Metal Warriors Versus Mode Strategy Guide Version 3.32 - By: Jonathan Miller (jmiller@beachrock.net) GameFAQs username: Xjph Copyright 1999, 2000, 2001, 2002 Jonathan Miller ======== Contents ======== 0.0 Introduction .1 What's New .2 The Guide .3 The Game 1.0 Basic Info .1 Mech Stats .2 Power Ups .1 Misc. Items .2 Shoulder Mounts 2.0 Strategy .1 The Basics .1 In Your Mech .2 Out of Your Mech (you fool) .2 Specifics .1 Nitro .2 Havoc .3 Ballistic .4 Drache .5 Prometheus .6 Spider .7 Little Man _ _ (_><_) Special Thanks ================== 0.0 - Introduction ================== 0.1 - What's New ================ v3.32 - Ummm... my cat isn't actually dead, I have no idea what I was thinking... v3.31 - Updated my e-mail address as I haven't used the one that was in this FAQ for almost a year. Also the special thanks has been altered to reflect the now deceased nature of my cat. v3.3 - Realized a whole slew of errors I missed, fixed 'em. Also added a couple of comments in the Ballistic, Spider, Little Man, and version history (specifically, version 3.2 and versions 3.0 - 0.1 inclusive). v3.2 - Added some things here and there, modified punctuation a bit, fixed version numbering. v3.01 - Section 2.2.6, Spider strategy, has a new shoulder mount use. v3.0 - Complete rewrite, by nessesity. (I lost my previous version) v2.x - Things get a bit hazy here... very similar to this with less detail. v1.x - Added general strategy sections and whatnot. v0.1 - First incarnation, not much to it. 0.2 - The Guide =============== This guide is the third reincarnation of my original Metal Warriors FAQ. Very little has changed though the various revisions, as they were mostly (well, actually completely) due to problems with my system and loss of data. This version (three) has been changed slightly from the original two. The most obvious change is the layout, it is completely different and has a table of contents. And the name, changed from "Metal Warriors FAQ" to "Metal Warriors Versus Mode Strategy Guide", because that's what it is. If you want to find a walkthrough, you're in the wrong place, go to www.gamefaqs.com, you can find one there. I'm not saying this guide is useless for the one player mode, it just doesn't have the detailed descriptions of the levels that would constitute a walkthrough, and the information contained in here is more relevant in the versus mode, where your opponent tends to be intelligent enough to require some strategy. Another note about this guide is that unlike many guides I have found on the internet, I am trying to make this guide using decent english grammar and spelling. There are, to my knowledge, no blatant grammatical errors in this guide, and I have run it through the WordPerfect spell checker, which, while not infallible, did help considerably. If you scroll down a bit, you will even discover that I used a semicolon. (A semicolon! On the Internet! Is that allowed?) This guide is the result of my own obsession with the game, and I want as many people as possible to play and enjoy it. 0.3 - The Game ============== Metal Warriors is a game made by Konami in the early 90s (I think). The basic premise is that an evil organization of some sort, calling themselves the "Dark Axis" are trying to take over Earth. You are a member of a very small resistance force which is fighting to wrest back control of the planet from the Axis forces, who have been generally successful in their conquest. The game starts in space where you fight your way to Earth, then fight your way to the Dark Axis high command, then destroy it. (If you're good enough. It's a VERY hard game in one player mode, I've never finished it myself, but I've come close.) As great and original as the above plot may be, what really makes this game is the two-player versus mode. What Konami had here (this is mostly speculation) was a game with great gameplay and graphics (for SNES), but needed a plot before they could release the game, so they slapped in the above storyline and said to themselves "Hey, it's a good game, it'll sell!", and they were right about it being a good game, but unfortunately, it was released too late, and other systems, like PSX and N64, were beginning to take the spotlight away from the SNES, thus a potential hit game was snuffed. (A Metal Warriors for PSX would be awesome! *However*, it would have to be a 2D game, making it 3D would ruin it.) Anyway, about the versus mode which I introduced the previous paragraph with and then promptly ignored. In the versus mode, you and a buddy (or enemy for that matter) each pilot one of the mechs from the game, and try to beat the snot out of each other. Sounds fun, right? There are six mechs in all, each with its own unique abilities and whatnot, ranging from a big walking gun with no way of leaving the ground, to a lightly armed flyer with no way of landing. The variety of mechs and the numerous versus stages (I've never bothered to count them) create a very fun game to play or watch. Top it all off with great play control, and you have a game that can entertain you for hours. ================ 1.0 - Basic Info ================ 1.1 - Mech Stats ================ Here's a table which gives a basic indication of what each mech can do. The "strength" column is approximate, being what I "feel" the power of the ability is in relation to other weapons. It shouldn't be too far off. Categories are weapon (wea), shield (shi), or misc (msc). Some abilities have multiple categories, as shown below: Mech Ability Category Strength Misc Nitro Energy Rifle WEA Medium Basic ranged Beam Sabre WEA Very High Close combat Energy Shield SHI High Remote Shield SHI Medium Flight Pack MSC --- Allows flight Havoc Machine Gun WEA Medium Scatters slightly Blade Chain WEA Medium-High Close Combat Forearm Shield SHI High Jump Jets MSC --- Delayed fall Zip Roller MSC --- Speed Boost Ballistic Machine Gun WEA Medium-Low Scatters slightly Plasma Cannon WEA Med to V High Hold button to charge Power Spin WEA Medium-High Ram opponent MSC --- Dash away Shield SHI High Jump MSC --- Basic jump Drache Energy cannon WEA Medium-Low Aim instantly Power Dive WEA Extreme Can kill in one hit Prometheus Main Cannon WEA Very High Infinite range Flame Thrower WEA Medium-High Sustained damage SHI Medium Blocks basic shots Air Mines WEA High Float upwards Energy Shield SHI Medium-Low Covers entire body Bridge Builder MSC --- Build bridges Spider Energy Cannon WEA Medium-Low Scatters slightly Drone Strike WEA Medium Close combat Web MSC --- Entrap opponent SHI Medium Block projectiles Cloak MSC --- Become invisible Wall Walk MSC --- Cling to walls Jump MSC --- Basic jump Pilot (out of mech) Pistol WEA Negligible Only hurts people out of mech Jet Pack MSC --- Allows flight 1.2 - Power Ups =============== Throughout the game can be found either in small gray boxes, or coming out of "ports" found throughout the game. Ports are identified easily enough by the big flashing "PORT" sign above them. To get an item out of a box, just shoot it. If your guns have been blown off, get out of your mech (push select), and then shoot it and get back into your mech as fast as possible. 1.2.1 - Misc. Items ------------------- Note: the character in parenthesis are the symbol that appears on the item in the game. Repair Unit (+): Instantly repairs all damage done to a mech, it's important to grab these as soon as possible, even if you don't need them. Your opponent getting one is quite possibly the worst thing that can happen to you in a versus game. Gun Upgrade (1,2,3, or 4): Upgrades your basic gun (Y button). The higher the number, the better the gun, get it? Bouncing Bullets (B): Your basic gun's shots will reflect off of walls. These bullets are weaker than normal bullets. Seekers (S): Your basic gun's shots will curve toward your opponent. This gun is also weak. 1.2.2 - Shoulder Mounts ----------------------- Shoulder mounts work the same as the misc. items. You find them in grey boxes or ports, and pick them up. However, you can only have one shoulder mount at a time, and if your mech take enough damage, it will be incapable of carrying a shoulder mount. The ammunition for a shoulder mount is determined by a thirty second timer, which begins counting down when it is first used. Shoulder mounts are used with the L button. Rockets: Fires a long range rocket straight ahead. Does good damage and can knock an opponent's mech back a fair distance. Grenades: Shoots out a small, bouncing projectile which will go a fair distance before detonating. Does good damage. Mines: Drops a small mine behind you. Will detonate when stepped on. Does decent damage. Caution: you can step on your own mines! Time Bombs: Throws forward a time bomb which explodes in under five seconds. Does extreme damage over a fairly high blast radius. Careful! You can hit yourself with it! Speed Boost: Temporarily boosts the speed of you mech by a large amount. Very useful in close combat. Gravity Reverse: Allows reversal of gravitational orientation at will. (Lets you fall up.) ============== 2.0 - Strategy ============== 2.1 - The Basics ================ 2.1.1 - In Your Mech -------------------- In the Metal Warriors game, the abilities of each mech are vastly different, this makes a "basic" strategy section rather difficult, as each mech operates in different (and sometimes opposing) manners. The most important "basic" strategy in Metal Warriors is to know the strengths and weaknesses of all the mechs. If you know what you're up against, you stand a much better chance of emerging the victor. A Drache, for example, stands very little chance of lasting for more than five seconds in a head-on battle with a Prometheus. Aside from that, there is very little basic strategy that applies to all the mechs, other than learn when to run. If you know when to run away, you can always find a port or box with a repair unit inside it. It is, however, good to have a general idea about the layout of the stage you are in, as some have many extra mechs, some have few, and one has no mechs *or* ports anywhere. 2.1.2 - Out of Your Mech (you fool) ----------------------------------- The one problem I have found with this game is the complete inability do any damage whatsoever to a mech once you have left yours. If you are out of your mech, the most important thing to do is FIND ANOTHER MECH AS FAST AS POSSIBLE! If you really want to, you can hide away someplace where a mech can't hit you and offer a man-to-man fight with your opponent. The third and final option is to hide away, offer a man-to-man, and when your enemy gets out, steal his mech! (Note: this will not work more than once) 2.2 - Specifics =============== Right, here comes the big part, in this section will be detailed strategies for each individual weapon and ability of each mech in the game. each mech has its own section (2.2.x) and each section (with one exception) is subdivided into eight sections, one for each ability, a general overview, a section on shoulder mounts, and a section on (dis)advantages versus other mechs. Contained in the general overview are four ratings for each mech. Offense, defense, maneuverability, and versatility. Each category is given a rating on a scale of A to F, excluding E. F is considered completely incapable, and A is exceptional ability. Pluses and minuses are thrown in here and there for one of two reasons, if the mech in question has one ability which improves a category in certian situations, it gets a plus, and when I can't make up my mind between two grades, the one I lean toward gets put there with an appropriate sign. Offense is the ability to deal damage, defense is the ability to take damage (without dying), maneuverability is dodging and movement, and versatility is general usefulness in multiple situations. 2.2.1 - Nitro "Advanced Mobility Armor" --------------------------------------- General: The Nitro is a general, multi-purpose mech which is useful in many situations. It excels in close quarters fighting and is capable of defending itself at long range using it's two shields. Offense: B+ Defense: B Maneuverability: B- Versatility: A Energy Rifle (Y): The Nitro's energy rifle is a basic, medium range weapon which inflicts decent damage. Not much to say here. Beam Sabre (A): The Nitro is strongest in close combat, it can defeat ANY other mech on such terms; the Nitro's Beam Sabre can bring a Prometheus, the most powerful mech defensively, from unscathed to dead in four hits*. If the Nitro can get in close quickly, it can inflict incredible damage. *Try it sometime, just start a two player game with Nitro vs. Prometheus, then walk over to the Prometheus and slice it up in four swings. Feel that? It's the feeling of POWER! Remote Shield (X): The remote shield is useful in two situations, running away, and attacking a defended position. When running away, simply drop a shield and keep going, the shield will block bullets, and possibly, the pursuing mech. When attacking a defended position, drop a shield and then backstep so you're behind it, then turn around and start shooting, dropping new shields as necessary. Flight Pack (B): One of the best features of the Nitro is that it is one of the two mechs in the game with flight capability. For this reason it has a distinct advantage over non-flying mechs in maneuverability and movement. Another important use is to avoid mines, and to get out of reach when damaged. Energy Shield (R): The energy shield is a general-use shield which will block all incoming shots from in front of the mech. Some more powerful weapons can pierce the shield, but damage is still reduced in most cases. (The one exception to this is the Ballistic's Plasma Cannon, see below.) Shoulder Mounts: The Nitro's versatility allows it to use any mount quite effectively, however, the most effective would be the rockets, which give the Nitro some very helpful long-range striking power. Another VERY effective mount is the speed boost, which allows you to swing the Beam Sabre about four times a second. Versus: The Nitro is equally effective agianst all mechs, there are none which it could be considered strong agianst. The only mech which could be considered to be effective agianst it would be the the Ballistic and Prometheus, due to their sheer firepower. However, not exceptionally so. 2.2.2 - Havoc "High Speed Armored Trooper" ------------------------------------------ General: The Havoc is a mech made for high ground speed and hit and run tactics. It can outrun any other mech in the game, and with a speed boost can catch up with its own bullets and/or outrun other people's. Offense: C Defense: C Maneuverability: A+ Versatility: B+ Machine Gun (Y): Basic long-range weapon. Differs from the Nitro's rifle in only one way, it spreads. This is useful in some situations where you do not have a direct line of fire to your target. If you can get close, the bullets may scatter and hit the target. Ball and Chain (A): Fairly powerful short range weapon. Similar to the Nitro's Beam Sabre, but not as powerful. If you hold up while you use it the Havoc will throw it up diagonally. Forearm Shield (R): Used to hold a position. See Nitro: Energy Shield. Zip Roller (X): Quadruples ground speed. Can be used for hit-and-run tactics, outrunning enemy fire, and long distance jumping. One hit-and-run method is to stop rolling and use your Ball and Chain when you're about half a screen length from your enemy and you will slide in next to them and hit with the chain, then you can high-tail it away agian with out taking too much damage (unless you're agianst a Prometheus.) Jump Jets (B): Basic Jump with a slowed descent. Shoulder Mounts: Same as Nitro, plus speed boost allows an incredibly high jump. Versus: The Havoc is well rounded like the Nitro, but lacks the close range power and can easily fall prey to a Prometheus or Ballistic. 2.2.3 - Ballistic "Mobile Gun Platform" --------------------------------------- General: The Ballistic is designed to get to a position quickly, and hold it. The Ballistic also has a large amount of firepower, capable of doing ridiculous amounts of damage. It is important to note that the Ballistic has some difficulties going uphill. Note: If the Ballistic is opened and it goes into critical condition, it can continue firing even though it has no gun. Once the Ballistic moves, it closes and cannot open agian until repaired. Offense: A Defense: B+ Maneuverability: B+ Versatility: C Machine Gun (Y): Basic long-range weapon. Identical to the Havoc's. Plasma Cannon (X): Charge weapon, hold the X button to increase charge, then release to fire. This weapon can blast any mech except the Spider and Prometheus clear across a battlefield and is unaffected by any type of shield. It is possible to fire while charging by pushing the X button rapidly, however, charging like this takes more time. Power Spin (A): This has two uses. One is to escape from an area quickly. The other is to inflict damage on your opponent. To do maximum damage, it's best not to ram directly into the enemy but rather to glance past them or to bounce off a celing and drift past them at a slow speed, dealing constant damage while in contact. Jump (B): Basic jump, whoop-de-doo. Shoulder Mounts: Missiles and grenades are both good because they offset the Ballistic's main weakness, its inability to fire while moving. Versus: The Ballistic is very effective agianst the Havoc due to its Plasma Cannon. It can sit in one place and continously blow the Havoc back and deal a lot of damage. However, the Ballistic can easily be killed by a Spider or Prometheus. 2.2.4 - Drache "Full Flight Armor" ---------------------------------- General: The Drache is a hit-and-run/sniper mech. You can either peck at the enemy with the energy cannon, or kill in one hit with the power dive. One special note: the Drache CANNOT win a close quarters fight, if you find yourself in one, grin, at least you'll die with a smile on your face. Offense: A Defense: D Maneuverability: A Versatility: C Energy Cannon (X, Y, A, B): The Drache's gun has one advantage over other guns, it can re-aim instantly. X fires up, Y fires left, A fire right, and B fires down. If two adjacent buttons are pressed it will shoot diagonally. (ex: A+X=upper right) It also spreads like the Havoc's machine gun. Power Dive (R): The largest asset of the Drache. On a direct hit, the power dive can kill instantly. The best time to use it is when the target is in a confined area, such as an elevator, and can't dodge as well. Shoulder Mounts: Gravity reverse is the most useful ability for the Drache, allowing it to power dive upwards as well as down. Mines are also good because the Drache need never touch ground. Versus: The Drache's easiest opponent is the Prometheus, since the Prometheus can't dodge very well, it is easily killed with the power dive. The Drache has to watch out for the Spider, if the Spider catches the Drache in a web, it can dish out considerable damage before the Drach is freed. 2.2.5 - Prometheus "Heavy Weapons Platform" ------------------------------------------- General: The Promethus is a large walking gun with very good armor. In close combat, with a combination of flame thrower and main cannon, it can almost always emerge victorious. It's main disadvantage is its lack of speed and jump capability. Offense: A+ Defense: A Maneuverability: D Versatility: C Main Cannon (Y): The most powerful long range weapon in the game. Hold the button when firing and release to detonate, firing bullets in 8 directions. The main cannon also destroys any incoming missiles and cannon fire. It can also be used to shoot around corners by detonating it at the proper time. Air Mines (X): An air defense weapon. It can be used as a Drache deterrent or as an elevator shaft cleaner. Another use is to release them continuously while riding an elevator up, a cloud of mines will form above the Prometheus giving any arriving mech a warm welcome. Flame Thrower (A): Close range defensive weapon/shield. Due to the fact that the flame thrower deals continuous damage for a full second after it hits, it should be fired in spurts with main cannon fire between flames. Another use is to hit someone with it as they pass by quickly (in an elevator shaft for example, or while falling past.) The flame thrower also can be used as a shield to block low caliber incoming fire. Bridge Builder (B): The Prometheus' jump replacement. To use it, simply walk across an open space (excluding elevator shafts) and hold the B button. A bridge will form just ahead of the Prometheus and prevent a nasty fall. An alternate use is to place a bridge across the top of an up/down moving platform's hole or below a down moving platform to crush any unsuspecting mechs. Energy Shield (R): This shield is the worst ability in the game. It only stops about one in five incoming shots. It does, however, cover the entire Prometheus and do a bit a damage in close combat. Shoulder Mounts: Two things are good for the Prometheus, gravity reverse and speed boost. The gravity reverse allows the Prometheus to actually jump, which can be used to make a surprise attack from below. The speed boost makes the Prometheus go insanely fast (think "Havoc Zip Roller") and catch up with almost anything. Versus: The Spider is toast. It's as simple as that. The Spider has no abilities effective agianst the Prometheus. On the other hand, the Prometheus has to be extremely careful fighting the Drache, one power dive, and it could be over. 2.2.6 - Spider "Multi-Platform Armor" ------------------------------------- General: The Spider is designed to lie in wait and then trap and kill an opponent. It's webbing is very useful as it can completely incapacitate some mechs (Nitro, Ballistic) if it catches them in the air. Unfortunately, the Spider is rather weak offensively and defensively. Offense: C Defense: C Maneuverability: B Versatility: C Wall Walk (<-,->): Allows the spider to walk on walls and celings. Good for sneaking up and ambushing, people don't expect attacks from above very often. Note that the directions are relative to the facing of the Spider. If you on the celing then right will move you left and vice versa. Keep this in mind. Energy Gun (Y): Basic gun, not particularly powerful. Spreads like the Havoc's machine gun. Drone Strike (A): Close range attack similar to Nitro's sabre but much less powerful. Effective when used in conjunction with webbing. Web Shot (X): Used to stop mechs from moving. Hold X when firing and release when the web is in the desired position to unfold the web. The web will unfold automatically if it comes into contact with an enemy unit. Trapping a unit in the air will cause it to lose the use of any weapon which can only be used on the ground (ie: Nitro's sabre). The webbing can also be used as a shield agianst incoming fire. The web can still be fired when the spider is in critical condition. Jump (B): Basic jump. Yay. Cloak (R): Renders the Spider invisible and allows the Spider to lie in wait for it's enemies. Don't underestimate it's power, I've had people walk right past me while I was invisible, even though they could see where I was on my half of the screen and I had a shoulder mount, which stays visible when you cloak. Shoulder Mounts: Everything is pretty good except gravity reverse. One very effective mount is the time bomb. If you can catch your opponent in a web and plant a bomb next to them then immense damage will be dealt. If you do it twice, it's pretty much certian death. Another ability of note is that if the Spider is clinging to a wall it can fire rockets up and down, this is the only method by which this can be done. Versus: The Spider is effective agianst the Drache and Ballistic. It can easily catch the Drache in a web and kill it with a drone strike, and if it catches a Ballistic in the air, the Ballistic can do nothing. Agianst a Prometheus however, the Spider is hoplessly outmatched. 2.2.7 - Little Man ------------------ General: See section 2.1.2 Offense: F Defense: F Maneuverability: B- Versatility: F Pistol (Y): This is a pathetically weak weapon which can only damage other little men. Its one advantage is instant re-aim similar to the Drache but without the diagonals. Jet Pack (B): Same as the Nitro's Shoulder Mounts: Cannot be used Versus: Pretty well dead agianst anything except another little man. Your best bet is to hide yourself away somewhere and hope your opponent gets frustrated enough to get out and come after you. ========================= Infinity - Special Thanks ========================= As the special thanks aren't really part of the guide, I decided to have the section not really part of the real numbers. Seemed fitting. I would like to thank Ron Keating, for proof reading this for me and keeping me from making a fool of myself by claiming very few grammatical errors and being wrong. I will also thank Arurun Kathir(gamanathan) for finding a copy of my Metal Warriors FAQ v2.0 and saving me alot of work. In addition, thanks to Nathan Hoffman for pointing out a very important ommision in the Spider section. While I'm at it I'll thank Willow (my cat) for keeping my lap warm, Cable Atlantic, whose cable modem saved me from bordom and allowed this guide to find it's way to the internet, Jeremy Rose, for giving me a dailup connection when Cable Atlantic was bought out by Rogers and the service startred to suck, and last but not least, Konami, for making a great game called Metal Warriors! ============ Special Note ============ The newest version of this guide is only guaranteed to be found at GameFAQs, as I can't be bothered to send updates to every site I find that has this guide. ------------------------------------------------------------------------------ This guide written by: Jonathan Miller (jmiller@beachrock.net) Metal Warriors is a cool game, go play it.