_____ _ __ _____ _ | __ \(_) / _| | __ \ | | | |__) |_ _ __ __ _ ___ | |_ | |__) |___ __| | | _ /| | '_ \ / _` | / _ \| _| | _ // _ \/ _` | | | \ \| | | | | (_| | | (_) | | | | \ \ __/ (_| | |_| \_\_|_| |_|\__, | \___/|_| |_| \_\___|\__,_| __/ | |___/ Ring of Red by Konami Copyright (c) 2005 Ominae (Mark Soo) Date Created: March 17, 2003 Version Number: 1.15 System: Playstation 2 (PS2) LEGAL NOTICE: Ring of Red is a registered trademark of Konami Corporation. Ring of Red is a (c) 2001 Konami Corporation. All rights are reserved. This document is only for your own use. It is under copyright law, which means that you can't use this to earn profit. You can't also copy this document and place it in either your website or someone else's website. If you want to put this at your website other than Gamefaqs, pls. e-mail me at arcamdunit@yahoo.com for permission. Use of this guide at any website or as part of public display is prohibited and is a violation of the copyright law. Type of Document: In-depth FAQ (Soldier) The following websites are authorized to post this document: http://www.gamefaqs.com http://www.cheats.de http://faqs.ign.com http://www.neoseeker.com WARNING: This guide, although compatible with its European version, may or may not be compatible with its Japanese version. So to those who own or have access to the game's Japanese version, use this guide as your risk. CONTACT LINE: Please contact me at my e-mail, which is arcamdunit@yahoo.com, if you have the following - Questions - Suggestions - Corrections - Comments - Tips - Things that I may have missed out Don't forget to put Ring of Red Soldier FAQ as the subject of your e-mail Otherwise, I will ignore your e-mail as spam mail NOTE: PLEASE, PLEASE PUT THE NOTED SUBJECT ABOVE WHEN YOU E-MAIL ME AND TAKE MY WARNING VERY SERIOUSLY!! I HAVE HAD SOME E-MAILS IN WHICH THE SUBJECT LINE WAS NOT COMPLETE OR UNAPPROPRIATE!! I JUST HAD THEM IMMEDIATELY DELETED AND I WON'T HESITATE TO DO THE SAME THING TO YOURS AND I MIGHT BLOCK YOUR E-MAIL ADDRESS! SO, PAY ATTENTION TO THEM OR ELSE... (In other words, when you have to ask/comment/suggest/correct/hint/tell me something in the e-mail, it has to be something that's not either found on this FAQ or what should be in this FAQ. Thank you very much.) Table of Contents: I. Version II. Overview of FAQ III. ROR's troops IV. Soldier types V. Soldier skills VI. Soldier acquisition VII. Credits I. Version 1.0 - My 1st version of this FAQ (After a long period of absence!!) 1.10 - Added Soldier 1.15 - Updated Legal Notice - Last version of this In-depth FAQ, no updates will be provided. II. Overview of FAQ This guide will help you understand about the various soldiers that you can employ during as they battle alongside your AFWs. Training and mastering these soldiers will greatly turn the tides of your battle against the enemies, thus giving you the upper edge in keeping the peace in the entire Japanese archipelago. III. ROR's troops These soldiers are with the South Japanese Armed Forces. In the game, there are primarily 6 kinds of soldiers that you will need to employ in order to survive skirmishes and ambushes against enemy AFWs that you will meet in the course of the game. Make your troop selection wisely. Some troops are handy in fighting enemy troopers, while other are really neat in facing AFWs. Choosing the right troop platoon will make a difference between life and death. IV. Soldier types These are the six types of soldiers that you can use to wage war against the enemy: Infantry - The most dangerous type of soldier ever in anti-soldier warfare. This is the most common squad that you'll find in the battlefield. You'll need these guys to fight against enemy soldier squads, but they can't handle the massive AFWs, as their rifles can't penetrate AFW armor. They are armed with Springfield M14 rifles. Shooter - Another good soldier, this time in anti-AFW warfare. They can save your life when you bring them with you and also when deployed, the enemy AFW will suffer massive damage from their missiles, but they're in big trouble if they are hosed down by enemy anti-soldier squads. They are armed with Anti-AFW Bazookas. Supply - They specialize in AFW repair. They are also useful in a way that this squad helps increase the AFW's load speed. Not only do they speed up loading time, but they are also needed if you have to recover AFW body points during recovery. They are armed with Springfield M14 rifles with attachable rifle grenades. Mechanic - When it comes to hazards such as mines and wires, have these guys ready in your squad. They give you an easy time if your opponent has these ready on you. They are the only ones who can help increase the AFW speed during in battle and in the map. They are armed with Springfield M14 rifles with attachable rifle grenades. Medic - The best in defense. They have cool skills such as Hyper Morale, Gas Mask and Smoke Shot. While they have good offensive skills, they are best used on the defensive. To top it all, their main focus is to heal wounded soldiers after each battle. They are armed with Mauser M712 Maxi pistols. Recon - If you want an anti-soldier squad that fights on short range, then go for this squad. Although their field is scouting, they are good at fighting soldiers using the skill snipe. To do this, they use their pistols with a shoulder stock connected to the pistol grip. They are armed with Mauser M712 Maxi pistols. V. Soldier skills Pay attention to each of these skills employed by each and every soldier platoon. Maximize them to cause maximum damage to the bad guys and minimal damage to your group. Vanguard: Focus - Infantry The entire squad will aim for a single soldier in an enemy squad. If the squad is at close range, then this'll do bigger damage. Countered by Hyper Morale (reduces damage). Cooperation - Infantry The squad will join forces with another squad. Both of your squads will attack the enemy squad. All of your squads (except the ones in crew, of course) must be in the Vanguard and the enemy must do the same to make it work. Countered by Hyper Morale (reduces damage). Rapid Fire - Infantry Everyone in the squad will open fire on both enemy squads. This is good only when the enemy's squads are brought to the Vanguard. Countered by Hyper Morale (reduces damage). Grenade - Infantry/Shooter Everyone in the squad will rush to the AFW and throw a fragmentation grenade. If the range is near the enemy, then the attack will cause big damage. Homing Shot - Shooter One shooter aims for the AFW while another does magnification for the range and another to help aim. Best used in long range, since it does heavy damage. Charge Shot - Shooter A shooter soldier runs to the enemy AFW and fires a missile at it. Like Grenade, more damage can be caused if the shooter soldier is near the AFW. Flash Shot - Medic Entire squad fires flash shells from their flare pistols at the enemy AFW and Vanguard units, which decrease enemy accuracy for about 20 seconds & decreases base accuracy by a half for about 15 seconds and shell loading is halted. Useful if you don't have Dodge Action. Smoke Shot - Medic Everyone in the squad rushes to the AFW and throws a smoke grenade at it, which decreases its accuracy for about 20 seconds. During a night fight, it removes the enemy's Illuminated Shot and decreases enemy accuracy back to half. WP Shot - Medic/Recon Similar to Flash Shot, except they fire WP (White Phosphorous) Grenades from their flare pistols, which release tear gas and forces enemy soldiers to retreat to the Rearguard. This can only be countered by Gas Neutralization and Gas Mask. Snipe - Recon A soldier from your squad attaches a stock to the pistol grip, aims for an enemy soldier in the enemy unit and attacks the soldier, immediately killing him. Not only can this attack enemy soldiers in the Vanguard, but also in the Rearguard. Can't be countered by Hyper Morale, gives only low damage if attacked by snipe. Illumination Shot - Medic/Recon Similar to Flash & WP Shot, only this time it fires a shell that lights up the night sky, giving the same fighting conditions that you had during the day. The bad thing is that it lasts up to 45 seconds. Mine - Mechanic/Supply Plants a row of mines in front of you and the enemy. This was meant for C.C. (Close Combat) conditions. This can damage the legs of an AFW. Countered by Cleanup. Adhesion Mine - Supply Planted similarly to the mines, except that it'll magnetically clamp to the enemy AFW's own legs, destroying it and as well as causing big damage. Replace the mines with this for C.C. (Close Combat) conditions. Countered by Cleanup. Chain Mine - Mechanic/Supply Planted similarly to the mine and adhesion mine, except that this time, it'll cause BIIIGGGG damage to the enemy AFW and to any enemy squad in the Vanguard. Use this in C.C. (Close Combat), esp. when your enemy is an Anti-AFW and it can eliminate an enemy squad. Countered by Cleanup. Wire - Mechanic/Supply A single soldier from the squad attaches a rifle grenade and fires it, changing to a metal chain, which wraps around the enemy AFW's legs and stops them from moving. Good to use if your enemy has C.C. (Close Combat) capacity. Stops the use of Dodge Action, Straight Punch, Straight Strike, Rapid Punch and Rapid Strike. Countered by Cleanup Electric Wire - Supply A single soldier from the squad attaches a rifle grenade and fires it, changing to an electric metal chain, which wraps around the enemy AFW's legs and stops from moving by destroying its legs. Good to use if your enemy has C.C. (Close Combat) capacity. Stops the use of Dodge Action, Straight Punch, Straight Strike, Rapid Punch and Rapid Strike. Countered by Repair/Fast Repair and Cleanup. Rearguard: Hyper Morale - Infantry/Shooter/Medic Boosts up the defense of both squads by 25%. Helps protect your ground forces from skills such as Focus, Cooperation and Rapid Fire. Lasts throughout the entire battle. Cleanup - Infantry/Shooter/Mechanic/Supply Eliminates all types of mines and wires from the battlefield. This is needed to all of your AFWs, especially to your Anti-AFWs, since mines and wires reduces the chance of your Anti-AFW to do Close Combat to your enemy. Repair - Infantry/Shooter/Mechanic/Supply Fixes any damage done to either the AFW's weapon systems or to its legs. It'll only upgrade the repair to one level for the legs and the weapons (For example, Destroyed - Damaged - Normal). If any AFW unit doesn't have this skill, then you're in big trouble. Fast Repair - Shooter/Mechanic/Supply Similar to the skill Repair, only it completely fixes any damage done either to the AFW's weapon systems or to its legs. Use this skill to replace any squad that uses the skill Repair. This'll be a big surprise to the enemy when they hit the weapons and the legs with shells, maximum attacks or being hit with good accuracy. Gas Neutralization - Medic/Recon This is only useful if the enemy squads contain the WP Shot technique. This skill will only be activated if the squad that has the skill moves to the Vanguard and retreats back to the Rearguard due to the WP Shot. They'll use their respirators to breathe in oxygen so that the WP won't affect them. Gas Mask - Medic/Recon Better than Gas Neutralization, it'll work in the Rearguard automatically if your squad detects the enemy has WP Shot. Basically, they'll order all of the squad personnel to wear their respirators. So you can move the squads to the Vanguard. Besides, they won't be affected by the WP anymore. Crew: HEAT Shell - Shooter Recommended for Short Range, this does fire damage when the shell explodes on impact on the enemy AFW. Kinasato, Jun, Ippei and Emilio are the ones who can make good use of it, provided that they enter Short Range combat. Countered by Dodge Action. APC Shell - Shooter/Mechanic/Supply When this shell explodes on impact on the enemy AFW, it dishes out more damage to it than any normal shell fired on to it. Therefore, use this shell only if you have enough time to finish off the enemy, but his AFW is almost ready to be destroyed. Countered by Dodge Action. APCR Shell - Shooter Similar to the HEAT Shell, except that damage is increased only if your target is far away when you initiate combat. John & Ayana can use this in long-range combat, provided that they enter into that combat range with the enemy. Countered by Dodge Action. Shrapnel - Infantry/Recon Shoots a shell with shrapnel over the enemy vanguard. I personally recommend this for those who want to eliminate enemy soldiers fast. Incendiary Shell - Infantry/Recon Similar to the Shrapnel, except that it causes more damage to the enemy vanguard. A better shell than Shrapnel. Incendiary Shrapnel Shell - Recon The most dangerous anti-infantry shell that can be used, this shell can give the most damage and it can eliminate your soldiers if they're sent to the vanguard. This is the best shell that you'll want to use if you want to eliminate the enemy vanguard pretty fast. WP (White Phosphorus) Shot - Medic/Recon When fired, it'll fire a shell filled with White Phosphorus gas that will force the enemy soldiers to retreat from the vanguard to the rearguard temporarily. Like its vanguard version, it can be countered by using either Gas Neutralization or by Gasmask. Illumination Shot - Infantry/Shooter/Medic/Recon When fired, it'll fire a shell that contains a flare, which will light up the night sky during night combat. Unlike its vanguard version, this'll last until time is up. VI. Soldier acquistion When you want to obtain more soldiers, they will come from three types of troop platoons. Pay attention to these kinds of troop platoons and on how to obtain them. Orange Troops - Given to you by Rodriguez personally. These guys (and gals) have reasonable skills for you. So, they aren't that bad. In fact, you might get surprised by some special squads, such as a Shooter squad with Wire or an Infantry squad with Grenade. But in case that you want more of them, then you'd have to complete all the mission in less time ASAP. White Troops - Acquired by occupying villages, town and cities with stars (See Operation Map for the types of stars that are placed when you're playing in the map). These people even have superior if not, better skills than the Orange Troops. So, make it one of your top priorities to grab these babies when you're starting your campaign. Green Troops - THE ULTIMATE SQUAD! These people sure sometimes don't have skills, but they have excellent and cool stats to compensate for this loss. These guys (and gals) will aid your AFWs very well, since they'll give your AFW pilots very high stats, such as Attack range and Movement. To get them, it'll depend on how you obtain them through dual objective, if you have to overtake an enemy structure (base, port, etc.) or to eliminate all of the bad guys. You must overtake the enemy/important structure in order to get them. They're available from Stages 4, 6, 7, 8 and 10-15. VII. Credits I would like to thank the following: Konami of America, Europe and Japan - for creating, developing and marketing the game Sony Computer Entertainment - for making the game compatible with the Playstation 2 Gamefaqs - for posting my FAQ My parents - for giving me allowance to buy the game My ex-classmate Timothee Cheng - for telling me more about the game itself http://www.network-science.de/ascii/ (ASCII Generator) - for providing the ASCII text Everyone in the Ring of Red board at Gamefaqs - for supporting my progress in finishing this FAQ - for helping me with the game's in-depth details You - for taking your time to read my FAQ Dedication * This FAQ is dedicated to the victims of the Korean War, as well as the various soldiers who served under the UN from 1950-1953. Our prayers will go to them. They will never be forgotten, especially to my countrymen, who served in the Philippine contingent to the UN