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------------------------------------------------------------------------
By Jim Bickford (
[email protected])
Version1.00 6/20/98
________________________________________________________________________
CONTENTS:
REVISION HISTORY
GENERAL GAME STRATEGY
Fighting Strategy
Weapon Nuances
right arm weapons
left arm weapons
arms
back weapons
MISSION GUIDE
Mission Tree
Mission Walkthroughs
PRE-CONSTRUCTED ACS
Nine Ball
CODES
THE GREAT "PLUS" DEBATE
WISH LIST
THANK YOU FOR CONTRIBUTING
________________________________________________________________________
This FAQ is designed to give newer AC players advice (especially
for the versus and link modes), or veteran players some fresh insight
from a fellow AC enthusiast. I would love to hear anything you have to
say about this document; questions, comments, concerns, criticisms and
especially contributions ^_^ (I would love a nice ASCII title logo)! You
can even E-mail me if you just want to discuss the game itself. I will
try and respond to each E-mail I get, but I can't make any kind of
guarantee.
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<==============G E N E R A L G A M E S T R A T E G Y ==============>
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This section will give you advice that will adhere to all parts
of the game; Vs., link, and Mission.
========================================================================
F I G H T I N G S T R A T E G Y
========================================================================
The most important thing you should get down first is the
controls. Make sure you know them and can react almost unconsciously.
Fiddle around with the setup if you are new to the game and are not used
to them, however, if you are experienced, I advise against this. Reason
being, is that you will instinctively go for a button, and do something
you didn't intend to do.
The next thing you should master is situational awareness. In
other words, know exactly where you are, where your opponent is, and
generally know your surroundings. The four best ways in order of
preference are:
1. Radar
Use this to get a general idea where your opponent is. Always
keep the dot representing your opponent aligned with the top part of the
radar cross (for the most part). The only situation I can think of in
which to ignore this statement is when you are recharging your boosters,
then run like hell. Remember, yellow dot means below you, red dot same
level, blue dot above. Always try to keep an eye on the radar.
2. Lock-on window
This is used after you get a good idea of where your opponent is
with the radar. You should choose a weapon with a larger lock-on window,
such as the missile launchers so you can scope out a large area fairly
quickly. As an added bonus, you can even fire off a couple of missiles
if you wish. Before switching to a more... suitable weapon, like the
grenade launcher.
3. Booster flashes (and loudness)
This is a way that many people overlook. Anybody that's played a
link or versus game of Armored Core knows that boosters are used quite
often. Use this fact to your advantage. If you are in an especially dark
stage, this tactic is even more useful. When you use your booster, you
emit a little white trail of light. If you can see the light trail, this
makes finding your enemy much easier. Also, you can use the loudness of
the booster noise to gauge distance.
4. Enemy fire
My least favorite way to find out where my opponent is ^_^. If
you can tell where they are firing from, you can retaliate fairly
quickly. Even easier if they miss. Also useful when they hit a wall you
are behind, and you didn't know they were there.
Next, it is important to learn how to dodge your opponent's
attacks when he has fired something at you. First, and one of the most
useful (especially with missiles), is the side step evade. To do this
technique, hold down R1 (L1 has priority over R1, which is important, as
you'll see), and when you see something coming at you, tap and hold L1
for about half a second, and repeat if necessary. Make sure the timing
is correct, however.
Another way to dodge is to use the boosters. Use the boosters
and dash in any direction. Then, if the shots still hit you, dash in the
exact opposite direction, and tap the booster button again. This should
shake the bullets. And remember, another way to keep them from hitting
you is to break their lock. To do this, simply go in a direction, and
double tap the booster button. The second tap, however, hold down the
booster button, and while in the air, change directions randomly, one or
two seconds after the last direction change. Another way is to get
extremely close to your opponent, and either jump over or straight above
them, or dash to their side, and get a couple shots on them in the
process.
You can also use cover to block your opponent's line of sight.
This will prevent them from hitting you as well. And, if the stage is
dark, and they have a long ranged weapon, you can make them waste ammo
by just sitting there while they think they have a clear shot at you.
This is also useful in that you can switch weapons without fear of
retaliation ( when you switch, there is a period of time where you
cannot fire any weapons. This would usually be where my opponents love
to rush in with their MOONLIGHT laser sword, or fire their WC-GN230
grenade launcher at me ^_^).
Back weapons also have many little "quirks"; firing around walls
is another good cover method, however, if you want to do this, equip
your primary back weapon on the right side. This will allow you to fire
your right back weapon while still maintaining your cover. This
obviously means that you should always keep your radar on your left
side. This will let your fire with your right. Also, just so you know,
the order in which you cycle through your weapons is: Right Arm, Left
Back, Right Back, Right Arm. Thus, if you anticipate not using cover
much, but will be using back weapons often, put your primary back weapon
on the left.
========================================================================
W E A P O N N U A N C E S
========================================================================
Here is a description of the strengths and weaknesses of each
weapon in the game, as well as my personal rating of each weapon(1-5, 5
stars being best). The stars in parentheses with the plus or minus next
to them is the weapon's mission rating. Example: ***(+**) means that
while it is an average weapon in Vs. mode, it is great in mission
combat. This list also assumes you have all of the special parts but the
useless auto launcher and radar option parts. If your particular
opponent isn't using the missile jammer part, then add one star to all
the "missile" weapon ratings.
------------------------------------------------------------------------
R i g h t A r m W e a p o n s
------------------------------------------------------------------------
(Note: almost all arms, legs, and heads have high shell defense
ratings compared to energy weapons. I believe part of this is to offset
the only huge weakness of solid ammunition weapons, price, which is
nonexistent in Vs. mode)
*(+*)
WG-RF35 "Rifle": This is the weapon that you start with. Bad reload,
range, and power. Pass.
*(+*)
WG-MGA1 "Machine Gun": This is the weakest machine gun. I don't like
machine guns as a whole, because you need to keep your opponent in the
window for a long time. All the machine guns are good if you are doing
the "Destroy Fuel Depot" mission.
*(+*)
WG-MG500 "Machine Gun": Slightly stronger than above, but slower to
reload.
**(+*)
WG-AR1000 "Machine Gun": Double the ammo, slightly weaker, and faster
reloading than above, and more flexible.
*
WG-HG235 "Hand Gun": I really can't see using this weak weapon. Low
attack power, low reload rate, and very short range. It spreads out, but
it still has short range, and when you're at short/medium range, why not
use, say, the laser sword, or the Grenade Launcher?
***(-*)
WG-RF/5 "Sniper Rifle": It has okay attack power, and low reload rate,
but the best range in the game. Use this weapon, but be prepared to keep
your opponent back with a good knockback weapon, like the WC-GN230
grenade launcher. However, it doesn't have a good enough damage/ammo
ratio for the missions, so you couldn't kill many enemies.
**
WG-RF/P "Sniper Rifle": Same as above, but slightly more powerful, less
ammo and slower to reload. Also, the prime reason to use above, range,
is also deminished. Too few bullets to really be affective in missions.
***(+*)
WG-HG512 "Hand Gun": First of all, short range, and average attack
power. However, has decent amount of bullets for missions, and is very
useful if you are booster-happy; you can hop around and fire it easily,
with it's wide FCS window, and it does not consume energy.
*(+*)
WG-FG99 "Flamethrower": Pathetic range, okay attack power, but fun, fun,
fun to use ^_^ !!
***
WG-B2120 "Bazooka": Medium-ranged weapon with good attack power, and
decent ammo.
***(-*)
WG-B2180 "Bazooka": Slightly shorter range than above, but much more
damaging. Slower reload. However, the shots are fairly slow.
****
WG-XP1000 "Pulse Rifle": Mediocre damage, great range, and great reload
rate. Good long distance poker to keep up the pressure.
****
WG-XP2000 "Pulse Rifle": Same as above, but with more damage, ammo, and
range. However, reload is doubled.
***(-*)
WG-XC4 "Laser Rifle": Good weapon, but why use this when the KARASAWA is
almost the same thing but better?
*****(-**)
WG-1-KARASAWA "Laser Rifle": What can I say? The best hand held weapon
in the game! Great attack power, and it's an energy weapon(no good
defense ratings vs.)! Only downside is limited shots, however, this only
really affects you if you are doing a mission.
------------------------------------------------------------------------
L e f t A r m W e a p o n s
------------------------------------------------------------------------
I have very little to say about the left arm weapons but GET THE
LS-99-MOONLIGHT! Every stat (but weight and energy drain) is DOUBLE the
nearest competing sword. It takes less energy to use, and deals more
damage. Kind of a no brainer, huh ^_^?
------------------------------------------------------------------------
A r m s
------------------------------------------------------------------------
This section rates the arms that function as weapons. Note that
while all arm-weapons do add AP, they have 0(!) defense against solid or
energy rounds. Therefore you must be very careful not to get hit too
often(BTW, when I refer to "shots, I mean one press of the fire button).
****
AW-MG25/2 "Machine Gun": You only get 100 "shots", and it does 632
damage per "shot". This is a really good deal, considering it has a
reload rate of 2! The range is also decent.
***(+*)
Aw-GT2000 "Gatling Gun": This medium range weapon does 610 damage per
"shot" (less than above weapon) and has 150 "shots". It has more AP,
though. Less useful (IMHO) than above weapon in Vs., where you try for
the quicker kill, but more useful in missions, where ammo conservation
is important.
**
AW-RF105 "Cannon": I don't really like this weapon. You only get 50
"shots" however, they deal 3060 damage per "shot"! While the range is
and power are good, the rockets seem to travel very slow. So, if you
fire them far away, a skilled opponent could easily dodge these.
**(-*)
AW-30/3 "Dual Missile": This would be a really good weapon, if only the
missile jammer part didn't exist(I'd give it ****). But since it does,
the whole purpose of firing six missiles has disappeared. If your
opponent is not using the missile jammer, however, go ahead and use it
(outfit your existing AC with the light WM-S40/1 small missile launcher
to find out, it's not that heavy).
**
AW-RF120 "Cannon": Basically the AW-RF105, but with 140 more AP, 4240
damage per "shot", and slower reload.
*
AW-S60/2 "Dual Missile": This is the AW-30/3 dual missile, but more
ammo, and 1 less lock-on.
****(-*)
AW-XC5500 "Plasma Cannon": This is a good weapon. It has medium/long
range, 2481 damage per "shot", and okay reload rate. It's only flaws are
low ammo and it eats energy.
*****(-**)
AW-XC65 "Laser Cannon": 4644 damage per "shot"! a couple "shots" from
this weapon will put down almost all competition. The only flaws this
weapon has is it's limited number of "shots", and charge drain. It
travels fast, yet for some reason, seems to travel slower than the other
energy weapons.
------------------------------------------------------------------------
B a c k W e a p o n s
------------------------------------------------------------------------
***(+*)
WM-S40/1 "Small Missile": While there's nothing fantastic about this
weapon, there is also nothing detrimental to just slapping one on to
your AC if you have a couple hundred WP to burn (unless it results in
you going down one "jump class"). However, if you can put on the WM-
S40/2, (not much more weight, slightly better), go ahead and do so.
***(+*)
WM-S40/2 "Small Missile": Another "slap-on" weapon, just the same as
above weapon with 1 more lock.
**(+*)
WM-S40/4 "Small Missile": We're getting out of the "slap-ons" and into
the heavier weapons. This is not that great a weapon for just that
reason. Who wants to wait around for 4 locks?
*(+*)
WM-S40/6 "Small Missile": This weapon is terrible. I can think of a lot
of better things I could do with that weapon slot and 583 WP, can't you?
***
WM-MVG404 "Missile": This is a good weapon, but if you want to fire
missiles, go ahead and spend the extra AP and use the WM-MVG802 or WM-
L201 (which will deal much more damage in a shorter amount of time).
****
WG-MVG802 "Missile": This is an excellent weapon. They are very strong,
have good range, and a generous ammo amount. Good in Vs, unless they
have the missile jammer part, then go with the WM-L201.
****(-**)
WM-L201 "Large Missile": This weapon is just as good, not necessarily
better than the above weapon. It only requires one lock to unleash all
of it's power, which is good for those opponents who love to use (or
abuse) the missile jammer part. Good weapon to just hold down the fire
button and concentrate on dodging primarily, and getting a lock
secondary. However, this weapon kinda sucks in the missions, because of
low ammo load.
****
WM-X201 "Multi Missile": Overall, this is a balanced weapon. It only
requires one lock, and splits into six separate parts. This makes it
tough to dodge (I speak from experience ^_^). Not sure if attack power
is for all six parts devided or together (anyone have the answer?). Good
weapon for the "Repulse enemy attack" mission.
**(+*)
WM-X5-AA "Bomb Dispenser": The description of this weapon when you buy
it is somewhat misleading. It says "mines" when in reality they are a
short range shower of little bombs that explode on contact with anything
(when I first saw the description, I bought it immediately, thinking I
could plant land mines like in the "Stop Gang, "Dark Soul"" mission
^_^). This is not that useful, unless you are going up against an
opponent that charges you often, and even then, you have to switch
weapons, letting them smack you when you do, which is needless to say,
quite convenient for your opponent, them being right next to you with
their LS-99-MOONLIGHT ^_^.
**(+*)
WM-X10 "Bomb Dispenser": Same as above, but twice as many mines, and not
as useless. It might actually be worth it to try to hit them with this
every once in a while, considering the hypothetical damage you could
deal (10800!). However, even then, you are left open for a while (reload
time of 50!).
***
WM-P4001 "Dual Missile": This weapon is often overlooked, because it
fires missiles indirectly. "Oh no! I can't use it in halls!" Well, I
have used it many different times in halls. It says it fires them
indirectly because a lot of times, it fires just outside the range of
your opponent's core's anti-missile system. This makes it hard for your
opponent's core to destroy them. Also, it is harder to sidestep-dodge
them. Another positive factor of these missiles is the fact that they
fire 2 missiles with 1 lock.
***
WM-PS-2 "Triple Missile": This is the same as above weapon, but it fires
three missiles with one lock. Also, it fires upwards instead of
sideways, so if you use it in rooms with lower ceilings, the top one
will usually not hit. Still, it is a good weapon, especially in Vs.
mode.
*
WR-S50 "Small Rocket": One might call this a "slap-on", however, why use
this when you can use the WM-S40/1 or the WC-01QL, especially when they
are actually lock weapons, and not dumbfire? Yes, it has good power, but
you can't hold down the button and keep on hitting them the way you can
with the previously mentioned weapons.
*
WR-S100 "Small Rocket": If you read my review of the last weapon, you
know what's going down with this weapon. In fact it's worse (if you can
believe that ^_^). The reload is slower. Much slower.
*
WR-M50 "Rocket": Yet another crap weapon. More damage, longer range, but
travels slower.
*
WR-M70 "Rocket": Dear god, please let the pain end!!! Why in the world
would I want 20 more ammunition to fire a weapon that has such a bad
speed, reload rate, and to top it all off, DOESN'T EVEN LOCK!?!?
**
WR-L24 "Large Rocket": Notice I gave this weapon one more star. This is
because even though you may only hit your opponent once or twice with
this SLOW weapon, the payoff is actually worth it. By the way, HOW are
you supposed to hit an opponent that is 17700 units (the weapon's range)
away when you can't even see them, let alone LOCK?!?
**
WC-CN5 "Chain Gun": Until (and if) you get the "Plus" enhancement that
allows you to fire shoulder mounted weapons from a standing position,
I wouldn't use this weapon. While it has decent range, the concept
behind this weapon is off; a weapon that makes you retain a lock for a
long time, while kneeling (thus, vulnerable) is not a good idea.
*
WC-ST120 "Slug Gun": Another "spreadshot" weapon. Seriously, if you
can't hit a target within the weapon's range (8100), then get a Wide and
Shallow FCS, not a crappy weapon.
**(+*)
WC-LN350 "Linear Gun": This weapon is alright, but nothing that makes it
a step above anything you couldn't get in a hand-held weapon.
*****(-*)
WC-GN230 "Grenade Launcher": As you can see by the rating, this one of
the best back weapons in the game. If you are going for a good one-shot
spanker, this is your weapon. This weapon has a myriad of uses. First of
all, if you know an opponent is hiding around a corner or behind a
building, this weapon, with it's proximity explosion, will usually hit
them. Also, if an opponent is getting too close for comfort, dash back
and fire this off (this obviously only works if you are "Plus") as a
"knock-back" weapon. This weapon is just really great, and really fun
^_^!
**(+*)
WC-XP400 "Pulse Cannon: This is just your average energy weapon; no
really useful features, but good overall.
***
WC-XC8000 "Laser Cannon": This is a good "big boom" weapon as well. Use
this in conjunction with a solid firing weapon in your right hand.
*****
WC-O1QL "Plasma Cannon": This is the best "slap-on" weapon. It has
excellent damage, range, ammo, and reload (with the special parts).
*
WX-S800/2 "Dual Missile": Just one word: "Why?"
*****
WX-S800-GF "Dual Missile": This weapon has a deceiving name; it fire 6
missiles with one lock on! The combined damage if all 6 hit is 6720!
However, to make sure they all hit, it would be wise to jump into the
air, then fire. It is, however, heavy.
**
XCS-9900 "Multi Missile": Not that much better than firing two multi
missiles, much more heavy, and takes up two slots. Pass.
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<=====================M I S S I O N G U I D E========================>
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This will help those of you that are ailing as of what to do on
the part of the game I spend the least amount of time on (versus mode is
just so fun and challenging ^_^).
========================================================================
M I S S I O N T R E E
========================================================================
I was originally going to put a mission tree here, but it's
pretty obvious how to get which missions, either work for chrome more,
or murakumo more. I might work on a tree in the future, but right now
I've got a lot of FAQ writing and schoolwork to do. If one of you would
like to submit a mission tree, I'd be immensely appreciative (clasps
hands together and falls to knees begging "Please, Please!!" ^_^).
========================================================================
M I S S I O N W A L K T H R O U G H S
========================================================================
I will put the missions here, in order of ascending reward. I
will often use the radar in the upper portion of the screen, and will
often use directional abbr. ^_^; these are as follows:
N
N/NW N/NE
NW NE
W/NW E/NE
W E
W/SW E/SE
SW SE
S/SW S/SE
S
Mission: Attack Urban Center
Pay: ----- Difficulty: **(* to kill Valkyrie)
AC Parts: None Open or closed?: Open
When you begin, there will be some cars parked to your left. Run
over these on your way to the fray. As you walk, look up a little bit.
You should see a track of sorts, and eventually, there will be trains
that are on them. Destroy these for approximately 8000 credits. You
should be able to destroy two or three of these before you get a message
from the gaurd. If you find one in your lock, back up to a wall, stay
there, and fire. You won't even have to move; another MT (Mobile Target
^_^) will pop up in it's place (you can rack up a lot of credits this
way). At about 1:05 seconds left, you will get a message saying a
ranking AC (Valkyrie) is coming (from the west); to defeat Valk, have a
powerful weapon (WC-O1QL or WN-GN230 work well) equipped, and destroy
her. You'll get about 5000 credits for destroying her. All other enemies
are worth about 1000 credits. After the timer runs out, the mission will
end.
Mission: Remove Gun Emplacement
Pay: Parts Difficulty: *
AC: Parts: LN-SSVT Open or closed?: Open
At the start, the dropship will release you, and you will fall
to the water. As you land, dash forward and over the barrier. Now,
sidestep and circle the island, going counter-clockwise and unload on
the TURRETS only (if you really want to destroy the planes, you can, but
it is not necessary, and wastes ammo). Just keep them in your FCS window
and keep moving, and you should get through unscathed. Once you destroy
the fourth turret, the stage ends.
Mission: Prototype MT Test
Pay: Parts Difficulty: **
AC Parts: SP-SAP Open or closed?: Open
When you start, the MT will be to the west. The second MT will
drop in on the northern side, in the middle. The MT is fast, so it would
be best to pick a good one shot spanker weapon. This is a really cool
mission, 'cuz you can hone your Vs. skills here. Thus, apply the tactics
you would in a Vs mission. It shouldn't be too hard to beat the two MTs
if you have strong weapons, and a fast AC. Also, if you look closely,
you can see a pattern. Take advantage of the period when the MTs stand
still.
Mission: Stop Gamg, "Dark Soul"
Pay: Parts Difficulty: **
AC Parts: SP-AXL Open or closed?: Open
As you begin, there will be a tank close to you to your S/SE. Be
careful of the mines, sidestep dodge the missiles, and open fire upon
that tank. From there, go E/SE and the rest of the tanks will be there.
Just remember to sidestep dodge the missiles, and you should leave this
mission without too much damage. Once you destroy the last tank (there
are about 5), the mission will end.
Mission: Destroy "Plus" Escapee
Pay: 5000 Difficulty: **
AC Parts: GBG-XR Open or closed?: Open (but small)
From the very start, walk forward, and land on the little bridge
between the buildings. Here's a diagram:
==================
| |\ ===============
| | | |\
| +------------------------+ |
| Land here -> * |
| +------------------------+ |
| |\ | |
| | ===============
================== \ \
\ \
walk around like this -----------+
=========================== |
| | | |\|
|____| |____| |
| | |
| | |
|____ ____| |
| | | | |
| | | | |
=========================== |
Start\here -> | * | \|
======= <---------+
After you land on the bridge, look toward the building you started on.
Count down from, and including, the top scoffolding. Jump to the third
ledge, and walk around to the back. You will find a gold- colored
generator. Pick this up and continue on with the mission. As with most
one-on-one missions, this guy loves to jump a lot, so it is best to have
a damaging one shot weapon, or missiles. Once you destroy him, the
mission will end.
Mission: Destroy Unkown MTs
Pay: 12000 Difficulty: *
AC Parts: none Open or closed?: Closed
As soon as you start off, you will get a lock on an enemy MT.
Destroy this one and proceed forward. Soon after you will meet another
MT which you must destroy. Destroy two other MTs and round the corner.
Open a door to encounter another two. Once these have been taken care
of, proceed forward. After you open another door, destroy the two
enemies you come to to end the mission.
Mission: Eliminate Strikers
Pay: 13000 Difficulty: *
AC Parts: WL-L24 Open or closed?: Open
Right at the start of this mission, quickly kill the enemy MTs
ahead of you(just hold down fire). Then, turn around and destroy the
middle vehicle, and jump over the barrier. Collect the weapon, turn back
around, and proceed forward. As soon as you get a lock on the enemy
ahead, dash forward behind the rock, and stick your right arm out from
the cover of the rock and lay down fire on the enemy MT. Once he's
destroyed, walk out from behind the rock and proceed forward. Climb up
on top of the wooden structure and open fire upon the turret. Once you
destroy it (or the truck, once it explodes it deals enough damage to the
turret to kill it, usually), go forth and destroy the enemy AT, using
the side step evade. This will end the stage.
Mission: Eliminate Squatters
Pay: 14000 Difficulty: *
AC parts: none Open or closed?: Open
Right off the bat there should be an enemy to the SW. Sidestep
until he comes into view then destroy it. As soon as you destroy him go
N. As you are walking, there will be an enemy to the N and the W.
Destroy the turret to the N first, as the MT to the W will ignore you
for a little bit. As you go down the W-bound corridor, there will be an
MT to your left. You will be able to see him, but wait until he starts
firing at you(there is a bad polygon clipping problem here so that he
appears as though he's in front of the wall, while in reality he is
behind it). Go to where there is a choice of left and right. Go right,
and there will be an MT in the little alcove on your right, to the E.
Wait and see his pattern, then boost past the opening while shooting him
while you have a clear LOS (line of sight), open fire a little bit, and
repeat between his missile shots. Once he is dispatched, proceed S.
There is another MT to the E, this time behind the alcove. Just sidestep
and hold down fire. Destroy this MT to end the scenario.
Mission: Stop Security MTs
Pay: 17000 Difficulty: **
AC Parts: none Open or closed?: Open
As you begin the stage, you will encounter two MTs. Destroy them
using the sidestep dodge and trek forward. After this, the entire
mission is simple; just walk forward, search the sides to make sure you
don't miss any enemies, continue sidestep dodging, and once you destroy
12 MTs, the mission will end.
Mission: Worker Robot Removal
Pay: 17000 Difficulty: **(** not hit gen.)
AC Parts: none Open or closed?: Closed
The best way to not cause an explosion is to be extremely
patient, and wait until the robots are far enough from the generators.
Wait for a bit and they will stop walking toward you. Try to push them
away from the generators. However, the easiest way to complete the
mission is to open the door to the room, fire at a generator, and dash
back quickly ^_^. If you can empty one room without hitting a generator,
do the above method, and you'll only lose 2000 credits.
Mission: Reclaim Oil Facility
Pay: 18000 Difficulty: **
AC Parts: none Open or closed?: Open
As you start off, you'll get a lock on an enemy. Destroy this
one, and start sidestepping. The key to this stage is to not stop
moving. You will take damage if you do. Just keep circling, and firing
at the enemies above you. If you can't get a clear shot at an enemy,
dash away, turn, and fire. Once you destroy enough enemies, or enough
time runs out (they will "engage in support fire"), the mission will
end.
Mission: Eliminate Squatters
Pay: 19000 Difficulty: *
AC Parts: none Open or closed?: Open
There will be MTs swariming you as soon as you start this
mission. Immediately start dispatching them with the first MT your FCS
window comes upon. Once you destroy 4 of them (one of which is behind a
wall, but thanks to the clipping problem, you must wait until he is
clear of the wall), proceed SW, and destroy the MT there. Once he has
been killed, go N, until you reach another MT. Destroy this one, and go
W. There will be MTs on either side, and as usual, the clipping problem.
I'd destroy the MT to the left first. Go just far enough that it clears
the wall, and open fire. Next, kill the enemy on the right, and proceed
on through the right path. This time, there will be two MTs in plain
view as soon as you turn the corner. Kill the MT in the front first, and
dodge the second's fire as you return it. Jump up onto the top of the
alcove to the W, and across to the one S. Then aim down upon the MTs and
destroy the larger missile firing one first. Then kill the smaller
energy weapon firing one to end the mission.
Mission: Rescue Transport Truck
Pay: 20000 Difficulty: **
AC Parts: none Open or closed?: Closed
When you start, get up onto the median. This will prevent you
from hitting any cars. Proceed until you come upon a section where
another section of the tunnel "intersects" with the one you are in. As
you enter, there will be an MT to your left. Destroy it, then walk N a
bit until you get a lock on an MT. Wait until they get over to the
right, away from the truck. If they start to veer towards the truck,
stop firing. This may take a little longer, but it's worth it not to
destroy the truck. Once you destroy the two MTs, two more come from the
N. Use the same tactics on these two, and once you destroy your fifth
Mt, the scenario will end.
Mission: Destroy Fuel Depot
Pay: 21000 Difficulty: *
AC Parts: WG-1-KARASAWA Open or closed?: Open
Open the door that is in front of you, and destroy the turrets
that fire down at you if you wish (personally, I would ignore them.
There isn't that much opposition here, and you'll need your ammo). Start
firing at all the fuel tanks. Make sure you get them all, on both sides.
Go into the next room, and destroy the tanks on the ground first. Next,
get the ones hidden in the wall on both sides. After that, fire a shot
up into the ledge. After the tanks are done exploding, go up to the
ledge, and go NW. There you will find the WG-1-KARASAWA. After you have
destroyed all the tanks, you get a message confirming this. Leave the
chamber, dash from the MTs, and leave how you came.
Mission: Stop Terrorist Threat
Pay: 22000 Difficulty: **
AC Parts: none Open or closed?: Closed
This level just requires navigating. The enemies are very easy
to dodge. Here is a map to help you.
------------------------------------------------------------------------
MAP
Isaac City Sewers
+______|^|
|^| |........|
| +___|:+----+:|
|.......| |:|
|:+---+ | |:|
|:|^| | | |:|
|:| | \/ |:|
|:| | |:|
\: / |:|
,_______|:| |:|
|.........|+-----+__+:|
|:+-------+| Boss 0...|
|:| +-----+--+ |
|: =====> \/
|:|__+
|:...|
+--+:| +^+
|:| | |
|:+__________+ |
|:......0......|
| +----------+:|
| | |:|________
| | |..........+
| | +--------+:|
^ = dead end | | |:|
0 = door | | / : \
dots = trail +\/+ | * |
* = start here \___/
------------------------------------------------------------------------
----
Once you get to the boss', just keep dodging his shots using the
sidestep dodge, and fire your strongest weapons (you can even use your
laser sword if you want to).
Mission: Terrorist Pursuit
Pay: 23000 Difficulty: *
AC Parts: none Open or closed?: Closed
This level is very easy; you must chase a single MT around a
parking lot. If you can, just get in some shots on the upper floors, and
whack him good on the bottom floor, where he really can't do anything or
run anywhere.
Mission: Rescue Survey Team
Pay: 25000 Difficulty: **
AC Parts: none Open or closed?: Closed
When you begin the level, immediately dash forward, and dodge
the enemies you come across (in fact, I'd do it the whole level; there
are a LOT of enemies here, and killing them all, you'd probably run out
of bullets quickly). Go straight at the first intersection, then at the
T, go straight. You will come to a place where the current path ends,
and you must proceed right. As you exit the large room, head left. Pass
up the turn on your left, and the one on your right. You should come to
another open area. This time, you should head right as you exit it. Pass
up the next two lefts, and a right, and you'll happen upon another large
open area to the W. Just proceed forward, down an incline, and into the
white room. Destroy the gate lock, and exit the mission.
Mission: Prototype MT Test
Pay: 28000 Difficulty: **
AC Parts: none Open or closed?: Open
This level is fairly simple as long as you have strong weapons,
and use Vs. tactics. Just keep locked on, and sidestep dodge. BTW, when
the mission starts, the MT always seems to go to the left. Once you
destroy the MT, you'll get some dialogue, and the mission will end.
Mission: Recover Capsules
Pay: 30000 Difficulty: **
AC Parts: none Open or closed?: Closed
The best tactic to use in this mission is to dash and dodge. As
you begin, go forward, and proceed forward past the intersection. You
will come to a little room to your right with 6 grates on the floor. Go
past this, and drop down the hole in the floor in the next hall going
right. As you drop in, make sure your right shoulder is facing the hole,
and when you land, dodge the MTs that bar your way. You'll come to a
bend, and another grate room. Go past these and you shall find another
hole in the floor. Drop down this with your left shoulder facing the
hole. After you land, go turn right at the intersection that lies ahead,
and you'll come to a room that has a path that goes directly the
opposite direction you were coming (underneath). Once you go down this
path, you'll come to a room on your left; this room has the pod you
need; collect it and end the mission.
Mission: Exterminate Organisms
Pay: 30000 Difficulty: **
AC Parts: QX-AF Open or closed?: Closed
In the beginning, just go into the cave. Boost over the
organisms, you'll come to a branch; take the left, and then straight at
the next. You'll find that there is another branch, and another annoying
organism. Take the left branch, and got to the left at the next branch.
You'll come to a long hallway, and many rooms on the sides; don't go
into these. Just boost over the organisms, and you'll find a large room
with the queen organism. Do not kill it yet, there is an FCS over a tiny
little hill in the E/NE corner. After you get it, go ahead and unload on
the queen to end the mission.
I will soon get the rest of these missions, so hang in there!!
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This section is a section in which I will get supply some
pre-configured ACs for those of you who either
A) Need inspiration
B) Want to try someone else's AC
C) See what works for other people so you can design something similar
D) Are simply too lazy to design your own ^_^
Some of these I designed, and some of some of these are the
designs that the other ranking ravens use (some suck, others are really
good, or fun to use). BTW, please E-Mail me with your own designs! I
will provide a form for you to copy and paste at the bottom of this FAQ.
------------------------------------------------------------------------
N i n e - B a l l
------------------------------------------------------------------------
Head: HD-X1487
Core: XCL-01
Arms: AN-K1
Legs: LN-1001B
Generator: GBG-XR
FCS: QX-9009
Boosters: B-P351
Back Weapon L: WC-GN230
Back Weapon R: None
Arm Weapon L: LS-99-MOONLIGHT
Arm Weapon R: WG-XP2000
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<=============================C O D E S================================>
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Here are some codes for this game; some useful, some useless,
some controversial. Anyway, here we go...
1st person camera: Press triangle, square, and start all at once any
time during play.
Stationary camera: To make the camera stay in one place, press circle, X
(or, if you prefer the manual that came in the box's pronunciation, eks
^_^ Really! Check it out if you don't believe me!) and start all at
once at any time during play (or if you're like me, you'll do it during
test mode, at the top, in the center, and do lots of little "flybys"
across the arena ^_^).
Emblem Background: If you spent a lot of time doing your emblem, and
want to show it off or admire it, you can put it in the background by
going to the edit emblem screen and holding R1, L1, and select (me, I
made a little picture of Crono from Chrono Trigger and am proudly
displaying it on my AC. HAHA, LUMINAIRE!! Oops, sorry, I love that game.
*WARNING! SHAMELESS PLUG ALERT* In fact, I'm writing a lovely little
script and FAQ for it right now as you are reading this. I know it's
old, but it's so fun!!).
Change AC pilot name: *Note: PLEASE... DO.. NOT...USE... THIS...CODE..
WITH..PLUS...PILOTS...* Sorry, I had to put that in there because if I
didn't, I'm sure some militant AC purist who hates Pluses of any kind
(especially those masquerading as non-plus pilots) would come and split
my kneecaps if I didn't put that line in there. Well, to do it,
highlight the "AC name entry" and press L1, L2, R1, R2, right, and
square. Then press eks, er, X ^_^.
Debug code: I forget this code right, now, but it doesn't even work with
production copies of AC, so don't fret. I was just going to list it
because everyone else is".
Ride overweight ACs: Beat all missions, and you can launch overweight
ACs (frowned upon by some AC purists, though).
"Plus" pilots: Most of you probably already know this, but you can
become "Plus" if you drop below 50,000 credits. Each time you drop, you
can gain a new ability. They are as follows:
O Short-range radar built into your brain.
O Laser sword shoots beam (X as rears back blade)
O Ability to fire back weapons like WC-GN230 Grenade Launcher
from a standing position in biped legs
O Doubled Booster Energy
Before you go off saying "HOT DAMN!! I gotta be plus!!" Read the
following section...
Whew! There sure were a lot of comments in that section!
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As previously mentioned, you too, can become a "Plus" pilot.
However, are you sure you really want to? While there are many pluses,
so to speak, there are also negatives to becoming a "Plus" pilot. To
start off with, the first enhancement you get, the radar, precedes any
radar which you may equip yourself with. Thus, if you want the best
radar on your AC, it does no good. You are stuck with the built-in
radar. Pay no attention to what it says on the "Performance" ratings. It
is always going to give you about a 5800 unit radar. Second, you may
think that doubled booster energy would be a great thing, however, while
booster energy is doubled, weapon energy is not. So, when you fire, you
effectively use twice the amount of energy you would use if you were not
"plus". Think of your energy bar as being twice as long. It has been
shrunk to fit the screen. Booster energy has been proportionally
refitted to only use what it would normally use, however, energy still
uses what it normally does, and this means weapon energy has been
doubled, and energy gain has been refitted as well, so you gain energy
that you used from that weapon twice as slow.
However, this does not mean that becoming a "plus" pilot is
completely inane; it still confers the benefits of back weapon fireage
(fireage?)and laserblade shootage, with no real penalty. This can make
for some INCREDIBLE fights; I have witnessed many (double energy-
conferred) airborne fights with laser blades, flame throwers, and
GRENADE LAUNCHERS!! I have also witnessed incredible comebacks thanks in
part to the laserblade shot mentioned earlier (you can do about 3500
damage with it).
In conclusion, you really just have to weigh the pluses and
minuses together, and make the decision you think will work best for
your particular brand of playstyle (that, and whether you get called
"scrub" or "plusling" or other such flak some poor sports love to wave
in your face. Tell them all the previously relayed facts, or just
proclaim "YOUR FATE IS SEALED" and proceed to whip their ass with your
perfectly recreated 9-Ball AC, whichever comes to mind first). >8)
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Here are some things that you, the reader(yes, YOU!! ^_^), can
help me with. I would really appreciate it if you could try and fill any
of these.
O ASCII title logo
O Mission Tree Branch
O Any corrections for the Ranking Ravens' ACs.
O All those great AC designs you have in your head!
O Any miscellaneous info or strategies
O Codes I may have missed (pretty sure I got them all, though)
O Pilot logos (not sure how to implement in text, however,
maybe through coordinates and colors; I'll try to make a </pre><pre id="faqspan-2">
submission form, sooner or later)