------------------------------------------------------------------------ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @@@@@@@@@@@@@@@@@@@@@@@@@ A r m o r e d C o r e @@@@@@@@@@@@@@@@@@@@@@@ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ ------------------------------------------------------------------------ By Jim Bickford (fusaki333@yahoo.com) Version1.00 6/20/98 ________________________________________________________________________ CONTENTS: REVISION HISTORY GENERAL GAME STRATEGY Fighting Strategy Weapon Nuances right arm weapons left arm weapons arms back weapons MISSION GUIDE Mission Tree Mission Walkthroughs PRE-CONSTRUCTED ACS Nine Ball CODES THE GREAT "PLUS" DEBATE WISH LIST THANK YOU FOR CONTRIBUTING ________________________________________________________________________ This FAQ is designed to give newer AC players advice (especially for the versus and link modes), or veteran players some fresh insight from a fellow AC enthusiast. I would love to hear anything you have to say about this document; questions, comments, concerns, criticisms and especially contributions ^_^ (I would love a nice ASCII title logo)! You can even E-mail me if you just want to discuss the game itself. I will try and respond to each E-mail I get, but I can't make any kind of guarantee. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ <======================================================================> <==============G E N E R A L G A M E S T R A T E G Y ==============> <======================================================================> \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ This section will give you advice that will adhere to all parts of the game; Vs., link, and Mission. ======================================================================== F I G H T I N G S T R A T E G Y ======================================================================== The most important thing you should get down first is the controls. Make sure you know them and can react almost unconsciously. Fiddle around with the setup if you are new to the game and are not used to them, however, if you are experienced, I advise against this. Reason being, is that you will instinctively go for a button, and do something you didn't intend to do. The next thing you should master is situational awareness. In other words, know exactly where you are, where your opponent is, and generally know your surroundings. The four best ways in order of preference are: 1. Radar Use this to get a general idea where your opponent is. Always keep the dot representing your opponent aligned with the top part of the radar cross (for the most part). The only situation I can think of in which to ignore this statement is when you are recharging your boosters, then run like hell. Remember, yellow dot means below you, red dot same level, blue dot above. Always try to keep an eye on the radar. 2. Lock-on window This is used after you get a good idea of where your opponent is with the radar. You should choose a weapon with a larger lock-on window, such as the missile launchers so you can scope out a large area fairly quickly. As an added bonus, you can even fire off a couple of missiles if you wish. Before switching to a more... suitable weapon, like the grenade launcher. 3. Booster flashes (and loudness) This is a way that many people overlook. Anybody that's played a link or versus game of Armored Core knows that boosters are used quite often. Use this fact to your advantage. If you are in an especially dark stage, this tactic is even more useful. When you use your booster, you emit a little white trail of light. If you can see the light trail, this makes finding your enemy much easier. Also, you can use the loudness of the booster noise to gauge distance. 4. Enemy fire My least favorite way to find out where my opponent is ^_^. If you can tell where they are firing from, you can retaliate fairly quickly. Even easier if they miss. Also useful when they hit a wall you are behind, and you didn't know they were there. Next, it is important to learn how to dodge your opponent's attacks when he has fired something at you. First, and one of the most useful (especially with missiles), is the side step evade. To do this technique, hold down R1 (L1 has priority over R1, which is important, as you'll see), and when you see something coming at you, tap and hold L1 for about half a second, and repeat if necessary. Make sure the timing is correct, however. Another way to dodge is to use the boosters. Use the boosters and dash in any direction. Then, if the shots still hit you, dash in the exact opposite direction, and tap the booster button again. This should shake the bullets. And remember, another way to keep them from hitting you is to break their lock. To do this, simply go in a direction, and double tap the booster button. The second tap, however, hold down the booster button, and while in the air, change directions randomly, one or two seconds after the last direction change. Another way is to get extremely close to your opponent, and either jump over or straight above them, or dash to their side, and get a couple shots on them in the process. You can also use cover to block your opponent's line of sight. This will prevent them from hitting you as well. And, if the stage is dark, and they have a long ranged weapon, you can make them waste ammo by just sitting there while they think they have a clear shot at you. This is also useful in that you can switch weapons without fear of retaliation ( when you switch, there is a period of time where you cannot fire any weapons. This would usually be where my opponents love to rush in with their MOONLIGHT laser sword, or fire their WC-GN230 grenade launcher at me ^_^). Back weapons also have many little "quirks"; firing around walls is another good cover method, however, if you want to do this, equip your primary back weapon on the right side. This will allow you to fire your right back weapon while still maintaining your cover. This obviously means that you should always keep your radar on your left side. This will let your fire with your right. Also, just so you know, the order in which you cycle through your weapons is: Right Arm, Left Back, Right Back, Right Arm. Thus, if you anticipate not using cover much, but will be using back weapons often, put your primary back weapon on the left. ======================================================================== W E A P O N N U A N C E S ======================================================================== Here is a description of the strengths and weaknesses of each weapon in the game, as well as my personal rating of each weapon(1-5, 5 stars being best). The stars in parentheses with the plus or minus next to them is the weapon's mission rating. Example: ***(+**) means that while it is an average weapon in Vs. mode, it is great in mission combat. This list also assumes you have all of the special parts but the useless auto launcher and radar option parts. If your particular opponent isn't using the missile jammer part, then add one star to all the "missile" weapon ratings. ------------------------------------------------------------------------ R i g h t A r m W e a p o n s ------------------------------------------------------------------------ (Note: almost all arms, legs, and heads have high shell defense ratings compared to energy weapons. I believe part of this is to offset the only huge weakness of solid ammunition weapons, price, which is nonexistent in Vs. mode) *(+*) WG-RF35 "Rifle": This is the weapon that you start with. Bad reload, range, and power. Pass. *(+*) WG-MGA1 "Machine Gun": This is the weakest machine gun. I don't like machine guns as a whole, because you need to keep your opponent in the window for a long time. All the machine guns are good if you are doing the "Destroy Fuel Depot" mission. *(+*) WG-MG500 "Machine Gun": Slightly stronger than above, but slower to reload. **(+*) WG-AR1000 "Machine Gun": Double the ammo, slightly weaker, and faster reloading than above, and more flexible. * WG-HG235 "Hand Gun": I really can't see using this weak weapon. Low attack power, low reload rate, and very short range. It spreads out, but it still has short range, and when you're at short/medium range, why not use, say, the laser sword, or the Grenade Launcher? ***(-*) WG-RF/5 "Sniper Rifle": It has okay attack power, and low reload rate, but the best range in the game. Use this weapon, but be prepared to keep your opponent back with a good knockback weapon, like the WC-GN230 grenade launcher. However, it doesn't have a good enough damage/ammo ratio for the missions, so you couldn't kill many enemies. ** WG-RF/P "Sniper Rifle": Same as above, but slightly more powerful, less ammo and slower to reload. Also, the prime reason to use above, range, is also deminished. Too few bullets to really be affective in missions. ***(+*) WG-HG512 "Hand Gun": First of all, short range, and average attack power. However, has decent amount of bullets for missions, and is very useful if you are booster-happy; you can hop around and fire it easily, with it's wide FCS window, and it does not consume energy. *(+*) WG-FG99 "Flamethrower": Pathetic range, okay attack power, but fun, fun, fun to use ^_^ !! *** WG-B2120 "Bazooka": Medium-ranged weapon with good attack power, and decent ammo. ***(-*) WG-B2180 "Bazooka": Slightly shorter range than above, but much more damaging. Slower reload. However, the shots are fairly slow. **** WG-XP1000 "Pulse Rifle": Mediocre damage, great range, and great reload rate. Good long distance poker to keep up the pressure. **** WG-XP2000 "Pulse Rifle": Same as above, but with more damage, ammo, and range. However, reload is doubled. ***(-*) WG-XC4 "Laser Rifle": Good weapon, but why use this when the KARASAWA is almost the same thing but better? *****(-**) WG-1-KARASAWA "Laser Rifle": What can I say? The best hand held weapon in the game! Great attack power, and it's an energy weapon(no good defense ratings vs.)! Only downside is limited shots, however, this only really affects you if you are doing a mission. ------------------------------------------------------------------------ L e f t A r m W e a p o n s ------------------------------------------------------------------------ I have very little to say about the left arm weapons but GET THE LS-99-MOONLIGHT! Every stat (but weight and energy drain) is DOUBLE the nearest competing sword. It takes less energy to use, and deals more damage. Kind of a no brainer, huh ^_^? ------------------------------------------------------------------------ A r m s ------------------------------------------------------------------------ This section rates the arms that function as weapons. Note that while all arm-weapons do add AP, they have 0(!) defense against solid or energy rounds. Therefore you must be very careful not to get hit too often(BTW, when I refer to "shots, I mean one press of the fire button). **** AW-MG25/2 "Machine Gun": You only get 100 "shots", and it does 632 damage per "shot". This is a really good deal, considering it has a reload rate of 2! The range is also decent. ***(+*) Aw-GT2000 "Gatling Gun": This medium range weapon does 610 damage per "shot" (less than above weapon) and has 150 "shots". It has more AP, though. Less useful (IMHO) than above weapon in Vs., where you try for the quicker kill, but more useful in missions, where ammo conservation is important. ** AW-RF105 "Cannon": I don't really like this weapon. You only get 50 "shots" however, they deal 3060 damage per "shot"! While the range is and power are good, the rockets seem to travel very slow. So, if you fire them far away, a skilled opponent could easily dodge these. **(-*) AW-30/3 "Dual Missile": This would be a really good weapon, if only the missile jammer part didn't exist(I'd give it ****). But since it does, the whole purpose of firing six missiles has disappeared. If your opponent is not using the missile jammer, however, go ahead and use it (outfit your existing AC with the light WM-S40/1 small missile launcher to find out, it's not that heavy). ** AW-RF120 "Cannon": Basically the AW-RF105, but with 140 more AP, 4240 damage per "shot", and slower reload. * AW-S60/2 "Dual Missile": This is the AW-30/3 dual missile, but more ammo, and 1 less lock-on. ****(-*) AW-XC5500 "Plasma Cannon": This is a good weapon. It has medium/long range, 2481 damage per "shot", and okay reload rate. It's only flaws are low ammo and it eats energy. *****(-**) AW-XC65 "Laser Cannon": 4644 damage per "shot"! a couple "shots" from this weapon will put down almost all competition. The only flaws this weapon has is it's limited number of "shots", and charge drain. It travels fast, yet for some reason, seems to travel slower than the other energy weapons. ------------------------------------------------------------------------ B a c k W e a p o n s ------------------------------------------------------------------------ ***(+*) WM-S40/1 "Small Missile": While there's nothing fantastic about this weapon, there is also nothing detrimental to just slapping one on to your AC if you have a couple hundred WP to burn (unless it results in you going down one "jump class"). However, if you can put on the WM- S40/2, (not much more weight, slightly better), go ahead and do so. ***(+*) WM-S40/2 "Small Missile": Another "slap-on" weapon, just the same as above weapon with 1 more lock. **(+*) WM-S40/4 "Small Missile": We're getting out of the "slap-ons" and into the heavier weapons. This is not that great a weapon for just that reason. Who wants to wait around for 4 locks? *(+*) WM-S40/6 "Small Missile": This weapon is terrible. I can think of a lot of better things I could do with that weapon slot and 583 WP, can't you? *** WM-MVG404 "Missile": This is a good weapon, but if you want to fire missiles, go ahead and spend the extra AP and use the WM-MVG802 or WM- L201 (which will deal much more damage in a shorter amount of time). **** WG-MVG802 "Missile": This is an excellent weapon. They are very strong, have good range, and a generous ammo amount. Good in Vs, unless they have the missile jammer part, then go with the WM-L201. ****(-**) WM-L201 "Large Missile": This weapon is just as good, not necessarily better than the above weapon. It only requires one lock to unleash all of it's power, which is good for those opponents who love to use (or abuse) the missile jammer part. Good weapon to just hold down the fire button and concentrate on dodging primarily, and getting a lock secondary. However, this weapon kinda sucks in the missions, because of low ammo load. **** WM-X201 "Multi Missile": Overall, this is a balanced weapon. It only requires one lock, and splits into six separate parts. This makes it tough to dodge (I speak from experience ^_^). Not sure if attack power is for all six parts devided or together (anyone have the answer?). Good weapon for the "Repulse enemy attack" mission. **(+*) WM-X5-AA "Bomb Dispenser": The description of this weapon when you buy it is somewhat misleading. It says "mines" when in reality they are a short range shower of little bombs that explode on contact with anything (when I first saw the description, I bought it immediately, thinking I could plant land mines like in the "Stop Gang, "Dark Soul"" mission ^_^). This is not that useful, unless you are going up against an opponent that charges you often, and even then, you have to switch weapons, letting them smack you when you do, which is needless to say, quite convenient for your opponent, them being right next to you with their LS-99-MOONLIGHT ^_^. **(+*) WM-X10 "Bomb Dispenser": Same as above, but twice as many mines, and not as useless. It might actually be worth it to try to hit them with this every once in a while, considering the hypothetical damage you could deal (10800!). However, even then, you are left open for a while (reload time of 50!). *** WM-P4001 "Dual Missile": This weapon is often overlooked, because it fires missiles indirectly. "Oh no! I can't use it in halls!" Well, I have used it many different times in halls. It says it fires them indirectly because a lot of times, it fires just outside the range of your opponent's core's anti-missile system. This makes it hard for your opponent's core to destroy them. Also, it is harder to sidestep-dodge them. Another positive factor of these missiles is the fact that they fire 2 missiles with 1 lock. *** WM-PS-2 "Triple Missile": This is the same as above weapon, but it fires three missiles with one lock. Also, it fires upwards instead of sideways, so if you use it in rooms with lower ceilings, the top one will usually not hit. Still, it is a good weapon, especially in Vs. mode. * WR-S50 "Small Rocket": One might call this a "slap-on", however, why use this when you can use the WM-S40/1 or the WC-01QL, especially when they are actually lock weapons, and not dumbfire? Yes, it has good power, but you can't hold down the button and keep on hitting them the way you can with the previously mentioned weapons. * WR-S100 "Small Rocket": If you read my review of the last weapon, you know what's going down with this weapon. In fact it's worse (if you can believe that ^_^). The reload is slower. Much slower. * WR-M50 "Rocket": Yet another crap weapon. More damage, longer range, but travels slower. * WR-M70 "Rocket": Dear god, please let the pain end!!! Why in the world would I want 20 more ammunition to fire a weapon that has such a bad speed, reload rate, and to top it all off, DOESN'T EVEN LOCK!?!? ** WR-L24 "Large Rocket": Notice I gave this weapon one more star. This is because even though you may only hit your opponent once or twice with this SLOW weapon, the payoff is actually worth it. By the way, HOW are you supposed to hit an opponent that is 17700 units (the weapon's range) away when you can't even see them, let alone LOCK?!? ** WC-CN5 "Chain Gun": Until (and if) you get the "Plus" enhancement that allows you to fire shoulder mounted weapons from a standing position, I wouldn't use this weapon. While it has decent range, the concept behind this weapon is off; a weapon that makes you retain a lock for a long time, while kneeling (thus, vulnerable) is not a good idea. * WC-ST120 "Slug Gun": Another "spreadshot" weapon. Seriously, if you can't hit a target within the weapon's range (8100), then get a Wide and Shallow FCS, not a crappy weapon. **(+*) WC-LN350 "Linear Gun": This weapon is alright, but nothing that makes it a step above anything you couldn't get in a hand-held weapon. *****(-*) WC-GN230 "Grenade Launcher": As you can see by the rating, this one of the best back weapons in the game. If you are going for a good one-shot spanker, this is your weapon. This weapon has a myriad of uses. First of all, if you know an opponent is hiding around a corner or behind a building, this weapon, with it's proximity explosion, will usually hit them. Also, if an opponent is getting too close for comfort, dash back and fire this off (this obviously only works if you are "Plus") as a "knock-back" weapon. This weapon is just really great, and really fun ^_^! **(+*) WC-XP400 "Pulse Cannon: This is just your average energy weapon; no really useful features, but good overall. *** WC-XC8000 "Laser Cannon": This is a good "big boom" weapon as well. Use this in conjunction with a solid firing weapon in your right hand. ***** WC-O1QL "Plasma Cannon": This is the best "slap-on" weapon. It has excellent damage, range, ammo, and reload (with the special parts). * WX-S800/2 "Dual Missile": Just one word: "Why?" ***** WX-S800-GF "Dual Missile": This weapon has a deceiving name; it fire 6 missiles with one lock on! The combined damage if all 6 hit is 6720! However, to make sure they all hit, it would be wise to jump into the air, then fire. It is, however, heavy. ** XCS-9900 "Multi Missile": Not that much better than firing two multi missiles, much more heavy, and takes up two slots. Pass. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ <======================================================================> <=====================M I S S I O N G U I D E========================> <======================================================================> \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ This will help those of you that are ailing as of what to do on the part of the game I spend the least amount of time on (versus mode is just so fun and challenging ^_^). ======================================================================== M I S S I O N T R E E ======================================================================== I was originally going to put a mission tree here, but it's pretty obvious how to get which missions, either work for chrome more, or murakumo more. I might work on a tree in the future, but right now I've got a lot of FAQ writing and schoolwork to do. If one of you would like to submit a mission tree, I'd be immensely appreciative (clasps hands together and falls to knees begging "Please, Please!!" ^_^). ======================================================================== M I S S I O N W A L K T H R O U G H S ======================================================================== I will put the missions here, in order of ascending reward. I will often use the radar in the upper portion of the screen, and will often use directional abbr. ^_^; these are as follows: N N/NW N/NE NW NE W/NW E/NE W E W/SW E/SE SW SE S/SW S/SE S Mission: Attack Urban Center Pay: ----- Difficulty: **(* to kill Valkyrie) AC Parts: None Open or closed?: Open When you begin, there will be some cars parked to your left. Run over these on your way to the fray. As you walk, look up a little bit. You should see a track of sorts, and eventually, there will be trains that are on them. Destroy these for approximately 8000 credits. You should be able to destroy two or three of these before you get a message from the gaurd. If you find one in your lock, back up to a wall, stay there, and fire. You won't even have to move; another MT (Mobile Target ^_^) will pop up in it's place (you can rack up a lot of credits this way). At about 1:05 seconds left, you will get a message saying a ranking AC (Valkyrie) is coming (from the west); to defeat Valk, have a powerful weapon (WC-O1QL or WN-GN230 work well) equipped, and destroy her. You'll get about 5000 credits for destroying her. All other enemies are worth about 1000 credits. After the timer runs out, the mission will end. Mission: Remove Gun Emplacement Pay: Parts Difficulty: * AC: Parts: LN-SSVT Open or closed?: Open At the start, the dropship will release you, and you will fall to the water. As you land, dash forward and over the barrier. Now, sidestep and circle the island, going counter-clockwise and unload on the TURRETS only (if you really want to destroy the planes, you can, but it is not necessary, and wastes ammo). Just keep them in your FCS window and keep moving, and you should get through unscathed. Once you destroy the fourth turret, the stage ends. Mission: Prototype MT Test Pay: Parts Difficulty: ** AC Parts: SP-SAP Open or closed?: Open When you start, the MT will be to the west. The second MT will drop in on the northern side, in the middle. The MT is fast, so it would be best to pick a good one shot spanker weapon. This is a really cool mission, 'cuz you can hone your Vs. skills here. Thus, apply the tactics you would in a Vs mission. It shouldn't be too hard to beat the two MTs if you have strong weapons, and a fast AC. Also, if you look closely, you can see a pattern. Take advantage of the period when the MTs stand still. Mission: Stop Gamg, "Dark Soul" Pay: Parts Difficulty: ** AC Parts: SP-AXL Open or closed?: Open As you begin, there will be a tank close to you to your S/SE. Be careful of the mines, sidestep dodge the missiles, and open fire upon that tank. From there, go E/SE and the rest of the tanks will be there. Just remember to sidestep dodge the missiles, and you should leave this mission without too much damage. Once you destroy the last tank (there are about 5), the mission will end. Mission: Destroy "Plus" Escapee Pay: 5000 Difficulty: ** AC Parts: GBG-XR Open or closed?: Open (but small) From the very start, walk forward, and land on the little bridge between the buildings. Here's a diagram: ================== | |\ =============== | | | |\ | +------------------------+ | | Land here -> * | | +------------------------+ | | |\ | | | | =============== ================== \ \ \ \ walk around like this -----------+ =========================== | | | | |\| |____| |____| | | | | | | | |____ ____| | | | | | | | | | | | =========================== | Start\here -> | * | \| ======= <---------+ After you land on the bridge, look toward the building you started on. Count down from, and including, the top scoffolding. Jump to the third ledge, and walk around to the back. You will find a gold- colored generator. Pick this up and continue on with the mission. As with most one-on-one missions, this guy loves to jump a lot, so it is best to have a damaging one shot weapon, or missiles. Once you destroy him, the mission will end. Mission: Destroy Unkown MTs Pay: 12000 Difficulty: * AC Parts: none Open or closed?: Closed As soon as you start off, you will get a lock on an enemy MT. Destroy this one and proceed forward. Soon after you will meet another MT which you must destroy. Destroy two other MTs and round the corner. Open a door to encounter another two. Once these have been taken care of, proceed forward. After you open another door, destroy the two enemies you come to to end the mission. Mission: Eliminate Strikers Pay: 13000 Difficulty: * AC Parts: WL-L24 Open or closed?: Open Right at the start of this mission, quickly kill the enemy MTs ahead of you(just hold down fire). Then, turn around and destroy the middle vehicle, and jump over the barrier. Collect the weapon, turn back around, and proceed forward. As soon as you get a lock on the enemy ahead, dash forward behind the rock, and stick your right arm out from the cover of the rock and lay down fire on the enemy MT. Once he's destroyed, walk out from behind the rock and proceed forward. Climb up on top of the wooden structure and open fire upon the turret. Once you destroy it (or the truck, once it explodes it deals enough damage to the turret to kill it, usually), go forth and destroy the enemy AT, using the side step evade. This will end the stage. Mission: Eliminate Squatters Pay: 14000 Difficulty: * AC parts: none Open or closed?: Open Right off the bat there should be an enemy to the SW. Sidestep until he comes into view then destroy it. As soon as you destroy him go N. As you are walking, there will be an enemy to the N and the W. Destroy the turret to the N first, as the MT to the W will ignore you for a little bit. As you go down the W-bound corridor, there will be an MT to your left. You will be able to see him, but wait until he starts firing at you(there is a bad polygon clipping problem here so that he appears as though he's in front of the wall, while in reality he is behind it). Go to where there is a choice of left and right. Go right, and there will be an MT in the little alcove on your right, to the E. Wait and see his pattern, then boost past the opening while shooting him while you have a clear LOS (line of sight), open fire a little bit, and repeat between his missile shots. Once he is dispatched, proceed S. There is another MT to the E, this time behind the alcove. Just sidestep and hold down fire. Destroy this MT to end the scenario. Mission: Stop Security MTs Pay: 17000 Difficulty: ** AC Parts: none Open or closed?: Open As you begin the stage, you will encounter two MTs. Destroy them using the sidestep dodge and trek forward. After this, the entire mission is simple; just walk forward, search the sides to make sure you don't miss any enemies, continue sidestep dodging, and once you destroy 12 MTs, the mission will end. Mission: Worker Robot Removal Pay: 17000 Difficulty: **(** not hit gen.) AC Parts: none Open or closed?: Closed The best way to not cause an explosion is to be extremely patient, and wait until the robots are far enough from the generators. Wait for a bit and they will stop walking toward you. Try to push them away from the generators. However, the easiest way to complete the mission is to open the door to the room, fire at a generator, and dash back quickly ^_^. If you can empty one room without hitting a generator, do the above method, and you'll only lose 2000 credits. Mission: Reclaim Oil Facility Pay: 18000 Difficulty: ** AC Parts: none Open or closed?: Open As you start off, you'll get a lock on an enemy. Destroy this one, and start sidestepping. The key to this stage is to not stop moving. You will take damage if you do. Just keep circling, and firing at the enemies above you. If you can't get a clear shot at an enemy, dash away, turn, and fire. Once you destroy enough enemies, or enough time runs out (they will "engage in support fire"), the mission will end. Mission: Eliminate Squatters Pay: 19000 Difficulty: * AC Parts: none Open or closed?: Open There will be MTs swariming you as soon as you start this mission. Immediately start dispatching them with the first MT your FCS window comes upon. Once you destroy 4 of them (one of which is behind a wall, but thanks to the clipping problem, you must wait until he is clear of the wall), proceed SW, and destroy the MT there. Once he has been killed, go N, until you reach another MT. Destroy this one, and go W. There will be MTs on either side, and as usual, the clipping problem. I'd destroy the MT to the left first. Go just far enough that it clears the wall, and open fire. Next, kill the enemy on the right, and proceed on through the right path. This time, there will be two MTs in plain view as soon as you turn the corner. Kill the MT in the front first, and dodge the second's fire as you return it. Jump up onto the top of the alcove to the W, and across to the one S. Then aim down upon the MTs and destroy the larger missile firing one first. Then kill the smaller energy weapon firing one to end the mission. Mission: Rescue Transport Truck Pay: 20000 Difficulty: ** AC Parts: none Open or closed?: Closed When you start, get up onto the median. This will prevent you from hitting any cars. Proceed until you come upon a section where another section of the tunnel "intersects" with the one you are in. As you enter, there will be an MT to your left. Destroy it, then walk N a bit until you get a lock on an MT. Wait until they get over to the right, away from the truck. If they start to veer towards the truck, stop firing. This may take a little longer, but it's worth it not to destroy the truck. Once you destroy the two MTs, two more come from the N. Use the same tactics on these two, and once you destroy your fifth Mt, the scenario will end. Mission: Destroy Fuel Depot Pay: 21000 Difficulty: * AC Parts: WG-1-KARASAWA Open or closed?: Open Open the door that is in front of you, and destroy the turrets that fire down at you if you wish (personally, I would ignore them. There isn't that much opposition here, and you'll need your ammo). Start firing at all the fuel tanks. Make sure you get them all, on both sides. Go into the next room, and destroy the tanks on the ground first. Next, get the ones hidden in the wall on both sides. After that, fire a shot up into the ledge. After the tanks are done exploding, go up to the ledge, and go NW. There you will find the WG-1-KARASAWA. After you have destroyed all the tanks, you get a message confirming this. Leave the chamber, dash from the MTs, and leave how you came. Mission: Stop Terrorist Threat Pay: 22000 Difficulty: ** AC Parts: none Open or closed?: Closed This level just requires navigating. The enemies are very easy to dodge. Here is a map to help you. ------------------------------------------------------------------------ MAP Isaac City Sewers +______|^| |^| |........| | +___|:+----+:| |.......| |:| |:+---+ | |:| |:|^| | | |:| |:| | \/ |:| |:| | |:| \: / |:| ,_______|:| |:| |.........|+-----+__+:| |:+-------+| Boss 0...| |:| +-----+--+ | |: =====> \/ |:|__+ |:...| +--+:| +^+ |:| | | |:+__________+ | |:......0......| | +----------+:| | | |:|________ | | |..........+ | | +--------+:| ^ = dead end | | |:| 0 = door | | / : \ dots = trail +\/+ | * | * = start here \___/ ------------------------------------------------------------------------ ---- Once you get to the boss', just keep dodging his shots using the sidestep dodge, and fire your strongest weapons (you can even use your laser sword if you want to). Mission: Terrorist Pursuit Pay: 23000 Difficulty: * AC Parts: none Open or closed?: Closed This level is very easy; you must chase a single MT around a parking lot. If you can, just get in some shots on the upper floors, and whack him good on the bottom floor, where he really can't do anything or run anywhere. Mission: Rescue Survey Team Pay: 25000 Difficulty: ** AC Parts: none Open or closed?: Closed When you begin the level, immediately dash forward, and dodge the enemies you come across (in fact, I'd do it the whole level; there are a LOT of enemies here, and killing them all, you'd probably run out of bullets quickly). Go straight at the first intersection, then at the T, go straight. You will come to a place where the current path ends, and you must proceed right. As you exit the large room, head left. Pass up the turn on your left, and the one on your right. You should come to another open area. This time, you should head right as you exit it. Pass up the next two lefts, and a right, and you'll happen upon another large open area to the W. Just proceed forward, down an incline, and into the white room. Destroy the gate lock, and exit the mission. Mission: Prototype MT Test Pay: 28000 Difficulty: ** AC Parts: none Open or closed?: Open This level is fairly simple as long as you have strong weapons, and use Vs. tactics. Just keep locked on, and sidestep dodge. BTW, when the mission starts, the MT always seems to go to the left. Once you destroy the MT, you'll get some dialogue, and the mission will end. Mission: Recover Capsules Pay: 30000 Difficulty: ** AC Parts: none Open or closed?: Closed The best tactic to use in this mission is to dash and dodge. As you begin, go forward, and proceed forward past the intersection. You will come to a little room to your right with 6 grates on the floor. Go past this, and drop down the hole in the floor in the next hall going right. As you drop in, make sure your right shoulder is facing the hole, and when you land, dodge the MTs that bar your way. You'll come to a bend, and another grate room. Go past these and you shall find another hole in the floor. Drop down this with your left shoulder facing the hole. After you land, go turn right at the intersection that lies ahead, and you'll come to a room that has a path that goes directly the opposite direction you were coming (underneath). Once you go down this path, you'll come to a room on your left; this room has the pod you need; collect it and end the mission. Mission: Exterminate Organisms Pay: 30000 Difficulty: ** AC Parts: QX-AF Open or closed?: Closed In the beginning, just go into the cave. Boost over the organisms, you'll come to a branch; take the left, and then straight at the next. You'll find that there is another branch, and another annoying organism. Take the left branch, and got to the left at the next branch. You'll come to a long hallway, and many rooms on the sides; don't go into these. Just boost over the organisms, and you'll find a large room with the queen organism. Do not kill it yet, there is an FCS over a tiny little hill in the E/NE corner. After you get it, go ahead and unload on the queen to end the mission. I will soon get the rest of these missions, so hang in there!! /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ <======================================================================> <================P R E - C O N F I G U R E D A C S===================> <======================================================================> \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ This section is a section in which I will get supply some pre-configured ACs for those of you who either A) Need inspiration B) Want to try someone else's AC C) See what works for other people so you can design something similar D) Are simply too lazy to design your own ^_^ Some of these I designed, and some of some of these are the designs that the other ranking ravens use (some suck, others are really good, or fun to use). BTW, please E-Mail me with your own designs! I will provide a form for you to copy and paste at the bottom of this FAQ. ------------------------------------------------------------------------ N i n e - B a l l ------------------------------------------------------------------------ Head: HD-X1487 Core: XCL-01 Arms: AN-K1 Legs: LN-1001B Generator: GBG-XR FCS: QX-9009 Boosters: B-P351 Back Weapon L: WC-GN230 Back Weapon R: None Arm Weapon L: LS-99-MOONLIGHT Arm Weapon R: WG-XP2000 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ <======================================================================> <=============================C O D E S================================> <======================================================================> \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Here are some codes for this game; some useful, some useless, some controversial. Anyway, here we go... 1st person camera: Press triangle, square, and start all at once any time during play. Stationary camera: To make the camera stay in one place, press circle, X (or, if you prefer the manual that came in the box's pronunciation, eks .^_^ Really! Check it out if you don't believe me!) and start all at once at any time during play (or if you're like me, you'll do it during test mode, at the top, in the center, and do lots of little "flybys" across the arena ^_^). Emblem Background: If you spent a lot of time doing your emblem, and want to show it off or admire it, you can put it in the background by going to the edit emblem screen and holding R1, L1, and select (me, I made a little picture of Crono from Chrono Trigger and am proudly displaying it on my AC. HAHA, LUMINAIRE!! Oops, sorry, I love that game. *WARNING! SHAMELESS PLUG ALERT* In fact, I'm writing a lovely little script and FAQ for it right now as you are reading this. I know it's old, but it's so fun!!). Change AC pilot name: *Note: PLEASE... DO.. NOT...USE... THIS...CODE.. WITH..PLUS...PILOTS...* Sorry, I had to put that in there because if I didn't, I'm sure some militant AC purist who hates Pluses of any kind (especially those masquerading as non-plus pilots) would come and split my kneecaps if I didn't put that line in there. Well, to do it, highlight the "AC name entry" and press L1, L2, R1, R2, right, and square. Then press eks, er, X ^_^. Debug code: I forget this code right, now, but it doesn't even work with production copies of AC, so don't fret. I was just going to list it because everyone else is". Ride overweight ACs: Beat all missions, and you can launch overweight ACs (frowned upon by some AC purists, though). "Plus" pilots: Most of you probably already know this, but you can become "Plus" if you drop below 50,000 credits. Each time you drop, you can gain a new ability. They are as follows: O Short-range radar built into your brain. O Laser sword shoots beam (X as rears back blade) O Ability to fire back weapons like WC-GN230 Grenade Launcher from a standing position in biped legs O Doubled Booster Energy Before you go off saying "HOT DAMN!! I gotta be plus!!" Read the following section... Whew! There sure were a lot of comments in that section! /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ <======================================================================> <==============T H E G R E A T " P L U S " D E B A T E================> <======================================================================> \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ As previously mentioned, you too, can become a "Plus" pilot. However, are you sure you really want to? While there are many pluses, so to speak, there are also negatives to becoming a "Plus" pilot. To start off with, the first enhancement you get, the radar, precedes any radar which you may equip yourself with. Thus, if you want the best radar on your AC, it does no good. You are stuck with the built-in radar. Pay no attention to what it says on the "Performance" ratings. It is always going to give you about a 5800 unit radar. Second, you may think that doubled booster energy would be a great thing, however, while booster energy is doubled, weapon energy is not. So, when you fire, you effectively use twice the amount of energy you would use if you were not "plus". Think of your energy bar as being twice as long. It has been shrunk to fit the screen. Booster energy has been proportionally refitted to only use what it would normally use, however, energy still uses what it normally does, and this means weapon energy has been doubled, and energy gain has been refitted as well, so you gain energy that you used from that weapon twice as slow. However, this does not mean that becoming a "plus" pilot is completely inane; it still confers the benefits of back weapon fireage (fireage?)and laserblade shootage, with no real penalty. This can make for some INCREDIBLE fights; I have witnessed many (double energy- conferred) airborne fights with laser blades, flame throwers, and GRENADE LAUNCHERS!! I have also witnessed incredible comebacks thanks in part to the laserblade shot mentioned earlier (you can do about 3500 damage with it). In conclusion, you really just have to weigh the pluses and minuses together, and make the decision you think will work best for your particular brand of playstyle (that, and whether you get called "scrub" or "plusling" or other such flak some poor sports love to wave in your face. Tell them all the previously relayed facts, or just proclaim "YOUR FATE IS SEALED" and proceed to whip their ass with your perfectly recreated 9-Ball AC, whichever comes to mind first). >8) /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ <======================================================================> <==========================W I S H L I S T===========================> <======================================================================> \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Here are some things that you, the reader(yes, YOU!! ^_^), can help me with. I would really appreciate it if you could try and fill any of these. O ASCII title logo O Mission Tree Branch O Any corrections for the Ranking Ravens' ACs. O All those great AC designs you have in your head! O Any miscellaneous info or strategies O Codes I may have missed (pretty sure I got them all, though) O Pilot logos (not sure how to implement in text, however, maybe through coordinates and colors; I'll try to make a
submission form, sooner or later)