Starfox Assault Multiplayer FAQ v1.0
Copyright 2005 Strider4102

==============================================================================
Contents
==============================================================================

  Intro
  Chapter 1: Stats & Handicaps
  Chapter 2: Characters
  Chapter 3: Weapons
  Chapter 4: Items
  Chapter 5: Vehicles
  Chapter 6: Level Info
  Chapter 7: Tactics
  Closing

==============================================================================
Introduction
==============================================================================

This is an in-depth multiplayer guide to Starfox Assault. This guide reveals
the details that aren't immediately obvious to what I believe is the highest
degree of accuracy possible without having the source code to the game. In
this guide you'll find out exactly who has how much health, just how fast
everything is, and how much damage each weapon dishes out.

This FAQ assumes you've read the manual.

Some of these things may sound like guesses at first, but everything that is
shown has been measured. Predator Rockets and Auto-aim make excellent
surveying tools.

Take good care of your controllers. If you notice the Control Stick is a bit
loose, you might not be able to run at full speed, depending on how loose it
is. If this is the case, you'll need to use controller Type 3 to get around
this, or calibrate your controller to read down as neutral. Ultimately you
should invest in a new controller if the control sticks are getting loose. If
that is not an option, at the very least rotate the controller such that the
better players use the poorer controllers.

==============================================================================
Chapter 1: Stats & Handicaps
==============================================================================

On the character select screen, you'll notice you can press X to view
the character's strengths in 6 categories, along with any additional
information.

The stats as well as what they mean are as follows.
Replace NumStars with the number of stars for that stat.

Assumptions made:
  The machine gun bullet does exactly 1 damage.
  The Simple Map 1 blocks are 4 meters long, wide, and tall, making the
  'city' 72 meters wide.

The character select screen looks something like this after pressing X.

[Fox w/heart icon]
  Health. Your character has 28+4*NumStars health
[Fox w/left arrow]
  Speed. Your character will run 6+2*NumStars m/s
[Fox w/up arrow]
  Jump. You will jump NumStars meters high
[Arwing or Wolfen]
  Aircraft proficiency. Determines auto-aim size in flight.
[Landmaster]
  Tank proficiency. Determines auto-aim size in a tank.
[Handgun]
  Gun proficiency. Determines auto-aim size on foot.
[Additional info]
  See chapter 2.

You may also assign a handicap to your character.
None gets:
  No additional bonuses.
Low Handicap gets:
  If your Health is greater than 1, you cannot be killed.
  Barriers will be used automatically at 1 Health remaining if you have any.
  Your auto-aim size is doubled.
High Handicap gets:
  If your Health is greater than 1, you cannot be killed.
  Barriers will be used automatically at 1 Health remaining if you have any.
  Your auto-aim size is doubled.
  You deal twice the normal damage.

All of the rigorous testing I put the game through revealed no differences
between a 3 star rating and a 4 star rating in the vehicle stats.

==============================================================================
Chapter 2: Characters
==============================================================================

When you first play the game, you'll notice you've only got 4 characters to
pick from. There are two known others that may be unlocked by completing
certain tasks.

You can taunt by pressing Z when not near a vehicle. Pressing Z after killing
someone yields a different taunt than normal.

Depending on your character, weapon, and handicap, your Auto-aim will be one
of 6 sizes: Small, Normal, Large, Very Large, Huge, and Gigantic.
Large is twice the size of Small
Very Large is twice the size of Normal
Huge is twice the size of Large
Gigantic is twice the size of Very Large

Fox:
      Health: 3 stars (28+3*4=40 Health)
         Run: 3 stars (6+3*2=12 Meters per second)
        Jump: 3 stars (3 Meters)
      Arwing: 4 stars (Normal sized auto-aim)
      Wolfen: 4 stars (Normal sized auto-aim) *Guessed.
  Landmaster: 4 stars (Normal sized auto-aim)
         Gun: 4 stars (Normal sized auto-aim)
Taunt: Normal: Now it gets serious!
        Kill: Bring it!
     Victory: I guess that's that.
  Extra Info: Nothing special. A well rounded character. Great for any
              player.

Falco:
      Health: 1 star (28+1*4=32 Health)
         Run: 4 stars (6+4*2=14 Meters per second)
        Jump: 3 stars (3 Meters)
      Arwing: 5 stars (Large sized auto-aim)
      Wolfen: 2 stars (Small sized auto-aim) *Guessed.
  Landmaster: 2 stars (Small sized auto-aim)
         Gun: 3 stars (Small sized auto-aim)
Taunt: Normal: You wanna piece of me?
        Kill: This is too easy!
     Victory: You can't touch me.
  Extra Info: His low health makes him an easy kill on the ground. Make use
              of his speed or stay in an arwing to keep him out of trouble.
              Best used if you're an anti-ground type of person.

Slippy:
      Health: 4 stars (28+4*4=44 Health)
         Run: 2 stars (6+2*2=10 Meters per second)
        Jump: 4 stars (4 Meters)
      Arwing: 2 stars (Small sized auto-aim)
      Wolfen: 2 stars (Small sized auto-aim) *Guessed.
  Landmaster: 5 stars (Large sized auto-aim)
         Gun: 3 stars (Small sized auto-aim)
Taunt: Normal: TOADS AWAY!
        Kill: Hey! Over here!
     Victory: I won!!!
  Extra Info: Can charge his handgun twice as fast as everyone else, which
              is useless against players, but very nice against vehicles.
              His landmaster skill makes downing aircraft a breeze, as well
              as hitting the faster players. He also has the best victory
              animation for rubbing it in. Best used if you're an anti-air
              person.

Krystal:
      Health: 2 stars (28+2*4=36 Health)
         Run: 3 stars (6+3*2=12 Meters per second)
        Jump: 3 stars (3 Meters)
      Arwing: 2 stars (Small sized auto-aim)
      Wolfen: 2 stars (Small sized auto-aim) *Guessed.
  Landmaster: 2 stars (Small sized auto-aim)
         Gun: 3 stars (Small sized auto-aim)
Taunt: Normal: Here I go!
        Kill: Try me.
     Victory: You're not ready yet...
  Extra Info: Krystal gets an extra barrier when she dies, which helps make
              up for her lack of health. Her small auto-aim size makes her
              suitable only for expert players. Best for sniping, since that
              doesn't require auto-aim, and having 2 barriers will make it
              much harder for you to get killed while searching for viable
              targets. Best used if you're a sniper.

Peppy:
      Health: 2 stars (28+2*4=36 Health)
         Run: 1 star (6+1*2=8 Meters per second)
        Jump: 5 stars (5 Meters)
      Arwing: 3 stars (Normal sized auto-aim)
      Wolfen: 3 stars (Normal sized auto-aim) *Guessed.
  Landmaster: 3 stars (Normal sized auto-aim)
         Gun: 4 stars (Normal sized auto-aim)
Taunt: Normal: Guess I'll give it a shot.
        Kill: Something wrong?
     Victory: YEE HAW! Oof.
  Extra Info: Can charge his handgun four times faster than everyone else,
              which is useless against players, but incredibly powerful
              against vehicles. With his larger than average auto-aim on
              ground, he is quite the anti-vehicle character. Although he
              can't outrun a Landmaster (nor can anyone else), he can jump
              over one, preventing the loss of health, something he has very
              little of. Expect to do lots of rolling if you're on foot.
              Best used if you're anti-vehicle.

Wolf:
      Health: 5 stars (28+5*4=48 Health)
         Run: 5 stars (6+5*2=16 Meters per second)
        Jump: 3 stars (3 Meters)
      Arwing: 2 stars (Small sized auto-aim) *Guessed.
      Wolfen: 5 stars (Large sized auto-aim)
  Landmaster: 2 stars (Small sized auto-aim)
         Gun: 3 stars (Small sized auto-aim)
Taunt: Normal: I'll take care of everything.
        Kill: Ha! Is that all you got?
     Victory: Victory is mine!
  Extra Info: Incredibly fast on foot, and with tons of health, Wolf is a
              good character to use. His excessive speed is sometimes a
              mixed blessing. On narrow bridges over perilous heights, one
              wrong tap of the control stick can send him plummeting to his
              doom. Also, he has a small auto-aim unless he's in a Wolfen,
              so you need to be precise with your shots. His roll also moves
              the farthest, so be careful if you're near a cliff. Best used
              if you think everyone else is too slow.

==============================================================================
Chapter 3: Weapons
==============================================================================

This game has many, many weapons for you to unlock. Their abilities are listed
below. They are listed in order they appear in your weapon cycle.

Auto-aim size is the size of the targeting box on the screen. The closest
character to you in that box will be hit if you press fire. The target of
your auto-aim is designated by a red circle. Some weapons do not use auto-
aim.

Getting hit by something doing more than 7 damage will give you 2.5 seconds of
invincibility if you're on foot.

Players have a collision egg 1 meter in diameter, and 1.5 meters tall. A
collision egg is an invisible egg surrounding an object. Anything that
touches this egg counts as touching the object.

You'll notice there are 3 numbers for damage. That's because Namco decided
this FAQ needed to be more complicated and made vehicles take different
amounts of damage than personnel. The first number is damage to personnel, the
second is damage to the Landmaster, and the third is damage to the Arwing &
Wolfen (at least those two take the same damage). Vehicle damage is to
occupied vehicles, since those numbers are likely to be more useful to you.
Empty vehicles take 1/5th of the listed damage.

In Team games, you still deal damage to your allies, however, there is no
flashing diamond, your auto-aim does not track allies, and if your ally is in
auto-aim range, it displays a huge flashing square with an X in it.

Blaster:
  Ammo: Infinite
  Damage: Uncharged:  4/10/ 8.33
     Level 1 charge:  8/30/25
     Level 2 charge: 12/45/35
     Level 3 charge: 16/60/50
  Range: Uncharged:  64 meters
           Charged: 132 meters
  Firing Rate: Uncharged: 3.5Hz
  Auto-aim size: Uncharged: Normal
                   Charged: Large
  Notes: Use charged shots on vehicles or players with less than 16 health
         only.

Machine gun:
  Ammo: 200 per pickup, 999 max
  Damage: 1/5/5
  Range: 64 meters
  Firing Rate: 15Hz
  Auto-aim size: Large
  Notes: Good against other pilots, and tanks if you know how to strafe. Its
         damage is the base unit used to calculate all other damages.

Gatling gun:
  Ammo: 100 per pickup, 999 max
  Damage: 4/15/15
  Range: 64 meters
  Firing Rate: 15Hz
  Auto-aim size: Very Large
  Notes: Destroys anything very quickly. Does enough damage to kill, not
         enough to invoke temporary invincibility.

Homing Launcher:
  Ammo: 10 per pickup, 99 max
  Damage: 12/50/37.5
  Range: 168 meters
  Firing Rate: 0.6Hz
  Auto-aim size: Large
  Blast Radius: 6 meters
  Notes: Good against vehicles. Temporary invincibility makes it a bit
         limited against personnel. Watch out for splash damage in close
         quarters.

Missile Launcher:
  Ammo: 3 per pickup, 5 max
  Damage: 16/60/33.33
  Range: 864 meters (18s * 48m/s)
  Firing Rate: N/A
  Auto-aim size: none
  Blast Radius: 16 meters
  Notes: Fly-by-wire missile leaves user vulnerable while the missile is in
         flight. Direct hit isn't necessary thanks to splash damage. You can
         remote detonate the missile by pressing A while controlling it.

Demon Launcher:
  Ammo: 3 per pickup, 3 max
  Damage: 210
  Firing Rate: 0.52Hz
  Range: 384 meters
  Auto-aim size: Normal
  Notes: Someone in a vehicle will survive with 1 Health left. Awarded to
         the first player with 1 life remaining, has the lowest score when
         killed with less than 1 minute left, or killed by a player who
         needs 1  more kill to win. Will destroy a barrier, but the player
         will be unharmed by it. Only awarded once per match.

Sniper Rifle:
  Ammo: 10 per pickup, 99 max
  Damage: 44/70/70
  Range: 384 meters
  Firing Rate: 0.6Hz
  Auto-aim size: none
  Notes: Can only be used when zoomed, and you can't move when zoomed. Use
         with caution. Must be dead-on accurate to score a hit.

Demon Sniper:
  Ammo: 5 per pickup, 99 max
  Damage: 210
  Range: 384 meters
  Firing Rate: 1Hz
  Auto-aim size: none
  Notes: Someone in a vehicle will survive with 1 Health left. Can only be
         used when zoomed, and you can't move when zoomed. Use with caution.
         Will destroy a barrier, but the player will be unharmed by it. The
         bullet is a 1 meter diameter ripple laser, so less precision is
         necessary when aiming.

Hand Grenade:
  Ammo: 5 per pickup, 99 max
  Damage: 30/60/50
  Range: Variable
  Firing Rate: 1.25Hz
  Auto-aim size: none
  Blast Radius: 10 meters
  Notes: Blows up after 5.5 seconds. You can hold it as long as you want.
         This has a huge blast radius, so make sure you're at a safe
         distance before it goes off.

Sensor Mine:
  Ammo: 5 per pickup, 10 max
  Damage: 20/60/0
  Range: 0
  Firing Rate: N/A
  Auto-aim size: none
  Blast Radius: 6 meters
  Notes: Does not differentiate friend from foe. Has 1 Health. Place it in
         hard to see areas for maximum effectiveness. Activates in 2.5
         seconds. Triggers when someone steps within 4 meters of it.
         Detonates after 0.75 second delay.

Fireburst Pod:
  Ammo: 1 per pickup, 1 max
  Damage: 166/800/115
  Range: 84 meters on flat terrain
  Firing Rate: N/A
  Auto-aim size: none
  Notes: Once dropped, it sits there for a few seconds, then launches a ton
         of grenades straight up. They then rain fiery death upon anyone who
         didn't run away from it. Shooting it will cause it to drop all of
         its grenades instead of launch them, significantly reducing the
         range. That's not a typo, it does 800 damage to the Landmaster
         (kills an unoccupied Landmaster in 1 hit, 160*5=800)

Predator Rockets:
  Ammo: 3 per pickup, 3 max
  Damage: 10/30/65
  Range: 0
  Firing Rate: N/A
  Auto-aim size: none
  Blast Radius: 2 meters
  Notes: It's a surface to air missile. It can be destroyed by shooting it
         before it is launched. It will not attack its owner. Auto-aim
         cannot target them, but lock-ons do. Driving over them in a tank
         will detonate them. You may only have 3 deployed at any time.
         Attempting to place a 4th one will cause a random previously placed
         one to self-destruct. Each player is allowed 3 on the map at any
         time, making the total number allowed 12.

Nova Bomb:
  Ammo: 1 per pickup, 9 max
  Damage:  20/100/ 65
  Range: 240 meters
  Firing Rate: 1Hz
  Auto-aim size: character dependent
  Blast Radius: 24 meters
  Notes: Can only be used from an aircraft. Can home in on a target locked
         on by the aircraft's charged shot guidance system. If you're
         being tailed, and you have some bombs, press B rapidly until the
         bomb explodes, then boost through the explosion. If the enemy
         follows, it'll take 65 damage. This will force him to put some
         distance between you and him, and you'll probably be out of range
         for a little while. Your own bombs won't hurt you.

Cluster Bomb:
  Ammo: 1 per pickup, 9 max
  Damage: 26/66/350
  Range: 84 meters
  Firing Rate: However long it takes for every last grenade to explode.
  Auto-aim size: character dependent
  Notes: Can only be used from an aircraft. Shoots forward a set distance or
         until it hits something, then explodes. The initial blast not only
         damages enemies, but launches many grenades too, allowing 1 bomb to
         hit twice if aimed right. Unlike the Nova Bomb, this bomb does not
         follow any lock-ons. It does 70 damage to a parked aircraft, so
         it's a 1 hit kill if it's occupied, but good luck actually hitting
         with it, it was hard enough to hit a parked one, let alone a moving
         one.

==============================================================================
Chapter 4: Items
==============================================================================

There are items in this game that don't directly hurt other players. Listed
below are all known items.

Silver Health Pack:
  Effects: Recovers 20 health

Gold Health Pack:
  Effects: Fully restores health

Barrier:
  Health: 210
  Effects: Increases your barrier stock by 1, use with B while on foot.
           The barrier loses 14 health every second, lasting 15 seconds
           assuming you take no damage. The barrier protects you from damage
           until it wears off. You can carry 3 total.

Stealth Device:
  Effects: Makes you nearly invisible for 1 minute. The flashing diamond
           will not be shown around you, however, you're still visible to
           the naked eye, albeit just barely, and Auto-aim will still target
           you, however, lock-on weapons will NOT lock on to you. For the
           technically inclined, avoid standing in front of other
           alpha-blended objects, as that will make you easier to see.
           You lose your invisibility when you enter a vehicle, and you do
           NOT get it back when you leave.

Silver Ring:
  Effects: Recovers 34 Arwing/Wolfen health, 41 Landmaster health.

Gold Ring:
  Effects: Recovers 60 Arwing/Wolfen health, 72 Landmaster health.

Star Ring:
  Effects: Fully restores a vehicle's health.

Red Powerup:
  Effects: Increases your vehicle's weapon power

Green Health Packs and Green Powerups are singleplayer only.

==============================================================================
Chapter 5: Vehicles
==============================================================================

There are 4 known vehicles in this game. They are the Arwing, Land Master,
Wolfen, and Booster Pack.

Taking damage while in a vehicle will also damage its pilot, however, so long
as you are in a vehicle, taking damage will not kill you.

Vehicles that are not occupied take only 1/5th normal damage for that vehicle.
My best guess as to why this is is to reduce occurances of someone sitting at
a vehicle spawn point and destroying vehicles until one he/she likes appears.

Landmaster:
  Health: 160
  Damage: Uncharged, Level 1: 12   /15/16.67
          Uncharged, Level 2: 13.33/20/20
            Charged, Level 1: 16   /30/33.33
            Charged, Level 2: 17   /35/36.50
                    Run Over: 17   / 0/ 0
  Range: Uncharged: 140 meters
           Charged: 192 meters
  Firing Rate: 1.17Hz
  Blast Radius: Uncharged, Level 1: 2 meters
                Uncharged, Level 2: 8 meters
                  Charged, Level 1: 6 meters
                  Charged, Level 2: 12 meters
  Speed: Normal: 24 meters per second
          Boost: 30 meters per second (average speed when rapidly tapping X)
  Notes: Don't bother with strafing in the tank, it's too slow. Roll instead.
         You can hover 20 meters high when not moving, 16 meters if you are.

Arwing:
  Health: Hull: 100
         Wings: 59
  Damage: Uncharged, Level 1:  2.30/  3.50/ 2.85
          Uncharged, Level 2:  3   / 10.75/ 5.60
                     Charged:  9.25/ 30   /20
  Range: Uncharged: 84 meters
           Charged: 240 meters
  Firing Rate: 15Hz
  Speed: Normal: 30 meters per second
          Boost: 56 meters per second
          Brake:  0 meters per second
  Turn Radius: 36 meters
  Notes: The Arwing can come to a complete stop mid-air with its brakes, and
         is smaller than the wolfen, making it harder to hit with the demon
         sniper. Complete stoppage makes this the recommended anti-ground
         plane. You can fire uncharged shots about as fast as you can hammer
         the A button. Damage to the wings will not harm the hull unless the
         attack has a blast radius large enough to hit the hull. The current
         bomb type armed is the most recent bomb type collected. Weapon level
         doesn't affect the charged shot like it does on the Landmaster.
         Takes 6.25 damage from terrain collisions.

Wolfen:
  Health: Hull: 100
         Wings: 59
  Damage: Uncharged, Level 1:  4   /  6   / 5
          Uncharged, Level 2:  5.20/ 15   / 7.70
                     Charged: 11.33/ 32.50/25
  Range: Uncharged: 84 meters
           Charged: 240 meters
  Firing Rate: 15Hz
  Speed: Normal: 36 meters per second
          Boost: 72 meters per second
          Brake: 16 meters per second
  Turn Radius: 36 meters
  Notes: The Wolfen is faster than the Arwing, however it cannot come to a
         complete stop mid-air, and it is larger, making it an easier target
         for the demon sniper. You can fire uncharged shots about as fast as
         you can hammer the A button. The current bomb type armed is the
         most recent bomb type collected. Weapon level doesn't affect the
         charged shot like it does on the Landmaster. Takes 6.25 damage from
         terrain collisions.

Booster Pack:
  Health: N/A
  Damage: N/A
  Notes: Namco decided the on-foot aspect of the game wasn't a big enough
         rip-off of Jet Force Gemini, so they added the Booster Pack to top
         it off. Doesn't show up on radar. Grants its user limited flight
         capabilities, as well as a slower terminal velocity. Counted as a
         vehicle since it's a machine that augments your mobility.

==============================================================================
Chapter 6: Level Info
==============================================================================

Here's important level information.

A few important notes:
  All items on the map fall into 1 of 4 categories:
     Weapons
        Machine Gun      [MG]
        Gatling Gun      [GG]
        Homing Launcher  [HL]
        Missile Launcher [ML]
        Sniper Rifle     [SN]
        Demon Sniper     [DS]
        Hand Grenade     [HG]
        Sensor Bomb      [SB]
        Fireburst Pod    [FB]
        Predator Rockets [PR]
        Random Weapon    [?W]
     Items
        Silver Health    [SH]
        Gold Health      [GH]
        Barrier          [BR]
        Stealth Device   [SD]
        Booster Pack     [BP]
     Vehicles
        Landmaster       [LM]
        Arwing/Wolfen    [AW] (They do not have separate spawn points)
     Vehicle Items
        Silver Ring      [SR]
        Gold Ring        [GR]
        Star Ring        [PR]
        Nova Bomb        [NB]
        Cluster Bomb     [CB]
        Power Up         [PU]
        Random Item      [?V]
  Each category has a limit to the number of items allowed to be spawned at
  any given time, and this limit is stage specific.
  There will NEVER be more vehicles than players, but there can be more
  players than vehicles (usually occurs on small maps).
  If an item hasn't been unlocked, nothing will spawn in its place.
  All items have a 20 second respawn delay. If the number of items becomes
  less than the maximum amount, and all items missing were collected in the
  last 20 seconds, the first available items will spawn. This can be abused
  on some maps (see Simple Map 2's strategy for an example). Some stages
  have more items spawned at the start of the battle than the maximum allows.

Limits are Total/Initial/Maximum

Up on the in-game map is North.

Simple Map 1:
  Limits:    Items:  4/1/1
           Weapons: 10/5/5
          Vehicles:  4/2/2
     Vehicle Items:  3/1/1
  Item Locations:
     MG: South side of Central platform.
         Southwest corner of Central platform.
     HL: North side of central platform.
         Northwest corner of Central platform.
     SN: East side of Central platform.
         Northeast corner of Central platform.
     HG: West side of the central platform.
         Southeast corner of central platform.
         Northeast corner of Blue platform.
     ?W: Southwest corner of Green platform.
     SH: Northeast corner of the city.
         Southwest corner of the city.
         Southeast corner of the city.
     BR: Northwest corner of the city.
     LM: East and West sides of the central platform
     AW: North and South sides of the central platform
     SR: Between Blue and Central platforms
         Center of Central platform.
     PU: High above Central platform.
  Strategy:
     What strategy? This map is way too small for thinking. Grab a gun and
     blow stuff up!
  Review:
     Pretty fun map for quick battles, but it gets old after a while.

Simple Map 2:
  Limits:    Items: 4/1/1
           Weapons:13/6/5
          Vehicles: 4/2/2
     Vehicle Items: 4/1/1
  Item Locations:
     MG: North side of Yellow Ramps.
     GG: Far west of the Red Mushroom.
     HL: North side of the Grey building, between the pillar and ramp.
         East entrance to the tunnel under the Grey building.
     ML: North of the Blue buildings.
     SN: Green building, at the top of the west ramp.
     DS: West entrance to the tunnel under the Grey building.
     HG: Top of the south Yellow Ramp.
     SB: Between the two westmost Blue buildings.
     FB: Southeast corner of the Green building.
     PR: Under the Red Mushroom.
     ?W: Between the Yellow ramps, west side.
         South side of Grey building, next to the ramp.
     SH: Between the Yellow ramps, east side.
         Halfway between the Red Mushroom and the Yellow Ramps.
     BR: Between the eastmost Blue buildings in the south row.
     SD: Between the Blue buildings and the Green building.
     LM: West of the Grey Building.
         East of the Grey building.
     AW: North of the Grey building.
         South of the Grey building.
     SR: Top of the Grey pillar.
         Between the Blue buildings.
         Between the Grey building and the Green building.
     PU: Between the Yellow ramps, in the center.
  Strategy:
     Grab the invisibility, then proceed to hog all the items. Since you'll
     be getting your invisibility refreshed every 20 or so seconds, and a
     new barrier just as often, the chances of you dying are very slim. If
     you end up on the receiving end of this very cheap strategy, grab a
     sniper rifle (demon sniper is preferred, since that'll kill his barrier
     instantly), get on top of one of the buildings, and aim at one of the
     items in the path. If aircraft are harassing you, hide in the center
     building's tunnel, popping out occasionally to fire a homing missile.
  Review:
     A very good map, despite its simplicity. Lots of strategic combat can
     take place here.

Simple Map 3:
  Limits:    Items: 3/1/1
           Weapons: 9/5/5
          Vehicles: 0/0/0
     Vehicle Items: 0/0/0
  Item Locations:
     MG: 2nd floor, base of the ramp to 3rd floor.
     HL: 1st floor, southeast corner.
     SN: 3rd floor, west side of the hole.
         3rd floor, top of ramp to 1st floor.
     DS: 3rd floor, south of the hole.
     HG: 1st floor, northwest corner
         1st floor, base of ramp to 3rd floor
     SB: 1st floor, base of ramp to 2nd floor
         2nd floor, northeast corner
     SH: 1st floor, south side
         2nd floor, southwest corner
     SD: 3rd floor, southwest corner
  Strategy:
     Controlling the invisibility is key here, since that will grant you
     sniping privileges. If someone is trying to snipe you under cover of
     invisibility, use the Machine Gun's large auto-aim to help find and
     destroy them. Abuse the sensor mines, be careful not to blow yourself
     up with them.
  Review:
     An excellent map for 3 or more players that don't want to deal with all
     that fancy vehicle crap.

Simple Map 4:
  Limits:    Items: 0/0/0
           Weapons: 0/0/0
          Vehicles: 0/0/0
     Vehicle Items: 8/1/1
  Item Locations:
     SR: Between the Blue pillar and the building.
         Between the Red/Yellow bridge and the upper Blue/Green bridge.
         West entrance to the building.
         South entrance to the building.
         Southwest corner of the inside of the building.
     NB: North entrance to the building.
     PU: Center of the building, ground level
         In the hole in the building's roof.
  Strategy:
     Landmasters:
        Stay in the building for the most part, roll out to shoot an
        aircraft, then roll back in. If other Landmasters try to enter the
        building, fight them. Take the Nova Bomb even though you cannot use
        it, since it will stop the aircraft from getting it. Both Power ups
        appear in the building, so hog those as well.
     Aircraft:
        The Landmasters have the advantage here if they take control of the
        building, so stop them from doing this at all costs. Get the Power
        ups as soon as they appear, any increase in damage is worth it to
        get rid of the Landmasters. Use the hole in the ceiling to do
        bombing runs on them.
  Review:
     This map is a bit unbalanced in favor of the Landmasters, since all the
     good powerups appear in the building, which provides cover from the
     aircraft. Also, the in-game map is inaccurate.

Simple Map 5:
  Limits:    Items: 6/1/1
           Weapons:18/6/6
          Vehicles: 4/2/2
     Vehicle Items: 5/1/1
  Item Locations:
     MG: Northwest Green Platform, top of South Ramp
         Ground level, Next to the South Ramp, North Side.
         Northeast Blue Platform, next to the Yellow Pillar
         Ground level, Next to the East Ramp, North Side.
     GG: Under Northeast Blue Platform
     HL: Southeast Green Platform
         Ground level, Northwest corner of the Yellow Pillar
         Ground level, Southeast corner of the Yellow Pillar.
     ML: Top Level, Southeast Corner
     SN: Top level, top of Green ramp.
         Ground level, under West Ramp
     DS: Top level, Southwest Corner
         West purple platform
     HG: Southeast Green Platform
     SB: Southwest Blue platform, bottom of North Ramp
     FB: Northwest corner of Top Floor, on the Ridge
     PR: Ground level, Southwest corner of Yellow Pillar
         Southeast Green Platform, bottom of North Ramp
     ?W: Under the West Purple Platform
     LM: Northeast Blue Platform
         Ground level, West of Yellow Pillar
     AW: Top level, west side
         Ground Level, south of Yellow Pillar
     SH: Northeast Blue Platform, Northeast Corner
         Southeast Green Platform, on the ridge
     BR: Ground level, bottom of East Ramp.
     SD: Top Level, West side of Yellow Pillar
         Under the Northeast Blue Platform
         Northwest Green platform, in the northwest corner
     SR: Southwest Blue Platform
         Northeast Blue Platform
         Under the West Blue Platform
     PU: Ground level, between Yellow Pillar and East Ramp
         Ground level, South side of Yellow Pillar
  Strategy:
     There are a TON of Stealth Devices out there, finding one should not be
     difficult. Getting the stealth device means you get sniping privileges,
     and with 4 sniper weapons available, you'll be racking up kills in no
     time. Don't bother with the vehicles, the invisibility makes them
     practically useless.
  Review:
     Not a big fan of this one. The abundance of stealth devices can make
     battles drag on forever, and have the game quickly drag out into a
     sniperfest.

Katina:
  Limits:    Items:  6/1/1
           Weapons: 18/8/8
          Vehicles: 10/4/4
     Vehicle Items:  9/3/2
  Item Locations:
     MG: In the room under the east bridge.
         Under the east ramp to the south bridge.
         On the ground northwest of the tower.
     GG: Structure where the north bridge connects to the north wall.
     HL: East side of the north bridge at ground level.
         Under the south ramp to the west bridge.
     ML: End of the east bridge, inside an alcove under the cannons.
     SN: West bridge near tower.
         End of west bridge.
     DS: The ramp on the east bridge leading to the cannons.
     HG: South bridge near tower.
         Southeast of tower on the 3rd level.
     SB: North bridge near tower.
         Northwest of tower on 2nd level.
     FB: South of west bridge on ground level next to the ramp.
     PR: North of west bridge on ground level next to the ramp.
     ?W: Northwest of tower on 2nd level
         Under the west ramp to the south bridge.
     SH: West of south bridge on ground level.
         East of south bridge on 2nd level.
     GH: Southwest of tower on 2nd level.
     BR: In the room under the east bridge.
     SD: Tunnel under the cannons on the east bridge.
     BP: Northeast of tower on 3rd level
     LM: End of north bridge.
         Northwest of tower on ground level.
         North of east bridge on ground level.
         Southeast of tower on ground level.
         West of south bridge on ground level.
     AW: East of north bridge on ground level.
         Middle of north bridge.
         Southwest of tower on 2nd level.
         Southeast of tower on 3rd level.
         Middle of south bridge.
     SR: Above the middle of the west bridge.
         Near the ground in front of the west ramp to the south bridge.
         Above the middle of the south bridge.
     GR: Above the cannons on the east bridge.
     PR: On the ground northwest of the tower.
     NB: North side of the tower.
     CB: South side of the tower.
     PU: South of the east bridge.
     ?V: East of the south bridge.
  Strategy:
     Use the mushrooms north of the base for sniping spots, since that is
     well beyond the range of non-sniper weapons. If you're being mushroom
     sniped, stay on the south side of the map, get an aircraft, and kill
     the sniper. Chances are his aircraft has long since disappeared, and
     won't be able to run. Have a barrier on hand if he's using a demon
     sniper, you'll force him to waste 2 ammo on your aircraft and barrier,
     and chances are, he's only got 5 total.
  Review:
     Very good map, plays just as good for 2 players as it does for 4. Only
     gripe about it is all the items are concentrated in the center.

Inner Sargasso:
  Limits:    Items: 8/ 1/ 1
           Weapons:15/12/12
          Vehicles: 0/ 0/ 0
     Vehicle Items: 0/ 0/ 0
  Item Locations:
     MG: Bottom level, North of the Tower
     GG: Bottom level, east of the South Launch Tunnel, behind some pipes.
     HL: Top level, center of the bridges
         Bottom level, bottom of East ramp to Circle Bridge
     ML: Top level, East corridor, North entrance
     SN: Top level, South wall
         Middle level, North side of the Circle Bridge
     DS: Middle level, West side of the Circle Bridge
     HG: Top level, West corridor
         Top level, North side, near the large structure against the wall.
         Top level, South side, on a bridge
     SB: Bottom level, top of ramp to East platform
         Bottom level, top of ramp to West platform
         Bottom level, bottom of west ramp to Circle Bridge.
     FB: Bottom level, on a ridge near the East elevator
     SH: Bottom level, west of the North Launch Tunnel.
         Middle level, East side of Circle Bridge
         Bottom level, under the tower
         Middle level, South side of Circle Bridge
     GH: Top level, West side, central platform
     BR: Bottom level, Northwest cargo room
     SD: Top level, South wall
     BP: Top level, East wall, central Platform
  Strategy:
     Getting the Booster Pack is critical if you want to control this map.
     Get the Booster Pack, then defend it with Sensor Bombs. When you hear
     the Sensor Bombs go off, head towards the Booster Pack location to
     prevent other players from getting it. Being the only Booster Pack
     equipped player gives you a HUGE advantage, since you can escape
     firefights by flying up to the next level.
  Review:
     Not a bad map at all for a traditional deathmatch. This map also allows
     you to demonstrate exactly why the Booster Pack was created.

Outer Sargasso:
  Limits:    Items: 0/0/0
           Weapons: 0/0/0
          Vehicles: 0/0/0
     Vehicle Items:13/4/4
  Item Locations:
     SR: North side, just above the Launch Tunnel
         South side, just above the Launch Tunnel
         Northwest corner of the Hideout
         Bottom of the Hideout, in the center.
     GR: Top of the Hideout, Center of the Upper Tunnel
         East of the Hideout, next to the window
     PR: Top of the Hideout, Southeast side, on a grey triangular protrusion.
     NB: Top of the Hideout, Northeast side, on a grey triangular protrusion.
         South side, above the Launch Tunnel
         West of the Hideout, next to the window
     PU: Top center of the Hideout.
         Top of the Hideout, Southwest side, on a grey triangular protrusion.
         Top of the Hideout, South side, above the Tunnel Entrance
  Strategy:
     Stay near the top of the Hideout, since that's where most of the items
     are, as well as tunnels and other obstacles to help you get those
     lock-ons removed. Apart from that, standard dogfight strategy applies,
     as with all other Air-only stages.
  Review:
     The map is a bit boring, since the Hideout itself is a bit small, and
     that's where all of the items are concentrated.

Fichina:
  Limits:    Items: 5/1/1
           Weapons:10/4/4
          Vehicles: 4/4/4
     Vehicle Items: 9/3/2
  Item Locations: [WCC=Weather Control Center, GRB=Great Ring Bridge]
     MG: North Side of WCC, Inside
     HL: South side of WCC, Outside
         South side of WCC, Inside
     ML: Inner entrance to tunnel under Northwest part of GRB.
     SN: Southwest side of WCC, Outside
         North side of WCC, Outside
     HG: East entrance to WCC
     SB: Northwest side of WCC, outside
     FB: West side of WCC, Inside
     ?W: South side of WCC, Outside
     LM: Northwest side of WCC
         Southeast side of WCC
     AW: East entrance to WCC
         West entrance to WCC
     SH: Southeast side of the WCC
         Northwest side of the WCC
     BR: Northeast side of the WCC
     SD: Southwest side of the WCC
     BP: In a tunnel near the East Tower
     SR: South of the WCC, high above the ground.
         Northeast side of the GRB, very high above the ground
     GR: Top of the WCC, South Side
     NB: Between GRB and the North Tower, just above the ground.
         Between GRB and the West Tower, just above the ground.
     CB: Between 2 Bridges, Between GRB and the North Tower
     PU: In a tunnel under the Northwest part of GRB.
         Southwest of the WCC, very high above the ground
         High above the top of the WCC, North side.
  Strategy:
     Stay near the Weather Control Center if you need weapons. Don't bother
     with the booster pack, there's no point, only a fool would leave
     the Weather Control Center on foot. You should probably get a
     Landmaster and stick with it. Use the caves for cover from charged
     shots. There's hardly any obstructions blocking your anti-air fire, so
     just keep shooting them down.
  Review:
     Probably my least favorite map. Not very many weapons, and they're all
     in or around the Weather Control Center, save for the stray Missile
     Launcher.

Sauria:
  Limits:    Items: 7/1/1
           Weapons:20/8/8
          Vehicles: 8/4/4
     Vehicle Items: 9/2/2
  Item Locations:
     MG: Below the center bridge, between two rocks.
         Below the north bridge, under the west arch.
         South of the Central Island, near the shore.
         West of the Central Island, at the base of a ramp.
     GG: East of the central bridge, on top of a rock in the river.
     HL: Inside the Central Temple, south room.
         North side of the map, near the cliff.
         Inside the southwest Temple, just north of the hole in the floor.
     ML: East side of the map, next to the west canyon wall.
     SN: On the Central Bridge.
         Inside the Northwest Temple.
         On top of the Southwest Temple.
     DS: Inside the Southeast Temple.
     HG: On top of the Central Temple, east of the step pyramid.
         East side of the Central Island.
     SB: Entrance to the cave under the Southwest Temple.
         Below the North Bridge, under the east arch.
     FB: On top of a rock just south of the North Bridge.
     PR: Under the West Bridge.
     ?W: Inside the East Temple.
     SH: On top of the Northwest Temple.
         Inside the West Temple.
         Inside the Central Temple.
     GH: Inside the Southeast Temple.
     BR: In the fissure north of the East Temple.
     SD: North of the Northwest Temple.
     BP: In a cave between the Northwest and West Temples.
     LM: Southwest of the Central Island.
         East of the Central Island
         North of the Central Island.
         Between the Southwest and Southeast Temples.
     AW: West of the Central Temple.
         Between the Northwest and West Temples.
         Between the West and Southwest Temples.
         In the river southeast of the Central Island.
     SR: West side of the map, near the West Temple.
         High above the Central Island.
         West of the Central Temple.
     GR: Under the Central Bridge.
     NB: In the East Canyon
     CB: Shore of the Northeast River.
     PU: Under the East Bridge.
         East crevice of the Southwest Temple.
     ?V: Below the North Bridge, Under the middle arch.
  Strategy:
     Peppy's jump comes in handy here, since there are a lot of cliffs only
     he can jump over. An awful lot of sniper rifles too, giving Krystal a
     home turf advantage. You can stand on the trees, which do a VERY good
     job of hiding you (sometimes the diamond doesn't even show!). If you
     find yourself a victim of tree-hugging snipers, go on a deforestation
     mission. A tree dies when it takes 12 or more damage in 1 hit.
  Review:
     Probably my favorite map. All of the vehicles can get around just fine,
     and there are plenty of places for players to hide.

Corneria:
  Limits:    Items: 7/ 3/ 3
           Weapons:17/12/12
          Vehicles: 8/ 4/ 4
     Vehicle Items:10/ 3/ 2
  Item Locations:
     MG: Under the Central Cross, under the east ramp
         Northwest of Blue Building, Southwest Quarter.
     GG: Under the Central Cross, under the south ramp
         North of Central Cross, inside the Circle Indentation.
     HL: Under the Central Cross, under the north ramp
         Under the Small Grey building, Northwest Quarter.
     ML: West side of North Large Grey Building, Northwest Quarter.
     SN: Top of the Blue Building, East side, Southwest Quarter
     DS: Orange Building, 2nd level, Northwest Quarter.
     HG: Top of ramp to Purple Building, Southeast Quarter.
         Top of the Small Grey Building, Northwest Quarter.
     SB: Bottom of Ramp to Orange Building, Northwest Quarter.
     FB: West side of the tall blue building, Northeast Quarter.
     PR: Between 3 trees west of the Large Grey building, Northwest Quarter.
     ?W: North of the Central Cross, Under a Highway Ramp
         South of the Central Cross
         Highway Support east of the Small Blue building, Northeast Quarter.
     LM: Northwest of the Central Cross.
         Southwest of the Central Cross.
         North of the Central Cross
         West of the Central Cross
     AW: On the Small Grey Building, Northwest Quarter.
         South of the Blue building, Southwest Quarter.
         Top of the Central Cross.
         South of the Purple Building, Southeast Quarter.
     SH: Under the Central Cross, under the west ramp
     BR: Under a Highway ramp, south of the Central Cross.
         In a Highway Support north of Orange building, Southwest Quarter.
     SD: Top of the Blue Building, East side, Southwest Quarter
     BP: Under a Highway Ramp, west of the blue building, Southwest Quarter.
         Under the Tall Blue building, Northeast Quarter.
         Highway Support North of the Lunastone Hotel, Southeast Quarter.
     SR: Southwest of the Central cross, inside the circle indentation.
         Northwest corner of the Highway system.
         Under the Highway, East of the twin grey towers.
     GR: Northeast of the Central cross, outside the circle indentation.
     NB: Between the twin grey buildings, south of the Central Cross
     CB: Under a bridge connecting 2 blue buildings, Northeast Quarter.
     PU: Top of the Lunastone Hotel, Southeast Quarter
         T-section in the Highway system, Southwest Quarter.
     ?V: Under the Large Grey Building, Northwest Quadrant.
         In the Hexagon hole buildings, Northwest Quarter.
  Strategy:
     If the Stealth Device next to the Sniper Rifle on the Blue Building
     isn't an obvious enough hint of what to do this stage, I don't know
     what else to tell you. I reccomend grabbing Barriers , Gatling Guns,
     and a Booster Pack. Starving other players of the Booster Pack is going
     to be nearly impossible, so control the Stealth Device to help you win
     this one.
  Review:
     I hate the music for this stage, and it's awfully big for just 4
     players, but apart from that, it's not bad. It's got a good variety of
     weapons scattered all over the place, and plenty of obstacles to ditch
     those lock-ons.

Space Station:
  Limits:    Items: 0/0/0
           Weapons: 0/0/0
          Vehicles: 0/0/0
     Vehicle Items:14/8/8
  Item Locations:
     SR: Middle South tunnel
         Middle North tunnel
         South side of the middle north tunnel, outside.
         North of the Central Spire, above the rotating tunnel.
         In the rotating tunnel, south side.
     GR: West side of the station, above the tunnel
     NB: Just above the Central Spire.
         Low South Tunnel.
         High above the Central Spire.
     PU: Above the Central Spire
         Between the Central Spire and the North Quadrant of the Station.
         In the West Tunnel
         Between the Central Spire and the South Quadrant of the Station.
         East of the Central Spire, above the rotating tunnel.
  Strategy:
     Use the tunnels all over the map to get rid of lock-ons. There are TONS
     of items just waiting to be collected on this map, but they're all
     concentrated in a small area, so hoard them as best you can to keep the
     enemy from getting them. Because of all the powerups, you won't last
     long against other players, so think very quickly when it comes to
     evasive maneuvers.
  Review:
     Best air-only map. Only thing that bugs me is there's an invisible
     collision hull where the portal gate is supposed to be. Great for quick
     air battles.

Aparoid City:
  Limits:    Items:  6/1/1
           Weapons: 14/8/8
          Vehicles:  8/4/4
     Vehicle Items:  7/2/2
  Item Locations:
     MG: Northwest side of Central Platform
     GG: Southeast side of Central Pillar
     HL: Northwest side of Central Pillar
         Top of Purple/Red Ramp
         Top of Purple/Yellow Ramp
     ML: Southwest side of Central Pillar
     SN: Center of Southwest Platform
         Top of Green/Red Ramp
     DS: Southeast Wall of Northeast Ramp
     HG: East side of Central Platform
         Center of Northeast Platform
     SB: Southeast side of Central Platform
     FB: Center of Green/Red Ramp
     PR: Center of Purple/Yellow Ramp
     LM: Center of Green Platform
         Center of Purple Platform
         Northwest side of Central Platform
         Southeast side of Central Platform
     AW: South Platform
         North Platform
         Bridge Southwest of Red Platform
         Bridge Northeast of Yellow Platform
     SH: Northwest Wall of Northeast Ramp
     GH: Northeast side of Central Pillar
     BR: Center of Green/Yellow Platform
     SD: Center of Purple/Red Ramp
     BP: Southeast side of Purple Platform, Northeast side of ramp.
         Near center of Green Platform, Southeast side of ramp.
     SR: Under bridge Southeast of Red Platform
         High above Northwest side of Central Platform
     GR: Southeast side of Central Pillar
     NB: High above Southeast side of Central Platform
     CB: Northeast side of Central Platform
     PU: Top of Purple/Yellow Ramp
     ?V: Top of Northeast Ramp
  Strategy:
     Vehicles seem to work best on this map, since there's not much room for
     players to hide. All the weapons are grouped in the center, making any
     players on foot an easy kill for a Landmaster's tire.
  Review:
     This map is basically Katina, but with terminal falls and no sniper
     shrooms. Air battles can get intersting though, since you can go under
     the level.

Zoness:
  Limits:    Items: 6/1/1
           Weapons:19/9/9
          Vehicles: 0/0/0
     Vehicle Items: 0/0/0
  Item Locations:
     MG: North Building, 3rd floor, East entrance.
         Outside South building, 2nd floor, west side.
         Between North & South buildings, 2nd floor.
     GG: Outside South Building, West side, and the T-Section.
     HL: Outside, 1st floor, Southwest pad.
         North Building, 1st floor, North side of elevator shaft.
     ML: Roof of North Building
     SN: Outside of North Building, 3rd floor, West side.
         Outside South Building, 2nd floor, Southwest pad.
     DS: Outside West building, just below roof level, West side.
     HG: West building, 2nd floor, North side of elevator shaft.
         Roof of South building.
         Roof of West Building, North Pad.
         South Building, 3rd floor, entrance.
     SB: South Building, 2nd floor, South side.
         South Building, 2nd floor, West of Large Computer
     FB: West Building, 4th floor, North side of elevator shaft
     ?W: West Building, 4th floor, South side of elevator shaft
         Outside North Building, 1st floor, Northeast pad.
     SH: Outside, 2nd floor, Northeast pad.
     GH: South Building, 2nd floor, South of Large Computer.
     BR: Roof of South Building, West side.
         North Building, 1st Floor, North of elevator shaft.
     SD: Under South Building, Center.
     BP: Outside of West Building, 2nd floor roof, North side.
  Strategy:
     Getting the Booster Pack should be priority 1, since it allows you to
     safely get the Demon Sniper, as well as cross the level faster since
     you can boost across gaps. Collect Barriers or a Stealth Device before
     using Sniper weapons, since there are very few places to hide. Learn
     the proper timing for throwing Hand Grenades, since those are the most
     common weapon on this map. After you get the Booster Pack, lay mines at
     its spawn point so you can hear when other players are trying to get
     it, and stop them. You want the air superiority in this stage.
  Review:
     This stage has the best music of all the multiplayer stages, and is far
     more fun than Simple Map 3 or Inner Sargasso.

Titania:
  Limits:    Items: 8/ 2/ 2
           Weapons:19/12/12
          Vehicles: 8/ 4/ 4
     Vehicle Items: 8/ 3/ 2
  Item Locations:
     MG: North Spire Mound, South of the Mesa
         3rd (of 6) level of East Spire Mound, West of the Valley
         Ground level, between Northwest Bridge and Ramp to West Spire Mound
     GG: Center of Tunnel under South Spire Mound.
     HL: Ground level, under the Lower Southeast Bridge
         5th (of 6) level of East Spire Mound, next to the Smallest Spire.
     ML: 4th (of 6) level of East Spire Mound, Next to ramp to 5th level.
     SN: Top of South Spire Mound, North of the Spire.
         5th (of 6) level of East Spire Mound, under an outcropping.
     DS: 5th (of 6) level of East Spire Mound, Southwest corner.
     HG: 4th (of 6) level of East Spire Mound, in a tunnel.
         Center of Upper Central Bridge.
     SB: 4th (of 6) level of East Spire Mound, lower tunnel entrance.
         3rd (of 6) level of East Spire Mound, in a tunnel.
         East Spire Mound, center of the Valley
     FB: 6th (of 6) level of East Spire Mound.
     PR: Center of Lower Southeast Bridge
     ?W: Inside South Spire Mound Tunnel, near North Entrance.
         4th (of 6) level of East Spire Mound, lower tunnel entrance.
     LM: Ground level, between the West, East, and South Spire Mounds.
         Ground level, between the West, East, and North Spire Mounds.
         Ground level, South side of South Spire Mound.
         East Spire Mound, North end of the Valley
     AW: Center of Upper Southeast bridge.
         Center of the Southwest bridge.
         North Spire Mound, West of the Spire.
         5th (of 6) level of East Spire Mound.
     SH: East Spire Mound, below Upper Central Bridge.
         West Spire Mound, under the Southwest Bridge
     GH: North Spire Mound, under the East Arch
     BR: Ground level, under Upper Central Bridge.
         Ground level, North side of East Spire Mound, under an arch.
     SD: 5th (of 6) level of East Spire Mound, under an outcropping.
     BP: Center of Lower Central Bridge
         4th (of 6) level of East Spire Mound, lower tunnel entrance.
     SR: Under Lower Central Bridge
         Under Northwest Bridge
     PR: Under the Southwest Bridge
         4th (of 6) level of East Spire Mound, in a tunnel.
     NB: East Spire Mound, Between the 2 highest Spires
     CB: East Spire Mound, in the Valley
     PU: North Spire Mound, between the Spire and Mesa
     ?V: Arch next to West Spire
  Strategy:
     You can booster pack to the top of the East Spire, which is a great
     sniper roost, since it's out of range for most weapons. Aircraft have
     to aim up just to hit you there, which means they also will have to
     slow down to do it. Only problem with this is it turns the East Spire
     Mound into a shelter against such sniping, so use sparingly.
     Landmasters are quite effective here too, since most of the vehicle
     items are within reach without significant hovering. Plenty of cliffs
     to drop off to crush other players unexpectedly.
  Review:
     Though bland looking, the cliffs all over the place give jumpers like
     Peppy an advantage when being chased on foot. Plenty of variety in the
     map's features, and tons of weapons make this a great map for 4 players.

Great Fox:
  Limits:    Items: 0/0/0
           Weapons: 0/0/0
          Vehicles: 0/0/0
     Vehicle Items: 9/3/3
  Item Locations:
     SR: Under the lower west wing.
         Between the west wings.
         Between the east wings.
         Below the guns.
     GR: Above the center of the Great Fox.
     NB: Just above the guns.
         Under the lower east wing.
     PU: Between the central engine and the tail.
         In front of the nose.
  Strategy:
     Use the various protrusions on the Great Fox to lose lock-ons. Try
     to hoard all of the power-ups and bombs to stay ahead of the game,
     since they're all fairly close together.
  Review:
     I never really liked this map much, not sure why though. Maybe not
     enough narrow corridors to fly through like Space Station.
==============================================================================
Chapter 7: General-Use Tactics
==============================================================================

The game can get quite deep when played skillfully. Here's a few things to
try out.

Use type 2 if you can. Being able to move and aim at the same time is a very
nice advantage to have. Use similar configurations for other games if they
are available.

You can surf on your plane by pressing Z midflight. Combine this with
powerful infantry weapons to put up a better fight against other planes.

Hide sensor bombs around corners.

You can render the predator missile a giant heap of useless by simply pressing
Z twice when one locks onto you. For those unaware of this trick, place
predator missile on a vehicle and chase them.

Use the sniper rifles only when you have a cloaking device or barrier active.
Otherwise, you're going to need a spot outside the range of most weapons.

Taunt your foes. They may become so cross, that they'll make a mistake. Then
use your post-kill taunt on them to rub it in.

Reccomended usage of grenades is to hold it until white lines come out of it,
then throw it at something. You'll make a nice sphere of death right in front
of you, with you just outside of the blast zone. If you have a barrier, use it
to turn yourself into a smart bomb by chasing enemies while holding the
grenade.

Don't bother putting sensor bombs on planes, they're immune to them. Tanks on
the other hand will take quite a bit of damage from them.

Rolling on the ground is the best way to get a lock off of you.

Abuse the fact you don't take fall damage.

Don't be afraid of big guns if you're on foot. You get 2.5 seconds of
invincibility every time you take more than 7 damage in 1 hit. Use this to
your advantage as you own all the Homing Launcher n00bs with your blaster.

Shoot people using barriers, it will reduce the time it remains active
considerably.

In an aircraft, always have a charged shot ready, and after letting it fly,
rapid-fire to finish the target off. Substitute a nova bomb for the charged
shot if you have any.

You Jump/Hover higher if you push against a sloped surface. This is actually
very common in 3D games.


==============================================================================
Closing
==============================================================================

I hope you found this information useful. Do whatever you want with it, just
as long as you don't re-state it and claim it to be your own.

Special thanks to Avaunt_ for providing temporary hosting while I sorted
things out at GameFAQs.

EOF