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    FAQ/Walkthrough by Benandanti

    Version: 1.5 | Updated: 08/15/01 | Printable Version | Search Guide | Bookmark Guide

    			  Armored Warrior/Powered Gear
    				By Benandanti
    				Version: 1.5
    Disclaimer: The information within this guide is for PRIVATE and PERSONAL 
    only. This FAQ is to be distributed for FREE with this disclaimer attached. 
    you are going to put this FAQ on your site (I'd be grateful ^_^) or use any 
    within for some kind of non-commercial publication, please inform me before
    doing so. This guide is Copyright 2001 Benandanti 
    	    Armored Warrior / Powered Gear is copyrighted (C) Capcom Japan
    		    All copyrights and trademarks are acknowledged
    		     This FAQ can be found at www.gamefaqs.com
    	  This FAQ is best viewed on a computer with the power switched on.
    Since there is no guides on this title at the moment, I had a feeling people
    might be interested in a few details about the game.
    Version 1.0 30/4/01 :
    Yes, this is the first revision, and yes it's crap, I'll be
    honest. ^_^ Been wanting to play the game a lot more, but I'm kinda swamped 
    the moment with work so any contributions would be more than welcome.
    Version 1.2 1/5/01 :
    Quite a lot of feedback on this one, thanks guys. ^_^
    Added more stuff to the weapons sections and a few changes to the controls, 
    it actually
    looks a bit more substantial now. And I guess it really was a Shield Arm 
    after all.. 6^_^
    Version 1.3 8/5/01 :
    Added a couple of additions to the moves, and changed the weapon names to 
    their proper
    versions... and I've still to play the damn game properly ! *sobs* ;_;
    Version 1.5 9/8/01 :
    Roger Hutchings has added a walkthrough to the faq and a few boss 
    strategies, which gives me an excuse to update this thing again.
    1. What is Armored Warriors / Powered Gear?
    Armored Warriors was a side scrolling beat'em up that was released by Capcom 
    in 1994. It was
    unique in the way that you could pick up items to equip to your mech, and 
    the fact that with
    multiple players, you could team up your mechs to create one HUGE mech of 
    terror (Just like
    Voltron. hehehe ^^).
    2. Any games I can compare this to?
    Well, the closest I can think of is that other side-scrolling, part-swapping 
    game Cyborg
    Justice for the Genesis, but that doesn't play as smoothly as this. The mech 
    designs in here
    are replicated in Capcoms later one-on-one beat'em up Cyberbots. Purists 
    will be probably a
    bit annoyed that Jin wasn't the original pilot of the Blodia VA, but hey, 
    what can you do? ^^
    3. What's the game about?
    You mean the story? Well...here it is.. (Taken from the flyer)
    In the year 2281, the war spanning half a century over territory between the 
    United World
    Forces and the Raian Kingdom had at last come to an end.
    But this peace was not to last. A year after a truce was signed between the 
    two forces,
    former Raian army captain Azrael, who has converted himself into a cyborg in 
    an attempt to
    become "the perfect warrior", has marshalled several thousand other cyborgs 
    and declared war
    against the Raian Kingdom. Robbing mobile weapons from the army, this group 
    of rogues has
    invaded the Raian capital of Merkid and begun to abduct the civilians.
    The United World Government, receiving an emergency message from the planet 
    Raia, has but one
    choice: to organize and dispatch an army formed around its elite corps, a 
    squadron of warriors
    called "Bloody Armor", to eradicate the enemy forces and rescue the 
    And so, in October 2282, the United World Forces begin to embark attack upon 
    the planet Raia.
    The most intense battle in human history is about to begin...
    (And there was me thinking this was a mindless beat'em up. 6^_^ AND for some 
    reason they call
    the squadron Red Shield in the game, but hey)
    4. So who do we get to play?
    Name: 1st Lieutenant Jeff Perkins
    Callsign: Rash
    Mech: AEX-10M BLODIA
    Details: Developed as a hand to hand combat unit, Blodia is capable of 
    operating under
       various conditions through the use of optional equipment.
    Story: Belonged to the 32nd ground squadron stationed at Campella Base in 
    the southern
       hemisphere as part of the Unified Solar System Space Force. The perfect 
    example of a
       reckless warrior, he always takes front position during raids on enemy 
    Personal Opinion: Blodia is your average mech, no real strengths or 
    weaknesses. Jeff himself
       reminds me a little of Marco from Metal Slug in his bio pic, though 
    that's just my warped
       imagination. ^_^
    Name: Captain Ray Turner
    Callsign: Justice (Justis)
    Mech: SVA-6L REPTOS
    Details: Originally a Raian army unit. The armor plating itself forms the 
    main framework
       structure, and is directly coupled with the drive system. This 
    weight-reduced design makes
       it capable of high-speed combat.
    Story: A Raian military bureaucrat dispatched to Earth upon the conclusion 
    of the peace
       treaty with the Raian Kingdom in 2281, as an "Ambassador of Eternal 
    Personal Opinion: Reptos seems to be a little bit faster than Blodia, and in 
    turn seems to be
       a bit weaker. It's really a matter of preference who you choose.
    Name: Major Glenn Reed
    Callsign: Grey (Gray if you're a Yank ^^)
    Mech: AEX-10H GULDIN
    Details: Because special generators are built into each arm as well as the 
    main body, this
       unit has overwhelming power and particularly shows its worth during 
    fortress raids.
    Story: Surviving member of the 13th Special Squadron (a.k.a. Gods of Death), 
    the most feared
        by friendly and enemy forces. Bitter over the loss of most of his 
    subordinates and colleagues
       during that time, he is known to take an excessively strict attitude 
    towards his own men.
    Personal Opinion: Ah, the hulking mech. Basically the strongest in the game 
    but also the
       slowest, though since everyone can dash everywhere, that's not such a 
    Name: 2nd Lt Sarah White
    Callsign: Siren
    Mech: AEX-12J FORDY
    Details: In addition to the use of a Light-Class frame, the unit itself is 
    of very compact
       design, resulting in extreme mobility.
    Story: The child of a human mother and a Raian father, she grew up in a slum 
    camp. Though
       spirited and spunky, she occasionally shows tenderness to others.
    Personal Opinion: Fordy is the hyper little robot of the team, which jumps 
    around like no one's
       business. One of the fastest and most maneuverable, it's also the 
    weakest, just bear that
       in mind. And she bears an uncanny resemblance to Meryl from MGS ^_^
    5. The Mech Users Handbook (NB - Not affiliated with the AAA)
    Thank you for your purchase of the Strategic Variant Armor Equipment system. 
    Here are a few
    pointers to help you become a better, more efficient warmonger.
    | Walk             | Move the joystick (*smacks forehead*)
    | Dash             | Moving the joystick twice in one horizontal direction 
    will make you dash.
    |                  |   eg -0 -0 is dash right
    | Attack           | A button (Default: standard arm)
    | Special Attack   | Direction + A (Depends on arm type)
    | Dashing Attack   | Dash + A
    | Jump             | B
    | Downwards Attack | Down + A (in the air)
    |                  | Can inflict a few more hits depending on leg type.
    | Subweapon        | C button (Default: Vulcan)
    | Desperatation 1  | A + B
    |                  | A small desperation attack, which has only a little 
    power and range; causes
    |                  | a group of rings to surround you. This uses up a little 
    of your life bar if
    |                  | it hits. This is more of a defensive attack to get you 
    out of a jam.
    | Desperatation 2  | B + C
    |                  | Activates a large desperation attack, which has more 
    power and range, and
    |                  | uses up more of your life bar whether it hits or not. 
    Use this like a smart
    |                  | bomb to clear the screen or damage a boss.
    In case of emergency (and terminal stupidity), this FAQ can be used as a 
    floatation device,
    but we wouldn't recommend it.
    6. Weapons - Arms
    Power Knuckle - Your default weapon.
       A           - A punch in the direction of the enemy
       Forward + A - Extends two rods from the arm that hit multiple times and 
    has pretty good range.
      Notes: One of the few weapons you can grab opponents with. If you changed 
    this weapon, you
        can get another one by taking a teammate's if they drop theirs. Yoink! 
    Death Drill - An industrial drill attached at the end of the mech's arm.
       A           - Mech stays still and starts the drill spinning.
       A (moving)  - Lunge forward with the drill spinning, causing a multi-hit 
       Forward + A - Causes the drill to open up and fire missiles.
      Notes: There is a difference between the above attacks, make sure that 
    you're pressing the
        direction at the right time whilst doing it.
    Chain Spark - Electrically charged metal pincers that deliver a shock to the 
       A           - Fires a large ranged horizontal blast of electricity that 
    stuns opponents,
                     though does little actual damage.
       Forward + A - Causes you throw a ball of electricity towards an enemy. 
    This can be charged by
                     holding down the A button.
      Notes: You can grab a person with this, and keep shocking them and anyone 
    else in range by
        holding down the "A" button. While you're holding onto them, press left 
    or right to move
        them around; if they come into contact with another mech, they'll take 
    damage as well.
    Laser Blade - A sword created by a laser that'd make even the most jaded 
    jedi knight proud. ^_^
       A           - A quick swipe with the sword.
       Forward + A - Causes you to dash forward with a large slash. This can be 
    charged like the
                     Pincer arm with the A button to do an even larger slash 
    with a larger dash.
       Up + A      - Your mech fires a projectile forwards and upwards.
      Notes: Because of the nature of the projectile attack, it's only best used 
    up close, or
        against tall opponents, like the bosses or certain large regular 
    Force Claw - An industrial claw that seems more at home on a JCB than a 
       A           - A grab with the claw.
       Forward + A - Not much really, just seems to increase the range.
      Notes: You can either press a direction and A to smash them behind or in 
    front of you to hit       enemies, or keep pressing A to smash them until 
    they explode, you decide. The last method
        also lets you keep shaking more items out of them. ^_^
    Shield Arm - Apparently a shield and not a flame-thrower, sorry!!! 6^_^
       A           - Fires a salvo of missles at your opponent.
       Forward + A - Fires plasma shots.
       Down + A    - Fires a missile spread starting from a low angle.
       Up + A      - Fires a missile spread starting from a high angle.
       Back + A    - Puts up your shield
      Notes: The shield doesn't protect from area weapons like Bomb.
    7. Weapons - Legs
    It seems that all the different tracks give your character a new rushing 
    attack and also change
    your characters jump and jumping attacks.
       Dashing: Dash attack
       Jump: Stationary jump
       Jumping: Direction and jump
       Flying: Forward + A while jumping
       Downward: Down + A while jumping
    Treads - Your mech gets tank like treads.
       Dashing  - Your mech turns into a giant wheel and rolls over opponents 
    for heavy damage.
       Jump     - Your mech turns into a giant wheel that bounces into the air. 
    Good for close range
       Jumping  - Your mech extends their treads, coming down on your opponent 
    for multiple hits.
       Flying   - Rush towards the enemy.
       Downward - Your mech descends as a giant drill for many hits and big 
      Note: This means you can perform combos on bosses such as dashing attack 
    (several hits),
        jump attack (about 3 hits), then either jumping attack - the whole combo 
    doing about 10 hits
        or so.
    Turbo Jet - Your mech hovers slightly above the ground.
       Dashing  - Your mech turns into a giant drill and races across the 
       Jump     - Press A to fire shots down in a spread at the ground - good 
    for keeping enemies
                  away at bay. Can fire multiple shots.
       Jumping  - Spinning flame attack.
    Power Bug - Your mech walks around on mechanical spider-like legs.
       Dashing  - Your mech spins its legs about like a spinning blade, hitting 
       Jump     - Like the rushing attack but much shorter and in the air.
       Downward - Your mech descends and hits any enemies below it for lots of 
    8. Weapons - Subweapons
    Vulcan - Your standard subweapon. Ammo varies per mech: Reptos and Fordy get 
    40 rounds, Blodia    gets 50 rounds, and Guldin 60.
    Missiles - Fires missiles at a slower rate than the Vulcan, but are more 
    powerful. 10 shots.
    Guided Missiles - You get more of these than the regular ones and they home 
    in, but are pretty
       weak. 16 shots.
    Laser - You don't get many of these, but if you quickly move from the bottom 
    to the top of the
       screen, you can hit many enemies at once and everyone is knocked down. 5 
    Bomb - A bomb that causes a moving wall of flame. Similiar to large burning 
    oil in Dungeons &    Dragons 2. 12 shots.
    Napalm - The most powerful subweapon, it hits basically everything on the 
    screen. 6 shots.
    Flame-thrower - Can be applied much the same as the laser, but no knock down 
    effect. Good for
       attacking repeatedly but with low damage. 12 shots, equals 12 seconds of 
    Note: A great suggestion with all these weapons is to continue moving around 
    while firing,
    which means you can use some of these weapons to clear the screen by quickly 
    moving from
    the top to the bottom firing as fast as you can.
    Radio pack: If you have more than one person playing, this should allow you 
    to join your mechs
    at a later point. I'll add more information about this later.
    7. Advice for the morally challenged (Cheats.. ^_^)
    Team-up Change
      When the demo appears for joint machine, the player who gets the radio 
    machine must enter the   following codes.
       Beta-Cannon     Hold left-up or up or right-up.
       Gamma-Battler   Hold left or right.
       Alpha-Fortress  Hold left-down or down or right-down.
    Different Weapons
      At the stage title screen, hold B+C for over a second, then press the 
    following directions:
       Death Drill	   Up
       Missile         Right-up
       Force Claw 	   Right
       Laser           Right-down
       Chain Spark     Down
       Flame-thrower   Left-down
       Laser Blade     Left
       Bomb            Left-up
      By doing this, you can select both sub-weapon and a main weapon, but 
    picking two sub or main   weapons will only cause the last one to be 
    selected. Also, if you die, you respawn with a
      Vulcan as normal.
    8. Walkthru
    Mission 1: Deserted Town
    'Unit Red Shield, begin planet fall immediately! Raian city "Coorl" has been 
    captured by the
    enemy. Your mission directives are to liberate the city and its people.'
      Area 1 (2:30)
       Kill the S Balls (helicopter ball things) for the radio. Just hit 
    everything else and pick up    the Drill Arm if you like :o)
      Area 2 (1:30): *BOSS* - Warlock 1
       This is the first of three times you have to fight this guy. His attacks 
    are a dashing sword
       kick and a twin vulcan spread. Just pummel him senseless.
    Mission 2: Win Back
    'Unit Red Shield, this is Galager. According to our latest information, a 
    large number of enemy
    units have landed on Earth despite our armies resistance. Return to Earth 
    and reinforce them
      Area 1 (3:00)
       Beat stuff up, and watch out at the end for loads of missiles flying your 
    way :o)
      Area 2 (1:20)
       This round is a time attack; you have to kill everyone within 80 seconds 
    or you get an
       earbashing from Galager and no free energy/weapons at the end.
      Area 3 (1:30): *BOSS* - Agmiss
       A big octopus mech, which loses arms the more you damage it. Attacks 
    include hitting you with
       one of its arms; spinning its arms and moving across the screen; firing 
    little homing drones
       which fly around for a bit and then drop for damage (you can tell when 
    it's about to do this
       cos a little light flashes across the black band on its body, Knight 
    Rider-style :o); a
       jumping attack which uses the spikes on its tentacles to cause damage; 
    producing a current
       which pushes  you across the screen with a propeller which extends from 
    its body; and firing    pairs of missiles (which I *think* don't home).
    Mission 3: Chase
    'Enemy units have gathered at the scrapworks in Los Angeles. Red Shield, 
    pursue and destroy
      Area 1 (3:30): Shooting Area
       Your Vulcan is set to infinite for this round, and you just have to shoot 
    down the S Balls,
       for each of which you get 1000 points at the end, with a Perfect bonus of 
    20000 if you get all
      Area 2 (4:30)
       Just hit things and don't be in the way of the R Gori when it rolls or 
    jumps :o)
      Area 3 (1:30): *BOSS* - Rad
       A huge tank, basically. You can attack its missile arms separately from 
    its body to disable
       those attacks. Attacks include main cannon shot; jumping slam; missile 
    arm strike and missile
    Mission 4: Forgotten Ruins
    'Unit Red Shield, return to Raia, proceed to inland area through the ruins 
    of "Ol Poto". Be on
    guard for the enemies' radar network!'
      Area 1 (4:30)
       Standard bashing. Look out for the Insect mech near the beginning (Power 
    Bug legs); don't try
       and kill it, it appears near the end of the next area. There is also a 
    Jage mech about halfway    through from which you can get Turbo Jet legs. 
    Area ends with two R Gori mechs.
      Area 2 (4:30)
       More bashing. Nothing special, except the opportunity to get Power Bug 
    legs near the end.
      Area 3 (1:30): *BOSS* - Sculd
       Lizard mech, which changes colour every so often (green, red, blue, 
    blue/green flashing).
       Attacks include electrifying the floor in front of it combined with a 
    couple of short Vulcan
       bursts, a rapid multi strike with its front arms (either stationary or 
    dashing), tail laser
       (single shot and sweep), and a jumping slam.
    Mission 5: Railroad In Flames
    'The enemy forces are transporting their weapons by way of the old Raian 
    rail system. Red
    Shield, destroy the system and stop the flow of weapons!'
      Area 1 (4:00): *BOSS* - Warlock 2
       Standard stuff most of the way; you can get the Shield Arm at the 
    beginning. Round ends with
       another battle with Warlock. Warlock has more energy this time round, and 
    can do a flying
       napalm drop, a flying dive, and has a Chain Spark instead of its attacks 
    in its previous    incarnation.
      Area 2 (3:00): Shooting Area
       Another shooting round. Just keep shooting the train, and move out of the 
    way when you see
       its lasers charge up. You get a bonus for each Neam (spinning mech) you 
    kill, and 50000 for
       the train. After the train, you get a boss :o)
      Area 2: *BOSS* - Helion
       Half-helicopter, half-mech. Attacks include a charged double laser 
    cannon, homing mines, a
       smaller double laser, a flying bomb drop, a flying claw charge, a double 
    vulcan, and a short
       range laser blade. Note that you can still hit it while it's flying; aim 
    for its shadow.
    Mission 6: Truth
    'Red Shield, enter the enemies' base and rescue all captured Raians. Make 
    sure to destroy all  equipment in the base including their cybernetic 
    manufacturing center!'
      Area 1 (4:00)
       Just beat stuff up, nothing unusual. Smack the forklift at the end for 
    some health.
      Area 2 (5:00)
       More beats. Hit the prisons at the back of the screen, and pick up the 
    people for a bonus at
       the end. After you jump down from the upper level, watch the shadows on 
    the floor to see where
       the mechs are going to fall (and get out of the way :o) Pick up the 
    civilians and VIPs again,
       look out for the Insect (it can kick and shoot missiles at you as well 
    this time).
      Area 3 (3:30)
       Starts off with two R Goris. And that's it :o)
      Area 4 (1:30): *BOSS* - Warlock 3
       Final showdown with Warlock, who's been running the cybernetic 
    experiments on the Raians. More
       energy again, and a new attack: he can grab the floor and send homing 
    shocks through it to
       electrocute you (just keep moving) as well as its previous attacks.
    Final Mission: Starry Ocean
    'Red Shield, this is Galager. The enemy's main forces are trying to escape 
    from Raia into space.
    Infiltrate their battleship and destroy it before they can reach deep 
      Area 1 (10:00)
       The battleship's engines fire every now and then, so stay out of their 
    way (about half a
       screen) or take damage. Just keep going until you jump up a level. Make 
    sure you hit the S
       Balls and get the radio, then after a few more mechs, you come to the 
    first incarnation of the
       final boss, M Brain (Mother Brain?). This has two arms which spit out 
    fireballs which cause
       walls of flame to shoot up when they hit the ground. Just keep hitting 
    the middle section with
       dashing attacks and subweapons.
       The leader then retreats and jettisons the rear deck to try and escape. 
    This time round, you
       have a pair of guns at the top and bottom which can shoot a moving laser 
    beam vertically
       across the screen, a drone arm (ESP Claw), and two electric arms which 
    can fire balls of
       lightning, laser shots from above, and create S Balls. Just keep up the 
    jumping attacks, and
       you should stay out of the way of most of it. Now just watch the credits!
    9. Stuff to do. (or reasons why the author is a lazy "best-head")
    Well, that was, as we say in my country, mince. ^_^ This needs an awful lot 
    work done to it, especially in these areas :
    More to the radio team up section.
    No public outcry, guess I might add more strange humour then... *grins 
    evily* ^_^
    A lot more things.
    So if you can help, I'd be glad to hear from you, and if you want to 
    just remember, it was this or nothing. ^_^
    9. Standard ego-centric credits section
    Me: for putting this together, I can thank myself can't I ? ^_^
    The team at CPS2Shock: Where I got the cheats and flyers from, and probably 
    for supplying
    the reason why you're even reading this.. ^_~
    Abby15: For nothing, stupid girl.. :P
    The guys at Abertay Uni : For making these past 3 years seem less like a 
    waste of time.
    Ryouga, Chris Chambers, lo_wang_ngn, Zardoz, Ming-Chin Hsieh, but in 
    particular Cmoon for all the
    contributions they made towards the weapons sections, thanks guys. ^_^
    Roger Hutchings (roger.hutchings@altavista.net ) for the walkthrough and 
    bosses information.
    Kayama: For those Sakura Taisen translations he keeps putting out. Please 
    girls, donate
    generously to his Nyan cause, pweese... *bats his eyes* 0_0