Armored Core 3 Author: Dash-X E-mail: dash_x@msn.com Version: 2.2 Contents --------------- 1. Version History 2. Introduction 3. General Tips 4. Guide A. 1st Layer: District 2 B. 3rd Layer: Industrial Research C. 1st Layer: Nature Area D. 1st Layer: Special Research E. 3rd Layer: District 1 F. 2nd Layer: Waste Disposal G. 4th Layer: Energy Production H. Layered Hub 5. Arena 6. VS. Mode Tips 7. Credits --------------- [ 1. Version History ] 9/24/02: ver. 1.0- Completed all missions a while ago. Began compiling notes yesterday. Notes written for the western portion of map. Began composing guide today. Arena section only contains basic tips, but will contain more in the future. Multi-Player tips need more fine-tuning. 10/1/02: ver. 1.5- Finished notes for central portion of the map. Only one portion (west) remaining. Meaning, that I am one update away from finishing the walkthrough section of this FAQ! Still working on some more advanced Arena tips, but I haven't received any e-mails complaining about the Arena. Added to the General Tip's section, and VS. Mode tips. Also (this is what most of my e-mails were about), I finally found out who runs gamefaqs.com! Check the "Credits" section. 10/3/02: ver. 2.0 Finished west portion of the map. Meaning that the walkthrough section of this FAQ is complete. Now, this FAQ can be of real assistance to people. Don't worry, though, I'm not completely finished with the VS. Mode Tips, and the Arena section. I'm seriously considering adding a new section. 10/23/02: ver. 2.2- Made a few minor changes. Specifically, I switched the order of the mission areas around. Doing that makes this guide a lot more practical. Also, expanded the "Credits" section. [ 2. Introduction ] Hi. How are you doing? Another year, another Armored Core... It doesn't seem like it was that long at all. Seems like just yesterday that I had finished the Armored Core 2: Another Age FAQ. A lot's changed since then. Thankfully, the amount of "Destroy All Enemies" missions (or DAEs for short) has been reduced dramatically. Now, the missions require a bit more thought and creative thinking. "Destroy All Enemies" or DAEs will not be covered in as much detail. The reasoning behind this, is that you really shouldn't need any assistance shooting at stuff. Oh, before I forget. This guide is meant to get you through the missions ALIVE. Meaning you may or may not be sitting pretty in the end, and you may or may not make much money, either. This is a little something I like to call the "Dash-X Guarantee". Mission guides are displayed in this fashion: (1.) (2.) (3.) (4.) 1. Eliminate Bombers: Kis. 28000 >18000 (5.) (6.) What will win: Power/ Target Prioritization (7.) When the mission begins, destroy a few enemies. They aren't that important, but they can be pretty annoying... (1.)- The mission name will be displayed. (2.)- The client (3.)- The amount of money offered (4.)- The amount of money you can realistically expect (5.)- What will win (6.)- Mission essentials (7.)- Mission information NOTE: On missions where there is a hidden part, I will provide info on how to get that part... To the best of my ability, anyhow. [ 3. General Tips ] A. Evasion- Evasion is important especially during missions. One of the easiest evasion techniques is to jump. By jumping, you can potentially dodge a few rounds, and/or force the opponent to look upwards. When executing this, try to use a little sense, eh. Jumping only works well at close range. Another important evasive maneuver is the basic strafe. Although the enemies have gotten a little smarter, they are still pretty stupid. Normally, they will aim for where you were rather than where you will be. Don't forget that you should try to strafe when you have enough room. As expected, this maneuver is practically useless in cramped corridors. As you grow more proficient with the basic strafe, you can learn to circle strafe. The circle strafe is, in essence, a strafe that moves your AC around the opponent. This is great for single opponent battles, but loses its effectiveness versus multiple foes. Finally, there is nothing wrong with moving at random. It's a good way to keep an opponent guessing. There is one major danger: hazardous terrain. B. Good Things to Know- 1. To conserve ammunition, only fire when the reticule is red 2. When in corridors try to boost/quarter circle strafe around corners. It's a good way to face the right direction, and you might avoid a few rounds. 3. Always keep the "Remnants of Enemies" gauge in the cockpit. It's a good measurer of progress. 4. Just because the woman says the objective has been achieved, doesn't mean that the mission is over. Be vigilant, you may need to escape, or survive until someone picks you up. 5. Make use of the environments. There are some areas where there are destructible and non-destructible items that can be used for cover. Sometimes, there is nothing wrong with running past a crate or other destructible item just to avoid a few rounds. Often, you won't be charged if that item is destroyed. As long as, for all intents and liability purposes, you aren't directly responsible for its destruction, that is. C. When to upgrade- I would suggest seriously upgrading your AC when you get 150,000~200,000 credits. Even then, choose your parts carefully. D. Padding the Ol' Wallet- A good way to make money, is to compete in the arena. Why? If you are stuck on a mission, and need some quick cash for better (or, in some cases, slightly better...) equipment, just beat the mess out of a few arena opponents, and you should be set. It may sound like a daunting task, but it's easier to do than it seems. E. It's Not Over...- Don't give up. You might be able to make it, if you really try. There are some times when you have to know when to hold 'em, or fold 'em. F. Extensions- Missiles aren't as annoying, or powerful in AC3 as they were in AC2. You should be able to make it through half of the game without completely relying on the missile-intercepting extensions. The other kinds of extensions are nice to have, but only have any PRACTICAL use in the arena, or VS. mode. G. Defending- Defending things is, surprisingly, easier to do than it was in the other AC games. When defending things, the best thing you can do is turn on your extensions. If the defensive target is stationary, put your back to it and face in the direction the enemies are coming from. Radar is ultra-important in these cases, because there are some instances when the enemy might come from a different direction. Mobile targets are a bit more difficult to defend. Depending upon the enemies you face, you may want to do one of two different things: 1. Slow/Powerful enemies- Run ahead of the defensive target, and eliminate anything/everything in the way. 2. Fast enemies- Stay behind your defensive target, at its side. or above the target, to pick off anything that comes near it. H. Spotless Record- To keep a spotless record, save after each successful mission. When/if you fail, load the game, and the failure shouldn't even show up. WARNING: When loading a game, pay close attention to what you are doing, or you may accidentally save the game. I. Winning Requirements- This is what will show up in the "What will win" category and a brief description. I will update these as much as possible, or as necessary. 1. Power- High offense weapons 2. Terrain Knowledge- Run through this area a few times to get to know the terrain 3. Ammo- Lots of ammunition 4. Speed- High mobility suggested 5. PoT- Prioritization of Targets/Only attack certain things 6. Endurance- High AP and defense suggested 7. Consort- Consort highly recommended 8. Patience- The mission may take a while to clear 9. CmBk- Come Back/If you have other options, come back to the mission after you beat the game. 10. Float- Floating legs highly recommended 11. Memory- A good memory of where you have been or AREA &PLACE NAME suggested 12. Boosters- Good vertical movement is recommended 13. Accuracy- Check your fire 14. Evasion- Avoiding enemy attacks is important 15. Map- Use of the map function is vital 16. Cowardice- Avoiding conflict is important 17. Cooling- High performance radiator recommended 18. Small- A light, small AC is recommended 19. Maneuver- Nimble, precision movement required J. Hidden Parts- Hidden parts are a bit more difficult to find in AC3. Mainly because, the parts are so small, and aren't really that definable from the environment. K. Consorts- Consorts are generally worth the money. While I would suggest playing through the missions without the aid of a consort, they can be useful for the missions when a decoy, er, partner is useful. For some odd reason the CPU puts priority on getting rid of the consort. You can normally use this to pick off the computer opponents. In general, the best two consorts are Apple Boy, and Huntress. Although, Spartan and Regina come close. L. Exceed Orbit or Over Boost- It really doesn't matter which kind of core you choose. Chances are, you won't use either function the entire game. Given a choice, you should probably use the (ugly) OB cores. At least you'll have the option of a quick escape. M. The E. Blade Advantage- For missions, the energy blade is the best back-up weapon you can have in your possession. Sure, its range is rather close, but so is the flamethrower. It never runs out of ammunition, so you can use it to conserve your rounds for when you will really need them. [ 4. Guide ] A. 1st Layer: District 2 1. Raven Test: GC 0 0 What will win: Anything This is a DAE. No time limit, no pressure, no problem. 2. Defend Testing Grounds: GC 18000 >18000 What will win: Power, Ammo At the start of the mission, you'll be better off remaining where you are, and only attacking what directly attacks you. When Laine says something, you will have one minute to get across town, get on top of the building, and destroy the bomber. If you are uncertain of where the bomber is coming from, check your map. 3. Secure Treme City: Mir. 0 >8000 What will win: Speed, Endurance, Power, Accuracy Don't hit Fanatic!!! She will go berserk. This is a DAE. After a while (mainly after you destroy the main MT force), some stealth MTs appear. Take care of them to clear the mission. 4. Defend the Arena: GC 0 >4000 What will win: Ammo, Speed This is another DAE. Try not to let Gaidoz have all the fun. As the amount you are paid is dependent upon the number of enemies you destroy. 5. End Employee Standoff: Cst. 11000 >15000 What will win: Ammo This is yet another DAE. There is nothing special here. Seek and destroy. Whatever you do, DO NOT WASTE MONEY ON A CONSORT. 6. End Employee Rebellion: Cst. 15000 <12000 What will win: Speed, Ammo Dang. Why are they so mad? Lousy pay? The fact that they are getting fired? Or, maybe they just found out they have no dental plan. No matter, you have three minutes to disable the generators, and you have forever to get rid of the enemies. The generators are in plain sight, so you should have no problems in finding those. If anything is tough, it is getting the enemies on the sloped corridor's ceiling. Try to get them on the first pass. 7. Destroy Escaping MT: Cst. 12000 11000 What will win: Speed, PoT Actually, you will have to defeat two MTs. Try not to destroy the first one too soon. Wait until the you can see an definite fork in the road. Destroy the first MT too soon, and you'll have quite a chase ahead of you. Don't bother with the reverse-joint MTs that block your way. They are just a distraction. 8. Escort Transport: Kis. 15000 >14000 What will win: Speed Remember that movie? You know, the one with that stupid guy in it? They had to keep a bus going at a certain speed or it would explode. The movie would have been much more interesting with an AC. When the mission begins, rush ahead of the transport, and clear away the debris. Once the first pieces of wreckage are out of the way, you'll have to spend the rest of the mission quickly clearing enemies, cars and rubble out of the way. Once the transport reaches the vehicle marked "FRIEND", the mission clears. What ever you do, make sure the transport doesn't touch you. B. 3rd Layer: Industrial Research 1. Secure the Mine: Mir. 11000 >15000 What will win: Speed, Endurance, Ammo Don't waste money on a consort. This is a standard DAE. You have three rooms to clear, and all of the time in the world to clear them. 2. Defend Personnel Convoy: Mir. 0 >44000 What will win: Endurance, Ammo Hidden Part: Don't lose any of the defensive targets. The easiest way to avoid losing any defensive targets is to use a rapid fire weapon to clear out the initial wave of enemies. Once they have been disposed of, it becomes a matter of destroying a pair of enemies at a time. Once the last defensive target passes through the gate, a bonus mission opportunity knocks. See DESTROY THE AC (under 3rd Layer: District 1). 3. Destroy Kisaragi Forces: Cst. 46000 >30000 What will win: Speed, Endurance, Power This is a DAE. You can do this the easy way, or the hard way. Either way, you'll end up facing an AC in the end. It is better for you if you let Street Enemy beat you to the door. If you did, you'll have to contend with a contingent of guerilla MTs. If you didn't you'll have a lot of agile, powerful auto-fighters to deal with. 4. Defend Naire Bridge: Mir. 13000 >8000 What will win: Ammo, Power Hidden Part: Before going across the chasm to the other side of the bridge, look at the structural beam under the central portion of the bridge. Land on that beam, and go to underneath the starting point. Grab the part, and go back. There is really nothing that should give you any trouble here. This is another standard DAE. 5. Destroy Naire Bridge: Kis. 11000 >5000 What will win: Speed, Power, PoT Hidden Part: Destroy both monorails When the mission begins, you have two choices: 1. You can plant seven bombs, destroy the monorails, and plant the last bomb. 2. You can destroy the monorails first, and rush to plant the bombs. Either way, you will have to avoid the enemies, and you will probably have a huge repair bill. You have approximately two minutes, thirty seconds to plant all of the bombs and destroy the monorails. 6. Rescue the Survey Team: Kis. 14000 >12000 What will win: Speed, Accuracy Hidden Part: It's in the drainage pipe next to the first hallway after finding the Survey team. From mission start, take a right. Continue in this direction until you encounter a dead end. On the right, you will see a white lit panel. Use it. You found the research team. Protecting these fellows is quite simple. Just make sure you grab the hidden part. Once the research team makes it to the start point, the mission clears. 7. Investigate Water Swells: Kis. 45000 >20000 What will win: Speed, Endurance, Ammo From the start point, go right. Try to ignore the enemies and go all the way to the end. Take a left. Not far into this corridor, you should see a white panel on the wall just before the corner. Use this panel to close the floodgates and stop the invasion. Head in the direction of the start point, and continue past the start point. You should see a door covered in webbing. Activate the panel next to it and prepare to fight. Aim towards the center of the ceiling, and fire for all you're worth. Try to dodge its electric loogies. When it seems to withdraw, it begins to fire lightning bolts that fire randomly. When it does this, you can avoid it by strafing left and right quickly. The creature should go down without much trouble. 8. Safeguard Water Supply: Mir. 20000 >10000 What will win: Speed, PoT Hidden Part: From the mission start, go to the far side of the top of the dam. It is right behind the building. When the mission begins, get the part, and look over the side of the dam. You should see a foothold. Drop onto it, and go into the recess. Destroy the enemies in your way, and activate the panel at the end. Gate six will open. Gate six is the upper gate at the far side of the dam. Go in, and open gate five. You should have seen it on your way to gate six. In the gate five corridor, you will notice a fork. Continue in the direction you are heading (the fork to the left leads to a room filled with water). At the end of the passage is a panel. Activate it, and go into the room previously filled with water. Drop down to the lower portion of the room, go to the other side, and fly up to the platform against the far wall. On this platform is the canister. Disable that, and the mission clears. 9. MT Training Exercise: Kis. 0 >35000 What will win: Speed, Maneuver, CmBk. Hidden Part: Do NOT get hit by a single missile. You may want to come back to this one once you can afford better equipment (to get the hidden part). You can clear this mission merely by surviving the two minutes. But, to get the hidden part, you will have to dodge all of the missiles. Here's how I did it: I removed all weapons, and equipped the best missile intercepting extensions, floating legs, two ammo+20% back units, and the decoys with twenty ammo. When the mission began, I used the first five free seconds (try saying that five times fast...) to get into the corner of the mission area, face as many MTs as possible, turn on my extensions, and deploy three decoys. I would stand behind the decoys, and "defend" one decoy with missile interceptors until the decoy detonated, or something hit the decoy. Then, I would lay two or three more decoys, and "defend" one of them. I continued this pattern until I ran out of decoys, or time ran out. Don't think that because you are doing this, you won't have to move. You will. If you are going to dodge the missiles without the aid of missile intercepting items, wait until you can see the missile itself, and strafe forward, away from the missile. This works because the missiles cannot radically alter their flight path once they are behind you. You'll know you are doing well when you hear the drill sergeant complaining. 10. Destroy Computer: Mir. 42000 >60000 What will win: Anything When the elevator stops, navigate the corridor. Clear the first room, and move on (remember, the more collateral damage you cause the greater your cash reward). In the next room, the enemies regenerate, so move past them, and go to the next room. Clear out this room, and go down the hall. When the hall forks, go left, and clear this room before you continue moving down the hall. At the end of this hall is the computer. Shoot it, or slice it to destroy it, and head back to the starting point to clear the mission. C. 1st Layer: Nature Area 1. Eliminate Bombers: Kis. 28000 >18000 What will win: Power, Terrain Knowledge, PoT When the mission begins, destroy a few enemy fighters. They aren't important, but can be pretty darn annoying. When Meyers informs you of an incoming bomber, go to the southwest part of the map. It should arrive shortly. Shoot it down, and head to the southeast. The second bomber approaches from that direction. Put it down, and the mission is complete. 2. Attack Mirage Forces: Kis. 25000 <10000 What will win: Ammo, Speed, Endurance, Consort, CmBk You may want to wait until you have better equipment to beat this one. Rapid Fire weapons seem to work best. To avoid getting slaughtered almost immediately, Head to the northeast corner of the map (near the supply truck). Put your back to the nearby rock formation. So that nothing can attack you from behind. You will want to defeat the fast moving enemies before you get rid of the slower ones. There is no penalty for using the resupply vehicle. 3. Destroy Massive MT: Uni. 100000 <80000 What will win: Ammo, Endurance, Patience, Power Hidden Part x4: 1.) Behind the rock formation behind the starting point. 2.) Complete mission without a consort. 3.) OP-I function: Complete mission. 4.) OP-I function: Defeat both portions of the MT. As the mission begins, you have two choices. You can take the fight to the MT, or you can get on top of the rock formation and wait for it to come to you. The second choice is better because you can get a hidden part. When the MT comes within range of your weapon, fire at will. Careful, though, the pursuit missiles it fires are nothing to sneeze at. Also, avoid close combat with the thing, as its gaze is quite deadly (in short, it fires lasers from its eyes). After it receives enough damage, it splits in two. You will immediately be teleported to the middle of the area. MAKE A MAD DASH FOR COVER!!! If you have ever seen an insect weave in and out of its surroundings to avoid being crushed, you will understand what I will write next. You will have to weave in and out of the wreckage in the center to avoid missiles and the super-powered shots from the other half. Also, make sure there is a piece of wreckage between your AC and the main portion at all times. If you are playing this for the first time, concentrate all of your fire on the main portion and you should do fine. However, if you have obtained OP-INTENSIFY, you will want to defeat the other portion. The plan changes dramatically. Avoid the initial volley from the MT and his cannon, and head for the rock formation in the distance behind you. Wait for the detached portion to come your way, dodge when it fires at you, and follow behind it while pelting it with weapon fire (I used large rockets, but you might be able to come up with a better solution). Hopefully, the main portion has been caught in the wreckage for a while (Its AI is quite stupid...). Once the cannon is destroyed, you are free to concentrate on the main portion. To obtain the OP-I function, a consort is highly recommended. *Cough*Spartan*Cough*... 4. Defend Water Processors: Kis. 24000 <9000 What will win: Speed, Float, Ammo, PoT, Consort (Helicopters) Hidden Part x2: 1. From mission start, jump over the pipeline to the left. It should be along the pipeline wall. It is difficult to see. 2. OP-I function: Destroy AC and complete the mission. Destroy the first few helicopters that arrive. Megalo should show up, shortly after. Concentrate on him, the consorts should be able to mop up some of the other enemies. Careful, though, if just one of the processors is destroyed, the mission is over. After all of the enemies are taken care of, a bonus opportunity presents itself. See: ELIMINATE BOMBERS. 5. Prevent Capsule Theft: Kis. 32000 <20000 What will win: Speed, Ammo, Float This mission is simple because the enemies are weak and slow. That's not all, though, you receive an audible every time a capsule is touched. Just go back and forth between the two capsules to effectively clear this mission. The capsules can't leave the area of ops or the mission is over. 6. Recover Ship Cargo: Mir. 31000 <20000 What will win: Speed, Memory, Boosters, Map Hidden Part: In the engine room there are two doors, one straight ahead, and one to the left. Take the left door. In the room with enemies in it, the part is on the floor in a corner. You can't miss it. When the mission begins, shoot or cut the hatch control (labeled "TARGET") and drop down. Try to ignore the enemies, because they aren't dangerous (even in large numbers), and they will come back eventually. After dropping down four or five times, you should come across a room with three or four levels and a mess of containers. Head to the corridor on the other side, and drop down. You should see a door ahead of you. Go through it, and the next one. Sounds like security has noticed you. In this room there is a door to the left, and a door on the opposite wall. To complete the mission, go to the door on the opposite wall. To get the hidden part, head through the door on the left. If you go through the door straight ahead, you will end up in a room full of activity. Rush through to the other side, and go through that door. Navigate the corridor, and take the cargo. If it hasn't already, the hull should be breaking about now, and you should have six minutes, ten seconds (or less) to evacuate the premises. Get back to the start point quickly. To save time, only destroy the enemies that get in your way. If the time can be found, try to destroy some of those containers you see lying around. 7. Defend Helicopter Crew: Cst. 40000 ? What will win: Speed, Ammo As soon as the mission begins, head to the main platform as quickly as possible. Fly or walk, it doesn't matter. Destroy the enemies that are currently in the area. You need to keep at least one of them alive for two minutes, forty-five seconds to clear the mission. If you can do so without compromising the mission, collect the cargo for extra credits. 8. Destroy Massive Weapon: Mir. 80000 >60000 What will win: Speed, Power, Ammo, Float Hidden Part: As soon as the mission begins, shoot the grate on the ground in front of you. Drop down, the part should be in the hole on a beam. This is easy. Just shoot it until it dies. It rarely attacks. Don't try to hit it when it submerges, and don't get too close. You COULD hire a consort, but that would just be a waste of money... D. 1st Layer: Special Research 1. Defend Ruglen Laboratory: Cst. 34000 >14000 What will win: Speed, Power, Accuracy When the mission begins, rush to the second room. Help Cold Heart destroy the enemies there, and head for the next room. This guy doesn't look so friendly... The first thing you will want to do, is find a way to protect Fragile and Cold Heart (If they are alive when the mission ends, Cold Heart gets an AC, and you get a hefty bonus.). You only have to survive thirty seconds until the door opens, but do you want to run? Probably not. Try to get its attention since your AP should be higher than Fragile and Cold Heart's combined. Give it all you have, and it should fall before it can put a hurt on either of them. If you must run, just head back to the starting point. 2. Eradicate Life Forms: Cst. 26000 <12000 What will win: Speed, Accuracy, Ammo, CmBk Hidden Part: Defeat all creatures without using canisters. When the mission begins, fly up to the catwalk above. That way, they can't get any free hits. Wait until the canisters fall from the ceiling, and destroy them. Now, head to the next room (without attacking the creatures) and destroy the canisters there. Now, head to the final room, and destroy the last two canisters there. The creatures have been significantly weakened. All that is left to do, is eradicate the creatures. If you are going to attempt to get the AC part, use a tank AC equipped with the MOONLIGHT, and grenades. 3. Destroy Germ Canisters: Kis. 36000 <28000 What will win: Speed, Ammo, Accuracy When the mission begins, go to the first room and destroy the six long vertical canisters on the walls. This mission is easy as long as you keep moving, ignore the enemies and destroy all six canisters before moving to the next room. After a little bit, they will initiate a lock- down sequence. If you get locked in, game over. Just repeat the process several times and head to the escape point in the last room. 4. Protect Crest Convoy: Cst. 42000 <35000 What will win: Accuracy, Speed Hidden part: From the start point, turn left just a little and jump up to the top of the trench. You should be facing a radar array. Quickly, go to the radar, and grab the part. It's difficult to see, but it's right next to the dish. When the mission begins, get the hidden part, and STAY ABOVE THE TRENCH! The enemies that drop down, won't normally attack you directly, and you'll have a good vantage point. When the fighter jets show up, use the anti-missile extensions, if you have them. From there, it's just a matter of destroying the ground-based targets. 5. Disable Radar Equipment: Mir. 31000 <20000 What will win: Map, Speed, PoT A consort isn't essential for the first part of the mission, but would come in handy later on. Use your map to find the targets. Try to ignore the enemies. The only two targets you should have problems locating, are the ones in the trench. They are right next to each other. After all five of the dishes have been destroyed, Laine will tell you to enter the main building and take care of anything in there. The main building is near the last two dishes you destroyed (the ones in the trench). Inside, there are two ACs. This is where the consort comes in handy. The consort will normally keep both of the ACs busy while you wear the duo down from a safe distance. If you are looking for a challenge, however, you can try to take this mission on without the aid of a consort. 6. Destroy Gun Emplacements: Cst. 35000 <10000 What will win: Speed, Ammo, PoT Hidden Part: Clear DISTRACT UNION DEFENSES When you participate in this mission, it is important to remember that all of the gun emplacements are on or near the river. So you should head there first. Don't bother with trying to defeat all of the enemies, just the ones that get in your way. There are two cannons on the side you begin the mission on, and three on the other side of the river. Destroy the cannons fast enough, and you'll get to participate in a bonus stage. Namely, DISTRACT UNION DEFENSES. Head to the transport if you want to go. Since there is no real penalty for using a consort, bring one along. 7. Distract Union Defenses: Cst. 45000 >0 What will win: Speed, Ammo, Cowardice This objective can be completed whether you fight or not. Just by surviving the level you complete it... Provided you get to the escape point. For best results, fight for a little while, then retreat to where the enemies ain't. Consorts make good cannon fodder. If fighting is a must for you, destroy the enemies on the ground before you get the enemies in the sky. 8. Recover Data Capsules: Cst. 32000 >25000 What will win: Speed, PoT, Map The first capsule is located straight ahead. The second, is located further ahead next to the riverside. The third and fourth are located on the other side of the river. When near the river, be wary of the gun emplacements. They pack a wallop. Now that the easy part is out of the way, the, uh, easy part is coming up. It seems that the transport can't pick you up until the rain lets up. You'll have to defend yourself until then. This can be done best by paying close attention to your radar. Only destroy the enemies that get too close to you. After 30 seconds - a minute, the rain will let up, and the mission ends. E. 3rd Layer: District 1 1. Eliminate Intruders: Cst. 22000 >12000 What will win: Power, Endurance, Ammo Hidden Part: OP-I function: Defeat AC This is a DAE. Just destroy as many enemies as you can before the AC arrives. When it does, eliminate any enemies ahead before backtracking to the starting point to face the AC. This AC isn't difficult. Just remain in the street-like corridor and pop out occasionally to hit it. Crossback seems to favor the left side of the area. 2. Safeguard Alloy Sample: Cst. 30000 >2000 What will win: Power, Endurance, Ammo Hidden Part: Don't lose the transport. As soon as the mission begins, run ahead of the transport and destroy every enemy you see. Sooner or later, the transport should arrive to open the gates. As soon as you step through the second gate, an AC arrives. Run to the street on the left (while attacking), and take out the first MT. Then, quickly focus your efforts on the AC. You should have him taken care of before the transport rounds the corner. From there, just destroy any MTs you see. The mission clears when the transport reaches the building. If, for some reason, the transport is lost, pick up the alloy sample, and high tail it to the large building. 3. Eliminate Infiltrators: Kis. 15000 <9000 What will win: Speed, Ammo, Accuracy This is a DAE that takes place in a parking garage. Check your fire. As hitting the beams above the parking lot causes the lights to go out. Trafalgar will be there to help on the final floor. 4. Destroy the AC: Mir. 32000 <30000 What will win: Speed, Power When the mission begins, head in the direction you are facing, and hug the right wall. Try to ignore the enemies, or only destroy what gets in your way. Eventually, you will hear a someone say "You're on your own". You are near the target. Go into the nearby hole, through the corridor, and into the room. Chain reaction is easy to defeat. Just duck behind the wall for cover and pop out to hit him every once and a while. He seems to get caught in corners and on walls easily. 5. Defend the Monorail: Mir. 15000 <11000 What will win: Power/Speed This is technically a DAE since the enemies never attack the transport. You'll have to take out twelve enemies, total. They come in three waves. The first wave consists of six enemies, the second wave, four, and the third wave two. F. 2nd Layer: Waste Disposal 1. Bomb Disarmament: Cst. 30000 <19000 What will win: Speed, Boosters, Ammo, Cooling Hidden Part x2: 1. Defeat all enemies. 2. OP-I function: Defeat enemy AC Destroy the first two enemies beyond the door, and an enemy AC will arrive. Get rid of him, and his buddies on the upper level. This is a lot easier than it sounds. The first bomb is on the second level, high upon the northwest door. The second bomb is on the southwest door on the second level. The third door is on the pillar on the third level. The last bomb is on the third level, high upon the east wall. 2. Disable Pulse Generators: Mir. 51000 >40000 What will win: Speed, Map, Power, Endurance Hidden Part: In the duct above the final pulse generator. Drop to the bottom, and disable the target there. Behind the target, one level up, is a door with white lights. Go through it. Destroy the four grates above, and disable the nearby target. From there, go across the grate on the floor, and destroy the next four grates on the ceiling. Go through the door, and across to the next door. Navigate the corridor, and go into the next room. Drop down to defeat the AC. Defeat him, and disable the local generator. Enter the door two or three levels up. Shoot the grates on the ceiling, and the last target is dead ahead. Before you get too close to the pulse generator, take a close look at the ceiling. You should see an opening. If you want the hidden part (and you will), go into this hole and land on the left hand side. It is close to the end of the small hallway. Once the part has been acquired, go disable the pulse generator. 3. Defend Crest HQ: Cst. 56000 >40000 What will win: Boosters, Range, Accuracy When this mission begins, fly up to the fourth or fifth level. From there, it's just a matter of destroying anything that floats into range. Do NOT let the pods reach the top of the area. 4. Disable Security System: Uni. 51000 <40000 What will win: Small, Speed, Maneuver Before we proceed with the mission walk-through a small warning is in order. DO NOT TOUCH THE LASER BEAMS!!! Touching the laser beams will cause invincible wall turrets to pop out and pelt you mercilessly with high-heat rounds. With that said, let's proceed. In the first room, fly to the second level. Fly below the structural beam, and onto the second level of the next area. Exit through the S-04 door. In the corridor, jump the first couple of lasers by hugging the ceiling. Run under the moving beam when it goes all the way up. Jump the next lasers, and proceed into the next room. Feather the jump button to navigate these lasers, and head through S-10. In this corridor, go through the first set of lasers when they separate, and do the same with the second. In S- 17, get onto the second tier, and look over the hallway-like area in this room. Fly to the clear spot, and make a run for the next door. Hug the wall in this hallway, and until you see two beams coming your way in unison. Follow them on their way back, and avoid them when they head in your direction. Hug the wall and ceiling on either side to avoid the last three beams in this corridor. Proceed to S-31. In this room, rush straight ahead to the other side (if you can find a better way, do it...). In this hallway, avoid the lasers (easier than it sounds), and move forward. The target is in S-00. In this final room, rush to the other side, and disable the security system. You should be able to disable the panel before the turrets begin to fire. 5. Assault Crest Facility: Uni. 51000 >70000 What will win: Speed, Ammo, Power This is a DAE with a twist. You are racing other Ravens to the generators. Move quickly. There is a hefty bonus for getting to the generators first. G. 4th Layer: Energy Production 1. Defend Energy Reactor: Uni. 67000 <50000 What will win: Speed, Power, Accuracy This hallway section of the mission is like a game of "Red Light, Green Light". When you hear the shields power down ("green light"), move quickly. When you see the huge projectile ("red light"), seek shelter in one of the wall recesses. The objective here, is to hit the target in the center, once you are close enough. In the next room, be careful not to damage the central pillar, and defeat the AC. He really isn't much to write home about, so you should be able to take care of him with no real problem. 2. Investigate Magna Ruins: Mir. 55000 <30000 What will win: Speed, Power, Ammo This is a DAE. Be careful. Once the stealth MTs are taken care of, you'll have to contend with Fanfare, and your consort AC, Huntress. 3. Steal the Access Program: Cst. 49000 <36000 What will win: Map, Speed Go through the door, and destroy all of the enemies in there and the next room. In the following corridor, go left. In this new corridor, ignore the enemies to the left, go right, and take another right. Follow the corridor to its end, and go through the door at the bottom of the slope. Keep going, and grab the target. Now, all you have to do is head back to the start point. 4. Infiltrate Rehito Lab: Uni. 52000 <38000 What will win: Map, Speed, Ammo, Power In the first room, destroy the enemies, and proceed through the next room. In the hallway, take a left. In the next hallway, take a right, and another right. You may want to seriously consider only taking out the enemies in your way, at this point. Navigate the lasers (or plow right through...), and head down the slope. In this room is the first code key. Whether you destroy the enemies or not, is up to you. After grabbing the code key, go back to the laser-filled corridor. Before the laser area, you should have noticed a door. Enter the door. In the next room, go through the door on the left. Grab the second code key, and proceed to the next door. In the next room, grab the third code key, and head back to the room with the mainframes in it. This time, take the door on the right, and insert all three code keys. Now you can enter the door that was previously locked, and acquire the target in that room. On the way out, you'll encounter an AC. Get rid of him. The easiest way to dispatch this loser is to take cover behind the mainframes when necessary. Once he's kicked the bucket, head back to the start point. H. Layered Hub 1. Infiltrate Layered Hub: Uni. 150000 150000 What will win: Speed, Power, Ammo It is possible (and highly suggested) to get through the first section without destroying any enemies. If you want to destroy the enemies, go ahead. But, if you want to finish this quickly, you'll try not to destroy any enemies. In the first room, rush past everything. In the next room, climb to the top. To avoid taking any unnecessary hits, try not to move unless you know where you are going. In the following room, rush to the left, and through the door. In this final corridor, ignore everything and head to the other side. Your AP and ammo should be replenished. In the next section, jump onto the platform in the center, and jump right off. Wait for thirty to sixty seconds, and drop down to the bottom. Go through the door. Don't let these two intimidate you. They are practically mice with guns. One of them only seems to use his Exceed Orbit ability, while the other only seems to attack using a laser rifle. After you deep-six them, go into the next room. Wait until Laine says something about a heat source in the center. A "TARGET" icon should appear on the center of the pillar. Fly up, and attack it with your blade. After a few swipes, the column wall should give way, and expose the controller. Now, destroy the controller's core. Checkmate. [ 5. Arena ] Yeah! The arena is back! This arena is much easier than the AC2 Arena. The enemies don't seem all that bright... While there are a few that will give you trouble, they won't give you trouble for long. Here are some basic pointers: 1. Before you begin a match, check the opponent's stats with the Triangle button. This is a good way to see what kind of equipment the opponent is packing, and what you're up against. 2. Choose a stage that puts your opponent at a distinct disadvantage. Personally, I like the Arena for slower moving, low-level opponents, and the Parking Lot for faster opponents, or those carrying vertical missiles. But, if you want to fight fair, no one's stopping you. 3. Take advantage of the enemies' stupidity. Sometimes, the enemy will get caught behind a wall, end up standing on top of you, or step out of bounds. These incidents happen quite often, so take advantage should the opportunity present itself. The same rules apply in the "Extra Arena" mode. To make the "Extra Arena" mode easier, try to focus on the opposite team's leader for easier wins. MORE SOON. [ 6. VS Mode Tips ] The VS mode has been made even better. Now, it is possible to have a four-man death match. Provided you have an extra PS2, i-Link cable, second TV, and extra copy of AC3 lying around... You don't? I didn't think so (I don't either). This is possible if you are one of those lucky people who have an i-Link cable, friends with a PS2, a video rental card, and a family with multiple television screens. Failing that, you'll most likely face your opponents one-on-one. Or, you'll have to settle for facing 'bots (nobody wants to do that...). A. 4 Player Tips 1. Make sure you know where all of your opponents are. This is important because a few insidious individuals will seemingly disappear while two or three of the other opponents duke it out. When one or two weakened opponents are left, guess who arrives to claim victory. 2. The evasion techniques you use against single opponents are worthless against two or three opponents. You'll just have to move at random. 3. When playing on teams, the opposing team's leader should always be the main target. Just by defeating the leader, the match is won. B. 2 Player Tips 1. Know how fast you are capable of moving. This is important. By knowing this, you will be able to discern what you can and cannot dodge. 2. It is possible to make heavyweight ACs appear to be moving quickly. It is best to use weapons with low energy drain, a generator with a high out-put, and good boosters. An Over Boost core is recommended, but not essential. As we all know, heavy things move fastest when they are in a state of falling. Constantly jumping up, and falling down dramatically increase speed. Another way to increase speed is to use the energy blade and continue moving off of that. These are just two of the methods I've seen other people use. Try to create more. 3. Evasion of evasion techniques: a. Circle Strafe- Get out of the circle. b. Strafing- Strafe in the same direction as your opponent. c. Jumping/Death From Above- Jump to fight on their level. d. Random Movement- Move randomly. 4. Certain arenas were made with stealth in mind. Specifically, the Tropical Forest, and Parking Lot levels. The poor visibility, and abundance of places to hide are indicative of this. These levels can be quite deadly to those who don't know how to take advantage of them. 5. Machine gun fire is avoidable... Kinda. If someone is strafing, while firing at you using a machine gun, strafe while moving in closer to the opponent. Careful, most FCS units will catch on to your movement in approximately .5 to 1.5 seconds (by estimate), but won't track immediately if near-instantaneous movement is taken in a radical direction (45-90 degrees vertical, or in the opposite direction). You won't be able to dodge all of the hits, but you should be able to avoid enough shots to endure. This is also a good way to wear out an opponent's ammo reserves, but don't depend on it. [ 7. Credits ] People I would like to thank: Me. I put up with me everyday... I deserve some thanks. I think. My Mother. Without whom, I wouldn't be here. My Employer. I love my job. God. You know the drill... My friends. For taking some time from their "busy schedules" to play some AC (and lose three of five times). 2-Ton Tony. For taking some time to test one of my theories. Oh yeah, you weren't bothering me with the e-mail... The person who runs this site, CJayC. Running gamefaqs.com has to be a trying task. If it was I, I'd be in a padded cell by now... __________. You can put your name there. You deserve it. The people at Agetec and From Software. They made the game and released it. So, Thanks. This document copyright Dash-X 2002. This document may not be used without the EXPRESS WRITTEN CONSENT of the writer. If it is, and if I find out about it, be prepared to face litigation.