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Defender Weapons FAQ
   ~ FallenTurtles
   v1.20
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I.   Introduction
II.  Ship Information
III. Ship Upgrade Map
IV.  Individual Weapon Information
V.   Copyright, Thanks, Credits

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I. Introduction
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Playing Defender isn't a huge problem when you learn to operate the ship and
its functions well.  That's why I've decided to not do an entire walkthrough,
but rather just a little technological guide for the game.  The problem for
me was deciding what to buy with the credits you build up through the first run
through the game.  I was plagued with what on Earth to buy with my brand new
paycheck for rescuing Colonists like a good boy.  So I decided to just write
this all down and maybe help somebody else out there who doesn't know whether
to buy the Ratchet Cannon or that brand new Swingfire Missle.  I've got my own
little 'scale' of how much damage and how fast each weapon fires.  Keep in mind
those values are based soley off of my judgment, there was no actual scientific
or numerical value to it, just what I thought about it.

My piece of advice is to find one ship you like in the game.  Whether it be
for it's handling, speed, strength, etc.  Then work on that ship with your
credits. In my opinion... there's a simple answer, one little ship can beat
this entire game once you get a specific weapon.  But it's obviously your
choice.

Get to it, Defender!

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III. Ship Information
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After some brief thought, I decided to include a little information on each
ship.  You don't have to buy these in any way, you simply get them for
completeing X number of missions.  I didn't find it necessary to include
information on the ships due to this, but then I figured, "Hey, they may want
to know WHICH ship to work with for upgrades."  So again... I do it all for
you.

Information was basically formulated through two sources... my own brain as I
played the game, and the Defender Strategy Guide by Robert Berger, from
BradyGames publishing.  In the interests of keeping sacred our copyright laws,
there is nothing in here that I stole from the guide, I merely used it for
information to mention, plus it has nifty little numerical values to go off of.

On a side note, the instruction manual says the Defiance is slightly faster 
than the Nemesis.  I think this may be a typo, as Robert Berger also lists the
Nemesis as faster than Defiance.  In my opinion, the two speed values for the 
ships should be reversed.  It may be that the Nemesis is so incrdibly agile and
can accelerate to top speed in no time, but I'm pretty sure it's faster.  If it
truly isn't, believe me, when you want speed and quick movements, you want 
Nemesis.  Though Defiance does not fall short regarding speed, Nemesis will get
it done faster.  To keep going with this, the instruction manual also says the
Judgment is in fact slower than the Guardian.  Robert Berger's guide either has
a type, or he disagrees.  I'm with the instruction manual on this one.

Defender
This ship truly is middle of the line.  It can take substantial damage, it can
deal moderate damage, its speed is moderate... etc.  It has nothing that stands
out as being SPECIAL in any way.  It's a standard multi-purpose, versatile 
ship.  Decent weapons help it along the way though.  She's the 4th fastest ship
in the game.  Defender has some great handling.

Guardian
Quote Robert Berger:
"Guardian Pros: Other ships are available."
The Guardian is a tough ship.  But it's SLOW and not very agile.  It's early
weapon rack isn't much fun, but later on it becomes a blast!  No pun
intended...  Guardian is at a tie as slowest ship in the game.

Nemesis
A cool name with a cool ship.  This baby is fast, but it's also the weakest
ship in the game.  Something you may want to consider when you get Retribution,
which is both faster and stronger.  Nemesis has a fun weapon rack, including
the mighty Ratchet Cannon.  She's the 2nd fastest ship in the game.  My
recommendation falls here.

Defiance
The Defiance has, in my opinion, the funnest weapon rack.  It has a variety of
fun weapons that make Manti-destruction a joy.  This ship is basically an
updated Defender.  It's faster, tougher, and more fun overall.  Once you get
Defiance, you'll have no real need for the Defender, except of course for Old
Time's sake.  Defiance is the 3rd fastest ship in the game.  It's also the
toughest of the faster ships, dropping only to Judgment and Guardian.

Judgment
It's everything the Guardian wants to be... thrown right out the window.  The
Judgment has the same speed as the Guardian, it is, however, twice as tough.
But what's the downside?  The Judgment has NO agility.  It is INCREDIBLY
difficult to manuever, even at those super slow speeds.  I really can't ever
see myself using this darned ship.  Oh wait... it has another advantage, it can
carry a total of five colonists, or four colonists and a vehicle.  That's nice!
IF YOU CAN GET TO THEM IN TIME.

Retribution
The fastest ship in the game...  Retribution is 50% faster than Nemesis, watch
that speed.  Itcan become very hard to handle.  You don't have much time to
line up enemies, and picking up colonists is a lot harder than you'd like it
to be.  The downside to the Retribution that the Nemesis comes in strong with
is agility.  All that speed, but without good turning capabilities, it can be
a pain.  The weapons on Retribution get to be fun ones though, have some fun
with it!  This ship you'll either love or hate...  I'm not sure how I feel yet.

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III. Ship Upgrade Map
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Each ship starts with the first weapon in spaces 1, 2, and 5.  Extra weapons
and upgrades are purchased with credits won during missions.

I threw in the prices of the upgrade along with a little clean up to make this
map look THAT much better!  Obviously, each value is shortened, so as you may
have guessed: (20k)=20000, (7k)=7000 and so on...  If there isn't a price by
the weapon... then it comes with the ship right off the bat.  But I bet you
knew that, right?

Defender
1. Pulse Cannon-------Laser Harpoon(20k)
2. Fast Lock Missle---Volley Missle(10k)
3. Railgun(3k)--------Razor Gun(15k)
4. Firebolt(4k)-------Plasma Bomb(10k)-----Detonator(40k)
5. Energy Shield------Smart Bomb(20k)

Guardian
1. Firebolt---------------Firehammer(20k)
2. Autoseek Missle--------Buzzsaw Missle(15k)
3. Swingfire Missle(7k)---Chain Bazooka(15k)
4. Lobber Grenade(5k)-----Plasma Bomb(10k)------Detonator(40k)
5. Hyperspace-------------Energy Shield(10k)

Nemesis
1. Ratchet Gun----------Ratchet Cannon(25k)
2. Trident Missle-------Super Trident(15k)
3. Volley Missle(12k)
4. Hive Gun(10k)--------Detonator(40k)
5. Smart Bomb-----------Advanced Shield(20k)

Defiance
1. Laser Harpoon------Laser Lance(25k)
2. Rocket Array-------Salvo Rockets(15k)
3. Honeypot(10k)
4. Tag Missles(10k)---Detonator(40k)
5. Pulse Mine---------Smart Bomb(20k)

Judgment
1. Pulse Array--------Laser Lance(30k)
2. Hive Gun
3. Scatter Gun(7k)----Swingfire Missle(15k)---Ratchet Cannon(30k)
4. Plasma Bomb(10k)---Detonator(25k)
5. Energy Shield------Pulse Mine(30k)

Retribution
1. Pulse Array
2. Volley Missle---------Buzzsaw Missle(15k)
3. Chain Bazooka(20k)
4. Lobber Grenade(10k)---Detonator(40k)
5. Hyperspace------------Pulse Mine(20k)

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Now, I went a little more in depth to find what other information is out there.
The cooperative and the deathmatch two-player modes allow you to select any 
ship, whether you've unlocked it in single-player or not.  Each ship comes with
a full armament that doesn't appear to change at all.  It's slightly different
for the two modes, so here's a list of what each ship uses in each mode.

Deathmatch

Defender:
1. Pulse Cannon
2. Volley Missle
3. Razor Gun
4. Scatter Gun
5. Energy Shield

Guardian
1. Firebolt
2. Buzzsaw Missle
3. Chain Bazooka
4. Scatter Gun
5. Energy Shield

Nemesis
1. Ratchet Gun
2. Buzzsaw Missle
3. Firebolt
4. Hive Gun
5. Energy Shield

Defiance
1. Laser Harpoon
2. Buzzsaw Missle
3. Pulse Cannon
4. Razor Gun
5. Pulse Mine

Judgment
1. Pulse Cannon
2. Buzzsaw Missle
3. Ratchet Gun
4. Chain Bazooka
5. Pulse Mine

Retribution
1. Pulse Cannon
2. Rocket Array
3. Pulse Cannon* 
4. Razor Gun
5. Energy Shield
*This is actually some weird weapon... it locks on, but it acts like the Pulse
Cannon.  I have no idea what exactly it is.
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Cooperative

Defender:
1. Pulse Cannon
2. Fast-Lock Missle
3. Razor Gun
4. Plasma Bomb
5. Energy Shield

Guardian
1. Firebolt
2. Fast-Lock Missle
3. Chain Bazooka
4. Lobber Grenade
5. Hyperspace

Nemesis
1. Ratchet Gun
2. Trident Missle
3. Razor Gun
4. Hive Gun
5. Hyperspace

Defiance
1. Laser Harpoon
2. Rocket Array
3. Honey Pot
4. Tag Missles
5. Pulse Mine

Judgment
1. Pulse Array
2. Hive Gun
3. Scatter Gun
4. Plasma Bomb
5. Energy Shield

Retribution
1. Pulse Cannon
2. Buzzsaw Missle
3. Chain Bazooka
4. Lobber Grenade
5. Hyperspace

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IV. Individual Weapon Information
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Price for weapons includes letters that stand for each ship, since some ships
can have the same upgrade, but they don't necessarily have the same price
attached to them.  An N/A for price means the ship comes with that weapon right
off the bat, you do not need to ever purchase it for that particular ship.

    D= Defender
    G=Guardian
    N=Nemesis
    De=Defiance
    J=Judgment
    R=Retribution


A little help with my information here.  For tracking in Defender, there are a
few ways it occurs.  I put 'No' if it's a standard manual aim.  I put 'Yes'
if, during the game, you see a little icon appear around your enemy to inform
you that you've locked on.  The projectile will then home in on your target.
The 'Auto-Target Feature' I speak of does not use the standard icon to find and
lock on a target, but rather it simply auto-aims at an enemy near the target
icon in your HUD.  Auto-Target weapons are both a blessing and a curse.  They
oviously make aiming a WHOLE lot easier, but you need to be close, because you
lose the ability to lead your targets and fire from a distance if they're
moving.  Bummer.  Still though... they're lots of fun to use.

For power, it's merely my judgment call that gave a weapon its rating.  I
lumped them into three categories.  And that's all you're going to get.  There
was no scientific or numerical method to finding these, it was simply my
judgment.  Take it or leave it!

Rate of fire is fairly self-descriptive.  Fully automatic simply means hold the
trigger and a constant stream of ammo fires off.  The other values indicate
how quickly the next shot can fire out.  Some of those weapons allow you to
hold down the trigger, some do not.

Ammo... gee...  Some weapons have a limited number of shots.  You can of course
refill this with in-mission powerups.  Some have an unlimited amount of shots.
And some can be fired until the ammunition meter is empty, however, given a
short amount of time, the ammo recharges and you can fire again.  Just watch
the meter carefully to figure out when you need to give it a chance to recharge
quickly.

The next line is a description of the weapon provided by the game Defender,
while the paragraph after is my own personal explanation of the weapon.

Weapons are arranged alphabetically...

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Special Weapons, slot 5
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Advanced Shield 
Price: 20000(N)
Number of Uses: 7

This shield protects the ship from enemy fire with seven charges.

Same bloody thing as the energy shield.  But instead of three uses you get
seven.

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Energy Shield
Price: N/A(D), 10000(G), N/A(J) 
Number of Uses: 3

When activated, this shield protects the ship from enemy fire.

Gee... I wonder what this does.  Use this and a blue bubble forms around your
ship, you won't take any damage for about 7-8 seconds.

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Hyperspace
Price: N/A(G), N/A(R)
Number of Uses: Unlimited

No Game Description.

Use this to quickly transport to a seemingly random part of the map.  I don't
think there's a pattern of any kind, but it's useful to get out of a bad spot
in a pinch.

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Pulse Mine
Price: N/A(De), 20000(R), 30000(J) 
Number of Uses: 20

Once dropped, it waits in ambush for incoming enemies.

This special item drops a fun little blinking mine from your ship.  It hovers
in the air... looking menacing.  If any enemies come near it, the mine begins
to follow the enemy and will eventually crush it.  You get 20 of them, but they
only last for 30 seconds before they self destruct, with or without an enemy.
So don't think these will make good permanent sentry guards.

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Smart Bomb
Price: 20000(D), N/A(N), 20000(De)
Number of Uses: 1

Unleashes massive devastation.

Smart Bombs are useful, fun... and they ARE devastating.  Fly into the middle
of a group of enemies and let it go.  They may not all be destroyed, but rest
assured, they'll feel the heat.  Advice: use Smart Bomb against Podworms.
Takes them out instantly.  By the way... 'smart' means it won't hurt your
allies at all.

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Standard Weapons, slots 1-4
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Autoseek Missle
Price: N/A(G)
Tracking: Yes
Power: Moderate
RoF: Moderate
Ammo: Limited

(No Game Description)

This weapon fires two homing projectiles that can do some mid-level damage.
The fun thing to watch with this weapon is if the projectiles miss the target
the on their first sweep, they begin circling around quickly in a weird
pattern until they find the target.  It's very fun to watch.

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Buzzsaw Missle
Price: 15000(G), 15000(R)
Tracking: Yes
Power: Moderate
RoF: Fast
Ammo: Limited

Fire fast, far, and always hits.

Now that's a cool name...  This weapon fires four seperate missles that track
your targeted enemy and do a somewhat substantial amount of damage.  Don't
waste it on ground units, it won't do anything.  Although it can be useful,
this isn't a weapon that will really be all that useful.  Though it's
ammunition level is quite high for missles.

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Chain Bazooka
Price: 15000(G), 20000(R)
Tracking: Auto-Target Feature
Power: Moderate
RoF: Fully Automatic
Ammo: Unlimited with Recharge

A hard-hitting locking cannon.

Whoever named this had no idea what a bazooka is I think... and it really isn't
a cannon either.  Well anyhoo... this weapon is basically a better version of
the Raingun.  Now you get two seperate cannons firing.  The weapon itself is
definitely useful, but it's another one that just won't quite live up to the
Ratchet Cannon.  But this one helps round out other ships' arsenals.

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Detonator
Price: 40000(D), 40000(G), 40000(N), 40000(De), 25000(J), 40000(R)
Tracking: No
Power: Light to Heavy (SEE COMMENTS)
RoF: Varies (SEE COMMENTS)
Ammo: Unlimited with Recharge

Gun charges the longer you hold it.

Yes... yes it does.  You can fire the Detonator rapidly if you want, they'll
be tiny little blue balls that do little damage.  Or... you can hold down the
trigger, let the weapon charge (as indicated by your ammunition level display),
and upon release of the trigger, destroy things.  A cool build up noise will
tell you how much power is flowing, and soon you'll see little energy
signatures start building around the ship.  Now keep in mind, once the ammo
level reaches zero, the weapon will fire because it simply can't charge
anymore.  So make sure you're pointed at something if you want the FULL blast.
This weapon becomes available on every ship for a reason... it's extremely
useful.  My advice is to use it against Widows, you can fire from a safe
distance and take all the time you need to charge it.

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Fast Lock Missle
Price: N/A(D)
Tracking: Yes
Power: Moderate
RoF: Moderate
Ammo: Limited

(No Game Description)

This homing projectile fires two blue blasts that will lock on to a target
and track it.  The power if effective against weaker enemies, but it will
soon become fairly useless with its limited ammunition.

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Firebolt
Price: 4000(D), N/A(G)
Tracking: No
Power: Moderate
RoF: Moderate
Ammo: Unlimited

A devastating short-ranged weapon.

Although it's basically unlimited, the Firebolt does require recharging if
you use it constantly for some time.  However, it will fully recharge in
about 1-2 seconds.  The Firebolt is basically useless against enemies who wish
to shoot you.  It fires slowly and the actual shot moves even slower.  It does,
however, do a good amount of damage to enemies, especially in the beginning of
the game.  You need to be close to your target or firing at a large clustered
group to make this weapon effective.
To add on to this... the speed of this weapon seems dependent on which ship
has it.  I don't fully understand it.

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Firehammer
Price: 20000(G)
Tracking: No
Power: Heavy
RoF: Fast
Ammo: Unlimited with Recharge

Upgraded fireballs=massive destruction.

Ahhh, now this weapon almost makes up for how dumb the Guardian ship can be.
It's basically a rapid firing Firebolt.  It fires quickly, it recharges even
quicker.  If you fire at a rate a little less than what it allows, you won't
even have to wait for a recharge.  But if you do empty it, it'll recharge in
about 2 seconds.  You can take out a Widow in about forty-five seconds with
this baby if you dedicate yourself to it.  Definitely a lot of fun if you want
to take the Guardian out for a late-night romp.

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Hive Gun
Price: 10000(N), N/A(J)
Tracking: No
Power: Moderate
RoF: Moderate
Ammo: Limited

Shreds multiple enemies.

The Hive Gun shoots out five blue 'orbs' in a a linear pattern from your ship.
They stay on the same horizontal plane, but some of the shots go left or right.
Use this weapon against a clustered bunch of enemies.  It will take out landers
quickly, so it's especially useful against them.  Not a bad weapon, but you
will definitely want to upgrade it when you can.

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Honeypot
Price: 10000(De)
Tracking: Yes
Power: Moderate to High
RoF: Fast
Ammo: Limited

Kills targets with a delayed explosion.  Useful on clusters on enemies.

This one is very fun.  The weapon fires a bright orange bolt that locks on to
an enemy.  It attaches to the enemy and just sits there for a little amount
of time, then explodes.  You can see it attached ot the enemy as the enemy has
this weird glowing orange thing on it, and anything near that enemy will also
suffer a bit.  I say moderate to high for power because it IS powerful, but it
can be VERY powerful if used correctly.  Launch this onto a Lander, as they
usually travel in numbers, and laugh when four or five of them die from the one
that simply refuses to run away.

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Laser Harpoon
Price: 20000 (D), N/A(De)
Tracking: No
Power: Light (SEE COMMENTS)
RoF: N/A (SEE COMMENTS)
Ammo: Unlimited with Recharge

Powerful, short-ranged bug zapper.

The Laser Harpoon is a bit different from the standard weapons.  It doesn't
fire individual shots, but rather a constant stream of energy: two bright blue
beams of energy that can quickly decimate an enemy.  It fires directly forward,
so there's no tracking, and can be either difficult or easy to handle,
depending on how you prefer your weapons to fire. Difficult because you have
to stay pinned on the enemy to destory it, easy because you can see exactly
where your shot is going.  Hold down the trigger on this one and let it rip
into the enemies.  A single burst, like a quick tap on the fire button won't
do much damage to any enemy, but a constant stream of this energy going into
the bad guys will get rid of them quickly.

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Laser Lance
Price: 25000(De), 30000(J)
Tracking: No
Power: Moderate (SEE COMMENTS)
RoF: N/A (SEE COMMENTS)
Ammo: Unlimited with Recharge

Saws your targets to shreds.

An upgrade to Laser Harpoon, this does the same thing, but now you have four
beams instead of two.  This obviously doubles the amount of damage the weapon
does.  WOO HOO!

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Lobber Grenade
Price: 5000(G), 10000(R)
Tracking: No
Power: Moderate
RoF: Moderate
Ammo: Limited

Great weapon for attacking ground fortifications.

The Lobber Grenade is just that, a big blue grenade that you lob at the enemy.
Just kind of point at the horizon, as pointing at your target makes the grenade
fly upwards somehow after hitting the ground...  This weapon could be useful,
but I think only if it were unlimited ammunition.  It's hard to get a feel for
where the projectile will go, and you only have so many shots...

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Plasma Bomb
Price: 10000(D), 10000(G), 10000(J)
Tracking: No
Power: Heavy
RoF: Moderate
Ammo: Limited

Ground units don't stand a chance.

Ever played Earth: 2150?  Yeah...  This weapon releases five bombs with each
press of the button.  They fall straight down to the ground and work on
everything, even you.  If you release these things when you are too close to
the ground, you can kiss your arse good bye.  They're pretty effective, but
hard to really work with.  They'll take out a Widow with about three direct
hits with all five of the bombs from each attack.

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Pulse Array
Price: N/A(J), N/A(R)
Tracking: No
Power: Moderate
RoF: Fast
Ammo: Unlimited

(No Game Description)

A good, standard weapon that will never find a place in your heart.  The Pulse
Array is basically just an upgraded Pulse Cannon, with more power to it.  It's
still the same basic weapon, however.

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Pulse Cannon
Price: N/A(D)
Tracking: No
Power: Light
RoF: Fast
Ammo: Unlimited

(No Game Description)

This is a basic laser weapon that fires quickly with each press of the button.
Its power is fairly light, but multiple shots will easily take out enemies.
The rate of fire is quick, allowing several shots on the move.

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Railgun
Price: 3000(D)
Tracking: Auto-Target Feature
Power: Light
RoF: Fully Automatic
Ammo: Unlimited with Recharge

Easy aiming but weak.

The Railgun fires several little cream colored balls in a straight line at the
most convenient target available.  It will automatically target near enemies
that are close to your target on the screen.  This feature compensates for how
weak the weapon is, as it will take a few shots for the weapon to destroy
even a simple Lander.

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Ratchet Cannon
Price: 25000(N), 30000(J)
Tracking: Auto-Target Feature
Power:Moderate
RoF: Fully Automatic
Ammo: Unlimited with Recharge

A five-barrell locking machine gun.

They forgot the phrase 'BEST WEAPON IN THE GAME'.  The Ratchet Cannon is fully
automatic, and it does damage.  It will waste a Lander in half a second.  In
addition to all that, the Ratchet Cannon fires the same way the Raingun does,
locking on to nearby enemies that you are pointing in the general direction of.
You simply hold down the trigger and release the pain.  Recharging the
ammuniton takes roughly 2-3 seconds from an empty 'clip'.  If you don't
simply hold the trigger down and actually watch for when to shoot, you will
never even worry about the recharge.  With this weapon, you'll LIKE it when
Colonel Adams says, "Another swarm coming in..."  Buy this weapon ASAP!

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Ratchet Gun
Price: N/A(N)
Tracking: No
Power: Moderate
RoF: Fully Automatic
Ammo: Unlimited with Recharge

(No Game Description)

The Ratchet Gun is effective, it's powerful, and it fires quickly.  However...
it's basically just a stepping stone to its upgrade.  While it can be useful,
upgrade this one as soon as you can, you're in for a treat then.

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Razor Gun
Price: 15000(D)
Tracking: Auto-Target Feature
Power: Moderate
RoF: Fully Automatic
Ammo: Limited

Fast, accurate, and deadly.

Well... you may think it sounds pretty cool.  But it isn't all that hot.  This
is trying really hard to be the Ratchet Cannon... but it has limited ammo.
Granted, it takes a LONG time to burn all the ammo out, but it is still
limited.  Do yourself a favor and just use the Ratchet Cannon.

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Rocket Array
Price: N/A(De)
Tracking: Yes
Power: Moderate
RoF: Moderate
Ammo: Limited

(No Game Description)

The Rocket Array fires five seperate rockets per shot.  The rockets not only
have the capability to lock on to the selected target you have in front of
your ship, but if that enemy is destroyed by the first few of the rockets,
the remaining will find another enemy and head for that one.  This can be a
very useful anti-cluster weapon, just trust the missles!

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Salvo Rockets
Price: 15000(De)
Tracking: Yes
Power: Heavy
RoF: Moderate
Ammo: Limited

Five fast and furious locking missles.

A basic upgrade in power for the standard Rocket Array, it's simply better.
For 15000 credits... buy it, your life may depend on it.

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Scatter Gun
Price: 7000(J)
Tracking: No
Power: Moderate
RoF: Slow
Ammo: Limited

Similar to a sawed-off shotgun.

This weapon is pretty powerful, but more fun simply because it is like a
shotgun.  It fires off five deperate little projectiles that can take out
Gamma Landers in two shots.  Not too shabby... but you may want to get rid of
it quickly for better upgrades.

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Super Trident
Price: 15000(N)
Tracking: Auto-Target Feature
Power: Moderate
RoF: Slow
Ammo: Limited

Fires five devastating missles.

This is basically just an extra two missles per shot for the standard Trident
Missle weapon.  Not much else to say.

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Swingfire Missle
Price: 7000(G), 15000(J)
Tracking: No
Power: Moderate to Heavy
RoF: Moderate
Ammo: Unlimited with Recharge

A homing mine with a large area of effect.

This is kind of like the Pulse Mine special weapon... but more fun to watch.
Upon firing, a yellowish orb flies from your ship.  I don't know what exactly
determines how far, but it goes a certain distance and then releases a bunch
of energy beams in all directions.  From what I can tell, it does NOT act upon
impact with another object or enemy, it just kind of does it when it wants to.
This weapon is more fun to watch than I think useful, but it could definitely
come in handy against some larger swarms of enemies.

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Tag Missles
Price: 10000(De)
Tracking: Special (SEE COMMENTS)
Power: Heavy
RoF: Moderate
Ammo: Limited

Continually blasts a target once painted.

Now THIS is a fun weapon!  The first thing you do is launch a little white ball
at your target.  If you get the hit, and it's a little hard due to the speed of
this projectile, blue missles fly out of your ship and track the target until
it's either destroyed or impossible to fire upon.  As far as I can tell, these
blue missles don't waste any ammunition at all, only the initial shot does.
Of course, that's the one you have to pain the target with, and you may find
yourself using them a lot.  Best thing I found these are useful for: Mutants.
Tag it and fly away.  Let the missles do the work.

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Trident Missle
Price: N/A(N)
Tracking: Auto-Target Feature
Power: Moderate
RoF: Slow
Ammo: Limited

(No Game Description)

The Trident Missle fires three individual missles that branch out from your
ship.  After a short delay, the missles automatically lock on to a nearby
target and head right for it.  You don't target anything, the missles do all
the work, just fire them into a group of enemies and watch the damage unfold.

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Volley Missle
Price: 10000(D), 12000(N), N/A(R)
Tracking: Yes
Power: Moderate
RoF: Moderate
Ammo: Limited

Upgraded version of the Fast-Lock Missle.

The Volley Missle is just that.  It fires three projectiles that do a bit more
damage than the standard Fast-Lock Missle.  Other than that, it's basically
the same.

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V. Copyright, Thanks, Credits
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This FAQ is obviously my property, I worked to get all this information, I
worked to put it all on my computer and waste precious moments of my life.
But I did it all for you!  So only gamefaqs.com has my permission to post any
and/or all of this document.  You may link to it, but bear in mind that
gamefaqs.com has their own policy about linking directly to FAQs.  Read the
Terms of Service for more information.

If you need to get ahold of me for any reason, I can be reached at
fallenturtles@msn.com.  I would love to hear any comments, corrections, or
just general questions I haven't answered already.

Big thanks goes to the designers of this game, Nintedo for giving it to me on
my precious Gamecube, gamefaqs.com for giving me the idea to do this... and
then to Robert Berger (who wrote the fricken strategy guide without any
information about weapon upgrades) for giving me something to be mad about.
AND the additional info for the ships... if I have to give credit...

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VI. Additional Info
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Version History:

1.30 --- 3/29/03: Added information to upgrade map, minor fixes here and there.

1.20 --- 1/27/03: Minor text edits made, some important info added/edited.

1.00 --- 1/21/03: All information put in, organized, and reviewed.