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    Strategy Guide by Cyber_Ant

    Version: 1.0 | Updated: 01/29/03 | Printable Version | Search Guide | Bookmark Guide

    
    
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    Armored Core:  Project Phantasma
    The Everything Guide
    
    Version 1.0
    
    Written by Cyber_Ant (j_sirhc@yahoo.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 (renninger1@willardohio.net)
    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 (renninger1@willardohio.net)
    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.
    brushcut20@hotmail.com
    
    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 (cooker@v-lo.krakow.pl)
                   (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 (renninger1@willardohio.net)
         -Kenny (OCP9951@aol.com)
         -Steve G. (brushcut20@hotmail.com)
    
    15. Legal Disclaimer
    --------------------
    Copyright 2001 Cyber_Ant (j_sirhc@yahoo.com)
    This document may not be distributed without my permission.
    So far the only authorized location is GameFAQs.