.0@@O o@@@@@00O. o@@@O 0@@O o0@@@@0O. o@@@@@@0O. O@@@@@@0 .@@@@@@@0O ,oo##o .oo,,,o@#@ .oo##o @#### .o,,..,###..oo,,,o@#@ .oooooo, oo,,,,o##@ @#O ,##, O##0000##, O#0,##,O#@o## 0## 0##.O##0000##, 0######@ .##. 0#@ @########. O##oooo##O O#@ ,#### o## 0##o,,,### O##oooo##O 0#0,,,,, .##OoooO##O o00. O0O o0O o0o o0o o00. .0O o000000O. ,0O o0o o0000000. 0000000O, O0@@@@0O. o000000o. o0000000O O0000000 .,,,,,,@#0 .ooo,,o### .oooooo##0 ,ooooooo @#O .,. @#@ @## O#@OOO0#@, 0######0 @#@o,,,@#@ @##,..,### O#@oooO##O @#0,,,,. O000000O. .O0@@@@0O. o@O O@O O@@@@@@@ oO000Oo O#@Ooooo. ,oOO0##, O##@0OO,. O@@@@@@@O ------------------------------------------------------------------------------- Armored Core 2 - PlayStation 2 FAQ/Walkthrough Version 0.30 November 2, 2000 Logo and game Copyright 2000 From Software, Inc. This document Copyright 2000 Jeff "CJayC" Veasey ------------------------------------------------------------------------------- Until Version 1.0, this document is exclusive to GameFAQs (www.gamefaqs.com). Unauthorized use, copying, or distribution of this document is a violation of copyright law. ------------------------------------------------------------------------------- TABLE OF CONTENTS I. Introduction and Version History II. Basic Controls III. Mission Walkthrough (15/36 complete) IV. Arena Walkthrough (9/49 complete) V. Parts Lists (5/14 complete) VI. Game Secrets (10% complete) VII. Administrivia ------------------------------------------------------------------------------- =================== I. Introduction and Version History ==================== ------------------------------------------------------------------------------- Introduction ------------ Armored Core 2 is the fourth in From Software's Armored Core series, the proper sequel to the original Armored Core from 1997. It features a fast-paced third-person mech combat system, with an incredible amount of customization available. This document is based on the Japanese version of the game, but it seems unlikely that there will be many changes from this version to the US release. Pilot and mission names are rough translations, and probably won't be correct for the US release, although everything else should remain the same, given Agetec's past translations of the series. Version History --------------- V0.10 (10/06/00): First version: Missions 7/36, Arena 9/49, Parts 2/14 V0.15 (10/07/00): Missions 11/36, added Introduction and Basic Controls. V0.17 (10/10/00): Parts 5/14 (Added Core, Arms, Optional Parts) V0.20 (10/14/00): Missions 15/36 V0.25 (11/02/00): Missions 17/36 (#7 and #8) ------------------------------------------------------------------------------- ============================ II. Basic Controls ============================ ------------------------------------------------------------------------------- Default Controls ---------------- D-Pad Up: Move AC forwards D-Pad Down: Move AC backwards D-Pad Right: Turn AC right D-Pad Left: Turn AC left L1 Button: Strafe left R1 Button: Strage right L2 Button: Look up R2 Button: Look down Circle: Laser blade attack / Activate door or switch X: Jump / Boost Triangle: Change weapon Square: Fire weapon L3 Button: Activate Extension R3 Button: Overdrive boost ------------------------------------------------------------------------------- ========================== III. Mission Walkthrough ========================== ------------------------------------------------------------------------------- 0: Training Mission ------------------- Code Name: Wild Bird Employer: Nerves Concord Location: Zio Satellite City Reward: 5,000 Cr Mission: Destroy the enemy ACs Walkthrough: This is your training mission, and it should be a piece of cake. Just go down the tunnel, taking out each AC as you reach it. Simple. The leader is a little tougher, so you may want to switch to missiles to speed things along. 1: MT Suppression ----------------- Code Name: Bad Boys Employer: Zio Matrix Location: Bundle MT Factory Reward: 27,000 Cr Mission: Destroy the prototype MT's at the Bundle MT factory. My Recommended Equipment: Starter AC, no upgrades. From's Recommended Equipment: ELC-MLK0303 (Legs) Walkthrough: This one's pretty simple, really. Head west to open the A block door (stand in front of a door and press Circle to open it). Walk down the hall, open the next door, and proceed to take out all the ball-shaped MTs within. Each will take about five shots from your standard rifle to destroy. There are 10 in this first room, so just sidestep and shoot to take them out. After destroying the first 10, the block B gates will be unlocked, so head east and take out the next 8 in block B. The gate to block C is now unlocked, so go to the southwest gate in block B to head there. 10 more MTs reside in block C, so take them out as well to complete the level. The only real dangers in this level are running out of ammo or taking a bit too much damage (which both come out of your reward money, don't forget). So, just conserve your ammo and don't just stand there and get shot and you'll be fine. 2: Eliminate Informer --------------------- Code Name: Cat Tale Employer: LCC Location: Falna Crater Reward: 30,000 Cr Mission: Kill the informer My Recommended Equipment: Starter AC, no upgrades. From's Recommended Equipment: ERM-TE3000 (Back Unit) Walkthrough: This is a very quick and simple (or difficult) mission. You're bound to get beat up, but your objective can be accomplished in about 30 seconds. The informer is trying to get away in a truck. He begins surrounded by several ACs on the other side of the hill in front of you, and you'll recognize the truck on radar as being lower than you (yellow). Concentrate only on the truck, and don't bother firing on the enemy forces. A few quick rifle blasts will take it out and end the mission. If you're taking a lot of hits, use your booster to either dodge quickly or jump. The enemy AC's have a hard time following you when you go airborne, so it's handy to get up there when things get too hot. 3: Defend the Bridge -------------------- Code Name: Scrambled Egg Employer: LCC Location: Old Bridge Reward: 28,000 Cr Mission: Eliminate all Zio Matrix ACs My Recommended Equipment: Starter AC, no upgrades. From's Recommended Equipment: EWG-RF-MI5 (Arm Unit R) Walkthrough: Inside the crust of Mars, it's kind of hot. Very hot. You'll need to take care not to overheat and cripple yourself by getting hit too much. Not only that, but the bridge over the lava tends to collapse in certain areas, which can make things difficult. The Zio ACs are very weak, luckily, and only require a few shots of the rifle or three small missiles to take down. Unfortunately, there are a lot of them, and they like to rush and encircle you on that first bridge platform where you start. Keep your wits about you, keep moving (but stay on that platform), and take out the first wave that you see. Once they're out of the way, jump forward (east) onto the next platform. You should then jump to the next east platform far enough to where you're next to the overhang in the middle of the bridge. Two more ACs will pop out, but they should be simple to kill at this point to end the mission. If you happen to step on a section of the bridge that breaks, immediately hit your boosters. The lava is quickly fatal, but you can recover from a fall in mid-air if necessary. 4: Attack Rektena Installation ------------------------------ Code Name: Fire Fly Employer: Emeraude Location: Scolle Energy Plant Reward: 34,000 Cr + Up to 3200 bonus for destroying guns and planes Mission: Destroy the Zio Matrix energy collection facility and all collectors My Recommended Equipment: Starter AC with EWG-MGA2 as Arm Unit R. From's Recommended Equipment: EWG-MGA2 (Arm Unit R) Walkthrough: Right when you start the mission, four planes will attack you from the air in waves of two. Concentrate on taking them out first, as they'll never let you go otherwise. The turrets can be taken out from a distance with three or four small missiles, which then just leaves the facility and the collectors, which you can destroy at your leisure. Just be sure not to stray outside of the mission area before you destroy the collectors. 5: Remove Disorder Units ------------------------ Code Name: Silent Show Employer: LCC Location: Underground Railway Reward: 46,000 Cr Mission: Destroy all Disorder Units My Recommended Equipment: Starter AC with EWG-MGA2 as Arm Unit R. From's Recommended Equipment: ZHD-2000/SV (Head) Walkthrough: This mission begins with your first FMV clip. Woohoo! You'll immediately see tons of Disorder drones. They can be taken out with your machine gun, small missiles, or even your laser blade (to conserve ammo). Watch you enemy remnants gauge (turn it on in the Garage under Change Panel) to check your progress. You actually need to be more concerned with your ammo than with your armor in this stage, considering how weak the enemies are and their sheer number. Small missiles work great at picking them off far down the tunnel, just keep an eye on your "Hit" status indicator to make sure you're actually getting them. 6: Capture Cargo ---------------- Code Name: Worker Bee Employer: Emeraude Location: Transit Speedway T20 Reward: 42,000 Cr Mission: Destroy Zio Matrix transport vehicle, capture cargo if possible My Recommended Equipment: Starter AC with ZLF-A3/CARM as Legs, GR-XR/15000 as Generator. From's Recommended Equipment: ECM-XR00 (Core) Walkthrough: The hardest part about this mission is catching up to the transport, so you'll need a fast set of legs. Even then, you'll need to use your overdrive boost a few times to catch up and stay in the battle. Once you're close enough, take out the two escorts and the two turrets with your rifle, and the transport will come to a crashing halt. However, you're not done yet. A Disorder unit will pop out of the transport, and you'll need to take it down. Just stay back, swich to small missiles, strafe and fire. It will take a few hits to bring down, and its laser cannons are lethal if you get hit by them too many times. 7: Defuse Explosives -------------------- Code Name: Big Souvenir Employer: Emeraude Location: Howard Marine Base Reward: 43,000 Cr Mission: Collect and defuse all explosives at the base From's Recommended Equipment: ZLR-EE/STOL (Legs) Walkthrough: The first thing you should do is take out the all of the incoming flamethrower bots that are hovering overhead. From there, you can begin the mission proper. You do have a very limited amount of time (about two minutes) to complete the mission, so time is of the essence. One very important thing to note is that falling into the water will instantly end the mission, so make sure you stay on top of the platforms. The first bomb is located on the same platform where you started, and the second is on the platform in front of you and to your left, which you can make it to without a jump. Next, jump up to the platform in the middle of the "L" you started on. There are two more bombs up here, guarded by stationary flamethrower units. Keep your distance, and take them out, then grab the bombs. The final bomb is located on a separate island, but first take out the flamethrower before jumping over there. 8: Defend Arden River Lab ------------------------- Code Name: Honeymoon Employer: Zio Matrix Location: Aeden River Reward: 40,000 Cr Mission: Destroy all Zio Matrix attackers, defend the base My Recommended Equipment: Starter AC with ZLF-A3/CARM as Legs, GR-XR/15000 as Generator. From's Recommended Equipment: ZHD-8008/S (Head) Walkthrough: A fun, fast-paced mission. Basically, concentrate on the fast-moving ground forces first, and then worry about the aerial choppers and the non-firing carriers. You can actually take out all of the ground-based forces with your laser blade, which will save you ammo for the choppers, which can get very pesky. Not too tough, just hit 'em quickly and you'll be fine. 9: Airport Defense ------------------ Code Name: Sweet Sweet Employer: LCC Location: Bilfeel Spaceport Reward: 48,000 Cr Mission: Protect the spaceport and landing ship from destruction My Recommended Equipment: Starter AC with ZLF-A3/CARM, GR-XR/15000, EWG-MGA2, DOX-125 (FCS), EWM-S608 (Back Unit) From's Recommended Equipment: DOX-125 (FCS) Walkthrough: The spaceport is initially under attack by slow-moving fighters. You'll want the extra missiles and faster lock-on that the DOX-125 and EWM-S608 provide for this mission. The planes can be taken out by two missiles each, and there are three waves of six planes that first must be destroyed. The fourth wave consists of four planes and a large bomber. Take out the planes, and then jump to the top of the spaceport so you'll be close enough to the bomber to target it. With each pass, fill it with two missiles, and follow up with a barrage of machine gun fire to finish it off. If you're running out of ammo (which you shouldn't with the extra missiles), you can use (O button) the supply truck to re-load. 10: Development District Rescue ------------------------------- Code Name: Useful Bird Employer: Zio Matrix Location: Maela Base Reward: 38,000 Cr Mission: Destroy all Disorder units My Recommended Equipment: Starter AC with ZLF-A3/CARM, GR-XR/15000, EWG-MGA2, DOX-125, EWM-S608 From's Recommended Equipment: ZHD-2000/SV (Head) Walkthrough: This is a simple "shoot everything that moves" mission. It's not hard to complete, but with so many Disorder units around, you're going to take heavy AP losses and use a ton of ammo. Use your laser sword when you can, and save your ammo for when you're advancing on groups of enemies further from you. 11: Transportation Train Escort ------------------------------- Code Name: Time Keeper Employer: Baleena Location: Schiaparelli Railroad Terminal Reward: 45,000 Cr Mission: Protect the train engine and cargo from destruction My Recommended Equipment: Starter AC with ZLF-A3/CARM, GR-XR/15000, EWG-MGA2, DOX-125, EWM-S608 From's Recommended Equipment: EWM-S608 (Back Unit) Walkthrough: This one's fairly simple, assuming you went through Mission 10 unscathed. Jump on top of the large building, and take out the wing of six fighters. Once they're out of the way, the train will arrive at the station. Two more fighters will attack, along with your first named enemy AC, Catastrophe. He's a piece of cake, as he's solely intent on destroying the train. Take him out with your machine gun, then polish off the two planes if they're still around. 12: Secret Information Protection --------------------------------- Code Name: Shadow Shadow Employer: Emeraude Location: Tarrent Underground Factory Reward: 36,000 Cr (all up-front) Mission: My Recommended Equipment: Starter AC with ZLF-A3/CARM, GR-XR/15000, EWG-MGA2, DOX-125, EWM-S608 From's Recommended Equipment: GPS-VN2 (Generator) Walkthrough: Watch FMV #2... then prepare for battle... This is a nice simple room-by-room fight. Enter a room, take out all the attackers, go to the next room, repeat. If you get to a locked door, blast the control panel next to it to open it. Once you've gone through and cleared out the first level, go back to the elevator and activate it to head down. Take out the final two enemies, go through the only unlocked door, and then meet the Frighteners in a cutscene. 13: Ground Troop Attack Obstruction ----------------------------------- Code Name: Burglar Alarm Employer: Emeraude Location: Great Bridge Reward: 48,000 Cr (6000 up-front) Mission: Destroy all LCC forces My Recommended Equipment: Starter AC with ZLF-A3/CARM, GR-XR/15000, EWG-MGA2, DOX-125, EWM-S608, EWR-L24 (Back Unit), BRLT-B10000 (Back Unit) From's Recommended Equipment: BRLT-B10000 (Back Unit) Walkthrough: Like shooting ducks in a barrel, as the enemy ACs will come up in rows of two. The instant you get sight of them, start unloading your large rockets into them. Once they get close, switch to machine gun and laser blade to finish them off. After three waves of ground troups, two airplanes will attack, and machine gun fire will suffice here. Finally, two last waves of ground troops will close in, who should be simple at this point. Whenever you hear a warning from your forces to clear the area, it's a good idea to clear the area. They'll be launching a very large missile attack at the incoming enemy forces, and if you're in the way, you'll be hit as well. 14: Water Refining Facilities Destruction Obstruction ----------------------------------------------------- Code Name: First Aid Employer: LCC Location: Pax Water Plant Reward: 52,000 Cr Mission: Destroy the reactor core control device My Recommended Equipment: Starter AC with ZLF-A3/CARM, GR-XR/15000, EWG-MGA2, DOX-125, EWM-S608, EWR-L24, BRLT-B10000, ZHD-8008/S (Head) From's Recommended Equipment: ERM-TE3000 (Back Unit) Walkthrough: First, clear out the four MT's in the room directly in front of you (one large rocket shot should finish each one quickly). Take a right from the room, take a left at the hallway, and go down to the next level. Turn around and take a left, but be careful to stay close to the walls. The middle of the floor will break and drop you into lava if you go on it. From there, go through the four rooms on this level in a circle, taking out the MTs you meet and turning on each cooling unit (stand in front of it and hit the circle button). Once the fourth cooling system is on, backtrack two rooms to return to the hallway leading down to the next lower level. From there, hang a right, taking out the MTs as you go. There are two more cooling devices on this level in side rooms off of the main loop, so hit both of them. At this point, there should be one enemy left on your radar, and he's with the reactor core. Your final enemy is an Disorder AC, who's got energy weapons and some fast moves. Just keep your distance, fire your rockets and machine guns, and you should come out the victor. 15: Submarine Base Assault -------------------------- Code Name: Special Delivery Employer: Emeraude Location: Reeble Seabed Building Reward: 57,000 Cr + Container Bonus Mission: Destroy the base and as much equipment as possible My Recommended Equipment: Starter AC with GR-XR/15000, DOX-125, EWM-S608, EWR-L24, BRLT-B10000, ZHD-8008/S, EWG-MGSAW (Arm Unit R) From's Recommended Equipment: EWG-XP1500 (Arm Unit R) Walkthrough: On the first floor, feel free to take out as many cargo containers as possible. Use your laser blade to conserve ammo. Once you're done there, head down the elevator to the lower level. As the doors open up, take out the four sentinels before going into the room, and then destroy the two electrical pipes on either side of the room. Failure to do this will make the floor of the room deadly. As you explore, use the map to find out where to go. If you head straight north, you'll encounter another water-leak room and a dome full of containers and MTs. Be careful when blowing up green containers, as they can either explode or coat your AC with radar-dampening particles for a few minutes. Just shoot through any broken doors you see to move past them. After going north, back-track and head down the eastern corridor. Take out the reactor in the far southeast room (careful about the floor, it's electrified), and then backtrack to the room you first left the elevator onto. Jump up to the second level and go through the door. Go down the hall to another reactor room, destroy it, and then to through that door to your final target. There's a gas cylinder room here. Open the door, but don't enter the room. Bust open one cylinder, and then turn around and get out of there. Make your way back to the elevator and head up to the top level to meet a new Frightener, who you should be able to dispatch fairly quickly. About three large rockets should finish him off, if you can get him to sit still long enough. 16: Victim Rescue ----------------- Code Name: Employer: Zio Matrix Location: Arka Special Environment Area Reward: 46,000 Cr Mission: Recover the mineral pod, and the trapped crew if possible My Recommended Equipment: Starter AC with GR-XR/15000, DOX-125, EWM-S608, EWR-L24, BRLT-B10000, ZHD-8008/S, EWG-MGSAW (Arm Unit R) From's Recommended Equipment: SP-ENE-SCR (Optional) Walkthrough: More Disorder units... Fun. This is a get-in, run-fast mission. Enjoy the ride down, then immediately head to the open doorway and jump on the conveyor. Don't even bother firing at the units you see on the way. At the end of the tunnel, head to the furthest room on your left to find the crew and the pod. And that's it. You can complete this mission without firing a shot. :) 17: Arden River Invasion ------------------------ 18: Radar Base Invasion ----------------------- 19: Radar Base Destruction -------------------------- 20: Ground Weapon Attack Obstruction ------------------------------------ ------------------------------------------------------------------------------- =========================== IV. Arena Walkthrough =========================== ------------------------------------------------------------------------------- ======================== =======PILOT LIST======= ======================== Rn Name AP OF DF MO AM PR CR ---------------------------------------------- 50 YOU (Initially) 6 2 4 4 2 1 N/A 49 Light Seeker 4 1 5 6 1 1 2000 48 Hustler Two 6 2 5 5 1 1 2500 47 Living Dead 6 1 5 5 10 1 3000 46 Splurge 4 1 4 8 1 1 3500 45 Tomboy 4 1 5 8 1 1 4000 44 Phaethon 8 1 5 5 2 1 5000 43 Venom 6 2 5 6 1 1 5500 42 Werehound 4 1 5 6 3 3 6000 41 Grudge 4 2 5 8 1 1 6500 40 Psychedelic 4 2 5 6 1 1 7000 39 The Engineer 4 1 5 8 2 1 38 Prohpet 8 5 6 4 1 2 ... 1 Ares 6 8 5 5 1 5 =========================== =======ARENA BATTLES======= =========================== 49: Light Seeker My Recommended Equipment: Starter AC, no upgrades. From's Recommended Equipment: ELC-MLK0303 (Legs) Hints: Shouldn't be too much of a test for you. This AC just runs around and shoots, very bad control, pretty weak armor. You can take out this AC before you upgrade, which should be good for some easy money. 48: Hustler Two My Recommended Equipment: Starter AC, no upgrades. From's Recommended Equipment: ELC-MLK0303 (Legs) Hints: Another basic AC, although this one has missiles. It's pretty much evenly matched with you, but your piloting skills should leave you the clear victor without you needing to upgrade from the basic AC first. 47: Living Dead My Recommended Equipment: Starter AC with EWG-MGA2 as Arm Unit R. From's Recommended Equipment: EWM-S608 (Back Unit) Hints: The first real challenge you'll face, this AC is fast and has an EWG-MGSAW which, once locked on, will slowly whittle down your health. You can't win going head-to-head against this AC with a rifle, as he's faster than you and has a huge supply of ammo. I recommend purchasing an EWG-MGA2, which is a more powerful machine gun that can take him down insanely quickly. If you want to be cheap (and who doesn't), pick the Abandonded Highway as your battle map, get on top of one of the elevated roads, and blast away. The AC's lock-on attacks will frequently miss, and you can just snipe to your heart's content. 46: Splurge My Recommended Equipment: Starter AC with EWG-MGA2 as Arm Unit R. From's Recommended Equipment: ELB-5005B (Legs) Hints: A flying mech a rifle and a basic missile launcher. Sounds frightening, but he's not too tough. Thanks to the pilot's poor flying skills, you should be able to take this guy out without too much trouble. If you are having trouble, investing in a good machine gun will quickly swing the battle in your favor. 45: Tomboy My Recommended Equipment: Starter AC with EWG-MGA2 as Arm Unit R. From's Recommended Equipment: ELB-RF-MI5 (Arm Unit R) Hints: She's a standard model with a faster rifle than your initial model. Never stand in one place with her, just keep moving. Her shots will quickly overheat your AC, which will destroy your AP in nothing flat. You can, however, outlast her ammo by constantly dodging. Once she's dry, move in for the kill at your leisure. 44: Phaethon My Recommended Equipment: Starter AC with EWG-MGA2 as Arm Unit R. From's Recommended Equipment: EBT-V55 (Booster) Hints: This AC is equipped with just a basic rifle, but he's also carrying some rockets that pack quite a punch. You'll want to avoid long-range combat and stick closely to him. He's also carrying an energy shield, which means that he doesn't have a laser blade on him. You can beat him without upgrading if you play it smart. One smart way to fight here is to run him out of ammo. He has 40 small rockets and 180 rifle shots, which will take a few minutes to use up. Pick your cover well, and conserve your own ammo, as he's got very heavy armor. I suggest keeping cover, ducking out to draw his fire, then ducking back in. 43: Venom My Recommended Equipment: Starter AC with EWG-MGA2 as Arm Unit R, ZLF-A3/CARM as Legs, GR-XR/15000 as Generator. From's Recommended Equipment: EEX-AM45 (Extension) Hints: This AC is stuck on the ground, so find youself a perch and just hang out. He's got a shotgun as his main melee weapon, and he just loves to rush you with his laser blade, so keep you distance and neither one will be able to do too much damage. The shotgun is a spreading weapon, and is very weak at longer ranges. Staying on your perch is essential until you've worn him down somewhat. 42: Werehound My Recommended Equipment: Starter AC with EWG-MGA2 as Arm Unit R, ZLF-A3/CARM as Legs, GR-XR/15000 as Generator. From's Recommended Equipment: EWG-BZ-B1100 (Arm Unit R) Hints: This AC is very fast and very agressive. Use this to your advantage. He'll waste ammo on any shot he thinks he has on you, so just take cover and draw his fire until he's out of rounds. On the Abandonded Highway stage, you can actually just stay on top of the tall building for a few minutes and watch him use up all his ammo in just a few minutes. He's very quick and tends to hop all over the place, so be careful with your own ammo. If you run out, it'll be quite tough to track him down with your melee weapon. 41: Grudge My Recommended Equipment: Starter AC with EWG-MGA2 as Arm Unit R, ZLF-A3/CARM as Legs, GR-XR/15000 as Generator. From's Recommended Equipment: ZEX-RS/HOUND (Extension) Hints: This AC comes packing middle missiles and a pulse rifle, which means that you're not going to want to get close to him at all. He can lock four missiles on you at once, but he's only got 24 of them. Once his missiles are gone, you should be able to go toe-to-toe with him. If you're feeling dirty, fight him near the edge of the stage. His movements are so erratic that he just might fly off of the stage, giving you a win. 40: Psychedelic My Recommended Equipment: Starter AC with EWG-MGA2 as Arm Unit R, ZLF-A3/CARM as Legs, GR-XR/15000 as Generator. From's Recommended Equipment: ZLS-T/100 (Arm Unit L) Hints: He's armed with a multi-missile and a shotgun, which translates to "Keep Your Distance". The multi-missile, if you haven't seen it before, will split into four and home in on you. After just two hits, your AC will be so hot it'll just start melting, so the important thing is not to get hit at all. The only good thing is that he doesn't have a ton of ammo, so you can play the waiting game or go at him from a good distance once those missiles are gone. ------------------------------------------------------------------------------- ============================== V. Parts Lists ============================== ------------------------------------------------------------------------------- ================== =======HEAD======= ================== Model Cost E WT ED AP DP CA ED T S SC AB H M N B SI CL -------------------------------------------------------------------------------- ZHD-GE/OHR 25700 Z 114 350 745 300 360 120 R F 1200 240 2 N N Y 60 22 EHD-NIGHTEYE 49700 E 197 680 840 332 498 460 D F 1020 396 1 P N Y 0 80 EHD-GARD 19300 E 156 405 597 276 1094 80 R M 240 1070 1 N N Y 18 47 ZHD-06/RW 30500 Z 253 480 945 254 337 390 S M 1420 195 1 A N N 0 577 EHD-ONE-NT 52400 E 188 982 720 349 398 540 S M 660 332 3 A Y Y 18 102 ZHD-8008/S 41500 Z 179 431 922 274 347 635 D F 1160 231 5 P Y N 24 164 ZHD-AG/TURRET 44700 Z 197 538 1000 359 780 40 S F 1200 660 3 N N N 0 54 ZHD-MO/EGRET 89000 Z 204 308 898 322 510 498 D F 900 420 3 P Y Y 10 62 ZHD-2000/SV 38400 Z 131 1045 784 297 376 480 D M 1740 202 2 A Y Y 32 32 EHD-DOME 52100 E 294 457 966 400 312 160 S F 1420 170 4 N Y Y 0 242 EHD-WACS 73300 E 145 611 698 222 348 770 D M 480 300 4 P Y Y 12 98 Model DS DE R RR t RI -------------------------------- ZHD-GE/OHR 155 145 N --- - -- EHD-NIGHTEYE 177 155 Y 300 S 80 EHD-GARD 160 116 N --- - -- ZHD-06/RW 121 133 Y 270 S 72 EHD-ONE-NT 184 165 Y 340 S 66 ZHD-8008/S 133 141 Y 475 S 42 ZHD-AG/TURRET 201 158 N --- - -- ZHD-MO/EGRET 169 153 Y 398 S 56 ZHD-2000/SV 136 161 Y 280 S 70 EHD-DOME 142 258 N --- - -- EHD-WACS 118 104 Y 570 S 16 Model: Model Name Cost: Cost to buy/sell in credits E: Enterprise (Z = Zio Matrix, E = Emeraude) WT: Weight ED: Energy Drain AP: Armor Point DP: Defensive Point (Defensive Shell + Defensive Energy) CA: Computer Ability ED: EDPS T: Computer Type (R = Rough, D = Detailed, S = Simple) S: Computer Sex (F = Female, M = Male) SC: System Control AB: Auto Balancer H: Hacking Function M: Map Type (N = No Memory, P = Area & Place Name, A = Area) N: Noise Canceler (Y = Provided, N = None) B: Biosensor (Y = Provided, N = None) SI: Sensor Interval CL: Cooling DS: Defensive Shell DE: Defensive Energy R: Radar Function (Y = Provided, N = None) RR: Radar Range t: Radar Type (S = Standard) RI: Scanning Interval ================== =======CORE======= ================== Model Cost E WT ED AP DP MAXW MG MR OP OB OBP OBE LT CL ------------------------------------------------------------------------------- ECM-XR00 62200 E 1100 1055 2640 969 3322 48 64 11 151 2800 18000 2400 343 ZCX-F/ROOK 99800 Z 1016 1083 2870 1090 3170 0 0 16 121 2460 20000 3000 442 ECL-ONE 89000 E 754 1320 2320 860 2915 42 48 16 190 2820 22000 2400 273 ZCH-GR/I 74000 Z 1322 973 3164 1165 3690 0 0 10 143 2400 20000 4200 497 Model DS DE ---------------------- ECM-XR00 504 465 ZCX-F/ROOK 548 548 ECL-ONE 442 418 ZCH-GR/I 588 577 Model: Model Name Cost: Cost to buy/sell in credits E: Enterprise (Z = Zio Matrix, E = Emeraude) WT: Weight ED: Energy Drain AP: Armor Point DP: Defensive Point (Defensive Shell + Defensive Energy) MAXW: Maximum Weight MG: VS MG Response MR: VS MG Range OP: Option Slots OB: Overdrive Boost OBP: Overdrive Boost Power OBE: Overdrive Boost Energy Drain LT: Limit Time CL: Cooling DS: Defensive Shell DE: Defensive Energy ================== =======ARMS======= ================== --Hand Arms-- Model Cost E WT ED AP DP DS DE ES MA HR CL --------------------------------------------------------------- EAN-50 14800 E 1056 881 1630 625 310 315 80 256 7 299 ZAN-414/SLA 23800 Z 1400 1510 1702 615 226 389 110 280 6 112 EAN-CEX 19500 E 1238 1396 1684 691 340 351 100 279 6 140 EAN-2112 24200 E 1243 920 1733 662 402 260 100 288 7 132 EAN-02-BG 57000 E 887 855 1654 572 294 278 90 264 7 212 ZAN-303/S 36500 Z 698 793 1570 393 192 201 135 276 4 751 EAN-1111 48800 E 906 932 1492 620 312 308 90 284 6 145 ZAN-707/E 44000 Z 1684 1278 1930 850 448 402 100 288 7 337 EAN-MWZ 30500 E 1527 1100 1870 757 383 374 96 276 6 285 ZAN-004/B 62600 Z 2020 1420 1990 833 315 518 110 300 10 168 ZAN-AX/VISE 34700 Z 1490 1694 1587 653 337 316 130 282 3 194 EAN-MHKS 57000 E 1790 1373 1720 819 496 323 84 330 7 456 Model: Model Name Cost: Cost to buy/sell in credits E: Enterprise (Z = Zio Matrix, E = Emeraude) WT: Weight ED: Energy Drain AP: Armor Point DP: Defensive Point (Defensive Shell + Defensive Energy) DS: Defensive Shell DE: Defensive Energy ES: Energy Supply MA: Movement Ability / Reaction Control HR: Homing Reaction CL: Cooling --Weapon Arms-- Model Cost Type E WT ED S AP ATP AMO T A$ AH RNG L RT UDR CL ------------------------------------------------------------------------------ EAW-MG-03 58500 MachG E 1530 85 P 1182 211 300 S 47 56 440 1 10 - 244 EAW-BZD 67700 Bazka E 1325 109 N 1550 1660 40 S 239 275 465 1 55 - 117 EAW-DC10 127800 GrenL E 1733 240 N 1114 2777 20 S 1210 776 699 1 90 - 42 ZAW-XP/T9 82100 PulsR E 1900 491 W 975 820 48 E - 82 680 1 24 3817 298 ZAW-LC/NPM 94000 LasrC E 1830 820 N 1200 1611 36 E - 24 415 1 74 9240 154 EAW-H801 116000 SmMsl E 2148 420 S 1176 1025 48 S 830 500 450 1 46 - 106 EAW-5604 99000 SmMsl E 1275 377 S 1310 780 80 S 140 145 450 4 41 - 187 Model: Model Name Cost: Cost to buy/sell in credits Type: Weapon Type E: Enterprise (Z = Zio Matrix, E = Emeraude) WT: Weight ED: Energy Drain S: Weapon Sight (W = Wide and Shallow, P = Special, N = Narrow and Deep, S = Standard) AP: Attack Power AMMO: Ammo Count AT: Ammo Type (S = Solid) A$: Ammo Price AH: Ammo Heat RNG: Range L: Maxiumum Lock UDR: Used Drain RT: Reload Time CL: Cooling ================== =======LEGS======= ================== Model Cost T E WT ED AP DP MW SP RR STB TRN WE J BR CL ------------------------------------------------------------------------------- ZLN-XXO/TP 25000 2 Z 1888 1844 3050 966 4954 274 1007 1077 440 563 Y 100 454 ZLN-XAI/FA 53700 2 Z ELN-20002AT 35000 2 E ELN-02A 39000 2 E ZLN-EKI/SRRT 46700 2 Z ZLN-WA02/SS 72000 2 Z ZLN-2A/GR 45600 2 Z ELN-STVM 65000 2 E ZLN-9001/A 54200 2 Z ELB-A1001 18000 B E ZLB-3322/OP 32200 B Z ELB-5005B 30200 B E ZLB-7744/VAT 41000 B Z ZLF-TRO5/INT5 63000 4 Z ZLF-A3/CARM 37000 4 Z ELF-DEX-2F 42000 4 E ELF-SOC61 84200 4 E ELF-XX33 78700 4 E ZLC-M2/PIKE 36000 T Z ELC-MLK0303 15000 T E ELC-DISI 59000 T E ELC-HTT0808 25700 T E ZLR-K196/RJ 31000 H Z ZLR-EE/STOL 49000 H Z ZLR-TII/BUD 84000 H Z Model DS DE --------------------- ZLN-XXO/TP 504 462 Model: Model Name Cost: Cost to buy/sell in credits T: Leg Type (2 = 2 Leg, B = Back-Leg, 4 = 4 Leg, T = Tank, H = Hover) E: Enterprise (Z = Zio Matrix, E = Emeraude) WT: Weight ED: Energy Drain AP: Armor Point DP: Defensive Point (Defensive Shell + Defensive Energy) DS: Defensive Shell DE: Defensive Energy ======================== =======ARM UNIT R======= ======================== Model Cost Type E WT ED S AP AMMO AT A$ AH RNG L UDR RT DR ----------------------------------------------------------------------------- ZWG-RF/37 11100 Rifle Z 405 6 W 203 180 S 20 91 467 1 - 33 - EWG-RF-MI5 28500 Rifle E 325 10 W 277 150 S 50 138 600 1 - 30 - ZWG-SRF/8 41000 SnipR Z 610 4 P 521 80 S 90 93 1000 1 - 44 - EWG-SRF-9 56000 SnipR E 505 6 P 608 60 S 100 132 910 1 - 52 - EWG-MGA2 38900 MachG E 706 4 P 105 450 S 18 28 315 1 - 5 - ZWG-AR/K 51100 MachG Z 400 70 P 91 300 S 15 26 300 1 - 3 - EWG-MGSAW 44500 MachG E 590 4 W 65 1000 S 10 32 350 1 - 5 - EWG-HG-SI 17000 HandG E 198 36 W 175 100 S 66 132 280 1 - 20 - EWG-HG-ART 31000 HandG E 146 52 W 193 75 S 85 255 248 1 - 25 - EWG-BZ-B1100 43300 Bazka E 1180 72 P 1430 40 S 164 374 470 1 - 65 - ZWG-BZ/555 50000 Bazka Z 1010 38 N 2040 30 S 185 453 435 1 - 75 - EWG-GS970 32000 ShotG E 680 37 S 142 48 S 118 25 405 1 - 48 - EWG-GSH8 73000 ShotG E 533 54 S 188 36 S 142 36 380 1 - 55 - EWG-XP1500 45000 PulsR E 125 256 P 248 120 E - 46 395 1 1150 18 - ZWG-MG/ENE 77200 EMacG Z 950 160 P 122 300 E - 8 340 1 680 5 - EWG-HC-RAW 45000 HndRc E 990 27 N 1445 36 S 140 288 900 0 - 43 - EWG-FTG500 68500 Flame E 1250 9 S 235 800 S 10 167 48 0 - 3 - Model: Model Name Cost: Cost to buy/sell in credits Type: Weapon Type E: Enterprise (Z = Zio Matrix, E = Emeraude) WT: Weight ED: Energy Drain S: Weapon Sight (W = Wide and Shallow, P = Special, N = Narrow and Deep, S = Standard) AP: Attack Power AMMO: Ammo Count AT: Ammo Type (S = Solid) A$: Ammo Price AH: Ammo Heat RNG: Range L: Maxiumum Lock UDR: Used Drain RT: Reload Time DR: Discharge Reaction ======================= =======BACK UNIT======= ======================= --Weapons-- Ammo: 24 AP: 780 Lock: 2 Reload: 56 FCS: Lock speed: 40 --Magazines-- --Radar Units-- Model Cost E WT ED SA RA N B RR t S ----------------------------------------------- ZRL-774/WH 21000 Z 223 393 220 663 N Y 780 O N --Double-Weapons-- ============================ =======OPTIONAL PARTS======= ============================ Model Cost S Description ------------------------------------------------------------------------------- SP-S/SCR 24200 2 Reduces damage caused by solid weapons SP-ENE-SCR 26000 1 Reduces damage caused by energy weapons SP-BSI-LE 19600 2 Reduces impact shock SP-SAB/J 18800 1 Reduces cannon recoil SP-BE++ 58000 6 Raises the power of energy weapons SP-BMALAD 9800 1 Adds missile tracking to radar SP-E/SAVER 45000 5 Reduce the energy used to fire energy weapons SP-ECM-JAM 84000 5 Releases a cycled lock-releasing pulse SP-M/AUTO 18000 1 Automatically shots missiles upon maximum lock SP-VIECH 89000 6 Increases range of lock-on Model: Model Name Cost: Cost to buy/sell in credits S: Used Slots in Core Description: Description of part functionality ------------------------------------------------------------------------------- ============================== VI. Game Secrets ============================= ------------------------------------------------------------------------------- ================================= =======SUPERHUMAN POWERUPS======= ================================= When playing through the missions, if you fail a mission, you are still charged for the wear and tear on your AC. If, after losing several missions, you drop far into the negative money range, your pilot will be forcibly "upgraded", becoming superhuman! For each upgrade, you'll need to drop below -50,000 credits. Once this happens, the game will be restarted with your new powers (i.e. clean slate, 5000 Cr), although you'll keep any parts you had from your previous game. Enhancement 1: Radar You will be personally equipped with a 260-click range radar, which also has a missile display on it. Enhancement 2: Laser Blade Wave After a laser blade attack, press the X button to follow it up with a wave attack. Enhancement 3: Heat Reduction Your AC's heat taken from attacks will be reduced by half. Enhancement 4: Fire Back Unit Weapons while Standing/Moving You can fire all back unit weapons from a standing position. Enhancement 5: Half Energy Use Your booster and energy-based weapons will use half as much energy as before. ==================================== =======HIDDEN PARTS LOCATIONS======= ==================================== MISSION N/A ----------- Location: AC Test Room Part: ZRL-774/WH (Back Unit) How to Obtain: Shoot at the center of the ceiling of the test room until it explodes. You can then jump up through the ceiling and get the part in the room above. You'll need a strong enough booster/light enough robot to have the boost energy to get up there. ------------------------------------------------------------------------------- ============================= VII. Administrivia ============================= ------------------------------------------------------------------------------- Sources and Thanks: This FAQ was put together using several different sources (aside from my own know-how and experience). In no particular order: Armored Core 2 Game Manual and Game For menu and game text From Software web site (http://www.fromsoftware.co.jp/) For additional information about the game, including tips and secrets Contacting Me: If you have stuff to add, please do send it along to faqs@gamefaqs.com for inclusion in the next revision. Encouragement and comments are also welcome. Please do not ask if you can display this guide on your site, as it is an exclusive to GameFAQs until version 1.0. Copyright Notice: This document is Copyright 2000 Jeff "CJayC" Veasey. It may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site outside of GameFAQs without advance permission from the author (cjayc@gamefaqs.com). It may not be distributed electronically outside of the GameFAQs web site, and it may not be distributed otherwise at all. At some point in the near future, this document may be released for free public distribution. The latest version of this document on the GameFAQs web site will hold the current Copyright and distribution information. ------------------------------------------------------------------------------- --EOF--