Armored Core Three System: Sony Playstation 2 Genre: Action/Mech Combat Written By: Necropenguin Version: 1.0 Started: September 29th, 2002 Finished: November 04th, 2002 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This document is copyrighted to Necropenguin@yahoo.com, that's me, and this document may NOT be altered, reproduced, sold for profit, or especially plagiarized in any way shape or form without my permission, which you won't get so don't ask. As of tonight November 04, 2002, GameFaqs is authorized by my decree to display this document for public use. If I find out that my hard work (well not really hard, but you sit here and try doing this) is being ripped off I will be forced to take a rather unhappy legal action, plus I'll just plain find you and hurt you. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Before I even get started with the whole guide I want to thank my good friend Bryan Brooks for helping out in the game play that is the driving force of this FAQ, and for typing out that annoying parts list cause I'm such a slow typist. Without his invaluable assistance, it would be but a shadow of itself, if it would even exist? So countless thanks, seven gracias, thirty three danke schons, twelve grazies, eight and a half of whatever thanks in French is, and I would type out nineteen more in the African Click Language but that would look weird. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Version Information: 1.0: Hey after over a month in the works, it's finally done! Hopefully this version is flawless so I don't have to redo anything, fix any grammatical errors, or add anything I stupidly missed. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 Introduction 2 Game Controls 3 Game Screen 4 AC Construction 5 Mission Walkthroughs -The First Mission -First Layer: District 2 Missions -First Layer: Nature Area Missions -First Layer: Special Research Missions -Second Layer: Waste Disposal -Third Layer: District 1 Missions -Third Layer: Industrial Research Missions -Fourth Layer: Energy Production -Layered Hub 6 Arena -Arena -Extra Arena 7 Parts Listing -Heads -Cores -Arms -Weapon Arms -Bipedal Legs -Reverse-Jointed Legs -Quadruped Legs -Tank Legs -Hover Legs -Boosters -FCS (Fire Control System) -Generators -Radiators -Inside -Extensions -Back Units -Right Arm Weapons -Left Arm Parts -Optional Parts 8 Hidden Parts Lists -Hidden Mission Parts -The OP-INTENSIFY -Added Parts -Arena Parts 9 Codes 10 Quirks and Screw Ups 11 Thanks and Shameless Plugs ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ]------------------------------[Introduction]----------------------------------[ What was that? You got a new game? Armored Core 3, hey that looks really cool! I'm gonna have to get that game for myself. Awwww man, I really suck. I'm getting my butt kicked. Oh well time to go to trusty old GameFAQS and find a walkthrough for this game and make my life that much easier. WHAT! NOBODY WROTE ANY YET!?! Well that changes now. Filled with a brazen new confidence from my first FAQ, I decided to set out on the creation of my second. True I may not have the skill of a Pulitzer Prize winning author, but I don't think the guy that wrote "Where the Red Fern Grows" plays video games. It is for that reason that I am taking up arms and writing one of my own. I realize the game is old news name that I'm done, but I still feel that an excellent and complete guide needs to be written for it. ]-----------------------------[Game Controls]----------------------------------[ Basic AC Operation Controls D-pad up: move forward D-pad down: move backwards D-pad left: move left D-pad Right: move right Select button: display current mission map Start button: pauses the game Triangle button: Cycle through Equipped Weapons/ Switch Firing Mode Circle Button: Use left arm part/ Operate doors, switches, etc./ pick up dropped parts Cross (X) button: Activate Boosters Square button: Use currently selected weapon R1: Strafe Right R2: Look Down R3: Activate/ Deactivate Exceed Orbits or Over Boost L1: Strafe Left L2: Look Up L3: Activate/ Deactivate Extension Parts L2+R2: pressing L2 and R2 simultaneously resets the view to straight ahead. L1+R1+L2+R2+R3: Drop all extension parts L1+R1+L2+R2+Triangle: Drop selected right arm, back, or inside part L1+R1+L2+R2+Circle: Drop left arm part -------------------------------------------------------------------------------- Mission Map Screen Controls D-pad: rotate map Select button: return to game Circle Button: Hold down and press a direction on the D-pad to move the map in the desired direction. R1: Zoom in L1: Zoom out L1+R1: pressing L1 and R1 simultaneously return the map to its default view. -------------------------------------------------------------------------------- Menu Screen Controls D-pad: Highlight Selections Select Button: Display help messages Start Button: Skip mission briefing Triangle Button: -Garage: Display AC performance breakdown of your AC -Assembly/Shop: Display AC part details Circle Button: -Cancel selection -Go back one screen Cross (X) Button: -Confirm highlighted selection Square Button: -Assembly/Optional Parts: Sell the selected part R1/L1: Garage: Cycle AC designs Assembly/ Shop: Cycle through parts by type Mail: Cycle through mail list ]-------------------------------[Game Screen]----------------------------------[ The Games Combat Screen consists of several data boxes, which give various information. -In the top left corner of the screen is your armor gauge. As you take damage it depletes, if it reaches 0000 you not only feel terrible about you horrible piloting skills, you fail the mission. -Below the armor gauge is your temperature gauge. As it increases so does your ACs internal heat. If you get to hot you overheat, which causes you to lose small amounts of armor over an extended period of time. -Below the temperature gauge are the armor gauges of up to three of your consorts, if you have any, or the armor gauge of your opponents in the Arena. -Along the right side of the screen is the boost meter, as you use your boosters or fire energy weapons it will deplete. It will replenish itself when not in use. If it is completely emptied it will turn red and you will not be able to use it until it has completely recharged, so be careful. -In the top middle of the screen is your mission timer. -In the left corner of the screen is your radar display. -Under the radar display it reads what you have equipped on your left arm. -Under the left arm display is a picture of your current weapon and how much ammo it has remaining. -The target reticule is a small circle that will lock onto an enemy allowing you to aim at it. -------------------------------------------------------------------------------- The following are optional displays that can be placed on your screen. They can be turned on or off in the cockpit section of the garage. -Enemy Weapon appears at the bottom of the screen. It gives information on the current weapon of a targeted enemy AC. -The Enemy Energy gauge appears below the Enemy Weapon gauge. It shows how much energy the enemy AC has. -The Enemy Heat gauge is to the right of the Enemy Energy gauge. It shows the targeted enemy AC's current temperature. -Above the Enemy Heat gauge is the Enemy Data box. It displays how much ammo the targeted enemy AC has left in each of it's weapons. -In the bottom right corner of the screen is the Remnants Enemy gauge. It shows how many living enemies are still in the mission. -The Outer Heat gauge appears on the left side of the radar display box. It tells the temperature outside of your AC. -The Speedometer tells how fast your AC is moving. It is in the lower left corner on top of the Thrust Guage. -The Altimeter appears in the center of the screen. It displays the height of your AC. ]-----------------------------[AC Construction]--------------------------------[ Well whenever somebody gets their greedy little mitts on a game they wanna know how to craft themselves a digital god. Well thankfully there is no god AC, some darn powerful ones but there is always something that will take you down. Ultimately it all comes down to your skill as a pilot, but no matter how good you are you still won't get anywhere if your AC sucks. So here complements of me is a general overview of the different kinds of ACs you can build and what is good for them. Get ready to shell out some major bucks. -------------------------------------------------------------------------------- As a starting point ACs will fall into one of either two very broad categories. -Light AC or -Heavy AC It branches of from there but those are the basics. It all depends if you want to be a hyper fast annoying little thing that can dodge anything thrown at it, or a slow lurching behemoth that can destroy most anything in a shot. Now the pros and cons of each are fairly obvious. Fast ACs are extremely fast, but cannot carry much weight. Plus they have a huge learning curve to play effectively. Slow ACs on the other hand are disgustingly slow, but can carry tons of fun weapons on their massive chassis, and are very easy to play with. -------------------------------------------------------------------------------- Now this is where things start to branch out. Lets start with how legs will determine your AC. -Small humanoid legs are built for speed. They cannot carry much though. -Large humanoid legs are meant to haul around lots of guns, but are slow. -Reverse jointed legs are faster than humanoid legs, but can carry less. -Tank treads are awesome for heavy ACs because you can move and fire back weapons at the same time, they are not very mobile though, and you can't equip boosters. -Hover legs are good for fast AC's, are very mobile, and can move over water. but have low carry weight. -------------------------------------------------------------------------------- Next is the core. There are a few things to consider when choosing cores. The first is how many option slots it has. And the second is whether it has an exceed orbit or an over boost and missile intercept system. -Exceed Orbits cores most notably have exceed orbits. (Hence the name I suppose) Exceed Orbits are small automated weapons that attack independently of you. They come in two types, lasers and laser machine guns. -An overboost core has a high powered thruster that after a brief charge-up period will accelerate you to insane speeds. This is useful to quickly get out of a bad situation. And as an added bonus, all overboost cores come with a built-in missile intercept system, giving a huge edge over exceed orbit cores. -------------------------------------------------------------------------------- Next are arms. You have light, heavy, and weapon arms. -Light Arms can't hold much and have low armor, but are quick to move around giving good gun reaction and saber striking speed. -Heavy Arms can support massive guns with ease and are heavily armored, but are not as quick with weapons or beam sabers. -Weapon Arms are just what they sound like. They are weapons built onto the ACs body. They are usually pretty powerful, but you cannot equip right hand weapons or left arm parts on a weapon arm. -------------------------------------------------------------------------------- Its best to have a good head on your shoulders. Unfortunately the best head in the game is really dorky looking. A good head should have several different sensor functions, such as biosensors, radar, etc. But these can be looked over if you equip a good back radar. -------------------------------------------------------------------------------- Boosters should fit your playing style, do you like to zoom around quick as lightning, or do you like to hover in he air and snipe people. Equip boosters that suit your Acs design. Unless you're a hover or a tank AC, cause you don't get any boosters. -------------------------------------------------------------------------------- Your Fire Control System's (FCS) type of lock should compliment the weapon you are using. If you're using a weapon with a wide and shallow lock, use a wide and shallow FCS. And why use a FCS that allows you to target multiple units if you don't have weapons that target multiple units? This comes down to common sense people. Use your best judgement based on your AC. -------------------------------------------------------------------------------- Your generator should be able to provide more than enough power for you to operate your boosters and your weapons for an extended period of time. If you keep having your generator switch off on you than get one that provides more energy. But biggest is not always best, this is another judgement call. -------------------------------------------------------------------------------- Your Radiator should be able to keep you cool under pressure. If you can get it the ICICLE is God's radiator. If not than the RIX-CR14 or the RGI-KD99 will do. -------------------------------------------------------------------------------- You probably won't use inside parts. Ever. Besides the decoys most of it is useless junk. Decoys are a bit practical, but it really isn't worth it in the end. Just stay away from inside units they just aren't worth it. -------------------------------------------------------------------------------- You probably won't use many extensions either. Missile Intercepts are always good to have. The KEEP-MALUM will restore your energy if your generator shuts off. The CROW cloaks you from enemy radar, and the AEGIS shields give more armor, but basically everything else is not worth it. -------------------------------------------------------------------------------- Back Weapons once again fall under personnel preference. Most of the weapons are good if you wan't to play a tank AC, and back radars are really great, especially the SPHERE. Plus the added ammunition parts are helpful. But aside from maybe a radar fast ACs should definitely stay away from back weapons systems. -------------------------------------------------------------------------------- Right Arm Weapons are a tough call; once again it is down to preference. Remember to make sure your FCS corresponds with your weapon. Fast ACs are awesome with machineguns. Heavy ACs would want to stick with heavier guns like bazookas and energy rifles. -Rifle: A solid weapon with good damage but fire is generally slow. -Machinegun: very fast machinegun fire, but individual rounds lack power. -Heat Gun: Fires rounds that have low damage but cause severe overheating. -Bazooka: Very powerful but slow to fire. -Parrying Blade: All though very powerful, they are so slow and hard to hit with its unreal. They aren't really worth it. -Shotguns: Fires a large spread shot, hard to hit with, especially from afar. -Missiles: Missiles are powerful but are just dumb-fire and are not easy to hit with. -Rockets: Rockets are like missiles except they lock onto the opponent, and fire slower than missiles. -Grenades: Powerful explosives, slow to fire but great damage -Energy Weapons: Energy weapons do not use ammo, but take energy from your thrust gauge. They vary in effect but are usually very good. -------------------------------------------------------------------------------- A left arm beam saber is about as useful as you could ever want. Shields aren't that great, and left arm weapons are fun but not very effective. But any good AC pilot's best friend is always his beam saber. -Beam Sabers: Great! Excellent! How can you not love them! -Wave Saber: Like a beam saber except you can 'throw' the beam. -Energy Shield: Overall not very great, they prevent a little damage from getting through to you, but they energy drain like hell. But the cross-shaped one looks funny! (Jesus saves!) -Left Arm Howitzer: Pretty good, but hard to use. -Flamethrower: Can be useful, and its effect is great. But sabers are still better. -------------------------------------------------------------------------------- Optional Parts are great; they increase the effectiveness of just about anything. Until you get the intensify, stick with things that improve your defense or increase your maneuverability. The other great optional parts are the ones which increase your generator's capacity and the one which increases the size of your target reticule. -------------------------------------------------------------------------------- All right so you got yourself a fancy AC. Think you're the bomb digity now don't ya? Well theres a few more things you can do to give your AC a personal touch. You can create your own custom paint job. You can even make your own emblem which will be proudly displayed on your AC's left shoulder. But one thing I suggest doing is changing your display screen. You can do this in the Garage. Go to Cockpit Display and switch on some of the optional stuff. The 'Remnants of Enemies' option is great. It shows how many hostile enemies are left. Other than that everything else is just frivolous, like the speedometer, and temperature reading. The enemy data option is only really useful in the Arena because you know what the enemy is using and how best to avoid that attack as long as you keep a lock on them. But the altimeter is not only useless, but really annoying! -------------------------------------------------------------------------------- So there you have it. Your very own top of the line AC of doom. Have fun! ]---------------------------[Mission Walkthroughs]-----------------------------[ The following is a walkthrough of the missions of Armored Core 3. Since the missions really do not have much of a set order to follow, the missions are arranged first by the Layer/Area in which they occur, and then by the order they appear to be played. The Layers and areas are arranged in simple numerical order. Just to make this as easy as possible, make sure to always save your game data. You never know what might happen. Anything from a power outage to an AC that you can't beat can really mess up your game. So save often. If you fail a mission, always load. There is rarely ever a mission you can go back and re-try. In other words, if you fail a mission you can never try your hand at it again short of re-loading your last save file, or starting an entirely new game. Your first time through the game if your mission failure percentage is ever 20% or higher, your status as a Raven is revoked and it is game over for you buddy. Plus some missions will automatically revoke your status anyway, especially towards the end of the game. That's just another reason to load when you fail a mission. -------------------------------------------------------------------------------- The specs layout of the mission is as follows. Name: The name of the mission, which is usually also the mission's objective. Requester: What Corporation is hiring for this mission. Credits in advance: The amount of money you get before the mission starts. Credits upon completion: The amount of money you get when the mission ends successfully. Code Name: The code name this mission is assigned. Stage: The Area map that the mission takes place on. Enemies: A tally of the guys that are opposing you. Consorts: A list of the amount of money you are given to buy consorts, what consorts are available for that mission, and how much they cost. SECRET PART: Indicates if, and how many secret AC parts can be obtained during that mission. How to get it though is explained in a later section. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1st Layer: District 2 -------------------------------------------------------------------------------- The First Mission! Raven Test Requester: Global Cortex Credits In Advance: 0 Credits Upon Completion: 0 Code Name: Black Feather Stage: Trene City Enemies: MTs (many) Consorts: Apple Boy Well here it is, let's see if you can hack it in a real man's world. You and a friend get dropped off; both in a basic AC. Just kill stuff until there isn't anything left. Aim at something hostile and spam the square button like the newbie you are. Congrats, you are now a full-fledged Raven. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Defend the Arena Requester: Global Cortex Credits In Advance: 0 Credits Upon Success: 0 Code Name: Fighting Dogs Stage: Arena Enemies: Battle MTs (many) Missile MT (many) A straightforward fight. Just keep pounding on all the little MTs that come in. Halfway through the mission, another Raven, Gaidoz, will show up to assist in the mop up. His help is useful, but since the amount of money you get is determined by the amount of enemy kills you make, the more the kills the less money you get. The Battle MTs are worth 1500 a piece, and the Missile MTs are worth 500 a piece. -------------------------------------------------------------------------------- End Employee Standoff Requester: Crest Credits In Advance: 0 Credits Upon Success: 11000 Code Name: Mouse Trap Stage: Zidan Weapons Factory Enemies: MT x 7 Consorts: 6000 credits provided -Duminas: 4000 -Spartan: 5000 -Cold Heart: 3000 -Huntress: 6000 -Scylla: 4000 Although the company does provide money for a consort, it isn't advised to take one, more money for you. This is still pretty straightforward. Just take down all the Mts. There are seven of them. -------------------------------------------------------------------------------- Escort Transport Requester: Kisaragi Credits In Advance: 5000 Credits Upon Success: 10000 Code Name: Allegro Stage: A-24 Superhighway Enemies: MT (unknown) All right, your first break from straightforward blow stuff up missions. The object is to escort a truck that has a bomb planted on it down the highway where the bomb disposal team is waiting. Clear out any debris out of the truck's way, so it has a clear path. Don't waste time shooting the cars parked in the middle of the road; stepping on them will destroy them. Make sure to destroy all the MTs in the way or they will shoot the truck causing it to explode (duh), so you must destroy them. So it can sneak by safely. Speed is the easiest way to beat this stage. You can be to the end far before the truck, go and make a sandwich, come back, and the truck will still be coming. You get a special bonus of 1500 credits for each Battle MT, and 500 credits for each Guard MT. -------------------------------------------------------------------------------- End Employee Rebellion Requester: Crest Credits In Advance: 0 Credits Upon Completion: 15000 Code Name: Stinkbug Stage: Zidan Weapons Factory Enemies: MT x 14 What is wrong with these workers? I sure hope their corporation has an insurance policy cause their gonna need it when you whoop them again. No problem. It's the same mission this time with a side quest. The action gets started right when you get started. Disable the two gas canisters, the big silver cylinder shaped canisters that have the word target pointing to them, by walking next to it and pressing Circle. Then destroy all of the MTs in the surrounding area. Then move on to the lower floor. If you are short on time just jump off. If time is a luxury, than by all means ride the elevator in style; the button is on the right wall near the shaft. There are four, ceiling mounted gun turrets in the elevator shaft, make sure you destroy them because it's hard to get back up. When you get to the lower level, disable the remaining gas canisters to stop the time limit, and set to work destroying the remaining forces. -------------------------------------------------------------------------------- Defend Testing Grounds Requester: Global Cortex Credits In Advance: 0 Credits Upon Success: 18000 Code Name: Cross Counter Stage: Trene City Enemies: Bomber X 1, Helicopter (infinite), Mobile MTs (infinite) This mission is a real pain; you will probably rack up more expenses than you will make in reward money. Not what I would expect from a starting mission. The helicopters are everywhere and their numbers are infinite. Do your best to avoid their shots and destroy them before they hurt you too badly. After about a minute you will receive an update telling you the bomber is on it's way, and will appear in another minute. When it shows up try to boost jump up on top of it, and start walking the direction the bomber is traveling, or the wind will sweep you off it's back. If you can't get up there just stand on a building to get a clear shot. Ignore the helicopters and plug as many rounds as necessary into it until it goes down. You get a special addition of 500 credits per helicopter destroyed, and 1500 for every Mobile MT destroyed. -------------------------------------------------------------------------------- Destroy Escaping MT Requester: Crest Credits In Advance: 0 Credits Upon Completion: 12000 Code Name: Speed King Stage: A-24 Superhighway Enemies: MTs (many), Hover MTs x 2 This board is a breeze. It is a perfect opportunity to go for an S rank. If you are a fast AC this will be a snap, just boost through the highway and gun down the MT. But a word of warning, the MT is just a decoy. After the first MT is destroyed, another one comes out of a secret passage in the wall further up the road, so you have to hurry to catch up to it before it gets away. A slower AC would want to wait until the original MT is near the secret door so once it is destroyed you don't have to spend time chasing down the second one with your slow AC. You can just gun it down where you stand. -------------------------------------------------------------------------------- Secure Trene City Requester: Mirage Credits In Advance: 0 Credits Upon Success: 0 Code Name: Hardy Dive Stage: Trene City Enemies: MTs (many) Consort: Fanatic The AC Fanatic is supplied to work with you for free. Whatever you do try not to shoot her or she will kill you. Or at least try really hard to kill you and die in vain. Either way just keep destroying all the MTs that come at you. They are equipped to do major damage with their energy weapons so kill them quick. After the main force is dispatched, a few of the invisible Battle MTs will appear. Destroy the rest and the mission ends. You get paid for what you destroy. Each Mobile MT is worth 2500 credits, and each Battle MT is worth 3000. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1st Layer: Nature Area -------------------------------------------------------------------------------- Prevent Capsule Theft Requester: Crest Credits In Advance: 0 Credits Upon Success: 32000 Code Name: Moon Lake Stage: Avia Gulf Enemies: MTs (many) This board is a breeze. Just equip the MLR-RE/EGA (aka: The Pac Man Head) hover legs and jump off the docks. Since you can now hover you will be able to gracefully skim over the surface of the water, instead of gracefully sinking like a @%*#$!& brick. After that it's just a matter of killing the little MTs before they can drag away the capsules. Noooo problem. -------------------------------------------------------------------------------- Attack Mirage Forces Requester: Kisaragi Credits In Advance: 0 Credits Upon Success: 25000 Code Name: Ladybug Stage: Avalon Hill Enemies: MTs (many) Consorts: 9000 Credits Provided -Squad 1: 5000 -Squad 2: 5000 -Huntress: 6000 -Apple Boy: 8000 -Fragile: 9000 -Regina: 9000 Okay so this time maybe you might actually wanna consider a consort. Hey somebody needs to take a whole lot bullets for you so you don't die. Fragile in his Night Flyer is probably the best choice. Well you're going up against a lot of troops and they will be coming at you from all angles. A fast, maneuverable AC, with a powerful machine gun is awesome for clearing out the crowd. If you run out of ammunition go and find the supply vehicle that Kisaragi provided and you will be restocked. You will probably end up losing money on this mission from a huge repair bill. -------------------------------------------------------------------------------- Recover Ship Cargo Requester: Mirage Credits In Advance: 0 Credits Upon Success: 31000 Code Name: Saw Pit Stage: Arctic Research Vessel Ostrica Enemies: MTs (many) SECRET PART: x 1 This mission is one of those missions that are insanely hard and easy all at the same time. When the mission begins either slash or shoot open the hatch on the ground, and then enter the ship. The stage is a literal maze of near identical tunnels, shafts, rooms, and compartments. A precise walkthrough for this stage is impossible; all I can say is check your map frequently. The select button is your best friend. Also try and knock off as many of the square crates and round fuel drums as possible as they can net you a whole lot of money. 1000 credits for containers, 1500 credits for fuel tanks. Once you reach the lowest level the ships hull will begin to break. A six-minute timer is displayed. You have to get to the target, get the secret part if you want to, and get back to the escape point before time runs out. Good luck, you'll probably need it. -------------------------------------------------------------------------------- Defend Helicopter Crew Requester: Crest Credits In Advance: 0 Credits Upon Success: 40000 Code Name: Clothesline Stage: Offshore Platform Enemies: MTs (many), Helicopters (many) Make sure you take hover legs just in case you slip right off the platform into a watery grave. When the mission starts head to the main platform. You will find the helicopter crew there. They will tell you that the cargo that the helicopter is carrying was scattered around the platform when it exploded. If you want to go collect the cargo than do so. They are little white circles, and are worth 1000 credits apiece. But make sure you keep the crew well guarded to cause if hey die the mission is failed anyway. Wait around until the time limit expires and the mission ends. -------------------------------------------------------------------------------- Defend Water Processors Requester: Kisaragi Credits In Advance: 0 Credits Upon Success: 24000 Code Name: Rumble Fishing Stage: Avia Gulf Enemies: MTs (many), Helicopters (many), AC x 1 Consorts: 6000 Credits Provided -Squad 1: 5000 -Squad 2: 5000 -Mastiff: 6000 Secret Part: x 2 As with the last time you were here, make sure you equip a pair of hover legs so you can fly over the water instead of rusting under it. Go ahead and buy a consort for some assistance, he will help out later too. When you start go straight to the left and jump over the pipes and grab the secret part. The mission is fairly straightforward. Guard the water processors from the attacking units. A few helicopters will show up in the beginning, but they are easily deterred (blown up). But soon after the AC Megalo will show up. Engage him but don't get to preoccupied because helicopters and MTs will still be attacking the guard targets. Destroy Megalo and keep an eye on the processors and the mission will soon end. If you did well Kisaragi will contact you with an urgent message. One of their facilities is about to be attacked and they want you to stop it. If you wish to accept go ahead to the transport, there is a secret part in it for you. -------------------------------------------------------------------------------- Eliminate the Bombers Requester: Kisaragi Credits In Advance: 0 Credits Upon Success: 28000 Code Name: N/A Stage: Avalon Hill Enemies: Fighter Jets (many), Bomber x 2 Consorts: Any consort used in the last mission will assist in this mission. This is the bonus mission from the mission "Defend Water Processors." As already noted, if you hired a consort last mission, they come with you on this mission too. This is pretty simple. When the mission begins you will be attacked by a squadron of fighter jets. Ignore them for now and head to the southern part of the map. When you get there destroy the pesky fighter jets and wait for the bomber to show up. The first one will come from the southeast. Destroy it then head to the southwest where the other one is. When the second bomber is destroyed the mission ends. Congrats, you get another secret part. -------------------------------------------------------------------------------- Destroy Massive Weapon Requester: Mirage Credits In Advance: 0 Credits Upon Completion: 80000 Code Name: Leviathan Stage: Submerged City Enemies: Massive Controller Weapon x 1 Consorts: 10000 Credits Provided -Suburban King: 10000 -Comeback: 10000 SECRET PART: x 1 Equip hover legs. Take a consort to draw fire. When the mission starts look at the ground. There is a grate, shoot it out and land on the water. Hover towards the girder and grab the secret part. Boost out and engage the massive whatever. It can dish out lots of damage quick so dodge its attacks. With some work it will die soon. -------------------------------------------------------------------------------- Destroy Massive MT Requester: Union Credits In Advance: 0 Credits Upon Completion: 100000 Code Name: Ofanim Stage: Avalon Hill Enemies: ONE REEEEEEALY BIG MT Consorts: 20000 Credits Provided -Spartan: 10000 -Scylla: 16000 -Apple Boy: 16000 -Regina: 18000 -Royal Mist: 20000 Remember the horrible gawk you made when you saw that big ugly spider in the sewers. You're gonna do that again. They aren't joking when they say MASSIVE! Head to the northwest behind the crescent shaped hill to get the secret part. Then try to beat the MASSIVE MT. As many Armor Points as possible are great to have. If you have the Karasawa, and the Linear Cannon more power to you. Unfortunately if you don't, grenade launchers will have to do. After causing a small amount of damage to it, it will split into two different units. One that can still fire the insane volleys of dead accurate pursuit missiles and deadly powerful red eye lasers. The second part flies circles around the battlefield and fire volleys of four massive fireballs at you. And here is the real pain, after the cutscene the game automatically teleports you to the middle of the stage and turns off any extension you may have been using. It's best to ignore the small part for now. Concentrate on ending the existence of the largest segment, since when it dies the mission ends. Hide behind the large wreckage sticking out the ground to avoid its missile hail, and pop out to fire on it. If a gun runs out of ammo, drop it to speed you up. After many spent rounds, and several reloads, he will go down. Congrats you have just beaten the toughest mission in the game. And if you did it without a consort you get a cool secret part! ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1st Layer: Special Research -------------------------------------------------------------------------------- Defend Ruglen Laboratory Requester: Crest Credits In Advance: 0 Credits Upon Success: 34000 Code Name: Stray Sheep Stage: Ruglen Laboratory Enemies: MTs (many), AC x 1 SECRET PART: x 1 This is pretty straightforward. Go in kill all the MTs. Go to the next room and fight an unidentified AC. It shouldn't be a problem considering that you have two consorts with you. He will usually concentrate on the others, leaving you open to make several cheap shots. Kill him to get a cool new part. -------------------------------------------------------------------------------- Eradicate Life Forms Requester: Crest Credits In Advance: 0 Credits Upon Success: 26000 Code Name: Pyrethrum Stage: Ruglen Laboratory Enemies: Giant Ticks x 17 SECRET PART: x1 These giant ticks are obscenely powerful. They are like giant skittering tanks, whatever you can dish out, they can take and then some. Solid ammo using weapons are a definite no no. If you want to take weapons, use energy weapons on a tank body. It isn't like it hurts them any more than solid ammo will; you just wont lose insane amounts of money at the end of the mission. Beam Sabers work well against them because they will try to run away and give up on attacking until they are a safe distance from you. All you really need for this mission is your beam saber and a lot of armor points. After a little while in the first room, the scientists devise an ingenious plot. They concur the creatures shells weaken when exposed to acid, so they lower canisters from the ceiling. You can either break the canisters and the bugs will become much easier to kill, or play iron man and destroy them all without using the acid, which will award you with a secret part. And to think all of this could have been ended with a single can of Raid. -------------------------------------------------------------------------------- Destroy Germ Canisters Requester: Kisaragi Credits In Advance: 0 Credits Upon Completion: 36000 Code Name: Ballerina Stage: Ruglen Laboratory Enemies: MTs (many) Secret Part: x 1 This board can be tricky if you are trying to get the secret part. The objective is to destroy all of the germ canisters before time runs out. There are several MTs about to complicate matters, not to mention tiny little flying MTs that jam your FCS so you cannot lock onto targets. Once you begin to attack the canisters will raise into the ceiling so you have to be quick or you will lose. Destroy any MT that gets in your way. The doors will also begin to close so if you get locked in, mission failed. After destroying all the canisters, make for the escape point and get out of there before the doors close. -------------------------------------------------------------------------------- Recover Data Capsules Requester: Crest Credits In Advance: 0 Credits Upon Completion: 32000 Code Name: Shower Bath Stage: Conservation Area Enemies: MTs (many) Consorts: 14000 Credits Provided -Ajante: 7000 -Spartan: 10000 -Cold Heart: 12000 -Huntress: 14000 -Scylla: 12000 -Apple Boy: 10000 You don't need a consort. Just a fast, maneuverable AC. Zip around and find the four capsules. Look on your map to find them and zip over to each one and hit Circle. After you have secured all four. The support team will tell you they can't make it in because the rain is too bad. Hang around for a while and the rain will eventually let up so you can be evacuated. Mission Successful. -------------------------------------------------------------------------------- Destroy Gun Emplacements Requester: Crest Credits In Advance: 0 Credits Upon Completion: 35000 Code Name: Fireworks Stage: Conservation Area Enemies: MTs (many), Large Gun Emplacements x 5 Consorts: 14000 Credits Provided -Ajante: 7000 -Spartan: 10000 -Cold Heart: 12000 -Huntress: 14000 -Scylla: 12000 -Apple Boy: 10000 TAKE A CONSORT THIS TIME! They will prove invaluable next mission. This time you have to destroy five large gun emplacements. There are two of them on the right riverbank, and three of them on the left bank. Just hunt around and ignore the MTs. The mission ends when the emplacements are destroyed. If you destroyed the turrets fast enough, then Crest will call you with an urgent mission. I highly suggest you take the mission. If you didn't destroy the turrets fast enough to get the bonus mission you really want to reload and try again. To accept the next bonus mission, just hurry to the transport they show in the cutscene. -------------------------------------------------------------------------------- Distract Union Defenses Requester: Crest Credits In Advance: 0 Credits Upon Completion: 0 Code Name: N/A Stage: Conservation Area Enemies: MTs (many) Consorts: If a consort was purchased on the above mission they assist here too. The bonus mission after the "Destroy Gun Emplacements" mission. You really want to do this mission; the secret AC part is definitely worth it. Anybody who has played Armored Core before has got to be familiar with the Karasawa. You want it? Than you have to survive against an onslaught of massive MTs and little annoying hover things for five minutes. The goal is to distract them; I guess that's kinda like blowing them up. Good news is if you hired a consort on the preceding mission, they get to tag along with you on this mission. After the five minutes is up, high tail it back to the transport before the missile strike hits and you win. -------------------------------------------------------------------------------- Protect Crest Convoy Requester: Crest Credits In Advance: 0 Credits Upon Completion: 42000 Code Name: Stage: Rizden Intelligence Facility Enemies: Mobile MTs (many) Consorts: 16000 Credits Provided -Spartan: 10000 -Cold Heart: 12000 -Huntress: 14000 -Apple Boy: 10000 -Trafalgar: 16000 -Bremen: 16000 HIDDEN PART: x 1 This mission is annoying. Take a consort, they will come in handy. Trafalgar is probably the best for the job. In the beginning jump out the trench to the left and head straight towards a satellite station to get the secret part. Then head back to the convoy. Squadrons of Mobile MTs will attack constantly from all directions. Keep on your toes, you may lose a truck or two but as long as at least one survives you win so keep at it. -------------------------------------------------------------------------------- Disable Radar Equipment Requester: Mirage Credits In Advance: 0 Credits Upon Completion: 31000 Code Name: Diamond Dust Stage: Rizden Intelligence Facility Enemies: MTs (many), helicopters (many), AC x 2 Consorts: 16000 Credits Provided -Spartan: 10000 -Cold Heart: 12000 -Huntress: 14000 -Apple Boy: 10000 -Valkyrie: 16000 -Bilbo: 16000 This mission is a pain. Take a consort this time. It doesn't matter which. Look at your map when you start off. There are five radar dishes scattered around. Destroy them all. Three out of five are located above the trench, while the other to are in the trench close together. Find the three that are isolated before you go destroy the two that are close together. Ignore the enemies and destroy the dishes as quick as possible. The mission will either end here, or if done fast enough you will be contacted and told to check out the inside of the base. Head to the escape point near the two radar dishes by each other. You will have your ammo and armor restored and you will get to take on the two ACs Castor and Dynamo at once. If you took a consort they will come with you here. They will be a big help because they will distract your opponents allowing you to get in some shots. Make use of the pillars to avoid Flares rocket barrages. Back Breaker is no challenge, just get your consort to draw their fire and take cheap shots from a safe distance away. Defeat the two ACs and the mission ends. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 2nd Layer: Waste Disposal -------------------------------------------------------------------------------- Assault Crest Facility Requester: Union Credits In Advance: 0 Credits Upon Completion: 51000 Code Name: Power Play Stage: Crest's Data Storage Facility Enemies: MTs (many) Consorts: AC (Many) Working for a union? Doesn't it already sound like you're getting ripped off? A run around and kill stuff mission. You get a lot of credits on this board. Plus there are several consort Ravens tagging along for free, including the A-ranked Royal Mist. Destroy anything hostile that moves. Just keep pressing on, room by room. Eventually all the other Acs will have either destroyed the power generators, retreated or perished in combat. If you weren't beaten to the punch the Union will then tell you to move on and destroy the generators. There are three generators, all in one room. Destroy them all and the mission will end. Sit back and reap the profits. -------------------------------------------------------------------------------- Bomb Disarmament Requester: Crest Credits In Advance: 0 Credits Upon Completion: 30000 Code Name: Brunt Trash Stage: Smelting Factory Enemies: AC x1, MTs x 4 Boosters are a must. Strong boosters, or you fall in extremely hot pit of fire and die. There are four bombs in total. Two of them are planted above the conveyer belts. The other two bombs are located above the fire pit, in the ceiling. Fly up through the holes in the wire. And remove the bombs. Strasbourg shows up halfway through the time limit just to hassle you. You can either try to kill him or ignore him and finish the mission. You don't get anything either way. -------------------------------------------------------------------------------- Disable Security System Requester: Union Credits In Advance: 0 Credits Upon Completion: 51000 Code Name: Cradle Cat Stage: Crest's Data Storage Facility Enemies: MT (many), Invincible Gun Turrets (many if your dumb and hit lasers) DO NOT TOUCH THE LASERS!!! They are not hard to miss; they're the giant freaking red lasers! You see um? DON'T TOUCH UM! If you do you will trigger the activation of many gun turrets that not only shoot fairly powerful rounds that overheat you very fast, but are also completely invincible! So don't touch them. GOT THAT! So the objective is to switch off all those annoying laser, to do this you have to make it past them all, hitting them won't fail you, they just get you shot A LOT! If you want to risk it and you think you're fast enough, suuuure go right through the lasers, but don't say I didn't warn you So just duck and weave and fly in between all of the lasers. The path is fairly straightforward, as long as you don't keep hitting the lasers it is a snap. Go through the first room, and through the door marked S-04. Go down the hall and go in the next room. Dodge the lasers and head out the door that says S-10. Go down this hall and watch those tricky moving lasers. Enter the door that says S-17 and go past the lasers and through the next door. Go through this hall, and exit through door S-31. Navigate these lasers, which is always where I get shot, and go through the door. Follow the hall and enter room S-00. Your target is here. Either deftly dodge the psychedelic light show, or thrust on through and switch off the system before the guns start hammering you. Either way this is easy money. -------------------------------------------------------------------------------- Disable Pulse Generators Requester: Mirage Credits In Advance: 0 Credits Upon Success: 51000 Code Name: Acusector Stage: Ventilation Duct C3-11 Enemies: MTs x 6, gun turrets (many), AC x 1 SECRET PART: x 1 This mission can either be as hard or as easy as you make it. If you insist on destroying every enemy in sight than be prepared for many reloads and a hard time. But if you ignore all the enemies the mission is a breeze. Now first thing you might notice when you start this mission is you constantly lose life. Doesn't that suck! So get it done quick or die. Now you have to disable some generators. When you start off jump off the platform and dodge the enemy fire as you fall down the shaft. When you reach bottom, disable the first generator. Then turn around and fly to the door with the lights around it. Look at the ceiling and you will see a grate. Shoot it out, and fly up it, and shoot out the next three grates above it. Land on the platform and disable the pulse generator there. Shoot out the next four grates above the hole and fly up it to the next corridor. You will see a cutscene of an AC. Wait for your boosters to recharge and then open the door. Fly across the shaft to the door on the other side. Go through the door and walk through the shaft. Make sure you take notice when the hall branches to the left or you will run into a dead end. Follow the shaft until you reach a door. Open it and jump off the ledge. Don't go all the way to the bottom; search the walls for a platform with a door. Enter the door, shoot out the ceiling grates, and fly up to the next level. ***BEFORE YOU DISABLE THE GENERATOR, LOOK UP.*** There is a hole in the ceiling, fly up through it and land. The secret part is up there; you really want this part. Go back down, disable the generator, and leave this room. Go down, to the bottom of the second huge chamber and either fight that AC, or disable the last generator the second you touch ground. Mission Complete. If you did decide to destroy that AC you get a 10000 credit bonus! -------------------------------------------------------------------------------- Defend Crest HQ Requester: Crest Credits In Advance: 0 Credits Upon Completion: 56000 Code Name: Excelsior Stage: Ventilation Duct G9-29 Enemies: Controller Forces This is an easy mission. Once the mission starts, boost up to the fourth platform and just destroy the little spheres as they come up. But be quick about it, if they touch the ceiling you fail the mission. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 3rd Layer: District 1 -------------------------------------------------------------------------------- Defend the Monorail Requester: Mirage Credits In Advance: 0 Credits Upon Completion: 15000 Code Name: Medicine Chest Stage: Falna Research Laboratory. Enemies: MTs x 12 Consorts: 9000 Credits Provided -Spartan: 5000 -Cold Heart: 3000 -Huntress: 6000 -Apple Boy: 8000 -Fragile: 9000 -Gaidoz: 9000 Bah, who needs consorts anyway? You can do this yourself. Well the monorail is broken, and is under siege by waves of heavily armored MTs. There are twelve of them in total, the first wave of them is six strong, and will be the hardest to deal with. But don't worry; they will all shoot at you, not the monorail. After you frag the first wave, the second wave will show up, this wave is four strong. They may actually start shooting the train, so keep them under pressure. After they die the last wave, an overwhelmingly powerful two MT strong unit will show up. Well okay, so they are pushovers too, just kill them cause these two will focus almost exclusively on the train. -------------------------------------------------------------------------------- Eliminate Infiltrators Requester: Kisaragi Credits In Advance: 0 Credits Upon Completion: 15000 Code Name: Windup Toy Stage: Parking Lot Enemies: MTs (many) Consorts: -Trafalgar: Free Well this isn't a walk in the park. The closed in setting of the parking lot makes movement a bit tricky, but at least a consort is provided free of charge. You start off in a long sloping hall, walk to the end of it and open the door. You will be in a large room filled with several MTs. Destroy all of the flying MT and the door to the next level will unlock. Proceed down the hall, open the door and repeat the process. Move down, to the next level, and destroy the next barrage of enemies to unlock the next level down. On the fourth level, you will encounter the team of three infiltrators. Trafalgar will show up to help you, with a little work they will go down fairly easy. -------------------------------------------------------------------------------- Destroy the AC Requester: Mirage In Advance: 0 Upon Success: 32000 Code Name: N/A Stage: Falna Research Laboratory Enemies: MTs x 9, AC x 1 The optional urgent mission from Mirage after the 'Defend Personnel Convoy' mission. If you take it you will be transported directly into the mission. Your ammo will all be reloaded fortunately, and your life will be refilled as well. When you start you learn that an AC has stolen a chipset and that you are to destroy it. Fight your way down the corridor until you come to a large passage through the right wall. Go through the passage and you will pass into a large room. You will now be formally introduced to the AC, Chain Impact. If you used the tank AC with the grenade launchers strategy on the last mission you will make more than short work of him. Just stand in the small hallway that leads to the room that Chain Impact is in. He will come to you and will not be able to move very well in the hall, so you have an easy time blowing him away. -------------------------------------------------------------------------------- Eliminate Intruders Requester: Crest Credits In Advance: 50000 Credits Upon Completion: 17000 Code Name: Traffic Vests Stage: City Sector 513 Enemies: MTs (many), AC x 1 This is pretty straightforward, go in and kick butt. There are plenty of large yellow tanks and flying enemies to go around. But your main problem will come in the form of the AC Crossback. He isn't much of a threat, just keep up the pressure and he will go down. -------------------------------------------------------------------------------- Safeguard Alloy Sample Requester: Crest Credits In Advance: 10000 Credits Upon Completion: 20000 Code Name: Razzle Dazzle Stage: Crest Research Laboratory Enemies: MT x 8, AC x 1 Why is it that all the missions that involve guarding things a pain? Make a tank AC with some uber-strong grenade launcher back units and have a field day with the MTs. Just follow the road and blow up hostiles as you go. When you open the large doors, the AC Grinder will show up. Take out the MTs in the area first so they don't destroy the transport while you concentrate on Grinder. Grinder will focus on you only. With the grenade launcher he is an easy target, especially since just loves to get right next to you. He can take quite a few hits but with persistence you will whip him. Just keep following the road, destroy the remaining MTs and the truck will pull in and you win. If the truck is destroyed though, you get a chance to redeem yourself. You can actually pick the alloy up and bring it to the lab. If the transport remains intact you get a great new secret part, yippee. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 3rd Layer: Industrial Research -------------------------------------------------------------------------------- Secure the Mine Requester: Mirage In Advance: 0 Upon Completion: 11000 Code Name: Calm Down Stage: Gran Mining Facility Enemies: MT x 21 Consorts: 6000 credits provided -Duminas: 4000 -Spartan: 5000 -Cold Heart: 3000 -Huntress: 6000 -Scylla: 4000 Another blow 'um up mission, but this time with a twist. Destroy all 21 of the enemies, but don't destroy any of the mine equipment in the process or you will lose money. Do not take a consort, more money for you, plus they have the annoying habit of accidentally destroying mine equipment. If anything is broken, expect to be fined anywhere from 250 to 500 credits. -------------------------------------------------------------------------------- Defend Naire Bridge Requester: Mirage In Advance: 0 Upon Completion: 13000 Code Name: Zip Up Lips Stage: Naire Bridge Construction Site Enemies: MT x 8 Secret Part: x 1 Awesome, your first secret part is on this board, but how to get it is explained in a different section. You start in a sealed room, you have to open the door, and the bombardment will begin. There will one MT directly in front of you, and two groups of little guys with jetpacks. Kill them. Then boost across the huge gap. Don't fall, you will die. Make sure you land on the upper raised platform, if you land on the edge of the platform to the left, it will collapse and you may fall to your doom. On top of the higher platform there are two MTs, on the right lower platform there are two more crane MTs, and on the left lower platform, the last crane MT. Destroy them and the mission is a wrap. -------------------------------------------------------------------------------- Rescue Survey Team Requester: Kisaragi Credits In Advance: 0 Credits Upon Completion: 14000 Code Name: Round Trip Stage: Drainage L9 Enemies: MT x 18 Secret Part: x 1 Groovy! Another stage, another secret part! You start off in a hallway, go out into the stream of raw sewage (yuck) and kill the two flying gun MTs, continue down the hall, kill the next two MTs, go further and kill the last two MTs. A little further down you will find a large door, open it by pressing the button on the right near the door. The door will open to reveal the survey team, who is very busy being shot. They will retreat down the hall as soon as you open the door. You can ignore the MTs in the room, and follow the survey team down the hall. Make sure you grab the hidden AC part. The doors in the walls will open revealing two MTs apiece, and there are more flying guns. In the last hall where you started, make sure to kill the aerial gun turrets, as they have a habit of killing the survey team. Just keep them covered, and don't shoot them and you will be fine. -------------------------------------------------------------------------------- Destroy Naire Bridge Requester: Kisaragi Credits In Advance: 0 Credits Upon Completion: 11000 Code Name: Termite Stage: Naire Bridge Enemies: MTs (many) Secret Part: x 1 Wait a second, didn't I just keep this thing from being destroyed and now I gotta do it myself. What you're paying me? Ok! The board is pretty simple. There's a two minute and twenty second time limit. Plant the bombs at the points that say 'Target'. A very fast mech is ideal. If you want to score another neato secret part, destroy both of the monorails Not only do you get a cool new part, but each one will net you 6000 credits. That is 12000 for the both of them. Just peek between the girders and let um rip. Ignore the enemy MTs and just concentrate on the monorails and planting the bombs. As long as you aren't in painfully slow mech you should finish with a surplus of time left. -------------------------------------------------------------------------------- Safeguard Water Supply Requester: Mirage In Advance: 0 Upon Success: 20000 Code Name: Anthill Stage: Barrel Dam Enemies: MTs (many), helicopters (infinite) Secret Part: x 1 This is an easy one, and it has another secret part, groovy! Ignore the helicopters, yes they are annoying. Very, very annoying, but shooting them will get you nowhere, as their numbers are inexhaustible. The targets are inside the dam. There are four small platforms on the side that you can jump to, but it is tricky so be careful. This is definitely not an appropriate mission for a giant heavy AC. Go to the tunnel furthest from the start point, eliminate all hostiles and make your way to a computer at the end of the tunnel. It will give you a message saying gate 6 was unlocked. Make your way to the platform that is now furthest from you. Fight past all the enemies to find another computer. You will get another message saying a door was opened. Go to the platform directly to your right and follow the tunnel straight, you will find another computer. When you activate the computer you will see a cut scene of water lowering. Back track to near the beginning of the tunnel you are in and hang a right when you come to a fork in the road. Continue on and when you reach the last room, jump up onto the high ledge and deactivate the canister. -------------------------------------------------------------------------------- Escort Personnel Convoy Requestor: Mirage Credits In Advance: 0 Credits Upon Success: 0 Code Name: Duckling Stage: Gran Mining Facility Enemies: MTs (many) Secret Part: x 1 This board is a royal pain in the ass. Tons of fast MTs that don't stop coming and they actually do go for your defense targets instead of you. The convoy trucks will take only so much damage before they explode. Fortunately the crew will bail out and try to fly to the exit with jetpacks, but they too can be killed. In the beginning there is a huge swarm of MTs. If they are not nipped in the bud quickly then the problem gets out of hand. You must kill them as fast as possible because more are on the way anyway. A good strategy is to make a massive tank AC with some extremely powerful back weapon grenade launchers and double exceed orbits and shoot like mad at the enemies. Only problem is the ammo can get pretty pricey. The more conveys that survive the more you get paid. For every trailer that makes it out you get 2000, for every employee you get 2500, and for every transport that makes it out you get 1500. If all the transports make it out you get a secret part. At the end of the mission you will get a message from Mirage. They have an urgent mission; if you choose to accept, move to the escape point. If you choose to reject it just hang around in the main chamber until the computer declines the mission. For a walkthrough of the secret mission, look for the 'Destroy the AC' mission in the 3rd Layer: District 1 missions section. -------------------------------------------------------------------------------- MT Training Exercise Requester: Kisaragi Credits: Credits In Advance: 0 Credits Upon Success: 0 Code Name: Bird-Watching Stage: Barrel Dam Enemies: MTs x 5 Secret Part: x 1 Well this is insulting. Being dragged from the very thick of battle to baby-sit these pathetic MTs while they shoot at you. First of all, DO NOT BRING ANY WEAPONS. You cannot shoot at the opposing MTs, so why bring weapon they will just slow you down. And slow is most definitely not something you want to be when you have to dodge missiles for two minutes straight. Try and be as fast and as light as possible. If you can run the entire training exercise without being hit you get a really great new hidden part. Payment is also determined on how well you do. -------------------------------------------------------------------------------- Investigate Water Swells Requester: Kisaragi Credits In Advance: 0 Credits Upon Success: 45000 Code Name: Doodlebug Stage: Drainage L9 Enemies: Nasty Spiders (infinite), Enormous Nasty Spider x 1 Man these spiders are ugly. And those blue boogers they spit hurts bad. You definitely want to take a head that has a biosensor equipped or you won't be able to lock onto the spiders, which would make the simple task of killing them all the much more a pain. Also take a CWC-GNL-15 Grenade Launcher. When you start in the hall go out into the feces river, and take a right. Eliminate the annoying spiders as you go, beam sabers work wonders on those ugly creeps. You will eventually come to a hallway on your left, turn there, kill the spiders and activate the switch on the wall. This will cause the floodgates to shut, which will lower the 'water' level, and stop the infinite waves of spiders. Go back to the main sewer hall and go all the way to the other end, when you reach a huge door covered in cobwebs. Press the button to open the door, and say: "Oh my God, that is one big ol' ugly spider". So here's what you do, take the grenade launcher and plug twelve rounds into its ugly carapace. That will take care of that mission, expect a massive repair bill. As for me, I'm never watching Starship Troopers again. -------------------------------------------------------------------------------- Destroy Computer Requester: Mirage Credits In Advance: 0 Credits Upon Success: 42000 Code Name: Gatecrasher Stage: Galnat Military Plant Enemies: MTs (infinite) This is a really easy mission. Just go through and start trashing things. Follow the path; gun down any MTs in your way. Break all the boxes and barrels. They are worth 500 and 800 credits respectively. At the end of the road there is a large computer unit with the target icon pointing to it. Destroy it and the screen turns red. Hurry up on your way out and it is over. -------------------------------------------------------------------------------- Destroy Kisaragi Forces Requester: Crest Credits In Advance: 0 Credits Upon Success: 46000 Code Name: Roaring Party Stage: Gran Mining Facility Enemies: MTs (many), AC x 1 Consorts: Street Enemy Street Enemy is provided free of charge as a consort. When you start off you will walk down the mines main corridor. It is better to let Street Enemy reach the door first. The room is filled with plenty of small annoying MTs that can hurt you badly. So let him do the dirty work. After he leaves the room will be flooded with MTs. These are easy to deal with so it's not much of a problem. The door Street Enemy went through is now open. Go through the door and go through each room until you get on an elevator. At the end of the ride you find Street Enemy already engaged in battle with Claizen. Claizen will put up a tough fight. Beat him and the mission ends. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 4th Layer: Energy Production -------------------------------------------------------------------------------- Steal the Access Program Requester: Crest Credits In Advance: 0 Credits Upon Success: 49000 Code Name: Double Act Stage: Rehito Laboratory Enemies: MTs (many) Well back to this place. The goal is to steal a computer program. The tiny flying enemies that disrupt your FCS make their annoying return in this mission. From your start point in the hall, enter the first room and destroy the enemies. Then go to the next room and kill everything there too. Go through the door and go left. The when you come to the next intersection go right. Take a right when that hall ends. Destroy all the little enemies that block your way and go down the slope and enter the next room. In the room after this is the computer. Open the door, rush in and grab the program, and then rush out. Ignore the security guns. All the enemies in the level are now back. You can either maneuver through the blue lasers or run through them and lose a minimal amount of life. Your choice. Rush all the way back to the beginning of the mission and it will be complete. -------------------------------------------------------------------------------- Investigate Magna Ruins Requester: Mirage Credits In Advance: 55000 Credits Upon Completion: 0 Code Name: Rook Stage: Magna Ruins Enemies: Stealth MTs (many), AC x 2 Consorts: 7000 Credits Provided -Huntress: Free -Ajante: 7000 -Duminas: 4000 Cool they provided another AC to work with you for free. You will wish they hadn't. Hire Ajante as a second consort and accept the mission. Go through the door and hide to conserve your armor. Fire at Huntress while she takes care of the Stealth MTs. After the MTs are gone the AC Fanfare will arrive, and Huntress will turn traitor. Kill either one first. Get close up to Fanfare so you are guaranteed to hit, but try not to be close to Huntress when you fight her because unlike Fanfare she is good at close combat. -------------------------------------------------------------------------------- Infiltrate Rehito Laboratory Requester: Union Credits In Advance: 0 Credits Upon Completion: 52000 Code Name: Calamity Stage: Rehito Laboratory Enemies: MTs (many), AC x 1 This mission is fairly easy; just make a tank AC with two back mounted grenade launchers. Piece of cake! First of all save your grenades, use your right arm weapon to clear out normal enemies. Go out the hall you start in into the first room. Destroy the enemies. Go to the next room, and then out the door. Take a left, open the door, and take a right. Take the right when the hall dead-ends. Destroy all the little MTs in your way. Go past the blue security lasers and down the slope. Go through the two doors and get the first security key. Go back out, the lasers are now disabled. Continue down the hall and when you see a door on the left wall go through it. Go down the ramp and destroy all the enemies. Go through the door on the left and get the next two security keys. Go back to the room with the huge tanks in it and go through the door that is on the right. Put the security keys in the computers and the door in the back of the large room with the tanks will unlock. Go through the now open door and get the computer program. Turn back and go to the room with the huge tanks. Nocturne will now show up. Unleash all your grenades on him and he will die quickly. Now just head back to the start point and you win. -------------------------------------------------------------------------------- Defend Energy Reactor Requester: Union Credits In Advance: 0 Credits Upon Completion: 67000 Code Name: Crying Baby Stage: Energy Reactor Enemies: Security Guns (infinite), AC x 1 This board is a pain. You have to play stoplight with the stupid barriers or you will die incredibly quick. When you here the security system deactivate, dash forward and jump into the nearest wall recess. If you don't you will be hit by an incredibly powerful mega cannon that can do anywhere from 2000 upwards in damage. If you actually live past the energy walls, and destroy the cannon, you will move into the main reactor chamber. There is a tough little quadruped AC in here. If you kill him the mission ends. The way I did it was equip have a tank AC equipped with lightweight body parts so it is quick enough to move from recess to recess without getting blasted. Do not equip any left arm parts or extensions. Just take a machinegun, and a back mounted grenade launcher. Destroy the wall cannon with the machine gun and the AC with the grenade launcher. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Layered Hub -------------------------------------------------------------------------------- Infiltrate Layered Hub Requester: Union Credits in Advance: Credits Upon Completion: Code Name: Zero Division Stage: Layered Hub Enemies: Controller Forces (many), AC x 2 Run through the first room, ignoring the annoying spheres. Go through the door and boost up the corridor. Stop on one of the large pillars if you need to recharge your boosters but be careful, they have guns on the end of them. Continue of the corridor and go through the door. In this room dash to the left and go through the door. You will go into a long hall. Boost down the hall ignoring the long stone pillars. Dodge around them avoiding their fire. It kinda reminds you of Starfox, doesn't it? When you reach the door and open it, you will get a loading screen. When the game is done loading you appear in an elevator shaft. Step on it to get it moving and then jump off and wait at the top so you don't have to deal with enemy fire on its way down. Wait awhile and then jump when the elevator stops. Go through the door. Oh No! Cutscene! Evil ACs! Noooo Problem! There are two ACs here, as long as you don't let them gang up on you, you shouldn't have a problem. One will rush in to 'fight' you. He is not much of a threat, his exceed orbits are annoying though. Hammer him while avoiding his various laser shots until he is dead. After that find the second AC who is probably whimpering in a corner. Unlike his cohort he will avoid being anywhere near you whenever possible. Avoid his laser cannon, as it is pretty powerful. Just hammer on him, or if you can keep him close, beam saber him to death. After he is dead, continue on into the next room. Behold, the Controller. Boost up to the part that says target and slash it with your saber, or shoot it. After taking a good lickin' the structure will crumble away. Destroy the now vulnerable inner workings and the Controller is finished. -------------------------------------------------------------------------------- THE END After beating the game, you watch the end movie, and all the groovy credits. You are prompted to save afterwards. Do it. You can reload the game, go back and redo missions, get missed secret parts, fight in the Arena. All kinds of new fun possibilities await. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ]----------------------------------[Arena]-------------------------------------[ Arena The Arena is the place where all the hip Ravens go to test their mettle against one another. You compete in a one on one fight with the opponent you pick to fight. You can only challenge the person directly on top of you, but you can re- challenge any AC pilot that is of lower rank than you, although you will not receive money for beating them again. As you go through the game some of the pilots will be killed (usually by you) during the course of the story. When a pilot is killed, they are removed from the Arena, so if you didn't fight them you will never get a chance again, but a new Raven will be inducted to replace them. You can fight however you choose in the Arena. You do not have to pay for ammunition or AC repairs like you do in a normal mission, so you can blast away willy-nilly with any weapon and not spend a dime. This makes it all the more better to go all out. I highly suggest getting as high as you can as soon as you can. You can easily cheap out the Arena with the basic AC and the most powerful grenade launcher. Just stand and fire, I got to the top of D-Rank without a single loss. Not only does this build up loads of credits; it can net you a few AC parts. But be warned, the Arena will only allow you to climb so high so fast. After achieving a top rank in a certain letter category, you may not be able to challenge the next opponent. If this is the case, just do some missions. After awhile you will be challenge your next opponent. What follows is an alphabetical list of all of the AC pilots that compete in the Arena. Pilot: The name of the Raven AC: The name of the Ravens AC Reward: How many credits you get for defeating them -------------------------------------------------------------------------------- Pilot: Ace AC: Arcadia Reward: 1200000 The best of the best. Ace is ranked A-1 in the Arena listing. He is the most talented pilot there. They don't call him ace for nothing! He spends most of the fight in the air showering the ring with grenades. His chain gun is dead accurate and will quickly whittle away your armor. Stay away from him because his MOONLIGHT is simply devastating. All that said his armor is not very high. Try your luck in the Parking Lot. Best of luck, Raven. -------------------------------------------------------------------------------- Pilot: Adieu AC: Sky Dancer Reward: 1000 This guy actually competes with the basic AC. Now you can see why he is dead last. This fight takes little effort, or skill for that matter, to beat. If you can't beat this guy, just give up hope and trade this game to a friend for an old copy of Kirby cause no strategy could help you. -------------------------------------------------------------------------------- Pilot: Apple Boy AC: Esparanza Reward: 11000 Think of him of another Adieu who is worth more money. He will stand still quite a bit, and his weapons are not significantly powerful. -------------------------------------------------------------------------------- Pilot: Aster AC: Megalo Reward: 8000 Megalo is pretty quick and his sniper rifle although not very powerful, is rather accurate. Your main trouble will come from his heat missiles, which after hitting you cause you to burst into flame and severely overheat. These are to be dodged at all costs. Other than that he is a pretty easy fight. -------------------------------------------------------------------------------- Pilot: Asylum AC: Gigantes Reward: 80000 Asylum likes to charge you with guns blazing, and missiles firing. And given his choice of weapons you don't want to be in his way. His missiles are devastating, so dodge as many as possible. Or better yet just take some missile intercepts. His arm cannons are easily enough dodged. Just circle strafe him after he is out of missiles. -------------------------------------------------------------------------------- Pilot: Bad Brain AC: Pincer Reward: 23000 Stay away from his AC. The flame-thrower is a mean one. He tends to dawdle a lot almost like he wants you to go in close for the kill, just stay back and hammer on him. If he tries to get closer move back. This is a rather easy fight. -------------------------------------------------------------------------------- Pilot: Back Breaker AC: Castor Reward: 6500 Castor isn't anything special. Avoid his back cannons, as the damage can stack quickly. He isn't very fast, but his tuning is pretty quick so circle strafing while hopping will throw off his aim. -------------------------------------------------------------------------------- Pilot: Barchetta AC: Karma Reward: 17000 The Karma packs some firepower, if you aren't very good with a fast AC, your best strategy is to do the same thing he does. Get a tank, and two big grenade launchers and have it out until you win. -------------------------------------------------------------------------------- Pilot: BB AC: Tyrant Reward: 700000 BB is not all what he was cracked up to be, probably because he fights with an overweight AC. He isn't easy; I mean jeez he is A-2 but still. Most of the fight he sticks with his Spread Bazooka, which is easily avoided. Keep your distance, cause if all three rounds connect it hurts! He does use the OP-INTENSIFY so he doesn't need to stop to fire his grenade launcher, which he is quite accurate with. If your AC is fast, this is fairly easy to dodge, but once he gets a hit in, hope he doesn't do it again while you're stunned. -------------------------------------------------------------------------------- Pilot: Bilbo AC: Green Witch Reward: 5000 Since she appears at a low rank around the middle of the game, she is not much of a threat. She has hover legs and is very maneuverable, and has an armament of nothing but energy weapons. (And nothing but energy weapons that shoot green beams to boot.) Strangely, the only thing on her that isn't green is her beam saber. Her energy weapons are easy to see coming, and are easy to dodge. -------------------------------------------------------------------------------- Pilot: Bison AC: Gauntlet Reward: 14000 He will use his overboost quite a bit, to close the gap between you and him, or to make a hasty escape if he is overheated. These boosts are usually accompanied by a volley of pursuit missiles so stay on your toes. He is otherwise very slow. Take advantage of this and literally run circles around him. -------------------------------------------------------------------------------- Pilot: Brass AC: Cool Head Reward: 1500 Brass is the first replacement Raven in the game. Brass is the first Raven to replace any other Raven who dies during a mission. Since he comes in around the middle of the game and appears at a low rank, you should be able to defeat him easily. -------------------------------------------------------------------------------- Pilot: Bremen AC: Multi Box Reward: 41000 Bremen is a missile fanatic. His piloting skills are otherwise pathetic, but who really needs to pilot with all those missiles. If you can make it past the explosives and keep him in close combat, the fight is yours. Or just go to a board with plenty of obstructions like the Parking Lot to fight him. -------------------------------------------------------------------------------- Pilot: Caller AC: Harlequin Reward: 150000 Caller is pretty difficult. He is very mobile and will circle strafe you to death. And with the heat he's packing that's no joke, bub. As if his two chain guns weren't enough his weapon arm grenade launchers will surely cook your goose. Your best strategy is just to try and beat him at his own game and circle strafe and fly around him. He is easiest in the Arena. -------------------------------------------------------------------------------- Pilot: Cascade AC: Signal Reward: 4000 Cascade is fairly easy. He is fairly mobile and is rarely stationary. At the beginning of the battle he will immediately overboost over to you. Just circle strafe around him while firing, making sure to alter your direction if he changes his. He will jump around and move a lot making for an annoying target at times but just keep it up and you will win easy. -------------------------------------------------------------------------------- Pilot: Castdown AC: Browser Reward: 24000 Browser is pretty easy. He isn't to great a pilot, and rarely attacks except for when he is in the air. His missiles can do some good damage if you get hit, but most of them are easy to dodge. His spread bazooka is also very easily dodged. -------------------------------------------------------------------------------- Pilot: Chain Impact AC: Valiant Reward: 7500 Avoid getting close to him at all costs. His guns will eat through your quick. Dodge around him to avoid them and just stay away from his front. -------------------------------------------------------------------------------- Pilot: Claizen AC: Insomnia Reward: 14500 Claizen has some half-decent footwork. Although his rockets and his wave beam saber are easy enough to avoid, he is very accurate with his machine gun. He likes to hide behind corners and make you come to him so a fight in the Arena will remove this annoyance. -------------------------------------------------------------------------------- Pilot: Cold Heart AC: The Sun Reward: 20000 Cold Heart is easy once you get past the initial volley from his missile arms. He runs out of ammunition incredibly fast. After that all he can do is run around and try not to get killed. If you can catch him he is a goner. -------------------------------------------------------------------------------- Pilot: Comeback AC: Joker Reward: 15000 Comeback is very fast. Slow ACs may have difficulty getting a lock on him. But other than his speed, he has no other good qualities and makes for an annoying if not easy fight. -------------------------------------------------------------------------------- Pilot: Cypress AC: Shade Reward: 50000 Cypress is incredibly fast. He loves to fly around over you and fire his chain guns. These things are evil, they whittle your health away relatively fast, and he is very accurate. Your best bet is to try and get him in close range and just duel him with the beam saber. He will try to fight you back with his own, and he is fairly good with it. He almost will always try and finish you off with his arm saber, almost like a cheesy cliche. But if you at least have a longer saber, the pink one is ideal, than you should come out on top. -------------------------------------------------------------------------------- Pilot: Doral AC: Crossback Reward: 9500 Doral is an odd one. His machine gun is hard to dodge, but has a very small ammo supply. His laser machine gun exceed orbit is also a pain. But other than those, most of his time is spent walking about stupidly trying to set up mines on the ground. These are easy to see so just jump over them. -------------------------------------------------------------------------------- Pilot: Ducks AC: Ingot Reward: 9000 This guy isn't too bright. He sometimes will stop and stand still for an extended period of time, not even firing his weapon. But when he is moving and firing, his aim is horrible anyway. He is easily defeated. -------------------------------------------------------------------------------- Pilot: Endymion AC: Sympathy Reward: 10000 This guy is fairly fast. He tends to hide a lot, but sometimes he finds a spine and he will charge you bravely. He is incredibly open to attacks when he does this because his weapon is not very powerful. -------------------------------------------------------------------------------- Pilot: Exile AC: Painkiller Reward: 1500000 Exile is not a nice person. He is very very fast and carries the best machinegun in the game, and the best saber in the game. The entire fight he will fly around and blast you with the machine gun. This is difficult to dodge given the amounts of ammo being thrown your way and he will never let go of the trigger until either your dumb enough to step into beam saber range or the gun is out of ammo. And since the gun has 1000 rounds he has a good bit of shooting to do. If he does run out of ammo he will frantically rush into close range. Seeing he has the MOONLIGHT, this is not a nice thing. Fight him in the Parking Lot to try and stop his airborne antics. And if you want to make it easy as possible take a tank with two back grenade launchers, get as much AP as possible, and huddle into a corner and do your best to hit him. -------------------------------------------------------------------------------- Pilot: Fanatic AC: Red Eye Reward: 38000 Red Eye is fairly maneuverable but her machine gun and slug gun are devastating at close range. Try and dodge as much of the machine gun fire as possible, and stay out of close range so the slug gun won't hit you full force, and you have more time to dodge. If you play your cards right she will run out of ammo. That or just make the customary double grenade launcher tank AC and blast her away. -------------------------------------------------------------------------------- Pilot: Fanfare AC: Intrepid Reward: 300000 Fanfare does not like being up close. He jumps around a lot to try and dodge. He will fire his rockets off frequently. A fight in the parking lot will trip him up because he isn't very fast and you can dodge his missiles easily. -------------------------------------------------------------------------------- Pilot: Faust AC: Magus Reward: 47000 Faust is really quick, and he is almost always in the air. He can stay up there for quite a while and will pelt you with his bazooka. His shots will overheat you quick so do your best to dodge. If you can, fight him in the air, because it is a pain to keep taking hits while he is in the air. Or if you really want to be just plain cruel, fight him in the Parking Lot and he is easy as pie. -------------------------------------------------------------------------------- Pilot: Fixer AC: Einhander Reward: 7000 Fixer really isn't the hot stuff he makes himself out to be. He likes to take to the air, so fighting him in the parking lot is devastating to his fighting style. The gun he uses, although lacking on power, makes up for this with its ability to make you overheat very quickly. Get as good a radiator as you can, that will take care of the heat problem. And as a strange quirk, although he possesses the MOONLIGHT, the best beam saber in the game, he never engages in close combat. -------------------------------------------------------------------------------- Pilot: Flare-Up AC: Dynamo Reward: 10000 Fight him in the parking lot for an easy win. The posts will block almost all his missiles. Some skillful dodging will trip up the rest. -------------------------------------------------------------------------------- Pilot: Flying Fix AC: Flag Reward: 60000 Flying Fix is a pain. Your best bet is to make a tank AC with two back grenade launchers, and a beam saber. Boost around and dodge her attacks while launching grenades at her, and if she comes in close to use the flamethrower, beam saber her to get her away. She is rather tough but with persistence she will go down. -------------------------------------------------------------------------------- Pilot: Fragile AC: Night Flyer Reward: 12000 His AC is not very speedy and his accuracy is not very good. Some crafty dodging and some solid hits will bring him to his knees. -------------------------------------------------------------------------------- Pilot: Gaidoz AC: Guernica Reward: 4500 Gaidoz is tricky; his slug gun arms are hard to dodge, especially in most early ACs. His back missiles are weak, but dodging is hard for slower ACs and he certainly has enough ammo to do you in. Dodging is super important or you will bite it quick. Gaidoz on the other hand will often stay still and blind fire his gun arms making for an easy target if you can get past the arms. -------------------------------------------------------------------------------- Pilot: Grand Chief AC: Hammer Reward: 400000 It's Hammer time! Uh oh! Uh oh! Do not fight this guy in the Arena, unless being killed quickly and effectively is a habit of yours. This guy is super missile- dependent. A bout in the Parking Lot will help you a lot. The low ceiling will eliminate most of the missiles, while the cement posts will help you to avoid the rest. All that said it just comes down to trying to get in your hits. -------------------------------------------------------------------------------- Pilot: Hard Edge AC: Revival Reward: 11000 The Revival is very quick and his constant overboosting pushes it more. His aim is rather bad, but his machine gun can quickly wear you down if you aren't cautious. His missiles are very easily dodged. It all comes down to getting your hits in on this quick AC before the machine gun does you in. -------------------------------------------------------------------------------- Pilot: Hostile AC: Atomic Pod Reward: 30000 Atomic Pod is rather quick, but his attacks are rather imprecise. He should not prove to be hard. -------------------------------------------------------------------------------- Pilot: Hozumi AC: Eysen Reward: 28000 Hozumi is a pushover; the only thing he has going for him is speed. His missiles are easily dodged. The parrying blade he carries will never hit you unless you are insanely careless. Just blast away on him. -------------------------------------------------------------------------------- Pilot: Huntress AC: Rogue Reward: 7000 Most of the difficulty Huntress will present comes in the form of the tiny bits that she will release usually very early the match. After that she is extremely easy. Just keep dodging her laser rifle and strafe her to death. -------------------------------------------------------------------------------- Pilot: Impulse AC: Stallion Reward: 44000 Do not underestimate this guy, he has some pretty fancy footwork, and can actually do some damage to you. So keep up your basic dodging and hide when necessary. If you play your cards right the fight is a sure win. -------------------------------------------------------------------------------- Pilot: Kalchas AC: Coral Sky Reward: 60000 Stay away. Stay far away because if he hits you with either of his blade weapons your set to lose about 3000 armor. Since he is using the OP-INTENSIFY he can throw his MOONLIGHT's blade at you so even if you are far away still be prepared to dodge. As long as you stay back you should be all right. -------------------------------------------------------------------------------- Pilot: Midas AC: Semilat Reward: 35000 Midas' close range cannon is devastating. You'll know what I'm talking about; it is the big blue explosion that will haunt you through the entire fight. Just strafe to the side while making tiny bunny hops to avoid her shots. -------------------------------------------------------------------------------- Pilot: Nocturne AC: Zine Reward: 80000 Zine is a decent challenge. He stays mostly at medium range and fires missiles and his shotgun. Staying out of close range is advised because he is very good with a beam saber. Just circle strafe around him and he should go down with some effort and crafty dodging. -------------------------------------------------------------------------------- Pilot: Ox AC: Parthenon Reward: 19000 Although his ammo reserves are limited, he still has plenty of shots left to frag you're sorry kiester. Either dodge all his ballistic missiles, or if you aren't good with fast AC's just build everybody's favorite grenade-launching AC of doom, and with some luck this fight is yours. -------------------------------------------------------------------------------- Pilot: Paradox AC: Zak Reward: 7000 This guy is just terrible! The whole fight I beat him mercilessly and he only shot at me once! If you can't beat this guy Armored Core just isn't your game. But if you are an idiot and stand completely still (Like he does) he will hammer you with his back lasers. -------------------------------------------------------------------------------- Pilot: Paranoia AC: Ice Walls Reward: 6000 Unlike his rival Paradox, this guy actually tries to fight. He still pretty much is as terrible as Paradox, but at least he tries. The one thing you do have to beware of are these little bits he releases. They are pretty strong and are the only way he can do anything the entire match. -------------------------------------------------------------------------------- Pilot: Pass Ahead AC: Progenitor Reward: 9000 This guy is nuts. If it is weird he has it equipped. He has all kinds of technical gadgets that will make this fight annoying. Not hard, just annoying! From little bits that fly out and attack you, to devices that disrupt your FCS this guy is a pain. But fortunately his piloting skills are extremely terrible, and if you can get around not being able to aim properly he is as good as gone. -------------------------------------------------------------------------------- Pilot: Pylon AC: Tower of Wind Reward: 6000 Tower of Wind is nothing special. He is rather slow so you can walk circles around him shooting, and still avoid his laser fire. He will occasionally take to the air. He isn't very good while flying so if you can this is your chance to do major damage. -------------------------------------------------------------------------------- Pilot: Regina AC: Echidna Reward: 12000 She is the daughter of the Raven, Trooper. Now if only she had her father's skills this may be an interesting fight. Her piloting skills are horrible; her back will be to you most of the time. And thank God that when she does fire her grenade launcher her accuracy is really bad. Just get in close behind her and slash and shoot her to death. -------------------------------------------------------------------------------- Pilot: Royal Mist AC: Kaiser Reward: 500000 Royal Mist is a jerk, whether it is in his mail messages or the Arena. Out of all the A ranked Ravens he will probably give you the most trouble simply because he has the most direct fighting style. In other words he basically amounts to shooting you with a lot of missiles and blowing you away while you overheat. Unlike the other A rank Ravens, who do the same thing, except with finesse. A good radiator is a definite must have because the missiles he fires overheat you quickly, and as many armor points as you can muster just so you can survive long enough to get in hits. -------------------------------------------------------------------------------- Pilot: Sandoval AC: Bataille Reward: 26000 The Bataille is quite slow and easily strafed around. His back weapons are rather easy to dodge, but can hurt you easily. As long as you can keep up the dodging you will easily win. -------------------------------------------------------------------------------- Pilot: Scylla AC: Delta Reward: 22000 His piloting is sub-par but his chainguns and machinegun arms hurt like heck and overheat you quick. Avoid his line of fire, which is very easy to do. Circle strafe around him and just gun him down. -------------------------------------------------------------------------------- Pilot: Shadow Age AC: Grinder Reward: 21000 The Grinder's main weapons are it's back missiles. They can do a little damage, but as long as you avoid them you are okay. His right arm weapon on the other hand is a close-range parrying blade. If he actually hits, this thing is devastating, so you must stay out of close range. Just sit back and dodge missiles while you get in your shots and you will come out the victor. -------------------------------------------------------------------------------- Pilot: Snakewood AC: Gateway Reward: 3500 Snakewood can be tricky for new players, just circle strafe around him while jumping up and down slightly to avoid his rockets and his exceed orbits' laser fire. He should go down easily if you can just avoid his rockets and lasers. -------------------------------------------------------------------------------- Pilot: Spartan AC: Tempest Reward: 23000 Spartan is really really slow but Spartan's pursuit missiles are nothing to scoff at. They can do insane damage if most of the missiles hit. He also has a pretty good machine gun, and a great aim to go with it. Make sure you dodge the pursuit missiles, and as much as the machine gun fire as possible. The best way to take him down is with another tank AC armed with grenade launchers. -------------------------------------------------------------------------------- Pilot: Strasbourg AC: Volcano Reward: 2500 Strasbourg is pretty challenging for a third fight, especially if you aren't to good a pilot yet. He will slowly circle strafe around you firing his machine gun periodically. Try and steer him into a wall so he will be easy picking, just don't stand still. Try circle strafing in the opposite direction to off balance him. With persistence he will go down easily. -------------------------------------------------------------------------------- Pilot: Street Enemy AC: Static Man Reward: 33000 Street Enemy is not so tough. His rifle isn't very powerful and his missiles are easily dodged. He is rather maneuverable and will dodge a lot of your shots. If you can get your hits in this will be a quick match. -------------------------------------------------------------------------------- Pilot: Suburban King AC: Ghast Reward: 9000 Suburban King can be tough. He will overboost constantly to stay close to you to maximize the damage his energy shotgun will do. If you stay in the air he will launch vertical missiles to try and swat you down. If you can circle strafe fast enough to escape the range of his shotgun you can lick him with little trouble, but otherwise he will be a huge annoyance. -------------------------------------------------------------------------------- Pilot: Sweet Sweeper AC: Varna Reward: 13000 The Varna is low on armor points, but his duel laser arms can quickly make up the difference. Avoid being hit as much as possible, circle strafe around him to avoid the arms. -------------------------------------------------------------------------------- Pilot: Terra AC: Spectrum Reward: 500000 The Spectrum is very maneuverable, and with the Karasawa it is totting it is a very lethal AC. Just dodge like mad cause if you are hit, and you will be, it smarts. If he runs out of ammo the fight is over for him, but he has fifty rounds, so be prepared for a drawn out ordeal. -------------------------------------------------------------------------------- Pilot: Thunder House AC: Battlefield Reward: 16000 Do you see that big gun on his back? That is the linear ion cannon. Don't get hit by it. It is fairly easy to see it coming; it is all he will use the first half of the fight. He will use the overboost along with the ion cannon so beware. After he gets off about five shots with the I. Cannon, he will switch over to his rifle. He is an easy fight, as long as you don't get hit by the friggin cannon. -------------------------------------------------------------------------------- Pilot: Trafalgar AC: D. Trigger Reward: 27000 As cool as he is Trafalgar really doesn't put up a very difficult fight. Just dodge his attacks, which isn't very hard to do and make your shots count and this makes another round under your belt. -------------------------------------------------------------------------------- Pilot: Trooper AC: Viper Reward: 30000 As long as you dodge the grenade launcher this fight is pretty easy. Circle strafe him and dodge his grenade shots. After awhile he will switch to his energy gun, which is easy to dodge, and doesn't hurt much. Just don't get to close or he will blast you with his ECM missiles, which will disable your FCS and not let you lock on for awhile. -------------------------------------------------------------------------------- Pilot: Tsukuyo AC: Sarashina Reward: 30000 Tsukuyo can be pretty tough, not like his pushover master. His vertical missiles can pose a decent threat, but his grenade launcher will hurt you badly and overheat you if it scores a good hit. Dodge his fire, and circle strafe him making sure to watch when he overboosts so you don't end up with a grenade in your face when you run into him. -------------------------------------------------------------------------------- Pilot: Twinhead-B AC: Patriot Reward: 3000 Twinhead-B is easy. All she will do is walk about and fire her energy gun at you. Occasionally she will use her wave saber, which will be the big green wave of energy that flies at you randomly. Her accuracy is bad and her piloting is bad as well. Just walk circles around her and fire and this match is over. -------------------------------------------------------------------------------- Pilot: Twinhead-W AC: Animal Reward: 5500 Twinhead-W is a pushover. Most of the fight he will use his wimpy energy handgun. Just circle strafe around him while firing. If he switches to using his back missiles get ready for some dodging because they will mess up your AC if they all hit. He rarely uses them so the fight is basically a joke. -------------------------------------------------------------------------------- Pilot: Valkyrie AC: Swift Reward: 100000 Valkyrie is an excellent pilot, and she has insane flying skills. She will sit in the air and snipe you for kicks, and then drop down behind you and beam saber you like there is no tomorrow. But as good as she is you don't even need skill to win a fight in the parking lot. The closed in, low ceiling really screws her over. -------------------------------------------------------------------------------- Pilot: Vector AC: Hypnos Reward: 100000 Vector's twin Titan launchers will surely keep you on your toes. He will lock them on to you and fire them and use them to herd you into his line of fire. The Titan missiles are slow and will explode after following you for too long. Just avoid the missiles at all cost because they HURT and will overheat you insanely. Once he runs out of Titans he is a goner. -------------------------------------------------------------------------------- Pilot: Vice AC: Firefly Reward: 5000 Vice is rather easy, just don't get to close to him or his shotgun will hurt a lot more. His missiles are easy enough to dodge so they shouldn't be too much trouble. Just like this match. Circle strafing will make it easy...too easy. -------------------------------------------------------------------------------- Pilot: Wake Up AC: Echo Head Reward: 2000 Wake Up is very easy; after all he is only the second fight. After the first fight, and selling off all your unneeded parts you should have a fairly customized AC by now. He is probably the first person who will show you what over-heating can do, but his piloting is just horrible. Circle strafe around him and he will go down soon. -------------------------------------------------------------------------------- Pilot: Milky Way AC: Niche Reward: 25000 She has some very good moves, but her weapon is not very powerful. She should not give you any trouble. -------------------------------------------------------------------------------- Pilot: Yellow Boat AC: Apathy Reward: 8500 Don't underestimate her. Her bazooka can hurt if it hits, and too many shots will overheat you. Her back weapon will hurt your AC plenty but she has to stop to fire it leaving her wide open for any other attack, just make sure to dodge hers. And beware engaging her in close combat because she does have a MOONLIGHT equipped, which is probably more than you can handle. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Extra Arena So you're A-1 now, huh? Think your tough stuff don't ya. Well if you're so great prove it. Defeat all of the original Arena Ravens as they tag team you. Don't worry you can choose a sidekick too, including that jerk Royal Mist. You don't have to beat both ACs to win either. You only have to defeat the leader of the group, meaning the pilot listed first, to win the battle. But that goes for them too. So if you explode the fight is over regardless of your partner's condition. Here are the partners you can have. -Spartan -Cold Heart -Huntress -Scylla -Apple Boy -Fragile -Regina -Gaidoz -Street Enemy -Suburban King -Fanatic -Trafalgar -Barchetta -Royal Mist <-------TAKE ME! -Valkyrie -Bremen -Yellow Boat -Comeback -Brass -Bilbo -Paranoia -------------------------------------------------------------------------------- Rank: 24 Pilots: Adieu/ Apple Boy Reward: 2500 Credits Your consort alone should be able to take care of these losers. Having you along just makes it overkill. -------------------------------------------------------------------------------- Rank: 23 Pilots: Strasbourg/ Wake Up Reward: 3500 Credits Another easy fight, especially if you took Royal Mist. -------------------------------------------------------------------------------- Rank: 22 Pilots: Twinhead-W/ Twinhead-B Reward: 4500 Credits I'll bet your itching for a challenge. Well you won't find one here. Beat these easy schmucks and move on. -------------------------------------------------------------------------------- Rank: 21 Pilots: Chain Impact/ Bilbo Reward: 5500 Credits Chain Impact isn't as bad as he was when you were still in your starting AC. This is another lame and uninteresting fight. -------------------------------------------------------------------------------- Rank: 20 Pilots: Paranoia/ Paradox Reward: 7000 Credits The laser blasts from Paranoia's orbit makers are as annoying as ever, but this is still just another easy fight. -------------------------------------------------------------------------------- Rank: 19 Pilots: Suburban King/ Cascade Reward: 9000 For the love of God I want a challenge! And this is not one. Once again Royal Mist will do it by himself if allowed. -------------------------------------------------------------------------------- Rank: 18 Pilots: Flare-Up/ Back Breaker Reward: 10500 Credits Okay so at least this battle isn't as lame as the others so far. Dynamo's missiles are flying everywhere and Castor's purple laser cannon although easy to avoid, hurts like heck. But it still isn't that hard. -------------------------------------------------------------------------------- Rank: 17 Pilots: Hard Edge/ Pass Ahead Reward: 12000 Although the Progenitor's tricks can prove annoying in the beginning of the fight, he is easily beaten. The only problem here is keeping a steady lock on his annoying counterpart Revival. -------------------------------------------------------------------------------- Rank: 16 Pilots: Fragile/ Cold Heart Reward: 14000 Credits Why waste big words summing it up, they are easy too. -------------------------------------------------------------------------------- Rank: 15 Pilots: Bison/ Spartan Reward: 16000 Credits As long as you can dodge almost constant volleys of pursuit missiles you will be fine. This really isn't a hard match. -------------------------------------------------------------------------------- Rank: 14 Pilots: Shadow Age/ Kalchas Reward: 19000 Credits Just stay far away from these two, or they will jump on top of you and beam saber you to death. As long as they don't gang-saber you than you are fine. Out of close range, these two are no threat. -------------------------------------------------------------------------------- Rank: 13 Pilots: Bad Brain/ Thunder House Reward: 23000 A battle of big freakin laser guns! With Thunder House on the LIC-10 and Pincer on XCG/20 you are ensured plenty of dodging action. But their powerful weapons have very limited ammo supplies and after that's gone this fight is a breeze. -------------------------------------------------------------------------------- Rank: 12 Pilots: Trooper/ Regina Reward: 27000 Credits Every now and then during the fight Viper will jam your FCS so you will have to do a little blind shooting. But besides that, there are no surprises or difficulty in this fight. -------------------------------------------------------------------------------- Rank: 11 Pilots: Street Enemy/ Claizen Reward: 32000 Credits These to somehow actually managed to do critical damage to me. They are a tough bunch to beat, especially if they gang up on you. This isn't an overly difficult fight, but it is the first challenge you will probably get. -------------------------------------------------------------------------------- Rank: 10 Pilots: Midas/ Barchetta Reward: 40000 Credits With all the firepower they can throw around, these two can do some serious damage if they gang up on you. Just circle strafe them both to death for an easy win. -------------------------------------------------------------------------------- Rank: 09 Pilots: Fanatic/ Milky Way Reward: 50000 Credits Just stay back to avoid Redeye's slug guns. At close range THEY HURT! Niche won't pose much of a threat except for a few missile volleys here and there. Overall another easy fight. -------------------------------------------------------------------------------- Rank: 08 Pilots: Hozumi/ Tsukuyo Reward: 60000 Credits I thought these guys were supposed to be some kind of invincible tag team. Obviously one shouldn't put to much hope into the Raven's flavor text. Just avoid them getting close, circle strafe them to death. Move on. -------------------------------------------------------------------------------- Rank: 07 Pilots: Faust/ Fixer Reward: 80000 Well things finally get going in this match. These guys are always shooting at you so there is always tons of flying ammo to dodge. Just jump and boost out of their way and you shouldn't have much trouble. -------------------------------------------------------------------------------- Rank: 06 Pilots: Cypress/ Huntress Reward: 150000 These two are a pain. Well not these two, just one of them. Cypress' dual back chain guns are as evil as ever. He can take both you and Royal Mist down if things go wrong. And the fact that Rouge is taking cheap shots at you while your trying to get something accomplished doesn't help. Take out Rogue first, you're partner will usually go to her first. Than concentrate all of your effort on taking out Shade. -------------------------------------------------------------------------------- Rank: 05 Pilots: Caller/ Comeback Reward: 400000 Once again a tough match up, with only one tough opponent. Harlequin is pure evil, and Joker is just there to keep Harlequin from getting shot. Focus mainly on Harlequin try and circle strafe him, although he usually finds a way out. And for the love of God avoid the grenade launchers! -------------------------------------------------------------------------------- Rank: 04 Pilots: Intrepid/ Trafalgar Reward: 500000 These guys aren't as tough as your last two fights. The D. Trigger is easy enough, but with Fanfare around things get tricky. Just keep up your dodging cause the missiles will be flying. Fanfare is easily circle strafed to death due to his slowness. D. Trigger on the other hand is not as easy to hit due to his sporadic movement and bad piloting. -------------------------------------------------------------------------------- Rank: 03 Pilots: Grand Chief/ Flying Fix Reward: 600000 Just fight them in the parking lot and this match becomes pretty darn easy. Just stay away from Flag and focus strictly on Hammer. He won't put up much of a struggle. -------------------------------------------------------------------------------- Rank: 02 Pilots: Royal Mist/ Valkyrie Reward: 800000 I was surprised by the ease of this fight. Just get a heavily armored AC. An exact copy of Royal Mist's AC is great! Imagine that, three Royal Mists in one fight. Just use his dual back missiles and destroying not only him, but Valkyrie too, is a breeze. -------------------------------------------------------------------------------- Rank: 01 Pilots: Ace/ BB Reward: 1500000 These two are absolutely brutal. They will both take to the sky and rain down grenades like some apocalyptic plague in Egypt. The Tyrant is easy enough, but Ace in the Arcadia is just overkill. This will be a long drawn out fight. Take out BB first so he won't be in the way. Then focus all your attempt on Ace, pray, and hopefully you could win. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ]-------------------------------[AC Parts List]--------------------------------[ The following is a listing of every part in the game. It is organized by part type and how it appears in the shop in the game. Just to make shopping easier you would do well to learn what the names of the parts mean. It may look like a bunch of mumbo jumbo, but the letters and numbers actually give information on the part. Take the right arm weapon MWG-MG/350. Decoded it stands for Mirage Weapon Gun-Machine Gun-/350 ammunition. See wasn't that simple. But translation is not always that easy. The X in the CWX-LIC-10 means it is a dual back unit. But I don't see a single X in any of those words. But try and get a hang of the lingo the game uses, It will make your shop trips much easier. And don't forget to examine every aspect of a part with the Triangle button. There are many statistics that are not shown up front. -------------------------------------------------------------------------------- HEAD PARTS -------------------------------------------------------------------------------- CHD-01-ATE 15000c STABLE, WELL-BALANCED HEAD PART MANUFACTURER----- CREST IND. WEIGHT----------- 120 ENERGY DRAIN----- 350 ARMOR POINTS----- 780 DEF SHELL-------- 154 DEF ENERGY------- 149 COOLING---------- 204 COMPUTER TYPE---- ROUGH COMPUTER VOICE--- FEMALE SYSTEM RECOVERY-- MID MAP TYPE--------- NO MEMORY BIO SENSOR------- PROVIDED ECM CANCELER----- NONE RADAR FUNCTION--- NONE MHD-MM/003 43500c HEAD PART WITH GOOD ENERGY DEFENSE MANUFACTURER------- MIRAGE WEIGHT------------- 141 ENERGY DRAIN------- 657 ARMOR POINTS------- 892 DEF SHELL---------- 165 DEF ENERGY--------- 232 COOLING------------ 25 COMPUTER TYPE------ STANDARD COMPUTER VOICE----- MALE SYSTEM RECOVERY---- MID MAP TYPE----------- NO MEMORY BIO SENSOR--------- NONE ECM CANCELER------- PROVIDED RADAR FUNCTION----- PROVIDED RADAR RANGE-------- 490 RADAR TYPE--------- STANDARD SCANNING INTERVAL-- 80 CHD-04-YIV 28000c GOOD OVERALL PERFORMACE, NO RADAR MANUFACTURER------- CREST IND. WEIGHT------------- 135 ENERGY DRAIN------- 243 ARMOR POINTS------- 865 DEF SHELL---------- 201 DEF ENERGY--------- 166 COOLING------------ 449 COMPUTER TYPE------ STANDARD COMPUTER VOICE----- FEMALE SYSTEM RECOVERY---- MID MAP TYPE----------- AREA & PLACE NAME BIO SENSOR--------- NONE ECM CANCELER------- NONE RADAR FUNCTION----- NONE MHD-RE/005 22500c CLOSE-RANGE, BASIC PERFORMACE MODEL MANUFACTURER------- MIRAGE WEIGHT------------- 234 ENERGY DRAIN------- 216 ARMOR POINTS------- 1000 DEF SHELL---------- 196 DEF ENERGY--------- 172 COOLING------------ 388 COMPUTER TYPE------ DETAILED COMPUTER VOICE----- MALE SYSTEM RECOVERY---- HIGH MAP TYPE----------- NO MEMORY BIO SENSOR--------- NONE ECM CANCELER------- NONE RADAR FUNCTION----- NONE MHD-RE/008 59000c IMPROVED VERSION OF THE MHD-RE/005 MANUFACTURER------- MIRAGE WEIGHT------------- 187 ENERGY DRAIN------- 439 ARMOR POINTS------- 911 DEF SHELL---------- 192 DEF ENERGY--------- 149 COOLING------------ 164 COMPUTER TYPE------ ROUGH COMPUTER VOICE----- FEMALE SYSTEM RECOVERY---- HIGH MAP TYPE----------- NO MEMORY BIO SENSOR--------- PROVIDED ECM CANCELER------- NONE RADAR FUNCTION----- PROVIDED RADAR RANGE-------- 290 RADAR TYPE--------- STANDARD SCANNING INTERVAL-- 74 CHD-06-OVE 67200c EXCEPTIONAL HEAT-DEFENSE AND COOLING MANUFACTURER------- CREST IND. WEIGHT------------- 166 ENERGY DRAIN------- 374 ARMOR POINTS------- 803 DEF SHELL---------- 129 DEF ENERGY--------- 132 COOLING------------ 505 COMPUTER TYPE------ ROUGH COMPUTER VOICE----- MALE SYSTEM RECOVERY---- HIGH MAP TYPE----------- AREA & PLACE NAME BIO SENSOR--------- NONE ECM CANCELER------- PROVIDED RADAR FUNCTION----- NONE CHD-02-TIE 29500c IMPROVED VERSION OF THE CHD-01-ATE MANUFACTURER------- CREST IND. WEIGHT------------- 156 ENERGY DRAIN------- 457 ARMOR POINTS------- 788 DEF SHELL---------- 141 DEF ENERGY--------- 154 COOLING------------ 58 COMPUTER TYPE------ STANDARD COMPUTER VOICE----- FEMALE SYSTEM RECOVERY---- MID MAP TYPE----------- AREA & PLACE NAME BIO SENSOR--------- NONE ECM CANCELER------- PROVIDED RADAR FUNCTION----- PROVIDED RADAR RANGE-------- 440 RADAR TYPE--------- STANDARD SCANNING INTERVAL-- 48 MHD-MM/004 64100c GOOD MULTIPURPOSE FUNCTIONALITY MANUFACTURER------- MIRAGE WEIGHT------------- 255 ENERGY DRAIN------- 333 ARMOR POINTS------- 956 DEF SHELL---------- 133 DEF ENERGY--------- 146 COOLING------------ 25 COMPUTER TYPE------ STANDARD COMPUTER VOICE----- MALE SYSTEM RECOVERY---- MID MAP TYPE----------- NO MEMORY BIO SENSOR--------- PROVIDED ECM CANCELER------- NONE RADAR FUNCTION----- PROVIDED RADAR RANGE-------- 540 RADAR TYPE--------- STANDARD SCANNING INTERVAL-- 30 CHD-SKYEYE 41000c HIGHLY STABLE CREST MASTERPIECE MANUFACTURER------- CREST IND. WEIGHT------------- 148 ENERGY DRAIN------- 534 ARMOR POINTS------- 840 DEF SHELL---------- 177 DEF ENERGY--------- 153 COOLING------------ 100 COMPUTER TYPE------ DETAILED COMPUTER VOICE----- FEMALE SYSTEM RECOVERY---- HIGH MAP TYPE----------- AREA & PLACE NAME BIO SENSOR--------- NONE ECM CANCELER------- NONE RADAR FUNCTION----- PROVIDED RADAR RANGE-------- 360 RADAR TYPE--------- STANDARD SCANNING INTERVAL-- 66 MHD-SS/CRUST 33800c HEAVY ARMOR, SUPERIOR DEFENSE MODEL MANUFACTURER------- MIRAGE WEIGHT------------- 378 ENERGY DRAIN------- 711 ARMOR POINTS------- 956 DEF SHELL---------- 246 DEF ENERGY--------- 208 COOLING------------ 242 COMPUTER TYPE------ ROUGH COMPUTER VOICE----- MALE SYSTEM RECOVERY---- LOW MAP TYPE----------- NO MEMORY BIO SENSOR--------- NONE ECM CANCELER------- PROVIDED RADAR FUNCTION----- NONE MHD-MX/RACHIS 54000c HIGHLY STABLE MIRAGE MASTERPIECE MANUFACTURER------- MIRAGE WEIGHT------------- 353 ENERGY DRAIN------- 277 ARMOR POINTS------- 975 DEF SHELL---------- 160 DEF ENERGY--------- 190 COOLING------------ 80 COMPUTER TYPE------ DETAILED COMPUTER VOICE----- FEMALE SYSTEM RECOVERY---- HIGH MAP TYPE----------- AREA & PLACE NAME BIO SENSOR--------- PROVIDED ECM CANCELER------- NONE RADAR FUNCTION----- PROVIDED RADAR RANGE-------- 560 RADAR TYPE--------- STANDARD SCANNING INTERVAL-- 56 CHD-07-VEN 53200c MULTI-FUNCTION, RADAR EQUIPPED MODEL MANUFACTURER------- CREST IND. WEIGHT------------- 145 ENERGY DRAIN------- 865 ARMOR POINTS------- 692 DEF SHELL---------- 104 DEF ENERGY--------- 202 COOLING------------ 122 COMPUTER TYPE------ DETAILED COMPUTER VOICE----- MALE SYSTEM RECOVERY---- HIGH MAP TYPE----------- AREA & PLACE NAME BIO SENSOR--------- PROVIDED ECM CANCELER------- PROVIDED RADAR FUNCTION----- PROVIDED RADAR RANGE-------- 940 RADAR TYPE--------- STANDARD SCANNING INTERVAL-- 15 -------------------------------------------------------------------------------- CORE PARTS -------------------------------------------------------------------------------- CCM-00-STO 61000c CREST'S GENERAL PURPOSE CORE MODEL MANUFACTURER----- CREST IND. WEIGHT----------- 1105 ENERGY DRAIN----- 1043 ARMOR POINTS----- 2820 DEF SHELL-------- 580 DEF ENERGY------- 505 COOLING---------- 368 MAXIMUM WEIGHT--- 3558 VS MG RESPONSE--- 55 VS MG RANGE------ 125 OPTION SLOTS----- 12 CORE TYPE-------- OB OB POWER--------- 2670 OB ENERGY DRAIN-- 9600 DISCHARGE HEAT--- 1200 MCM-MX/002 80000c MIRAGE'S STANDARD, HIGH AP MODEL MANUFACTURER------- MIRAGE WEIGHT------------- 1016 ENERGY DRAIN------- 1100 ARMOR POINTS------- 2643 DEF SHELL---------- 530 DEF ENERGY--------- 560 COOLING------------ 444 MAXIMUM WEIGHT----- 3302 OPTION SLOTS------- 16 CORE TYPE---------- EO EO ATTACK POWER---- 450 EO NUMBER OF AMMO-- 50 EO AMMO TYPE------- ENERGY EO AMMO HEAT------- 12 EO RELOAD TIME----- 30 EO USAGE DRAIN----- 2800 EO RANGE----------- 850 DISCHARGE HEAT----- 146 CCL-01-NER 88000c POWERFUL OB THRUST, BUT LACKS DEFENSE MANUFACTURER----- CREST IND. WEIGHT----------- 788 ENERGY DRAIN----- 1310 ARMOR POINTS----- 2320 DEF SHELL-------- 491 DEF ENERGY------- 428 COOLING---------- 356 MAXIMUM WEIGHT--- 3141 VS MG RESPONSE--- 48 VS MG RANGE------ 100 OPTION SLOTS----- 14 CORE TYPE-------- OB OB POWER--------- 3000 OB ENERGY DRAIN-- 10140 DISCHARGE HEAT--- 980 MCL-SS/ORCA 114000c MANY OPTION SLOTS AND VERY EXPANDABLE MANUFACTURER------- MIRAGE WEIGHT------------- 890 ENERGY DRAIN------- 1553 ARMOR POINTS------- 2150 DEF SHELL---------- 470 DEF ENERGY--------- 466 COOLING------------ 273 MAXIMUM WEIGHT----- 3024 OPTION SLOTS------- 20 CORE TYPE---------- EO EO ATTACK POWER---- 123 EO NUMBER OF AMMO-- 100 EO AMMO TYPE------- ENERGY EO AMMO HEAT------- 8 EO RELOAD TIME----- 5 EO USAGE DRAIN----- 884 EO RANGE----------- 300 DISCHARGE HEAT----- 86 CCH-OV-IKS 139000c PROVIDES EXCEPTIONAL AP AND DEF MANUFACTURER----- CREST IND. WEIGHT----------- 1502 ENERGY DRAIN----- 879 ARMOR POINTS----- 3166 DEF SHELL-------- 664 DEF ENERGY------- 610 COOLING---------- 733 MAXIMUM WEIGHT--- 4077 VS MG RESPONSE--- 38 VS MG RANGE------ 150 OPTION SLOTS----- 10 CORE TYPE-------- OB OB POWER--------- 2300 OB ENERGY DRAIN-- 8000 DISCHARGE HEAT--- 1810 MCH-MX/GRP 7200c HEAVY MODEL STRESSING AP AND DEF MANUFACTURER------- MIRAGE WEIGHT------------- 1378 ENERGY DRAIN------- 992 ARMOR POINTS------- 3003 DEF SHELL---------- 630 DEF ENERGY--------- 543 COOLING------------ 407 MAXIMUM WEIGHT----- 3813 OPTION SLOTS------- 8 CORE TYPE---------- EO EO ATTACK POWER---- 1450 EO NUMBER OF AMMO-- 15 EO AMMO TYPE------- ENERGY EO AMMO HEAT------- 18 EO RELOAD TIME----- 122 EO USAGE DRAIN----- 5450 EO RANGE----------- 570 DISCHARGE HEAT----- 142 -------------------------------------------------------------------------------- ARM PARTS -------------------------------------------------------------------------------- CAM-10-XB 15500c STANDARD MODEL. HEAVY BUT STABLE. MANUFACTURER---- CREST IND. WEIGHT---------- 1228 ENERGY DRAIN---- 1006 ARMOR POINTS---- 1670 DEF SHELL------- 356 DEF ENERGY------ 342 COOLING--------- 245 ENERGY SUPPLY--- 85 RECOIL CONTROL-- 279 REACTION SPEED-- 600 CAM-11-SOL 19000c LIGHTER VERSION OF THE CAM-10-XB MANUFACTURER---- CREST IND. WEIGHT---------- 1054 ENERGY DRAIN---- 877 ARMOR POINTS---- 1635 DEF SHELL------- 332 DEF ENERGY------ 328 COOLING--------- 299 ENERGY SUPPLY--- 110 RECOIL CONTROL-- 284 REACTION SPEED-- 700 MAM-MX/REE 23000c HIGH AP AND ENERGY DEFENSE MODEL MANUFACTURER---- MIRAGE WEIGHT---------- 1400 ENERGY DRAIN---- 1510 ARMOR POINTS---- 1743 DEF SHELL------- 305 DEF ENERGY------ 453 COOLING--------- 114 ENERGY SUPPLY--- 130 RECOIL CONTROL-- 280 REACTION SPEED-- 400 MAM-SS/ALS 37000c HIGHLY STABLE MIRAGE MASTERPIECE MANUFACTURER---- MIRAGE WEIGHT---------- 1347 ENERGY DRAIN---- 1210 ARMOR POINTS---- 1564 DEF SHELL------- 358 DEF ENERGY------ 374 COOLING--------- 95 ENERGY SUPPLY--- 105 RECOIL CONTROL-- 276 REACTION SPEED-- 700 CAM-01-MHL 30000c CLOSE-RANGE, HIGH SHELL DEF MODEL MANUFACTURER---- CREST IND. WEIGHT---------- 1243 ENERGY DRAIN---- 974 ARMOR POINTS---- 1780 DEF SHELL------- 433 DEF ENERGY------ 239 COOLING--------- 354 ENERGY SUPPLY--- 100 RECOIL CONTROL-- 330 REACTION SPEED-- 500 CAL-44-EAS 28000c LIGHTEST ARM PART. VERY MOBILE. MANUFACTURER---- CREST IND. WEIGHT---------- 714 ENERGY DRAIN---- 1222 ARMOR POINTS---- 1490 DEF SHELL------- 288 DEF ENERGY------ 276 COOLING--------- 282 ENERGY SUPPLY--- 100 RECOIL CONTROL-- 300 REACTION SPEED-- 600 MAL-GALE 36800c TOP NOTCH ENERGY DEFENSE AND COOLING MANUFACTURER---- MIRAGE WEIGHT---------- 853 ENERGY DRAIN---- 940 ARMOR POINTS---- 1602 DEF SHELL------- 229 DEF ENERGY------ 402 COOLING--------- 549 ENERGY SUPPLY--- 90 RECOIL CONTROL-- 285 REACTION SPEED-- 600 MAL-RE/REX 39000c HIGH AP OFFSETS LOW DEF RATINGS MANUFACTURER---- MIRAGE WEIGHT---------- 895 ENERGY DRAIN---- 682 ARMOR POINTS---- 1654 DEF SHELL------- 201 DEF ENERGY------ 194 COOLING--------- 245 ENERGY SUPPLY--- 120 RECOIL CONTROL-- 274 REACTION SPEED-- 500 CAL-MARTE 56000c CREST'S ANSWER TO MIRAGE'S MAL-RE/REX MANUFACTURER---- CREST IND. WEIGHT---------- 914 ENERGY DRAIN---- 857 ARMOR POINTS---- 1550 DEF SHELL------- 304 DEF ENERGY------ 293 COOLING--------- 120 ENERGY SUPPLY--- 95 RECOIL CONTROL-- 288 REACTION SPEED-- 1400 CAH-22-NIX 39500c STABLE, HIGH DEFENSE ARM MODEL MANUFACTURER---- CREST IND. WEIGHT---------- 1612 ENERGY DRAIN---- 1258 ARMOR POINTS---- 1835 DEF SHELL------- 475 DEF ENERGY------ 360 COOLING--------- 102 ENERGY SUPPLY--- 110 RECOIL CONTROL-- 295 REACTION SPEED-- 700 MAH-RE/GG 54400c CLOSE-RANGE, HEAT RESISTANT MODEL MANUFACTURER---- MIRAGE WEIGHT---------- 1788 ENERGY DRAIN---- 1299 ARMOR POINTS---- 1920 DEF SHELL------- 482 DEF ENERGY------ 518 COOLING--------- 715 ENERGY SUPPLY--- 100 RECOIL CONTROL-- 330 REACTION SPEED-- 600 CAH-23-XB1 34000c HIGHLY STABLE CREST MASTERPIECE MANUFACTURER---- CREST IND. WEIGHT---------- 1726 ENERGY DRAIN---- 1374 ARMOR POINTS---- 1880 DEF SHELL------- 515 DEF ENERGY------ 409 COOLING--------- 337 ENERGY SUPPLY--- 60 RECOIL CONTROL-- 330 REACTION SPEED-- 600 MAH-SS/CASK 42100c PROVIDES EXCELLENT AP AND DEFENSE MANUFACTURER---- MIRAGE WEIGHT---------- 2120 ENERGY DRAIN---- 1415 ARMOR POINTS---- 1990 DEF SHELL------- 654 DEF ENERGY------ 488 COOLING--------- 166 ENERGY SUPPLY--- 125 RECOIL CONTROL-- 300 REACTION SPEED-- 800 -------------------------------------------------------------------------------- WEAPON ARMS -------------------------------------------------------------------------------- CAW-DMG-0204 48000c VARIABLE FIRING RATE MACHINE GUN MANUFACTURER---- CREST IND. TYPE------------ WEAPON ARMS WEIGHT---------- 1180 ENERGY DRAIN---- 74 ARMOR POINTS---- 690 COOLING--------- 536 WEAPON LOCK----- WIDE & SHALLOW ATTACK POWER---- 200 : 200 AMMO HEAT------- 56 : 56 RANGE----------- 440 : 440 MAXIMUM LOCK---- 1 : 1 RELOAD TIME----- 10 : 6 NUMBER OF AMMO-- 360 AMMO TYPE------- SOLID AMMO PRICE------ 58 USAGE DRAIN----- NONE CAW-DS48-01 57000c VARIABLE LAUNCH MISSILE MODEL MANUFACTURER---- CREST IND. TYPE------------ WEAPON ARMS WEIGHT---------- 730 ENERGY DRAIN---- 420 ARMOR POINTS---- 940 COOLING--------- 233 WEAPON LOCK----- STANDARD ATTACK POWER---- 780 : 780 AMMO HEAT------- 10 : 10 RANGE----------- 450 : 450 MAXIMUM LOCK---- 1 : 1 RELOAD TIME----- 41 : 41 NUMBER OF AMMO-- 48 AMMO TYPE------- SOLID AMMO PRICE------ 260 USAGE DRAIN----- NONE MAW-DHM68/O4 68100c TOGGLE MISSILE TYPE: HEAT/SMALL MANUFACTURER---- MIRAGE TYPE------------ WEAPON ARMS WEIGHT---------- 1275 ENERGY DRAIN---- 377 ARMOR POINTS---- 1202 COOLING--------- 411 WEAPON LOCK----- STANDARD ATTACK POWER---- 520 : 780 AMMO HEAT------- 640 : 186 RANGE----------- 510 : 510 MAXIMUM LOCK---- 4 : 4 RELOAD TIME----- 46 : 46 NUMBER OF AMMO-- 68 AMMO TYPE------- SOLID AMMO PRICE------ 130 USAGE DRAIN----- NONE CAW-DVG36-01 84000c TOGGLE MISSILE TYPE: VERTICAL/TORPEDO MANUFACTURER---- CREST IND. TYPE------------ WEAPON ARMS WEIGHT---------- 1714 ENERGY DRAIN---- 532 ARMOR POINTS---- 834 COOLING--------- 365 WEAPON LOCK----- STANDARD ATTACK POWER---- 780 : 780 AMMO HEAT------- 145 : 145 RANGE----------- 600 : 600 MAXIMUM LOCK---- 1 : 1 RELOAD TIME----- 84 : 84 NUMBER OF AMMO-- 36 AMMO TYPE------- SOLID AMMO PRICE------ 1125 USAGE DRAIN----- NONE CAW-DBZ-48 96300c TOGGLE BAZOOKA: NO. OF ROUNDS FIRED MANUFACTURER---- CREST IND. TYPE------------ WEAPON ARMS WEIGHT---------- 1560 ENERGY DRAIN---- 99 ARMOR POINTS---- 1550 COOLING--------- 257 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 1500: 1500 AMMO HEAT------- 320 : 320 RANGE----------- 760 : 760 MAXIMUM LOCK---- 1 : 1 RELOAD TIME----- 45 : 45 NUMBER OF AMMO-- 48 AMMO TYPE------- SOLID AMMO PRICE------ 200 USAGE DRAIN----- NONE CAW-DC-03 88000c TOGGLE CANNON: FIRING STYLE MANUFACTURER---- CREST IND. TYPE------------ WEAPON ARMS WEIGHT---------- 1830 ENERGY DRAIN---- 233 ARMOR POINTS---- 910 COOLING--------- 98 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 3400: 3400 AMMO HEAT------- 742 : 742 RANGE----------- 1147: 1147 MAXIMUM LOCK---- 1 : 1 RELOAD TIME----- 180 : 110 NUMBER OF AMMO-- 20 AMMO TYPE------- SOLID AMMO PRICE------ 1750 USAGE DRAIN----- NONE CAW-DHZ-36 52500c TOGGLE HOWITZER: NO. OF ROUNDS FIRED MANUFACTURER---- CREST IND. TYPE------------ WEAPON ARMS WEIGHT---------- 1700 ENERGY DRAIN---- 136 ARMOR POINTS---- 1210 COOLING--------- 66 WEAPON LOCK----- STANDARD ATTACK POWER---- 410 : 1050 AMMO HEAT------- 278 : 606 RANGE----------- 900 : 900 MAXIMUM LOCK---- NONE RELOAD TIME----- 74 : 74 NUMBER OF AMMO-- 80 AMMO TYPE------- SOLID AMMO PRICE------ 340 USAGE DRAIN----- NONE MAW-DLC/POWER 82200c TOGGLE LASER CANNON: SHOT STRENGTH MANUFACTURER---- MIRAGE TYPE------------ WEAPON ARMS WEIGHT---------- 1666 ENERGY DRAIN---- 604 ARMOR POINTS---- 888 COOLING--------- 338 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 2335: 1240 AMMO HEAT------- 24 : 24 RANGE----------- 415 : 415 MAXIMUM LOCK---- 1 : 1 RELOAD TIME----- 74 : 47 NUMBER OF AMMO-- 48 AMMO TYPE------- ENERGY AMMO PRICE------ NONE USAGE DRAIN----- 6800: 2400 MAW-DSL/FIN 53300c TOGGLE SPREAD LASER: ROUNDS FIRED MANUFACTURER---- MIRAGE TYPE------------ WEAPON ARMS WEIGHT---------- 1093 ENERGY DRAIN---- 611 ARMOR POINTS---- 1090 COOLING--------- 657 WEAPON LOCK----- SPECIAL ATTACK POWER---- 160 : 300 AMMO HEAT------- 10 : 10 RANGE----------- 200 : 350 MAXIMUM LOCK---- 1 : 1 RELOAD TIME----- 10 : 28 NUMBER OF AMMO-- 180 AMMO TYPE------- ENERGY AMMO PRICE------ NONE USAGE DRAIN----- 1200: 1500 -------------------------------------------------------------------------------- BIPEDAL LEGS -------------------------------------------------------------------------------- CLM-01-EDF 25000c INEXPENSIVE, STANDARD LEG MODEL MANUFACTURER--------- CREST IND. MAXIMUM WEIGHT------- 4905 WEIGHT--------------- 1888 ENERGY DRAIN--------- 1844 STATIONARY DRAIN----- 560 ARMOR POINTS--------- 3050 DEF SHELL------------ 502 DEF ENERGY----------- 494 COOLING-------------- 354 MOVING ABILITY------- 280 TURNING SPEED-------- 118 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 100 LANDING STABILITY---- 1007 DEFENSIVE STABILITY-- 900 MLM-MM/ORDER 29500c MODEL COMPETING WITH THE CLM-01-EDF MANUFACTURER--------- MIRAGE MAXIMUM WEIGHT------- 5097 WEIGHT--------------- 1994 ENERGY DRAIN--------- 1725 STATIONARY DRAIN----- 642 ARMOR POINTS--------- 3238 DEF SHELL------------ 556 DEF ENERGY----------- 529 COOLING-------------- 402 MOVING ABILITY------- 277 TURNING SPEED-------- 115 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 92 LANDING STABILITY---- 1018 DEFENSIVE STABILITY-- 1106 CLM-02-SNSK 45600c HIGHLY STABLE CREST MASTERPIECE MANUFACTURER--------- CREST IND. MAXIMUM WEIGHT------- 5252 WEIGHT--------------- 2309 ENERGY DRAIN--------- 1864 STATIONARY DRAIN----- 690 ARMOR POINTS--------- 3386 DEF SHELL------------ 580 DEF ENERGY----------- 543 COOLING-------------- 485 MOVING ABILITY------- 275 TURNING SPEED-------- 110 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 110 LANDING STABILITY---- 1221 DEFENSIVE STABILITY-- 1320 MLM-SS/ORC 49000c EMPHASIZES ENERGY DEFENSE AND COOLING MANUFACTURER--------- MIRAGE MAXIMUM WEIGHT------- 5384 WEIGHT--------------- 2555 ENERGY DRAIN--------- 2850 STATIONARY DRAIN----- 1352 ARMOR POINTS--------- 3500 DEF SHELL------------ 501 DEF ENERGY----------- 666 COOLING-------------- 783 MOVING ABILITY------- 267 TURNING SPEED-------- 114 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 110 LANDING STABILITY---- 1200 DEFENSIVE STABILITY-- 1200 MLM-MX/066 30300c HIGH MOBILITY LEG MODEL MANUFACTURER--------- MIRAGE MAXIMUM WEIGHT------- 4982 WEIGHT--------------- 1874 ENERGY DRAIN--------- 2644 STATIONARY DRAIN----- 735 ARMOR POINTS--------- 3405 DEF SHELL------------ 520 DEF ENERGY----------- 524 COOLING-------------- 590 MOVING ABILITY------- 275 TURNING SPEED-------- 120 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 100 LANDING STABILITY---- 1000 DEFENSIVE STABILITY-- 1187 CLM-03-SRVT 35000c LEG MODEL STRESSING SHELL DEFENSE MANUFACTURER--------- CREST IND. MAXIMUM WEIGHT------- 5193 WEIGHT--------------- 2403 ENERGY DRAIN--------- 1620 STATIONARY DRAIN----- 650 ARMOR POINTS--------- 3624 DEF SHELL------------ 688 DEF ENERGY----------- 405 COOLING-------------- 302 MOVING ABILITY------- 270 TURNING SPEED-------- 112 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 108 LANDING STABILITY---- 1700 DEFENSIVE STABILITY-- 1612 CLL-01-FKST 72000c GOOD MOBILITY COMBINED WITH DECENT AP MANUFACTURER--------- CREST IND. MAXIMUM WEIGHT------- 4377 WEIGHT--------------- 1675 ENERGY DRAIN--------- 2894 STATIONARY DRAIN----- 838 ARMOR POINTS--------- 2855 DEF SHELL------------ 500 DEF ENERGY----------- 482 COOLING-------------- 783 MOVING ABILITY------- 425 TURNING SPEED-------- 110 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 94 LANDING STABILITY---- 1057 DEFENSIVE STABILITY-- 865 MLL-SS/1001 54000c PART COMPETITOR OF THE CLL-01-FKST MANUFACTURER--------- MIRAGE MAXIMUM WEIGHT------- 4232 WEIGHT--------------- 1790 ENERGY DRAIN--------- 2446 STATIONARY DRAIN----- 907 ARMOR POINTS--------- 3023 DEF SHELL------------ 447 DEF ENERGY----------- 503 COOLING-------------- 894 MOVING ABILITY------- 436 TURNING SPEED-------- 119 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 88 LANDING STABILITY---- 854 DEFENSIVE STABILITY-- 670 MLL-MX/EDGE 110000c LONG-RANGE, MID-LOAD CAPACITY MODEL MANUFACTURER--------- MIRAGE MAXIMUM WEIGHT------- 4609 WEIGHT--------------- 1892 ENERGY DRAIN--------- 3056 STATIONARY DRAIN----- 583 ARMOR POINTS--------- 2216 DEF SHELL------------ 422 DEF ENERGY----------- 462 COOLING-------------- 333 MOVING ABILITY------- 445 TURNING SPEED-------- 120 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 90 LANDING STABILITY---- 1032 DEFENSIVE STABILITY-- 847 CLL-HUESO 35800c LIGHTER PROTOTYPE OF THE CLL-01-FKST MANUFACTURER--------- CREST IND. MAXIMUM WEIGHT------- 3989 WEIGHT--------------- 1500 ENERGY DRAIN--------- 2346 STATIONARY DRAIN----- 627 ARMOR POINTS--------- 2793 DEF SHELL------------ 504 DEF ENERGY----------- 412 COOLING-------------- 644 MOVING ABILITY------- 452 TURNING SPEED-------- 145 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 140 LANDING STABILITY---- 674 DEFENSIVE STABILITY-- 593 CLH-XV-MSGR 31000c GOOD CLOSE-IN MODEL. INEXPENSIVE MANUFACTURER--------- CREST IND. MAXIMUM WEIGHT------- 6184 WEIGHT--------------- 2777 ENERGY DRAIN--------- 2010 STATIONARY DRAIN----- 672 ARMOR POINTS--------- 3540 DEF SHELL------------ 679 DEF ENERGY----------- 567 COOLING-------------- 666 MOVING ABILITY------- 160 TURNING SPEED-------- 110 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 100 LANDING STABILITY---- 2150 DEFENSIVE STABILITY-- 2520 CMH-STIFF 75000c HIGH LOAD CAPACITY AND GOOD COOLING MANUFACTURER--------- CREST IND. MAXIMUM WEIGHT------- 6422 WEIGHT--------------- 3064 ENERGY DRAIN--------- 2124 STATIONARY DRAIN----- 972 ARMOR POINTS--------- 3602 DEF SHELL------------ 654 DEF ENERGY----------- 582 COOLING-------------- 1010 MOVING ABILITY------- 155 TURNING SPEED-------- 107 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 140 LANDING STABILITY---- 3133 DEFENSIVE STABILITY-1480 MLH-MX/VOLAR 44600c HIGHLY STABLE MIRAGE MASTERPIECE MANUFACTURER--------- MIRAGE MAXIMUM WEIGHT------- 6909 WEIGHT--------------- 3146 ENERGY DRAIN--------- 2200 STATIONARY DRAIN----- 864 ARMOR POINTS--------- 3710 DEF SHELL------------ 703 DEF ENERGY----------- 600 COOLING-------------- 584 MOVING ABILITY------- 151 TURNING SPEED-------- 109 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 118 LANDING STABILITY---- 2953 DEFENSIVE STABILITY-- 2744 MLH-SS/RS 64200c BEST TWO-LEG ARMOR AND LOAD CAPACITY MANUFACTURER--------- MIRAGE MAXIMUM WEIGHT------- 7501 WEIGHT--------------- 3478 ENERGY DRAIN--------- 2410 STATIONARY DRAIN----- 1112 ARMOR POINTS--------- 3800 DEF SHELL------------ 756 DEF ENERGY----------- 630 COOLING-------------- 366 MOVING ABILITY------- 148 TURNING SPEED-------- 106 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 125 LANDING STABILITY---- 3245 DEFENSIVE STABILITY-- 3008 -------------------------------------------------------------------------------- Reverse-Jointed Legs -------------------------------------------------------------------------------- CLB-44-AKS 17000c STANDARD REVERSE-JOINT LEG MODEL MANUFACTURER--------- CREST IND. MAXIMUM WEIGHT------- 4613 WEIGHT--------------- 2480 ENERGY DRAIN--------- 1412 STATIONARY DRAIN----- 198 ARMOR POINTS--------- 3095 DEF SHELL------------ 527 DEF ENERGY----------- 451 COOLING-------------- 204 MOVING ABILITY------- 304 TURNING SPEED-------- 114 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 105 LANDING STABILITY---- 1888 DEFENSIVE STABILITY-- 1688 MLB-SS/FLUID 32200c WELL-BALANCED CLB-44-AKS COMPETITOR MANUFACTURER--------- MIRAGE MAXIMUM WEIGHT------- 5082 WEIGHT--------------- 2910 ENERGY DRAIN--------- 1456 STATIONARY DRAIN----- 372 ARMOR POINTS--------- 3320 DEF SHELL------------ 590 DEF ENERGY----------- 468 COOLING-------------- 150 MOVING ABILITY------- 322 TURNING SPEED-------- 122 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 89 LANDING STABILITY---- 2160 DEFENSIVE STABILITY-- 1756 CLB-SOLID 21100c LIGHTEST REVERSE-JOINT LEG MODEL MANUFACTURER--------- CREST IND. MAXIMUM WEIGHT------- 4816 WEIGHT--------------- 2090 ENERGY DRAIN--------- 1685 STATIONARY DRAIN----- 484 ARMOR POINTS--------- 2940 DEF SHELL------------ 472 DEF ENERGY----------- 446 COOLING-------------- 716 MOVING ABILITY------- 328 TURNING SPEED-------- 130 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 115 LANDING STABILITY---- 1804 DEFENSIVE STABILITY-- 1765 CLB-33-NMU 45000c ENHANCED VERSION OF THE CLB-SOLID MANUFACTURER--------- CREST IND. MAXIMUM WEIGHT------- 5782 WEIGHT--------------- 2977 ENERGY DRAIN--------- 1515 STATIONARY DRAIN----- 340 ARMOR POINTS--------- 3500 DEF SHELL------------ 622 DEF ENERGY----------- 525 COOLING-------------- 289 MOVING ABILITY------- 223 TURNING SPEED-------- 110 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 108 LANDING STABILITY---- 2800 DEFENSIVE STABILITY-- 2870 MLB-MX/004 45000c STABLE LEG MODEL WITH RESPECTABLE AP MANUFACTURER--------- MIRAGE MAXIMUM WEIGHT------- 5691 WEIGHT--------------- 3220 ENERGY DRAIN--------- 1848 STATIONARY DRAIN----- 470 ARMOR POINTS--------- 3705 DEF SHELL------------ 654 DEF ENERGY----------- 572 COOLING-------------- 369 MOVING ABILITY------- 214 TURNING SPEED-------- 108 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 100 LANDING STABILITY---- 3190 DEFENSIVE STABILITY-- 3015 -------------------------------------------------------------------------------- Quadruped Legs -------------------------------------------------------------------------------- MLF-RE/005 37000c STANDARD, HIGHLY MOBILE QUADRUPED MANUFACTURER--------- MIRAGE MAXIMUM WEIGHT------- 4116 WEIGHT--------------- 2150 ENERGY DRAIN--------- 2910 STATIONARY DRAIN----- 2160 ARMOR POINTS--------- 2855 DEF SHELL------------ 553 DEF ENERGY----------- 604 COOLING-------------- 1210 MOVING ABILITY------- 479 TURNING SPEED-------- 136 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 124 LANDING STABILITY---- 2245 DEFENSIVE STABILITY-- 1077 MLF-MX/KNOT 44200c ENHANCED VERSION OF THE MLF-RE/005 MANUFACTURER--------- MIRAGE MAXIMUM WEIGHT------- 5197 WEIGHT--------------- 2400 ENERGY DRAIN--------- 3058 STATIONARY DRAIN----- 1985 ARMOR POINTS--------- 3150 DEF SHELL------------ 476 DEF ENERGY----------- 554 COOLING-------------- 1424 MOVING ABILITY------- 425 TURNING SPEED-------- 129 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 124 LANDING STABILITY---- 2618 DEFENSIVE STABILITY-- 1243 CLF-DS-SEV 69000c LIGHTWEIGHT, EMPHASIZING MOBILITY MANUFACTURER--------- CREST IND. MAXIMUM WEIGHT------- 4554 WEIGHT--------------- 1890 ENERGY DRAIN--------- 3325 STATIONARY DRAIN----- 1660 ARMOR POINTS--------- 2576 DEF SHELL------------ 428 DEF ENERGY----------- 624 COOLING-------------- 1502 MOVING ABILITY------- 489 TURNING SPEED-------- 120 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 117 LANDING STABILITY---- 2643 DEFENSIVE STABILITY-- 2450 CLF-D1-ILC 55000c BEST COOLING OF ALL QUADRUPEDS MANUFACTURER--------- CREST IND. MAXIMUM WEIGHT------- 5012 WEIGHT--------------- 2573 ENERGY DRAIN--------- 4010 STATIONARY DRAIN----- 2973 ARMOR POINTS--------- 3386 DEF SHELL------------ 524 DEF ENERGY----------- 498 COOLING-------------- 1633 MOVING ABILITY------- 437 TURNING SPEED-------- 124 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 110 LANDING STABILITY---- 2080 DEFENSIVE STABILITY-- 1840 CLF-D2-ROG 82700c A WELL ARMORED, HEAVY-LOAD QUADRAPED MANUFACTURER--------- CREST IND. MAXIMUM WEIGHT------- 5366 WEIGHT--------------- 2880 ENERGY DRAIN--------- 3699 STATIONARY DRAIN----- 3320 ARMOR POINTS--------- 3402 DEF SHELL------------ 425 DEF ENERGY----------- 452 COOLING-------------- 1050 MOVING ABILITY------- 396 TURNING SPEED-------- 118 JUMP FUNCTION-------- PROVIDED BRAKING ABILITY------ 123 LANDING STABILITY---- 2400 DEFENSIVE STABILITY-- 2045 -------------------------------------------------------------------------------- Tank Legs -------------------------------------------------------------------------------- CLC-03-MLKS 15000c LOW MOBILITY, BUT BALANCED OVERALL MANUFACTURER--------- CREST IND. MAXIMUM WEIGHT------- 6880 WEIGHT--------------- 4100 ENERGY DRAIN--------- 978 STATIONARY DRAIN----- 300 ARMOR POINTS--------- 3800 DEF SHELL------------ 770 DEF ENERGY----------- 503 COOLING-------------- 603 MOVING ABILITY------- 255 TURNING SPEED-------- 127 JUMP FUNCTION-------- NONE BRAKING ABILITY------ 311 LANDING STABILITY---- 4015 DEFENSIVE STABILITY-- 4025 CLC-SHUT 25500c LOW ENERGY DRAIN FOR A TREAD MODEL MANUFACTURER--------- CREST IND. MAXIMUM WEIGHT------- 7375 WEIGHT--------------- 3027 ENERGY DRAIN--------- 1115 STATIONARY DRAIN----- 329 ARMOR POINTS--------- 3735 DEF SHELL------------ 740 DEF ENERGY----------- 541 COOLING-------------- 404 MOVING ABILITY------- 273 TURNING SPEED-------- 122 JUMP FUNCTION-------- NONE BRAKING ABILITY------ 300 LANDING STABILITY---- 4520 DEFENSIVE STABILITY-- 4435 MLC-RE/3003 36000c RESPECTABLE DEF RATINGS AND MOBILE MANUFACTURER--------- MIRAGE MAXIMUM WEIGHT------- 5415 WEIGHT--------------- 2922 ENERGY DRAIN--------- 3120 STATIONARY DRAIN----- 2320 ARMOR POINTS--------- 3640 DEF SHELL------------ 666 DEF ENERGY----------- 615 COOLING-------------- 576 MOVING ABILITY------- 330 TURNING SPEED-------- 140 JUMP FUNCTION-------- NONE BRAKING ABILITY------ 255 LANDING STABILITY---- 630 DEFENSIVE STABILITY-- 941 MLC-TRIDENT 57000c EXCELLENT COOLING AND LOAD RATINGS MANUFACTURER--------- MIRAGE MAXIMUM WEIGHT------- 7860 WEIGHT--------------- 3055 ENERGY DRAIN--------- 2888 STATIONARY DRAIN----- 920 ARMOR POINTS--------- 3727 DEF SHELL------------ 688 DEF ENERGY----------- 645 COOLING-------------- 1303 MOVING ABILITY------- 290 TURNING SPEED-------- 136 JUMP FUNCTION-------- NONE BRAKING ABILITY------ 280 LANDING STABILITY---- 3020 DEFENSIVE STABILITY-- 1630 CLC-D3TA 68000c BEST TREAD MODEL AP AND LOAD CAPACITY MANUFACTURER--------- CREST IND. MAXIMUM WEIGHT------- 8600 WEIGHT--------------- 3620 ENERGY DRAIN--------- 2600 STATIONARY DRAIN----- 1315 ARMOR POINTS--------- 3843 DEF SHELL------------ 800 DEF ENERGY----------- 633 COOLING-------------- 894 MOVING ABILITY------- 250 TURNING SPEED-------- 117 JUMP FUNCTION-------- NONE BRAKING ABILITY------ 338 LANDING STABILITY---- 4942 DEFENSIVE STABILITY-- 5100 -------------------------------------------------------------------------------- Hover Legs -------------------------------------------------------------------------------- MLR-RE/EGA 47600c WELL-SUITED FOR LONG, MOBILE BATTLES MANUFACTURER--------- MIRAGE MAXIMUM WEIGHT------- 4801 WEIGHT--------------- 1945 ENERGY DRAIN--------- 2840 STATIONARY DRAIN----- 2703 ARMOR POINTS--------- 3560 DEF SHELL------------ 480 DEF ENERGY----------- 455 COOLING-------------- 1524 MOVING ABILITY------- 615 TURNING SPEED-------- 129 JUMP FUNCTION-------- NONE BRAKING ABILITY------ 104 LANDING STABILITY---- 740 DEFENSIVE STABILITY-- 1322 MLR-MX/QUAIL 20500c HIGHLY MOBILE, HOVER LEG MODEL MANUFACTURER--------- MIRAGE MAXIMUM WEIGHT------- 4494 WEIGHT--------------- 1600 ENERGY DRAIN--------- 1620 STATIONARY DRAIN----- 1477 ARMOR POINTS--------- 3075 DEF SHELL------------ 424 DEF ENERGY----------- 402 COOLING-------------- 555 MOVING ABILITY------- 520 TURNING SPEED-------- 145 JUMP FUNCTION-------- NONE BRAKING ABILITY------ 102 LANDING STABILITY---- 684 DEFENSIVE STABILITY-- 997 MLR-SS/REM 39000c RESPECTABLE SPEED AND LOAD CAPACITY MANUFACTURER--------- MIRAGE MAXIMUM WEIGHT------- 5276 WEIGHT--------------- 2520 ENERGY DRAIN--------- 1956 STATIONARY DRAIN----- 1907 ARMOR POINTS--------- 2560 DEF SHELL------------ 522 DEF ENERGY----------- 424 COOLING-------------- 592 MOVING ABILITY------- 532 TURNING SPEED-------- 133 JUMP FUNCTION-------- NONE BRAKING ABILITY------ 216 LANDING STABILITY---- 817 DEFENSIVE STABILITY-- 1100 MLR-MM/PETAL 87000C EXCEPTIONALLY FAST, GOOD MOBILITY MANUFACTURER--------- MIRAGE MAXIMUM WEIGHT------- 3944 WEIGHT--------------- 1660 ENERGY DRAIN--------- 2364 STATIONARY DRAIN----- 1220 ARMOR POINTS--------- 3122 DEF SHELL------------ 356 DEF ENERGY----------- 393 COOLING-------------- 793 MOVING ABILITY------- 681 TURNING SPEED-------- 125 JUMP FUNCTION-------- NONE BRAKING ABILITY------ 94 LANDING STABILITY---- 1094 DEFENSIVE STABILITY-- 1135 CLR-00-MAK 58000c A FINE EXAMPLE OF CREST WORKMANSHIP MANUFACTURER--------- CREST IND. MAXIMUM WEIGHT------- 4999 WEIGHT--------------- 2114 ENERGY DRAIN--------- 2123 STATIONARY DRAIN----- 1665 ARMOR POINTS--------- 3203 DEF SHELL------------ 505 DEF ENERGY----------- 439 COOLING-------------- 965 MOVING ABILITY------- 633 TURNING SPEED-------- 121 JUMP FUNCTION-------- NONE BRAKING ABILITY------ 182 LANDING STABILITY---- 908 DEFENSIVE STABILITY-- 1407 -------------------------------------------------------------------------------- Boosters -------------------------------------------------------------------------------- CBT-00-UN1 11000c CARRY OVER FROM EARLY AC DEVELOPMENT MANUFACTURER-- CREST IND. WEIGHT-------- 200 ENERGY DRAIN-- 27 BOOST POWER--- 9800 CHARGE DRAIN-- 4340 CBT-01-UN4 13500c ENHANCED VERSION OF THE CBT-00-UN1 MANUFACTURER-- CREST IND. WEIGHT-------- 164 ENERGY DRAIN-- 35 BOOST POWER--- 13000 CHARGE DRAIN-- 4420 MBT-OX/002 45000c PROMISING NEW MIRAGE BOOSTER MODEL MANUFACTURER-- MIRAGE WEIGHT-------- 230 ENERGY DRAIN-- 30 BOOST POWER--- 17300 CHARGE DRAIN-- 4600 MBT-OX/E9 31700c EFFICIENT FOR LONG DURATION BATTLES MANUFACTURER-- MIRAGE WEIGHT-------- 185 ENERGY DRAIN-- 37 BOOST POWER--- 14800 CHARGE DRAIN-- 3500 CBT-FLEET 44000c BOOST POWER ALLOWS FOR QUICK MOVEMENT MANUFACTURER-- CREST IND. WEIGHT-------- 355 ENERGY DRAIN-- 40 BOOST POWER--- 19900 CHARGE DRAIN-6990 MBT-NI/MARE 82800c HIGHLY STABLE MIRAGE MASTERPIECE MANUFACTURER-- MIRAGE WEIGHT-------- 300 ENERGY DRAIN-- 85 BOOST POWER--- 18300 CHARGE DRAIN-- 5350 CBT-DRAKE 51000c A GOOD CHOICE FOR AERIAL COMBATANTS MANUFACTURER-- CREST IND. WEIGHT-------- 177 ENERGY DRAIN-- 38 BOOST POWER--- 7100 CHARGE DRAIN-- 2900 -------------------------------------------------------------------------------- FCS (Fire Control System) -------------------------------------------------------------------------------- VREX-ST-1 10000c TWO LOCKS MAX, SINGLE TARGET MANUFACTURER-- CREST IND. WEIGHT-------- 14 ENERGY DRAIN-- 22 LOCK TYPE----- STANDARD TARGET-------- SINGLE MAXIMUM LOCK-- 2 LOCK SPEED---- 37 SIGHT RANGE--- 338 PRECISION----- 8 AOX-F/ST-6 22800c ENHANCED VREX-ST-1, SIX LOCKS MAX MANUFACTURER-- MIRAGE WEIGHT-------- 14 ENERGY DRAIN-- 24 LOCK TYPE----- STANDARD TARGET-------- MULTI MAXIMUM LOCK-- 6 LOCK SPEED---- 35 SIGHT RANGE--- 461 PRECISION----- 8 VREX-ST-12 16800c TWELVE LOCKS MAX, MULTI-TARGET MANUFACTURER-- CREST IND. WEIGHT-------- 16 ENERGY DRAIN-- 24 LOCK TYPE----- STANDARD TARGET-------- MULTI MAXIMUM LOCK-- 12 LOCK SPEED---- 46 SIGHT RANGE--- 550 PRECISION----- 6 AOX-X/WS-3 35400c THREE LOCKS MAX, SINGLE TARGET MANUFACTURER-- MIRAGE WEIGHT-------- 10 ENERGY DRAIN-- 19 LOCK TYPE----- WIDE & SHALLOW TARGET-------- SINGLE MAXIMUM LOCK-- 3 LOCK SPEED---- 38 SIGHT RANGE--- 326 PRECISION----- 8 VREX-WS-1 20400c ONE LOCK MAX, SINGLE TARGET MANUFACTURER-- CREST IND. WEIGHT-------- 8 ENERGY DRAIN-- 12 LOCK TYPE----- WIDE & SHALLOW TARGET-------- SINGLE MAXIMUM LOCK-- 1 LOCK SPEED---- 33 SIGHT RANGE--- 287 PRECISION----- 8 AOX-ANA 72000c SIX LOCKS MAX, MULTI-TARGET MANUFACTURER-- MIRAGE WEIGHT-------- 21 ENERGY DRAIN-- 85 LOCK TYPE----- WIDE & SHALLOW TARGET-------- MULTI MAXIMUM LOCK-- 6 LOCK SPEED---- 38 SIGHT RANGE--- 407 PRECISION----- 6 VREX-ND-2 88000c TWO LOCKS MAX, LONGEST SIGHT RANGE MANUFACTURER-- CREST IND. WEIGHT-------- 18 ENERGY DRAIN-- 75 LOCK TYPE----- NARROW & DEEP TARGET-------- SINGLE MAXIMUM LOCK-- 2 LOCK SPEED---- 31 SIGHT RANGE--- 1145 PRECISION----- 6 VREX-F/ND-8 119000c EIGHT LOCKS MAX, REVISED VREX-ND-2 MANUFACTURER-- CREST IND. WEIGHT-------- 22 ENERGY DRAIN-- 55 LOCK TYPE----- NARROW & DEEP TARGET-------- SINGLE MAXIMUM LOCK-- 8 LOCK SPEED---- 26 SIGHT RANGE--- 751 PRECISION----- 4 PLS-EMA 47000c FOUR LOCKS MAX, VERTICAL LOCK TYPE MANUFACTURER-- KISARAGI WEIGHT-------- 10 ENERGY DRAIN-- 19 LOCK TYPE----- LENGTHWAY TARGET-------- MULTI MAXIMUM LOCK-- 4 LOCK SPEED---- 41 SIGHT RANGE--- 481 PRECISION----- 8 PLS-ROA 53000c TEN LOCKS MAX, HORIZONTAL LOCK TYPE MANUFACTURER-- KISARAGI WEIGHT-------- 18 ENERGY DRAIN-- 37 LOCK TYPE----- SIDEWAY TARGET-------- MULTI MAXIMUM LOCK-- 10 LOCK SPEED---- 40 SIGHT RANGE--- 481 PRECISION----- 8 -------------------------------------------------------------------------------- Generators -------------------------------------------------------------------------------- CGP-ROV6 19500c LOW CAPACITY AND HAS A WIDE RED ZONE MANUFACTURER----- CREST IND. WEIGHT----------- 300 ENERGY OUTPUT---- 6000 MAXIMUM CHARGE--- 28000 REDZONE---------- 6800 CALORIFIC VALUE-- 1920 CGP-ROV10 23500c IMPROVED VERSION OF THE CGP-ROV6 MANUFACTURER----- CREST IND. WEIGHT----------- 240 ENERGY OUTPUT---- 6560 MAXIMUM CHARGE--- 38000 REDZONE---------- 4000 CALORIFIC VALUE-- 2900 MGP-VE8 3200c COMPETING PRODUCT WITH THE CGP-ROV6 MANUFACTURER----- MIRAGE WEIGHT----------- 284 ENERGY OUTPUT---- 6800 MAXIMUM CHARGE--- 33000 REDZONE---------- 5300 CALORIFIC VALUE-- 3892 KGP-ZS4 33000c A SOLIDLY DESIGNED KISARAGI MODEL MANUFACTURER----- KISARAGI WEIGHT----------- 238 ENERGY OUTPUT---- 7700 MAXIMUM CHARGE--- 33000 REDZONE---------- 4000 CALORIFIC VALUE-- 4777 MGP-VE905 49000c RESPECTABLE OUTPUT AND A QUALITY PART MANUFACTURER----- MIRAGE WEIGHT----------- 348 ENERGY OUTPUT---- 9943 MAXIMUM CHARGE--- 34000 REDZONE---------- 3000 CALORIFIC VALUE-- 3760 CGP-ROZ 54000c A MODEL DESIGNED FOR HEAVY ACS MANUFACTURER----- CREST IND. WEIGHT----------- 450 ENERGY OUTPUT---- 10500 MAXIMUM CHARGE--- 42000 REDZONE---------- 2200 CALORIFIC VALUE-- 3914 KGP-ZSV 66000c REVISED VERSION OF THE KGP-ZS4 MANUFACTURER----- KISARAGI WEIGHT----------- 398 ENERGY OUTPUT---- 8900 MAXIMUM CHARGE--- 48000 REDZONE---------- 3300 CALORIFIC VALUE-- 5200 -------------------------------------------------------------------------------- Radiators -------------------------------------------------------------------------------- RIX-CR10 13700c NOT RATED VERY WELL, BUT LIGHT MANUFACTURER---- CREST IND. WEIGHT---------- 125 ENERGY DRAIN---- 124 COOLING--------- 5000 FORCED COOLING-- 5000 RIX-CR11 16800c STANDARD MODEL FOR GENERAL USE MANUFACTURER---- CREST IND. WEIGHT---------- 238 ENERGY DRAIN---- 125 COOLING--------- 6700 FORCED COOLING-- 5200 RMR-SA44 27000c COMPETING PRODUCT WITH THE RIX-CR11 MANUFACTURER---- MIRAGE WEIGHT---------- 153 ENERGY DRAIN---- 194 COOLING--------- 6702 FORCED COOLING-- 5955 RMR-SA77 34500c STANDARD MODEL. GOOD FORCED COOLING MANUFACTURER---- MIRAGE WEIGHT---------- 376 ENERGY DRAIN---- 288 COOLING--------- 6990 FORCED COOLING-- 10200 RIX-CR14 65000c BALANCED COOLING AND FORCED COOLING MANUFACTURER---- CREST IND. WEIGHT---------- 325 ENERGY DRAIN---- 354 COOLING--------- 8254 FORCED COOLING-- 8450 RMR-ICICLE 56000c MIRAGE'S FLAGSHIP MODEL, VERY STABLE MANUFACTURER---- MIRAGE WEIGHT---------- 292 ENERGY DRAIN---- 486 COOLING--------- 7700 FORCED COOLING-- 9800 RGI-KD99 74900c GEARED TOWARD HEAVY AC DESIGNS MANUFACTURER---- KISARAGI WEIGHT---------- 542 ENERGY DRAIN---- 376 COOLING--------- 11520 FORCED COOLING-- 11300 -------------------------------------------------------------------------------- Inside -------------------------------------------------------------------------------- CWI-BO-20 13400c RELEASES DEVASTATING CONTACT BOMBLETS MANUFACTURER---- CREST IND. TYPE------------ BOMB DISPENSER WEIGHT---------- 313 ENERGY DRAIN---- 85 ATTACK POWER---- 680 AMMO HEAT------- 188 RANGE----------- 750 MAXIMUM LOCK---- N/A RELOAD TIME----- 150 NUMBER OF AMMO-- 20 AMMO TYPE------- SOLID AMMO PRICE------ 240 CWI-FM-50 42800c DISPENSES FLOATING CONTACT MINES MANUFACTURER---- CREST IND. TYPE------------ FLOATING MINE WEIGHT---------- 536 ENERGY DRAIN---- 190 ATTACK POWER---- 1420 AMMO HEAT------- 263 RANGE----------- N/A MAXIMUM LOCK---- N/A RELOAD TIME----- 90 NUMBER OF AMMO-- 50 AMMO TYPE------- SOLID AMMO PRICE------ 320 CWI-FM-30 51000c DISPENSES MOBILE, FLOATING MINES MANUFACTURER---- CREST IND. TYPE------------ FLOATING MINES WEIGHT---------- 384 ENERGY DRAIN---- 220 ATTACK POWER---- 880 AMMO HEAT------- 457 RANGE----------- N/A MAXIMUM LOCK---- N/A RELOAD TIME----- 100 NUMBER OF AMMO-- 30 AMMO TYPE------- SOLID AMMO PRICE------ 436 MWI-MD/40 38000c DISPENSES ADHESIVE MINES MANUFACTURER---- MIRAGE TYPE------------ MINE DISPENSER WEIGHT---------- 742 ENERGY DRAIN---- 210 ATTACK POWER---- 680 AMMO HEAT------- 74 RANGE----------- 315 MAXIMUM LOCK---- N/A RELOAD TIME----- 255 NUMBER OF AMMO-- 40 AMMO TYPE------- SOLID AMMO PRICE------ 375 CWI-NM-40 64000c A ROCKET THAT SETS TARGETS ON FIRE MANUFACTURER---- CREST IND. TYPE------------ NAPALM ROCKET WEIGHT---------- 396 ENERGY DRAIN---- 285 ATTACK POWER---- 135 AMMO HEAT------- 672 RANGE----------- 435 MAXIMUM LOCK---- N/A RELOAD TIME----- 64 NUMBER OF AMMO-- 40 AMMO TYPE------- SOLID AMMO PRICE------ 100 MWI-RC/30 54000c DISRUPT AN ENEMY'S LOCK ON CAPABILIITY MANUFACTURER---- MIRAGE TYPE------------ ECM ROCKET WEIGHT---------- 242 ENERGY DRAIN---- 85 ATTACK POWER---- 220 AMMO HEAT------- 8 RANGE----------- 435 MAXIMUM LOCK---- N/A RELOAD TIME----- 60 NUMBER OF AMMO-- 30 AMMO TYPE------- SOLID AMMO PRICE------ 720 MWI-DD/10 12700c DECOYS THAT ATTRACT ENEMY MISSILES MANUFACTURER---- MIRAGE TYPE------------ DECOY DISPENSER WEIGHT---------- 101 ENERGY DRAIN---- 110 RANGE----------- 20 RELOAD TIME----- 30 NUMBER OF AMMO-- 10 AMMO TYPE------- SOLID AMMO PRICE------ 140 MWI-DD/20 25900c DECOY DISPENSER WITH ADDED STORAGE MANUFACTURER---- MIRAGE TYPE------------ DECOY DISPENSER WEIGHT---------- 162 ENERGY DRAIN---- 180 RANGE----------- 20 RELOAD TIME----- 30 NUMBER OF AMMO-- 20 AMMO TYPE------- SOLID AMMO PRICE------ 140 MWI-EM/15 44000c ECM PODS THAT DISRUPT ENEMY LOCK-ONS MANUFACTURER---- MIRAGE TYPE------------ ECM MAKER WEIGHT---------- 295 ENERGY DRAIN---- 240 RANGE----------- 20 RELOAD TIME----- 45 NUMBER OF AMMO-- 15 AMMO TYPE------- SOLID AMMO PRICE------ 435 KWI-EM/10 113000c ECM PODS WITH A WIDER EFFECTIVE RANGE MANUFACTURER---- KISARAGI TYPE------------ ECM MAKER WEIGHT---------- 425 ENERGY DRAIN---- 330 RANGE----------- 40 RELOAD TIME----- 45 NUMBER OF AMMO-- 10 AMMO TYPE------- SOLID AMMO PRICE------ 435 CWI-DM-32 18000c DISPENSES RADAR DUPING DECOYS MANUFACTURER---- CREST IND. TYPE------------ DUMMY MAKER WEIGHT---------- 143 ENERGY DRAIN---- 160 RANGE----------- 20 RELOAD TIME----- 45 NUMBER OF AMMO-- 32 AMMO TYPE------- SOLID AMMO PRICE------ 210 KWI-DM/30 32000c DISPENSES MOBILE RADAR DUPING DECOYS MANUFACTURER---- KISARAGI TYPE------------ DUMMY MAKER WEIGHT---------- 223 ENERGY DRAIN---- 180 RANGE----------- N/A RELOAD TIME----- 45 NUMBER OF AMMO-- 30 AMMO TYPE------- SOLID AMMO PRICE------ 360 -------------------------------------------------------------------------------- Extensions -------------------------------------------------------------------------------- MEBT-OX/EB 17900c AUXILIARY BOOSTER FOR QUICK RETREATS MANUFACTURER-- MIRAGE TYPE---------- BACK BOOSTER WEIGHT-------- 140 ENERGY DRAIN-- 243 BOOST POWER--- 18000 CHARGE DRAIN-- 6200 RELOAD TIME--- 108 KEBT-TB-UN5 14500c AUXILIARY BOOSTER FOR QUICK TURNS MANUFACTURER-- KISARAGI TYPE---------- TURN BOOSTER WEIGHT-------- 166 ENERGY DRAIN-- 257 BOOST POWER--- 16000 CHARGE DRAIN-- 4920 RELOAD TIME--- 110 MEBT-OX/MB 24000c MULTI-DIRECTIONAL AUXILIARY BOOSTER MANUFACTURER-- MIRAGE TYPE---------- MULTI BOOSTER WEIGHT-------- 152 ENERGY DRAIN-- 258 BOOST POWER--- 17000 CHARGE DRAIN-- 5400 RELOAD TIME--- 94 CEBT-HEX 36800c PROVIDES MID-AIR HOVERING CAPABILITY MANUFACTURER-- CREST IND. TYPE---------- HOVER BOOSTER WEIGHT-------- 188 ENERGY DRAIN-- 376 BOOST POWER--- 22000 CHARGE DRAIN-- 2600 RELOAD TIME--- 150 MWEM-R/24 65000c INTERLOCKS WITH BACK-MOUNTED MISSILES MANUFACTURER---- MIRAGE TYPE------------ RELATION MISSILE WEIGHT---------- 289 ENERGY DRAIN---- 184 ATTACK POWER---- 780 AMMO HEAT------- 145 RANGE----------- 500 MAXIMUM LAUNCH-- 2 RELOAD TIME----- 90 NUMBER OF AMMO-- 24 AMMO TYPE------- SOLID AMMO PRICE------ 240 USAGE DRAIN----- N/A CWEM-R20 88900c INTERLOCKING SUPPORT MISSILES MANUFACTURER---- CREST IND. TYPE------------ RELATION MISSILE WEIGHT---------- 368 ENERGY DRAIN---- 252 ATTACK POWER---- 780 AMMO HEAT------- 145 RANGE----------- 450 MAXIMUM LAUNCH-- 4 RELOAD TIME----- 70 NUMBER OF AMMO-- 20 AMMO TYPE------- SOLID AMMO PRICE------ 380 USAGE DRAIN----- N/A KWEM-TERRIER 130000c VERTICAL LAUNCH SUPPORT MISSILES MANUFACTURER---- KISARAGI TYPE------------ RELATION MISSILE WEIGHT---------- 399 ENERGY DRAIN---- 447 ATTACK POWER---- 780 AMMO HEAT------- 145 RANGE----------- 400 MAXIMUM LAUNCH-- 4 RELOAD TIME----- 80 NUMBER OF AMMO-- 20 AMMO TYPE------- SOLID AMMO PRICE------ 490 USAGE DRAIN----- N/A CWEM-AS40 27700c AUTOMATIC MISSILE INTERCEPT SYSTEM MANUFACTURER---- CREST IND. TYPE------------ ANTI MISSILE WEIGHT---------- 164 ENERGY DRAIN---- 130 RANGE----------- 200 VS MG RESPONSE-- 48 RELOAD TIME----- 10 NUMBER OF AMMO-- 40 AMMO TYPE------- SOLID AMMO PRICE------ 102 USAGE DRAIN----- N/A CWEM-AM40 40900c ENHANCED MISSILE INTERCEPT SYSTEM MANUFACTURER---- CREST IND. TYPE------------ ANTI MISSILE WEIGHT---------- 227 ENERGY DRAIN---- 164 RANGE----------- 230 VS MG RESPONSE-- 60 RELOAD TIME----- 10 NUMBER OF AMMO-- 40 AMMO TYPE------- SOLID AMMO PRICE------ 136 USAGE DRAIN----- N/A MWEM-A/50 49000c MISSILE INTERCEPT SYSTEM. ADDED AMMO. MANUFACTURER---- MIRAGE TYPE------------ ANTI MISSILE WEIGHT---------- 312 ENERGY DRAIN---- 117 RANGE----------- 250 VS MG RESPONSE-- 68 RELOAD TIME----- 15 NUMBER OF AMMO-- 50 AMMO TYPE------- SOLID AMMO PRICE------ 160 USAGE DRAIN----- N/A KWEL-SILENT 31200c ENERGY BASED MISSILE INTERCEPT SYSTEM MANUFACTURER---- KISARAGI TYPE------------ ANTI MISSILE WEIGHT---------- 197 ENERGY DRAIN---- 380 RANGE----------- 300 VS MG RESPONSE-- 75 RELOAD TIME----- 15 NUMBER OF AMMO-- 24 AMMO TYPE------- ENERGY AMMO PRICE------ N/A USAGE DRAIN----- 2200 MES-SS/1441 49000c ADDED SHIELDING, INCREASES DEFENSE MANUFACTURER------- MIRAGE TYPE--------------- SIDE SHIELD WEIGHT------------- 132 ENERGY DRAIN------- 97 SHIELD DEF SHELL--- 106 SHIELD DEF ENERGY-- 213 SHIELD COVERAGE---- 50 DISCHARGE HEAT----- 110 USAGE DRAIN-------- 222 KES-AEGIS 58300c ENHANCED SHIELDING, BETTER DEFENSE MANUFACTURER------- KISARAGI TYPE--------------- SIDE SHIELD WEIGHT------------- 188 ENERGY DRAIN------- 132 SHIELD DEF SHELL--- 171 SHIELD DEF ENERGY-- 278 SHIELD COVERAGE---- 42 DISCHARGE HEAT----- 284 USAGE DRAIN-------- 303 MEST-MX/CROW 42000c JAM ENEMY RADAR AND LOCK-ON FUNCTIONS MANUFACTURER-- MIRAGE TYPE---------- STEALTH WEIGHT-------- 602 ENERGY DRAIN-- 999 DURATION------ 480 RELOAD TIME--- 240 USAGE LIMIT--- 5 USAGE DRAIN--- 12 CEEC-00-XSP 36000c AUXILIARY RADIATOR FOR EMERGENCY USE MANUFACTURER---- CREST IND. TYPE------------ ENERGY COOLER WEIGHT---------- 173 ENERGY DRAIN---- 199 FORCED COOLING-- 20000 RELOAD TIME----- 144 USAGE LIMIT----- 2 USAGE DRAIN----- 12 CEEC-01-XSP2 44000c ENHANCED CEEC-00-XSP MANUFACTURER---- CREST IND. TYPE------------ ENERGY COOLER WEIGHT---------- 304 ENERGY DRAIN---- 236 FORCED COOLING-- 20000 RELOAD TIME----- 144 USAGE LIMIT----- 3 USAGE DRAIN----- 12 KEEP-MALUM 120000c PROVIDES EMERGENCY ENERGY RECOVERY MANUFACTURER---- KISARAGI TYPE------------ ENERGY PACK WEIGHT---------- 270 ENERGY DRAIN---- 155 RECOVER ENERGY-- 30000 RELOAD TIME----- 244 USAGE LIMIT----- 2 USAGE DRAIN----- 12 -------------------------------------------------------------------------------- Back Units -------------------------------------------------------------------------------- CWM-S40-1 17500c SMALL MISSILE, MAX LOCK ONE MANUFACTURER---- CREST IND. TYPE------------ SMALL MISSILE WEIGHT---------- 245 ENERGY DRAIN---- 245 WEAPON LOCK----- STANDARD ATTACK POWER---- 780 AMMO HEAT------- 145 RANGE----------- 450 MAXIMUM LOCK---- 1 RELOAD TIME----- 48 NUMBER OF AMMO-- 40 AMMO TYPE------- SOLID AMMO PRICE------ 120 USAGE DRAIN----- N/A MWM-S42/6 23000c SMALL MISSILE, MAX LOCKS SIX MANUFACTURER---- MIRAGE TYPE------------ SMALL MISSILE WEIGHT---------- 337 ENERGY DRAIN---- 320 WEAPON LOCK----- STANDARD ATTACK POWER---- 780 AMMO HEAT------- 145 RANGE----------- 450 MAXIMUM LOCK---- 6 RELOAD TIME----- 48 NUMBER OF AMMO-- 42 AMMO TYPE------- SOLID AMMO PRICE------ 120 USAGE DRAIN----- N/A CWM-S60-10 29500c SMALL MISSILE, MAX LOCK TEN MANUFACTURER---- CREST IND. TYPE------------ SMALL MISSILE WEIGHT---------- 469 ENERGY DRAIN---- 351 WEAPON LOCK----- STANDARD ATTACK POWER---- 780 AMMO HEAT------- 145 RANGE----------- 450 MAXIMUM LOCK---- 10 RELOAD TIME----- 48 NUMBER OF AMMO-- 60 AMMO TYPE------- SOLID AMMO PRICE------ 120 USAGE DRAIN----- N/A MWM-S60/12 37600c SMALL MISSILE, MAX LOCK TWELVE MANUFACTURER---- MIRAGE TYPE------------ SMALL MISSILE WEIGHT---------- 577 ENERGY DRAIN---- 546 WEAPON LOCK----- STANDARD ATTACK POWER---- 780 AMMO HEAT------- 145 RANGE----------- 450 MAXIMUM LOCK---- 12 RELOAD TIME----- 45 NUMBER OF AMMO-- 60 AMMO TYPE------- SOLID AMMO PRICE------ 120 USAGE DRAIN----- N/A MWM-M24/2 35600c MID-SIZE MISSILE, MAX LOCK TWO MANUFACTURER---- MIRAGE TYPE------------ MIDDLE MISSILE WEIGHT---------- 494 ENERGY DRAIN---- 270 WEAPON LOCK----- STANDARD ATTACK POWER---- 1350 AMMO HEAT------- 186 RANGE----------- 500 MAXIMUM LOCK---- 2 RELOAD TIME----- 60 NUMBER OF AMMO-- 24 AMMO TYPE------- SOLID AMMO PRICE------ 250 USAGE DRAIN----- N/A CWM-M36-4 43000c MID-SIZE MISSILE, MAX LOCK FOUR MANUFACTURER---- CREST IND. TYPE------------ MIDDLE MISSILE WEIGHT---------- 721 ENERGY DRAIN---- 203 WEAPON LOCK----- STANDARD ATTACK POWER---- 1350 AMMO HEAT------- 186 RANGE----------- 500 MAXIMUM LOCK---- 4 RELOAD TIME----- 60 NUMBER OF AMMO-- 36 AMMO TYPE------- SOLID AMMO PRICE------ 250 USAGE DRAIN----- N/A CWM-VM36-4 76000c MID-SIZE VERTICAL MISSILE LAUNCHER MANUFACTURER---- CREST IND. TYPE------------ VERTICAL MISSILE WEIGHT---------- 645 ENERGY DRAIN---- 314 WEAPON LOCK----- STANDARD ATTACK POWER---- 1350 AMMO HEAT------- 186 RANGE----------- 450 MAXIMUM LOCK---- 4 RELOAD TIME----- 64 NUMBER OF AMMO-- 36 AMMO TYPE------- SOLID AMMO PRICE------ 450 USAGE DRAIN----- N/A MWM-DM24/1 64000c LAUNCHES TWO MISSILES PER LOCK-ON MANUFACTURER---- MIRAGE TYPE------------ DUAL MISSILE WEIGHT---------- 600 ENERGY DRAIN---- 472 WEAPON LOCK----- STANDARD ATTACK POWER---- 850 AMMO HEAT------- 310 RANGE----------- 450 MAXIMUM LOCK---- 1 RELOAD TIME----- 78 NUMBER OF AMMO-- 24 AMMO TYPE------- SOLID AMMO PRICE------ 300 USAGE DRAIN----- N/A MWM-MM16/1 43500c MULTI-WARHEAD MISSILE LAUNCHER MANUFACTURER---- MIRAGE TYPE------------ MULTI MISSILE WEIGHT---------- 705 ENERGY DRAIN---- 318 WEAPON LOCK----- STANDARD ATTACK POWER---- 780 AMMO HEAT------- 145 RANGE----------- 600 MAXIMUM LOCK---- 1 RELOAD TIME----- 78 NUMBER OF AMMO-- 16 AMMO TYPE------- SOLID AMMO PRICE------ 1050 USAGE DRAIN----- N/A CWM-GM14-1 69000c LAUNCHES LOW TRAJECTORY MISSILES MANUFACTURER---- CREST IND. TYPE------------ GROUND TORPEDO WEIGHT---------- 722 ENERGY DRAIN---- 302 WEAPON LOCK----- STANDARD ATTACK POWER---- 780 AMMO HEAT------- 145 RANGE----------- 450 MAXIMUM LOCK---- 1 RELOAD TIME----- 78 NUMBER OF AMMO-- 14 AMMO TYPE------- SOLID AMMO PRICE------ 850 USAGE DRAIN----- N/A CWM-TITAN 109600c CARRIES FOUR HIGH-EXPLOSIVE MISSILES MANUFACTURER---- CREST IND. TYPE------------ LARGE MISSILE WEIGHT---------- 1520 ENERGY DRAIN---- 418 WEAPON LOCK----- STANDARD ATTACK POWER---- 6800 AMMO HEAT------- 1730 RANGE----------- 290 MAXIMUM LOCK---- 1 RELOAD TIME----- 255 NUMBER OF AMMO-- 4 AMMO TYPE------- SOLID AMMO PRICE------ 3500 USAGE DRAIN----- N/A CWR-S50 15500c SMALL ROCKETS, FIFTY ROUNDS MANUFACTURER---- CREST IND. TYPE------------ SMALL ROCKET WEIGHT---------- 221 ENERGY DRAIN---- 8 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 1020 AMMO HEAT------- 230 RANGE----------- 770 MAXIMUM LOCK---- N/A RELOAD TIME----- 36 NUMBER OF AMMO-- 50 AMMO TYPE------- SOLID AMMO PRICE------ 98 USAGE DRAIN----- N/A CWR-S80 27000c SMALL ROCKETS, EIGHTY ROUNDS MANUFACTURER---- CREST IND. TYPE------------ SMALL ROCKET WEIGHT---------- 657 ENERGY DRAIN---- 8 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 1020 AMMO HEAT------- 230 RANGE----------- 770 MAXIMUM LOCK---- N/A RELOAD TIME----- 36 NUMBER OF AMMO-- 80 AMMO TYPE------- SOLID AMMO PRICE------ 98 USAGE DRAIN----- N/A CWR-M30 34000c MID-SIZE ROCKETS, THIRTY ROUNDS MANUFACTURER---- CREST IND. TYPE------------ MIDDLE ROCKET WEIGHT---------- 390 ENERGY DRAIN---- 13 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 1520 AMMO HEAT------- 350 RANGE----------- 800 MAXIMUM LOCK---- N/A RELOAD TIME----- 48 NUMBER OF AMMO-- 30 AMMO TYPE------- SOLID AMMO PRICE------ 150 USAGE DRAIN----- N/A NWR-M/45 39000c MID-SIZE ROCKETS, FORTY FIVE ROUNDS MANUFACTURER---- MIRAGE TYPE------------ MIDDLE ROCKET WEIGHT---------- 568 ENERGY DRAIN---- 18 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 1520 AMMO HEAT------- 350 RANGE----------- 800 MAXIMUM LOCK---- N/A RELOAD TIME----- 48 NUMBER OF AMMO-- 45 AMMO TYPE------- SOLID AMMO PRICE------ 150 USAGE DRAIN----- N/A MWR-TM/60 46000c FIRES THREE SMALL ROCKETS AT ONCE MANUFACTURER---- MIRAGE TYPE------------ TRIPLE ROCKET WEIGHT---------- 625 ENERGY DRAIN---- 22 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 820 AMMO HEAT------- 162 RANGE----------- 885 MAXIMUM LOCK---- N/A RELOAD TIME----- 60 NUMBER OF AMMO-- 60 AMMO TYPE------- SOLID AMMO PRICE------ 378 USAGE DRAIN----- N/A CWR-HECTO 107800c LARGE ROCKETS, EIGHTEEN ROUNDS MANUFACTURER---- CREST IND. TYPE------------ LARGE ROCKET WEIGHT---------- 830 ENERGY DRAIN---- 18 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 3200 AMMO HEAT------- 635 RANGE----------- 900 MAXIMUM LOCK---- N/A RELOAD TIME----- 60 NUMBER OF AMMO-- 18 AMMO TYPE------- SOLID AMMO PRICE------ 442 USAGE DRAIN----- N/A CWC-CNG-300 33000c RAPID-FIRE CHAIN GUN MANUFACTURER---- CREST IND. TYPE------------ CHAIN GUN WEIGHT---------- 602 ENERGY DRAIN---- 10 WEAPON LOCK----- SPECIAL ATTACK POWER---- 328 AMMO HEAT------- 50 RANGE----------- 500 MAXIMUM LOCK---- 1 RELOAD TIME----- 6 NUMBER OF AMMO-- 300 AMMO TYPE------- SOLID AMMO PRICE------ 55 USAGE DRAIN----- N/A CWC-SLU-64 48000c SPREAD-SHOT SLUG GUN MANUFACTURER---- CREST IND. TYPE------------ SLUG GUN WEIGHT---------- 1310 ENERGY DRAIN---- 6 WEAPON LOCK----- SPECIAL ATTACK POWER---- 193 AMMO HEAT------- 60 RANGE----------- 750 MAXIMUM LOCK---- 1 RELOAD TIME----- 143 NUMBER OF AMMO-- 64 AMMO TYPE------- SOLID AMMO PRICE------ 160 USAGE DRAIN----- N/A CWC-GNS-15 64400c SHOULDER-MOUNTED GRENADE LAUNCHER MANUFACTURER---- CREST IND. TYPE------------ GRENADE LAUNCHER WEIGHT---------- 742 ENERGY DRAIN---- 6 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 2400 AMMO HEAT------- 950 RANGE----------- 1000 MAXIMUM LOCK---- 1 RELOAD TIME----- 76 NUMBER OF AMMO-- 15 AMMO TYPE------- SOLID AMMO PRICE------ 665 USAGE DRAIN----- N/A CWC-GNL-15 76200c FIRES DEVASTATING GRENADE ROUNDS MANUFACTURER---- CREST IND. TYPE------------ GRENADE LAUNCHER WEIGHT---------- 1054 ENERGY DRAIN---- 8 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 3550 AMMO HEAT------- 1220 RANGE----------- 1000 MAXIMUM LOCK---- 1 RELOAD TIME----- 92 NUMBER OF AMMO-- 15 AMMO TYPE------- SOLID AMMO PRICE------ 950 USAGE DRAIN----- N/A MWC-IR/20 114200c HIGH-POWER PLASMA CANNON MANUFACTURER---- MIRAGE TYPE------------ PLASMA CANNON WEIGHT---------- 988 ENERGY DRAIN---- 804 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 3000 AMMO HEAT------- 24 RANGE----------- 800 MAXIMUM LOCK---- 1 RELOAD TIME----- 115 NUMBER OF AMMO-- 20 AMMO TYPE------- ENERGY AMMO PRICE------ N/A USAGE DRAIN----- 7300 MWC-LQ/35 78500c SHOULDER-MOUNTED LASER CANNON MANUFACTURER---- MIRAGE TYPE------------ LASER CANNON WEIGHT---------- 852 ENERGY DRAIN---- 405 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 2055 AMMO HEAT------- 32 RANGE----------- 900 MAXIMUM LOCK---- 1 RELOAD TIME----- 68 NUMBER OF AMMO-- 35 AMMO TYPE------- ENERGY AMMO PRICE------ N/A USAGE DRAIN----- 5100 MWC-XP/80 82200c PULSE CANNON STRESSING AMMO STORAGE MANUFACTURER---- MIRAGE TYPE------------ PULSE CANNON WEIGHT---------- 382 ENERGY DRAIN---- 918 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 1180 AMMO HEAT------- 12 RANGE----------- 800 MAXIMUM LOCK---- 1 RELOAD TIME----- 24 NUMBER OF AMMO-- 80 AMMO TYPE------- ENERGY AMMO PRICE------ N/A USAGE DRAIN----- 4800 MWC-XP/75 105000c RAPID-FIRE PULSE CANNON MANUFACTURER---- MIRAGE TYPE------------ PULSE CANNON WEIGHT---------- 306 ENERGY DRAIN---- 495 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 780 AMMO HEAT------- 12 RANGE----------- 800 MAXIMUM LOCK---- 1 RELOAD TIME----- 18 NUMBER OF AMMO-- 75 AMMO TYPE------- ENERGY AMMO PRICE------ N/A USAGE DRAIN----- 3500 MWC-OC/15 88000c RELEASES INDEPENDENT WEAPON PODS MANUFACTURER---- MIRAGE TYPE------------ ORBIT CANNON WEIGHT---------- 527 ENERGY DRAIN---- 495 WEAPON LOCK----- SPECIAL ATTACK POWER---- 145 AMMO HEAT------- 6 RANGE----------- 500 MAXIMUM LOCK---- 3 RELOAD TIME----- 160 NUMBER OF AMMO-- 15 AMMO TYPE------- ENERGY AMMO PRICE------ N/A USAGE DRAIN----- 1600 CM-AD-10 55000c INCREASES AMMO STORAGE BY TEN PERCENT MANUFACTURER------- CREST IND. TYPE--------------- GENERAL MAGAZINE WEIGHT------------- 366 ENERGY DRAIN------- 5 FUNCTION ADD AMMO-- 10 MM-AD/20 73000c INCREASES AMMO STORAGE BY 20 PERCENT MANUFACTURER------- MIRAGE TYPE--------------- GENERAL MAGAZINE WEIGHT------------- 488 ENERGY DRAIN------- 8 FUNCTION ADD AMMO-- 20 CRU-A10 12100c STANDARD SHOULDER-MOUNTED RADAR MANUFACTURER------- CREST IND. TYPE--------------- RADAR WEIGHT------------- 125 ENERGY DRAIN------- 199 RADAR RANGE-------- 700 RADAR TYPE--------- STANDARD SCANNING INTERVAL-- N/A ECM COUNTER-------- NONE NOISE COUNTER------ NONE MISSILE SENSOR----- NONE BIO SENSOR--------- NONE STEALTH SENSOR----- NONE CRU-A102 15000c BIO-SENSOR EQUIPPED SHOULDER RADAR MANUFACTURER------- CREST IND. TYPE--------------- RADAR WEIGHT------------- 167 ENERGY DRAIN------- 266 RADAR RANGE-------- 630 RADAR TYPE--------- CIRCLE SCANNING INTERVAL-- N/A ECM COUNTER-------- NONE NOISE COUNTER------ NONE MISSILE SENSOR----- PROVIDED BIO SENSOR--------- PROVIDED STEALTH SENSOR----- NONE MRL-MM/009 21000c MID-RANGE SEARCH RADAR MANUFACTURER------- MIRAGE TYPE--------------- RADAR WEIGHT------------- 223 ENERGY DRAIN------- 393 RADAR RANGE-------- 780 RADAR TYPE--------- OCTAGON SCANNING INTERVAL-- N/A ECM COUNTER-------- NONE NOISE COUNTER------ NONE MISSILE SENSOR----- NONE BIO SENSOR--------- PROVIDED STEALTH SENSOR----- NONE MRL-RE/111 28000c HIGH PERFORMANCE SHOULDER RADAR MANUFACTURER------- MIRAGE TYPE--------------- RADAR WEIGHT------------- 254 ENERGY DRAIN------- 456 RADAR RANGE-------- 890 RADAR TYPE--------- CIRCLE SCANNING INTERVAL-- N/A ECM COUNTER-------- NONE NOISE COUNTER------ NONE MISSILE SENSOR----- NONE BIO SENSOR--------- PROVIDED STEALTH SENSOR----- PROVIDED MRL-SS/SPHERE 42000c TOP OF THE LINE RADAR MODEL MANUFACTURER------- MIRAGE TYPE--------------- RADAR WEIGHT------------- 354 ENERGY DRAIN------- 542 RADAR RANGE-------- 1160 RADAR TYPE--------- OCTAGON SCANNING INTERVAL-- N/A ECM COUNTER-------- PROVIDED NOISE COUNTER------ PROVIDED MISSILE SENSOR----- PROVIDED BIO SENSOR--------- PROVIDED STEALTH SENSOR----- PROVIDED MWX-VM20/1 107500c DUAL VERTICAL MISSILE LAUNCHERS MANUFACTURER---- MIRAGE TYPE------------ VERTICAL MISSILE WEIGHT---------- 1120 ENERGY DRAIN---- 495 WEAPON LOCK----- STANDARD ATTACK POWER---- 1100 AMMO HEAT------- 280 RANGE----------- 450 MAXIMUM LOCK---- 1 RELOAD TIME----- 66 NUMBER OF AMMO-- 20 AMMO TYPE------- SOLID AMMO PRICE------ 920 USAGE DRAIN----- N/A CWX-DM-32-1 90000c FIRES FOUR MISSILES PER LOCK-ON MANUFACTURER---- CREST IND. TYPE------------ DUAL MISSILE WEIGHT---------- 1260 ENERGY DRAIN---- 633 WEAPON LOCK----- STANDARD ATTACK POWER---- 780 AMMO HEAT------- 310 RANGE----------- 550 MAXIMUM LOCK---- 1 RELOAD TIME----- 72 NUMBER OF AMMO-- 32 AMMO TYPE------- SOLID AMMO PRICE------ 515 USAGE DRAIN----- N/A MWX-LANZAR 135000c DUAL PURSUIT MISSILE LAUNCHERS MANUFACTURER---- MIRAGE TYPE------------ PURSUIT MISSILE WEIGHT---------- 1480 ENERGY DRAIN---- 545 WEAPON LOCK----- STANDARD ATTACK POWER---- 680 AMMO HEAT------- 180 RANGE----------- 600 MAXIMUM LOCK---- N/A RELOAD TIME----- 200 NUMBER OF AMMO-- 4 AMMO TYPE------- SOLID AMMO PRICE------ 1520 USAGE DRAIN----- N/A CWX-LIC-10 90000c EXTREMELY POWERFUL LINEAR CANNON MANUFACTURER---- CREST IND. TYPE------------ LINEAR CANNON WEIGHT---------- 1292 ENERGY DRAIN---- 965 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 5820 AMMO HEAT------- 58 RANGE----------- 1200 MAXIMUM LOCK---- 1 RELOAD TIME----- 136 NUMBER OF AMMO-- 10 AMMO TYPE------- ENERGY AMMO PRICE------ N/A USAGE DRAIN----- 9400 MWX-MX/STRING 77700c FOUR BARREL ENERGY CANNON MANUFACTURER---- MIRAGE TYPE------------ QUARTET CANNON WEIGHT---------- 1556 ENERGY DRAIN---- 875 WEAPON LOCK----- SPECIAL ATTACK POWER---- 720 AMMO HEAT------- 23 RANGE----------- 750 MAXIMUM LOCK---- 1 RELOAD TIME----- 96 NUMBER OF AMMO-- 20 AMMO TYPE------- ENERGY AMMO PRICE------ N/A USAGE DRAIN----- 2770 KWX-OC-22 64000c RELEASES TWO INDEPENDENT WEAPON PODS MANUFACTURER---- KISARAGI TYPE------------ ORBIT CANNON WEIGHT---------- 1117 ENERGY DRAIN---- 920 WEAPON LOCK----- SPECIAL ATTACK POWER---- 285 AMMO HEAT------- 6 RANGE----------- 420 MAXIMUM LOCK---- N/A RELOAD TIME----- 240 NUMBER OF AMMO-- 22 AMMO TYPE------- ENERGY AMMO PRICE------ N/A USAGE DRAIN----- 1600 KWM-AD-50 59000c INCREASES AMMO STORAGE BY 50 PERCENT MANUFACTURER------- KISARAGI TYPE--------------- GENERAL MAGAZINE WEIGHT------------- 1388 ENERGY DRAIN------- 24 FUNCTION ADD AMMO-- 50 -------------------------------------------------------------------------------- Right Arm Weapons -------------------------------------------------------------------------------- CWG-RF-200 11100c STANDARD SOLID SHELL RIFLE MANUFACTURER---- CREST IND. TYPE------------ RIFLE WEIGHT---------- 405 ENERGY DRAIN---- 6 WEAPON LOCK----- WIDE & SHALLOW ATTACK POWER---- 215 AMMO HEAT------- 90 RANGE----------- 465 MAXIMUM LOCK---- 1 RELOAD TIME----- 25 NUMBER OF AMMO-- 200 AMMO TYPE------- SOLID AMMO PRICE------ 15 USAGE DRAIN----- N/A MWG-RF/220 29000c LONG-RANGE SOLID SHELL RIFLE MANUFACTURER---- MIRAGE TYPE------------ RIFLE WEIGHT---------- 325 ENERGY DRAIN---- 8 WEAPON LOCK----- WIDE & SHALLOW ATTACK POWER---- 290 AMMO HEAT------- 138 RANGE----------- 600 MAXIMUM LOCK---- 1 RELOAD TIME----- 26 NUMBER OF AMMO-- 220 AMMO TYPE------- SOLID AMMO PRICE------ 30 USAGE DRAIN----- N/A CWG-RF-160 47300c ENHANCED ATTACK SOLID SHELL RIFLE MANUFACTURER---- CREST IND. TYPE------------ RIFLE WEIGHT---------- 505 ENERGY DRAIN---- 10 WEAPON LOCK----- SPECIAL ATTACK POWER---- 350 AMMO HEAT------- 110 RANGE----------- 540 MAXIMUM LOCK---- 1 RELOAD TIME----- 30 NUMBER OF AMMO-- 160 AMMO TYPE------- SOLID AMMO PRICE------ 45 USAGE DRAIN----- N/A CWG-SRF-80 41200c LONGEST RANGE SNIPER RIFLE MANUFACTURER---- CREST IND. TYPE------------ SNIPER RIFLE WEIGHT---------- 510 ENERGY DRAIN---- 6 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 788 AMMO HEAT------- 25 RANGE----------- 1200 MAXIMUM LOCK---- 1 RELOAD TIME----- 50 NUMBER OF AMMO-- 80 AMMO TYPE------- SOLID AMMO PRICE------ 90 USAGE DRAIN----- N/A MWG-SRF/60 58000c SNIPER RIFLE EMPHASIZING ATTACK POWER MANUFACTURER---- MIRAGE TYPE------------ SNIPER RIFLE WEIGHT---------- 610 ENERGY DRAIN---- 4 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 995 AMMO HEAT------- 23 RANGE----------- 1000 MAXIMUM LOCK---- 1 RELOAD TIME----- 55 NUMBER OF AMMO-- 60 AMMO TYPE------- SOLID AMMO PRICE------ 100 USAGE DRAIN----- N/A MWG-MG/350 15000c RAPID-FIRE MACHINE GUN MANUFACTURER---- MIRAGE TYPE------------ MACHINE GUN WEIGHT---------- 370 ENERGY DRAIN---- 4 WEAPON LOCK----- WIDE & SHALLOW ATTACK POWER---- 85 AMMO HEAT------- 14 RANGE----------- 315 MAXIMUM LOCK---- 1 RELOAD TIME----- 3 NUMBER OF AMMO-- 350 AMMO TYPE------- SOLID AMMO PRICE------ 15 USAGE DRAIN----- N/A CWG-MG-500 29000c BALANCED ATTACK POWER AND SPEED MANUFACTURER---- CREST IND. TYPE------------ MACHINE GUN WEIGHT---------- 462 ENERGY DRAIN---- 4 WEAPON LOCK----- WIDE & SHALLOW ATTACK POWER---- 140 AMMO HEAT------- 10 RANGE----------- 300 MAXIMUM LOCK---- 1 RELOAD TIME----- 5 NUMBER OF AMMO-- 500 AMMO TYPE------- SOLID AMMO PRICE------ 20 USAGE DRAIN----- N/A MWG-MG/1000 74500c HIGH AMMO CAPACITY MACHINE GUN MANUFACTURER---- MIRAGE TYPE------------ MACHINE GUN WEIGHT---------- 519 ENERGY DRAIN---- 6 WEAPON LOCK----- WIDE & SHALLOW ATTACK POWER---- 105 AMMO HEAT------- 12 RANGE----------- 390 MAXIMUM LOCK---- 1 RELOAD TIME----- 4 NUMBER OF AMMO-- 1000 AMMO TYPE------- SOLID AMMO PRICE------ 30 USAGE DRAIN----- N/A CWG-HG-80 19000c FIRES HIGH HEAT ROUNDS. SHORT-RANGE. MANUFACTURER---- CREST IND. TYPE------------ HAND GUN WEIGHT---------- 146 ENERGY DRAIN---- 20 WEAPON LOCK----- WIDE & SHALLOW ATTACK POWER---- 193 AMMO HEAT------- 255 RANGE----------- 248 MAXIMUM LOCK---- 1 RELOAD TIME----- 20 NUMBER OF AMMO-- 80 AMMO TYPE------- SOLID AMMO PRICE------ 55 USAGE DRAIN----- N/A MWG-HG/100 28000c ENHANCED SOLID SHELL HANDGUN MANUFACTURER---- MIRAGE TYPE------------ HAND GUN WEIGHT---------- 324 ENERGY DRAIN---- 10 WEAPON LOCK----- WIDE & SHALLOW ATTACK POWER---- 272 AMMO HEAT------- 190 RANGE----------- 200 MAXIMUM LOCK---- 1 RELOAD TIME----- 25 NUMBER OF AMMO-- 100 AMMO TYPE------- SOLID AMMO PRICE------ 75 USAGE DRAIN----- N/A CWG-BZ-50 53000c POWERFUL SOLID SHELL BAZOOKA MANUFACTURER---- CREST IND. TYPE------------ BAZOOKS WEIGHT---------- 804 ENERGY DRAIN---- 16 WEAPON LOCK----- SPECIAL ATTACK POWER---- 1400 AMMO HEAT------- 576 RANGE----------- 435 MAXIMUM LOCK---- 1 RELOAD TIME----- 60 NUMBER OF AMMO-- 50 AMMO TYPE------- SOLID AMMO PRICE------ 161 USAGE DRAIN----- N/A CWG-BZ-30 71000c ENHANCED CWG-BZ-50 MANUFACTURER---- CREST IND. TYPE------------ BAZOOKS WEIGHT---------- 1010 ENERGY DRAIN---- 18 WEAPON LOCK----- SPECIAL ATTACK POWER---- 2240 AMMO HEAT------- 473 RANGE----------- 470 MAXIMUM LOCK---- 1 RELOAD TIME----- 75 NUMBER OF AMMO-- 30 AMMO TYPE------- SOLID AMMO PRICE------ 185 USAGE DRAIN----- N/A MWG-SBZ/24 44200c POWERFUL SPREAD-SHOT BAZOOKA MANUFACTURER---- MIRAGE TYPE------------ SPREAD BAZOOKA WEIGHT---------- 1230 ENERGY DRAIN---- 22 WEAPON LOCK----- SPECIAL ATTACK POWER---- 560 AMMO HEAT------- 205 RANGE----------- 420 MAXIMUM LOCK---- 1 RELOAD TIME----- 58 NUMBER OF AMMO-- 24 AMMO TYPE------- SOLID AMMO PRICE------ 220 USAGE DRAIN----- N/A CWG-GS-72 32000c WIDE-SPREAD SHOTGUN MANUFACTURER---- CREST IN. TYPE------------ SHOTGUN WEIGHT---------- 410 ENERGY DRAIN---- 24 WEAPON LOCK----- STANDARD ATTACK POWER---- 142 AMMO HEAT------- 25 RANGE----------- 405 MAXIMUM LOCK---- 1 RELOAD TIME----- 48 NUMBER OF AMMO-- 72 AMMO TYPE------- SOLID AMMO PRICE------ 68 USAGE DRAIN----- N/A CWG-GS-56 64700c POWERFUL DOUBLE BARREL SHOTGUN MANUFACTURER---- CREST IND TYPE------------ SHOTGUN WEIGHT---------- 533 ENERGY DRAIN---- 32 WEAPON LOCK----- STANDARD ATTACK POWER---- 188 AMMO HEAT------- 36 RANGE----------- 380 MAXIMUM LOCK---- 1 RELOAD TIME----- 55 NUMBER OF AMMO-- 56 AMMO TYPE------- SOLID AMMO PRICE------ 82 USAGE DRAIN----- N/A MWG-GS/54 73000c RAPID-FIRE ENERGY SHOTGUN MANUFACTURER---- MIRAGE TYPE------------ ENERGY SHOTGUN WEIGHT---------- 515 ENERGY DRAIN---- 367 WEAPON LOCK----- SPECIAL ATTACK POWER---- 202 AMMO HEAT------- 4 RANGE----------- 420 MAXIMUM LOCK---- 1 RELOAD TIME----- 30 NUMBER OF AMMO-- 54 AMMO TYPE------- ENERGY AMMO PRICE------ N/A USAGE DRAIN----- 2000 CWGG-HM-60 58200c FIRES HIGH-SPEED MISSILES MANUFACTURER---- CREST IND. TYPE------------ HAND MISSILE WEIGHT---------- 573 ENERGY DRAIN---- 549 WEAPON LOCK----- STANDARD ATTACK POWER---- 780 AMMO HEAT------- 145 RANGE----------- 600 MAXIMUM LOCK---- 4 RELOAD TIME----- 60 NUMBER OF AMMO-- 60 AMMO TYPE------- SOLID AMMO PRICE------ 140 USAGE DRAIN----- N/A CWGG-HR-66 45000c HANDHELD ROCKET LAUNCHER MANUFACTURER---- CREST IND. TYPE------------ HAND ROCKET WEIGHT---------- 758 ENERGY DRAIN---- 15 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 1500 AMMO HEAT------- 283 RANGE----------- 900 MAXIMUM LOCK---- N/A RELOAD TIME----- 46 NUMBER OF AMMO-- 66 AMMO TYPE------- SOLID AMMO PRICE------ 110 USAGE DRAIN----- N/A CWGG-GR-12 54000c PORTABLE HIGH-POWER GRENADE LAUNCHER MANUFACTURER---- CREST IND. TYPE------------ GRENADE RIFLE WEIGHT---------- 1062 ENERGY DRAIN---- 38 WEAPON LOCK----- NARROW & DEEP ATTACK POWER---- 3100 AMMO HEAT------- 920 RANGE----------- 780 MAXIMUM LOCK---- 1 RELOAD TIME----- 120 NUMBER OF AMMO-- 12 AMMO TYPE------- SOLID AMMO PRICE------ 820 USAGE DRAIN----- N/A MWG-KP/150 44000c LIGHTWEIGHT PULSE RIFLE MANUFACTURER---- MIRAGE TYPE------------ PULSE RIFLE WEIGHT---------- 193 ENERGY DRAIN---- 256 WEAPON LOCK----- SPECIAL ATTACK POWER---- 320 AMMO HEAT------- 4 RANGE----------- 465 MAXIMUM LOCK---- 1 RELOAD TIME----- 20 NUMBER OF AMMO-- 150 AMMO TYPE------- ENERGY AMMO PRICE------ N/A USAGE DRAIN----- 1200 MWG-KP/100 63100c ENHANCED MWG-KP/150 PULSE RIFLE MANUFACTURER---- MIRAGE TYPE------------ PULSE RIFLE WEIGHT---------- 274 ENERGY DRAIN---- 288 WEAPON LOCK----- SPECIAL ATTACK POWER---- 437 AMMO HEAT------- 6 RANGE----------- 540 MAXIMUM LOCK---- 1 RELOAD TIME----- 26 NUMBER OF AMMO-- 100 AMMO TYPE------- ENERGY AMMO PRICE------ N/A USAGE DRAIN----- 1700 MWG-XCW/90 59000c STANDARD LASER RIFLE MANUFACTURER---- MIRAGE TYPE------------ LASER RIFLE WEIGHT---------- 542 ENERGY DRAIN---- 398 WEAPON LOCK----- SPECIAL ATTACK POWER---- 674 AMMO HEAT------- 8 RANGE----------- 640 MAXIMUM LOCK---- 1 RELOAD TIME----- 50 NUMBER OF AMMO-- 90 AMMO TYPE------- ENERGY AMMO PRICE------ N/A USAGE DRAIN----- 2800 MWG-XCB/75 58000c HIGH-POWER LASER RIFLE MANUFACTURER---- MIRAGE TYPE------------ LASER RIFLE WEIGHT---------- 683 ENERGY DRAIN---- 311 WEAPON LOCK----- SPECIAL ATTACK POWER---- 800 AMMO HEAT------- 10 RANGE----------- 600 MAXIMUM LOCK---- 1 RELOAD TIME----- 50 NUMBER OF AMMO-- 75 AMMO TYPE------- ENERGY AMMO PRICE------ N/A USAGE DRAIN----- 3800 MWG-KARASAWA 88000c THE EPITOME OF LASER RIFLE DESIGN MANUFACTURER---- MIRAGE TYPE------------ LASER RIFLE WEIGHT---------- 1520 ENERGY DRAIN---- 422 WEAPON LOCK----- SPECIAL ATTACK POWER---- 1600 AMMO HEAT------- 14 RANGE----------- 550 MAXIMUM LOCK---- 1 RELOAD TIME----- 55 NUMBER OF AMMO-- 50 AMMO TYPE------- ENERGY AMMO PRICE------ N/A USAGE DRAIN----- 3400 MWGG-XCG/20 120000c LONG-RANGE PLASMA RIFLE MANUFACTURER---- MIRAGE TYPE------------ PLASMA RIFLE WEIGHT---------- 999 ENERGY DRAIN---- 586 WEAPON LOCK----- SPECIAL ATTACK POWER---- 2520 AMMO HEAT------- 8 RANGE----------- 840 MAXIMUM LOCK---- 1 RELOAD TIME----- 60 NUMBER OF AMMO-- 20 AMMO TYPE------- ENERGY AMMO PRICE------ N/A USAGE DRAIN----- 9200 KWB-SBROX 24000c CLOSE-IN PARRYING BLADE MANUFACTURER---- KISARAGI TYPE------------ BLADE WEIGHT---------- 143 ENERGY DRAIN---- 8 ATTACK POWER---- 1550 ATTACK HEAT----- 673 DISCHARGE HEAT-- 88 RANGE RATING---- 7 USAGE LIMIT----- 30 USAGE DRAIN----- N/A KWB-SBR01 38600c INCREASED ATTACK POWER PARRYING BLADE MANUFACTURER---- KISARAGI TYPE------------ BLADE WEIGHT---------- 238 ENERGY DRAIN---- 13 ATTACK POWER---- 2270 ATTACK HEAT----- 950 DISCHARGE HEAT-- 134 RANGE RATING---- 6 USAGE LIMIT----- 20 USAGE DRAIN----- N/A KWB-MARS 42300c LETHAL SHORT-RANGE PARRYING BLADE MANUFACTURER---- KISARAGI TYPE------------ BLADE WEIGHT---------- 376 ENERGY DRAIN---- 24 ATTACK POWER---- 3100 ATTACK HEAT----- 1200 DISCHARGE HEAT-- 362 RANGE RATING---- 5 USAGE LIMIT----- 10 USAGE DRAIN----- N/A -------------------------------------------------------------------------------- Left Arm Parts -------------------------------------------------------------------------------- CLB-LS-1551 11000c LIGHTWEIGHT, INEXPENSIVE BLADE MANUFACTURER---- CREST IND. TYPE------------ LASER BLADE WEIGHT---------- 122 ENERGY DRAIN---- 26 ATTACK POWER---- 782 ATTACK HEAT----- 5 DISCHARGE HEAT-- 8 RANGE RATING---- 9 WAVE RANGE------ N/A USAGE DRAIN----- 2050 MLB-LS/003 29000c PART COMPETITOR OF THE CLB-LS-1551 MANUFACTURER---- MIRAGE TYPE------------ LASER BLADE WEIGHT---------- 188 ENERGY DRAIN---- 40 ATTACK POWER---- 970 ATTACK HEAT----- 12 DISCHARGE HEAT-- 6 RANGE RATING---- 8 WAVE RANGE------ N/A USAGE DRAIN----- 1800 CLB-LS-2551 38000c LASER BLADE EMPHASIZING SPEED MANUFACTURER---- CREST IND. TYPE------------ LASER BLADE WEIGHT---------- 225 ENERGY DRAIN---- 48 ATTACK POWER---- 1240 ATTACK HEAT----- 22 DISCHARGE HEAT-- 10 RANGE RATING---- 6 WAVE RANGE------ N/A USAGE DRAIN----- 2640 KLB-TLS/SOL 50000c SPECIAL ENERGY WAVE LASER BLADE MANUFACTURER---- KISARAGI TYPE------------ LASER BLADE WEIGHT---------- 250 ENERGY DRAIN---- 71 ATTACK POWER---- 1520 ATTACK HEAT----- 18 DISCHARGE HEAT-- 14 RANGE RATING---- N/A WAVE RANGE------ 700 USAGE DRAIN----- 4240 MLB-MOONLIGHT 55200c MIRAGE'S TOP OF THE LINE BLADE MANUFACTURER---- MIRAGE TYPE------------ LASER BLADE WEIGHT---------- 502 ENERGY DRAIN---- 100 ATTACK POWER---- 2100 ATTACK HEAT----- 20 DISCHARGE HEAT-- 20 RANGE RATING---- 8 WAVE RANGE------ N/A USAGE DRAIN----- 2100 KWG-HZL50 35500c LEFT ARM EQUIPPED HOWITZER MANUFACTURER---- KISARAGI TYPE------------ HOWITZER WEIGHT---------- 204 ENERGY DRAIN---- 14 ATTACK POWER---- 1250 AMMO HEAT------- 306 RANGE----------- 440 RELOAD TIME----- 60 NUMBER OF AMMO-- 50 AMMO TYPE------- SOLID AMMO PRICE------ 400 USAGE DRAIN----- N/A KWG-HZL30 43000c SPREAD-SHOT HOWITZER MANUFACTURER---- KISARAGI TYPE------------ SPREAD HOWITZER WEIGHT---------- 283 ENERGY DRAIN---- 14 ATTACK POWER---- 485 AMMO HEAT------- 278 RANGE----------- 505 RELOAD TIME----- 94 NUMBER OF AMMO-- 30 AMMO TYPE------- SOLID AMMO PRICE------ 400 USAGE DRAIN----- N/A KWG-FTL450 54200c CLOSE-RANGE FLAMETHROWER MANUFACTURER---- KISARAGI TYPE------------ FLAMETHROWER WEIGHT---------- 355 ENERGY DRAIN---- 8 ATTACK POWER---- 235 AMMO HEAT------- 195 RANGE----------- 96 RELOAD TIME----- 3 NUMBER OF AMMO-- 450 AMMO TYPE------- SOLID AMMO PRICE------ 10 USAGE DRAIN----- N/A CES-ES-0001 11500c DEFENSE ENHANCING ENERGY SHIELD MANUFACTURER------- CREST IND. TYPE--------------- ENERGY SHIELD WEIGHT------------- 133 ENERGY DRAIN------- 18 SHIELD DEF SHELL--- 200 SHIELD DEF ENERGY-- 198 SHIELD COVERAGE---- 73 DISCHARGE HEAT----- 10 USAGE DRAIN-------- 1600 CES-ES-0101 16400c ENHANCED CES-ES-0001 ENERGY SHIELD MANUFACTURER------- CREST IND. TYPE--------------- ENERGY SHIELD WEIGHT------------- 180 ENERGY DRAIN------- 45 SHIELD DEF SHELL--- 304 SHIELD DEF ENERGY-- 284 SHIELD COVERAGE---- 73 DISCHARGE HEAT----- 8 USAGE DRAIN-------- 2080 MES-ES/011 29000c SUPERB SHELL DEFENSE AND COVERAGE MANUFACTURER------- MIRAGE TYPE--------------- ENERGY SHIELD WEIGHT------------- 224 ENERGY DRAIN------- 75 SHIELD DEF SHELL--- 430 SHIELD DEF ENERGY-- 205 SHIELD COVERAGE---- 82 DISCHARGE HEAT----- 6 USAGE DRAIN-------- 2425 KES-ES/MIRROR 35000c KISARAGI DESIGN MASTERPIECE MANUFACTURER------- KISARAGI TYPE--------------- ENERGY SHIELD WEIGHT------------- 350 ENERGY DRAIN------- 129 SHIELD DEF SHELL--- 420 SHIELD DEF ENERGY-- 470 SHIELD COVERAGE---- 71 DISCHARGE HEAT----- 10 USAGE DRAIN-------- 2280 -------------------------------------------------------------------------------- Optional Parts -------------------------------------------------------------------------------- OP-S-SCR 24000C REDUCES SHELL-BASED DAMAGE MANUFACTURER---- MIRAGE SLOTS REQUIRED-- 2 OP-E/SCR 28000c REDUCES ENERGY-BASED DAMAGE MANUFACTURER---- CREST IND. SLOTS REQUIRED-- 1 OP-S/STAB 23000c REDUCES IMPACT SHOCK WHEN HIT MANUFACTURER---- CREST IND. SLOTS REQUIRED-- 1 OP-E/CND 21000c INCREASES GENERATOR CAPACITY MANUFACTURER---- CREST IND. SLOTS REQUIRED-- 4 OP-ECMP 19000c EMITS PULSES TO DISABLE LOCK-ONS MANUFACTURER---- KISARAGI SLOTS REQUIRED-- 3 OP-L-AXL 26000c REDUCES LOCK-ON TIME. MANUFACTURER---- CREST IND. SLOTS REQUIRED-- 2 OP-LFCS++ 24000c ENLARGES THE SIGHT LOCK MANUFACTURER---- CREST IND. SLOTS REQUIRED-- 6 OP-L/BRK 30000c IMPROVES BRAKING MANUFACTURER---- MIRAGE SLOTS REQUIRED-- 1 OP-L/TRN 41000c IMPROVES TURNING SPEED MANUFACTURER---- MIRAGE SLOTS REQUIRED-- 4 OP-E-LAI 38000c IMPROVES ENERGY SHIELD COVERAGE MANUFACTURER---- CREST IND. SLOTS REQUIRED-- 3 OP-E-LAP 74000c STRENGTHENS LASER BLADE ATTACKS MANUFACTUROR---- KISARAGI SLOTS REQUIRED-- 6 OP-SP/E++ 45000c INCREASES ENERGY WEAPON POWER MANUFACTURER---- CREST IND. SLOTS REQUIRED-- 3 OP-E/RTE 45000c IMPROVES FIRE RATE OF ENERGY WEAPONS MANUFACTURER---- CREST IND. SLOTS REQUIRED-- 1 OP-TQ/CE 45000c REDUCES ENERGY USE WHEN FIRING MANUFACTURER---- CREST IND. SLOTS REQUIRED-- 5 OP-M/AW 10000c ADDS MISSILE DISPLAY TO THE RADAR MANUFACTURER---- MIRAGE SLOTS REQUIRED-- 1 OP-INTENSIFY ???? (SEE OP-INTENSIFY in the Hidden Parts Section) MANUFACTURER---- KISARAGI SLOTS REQUIRED-- ALL ]----------------------------[Hidden Parts Locations]--------------------------[ Hidden Mission Parts Part Name: MLH-MX/VOLAR Part Type: Heavy AC legs Given to you after you get 100% accuracy for all weapons (Back, Right, and Left) in the AC Test 1. To get it easily, just shoot one target once and let time run out. You will get a 100 for not missing, and secure a new part. If successful you will get a mail. Part Name: CHD-04-YIV Part Type: AC Head Mission: Defend Naire Bridge Code Name: Zip Up Lips After you start the mission and destroy all the MTs outside of the starting room, jump down to the lower platforms on the sides of the raised platform. The part is right below the room that you start in, on a platform; it is a grayish circle just on the edge. You have to fly across the open chasm from the open end of the bridge, and then successfully beat the mission to obtain it. Part Name: MEBT-OX/MB Part Type: Multiple Shoulder Boosters Mission: Rescue Survey Team Code Name: Round Trip After opening the large door and finding the survey team, turn around and follow the team. There is a sewer drain on the right wall right before the first door that opens to reveal two MTs. The part is in the drain. Boy the stuff people flush these days. Part Name: KWG-HZL30 Part Type: Left-Arm Mounted Howitzer Mission: Destroy Naire Bridge Code Name: Termite Blow up the two monorails and then destroy the bridge with the bombs. If done correctly you will get it with a mail message. Part Name: MWR-M/45 Part Type: Medium Rocket Launcher Mission: Safeguard Water Supply Code Name: Ant Hill When the mission starts head to the right staying on top the dam. It is behind the structure on the ground. Part Name: RMR-ICICLE Part Type: Radiator Mission: Escort Personnel Convoy Code Name: Duckling You cannot lose a single transport unit. This means if any of the four trucks, the four personnel groups, or the six transports are destroyed, you will not get it. A tank type AC is great for destroying the enemy before they hurt your defense targets. After mission completion you get it in the mail. Part Name: KWM-AD-50 Part Type: Back Magazine Mission: MT Training Exercise Code Name: Bird-Watching Do not get hit by a single missile in the mission's entire two-minute duration and the part is yours. It goes without saying that this is one of the hardest secret parts to get. A lightweight maneuverable hover AC with missile intercepts and a missile decoy inside unit is ideal. NO GUNS! They jut weigh you down, and you fail the mission if you shoot the MTs. After you do it you get the part via the mail. Part Name: MWG-XCB/75 Part Type: Energy Rifle Mission: Defend Ruglen Laboratory Code Name: Stray Sheep Defeat the unknown enemy AC before the mission ends. Part Name: CEEC-01-XSP2 Part Type: Radiator Extension Mission: Eradicate Lifeforms Code Name: Pyrethrum This is another tough part to get because the bugs can take so much punishment. Remember, to get the part you CANNOT break the acid containers. You must kill the bugs without it. Just use any beam saber, except the starting one. With the second most powerful beam saber, the pink one, you can kill them in seven hits. So just take a very heavily armored AC and a beam saber and hack away. After the mission ends you will get the part in the mail. Part Name: MWG-SBZ/24 Part Type: Bazooka Mission: Recover Ship Cargo Code Name: Saw Pit On the lowest level of the sunken ship there are two directions to go. There is the passage that will eventually lead to the cargo you need to retrieve to end the mission, and another passage that is nothing but a long series of halls and rooms. Take the way that leads you away from the mission target. Keep following the hallways and you will eventually come to a few rooms. Look hard to find it because there are several rooms, and they are all almost identical. Part Name: CEBT-HEX Part Type: Hover Booster Extensions Mission: Safeguard Alloy Sample Code Name: Razzle Dazzle You must complete the mission without letting the truck get destroyed. If the truck blows up, even if you carry the alloy yourself, you don't get the secret part. After a successful mission, the part will be sent in the mail. Part Name: KWX-OC-22 Part Type: Dual Shoulder Orbit Makers Mission: Destroy Germ Canisters Code Name: Ballerina To get these cool doodads, you must not only complete the board. But destroy every enemy, including the tiny MTs that jam your FCS, and finish the board with a good Raven ranking. I got a B and got it. But one time I also missed just one enemy and I couldn't go back to kill him because the doors were closed, but I still got the part. Part Name: MWG-Karasawa Part Type: Energy Rifle Mission: Destroy Gun Emplacements/ Distract Enemy Forces Code Name: Fireworks Destroy the gun emplacements as quick as possible. If you destroyed them fast enough you will unlock a bonus mission. Head to the transport to accept the mission. Just destroy the enemy MTs and survive for the five minutes and escape. Check your mail and the Karasawa is now yours. Part Name: MWI-DD/20 Part Type: Decoys Mission: Defend Water Processors Code Name: Rumble Fishing To find this part just jump over the pipeline to the left of the starting point. Try not to go out of the mission boundary because it is close to it. Part Name: KES-ES/MIRROR Part Type: Energy Shield Mission Rumble Fishing/ Destroy the Bombers Code Name: Rumble Fishing To get the MIRROR you must defeat the AC Megalo on the first stage, and than on the bonus mission, destroy the two enemy bombers. You will receive the part in a mail notification. Part Name: MEST-MX/CROW Part Type: Stealth Extension Mission: Disable Pulse Generators Code Name: Acusector In the room with either the third or the fourth pulse generator (depending on which you deactivate first), there is a hole in the ceiling right above the generator. Go up into the hole and down the short hall and the part is on the ground at the end. Part Name: MRL-SS/SPHERE Part Type: Back Radar Mission: Protect Crest Convoy Code Name: Stealthy Steps As soon as the mission begins jump up onto the left of the trench. Continue straight ahead until you see a radar station. Head towards it. The part is located on the ground right between the radar dish and the small building. Complete the mission successfully and it is yours. Part Name: KWB-MARS Part Type: Parrying Blade Mission: Destroy Massive Weapon Code Name: Leviathan When the mission starts look at the ground. There is a grate there, shoot it out and drop down. The part is located on a beam. After that just beat the mission and it is yours. Part Name: CBT-FLEET Part Type: Boosters Mission: Destroy Massive MT Code Name: Ofanim Once you start the mission, head towards the northwest. There is a hill shaped like a crescent, the part is behind the hill in the middle of the clearing. Get it and beat the mission and it is yours. Part Name: MLB-MOONLIGHT Part Type: Left Arm Blade Mission: Destroy Massive MT Code Name: Ofanim The best beam saber in the game. Beat the MASSIVE MT without using a consort. Have fun! After the mission ends, you will be given the part in the mail. -------------------------------------------------------------------------------- The OP-INTENSIFY The OP-INTENSIFY is a wonderful little gadget that turns your AC into a walking deity. It is an optional part and takes up all of the option spots in your AC. As you use it in certain missions or arena battles it will gain power and upgrade itself. You will be notified of an upgrade after the mission, when the OP-INTENSIFY sends you a mail regarding its newfound prowess. In order for upgrades to occur the OP-INTENSIFY must be equipped during the mission or arena match as you fulfill the conditions. The following is how to obtain the OP-INTENSIFY, and how to unlock all of its abilities. Part Name: OP-INTENSIFY Part Type: Optional Part Mission: Infiltrate Layered Hub Code Name: Zero Division Destroy the Controller and beat the game. When prompted to save your game, do so, then reload it later. You will have some mail. One of them says that the OP- Intensify has been added to the shop. Go to the shop and buy it (It costs 0 credits, its completely free! HA HA!). Upgrade: Optimize Shooting Function Mission: Defend Ruglen Laboratory Code Name: Stray Sheep Conditions: Defeat unidentified enemy AC and successfully beat the mission. Upgrade: Improve Missile Interception Mission: Defend Water Processors Code Name: Rumble Fishing Conditions: Defeat enemy AC and beat the mission. Upgrade: Increase Beam Saber Length Mission: Arena Battle E-32 Code Name: N/A Conditions: Defeat the Raven ranked E-32 in the Arena, Exile. Upgrade: Improved Radar Mission: Arena Battle D-1 Code Name: N/A Conditions: Defeat the Raven ranked D-1 in the Arena, Thunder House. Upgrade: Decrease Booster Energy Consumption Mission: Arena Battle A-2 Code Name: N/A Conditions: Defeat Ace in the Arena. Upgrade: Additional Sensors Mission: Eliminate Intruders Code Name: Traffic Vests Conditions: Defeat Enemy AC and successfully clear level. Upgrade: Enhanced Turning Ability Mission: Bomb Disarmament Code Name: Burnt Trash Conditions: Defeat enemy AC and successfully clear level. Upgrade: Blade Wave Capabilities (pressing Circle than X will cause your beam saber to shoot the blade like a normal wave blade, no matter what blade you use) Mission: Destroy Massive Weapon Code Name: Leviathan Conditions: Successfully clear level. Upgrade: Improved Cannon Performance (Can move while firing back weapons) Mission: Destroy Massive MT Code Name: Ofanim Conditions: Destroy the MTs separated back unit and complete the mission. Upgrade: Improved AC Cooling Mission: Destroy Massive MT Code Name: Ofanim Conditions: Clear the mission. -------------------------------------------------------------------------------- Added Parts The following parts are added to the shop at varying parts of the game. For most of them the exact time they are added is random, but usually coincides with the completion of a mission for the company that produces the part, and with how much favor the company has with you. If you have done every mission for that particular company, than they should give it to you. Part Name: CAL-44-EAS Part Type: Arm Parts Manufacturer: Crest Part Name: MWGG-XCG/20 Part Type: Energy Rifle Manufacturer: Mirage Part Name: CMX-LIC-10 Part Type: Back Mounted Weapon Manufacturer: Crest Part Name: MLR-MM/PETAL Part Type: Hover Legs Manufacturer: Mirage Part Name: OP-E-LAP Part Type: Optional Part Manufacturer: Kisaragi Part Name: CLF-D2-ROG Part Type: Quadruped Legs Manufacturer: Crest Part Name: MCM-MX/002 Part Type: Core Manufacturer: Mirage Part Name: MWX-MX/STRING Part Type: Back Weapon Manufacturer: Mirage Obtained: After reloading a save file after beating the game. Part Name: OP-INTENSIFY Part Type: Optional Part Manufacturer: Kisaragi Obtained: After reloading a save file after beating the game. -------------------------------------------------------------------------------- Arena Parts These are parts that you receive by advancing through the Arena ranks. Rank: E-9 (your first victory) Part: CWM-S60-10 Type: Small Missile Launcher Rank: D-15 Part: MGP-VE905 Type: Generator Rank: D-10 Part: VREX-WS-1 Type: FCS Rank: C-15 Part: CWGG-GR-12 Type: Right Arm Grenade Launcher Rank: C-5 Part: OP-E-LAI Type: Optional Part Rank: B-7 Part: CWC-SLU-64 Type: Back Weapons System Rank: A-3 Part: CLR-00-MAK Type: Reverse Joint Legs Rank: A-1 Part: CAW-DC-03 Type: Weapon Arms ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ]-----------------------------------[Codes]------------------------------------[ -Steal Arena Emblems: To take the emblem of any Arena opponent that you have already defeated, press the start and select buttons at the same time while viewing the opponents AC. If done correctly you will here an indicator sound. This will ONLY work on ACs you have beaten in the Arena! -If you have an Armored Core 2, or an Armored Core 2: Another Age save file on your memory card you can access 'first person view.' Load the Armored Core 3 file from the memory card with the AC2 save files and pause the game during combat. Press the L1, R2, X, Square and down buttons simultaneously and the view will switch to first person. The view will reset to normal when you unpause, so it is pretty lame. ]----------------------------[Quirks and Screw Ups]----------------------------[ -There are two errors in the briefing for the mission Eliminate Intruders. -BB the A-2 ranked Raven, and pilot of the Tyrant, actually goes into combat with an overweight AC! -Several of the Arena competitors use the OP-INTENSIFY! Yikes! ]-------------------------[Thanks and Shameless Plugs]-------------------------[ -My friend Bryan, for kicking more ass in this game then I ever could. -GameFaqs for kicking that much ass! (And hopefully posting this FAQ.) -From Software for making a great game! -Agetec for bringing said great game to the States! -Yoshiyuki Tomino for creating the Mobile Suit Gundam universe! -The Coca-Cola Corporation for deciding to once again produce Cherry Coke! -Whoever came up with the idea to design your own emblem! -The Muse who inspired me to write this jibberish! -And especially you, who are reading this. I hope it helps! ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This document is copyrighted to Necropenguin@yahoo.com, that's me, and this document may NOT be altered, reproduced, sold for profit, or especially plagiarized in any way shape or form without my permission, which you won't get so don't ask. As of tonight November 04, 2002, GameFaqs is authorized by my decree to display this document for public use. If I find out that my hard work (well not really hard, but you sit here and try doing this) is being ripped off I will be forced to take a rather unhappy legal action, plus I'll just plain find you and hurt you. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++