Armored Core a humble FAQ by Walter Griswold The Game at a Glance Armored Core is a new game released by From Software (or is it from From Software?) in which you take control of a Japanese-style mecha to serve you on various missions. The mech configuration is fully customisable, and the game provides you with over 120 parts from which to choose. The appeal of this game should be obvious. There are many people in Japan and the US, myself included, who are only too happy to take the reins of a giant robot and blow the living #@!! out whatever happens into our path. Fortunately, the game isn't all mindless, as it would get old pretty quickly. But there will be more on that later. The visuals are really quite good. The detailed light-sourcing that comes off of weapon discharges, explosions, and other things adds quite a bit to the game at mosphere. The mechas, whether humanoid or not, look realistic and formidable. Even the explosions look good, with parts flying off of damaged mechs and fiery detonations to mark your progress. The sounds also work very well, creating a feeling of largeness to the mecha and their surroundings. Not only do the weapons sound excellent, but the environments also feature sounds that are well-placed and not overdone. Music is only present in certain missions, which gives that much more of a frenetic feel to the proceedings when it is there. Special note: As you might expect, the game is absolutely riddled with Japanese text, most of it in the form of adult-level Kanji. While this serves to identify this game as not intended for children, it doesn't help much when the player tries to read the mission briefings. Again, more on this will be said later. Game Features First off, this is a Japanese game, so menu selections are made with the Circle button, not the X button. The X button cancels a selection. There is a nice intro, featuring an FMV example of what is to come in the game. Lots of mech destruction, Japanese-style techno music, and interesting and varied environments. Video will also appear on odd occasions during Scenario Mode (the 1 player game). The controls are as follows during a battle: D-pad: Rotates your mecha, and moves it forward and back, of course. Select: Pauses the game (why isn't this the Start button?) Start: Brings up the automap feature. This will be as detailed as your current hardware allows. Triangle button: Selects active weapon, toggling amongst the weapons your mecha is currently carrying. Square button: Fires active weapon. Circle button: activates laserblade, if you have one. It is also used to perform non-violent actions at the appropriate times (yes, the game does feature some non-violent actions!), such as opening doors or laying explosive charges. X button: Jumps/activates boosters (if you have them). If you tap the X button from a standstill, your mecha will jump without the boosters (unless you have caterpillar non- legs, in which case you can't jump). If you hold the button down or press it again, the boosters will activate. In addition, the X button can be used to accelerate movement in any direction, something I will refer to as vectored boost. Simply push X while moving, and the boosters will speed your movement. (This includes backwards.) While doing this, press X again to launch into the air. Note: Four-legs type legs don't respond the same to vectored boosting as the other legs do. L1/R1: Move your mecha sideways. A must-learn feature, especially in pitched battle. L2/R2: Move the aiming reticle up and down. This is also very important, since most of the game areas feature full 3d dimensions. Scenario Mode This is the one-player mode, and probably where you will spend most of your time. From here, you can load a saved game or start a new one. When you start a new game, you will be thrust into the A.C. Test mode for a brief skirmish to familiarise youself with the game. This is the only battle in which you won't have to pay for repairs or reloads. Stay frosty. . . Main Menu Welcome to the "Raven's Nest"--you'll never find a more wretched hive of scum and villany. Anyway, this is the screen in which you have six icons that can be rotated and selected. Their functions are as follows: Garage This is the area where your mecha parts are stored. Entering the garage will bring up a sub-menu and a rotating picture of your mecha, suitable for framing. From here, the menu selections are as follows: Assembly This is the most important sub-menu here, and the one you will probably spend the most time visiting. Here you can choose from the parts you have wisely purchased and alter your mecha's configuration. There are slots for the placement of these pa rts: Head, Core (chest), Arms, Legs, Generator, FCS (fire-control system), Boosters, Back Weapon L and R, and Hand Weapon L and R. These will be discussed in the Shop section. The parts you purchase can be outfitted here, and changed as often as you like before a mission. Here you can see several attributes that are extremely import ant to your mecha's functioning: EP Short for "energy points," this shows how much energy your mecha is draining from the generator's total available power. As with the others, the left number is the drainage, and the right is the available total. NOTE: if your mecha exceeds any of these limits in its current configuration, you cannot use it in a mission. Legs WP WP is short for "weight points," and is self-explanatory. This is the most vexing of the three attributes depicted here, as it is very easy to load up your 'bot wit h too-heavy armaments and therefore render it immobile. Choose your weapons carefully. Core WP I've never had a problem with this one, but it does show how much weight is being put on your core (chest) section, caused by the head, arms, weapons, and other items you can equip. All parts except legs contribute to this total. AP This shows your Armour (hit) points, which is of some marginal importance in battle (sarcasm). There isn't too much you can do to directly manipulate this total, representing as it does the total of all your items' armour oints. Again, don' t worry too much about it, but be aware of it. Amour is provided by all non-weapon parts on your mecha. Weight This is built up rather quickly by piling weapons, limbs, and heads onto your poor, unsuspecting legs. Keep an eye on this, because too much will render your mecha immobile. Heavy, man. The other window The window on the left shows the currently selected part in larger counter-rotating view. It gives the part type, its EP (energy point drain), WP (weight points), and its name at the bottom. This will help you match parts to weight and power restrictions. NOTE: remember to equip a weapon or part by pressing the Circle button before exiting the menu. If you get a panel of Kanji across the screen, just hit the X button--it means that you have already equipped that item. The glowing Kanji over your mecha If you are trying to exit the garage and you see bright, glowing Kanji over your mecha, there is something wrong with your configuration. Go back and check to make sure everything is properly equipped and that you aren't over tolerances for weight or energy. Just remember this life lesson: big, glowing Kanji = bad. (That is, unless you're in Tokyo.) Optional parts Similar to the Assembly screen, this menu shows all the optional parts you have purchased and indicates equipped parts by filling the accordant square with the orange 'selection colour.' It also shows how many slots are open, but you probably won 't use them all. Also note that some optional parts take up more than one space. Performance This shows your mecha's overall abilities. I don't think I need to explain all these features, as they are rather self-explanatory. This menu does give you an easy method of rating a new configuration versus a previous one. Change Color This menu item allows you to be a bit self-indulgent. you start off by choosing from seven paint patterns, which can then be customised further in the Edit Col or sub-menu. This has absolutely no effect on your 'bot's performance, so have fun. Edit Emblem Remember Rage Racer? (I do, perhaps because I wrote a review of it. . .) Anyway, you can create your own emblem to paste onto your mecha, if you so choose. I wo n't get into detail abou this part, as it is also self-explanatory, but I will list the controls: D-Pad: moves cursor Select button: zoom function Start button: nothing Square button: allows you to edit current colour under RGB-style settings Triangle button: nothing Circle button: activates current drawing tool X button: cancels current action, and if no action is being taken, brings up the menu. From there, you can Zoom, Undo, Clear, Sample, Save, or Cancel. When/if you save the cute little emblem you've made, it goes on your mecha's left shoulder and your memory card also. A.C. Name Entry Allows you to change your name, if you messed it up in the beginning, or if you chose something like "Nancy Boy" and you don't like it anymore. A.C. Test This fine feature allows you to shake down your new configuration, if you choose to do so, without costing you a dime. You are put into the same proving-ground mission you did first in the game, before you hit the main menu. This feature will be of considerable use to you, so try it out. Ranking This menu shows the Top Ten mecha in the RN, and rates everyone based on points scored in missions. It's not terribly important, but does give you a sense of how good you are. Mail Yes, the game comes with 10 free hours of AOL. No, I'm just kidding. Really, this is your repository of vital messages about your performance in battle, new items available, and messages from other mecha pilots. Too bad it's all in heavy Kanji. You may be able to get some idea of what is being said from the accompanying pictures, so at least check them out. You'll occasionally be informed of new weapons or parts via these messages, which makes them kind of important. When you finish a mission, if you have a new message you will see a window of Kanji pop up after the "Raven's Nest" logo has finished loading the menu area. Press X to make it disappear, then go to Mail to read the message. System This is where you perform memory card functions, which is probably why the icon is a memory card. It shows various performance ratings, including how many miss ions you have cleared and how much money you have. From here, you can load and save data, load and save an emblem, and change a few in-game options. Most of it's pretty self- explanatory. One note, though. After you've chosen Save Game, and a slot to do this into, you choose a data number to save to. If you're saving over another game, a window will popup asking in Japanese if you want to overwrite. Pick Yes to update your game. Mission From here, you can choose a sortie to undertake for the amount of credit specified under 'reward.' Each mission comes with a detailed description of what is expected of you, and what you should be looking for. Unfortunately again, it's all in Japanese, but you can usually dope out what needs to be done from the pictures and from entering the mission. From here, you will reach a prompt which reads "Accept contract?" in Japanese. Choose Yes to go on, and you will be asked if you are certain. Choose Yes to st art the mission. The missions are rated in no particular order, and so you do not have to choose them in any such order. Usually, the missions' difficulty is directly related to their payoff, so choose wisely. Also, you cannot play all missions in the game on one file. This is due to the fact that, when you choose a mission to play from a list of several, some missions are left behind, not to appear again in your campaign. I look forward to exploring the missions I didn't take on earlier in the future. (By the way, I have so far finished 34 missions, with no end in sight. I am currently ranked at #2.) The missions also take place in and on a wide variety of terrains. There are open-air missions in which you have little or no cover for protection, and there are mazelike complexes which you must infiltrate to seek and destroy targets. The mission objectives differ somewhat, but the basic idea is usually the same: destroy anything that can be targeted and damaged. The challenge comes in finding your way through the various structures in the game, learning to control your mecha during battles, and fitting it with the right parts. Shop Disclaimer: I know this section is extremely long, but I have tried to include everything available. It is intended for use as a reference section, or possibly a legal text. This is where the action is, in a sense. The designers have included a large array of different parts for your perusal and possible purchase. One very important feat ure of Armored Core is that, unlike many RPG-type games and others that allow you to purchase upgrades of various sorts, a player can purchase and use any item for as long a s he/she wants and sell it back with no loss of capital. In other words: try everything you can afford--it adds even more to an already great game. The following is a partial list of the parts available in this game. I haven't finished the whole game yet, and I don't know how close I am, so I'll just speak of the ones I have seen. Also, remember that you can pull up a page showing the selected part's specifications by pressing the Triangle key. Head (9 so far) The head of your mecha contains the onboard computer (whose function is still a bit foggy in my mind) and a few other features. Some units have built-in radar, bio sensors, and other features. Don't spend too much money on a head until your ot her parts are secure. HD-01-SRVT 26500c A good, serviceable head with a strong chin. It has served me well on many missions, and features an area-memory automapper. It even has a bio sensor for those exterminator missions you'll have to undertake. No radar of its own, though. HD-2002 29000c Another good-looking, if somewhat cyclopean, head. For a little more cash, you get a working radar of 6000 metre (I assume metres are the standard in this game) range, but a less detailed computer and no bio sensor. HD-REDEYE 41100c How can you go wrong with a head called "Redeye?" It's angular, and features its very own antenna. Its map is a bit more detailed, and has a bit better computer. On the other hand, it drains more power from the generator without offering much of a tradeoff for it. HD-D-9066 43200c This fencer's mask-turned-mecha-head adds a bit longer-range radar system and a, bio sensor for sniffing out those pesky varmints. It drains more power than the Redeye, though, and tends to look a bit silly sitting a top your mecha's huge, angular shoulders. Truly an eclectic choice. HD-GRY-NX 14700c What can I say? This is the head you start out with, which means that it's not exactly top of the line. It doesn't have any special features, no memory whatsoever, and weighs a bit much. However, it doesn't look too bad. HD-06-RADAR 51800c One of the most expensive heads available, the Radar head also looks pretty weird sitting on your mecha's core. It features a ho-hum computer, an above-average automapper, a noise canceler, and the longest-range in-head radar available (hence the name), 8120 metres. Just be prepared for opponents to ask you where the #@!! yo urmecha's head went. HD-08-DISH 33200c It's pill-shaped, not dish-shaped. It has no recognisable eyeholes. It's got a decent computer and detailed automap feature. But it doesn't have anything else. HD-ZERO 22500c No, it's not designed after the title mech in Zero Divide. Like the Dish, it doesn't have any discernible features except for its antenna. It does, however, have a nifty 6300 meter radar built right in. And that's about all it has. HD-ONE 68100c So named because it's "the one" to buy, this head has it all: A long, cigar-like shape, good computer, good automapper, noise canceler, bio sensor, and if you act now you will get not quite free of charge our super special--the second-longest in- head radar system--a cool 7980 metres! Act today--quantities are limited. Core (3 available so far) The core holds the all-important generator, as well as any optional parts you might purchase. It also supports the arms, back weapons, and head, in addition to providing a large chunk of your mecha's armour. XCA-00 61500c This is the core you start out with. You are not likely to notice much difference between this core and the other two, so make your decision based on weight--the most critical of the features listed. It weighs in at 1103 (kilograms, I assume). XCH-01 72000c It's the core with the huge pods on the back. Other than that, it weighs 1384kg, supports more weight than the XCA-00, and has slightly better armour. However, it has caused interference for me when attempting to equip some shoulder-mounted weapons. XCL-01 88000c As the most expensive core unit, this one should be the best. It has the best armour, most extension slots, but has the least max weight capacity. However, it weighs the least--885kg to be exact. I haven't had any problems with max weight on the core, though. Arms There are basically two types of arms: Humanoid Arms: (9 types) Humanoid arms can carry hand-held weapons, obviously. They aid in aiming the weapon, giving your mech better target-tracking abilities than you will get from gun arms. On the other hand, humanoid arms are heavier than the alternative, but many of the best weapons are only available in hand-held form. Beyond the weight and armour attributes, you're not likely to notice anything different about the various arms in this group except their appearance. AN-101 19000c A very straightforward pair, average in almost every respect. But then again, what do you expect for a mere 19000 credits? AN-201 15300c I believe this is the set you start with, and it shows. The cheapest arm set, these two limbs have the weakest armor plating of the whole group, and the second-weakest defensive attributes. If you want more armour points, replace these ASAP. AN-K1 49000c As the second lightest arms of their type, the AN-K1 series is a good choice for mecha pilots favouring speed and agility. They are also the most expensive humanoid arms of the lot, but make up for it with their low mass. They feature only nominal defensive attributes and average armour. AN-D-7001 23000c Looking vaguely Schwarzeneggarian, these bulky appendages can be purchased for a relative song. They feature a average weight and moderate defensive abilities. Unfortunately, these arms have limited armour, but they are effective defence against energy weapons. AN-3001 39500c These somewhat shoulder-heavy arms are excellent for adding armour to your total. They are a bit high on energy drain, but this won't matter too much if you have a good generator. Otherwise, they're pretty average. ANKS-1A46J 42100c Not only does this arm set have the most unwieldy name of the group, but the shoulders are simply HUGE! They are, however, the champion at defense against shell attacks (insert Gamera joke here) and energy as well! If you are looking for more protection, these are the arms for you. AN-863-B 34000c Reasonably priced and well-armoured, this pair of arms is a good choice for any mecha. They feature excellent protection against both shells and energy, and high armour rating to boot. They also look vaguely Gundamesque, which is as good as any reason to buy them. AN-25 28400c These arms are the lightweights of the group at a mere 853kg. They are surprisingly well-armoured for the weight, but one look at their weak rating against both energy and shells will show you where the weight loss came from. They also drain the least amount of energy from you generator of the whole lot, so choose them if you just need light arms and don't care much about anything else. Gun arms (8 types): These arms are little more than heavy-calibre weapons mounted on your mecha's shoulder joints. In general, choosing gun arms allows your mecha to use lighter-duty legs, as these arms weigh less than their humanoid co-underparts. (Remember that they don't have to carry weapons too!) The attack power of these arms runs the gamut from low to high damage, and they represent some of the best weapons available--so give them a try. The only real deterrent is their somewhat exorbitant cost. Also, note that all gun arm weapons feature an identical weapon on each arm, so you will enjoy twice the immediate firepower you may be used to. They also generally have a longer effective range than the equivalent hand-held weapon, and tend to do more damage. Special note: all gun arms have absolutely no defensive abilities against either shells or energy weapons. They also have a necessarily lower armour rating than the larger humanoid arms. Be aware of this when choosing gun arms. AW-MG25/2 54500c Welcome to the world of long-barreled, intimidating arm weaponry. These machine gun arms shoot quickly over a relatively long distance, outperforming the hand-held machine guns. They carry 400 rounds--lots of ammo to be sure--but they burn the ammo quickly. "Remember--short, controlled bursts!" AW-GT2000 48600c The Gatling gun of the weapon arm set, the GT2000 is truly a pleasant weapon to use, and the cheapest of its kind to boot. With the shortest range of all the gun arms (7800 metres), this pair of weapons is an excellent choice for close to medium range engagements. Of course, I think that's the general idea. AW-RF105 77600c This pair of cannons features high attack power, but a reload time only marginally faster than the slowest of the gun arms, the AW-RF120. The shells travel relati vely slowly, but if they hit your target, you'll know. They do come with the second-longest range of the gun arms, but you'll need to choose your shots carefully in order to avoid wast ing ammo. AW-30/3 56400c You'll look like an amputee, but you'll get a nasty pair of missile launchers where your arms are supposed to be. You also get 80 shots (really 40, since each shot is double), but you can lock on to up to three targets and you have 9000 metres to work with. The missile lock also comes more quickly than it does with shoulder-mounted units, and that can be a real pleasure. Also note the fact that the missiles don't fan out sideways when they launch, which makes them much easier to use in close quarters. AW-RF120 67200c This is the slowest reloader of the gun arm set, but it does a crippling 2120 points of damage per shot. Like the other cannon, this weapon is obviously intended fo r slow-moving or stationary targets because of its sluggish shell delivery and low ammo load (50 rounds). Of course, with damage like this you don't need too many hits anyway. AW-S60-2 66600c Don't let the price put you off. If you can stand not having discernible arms, these stubby launchers aren't too shabby. They only allow a double lock (the AW-30/3 allows 3 locks), but you have 40 more rounds to play with for the price increase. Other than that, they're almost the same as the 30/3. AW-XC5500 83600c Why is it that, ever since Star Wars came out, laser cannons have fired bolts instead of beams? It would have been nice to see a laser cannon that instantly hit whatever it was aimed at, like lasers do in real life. However, I find it hard to compla in about this weapon. It does a stiff 1241 points of damage per hit, and costs nothing to ref ill because its ammo comes from your energy stores! Of course, this means that you can't fire it indiscriminately, but who's going to do that? Hmm? It has the longest range of the group--12000 metres to be precise, and gives you 70 tries to hit that far-off target you have in mind. Try it out. You'll be glad you did. AW-XC65 98500c This is it, the most insanely expensive weapon in the game (as far as I know). This matched pair of rich Corinthian plasma cannons only provide 40 shots, despited raining their ammo from your energy reserves. But oh, what hits they make on your targe ts! This weapon isn't designed for the small targets--it's made for the big boys, and will break off 2322 points of damage per hit. There is no non-missile weapon more powerful, and it shows when you hit something with it. The twin beams fire like lasers, delivering their withering hits almost instantaneously. This is one weapon that's truly worth waiting for. Legs There are four categories of legs available in the game, each with its own advantages and disadvantages. They are discussed at the opening of each section. Humanoid legs (11 types): they're the familiar, the traditional, the well-rounded. There are 11 different models to choose from, and they run the gamut of prices and performance characteristics. Humanoid legs in general are slow but tough, and can hold moderate to large amounts of weight. There are faster legs, and there are stronger legs. But these look and feel the most natural on your mech. LN-1001 28500c These legs represent a slight upgrade from the 1001-PX-0 you start out with. They can hold a moderate 4470kg, have moderate armour, and unfortunately low protection against shells and energy. They do have a respectable speed rating of 277, which makes them almost as fast as the 1001-PX-0. But you can do better. LN-SSVT 44000c These spindly legs may have the weakest armour rating of the lot (2795 points), but they're one of the fastest sets you can buy. They are of course lightweights in the payload department, able to hold only 3560kg of upper-body things. But you'll run like Carl Lewis. LN-3001 52200c A pair of heavier-duty legs, the 3001 series move slowly (153 speed). They can, however, carry up to 6600kg of whatever equipment you choose to burden them with. Their stellar weight rating is second only to the 3001C, but they cost more. These legs also have high stability, good armour, and good protection 'gainst shells and e nergy. If you're not worried about speed, give them a try. LN-1001-PX-0 25000c Here they are, the unexciting, Joe average legs you start out with. They're not special in any way, they don't hold much weight--they just don't stand out for any real reason, which is good enough reason for you to not stand out in them for too long. LN-501 71800c Here they are--if the SSVT were Carl Lewis legs, these are the Flash's legs--the fastest humanoid legs your credits can buy, just edging out the SSVT by a few points. Of course, they can only carry 3990kg of weight, and offer little protection against attackers and low armour. If you don't mind having disproportionately large feet, enjoy the speed. LN-SSVR 32400c I tend to shy away from these legs, because I had a problem equipping certain hand weapons when using them. They do have a good weight rating (5400kg), good armour, and good anti-shell and energy defence. They are, however, kind of slow--sporting a speed of only 148. They are pretty stable, though. LN-1001B 45200c For 16700c more than the 1001, you can have these fine gams. They basically feature a little bit more of everything, and really are a good choice if you want a respectably fast walking speed combined with good defensive abilities. They even look good in almost any configuration. LN-3001C 64100c For a huge pair of legs, look no further than the 3001C. As one of the most expensive humanoid leg sets available, these thick, pillarlike constructs offer the largest max weight available in their class--7100kg. They are, however, the slowest set you can buy but feature the heaviest armour protection. If you want to be intimidating, these are the legs for you. LN-502 35800c These legs are basically a cheap alternative to the 501 series. They're not as fast or well-prepared to handle weight as the 501, but they do have marginally better a rmour characteristics. They also look much more feminine. LN-D-8000R 49000c Another pair of slightly effeminate legs, the D-8000R have moderate weight rating, slightly slow speed, average armour, and fairly good stability. Nothing really stands out except their above-average defence against energy attacks. LNKS-1B46J 48000c For 48000c, you can have the stablest humanoid legs in the business. They hold lots of weight (6100kg), have excellent shell defence, and good armour rating. They also don't look too shabby. Reverse-Joint legs (also called "chicken legs," 5 types): If you find yourself beating on the controller in a vain attempt to get your mecha to move faster, you may want a set of reverse-joint legs. These legs are generally faster than the huma noid types, and more stable to boot. They do, however, fall a bit short when it comes to maximum weight, so choose your other armament carefully if you want to use these legs. You have five to choose from. LB-4400 17300c Very utilitarian in appearance, these are the cheapest of the reverse-joint set. They have decidedly average performance in most areas, but what do you expect? If you buy them, though, you won't be ripped off. LB-4401 31800c They're a little slower than the 4400 series, but they have more of just about everything. It is worth noting that the 4401 series are the best-armoured reverse-joint legs available, with 3810 armour points. Though they are comparatively slow, all the reverse-joint models perform well in the speed category. LB-4303 24000c This set of legs costs only a bit more than the budget 4400. They're only slightly different, and you probably won't notice much change if you compare the two in battle. The 4303 does have the turned-up elf shoe look in the front, though. LB-1000-P 20500c Rather inexpensive, but again there isn't much difference here. What more is there to say? LBKS-2B45A 27000c These are the most fleet-footed reverse-joint model available, coming in at a very respectable 299 (speed units, I guess). They have good armour plating, for a re verse-joint leg set, but they are the least stable of the bunch. But they're fun to use, so who cares? Four-Legs Type (4 varieties): These legs may not move like spiders' legs, but they have a mean hover. The obvious forte of the four-legs type is speed, and lots of it-- forward, back, and lateral. They achieve this at the cost of stability (which means that a hit from an enemy weapon will knock your mecha back further than it might otherwise do), so be aware of this when standing on catwalks and other narrow areas. Also, the se legs are the most lightweight of the four types, so pack lightly if you want to move quickly. There are only four of these. LF-205-SF 42600c The starter set of four, the 205-SF has good armour plating but can only carry 3450kg of weight. They do, however, have the most lightning-fast movement capability, with a speed rating of 483--62 points above the next fastest set. If it's speed you're after, look no further. LFH-X3 56000c For some more loot, you get a slightly tougher and slower version of the 205-SF. The largest gains come in the max weight (3810kg) and the stability (710) of these legs, and you may feel a bit more confident hovering around on these. LF-DEX-1 69000c For a hefty 69000c, you can have an even tougher, slower set of four. They're still faster thn any other type of leg, but they have a max weight rating of 4450kg, well-balanced armour, and more stability. LFH-X5X 82000c The elite set of four legs, I am proud to use these on my personal mecha. Though they are the most expensive model in their category, you will know where the money went. These legs, despite having the best armour and largest weight limit(5000 kg) of the lot, still manage to come in as the second fastest legs available in any category. Buy them if you get a chance- -they're primo equipment. Caterpillar non-legs (4 types): The most striking feature of these legs is their built-in boosters, but they are otherwise well-named. The caterpillar legs are the slowest type of lower half you can buy, but they feature the heaviest armour plating and largest weight limits for extremely heavy-calibre weaponry. On the other hand, is the extreme lack of mobility worth it? Try one of the four and let me know. LC-MOS18 16000c "MOS" must stand for "moment of silence," so let's have one for the slowest set of legs or non-legs money can buy. They come in at a snail-like rating of 105, but nothing, and I mean nothing, holds up more weight. The MOS18 can support 8000kg of whatever you want, so pile it on high. Get the weapons you've been coveting and strap 'em on. Just be patient, since your opponents will have to come to you or die of old age waiting around. LC-UKI60 25500c These treads, for a bit more money, sacrifice some of that weight rating for a more respectable speed rating of 138. They can still carry 6950kg of payload, and still have good armour, so you might even be able to tolerate the sluggishness that is a caterpillar's trademark. LC-HTP-AAA 38500c That's "AAA" as in "AAAH, these are a bit faster now!" (I'm truly sorry about the puns.) Seriously, these treads, which appear on closer inspection to be a hovercraft, move your upper body around at a decent clip, comparatively. Still, they are rather big for the rest of the mecha body parts and consequently look a bit silly. They can only hold 4130kg, and don't have terribly great defensive attributes, so perhaps you're better off buying conventional legs. LC-MOS4545 59000c These treads are the most stable of the entire leg catalogue, with 5101 points in that area. This will make you the proverbial immovable object if you use them, but there's not much else to recommend them to you. They can carry 7400kg of weight, though. Generator (7 types so far) This is the powerhouse for your mecha, so choose well. Energy output provides for all parts' regular operation (anything that requires EP), maximum charge controls your energy gauge for boosting and energy weapons, and charge redzone is the red section of the energy bar at the bottom. GPS-VVA 19500c A simple V-four. 28000 max charge, 4728 energy output, 7800 charge redzone. GPS-V6 32000c A nice V6. The same 4728 energy output, but 43000 max charge and 5000 redzone. GRD-RX5 23300c Looks more like a dynamo than an engine. 5300 energy output, 38000 max charge and 4000 redzone. GRD-RX6 27800c Bigger and better. 6000 energy output, 33000 max charge, and 4000 redzone. GRD-RX7 38700c The Wankel engine in all its glory. 6810 energy output, 31500 max charge, and 5000 redzone. It just feels right. GBG-10000 43500c A nice workhorse. 9988 energy output, 34000 max charge, and 2980 redzone. This is the highest energy output you can buy. GBG-XR 56000c You might find this one, if you're lucky. It's got 8207 energy output, 48000 max charge, and 3250 redzone. The best all-around engine available. FCS (Fire Control System, 7 types so far) This is of notable import, since your choice will reflect how large your aiming reticles are and how quickly you get a missile lock on a target. Several flavours are available. COMDEX-C7 11100c You start with this one. It can get up to four weapon locks. COMDEX-GO 22500c The extra money provides faster lock-ons than the C7. Otherwise, it's identical. COMDEX-G8 16400c Six locks are simultaneously available with this FCS. QX-21 20300c You can only get one lock-on with this unit, but your aiming reticle is much larger. However, it has a shallower range. TRYX-BOXER 48100c Tryx isn't just for kids anymore. You get a taller reticle to aim with, and up to three locks. TRYX-QUAD 63000c Up to six locks are available, and you get the largest overall reticle area. QX-9009 96000c Your reticle will be noticeably small, but you get the longest lock- on range available in the game. Option Parts (9 types so far) These parts don't conform to other categories, but serve useful functions nevertheless. Here you can find everything from a missile jammer to a power amplifier, if you can afford the indulgence. SP-MAW 14200c This add-on will display enemy missiles in your radar screen. SP-M/AUTO 12900c If you're too lazy to launch your own missiles, this will do it for you when you have a lock. SP-JAM 26000c This nifty item helps jam missile radar, tto make your mecha harder to it. SP-ABS 29600c This optional part adds a large chunk to your stability. SP-CND-K 21000c This charge expander increases your generator's output. SP-S/SCR 33000c For added defense against shells, try this unit. SP-E/SCR 38500c The same thing as the S/SCR, only this time it's with energy. SP-EH 45000c Equipping this unit will speed the charging of your energy gauge. SP-E+ 45000c This optional part will make all your energy-based weapons more powerful. Woo hoo! Boosters (5 types so far) These little ladies will permit you to go sailing into the great wide open, unless you have caterpillar non-legs and consequently don't need them. Choose by price vs. boost power vs. charge drain. B-P320 10800c You start out with this budget model. It has only 9800 units of boost power, and consumes 4360 units of your energy charge. Not the most fuel-efficient thing you can buy. B-P350 13700c Added thrust is the thing here, with 12800 units on tap. The charge is lower too, at only 4410 units. B-T2 31500c An even more efficient model, the T2 provides 14800 units of boost and only consumes 3850 units from your energy reserves. B-P351 25500c The most boost can be found here. 21000 units are there for the using, but this gas-guzzling booster drains 6980 units of power from your energy banks. B-VR-33 48500c With an energy drain of only 5070 units, and a boost power of 19000, this is the booster to buy--if you have the money. Back Weapon (32 types so far) Finally, we get to the weapons proper! A dazzling array of choices await you here, from missiles to laser cannons and everything in between. The shoulder-mounted weapons can make or break you, depending on how well you match them to your current mission. Choose carefully and experiment. By the way, this category also includes shoulder-mounted radar units, which are necessary if your mecha's head unit doesn't have on-board radar. WM-S40/1 18700c It's cheap and useful, with a 9000 metre range and a solid 830 points of damage per hit. It only gets one lock at a time, though--which explains its low price. Like the other missile packs, this unit's performance will depend greatly upon your Fire Control System. You'll get 40 shots to try it out. WM-S40/2 23000c Enjoy two locks instead of one for the price hike. Otherwise, it's exactly the same except for its weight and energy drain. WM-S60/6 38100c 60 shots of the same standard small missile come with this unit. Its ability to lock on to six targets simultaneously makes it a useful weapon indeed for unruly crowds. Just be sure you have an FCS that can handle six targets or you'll be wasting your money. WM-MVG404 31000c With almost twice the damage per hit, this missile pack stands above the three "S"-series launchers. You only get 24 shots, and the reloads are a lot more expensive, but it does hit harder. You get one lock to play with. WM-MVG802 44000c Same MVG missile, two locks. 32 shots this time, same 10000 metre range. Give it a try. WM-L201 46200c Here it is, the largest single-hit damage in the game. a full 4300 points will be inflicted upon your opponent when he's hit by this missile. Of course, there are tradeoffs, and they come in the forms of increased costs, heavier weight, and only 12 shots to use. But what shots they are! WM-X201 62250c A nice multi-missile, this pack has a better chance of scoring a hit on a moving object since its missile splits into five when its traveled a bit. It doesn't do too much damage, and you only get 18 shots, but it's a good weapon to have in your arsenal. WM-X10 24800c This is the better of the two bomb dispensers, and it drops 16 charges instead of the 8 that the X5-AA drops. Again, you probably won't find a lot of use for this weapon unless the enemy mechas are getting in your face a lot. If they do, a quick dose of this will back them off pretty quickly. WM-P4001 43800c You'll probably like this one a lot. It carries a double-fisted punch of 830 points per hit, and has a 9000 metre range. It's a good solid weapon, but be sure to use it in the open--the missiles tend to fan out when launched and hit walls when you fire from inside closed-in spaces. You'll have 60 missiles to work with. WM-PS-2 66700c Got missiles? Well, if you don't, here's a triple launcher for you. 90 rounds, fired three at a time, otherwise performing just like the P4001. WR-S50 15900c This small rocket launcher is an interesting choice. It's best intended for use in corridor-type areas, where your target can't dodge easily. Rockets don't have targeting systems, but these do 1310 points of damage per hit, don't cost too much, and refire relatively quickly. Just make sure you have good aim when you fire one, because you only have 50 to use. WR-S100 32400c This looks nice and intimidating on your mecha's shoulder, and it should. The rockets are the same as in the S50, but you have 100 to use this time. The refire rate is a bit slower in the S100, but otherwise everything is the same. WR-M50 27600c This regular-sized rocket launcher carries 50 rounds of rockets, each delivering a 2240-point hit. With fairly quick reloading, this shoulder unit can be used to hose down a whole group of opponents in no time. Just remember that it doesn't lock on. WR-M70 36500c For a little more cash, you can have 70 shots to play with instead of 50. As usual, the rest of the unit is the same. WC-CN35 32750c This unit is a chain gun, which means that it spits out heavy- calibre shells in rapid succession. Each shell does 338 points of damage, and you carry 250 of them. The shells move pretty quickly and the gun tracks well, so the weapon has a wide range of possible applications. WC-ST120 56000c It's slower, weaker, more expensive, and carries less ammo than the CN35. Of course, this unit is referred to as a "slug gun," which means that instead of single shells, It fires a cluster of slugs. It is therefore similar to a shotgun or scatter gun, and should be used appropriately. It is easier to score a hit with this gun than it is to do so with some of the single-shot units, notably. WC-LN350 41800c Now here's an instant classic. The Linear Gun packs 120 rounds of ammo, each of which hits for 690 points of damage. You get 9000 metres of range, a fast reload time, and a good-sized reticle in which to aim. The only drawback to it is that you must be on the ground to fire it. (I suppose this is how it got its name.) For the money, it's really hard to do better, and I guarantee that you'll like this weapon. WC-GN230 75200c This is a beautifully percussive grenade launcher that travels slowly, is extremely heavy, and carries only 15 rounds. It does, however, do an enormous 3520 points of damage per hit and has a 12000 metre range. Its large detonation range makes it an ideal crowd-control weapon. WC-XP4000 61000c This pulse cannon uses energy from your generator to power it, which means no reload cost. Its function is exactly like the pulse rifles you can buy for hand-held use, except that it does almost twice the damage that the heavy-duty hand version does. Expect 770 points of damage per hit, a 9000 metre range, and 100 shots. WC-XC8000 78700c It's big, it's bad, it's powerful. The XC8000 plasma cannon fires a long beam that hits its target in almost no time, for a crippling 2065 points of damage per hit and an 8500 metre range. The cannon feeds from your energy stores, so don't get too trigger-happy or you may find yourself out of ammo for a few moments. Still, you won't have to hit anyone too many times with this weapon. WC-O1QL 69500c This shoulder-mounted laser cannon carries 80 rounds of ammo, refires fairly quickly, and does 1531 points of damage per hit. It also has a 12000 metre range, meaning that, if you're good at aiming, you can take your opponents out from a safe distance. And since it's an energy weapon, you won't have to worry about reloads. RXA-O1WE 12100c Now we shift to shoulder-mounted radar for a moment. This is the cheap choice of the group, providing 8650 metres of scan distance and nothing special. So there. RZ-AO 17900c Providing circular radar sweeps, the RZ-AO boasts an 11500 metre range and not much else. RXA-99 14500c It looks like a weapon, but it's not. You get 8800 metres of scan range with this model. RXA-77 23000c This radar offers a bit shorter distance than the 99, but adds missile tracking abilities. RZ-A1 33000c Longer range for more money (15700 metres). 'Nuff said. RZ-BBP 40900c A good-quality radar with 16300 metres of range--the longest of any radar set. It's also brass-coloured. WX-S800/2 69400c This huge dual missile launcher carries 60 rounds of ammo that inflict 1120 points of damage per hit. It's so big, it takes up both shoulder slots and looks suspiciously like a jet pack. The missiles travel in a stately straight line--none of that "fanning-out" stuff you see with the smaller launchers. Of course, it weighs a #@!! of a lot more too. XCS-9900 94500c As the most expensive shoulder-mounted weapon in the game, this multi-missile launcher fires two projectiles that split off into what looks like eight total missiles—which then home in unerringly on their targets. You only get 20 shots, but each individual missile strikes for 980 points of damage. It's enough to completely wipe out one of the mechas from the A.C. test mode with a single full-on hit, and it's just the thing for that pesky opponent with lots of armour. Arm Weapon (17 types so far) You'll probably spend a lot of time here, trying to shop for just the right thing for your next mission. Remember that the left arm can only carry a laserblade, and that you'll need something for the other arm too. There is plenty of variety here, so enjoy! WG-RF35 11400c Cheap and unexceptional, this weapon is the one you start out with in your mecha's trusty right hand. It has a good range but not much attack power, and features one of the widest aiming reticles in the game. It's easy to use, carries 200 rounds, and reloads fairly quickly. What more could you want? Wait. . .don't answer that. WG-MGA1 14000c This will probably be your first weapon upgrade, and rightfully so. Each of the three machine guns is a pleasure to use despite their low individual hit damage. Don't let this throw you off, though--nothing reloads faster, and nothing carries more ammo for less. This machine gun is just the thing for an aspiring mecha pilot who wants to shred some metal up close and personal. WG-MG500 28400c What can I say? For about twice the price of the MGA1, you get longer range, almost twice the hit damage, and a cool brass-coloured shell! It's more and better of the same for more money. It does repeat more slowly, though. WG-AR1000 42300c A truly superlative weapon, this gun gives your mecha the ability to devastate enemies at close range and up to 7000 metres. It targets better than the MG500, but does less damage per hit. You won't notice, though-- since this gun fires twice as fast and carries 1000 rounds to divy up amongst your friends. Save up for it, use it, and then be proud of it. It's a real treat. WG-HG235 19000c It's priced for the merc-mecha pilot on a budget, and does a bit more damage than the rifle you start out with. It does sport the shortest field-of-fire of the hand weapons (4800 metres), but it does have an unusually large targeting reticle and is very lightweight. Besides, it's flat, so it looks as if your mecha is holding it sideways--just like a gangster. WG-RF/5 41500c For those of you who want to be able to sniff out your quarry at extreme distances, this gun's for you. Designated as a sniper rifle, it lives up to the name with an impressive 20000 metre range to exploit and enjoy. The shells do 530 points of damage per hit, so your opponent won't be too happy about being hit by one. On the downside, the shells travel a bit slowly, and the rifle's not much good at close range due to its long reloading time. WG-RF/P 33100c Here's the RF/5 take two. Less cost, less range, more damage per hit, less ammo, less energy drain, longer reload time. Go figure. WG-HG512 26200c And here's the hand gun take two. This time, your money appears to be buying something substantial, as this gun features more damage per hit and a longer range than the HG235. It takes a bit longer to reload, but it's a good all-around choice if you don't know what else to buy. WG-B2120 59740c Ah, now here's a nice weapon. The bazooka fires a slow-moving but potent explosive shell that inflicts 1250 points of damage on whatever it hits. Unfortunately, it may spend that damage on the wall next to your opponent if you don't time your shot properly. It features a good long range and gives you 80 tries to nab that pesky mech. WG-B2180 75900c The bazooka, Mark Two. Just what do you get for nearly 16000c more? Well, you get a whopping 1930 points of damage per hit, for starters. However, it is slower, heavier, and has a shorter range. The ammo costs more too, but you probably won't notice if you're a good shot. This weapon is a mainstay, and I therefore offer two words of advice: EnJoy. WG-XP1000 46000c This lightweight pulse rifle is a good compromise between cost and effectiveness. Its glowing donut-chaped blasts do 302 points of damage per hit, and it has a stellar range of 15000 metres. Although it doesn't refire as rapidly as the machine guns, it is more flexible because of its greater range. In addition, the XP1000 drains its ammo stores form your generator, so refills are free! WG-XP2000 61500c As you might expect, this is a step up from the XP1000. It does more damage per hit, has a greater range (18000 metres), and carries 20 more rounds. Of course, it is slower to fire and costs 15000c more, but it's worth it. WG-XC4 51000c Plasma rifles are heavy. There's no getting around it. They're huge and massive and they consume lots of your generator energy when they fire. They do, however, cause lots of damage when they hit a target, so it kind of evens out. This one has an 8000 metre range, does 820 points of damage per hit, and weighs a hefty 686kg. It's a nice weapon if you can afford it. WG-1-KARASAWA 75000c This is the most massive hand-held weapon available, and you will have to be observant to find it.. It is so big that some arm assemblies can't handle it, and you may have to buy some new legs to carry the weight afterwards. But it does 1550 points of damage per hit, can fire 50 times, and has a 10000 metre range. Besides, once you see your mecha holding it, you may never want another gun. LS-2001 11500c The budget laser blade is here, and is comes standard with your starting mecha. It hits for 738 points, and, like all laserblades, can be used without fear of depleting its reserves. LS-200G 29000c 950 points instead of 738. What more is there to say? LS-3303 37200c The pinnacle of a Jedi's skills. . .no, wait. It looks different, does 1210 points of damage per hit, and costs a lot. Still, it's more useful than a Swiss Army Knife. Of course, if your opponents are this close, I'm willing to bet you wish you had a machine gun. Strategy and so forth You've probably heard it many times before, but I'll say it again-- only fools rush in. It is nice that you can save your game after every mission, because it helps to know what you're up against. You'll need to get some idea of what sort of weapons will fit the mission, and here is a little help. (These bits of advice are my own, and I don’t intend them to be taken as hard-and-fast rules.) Upon finishing a mission, you will be shown a screen with various numbers on it. The numbers in the top section represent the payment for the mission, and any bonuses you might have earned (such as a bonus for killing all the vermin in one of the exterminator missions). The next section shows negative values or zeroes, and represents how much of your winnings are going to reloading and repairing your mecha, and to property damage compensation. This is extremely important, so keep an eye on it. The next section shows the bottom-line profit from your mission, minus all the deductions. The final number at the bottom shows your resulting total balance. Obviously, it is important to play the game properly if you wish to make a profit and buy all those nifty parts. There are a few rules to follow which may help you: 1. Only destroy targets--don't shoot up the empty boxes or step on the parked cars. Everything that gets destroyed while you battle the other mecha will be replaced at your expense. Attempt to draw battles away from volatile areas whenever possible. If you can't get a lock, don't shoot it. 2. Follow Sun Tzu's concepts. This is war you're in, not a walk in the park. Don't just go striding confidently out into the fray when there are half a dozen mechs waiting to shoot holes in your head. Use the landscape to your advantage. Fight on your own terms. Retreat when outnumbered. Strike quickly and decisively. And for God's sake, keep your head down and follow through on the swing. . . 3. The mission ends when all requirements have been satisfied--this usually happens when you destroy all enemy mecha. If the mission isn't timed (if it is, there will be a timer counting down in your HUD), you can spend as long as you want exploring the level. I know of at least three items that can be found by this method, and several levels feature secret passages that can be accessed by destroying certain walls. Hand weapons are generally best for close- to medium-range combat, and I have had the most success with machine guns. Most of the hand-held weapons are best used for ground-based targets, or targets generally on the same vertical plane. Stationary targets should be attacked with either slow-firing, long- range guns (like laser cannons or rocket launchers) or missile packs. Missile launchers are also very useful for attacking airborne targets at long range. Remember to only use missiles when there is adequate clearance from your position to the target's position. Otherwise, you'll see those expensive projectiles detonating on the walls or floors. Take shots carefully. Since ammo is limited for all weapons, conserve what you have and try to get a good shot before firing-- particularly in the case of the heavy-calibre weapons. Don't waste heavy-duty weaponry on weak opponents, like the spiderlike sentry droids running around in some of the internal complexes. Save those weapons for the larger mecha. It is also worth mentioning that the various enemies you will encounter appear to be more vulnerable to some weapons than to others. Experiment and see. Most missions have at least two or three types of opposition, and some have more than that. Therefore, your weapon selection should be as flexible as possible. I usually favor carrying three weapons (not counting the laserblade)--something for close-range combat, a missile launcher of some sort for long range, and a heavy-duty weapon for larger mecha. I like the multi-missile for air targets, a regular or large missile for standard targets, the linear gun for just about everything, and the arm laser cannons for heavy-duty jobs. You can usually get some idea of what to expect, even if you can't read Japanese, by looking at the pictures that come up in the briefing. From there, you can back out and go shopping for the right kind of weapon. Try everything you can afford at least once. There really aren't any throwaway weapons here--they all have use in some situation. You will also find that different missions tend to favour different body parts. Sometimes your mecha may need the stability that comes with tank treads or heavy humanoid legs, while other times you may want high mobility and consequently look for four-legs type or reverse joint. Remember to experiment with different configurations—just because a part is expensive doesn't mean that it will help you too much. Not getting hit, while somewhat difficult, plays an important part in survival. Don't forget to use vectored boost as a method of avoiding enemy fire. It helps first of all to keep moving whenever possible, since moving targets are harder to hit. But it helps even more to add the occasional vectored boost to your evasive actions, in order to confuse the computer AI. It also helps you to avoid locked-on missiles, which tend to do lots of damage. Vs Mode Yes, you can play head-to head in Armored Core. The gameplay is the same, but you are allowed to choose from several different areas in which to fight. Your mechas start out as the standard model, but you can load your mech data from the memory card. This is what I did when playing against a friend, and an excellent time was had. Vs Mode is stable and fun. The screen is divided vertically, with Player 1 on the left and Player 2 on the right. The display is the same as it is for the regular game, only smaller. There are a few options to choose from, such as the aforementioned level select, time limit alteration, and memory card loading of mecha files. There is no restriction on what kind of mecha you can bring into battle, as long as you've already saved a file with those parts available. Once both players are competent at controlling their mecha, this mode is very entertaining. It's yet another reason to play this game. The Final Verdict The final verdict is that From Software has an excellent game to offer in Armored Core. The missions are highly varied, the mecha parts are many and diverse, and the gameplay in general will keep any serious player occupied for a while. And if that gets a bit stale, try the two-player mode! Highly recommended. Ratings: Gameplay: 9.5 (out of 10) Graphics: 9 Sound: 9 Control: 9.5 Features: 9.9 Replay Value: 9.9 Special thanks to Freddy Chan for running a great PSX website, and to the mysterious Ms. Playstation for other help rendered. -- Walter Griswold