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Armored Core Last Raven
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ARMORED CORE: LAST RAVEN
FAQ/WALKTHROUGH
VERSION 2.10
By Angelo Pineda(rpger77@yahoo.ca)
VERSION HISTORY
TABLE OF CONTENTS
1. INTRODUCTION
2. BASICS
- AC Basics
- Part Breaking
- FAQ
- Ranking System
3. WALKTHROUGH
3a. Pulverizer route #1
3b. Jack-O route
3c. Evangel route
3d. Leviathan route
3e. Pulverizer route #2
3f. Zinaida route
3g. Remaining missions
4. AC MAKING
4a. AC building basics
4b. New parts
4c. VR AC Test
5. ENEMY BESTIARY
5a. Enemies
5b. Bosses
6. VR ARENA
7. CREDITS
------------------------------------------------------------------------
------
1. INTRODUCTION
------------------------------------------------------------------------
------
Armored Core: Last Raven is the new AC game for the PS2. Last Raven is a
continuation of Nexus, after the release of the unknown weapons. The
three
remaining corporations Mirage, Crest, and Kisaragi have merged into one
called
the Alliance. Opposed to the Alliance is a Raven faction known as
Vertex,
headed by past Raven's Ark leader Jack-O. Not satisfied with the
Alliance's
actions, Jack-O promises to wage war in 24 hours. So begins what is the
last
AC game for PS2. Some of the cast:
Zinaida - A talented Raven that works for neither side. Her motives are
unknown, though it is known that she helps Vertex time from time.
The remainder of the faq talks about basic AC material and the
walkthrough
of course. Controls and material such as Versus mode will NOT be
covered.
Refer back to the manual for more details.
------------------------------------------------------------------------
------
2. BASICS
------------------------------------------------------------------------
------
TYPE A(NEW)
Pros:
- More like recent first-person shooter controls, easier to get into if
you
play those games
- Easier to drop weapons and fire left and right arm weapons without
hurting
your fingers
Cons:
TYPE B(OLD)
Pros:
Cons:
*********
AC BASICS
*********
For those who have played AC, no need to explain. For newcomers, there
is a
lot to learn about AC gameplay. Tips..
- Once you feel confident with your skills, try the enemies. It is
advised
to take the AC Test portion once comfortable with the other Tests. The
VR
AC is difficult, but is an idea of how AC fights work in both Arena or
Mission
play.
- Whenever you have a new design to test, the VR AC Test is the place to
go.
- Optional parts also enhance combat effectiveness. Buy them if you can
afford them.
- Most important rule in any AC game: KEEP MOVING! Even if you're just
walking, at least you can dodge a few attacks. Standing still is an easy
way
to get pegged by shots from the enemy and getting killed.
- Pay attention to the energy gauge(big vertical line on your left). The
red
indicates that you are almost out of energy. If the gauge depletes, the
AC
will have to recharge energy until it is back to full. Energy weapons
cannot
be used until then.
- Pay attention to the map. Allies are indicated by green dots. Enemies
are
indicated by certain color based on elevation. If on equal ground, red.
If
on higher ground, blue. If on lower ground, yellow. The yellow line is
the
warning line to tell you that you are almost of out bounds. The red line
is
that boundary; pass it and you fail a mission or arena battle.
- On the cockpit options, turn on all the optional panels. This will
make
missions easier.
- NEVER stick with the same setup for missions. Missions vary and tend
to
favor certain AC setups over others. Pay attention to the mission
briefings
and decide from the information what to equip. Do note that any time an
AC
is shown on the briefings, you should prepare carefully. Also, if you
have
a core with the Hangar function, do have a spare weapon in the event you
run out of ammo.
- When destroying enemies, DO NOT stand near them if you are. The
explosion
will cause splash damage to any around it. This goes for destroying
random
objects and containers as well.
*************
PART BREAKING
*************
2nd degree - part is destroyed and loses certain functions for the
remainder
of the mission or arena battle. Legs are not destroyed though. The
damage
indicator for this is when the specific part blinks red.
You should not worry too much about part destruction as it rarely
occurs.
However, if a part breaks in a mission, you must re-buy the part again.
If it
is broken during Arena play, that part is not broken. Losing parts also
can
affect the speed performance of the AC. Compensation is given in the
form of
a speed increase for head and arm parts that are destroyed. The increase
is
proportional to the weight of the part and any weapons assigned to the
arms.
In the case of arms, only half of the part's weight is negated if one
arm is
broken. Lastly, destruction of parts also lowers overall shell and
energy
defense. The defense negation is not great fortunately but will make
your
AC easier to destroy.
One last note: part breaking is HIT specific. It means where you hit the
AC
will determine which parts get damaged and eventually break. There are
two
main types of part damage: area and direct. Area damage can simply be
said as
being able to inflict damage on multiple parts. This type of damage is
common
and will generally take longer to destroy parts. This is due to the fact
that
a weapon projectile's damage is spread out through the parts hit. 1st
and 2nd
degree destruction occurs at the 5000 and 2000 AP ranges respectively.
***
FAQ
***
Q: Why can't I fire my grenade launcher on the move like some Ravens do?
A: The Ravens are equipped with the OP-I part, giving them special
abilities.
Don't bother trying to find this part; it's exclusive to the enemy.
A: Re-buy it in the Garage section. Any tuning that was done before are
erased so it must be done again.
A: The AIs are designed to counter how the AC is setup and the weapons
that
are on the AC. From example, a Raven with a blade will avoid using it
against
a fast, agile AC. However, against a heavyweight AC with no Overboost
core,
that Raven will be more inclined to stay within blade range and use it
much
more often. Against a missile-heavy AC, the Raven will be more inclined
to
use cover and trick the missiles into hitting the ground.
**************
RANKING SYSTEM
**************
------------------------------------------------------------------------
------
3. WALKTHROUGH
------------------------------------------------------------------------
------
The game is divided into 6 paths, each leading to a different final boss
and
ending. All missions will not be covered by all 6 paths so those
missions will
be covered last.
You can go any path at the start but I recommend Pulverizer #1 route
first.
The missions aren't too difficult and the AC missions only show up
during
the end. I advise not to go to Pulverizer #2 or Zinaida route unless you
have beaten one path and have mastered controlling your AC. These 2
paths are
full of ACs and tough enemies to boot.
If by any chance you fail a mission, you can either retry or restart the
game. I suggest retrying the mission rather than restart the game.
Difficulty
of a mission will be rated by *s out of 10. * means a walk in the park,
5 *s
is a mission of average difficulty, 7 *s is a difficult mission, and 10
*s
well.. good luck staying alive!
The AI for enemy ACs will change tactics based on current AC setup. Do
not
be surprised if an AC that rarely uses their laser blade does so if you
changed your AC setup. Try your best to deal with this problem. If you
are
having problems beating a certain AC, stick with a mid-weight biped. The
AI
usually doesn't do anything out of the ordinary.
All story Ravens are equipped with OP-I. This part from AC3 give the AC
a
boatload of special abilities such as firing back cannons without any
sort
of restriction. This part CANNOT be obtained and is exclusive to the
enemy
Ravens alone.
For missions that are repeated on certain paths, I will refer to the
first
path it is encountered. Please check that path for mission details. Note
that EVERY mission in this FAQ presumes you have completed additional
requirements, such as additional missions and killing all optional
enemies. If you end up with a different mission, you forgot to meet
those
requirements.
MISSION DEFINITIONS
DAE means Destroy All Enemies. Missions that say these mean you have to
kill
every enemy to beat the mission.
The following shows how mission walkthroughs are displayed. It's pretty
self-explanatory, but it must be done.
------------------------------------------------------------------------
------
(Mission name)
S-RANK - the "game plan" for beating the mission with a rank of S.
Difficulty - the difficulty of getting the rank of S.
------------------------------------------------------------------------
------
3a. PULVERIZER ROUTE #1
------------------------------------------------------------------------
------
Missions:
Eliminate Intruders
Remove Bridge Defenders
Pursue Withdrawing MT
Protect The Cargo
Destroy AC Vigilance
Halt Energy Production
Prevent Reactor Meltdown
Track Down Evangel
Eliminate Sorcerer
Investigate Recent Attack
Destroy AC Sight Hawk
Underground Investigation
------------------------------------------------------------------------
------
Eliminate Intruders
Requester: Vertex
Operation Area: Old Nire Industrial Area
Objective: Eliminate the intruders.
Reward: 60,000c
Difficulty: *
Recommended setup: starter AC
Enemies: MT08-OSTRICH, CR-MT85M
Strategy:
Just a simple DAE. Take down the escaping OSTRICHs and then destroy the
reinforcement 85M MTs. The 85 MTs are the only ones that will attack,
but the
damage is weak. A pulse rifle and machine gun can't do much damage to
your
armored AC.
Secret part: RASETSU. It's on the second level of the structure behind
the
starting point. Go all the way up and you'll see it.
S-RANK
Difficulty: *
------------------------------------------------------------------------
------
Remove Bridge Defenders
Requester: Evangel
Operation Area: Ruga Tunnel
Objective: Eliminate the enemy defenders.
Reward: 60,000c
Difficulty: *
Recommended setup: starter AC, sniper rifle
Enemies: CR-MT83RS, MT08H-OSTRICH
Strategy:
Another easy one. You don't even need to worry about the bridge anchors.
Kill
the RS MTs, then finish off the OSTRICHs. If you haven't been practicing
it,
this mission tests out your ability to boost in the air to reach a
different
part of the area. Do a hop, then hold down the boost button. Make sure
you
have enough energy or you might fall down...
S-RANK
Difficulty: **
The only hard part, if you are new to AC, is traversing from one bridge
to
the next. Aside from that, this mission is a joke.
------------------------------------------------------------------------
------
Pursue Withdrawing MT
Difficulty: **
Recommended setup: starter AC, a strong blade
Enemies: CR-MT06SB, RAT, TAP-LT6, MT11-STARLING(defense target)
Strategy:
S-RANK
Difficulty: ***
Don't shoot the target MT but shoot everyone else. And blade the MT06SBs
once
their shields open.
------------------------------------------------------------------------
------
Protect The Cargo
Difficulty: **
Recommended setup: long range FCS, sniper rifle
Enemies: CRANWELL, CR-AH79
Strategy:
Easy mission. Just don't walk into a mine. Destroy all CRANWELL
transports to
finish the mission. The CR-AH79s are no problem with a sniper rifle.
Towards
the end, four CRANWELLs appear from four directions. Shoot down one
ASAP,
then move in a circular way to shoot down the other three.
S-RANK
Difficulty: *
------------------------------------------------------------------------
------
Destroy AC Vigilance
Difficulty: ******
Recommended setup:
Strategy:
This should be your first AC fight if you followed the faq in order. And
for Nexus players, it's the first of the Nexus returnees, Triturate.
Vigilance AC setup:
Head - BEETLE
Core - U3
Arms - LEO
Legs - LIZARD
Booster - VULTURE2
FCS - KOKUH
Generator - KUJAKU
Radiator - ANANDA
Inside - MEDUSA
Extension - JIREN
Back L - RA3
Back R - LGL
L - none
R - none
Quotes:
Triturate's AP at 50%: I can't believe you're this good!
Your AP at 50%: You need more practice!
The danger in this fight is the LEO laser cannon arms. They can burn
your AC
if you did not tune your equipment, which you should. The AEW360Rs will
help
out in this battle as long as Triturate doesn't shoot at them. Distract
Triturate with the KINNARA and use the EOs and GAST to attack. If you
did
not practice in the Arena, which you should, you will find this a tough
battle. Back boost a lot and bunny hop to dodge the blasts. Just stay in
the offensive, cover your support if you can, and the battle will be
over.
If you see orange shots with circles around them, that is the LGL linear
gun. These will stun your AC good and are quite accurate up close.
S-RANK
Difficulty: *****
Try to keep at least one AEW360R alive and avoiding losing too much AP
from
Triturate's lasers. Standard AC tactics are good enough to beat this
Nexus
returnee.
------------------------------------------------------------------------
------
Halt Energy Production
Difficulty: ***
Recommended setup: head with auto-map function, SHADE, KINNARA, LB2
performance
Enemies: RAT, MT08M-OSTRICH, foot soldiers
Strategy:
Just find all the targets and destroy them. The facility is large so a
head
with the auto-map function will help. Destroy only enemies in the way.
Once
a target has been found, use the laser blade to destroy it. After all
targets
have been destroyed, head to the escape point if you wish to start the
extra
mission.
******************
ADDITIONAL MISSION
******************
Difficulty: ****
Recommended setup: good ECM, SHADE, KINNARA
Enemies: MT09ROE-OWL, SSGB03-WALNUT
Strategy:
Your targetting and radar are jammed through ECM. If you have good ECM
performance(radar adds more), you might be able to lock-on a target. If
not,
destroy all targets and the OWLs. The OWL MTs are equipped with ECMs so
destroying them will allow for targetting and radar to function. Work
fast
and use the KINNARA to destroy the WALNUTs.
S-RANK
Difficulty: *****
You must take the additional mission in order to get an S. The extra
mission
is a bit difficult due to ECM measures and you need to act quickly
before the
transport is within range.
------------------------------------------------------------------------
------
Prevent Reactor Meltdown
Requester: Vertex
Operation Area: Duerr Energy Plant
Objective: Eliminate the intruders.
Reward: 108,000c
Difficulty: ****
Recommended setup:
Strategy:
Destroy all enemies and advance further within the plant quickly. The
place
will quickly heat up then you will have to destroy 4 targets to cool it
down.
Do not charge energy and use the SAISUI to prevent that. Mop up the
remaining
AMIDAs in the last room.
Secret part: KONGOH. Destroy the first 2 beaker targets then fly up to
the
top room in the shaft. It is in the door. Note: Break all the beakers
first before grabbing the part. This lowers AP loss and quicker time to
get
the plant back to normal temperatures.
S-RANK
Difficulty: ****
It is crucial to quickly dispatch the AMIDAs so you can break all the
beakers
and lower the temperature. Thus, ultimately saving AP and lowering
costs. The
AMIDAs and their pulse blasts can be annoying so destroy them ASAP.
------------------------------------------------------------------------
------
Track Down Evangel
Difficulty: **
Recommended setup: SHADE, MOONLIGHT
Enemies: Vehicles(CR-WA69BZ, CR-WR81B2), AEW360R, foot soldiers
Strategy:
A DAE mission. Have fun and run over the foot soldiers to get rid of
them.
They're quite annoying and accurate, but not very damaging.(who expects
soldiers to dent a 50-foot mech?) The rest can be dispatched with the
MOONLIGHT or SHADE easily. And you've probably guessed it.. Evangel is
not
hiding here.
Secret part: CR-I92FMM2. On the top of cliff with last set of enemies.
S-RANK
Difficulty: **
------------------------------------------------------------------------
------
Eliminate Sorcerer
Requester: Jack-O
Operation Area: Versurs Highland
Objective: Destroy AC Banshee.
Reward: 0c
Difficulty: *****
Recommended setup:
Enemies: Banshee
Strategy:
Banshee AC setup:
Head - SPIDER
Core - 89E
Arms - 69MG
Legs - LYNX2
Booster - VULTURE
FCS - KOKUH
Generator - G91
Radiator - R92
Inside - R2
Extension - IWATO
Back L - 72M2
Back R - CACUS
L - none
R - none
Quotes:
Sorcerer's AP at 50%: It's not over yet!
Your AP at 50%: Is that the best you can do?
The big threat is the 69M machine gun arms. Range-wise, they suck and
are best
at close range. The CACUS triple rockets and R2 rockets shouldn't even
hit you
while the 72M2 missiles can be easily countered with missile defense.
EOs from
the 89E are fairly damaging but avoidable. Play a range game against
Sorcerer
and avoid getting close. Make Sorcerer eat the KINNARAs to get the job
done
fast. Enjoy your new parts!
S-RANK
Difficulty: ***
Sorcerer is a pushover and poses no threat aside from the 69M machine
guns.
You should be able to S-rank the mission your first time through.
------------------------------------------------------------------------
------
Investigate Recent Attack
Difficulty: *****
Recommended setup: dual KINNARA, SHADE, EO core
Enemies: Unknown
Strategy:
Quotes:
Pulverizer's AP at 50%: It's weakening. Keep it up.
Pulverizer's AP at 25%: You're almost there. Don't give up!
Your AP at 50%: Watch your AP!
Your AP at 10%: Back off!
If you are following the faq in order, this will be the first Pulverizer
unit you fight. These special units have the same characteristics: has
two
MOONLIGHT blade arms that deal a lot of damage and the ability to fire
dual
energy weapons of varying strength. Each unit differs though: the quad
unit
fires dual plasma cannons in addition to the regular attacks. The area
you
fight in is fairly big and offers some hiding spots for the dual plasmas
of
the unit. These units generally are tough, but they all suffer from one
huge
flaw: missile defense. In particular, micro missiles eat their AP
rapidly
and they die after enough launches from those. Do note that it can dodge
the
missiles well, so take care when you shoot.
Secret part: WH08RS-FENRIR(left). S-rank the mission. It's not too hard
to attain an S but finish the battle quickly and avoid wasting ammo.
S-RANK
Difficulty: *****
Difficulty: *******
Recommended setup:
Strategy:
Head - SEE
Core - UL
Arms - XS
Legs - 99XS
Booster - VULTURE2
FCS - VOLUTE2
Generator - G91
Radiator - ANANDA
Inside - none
Extension - none
Back L - KINNARA
Back R - SPHINX
L - DRAGON
R - M2
Quotes:
Crow's AP at 50%: You're not bad...
Your AP at 50%: You need practice!
Your AP at 10%: You're pathetic...
Ah, another old friend from Nexus! Crow and his Sight Hawk! Well, this
new
Sight Hawk has been modified since the Nexus days. Like in Nexus, Crow
is
good at aerial combat. As an addition, you have to deal with flying
Kamikaze MTs all over the place! Fortunately, Crow is fragile and weak
so
it shouldn't take long to win. Just stay afar and keep boosting to dodge
his attacks and the MTs. Crow's micro missiles are easy to notice since
they fire in swarms. Just dance around them to dodge. The DRAGON is a
weak laser rifle but the M2 machine gun is strong. With this in mind,
kill Crow before he or the kamikaze MTs kill you. While the kamikaze MTs
are
focused on crashing into your position, they do try to hit Crow as well.
If
you prefer to use other weapons, go for a bazooka. It'll stun Crow long
enough that a few kamikaze MTs will crash into him.
S-RANK
Difficulty: ********
A toughie to S-rank. Mainly due to the kamikaze MTs trying to crash into
you
all over the place. The setup above can do the trick, but switch the
SHADE
with RA2 and have the 79L+ optional part equipped. When the mission
starts,
pop up the EOs and start boosting while shooting at Crow. Pay attention
to
your position relative to the kamikaze MTs so you know where to move
next.
------------------------------------------------------------------------
------
Underground Investigation
Difficulty: *******
Recommended setup:
Enemies: Unknown
Strategy:
Hmm.. no enemies here. Whoops, spoke to soon. Remember the Kamikaze MTs
from
the last mission? They're here again to kill you. Boost hop like a
madman to
shake off the MTs. They will go kamikaze on you for about a minute so DO
NOT
EVER STAND STILL! If even one gets to you, expect another 3-4 to hit you
as
well. Not only will you take lots of damage but you'll overheat as well.
Keep dodging until a door opens(Jack-O will start talking). Get in that
door
ASAP. You'll see a cutscene. After the cutscene, go to the broken shaft.
Another cutscene kicks in at the start of the second half. Hope you have
at
least 2000 AP left...
Quotes:
SBP after hit once: ...
SBP's AP at 50%: Interesting...
SBP's AP at 25%: You'll regret this...
Your AP at 50%: ...
Your AP at 25%: Raven... you cannot win.
Hey, it's the biped Pulverizer, except it looks a bit different. Yes,
this
is the super version of it. The new changes are it moves faster and has
a
new attack: Cross Beam Wave. It's like the ordinary beam wave except
extremely powerful and looks cooler. Fortunately, it has to stand still
to
use it. Unload the KINNARAs, the EOs, and the SHADE2 on it only when it
is
still. Back boost a lot since it moves fast enough to try and blade you
to
death. It has a lot more AP than the normal biped so fire those micro
missiles as much as possible. Once it starts to talk, it's almost dead.
If you prefer to fight it fair and square, meaning no quick kill with
micro
missiles, it will quickly adapt to your tactics and setup. As with the
other
Ravens, counter accordingly and remember to keep moving. All blade
attacks and
the Cross Beam Wave can easily break AC parts regardless of how much AP
is
remaining.
S-RANK
Difficulty: *******
------------------------------------------------------------------------
------
3b. JACK-O ROUTE
------------------------------------------------------------------------
------
Missions:
------------------------------------------------------------------------
------
*WARNING: DO NOT TAKE THIS MISSION UNLESS YOU HAVE BEATEN ONE PATH OR
HAVE
DECIDED TO IMPORT NEXUS OR NINEBREAKER DATA. YOU HAVE BEEN WARNED.*
Difficulty: **********
Recommended setup:
Strategy:
If you choose not to listen to the warning above, this is the hardest
first
mission in all of Armored Core history. Anyways, mow down the local MTs
stationed in the area. Then, you'll understand why this mission gets the
very rare 10 * difficulty rating...
Boss: Bolt
Thunderstrike AC setup:
Head - CICADA
Core - U3
Arms - LEMUR2
Legs - 90A2
Booster - BIRDIE2
FCS - VOLUTE2
Generator - KUJAKU
Radiator - R92
Inside - MEDUSA
Extension - none
Back L - LX
Back R - LX
L - GRIFFON
R - SHADE
Hangar L - PERYTON
Quotes:
Bolt's AP at 50%: You're not half bad...
Bolt's AP at 25%: I'm not done yet!
Your AP at 60%: I thought you were better than this...
Your AP at 30%: Give up already!
Just stay at mid range and keep attacking until Bolt dies. Use
the buildings to hide if you are unsure LX shots cannot be dodged(it's a
HUGE
blue laser). As I said earlier, you are going to have a very hard time
winning if you selected this path first. Even with the setup above, your
chances of winning are very slim and most likely you will die. Stick
with
Pulverizer #1 path or another path that doesn't have this mission as the
starting one.
Secret part: CR-WBW78R. Behind one of the 2 generators by the gate when
fighting Bolt, the one on your right(when you face him). JIKYOH. Beat
Thunderstrike.
S-RANK
Difficulty: *******
It's unlikely you'll get an S if this is the first path you select. To
emerge
victorious, try the following setup.
------------------------------------------------------------------------
------
Acquire The Commodity
Requester: Jack-O
Operation Area: Hordess Mining Site
Objective: Acquire the commodity.
Reward: 0c
Difficulty: ******
Recommended setup:
Strategy:
Destroy the MTs in the area with the PIXIE3. Eventually you'll meet..
Hotspur AC setup:
Head - E2
Core - 3UA
Arms - GIBBON2
Legs - BOAR2
Booster - none
FCS - COWRY
Generator - KUJAKU
Radiator - R92
Inside - DD
Extension - MORAY
Back L - LADON
Back R - SKYLLA2
L - SILKY
R - PIXIE3
Hangar L - ARGOS2
Quotes:
MT Pilot(CR-MT85B) dies: You're even better than they say...
Green Horn's AP at 50%: You're not bad...
Your AP at 50%: This is too easy...
Your AP at 10%: You're mine!
------------------------------------------------------------------------
------
Pursue Withdrawing MT
****READ BELOW*********
SEE PULVERIZER #1 PATH!
****READ ABOVE*********
------------------------------------------------------------------------
------
Retake Distribution Center
Difficulty: ***
Recommended setup: SHADE, GOLGI
Enemies: CR-MT85M, MT08M-OSTRICH, MT11-STARLING, foot soldiers
Strategy:
S-RANK
Difficulty: **
As stated above, the STARLINGs are the only threat to an S. Aside from
this
minor issue, you should get it on your first try.
------------------------------------------------------------------------
------
Recover The Cargo
Difficulty: ***
Recommended setup: SHADE, GOLGI
Enemies: MOLE
Strategy:
Another DAE. You don't even need to protect anything since there are no
defense targets. The MOLE MTs can dive into the ground, negating all
attacks.
Obviously, wait until it resurfaces. Its pulse blasts are fairly
damaging
though but you should kill them before that happens. Keep away and
damage
should be kept to a minimum.
S-RANK
Difficulty: *
------------------------------------------------------------------------
------
Protect Allied Squadron
Difficulty: ****
Recommended setup: hover leg unit, HB(hover booster), GAST, SHADE,
EO core
Enemies: CR-MT77M, AEW360R, CENTAUR-AA, CR-AH79(defense target)
Strategy:
Destroy all the MTs you come across. When you get to the end, deactivate
the hovers and wait for the energy to recharge. When enemies start
appearing,
activate the hovers and destroy them quickly. Repeat until all waves of
AH79s
have made it to the other side of the map. If you are using a hover leg
unit,
you should have no problem traversing the waters.
Secret part: CR-WB03LGL2. S-rank the mission. All AH79s must survive the
attacks. Two weapons with high attack power but sufficient ammo are
needed.
An EO core also helps, as well as a long-range FCS.
S-RANK
Difficulty: *****
------------------------------------------------------------------------
------
Protect Transport Team
Difficulty: ****
Recommended setup: GAST, SHADE, EO core
Enemies: CR-MT77RO, CR-MT83RS, CR-MT06SB, MT08M-OSTRICH, foot soldiers
Strategy:
Quickly use the GAST and SHADE to get rid of the ROs. Run over the foot
soldiers next and wait. Once the RS MTs appear, go to where the first
wave
of trucks are. Destroy the OSTRICHs quickly, then destroy the
approaching
RS MTs. Stand by the doors leading to the exit for the trucks. The
moment
the doors open, fire the EOs, GAST, and SHADE on the SB MTs. Stand right
next to them to protect the targets. Repeat for the next door. That
wasn't
so hard was it?
Secret part: JIREN. S-rank the mission. All defense targets must
survive. To
get an S, you must destroy the MTs the moment they arrive. The 83RS MTs
can
destroy one vehicle in one shot so they are the first to go. There are
two
waves of them towards the end so be careful.
S-RANK
Difficulty: *****
------------------------------------------------------------------------
------
Secure The Terminal Area
Difficulty: *******
Recommended setup:
Strategy:
The 98G MTs take quite a beating so use the GORGON and SHADE to destroy
them.
These units use a small grenade gun and a napalm howizter, which has the
same effect as napalm rockets. Soon enough, an old foe reappears to
fight.
Boss: Omega
Head - WASP
Core - E2
Arms - MACAQUE
Legs - ORYX2
Booster - VULTURE
FCS - 73H
Generator - LOTUS
Radiator - ANANDA
Inside - BIKUNI
Extension - RM3
Back L - 72CGL
Back R - SPARTOI
L - 95G
R - M2
Quotes:
Omega's AP at 50%: ...
Yet another Nexus Raven makes their debut in Last Raven. Those who
fought
Omega before are well aware of how dangerous he is. He's even more
dangerous
now with the extension missiles and better AI. The machine gun, EO, and
the
grenade gun all quickly eat AP, specifically yours. Lucky, the CHIMERA
and
the GORGON can quickly turn the tides in your favor. Once the cutscene
ends,
drop the SHADE, fire the GORGON and CHIMERA, and activate the EOs. Keep
firing the GORGON and CHIMERA when lock on is achieved. If you have
difficulty getting a lock on with the CHIMERA, blindy shoot it. The four
beams fired at once are large enough to hit a part of Omega if you're
lucky.
Secret part: KARURA. In the east end of the sewers. When you drop down
to the
last sewer area, boost all the way to the end. CR-H0X5-EYE3. Beat Clown
Face.
S-RANK
Difficulty: *******
Using the setup I recommend is suffice to reap the rewards. You just
need to
ensure Omega doesn't take off too much AP and you don't miss with the
GORGON
and CHIMERA. If you still have difficulty, switch to biped legs and use
the
SPIRIT hi laser rifle and the GAEA EOs. A blade will do for the 98G MTs.
------------------------------------------------------------------------
------
Rescue Allied Force
Difficulty: **
Recommended setup: head with bio-sensor function, LB2
Enemies: AMIDA
Strategy:
It's DAE for this one. Just blade all the AMIDAs to death. Then, head
for
the room where the defense target is. Kill them fast before they chomp
your
AP with their rapid pulse blasts.
S-RANK
Difficulty: *
------------------------------------------------------------------------
------
Destroy Plant's Defenses
Difficulty: *****
Recommended setup: SHADE, LB2, good ECM performance
Enemies: SPORE, MT09ROE-OWL, MT11-STARLING
Strategy:
Another DAE. Blade the OWLs to get rid of the ECM problems, shoot the
SPOREs,
and watch out for the STARLINGs' laser blasts. To make this easier, get
rid
of all the OWLs first, then the SPOREs, and finally the STARLINGs.
Caution
is advised as there are numerous STARLINGs in this mission and your AP
can
go down FAST.
S-RANK
Difficulty: ****
------------------------------------------------------------------------
------
Protect The Bridge
Difficulty: ***
Recommended setup: SHADE, GAST, EO core
Enemies: U03M-TERMITE, SPORE
Strategy:
DAE yet again. The bridge anchors can take quite a bit of punishment so
don't
worry. Unless they get hit by cluster missiles of the SPOREs then the
bridge
anchors will fall. Fortunately, they show up as reinforcements once the
first
few TERMITE waves are destroyed.
S-RANK
Difficulty: ***
Just shoot down the SPOREs when they show up and avoid the TERMITE's
lasers.
Easy S-rank.
------------------------------------------------------------------------
------
Help Allied MT Escape
Requester: Alliance Tactical Unit
Operation Area: Old Nire Industrial Area
Objective: Secure the spy's escape route.
Reward: 108,000c
Difficulty: ***
Recommended setup: SHADE, GAST, EO core
Enemies: CR-MT77RO, CR-MT83RS, CR-MT85B, foot soldiers, MT11-
STARLING(friend)
Strategy:
Destroy all enemies ASAP and squash every foot soldier you see. Sheila
will
say the spy is waiting for you once this happens. Reinforcements will
arrive
towards your starting point so get rid of the MTs stationed there.
S-RANK
Difficulty: **
------------------------------------------------------------------------
------
Destroy Research Facility
Difficulty: *****
Recommended setup:
Strategy:
Mop up the MTs and head for the elevator. The evolved AMIDAs are here so
quickly take them down before they eat your AP. Plant the bombs on each
of
the platforms. Once planted, a timer will count down for you to escape.
You
can choose to do that or fight...
Boss: Mumu
Metis AC setup:
Head - DRONE
Core - CRONUS
Arms - 88FG
Legs - JAGUAR2
Booster - VULTURE
FCS - VOLUTE2
Generator - G91
Radiator - ANANDA
Inside - FM
Extension - RURI
Back L - DRYAD2
Back R - NYMPHE
L - 76S
R - RASETSU
Hangar R - ORC
Quotes:
Mumu's AP at 50%: I'm just getting started!
S-RANK
Difficulty: ****
You need to kill Mumu to get an S. It really isn't that difficult since
her
AC is weak and fragile. Blast the evolved AMIDAs ASAP prior to setting
the
explosives to lower AP loss. Follow these simple rules and you'll get an
S.
------------------------------------------------------------------------
------
Shutdown Defense Systems
Strategy:
Run down all foot soldiers before proceeding. The targets are located in
the north end of the area, beside 2 railgun defenses. Slowly move closer
while destroying the 98G MTs. Reinforcements will arrive so you should
destroy them too. As for the railguns, strafe left and right until you
reach the end. Shoot off the generators on both sides. If you move fast
enough, destroying the energy pods and/or heading to the escape point
in time, the mission is complete. If not...
Boss: Crow
Head - SEE
Core - UL
Arms - XS
Legs - 99XS
Booster - VULTURE2
FCS - VOLUTE2
Generator - G91
Radiator - ANANDA
Inside - none
Extension - none
Back L - KINNARA
Back R - SPHINX
L - DRAGON
R - M2
Quotes:
Crow's AP at 50%: I will stop you.
Crow's AP at 25%: You can't run!
Your AP at 50%: You better try harder.
Your AP at 10%: You're dead...
S-RANK
Difficulty: ******
Avoid the railguns and the 98G grenades to lessen AP loss. Then, you
need to
kill Crow to get an S. Crow's AC has low AP and shouldn't take long
before
it chunks and blows up. The M2 and KINNARAs are the only weapons you
need
to watch out for.
------------------------------------------------------------------------
------
Defeat Jack-O
Requester: Evangel
Operation Area: Underneath Circ-City
Objective: Destroy AC Fox Eye.
Reward: 0c
Difficulty: *
Recommended setup:
Enemies: Jack-O
Strategy:
Head - CRICKET
Core - ATLAS
Arms - 72F
Legs - JACKAL2
Booster - VULTURE
FCS - MONJU
Generator - KUJAKU
Radiator - FURUNA
Inside - MEDUSA2
Extension - RM3
Back L - CENTAUR
Back R - CENTAUR
L - 95G/part broken
R - KRSW
Quotes:
Jack-O's AP at 50%: I'm a Raven... No more, no less.
Jack-O's AP at 25%: This is the end...
Your AP at 50%: Come on, show me what you've got!
Your AP at 10%: Concentrate, Raven. You're not even trying!
This is the easiest and most simple of all final missions. Just beat
Jack-O
and the game ends. It's really disappointing since the missions in this
path
were of some difficulty. Fox Eye starts the battle with the left arm
already
broken, further weakening its offensive potential(no grenades). Fox Eye
is
still the same slow turning, moving AC as in Nexus. The only difference
is
Jack-O does shoot and dodge but poorly. Have fun with crushing Jack-O!
The
KRSW is the only real threat but he rarely even uses it! If you lose, I
really don't know what to say.
You really need to train if you don't get this the first time around.
And I
wonder how you survived the first two missions or the prior one...
------------------------------------------------------------------------
------
3c. EVANGEL ROUTE
------------------------------------------------------------------------
------
Missions:
------------------------------------------------------------------------
------
Destroy Military Base
Requester: Vertex
Operation Area: Camp Fortherd
Objective: Destroy the installation.
Reward: 0c
Difficulty: *
Recommended setup: starter AC
Enemies: ZEKUH, foot soldiers
Strategy:
S-RANK
Difficulty: **********(or * if you know what really needs to be done)
------------------------------------------------------------------------
------
Escort Allied MT
Difficulty: **
Recommended setup: SHADE, GOLGI
Enemies: U03M-TERMITE
Strategy:
An easy mission. Destroy all TERMITEs and that's about it. The 85B MT
can
take a bit of damage so it should be fine. If it is taking hits,
remember to
use your AC as a meat shield against the TERMITE's weapons.
S-RANK
Difficulty: **
As long as the 85B survives and you don't miss too many shots, S is
yours to
take.
------------------------------------------------------------------------
------
Recapture Storage Site
Difficulty: ***
Recommended setup: LB3, SHADE
Enemies: MT09ROE-OWL, CR-MT85B/BP, CR-MT98G
Strategy:
Blade the OWLs to stop their ECM abilities. The 98Gs go down in one
swing
from the LB3 blade but beware of their grenade gun and napalm howitzer.
The
commander is revealed after destroying all 98Gs and OWLs. The only
difference
between the MT85s is the BP is the commander's version, fires triple
bazooka
rounds, and takes longer to kill. One LB3 blade swing and beam wave is
able to
silence the BP though. Once beaten, destroy the remaining MTs. Note that
the
commander is only available if you destroy the prior MTs fast enough.
S-RANK
Difficulty: ***
The only part worth looking out for is at the end when the location of
the
BP is revealed. Blade him ASAP to lower damage and that's the end of
that. Of
course, do remember not to get hit by the 98G's grenade. The commander
not
being revealed prevents an S, but you shouldn't have a problem with
speed.
------------------------------------------------------------------------
------
Investigate Enemy Activity
Requester: Vertex
Operation Area: Tartrus Headquarters
Objective: Investigate and disrupt enemy activity.
Reward: 98,000c
Difficulty: ***
Recommended setup: good ECM performance, SHADE
Enemies: ZEKUH, MT10-BAT, 86FV, foot soldiers, ECM vehicle
Strategy:
First thing is to destroy the ECM vehicles. You cannot lock on a target
until
they are destroyed. They are not too difficult to find(radar dish). It's
DAE
afterwards. The BATs can use a laser cannon, so be careful around them.
The
86FVs and their vertical missiles can be a pain to deal with, so take
those
out first. As usual, foot soldiers just don't pose a threat.
S-RANK
Difficulty: **
Just watch out for the BAT's laser cannon and you've already gotten an
S.
------------------------------------------------------------------------
------
Destroy Raging Torrent IV
Requester: Vertex
Operation Area: Versurs Highland
Objective: Destroy AC Raging Torrent IV.
Reward: 84,000c
Difficulty: *******
Recommended setup:
Strategy:
Head - SEE
Core - SELENA
Arms - GIBBON
Legs - 96FA
Booster - VULTURE2
FCS - 73H
Generator - KUJAKU
Radiator - FURUNA
Inside - MEDUSA
Extension - none
Back L - HARPY
Back R - HYDRA2
L - GAST
R - SHADE2
Quotes:
Caspian's AP at 50%: This is bad...
Your AP at 70%: Vertex choose poorly...
Your AP at 20%: You're finished...
Raging Torrent IV.. wow. That's 3 times changing the design for this
Nexus
Raven. This new design is purely range-based and is not a fast AC.
Fighting
up close is one way to kill Caspian. The OWLs are here for ECM purposes
so
kill them first before moving onto Caspian. As for Caspian, it's not too
hard
to stay locked on considering the slow speed of the AC. Remember to down
the
OWLs first, otherwise this is going to be a hard fight. You won't like
getting pegged by the SHADE2, the GAST, and the SELENA EOs if you let
Caspian
live.
S-RANK
Difficulty: *******
Caspian and his OWL buddies can really take your AP down FAST. To
counter,
use the LX to blast Caspian first unless an OWL is close to your
position.
Once he is out of the way, the fry the OWLs with any LX rounds left. It
might be a good idea to get one OWL out of the way for more reliable
lock ons
with Torrent. If you don't have the LX laser cannon, the CHIMERA works
too,
but it takes more rounds to complete the task.
------------------------------------------------------------------------
------
Defend Against Assault
Requester: Vertex
Operation Area: Walter Material Storage Site
Objective: Halt the enemy invasion.
Reward: 104,000c
Difficulty: ***
Recommended setup: SHADE, GAST, EO core
Enemies: U03M-TERMITE, CR-MT06SB
Strategy:
DAE mission. Once the initial waves of TERMITEs are done, boost forward
from
dropping done the vent until you pass the last vent. Reinforcements will
arrive in the form of the SB MTs and more TERMITEs. Watch out for the
SB's
dual bazooka since they drop with their shields open. Once that is done,
an
additional mission can be taken by going back to starting point.
Secret part: CR-R92. Above the room farthest in the West side.
******************
ADDITIONAL MISSION
******************
Requester: Vertex
Operation Area: Sinus Airstrip
Objective: Destroy the transport before it lands on the airstrip.
Difficulty: ***
Recommended setup: SHADE
Enemies: MT10-BAT, SSGB03-WALNUT(friend), C06-STORK
Strategy:
DAE again. The STORK enters from the East so prepare to fire once it is
in range. The WALNUTs will destroy a few BATs so don't worry if you
can't
destroy them all. Again, watch out for the BAT's laser cannon.
S-RANK
Difficulty: ***
Not too difficult, but you have to take the additional mission to get an
S.
Make sure you kill a lot of BATs and don't let the WALNUTs take the
kill. It
also affects S-rank.
------------------------------------------------------------------------
------
Protect Reactor Core
Requester: Vertex
Operation Area: Duerr Energy Plant
Objective: Eliminate the unmanned attack force.
Reward: 98,000c
Difficulty: **
Recommended setup: long range FCS/radar, sniper rifle, 79L+, VULTURE2
Enemies: U05-FLEA
Strategy:
You are going to boost a lot here. The moment you see the FLEAs on
radar,
shoot them. If they make it on a tower, quickly find it and shoot.
S-RANK
Difficulty: *
------------------------------------------------------------------------
------
Eliminate Targeted Raven
Requester: Vertex
Operation Area: Garav Desert
Objective: Destroy AC Thunderstrike.
Reward: 80,000c
Difficulty: *******
Recommended setup:
Enemies: Thunderstrike
Strategy:
Thunderstrike AC setup:
Head - CICADA
Core - U3
Arms - LEMUR2
Legs - 90A2
Booster - BIRDIE2
FCS - VOLUTE2
Generator - KUJAKU
Radiator - R92
Inside - MEDUSA
Extension - none
Back L - LX
Back R - LX
L - GRIFFON
R - SHADE
Hangar L - PERYTON
Quotes:
Bolt's AP at 50%: I'm not finished yet!
Your AP at 20%: Your time is up!
I think this is a more appropriate time to fight Bolt rather than one of
the first missions.(really From, why throw us a tough one that early?)
For
those who haven't fought Bolt, watch out for the LX cannon(the big
cannon on
the back). You don't want to eat some 2000 AP and possibly lose a part
from
one shot. Strategy is simple: stay away from close range. If you run out
of
ammo, which you shouldn't, the GAEA's EOs can regenerate ammo so don't
worry.
S-RANK
Difficulty: ******
The LX is the big concern here and will take away the chance of getting
an S
if you are hit even once. The SHADE + GRIFFON are nasty but it won't be
as
damaging with the setup I recommend.
------------------------------------------------------------------------
------
Eliminate Sorcerer
****READ BELOW*********
SEE PULVERIZER #1 PATH!
****READ ABOVE*********
------------------------------------------------------------------------
------
Launch Preemptive Strike
Requester: Vertex
Operation Area: Tartrus Headquarters
Objective: Destroy the enemy force.
Reward: 170,000c
Difficulty: ********
Recommended setup:
Strategy:
Attack the 86FVs but stop attacking when our enemies begin talking. Hide
and
save your ammo. A cutscene occurs. Hmm.. that design looks rather
familiar..
where did we see that before?
Boss: Leviathan
Ah, yes! This is the massive MT found in Nexus! Except unlike in that
game
where it was a prototype and unmovable, this one is complete and moves
fast.
ECM performance is a must to lock-on the massive unit. Before doing
that,
get rid of the remaining FVs. As for the unit itself, the Leviathan is
well armed and dangerous. Luckily, it lacks missile defense and this is
a
situation where micro missiles come in handy. Hide behind the big
pyramid
building and lock onto it and fire. Remember to track its position even
with
the ECM's interference. Eventually, the massive MT will fall.
Secret part: CR-WR81B2(right). S-rank the mission. For the first part of
the
mission, boost while strafing both ways. Blade the FVs but hide once the
enemies begin to talk. For the second part of the mission, blade the
rest of
the FVs but wait for the Leviathan to pass first. Use the pyramid-like
structures to hide from its attacks. Then, just go crazy with the micro
missiles.
S-RANK
Difficulty: ******
------------------------------------------------------------------------
------
Eliminate AC Intruder
Requester: Vertex
Operation Area: Underneath Circ-City
Objective: Eliminate the enemy intruder.
Reward: 162,000c
Difficulty: *******
Recommended setup:
Enemies: AC
Strategy:
Hmm.. blue paint scheme, the 93RL, yellow MOONLIGHT, I wonder who that
could
be?
Head - QUEEN
Core - 89E
Arms - LEMUR2
Legs - DINGO2
Booster - B81
FCS - MIROKU
Generator - G91
Radiator - ANANDA
Inside - none
Extension - none
Back L - 98G
Back R - 98G
L - MOONLIGHT
R - 93RL
Quotes:
Evangel's AP at 50%: I can't be losing!
Evangel's AP at 25%: How can this be!?
Your AP at 50%: Just as I thought...
Your AP at 10%: I'll take it from here...
S-RANK
Difficulty: *******
------------------------------------------------------------------------
------
3d. LEVIATHAN ROUTE
------------------------------------------------------------------------
------
Missions:
Eliminate Intruders
Destroy AC Sundial
Recapture Storage Site
Remove Lab Intruders
Destroy Enemy Squadron
Prevent Plant Destruction
Eliminate Enemy Occupiers
Protect Reactor Core
Destroy Air Assault Force
Eliminate Sorcerer
Intercept Enemy AC
Safeguard Industrial Area
Stop Last Assault Attempt
------------------------------------------------------------------------
------
Eliminate Intruders
****READ BELOW*********
SEE PULVERIZER #1 PATH!
****READ ABOVE*********
------------------------------------------------------------------------
------
Destroy AC Sundial
Requester: Vertex
Operation Area: Versurs Highland
Objective: Destroy AC Sundial.
Reward: 64,000c
Difficulty: ********
Recommended setup:
Strategy:
Sundial AC setup:
Head - SPIDER
Core - 840/UL
Arms - 72F
Legs - 99M2
Booster - none
FCS - DSN
Generator - G91
Radiator - R92
Inside - SYAMANA
Extension - RM
Back L - CENTAUR
Back R - CENTAUR
L - WYRM
R - PIXIE2
Hangar L - HP
Quotes:
Principal's AP at 50%: You're good...
Your AP at 70%: What a joke!
Your AP at 20%: Come on, put up a fight!
Another Nexus Raven returns in LR, Principal, a top notch Raven in that
AC
game. Then again, every Nexus returning Raven used to be the best in
Raven's
Ark in Nexus. Principal is a hover so you will have some difficulty
trying to
stay away(or land shots). ZEKUHs are here but forget about them for now.
If
this is the first path you have chosen, Principal is difficult to beat.
The
biggest threats are the CENTUAR dual vertical missiles and RM extension
missiles. If you haven't been training how to dodge attacks, you are
going to
have a hard time dodging these. Vertical missiles usually can be dodged
by
boosting forward and strafing either side. The WYRM is a mag reload
sniper
rifle and the PIXIE2 is a 1000-ammo machine gun. The HP handgun in her
hangar
is strong and can stun, but has low ammo. Lastly, Principal is equipped
with
an Overboost core. OB allows for quick escapes or gaining ground on
opponents. Do not shoot when Principal is OBing as you will miss your
shots.
Try your best and if you can't win, beat an easier path. Once destroyed,
mop
up the ZEKUHs.
S-RANK
Difficulty: ******
Aside from the CENTAUR + RM combo, the only thing to fear is the WYRM
sniper
rifle. Dodging the missiles can be difficult but just grab MEDUSA and
lay a
decoy every time Principal launches the missiles. Once the RM is out of
ammo,
which equals to 3 missile launches, Principal becomes less dangerous.
Shoot
only when she isn't OBing and remember to boost forward to dodge the
CENTAURs.
The ZEKUHs aren't a threat and should be saved for last as usual.
------------------------------------------------------------------------
------
Recapture Storage Site
****READ BELOW***
SEE EVANGEL PATH!
****READ ABOVE***
------------------------------------------------------------------------
------
Remove Lab Intruders
Difficulty: **
Recommended setup: LB3
Enemies: MT08-OSTRICH, CR-MT85BP
Strategy:
DAE. Blade them all to death. Just watch out for the BP's burst bazooka
which
deals a nice amount of damage and heat.
S-RANK
Difficulty: *
Nothing else to say except you need to train more if you can't get an S.
------------------------------------------------------------------------
------
Destroy Enemy Squadron
Requester: Vertex
Operation Area: Airsul Dam
Objective: Eliminate the enemy invaders.
Reward: 96,000c
Difficulty: ***
Recommended setup: SHADE, GAST, WALRUS2
Enemies: ZEKUH, CR-AH79
Strategy:
Destroy all enemies. It's not too difficult considering they are all
bunched
together. Head to the top level of the dam(by the waters) and shoot them
down here. Towards the end, you will face a LOT of them. Shoot like a
madman
and make sure they don't escape.
S-RANK
Difficulty: **
Pretty easy since they appear right in front of you to pass the dam.
Just be
sure not to miss any of the choppers.
------------------------------------------------------------------------
------
Prevent Plant Destruction
Requester: Vertex
Operation Area: Seil Hydroelectric Plant
Objective: Disable all explosive charges.
Reward: 132,000c
Difficulty: ****
Recommended setup: head with auto-map function, SHADE
Enemies: AEW360R, UO3M-TERMITE, foot soldiers
Strategy:
You have 5 minutes and 30 seconds to deactivate all bombs. Ignore all
the
enemies and go straight for the bombs, starting on the lowest level. If
you are going to shoot a few enemies, only get rid of the ones in the
way.
Avoid using blades since you don't want to automatically destroy a bomb
and
a defense target.
S-RANK
Difficulty: *******
------------------------------------------------------------------------
------
Eliminate Enemy Occupiers
Difficulty: *******
Recommended setup:
Strategy:
Do not advance too quickly in this mission. Take your time and clear out
all the enemies in the rooms. The new 07LM MTs fire large missiles and
they are stationed rather close to doors. Large missiles, for those who
don't know, are the strongest one hit weapon. They also instantly
overheat
the unlucky victim that gets hit. Now, do you understand why you
shouldn't
rush the mission? The large missiles are very good at tracking, but can
be
tricked slamming into a wall. Once you reach the end, a cutscene occurs.
Hmm.. all black paint scheme, dual GLs, LB3, RA.. Genobee's alive!?
Boss: Mollycoddle
Head - EYE
Core - U3
Arms - 71S2
Legs - 89F
Booster - TP
FCS - 82D2
Generator - G84P
Radiator - R92
Inside - DD2
Extension - AM
Back L - GL
Back R - GL
L - LB3
R - RA
Hangar R - 98GL
Quotes:
Mollycoddle's AP at 50%: I'll show you what I can do!
Mollycoddle's AP at 30%: I need backup right now!
Mollycoddle's AP at 20%: I'm not kidding. I need help!
Your AP at 50%: Give up... you can't defeat me.
Your AP at 30%: I need backup right now!
Your AP at 10%: Is that all you've got?
No, some wannabe Raven is copying his design though. Unlike Genobee's
poor
piloting skills in Nexus, Mollycoddle uses the AC much better. Such as
using
the RA assault rifle and LB3 laser blade more often. And staying in the
right
range for the appropriate weapon. Oh, and the WALNUTs are having a field
day
shooting you with grenades. Strafe and boost a lot, while using the
buildings
to hide. You might want to get rid of the WALNUTs since you have to
destroy
them anyways. The less amount of grenades being fired, the better.
Large missiles and grenades can really ruin any chance of getting an S.
Do
move fast but don't rush blindly unless you want to eat a large missile
by
accident. As for Mollycoddle, get rid of the WALNUTs first then go after
him.
The GL rounds are a little hard to dodge but there are enough structures
to
hide from it. Attack him but watch out when Mollycoddle is not using the
RA.
------------------------------------------------------------------------
------
Protect Reactor Core
****READ BELOW***
SEE EVANGEL PATH!
****READ ABOVE***
------------------------------------------------------------------------
------
Destroy Air Assault Force
Requester: Vertex
Operation Area: Camp Fortherd
Objective: Destroy the enemy assault force.
Reward: 138,000c
Difficulty: *****
Recommended setup: PIXIE3, GAST, GAEA, good ECM performance
Enemies: GUSHAWK, CR-A82, C06-STORK, MT09E-OWL
Strategy:
S-RANK
Difficulty: *****
Not much to say in this mission. Except to shoot down every enemy and
avoid
taking hits in return.
------------------------------------------------------------------------
------
Eliminate Sorcerer
****READ BELOW*********
SEE PULVERIZER #1 PATH!
****READ ABOVE*********
------------------------------------------------------------------------
------
Intercept Enemy AC
Requester: Jack-O
Operation Area: Camp Fortherd
Objective: Destroy the enemy AC.
Reward: 0c
Difficulty: *******
Recommended setup:
Enemies: AC
Strategy:
Let's see who our target is. 93RL, MOONLIGHT, LGL, GERYON2, QUEEN. Hey,
it's
Evangel!
Boss: Evangel
Oracle AC setup:
Head - QUEEN
Core - 89E
Arms - LEMUR2
Legs - DINGO2
Booster - TP
FCS - MIROKU
Generator - G91
Radiator - ANANDA
Inside - none
Extension - none
Back L - GERYON2
Back R - LGL
L - MOONLIGHT
R - 93RL
Quotes:
Evangel's AP at 50%: How is it possible!?
Evangel's AP at 25%: Nobody is this good...
Your AP at 50%: Look how weak they are, Jack!
S-RANK
Difficulty: *******
Those linears will hurt your chances of getting an S if you can't dodge
them.
Fortunately, you can use the central structure to hide from them. You
might
want to switch your arm weapons to something more stronger to avoid
losing
more AP. Try the SPIRIT hi laser rifle out if you haven't.
------------------------------------------------------------------------
------
Safeguard Industrial Area
Requester: Vertex
Operation Area: Old Nire Industrial Area
Objective: Destroy the invading enemy force.
Reward: 108,000c
Difficulty: ******
Recommended setup:
Strategy:
A cutscene occurs shortly after the mission starts. A cool cutscene for
that
matter... time to fight Alliance's last Raven.
Boss: Jouster
Quotes:
Jouster's AP at 50%: You're good.
Jouster's AP at 25%: Keep trying!
Your AP at 50%: Do you really think you can beat me?
Your AP at 10%: Vertex is finished!
Jouster doesn't waste time to show off why he is the second best in the
forces
of Alliance. He is a close range specialist, proficient at blading and
usage
of Overboost. The SILKY isn't much of a threat, but at close range it
is. The
LB3 shouldn't hit you as long as the AC moves. Still, don't
underestimate
Jouster's blading skill. The SG2 slug gun is the greatest threat. Slug
guns
are enhanced shotguns: more bullets and tight spread. Usually, they can
overheat if an AC gets hit by the whole spread. If you are hit enough
times
with the entire spread hitting, your parts are in danger of breaking.
Back
boost and attack with HARPY orbits to distract Jouster. You can use this
to
retreat temporarily. Jouster's not too hard as long as you avoid eating
the
spread of the slug gun.
After besting Heaven's Ray, the MTs come in. The OWLs once again appear
so
take them out first. If you took a long time to beat Jouster, the MTs
will
not appear.
S-RANK
Difficulty: *****
------------------------------------------------------------------------
------
Stop Last Assault Attempt
Requester: Vertex
Operation Area: Versurs Highlands
Objective: Destroy the enemy's airborne forces.
Reward: 148,000c
Difficulty: ******
Recommended setup:
Enemies: GUSHAWK
Strategy:
Don't waste your missiles just yet. Down the GUSHAWKs with the RL. Keep
your
AP high and dodge their attacks. Do note that you are up against some 12
GUSHAWKs at once so that's a lot of missile dodging. If you feel the
need
to, use the MEDUSA. Don't use all of them though; you'll need it for
later.
The next part of the mission begins if all 12 GUSHAWKs are destroyed or
a
certain amount of time passes.
Hope you're good at missile dodging. If you think the unit is familiar,
it is
because this is the massive MT from Nexus. Except this is a complete
version.
And you fight two of them. I'd say you got your work cut out for you. If
you
fought the Leviathan in Evangel's route, the differences are two of them
and
no areas to hide. Fire the KINNARAs away! Should you run out of KINNARA
ammo,
use the 93RL and EOs to finish the units off. Now would be a good time
to
use the MEDUSA decoys. Once both are destroyed, the game is done. Or is
it?
THE Final Boss: Leviathan
Yup, you have ONE more Leviathan to kill! Hope you still have some
KINNARAs
left to spare. Same strategy applies, except you are most likely low on
ammo
from the first 2 Leviathans. This might sound a bit crazy, but blade the
MT
if you have to. Sure, it's dangerous but this is the only backup weapon
you
have in case you run out of ammo. Sink the final Leviathan and this path
is
done for good. This Leviathan is the most dangerous offensively, being
able
to string multiple attacks consecutively and up to THREE missile swarms.
That
comes to a grand total of 60 missiles which equals game over if most
hit.
S-RANK
Difficulty: ****
------------------------------------------------------------------------
------
3e. PULVERIZER ROUTE #2
------------------------------------------------------------------------
------
* This path is difficult and ACs are pretty much everywhere. Do not
attempt
unless you have beaten one of the other paths.*
Missions:
------------------------------------------------------------------------
------
Destroy Military Base
****READ BELOW***
SEE EVANGEL PATH!
****READ ABOVE***
------------------------------------------------------------------------
------
Escort Allied MT
****READ BELOW***
SEE EVANGEL PATH!
****READ ABOVE***
------------------------------------------------------------------------
------
Eliminate The Enemy AC
Difficulty: *********
Recommended setup:
Enemies: AC
Strategy:
You'll see why this is a hard path soon. Anyways...
Head - DRONE
Core - U4
Arms - 88FG
Legs - 84M
Booster - B81
FCS - MIROKU
Generator - G91
Radiator - HAZEL
Inside - none
Extension - RM
Back L - none
Back R - SATYROS
L - RS
R - RLA
Quotes:
Zuben El Genubi's AP at 50%: You're not bad...
Zuben El Genubi's AP at 25%: I need backup, this isn't going as planned!
Your AP at 50%: What's the matter, are you having second thoughts?
Genubi isn't too hard to beat. Usually, he will wait for a clear shot
before
firing his RLA linear assault rifle and RS sniper rifle. The missiles
are
strong, but can be easily avoided by using the buildings as cover.
Standard
AC tactics are good enough to beat Genubi. Just don't waste the HARPYs
or
KINNARAs. At least not yet. Beat him and a cutscene occurs.
Head - WASP
Core - 69U
Arms - LEMUR
Legs - GAVIAL2
Booster - GULL
FCS - KOKUH
Generator - KUJAKU
Radiator - R92
Inside - MEDUSA2
Extension - FUNI
Back L - 69CG
Back R - MAGORAGA
L - FINGER
R - FINGER
Hangar L - SYLPH
Hangar R - SYLPH
Quotes:
Rim Fire's AP at 50%: You're good Raven, but not as good as I!
Rim Fire's AP at 25%: Never...! I can't die! I won't die!
Your AP at 50%: Well, I see you have some fight left in you... that's
good.
It's the FINGER man from Nexus! Like the other Nexus returnees, Rim Fire
was
one of the best in Raven's Ark. Unless you beat at least one path(or are
an
AC veteran), there is not much hope for you. Rim Fire is better than he
was
in Nexus, now that he actually conserves ammo and can dodge. The FINGER
is a
machine gun that fires bullets in a spread, like a shotgun. It's a very
dangerous weapon at close range, able to eat 1000s of AP in seconds. His
other
weapons aren't too threatening as the FINGER. Harass him with the HARPYs
and
use the KINNARA only when he is grounded. Try to keep him beside a
building
so your shots won't miss. Take advantage of the buildings, but try not
to get
stuck in one. You usually will get pegged by the FINGERs or SYLPHs. As
long
as you don't get stuck in a building and keep away, you should emerge
victorious.
S-RANK
Difficulty: ********
------------------------------------------------------------------------
------
Battle Challenge
Requester: Zinaida
Operation Area: Camp Fortherd
Objective: Destroy AC Fascinator.
Reward: 0c
Difficulty: *****
Recommended setup:
Strategy:
Boss: Shade
Stratus AC setup:
Head - SSR
Core - 3UA
Arms - 98A2
Legs - LHT92
Booster - none
FCS - 82D2
Generator - LOTUS
Radiator - RAGORA
Inside - none
Extension - none
Back L - NYMPHE
Back R - GLL
L - 88S2
R - BP
Quotes:
Shade's AP at 50%: You're not bad.
Shade's AP at 10%: Curse you...
Your AP at 50%: Better try harder.
Your AP at 10%: Your time is up.
When Shade comes in, Zinaida comes out. Anyways, Shade's setup is
alright
but the setup I recommended overpowers his. Don't think it'll be a walk
in
the park though; Shade knows how to fight and dodge. The BP bazooka is
strong but inaccurate, the 88S2 shotgun is best up close, and the NYMPHE
is
less threatening then some other missile units. The biggest threat is
the
GLL grenade launcher. It can fire 2 rounds in quick succession, can
cause
overheat and deal lots of damage. Fire the LX when the lock on turns red
and
Shade should go down after 5 shots. If still standing, use the FINGER on
him. Mop up the remaining enemies once you're done with him.
S-RANK
Difficulty: ****
Let Zinaida mop up the normal enemies then LX Shade to his doom. Easy S-
rank.
------------------------------------------------------------------------
------
Destroy The Control Towers
Strategy:
If you don't want to fight 2 ACs, move SLOWLY. Otherwise, finish the
mission
fast. Ignore the SPOREs and head straight for the 07LMs. If you haven't
met
this MT before, it fires large missiles. Not the kind you want to be hit
with.
Destroying both will destroy the generators. You don't even have to
worry
about the CENTAURs as long as you kill the 07LMs in the water. A
cutscene
will play if you decided to complete the mission fast enough.. and want
to
fight the 2 ACs. Note that you can return to the starting point to end
the
mission but it's a good idea to take down the ACs anyways.. more money
for
you.
Gambit AC setup:
Head - CICADA2
Core - 3UA
Arms - 94FL
Legs - WALRUS2
Booster - none
FCS - MONJU
Generator - LOTUS
Radiator - ANANDA
Inside - none
Extension - JIKYOH
Back L - HARPY2
Back R - 73MV
L - WRAITH
R - WYRM
Hangar R - SYLPH
Special computer type data:
The unit is equipped with an orbit cannon. Aggressive hit-and-move
tactics
are recommended.
Quotes:
Wanton Busker's AP at 50%: You're even better than I was told.
Wanton Busker's AP at 25%: This isn't going as planned!
Boss: VOLA-VOLANT
Head - EYE3
Core - 99UL
Arms - XS
Legs - GAZELLE
Booster - B81
FCS - 91DSN
Generator - ORCHID
Radiator - ANANDA
Inside - none
Extension - JIKYOH
Back L - EMPUSA2
Back R - SPARTOI
L - RS
R - RS2
Quotes:
VOLA-VOLANT's AP at 50%: Lucky shot!
VOLA-VOLANT's AP at 25%: I won't let you win!
Secret part: YWL03LB-TAROS. On top of the ledge on the right side at the
Y-intersection from starting point. KANGI. Beat Gambit. CR-YC99UL. Beat
Sudden Drop.
S-RANK
Difficulty: ********
------------------------------------------------------------------------
------
Destroy Transport Convoy
Requester: Jack-O
Operation Area: Old Nire Industrial Area
Objective: Destroy all transport vehicles.
Reward: 0c
Difficulty: ********
Recommended setup:
Enemies: Metis
Strategy:
Metis AC setup:
Head - DRONE
Core - CRONUS
Arms - 88FG
Legs - JAGUAR2
Booster - VULTURE
FCS - VOLUTE2
Generator - G91
Radiator - ANANDA
Inside - FM
Extension - RURI
Back L - DRYAD2
Back R - NYMPHE
L - 76S
R - RASETSU
Hangar R - ORC
After a while or Mumu takes enough damage, Cerberus Garm shows up.
Niflheim AC setup:
Head - MANTIS
Core - ICURUS
Arms - LEMUR
Legs - 94A2
Booster - B81
FCS - MONJU
Generator - ORCHID
Radiator - R92
Inside - CORAL
Extension - none
Back L - RPX
Back R - none
L - HP
R - SHADE
Special computer type data:
The unit is equipped with a laser rifle. Mobile combat tactics are
recommended.
First thing to do is get rid of Mumu quickly. If you don't, this will
turn
into a 2 on 1 AC fight and you don't want that considering the setup I
recommended is slow and they are faster than you. Metis has the parry
blade
RASETSU and if you are using the setup I gave you, she can easily hit
you with
the parry blade. It hurts badly so kill her fast. If you have followed
the
walkthrough chronologically, you should have both FINGERs by now. Use
them
and watch Metis crumble in seconds. Don't waste all the FINGER ammo
though;
you need some for the transports.
Garm should come soon and if Mumu is gone by that time, handling Garm
should
be easy. The RPX large rockets hurt as much as a typical grenade so
avoid
it. You most likely already know the SHADE's damage potential and the HP
is
weak to do anything on its own. The last weapon Garm has is the CORAL
napalm
rockets, which will overheat in a single shot. Fortunately, it's
unlikely to
hit you as long as you are moving.
Do not forget the targets though while you're fighting Garm and/or Mumu.
Once they are gone, you can either finish the 2 off or head for the
escape
point. The LX will crack Garm in 4-5 shots. FINGER him if the LX didn't
finish the job(which it should).
In the event you go after the transports first then decide to fight the
duo,
stay away from Garm AT ALL COSTS! His HP handgun will stun your AC long
enough for Mumu to move in with a poke from the parry blade. While the
poke
deals tremendous damage, you will most likely be overheating thanks to
Garm's firepower. Take down Mumu first since she poses the weaker threat
in
this fight. The aforementioned setup will most likely not suffice for
this
task so I suggest using a biped setup with dual arm weapons and an EO
core
should you choose to do the mission this way.
S-RANK
Difficulty: **
With the setup above, you really shouldn't have any trouble getting an S
in this mission. Just LX both Mumu and Cerberus and FINGER the
transports.
If you can't land LX shots, wait until either one gets closer then fry
them.
Choosing not to kill both will not yield an S, but with the LX, you
might as
well kill both.
------------------------------------------------------------------------
------
Eliminate Enemy Patrols
Difficulty: ****
Recommended setup: ELF3, SHADE2, good VS ECM performance, head with
auto-map
functions
Enemies: MT09E-OWL, CR-MT91L2, foot soldiers
Strategy:
By now, you should know what happens when OWLs are in a mission. Don't
worry
about locking on targets, just use the ELF3 and blade the MTs to death.
The
91L2's are dangerous and use dual plasma rifles. And the soldiers are
hiding
by the walls so let's forget about them. Not too hard.
Secret part: KUJAKU. Room with the four defense targets on the top
level.
D03-CODON. S-rank the mission. Bring the KRSW or another weapon that has
attack power exceeding 1500. As with any mission in this area, do not
get
stuck in the rooms or hallways. For the 91L2's, do quick boosts to
either
side when they appear on-screen. 2-3 shots should destroy them. ECM will
be
active unless equipped with 2 back radar units and head/FCS units with
good
ECM performace.
S-RANK
Difficulty: *****
------------------------------------------------------------------------
------
Destroy The ECM Devices
Requester: Independent Warlord(Green Horn)
Operation Area: Tartrus Headquarters
Objective: Destroy all ECM devices.
Reward: 74,000c
Difficulty: ****
Recommended setup: ELF3, SHADE2, good ECM performance
Enemies: CR-MT83RS, 86FV, MT10-BAT, SPORE
Strategy:
Destroy all the ECM vehicles by the SHADE2 or ELF3. That's pretty much
it.
Reinforcements will show up eventually if you want more credits. A 30
second
timer will activate if you take too long in eliminating the ECM
vehicles.
S-RANK
Difficulty: ****
------------------------------------------------------------------------
------
Shutdown Energy Plant
Strategy:
The mission isn't too difficult for the first half or so. The new
GURENGE MTs
are flamers and they will overheat your AC almost instantly. ELF3 will
kill
them in one swing. You already should have fought the SBs; blade them
only if
their shields are gone or behind the shield. Take care of the 4
generators.
The second half is the hard part(or nothing if based on your choice).
Boss: G. Faust
Head - 70S2
Core - 5U2
Arms - 82SL
Legs - SSA
Booster - BIRDIE
FCS - KOKUH
Generator - LOTUS
Radiator - R76
Inside - none
Extension - BYAKUE
Back L - 73RA2
Back R - 75RP
L - LB2
R - RA2
Quotes:
G. Faust's AP at 50%: You're not bad...
Your AP at 70%: You call yourself a Raven?
Your AP at 20%: You're going down!
You can either fight Faust or run away. If you run away, you won't have
to go
against the next boss. If you fight and kill Faust, you have to fight
the next
one upon returning outside the plant. His AC is really a starter AC but
it's
a few steps up so you might as well kill him. The RA2 assault rifle is
no
threat and the RP middle rocket isn't as threatening as a large rocket
or
grenade. Faust is good with the LB2 though, so avoid getting close. And
that's
a problem since the room Faust appears in is very small. ELF3 will
easily
outdamage his LB2, but you'll take a lot in return. Stick with the EOs
and
93RL to best Faust. Return to the outside area of the plant for a
cutscene.
S-RANK
Difficulty: ********
While you could escape Faust and finish the mission, this will only
yield an
A at best. Anyways, remember to blade the GURENGEs before they burn your
AC
and screw up your AP. Just pump lead into Faust and micro missile the
tank
Pulverizer. The setup I recommend above can accomplish this task. If
Faust
blades you or the Pulverizer dual plasmas you, I suggest retrying the
mission.
If you are paying a lot of costs due to ammo, the SHADE laser rifle is
always
mission and cost-friendly. And try to blade Faust with the ELF3.. it
really
hurts him.
------------------------------------------------------------------------
------
Protect Warlord's Forces
Requester: No Data
Operation Area: Hordess Mining Site
Objective: Protect allied units.
Reward: 128,000c
Difficulty: ***
Recommended setup: SHADE2, ELF3
Enemies: JELLYFISH, MT10-BAT, CENTUAR-AA(friend)
Strategy:
DAE. SHADE2 works on the JELLYFISH and the ELF3 crushes the BATs. The
only
tough part is at the end, where you have to go all the way back to the
starting point(with CENTAUR-AAs) and take down the BATs there. Our
friends
don't last very long so work fast.
S-RANK
Difficulty: *******
You will hate the CENTAUR-AAs for chunking rather easily in this
mission.
Grab the KRSW and slap on all energy optional parts. And ELF3 for BAT
killing.
Kill every MT once they are on-screen ASAP. The last part is difficult
since
the BATs like to shoot laser at the CENTAUR-AAs, effectively killing
them.
If you have an EO core, pop up the EOs so it can get their attention and
to
shoot you with the laser instead.
------------------------------------------------------------------------
------
Destroy Transport Train
Difficulty: ****
Recommended setup: SHADE2, RPX
Enemies: CR-MT07LM, CR-MT85BP
Strategy:
Shoot the train.. it doesn't get any easier than this. Just watch out
for the
BPs and especially the large missile-firing LMs. They all have hard-
hitting
weapons and can potentially knock you out of the sky downwards...
Secret part: CR-WH01HP(right). S-rank the mission. Get two good arm
weapons,
EO core, long-range FCS, and of course the RPX rockets. Destroy EVERY MT
on
the map while destroying the train. Destroy the LMs first to avoid
getting
hit by a large missile. Move fast because the train can take a large
amount of
damage. As long as all enemies are destroyed before the train reaches
the
second bridge, there is enough time to sink it with RPX rounds. If the
BPs are
making things difficult, shoot the ground beneath them.. they might just
fall
below(kill is counted). If not, the ELF3 works wonders against them.
S-RANK
Difficulty: ******
------------------------------------------------------------------------
------
Defeat The Invading Force
Requester: Vertex
Operation Area: Garav Desert
Objective: Defeat the invading force.
Reward: 168,000c
Difficulty: ********
Recommended setup:
Strategy:
DAE. Watch out for the LMs and their large missiles. SPOREs show up as
the
reinforcements, but they don't pose a threat. A cutscene will play when
all
the MTs are gone.
Secret part: CR-WB03MV. S-rank the mission. It's not too hard to get an
S in
this mission. Do whatever with the MTs. When the Pulverizer shows up,
get
away from it and shoot the micro missiles. Remember to watch out for the
boundaries to avoid failing the mission.
S-RANK
Difficulty: ******
------------------------------------------------------------------------
------
Destroy AC Heaven's Ray
Requester: Vertex
Operation Area: Old Nire Industrial Area
Objective: Destroy AC Heaven's Ray.
Reward: 165,000c
Difficulty: ********
Recommended setup:
Head - EYE4
Core - ATLAS
Arms - 72F
Legs - 89F
Booster - TP
FCS - MIROKU
Generator - G91
Radiator - ANANDA
Inside - SYAMANA
Extension - RM
Back L - SG2
Back R - SPARTOI
L - LB3
R - SILKY
Quotes:
Jouster's AP at 50%: You're quite a pilot...
Jouster's AP at 25%: Impossible!
Your AP at 50%: Is that the best you can do?
Your AP at 10%: You're mine!
Jouster is tough, but doable. If you took Leviathan route already, you
should
know how to handle Heaven's Ray. If not, that is okay. Just watch out
for the
SG2 slugs and maintain distance to avoid getting bladed by the LB3. His
head
is not destroyed like last time so he will follow you non-stop. The
SPARTOI
and RM can be tricked into the ground but missile defense can handle
this as
well. Regardless, a cutscene occurs upon Jouster's defeat.
They don't call this a Pulverizer path for nothing. This unit is the
fastest
of all Pulverizer units, like the tank unit has the most defense. And
being
so fast it can unleash a powerful 3-hit combo with the MOONLIGHT blade
arms.
It boosts as it slashes so all three hits connect, and they all HURT. In
addition, it fires single and dual rapid lasers. Fortunately, it has to
stand
still to use its projectile attacks. Fire them KINNARAs and HARPYs at
this
time. As long as you stay away from it's arms of death, you're fine.
S-RANK
Difficulty: *******
------------------------------------------------------------------------
------
Shutdown Internecine
Requester: Jack-O
Operation Area: Underneath Circ-City
Objective: Destroy the Internecine.
Reward: 0c
Difficulty: **********
Recommended setup:
Enemies: Pulverizers
Strategy:
Hope you're ready for this one. Notice I have dual KARURAs and FINGERs,
plus
the E2 EO core and GAR extensions? Yeah, you'll most likely need all
that
ammo. Our friendly operator Sheila gives us some words before we do
battle.
The elevator opens and a cutscene takes place.
Jack-O!? Wait, he's almost dead and soon bites the dust. Wonder if one
of the
Pulverizers did that? Yup, except it's not any Jack-O mentioned. It
looks like
he did damage the unit from the sparks seen on by its core. Anyways..
Quotes:
Your AP at 50%: Don't give up!
Your AP at 10%: Fight, Raven!
This is the most evasive of all units so far. This uses OB-like
movements to
dodge projectiles and missiles. Its special ability is invisible, highly
accurate orbit cannons. When it uses this, it will normally stand still.
Fire
a KARURA + GAR launch when this occurs and repeat until it is dead.
Don't
bother trying to dodge the orbit cannons and just go for the kill.
A cutscene occurs. Hmm.. where are the rest of these units? Head to the
broken
shaft to end the first half of the mission.
Another cutscene occurs, and it's quite dramatic. Zinaida's here too
against
yet another unknown type of Pulverizer. Well, too bad she eventually
goes down
and kicks the bucket. If you have been paying attention to the Raven's
list,
the only 2 left up to now were Jack-O and Zinaida. Now, you are the last
remaining Raven alive! Also, if you were paying attention to the
cutscene, do
take note of the 2 things it(the Pulverizer) does before it kills
Zinaida.
Final Boss: Airborne "Archangel" Pulverizer
Quotes:
Your AP at 50%: Calm down!
Your AP at 10%: Don't give up!
Well, no quad or tank or biped Pulverizer except for this one. If the
biped
is the ultimate in speed, the tank is the ultimate in defense, the
Archangel
is the ultimate in offense. It's offensive potential cannot be denied.
The
unit uses energy machine guns that reload very fast and CANNOT be
dodged. It
also fires rapid lasers in each of it's "wings" and are fairly strong.
Occasionally, the Archangel fires dual plasmas within the rapid lasers.
The
Pulverizer's MOONLIGHT Cross Slash can instantly overheat and cause a
nasty
napalm effect to ensure the burn stays if you get hit. An even greater
threat
are the energy missile swarms. It fires lasers that are really energy
versions of missiles, except they track as good as the micro missiles.
They
fire in swarms of 5 so do your best to dodge them. It also can create an
energy sphere that is able to negate ALL attacks, demonstrated when the
machine gun rounds Zinaida fired were deflected.
While in this state, it uses the most powerful attack, the Ray Storm.
For past
AC players, this is very similar to Phantasma's Rainbow Rays in Another
Age
and Project Phantasma but with differences. It lasts longer and, unlike
in
those games where you could jump onto Phantasma or get behind to dodge
Rainbow Rays, covers the entire area. Boost hop like mad to dodge the
rays,
which do damage equal to SHADE2's. So, how to compete with a unit that
is
quite cheap?
Be cheap yourself. That's what those KARURAs and FINGERs are for. Go
nuts
with the KARURAs first since it easily beats you in a damage race. The
energy
rail-machine guns can be cancelled by one KARURA launch. Just remember
to
stop attacking when you see a sphere forming around the Pulverizer. This
unit
has a massive amount of AP hence why I recommend micro missiles. Keep up
the
attacks and use the FINGER if you run out. Congrats, you are the Last
Raven!
Secret part: CR-C06U5. Beat the mission. CR-WL06LB4. S-rank the mission.
The
requirements are lenient, but still try to finish off both Pulverizers
as
soon as possible. Do remember to avoid the Archangel's more potent
attacks
such as Ray Storm or the energy missile swarms. And never fire when the
energy
sphere is forming; any attacks will automatically be blocked.
S-RANK
Difficulty: *****
------------------------------------------------------------------------
------
3f. ZINAIDA ROUTE
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------
* This path is difficult and ACs are pretty much everywhere. Do not
attempt
unless you have beaten one of the other paths.*
Missions:
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------
Distribution Center Recon
****READ BELOW**
SEE JACK-O PATH!
****READ ABOVE**
------------------------------------------------------------------------
------
Destroy AC Sundial
****READ BELOW*****
SEE LEVIATHAN PATH!
****READ ABOVE*****
------------------------------------------------------------------------
------
Eliminate The Enemy AC
****READ BELOW*********
SEE PULVERIZER #2 PATH!
****READ ABOVE*********
------------------------------------------------------------------------
------
Battle Challenge
****READ BELOW*********
SEE PULVERIZER #2 PATH!
****READ ABOVE*********
------------------------------------------------------------------------
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Eliminate Enemy Invaders
Requester: Vertex
Operation Area: Airsul Dam
Objective: Eliminate the enemy invaders.
Reward: 60,000c
Difficulty: *********
Recommended setup:
Enemies: ZEKUH
Strategy:
Take down the ZEKUHs with the SHADE. You will have to fight the AC next.
Head - CICADA2
Core - 3UA
Arms - 94FL
Legs - WALRUS2
Booster - none
FCS - MONJU
Generator - LOTUS
Radiator - ANANDA
Inside - none
Extension - JIKYOH
Back L - HARPY2
Back R - 73MV
L - WRAITH
R - WYRM
Hangar R - SYLPH
Quotes:
Wanton Busker's AP at 50%: You're even better than I was told.
Wanton Busker's AP at 25%: This isn't happening!
Your AP at 25%: The bounty on your head is mine!
Boss: VOLA-VOLANT
Head - EYE3
Core - 99UL
Arms - XS
Legs - GAZELLE
Booster - B81
FCS - 91DSN
Generator - ORCHID
Radiator - ANANDA
Inside - none
Extension - JIKYOH
Back L - EMPUSA2
Back R - SPARTOI
L - RS
R - RS2
Quotes:
VOLA-VOLANT's AP at 50%: You fight well.
VOLA-VOLANT's AP at 25%: How can this be?
Your AP at 25%: You're mine!
S-RANK
Difficulty: ********
Requester: Evangel
Operation Area: Garav Desert
Objective: Destroy the suspicious force.
Reward: 142,000c
Difficulty: *******
Recommended setup:
Enemies: MOLE
Strategy:
Evangel is here to help out so let him destroy the MOLEs. Usually,
Evangel
will waste his EOs on the MOLEs. After they are gone, he retreats and
that's
your cue to finish the job. The MOLEs can dive under the earth so watch
out
for their positions. Their rapid pulse blasts are damaging so don't
stand in
the same spot.
Boss: Evangel
Oracle AC setup:
Head - QUEEN
Core - 89E
Arms - LEMUR2
Legs - DINGO2
Booster - TP
FCS - MIROKU
Generator - G91
Radiator - ANANDA
Inside - none
Extension - none
Back L - GERYON2
Back R - LGL
L - MOONLIGHT
R - 93RL
S-RANK
Difficulty: *****
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Seize The Airstrip
Difficulty: *****
Recommended setup: 93RL, GAEA, LB4
Enemies: SSGB03-WALNUT, CR-MT85B/BP, CR-A82, MT11-STARLING(friends)
Strategy:
First, get rid of the WALNUTs. This makes the mission much easier. Next,
mop up the 85Bs in the area. The STARLINGs should be there by now. The
BPs
come next; blade them until they die. Remember to watch out for their
triple
bazooka rounds. The STARLINGs will assist in the kills, but will not
take
much damage before being destroyed. When the A82s arrive, get rid of
them
first before they destroy the STARLINGs.
S-RANK
Difficulty: *******
------------------------------------------------------------------------
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Shutdown Energy Plant
****READ BELOW*********
SEE PULVERIZER #2 PATH!
****READ ABOVE*********
------------------------------------------------------------------------
------
Eliminate Zinaida
Requester: Jack-O
Operation Area: Camp Fortherd
Objective: Destroy AC Fascinator.
Reward: 0c
Difficulty: ******
Recommended setup:
Enemies: Fascinator
Strategy:
Fascinator AC setup:
Head - EYE2
Core - U5
Arms - XS
Legs - COUGAR2
Booster - VULTURE
FCS - MIROKU
Generator - G91
Radiator - ANANDA
Inside - SYAMANA
Extension - FUNI
Back L - RP2
Back R - KINNARA
L - LB2
R - PIXIE3
The PIXIE3 is fairly accurate with Zinaida staying pretty close to you.
The
micro missiles should be easy to dodge by now. Zinaida rarely uses the
LB2
so you don't have to worry about her trying to blade you. The RP2 middle
rockets hurt but you shouldn't be seeing these as long as the PIXIE3 has
some
ammo. Use the 93RL and ROC4 to whittle her AP down, and your micro
missiles
to deal some damage. MAGORAGA's not-so-tight spread allows for some of
the
missiles to hit. Deplete her AP to a certain extent and a cutscene
plays.
The mission is complete.
S-RANK
Difficulty: *****
------------------------------------------------------------------------
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Eliminate Sorcerer
****READ BELOW*********
SEE PULVERIZER #1 PATH!
****READ ABOVE*********
------------------------------------------------------------------------
------
Defeat The Invading Force
****READ BELOW*********
SEE PULVERIZER #2 PATH!
****READ ABOVE*********
------------------------------------------------------------------------
------
Attack The Advancing Force
Requester: Jack-O
Operation Area: Garav Desert
Objective: Defeat the invading force.
Reward: 0c
Difficulty: ******
Recommended setup:
Strategy:
ECM is active through the whole mission. You just have to deal with it
and
only fire when a lock on is acheieved. Go after the 91L2's first but be
careful with their plasma rifles. Remember to dodge enemy fire and only
go
after MOLEs when they are on the surface. A cutscene plays upon the
defeat
of all MTs.
Boss: Jack-O
Head - CRICKET
Core - ATLAS
Arms - 72F
Legs - JACKAL2
Booster - VULTURE
FCS - MONJU
Generator - KUJAKU
Radiator - FURUNDA
Inside - MEDUSA2
Extension - none
Back L - 94M2
Back R - 94M2
L - 95G
R - KRSW
Hangar L - GL
Quotes:
Jack-O's AP at 50%: Maybe... Just maybe...
Your AP at 50%: Get serious. Show me what you can really do!
Your AP at 10%: I guess I was wrong...
Well, it's our old buddy from Nexus. Jack-O is still the same average
Raven
he was in Nexus. Only this time, Jack-O shoots and dodges now but still
not
good enough. If you beat his route already, he has his left arm active
and
ECM is jamming his own lock on and radar abilities here. The KRSW and
95G are
strong weapons, but easy to see from a mile away. Out-turn Jack-O and
beat
him with your own KRSW and 93RL. It's a bit difficult to hit him due to
the
ECM interference and all the sand winds in the area. After his AP drops
to
a certain level, he will run away like a coward as he did in Nexus Arena
battles.
S-RANK
Difficulty: *****
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------
Eliminate Airborne Force
Requester: Vertex
Operation Area: Versurs Highland
Objective: Destroy the enemy's airborne forces.
Reward: 142,000c
Difficulty: ******
Recommended setup: 93RL, ECHIDNA, 89E, HISTON
Enemies: GUSHAWK
Strategy:
Remember the first part of the final mission on Leviathan's route? With
all
the GUSHAWKs? This is like that except the amount of GUSHAWKs are HUGE.
They
are more aggressive and fire 3 missiles instead of 1. Lots of dodging
here,
but the AMS can shoot down some of the numerous missiles headed at you.
This
is one mission where the ECHIDNA pursuit missiles are most useful. Just
aim
it at the centre of the field and when they are approaching that area.
Secret part: CR-WB87GLL. S-rank the mission. Sniper rifles and a long-
range
FCS are good here. Just shoot when the GUSHAWKs are approaching. Easy S-
rank.
S-RANK
Difficulty: ***
------------------------------------------------------------------------
------
*WARNING: THE FOLLOWING MISSION MAY FRUSTRATE YOU TO THE POINT YOU MIGHT
BE
TEMPTED TO DESTROY YOUR CONTROLLER. FEELINGS OF THIS MISSION BEING
IMPOSSIBLE
TO BEAT ARE COMMON HERE. YOU HAVE BEEN WARNED.*
Requester: Jack-O
Operation Area: Underneath Circ-City
Objective: Destroy the Internecine.
Reward: 0c
Difficulty: **********
Recommended setup:
- Speed should at LEAST be above 400 kph, preferrably above 450 kph.
Consider
yourself dead if you dare to use a heavy AC setup or anything slower
than
400 kph. Especially a tank setup...
- DO NOT use energy weapons. You need as much boost duration as
possible.
- Train your ability to track an enemy and keep them in the lock box as
long
as possible, preferrably with dual arm weapons.
Enemies: Unknown
Strategy:
Quotes:
Your AP at 50%: Find the entrance before it's too late!
Your AP at 10%: Please hurry!
Hope you're ready for this mission. Once the mission starts, drop down
the
shaft. In the next few areas, you will encounter the same kamizake MTs
in
the other last missions on certain paths. The catch? There's no almost
no
room to manuever so they can easily hit you. The kamikaze MTs don't
always
follow the same position so you can barely dodge them if you pay
attention
to the radar and lock box. Soon, a T-intersection will be visible. Go
left
here. Now you have laser walls and the MTs to deal with. Not all laser
walls block the whole tunnel so you can move to the side with no laser
protecting it. Again, watch for the MTs as they deal considerable
amounts
of AP damage and thermal stress.
There are two other ways of getting into the next section of the
mission.
If you do not take the closest intersection, there is another one
further
from the first one. Take either way, but do note that it is much harder
to
avoid the kamikaze MTs and laser walls that still block the way.
Remember
to watch out for the laser walls; staying in them for one second results
in
a loss of 2000 AP and multiple parts hitting 1st degree destruction.
Another
second or so results in multiple part destruction and more AP loss.
The second half of the mission is similar to the second half of the last
mission on Evangel's route. As with that mission, 6 generators will fire
an
endless barrage of SHADE-like lasers at you. Don't forget about the
streams
of energy the generators produce which fire more lasers. Destroy the 6
generators powering the Internecine. The generators will fall after
taking
enough hits. Keep moving to avoid the lasers it fires. The more
generators
destroyed, the less amount of lasers being fired at you. Never stand
still
unless you want to lose over 700 AP in one second. Once all 6 generators
are destroyed, the mission is over!
No. It's not over, you're not quite done yet. The third and final part
of the mission starts off with a cutscene. Hope you have at least half
of
your AP left...
It's an AC! And not just anyone's, it's Zinaida's! And she's got the
PYTHON
hand railgun! You can tell that Zinaida is real pissed you are still
among
the living. It's obvious she wants you dead. Let's finish her off for
good
this time, that is if Zinaida doesn't kill you first. Time for one last
duel to see who is the Last Raven!
Fascinator AC setup:
Head - EYE2/enhanced
Core - U5/enhanced and damaged
Arms - XS/enhanced
Legs - COUGAR2/enhanced
Booster - TP/enhanced
FCS - MIROKU/enhanced
Generator - G91/enhanced
Radiator - ANANDA/enhanced
Inside - SYAMANA/enhanced
Extension - FUNI/enhanced
Back L - LAMIA2/enhanced
Back R - SPARTOI/enhanced
L - NIX/enhanced
R - PYTHON/enhanced
Hangar L - HP/enhanced
List of enhancements:
Quotes:
Zinaida's AP at 50%: I can't believe how good you are...
Zinaida's AP at 25%: It must be fate...
Your AP at 50%: It's not over yet!
Your AP at 10%: You're mine!
In addition to the PYTHON, Fascinator now equips the NIX machine gun,
the
LAMIA2 pulse cannon, SPARTOI dual missiles, and the TP boosters. This
version of Fascinator is equipped with more upgrades than you can
imagine,
even more than any other enemy from past AC games. Her AI is upgraded in
that
she is more aggressive and has faster reaction times. The most
significant
upgrade is the infinite condenser capacity, meaning Zinaida boosts
FOREVER
and can fire the PYTHON or LAMIA2 without having to recharge energy.
That
and your AC has most likely taken a beating from the prior two parts.
Welcome to your doom.
There are two approaches to beating Zinaida. The first is to fight from
a
distance, but close range. The main threat is the PYTHON + NIX +
SPARTOI/FUNI
combo. The PYTHON and NIX are dangerous but you can trick out the PYTHON
shots
by boost jumping as the charge fades(be on ground). The second method is
to
stay very close, at a range of 100 or less. Zinaida usually doesn't use
missiles at this range, but chances of the LAMIA2 being used are high.
Speaking of missiles, her U5 shoots them down even in its damaged state.
Still, Zinaida isn't easy to beat and there are problems to worry about
using
either approach.
Speed-wise, Zinaida moves a lot faster than what that setup should
be(runs
at roughly 425 kph with tunes to prevent Overweight from personal
testing),
around 450 to 475 kph. Factor the speed spike and she can go beyond 500
kph.
Hence why it is CRUCIAL to having a 400 kph or better AC to avoid being
outclassed in the speed department(and dodge her shots). Sadly, your
generator has a finite condenser capacity and Zinaida's does not. You
have
to boost a lot, but also watch the energy gauge. NEVER let your energy
gauge
empty at ALL in the fight as it spells the end for you.
One final note is that if you somehow outlast all of Zinaida's weapons,
the
LAMIA2 included, she will drop her remaining weapons and resort to her
hangar
parts. It is highly unlikely you will survive the LAMIA2 barrages so you
this
should not concern you. However, if you do, her HP handgun now deals
more heat
stress than normal and does not have a mag reload. An out-of-ammo
strategy is
highly discouraged anyways since her weapons are more than likely to hit
you(and HARD).
You're pretty much on your own in this mission. Best of luck and hope
you
survive!
A cutscene will play as Zinaida dies. With her dead, you are now the
Last
Raven!
Secret part: CR-YC03U4. Beat the mission. YWH16HR-PYTHON. Beat
Fascinator.
S-RANK
Difficulty: **********
------------------------------------------------------------------------
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3g. REMAINING MISSIONS
------------------------------------------------------------------------
------
****READ BELOW**************************************
THESE MISSIONS ARE NOT COVERED IN ANY OF THE ROUTES.
****READ ABOVE**************************************
These missions are the ones left blank when checking the Mission Report
in
the Log Data. Though you can do these at any given time, it's better to
do
them once you're done all the 6 routes. You'll have a bit more fun with
the
new parts and weapons you get from the 6 routes. No point in doing these
lone
missions without some really neat weapons like the PYTHON right?
To guarantee these missions show up, make sure to meet EVERY additional
requirement in the missions. This includes destroying all ACs and
special
enemies, plus doing the additional missions too.
------------------------------------------------------------------------
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Investigate Research Lab
Difficulty: **
Recommended setup: LB4, SHADE2, head with bio-sensor functions
Enemies: U03M-TERMITE, AMIDA
Strategy:
DAE. When you disable the lock, you'll find the problem. The biological
AMIDA
are the problem. Blade them to death.
Secret part: YH13-LONGHORN. In the closest room by the elevator after
the
locks are disabled.
S-RANK
Difficulty: ***
Eliminate Intruders
Remove Bridge Defenders
Eliminate The Enemy AC
------------------------------------------------------------------------
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Protect The ECM Devices
Difficulty: *****
Recommended setup: PYTHON, LADON, GOLGI, HISTON, long range FCS
Enemies: AEW360R, MT10-BAT, CR-AH79, SPORE
Strategy:
The 360Rs are way up in the sky and due to their small size, normal
weapons
won't be able to hit them well. That's what the railgun weapons are for:
a
near-perfect chance of hitting a target due to very high shot velocity.
One
LADON will easily take down a 360R or AH79. The PYTHON can do the same
but
it is less accurate than it's back unit counterparts. The strong point
is
the reload, which is fast for these weapons. The ECM vehicles are easy
to
destroy so work fast to kill off the MTs. The SPORE's cluster missiles
pose
the biggest threat to the ECM vehicles.
S-RANK
Difficulty: ****
Ok, time for a different setup. Have a low drain, all solid-weapon build
and
equip a long-range FCS and the HB hover boosters. Lastly, use the FUDOH
generator. Now, once the mission starts, do a simple jump then activate
the
hovers. As long as the hovers are in place, you can safely use the solid
weapons to fire at the enemies as they appear on the battlefield. The
BATs
pose the greatest threat, destroy them ASAP before they sink a vehicle.
As
long as all vehicles survive when all enemies are destroyed, you should
get an S.
------------------------------------------------------------------------
------
Destroy Power Generators
Difficulty: **
Recommended setup: LB4, head with bio-sensor/night vision functions
Enemies: AMIDA
Strategy:
Just head for the generators. The AMIDAs are optional. After both
generators
are destroyed, escape the facility before time runs out. Any AMIDAs that
you
did not destroy will exit their rooms and enter the hallways.
S-RANK
Difficulty: *****
All you need is a blade and a head that has bio-sensor abilities. Move
to the
generator areas and use the blade to destroy them. If you have the ELF3,
just
fire a wave at them; it's powerful enough to do the trick. As for the
AMIDA
army, make sure you blade the ones in the rooms before the generators.
Once
the timer starts, just head straight for the exit. Blade any AMIDAs in
the
way and don't get stuck in the hallways. You should reach the escape
point
with :45 left on the timer, along with 90% of the AMIDAs dead, which
should
result in an S.
Eliminate Intruders
Remove Bridge Defenders
Eliminate The Enemy AC
Battle Challenge
Eliminate Enemy Invaders
------------------------------------------------------------------------
------
Destroy Underground Force
Requester: Vertex
Operation Area: Walter Material Storage Site
Objective: Eliminate the intruders.
Reward: 0c
Difficulty: ****
Recommended setup: LB4, PIXIE3, head with night vision/bio-sensor
functions
Enemies: AMIDA
Strategy:
There are a LOT of AMIDAs to kill. Also, they will attack from both
sides at
the same time so concentrate on one side before moving to the other.
Dodge
by strafing left and right to avoid their pulse blasts. Blade if you are
close enough.
S-RANK
Difficulty: ***
Grab a SHADE, GAEA, and GORGON and you're all set! Just be sure to dodge
the
pesky pulse blasts of the AMIDAs. Oh, don't forget about bio-sensing
heads!
Eliminate Intruders
Destroy AC Sundial
Recapture Storage Site
Remove Lab Intruders
Destroy Enemy Squadron
Prevent Plant Destruction
------------------------------------------------------------------------
------
Destroy The Bridge
Difficulty: ****
Recommended setup: PYTHON, LB4, GOLGI, HISTON, PRIMER
Enemies: JELLYFISH, MT08-OSTRICH, CR-MT83RS, CR-MT98G
Strategy:
Use the PYTHON to destroy the JELLYFISH, LB4 on the OSTRICH and RS MTs,
and
on the supports. 3-4 swings should do the trick. Afterwards, get rid of
the
98G MTs if you took too long. Watch your step in this mission.
S-RANK
Difficulty: ****
Grab a sniper rifle and the LB3. Snipe the MTs but make sure you don't
miss
with the JELLYFISH. Blade the supports afterwards. Do this quick and you
don't
have to face the grenade-toting 98G MTs.
Eliminate Intruders
Destroy AC Sundial
Recapture Storage Site
Remove Lab Intruders
Prevent Plant Destruction
Destroy Underground Force
Protect Reactor Core
------------------------------------------------------------------------
------
Protect Transport Train
Difficulty: *****
Recommended setup: long range FCS, SHADE2, NIX, HISTON
Enemies: CENTAUR-AA, MT08H-OSTRICH, HORSETAIL4
Strategy:
Get rid of the CENTAUR-AAs then go inside the tunnel and destroy the
OSTRICHs.
Next, head to the other bridge and go to the lower level. Shoot down the
HORSETAIL4s quickly. The train cannot withstand much punishment.
S-RANK
Difficulty: *****
Using the setup above, destroy the CENTAUR-AAs quickly than the
OSTRICHs. Now,
shoot down as much of the HORSETAIL4's before they blow the train up.
Once the
train escapes, you should end up with an S.
Eliminate Intruders
Remove Bridge Defenders
Eliminate The Enemy AC
Battle Challenge
Eliminate Enemy Invaders
Destroy Power Generators
Seize The Airstrip
Prevent Reactor Meltdown
Track Down Evangel
------------------------------------------------------------------------
------
Defeat Evangel
Difficulty: *******
Recommended setup:
Strategy:
The OSTRICHs are easy kills so do away with them in any way you see fit.
A
cutscene will play afterwards.
Quotes:
Rim Fire's AP at 50%: You're good Raven, but not as good as I!
Rim Fire's AP at 25%: Never...! I can't die! I won't die!
Your AP at 50%: Well, I see you have some fight left in you... that's
good.
Well, no Evangel but there's the Rim Fire. More appropriate time to
fight
rather than very early in the game. If you already beat Pulverizer #2
route,
you will have a much easier time with only Rim Fire. If not, remember
the
big rule of staying away from him. Those FINGERs eat AP mad fast at such
a
range. The micro missiles can be avoided by tricking it into the ground,
or
hiding behind a building. Oh, speaking of buildings, avoid getting
caught
in them. You're a sitting duck for those machine guns if you do. Rim
Fire
is tough, but he'll go down with enough firepower.
S-RANK
Difficulty: ******
A bit tough but not too tough. Just remember to watch out for the
FINGERs of
death and don't get stuck in any structure. Keep your distance and Rim
Fire
will go back to the Stone Age where he belongs(as it was in NX).
------------------------------------------------------------------------
------
Attack Distribution Center
Difficulty: *******
Recommended setup: ELF3, KRSW, 89E, AMINO, ES, EC, GOLGI, PRIMER
Enemies: MT08M-OSTRICH, SSGB03-WALNUT, MT11-STARLING, CR-MT06SB,
JELLYFISH,
86FV, foot soldiers
Strategy:
The first part of the mission involves getting to the elevator before
the
timer expires. Dodge every enemy and blade the SB MTs only when their
shields
open. They will block your path so be ready to swing once their shields
open.
The second part is to head outside and destroy the 4 generators. The
toughest
part is here based on the number of enemies. WALNUTs, STARLINGs, 86FVs
are
all here to inflict serious pain. While you could simply destroy the
four
generators, you might want to clear out the enemies, especially the
86FVs
and the STARLINGs.
See Secret part strategy. Use the following if you are stuck.
Eliminate Intruders
Destroy AC Sundial
Eliminate The Enemy AC
Battle Challenge
Destroy The Control Towers
Destroy Transport Convoy
Destroy Suspicious Force
Destroy The ECM Devices
Shutdown Energy Plant
Eliminate Targeted Raven
------------------------------------------------------------------------
------
Eliminate Plant Intruders
Requester: Vertex
Operation Area: Seil Hydroelectric Plant
Objective: Eliminate the intruders.
Reward: 102,000c
Difficulty: ****
Recommended setup: head with bio-sensor functions, LB4, SHADE2
Enemies: AMIDA, AMIDA(evolved)
Strategy:
Just seek and destroy all AMIDAs. Once you destroy all AMIDAs on all
levels,
a cutscene will play. Head back to where you started the mission and
destroy
the AMIDAs there. Attack fast because those evolved AMIDAs can take a
lot of
AP off in a hurry. Finish off the small AMIDAs afterwards but watch the
aim
since MT77s are also in the room.
Secret part: FUNI. Beside one of the guard objects on the Southeast room
in
the second level. Take the elevator before the B-01 door and look at the
guard object farthest from the door.
S-RANK
Difficulty: *****
This one is moderate in difficulty. Get some high energy defense parts,
LB4,
and a fairly strong weapon like SHADE2. Once you encounter any AMIDA,
sink
them ASAP. They tend to be fairly close to each other so use the LB4's
long
length to slice them apart. Not too difficult as long as you control the
damage.
------------------------------------------------------------------------
------
Retrieve Research Data
Difficulty: ******
Recommended setup: KRSW, high energy defense, head with bio-sensor
function
Enemies: AMIDA(evolved), U03M-TERMITE, CR-MT85M
Strategy:
Move fast in this mission. Head for the elevator to get to where the
data is
held. The moment you exit the elevator, turn your AC facing backwards
and
drop down the open part of the platform. Quickly shoot the evolved
AMIDAs and
dodge their rapid pulse blasts. Next, you have to gather data in the
three
terminals. Move to the top one first. Get the data quickly and move onto
the
next. The AMIDAs regenerate after some time and you don't want to lose
AP
or precious time. Once all the data has been recovered, use the KRSW to
mop
up any TERMITEs or 85Ms in the way. For the last set of enemies, you are
better off boosting to the elevator than fighting them. Head back to the
escape point before the timer expires. Note that you can get away with
just
one set of data, but it won't result in an S.
Once all data have been retrieved, get rid of the AMIDAs and head back
to the
starting point. Once the MTs show up, use the KRSW on the TERMITEs and
ELF3
on the 85Ms. In the last room before the starting point, blade the 85Ms
and
head for the elevator. If lucky, the S is yours. If not, try harder.
S-RANK
Difficulty: *********
See Secret part for the strategy. Use the following if you are stuck.
Eliminate Intruders
Destroy AC Sundial
Recapture Storage Site
Remove Lab Intruders
Destroy Enemy Squadron
Prevent Plant Destruction
Eliminate Enemy Occupiers
Protect Reactor Core
Destroy Air Assault Force
Eliminate Sorcerer
------------------------------------------------------------------------
------
Destroy The Pulverizer
Requester: Unknown
Operation Area: Internecine
Objective: Destroy the Pulverizer.
Reward: 600,000c
Difficulty: **********
Recommended setup:
Strategy:
Final Secret Boss: Super Airborne "Archangel" Pulverizer
Core AMS is like the ones in new Crest cores, except far better. Core
Rays is
the ultimate attack of the Super Archangel Pulverizer. Rather than Ray
Storm
which fired out a shower of medium power rays, Core Rays fires HUGE rays
from it's core. These rays are even bigger than the LX beams in terms of
projectile size and deal HUGE amounts of damage. This Pulverizer has
even
more AP than any other Pulverizer, most who had over 9999 AP. This is
the
ultimate in cheapness as far as Pulverizers go.
Luckily, it's core AMS can't destroy swarms of missiles at once. Again,
micro missiles counter the cheapness of the unit. However, it is not
good
enough to put your AC on a level playing field. That is what the BZL
bazooka arms are for. They fire 4 or 8 bazooka rounds depending on what
mode it is in. 8 bazooka rounds are extremely damaging and that helps
you
beat SAAP. This mission is the epitome of damage races. Either it dies
or
you die. Go crazy dodging and shooting and eventually, it will fall.
Secret part: CR-H06SR2. S-rank the mission. The requirements are pretty
lenient for this mission. This should be achieved the first time around
anyways. If not, make sure not to miss BZL rounds and keep your AP
around
the half when you finish the mission.
S-RANK
Difficulty: ****
------------------------------------------------------------------------
------
4. AC MAKING
------------------------------------------------------------------------
------
This section will briefly talk about AC building, parts, and the new
parts
introduced in Last Raven.
------------------------------------------------------------------------
------
4a. AC BUILDING BASICS
------------------------------------------------------------------------
------
Head - Important for mission play. Comes in two types: standard and
radar.
Standard heads have good stability and low drain but usually lack
special
functions. Radar heads usually have special functions and the radar
function
is useful in mission play. Radar heads have high energy drain though.
Core - Obviously the foundation for the AC. Comes in three types:
standard,
Overboost, and Exceed Orbit.
Exceed Orbit cores have the Exceed Orbit function, which sends out small
orbital units to attack enemies. Solid EO cores have AMS functions, but
the
ammo is finite. Energy EO cores do not have AMS, but ultimately have
infinite
ammo as it can regenerate ammo.
Legs - You need this to move obviously. Comes in five types: bipedal,
hover,
reverse-joint, quad, and tank.
Bipeds are suited for any situation as they do not have any noticeable
advantages or disadvantages.
Hovers are able to cross waters without sinking and have good turning
abilities. They have low load capacities and no jumping ability.
Quads are able to fire cannon type weapons on the ground and have good
cooling
abilities. They have high energy drains and low load capacities though.
Tanks are able to fire cannon type weapons without restrictions and have
the
best defense. They are extremely slow though and most units suffer from
poor
energy defense.
Cannon restriction is that bipeds, hovers, RJs must kneel before being
able
to fire the weapon. As said earlier, quads are partially affected and
tanks
are not affected at all.
Booster - How else would an AC move besides running and jumping? This
part is
self explanatory.
Fire Control System(FCS) - How would an AC shoot its weapons? FCS come
in
numerous types: Standard, Wide and Shallow, Narrow and Deep, Lengthway,
and
Sideway. Standard is best for various ranged combat, Wide and Shallow is
good
for close range combat, Narrow and Deep is good for long range combat,
Lengthway is good for vertical targets and hallways, and Sideway is good
for
finding targets faster when turning.
Generator - The engine that runs ACs. Self explanatory here as well.
Radiator - What will cool down a 400 kph moving AC? Self explanatory.
Inside - Support type parts. Offensive types tend to be bombs and mines
that
are only useful at close range. Defensive types include missile decoys
and
ECM makers to jam lock ons and radar.
Extension - Support type parts. Usually augments the main weapons, but
can
serve other purposes as well. These include missile extensions, anti-
missile
launchers, special boosters, side shields, weapon magazines, etc.
Back Units - Weapons located on the back of ACs of course. A list of the
back
units:
Small - Small-sized missiles that can home and is weak. These missiles
can
shoot the most amount of missiles per lock on.
Middle - Medium-sized missiles that are stronger, home better, but have
a bit
less ammo. These can also attain a fair amount of lock ons.
Large - Large-sized missiles that are incredibly slow but are very good
at
tracking. These are have the lowest ammo count of all weapons, but are
the
strongest 1-shot weapon and delivers the most heat stress.
Micro - Can you say missile swarm? These fire a swarm of mini-sized
missiles
that home well at their enemy. Its attack power is the weakest of all
the
missile units, but it makes up for it with swarms of 3, 5, 7, and 9
missiles.
Also overwhelms core AMS and anti-missile extensions with no difficulty.
Multi - Fires a big missile that splits into 4 or 8 smaller ones. Rivals
the
micro missiles in the sense of multiple missiles at once, but more
damaging
per missile.
Pursuit - Fires a large pod that ejects many missiles. Great for
destroying
multiple targets at once or one lone enemy. The pod is fired as a rocket
at
first, which can deal huge damage should it connect before ejecting the
missiles.
Large - Fires large-sized rockets. Even stronger but lower ammo count.
Triple - Fires three small rockets at once. For those who cannot
manually
shoot rockets.
Orbit Cannon - A small unit that follows an enemy and fires small
lasers. An
orbit unit differs from an Exceed Orbit unit in that they relentlessly
hunt
down an enemy. These are fired like missiles so extension missiles can
be
used alongside them.
Radars - If you don't have a radar head, which you should. Useless once
you
get a good radar head. Still, it provides added ECM performance so it
could
come in handy on some missions.
Dual units - Units that take up both slots. You got dual missiles,
vertical
missiles, pursuit missiles, chain guns, grenades, and some other neat
dual
back units.
Arm Units - Your main weapons on an AC. Right and left arm weapons are
similar, but left arm weapons tend to be weaker versions of the right
arm
ones. There are weapons exclusive to either arm so I will note.
Rifles - Basic AC weapons. Weak, but lots of ammo. Can stun. There are
AST
Rifles, which fire faster but have a magazine so it has to reload the
mag
when out of ammo. Burst Rifles are lazy shot rifles, firing 3 rounds in
one shot.
Linear Rifles - A step up from rifles. Stronger, better stun, but less
ammo.
The cannon versions are more powerful, but suffer from cannon
restrictions.
Cost-friendly if going on missions for something that reloads fast and
has
some power.
Sniper Rifles - Long range weapons of course. Has more power than linear
or
normal rifles. High shot velocity and good accuracy as well, all for the
price of lower ammo count.
Bazookas - Rockets that can lock onto enemies. Too bad their shot
velocity
is horrible.
Grenades - The anti-AC weapon. Horrible shot velocity, but great damage
and
heat. The cannon versions are the same, except you have cannon
restrictions.
Hand weapons - Comes in two flavors: missile and rockets. Why hand
rockets
exist when you have bazookas that can lock on I have no idea. Same for
the
missiles. The back unit versions are so much better and don't take up
the
all-important right arm slot.
Pulse - The energy version of handguns, without the stun. The back unit
versions are much stronger, but have very high energy drains.
Laser - The energy version of linear rifles. Great for mission use where
cutting costs are important. Good all-around weapon. The back cannon
units
are very strong, 2 units are stronger than the other cannon weapons.
Hi Laser - The energy version of bazookas. These are heavy, but they are
powerful. Better accuracy and no ammo cost make them better.
Plasma - The energy version of grenades. Less heavier than the Hi Laser
Rifles, these weapons have high attack power and heat. Each shot drains
a
lot of energy so take care when using them. The back cannon units are
roughly the same, except with cannon restrictions.
Railgun - Energy weapons that charge before firing. Very high shot
velocity
means these weapons rarely miss and create great amounts of heat stress
upon
hit. The back cannon units suffer the same problems as the other cannon
units
and a longer charge. Quite intimidating as most newcomers will think a
weapon
that charges is dangerous. These weapons also have the strongest stun
power
of any weapon.
Sniper Rifle - Powerful, but high reload time and low ammo.
Machine Gun - High attack power but uses a little too much energy for a
single
shot.
Laser Blades(left arm only) - What AC game doesn't have them? None of
course.
Reliable, strong energy weaponry. Though it these require an enemy to be
in
close range, the damage dealted is great. A great weapon to have as a
backup
or main weapon.
Shields(left arm only) - If you need more defense, shields are the
answer.
Solid shields can be used indefinitely but only are good at shell
defense.
Energy shields can better in energy defense but suffer from constant
energy
usage.
Hangars - Stores small weapons. These include laser blades and portable
weaponry like handguns or pulse rifles.
------------------------------------------------------------------------
------
4b. NEW PARTS
------------------------------------------------------------------------
------
Every AC game has them, so obviously Last Raven has some new toys to
play
with as well. The new parts:
Heads:
CR-H06XS-EYE4
Crest
AP - 833
Weight - 199
Energy Drain - 596
Shell/Energy Defense - 188/181
Cooling - 491
Stability - 365
Computer Type - Special
Auto Map - Yes
Night Vision - Yes
Bio Sensor - No
ECM Performance - 328
Radar Function - Yes
Radar Distance/Scanning Interval - 360/55
Missile Display - No
Bio Sensor - No
Description - Latest model in Crest's "EYE" series line of head parts.
Rating: ***
Notes:
The remake of AC2: Another Age EHD-SCOPEEYE. Great weight and cooling
ability.
High energy drain though. A solid head, but the STING and DRONE are
better.
Besides, there are heads that weigh similar but are much better.
CR-H06SR2
Crest
AP - 828
Weight - 362
Energy Drain - 603
Shell/Energy Defense - 204/231
Cooling - 432
Stability - 404
Computer Type - Special
Auto Map - Yes
Night Vision - Yes
Bio Sensor - Yes
ECM Performance - 234
Radar Function - Yes
Radar Distance/Scanning Interval - 362/61
Missile Display - No
Bio Sensor - No
Description - New part design incorporating Mirage's latest technology.
Rating: ***
Notes:
A cool new head that looks similar to the one AC2 Ares used. Quite heavy
and
drainy, ECM is rather terrible, but highest defense overall and great
cooling.
Looks great for a Crest head(obviously inspired by Mirage's better
designs)
considering the EYE2 is the only one that looks really good on Crest's
side.
YH13-LONGHORN
Mirage
AP - 997
Weight - 514
Energy Drain - 298
Shell/Energy Defense - 229/195
Cooling - 392
Stability - 330
Computer Type - Detailed
Auto Map - Yes
Night Vision - Yes
Bio Sensor - Yes
ECM Performance - 223
Radar Function - Yes
Radar Distance/Scanning Interval - 220/68
Missile Display - Yes
Bio Sensor - No
Description - Experimental model with multiple built-in functions and
high AP.
Rating: **
Notes:
A remake of the "Gundam" head from AC: Project Phantasma. Yes, it looks
good and is equipped with most head functions. However, it weighs a lot
for a
mere head and some of its basic performance stats(ECM performance,
stability)
are terrible. Still, for those who create Gundam-esque ACs should like
how
this head looks. The remake of HD-G780 from Project Phantasma.
YH14-STING
Mirage
AP - 791
Weight - 241
Energy Drain - 506
Shell/Energy Defense - 172/190
Cooling - 506
Stability - 369
Computer Type - Special
Auto Map - Yes
Night Vision - Yes
Bio Sensor - Yes
ECM Performance - 388
Radar Function - Yes
Radar Distance/Scanning Interval - 766/56
Missile Display - No
Bio Sensor - Yes
Description - Part featuring superior radar and information processing
features.
Rating: ****
Notes:
Another remake head, this one is the HD-4004 from Master of Arena. Very
good
cooling and well-balanced design. The only negative is the high drain
and
low AP.
YH15-DRONE
Mirage
AP - 906
Weight - 293
Energy Drain - 390
Shell/Energy Defense - 173/196
Cooling - 394
Stability - 381
Computer Type - Detailed
Auto Map - Yes
Night Vision - Yes
Bio Sensor - Yes
ECM Performance - 433
Radar Function - Yes
Radar Distance/Scanning Interval - 481/42
Missile Display - Yes
Bio Sensor - Yes
Description - Trial manufactured design with excellent VS ECM
performance.
Rating: *****
Notes:
Cores:
CR-C06U5
Crest
AP - 2899
Weight - 1231
Energy Drain - 1482
Shell/Energy Defense - 569/446
Max Arm Weight - 3097
Cooling - 1021
Heat Resistance - 720
Optional Slots - 17
VS MG Response - 65
Core Type - Standard
Description - Core model with high DEF ratings and weapon storage
capability.
Rating: ***
Notes:
CR-YC03U4
Crest
AP - 2941
Weight - 1109
Energy Drain - 1368
Shell/Energy Defense - 542/430
Max Arm Weight - 3448
Cooling - 1174
Heat Resistance - 741
Optional Slots - 18
VS MG Response - 62
Core Type - Standard
Description - End result of Crest's redesign of the CR-CO6U5 core model.
Rating: *****
Notes:
Much better than the U5 in almost every way possible. But it looks a bit
bulky
and fat. This is a remake of the XXA-SO core from Project Phantasma.
This is
the "Gundam" core which goes along with the "Gundam" head by the way.
CR-YC99UL
Crest
AP - 2560
Weight - 809
Energy Drain - 1092
Shell/Energy Defense - 463/444
Max Arm Weight - 3105
Cooling - 1201
Heat Resistance - 681
Optional Slots - 18
VS MG Response - 40
Core Type - Standard
Description - Prototype model with a low equip weight and respectable
stats.
Rating: ***
Notes:
The Crest version of the CRONUS, but with AMS. Remake of the XCL-01 from
AC1.
There are better cores out there, including looks as well.
CR-YC010/UL2
Crest
AP - 2291
Weight - 897
Energy Drain - 1294
Shell/Energy Defense - 421/397
Max Arm Weight - 3228
Cooling - 1101
Heat Resistance - 706
Optional Slots - 19
VS MG Response - 50
Core Type - OB
OB Power - 25030
OB Boost Drain - 8042
OB Heat - 5598
OB Acceleration - 521
Description - Core part specifically designed to reduce OB energy
consumption.
Rating: ****
Notes:
The remake of the ECL-ONE from AC2. A solid lightweight core, this can
be a
substitute for the 840/UL. Better in many ways to the 840/UL.
YC08-ICURUS
Mirage
AP - 2297
Weight - 1002
Energy Drain - 1404
Shell/Energy Defense - 419/456
Max Arm Weight - 3009
Cooling - 913
Heat Resistance - 622
Optional Slots - 20
VS MG Response - None
Core Type - OB
OB Power - 26880
OB Boost Drain - 10320
OB Heat - 5510
OB Acceleration - 536
Description - Prototype OB model designed to balance DEF and mobility
stats.
Rating: ***
Notes:
The remake of the ZCL-XA/2 core from AC2. It's alright, but the UL2 is
better.
Weapons:
Back:
CR-YWB05MV2
Crest
Category - Vertical Missile
Weight - 690
Energy Drain - 445
Ammo Type - Solid
Sight Type - Standard
Attack Power/Ammo - 1050/20
Attack Heat - 4040
Range - 500
Max Lock - 4
Firing Interval - 95
Ammo Price - 560
Description - Vertical missile launcher built to achieve improved
accuracy.
Rating: ***
Notes:
YWB35L-GERYON3
Mirage
Category - Laser Cannon
Weight - 809
Energy Drain - 533
Ammo Type - Energy
Sight Type - Narrow and Deep
Attack Power/Ammo - 4098/6
Attack Heat - 20820
Range - 710
Max Lock - 1
Firing Interval - 122
Usage Drain - 8260
Description - Laser cannon designed to induce high levels of thermal
stress.
Rating: ****
Notes:
A single back LX unit! Except weaker, less ammo, but greater heat
stress.
Lighter and less drainy too. Breaks parts almost as well as the almighty
LX laser cannon. Fires a purple laser that creates a big purple
explosion
upon hit. Remake of the WC-IR24 from Project Phantasma.
Both Arms:
CR-YWH05R3
Crest
Category - Rifle
Weight - 403
Energy Drain - 129
Ammo Type - Solid
Sight Type - Standard
Attack Power/Ammo - 280/100
Attack Heat - 1420
Range - 480
Max Lock - 1
Firing Interval - 25
Ammo Price - 22
Description - Test model addressing firing performance and attack power.
Rating: ****
Notes:
Remake of the EWG-RF-10LB from AC2: Another Age. It has its good points
and
bad. Good points include fast reload for a non-AST rifle and great for
short
offensive rushes. Bad points include low ammo for a rifle and could use
a
bit more attack power. Superb accuracy though for a rifle.
YWH13M-NIX
Mirage
Category - Machine Gun
Weight - 410
Energy Drain - 109
Ammo Type - Solid
Sight Type - Wide and Shallow
Attack Power/Ammo - 97/360
Attack Heat - 303
Range - 330
Max Lock - 1
Firing Interval - 2
Magazine Ammo - 24
Mag Reload - 110
Ammo Price - 18
Description - Machine gun designed to inflict impressive close-range
damage.
Rating: ****
Notes:
This remake of the WG-AR1000 from AC1 is a pretty good machine gun. With
an
incredibly fast reload of 2 and decent attack power, it's one of the
best
machine guns. Its accuracy is excellent for a machine gun, but it
empties
the ammo as fast as the FINGER machine guns. Pair it with a good arm
weapon
and it becomes even better. The low ammo is the only big drawback but
it's
unlikely you will miss a lot of the rounds.
YWH14PU-ROC4
Mirage
Category - Pulse Rifle
Weight - 348
Energy Drain - 489
Ammo Type - Energy
Sight Type - Special
Attack Power/Ammo - 550/96
Attack Heat - 4000
Range - 250
Max Lock - 1
Firing Interval - 32
Usage Drain - 989
Description - Pulse rifle model with exceptional ammunition storage.
Rating: *****
Notes:
Right Arm:
YWH16HR-PYTHON
Mirage
Category - Hand Railgun
Weight - 500
Energy Drain - 600
Ammo Type - Energy
Sight Type - Special
Attack Power/Ammo - 729/40
Attack Heat - 6860
Range - 580
Max Lock - 1
Firing Interval - 55
Usage Drain - 2978
Description - Miniaturized railgun designed to be equipped on an AC's
arm.
Rating: ***
Note:
Left Arm:
CR-WL06LB4
Crest
Category - Laser Blade
Weight - 451
Energy Drain - 201
Attack Power - 1597
Discharge Heat - 1235
Attack Heat - 5033
Blade Range - 12
Usage Drain - 7093
Description - High-powered blade with long laser housing for improved
range.
Rating: *****
Notes:
For those wondering if Crest made their own MOONLIGHT due to the
corporations
merging, you are correct. This is that blade, though it should be
renamed to
MOONLIGHT2(I hate how Crest names their parts). This is better than the
MOONLIGHT in almost every way possible, plus it can be used as a Hangar
unit
for backup. Color-wise, it has a bit of LB2 color, but it's mostly the
same
as the MOONLIGHT colors. Very good at arm breaking, only needing 1-2
swings
to slice an arm off. It's only drawbacks are blade recovery isn't as
fast as
the MOONLIGHT's and the beam wave is much weaker than the MOONLIGHT's
wave.
YWL16LB-ELF3
Mirage
Category - Laser Blade
Weight - 296
Energy Drain - 105
Attack Power - 1652
Discharge Heat - 1203
Attack Heat - 8910
Blade Range - 6
Usage Drain - 6011
Description - Laser blade designed to emphasize attack power and heat.
Rating: *****
Notes:
Due to the corporations merging, it's no surprise to see Mirage using
Crest's technology to their advantage. Just like Crest copied their best
blade the MOONLIGHT, Mirage copied Crest's LB3. The end product is the
ELF3, a better version of the LB3 like LB4 is better than the MOONLIGHT.
Some
who remember this blade in AC2 as the ELS-2772 should be surprised at
this
once-starter blade's lethal potential. The beam wave is freakishly
powerful,
stronger than the RAIJIN wave blade and that's strong. Combined that
with
fast blade recovery and it outdamages any blade in a damage race. The
big
drawback is the range, only half of the LB4's. Meaning you really need
to
be close to hit. Color-wise, it's the same as the LB.
FUTEN
Kisaragi
Category - Energy Shield
Weight - 522
Energy Drain - 139
Shell/Energy Defense - 96/501
Shield Coverage - 82
Heat Insulation - 4322
Usage Drain - 1022
Description - Energy shield with superb DEF ratings, but heavy equip
weight.
Rating: ****
Notes:
Remake of the EES-777LAR from AC2. Best energy shield, but a little too
heavy
and the coverage isn't as great. Still, against energy weapon
specialists, it
shines. Great on when you have to kneel when using a cannon.
------------------------------------------------------------------------
------
4c. VR AC TEST
------------------------------------------------------------------------
------
This section will cover the tests found in the VR AC Test section. You
should
always go here first when you want to try a new AC setup before mission
play.
All the tests are done in the Training Space arena. Newcomers, pay
attention
to the following.
MOBILITY TEST
Description:
No enemies here. This is the perfect place to practice new moves and
learning
the basics about AC.
You fight ten JELLYFISH here and they don't move a lot. Great way to
start
learning how to shoot at enemies.
MT TEST
Description:
Four DARTMOUTH-T3 units are in this test. The point of this one is to
learn
how to track moving targets from a distance and in the air. Take this
after
you feel comfortable with the prior three tests.
AC TEST
Description:
------------------------------------------------------------------------
------
5. ENEMY BESTIARY
------------------------------------------------------------------------
------
This section will cover all the enemies and bosses found in Story mode.
------------------------------------------------------------------------
------
5a. ENEMIES
------------------------------------------------------------------------
------
This section deals with the enemies found in Story mode. For bosses, see
the
next section.
CR-MT77
AP: Medium
Description:
CR-MT83RS
AP: Low
Description:
CR-MT85
AP: Medium
Description:
CR-MT91L2
AP: Medium
Description:
CR-MT98G
AP: High
Description:
CR-MT06SB
AP: High
Description:
CR-MT07LM
AP: High
Description:
MT08-OSTRICH
AP: Low
Description:
MT09E-OWL
AP: High
Description:
MT10-BAT
AP: Medium
Description:
MT11-STARLING
AP: High
Description:
GUARD MTs
AEW360R
AP: Low
Description:
GURENGE
AP: Medium
Description:
JELLYFISH
AP: Low
Description:
MOLE
AP: Low
Description:
A submerging MT equipped with a pulse rifle.
RAT
AP: Low
Description:
SPORE:
AP: Low
Description:
U03M-TERMITE
AP: Low
Description:
U05-FLEA
AP: Low
Description:
GENERAL WEAPONS
86FV
AP: Medium
Description:
C06-STORK
AP: High
Description:
CR-A82
AP: Medium
Description:
CR-AH79
AP: Low
Description:
GUSHAWK
AP: Low
Description:
CRANWELL
AP: Medium
Description:
CENTAUR-AA
AP: Medium
Description:
SSGB03-WALNUT
AP: Medium
Description:
TAP-LT6
AP: Low
Description:
HORSETAIL4
AP: Low
Description:
A guided missile.
SPECIAL WEAPONS
Vehicle(CR-WA69BZ)
AP: Medium
Description:
Vehicle(CR-WR81B2)
AP: Medium
Description:
AMIDA
AP: Low/Medium for evolved versions
Description:
Unknown(kamikaze MT)
AP: Low
Description:
Foot soldiers
AP: they have none :)
Description:
Foot soldiers employed by both the Alliance and Vertex. Equipped with a
small
missile launcher and grenade gun.
------------------------------------------------------------------------
------
5b. BOSSES
------------------------------------------------------------------------
------
This section deals with the special enemies aka bosses found in Story
mode.
Story Ravens will not be covered here. AP are estimations from personal
tests
using both solid and energy weaponry.
Leviathan
Mission: Launch Preemptive Strike
AP: 10000
Abilities: Missile swarm(14), dual grenade, plasma cannon, machine gun,
ECM
Description:
The Massive MT from Nexus. Except now fully operational and controllable
due
to the efforts of the Alliance. It, like all other Massive MTs, lacks
any
defense against missiles. Thus, the best way to defeat the Leviathan is
using micro and extension missiles. Have good VS ECM performance since
this
unit's ECM jammer is really strong. Thus, you won't be able to lock on
much
against it.
Leviathan Trio
Mission: Stop Last Assault Attempt
AP: 3750, 3750, 2500(last)
Abilities: Missile swarm(20), plasma cannon, machine gun, ECM
Description:
The Massive MT from Nexus. Except now fully operational and controllable
due
to the efforts of the Alliance. It, like all other Massive MTs, lacks
any
defense against missiles. Thus, the best way to defeat the Leviathan is
using micro and extension missiles. Have good VS ECM performance since
this
unit's ECM jammer is really strong. Thus, you won't be able to lock on
much
against it. Fortunately, From isn't crazy enough to have them all at
full
AP. All 3 collectively equal the Leviathan's AP in mission Attack Enemy
Base. The last and lowest AP Leviathan is the most offensive: expect
multiple attacks and as much as THREE missile swarms coming at you.
Pulverizer(Tank-leg)
Mission: Shutdown Energy Plant
AP: 6750
Abilities: 2-hit MOONLIGHT arm combo, dual plasma
Description:
Ah, the unknown Pulverizers. All the Pulverizers come in different types
and this one being a Tank. The Tank has the most defense out of all the
Pulverizer units, but fortunately has a low AP count for a Pulverizer.
Its main form of offense are the dual plasma cannons and a 2-hit combo
using the MOONLIGHT arms. As with the rest of its kind, Pulverizers are
lacking in missile defense and thus missile fodder. Do note that they
can dodge missiles well so take care when firing them.
Pulverizer(Quad-leg)
Mission: Investigate Recent Attack, Defeat The Invading Force
AP: 13500
Abilities: Cross MOONLIGHT arm slash, dual laser, dual plasma
Description:
Ah, the unknown Pulverizers. All the Pulverizers come in different types
and this one being a Quad. The Quad is both strong and agile with the
best jumping ability. Its main form of offense are dual lasers, dual
plasma cannons, and a cross MOONLIGHT arm slash. As with the rest of
its kind, Pulverizers are lacking in missile defense and thus missile
fodder. Do note that they can dodge missiles well so take care when
firing them.
Pulverizer(Bipedal)
Mission: Destroy AC Heaven's Ray
AP: 11500
Abilities: 3-hit MOONLIGHT arm combo, single rapid laser, dual rapid
laser
Description:
Ah, the unknown Pulverizers. All the Pulverizers come in different types
and this one being a Biped. The Biped is undeniably the fastest of all
the Pulverizer units. Its main form of offense are single and dual rapid
lasers, along with a nasty 3-hit MOONLIGHT arm combo. Fortunately, the
Biped has to stop to use its projectile attacks unlike the other ones.
As with the rest of its kind, Pulverizers are lacking in missile defense
and thus missile fodder. Do note that they can dodge missiles well so
take care when firing them.
Pulverizer(Hover)
Mission: Shutdown Internecine
AP: 5500
Abilities: Cross MOONLIGHT arm slash, dual plasma, invisible orbit
cannons
Description:
Ah, the unknown Pulverizers. All the Pulverizers come in different types
and this one being a Hover. The Hover has the best evasive skills of all
the
Pulverizer units. Fortunately, Jack-O has weakened the Pulverizer before
encountering it. Its main form of offense are dual plasma, invisible
orbit
cannons, and a cross MOONLIGHT slash. The Pulverizer stops for a short
period
of time to deploy its orbits, which are similar in strength to SELENA
EOs but
quite accurate. As with the rest of its kind, Pulverizers are lacking in
missile defense and thus missile fodder. Do note that they can dodge
missiles
well so take care when firing them.
Pulverizer(Airborne "Archangel")
Mission: Shutdown Internecine
AP: 13000
Abilities: Cross MOONLIGHT arm slash, rapid laser, dual plasma, energy
missile
swarm(5), rail-energy machine gun, Energy Sphere, Ray Storm
Description:
Ah, the unknown Pulverizers. All the Pulverizers come in different types
and this one being an Archangel. The Pulverizer is the strongest of all
the
Pulverizers thanks to a boatload of special abilities. It has the cross
MOONLIGHT arm slash the Hover and Quad types have, but it negates
defense
completely and adds a napalm effect similar to napalm weapons. It also
has
the dual plasmas the Quad, Tank, and Hover types have. In regards to new
abilities, it is able to fire rapid lasers from each of its "wings" and
are
fairly accurate. The Archangel also has an energy missile swarm, which
essentially are energy versions of missiles. However, they track as well
as
large missiles but move much faster than those. Damage and heat are
in-between small and middle missiles apiece. It can also do an attack
that
fires an energy machine gun at railgun velocity, which is not possible
to
dodge at ALL.
The two abilities that are most notable include Energy Sphere and Ray
Storm.
Energy Sphere literally covers the Pulverizer in a sphere of energy that
negates ANY attack completely. Even a quad MSP large missile launch will
not penetrate the sphere. While in this defensive state, the Pulverizer
can use its most powerful attack, Ray Storm. Ray Storm fires multiple
rays
equal to SHADE2 in power all over the arena. Fortunately, the rays
spread
out but you have to endure the attack for about 5 seconds. To beat this
Pulverizer, missiles work wonders as usual. Just be sure it doesn't kill
you
first.
Pulverizer(Super Bipedal)
Mission: Underground Investigation
AP: 13000
Abilities: 3-hit MOONLIGHT arm combo, Cross Beam Wave, single rapid
laser,
dual rapid laser
Description:
Ah, the unknown Pulverizers. All the Pulverizers come in different types
and this one being the super version of the Biped. This super version
retains
all of the Biped's abilities along with some changes: a new attack and
higher
mobility and speed. The new attack is the Cross Beam Wave, which
essentially
is a blade wave except very powerful and a stylish, razor look. This
deals a
tremendous amount of damage and it tracks you to make things worse.
Unlike the
other Pulverizers, this one reacts to your tactics and attacks at a
faster
rate. Fortunately, missiles are your trump card against this speed demon
of a
Pulverizer.
Ah, the unknown Pulverizers. All the Pulverizers come in different types
and this one being the super version of the Archangel. This super
version
retains all of the Archangel's abilities all with some changes: the
energy
missile swarm fires 10-15 instead of 5, it moves faster, the Cross
MOONLIGHT
arm slash now has a stronger napalm effect plus deals system error,
making the
lock on and radar abilities useless, and two new special abilities. It
now is
equipped with a core AMS that has a very high VS missile rate. The other
ability is Core Rays. Substituting Ray Storm, Core Rays fires immensely
large
beams instead of a shower of rays. The damage is higher than the Cross
Beam
Wave of the Super Biped and will almost break a part upon one hit. Take
care
when fighting this Pulverizer and be sure to use other weapons aside
from
missiles.
------------------------------------------------------------------------
------
6. VR ARENA
------------------------------------------------------------------------
------
The VR Arena works like the usual AC arena but this one has a twist. A
certain
number of credits must be available before you take on a ranker. A bet
must
be made prior to challenging an opponent. A victory will net you credits
from
the pot, but a defeat will result in losing credits equal to the number
of
credits for the bet. Do note that you can win additional credits after
beating
a ranker, but it is only 120% the amount of the bet. This will be
indicated
in ().
Once the game is beaten once, EX Arena will open up. Any Ravens killed
in
the prior and current playthroughs are added as opponents. No credit or
parts
are rewarded, but you do gain their emblems. Unlike VR Arena, you are
able
to choose the battlefield of choice. The Ravens fight similar when you
fought
them in the missions, but many change their fighting styles. Also, while
all
Ravens have OP-I in the missions, not everyone is using that in EX
Arena.
Lastly, they retain the ability to adapt your tactics. For those
wondering
if the modified versions of Jack-O, Evangel, and Zinaida's ACs can be
fought,
the answer is NO.
Range types:
Close - AI prefers to fight at close-range. Blade attacks are common
here.
Mid - AI prefers to fight at mid-range. Medium-power weapons are common
here.
Long - AI prefers to fight at long-range. High-power weapons are common
here.
Variable - AI can fight in any range based on the battle situation.
Movement types:
Small boost - AI barely boosts.
Ground boost - AI prefers to boost along the ground.
Aerial boost - AI prefers to boost in the air.
Overboost - AI prefers to use the OB function to move rapidly.
Boost hop - AI prefers to boost in the air for short periods of time.
Variable - AI boosts in any way based on the battle situation.
------------------------------------------------------------------------
------
30th. Ska
Situation: Training Space
Description:
Middleweight, two-leg AC equipped with guns on both the left and right
arms.
The setup has potential, but targeting is something that still needs
work.
Bet - 10,000c
Pot - 20,000c(12,000c)
AC Name - Trigger Happy 99
Armoring Parts:
CR-YH70S2
CR-C69U
CR-A71S2
LH02-LYNX2
Motive Parts:
CR-G69
CR-R69
CR-B69
Attacking Parts:
CR-F69
SYAKATSURA
W803R-SIREN
CR-WH01HP
CR-WH01HP
Specific Parts:
None
AI tactics:
Close-range preference, HP weapon preference, ground boost movement
preference.
Strategy:
Ska lacks killpower. The HP handguns are strong, but it is the only
weapon
that can do good damage. The SYAKATSURA are micro missiles that can
track
VERY well, but lack power. Anything works on this near-starter AC
design.
------------------------------------------------------------------------
------
29th. Quota
Situation: Open Arena
Description:
Heavyweight, two-leg model with relatively poor armor ratings given its
weight
designation. Close-range combat offers its only hope of success.
Bet - 12,000c
Pot - 24,000c(14,400c)
AC Name - Alie
Armoring Parts:
YH13-LONGHORN
CR-YC99UL
CR-A72F
CR-LH77A
Motive Parts:
CR-G84P
R02-HAZEL2
B01-BIRDIE
Attacking Parts:
MF02-VOLUTE
YWH14PU-ROC4
CR-WL79LB2
WH06PL-ORC
Specific Parts:
None.
AI tactics:
Close-range preference, ROC4 weapon preference, boost hop movement
preference.
Strategy:
Quota relies a lot on the ROC4 pulse rifle. It is fairly damaging but
only
effective at close-range. From afar, Quota has no weapons to fight with.
Quota does blade with the LB2 though but rarely. Stay and fight afar and
Quota's done for. Oh, and this is the poster boy AC from Project
Phantasma
from the PS1 AC games.
------------------------------------------------------------------------
------
28th. A.U.Rick
Situation: Arena
Description:
Bet - 14,000c
Pot - 28,000c(16,800c)
AC Name - Marigold
Armoring Parts:
CR-H97XS-EYE
CR-C75U2
A01-GALAGO
LN02-SEALION
Motive Parts:
G01-LOTUS
CR-R69
Attacking Parts:
MF03-VOLUTE2
WB21M-DRYAD
WR11RS-GARUM
WL02R-SPECTER
Specific Parts:
I05D-MEDUSA
AI tactics:
Mid-range preference, SPECTER weapon preference, ground boost movement
preference.
Strategy:
A.U.Rick has some decent weapons, but can't use them correctly. Most of
the
time the SPECTER rifle is used and the GARUM energy sniper rifle is not
utilized in the right range, firing from close-range often. Also, the AC
has poor cooling performance and the hover leg's booster heat will often
cause it to overheat. Use high-heat weapons to take advantage of this.
------------------------------------------------------------------------
------
27th. Aubrey Vion
Situation: Site-S
Description:
Bet - 16,000c
Pot - 32,000c(19,200c)
AC Name - Relic II
Armoring Parts:
CR-H84E2
C01-GAEA
A03-GIBBON
CR-LH96FA
Motive Parts:
CR-G84P
CR-R69
B01-BIRDIE
Attacking Parts:
MF03-VOLUTE2
WB27O-HARPY2
CR-WB73MP
WR01R-SHADOW
WL05RS-GOLEM
Specific Parts:
CR-E81AM
AI tactics:
Long-range preference, GAEA weapon preference, aerial boost movement
preference.
Strategy:
For a setup designed for distance combat, Aubrey Vion sure isn't good
with
using the design properly. Most of the damage will come from the GAEA EO
core while the other weapons are rarely used. Though Aubrey Vion prefers
to boost in the air, walking is used more. Especially if you are close
to Aubrey Vion.. laser blade fodder.
------------------------------------------------------------------------
------
26th. Leandro
Situation: Military District
Description:
Bet - 30,000c
Pot - 60,000c(36,000c)
*Part reward: CR-WH01HP(left)*
AC Name - Warp Time
Armoring Parts:
CR-H73E
YC07-CRONUS
CR-A88FG
CR-LRJ84M
Motive Parts:
G01-LOTUS
CR-R69
CR-B81
Attacking Parts:
MF03-VOLUTE2
MAGORAGA
CR-WB72M2
WR02M-PIXIE
CR-WL74M
Specific Parts:
E02RM-GAR
AI tactics:
Mid-range preference, MAGORAGA/PIXIE weapon preference, aerial boost
movement
preference.
Strategy:
Leandro is a missile user, but can use the machine guns if at close
range.
The missiles can be dangerous if you don't know how to dodge them or
have no
missile defense. Neutralizing this threat renders Leandro near-useless
aside
from the machine guns in close-range combat.
------------------------------------------------------------------------
------
25th. Genie
Situation: Training Space
Description:
Bet - 34,000c
Pot - 68,000c(40,800c)
AC Name - Ninja
Armoring Parts:
CR-H97XS-EYE
C02-URANUS
A05-LANGUR
LH10-JAGUAR2
Motive Parts:
CR-G91
CR-R69
CR-B81
Attacking Parts:
MF03-VOLUTE2
KARURA
CR-WR84S
YWL16LB-ELF3
Specific Parts:
None.
AI tactics:
Close-range preference, URANUS weapon preference, boost hop movement
preference.
Strategy:
Genie is actually a decent fighter and uses the weapons nicely in the
right
range. The KARURA micro missiles deal a lot of damage but can be easily
avoided. Genie uses the URANUS a lot but it isn't as threatening as the
84S shotgun or ELF3 laser blade, the latter being able to take off a lot
of AP. Still, close-range is where Genie shines so stick with distance
combat to win.
------------------------------------------------------------------------
------
24th. Toothpick
Situation: Open Arena
Description:
Bet - 38,000c
Pot - 76,000c(45,600c)
AC Name - Fracture
Armoring Parts:
CR-H98XS-EYE2
CR-C98E2
CR-A92XS
CR-LH84L2
Motive Parts:
CR-G91
R02-HAZEL2
B03-VULTURE2
Attacking Parts:
CR-F91DSN
WB31B-PEGASUS
WH04HL-KRSW
CR-WL69LB
Specific Parts:
None.
AI tactics:
Mid-range preference, KRSW weapon preference, aerial boost movement
preference.
Strategy:
Remember this AC from the intro FMV of Silent Line? Yup, that AC is here
too.
Toothpick's got the powerful KRSW hi laser rifle and it hurts just like
its
previous versions in past AC games. Toothpick enjoys flying up and using
the
KRSW to deal great damage. The E2 EO core is also used to add more
damage
but it is not strong. Toothpick lacks in defense and AP though so use
dual
arm weapons coupled with an EO core to quickly render it useless. Be
warned
though.. that KRSW may outdamage your weapon setup.
------------------------------------------------------------------------
------
23th. Tank Allure
Situation: Arena
Description:
Bet - 42,000c
Pot - 84,000c(50,400c)
AC Name - Killer Beagle
Armoring Parts:
H10-CICADA2
CR-C83UA
CR-WA74GR
LT03-GRIZZLY
Motive Parts:
FUDOH
R03-LINDEN
Attacking Parts:
CR-F91DSN
CR-WBW78C
Specific Parts:
CR-I79DD
AI tactics:
Long-range preference, GR weapon preference, small boost movement
preference.
Strategy:
Tank Allure is.. a tank AC. The GR grenade arms are damaging but it is
the
only true threat. Tank Allure boosts, but only in very short bursts. Get
close and flank Tank Allure with your weapons. A laser blade will make
this fight go by quickly.
------------------------------------------------------------------------
------
22th. Gabe Glow
Situation: Site-S
Description:
Bet - 46,000c
Pot - 92,000c(55,200c)
AC Name - Bad-News
Armoring Parts:
CR-H72S3
CR-C75U2
WA02-CETUS
LF02-GAVIAL
Motive Parts:
G02-MAGNOLIA
ANANDA
B03-VULTURE2
Attacking Parts:
CR-F91DSN
WB13RO-SPHINX
Specific Parts:
BIKUNI
CR-E69SS
AI tactics:
Mid-range preference, CETUS weapon preference, ground boost movement
preference.
Strategy:
Gabe Glow's quad AC uses the CETUS linear weapon arms. While these may
not
be the strongest weapons, they create a lot of thermal stress. The
rounds
are fairly easy to dodge with a high acceleration booster and pose no
threat from afar. High-power weapons work well against Gabe Glow, but be
careful when the CETUS is used.
------------------------------------------------------------------------
------
21th. No. 2448
Situation: Hole Aqua
Description:
Bet - 70,000c
Pot - 140,000c(84,000c)
*Part reward: CR-YWH05R3(right)*
AC Name - Crow Predator
Armoring Parts:
H11-QUEEN
C01-GAEA
A11-MACAQUE
LH09-COUGAR2
Motive Parts:
G02-MAGNOLIA
R02-HAZEL2
CR-B83TP
Attacking Parts:
MONJU
MAGORAGA
CR-WB91LGL
CR-WR93RL
WL-MOONLIGHT
Specific Parts:
I05D-MEDUSA
FUNI
*Equipped with OP-I*
AI tactics:
Close/Mid-range preference, variable weapon preference, boost hop
movement
preference. Able to adapt to player tactics.
Strategy:
Remember this slick-looking AC back in Nexus? This is the old Oracle
unit
that Evangel piloted in that game(he has a newer version here in LR).
No. 2448 is one tough customer and is likely your toughest opponent so
far in the VR Arena. No. 2448 uses all weapons equally well and in such
a way that it maximizes the AC's offensive capabilities. Go with solid,
fast-hitting weaponry with an EO core and good stability to boot. If you
want, missiles are also an option due to its lack of missile
defense(save
MEDUSA) but be warned No. 2448 is a good missile dodger.
------------------------------------------------------------------------
------
20th. Mal & Dal
Situation: Training Space
Description:
Bet - 75,000c
Pot - 150,000c(90,000c)
AC Name - Jackpot
Armoring Parts:
H09-SPIDER
CR-C06U5
CR-WA69BZ
LR03-ORYX2
Motive Parts:
G01-LOTUS
CR-R92
B03-VULTURE2
Attacking Parts:
CR-F91DSN
CR-WB85RPX
SYAKATSURA
Specific Parts:
E02RM-GAR
AI tactics:
Close-range preference, BZ weapon preference, boost hop movement
preference.
Strategy:
Mal & Dal uses mostly the BZ bazooka arms. The RPX large rockets also
hurt,
but it will miss as long as you move. Stock up on solid defense and play
the range game. Mal & Dal's weapons are best up close but are inaccurate
afar save the SYAKATSURA micro missiles.
------------------------------------------------------------------------
------
19th. Zorro-X
Situation: Open Arena
Description:
Bet - 80,000c
Pot - 160,000c(96,000c)
AC Name - Rabbit's Foot
Armoring Parts:
YH14-STING
CR-YC03U4
CR-A92XS
CR-LH80S2
Motive Parts:
CR-G91
ANANDA
B02-VULTURE
Attacking Parts:
CR-F82D2
CR-YWB05MV2
YWB3SL-GERYON3
WH04HL-KRSW
WL14LB-ELF2
Specific Parts:
None.
AI tactics:
Mid/Long-range preference, variable weapon preference, ground boost
movement
preference. Able to adapt to player tactics.
Strategy:
Master of Arena's poster boy AC is yet another cameo that makes it to
LR.
Zorro-X has two weapons you should take note of: the KRSW and the
GERYON3.
The former is quite dangerous as you previously saw with Toothpick and
the
GERYON3 is a weaker LX-type unit but taking up one back slot. The MV2
vertical missiles are weak, but very accurate for that type of missile.
Go
all-out when Zorro-X uses the MV2 and stay away when the KRSW or GERYON3
come into play. Zorro-X can also use the ELF2 laser blade but it's
pretty
weak and not really a concern here.
------------------------------------------------------------------------
------
18th. Prilissa
Situation: Arena
Description:
Bet - 85,000c
Pot - 170,000c(102,000c)
AC Name - Merciless
Armoring Parts:
YH14-STING
YC07-CRONUS
CR-A94FL
CR-LN91HM
Motive Parts:
CR-G91
CR-R92
Attacking Parts:
CR-F73H
WB06M-SPARTOI
WR05L-SHADE
CR-YWH05R3
Specific Parts:
SYAMANA
CR-E82SS2
AI tactics:
Mid-range preference, SHADE/R3 weapon preference, ground boost movement
preference.
Strategy:
Prilissa is another hover AC but better than A.U.Rick. SHADE and R3 are
able
to deal good AP damage if they connect on a regular basis. If you have
not
tried them, use the ground torpedo parts. They are very capable in terms
of
breaking leg parts, especially hover-leg units.
------------------------------------------------------------------------
------
17th. Mr. Keepless
Situation: Site-S
Description:
Bet - 90,000c
Pot - 180,000c(108,000c)
AC Name - Jetter
Armoring Parts:
CR-YH85SR
CR-C75U2
CR-A69S
CR-LH92S3
Motive Parts:
CR-G91
ANANDA
B02-VULTURE
Attacking Parts:
CR-F91DSN
WB11M-HYDRA
CR-WB78GL
YWH13M-NIX
YWL16LB-ELF3
Specific Parts:
None.
AI tactics:
Close/Mid-range preference, variable weapon preference, ground boost
movement
preference. Able to adapt to player tactics.
Strategy:
Hey, it's the Phoenix AC from the original Armored Core! By now, you
should
notice a pattern with these remakes of intro ACs.. they can all fight
well
in their ranges of choice and use all weapons equally. The GL is the
only
danger in this fight, the NIX and ELF3 being the next biggest threats.
------------------------------------------------------------------------
------
16th. Warlord
Situation: Born City
Description:
Bet - 100,000c
Pot - 200,000c(120,000c)
*Part reward: ANANDA*
AC Name - Ticktock
Armoring Parts:
H10-CICADA2
CR-C89E
CR-WA69MG
LR04-GAZELLE
Motive Parts:
FUDOH
ANANDA
CR-B81
Attacking Parts:
MF04-COWRY
MAGORAGA
CR-WB73MV
Specific Parts:
CR-I80BD2
E06RM-GAR2
AI tactics:
Close/Long-range preference, variable weapon preference, aerial boost
movement
preference.
Strategy:
Warlord has some nice weaponry and can fight decently at close and long
range.
The MG machine gun arms hurt a lot but can be avoided by staying away.
That
leaves the missiles but those can be handled easily by any sort of
missile
defense. The standard hit-and-run tactic works well here.
------------------------------------------------------------------------
------
15th. Flip-Flop
Situation: Training Space
Description:
Bet - 110,000c
Pot - 220,000c(132,000c)
AC Name - O-MICRON
Armoring Parts:
YH15-DRONE
YC08-ICURUS
CR-A94FL
LH09-COUGAR2
Motive Parts:
CR-G91
ANANDA
CR-B81
Attacking Parts:
CR-F82D2
WB11M-HYDRA
CR-WB78GL
CR-WR93RL
FUTEN
Specific Parts:
CR-E81AM
Strategy:
AC2's futuristic intro AC is your next opponent. While it is not a true
remake(no KARASAWA), it functions as well with the RL linear rifle(which
looks similar to the AC2 KARASAWA). Flip-Flop uses the OB function a lot
to either engage with the GL or retreat and use the HYDRAs. The RL is a
threat as you've seen with No. 2448 but Flip-Flop doesn't use it as much
as No. 2448. Avoid using energy weapons.. the FUTEN energy shield can
easily knock down the damage of such weapons significantly.
------------------------------------------------------------------------
------
14th. Reverse
Situation: Open Arena
Description:
Bet - 120,000c
Pot - 240,000c(144,000c)
AC Name - Scarlet Spider
Armoring Parts:
H09-SPIDER
C04-ATLAS
CR-A72F
LF04-LIZARD
Motive Parts:
FUDOH
RAGORA
B05-GULL
Attacking Parts:
MF04-COWRY
CR-WB82SG2
CR-WB75RP
WR07M-PIXIE3
YWH13M-NIX
Specific Parts:
I05D-MEDUSA
AI tactics:
Close-range preference, PIXIE3 weapon preference, boost hop movement
preference.
Strategy:
Reverse is another quad design, but with an emphasis on machine guns. It
can deal a lot of damage with the SG2 slug gun but only up close. Stay
afar and pelt Reverse with your shots.
------------------------------------------------------------------------
------
13th. -1
Situation: Arena
Description:
Bet - 130,000c
Pot - 260,000c(156,000c)
AC Name - Quartz Clock
Armoring Parts:
CR-H06XS-EYE4
CR-YC010/UL2
CR-A88FG
CR-LH99XS
Motive Parts:
CR-G91
ANANDA
CR-B83TP
Attacking Parts:
MIROKU
CR-WB87GLL
CR-YWH05R3
YWL16LB-ELF3
Specific Parts:
ANOKU
AI tactics:
Close-range preference, variable weapon preference, Overboost/ground
boost
movement preference. Able to adapt to player tactics.
Strategy:
It's the lightweight AC from Another Age! -1 is an AC built for rapid
attack
maneuvers and it shows. -1 enjoys using OB to close distance and attack
with
the GLL and R3 weapons. -1 also blades quite well with the ELF3, which
is
more dangerous with a speed-based AC setup. Fortunately, its overall
strength
is lacking and once it runs out of GLL and R3 ammo, -1 is an easy kill.
------------------------------------------------------------------------
------
12th. Big Fat Daddy
Situation: Site-S
Description:
Bet - 140,000c
Pot - 280,000c(168,000c)
AC Name - Paradiso
Armoring Parts:
CR-H81S4
CR-C89E
A09-LEMUR2
CR-LRJ90A2
Motive Parts:
CR-G91
CR-R92
B02-VULTURE
Attacking Parts:
MF03-VOLUTE2
KARURA
CR-WB69RA
CR-WH05RLA
CR-YWH05R3
Specific Parts:
CR-I79DD
CR-E73RM
AI tactics:
Mid-range preference, variable weapon preference, boost hop movement
preference.
Strategy:
Big Fat Daddy is a tough customer. Not only does Big Fat Daddy have
solid
defense stats, it has decent solid weaponry. The KARURA + RM missiles
can
be overwhelming without missile defense and the RLA/R3/89E combo of
rifles
are just as dangerous. Dual wielding with an EO core is your best choice
here, along with some missile defense.
------------------------------------------------------------------------
------
11th. Sir Fire
Situation: Underground Works
Description:
Bet - 150,000c
Pot - 300,000c(180,000c)
*Part reward: CR-B83TP*
AC Name - Dirty Slime
Armoring Parts:
CR-H97XS-EYE
CR-C75U2
CR-A71S2
CR-LH80S2
Motive Parts:
G01-LOTUS
ANANDA
B03-VULTURE2
Attacking Parts:
MONJU
WB04M-NYMPHE2
CR-WB78GL
WR04M-PIXIE2
CR-WL69LB
Specific Parts:
CR-E90AM2
AI tactics:
Mid-range preference, variable weapon preference, variable movement
preference. Able to adapt to player tactics.
Strategy:
It's the poster boy AC from Armored Core 3! Sir Fire's setup is built
for endurance with its high-ammo weaponry. The GL hurts as usual, but it
isn't the main threat. The PIXIE2 machine gun is and it will take off a
lot of AP if most rounds connect. As with the other intro AC remakes,
be careful and hit them hard.
------------------------------------------------------------------------
------
10th. Crezner
Situation: Training Space
Description:
Bet - 160,000c
Pot - 320,000c(192,000c)
AC Name - Broken Stone
Armoring Parts:
YH08-MANTIS
C05-SELENA
A07-LEMUR2
CR-LT78A
Motive Parts:
KUJAKU
FURUNA
Attacking Parts:
MONJU
CR-WB94MB2
CR-WB75SG
CR-WH05BP
WL13L-GORGON
Specific Parts:
I07D-MEDUSA2
AI tactics:
Mid-range preference, variable weapon preference, small boost movement
preference.
Strategy:
Crezner is another tank AC with some hard-hitting weapons. It's just too
bad Crezner barely boosts and is easy to pick off with a laser blade.
Just don't attack face-to-face.. Crezner's weapons will chew your AC up.
------------------------------------------------------------------------
------
9th. Caricature
Situation: Open Arena
Description:
Bet - 170,000c
Pot - 340,000c(204,000c)
AC Name - Life Is Mine
Armoring Parts:
YH15-DRONE
CR-C98E2
CR-A92XS
YLH11-VIXEN
Motive Parts:
CR-G91
ANANDA
B03-VULTURE2
Attacking Parts:
MF04-COWRY
CR-WB91LGL
WH10M-SILKY
WL-MOONLIGHT
Specific Parts:
SYAMANA
AI tactics:
Close-range preference, variable weapon preference, boost hop movement
preference.
Strategy:
Caricature is fast and uses the LGL linear gun to get closer and swipe
you
with the MOONLIGHT. Caricature's SILKY energy machine gun spreads too
much
for the rounds to connect and it leaves Caricature out of energy. While
recovering energy, Caricature is unable to attack thus use this
opportunity
to pound Caricature. You can try blading Caricature in this state.. just
don't miss or you'll receive a nice MOONLIGHT counter in return.
------------------------------------------------------------------------
------
8th. Barry Manx
Situation: Arena
Description:
Heavyweight, two-leg design that is more about style than function. Unit
equips some hard-hitting weapons, but is lacking in defense and
mobility.
Bet - 180,000c
Pot - 360,000c(216,000c)
AC Name - B. Boss
Armoring Parts:
CR-H05XS-EYE3
C06-EOS
A06-GIBBON2
CR-LH81AP
Motive Parts:
KUJAKU
RAGORA
B04-BIRDIE2
Attacking Parts:
MIROKU
CR-WB85MPX
CR-WB85MPX
CR-WR88G2
CR-WL95G
Specific Parts:
None.
AI tactics:
Mid-range preference, variable weapon preference, variable movement
preference.
Strategy:
Barry Manx is all about heavy firepower. Barry Manx has two MPX large
missile
launchers with the G2 and G grenade launchers. Fortunately, the MPX
missiles
can be easily beaten with missile defense and the grenade launchers have
slow
shot velocities. Aside from these, stick with a speed-based AC and
you'll
have no trouble beating Barry Manx.
------------------------------------------------------------------------
------
7th. BJ
Situation: Site-S
Description:
Middleweight, two-leg AC model with exceptional handling performance.
The
unit's diverse weapon load out enables it to fight effectively at any
range.
Bet - 190,000c
Pot - 380,000c(228,000c)
AC Name - Cascade Range
Armoring Parts:
CR-H06SR2
CR-C90U3
CR-A92XS
CR-LH80S2
Motive Parts:
CR-G91
ANANDA
B03-VULTURE2
Attacking Parts:
MONJU
CR-WB82RP3
WB11M-HYDRA
YWH16HR-PYTHON
CR-WL06LB4
Specific Parts:
I07D-MEDUSA2
AI tactics:
Variable range preference, variable weapon preference, variable movement
preference. Able to adapt to player tactics.
Strategy:
Now, you can take on LR's poster boy AC! BJ uses all weapons well and to
the
point the individual weapons increase each other's offensive potential.
BJ
also adapts to your tactics faster than prior VR Arena opponents so do
your
best to avoid making big mistakes. Oh, and don't try to get in the face
of
BJ when the PYTHON is charging.. you might get a surprise from the
PYTHON
being cancelled into an LB4 slash.
------------------------------------------------------------------------
------
6th. Certainty
Situation: Abandoned Factory
Description:
Bet - 200,000
Pot - 400,000(240,000c)
*Part reward: YWH14PU-ROC4(left)*
AC Name - Grim Beast
Armoring Parts:
H02-WASP2
CR-C90U3
A03-GIBBON
CR-LF93A2
Motive Parts:
KUJAKU
ANANDA
B04-BIRDIE2
Attacking Parts:
CR-F91DSN
CR-WB78GL
CR-WB72CGL
CR-WR88G2
YWH13M-NIX
CR-WH01HP
Specific Parts:
None.
AI tactics:
Close/Mid-range preference, variable weapon preference, aerial boost
movement
preference.
Strategy:
Certainty is a nice foe, using a mix of high-power grenades with fast-
reload
machine guns. By now, you should know how to handle foes that prefer to
stay
in the air. Note that the area is huge and you can use the pillars to
your
advantage.
------------------------------------------------------------------------
------
5th. Code: Crimson
Situation: Marine Base
Description:
Bet - 220,000c
Pot - 440,000c(264,000c)
*Part reward: WH04HL-KRSW(left)*
AC Name - Baby's Breath
Armoring Parts:
YH12-MAYFLY
CR-C98E2
A05-LANGUR
CR-LH80S2
Motive Parts:
CR-G91
ANANDA
CR-B83TP
Attacking Parts:
MIROKU
MAGORAGA
CR-WB78GL
CR-WR93RL
CR-WL69LB
Specific Parts:
None.
AI tactics:
Mid-range preference, variable weapon preference, variable movement
preference.
Strategy:
Hey, it's Nineball from Ninebreaker! Well, a much weaker version of that
well-known AC. Code: Crimson's only threat is the RL linear rifle.
Unlike
the other RL users like No. 2448, Code: Crimson is a good shot with the
weapons. Fortunately, Code: Crimson does not abuse it too much like No.
2448. Standard AC tactics work well here and don't worry about the GL
on Code: Crimson's back. You will rarely see it fired unless you stand
still long enough.
------------------------------------------------------------------------
------
4th. Susanoo
Situation: Dune
Description:
Bet - 240,000c
Pot - 480,000c(288,000c)
*Part reward: YA10-LORIS*
AC Name - April Fool's
Armoring Parts:
CR-YH85SR
CR-C83UA
A06-GIBBON2
LN04-WALRUS2
Motive Parts:
CR-G91
CR-R92
Attacking Parts:
CR-F82D2
WB14RG-LADON
WB20M-EMPUSA2
WR14R-PHANTOM
WH01R-GAST
Specific Parts:
SYAMANA
CR-E73RM
AI tactics:
Mid/Long-range preference, variable weapon preference, ground boost
movement
preference.
Strategy:
Susanoo is your last hover AC in the VR Arena.. and still prone to
having the
hover leg destroyed via ground torpedoes. Susanoo has a wide variety of
weapons, but are not very threatening or damaging. Standard AC tactics
will
suffice here.
------------------------------------------------------------------------
------
3rd. Moonlight
Situation: Spaceport
Description:
Bet - 260,000c
Pot - 520,000c(312,000c)
*Part reward: WR22PL-OGRE2*
AC Name - Neon Might
Armoring Parts:
H09-SPIDER
YC08-ICURUS
CR-A89AG
CR-LT81A2
Motive Parts:
KUJAKU
FURUNA
Attacking Parts:
CR-F91DSN
CR-WBW98LX
WH08RS-FENRIR
WH02RS-WYRM
Specific Parts:
I07D-MEDUSA2
JIREN
AI tactics:
Long-range preference, variable weapon preference, small boost movement
preference.
Strategy:
Moonlight is your last tank AC and a deadly one to boot. All of its
weapons
may have low ammo, but they all deal large amounts of damage. Especially
the LX laser cannon, which you should know how dangerous they are if you
fought a certain Raven in Story Mode. Moonlight is severely lacking in
missile defense and unlike No. 2448, Moonlight will have a hard time
being
able to dodge any missile.
------------------------------------------------------------------------
------
2nd. Moody.M
Situation: Central River
Description:
Middleweight, two-leg model built for speed and agility. Unit is capable
of
carrying out deadly high-mobility attack runs using its equipped laser
rifle.
Bet - 280,000c
Pot - 560,000c(336,000c)
*Part reward: YH12-MAYFLY*
AC Name - NOVA-RG
Armoring Parts:
H10-CICADA2
YC07-CRONUS
A09-LEMUR2
LH07-DINGO2
Motive Parts:
CR-G91
ANANDA
B03-VULTURE2
Attacking Parts:
MIROKU
WB06M-SPARTOI
WR09HL-SPIRIT
CR-WL88S2
Specific Parts:
I05D-MEDUSA
JIKYOH
AI tactics:
Mid/Long-range preference, variable weapon preference, ground boost
movement
preference. Able to adapt to player tactics.
Strategy:
Moody.M is a great fighter and utilizes all weapons well. Moody.M likes
to
switch ranges a lot to help shots connect while yours misses. The SPIRIT
is
the big gun to watch out for in this match. Like Moonlight, Moody.M
lacks
missile defense but is an excellent dodger in that regard. Try using a
combo
of dual arm weapons, an EO core, and missiles.
------------------------------------------------------------------------
------
1st. Daemon
Situation: Cyber Space
Description:
Bet - 300,000
Pot - 600,000c(360,000c)
*Part reward: CR-YC010/UL2*
AC Name - Lucifer
Armoring Parts:
CR-H06XS-EYE4
CR-C98E2
A09-LEMUR2
LH09-COUGAR2
Motive Parts:
CR-G91
ANANDA
B03-VULTURE2
Attacking Parts:
MONJU
CR-WB91LGL
CR-WB91LGL
WH10M-SILKY
YWH13M-NIX
Specific Parts:
SYAMANA
AI tactics:
Close-range preference, LGL weapon preference, aerial boost movement
preference. Able to adapt to player's tactics.
Strategy:
Ah, you can now take on the top ranker of the VR Arena! Daemon
certaintly is
no pushover and will mercilessly attack you at any time. Daemon is most
deadly
once in close-range where the LGL and the multiple machine gun-type
weapons
connect the most. Stability is an issue here due to the LGL, but so is a
good
solid defense. To win, use a setup that can match Daemon's speed, dual
arm
weapons that can outdamage the weapon setup, and the aforementioned
stability
to help resist the stun power of the LGL. Good luck!
------------------------------------------------------------------------
------
7. CREDITS
------------------------------------------------------------------------
------
Thanks to:
- GameFAQs obviously
- From Software for the AC series
- Others who helped contribute information, especially my friends(you
know
who you are)
Boss Leviathan
The Leviathan that is in this mission is stronger than the Trio featured in the Leviathan
Path. It attacks with twin Grenade and Laser Cannons along with deploying large
amounts of missiles. Its ECM feature is also stronger so having a head like the STING or
DRONE coupled with a radar and or the KANJI Optional Part are very useful. It is weak
against missiles much like the Pulverizers but it's figure eight flight pattern and ECM
makes it hard for a solid lock. Something like the dual back mounted missile launchers
with extensions or micros are useful because they don't need a long time to get all
missiles to lock on. Fast lock FCS models are also a must because of the ECM. Keep
behind cover either behind the central building or the outer edges to avoid this machine's
powers assault. Keep up the offense and it will fall. Another option is to just throw large
rockets at it until it dies. It's huge and incredibly easy to hit, even for someone who is
inexperienced with rockets. Another DANGEROUS way to destroy it. Build an AC with
moderate defense and speed, also equip it with a micro missile launcher with FUNI
extensions. Use it against it, and it will die quickly. Make sure you can dodge in the air or
else it will decimate you with it's grenade launchers. For the missile launcher, the
KARURA is recommended. If you do it correctly, you will be left with 28 missiles.
BIG BANG THEORY:
http://watchonlinefree.tv/tv/the-big-bang-theory/season1
http://stream-tv.me/watch-the-big-bang-theory-online/