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    FAQ/Walkthrough by Lancet Jades

    Version: 1.10 | Updated: 09/13/16 | Search Guide | Bookmark Guide

    ========================================================================
    ZOIDS ASSAULT WALKTHROUGH AND FAQ
    ========================================================================
    Author: John H. Hoffnagle IV (Lancet Jades)
    Author's Homepage: http://www.evermoreforums.com/forums/index.php
    Version: 1.10 (completed September 13th, 2016)
    
    Sites with permission to post this FAQ:
    GameFAQs.com (will always host the most up-to-date version of this guide)
    Neoseeker.com
    Gamesradar.com
    Gamershell.com
    Supercheats.com
    
    
    
    
    ========================================================================
    ABOUT
    ========================================================================
    This is intended as a basic walkthrough for Zoids Assault on the Xbox 360. 
    Simple as that, really. At the time I wrote this, there were no others 
    available, so I wrote this, that there may be SOME resource for this game 
    out there.
    
    Unfortunately, this game is not much of a Zoids game. However, that is 
    mitigated by the fact it's actually not a bad Strategy-RPG, one that not only 
    does not require grinding, but makes it near impossible, with few rewards. 
    The "Scan" system in battle goes a long way towards requiring good strategy 
    and movement, instead of just powering up a unit or two and having them solo 
    the battlefield. Whether a Zoids fan or an SRPG fan, this game should be 
    enjoyable. It doesn't have a long campaign or amazing story, but it is a 
    pleasant experience nonetheless.
    
    
    
    
    ========================================================================
    TABLE OF CONTENTS
    ========================================================================
    MISSIONS:
    1: Scramble
    2: Tension
    3: Conflagration
    4: Threat
    5: Operation: Dancing Ladybird (Unknown-1)
    6: Jamil
    7: Inferno
    8: The Narrows
    9: Death Canyon
    10: Decoys (Unknown-2)
    11: Complications
    12: 72 Signals
    13: Pursuit
    14: Escape (Unknown-3)
    
    APPENDICES:
    15: Stats and other information (READ FIRST)
    16: Zoids and their stats
    17: Skills and recommendations
    18: Weapons
    19: Armor
    20: Paint Schemes
    21: Data Discs
    22: The Unknown
    
    INFORMATION:
    23: Contact Information
    24: Credits
    25: Version history
    26: Boilerplate
    
    
    
    
    ========================================================================
    MISSION 1: SCRAMBLE
    ========================================================================
    Win: Defeat all enemies.
    Lose: All allies are defeated.
    Difficulty: *
    Map Type: Forest
    Containers: 1
    -Hornet-100 L
    -Leone GO1
    
    Known datadiscs from enemies:
    -Cannon C
    -Machinegun D
    
    Rewards:
    -Hornet-100
    -Culv-Den
    -2781 EXP
    
    Weapon tips: You're stuck with what you start with.
    
    Strategy: This is a simple mission, and very difficult to lose so long as 
    scanning is utilized. Although there are no real changes you can make to 
    equipment, they are unneeded. Simply line up your Zoids so several face an 
    enemy and increase the Support Count listed on the enemy (the number that 
    appears, between 0 and 3); this is the number of ally Zoids who will join in 
    the attack every time a move is made. It is instrumental to victory throughout 
    the entire game, so get used to using it now.
    
    After defeating two enemy zoids, two more show up in the southern section of 
    the battlefield, near where your team started. By this point, your team should 
    be in the north, so finish off the two remaining northern zoids and then move 
    to finish off the reinforcements.
    
    Remember that Mace-5 has a healing command, Repair, so don't be afraid to 
    sacrifice his turn to heal a damaged ally. The enemies mostly have machine 
    guns, with the commander using a cannon, so there is little issue with 
    taking damage, so much as scanning and Support Count is abused.
    
    
    
    
    ========================================================================
    MISSION 2: TENSION
    ========================================================================
    Win: Defeat all enemies.
    Lose: All allies are defeated.
    Difficulty: **
    Map Type: Forest
    Containers: 2
    -AV Magara 2
    -TRC Bore
    -Bertha-CC
    -Rosa-GS1
    (S-Container Present, needed for Unknown-1)
    
    Known datadiscs from enemies:
    -Machinegun C
    -Grenade D
    -Rifle D
    -Light Armor D
    
    Rewards:
    -Leone-GO1
    -M1 Gorg
    -Hornet-100 L
    -L-Armor SR100
    -Password-01
    -3015 EXP
    
    Weapon Tips: Equip the Hornet-100 acquired in the previous mission on 1 and 2.
    
    Strategy: This mission splits your team up into two squads, however there is 
    nothing stopping you from regrouping, which should be your first priority. 
    Once your two squads are back together, begin the drive north, slowly 
    destroying the enemy zoids that come to meet you. Watch out; some have 
    rifles, which have extreme ranges (1-6 or even 1-7). However, the rifle zoids 
    have lower movement and can easily be surrounded.
    
    After a few enemies are destroyed, reinforcements will arrive near the two 
    containers at the north end. These are nothing special, and so long as you 
    keep your own team towards the south, they can be picked off one by one by 
    the Gunners.
    
    
    
    
    ========================================================================
    MISSION 3: CONFLAGRATION
    ========================================================================
    Win: Defeat all enemies.
    Lose: All allies are defeated.
    Difficulty: *****
    Map Type: Wasteland
    Containers: None
    
    Known datadiscs from enemies:
    -Machinegun D
    -Grenade B
    -Rifle D
    -Medium Armor D
    -Heavy Armor D
    
    Rewards:
    -AV Magara 2
    -Bertha-CC
    -Leone-GO1 L
    -H-Armor CO100
    -3267 EXP
    
    Weapon Tips: Continue using machineguns and cannons. Maybe a grenade launcher.
    
    Strategy: This mission is very difficult. There is no really good terrain to 
    use for cover, enemies use assorted weapons, and reinforcements arrive far 
    too quickly (after destroying only three enemy Zoids).
    
    This mission is the first true test of mastery of the Scan system and 
    effective use of more conservative tactics. Due to the lack of area-of-effect 
    attacks and any sort of in-battle "ability point" system for special attacks 
    (especially healing), often an effective tactic is to hold your ground and 
    resist the urge to advance, especially if you've found effective cover. This 
    mission will force you to find such cover, as charging in (recklessly or not) 
    will get you killed.
    
    With the starting point in the southwestern corner, head north towards a group 
    of two enemy zoids. Be careful, the one in the back has a rifle with extreme 
    range, and can use Stun, decreasing the target's movement by 2. This is not a 
    bad thing, however; once close enough for him to attack, you'll want to hold 
    the position, and a turn spent using Stun is a turn not spent attacking.
    
    
    
    
    ========================================================================
    MISSION 4: THREAT
    ========================================================================
    Win: Defeat all enemies.
    Lose: All allies are defeated.
    Difficulty: ***
    Map Type: Forest
    Containers: None
    
    Known datadiscs from enemies:
    -Machinegun C
    -Grenade D
    -Rifle D
    -Cannon B
    -Light Armor D
    -Medium Armor D
    -Heavy Armor C
    
    Rewards:
    -TRC Bore
    -Rosa-GS1
    -AV Magara 2 L
    -Password-02
    -3537 EXP
    
    Weapon tips: You'll definitely want machineguns and rifles.
    
    Strategy: A forest mission, and a cramped one at that. Don't think about 
    trying this mission without machineguns and rifles, since cannons and grenades 
    are ineffective in this sort of setting. On a new game+, you'll have missiles, 
    but not the first time around. One unit with a longer ranged weapon wouldn't 
    hurt if you really want the extra firepower, however.
    
    This mission starts with two units split off from the other three and each 
    other. The priority here is regrouping; use your initial placement to corner 
    the C-Wolves in the middle section right away.
    
    When only two enemies remain, reinforcements are called in; two from each end 
    of the battlefield, for six total. The best way to prepare for this is to 
    move all of your own zoids into one of the three exits (preferably one of the 
    two northern ones, as opposed to where your three main zoids started). Most of 
    the reinforcements use grenades and cannons - weapons with a minimum range. 
    Posed in one of the locations, you can box them in with your own machineguns 
    and rifles, preventing them from doing much, and having no recourse.
    
    After one group is eliminated, exit and engage the other, using the more open 
    middle section to get high Support Counts and demolish them. Repeat with the 
    third group.
    
    
    
    
    ========================================================================
    MISSION 5: OPERATION: DANCING LADYBIRD
    ========================================================================
    Win: Destroy the 3 signal systems.
    Lose: 12 turns have passed, OR all allies are defeated.
    Difficulty: ****
    Map Type: Meadow
    Containers: 9
    -Leone-GO2
    -M1 Gorg 12
    -Baghnak
    (S-Container present; triggers Unknown-1)
    
    Known datadiscs from enemies:
    -Shotgun D
    -Rifle C
    -Cannon A
    -Light Armor D
    -Medium Armor A
    -Heavy Armor C
    
    Rewards:
    -Mill-GRW T1
    -Culv-Den B
    -Mill-GRW T1 L
    -M-Armor RH200
    -3825 EXP
    
    Weapon tips: You'll need ranged stuff here. Use grenades and cannons.
    
    Strategy: This is the first mission with a requirement other than "kill 'em 
    all," and is rather difficult.
    
    The best place to start would be the array to the north (far from the large 
    building complex in the west). It has few guards, allowing it to be quickly 
    destroyed. A good goal to aim for is being finished with it and on your way 
    to the second array by turn 5. Beware the turret! They're powerful, but can't 
    move, and the ones in this mission have a minimum range, so pass next to them 
    and they can't touch you. Head east past the turret towards the array close to 
    the northwestern corner (where the S-Container is).
    
    Once the second radar array is down AND turn 7 arrives, reinforcements will 
    come in from the western road (near the buildings). This contingent has two 
    shotgun units. Shotguns cause more damage up close, so beware of the two 
    shotgunners. It also contains a rifleman, which has extreme range, so be 
    careful with this group.
    
    Remember, the only requirement to finish the mission is destroying the three 
    radar arrays. If your team is hurting and on its last legs, or if turn 12 is 
    only a couple of moves away, just go for the last array and end it. 
    Technically, not a single enemy needs to be destroyed to finish the mission, 
    although you'll most likely have to dispatch ar least a few of them.
    
    UNKNOWN-1: If you broke the S-Container in mission 2, break the one at the far 
    corner of this mission and Unknown-1 will appear on the road on the other side 
    of the building. This is a massively powerful Lv20 R-Horn zoid. Equipped with 
    a powerful rifle (range 1-8), the best heavy armor, and Assault and Guard ++ 
    (meaning he often gets a DOUBLED offense and defense stat when engaged), this 
    thing will refuse to die without dragging you to hell with it.
    
    First of all, DO NOT trigger this until there are only one or two enemies 
    left. This means probably putting this off until your second playthrough. If 
    the Unknown is allowed to get a support count, you're dead.
    
    Fortunately, it's very possible (especially on a second playthrough) to start 
    the battle surrounding it, giving you an immediate support count. Combined 
    with superior skills, this will allow your team to blitz the Unknown and 
    destroy it. Unfortunately, it drops nothing special (at least with any 
    reliability). Do keep in mind that after defeating it, the mission still must 
    be passed by destroying the remaining radar arrays, and that to get the 
    achievement for Unknown-1, the mission must be finished successfully.
    
    
    
    
    ========================================================================
    MISSION 6: JAMIL
    ========================================================================
    Win: Defeat all enemies.
    Lose: All allies are defeated.
    Difficulty: ***
    Map Type: Plains
    Containers: 7
    -TRC Bore AK
    -M1 Gorg 12
    -Satellite Laser (northwestern container, see NOTE)
    (S-Container present, needed for Unknown-2)
    
    Known datadiscs from enemies:
    -Grenade C
    -Cannon C
    -Cannon D
    -Missile D
    -Light Armor C
    -Medium Armor B
    -Heavy Armor B
    
    Rewards:
    -Baghnak
    -MOS Bolt-27
    -Password-03
    -4140 EXP
    
    Weapon tips: Ranged weapons. On a second play, remember some missiles!
    
    Strategy: This mission is a nice little reprieve. You start in the middle of 
    the battlefield with assorted enemy squads in outlying areas. There are also 
    clusters of crates, including an unreachable pair behind a building (see 
    NOTE), one of which is an S-Container for Unknown-2.
    
    Fortunately, this mission is not too difficult if you make a dash for one 
    squad and destroy it, then carefully move towards others. Most enemies in this 
    mission use ranged explosives, such as grenades, cannons, and missiles. Keep 
    in mind that missiles can fire past obstacles, including other zoids!
    
    After destroying three or so enemy zoids, four reinforcements will arrive, two 
    south of where you started the mission, and two in the northeastern corner. 
    After another four or five enemies go down, two more will arrive in the 
    northwest corner (near the building and the unreachable containers), and two 
    at the northern central section. 
    
    NOTE: To reach the S-Container in this mission, you must have a missile 
    weapon. Unfortunately, on the first playthrough, the first available missile 
    is a reward for this stage, making obtaining this impossible. Additionally, 
    the Satellite Laser weapon is in the Container next to the S-Container, also 
    making it unavailable until a second play.
    
    It MAY be possible to reach in the first play if you luck out big time and 
    get one of the missile-using enemies to drop their missiles, then withdraw, 
    equip it, and play again, but I'm not sure if this works. If you manage this, 
    let me know!
    
    
    
    
    ========================================================================
    MISSION 7: INFERNO
    ========================================================================
    Win: Defeat all enemies.
    Lose: Guidance system is destroyed, OR all allies are defeated.
    Difficulty: ****
    Map Type: Plains
    Containers: 4
    -Mill-GRW T5
    -TRC Bore AK
    -MOS Bolt-61
    -Skill Data ST (northeastern container)
    
    Known datadiscs from enemies:
    -Grenade B
    -Missile D
    -Medium Armor B
    -Heavy Armor D
    
    Rewards:
    -Leone-GO2
    -M1 Gorg 12
    -Leone-GO2 L
    -L-Armor SR200
    -4473 EXP
    
    Weapon tips: Anything works, although machineguns + missiles is always good.
    
    Strategy: An interesting level with three main enemy groups and a condition to 
    protect the guidance system on the south end of the battlefield. This mission 
    tends to be more difficult than it should be, especially due to all of the 
    reinforcements that show up.
    
    The groups on the left and right sides have two gunners and a long range zoid, 
    while the northern group uses mostly long-range weapons. Head to the eastern 
    side and begin moving north (there'll be time to get the western crates later, 
    if necessary). Once a few zoids are destroyed (five or six), several 
    reinforcements appear on both sides of the large rock near the northern 
    crates. They are just more of the same that you're already fighting. However, 
    if you went west instead of east, the eastern-most zoids will quickly make a 
    run for the guidance system, costing you the mission. This is why heading 
    east first is imperative.
    
    Additionally, the northern-most container has the Skill Data ST, which gives 
    all five of your zoids the Steal skill. For one CP, they can quadruple the 
    item drop rate! Stick this on all five and never take it off, at least until 
    you have all data discs and weapons.
    
    
    
    
    ========================================================================
    MISSION 8: THE NARROWS
    ========================================================================
    Win: Defeat all enemies.
    Lose: Guidance system is destroyed, OR all allies are defeated.
    Difficulty: ***
    Map Type: Forest
    Containers: 6
    -Hornet-200 L
    -Mill-GRW T5
    -Rosa-GS4
    -Skill Data SA (northwestern container)
    (S-Container present, needed for Unknown-2)
    
    Known datadiscs from enemies:
    -Machinegun A
    -Shotgun B
    -Cannon A
    -Missile B
    -Light Armor C
    -Heavy Armor A
    
    Rewards:
    -Hornet-200
    -MK Stella
    -H-Armor CO200
    -SL-Jamil
    -DB-Jamil
    -CW-Jamil
    -Password-04
    -4833 EXP
    
    Weapon tips: A cramped jungle area just begs machineguns + missiles.
    
    Strategy: Another cramped jungle map. Missiles will be invaluable here, 
    allowing your heavy weapon zoids to attack every turn, no matter what may be 
    in the way.
    
    Two types of turrets present themselves here: a rifle turret, and a missile 
    turret. The rifle turrets are extremely powerful, while the missile turrets 
    are weaker and have a minimum range, but can fire past obstacles. They are 
    not the hardest enemies, but can pile on extra damage at bad times.
    
    Reinforcements will be called in once you: Attack the last enemy on the map, 
    attack a Zoid in the northwest section of the map (where the S-Container is), 
    or when one of your Zoids enters the northwest area. They will appear in the 
    southwestern corner of the jungle, where the lone container was at the start. 
    At this point, begin withdrawing your units back to the starting area to 
    defend it. If you wish to break the containers in the northwest (including the 
    S-Container), leave a couple of zoids behind to go to it (if Mace-2 has Haste, 
    he's an excellent candidate). Just be careful if the nearby rifle turret is 
    still operational.
    
    
    
    
    ========================================================================
    MISSION 9: DEATH CANYON
    ========================================================================
    Win: Defeat all enemies.
    Lose: Guidance system is destroyed, OR all allies are defeated.
    Difficulty: **
    Map Type: Canyon
    Containers: None
    
    Known datadiscs from enemies:
    -Machinegun B
    -Grenade A
    -Rifle B
    -Pile Bunker B
    -Pile Bunker C
    -Pile Bunker D
    -Light Armor B
    -Medium Armor C
    
    Rewards:
    -TRC Bore AK
    -PG Breaker-H2
    -Rosa-GS4
    -Hornet-200 L
    -5211 EXP
    
    Weapon tips: Range > All (grenades, cannons, missiles).
    
    Strategy: This mission takes place in a canyon. Unlike the previous forest 
    mission, this one is a bit more lenient with space. The majority of enemy 
    Zoids in this mission are equipped with Pile Bunkers, very powerful weapons 
    with a range of one (essentially melee weapons). If allowed next to one of 
    your own Zoids, they will destroy your team, but their short range means that 
    use of ranged weapons will leave the enemies unable to touch you. Grenades and 
    cannons will help keep you at enough of a range to deal heavy damage and avoid 
    counterattacks.
    
    Stay near the entrance to the canyon's center junction, and use the somewhat 
    open space to pick off the enemies one by one. They will come to you, since 
    they have to if they ever want to attack. A few enemies possess long-range 
    weapons, however they are in the minority, and should pose no problems. Light 
    armor is definitely the way to go, as more mobility and movement helps your 
    Zoids maneuver more effectively, staying outside the enemy's attack radius.
    
    Two sets of reinforcements arrive throughout the battle, both from the north. 
    The first arrives after destroying three enemy zoids, the second after taking 
    out six enemies. None ever arrive in the south, so don't fear a surprise 
    pincer attack. Once you have moved away from the guidance system, you'll never 
    need to run back to it to defend from a surprise reinforcement brigade.
    
    
    
    
    ========================================================================
    MISSION 10: DECOYS
    ========================================================================
    Win: Defeat all enemies.
    Lose: Guidance system is destroyed, OR all allies are defeated.
    Difficulty: ****
    Map Type: Canyon
    Containers: 4
    -AV Magara SG
    -Bertha-M5
    -MK Stella 2
    (S-Container Present; triggers Unknown-2)
    
    Known datadiscs from enemies:
    -Machinegun B
    -Grenade C
    -Shotgun D
    -Cannon A
    -Cannon C
    -Light Armor A
    -Medium Armor A
    -Heavy Armor A
    
    Rewards:
    -Mill-GRW T5
    -MOS Bolt-61
    -Mill-GRW T5 L
    -M-Armor RH300
    -Password-05
    -Skill Data SR++ (defeat the commander of the Unknown-2 squad)
    -5616 EXP
    
    Weapon tips: Any, wider ranged is better. Pack powerful ones for Unknown-2.
    
    Strategy: This map is quite difficult. It forces you to split your team into 
    two groups, one two-Zoid group, one three-Zoid, each protecting a Guidance 
    System. If either Guidance System is destroyed, you lose! Be sure to deploy 
    Mace-1 (with Simple Repair) to one side, and Mace-5 (with Repair + or Wide 
    Repair) to the other.
    
    The enemies tend to be rather inert at first. A long-range weapon (5+ range) 
    may even be able to attack the front-most enemy on each side and not trigger 
    any movement! Use this to take out early Zoids, mobilizing others to begin an 
    advance when the first has fallen. The initial three enemy squads use 
    machineguns and cannons, making for a formidably balanced threat.
    
    Unfortunately, there is little chance for your teams to regroup into a larger 
    forcer, as three waves of reinforcements arrive: the first appears in the 
    middle section (between the sets of crates), the second on the right side, 
    and a third, small force on the left.
    
    UNKNOWN-2: Breaking the S-Container in this mission triggers this group (yes, 
    more than one) if you also broke the S-Containers in missions 6 and 8. As with 
    Unknown-1, destroy all but one enemy first, or else you'll be overwhelmed.
    
    There are two Lv30 Gunners who use cannons with a minimum range of 3. This 
    means that by grouping your units around the S-Container, you can blast on 
    two of them without fear of easy reprisal.
    
    The other, however, is a Lv40 Striker with a stronger version of the best 
    machinegun. This is one to truly fear. The best strategy in this battle is 
    to accumulate a full three EMP shots before engaging them, then positioning 
    your units to quickly unload on the Unknowns. The fewer attacks they get, the 
    better your chances for survival are.
    
    All three Unknowns are fully decked out with high-level skills, so don't 
    expect them to fold easily. These skills are why EMP attacks are so 
    imperative - the longer the enemies live, the worse off your team is. DO NOT 
    underestimate their power, and for the love of all that is holy, don't ever 
    attack if you see they have a Support Count on you. You won't live to regret 
    it.
    
    The reward for destroying the second Unknown is the achievement and a data 
    disc with the Simple Repair++ skill. Unfortunately, this skill only applies 
    to Strikers (Mace-1 and 2).
    
    
    
    
    ========================================================================
    MISSION 11: COMPLICATIONS
    ========================================================================
    Win: Reach the southern area.
    Lose: 15 turns have passed, OR all allies are defeated.
    Difficulty: ****
    Map Type: Canyon
    Containers: None
    
    Known datadiscs from enemies:
    -Machinegun A
    -Shotgun C
    -Missile A
    
    Rewards:
    -AV Magara SG
    -Bertha-M5
    -6048 EXP
    
    Weapon tips: Closer-range weapons are nice, medium range and missiles too.
    
    Strategy: BEWARE THE AZSR-2 TURRETS. These have 4200 HP, 950 power, 100 base 
    accuracy, and 1-8 range. They will murder you. You must use the canyons and 
    terrain to avoid their line of fire. Or they will murder you. However, keep in 
    mind that against light armor, the turrets will usually cause around 1200-1500 
    damage, meaning that, if absolutely necessary, a (nearly) full HP Zoid CAN 
    survive a single shot from a turret. Make sure Mace-5 is ready to heal the 
    battered Zoid, though.
    
    Of course, the mission is designed around avoiding them. Except that there are 
    several points where you must watch where the range of two of the turrets are 
    present, or you'll be carved up while passing. This is especially bad near 
    the end, crossing the path of the final two turrets. Making the situation 
    worse is the fact the enemies there use pile bunkers and shotguns, exceptional 
    at close range. Even worse yet, they use the strongest versions of these 
    weapons. Be careful they don't destroy you right before you've made it.
    
    Fortunately, you only need touch the bottom-most end of the battlefield with 
    a single unit to win. This is good, as that entire row is guarded by another 
    turret, so if you had to spend more than a turn there, you'd get shot up. If 
    Mace-2 has Haste, he can make a dash for the end of the map in an emergency.
    
    
    
    
    ========================================================================
    MISSION 12: 72 SIGNALS
    ========================================================================
    Win: Defeat all enemies.
    Lose: All allies are defeated.
    Map Type: Plains
    Difficulty: *****
    Containers: 3
    -Queen Hornet
    -Queen Hornet L
    -Leone-Grande
    -Leone-Grande L
    -Baghnak-EXL
    -M1 Gorg 30
    -Culv-Den FG
    (S-Container present, needed for Unknown-3)
    
    Known datadiscs from enemies:
    -Grenade A
    -Rifle A
    
    Rewards:
    -Baghnak-2
    -PG Breaker-G4
    -MK Stella 2
    -AV Magara SG L
    -L-Armor SR300
    -Password-06
    -6516 EXP
    
    Weapon tips: Have short and long range weapons. Missiles will help!
    
    Strategy: This mission may be a bit easier than most previous missions, simply 
    because the conditions are back to the good old "kill 'em all" version. At 
    first, the field may look sparse, but after destroying four enemy units, a 
    massive group of EIGHT Zoids is called in as reinforcements. Six from the 
    north end, and two on the west end. These have varied weapons and will destroy 
    you if you stay in the open area, overwhelming you with scans, and repairing 
    damaged units. So in reality, it's not really easier at all, but at least 
    there's nothing to protect except your own zoids.
    
    To win more easily, get missiles and drag your force over to the ruins on the 
    left side. Use them as cover while picking off closer enemy units with 
    missiles, as the front-most units usually don't have any, and therefore can't 
    fight back. Also consider using Medium armor, as this is one map that can make 
    use of the extra HP and defense.
    
    In short, you need to use cover and take advantage of the terrain to keep 
    enemy scans off of you while maximizing your own scanning. Failure to guard 
    your own Zoids will result in high Support Counts for your enemies, and not 
    scanning them to the fullest will make it easy for the support units, boasting 
    Wide Repair+ (the advanced version), to heal most or all of the damage you 
    inflict, all while providing additional support for their friends.
    
    
    
    
    ========================================================================
    MISSION 13: PURSUIT
    ========================================================================
    Win: Defeat all enemies.
    Lose: All allies are defeated.
    Difficulty: **
    Map Type: Forest
    Containers: 5
    -Queen Hornet L
    -Mill-GRW T20
    -Mill-GRW T20 L
    -Rosa-PP
    -Culv-Den FG
    -MK Stella SP
    
    Known datadiscs from enemies:
    -Missile C
    -Pile Bunker A
    
    Rewards:
    -Leone-Grande
    -M1 Gorg 30
    -7011 EXP
    
    Weapon tips: Missiles on the heavy users, machineguns on others.
    
    Strategy: Another cluttered jungle mission. The map is essentially a 3x3 grid 
    of "cells" that are a small amount of open space. Machineguns and missiles are 
    the only way to go on this mission, otherwise you'll have extreme difficulty 
    pulling off even a single Support Count.
    
    Reinforcements show up after destroying a few enemies; however, keeping steady 
    and defensive should protect your own Zoids. Make sure to use Wide Repair and 
    First Aid! You'll need all the range possible here. Although those skills 
    should always be used, this mission needs them even more.
    
    There are two types of turrets: a rifle turret, and a missile turret. Both are 
    easily dispatched with the MK Stella missile launchers, as they have a range 
    of 6-7. Neither turret can return fire at a range of 7.
    
    The machinegun and missile loadout is the most important thing here. Using 
    other weapon types will lead to nothing but stress, especially if you squander 
    1, 2, and 5 on something like grenade launchers. And while they usually suck, 
    Pile Bunkers may actually be useful here, especially if you picked up a data 
    disc or two, or got the PG-Breaker T37 as a drop.
    
    
    
    
    ========================================================================
    MISSION 14: ESCAPE
    ========================================================================
    Win: Defeat 80% of the enemies.
    Lose: All allies are defeated.
    Difficulty: ***
    Map Type: Forest
    Containers: 2
    -Queen Hornet
    -Queen Hornet L
    -Mill-GRW T20
    -PG Breaker-T37
    -Rosa-PP
    -Culv-Den FG
    (S-Container present; triggers Unknown-3)
    
    Known datadiscs from enemies:
    -Shotgun A
    -Rifle B
    
    Rewards:
    -TRC Bore HMS
    -Admonisher
    -MOS Bolt-99
    -Leone-Grande L
    -H-Armor CO300
    -SL-Mace
    -DB-Mace
    -CW-Mace
    -Skill Data SA+
    -Skill Data RS
    -Password-07
    -Skill Data WR++ (defeat the commander of the Unknown-3 squad)
    -7542 EXP
    
    Weapon tips: Missiles and machineguns again, although not as imperative.
    
    Strategy: This mission can be difficult. All enemy zoids are commanders, 
    meaning they all have Command equipped, giving every one a scan bonus as well 
    as some scan resistance. This can make it hard to get a high SC on the enemies 
    as well as helping them do excessive damage to you. The fact they use a lot 
    of explosives (that can break armor), and are backed up with plenty of 
    missile users makes their formations extremely dangerous.
    
    That is why Machineguns are necessary. They give a Scan bonus, which helps 
    negate the Scan-reducing enemies. Although Impact is useful, if you can't get 
    any SC on the enemies, that armor breaking isn't going to be doing much.
    
    Additionally, consider equipping Jam (preferably + or ++) on Mace-2, 4, and 
    5, to help nullify the SC the enemies can often manage on you. Their weapons 
    are varied, and that Scan +10 that every enemy has adds up fast.
    
    What's more, once four enemies are down, reinforcements appear in the west 
    (three pile bunker-equipped units). After another four go down, three more 
    show up in the east. And finally, once 13 units are down, three more appear 
    in the north-central area. Oh, but that's not all. Once only two remain of 
    all of THOSE, six more flood in, two in the west, east, and north-central 
    area! 
    
    Start by heading east and destroying that platoon, then work your way west 
    towards where the pile bunker units will arrive. The west and central default 
    forces will come after you, so make a stand and hope for the best. Once the 
    pile bunkers are called in, begin destroying them from a distance (missiles 
    help!) while mopping up the remaining units in the center. Head back east to 
    begin on the second wave, and then return to center for the third. Between 
    the center and the east is a good place to make the final stand against the 
    fourth wave of reinforcements, which appear everywhere. Once you've destroyed 
    all but four units, you've completed the mission and have finished the game! 
    
    Congratulations, a toast is in order...
    
    Unless, of course, you're after the third Unknown unit...
    
    UNKNOWN-3: What makes this even harder is you must fight not only the 
    overpowered Unknown unit consisting of FIVE Lv40 units (the commander is 
    Lv42!), but must keep several enemies alive, as killing too many will end 
    the mission. On top of this, the S-Container is a distance away from where 
    these units appear, making sure you'll only have four zoids ready to begin 
    attacking when triggered. What makes it even worse is these five have rifles 
    and machineguns, and all use Commander too, ensuring horrifically high SC.
    
    If you plan to fight this Unknown unit, head north first, taking out the 
    central enemies, then head west and wipe them out. Take out the pile bunker 
    units that show up. The next wave of reinforcements should appear in the east, 
    where the remaining three enemies are. This opens the relatively small window 
    wherein you can fight the Unknown-3 unit without much interference. If you are 
    unable to kill the enemies in the middle and west before the eastern three 
    mobilize and reach you, it is likely you will be unable to handle the 
    actual Unknown team. If so, reconsider your choice to fight them this 
    playthrough.
    
    Have Mace-2 (with Haste) prepare to take out the S-Container, while the other 
    four get into position. Have Mace-3 use Overdrive (with a Satellite Laser 
    equipped; if you don't have it, don't even bother trying), and Mace-4 use A-D 
    Scan (also with a missile). Mace-5 should use Jam++ and either Wide Repair+ or 
    Repair++ and Repair Arm + High Repair. Break the container when ready and out 
    come five dogs from hell.
    
    You don't have much of a chance with this group unless you manage a first 
    attack. If Mace-1 or 5 go first, line up for a mass EMP strike with support 
    from 3 and 4. Haste Mace-2 and get him back to the fight ASAP, although in 
    the time it takes to get him back, you'll probably either be dead or have 
    defeated most of the Unknowns already.
    
    The reward for killing the squad is the final Unknown achievement, and a data 
    disc with Wide Repair++ (dropped by the commander). This skill is only usable 
    by Engineers (Mace-5), however.
    
    
    
    
    ========================================================================
    15: STATS AND OTHER INFORMATION (READ FIRST)
    ========================================================================
    This is a basic tutorial on some aspects of the game. I put this after the 
    mission list so the missions would be the same chapter in the guide as their 
    mission number.
    
    Mini table-of-contents:
    Part 1: Stats
    Part 2: Scanning, Support Count, and EMP
    Part 3: Containers
    Part 4: Item drops and Data Discs
    Part 5: New Game+
    
    --------------------------------------------
    PART 1: STATS: A list of stats and what effect they have on the game.
    --------------------------------------------
    Hit Points (HP): This stat determines how much damage a Zoid may take before 
     it is destroyed. Once HP reaches zero, that Zoid is destroyed for the 
     remainder of the battle.
    
    Offense: A unit's default offensive power. I'm not 100% sure, but I believe 
     this is added to a weapon's Offense when attacking. The value displayed on 
     the stat screen is the base value, ignoring equipped weapons.
    
    Defense: The unit's total defensive power. This higher this stat is, the less 
     damage is taken from enemy attacks. The Defense value on the stat screen 
     reflects the equipped armor's Defense.
    
    Accuracy: The chance of hitting the enemy an attack has. The value displayed 
     seems to be a default, before factoring in weapons. I'm not sure how this 
     interacts with the weapon's accuracy, but the farther away the target is, 
     the lower accuracy seems to go in battle.
    
    Scan: The unit's scanning power. This is an all-important stat. The higher 
     this stat, the more of an impact it has on the enemy's scan gauges, causing 
     them to fill faster. This stat possibly has the greatest priority. The 
     displayed value includes all bonuses, including from equipped weapons.
    
    Mobility: A unit's Mobility affects two things: evasion and speed with which 
     it takes turns. Both are, at the moment, guesses, but it would make sense. 
     Higher Mobility is a good thing. The displayed value reflects changes from 
     any equipment and skills.
    
    Movement: How many panels a unit can move each turn. Obviously, higher is 
     better, and this is the primary reason why Light Armor is desirable, and 
     Heavy Armor is not. The displayed value reflects any changes from equipment.
    
    Impact: Impact is the stat on explosive weapons that determines chances of 
     destroying armor. If armor is destroyed, each subsequent attack in a chain 
     of support attacks is boosted in power. Unfortunately, for three of your 
     zoids (that can use machineguns), Impact takes a back seat to Scan, since 
     that will help earn much more support in every battle.
    
    Impact/Shock Resist: Thi is not a stat so much as it simply reduces the effect 
     of Impact weapons on the zoid. The higher the Impact/Shock Resist, the less 
     effect Impact has and the more resilient the zoid will be in turn.
    
    Scan Resist: Scan resist decreases the effect of enemy scans. Resisting scans 
     means your own scan gauge fills slower, making it harder for enemies to pull 
     off support attacks. Scan resistance can be a powerful tool.
    
    
    --------------------------------------------
    PART 2: SCANNING, SUPPORT COUNT, AND EMP: What they are and what they do.
    --------------------------------------------
    NOTE: Scanning and Support Count applies to both sides equally. An "enemy 
    unit" is not YOUR enemy necessarily, but any unit in opposition to the one 
    doing the scanning.
    
    Scanning is performed whenever enemy units are within range of a unit's 
    weapon. The more units scanning a particular unit, the higher the scan gauge 
    goes (the small bar on a unit when in range of an enemy's weapons).
    
    When the scan gauge on a unit passes certain point, that unit gains Support 
    Count (SC). This is the number of enemies that may conduct a support 
    attack on the unit whenever the unit attacks or defends. The SC can go up to 
    three (meaning, on an enemy of your team, up to four of your own zoids may 
    join in the attack).
    
    A higher SC also means higher overall offense, defense, evasion rate (for 
    the scanning units), and chance of item drops from a destroyed unit. Remember, 
    a unit's scan gauge and SC apply to enemies targeting the unit, NOT that unit 
    targeting enemies. If one of your zoids shows up with an SC of 3, move them 
    immediately or they'll die quite easily. This is one reason why machineguns 
    are so useful; they are the only weapon class to boost Scan.
    
    Attacking with a high SC on your enemies also builds up your EMP gauge, in 
    the upper right corner. As this gauge fills, you can use up to three EMP 
    attacks. The way these work is simple: when choosing EMP as the command to 
    execute, the unit using the EMP launches an attack on every single possible 
    target within range. This means every enemy with the scan gauge showing (and 
    thus within range of the attacker) will be attacked. What's more is the EMP 
    attack prevents them from evading the attack, and also prevents any and all 
    counterattacks. Finally, if the enemies had a SC on them, any allies that are 
    able WILL join in on the attack. This is a somewhat overpowered attack, but 
    can help out when outnumbered, especially against the Unknown zoids.
    
    
    --------------------------------------------
    PART 3: CONTAINERS: Why bother with them?
    --------------------------------------------
    Containers are crates that appear on some missions, strewn across the 
    battlefield. The function is quite simple: they have 100 HP. Shoot one (and 
    destroy it, as it might be possible to miss) and it may give up a new weapon, 
    or in some cases, a specific item (there are three I know of, all noted in 
    the mission walkthroughs). The chance of getting something is random, and 
    containers can be reset by withdrawing and replaying the mission (you keep 
    anything you got from the containers).
    
    In some missions (2, 5, 6, 8, 10, 12, and 14), there are S-Containers. These 
    are special containers that have zoid data in them. The purpose is to trigger 
    battles with the three Unknown zoids: 1 in mission 5, 2 in 10, and 3 in 14. 
    These are overpowered special zoids that are the ultimate challenge in the 
    game. It is recommended to save them for a second playthrough.
    
    
    --------------------------------------------
    PART 4: ITEM DROPS AND DATA DISCS: The spoils of war.
    --------------------------------------------
    When an enemy zoid is defeated, it may drop items (similar to how containers 
    may give something). The chances for a drop may be increased by destroying the 
    target with a higher SC (SC3 has a better drop rate than SC1), and by 
    equipping the Steal and/or Rare Steal skills. What they drop, however, seems 
    to be quite specific.
    
    Most (if not all) enemies seem capable of dropping their equipped weapon. A 
    zoid with a Hornet-200, for instance, may yield one as spoils. However, the 
    chance of getting a weapon drop seems exceedingly rare. Additionally, only 
    one copy of any given weapon is ever needed, and except for a few final 
    versions of a couple weapon lines, all are guaranteed in the course of a 
    single playthrough by mission rewards. The Rare Steal skill (acquired after 
    mission 14, meaning it works on subsequent playthroughs only) boosts the 
    chances of acquiring a weapon drop by 10x it seems.
    
    Other drops are data discs. The data discs are further described in their 
    section, but in short, they provide a passive boost to the weapon or armor 
    of their type. A Grenade data disc provides boosts to all grenade launchers. 
    They work automatically and all four of each given class stacks.
    
    A zoid may drop a data disc pertaining to their current weapon or armor. One 
    zoid using a cannon and medium armor may drop either a cannon or medium armor 
    data disc. However, it is not that simple. Although that should be the case in 
    theory, in practice it seems specific zoids in specific missions may drop the 
    discs in question. That is why a list of known data disc drops for each 
    mission is provided in each mission's walkthrough. However, the still only 
    drop discs of their weapon/armor, so if looking for a particular Cannon disc, 
    for instance, focus on destroying enemies with cannons, as only they may drop 
    that disc.
    
    
    --------------------------------------------
    PART 5: NEW GAME +: Subsequent playthroughs.
    --------------------------------------------
    New Game+ is a term popularized by Chrono Trigger on the SNES. It is a mode 
    which allows you to restart the game from the beginning, but keep some or all 
    of your levels, equipment, money, or other such aspects of gameplay.
    
    After finishing the game, Zoids Assault asks you to make a save. This save 
    allows you to start from mission 1, but keep all levels, skills, equipment, 
    and data discs. This is necessary to acquire everything, as the Satellite 
    Laser weapon cannot be acquired on a first play, nor can Unknown 2 be fought, 
    and by extension, the Simple Repair++ skill cannot be acquired either. In 
    addition, Unknown 1 and 3 are extremely difficult for a first playthrough 
    team to defeat, and the skills Safety Mode+ and Rare Steal are only acquired 
    after mission 14 (the end of the game).
    
    The game may be played through an infinite number of times like this, however 
    once each weapon and armor have been acquired, along with all 4 data discs 
    of each type, there is little else to do. Level also becomes useless once 
    each zoid has 63 CP, as that is the amount necessary to equip the highest-
    costing possible skill setup. Level 38 is the level necessary for this, giving 
    a total of 64 CP. Note that Mace-3 and Mace-4's maximum CP cost is only 54, 
    so they'll have enough much earlier, but will still be around Lv38 by the time 
    the others are due to reward EXP.
    
    
    
    
    ========================================================================
    16: ZOIDS AND THEIR STATS
    ========================================================================
    This is a list of zoids, their default stats, and at what levels new skills 
    are learned. Some zoids can learn a skill more than once, which creates two 
    entries, with the second one being equippable just the same as the first. 
    Using both at once gives double the effect!
    
    Mace-1 through 4 learn their last skill at level 26. Mace-5 learns his last at 
    level 25. After that point, levels are only good for earning more CP, so each 
    zoid may equip more high-cost skills at once.
    
    --------------------------------------------
    MACE-1: Shield Liger ST (Striker)
    Pilot: Major Frank Tulls            Hit Points: 2100
    Offense: 120      Defense: 115      Accuracy: 120
    Scan: 22          Mobility: 26      Movement: 3
    Skills Learned: (max CP needed: 63)
    Lv1: Commander
    Lv4: Assault
    Lv5: Simple Repair
    Lv6: Guard
    Lv7: Distract
    Lv8: Shock Absorb
    Lv9: Defense
    Lv11: High Processing
    Lv12: Overdrive
    Lv13: High Repair
    Lv14: Assault+
    Lv15: Guard+
    Lv16: Protect
    Lv17: Simple Repair+
    Lv19: Assault++
    Lv20: Guard++
    Lv22: High Power
    Lv23: Shock Absorb
    Lv25: High Processing
    Lv26: Protect
    Disc: Steal
    Disc: Safety Mode
    Disc: Safety Mode+
    Disc: Rare Steal
    Disc: Simple Repair++
    
    
    --------------------------------------------
    MACE-2: Command Wolf ST (Striker)
    Pilot: Captain Lyell Barricello     Hit Points: 1900
    Offense: 115      Defense: 100      Accuracy: 140
    Scan: 22          Mobility: 33      Movement: 4
    Skills: (max CP needed: 63)
    Lv2: Dodge
    Lv3: Distract
    Lv4: Assault
    Lv5: Overdrive
    Lv6: High Mobility
    Lv7: Haste
    Lv8: Jam
    Lv10: Balancer
    Lv11: Defense
    Lv12: Assault+
    Lv13: Dash
    Lv15: Dodge+
    Lv16: Balancer+
    Lv17: Jam+
    Lv19: Stealth
    Lv20: Assault++
    Lv21: Dodge++
    Lv23: High Mobility
    Lv24: Dash
    Lv26: Stealth
    Disc: Steal
    Disc: Safety Mode
    Disc: Safety Mode+
    Disc: Rare Steal
    Disc: Simple Repair++
    
    
    --------------------------------------------
    MACE-3: D-Bison GN (Gunner)
    Pilot: Captain James Beckett        Hit Points: 1800
    Offense: 125      Defense: 100      Accuracy: 150
    Scan: 22          Mobility: 22      Movement: 3
    Skills: (max CP needed: 54)
    Lv2: Assault
    Lv2: Guard
    Lv3: Overdrive
    Lv3: Shock Absorb
    Lv4: Snipe
    Lv4: Balancer
    Lv5: Defense
    Lv6: Sensor
    Lv7: Assault+
    Lv7: Area Attack-A
    Lv9: Guard+
    Lv10: Snipe+
    Lv11: Balancer+
    Lv12: High Power
    Lv13: Area Attack-B
    Lv16: Assault++
    Lv19: Shock Absorb
    Lv21: Snipe++
    Lv23: Sensor
    Lv26: High Power
    Disc: Steal
    Disc: Safety Mode
    Disc: Safety Mode+
    Disc: Rare Steal
    
    
    --------------------------------------------
    MACE-4: Command Wolf GN (Gunner)
    Pilot: Lieutenant Yaz B. Robinson   Hit Points: 2000
    Offense: 110      Defense: 105      Accuracy: 160
    Scan: 22          Mobility: 32      Movement: 4
    Skills: (max CP needed: 54)
    Lv2: Snipe
    Lv3: Stun
    Lv4: Balancer
    Lv5: A-D Scan
    Lv6: Dodge
    Lv7: Analyze
    Lv8: Shock Absorb
    Lv9: Jam
    Lv11: High Mobility 
    Lv12: Defense
    Lv13: Balancer+
    Lv14: Snipe+
    Lv16: Sensor
    Lv17: Dodge+
    Lv18: Jam+
    Lv20: Snipe++
    Lv21: Balancer++
    Lv23: Shock Absorb
    Lv24: High Mobility
    Lv26: Sensor
    Disc: Steal
    Disc: Safety Mode
    Disc: Safety Mode+
    Disc: Rare Steal
    
    
    --------------------------------------------
    MACE-5: Shield Liger EN (Engineer)
    Pilot: Lieutenant Gavin Haas        Hit Points: 1900
    Offense: 95       Defense: 100      Accuracy: 100
    Scan: 22          Mobility: 24      Movement: 3
    Skills: (max CP needed: 63)
    Lv1: Repair
    Lv2: Jam
    Lv3: First Aid
    Lv4: Balancer
    Lv5: Shock Absorb
    Lv6: Guard
    Lv7: Wide Repair
    Lv8: Assault
    Lv9: Balancer+
    Lv10: Repair+
    Lv12: Jam+
    Lv14: Protect
    Lv15: Guard+
    Lv17: High Repair
    Lv18: Wide Repair+
    Lv20: Guard++
    Lv22: Maintenance
    Lv23: Repair++
    Lv24: Jam++
    Lv25: Repair Arm
    Disc: Steal
    Disc: Safety Mode
    Disc: Safety Mode+
    Disc: Rare Steal
    Disc: Wide Repair++
    
    
    
    
    ========================================================================
    17: SKILLS AND RECOMMENDATIONS
    ========================================================================
    This is a list of all available skills. For levels learned, check section 16: 
    Zoids and Stats. Offensive and Defensive skills activate randomly during 
    attacks. Command skills are used on your turn, and incur no cost. Passive 
    skills provide a boost that is always in effect. Command skills that don't 
    list the range of attack use the equipped weapon's range.
    
    Each Zoid has a total capacity (CP) available for equipping skills. The 
    default capacity is 8, and goes up by 1 or 2 per level. Here is a short list 
    of capacities every ten levels:
    Lv10: 19 CP       Lv20: 33 CP       Lv30: 49 CP       Lv40: 68 CP
    
    You'll never need more than 63 CP, however, as that is the highest possible 
    combined skill cost (12 offense + 12 defense + 15 command + 6 x 4 passive). 
    This amount is achieved at level 38 (which gives 64 total CP).
    
    S Name            CP   Effect
    --------------------------------------------
    OFFENSIVE:
    > Assault         4   Attack +40%.
    > Assault+        8   Attack +70%.
    > Assault++       12  Attack +100%.
    > Jam             4   Enemy Support Count -1.
    > Jam+            8   Enemy Support Count -2.
    > Jam++           12  Enemy Support Count -3.
    > Snipe           4   Attack +20%; Accuracy +10%.
    > Snipe+          8   Attack +40%; Accuracy +30%.
    > Snipe++         12  Attack +60%; Accuracy +50%
    
    DEFENSIVE:
    / Balancer        4   Defense +20%; Impact Resist +15.
    / Balancer+       8   Defense +40%; Impact Resist +30.
    / Balancer++      12  Defense +60%; Impact Resist +45.
    / Dodge           4   Evasion x2.
    / Dodge+          8   Evasion x3.
    / Dodge++         12  Evasion x4.
    / Guard           4   Defense +40%.
    / Guard+          8   Defense +70%.
    / Guard++         12  Defense +100%.
    
    COMMAND:
    & A-D Scan        6   Gives user full scan in every direction for one turn.
    & Analyze         6   Increases EMP gauge based on enemy scan signal.
    & Area Attack-A   6   Indirect attack on ALL targets inside a 2-panel range.
    & Area Attack-B   10  Indirect attack on ALL targets inside a 3-panel range.
    & Defense         6   Defense +50% and Attack -25% for one turn.
    & Distract        6   Draws attention to user by affected enemies.
    & Haste           6   Time until next turn cut by 50%.
    & Overdrive       6   Attack +50% and Defense -25% for one turn.
    & Repair          6   Restores HP (level 6); Range = 1.
    & Repair+         10  Restores HP (level 7); Range = 1.
    & Repair++        15  Restores HP (level 8); Range = 1.
    & Simple Repair   6   Restores HP (level 1); Range = 1.
    & Simple Repair+  10  Restores HP (level 2); Range = 1.
    & Simple Repair++ 15  Restores HP (level 3); Range = 1.
    & Stun            6   Target enemy's movement -2.
    & Wide Repair     6   Restores HP (level 4); Range = 2.
    & Wide Repair+    10  Restores HP (level 5); Range = 2.
    & Wide Repair++   15  Restores HP (level 6); Range = 2.
    
    PASSIVE:
    ^ Commander       2   Scan +10 and Scan Resistance +10.
    ^ Dash            6   Movement +1.
    ^ High Mobility   6   Mobility +4.
    ^ High Power      3   Damage dealt +10%.
    ^ High Processing 6   Chance of offense/defense skill activation +10%.
    ^ Protect         3   Damage received -10%.
    ^ Sensor          6   Scan +5.
    ^ Shock Absorb    6   Impact Resistance +10.
    ^ Stealth         6   Scan Resistance +5.
    
    + First Aid       6   Adjacent allies recover 150 HP at the end of their turn.
    + High Repair     4   Boosts Repair command skill healing by 20%.
    + Maintenance     6   First Aid's healing amount +150 HP.
    + Repair Arm      6   Repair command skill range +1.
    
    ! Rare Steal      2   10x chance of obtaining rare item drops (weapons).
    ! Safety Mode     1   EXP gain +10%; Attack and Defense -10%.
    ! Safety Mode+    2   EXP gain +100%; Attack and Defense -50%.
    ! Steal           1   4x chance of obtaining item drops (data discs).
    
    
    --------------------------------------------
    SKILL NOTES
    --------------------------------------------
    Safety Level and Safety Level+ stack, for a total of +110% EXP gain (including 
    after-battle reward EXP), and -60% offense and defense.
    
    High Processing is useless without an Offense and/or Defense skill equipped.
    
    Area Attack-A and Area Attack-B won't work without a cannon or missile-type 
    weapon equipped.
    
    Overdrive, Defense, and A-D Scan are only in effect until the next turn the 
    user takes, making them ONLY useful in counterattacks (when an enemy attacks 
    them), or if participating in a support attack.
    
    High Repair and Repair Arm require a Repair command skill to be equipped to 
    have any effect. Similarly, Maintenance requires First Aid to be equipped to 
    have any effect.
    
    Steal and Rare Steal seem to work on different types of item drops. Steal 
    boosts the chances of winning data discs, while Rare Steal raises the chance 
    of an enemy dropping their weapon. Both can be used at once, but they don't 
    stack, since they ave completely different functions.
    
    
    --------------------------------------------
    RECOMMENDED SKILLS
    --------------------------------------------
    Note that any skill with + and ++ versions will be named by just the primary 
    name (Assault, Guard, Balancer, Snipe, Dodge), unless the ++ skill is the 
    specific recommendation, and not its previous forms.
    
    MACE-1:
    -Assault for damage, not that it has anything else.
    -Guard for defense, not that it has anything else.
    -The Simple Repair skills are a necessity here. Two medics helps a LOT.
    -Commander, always. High Power and Protect are nice. High Processing may help.
    
    MACE-2:
    -Assault for damage. This thing doesn't need accuracy much.
    -Dodge for defense. High mobility means good evasion.
    -Once learned, Haste is utterly broken. Use this and a machinegun to dominate.
    -Dash and High Mobility will make this thing into an untouchable blur.
    
    MACE-3:
    -Assault is imperative. Snipe if accuracy is a problem.
    -Balancer works well, as this thing's range means armor break is a concern.
    -Overdrive is good for SC. Area Attacks are decent, but underpowered.
    -High Power is good, and Sensor is very useful.
    
    MACE-4:
    -Snipe for power and accuracy.
    -Dodge or Balancer, either works, but it does NOT get Dodge++.
    -A-D Scan is awesome, use it.
    -Sensor and High Mobility works well.
    
    MACE-5:
    -Assault for contributing damage, or Jam++ to reduce the need for healing.
    -Guard and Balancer both work, but it doesn't get Balancer++, so use Guard++.
    -Either Repair or Wide Repair work. Depends on passive skills (see below).
    -Repair Arm + Repair, or High Repair + Wide Repair. Work with what you have.
    -Also, First Aid (and Maintenance) is supremely useful. Protect is nice too.
    
    
    
    
    ========================================================================
    18: WEAPONS
    ========================================================================
    This is what you attack with! The primary stats to be concerned with tend to 
    be Scan, Impact, and Range. Power and Hit are less important. Weapons tend to 
    either have Scan or Impact, but not both. Note that data disc bonuses are 
    applied to the weapons' stats shown on the equip screen, therefore they may 
    appear higher than listed here.
    
    T is Type, and affects which Zoids can use the weapon.
    > are Striker-type (Mace-1 and 2).
    O are Gunner-type (Mace-3 and 4).
    - are Engineer-type (Mace-5 only).
    
    MACHINEGUNS:
    T Name            Pwr  Hit  Rng  Scn  Imp  Mob  Mov  Special
    ------------------------------------------------------------
    > AV Magara       250  75   1-3  8    0    -1   0    Lower miss/evade chance
    > AV Magara 2     300  80   1-3  10   0    -1   0    Lower miss/evade chance
    > AV Magara SG    350  85   1-3  14   0    -1   0    Lower miss/evade chance
    > Hornet-100      200  80   1-4  6    0    -1   0    Lower miss/evade chance
    > Hornet-200      250  85   1-4  8    0    -1   0    Lower miss/evade chance
    > Queen Hornet    300  90   1-4  10   0    -1   0    Lower miss/evade chance
    - AV Magara L     220  71   1-3  8    0    0    0    Lower miss/evade chance
    - AV Magara 2 L   270  76   1-3  10   0    0    0    Lower miss/evade chance
    - AV Magara SG L  320  81   1-3  14   0    0    0    Lower miss/evade chance
    - Hornet-100 L    170  76   1-4  6    0    0    0    Lower miss/evade chance
    - Hornet-200 L    220  81   1-4  8    0    0    0    Lower miss/evade chance
    - Queen Hornet L  270  86   1-4  10   0    0    0    Lower miss/evade chance
    
    
    GRENADE LAUNCHERS:
    T Name            Pwr  Hit  Rng  Scn  Imp  Mob  Mov  Special
    ------------------------------------------------------------
    > Leone-GO1       300  70   4-5  0    40   0    0
    > Leone-GO2       350  75   4-5  0    45   0    0
    > Leone-Grande    410  80   4-5  0    50   0    0
    > Mill-GRW T1     250  75   3-5  0    20   0    0
    > Mill-GRW T5     300  80   3-5  0    25   0    0
    > Mill-GRW T20    360  85   3-5  0    30   0    0
    - Leone-GO1 L     290  67   4-5  0    29   0    0
    - Leone-GO2 L     330  71   4-5  0    33   0    0
    - Leone-Grande L  390  76   4-5  0    38   0    0
    - Mill-GRW T1 L   240  71   3-5  0    29   0    0
    - Mill-GRW T5 L   290  76   3-5  0    33   0    0
    - Mill-GRW T20 L  340  81   3-5  0    38   0    0
    
    
    SHOTGUNS:
    T Name            Pwr  Hit  Rng  Scn  Imp  Mob  Mov  Special
    ------------------------------------------------------------
    > TRC-Bore        420  60   1-2  0    5    -3   0    Closer = more power
    > TRC-Bore AK     470  64   1-2  0    6    -3   0    Closer = more power
    > TRC-Bore HMS    520  68   1-2  0    7    -3   0    Closer = more power
    > Baghnak         400  70   1-3  0    5    -6   0    Closer = more power
    > Baghnak-2       450  74   1-3  0    6    -6   0    Closer = more power
    > Baghnak-EXL     500  78   1-3  0    7    -6   0    Closer = more power
    
    
    RIFLES:
    T Name            Pwr  Hit  Rng  Scn  Imp  Mob  Mov  Special
    ------------------------------------------------------------
    O M1 Gorg         250  84   1-6  0    0    -3   -1
    O M1 Gorg 12      290  88   1-7  0    0    -3   -1
    O M1 Gorg 30      330  92   1-7  0    0    -3   -1
    O Rosa-GS1        200  92   1-7  0    0    -3   -1
    O Rosa-GS4        240  96   1-8  0    0    -3   -1
    O Rosa-PP         290  100  1-8  0    0    -3   -1
    O Satellite Laser 400  100  1-8  0    0    -3   -1   Bypass obstacles
    
    
    CANNONS:
    T Name            Pwr  Hit  Rng  Scn  Imp  Mob  Mov  Special
    ------------------------------------------------------------
    O Bertha-F        300  70   4-6  0   40    -4   0
    O Bertha-CC       340  73   4-7  0   45    -4   0
    O Bertha-M5       380  76   4-7  0   50    -4   0
    O Culv-Den        200  74   3-6  0   20    -4   0
    O Culv-Den B      240  77   3-7  0   25    -4   0
    O Culv-Den FG     280  80   3-7  0   30    -4   0
    
    
    MISSILE LAUNCHERS:
    T Name            Pwr  Hit  Rng  Scn  Imp  Mob  Mov  Special
    ------------------------------------------------------------
    O MOS-Bolt 27     240  71   5-6  0   5     -3   -1   Bypass obstacles
    O MOS-Bolt 61     280  76   5-6  0   5     -3   -1   Bypass obstacles
    O MOS-Bolt 99     320  80   5-6  0   5     -3   -1   Bypass obstacles
    O MK Stella       190  76   6-7  0   5     -3   -1   Bypass obstacles
    O MK Stella 2     230  81   6-7  0   5     -3   -1   Bypass obstacles
    O MK Stella SP    270  85   6-7  0   5     -3   -1   Bypass obstacles
    
    
    PILE BUNKERS:
    T Name            Pwr  Hit  Rng  Scn  Imp  Mob  Mov  Special
    ------------------------------------------------------------
    > PG Breaker-H2   450  100  1-1  0   30    -3   0
    > PG Breaker-G4   550  100  1-1  0   35    -3   0
    > PG Breaker-T37  650  100  1-1  0   40    -3   0
    > Admonisher      750  100  1-1  0   40    -3   -1
    
    
    
    
    ========================================================================
    19: ARMOR
    ========================================================================
    Armor boosts defensive stats: Hit Points, Defense, Impact Resistance, 
    Mobility, and Movement range. Light armor usually tends towards mobility and 
    movement at the cost of HP, defense, and impact resist. Heavy armor is 
    the opposite, providing high defense and impact resist at the cost of mobility 
    and movement. Medium armor balances the two, but usually doesn't affect 
    movement at all.
    
    As Mobility affects how fast a Zoid gets turns, and Movement affects how 
    far one can move, it usually wins out over other types. Heavy armor, although 
    good defensively, is restrictive on movement and action.
    
    As with weapons, the stats of the armor are displayed after including data 
    disc bonuses, and therefore may be higher than listed.
    
    Name              HP    Def.  Imp.  Mob.  Move.
    -----------------------------------------------
    LIGHT ARMOR:
    L-Armor SR100     100   6     0     5     1
    L-Armor SR200     250   12    2     5     1
    L-Armor SR300     400   18    4     5     1
    
    --------------------------------------------
    MEDIUM ARMOR:
    M-Armor RH100     250   18    8     0     0
    M-Armor RH200     400   28    11    0     0
    M-Armor RH300     550   38    14    0     0
    
    --------------------------------------------
    HEAVY ARMOR:
    H-Armor CO100     400   42    18    -4    -1
    H-Armor CO200     550   54    22    -4    -1
    H-Armor CO300     700   66    26    -4    -1
    
    
    
    
    ========================================================================
    20: PAINT SCHEMES
    ========================================================================
    Paint mostly affects a Zoid's appearance. Different paint can be used to tell 
    the two Shield Ligers and Command Wolfs apart. Some paint, however, provides 
    statistical boosts, and will probably have priority over others. Note that the 
    only difference between different paintjobs is the prefix: SL is for Shield 
    Liger, CW for Command Wolf, and DB for D-Bison. The actual effects are the 
    same.
    
    Colors listed are in order of priority. The first color will be the main color 
    used, the second used for accents and small parts. A third color will mean the 
    first and second are probably used equally. If the location is listed in 
    parentheses, it means it is only available for enemy units, not your team.
    
    For boosts, the stat is suffixed with a number of + symbols. Note that these 
    are estimated amounts based on the description, not exact values.
    +   Small boost.
    ++  Medium boost.
    +++ Large boost.
    
    Name        Location   Color and effect
    ---------------------------------------------------------------
    Black       (Unknown3) Black, no effect.
    Camouflage  DLC 1      White/green camo; [evasion]+++.
    Checkmate   Default    White and gray, no effect. 
    Elite       DLC 2      Blue and green, [evasion/defense/scan+impact resist]++.
    Hazard      DLC 2      Yellow and dark green, [impact resist]+++.
    Hot Rod     DLC 2      Red/black/yellow, [evasion/scan resist]+++.
    Illusion    Default    Pale blue/green, no effect.
    Jamil       Mission 8  Worn/aged white; [evasion]+.
    Mace        Mission 14 Green and silver, [defense/evasion]+.
    Maroll      Default    White; no effect.
    Motley Blue Default    Blue w/ red accents, no effect.
    Normal      (Turrets)  Gray, no effect.
    Original    DLC 1      Pale blue and gray; [evasion/defense/scan resist]++.
    Red         (Unknown1) Bright red, no effect.
    Showtime    Default    Yellow, no effect.
    Stealth     DLC 1      Pale green; [scan resist]+++.
    
    
    
    
    ========================================================================
    21: DATA DISCS
    ========================================================================
    Data discs provide a passive boost to the weapon or armor they are named for. 
    They work automatically as soon as they are obtained. Acquiring them is a 
    matter of randomly winning them from enemies that use the specified equipment 
    type; an enemy with a Shotgun and Medium Armor may drop Shotgun or Medium 
    Armor discs. "Extra data" discs are acquired via special means that will be 
    listed. Some provide a skill for all Zoids to learn, some provide a password.
    
    The bonuses granted by these discs is shown on the equip screen.
    
    Name              Effect
    ------------------------------------------------
    MACHINEGUNS:
    MG-Datadisc A     Offense +20; Scan +3.
    MG-Datadisc B     Hit Rate +3.
    MG-Datadisc C     Offense +5; Scan +2.
    MG-Datadisc D     Offense +3; Hit Rate +2.
    (Total bonus: Offense +28, Hit Rate +5, Scan +5)
    
    ------------------------------------------------
    GRENADE LAUNCHERS:
    GN-Datadisc A     Offense +20; Impact +5.
    GN-Datadisc B     Offense +10; Hit Rate +3.
    GN-Datadisc C     Offense +5; Impact +2.
    GN-Datadisc D     Offense +3; Hit Rate +2.
    (Total bonus: Offense +38, Hit Rate +5, Impact +7)
    
    ------------------------------------------------
    SHOTGUNS:
    SG-Datadisc A     Offense +20; Mobility +3.
    SG-Datadisc B     Hit Rate +3; Mobility +2.
    SG-Datadisc C     Offense +5; Mobility +1.
    SG-Datadisc D     Offense +3; Hit Rate +2.
    (Total bonus: Offense +28, Hit Rate +5, Mobility +8)
    
    ------------------------------------------------
    RIFLES:
    RF-Datadisc A     Offense +30.
    RF-Datadisc B     Offense +10; Hit Rate +5.
    RF-Datadisc C     Offense +5; Hit Rate +2.
    RF-Datadisc D     Offense +3; Hit Rate +5.
    (Total bonus: Offense +48, Hit Rate +12)
    
    ------------------------------------------------
    CANNONS:
    CB-Datadisc A     Offense +20; Impact +5.
    CB-Datadisc B     Offense +10; Hit Rate +3.
    CB-Datadisc C     Offense +5; Impact +2.
    CB-Datadisc D     Offense +3; Hit Rate +2.
    (Total bonus: Offense +38, Hit Rate +5, Impact +7)
    
    ------------------------------------------------
    MISSILE LAUNCHERS:
    MS-Datadisc A     Offense +20.
    MS-Datadisc B     Hit Rate +5; Mobility +2.
    MS-Datadisc C     Offense +5; Impact +2.
    MS-Datadisc D     Offense +3; Hit Rate +3.
    (Total bonus: Offense +28, Hit Rate +8, Impact +2, Mobility +2)
    
    ------------------------------------------------
    PILE BUNKERS:
    PB-Datadisc A     Offense +30; Mobility +3.
    PB-Datadisc B     Hit Rate +3; Mobility +2.
    PB-Datadisc C     Offense +10; Impact +5.
    PB-Datadisc D     Offense +5; Hit Rate +2.
    (Total bonus: Offense +45, Hit Rate +5, Impact +5, Mobility +5)
    
    ------------------------------------------------
    LIGHT ARMOR:
    LA-Datadisc A     HP +70; Mobility +2.
    LA-Datadisc B     Defense +4; Impact Resist +5.
    LA-Datadisc C     Defense +2; Mobility +1.
    LA-Datadisc D     Impact Resist +3, Mobility +1.
    (Total bonus: HP +70, Defense +6, Impact Resist +8, Mobility +4)
    
    ------------------------------------------------
    MEDIUM ARMOR:
    MA-Datadisc A     HP +70; Impact Resist +6.
    MA-Datadisc B     Defense +6; Impact Resist +5.
    MA-Datadisc C     Defense +4; Mobility +2.
    MA-Datadisc D     HP +40; Impact Resist +3.
    (Total bonus: HP +110, Defense +10, Impact Resist +14, Mobility +2)
    
    ------------------------------------------------
    HEAVY ARMOR:
    HA-Datadisc A     HP +70; Mobility +2.
    HA-Datadisc B     HP +60; Defense +8.
    HA-Datadisc C     HP +50; Defense +6.
    HA-Datadisc D     HP +40; Impact Resist +3.
    (Total bonus: HP +220, Defense +14, Impact Resist +3, Mobility +2)
    
    ------------------------------------------------
    EXTRA DATA:
    Skill Data SA     Provides the skill "Safety Mode".
    --Found in Mission 8 (in a crate).
    Skill Data SA+    Provides the skill "Safety Mode+".
    --Mission 14 reward.
    Skill Data ST     Provides the skill "Steal".
    --Found in Mission 7 (in a crate).
    Skill Data RS     Provides the skill "Rare Steal".
    --Mission 14 reward.
    Skill Data SR++   Provides the skill "Simple Repair++". (for Strikers only)
    --Reward for destroying the Unknown-2 zoids in mission 10.
    Skill Data WR++   Provides the skill "Wide Repair++". (for Engineers only)
    --Reward for destroying the Unknown-3 zoids in mission 14.
    Password-01       Code: LowlandsWaltz
    --Mission 2 reward.
    Password-02       Code: Postmaster
    --Mission 4 reward.
    Password-03       Code: GravelRoad
    --Mission 6 reward.
    Password-04       Code: Argosy
    --Mission 8 reward.
    Password-05       Code: ChoppingBlock
    --Mission 10 reward.
    Password-06       Code: RookBishop
    --Mission 12 reward.
    Password-07       Code: Wstfgl
    --Mission 14 reward.
    
    
    
    
    ========================================================================
    22: UNKNOWN
    ========================================================================
    There are three "Unknowns" in the game. These are high-level well-equipped 
    zoids (or zoid squadrons) that only show up if certain S-Containers in certain 
    missions are destroyed. It is not recommended to fight these the first time 
    through the game, and one is impossible to even trigger the first play, due to 
    a lack of a missile weapon. The Unknown zoid (squadron) will appear as 
    reinforcements in the mission with the final relevant S-Container.
    
    Thus, Unknown-1 appears in mission 5, Unknown-2 in mission 10, and Unknown-3 
    in mission 14. Remember, you must finish the mission successfully to get the 
    achievement for defeating the Unknown! Don't destroy them only to withdraw 
    or fail!
    
    ----------------------
    UNKNOWN-1: Destroy S-Containers in missions 2 and 5.
    Strategy: If you broke the S-Container in mission 2, break the one at the far 
    corner of mission 5 and Unknown-1 will appear on the road on the other side of 
    the building. This is a massively powerful Lv20 R-Horn zoid. Equipped with a 
    powerful rifle (range 1-8), the best heavy armor, and Assault and Guard ++ 
    (meaning he often gets a DOUBLED offense and defense stat when engaged), this 
    thing will refuse to die without dragging you to hell with it.
    
    First of all, DO NOT trigger this until there are only one or two enemies 
    left. This means probably putting this off until your second playthrough. If 
    the Unknown is allowed to get a support count, you're dead.
    
    Fortunately, it's very possible (especially on a second playthrough) to start 
    the battle surrounding it, giving you an immediate support count. Combined 
    with superior skills, this will allow your team to blitz the Unknown and 
    destroy it. Unfortunately, it drops nothing special (at least with any 
    reliability). Do keep in mind that after defeating it, the mission still must 
    be passed by destroying the remaining radar arrays, and that to get the 
    achievement for Unknown-1, the mission must be finished successfully.
    
    
    ----------------------
    UNKNOWN-2: Destroy S-Containers in missions 6, 8, and 10.
    Strategy: Breaking the S-Container in mission 10 triggers this group (yes, 
    more than one) if you also broke the S-Containers in missions 6 and 8. As with 
    Unknown-1, destroy all but one enemy first, or else you'll be overwhelmed.
    
    There are two Lv30 Gunners who use cannons with a minimum range of 3. This 
    means that by grouping your units around the S-Container, you can blast on 
    two of them without fear of easy reprisal.
    
    The other, however, is a Lv40 Striker with a stronger version of the best 
    machinegun. This is one to truly fear. The best strategy in this battle is 
    to accumulate a full three EMP shots before engaging them, then positioning 
    your units to quickly unload on the Unknowns. The fewer attacks they get, the 
    better your chances for survival are.
    
    All three Unknowns are fully decked out with high-level skills, so don't 
    expect them to fold easily. These skills are why EMP attacks are so 
    imperative - the longer the enemies live, the worse off your team is. DO NOT 
    underestimate their power, and for the love of all that is holy, don't ever 
    attack if you see they have a Support Count on you. You won't live to regret 
    it.
    
    The reward for destroying the second Unknown is the achievement and a data 
    disc with the Simple Repair++ skill. Unfortunately, this skill only applies 
    to Strikers (Mace-1 and 2).
    
    
    ----------------------
    UNKNOWN-3: Destroy S-Containers in missions 12 and 14.
    Strategy: What makes this even harder is you must fight not only the 
    overpowered Unknown unit consisting of FIVE Lv40 units (the commander is 
    Lv42!), but must keep several enemies alive, as killing too many will end 
    the mission. On top of this, the S-Container is a distance away from where 
    these units appear, making sure you'll only have four zoids ready to begin 
    attacking when triggered. What makes it even worse is these five have rifles 
    and machineguns, and all use Commander too, ensuring horrifically high SC.
    
    If you plan to fight this Unknown unit, head north first, taking out the 
    central enemies, then head west and wipe them out. Take out the pile bunker 
    units that show up. The next wave of reinforcements should appear in the east, 
    where the remaining three enemies are. This opens the relatively small window 
    wherein you can fight the Unknown-3 unit without much interference. If you are 
    unable to kill the enemies in the middle and west before the eastern three 
    mobilize and reach you, it is likely you will be unable to handle the 
    actual Unknown team. If so, reconsider your choice to fight them this 
    playthrough.
    
    Have Mace-2 (with Haste) prepare to take out the S-Container, while the other 
    four get into position. Have Mace-3 use Overdrive (with a Satellite Laser 
    equipped; if you don't have it, don't even bother trying), and Mace-4 use A-D 
    Scan (also with a missile). Mace-5 should use Jam++ and either Wide Repair+ or 
    Repair++ and Repair Arm + High Repair. Break the container when ready and out 
    come five dogs from hell.
    
    You don't have much of a chance with this group unless you manage a first 
    attack. If Mace-1 or 5 go first, line up for a mass EMP strike with support 
    from 3 and 4. Haste Mace-2 and get him back to the fight ASAP, although in 
    the time it takes to get him back, you'll probably either be dead, or have 
    defeated most of the Unknowns already.
    
    The reward for killing the squad is the final Unknown achievement, and a data 
    disc with Wide Repair++ (dropped by the commander). This skill is only usable 
    by Engineers (Mace-5), however.
    
    
    
    
    ========================================================================
    23: CONTACT INFORMATION
    ========================================================================
    My screenname is LancetJades on GameFAQs.
    
    You can email me at:
    lancet at ever more forums dot com
    (remove the spaces, obviously, and replace the at with the proper sign)
    
    Alternatively, if I'm online you can IM me on Discord: lancetj#1039
    
    Feel free to message me if you see me online. I'll reply as soon as I see the 
    message and have the chance to reply.
    
    I'm a perfectionist, so if you have anything to contribute or correct, please 
    do so. You'll receive full credit (credit goes to the screenname you talk to 
    me from, so if you want another name, you have to specify it). Even if you're 
    just pointing out a spelling or grammatical mistake, please do so, no matter 
    how small. Keep in mind though that I live in the U.S., and as such, I use 
    American English spellings such as "color" and "criticize," as opposed to 
    "colour" and "criticise."
    
    If you wish to use this guide on your site, aside from asking my permission, 
    I require you in question to automatically fetch any updates I make from 
    GameFAQs.com yourselves. I only update to GameFAQs.com and if I discover other 
    sites carrying my guides have out-of-date versions, I will ask that it be 
    removed.
    
    
    
    
    ========================================================================
    24: CREDITS
    ========================================================================
    DarrcEnigma
    ~Answered a few questions of mine, and some archived topics turned up 
     information he provided, such as on Unknown zoids. Also for info on item 
     won in and after battle.
    
    Some Japanese wiki (http://www26.atwiki.jp/zoids_game/pages/13.html)
    ~Provided additional item drop information for containers and enemy zoids.
    
    
    
    
    ========================================================================
    25: VERSION HISTORY
    ========================================================================
    1.00        Completed January 19th, 2010.
    Initial version. The guide is pretty much complete. At this time, the only 
    thing missing is a listing of how much reward EXP each mission gives.
    
    1.01        Completed January 20th, 2010.
    Added in the EXP reward of each mission, and the max CP needed by each Zoid. 
    Rechecked all values for weapons, armor, and discs, and corrected a few 
    errors.
    
    1.02        Completed January 26th, 2010.
    Corrected a couple formatting issues. Nothing major.
    
    1.03        Completed April 15th, 2010.
    Moved the version history to the back of the guide.
    
    1.04        Completed February 21st, 2011.
    Added a new site to the whitelist (MMGN.com), and edited a couple of things I 
    noticed were incorrect (nothing major).
    
    1.05        Completed June 5th, 2011.
    Changed my contact information.
    
    1.06        Completed January 12th, 2012.
    Added some things I missed the first time. Mostly just extra Data Disc drops 
    for some maps, and additional comments in the mission walkthroughs.
    
    1.07        Completed July 4th, 2012.
    Made a few small spelling corrections, and added a notice that Gamefaqs.com 
    will always host the latest version of this guide.
    
    1.08        Completed July 11th, 2012.
    Changed the contact information section a bit, and edited some spacing in 
    the guide.
    
    1.09        Completed December 10th, 2014.
    Minor edits to some sentences to make them flow better, and corrected a 
    hilariously wrong instance of saying light armor prioritizes resistance, 
    rather than mobility.
    
    1.10        Completed September 13th, 2016.
    Updated contact info, removed two sites from the posting whitelist, and 
    slightly improved guide formatting in some sections.
    
    
    
    
    ========================================================================
    26: BOILERPLATE
    ========================================================================
    This document Copyright 2010-2016 John Hoffnagle IV.
    
    Do not reproduce this document for any purpose besides personal use 
    without asking me first. I'm not stingy; if you ask, you'll most likely 
    get permission to host it. Otherwise, it's a violation of copyright, 
    and I WILL pursue legal action, especially if you sell it for money.
    
    All trademarks and copyrights contained in this document are owned by 
    their respective trademark and copyright holders. None of which are me.

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