exterminate them all. Be careful with the Granchers and Jovian 
battas. Otherwise, nothing much to concern with except the time 

Yeah for the mop up of Tulips! Yeah for clearing the enemies! 
Boo for two bosses dropping out of the blue! Man, these two 
units should not be too unfamiliar to Nadesico fans. It's those 
Geki Gangar wannabe Jovian mechs that seem to jump out from 
those 70's super robots animations. No matter how stupid they 
may look, they are quite dangerous especially the blue one 
(Daimajin). They excel at ranged combats but they can also 
make you regret going close quarters. Take out the red one 
Daitetsujin with normal attacks. Advisably use a combination 
attack on Daitetsujin and then switch to high damage weapons. 
Don't use missiles or even physical projectiles. Those can be 
diverted by its shield. If you really want to resort to melee, attack 
from behind. It's dangerous staying in front of Daitetsujin.

When you have inflicted enough damage, you'll get a scene 
where Akito arrives and traps the Daitetsujin with Boson Jump by 
throwing forth a number of CC. However, he got sucked into the 
portal himself and is


Stage OP17-03
Mission objective		
: Nadesico left the area

Fail objective			
: Nadesico is shot down
Mission objective 		
: Repel the enemies (Defeat Buster Ark)
Extra objective			
: Eliminate all Devil Aestivalis
You cannot use the Aestivalis team on this stage because they 
are going with the Nadesico to the moon to pick up Akito who 
had actually Boson Jumped to the moon TWO WEEKS AGO. It 
seems like the Boson Jump is not actually some sort of warp but 
time traveling.

Here you need to protect the Nadesico as it prepares for its 
launch towards the moon. You'll get a number of Poseidal mechs 
troubling you plus some Jovian battle ships damaging the 
Nadesico from time to time. Get those ships first before you 
actually take out the Poseidal units. You'll be very busy in this 
stage, I gather. Be careful of those A.Taul units (the black ones). 
They can suffer some damage and yet still has enough armor to 
keep on going. However, the most dangerous units are those 
Devil Aestivalis. Just watch out for your back.

So the Nadesico has left. You're now allowed a few seconds of 
rest before you're suddenly plunged into a fight with the 
Lightning units, Buster Ark included. You have enough 
experience against them so I wouldn't actually devise another 
strategy for you. When you manage to deplete her armor below 
50%, she'll run away.

After this stage, Fokker and Max will both leave the team. This 
will really hurt the team if you are using the valkyries and even 
the Aestivalis units.


Stage OP18-01
Mission objective		
: Destroy all Poseidal battle cruisers

Fail objective			
: Reaching time limit
Mission objective 		
: Destroy the frigate (Rei)

Fail objective			
: Reaching time limit
Mission objective		
: Defeat Ashura Temple
Extra objective			
: Destroy all Poseidal battle cruisers within 100 seconds
It's another big welcoming committee on your expense. However, 
there's a clock ticking so you cannot really enjoy the kill much 
lest you Game Over. Well, let's hurry up with the mission and all 
that stands in the way will become space dust.

After the destruction of the normal battle cruisers, a frigate 
appears. As mentioned in the objective. Take it out. However, 
this one has a tough skin. Hope you have enough time of dealing 
with it.

Finish off with the frigate and Gablae comes out with Ashura 
Temple, your target and boss of the stage. This guy is a piece of 
cake. He's nothing worth worrying about. I hope you don't really 
face any problem against this guy too.


Stage OP18-02
Mission objective		
: Eliminate enemy presence
Mission objective		
: Defeat Daimajin, Daitetsujin
Extra objective			
: Deplete the armor of Daitetsujin and Daimajin down to 5%
Okay, your Aestivalis team is back on the deployment roster. 
God, I just love using these guys. They do have some very 
humorous in-game speech.

You start...... in a mess. You're surrounded 360 degrees with 
Jovian battas. I hope you sortie an Aestivalis here because the 
Distortion Field is going to save the day here. Just keep on 
stacking those batta counts in the meantime. Billbine would work 
better with the higher firepower it provides but mine is currently 
under repair...

After a certain amount of kills the Jovian elite mechs Daimajin 
and Daitetsujin appear with a number of Jovian battle ships. This 
is bad, real bad. You already have your hands full with all the 
enemy army has to throw at you and now you have to take care 
of the bosses. Hope you're not screaming at the monitor right 
now. You asking what I'm doing? Well, it's easy. Don't you 
remember that I'm playing Rookie for writing the walkthrough?

After a certain point, you'll see Nadesico blow the hell out of the 
Jovian army with the gravity blast enhanced by the Y-unit. Yeah, 
it's another Christmas in space! Actually, it really is Christmas! 
Those two Majins actually got shot together with the rest of the 
Jovian army so they cannot move for some time and their barrier 
is down. Take the opportunity to let out the frustration. Make 
them pay!

(Note: There seem to be some wrong in the mission objective. 
They're written like that so it's not my fault! Well, the enemy will 
retreat after the Gravity blast incident if you had taken away a 
number of battle ships regardless whether you tackle the two 
Majins or not)


Stage OP19-01
Mission objective		
: Eliminate enemy presence
Mission objective		
: Defeat either Calvary Temple or Ashura Temple
Mission objective		
: Destroy all enemy cruisers.
Extra objective			
: Without including the first shot, clear the stage 
without getting shot by Boson cannon
Akito is out of the duty roster...again. *sigh* that guy sure comes 
and go often. Well, at least you have Nu Gundam for Amuro 

Okay, so the peace treaty between Nadesico and the Jovians 
are underway but it seems like Poseidal has decided to come 
and crash the party. Make sure they won't forget that they'll have 
to go through you.

As you're going through the Space Gaia, here come two new 
arrivals; Calvary Temple (piloted by Quwasan Olibee) and 
Ashura Temple (Gablae). Defeating either one will make them 
withdraw their forces. Note something interesting. The dialogue 
exchanged between the two enemies will differ depending on 
who was the person that got shot down. I always go for Calvary 
because her voice is driving me nuts.

Wait a minute, just what is that Jovian cruiser doing? Before any 
sort of warning is sounded, Albion suddenly received a shot in 
the hull. It looks like the fight is not over yet.

You're going to be having some problem completing the stage. 
First, you'll have to deal with battas and Daimajins as the bulk of 
the enemies' combat units. The worst of the all are the cruisers 
themselves. They are equipped with Boson cannon and they 
CAN hit you from any distance. The only real protection you get 
from that attack is by hiding yourself within the pile of floating 
inactive missiles in space so that the Boson cannon cannot get a 
lock on you. Remember to shelter yourself whenever Inez (the 
beautiful blonde Nadesico advisor) gives out a warning. However, 
I find from my play that aura barrier can hold up against the 
Boson cannon when the Aestivalis Distortion Field 


Stage OP19-02
Mission objective		
: Destroy all enemy battle cruisers
(Not necessarily all. Just enough to not let 5 escape)

Fail objective			
: Allowing five battle cruisers to infiltrate the defense line
Mission objective		
: Defeat Daimajin
Extra objective			
: Destroy all Jupiterian battle cruisers
This is just like the stage where you destroy the submarines. The 
enemies come in waves and you need to make sure that the 
enemy battle cruisers didn't make it to Mars.

After you're done with the cruiser part, now you'll have to face 
Daitetsujin in combat. This guy is a real pain. When his barrier is 
up, you cannot use any projectile type weapons lest they bounce 
off the shield. You have to resort to melee combat or some 
weapons like the Wing Zero Custom's twin buster rifle that's too 
powerful to reflect. Just remember to stay behind him when 
you're attacking.


Stage OP19-03
Mission objective		
: Protect Nadesico as it makes its way to the Mars ruin

Fail objective			
: Nadesico is destroyed
Extra objective			
: Destroy more than 50 battas (the yellow bugs)
You're now fighting on the surface of Mars and it is a whole 
world of pure whiteness, as if it had snowed hard on the surface. 
I thought Mars is supposed to be red? Well, doesn't matter.

Just like the time when you're guarding for the safety of 
Nadesico as it launches to the moon. You're now guarding it so 
that it'll reach the designated area above the ruin that's 
supposed to be the control center for Boson Jump. However, this 
time, the enemies come in larger number. Hope you like this 

There are two enemies that would be able to inflict damage upon 
the Nadesico and they are the Daimajins and the Battle cruisers. 
If you ever see the Nadesico sustaining damage, quickly call up 
the map to see if there are any yellow dots. The dots signify the 
battle cruiser. If there are none, then search the ground. There 
should be a nearby Daimajin somewhere aiming at the Nadesico.

Daitetsujin will appear at one point. However, don't worry about 
having to face this guy with melee. If you're using Billbine then I 
would say that you're in luck. Use the aura cannon on him. 
Though the shots will be bounced off the cannon shots will still 
detonate upon hitting the ground, sending a shockwave that 
would penetrate the shield and damage Daitetsujin. Else, just run 
away and don't engage him until his barrier runs out of activation 

When the Nadesico actually managed to get on top of the ruin, a 
very hilarious dialogue series occurred between Akito and Yurika 
as they engage in their lovers' quarrel which was sent all over 
the intercom including the Jovians. Man, it was so hilarious I 
couldn't stop laughing every time I play this stage. Well, try to 
listen to it yourself if you understand Japanese but the sounds 
made later should be obvious enough for any non-Japanese 
speakers. After that the stage ends and the Jovians will not 
bother you anymore.


Stage OP19-04
Mission objective		
: Eliminate enemy presence in the area
Mission objective		
: Protect the target

Fail objective			
: The target is destroyed
Extra objective			
Well, Akito's finally back. Better change to Aestivalis for this 
stage though Billbine is still recommendable but I believe the 
armor is not up to the task after the battle with Jovian just now 
(Unless you have been using GunArk). Better switch to Aestivalis 
air frame because you need some small agile units with enough 
flair in the melee department.

As you start the stage, you'll get to see an introduction of SPT-
LZ-00X Lazyner (Albatro Null Eiji Asuka, Eiji for short) in combat. 
This unit is actually smaller than an Aestivalis unit, about the size 
of aura battlers so in order to see enough to differentiate who is 
the V.I.P. that you'll be protecting, it's better to have smaller units. 
You can also use Dunbine but I believe the most units you have 
upgraded appropriately at the end of the game is at most three 
and I'm focusing on Aestivalis (Akito), Billbine and GunArk.

First, don't engage any enemy units. Fly quickly around and find 
Lazyner. He's suffering damage as the dialogues are rolling past. 
Better get to him fast before you're told to do so. Look at the 
radar. Among all those yellow dots, there should appear one 
green dot and that's Lazyner. He will appear at random places 
so if you're retrying the stage because he blew up as a result of 
enemy attacks or your blatant miss shots (yes, he's can be 
targeted for the first part of the stage) you still need to search 
quickly. I usually find him near the southern part of the crater so 
you might want to search there first.

At the start of the second part, you'll get enemy reinforcements. 
However, you don't have to worry about killing Eiji now that he's 
been registered in your databank so let forth your missiles. Just 
keep an eye on Eiji still because though he won't die by your 
hands but the enemies would still want a piece of him. As you 
fight the enemies, Eiji would be trading information concerning 
the enemy (Gratos) with your team but that shouldn't concern 
you so don't get distracted by it. Just continue to take care of the 
remaining enemies.

Nearing the end, SPT-BG-91U Bullgrenn (Gosterro) appears and 
starts to attack Eiji. This guy is really dangerous as his mobility is 
so high that even Aestivalis has problem catching up with him. 
He also charges you from time to time so get ready to dodge or 
you'll end up eating knuckle sandwich. That's why I called for 
Aestivalis air frame. The missiles will be your trump card against 
the guy.

After the stage, Yuu and Hime sort of decided to have a little 
time for themselves; meaning that they dumped you guys. Well, 
not literally anyway. They are off duty roster for the time being.


Stage OP20-01
Mission objective		
: Eliminate all enemy transports

Fail objective			
: Time limit is up
Mission objective		
: Defeat Buster Ark
Extra objective			
: Destroy all the mechs the transports are carrying
You're actually going to go and see Macross for the first time in 
this game and somehow those guys from Poseidal and Gratos 
just have to make a house call. Well, it's just another clean-up 
fight to show them who's the boss around.

First, you get the mix-up of Gratos and Poseidal units to deal 
with. Just go for the target transports if you feel you're unable to 
deal heavy damage to the enemy force. Taking out a certain 
amount of enemy units will then trigger a scene of the Macross 
main cannon battery firing a shot that took out a chunk of the 
enemy manpower. Well, you don't receive the boons for this 
since the enemies in your vicinity just don't get shot altogether. 
(Your team would get wasted too. Thank God...)

When you took out all the enemy forces, you'll notice the sudden 
change in the BGM. Still don't recognize it? No? Well, here 
comes Buster Ark. I'm usually getting quite sick of this busybody 
at this point... Exactly what does she want to achieve from all 
those skirmishes? Well, move on after her defeat.


Stage OP20-02
Mission objective		
: Eliminate enemy presence

Fail objective			
: Macross is destroyed
Extra objective			
: Destroy more than ten of the Heavy Bombers
Okay, so Mr. Roy Fokker and Max are back on active duty. Not 
that I want to brag about but their units are pretty much useless 
for this stage. Here, you'll want heavy weapons at your disposal. 
I would go for Aestivalis artillery frame for this job. Not only does 
this guy offer multi-lock missiles, his cannon fire also provides 
you with area affect explosion. That's something I think to have 
some advantage over using
Heavyarms Custom. Billbine also provide the same area effect 
explosion, just for your information but you won't get the missiles 
for him though.

To start it all, you're pretty much screwed for this stage because 
of one particular detail. You're supposed to be Macross' Knight in 
Shining Armor but the Zentradis just don't exactly give you a 
credit for that. Remember the stage where you got swarmed by 
the Jovian battas? Well, this is just like that except you have to 
protect Macross besides saving your own hide. A side note... 
Nice combat move Fokker pulled out in the scene. Now, you'll 
also be introduced to Ichijo Hikaru, Roy Fokker's little 

Somebody might want to shout out the fact that Aesti Artillery is 
just a plain pain in the backside for the fact that it's a large 
useless flying log. I assure you, this is perfectly the stage custom 
tailored for its use. You just sit tight in the air and shoot anybody 
that comes close. You don't have to go out and chase because 
you're just plain slow... Even the booster won't make you the 
hare of a race. So, just treat it as a fixed sentry gun. You need to 
be quick with your fingers though because the second wave is 
really getting murderous.

The Zentradis decided the fact that normal means of mechs and 
aerial combats just cannot cut through your defense line so 
easily so they demanded an upgrade to their arsenal. They just 
throw in the bombers.
You need to take these out as quickly as possible as they deal 
heavy damage on Macross. Use missiles or whatever; just take 
them out as quickly as you can!

This stage marks the addition of Ichijo's VF-1A in your team. So, 
the Macross Triumvirate is officially in business. (Where is 


Stage OP21-01
Mission objective		
: Eliminate enemy presence

Fail objective			
: 7 enemy heavy bombers manage to breach the line of defense
Extra objective			
: Destroy all heavy bombers
A space battle with the Zentradi. Just some standard Zentradi 
mech assortments to deal with. One thing for sure. Just have a 
lookout for the heavy bombers. If you can, don't let any of them 
pass the final line. That's one thing for this stage to look out for.

One warning though. These heavy bombers don't register on the 
radar as SPECIAL targets in red but normal yellow dots so you 
have to rely heavily on the arrow markers. Therefore, any unit 
with high mobility and a certain level of firepower is welcomed.

Take out all the waves and it's another part of the game you'll be 


Stage OP21-02
Mission objective		
: Defend Macross from enemy threat

Fail objective			
: Macross is totally destroyed
Extra objective			
: The damage percentage to the living quarter is below 20%
Before you start... What are you doing with that unit? It packs too 
much firepower! For this stage, melee is the ONLY option. Yeah, 
you heard right, melee is the only thing that you would need to 
use unless you're really good with sharp shooting and no, no 
cannons whatsoever!

For a little Easter egg, any A.C.E. players that still remember the 
stage which requires you to protect the city at minimal damage? 
Well, this is the A.C.E. 2 version. Get all the infiltrated enemy 
units as fast as you can and with the least damage done to the 

Damage can be dealt to the city either by you or by the enemies. 
Really, it's a frustrating sort of a condition. Just remember to not 
hit the building even with melee. I propose Dunbine (the aura 
shield actually absorbs enemy fire rather than reflect it like the 
Distortion field. Remember to use grapplers.)Definitely not 
Billbine, he's too strong for his own good. Aesti would be another 
preferable choice if you have enough defense stats to not use 
the shield.


Stage OP21-03
Mission objective		
: Hold the line until Macross has managed to complete the 

Fail objective			
: Macross is destroyed
Extra objective			
: The enemy battle cruiser is destroyed by the number of eight 
and above
Easily understood. About five minutes of hell as you're pitted 
against an infinite waves of enemy force. Take care of them and 
make the enemy battle cruisers your primary target!

(Note: DON'T do combination attack anywhere near Macross. 
You'll sometimes find that you're stuck in Macross itself. That's a 
glitch I find in this particular stage.)


Stage OP21-04
Mission objective		
: Eliminate enemy presence

Fail objective			
: Time limit reached
Mission objective		
: Defeat Queadluun-Rau (Milia)

Fail objective			
: Time limit reached
Extra objective			
: Nousjadeul-Ger and Glaug (from the first wave) is destroyed by 
the number of 70 and above
Ridiculous as it may be, you'll have three absentees. Gai, Ichijo 
and Roy. Ichijo is currently in trouble since he hijacked his 
Valkyrie and gone on a star-filled date with Lynn-Minmei. Talk 
about having a screw loose in the head. However, he sure didn't 
expect to run into Zentradi all the way out in space.

Take out the first wave of enemies as quickly as you can since 
this is a timed mission. They are just the standard units for 
Zentradi so you should have no problem with them. It's the 
second wave that would pose some considerable threat. If you 
have a full combination attack bar, save it if the refill rate is low 
but otherwise keep one bar handy. You should be needing that.

The second wave arrives when the first made a hasty retreat. 
They are the elite combat units of the Meltrandi (Queadluun-Rau) 
and with them come Milia Fallyna (or Miriya Parino for English 
version name stated in the Macross English novels). These units 
are insanely fast. Even with a fully upgraded Aestivalis or even 
Billbine I couldn't catch up with them. Better utilize long range 
attacks for this. Don't get too upset with their high dodge rate. It's 
almost like that in the anime as well. They're almost too good.


Stage OP22-01
Mission objective		
: Defeat all the enemy aces. 
Mission objective		
: Eliminate enemy presence
Extra objective			
: Destroy all the enemy ace pilots.
Well, you¡¦re restricted to being only to sortie one mech. This is 
practically a gladiator type brawl where you¡¦re pitted against the 
enemy ace of aces. However, if you¡¦re targeting the special 
requirement you better get Billbine out whether you like it or not. 
We can discuss whatnot on replays, okay? 

Well, you¡¦ll be joined by Lazyner and God Gundam once you are 
out in the open (explains why you¡¦re restricted to be only able to 
sortie one unit only). Just clear the map of enemies and you¡¦ll be 
done for the first part. The bosses tend to escape when the 
health is cut too low for their comfort. Understand why I said that 
you should sortie Billbine?

After being Gladiator, now you want me to become Susano-O? 
(For those who don¡¦t know who this guy is, go look up Japanese 
folklore.) Well, you now get a little taste of Devil Gundam¡¦s little 
tentacle friends. They are infinite but destroying a set number will 
end the stage so kill on.

Finally, you¡¦ll actually get Lazyner on duty roster and in addition 
of him come God Gundam. Lazyner is pure gold but God just 
don¡¦t cut it out for me. Under circumstances, God would 
pulverize you rather than the enemies on occasions if you 
somehow ended up in his way of combat execution when sortied 
as a support.


Stage OP22-02
Mission objective		
: Eliminate enemy presence

Fail objective			
: The designated V.I.P. is destroyed
Mission objective		
: Eliminate enemy presence
Extra objective			
: Destroy more than three terminator police
(They appear at direct east of the resistance hideout across the 
river and in between the two buildings there)
Another mission for the block; Aestivalis artillery frame to the 
rescue. Well, Heavyarms would do the job on the same level of 
efficiency but the best unit for this case would really be Nu 
Gundam as another boss fight is in order. Falguen would be your 
choice if you aim for the extra objective.

The most hated V.I.P. mission is once more on the shelf and this 
time you¡¦ll have to cover the asses of the resistance from getting 
scorched by enemy fire! Most importantly, the enemies really 
aren¡¦t going to ask you nicely this time around. Anybody playing 
Starcraft and remember those suicidal mutants? Whoopeedo¡K. 
The first waves of enemies are definitely all in that same state of 
mind and you know what? I¡¦m going to say this once only¡K. 
You¡¦re screwed big time!

Just hold as long as you can until you have a reinforcement 
coming. For those who adore Tallgeese 3, now you can scream 
in delight as Lightning Count has just entered the fray of 
onslaught! This time you¡¦re needed to blow up enemy facilities. 
Choose your deadliest method available and let¡¦s get moving 
along now. 

It seems like your revenge has attracted the enemy to actually 
throw in their current ace of spades. Here is A.Taul V! Well, he¡¦s 
not much of a threat anyway. If you can¡¦t beat this guy, I don¡¦t 
know what to say anymore. Not much so is the Ashura Temple 
later on too.

Tallgeese 3 is now officially in the ranks of the killings.


Stage OP22-03
Mission objective		
: Eliminate all enemies

Fail objective			
: Time is up
Mission objective		
: Defeat Zakarl
Extra objective			
: Obtain chain time up to 240 seconds and above
This is a really easy stage. Just kill everything that moves. End 
of story.

For this you get GP03 as compensation for the absence of Daba 
(thus no L-Gaim and Amon Duule ¡§Stack¡¨ or even L-Gaim mk2 if 
you had already gotten it)


Stage OP23-01
Mission objective		
: Escort ally ships to safety

Fail objective			
: Three or more ships are sunk
Mission objective		
: Eliminate all enemy presence
Mission objective		
: Take out Buster Ark
Extra objective			
: All ally ships manage to pull out safely
The objectives are crystal clear. Someone is in need of your help 
and as you can see, the number of Bat-Shuu present is not 
going to make this a picnic. Take out the Bat-Shuu as quickly as 
possible and don¡¦t stray too far away from your ships. Melee 
stuns are going to make short work of those. Not only do the 
action cancels the firing of the cannon, it also stuns the Bat-Shuu 
long enough to throw in a few extra punches of your own. The 
rest of the remaining enemies are mostly other assortments of 
Poseidal lackeys.

If you think you can just heave a sigh of relief, then you¡¦re in one 
big trouble because Costello just happened to have a little 
vendetta against you. Yes, he¡¦s back. Shouldn¡¦t be much of a 
problem normally but your first priority is still the ships. Get the 
Bat-Shuu first and land a few hits on Costello once in a while 
since he¡¦ll keep hounding you until he¡¦s taken out of the picture.

Finally, the last piece of thorn with the name tag of Gratos is 
finally out of your pretty flesh but here comes the pile driver; 
Buster Ark is back. Good Lord, she just never lets you get a 
good night sleep.

When you manage to give a good pounding to Buster Ark, you¡¦ll 
receive a scene that GunArk actually tapped into the Guardian 
satellite control mechanism and used all available satellites in 
the vicinity to lay waste to the whole Poseidal military force in the 
area. Now, that¡¦s surprising for both sides of the party. It would 
seem we got ourselves a Pandora Box. I wonder what¡¦s inside.

This time you have a huge entry from the L-Gaim series. L-Gaim 
and the Amon Duule ¡§Stack¡¨ are both back in active duty. 
Moreover we got ourselves a Bat-Shuu, an Ashura Temple and 
an A-Taul, all piloted by your lovely Gablae. Finally, GunArk has 
its final arsenal unlocked¡K. It¡¦s the Guardian satellite shot! 
Understand that this can only be used where the satellite system 
is functional. In other words, there are some stages that you 
cannot access this feature. Take note of this on replays.


Stage OP23-02
Mission objective		
: Destroy enemy spaceships

Fail objective			
: Time is up
Mission objective		
: Destroy enemy spaceships
Mission objective		
: Destroy the enemy flagship
Extra objective			
: Destroy 12 enemy cruisers within 120 seconds
Make the enemy ships your primary target. Time is ticking and 
you should conserve your ammo for only the targets. After the 
cutscene, then you can destroy all else at your leisure. 

Finally, the boss of the Poseidal is left with nothing else to lose. 
This is a fight to end the Poseidal¡¦s wretched existence but with 
Original Auge standing in your way, the road to final victory is a 
bit vague unless you can hit really hard and dodge like crazy 
because in some aspect that guy can be more dangerous than 
the Nuel Zuel fight. Then again grapplers still work like a charm 
so let¡¦s go fishing, shall we?

Oh, yeah! The taste of victory sure is the best way to keep you 
wide alert for the next battle because Oldna decided to drop the 
final monkey wrench in your teeth by dropping the Devil Gundam 
down to Earth to wreak havoc. Thos bad guys sure don¡¦t like to 
lose to us, do they?


Stage OP23-03
Mission objective		
: Destroy Devil Gundam
Extra objective			
: Defeat Devil Gundam while in Meishin Kishui mode
I doubt there are many that would use a module during the 
course of play unless playing on ace difficulty but this stage will 
most probably be your worst nightmare for the rest of your life if 
you don¡¦t apply a module to save your own life because this one 
is a genuine wolverine that will gnaw you down to pieces if not 
taken the proper measure. More so if you¡¦re aiming for the secret 
objective. You¡¦ll practically be throwing the chair out the window 
on this one.

The main objective is to defeat that great beast that¡¦s sprouting 
those heads. However, in order to do so you have to decrease 
its regenerative power to zero by decimating the heads one by 
one. They are infinite but you¡¦ll be informed of the regenerative 
prowess as you kill off one of the heads. When the number reach 
zero, you can finally take the fight right up to its front door but 
remember that it still has infinite reinforcements. 

This is actually quite nice for those striving for the special 
requirement as you need to have God Gundam first turn gold 
and in order to do so, you have to beat the crap out of enemies 
you can find to fill out the bar initially and then light up the words 
till he¡¦s all gold and flashy. Now, make sure that Devil Gundam is 
already near death but still has enough armor to die by that last 
superbowl or it¡¦s all the way from square one.

After the final cutscene, you¡¦ll recognize the gargantuan shadow 
that descends upon Earth. It seems like Macross is back. Thus, it 
also means that Hikaru and Fokker are both back and Hikaru 
has a new mech; the VF-1S.


Stage OP24-01
Mission objective		
: Deplete energy flow to main canon by 50%

Fail objective			
: Time is up.
Extra objective			
: Deplete energy output to 0%
Finally, after months of pestering from Buster Ark we are finally 
taking the fight to the enemy. Plus, we now know the one 
responsible ass that¡¦s been tightening the rope around our necks. 
Don¡¦t you feel humiliated? Don¡¦t you feel infuriated? Don¡¦t you 
feel your blood burning with the need to break somebody¡¦s neck? 
Keep your fury checked. We¡¦re not yet to that point. First, we 
need to lay waste to the enemy stronghold. Cut them from their 
resources, I would say. Yes, only then would we swing down the 
grand hammer of justice!

This is the first maze you¡¦ll be seeing in ACE 2. Having to meet 
the secret requirement would need you to know every inch of this 
place in details. I¡¦ll try to say the details in short. Just follow my 
direction and destroy everything that doesn¡¦t register as friendly.

First, go forth. You¡¦ll reach the part labeled C-1. Quickly destroy 
the gates and deal with the units. Go through the north door and 
turn right at the first junction and you end up at C-2. Same deals; 
the gates and enemy units all have to go. Don¡¦t go forth yet. Go 
down and take care of whatever¡¦s there. Take the near corridor 
and bust all up. Next, go back up to C-2. Take the door you 
didn¡¦t go in earlier and you¡¦re done for the first section. You can 
now retrace back to the junction and proceed forward.

Take the left path at the second junction to access A-1. There 
are more gates and units. This time, go up and through another 
path. All hostile eliminated to nil. Take the remaining door 
downstairs and the mop up of enemy in this area is done. Now, 
go back to the junction again and now go north.

Destroy all in B-1 and leave nobody standing (except you). Now 
this is the good part. Go up with your guns blaring all the way. 
Then proceed through the long corridor. Afterwards, go down 
and through the nearby door. Even though the map would 
register you to have miss one power generator but you already 
managed to cut the power supply down to zero so it¡¦s a job well 
done. I finish this stage with around 40 seconds to spare and I¡¦m 
using Akito Aestivalis 0G frame.


Stage OP24-02
Mission objective		
: Defeat Feather Ark custom
Extra objective			
: Player¡¦s armor is at 75% and above
Finally, the hour of the enemy¡¦s doom is at hand. Get your 
fingers ready and you¡¦ll be ready in one hell of a fight as the 
Feather Ark custom (green) has a lock-on laser attack so you¡¦re 
basically facing two Buster Ark here with one hell of a 
reinforcement but that¡¦s nothing much to worry if you manage to 
cut the power supply to zero previously since their main canon 
has just been made obsolete! You don¡¦t have to worry about 
getting shot in the back anymore.

Act appropriately and let¡¦s get a move on. The stage ends with 
the defeat of the Feather Ark custom and Buster Ark escape 
from the scene before all else. Persistence in your work is an 
admirable feature but she¡¦s seriously pissing me off.

The brains are finally back. Where the hell have they been 
missing to? Making babies?

(Extra: Read the mails. I just don¡¦t know what to say anymore. 
Those military blockheads need to get a homemade knuckle 
sandwich that¡¦s fresh out from the farm) 


Stage OP25-01
Mission objective		
: Destroy enemy Bull Vega transports

Fail objective			
: Either Albion or Guran Galan is sunk
Mission objective		
: Defeat Buster Ark

Fail objective			
: Either Albion or Guran Galan is sunk
Extra objective			
: Destroy all Bull Vega transports
(as in killing them yourselves)
The enemies approach from everywhere. Hope you have a fast 
unit ready cause this is one hell of a race. Concentrate your fire 
on the transport ships otherwise you¡¦ll get overwhelmed in this 
first part.

Take a deep breath and¡K. Here comes Buster Ark! If you can¡¦t 
beat her here for all your past experience then I might suggest a 
change of mech is in order. Well, she¡¦s so easy she practically 
make me yawn. You are asking me why? Well, she¡¦s not the 
boss of this stage. If you take too much resource to beat her then 
you¡¦re going to get so flatten later on.

The next combatant is Tod Guinness in his Wryneck! Fall down 
upon him like an eagle and... Watch him fall? He sure was easy. 
I thought he is supposed to be some BIG boss or something. 
Yeah, a BIG boss cause in the next minute he¡¦ll outgrow your 
mech! Now, you¡¦ll have a bit of taste of how Jack felt when he 
saw that giant up on that beanstalk.


Stage OP25-02
Mission objective		
: Destroy Gea Garing

Fail objective			
: Either Graon or Nadesico is sunk
Mission objective		
: Defeat Galava and Baronz

Fail objective			
: Either Graon or Nadesico is sunk
Extra objective			
: Gea Garing is destroyed within 180 seconds
Well, this time they give you a big target so you won¡¦t miss 
shooting the side of the barn. However, they don¡¦t just give you a 
fat pigeon for target practice. The whole thing works like this.  
You are supposed to keep those flies off the back off the back of 
your two lovely ships. The Graon will act as the barrier breaker 
while Nadesico will fire the damaging shot. They will not be able 
to play their respective roles if there are too many buzzings 
around so keep going to and fro the two and keep the air clean 
of those pestering aura battlers and from the looks of it... 
American Granchers.

When that ugly yellow thing is destroyed, guess who¡¦s coming at 
you with a vengeance? Jonathan arrived with his white Baronz 
and the Black Knight (Bern Bunnings in disguise) in his Galava. 
Baronz is not much of a deal since in comparison, that guy is 
actually easier because Galava actually has the mobility that can 
rival a Meltrandi Queadluun-Rau. Then again, Galava seems to 
have less armor and Baronz has a farther reach of ranged 
attacks. The fight officially ends with their defeat. Lazyner in flight 
pack actually would work wonders against this two.


Stage OP25-03
Mission objective		
: Escort Noawbis Noah to safety

Fail objective			
: Noawbis Noah is destroyed
Mission objective		
: Eliminate enemy presence

Fail objective			
: Noawbis Noah is destroyed
Mission objective		
: Defeat Quincy Baronz
Extra objective			
: Noawbis Noah escapes within 250 seconds
For your information, you¡¦re supposed to do 1) keep the enemies 
off the back of Noawbis Noah, 2) eliminate enemy barricades 
and 3) make sure the ship doesn¡¦t sink! Easy? Well, wait till you 
see what coming along next. Just try to keep your armor high 
(around 80% by the end of the stage). Don¡¦t say I didn¡¦t warn you.

As you¡¦re busy mopping up the leftovers, suddenly Baronz 
reappeared to¡K. Wait a minute, that¡¦s a red Baronz! And 
thinking of red you think of Char Aznabael! Right¡K. It¡¦s Iiko (or 
preferred to be called Quincy) and this time around she¡¦s so 
dangerous she¡¦ll make you squirm! Her normal attacks are 
mostly the same as Jonathan¡¦s with a little variations but she has 
one attack that will make you eat the floor in minutes; a stun shot. 
You¡¦ll be stunned for a few seconds as she takes out her whip 
and start to make you regret you were ever born. Try to evade as 
much as you can. 

As you end the stage, you¡¦ll bear witness to Quincy and her 
Baronz being absorbed into Orphan and in the light you lost all 


Stage OP25-04
Mission objective		
: Defeat the Baronz
Extra objective			
: Make Baronz transform within 30 seconds
Easy as pie, right? You¡¦ve dealt with him before and he only has 
a Grancher as support. Just quickly mop the floor with him¡K wait, 
did Jonathan just sound weird? Okay, seems like there¡¦s a 
substitute pilot out in the Baronz and the name is Baron 

Somehow this Baron Maximilian manages to pull out a hyper 
Baronz from under his sleeve when you manage to damage 
Baronz up to a point. Thankfully, the attack patterns are quite 
limited or it¡¦s one way down to hell because he can dish out one 
painful experience if you get too close. Evade when you must 
and keep pounding the enemy to dust. If you have sortie a mech 
with missiles previously then this is just a cakewalk.

This is quite a sentimental stage for those who had watched the 
Brain Powered anime before. For those who don¡¦t know, go find 
the series and watch it. Afterwards, Yuu and Hime would both be 
temporarily out of service.


Stage OP25-05
Mission objective		
: Eliminate all enemy presence

Fail objective			
: Ally ships are sunk 
Mission objective		
: Destroy the Will Wipps

Fail objective			
: Ally ships are sunk
Extra objective			
: Destroy over 50 enemy units
This is practically the last you¡¦ll be seeing of Granchers and aura 
battlers so go all out and keep your allies safe. Keep on 
pounding the enemies until the Will Wipps come out. Now, it¡¦s 
time to get really serious because it also means that the enemy 
would die trying to kill you with any possible ways so better 
watch your back. Remember to keep enemy grunts away from 
your ships because this is just like the stage where you fought 
Gea Garing except that you have three ships to protect and a 
hell lot of enemies out for your blood.

Oh, look who just came back. It¡¦s Jerryl Coochibi and the Black 
Knight. It seems like they have all but exhausted their finest 
pilots. A word of warning though¡K These two are actually some 
crazy dodge machines so watch out.

If you think the previous waves of Virunvee are bad, wait till you 
see the waves of Wryneck and Vierres coming up after the 
defeat of the two enemy champions. Vierres is particularly 
deadly so be extra careful as you keep watch over your allies.

Your brain units will be back right after this.


Stage OP26-01
Mission objective		
: Eliminate all enemy presence

Fail objective			
: Macross is destroyed
Mission objective		
: Defeat Milia
Extra objective			
: Meltrandi pickets are all destroyed
(They are the enemy cruisers)
This will be another Macross defensive battle. However, this time 
the Meltandi will throw in everything they got and they are not 
toying with anybody around. Be quick about it and shoot all those 
Queadluun-Rau from the sky. Focus on the Meltrandi picket if 
you want the secret requirement. A gunship will appear after a 
certain time and that will be your next primary target before 
Macross is toast.

After this, Milia is once again out to get you so be ready with 
your trigger finger as she is most undoubtedly one of the most 
dangerous enemy to boot in this game.


Stage OP27-01
Mission objective		
: Defeat Buster Ark
Extra objective			
: Player armor remains at 80% and above
Nothing needs to be said. Just go out and show her who is boss. 
If you want an epic fight, just send GunArk out solo.

After all the stages beforehand, Marina is finally back and 
together with her comes Buster Ark the Gameshark of this 
game¡K Aside from her, Gai is back from captivity and Milia 
decided to tag along with your crews. 


Stage OP28-01
Mission objective		
: Eliminate enemy presence
Extra objective			
: Destroy 15 enemy cruisers and above
And you claim the previous stages were bad. These Zentradis 
seem to have deaths on their wish list today and guess who 
among us are they thinking about shredding to pieces? Don¡¦t 
give chase to enemies that you cannot keep up. It¡¦ll only just 
open you up for the enemies to shoot you from behind. Keep a 
close watch on your armor. Use a module just in case. Just 
survive long enough for the stage to end.

After surviving the enemy bloodlust, you¡¦ll finally get Nataku (the 
final unit obtainable through story mode).


Stage OP28-02
Mission objective		
: Eliminate enemy presence
Mission objective		
: Fight for a set of time
Extra objective			
: Player armor remains at 80% and above
Now you¡¦ll definitely feel the heat of battle. Everywhere the 
enemies want you dead and they are not holding back one bit. 
Survive as long as you can. At the point where Lynn Minmei 
starts her song, you can heave a sigh of relief and let¡¦s start 
shooting some clay targets.


Stage OP28-03
Mission objective		
: Eliminate enemy presence
Extra objective			
: Destroy over 30 units of aerial attack pods and heavy bombers
Next stop, BoDolza class flagship! This is a peanut butter and 
jelly sandwich stage. However in story mode, you¡¦re dumped 
right in this stage after the previous one so your armor might be 
a bit on the low side. Just continue to fight until the stage ends 
by itself.

If you listen to all the conversations behind the back, I¡¦m sure 
you¡¦ll get a few giggles from now and then.


Stage OP28-04
Mission objective		
: Finish off BoDolza
Extra objective			
: Destroy 15 units within 60 seconds
Just charge all the way in, kicking down any door that stands in 
your way and shoot whoever that has the guts to cross your path. 
This is the third continuous stage in story mode so some people 
might already be on the brink of death when they reach here¡K..

(Poor God Gundam¡K. He¡¦s practically in this game just to 
become a can opener.)


Mission objective: Just shoot everything and move on to the top!
Extra objective: unknown
The credit stage that¡¦s only available in story mode. This is a 
stage to provide you with the sensation of going gung-ho! Read 
the extra part on how to obtain the different ending.



There are some in game features that would make your game 
play more enjoyable. I list some of which I'm aware of here:

1) Different in-battle quotes.
Sometimes when you put a certain unit in a certain stage, they 
will trigger some sort special dialogue. I had not tried every one 
of the units from my other collection save file but if someone 
would help me to compose one, I'll be very happy. Otherwise, 
just treat it like some special surprise as you play.

2) Endings..... Two of them available?
Well, there ARE two endings though they are not much different 
from each other. The only trigger to the endings is during the 
credit roll for the story mode. You should have heard of the 60+ 
kills requirements. That I think is just something they 
misunderstood. Well, you do not need the kill counts though 
those counts also add in to your final kill counts plus exp and ace 
point counts that you can access during a replay.

You just need to get up to the final dome during the credit roll 
and stay there till the point the credit roll ends and not anywhere 
else to get the "happy" ending and being anywhere else will get 
you the "bad" ending. (Well, that's how I see them. Some may 
term the "bad" as normal)

In the good ending Tak actually did a very lame marriage 
proposal which I laughed out loud upon hearing before Albion 
came to save the day. In the bad ending, they both remained 
drifting in space and there was nobody else around. They drifted 
and drifted......

3) Special combination attacks. The teams concerned are: 
(categorized by series)
@GunArk and Buster Ark
@Dunbine and Billbine
@Billbine and Zwarth
@Layzner and Zakarl OR New Layzner and Zakarl OR Layzner 
Mk-II and Zakarl
@Yuu Brain and Hime Brain OR Nelly Brain and Hime Brain
@Yuu Brain and Quinzy Baronz OR Nelly Brain and Quinzy 
@Quinzy Baronz and Johnathan Baronz
@Dragonar-1, Dragonar-2, Dragonar-3 
@Dragonar-1 Custom, Dragonar-2 Custom, Dragonar-3 Custom
@Dragonar-1 Custom and Falguen MAFFU
@L-Gaim and Novel D.Sserd
@L-Gaim and Ashura Temple
@L-Gaim Mk-II and Novel D.Sserd
@L-Gaim Mk-II and Bat-Shuuu
@Hikaru Ichijo and Maximilian Genius OR Hikaru Ichijyo and 
Roy Fokker
@Hikaru Ichijo, Maximilian Genius, and Roy Fokker
(Note: This doesn't apply to VF-1J Full Armor Valkyrie for 
@Deathscythe Hell Custom, Heavyarms Custom, and Sandrock 
@Wing Zero Custom, Deathscythe Hell Custom, and Sandrock 
@Wing Zero Custom and Heavyarms Custom
@Wing Zero Custom and Tallgeese III
@Akito Tenkawa and Gai Daigoji (Aerial, 0G)
@Ryoko Subaru, Hikaru Amano, and Izumi Maki 
(Normal and P.O.D.)

4) Units available through purchase.... (categorized by series)
@Feather Ark
@MSN-04 Sazabi
@E-MF-LZ-00X-2 Layzner Mark II
@MF-DJ-91U Daljan
@SPT-BG-91U Bullgrenn
@SPT-ZK-53U Zakarl
@Johnathan Baronz
@Quincy Baronz
@YGMA-14 Gilgazamune
@Original Auge
@Ashura Temple
@RX-78GP02A Gundam Physalis
@AMA-002 Neue Ziel

5) Units available through upgrade.... (categorized by series)
@Dragonar-1 Custom, Dragonar-2 Custom, Dragonar-3 Custom
@Bilbine Forest Camoflage
@E-SPT-LZ-00X-B New Layzner
@E-MF-LZ-00X-2 Layzner Mark II (Concept version)
@Nelly Brain (upgraded from Yuu Brain)
@L-Gaim Mk-II (upgraded from Amon Duule "Stack")

Frequently asked questions

1) Any news of an English release?
Not that I had heard of. Then again, I do not think this game will 
get an English release.

2) You sort of misspelled the (insert any name wrong from FAQ).
I know. I just hope you will be able to help me with this.

3) Does upgrading the last upgrade option will add to some sort 
of extra attack animations?
Yes, sort of. You do have some extra combos to try out but you 
need to remember what the combinations are. The full upgrade 
will only be available after a complete run through of the story 
mode once and during a replay of the game.

4) I heard the game has multi ending.
Please check the extra part. I list that there.

5) How many units overall?
Well, from the number count when I had gotten all the units 
before this FAQ, it is 107. Some units need to be purchased 
through Free Mission Hangar that is available after you had 
completed the game once. It is the last option of the hangar 
menu, the one that was not present during the story mode. You 
need ace points though so start earning hard. Most units are 
available after you have satisfied a certain amount of objectives. 
Check the secret section of Gamefaqs A.C.E. 2 board for some 
of it. If you're not into the perfection play, you can just go through 
story mode about three times and you should unlock all 
purchasable units. The remaining units come from certain 
upgrades to units that would evolve to a whole new version like 
the three Dragonars. They have a custom type evolution.