hide results

    FAQ/Walkthrough by LegaiaRules

    Version: 2.10 | Updated: 07/19/06 | Printable Version | Search Guide | Bookmark Guide

    ARMORED CORE: LAST RAVEN
    FAQ/WALKTHROUGH
    VERSION 2.10
    By Angelo Pineda(rpger77@yahoo.ca)
    
    VERSION HISTORY
    
    19-7-2006 - Additional information has been added to walkthrough, also made
    minor corrections to several missions. 
    24-6-2006 - North American changes made, walkthrough changes made, VR Arena
    has been added.
    23-3-2006 - Made some minor corrections.
    29-12-2005 - Added S-rank strategies for all missions, enemy bestiary, VR
    AC Test section, and revised the mission strategies.
    24-9-2005 - Added ranking system and some tips on getting S-rank for new
    parts. Also made tweaks to the mission layout.
    25-8-2005 - Completed walkthrough of all missions and new parts. Might add 
    more on parts, story Ravens, the VR Arena, and some other material.
    
    TABLE OF CONTENTS
    
    1. INTRODUCTION
    2. BASICS
    - AC Basics
    - Part Breaking
    - FAQ
    - Ranking System
    3. WALKTHROUGH
    3a. Pulverizer route #1
    3b. Jack-O route 
    3c. Evangel route
    3d. Leviathan route 
    3e. Pulverizer route #2
    3f. Zinaida route
    3g. Remaining missions
    4. AC MAKING
    4a. AC building basics
    4b. New parts
    4c. VR AC Test
    5. ENEMY BESTIARY
    5a. Enemies
    5b. Bosses
    6. VR ARENA
    7. CREDITS
    
    ------------------------------------------------------------------------------
    1. INTRODUCTION
    ------------------------------------------------------------------------------
    
    Armored Core: Last Raven is the new AC game for the PS2. Last Raven is a 
    continuation of Nexus, after the release of the unknown weapons. The three 
    remaining corporations Mirage, Crest, and Kisaragi have merged into one called 
    the Alliance. Opposed to the Alliance is a Raven faction known as Vertex, 
    headed by past Raven's Ark leader Jack-O. Not satisfied with the Alliance's 
    actions, Jack-O promises to wage war in 24 hours. So begins what is the last 
    AC game for PS2. Some of the cast:
    
    Evangel - Leader of Alliance Tactical Unit. In Nexus, he was a rising star
    just to get booted out of Raven's Ark after it was found that he had a 
    direct contract with Crest.
    
    Jack-O - Leader of Vertex. In Nexus, he took over Raven's Ark after it was
    revealed that it's leaders were corrupt. 
    
    Zinaida - A talented Raven that works for neither side. Her motives are 
    unknown, though it is known that she helps Vertex time from time.
    
    The remainder of the faq talks about basic AC material and the walkthrough
    of course. Controls and material such as Versus mode will NOT be covered. 
    Refer back to the manual for more details.
    
    ------------------------------------------------------------------------------
    2. BASICS
    ------------------------------------------------------------------------------
    
    This section will talk briefly about basic AC gameplay.
    
    As said earlier, controls will not be discussed as the vast majority of AC
    buyers are already aware of the 2 control setups. But, for those who have
    not decided on a control type..
    
    TYPE A(NEW)
    
    Pros:
    
    - More like recent first-person shooter controls, easier to get into if you
    play those games
    - Easier to drop weapons and fire left and right arm weapons without hurting
    your fingers
    
    Cons:
    
    - Feels a bit uncomfortable and hard to get used to
    - Everyone else prefers TYPE B
    
    TYPE B(OLD)
    
    Pros:
    
    - Everyone is very familiar with these controls
    - Fairly easy to get used to
    
    Cons:
    
    - Hard to drop weapons
    - It might be nice to try something new after 2-3 years of using this setup
    
    *********
    AC BASICS
    *********
    
    For those who have played AC, no need to explain. For newcomers, there is a 
    lot to learn about AC gameplay. Tips..
    
    - Test your skills in the VR AC Test section first. 
    
    - Once you feel confident with your skills, try the enemies. It is advised
    to take the AC Test portion once comfortable with the other Tests. The VR
    AC is difficult, but is an idea of how AC fights work in both Arena or Mission 
    play. 
    
    - Whenever you have a new design to test, the VR AC Test is the place to go.
    
    - Tuning is very useful to enhancing your AC's performance. Do not fear if 
    you need to pay or if you mess up the upgrades. There is no fee to pay and
    you can un-tune the upgrades if you messed up.
    
    - Optional parts also enhance combat effectiveness. Buy them if you can
    afford them.
    
    - Most important rule in any AC game: KEEP MOVING! Even if you're just 
    walking, at least you can dodge a few attacks. Standing still is an easy way
    to get pegged by shots from the enemy and getting killed. 
    
    - Pay attention to the energy gauge(big vertical line on your left). The red
    indicates that you are almost out of energy. If the gauge depletes, the AC
    will have to recharge energy until it is back to full. Energy weapons cannot
    be used until then.
    
    - Pay attention to the map. Allies are indicated by green dots. Enemies are
    indicated by certain color based on elevation. If on equal ground, red. If
    on higher ground, blue. If on lower ground, yellow. The yellow line is the
    warning line to tell you that you are almost of out bounds. The red line is 
    that boundary; pass it and you fail a mission or arena battle. 
    
    - Pay close attention to the heat gauge(below AP count). As you take hits,
    boost, Overboost, the heat builds up. If the heat reaches the redzone, a
    warning buzzer will tell you that your AC is close to overheating. During
    this stage, the energy gauge will deplete. If the heat exceeds the redzone,
    AP loss happens. 
    
    - On the cockpit options, turn on all the optional panels. This will make
    missions easier.
    
    - NEVER stick with the same setup for missions. Missions vary and tend to
    favor certain AC setups over others. Pay attention to the mission briefings
    and decide from the information what to equip. Do note that any time an AC
    is shown on the briefings, you should prepare carefully. Also, if you have
    a core with the Hangar function, do have a spare weapon in the event you
    run out of ammo.
    
    - If a weapon is out of ammo, drop it ASAP. This decreases overall weight and
    drain on the AC.
    
    - When destroying enemies, DO NOT stand near them if you are. The explosion
    will cause splash damage to any around it. This goes for destroying random
    objects and containers as well.
    
    *************
    PART BREAKING
    *************
    
    Part breaking is a new feature in the AC series. Just like weapon breaking in
    Silent Line, parts will break under enough damage. There are 2 stages of 
    part damage:
    
    1st degree - part's functionality(cooling, accuracy, turning speed) decreases
    and is noticeable by the yellow sparks. The damage indicator for this is when
    the specific part blinks yellow.
    
    2nd degree - part is destroyed and loses certain functions for the remainder 
    of the mission or arena battle. Legs are not destroyed though. The damage 
    indicator for this is when the specific part blinks red.
    
    Special functions decreased effectiveness/lost for parts:
    
    HEAD - all functions(ECM, radar, auto-map) and orbit weapons are unusable
    
    CORE - EO/OB/core AMS and AC destroyed
    
    ARMS - weapon(Hangar included) lost, arm accuracy, blade tracking
    
    LEGS - cooling, turning, jump ability, stability 
    
    You should not worry too much about part destruction as it rarely occurs. 
    However, if a part breaks in a mission, you must re-buy the part again. If it 
    is broken during Arena play, that part is not broken. Losing parts also can
    affect the speed performance of the AC. Compensation is given in the form of
    a speed increase for head and arm parts that are destroyed. The increase is
    proportional to the weight of the part and any weapons assigned to the arms.
    In the case of arms, only half of the part's weight is negated if one arm is
    broken. Lastly, destruction of parts also lowers overall shell and energy 
    defense. The defense negation is not great fortunately but will make your
    AC easier to destroy.
    
    One last note: part breaking is HIT specific. It means where you hit the AC
    will determine which parts get damaged and eventually break. There are two 
    main types of part damage: area and direct. Area damage can simply be said as
    being able to inflict damage on multiple parts. This type of damage is common
    and will generally take longer to destroy parts. This is due to the fact that
    a weapon projectile's damage is spread out through the parts hit. 1st and 2nd
    degree destruction occurs at the 5000 and 2000 AP ranges respectively.
    
    Direct damage is basically an attack that directly damages a part and nothing
    else. This is uncommon and requires some strategy to do(going against enemy 
    AC or a human opponent's AC). Through this method, parts breaker much faster
    than area damage. Using direct damage, a part reaches 2nd degree destruction
    as soon as the 6000 AP range. A second part can be broken through this means
    at the 3000 AP range. Any more parts destroyed are considered lucky shots. 
    This is presuming the AC has 8000 AP and is fairly well-armored.
    
    ***
    FAQ
    ***
    
    Q: Why can't I boost or fire energy weapons?
    
    A: Look at the energy gauge(vertical line to the left). If it is empty, it has
    to recharge before boosting or using energy weapons. The redzone usually has a
    buzzer to warn that the AC is almost out of energy.
    
    Q: Why can't I fire my grenade launcher on the move like some Ravens do?
    
    A: The Ravens are equipped with the OP-I part, giving them special abilities. 
    Don't bother trying to find this part; it's exclusive to the enemy.
    
    Q: My part broke and I can't use it any more! What do I do to get it back?
    
    A: Re-buy it in the Garage section. Any tuning that was done before are 
    erased so it must be done again.
    
    Q: I can't beat a certain Raven! Everytime I change my setup, it seems to be
    able to counter it! How is this possible?
    
    A: The AIs are designed to counter how the AC is setup and the weapons that
    are on the AC. From example, a Raven with a blade will avoid using it against
    a fast, agile AC. However, against a heavyweight AC with no Overboost core, 
    that Raven will be more inclined to stay within blade range and use it much
    more often. Against a missile-heavy AC, the Raven will be more inclined to
    use cover and trick the missiles into hitting the ground. 
    
    **************
    RANKING SYSTEM
    **************
    
    Simply said, missions are graded based on performance. Most AC veterans who
    have played the past ACs will be aware of this. Those who are not, do not
    worry. The categories for grading are:
    
    Time - how fast the mission was beaten.
    Accuracy - accuracy of weapons based on shots fired and shots landed.
    Costs - ammo cost and AC repairs.
    AP Remaining - how much damage did the AC take.
    Part Break - was a part broken?
    
    Basically, it's self explanatory. S is the highest rank attainable and E is
    the lowest rank. Higher ranks are acheived with fast mission times, high
    accuracy ratings, low costs, small amount of damage received, and no parts
    were broken. In certain missions, there are special factors that MUST be met
    in order to get S-rank. It varies per mission so pay close attention to the
    mission briefings. 
    
    ------------------------------------------------------------------------------
    3. WALKTHROUGH
    ------------------------------------------------------------------------------
    
    For AC vets: you all know what to do so no need to explain. For newcomers:
    practice controlling the AC in the VR AC Test first. You should try out the
    Arena, but it will be difficult without mastering the controls first. If you
    have saved Nexus or Ninebreaker data, convert it. If you don't, you have a 
    total of 300,000 credits to spend. Here is a good AC to start with:
    
    Head - YH70S2(tune cooling to max)
    Core - C69U(tune cooling to max)
    Arms - A72F(tune cooling to max)
    Legs - DINGO(tune cooling to max)
    Booster - B72T(tune booster heat to max)
    FCS - MUREX
    Generator - LOTUS(tune condenser capacity to max)
    Radiator - R76(tune normal cooling to max)
    
    As for weapons, switch the rifle to WR73R2 and blade to ELF. Keep the back
    weapons. This should do for the first few missions. To gain more cash, fight
    in the Arena.
    
    The game is divided into 6 paths, each leading to a different final boss and
    ending. All missions will not be covered by all 6 paths so those missions will
    be covered last. 					
    
    You can go any path at the start but I recommend Pulverizer #1 route first.
    The missions aren't too difficult and the AC missions only show up during 
    the end. I advise not to go to Pulverizer #2 or Zinaida route unless you 
    have beaten one path and have mastered controlling your AC. These 2 paths are
    full of ACs and tough enemies to boot.
    
    ***READ BELOW BEFORE PLAYING****
    
    If by any chance you fail a mission, you can either retry or restart the 
    game. I suggest retrying the mission rather than restart the game. Difficulty
    of a mission will be rated by *s out of 10. * means a walk in the park, 5 *s
    is a mission of average difficulty, 7 *s is a difficult mission, and 10 *s
    well.. good luck staying alive!
    
    The AI for enemy ACs will change tactics based on current AC setup. Do not
    be surprised if an AC that rarely uses their laser blade does so if you 
    changed your AC setup. Try your best to deal with this problem. If you are
    having problems beating a certain AC, stick with a mid-weight biped. The AI
    usually doesn't do anything out of the ordinary.
    
    All story Ravens are equipped with OP-I. This part from AC3 give the AC a
    boatload of special abilities such as firing back cannons without any sort
    of restriction. This part CANNOT be obtained and is exclusive to the enemy
    Ravens alone. 
    
    For missions that are repeated on certain paths, I will refer to the first
    path it is encountered. Please check that path for mission details. Note 
    that EVERY mission in this FAQ presumes you have completed additional 
    requirements, such as additional missions and killing all optional 
    enemies. If you end up with a different mission, you forgot to meet those 
    requirements.
    
    MISSION DEFINITIONS
    
    Situation - area mission takes place.
    Client - who you work for.
    Enemy - known enemy for mission.(displays enemy ID)
    Friend - known ally for mission.(displays ally ID)
    Target - intended target for destruction to complete mission.
    Def Target - intended target to defend to complete mission.
    Attention - special details about the mission area. 
    Warning - unknown dangers about the mission area. 
    Profile - the profile of known Raven in mission.
    Estimation of AC - known AC in mission. AC stats/picture are displayed.
    
    One last term to note:
    
    DAE means Destroy All Enemies. Missions that say these mean you have to kill
    every enemy to beat the mission. 
    
    MISSION WALKTHROUGH 101
    
    The following shows how mission walkthroughs are displayed. It's pretty 
    self-explanatory, but it must be done.
    
    
    
    ------------------------------------------------------------------------------
    (Mission name)
    
    Requester - the client who requested the mission.
    Operation Area - area the mission takes place. 
    Objective - objective that must be met to complete the mission.
    Reward - commission received(in credits) for the successful mission.
    
    Difficulty - difficulty of the mission rated from 1-10 *'s.
    Recommended setup - setup recommended to complete the mission.
    Enemies - enemies encountered throughout the mission.
    
    Strategy - the "game plan" for beating the mission.
    
    Secret part - any secret parts found or rewarded in the mission.
    
    S-RANK - the "game plan" for beating the mission with a rank of S.
    Difficulty - the difficulty of getting the rank of S.
    
    
    
    
    ****READ ABOVE BEFORE PLAYING****
    
    ------------------------------------------------------------------------------
    3a. PULVERIZER ROUTE #1
    ------------------------------------------------------------------------------
    
    Missions:
    
    Eliminate Intruders 
    Remove Bridge Defenders
    Pursue Withdrawing MT
    Protect The Cargo
    Destroy AC Vigilance
    Halt Energy Production
    Prevent Reactor Meltdown
    Track Down Evangel
    Eliminate Sorcerer
    Investigate Recent Attack
    Destroy AC Sight Hawk
    Underground Investigation
    
    ------------------------------------------------------------------------------
    Eliminate Intruders 		
    
    Requester: Vertex
    Operation Area: Old Nire Industrial Area
    Objective: Eliminate the intruders.
    Reward: 60,000c
    
    Difficulty: *
    Recommended setup: starter AC
    Enemies: MT08-OSTRICH, CR-MT85M  
    
    Strategy:
    
    Just a simple DAE. Take down the escaping OSTRICHs and then destroy the 
    reinforcement 85M MTs. The 85 MTs are the only ones that will attack, but the
    damage is weak. A pulse rifle and machine gun can't do much damage to your
    armored AC.
    
    Secret part: RASETSU. It's on the second level of the structure behind the
    starting point. Go all the way up and you'll see it.
    
    S-RANK
    Difficulty: *
    
    Kill all the MTs and you got yourself an S.
    
    ------------------------------------------------------------------------------
    Remove Bridge Defenders 		
    
    Requester: Evangel
    Operation Area: Ruga Tunnel
    Objective: Eliminate the enemy defenders. 
    Reward: 60,000c
    
    Difficulty: *
    Recommended setup: starter AC, sniper rifle
    Enemies: CR-MT83RS, MT08H-OSTRICH
    
    Strategy:
    
    Another easy one. You don't even need to worry about the bridge anchors. Kill
    the RS MTs, then finish off the OSTRICHs. If you haven't been practicing it,
    this mission tests out your ability to boost in the air to reach a different
    part of the area. Do a hop, then hold down the boost button. Make sure you
    have enough energy or you might fall down...
    
    S-RANK
    Difficulty: **
    
    The only hard part, if you are new to AC, is traversing from one bridge to
    the next. Aside from that, this mission is a joke.
    
    ------------------------------------------------------------------------------
    Pursue Withdrawing MT 		
    
    Requester: Alliance Tactical Unit
    Operation Area: Walter Material Storage Site
    Objective: Pursue the withdrawing MT.
    Reward: 80,000c
    
    Difficulty: **
    Recommended setup: starter AC, a strong blade
    Enemies: CR-MT06SB, RAT, TAP-LT6, MT11-STARLING(defense target)
    
    Strategy:
    
    This is an escort mission: protect the target until it reaches the intended
    destination. The first MT you see is the target. DO NOT shoot the MT, even 
    though you can lock onto it. The RATs are easy to dispatch, but avoid the 
    MT06SBs. These heavy MTs are equipped with a heavy shield that greatly drops
    attack damage dealted to it. The LT6's are simple security guns; shoot if
    you wish.
    
    S-RANK
    Difficulty: ***
    
    Don't shoot the target MT but shoot everyone else. And blade the MT06SBs once
    their shields open.
    
    ------------------------------------------------------------------------------
    Protect The Cargo 		
    
    Requester: Alliance Headquarters 
    Operation Area: Garav Desert
    Objective: Secure crash site and protect cargo.
    Reward: 92,000c 
    
    Difficulty: **
    Recommended setup: long range FCS, sniper rifle
    Enemies: CRANWELL, CR-AH79
    
    Strategy:
    
    Easy mission. Just don't walk into a mine. Destroy all CRANWELL transports to
    finish the mission. The CR-AH79s are no problem with a sniper rifle. Towards 
    the end, four CRANWELLs appear from four directions. Shoot down one ASAP, 
    then move in a circular way to shoot down the other three.
    
    Secret part: CR-E82SS2. Surrounded in the Eastern area of explosives.
    CR-WBW98LX. Destroy the ruined helicopter part behind your starting point. 
    The telltale sign is the curved helicopter blades.
    
    S-RANK
    Difficulty: *
    
    There is a near-100% chance of you getting this on your first try.
    
    ------------------------------------------------------------------------------
    Destroy AC Vigilance 		
    
    Requester: Alliance Headquarters
    Operation Area: Garav Desert
    Objective: Destroy AC Vigilance.
    Reward: 68,000c
    
    Difficulty: ******
    Recommended setup:
    
    Head - WASP2(tune cooling to max)
    Core - GAEA(tune cooling to max)
    Arms - 72F(tune cooling to max)
    Legs - DINGO(tune cooling to max)
    Booster - VULTURE(tune booster heat to max)
    FCS - MUREX
    Generator - G91(tune energy output to max)
    Radiator - R76(tune normal cooling to max)
    Inside - none
    Extension - RM
    Back L - none
    Back R - KINNARA
    L - GAST
    R - SHADE 
    Optionals: AMINO, ES, EC, MARISHI, LA
    
    Enemies: Vigilance, AEW360R(friends)
    
    Strategy: 
    This should be your first AC fight if you followed the faq in order. And 
    for Nexus players, it's the first of the Nexus returnees, Triturate.
    
    Vigilance AC setup:
    
    Head - BEETLE
    Core - U3
    Arms - LEO
    Legs - LIZARD
    Booster - VULTURE2
    FCS - KOKUH
    Generator - KUJAKU
    Radiator - ANANDA
    Inside - MEDUSA
    Extension - JIREN 
    Back L - RA3
    Back R - LGL
    L - none 
    R - none
    
    Special computer type data:
    The unit is equipped with weapon arms. Long-range combat maneuvers are 
    recommended.
    
    Quotes:
    Triturate's AP at 50%: I can't believe you're this good!
    Your AP at 50%: You need more practice!
    
    The danger in this fight is the LEO laser cannon arms. They can burn your AC
    if you did not tune your equipment, which you should. The AEW360Rs will help
    out in this battle as long as Triturate doesn't shoot at them. Distract 
    Triturate with the KINNARA and use the EOs and GAST to attack. If you did 
    not practice in the Arena, which you should, you will find this a tough 
    battle. Back boost a lot and bunny hop to dodge the blasts. Just stay in 
    the offensive, cover your support if you can, and the battle will be over. 
    If you see orange shots with circles around them, that is the LGL linear 
    gun. These will stun your AC good and are quite accurate up close. 
    
    Secret part: WL-MOONLIGHT. Beat Vigilance.
    
    S-RANK
    Difficulty: *****
    
    Try to keep at least one AEW360R alive and avoiding losing too much AP from
    Triturate's lasers. Standard AC tactics are good enough to beat this Nexus
    returnee.
    
    ------------------------------------------------------------------------------
    Halt Energy Production 		
    
    Requester: Alliance Tactical Unit
    Operation Area: Seil Hydroelectric Plant
    Objective: Destroy all energy production equipment.
    Reward: 113,000c
    
    Difficulty: ***
    Recommended setup: head with auto-map function, SHADE, KINNARA, LB2
    performance
    Enemies: RAT, MT08M-OSTRICH, foot soldiers
    
    Strategy:
    
    Just find all the targets and destroy them. The facility is large so a head
    with the auto-map function will help. Destroy only enemies in the way. Once
    a target has been found, use the laser blade to destroy it. After all targets 
    have been destroyed, head to the escape point if you wish to start the extra
    mission.
    
    ******************
    ADDITIONAL MISSION
    ******************
    
    Requester: Alliance Tactical Unit
    Operation Area: Sinus Airstrip
    Objective: Clear the airstrip of enemy interference. 
    
    Difficulty: ****
    Recommended setup: good ECM, SHADE, KINNARA
    Enemies: MT09ROE-OWL, SSGB03-WALNUT
    
    Strategy:
    
    Your targetting and radar are jammed through ECM. If you have good ECM 
    performance(radar adds more), you might be able to lock-on a target. If not,
    destroy all targets and the OWLs. The OWL MTs are equipped with ECMs so 
    destroying them will allow for targetting and radar to function. Work fast
    and use the KINNARA to destroy the WALNUTs.
    
    S-RANK
    Difficulty: *****
    
    You must take the additional mission in order to get an S. The extra mission
    is a bit difficult due to ECM measures and you need to act quickly before the
    transport is within range. 
    
    ------------------------------------------------------------------------------
    Prevent Reactor Meltdown 		
    
    Requester: Vertex
    Operation Area: Duerr Energy Plant
    Objective: Eliminate the intruders.
    Reward: 108,000c
    
    Difficulty: ****
    Recommended setup:
    
    Head - CICADA2(tune cooling to max)
    Core - U2(tune cooling to max)
    Arms - 72F(tune cooling to max)
    Legs - 80S2(tune cooling to max)
    Booster - VULTURE(tune booster heat to max)
    FCS - VOLUTE
    Generator - FUDOH(tune energy output to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - SAISUI
    Back L - 69RO
    Back R - none
    L - GAST
    R - SHADE
    Optionals: ES, EC, MARISHI
    
    Enemies: U05-FLEA, AMIDA, AMIDA(evolved)
    
    Strategy:
    
    Destroy all enemies and advance further within the plant quickly. The place 
    will quickly heat up then you will have to destroy 4 targets to cool it down.
    Do not charge energy and use the SAISUI to prevent that. Mop up the remaining 
    AMIDAs in the last room. 
    
    Secret part: KONGOH. Destroy the first 2 beaker targets then fly up to the 
    top room in the shaft. It is in the door. Note: Break all the beakers 
    first before grabbing the part. This lowers AP loss and quicker time to get
    the plant back to normal temperatures.
    
    S-RANK
    Difficulty: ****
    
    It is crucial to quickly dispatch the AMIDAs so you can break all the beakers
    and lower the temperature. Thus, ultimately saving AP and lowering costs. The
    AMIDAs and their pulse blasts can be annoying so destroy them ASAP.
    
    ------------------------------------------------------------------------------
    Track Down Evangel 		
    
    Requester: Alliance Headquarters
    Operation Area: Hordess Mining Site
    Objective: Destroy AC Oracle.
    Reward: 114,000c
    
    Difficulty: **
    Recommended setup: SHADE, MOONLIGHT
    Enemies: Vehicles(CR-WA69BZ, CR-WR81B2), AEW360R, foot soldiers
    
    Strategy:
    
    A DAE mission. Have fun and run over the foot soldiers to get rid of them.
    They're quite annoying and accurate, but not very damaging.(who expects
    soldiers to dent a 50-foot mech?) The rest can be dispatched with the 
    MOONLIGHT or SHADE easily. And you've probably guessed it.. Evangel is not
    hiding here.
    
    Secret part: CR-I92FMM2. On the top of cliff with last set of enemies.
    
    S-RANK
    Difficulty: **
    
    Should get it the first time through.
    
    ------------------------------------------------------------------------------
    Eliminate Sorcerer 		
    
    Requester: Jack-O
    Operation Area: Versurs Highland
    Objective: Destroy AC Banshee.
    Reward: 0c
    
    Difficulty: *****
    Recommended setup:
    
    Head - QUEEN(tune cooling to max)
    Core - 89E(tune cooling to max)
    Arms - 72F(tune aiming accuracy to max)
    Legs - DINGO(tune cooling to max)
    Booster - VULTURE(tune booster heat to max)
    FCS - VOLUTE2
    Generator - MAGNOLIA(tune condenser capacity to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - RM2 
    Back L - none
    Back R - KINNARA
    L - GAST
    R - SHADE 
    Optionals: AMINO, ES, SS, EC, MARISHI, LA
    
    Enemies: Banshee
    
    Strategy:
    
    Banshee AC setup:
    
    Head - SPIDER 
    Core - 89E
    Arms - 69MG
    Legs - LYNX2
    Booster - VULTURE
    FCS - KOKUH
    Generator - G91
    Radiator - R92
    Inside - R2
    Extension - IWATO
    Back L - 72M2
    Back R - CACUS
    L - none
    R - none
    
    Special computer type data:
    The unit is equipped with machine gun weapon arms. Close-range combat is to be
    avoided.
    
    Quotes:
    Sorcerer's AP at 50%: It's not over yet!
    Your AP at 50%: Is that the best you can do?
    
    The big threat is the 69M machine gun arms. Range-wise, they suck and are best
    at close range. The CACUS triple rockets and R2 rockets shouldn't even hit you
    while the 72M2 missiles can be easily countered with missile defense. EOs from 
    the 89E are fairly damaging but avoidable. Play a range game against Sorcerer 
    and avoid getting close. Make Sorcerer eat the KINNARAs to get the job done 
    fast. Enjoy your new parts!
    
    Secret parts. YWH13M-NIX(right). Beat the mission. CR-WA91MSM. Beat Banshee. 
    WR24L-SHADE2. On the northwest edge of the lake. From the starting position,
    back boost a bit and you should see it.
    
    S-RANK
    Difficulty: ***
    
    Sorcerer is a pushover and poses no threat aside from the 69M machine guns. 
    You should be able to S-rank the mission your first time through.
    
    ------------------------------------------------------------------------------
    Investigate Recent Attack 		
    
    Requester: Alliance Tactical Unit
    Operation Area: Tartrus Headquarters
    Objective: Investigate the recent attack.
    Reward: 156,000c
    
    Difficulty: *****
    Recommended setup: dual KINNARA, SHADE, EO core
    Enemies: Unknown
    
    Strategy:
    
    Boss: Quad-leg Pulverizer
    
    Special computer type data:
    Powerful energy signature detected. Cannot identify.
    
    Quotes:
    Pulverizer's AP at 50%: It's weakening. Keep it up.
    Pulverizer's AP at 25%: You're almost there. Don't give up!
    Your AP at 50%: Watch your AP! 
    Your AP at 10%: Back off!
    
    If you are following the faq in order, this will be the first Pulverizer
    unit you fight. These special units have the same characteristics: has two
    MOONLIGHT blade arms that deal a lot of damage and the ability to fire dual
    energy weapons of varying strength. Each unit differs though: the quad unit 
    fires dual plasma cannons in addition to the regular attacks. The area you 
    fight in is fairly big and offers some hiding spots for the dual plasmas of 
    the unit. These units generally are tough, but they all suffer from one huge 
    flaw: missile defense. In particular, micro missiles eat their AP rapidly 
    and they die after enough launches from those. Do note that it can dodge the 
    missiles well, so take care when you shoot.
    
    Secret part: WH08RS-FENRIR(left). S-rank the mission. It's not too hard
    to attain an S but finish the battle quickly and avoid wasting ammo.
    
    S-RANK
    Difficulty: *****
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    Destroy AC Sight Hawk 		
    
    Requester: Alliance Tactical Unit
    Operation Area: Versurs Highland
    Objective: Destroy AC Sight Hawk.
    Reward: 98,000c
    
    Difficulty: *******
    Recommended setup:
    
    Head - QUEEN(tune cooling to max)
    Core - 89E(tune cooling to max)
    Arms - 72F(tune aiming accuracy to max)
    Legs - COUGAR2(tune cooling to max)
    Booster - TP(tune booster heat to max)
    FCS - VOLUTE2
    Generator - MAGNOLIA(tune condenser capacity to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - none
    Back L - none
    Back R - none
    L - GAST
    R - SHADE 
    Optionals: AMINO, SS, EC, MARISHI, GOLGI, HISTON
    
    Enemies: Sight Hawk
    
    Strategy:
    
    Sight Hawk AC setup:
    
    Head - SEE
    Core - UL
    Arms - XS
    Legs - 99XS
    Booster - VULTURE2
    FCS - VOLUTE2 
    Generator - G91
    Radiator - ANANDA
    Inside - none
    Extension - none
    Back L - KINNARA
    Back R - SPHINX
    L - DRAGON
    R - M2
    
    Special computer type data:
    The unit is equipped with a laser rifle. Close-range combat is not advised.
    
    Quotes:
    Crow's AP at 50%: You're not bad...
    Your AP at 50%: You need practice!
    Your AP at 10%: You're pathetic...
    
    Ah, another old friend from Nexus! Crow and his Sight Hawk! Well, this new 
    Sight Hawk has been modified since the Nexus days. Like in Nexus, Crow is 
    good at aerial combat. As an addition, you have to deal with flying 
    Kamikaze MTs all over the place! Fortunately, Crow is fragile and weak so 
    it shouldn't take long to win. Just stay afar and keep boosting to dodge 
    his attacks and the MTs. Crow's micro missiles are easy to notice since 
    they fire in swarms. Just dance around them to dodge. The DRAGON is a 
    weak laser rifle but the M2 machine gun is strong. With this in mind, 
    kill Crow before he or the kamikaze MTs kill you. While the kamikaze MTs are
    focused on crashing into your position, they do try to hit Crow as well. If
    you prefer to use other weapons, go for a bazooka. It'll stun Crow long 
    enough that a few kamikaze MTs will crash into him. 
    
    Secret part: CR-H9SEE. Beat Sight Hawk.
    
    S-RANK
    Difficulty: ********
    
    A toughie to S-rank. Mainly due to the kamikaze MTs trying to crash into you
    all over the place. The setup above can do the trick, but switch the SHADE
    with RA2 and have the 79L+ optional part equipped. When the mission starts,
    pop up the EOs and start boosting while shooting at Crow. Pay attention to
    your position relative to the kamikaze MTs so you know where to move next.
    
    ------------------------------------------------------------------------------
    Underground Investigation 	
    
    Requester: Alliance Tactical Unit
    Operation Area: Underneath Circ-City
    Objective: Investigate the area beneath Circ-City.
    Reward: 180,000c
    
    Difficulty: *******
    Recommended setup:
    
    Head - QUEEN(tune cooling to max)
    Core - E2(tune cooling to max)
    Arms - XS(tune aiming accuracy to max)
    Legs - DINGO2(tune cooling to max)
    Booster - TP(tune booster heat to max)
    FCS - MONJU
    Generator - G91(tune energy output to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - RM2 
    Back L - none
    Back R - KINNARA
    L - none
    R - SHADE2 
    Optionals: ES, SS, EC, MARISHI, LA, 79L+
    
    Enemies: Unknown
    
    Strategy:
    
    Hmm.. no enemies here. Whoops, spoke to soon. Remember the Kamikaze MTs from
    the last mission? They're here again to kill you. Boost hop like a madman to
    shake off the MTs. They will go kamikaze on you for about a minute so DO NOT
    EVER STAND STILL! If even one gets to you, expect another 3-4 to hit you as 
    well. Not only will you take lots of damage but you'll overheat as well. 
    Keep dodging until a door opens(Jack-O will start talking). Get in that door 
    ASAP. You'll see a cutscene. After the cutscene, go to the broken shaft. 
    Another cutscene kicks in at the start of the second half. Hope you have at
    least 2000 AP left...
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    Final Boss: Super Bipedal Pulverizer
    
    Special computer type data:
    Powerful energy signature detected. Cannot identify.
    
    Quotes:
    SBP after hit once: ...
    SBP's AP at 50%: Interesting...
    SBP's AP at 25%: You'll regret this...
    Your AP at 50%: ...
    Your AP at 25%: Raven... you cannot win.
    
    Hey, it's the biped Pulverizer, except it looks a bit different. Yes, this
    is the super version of it. The new changes are it moves faster and has a 
    new attack: Cross Beam Wave. It's like the ordinary beam wave except 
    extremely powerful and looks cooler. Fortunately, it has to stand still to 
    use it. Unload the KINNARAs, the EOs, and the SHADE2 on it only when it is 
    still. Back boost a lot since it moves fast enough to try and blade you to 
    death. It has a lot more AP than the normal biped so fire those micro 
    missiles as much as possible. Once it starts to talk, it's almost dead.
    
    If you prefer to fight it fair and square, meaning no quick kill with micro
    missiles, it will quickly adapt to your tactics and setup. As with the other 
    Ravens, counter accordingly and remember to keep moving. All blade attacks and
    the Cross Beam Wave can easily break AC parts regardless of how much AP is 
    remaining.
    
    Secret part: YH08-MANTIS. S-rank the mission. It's a bit difficult to attain
    an S mainly because of the kamizake onslaught to survive for quite some time.
    As for the Pulverizer, only hit it when standing still. Avoid Cross Beam Wave
    obviously to obtain S.
    
    S-RANK
    Difficulty: *******
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    3b. JACK-O ROUTE 
    ------------------------------------------------------------------------------
    
    Missions:
    
    Distribution Center Recon
    Acquire The Commodity
    Pursue Withdrawing MT
    Retake Distribution Center
    Recover The Cargo
    Protect Allied Squadron
    Protect Transport Team
    Secure The Terminal Area
    Rescue Allied Force
    Destroy Plant's Defenses
    Protect The Bridge
    Help Allied MT Escape
    Destroy Research Facility
    Shutdown Defense Systems
    Defeat Jack-O
    
    ------------------------------------------------------------------------------
    *WARNING: DO NOT TAKE THIS MISSION UNLESS YOU HAVE BEATEN ONE PATH OR HAVE
    DECIDED TO IMPORT NEXUS OR NINEBREAKER DATA. YOU HAVE BEEN WARNED.*
    
    Distribution Center Recon 		
    
    Requester: Alliance Headquarters
    Operation Area: Diorgan Distribution Center
    Objective: Investigate the enemy facility.
    Reward: 136,000c
    
    Difficulty: **********
    Recommended setup: 
    
    Head - 69S(tune cooling to max)
    Core - GAEA(tune cooling to max)
    Arms - 72F(tune aiming accuracy to max)
    Legs - 69S(tune cooling to max)
    Booster - BIRDIE(tune booster speed to max)
    FCS - MUREX
    Generator - G78(tune energy output to max)
    Radiator - R76(tune normal cooling to max)
    Inside - none
    Extension - none
    Back L - none
    Back R - 69M
    L - none
    R - PIXIE3 
    Optionals: none
    
    Enemies: CR-MT77M, CR-MT83RS 
    
    Strategy:
    
    If you choose not to listen to the warning above, this is the hardest first
    mission in all of Armored Core history. Anyways, mow down the local MTs
    stationed in the area. Then, you'll understand why this mission gets the 
    very rare 10 * difficulty rating...
    
    Boss: Bolt
    
    Thunderstrike AC setup:
    
    Head - CICADA
    Core - U3
    Arms - LEMUR2
    Legs - 90A2
    Booster - BIRDIE2
    FCS - VOLUTE2
    Generator - KUJAKU 
    Radiator - R92
    Inside - MEDUSA
    Extension - none
    Back L - LX
    Back R - LX
    L - GRIFFON
    R - SHADE
    Hangar L - PERYTON
    
    Special computer type data:
    The unit is equipped with multiple energy weapons. Repeated hits will cause
    abrupt temperature spikes.
    
    Quotes:
    Bolt's AP at 50%: You're not half bad...
    Bolt's AP at 25%: I'm not done yet!
    Your AP at 60%: I thought you were better than this...
    Your AP at 30%: Give up already!
    
    Another Nexus Raven, Bolt's AC is different. The fearsome LX cannon is still
    present, but the HOLLOW has been traded for the SHADE, and the GRIFFON on the
    left arm. Avoid close range at ALL COSTS! The LX, for AC newcomers, is a 
    powerful laser cannon that deals a lot of damage(2000 range). In addition, 
    due to the new part breaking system, it is able to easily break parts in one 
    shot. The SHADE, for the uninitiated, is a decent laser rifle with a lot of 
    killpower potential and accurate. The GRIFFON is a dual laser rifle that is
    accurate and creates a lot of thermal stress. To fight in close range would
    be suicide so avoid that. If the GRIFFON is out of ammo, Bolt will switch to
    the PERYTON pulse rifle hangar. It can deal good damage quickly, but only at
    close range. 
    
    Just stay at mid range and keep attacking until Bolt dies. Use 
    the buildings to hide if you are unsure LX shots cannot be dodged(it's a HUGE
    blue laser). As I said earlier, you are going to have a very hard time 
    winning if you selected this path first. Even with the setup above, your
    chances of winning are very slim and most likely you will die. Stick with 
    Pulverizer #1 path or another path that doesn't have this mission as the 
    starting one.
    
    Secret part: CR-WBW78R. Behind one of the 2 generators by the gate when 
    fighting Bolt, the one on your right(when you face him). JIKYOH. Beat 
    Thunderstrike.
    
    S-RANK
    Difficulty: *******
    
    It's unlikely you'll get an S if this is the first path you select. To emerge
    victorious, try the following setup.
    
    Head - QUEEN(tune energy defense to max)
    Core - GAEA(tune energy defense to max)
    Arms - GIBBON2(tune aiming accuracy to max)
    Legs - LYNX2(tune energy defense to max)
    Booster - VULTURE2(tune booster heat to max)
    FCS - VOLUTE2
    Generator - G91(tune energy output to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - RM2
    Back L - none
    Back R - NYMPHE
    L - GAST
    R - SHADE 
    Optionals: ES, EC, MARISHI, GOLGI, HISTON, PHAGE
    
    Whatever you do, NEVER GET HIT BY THE LX LASER CANNON!
    
    ------------------------------------------------------------------------------
    Acquire The Commodity 		
    
    Requester: Jack-O
    Operation Area: Hordess Mining Site
    Objective: Acquire the commodity.
    Reward: 0c
    
    Difficulty: ******
    Recommended setup: 
    
    Head - 69S(tune cooling to max)
    Core - 69U(tune cooling to max)
    Arms - 72F(tune cooling to max)
    Legs - LT69(tune cooling to max)
    Booster - none
    FCS - MUREX
    Generator - G91(tune energy output to max)
    Radiator - R76(tune normal cooling to max)
    Inside - none
    Extension - SAISUI
    Back L - GERYON
    Back R - none
    L - none
    R - PIXIE3
    Optionals: none 
    
    Enemies: MT08H/M-OSTRICH, CR-MT98G
    
    Strategy:
    
    Destroy the MTs in the area with the PIXIE3. Eventually you'll meet..
    
    Boss: Green Horn and MT Pilot(CR-MT85B)
    
    Hotspur AC setup:
    
    Head - E2
    Core - 3UA
    Arms - GIBBON2
    Legs - BOAR2
    Booster - none
    FCS - COWRY
    Generator - KUJAKU
    Radiator - R92
    Inside - DD
    Extension - MORAY 
    Back L - LADON
    Back R - SKYLLA2
    L - SILKY
    R - PIXIE3
    Hangar L - ARGOS2
    
    Special computer type data:
    The unit is equipped with multiple energy weapons. Mobile attack maneuvers
    are recommended.
    
    Quotes:
    MT Pilot(CR-MT85B) dies: You're even better than they say...
    Green Horn's AP at 50%: You're not bad...
    Your AP at 50%: This is too easy...
    Your AP at 10%: You're mine!
    
    This otherwise difficult fight can be made extremely easy by taking advantage
    of the tunnels. Horn starts outside the tunnel and usually won't enter. You
    can play peek-a-boo with Horn and feed him a GERYON shot as long as you are 
    in the tunnel. The battle is easy as long as you remain in the tunnel. If you 
    ever hear a charging sound, that means Horn is about to fire the railgun. 
    These weapons fire extremely high velocity shots and are nearly guaranteed to 
    hit. They usually can overheat ACs per hit and always stun your AC. Avoid 
    these by hiding in the tunnels. The rest of the weapons are weak, except for 
    the SKYLLA2. After beating up Green Horn, take care of the MT Pilot in their
    CR-MT85B machine.
    
    Secret part: CR-YWH05R3(left). Beat the mission. YWH07-DRAGON(left). Beat 
    Hotspur.
    
    S-RANK
    Difficulty: ***
    
    The aforementioned strategy is good enough to yield an S. Just don't exit the
    tunnels to avoid losing AP.
    
    ------------------------------------------------------------------------------
    Pursue Withdrawing MT
    
    ****READ BELOW*********
    SEE PULVERIZER #1 PATH!
    ****READ ABOVE*********
    
    ------------------------------------------------------------------------------
    Retake Distribution Center		
    
    Requester: Alliance Tactical Unit
    Operation Area: Diorgan Distribution Center
    Objective: Eliminate the occupation force.
    Reward: 100,000c
    
    Difficulty: ***
    Recommended setup: SHADE, GOLGI
    Enemies: CR-MT85M, MT08M-OSTRICH, MT11-STARLING, foot soldiers 
    
    Strategy:
    
    A DAE mission. No need to explain. The laser-firing STARLINGs are the only
    MTs that might pose a threat. Only attack them when they are on the ground
    and remember to dodge their laser. It can take out your AP fast so don't 
    let them live too long.
    
    S-RANK
    Difficulty: **
    
    As stated above, the STARLINGs are the only threat to an S. Aside from this
    minor issue, you should get it on your first try.
    
    ------------------------------------------------------------------------------
    Recover The Cargo 		
    
    Requester: Alliance Headquarters
    Operation Area: Garav Desert
    Objective: Recover the cargo.
    Reward: 136,000c
    
    Difficulty: ***
    Recommended setup: SHADE, GOLGI
    Enemies: MOLE
    
    Strategy:
    
    Another DAE. You don't even need to protect anything since there are no
    defense targets. The MOLE MTs can dive into the ground, negating all attacks.
    Obviously, wait until it resurfaces. Its pulse blasts are fairly damaging
    though but you should kill them before that happens. Keep away and damage 
    should be kept to a minimum.
    
    S-RANK
    Difficulty: *
    
    Should get this on your first attempt.
    
    ------------------------------------------------------------------------------
    Protect Allied Squadron 		
    
    Requester: Independent Warlord(Mumu)
    Operation Area: Airsul Dam
    Objective: Escort squadron and destroy enemy units.
    Reward: 108,000c
    
    Difficulty: **** 
    Recommended setup: hover leg unit, HB(hover booster), GAST, SHADE, 
    EO core
    Enemies: CR-MT77M, AEW360R, CENTAUR-AA, CR-AH79(defense target)
    
    Strategy:
    
    Destroy all the MTs you come across. When you get to the end, deactivate
    the hovers and wait for the energy to recharge. When enemies start appearing,
    activate the hovers and destroy them quickly. Repeat until all waves of AH79s
    have made it to the other side of the map. If you are using a hover leg unit,
    you should have no problem traversing the waters.
    
    Secret part: CR-WB03LGL2. S-rank the mission. All AH79s must survive the
    attacks. Two weapons with high attack power but sufficient ammo are needed.
    An EO core also helps, as well as a long-range FCS. 
    
    S-RANK
    Difficulty: *****
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    Protect Transport Team 		
    
    Requester: Independent Warlord(Mumu)
    Operation Area: Old Nire Industrial Area
    Objective: Ensure the safety of the transport team.
    Reward: 110,000c
    
    Difficulty: ****
    Recommended setup: GAST, SHADE, EO core
    Enemies: CR-MT77RO, CR-MT83RS, CR-MT06SB, MT08M-OSTRICH, foot soldiers
    
    Strategy: 
    
    Quickly use the GAST and SHADE to get rid of the ROs. Run over the foot
    soldiers next and wait. Once the RS MTs appear, go to where the first wave
    of trucks are. Destroy the OSTRICHs quickly, then destroy the approaching
    RS MTs. Stand by the doors leading to the exit for the trucks. The moment
    the doors open, fire the EOs, GAST, and SHADE on the SB MTs. Stand right 
    next to them to protect the targets. Repeat for the next door. That wasn't
    so hard was it?
    
    Secret part: JIREN. S-rank the mission. All defense targets must survive. To
    get an S, you must destroy the MTs the moment they arrive. The 83RS MTs can
    destroy one vehicle in one shot so they are the first to go. There are two
    waves of them towards the end so be careful.
    
    S-RANK
    Difficulty: *****
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    Secure The Terminal Area 		
    
    Requester: Alliance Tactical Unit
    Operation Area: Walter Material Storage Site
    Objective: Create a diversion/secure terminal area.
    Reward: 131,000c
    
    Difficulty: ******* 
    Recommended setup: 
    
    Head - CICADA2(tune shell defense to max)
    Core - 89E(tune arm capacity to max)
    Arms - XS(tune shell defense to max)
    Legs - 81A2(tune shell defense to max)
    Booster - none
    FCS - LIMPET
    Generator - G91(tune energy output to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - JIREN
    Back L - CHIMERA
    Back R - CHIMERA
    L - GORGON
    R - SHADE
    Optionals: AMINO, SS, EC, GOLGI, PHAGE, 79L+
    
    Enemies: CR-MT98G, TAP-LT6
    
    Strategy:
    
    The 98G MTs take quite a beating so use the GORGON and SHADE to destroy them.
    These units use a small grenade gun and a napalm howizter, which has the
    same effect as napalm rockets. Soon enough, an old foe reappears to fight.
    
    Boss: Omega
    
    Clown Face AC setup:
    
    Head - WASP
    Core - E2
    Arms - MACAQUE
    Legs - ORYX2
    Booster - VULTURE
    FCS - 73H
    Generator - LOTUS
    Radiator - ANANDA
    Inside - BIKUNI
    Extension - RM3
    Back L - 72CGL
    Back R - SPARTOI
    L - 95G
    R - M2
    
    Special computer type data:
    The unit equips a variety of weapons, including a rapid-fire machine gun.
    Close-range combat is not advised.
    
    Quotes:
    Omega's AP at 50%: ...
    
    Yet another Nexus Raven makes their debut in Last Raven. Those who fought
    Omega before are well aware of how dangerous he is. He's even more dangerous
    now with the extension missiles and better AI. The machine gun, EO, and the
    grenade gun all quickly eat AP, specifically yours. Lucky, the CHIMERA and 
    the GORGON can quickly turn the tides in your favor. Once the cutscene ends, 
    drop the SHADE, fire the GORGON and CHIMERA, and activate the EOs. Keep 
    firing the GORGON and CHIMERA when lock on is achieved. If you have 
    difficulty getting a lock on with the CHIMERA, blindy shoot it. The four 
    beams fired at once are large enough to hit a part of Omega if you're 
    lucky. 
    
    Secret part: KARURA. In the east end of the sewers. When you drop down to the
    last sewer area, boost all the way to the end. CR-H0X5-EYE3. Beat Clown Face.
    
    S-RANK
    Difficulty: *******
    
    Using the setup I recommend is suffice to reap the rewards. You just need to
    ensure Omega doesn't take off too much AP and you don't miss with the GORGON
    and CHIMERA. If you still have difficulty, switch to biped legs and use the 
    SPIRIT hi laser rifle and the GAEA EOs. A blade will do for the 98G MTs.
    
    ------------------------------------------------------------------------------
    Rescue Allied Force 		
    
    Requester: Alliance Tactical Unit
    Operation Area: Walter Material Storage Site
    Objective: Rescue the allies and secure the facility.
    Reward: 90,000c
    
    Difficulty: **
    Recommended setup: head with bio-sensor function, LB2 
    Enemies: AMIDA
    
    Strategy:
    
    It's DAE for this one. Just blade all the AMIDAs to death. Then, head for
    the room where the defense target is. Kill them fast before they chomp your
    AP with their rapid pulse blasts.
    
    S-RANK
    Difficulty: *
    
    You should nab this on your first attempt.
    
    ------------------------------------------------------------------------------
    Destroy Plant's Defenses 	
    
    Requester: Alliance Tactical Unit
    Operation Area: Duerr Energy Plant
    Objective: Destroy all enemy defenses.
    Reward: 132,000c
    
    Difficulty: *****
    Recommended setup: SHADE, LB2, good ECM performance 
    Enemies: SPORE, MT09ROE-OWL, MT11-STARLING
    
    Strategy:
    
    Another DAE. Blade the OWLs to get rid of the ECM problems, shoot the SPOREs,
    and watch out for the STARLINGs' laser blasts. To make this easier, get rid
    of all the OWLs first, then the SPOREs, and finally the STARLINGs. Caution 
    is advised as there are numerous STARLINGs in this mission and your AP can
    go down FAST.
    
    Secret part: WH03M-FINGER(right). S-rank the mission. Shoot down all SPOREs
    first to make things easier. Next, blade the OWLs but don't do it in front
    of them. The STARLINGs can dodge well so only fire when on the ground.
    
    S-RANK
    Difficulty: ****
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    Protect The Bridge 		
    
    Requester: Alliance Tactical Unit
    Operation Area: Ruga Tunnel
    Objective: Protect the bridge's anchor point.
    Reward: 108,000c
    
    Difficulty: ***
    Recommended setup: SHADE, GAST, EO core
    Enemies: U03M-TERMITE, SPORE
    
    Strategy:
    
    DAE yet again. The bridge anchors can take quite a bit of punishment so don't
    worry. Unless they get hit by cluster missiles of the SPOREs then the bridge
    anchors will fall. Fortunately, they show up as reinforcements once the first
    few TERMITE waves are destroyed. 
    
    S-RANK
    Difficulty: ***
    
    Just shoot down the SPOREs when they show up and avoid the TERMITE's lasers.
    Easy S-rank.
    
    ------------------------------------------------------------------------------
    Help Allied MT Escape 		
    
    Requester: Alliance Tactical Unit
    Operation Area: Old Nire Industrial Area	
    Objective: Secure the spy's escape route.
    Reward: 108,000c
    
    Difficulty: ***
    Recommended setup: SHADE, GAST, EO core
    Enemies: CR-MT77RO, CR-MT83RS, CR-MT85B, foot soldiers, MT11-STARLING(friend)
    
    Strategy:
    
    Destroy all enemies ASAP and squash every foot soldier you see. Sheila will
    say the spy is waiting for you once this happens. Reinforcements will arrive
    towards your starting point so get rid of the MTs stationed there. 
    
    S-RANK
    Difficulty: **
    
    You should get this on your first try anyways.
    
    ------------------------------------------------------------------------------
    Destroy Research Facility 				
    
    Requester: Alliance Headquarters
    Operation Area: Triton Ecoactivity Center
    Objective: Activate the backup generators and escape.
    Reward: 121,000c
    
    Difficulty: *****
    Recommended setup: 
    
    Head - CICADA2(tune cooling to max)
    Core - E2(tune cooling to max)
    Arms - XS(tune aiming accuracy to max)
    Legs - 80S2(tune cooling to max)
    Booster - VULTURE2(tune booster heat to max)
    FCS - LIMPET
    Generator - MAGNOLIA(tune condenser capacity to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - JIREN
    Back L - none
    Back R - none
    L - GAST
    R - SHADE
    Optionals: AMINO, ES, EC, GOLGI, HISTON
    
    Enemies: CR-MT77RO, AMIDA(evolved)
    
    Strategy:
    
    Mop up the MTs and head for the elevator. The evolved AMIDAs are here so
    quickly take them down before they eat your AP. Plant the bombs on each of
    the platforms. Once planted, a timer will count down for you to escape. You
    can choose to do that or fight...
    
    Boss: Mumu
    
    Metis AC setup:
    
    Head - DRONE
    Core - CRONUS
    Arms - 88FG
    Legs - JAGUAR2
    Booster - VULTURE
    FCS - VOLUTE2
    Generator - G91
    Radiator - ANANDA
    Inside - FM
    Extension - RURI
    Back L - DRYAD2
    Back R - NYMPHE
    L - 76S
    R - RASETSU
    Hangar R - ORC
    
    Special computer type data:
    The unit equips a parrying blade. Close-range combat is not advised.
    
    Quotes:
    Mumu's AP at 50%: I'm just getting started!
    
    If you choose to escape, then escape. If you choose to fight, Mumu is not
    too hard. Usually Mumu will stand still long enough to get a lot of SHADE,
    GAST, and EO shots in. The AC Metis is fragile and will not take much to 
    destroy. Mumu has a parry blade, which are dangerously powerful weapons but
    have almost no chance of connecting as long as you keep moving. The 76S 
    shotgun is of no threat as long as you stay away. The DRYAD2 and NYMPHE 
    missiles are useless in this confined space. If you fight or not, head for 
    the escape point.
    
    Secret part: YH14-STING. Beat Metis.
    
    S-RANK
    Difficulty: ****
    
    You need to kill Mumu to get an S. It really isn't that difficult since her
    AC is weak and fragile. Blast the evolved AMIDAs ASAP prior to setting the
    explosives to lower AP loss. Follow these simple rules and you'll get an S.
    
    ------------------------------------------------------------------------------
    Shutdown Defense Systems 	
    
    Requester: Alliance Tactical Unit
    Operation Area: Old Nire Industrial Area
    Objective: Destroy the energy supply pods.
    Reward: 130,000c
    
    Difficulty: ******(** if you move fast enough)
    Recommended setup: 
    
    Head - STING(tune cooling to max)
    Core - E2(tune cooling to max)
    Arms - XS(tune aiming accuracy to max)
    Legs - COUGAR2(tune shell defense to max)
    Booster - VULTURE2(tune booster heat to max)
    FCS - LIMPET
    Generator - MAGNOLIA(tune condenser capacity to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - RM2
    Back L - none
    Back R - NYMPHE
    L - GAST
    R - SHADE
    Optionals: AMINO, ES, EC, GOLGI, HISTON
    
    Enemies: CR-MT98G, CR-MT83RS, foot soldiers
    
    Strategy:
    
    Run down all foot soldiers before proceeding. The targets are located in 
    the north end of the area, beside 2 railgun defenses. Slowly move closer 
    while destroying the 98G MTs. Reinforcements will arrive so you should 
    destroy them too. As for the railguns, strafe left and right until you 
    reach the end. Shoot off the generators on both sides. If you move fast
    enough, destroying the energy pods and/or heading to the escape point 
    in time, the mission is complete. If not...
    
    Boss: Crow
    
    Sight Hawk AC setup:
    
    Head - SEE
    Core - UL
    Arms - XS
    Legs - 99XS
    Booster - VULTURE2
    FCS - VOLUTE2 
    Generator - G91
    Radiator - ANANDA
    Inside - none
    Extension - none
    Back L - KINNARA
    Back R - SPHINX
    L - DRAGON
    R - M2
    
    Special computer type data:
    The unit is equipped with a laser rifle. Close-range combat is not advised.
    
    Quotes:
    Crow's AP at 50%: I will stop you.
    Crow's AP at 25%: You can't run!
    Your AP at 50%: You better try harder.
    Your AP at 10%: You're dead...
    
    If you already beat Pulverizer #1 route, this is a much easier time against 
    Crow. If this is your first time, just back boost and keep firing. Crow's
    weapons aren't too damaging, save the M2 and KINNARA. Should you choose not 
    to fight Crow, just head for the escape points. If you did, head to the escape 
    points afterwards.
    
    Secret part: CR-H9SEE. Beat Sight Hawk.
    
    S-RANK
    Difficulty: ******
    
    Avoid the railguns and the 98G grenades to lessen AP loss. Then, you need to 
    kill Crow to get an S. Crow's AC has low AP and shouldn't take long before 
    it chunks and blows up. The M2 and KINNARAs are the only weapons you need 
    to watch out for.
    
    ------------------------------------------------------------------------------
    Defeat Jack-O 		
    
    Requester: Evangel
    Operation Area: Underneath Circ-City
    Objective: Destroy AC Fox Eye.
    Reward: 0c
    
    Difficulty: * 
    Recommended setup: 
    
    Head - STING(tune cooling to max)
    Core - URANUS(tune cooling to max)
    Arms - XS(tune aiming accuracy to max)
    Legs - DINGO2(tune cooling to max)
    Booster - VULTURE2(tune booster heat to max)
    FCS - LIMPET
    Generator - MAGNOLIA(tune condenser capacity to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - JIREN
    Back L - none
    Back R - none
    L - LB3
    R - SHADE
    Optionals: GOLGI, HISTON, PHAGE, CODON
    
    Enemies: Jack-O
    
    Strategy:
    
    Final Boss: Jack-O
    
    Fox Eye AC setup:
    
    Head - CRICKET
    Core - ATLAS
    Arms - 72F
    Legs - JACKAL2
    Booster - VULTURE
    FCS - MONJU
    Generator - KUJAKU
    Radiator - FURUNA
    Inside - MEDUSA2
    Extension - RM3
    Back L - CENTAUR
    Back R - CENTAUR
    L - 95G/part broken
    R - KRSW
    
    Special computer type data:
    The unit is equipped with a laser rifle capable of inducing thermal stress.
    Mobile attack maneuvers are recommended.
    
    Quotes:
    Jack-O's AP at 50%: I'm a Raven... No more, no less.
    Jack-O's AP at 25%: This is the end...
    Your AP at 50%: Come on, show me what you've got!
    Your AP at 10%: Concentrate, Raven. You're not even trying!
    
    This is the easiest and most simple of all final missions. Just beat Jack-O
    and the game ends. It's really disappointing since the missions in this path
    were of some difficulty. Fox Eye starts the battle with the left arm already 
    broken, further weakening its offensive potential(no grenades). Fox Eye is 
    still the same slow turning, moving AC as in Nexus. The only difference is 
    Jack-O does shoot and dodge but poorly. Have fun with crushing Jack-O! The 
    KRSW is the only real threat but he rarely even uses it! If you lose, I 
    really don't know what to say.
    
    Secret part: WB18M-CENTAUR. Beat Fox Eye.
    
    S-RANK
    Difficulty: *
    
    You really need to train if you don't get this the first time around. And I 
    wonder how you survived the first two missions or the prior one...
    
    ------------------------------------------------------------------------------
    3c. EVANGEL ROUTE
    ------------------------------------------------------------------------------
    
    Missions:
    
    Destroy Military Base
    Escort Allied MT
    Recapture Storage Site
    Investigate Enemy Activity
    Destroy Raging Torrent IV
    Defend Against Assault
    Protect Reactor Core
    Eliminate Targeted Raven
    Eliminate Sorcerer
    Launch Preemptive Strike
    Eliminate AC Intruder
    
    ------------------------------------------------------------------------------
    Destroy Military Base 		
    
    Requester: Vertex
    Operation Area: Camp Fortherd
    Objective: Destroy the installation.
    Reward: 0c
    
    Difficulty: *
    Recommended setup: starter AC
    Enemies: ZEKUH, foot soldiers  
    
    Strategy:
    
    Just go crazy and destroy the base equipment and ZEKUHs!
    
    Secret part: WH05M-SLYPH(right). In a container in the second level of the
    central building.
    
    S-RANK
    Difficulty: **********(or * if you know what really needs to be done) 
    
    This mission can either be the most frustrating or easiest of S-ranks you get. 
    If you destroy only the ZEKUHs, you get an A. If you destroy every specified
    target, you get an A. If you destroy every specified and unspecified(anything
    that wasn't mentioned in the briefing) and the ZEKUHs, you still get an A. 
    Personally, I did not figure out the trick myself until someone pointed it 
    out to me. Basically, there are 2 additional support pillars that must be 
    destroyed to get an S. In the construction area of the central building, there
    is one on the first and second levels. While it may be difficult to see, the
    sign is seeing an additional pillar beside one. Blade them. Don't forget 
    about destroying everything else! The ZEKUHs come last but they do yield more
    credits per every one destroyed.
    
    ------------------------------------------------------------------------------
    Escort Allied MT 		
    
    Requester: Independent Warlord(Green Horn)
    Operation Area: Hordess Mining Site
    Objective: Escort MT ally to safety.
    Reward: 80,000c
    
    Difficulty: **
    Recommended setup: SHADE, GOLGI 
    Enemies: U03M-TERMITE  
    
    Strategy:
    
    An easy mission. Destroy all TERMITEs and that's about it. The 85B MT can 
    take a bit of damage so it should be fine. If it is taking hits, remember to
    use your AC as a meat shield against the TERMITE's weapons.
    
    S-RANK
    Difficulty: **
    
    As long as the 85B survives and you don't miss too many shots, S is yours to
    take.
    
    ------------------------------------------------------------------------------
    Recapture Storage Site 		
    
    Requester: Alliance Tactical Unit
    Operation Area: Walter Material Storage Site
    Objective: Eliminate all invaders.
    Reward: 80,000c
    
    Difficulty: ***
    Recommended setup: LB3, SHADE 
    Enemies: MT09ROE-OWL, CR-MT85B/BP, CR-MT98G  
    
    Strategy:
    
    Blade the OWLs to stop their ECM abilities. The 98Gs go down in one swing
    from the LB3 blade but beware of their grenade gun and napalm howitzer. The
    commander is revealed after destroying all 98Gs and OWLs. The only difference
    between the MT85s is the BP is the commander's version, fires triple bazooka
    rounds, and takes longer to kill. One LB3 blade swing and beam wave is able to
    silence the BP though. Once beaten, destroy the remaining MTs. Note that the
    commander is only available if you destroy the prior MTs fast enough.
    
    Secret part: WB21M-DRYAD. In the topmost level room above the commander's
    position. 
    
    S-RANK
    Difficulty: ***
    
    The only part worth looking out for is at the end when the location of the 
    BP is revealed. Blade him ASAP to lower damage and that's the end of that. Of
    course, do remember not to get hit by the 98G's grenade. The commander not 
    being revealed prevents an S, but you shouldn't have a problem with speed.
    
    ------------------------------------------------------------------------------
    Investigate Enemy Activity 		
    
    Requester: Vertex
    Operation Area: Tartrus Headquarters
    Objective: Investigate and disrupt enemy activity.
    Reward: 98,000c
    
    Difficulty: ***
    Recommended setup: good ECM performance, SHADE
    Enemies: ZEKUH, MT10-BAT, 86FV, foot soldiers, ECM vehicle  
    
    Strategy:
    
    First thing is to destroy the ECM vehicles. You cannot lock on a target until
    they are destroyed. They are not too difficult to find(radar dish). It's DAE
    afterwards. The BATs can use a laser cannon, so be careful around them. The
    86FVs and their vertical missiles can be a pain to deal with, so take those
    out first. As usual, foot soldiers just don't pose a threat.
    
    S-RANK
    Difficulty: **
    
    Just watch out for the BAT's laser cannon and you've already gotten an S.
    
    ------------------------------------------------------------------------------
    Destroy Raging Torrent IV 		
    
    Requester: Vertex
    Operation Area: Versurs Highland
    Objective: Destroy AC Raging Torrent IV.
    Reward: 84,000c
    
    Difficulty: *******
    Recommended setup: 
    
    Head - CICADA2(tune VS ECM to max)
    Core - 89E(tune energy defense to max)
    Arms - 72F(tune energy defense to max)
    Legs - 81A2(tune energy defense to max)
    Booster - none
    FCS - VOLUTE2
    Generator - FUDOH(tune energy output to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - JIREN
    Back L - CHIMERA
    Back R - CHIMERA
    L - GAST
    R - SHADE
    Optionals: AMINO, ES, EC, GOLGI, HISTON, 79L+
    
    Enemies: MT09E-OWL, Raging Torrent IV 
    
    Strategy:
    
    Nexus returnee Caspian is your next target.
    
    Raging Torrent IV AC setup:
    
    Head - SEE
    Core - SELENA
    Arms - GIBBON
    Legs - 96FA
    Booster - VULTURE2
    FCS - 73H
    Generator - KUJAKU
    Radiator - FURUNA
    Inside - MEDUSA
    Extension - none
    Back L - HARPY
    Back R - HYDRA2
    L - GAST
    R - SHADE2
    
    Special computer type data:
    The unit is equipped with a high thermal stress-inducing EO weapon. Mobile
    attack maneuvers are recommended.
    
    Quotes:
    Caspian's AP at 50%: This is bad...
    Your AP at 70%: Vertex choose poorly...
    Your AP at 20%: You're finished...
    
    Raging Torrent IV.. wow. That's 3 times changing the design for this Nexus
    Raven. This new design is purely range-based and is not a fast AC. Fighting
    up close is one way to kill Caspian. The OWLs are here for ECM purposes so
    kill them first before moving onto Caspian. As for Caspian, it's not too hard
    to stay locked on considering the slow speed of the AC. Remember to down the 
    OWLs first, otherwise this is going to be a hard fight. You won't like 
    getting pegged by the SHADE2, the GAST, and the SELENA EOs if you let Caspian 
    live.
    
    Secret part: YASYA. Beat Raging Torrent IV.
    
    S-RANK
    Difficulty: *******
    
    Caspian and his OWL buddies can really take your AP down FAST. To counter, 
    use the LX to blast Caspian first unless an OWL is close to your position.
    Once he is out of the way, the fry the OWLs with any LX rounds left. It
    might be a good idea to get one OWL out of the way for more reliable lock ons
    with Torrent. If you don't have the LX laser cannon, the CHIMERA works too, 
    but it takes more rounds to complete the task.
    
    ------------------------------------------------------------------------------
    Defend Against Assault 		
    
    Requester: Vertex
    Operation Area: Walter Material Storage Site
    Objective: Halt the enemy invasion.
    Reward: 104,000c
    
    Difficulty: ***
    Recommended setup: SHADE, GAST, EO core
    Enemies: U03M-TERMITE, CR-MT06SB
    
    Strategy:
    
    DAE mission. Once the initial waves of TERMITEs are done, boost forward from
    dropping done the vent until you pass the last vent. Reinforcements will 
    arrive in the form of the SB MTs and more TERMITEs. Watch out for the SB's 
    dual bazooka since they drop with their shields open. Once that is done, an 
    additional mission can be taken by going back to starting point.
    
    Secret part: CR-R92. Above the room farthest in the West side. 
    
    ******************
    ADDITIONAL MISSION
    ******************
    
    Requester: Vertex
    Operation Area: Sinus Airstrip
    Objective: Destroy the transport before it lands on the airstrip.
    
    Difficulty: ***
    Recommended setup: SHADE
    Enemies: MT10-BAT, SSGB03-WALNUT(friend), C06-STORK
    
    Strategy:
    
    DAE again. The STORK enters from the East so prepare to fire once it is
    in range. The WALNUTs will destroy a few BATs so don't worry if you can't 
    destroy them all. Again, watch out for the BAT's laser cannon. 
    
    Secret part: 107D-MEDUSA2. Farthest vehicle to the East.
    
    S-RANK
    Difficulty: ***
    
    Not too difficult, but you have to take the additional mission to get an S.
    Make sure you kill a lot of BATs and don't let the WALNUTs take the kill. It
    also affects S-rank.
    
    ------------------------------------------------------------------------------
    Protect Reactor Core 		
    
    Requester: Vertex
    Operation Area: Duerr Energy Plant
    Objective: Eliminate the unmanned attack force.
    Reward: 98,000c
    
    Difficulty: **
    Recommended setup: long range FCS/radar, sniper rifle, 79L+, VULTURE2
    Enemies: U05-FLEA  
    
    Strategy:
    
    You are going to boost a lot here. The moment you see the FLEAs on radar, 
    shoot them. If they make it on a tower, quickly find it and shoot. 
    
    S-RANK
    Difficulty: *
    
    You should get this on your first try really.
    
    ------------------------------------------------------------------------------
    Eliminate Targeted Raven 		
    
    Requester: Vertex
    Operation Area: Garav Desert
    Objective: Destroy AC Thunderstrike.
    Reward: 80,000c
    
    Difficulty: *******
    Recommended setup: 
    
    Head - QUEEN(tune energy defense to max)
    Core - GAEA(tune energy defense to max)
    Arms - GIBBON2(tune aiming accuracy to max)
    Legs - LYNX2(tune energy defense to max)
    Booster - VULTURE2(tune booster heat to max)
    FCS - VOLUTE2
    Generator - G91(tune energy output to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - RM2
    Back L - none
    Back R - NYMPHE
    L - GAST
    R - SHADE 
    Optionals: ES, EC, GOLGI, HISTON, PHAGE, MARISHI
    
    Enemies: Thunderstrike  
    
    Strategy:
    
    Thunderstrike AC setup:
    
    Head - CICADA
    Core - U3
    Arms - LEMUR2
    Legs - 90A2
    Booster - BIRDIE2
    FCS - VOLUTE2
    Generator - KUJAKU 
    Radiator - R92
    Inside - MEDUSA
    Extension - none
    Back L - LX
    Back R - LX
    L - GRIFFON
    R - SHADE
    Hangar L - PERYTON
    
    Special computer type data:
    The unit is equipped with multiple energy weapons. Repeated hits will cause
    abrupt temperature spikes.
    
    Quotes:
    Bolt's AP at 50%: I'm not finished yet! 
    Your AP at 20%: Your time is up!
    
    I think this is a more appropriate time to fight Bolt rather than one of
    the first missions.(really From, why throw us a tough one that early?) For
    those who haven't fought Bolt, watch out for the LX cannon(the big cannon on
    the back). You don't want to eat some 2000 AP and possibly lose a part from
    one shot. Strategy is simple: stay away from close range. If you run out of
    ammo, which you shouldn't, the GAEA's EOs can regenerate ammo so don't worry.
    
    Secret part: JIKYOH. Beat Thunderstrike.
    
    S-RANK
    Difficulty: ******
    
    The LX is the big concern here and will take away the chance of getting an S
    if you are hit even once. The SHADE + GRIFFON are nasty but it won't be as
    damaging with the setup I recommend.
    
    ------------------------------------------------------------------------------
    Eliminate Sorcerer
    
    ****READ BELOW*********
    SEE PULVERIZER #1 PATH!
    ****READ ABOVE*********
    
    ------------------------------------------------------------------------------
    Launch Preemptive Strike 		
    
    Requester: Vertex
    Operation Area: Tartrus Headquarters
    Objective: Destroy the enemy force.
    Reward: 170,000c
    
    Difficulty: ********
    Recommended setup: 
    
    Head - CICADA2(tune VS ECM to max)
    Core - 89E(tune cooling to max)
    Arms - XS(tune aiming accuracy to max)
    Legs - COUGAR2(tune cooling to max)
    Booster - VULTURE2(tune booster heat to max)
    FCS - VOLUTE2
    Generator - MAGNOLIA(tune condenser capacity to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - GAR 
    Back L - SIREN2
    Back R - KINNARA
    L - ELF2
    R - SHADE2 
    Optionals: AMINO, EC, LA, MARISHI
    
    Enemies: 86FV, foot soldiers  
    
    Strategy:
    
    Attack the 86FVs but stop attacking when our enemies begin talking. Hide and
    save your ammo. A cutscene occurs. Hmm.. that design looks rather familiar..
    where did we see that before?
    
    Boss: Leviathan
    
    Special computer type data:
    Powerful energy signature detected. Cannot identify.
    
    Ah, yes! This is the massive MT found in Nexus! Except unlike in that game 
    where it was a prototype and unmovable, this one is complete and moves fast.
    ECM performance is a must to lock-on the massive unit. Before doing that,
    get rid of the remaining FVs. As for the unit itself, the Leviathan is 
    well armed and dangerous. Luckily, it lacks missile defense and this is a 
    situation where micro missiles come in handy. Hide behind the big pyramid 
    building and lock onto it and fire. Remember to track its position even with 
    the ECM's interference. Eventually, the massive MT will fall.
    
    Secret part: CR-WR81B2(right). S-rank the mission. For the first part of the
    mission, boost while strafing both ways. Blade the FVs but hide once the 
    enemies begin to talk. For the second part of the mission, blade the rest of
    the FVs but wait for the Leviathan to pass first. Use the pyramid-like 
    structures to hide from its attacks. Then, just go crazy with the micro
    missiles.
    
    S-RANK
    Difficulty: ******
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    Eliminate AC Intruder 		
    
    Requester: Vertex
    Operation Area: Underneath Circ-City
    Objective: Eliminate the enemy intruder.
    Reward: 162,000c
    
    Difficulty: *******
    Recommended setup: 
    
    Head - QUEEN(tune shell defense to max)
    Core - GAEA(tune cooling to max)
    Arms - XS(tune aiming accuracy to max)
    Legs - DINGO2(tune cooling to max)
    Booster - TP(tune booster heat to max)
    FCS - VOLUTE2
    Generator - MAGNOLIA(tune condenser capacity to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - RM2 
    Back L - none
    Back R - NYMPHE
    L - LB3
    R - SHADE2
    Optionals: AMINO, ES, SS, EC, GOLGI, HISTON, MARISHI
    
    Enemies: AC
    
    Strategy:
    
    Hmm.. blue paint scheme, the 93RL, yellow MOONLIGHT, I wonder who that could 
    be?
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    Final Boss: Evangel 
    
    Oracle AC setup:
    
    Head - QUEEN
    Core - 89E
    Arms - LEMUR2
    Legs - DINGO2
    Booster - B81
    FCS - MIROKU
    Generator - G91
    Radiator - ANANDA
    Inside - none
    Extension - none 
    Back L - 98G
    Back R - 98G 
    L - MOONLIGHT
    R - 93RL
    
    Special computer type data:
    The unit is equipped with a blade. Close-range combat is to be avoided.
    
    Quotes:
    Evangel's AP at 50%: I can't be losing!
    Evangel's AP at 25%: How can this be!?
    Your AP at 50%: Just as I thought...
    Your AP at 10%: I'll take it from here...
    
    It's Evangel! The master of linear weapons(and abusing)! Except now he is
    equipped with the more deadly dual 98G grenade launchers. Fortunately, the
    area you fight him is rather large. Unfortunately, Evangel is quite accurate
    with all weapons, including the powerful MOONLIGHT laser blade. This battle
    isn't too difficult but don't get too cocky. Keep up the attacks until his
    AC starts to smoke. A cutscene occurs. Afterwards jump down the broken shaft
    and enter the second half of the mission.
    
    The second half of the mission is really simple: destroy the 6 generators
    powering the Internecine. The easy way to destroy one is with one LB3 slash.
    You can do that or shoot with the SHADE2 but you can't lock on them. Once
    all 6 are destroyed, the game ends. Don't think the generators have no way to
    attack; they fire SHADE-like lasers endlessly at you. Also, the streams of 
    energy created by a generator will fire more of those lasers as well. With all
    6 generators up and running, up to 12 lasers will be fired at you. One second
    of eating these results in a loss of over 700 AP so keep moving!
    
    Secret part: CR-YWB05MV2. S-rank the mission. Bring two strong arm weapons.
    When the duel begins, quickly get in front of Evangel then move back. This 
    will shake him off for some time and a prime opportunity to attack. The RL
    shots are dangerous, but it's the 98G grenades that can screw up any chance 
    of getting an S. The second part of the mission is easy, just keep moving to
    avoid the SHADE-like lasers.
    
    S-RANK
    Difficulty: *******
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    3d. LEVIATHAN ROUTE
    ------------------------------------------------------------------------------
    
    Missions:
    
    Eliminate Intruders
    Destroy AC Sundial
    Recapture Storage Site
    Remove Lab Intruders
    Destroy Enemy Squadron
    Prevent Plant Destruction
    Eliminate Enemy Occupiers
    Protect Reactor Core
    Destroy Air Assault Force
    Eliminate Sorcerer
    Intercept Enemy AC
    Safeguard Industrial Area
    Stop Last Assault Attempt
    
    ------------------------------------------------------------------------------
    Eliminate Intruders
    
    ****READ BELOW*********
    SEE PULVERIZER #1 PATH!
    ****READ ABOVE*********
    
    ------------------------------------------------------------------------------
    Destroy AC Sundial 		
    
    Requester: Vertex
    Operation Area: Versurs Highland
    Objective: Destroy AC Sundial.
    Reward: 64,000c
    
    Difficulty: ********
    Recommended setup: 
    
    Head - 69S(tune cooling to max)
    Core - 69U(tune cooling to max)
    Arms - 72F(tune aiming accuracy to max)
    Legs - DINGO(tune cooling to max)
    Booster - BIRDIE(tune booster speed to max)
    FCS - MUREX
    Generator - G84P(tune condenser capacity to max)
    Radiator - R76(tune normal cooling to max)
    Inside - MEDUSA
    Extension - RM
    Back L - none
    Back R - NYMPHE
    L - SPECTER
    R - SHADE 
    Optionals: none
    
    Enemies: ZEKUH, Sundial
    
    Strategy:
    
    Sundial AC setup:
    
    Head - SPIDER
    Core - 840/UL
    Arms - 72F
    Legs - 99M2
    Booster - none
    FCS - DSN
    Generator - G91
    Radiator - R92
    Inside - SYAMANA
    Extension - RM
    Back L - CENTAUR
    Back R - CENTAUR
    L - WYRM
    R - PIXIE2
    Hangar L - HP
    
    Special computer type data:
    The unit is equipped with vertical launch missiles. Be prepared to take 
    evasive action.
    
    Quotes:
    Principal's AP at 50%: You're good...
    Your AP at 70%: What a joke!
    Your AP at 20%: Come on, put up a fight!
     
    Another Nexus Raven returns in LR, Principal, a top notch Raven in that AC
    game. Then again, every Nexus returning Raven used to be the best in Raven's
    Ark in Nexus. Principal is a hover so you will have some difficulty trying to
    stay away(or land shots). ZEKUHs are here but forget about them for now. If
    this is the first path you have chosen, Principal is difficult to beat. The 
    biggest threats are the CENTUAR dual vertical missiles and RM extension
    missiles. If you haven't been training how to dodge attacks, you are going to
    have a hard time dodging these. Vertical missiles usually can be dodged by 
    boosting forward and strafing either side. The WYRM is a mag reload sniper
    rifle and the PIXIE2 is a 1000-ammo machine gun. The HP handgun in her hangar 
    is strong and can stun, but has low ammo. Lastly, Principal is equipped with 
    an Overboost core. OB allows for quick escapes or gaining ground on 
    opponents. Do not shoot when Principal is OBing as you will miss your shots. 
    Try your best and if you can't win, beat an easier path. Once destroyed, mop 
    up the ZEKUHs.
    
    Secret part: WH10M-SILKY(right). Beat Sundial.
    
    S-RANK
    Difficulty: ******
    
    Aside from the CENTAUR + RM combo, the only thing to fear is the WYRM sniper
    rifle. Dodging the missiles can be difficult but just grab MEDUSA and lay a 
    decoy every time Principal launches the missiles. Once the RM is out of ammo,
    which equals to 3 missile launches, Principal becomes less dangerous. Shoot 
    only when she isn't OBing and remember to boost forward to dodge the CENTAURs. 
    The ZEKUHs aren't a threat and should be saved for last as usual.
    
    ------------------------------------------------------------------------------
    Recapture Storage Site
    
    ****READ BELOW***
    SEE EVANGEL PATH!
    ****READ ABOVE***
    
    ------------------------------------------------------------------------------
    Remove Lab Intruders 		
    
    Requester: Alliance Headquarters
    Operation Area: Triton Ecoactivity Center
    Objective: Eliminate the intruders.
    Reward: 88,000c
    
    Difficulty: **
    Recommended setup: LB3
    Enemies: MT08-OSTRICH, CR-MT85BP
    
    Strategy:
    
    DAE. Blade them all to death. Just watch out for the BP's burst bazooka which
    deals a nice amount of damage and heat.
    
    S-RANK
    Difficulty: *
    
    Nothing else to say except you need to train more if you can't get an S.
    
    ------------------------------------------------------------------------------
    Destroy Enemy Squadron 		
    
    Requester: Vertex
    Operation Area: Airsul Dam
    Objective: Eliminate the enemy invaders.
    Reward: 96,000c
    
    Difficulty: ***
    Recommended setup: SHADE, GAST, WALRUS2
    Enemies: ZEKUH, CR-AH79
    
    Strategy:
    
    Destroy all enemies. It's not too difficult considering they are all bunched
    together. Head to the top level of the dam(by the waters) and shoot them
    down here. Towards the end, you will face a LOT of them. Shoot like a madman
    and make sure they don't escape.
    
    S-RANK
    Difficulty: **
    
    Pretty easy since they appear right in front of you to pass the dam. Just be
    sure not to miss any of the choppers. 
    
    ------------------------------------------------------------------------------
    Prevent Plant Destruction 		
    
    Requester: Vertex
    Operation Area: Seil Hydroelectric Plant
    Objective: Disable all explosive charges.
    Reward: 132,000c 
    
    Difficulty: ****
    Recommended setup: head with auto-map function, SHADE
    Enemies: AEW360R, UO3M-TERMITE, foot soldiers  
    
    Strategy:
    
    You have 5 minutes and 30 seconds to deactivate all bombs. Ignore all the
    enemies and go straight for the bombs, starting on the lowest level. If
    you are going to shoot a few enemies, only get rid of the ones in the way.
    Avoid using blades since you don't want to automatically destroy a bomb and
    a defense target.
    
    Secret part: NICHIRIN(right). S-rank the mission. First of all, DO NOT bring
    a blade. This will make the job harder. Second, bring a strong right arm 
    weapon like the SHADE2. Next, do not get stuck in any of the hallways or 
    rooms. As long as these guidelines are followed, S-rank is possible.
    
    S-RANK
    Difficulty: *******
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    Eliminate Enemy Occupiers 		
    
    Requester: Alliance Headquarters
    Operation Area: Diorgan Distribution Center
    Objective: Eliminate the enemy occupiers.
    Reward: 135,000c
    
    Difficulty: *******
    Recommended setup: 
    
    Head - EYE2(tune cooling to max)
    Core - 89E(tune cooling to max)
    Arms - XS(tune cooling to max)
    Legs - 80S2(tune cooling to max)
    Booster - VULTURE2(tune booster heat to max)
    FCS - KOKUH
    Generator - G91(tune energy output to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - RM2
    Back L - none
    Back R - NYMPHE
    L - LB2
    R - PIXIE3
    Optionals: AMINO, SS, EC, MARISHI
    
    Enemies: MT08M-OSTRICH, AEW360R, SSGB03-WALNUT, CR-MT07LM
    
    Strategy:
    
    Do not advance too quickly in this mission. Take your time and clear out
    all the enemies in the rooms. The new 07LM MTs fire large missiles and 
    they are stationed rather close to doors. Large missiles, for those who
    don't know, are the strongest one hit weapon. They also instantly overheat
    the unlucky victim that gets hit. Now, do you understand why you shouldn't
    rush the mission? The large missiles are very good at tracking, but can be
    tricked slamming into a wall. Once you reach the end, a cutscene occurs.
     
    Hmm.. all black paint scheme, dual GLs, LB3, RA.. Genobee's alive!?
    
    Boss: Mollycoddle
    
    Pinch Beck AC setup:
    
    Head - EYE
    Core - U3
    Arms - 71S2
    Legs - 89F
    Booster - TP
    FCS - 82D2
    Generator - G84P
    Radiator - R92
    Inside - DD2
    Extension - AM
    Back L - GL
    Back R - GL
    L - LB3
    R - RA
    Hangar R - 98GL
    
    Special computer type data:
    The unit equips a high-powered grenade launcher. Opponent will attempt to 
    maintain fixed range combat.
    
    Quotes:
    Mollycoddle's AP at 50%: I'll show you what I can do!
    Mollycoddle's AP at 30%: I need backup right now!
    Mollycoddle's AP at 20%: I'm not kidding. I need help!
    Your AP at 50%: Give up... you can't defeat me.
    Your AP at 30%: I need backup right now!
    Your AP at 10%: Is that all you've got?
    
    No, some wannabe Raven is copying his design though. Unlike Genobee's poor
    piloting skills in Nexus, Mollycoddle uses the AC much better. Such as using 
    the RA assault rifle and LB3 laser blade more often. And staying in the right 
    range for the appropriate weapon. Oh, and the WALNUTs are having a field day
    shooting you with grenades. Strafe and boost a lot, while using the buildings
    to hide. You might want to get rid of the WALNUTs since you have to destroy
    them anyways. The less amount of grenades being fired, the better.  
    
    Secret part: CR-WH01SP(left). Beat Pinch Beck.
    
    S-RANK
    Difficulty: *******
    
    Large missiles and grenades can really ruin any chance of getting an S. Do
    move fast but don't rush blindly unless you want to eat a large missile by 
    accident. As for Mollycoddle, get rid of the WALNUTs first then go after him. 
    The GL rounds are a little hard to dodge but there are enough structures to 
    hide from it. Attack him but watch out when Mollycoddle is not using the RA.
    
    ------------------------------------------------------------------------------
    Protect Reactor Core 		
    
    ****READ BELOW***
    SEE EVANGEL PATH!
    ****READ ABOVE***
    
    ------------------------------------------------------------------------------
    Destroy Air Assault Force 		
    
    Requester: Vertex
    Operation Area: Camp Fortherd
    Objective: Destroy the enemy assault force.
    Reward: 138,000c
    
    Difficulty: *****
    Recommended setup: PIXIE3, GAST, GAEA, good ECM performance
    Enemies: GUSHAWK, CR-A82, C06-STORK, MT09E-OWL 
    
    Strategy:
    
    You're going to be dodging a lot in this mission. The GUSHAWKs will appear
    in swarms and fire missiles at you. Blow them away with the PIXIE3. When the 
    A82s enter the battle, use the GAEA EOs, GAST, and PIXIE3 against them. 
    Remember to keep dodging because they appear in swarms as well. Eventually,
    the STORKs enter the fray. Sink them ASAP before they drop OWLs. Good ECM
    performance is important if you wish to lock on and destroy them. Remember
    to recharge the GAEA EOs since this is a long mission. Eventually, one last
    STORK will appear. Destroy it and the OWLs if you can't sink it in time.
    
    S-RANK
    Difficulty: *****
    
    Not much to say in this mission. Except to shoot down every enemy and avoid
    taking hits in return.
    
    ------------------------------------------------------------------------------
    Eliminate Sorcerer
    
    ****READ BELOW*********
    SEE PULVERIZER #1 PATH!
    ****READ ABOVE*********
    
    ------------------------------------------------------------------------------
    Intercept Enemy AC 		
    
    Requester: Jack-O
    Operation Area: Camp Fortherd
    Objective: Destroy the enemy AC.
    Reward: 0c
    
    Difficulty: *******
    Recommended setup: 
    
    Head - QUEEN(tune shell defense to max)
    Core - GAEA(tune cooling to max)
    Arms - XS(tune aiming accuracy to max)
    Legs - DINGO2(tune cooling to max)
    Booster - TP(tune booster heat to max)
    FCS - VOLUTE2
    Generator - MAGNOLIA(tune condenser capacity to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - RM2
    Back L - HARPY
    Back R - none
    L - 95G
    R - NIX 
    Optionals: AMINO, ES, SS, EC, LA, MARISHI
    
    Enemies: AC
    
    Strategy:
    
    Let's see who our target is. 93RL, MOONLIGHT, LGL, GERYON2, QUEEN. Hey, it's
    Evangel!
    
    Boss: Evangel
    
    Oracle AC setup:
    
    Head - QUEEN
    Core - 89E
    Arms - LEMUR2
    Legs - DINGO2
    Booster - TP
    FCS - MIROKU
    Generator - G91
    Radiator - ANANDA
    Inside - none
    Extension - none 
    Back L - GERYON2
    Back R - LGL
    L - MOONLIGHT
    R - 93RL
    
    Special computer type data:
    The unit is equipped with a blade. Close-range combat is to be avoided.
    
    Quotes:
    Evangel's AP at 50%: How is it possible!?
    Evangel's AP at 25%: Nobody is this good...
    Your AP at 50%: Look how weak they are, Jack!
    
    The master of linear weapons, Evangel is a tough opponent. The base offers a
    good amount of hiding spots so use them to your advantage. Try to avoid close
    range combat as it prompts him to use the MOONLIGHT, which he is rather 
    accurate with. The linear weapons are hard to dodge the closer you are, so 
    avoid getting close. Strafe, ground boost, and do whatever you can to dodge 
    the linear weapons. Use the HARPYs in conjunction with the RM2 to whittle a 
    bit of AP from Oracle. The HARPY orbit cannons will follow and shoot at 
    Evangel, prompting him to dodge. Use this time to peg him with the NIX, 95G, 
    and the EOs. Eventually, the Oracle will fall. He is fast though so you might 
    want to hide to dodge some linear rounds. The GERYON2 is rarely used but don't 
    drop your guard.
    
    Secret part: YWL16LB-ELF3. Beat the mission. CR-WR93RL. Beat Oracle.
    
    S-RANK
    Difficulty: *******
    
    Those linears will hurt your chances of getting an S if you can't dodge them.
    Fortunately, you can use the central structure to hide from them. You might
    want to switch your arm weapons to something more stronger to avoid losing 
    more AP. Try the SPIRIT hi laser rifle out if you haven't.
    
    ------------------------------------------------------------------------------
    Safeguard Industrial Area 		
    
    Requester: Vertex
    Operation Area: Old Nire Industrial Area
    Objective: Destroy the invading enemy force.
    Reward: 108,000c
    
    Difficulty: ******
    Recommended setup: 
    
    Head - EYE2(tune cooling to max)
    Core - 89E(tune cooling to max)
    Arms - XS(tune cooling to max)
    Legs - COUGAR2(tune load capacity to max)
    Booster - TP(tune booster heat to max)
    FCS - KOKUH
    Generator - MAGNOLIA(tune condenser capacity to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - RM2
    Back L - HARPY
    Back R - MAGORAGA
    L - ELF3
    R - 93RL
    Optionals: AMINO, ES, EC
    
    Enemies: MT09ROE-OWL, MT08-OSTRICH
    
    Strategy:
    
    A cutscene occurs shortly after the mission starts. A cool cutscene for that
    matter... time to fight Alliance's last Raven. 
    
    Boss: Jouster
    
    Heaven's Ray AC setup: 
    
    Head - EYE4/part broken
    Core - ATLAS
    Arms - 72F
    Legs - 89F
    Booster - TP
    FCS - MIROKU
    Generator - G91
    Radiator - ANANDA
    Inside - SYAMANA
    Extension - RM
    Back L - SG2
    Back R - SPARTOI
    L - LB3
    R - SILKY
    
    Special computer type data:
    The unit is equipped with an ECM maker. Blade attacks also present a threat.
    
    Quotes:
    Jouster's AP at 50%: You're good.
    Jouster's AP at 25%: Keep trying!
    Your AP at 50%: Do you really think you can beat me?
    Your AP at 10%: Vertex is finished!
    
    Jouster doesn't waste time to show off why he is the second best in the forces
    of Alliance. He is a close range specialist, proficient at blading and usage 
    of Overboost. The SILKY isn't much of a threat, but at close range it is. The
    LB3 shouldn't hit you as long as the AC moves. Still, don't underestimate 
    Jouster's blading skill. The SG2 slug gun is the greatest threat. Slug guns
    are enhanced shotguns: more bullets and tight spread. Usually, they can
    overheat if an AC gets hit by the whole spread. If you are hit enough times
    with the entire spread hitting, your parts are in danger of breaking. Back 
    boost and attack with HARPY orbits to distract Jouster. You can use this to
    retreat temporarily. Jouster's not too hard as long as you avoid eating the
    spread of the slug gun. 
    
    After besting Heaven's Ray, the MTs come in. The OWLs once again appear so 
    take them out first. If you took a long time to beat Jouster, the MTs will 
    not appear.
    
    Secret part: MF04-COWRY. Beat Heaven's Ray.
    
    S-RANK
    Difficulty: *****
    
    Just an average difficulty for the S. Jouster is great up close, but he is 
    powerless from a distance. Use that to your advantage. You must see the MT
    reinforcements to get an S though.
    
    ------------------------------------------------------------------------------
    Stop Last Assault Attempt 		
    
    Requester: Vertex
    Operation Area: Versurs Highlands
    Objective: Destroy the enemy's airborne forces.
    Reward: 148,000c
    
    Difficulty: ******
    Recommended setup: 
    
    Head - CICADA2(tune VS ECM to max)
    Core - E2(tune cooling to max)
    Arms - XS(tune cooling to max)
    Legs - COUGAR2(tune cooling to max)
    Booster - TP(tune booster heat to max)
    FCS - VOLUTE2
    Generator - G91(tune energy output to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - MEDUSA
    Extension - RM2
    Back L - none
    Back R - KINNARA
    L - ELF3
    R - 93RL
    Optionals: AMINO, EC, LA
    
    Enemies: GUSHAWK
    
    Strategy:
    
    Don't waste your missiles just yet. Down the GUSHAWKs with the RL. Keep your
    AP high and dodge their attacks. Do note that you are up against some 12 
    GUSHAWKs at once so that's a lot of missile dodging. If you feel the need 
    to, use the MEDUSA. Don't use all of them though; you'll need it for later.
    The next part of the mission begins if all 12 GUSHAWKs are destroyed or a 
    certain amount of time passes.
    
    Final Boss: Leviathan x 2
    
    Special computer type data:
    Powerful energy signature detected. Cannot identify.
    
    Hope you're good at missile dodging. If you think the unit is familiar, it is
    because this is the massive MT from Nexus. Except this is a complete version.
    And you fight two of them. I'd say you got your work cut out for you. If you 
    fought the Leviathan in Evangel's route, the differences are two of them and 
    no areas to hide. Fire the KINNARAs away! Should you run out of KINNARA ammo, 
    use the 93RL and EOs to finish the units off. Now would be a good time to 
    use the MEDUSA decoys. Once both are destroyed, the game is done. Or is it?
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    THE Final Boss: Leviathan 
    
    Special computer type data:
    Powerful energy signature detected. Cannot identify.
    
    Yup, you have ONE more Leviathan to kill! Hope you still have some KINNARAs
    left to spare. Same strategy applies, except you are most likely low on ammo
    from the first 2 Leviathans. This might sound a bit crazy, but blade the MT
    if you have to. Sure, it's dangerous but this is the only backup weapon you
    have in case you run out of ammo. Sink the final Leviathan and this path is
    done for good. This Leviathan is the most dangerous offensively, being able
    to string multiple attacks consecutively and up to THREE missile swarms. That
    comes to a grand total of 60 missiles which equals game over if most hit.
    
    Secret part: YWB3SL-GERYON3. S-rank the mission. S-ranking the mission is 
    actually quite easy. Just remember to avoid missiles and shoot a Leviathan
    when it's close. That's pretty much it for getting S.
    
    S-RANK
    Difficulty: ****
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    3e. PULVERIZER ROUTE #2
    ------------------------------------------------------------------------------
    
    * This path is difficult and ACs are pretty much everywhere. Do not attempt
    unless you have beaten one of the other paths.*
    
    Missions:
    
    Destroy Military Base
    Escort Allied MT
    Eliminate The Enemy AC
    Battle Challenge
    Destroy The Control Towers
    Destroy Transport Convoy
    Eliminate Enemy Patrols
    Destroy The ECM Devices
    Shutdown Energy Plant
    Protect Warlord's Forces
    Destroy Transport Train
    Defeat The Invading Force
    Destroy AC Heaven's Ray
    Shutdown Internecine
    
    ------------------------------------------------------------------------------
    Destroy Military Base
    
    ****READ BELOW***
    SEE EVANGEL PATH!
    ****READ ABOVE***
    
    ------------------------------------------------------------------------------
    Escort Allied MT
    
    ****READ BELOW***
    SEE EVANGEL PATH!
    ****READ ABOVE***
    
    ------------------------------------------------------------------------------
    Eliminate The Enemy AC 		
    
    Requester: Independent Warlord(No Data)
    Operation Area: Area-R11 AC Garage
    Objective: Eliminate the enemy AC.
    Reward: 104,000c
    
    Difficulty: *********
    Recommended setup: 
    
    Head - QUEEN(tune cooling to max)
    Core - 89E(tune cooling to max)
    Arms - MACAQUE(tune aiming accuracy to max)
    Legs - COUGAR(tune cooling to max)
    Booster - TP(tune booster heat to max)
    FCS - VOLUTE2
    Generator - G91(tune energy output to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - GAR
    Back L - HARPY
    Back R - KINNARA
    L - GAST
    R - 93RL
    Optionals: AMINO, SS, EC, 79L+, MARISHI
    
    Enemies: AC
    
    Strategy:
    
    You'll see why this is a hard path soon. Anyways...
    
    Boss: Zuben El Genubi
    
    South Nail AC setup:
    
    Head - DRONE
    Core - U4
    Arms - 88FG
    Legs - 84M
    Booster - B81
    FCS - MIROKU
    Generator - G91
    Radiator - HAZEL
    Inside - none
    Extension - RM
    Back L - none
    Back R - SATYROS
    L - RS
    R - RLA
    
    Special computer type data:
    The unit is equipped with a long-range sniper rifle. Avoid head-on attack
    maneuvers.
    
    Quotes:
    Zuben El Genubi's AP at 50%: You're not bad...
    Zuben El Genubi's AP at 25%: I need backup, this isn't going as planned!
    Your AP at 50%: What's the matter, are you having second thoughts?
    
    Genubi isn't too hard to beat. Usually, he will wait for a clear shot before
    firing his RLA linear assault rifle and RS sniper rifle. The missiles are
    strong, but can be easily avoided by using the buildings as cover. Standard
    AC tactics are good enough to beat Genubi. Just don't waste the HARPYs or 
    KINNARAs. At least not yet. Beat him and a cutscene occurs.
    
    Another AC!? Dual FINGERs, camo black-yellow paint scheme. Oh man, it's...
    
    Boss: Rim Fire
    
    Bullet Life AC setup:
    
    Head - WASP
    Core - 69U
    Arms - LEMUR
    Legs - GAVIAL2
    Booster - GULL
    FCS - KOKUH
    Generator - KUJAKU 
    Radiator - R92
    Inside - MEDUSA2
    Extension - FUNI
    Back L - 69CG
    Back R - MAGORAGA
    L - FINGER 
    R - FINGER
    Hangar L - SYLPH
    Hangar R - SYLPH
    
    Special computer type data:
    The target equips multiple spread shot weapons. Close-range combat is not
    advised.
    
    Quotes:
    Rim Fire's AP at 50%: You're good Raven, but not as good as I!
    Rim Fire's AP at 25%: Never...! I can't die! I won't die!
    Your AP at 50%: Well, I see you have some fight left in you... that's good.
    
    It's the FINGER man from Nexus! Like the other Nexus returnees, Rim Fire was
    one of the best in Raven's Ark. Unless you beat at least one path(or are an 
    AC veteran), there is not much hope for you. Rim Fire is better than he was 
    in Nexus, now that he actually conserves ammo and can dodge. The FINGER is a 
    machine gun that fires bullets in a spread, like a shotgun. It's a very 
    dangerous weapon at close range, able to eat 1000s of AP in seconds. His other 
    weapons aren't too threatening as the FINGER. Harass him with the HARPYs and 
    use the KINNARA only when he is grounded. Try to keep him beside a building 
    so your shots won't miss. Take advantage of the buildings, but try not to get 
    stuck in one. You usually will get pegged by the FINGERs or SYLPHs. As long 
    as you don't get stuck in a building and keep away, you should emerge 
    victorious.
    
    Secret part: YH15-DRONE. Beat South Nail. WH03M-FINGER(left). Beat Bullet
    Life. B04-BIRDIE2. Northwest edge of the area beside some containers. From
    the starting point, go behind and look at the container area closest to the
    mountain side. You should barely see it.
    
    S-RANK
    Difficulty: ********
    
    3 things to note. 1) Avoid the FINGERs of death. 2) Avoid getting stuck in 
    any structure. 3) Rim Fire is nothing if you can avoid entering close range
    combat with him. If you have difficulty getting an S, try using the SPIRIT
    or KRSW weapons...
    
    ------------------------------------------------------------------------------
    Battle Challenge 		
    
    Requester: Zinaida
    Operation Area: Camp Fortherd
    Objective: Destroy AC Fascinator.
    Reward: 0c
    
    Difficulty: *****
    Recommended setup: 
    
    Head - CICADA2(tune cooling to max)
    Core - 89E(tune cooling to max)
    Arms - LORIS(tune cooling to max)
    Legs - 81A2(tune cooling to max)
    Booster - none
    FCS - VOLUTE2
    Generator - MAGNOLIA(tune condenser capacity to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - JIREN
    Back L - LX
    Back R - LX
    L - FINGER
    R - 93RL
    Optionals: EC, GOLGI, PHAGE, HISTON, 79L+
    
    Enemies: MT08M-OSTRICH, CR-AH79, AEW360R, Fascinator
    
    Strategy:
    
    Cutscene time! Look who's here, Zinaida! Wait, we have company, MT company!
    Zinaida wants to down them so let's help her out. On second thought, let's
    hide in the central building and let Zinaida kill them all. I mean, we are
    going to fight her right? Well, just don't try wasting your ammo on Zinaida
    if she gets close. If her AP drops to half or if you let her do the killing
    and destruction...
    
    Boss: Shade
    
    Stratus AC setup:
    
    Head - SSR
    Core - 3UA
    Arms - 98A2
    Legs - LHT92
    Booster - none
    FCS - 82D2
    Generator - LOTUS
    Radiator - RAGORA
    Inside - none
    Extension - none
    Back L - NYMPHE
    Back R - GLL
    L - 88S2
    R - BP
    
    Special computer type data:
    The unit is equipped with a high-power bazooka. Mobile attack maneuvers
    are recommended.
    
    Quotes:
    Shade's AP at 50%: You're not bad.
    Shade's AP at 10%: Curse you...
    Your AP at 50%: Better try harder.
    Your AP at 10%: Your time is up.
    
    When Shade comes in, Zinaida comes out. Anyways, Shade's setup is alright 
    but the setup I recommended overpowers his. Don't think it'll be a walk in 
    the park though; Shade knows how to fight and dodge. The BP bazooka is 
    strong but inaccurate, the 88S2 shotgun is best up close, and the NYMPHE is 
    less threatening then some other missile units. The biggest threat is the 
    GLL grenade launcher. It can fire 2 rounds in quick succession, can cause 
    overheat and deal lots of damage. Fire the LX when the lock on turns red and 
    Shade should go down after 5 shots. If still standing, use the FINGER on 
    him. Mop up the remaining enemies once you're done with him.
    
    Secret part: CR-LHT92. Beat Stratus.
    
    S-RANK
    Difficulty: ****
    
    Let Zinaida mop up the normal enemies then LX Shade to his doom. Easy S-rank.
    
    ------------------------------------------------------------------------------
    Destroy The Control Towers 		
    
    Requester: Independent Warlord(Mumu)
    Operation Area: Airsul Dam
    Objective: Destroy the control towers.
    Reward: 80,000c
    
    Difficulty: *********(** if you take a long time to complete the mission)
    Recommended setup: 
    
    Head - QUEEN(tune cooling to max)
    Core - 89E(tune cooling to max)
    Arms - XS(tune cooling to max)
    Legs - WALRUS2(tune cooling to max)
    Booster - none
    FCS - KOKUH
    Generator - G91(tune energy output to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - GAR
    Back L - KINNARA
    Back R - KINNARA
    L - ELF3
    R - SHADE
    Optionals: EC, GOLGI, PHAGE, HISTON, 79L+
    
    Enemies: SPORE, AEW360R, CENTUAR-AA, CR-MT07LM
    
    Strategy:
    
    If you don't want to fight 2 ACs, move SLOWLY. Otherwise, finish the mission
    fast. Ignore the SPOREs and head straight for the 07LMs. If you haven't met
    this MT before, it fires large missiles. Not the kind you want to be hit with. 
    Destroying both will destroy the generators. You don't even have to worry 
    about the CENTAURs as long as you kill the 07LMs in the water. A cutscene 
    will play if you decided to complete the mission fast enough.. and want to 
    fight the 2 ACs. Note that you can return to the starting point to end the
    mission but it's a good idea to take down the ACs anyways.. more money for
    you.
    
    Boss: Wanton Busker
    
    Gambit AC setup:
    
    Head - CICADA2
    Core - 3UA
    Arms - 94FL
    Legs - WALRUS2
    Booster - none
    FCS - MONJU
    Generator - LOTUS
    Radiator - ANANDA
    Inside - none
    Extension - JIKYOH
    Back L - HARPY2
    Back R - 73MV
    L - WRAITH
    R - WYRM
    Hangar R - SYLPH
    
    Special computer type data:
    The unit is equipped with an orbit cannon. Aggressive hit-and-move tactics 
    are recommended.
    
    Quotes:
    Wanton Busker's AP at 50%: You're even better than I was told.
    Wanton Busker's AP at 25%: This isn't going as planned! 
    
    Busker's setup is designed for long-range combat. Unfortunately for him, you
    have the ELF3 and he won't escape the waters and head for the dam. Blade him
    until he is dead. It shouldn't take that long, especially if you choose to 
    use the beam wave, which is freakishly powerful with an ELF3 slash. The 
    HARPY2 orbits are the only real threat at close range. The WYRM sniper rifle
    and WRAITH handgun are rarely used at such ranges. Likewise, his 73MV 
    vertical missiles are ineffective. Don't worry about his SYLPH machine gun
    in his hangar.. you'll kill him before he comes close to using it. After he 
    dies, a cutscene will play.
    
    Boss: VOLA-VOLANT
    
    Sudden Drop AC setup:
    
    Head - EYE3
    Core - 99UL
    Arms - XS
    Legs - GAZELLE
    Booster - B81
    FCS - 91DSN
    Generator - ORCHID 
    Radiator - ANANDA
    Inside - none
    Extension - JIKYOH
    Back L - EMPUSA2
    Back R - SPARTOI
    L - RS
    R - RS2
    
    Special computer type data:
    The unit is equipped with a long-range sniper rifle. Evasive combat 
    techniques are recommended.
    
    Quotes:
    VOLA-VOLANT's AP at 50%: Lucky shot!
    VOLA-VOLANT's AP at 25%: I won't let you win!
    
    Yet another AC that specializes in distance combat. VOLANT is smart enough
    not to get bladed by the ELF3 so use the KINNARAs to silence VOLANT. Make
    sure you fire only when VOLANT is not moving otherwise he will easily dodge
    them. VOLANT's AC is built for evasion so time your missile launches. The 
    RS and RS2 sniper rifles aren't too damaging but have fairly fast reloads.
    That's the only threat aside from the missiles. The missiles can be avoided
    if you hide behind the dam walls(by the waters). VOLANT likes to fly and
    shoot them anyways. These 2 are hard if you don't exploit their weaknesses 
    and will drop your AP rather quickly. Avoid long-range combat and stick to 
    a close range game.
    
    Secret part: YWL03LB-TAROS. On top of the ledge on the right side at the 
    Y-intersection from starting point. KANGI. Beat Gambit. CR-YC99UL. Beat 
    Sudden Drop.
    
    S-RANK
    Difficulty: ********
    
    This is one of the tougher missions to S-rank. First, I recommend using a
    different set of hovers because WALRUS2 breaks easily. Second, keep the ELF3
    and ditch the SHADE for something more damaging. Lastly, remove one of the
    KINNARAs and switch GAR for RM2. Follow the same strategy for Busker: blade
    until he chunks. When it's VOLANT's turn, pop the EOs and use your right arm
    weapon. Only switch to KINNARA + RM2 when VOLANT is perfectly still. This can
    be difficult but you will notice the opportunities if you pay attention to 
    VOLANT's movements. You might need to retry a few times but you will emerge
    the winner eventually. Oh, and you need to fight both to S-rank the mission.
    
    ------------------------------------------------------------------------------
    Destroy Transport Convoy 		
    
    Requester: Jack-O
    Operation Area: Old Nire Industrial Area
    Objective: Destroy all transport vehicles.
    Reward: 0c
    
    Difficulty: ********
    Recommended setup: 
    
    Head - CICADA2(tune cooling to max)
    Core - 89E(tune cooling to max)
    Arms - LORIS(tune cooling to max)
    Legs - 81A2(tune cooling to max)
    Booster - none
    FCS - VOLUTE2
    Generator - MAGNOLIA(tune condenser capacity to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - JIREN
    Back L - LX
    Back R - LX
    L - FINGER
    R - FINGER
    Optionals: EC, GOLGI, PHAGE, HISTON, 79L+
    
    Enemies: Metis
    
    Strategy:
    
    Metis AC setup:
    
    Head - DRONE
    Core - CRONUS
    Arms - 88FG
    Legs - JAGUAR2
    Booster - VULTURE
    FCS - VOLUTE2
    Generator - G91
    Radiator - ANANDA
    Inside - FM
    Extension - RURI
    Back L - DRYAD2
    Back R - NYMPHE
    L - 76S
    R - RASETSU
    Hangar R - ORC
    
    Special computer type data:
    The unit equips a parrying blade. Close-range combat is not advised.
    
    After a while or Mumu takes enough damage, Cerberus Garm shows up.
    
    Boss: Cerberus Garm
    
    Niflheim AC setup:
    
    Head - MANTIS
    Core - ICURUS
    Arms - LEMUR
    Legs - 94A2
    Booster - B81
    FCS - MONJU
    Generator - ORCHID
    Radiator - R92
    Inside - CORAL
    Extension - none
    Back L - RPX
    Back R - none
    L - HP
    R - SHADE
    
    Special computer type data:
    The unit is equipped with a laser rifle. Mobile combat tactics are
    recommended.
    
    First thing to do is get rid of Mumu quickly. If you don't, this will turn
    into a 2 on 1 AC fight and you don't want that considering the setup I 
    recommended is slow and they are faster than you. Metis has the parry blade
    RASETSU and if you are using the setup I gave you, she can easily hit you with
    the parry blade. It hurts badly so kill her fast. If you have followed the 
    walkthrough chronologically, you should have both FINGERs by now. Use them 
    and watch Metis crumble in seconds. Don't waste all the FINGER ammo though;
    you need some for the transports. 
    
    Garm should come soon and if Mumu is gone by that time, handling Garm should 
    be easy. The RPX large rockets hurt as much as a typical grenade so avoid 
    it. You most likely already know the SHADE's damage potential and the HP is 
    weak to do anything on its own. The last weapon Garm has is the CORAL napalm 
    rockets, which will overheat in a single shot. Fortunately, it's unlikely to 
    hit you as long as you are moving.
    
    Do not forget the targets though while you're fighting Garm and/or Mumu.
    Once they are gone, you can either finish the 2 off or head for the escape
    point. The LX will crack Garm in 4-5 shots. FINGER him if the LX didn't 
    finish the job(which it should).
    
    In the event you go after the transports first then decide to fight the duo,
    stay away from Garm AT ALL COSTS! His HP handgun will stun your AC long 
    enough for Mumu to move in with a poke from the parry blade. While the poke
    deals tremendous damage, you will most likely be overheating thanks to 
    Garm's firepower. Take down Mumu first since she poses the weaker threat in
    this fight. The aforementioned setup will most likely not suffice for this
    task so I suggest using a biped setup with dual arm weapons and an EO core 
    should you choose to do the mission this way.
    
    Secret part: CR-H06XS-EYE4. Beat the mission. YH14-STING. Beat Metis. 
    YC08-ICURUS. Beat Niflheim.
    
    S-RANK
    Difficulty: **
    
    With the setup above, you really shouldn't have any trouble getting an S
    in this mission. Just LX both Mumu and Cerberus and FINGER the transports.
    If you can't land LX shots, wait until either one gets closer then fry them.
    Choosing not to kill both will not yield an S, but with the LX, you might as
    well kill both.
    
    ------------------------------------------------------------------------------
    Eliminate Enemy Patrols 		
    
    Requester: Independent Warlord(Mumu)
    Operation Area: Seil Hydroelectric Plant 
    Objective: Eliminate all enemy patrol units.
    Reward: 138,000c
    
    Difficulty: ****
    Recommended setup: ELF3, SHADE2, good VS ECM performance, head with auto-map 
    functions
    Enemies: MT09E-OWL, CR-MT91L2, foot soldiers
    
    Strategy:
    
    By now, you should know what happens when OWLs are in a mission. Don't worry
    about locking on targets, just use the ELF3 and blade the MTs to death. The
    91L2's are dangerous and use dual plasma rifles. And the soldiers are hiding
    by the walls so let's forget about them. Not too hard. 
    
    Secret part: KUJAKU. Room with the four defense targets on the top level.
    D03-CODON. S-rank the mission. Bring the KRSW or another weapon that has
    attack power exceeding 1500. As with any mission in this area, do not get
    stuck in the rooms or hallways. For the 91L2's, do quick boosts to either
    side when they appear on-screen. 2-3 shots should destroy them. ECM will be
    active unless equipped with 2 back radar units and head/FCS units with good
    ECM performace.
    
    S-RANK
    Difficulty: *****
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    Destroy The ECM Devices 		
    
    Requester: Independent Warlord(Green Horn)
    Operation Area: Tartrus Headquarters
    Objective: Destroy all ECM devices.
    Reward: 74,000c
    
    Difficulty: ****
    Recommended setup: ELF3, SHADE2, good ECM performance
    Enemies: CR-MT83RS, 86FV, MT10-BAT, SPORE
    
    Strategy:
    
    Destroy all the ECM vehicles by the SHADE2 or ELF3. That's pretty much it.
    Reinforcements will show up eventually if you want more credits. A 30 second
    timer will activate if you take too long in eliminating the ECM vehicles. 
    
    Secret part: WH11PU-PERYTON(right). S-rank the mission. Since the only four
    vehicles are required to finish the mission, destroy three but save one of 
    them(preferrably inside the dome). Destroy the FVs next for some time and a
    message will appear, along with enemy reinforcements. Destroy some of them 
    and then sink the final ECM vehicle. This should suffice for S-ranking.
    
    S-RANK
    Difficulty: ****
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    Shutdown Energy Plant 		
    
    Requester: Alliance Tactical Unit
    Operation Area: Duerr Energy Plant
    Objective: Destroy the power supply controls.
    Reward: 112,000c
    
    Difficulty: *********(*** if you choose not to fight the AC)
    Recommended setup: 
    
    Head - STING(tune cooling to max)
    Core - 89E(tune cooling to max)
    Arms - XS(tune cooling to max)
    Legs - COUGAR(tune cooling to max)
    Booster - TP(tune booster heat to max)
    FCS - VOLUTE2
    Generator - MAGNOLIA(tune condenser capacity to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - RM2
    Back L - none
    Back R - KARURA
    L - ELF3
    R - 93RL
    Optionals: AMINO, ES, EC, MARISHI, PRIMER, 79L+, LA
    
    Enemies: CR-MT06SB, GURENGE, foot soldiers
    
    Strategy:
    
    The mission isn't too difficult for the first half or so. The new GURENGE MTs
    are flamers and they will overheat your AC almost instantly. ELF3 will kill 
    them in one swing. You already should have fought the SBs; blade them only if
    their shields are gone or behind the shield. Take care of the 4 generators. 
    The second half is the hard part(or nothing if based on your choice). 
    
    Boss: G. Faust
    
    Panzer Messiah AC setup:
    
    Head - 70S2
    Core - 5U2
    Arms - 82SL
    Legs - SSA
    Booster - BIRDIE
    FCS - KOKUH
    Generator - LOTUS 
    Radiator - R76
    Inside - none
    Extension - BYAKUE
    Back L - 73RA2
    Back R - 75RP
    L - LB2
    R - RA2
    
    Special computer type data:
    The unit is equipped with a blade. Adjust combat tactics accordingly.
    
    Quotes:
    G. Faust's AP at 50%: You're not bad...
    Your AP at 70%: You call yourself a Raven?
    Your AP at 20%: You're going down!
    
    You can either fight Faust or run away. If you run away, you won't have to go
    against the next boss. If you fight and kill Faust, you have to fight the next
    one upon returning outside the plant. His AC is really a starter AC but it's
    a few steps up so you might as well kill him. The RA2 assault rifle is no 
    threat and the RP middle rocket isn't as threatening as a large rocket or 
    grenade. Faust is good with the LB2 though, so avoid getting close. And that's 
    a problem since the room Faust appears in is very small. ELF3 will easily 
    outdamage his LB2, but you'll take a lot in return. Stick with the EOs and 
    93RL to best Faust. Return to the outside area of the plant for a cutscene.
    
    Boss: Tank-leg Pulverizer
    
    Special computer type data:
    Powerful energy signature detected. Cannot identify.
    
    As usual, all Pulverizers use their dangerous MOONLIGHT arms up close and 
    dual energy weapons from afar. The tank unit uses dual plasmas like the quad 
    one back in Pulverizer #1 route. Unlike the quad though, the tank unit has 
    the highest defense and is slow like tank ACs. Unload the KARURAs and RM2
    until the tank kicks the bucket. Remember to watch out for the dual plasmas.
    
    Secret part: FUTEN. Room past the third CR-MT06SB. CR-WH01SP(right). Beat
    Panzer Messiah.
    
    S-RANK
    Difficulty: ********
    
    While you could escape Faust and finish the mission, this will only yield an
    A at best. Anyways, remember to blade the GURENGEs before they burn your AC
    and screw up your AP. Just pump lead into Faust and micro missile the tank
    Pulverizer. The setup I recommend above can accomplish this task. If Faust
    blades you or the Pulverizer dual plasmas you, I suggest retrying the mission.
    If you are paying a lot of costs due to ammo, the SHADE laser rifle is always
    mission and cost-friendly. And try to blade Faust with the ELF3.. it really
    hurts him.
    
    ------------------------------------------------------------------------------
    Protect Warlord's Forces 		
    
    Requester: No Data
    Operation Area: Hordess Mining Site
    Objective: Protect allied units.
    Reward: 128,000c
    
    Difficulty: ***
    Recommended setup: SHADE2, ELF3
    Enemies: JELLYFISH, MT10-BAT, CENTUAR-AA(friend)
    
    Strategy:
    
    DAE. SHADE2 works on the JELLYFISH and the ELF3 crushes the BATs. The only
    tough part is at the end, where you have to go all the way back to the 
    starting point(with CENTAUR-AAs) and take down the BATs there. Our friends 
    don't last very long so work fast.
    
    Secret part: YWH07-DRAGON(right). Last container past the third set of 
    CENTAUR-AAs.
    
    S-RANK
    Difficulty: *******
    
    You will hate the CENTAUR-AAs for chunking rather easily in this mission. 
    Grab the KRSW and slap on all energy optional parts. And ELF3 for BAT killing.
    Kill every MT once they are on-screen ASAP. The last part is difficult since
    the BATs like to shoot laser at the CENTAUR-AAs, effectively killing them.
    If you have an EO core, pop up the EOs so it can get their attention and to
    shoot you with the laser instead.
    
    ------------------------------------------------------------------------------
    Destroy Transport Train 		
    
    Requester: Independent Warlord(No Data)
    Operation Area: Ruga Tunnel
    Objective: Destroy the transport train.
    Reward: 108,000c
    
    Difficulty: ****
    Recommended setup: SHADE2, RPX
    Enemies: CR-MT07LM, CR-MT85BP
    
    Strategy:
    
    Shoot the train.. it doesn't get any easier than this. Just watch out for the
    BPs and especially the large missile-firing LMs. They all have hard-hitting
    weapons and can potentially knock you out of the sky downwards...
    
    Secret part: CR-WH01HP(right). S-rank the mission. Get two good arm weapons,
    EO core, long-range FCS, and of course the RPX rockets. Destroy EVERY MT on
    the map while destroying the train. Destroy the LMs first to avoid getting
    hit by a large missile. Move fast because the train can take a large amount of
    damage. As long as all enemies are destroyed before the train reaches the 
    second bridge, there is enough time to sink it with RPX rounds. If the BPs are
    making things difficult, shoot the ground beneath them.. they might just fall
    below(kill is counted). If not, the ELF3 works wonders against them.
    
    S-RANK
    Difficulty: ******
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    Defeat The Invading Force 		
    
    Requester: Vertex
    Operation Area: Garav Desert
    Objective: Defeat the invading force.
    Reward: 168,000c
    
    Difficulty: ********
    Recommended setup: 
    
    Head - STING(tune energy defense to max)
    Core - 89E(tune energy defense to max)
    Arms - XS(tune aiming accuracy to max)
    Legs - LYNX2(tune energy defense to max)
    Booster - TP(tune booster heat to max)
    FCS - VOLUTE2
    Generator - MAGNOLIA(tune condenser capacity to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - RM2
    Back L - none
    Back R - KARURA
    L - ELF3
    R - 93RL
    Optionals: AMINO, ES, EC, PRIMER, 79L+, LA
    
    Enemies: SPORE, MT08M-OSTRICH, CR-MT9107LM
    
    Strategy:
    
    DAE. Watch out for the LMs and their large missiles. SPOREs show up as the
    reinforcements, but they don't pose a threat. A cutscene will play when all 
    the MTs are gone.
    
    Boss: Quad-leg Pulverizer
    
    Special computer type data:
    Powerful energy signature detected. Cannot identify.
    
    It's another quad Pulverizer! Well, it's different from the one in the other
    Pulverizer path. You have no hiding spots and this Pulverizer seems more or
    less faster and better at attacking. Be careful this time around if you have
    beaten the other quad Pulverizer in Pulverizer #1 path. As with these units,
    micro missiles eat them alive. Just remember that the area is small and the
    quad Pulverizer's attacks are significantly more dangerous here without much
    cover.
    
    Secret part: CR-WB03MV. S-rank the mission. It's not too hard to get an S in 
    this mission. Do whatever with the MTs. When the Pulverizer shows up, get 
    away from it and shoot the micro missiles. Remember to watch out for the 
    boundaries to avoid failing the mission.
    
    S-RANK
    Difficulty: ******
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    Destroy AC Heaven's Ray 		
    
    Requester: Vertex
    Operation Area: Old Nire Industrial Area
    Objective: Destroy AC Heaven's Ray.
    Reward: 165,000c
    
    Difficulty: ********
    Recommended setup: 
    
    Head - STING(tune cooling to max)
    Core - 89E(tune cooling to max)
    Arms - XS(tune aiming accuracy to max)
    Legs - COUGAR(tune cooling to max)
    Booster - TP(tune booster heat to max)
    FCS - VOLUTE2
    Generator - G91(tune energy output to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - GAR
    Back L - HARPY
    Back R - KINNARA
    L - ELF3
    R - 93RL
    Optionals: AMINO, ES, EC, MARISHI, 79L+
    
    Enemies: Heaven's Ray
    
    Strategy:
    
    Heaven's Ray AC setup:
    
    Head - EYE4
    Core - ATLAS
    Arms - 72F
    Legs - 89F
    Booster - TP
    FCS - MIROKU
    Generator - G91
    Radiator - ANANDA
    Inside - SYAMANA
    Extension - RM
    Back L - SG2
    Back R - SPARTOI
    L - LB3
    R - SILKY
    
    Special computer type data:
    The unit is equipped with an ECM maker. Blade attacks also present a threat.
    
    Quotes:
    Jouster's AP at 50%: You're quite a pilot...
    Jouster's AP at 25%: Impossible!
    Your AP at 50%: Is that the best you can do?
    Your AP at 10%: You're mine!
    
    Jouster is tough, but doable. If you took Leviathan route already, you should
    know how to handle Heaven's Ray. If not, that is okay. Just watch out for the
    SG2 slugs and maintain distance to avoid getting bladed by the LB3. His head
    is not destroyed like last time so he will follow you non-stop. The SPARTOI 
    and RM can be tricked into the ground but missile defense can handle this as
    well. Regardless, a cutscene occurs upon Jouster's defeat.
    
    Boss: Bipedal Pulverizer
    
    Special computer type data:
    Powerful energy signature detected. Cannot identify.
    
    They don't call this a Pulverizer path for nothing. This unit is the fastest
    of all Pulverizer units, like the tank unit has the most defense. And being
    so fast it can unleash a powerful 3-hit combo with the MOONLIGHT blade arms.
    It boosts as it slashes so all three hits connect, and they all HURT. In 
    addition, it fires single and dual rapid lasers. Fortunately, it has to stand 
    still to use its projectile attacks. Fire them KINNARAs and HARPYs at this 
    time. As long as you stay away from it's arms of death, you're fine.
    
    Secret part: MF04-COWRY. Beat Heaven's Ray.
    
    S-RANK
    Difficulty: *******
    
    2 things to pay attention to in this mission. 1) Control the distance with 
    both Jouster and the Pulverizer. 2) Micro missiles eat the Pulverizer alive.
    Jouster is tough but his threat potential decreases greatly as long as he is
    at a distance. The aforementioned setup should do the trick. If no S, you
    should try to dodge better or use energy weaponry. A KRSW or SPIRIT does the
    job as far as energy weaponry goes.
    
    ------------------------------------------------------------------------------
    Shutdown Internecine 		
    
    Requester: Jack-O
    Operation Area: Underneath Circ-City
    Objective: Destroy the Internecine.
    Reward: 0c
    
    Difficulty: **********
    Recommended setup: 
    
    Head - QUEEN(tune energy defense to max)
    Core - E2(tune energy defense to max)
    Arms - XS(tune aiming accuracy to max)
    Legs - LYNX2(tune cooling to max)
    Booster - TP(tune booster heat to max)
    FCS - VOLUTE2
    Generator - G91(tune energy output to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - GAR
    Back L - KARURA
    Back R - KARURA
    L - FINGER
    R - FINGER
    Optionals: AMINO, ES, EC, CODON, 79L+, MARISHI
    
    Enemies: Pulverizers
    
    Strategy:
    
    Hope you're ready for this one. Notice I have dual KARURAs and FINGERs, plus
    the E2 EO core and GAR extensions? Yeah, you'll most likely need all that 
    ammo. Our friendly operator Sheila gives us some words before we do battle. 
    The elevator opens and a cutscene takes place.
    
    Jack-O!? Wait, he's almost dead and soon bites the dust. Wonder if one of the
    Pulverizers did that? Yup, except it's not any Jack-O mentioned. It looks like
    he did damage the unit from the sparks seen on by its core. Anyways..
    
    Boss: Hover Pulverizer
    
    Special computer type data:
    Powerful energy signature detected. Cannot identify.
    
    Quotes:
    Your AP at 50%: Don't give up!
    Your AP at 10%: Fight, Raven!
    
    This is the most evasive of all units so far. This uses OB-like movements to
    dodge projectiles and missiles. Its special ability is invisible, highly
    accurate orbit cannons. When it uses this, it will normally stand still. Fire
    a KARURA + GAR launch when this occurs and repeat until it is dead. Don't 
    bother trying to dodge the orbit cannons and just go for the kill.
    
    A cutscene occurs. Hmm.. where are the rest of these units? Head to the broken
    shaft to end the first half of the mission.
    
    Another cutscene occurs, and it's quite dramatic. Zinaida's here too against
    yet another unknown type of Pulverizer. Well, too bad she eventually goes down
    and kicks the bucket. If you have been paying attention to the Raven's list, 
    the only 2 left up to now were Jack-O and Zinaida. Now, you are the last
    remaining Raven alive! Also, if you were paying attention to the cutscene, do
    take note of the 2 things it(the Pulverizer) does before it kills Zinaida.
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    Final Boss: Airborne "Archangel" Pulverizer
    
    Special computer type data:
    Powerful energy signature detected. Cannot identify.
    
    Quotes:
    Your AP at 50%: Calm down!
    Your AP at 10%: Don't give up!
    
    Well, no quad or tank or biped Pulverizer except for this one. If the biped
    is the ultimate in speed, the tank is the ultimate in defense, the Archangel
    is the ultimate in offense. It's offensive potential cannot be denied. The 
    unit uses energy machine guns that reload very fast and CANNOT be dodged. It 
    also fires rapid lasers in each of it's "wings" and are fairly strong. 
    Occasionally, the Archangel fires dual plasmas within the rapid lasers. The 
    Pulverizer's MOONLIGHT Cross Slash can instantly overheat and cause a nasty
    napalm effect to ensure the burn stays if you get hit. An even greater threat 
    are the energy missile swarms. It fires lasers that are really energy 
    versions of missiles, except they track as good as the micro missiles. They 
    fire in swarms of 5 so do your best to dodge them. It also can create an 
    energy sphere that is able to negate ALL attacks, demonstrated when the 
    machine gun rounds Zinaida fired were deflected. 
    
    While in this state, it uses the most powerful attack, the Ray Storm. For past 
    AC players, this is very similar to Phantasma's Rainbow Rays in Another Age 
    and Project Phantasma but with differences. It lasts longer and, unlike in 
    those games where you could jump onto Phantasma or get behind to dodge 
    Rainbow Rays, covers the entire area. Boost hop like mad to dodge the rays, 
    which do damage equal to SHADE2's. So, how to compete with a unit that is 
    quite cheap?
    
    Be cheap yourself. That's what those KARURAs and FINGERs are for. Go nuts
    with the KARURAs first since it easily beats you in a damage race. The energy
    rail-machine guns can be cancelled by one KARURA launch. Just remember to 
    stop attacking when you see a sphere forming around the Pulverizer. This unit
    has a massive amount of AP hence why I recommend micro missiles. Keep up the
    attacks and use the FINGER if you run out. Congrats, you are the Last Raven!
    
    Secret part: CR-C06U5. Beat the mission. CR-WL06LB4. S-rank the mission. The
    requirements are lenient, but still try to finish off both Pulverizers as 
    soon as possible. Do remember to avoid the Archangel's more potent attacks 
    such as Ray Storm or the energy missile swarms. And never fire when the energy
    sphere is forming; any attacks will automatically be blocked.
    
    S-RANK
    Difficulty: *****
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    3f. ZINAIDA ROUTE
    ------------------------------------------------------------------------------
    
    * This path is difficult and ACs are pretty much everywhere. Do not attempt
    unless you have beaten one of the other paths.*
    
    Missions:
    
    Distribution Center Recon
    Destroy AC Sundial
    Eliminate The Enemy AC
    Battle Challenge
    Eliminate Enemy Invaders
    Destroy Suspicious Force
    Seize The Airstrip
    Shutdown Energy Plant
    Eliminate Zinaida
    Eliminate Sorcerer
    Defeat The Invading Force
    Attack The Advancing Force
    Eliminate Airborne Force
    Destroy The Internecine
    
    ------------------------------------------------------------------------------
    Distribution Center Recon
    
    ****READ BELOW**
    SEE JACK-O PATH!
    ****READ ABOVE**
    
    ------------------------------------------------------------------------------
    Destroy AC Sundial
    
    ****READ BELOW*****
    SEE LEVIATHAN PATH!
    ****READ ABOVE*****
    
    ------------------------------------------------------------------------------
    Eliminate The Enemy AC
    
    ****READ BELOW*********
    SEE PULVERIZER #2 PATH!
    ****READ ABOVE*********
    
    ------------------------------------------------------------------------------
    Battle Challenge
    
    ****READ BELOW*********
    SEE PULVERIZER #2 PATH!
    ****READ ABOVE*********
    
    ------------------------------------------------------------------------------
    Eliminate Enemy Invaders 		
    
    Requester: Vertex
    Operation Area: Airsul Dam
    Objective: Eliminate the enemy invaders.
    Reward: 60,000c
    
    Difficulty: *********
    Recommended setup: 
    
    Head - STING(tune cooling to max)
    Core - 89E(tune cooling to max)
    Arms - XS(tune cooling to max)
    Legs - WALRUS2(tune cooling to max)
    Booster - none
    FCS - KOKUH
    Generator - G91(tune energy output to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - GAR
    Back L - KINNARA
    Back R - KINNARA
    L - ELF3
    R - SHADE
    Optionals: AMINO, EC, GOLGI, PHAGE, 79L+
    
    Enemies: ZEKUH
    
    Strategy:
    
    Take down the ZEKUHs with the SHADE. You will have to fight the AC next.
    
    Boss: Wanton Busker
    
    Gambit AC setup:
    
    Head - CICADA2
    Core - 3UA
    Arms - 94FL
    Legs - WALRUS2
    Booster - none
    FCS - MONJU
    Generator - LOTUS
    Radiator - ANANDA
    Inside - none
    Extension - JIKYOH
    Back L - HARPY2
    Back R - 73MV
    L - WRAITH
    R - WYRM
    Hangar R - SYLPH
    
    Special computer type data:
    The unit is equipped with an orbit cannon. Aggressive hit-and-move tactics
    are recommended.
    
    Quotes:
    Wanton Busker's AP at 50%: You're even better than I was told.
    Wanton Busker's AP at 25%: This isn't happening!
    Your AP at 25%: The bounty on your head is mine!
    
    Busker's setup is designed for long-range combat. Unfortunately for him, you
    have the ELF3 and he won't escape the waters and head for the dam. Blade him
    until he is dead. It shouldn't take that long, especially if you choose to 
    use the beam wave, which is freakishly powerful with an ELF3 slash. The 
    HARPY2 orbits are the only real threat at close range. The WYRM sniper rifle
    and WRAITH handgun are rarely used at such ranges. Likewise, his 73MV 
    vertical missiles are ineffective. Don't worry about his SYLPH machine gun
    in his hangar.. you'll kill him before he comes close to using it. After he 
    dies, a cutscene will play.
    
    Boss: VOLA-VOLANT
    
    Sudden Drop AC setup:
    
    Head - EYE3
    Core - 99UL
    Arms - XS
    Legs - GAZELLE
    Booster - B81
    FCS - 91DSN
    Generator - ORCHID 
    Radiator - ANANDA
    Inside - none
    Extension - JIKYOH
    Back L - EMPUSA2
    Back R - SPARTOI
    L - RS
    R - RS2
    
    Special computer type data:
    The unit is equipped with a long-range sniper rifle. Evasive combat 
    techniques are recommended.
    
    Quotes:
    VOLA-VOLANT's AP at 50%: You fight well. 
    VOLA-VOLANT's AP at 25%: How can this be?
    Your AP at 25%: You're mine!
    
    Yet another AC that specializes in distance combat. VOLANT is smart enough
    not to get bladed by the ELF3 so use the KINNARAs to silence VOLANT. Make
    sure you fire only when VOLANT is not moving otherwise he will easily dodge
    them. VOLANT's AC is built for evasion so time your missile launches. The 
    RS and RS2 sniper rifles aren't too damaging but have fairly fast reloads.
    That's the only threat aside from the missiles. The missiles can be avoided
    if you hide behind the dam walls(by the waters). VOLANT likes to fly and
    shoot them anyways. These 2 are hard if you don't exploit their weaknesses 
    and will drop your AP rather quickly. Avoid long-range combat and stick to 
    a close range game.
    
    Secret part: KANGI. Beat Gambit. CR-YC99UL. Beat Sudden Drop.
    
    S-RANK
    Difficulty: ********
    
    This is one of the tougher missions to S-rank. First, I recommend using a
    different set of hovers because WALRUS2 breaks easily. Second, keep the ELF3
    and ditch the SHADE for something more damaging. Lastly, remove one of the
    KINNARAs and switch GAR for RM2. Follow the same strategy for Busker: blade
    until he chunks. When it's VOLANT's turn, pop the EOs and use your right arm
    weapon. Only switch to KINNARA + RM2 when VOLANT is perfectly still. This can
    be difficult but you will notice the opportunities if you pay attention to 
    VOLANT's movements. You might need to retry a few times but you will emerge
    the winner eventually.
    
    ------------------------------------------------------------------------------
    Destroy Suspicious Force 		
    
    Requester: Evangel
    Operation Area: Garav Desert
    Objective: Destroy the suspicious force.
    Reward: 142,000c
    
    Difficulty: *******
    Recommended setup: 
    
    Head - DRONE(tune shell defense to max)
    Core - 89E(tune shell defense to max)
    Arms - XS(tune aiming accuracy to max)
    Legs - COUGAR2(tune shell defense to max)
    Booster - TP(tune booster heat to max)
    FCS - VOLUTE2
    Generator - MAGNOLIA(tune condenser capacity to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - RM2
    Back L - none
    Back R - HARPY
    L - GAST
    R - 93RL
    Optionals: AMINO, SS, EC, 79L+, LA
    
    Enemies: MOLE
    
    Strategy:
    
    Evangel is here to help out so let him destroy the MOLEs. Usually, Evangel
    will waste his EOs on the MOLEs. After they are gone, he retreats and that's
    your cue to finish the job. The MOLEs can dive under the earth so watch out
    for their positions. Their rapid pulse blasts are damaging so don't stand in
    the same spot.
    
    Boss: Evangel
    
    Oracle AC setup:
    
    Head - QUEEN
    Core - 89E
    Arms - LEMUR2
    Legs - DINGO2
    Booster - TP
    FCS - MIROKU
    Generator - G91
    Radiator - ANANDA
    Inside - none
    Extension - none 
    Back L - GERYON2
    Back R - LGL
    L - MOONLIGHT
    R - 93RL
    
    Special computer type data:
    The unit is equipped with a blade. Close-range combat is to be avoided.
    
    If you haven't fought Evangel in any of the other paths, be careful. Evangel
    is a master at using linear weapons. These weapons can break parts after 
    enough rounds hit an AC. Naturally, they are mid-range weapons and only hit
    the closer the targets are. Evangel, a Nexus Raven, makes use of this info
    well. Unlike in Nexus, Evangel is an aggressive fighter and will try to close
    distance to increase the effectiveness of the linear weapons. He fires at
    every opportunity and with surprising accuracy. At close range, the big 
    threat is the MOONLIGHT laser blade. Again, Evangel is proficient with the
    laser blade as he is with linear weapons. Offense is the way to go in this
    fight. Fortunately, once Oracle's AP drops enough, Evangel calls it quits
    and retreats to fight another day.
    
    Secret part: WH10M-SILKY(left). S-rank the mission. Let Evangel waste all of
    his EO shots but take down the MOLEs when they re-surface. As for Evangel, 
    only a certain amount of AP needs to be depleted to make him retreat. Dodging
    the linear weapons are difficult but try your best to avoid getting hit.
    
    S-RANK
    Difficulty: *****
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    Seize The Airstrip 		
    
    Requester: Alliance Tactical Unit
    Operation Area: Sinus Airstrip
    Objective: Eliminate the enemy defenses.
    Reward: 158,000c
    
    Difficulty: *****
    Recommended setup: 93RL, GAEA, LB4
    Enemies: SSGB03-WALNUT, CR-MT85B/BP, CR-A82, MT11-STARLING(friends)
    
    Strategy:
    
    First, get rid of the WALNUTs. This makes the mission much easier. Next, 
    mop up the 85Bs in the area. The STARLINGs should be there by now. The BPs 
    come next; blade them until they die. Remember to watch out for their triple
    bazooka rounds. The STARLINGs will assist in the kills, but will not take 
    much damage before being destroyed. When the A82s arrive, get rid of them
    first before they destroy the STARLINGs. 
    
    Secret part: MIROKU. S-rank the mission. This mission is difficult to S-rank.
    Destroy every WALNUT on the map. Next, blade the MTs on the ground. Once the
    STARLINGs show up, quickly destroy the BPs before their triple bazooka takes
    down a STARLING. Also, be ready to sink the A82s once they show up on the
    radar. Their grenades will either kill or seriously damage a STARLING.
    
    S-RANK
    Difficulty: *******
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    Shutdown Energy Plant
    
    ****READ BELOW*********
    SEE PULVERIZER #2 PATH!
    ****READ ABOVE*********
    
    ------------------------------------------------------------------------------
    Eliminate Zinaida 		
    
    Requester: Jack-O
    Operation Area: Camp Fortherd
    Objective: Destroy AC Fascinator.
    Reward: 0c
    
    Difficulty: ******
    Recommended setup: 
    
    Head - DRONE(tune cooling to max)
    Core - UL2(tune cooling to max)
    Arms - XS(tune aiming accuracy to max)
    Legs - DINGO2(tune cooling to max)
    Booster - TP(tune booster heat to max)
    FCS - COWRY
    Generator - MAGNOLIA(tune condenser capacity to max)
    Radiator - R92(tune energy drain to max)
    Inside - none 
    Extension - none
    Back L - none
    Back R - none
    L - ROC4
    R - 93RL
    Optionals: AMINO, EC, 79L+, LA, MARISHI
    
    Enemies: Fascinator
    
    Strategy:
    
    Fascinator AC setup:
    
    Head - EYE2
    Core - U5
    Arms - XS
    Legs - COUGAR2
    Booster - VULTURE
    FCS - MIROKU
    Generator - G91
    Radiator - ANANDA
    Inside - SYAMANA
    Extension - FUNI
    Back L - RP2
    Back R - KINNARA
    L - LB2
    R - PIXIE3
    
    Special computer type data:
    The unit equips weapons corresponding to various ranges. Target's combat
    style estimated as fast and aggressive.
    
    Finally, it's time to challenge Zinaida without interference. If this is
    your last route to the ending, Zinaida is the only remaining Raven you have
    not challenged. Zinaida is a death-from-above specialist and is quite the
    fast one to boot. You will want to use the OB function quite a bit here. This
    will obviously spike up the heat levels so cooling is important here. Back to 
    Zinaida, she prefers to fight in the air and rarely stays on the ground. If
    you have played past AC games, these are the same tactics the best ACs use a 
    lot. Except unlike those ACs, Zinaida will stay glued almost directly above
    you. This makes her more harder to hit and avoid than most aerial ACs in the
    past AC games. Use OB time from time to get away temporarily from Zinaida.
    
    The PIXIE3 is fairly accurate with Zinaida staying pretty close to you. The
    micro missiles should be easy to dodge by now. Zinaida rarely uses the LB2
    so you don't have to worry about her trying to blade you. The RP2 middle 
    rockets hurt but you shouldn't be seeing these as long as the PIXIE3 has some
    ammo. Use the 93RL and ROC4 to whittle her AP down, and your micro missiles
    to deal some damage. MAGORAGA's not-so-tight spread allows for some of the 
    missiles to hit. Deplete her AP to a certain extent and a cutscene plays. 
    The mission is complete.
    
    Secret part: YWH14PU-ROC4(right). Beat the mission. WH08RS-FENRIR(right). 
    S-rank the mission. Zinaida's AC only needs to be depleted of roughly half
    the AP to end the mission. Speed is necessary to get clear shots at her AC
    and avoid being pegged with her shots. Avoid the KINNARA + FUNI combo too.
    
    S-RANK
    Difficulty: *****
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    Eliminate Sorcerer
    
    ****READ BELOW*********
    SEE PULVERIZER #1 PATH!
    ****READ ABOVE*********
    
    ------------------------------------------------------------------------------
    Defeat The Invading Force
    
    ****READ BELOW*********
    SEE PULVERIZER #2 PATH!
    ****READ ABOVE*********
    
    ------------------------------------------------------------------------------
    Attack The Advancing Force 		
    
    Requester: Jack-O
    Operation Area: Garav Desert
    Objective: Defeat the invading force.
    Reward: 0c
    
    Difficulty: ******
    Recommended setup: 
    
    Head - QUEEN(tune VS ECM to max)
    Core - UL2(tune cooling to max)
    Arms - MACAQUE(tune cooling to max)
    Legs - DINGO2(tune load capacity to max)
    Booster - TP(tune booster heat to max)
    FCS - VOLUTE2
    Generator - MAGNOLIA(tune condenser capacity to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - none
    Back L - none
    Back R - none
    L - KRSW
    R - 93RL
    Optionals: AMINO, ES, EC, 79L+, GOLGI, KANGI
    
    Enemies: MOLE, AEW360R, CR-MT91L2
    
    Strategy:
    
    ECM is active through the whole mission. You just have to deal with it and 
    only fire when a lock on is acheieved. Go after the 91L2's first but be 
    careful with their plasma rifles. Remember to dodge enemy fire and only go
    after MOLEs when they are on the surface. A cutscene plays upon the defeat
    of all MTs.
    
    Boss: Jack-O
    
    Fox Eye AC setup:
    
    Head - CRICKET
    Core - ATLAS
    Arms - 72F
    Legs - JACKAL2
    Booster - VULTURE
    FCS - MONJU
    Generator - KUJAKU
    Radiator - FURUNDA
    Inside - MEDUSA2
    Extension - none
    Back L - 94M2
    Back R - 94M2
    L - 95G
    R - KRSW
    Hangar L - GL
    
    Special computer type data:
    The unit is equipped with a laser rifle capable of inducing thermal stress.
    Mobile attack maneuvers are recommended.
    
    Quotes:
    Jack-O's AP at 50%: Maybe... Just maybe...
    Your AP at 50%: Get serious. Show me what you can really do!
    Your AP at 10%: I guess I was wrong...
    
    Well, it's our old buddy from Nexus. Jack-O is still the same average Raven
    he was in Nexus. Only this time, Jack-O shoots and dodges now but still not
    good enough. If you beat his route already, he has his left arm active and
    ECM is jamming his own lock on and radar abilities here. The KRSW and 95G are 
    strong weapons, but easy to see from a mile away. Out-turn Jack-O and beat
    him with your own KRSW and 93RL. It's a bit difficult to hit him due to the
    ECM interference and all the sand winds in the area. After his AP drops to
    a certain level, he will run away like a coward as he did in Nexus Arena
    battles.
    
    Secret part: YWH13M-NIX(left). Beat the mission. WH04HL-KRSW(right). S-rank
    the mission. Get the VOLUTE2 FCS, it has good range and great FCS. A head 
    that can have over 400 ECM performance tuned is good too. Equip the KANGI 
    optional part to increase their effectiveness further. This should be enough
    to eliminate ECM interference. Now, shoot down the MTs in the mission. Once
    Jack-O shows up, get close and out-turn his AC. Attack until his AP drops to
    roughly 25% and Jack-O runs away.
    
    S-RANK
    Difficulty: *****
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    Eliminate Airborne Force 		
    
    Requester: Vertex
    Operation Area: Versurs Highland
    Objective: Destroy the enemy's airborne forces.
    Reward: 142,000c
    
    Difficulty: ******
    Recommended setup: 93RL, ECHIDNA, 89E, HISTON
    Enemies: GUSHAWK
    
    Strategy:
    
    Remember the first part of the final mission on Leviathan's route? With all
    the GUSHAWKs? This is like that except the amount of GUSHAWKs are HUGE. They
    are more aggressive and fire 3 missiles instead of 1. Lots of dodging here, 
    but the AMS can shoot down some of the numerous missiles headed at you. This 
    is one mission where the ECHIDNA pursuit missiles are most useful. Just aim 
    it at the centre of the field and when they are approaching that area. 
    
    Secret part: CR-WB87GLL. S-rank the mission. Sniper rifles and a long-range
    FCS are good here. Just shoot when the GUSHAWKs are approaching. Easy S-rank.
    
    S-RANK
    Difficulty: ***
    
    See Secret part strategy.
    
    ------------------------------------------------------------------------------
    *WARNING: THE FOLLOWING MISSION MAY FRUSTRATE YOU TO THE POINT YOU MIGHT BE
    TEMPTED TO DESTROY YOUR CONTROLLER. FEELINGS OF THIS MISSION BEING IMPOSSIBLE
    TO BEAT ARE COMMON HERE. YOU HAVE BEEN WARNED.*
    
    Destroy The Internecine 		
    
    Requester: Jack-O
    Operation Area: Underneath Circ-City
    Objective: Destroy the Internecine.
    Reward: 0c
    
    Difficulty: **********
    Recommended setup: 
    
    No recommended setup can be made. However, the following parts are HIGHLY
    recommended for this mission:
     
    Generator - G91(tune energy output to max)
    Radiator - ANANDA(tune normal cooling to max)
    Optionals: AMINO, ES, SS, EC, CODON, MARISHI
    
    Other things to take note of:
    
    - Speed should at LEAST be above 400 kph, preferrably above 450 kph. Consider
    yourself dead if you dare to use a heavy AC setup or anything slower than 
    400 kph. Especially a tank setup...
    - DO NOT use energy weapons. You need as much boost duration as possible.
    - Train your ability to track an enemy and keep them in the lock box as long
    as possible, preferrably with dual arm weapons. 
    
    Enemies: Unknown
    
    Strategy:
    
    Quotes:
    Your AP at 50%: Find the entrance before it's too late!
    Your AP at 10%: Please hurry!
    
    Hope you're ready for this mission. Once the mission starts, drop down the
    shaft. In the next few areas, you will encounter the same kamizake MTs in
    the other last missions on certain paths. The catch? There's no almost no
    room to manuever so they can easily hit you. The kamikaze MTs don't always 
    follow the same position so you can barely dodge them if you pay attention 
    to the radar and lock box. Soon, a T-intersection will be visible. Go left 
    here. Now you have laser walls and the MTs to deal with. Not all laser 
    walls block the whole tunnel so you can move to the side with no laser 
    protecting it. Again, watch for the MTs as they deal considerable amounts 
    of AP damage and thermal stress. 
    
    There are two other ways of getting into the next section of the mission. 
    If you do not take the closest intersection, there is another one further
    from the first one. Take either way, but do note that it is much harder to
    avoid the kamikaze MTs and laser walls that still block the way. Remember
    to watch out for the laser walls; staying in them for one second results in
    a loss of 2000 AP and multiple parts hitting 1st degree destruction. Another 
    second or so results in multiple part destruction and more AP loss.
    
    The second half of the mission is similar to the second half of the last 
    mission on Evangel's route. As with that mission, 6 generators will fire an
    endless barrage of SHADE-like lasers at you. Don't forget about the streams
    of energy the generators produce which fire more lasers. Destroy the 6 
    generators powering the Internecine. The generators will fall after taking 
    enough hits. Keep moving to avoid the lasers it fires. The more generators 
    destroyed, the less amount of lasers being fired at you. Never stand still 
    unless you want to lose over 700 AP in one second. Once all 6 generators 
    are destroyed, the mission is over!
    
    No. It's not over, you're not quite done yet. The third and final part
    of the mission starts off with a cutscene. Hope you have at least half of 
    your AP left...
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    It's an AC! And not just anyone's, it's Zinaida's! And she's got the PYTHON
    hand railgun! You can tell that Zinaida is real pissed you are still among 
    the living. It's obvious she wants you dead. Let's finish her off for good 
    this time, that is if Zinaida doesn't kill you first. Time for one last 
    duel to see who is the Last Raven!
    
    Final Boss: Zinaida
    
    Fascinator AC setup:
    
    Head - EYE2/enhanced
    Core - U5/enhanced and damaged
    Arms - XS/enhanced
    Legs - COUGAR2/enhanced
    Booster - TP/enhanced
    FCS - MIROKU/enhanced
    Generator - G91/enhanced
    Radiator - ANANDA/enhanced
    Inside - SYAMANA/enhanced
    Extension - FUNI/enhanced
    Back L - LAMIA2/enhanced
    Back R - SPARTOI/enhanced
    L - NIX/enhanced
    R - PYTHON/enhanced
    Hangar L - HP/enhanced
    
    List of enhancements:
    
    All part types that can be tuned:
    - All tunes at max levels
    Legs:
    - Increased turning ability
    - Speed spike ability, exceeding maximum speed temporarily
    FCS:
    - WS lock box size and NS range
    - Faster missile lock on
    Generator:
    - Infinite condenser capacity
    Inside:
    - Increased ECM level/reload time
    All weapons:
    - Increased accuracy/attack power/attack heat/reload time/stun
    Extension and Back R:
    - Tighter missile spread
    - Smaller missile arc range
    Hangar L:
    - No Mag reload
    Optionals:
    - All equipped
    
    Special computer type data:
    The unit is equipped with an arm-mounted railgun. Target's combat style
    estimated as fast and aggressive.
    
    Quotes:
    Zinaida's AP at 50%: I can't believe how good you are...
    Zinaida's AP at 25%: It must be fate...
    Your AP at 50%: It's not over yet!
    Your AP at 10%: You're mine!
    
    In addition to the PYTHON, Fascinator now equips the NIX machine gun, the 
    LAMIA2 pulse cannon, SPARTOI dual missiles, and the TP boosters. This 
    version of Fascinator is equipped with more upgrades than you can imagine, 
    even more than any other enemy from past AC games. Her AI is upgraded in that
    she is more aggressive and has faster reaction times. The most significant 
    upgrade is the infinite condenser capacity, meaning Zinaida boosts FOREVER 
    and can fire the PYTHON or LAMIA2 without having to recharge energy. That 
    and your AC has most likely taken a beating from the prior two parts. 
    Welcome to your doom.
    
    There are two approaches to beating Zinaida. The first is to fight from a 
    distance, but close range. The main threat is the PYTHON + NIX + SPARTOI/FUNI 
    combo. The PYTHON and NIX are dangerous but you can trick out the PYTHON shots 
    by boost jumping as the charge fades(be on ground). The second method is to 
    stay very close, at a range of 100 or less. Zinaida usually doesn't use 
    missiles at this range, but chances of the LAMIA2 being used are high. 
    Speaking of missiles, her U5 shoots them down even in its damaged state. 
    Still, Zinaida isn't easy to beat and there are problems to worry about using 
    either approach. 
    
    Zinaida is unpredictable and is able to use the LAMIA2 even from a distance, 
    often accompanied by a speed spike. Note that Zinaida usually fires more than
    8 rounds from the LAMIA2 everytime it is used so be careful. The NIX and 
    SYAMANA can really ruin your chances of winning, the former being more 
    accurate than usual and the latter having better ECM strength and reload. 
    Thus, you may not be able to lock on while Zinaida pumps up your AC with NIX 
    and LAMIA2 shots until you die.
    
    Speed-wise, Zinaida moves a lot faster than what that setup should be(runs 
    at roughly 425 kph with tunes to prevent Overweight from personal testing), 
    around 450 to 475 kph. Factor the speed spike and she can go beyond 500 kph. 
    Hence why it is CRUCIAL to having a 400 kph or better AC to avoid being 
    outclassed in the speed department(and dodge her shots). Sadly, your 
    generator has a finite condenser capacity and Zinaida's does not. You have 
    to boost a lot, but also watch the energy gauge. NEVER let your energy gauge
    empty at ALL in the fight as it spells the end for you.
    
    One final note is that if you somehow outlast all of Zinaida's weapons, the
    LAMIA2 included, she will drop her remaining weapons and resort to her hangar
    parts. It is highly unlikely you will survive the LAMIA2 barrages so you this 
    should not concern you. However, if you do, her HP handgun now deals more heat
    stress than normal and does not have a mag reload. An out-of-ammo strategy is 
    highly discouraged anyways since her weapons are more than likely to hit 
    you(and HARD).
    
    You're pretty much on your own in this mission. Best of luck and hope you 
    survive! 
    
    A cutscene will play as Zinaida dies. With her dead, you are now the Last
    Raven!
    
    Secret part: CR-YC03U4. Beat the mission. YWH16HR-PYTHON. Beat Fascinator. 
    
    S-RANK
    Difficulty: **********
    
    Surviving the mission is hard enough, getting an S is as difficult but still
    doable. There is no recommended setup to attain an S, but I can suggest using
    solid-based weaponry and a middleweight biped build. Good luck!
    
    ------------------------------------------------------------------------------
    3g. REMAINING MISSIONS
    ------------------------------------------------------------------------------
    
    ****READ BELOW**************************************
    THESE MISSIONS ARE NOT COVERED IN ANY OF THE ROUTES. 
    ****READ ABOVE**************************************
    
    These missions are the ones left blank when checking the Mission Report in
    the Log Data. Though you can do these at any given time, it's better to do
    them once you're done all the 6 routes. You'll have a bit more fun with the
    new parts and weapons you get from the 6 routes. No point in doing these lone
    missions without some really neat weapons like the PYTHON right?
    
    To guarantee these missions show up, make sure to meet EVERY additional 
    requirement in the missions. This includes destroying all ACs and special 
    enemies, plus doing the additional missions too.
    
    ------------------------------------------------------------------------------
    Investigate Research Lab 		
    
    Requester: Independent Warlord(Green Horn)
    Operation Area: Triton Ecoactivity Center
    Objective: Clear defenses, activate control device.
    Reward: 108,000c
    
    Difficulty: **
    Recommended setup: LB4, SHADE2, head with bio-sensor functions
    Enemies: U03M-TERMITE, AMIDA
    
    Strategy:
    
    DAE. When you disable the lock, you'll find the problem. The biological AMIDA
    are the problem. Blade them to death.
    
    Secret part: YH13-LONGHORN. In the closest room by the elevator after the 
    locks are disabled.
    
    S-RANK
    Difficulty: ***
    
    The recommended setup above is suffice for S-ranking this mission. Remember to
    blade or shoot the AMIDAs as their pulse blasts are quick and damaging. Not a
    difficult mission to S-rank at all.
    
    To get to this mission:
    
    Eliminate Intruders
    Remove Bridge Defenders
    Eliminate The Enemy AC
    
    ------------------------------------------------------------------------------
    Protect The ECM Devices 		
    
    Requester: Alliance Headquarters
    Operation Area: Tartrus Headquarters 
    Objective: Protect the ECM devices.
    Reward: 112,000c
    
    Difficulty: *****
    Recommended setup: PYTHON, LADON, GOLGI, HISTON, long range FCS
    Enemies: AEW360R, MT10-BAT, CR-AH79, SPORE
    
    Strategy:
    
    The 360Rs are way up in the sky and due to their small size, normal weapons 
    won't be able to hit them well. That's what the railgun weapons are for: a
    near-perfect chance of hitting a target due to very high shot velocity. One
    LADON will easily take down a 360R or AH79. The PYTHON can do the same but
    it is less accurate than it's back unit counterparts. The strong point is 
    the reload, which is fast for these weapons. The ECM vehicles are easy to 
    destroy so work fast to kill off the MTs. The SPORE's cluster missiles pose
    the biggest threat to the ECM vehicles.
    
    S-RANK
    Difficulty: ****
    
    Ok, time for a different setup. Have a low drain, all solid-weapon build and
    equip a long-range FCS and the HB hover boosters. Lastly, use the FUDOH 
    generator. Now, once the mission starts, do a simple jump then activate the
    hovers. As long as the hovers are in place, you can safely use the solid 
    weapons to fire at the enemies as they appear on the battlefield. The BATs
    pose the greatest threat, destroy them ASAP before they sink a vehicle. As
    long as all vehicles survive when all enemies are destroyed, you should 
    get an S.
    
    To get to this mission:
    
    Distribution Center Recon
    Acquire The Commodity
    Pursue Withdrawing MT
    Protect The Cargo
    Destroy AC Vigilance
    Secure The Terminal Area
    
    ------------------------------------------------------------------------------
    Destroy Power Generators 		
    
    Requester: Kisaragi Loyalists
    Operation Area: Triton Ecoactivity Center
    Objective: Destroy the main power generators.
    Reward: 98,000c
    
    Difficulty: **
    Recommended setup: LB4, head with bio-sensor/night vision functions
    Enemies: AMIDA
    
    Strategy:
    
    Just head for the generators. The AMIDAs are optional. After both generators
    are destroyed, escape the facility before time runs out. Any AMIDAs that you
    did not destroy will exit their rooms and enter the hallways.
    
    S-RANK
    Difficulty: *****
    
    All you need is a blade and a head that has bio-sensor abilities. Move to the
    generator areas and use the blade to destroy them. If you have the ELF3, just
    fire a wave at them; it's powerful enough to do the trick. As for the AMIDA
    army, make sure you blade the ones in the rooms before the generators. Once
    the timer starts, just head straight for the exit. Blade any AMIDAs in the
    way and don't get stuck in the hallways. You should reach the escape point
    with :45 left on the timer, along with 90% of the AMIDAs dead, which should
    result in an S.
    
    To get to this mission:
    
    Eliminate Intruders
    Remove Bridge Defenders
    Eliminate The Enemy AC
    Battle Challenge
    Eliminate Enemy Invaders
    
    ------------------------------------------------------------------------------
    Destroy Underground Force 		
    
    Requester: Vertex
    Operation Area: Walter Material Storage Site
    Objective: Eliminate the intruders.
    Reward: 0c
    
    Difficulty: ****
    Recommended setup: LB4, PIXIE3, head with night vision/bio-sensor functions
    Enemies: AMIDA
    
    Strategy:
    
    There are a LOT of AMIDAs to kill. Also, they will attack from both sides at
    the same time so concentrate on one side before moving to the other. Dodge
    by strafing left and right to avoid their pulse blasts. Blade if you are 
    close enough. 
    
    S-RANK
    Difficulty: ***
    
    Grab a SHADE, GAEA, and GORGON and you're all set! Just be sure to dodge the
    pesky pulse blasts of the AMIDAs. Oh, don't forget about bio-sensing heads!
    
    To get to this mission:
    
    Eliminate Intruders
    Destroy AC Sundial
    Recapture Storage Site
    Remove Lab Intruders
    Destroy Enemy Squadron
    Prevent Plant Destruction
    
    ------------------------------------------------------------------------------
    Destroy The Bridge 		
    
    Requester: Independent Warlord(Green Horn)
    Operation Area: Ruga Tunnel
    Objective: Destroy the bridge's anchor point.
    Reward: 108,000c
    
    Difficulty: ****
    Recommended setup: PYTHON, LB4, GOLGI, HISTON, PRIMER
    Enemies: JELLYFISH, MT08-OSTRICH, CR-MT83RS, CR-MT98G
    
    Strategy:
    
    Use the PYTHON to destroy the JELLYFISH, LB4 on the OSTRICH and RS MTs, and
    on the supports. 3-4 swings should do the trick. Afterwards, get rid of the
    98G MTs if you took too long. Watch your step in this mission.
    
    S-RANK
    Difficulty: ****
    
    Grab a sniper rifle and the LB3. Snipe the MTs but make sure you don't miss
    with the JELLYFISH. Blade the supports afterwards. Do this quick and you don't
    have to face the grenade-toting 98G MTs.
    
    To get to this mission:
    
    Eliminate Intruders
    Destroy AC Sundial
    Recapture Storage Site
    Remove Lab Intruders
    Prevent Plant Destruction
    Destroy Underground Force
    Protect Reactor Core
    
    ------------------------------------------------------------------------------
    Protect Transport Train 		
    
    Requester: Alliance Tactical Unit
    Operation Area: Ruga Tunnel
    Objective: Ensure the transport train's safe passage.
    Reward: 120,000c
    
    Difficulty: *****
    Recommended setup: long range FCS, SHADE2, NIX, HISTON
    Enemies: CENTAUR-AA, MT08H-OSTRICH, HORSETAIL4
    
    Strategy:
    
    Get rid of the CENTAUR-AAs then go inside the tunnel and destroy the OSTRICHs.
    Next, head to the other bridge and go to the lower level. Shoot down the 
    HORSETAIL4s quickly. The train cannot withstand much punishment.
    
    S-RANK
    Difficulty: *****
    
    Using the setup above, destroy the CENTAUR-AAs quickly than the OSTRICHs. Now,
    shoot down as much of the HORSETAIL4's before they blow the train up. Once the 
    train escapes, you should end up with an S.
    
    To get to this mission:
    
    Eliminate Intruders
    Remove Bridge Defenders
    Eliminate The Enemy AC
    Battle Challenge
    Eliminate Enemy Invaders
    Destroy Power Generators
    Seize The Airstrip
    Prevent Reactor Meltdown
    Track Down Evangel
    
    ------------------------------------------------------------------------------
    Defeat Evangel 		
    
    Requester: Alliance Headquarters
    Operation Area: Area-R11 AC Garage
    Objective: Destroy AC Oracle and other resistance.
    Reward: 104,000c
    
    Difficulty: *******
    Recommended setup: 
    
    Head - DRONE(tune cooling to max)
    Core - UL2(tune cooling to max)
    Arms - MACAQUE(tune aiming accuracy to max)
    Legs - COUGAR2(tune cooling to max)
    Booster - TP(tune booster heat to max)
    FCS - VOLUTE2
    Generator - G91(tune energy output to max)
    Radiator - R92(tune energy drain to max)
    Inside - none 
    Extension - RM2
    Back L - none
    Back R - KINNARA
    L - NIX
    R - 93RL
    Optionals: AMINO, EC, 79L+, LA, MARISHI
    
    Enemies: MT08M-OSTRICH, Evangel
    
    Strategy:
    
    The OSTRICHs are easy kills so do away with them in any way you see fit. A 
    cutscene will play afterwards.
    
    Boss: Rim Fire
    
    Bullet Life AC setup:
    
    Head - WASP
    Core - 69U
    Arms - LEMUR
    Legs - GAVIAL2
    Booster - GULL
    FCS - KOKUH
    Generator - KUJAKU 
    Radiator - R92
    Inside - MEDUSA2
    Extension - FUNI
    Back L - 69CG
    Back R - MAGORAGA
    L - FINGER 
    R - FINGER
    Hangar L - SYLPH
    Hangar R - SYLPH
    
    Special computer type data:
    The target equips multiple spread shot weapons. Close-range combat is not
    advised.
    
    Quotes:
    Rim Fire's AP at 50%: You're good Raven, but not as good as I! 
    Rim Fire's AP at 25%: Never...! I can't die! I won't die!
    Your AP at 50%: Well, I see you have some fight left in you... that's good.
    
    Well, no Evangel but there's the Rim Fire. More appropriate time to fight
    rather than very early in the game. If you already beat Pulverizer #2 route,
    you will have a much easier time with only Rim Fire. If not, remember the 
    big rule of staying away from him. Those FINGERs eat AP mad fast at such a
    range. The micro missiles can be avoided by tricking it into the ground, or
    hiding behind a building. Oh, speaking of buildings, avoid getting caught 
    in them. You're a sitting duck for those machine guns if you do. Rim Fire 
    is tough, but he'll go down with enough firepower.
    
    Secret part: WH03M-FINGER(left). Beat Bullet Life.
    
    S-RANK
    Difficulty: ******
    
    A bit tough but not too tough. Just remember to watch out for the FINGERs of
    death and don't get stuck in any structure. Keep your distance and Rim Fire
    will go back to the Stone Age where he belongs(as it was in NX).
    
    To get to this mission:
    
    Distribution Center Recon
    Acquire The Commodity
    Pursue Withdrawing MT
    Protect The Cargo
    Destroy AC Vigilance
    Secure The Terminal Area
    Protect The ECM Devices
    Destroy Plant's Defenses
    Track Down Evangel
    
    ------------------------------------------------------------------------------
    Attack Distribution Center 		
    
    Requester: Independent Warlord(No Data)
    Operation Area: Diorgan Distribution Center
    Objective: Destroy the generators. 
    Reward: 112,000c
    
    Difficulty: *******
    Recommended setup: ELF3, KRSW, 89E, AMINO, ES, EC, GOLGI, PRIMER
    Enemies: MT08M-OSTRICH, SSGB03-WALNUT, MT11-STARLING, CR-MT06SB, JELLYFISH, 
    86FV, foot soldiers
    
    Strategy:
    
    The first part of the mission involves getting to the elevator before the 
    timer expires. Dodge every enemy and blade the SB MTs only when their shields
    open. They will block your path so be ready to swing once their shields open.
    The second part is to head outside and destroy the 4 generators. The toughest
    part is here based on the number of enemies. WALNUTs, STARLINGs, 86FVs are 
    all here to inflict serious pain. While you could simply destroy the four 
    generators, you might want to clear out the enemies, especially the 86FVs 
    and the STARLINGs.
    
    Secret part: LN01-SEAL. S-rank the mission. This is a difficult mission to get
    an S. Remember the small generators shown in the mission briefing? Destroy ALL
    of them. Do remember to move fast and avoid getting hit. For the SBs blocking
    the path, the ELF3 will get the job down fast. For the final part, destroy as
    much enemies as possible to minimize potential damage. Then, destroy the main
    generators to end the mission. This does not always yield an S so try again if
    unsuccessful.
    
    S-RANK
    Difficulty: *********
    
    See Secret part strategy. Use the following if you are stuck.
    
    Head - STING(tune energy defense to max)
    Core - U5(tune energy defense to max)
    Arms - MACAQUE(tune energy defense to max)
    Legs - COUGAR(tune energy defense to max)
    Booster - TP(tune booster heat to max)
    FCS - COWRY
    Generator - G91(tune energy output to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - none
    Back L - none
    Back R - none
    L - ELF3
    R - KRSW
    Optionals: AMINO, ES, EC, CODON, MARISHI, GOLGI
    
    To get to this mission:
    
    Eliminate Intruders
    Destroy AC Sundial
    Eliminate The Enemy AC
    Battle Challenge
    Destroy The Control Towers
    Destroy Transport Convoy
    Destroy Suspicious Force
    Destroy The ECM Devices
    Shutdown Energy Plant
    Eliminate Targeted Raven
    
    ------------------------------------------------------------------------------
    Eliminate Plant Intruders 		
    
    Requester: Vertex
    Operation Area: Seil Hydroelectric Plant
    Objective: Eliminate the intruders.
    Reward: 102,000c
    
    Difficulty: ****
    Recommended setup: head with bio-sensor functions, LB4, SHADE2
    Enemies: AMIDA, AMIDA(evolved)
    
    Strategy:
    
    Just seek and destroy all AMIDAs. Once you destroy all AMIDAs on all levels,
    a cutscene will play. Head back to where you started the mission and destroy
    the AMIDAs there. Attack fast because those evolved AMIDAs can take a lot of
    AP off in a hurry. Finish off the small AMIDAs afterwards but watch the aim
    since MT77s are also in the room.
    
    Secret part: FUNI. Beside one of the guard objects on the Southeast room in
    the second level. Take the elevator before the B-01 door and look at the 
    guard object farthest from the door.
    
    S-RANK
    Difficulty: *****
    
    This one is moderate in difficulty. Get some high energy defense parts, LB4,
    and a fairly strong weapon like SHADE2. Once you encounter any AMIDA, sink
    them ASAP. They tend to be fairly close to each other so use the LB4's long
    length to slice them apart. Not too difficult as long as you control the
    damage.
    
    To get to this mission:
    
    Destroy Military Base
    Escort Allied MT
    Recapture Storage Site
    Investigate Enemy Activity
    Destroy Raging Torrent IV
    Defend Against Assault
    Protect Reactor Core
    Eliminate Targeted Raven
    
    ------------------------------------------------------------------------------
    Retrieve Research Data	 	
    
    Requester: Kisaragi Loyalists
    Operation Area: Triton Ecoactivity Center
    Objective: Retrieve the research data and escape.
    Reward: 98,000c
    
    Difficulty: ******
    Recommended setup: KRSW, high energy defense, head with bio-sensor function
    Enemies: AMIDA(evolved), U03M-TERMITE, CR-MT85M
    
    Strategy:
    
    Move fast in this mission. Head for the elevator to get to where the data is
    held. The moment you exit the elevator, turn your AC facing backwards and
    drop down the open part of the platform. Quickly shoot the evolved AMIDAs and
    dodge their rapid pulse blasts. Next, you have to gather data in the three
    terminals. Move to the top one first. Get the data quickly and move onto the
    next. The AMIDAs regenerate after some time and you don't want to lose AP
    or precious time. Once all the data has been recovered, use the KRSW to mop
    up any TERMITEs or 85Ms in the way. For the last set of enemies, you are 
    better off boosting to the elevator than fighting them. Head back to the 
    escape point before the timer expires. Note that you can get away with just
    one set of data, but it won't result in an S.
    
    Secret part: WH11PU-PERYTON(left). S-rank the mission. This is a very hard 
    mission to get an S in. Get a lot of energy defense, the KRSW, all energy 
    weapon optionals, the ELF3, and an EO core. The MTs pose no threat in this 
    mission. It's the evolved AMIDAs that are dangerous. When at the big room 
    leading to the data containers, destroy the AMIDAs QUICKLY. Once the AMIDAs 
    are gone, move to the top door. Move fast and grab the data. Repeat this on
    the remaining data devices. Destroy the AMIDAs when they regenerate before
    moving onto the next data device. Their pulse blasts will blast any chance of
    getting an S easily.
    
    Once all data have been retrieved, get rid of the AMIDAs and head back to the 
    starting point. Once the MTs show up, use the KRSW on the TERMITEs and ELF3 
    on the 85Ms. In the last room before the starting point, blade the 85Ms and 
    head for the elevator. If lucky, the S is yours. If not, try harder. 
    
    S-RANK
    Difficulty: *********
    
    See Secret part for the strategy. Use the following if you are stuck.
    
    Head - STING(tune energy defense to max)
    Core - CRONUS(tune energy defense to max)
    Arms - LORIS(tune energy defense to max)
    Legs - LYNX2(tune energy defense to max)
    Booster - TP(tune booster heat to max)
    FCS - MIROKU
    Generator - G91(tune energy output to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - none
    Back L - none
    Back R - none
    L - EL3
    R - KRSW
    Optionals: AMINO, ES, SS, EC, CODON, GOLGI, HISTON
    
    To get to this mission:
    
    Eliminate Intruders
    Destroy AC Sundial
    Recapture Storage Site
    Remove Lab Intruders
    Destroy Enemy Squadron
    Prevent Plant Destruction
    Eliminate Enemy Occupiers
    Protect Reactor Core
    Destroy Air Assault Force
    Eliminate Sorcerer
    
    ------------------------------------------------------------------------------
    Destroy The Pulverizer		
    
    Requester: Unknown
    Operation Area: Internecine
    Objective: Destroy the Pulverizer.
    Reward: 600,000c
    
    Difficulty: **********
    Recommended setup:
    
    Head - STING(tune energy defense to max)
    Core - 89E(tune energy defense to max)
    Arms - BZL
    Legs - LYNX2(tune energy defense to max)
    Booster - TP(tune booster heat to max)
    FCS - MIROKU
    Generator - G91(tune energy output to max)
    Radiator - ANANDA(tune normal cooling to max)
    Inside - none
    Extension - GAR
    Back L - KARURA
    Back R - KARURA
    L - none
    R - none
    Optionals: ES, EC, LA, 79L+, CODON 
    
    Enemies: Unknown Pulverizer
    
    Strategy:
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    Final Secret Boss: Super Airborne "Archangel" Pulverizer
    
    If you thought the Archangel Pulverizer was the ultimate Pulverizer, think 
    again. This is the super version of it, and it definitely is super strong. A
    lot of its weaker version's abilities are here and improved, with some new 
    ones. The abilities exclusive to this version are Core AMS and Core Rays. 
    
    Core AMS is like the ones in new Crest cores, except far better. Core Rays is 
    the ultimate attack of the Super Archangel Pulverizer. Rather than Ray Storm 
    which fired out a shower of medium power rays, Core Rays fires HUGE rays 
    from it's core. These rays are even bigger than the LX beams in terms of
    projectile size and deal HUGE amounts of damage. This Pulverizer has even 
    more AP than any other Pulverizer, most who had over 9999 AP. This is the 
    ultimate in cheapness as far as Pulverizers go.
    
    Luckily, it's core AMS can't destroy swarms of missiles at once. Again, 
    micro missiles counter the cheapness of the unit. However, it is not good
    enough to put your AC on a level playing field. That is what the BZL 
    bazooka arms are for. They fire 4 or 8 bazooka rounds depending on what
    mode it is in. 8 bazooka rounds are extremely damaging and that helps you
    beat SAAP. This mission is the epitome of damage races. Either it dies or
    you die. Go crazy dodging and shooting and eventually, it will fall.
    
    Secret part: CR-H06SR2. S-rank the mission. The requirements are pretty
    lenient for this mission. This should be achieved the first time around
    anyways. If not, make sure not to miss BZL rounds and keep your AP around
    the half when you finish the mission.
    
    S-RANK
    Difficulty: ****
    
    See Secret part for strategy.
    
    To get this mission:
    
    Beat all missions then access through Free Mission.
    
    ------------------------------------------------------------------------------
    4. AC MAKING
    ------------------------------------------------------------------------------
    
    This section will briefly talk about AC building, parts, and the new parts
    introduced in Last Raven.
    
    ------------------------------------------------------------------------------
    4a. AC BUILDING BASICS
    ------------------------------------------------------------------------------
    
    Head - Important for mission play. Comes in two types: standard and radar. 
    Standard heads have good stability and low drain but usually lack special 
    functions. Radar heads usually have special functions and the radar function
    is useful in mission play. Radar heads have high energy drain though.
    
    Core - Obviously the foundation for the AC. Comes in three types: standard, 
    Overboost, and Exceed Orbit. 
    
    Standard ones usually have core Anti-Missile Systems(AMS) where a protruding 
    gun barrel(s) shoot down missiles. Also, the standard cores usually come 
    equipped with the Hangar function. 
    
    Overboost cores have the Overboost function, which is a powerful boost that 
    drains a lot of energy and builds up heat quickly. 
    
    Exceed Orbit cores have the Exceed Orbit function, which sends out small 
    orbital units to attack enemies. Solid EO cores have AMS functions, but the 
    ammo is finite. Energy EO cores do not have AMS, but ultimately have infinite 
    ammo as it can regenerate ammo. 
    
    Standard cores tend to be of medium proportions, OB cores tend to be light, 
    and the EO cores favor no weight type. There are some cores that can be 
    considered as hybrids, such as the ATLAS core. The ATLAS has OB, but also has 
    the Hangar function.
    
    Arms - You clearly need this to do missions. Comes in two types: standard and
    weapon. Standard arms can be loaded with weapons and Hangar weapons. They can
    be tuned as well. Weapon arms are arm units with weapons built-in. You cannot
    tune these arms. 
    
    Legs - You need this to move obviously. Comes in five types: bipedal, hover,
    reverse-joint, quad, and tank. 
    
    Bipeds are suited for any situation as they do not have any noticeable 
    advantages or disadvantages. 
    
    Hovers are able to cross waters without sinking and have good turning 
    abilities. They have low load capacities and no jumping ability. 
    
    Reverse-jointed(RJ) legs have great jump ability and low drain. Disadvantages 
    are low load capacity and poor cooling.
    
    Quads are able to fire cannon type weapons on the ground and have good cooling
    abilities. They have high energy drains and low load capacities though. 
    
    Tanks are able to fire cannon type weapons without restrictions and have the 
    best defense. They are extremely slow though and most units suffer from poor 
    energy defense. 
    
    Cannon restriction is that bipeds, hovers, RJs must kneel before being able 
    to fire the weapon. As said earlier, quads are partially affected and tanks 
    are not affected at all.
    
    Booster - How else would an AC move besides running and jumping? This part is
    self explanatory. 
    
    Fire Control System(FCS) - How would an AC shoot its weapons? FCS come in 
    numerous types: Standard, Wide and Shallow, Narrow and Deep, Lengthway, and 
    Sideway. Standard is best for various ranged combat, Wide and Shallow is good
    for close range combat, Narrow and Deep is good for long range combat, 
    Lengthway is good for vertical targets and hallways, and Sideway is good for
    finding targets faster when turning.
    
    Generator - The engine that runs ACs. Self explanatory here as well.
    
    Radiator - What will cool down a 400 kph moving AC? Self explanatory.
    
    Inside - Support type parts. Offensive types tend to be bombs and mines that
    are only useful at close range. Defensive types include missile decoys and 
    ECM makers to jam lock ons and radar.
    
    Extension - Support type parts. Usually augments the main weapons, but can
    serve other purposes as well. These include missile extensions, anti-missile
    launchers, special boosters, side shields, weapon magazines, etc.
    
    Back Units - Weapons located on the back of ACs of course. A list of the back
    units:
    
    Missiles - Comes in many different flavors:
    
    Small - Small-sized missiles that can home and is weak. These missiles can 
    shoot the most amount of missiles per lock on.
    
    Middle - Medium-sized missiles that are stronger, home better, but have a bit
    less ammo. These can also attain a fair amount of lock ons.
    
    Large - Large-sized missiles that are incredibly slow but are very good at 
    tracking. These are have the lowest ammo count of all weapons, but are the 
    strongest 1-shot weapon and delivers the most heat stress.
    
    Micro - Can you say missile swarm? These fire a swarm of mini-sized missiles
    that home well at their enemy. Its attack power is the weakest of all the 
    missile units, but it makes up for it with swarms of 3, 5, 7, and 9 missiles.
    Also overwhelms core AMS and anti-missile extensions with no difficulty.
    
    Vertical - Fires missiles going in an up-and-down arc. These home nicely and
    deliver more damage than small missiles. Can attain multiple lock ons too.
    
    Dual/Triple - Fires two and three missiles at once respectively. These deal
    damage equal to small missiles, but obviously fire more in 1 lock on.
    
    Multi - Fires a big missile that splits into 4 or 8 smaller ones. Rivals the
    micro missiles in the sense of multiple missiles at once, but more damaging 
    per missile. 
    
    Ground Torpedo - A unique weapon that fires a torpedo moving through a 
    surface and fires four missiles upon reaching its target. And like a torpedo,
    it skims across water and doesn't sink.
    
    Hi-Act - Missiles that travel at greater velocities. Fired in both standard
    and vertical types, these missiles are quite accurate at the cost of lower
    attack power and ammo.
    
    Stealth - Missles that ignore any sort of missile defense, are undetectable
    on radar, and barely can be heard. Low offensive potential but a great way
    to harass an opponent.
    
    Cluster - Missiles that travel like vertical missiles, but fire a cluster
    of bombs once it starts to fall down. The bombs are surprisingly strong
    and often confuse missile defense. The bombs spread though so they are not
    very accurate.
    
    Pursuit - Fires a large pod that ejects many missiles. Great for destroying
    multiple targets at once or one lone enemy. The pod is fired as a rocket at
    first, which can deal huge damage should it connect before ejecting the 
    missiles.
    
    Rockets - Also comes in different flavors. 
    
    Small - Fires small-sized rockets. Weak but lots of ammo.
    
    Middle - Fires medium-sized rockets. Stronger with less ammo.
    
    Large - Fires large-sized rockets. Even stronger but lower ammo count.
    
    Triple - Fires three small rockets at once. For those who cannot manually
    shoot rockets.
    
    Burst(AST) - Fires three rockets in quick succession, like burst rifles. 
    
    Cannons - Lots of variety here. Grenades, slugs, linears, lasers, plasmas, 
    pulses, chain guns, railguns, etc. The only cannon type that doesn't have the
    cannon restriction are orbits.
    
    Orbit Cannon - A small unit that follows an enemy and fires small lasers. An
    orbit unit differs from an Exceed Orbit unit in that they relentlessly hunt
    down an enemy. These are fired like missiles so extension missiles can be 
    used alongside them.
    
    Radars - If you don't have a radar head, which you should. Useless once you
    get a good radar head. Still, it provides added ECM performance so it could
    come in handy on some missions.
    
    Dual units - Units that take up both slots. You got dual missiles, vertical
    missiles, pursuit missiles, chain guns, grenades, and some other neat dual
    back units.
    
    Arm Units - Your main weapons on an AC. Right and left arm weapons are 
    similar, but left arm weapons tend to be weaker versions of the right arm
    ones. There are weapons exclusive to either arm so I will note.
    
    Rifles - Basic AC weapons. Weak, but lots of ammo. Can stun. There are AST
    Rifles, which fire faster but have a magazine so it has to reload the mag
    when out of ammo. Burst Rifles are lazy shot rifles, firing 3 rounds in 
    one shot.
    
    Linear Rifles - A step up from rifles. Stronger, better stun, but less ammo.
    The cannon versions are more powerful, but suffer from cannon restrictions.
    Cost-friendly if going on missions for something that reloads fast and has
    some power.
    
    Sniper Rifles - Long range weapons of course. Has more power than linear or
    normal rifles. High shot velocity and good accuracy as well, all for the 
    price of lower ammo count. 
    
    Handguns - Lightweight versions of rifles. Roughly same attack power, but it
    has less ammo in exchange for very good stunning power. Can store in Hangars
    as well. Fast reload too.
    
    Machine guns - Very high ammo, very low attack power and heat. Great for 
    endurance battles, but not for quick ones. The cannon version is chain guns,
    but they have better attack power and have the cannon restriction in place. 
    
    Shotguns - Spread weapons that obviously shoot a spread of bullets. Damaging
    and can heat if a whole spread hits. The cannon version is slugs, which are
    fired in a very tight spread and more rounds.
    
    Bazookas - Rockets that can lock onto enemies. Too bad their shot velocity
    is horrible.
    
    Grenades - The anti-AC weapon. Horrible shot velocity, but great damage and 
    heat. The cannon versions are the same, except you have cannon restrictions.
    
    Flamethrowers - They burn through ACs and deliver serious amounts of heat
    stress to the AC. Too bad they really suck since an enemy has to be very 
    close to even connect. Damage is horrible too.
    
    Hand weapons - Comes in two flavors: missile and rockets. Why hand rockets 
    exist when you have bazookas that can lock on I have no idea. Same for the 
    missiles. The back unit versions are so much better and don't take up the 
    all-important right arm slot.
    
    Energy weapons - Comes in a number of flavors:
    
    Pulse - The energy version of handguns, without the stun. The back unit 
    versions are much stronger, but have very high energy drains.
    
    Laser - The energy version of linear rifles. Great for mission use where 
    cutting costs are important. Good all-around weapon. The back cannon units
    are very strong, 2 units are stronger than the other cannon weapons. 
    
    Hi Laser - The energy version of bazookas. These are heavy, but they are
    powerful. Better accuracy and no ammo cost make them better.
    
    Plasma - The energy version of grenades. Less heavier than the Hi Laser
    Rifles, these weapons have high attack power and heat. Each shot drains a
    lot of energy so take care when using them. The back cannon units are 
    roughly the same, except with cannon restrictions.
    
    Railgun - Energy weapons that charge before firing. Very high shot velocity
    means these weapons rarely miss and create great amounts of heat stress upon
    hit. The back cannon units suffer the same problems as the other cannon units
    and a longer charge. Quite intimidating as most newcomers will think a weapon
    that charges is dangerous. These weapons also have the strongest stun power 
    of any weapon.
    
    Sniper Rifle - Powerful, but high reload time and low ammo. 
    
    Machine Gun - High attack power but uses a little too much energy for a single
    shot.
    
    Shotgun - Strong and requires only the energy gauge to fire.
    
    Parry Blades(right arm only) - Solid blades. Solid, extremely powerful blades
    that is. The right arm pulls back before thrusting with the blade. These are
    the hardest weapons to connect with. It takes a lot of practice to properly
    use. When they do connect, a tremendous amount of AP is lost and the unlucky
    victim almost always overheats.
    
    Laser Blades(left arm only) - What AC game doesn't have them? None of course.
    Reliable, strong energy weaponry. Though it these require an enemy to be in
    close range, the damage dealted is great. A great weapon to have as a backup
    or main weapon.
    
    Shields(left arm only) - If you need more defense, shields are the answer.
    Solid shields can be used indefinitely but only are good at shell defense.
    Energy shields can better in energy defense but suffer from constant energy
    usage.
    
    Hangars - Stores small weapons. These include laser blades and portable 
    weaponry like handguns or pulse rifles.
    
    Optional Parts - Parts that augment an AC's performance. Very useful so don't
    forget about them.
    
    ------------------------------------------------------------------------------
    4b. NEW PARTS
    ------------------------------------------------------------------------------
    
    Every AC game has them, so obviously Last Raven has some new toys to play
    with as well. The new parts:
    
    *Part rating out of 5.*
    
    Heads:
    
    CR-H06XS-EYE4
    Crest
    AP - 833
    Weight - 199
    Energy Drain - 596
    Shell/Energy Defense - 188/181
    Cooling - 491
    Stability - 365
    Computer Type - Special
    Auto Map - Yes
    Night Vision - Yes
    Bio Sensor - No
    ECM Performance - 328
    Radar Function - Yes
    Radar Distance/Scanning Interval - 360/55
    Missile Display - No
    Bio Sensor - No
    Description - Latest model in Crest's "EYE" series line of head parts.
    Rating: ***
    
    Notes:
    
    The remake of AC2: Another Age EHD-SCOPEEYE. Great weight and cooling ability.
    High energy drain though. A solid head, but the STING and DRONE are better. 
    Besides, there are heads that weigh similar but are much better.
    
    CR-H06SR2
    Crest
    AP - 828
    Weight - 362
    Energy Drain - 603
    Shell/Energy Defense - 204/231
    Cooling - 432
    Stability - 404
    Computer Type - Special
    Auto Map - Yes
    Night Vision - Yes
    Bio Sensor - Yes
    ECM Performance - 234
    Radar Function - Yes
    Radar Distance/Scanning Interval - 362/61
    Missile Display - No
    Bio Sensor - No
    Description - New part design incorporating Mirage's latest technology.
    Rating: ***
    
    Notes: 
    
    A cool new head that looks similar to the one AC2 Ares used. Quite heavy and 
    drainy, ECM is rather terrible, but highest defense overall and great cooling. 
    Looks great for a Crest head(obviously inspired by Mirage's better designs) 
    considering the EYE2 is the only one that looks really good on Crest's side.
    
    YH13-LONGHORN
    Mirage
    AP - 997
    Weight - 514
    Energy Drain - 298
    Shell/Energy Defense - 229/195
    Cooling - 392
    Stability - 330
    Computer Type - Detailed
    Auto Map - Yes
    Night Vision - Yes
    Bio Sensor - Yes
    ECM Performance - 223 
    Radar Function - Yes
    Radar Distance/Scanning Interval - 220/68
    Missile Display - Yes
    Bio Sensor - No
    Description - Experimental model with multiple built-in functions and high AP.
    Rating: **
    
    Notes:
    
    A remake of the "Gundam" head from AC: Project Phantasma. Yes, it looks 
    good and is equipped with most head functions. However, it weighs a lot for a
    mere head and some of its basic performance stats(ECM performance, stability) 
    are terrible. Still, for those who create Gundam-esque ACs should like how
    this head looks. The remake of HD-G780 from Project Phantasma.
    
    YH14-STING
    Mirage
    AP - 791
    Weight - 241
    Energy Drain - 506
    Shell/Energy Defense - 172/190
    Cooling - 506
    Stability - 369
    Computer Type - Special
    Auto Map - Yes
    Night Vision - Yes
    Bio Sensor - Yes
    ECM Performance - 388 
    Radar Function - Yes 
    Radar Distance/Scanning Interval - 766/56
    Missile Display - No
    Bio Sensor - Yes
    Description - Part featuring superior radar and information processing 
    features.
    Rating: ****
    
    Notes:
    
    Another remake head, this one is the HD-4004 from Master of Arena. Very good
    cooling and well-balanced design. The only negative is the high drain and 
    low AP. 
    
    YH15-DRONE
    Mirage
    AP - 906
    Weight - 293
    Energy Drain - 390
    Shell/Energy Defense - 173/196
    Cooling - 394
    Stability - 381
    Computer Type - Detailed
    Auto Map - Yes
    Night Vision - Yes
    Bio Sensor - Yes
    ECM Performance - 433
    Radar Function - Yes
    Radar Distance/Scanning Interval - 481/42
    Missile Display - Yes
    Bio Sensor - Yes 
    Description - Trial manufactured design with excellent VS ECM performance.
    Rating: *****
    
    Notes:
    
    From definitely likes nostalgia otherwise none of these parts would be here. 
    This AC2 ZHD-MO/EGRET remake is another great head from Mirage. There aren't
    much negatives about this head, which is a good thing.
    
    Cores:
    
    CR-C06U5
    Crest
    AP - 2899
    Weight - 1231
    Energy Drain - 1482 
    Shell/Energy Defense - 569/446
    Max Arm Weight - 3097
    Cooling - 1021
    Heat Resistance - 720
    Optional Slots - 17
    VS MG Response - 65
    Core Type - Standard
    Description - Core model with high DEF ratings and weapon storage 
    capability.
    Rating: ***
    
    Notes: 
    
    A good looking core, best VS MG Response. Except compared to a certain new 
    core and other old ones, it's not that great. Unless you are looking for a 
    core with defense, which the U5 excels in with the highest overall defense
    for a middle-weight core. 
    
    CR-YC03U4
    Crest
    AP - 2941
    Weight - 1109
    Energy Drain - 1368
    Shell/Energy Defense - 542/430
    Max Arm Weight - 3448
    Cooling - 1174
    Heat Resistance - 741
    Optional Slots - 18
    VS MG Response - 62
    Core Type - Standard
    Description - End result of Crest's redesign of the CR-CO6U5 core model.
    Rating: *****
    
    Notes: 
    
    Much better than the U5 in almost every way possible. But it looks a bit bulky 
    and fat. This is a remake of the XXA-SO core from Project Phantasma. This is 
    the "Gundam" core which goes along with the "Gundam" head by the way.
    
    CR-YC99UL
    Crest
    AP - 2560
    Weight - 809
    Energy Drain - 1092 
    Shell/Energy Defense - 463/444
    Max Arm Weight - 3105
    Cooling - 1201
    Heat Resistance - 681
    Optional Slots - 18
    VS MG Response - 40
    Core Type - Standard
    Description - Prototype model with a low equip weight and respectable stats.
    Rating: ***
    
    Notes: 
    
    The Crest version of the CRONUS, but with AMS. Remake of the XCL-01 from AC1. 
    There are better cores out there, including looks as well.
    
    CR-YC010/UL2
    Crest
    AP - 2291
    Weight - 897
    Energy Drain - 1294
    Shell/Energy Defense - 421/397
    Max Arm Weight - 3228
    Cooling - 1101
    Heat Resistance - 706
    Optional Slots - 19
    VS MG Response - 50
    Core Type - OB
    OB Power - 25030
    OB Boost Drain - 8042
    OB Heat - 5598
    OB Acceleration - 521
    Description - Core part specifically designed to reduce OB energy 
    consumption.
    Rating: ****
    
    Notes: 
    
    The remake of the ECL-ONE from AC2. A solid lightweight core, this can be a 
    substitute for the 840/UL. Better in many ways to the 840/UL.
    
    YC08-ICURUS
    Mirage
    AP - 2297
    Weight - 1002
    Energy Drain - 1404
    Shell/Energy Defense - 419/456
    Max Arm Weight - 3009
    Cooling - 913
    Heat Resistance - 622
    Optional Slots - 20
    VS MG Response - None
    Core Type - OB
    OB Power - 26880
    OB Boost Drain - 10320
    OB Heat - 5510
    OB Acceleration - 536
    Description - Prototype OB model designed to balance DEF and mobility stats.
    Rating: ***
    
    Notes: 
    
    The remake of the ZCL-XA/2 core from AC2. It's alright, but the UL2 is better.
    
    Weapons:
    
    Back:
    
    CR-YWB05MV2
    Crest
    Category - Vertical Missile
    Weight - 690
    Energy Drain - 445
    Ammo Type - Solid
    Sight Type - Standard
    Attack Power/Ammo - 1050/20
    Attack Heat - 4040
    Range - 500
    Max Lock - 4
    Firing Interval - 95
    Ammo Price - 560
    Description - Vertical missile launcher built to achieve improved accuracy.
    Rating: ***
    
    Notes: 
    
    Of all the vertical missiles, this is the weakest. In contrast, this unit 
    fires vertical missiles with increased velocity and accuracy. Making this 
    weapon the most accurate of all vertical missiles. Remake of SSMV24 from 
    Project Phantasma. 
    
    YWB35L-GERYON3
    Mirage
    Category - Laser Cannon
    Weight - 809
    Energy Drain - 533
    Ammo Type - Energy
    Sight Type - Narrow and Deep
    Attack Power/Ammo - 4098/6
    Attack Heat - 20820
    Range - 710
    Max Lock - 1
    Firing Interval - 122
    Usage Drain - 8260
    Description - Laser cannon designed to induce high levels of thermal 
    stress.
    Rating: ****
    
    Notes: 
    
    A single back LX unit! Except weaker, less ammo, but greater heat stress. 
    Lighter and less drainy too. Breaks parts almost as well as the almighty 
    LX laser cannon. Fires a purple laser that creates a big purple explosion 
    upon hit. Remake of the WC-IR24 from Project Phantasma.
    
    Both Arms:
    
    CR-YWH05R3
    Crest 
    Category - Rifle
    Weight - 403
    Energy Drain - 129
    Ammo Type - Solid
    Sight Type - Standard
    Attack Power/Ammo - 280/100
    Attack Heat - 1420
    Range - 480
    Max Lock - 1
    Firing Interval - 25
    Ammo Price - 22
    Description - Test model addressing firing performance and attack power.
    Rating: ****
    
    Notes:
    
    Remake of the EWG-RF-10LB from AC2: Another Age. It has its good points and
    bad. Good points include fast reload for a non-AST rifle and great for short
    offensive rushes. Bad points include low ammo for a rifle and could use a
    bit more attack power. Superb accuracy though for a rifle.
    
    YWH13M-NIX
    Mirage
    Category - Machine Gun
    Weight - 410
    Energy Drain - 109
    Ammo Type - Solid
    Sight Type - Wide and Shallow
    Attack Power/Ammo - 97/360
    Attack Heat - 303
    Range - 330
    Max Lock - 1
    Firing Interval - 2
    Magazine Ammo - 24
    Mag Reload - 110
    Ammo Price - 18
    Description - Machine gun designed to inflict impressive close-range 
    damage.
    Rating: ****
    
    Notes:
    
    This remake of the WG-AR1000 from AC1 is a pretty good machine gun. With an
    incredibly fast reload of 2 and decent attack power, it's one of the best
    machine guns. Its accuracy is excellent for a machine gun, but it empties
    the ammo as fast as the FINGER machine guns. Pair it with a good arm weapon
    and it becomes even better. The low ammo is the only big drawback but it's
    unlikely you will miss a lot of the rounds. 
    
    YWH14PU-ROC4
    Mirage
    Category - Pulse Rifle
    Weight - 348
    Energy Drain - 489
    Ammo Type - Energy
    Sight Type - Special
    Attack Power/Ammo - 550/96
    Attack Heat - 4000
    Range - 250
    Max Lock - 1
    Firing Interval - 32
    Usage Drain - 989
    Description - Pulse rifle model with exceptional ammunition storage.
    Rating: *****
    
    Notes:
    
    An excellent pulse rifle. Great offensive potential, heat, and good weight. A
    bit on the drainy side though. Still, the ROC4 is really strong for a pulse 
    rifle that it could pass as a lightweight laser rifle. Fires green donut-shape 
    lasers. Remake of the XP2000 from AC1.
    
    Right Arm:
    
    YWH16HR-PYTHON
    Mirage
    Category - Hand Railgun
    Weight - 500
    Energy Drain - 600
    Ammo Type - Energy
    Sight Type - Special
    Attack Power/Ammo - 729/40
    Attack Heat - 6860
    Range - 580
    Max Lock - 1
    Firing Interval - 55
    Usage Drain - 2978
    Description - Miniaturized railgun designed to be equipped on an AC's arm.
    Rating: ***
    
    Note:
    
    This is most likely the one weapon everyone is looking forward to getting in 
    Last Raven. Needless to say, it performs nicely. Its offensive potential is 
    roughly equal to both back counterparts, but is better in some areas. The 
    charge time is the fastest of all railguns and the reload time is fast. 
    There are flaws and they include: least accurate of all railguns(tracking is 
    pretty crappy so take care shooting) and its true potential only comes out 
    when it is used with a left arm weapon. It still is a great weapon and quite 
    the intimidating one at that. Fires shots in dark MOONLIGHT colors and 
    creates an explosion with MOONLIGHT colors.(same as KRSW color) Being a 
    railgun, the PYTHON has excellent breaking power and ammo can be reserved 
    via cancelling with a blade attack if the shot is charging.
    
    Left Arm:
    
    CR-WL06LB4
    Crest
    Category - Laser Blade
    Weight - 451
    Energy Drain - 201
    Attack Power - 1597
    Discharge Heat - 1235
    Attack Heat - 5033
    Blade Range - 12
    Usage Drain - 7093
    Description - High-powered blade with long laser housing for improved range.
    Rating: *****
    
    Notes:
    
    For those wondering if Crest made their own MOONLIGHT due to the corporations
    merging, you are correct. This is that blade, though it should be renamed to
    MOONLIGHT2(I hate how Crest names their parts). This is better than the 
    MOONLIGHT in almost every way possible, plus it can be used as a Hangar unit
    for backup. Color-wise, it has a bit of LB2 color, but it's mostly the same
    as the MOONLIGHT colors. Very good at arm breaking, only needing 1-2 swings 
    to slice an arm off. It's only drawbacks are blade recovery isn't as fast as
    the MOONLIGHT's and the beam wave is much weaker than the MOONLIGHT's wave. 
    
    YWL16LB-ELF3
    Mirage
    Category - Laser Blade
    Weight - 296
    Energy Drain - 105
    Attack Power - 1652
    Discharge Heat - 1203
    Attack Heat - 8910
    Blade Range - 6
    Usage Drain - 6011
    Description - Laser blade designed to emphasize attack power and heat.
    Rating: *****
    
    Notes:
    
    Due to the corporations merging, it's no surprise to see Mirage using 
    Crest's technology to their advantage. Just like Crest copied their best
    blade the MOONLIGHT, Mirage copied Crest's LB3. The end product is the
    ELF3, a better version of the LB3 like LB4 is better than the MOONLIGHT. Some
    who remember this blade in AC2 as the ELS-2772 should be surprised at this
    once-starter blade's lethal potential. The beam wave is freakishly powerful,
    stronger than the RAIJIN wave blade and that's strong. Combined that with
    fast blade recovery and it outdamages any blade in a damage race. The big
    drawback is the range, only half of the LB4's. Meaning you really need to 
    be close to hit. Color-wise, it's the same as the LB.
    
    FUTEN
    Kisaragi
    Category - Energy Shield
    Weight - 522
    Energy Drain - 139
    Shell/Energy Defense - 96/501
    Shield Coverage - 82
    Heat Insulation - 4322
    Usage Drain - 1022
    Description - Energy shield with superb DEF ratings, but heavy equip weight.
    Rating: ****
    
    Notes:
    
    Remake of the EES-777LAR from AC2. Best energy shield, but a little too heavy
    and the coverage isn't as great. Still, against energy weapon specialists, it
    shines. Great on when you have to kneel when using a cannon.
    
    That's all for new parts! Have fun!
    
    ------------------------------------------------------------------------------
    4c. VR AC TEST
    ------------------------------------------------------------------------------
    
    This section will cover the tests found in the VR AC Test section. You should
    always go here first when you want to try a new AC setup before mission play.
    All the tests are done in the Training Space arena. Newcomers, pay attention
    to the following.
    
    MOBILITY TEST
    Description: 
    
    No enemies here. This is the perfect place to practice new moves and learning
    the basics about AC.
    
    SENTRY UNIT TEST
    Description:
    
    You fight ten JELLYFISH here and they don't move a lot. Great way to start
    learning how to shoot at enemies.
    
    MT TEST
    Description:
    
    You fight two MT08M-OSTRICH in this test. This is an extension to the last
    test in that you have to learn how to dodge enemy attacks.
    
    MOVING TARGET TEST
    Description:
    
    Four DARTMOUTH-T3 units are in this test. The point of this one is to learn
    how to track moving targets from a distance and in the air. Take this after
    you feel comfortable with the prior three tests. 
    
    AC TEST
    Description:
    
    A VR AC is your enemy in this test. The VR AC is only a starter AC without
    any tunes or optional parts. However, this is also the hardest test to pass.
    Mainly due to the fact that the VR AC AI is surprisingly smart and utilizes
    the wimpy setup to perfection. This serves as a small taste of just how much
    difficult real AC battles are. To veterans of AC, don't think this fight is
    a pushover. You might be surprised at it can beat you without difficulty.
    
    Off-topic: Personally, I actually lost 3 times using the starter AC setup
    before winning. And this is coming from someone who has played AC for a few
    years and with human VS experience.
    
    ------------------------------------------------------------------------------
    5. ENEMY BESTIARY
    ------------------------------------------------------------------------------
    
    This section will cover all the enemies and bosses found in Story mode.
    
    ------------------------------------------------------------------------------
    5a. ENEMIES
    ------------------------------------------------------------------------------
    
    This section deals with the enemies found in Story mode. For bosses, see the
    next section.
    
    For AP counts refer to this small guide:
    Low - takes only a few shots from a fairly strong weapon.
    Medium - can survive a hit from strong weapons, but not many more.
    High - takes a good beating from many weapons.. even the LX.
    
    CR-MT77 
    AP: Medium
    Description:
    
    A reverse-joint MT equipped with various weapons:
    CR-MT77M - laser rifle and missiles
    CR-MT77RO - laser rifle and rocket launcher
    
    CR-MT83RS
    AP: Low
    Description:
    
    A medium-sized MT equipped with a sniper rifle and ECM maker.
    
    CR-MT85
    AP: Medium
    Description:
    
    A heavy MT equipped with various weapons:
    CR-MT85B - bazooka and pulse rifle
    CR-MT85BP - bazooka and pulse rifle. High AP.
    CR-MT85M - machine gun and pulse rifle 
    
    CR-MT91L2
    AP: Medium
    Description:
    
    A heavy MT equipped with plasma rifles.
    
    CR-MT98G
    AP: High
    Description: 
    
    A heavy MT equipped with a grenade launcher and napalm howitzer.
    
    CR-MT06SB
    AP: High
    Description:
    
    A heavy MT equipped with bazookas and a frontal shield.
    
    CR-MT07LM
    AP: High
    Description: 
    
    A heavy MT equipped with machine guns and large missiles. 
    
    MT08-OSTRICH 
    AP: Low
    Description:
    
    A reverse-joint MT equipped with a rifle and various attachments:
    MT08H-OSTRICH - hover boosters
    MT08M-OSTRICH - missile launchers
    
    MT09E-OWL
    AP: High
    Description:
    
    A heavy MT equipped with an ECM maker and various weapons:
    MT09E-OWL - rifle
    MT09ROE - rifle and rocket rocket launcher
    
    MT10-BAT
    AP: Medium
    Description:
    
    A flying MT equipped with a pulse rifle, missiles, and laser cannon.
    
    MT11-STARLING
    AP: High
    Description:
    
    A heavy MT with great jumping ability and a laser cannon.
    
    GUARD MTs
    
    AEW360R
    AP: Low
    Description:
    
    A hover MT equipped with a machine gun.
    
    GURENGE
    AP: Medium
    Description:
    
    A tank MT equipped with a flamethrower.
    
    JELLYFISH
    AP: Low
    Description:
    
    A flying MT equipped with a pulse rifle.
    
    MOLE
    AP: Low
    Description:
    
    A submerging MT equipped with a pulse rifle.
    
    RAT
    AP: Low
    Description:
    
    A small MT equipped with a machine gun.
    
    SPORE:
    AP: Low
    Description:
    
    A flying, mobile MT equipped with cluster missiles and a laser rifle.
    
    U03M-TERMITE
    AP: Low
    Description:
    
    A quad MT equipped with a laser rifle and machine gun.
    
    U05-FLEA
    AP: Low
    Description:
    
    A small, quad MT equipped with a laser rifle.
    
    GENERAL WEAPONS
    
    86FV
    AP: Medium
    Description:
    
    A vehicle equipped with missile launchers and a machine gun.
    
    C06-STORK
    AP: High
    Description:
    
    A large transport plane equipped with missiles.
    
    CR-A82
    AP: Medium
    Description:
    
    A bomber equipped with a grenade launcher.
    
    CR-AH79
    AP: Low
    Description:
    
    A helicopter equipped with a chain gun and missile launcher.
    
    GUSHAWK
    AP: Low
    Description:
    
    A fighter plane equipped with a machine gun and missile launchers.
    
    ZEKUH
    AP: Low 
    Description:
    
    A helicopter equipped with a machine gun and rocket launcher.
    
    CRANWELL
    AP: Medium
    Description: 
    
    A large transport helicopter.
    
    CENTAUR-AA
    AP: Medium
    Description:
    
    A defense battery equipped with a rocket launcher.
    
    SSGB03-WALNUT
    AP: Medium
    Description:
    
    A defense battery equipped with a grenade launcher.
    
    TAP-LT6
    AP: Low
    Description:
    
    A security battery equipped with a laser.
    
    HORSETAIL4
    AP: Low
    Description:
    
    A guided missile.
    
    SPECIAL WEAPONS
    
    Vehicle(CR-WA69BZ)
    AP: Medium
    Description:
    
    A vehicle equipped with the CR-WA69BZ bazooka arms.
    
    Vehicle(CR-WR81B2)
    AP: Medium
    Description:
    
    A vehicle equipped with the CR-WR81B2 bazooka.
    
    AMIDA
    AP: Low/Medium for evolved versions
    Description:
    
    Bio-weapons firing rapid pulse blasts.
    
    DARTMOUTH-T3
    AP: Low
    Description:
    
    A mobile defense battery.
    
    Unknown(kamikaze MT)
    AP: Low
    Description:
    
    An unknown MT that kamikazes into something. 
    
    Foot soldiers
    AP: they have none :)
    Description:
    
    Foot soldiers employed by both the Alliance and Vertex. Equipped with a small
    missile launcher and grenade gun.
    
    ------------------------------------------------------------------------------
    5b. BOSSES
    ------------------------------------------------------------------------------
    
    This section deals with the special enemies aka bosses found in Story mode.
    Story Ravens will not be covered here. AP are estimations from personal tests
    using both solid and energy weaponry.
    
    Leviathan
    Mission: Launch Preemptive Strike
    AP: 10000
    Abilities: Missile swarm(14), dual grenade, plasma cannon, machine gun, ECM
    Description:
    
    The Massive MT from Nexus. Except now fully operational and controllable due
    to the efforts of the Alliance. It, like all other Massive MTs, lacks any
    defense against missiles. Thus, the best way to defeat the Leviathan is
    using micro and extension missiles. Have good VS ECM performance since this
    unit's ECM jammer is really strong. Thus, you won't be able to lock on much
    against it.
    
    Leviathan Trio
    Mission: Stop Last Assault Attempt
    AP: 3750, 3750, 2500(last)
    Abilities: Missile swarm(20), plasma cannon, machine gun, ECM
    Description:
    
    The Massive MT from Nexus. Except now fully operational and controllable due
    to the efforts of the Alliance. It, like all other Massive MTs, lacks any
    defense against missiles. Thus, the best way to defeat the Leviathan is
    using micro and extension missiles. Have good VS ECM performance since this
    unit's ECM jammer is really strong. Thus, you won't be able to lock on much
    against it. Fortunately, From isn't crazy enough to have them all at full
    AP. All 3 collectively equal the Leviathan's AP in mission Attack Enemy 
    Base. The last and lowest AP Leviathan is the most offensive: expect 
    multiple attacks and as much as THREE missile swarms coming at you.
    
    Pulverizer(Tank-leg)
    Mission: Shutdown Energy Plant
    AP: 6750
    Abilities: 2-hit MOONLIGHT arm combo, dual plasma
    Description:
    
    Ah, the unknown Pulverizers. All the Pulverizers come in different types
    and this one being a Tank. The Tank has the most defense out of all the
    Pulverizer units, but fortunately has a low AP count for a Pulverizer.
    Its main form of offense are the dual plasma cannons and a 2-hit combo
    using the MOONLIGHT arms. As with the rest of its kind, Pulverizers are
    lacking in missile defense and thus missile fodder. Do note that they
    can dodge missiles well so take care when firing them.
    
    Pulverizer(Quad-leg)
    Mission: Investigate Recent Attack, Defeat The Invading Force
    AP: 13500
    Abilities: Cross MOONLIGHT arm slash, dual laser, dual plasma
    Description:
    
    Ah, the unknown Pulverizers. All the Pulverizers come in different types
    and this one being a Quad. The Quad is both strong and agile with the
    best jumping ability. Its main form of offense are dual lasers, dual
    plasma cannons, and a cross MOONLIGHT arm slash. As with the rest of 
    its kind, Pulverizers are lacking in missile defense and thus missile
    fodder. Do note that they can dodge missiles well so take care when 
    firing them.
    
    Pulverizer(Bipedal)
    Mission: Destroy AC Heaven's Ray
    AP: 11500
    Abilities: 3-hit MOONLIGHT arm combo, single rapid laser, dual rapid laser
    Description:
    
    Ah, the unknown Pulverizers. All the Pulverizers come in different types
    and this one being a Biped. The Biped is undeniably the fastest of all
    the Pulverizer units. Its main form of offense are single and dual rapid
    lasers, along with a nasty 3-hit MOONLIGHT arm combo. Fortunately, the
    Biped has to stop to use its projectile attacks unlike the other ones.
    As with the rest of its kind, Pulverizers are lacking in missile defense
    and thus missile fodder. Do note that they can dodge missiles well so 
    take care when firing them. 
    
    Pulverizer(Hover)
    Mission: Shutdown Internecine
    AP: 5500
    Abilities: Cross MOONLIGHT arm slash, dual plasma, invisible orbit cannons
    Description:
    
    Ah, the unknown Pulverizers. All the Pulverizers come in different types
    and this one being a Hover. The Hover has the best evasive skills of all the
    Pulverizer units. Fortunately, Jack-O has weakened the Pulverizer before
    encountering it. Its main form of offense are dual plasma, invisible orbit
    cannons, and a cross MOONLIGHT slash. The Pulverizer stops for a short period
    of time to deploy its orbits, which are similar in strength to SELENA EOs but
    quite accurate. As with the rest of its kind, Pulverizers are lacking in 
    missile defense and thus missile fodder. Do note that they can dodge missiles
    well so take care when firing them.
    
    Pulverizer(Airborne "Archangel")
    Mission: Shutdown Internecine
    AP: 13000
    Abilities: Cross MOONLIGHT arm slash, rapid laser, dual plasma, energy missile
    swarm(5), rail-energy machine gun, Energy Sphere, Ray Storm
    Description:
    
    Ah, the unknown Pulverizers. All the Pulverizers come in different types
    and this one being an Archangel. The Pulverizer is the strongest of all the
    Pulverizers thanks to a boatload of special abilities. It has the cross 
    MOONLIGHT arm slash the Hover and Quad types have, but it negates defense
    completely and adds a napalm effect similar to napalm weapons. It also has 
    the dual plasmas the Quad, Tank, and Hover types have. In regards to new 
    abilities, it is able to fire rapid lasers from each of its "wings" and are 
    fairly accurate. The Archangel also has an energy missile swarm, which 
    essentially are energy versions of missiles. However, they track as well as 
    large missiles but move much faster than those. Damage and heat are 
    in-between small and middle missiles apiece. It can also do an attack that 
    fires an energy machine gun at railgun velocity, which is not possible to 
    dodge at ALL. 
    
    The two abilities that are most notable include Energy Sphere and Ray Storm.
    Energy Sphere literally covers the Pulverizer in a sphere of energy that 
    negates ANY attack completely. Even a quad MSP large missile launch will 
    not penetrate the sphere. While in this defensive state, the Pulverizer
    can use its most powerful attack, Ray Storm. Ray Storm fires multiple rays
    equal to SHADE2 in power all over the arena. Fortunately, the rays spread
    out but you have to endure the attack for about 5 seconds. To beat this
    Pulverizer, missiles work wonders as usual. Just be sure it doesn't kill you
    first.
    
    Pulverizer(Super Bipedal)
    Mission: Underground Investigation
    AP: 13000
    Abilities: 3-hit MOONLIGHT arm combo, Cross Beam Wave, single rapid laser, 
    dual rapid laser
    Description:
    
    Ah, the unknown Pulverizers. All the Pulverizers come in different types
    and this one being the super version of the Biped. This super version retains
    all of the Biped's abilities along with some changes: a new attack and higher
    mobility and speed. The new attack is the Cross Beam Wave, which essentially
    is a blade wave except very powerful and a stylish, razor look. This deals a
    tremendous amount of damage and it tracks you to make things worse. Unlike the
    other Pulverizers, this one reacts to your tactics and attacks at a faster
    rate. Fortunately, missiles are your trump card against this speed demon of a
    Pulverizer. 
    
    Pulverizer(Super Airborne "Archangel")
    Mission: Destroy The Pulverizer
    AP: 16000
    Abilities: Cross MOONLIGHT arm slash, rapid laser, dual plasma, energy missile
    swarm(10-15), rail-energy machine gun, core AMS, Energy Sphere, Core Rays
    Description:
    
    Ah, the unknown Pulverizers. All the Pulverizers come in different types
    and this one being the super version of the Archangel. This super version 
    retains all of the Archangel's abilities all with some changes: the energy
    missile swarm fires 10-15 instead of 5, it moves faster, the Cross MOONLIGHT 
    arm slash now has a stronger napalm effect plus deals system error, making the
    lock on and radar abilities useless, and two new special abilities. It now is 
    equipped with a core AMS that has a very high VS missile rate. The other 
    ability is Core Rays. Substituting Ray Storm, Core Rays fires immensely large 
    beams instead of a shower of rays. The damage is higher than the Cross Beam 
    Wave of the Super Biped and will almost break a part upon one hit. Take care 
    when fighting this Pulverizer and be sure to use other weapons aside from 
    missiles.
    
    ------------------------------------------------------------------------------
    6. VR ARENA
    ------------------------------------------------------------------------------
    
    The VR Arena works like the usual AC arena but this one has a twist. A certain
    number of credits must be available before you take on a ranker. A bet must
    be made prior to challenging an opponent. A victory will net you credits from
    the pot, but a defeat will result in losing credits equal to the number of 
    credits for the bet. Do note that you can win additional credits after beating
    a ranker, but it is only 120% the amount of the bet. This will be indicated
    in (). 
    
    Once the game is beaten once, EX Arena will open up. Any Ravens killed in 
    the prior and current playthroughs are added as opponents. No credit or parts
    are rewarded, but you do gain their emblems. Unlike VR Arena, you are able
    to choose the battlefield of choice. The Ravens fight similar when you fought
    them in the missions, but many change their fighting styles. Also, while all
    Ravens have OP-I in the missions, not everyone is using that in EX Arena.
    Lastly, they retain the ability to adapt your tactics. For those wondering
    if the modified versions of Jack-O, Evangel, and Zinaida's ACs can be fought,
    the answer is NO. 
    
    Other terms to note:
    
    AI tactics - tactics AI will generally favor. Range, weapon preference, and 
    type of movement. If an AI can adapt to the player's tactics, it will also
    be noted here.
    
    Strategy - general info on the AI's fighting style. Some tips on how to beat
    it as well.
    
    Range types:
    Close - AI prefers to fight at close-range. Blade attacks are common here.
    Mid - AI prefers to fight at mid-range. Medium-power weapons are common here.
    Long - AI prefers to fight at long-range. High-power weapons are common here.
    Variable - AI can fight in any range based on the battle situation.
    
    Movement types:
    Small boost - AI barely boosts.
    Ground boost - AI prefers to boost along the ground.
    Aerial boost - AI prefers to boost in the air.
    Overboost - AI prefers to use the OB function to move rapidly.
    Boost hop - AI prefers to boost in the air for short periods of time.
    Variable - AI boosts in any way based on the battle situation.
    
    ------------------------------------------------------------------------------
    30th. Ska
    Situation: Training Space
    Description:
    
    Middleweight, two-leg AC equipped with guns on both the left and right arms.
    The setup has potential, but targeting is something that still needs work.
    
    Bet - 10,000c
    Pot - 20,000c(12,000c)
    AC Name - Trigger Happy 99
    
    Armoring Parts:
    CR-YH70S2
    CR-C69U
    CR-A71S2
    LH02-LYNX2
    Motive Parts:
    CR-G69
    CR-R69
    CR-B69
    Attacking Parts:
    CR-F69
    SYAKATSURA
    W803R-SIREN
    CR-WH01HP
    CR-WH01HP
    Specific Parts:
    None
    
    AI tactics:
    Close-range preference, HP weapon preference, ground boost movement 
    preference. 
    
    Strategy:
    Ska lacks killpower. The HP handguns are strong, but it is the only weapon
    that can do good damage. The SYAKATSURA are micro missiles that can track
    VERY well, but lack power. Anything works on this near-starter AC design.
    
    ------------------------------------------------------------------------------
    29th. Quota
    Situation: Open Arena
    Description:
    
    Heavyweight, two-leg model with relatively poor armor ratings given its weight
    designation. Close-range combat offers its only hope of success.
    
    Bet - 12,000c
    Pot - 24,000c(14,400c)
    AC Name - Alie
    
    Armoring Parts:
    YH13-LONGHORN
    CR-YC99UL
    CR-A72F
    CR-LH77A
    Motive Parts:
    CR-G84P
    R02-HAZEL2
    B01-BIRDIE
    Attacking Parts:
    MF02-VOLUTE
    YWH14PU-ROC4
    CR-WL79LB2
    WH06PL-ORC
    Specific Parts:
    None.
    
    AI tactics:
    Close-range preference, ROC4 weapon preference, boost hop movement 
    preference.
    
    Strategy:
    Quota relies a lot on the ROC4 pulse rifle. It is fairly damaging but only
    effective at close-range. From afar, Quota has no weapons to fight with.
    Quota does blade with the LB2 though but rarely. Stay and fight afar and
    Quota's done for. Oh, and this is the poster boy AC from Project Phantasma
    from the PS1 AC games.
    
    ------------------------------------------------------------------------------
    28th. A.U.Rick
    Situation: Arena
    Description:
    
    Hover-leg AC design that achieves a good balance between mobility and 
    offensive capability. Unit is most deadly when attacking from mid-range.
    
    Bet - 14,000c
    Pot - 28,000c(16,800c)
    AC Name - Marigold
    
    Armoring Parts:
    CR-H97XS-EYE
    CR-C75U2
    A01-GALAGO
    LN02-SEALION
    Motive Parts:
    G01-LOTUS
    CR-R69
    Attacking Parts:
    MF03-VOLUTE2
    WB21M-DRYAD
    WR11RS-GARUM
    WL02R-SPECTER
    Specific Parts:
    I05D-MEDUSA
    
    AI tactics:
    Mid-range preference, SPECTER weapon preference, ground boost movement
    preference.
    
    Strategy:
    A.U.Rick has some decent weapons, but can't use them correctly. Most of the
    time the SPECTER rifle is used and the GARUM energy sniper rifle is not 
    utilized in the right range, firing from close-range often. Also, the AC
    has poor cooling performance and the hover leg's booster heat will often
    cause it to overheat. Use high-heat weapons to take advantage of this.
    
    ------------------------------------------------------------------------------
    27th. Aubrey Vion
    Situation: Site-S
    Description:
    
    Heavyweight, two-leg AC designed for long-range combat. The unit's lack of
    speed is offset by its well-rounded weapon selection.
    
    Bet - 16,000c
    Pot - 32,000c(19,200c)
    AC Name - Relic II
    
    Armoring Parts:
    CR-H84E2
    C01-GAEA
    A03-GIBBON
    CR-LH96FA
    Motive Parts:
    CR-G84P
    CR-R69
    B01-BIRDIE
    Attacking Parts:
    MF03-VOLUTE2
    WB27O-HARPY2
    CR-WB73MP
    WR01R-SHADOW
    WL05RS-GOLEM
    Specific Parts:
    CR-E81AM
    
    AI tactics:
    Long-range preference, GAEA weapon preference, aerial boost movement
    preference.
    
    Strategy:
    For a setup designed for distance combat, Aubrey Vion sure isn't good with 
    using the design properly. Most of the damage will come from the GAEA EO
    core while the other weapons are rarely used. Though Aubrey Vion prefers
    to boost in the air, walking is used more. Especially if you are close
    to Aubrey Vion.. laser blade fodder.
    
    ------------------------------------------------------------------------------
    26th. Leandro
    Situation: Military District
    Description:
    
    Lightweight reverse-joint AC design that uses missiles as its primary means
    of attack. Mobile combat tactics help keep opponents guessing.
    
    Bet - 30,000c
    Pot - 60,000c(36,000c)
    *Part reward: CR-WH01HP(left)*
    AC Name - Warp Time
    
    Armoring Parts:
    CR-H73E
    YC07-CRONUS
    CR-A88FG
    CR-LRJ84M
    Motive Parts:
    G01-LOTUS
    CR-R69
    CR-B81
    Attacking Parts:
    MF03-VOLUTE2
    MAGORAGA
    CR-WB72M2
    WR02M-PIXIE
    CR-WL74M
    Specific Parts:
    E02RM-GAR
    
    AI tactics:
    Mid-range preference, MAGORAGA/PIXIE weapon preference, aerial boost movement
    preference.
    
    Strategy:
    Leandro is a missile user, but can use the machine guns if at close range. 
    The missiles can be dangerous if you don't know how to dodge them or have no
    missile defense. Neutralizing this threat renders Leandro near-useless aside
    from the machine guns in close-range combat.
    
    ------------------------------------------------------------------------------
    25th. Genie
    Situation: Training Space
    Description:
    
    Lightweight, two-leg AC design that performs well in close-range combat
    situations. Primary weapons are core EO and left-arm equipped laser blade.
    
    Bet - 34,000c
    Pot - 68,000c(40,800c)
    AC Name - Ninja
    
    Armoring Parts:
    CR-H97XS-EYE
    C02-URANUS
    A05-LANGUR
    LH10-JAGUAR2
    Motive Parts:
    CR-G91
    CR-R69
    CR-B81
    Attacking Parts:
    MF03-VOLUTE2
    KARURA
    CR-WR84S
    YWL16LB-ELF3
    Specific Parts:
    None.
    
    AI tactics:
    Close-range preference, URANUS weapon preference, boost hop movement
    preference.
    
    Strategy:
    Genie is actually a decent fighter and uses the weapons nicely in the right
    range. The KARURA micro missiles deal a lot of damage but can be easily 
    avoided. Genie uses the URANUS a lot but it isn't as threatening as the 
    84S shotgun or ELF3 laser blade, the latter being able to take off a lot
    of AP. Still, close-range is where Genie shines so stick with distance
    combat to win.
    
    ------------------------------------------------------------------------------
    24th. Toothpick
    Situation: Open Arena
    Description:
    
    Lightweight, two-leg model equipped with auxiliary boosters. Equipped laser
    rifle offers good firepower, but doesn't mesh well with the lightweight
    design.
    
    Bet - 38,000c
    Pot - 76,000c(45,600c)
    AC Name - Fracture
    
    Armoring Parts:
    CR-H98XS-EYE2
    CR-C98E2
    CR-A92XS
    CR-LH84L2
    Motive Parts:
    CR-G91
    R02-HAZEL2
    B03-VULTURE2
    Attacking Parts:
    CR-F91DSN
    WB31B-PEGASUS
    WH04HL-KRSW
    CR-WL69LB
    Specific Parts:
    None.
    
    *Equipped with OP-I*
    
    AI tactics:
    Mid-range preference, KRSW weapon preference, aerial boost movement 
    preference.
    
    Strategy:
    Remember this AC from the intro FMV of Silent Line? Yup, that AC is here too.
    Toothpick's got the powerful KRSW hi laser rifle and it hurts just like its
    previous versions in past AC games. Toothpick enjoys flying up and using the
    KRSW to deal great damage. The E2 EO core is also used to add more damage 
    but it is not strong. Toothpick lacks in defense and AP though so use dual
    arm weapons coupled with an EO core to quickly render it useless. Be warned
    though.. that KRSW may outdamage your weapon setup.
    
    ------------------------------------------------------------------------------
    23th. Tank Allure
    Situation: Arena
    Description:
    
    Tank-leg AC design with emphasis on solid-round defense performance. The 
    unit's grenade launching weapon arms are capable of inflicting heavy damage.
    
    Bet - 42,000c
    Pot - 84,000c(50,400c)
    AC Name - Killer Beagle
    
    Armoring Parts:
    H10-CICADA2
    CR-C83UA
    CR-WA74GR
    LT03-GRIZZLY
    Motive Parts:
    FUDOH
    R03-LINDEN
    Attacking Parts:
    CR-F91DSN
    CR-WBW78C
    Specific Parts:
    CR-I79DD
    
    AI tactics:
    Long-range preference, GR weapon preference, small boost movement
    preference.
    
    Strategy:
    Tank Allure is.. a tank AC. The GR grenade arms are damaging but it is the
    only true threat. Tank Allure boosts, but only in very short bursts. Get
    close and flank Tank Allure with your weapons. A laser blade will make 
    this fight go by quickly.
    
    ------------------------------------------------------------------------------
    22th. Gabe Glow
    Situation: Site-S
    Description:
    
    Quad-leg design outfitted with heavy firepower weapon arms. Mobile combat 
    maneuvers and electronic countermeasures are used to trip opponents up.
    
    Bet - 46,000c
    Pot - 92,000c(55,200c)
    AC Name - Bad-News
    
    Armoring Parts:
    CR-H72S3
    CR-C75U2
    WA02-CETUS
    LF02-GAVIAL
    Motive Parts:
    G02-MAGNOLIA
    ANANDA
    B03-VULTURE2
    Attacking Parts:
    CR-F91DSN
    WB13RO-SPHINX
    Specific Parts:
    BIKUNI
    CR-E69SS
    
    AI tactics:
    Mid-range preference, CETUS weapon preference, ground boost movement 
    preference. 
    
    Strategy:
    Gabe Glow's quad AC uses the CETUS linear weapon arms. While these may not
    be the strongest weapons, they create a lot of thermal stress. The rounds
    are fairly easy to dodge with a high acceleration booster and pose no
    threat from afar. High-power weapons work well against Gabe Glow, but be
    careful when the CETUS is used.
    
    ------------------------------------------------------------------------------
    21th. No. 2448
    Situation: Hole Aqua
    Description:
    
    Middleweight, two-leg model with high performance ratings in nearly all 
    areas. Weapon diversity enables unit to engage targets effectively at any
    range.
    
    Bet - 70,000c
    Pot - 140,000c(84,000c)
    *Part reward: CR-YWH05R3(right)*
    AC Name - Crow Predator
    
    Armoring Parts:
    H11-QUEEN
    C01-GAEA
    A11-MACAQUE
    LH09-COUGAR2
    Motive Parts:
    G02-MAGNOLIA
    R02-HAZEL2
    CR-B83TP
    Attacking Parts:
    MONJU
    MAGORAGA
    CR-WB91LGL
    CR-WR93RL
    WL-MOONLIGHT
    Specific Parts:
    I05D-MEDUSA
    FUNI
    
    *Equipped with OP-I*
    
    AI tactics: 
    Close/Mid-range preference, variable weapon preference, boost hop movement
    preference. Able to adapt to player tactics.
    
    Strategy:
    Remember this slick-looking AC back in Nexus? This is the old Oracle unit 
    that Evangel piloted in that game(he has a newer version here in LR). 
    No. 2448 is one tough customer and is likely your toughest opponent so 
    far in the VR Arena. No. 2448 uses all weapons equally well and in such 
    a way that it maximizes the AC's offensive capabilities. Go with solid,
    fast-hitting weaponry with an EO core and good stability to boot. If you
    want, missiles are also an option due to its lack of missile defense(save
    MEDUSA) but be warned No. 2448 is a good missile dodger. 
    
    ------------------------------------------------------------------------------
    20th. Mal & Dal
    Situation: Training Space
    Description:
    
    Heavyweight reverse-joint AC design equipped with hard-hitting bazooka 
    weapon arms. Unit's energy defense capability is relatively low. 
    
    Bet - 75,000c
    Pot - 150,000c(90,000c)
    AC Name - Jackpot
    
    Armoring Parts:
    H09-SPIDER
    CR-C06U5
    CR-WA69BZ
    LR03-ORYX2
    Motive Parts:
    G01-LOTUS
    CR-R92
    B03-VULTURE2
    Attacking Parts:
    CR-F91DSN
    CR-WB85RPX
    SYAKATSURA
    Specific Parts:
    E02RM-GAR
    
    AI tactics:
    Close-range preference, BZ weapon preference, boost hop movement preference.
    
    Strategy:
    Mal & Dal uses mostly the BZ bazooka arms. The RPX large rockets also hurt,
    but it will miss as long as you move. Stock up on solid defense and play 
    the range game. Mal & Dal's weapons are best up close but are inaccurate 
    afar save the SYAKATSURA micro missiles.
    
    ------------------------------------------------------------------------------
    19th. Zorro-X
    Situation: Open Arena
    Description:
    
    Middleweight, two-leg AC design with emphasis of offensive performance. Over
    reliance on its two high-powered energy weapons has proven troublesome.
    
    Bet - 80,000c
    Pot - 160,000c(96,000c)
    AC Name - Rabbit's Foot
    
    Armoring Parts:
    YH14-STING
    CR-YC03U4
    CR-A92XS
    CR-LH80S2
    Motive Parts:
    CR-G91
    ANANDA
    B02-VULTURE
    Attacking Parts:
    CR-F82D2
    CR-YWB05MV2
    YWB3SL-GERYON3
    WH04HL-KRSW
    WL14LB-ELF2
    Specific Parts:
    None.
    
    *Equipped with OP-I*
    
    AI tactics:
    Mid/Long-range preference, variable weapon preference, ground boost movement
    preference. Able to adapt to player tactics.
    
    Strategy:
    Master of Arena's poster boy AC is yet another cameo that makes it to LR. 
    Zorro-X has two weapons you should take note of: the KRSW and the GERYON3.
    The former is quite dangerous as you previously saw with Toothpick and the
    GERYON3 is a weaker LX-type unit but taking up one back slot. The MV2 
    vertical missiles are weak, but very accurate for that type of missile. Go
    all-out when Zorro-X uses the MV2 and stay away when the KRSW or GERYON3
    come into play. Zorro-X can also use the ELF2 laser blade but it's pretty
    weak and not really a concern here.
    
    ------------------------------------------------------------------------------
    18th. Prilissa
    Situation: Arena
    Description:
    
    Exceptionally quick hover-leg AC design specifically geared toward mobile 
    combat tactics. Capable of executing relentless attacks from mid-range.
    
    Bet - 85,000c
    Pot - 170,000c(102,000c)
    AC Name - Merciless
    
    Armoring Parts:
    YH14-STING
    YC07-CRONUS
    CR-A94FL
    CR-LN91HM
    Motive Parts:
    CR-G91
    CR-R92
    Attacking Parts:
    CR-F73H
    WB06M-SPARTOI
    WR05L-SHADE
    CR-YWH05R3
    Specific Parts:
    SYAMANA
    CR-E82SS2
    
    AI tactics:
    Mid-range preference, SHADE/R3 weapon preference, ground boost movement
    preference.
    
    Strategy:
    Prilissa is another hover AC but better than A.U.Rick. SHADE and R3 are able
    to deal good AP damage if they connect on a regular basis. If you have not
    tried them, use the ground torpedo parts. They are very capable in terms of
    breaking leg parts, especially hover-leg units.
    
    ------------------------------------------------------------------------------
    17th. Mr. Keepless
    Situation: Site-S
    Description:
    
    Middleweight, two-leg AC design with respectable firepower and good close in
    rushing performance. Overall mobility is somewhat lacking.
    
    Bet - 90,000c
    Pot - 180,000c(108,000c)
    AC Name - Jetter
    
    Armoring Parts:
    CR-YH85SR
    CR-C75U2
    CR-A69S
    CR-LH92S3
    Motive Parts:
    CR-G91
    ANANDA
    B02-VULTURE
    Attacking Parts:
    CR-F91DSN
    WB11M-HYDRA
    CR-WB78GL
    YWH13M-NIX
    YWL16LB-ELF3
    Specific Parts:
    None.
    
    *Equipped with OP-I*
    
    AI tactics:
    Close/Mid-range preference, variable weapon preference, ground boost movement
    preference. Able to adapt to player tactics.
    
    Strategy:
    Hey, it's the Phoenix AC from the original Armored Core! By now, you should
    notice a pattern with these remakes of intro ACs.. they can all fight well 
    in their ranges of choice and use all weapons equally. The GL is the only
    danger in this fight, the NIX and ELF3 being the next biggest threats.
    
    ------------------------------------------------------------------------------
    16th. Warlord
    Situation: Born City
    Description:
    
    Lightweight, reverse-joint AC design equipped with missile launchers for 
    long-range battles and machine gun weapon arms for short-range fights.
    
    Bet - 100,000c
    Pot - 200,000c(120,000c)
    *Part reward: ANANDA*
    AC Name - Ticktock
    
    Armoring Parts:
    H10-CICADA2
    CR-C89E
    CR-WA69MG
    LR04-GAZELLE
    Motive Parts:
    FUDOH
    ANANDA
    CR-B81
    Attacking Parts:
    MF04-COWRY
    MAGORAGA
    CR-WB73MV
    Specific Parts:
    CR-I80BD2
    E06RM-GAR2
    
    AI tactics:
    Close/Long-range preference, variable weapon preference, aerial boost movement
    preference.
    
    Strategy:
    Warlord has some nice weaponry and can fight decently at close and long range.
    The MG machine gun arms hurt a lot but can be avoided by staying away. That
    leaves the missiles but those can be handled easily by any sort of missile
    defense. The standard hit-and-run tactic works well here.
    
    ------------------------------------------------------------------------------
    15th. Flip-Flop
    Situation: Training Space
    Description:
    
    Middleweight, two-leg design equipped with a shield and various solid round
    weaponry. Unit's firepower effectively raises opponent's temperature levels.
    
    Bet - 110,000c
    Pot - 220,000c(132,000c)
    AC Name - O-MICRON
    
    Armoring Parts:
    YH15-DRONE
    YC08-ICURUS
    CR-A94FL
    LH09-COUGAR2
    Motive Parts:
    CR-G91
    ANANDA
    CR-B81
    Attacking Parts:
    CR-F82D2
    WB11M-HYDRA
    CR-WB78GL
    CR-WR93RL
    FUTEN
    Specific Parts:
    CR-E81AM
    
    *Equipped with OP-I*
    
    AI tactics:
    Mid/Long-range preference, variable weapon preference, Overboost movement
    preference. Able to adapt to player tactics.
    
    Strategy:
    AC2's futuristic intro AC is your next opponent. While it is not a true 
    remake(no KARASAWA), it functions as well with the RL linear rifle(which
    looks similar to the AC2 KARASAWA). Flip-Flop uses the OB function a lot
    to either engage with the GL or retreat and use the HYDRAs. The RL is a
    threat as you've seen with No. 2448 but Flip-Flop doesn't use it as much
    as No. 2448. Avoid using energy weapons.. the FUTEN energy shield can 
    easily knock down the damage of such weapons significantly.
    
    ------------------------------------------------------------------------------
    14th. Reverse
    Situation: Open Arena
    Description:
    
    Heavyweight, quad-leg design built to withstand a great deal of punishment.
    Unit is capable of inflicting massive amounts of damage at close-range.
    
    Bet - 120,000c
    Pot - 240,000c(144,000c)
    AC Name - Scarlet Spider
    
    Armoring Parts:
    H09-SPIDER
    C04-ATLAS
    CR-A72F
    LF04-LIZARD
    Motive Parts:
    FUDOH
    RAGORA
    B05-GULL
    Attacking Parts:
    MF04-COWRY
    CR-WB82SG2
    CR-WB75RP
    WR07M-PIXIE3
    YWH13M-NIX
    Specific Parts:
    I05D-MEDUSA
    
    AI tactics:
    Close-range preference, PIXIE3 weapon preference, boost hop movement
    preference.
    
    Strategy:
    Reverse is another quad design, but with an emphasis on machine guns. It
    can deal a lot of damage with the SG2 slug gun but only up close. Stay
    afar and pelt Reverse with your shots.
    
    ------------------------------------------------------------------------------
    13th. -1
    Situation: Arena
    Description:
    
    Lightweight, two-leg AC designed as a high-speed, quick-strike unit. Poor
    defense stats prevent it from faring very well in prolonged encounters. 
    
    Bet - 130,000c
    Pot - 260,000c(156,000c)
    AC Name - Quartz Clock
    
    Armoring Parts:
    CR-H06XS-EYE4
    CR-YC010/UL2
    CR-A88FG
    CR-LH99XS
    Motive Parts:
    CR-G91
    ANANDA
    CR-B83TP
    Attacking Parts:
    MIROKU
    CR-WB87GLL
    CR-YWH05R3
    YWL16LB-ELF3
    Specific Parts:
    ANOKU
    
    *Equipped with OP-I*
    
    AI tactics:
    Close-range preference, variable weapon preference, Overboost/ground boost
    movement preference. Able to adapt to player tactics.
    
    Strategy: 
    It's the lightweight AC from Another Age! -1 is an AC built for rapid attack
    maneuvers and it shows. -1 enjoys using OB to close distance and attack with
    the GLL and R3 weapons. -1 also blades quite well with the ELF3, which is 
    more dangerous with a speed-based AC setup. Fortunately, its overall strength
    is lacking and once it runs out of GLL and R3 ammo, -1 is an easy kill.
    
    ------------------------------------------------------------------------------
    12th. Big Fat Daddy
    Situation: Site-S
    Description:
    
    Heavyweight, reverse-joint AC design emphasizing defensive capability. The 
    unit performs best when engaging opponents from mid-range.
    
    Bet - 140,000c
    Pot - 280,000c(168,000c)
    AC Name - Paradiso
    
    Armoring Parts:
    CR-H81S4
    CR-C89E
    A09-LEMUR2
    CR-LRJ90A2
    Motive Parts:
    CR-G91
    CR-R92
    B02-VULTURE
    Attacking Parts:
    MF03-VOLUTE2
    KARURA
    CR-WB69RA
    CR-WH05RLA
    CR-YWH05R3
    Specific Parts:
    CR-I79DD
    CR-E73RM
    
    AI tactics:
    Mid-range preference, variable weapon preference, boost hop movement
    preference.
    
    Strategy:
    Big Fat Daddy is a tough customer. Not only does Big Fat Daddy have solid
    defense stats, it has decent solid weaponry. The KARURA + RM missiles can
    be overwhelming without missile defense and the RLA/R3/89E combo of rifles
    are just as dangerous. Dual wielding with an EO core is your best choice 
    here, along with some missile defense.
    
    ------------------------------------------------------------------------------
    11th. Sir Fire
    Situation: Underground Works
    Description:
    
    Middleweight, two-leg design built to achieve a healthy balance between
    mobility and firepower. Weapon load out is geared toward mid-range
    combat.
    
    Bet - 150,000c
    Pot - 300,000c(180,000c)
    *Part reward: CR-B83TP*
    AC Name - Dirty Slime
    
    Armoring Parts:
    CR-H97XS-EYE
    CR-C75U2
    CR-A71S2
    CR-LH80S2
    Motive Parts:
    G01-LOTUS
    ANANDA
    B03-VULTURE2
    Attacking Parts:
    MONJU
    WB04M-NYMPHE2
    CR-WB78GL
    WR04M-PIXIE2
    CR-WL69LB
    Specific Parts:
    CR-E90AM2
    
    *Equipped with OP-I*
    
    AI tactics:
    Mid-range preference, variable weapon preference, variable movement 
    preference. Able to adapt to player tactics.
    
    Strategy:
    It's the poster boy AC from Armored Core 3! Sir Fire's setup is built
    for endurance with its high-ammo weaponry. The GL hurts as usual, but it
    isn't the main threat. The PIXIE2 machine gun is and it will take off a
    lot of AP if most rounds connect. As with the other intro AC remakes,
    be careful and hit them hard.
    
    ------------------------------------------------------------------------------
    10th. Crezner
    Situation: Training Space
    Description:
    
    Heavyweight, tank-leg AC bristling with a wide selection of hard-hitting 
    weapons. Lack of mobility is offset by the unit's exceptional firepower. 
    
    Bet - 160,000c
    Pot - 320,000c(192,000c)
    AC Name - Broken Stone
    
    Armoring Parts:
    YH08-MANTIS
    C05-SELENA
    A07-LEMUR2
    CR-LT78A
    Motive Parts:
    KUJAKU
    FURUNA
    Attacking Parts:
    MONJU
    CR-WB94MB2
    CR-WB75SG
    CR-WH05BP
    WL13L-GORGON
    Specific Parts:
    I07D-MEDUSA2
    
    AI tactics:
    Mid-range preference, variable weapon preference, small boost movement
    preference.
    
    Strategy:
    Crezner is another tank AC with some hard-hitting weapons. It's just too
    bad Crezner barely boosts and is easy to pick off with a laser blade.
    Just don't attack face-to-face.. Crezner's weapons will chew your AC up.
    
    ------------------------------------------------------------------------------
    9th. Caricature
    Situation: Open Arena
    Description:
    
    Lightweight, two-leg design equipped with a devastatingly powerful blade.
    The unit's mobility enables it to run circles around opponents.
    
    Bet - 170,000c
    Pot - 340,000c(204,000c)
    AC Name - Life Is Mine
    
    Armoring Parts:
    YH15-DRONE
    CR-C98E2
    CR-A92XS
    YLH11-VIXEN
    Motive Parts:
    CR-G91
    ANANDA
    B03-VULTURE2
    Attacking Parts:
    MF04-COWRY
    CR-WB91LGL
    WH10M-SILKY
    WL-MOONLIGHT
    Specific Parts:
    SYAMANA
    
    *Equipped with OP-I*
    
    AI tactics:
    Close-range preference, variable weapon preference, boost hop movement
    preference.
    
    Strategy:
    Caricature is fast and uses the LGL linear gun to get closer and swipe you
    with the MOONLIGHT. Caricature's SILKY energy machine gun spreads too much
    for the rounds to connect and it leaves Caricature out of energy. While 
    recovering energy, Caricature is unable to attack thus use this opportunity
    to pound Caricature. You can try blading Caricature in this state.. just 
    don't miss or you'll receive a nice MOONLIGHT counter in return.
    
    ------------------------------------------------------------------------------
    8th. Barry Manx
    Situation: Arena
    Description:
    
    Heavyweight, two-leg design that is more about style than function. Unit
    equips some hard-hitting weapons, but is lacking in defense and mobility.
    
    Bet - 180,000c
    Pot - 360,000c(216,000c)
    AC Name - B. Boss
    
    Armoring Parts:
    CR-H05XS-EYE3
    C06-EOS
    A06-GIBBON2
    CR-LH81AP
    Motive Parts:
    KUJAKU
    RAGORA
    B04-BIRDIE2
    Attacking Parts:
    MIROKU
    CR-WB85MPX
    CR-WB85MPX
    CR-WR88G2
    CR-WL95G
    Specific Parts:
    None.
    
    *Equipped with OP-I*
    
    AI tactics:
    Mid-range preference, variable weapon preference, variable movement 
    preference.
    
    Strategy:
    Barry Manx is all about heavy firepower. Barry Manx has two MPX large missile
    launchers with the G2 and G grenade launchers. Fortunately, the MPX missiles
    can be easily beaten with missile defense and the grenade launchers have slow
    shot velocities. Aside from these, stick with a speed-based AC and you'll 
    have no trouble beating Barry Manx.
    
    ------------------------------------------------------------------------------
    7th. BJ
    Situation: Site-S
    Description:
    
    Middleweight, two-leg AC model with exceptional handling performance. The
    unit's diverse weapon load out enables it to fight effectively at any range.
    
    Bet - 190,000c
    Pot - 380,000c(228,000c)
    AC Name - Cascade Range
    
    Armoring Parts:
    CR-H06SR2
    CR-C90U3
    CR-A92XS
    CR-LH80S2
    Motive Parts:
    CR-G91
    ANANDA
    B03-VULTURE2
    Attacking Parts:
    MONJU
    CR-WB82RP3
    WB11M-HYDRA
    YWH16HR-PYTHON
    CR-WL06LB4
    Specific Parts:
    I07D-MEDUSA2
    
    *Equipped with OP-I*
    
    AI tactics: 
    Variable range preference, variable weapon preference, variable movement
    preference. Able to adapt to player tactics.
    
    Strategy:
    Now, you can take on LR's poster boy AC! BJ uses all weapons well and to the
    point the individual weapons increase each other's offensive potential. BJ
    also adapts to your tactics faster than prior VR Arena opponents so do your
    best to avoid making big mistakes. Oh, and don't try to get in the face of
    BJ when the PYTHON is charging.. you might get a surprise from the PYTHON
    being cancelled into an LB4 slash.
    
    ------------------------------------------------------------------------------
    6th. Certainty
    Situation: Abandoned Factory
    Description:
    
    Quad-leg AC model equipped with an abundance of hard-hitting weaponry. 
    Close-range attacks using a grenade launcher are its forte.
    
    Bet - 200,000
    Pot - 400,000(240,000c)
    *Part reward: YWH14PU-ROC4(left)*
    AC Name - Grim Beast
    
    Armoring Parts:
    H02-WASP2
    CR-C90U3
    A03-GIBBON
    CR-LF93A2
    Motive Parts:
    KUJAKU
    ANANDA
    B04-BIRDIE2
    Attacking Parts:
    CR-F91DSN
    CR-WB78GL
    CR-WB72CGL
    CR-WR88G2
    YWH13M-NIX
    CR-WH01HP
    Specific Parts:
    None.
    
    *Equipped with OP-I*
    
    AI tactics:
    Close/Mid-range preference, variable weapon preference, aerial boost movement
    preference.
    
    Strategy:
    Certainty is a nice foe, using a mix of high-power grenades with fast-reload
    machine guns. By now, you should know how to handle foes that prefer to stay
    in the air. Note that the area is huge and you can use the pillars to your
    advantage.
    
    ------------------------------------------------------------------------------
    5th. Code: Crimson
    Situation: Marine Base
    Description:
    
    Middleweight, two-leg AC design that completely forgoes defensive stats in 
    favor of increased attack capability. Unit performs best at mid-range.
    
    Bet - 220,000c
    Pot - 440,000c(264,000c)
    *Part reward: WH04HL-KRSW(left)*
    AC Name - Baby's Breath
    
    Armoring Parts:
    YH12-MAYFLY
    CR-C98E2
    A05-LANGUR
    CR-LH80S2
    Motive Parts:
    CR-G91
    ANANDA
    CR-B83TP
    Attacking Parts:
    MIROKU
    MAGORAGA
    CR-WB78GL
    CR-WR93RL
    CR-WL69LB
    Specific Parts:
    None.
    
    *Equipped with OP-I*
    
    AI tactics:
    Mid-range preference, variable weapon preference, variable movement 
    preference.
    
    Strategy:
    Hey, it's Nineball from Ninebreaker! Well, a much weaker version of that 
    well-known AC. Code: Crimson's only threat is the RL linear rifle. Unlike
    the other RL users like No. 2448, Code: Crimson is a good shot with the 
    weapons. Fortunately, Code: Crimson does not abuse it too much like No. 
    2448. Standard AC tactics work well here and don't worry about the GL
    on Code: Crimson's back. You will rarely see it fired unless you stand
    still long enough.
    
    ------------------------------------------------------------------------------
    4th. Susanoo
    Situation: Dune
    Description:
    
    Hover-leg AC model designed to offer balanced performance stats. The unit is
    highly mobile and performs best in mid-range encounters.
    
    Bet - 240,000c
    Pot - 480,000c(288,000c)
    *Part reward: YA10-LORIS*
    AC Name - April Fool's
    
    Armoring Parts:
    CR-YH85SR
    CR-C83UA
    A06-GIBBON2
    LN04-WALRUS2
    Motive Parts:
    CR-G91
    CR-R92
    Attacking Parts:
    CR-F82D2
    WB14RG-LADON
    WB20M-EMPUSA2
    WR14R-PHANTOM
    WH01R-GAST
    Specific Parts:
    SYAMANA
    CR-E73RM
    
    *Equipped with OP-I*
    
    AI tactics:
    Mid/Long-range preference, variable weapon preference, ground boost movement
    preference.
    
    Strategy:
    Susanoo is your last hover AC in the VR Arena.. and still prone to having the
    hover leg destroyed via ground torpedoes. Susanoo has a wide variety of 
    weapons, but are not very threatening or damaging. Standard AC tactics will
    suffice here.
    
    ------------------------------------------------------------------------------
    3rd. Moonlight
    Situation: Spaceport
    Description:
    
    Tank-leg AC with excellent long-range combat performance. The unit's arsenal
    includes multiple energy-based weapons capable of inflicting heavy damage. 
    
    Bet - 260,000c
    Pot - 520,000c(312,000c)
    *Part reward: WR22PL-OGRE2*
    AC Name - Neon Might
    
    Armoring Parts:
    H09-SPIDER
    YC08-ICURUS
    CR-A89AG
    CR-LT81A2
    Motive Parts:
    KUJAKU
    FURUNA
    Attacking Parts:
    CR-F91DSN
    CR-WBW98LX
    WH08RS-FENRIR
    WH02RS-WYRM
    Specific Parts:
    I07D-MEDUSA2
    JIREN
    
    *Equipped with OP-I*
    
    AI tactics:
    Long-range preference, variable weapon preference, small boost movement
    preference.
    
    Strategy:
    Moonlight is your last tank AC and a deadly one to boot. All of its weapons
    may have low ammo, but they all deal large amounts of damage. Especially
    the LX laser cannon, which you should know how dangerous they are if you
    fought a certain Raven in Story Mode. Moonlight is severely lacking in
    missile defense and unlike No. 2448, Moonlight will have a hard time being
    able to dodge any missile.
    
    ------------------------------------------------------------------------------
    2nd. Moody.M
    Situation: Central River
    Description:
    
    Middleweight, two-leg model built for speed and agility. Unit is capable of
    carrying out deadly high-mobility attack runs using its equipped laser 
    rifle.
    
    Bet - 280,000c
    Pot - 560,000c(336,000c)
    *Part reward: YH12-MAYFLY*
    AC Name - NOVA-RG
    
    Armoring Parts:
    H10-CICADA2
    YC07-CRONUS
    A09-LEMUR2
    LH07-DINGO2
    Motive Parts:
    CR-G91
    ANANDA
    B03-VULTURE2
    Attacking Parts:
    MIROKU
    WB06M-SPARTOI
    WR09HL-SPIRIT
    CR-WL88S2
    Specific Parts:
    I05D-MEDUSA
    JIKYOH
    
    *Equipped with OP-I*
    
    AI tactics:
    Mid/Long-range preference, variable weapon preference, ground boost movement
    preference. Able to adapt to player tactics.
    
    Strategy:
    Moody.M is a great fighter and utilizes all weapons well. Moody.M likes to
    switch ranges a lot to help shots connect while yours misses. The SPIRIT is
    the big gun to watch out for in this match. Like Moonlight, Moody.M lacks
    missile defense but is an excellent dodger in that regard. Try using a combo
    of dual arm weapons, an EO core, and missiles.
    
    ------------------------------------------------------------------------------
    1st. Daemon
    Situation: Cyber Space
    Description:
    
    Middleweight, two-leg AC design with an overall high level of performance. 
    The unit's close-range aerial combat ability is exceptional.
    
    Bet - 300,000
    Pot - 600,000c(360,000c)
    *Part reward: CR-YC010/UL2*
    AC Name - Lucifer
    
    Armoring Parts:
    CR-H06XS-EYE4
    CR-C98E2
    A09-LEMUR2
    LH09-COUGAR2
    Motive Parts:
    CR-G91
    ANANDA
    B03-VULTURE2
    Attacking Parts:
    MONJU
    CR-WB91LGL
    CR-WB91LGL
    WH10M-SILKY
    YWH13M-NIX
    Specific Parts:
    SYAMANA
    
    *Equipped with OP-I*
    
    AI tactics:
    Close-range preference, LGL weapon preference, aerial boost movement 
    preference. Able to adapt to player's tactics.
    
    Strategy:
    Ah, you can now take on the top ranker of the VR Arena! Daemon certaintly is
    no pushover and will mercilessly attack you at any time. Daemon is most deadly
    once in close-range where the LGL and the multiple machine gun-type weapons
    connect the most. Stability is an issue here due to the LGL, but so is a good
    solid defense. To win, use a setup that can match Daemon's speed, dual arm
    weapons that can outdamage the weapon setup, and the aforementioned stability
    to help resist the stun power of the LGL. Good luck!
    
    ------------------------------------------------------------------------------
    7. CREDITS
    ------------------------------------------------------------------------------
    
    Thanks to: 
    
    - GameFAQs obviously
    - From Software for the AC series
    - Others who helped contribute information, especially my friends(you know 
    who you are)
    
    This FAQ copyright 2006 to Angelo Pineda. Redistribution in any form,
    including reprinting in electronic or print media, without express permission
    of the author is strictly forbidden.