MechAssault: Phantom War (NDS) - Toebin
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MechAssault: Phantom War NDS-WALKTHROUGH
1.1 Training Day

Modes of Transport:

The first mission and already there is someone in need of help.

Begin by going forward to the U-turn you will come across your first
opposition, infantry. Now firing weapons works fine but you can simply step
on them. Once getting to the other side of the mountain you will see your
ally tank getting pounded by 3 tanks and some more infantry. Cycling Laser,
Missile, Laser will drop each enemy tank.

Once you have saved the tank you will continue to the dropzone. As you
approach the gate you will be encountered by one tank. Before passing
through the gate use your missiles to lock on the turrets which are on the
far side of the area ahead on the left and right. Fighting them from this
point gives you the ability to use the sides of the gate as cover. Once the
turrets are down continue into the landing area.

Inside the landing area you are set upon by 3 more tanks. First you should
attempt to destroy the garage like structure you see towards the back. You
will see these structures throughout the game. They will continually spawn
new enemies as you destroy those enemies already present. After you dish out
a bit of destruction 2 elementals will jump-jet into the fray. While tiny in
stature, elementals can be a pain due to a surprisingly high tolerance for
pain. Defeating all of these enemies clears the landing area and the first

1.2 ACM Support

Modes of Transport:
Battle Armor

From the start an angry tank is waiting, stay behind the building and dodge
in and out while taking laser shots at the tank. Once the tank has been done
in make your way into the open. The only other resistance you will face here
are some infantry and a garage that releases more infantry. Your battle
armor weaponry will make short work of them. Note: Most buildings can be
destroyed, and most buildings contain weapon or armor upgrades. Moving on
you come to a wall that you must jump-jet over. You are not told at this
point, but you can use the battle claw (icon on the right side of the touch
screen) to grab the wall and let you jets recharge partway up.

At the top of the wall you will see more buildings and have 1 elemental to
battle. Another wall the climb and you are again facing a group of infantry
with garage to back them up (why do they even try). Continuing on you will
face a total of 4 tanks, this is a good time to start practicing with the
battle armor mortar weapon. These mortars are very powerful and getting the
aiming of them down early will greatly help.

During the tank battling you will be informed of a Uller mech up ahead and
will be ordered to hack it and take it. Be sure not to fire on the Uller or
any mech that you plan on hacking and taking as your own because no one
wants to pilot damaged goods. Hacking the mech will be the same as climbing
the wall with the battle claw. You will need to be jumping in order to grab
the mech. Once you have a grip a hacking mini-game will begin. (For tips on
hacking please see hacking tips) Once the hack is successful you will need
to get out of the battle armor and into the mech. You exit the battle armor
by pressing the arrow icon on the left side of the touch screen. Run your
pilot to where you see the yellow circles around a latter coming down from
the mech. You will now again need to press the same icon you used to exit
the battle armor to enter the mech.

Once aboard the Uller make your way to the huge metal door and blow it to
bits. A Kit Fox (another light mech) is waiting on the other side of the
door. Your first mech battle is not very difficult, but remember to take
advantage of your jump-jets and def mod. This fight concludes the mission.

1.3 Terminal Barrier

Modes of Transport:

The mission begins with you piloting an Uller in a tiny valley. You will be
order to hack the gate before you to proceed, but first you will need to
take out the aerospace fighter firing on you. Missiles are the easiest way
to take out air units, so shoot down the annoyance and hack the door.

Immediately past the gate you will set upon by 3 missile tanks to your
right. Take them out and an armor pickup resides behind them, but watch for
another aerospace fighter that will take shots at you from over the eastern
mountain. Moving north by north-east you will come upon 2 tanks and a
garage. Take out the garage first.

Running along you will reach a mech bay and a checkpoint. Exit your Uller
and enter the Cougar in the mech bay. Beside the mech bay is a missile
upgrade and armor. The Cougar?s long range missiles will allow you superior
range in the fighting to come.

More enemies approach, but with the openness of the land it is easy to
divide and conquer. Start by targeting the Kit Fox and taking it out.
Several tanks will be in this area as well. Be sure to always take out the
garages before the tanks to avoid respawns. Do not run full on towards the
Puma waiting at the top of the hill, there are 2 turrets ready to open fire
with a surprisingly long range. Instead fire some shots at the puma to draw
it down the hill. After finishing the Puma then take out both turrets with
the missile upgrade won from the Puma. Hack the door, mission complete.

1.4 Great Divide

Modes of Transport:
Rommel MKII

Enter the Rommel MKII tank and begin through the ravine. Your first
opposition will be 2 tanks, be sure to take full advantage of your def mod
to allow you time to line up great shots with the gravity gun. Shortly past
the 2 tanks are some infantry and a garage to destroy. Like piloting a mech,
you can run over infantry with the tank so enjoy the screams. Next on the
right you will have to deal with 2 elementals. As I have said before
elementals are a pain. You can try to use your gravity gun for it dishes out
a heavy hit when lined up, but the machine guns your tank is equipped with
seem better suited for this fight. For you trouble you will be able to pick
up an armor and ballistic upgrade.

As the ravine opens up head to your right. You will be faced by 2 more tanks
before you see your new mech, an Uziel. 3 more tanks patrolling this
immediate vicinity should be dealt with before exiting the Rommel MKII and
entering the Uziel. 2 tanks and some upgrades are waiting for you, but your
PPCs will make short work of any tanks. 2 tanks as well as 2 Cougars are
blocking your way to the next hack. Avoid running right up on these Cougars
as this door is flanked by 2 turrets that will lash out at you. While the
charge time seems to slow you, the PPCs are your heavy hitters so just cycle
to your other weapons while they are recharging. Hack the door and continue

Once passing through the door you will have to battle a Mad Cat. While it is
big you are toting almost equal or better firepower, especially considering
the upgrades that you have just taken off of the pair of Cougars. If this
battle is getting messy armor is available. Once the Mad Cat is destroyed
you will take out 3 tanks and finish the mission.

1.5 Last Chance

Modes of Transport:

Immediately upon beginning this stage be wary of turrets placed on the left
and right wall of the valley you are in, take them out with your missiles.
Just over the ridge wait 2 missile tanks and a garage, take out the garage
and then the missiles tanks. Some armor and upgrades are waiting for you,
pick them up and head south (taking a right out of the valley you started

As you are heading south you will notice and dip in the mountain ridge, use
your jump jets to clear it. On the other side will be 2 missile tanks, some
infantry, and 2 garages. Also in this location is an unmanned mech, a
Raptor. Before hopping in the Raptor go to the edge of this cubby hole and
to the left and take out 2 missile tanks, some infantry, and a garage. This
keeps your Raptor fresh and gets a bit more mileage out of your Uller.

Now the mission really begins. You should see a yellow diamond on your
screen indicating the first hacking point of the HPG, head in the direction.
Before arriving at the hacking spot take out the turret beside it. After the
hack you will have a Raptor and 2 elementals to deal with, try fighting the
Raptor first from long range then you can close in and take out the
elementals. Near the next hacking point will be 2 missile tanks and 2
garages to take out, but the bigger problem will be a Mad Cat that is taking
shots at you from long range. Use your def mod and fight the Mad Cat at long
range before hacking the second station. Upon leaving this station you will
have a Raptor in front of you and 2 elementals will come in from behind.
Take out the elementals and then deal with the Raptor. Beyond the Raptor are
2 missile tanks and 2 turrets, following that an Uziel waits. Upon taking
out all of this resistance you can attempt the final hack. I say attempt
because due to the storyline this hack cannot be completed successfully.
After the hack attempt the mission is over.

1.6 Knife in the Back

Modes of Transport:
Mad Cat

From the outset you are treated to the wraith of 2 Pumas. Use your Def-Mod
and focus attacks on one Puma and it should be a piece of cake. Moving along
you will encounter a Kit Fox backed up by some infantry and a garage. Just
after this you will encounter 3 tanks that likewise should be no problem
however, keep an eye on the rise behind the tanks because a Mad Cat is
waiting to take you down.

You can try and take the enemy Mad Cat with your Raptor but you have the
option of just sneaking past it and getting into a Mad Cat of your own. I
like to deal as much damage as possible with the Raptor, but you must be
very careful because the PPCs that the Mad Cat is packing will quickly
destroy your armor.

After defeating the Mad Cat you will have to make short work of 2 tanks
before cresting a ridge over which 2 Belails will be waiting to make your
acquaintance. Finish them and you will move on to an area with numerous
tanks and several turrets, it is safe to stand in the water in this area so
do not fear the terrain. At the long end of the area waits a Loki. Upon
finishing off the Loki a Kit Fox will jump in behind you. Defeating the Kit
Fox will complete the mission.

1.7 Come out Fighting

Modes of Transport:
Mad Cat

Starting this mission out move to your left and pick up 2 energy upgrades,
there will be 2 tanks to take out. Then moving on a Raven will jump in and
use its Def Mod requiring you to manually target it. Destroy it and 3 tanks,
2 garages, and 2 turrets on your way into the main battlefield.

2 tanks at the foreground of the battlefield can be quickly dispatched as
you move in on the mechs that are threatening your Drop Ship. Start by
firing shots at all the mechs but the Timber wolf on the far left. This will
pull their attention away from the drop ship, once this is done concentrate
all of your fire on one mech at a time. By taking out one mech at a time you
will keep getting a steady supply of upgrades that you will need to see this
mission through. Once the little mechs are down, close in on the Timber

The destruction of the Timber Wolf will bring another wave of enemies over
the ridge. Destroying each wave will bring another, 3 waves in all will
attack. If you continue focusing your attacks on one mech at a time this
should not be too difficult, also remember that your enemies can suffer from
friendly fire so get them to cross in front of each other when you can.
Destroying all enemies will bring a close to the mission.

* Sometimes you will not see anymore enemies, but the mission will not end.
This is because not all enemies are destroyed. Usually a tank has gotten
hung in the hills, often to the right of the Drop Ship. So take a look in
the foothills and you should find a tank if this problem arises.

1.8 Up in Flames

Modes of Transport:
Battle Armor

To start go immediately to your left and pick up the energy weapon upgrade,
then proceed to the rise. On the far right of the rise is a missile upgrade.
Now this is a tough spot, 2 missile tanks, 1 garage, 1 elemental, and a
Belial are all vying for your attention. Take the missile tanks and garage
quickly with your mortars then hack the Belial. Finish of the Elemental
before boarding the Belial.

Tanks await you up the next hill. From here you will be heading to the first
security building you must destroy. It is guarded by 2 turrets and an
elemental. Finish off the minor opposition and park your mech a little way
from the building. Exit the mech and run right up to the security building
and hold down the fire button to have your pilot place a pilot bomb. Now
return to your mech, but before getting in press the fire button to detonate
the pilot bomb destroying the building.

Come down over the ridge and face an Uller, Kit Fox, 1 aerospace fighter, 2
turrets and 2 elementals. Beating these opponents will lead you to the
second security building which is guarded by a Stiletto. Now on to the final
security building.

Elementals and several tanks will block your way to the final building, but
a gift is waiting there too. To the left an unmanned Hellbringer is waiting,
and you will have a chance to use it. Pilot bomb the final building a cut
scene will introduce one final goal. Hop in the Hellbringer and head toward
the metal gate.

Ready to attack inside the gate is an enemy Hellbringer along with
turrets(which line the left and right all the way to the goal, 6 in all), 2
aerospace fighters, missile tanks, a Belial, and a Uller for good measure.
This is not too difficult with the firepower you have, just use range to
your advantage and do not move in too deep until the closer opposition is
eliminated. Destroy this final target with your weapons and the mission is

1.9 Juggernaut

Modes of Transport:

Yeah, this is a boss fight. A giant scorpion-like mech with the following

Ring of Bombs ? Use your jump jets to avoid.
Missiles ? These are very powerful and will often knock you down, use your
Def Mod anytime he is at long range to avoid lock on.

Heat Ray ? Ray that shoots from tail will cause your heat to spike and will
drain the upgrades from your weapons, run away to get out of its range.
Tackle ? Its rear will go vertical and it will charge you.
Tail Strike ? It will spin, sweeping you with its tail.

Keep your distance since he will mostly use the Ring of Bombs which is easy
to dodge. This enemy can burrow underground and come back up anywhere in the
arena so be sure to move constantly and watch your radar whenever he
disappears. Be sure to keep upgrading your weapons, many upgrades are around
the outer edges of the arena. Take full advantage of your jump jets for
quick strafing and escaping. This boss has 2 armor bars, so do not get to
close after he collapses for the first time.

2.1 Eating Static

Modes of Transport:
Battle Armor

You have some back up in the form of Vern in a tank for this mission. He
will help damage and destroy enemies, but if he is dies you will have to
restart the mission. Also, this area has some yellow water running through
the cannon avoid getting in it too much it can cause you damage.

You will drop being almost immediately under fire. Switch to your mortars
and take out the tanks and turret on the ground on the left before switching
to the laser and dropping the turrets on the canyon walls. A bridge overhead
with 2 tanks is accessible, so jump jet up and mortar them.

Just after this you will meet up with Vern. He will cover you while you
ascend the hill to the first point that you must hack. Take out the turret
and infantry and hack the first point.

Now, proceed back to Vern and follow him to the next hack point. Ignore the
tank on the bridge overhead, instead focus on the turrets up ahead, Vern
will assist in knocking them out. To the right up ahead are several tanks,
easy mortar bait. At the top of this hill is the second hack point.

Moving on you will get to an unmanned mech, a Stiletto. From here on you go
it alone. Do not run through the metal gate guns blazing, multiple mechs,
tanks, and turrets are awaiting you. Take long range shots and use the metal
walls for cover until you clear out a fair amount of the opposing tanks.
Enter and move to the right quickly taking out the turrets and getting on
the far side of the enemy mech, an armor pick up is available. Now just take
down the closest mech and work your way to the other side. Be sure to watch
for 2 turrets on in the opposite corners beside the objective. Destroy the
objective building to complete the mission.

2.2 Rolling Thunder

Modes of Transport:
Blood Asp

You begin in a deep narrow ravine. Turrets and missile tanks will be your
primary foes throughout the first part of this mission. The turrets are all
placed high on the cliff walls. Using the tanks zoom option will allow you
to take them out from a greater distance, but is not necessary. Continue
through the ravine slowly taking advantage of your Def Mod and watching
carefully for turrets because they can chew your armor up rather quickly.
Some Elementals will drop down behind you a way into the ravine. Use your
machine guns, only switching to the gravity gun when they are on the ground.

Shortly passed this point you will see the ravine open a little and you will
see a garage. A Stiletto is waiting to ambush you from the right when you
come out in the open. Use you Def Mod and upgrades weapons to out battle the
mech. You will then be on the home stretch to a mech of your own, only
needing to defeat a puma and a hand full of missile tanks.

In the Blood Asp you will immediately be thrown into combat with another
mech, but it should not pose much of a threat. The remainder of the mission
is small mechs and missile tank with the occasional turret. Finally you will
come across an Atlas, you should have an alpha strike ready which will hit
for massive damage. Destroying the Atlas will end the mission.

2.3 Blackout

Modes of Transport:
Timber Wolf

Starting in your tank you are presented this as a stealth mission, really it
is not. You can however use your Def Mod to avoid most of the enemy fire
(tanks) and make a bee line for the trees that are straight ahead from your
starting point. Once behind the trees let your Def Mod recharge and then
continue on. A mech and several tanks await your trek to the first
generator, but the recharged Def Mod should allow you to slip through with
minimal damage (remember do not fire your weapons or you will show up
allowing the enemy to get a firing solution). At the first generator (which
must be pilot bombed) a Timber Wolf is available for your piloting pleasure.

Destroy the nearby opposition and head up the hill. At the top are several
turrets, elementals, and a Star Adder. The Star Adder is a higher weight
class than the Timber Wolf you are in but you should be able to take it,
just be sure to cycle frequently to your gauss rifle as it is your most
damaging weapon. After defeating the Star Adder just destroy the second
generator (you can use your mech?s weapons for this one) and the mission is

2.4 Unsinkable

Modes of Transport:
Kit Fox

From the beginning you will be taking fire from elementals on the right and
some tanks. Clear out all of this resistance using buildings for cover, and
your Def Mod for additional defense. Take full advantage of the Hammer
missiles that the Kit Fox is carrying. Hammer missiles are slow to fire and
do not lock on, but the damage is incredible especially for a light mech.

Once defeating your enemies you will come to a decline. Head down and hang
an immediate right, hopefully you have your Def Mod on. An Atlas is sitting
unmanned in a hangar just for you. You will need it to take on the
Prometheus which is patrolling the buildings next to the mech hangar.

Now on your way to the ships that must be sunk several tanks, infantry,
turrets, a Belial, and an elemental or 2 will be attempting to stop you.
Just show them your big guns and bring them down. The 2 ships are each
topped with a turret, but are not difficult to destroy. Once these ships are
destroyed take out the 2 buildings that resemble generators, and the mission
should be complete.

2.5 Burning Bridges

Modes of Transport:
Star Adder

This is a short but fierce mission, speed is important because if Vern dies
you lose the mission. You begin being assaulted by tanks, light mechs, and
turrets. Take out all of this immediate trouble be for moving too far away
from your drop ship. Vern will be guarding the ship while you make your way
to the turret. Along the walk there you will come across numerous turrets,
be sure to drop them before they chew you up too much. Also, Pumas will
steadily be coming your way, they will not stop coming so do not worry about
destroying them all.

Come around the bend to your left and you begin ascending a hill that is
coated with turrets, tanks, elementals, and topped with an assault mech with
which you must dance. Try to take out the turrets on the way up, they are
the first priority, second are the tanks. However, if you are nearing the
enemy mech and have an alpha strike ready focus on that mech. After clearing
the hill it is time to mount the turret.

Once in the turret really easy to see red diamonds will appear on your
display these are your targets. Switch to the POV missiles and fire first
back down the hill the way you came and continue until you see the bridge.
Now spin the turret to the right and fire to take out the second bridge.
Remember that you can hold up on the d-pad to speed the missile up a bit.
Once both bridges are destroyed exit the turret and return to your mech.

You do not need to go back down the hill, instead just walk off of the side
and rush back to the drop ship. Now destroy any remaining enemy mechs and
the mission is complete.

2.6 Secure the Lines

Modes of Transport:
Battle Armor
Timber Wolf

You might have thought the last mission was throwing a lot at you, but this
time you are against similar odds starting out. You will be facing tanks,
missile tanks, elementals, and 2 light mechs. You can either rush through
this battle field to the Timber Wolf awaiting you at the far end, or you can
attempt to take out the enemies with the battle armor. Both ways are
possible, but it is probably best to focus on getting to that mech.

Once in the Timber Wolf you want to hurry to Vern?s position before he bites
it. Some resistance is between you and him mostly consisting of tanks and 2
Hellbringers. Upon arriving at Vern?s location you will see that he is
piloting a Mad Cat, try not to fire on him. He is surrounded by enemies
including a Hellbringer, and a Kit Fox. After dishing out a bit of damage 2
cougars will jump into the fray. Focus on the lighter mechs first in order
to gather upgrades. Defeating the enemy forces here will bring about the
close of the mission.

2.7 Divergent Entry

Modes of Transport:
Battle Armor

From the outset you are being fired upon by numerous tanks. You will need to
keep on the jump jets and lobbing mortars. Be sure also to take out the
garages to avoid additional tanks. Continuing towards the wall you will have
to deal with 2 turrets and 2 elementals (there is also some infantry but
they do not really count as a threat). Armor and weapon upgrades are waiting
on the far left and right near the wall.

Once you scale the wall immediately turn to your right, you will see a gap
in the mountain that you can go through. Below this gap is a closed mech
bay. Take out the tanks and opposition around this mech bay and then hop out
of your battle armor and hack the console on the left of the bay. This will
give you access to a Ragnarok (this will also unlock the Ragnarok in
multiplayer mode). Now go have fun with a Loki, 2 Raptors, and the turrets
that will attempt to destroy you.

Now you will blow down the metal door halting your progress. Be prepared to
deal with 2 madcats backed by tanks, aerospace fighters and some turrets.
Launch missiles at the fighters and then focus on the Mad Cats. Afterwards
clean up what is left and blow down the next door. Behind this door is a
Blood Asp, do not be cocky because that Asp can deal damage quite fast. Some
upgrades are to the left of the entrance that may help you if needed. Once
you clear out the Asp and turrets just hack the terminal and the mission is

2.8 Vallen?s Gamble

Modes of Transport:

This mission you begin with only your pilot. The first area is patrolled by
tanks. Keep an eye on your radar and try to keep the buildings between you
and the tanks. You can take out the tanks with pilot bombs but it can be
frustrating and is a waste of time. Get to the first terminal and hack it.
Note that the hacking tends to step up in difficulty on this mission and may
take several attempts before you are successful.

Going through the door you just hacked will have you standing on hill
overlooking a city that is being patrolled by a mech. You will need to watch
the mech and wait till it is moving towards the buildings away from the
tower you must destroy to make your move. Bomb the tower and run over to the
terminal, conduct your hack and head through the next door.

Immediately to your left will be an unmanned Puma, climb aboard. You will
first have to deal with 2 Cougars backed by some light tank support.
Continuing forward you will face 2 Raptors. Just remember to focus on one
mach at a time and you should have no problems. After the Raptors you will
be at the base of an incline with a wall right down the middle, at the top
of this incline is your goal the HPG. Take the right side of the wall on
your way up, it is full of tanks, but the left is full of turrets and they
can deal quite a bit more damage.

Once you reach the top of the hill you will battle a Loki, be sure to stay
behind the wall because once you cross completely into where the HPG is
located the turrets from the other side of the wall will have a chance to
fire at you. Destroy the Loki and drop the turrets closest to the top of the
hill so that they will not bother you. The HPG has 3 points that must be
hacked, it does not matter the order in which you do them you will be given
the correct hack regardless of the terminal. After hacking the first
terminal enemy Cougars will begin attacking. These enemies will continue to
respawn, so just take out the ones in your way and focus on getting the
terminals hacked.

The third terminal that you hack will look like the third hack the last time
you attempted hacking an HPG. All you need to do is drag the points on the
line so that they match the lines on the top screen. This hack will finish
the mission.

2.9 The Gauntlet

Modes of Transport:

This mission is a lot of fairly intense combat. You begin in a Puma and you
should use its def mod to make it hard for the Mad Cat to hit you. Do not
try to fight the Mad Cat in the Puma. Instead make a dash to the right side
of the canyon (avoiding upgrades) where an unmanned Atlas is waiting for
you. After acquiring the Atlas begin working on the Mad Cat while gathering
the upgrades that are present in the canyon. If the elementals begin to get
under your skin too much 1 well placed shot of autocannon is usually enough
to drop them (wait till they are on the ground).

Moving on past the Mad Cat, you will be set upon by missile tanks a Puma and
2 Belials, more elementals also await you. As always focus on one mech at a
time. Just behind the Belials another Mad Cat will be waiting. Beyond this
Mad Cat is a range of small mountains, you can go to the left, right or down
the center of them. All you will face is turrets or missile tanks.

Once you are through the mountains you will come across your drop ship which
is under attack again. This time the drop ship is only being assaulted by a
Puma, an Uziel, and a Belial. Simply get the enemies attention and then take
them one mech at a time. Removing the attackers will complete this mission
and this planet.

3.1 Munitions Sweep

Modes of Transport:
Mad Cat

This is really a fun mission, a variety of enemies and nice open ground.
Starting out drop the missile tank and run down the crevice picking up all
of the wonderful upgrades. At the end of the crevice you will meet a cougar
which should be no problem for you. Another missile tank and a Hellbringer
now await your approach. I would like to note that the Loki can heat up fast
and will take a little time to cool so do not go too pulse laser crazy.

Passing the Hellbringer?s location will bring you out into the open. Be sure
and avoid the lakes of liquid like the one on your left, you will be quickly
destroyed by them. Many tanks will make their presence known to you but are
short work with the fire power of the Loki. Elementals will appear as you
near the first target which is the warehouse on top of the hill in the
distance. 2 Raptors and a Stiletto will open fire on you as you attack the
warehouse. You can hide behind the warehouse if necessary. After taking out
the warehouse destroy the 2 Raptors and make your way due north. Avoid
fighting the Stiletto at this time.

As you continue north you will see the next 2 warehouse targets along with 2
more Raptors and missile tanks defending. Once you have cleared out the
enemy and the warehouses notice a thin crevice behind the where the right
warehouse was, a Mad Cat is waiting there for you. Once aboard the Mad Cat
go say hi to that Stiletto from earlier. The Stiletto and his twin are
guarding the next warehouse. In the Mad Cat you should have no problem that
LRMs and dual PPCs cannot solve. After this warehouse is destroyed make your
way to the bridge.

The remainder of this mission is a complete cake walk. You will have 2
turret equipped boats to take out and 2 elementals. The last warehouse is on
an island, but do not try to cross the water to it. Simply destroy the
warehouse at long range and the mission is complete.

3.2 Enemy Revealed

Modes of Transport:
Battle Armor

Beginning in a plateau filled area you will have to deal with turrets,
missile tanks, elementals and some infantry. First you will want to take out
the pocket of opposition on your left. Focus on clearing out the ground
troops before taking out all of the turrets atop the plateaus. You are in no
rush during this part of the mission. The mech you are tailing will wait on
you. Once you have destroyed all of the enemies approach the Ymir, it will
begin to move once you get close. You will need to hack the Ymir twice, once
for pilot data, and once for control.

Now that you are piloting the Ymir make way for the huge metal gate. You
will see MANY enemy units on the other side. Simply do not fire your weapons
and they will not attack. Walk your way to the building at the far end of
the area, park right in front of it and get out of your mech. A terminal is
located underneath the building that you will need to hack to set the self
destruct. Once you have completed the hack is complete hurry back to the
Ymir and rush toward the metal gate that has just opened up on the left. At
this point all of the enemies stationed around this building will begin
attacking. Do not let them slow you down, just run for the gate. If you do
not make it through the gate in time the building explosion will kill you.

After clearing the gate and witnessing the destruction you will have to
handle 2 light mechs and some tanks. Just past these enemies lies an array
of 6 turrets, they can chew you up quick so keep your distance as you take
them out. One turret is waiting on the right as you enter the narrow valley
beyond the 6 turrets. The final objective and enemy in this mission is a
Ragnarok that you must destroy. Focus on using your autocannon and lava gun
to handle the Ragnarok because it has weapons that can knock you down and
out of charging your PPCs.

3.3 Bombshell

Modes of Transport:
Battle Armor
POV Turret

2 Belials will be the first thing you must deal with in this mission. They
and a Raptor lie between you and the POV turret which is being guarded by
Vern in a Blood Asp. Once you take out the Belials and Raptor make your way
to the woods on the left side of the map where a Battle Armor is waiting on
you. You will need the battle armor in order to get up to the POV turret.

Once you are at the turret, hop in and aim east and fire a POV missile. You
will fly the missile east and slowly turn south. A large bridge with trucks
running on it is the target. Once the bridge is destroyed return to your
battle armor and head toward your next objective, which is an enemy drop

Coming over the metal wall you will be faced first by 2 tanks, stay to the
left of the large hill. The right has several turrets along the ground, and
they are better taken out from the longest range possible. Beyond them you
will continue on to flatter more open ground. Take out 2 tanks on your right
and head on toward the Ymir. Hacking this mech is the final goal in the
stage. Be sure to keep on the move and get in close to the mech quickly, if
it can get a lock with its PPCs you are history.

4.1 End Transmission

Modes of Transport:
Mad Cat

This narrow valley is filled with missile tanks. At the first fork in the
road go left and take out the garage that is making them. Aerospace fighters
will be harassing you at this point, get a missile lock and fire one volley
it will be enough to destroy them once it catches them.

The first open area you come to has an assortment of enemies including an
Uller, Kit Fox, and several Elementals. Try to clean out some of these
enemies before heading east where the first objective waits. This
Transponder is guarded by a Timber Wolf. Once you defeat the enemy and
destroy the transponder you can continue north. If you head west you will
have another Timber Wolf and Tank to deal with, also many upgrades and armor
pick ups.

Heading north you will be set upon first by 2 machine gun turrets guarding
the pass as well as a Kit Fox and several tanks. To the east again lies the
second transponder. This transponder is defended by 2 Raptors and 2 turrets.
Try to take the turrets with a quick missile volley or keep a Raptor between
you and them. Take one Raptor at a time and be sure to keep your def mod

The final transponder is to the west and it is defended by a Loki and
several missile tanks. More aerospace fighters will make their annoyance
know. Destroying this final transponder will have you continuing north
toward Dante?s base. The narrow road to the base is run with missile tanks
and additional aerospace fighters that it may be difficult to lock onto. If
you are having trouble with these aerospace fighters try switching over to
your machine guns.

The final obstacle in this mission is a Star Adder. It is quite a bit
tougher than you, but keep to your upgraded weapons and use the 2 armor
picks available to the left and right corner of where you fight the Star
Adder and you should be able to make it. Once the Star Adder is destroyed
exit your mech and head toward the base and the end of the mission.

4.2 Subjugator

Modes of Transport:
Battle Armor

Starting out you will have a tank that you can hop in, so do so. You will
follow a line of enemy tanks. Do not fire your weapons. Eventually you will
have the opportunity to nul sig passed a Ragnarok that is guarding your
battle armor. Do not fire on the mech as you sneak past get to the battle
armor and get in.

Once in the battle armor rush the Ragnarok and hack it. Using the Ragnarok
is the best way to clear all enemy opposition in the mission. Once aboard
the Ragnarok head south and around the bend. You will face tanks and 2
Belials. Destroy them and then head on up the hill north and you will take
out 2 Stilettos and another Belial, several turrets will also be hiding
throughout the hills.

After you are satisfied with the destruction of everything head west. You
can drop off the cliff in the Ragnarok back to where you left the battle
armor. Return to the battle armor and climb the metal wall back up to where
you just came from. Once back on high head north to the huge metal wall.
Climb it to complete the mission.

4.3 Sovereign Prince

Modes of Transport:
Battle Armor

First Form:
At the start of this battle Dante is in a huge unknown mech. Get in close as
quick as you can. Ideally you want him doing the jumping quake attack, if
you are too close he will do a tackle charge that will knock you down and
deal pretty decent damage. Just jump jet over the shock wave and keep
pegging him with mortars. This is the easiest part of the battle. As Dante?s
mech begins to smoke and slow down it is about to drop. Try to be near an
armor pick up when you defeat his mech.

Second Form:
Here is where the real battle begins. Dante emerges from his mech in Battle
Armor that totes a mortar that splits into 3 (dodge with jump jets), a sword
(when he is swinging the sword he is the easiest to hit), and the plasma gun
of total death (this gun stuns you, maxes out your heat, and hits your weak
spot for massive damage). He will teleport frequently, so keeping your eyes
on your radar is a must.

Mortars again are your weapon of choice, they are not as easy to hit him
with but they deal much more damage and the quicker you can end this fight
the better (lasers are acceptable as long as you have picked up some
upgrades. Never move in a straight line during this battle and never leave
your back open to Dante (moving in a straight line pretty much guarantees
that the plasma gun is going to get you). Always circle strafe while trying
to target him.

*NOTE: At any point during the Second or Third form of Dante, you can stand
atop buildings and be safe for the most part. Dante will attempt to attack
you but end up destroying the building (which will contain and armor pick
up). You are not invincible while on the building, so be careful.

Third Form:
A brief cut scene about his armor regenerating will play and then he will
begin fighting again. This time around is very similar to the second from
except that Dante will move much faster and teleport quicker. Also he will
be much quicker to pull out that Plasma Gun.

Fourth Form:
Getting frustrated? It is almost over. Now Dante will begin calling down
strikes from the orbital laser. A red reticule will appear on the ground and
track you while Dante crouches under a personal shield. All you must do is
have the orbital laser tracking you and jump over Dante. At this point the
laser will lock onto him, and all the regeneration in the world will not
save him. Congrats, you have beaten the game.

If you do not jump over Dante completely and you both get hit with the laser
you will have to try again, but if you check the campaign it will say 100%
complete and you will be able to watch the ending movie however the cheats,
mechs, etc will not be unlocked. Simply go back into the campaign and beat
Dante correctly to get everything unlocked.

Majere666?s method:
I finally beat Dante after numerous tries. I pretty much followed 2dskillz's
advice. More specifically, I destroyed those 4 exploding gas tanks at the
very beginning to drop 4 health packs and get rid of the possibility of a
cheap death from Dante or myself blowing up the tank too close to me.

Part 1 - Dante (Mech)
Just run around him, use jump jets to get out of his quake attack and nail
him with mortars. Destroy the tanks now, picking up a health pack as you
need. You should nab a pack to get to full right before you defeat this form
(his mech will start moving slowly). Also, try and get level 2 or level 3
mortars now.

Part 2 - Dante (Battlearmor 1)
Here's the real boss fight. His tri mortar attack is laughable. It's his
fast and super powerful plasma gun that hurts. As 2dskillz says, jump around
like an idiot when he starts launching it, picking up health packs or hiding
atop buildings as needed. MAJOR HINT! It seems to me in this form Dante is
much more likely to start swinging that stupid sword of his if you jump jet
right into his face instead of using the plasma gun. The second he starts
swinging the sword UNLOAD mortars and keep in his face. You can bring him
all the way down to his 3 form with one of these attack patterns.

Part 3 - Dante (Battlearmor 2)
Pretty much the same as Part 2 only harder. He seems to resort to his plasma
gun more than his sword at medium and short range. My strategy at this point
was to play the attrition game. Assuming you haven't used too many health
packs by this time, you can get a few laser shots and a mortar shot at him
before he slams you with his plasma shot. If you have to take a plasma shot
to get a good hit on him, do it. Just stay close to health packs from the
destroyed buildings, working your way across the arena. If you can pop him
once or twice for every health pack, you only need 3 or maybe 4 packs. At
this point I would even use level 3 laser. They don't do much damage but you
want to kill him as quickly as possible.

Part 4 - Dante (Battlearmor 3 and Orbitial Cannon)
I found this part to be easy once you understand his pattern. i.e. kill him
in the second orbital attack. His first orbital attack will place him too
far away for you to get to, so just dodge the reticule on the ground. If you
can get him to be at medium range from you on his next teleport (which he
seems to always appear at), just jet straight towards him. Move above him
and the reticule will catch on him, and the game will end. The only bit of
advice I have for this is make sure you don't run out of jump jets and fall
down on top of him =)

MechAssault: Phantom War (NDS) - Toebin