,^``````````````````````````````````````````````````jg'`j + _________________________________ _pQf &c r QQ#'`QF^`B"`R"` )"```TQQH"```HQP`4W~~jWP QQ@"``` jQc nWWf QQ' jyggf jgQ jWP Q , Q ,jgF <WWWQE v g@ ( QW _QQQF _QQf QP` jF !# jf jW""' ____g jQ_ _Q` (.WQ& Qf BQQW jQW jQ Q 9f Q Qf QH@@4 P'` jP ^jQXpQ j_ _QyQf BQy_jQL jQ\ _jQf jQ . "__ !. jQf y"""""'"""""""""::""""'`""'_$Q_ `""4P^ 9QW':,p=""""^!""""""QBF `t__________________ B/ _ Bf y^ jWWQWBQQ|^"4pW" ^PPPPPPPPPP"""""") jW`\_B @f B Qf`) '_#H@@@@@P' f Qf _f W@ jP jP ' j@"""^ ) jW * ) yQ Q` \ `\ ' Qf_' # `4WWW" `\WF ^#@WP ( _gW' `#WW@^ Armored Core: Project Phantasma The Everything Guide Version 1.0 Written by Cyber_Ant (email@example.com) Last Update: 1-29-03 Next Update: Never Contents -------------------------------------------- 1. Intro 2. Personal Note 3. Gameplay 4. Classification 5. Generic Tactics 6. Heavy 7. Medium 8. Light 9. ACs 9.1 My AC's 9.2 GoldSaber's AC's 9.3 Other AC's 10. Missions 11. Codes 12. GameShark Codes 12.1 www.cmgsccc.com Codes 12.2 GoldSaber's Codes 12.3 Cyber_Ant's Codes 13. Conclusion 14. Credits 15. Legal Disclaimer 1. Intro -------- This was originally a strategy guide, but now it is an everything guide. I wanted to make this into the best guide for Armored Core:PP yet. Unfortunatley life gets hectic and I forget for about one whole year. Since I wrote this I have played every single Armored Core game except Master of Arena, which I'm attempting to acuire. AC2 and AC2:AA were the worst games of the series. The gameplay was slow and unresponsive. AC3, on the other hand, is awesome. It was not as fast pace as the first 3, but it is close. I noticed that several weapons are much like their AC:PP counterpart, like the vertical missles. 2. Personal Note ---------------- I have long been a fan of this game. I now own AC:3 and I love it. I want to find tournaments to play this at. If anyone knows of any around Iowa or Minnesota please let me know. 3. Gameplay ----------- Basically, you control a really big robot called an Armored Core(AC). You play as a mercenary that corporations and individuals hire for missions. In Phantasma, you do not do quite as many missions by corporations, unlike the other Armored Core games. You're main goal is to build an AC that you can control well enough to finish a mission with minimal damage and ammo usage. I'll let you look in the manual for all the controls. Every Armored Core game has the same basic controls, so tactics and gameplay in one transfers over to the others. 4. Construction --------------- Construction is key in this game. What you build will make and break you in the long run. When you start a new game, you will have some limited options until you earn more money. Building - - - - - ACs are typically built around three things: Core: You need to look at everything here. The heavy duty design with benefit from high armor, while lighter cores have lots of option slots and low weight. There is also missle interception to take into consideration. Legs: Legs can really decide what you equip over anything else since they determine how much weight the AC can support. Tiny legs = tiny weapons = fast. Huge legs = huge weapons = slow. Generator: Many of my designs revolve around the generator, which is not suprising considering that all parts need power. There is the EP value that can restrict what parts you can equip, and in battles and missions there is a charge meter that boosters and energy weapons (including laserblades) feed off of. High redzones are good. 1000 in red zone is about 4000 in normal zone. The next group is the rest of your basic design parts not counting weapons: Head: Your head can serve one all important funtion: Radar. With a good radar head you can throw the shoulder mounted one out the window. The other benefits to check on is the Auto Mapping Function, and the Computer Detail if you enjoy a more human sounding voice. In a pinch is can be a life saver to use a lighter head to get a little bit less weight when you can almost equip a weapon. Arms: Arms have an impact on your firing ability, as well as influencing the amount of weight that is thrown on your core.The biggest pair of arms prevents you from equiping any back weapons except one of the radars that is small and circular shaped.(I cannot remember what it is called.) Booster: You want a booster with either high/low power, and great effciency. Some may prefer a booster with really low drain to conserve energy, others want incredable boost power for some speed and high flying. I like high effeciency, which means the most boost for the drain. Effciency = power/drain - The higher the number the better. FCS: This little doohickey is what controls your targeting systems. I believe it stands for Firing Control System. This controls your max amount of missle locks, the size of your targeting area, your locking speed, and your range. All of these attributes are controlled more by the weapon itself then by the FCS. You can add good amount of range to a weapon with a good FCS, though. My favorite is the TRYX-QUAD because it has good area and distance and provides a full six locks for missles that support. But someone with real good aim could use the narrow and deep FCS's to attack from incredable distance. Optional Parts: These little babies are mandatory. They augment your AC. There are options that decrease damage, jam enemy locks, and increase power and firing rate of energy weapons while halving the energy drain. Different cores have different numbers of option slots, which is a benefit to small cores. Weapons - - - - Weapons are vital to any design. Energy weapons have no ammo cost, but in a heated fight the Energy Bar will plummet, while Solid rounds cost money but have no other effects. We have three catagories: Right Hand Weapons: Typically the main weapon of an AC. There are several types. +Solid: -Machine Guns have a lot of ammo but because of that the ammo cost is high. -Rifles have cheap ammo, average attack power and good range which can make them good for missions and all around use. -Bazookas have a high attack power. The ammo cost is high but there is low amounts of ammo. Shots really count with these guns, so try not to miss. -Other guns include small hand guns and shotguns. Except for the FINGER, I never found much use for them unless you need a really lightwieght weapon. The FINDER is the most destructive weapon in the game, it is close range and has a low attack power, but it has 3000 ammo and fires 5 shots at a time with a reload rate of 1. The flamethrower sucks. +Energy: -Rapid Firing types are hard on your energy bar. But with a large generator you can make use of them. -Rifles are your middle of the board type of energy gun, just like solid shell rifles. -Large Rifles are high power. Incredably high power with decent accuracy and good range. Slower firing rates offset the energy consuption. Take note of the Karasawa, considered by many as the finger of God when it comes to weapons. -Small handguns are much better for energy weapons. They do a bit more damage and have low energy drain while keeping a low weight. Left Hand Weapons: Your infinite use backup weapon. Useful as a backup in missions, but I often unequip it to save on weight. If you have Human Plus abilities then it is possible to fire a wave out of the laserblade. One of them fires three blades in a spread pattern, and the Moonlight's wave is incredably explosive and can do about 2000 damage on another AC. Read the original Armored Core FAQs if you want to know about Human Plus. Back Weapons: There are five catagories of weapons: +Missles are just how they sound. They lock on from a distance and fire. Some fire several with one lock on, others fire several with several lock-ons. +Rockets are powerful and have a relatively fast reload rate. Unfortunately they are manual aiming. There is no lock on at all. +Cannons are catagorized like right hand weapons, so I wont go into the types. Human and reverse joint legs must stop to fire them, four leg type can move while firing, but they cannot fly at the same time, and catapiller legs can use them in any postion. Human Plus gets around that, but you will have to look at some original Armored Core FAQs if you want to know about them. +Radar is just as it sounds. Almost all of them have a larger range then any Head, but they occupy a space that could be used with weapons. One to note is the Grenade Launcher. A fan favorite for it's power and distance. +Dual Weapons occupy both Back Weapon slots. These include multi missles that fire about 10 missles with one lock. +Magazines and Bomb Dispensers don't really fall into any catagory. Each magazine increases all ammo by 50%. Bomb Dispensers drop bombs right next to you, an expert could fly over an opponet and bomb them from above, but it would be incredably hard. Bomb Dispensers are useless in my opinion. 5. Generic Tactics ------------------ Use of energy weapons and extensive airborne manuvers do not mix. Always keep an eye on your energy bar. Especially with rapid fire energy weapons. Missles work best when use ground to air or air to ground. Ground to ground attacks are not very effective because of obstacles, and for some missles like the Multi-Warhead missles the ground itself gets in the way. Air to Air can be effective or completely worthless, but it depends heavily on how both you and your enemy are moving and your position relative to each other. Reverse joint legs and four leg type have very powerful jump functions. These legs can be ideal for energy weapons because tapping X can propel you far into the air without boosting. This can be a lifesaver if you accidentally kill your energy bar. The four legs type move fast without boosting which can also help. 6. Heavy -------- Building a heavy AC is usually my forte. There is nothing more succulent then constructing a gun boat that can annihilate everything in my path. Big legs, big core, big arms, big guns. There is almost no dodging with this kind of design. A good booster and some quick reflexes can dodge a grenade launcher, but that's the extent of it. To make up for that there is typically high defense and armor points. 7. Medium --------- With the advent of AC3, I have started to become very good with a medium build AC. You know, rifle/machine gun, standard legs, a small missle or two. Lower armor, but good mobility. Works for almost all missions and situations. Jack-of-all-trades. 8. Light -------- As you guessed, a small highly maneuverable AC. Speed sacrifices armor and ability to equip lots of weapons. A small core lets you equip lots of Options, thought. And the ability to spend lots of time in the air is a plus. Weapons will be light, of course. No bazookas. Rely on dodging to keep yourself alive. 9. ACs --------- This is a list of some ACs I, and several others, have designed. Not much more to say. 9.1 My AC's - - - - - - The descriptions are old, and I don't feel like redescribing any of them. - - - - - - - - - - - - - - - - - - - - - - - - Cy-Ant I head= HD-06-RADAR core= XCH-01 arms= AN-3001 legs= LN-3001C generator= GBG-XR FCS= TRYX-QUAD booster= B-P351 b.wpnL= WM-SMSS24 b.wpnR= WM-AT armwpnL= LS-99-MOONLIGHT armwpnR= WG-1-KARASAWA options= SP-MAW -in arena and 2player battles I use SP-M/AUTO SP-JAM SP-ABS SP-AXL SP-S/SCR SP-E/SCR SP-EH SP-E+ Overall= 30,324 SuperFine AP= 9,668 Weight= 10,328 Price= 1,131,300 This my original AC, I built up to this, and it worked real well. It is now retired, as I modified it to increase it's capabilities. - - - - - - - - - - - - - - - - - - - - - - - - Cy-Ant VII head= HD-06-RADAR core= XCH-01 arms= AN-25 legs= LN-3001C generator= GBX-XL FCS= TRYX-QUAD booster= B-T2 b.wpnL= WM-SMSS24 b.wpnR= WM-AT armwpnL= LS-99-MOONLIGHT armwpnR= WG-1-KARASAWA options= SP-MAW -in arena and 2player battles I use SP-M/AUTO SP-JAM SP-ABS SP-AXL SP-S/SCR SP-E/SCR SP-EH SP-E+ Overall= 29,080 SuperFine AP= 9,559 Weight= 10,039 Price= 1,209,200 My improved Cy-Ant I, note the arms, they are lighter so I could get the biggest engine, the boosters are a lower model, but with more engine power, and less consumption, I get a lot more boost than before. Perfect. - - - - - - - - - - - - - - - - - - - - - - - - Cy-Ant IX head= HD-06-RADAR core= XCH-01 arms= AN-3001 legs= LC-MOS18 generator= GBX-XL FCS= TRYX-QUAD booster= none, I used treads. b.wpnL= WC-GN230 b.wpnR= WM-AT armwpnL= LS-99-MOONLIGHT armwpnR= WG-XFPPK options= SP-M/AUTO SP-ABS SP-SAP SP-AXL SP-S/SCR SP-E/SCR SP-EH Overall= 31,172 SuperFine AP= 9,619 Weight= 11,685 Price= 1,140,100 This model has large tank treads, a grenade launcher, large missile, and a gun similar to the Karasawa. It is VERY slow, and I like to pilot it more for fun than anything else. - - - - - - - - - - - - - - - - - - - - - - - - Cy-Ant X head= HD-06-RADAR core= XXA-SO arms= AN-25 legs= LBKS-2B45A or LN-501 generator= GBG-XR FCS= FBMB-18X booster= B-T2 b.wpnL= WM-X201 b.wpnR= none armwpnL= LS-3303 armwpnR= WG-RFM118 options= SP-MAW SP-JAM SP-M/AUTO SP-ABS SP-SAP SP-CND-K SP-AXL SP-S/SCR SP-E/SCR Overall= 17,922 Fine AP= 8,348 Weight= 6,426 Price= 850,150 I decided to try my hand at making a light AC. It turned out well, I tested it in a fight with Necron, I won 2 out of 4 times. I haven't fully tested it, but it is promising. It is the last of the Cy-Ant series. I am not good enough with light ACs so I have trouble beating ACs like Tiamat. - - - - - - - - - - - - - - - - - - - - - - - - Cy-Ant Omega head= HD-06-RADAR core= XXA_SO arms= AN-25 legs= LNKS-1B46J generator= GBX-TC FCS= TRYX-QUAD booster= B-T2 b.wpnL= WM-SMSS24 b.wpnR= WM-AT armwpnL= LS-99-MOONLIGHT armwpnR= WG-RFM118 options= SP-MAW SP-JAM SP-M/AUTO SP-ABS SP-SAP SP-CND-K SP-AXL SP-S/SCR SP-E/SCR SP-EH Overall= 29,442 SuperFine AP= 8,405 Weight= 9,095 Price= 1,182,800 This is an overhauled version of my Cy-Ant VII. I do not actually classify it within the rest of the Cy-Ant ACs, as it is my ultimate AC. The engine has a large red zone, since the boost meter is depleted a lot slower in the redzone, I get a lot more boost; enough to allow me to fly higher and farther than any other big AC I have made. It can stay airborne longer than my quad leg ones. The body is modified to be a tad lighter, allowing more boosting ability. Built more for the arena, it still works well in many missions. - - - - - - - - - - - - - - - - - - - - - - - - InseKiK I head= HD-06-RADAR core= XXA_SO arms= AN-25 legs= LN-D-8000R generator= GBX-XL FCS= TRYX-QUAD booster= B-T2 b.wpns= WX-S800-GF armwpnL= none armwpnR= WG-RFM118 options= SP-MAW SP-JAM SP-M/AUTO SP-ABS SP-SAP SP-CND-K SP-AXL SP-S/SCR SP-E/SCR Overall= 15,644 Fine AP= 8,149 Weight= 7,058 Price= 901,600 The first in my next group of ACs is the InseKiK I. I decided to go for the unusual with this one, the result blew me away when I found out that I could wage an almost totally offensive battle against Necron with it. I am not good enough with it to beat some of the other ACs in Arena Mode. This AC was built only for duels. - - - - - - - - - - - - - - - - - - - - - - - - InseKiK II head= HD-06-RADAR core= XXA_SO arms= AN-25 legs= LN-D-8000R generator= GBX-XL FCS= TRYX-QUAD booster= B-T2 b.wpnL= WM-X201 b.wpnR= M11A8-TD armwpnL= none armwpnR= WG-RFM118 options= SP-MAW SP-JAM SP-M/AUTO SP-ABS SP-SAP SP-CND-K SP-AXL SP-S/SCR SP-E/SCR Overall= 15,504 Fine AP= 8,149 Weight= 7,123 Price= 969,250 This is a modification of the Cy-Ant X, used bigger legs so I could carry a magazine as well. I can do pretty good with it. - - - - - - - - - - - - - - - - - - - - - - - - InseKiK III head= HD-06-RADAR core= XXA_SO arms= AW-30/3 legs= LF-205-SF generator= GBX-XL FCS= TRYX-QUAD booster= B-T2 b.wpnL= WC-01QC b.wpnR= WC-IR24 armwpnL= N/A armwpnR= N/A options= SP-JAM SP-ABS SP-SAP SP-AXL SP-S/SCR SP-E/SCR SP-EH SP-E+ SP-DEhf Overall= 20,332 Great AP= 6,320 Weight= 5,575 Price= 1,008,200 I built this one so I could use the laser cannon while moving, and so I could move a decent speed without boosting. I can do ok with it. - - - - - - - - - - - - - - - - - - - - - - - - InseKiK IV head= HD-06-RADAR core= XXA_SO arms= AW-30/3 legs= LF-DEX-1 generator= GBX-XL FCS= TRYX-QUAD booster= B-T2 b.wpnL= WC-GN230 b.wpnR= WC-IR24 armwpnL= N/A armwpnR= N/A options= SP-JAM SP-ABS SP-SAP SP-AXL SP-S/SCR SP-E/SCR SP-EH SP-E+ SP-DEhf Overall= 21,282 Great AP= 6,658 Weight= 7,045 Price= 1,040,300 Modification of the InseKiK III to hold a grenade launcher. Used to fire either the Grenade Launcher or the Laser Canon while moving. Used for Arena only. - - - - - - - - - - - - - - - - - - - - - - - - InseKiK V head= HD-06-RADAR core= XXA_SO arms= AN-25 legs= LFH-X3 generator= GBG-XR FCS= TRYX-QUAD booster= B-T2 b.wpns= WX-S800-GF armwpnL= none armwpnR= WG-XP1000 options= SP-MAW SP-JAM SP-M/AUTO SP-ABS SP-SAP SP-CND-K SP-AXL SP-S/SCR SP-E/SCR SP-EH Overall= 16,465 Fine AP= 7,717 Weight= 6,185 Price= 821,600 Dual missiles on a 4-leg type was just something that I wanted to try. - - - - - - - - - - - - - - - - - - - - - - - - 9.2 GoldSaber's AC's - - - - - - - - - - - These all belong to GoldSaber. He has more, but he cheats with GameShark. - - - - - - - - - - - - - - - - - - - - - - - - Terra T constructed by GoldSaber head= HD-06-RADAR core= XXA_SO arms= AN-25 legs= LB-4401 generator= GBG-XR FCS= TRYX-QUAD booster= B-P351 b.wpnL= M11A8-TD b.wpnR= WM-SMSS24 armwpnL= LS-99-MOONLIGHT armwpnR= WG-RFM118 options= SP-JAM SP-M/AUTO SP-ABS SP-AXL SP-S/SCR SP-E/SCR SP-EH SP-E+ SP-DEHF Overall= 19,977 Fine AP= 8,427 Weight= 7,408 Price= 996,100 GoldSaber's AC Used to fire at an airborne enemy. - - - - - - - - - - - - - - - - - - - - - - - - Terra X constructed by GoldSaber head= HD-06-RADAR core= XXA_SO arms= AN-25 legs= LN-3001C generator= GBX-XL FCS= TRYX-QUAD booster= B-P351 b.wpns= WX-S800-GF armwpnL= LS-99-MOONLIGHT armwpnR= WG-1-KARASAWA options= SP-JAM SP-M/AUTO SP-ABS SP-AXL SP-S/SCR SP-E/SCR SP-EH SP-E+ SP-DEHF Overall= 19,766 Fine AP= 8,594 Weight= 9,037 Price= 967,7000 GoldSaber's AC. Best of his Terra series, with it's fire power it can beat Necron with ease. - - - - - - - - - - - - - - - - - - - - - - - - 9.3 Other AC's - - - - - - - - ACs submitted by other people. - - - - - - - - - - - - - - - - - - - - - - - - (untitled) constructed by HP930@aol.com head= HD-G780 core= XXA_SO arms= AN-863-B legs= LN-3001C generator= GBG-XR FCS= TRYX-QUAD booster= B-P351 b.wpnL= WM-AT b.wpnR= WC-GN230 armwpnL= LS-99-MOONLIGHT armwpnR= WG-PB26 options= SP-MAW SP-JAM SP-M/AUTO SP-ABS SP-SAP SP-CND-K SP-AXL SP-S/SCR SP-E/SCR SP-EH Overall= 34,113 SuperFine AP= 8,812 Weight= 10,346 Price= 1,222,100 Large AC with both a handheld Grenade Launcher and the shoulder mounted one. The other back weapon is the most powerful large missile in the game. Anybody used to piloting a heavy type and using these kind of weapons would do real well. - - - - - - - - - - - - - - - - - - - - - - - - Slayer constructed by Stealth (firstname.lastname@example.org) head= HD-REDEYE core= XXA_SO arms= AN-K1 legs= LN-2KZ-SP generator= GBG-XR FCS= FBMB-18X booster= B-P351 b.wpnL= WC-01QL b.wpnR= WM-SMSS24 armwpnL= LS-99-MOONLIGHT armwpnR= WG-RFM118 options not given Overall= 24,720 Great AP= 6,890 Weight= 6,192 Price= 1,163,200 Core with a rifle, missiles, and a laser cannon. Light weight and able to perform fast lockons to any target. - - - - - - - - - - - - - - - - - - - - - - - - Irontank constructed by Stealth (email@example.com) head= HD-G780 core= XCH-01 arms= AN-863-B legs= LC-MOS4545 generator= GBX-XL FCS= RATOR booster= N/A b.wpnL= WM-AT b.wpnR= WM-SMSS24 armwpnL= LS-99-MOONLIGHT armwpnR= WG-PB26 options not given Overall= 31,468 SuperFine AP= 9,790 Weight= 10,688 Price= 1,200,100 A large AC with a large missile launcher, and a medium missile launcher. Grenade Launcher to boot. The legs may not be in your game unless you import a file from the first Armored Core. - - - - - - - - - - - - - - - - - - - - - - - - TrGrHapy by Kenny (OCP9951@aol.com) head= HD-ONE core= XXA-SO arms= AN-25 legs= LN-2KZ-SP generator= GBG-1000 FCS= QX-9009 booster= B-P351 b.wpnL= WM-AT b.wpnR= WC-IR24 armwpnL= LS-3303 armwpnR= WA-FINGER options not given Overall= 32,252 SuperFine AP= 6,886 Weight= 6,140 Price= 1,482,300 Nice AC, plenty of speed and enough firepower with the laser cannon and large missle. Only downside is the low armor. - - - - - - - - - - - - - - - - - - - - - - - - Prodigy by Steve G. firstname.lastname@example.org head= HD-REDEYE core= XXA_S0 arms= AN-25 legs= LN-1001B generator= GBG-XR FCS= TRYX-QUAD booster= B-TOO1 b.wpnL= WC-01QL b.wpnR= WC-IR24 armwpnL= LS-99-MOONLIGHT armwpnR= WG-1-KARASAWA Special Parts SP-JAM SP-ABS SP-SAP SP-AXL SP-S/SCR SP-E/SCR SP-EH SP-E+ SP-DEhf Overall= Great AP= 8,099 Weight= 6,844 Price= 1,020,600 Prodigy is my main mech. It was the first one I built. He is a medium speed mech with good boost, attack power, and AP. Sometimes I will equip a missile launcher if the cannons just can't connect. This mech has massive destructive possibility I love it. - - - - - - - - - - - - - - - - - - - - - - - - 10. Missions ------------ This is a basic overview of the missions, along with a few tips. If I don't know the exact name of an enemy, I just make one up based on what they look like. Search and Destroy - - - - - - - - - - Reward: 33,000C Objective: Destroy all Enemies Bonus awarded by destroying shipping crates. Enemies: 3 tanks and 1 MT Location: Materials Dump Time Limit: 3 minutes Very easy, just attack and dodge a little bit. When you have one left just destroy crates until you get low on time, then destroy last enemy. Soon after you enter a distress call is given out; you can stop it by taking out an antenna in the middle of the base(I find it annoying). Infiltrate Amber Base - - - - - - - - - - - Reward: 32,000C Objective: Destroy underground condensers Enemies: 10 turrents, 3 spiders, 5 helicopter tanks Allies: cargo ship Location: Amber Crown Entrance Gate When you start you face the entrance. On top there are two turrents. Around the entrance there are shield generators, take them out to take down the shield. Once inside there is a panel to your left, press the button to lower the elevator. Once down continue north. Along the way you will find 1 little 'spider' tank. Go through the door and 2 helicopter tanks will attack you. After you take care of those hit the panel on the north side of the room to lower the transport platform. On the way down you will come across 8 turrents and 3 heli-tanks. The platform has to be all the way at the bottom for the door at the end to open. After the door there is a the last corridor containing 2 spider tanks. At the end shoot the grate in the floor and drop down to find the condensers. Blast away. Rescue the Allies - - - - - - - - - Reward: 35,000C Objective: Capture Center Transport Vehicle Enemies: 5 MTs Location: Loop Line Junction You need to destroy all the MTs and destroy the convoy vehicles in front of and behind the middle one. The convoy is moving so you need to be somewhat quick. When you start out just boost forward across the first bridge and take out the two on the other side. There is one under the first bridge, one under the second bridge and one on the other side of the bridge. They easily show up on radar so I trust you can take care of them. The convoy eventually crosses the 2nd bridge and that's when I isolate the center transport. Cross the bridge and take out the last MT and you're done. Stinger will wipe out the transport and call you an annoyance. Raid the Laboratory - - - - - - - - - - Reward: 34,000C Objective: Rescue Sumika Enemies: 22 scorpions, 2 battle rigs, Stinger Allies: Sumika Location: Enemy Laboratory Time Limit: 1 minute at the end of the mission. Head Forward and hit the panel to the west to go down. Go through the door to the northeast. Hit the panel on the elevator to go down. Go through the door to your west. Destroy any little "scorpion" tanks you come across. At the end of the corridor you can go either west or east. The east is a dead end with two more little "scorps." The west door brings you to turn, only the door to the north opens. Enter the door at the end of the corridor to fight Stinger, where he will once again call you a nuisance. Use any arena tactics or whatever you prefer. Go through the lower door and enter the door at the end of the corridor. The only door that opens is to the north, it is the west door. Follow the next winding corridor and enter the door at the end to find the generators. Destroy them to create a diversion. Enter the door to the south. Go forward and hit the panel on this elevator to go down. At the bottom exit to the north. There are 2 doors to the east and west. Take the west as the east is a dead end. Follow the corridor and take the door either at the end or halfway through. Now take the door on the south side of either room. In this next corridor take the door halfway through, taking the door at the end brings you in circles. Use the automap to know what I mean. Anyway continue through this little corridor and take the door at the end. Now follow the next winding corridor and once again take the door at the end. Use the elevator to go up. Take the west door. Now take the corridor to the south as the first door you see doesn't open; open the door at the end. Take out the battle rigs following Sumika, and then follow Sumika. Hit the button on the elevator. While you go up they decide to close all hatches giving you 1 minute to escape; don't worry though because the transport is in the next room. Take the east door and enter the transport. The Underground Maze - - - - - - - - - - - Reward: 32,000C Objective: Destroy all research materials Enemies: 34 scorpions, 11 blue spiders, 7 turrents Location: North Underground Maze Head strait east until you reach the corner, then head north. About halfway down the corridor, there is a door you can open on the west side. Enter the door, and boost past the doorways. In each one there is a blue spider with a green machine laser, there are two pairs of doors. Right after the turrent there is an open space, and a door in front of you. There are two turrents here, if you have radar you should be able to see them. Get ready, when you open the door there is a pair of blue spiders, kill them. Go through the west door. There is a pair of turrents here. Continue forward, when you can go north or south, go south. Follow the passage until it starts to decend. There is a blue spider at the bottom, but he is not as dangerous as the others. Once you reach the bottom, there is a roam to the west, and a room to the east. Each room has a turrent, and four enemies. The west room is the correct one. This room has 4 blue spiders. Kill them, go through the door, and destroy the crates. Disrupt Military Units - - - - - - - - - - - - Reward: 33,000C Objective: Destroy all enemies Enemies: 11 heli-tanks, 2 AT-ATs, 3 MTs Allies: Sumika Location: Military Drill Area There are a lot of enemies. We have the heli-tanks, MTs, and 2 of these big MTs that look like the AT-AT off of Star Wars. The "AT-ATs" have the mortar type missiles identical to the WM-SMSS24 back weapon. Sumika is with you so you will have some help. After you destroy a few they send in reinforcements. I use some more powerful weapons and have a bit more armor, but whatever works for you. Disrupt Shipping Lanes - - - - - - - - - - - - Reward: 36,000 Objective: Destroy Transports Enemies: Numerous MTs, helicopter tanks, helicopters, and tanks, 7 transports. Location: Rampart Bridge Time Limit: see details In this mission you are to destroy all transports. There is no real time limit, but if you take to long they will cross the bridge and you fail the mission. On the map there are 2 originating roads on the border to your north. I boost directly to the northwest road and defend myself from the tanks and aircraft until the 3 transports on that side show up. Unlike the "Rescue the Allies" mission, you CAN target the transports. I destroy all 3 then I boost over to the east and catch the remaining 4 transports. Capture the VIP - - - - - - - - Reward: 40,000C Objective: Capture the VIP Enemies: 2 tanks, 2 helicopters, 3 "AT-ST" MTs Location: Doomsday Organization Testing Plant Security: Anti-air radar, and land mines; so don't fly, and stay by the river and roads Bonus: Destroy the 3 transports crossing the first bridge for an additional 15,000C. When you first start jump in the river right by you and follow it north past one bridge until you come to a second bridge with a bunch of tanks, head west from there until the base is in sight. Don't go into the base! Sumika doesn't always tell you to wait outside it right away so you wind up dashing into it and setting off land mines. After you wait for a little bit a helicopter containing the VIP lands. Then you destroy all enemies surrounding the buildings. Protect the VIP - - - - - - - - Reward: 41,000C Enemies: 4 heli-tanks, 6 blue spiders, Stinger Allies: Sumika, transport Objective Protect Transport Location: Abandoned Factory Enemies attack from all sides. There are holes up in the walls that the enemies come out off. Sumika is with you so she will help. After you toast them all Stinger with show up call you a nuisance and start attacking you, Sumika, and the transport. He doesn't move around as much as you and Sumika have him double teamed. Destroy Receiving Base - - - - - - - - - - - - Reward: 31,000C Enemies: 3 helicopters, 2 flying MTs, 9 spiders Objective: Destroy all Enemies Location: Underground "Rectenna" facility Penalty: Any condensers destroyed will be deducted from your pay. Don't take this mission if you are strapped for cash. The enemies will destroy condesers in an effort to shoot you, but you pay for them. Most of the time your pay will come out as a negative number. Anyway, when you first land destroy the 2 helicopters above you and those two MTs flying around. Before you head to the building north-east of you, boost into the air and target the third helicopter. Don't touch the antennas!! They hurt! Head to the building, and take the elevator down. Once underground, stay away from the condensers, and try to shoot at the spiders. This mission is called Destroy Recieving Base because you wind up destroying it, and it comes out of your pocket. Destroy the Detachment - - - - - - - - - - - - Reward: 32,000C Enemies: 7 MTs, 3 blue spiders, and 3 unmoving transports. Allies: Sumika Objective: Destroy all Enemies Location: Downtown Amber Crown Not much to this mission, just destroy them all, similar to "Disrupt Military Units" but no "AT-ATs" to fire long distance missiles at you. There are 2 sets of reinforcements, one after you destroy all the transports, and one after you destroy all the spiders. It goes MTs then Spiders then more MTs Destroy Main Facility - - - - - - - - - - - Reward: 35,000C Enemies: 100 spiders, 27 turrents, 8 battle rigs, 3 paratroopers Allies: Sumika Objective: Locate computer room, steal data and escape Location: Doomsday Organization HQ Make sure you have a good amount of ammo, or a laserblade in case you run out. It is very strait forward, keep going and destroy as many enemies in your path as possible. Destroy all turrents. There are 50 spiders when you first enter, only kill them if they are on the path, if they are unable to get to you don't waste your ammo. After you get to the area with rooms, head to the north-west to find the computer room entrance. Once through the door you will fight all the battle rigs until Sumika is done getting data. Your ammo will refill, and you must escape. All the destroyed turrents will no longer be able to shoot you; but there are spider reinforcements. Once you exit paratroopers will attack you, destroy them and you are home free. Confrontation - - - - - - - Reward: 50,000C Enemies: 3 flying MTs, 3 AT-ATs, 3 missle tanks, Stinger Objective: Destroy all enemies Location: North Highland Destroy the MTs, then destroy all the tanks. Stinger will show up piloting Phantasma, whoop his ass and you're done. Intercept Enemy Units - - - - - - - - - - - Reward: 33,000C Enemies: 4 AT-STs, 8 heli-tanks, 4 MTs Allies: Sumika Objective: Destroy all enemies Location: Northern Castle Once you destroy 3 of the STs, heli-tank renforcements arrive. After you destroy 6 heli-tanks, MT renforcements arrive. Finish them off. Destroy Secret Base - - - - - - - - - - Reward: 34,000C Enemies: Infinate scorpions, infinite battle rigs, 4 turrents Objective: Plant bomb and escape Location: Doomsday Organization secret base Time Limit: 2 minutes after you plant the bomb. To the north-east is the entrance, go through the discolored area and through the door. Destroy these scorpions, and use the elevator on the north wall. Once you reach the bottom, head south, and check the south wall of the building in this large area for a door. Ignore the enemies in here, they respawn. Once through the door, use the second elevator. Keep going through doors and plant the bomb. Now leave! When you use the elevators, activate them and boost the rest of the way to save time. If they go while you do, then you aren't in trouble if you mess up. Search the Facility - - - - - - - - - - Reward: 45,000C Enemies: 3 MTs, 6 turrents, 2 battle rigs, Stinger Objective: Locate Phantasma Location: Old town area Search the suface for 3 entrace tunnels, at the bottom of each one is a switch to open a gate. After you hit them all, enter the highway tunnel throuh the crater to the south west. Follow the tunnel until you reach the end, and there is a door on the south wall. Enter it, and follow the tunnel to Stinger, instead of piloting Phantasma, he is in his silver AC, which is more difficult. You have fought him enough times to know how to lay him out. The Final Battle - - - - - - - - - Enemies: Stinger/Phantasma Objective: Destroy Stinger/Phantasma Location: Sealed Establishment Abyss This is a one-on-one battle with Stinger. He has merged with Phantasma, and can be difficult to beat. He has missles, a laser gun, and what I like to call his Fireworks Attack. You will want some decent mobility, without giving up armor. If you have the WM-AT from the arena, equip it. Use it along with the auto launcher to easily destroy him/it. Otherwise, keep dodging and firing. When he starts up his Fireworks(You'll know it when you see it), never stop! Even without boosters, keep moving left or right! On the whole, treat this as an arena battle. I wish I could arena battle in here, it looks pretty cool. 11. Codes --------- Change Pilot name - - - - - - - - - - Move selection to change AC name, Hold L1, L2, R1, R2, right, Square and press X to change your pilot name. 12. GameShark Codes ------------------- Here's a section full of GameShark Codes, not much else to say except I will take no responsibility if you mess up your game or for any undesirable effects. There are some awesome custom codes of mine after the CMGSCCC codes. 12.1 www.cmgsccc.com Codes - - - - - - - - - - - - - - These Codes are from www.cmgsccc.com and I take no credit for these codes. 1st-16th by InterAct 17th by Drummond_@webtv.net 18th-166th by Sage Codes Made & Tested on 3.2 Version Cheat Device 1 Infinite Cash 8003BCD2 0020 2 Infinite Energy 80042506 CB20 3 Infinite Armor (Arena Mode Only) D0041578 0001 800734F0 CD5A 4 Infinite Ammo Right Arm 800427D8 03E7 80042816 0064 5 Infinite Ammo Back Weapon 80042854 0064 800342F0 0101 800342F2 0101 6 Have All Heads 800342F4 0101 800342F6 0101 800342F8 0101 80034302 0101 7 Have All Cores 80034304 0502 3003430D 0001 8003430E 0101 80034310 0101 80034312 0101 8 Have All Arms 30034314 0001 30034319 0001 8003431A 0101 8003431C 0101 8003431E 0101 80034320 0101 30034325 0001 80034328 0101 8003432A 0101 3003432D 0001 3003432F 0001 80034330 0101 9 Have All Legs 80034332 0101 30034335 0001 80034336 0101 30034338 0001 8003433A 0101 3003433C 0001 80034340 0101 30034343 0001 3003434D 0001 8003434E 0101 10 Have All Generators 80034350 0101 80034352 0101 80034354 0101 8003435C 0101 8003435E 0101 11 Have All FCS 80034360 0101 80034362 0101 80034364 0101 8003436C 0101 8003436E 0101 12 Have All Optional Parts 80034370 0101 80034372 0101 80034374 0101 80034376 0101 3003437F 0001 13 Have All Boosters 80034380 0101 80034382 0101 80034384 0101 3003438D 0001 8003438E 0101 80034390 0101 80034392 0101 80034394 0101 80034396 0101 80034398 0101 8003439A 0101 8003439E 0101 800343A0 0101 14 Have All Back Weapons 800343A8 0101 800343AA 0101 800343AC 0101 800343AE 0101 300343B0 0001 800343B4 0101 800343B6 0101 800343B8 0101 800343BA 0101 800343C0 0101 300343C2 0001 300343C9 0001 800343CA 0101 800343CC 0101 800343CE 0101 15 Have All Right Arm Weapons 800343D0 0101 800343D2 0101 800343D4 0101 800343D6 0101 800343D8 0101 800343DA 0101 800343DC 0101 16 Have All Left Arm Weapons 800343DE 0101 300343E0 0001 17 Infinite Armor (Missions Only) 801E2F40 8000 Head Pieces 18 Have HD-01-SRVT 300342F0 0001 19 Have HD-2002 300342F1 0001 20 Have HD-X1487 300342F2 0001 21 Have HD-Redeye 300342F3 0001 22 Have HD-D-9066 300342F4 0001 23 Have HD-Gry-NX 300342F5 0001 24 Have HD-06-Radar 300342F6 0001 25 Have HD-One 300342F7 0001 26 Have HD-08-Dish 300342F8 0001 27 Have HD-Zero 300342F9 0001 28 Have HD-G780 300342FA 0001 Core Parts 29 Have XCA-00 30034302 0001 30 Have XCL-01 30034303 0001 31 Have XCH-01 30034304 0001 32 Have XXA_SO 30034305 0001 Arm Parts 33 Have AN-201 3003430D 0001 34 Have An-K1 3003430E 0001 35 Have An-D-7001 3003430F 0001 36 Have An-3001 30034310 0001 37 Have ANKS-1A46J 30034311 0001 38 Have AN-863-B 30034312 0001 39 Have AN-25 30034313 0001 40 Have Aw-MG25/2 30034319 0001 41 Have AW-GT2000 3003431A 0001 42 Have AW-RF105 3003431B 0001 43 Have AW-30/3 3003431C 0001 44 Have AW-RF120 3003431D 0001 45 Have AW-S60/2 3003431E 0001 46 Have AW-XC5500 3003431F 0001 47 Have AW-XC65 30034320 0001 48 Have AW-DC/2 30034321 0001 Leg Parts 49 Have LN-1001 30034325 0001 50 Have LN-1001-PX-0 30034328 0001 51 Have LN-501 30034329 0001 52 Have LN-SSVR 3003432A 0001 53 Have LN-1001B 3003432B 0001 * Try for the LN-3001 3003432C 0001 54 Have LN-3001C 3003432D 0001 55 Have LN-502 3003432F 0001 56 Have LN-D-8000R 30034330 0001 57 Have LN-2KZ-SP 30034331 0001 58 Have LNKS-1B46J 30034332 0001 59 Have LB-4400 30034333 0001 60 Have LB-4401 30034335 0001 61 Have LB-4303 30034336 0001 62 Have LB-1000-P 30034337 0001 63 Have LBKS-2B45A 30034338 0001 64 Have LF-205-SF 3003433A 0001 65 Have LFH-X3 3003433B 0001 66 Have LF-DEX-1 3003433C 0001 * There is another 4-leg in the game 3003433D 0001 67 Have LC-MOS18 30034340 0001 68 Have LC-UKI60 30034341 0001 * There is another tread in the game 30034342 0001 69 Have LC-HTP-AAA 30034343 0001 Generator Parts 70 Have GPS-VVA 3003434D 0001 71 Have GPS-V6 3003434E 0001 72 Have GRD-RX5 3003434F 0001 73 Have GRD-RX6 30034350 0001 74 Have GRD-RX7 30034351 0001 75 Have GBG-10000 30034352 0001 76 Have GBG-XR 30034353 0001 77 Have GBX-TL 30034354 0001 78 Have GBX-XL 30034355 0001 FCS Parts 79 Have COMDEX-C7 3003435C 0001 80 Have COMDEX-GO 3003435D 0001 81 Have COMDEX-G8 3003435E 0001 82 Have QX-21 3003435F 0001 83 Have QX-AF 30034360 0001 84 Have TRYX-BOXER 30034361 0001 85 Have TRYX-QUAD 30034362 0001 86 Have QX-9009 30034363 0001 87 Have FBMB-18X 30034364 0001 88 Have RATOR 30034365 0001 Optional Parts 89 Have SP-M/AUTO 3003436C 0001 90 Have SP-ABS 3003436D 0001 91 Have SP-SAP 3003436E 0001 92 Have SP-CND-K 3003436F 0001 93 Have SP-AXL 30034370 0001 94 Have SP-S/SCR 30034371 0001 95 Have SP-E/SCR 30034372 0001 96 Have SP-EH 30034373 0001 97 Have SP-E+ 30034374 0001 98 Have SP-DEHF 30034375 0001 Booster Parts 99 Have B-P320 3003437F 0001 100 Have B-P350 30034380 0001 101 Have B-TOO1 30034381 0001 102 Have B-72 30034382 0001 103 Have B-P351 30034383 0001 104 Have B-VR-33 30034384 0001 105 Have B-HP25 30034335 0001 All Back Weapons 106 Have WM-S40/1 3003438D 0001 107 Have WM-S40/2 3003438E 0001 108 Have WM-S60/4 3003438F 0001 109 Have WM-S60/6 30034390 0001 110 Have WM-MVG404 30034391 0001 111 Have WM-MVG802 30034392 0001 112 Have WM-L201 30034393 0001 113 Have WM-X201 30034394 0001 114 Have WM-X5-AA 30034395 0001 115 Have WM-X10 30034396 0001 116 Have WM-P4001 30034397 0001 117 Have WM-PS-2 30034398 0001 118 Have WM-AT 30034399 0001 119 Have WM-T0100 3003439A 0001 120 Have WM-SMSS24 3003439B 0001 121 Have WM-S50 3003439E 0001 122 Have WR-S100 3003439F 0001 123 Have WR-M50 300343A0 0001 124 Have WC-CN35 300343A1 0001 125 Have WC-ST120 300343A8 0001 126 Have WC-LN350 300343A9 0001 127 Have WC-GN230 300343AA 0001 128 Have WC-XP4000 300343AB 0001 129 Have WC-XC8000 300343AC 0001 130 Have WC-01QL 300343AD 0001 131 Have WC-SPGUN 300343AE 0001 132 Have WC-IR24 300343AF 0001 133 Have RXA-01WE 300343B0 0001 134 Have RZ-A0 300343B4 0001 135 Have RXA-99 300343B5 0001 136 Have RXA-77 300343B6 0001 137 Have RZ-A1 300343B7 0001 138 Have RZT-333 300343B8 0001 139 Have RZ-BBP 300343B9 0001 140 Have RZ-Fw2 300343BA 0001 141 Have WX-S800/2 300343BB 0001 142 Have WX-S800-GF 300343C0 0001 143 Have XCS-9900 300343C1 0001 Right Arm Weapons 144 Have WG-RF35 300343C9 0001 145 Have WG-MGA1 300343CA 0001 146 Have WG-MG500 300343CB 0001 147 Have WG-AR1000 300343CC 0001 148 Have WG-HG235 300343CD 0001 149 Have WG-RF/5 300343CE 0001 150 Have WF-RF/P 300343CF 0001 151 Have WG-HG512 300343D0 0001 152 Have WG-FG99 300343D1 0001 153 Have WG-B2120 300343D2 0001 154 Have WG-B218 300343D3 0001 155 Have WG-XP1000 300343D4 0001 156 Have WG-XP2000 300343D5 0001 157 Have WG-XC4 300343D6 0001 158 Have WG-1-KARASAWA 300343D7 0001 159 Have WG-RFM118 300343D8 0001 160 Have WG-XFwPPk 300343D9 0001 161 Have WG-HG1 300343DA 0001 162 Have WG-PB26 300343DB 0001 Left Arm Weapons 163 Have LS-2001 300343DC 0001 164 Have LS-200G 300343DD 0001 165 Have LS-3303 300343DE 0001 166 Have LS-99-MOONLIGHT 300343DF 0001 *I THINK this might yield another part becuase there are a few missing here. 12.2 Cyber_Ant's Codes - - - - - - - - - - - - My friend GoldSaber started to edit stats with a Gameshark Pro. This give me the idea to try my hand at it. I figured out a few interesting things when editing the memory. I can now change the lock-on type and the ammo type! This means I can give a rocket the same lock-on as the grenade launcher and have it shoot machine gun rounds! All codes tested on a GameShark Pro Version 3.2, I do not know if the codes work with any other Gamesharks or Pro Action Replays. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>IMPORTANT<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< When you use these codes you must turn them off when it says NOW LOADING, the game halts until you do. Do not make range codes any larger! >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>IMPORTANT<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Super GBX-XL Generator ********************** Low Weight 800B9770 000A Infinte Max Charge 800B9774 FFFF 9999 Output 800B9772 270F Super WM-AT Large Missle ************************ 6 lock-ons 800BA084 0006 Super XCS-9900 Multi Missle *************************** 1 reload time and 6 lock-ons 800BA45C 0106 low ammo price 800BA458 0001 low weight 800B8A44 000A Long Distance Range 800BA45A 7FFF Super WR-50 *********** Lock-on activator 800BA0F1 0103 Super WR-M70 Rocket ******************* 1 reload time 800BA144 0106 Long Distance Range 800BA142 7FFF Super Gatling Gun - AW-GT2000 ***************************** 1 reload time 800B9C05 0001 WM-Finger ammo type 800B9BF5 0008 3000 ammo 800B9BFC 0BB8 13. Conclusion -------------- Well, this is it. No more updates. Hope it was useful. 14. Credits ----------- GoldSaber -for the tag mode, battles, and his awesome ideas for GameShark Codes. From Software (www.fromsoftware.co.jp) -for making this fine game. ASCII Entertainment (www.asciient.com/) -for bringing the game over to our shores. GameFAQs (www.gamefaqs.com) -for hosting this file. Wojciech Migda (email@example.com) (www.v-lo.krakow.pl/~cooker/) -for his GFX2ASC program so I could make the ascii at the top. People that have submitted ACs: -HP930@aol.com -Stealth (firstname.lastname@example.org) -Kenny (OCP9951@aol.com) -Steve G. (email@example.com) 15. Legal Disclaimer -------------------- Copyright 2001 Cyber_Ant (firstname.lastname@example.org) This document may not be distributed without my permission. So far the only authorized location is GameFAQs.
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