|ŻŻŻŻŻŻ|ŻŻ| |Ż|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ| |Ż|Ż\Ż| |ŻŻŻŻŻ|ŻŻ| |Ż|ŻŻŻŻŻ|ŻŻ| |ŻŻ|
| |ŻŻŻŻ| |_| | |Ż| | ŻŻŻ|_ ____| | | | | ŻŻŻ| |_| | ŻŻŻ| | | |
| |(ŻŻŻ| | | | |ŻŻŻ| | | | _____|_|_\_|_ ŻŻŻ| | | |ŻŻŻ| | | |
| |_| | |Ż| | |_| |ŻŻŻ | | || | | | _||ŻŻŻ | |Ż| | ŻŻŻ| |__| |__
|______|__| |_|______|_____| |_| Ż| |Ż| | _||_____|__| |_|_____|_____|_____|
Spoiler-free FAQ & Walkthrough |_| |_|_|___| by Shotgunnova (P. Summers)
I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS
Menu Overview .................................................... MNOV
Tips N' Tricks ................................................... TPST
III. WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT
01) Niihama Pier N3 .............................................. WK01
02) N3 Parking Garage ............................................ WK02
03) Multi-level Warehouse ........................................ WK03
04) Tohoku A.R. Residential Block ................................ WK04
05) Tohoku A.R. Dam Site ......................................... WK05
06) Tohoku A.R. Office Block ..................................... WK06
07) Tohoku A.R. Anti-personnel Training Grounds .................. WK07
08) Tohoku A.R. Anti-tank Training Grounds ....................... WK08
09) Tohoku A.R. Chopper Storage Block ............................ WK09
10) Tohoku A.R. Shaft ............................................ WK10
11) Tohoku A.R. Underground Factory .............................. WK11
12) Tohoku A.R. Experimental Farm ................................ WK12
IV. FAN GUIDE . . . . . . . . . . . . . . . . . . . . . . . . . . . . FNGD
V. UNLOCKABLES . . . . . . . . . . . . . . . . . . . . . . . . . . . LCKB
VI. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
VII. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . UPDT
VIII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT
I. CONTROLS [CNTR]
_____ | | _____
L2 BUTTON --> /____/\ | | /\____\ <- R2 BUTTON
L1 BUTTON --> /____/\ \_______| |_______/ /\____\ <- R1 BUTTON
/ _ \________|__|________/ _ \
/ _| |_ _ /_\ _\ <- TRIANGLE BUTTON
DIRECTIONAL --> | |_ _| [SELECT] [START] |_| (_)| <- CIRCLE BUTTON
PAD | |_| [ANALOG] (X) | <- X BUTTON
/ ____ ____ \
/ / \ / \ \
( ( ) __ ( ) )
\ /\ \____/ / \ \____/ /\ /
\ / \______/ \______/ \ /
\_____/ LEFT ANALOG RIGHT ANALOG\_____/
Ghost in the Shell SAC is compatible with a DualShock controller, and plays
best with one. In fact, it's mandatory as the analog control can't be taken
off. [As such, any buttons that have no function are not mentioned.] Config
setups can be changed under the Options screen on the main/in-battle menus.
| BUTTON | FUNCTION |
| Start | Pause game |
| Select | Levels camera angle |
| Circle | Reload current weapon / Exchange current weapon for new one |
| Square | Switch auxiliary weapons |
| Triangle | Switch main weapons / 'Cancel' button for menus |
| X-Button | 'Inspect' button, for consoles, marked targets, etc. |
| L1 Button | Fire current weapon |
| L2 Button | Initiate combo sequence (1-4 hits) |
| L3 Button | Toggle crouch mode |
| R1 Button | Evasive flip/roll (use with left analog) / Catch ledge |
| R2 Button | Jump button |
| R3 Button | Toggle zoom function (sniper rifles only) |
| L. Analog | Controls characters' movement |
| R. Analog | Controls camera POV |
STEER : Left analog GRENADE: L2 Button
ROTATE: Right analog MAINGUN: L1 Button
CRUISE: R1 + Left analog JUMPING: R2 Button
II. TH' BASICS [THBS]
MENU OVERVIEW [MNOV]
For the in-battle menu:
Exit ---------------> Exit menu
Options ------------> Open options menu (see below)
Retire -------------> Abort entire mission
Restart ------------> Restart mission from last waypoint (automatic save)
Communications Log -> See commlog for all missions (conversations, FMVs...)
Word List ----------> Dictionary of terms used in all missions
For the options menu
Exit ------------> Exit options menu
Config ----------> Configure controller setup
Vibration -------> Toggle vibration function on/off
Screen ----------> Toggle normal/widescreen picture
Subtitles -------> Toggle subtitles on/off/automatic
Sound Setting ---> Change sound volume
Music -----------> Change music volume
SE --------------> Change sound effect volume
Brightness ------> Change screen brightness
Position Screen -> Manually position screen
Save ------------> Save current game (title screen only)
Load ------------> Load current game (title screen only)
Default ---------> Defaults all options to original state
TIPS N' TRICKS
Like usual, here's any relatively good information I've come across. And,
like usual even more, any reader who has "the goods" can "send" them to "me"
in this section and I'll write 'em in for the world to see. All credit given
When facing snipers, they're instant kills if the get the time to aim at
the character (usually a little under 2 seconds flat). As such, the best
way is to avoid them, although there are times when Motoko will start
higher than them and can freefall some grenades into their laps. But the
thing you never want to do is JUMP when they're in your sights -- sorry,
they're going to down you like a clay pidgeon without blinking an eye.
If possible, find cover or thermo-optic camouflage to avoid detection.
Hacking is the process of taking over another enemy's cyberbrain for a
set amount of time. To do so, first find a hacking code and unit ID among
enemy remains, the find an enemy whose triangular icon is blue and blinking.
These are the only ones capable of being hacked. Following that, there'll be
a 0:20 time limit to hack the barriers, which is done by lining up the
rotating pieces of the image so they fit perfectly; pressing prematurely'll
deplete time from the clock. When a hack goes through, Motoko can control
that enemy from afar and attack the foe's comrades. I explained all of this
to say this: hacking, overall, is a waste of time and sucks pretty bad.
When later levels have three barriers to hack and the time limit doesn't
increase, it's easier to just give 'em a shotgun Happy Meal, y'dig?
Most enemies handling normal weapons like shotguns/machine-guns can be
baited into firing for a set amount of time. If so-and-so is behind cover,
they can simply pop up while the foe's vulnerable and kill 'em. Use cover
effectively and it'll never go wrong -- it can't break!
Comboing enemies is fun...if you're Motoko and on an early level, and there
aren't any other foes around to get potshots. Yes, comboing kinda loses its
cool after a few levels -- simply putting one between an enemy's eyes is
more resourceful. But, if you love ammo conservation, comboing an enemy
who's alone and oblivious to the character's presence, it can be a quick
way to neutralize 'em. Just don't try to combo a huge enemy group unless
you love lying in a pine box...
___________________________________________________/ III. WALKTHROUGH [WLKT] |_
01) Niihama Pier N3 [Makoto] [WK01]
If you're just starting this game, it would be wise to try out the Training
mode, which is hand-holding enough to get the controls down. This guide --
which is written in Normal mode -- assumes one already has the bearings down.
There's no reason to start by flying blind, aye?
Except for one anomaly, levels are split between Motoko ("The Major") and her
frequent battle partner Batou, done in an alternating fashion. Levels can be
long and are segmented into sections; as such, this walkthrough follows suit.
This also helps when trying to locate the levels' 10 fans -- collectibles
that will give two powerful weapons when all are found -- easier to stomach,
since they can and will be an annoyance for perfectionists.
Anyway, tally ho on the walkthrough!
Part 1: Niihama Pier Gate
FANS: 1/10 [Spinning on top of the gate station's roof]
Following an awesome insertion method (which will be familiar for fans of the
awesome, awesome anime), Motoko starts the first level on a roof, overlooking
the small starting point: a gate. The default weapon is a Seburo machine gun,
although our gal has some throwing knives as auxiliary weapons. The entire
area's vacant and nothing's to be found near the waterside, although I
should note this is one of those games where the character has amazing powers
but still can't swim -- d'oh!
Near the pier's gate is a computer terminal propping up a sleeping guard. A
swift kick to the face will wake him up and put him right back down. Approach
the locked exit and Ishikawa will say that an authorization code is needed to
get through, which marks the nearby terminal as the source. This is just a
head's-up on how the rest of the game will be, basically. Get the code, blow
up the first fan if y'didn't already, and slide on through.
Part 2: Pier Environs
FANS: 2/10 [Near dead terminal, on side of building along water's edge.]
3/10 [On roof with 4 spotlights. Stand on building stack for good shot]
After the chief's call, you can probably see a patrolling guard in the area
around the heavy freight boxes. He'll near another standing on top of a box,
and when defeated, gives up the area's unit ID, which will display all the
cohorts' positions for easier location. Look for an opening in the stacked
crates and jump through to where the other enemies are walking the beat.
Approach one of the cranes to get a call from Ishikawa, who says a terminal
nearby that can control them. Pick up any SMGs the enemies drop here for a
2nd main weapon, then locate the marked terminal on the ground area -- this
sets a crane in motion, accessible by a stack of boxes underneath it. When
it nears the apex and stops momentarily, jump and grab the outcrop to pull
up. The 2nd fan is visible on the 4-spotlight building from here. Jump off
the crane to the 3rd crate-enclosed area when possible.
There is a 2nd moving crane here, and another gaggle of goofballs walking the
ground there. One coughs up an AS17 shotgun, one of my fave close-up weapons,
and a OHKO or 2HKO to most enemies in the game (assuming they're hit square).
Inspect the terminal after the transmission's done to find it's dead; another
route will have to be found. The 3rd fan is near here the dead terminal. Spot
it by standing near the water's edge, and facing the building's wall nearest
the waterside -- it's in an untraversable crook of the facade.
There are four tall stacks of boxes within this compound, and the one nearest
the water's edge has the smaller ones to use on the way up. Now, the crane's
not reachable normally here, so instead, I suggest jumping diagonally toward
the one nearer the center -- if done right, Motoko catches the edge and can
shimmy to a pull-up. From there, it's easy to leapfrog stacks to the opposite,
enclosed waterside area. During this part, make sure to shoot down the fan we
saw before, which should be within range if you stand on a nearby stack.
Once inside the remaining portion of the pier, there's a few more guards to
take care of, two of the three walking in plain sight on crates. If Motoko
needs a pick-me-up, there's a restoration kit along the waterside near the
window marked as an entrance.
Part 3: Warehouse Interior
FANS: 4/10 [Spinning in the interior, near the cargo door by a ship.]
The eerie clip-clopping of shoes says someone is nearby. To find them, the
Major will have to harness her walljump technique. Locate a corner formed by
some boxes, leap upwards, and hit R2 + direction. When possible, grab the
ledge in midair and climb up; below is the patrolling guard. He carries an
AR27 machinegun, unit ID, and hacking code, for reference. This pinpoints 6
more foes in a congested space, separated by a wall of crates. Walljump up
there to start a firefight. Flip the elevator activation panel near the
health kit, which marks the elevator near the moored ship we saw a little
bit ago. The 4th fan is spinning on the ground in a dead-end, near one of the
cargo bay doors that gives view of the freighter.
Ride the elevator when ready.
Part 3: Warehouse Mid-Level
FANS: 5/10 [On part of elevator directly in front of where the Major starts.]
FANS: 6/10 [On stairway building's awning; wall jump to get on top.]
This upper area is similar to the one two stages ago, where there are lots of
stacked crates (or walljump opportunities) and enemies strewn throughout, on
both low and high levels. The first fan is right near Motoko's starting point,
too: proceed through the cargo lift and turn around, spotting it on part of
the crane strut. You may find that there are more heavily armored foes here
now, so that a shotgun only 2HKOs now (if you're using it). They carry said
weapon, as well. Extra shells are in one of the dead ends, and the health
refill is under the small building's staircase.
When the coast is clear, look for an unmarked, opened elevator and try the
switch in there; this marks a terminal on the nearby building. The awning
above the stairway has the 6th fan rotating above. To get on it, walljump off
the locked crane elevator at the foot of the stairs, grabbing in midair. Now,
the lift can ferry the Major up to the top portion, so do it to it!
Part 4: Crane Struts
FANS: 7/10 [Climb ladder at start, turn left, jump up gray object to find]
: 8/10 [On end of the middle catwalk, just like fan #7]
As y'may have guessed, tumbling from these tiny catwalks results in failure,
even though Motoko's shown she can survive a fall that large (huh?). There's
only one enemy here to start with, and patrols a far portion of the struts.
He can be taken out later. To find the 7th fan, climb up the ladder at the
start and turn "left," facing a gray object. This can be jumped up on even
though steel framework above would make it seem impossible.
Take him out and look for 3 small platforms on a rail stretched between
struts -- use these as stepping stones. Approach the terminal to find a foe
with a Unit ID; this spawns some more enemies around the area. Flipping the
computer sends in a few armed drones (they look like bees) which are agile
and rather annoying. Once Motoko gets back to the central catwalk, obtain
the 8th fan, which is sitting quietly past the gray object at the dead end.
Since the terminal made the crane "stepping stone" platforms move, it's now
possible to get to the catwalk the 1st enemy was patrolling. A switch there
powers on Pier 2's elevator, which Motoko can take down immediately after.
It's underneath where the terminal is, so simply climb down the ladder to
Part 5: Freight Yard
FANS: 09/10 [On top of crane near the start (sniper rifle required?)]
10/10 [On top of crane near hackable sniper tower (s. rifle required?)]
Tagusa and Saito warn the Major of snipers in the vicinity. Basically, their
lasersights will aways point to Mokoto since they're satellite-linked, and
after about 1.5-2 seconds within their sight, they can instantly score a
headshot (i.e. instant failure). These guys will be annoyances for quite some
time, but they're not invincible. Staying out of open ground is the easiest
form of defense, until one can get closer.
Before we do any fan hunting, let's take out those snipers. There's a string
of patrolling guards on the "lee" side of the snipers, which should eventually
bring our heroine to a guard with a unit ID and hacking key. Around the corner
from here is a sniper tower...except that guy isn't paying attention. Now's
the time to hack his cyberbrain and have him neutralize the other two snipers.
Want the sniper rifle? Make sure to jump out of the tower away from the water.
Backtrack to the starting point and enter the open area the snipers guarded.
A few more grunts here can cough up a hacking code/unit ID. Continue along
until the chief phones in to talk about the rooftop squad. Climb to a high
point to get a vantage point for jumping over the huge fence. From here, the
9th fan -- which was atop the crane near the start -- can be sniped. As far
as I know, the sniper rifle is mandatory for this one.
When ready, kill the rooftop squad and the patrollers around its base. It's
pretty easy if you just snipe 'em, but don't waste all the bullets. Before
approaching the Jameson-type cyborg -- which is marked -- stand as high as
possible on the roof and use the sniper rifle to search the other crane. This
one spins on top as well, but may be partially hidden by some railing/etc.
[You might be able to get this fan during the hacking portion, by having the
sniper jump onto the crane near his tower...?]
After destroying the 10th, check out the Jameson.
02) N3 Parking Garage [WK02]
This will be Batou's first level, where he's to infiltrate the garage and see
what the dealers are selling. Unlike Motoko, he can't do backflips and wall
jumps to suit the situation -- instead, he can only roll out of the way. But
this doesn't mean his levels will be dumbed down!
Part 1: Twenty-first Floor
FANS: 1/10 [Ground floor, inaccessible area between shotgun/entrance area]
2/10 [On top of the green Sagawa Denshi van -- shoot from across pit]
3/10 [Past ticket booth is a blue car with fan on ground in front of it]
Ishikawa suggests getting to the 22nd floor by finding a ticket machine and
using it to access a gate. The enemies here are automated robots and will
open fire when Batou shows himself during their patrol. Use the vacant cars
and parking space walls as shields while progressing forward. In the dead
end, past the parking space, there are two robots near a shotgun, in case
you need one.
As for the fans here, the first is in an inaccessible area, which is between
the entrance and the dead-end with a shotgun. On the side with the Sagawa
Denshi van, Batou should be able to see it spinning in that little space and
shoot it from across the pit. The 2nd fan is on top of said van, and can only
be shot from the dead-end with a shotgun. The 3rd fan is easiest, and sitting
in front of a blue car past the ticket booth.
When ready to proceed, make sure to use the parking pass (obtained from the
green-light machine near the elevator) and put it in the similar machine
by the gate that blocks the road upwards.
Part 2: Twenty-second Floor
FANS: 4/10 [When crossing the catwalk, it's on one of the railings]
5/10 [On concrete barrier near emergency door lock disengager]
Up the incline, pay attention to a guy with a M23GL grenade launcher standing
in a vacant parking space. Try to take him out with a grenade, if you want
to spare one (you'll want to save them for later, actually). Inspect the
green console near the elevator access and Ishikawa notes that the overwritten
server's on Level 24. Oh well.
There's a pit catwalk that allows access to the isolated side of the 22nd
level, and it's crawling with drones and a few humans. Luckily there's a
restoration kit near an emergency door terminal (glows yellow) that will
disengage an electronic lock near the first parking area. Both fans are
rather easy to find here, as long as you keep an eye out for 'em. Return to
the terminal where Ishikawa talked about the server and look for a door that
is now accessible.
Part 3: Stairwell / Twenty-third Floor
FAN: 6/10 [Near terminal on 23rd floor, around corner near elevator]
Iin the stairwell, the Chief talks about enemies ambushing there...but there
aren't any within this level, so ignore him! The door to the 23rd floor is
wide open one flight up, and there's a terminal to hack -- and a fan around
the corner near the elevator. The security camera tapped into shows a couple
enemies around a van on the 24th floor, although they won't be the first ones
seen or anything. Just don't be surprised by their presence! Continue up
to the next-highest floor.
Part 4: Twenty-fourth Floor
FAN: 7/10 [When crossing pit catwalk, floating on a girder one floor up]
8/10 [Spy through locked ramp to 25th floor, spinning on cement ledge]
After arriving here, it's noted that Batou can't get to the server from this
portion and will have to take a route back down to the 23rd floor in order
to do so -- d'aww! One of the two armored shotgunners has a hacking key, and
can be used on a guy behind a partition, although the remaining time is low.
The 7th fan is on a girder, so when crossing the pit make sure to snipe it.
Once across the other side, take a left to a locked gate that would lead to
the 25th floor; there's another fan spinning on the cement ledge there. It
can be hard to hit, so try to be as close as possible and shoot through the
This side also has a small, uh, lounge with two enemies inside guarding a
terminal. Get the unit ID off of it, then find the catwalk that leads to a
small construction site; drop down to exit the level. [NOTE: You can also
exit the level by going down the vehicle ramp, although Batou starts right
in the snipers' sights and this is outrageously lame, even if you have full
grenade inventories. Don't take this way, please.]
Part 5: Twenty-third Floor II
FAN: 09/10 [Near construction site drop-in point, spinning on cement barrier]
10/10 [A sniper is near a blue-green coupe, with a fan in a space corner]
Okay, so you fell through the construction site. I mean, of course you did --
I just told you to (;p). There's a fan right near this portion spinning on
a cement partition, so get that outta the way first. Instead of having to
go right through the snipers' crosshairs, Batou can now catwalk across the
pit and land right by the target van. Defeating the three snipers at this
point is a cinch, although it's possible to end the level simply by inspecting
the van and then the case alongside it. Make sure to get the two fans first!
03) Multi-level Warehouse [WK03]
Part 1: Warehouse #1
FANS: 1/10 [On the protruding girder above entrance]
2/10 [On 3rd floor of warehouse, jump onto a green container to find]
This multi-tier warehouse has robotic sentries like Batou encountered during
the previous level, and they patrol in pairs, one on each side of the room
(including above). There are two ways to get up onto the next tier: (1) jump
onto the girder on the entrance and go from there (2) by the door opposite
the entrance, jump up and try to grab the ledge. This doesn't have to be done
in this fashion now, since the lower double doors open, but remember this
tactic for later.
Inside said double doors is a shotgun in the dead end, if neeeded. Follow up
the stairs and ambush the two guards, one of whom has the unit ID. Continue
on up to the 3rd floor and find the yellow-lit admin control panel, which'll
let Motoko hack the nearby adminbot. Take it back into the stairwell's 3rd-
-floor dead-end where a small vent can let it circumvent the locked door.
Take it down the stairwell beyond to the lowest levels, and use the panel
near the enemies (who ignore mini-cyborg) to disengage the door lock one
floor down. Get the fans first if you didn't (although you can come back
here if needed).
Part 2: Warehouse #2
FANS: 3/10 [In stairwell's lowest part, corner near the two guards]
4/10 [In warehouse, ground floor, near the treads of lifting machine]
5/10 [On an air vent above the 3rd-level door]
In the stairwell the admin cyborg found the panel in, kill the two enemies
and get the third fan in the corner. The next warehouse is modeled in the
same fashion as the first, except this time the Major can start from the
highest floor and snipe the robots at her leisure, conserving health. There
is some spark grenades in-between some freight containers on the mid level,
for reference. Use the console on the top level to hack the admin logs and
locate an unlock key, which opens the large doors via the ground-floor
Part 3: Cargo Corridor
FANS: 6/10 [By a small crate stack]
7/10 [By a small crate stack]
Just a small corridor with crates obscuring shots and two patrolling robots.
Both fans are in the crook of a pint-sized crate stack, one nearer the start
and one all the way across.
Part 4: Warehouse #3
FANS: 08/10 [Ground floor, by some blue freight containers]
09/10 [3rd level, by Fuwa's open container, behind the door]
10/10 [3rd level, high above entrance door]
This warehouse has no stairway access, so to get to the mid-levels, use the
techniques suggested in the first part of this level (use protruding girter).
To get to the 3rd level, simply do a running jump-n'-grab to pull up. Inspect
the open container to find some encrypted files about Fuwa, then listen for
the sounds of enemies below -- yup, they tried to sneak up on ya! All will
be on the ground floor so sniping them at leisure, or using grenades, works.
One guy has a grenade launcher so use the top-level overhang to obstruct some
of the shots/blasts. Try to leave once the enemies are finished and Batou
makes a stylish entrance.
04) Tohoku A.R. Residential Block [WK04]
Part 1: Train Terminal
FANS: 1/10 [On the small train platform bridge, on top of a lightpost]
2/10 [After 1st shimmying portion, it's spinning on lowest step of dam]
Hey, another Motoko level! For the rest of the game, the setting will be the
various levles of the Tohoko Autonomous Region. After the crash, get the 1st
fan and locate a glowing console; it has useless info but is right near the
stairway that needs to be taken. There are three levels of catwalks below,
and enemies on each. A guy on the lowest portion has a unit ID, and there's
a handy restoration kit there as well.
Under the bridge is a girter stretching to some of the isolated platforms,
and this is accessible via the first catwalk (also the highest). Once
across, move to the other side and look at the weird "steps" on the dam --
the 2nd fan is spinning on the lowest one. Now, when you try to aim at it
the reticle changes to show that the shot isn't possible, although if you
fire anyway, it can still be hit (use a machine gun for this, obviously).
Shimmy across to the 2nd platform for some grenades, then land near the small
catwalk for a savepoint update.
Continue until there's a portion where Motoko must shimmy around the corner,
onto another few platforms. Jump to the next after, then fall off the third
to land on a suspended platform below. This will give access to the concrete
balcony where a single enemy is waiting around. From there, jump down to the
platform the majority of the enemies are patrolling. There's shotgun shells
along one side, if you can use 'em. Enter the rooftop elevator from there.
Part 2: Residential Plaza
FANS: 3/10 [Near the starting point, on a broken outer stairway]
4/10 [From start, turn left and jump on railing; it's behind a fence]
This area has a few enemies outside protected by flying hornet drones, and
inside are some of the shotgunners guarding an elevator. If you try to access
the console outside on one end of the railing, it'll need to be disengaged by
an admin terminal. As far as fans go, they're both near the start. For #3,
turn right at the start and shoot it from the broken stairway; for #4, turn
left at the start and jump onto the dam railing, then spy it behind a fence.
Take the interior elevator when done, after healing up and getting the grenade
on a vending machine.
Part 3: Back Alley
FANS: 5/10 [Ground-floor, in the alley, dead end]
6/10 [On the platform the guard robot is on, snipe fan under lift tread]
7/10 [On center of highest between-buildings platforms]
This portion will require some tricky jumping. Get the 5th fan in the alley
here before doing anything, though. I'll break it down piecemeal:
1) Enter the alley, turn left -- there's a ledge on one side of the building.
From underneath it, wall jump away, then walljump back and grab hold to
2) Once on it, turn around and face the next-highest platform on the other
side of the wall. Walljump off the wall Motoko's current ledge is on,
bounding to the next.
3) Right above this platform is another one. Jump off the wall this ledge is
on, vaulting Motoko high enough to catch the ledge. Pull up and kill the
robot across the way.
4) Use a pipe above the door to shimmy to the robot's platform, then shoot
the 6th fan underneath the giant lift tread. It's in plain sight so just
look for it. Get hand grenades, too, if y'want.
5) Use the pipe to shimmy onto the platform opposite the robot one, which has
the admin panel that unlocks a door in the previous area.
Motoko can leave now, although to get the 7th fan, it'll require more tricky
jumping. Notice that above the long pipe are some more parallel pipes? Motoko
can hang from the lowest pipe, wall jump off to the other side of the alley,
then walljump back and grab the next-highest. It can take some doing but as
long as the camera is meant to show the 2nd jump clearly, it should reduce
the retries and chance of falling. Upon reaching the highest pipe, locate the
center skybridge, like the one the robot was on. Walljump like normal, and
on the way back, climb up and onto it -- the fan is in a blind corner. Motoko
will probably die if she falls from this height, so make sure to drop down to
the pipes and descend from there.
Use the elevator to return to the previous area, using the newly-accessible
outdoor platform to lower a gate.
Part 4: Stairway Sets
FANS: 8/10 [At start, look right of 1st staircase, at foot of some pillars]
9/10 [On top of highest staircase, look upwards -- spinning on railing]
There are two outer stairwells here, with a few patrolling enemies and some
who are locally on each flight. The lower of the two main staircases has a
dose of thermal camouflage, while at the top of the larger, Motoko can spy
the 9th fan -- it's on an out-of-reach building railing. The bulletproof
glass elevator lobby where 4-5 enemies are holed up can be a deathtrap, so
lighten the load with grenades and strategically neutralize the rest, using
the pillars as shields. Take the lift up when done.
Part 5: Rooftops
FANS: 10/10 [Behind elevator exitpoint, behind the railing.]
Climb through the elevator and into the shaft. Wall-jump twice to catch the
middle of the three girders. Backflip off and chain another walljump, which
should spring Motoko up through the higher door, or at least let her catch
and pullup. Two enemies are within the room, so be ready to bury 'em. The
foe on the outer rim has the unit ID, and right by him is the jump-down spot
to reach the roof straightaway.
From here, use the machinery as a shield and take down the hornets, who'll
snipe away at Motoko if she dares run around in the open. There are three of
them, and beyond, three enemies. Since the hornets fly overhead at close
range, the shotgun might be able to take 'em out easier. The elevator is the
exit, although be sure to check behind it, for the 10th and final fan.
05) Tohoku A.R. Dam Site [WK05]
Part 1: Upper Dam
FANS: 1/10 [Behind starting fence, on top of monorail tracks (left side)]
There's one fan in this portion, but ignore it for the matter at hand: the
dual turrets bearing down on Batou! Our protagonist starts atop the dam and
has a straightaway shot toward the turrets, albeit through a few leagues of
enemy interference. Locate the moron with a grenade launcher and prioritize
him first, as his shots will damage and stun Batou temporarily and make him
livewire fodder. Since the inbound turret rounds are red, make sure to strafe
and avoid them (which works well until getting closer). If you need to, take
cover in one of the open-door buildings and try to snipe a few remaining
enemies -- the nearest one also has a restoration pack. Another thing to do
if this is being troublesome is pick up the grenade launcher the previous
owner had and use that to clear out the enemies with less damage.
When done, look for a locked building with a terminal on its doorstep. This
will lower some of the jamming barrier functionality and also get the lift
up and running again. As for the turrets themselves, if you want to destroy
them now, that's fine -- just keep using whatever guns are around and strafe
to avoid damage. However, you can leave them til the last leg of the enemy
when there's infinite rocket launcher ammo, and it's easier then, too.
As for the fan, it's back where Batou starts, on top of the monorail tracks
and spinning faintly on one of the struts. It's hard to see generally but
if you keep an "eye" out for something moving slightly, it'll be spotted
easily. It's impossible to hit without a sniper rifle, it seems, however.
Enter the indoor elevator when done.
Part 2: Dam Interior
FANS: 2/10 [Underneath a table in the room the air vent connects to.]
This place appears vacant, if the lonely echos of Batou's footsteps has any-
-thing to say about it. Follow the meandering tunnels until one leads down a
slope to a 4-way path (there's a security cam above if y'want to destroy it).
Take two lefts here to find a dead-end with access to a vent -- it leads over
a locked room. There's only two guys inside but they'll soon spot Batou, so
lob a grenade or two down, pressing a red button (admin room terminal) when
possible. This also opens the door. Get the fan underneath one of the tables,
Outside in the tunnels, enemies have suddenly taken up patrol -- the nearest
one coughs up the unit ID signature. If you look around, you'll see besides
the nearest two, three are standing in front of a door and three are up the
incline leading to the vent-access ladder.
The room the trio guarded leads to the exit.
Part 3: Dam Interior II
FANS: 3/10 [Spinning on a shelf in the missile launcher room near the start]
4/10 [Near power-supply switch, on machinery catwalk]
5/10 [On slope with three walkways intersecting, middle's room has fan]
At the start, turn right and enter a storage room that has...wait for it...
a missile launcher! There's also a fan here. Left from the start is a small
ramp that leads down to some new enemies: shield robots. These are like the
normal sentries except they have more health and fire through a permanent
shield on their posterior. Luckily a few shotgun blows close up sends 'em
to the junkyard rather easily. The robots are at a fork: take a right, up
This leads to a power station with more armored baddies and robots. Near a
guy who has a grenade launcher, there's a power-supply switch that can be
turned on. On the machinery catwalk there, another fan. It's hard to climb
around but if you angle it just right, Batou can fire upon it from the ground
floor and do it that way. At the other end of this area is a small ladder
leading down to body armor, protected by a robot -- yawn. Return to the fork
where the new robots were first found and take the other (left) path, which
This area has three levels of walkways cutting through the decline, all of
them having a few patrolmen. The middle one also contains an accessible room
that has a fan in plain sight within. At the bottom of the ramp is one path
that leads to an elevator, guarded by an armored shotgunman.
Part 4: Dam Interior III
FANS: 6/10 [In the radial gate intake room, underneath the stairs]
7/10 [In the 2nd cave-in passage, step on debris and look toward center]
This sewer-looking place is the cut-across to get to the bank's other side,
apparently. If you want the unit ID, go right at the elevator lobby, prying
it from the dead hands of a shotgunner traveling in a pack; otherwise, go
left to eventually find a control room with three prowlers inside. There's
also a shotgunner inside there, so soften up the competition with a grenade;
they won't have much place to evade. Hey, that rhymed!
Once the control room is commandeered, the radial gate will be opened below.
To find it, take the right path at the elevator lobby as described above.
Underneath the stairs there is the 6th fan! Jump through the hole between
the machinery to enter a rounder tunnel, with water at one end (don't go
near) and the other blocked by a cave-in. The door nearby provides access,
This leads to a bifurcation, with a slope containing armored enemies and
the right a tunnel with armored robots. Firing upon either will probably
make the convergence a firefight, and it ain't a good place at any rate. Use
a few grenades at the start to avoid it getting too out of control. One of
the dead-ends near there has a restoration kit, it's also worth mentioning.
The 7th fan is down the aforementioned slope, sitting slightly near the
center of the cave-in. Climb the ladder guarded by a space cadet gunner
and locate the radio tower's jamming barrier device. Try the other door to
Part 5: Dam Interior IV
FANS: 8/10 [After exiting vent, look to the right; behind vent cover]
9/10 [In dead end with grenadier, behind the cordoned-off junk]
Find the vent access point in the vacant tunnel, and upon exiting, the 8th
fan is right behind its cover. Enemies below can be surprised with a grenade
here, and that's really the best welcome for 'em, right? The shotgunner has
both the unit ID and hacking code, too. When you come to the bifurcation,
notice that all the enemies are found at the vicinity near the ramp's bottom,
so ignore going upward for now.
The first duo is in a tunnel offshoot, and the guy who isn't patrolling has
a grenade launcher, so watch out! Hacking him is probably the safest way
of neutralization. Behind him is also the 9th fan, stuffed behind a bunch
of junk that Batou can't jump on. Once the guy at the ramp's bottom is dead
meat, it's time to go upwards!
The tunnel beyond is guarded by 6-7 enemies, one in a small offshoot, and
2-3 on the ramp beyond, one of which is a grenadier. Start out by taking
the ones who can be drawn near, using grenades if needed to get the ones
who stick near the ramp's base. The guy in the offshoot (to the "right")
can often get potshots at a player who doesn't know it's there, so round it
slowly to get the jump on him. Those at the top of the stair can be dangerous,
with two machine-gunners and a grenadier. Try to take the former out from as
far away as possible, then weaken the remaining guy with grenades before a
shotgun bumrush. Take the elevator out when ready.
Part 6: Upper Dam II
FANS: 10/10 [On a red car in front of building, left of elevator structure]
In the building lobby, pick up the missile launcher near the corpse; across
the way is an infinite ammo refill for it. Of course, this heralds...a boss
fight! Go outside and see who's a-knockin'...
This rocket-equipped helicopter is a mean son of a gun, but before that, one
needs to destroy the two emplacements that were a menace in the first stage
of this level. Use our handy new weapon to take them out, strafing all the
while to avoid their rounds and (hopefully) the Jigabachi simultaneously.
As for the boss, it only has rockets and a machine gun, both of which can be
avoided by strafing and rolling. The best time to hit the thing is when it's
hovering in midair, about to fire its salvos.
The 10th fan must be gotten during all this hectic nonsense, too. Leave the
elevator building and veer left, looking for a small building with a red car
in front of it. The fan's on top of this, and needs a machine gun or similar
to break it off.
06) Tohoku A.R. Office Block [WK06]
Haha...this can be an annoying level.
Part 1: Upper Buildings
FANS: 1/10 [Behind Motoko at the start, in plain sight on an obstruction]
2/10 [In area with lots of enemies, inside L-shaped bldg. w/ satellite]
3/10 [In lower elevator area, along one side of building on obstruction]
The first fan is right at the start, behind Motoko...so at least there's
that. The building in front of the Major can be climbed and contains body
armor -- this will be useful. On one side of the building, stand on a railing
and look for some enemies (2) patrolling below. This is a relatively small
fall overall. Jump down, take out the two fools, then jump down further to
land on a bridge.
This is where the real fun starts -- this place is crawling with enemies of
all types. The best bet is to find cover, nuke the local enemies, and work
around gradually. The enemy on the other bridge has a hacking code and unit
ID, also. Directly below this bridge are more enemies to take out, one of
which can be hacked if needed. To get down there, look on the bridge for
part of the railing missing; that's the drop-down point. Before that, there
is a hard #2 fan to get. See the L-shaped structure here with a satellite
dish behind some bulletproof glass. The fan is inside there...only Motoko
can't climb in or anything. The only way to get it appears to be walljumping
higher than it, then shooting the fan on the descent. It's hard, make no
When ready, drop down on the previously mentioned point. When all's said and
done, Motoko may need to heal up -- the restoration kit is hidden at the
bottom, on a small offshoot along one of the sides, over an obstruction.
Likewise, the 3rd fan is hidden in the same spot, just on the opposite side
of the condo.
Part 2: Building Plaza
FANS: 4/10 [On ledge above where the thermo-optic camouflage is found]
Exit onto the balcony, stand on the rail, and grab the ledge above, pulling
up. At the end, jump up again, grab the ledge, backflip up onto the next-
-highest balcony. This is where Fan #4 is. But, that thermo-optic camouflage
we got runs out fast and is necessary to get past the sniper ahead. So,
quickly get back onto the ledge and shimmy around the corner of the building,
then quickly proceed through the enemy ranks, shotgunning as many as can (or
rather, ignore them and kill the shotgunner near the door first). Either way,
that area where the shotgunner is at is out of the sniper's trajectory and
the 'safe zone'.
The door he was standing in has the panel that controls the elevator, which
is right across from there.
Part 3: Outer Walkways
FANS: 5/10 [In an outer tree planter past a railing, before stairway complex]
6/10 [Go to 3rd level of stairway complex and look for it on 4th level]
If you need to heal, at the start go right, jump to the stairway in front,
and go right some more. At the railing, there's a hidden platform below and
contains the health pack. The other direction leads to a firefight where
enemies will fight on 3 floors: current, below and above. There's also some
automated ceiling turrets on one end, so Motoko will really need to use those
pillars as cover. Either way, the turrets are first priority once the enemies
in between are smoldering corpses. There's a healing pack on the mid level
dead end for when they're all gone. Watch out for a grenadier near the other
turret! [The turrets can be easily defended from the lower stairway complex
level, and since there's only one enemy down there, it's the ideal starting
place if you're having trouble.]
When they're all dead, get the unit ID from the grenadier (like it's needed).
Now, to get the fans: one is in an outer tree planter past a railing in the
area Motoko first started in, the other can be shot on the 3rd level of the
stairway complex (it floats on the level above, on a small portion that juts
When ready to go, hit the mobile terminal near the grenadier's ex-location
and enter the large door nearby after it's unlocked.
Part 4: Construction Zone
FANS: 7/10 [Right of ledge where isolated gunner was]
All that remains of this office block are concrete dividers and miscellaneous
construction crap. Look for another laptop right in the vicinity where Motoko
begins, then proceed around back to find the ceiling breaks away and can be
climbed into. Enemies will patrol this section (three on the lower ground and
one on an isolated ledge on the level above) when Motoko approaches their
li'l party. The 7th fan is also on a ledge here, to the right of where the
isolated guy was. Look for a climb-up spot kittie-corner to where he was.
Follow through the vacant tier until another pull-up point guarded by two
more foes, one a shotgunner -- he has the unit ID and hacking code. When
on the outlook that looks at the tiers below, spy the yellow-and-black-striped
girder that runs along toward the corner door. An enemy occasionally comes
out onto here, so make it quick. The group within are mostly heavy infantry
types, but the grenadier is hackable.
To exit, look into the ceiling for a door with a green light above it -- do
a double walljump to reach!
Part 5: Urban Office Block
FANS: 08/10 [At start, behind blue freight box, underneath stairway]
09/10 [High on top of an air conditioner, against side of apartment]
10/10 [On inaccessible ledge, must snipe from glass-enclosed walkway]
This part can be very annoying and a mortality rate is probably high, so you
may want to ignore all fans until the opposition is destroyed.
_____| |______ _| |-#10
|_ | |_|
_| |Ż| |ŻŻŻŻ| |G|
__| |_| |____| |L| H = Health Pack
Stun | ____ #9 |A| S = Shooting Spot (For #9)
Eqpt | | ) |ŻŻŻ\__S |S|
\ | |___/ | ) )S|
\|ŻŻŻ ____ |_____/ /|W|
#8 |_|Ż| | | _ H / |A|
\_____| |____| | |___| |Y|
Go down the catwalk until it breaks, then look behind the large blue freight
box blocking the alley to find the 8th fan. Now, in this urban jungle, there
will be a lot of enemies to deal with -- grenades will come in handy, as
well as ducking behind boxes and whatnot for cover. It helps for the armored
enemies but there will be a few flying hornet drones to deal with as well!
As for the fans, #8 is the easiest, #9 is high atop an air conditioner in an
awkward convergence of roads, which gives poor shooting spots; #10 is on an
inaccessible ledge and must be shot from the glass-enclosed walkway's roof.
To get on it, do a walljump near the health pack ("H" on map), although I'm
sure there's other places. A sniper rifle is REQUIRED for #10; for #9, you
can stand on a lower conditioner on an awning ("S" on map) and get a lucky
shot, or at least that's what I did!
Exit in the passage marked on the map, via the terminal.
07) Tohoku A.R. Anti-personnel Training Grounds [WK07]
Part 1: Training Grounds #1
FANS: 1/10 [Behind where Batou starts, on top of a cardboard cutout's head]
2/10 [On top of locked depot door near missile launcher-er]
Stroll past our favorite Jigabachi and into the adjacent fenced-in area,
where the real enemies are (after getting Fan #1, of course). There's only
a few scrubs at first, but one guy is packing a missile launcher! Use the
stone tablets sticking out of the ground -- also in the vicinity of Fan #2 --
to block the shots and get off some of Batou's. Our friend in question has
the unit ID here, so to save ammo, why not waste some missiles on the guys
up the road (like that machine-gun vehicle), eh? EH?
The next-fenced in area has an armored vehicle, some ignoramuses playing on
an elevated platform, and other scrubs training below. That missile launcher
works well on the one guy who has a grenade launcher, hint hint. There's a
health pack by said vehicle, though.
Part 2: T.G. Interior
FANS: 3/10 [Past marked terminal, on stack of girders in dead end]
Relatively short section. To start, the hallways are vacant until a strapping
young duo decides to pick a fight with Batou. Past them about five or six
guys have a bottleneck going where debris forces our protagonist through;
luckily there's a decent amount of shields (well, not in real-world terms --
who would use a plastic sign to eat bullets?) to conserve health. Past there
is a fork -- one way leads to a dead end with body armor protected by two
ceiling turrets, and the other to the marked terminal that ends the level.
Before going to it though, go past and get the third fan behind some girders
Part 3: Training Grounds #2
FANS: 4/10 [By starting point, in corner of concrete slab]
5/10 [In area with two turrets and armored suit; on vacant gun platform]
6/10 [In corner by hacking code guy and restoration kit; on a roof eave]
The fourth fan is right near the start, by one of those concrete slabs that
stand upright. This part is labyrinthine and luckily enemies can't shoot
through the chain-link fence; this works against Batou also, though, as his
bullets and explosions don't either. Navigating this place isn't that hard,
even if there are lots of enemies; most don't even know Batou's there, of
all stupid things.
One area is toward the middle and you'll know it by the weird 'hump' of land
in the center; the other is a sectioned-off piece along the building wall and
has two turrets and an armored suit, which is like a guy in a robot. As for
the latter, there are three gun platforms, two which have emplacements and
one which has Fan #5. Destroying the guns isn't hard -- simply use the fence
as a shield for the first, and for the second, stand so you can shoot the top
of its 'head' while its straight-shooting turret points into its barricade.
To get the sixth fan, find the corner of the training grounds past the 'hump'
section, near a terminal, health restoration kit, and guy who gives up the
hacking code for this section. On the roof's corner nearby is the fan, and
it's pretty easy to see. Exit the training ground by approaching the marked
Part 4: T.G. Interior II
FANS: 7/10 [By stack of girders near the hackable ceiling turret]
This is modeled in the same portion as the previous interior, except it has
a bifurcation. One branch leads to two goofballs in a dead end with a hacking
code, while the other leads toward the bigger congregation of enemies and the
exit. After a small duo, Batou encounters thermocamouflage and can sneak up
on the group that has two mounted turrets. The stack of girders near there
also has the 7th fan sitting right beside. Take the elevator up when done.
Part 5: Training Grounds #3
FANS: 08/10 [On top of a tree]
09/10 [On roof of cement shack near vehicle]
10/10 [In the tunnel, behind a stack of crates]
The trees in this first portion provide good cover from the vehicular turret;
in fact, Batou can let the trees shield him while he shoots the front end of
the car, destroying it without repercussion. When they're done, cherry-pick
fans #8 & #9, which are just waiting for ya. Enter the adjacent tunnel and
find some more shotgunners on the prowl. Behind a stack of crates is the
last fan on this level. The restoration kit is right near there, too, behind
the small fenced-off portion. A few shotgunners later is the exit elevator.
Hopefully the player got as good a workout as Batou, yeehaw!
08) Tohoku A.R. Anti-tank Training Grounds [WK08]
FANS: 01/10 [On a depot docking bay chute]
02/10 [On pillar's ledge]
03/10 [On top of a wall pipe/platform]
04/10 [On pillar's ledge]
05/10 [Behind a concrete slab]
06/10 [On largest platform]
07/10 [On pillar's ledge]
08/10 [On pillar's ledge]
09/10 [On pillar's ledge]
10/10 [On pipe above platform]
| \___/ E X I T \ 10/ |
| ŻŻŻ |
| __ __ |
| |07| |08| |
| |__| |__| |
| | /ŻŻŻŻŻ\ |
| | ( 06 ) /ŻŻŻ\ |
| | \_____/ ( 09 ) |
| |ŻŻ| _____ \___/ 01 |
| |__| __ |
| | | |02| |
| /ŻŻŻ\ | | |__| |
| ( ) ___ |
| | \___/ 05 ___ ____ |
| | |ŻŻ| ŻŻŻ___ ___ |
| | __ |__| |
| |04| 03 |ŻŻ| |
There's only one part to this level because it starts the Tachikoma, our
lovable female-voiced, cute robots! The tachikoma's controls are pretty
intuitive, and a learning curve practically in the negative:
STEER : Left analog
ROTATE: Right analog
CRUISE: R1 + Left analog
JUMP : R2 Button
GUNNER: L1 Button
G-NADE: L2 Button
Cruising gives faster movement as the spider-like robot rolls around instead
of clip-clopping like a crappy administrator Jameson-type 'borg. Grenades are
semi-homing and an instant kill to any human enemies, most of whom are going
to be toting grenades or missiles here. The other foes are enemy think-tanks,
who have the same functions but just aren't as awesome as Batou's labor of
love (if you watch the show, you know he uses the same one over and over and
it makes the other tachikoma jealous!). It's too bad that they don't have the
function to climb around like Spider-Man, though -- that's one feature they
have that would've been too awesome to harness. Apparently the tachikoma can
recoup health in a type of self-repair way, so stay out of the gunfire if you
want to harness it.
When all enemies are dead, that's the best time to collect the fans, then
head to the displayed exit. Unfortunately, this is the only tachikoma level
in the game -- d'aww!
09) Tohoku A.R. Chopper Storage Block [WK09]
Part 1: Chopper Block
FANS: 1/10 [ On one side of the path there is some lights alternated with ]
2/10 [ vacant spots. Each light has a fan on top of it and each of ]
3/10 [ the vacant spots has a fan there, four in all. The best place ]
4/10 [ to snipe them is one flight down from the broken path portion ]
Hey, you had too much fun in the tachikoma! Your sentence: fighting without
one for the rest of the game. But as a consolation prize, Motoko's out to get
that Oniyanma helicopter that's deep-sixed two ranger transports. Immediately
take cover at the start, as the helicopter is active outside and has its gun
blaring each time she exits. Start the descent by heading for the door,
killing any enemy in the stairwell, exiting past Oniyanma, descending, etc.
It repeats a few times.
Continue until the path is broken and lets Motoko skip a floor by jumping
down to the next-lowest tier. Continue down one more flight and, outside,
it's time to snipe the fans -- they're located on one side, two on lights and
two between. Go down one more floor and they won't all be accessible, so this
is the only spot to do it. Motoko can only get one without sniping, mind you.
Reach the exit door when ready.
Part 2: Chopper Block II
FANS: 5/10 [At foot of starting stairs, take a left outside; on ledge to left]
6/10 [Exit control room and go outside through nearest door; on ledge]
7/10 [In control room]
8/10 [From control room: go right, follow downstairs path to dead end]
This part is like the first portion except meant to be more confusing. The
5th fan is outside like before, on a ledge on the same side as fans #1-4; and
like them, it also requires a sniper rifle. Descend a bit until the control
room is located; the outer walkway right by it has the 6th fan right in easy
view. The 7th fan is in the control room, and the 8th takes a bit of walking
(from control room, exit right and head downstairs, following straightforward
path a bit until the fan is located in a dead end).
But anyway, the control room is marked as it can turn on the missile turret
below. Right analog swivvels the AA launcher and L1 fires the scuds. Use it
to fire at the Oniyanma, although for such a fast-shooting emplacement it
doesn't do much damage (look how many missiles trail after the helicopter).
Either way, the turret will eventually be destroyed and it'll be time for
the Major to take charge!
Exit the control room, head right, go up the first flight of stairs seen,
and keep heading upwards in this fashion until a ladder is located. This'll
lead to the roof.
Part 3: Oniyanma
FANS: 09/10 [Wall jump onto the roof entrance's structure]
10/10 [Stand on light nearest door; on lower part of wall pipe]
At the start, immediately turn around and look in the corner to find a lazy
guard who happens to carry a grenade launcher. You thinkin' what I'm thinkin'?
KILL! This sucker will be useful in taking down the heli. There's an infinite
ammo box and restoration kit in that same location as well.
Now, the boss will fly around a bit, and whatever damage was done by the
AA missile launcher is still intact -- it can make this battle easier or
harder than necessary. It'll use its machine gun generally (strafe to avoid)
but will occasionally fly upwards and hover, shooting missiles downward. Our
gal can flip out of the way of these, but it'll be a close call either way.
Keep buffeting it with grenades until it's bay doors open and enemies start
shooting -- this means that its weapons systems aren't functioning anymore.
This is the cue to get any remaining fans. One is on the roof entrance's
cement structure, accessible by a wall jump. The other is slightly hidden on
a pipe on part of the wall, and the only way to get a shot is standing on the
light nearest the door and looking downward. It's easy to see once y'see it,
though -- white clashes with gray architecture.
To end the level, when the helicopter is near enough, jump into the bay doors
and that's that! The craft moves in a set motion and there's only one chance
per cycle to hop aboard. Note that Motoko can still fall to her death if she
misses the window of opportunity, so don't be hasty. [It helps to anticipate
where it'll be and jump there.]
10) Tohoku A.R. Shaft [WK10]
Part 1: Elevator Shafts
FANS: 1/10 [At the start, on the upper rim of circular elevator]
2/10 [At bottom of helipad elevator shaft, look up on half-arc walkway]
3/10 [On 2nd elevator, stand by console and look down gap; on a ledge]
Another Motoko level! Get the first fan and find the console that descends
the heliport elevator to a chamber with many robotic guards. There's no cover
in the middle, and the objective is to find the computer system along the wall
on the far side, so heading there immediately (flip-evade through crossfire)
is very smart, as there's a little cover there. The armored vehicle here can
be destroyed but doesn't reciprocate the violence. Get the second fan in the
elevator shaft if not done already and hit the computer to open the shutters.
[There's body armor right by here.]
The shutters open to another elevator. The third fan can be seen by standing
next to the computer and looking down the small gap between the wall -- it's
on a ledge. This is much easier than shooting it while in motion. Ignore any
enemies on the way down and jump to the next door, which is a stairway access
point. At the bottom is an assault rifle to pick up, if needed. Head upwards
until a door with a green light on it can be entered.
Part 2: Elevator Shaft Walkway
FANS: 4/10 [Stand on first half-arc platform and look upwards; spinning above]
5/10 [At bottom, look upwards; on a ledge between bigger half-arcs]
The vacant tunnel opens up into another elevator shaft, although this one's
lift is at the bottom so the method of descending is jumping to the half-arc
walkways occupied by some guards. The 4th fan is on the platform right above
the first (highest) half-arc platform, and can be shot by standing along one
side. It's half-obscured by the platform above but can definitely be shot
without any rigamarole (although sniping is possible from lower, too, I would
imagine). Once the bottom is reached, locate the bulkhead control on the
lowest ledge and the shaft can be explored further.
On the way down, instead of two enemies per ledge, there'll be about 4 every
other ledge, which doesn't spike the difficulty or anything. Once at the
bottom, the 5th fan can be shot from a lower trajectory. It's on a smaller
ledge between one of the bigger half-arc ones. Pretty easy to spot, really.
Use the panel up the ladder to exit the area.
Part 3: Ventilation Shaft
FANS: 6/10 [At start, on lower ventilation fan in shaft]
7/10 [In sniper shaft, jump to left rim, pull up on ledge; across way]
Wall-jump at the start to get up to the ventilation shaft proper. The 6th fan
is on top of the lower fan, and can be shot from any of the platforms.
Speaking of which, walljumping to each next platform is complicated; a normal
jump-n'-grab works just as well. Once past the fan portion, there's another
wall-jumping course. Do a double jump and find a rim to grab, then shimmy to
a wider ledge. From there, another walljump or two will grab the upper exit.
The save updates here for a reason -- snipers! If you have any spark grenades
now is the time to take out the sniper immediately, as he's a huge nuisance
and can force many restarts. When he's out of the way, jump into the shaft to
the left, grabbing the metal ring level with the highest platform; shimmy to
the ledge and pull up, grabbing the body armor. From here, snipe the 7th fan
across the way in the other doorway. [You'll probably need to take out the
four lower enemies before attempting the shimmying part].
Like before, use the lower-ledge panel to open the bulkhead and create a new
way down. This time there are more snipers, although all are located at the
bottom-central portion of the shaft. The cool thing is, about halfway down,
there's an open panel on the wall that will purge the bulkhead...i.e., drop
all enemies out of the shaft and immediately rid Motoko of the nuisances.
The alternative is throwing grenades and such, but why waste 'em?
The tiny exit panel is near the yellow-glowing cargo door, towards the bottom.
Part 4: Cargo Elevators
FANS: 8/10 [At base of first elevator]
Near the first cargo lift is an enemy who has the unit ID for this area. If
you look down the lift treads, you can probably spot a fan way at the base;
it can't be shot 'til the thing is taken down. Take out the robotic sentries
first, using the tiny control panel as a makeshift shield. Near the 2nd lift
is a restoration pack, should the Major be hurtin'. While descending another
time, the lift passing will have a few enemies -- although they won't be able
to get many shots off due to the movement. Save ammo!
Now, at the base of this 2nd lift will be two guards and an armored suit,
which spells t-r-o-u-b-l-e! Hightail it out of there (unless you've got a
huge cavalier attitude about these types of situations) by moving through
the pack and jumping down the embankment. You can still climb up and murder
'em, or take 'em out when they move near the rim, if you need the max kill
score at the end. The cargo bay doors exit this area.
Part 5: Makeshift Catwalks
FANS: 09/10 [On top of door, across from alcove where hacking code's obtained]
10/10 [On support girder, penultimate tier in inner shaft]
The last stretch of this stage is on makeshift catwalks, which are basically
sheets strung across the pit and patrolled by enemy squads. Take out the two
hornet drones at the start, then progress down a bit until the hacking code
can be obtained from a heavily-armored soldier in an alcove. Across from here,
the 9th fan spins on a cement door frame.
A few tiers below the 9th fan is an inner rim with enemies stationed at
regular intervals -- some are hackable, if that's your thing. Continue down
from there (there aren't that many enemies) via the steel-mesh walkways. The
chief's message always arrives on a certain plank, the 3rd-from-lowest. Jump
down to the one below and look around for the final fan, on a support girder.
Proceed through the open tunnel to exit the level.
11) Tohoku A.R. Underground Factory [WK11]
Part 1: Robot Factory
FANS: 1/10 [Empty container, third group of enemies]
2/10 [Elevator shaft, high up]
Although Batou is aware of those lasergrids, there's nothing that can be done
about 'em, and they must be tripped. Doing so will open a small arsenal of
robot drones from their, uh, cages, always located a little in front or
behind our protagonist. The first sets won't do anything, however. Need a
shotgun? There's on in an empty container. The group of enemies beyond will
be holding the 1st fan, also.
Continue along until finding two automated turrets, which can be ignored if
y'need, but guard a shotgun-shell refill. The ladder near them leads down to
an elevator shaft. The 2nd fan is floating high above here, and to shoot it,
Batou will need to inch as close to the edge as he can and crouch, lest his
shot be too obscured.
Jump to the lift shaft's bottom and climb the ladder at the end.
Part 2: Robot Factory II
FANS: 3/10 [Hidden down by first security console]
4/10 [Between inactive door and robot containers]
Fan #3 |Ż| This level is peculiar because there aren't any
\/ \ enemies until Batou accidentally trips the alarm,
/ /Ż\ \ which is done by trying to access any computer
Fan #4 ( ( )E) console around or attempting to enter the elevator
\ |D| |F|-START marked on the map. He will need to do both to get
\Ż\_/ / Ż all security keys, necessary to use the elevator
\ / once all are collected. [Turn off security console
) ( in the "x" fork to do so, mind you.]
/ /Ż\C\ Fan-wise, one is hidden near the first fork, down
(B( Ż by the wall console. The other is in a dead end
|A|-Elevator between the robot containers and the locked door.
Part 3: Tohoku A.R. Weapons Cache
FANS: 5/10 [In a stall in the empty c04 barracks]
6/10 [In c04 center shaft, down one floor; shoot it through floor gap]
This level is basically a long stairway connected to many tiers of rooms. I
will use the area markings -- which appear on the center structure in each --
to designate 'em. The 1st area (d05) has nothing of interest but connects via
a barracks, which does have enemies who try to ambush halfway through, to c05,
which is empty except for a grenade launcher in one of the rooms. Since we'll
be fighting some larger enemies soon, this is a good replacement weapon. The
stairway adjacent is the route to go.
Next-lowest tier is c04, which has a few enemies and a think-tank, basically
a belligerent tachikoma. The grenade launcher helps, but keeping one's
distance does even more as it's highly versatile (it can't fit into the
stairway though, so holing up there's a-OK). If you don't kill it, the level
restarts...haha. The barracks on this floor has no enemies and a restoration
kit inside, luckily; the 5th fan's here, too. The 6th fan is in this region
as well, in the c04 center shaft, just down one floor from where Motoko is.
It can be shot easily through a gap in the shaft & floor, and once you know
where it is, this will be child's play. This area connects to b04, which has
only a few foes (grenadier who has a hacking code & unit ID) and a second
think-tank to fight.
Down to the next floor (b03) is vacant except for a restoration kit, while
the stairway breaks rhythm and leads downward again, to b02. The hacking
code can be used here on all enemies but the 3rd think-tank. Approach the
door with a red light above it to leave.
Part 3: Weapons Factory
FANS: 7/10 [Between two water-heater-lookin' tanks to the right, at the start]
8/10 [On the spider-tank's "head" in hangar nearest start]
9/10 [On top of large mecha in the 2nd weapons hangar]
Batou starts the factory section at the bottom, in between two upper catwalks
with enemies -- yeesh. Get the 7th fan to the right of where he starts and
get outta here, entering the adjacent weapons hangar where a giant spidertank
stands -- the 8th fan is on its head. Use either of the two ladders in this
room to get to the rimming catwalks, which can be used to exit back into the
starting hallway to kill the enemies with a former height advantage. One'll
drop the unit ID, too.
The walkways lead to a 2nd weapons hangar, and this time there are a few
enemies along the upper rim as well as many down below. Batou can jump onto
the giant mecha here and get the 9th fan, the last in this section. Watch
out for the guy who has a rocket launcher in this section, as he spells
trouble r-e-s-t-a-r-t! ...Not to mention the entire thing would have to be
done from the beginning again.
If all fans are obtained, activate the console near where the rocket launcher
guy was standing.
Part 4: Elevator Vicinity
FANS: 10/10 [After activating elevator, in 2nd room down; in an empty stall]
Once the transport elevator is up and running, look for two rooms passing
one side of the shaft. Jump into the second one -- which has two armored
suits inside! -- and go to the left, looking for an empty stall with the
final fan inside. Once obtained, don't stick around and return to the shaft,
using a ledge to help get down safely.
There'll be two more armored suits at the bottom, one of which shoots "dumb"
rockets like a normal launcher. They can be killed or fled from...either way,
the right path leads to three branching dead-ends, two of which are filled
with shield sentries, and harder to kill. Spark grenades work well in clearing
To leave, find the only glowing door console.
12) Tohoku A.R. Experimental Farm [WK12]
FANS 01/10 [By gravestone in SW portion of map]
02/10 [Behind console near starting point]
03/10 [In front of large red building]
04/10 [On western side of map, dirt road]
05/10 [If the red house is "north" then fan is all the way east-central]
06/10 [A machine on the ceiling, in one of the circular grooves, has it]
07/10 [A machine on the ceiling, in one of the circular grooves, has it]
08/10 [A machine on the ceiling, in one of the circular grooves, has it]
09/10 [On gray ring of panels at dome's base; accessible via red ladder]
10/10 [In tiny grain patch farthest from entrance door; alongside road]
| BLDING |
| # #################### ##################### # |
| # ####################C H F ##################### # | # = Ricefield
| # #################### ##################### # |
| # ###################### ####################### # | C = Computer
| # H # | Console
| # ###################### ####################### # |
| # ###################### ####################### # | B = Body Armor
| # ###################### ####################### # |
| # ######################H ####################### F | H = Health
| S START | Refill
| # ###C################# ######C ####### # |
| # H##################### ######F################ # | F = Fan
| # F##################### ####################### # |
| # ##################### ####################### # | S = Shotgun
| # ##################### ####################### # |
| #T B # | T = Thermal
| ############FH########## ####################### # | Camouflage
| ######################## H#################C##### # |
Like the Tachikoma, all fans are in this one self-contained area, which is a
lovely field...or at least it would be without all the gunfire, explosions,
and blood Motoko's 'bout to spill.
BOSS PART 1: Camouflaged
The boss of this level is a gigantic multiped tank, which has the ability
to employ visual camouflage and shoot rockets. The first part of this level
will entail waiting for enemy squads to show up, killing them to obtain the
code for removing visual camouflage, then finding a computer to use it on.
Any computer will suffice for removing its camo, although once used, it can't
be used for the same function again. All the while, the multiped will be
fighting, so shoot it a bit to make it turn invisible and buy time to find
whatever you're looking for. As you'll notice, when camouflaged, it doesn't
attack whatsoever. Normal enemies, who also use the same ability as the tank,
become easier to see as the camouflage detereorates, so this portion shouldn't
take too long if you know where the fans are.
BOSS PART 2: Camouflage Disengaged
This is basically the same fight as before, except the field's camouflage is
removed, which takes away its landmarks. The multiped can now be damaged,
and it'll take awhile. Stay at a distance, avoid its tanks by strafing and
sideflipping, refilling ammo when possible. Like before, there's an infinite
amount to take. One will know the damage inflicted by how many plumes of
smoke are emitted from the boss. The opposition's AI can be pretty dumb at
times, such as firing into the wall and moving against it like it's trying
Eventually it tries to re-engage camouflage mode but its plumes of smoke
give it away, so just keep firing until it finally explodes and is marked
as a target "for realz". Jump onto it at this point and inspect its head.
_________ _______ _______ _ ______ _
\__ __/|\ /|( ____ \ ( ____ \( ( /|( __ \ ( )
) ( | ) ( || ( \/ | ( \/| \ ( || ( \ )| |
| | | (___) || (__ | (__ | \ | || | ) || |
| | | ___ || __) | __) | (\ \) || | | || |
| | | ( ) || ( | ( | | \ || | ) |(_)
| | | ) ( || (____/\ | (____/\| ) \ || (__/ ) _
)_( |/ \|(_______/ (_______/|/ )_)(______/ (_)
See the unlockable section to see what's been earned and what shoulda been!
IV. FAN GUIDE [FNGD]
Strewn throughout every level are ten fans -- white hand fans, not electric
types, mind you -- that can be seen spinning...or more often than naught, are
hidden in nooks and crannies y'wouldn't usually look. They can technically
be destroyed with any gun, although some are so far away that a sniper rifle
is required (which is why beating the game once first is best for this). You
know a fan is destroyed because it explodes into a flurry of cherry blossoms.
When it comes to breaking down the guide, an 'area' is basically one portion
of the level and ends when entering a door/elevator/etc. exit, which begins
the next portion. These are often one-way trips so pay careful attention! The
walkthrough also lists the fans in the areas they're found, so this is only
needed for people who want an entire list.
If you need clarifications on the fans, I urge you to either email me or to
post on GameFAQs' messageboard for this game, where someone else may get to
it lickety-split (yes, it's still populated!).
STAGE 1: Niihama Pier N3
 - AREA 1 - Sitting on the roof of the gate station's roof
 - AREA 2 - Near the dead terminal, around corner on unwalkable ledge
 - AREA 2 - On roof with four spotlights, alongside one
 - AREA 3 - Inside the warehouse interior, near ship dock, in a dead end
 - AREA 4 - At start, run under support in front and turn around to find
 - AREA 4 - On the small building's awning -- walljump and climb up
 - AREA 5 - Climb ladder at start, turn left, jump on obstruction to find
 - AREA 5 - Like #7 (on middle catwalk), but the other end
 - AREA 6 - On top of immovable crane (find a high place and snipe it)
 - AREA 6 - On top of immovable crane near sniper tower
STAGE 2: N3 Parking Garage
 - AREA 1 - Ground floor, inaccessible area between shotgun/entrance area
 - AREA 1 - On top of the green Sagawa Denshi van -- shoot from across pit
 - AREA 1 - Past ticketbooth is a blue care; fan on ground in front of it
 - AREA 2 - When crossing catwalk, it's on one of the railings
 - AREA 2 - On concrete barrier near emergency lock disengager
 - AREA 3 - Near terminal on 23rd floor, around corner near elevator
 - AREA 4 - When crossing pit catwalk, floating on a girder one floor up
 - AREA 4 - Spy through locked ramp on 25th floor; spins on cement ledge
 - AREA 5 - Near construction site drop-in point, on a cement barrier
 - AREA 5 - In parking space corner with blue-green coupe, near a sniper
STAGE 3: Multi-level Warehouse
 - AREA 1 - On the protruding girder above entrance
 - AREA 1 - On 3rd floor of warehouse, jump on green container to find
 - AREA 2 - In stairwell's lowest part, corner near the two guards
 - AREA 2 - In warehouse, ground floor, near lifting machine's treads
 - AREA 2 - On the air vent above the 3rd-level door
 - AREA 3 - By a small crate stack
 - AREA 3 - By a small crate stack
 - AREA 4 - Ground floor, by some blue freight containers
 - AREA 4 - 3rd level, by Fuwa's open container, behind the door
 - AREA 4 - 3rd level, high above entrance door
STAGE 4: Tohoku A.R. Residential Block
 - AREA 1 - On the small train platform bridge, on top of a lightpost
 - AREA 1 - After 1st shimmying portion, spinning on lowest dam "step"
 - AREA 2 - Near the starting point, on a broken outer stairway
 - AREA 2 - From start, turn left and jump on railing; behind a fence
 - AREA 3 - Ground floor, in the alley, dead end
 - AREA 3 - On platform guard robot is on, snipe fan under lift tread
 - AREA 3 - On center of highest between-building platforms
 - AREA 4 - At start, look right of 1st staircase; at foot of pillars
 - AREA 4 - On top of highest staircase, look upwards -- spins on railing
 - AREA 5 - Behind elevator that ends the stage, past the railing
For Area 3 (Back Alley) fans, consult the walkthrough for correct placement
and how to ascend upwards.
STAGE 5: Tohoku A.R. Dam Site
 - AREA 1 - At start, turn around; on top of monorail tracks (left side)
 - AREA 2 - Underneath a table in the room the air vent connects to
 - AREA 3 - Spinning on a shelf in the missile launcher room near start
 - AREA 3 - Near power-supply switch, on machinery catwalk
 - AREA 3 - On slope with 3 walkways intersecting; middle's room has fan
 - AREA 4 - In the radial gate intake room, underneath the stairs
 - AREA 4 - In the 2nd cave-in passage, step on debris, look toward center
 - AREA 5 - After exiting the vent, look to the right; behind vent cover
 - AREA 5 - In dead end with grenadier, behind the cordoned-off junk
 - AREA 6 - On red car by building, left of the elevator structure
A sniper rifle is required for Fan #01.
STAGE 6: Tohoku A.R. Office Block
 - AREA 1 - Behind Motoko at the start, in plain sight on an obstruction
 - AREA 1 - In area w/ lots of enemies; inside L-shaped bldg's upper fence
 - AREA 1 - In lower elevator area, along one side of building on machine
 - AREA 2 - On ledge above where the thermo-optic camouflage is found
 - AREA 3 - In an outer tree planter, past railing, before stairway complx
 - AREA 3 - Go to 3rd level of stairway complex; spins on inaccessible 4F
 - AREA 4 - Right of ledge where isolated gunner was
 - AREA 5 - At start, behind blue freight box, underneath stairway
 - AREA 5 - High atop air conditioner, against side of building
 - AREA 5 - On inaccessible ledge; must be sniped from on glass walkway
_____| |______ _| |-#10
|_ | |_|
_| |Ż| |ŻŻŻŻ| |G|
__| |_| |____| |L| H = Health Pack
Stun | ____ #9 |A| S = Shooting Spot (For #9)
Eqpt | | ) |ŻŻŻ\__S |S|
\ | |___/ | ) )S|
\|ŻŻŻ ____ |_____/ /|W| A sniper rifle is required to
#8 |_|Ż| | | _ H / |A| get Fan #10.
\_____| |____| | |___| |Y|
STAGE 7: Tohoku A.R. Anti-personnel Training Grounds
 - AREA 1 - Behind where Batou starts, on top of cardboard cutout's head
 - AREA 1 - On top of locked depot door near missile launcher enemy
 - AREA 2 - Past marked terminal, on stack of girders in dead end
 - AREA 3 - By starting point, in corner of conrete slab
 - AREA 3 - In area with 2 turrets/armored suit; on vacant gun platform
 - AREA 3 - In corner by foe with hacking code; on corner of nearby roof
 - AREA 4 - By stack of girders near the hackable ceiling turret
 - AREA 5 - On top of a tree
 - AREA 5 - On roof of cement shack near vehicle
 - AREA 5 - In the tunnel, behind a stack of crates
STAGE 8: Tohoku A.R. Anti-tank Training Grounds
 - On a depo docking bay chute
 - On pillar's ledge
 - On top of a wall pipe/platform]
 - On pillar's ledge
 - Behind a concrete slab
 - On largest platform
 - On pillar's ledge
 - On pillar's ledge
 - On pillar's ledge
 - On pipe above platform
| \___/ E X I T \ 10/ |
| ŻŻŻ |
| __ __ |
| |07| |08| |
| |__| |__| |
| | /ŻŻŻŻŻ\ |
| | ( 06 ) /ŻŻŻ\ |
| | \_____/ ( 09 ) |
| |ŻŻ| _____ \___/ 01 |
| |__| __ |
| | | |02| |
| /ŻŻŻ\ | | |__| |
| ( ) ___ |
| | \___/ 05 ___ ____ |
| | |ŻŻ| ŻŻŻ___ ___ |
| | __ |__| |
| |04| 03 |ŻŻ| |
STAGE 9: Tohoku A.R. Chopper Storage Block
 - AREA 1 - Fans 1-4 are all located in the same vicinity. Look for some
 - AREA 1 lower lights on one side: two have fans on them, and the
 - AREA 1 empty spaces in-between will have a fan as well. The nearest
 - AREA 1 can be shot but the other three must be sniped!
 - AREA 2 - At foot of starting stairs, take a left outside; on ledge]
 - AREA 2 - Exit control room, go outside through nearest door; on ledge]
 - AREA 2 - In control room
 - AREA 2 - From control: go right, thru tunnel, downstairs to a dead end]
 - AREA 3 - On top of rooftop access door's...uh, roof (walljump onto it)
 - AREA 3 - Stand on light nearest roof access door; on lower wall;on pipe
Fans 2-4 and 5 require a sniper rifle.
STAGE 10: Tohoku A.R. Shaft
 - AREA 1 - At start, on upper rim of circular elevator shaft
 - AREA 1 - At bottom of 1st elevator, look up -- on half-arc walkway
 - AREA 1 - On 2nd elevator, stand by console and look down gap; on ledge
 - AREA 2 - Above 1st half-arc platform in shaft; stand in corner & shoot
 - AREA 2 - At bottom of shaft, look upwards; on ledge between 2 half-arcs
 - AREA 3 - At start, on lower ventilation fan in shaft
 - AREA 3 - In sniper shaft, jump on left rim, shimmy to ledge; across way
 - AREA 4 - At base of first transport elevator
 - AREA 5 - On top of door, across from alcove where hacking code's gotten
 - AREA 5 - On support girder, second-from-bottom tier in inner shaft
STAGE 11: Tohoku A.R. Underground Factory
 - AREA 1 - Empty container, third group of enemies
 - AREA 1 - Elevator shaft, high up; go to edge and crouch to get a bead
 - AREA 2 - Hidden down by first security console
 - AREA 2 - Between inactive door and robot containers
 - AREA 3 - In a stall in the empty c04 barracks
 - AREA 3 - In c04 tier center shaft; shoot it through floor gap
 - AREA 4 - Between two water-heater-lookin' tanks to right of startpoint
 - AREA 4 - On the multiped tank's "head" in hangar nearest start
 - AREA 4 - On top of the mecha in the 2nd weapons hangar
 - AREA 5 - After activating elevator, in 2nd room down; in empty stall]
STAGE 12: Tohoku A.R. Experimental Farm
 - AREA 1 - By gravestone
 - AREA 1 - Behind console near starting point
 - AREA 1 - In front of the large red building
 - AREA 1 - On western side of map, dirt road
 - AREA 1 - If red house is "north", then fan is along east-central border
 - AREA 2 - On ceiling machine that looks like it has 2 ladders
 - AREA 2 - On ceiling machine that looks like it has 2 ladders
 - AREA 2 - On ceiling machine that looks like it has 2 ladders
 - AREA 2 - On a walkway that rims the dome's base -- get on it via ladder
 - AREA 2 - In tiny grain patch farthest from entrance door; along a road
VI. UNLOCKABLES [NLCK]
Unlockables are things given to players who commit outrageous feats of
excellence, in this case, all based off of campaign mode. This is probably
self-explanitory so I'll skip right to some notes:
- Scoring 'x' amount of points in campaign will unlock more difficulties,
INCLUDING any that take less points as a prerequisite. For example (in a
hypothetical), beating the game on Nightmare would unlock all other
difficulties besides Champion if they weren't already.
- A "continue" is used when someone dies and the mission starts again from
the nearest waypoint. Basically, to beat a level in this fashion is to do
so without dying. A player will know a mission's been beaten in this way
because there will be a Section 9 symbol (circular) that appears next to
the fan total on the level select screen.
- When you unlock a weapon's unlimited ammo, you also unlock the ability to
take that weapon into a new level (from select screen), except for knives
and grenades which can't be chosen -- although once you find one, they'll
have infinite ammo, too. Infinite ammo can be turned on and off, and using
it in battle carries a 10,000 point penalty!
| UNLOCKABLE | UNLOCK METHOD |
| Extra Outfits: Batou | Beat campaign on Easy |
| Extra Outfits: Motoko | Beat campaign on Easy |
| Difficulty: Very Hard | Score 15,000 points in campaign |
| Difficulty: Aggressive | Score 22,000 points in campaign |
| Difficulty: Dangerous | Score 34,000 points in campaign |
| Difficulty: Execution | Score 50,000 points in campaign |
| Difficulty: Hopeless | Score 75,000 points in campaign |
| Difficulty: Nightmare | Score 90,000 points in campaign |
| Difficulty: Champion | Score 120000 points in campaign |
| Multiplayer: Batou | Beat campaign on Easy |
| Multiplayer: Motoko | Beat campaign on Easy |
| Multiplayer: Tachikoma | Beat campaign on Hard |
| Multiplayer: Armed Suit | Beat campaign on Normal |
| Multiplayer: Think-tank | Beat campaign on Normal |
| Multiplayer Level: Dome | Beat campaign on Easy |
| New Weapon: Napalm Launcher | Destroy all 120 fans in campaign |
| New Weapon: Laser Gun | Destroy all 120 fans in campaign |
| Unlimited Ammo: Seburo | Beat campaign on Easy |
| Unlimited Ammo: Submachine Gun | Beat campaign on Easy |
| Unlimited Ammo: Shotgun | Beat campaign on Easy |
| Unlimited Ammo: Assault Rifle | Beat campaign on Easy |
| Unlimited Ammo: Grenade Types | Beat campaign on Easy |
| Unlimited Ammo: Knives | Beat campaign on Easy |
| Unlimited Ammo: Laser Gun | Destroy all 120 fans in campaign |
| Unlimited Ammo: Napalm Launcher | Destroy all 120 fans in campaign |
| Unlimited Ammo: Sniper Rifle | Beat all levels w/o continuing (dying) |
| Unlimited Ammo: Grenade Launcher | Beat all levels w/o continuing (dying) |
| Unlimited Ammo: Rocket Launcher | Beat all levels w/o continuing (dying) |
| Unlimited Ammo: Missile Launcher | Beat all levels w/o continuing (dying) |
| Yellow Menus for Campaign | Beat game on Normal |
VI. FREQUENTLY ASKED QUESTIONS [FAQZ]
[Q] - Can I play as Saito, Bolma, Ishikawa, etc.?
[A] - Nope, not even in multiplayer. The Major, Batou, and a tachikom are the
only ones from the series who are playable. The others do make "guest"
appearances...on the radio...rarely... =(
[Q] - I can't shoot this fan!
[A] - This means one of two things: (1) you're in the wrong position, not
close enough, etc. and can actually shoot it with a normal machine-gun
weapon (2) it can only be shot with a sniper rifle, earned by completing
all missions without using a continue -- basically doing one without
[Q] - I got the enemy's hacking code. Why can't I hack them?
[A] - You may need the unit's ID as well, and when you do, it'll display
which foes are hackable (blue triangle icon) and which aren't (orange
or yellow). Luckily later enemies will cough up both at once.
VII. UPDATES & CONTRIBUTIONS [UPDT]
01-01-09 ----------------------+ Started walkthrough
01-07-09 ----------------------+ Finished walkthrough
Sailor/Ceej ------ for hostin' my, uh, whatever it is
The Readers ------ it's all for you, dahlings!
presea_lover ----- For chit-chatting with me about the game/series
cyan_1001 ----- "
Recoome_is_a_god - "
VIII. LEGALITY [LGLT]
This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (Patrick Summers). It cannot be hosted, edited, or distributed for
profit, and may not be given away as an add-in/gift to bought items. All rights
are reserved to respective parties, even those not explicitly stated herein.
Those who find thos document on sites not listed below should e-mail the
author (Shotgunnova). Thanks for reading, and thanks for respectin' FAQers.
ALLOWED SITES DISALLOWED SITES
Chaptercheats.com E-mail for permissions at:
I WAS FOLLOWING THE PACK ALL Document İ Shotgunnova 1997-2009 (and countin'!)
SWALLOWED IN THEIR COATS, Ghost in the Shell namesake İ respective owners
WITH SCARVES OF RED TIED "Yes, comic antics can come MUCH later."
'ROUND THEIR THROATS E N D O F D O C U M E N T