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    Maximum Attacks FAQ by Ominae

    Version: 1.15 | Updated: 09/26/06 | Search Guide | Bookmark Guide

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    Ring of Red by Konami
    Copyright (c) 2005 Ominae (Mark Soo)
    Date Created: January 21, 2005
    Version Number: 1.15
    System: Playstation 2 (PS2)
    Ring of Red is a registered trademark of Konami Corporation.
    Ring of Red is a (c) 2001 Konami Corporation. All rights are reserved.
    This document is only for your own use. It is under copyright law, which
    means that you can't use this to earn profit. You can't also copy this
    document and place it in either your website or someone else's website.
    If you want to put this at your website other than Gamefaqs, pls. e-mail
    me at arcamdunit@yahoo.com for permission. Use of this guide at any
    website or as part of public display is prohibited and is a violation of
    the copyright law.
    Type of Document: In-depth FAQ (Maximum Attacks)
    The following websites are authorized to post this document:
    This guide, although compatible with its European version, may or may 
    not be compatible with its Japanese version. So to those who own or 
    have access to the game's Japanese version, use this guide as your 
    Please contact me at my e-mail, which is arcamdunit@yahoo.com, if you
    have the following
    - Questions
    - Suggestions
    - Corrections
    - Comments
    - Tips
    - Things that I may have missed out
    Don't forget to put Ring of Red Maximum Attacks FAQ as the subject of 
    your e-mail
    Otherwise, I will ignore your e-mail as spam mail
          (In other words, when you have to ask/comment/suggest/correct/hint/tell
           me something in the e-mail, it has to be something that's not either
           found on this FAQ or what should be in this FAQ. Thank you very much.)
    Table of Contents:
    I.    Version
    II.   Overview of FAQ
    III.  What are Maximum Attacks
    IV.   Maximum Attacks
    V.    Maximizing your Maximum Attacks
    VI.   Credits
    I.    Version
    - My 1st version of this FAQ (After a long period of absence!!)
    - Update at Maximizing your Maximum Attacks
    - Updated Legal Notice
    - Last version of this In-depth FAQ, no updates will be provided.
    II.   Overview of FAQ
    This guide will help you learn about the different types of Maximum Attacks that
    your AFW pilots can use whenever they get into a fight against enemy AFWs 
    and enemy soldiers. Knowing these by heart will surely help turn the tides 
    of war (Well, aside from utilizing your own AFWs and soldiers, of course!).
    III.  What are Maximum Attacks?
    These Maximum Attacks are special skills that your AFW pilots will use in 
    the heat of battle. These can only be used when you have a certain amount 
    of Maximum Attack skills that you can use.
    In order to use, press the X button when your AFW's loading gauge is ready 
    to fire.
    Then check the bar. You'll see a star icon next to a shell icon. This star icon 
    is your Maximum Attack category, so make sure that your loading gauge is full 
    or else you can't execute it. Press X again, then choose the Maximum Attack 
    that you need for your battle.
    IV.   Maximum Attacks
    Having these will help youfight well and will make your enemy's lives 
    very, very miserable. So all of your AFW pilots will each have one. But 
    as your level increases, so does your chances of getting another Maximum 
    Attack. Also, the number of times that you can use your Maximum Attacks 
    will also increase.
    I must warn you though; you'll be in a heap of troubles and problems if
    you wasted all of them intentionally or by mistake. So, they won't come
    back automatically. Although you can regain them by leveling up in the
    battlefield, all of them must be replaced by finishing your campaign.
    Your AFW pilot can get a second Maximum Attack from level 5 and a third
    Maximum Attack at level 11.
    Accurate Fire:
    - More accurate than Quick Fire and does around 50 percent more damage.
      Much better than Quick Fire and it'll never miss.
    Used by: Masami von Weizengger
    Aim Weapon:
    - Will try to target enemy AFW's weapon stations, depending on your
      accuracy. So, you can't say if it'll do your job. But if it does,
      then give yourself a pat on the back. You're good! Just hope that
      if won't hit yours.
    Used by: Ayana Kirino, Ippei Kirino and Jun Hasabe
    - An anti-soldier skill. The AFW's cannons will automatically bombard
      all of the enemy soldiers in the Vanguard, which will force them
      to retreat to the Rearguard. One thing, you have to do this at
      Medium range and beyond.
    Used by: Ayana Kirino and John Caster
    Check Fire:
    - Will try to target enemy AFW's legs, depending on your accuracy. It'll
      hit the AFW, but you can't say whether the enemy AFW will be crippled.
      Just cross your fingers and hope the enemy doesn't repair it.
    Used by: Emilio Panini, Ippei Kirino and Ryoko Minakawa
    Creeping Fire:
    - Much superior than Bombard, this'll hit all of the enemy soldiers,
      whether if they're in the Vanguard or Rearguard. This'll hit all
      of them, which is helpful to you if you want to gain a superiority
      in the battle.
    Used by: John Caster
    Dodge Action:
    - Dodges the next AFW attack. Always work, except if your AFW's legs
      are damaged/destroyed or tied up with Wire/Electric Wire. Conserve
      this to save yourself, especially from Anti-AFWs and bosses.
    Used by: Jun Hasabe and Kenichi Kinasato
    Emergency Load:
    - Load ups a fresh round into the AFW's cannon chambers. From there,
      you can fire a round to the enemy AFW or soldier, use any Maximum
      Attack or use a special shell (either offensive, defensive or
      assisting). Save these when you're in a jam.
    Used by: Ayana Kirino and John Caster
    Quick Fire:
    - Instantly loads a fresh round into the AFW's cannon chambers and
      fires the inserted round into the enemy AFW. Not that handy, since
      it's not always accurate, which is affected by your AFW's accuracy.
      Very useful to get rid of weakened enemy AFWs.
    Used by: Masami von Weizengger and Ryoko Minakawa
    Quick Move:
    - Used to move Anti-AFWs to Close Combat range. Useful if you have to
      desperately end the battle with Close Combat fighting. Be warned,
      the enemy might take advantage of this by using Wires of Mines.
      Use cleanup to clear the way for this move.
    Used by: Emilio Panini and Ippei Kirino
    Rapid Punch:
    - Used in Close Combat, the AFW will launch a flurry of multiple punches
      into the enemy. Very good Close Combat move if you want to give
      the enemy AFW extra damage or if you need to kill them.
    Used by: Ryoko Minakawa
    Rapid Strike:
    - Like Rapid Punch, only except that it's much powerful and much
    Used by: Emilio Panini
    Spray Fire:
    - The AFW's machine guns will proceed to fire from right to left,
      aiming for enemy soldiers. It does mucho damage, especially if
      you're in either Short or Close Combat range.
    Used by: Kenichi Kinasato
    Straight Punch:
    - A cool Close Combat move. This move will enable you to get rid of the
      enemy AFW's weapon stations. Always hit and very accurate to use.
      Again, another move in Close Combat if you have to end the fight
      and eliminate the enemy AFW's offensive firepower.
    Used by: Masami von Weizengger
    Straight Strike:
    - Purpose is similar to Straight Punch, but stronger. Very nice to use
      if you have to end the battle in Close Combat with this Maximum
    Used by: Ippei Kirino
    Suppressive Fire:
    - Much better to use than Spray Fire. This is also like Spray Fire, but
      as the benefit of "trapping" enemy soldiers in the Vanguard from
      hiding in the Rearguard. If used with excellent anti-soldier skills,
      then you can eliminate a lot of enemy soldier squads.
    Used by: Kenichi Kinasato
    V.   Maximizing your Maximum Attacks
    Rule of thumb is to CONSERVE as much as possible. They don't regenerate that
    fast like when you have a cut from a knife or a sharp object. These babies
    regain its number after leveling up from fighting enemy AFWs; while you can
    regain all of your used Maximum Attacks if you finished your levels in the 
    game. AS much as possible, save them for bosses or for harder AFWs.
    Here are some tips to help you turn the tide of battle against your 
    Knowing them is half the battle.
    - Make sure you understand how each and every Maximum Attack works. Some of them
      are meant to damage enemy AFWs. Others are utilized for facing enemy troops in
      the heat of battle. Take your time to read on what each Maximum Attack does
      or regret wasting them by mistake.
    Check on the battle.
    - Most of the time, you don't even need to use these Maximum Attacks if 
      you're very skilled in dishing out damage with the help of your AFW's weapon  
      stations. But, it's still best if you anticipate for a possibility of using 
      a Maximum Attack if you have to.
    Always check on your AFW's armaments.
    - I cannot emphasize this any further. A damaged anti-AFW gun will make short   
      work of you since you may not even use your Maximum Attacks; majority of them 
      will need your AFW's main gun in dishing out hard damage to the bad guys.
    Watch what the enemy dishes out on you.
    - At times, the enemy might use AFW Maximum Attack/Soldier tactics that may 
      incapacitate your AFW or wreck your AFW's weapon stations. Some or most
      Maximum Attacks may not even work unless you do something about your AFW.
      Make sure that you have troops that can either help you get your AFW up to 
      speed before the enemy decides to mess your life even further. Even a 
      Flash Shot Attack can ruin your day here too.
    You're not the only one who uses Maxmimum Attacks.
    - Even bosses and special enemies have the advantage here too. In order to
      resolve this bothersome conflict, you'll need to either knock out their
      weapon stations or take out their legs. Doing this will save you a lot of
      pain and time.
    A man who rushes always loses.
    - If your AFWs are starting to take some heat, don't immediately retaliate
      with a flurry of Maximum Attacks. You may waste them all up, which could
      be used for either a harder enemy AFW or a boss AFW.
    Waste the shield before wasting the enemy.
    - Some enemy or boss AFWs may have protective shields that intercepts heavy
      damage from an AFW or from a soldier's anti-AFW attacks. If so, don't 
      even think about unleashing a Maximum Attack and instead, start giving
      their protective shields some damage and when they're down, unleash the
      strongest/best Maximum Attack that you have in order to give your enemy or
      boss AFW the most heaviest damage ever.
    VI.   Credits
    I would like to thank the following:
    Konami of America, Europe and Japan
    - for creating, developing and marketing the game
    Sony Computer Entertainment
    - for making the game compatible with the Playstation 2
    - for posting my FAQ
    My parents
    - for giving me allowance to buy the game
    My ex-classmate Timothee Cheng
    - for telling me more about the game itself
    http://www.network-science.de/ascii/ (ASCII Generator)
    - for providing the ASCII text 
    Everyone in the Ring of Red board at Gamefaqs
    - for supporting my progress in finishing this FAQ
    - for helping me with the game's in-depth details
    - for taking your time to read my FAQ
    * This FAQ is dedicated to the victims of the Korean War, as well as
      the various soldiers who served under the UN from 1950-1953. Our
      prayers will go to them. They will never be forgotten, especially
      to my countrymen, who served in the Philippine contingent to the UN

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