Walkthrough PSX

A r m o r e d  C o r e :                         of AgeTec)
               M a s t e r  o f   A r e n a             
                            F-A-Q  C o m p l e t e                          V1.1


Warning:  Continue reading this from this point on, and you risk ruining the 
game
          for yourself.  If you have little or no regard for the story of this
          title, feel free to read on.  Or just tread carefully where you go,
          whichever you prefer.


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Note to reader:  Anyone have superb skills with the reverse joined ACs?  I
                 can't pilot worth squat with them.  If anyone has a set of
                 stratagies for the Reverse-Joint EX Arena, it would be a
                 wonderful addition to this FAQ.  All contributions will be
                 credited as described by the contributor.

Update Log:

May 24th, 2001 (V1.2)
Jeez, I got all caught up in writing a few other FAQs.  Bear with me, I'l get
this done.  Oh, and I fixed up a website.  Take a second to check it out at:

http://www.geocities.com/triemplem/

It's fairly neat and tidy, but the content isn't up.

Mrmm, and homework is catching up on me, ahh ... thank god I didn't sign up
on any teams this year and just work out at home.

I removed the 'Safety Level's of each mission, I forgot to get a few and
finishing them up would prove much too tedious and time-consuming.

Mmm, the mission walkthroughs are complete too.  Well, I'm off to upload
this.

May 13th, 2001 (V1.1)
EX Arena strategies are complete, for the most part.  The first four mission
walkthroughs are also avalible.  I just felt I should move this out so that
my information is avalible to the public.  Weep for me, Einhander got lost
in the mail.  Pray it gets found, huh?  I'l write an FAQ for that or
RayCrisis next.

May 3rd, 2001  (V1.0)
I seat myself before my monitor, and version 1.0 has been conceived.  My first
FAQ, bring it on.



Next Update (V1.3):

Reverse-Joint Arena Stratagies
Arena and EX Arena AC Weaponry for better comprehension
Arena and EX Arena victory spoils
GameShark Code/Part Corespondance

Target Size: 135 KB


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T a b l e  o f  C o n t e n t s

 .I.     The Story
 .II.    History
 .III.   Controls
 .IV.    Game Screen
 .V.     Raven's Nest
 .VI.    Shop and Garage (t.b. c.)
 .VII.   Arena, EX Arena and Ranker MK
 .VIII.  Mail
 .IX.    System
 .X.     Mission(s) Walkthrough
 .XI.    After you're done ...
 .XI.    Secrets and Game Shark Codes
 .XIII.  Gameplay Tips
 
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[  Chapter .I.  -  The Story 

The last Great War waged among nations, commonly referred to as the "Great
Destruction", ended with mankind vanishing from the Face of the earth.  The few
who survived this terrible disaster abandoned the surface, knowing it was no
longer habitable.  These remnants of humanity sought shelter in the subterranean
cities, originally built as a solution to the problems of overpopulation.  On
these few survivors rested the future of mankind.  Paradise had been foolishly
squandered due to ignorance and poor judgement.

Half a century later, the concept of a "Nation" is no longer.  Huge
"Corporations" have supplanted them and through a system of vicious competition,
in the spirit of "free enterprise", mankind has recovered.  This recovery did
not come without it's costs though.  The ruthlessness of the "Corporations",
combined with their greed and desire for power has led to vicious battles for
supremacy.  The "Corporations" control all aspects of this new emerging world
... "except for one".

This exception is a group of mercenaries known as "The Ravens".  They perform
missions in return for monetary or other rewards, pledge allegiance to no one
and exist beyond the control of the "Corporations".

In Isaac City, one of the largest subterranean complexes, two corporations have
been waging a war for control.  During one of the larger terrorist incidents in
the Isaac City complex many innocent civilians were killed, the worst such
occurrence the city had known.  A survivor of this terrible act, a young man,
lost his entire family during the fighting.

A red and black Raven AC, with and emblem resembling a "9 Ball" were the only
clues the young man had pointed to the one responsible.  The pilot of this AC
was now his mortal enemy.

A few months after the terrorist incident, the young man decided to become a
Raven.  It was the only way to find the one responsible for killing his family
and take revenge.  He tracked down a contact that used to be a Raven, but was
now in charge of managing new recruits and explained his situation.

And so, another Raven was brought into the fold ... this one with personal
vendetta.


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[  Chapter .II.  -  History  ]

Armored Core; A giant mechanical robot that resembles a humanoid form (in most
cases). Armed with lethal weapons, they are the prime selective of those whom
wish to wreak havoc amongst opponents.

Armored Core: Master of Arena is the third edition in the AC trilogy.  All three
are jewels to the PlayStation's vast collection.  Prior to MOA, there was
Project Phantasma (2nd Installment) and the original Armored Core.    All three
revolved around the story of a 'Raven', who accepted missions and in the end
destroyed their nemesis, or the source of 'evil' in the tale.  AC also has a new
title which graced itself upon the PlayStation2, "Armored Core 2" (though,
technically the fourth).


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[  Chapter .III.  -  Controls  ]

AC:MOA has an unique and unorthodox control system.  Unfortunately, AgeTec did
not include analog support.  On the upper hand, they did support the DualShock
function, and it does vibrate.

All controls to be stated can be altered through the 'KeyAssign' menu, found
under the 'System' menu.  See section '.IX. System'

Direct. Bttns.  -

             ^     Move Forward
             v     Move Backwards
                  Turn Right

X Button        -  Boost Jump
                   Shift Map Down (Map Screen)
                   Confirm (Menus)
  + direction      Dash

Square Button   -  Fire Weapon
                   Shift Map Left (Map Screen)
                   Display RGB Menu (Emblem Editing)

Triangle Button -  Select Weapon
                   Shift Map Up (Map Screen)
                   Display Part Status (AC Assembling)
                   Change Coloring Location (AC Coloration)
                   Color 'Fill' (Emblem Editing)

Circle Button   -  Open Doors
                   Shift Map Right (Map Screen)
                   Cancel (Menus)

Start Button    -  Pause
                   Display Help Text (Menus)

Select Button   -  Display Map
                   Return to Game (Map Screen)
                   Change Magnification (Emblem Editing)

L1 Button       -  Strafe Left
                   Zoom Out (Map Screen)
                   Switch Paint Tools (Emblem Editing)
   w/direct butt.  Cycle Parts Quickly (AC Assembling)

R1 Button       -  Strafe Right
                   Zoom In (Map Screen)
                   Cycle Part Type (AC Assembling)

L2 Button       -  Look Up
                   Cycle Colors (Emblem Editing)

R2 Button       -  Look Down
                   Cycle Colors (Emblem editing)


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[  Chapter .IV.  -  Game Screen  ]

This section will help you in verifying all items that appear on the screen.
It looks something like this, pardon my hideous ACII.
Here goes:

 _________________________________________________________________
 |1234 (Life  Meter)   __(Compass)__     (Mission Timer)01:23|
 |                                                               |
 |=                                                    (Radar)   |
 |= E            (Lock-On Sights)__________             |    |   |
 |= n            /                          \           |    |   |
 |= e           |                           |           |____|   |
 |= r           |            (Sight Lock)   |                    |
 |= g           |                  |  |     |      (Weapons)     |
 |- y           |                  |__|     |      Big Big Gun 26|
 |-             |                           |   Really Big Gun 19|
 |- B            \_________________________/    Gargantuan Gun 02|
 |- a                                                            |
 |- r                    << Y o u ! >>              (Message)    |
 |-                                                 Warning !!   |
 |_______________________________________________________________|

Alright, let me explain the components.

Life (AP) Meter    -  You have Armor Points, you live.
Compass            -  Show's you which way you are facing.
Mission Timer      -  How much time you have left before a failure is upon you.
Energy Bar (gauge) -  The power your boosters and energy weapons draw upon.
Lock-On Sights     -  Area in which you can 'lock onto your enemy'
Sight Lock         -  Enemy in your sights.  Pull the trigger.
Radar              -  Radar, uh-huh.  Use it, or lose it.
Weapons            -  The weapons you have equipped, and the ammo they have 
left.
Message            -  You want to live?  Watch out for this.
You                -  You!



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[  Chapter .V.  -  Raven's Nest  ]

The Raven's Nest is one large menu, and that menu breaks off into various
others, giving access to many options.  The Raven's Nest constitutes of the
following:


Mission   -  Initiate the mission.
Arena     -  A battle arena, one on one to gain credits or parts for your AC.
EX Arena  -  Arena's classified by the AC's leg type, and other specifications.
Ranker MK -  Create your own Arena, battle whom you choose.
Shop      -  A market of sorts, buy and sell your items.
Garage    -  Assemble your AC, and edit it to your liking.
Mail      -  Read e-mail sent to you.
System    -  Edit the system settings to your preference.

Consider the Raven's Nest your home as you continue your way to completing
AC:MOA.


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[  Chapter .VI.  -  Shop and Garage  ]

Shop Item List - A complete detailed list

Shop -  A place for you to buy new equipment, of many kinds.  In order for you
        to survive, you WILL require to visit here often.  In the shop, you
        will find many weapons to maul your opponent into submission.


Heads

Name           : HD-01-SRVT          Head with built-in bio sensor.
Price          : 26500
Weight         : 122
Energy Drain   : 350
Armor Point    : 816
Def. Shell     : 154
Def. Energy    : 149
Computer Type  : Detailed
Map Type       : Area Memory
Noice Canceler : None
Bio Sensor     : Provided
Radar Function : None


Name           : HD-2002             Head unit equipped with radar function.
Price          : 23000
Weight         : 156
Energy Drain   : 457
Armor Point    : 787
Def. Shell     : 140
Def. Energy    : 154
Computer Type  : Standard
Map Type       : Area Memory
Noice Canceler : None
Bio Sensor     : None
Radar Function : Provided
Radar Range    : 6000
Radar Type     : Standard

Name           : HD-X1487            Full range of sensors but without the
Price          : 19000               auto-map function.
Weight         : 166
Energy Drain   : 420
Armor Point    : 975
Def. Shell     : 160
Def. Energy    : 185
Computer Type  : Rough
Map Type       : No Memory
Noice Canceler : Provided
Bio Sensor     : Provided
Radar Function : None

Name           : HD-REDEYE           Equipped with radar and an enhanced
Price          : 41100               auto-map function.
Weight         : 145
Energy Drain   : 538
Armor Point    : 840
Def. Shell     : 148
Def. Energy    : 151
Computer Type  : Detailed
Map Type Area  : Area and Place Name
Noice Canceler : None
Bio Sensor     : None
Radar Function : Provided
Radar Range    : 5980
Radar Type     : Standard

Name           : HD-D-9D66           Full range of options and good EG
Price          : 43200               shields.
Weight         : 138
Energy Drain   : 658
Armor Point    : 885
Def. Shell     : 165
Def. Energy    : 232
Computer Type  : Standard
Map Type Area  : Area Memory
Noice Canceler : None
Bio Sensor     : Provided
Radar Function : Provided
Radar Range    : 6120
Radar Type     : Standard

Name           : HD-GRY-NX           Economy unit with good shields but no
Price          : 14700               optional equipment.
Weight         : 232
Energy Drain   : 218
Armor Point    : 1004
Def. Shell     : 194
Def. Energy    : 134
Computer Type  : Rough
Map Type Area  : No Memory
Noice Canceler : None
Bio Sensor     : None
Radar Function : None

Name           : HD-06-RADAR         Equipped with wide-area radar and
Price          : 51800               various options.
Weight         : 145
Energy Drain   : 875
Armor Point    : 741
Def. Shell     : 109
Def. Energy    : 194
Computer Type  : Standard
Map Type Area  : Area and Place Name
Noice Canceler : Provided
Bio Sensor     : None
Radar Function : Provided
Radar Range    : 8120
Radar Type     : Standard

Name           : HD-ONE              Fully equipped with wide-area radar and
Price          : 68100               all options.
Weight         : 161
Energy Drain   : 304
Armor Point    : 800
Def. Shell     : 132
Def. Energy    : 129
Computer Type  : Detailed
Map Type Area  : Area Memory
Noice Canceler : Provided
Bio Sensor     : Provided
Radar Function : Provided
Radar Range    : 7980
Radar Type     : Standard

Name           : HD-D-9D66           Fully equipped with wide-area radar
Price          : 68100               and all options
Weight         : 161
Energy Drain   : 304
Armor Point    : 800
Def. Shell     : 132
Def. Energy    : 29
Computer Type  : Detailed
Map Type Area  : Area Memory
Noice Canceler : Provided
Bio Sensor     : Provided
Radar Function : Provided
Radar Range    : 7980
Radar Type     : Standard

Name           : HD-08-DISH           Equipped with an enhanced auto-map
Price          : 33200                function.
Weight         : 133
Energy Drain   : 716
Armor Point    : 870
Def. Shell     : 205
Def. Energy    : 162
Computer Type  : Standard
Map Type Area  : Area and Place Name
Noice Canceler : None
Bio Sensor     : None
Radar Function : None

Name           : HD-ZERO              Equipped with radar functions and
Price          : 22500                enhanced shock protection.
Weight         : 185
Energy Drain   : 431
Armor Point    : 925
Def. Shell     : 221
Def. Energy    : 149
Computer Type  : Rough
Map Type Area  : No Memory
Noice Canceler : None
Bio Sensor     : None
Radar Function : Provided
Radar Range    : 6300
Radar Type     : Standard

Name           : HD-G780             Provides good protection against
Price          : 82500               energy based weapons.
Weight         : 393
Energy Drain   : 723
Armor Point    : 905
Def. Shell     : 146
Def. Energy    : 292
Computer Type  : Rough
Map Type Area  : Area and Place Name
Noice Canceler : Provided
Bio Sensor     : Provided
Radar Function : Provided
Radar Range    : 7600
Radar Type     : Standard


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Cores

Name           : XCA-00-9D66           Standard core unit with average
Price          : 61500                 performance overall.
Weight         : 1103
Energy Drain   : 1046
Armor Point    : 2710
Def. Shell     : 530
Def. Energy    : 505
Max Weight     : 2770
VS-MG-Response : 48
VS-MG-Angle    : 48
Extension Slots: 8

Name           : XCL-01                Electronic warfare core with many slots
Price          : 88000                 for special equipment.
Weight         : 885
Energy Drain   : 1380
Armor Point    : 2380
Def. Shell     : 492
Def. Energy    : 610
Max Weight     : 2450
VS-MG-Response : 48
VS-MG-Angle    : 64
Extension Slots: 16

Name           : XCH-01                Heavyweight core with an excelent
Price          : 72000                 shoulder load and heavy armor.
Weight         : 1384
Energy Drain   : 873
Armor Point    : 3015
Def. Shell     : 615
Def. Energy    : 453
Max Weight     : 3600
VS-MG-Response : 48
VS-MG-Angle    : 32
Extension Slots: 12

Name           : XXA-S0                Test model.  Lightweight, but with
Price          : 122000                low AP.
Weight         : 784
Energy Drain   : 1273
Armor Point    : 2050
Def. Shell     : 580
Def. Energy    : 560
Max Weight     : 2820
VS-MG-Response : 50
VS-MG-Angle    : 50
Extension Slots: 17


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Arms


Name           : AN-101                Normal arm units with average
Price          : 19000                 performance.
Weight         : 1228
Energy Drain   : 1006
Armor Point    : 1670
Def. Shell     : 384
Def. Energy    : 374

Name           : AN-K1                 Reduced-weight arm units with full
Price          : 49000                 AP and shields.
Weight         : 905
Energy Drain   : 930
Armor Point    : 1780
Def. Shell     : 339
Def. Energy    : 402

Name           : AN-D-7001             Average arm units with enhanced
Price          : 23000                 performance.
Weight         : 1445
Energy Drain   : 1512
Armor Point    : 1743
Def. Shell     : 306
Def. Energy    : 453

Name           : AN-3001               Middleweight arm with maximum energy
Price          : 39500                 shielding.
Weight         : 1612
Energy Drain   : 1258
Armor Point    : 1935
Def. Shell     : 477
Def. Energy    : 353

Name           : ANKS-1A46J            Offers the maximum AP but interferes
Price          : 42100                 with some parts.
Weight         : 2120
Energy Drain   : 1415
Armor Point    : 1990
Def. Shell     : 659
Def. Energy    : 496

Name           : AN-863-B              Weight is increased for added
Price          : 34000                 durability.
Weight         : 1725
Energy Drain   : 1394
Armor Point    : 1880
Def. Shell     : 517
Def. Energy    : 406

Name           : AN-MG25/2             Can strafe with 4 riffles at once.
Mounted Weapon : Machine Gun x 4
Price          : 54500
Weight         : 1193
Energy Drain   : 78
Armor Point    : 812
Def. Shell     : 0
Def. Energy    : 0
Weapon Lock    : Special
Attack Power   : 158
Number of Ammo : 400
Ammo Type      : Solid
Ammo Price     : 33
Range          : 8800
Maximum-Lock   : 1
Reload Time    : 2

Name           : AW-RF105              2 cannons with incredible firepower.
Mounted Weapon : Cannon x 2
Price          : 44600
Weight         : 1530
Energy Drain   : 105
Armor Point    : 1280
Def. Shell     : 0
Def. Energy    : 0
Weapon Lock    : Narrow and Deep
Attack Power   : 1530
Number of Ammo : 100
Ammo Type      : Solid
Ammo Price     : 220
Range          : 9300
Maximum-Lock   : 1
Reload Time    : 15

Name           : AW-30/3               Fires two rounds of 3 small missiles
Mounted Weapon : Dual Missile          for a total of 6 missiles.
Price          : 56400
Weight         : 480
Energy Drain   : 377
Armor Point    : 688
Def. Shell     : 0
Def. Energy    : 0
Weapon Lock    : Standard
Attack Power   : 830
Number of Ammo : 80
Ammo Type      : Solid
Ammo Price     : 130
Range          : 9000
Maximum-Lock   : 3
Reload Time    : 10

Name           : AW-RF120              Enhanced dual cannons.  Somewhat fewer
Mounted Weapon : Cannon                shots.
Price          : 67200
Weight         : 1827
Energy Drain   : 137
Armor Point    : 1420
Def. Shell     : 0
Def. Energy    : 0
Weapon Lock    : Narrow and Deep
Attack Power   : 2120
Number of Ammo : 50
Ammo Type      : Solid
Ammo Price     : 50
Range          : 9800
Maximum-Lock   : 1
Reload Time    : 18

Name           : AW-S60/2              Fires 2 rounds of 2 missiles at once
Mounted Weapon : Dual Missile          for extra shots.
Price          : 66600
Weight         : 752
Energy Drain   : 420
Armor Point    : 725
Def. Shell     : 0
Def. Energy    : 0
Weapon Lock    : Standard
Attack Power   : 830
Number of Ammo : 120
Ammo Type      : Solid
Ammo Price     : 130
Range          : 9000
Maximum-Lock   : 2
Reload Time    : 10

Name           : AW-XC5500/2           Energy weapon.  Fires twin laser bursts.
Mounted Weapon : Laser Cannon
Price          : 83600
Weight         : 1688
Energy Drain   : 547
Armor Point    : 875
Def. Shell     : 0
Def. Energy    : 0
Weapon Lock    : Narrow and Deep
Attack Power   : 1241
Number of Ammo : 70
Ammo Type      : Energy
Ammo Price     : 0
Range          : 12000
Maximum-Lock   : 1
Reload Time    : 7


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Legs

Name           : LN-1001               Blanaced, standard humanoid legs.
Type           : Humanoid
Price          : 28500
Weight         : 1966
Energy Drain   : 1725
Armor Point    : 3235
Def. Shell     : 556
Def. Energy    : 531
Max Weight     : 4520
Speed          : 277
Stability      : 1018
Jump Function  : Provided

Name           : LN-SSVT               Light, fast humanoid legs but with
Type           : Humanoid              low capacity and AP.
Price          : 44000
Weight         : 1528
Energy Drain   : 2338
Armor Point    : 2795
Def. Shell     : 482
Def. Energy    : 507
Max Weight     : 3560
Speed          : 445
Stability      : 596
Jump Function  : Provided

Name           : LN-1001-PX-0          Balanced humanoid legs for combat on
Type           : Humanoid              all terrain
Price          : 25000
Weight         : 1892
Energy Drain   : 1844
Armor Point    : 3035
Def. Shell     : 528
Def. Energy    : 508
Max Weight     : 4130
Speed          : 280
Stability      : 904
Jump Function  : Provided

Name           : LN-SSVR               Lighests of the heavily armed humanoid
Type           : Humanoid              legs.
Price          : 32400
Weight         : 2750
Energy Drain   : 2013
Armor Point    : 3606
Def. Shell     : 789
Def. Energy    : 532
Max Weight     : 5400
Speed          : 148
Stability      : 2150
Jump Function  : Provided

Name           : LN-1001B              Enhanced variation of the LN-1001.
Type           : Humanoid
Price          : 45200
Weight         : 2305
Energy Drain   : 1889
Armor Point    : 3383
Def. Shell     : 585
Def. Energy    : 543
Max Weight     : 4670
Speed          : 272
Stability      : 1320
Jump Function  : Provided

Name           : LN-3001C              Best AP and shields among the humanoid
Type           : Humanoid              legs.
Price          : 64100
Weight         : 3528
Energy Drain   : 2418
Armor Point    : 3977
Def. Shell     : 824
Def. Energy    : 602
Max Weight     : 7100
Speed          : 151
Stability      : 2977
Jump Function  : Provided

Name           : LN-502                This middleweight has reduced weight
Type           : Humanoid              without sacraficing performance.
Price          : 28500
Weight         : 1966
Energy Drain   : 1725
Armor Point    : 3235
Def. Shell     : 556
Def. Energy    : 531
Max Weight     : 4520
Speed          : 277
Stability      : 1018
Jump Function  : Provided

Name           : LN-502                This middleweight
 has reduced weight
Type           : Humanoid              without sacraficing performance.
Price          : 28500
Weight         : 1966
Energy Drain   : 1725
Armor Point    : 3235
Def. Shell     : 556
Def. Energy    : 531
Max Weight     : 4520
Speed          : 277
Stability      : 1018
Jump Function  : Provided

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Part Classifications:

Core        -  The torso of your AC, and virtually the most vital part within
               the chassis.  It also controls the fire control system (FCS)
               and missile interceptor functions.

Heads       -  The head contains the radar, biosensors, and other functions.
               Readings the head will give out vary from type to type.

Arms        -  An obvious addition to your AC, they hold your weapons, or come
               with an arsenal embedded within themselves.

Legs        -  There are four categories of legs.  Humanoid, reverse-jointed,
               four-legged, and caterpillar.

   Humanoid are all around legs.

   Reverse-jointed, are legs that can sprint like a road runner, but have low
   defense,    AP, and carrying weight.

   Four-legged are something of a mix, fast but do not sacrifice defense and
   carrying weight.

   Caterpillar legs resemble a tank, and are equipped with the lowest speed, but
   are privileged with the highest carrying weight, defense, and AP.

Generator   -  They power the AC, and are directly linked to the energy bar's
               maximum capacity.

Boosters    -  These increase the speed and height of the dash and aerial-boost.

Back Wpn.   -  An assortment of missiles, rockets, and cannons fit here.

Rgt.Arm.Wp. -  Your main arsenal, varying from machine guns to sniper rifles.

Lft.Arm.Wp. -  Your energy blade, get up close and bye-bye enemy AC.

FCS         -  Affects the range of locking distance for your weapons.  It also
               refers to the lock on quality of missiles.

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Stats - A guide so you know what that fancy-shmancy arm does

By applying these items to your AC, you will get stronger in several
aspects. These are placed into categories of 'stats'.  Quite a few of them,

Armor Point    -  Consider this your life, it goes, so do you.
Def Shell      -  The higher the number, the less damage you receive from
                  shells.
Def Energy     -  The higher the number, the less damage you receive from energy
                  wpns.
Weapon Lock    -  The weapon's ability to lock on target.
Attack Power   -  Attack power of a single round fired.
Number of Ammo -  The amount of rounds the weapon contains.
Ammo Type      -  Solid, for shell weapons; Energy, for energy weapons.
Ammo Price     -  The cost of each round of ammunition, use it sparingly.
Range          -  The distance the round fired will go.
Maximum Lock   -  The maximum locks possible at one time.
Reload Time    -  The time period between each round fired.
Computer Type  -  Each 'Head' (above) has a different type of computer
                  performance.
Map Type       -  Each 'Head' (above) has a different type of map performance.
Noise Canceller-  It's there, or it's not.
BioSensor      -  It's there, or it's not.
Radar Function -  It's there, or it's not.
Max. Weight (1)-  The maximum weight the core can carry.
VS-MG-Response -  The probability successful missile intercepts.
VS-MG-Angle    -  Extent of angle the missile interceptor is capable of.
Extension Slots-  Number of slots to add optional parts.
Max. Weight (2)-  The maximum weight the legs can carry.
Speed          -  The speed of your AC.
Stability      -  The higher the number, the less recoil when struck.
Jump Function  -  The ability to jump, or not.
Energy Output  -  All limbs run on the energy.  No energy, no sortie.
Maximum Charge -  Maximum capacity of the energy bar.
Charge Red Zone-  The length of the red zone on the energy bar.
Boost Power    -  The booster output.  The higher the number, they faster you
                  fly.
Charge Drain   -  The higher the number, the more energy consumed from the
                  energy bar.
Lock Type
               -  Standard         :  Just the vitals.
               -  Wide and Shallow :  Wide lock, short range.
               -  LengthWay        :  Long distance lock.
               -  SideWay          :  Broad lock.
               -  Narrow and Deep  :  Thin lock, long range.
Radar Range    -  The larger the number, the wider the radar view.
Radar Type     -  You have three types.  Standard, Circle, Octagon.
Offensive Point-  Offensive Strength
Defensive Point-  Defensive Strength
Stability      -  Stability
Mobility       -  Mobility
Moving Speed   -  Moving Speed
Turning Speed  -  Speed of pivot
Boost Ability  -  Accession performance
Support System -  Enemy detection performance
Radar Range    -  Radar range
FCS Performance-  FCS performance
Overall        -  Total points
Grade          -  Overall level (five levels)

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Garage -  Now that you know all about the AC parts and stats, you can now
customize yours to the image you always wanted it to be.

( ! Note !  To further test AC:MOA's system to it's brink, take a look at "The
 Blog's" FAQ on creating Gundam Wing ACs.  Found at GameFaqs.com               )


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[  Chapter .VII.  -  Arena, EX Arena, and Ranker MK ]

( ! Note !  These stratagies were made by me, and may not work for the majority
            of you.  At any rate, give them a shot if you having trouble.  Also,
            you will be hearing alot of, "Keep your friends close, but your
            enemy closer.  Well, just without the friends part.  Alot of my
            stratagies consist of grabbing onto the reighs of your opponent's AC
            and not letting go until he stop moving from a lead-riddled mech.

            If you need more help, I'd be happy to respond by email.  Contact
            me at ' [email protected] '                                     
)


'Arena' Rankings - a descrption and strategy, from first to last

Pilot    : Hustler One                                                   Rank: 1
AC       : Nine-Ball

Summary : The strongest undefeatable Raven, he is both feared and sought after 
by
          those ranked below him.

Strategy: When exactly -do- you face him in the arena?

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Pilot   : Pandora                                                       Rank: 2
AC      : Tragedy

Summary : Named after a goddess from before the Great Destruction. "Pandora" is
          inscribed on the AC.

Strategy:

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Pilot   : Max                                                           Rank: 3
AC      : Great S.

Summary : His AC causes the ground to shake. He's a heavyweight with an attack
          style to match.

Strategy:

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Pilot   : No. 03627                                                      Rank: 4
AC      : P27

Summary : A death row inmate who'll be released if he conquers the Arena. He's
          nicknamed the "Grim Reaper."

Strategy:

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Pilot   : Rob                                                            Rank: 5
AC      : Sleek

Summary : Equipped for rapid movement, his weapon of choice is the pulse rifle.

Strategy:

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Pilot   : POW.H                                                          Rank: 6
AC      : Auto

Summary : An AC resembling a powerful man. He bets it all on a machine gun and
          loads of extra ammo.

Strategy:

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Pilot   : Carson                                                         Rank: 7
AC      : Albatross

Summary : A quick, dangerous AC. He waits patiently for his opponent to expend
          all their ammo, then attacks.

Strategy:

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Pilot   : Pascal                                                         Rank: 8
AC      : Charger

Summary: This AC's pilot is an ex-jockey and is known for the rapid approaches
         he makes on his targets.

Strategy:

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Pilot   : Brothers                                                       Rank: 9
AC      : Double Take

Summary : A well balanced AC run by two brothers. The younger one is the pilot
          and the older one is the mechanic.

Strategy:

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Pilot   : Fayde                                                         Rank: 10
AC      : Shadow Master

Summary : Nicknamed "The Shadow", this AC uses its blade effectively and is able
          to vanish from radar.

Strategy:

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Pilot   : Spin Kid                                                      Rank: 11
AC      : Bad Moon

Summary : This lightweight unit's pilot enjoys attacking from the air, and used
          to be a yo-yo champion.

Strategy:

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Pilot   : Sherbert                                                      Rank: 12
AC      : FOG 3
Summary : A member of the FOG AC team. He prefers weapons that are rapid fire
          and is very aggressive.

Strategy:

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Pilot   : Bug Collector                                                 Rank: 13
AC      : Swallow Tail
Summary : An avid insect collector, the pilot named his AC after a type of
          butterfly.

Strategy:

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Pilot   : Prime                                                         Rank: 14
AC      : The Wolf

Summary : A gambler who makes all his decisions with the toss of a coin. A very
          skilled pilot.

Strategy:

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Pilot   : William                                                       Rank: 15
AC      : Icy Blue

Summary : AC known for its head-on approach.  The pilot enjoys surfing when
          not competing in the Arena.

Strategy:


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'Sub-Arena' Rankings - a complete listing

Pilot   : Ninya
AC      : Stalker

Summary : Behind this simple, cutesy emblem hides an aggressive AC/pilot
          combination with the firepower to prove it.

Strategy:

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Pilot   : Sweet Devil
AC      : Evil Kiss

Summary : Unrelentless in his attacks. By the time he closes in on his opponent
          it is all over.

Strategy:

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Pilot   : Fritz
AC      : Barrel

Summary : A well known partier on the AC Arena Circuit.  Most wonder how he ever
         got this far.

Strategy:

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Pilot   : LD
AC      : Poison Tail

Summary : This AC's pilot mounted his weapons on a four-legged base and painted
          it red to resemble a scorpion.

Strategy:

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Pilot   : Hyptismo
AC      : Haunted

Summary : Uses both automatic and single fire weapons. He never gives his
          opponent a chance to get warmed up.

Strategy:

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Pilot   : Bugzy
AC      : Hercules

Summary : With his thick, powerful arms this pilot is feared as a nasty street
          fighter within Isaac City.

Strategy:

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Pilot   : Inky
AC      : Regulon

Summary : He has won hard battles using only the simplest of weapons. His skills
          are clearly advanced.

Strategy:

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Pilot   : Armadillo
AC      : Hard Scale

Summary : Prides himself on his iron-clad defensive capabilities, even against
          energy-based weapons.

Strategy:

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Pilot   : Superb Hunter
AC      : Super Bow

Summary : An AC/pilot combination that takes advantage of speed over all else.
          His quickness is impressive.

Strategy:

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Pilot   : Flash
AC      : Light Maker

Summary : Believes that victory should be achieved with style and class. Prefers
          fancy weapons.

Strategy:

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Pilot   : Maeve
AC      : FOG 2

Summary : Also a member of AC team FOG. His hunting skills have been compared to
          those of an eagle.

Strategy:

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Pilot   : Frog Man
AC      : Lucky Hopper

Summary : Designed his AC to resemble a frog. His attacks incorporate
          many leaping maneuvers.

Strategy:

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Pilot   : Ideal
AC      : Goldy

Summary : Fights for the love of cold hard cash. The AC is gold-plated and
          carries the emblem of a hammer.

Strategy:

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Pilot   : Locagos
AC      : Toll-Keeper

Summary : His AC touts a blue scheme and his attacks are so aggressive he
          nicknamed himself "Thunder".

Strategy:

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Pilot   : Noble
AC      : Starmine

Summary : The son of a high ranking corporate exec, his weaponry is much more
          impressive than his skill.

Strategy:

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Pilot   : Advantage
AC      : Shield IX

Summary : Considered the best at mid-range battles, he does not allow his
          opponents to get too close.

Strategy:


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'EX-Arena Humanoid Legs' Rankings - a listing from first place to last.


Pilot   : Ernst                                                         Rank: 1
AC      : Phoenix

Summary : His AC consists of basic parts, but still remains well balanced
          offensively and defensively.

Strategy: Hrm, you're going to be as balances as he is.  Only concentrate more
          on your agility and firepower.  Okay, he's got a Grenade Launcher and
          a Multi-Missile warhead.  If you have a Machine-Gun on, take it off
          RIGHT NOW.  You won't touch him with it.  Missiles are a good idea,
          so are weapons that hit hard at long distances.  When the Multi-
          Missiles come at you, boost-strafe in the same direction it's
          arcing from.  That way, the missiles can't follow you when you
          flee.  The Grenade Launcher should be simple to dodge, just
          do a quick strafe-dash to left or the right, and you'll be
          fine.  Good luck, keep up the pace!

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Pilot   : Moon                                                          Rank: 2
AC      : Crescent Ib

Summary : A true gentleman when away from the Arena, but a fearsome, cold-
blooded
          competitor in battle.

Strategy: This guy just wants a hug, he just keeps walking up to you.  A
          Machine-Gun is a neccesity, as is a laser blade.  When he walks up to
          you, just keep shooting.  When he's about two or three ACs away from
          you, use your laser blade.  Easy?  It is.

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Pilot   : Vlad                                                         Rank: 3
AC      : Fallen Fortune

Summary : His emblem is actually a good luck charm. He is known to be very
          careful and superstitious.

Strategy: Strafe, stay close, boost occasionally, and fire away.  Just be
          careful about your distance from him, he'll knock you clear to the
          moon with his if you get too far away.

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Pilot   : D. Deep                                                       Rank: 4
AC      : No Line

Summary : An archaeologist, he likes fighting in filthy inland waters. His
          experience dates to the Great Destruction.

Strategy: This guy shoots every four seconds, and strafes the rest of the time.
          Just get a wide-lock weapon, and blow him away.  Backtracking
          seems like a pretty good idea as well since his weapons are fairly
          mid-range to close-range shooters.

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Pilot   : Rianon                                                        Rank: 5
AC      : Cthtraeth

Summary : His combat skills only add to his piloting abilities. His blue figure
          is feared as a sure sign of death.

Strategy: Find a nice booster, and a nice rapid-fire weapon or
          a fairly accurate missile.  You're doing some aerial combat.
          My only advice is to keep moving.  Utilize the strafe and
          aerial boost at the same time.  It will dodge it's share of
          bullets.

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Pilot   : Adverse                                                       Rank: 6
AC      : Power V2

Summary : Renown for his "never quit" philosophy, no matter how bleak the
          situation.

Strategy: Never quitting may be something that he's good at, but moving is
          not.  He just sits  there trying to pull off shots with the Laser
          Cannon or Grenade Launcher.  His other weapon is the minute Hand
          Gun, which deals little damage, but he uses seldom anyways.
          Just strafe, or if you like, do a little dancing on air.

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Pilot   : Invisible Q                                                   Rank: 7
AC      : Bounty

Summary : Proud of the price on his head, he survives only by eliminating those
          who would see him death.

Strategy: Learn how to do two things.  One, walk backwards.  Two, dash and
          strafe at the same time.  These two are vital, particularely in this
          match.  Here's a tip for you.  If he leans up against a wall with you,
          he tends to stop shooting.  Thats your opportunity to pump lead into
          his carcass.

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Pilot   : Seafarer                                                      Rank: 8
AC      : Conquistador

Summary : The number of weapons mounted on his upper body, earned him the
          nickname "Walking Pillbox".

Strategy: Follow Seafarer about the arena by means of boosting.  Find a
          weapon that suits you.  Preferably rapid-fire, but most weapons will
          work here.  Keep close and he can't dish out his rockets.  He is also
          equipped with a rapid-fire gun, but that should not be a problem.


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Pilot   : Zweit                                                         Rank: 9
AC      : Wieder

Summary : This AC's setup emphasizes defense. This limits its offensive
          capability but offer greater mobility.

Strategy: Just shoot.  Most likely to be the easiest AC to challenge.


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'EX-Arena Four-Legs' Rankings - a listing from first place to last.


Pilot   : Tall Spot                                                    Rank: 1
AC      : Wild Fin

Summary : Has the speed expected of a four-legged AC. Comes equipped with
          powerful weapons and missiles.

Strategy: You ever watch a western where they have a shoot off?  Well, it's
          kind of the same here.  Only you need to pumel your opponent rather
          than taking one lucky shot.  As soon as the 'GO' appears, you
          better be pulling that trigger.  He does not let up one bit.
          The secret is to get him to stop shooting.  So, equip a missile
          or other heavy hitting weapon of your choice.  I went in there
          shooting with a large missile, laser blade and a machine gun.
          Stop him, riddle with bullets, stop him, riddle with bullets,
          get close enough, laser blade, and so forth.  It may take a
          couple tries, but you'll make it.


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Pilot   : Searcher                                                     Rank: 2
AC      : No Limit

Summary : A doctor of internal medicine, he entered the Arena to test the limits
          of his body and mind.

Strategy: Fairly simple, just bring a Grenade Launcher or other large weapon.
          A machine gun works too.  Just backtrack when he chases you, and
          persue him when he flees.  And keep firing.  He is dishing out
          large missiles, so they hurt like hell if they hit.  Gain some
          aerial 'ground', by learning how to swerve about in the air
          by means of strafing and boosting combined.  You can evade quite
          a bit by doing so.  Keep up the pace, you'll win.  The previous
          battle was much more of a chalenge.

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Pilot   : Karl                                                         Rank: 3
AC      : Blood Lizard

Summary : Reptiles are his passion and hobby, he keeps many as pets. His mid-
          range AC is called "Blood Lizard".

Strategy: Two words.  "Zig" and "Zag".  His bazooka will demolish you if you
          simply charge or retreat.  Even the fastest four-legged AC cannot
          outrun them without strafing.  So strafe left and right like mad.
          To stay alive, just consider your dodging carefully and you will
          be fine.  Also, he has a multi-missile warhead that is lethal at
          long distance.  Dash forward when it comes at you so you can duck
          under the projectile.  This is more of an endurance test, whoever
          lives longer is the victor.  Make you you are at a close-mid-range.
          I suggest equiping a large weapon like a Laser Cannon and/or a
          Grenade Launcher strapped on.  I had both.  This was probably
          the most enjoyable AC to perfect your strafing skill on.  Now you
          and I can be as good as those ACs in the demo. (grins widely)

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Pilot   : Lynx Minx                                                    Rank: 4
AC      : Kitten

Summary : A Raven who enjoys fast-paced combat. He prefers fighting in wide open
          areas devoid of obstacles.

Strategy: Pitiful.  Like before, pack a Laser Cannon and you'l take him down in
          twelve shots.  Too easy.  If you can't afford one, just keep up the
          heat and stay close.  His slug guns can barely dent that nice shiny
          metal of yours.

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Pilot   : Proverbio                                                    Rank: 5
AC      : Terror

Summary : A Raven with a legendary lineage. His skills are above average, but he
          handles pressure poorly.

Strategy: Okay, this guy's Large Missiles hit hard, so you best stay nice and
          close.  So, other than that, you'll be fine.  His Pulse Rifle isn't
          a bad thing at all, it hurts after a while though so finish him quick.
          Good luck, it's not that tough though.

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Pilot   : Solitude                                                     Rank: 6
AC      : Ancient

Summary : An AC design phasing to the eye. Its combat performance rating also
          receives high marks.

Strategy: Jeez he hits hard for such a low-ranking AC.  Okay, stay close.
          Stay at length, and he'll bombard you with Multi-Missiles and his
          Laser Rifle.  Not good.  Use whatever you like, just make sure you
          can hit him with it.

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Pilot   : Depiction                                                    Rank: 7
AC      : Smoke
Summary : Exceptionally fast AC. Its speed is complemented by rapid-fire 
cannons,
          making for a deadly combination.

Strategy: Quite a sad fellow, actually.  He depends way too much on his weapons,
          leaving him venerable to attacks.  Just push him down with a few
          hundred rounds of Machine Gun ammo or a Laser Cannon, if you can find
          it in your budget.  The latter works better.

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Pilot   : Orbit                                                        Rank: 8
AC      : Colossus

Summary : Equipped with a variety of missiles allowing for many different attack
          patterns. Somewhat slow though.

Strategy: Okay, you're playing with fire, so you want to stay away.  He may have
          double and triple missiles, but you can dodge them easily by boost-
          strafing.  Let him get close enough, and he will give you a nice new
          gut-wound and a holey-corpse.  Not too hard though, just keep up
          the pace.  I swear, these descriptions of these ACs are deceiving.

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Pilot   : Dual Assault                                                 Rank: 9
AC      : Micro Satellite

Summary : Unsurpassed destructive power, offset somewhat by its less effective
          shoulder weapons.

Strategy: Strafe and advance forward.  That is my only advice.  A simple
          battle anyways, you shouldn't have much trouble.  Just remember the
          three rules of survival.  Keep shooting, keep moving, keep cool.
          Venni, Vetti, Vecci.  Came, Saw, Conquered.  Boom.


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'EX-Arena Reverse Joint Rankings - a listing from first place to last.

Pilot   : Dynamite                                                     Rank: 1
AC      : Blockbuster

Summary : Very aggressive. Wreaks more havoc than required during missions.
          Ammo usage exceeds rewards.

Strategy: I tend to work my way slowly through some reverse-joint ACs, and have
          no real stratagies than clumsy trial and error.  If you have any
          sure-fire ways to defeat this AC, please send me your strategy by
          means of email at ' [email protected] '.

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Pilot   : Kroeger                                                      Rank: 2
AC      : Primate

Summary : This AC's weapons and overall design make it a platform that can raise
          to almost any occasion.

Strategy: I tend to work my way slowly through some reverse-joint ACs, and have
          no real stratagies than clumsy trial and error.  If you have any
          sure-fire ways to defeat this AC, please send me your strategy by
          means of email at ' [email protected] '.

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Pilot   : RT                                                           Rank: 3
AC      : Takeoff

Summary : Weapons on the left and right sides are identical.  Emblem was
          retrieved from an ancient wreckage site.

Strategy: I tend to work my way slowly through some reverse-joint ACs, and have
          no real stratagies than clumsy trial and error.  If you have any
          sure-fire ways to defeat this AC, please send me your strategy by
          means of email at ' [email protected] '.

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Pilot   : Trust                                                        Rank: 4
AC      : Unfold

Summary : An AC equipped with powerful weapons wielded by fine tuned joints, 
he's
          known for his accuracy.

Strategy: I tend to work my way slowly through some reverse-joint ACs, and have
          no real stratagies than clumsy trial and error.  If you have any
          sure-fire ways to defeat this AC, please send me your strategy by
          means of email at ' [email protected] '.

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Pilot   : Bloom                                                        Rank: 5
AC      : Blue Petal

Summary : Multiple missile launchers and a long range rifle, create a style
          opposite of his partner's.

Strategy: I tend to work my way slowly through some reverse-joint ACs, and have
          no real stratagies than clumsy trial and error.  If you have any
          sure-fire ways to defeat this AC, please send me your strategy by
          means of email at ' [email protected] '.

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Pilot   : Pest                                                         Rank: 6
AC      : Red Petal

Summary : Bloom's partner. he has no need for fancy weapons and prefers a 
simpler
          fighting style.

Strategy: I tend to work my way slowly through some reverse-joint ACs, and have
          no real stratagies than clumsy trial and error.  If you have any
          sure-fire ways to defeat this AC, please send me your strategy by
          means of email at ' [email protected] '.

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Pilot   : Swimmer                                                      Rank: 7
AC      : Odd Fish
Summary : An awkward weapons and parts load out is reflected in his equally
          strange emblem choice.

Strategy: I tend to work my way slowly through some reverse-joint ACs, and have
          no real stratagies than clumsy trial and error.  If you have any
          sure-fire ways to defeat this AC, please send me your strategy by
          means of email at ' [email protected] '.

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Pilot   : Strangle                                                    Rank: 8
AC      : Bulky Hand
Summary : Powerful missile launchers on both shoulders make this AC an imposing
          and dangerous foe.

Strategy: I tend to work my way slowly through some reverse-joint ACs, and have
          no real stratagies than clumsy trial and error.  If you have any
          sure-fire ways to defeat this AC, please send me your strategy by
          means of email at ' [email protected] '.

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Pilot   : Pellen                                                      Rank: 9
AC      : 45

Summary : Evades missile lock-ons by utilizing repeated low trajectory jumps. He
          was a champion long jumper.

Strategy: Alright, two things.  A machine gun, and lots of missiles.  He's too
          bloody fast for anything else.  Even though he does evade a large
          portion of the missiles you dish out, he takes on damage at ridiculous
          rates.  Keep up the pace, keep moving, and you should make it.


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'EX-Arena Caterpillar Rankings - a listing from first place to last.


Pilot   : Tread                                                       Rank: 1
AC      : Commander

Summary : A soldier who survived the Great Destruction. He is quite old, but
          still a formidable opponent.

Strategy: Strafe left, see a missile?  Strafe right, shoot.  Strafe right,
          see a missile?  Strafe left, shoot.  Stick with a Plasma Cannon.

                 -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Pilot   : Milo                                                        Rank: 2
AC      : Ragnor

Summary : Expands ammunition at an appalling rate. Believes the more he fires 
the
          more likely he'll connects.

Strategy: An easy win, just dodge the rounds.  Stay at a mid-distance, and keep
          firing.  If you have more trouble, give a Plasma Cannon a shot.
          (Or any other high-damage weapon)

                 -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Pilot   : Bullet                                                      Rank: 3
AC      : Powder Magazine

Summary : Believes that missiles are the ultimate weapon. He despises those who
          use energy-based weaponry.

Strategy: Stay close.  Stay, close.  Stay, CLOSE.  Missiles is all he's dishing
          out.  Try some energy weapons, he can't stand those.  Once you get
          close enough, this is an easy win.

          - Make sure you have a high shell weapon defense !! -

                 -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Pilot   : Scorch                                                      Rank: 4
AC      : Energy Shell

Summary : A firm believer in the benefits of energy-based weapons. Despises 
those
          who rely on missiles.

Strategy: Strafe, strafe, strafe, FLY!  That's the pattern you're going to need 
to
          maintain.  Try to stick with shell weapons, as they do not drain your
          energy.

          - Make sure you have a high energy weapon defense !! -

                 -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Pilot   : Fenrir                                                      Rank: 5
AC      : Hound

Summary : Convinced that the only way to achieve success in the missions is with
          a heavily equipped AC.

Strategy: Make sure you keep firing your weapon, because that's all he does.
          He's equipped with a Machine Gun and Dual Missiles so stay close.
          He's airborne most of the time, so join him up there, else he will
          crush you from the skies.  It's your call on this one though.
          Just keep shooting.

                 -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Pilot   : Moby                                                        Rank: 6
AC      : Wrath

Summary : Derives great pleasure from knocking flying ACs out of the air. He has
          earned the nickname "SAM".

Strategy: Stay nice and close to him.  Like in the summary, he likes to blow the
          crap out of flying targets, so don't.  When you're in his proximity
          make sure you keep strafing.  Stay put, and he'll peg you with his
          Plasma Cannon.

                 -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Pilot   : DOUBLE57                                                    Rank: 7
AC      : Darkness

Summary : A rare sight, this AC is equipped only with a flame-thrower and extra
          ammunition. Remarkable!

Strategy: Bring along a long-distance weapon, and you will win this with ease.
          It's almost hard to win with any damage.  Just keep moving back while
          he persues you, and you'll be fine.

                 -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Pilot   : Warren                                                      Rank: 8
AC      : Chariot

Summary : A long time member of the Arena, his logo is representative of his
          search for the truth.

Strategy: Follow this air-freak carefully!  Move too far away, you'll get 
missiled.
          Stay too close, you'll be hampered on by a canon.  Try a rapid fire
          weapon on him.  Since he seems to move quite a bit, you don't want to
          bet it all on a weapon with a slow reload.

                 -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Pilot   : Artemis                                                     Rank: 9
AC      : Pressure
Summary : Calms his nerves before a battle by eating huge amounts of chocolate.
          An average pilot at best.

Strategy: If you have a laser blade handy, move in close to render his missile
          launcher useless.  Even without one, stay relatively close.  At close
          range, he can only use his rifle.  Move too far back, and he will
          bombard you with a volley of missiles.  Other than that, he is a
          fairly simple opponent.


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[  Chapter .VIII.  -  Mail]

Mail - A complete list of mailings you receive throughout the game

( !! Spoiler(s) ahoy .. !! )


                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Title: Request                                              Sender: Lana Nielsen
Congratulations.  How does it feel to finally be a Raven?  I'm your RAVENS' NEST
contact, and the person in charge of handling negotiations with requesters to
sort out your missions.  Orders must be followed to the letter.  Your first
mission is already available.  It shouldn't be too difficult, but remember to be
wary of any unforeseen obstacles.  Exercise caution at all times.

                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Title: Arena                                               Sender: Lana Nielsen

When we first met on the Network, you mentioned becoming a Raven because there
was someone you wanted to kill.

AC Nama : Nine-Ball
Pilot   : Hustler One
Top ranked AC in the Arena.
That is all we know.

All that is needed for you to participate in the Arena is a corporate sponsor.
This opportunity will present itself... eventually.  Let me warn you though,
anyone who attempts to face Nine-Ball in battle will surely be destroyed.  If
you're willing to risk your life.  I can arrange it so that one day you will
fight him.  That is all.

                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Title: Sponsor                                              Sender: Lana Nielsen

A corporation has extended an offer to sponsor you in the Arena.  The sponsor
is [PROGTECH], one of the companies operating the Arena.  There is one condition
though, you must defeat all Ravens currently associated with the Arena.  The
company wants to see what you're  capable of.  I've done some research and it
doesn't matter who you fight.  But remember, they're all Ravens, just like you.
That is all.

                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Title: Arena Registration                                       Sender: PROGTECH

Good day.  I'm a representative from PROGTECH and I have had the privilege of
observing your performance.  We have taken note of your abilities and have
decided to sponsor your entry in the Arena.  Please accept, as a small gift,
50000C and an AC Part we have developed.  We look forward to your success in the
Arena.

                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Title: PROGTECH                                             Sender: Lana Nielsen

PROGTECH is a company that has grown significantly during recent years.  This is
largely due to their groundbreaking achievements in AC-related development.  A
brilliant scientist, who servers as the company's head of development, is behind
a number of their revolutionary parts. The part you received is probably one of
these.  The Arena is nothing more than a convenient place for PROGTECH to
advertise.  So take care, and don't let them take advantage of you.  Should your
rating increase, due to success in both the Missions and the Sub-Arena, you may
be called up to the actual Arena.  That is all.

                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Title: Emergency                                                Sender: PROGTECH

An emergency situation has arisen.  We have a request that needs your immediate
attention.  Please read the request description for more information.

                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Title: Mysterious MT                                          Sender: Elan Cubis

Hello, my name is Elan Cubis, I'm the head of development at PROGTECH.  Thank
you for your assistance the other day.  I believe the attack was directed at our
research group.  This is a  relatively common occurrence in our business, but
there was one aspect about it that bothered me.  Specially, the MT that appeared
from out of the water.  It would be hard, given current technology, to build an
amphibious MT.  I know of no group that has had success.  It's possible a
technology lost during "The Great Destruction" has been rediscovered.  I fear an
unknown organization, possessing advanced technologies, may be involved.


                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Title: Warning                                              Sender: Lana Nielsen

As I explained earlier, I am your RAVENS' NEST contact and the one who will
supply you with your orders.  You will follow the orders you're given and do as
I say!  Even if approached by a sponsor, you are not to accept any missions
without my approval.  Don't let it happen again!  That is all.

                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Title: PROGTECH Request                                     Sender: Lana Nielsen

Here is a request from your sponsor. Please read the mission description
carefully.  It appears that your skill and rating as a Raven have been
increased.  It is just a matter of time before you'll be allowed to enter the
Arena.

                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Title: Promotion                                                Sender: PROGTECH

Congratulations.  Your registration is complete, and you are hereby certified as
a contender in the Arena.  Usually, a potential candidate must wait until a
contender leaves the Arena, but an opening was available just in time for your
registration.  Concentrate your efforts on the Arena for the time being, but
keep in mind that we may still require your assistance in further missions.  As
a gift, please accept this 50000C and an AC Part developed by out company.
Good luck to you in your conquest of the Arena.

                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Title: Destruction Request                                      Sender: PROGTECH

An emergency situation has arisen.  We have an urgent request regarding a
mission for you.  Please read the request description for more info.

                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Title: Nine-Ball                                              Sender: Elan Cubis

You've saved me once again.  Please allow me to offer my humble thanks to you
for your bravery.  I've done some research on that mysterious MT, but so far I
 have only come up empty-handed.  I thought I was at a dead end, but the AC that
appeared this time was Nine-Ball, correct?  I've decided to conduct more
research along these lines. My understanding is that some bad blood exists
between you and Nine-Ball ... I will keep you informed if I should learn
anything new.

                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Title: Support Cut Off                                      Sender: Lana Nielsen

You were warned not to accept any direct requests without my approval.  I am no
longer acting as your contact.  In fact, I'm cutting off all support to you.
Good luck.  You'll die soon enough.

                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Title: MT Rescue Operation                                      Sender: PROGTECH

An emergency situation has arisen.  We have an urgent request regarding a
mission for you.  Please read the request description for more info.

                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Title: Data Manipulation                                      Sender: Elan Cubis

Thank you, once again.  I can't imagine what might have happened have you not
been there to assist.  I heard that Nine-Ball did not appear this time.  Some
peculiar things have been discovered about this elusive character ... I will
relay this information to you.  Here is what we know about the NEST-registered
pilot.  Hustler One.  No one has ever actually met him.  Another interesting
item, is the fact that a great deal of information pertaining to Nine-Ball and
Hustler One has been erased.  This has piqued my curiosity and I will be
looking into the matter further.  I'll let you know if I discover anything of
interest.

                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Title: Connections                                            Sender: Elan Cubis

How are you?  It has been a while.  I've come across some tantalizing
information in regards to the corporations involved with Nine-Ball.  It seems
that all corporate sponsors involved with Nine-Ball experience either rapid
success, or deteriorate quickly and disappear.  Therefor, I'm lead to believe
that the recent attacks against PROGTECH are probably intended to destroy the
company.  Not only is he a skillful Raven, but he also seems to harbor some
secret agenda.  Who is this man?

                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Title: HQ Protection Request                                    Sender: PROGTECH

An emergency situation has arisen.  We have an urgent request regarding a
mission for you.  Please read the request description for more info.

                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Title: RAVENS' NEST                                           Sender: Elan Cubis

It appears as though you have destroyed Nine-Ball, but why does he still exist
in the Arena?  There is still no useful data pertaining to Hustle One, but we
have been able to identify the group responsible for tampering with his data. It
was the NEST.  There is no mistaking the fact that the RAVENS' NEST was
tampering with his data.  I'm still not sure how Hustler One is connected to the
NEST, but I do know this ... the NEST isn't just a normal Raven support
organization, but also something else.

                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Title: RAVENS' NEST Contact                                   Sender: Elan Cubis

I am, as far as I can determine, in the safest possible place.  I did some
digging in the NEST data bank, and the only relevant pilot data information I
found in regards to Nine-Ball was a strange word: [H-1].  The impression I got
was that H-1 wasn't a person's name, but the name of some sort of part.  It's
possible that a person called Hustler One doesn't even exist

                  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Title: The Promise                                          Sender: Lana Nielsen

It has been a while.  Congratulations on reaching the second highest rung on the 
Arena ladder.  I never thought you would achieve such success. Your skills have 
far exceeded my original estimation of you.  You have become too powerful!  Do 
you remember?  I told you I'd arrange a meeting with Nine-Ball for you one day.  
Well, that day has arrived.


 -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


[  Chapter .IX.  -  System ]

Data Save         -  Save the Game
Data Load         -  Load a previously saved Game
Emblem Save       -  Save the current emblem to Memory Card
Emblem Load       -  Load a previously saved emblem from the Memory Card
Option            -  Master Volume  : Increase or decrease master volume
                     BGM Volume     : Increase or decrease BGM volume
                     Text Message   : Text in battle on/off
                     VS Stage       : Stage selection method in VS
                     Key Assign     : Change key configuration
                     Vs Time Limit  : Change time limit in VS
                     Vibration      : Vibration on/off


 -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


[  Chapter .X.  -  The Mission(s) Walkthrough ]

Mission One - Eliminate Fugative

Sender     :  Lana Nielsen                Location: Isaac City Botanical Zone 
No.7
Requester  :  Isaac City Guard           Objective: Capture Fugitive
Reward     :  32000 Credits           Enemy forces: Security MTs (unknown 
number)
                                      Safety Level: 94

We've received a request asking for assistance in tracking down an escaped
criminal.  The fugitive is a chronic corporate hacker.  He has hijacked an
Armored Car and locked himself in the Botanical Zone.  He hacked into the
facility's security system, and all security MTs are now under his control.  The
offensive capability of a single MT is no match for an AC, though they can be a
nuisance when encountered in groups.  Immediately destroy all MTs you come
across.  The building's structural data has been prepared.  You goal is to
capture the fugitive.  You have permission to take him out if necessary.

Mission Description:
This being the first mission, it is fairly simple.  Follow the corridors,
stay sharp, keep shooting, and you'll be fine.

Mission Preparation:
Whatever you feel comfortable with.  Machine Guns and Flame Throwers are
good to take the MTs out fast, but it's your choice.  Like to be lazy?
Let a few of the MTs gather behind a wall, or door, and they will destroy
each other until one remains.  It works like this.  They shoot, even though
they cannot hit you.  And what happens when they shift around?  They get in
each other's line of fire, and boom!  It may take a while though, but it's
one way to stay damage free.

"Blowing Up Foes" For Dummies:
When you see an MT, walk up to it until you have a lock on.  Then simply walk
backwards firing away to minimize damage, four shots does the trick.
If you prefer close combat, you can simply give them a new hair-do with your
energy blade.  One hit generally does the trick. It's a bit crampt in the
corridors, but if you can pull it off, send a few missiles flying.  It's a
bit more efficient to use the previous two though.  There are little MTs
crawling everywhere.  Just because they don't do much damage, DOES NOT
mean you should consider them weak.  Damage accumulates fast.

The path you need to take:
There are so many forks and turns, and twists, that I cannot help you without
some sort of a map.  But that is already provided to you, press 'Select' to
view it.  It's probably easier to follow that than my endless rantings so
I won't bother with directions, but I will tell you the things you need to do.

First, you need to find a room with a giant computer in it.  (It resembles
a tall black box with wires jutting out from the top)  Now, destroy it.
That renders a couple door that were locked, "unlocked".  Now, go find the
unlocked doors and venture deep into the catacombs of hallways.  To
find the first unlocked door, head out of the room, and take a left at each
fork.  This will lead you to a door which needs to be opened with the
"Circle" button.  Walk up to it, and press the button.

Travel your way along the paths, and you will eventually find the Hacker you
were searching for.  Watch a little in-game cut scene with Nine-Ball, then
head back to the Raven's Nest.

Mission One Complete.


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Mission Two - Destroy Berserk MTs

Sender     : Lana Nielsen                 Location: PROGTECH Weapons Factory
Requester  : PROGTECH                    Objective: Destroy all combat MTs
Reward     : 36000 Credits            Enemy forces: Combat MTs (unknown number)

The mission requester is PROGTECH.  Their Weapon Factory's Maintenance Computer
has malfunctioned, and the Combat MTs produced there are out of control.  The
computer continues to produce the faulty MTs, and the situation is worsening.
Thankfully the problem has not spread outside the facility, but it is only a
matter of time.  Your mission is to restore the situation at the factory.  As
long as the computer is operating, it will continue to produce MTs.  Destroy the
computer, then combat the MTs.

Mission Description:
Well, you have a bunch of whacked-out MTs running amuck in a factory.
And what's more, there are unpteenth numbers of them, and you get to
go in there alone.  Lana sure is nice, isn't she.  At any rate, you're
in the factory, and you have to destroy three computers.  Two to unlock
gates, and one to stop the MT malfunction.  Then, destroy all remaining
MTs.

Mission Preparation:
A machine gun is almost a must here, or anything else that can wipe out
those pesky MTs as fast as possible.  There is a whole legion of them,
and you're only one AC.  Feeling malicious?  Try a flame thrower
amongst the masses, you'll be seeing inferno within their MT ranks.

"Blowing Up Foes" For Dummies:
Like I said earlier, you are going to need a machine gun.  If you don't
have one on, just shoot away.  Helps alot though if you can blow these
up fast though, damage accumulates fast.  Maybe try out your laser
blade up close?  If you are gaining damage at a fast rate, you best
use the dirty trick I taught you for the previous mission.  Just wait
behind a wall, and a few of those MTs will destroy themselves.

The path you need to take:
Okay, you start off in the factory's parking lot.  You're going to need
to blow up the door, so stand back and shoot.  Behind, are two MTs.
Just deal with them.  Now, you are faced with two doors, and neither
of them open.  Now what?  You see that little box in the middle?  Well,
get on the ledge, and take a look at the grating.  How pretty, now
blow it up.  A warning before you drop down into the MT masses, you're
going to want to avoid damage, right?  Well aim to land on one of the
pillars.  Then, boost to the door and open it with the circle button,
you should be able to get to safety without a scratch.

Now, head left and follow the path.  Open the door with the circle
button, and destroy the computer from a distance.  Now, do the same
with the other computer on the opposite side.  Now, that they have
been destroyed, two doors that were previously locked, are now open.

Between where the two computers were, is a door.  Open it.  Head to
the left, and you have MTs to destroy and a 'Secret Head Part'.  Do
not forget to pick it up before you leave!  To the right is the
main computer and more MTs to destroy.  Just find your way through
the corridors to find both.  Once you find the computer, destroy it.  Slice
it once with your blade, then back off and shoot to minimize damage. There
you go!  Now find the remainding MTs and destroy them.  Doing so will lead
to victory.

The remainder of the berserk MTs are down a flight of stairs in the room
that junctioned off to the left and right paths you took earlier, and
in the room where you dropped into earlier.  If the mission is not
complete after these are destroyed, look about in the previous areas you
visited earlier to find any missed MTs.  Destroy them, and you're
finished.


Mission Two Complete.

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Mission Three - Recover Meteorite

Sender     : Lana Nielsen            Location: North Haven's Rock, Supply Point 
No.8
Requester  : R&G Industries         Objective: Destroy all enemy forces
Reward     : 38000 Credits       Enemy forces: Unknown

The requester is R&G Industries.  This mission pertains to the anticipated
impact of a meteor with our planet.  The meteor's existence has long been known,
but it wasn't until just recently that a discovery was made indicating that the
metwor may contain rare minerals.  R&G Industries would like to recover the
meteor, but there is a problem.  Several of their competitors also want
possession of it and are willing to fight for ownership.  Your mission objective
is to eliminate any units, sent by R&G's competitors, intent on retrieving the
meteor.  You must not allow it to fall into their hands.

Mission Description:
Well, for one you don't really have to recover anything.  Just blow
your opposition up.  You'll see the meteorite land before you, and
a large crater formed from the impact.

Mission Preparation:
Without a machine gun or a missile with a fast locking FCS, you're
screwed.  Try to get on some fast legs too, and something with high
shell defense?  The latter two aren't neccesary, but help.

"Blowing Up Foes" For Dummies:
Alright, you're going to be up against five aerial combatees at
first.  You're going to need to get a weapon that can hit them, they
are fast as lightning.  Get within a close proximity, then start
pulling the trigger of the machine gun.  If you have a missile on,
just make sure you won't miss your target.  Even though it seems
incorrect, the best place to shoot them down is in the crater.  They
may be able to surround you, but they are also have difficulty getting
in and out of it.  That gives you time to shoot them down.  Don't
worry if you amass large ammounts of damage, everyone does.

You're also going to fight a sub-arena AC here.  Forget what Lana
Neilson said.  You want to stay close-mid range.  And keep firing,
at that length, he will try to dish out missiles, but you should
be fine.  Up close, he will use his machine gun or laser blade,
ouch.  To counter, slice him across the chest, and he should retreat
back some.  Your fighting style though, good luck.

The path you need to take:
Fairly simple, head into the crater and start shooting those fighters
out of the sky.  Once defeated, you will face an AC from the
Sub-Arena, Regulon.  Deafeat him with the strategy above, and you're
done.

Mission Three Complete.


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Mission Four - Retreive Secret Files

Sender     : Lana Nielsen                  Location: Isaac City Underground 
Passage
Requester  : Izumo Materials              Objective: Destroy the armored car
Reward     : 33000 Credits             Enemy forces: Unknown

Izumo Materials' research group was just attacked and top-secret files stolen.
The attacker escaped through the city's Underground Passage and is still at
large.  Security forces have been deployed, but our assistance has also been
requested.  Find and destroy the Armored Car that the thief has commandeered.
The Armored Car is highly visible, and the thief can't run forever.  He must
have planned an alternate means of escape.  Your target is the Armored Car.
Ignore all other enemies you may encounter.  Act quickly.

Mission Description:
Okay, you're going to be a mole for a while, you're fighting in an underground
passage.  Before breakfast, you'll have busted up some laser-totting MTs
and waded through heavy sewage.  Ah, it's fun to be a Raven.

Mission Preparation:
Okay, you want to keep whatever you are adept with close by.  Feel comfortable
with machine guns?  Go get one.  Rockets make you feel all tingly?  Go get one.
What ever you are good at, use.  This mission isn't hard.

"Blowing Up Foes" For Dummies:
Okay, those humanoid MTs?  They have laser rifles.  You're going to want to
back up when shooting them like the combat-MTs.  Just keep the bullet stream
going and you'll be fine.  Just don't let them get close, laser rifles hurt.
Also, instead of going to them, let them go to you.  Let them boost around
the corner, then shoot.  Just keep a lock on them prior to appearance, and
you'll maintain a fairly high AP.


The path you need to take:
You begin your mission in a vacant hall, spooky.  Follow around the corner,
and you will find a humanoid MT.  Blow it up, follow the path, find another.
There are four in total, and it is best to destroy them all unless you want
a few laser-totting mechs chasing behind you.

Now, you'll find your way along to a sewage flow.  Ew.  Get on your waders,
'cause you're heading into some heavy cow-dung.  Proximity mines are going
to be floating t'wards you by means of the crap.  So you have two choices
in evading them.  1) push up against the wall and dash heavy  2) wait in
the middle for a mine to pass, boost ahead to the next pillar, and
continue to do this to the end.  I prefer the first option, I was too
lazy to do the latter.  Destroy the mine layers if you like, or just
jump over them.

Now, you're going to chase down that thief and his little armored car.
Just head on up the shaft, and go find him.  Mind you though, there is
a Sub-Arena AC defending him.  It's Lucky Hopper, a four-legged AC.
Sounds scary?  Then run!  Don't even bother paying attention to him.
Just go blow up the armored car, and your objectives will be fullfilled.
Return to the Raven's Nest for your next mission.

Mission Four Complete.


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Mission Five - Assault Transports

Sender     : Lana Nielsen               Location: Union Line Undersea Tunnel
Requester  : PROGTECH                  Objective: Destroy all enemies
Reward     : 35000 Credits          Enemy forces: Trucks x3, MTs x4

You've been requested to execute an attack on a specific group of units.  They
are transporting materials which must be destroyed.  We aren't sure which units
are the ones carrying the material.  In order to guarantee its destrouction, all
units must be eliminated.  According to our information at this point, the group
consists of three trucks, and four MTs.  Though they may have reinforcements we
are not aware of.  If even one unit escapes, the mission will be a failure.  You
must eliminate them all.

Mission Description:


Mission Preparation:


"Blowing Up Foes" For Dummies:


The path you need to take:


Mission Five Complete.


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Mission Six - Cavern Invasion

Sender     : Lana Nielsen             Location: SE Isaac City Cavern
Requester  : None                    Objective: Destroy AC and escape
Reward     : 0 Credits (sob)      Enemy forces: AC x1, MTs x 7, ceiling guns x 6

Rumor has it, that a group of enemies have infiltrated the Cavern in the SE
sector of the city.  According to our information, the Cavern is being used by a
company to store important minerals.  We think the enemy forces that entered the
Cavern are after these minerals.  The target is a Raven AC hired as an escort.
Ignore all other enemies.  Seek out and destroy the AC, then escape.

Mission Description:
EXPLICIT NOTE:  You have a choice between this mission, or one of the other
                two.  Choose this if you wish to get the back part.

You're in a dark cavern, this is where your radar comes in handy.  You won't
be able to see much, so you're depending on it.

Mission Preparation:
Long range weapons are in order for this mission, or anything that hits fairly
hard.  The enemies just stepped up a rung of the 'toughness' ladder.  Now would
be a good time to upgrade your AC too, if you have the funds.  It's all your
go, though.  There is no 'neccesities' for this mission.

My favorite prep for this mission is to sell off your previous head, and
Missile Launcher so that you can buy a Grenade Launcher.  They don't stand
a chance.  (cackles maniacly)  The only problem is you have to be very, very
precice.

Want something even MORE lethal?  Get the double Grenade Launcher arms!  Now
you have to be the ultimate conservist, but ... it's got bigger explosions,
right?  You should have seven shots to deal with 'Evil Kiss', and that's
plenty.  Three hits and he's out!  (technically six rounds down)  Oh yeah,
your AC is going to look real wierd running around with those huge arms.

"Blowing Up Foes" For Dummies:
Just shoot, you're going to need to kill them fast.  They hurt alot more now,
than their predecessors in the earlier levels.

The path you need to take:
Alright, there is the easy way, and the extensive way.

The easy way goes like this.  First, destroy the MT that is in the room
ajacent to the one you are currently in.  Now, standing in the middle of the
circle, look up.  See that hole?  Boost up so you can reach it.  Destroy
the two MTs, and then take the fork on the left.  There, you will find six
celing-mounted guns ready to turn you into a fried potatoe.  You can't
really see it from where you are, but in the far-west corner, there is a
back piece.  You can either destroy the guns and get it, or you can snatch
and run.  Your choice, latter is better for conserving ammo and AP.

Now, return to the fork and take the right path.  You'll be taking a large
drop, so don't be shocked when you see your AC decending.  Follow the path
to find a large arena with 'Evil Kiss' waiting for you.

(before I explain the 'extensive way', you may want to take the back part by
 means of the 'easy way' prior to continuing.  Your choice.                  )

The extensive way goes like this.  First, destroy the MT that is sitting in
the middle of the room before you.   Follow down the path until you reach two
forks, you have a choice now.

The right fork leads to a MT, and that's it.

OR, you can continue straight down the hall and get a 'drop' on Evil Kiss.
You'll see what I mean when you get there.  This route, there are six MTs
in total.  After you destroy them, there is a large drop down to an arena w
here Evil Kiss resides.  Go for it!

Okay, Lana wasn't lieing about him being tough, but she exagerated some.
Keep moving, keep shooting, don't die.  Those are the three rules you are
going to want to maintain here.  Stay at close-mid range.  Far away enough
so that he doesn't use his energy blade, but close enough so he doesn't
use his missiles.  You'll be fine, just keep up the pace.

After he's finished, open up your map.  See those two openings?  Take
the one on the left, otherwise you're going to have to wade through more
ACs.  (or vice versa, if you took the extensive route)  Return to the starting
point, and you're done.


Mission Six Complete.


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Mission Seven - Attack Terrorists

Sender     : Lana Nielsen              Location: Isaac City East Construction 
Site
Requester  : None                     Objective: Destroy enemy AC
Reward     : 0 Credits (not fair!) Enemy forces: AC x1, Goldy

I've sent out a mission request to all Ravens on the NEST network.  The request
I sent out, was for the removal of MTs attacking the Construction Site East of
the city.  The real objective is for you to crush any ACs that take the bait.
Goldy, from the Sub-Arena, has already accepted the mission.  MTs are easy
targets for Ravens, so she probably won't be ready for you.  Take her when she
least expects it.

Mission Description:
EXPLICIT NOTE:  You have a choice between this mission, or one of the other
                two.

My first time around, I chose this one.  It's fairly simple, but doing Lana's
chores can be a bit tedious at times.  Just be careful, she's not telling you
something.

Mission Preparation:
Whatever you're good at, use.  Goldy's not that hard.

"Blowing Up Foes" For Dummies:
You're up against two ACs.  'Superb Hunter' and 'Ideal', piloted by Super
Bow and Goldy.  Pfft.  Remember the three rules for survival in Armored
Core: Master of Arena.  Keep Moving, Keep Shooting, Don't Die.  Take down
one of the two first, preferably Superb Hunter since he's a bit more
irritating.  They are easy to identify, so you don't have an excuse for
attacking them both at the same time.  Concentrate on one, then the other.

The path you need to take:
Just kill them, and you're done.

Mission Seven Complete.


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Mission Eight - Attack Chrome HQ

Sender     : Lana Nielsen              Location: Chrome Corporate HQ
Requester  : None                     Objective: Destroy AC in 3 minuites
Reward     : 0 Credits (grr...)    Enemy forces: AC Hercules

Your target is a Raven recently hired by Chrome, Isaac City's largest
corporation.  The Raven is Hercules, a member of the Sub-Arena.  He has signed a
long-term contract with Chrome as a guard at their Corporate HQ.  Chrome already
has a complex security system in place, the Raven has been hired to put
additional pressure on anyone attempting to breach their HQ.  I can take care of
the security system, but not the Raven.  We have three minutes tops, you must
destroy him within that time frame.

Mission Description:
EXPLICIT NOTE:  You have a choice between this mission, or one of the other
                two.

Three minuites - can you kill a man in that time?  We'll have to see, you're
                 about to be pitted up against the test.

Mission Preparation:
Energy weapons, this guy has a ludacris defense against shell attacks.  He
dishes out a mean missile as well, so set your defense against shell damage.
Energy weapons, and high shell defense.  Got it?

"Blowing Up Foes" For Dummies:
He'll be jumping around, but not as much as Superb Hunter and Ideal were.
Make sure you have those Energy weapons on, otherwise you're pretty much
screwed.  You'll run out of time, but he'll most likely kill you before
that happens.  Take your time though, three minuites is longer than you
think.

The path you need to take:
Kill very fast, then you win.  Kill very slow, then you lose.

Mission Eight Complete.


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Mission Nine - Defend Submarine

Sender     : Lana Nielsen              Location: R&G Industries Steamship Route
Requester  : R&G Industries           Objective: Escort Submarine
Reward     : 34000 Credits         Enemy forces: Unknown

Your objective is to escort a marine transportation battalion.  You will board
an T&G Industries' Transport Submarine and accompany it to its destination.  R&G
Industries has become a target of recent terrorist activities, we believe that
another attack on the company is imminent.  We have no way to predict what
problems might occur en route.  Therefore, be prepared to handle any
circumstances that may arise.

You've been requested to execute an attack on a specific group of units.  They
are transporting materials which must be destroyed.  We aren't sure which units
are the ones carrying the material.  In order to guarantee its destrouction, all
units must be eliminated.  According to our information at this point, the group
consists of three trucks, and four MTs.  Though they may have reinforcements we
are not aware of.  If even one unit escapes, the mission will be a failure.  You
must eliminate them all.

Mission Description:
Finally, cash for your missions.  This level is so, sweet!  You're on a
a submarine, and you get to blow up crap while trying to stay out of the water.
That's unique.

Mission Preparation:
Rapid fire sound good to you?  You're going to need something that can nail
things fast.  You're choice though, whatever is accurate.  You're going to
go up one on one against the battle cruiser, so equip something hard-hitting
if possible.  Maybe a Plasma Cannon, or whatever you think has a long enough
range to hit a moving ship ...

Okay, you do know tat the ocean is deep, right?  And when you get hit, you get
pushed back.  So, you're going to want to have shock dampeners equipped if you
can afford.  No, forget that.  Sell something, and buy them.  They are essential
to this mission.  Are you still with that crappy initial chassis?  Well, it's
also time to go buy yourself a nice pair of stable catapillar legs.  If they
don't work for you, find anything with good stability.

"Blowing Up Foes" For Dummies:
Eesh, planes with Plasma Dispensers?  That's not fair ... oh well, shoot them
down fast.  Like I stated earlier, a rapid fire weapon will make this so much
easier.  There are several of them, so your quick responses are going to save
your hide.  After the planes are dispatched, the enemy cruiser will arrrive.

You have two options on taking out the cruiser.  Like in the demo, you can
boost across to slice the cannons in half.  Or, you can get yourself a long-
range weapon and blow it up from the submarine.  You have to be adept at what
you choose, you're going to be hard pressed in this mission.

The path you need to take:
Defend the submarine, kill everything that shoots at you and the ship as fast
as you possibly can.  That's the only way you're going to survive.  Remember,
your priority is to defend the submarine.  Since the cruiser is more likely
to be dishing out more damage, deal with it first.  Take out the planes
that appear until you submerge.  Good luck.

Mission Nine Complete.


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Mission Ten - Enemy Fortress

Sender     : Lana Nielsen              Location: NW White Land Old Castle
Requester  : Isaac City Guard         Objective: Destroy all enemy forces
Reward     : 36000 Credits         Enemy forces: Gun Emplacements x 9

We have pin-pointed the location of the base that terrorists have been using for
their strikes on Isaac City.  You mission is to attack this base.  The base's
location is in an Old Castle in the NW sector of the White Land Area.  The
castle, now a fortress, is protected by many gun Emplacements.  The gun
emplacements surround the entire fortress and will attack if given a target.  Do
not let your guard down, even for a moment.


Mission Description:
(shudders)  You're taking a walk through hell if you do this mission.  You've
Got the gun enplacements, patrolling tanks, and one of the most lethal Arena
pilots you have to face, Ninya.

Mission Preparation:
Anything that helps you move.  Boosters, legs, generators, you're going to
need them to keep you moving.  Moving keeps you alive.  Go with some powerful
weapons and a machine gun.  The gun emplacements and tanks are going to be a
royal pain in the royal arse.  Simple as that.  Also, take something along
that you're good at, you're going to want to fight Ninya with the best of
your abilities.

"Blowing Up Foes" For Dummies:
Tanks and gun emplacements should be dealt with by a few blasts of your
heavier weaponry.  You want to conserve your ammo for Ninya, he's a real
pain.  For him, keep your sights to the sky as he tends to jump alot.
He dishes out alot of missiles as well, so keep a high shell defense.
Get hold of a lucky charm, pump up some favorite music, and find a
comfortable position.  You're in for a ride with him.

The path you need to take:
Blow up the gun emplacements, blow up the tanks, blow up Stalker (Ninya's
AC).  Sounds easy?  Oh heck no, it's not.  Blowing up the turrets are
a bit tedious, considering you have to travel along the castle walls,
dispatching them one by one.  Have patience, keep your cool, and you'll
be fine.

Mission Ten Complete.


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Mission Eleven - Assist Marine Lab

Sender     :                               Location: PROGTECH Marine Laboratory
Requester  : PROGTECH                     Objective: Destroy all enemy forces
Reward     : 46000 Credits             Enemy forces: MTs x 5

An emergency situation has come up.  We'll be sending a mission request 
directly.
The PROGTECH Marine Laboratory is under attack by an unknown MT.  The attacker's
objective is still unclear.  We've already sent in another Raven, but he was
unable to complete the mission.  The best he could do was stall the enemy's
invasion of the facility.  An important company official is housed within the
facility.  It is vital that he be rescued and brought to safety.  As is our
right as your sponsor, we are temporarily revoking your license to
participate in the Arena.  This mission is now your top priority.

Mission Description:
Nice an easy, you will be here to rescue Fritz and the 'all-important' company
official.  Make sure you don't fall into the water, and all will go well.

Mission Preparation:
I'm pretty sure you can guess what I am about to suggest, whatever you are
comfortable with.  You're filthy rich from all those previous missions and
arena spoils, right?  Go buy yourself an AC you can use and cherish.

"Blowing Up Foes" For Dummies:
They're MTs, blow them up in the usual fasion.

As for the big-boy MT, just blow the crap out of him.  Real easy.
Be a nice guy, and save Fritz.  I mean, you -are- a nice person, aren't
you?

The path you need to take:
Blow up the MTs, save Fritz, blow up the big MT.  You're done.

Mission Eleven Complete.


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Mission Twelve - Destroy Cannon

Sender     : Lana Nielsen                 Location: Borian Highland Cannon Ruins
Requester  : Izumo Materials             Objective: Destroy the Cannon
Reward     : 3300 Credits             Enemy forces: Unkown

The requester is Izumo Materials.  We've recieved information indicating that a
colossal cannon, built during The Great Destruction, is in the process of being
restored.  Verify this information, and if the reports we've recieved turn out
to be true, destroy the cannon before restoration can be completed.  Izumo
Materials, whose emphasis is space development, has plans to launch a satellite.
The cannon is apparently set to target this satellite.  If restoration of the
cannon is indeed underway, explosive charges must be set and the cannon
destroyed completely.


Mission Description:
You're stuck in a hole with planes circling about you, and a nasty AC on your
tail.  Sound like fun?  It is, if you don't die over, and over, and over
again.

Mission Preparation:
Shock resistance is a must.  A high defense against shell and energy is also
a nice perk you can use to your advantage.  Another must is a decent booster,
you're going to be scaling the tower.  Whatever weapons you like are fine,
just make sure they can hit things that are not stationary.

"Blowing Up Foes" For Dummies:
This may sound wrong, but don't.  You have to concentrate on planting the
charges on the tower.  After that is done, continue to ignore the aerials
and return to ground level to fight 'Locagos'.  He doesn't move much so
just keep the bullets streaming, and the strafing moving.  Shoot, move,
don't die.

The path you need to take:
Get dropped, and boost straight away to the first bombing point.  Then, scale
up a tier on the tower to plant the next charge.  Move counter-clockwise,
it's more efficient.  There are four charges in total.  Place the charge,
boost up, move around counter-clockwise, place the charge ... and so on.

Drop down, and avoid fire from the planes.  Momentarily, you will be
visited by your good friend Locagos.  Now you're in a tough spot.
Dodge fire from the aerials, dodge fire from Locagos, and kill
Locagos.  Ah, thank God for boost-strafing.  Good luck!

Mission Twelve Complete.


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Mission Thirteen - Board SpaceShip

Sender     : Lana Nielsen              Location: Derelict Spaceship
Requester  : PROGTECH                 Objective: Locate Research Team
Reward     : 42000 Credits         Enemy forces: Unknown

A rather strange mission request has just been received.  It entails the
investigation of a recently discovered Derelict Spaceship.  It isn't known when
the Spaceship was built, but it was probably sometime before The Great
Destruction.  Many technologies were lost in The Great Destruction, so any
materials or information found dating prior to this event are extremely
valuable.  PROGTECH sent a Research Team to investigate the Spaceship, but three
days have gone by without any contact.  There must be trouble aboard.  Your goal
is to locate the Research Team.  Remember, nothing is known about the Spaceship,
so excercise extreme caution.


Mission Description:
This mission outright blows.  It's one of the most confusing missions or
scenarios I have ever encountered, due to the shoddy map-work.  Riddled
with MTs, you have to head into to ship alone.  You are more likely to
toss the controller at a wall prior to you beating this mission, but
I will do my best to help you.  Courtesy of 'Mark A. Nonymous', I
have a decent map to suply to you.

Mission Preparation:
A machine gun with lots of ammo, you're going to be up against many little MTS.
If you choose to fight 'William', you're going to want to strap on some other
weapons that you are skilled at.

"Blowing Up Foes" For Dummies:
They're MTs.  Aim straight and true, and try to conserve your AP.

The path you need to take:
Great thanks to Mark A. Nonymous, without him I'd be screwed in trying to
figure out how to tell this part.  The portion bellow is explicit Copyright
of him, and he has all claims to it.


vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv

	There are two "layers" to the ship.  I'll be showing the map as it would
appear in the in-game map. In other words, one map layer (below) does not
directly correspond to the other.  They're reversed so that if you look at them
in the game (you have to rotate it), you can figure out how to get through
easier.  That doesn't seem to be useful, but if you're planning your route it's
the way it has to be.
	This map is not bird's eye.  Sorry, but the length of the ship is
vertical.

	Map legend:
	-| - Pathways (NOT walls)
	+ - Pathway to take
	O - Open door
	L - Locked or closed door
	#, X, Y, or Z - Connection to other layer
	START! - Starting point
	AVOID! - Where you fight the AC.  You don't need to, so don't go here.
That is, of course, if you want a totally pointless (except for the challenge)
battle.
	GOAL! - Target of mission (the rescued crew member).  Go here to finish
the mission.

      5       6       7     7       6       5
      +---L---|---O---|     |       |       +
      +       |       |     |       |       +
      +       O       |   AVOID!    O       +
      +       |       |     |       |       +
      4+++L---|---O---8     8---L---|---O---4
        /\    |             |       |       +
        ||    L             L       L       O
       GOAL!  |             |       |       +
      3----L--|--O----9     9       |       3
              |             |       |       +
              O             +++++O+++--L----+
              |             +       +       +
      2----L--|--O----X     X       +       2
              |   START!    +       +       +
              L     ||      +----L--+--L----+
              |     \/      +       +       +
      1++++O+++--L--++Y     Y       +       1
              +                     +
              O                     +
              +                     +
              +                     +
              Z                     Z

	A few hints.  Use the map for reference, and keep track of it as you go
along.  Check the in-game map often to make sure you're staying on the track I
tell you.  There are a lot of roof-mounted guns and little flying units, you may
destroy or not destroy them as you see fit and I won't be covering where they
are.  You should destroy both groups of flying units, though, because where they
are you might have to take several tries to access an area and would fall back
into the midst of them repeatedly.
	When you start out (S), you're facing a doorway (Y).  Go through it.  To
your left, along the wall, is a vertical set of doorways.  Be careful, in this
chamber there's a set of three doors and a set of two doors on different walls.
You want the wall with two doors.  Skip the first one and enter the second.  You
have just entered the "spine" of this layer of the ship.  The walls should be a
more tannish color.  Drop all the way down and enter the doorway you find at the
bottom (Z).
	Now go sraight up.  This will require you to pan your sight to the very
top using L2 and "aim" your AC so that it goes through the little hole.  Hang an
immediate right (the only door that's unlocked) and go right, into the other
layer (1).  You are now directly opposite the starting area.
	Look up.  Long way, huh?  You have to fly all the way to the very top of
this chamber and through the little hole at the top.  Good luck, it may take a
few tries.  Utilize the pillars strung across the hall or the doorways to either
side.  Once you get up through, you have to go up again (don't enter the door to
your right).  The wall behind you (if you stayed oriented the same way the whole
time) has a hole in the top (5).  Enter it.  Then simply drop down the shaft and
find the last surviving member of the crew.  You win.

	If you want to fight the AC, instead enter the door to your right I told
you not to a second ago.  You can hear him on the other side of the door across
from you, but it's locked.  Go up.  You'll enter another chamber, where you'll
find a hole in the wall far above you (6).  Enter it.  Now, to your left is an
unlocked door (a bit above you).  Enter it.  On the wall to your left is a hole,
at the very top (7).  If you enter it and drop through, you'll fight him.
	I will not cover how to fight William in too much detail, as you really
don't need to and he's a pain to beat anyway.  He's 15th in the Arena, and it's
hard to combat him in that tiny space.  But if you want to, go for it.  Do a
little machine gunning, that should do the trick.  Other than that you're on
your own.  And getting back out is up to you, too.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^


Mission Thirteen Complete.


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Mission Fourteen - Destroy Giant Tank

Sender     : Lana Nielsen                     Location: Zearm Desert East 
Barrens
Requester  : Isaac City Guard                Objective: Destroy all defenses
Reward     : 40000 Credits                Enemy forces: Giant Tank x 1

A few surviving members of a successfully splintered terrorist organization are
making a last stand.  They're attacking nearby facilities with a giant Tank.
Your mission is the elimination of the terrorist controlled Tank.  It is in the
Battleship class and was most likely built before The Great Destruction.
Destroy all Tank defenses and render it inoperable.  This will be much different
from fighting ACs or MTs ... be careful.

Mission Description:
It's like RayCrisis.  You're a little ship, and you have to fight this
gargantuan mech at least fifty times larger than you.  That's what made it so
cool, same for this mission.  Takes place in the vastness of the Zearm
Desert, so you have virtually nothing but minute dunes to hide in.

Mission Preparation:
Plasma Cannon or any other heavy weapon of your choice that has decent ammo
will be a good idea.  But there are two absolute necesities to this mission.
A machine gun to your liking, and a decent laser blade.  You're also going
to need a decent booster and generator.  Sounds difficult?  It's not that
bad.  If you can't get good air, just lighten your load.  Weapon-mounted
arms are just as good as the Plasma Cannons and such, and can be a bit
lighter.

"Blowing Up Foes" For Dummies:
It's all about taking a leap of faith, and landing on the tank's top
side.  This leaves all cannons and turrets vunerable, except one.  It's
a Missile Launcher, and it hurts like crazy if you don't destroy it right
away.  So, once you get on top, start bombarding the gray box that
volleys the missiles.  Once it's finished, you've virtually completed
the mission.  Just pick off the remaining turrets at your leisure.  If
you cannot see them, hop off and just blow them away.  Without the
missile launcher, it's all over.

The path you need to take:


Mission Fourteen Complete.


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Mission Fifteen - Enter Abandoned Mine

Sender     : Lana Nielswn                   Location: Fort Garden Abandoned Mine
Requester  : PROGTECH                      Objective: Recover secret material
Reward     : 49000 Credits              Enemy forces: Unknown

A Secret Material, developed by PROGTECH, was stolen.  We are still
investigating, but it appears as though the culprit may be The Wolf, a ranked AC
sighted nearby.  The last known location of the thief was in the vicinity of
Fort Garden.  You mission is to search the Abandoned Mine and recover the stolen
material.  As this request originates with your Arena sponsor, and is a priority
mission, your Arena challenging rights have been suspended.

Mission Description:
Well, your AC's springs are going to be shocked by the time you get out of here.
You're going to do a lot of dropping.

Mission Preparation:
Rapid-fire weapons are nice.  So are extra ammo and a fast AC.  Mrm, don't
forget to boost up your shell defense.

"Blowing Up Foes" For Dummies:
MTs are to be dispatched in the usual manner, just don't expend too much
ammo.

When you reach Wolf, take out the two arial guards that are stationed with
him.  If I remember right, Wolf' is going to be hitting you hard with missiles,
so it's advisible to stay mid-far range.  Stay too close, and he will demolish
 you with his two Grenade Launchers (shoulder and arm).  A devistating
foe, you better keep up the pace with this guy.  Keep firing and strafing the
grenades, and you will be fine.

The path you need to take:
It's fairly simple.  Follow the given path by means of map or by deduction
and you should arrive at Wolf eventually.  Remember, the mine is riddled
with MTs.  Dish out ammo at a wise rate, don't be a berserker.

Mission Fifteen Complete.


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Mission Sixteen - Defend Laboratory

Sender     : None                           Location: PROGTECH Lab Block 7
Requester  : PROGTECH                      Objective: Defend all gates
Reward     : 52000 Credits              Enemy forces: MTs (Unknown number)

An emergency situation has arisen.  Our Laboratory at the center of the city is
under attack by unknown forces.  The invaders have divided into several small
groups and are attacking via different routes.  We assume their target is Elan
Cubis' Lab.  There may be some connection between these units and the ones that
attacked out Marine Lab, but we aren't sure.  All 4 Gates leading to the
Laboratory are located in Block 7.  These key locations must be defended.


Mission Description:
Well, this is one tedious mission.  It's more of a chore than anything else.
What you have to do, is run from gate to gate, blowing up MTs bombarding the
doors.  Then, you get a taste of revenge.

Mission Preparation:
Rapid-fire weapons are good, so are a few Plasma Cannons or heavy hitting
weapons.  Mrm, and a good radar.  I got lost trying to find out which gate
was being attacked, and I wasted precious time trying to find it manually.

"Blowing Up Foes" For Dummies:
MTs should be dealt with in the regular fasion, nothing new.  Just be
cautious, since they do have Missile Launchers and Machine Guns.
Conserve your AP and ammo for 9-Ball.

As for 9-Ball, stay away from him and fire.  If you're getting used to your
arsenal, he shouldn't be a problem at all.  Just boost-strafe and keep
the heat going.  You'll live.  Remember, he's dishing out missiles, a
nasty laser blade, a Grenade Launcher, and a Plasma Rifle.

The path you need to take:
Go from gate to gate, destroying MTs.  If you play the MechWarrior
series, this should seem familiar to you.  After a series of MTs,
the computer will announce that a singular unit is approaching.
Go and find him, quick.  It's 9-Ball, you can get a jump start on him if
he's still asking you what you want from him, let him have it!

Mission Sixteen Complete.


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Mission Seventeen - Assist MTs

Sender     : None                           Location: Isaac City Center Street
Requester  : PROGTECH                      Objective: Save friendly units
Reward     : 55000 Credits              Enemy forces: MTs (x6)

We're requesting you to assist our transportation team.  They are now moving
from the Marine Laboratory to our HQ, but they have come under attack.  The
transportation team is being guarded by our Escort Team, but they are being
overwhelmed by the enemy's forces.  You must be careful...all units, both friend
and foe, send the same signal.  You'll need to make visual contact before
initiating an attack.  Otherwise you might hit our team.  Attacking blindly may
lead to friendly fire casualties.  Be selective and save as many of our units as
you can.


Mission Description:
Well, you're in an urban enviroment acting hero.  Those little red dots on the
radar ... they're not all enemies, and I actually have to get in CLOSE ... ?
Pfft.

Mission Preparation:
Machine Guns, Rockets, whatever will take MTs out quickly.  You also need a
fast moving AC, people are going to die if you don't.

"Blowing Up Foes" For Dummies:
Basic MT killing, just go ahead and shoot.  But be careful not to hit your
allies.

The path you need to take:
Well, the mission briefing pretty much explains it all.  Save the good guys,
kill the bad guys.  But here's a twist for you, save -one- of the bad guys.
After that is done, go look for something that looks like a church, or bank.
Blow it up, and travel down the path.  See the fork in the path?  Head left.
Deeper within, you will find a dead end.  Blow that up too, and you have a
new body part.  It's an FCS, one lock but the stats do seem above par ...

Now, get out of your hole and go kill the last MT.

Mission Seventeen Complete.


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Mission Eighteen - Eliminate Intruders

Sender     : None                           Location: PROGTECH Corporate HQ
Requester  : PROGTECH                      Objective: Destroy all enemies
Reward     : 56000 Credits              Enemy forces: Unknown

We've relocated our Chief Scientist, Elan Cubis, to our Corporate HQ.
Unfortunately our timing couldn't have been worse, as the building is now under
attack.  The ID of the intruders is unknown and all attempts to stop their
progress have failed  They're making headway towards the building's core and
Elan's location.  We have no time to waste.  A top-class Raven such as yourself
is needed immediately.  Take out the intruders.


Mission Description:
This is just one of those levels where you get to slug it out, no real meaning
at all.  Sounds fun?  You bet, but after you lose all that AP and ammo to the
MTs, how are you supposed to fight Nine-Ball?

Mission Preparation:
A balanced AC, my personal favorites are the four-legged types.  Hrm, I would
suggest a Plasma Cannon, Gatling Gun Arms, and if possible a rocket or grenade
of sorts?  You're fighting the big boys now, can't be a dinky little girl with
the rough riders.  Make sure your AC is decent as well, weaponry is only a
portion of survival.

"Blowing Up Foes" For Dummies:
Shoot, move, don't die.  It's a grueling scale to the top of the tower, but
you will make it.  These MTs take gargantuan ammount of hits, and they don't
play nice with their heavy artilery.  This is how it works, there are
several souped up foes coming at you with the same equipment as you have
access to.  The secret is to find yourself a secure 'base' in a corner
of a room.  From there, blast away.  Once they get too close, boost over
and find another corner.  It's a bit tedious, but the constant tremors
of the controller should keep you wide awake.

As for Nine-Ball, take those rapid-fire arms and blow the living crap
out of him.  You can use the other weapons equiped, but you tend to
lose AP rather quickly.  You don't have much of it left either,
considering you drudged through a dozen of those MTs.  He's not
that hard, you just have to keep up the pace.

The path you need to take:
Yech, you're in for a few slashes from behind.  You have been warned.
This is how it goes.  Press the button before you, go up.  Arrive at
the next level, and press the button there.  Look out, two MTs are
behind you.  Do NOT let the one with the blade get too close, you do
and it's game over already.  Blow them away, and head up to the next
floor.

Set yourself on the new platform, and turn the elevator on.  You will
ascend up to another level, and another pair of MTs are waiting for
you.  Take them out in a similar manner as before, and continue on
to a door.  Open it gingerly, behind it lies another MT.  Open it,
boost back, then open fire.

Get past it, open the door.   Two MTs are going to appear, blow them
away.  Once again, rear backwards and fire.  Head to the elevator,
and prod the button.  Ascend.  Three more MTs are going to start
packing heat as soon as you arrive, so you better swerve around
quickly to blow them away.

After they are through, you're finished fighting MTs.  How is your
condition?  Your AP over 2000?  Your ammo still existant?  Continue
through the hallways and elevators until you reach a short corridor
with a doorway at the end.  You're about to face Nine-Ball once
more.

Mission Eighteen Complete.



                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-



Mission Ninteen - Enter Factory

Sender     : Lana Nielsen                Location: Factory
Requester  : None                       Objective: Reach inner sector of Factory
Reward     : 60000 Credits           Enemy forces: Unknown

There is a Factory near Isaac City that no one knows of.  I am waiting there.
Scientists attacked...Ravens targetted...The best AC in the Arena lives even
after defeat...Do you think you've figured it all out?  Come meet me to see if
you're right.


Mission Description:
The final mission, are you up to the vengeance you sought after for so long?

Mission Preparation:
Soup up your AC, you're going into the final battle.  High energy and shell
defense, all your favorite and best weapons, and the best optional parts you
can afford.  You're going to need them all.

"Blowing Up Foes" For Dummies:
I have no real suggestions, with the exception of one.  Take them out one at
a time.  You're in for a ride if you try to fight it out against two
opponents.  Keep your cool, make sure you follow the right one all the time.
Don't -ever- let up, they'll rip you to shreds.

Here's their battle strategy: Close Range     - Blade
                              Mid-Close Range - Grenade Launcher
                              Long Range      - Med. Missiles

If you don't keep shooting, you're screwed.  Apply all the skills you have
for this wild ride.

The reason I have no real strategy, is because I didn't use one.  It took
me atleast FIFTEEN tries to finish this.  I hope you don't have to do the
same ...

The path you need to take:
Open the door.  Kill the 9-B.  Boost up to the door, run down the path.
Go down the elevator, open the door.  Kill the two N-Bs.  Open the door.
Go down the elevator.  Kill the final 9-B, and you're done.  Sounds easy?
Tch, you wish!  This is all I can give you, good luck and all the best.

Mission Nineteen Complete, Game Complete!


 -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


[  Chapter .XI.  - After you're done ...  ]

Well, this is what everyone wanted to do in GranTurismo 2, get 100%.
You get the opportunity to.  Now, all the missions are open again, so go
find the secret body parts you missed.  Finish off the Arenas, and all
other buisness that remains unattended.

Done all that?  Well ... ehh ... you can go back to 'life', but what's the point
in doing that?


 -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


[  Chapter .XII.  - Secrets and Game Shark Codes  ]

Secret EX Arena List - Wonder what those ????s are .. ?

Master       -  A select group of elite ACs are in here.  This -will- be the
                hardest group yet.  You can acheive this by completing the
                game "100 %".  All missions must be successful, and you must
                have all secret body parts. (look bellow)

Guest        -  A group of ACs made by contributers of japanese magazines.
                It is fabled you can receive this EX Arena by finishing the
                Arena and/or Sub-Arena.  I have yet to see this appear though.

Champion     -  A group of ACs that were sent in by fans, that won a
                competition regarding them.  It is fabled you can receive this
                EX Arena by finishing the Arena and/or Sub-Arena.  I have yet
                to see this appear though.

FROMSOFTWARE -  I do not know much about this group.  It is said it is opened
                once you complete all the leg groups in the EX Arena


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-
                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-
                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Secret Body Parts - Can't find them?  Here's where to find the three.
                    To pick these up, use the circle button.  Just be careful
                    not to blow them up.


Back Part    -  Okay, the Back Part is in the "Cavern Invasion" mission.  When
                you first start off, you see an MT standing in the middle of
                the next room.  Destroy it, then look up.  See that hole?
                Accend up there by means of your boosters, and follow the path
                that is presented to you.  You're up against a couple of MTs,
                just walk backwards and shoot.  Make sure you don't fall back
                into the previous room though.

                Now, follow the path until you reach a fork.  To the right is
                'Evil Kiss', the AC you have to fight in the mission.  To the
                left are six ceiling mounted guns, ouch!  Take them out one
                by one, or dash in there to take the Back Part, and then run
                like mad.  Either way works, the latter is more efficient for
                conserving ammo and AP.

                ( this is by far, the sweetest environment for a secret part )

Head Part    -  The Head Part is probably the most simple part to find.
                In the mission "Destroy Berserk MTs", find your way along
                to a room full of crates.  Now you have a decision.  You can
                either destroy them, risking the state of 'not blown up' of the
                part, or you canwade your way through to the rear of the room
                to find the Head Part.

FCS Part     -  (I have found information, regarding the part.  Unfortunately
                 I have not found it myself.  Midnight guy 16 is credited for
                 this                                                         )

                In the mission "Assist MTs", kill off -five- of the six MTs.
                After that is accomplished, leave the MTs alone and go off to
                find a building that resembles a bank, or a church.  Blow it up
                and enter the hole.  Follow the left fork until you reach a dead
                end.  Now, be cautious when you blow it up.  If you dish out too
                much ammo, you could destroy the FCS Part as well.


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-
                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-
                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Fix Camera Angle

To fix the camera angle, press and hold O + X + Start to pause your game. When 
you are
ready, press start once more to resume the game.  The angle you paused at, will 
stay
at a fixed angle.  To resume a normal view, pause, and then unpause.

First Person Camera

To access the first person view, press and hold Triangle + Square + Start to 
pause your
game.  When you are ready, press start once more to resume the game.  From now 
on,
you will see through the eyes of the AC.  To resume a normal view, pause, and 
then
unpause.

Change Background in the Raven's Nest

To edit the background of the Raven's Nest, do the following.  Create, edit, or 
load an
emblem.  When you are satisfied, press and hold L1 + R1 + Select.  The design 
you chose
is now featured in the background.


                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-
                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-
                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


Game Shark Codes - I do not own a Game Shark, so I can only assume these work.
                   They -should- work though.  Good luck.

Generators

300370490001   8003704a0101   8003704c0101   8003704e0101   800370500101

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Heads

80036fec0202   80036fee0101   80036ff00101   80036ff20101   80036ff40101
30036ff70001

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Left Arm Weapons

300370df0001   800370e00101   300370e20001

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Legs

300370210001   800370220101   800370240101   800370260101   300370290001
3003702b0001   8003702c0101   8003702e0101   300370310001   800370320101
300370340001   800370360101   300370380001   3003703b0001   8003703c0101
3003703f0001   300370400001

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Optional Parts

800370680101   8003706a0101   8003706c0101   8003706e0101   800370700101
800370720101

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Right Arm Weapons

800370c60101   800370c80101   800370ca0101   800370cc0101   800370ce0101
800370d00101   800370d20101   800370d40101   800370d60101   800370d80101

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Infinite Money

8003ea760010

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Arms

300370090001   8003700a0101   8003700c0101   8003700e0101   300370100001
300370150001   800370160101   800370180101   8003701a0101   8003701c0101

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Back Weapons

300370890002   8003708a0202   8003708c0202   8003708e0202   800370900202
800370920202   800370940202   800370960202   300370980002   3003709b0002
8003709c0202   8003709e0202   300370a50002   800370a60202   800370a80202
800370aa0202   800370ac0202   300370b10002   800370b20202   800370b40202
800370b60202   300370b80002   300370bd0002   800370be0202

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Boosters

3003707b0001   8003707c0101   8003707e0101   800370800101

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

Cores

80036ffe0101   800370000101   300370020001

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

FCS Parts

800370580101   8003705a0101   8003705c0101   8003705e0101   800370600101


 -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


[  Chapter .XIII.  - Gameplay Tips ]

Tips and hints are always welcome through contribution.  Here is what I
find useful.

"Just because it's the biggest-baddest weapon, doesn't mean you'll win."

Stay comfortable with your AC settings.  It is much more preferable for a
machine gun buff to use one, rather than a large cannon or other weapon.
Would you like a plumber to perform surgery on you?  Keep your cool, and you
will find success.

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

"Hey, my duck hasn't moved for a week, and now he's a skeleton."

It's simple.  If you're just squatting in the middle of the arena, you're going
to be a sitting duck.  Move, or die.  Move, or die.  Move, or die.  Got it?

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

"Don't be a berserker."

Don't play like me.  Don't expend -all- of your ammo on the first MT you see.
What are you supposed to do without any bullets?

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

"Kill quick."

Faster you kill your opponent, the less they'll hurt you.

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

"Hey, he shot me then ran, shot me then ran ... what's a PATERN?"

Following enemy paterns are one of the more vital portions of staying alive in
AC:MOA.  Study your enemy, before you dish out that one-super-shot and miss.

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

"Plasma Dispenser?!  That piece of junk?!  Buh!"

It's not as pathetic as many people (myself included), thought of it.  Just get
about four or five ACs distance between yourself and your enemy, and you have
roasted Raven.

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-


"Hey, it's fat rain!"

Nope, just the Plasma Dispenser again.  Want to get wider range on it?  Shoot
it while you're airborne.

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

"Mom said don't play with the Plasma Cannon when you're on your Humanoid legs!"

Don't equip a weapon that requires you to stand still to shoot.  If you want to
use it, try out a four-legged or caterpillar type leg.  You will be able to
remain mobile, while making your own "Swiss AC".

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

"Don't use all energy weapons, you'll hurt yourself."


Here's my friend, Henry.  Watch him work his magic.

"Ah, I'm getting him!  Yeah!  Oh crap, my energy ran out.  Okay, I'l wait."

(quarter-filled energy gauge)  "... uhh .. ouch!"

(half-filled energy gauge) "Oh geez!  There goes my inflatable sheep."

(quarter-till full energy gauge) "Whoa, what's that light?"

(full energy gauge) "..."


As you see, Henry is now a corpse.  Kids, stay off too many energy weapons,
you'll kill yourself.  But hey, if you can balance it out ... then go ahead.
Too much of one thing generally means you're screwed though.  It's all
your personality.

                -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

"I can't see ... !!  Ahh ... hey, is that Larry?"

Camera angels screwing up on you if you accidentally pressed L2 or R2?
Tap them together at the same time to return to a regular perspective.