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-------------------------------------------------------------------------------
Armored Core 2 - PlayStation 2
FAQ/Walkthrough
Version 0.30
November 2, 2000
Logo and game Copyright 2000 From Software, Inc.
This document Copyright 2000 Jeff "CJayC" Veasey
-------------------------------------------------------------------------------
Until Version 1.0, this document is exclusive to GameFAQs (www.gamefaqs.com).
Unauthorized use, copying, or distribution of this document is a violation
of copyright law.
-------------------------------------------------------------------------------
TABLE OF CONTENTS
I. Introduction and Version History
II. Basic Controls
III. Mission Walkthrough (15/36 complete)
IV. Arena Walkthrough (9/49 complete)
V. Parts Lists (5/14 complete)
VI. Game Secrets (10% complete)
VII. Administrivia
-------------------------------------------------------------------------------
=================== I. Introduction and Version History ====================
-------------------------------------------------------------------------------
Introduction
------------
Armored Core 2 is the fourth in From Software's Armored Core series, the
proper sequel to the original Armored Core from 1997. It features a fast-paced
third-person mech combat system, with an incredible amount of customization
available.
This document is based on the Japanese version of the game, but it seems
unlikely that there will be many changes from this version to the US release.
Pilot and mission names are rough translations, and probably won't be correct
for the US release, although everything else should remain the same, given
Agetec's past translations of the series.
Version History
---------------
V0.10 (10/06/00): First version: Missions 7/36, Arena 9/49, Parts 2/14
V0.15 (10/07/00): Missions 11/36, added Introduction and Basic Controls.
V0.17 (10/10/00): Parts 5/14 (Added Core, Arms, Optional Parts)
V0.20 (10/14/00): Missions 15/36
V0.25 (11/02/00): Missions 17/36 (#7 and #8)
-------------------------------------------------------------------------------
============================ II. Basic Controls ============================
-------------------------------------------------------------------------------
Default Controls
----------------
D-Pad Up: Move AC forwards
D-Pad Down: Move AC backwards
D-Pad Right: Turn AC right
D-Pad Left: Turn AC left
L1 Button: Strafe left
R1 Button: Strage right
L2 Button: Look up
R2 Button: Look down
Circle: Laser blade attack / Activate door or switch
X: Jump / Boost
Triangle: Change weapon
Square: Fire weapon
L3 Button: Activate Extension
R3 Button: Overdrive boost
-------------------------------------------------------------------------------
========================== III. Mission Walkthrough ==========================
-------------------------------------------------------------------------------
0: Training Mission
-------------------
Code Name: Wild Bird
Employer: Nerves Concord
Location: Zio Satellite City
Reward: 5,000 Cr
Mission: Destroy the enemy ACs
Walkthrough:
This is your training mission, and it should be a piece of cake. Just
go down the tunnel, taking out each AC as you reach it. Simple. The leader
is a little tougher, so you may want to switch to missiles to speed things
along.
1: MT Suppression
-----------------
Code Name: Bad Boys
Employer: Zio Matrix
Location: Bundle MT Factory
Reward: 27,000 Cr
Mission: Destroy the prototype MT's at the Bundle MT factory.
My Recommended Equipment:
Starter AC, no upgrades.
From's Recommended Equipment:
ELC-MLK0303 (Legs)
Walkthrough:
This one's pretty simple, really. Head west to open the A block door (stand
in front of a door and press Circle to open it). Walk down the hall, open the
next door, and proceed to take out all the ball-shaped MTs within. Each will
take about five shots from your standard rifle to destroy. There are 10 in
this first room, so just sidestep and shoot to take them out.
After destroying the first 10, the block B gates will be unlocked, so head
east and take out the next 8 in block B. The gate to block C is now unlocked,
so go to the southwest gate in block B to head there. 10 more MTs reside in
block C, so take them out as well to complete the level.
The only real dangers in this level are running out of ammo or taking a bit
too much damage (which both come out of your reward money, don't forget). So,
just conserve your ammo and don't just stand there and get shot and you'll be
fine.
2: Eliminate Informer
---------------------
Code Name: Cat Tale
Employer: LCC
Location: Falna Crater
Reward: 30,000 Cr
Mission: Kill the informer
My Recommended Equipment:
Starter AC, no upgrades.
From's Recommended Equipment:
ERM-TE3000 (Back Unit)
Walkthrough:
This is a very quick and simple (or difficult) mission. You're bound to get
beat up, but your objective can be accomplished in about 30 seconds.
The informer is trying to get away in a truck. He begins surrounded by
several ACs on the other side of the hill in front of you, and you'll recognize
the truck on radar as being lower than you (yellow). Concentrate only on the
truck, and don't bother firing on the enemy forces. A few quick rifle blasts
will take it out and end the mission.
If you're taking a lot of hits, use your booster to either dodge quickly or
jump. The enemy AC's have a hard time following you when you go airborne, so
it's handy to get up there when things get too hot.
3: Defend the Bridge
--------------------
Code Name: Scrambled Egg
Employer: LCC
Location: Old Bridge
Reward: 28,000 Cr
Mission: Eliminate all Zio Matrix ACs
My Recommended Equipment:
Starter AC, no upgrades.
From's Recommended Equipment:
EWG-RF-MI5 (Arm Unit R)
Walkthrough:
Inside the crust of Mars, it's kind of hot. Very hot. You'll need to take
care not to overheat and cripple yourself by getting hit too much. Not only
that, but the bridge over the lava tends to collapse in certain areas, which
can make things difficult.
The Zio ACs are very weak, luckily, and only require a few shots of the rifle
or three small missiles to take down. Unfortunately, there are a lot of them,
and they like to rush and encircle you on that first bridge platform where you
start. Keep your wits about you, keep moving (but stay on that platform), and
take out the first wave that you see.
Once they're out of the way, jump forward (east) onto the next platform. You
should then jump to the next east platform far enough to where you're next to
the overhang in the middle of the bridge. Two more ACs will pop out, but they
should be simple to kill at this point to end the mission.
If you happen to step on a section of the bridge that breaks, immediately hit
your boosters. The lava is quickly fatal, but you can recover from a fall in
mid-air if necessary.
4: Attack Rektena Installation
------------------------------
Code Name: Fire Fly
Employer: Emeraude
Location: Scolle Energy Plant
Reward: 34,000 Cr + Up to 3200 bonus for destroying guns and planes
Mission: Destroy the Zio Matrix energy collection facility and all collectors
My Recommended Equipment:
Starter AC with EWG-MGA2 as Arm Unit R.
From's Recommended Equipment:
EWG-MGA2 (Arm Unit R)
Walkthrough:
Right when you start the mission, four planes will attack you from the air in
waves of two. Concentrate on taking them out first, as they'll never let you
go otherwise. The turrets can be taken out from a distance with three or four
small missiles, which then just leaves the facility and the collectors, which
you can destroy at your leisure. Just be sure not to stray outside of the
mission area before you destroy the collectors.
5: Remove Disorder Units
------------------------
Code Name: Silent Show
Employer: LCC
Location: Underground Railway
Reward: 46,000 Cr
Mission: Destroy all Disorder Units
My Recommended Equipment:
Starter AC with EWG-MGA2 as Arm Unit R.
From's Recommended Equipment:
ZHD-2000/SV (Head)
Walkthrough:
This mission begins with your first FMV clip. Woohoo!
You'll immediately see tons of Disorder drones. They can be taken out with
your machine gun, small missiles, or even your laser blade (to conserve ammo).
Watch you enemy remnants gauge (turn it on in the Garage under Change Panel) to
check your progress. You actually need to be more concerned with your ammo
than with your armor in this stage, considering how weak the enemies are and
their sheer number. Small missiles work great at picking them off far down the
tunnel, just keep an eye on your "Hit" status indicator to make sure you're
actually getting them.
6: Capture Cargo
----------------
Code Name: Worker Bee
Employer: Emeraude
Location: Transit Speedway T20
Reward: 42,000 Cr
Mission: Destroy Zio Matrix transport vehicle, capture cargo if possible
My Recommended Equipment:
Starter AC with ZLF-A3/CARM as Legs, GR-XR/15000 as Generator.
From's Recommended Equipment:
ECM-XR00 (Core)
Walkthrough:
The hardest part about this mission is catching up to the transport, so
you'll need a fast set of legs. Even then, you'll need to use your overdrive
boost a few times to catch up and stay in the battle. Once you're close enough,
take out the two escorts and the two turrets with your rifle, and the transport
will come to a crashing halt.
However, you're not done yet. A Disorder unit will pop out of the transport,
and you'll need to take it down. Just stay back, swich to small missiles,
strafe and fire. It will take a few hits to bring down, and its laser cannons
are lethal if you get hit by them too many times.
7: Defuse Explosives
--------------------
Code Name: Big Souvenir
Employer: Emeraude
Location: Howard Marine Base
Reward: 43,000 Cr
Mission: Collect and defuse all explosives at the base
From's Recommended Equipment:
ZLR-EE/STOL (Legs)
Walkthrough:
The first thing you should do is take out the all of the incoming
flamethrower bots that are hovering overhead. From there, you can begin the
mission proper. You do have a very limited amount of time (about two minutes)
to complete the mission, so time is of the essence.
One very important thing to note is that falling into the water will
instantly end the mission, so make sure you stay on top of the platforms.
The first bomb is located on the same platform where you started, and the second
is on the platform in front of you and to your left, which you can make it to
without a jump.
Next, jump up to the platform in the middle of the "L" you started on. There
are two more bombs up here, guarded by stationary flamethrower units. Keep
your distance, and take them out, then grab the bombs. The final bomb is
located on a separate island, but first take out the flamethrower before
jumping over there.
8: Defend Arden River Lab
-------------------------
Code Name: Honeymoon
Employer: Zio Matrix
Location: Aeden River
Reward: 40,000 Cr
Mission: Destroy all Zio Matrix attackers, defend the base
My Recommended Equipment:
Starter AC with ZLF-A3/CARM as Legs, GR-XR/15000 as Generator.
From's Recommended Equipment:
ZHD-8008/S (Head)
Walkthrough:
A fun, fast-paced mission. Basically, concentrate on the fast-moving ground
forces first, and then worry about the aerial choppers and the non-firing
carriers. You can actually take out all of the ground-based forces with your
laser blade, which will save you ammo for the choppers, which can get very
pesky. Not too tough, just hit 'em quickly and you'll be fine.
9: Airport Defense
------------------
Code Name: Sweet Sweet
Employer: LCC
Location: Bilfeel Spaceport
Reward: 48,000 Cr
Mission: Protect the spaceport and landing ship from destruction
My Recommended Equipment:
Starter AC with ZLF-A3/CARM, GR-XR/15000, EWG-MGA2, DOX-125 (FCS), EWM-S608
(Back Unit)
From's Recommended Equipment:
DOX-125 (FCS)
Walkthrough:
The spaceport is initially under attack by slow-moving fighters. You'll
want the extra missiles and faster lock-on that the DOX-125 and EWM-S608 provide
for this mission. The planes can be taken out by two missiles each, and there
are three waves of six planes that first must be destroyed.
The fourth wave consists of four planes and a large bomber. Take out the
planes, and then jump to the top of the spaceport so you'll be close enough to
the bomber to target it. With each pass, fill it with two missiles, and follow
up with a barrage of machine gun fire to finish it off.
If you're running out of ammo (which you shouldn't with the extra missiles),
you can use (O button) the supply truck to re-load.
10: Development District Rescue
-------------------------------
Code Name: Useful Bird
Employer: Zio Matrix
Location: Maela Base
Reward: 38,000 Cr
Mission: Destroy all Disorder units
My Recommended Equipment:
Starter AC with ZLF-A3/CARM, GR-XR/15000, EWG-MGA2, DOX-125, EWM-S608
From's Recommended Equipment:
ZHD-2000/SV (Head)
Walkthrough:
This is a simple "shoot everything that moves" mission. It's not hard to
complete, but with so many Disorder units around, you're going to take heavy
AP losses and use a ton of ammo.
Use your laser sword when you can, and save your ammo for when you're
advancing on groups of enemies further from you.
11: Transportation Train Escort
-------------------------------
Code Name: Time Keeper
Employer: Baleena
Location: Schiaparelli Railroad Terminal
Reward: 45,000 Cr
Mission: Protect the train engine and cargo from destruction
My Recommended Equipment:
Starter AC with ZLF-A3/CARM, GR-XR/15000, EWG-MGA2, DOX-125, EWM-S608
From's Recommended Equipment:
EWM-S608 (Back Unit)
Walkthrough:
This one's fairly simple, assuming you went through Mission 10 unscathed.
Jump on top of the large building, and take out the wing of six fighters. Once
they're out of the way, the train will arrive at the station. Two more
fighters will attack, along with your first named enemy AC, Catastrophe.
He's a piece of cake, as he's solely intent on destroying the train. Take
him out with your machine gun, then polish off the two planes if they're still
around.
12: Secret Information Protection
---------------------------------
Code Name: Shadow Shadow
Employer: Emeraude
Location: Tarrent Underground Factory
Reward: 36,000 Cr (all up-front)
Mission:
My Recommended Equipment:
Starter AC with ZLF-A3/CARM, GR-XR/15000, EWG-MGA2, DOX-125, EWM-S608
From's Recommended Equipment:
GPS-VN2 (Generator)
Walkthrough:
Watch FMV #2... then prepare for battle...
This is a nice simple room-by-room fight. Enter a room, take out all the
attackers, go to the next room, repeat. If you get to a locked door, blast the
control panel next to it to open it.
Once you've gone through and cleared out the first level, go back to the
elevator and activate it to head down. Take out the final two enemies, go
through the only unlocked door, and then meet the Frighteners in a cutscene.
13: Ground Troop Attack Obstruction
-----------------------------------
Code Name: Burglar Alarm
Employer: Emeraude
Location: Great Bridge
Reward: 48,000 Cr (6000 up-front)
Mission: Destroy all LCC forces
My Recommended Equipment:
Starter AC with ZLF-A3/CARM, GR-XR/15000, EWG-MGA2, DOX-125, EWM-S608,
EWR-L24 (Back Unit), BRLT-B10000 (Back Unit)
From's Recommended Equipment:
BRLT-B10000 (Back Unit)
Walkthrough:
Like shooting ducks in a barrel, as the enemy ACs will come up in rows of
two. The instant you get sight of them, start unloading your large rockets into
them. Once they get close, switch to machine gun and laser blade to finish
them off.
After three waves of ground troups, two airplanes will attack, and machine
gun fire will suffice here. Finally, two last waves of ground troops will
close in, who should be simple at this point.
Whenever you hear a warning from your forces to clear the area, it's a good
idea to clear the area. They'll be launching a very large missile attack at
the incoming enemy forces, and if you're in the way, you'll be hit as well.
14: Water Refining Facilities Destruction Obstruction
-----------------------------------------------------
Code Name: First Aid
Employer: LCC
Location: Pax Water Plant
Reward: 52,000 Cr
Mission: Destroy the reactor core control device
My Recommended Equipment:
Starter AC with ZLF-A3/CARM, GR-XR/15000, EWG-MGA2, DOX-125, EWM-S608,
EWR-L24, BRLT-B10000, ZHD-8008/S (Head)
From's Recommended Equipment:
ERM-TE3000 (Back Unit)
Walkthrough:
First, clear out the four MT's in the room directly in front of you (one
large rocket shot should finish each one quickly). Take a right from the room,
take a left at the hallway, and go down to the next level. Turn around and
take a left, but be careful to stay close to the walls. The middle of the
floor will break and drop you into lava if you go on it. From there, go
through the four rooms on this level in a circle, taking out the MTs you meet
and turning on each cooling unit (stand in front of it and hit the circle
button).
Once the fourth cooling system is on, backtrack two rooms to return to the
hallway leading down to the next lower level. From there, hang a right, taking
out the MTs as you go. There are two more cooling devices on this level in
side rooms off of the main loop, so hit both of them. At this point, there
should be one enemy left on your radar, and he's with the reactor core.
Your final enemy is an Disorder AC, who's got energy weapons and some fast
moves. Just keep your distance, fire your rockets and machine guns, and you
should come out the victor.
15: Submarine Base Assault
--------------------------
Code Name: Special Delivery
Employer: Emeraude
Location: Reeble Seabed Building
Reward: 57,000 Cr + Container Bonus
Mission: Destroy the base and as much equipment as possible
My Recommended Equipment:
Starter AC with GR-XR/15000, DOX-125, EWM-S608, EWR-L24, BRLT-B10000,
ZHD-8008/S, EWG-MGSAW (Arm Unit R)
From's Recommended Equipment:
EWG-XP1500 (Arm Unit R)
Walkthrough:
On the first floor, feel free to take out as many cargo containers as
possible. Use your laser blade to conserve ammo. Once you're done there, head
down the elevator to the lower level. As the doors open up, take out the four
sentinels before going into the room, and then destroy the two electrical
pipes on either side of the room. Failure to do this will make the floor of
the room deadly.
As you explore, use the map to find out where to go. If you head straight
north, you'll encounter another water-leak room and a dome full of containers
and MTs. Be careful when blowing up green containers, as they can either
explode or coat your AC with radar-dampening particles for a few minutes. Just
shoot through any broken doors you see to move past them.
After going north, back-track and head down the eastern corridor. Take out
the reactor in the far southeast room (careful about the floor, it's
electrified), and then backtrack to the room you first left the elevator onto.
Jump up to the second level and go through the door. Go down the hall to
another reactor room, destroy it, and then to through that door to your final
target. There's a gas cylinder room here. Open the door, but don't enter the
room. Bust open one cylinder, and then turn around and get out of there.
Make your way back to the elevator and head up to the top level to meet a
new Frightener, who you should be able to dispatch fairly quickly. About three
large rockets should finish him off, if you can get him to sit still long
enough.
16: Victim Rescue
-----------------
Code Name:
Employer: Zio Matrix
Location: Arka Special Environment Area
Reward: 46,000 Cr
Mission: Recover the mineral pod, and the trapped crew if possible
My Recommended Equipment:
Starter AC with GR-XR/15000, DOX-125, EWM-S608, EWR-L24, BRLT-B10000,
ZHD-8008/S, EWG-MGSAW (Arm Unit R)
From's Recommended Equipment:
SP-ENE-SCR (Optional)
Walkthrough:
More Disorder units... Fun. This is a get-in, run-fast mission. Enjoy
the ride down, then immediately head to the open doorway and jump on the
conveyor. Don't even bother firing at the units you see on the way.
At the end of the tunnel, head to the furthest room on your left to find the
crew and the pod. And that's it. You can complete this mission without
firing a shot. :)
17: Arden River Invasion
------------------------
18: Radar Base Invasion
-----------------------
19: Radar Base Destruction
--------------------------
20: Ground Weapon Attack Obstruction
------------------------------------
-------------------------------------------------------------------------------
=========================== IV. Arena Walkthrough ===========================
-------------------------------------------------------------------------------
========================
=======PILOT LIST=======
========================
Rn Name AP OF DF MO AM PR CR
----------------------------------------------
50 YOU (Initially) 6 2 4 4 2 1 N/A
49 Light Seeker 4 1 5 6 1 1 2000
48 Hustler Two 6 2 5 5 1 1 2500
47 Living Dead 6 1 5 5 10 1 3000
46 Splurge 4 1 4 8 1 1 3500
45 Tomboy 4 1 5 8 1 1 4000
44 Phaethon 8 1 5 5 2 1 5000
43 Venom 6 2 5 6 1 1 5500
42 Werehound 4 1 5 6 3 3 6000
41 Grudge 4 2 5 8 1 1 6500
40 Psychedelic 4 2 5 6 1 1 7000
39 The Engineer 4 1 5 8 2 1
38 Prohpet 8 5 6 4 1 2
..
1 Ares 6 8 5 5 1 5
===========================
=======ARENA BATTLES=======
===========================
49: Light Seeker
My Recommended Equipment:
Starter AC, no upgrades.
From's Recommended Equipment:
ELC-MLK0303 (Legs)
Hints:
Shouldn't be too much of a test for you. This AC just runs around and shoots,
very bad control, pretty weak armor. You can take out this AC before you
upgrade, which should be good for some easy money.
48: Hustler Two
My Recommended Equipment:
Starter AC, no upgrades.
From's Recommended Equipment:
ELC-MLK0303 (Legs)
Hints:
Another basic AC, although this one has missiles. It's pretty much evenly
matched with you, but your piloting skills should leave you the clear victor
without you needing to upgrade from the basic AC first.
47: Living Dead
My Recommended Equipment:
Starter AC with EWG-MGA2 as Arm Unit R.
From's Recommended Equipment:
EWM-S608 (Back Unit)
Hints:
The first real challenge you'll face, this AC is fast and has an EWG-MGSAW
which, once locked on, will slowly whittle down your health. You can't win
going head-to-head against this AC with a rifle, as he's faster than you and
has a huge supply of ammo. I recommend purchasing an EWG-MGA2, which is a
more powerful machine gun that can take him down insanely quickly.
If you want to be cheap (and who doesn't), pick the Abandonded Highway as
your battle map, get on top of one of the elevated roads, and blast away. The
AC's lock-on attacks will frequently miss, and you can just snipe to your
heart's content.
46: Splurge
My Recommended Equipment:
Starter AC with EWG-MGA2 as Arm Unit R.
From's Recommended Equipment:
ELB-5005B (Legs)
Hints:
A flying mech a rifle and a basic missile launcher. Sounds frightening, but
he's not too tough. Thanks to the pilot's poor flying skills, you should be
able to take this guy out without too much trouble. If you are having trouble,
investing in a good machine gun will quickly swing the battle in your favor.
45: Tomboy
My Recommended Equipment:
Starter AC with EWG-MGA2 as Arm Unit R.
From's Recommended Equipment:
ELB-RF-MI5 (Arm Unit R)
Hints:
She's a standard model with a faster rifle than your initial model. Never
stand in one place with her, just keep moving. Her shots will quickly overheat
your AC, which will destroy your AP in nothing flat. You can, however, outlast
her ammo by constantly dodging. Once she's dry, move in for the kill at your
leisure.
44: Phaethon
My Recommended Equipment:
Starter AC with EWG-MGA2 as Arm Unit R.
From's Recommended Equipment:
EBT-V55 (Booster)
Hints:
This AC is equipped with just a basic rifle, but he's also carrying some
rockets that pack quite a punch. You'll want to avoid long-range combat and
stick closely to him. He's also carrying an energy shield, which means that
he doesn't have a laser blade on him. You can beat him without upgrading if
you play it smart.
One smart way to fight here is to run him out of ammo. He has 40 small
rockets and 180 rifle shots, which will take a few minutes to use up. Pick
your cover well, and conserve your own ammo, as he's got very heavy armor. I
suggest keeping cover, ducking out to draw his fire, then ducking back in.
43: Venom
My Recommended Equipment:
Starter AC with EWG-MGA2 as Arm Unit R, ZLF-A3/CARM as Legs, GR-XR/15000 as
Generator.
From's Recommended Equipment:
EEX-AM45 (Extension)
Hints:
This AC is stuck on the ground, so find youself a perch and just hang out.
He's got a shotgun as his main melee weapon, and he just loves to rush you with
his laser blade, so keep you distance and neither one will be able to do too
much damage. The shotgun is a spreading weapon, and is very weak at longer
ranges. Staying on your perch is essential until you've worn him down somewhat.
42: Werehound
My Recommended Equipment:
Starter AC with EWG-MGA2 as Arm Unit R, ZLF-A3/CARM as Legs, GR-XR/15000 as
Generator.
From's Recommended Equipment:
EWG-BZ-B1100 (Arm Unit R)
Hints:
This AC is very fast and very agressive. Use this to your advantage. He'll
waste ammo on any shot he thinks he has on you, so just take cover and draw his
fire until he's out of rounds. On the Abandonded Highway stage, you can
actually just stay on top of the tall building for a few minutes and watch him
use up all his ammo in just a few minutes.
He's very quick and tends to hop all over the place, so be careful with your
own ammo. If you run out, it'll be quite tough to track him down with your
melee weapon.
41: Grudge
My Recommended Equipment:
Starter AC with EWG-MGA2 as Arm Unit R, ZLF-A3/CARM as Legs, GR-XR/15000 as
Generator.
From's Recommended Equipment:
ZEX-RS/HOUND (Extension)
Hints:
This AC comes packing middle missiles and a pulse rifle, which means that
you're not going to want to get close to him at all. He can lock four missiles
on you at once, but he's only got 24 of them.
Once his missiles are gone, you should be able to go toe-to-toe with him.
If you're feeling dirty, fight him near the edge of the stage. His movements
are so erratic that he just might fly off of the stage, giving you a win.
40: Psychedelic
My Recommended Equipment:
Starter AC with EWG-MGA2 as Arm Unit R, ZLF-A3/CARM as Legs, GR-XR/15000 as
Generator.
From's Recommended Equipment:
ZLS-T/100 (Arm Unit L)
Hints:
He's armed with a multi-missile and a shotgun, which translates to "Keep Your
Distance". The multi-missile, if you haven't seen it before, will split into
four and home in on you. After just two hits, your AC will be so hot it'll
just start melting, so the important thing is not to get hit at all.
The only good thing is that he doesn't have a ton of ammo, so you can play
the waiting game or go at him from a good distance once those missiles are gone.
-------------------------------------------------------------------------------
============================== V. Parts Lists ==============================
-------------------------------------------------------------------------------
==================
=======HEAD=======
==================
Model Cost E WT ED AP DP CA ED T S SC AB H M N B SI CL
--------------------------------------------------------------------------------
ZHD-GE/OHR 25700 Z 114 350 745 300 360 120 R F 1200 240 2 N N Y 60 22
EHD-NIGHTEYE 49700 E 197 680 840 332 498 460 D F 1020 396 1 P N Y 0 80
EHD-GARD 19300 E 156 405 597 276 1094 80 R M 240 1070 1 N N Y 18 47
ZHD-06/RW 30500 Z 253 480 945 254 337 390 S M 1420 195 1 A N N 0 577
EHD-ONE-NT 52400 E 188 982 720 349 398 540 S M 660 332 3 A Y Y 18 102
ZHD-8008/S 41500 Z 179 431 922 274 347 635 D F 1160 231 5 P Y N 24 164
ZHD-AG/TURRET 44700 Z 197 538 1000 359 780 40 S F 1200 660 3 N N N 0 54
ZHD-MO/EGRET 89000 Z 204 308 898 322 510 498 D F 900 420 3 P Y Y 10 62
ZHD-2000/SV 38400 Z 131 1045 784 297 376 480 D M 1740 202 2 A Y Y 32 32
EHD-DOME 52100 E 294 457 966 400 312 160 S F 1420 170 4 N Y Y 0 242
EHD-WACS 73300 E 145 611 698 222 348 770 D M 480 300 4 P Y Y 12 98
Model DS DE R RR t RI
--------------------------------
ZHD-GE/OHR 155 145 N --- - --
EHD-NIGHTEYE 177 155 Y 300 S 80
EHD-GARD 160 116 N --- - --
ZHD-06/RW 121 133 Y 270 S 72
EHD-ONE-NT 184 165 Y 340 S 66
ZHD-8008/S 133 141 Y 475 S 42
ZHD-AG/TURRET 201 158 N --- - --
ZHD-MO/EGRET 169 153 Y 398 S 56
ZHD-2000/SV 136 161 Y 280 S 70
EHD-DOME 142 258 N --- - --
EHD-WACS 118 104 Y 570 S 16
Model: Model Name
Cost: Cost to buy/sell in credits
E: Enterprise (Z = Zio Matrix, E = Emeraude)
WT: Weight
ED: Energy Drain
AP: Armor Point
DP: Defensive Point (Defensive Shell + Defensive Energy)
CA: Computer Ability
ED: EDPS
T: Computer Type (R = Rough, D = Detailed, S = Simple)
S: Computer Sex (F = Female, M = Male)
SC: System Control
AB: Auto Balancer
H: Hacking Function
M: Map Type (N = No Memory, P = Area & Place Name, A = Area)
N: Noise Canceler (Y = Provided, N = None)
B: Biosensor (Y = Provided, N = None)
SI: Sensor Interval
CL: Cooling
DS: Defensive Shell
DE: Defensive Energy
R: Radar Function (Y = Provided, N = None)
RR: Radar Range
t: Radar Type (S = Standard)
RI: Scanning Interval
==================
=======CORE=======
==================
Model Cost E WT ED AP DP MAXW MG MR OP OB OBP OBE LT CL
-------------------------------------------------------------------------------
ECM-XR00 62200 E 1100 1055 2640 969 3322 48 64 11 151 2800 18000 2400 343
ZCX-F/ROOK 99800 Z 1016 1083 2870 1090 3170 0 0 16 121 2460 20000 3000 442
ECL-ONE 89000 E 754 1320 2320 860 2915 42 48 16 190 2820 22000 2400 273
ZCH-GR/I 74000 Z 1322 973 3164 1165 3690 0 0 10 143 2400 20000 4200 497
Model DS DE
----------------------
ECM-XR00 504 465
ZCX-F/ROOK 548 548
ECL-ONE 442 418
ZCH-GR/I 588 577
Model: Model Name
Cost: Cost to buy/sell in credits
E: Enterprise (Z = Zio Matrix, E = Emeraude)
WT: Weight
ED: Energy Drain
AP: Armor Point
DP: Defensive Point (Defensive Shell + Defensive Energy)
MAXW: Maximum Weight
MG: VS MG Response
MR: VS MG Range
OP: Option Slots
OB: Overdrive Boost
OBP: Overdrive Boost Power
OBE: Overdrive Boost Energy Drain
LT: Limit Time
CL: Cooling
DS: Defensive Shell
DE: Defensive Energy
==================
=======ARMS=======
==================
--Hand Arms--
Model Cost E WT ED AP DP DS DE ES MA HR CL
---------------------------------------------------------------
EAN-50 14800 E 1056 881 1630 625 310 315 80 256 7 299
ZAN-414/SLA 23800 Z 1400 1510 1702 615 226 389 110 280 6 112
EAN-CEX 19500 E 1238 1396 1684 691 340 351 100 279 6 140
EAN-2112 24200 E 1243 920 1733 662 402 260 100 288 7 132
EAN-02-BG 57000 E 887 855 1654 572 294 278 90 264 7 212
ZAN-303/S 36500 Z 698 793 1570 393 192 201 135 276 4 751
EAN-1111 48800 E 906 932 1492 620 312 308 90 284 6 145
ZAN-707/E 44000 Z 1684 1278 1930 850 448 402 100 288 7 337
EAN-MWZ 30500 E 1527 1100 1870 757 383 374 96 276 6 285
ZAN-004/B 62600 Z 2020 1420 1990 833 315 518 110 300 10 168
ZAN-AX/VISE 34700 Z 1490 1694 1587 653 337 316 130 282 3 194
EAN-MHKS 57000 E 1790 1373 1720 819 496 323 84 330 7 456
Model: Model Name
Cost: Cost to buy/sell in credits
E: Enterprise (Z = Zio Matrix, E = Emeraude)
WT: Weight
ED: Energy Drain
AP: Armor Point
DP: Defensive Point (Defensive Shell + Defensive Energy)
DS: Defensive Shell
DE: Defensive Energy
ES: Energy Supply
MA: Movement Ability / Reaction Control
HR: Homing Reaction
CL: Cooling
--Weapon Arms--
Model Cost Type E WT ED S AP ATP AMO T A$ AH RNG L RT UDR CL
------------------------------------------------------------------------------
EAW-MG-03 58500 MachG E 1530 85 P 1182 211 300 S 47 56 440 1 10 - 244
EAW-BZD 67700 Bazka E 1325 109 N 1550 1660 40 S 239 275 465 1 55 - 117
EAW-DC10 127800 GrenL E 1733 240 N 1114 2777 20 S 1210 776 699 1 90 - 42
ZAW-XP/T9 82100 PulsR E 1900 491 W 975 820 48 E - 82 680 1 24 3817 298
ZAW-LC/NPM 94000 LasrC E 1830 820 N 1200 1611 36 E - 24 415 1 74 9240 154
EAW-H801 116000 SmMsl E 2148 420 S 1176 1025 48 S 830 500 450 1 46 - 106
EAW-5604 99000 SmMsl E 1275 377 S 1310 780 80 S 140 145 450 4 41 - 187
Model: Model Name
Cost: Cost to buy/sell in credits
Type: Weapon Type
E: Enterprise (Z = Zio Matrix, E = Emeraude)
WT: Weight
ED: Energy Drain
S: Weapon Sight (W = Wide and Shallow, P = Special, N = Narrow and Deep,
S = Standard)
AP: Attack Power
AMMO: Ammo Count
AT: Ammo Type (S = Solid)
A$: Ammo Price
AH: Ammo Heat
RNG: Range
L: Maxiumum Lock
UDR: Used Drain
RT: Reload Time
CL: Cooling
==================
=======LEGS=======
==================
Model Cost T E WT ED AP DP MW SP RR STB TRN WE J BR CL
-------------------------------------------------------------------------------
ZLN-XXO/TP 25000 2 Z 1888 1844 3050 966 4954 274 1007 1077 440 563 Y 100 454
ZLN-XAI/FA 53700 2 Z
ELN-20002AT 35000 2 E
ELN-02A 39000 2 E
ZLN-EKI/SRRT 46700 2 Z
ZLN-WA02/SS 72000 2 Z
ZLN-2A/GR 45600 2 Z
ELN-STVM 65000 2 E
ZLN-9001/A 54200 2 Z
ELB-A1001 18000 B E
ZLB-3322/OP 32200 B Z
ELB-5005B 30200 B E
ZLB-7744/VAT 41000 B Z
ZLF-TRO5/INT5 63000 4 Z
ZLF-A3/CARM 37000 4 Z
ELF-DEX-2F 42000 4 E
ELF-SOC61 84200 4 E
ELF-XX33 78700 4 E
ZLC-M2/PIKE 36000 T Z
ELC-MLK0303 15000 T E
ELC-DISI 59000 T E
ELC-HTT0808 25700 T E
ZLR-K196/RJ 31000 H Z
ZLR-EE/STOL 49000 H Z
ZLR-TII/BUD 84000 H Z
Model DS DE
---------------------
ZLN-XXO/TP 504 462
Model: Model Name
Cost: Cost to buy/sell in credits
T: Leg Type (2 = 2 Leg, B = Back-Leg, 4 = 4 Leg, T = Tank, H = Hover)
E: Enterprise (Z = Zio Matrix, E = Emeraude)
WT: Weight
ED: Energy Drain
AP: Armor Point
DP: Defensive Point (Defensive Shell + Defensive Energy)
DS: Defensive Shell
DE: Defensive Energy
========================
=======ARM UNIT R=======
========================
Model Cost Type E WT ED S AP AMMO AT A$ AH RNG L UDR RT DR
-----------------------------------------------------------------------------
ZWG-RF/37 11100 Rifle Z 405 6 W 203 180 S 20 91 467 1 - 33 -
EWG-RF-MI5 28500 Rifle E 325 10 W 277 150 S 50 138 600 1 - 30 -
ZWG-SRF/8 41000 SnipR Z 610 4 P 521 80 S 90 93 1000 1 - 44 -
EWG-SRF-9 56000 SnipR E 505 6 P 608 60 S 100 132 910 1 - 52 -
EWG-MGA2 38900 MachG E 706 4 P 105 450 S 18 28 315 1 - 5 -
ZWG-AR/K 51100 MachG Z 400 70 P 91 300 S 15 26 300 1 - 3 -
EWG-MGSAW 44500 MachG E 590 4 W 65 1000 S 10 32 350 1 - 5 -
EWG-HG-SI 17000 HandG E 198 36 W 175 100 S 66 132 280 1 - 20 -
EWG-HG-ART 31000 HandG E 146 52 W 193 75 S 85 255 248 1 - 25 -
EWG-BZ-B1100 43300 Bazka E 1180 72 P 1430 40 S 164 374 470 1 - 65 -
ZWG-BZ/555 50000 Bazka Z 1010 38 N 2040 30 S 185 453 435 1 - 75 -
EWG-GS970 32000 ShotG E 680 37 S 142 48 S 118 25 405 1 - 48 -
EWG-GSH8 73000 ShotG E 533 54 S 188 36 S 142 36 380 1 - 55 -
EWG-XP1500 45000 PulsR E 125 256 P 248 120 E - 46 395 1 1150 18 -
ZWG-MG/ENE 77200 EMacG Z 950 160 P 122 300 E - 8 340 1 680 5 -
EWG-HC-RAW 45000 HndRc E 990 27 N 1445 36 S 140 288 900 0 - 43 -
EWG-FTG500 68500 Flame E 1250 9 S 235 800 S 10 167 48 0 - 3 -
Model: Model Name
Cost: Cost to buy/sell in credits
Type: Weapon Type
E: Enterprise (Z = Zio Matrix, E = Emeraude)
WT: Weight
ED: Energy Drain
S: Weapon Sight (W = Wide and Shallow, P = Special, N = Narrow and Deep,
S = Standard)
AP: Attack Power
AMMO: Ammo Count
AT: Ammo Type (S = Solid)
A$: Ammo Price
AH: Ammo Heat
RNG: Range
L: Maxiumum Lock
UDR: Used Drain
RT: Reload Time
DR: Discharge Reaction
=======================
=======BACK UNIT=======
=======================
--Weapons--
Ammo: 24 AP: 780 Lock: 2 Reload: 56
FCS: Lock speed: 40
--Magazines--
--Radar Units--
Model Cost E WT ED SA RA N B RR t S
-----------------------------------------------
ZRL-774/WH 21000 Z 223 393 220 663 N Y 780 O N
--Double-Weapons--
============================
=======OPTIONAL PARTS=======
============================
Model Cost S Description
-------------------------------------------------------------------------------
SP-S/SCR 24200 2 Reduces damage caused by solid weapons
SP-ENE-SCR 26000 1 Reduces damage caused by energy weapons
SP-BSI-LE 19600 2 Reduces impact shock
SP-SAB/J 18800 1 Reduces cannon recoil
SP-BE++ 58000 6 Raises the power of energy weapons
SP-BMALAD 9800 1 Adds missile tracking to radar
SP-E/SAVER 45000 5 Reduce the energy used to fire energy weapons
SP-ECM-JAM 84000 5 Releases a cycled lock-releasing pulse
SP-M/AUTO 18000 1 Automatically shots missiles upon maximum lock
SP-VIECH 89000 6 Increases range of lock-on
Model: Model Name
Cost: Cost to buy/sell in credits
S: Used Slots in Core
Description: Description of part functionality
-------------------------------------------------------------------------------
============================== VI. Game Secrets =============================
-------------------------------------------------------------------------------
=================================
=======SUPERHUMAN POWERUPS=======
=================================
When playing through the missions, if you fail a mission, you are still charged
for the wear and tear on your AC. If, after losing several missions, you drop
far into the negative money range, your pilot will be forcibly "upgraded",
becoming superhuman!
For each upgrade, you'll need to drop below -50,000 credits. Once this happens,
the game will be restarted with your new powers (i.e. clean slate, 5000 Cr),
although you'll keep any parts you had from your previous game.
Enhancement 1: Radar
You will be personally equipped with a 260-click range radar, which also has
a missile display on it.
Enhancement 2: Laser Blade Wave
After a laser blade attack, press the X button to follow it up with a wave
attack.
Enhancement 3: Heat Reduction
Your AC's heat taken from attacks will be reduced by half.
Enhancement 4: Fire Back Unit Weapons while Standing/Moving
You can fire all back unit weapons from a standing position.
Enhancement 5: Half Energy Use
Your booster and energy-based weapons will use half as much energy as before.
====================================
=======HIDDEN PARTS LOCATIONS=======
====================================
MISSION N/A
-----------
Location: AC Test Room
Part: ZRL-774/WH (Back Unit)
How to Obtain:
Shoot at the center of the ceiling of the test room until it explodes. You
can then jump up through the ceiling and get the part in the room above. You'll
need a strong enough booster/light enough robot to have the boost energy to get
up there.
-------------------------------------------------------------------------------
============================= VII. Administrivia =============================
-------------------------------------------------------------------------------
Sources and Thanks:
This FAQ was put together using several different sources (aside from my own
know-how and experience). In no particular order:
Armored Core 2 Game Manual and Game
For menu and game text
From Software web site (
http://www.fromsoftware.co.jp/)
For additional information about the game, including tips and secrets
Contacting Me:
If you have stuff to add, please do send it along to
[email protected]
for inclusion in the next revision. Encouragement and comments are also
welcome. Please do not ask if you can display this guide on your site, as it
is an exclusive to GameFAQs until version 1.0.
Copyright Notice:
This document is Copyright 2000 Jeff "CJayC" Veasey. It may be not be
reproduced under any circumstances except for personal, private use. It
may not be placed on any web site outside of GameFAQs without advance
permission from the author (
[email protected]). It may not be distributed
electronically outside of the GameFAQs web site, and it may not be
distributed otherwise at all.
At some point in the near future, this document may be released for
free public distribution. The latest version of this document on the
GameFAQs web site will hold the current Copyright and distribution information.
-------------------------------------------------------------------------------
--EOF--