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Walkthrough

by Shotgunnova

        (�������) (�������) (�\   /�) (�������) (�������) (�������\ (������\
        | (���) | | (����)| |  \_/  | | |�)   | | (���) | | (����\/ | (��\  )   
        | (___) | | (____)| | |   | | | |/ /| | | (___) | | (__     | |   ) |
        |  ___  | |     __) | |\_/| | |   / | | |     __) |  __)    | |   | |
        | (   ) | | (\ (    | |   | | |  /  | | | (\ (    | (       | |   ) |
        | /   \ | | / \ \__ | /   \ | | (___) | | / \ \__ | (____/\ | (__/  )
        |/     \| |/   \__/ |/     \| (_______) |/___\__/ (_______/ (______/
      __________________________ ___  (  ____ \ (       ) (  ___  ) (  ____ \
 ,---�                          '   | | (    \/ | |�)   | | (   ) | | (    \/   
(                                   | | |       | |/ /| | | (___) | | (__       
 '---.__________________________,___| | |       |   / | | |     __) |  __)      
 ,--~���������������������������'���| | |       |  /  | | | (\ (    | (         
(                                   | | (____/\ | (___) | | / \ \__ | (____/\
 '~--.__________________________,___| (_______/ (_______) |/   \__/ (_______/
 _____________________________________________________________________________
|�������������������������������������������������|���������������������������|
| FAQ 'n' WALKTHROUGH by Shotgunnova / P. Summers | shotgunnova [@] gmail.c0m |
|_________________________________________________|___________________________|
 �����������������������������������������������������������������������������

    I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
   II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

       Menu.............................................................. THMN
       Building an AC.................................................... BLDG
       Tricks of the Trade............................................... TOTT

  III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT

       00) AC Raven Test................................................. WK00
       01) Stop Terrorist Threat......................................... WK01
       02) Remove Gun Emplacement........................................ WK02
       03) Rescue Survey Team............................................ WK03
       04) Terrorist Pursuit............................................. WK04
       05) Worker Robot Removal.......................................... WK05
       06) Secret Factory Recon.......................................... WK06
       07) Exterminate Organisms......................................... WK07
       08) Guard Freight Train........................................... WK08
       09) Destroy Fuel Depot............................................ WK09
       10) Prototype MT Test............................................. WK10
       11) Guard Airplane................................................ WK11
       12) Stop Gas Exposure............................................. WK12
       13) Prototype MT Test [II]........................................ WK13
       14) Repulse Enemy Attack.......................................... WK14
       15) Exterminate Organisms [II].................................... WK15
       16) Guard Wharf Warehouse......................................... WK16
       17) Remove Base Occupants......................................... WK17
       18) Destroy Space Catapult........................................ WK18
       19) Destroy Base Generator........................................ WK19
       20) Mop Up Chrome Remnants........................................ WK20
       21) Destroy "Justice"............................................. WK21
       22) Chrome Uprising............................................... WK22
       23) Destroy Plus Escapee.......................................... WK23
       24) Destroy Intruders............................................. WK24
       25) Destroy Plane Computer........................................ WK25
       26) AC Battle..................................................... WK26
       27) Attack Urban Center........................................... WK27
       28) Eliminate Squatters........................................... WK28
       29) Eliminate Squatters [II]...................................... WK29
       30) Destroy Unknown MTs........................................... WK30
       31) Rescue Transport Truck........................................ WK31
       32) Eliminate Strikers............................................ WK32
       33) Stop Security MTs............................................. WK33
       34) Stop Gang, "Dark Soul"........................................ WK34
       35) Reclaim Oil Facility.......................................... WK35
       36) Recover Capsules.............................................. WK36
       37) Guard Factory Entrance........................................ WK37
       38) Capture Space Station......................................... WK38
       39) Release Organisms............................................. WK39
       40) Retake Air Cleaner............................................ WK40
       41) Kill "Struggle" Leader........................................ WK41
       42) Stop Security MT.............................................. WK42
       43) Destroy Base Computer......................................... WK43
       44) Mop Up Chrome Remnants [II]................................... WK44
       45) Destroy Floating Mines........................................ WK45
       46) AC Battle [II]................................................ WK46

   IV. MECH SPECS . . . . . . . . . . . . . . . . . . . . . . . . . . . . MCHS
    V. SECRET PARTS . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRT
   VI. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
  VII. UPDATES AND 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\_____/
                            (L3)          (R3)

 Armored Core does not use the analog functions.

         .-----------.--------------------------------------------.
         | BUTTON    | FUNCTIONS                                  |
         |-----------+--------------------------------------------|
         | Start     | Un/pause game                              |
         | Select    | Bring up/close the 'Leave Mission' menu    |
         | Analog    | ---                                        |
         | Up/Down   | Controls movement                          |
         | L/Right   | Turn in that direction                     |
         | Circle    | 'Inspect' button / use laserblade          |
         | Select    | ---                                        |
         | Square    | Fire currently equipped weapon             |
         | Triangle  | Cycle through currently equipped weapons   |
         | X Button  | Ignite booster                             |
         | L1 Button | Strafe left                                |
         | L2 Button | Strafe left                                |
         | L. Analog | ---                                        |
         | R. Analog | ---                                        |
         | R1 Button | Look up/aim reticle up                     |
         | R2 Button | Look down/aim reticle down                 |
         '-----------'--------------------------------------------'

 This game often requires pressing three or four buttons at once to control
 the camera, maneuvering, boosting, the reticle... If you have trouble getting
 the control scheme down or just want to change to something better, go under
 the 'Options' tab on the 'System' icon and change the Control Config to suit
 yer needs better. I know I had trouble 'til I inversed the camera/movement
 buttons.

_______________________________________________________________________________
�������������������������������������������������������������������������������
II. TH' BASICS                                                           [THBS]
_______________________________________________________________________________
�������������������������������������������������������������������������������
MENU                     [THMN]
_______________________________
�������������������������������

 The menu has six options in it:

  .---------.----------------------------------------------------------------.
  | GARAGE  | Customize the AC with bought & optional parts, create emblems  |
  | RANKING | Observe other Ravens' positions and find pecking order info    |
  | MAIL    | View new and previous e-mails as they come                     |
  | SYSTEM  | Save/load games or emblems, customize game specs & configs     |
  | MISSION | View missions currently available and choose some to take      |
  | SHOP    | Inspect AC parts available for purchase or sell owned parts!   |
  '---------'----------------------------------------------------------------'

 One thing to note about the Shop: any parts you buy can be sold back for the
 exact same price; no depreciation! This is handy in the early-to-mid stages
 where money can be tight and parts may have to be resold to contour to some
 mission's specifics.

_______________________________
�������������������������������
BUILDING AN AC           [BLDG]
_______________________________
�������������������������������

 An AC is composed of many parts, all of which must be able to work as one
 machine. It's possible to play without learning the finer points, but it's
 still helpful to know. Most parts contribute armor values (which translates
 to overall health, mind you) so I'll skim over that. :p

.-------------.--------------------------------------------------------------.
| HEAD        | The headpiece is meant to control the radar functions of the |
|             | AC. It's possible to equip radar as a 'back weapon' also; do |
|             | not do this unless tight on money. It's here for a reason!   |
|             | Head parts attach to the Core.                               |
|-------------+--------------------------------------------------------------|
| CORE        | The Core is the central unit of the AC which joins together  |
|             | the following: Head, generator, FCS, back weapons, arms, and |
|             | booster. All of the weight of these listed items combined    |
|             | must not exceed the legpiece's max weight or else it can't   |
|             | move. Also, the Core has 'extensions' to which the optional  |
|             | parts are stuck. These are practically weightless, luckily.  |
|-------------+--------------------------------------------------------------|
| ARMS        | The arms hold weapons or can be the weapons -- the player'll |
|             | have to pick one. It's recommended that arms hold weapons in |
|             | 99% of the cases as they expend ammo twice as fast! These'll |
|             | connect to the Core.                                         |
|-------------+--------------------------------------------------------------|
| LEGS        | The leg parts give stability and mobility to the AC, as well |
|             | as carrying everything above the torso. This means that the  |
|             | player has to pick legs with a good max weight or run the    |
|             | risk of it being too heavy to move. Legs attach to the Core  |
|             | and come in different types of movement. Find one that suits |
|             | you!                                                         |
|-------------+--------------------------------------------------------------|
| GENERATOR   | The generator moves the vehicle and is housed inside of the  |
|             | Core. A 'Not Enough Energy' message may play if y' try and   |
|             | make a generator move too heavy an AC, which means that one  |
|             | has to jettison some parts or find a generator with a higher |
|             | energy output.                                               |
|-------------+--------------------------------------------------------------|
| ARM WEAPONS | These weapons are held by the arms. At maximum, there can be |
|             | one gun and one laserblade. In the late-game, weight often   |
|             | does not allow this, though. These attach to the arms which  |
|             | in turn attach to the Core.                                  |
|-------------+--------------------------------------------------------------|
| FCS         | These practically weightless objects control lock-ons, being |
|             | the identification systems for the weapons. They're found in |
|             | the Core.                                                    |
|-------------+--------------------------------------------------------------|
| BOOSTER     | Attaches to the back of the Core, and aids in vertical and   |
|             | lateral movements when a quick...err, boost is needed. They  |
|             | don't weigh that much.                                       |
|-------------+--------------------------------------------------------------|
| BACK WEAPON | These attach to the core and only two can be carried at all  |
|             | times. Weapons can be of any sort (missile, chaingun, etc.)  |
|             | as well as radar. Since they connect to the Core and are the |
|             | pieces that way a lot most often, the legs have to support   |
|             | them.                                                        |
'-------------'--------------------------------------------------------------'

_______________________________
�������������������������������
TRICKS OF THE TRADE      [TOTT]
_______________________________
�������������������������������

 So, y'want some help getting through the game, huh? Sure!

 � Out of all the legpieces, the absolute best is the 4-Legs type. They can
   carry loads of weight (5000 at max) and are highly maneuverable, as well as
   being decently speedy. The alternative for a full arsenal is using those
   dumb ol' caterpillar legs (tank treads) which can't even jump without the
   aid of a booster. Definitely shell out the cash to get one of these and y'
   won't regret it a lick.

 � For missions, the best budget weapon is the WC-CN35 chaingun. It has a very
   fast firing rate and carrys 250 bullets, making it extremely deadly to just
   about anything once the lock-on sets in. The decent range means it can take
   out armored mechs and smaller security MTs without batting an eye. Plus, y'
   can have two of them as a back weapon if needed. Definitely recommended.

 � Make sure you look at the 'Secret Parts' section before continuing with the
   walkthrough. They tell the locations of all unique parts. Until the last
   storyline mission is completed, all others only appear once and missing a
   few of these boons (the generator, rocket launcher, etc.) is depriving the
   player of a HUGE help from the get-go.

 � Energy weapons don't have ammunition costs, so if you find a powerful one
   like a pulse rifle or the AW-XC65 (the latter of which can OHKO just about
   any normal enemy once amplified) can mop up the enemies and pay for their
   usage without much difficulty.

 � "I seem to remember that repeatedly tapping the down directional button
   shortens the latency between laser blade strikes. You must be grounded. Get
   any missile pod to lock-on to its maximum onto a single target. Being
   within an approximate range of 300 (feet,yards,whatever) from the target or
   nearer, blade and tap down. This adds another point to the total missile
   lock, Repeat this until you reach full lock-on." - foxinaboxx

_______________________________________________________________________________
�������������������������������������������������������������������������������
00) AC RAVEN TEST                                                  [WLKT][WK00]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 "This is the only test that we give to people who want to become a Raven. You
 must battle against the opponent AC and survive. If you survive, you will be
 considered a Raven. That's all. Good luck."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-GRY-NX    | Has no optional equipment   | 14700 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LN-1001-PX-0 | Balanced, all-terrain legs  | 25000 | -------- |
| GENERATOR   | GPS-VVA      | 4728 Output/28000 MaxCharge | 19500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WM-S40/1     | Fires single missiles       | 18700 |   830/40 |
| B. WEAPON R | RXA-01WE     | Old-style radar antenna     | 12100 | -------- |
| A. WEAPON L | LS-2001      | Standard portable rifle     | 11400 |  218/200 |
| A. WEAPON R | WG-RF35      | Infinite-use laserblade     | 11500 |  738/--- |
|_____________|______________|_____________________________|_______|__________| 

 Note that the player can't change what's equipped now, so it's irrelevant for
 the most part. Everything is low-budget and standard for the most part, so it
 ain't going to work great on enemies that well. We'll want to ditch some of
 this stuff [radar?] as soon as possible.

 ---

 There's really no advice to give here. This battle takes place before any of
 the controls can be changed, which puts any new player at a disadvantage. Use
 the L1/R1 buttons to strafe, and L2/R2 buttons to move the camera up & down.
 Shoot missiles if at long-range, and use the laserblade close-up (with O) to
 inflict major damage. There are two enemies here and they'll simply use lowly
 rifle shots, dragging this battle out for a long time.

 No reward either, but the player can now take real missions.

_______________________________________________________________________________
�������������������������������������������������������������������������������
01) STOP TERRORIST THREAT                                                [WK01]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Isaac City Guard
 ADVANCE: 0c
 PAYMENT: 22000c [-1000 per guard destroyed]
 SPECIAL: 9000c [finishing bonus]
 ENVIRON: Isaac City Sewer
 ENEMIES: MTs [x17]
 MISSION: Destroy the enemy leader
 OVERALL: +1%

 "We have managed to obtain vital information on the terrorist group "Imminent
 Storm". The scum plan to hide inside the city sewers and build their
 headquarters there. "Imminent Storm" has perpetrated many terrorist acts on
 Isaac City in the past, and the Guard has suffered bitter defeats. We will
 never let them build their headquarters. Yet we hesitate to act with only our
 weaponry. This is why we have asked the Ravens for help. Already several
 Guards have gone ahead, but it is too dangerous for them alone. Your
 operation has two objectives: protect the Guard detachment and destroy the
 terrorist leader. We will deduct 1000 C from your pay for each Guard killed.
 Ravens, we are counting on you."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-GRY-NX    | Has no optional equipment   | 14700 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LN-1001-PX-0 | Balanced, all-terrain legs  | 25000 | -------- |
| GENERATOR   | GBG-10000    | 9988 Max Energy Output      | 43500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WM-S40/1     | Fires single missiles       | 18700 |   830/40 |
| B. WEAPON R | RXA-01WE     | Old-style radar antenna     | 12100 | -------- |
| A. WEAPON L | WG-XP1000    | Energy-run pulse rifle      | 46000 |  302/180 |
| A. WEAPON R | WG-RF35      | Infinite-use laserblade     | 11500 |  738/--- |
| OPTN. PARTS | SP-M/AUTO    | Upon lock-on, fires missile | 12900 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 This mission has some tough firepower ahead, so I sold my old generator and
 rifle to get a WG-XP1000 pulse rifle. It runs on energy so there's no ammo
 cost whatsoever, and it carries 180 shots meaning it's very functional. This
 can be equipped with a laserblade...and it's got a huge [15000] range! Very,
 very useful for a long time, until it can be upgraded to the next type [which
 can be after this mission, probably; this is #9 in my playing].

                           _        o = enemy
               ___________|o|       x = Isaac City Guard MT
              |        o    |
 |�|__________| |���������|o|       This map should guide you through alright
 |              | Avoid   | |       in place of an expensive radar/head setup,
 | |����������| |     \   |o|       which isn't needed yet. As you can spot,
 | |          | | |�����| | |       some rooms contain enemies but are dead
 | |______|�| | | |_o o_| | |       ends, and can be avoided altogether.
 |______  |o| | |___| |   | |___
        |  _| |_______|   |___  |   The enemies are simply weak and can die
  ______|o|                   | |   from 9 shots from the pulse rifle, or a
 |        |                   | |   few more from the regular rifle. Getting
 | |������       |������|_____| |   up close can be hard since their firing's
 | |             |TARGET xo o   |   also rapid, so laserblading is a poor
 | |_|����|_     |______|�����| |   option here [also because none start right
 |    o o  _|                 | |   by your AC, and is wastes health getting
 | |�|____|                   | |   close]
 | |       \                  | |
 | |       Can Avoid          |_|
 |  ���|                            Upon clearing the 11 'mandatory' enemies
  ���| |                            and reaching the target/boss's room, he'll
     | |      |�|                   engage battle. It's a red-painted MT and
     | |______|o|                   isn't that powerful, but can fire missiles
     |     ox  x|                   along with rapidfire rifleshots. If y'made
     |o|������| |____               pitstops for the optional enemies, don't
     |_|      |   o  |              run out of ammo! Laserblade if possible.
               ����| |
                  _| |_             Mission ends when the target's taken out
                 |START|            and the day is saved, etc. 20000c+ should
                  �����             be an easy goal to reach here.

_______________________________________________________________________________
�������������������������������������������������������������������������������
02) REMOVE GUN EMPLACEMENT                                               [WK02]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 EMPLOYR: Murakumo Millenium
 ADVANCE: 0c
 PAYMENT: AC parts [LN-SSVT]
 ENVIRON: Chrome Gun Emplacement
 ENEMIES: 4 Guns + Defenses
 MISSION: Destroy all guns
 OVERALL: +2%

 "We want you to destroy a Chrome gun emplacement. The gun emplacement
 construction site is located in an ocean buffer zone just barely outside
 Murakumo territory. Our repeated warnings to halt construction have been
 completely ignored. Chrome offers only transparent excuses about maintaining
 security, but their intentions are clearly a pre-emptive military attack. We
 now have no choice but to use force. This time we have prepared an AC part as
 your pay. It is a prototype of the highest quality. We are counting on the
 Ravens."
               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-GRY-NX    | Has no optional equipment   | 14700 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LN-1001-PX-0 | Balanced, all-terrain legs  | 25000 | -------- |
| GENERATOR   | GPS-VVA      | 4728 Output/28000 MaxCharge | 19500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WM-S40/1     | Fires single missiles       | 18700 |   830/40 |
| B. WEAPON R | RXA-01WE     | Old-style radar antenna     | 12100 | -------- |
| A. WEAPON L | LS-2001      | Standard portable rifle     | 11400 |  218/200 |
| A. WEAPON R | WG-RF35      | Infinite-use laserblade     | 11500 |  738/--- |
| OPTN. PARTS | SP-M/AUTO    | Upon lock-on, fires missile | 12900 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 You should be amassing quite a few credits at this time, hopefully 30000+ if
 the stupid RXA-01WE antenna is ripe for selling. If you can afford it, snatch
 up another missile launcher to replace that antenna; if not, oh well.

 ---

 The insert into this level takes place behind a large seawall, protecting the
 player's AC from the emplacements' bombshells. This is helpful, as the two
 nearest the drop point can be taken out by jumping, a missile lock-on, then
 falling back into the safety zone. A few flying enemies are around as well,
 but those can be taken out in the same fashion [with rifle, preferably]. In
 fact, you can jump onto the sea barricade and strafe so missiles don't fly
 into the obstruction.

 The last two guns can be destroyed by boost-/strafing near them. They have no
 lock-on technology, so it's pretty standard evasion tactics. Use the rifle to
 cut ammo costs, too, 'cause the player ALWAYS loses some amount of money...
 Also, with the basic un-upgraded AC stuff [default], equipping the new legs
 is impossible...

_______________________________________________________________________________
�������������������������������������������������������������������������������
03) RESCUE SURVEY TEAM                                                   [WK03]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Earth Environment Reclamation Committee
 ADVANCE: 0c
 PAYMENT: 25000c
 SPECIAL: 7600  [+100 per security MT destroyed]
 ENVIRON: Old Military Facility
 ENEMIES: Security MTs [x76]
 MISSION: Rescue the survey team
 OVERALL: +2%

 "We want you to break into an old military facility remaining above-ground to
 the southwest of Isaac City. This facility has been completely abandoned, but
 we have reason to believe it has been used as a testing ground for prototype
 weapons prior to the Great Destruction. If any of the Companies get wind of
 this, a fight for this facility is inevitable. We immediately sent a survey
 team to find out the truth, but they ran into trouble. A gate within the
 facility suddenly closed and scrapped security MTs began operating. After
 barely making it back to the 1st floor, the team is stranded behind the
 locked gate. The security MTs have been repulsed for now, but we don't know
 how this will last. We want you to rescue the team ASAP."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-GRY-NX    | Has no optional equipment   | 14700 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LN-1001-PX-0 | Balanced, all-terrain legs  | 25000 | -------- |
| GENERATOR   | GBG-10000    | 9988 Max Energy Output      | 43500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | ------------ | --------------------------- | ----- | -------- |
| B. WEAPON R | WC-CN35      | Chain gun; fast reloading   | 32750 |  338/250 |
| A. WEAPON L | WG-MG500     | Machinegun; fast fire rate  | 28400 |  135/500 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-M/AUTO    | Upon lock-on, fires missile | 12900 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 This was mission #10 for me. Surprisingly, for as weak as the security MTs
 coming up are, energy rounds are still ineffective. It's a pain to purchase
 the energy-round-boosting firepower with an Optional Part, so instead, it's
 a lot better to do a combination of solid rounds & evading needless areas! I
 ended up buying a powerful chaingun as a backweapon and a powerful machinegun
 as an arm weapon. Had to save space and barely go through with 4060/4100
 clearance! Even if you don't use this setup, DO NOT USE ENERGY WEAPONS UNLESS
 AN OPTIONAL PART BOOSTS ITS FIREPOWER! Waste - of - time!  PS: The chaingun
 can 2HKO all these mechs! It just can't be used while moving on humanoid legs!

         _   _____   _____           TARGET
        | |_|     |_|     |__________|����|
        |#############################    |
        |#|�|_____|�|_____|�����| |�������
        |#|  _____            |�   �|
        |#|_|     |           |     |     I counted 75 security MTs located
        |# _      |           |_____|     in this mission, many of which can
        |#| |_____|    |�����|            be bypassed completely. Even with a
        |#|            |     |            500-ammo gun, it can still be used
        |#|            |_   _|            completely if y'try to take all MTs
        |#|           ___| |________________   on! Instead, follow the route
        |#|          |################## ___|  directed on this map.
 |����|_|#|          |#|������| |�����|#|_   _____
 |     _ #|        |� # �|  |�   �| |� #  | |     |  Upon reaching the target
 |____| |#|        |  #  |  |     | |  #  | |     |  room, fire a projectile
        |#|        |_ # _|  |_____| |_ # _| |_   _|  into the door panel to
        |#|__________|#|__     _______|#|_____| |___  open the gate and finish
        |##############   |   |        #############|  the mission. This act
         ��| |������������     �������������������|#|          will be used a
         |�   �|                          |�����|_|#|_|�����|  few more times
         |     |                          |      _ # _      |  in the game, so
         |_   _|                          |_____| |#| |_____|  store it in yer
           | |                                    |#|          memory banks!
         |�   �|                                 _|#|_
         |     |                                |START|
         |_____|                                 �����

 With the finish bonus and a little work, completing this mission with reward
 credits of 20,000+ shouldn't be that hard. Once the map is internalized, and
 the other 'useless' MTs are left in their rooms, it's really quite simple.
 They have trouble turning corners and getting out of their small rooms, so
 don't dilly-dally or they may hound you needlessly. 

 ---

 If this is also the tenth mission for the player, an email will state some
 new parts available for purchase, including the 82000c "spider" legs.
_______________________________________________________________________________
�������������������������������������������������������������������������������
04) TERRORIST PURSUIT                                                    [WK04]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Isaac City Guard
 ADVANCE: 0c
 PAYMENT: 23000c
 ENVIRON: Isaac City Parking Garage
 ENEMIES: 1 MT
 MISSION: Destroy the enemy MT
 OVERALL: +2%

 "Just now, several MTs, thought to be terrorists, appeared in an urban
 district. Indiscriminately, they attacked the surrounding buildings and fled.
 Guards rushing to the scene cornered one terrorist in a nearby parking
 garage, but the garage has only one large entrance, so it is not easy to get
 to him. The rest of the gang is still fleeing and we cannot spare any more
 men. Go to the scene ASAP and cooperate in destroying the terrorist. Several
 civilian vehicles remain in teh garage. Damages to teh vehicles will be
 deducted from your pay. Sorry, but we've got budget problems too. Good luck."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AW-XC65      | Energy-run twin lasercannon | 98500 |  2322/40 |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WR-L24       | Large rocket launcher.      | 29460 |  3980/24 |
| A. WEAPON L | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
| OPTN. PARTS | SP-JAM       | Missile lock-on jammer      | 26000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy wpn power  | 45000 | -------- |
| OPTN. PARTS | SP-ABS       | Reduces shell hit recoil    | 29600 | -------- |
| OPTN. PARTS | SP-M/AUTO    | Fires missile on full lock  | 12900 | -------- |
| OPTN. PARTS | SP-CND-K     | Amplifies energy output     | 21000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 This mission is rather simple, if not frustrating. It's also missable in the
 sense that you may have to wait until finishing "Destroy Floating Mines" to
 play it again. I'm decked out for this level because it's my 35th mission,
 even though it can probably be fought around 10-15. Thus, it's not necessary
 to have my setup. Firepower needed: the WC-CN35 chain gun, a SP-S/SCR for
 decreasing projectile damage, and maybe a pulse rifle as an arm weapon. It's
 dependant on what can be afforded.

 ---

 Operating under a simple premise, you just have to hunt down one MT. He'll
 continue to wreak havoc on the floors of the parking garage and flees after
 being damaged a certain amount. Under normal circumstances, he's practically
 invincible, what with the quick speed and leaving after a certain amount of
 damage. When 4 floors down, the radio will tell that the bottom level is for
 Chrome-only use -- the final confrontation takes place in the downward ramp
 leading to there. It _is_ possible to defeat him before then, but not likely
 if early in the game.

_______________________________________________________________________________
�������������������������������������������������������������������������������
05) WORKER ROBOT REMOVAL                                                 [WK05]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 EMPLOYR: Murakumo Millenium
 ADVANCE: 7000c
 PAYMENT: 10000c
 ENVIRON: Isaac City Power Plant No. 7
 ENEMIES: 12 Worker Robots
 MISSION: Destroy all Worker Robots
 OVERALL: +1%

 "A problem occured in the No. 7 power plant of Isaac City. Due to security
 system trouble, the worker robots are out of control. Most of the robots have
 already been captured or destroyed, but some of them have entered the grounds
 of the power plant. Luckily, no major accident has occured so far, but we
 cannot leave the situation as is. Because of the location, ordinary measures
 are useless. This is where we need your help. We want you to destroy all of
 the robots within the power plant, but do not damage the generators or you
 risk causing a major explosion. If you destroy a generator, we will deduct
 compensation for the damages from your pay. The worker robots have no attack
 capability at all, but you must move cautiously."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-GRY-NX    | Has no optional equipment   | 14700 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LN-1001-PX-0 | Balanced, all-terrain legs  | 25000 | -------- |
| GENERATOR   | GPS-VVA      | 4728 Output/28000 MaxCharge | 19500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WM-S40/1     | Fires single missiles       | 18700 |   830/40 |
| B. WEAPON R | RXA-01WE     | Old-style radar antenna     | 12100 | -------- |
| A. WEAPON L | LS-2001      | Standard portable rifle     | 11400 |  218/200 |
| A. WEAPON R | WG-RF35      | Infinite-use laserblade     | 11500 |  738/--- |
| OPTN. PARTS | SP-M/AUTO    | Upon lock-on, fires missile | 12900 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 NOTE: Take off the automatic missile launcher part which can accidentally
 make this mission go 'boom' in the literal sense.

 The only weapon that is needed here is a laserblade, which ensures that this
 mission can go off PERFECTLY -- as in no deductions whatsoever. The worker
 robots have no attack functions, as mentioned, meaning no ammo has to be
 wasted. In fact, it's recommended that only laserblading is used because any
 stray shot that hits a generator BLOWS THE ENTIRE PLACE UP and severely
 damages the player's mech. Why take any chances? That's why this mission gets
 such a bad rap...because of the potential. Play it safe and it's absolutely
 the easiest one in the game.

 Twelve robots in all...pretty simple. The laserblade CANNOT damage any of
 the generators, so be as liberal with the cuttin' as need be. The only thing
 to pay attention to is that the robots' explosions can destroy the generator
 in the room, which can do approximately 8000 damage! Restart if this happens,
 naturally -- accept nothing less than a 17000c total reward.

 HINT: The worker robots move around, so if you find one standing next to a
       pipe or something, make sure they're a ways away before detonating. One
       room in particular has a robot walking along a conduit, and it needs to
       remove itself first!

_______________________________________________________________________________
�������������������������������������������������������������������������������
06) SECRET FACTORY RECON                                                 [WK06]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Murakumo Millenium
 ADVANCE: 0c
 PAYMENT: 32000c
 SPECIAL: 800c [per enemy destroyed]
 ENVIRON: Whiteland Area Snowy Region
 ENEMIES: MTs
 MISSION: Find entrance, destroy lock.
 OVERALL: +3%

 "Our intelligence has determined that Chrome has an underground factory in
 the snowy region of Whiteland. We plan to send our Special Forces to destroy
 the factory. We are looking for someone to scout out the entrance to the
 factory in advance of the attack. Your mission is to find the point of entry
 and destroy the door lock system. There is no particular need to engage the
 enemy, but we will pay an 800 C bonus per enemy MT destroyed. The main force
 will attack 6 minutes after you start, so your executing the mision within
 the time limit is absolutely necessary for the surprise attack to succeed.
 Due to its nature, this mission will be a night maneuver."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AW-XC65      | Energy-run twin lasercannon | 98500 |  2322/40 |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WR-L24       | Large rocket launcher.      | 29460 |  3980/24 |
| A. WEAPON L | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
| OPTN. PARTS | SP-JAM       | Missile lock-on jammer      | 26000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy wpn power  | 45000 | -------- |
| OPTN. PARTS | SP-ABS       | Reduces shell hit recoil    | 29600 | -------- |
| OPTN. PARTS | SP-M/AUTO    | Fires missile on full lock  | 12900 | -------- |
| OPTN. PARTS | SP-CND-K     | Amplifies energy output     | 21000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 YOU DO NOT NEED IDENTICAL SETUP AS ABOVE, because I did this later. For the
 appropriate setup, but a chaingun and missiles will help.

 Anywho, there's a 6:00 timer right at the start.

 .---------------------------------------------------------------------------.
 | SECRET PART: WM-S60/4 [Small Missile Launcher]                            |
 |                                                                           |
 | In the very SW corner of the map, past a gun battery, is a box containing |
 | the part. Be careful not to stray into the out-of-mission area!!!         |
 '---------------------------------------------------------------------------'

 Anyway, the target factory doors are located in the north/northeast area of
 the map, across the river where the insert takes place. Upon getting closer
 to it, the 'target' icon appears. Shoot the door lock system on the outside
 portion and the mission ends successfully. Getting 28000c+ is a cinch on
 this mission, especially with the bonus (use missiles!).

_______________________________________________________________________________
�������������������������������������������������������������������������������
07) EXTERMINATE ORGANISMS [I]                                            [WK07]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Gal City Guard
 ADVANCE: 0c
 PAYMENT: 30000c
 ENVIRON: Gal City Office District
 ENEMIES: Giant Organisms [infinite, technically]
 MISSION: Find and destroy the "queen".
 OVERALL: +2%?

 "This is the Gal City Guard. Our city is now occupied by unknown giant
 organisms. I don't even know if "organism" is right, but I've never seen
 anything like 'em before. The things are extremely fierce and attack anything
 that moves. Our citizen have suffered many casualties from the animal horde.
 We have no way of fighting back. A biological analysis of their behavior
 patterns shows a social structure much like that of ants or bees. There must
 be a "queen" somewhere that directs the swarm. Investigators found an
 unfamiliar hole in a wall in the office district, so this might be the
 beasts' nest. Your mission is to find and destroy the "queen". If you can
 take out the leader, the swarm will become disorganized and we can take it
 from there. We are counting on you."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AW-XC65      | Energy-run twin lasercannon | 98500 |  2322/40 |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WR-L24       | Large rocket launcher.      | 29460 |  3980/24 |
| A. WEAPON L | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
| OPTN. PARTS | SP-JAM       | Missile lock-on jammer      | 26000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy wpn power  | 45000 | -------- |
| OPTN. PARTS | SP-ABS       | Reduces shell hit recoil    | 29600 | -------- |
| OPTN. PARTS | SP-M/AUTO    | Fires missile on full lock  | 12900 | -------- |
| OPTN. PARTS | SP-CND-K     | Amplifies energy output     | 21000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 Amplified energy rounds work well on these suckers, but chaingun rounds do as
 well. Don't pack too heavy, because there's no use killing the smallfry if we
 don't have to. [NOTE: Setup does not have to be identical; I just chose to do
 this one late in the game!!!]

 ---

 Now, I'm going to give directions to the queen. It's better than making a map
 because this dang place twirls in and out of itself a lot. Here's how we're
 gonna do it:

 01) Follow passage south as it turns
 02) Take first passage on the left wall, going downward. Ignore 1st offshoot.
 03) At bifurcation, take left (SE) path downward still.
 04) Continue downward and turn north into new passage when possible
 05) Go west down the enemy-filled passage, ignoring antechambers

 At this point, you should be in a dirt tunnel and see an elbow pipe sticking
 out from the ceiling. On the right track! At the end of the tunnel is the
 queen's room.

 .---------------------------------------------------------------------------.
 | SECRET PART: QX-AF [FCS]                                                  |
 |                                                                           |
 | In one of the corners of the room (SE), the part is lying on the floor... |
 '---------------------------------------------------------------------------'

_______________________________________________________________________________
�������������������������������������������������������������������������������
08) GUARD FREIGHT TRAIN                                                  [WK08]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Murakumo Millenium
 ADVANCE: 12000c
 PAYMENT: 20000c
 ENVIRON: Heavensrock Supply Depot No. 6
 ENEMIES: Flying MTs [x4], Red AC
 MISSION: Defend lead car within region
 OVERALL: +3%

 "We have an emergency! We have been informd of a plan to attack our long-haul
 freight train "Boulder". We are unsure of the enemy's exact target, but it is
 likely that they are after the confidential cargo in the lead car. The
 train's next stop, Heavensrock's supply depot, has very little cover. We feel
 that this would be an opportune time for the enemy to attack. Go ahead of the
 train ASAP and head for the supply depot. Give highest priority to ensuring
 the safety of at least the lead car. The cars further back are not
 particularly important at this time, but we will up your pay by 10000c if all
 cars are safe. We're counting on you, Raven."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-X1487     | Has N. Canceler/Bio Sensor  | 19000 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-10000    | 9988 Max Energy Output      | 43500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WR-L24       | Large rocket; no lock-on f. | 29460 |  3980/24 |
| B. WEAPON R | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| A. WEAPON L | WG-XP2000    | Energy-run pulse rifle      | 61500 |  435/200 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | ------------ | --------------------------- | ----- | -------- |
|_____________|______________|_____________________________|_______|__________| 

 This mission can be utterly annoying since the flying types are much more
 maneuverable than your AC can ever hope to be (they're 100% airborne), so to
 even the odds, any rapidfire weapon or missile will be great. I had a lot of
 trouble doing this the first time, but with a "spider" legpiece and chaingun,
 it was a lot easier. More on this in a sec. If you need to sell something,
 any upclose-and-personal weapon like a laserblade or small arms fire can get
 the boot.

 ---

 This outdoors area leading up to the depot has a few mesas around. At the
 very beginning, one of the airborne enemies will approach the player's AC
 head-on, which is a good time to gun it down. The others will constantly
 circle the player and get in potshots that play off poor camera angles, so
 jump onto one of the mesas nearby and use that as a vantage point. THIS IS A
 GREAT HELP; DO NOT LET THEM GET THE UPPER HAND FROM THE GROUND!

 .---------------------------------------------------------------------------.
 | SECRET PART: HD-X1487 [Head Unit]                                         |
 |                                                                           |
 | One of the silver freight crates at the depot station contains a headpart |
 | for a mech. Not that great, but comes with Noise Canceler/Bio Sensor...   |
 '---------------------------------------------------------------------------'

 When three enemies have been destroyed, the radio calls in to say the train's
 almost near. Another message tells of another mech approaching from the south
 and intent on damaging the train. If you manage to get down there and time
 for combat, you can distract it and hopefully save the train from being bent
 out of shape in any way. Since a bonus is up for grabs, using those powerful
 WR-L24 rockets can really cut this fruitcake down to size -- 3 should do it.

 Mission over when the train successfully refuels and leaves.

 ---

 Now, getting the bonus is incredibly hard if not downright impossible should
 the 4th flying enemy still be living. If you're having a hard time defeating
 all four before the mech approaches, well...nothing to do about that except
 try to get all of them from a mesa-top. Luck plays a part in it also, so do
 not give up!

_______________________________________________________________________________
�������������������������������������������������������������������������������
09) DESTROY FUEL DEPOT                                                   [WK09]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Murakumo Millenium
 ADVANCE: 0c
 PAYMENT: 21000c
 ENVIRON: Chemical-Dyne Lab Fuel Depot
 ENEMIES: Gun emplacements, Blue MTs [x5]
 MISSION: Destroy all tanks and escape
 OVERALL: +3%

 "We want you to perform a secret survey of Chemical-Dyne Co. research lab in
 the East region. We have heard many troubling rumors about a certain
 company's research. From the information that we've gathered so far, this
 seems to be Chrome's doing. Your mission is a diversionary action in support
 of the survey team entering the lab. Attack the fuel depot adjacent to the
 lab and blow up all of the fuel tanks inside. The survey team plans to enter
 the lab during the commotion. You must escape from the depot after blowing
 up all the tanks. If discovered by the guards, you'll have trouble. There is
 probably a large number of tanks in the fuel depot. Be careful to avoid
 damage from explosions."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-GRY-NX    | Has no optional equipment   | 14700 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-10000    | 9988 Max Energy Output      | 43500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WR-L24       | Large rocket; no lock-on f. | 29460 | -------- |
| B. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON L | WG-XC4       | Energy-type pulse rifle     | 51000 | -------- |
| A. WEAPON R | LS-2001      | Infinite-use laserblade     | 11500 | -------- |
| OPTN. PARTS | SP-M/AUTO    | Upon lock-on, fires missile | 12900 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 Having just bought the best legs in the game (IMO), I had to scrounge up some
 extra credits by selling some basic items (default rifle, etc.). Since they
 can all be sold for the same price they're bought at, this is really a non-
 -issue completion-wise. Anyway, I hate using rockets but they were the only
 thing available that I couldn't sell. For those who don't care about getting
 the 4-legs type, you can save some $$ and use a Chain Gun/solid ammo combo to
 get through this level.

 ---

 Anyway, this level is basically a long, straightforward bunch of rooms that
 are connected. It's really a no-brainer as far as strategies come: destroy
 the emplacements mounted on the ceiling with your normal weapons and detonate
 the fuel tanks from afar to evade damage. Some floating enemies around the
 first depot room will prevent lock ons [until destroyed], but if you shoot
 from the doorway, that effect doesn't take place. Don't walk out into an
 ambush, now! This same scenario's repeated a few times until the very last
 room.

 .---------------------------------------------------------------------------.
 | SECRET PART: WG-1-KARASAWA [Laser Rifle]                                  |
 |                                                                           |
 | In the very last (2nd) room, boost up into a small cramped ledge area w/  |
 | some explosive tanks. Blow them up and search the premises for the weapon |
 | lying on the ground. This is a great weapon but can't be used with 4-legs |
 | type models, unfortunately. Only 50 shots for an arm weapon? Eh.....      |
 '---------------------------------------------------------------------------'

 The radio will notify the player that enemy reinforcements are inbound when
 s/he reaches the 2nd room. The five enemies are spread out through the two
 rooms, and are just slightly-upgraded versions of the lame worker MTs that
 have been scrapped numerous times up 'til now. Pretty easy stuff.

 When all target tanks are destroyed [radio confirms this], simply head back
 to the starting point and end this. If you're missing tanks somehow, remember
 the 2nd room has wall niches that have two tanks apiece!

 Reward-wise, getting around 20000c should be quite easy with any sort of
 energy weapon (I got 19108 m'self). Get in the ballpark at least.

_______________________________________________________________________________
�������������������������������������������������������������������������������
10) PROTOTYPE MT TEST [I]                                                [WK10]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Chrome
 ADVANCE: 0c
 PAYMENT: 28000c
 ENVIRON: Chrome Weapons Lab
 ENEMIES: CHAOS 0.8
 MISSION: Destroy "CHAOS 0.8"
 OVERALL: +2%

 "Come participate in a combat test against a new weapon currently under
 development. Anyone is OK, as long as they can fight. We want combat data for
 the current prototype. Your opponent, "CHAOS" is a completely automated robot
 and the location is inside our lab. No need to be timid. Give it all you've
 got. However, you get paid only if you win. No slacking off. This may not be
 much of a challenge to you Ravens, but you can make a fast buck. Think of it
 as an easy job."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-X1487     | Has N. Canceler/Bio Sensor  | 19000 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-10000    | 9988 Max Energy Output      | 43500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WR-L24       | Large rocket; no lock-on f. | 29460 |  3980/24 |
| B. WEAPON R | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| A. WEAPON L | WG-XP2000    | Energy-run pulse rifle      | 61500 |  435/200 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | ------------ | --------------------------- | ----- | -------- |
|_____________|______________|_____________________________|_______|__________| 

 Scrounged up yet again and got the following stuff. Powerful, but lacks a
 laserblade and optional parts. Not that important since this mission is an
 easy payout.

 ---

 Speaking of which, CHAOS 0.8 isn't that good. Use an energy weapon and strafe
 for easy shots, while simultaneously evading his laser projectiles. Energy
 weapons are alright, but you can spam a chaingun and achieve an excellent &
 very fast kill up-close. Either way, the target goal is to maintain at least
 a 20000c+ reward. Heck, you can probably make it 25000c+ if you retry it a
 bit -- damage costs are always more than ammo.

_______________________________________________________________________________
�������������������������������������������������������������������������������
11) GUARD AIRPLANE                                                       [WK11]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Murakumo Millenium
 ADVANCE: 0c
 PAYMENT: 34000c
 ENVIRON: Kuwote Plateau Airport
 ENEMIES: MTs [x10-11]
 MISSION: Airplane takes off safely
 OVERALL: +1%

 "We want you to guard Dr. M. Okamura, an authority on genetic engineering.
 One of his experiments was grossly misunderstood and he has received many
 death threats in the past. A terrorist group has also threatened to attack
 him during his next visit to Isaac City. Dr. Okamura is now at our lab, but
 he will leave for Isaac City in a couple of days. He plans to travel by
 airplane. We want you to serve as a guard at the time of takeoff."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WM-MVG404    | Single-fire missile launchr | 31000 |  1560/24 |
| A. WEAPON L | WG-XP2000    | Energy-run pulse rifle      | 61500 |  435/200 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy-type damg  | 45000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 Chaingun cleans up.

 ---

 At the start, get onto the runway and heed the radio's warning about three
 crafts coming down toward the plane. Obviously, since this is flatland, try
 to get the jump chaingun-wise (great range) before switching to missiles. In
 fact, if you have the 4-legs type like I suggest, you don't need missiles a
 bit. Intercept the enemy far down the runway and lead them off the pavement
 a li'l, destroy. Most are horrible and there's only one large type along for
 the ride.

 Reinforcements arrive but it's likely that the doctor will have left safely
 anyway. They'll blow up the plane for some reason (!?) and the explosion's
 very large -- so fly high above it as far away as you can to evade any extra
 damage. Ugh, what a stupid tactic! Should be very easy to get 20000c+ on this
 level.

_______________________________________________________________________________
�������������������������������������������������������������������������������
12) STOP GAS EXPOSURE                                                    [WK12]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Ravens' Nest
 ADVANCE: 20000c
 PAYMENT: 25000c
 SPECIAL: 650c per security MT not counting gun emplacements [max: 19500c]
 ENVIRON: Old Chemical Weapons Factory
 ENEMIES: Security MTs [x30]
 MISSION: Plant all detonation devices [x5]
 OVERALL: +3%

 "This mission is extremely dangerous. A problem has occured at one of the
 ruins of the Old Generation. Namely, a military facility. This facility was
 used to develop chemical weapons, and it seems that someone has secretly
 entered and tampered with the control panels. It is now full of some kind of
 gas. The gas corrodes metal, so naturally your AC will take damage. Unluckily,
 all of the equipment within the base is resistant to the gas, so the defense
 mechanisms are operating. Of the five control panels, only one appears to be
 working. Even so, just destroy all of them. We will provide the detonation
 devices. Just plant them on all five panels. When you are finished, get out
 of the base immediately. If you dawdle within the facility, your AC will
 suffer a dangerous level of damage. Be careful!"

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| A. WEAPON L | WG-XP2000    | Energy-run pulse rifle      | 61500 |  435/200 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 This mission is probably the 2nd-most annoying in the game, so bring lots of
 powerful solid-type weapons. The enemies inside are resistant to corrosion,
 so penetrating the armor has to be done that way. The first time I did this
 was with two mounted chainguns and 4-legs type armor -- highly recommended!!

 ---

 Anyway, I made a map for this place which should help since it's essentially
 a three-subfloor area. Quite easy to follow if I do say so myself -- there's
 a secret passage that can be used to escape once the 4th and 5th panels are
 found, although without a good map sensor, you're liable to not find it on
 your own (it's rather inconspicuous).

 Okay, the map locations are:

 - 
 - http://www.geocities.com/shotgunnova/Stop.PNG

 The only other tip for this is that, when inside a control panel room, move
 to the side with the 'target' icon and press the O-button to set the bomb.
 When all are set, return to the surface through use of one of the two exits
 (secret passage should be used -- just blow a hole in the wall) and mission's
 complete.

_______________________________________________________________________________
�������������������������������������������������������������������������������
13) PROTOTYPE MT TEST [II]                                               [WK13]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Chrome
 ADVANCE: 0c
 PAYMENT: AC parts [SP-SAP]
 ENVIRON: Test Track No. 6
 ENEMIES: CHAOS 0.9 [x2]
 MISSION: Destroy "CHAOS 0.9"
 OVERALL: +1%

 "We want to run tests on a new weapon. As in the last mission, we want you
 to fight a new weapon model "CHAOS" weapon. That is all. This time, we
 envision a street battle, fought at Test Track No. 6. We have made
 improvements to this advanced MT based on the previous data. It might be a
 bit stronger. If you are defeated by the MT, you have no right to be called a
 Raven. This time we have prepared some special parts as your pay. They are
 new products not yet out on the market. However, to make sure you give it
 your all, you get paid only if you win the fight. Good luck."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WR-L24       | Powerful rocket launcher    | 29460 |  3980/24 |
| A. WEAPON L | WG-XP2000    | Energy-run pulse rifle      | 61500 |  435/200 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy-type damg  | 45000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 Any hard-hitting firepower will do well here. Recommended are the WR-L24
 rocket launcher, the AW-XC65 laserbeam arms, and WC-GN230 grenade launcher.
 Not all are needed but either can help, especially with amplifiers that can
 boost energy-type damage. Also, the missile jammer may help some if you have
 purchased it. <shrug>

 ---

 This area is a replica of a forgotten town and there is another mech to take
 out. This one utilizes erratic movement so any weapon that gets a lock-on
 from mid-range is appropriate, since it fires dual missiles a lot and one'll
 need time to take evasive maneuvers. When the first is destroyed, the testers
 send ANOTHER of the same type out. This is exactly the same as the previous
 incarnation of CHAOS, except it fires triple missiles!

 Either way, there's going to be money lost here, especially if you can't
 quite hit the mark. Try not to redline too much, now...  The part obtained
 for a win is the "SP-SAP" which decreases recoil from cannons. Whee?

_______________________________________________________________________________
�������������������������������������������������������������������������������
14) REPULSE ENEMY ATTACK                                                 [WK14]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Murakumo Millenium
 ADVANCE: 0c
 PAYMENT: 32000c
 ENVIRON: Murakumo Transport Blimp
 ENEMIES: Flying MTs [10+]
 MISSION: Destroy all enemy forces
 OVERALL: +1%

 "Recently, our transport blimps have been attacked one after another. We
 don't know what they want, but the blimp is always shot down so the target
 is probably not the payload. Perhaps they are simply intending to interrupt
 our operations at someone's instigation. We could provide full-scale escorts,
 but this risks marring our reputation. These incidents have not gotten out to
 the public, so we want you to ride secretly in the blimp and repulse the
 attacking group. Note that we expect the battle to be fought on the blimp, so
 be careful not to fall."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-X1487     | Has N. Canceler/Bio Sensor  | 19000 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WM-MVG404    | Single-fire missile launchr | 31000 |  1560/24 |
| A. WEAPON L | WG-XP2000    | Energy-run pulse rifle      | 61500 |  435/200 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy-type damg  | 45000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 I've tried this mission many times with chaingun, the priciest beam arms, and
 other weapon types but the best time was when I simply brought missiles. All
 enemies here are flying types, and you'll want these suckers as a fallback.

 ---

 Here's how the mission will go. Your AC will defend the flying blimp's upper
 exterior side. There are a few gun turrets that help out as well, but they'll
 eventually be destroyed -- without fail. The radio will then talk about how
 the aft bridge has been hit and such. No parts of the ship will be damaged
 before the turrets are destroyed, however, so that's the best time to be on
 the ball.

 It doesn't take a genius to realize that the upper deck is the best place to
 patrol, even though the starting place has access to the underside. Shooting
 down at a lateral-moving target is stupid, especially for missles -- avoid.
 One thing that helps IMMENSELY here is radar that senses moving targets. If
 you can't see where the enemies are, then you're going to have 360 degrees of
 pain to watch out for!

 As before, if you fall, instant fail! Enemy gunfire can push the AC off the
 top as well, which can make this battle a gigantic annoyance! Not much else
 to say except the enemies appear from the north often, so keep an eye peeled
 there.

 After so many enemies have been repulsed in 'x' amount of time (I believe),
 the mission ends automatically. Ending up with 25000c+ credits is the goal,
 and a realistic one at that.

_______________________________________________________________________________
�������������������������������������������������������������������������������
15) EXTERMINATE ORGANISMS [II]                                           [WK15]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Chemical-Dyne
 ADVANCE: 0c
 PAYMENT: 40000c
 SPECIAL: 14700 [this is my figure; not sure how calculated]
 ENVIRON: Chemical-Dyne Lab No. 4
 ENEMIES: Biological Weapons [x??], Queen Organism [x4]
 MISSION: Destroy all the queen organisms
 OVERALL: +2%

 "Someone has entered our lab and destroyed a test vat. The lab is now
 overflowing with biological weapons. The worst problem is the queen organisms
 are able to reproduce. Upon leaving the test vat, the cell tissue becomes
 activated and begins reproducing in no time. If it has already begun
 reproducing, there may be an overwhelming number of them. If so, they are
 certain to try to break open the outside wall sooner or later and escape to
 the outside. We can deal with the small types later, so your target is only
 the four queen organisms. Be sure to bring down all of the beasts."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| A. WEAPON L | WG-XP2000    | Energy-run pulse rifle      | 61500 |  435/200 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
| OPTN. PARTS | SP-JAM       | Missile lock-on jammer      | 26000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy wpn power  | 45000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 Chainguns and pulse rifles (amplified with an SP-E+) work well here, cutting
 both ammo costs and...well, being downright fit for this mission. No missiles
 for indoor things, remember.


                 |�����| |�����|
                 |_   _| |_#2 _|
                   | |_____| |    Going Further
                   |      ###|     _/ Irrelevant
                    �����|#|�     | |
                         |#| |��|_| |_|��|
               __________|#| |   _   _ #4|
         .----|############| |__| |#|_|__|
   W     |     ����������|#|      |###|
  /|\    |               |#|       �|#|
   |     |               |#|        |#|   This place is actually much bigger
   |     |               |#|________|#|   than the map, but luckily all one
   |     |               |############|   has to do is destroy four 'queens'
   |     |               |#|����������    to complete this.
   |     |            ___|#|___
   |     |           |#####    |       
         |           |#|�����| |    Not much to say besides that -- there are
         |         |� #3�| |�   �|  often smallfry in with the queens, which
         |         |_____| |_____|  need some big firepower to be brought down
         |                          such as a lot of chaingun bullets.
    _____|__________
   |################|               The first three are easy to find, but if
   |#|���|��������|#|               you want to find the #4, there is a ton
   |#|_  | |���|__|#|_________      to choose from (if you go past the point
   |###|-' |#1 ###############|     or relevancy that is).
   | |�    |___|��| |�������|#|
   | |____________| |       |#|     Either way, there's a bonus in it for the
   |                |       |#|     player but I haven't been able to figure
    ����������������        |#|     out how it's calculated. It may have
                            |#|     something to do with the smallfry killed,
                            |#|     or the queen eggs destroyed (past point of
                            |#|     relevancy), not sure...
                 START -----'�
                                    Anyway, 40000c+ is about right to rake in.
_______________________________________________________________________________
�������������������������������������������������������������������������������
16) GUARD WHARF WAREHOUSE                                                [WK16]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Murakumo Millenium
 ADVANCE: 0c
 PAYMENT: 32000c
 ENVIRON: Warehouse No. 5
 ENEMIES: Flying MTs [x8], MTs [x4] 
 MISSION: Protect the radar
 OVERALL: +3% [completing mission normally]
        : +2% [for obtaining a secret part]

 "We want you to guard a new type of radar for ACs that we have developed. A
 prototype model is now stored in a warehouse at the wharf, but for some
 reason the security system does not function at all. There is a good chance
 that someone intentionally sabotaged the system. It is probably the work of
 Chrome agents. You must protect the radar for your mission to succeed. We do
 not know the enemy's target, but you must not let them steal or destroy the
 radar. Do not let anyone near the warehouse until the system is restored. We
 are counting on you, Raven."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-X1487     | Has N. Canceler/Bio Sensor  | 19000 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WM-MVG404    | Single-fire missile launchr | 31000 |  1560/24 |
| A. WEAPON L | WG-XP2000    | Energy-run pulse rifle      | 61500 |  435/200 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy-type damg  | 45000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 Any type of powerweapon or missile will do fine, as there is a combination of
 flying & humanoid types to destroy. Chaingun, as usual, works well with the
 4-legs model.

 .---------------------------------------------------------------------------.
 | SECRET PART: RZT-333 [Radar]                                              |
 |                                                                           |
 | The radar is in the warehouse just behind where the AC starts. Shoot down |
 | the door and steal it. Breach of contract and the mission ends promptly,  |
 | but to get 100% overall percentage, it _must_ be taken at some point...   |
 '---------------------------------------------------------------------------'

 The enemies are fairly standard, and all approach from the south toward the
 warehouse. If they breach the doorway [destroy it], the mission's over. Good
 thing the flying types are incredibly weak and any missile (small or other)
 or chaingun projectile can practically OHKO.

 Past the first wave, the 2nd and 3rd ones are much the same, except there's
 a combination of mech types from a wider, more scattershot area (sometimes
 starting in a pincer formation). All of the third wave's enemies are found
 behind the target warehouse, and since there ain't a backdoor, it's luck o'
 the automoton!

_______________________________________________________________________________
�������������������������������������������������������������������������������
17) REMOVE BASE OCCUPANTS                                                [WK17]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Boss Savage
 ADVANCE: 35000c
 PAYMENT: 0c
 ENVIRON: Undersea Base Off Agrea Island
 ENEMIES: Auto Guard MTs [x47]
 MISSION: Destroy all enemy forces.
 OVERALL: +1%

 "Wadja say youse helps me out wid a li'l job I'd taken. I tink I'm over my
 head on dis one. Ya see, it's at the bottom a' da sea. Yeah, an abandoned
 undersea base northeast a' Agrea. I wuz supposed ta get rid a' all a' the
 guys who'd moved in. Dey sez it wuz an easy job, so I takes it, but deez guys
 are weird. Ya take 'em down but dey keep comin' back. Nuttin' to do but get
 outa dere, but I can't just leave it. Pay ya 35000 C for da job. Can't tell
 ya who I'm really workin' for. Look, I'm givin' ya all I should a' been paid.
 All in advance. Dist time its not just fer da money. I gots me a reputation
 to keep. Anyone who can fight'll do. I'll be waitin'."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-XC8000    | Energy-run laser cannon     | 78700 |  2065/50 |
| B. WEAPON R | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| A. WEAPON L | WG-XP2000    | Energy-run pulse rifle      | 61500 |  435/200 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 For this one, bringing in powerful weapons that have great ammunition counts
 is the best course of action. Arm weapon + 2 back weapons. Don't bother with
 any sort of missiles here, as this level is wholly indoors. Solid rounds'll
 be much more effective than energy types; to curb the ammo costs, make sure
 to avoid the useless dead-end rooms.


                     |��|__________
                     |     ########|  I counted forty-seven (47) MTs that can
                     |__|�|#|����|#|  be destroyed here, but most are isolated
          |��|____________|#|    |#|  in side-rooms and can be avoided.
          |   _ ############|  |��#�|_______
          |__| |#|����������   |  ##########| Anyway, continue toward the room
               |#|_|��|        |____|�����|#| marked 'Betrayal' where the Boss
               |# _   |                   |#| Savage doofus will lock the door
               |#| |__|                   |#| in an effort to kill the player.
               |#| |���|______   BETRAYAL |#|
               |#| |          |   /       |#| Instead of suffocating, blow a
          |��|_|#| |___|����| |_|�����|   |#| hole through the wall on the
          |     #|          |#######  |   |#| southern side -- there's already
          |__|�|#|       ___|#|�|__#__|   |#| a feeble crack there.
               |#|      |#####|   |#|_____|#|
               |#|      |#|���    |#########|   Down the hallway, blow another
        _____  |#|      |#|        �������| |   hole to reveal a passageway
       |EXIT | |#|      |#|             |�   �| that can be taken. 
       |_   _| |#|      |#|             |_____|
         |#|___|#|      |#|   |�����|
         |#######|      |#|   |_   _|  The best way to sum up the flight to
          �������       |#|_____| |    the exit is to completely avoid all of
                        |#        |    the antechambers, which only contain a
   N    |��|____________|#|��| |��     few enemies. The last one marked 'EXIT'
  /|\   |   _____ ########||�   �|     contains no enemies.
   |    |__|     |#|�����  |_____|
   |             |#|                   To escape the hideous fate of dying in
   |            _|#|_       this lonely place, open the door reddened by the
               |START|      flashing alarm and find the escape pod.
                �����
 There won't be a high reward on the expense report, but remember that there
 was a 35000c up-front fee given already, so it's cool. A follow-up email from
 Boss Savage will congratulate the AC on being so spry and resourceful.

_______________________________________________________________________________
�������������������������������������������������������������������������������
18) DESTROY SPACE CATAPULT                                               [WK18]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Chrome
 ADVANCE: 0c
 PAYMENT: 35000c
 SPECIAL: ????c [depending on enemies/emplacements destroyed?]
 ENVIRON: Space Station Kaede
 ENEMIES: MTs
 MISSION: Destroy the catapult facility
 OVERALL: +2%

 "We want you to break into the Space Station "Kaede" owned by Murakumo. Your
 goal is to destroy their new catapult. This space station has been unmanned
 since the Great Destruction and was left in orbit, but Murakumo has made
 secret modifications, turning it into a space base. We discovered that
 Murakumo has sent large amounts of materiel to the space station and the
 catapult appears to be used to send the materiel elsewhere. We still don't
 know what they are up to. But still, it is in space. It may be too late if we
 wait until the full story is known. Your space shuttle is ready. Go to the
 space station ASAP. We are counting on you."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AW-XC65      | Energy-run twin lasercannon | 98500 |  2322/40 |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WR-L24       | Large rocket launcher.      | 29460 |  3980/24 |
| A. WEAPON L | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
| OPTN. PARTS | SP-JAM       | Missile lock-on jammer      | 26000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy wpn power  | 45000 | -------- |
| OPTN. PARTS | SP-ABS       | Reduces shell hit recoil    | 29600 | -------- |
| OPTN. PARTS | SP-M/AUTO    | Fires missile on full lock  | 12900 | -------- |
| OPTN. PARTS | SP-CND-K     | Amplifies energy output     | 21000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 THE ABOVE SETUP IS FOR LATE-GAME PLAYERS ONLY. Those in the early game, if
 at all possible, would be smart to take a chaingun and, say, a laser cannon.
 Nothing else is necessary weapon-wise, although any optional parts that will
 reduce damage are recommended.

 ---

 The player should be aware that the CATAPULT CANNOT BE DESTROYED, so there's
 no real reason to map this silly place. In the beginning room, take the
 leftmost door on the southernmost wall. Use the small "alley" doors to get
 to a parallel hallway in the east, and continue south through the double
 doors.

 Once again, use the small "alley" doors to go west where two large ramps're
 located. An emergency call will come in at this time, saying to evacuate the
 premises rather than find the catapult (which can't be found anyway). Don't
 go up the ramps -- instead cut across west into the large white passageway.

 There is 3:00 to evacuate, so let's get outta here quickly! Go north through
 the double doors, using the first "alley" doors to go east. In this corridor,
 continue north and get into the startup area that had two enemies inside. Go
 to the insert point to finish the mission.

 ---

 The bonus your receive should cover all costs, and allow you to get more than
 the reward states. Keyword: SHOULD. After all levels become accessible, many
 people use this 'easy' level to stockpile lots of credits. Good idea...

_______________________________________________________________________________
�������������������������������������������������������������������������������
19) DESTROY BASE GENERATOR                                               [WK19]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Chrome
 ADVANCE: 20000c
 PAYMENT: 28000c
 SPECIAL: 6000c [finish bonus or MT-destruction bonus?]
 ENVIRON: Lunar Base Roa
 ENEMIES: MTs, Gun emplacements
 MISSION: Destroy base generator
 OVERALL: +1%

 "Head for lunar base "Roa". Roa has been unmanned and abanonded for a long
 time, but Murakumo has already dispatched forces intending to revive the
 base facilities. There are now no other usable lunar bases, so Roa is
 effectively in control of the entire Moon. But a full frontal attack would
 deal a severe blow to the base itself. So this is our request. We want you
 to infiltrate the base alone and destroy the generator. Our main force will
 then retake the base in the confusion. Do not bother unnecessarily with
 enemies, but remaining ACs will be troublesome in the future, so try to
 destroy them all on sight. We will reward you for each additional kill. The
 Murakumo are scheming to use the moon as a base for a terrible plot. The full
 story is unclear, but desperate men will stop at nothing. This is a very
 dangerous job, but we have faith that you can do it. We are counting on you,
 Raven."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AW-XC65      | Energy-run twin lasercannon | 98500 |  2322/40 |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WR-L24       | Large rocket launcher.      | 29460 |  3980/24 |
| A. WEAPON L | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
| OPTN. PARTS | SP-JAM       | Missile lock-on jammer      | 26000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy wpn power  | 45000 | -------- |
| OPTN. PARTS | SP-ABS       | Reduces shell hit recoil    | 29600 | -------- |
| OPTN. PARTS | SP-M/AUTO    | Fires missile on full lock  | 12900 | -------- |
| OPTN. PARTS | SP-CND-K     | Amplifies energy output     | 21000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 I'm not actually sure whether or not this mission's available in the early
 going, but it's never happened to me. Either way, pack some heat (chaingun,
 rocket/grenade launcher, AW-XC65...) for this'un. Also, equip the AC with
 something other than "tank legs" -- they'll fail you time and time again on
 the second stretch of this mission.

 ---

 Take the elevator down to where it opens into a large room with overarching
 enclosed skybridges. Some blue MTs here will cause trouble if you don't take
 them out quickly, so do so. Enter the only door on the western side of this
 room and use that elevator to get up to a skybridge's interior, leading east
 into a new part of the base.

 Go north (ignore east offshoot) to find a bridge spanning over the top of a
 huge reactor. There are five emplacements here that can shoot you off, which
 means you land at the bottom where another blue MT awaits. Snipe these 5 from
 the doorway, out of harm's way. They'll be a nuisance later, so get all of
 them. Continue across the span, take an elevator upwards.

 There is an armored blue MT here that must be defeated, and it's quite an
 annoying game of cat 'n' mouse. It starts in the south, ready to attack as
 one arrives at the top, so if you brought a laser cannon arm set, it takes
 about three shots to do 'im in. Use the adjacent door which leads down to
 the generator room. Destroy all four generators...

 ...and then there's a 2:00 timer to escape back to the starting point! It's
 not that hard if you cleared all emplacements and mandatory mechs along the
 way, even with a 4-legs type bottom piece. This is the reason why y'didn't
 bring "tank legs" as it's WAY too slow to do the mission satisfactorily.

 Aim to get 20000c+ on this one.

 ---

 NOTE: A 4-legs type vehicle can have trouble getting through doors without
 jumping. Do a little hop for good measure to avoid being brushed aside and
 wasting time on the return!

_______________________________________________________________________________
�������������������������������������������������������������������������������
20) MOP UP CHROME REMNANTS [I]                                           [WK20]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Murakumo Millenium
 ADVANCE: 0c
 PAYMENT: 50000c
 ENVIRON: Avalon Valley Military Base
 ENEMIES: MTs [x16]
 MISSION: Mop up any remaining units
 OVERALL: +1%

 "Special report for all Ravens! It has been decided to disband the Chrome
 group that planned a military coup d'etat using new robotic weapons. Murakumo
 Millenium will control and inspect the remaining assets of Chrome, so that
 they can be reused appropriately later. Now that the confrontation is over,
 there may be less and less for you Ravens to do. Hopefully this is a sign
 that mankind is moving toward a peaceful future. It's not over yet. We have a
 job for you. We need you to survey a Chrome military base. Some remnants of
 the group may still resist, but their strength is inconsequential. We want
 you to check out the situation in the interior of the base and mop up any
 resistance you find there. Your pay should be adequate."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AW-XC65      | Energy-run twin lasercannon | 98500 |  2322/40 |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WX-S800-GF   | Twin missile launchers      | 90900 |  1120/60 |
| B. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON L | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
| OPTN. PARTS | SP-JAM       | Missile lock-on jammer      | 26000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy wpn power  | 45000 | -------- |
| OPTN. PARTS | SP-ABS       | Reduces shell hit recoil    | 29600 | -------- |
| OPTN. PARTS | SP-M/AUTO    | Fires missile on full lock  | 12900 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 I don't want to ruin the surprise, so bring in something powerful as well as
 missiles & a lock-on function. The AW-XC65 arms are optional, although they
 still work like a charm within this realm...

 ---

 So, what's in store for this mission? Not a lot...at the beginning. This
 place is __HUGE__, but incredibly straightforward nonetheless. Follow the
 ramps up, try to get a few shots if any MTs crest the place, search for a
 lock-on before cresting yourself, destroy. This is repeated a few times. Be
 careful not to be caught in any explosions -- some propane-lookin' tanks can
 be detonated for area damage.

 After clearing the sixteen (16) wimpy MTs, the grandaddy of all robots is
 here to meet 'n' greet in the fresh air.

 REINFORCEMENT: Giant MT
 �����������������������
 This sucker is nasty, but he's not THAT great defense-wise. It takes about
 16 large missiles to bring him down, and if you're packing any dual or
 warheads that 'splinter' into smaller ones, this guy can be a joke. He'll
 shoot large energy projectiles which can be dodged if you boost-strafe and
 keep him guessing. After he boosts towards you, there seems to be a period
 where he has to gain his bearings, and may have his back to you. Strange, I
 know -- capitalize and regulate. Getting 25000c+ on this shouldn't be that
 hard, but anything above 20000c+ is worth the pain.

 Enjoy the small cutscene afterwards... Lord knows how rare they are!

_______________________________________________________________________________
�������������������������������������������������������������������������������
21) DESTROY "JUSTICE"                                                    [WK21]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Chrome
 ADVANCE: 0c
 PAYMENT: 50000c
 ENVIRON: Giant Gun "Justice"
 ENEMIES: Small MTs
 MISSION: Destroy the firing system
 OVERALL: +2%

 "Terrible news just came in. Murakumo has gotten hold of the most terrible
 fruit of mankind's madness still in space. The giant gun "Justice" is now
 under the control of Murakumo. The weapon which drove all of humanity
 underground at the time of the Great Destruction, is certain to seal the fate
 of the world if it is fired at our planet now. This is no longer just between
 us and Murakumo. The weapon's only weakness is the enormous amount of time
 and energy it takes to charge up. We may still be in time. The only way to
 stop it is to destroy the firing system itself. Your best bet is to destroy
 the peripheral energy charges to delay firing, and then blast through the
 multiple force fields to get close enough to destroy the firing system. The
 best space shuttle we have is ready and waiting. Go into space ASAP. We are
 counting on you."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AW-XC65      | Energy-run twin lasercannon | 98500 |  2322/40 |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WR-L24       | Large rocket launcher.      | 29460 |  3980/24 |
| A. WEAPON L | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
| OPTN. PARTS | SP-JAM       | Missile lock-on jammer      | 26000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy wpn power  | 45000 | -------- |
| OPTN. PARTS | SP-ABS       | Reduces shell hit recoil    | 29600 | -------- |
| OPTN. PARTS | SP-M/AUTO    | Fires missile on full lock  | 12900 | -------- |
| OPTN. PARTS | SP-CND-K     | Amplifies energy output     | 21000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 If you don't like using the AW-XC65, bring a chaingun and missiles. As is the
 case, any damage-decreasing optional parts help a lot.

 ---

 There are two ways to proceed here:

 01) Simply destroy all barriers ASAP, avoiding contact with the enemies and
     auxiliary power-gatherers in the corridors. There will be so many foes
     that slowdown/lag is expected, although this is the quickest way to get
     through the mission. The 3:00 timer is nothing, and it's possible for a
     good reward to come out of it (~30000c+) if you're a crack shot.

 02) Destroy a barrier, kill the enemies around, and use the passages either
     on the left, right, or ceiling to get access to an auxiliary generator.
     Blowing one of these up adds 1:00 to the clock, delaying the countdown.
     This is the slower route, definitely. It's hard to get into the ceiling
     panel as well.

 Pick the one you're best at. It's recommended to bring a 4-legs type vehicle
 into this mission, because it can fire back weapons in midair (such as the
 rocket launcher to break the blue 'glass panes') and is rather maneuverable.

_______________________________________________________________________________
�������������������������������������������������������������������������������
22) CHROME UPRISING                                                      [WK22]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Murakumo Millenium
 ADVANCE: 20000c
 PAYMENT: 28000c
 ENVIRON: Camp Murakumo, Zahm Desert
 ENEMIES: 3 Chrome MTs
 MISSION: Destroy entire enemy detachment
 OVERALL: +2%

 "The Chrome have finally started an armed uprising. Socially, they have been
 in a cornered position, but it seems that they have finally made their move.
 We wish no unnecessary fighting, but their mere presence is a danger to all
 humanity. If we don't crush the bad seeds, the roots will again begin to
 spread. Justice is ours. Our elite troops have come under attack in various
 regions. The war situation is going just as we had expected. However, we
 miscalculated. We had to fight pitched battles against Chrome detachments
 appearing above-ground. Several military bases were attacked and suffered
 crippling blows. According to reports, the enemy is a small detachment of 5-6
 MTs, but their capabilities cannot be taken lightly. They are probably
 Chrome's latest models. From the enemy's attack vectors, their next target is
 probably a military base in the Zahm Desert. We want you to head to the base
 ASAP and engage the enemy detachment."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AW-XC65      | Energy-run twin lasercannon | 98500 |  2322/40 |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| A. WEAPON L | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
| OPTN. PARTS | SP-JAM       | Missile lock-on jammer      | 26000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy wpn power  | 45000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 Dunno 'bout you, but this mission can go south pretty quickly if y'don't take
 the big guns along for the ride...which is why bringing the biggest one of
 all -- the AW-XC65 -- is a great weapon. It has lock-on capabilities, runs
 on energy alone, has 40 shots, and can be amplified with an SP-E+! I use it
 all the time -- it practically OHKO's goofy enemies. Great, great alternative
 to the grenade launcher or rockets, both of which are rather imprecise...good
 but imprecise. By now [probably about 30 missions in] it's affordable, so at
 least it's useful for this mission if y'don't like being cheapo.

 ---

 With an AW-XC65 and SP-E+ amplifier, all three mechs (which appear en masse)
 can go down in a few (~3) well-timed shots. Look familiar? They're basically
 upgraded versions of CHAOS which you may or may not have tested twice by now.
 They have pulse rifles (energy damage) and missiles (solid damage) to contend
 with. This military base gives great cover on the ground, but anyone jumps...
 not a lot do besides that. The missile jammer helps a bit.

 To the player's aid, at least there aren't 5-6 as the estimate says! Try and
 aim for ~15000c+ reward, although above 10000 is good as well.

_______________________________________________________________________________
�������������������������������������������������������������������������������
23) DESTROY PLUS ESCAPEE                                                 [WK23]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Murakumo Millenium
 ADVANCE: 0c
 PAYMENT: 5000c
 ENVIRON: Old Jiriera City Building
 ENEMIES: 1 AC
 MISSION: Destroy the AC
 OVERALL: +4% [if GBG-XR obtained]

 "A subject from the 'Plus' next-generation experiments has escaped from the
 lab. We cannot divulge any details, but a certain experiment seems to have
 adversely affected the mind of the subject. An eye witness said that the
 subject is completely deranged. An ex-Raven, he ran amuck with his AC in the
 city, mowed down a Guard detachment and ran away above ground. We found him
 in an abandoned skyscraper in the old city. If we leave the situation as is,
 we don't know when he will start running amuck again. Go to the skyscraper
 now and destroy him and his AC. We regret having to resort to such measures,
 but there is nothing else we can do. The footing is very poor at the site, so
 if you enter into combat, be very careful not to fall. When he escaped, he
 took a prototype AC part with him. You don't have to return the AC part. If
 you find it, it's yours. We are counting on you."

 Although this is the lowest-paying mission in the game (credits-wise), TAKE
 IT IMMEDIATELY. There is a free generator to find in this level and that'll
 open up a huge cashflow with the one already bought...hopefully.

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-X1487     | Has N. Canceler/Bio Sensor  | 19000 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-10000    | 9988 Max Energy Output      | 43500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WR-L24       | Large rocket; no lock-on f. | 29460 |  3980/24 |
| B. WEAPON R | WM-MVG404    | Single-fire missile launchr | 31000 |  1560/24 |
| A. WEAPON L | WG-XP2000    | Energy-run pulse rifle      | 61500 |  435/200 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 Bring a good booster and firepower, such as the WR-L24 large rocket slinger,
 or the Chain Gun when you get a lock on. Missiles are alright, but in such a
 tight area with lots of pillars and such, they may not be as good. But, who
 knows?

 I shouldn't have to remind the player that falling off the skyscraper into
 the bottomless darkness is instant failure, but I will anyway. And...that
 wraps it up!

 .---------------------------------------------------------------------------.
 | SECRET PART: GBG-XR [Generator]                                           |
 |                                                                           |
 | As you start the level, simply strafe (east) off the platform and onto a  |
 | broken walkway on the building anterior. The lowest catwalk contains the  |
 | gold-color generator, which is on the south side of this initial 'scraper |
 '---------------------------------------------------------------------------'

 The silvery mech flies around the tops of the three skyscrapers. The highest
 vantage point should help locating him. Nothing besides that; his firepower's
 definitely not high-quality. Either way, it's completely plausible that doing
 this mission flawlessly and leaving with a 5000c reward happens, but it's not
 that relevant -- sell your old generator and use the new one!

_______________________________________________________________________________
�������������������������������������������������������������������������������
24) DESTROY INTRUDERS                                                    [WK24]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Earth Environment Reclamation Committee
 ADVANCE: 12000c
 PAYMENT: 30000c
 ENVIRON: Reclamation Plant Blast Furnace
 ENEMIES: 6 Battle MTs
 MISSION: Destroy all intruders
 OVERALL: +3%

 "Several armed MTs have broken into a resource reclamation plant owned by the
 Commitee. They are probably terrorists employed by those who want to distort
 our activities. We have taken out several MTs but with heavy damage. So we
 are asking the Ravens for help. We have closed the gates within the plant to
 push them gradually into a large blast furnace in the center. We want you to
 pound them there. Naturally, the blast furnace is very hot. If you fall, your
 AC cannot survive. Making good use of the geography will be the key to the
 battle. Good luck."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| A. WEAPON L | WG-XP2000    | Energy-run pulse rifle      | 61500 |  435/200 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 This mission is completely isolated in a huge cylinder, with the bottom being
 the gigantic blast furnace. Falling down there is not an automatic game over,
 but there is lots of damage incurred. Thus, make sure y'pack a good booster,
 and powerful weapons of any ammunition type.

 .---------------------------------------------------------------------------.
 | SECRET PART: WG-FG99 [Flamethrower Arm Weapon]                            |
 |                                                                           |
 | From the starting catwalk, jump down two tiers. Under the middle (2nd)    |
 | spanning walkway, there is a niche right underneath the western part that |
 | contains the flamethrower. Make sure to do this first thing because it's  |
 | not fun to climb all the way back up to get it.                           |
 '---------------------------------------------------------------------------'

 As for taking these losers out, what's there to say? The chaingun, grenade
 launcher, powered-up laser rifles...anything is fair game. Since the ACs are
 basically suspended on a small catwalk above a fiery deathpit, taking refuge
 in the catwalk doorways or wall niches helps a lot (particularly the latter)
 where getting a line of sight is concerned.

 Walking out with 30000+ total credits from this mission should be very easy,
 if your weaponry is top-notch.

_______________________________________________________________________________
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25) DESTROY PLANE COMPUTER                                               [WK25]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Chrome
 ADVANCE: 15000c
 PAYMENT: 25000c
 ENVIRON: Giant Crater "Big Hit"
 ENEMIES: MTs [x8-10?], Kamui mk. 17
 MISSION: Destroy nose and all MTs
 OVERALL: +4%

 "The other day, one of our special transports crashed while flying over the
 Naglarder area. Satellite images show the wreck near the center of a giant
 crater called "Big Hit". We are not worried about the cargo, but the problem
 is records of our transactions are stored in the transport's computer. They
 are encrypted but not absolutely safe. Unconfirmed reports put a Murakumo
 detachment in the area. You must completely destroy the nose section holding
 the recorder. Destroy all Murakumo on sight. If you let even one of them
 escape, your mission will fail. Be sure to shoot them all down. That is all."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WM-MVG404    | Single-fire missile launchr | 31000 |  1560/24 |
| A. WEAPON L | WG-XP2000    | Energy-run pulse rifle      | 61500 |  435/200 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy-type damg  | 45000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 A large outdoor area crawling with enemies? Sounds like a job for missile
 launchers and chainguns (the latter works best with 4-legs type so movement
 can be done, of course). They'll certainly be slinging a huge number of those
 projectiles, so hedge yer bets by equipping optional parts that decrease the
 damage from solid & energy rounds.

 ---

 This area can be incredibly annoying outside of the 'destroy plane nose'
 objective, because many enemies stand near the peremeter and get in potshots
 while others chase the player's AC around in the flatlands. Definitely take
 out those goofballs with the best shots before tangoing with the others. This
 can be done easier from the upper lip of the caldera-shaped crater. Most have
 both rockets and slug-gun type attacks, so this is a safe vantage point also.

 REINFORCEMENT: Mizuho Kamui [Kamui mk. 17]
 ������������������������������������������
 The fellow Raven that shows up is the one with a large armored tank. It's
 got the firepower but has, err, "tank legs," which make its movement more of
 an up-and-down thing than an all-around thing, y'dig? Strafe or boost-strafe
 from mid- to long-range for best effect, slinging missiles and whatever else
 you have in the arsenal. Lock-on types preferred. So what exactly is in this
 guy's arsenal? Multiple 'splintering' warheads that are the equivalent of a
 long-range shotgun with lock-on functions, and large energy-type projectiles
 that hurt if they land. There's not much to do besides shaking up your
 evasion tactics with jumping or going UBER long-range with sniper rifles or
 something. Make no mistake, this fight can be rather hard indeed.

 Oh well, just another Raven down on the way to the top!

_______________________________________________________________________________
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26) AC BATTLE [I]                                                        [WK26]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Ravens' Nest
 ADVANCE: 0c
 PAYMENT: 42000c
 ENVIRON: Ravens' Nest AC Training Ground
 ENEMIES: Armored MT, Fefnir
 MISSION: Win the battle
 OVERALL: +3%

 "Come participate in an AC battle that the Nest will be holding over the next
 few days. This invitational event pits ace pilots in AC-to-AC battles where
 the winner takes all. Naturally, there are benefits to entering. The winner
 of each battle will be presented with prize money in an amount equivalent to
 the pay for a normal mission. We will decide the opponents for the battles.
 You are free to choose any weapons or equipment. We look forward to your
 active participation."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-GN230     | Grenade launcher. Huzzah!   | 75200 |  3520/15 |
| B. WEAPON R | WM-MVG404    | Single-fire missile launchr | 31000 |  1560/24 |
| A. WEAPON L | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 What can I say? Any powerful weapons will do here, since it's a one-on-one
 battle. Use anything and everything at your disposal, although if I had to
 make one specific suggestion: AW-XC65 arms and the SP-E+ optional part. It's
 pricy, sure, but it's the only way I know of to make quick work here 'sides
 the grenade launcher. Use that (launcher) or the rocket launcher obtained
 earlier to cut a few corners.

 OPPONENT: Barutazaru [Fefnir]
 �����������������������������
 Fefnir decides to tag team the player 'cause he needs the help [haha!], and
 with two heavily-armored 4-legs types, you know there's much damage and ammo
 to be used. My advice is to come into battle with both solid/energy-reducing
 optional parts if possible, and lay into the enemies with the grenade and/or
 rocket launcher. Remember that there is a 2nd-floor to the arena that gives a
 bit of cover from shots; missiles can be launched downwards from here without
 obstructing anything. Again, fighting two on one that are about the same
 skill level as Kamui mk. 17 is __DIFFICULT__ -- be as cheap as you need to be
 to get some benjamins, bro.

 If you think this AC Battle was hard, the next one will be 10 times easier.
 In fact, it's the best one to get a FLAWLESS victory on. Shouldn't be too
 difficult (with the grenade launcher at least) to take home 20000c+ of the
 original 42000 reward. Not great, but it could certainly be worse.

_______________________________________________________________________________
�������������������������������������������������������������������������������
27) ATTACK URBAN CENTER                                                  [WK27]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Chrome
 ADVANCE: 0c
 PAYMENT: Depends on if Valkyrie's defeated [+6500]
 SPECIAL: Depends on carnage wrecked
 ENVIRON: Gal City Office District
 ENEMIES: Unknown
 MISSION: 3 minutes of destruction
 OVERALL: +3% [Only if Valkyrie defeated]

 "We want you to wreak havoc on Gal City. The job is simple. Just attack the
 urban area and fire at will at any attractive target. If one finds oneself in
 danger, one who does not have the power to resist must depend on someone
 else. If you have the power, come to us at Chrome. You have 3 minutes for
 tactical operations. Staying any longer is useless. If you stay too long, we
 don't know what will happen. Your pay will be determined based on the results.
 Simply put, the more you destroy the higher your pay. Good luck."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-X1487     | Has N. Canceler/Bio Sensor  | 19000 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-10000    | 9988 Max Energy Output      | 43500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WR-L24       | Large rocket; no lock-on f. | 29460 |  3980/24 |
| B. WEAPON R | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| A. WEAPON L | WG-XP2000    | Energy-run pulse rifle      | 61500 |  435/200 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 For Mission #14 (by my playthrough), I just bought an SP-S/SCR which lowers
 damage from projectile rounds. Nothing special, although make sure to pack
 some heat for later on in the mission...you'll see why.

 This mission is fairly simple: destroy everything you can within 3:00. The
 reward depends on how much is crunched and blown up. At around 2:00, blue foe
 MTs appear; at around 1:00...

 REINFORCEMENT: Lousvaise [Valkyrie]
 �����������������������������������
 Valkyrie is entirely optional, but fighting the #2-ranked mech is still hard
 for someone whose resources probably barely put his/her mech in the top 10!
 Still, it's not impossible to destroy Valkyrie; it's just hard to do without
 incurring a huge flurry of rapidfire enemy rounds, which can 'juggle' the AC
 if caught in the air -- no escapin' from that. Those large rockets can still
 wreck the mech if a few are caught, but it's hard to get a lock-on when its
 moving like a white blur. It may take some luck early on, although if left
 for later, Valkyrie can be scrapped with high-powered energy rounds. IF THIS
 MECH IS NOT DEFEATED, YOU CANNOT ATTAIN 100% OVERALL COMPLETION. This doesn't
 mean it _can't_ be left for later when all missions can be replayed, but it's
 something to think about.

 My favorite way to destroy Valkyrie is to make her come to /me/, especially
 in the small tunnel the monorail enters. You may notice that the enemy AI's
 got some trouble getting up there; they also have trouble getting out. Pop a
 few large rockets [or similar] and destroy that sucker before it escapes. It
 really is a great strategy that keeps y'away from other diversions.

 Also, you must defeat Valkyrie to get payment filed under 'Reward'; all the
 rest is 'Special Additions'. This is the following: cars, blue MTs, exploding
 canisters on top of skyscrapers, the monorail, the explosive lamps on the
 ceiling.

 When the timer bottoms out, the mission's over.

_______________________________________________________________________________
�������������������������������������������������������������������������������
28) ELIMINATE SQUATTERS [I]                                              [WK28]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Zam City Guard
 ADVANCE: 0c
 PAYMENT: 14000c
 ENVIRON: Old Factory, East Zam City
 ENEMIES: Worker MTs, MTs [Total: 5]
 MISSION: Eliminate illegal squatters
 OVERALL: +1%

 "You are to eliminate a group of illegal squatters at an abandoned factory on
 the east side of the City. They profess to be radicals opposed to area
 redevelopment. However, the planners have alrady reached an agreement with
 the citizens in question, so these are merely outlaws who want an excuse to
 run amuck. But they are still citizens, so from the standpoint of the Guard,
 we cannot use force. If they are left as is, there is a risk of affecting the
 progress of the plan. There is no need for restraint. We want you to firmly
 teach them the rules of society."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-GRY-NX    | Has no optional equipment   | 14700 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LN-1001-PX-0 | Balanced, all-terrain legs  | 25000 | -------- |
| GENERATOR   | GPS-VVA      | 4728 Output/28000 MaxCharge | 19500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WM-S40/1     | Fires single missiles       | 18700 |   830/40 |
| B. WEAPON R | RXA-01WE     | Old-style radar antenna     | 12100 | -------- |
| A. WEAPON L | LS-2001      | Standard portable rifle     | 11400 |  218/200 |
| A. WEAPON R | WG-RF35      | Infinite-use laserblade     | 11500 |  738/--- |
| OPTN. PARTS | SP-M/AUTO    | Upon lock-on, fires missile | 12900 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 Given how early this mission appears, there's not a lot of wiggle room when
 it comes to equipment purchases. You can sell the RXA-01WE in pursuit of
 something better, however, although without upgraded Legs, there's not gonna
 be a lot of weapons to support. If all else fails, at least buy the automatic
 missile launcher which gives more time for dodging.

 ---

 This large indoors area has some enemies around the rusty pillars. Basically,
 if you keep far enough away and use missiles, they can't get a clean shot off
 atcha. With the SP-M/AUTO it's a lot easier to just fire and forget, too,
 although you only should use missiles on the buff mechs since their firepower
 is a lot better than piddly rifle shots and such. Just remember to strafe at
 a distance while returning fire...not too hard.

_______________________________________________________________________________
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29) ELIMINATE SQUATTERS [II]                                             [WK29]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Zam City Guard
 ADVANCE: 0c
 PAYMENT: 19000c
 ENVIRON: Old Factory, East Zam City
 ENEMIES: Worker MTs, MTs [x12]
 MISSION: Eliminate illegal squatters
 OVERALL: +2%

 "Remnants of the squatters who occupied the abandoned factory on the east
 side of the City have reappeared. They have brought together 12 MTs from
 somewhere, and have again amassed inside the factory. Clamoring for us to
 bring out the guys who hurt them before, they are on a rampage. Our Guard
 weaponry is useless. Any Raven will do, just do something."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-GRY-NX    | Has no optional equipment   | 14700 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LN-1001-PX-0 | Balanced, all-terrain legs  | 25000 | -------- |
| GENERATOR   | GBG-10000    | 9988 Max Energy Output      | 43500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WM-S40/1     | Fires single missiles       | 18700 |   830/40 |
| B. WEAPON R | RXA-01WE     | Old-style radar antenna     | 12100 | -------- |
| A. WEAPON L | LS-2001      | Standard portable rifle     | 11400 |  218/200 |
| A. WEAPON R | WG-RF35      | Infinite-use laserblade     | 11500 |  738/--- |
| OPTN. PARTS | SP-M/AUTO    | Upon lock-on, fires missile | 12900 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 Nothing special for this mission [#8 for me], although I did end up buying a
 new generator. This isn't required by any means; it's just a preparation for
 me buying some new legs, which will need extra power to move 'em.

 ---

 This mission is basically the same as the first 'Eliminate Squatters' mission
 except there are twice as many mechs to destroy. Boost-/strafe with riflefire
 or maneuver in close and laserblade as many as possible. The more heavily
 armored types (Worker MTs, pale green with drill hands) can be taken out with
 missiles, as they're also equipped with such weaponry and nasy up-close [of
 course]. Besides that the layout is exactly the same. Just make sure to get
 your priorities straight at the beginning because the enemy MTs gradually
 accumulate on the insert position and some can get in potshots if the farther
 targets are destroyed first. In the back of the defunct factory, using some
 of the raised cement constructions for cover is wise. Target reward for this
 one should be at least 10,000c+.

_______________________________________________________________________________
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30) DESTROY UNKNOWN MTs                                                  [WK30]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 EMPLOYR: Isaac City Guard
 ADVANCE: 0c
 PAYMENT: 12000c
 ENVIRON: Isaac City Sewers
 ENEMIES: 8 MTs
 MISSION: Destroy all enemies
 OVERALL: +1%

 "We just now discovered several unidentified MTs in the sewers. The MTs
 overwhelmed the Guards going to investigate and fled. I don't think they are
 ordinary citizens. Our reputation will be ruined if we let them go. We'll
 begin our search of the sewers at once, and drive them to you like cattle.
 You wait there and pound them."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-GRY-NX    | Has no optional equipment   | 14700 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LN-1001-PX-0 | Balanced, all-terrain legs  | 25000 | -------- |
| GENERATOR   | GPS-VVA      | 4728 Output/28000 MaxCharge | 19500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WM-S40/1     | Fires single missiles       | 18700 |   830/40 |
| B. WEAPON R | RXA-01WE     | Old-style radar antenna     | 12100 | -------- |
| A. WEAPON L | LS-2001      | Standard portable rifle     | 11400 |  218/200 |
| A. WEAPON R | WG-RF35      | Infinite-use laserblade     | 11500 |  738/--- |
| OPTN. PARTS | SP-M/AUTO    | Upon lock-on, fires missile | 12900 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 Same setup as the "Reclaim Oil Facility" mission. Nothing special.

 ---

 This mission is incredibly simple, with the path being one curving area and
 straightforward at that. All mechs are weaklings and die with a single shot
 of a laserblade, so you'll want to return fire, boost-strafe in close, and
 gun them down. Heck, you may even get lucky and have a faraway enemy gun down
 one of your opponents for you. Needless to say, a profit should be turned
 rather easily [6000+ is good].

_______________________________________________________________________________
�������������������������������������������������������������������������������
31) RESCUE TRANSPORT TRUCK                                               [WK31]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Chrome
 ADVANCE: 0c
 PAYMENT: 20000c [-200 per civilian vehicle destroyed]
 ENVIRON: Inside Nassau Tunnel
 ENEMIES: Blue MTs [x5]
 MISSION: Find and defend transport truck
 OVERALL: +1%

 "We lost communications with one of our transport trucks heading for Avalon
 Valley, somewhere near the Nassau Tunnel. We strongly believe that this was
 an act of a terrorist group targeting the advanced chemicals weapons loaded
 on the truck. If this is true, we cannot leave this up to the Guards. Go to
 the site ASAP and search for the truck. Eliminate anyone who interferes. The
 safety of the vehicle is of the utmost priority. Do not forget this. One more
 thing. Innocent civilian vehicles may be traveling by the site. If you
 destroy any vehicles, compensation for the damages will be deducted from your
 pay. Good luck."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AW-XC65      | Energy-run twin lasercannon | 98500 |  2322/40 |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WR-L24       | Large rocket launcher.      | 29460 |  3980/24 |
| A. WEAPON L | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
| OPTN. PARTS | SP-JAM       | Missile lock-on jammer      | 26000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy wpn power  | 45000 | -------- |
| OPTN. PARTS | SP-ABS       | Reduces shell hit recoil    | 29600 | -------- |
| OPTN. PARTS | SP-M/AUTO    | Fires missile on full lock  | 12900 | -------- |
| OPTN. PARTS | SP-CND-K     | Amplifies energy output     | 21000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 This mission can be done early in the game where it's harder to get a good
 completion, or later when it's easier but the reward money is worthless. It
 doesn't matter, really... For early-attempters, use the chaingun.

 ---

 Player's AC starts in one 'arc' of the tunnel. Jump on the median to avoid
 any 'collateral damage' from civilian vehicles and continue up to where the
 2nd arc of the Nassau Tunnel joins. This one won't have traffic, and contains
 the nuclear-grade weapons truck. Three enemies are here initially and will
 attack from two directions; when defeated, two more come from further down
 the way near the truck. They'll be bound to destroy it as soon as possible,
 so finish off the first 3 enemies near there.

 Remember: if you destroy the truck, instant failure. The enemies may also be
 doing this, so make sure you don't use any grenade launchers, rockets, or the
 area-type damage stuff carelessly. It don't take much to set it off, y'see...
 Obviously, following this line of thought, don't let enemies get in the way
 of the truck (trajectory-wise) so stray fire doesn't hit; also, don't even
 be anywhere near the truck to avoid the same situation, only vice versa.

_______________________________________________________________________________
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32) ELIMINATE STRIKERS                                                   [WK32]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Chrome
 ADVANCE: 0c
 PAYMENT: 13000c
 ENVIRON: Doan Bridge, Avalon Valley
 ENEMIES: Worker MTs [x5]
 MISSION: Eliminate bridge occupants
 OVERALL: +3%

 "Workers in the Avalon Valley development area, demonstrating for better
 working conditions, have taken over the "Doan Bridge". They have erected a
 barricade on the bridge and completely halted traffic. There is no sign of
 their giving in to the Guards. They persist in demanding to see the HQ. We
 told them that we have no time to deal with such trifling matters, but they
 don't seem to understand. Anyway, we can't leave this as is. In a drawn-out
 battle, collateral damage would become a problem, so fircibly eliminate them
 now. Several Worker MTs are on the bridge, but this should be no problem at
 all for you Ravens. Our armored division is also deployed. Should be an easy
 job, so go to it."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-GRY-NX    | Has no optional equipment   | 14700 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LN-1001-PX-0 | Balanced, all-terrain legs  | 25000 | -------- |
| GENERATOR   | GPS-VVA      | 4728 Output/28000 MaxCharge | 19500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WM-S40/1     | Fires single missiles       | 18700 |   830/40 |
| B. WEAPON R | RXA-01WE     | Old-style radar antenna     | 12100 | -------- |
| A. WEAPON L | LS-2001      | Standard portable rifle     | 11400 |  218/200 |
| A. WEAPON R | WG-RF35      | Infinite-use laserblade     | 11500 |  738/--- |
|_____________|______________|_____________________________|_______|__________| 

 Since this mission is one of the first the player takes, so there's not too
 much leeway in part-changing. In fact, there's nothing that can be changed
 for the better.

 ---

 The AC begins on an elevated bridge above water. Jumping off the side doesn't
 result in extra damage or anything, so feel free if you want extra stealth.

 .---------------------------------------------------------------------------.
 | SECRET PART: WR-L24 [Large Rocket]                                        |
 |                                                                           |
 | Just behind the barricade the player starts by (and facing away from).    |
 | This has the single-highest attack power of any weapon, but doesn't have  |
 | a lock-on function. Its ammunition doesn't cost that much either!         |
 | With the basic equipment, it's too heavy, though...                       |
 '---------------------------------------------------------------------------'

 After collecting the 'secret part', proceed up the bridge. There are only
 a few crane/mech type MTs here. If you've got the controls down, simply do
 strafing or boost-dodge while firing on a lock-on. Should y'get up close,
 use the laserblade to practically OHKO the enemy. The mechs are the weakest,
 while the cranes aren't. Pretty simple going, actually -- try to use the
 laserblade to avoid ammo fines.

 Also, if you're NOT getting the controls, I suggest switching the functions
 of the R1/L1 & R2/L2 buttons. This helps a lot, I've found. Practice on this
 level until you get it right.

_______________________________________________________________________________
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33) STOP SECURITY MTs                                                    [WK33]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Fortgarden Guard
 ADVANCE: 0c
 PAYMENT: 17000c
 ENVIRON: Fortgarden's Business District
 ENEMIES: 12 Security MTs
 MISSION: Destroy all security MTs
 OVERALL: +2%

 "The city security system that we monitor has been destroyed and security MTs
 from various areas are running amuck. The true perpetrator is as yet unknown.
 All of the Guards are trying to control the situation, but the scope of
 damage is too wide, so we cannot completely handle it. We are asking the
 Ravens for help. Destroy all of the security MTs in teh business district of
 the city. We have already evacuated the citizens. No need for restraint."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-GRY-NX    | Has no optional equipment   | 14700 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LN-1001-PX-0 | Balanced, all-terrain legs  | 25000 | -------- |
| GENERATOR   | GPS-VVA      | 4728 Output/28000 MaxCharge | 19500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WM-S40/1     | Fires single missiles       | 18700 |   830/40 |
| B. WEAPON R | RXA-01WE     | Old-style radar antenna     | 12100 | -------- |
| A. WEAPON L | LS-2001      | Standard portable rifle     | 11400 |  218/200 |
| A. WEAPON R | WG-RF35      | Infinite-use laserblade     | 11500 |  738/--- |
| OPTN. PARTS | SP-M/AUTO    | Upon lock-on, fires missile | 12900 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 This mission is rather simple, too, although the security MTs this time will
 regularly send dual missiles streaming your way. Regular strafing while using
 cover works, but boost-strafing is recommended, too. All mechs are located on
 the underground freeway, so if you feel like it, the skyscraper roofs can be
 used as cover. The mechs are unable to shoot if you're directly above, but an
 AC can shoot directly down, too. This blindspot sets up an easy drop-down +
 laserblade combo. Note that the enemies also have no short-range attacks, so
 they'll be spouting missiles the entire time. Even if you waste most of the
 ammunition, it's not too hard to get 10000+ credits.

_______________________________________________________________________________
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34) STOP GANG, "DARK SOUL"                                               [WK34]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Murakumo Millenium
 ADVANCE: 0c
 PAYMENT: AC Parts [SP-AXL]
 ENVIRON: Zahm Desert
 ENEMIES: 6 Tanks
 MISSION: Destroy all tanks
 OVERALL: +3%

 "The Gang "Dark Soul" broke into our property at Heavensrock, stole several
 tanks and fled. Since they stole tanks, we cannot leave them alone. Go and
 defeat them as soon as possible. Judging from their direction of escape, they
 seem to be hiding in the Zahm Desert. In that area many mines remain, left
 from the war. Be very careful. Note that your pay for this mission is not
 cash but AC parts."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-X1487     | Has N. Canceler/Bio Sensor  | 19000 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-10000    | 9988 Max Energy Output      | 43500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WR-L24       | Large rocket; no lock-on f. | 29460 |  3980/24 |
| B. WEAPON R | WM-MVG404    | Single-fire missile launchr | 31000 |  1560/24 |
| A. WEAPON L | WG-XP2000    | Energy-run pulse rifle      | 61500 |  435/200 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 Heavy solid weaponry [such as the WR-L24] is great here, as well as something
 that helps boost -- I mean, there are stepmines that just end up as extra
 health costs to deal with.

 There's no real strategy except use your firepower wisely and avoid mines at
 all areas. There's enough live ammunition (from any vantage point in this
 low-lying area), so the best way is to boost- or boost-strafe in the air,
 stick a rocket up their tailpipe, and not stop moving for a second. Really,
 it's easy for six angry tankdrivers to plug an AC from close range too, so
 don't screw up. Alternately, using missiles can help take these suckers out
 from afar, but the strafing continues as well.

 If you can, try to "set up" the trajectory so enemy bombshells defeat the
 others. Not too hard actually, but this ain't all fun and games. Only six
 rockets are needed theoretically, so...y'know...don't run a big deficit on
 this one!

 REWARD: SP-AXL, an optional part that accelerates lock-on time. Definitely
 worth it especially if the player likes using the auto-missile launcher. Any
 credits lost should be in the ballpark around 10000c; retry if you fall too
 far into the hole!

_______________________________________________________________________________
�������������������������������������������������������������������������������
35) RECLAIM OIL FACILITY                                                 [WK35]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Chrome
 ADVANCE: 0c
 PAYMENT: 18000c
 ENVIRON: Oil Extraction Facility "Tide"
 ENEMIES: Flying enemies [x10?]
 MISSION: Eliminate the terrorist force
 OVERALL: +2%

 "We want you to attack the terrorist group "Struggle" that is occupying the
 oil extraction facility "Tide". Although this facility is now completely
 abandoned, we were at the point of initiating a retrofit plan. Their purpose
 can be none other to sabotage our company. We cannot let this delay
 construction, that would only play into their hands. The Tide facility may
 have some old tanks that still contain oil. They might explode if hit, so be
 very careful in your operations."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-GRY-NX    | Has no optional equipment   | 14700 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LN-1001-PX-0 | Balanced, all-terrain legs  | 25000 | -------- |
| GENERATOR   | GPS-VVA      | 4728 Output/28000 MaxCharge | 19500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WM-S40/1     | Fires single missiles       | 18700 |   830/40 |
| B. WEAPON R | RXA-01WE     | Old-style radar antenna     | 12100 | -------- |
| A. WEAPON L | LS-2001      | Standard portable rifle     | 11400 |  218/200 |
| A. WEAPON R | WG-RF35      | Infinite-use laserblade     | 11500 |  738/--- |
| OPTN. PARTS | SP-M/AUTO    | Upon lock-on, fires missile | 12900 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 This was my setup, which is still fairly basic except for the SP-M/AUTO that
 automatically fires missiles upon lockon. Sell your dumb radar and pool your
 other mission winnings together to get one, as it helps immensely.

 ---

 Anyway, the player's AC starts in some shallow water near the foot of a large
 oil strut. Enemies are faraway but eventually fly near. Get out your missiles
 [and hopefully the automated missile launcher] and strafe-glide over the
 surface, getting shots off as possible. This is a good way to conserve health
 while hopefully not using too much ammo. If you do this correctly, the enemy
 won't get a very good shot off in any manner; just try to avoid going below
 them. The best way is to keep them at a distance so the missiles don't stray
 off-target.

 Red floating enemies take four small missiles to down, while the yellow ones
 actively flying take only a single. The yellow ones only have a short-range
 flamethrower attack, so try to kill them while simultaneously strafing out
 of the red foes' missile trajectories.

 After awhile, air support will radio in, and then kill the rest of the foes
 a few moments later to end the mission. Should any stragglers remain, deep-
 -six 'em with the rifle. There should be a 10000c+ profit on this one with
 ease.

_______________________________________________________________________________
�������������������������������������������������������������������������������
36) RECOVER CAPSULES                                                     [WK36]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Chrome
 ADVANCE: 0c
 PAYMENT: 30000c
 ENVIRON: Murakumo Human Plus Lab
 ENEMIES: Fighting Machines
 MISSION: Recover the capsules
 OVERALL: +3%

 "We want you to break into an abandoned facility that was used by Murakumo in
 the initial stages of their Human Plus development. It was left after a fire
 several years ago. The Human Plus technologies were supposedly developed by
 Murakumo, but nothing has been released publicly about the initial stages of
 research, so many mysteries remain. Our surveys so far has not turned up much
 information. However, we received strange reports from a survey team recently
 dispatched to the abandoned facility. Parts of the facility are said to be
 operating even now and strange capsules have been placed in the furthestmost
 room. Upon trying to recover the capsules, the team was attacked by fighting
 machines that they had never seen before. They could not fight back and
 failed to recover the capsules. Your mission is to recover those capsules.
 We have no idea about their significance, but they might give us an advantage
 over Murakumo. We are counting on you."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AW-XC65      | Energy-run twin lasercannon | 98500 |  2322/40 |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WR-L24       | Large rocket launcher.      | 29460 |  3980/24 |
| A. WEAPON L | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
| OPTN. PARTS | SP-JAM       | Missile lock-on jammer      | 26000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy wpn power  | 45000 | -------- |
| OPTN. PARTS | SP-ABS       | Reduces shell hit recoil    | 29600 | -------- |
| OPTN. PARTS | SP-M/AUTO    | Fires missile on full lock  | 12900 | -------- |
| OPTN. PARTS | SP-CND-K     | Amplifies energy output     | 21000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 This mission is first available in mid-game, so while the above setup is more
 for the late-game player, some of this stuff will be available.

 ---

 Here are the directions to the capsules' room:

 01) Continue down path to the 4-way crossroads; continue south.
 02) Avoid all the siderooms and keep going west
 03) Look for a dark, sloping north-side passage. Enter floor hole when found
 04) Follow passage north and enter another floor hole when found
 05) Continue east down mech-infested hallway, avoiding siderooms
 06) Locate dark, sloping southbound passage and descend
 07) Jump weird-shaped railing area and continue north underneath it
 08) The lone sideroom down here is a 'target' capsule and ends the mission

 Whew, this one's annoying just for the weird Japanese girl soundbytes. o__O

_______________________________________________________________________________
�������������������������������������������������������������������������������
37) GUARD FACTORY ENTRANCE                                               [WK37]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 EMPLOYR: Chrome
 ADVANCE: 0c
 PAYMENT: 32000c
 ENVIRON: Snowy Region, Whiteland Area
 ENEMIES: Flying MTs [x8], MTs [x3]
 MISSION: Guard the lock system
 OVERALL: +3%

 "We have uncovered a plan to destroy our underground factory in the Whiteland
 area. We think that Murakumo is behind it. We are not sure of the specific
 details, but since the factory is underground, they can't do anything unless
 they get inside. So we want someone to guard the entrance of the factory. The
 gate cannot be opened from outside as long as the lock system is not
 destroyed. We will need several days to put up a full-scale security system.
 Of course we will pay you during that period whether or not there is an
 attack. Not a bad job, huh? Do it well."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-X1487     | Has N. Canceler/Bio Sensor  | 19000 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-10000    | 9988 Max Energy Output      | 43500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WR-L24       | Large rocket; no lock-on f. | 29460 |  3980/24 |
| B. WEAPON R | WM-MVG404    | Single-fire missile launchr | 31000 |  1560/24 |
| A. WEAPON L | WG-XP2000    | Energy-run pulse rifle      | 61500 |  435/200 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 This mission will have a few annoying flying types, which is why bringing in
 some _large_ missiles will help a lot. You can replace that with a chaingun
 if yer a crack shot, but since it's night out and visibility ain't all it's
 cracked up to be, missiles long-range sights are more useful in my opinion.

 ---

 The enemies come in two waves here, and this is the time to get the secret
 part if you want it. Five enemies compose the first attack run, and when
 defeated, two more and three walking MTs come up to blow the factory. When
 dealing with the MTs (which jump and use dual missiles), try and nuke them
 with some large rockets -- or the Karasawa energy rifle if you can equip the
 thing.

 .---------------------------------------------------------------------------.
 | SECRET PART: B-T001 [Booster]                                             |
 |                                                                           |
 | Inside a box in the southeastern corner of the level, near the boundary   |
 | (redline) that marks the out-of-area...area. It's best to destroy about   |
 | four planes before making this trip to minimize damage to the lock system |
 '---------------------------------------------------------------------------'

 Missiles take the planes out in one hit, so hopefully not too many go astray
 here. Bring in at least 20000c+ to call this one a success. Also, make sure
 to sell the booster you have in exchange for the B-T001!

_______________________________________________________________________________
�������������������������������������������������������������������������������
38) CAPTURE SPACE STATION                                                [WK38]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Chrome
 ADVANCE: 0c
 PAYMENT: 45000c [-1000 for each 1st Division Ally killed]
 ENVIRON: Space Station Kaede
 ENEMIES: MTs
 MISSION: Transport the supply materiel
 OVERALL: +2%

 "We have decided to carry out an operation intended to occupy the Murakumo's
 base of activities, the Space Station "Kaede". Since our single ship attack
 failed the other day, the pace of the Murakumo's activities in space have
 picked up extraordinarily. Large amounts of materiel have been carried off to
 space, and "Kaede" is rapidly becoming a fortress. If we leave this as is, it
 will be difficult  to act later. Our First Division has already begun 
 fighting. Your mission is to support the invasion troops. Bring materiel to
 the supply vehicle engaged in combat. The enemy forces are more numerous than
 expected and the supply materiel may not be in time. Place the materiel in
 the catapult. Capture the catapult and pass the materiel on to the supply
 corps. Murakumo is planning something in space. We must stop them before it
 is too late."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AW-XC65      | Energy-run twin lasercannon | 98500 |  2322/40 |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WR-L24       | Large rocket launcher.      | 29460 |  3980/24 |
| A. WEAPON L | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
| OPTN. PARTS | SP-JAM       | Missile lock-on jammer      | 26000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy wpn power  | 45000 | -------- |
| OPTN. PARTS | SP-ABS       | Reduces shell hit recoil    | 29600 | -------- |
| OPTN. PARTS | SP-M/AUTO    | Fires missile on full lock  | 12900 | -------- |
| OPTN. PARTS | SP-CND-K     | Amplifies energy output     | 21000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 The usual solid firepower (or amplified energy rounds) works well here, just
 as the damage-decreasing stuff does. I'm still using the AW-XC65, a.k.a. the
 OHKO'r. Recommended but not necessary, as this isn't an attack run mission
 in the least.

[DIRECTIONS TO SUPPLY VEHICLE:]

 Like last time, take the leftmost door on the southernmost wall; and, from
 there, use the 'alleyway doors' to get to a parallel passage. Take this hall
 as far south as it will go, and the nearest alleyway (to the west) will have
 two friendly mechs with a supply vehicle. Make a mental note.

[FINDING THE MATERIEL]

 The alleyway door just north of the entrance to the supply vehicle passage
 leads into a perpendicular corridor with two ramps up to the 2F (whew!).
 Take one up and use the alleys and such to get to the northernmost cargo
 area. You'll know it easily because it has a huge number of garage doors and
 two side by side in the north. Take the left one to find a package in the
 corridor, grab it with O-button.

 Then, simply take it back down to the 1F where the supply vehicle awaits!
 This should be an easy 40000c+ mission if no ally soldiers were defeated.

_______________________________________________________________________________
�������������������������������������������������������������������������������
39) RELEASE ORGANISMS                                                    [WK39]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Murakumo Millenium
 ADVANCE: 0c
 PAYMENT: 32000c
 ENVIRON: Chemical-Dyne Lab No. 4
 ENEMIES: Unknown
 MISSION: Release biological weapons
 OVERALL: +1%

 "We have discovered the true nature of the mysterious organisms that appeared
 in Gal City. They are not organisms, but rather a type of biological weapon.
 They were developed by Chemical-Dyne Co., a biochemical manufacturer allied
 with Chrome. They were lax in telling the truth and taking responsibility for
 the incident. This is your mission. Break into Chemical-Dyne's research
 facility, search for biological weapons and release all of them upon
 discovery. The facility is certain to have a considerable number of test
 species. Releasing them all will certainly cause the facility to collapse.
 This will cause much damage to Chrome. This may seem like a dirty trick, but
 it is the most effect method to stop Chrome from running amuck. Naturally, do
 not bother the biological weapons. We will deduct 500 C from your pay for
 each one killed. Detailed instructions will be given to you by radio after
 you have entered the facility."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AW-XC65      | Energy-run twin lasercannon | 98500 |  2322/40 |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WR-L24       | Large rocket launcher.      | 29460 |  3980/24 |
| A. WEAPON L | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
| OPTN. PARTS | SP-JAM       | Missile lock-on jammer      | 26000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy wpn power  | 45000 | -------- |
| OPTN. PARTS | SP-ABS       | Reduces shell hit recoil    | 29600 | -------- |
| OPTN. PARTS | SP-M/AUTO    | Fires missile on full lock  | 12900 | -------- |
| OPTN. PARTS | SP-CND-K     | Amplifies energy output     | 21000 | -------- |
|_____________|______________|_____________________________|_______|__________|

 All biological organisms are behind cages in certain rooms, and the player'll
 have to destroy the control panel above the small door. Doing this lets them
 get out, so once done, leave before you mess with them.

                 |�����| |�����|   _.-TO #10
                 |_#3 _| |_#2 _|  |#|
                   |#|_____|#|  |_|#|_|��| 
                   |#########| #8 ###  #9|
                    �����|#|�|  |�|#|�|  |
                         |#| |��|_|#|_|��|
               __________|#| | #7_###_ #6|
         .----|############| |__| |#|_|__|
   W     |     ����������|#|      |###|
  /|\    |               |#|       �|#|  All biological organisms are behind
   |     |               |#|        |#|  cages in certain rooms, and the
   |     |               |#|________|#|  player'll have to destroy the panels
   |     |               |############|  that control their tiny doors to get
   |     |               |#|����������   'em out.
   |     |            ___|#|___
   |     |           |#########|        The best way to perform these feats
         |           |#|�����|#|        is to open the door, shoot a few
         |         |� #4�| |�#5 �|      rounds with the chaingun, witness the
         |         |_____| |_____|      tiny door fling open, then leave. This
         |                              will evade most gun emplacements and
    _____|__________                    other enemy interference so long as
   |################|                   no lock-ons mess it up.
   |#|���|��������|#|               
   |#|_  | |���|__|#|_________     On the map, all cages except #10 are shown
   |###|-' |#1 ###############|    for space purposes. The tenth and final
   | |�    |___|��| |�������|#|    cage is easy to find, though. Simply
   | |____________| |       |#|    continue west and north, ignoring the
   |                |       |#|    passage that has a hole in it (leads into
    ����������������        |#|    an organism's pen), and use the downward
                            |#|    slope.
                            |#|     
                            |#|    At the bifurcation, go west and destroy
                 START -----'�     the cage door there to finish the mission.
                                   Aim for 20000c+ on this'un.

_______________________________________________________________________________
�������������������������������������������������������������������������������
40) RETAKE AIR CLEANER                                                   [WK40]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Murakumo Millenium
 ADVANCE: 0c
 PAYMENT: 46000c
 ENVIRON: Isaac City Air Cleaner
 ENEMIES: MTs
 MISSION: Eliminate the terrorist
 OVERALL: +3%

 "We just got a terrifying communique from the terrorist group "Imminent
 Storm". They said that they are occupying the air cleaner above Isaac City.
 This unit takes air from above-ground, cleans it, and sends it down to the
 underground city. It is literally the City's lifeline. Their demands are for
 the immediate dismantling of Murakumo Millenium who they say has become the
 ringleader of social decay. Their false accusations are brash. Their recent
 activities have been a string of failures thanks to you Ravens. This is a
 desperate act of desperate men willing to die with honor. Eliminate them
 quickly. Note that the air cleaners has an extremely acomplex structure due
 to repeated retrofits with the expansion of the underground city. Be careful.

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| A. WEAPON L | WG-XP2000    | Energy-run pulse rifle      | 61500 |  435/200 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
| OPTN. PARTS | SP-JAM       | Missile lock-on jammer      | 26000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy wpn power  | 45000 | -------- |
|_____________|______________|_____________________________|_______|__________|

 Welcome to one of the more annoying missions in the game, due to the inter-
 locking passageways, multiple-tier places, etc. Bring in heavy firepower and
 NO MISSILES, thank you very much. Chaingun recommended as a tagalong, too.

 ---

 The "main chamber" as I call it is the large room where the fenced-off fans
 are located. It has many passageways leading in all directions, all behind a
 breakable vent cover (shoot to destroy).

.----------------------------------------------------------------------------.
| SECRET PART: WX-S800-GF [Dual Missile Back Weapon]                         |
|                                                                            |
| In the south part of this "main chamber", shoot the vents off the ceiling  |
| and boost up into the vent therein. The dual missile back weapon is there  |
| already unwrapped for you. It takes up both 'back' slots, however...       |
'----------------------------------------------------------------------------'

 Now, after the call-in about the poison gas tank somewhere, go to the west
 side of the L-shaped room and blow the floor grate off. Descend, kill the
 enemy there. Here's how to proceed:

 - Follow passage west
 - Surface in vertical passage (need weapon that can be used while airborne)
 - Proceed east, kill blue MT, neutralize gas tank (with O-button)

 Voila! Should be easy to get around 40000c+ for this mission. [NOTE: If you
 can't find the tank via my directions, email me and I'll revamp 'em].

_______________________________________________________________________________
�������������������������������������������������������������������������������
41) KILL "STRUGGLE" LEADER                                               [WK41]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Chrome
 ADVANCE: 18000c
 PAYMENT: 20000c
 SPECIAL: 12000c [finish bonus?]
 ENVIRON: Ruins of Vaella, Dragna Region
 ENEMIES: Armored Mechs, MTs
 MISSION: Destroy the enemy leader
 OVERALL: +3%

 "Great news! We have determined the whereabouts of the leader of the
 terrorist group "Struggle". He is in the Ruins of Vaella in the eastern
 Dragna region. This is the venue for secret meetings with his sponsor,
 Murakumo. Your mission: Destroy the enemy leader's AC. Up until now, many
 plans have been foiled by that one man. I loathe to admit it, but his skills
 are remarkably well-honed. Nearly all reference material about the ruins was
 lost in the Great Destruction, so its internal structure is unknown. There
 may be traps, but you'll be OK in an AC. This is the chance of a lifetime. Do
 not fail us. Be sure to get him."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AW-XC65      | Energy-run twin lasercannon | 98500 |  2322/40 |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WR-L24       | Large rocket launcher.      | 29460 |  3980/24 |
| A. WEAPON L | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
| OPTN. PARTS | SP-JAM       | Missile lock-on jammer      | 26000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy wpn power  | 45000 | -------- |
| OPTN. PARTS | SP-ABS       | Reduces shell hit recoil    | 29600 | -------- |
| OPTN. PARTS | SP-M/AUTO    | Fires missile on full lock  | 12900 | -------- |
| OPTN. PARTS | SP-CND-K     | Amplifies energy output     | 21000 | -------- |
|_____________|______________|_____________________________|_______|__________|

 Pack heavy with all the works -- chaingun, powerful energy types, rocket or
 grenade launcher, etc. Damage-reducing optional parts goes without saying, I
 hope!

[NAVIGATING THIS PLACE:]

 I'll give a play-by-play in order to get through this craphole in one piece.
 Watch out for wall mines, now! This place is easy to get perforated in...

 01) In first room, jump down floor well
 02) Continue east, watching out for wall mines and enemies
 03) When you see a fireball being shot from a passage, wait for it to hit
     the wall and go up that passage. Make sure to jump over it when it comes
     because it deals A LOT OF DAMAGE. Turn into an eastern passage after y'
     destroy the two wall mines in that area.
 04) Fall down floor hole
 05) Travel west, watching out for more wall mines
 06) In large, dark room, search for a ceiling hole. Boost up there.
 07) Go north, watching for landmines. Perpendicular fireball passage!
 08) Continue east and try to spot a wallmine.

 .---------------------------------------------------------------------------.
 | SECRET PART: LS-99-MOONLIGHT [Laserblade]                                 |
 |                                                                           |
 | The wallmine mentioned in #08 destroys part of the floor when triggered,  |
 | and at the very bottom is the weapon in question on a pedestal. This is   |
 | the best laserblade in the game!!                                         |
 '---------------------------------------------------------------------------'

 09) Past the breakable-floor passage, continue east through the rooms.
 10) In the last one, jump down a hole.

 At this point, you'll fight the "Struggle" leader. He likes to fire hard-
 hitting solid rounds and stays airborne a lot. Mowing him down with a lock-on
 of any sort is child's play, though!

_______________________________________________________________________________
�������������������������������������������������������������������������������
42) STOP SECURITY MT                                                     [WK42]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Eath Environment Reclamation Committee
 ADVANCE: 0c
 PAYMENT: 38000c
 SPECIAL: 12000 [for each mech destroyed?]
 ENVIRON: Old Military Facility
 ENEMIES: Security MTs
 MISSION: Destroy the control panels
 OVERALL: +2%

 "We have a mission for you regarding the old military facility where we
 previously sent a survey team. The survey of the first basement is complete,
 but a passage thought to lead to the lower levels was found during the
 survey. However, just past it was an extremely powerful security MT that we
 couldn't defeat with our weapons. Oddly, it never comes out of the passage to
 attack us. It seems to be protecting something. Anyway, this facility still
 has many mysteries. According to a structural diagram of the place found on
 the first floor, there are several control panels for the Security MTs in the
 back. We want you to destroy them."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-X1487     | Has N. Canceler/Bio Sensor  | 19000 | -------- |
| CORE        | XCA-00       | Standard core unit          | 61500 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-10000    | 9988 Max Energy Output      | 43500 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WR-L24       | Large rocket; no lock-on f. | 29460 |  3980/24 |
| B. WEAPON R | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| A. WEAPON L | WG-XP2000    | Energy-run pulse rifle      | 61500 |  435/200 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-E+        | Increases energy wpn attack | 45000 | -------- |
|_____________|______________|_____________________________|_______|__________|

 This mission needs a single reliable weapon; the player can choose. With the
 free parts being able to replace some other purchases, I finally bought the
 awesome SP-E+ part which boosts all damage from energy-type weapons. Another
 cost-saving device, which pays for itself in spades. But anyway... This ends
 up being Mission #16 for me, so pack something useful (chaingun) that can be
 used on the move.

 Note that only the level down the slope of the front door matters; anything
 behind was already explored in a previous level (and has nothing there). 

 ===========================================================================
 NOTE: You will have to destroy panels (w/ projectile) to unlock some doors.
 ===========================================================================

 Useless passageways have been omittied from the map, mind you.

                                   Start
      E     ________________________  \_   This area is pretty simple once y'
     /|\   |########################| |#|  get to know it. Continue down the
      |    |#|��������������������|#| |#|  hallway and through the first EM
|�|   |    |#|             _____  |#| |#|  pulse [unavoidable damage] until
| |   |    |#|      _     |#####| |#| |#|  one of the passages loops east.
| |   |    |#|     |1|____|#|�|#| |#| |#|
| |        |#|     |# ____ #| |#| |#| |#|  Break down the door and continue
| |  ______|#|_|�|_|#|__  |#| |#| |#| |#|  south to the first control panel.
| | |################   | |#| |#| |#| |#|  Double-back a bit, go east, and
| | |#|�����������������  |#| |#|_|#| |#|  loop around some hallways, leading
| | |#|  _________________|#| |#####| |#|  back parallel to the first reactor
| | |#| |_____ #############|  ���| | |#|  hallway. Break down the door and
| | |#|       |#|���������|#|     |_| |#|  the next two reactors will be in
| | |#|____   |3|         |2|         |#|  sight. Hopefully the map will help
| | |#     |   �           �          |#|  if you're lacking proper radar and
| | |#|��|_|                          |#|  such (head parts provide all these
| | |#|                               |#|  functions!)
| | |#|                               |#|
| |_|#|_______________________________|#|  Mission ends when all three panels
|    ###################################|  are junkmetal. Obtaining a reward
 ���������������������������������������   of 46000c+ is INCREDIBLY easy, but
 only if you know the layout well enough to evade wasted damage/ammo, and are
 using an energy-type weapon such as the Karasawa or WG-XP2000.

_______________________________________________________________________________
�������������������������������������������������������������������������������
43) DESTROY BASE COMPUTER                                                [WK43]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Chrome
 ADVANCE: 13000c
 PAYMENT: 25000c
 ENVIRON: Old Military Facility
 ENEMIES: Security MTs, Blue MTs [x4]
 MISSION: Destroy the main computer
 OVERALL: +2%

 "We have a mission for you regarding the old military facility southwest of
 Isaac City. It is now occupied by the Earth Environment Reclamation
 Committee. The group purports to survey the above-ground environment, but
 this seems questionable. The reason given for their entering the facility is
 said to be the peaceful dismantling of residual military facilities, but they
 are taking too long for that. We are studying their background, but we must
 do something about this group quickly. According to surveys, this facility
 functioned as a military data bank before the Great Destruction. The main
 computer may still have records from that time. If their true target is this
 data, this is no trifling matter. Heaven forbid for that to be it. We want
 you to break into the facility and destroy the main computer."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AN-201       | Low energy consumption...   | 15300 | -------- |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WM-MVG404    | Single-fire missile launchr | 31000 |  1560/24 |
| A. WEAPON L | WG-XP2000    | Energy-run pulse rifle      | 61500 |  435/200 |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy-type damg  | 45000 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 Look familiar? This place was used earlier when some security MTs ran rampant
 throughout this sector.

         _   _____   _____           TARGET
        | |_|     |_|     |__________|����|_
        |#############################      |---------------------.
        |#|�|_____|�|_____|�����| |���������                      |
        |#|  _____            |�   �|                             |
        |#|_|     |           |     |                             |
        |# _      |           |_____|                             |
        |#| |_____|    |�����|                                    |
        |#|            |     |                                    |
        |#|            |_   _|                                    |
        |#|           ___| |________________                      | 
        |#|          |################## ___|                     |
 |����|_|#|          |#|������| |�����|#|_   _____                |
 |     _ #|        |� # �|  |�   �| |� #  | |     |               |
 |____| |#|        |  #  |  |     | |  #  | |     |               |
        |#|        |_ # _|  |_____| |_ # _| |_   _|               |
        |#|__________|#|__     _______|#|_____| |___              |
        |##############   |   |        #############|             |
         ��| |������������     �������������������|#|             |
         |�   �|                          |�����|_|#|_|�����|     |
         |     |                          |      _ # _      |     |
         |_   _|                          |_____| |#| |_____|     |
           | |                                    |#|             |
         |�   �|                                 _|#|_            |
         |     |                                |START|           |
         |_____|                                 �����            |
                                             .--------------------'
|�|   |�|   |�|                             /  Note that between the two maps
| |___| |___| |______|�����|               /   there is a change in direction
|################### TARGET|              /    (2nd map = east is 'up').
|#|���|_|���|_|������|_____|             /
|#|         ________________________   _/  Anyway, pretty basic enemies here
|#|        |                        | |#|  except for the fleet-footed blue
|#|        | |��������������������| | |#|  MTs that are agile and often get
|#|        | |             _____  | | |#|  away before a lock-on's produced.
|#|        | |      _     |     | | | |#|  Their firepower isn't THAT great,
|#|        | |     | |____| |�| | | | |#|  but combine that with being a bit
|#|        | |     |  ____  | | | | | |#|  slippery and it's a recipe for
|#|  ______| |_|�|_| |__  | | | | | | |#|  incurring extra damage. Only one
|#| |                   | | | | | | | |#|  appears before the hallway leading
|#| | |�����������������  | | | |_| | |#|  up to the target computer, where
|#| | |  _________________| | |     | |#|  three are nesting!
|#| | | |_____              |  ���| | |#|  
|#| |_|       | |���������| |     |_| |#|  No electromagnetic pulses here to
|#|           | |         | |         |#|  boot, so the 2nd map is quite an
|#| |�|        �           �          |#|  easy place to move through...also
|#| | |                               |#|  because most hallways are closed
|#| | |                               |#|  off.
|#| | |                               |#|
|#|_| |_______________________________|#|  Anyway, at the target's door, just
|#######################################|  as we're about to be destroyin', a
 ���������������������������������������   little scene takes place and the
 enemy mech has to be destroyed. This appears to be a Raven of some kind, but
 apparently it isn't (if the Ranking tells its tale true). Repeately slam it
 with chaingun attacks while dodging its missiles and the PC is good to be
 shipped into a junkyard somewhere.

_______________________________________________________________________________
�������������������������������������������������������������������������������
44) MOP UP CHROME REMNANTS [II]                                          [WK44]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Ravens' Nest
 ADVANCE: 0c
 PAYMENT: 48000c
 ENVIRON: Old Chrome Military Facility
 ENEMIES: Armored MTs [x9
 MISSION: Destroy all enemy forces
 OVERALL: +3%

 "We have heard a rumor that a former Chrome military facility has recently
 been visited by an unknown group. The true situation is unclear but we have
 eye-witness reports of presumed weapons. Although supposedly already
 dismantled, the military superiority of Chrome was awesome in scope. It is
 not surprising that some may still be loyal to Chrome. But still they are
 only remnants of the group. They probably have no serious weapons. This job
 may not be satisfying for Ravens, but we want to eliminate apprehension
 quickly. Enter the base and attack them as you find them. That is all."

               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AW-XC65      | Energy-run twin lasercannon | 98500 |  2322/40 |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WX-S800-GF   | Twin missile launchers      | 90900 |  1120/60 |
| B. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON L | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
| OPTN. PARTS | SP-JAM       | Missile lock-on jammer      | 26000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy wpn power  | 45000 | -------- |
| OPTN. PARTS | SP-ABS       | Reduces shell hit recoil    | 29600 | -------- |
| OPTN. PARTS | SP-M/AUTO    | Fires missile on full lock  | 12900 | -------- |
|_____________|______________|_____________________________|_______|__________| 

 This is the conclusion of the first mop-up mission. The same equipment helps
 as before, including the AW-XC65 and dual missile launchers. This leaves one
 large on firepower and low on overall ammunition, but this mission's simple,
 so let's get on with it!

 ---

 This time, you start at the top and work your way down. No one's here! After
 going a certain ways (3 floors down), the radio calls your AC back up. This
 is when the enemies choose to pounce! These types are more powerful than the
 weakling worker types that were there before, but the AW-XC65 works wonders
 on 'em just the same. As before, wait on the ramp prefacing the room and see
 if any wander into sight; this saves the trouble of being ambushed. There
 are nine in all: 5 in first room after message, 4 in the next.

 Work your way out into the fresh air again and we'll meet who's behind all
 of this ruckus.

 REINFORCEMENT: Boss Savage [Sledgehammer]
 �����������������������������������������
 If you've seen his bio, you'll know he carries a bazooka, a single missile
 launcher, and what appears to be a dual one as well! It also says his flashy
 way of fighting makes him less successful than other mechs. Since he makes do
 with heavy humanoid legs, he's not THAT fast except when boosting. Get a lock
 on the guy and fling missiles from mid- to long-range, particularly when some
 obstructions (hills, the unbreakable antenna tower) give cover. Use the radar
 to figure out where he is and get away from his advances. Make no mistake --
 his firepower can perforate you quickly if measures aren't taken against 'em.
 That's why using damage-decreasing optional parts works like a charm (solid
 moreso). I should mention that if you have extra AW-XC65 rounds left when
 emerging, these can really tip the odds in favor of your side! [This can be
 done better if you don't waste all the ammo on the below-ground enemies, and
 slip above-ground ASAP].

 Overall, if you play the cards right, getting away with 30000c+ reward is a
 good haul.

_______________________________________________________________________________
�������������������������������������������������������������������������������
45) DESTROY FLOATING MINES                                               [WK45]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Ravens' Nest
 ADVANCE: 0c
 PAYMENT: 50000c
 ENVIRON: Ravens' Nest HQ
 ENEMIES: Mechs, MTs, Armored MTs [x~15]
 MISSION: Destroy all floating mines
 OVERALL: +8%

 "An armed band of unknown affiliation broke into the Nest HQ and destroyed
 part of the facility. The security corps quelled the disturbance without
 incident. There is one problem: the floating mines left by the band.
 Normally, our corps would deal with them, but the mines are numerous, of a
 special structure and very powerful. We want you to take care of these mines.
 Just blow them up as you find them. You will be paid well."
               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AW-XC65      | Energy-run twin lasercannon | 98500 |  2322/40 |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WR-L24       | Large rocket launcher.      | 29460 |  3980/24 |
| A. WEAPON L | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
| OPTN. PARTS | SP-JAM       | Missile lock-on jammer      | 26000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy wpn power  | 45000 | -------- |
| OPTN. PARTS | SP-ABS       | Reduces shell hit recoil    | 29600 | -------- |
| OPTN. PARTS | SP-M/AUTO    | Fires missile on full lock  | 12900 | -------- |
| OPTN. PARTS | SP-CND-K     | Amplifies energy output     | 21000 | -------- |
|_____________|______________|_____________________________|_______|__________|


 This is the final storyline mission, so there is no reason to hold back in
 expenses or firepower. I love using the AW-XC65 because it's all-powerful,
 although some people prefer the less-precise-but-equally-useful grenade
 launcher for its area damage. Either way, to supplement those weapons, there
 needs to be one that has lots of firepower and damage...so why not the old
 warhorse...the WC-CN35 chaingun? The third weapon recommended is the WR-L24
 rocket launcher. It's a bulky no-lock-on weapon, but its extreme firepower'll
 pay off big time here, guaranteed. Pack tightly, gentlemen and women...

 PS: Do not bring any 'tank legs' at all. Ever.
 PS: Bring the best booster you can find. Always.

[PART ONE: Mine Clearance]

 The first part isn't that hard, luckily. Sure there are lots of enemies to
 sort through, but the grenade launcher/AW-XC65 will clean house easily. This
 way also happens to be straightforward. Basically, use as much ammo as you
 want because (1) you get a free ammo refill in a little while (2) missions
 can be replayed after this for as much credits as y'want! After the first
 room, enter the elevator by pressing the O-button on one of the li'l panels
 by it. The 2nd room has more armored types than the first, too, but it's
 not that hard. The basic strategy to remember is that, because the doors do
 not close once opened, using the tunnel for cover helps -- let the enemies
 come to you!

 An automatic health & ammo refill follows the 'mine segment'. In fact, you
 don't have to waste any ammunition on destroying mines if y'don't want to,
 not that it matters.

[PART TWO: The Shaft]

 Here is the most annoying part in the entire game! There is a large shaft
 to climb before the final encounter, and it's a doozy -- probably 100 times
 bigger than the mech and with a hard climb ahead. There are cubes one must
 boost up to and land on, all the while destroying guns and enemies who try
 and knock you off. And this will happen...a lot. Basically, this is where
 the chain gun comes into play -- it only takes a few shots to destroy gun
 emplacements. The hard part is simply the climb itself. Use the camera to
 look straight up, figure out the pattern of the cubes' movement, then fly
 up, turning the camera straight down in midflight to see where to land. And
 there is no way for me to help the player through this part, either! There
 are a few tips though:

 - Use the best booster
 - Use the shell impact reducer optional part (SP-ABS) to keep bearings
 - Do not use tank legs (slowest). 4-legs is doable, though. Humanoid types
   are the lightest and can maximize the distance one can climb.

 There is a lot of patience that goes into this, so take a break if you keep
 missing the boosts or get shot off. It's incredibly annoying, but being all
 anxious impacts the reflexes and mindset -- take a break if y'need to. Note
 that you do not need to use EVERY cube as a stepping stone -- boost all the
 way up as far as you can and try to cut some corners. It doesn't work all
 the time, but remember that you can fall better WITHOUT boosting; that can
 upset the landing so y'slide off.

 ALSO: cubes that move vertically are easier to land on. They get harder to
 find as one progresses, but compared to laterally-moving ones that speed up,
 it's a great alternative.

 One last tip: if you fly high enough, you can perhaps lure a flying mech to
 come down with you and engage combat. This is a lot better than doing it on
 a small topsurface, yeah?

 At the very top of the climb is a large blue 'crossbar' one can land on and
 jump/boost to a small corridor at the top. Given how far y'are up, there's
 only one way to go...down.

 ---

 REINFORCEMENT: Hustler 1 [Nine-Ball]
 ������������������������������������
 The battle begins when you drop into the shaft onto the blue cube. The best
 way to fight this is to make Nine-Ball come to you -- immediately jump right
 back up into the hallway at the top-shaft hole and wait for it to appear. It
 should not be too hard to use the AW-XC65, grenade launcher, rocket launcher,
 or whatever firepower to gun him down. The guy DOES come equipped with his
 own grenade launcher and laser cannon, making him quite deadly. You do NOT
 want to meet him in the shaft itself, unless it's via the hole at the bottom
 (where a similar ambush can be setup).

 After defeating Nine-Ball, descend into the hole at the shaft bottom and go
 towards the next shaft.

 REINFORCEMENT: Hustler 1 [Nine-Ball]
 ������������������������������������

 He does have the reputation as being the best Raven, and he's certainly
 living up to it! The best way to lure him down is to simply jump straight
 vertical until you can see him, then fall back into the hole. He'll emerge
 down there sometime, at which time you can nuke him from the adjoining hall.
 I've been able to do this strategy flawlessly, but sometimes it's troublesome
 to bait him down the hole. I don't know why, though.

 ---

 After defeating Nine-Ball once and for all, fly up the shaft, using the
 circular ledges to get higher and higher. Once again fly up the top hole,
 leading across a catwalk to a large computer. Destroy this computer and the
 hardest mission is in the books!

 Now, every single mission in the game -- including those that were missed --
 can be replayed as many times as you want for the same prizes. Secret parts
 are only obtainable once however, so don't try to sell any!

_______________________________________________________________________________
�������������������������������������������������������������������������������
46) AC BATTLE [II]                                                       [WK46]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 EMPLOYR: Ravens' Nest
 ADVANCE: 0c
 PAYMENT: 42000c
 ENVIRON: Ravens' Nest AC Training Ground
 ENEMIES: The Red MT
 MISSION: Win the battle
 OVERALL: +5%

 "Come participate in an AC battle that the Nest is holding over the next few
 days. This invitational event pits ace pilots in AC-to-AC battles where the
 winner takes all. Naturally, there are benefits to entering. The winner of
 each battle will be presented with prize money in an amount equivalent to the
 pay of a normal mission. We will decide the opponents for the battles. You
 are free to choose any weapons or equipment. We are looking forward to you
 participating actively."
               ______________ _____________________________ _______ __________ 
              | RECOMMENDED  | FUNCTION                    | PRICE | POWR/AMM |
|�������������|��������������|�����������������������������|�������|����������|
| HEAD        | HD-ONE       | Head with all the functions | 68100 | -------- |
| CORE        | XCL-01       | Best core unit; 16 slots    | 88000 | -------- |
| ARMS        | AW-XC65      | Energy-run twin lasercannon | 98500 |  2322/40 |
| LEGS        | LFH-X5X      | 4-legs type; maneuverable!  | 82000 | -------- |
| GENERATOR   | GBG-XR       | Custom pulse generator ^__^ | 56000 | -------- |
| FCS         | COMDEX-C7    | Maximum of 4 lock-ons       | 11000 | -------- |
| BOOSTER     | B-P320       | Low-priced and underpowered | 10800 | -------- |
| B. WEAPON L | WC-CN35      | Rapidfire chaingun. Nice!   | 32750 |  338/250 |
| B. WEAPON R | WR-L24       | Large rocket launcher.      | 29460 |  3980/24 |
| A. WEAPON L | ------------ | --------------------------- | ----- | -------- |
| A. WEAPON R | ------------ | --------------------------- | ----- | -------- |
| OPTN. PARTS | SP-S/SCR     | Decreases projectile damage | 33000 | -------- |
| OPTN. PARTS | SP-AXL       | Accelerates lock-on time    | 24000 | -------- |
| OPTN. PARTS | SP-E/SCR     | Decreases energy damage     | 38500 | -------- |
| OPTN. PARTS | SP-JAM       | Missile lock-on jammer      | 26000 | -------- |
| OPTN. PARTS | SP-E+        | Amplifies energy wpn power  | 45000 | -------- |
| OPTN. PARTS | SP-ABS       | Reduces shell hit recoil    | 29600 | -------- |
| OPTN. PARTS | SP-M/AUTO    | Fires missile on full lock  | 12900 | -------- |
| OPTN. PARTS | SP-CND-K     | Amplifies energy output     | 21000 | -------- |
|_____________|______________|_____________________________|_______|__________|

 This mission is by far the easiest one to complete, and also the easiest to
 get the most money in: 46000c! Yes, all of it. If you use the AW-XC65, it's
 possible to kill this guy before he even gets a single shot in. It takes a
 bit of practice, but at the start, he always moves right (relative) from his
 starting position. Fire twice at the beginning, realign, shoot some more and
 if all goes well, he's gone in a blink of an eye.

 But the nagging question is: how is this guy still alive???

_______________________________________________________________________________
�������������������������������������������������������������������������������
IV. MECH SPECS                                                           [MCHS]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 Here's the specifics for the mech parts.

 PRICE - Cost to purchase from Shop [secret parts will have ----- in column]
 WGT   - Weight
 E.D   - Energy Drain
 ARM   - Armor Point [adds to overall AC health]
 DFS   - Shell Defense
 DFE   - Energy Defense
 COM   - Computer Type [Standard, Detailed, Area, Rough]
 MAP   - Map Type [Area & Place Name, Area, No Memory]
 RNGE  - Range Range [if applicable]
 NC    - Noise Canceler function [Yes / No]
 BS    - Bio Sensor function. [Yes / No]
 MAXW  - Max Weight capacity
 AMR   - Anti-Missile Response
 AMA   - Anti-Missile Angle
 EX    - Extension slots (used with Optional Parts)
 WPL   - Weapon Lock-on Type (Narrow & Deep, Special, Standard]
 AT    - Attack Type [Energy / Solid]
 SPD   - Speed (of the legpiece)
 STB   - Stability (of the legpiece)
 TYP   - Type of legpiece (Humanoid, 4-Legs, Reverse Joint, Caterpillar]
 OUTP  - Energy Output for generators
 REDZ  - Redzone for the booster (generator-related)
 LOCK  - Type of lock-on (Wide & Shallow, Standard, Tall) - FCS USE ONLY
 #     - Number of slots used for optional parts in Core piece
 BOOST - Boost power (booster-only)
 CDRN  - Charge drain (booster-only)
 TIME  - Reload time for weapons

------------.-------.-----.-----.------.---------.-----.------.------.-------.
 HEADPIECES | PRICE | WGT | E.D | ARMR | DFS/DFE | COM | MAP  | RNGE | NC/BS |
------------+-------+-----+-----+------+---------+-----+------+------+-------|
HD-ONE      | 68100 | 161 | 304 | 800  | 132/129 | Dtl | Area | 7980 | Y / Y |
HD-06-RADAR | 51800 | 145 | 875 | 741  | 109/194 | Stn | A&P  | 8120 | Y / Y |
HD-D-9066   | 43200 | 138 | 657 | 885  | 165/232 | Stn | Area | 6120 | N / Y |
HD-REDEYE   | 41100 | 146 | 538 | 840  | 148/151 | Dtl | A&P  | 5980 | N / N |
HD-08-DISH  | 33200 | 133 | 716 | 870  | 205/162 | Stn | A&P  | ---- | N / N |
HD-2002     | 29000 | 156 | 457 | 787  | 140/154 | Stn | Area | 6000 | N / N |
HD-ONE-SRVT | 26500 | 122 | 350 | 816  | 154/149 | Dtl | Area | ---- | N / Y |
HD-ZERO     | 22500 | 185 | 431 | 925  | 221/149 | Rgh | No M | 6300 | N / N |
HD-X1487    | ----- | 166 | 420 | 975  | 160/185 | Rgh | No M | ---- | Y / Y |
HD-GRY-NX   | 14700 | 232 | 218 | 1004 | 194/134 | Rgh | No M | ---- | N / N |
------------'-------'-----'-----'------'---------'-----'------'------'-------'

 Head units are basically used for radar purposes while offering a little
 armor for the unit overall. A detailed computer type will remember all areas
 entered previously as well as scan the entire dungeon, while a rough type'll
 only show the current passage one is in. For complicated levels, these pieces
 are very good -- and, since it's about their only function, it saves a slot
 on the AC's back for another weapon instead of radar.
 
 
   .--------.-------.------.------.------.---------.------.---------.----.
   | CORES  | PRICE | WGT  | E.D  | ARMR | DFS/DFE | MAXW | AMR/AMA | EX |
   |--------+-------+------+------+------+---------+------+---------+----|
   | XCL-01 | 88000 | 885  | 1380 | 2380 | 492/610 | 2450 | 48 / 64 | 16 |
   | XCH-01 | 72000 | 1384 |  873 | 3015 | 615/543 | 3660 | 48 / 32 | 12 |
   | XCA-00 | 61500 | 1103 | 1046 | 2710 | 530/505 | 2770 | 48 / 48 | 08 |
   '--------'-------'------'------'------'---------'------'---------'----'

 Cores are non-optional parts that connect the head, arms, and legs, as well
 as housing the booster and generator. And optional parts. In fact, it's not
 that hard to make a case for it being the most important piece of an AC. It
 gives a lot of armor and its extension slots allow for more optional parts to
 be equipped. 

-----------.-------.------.-----------.---------.-----.-----------.----------.
 ARMPIECES | PRICE | WGHT | E.D/ARMOR | DFS/DFE | WPL | POWR/AMMO | AT/RANGE |
-----------+-------+------+-----------+---------+-----+-----------+----------|
AW-XC65    | 98500 | 1905 | 625 / 792 | ------- | N&D | 2322/ 40  | EN/8300  |
AW-XC5500  | 83600 | 1688 | 547 / 875 | ------- | N&D | 1241/70   | EN/12000 |
AW-RF120   | 67200 | 1420 | 137 /1420 | ------- | N&D | 2120/ 50  | 300/9800 |
AW-S60/2   | 66000 |  762 | 420 / 725 | ------- | STN | 830 / 120 | 130/9000 |
AW-RF105   | 77600 | 1530 | 106 /1530 | ------- | N&D | 1530/ 100 | SL/9300  |
AW-30/3    | 56400 |  480 | 377 / 688 | ------- | STN | 830 / 80  | 130/9000 |
AN-MG25/2  | 54500 | 1193 |  78 / 812 | ------- | SPC | 158 / 400 | SL/8800  |
AN-K1      | 49000 |  905 |  930/1790 | 339/402 | --- | --------- | -------- |
AW-GT2000  | 48600 | 1415 |  92 /1132 | ------- | SPC | 305 / 300 | SL/7800  |
ANKS-1A46J | 42100 | 2120 | 1415/1990 | 679/496 | --- | --------- | -------- |
AN-3001    | 39500 | 1612 | 1248/1935 | 487/353 | --- | --------- | -------- |
AN-863-B   | 34000 | 1726 | 1394/1880 | 517/406 | --- | --------- | -------- |
AN-25      | 28400 |  853 |  692/1826 | 344/284 | --- | --------- | -------- |
AN-D-7001  | 23000 | 1445 | 1512/1743 | 306/453 | --- | --------- | -------- |
AN-101     | 19000 | 1228 | 1006/1670 | 384/374 | --- | --------- | -------- |
AW-201     | 15300 | 1054 | 877 /1635 | 353/334 | --- | --------- | -------- |
-----------'-------'------'-----------'---------'-----'-----------'----------'

 Arms are quite flexible -- they can either be used to hold laserblades and
 other gun type weapons, or can be the guns themselves! Obviously for the
 latter example, equipping extra firepower is impossible. All weapons beside
 energy-types have to pay ammo costs. Besides a scarce few types (AW-XC65!)
 it's not recommended to use any gun-arms because the ammo supply shown is
 depleted twofold -- one for both side!

 Besides those functions, arms provide ample defense and are attached to the
 'Core' pieces.

-------------.-------.------.------.------.---------.------.-----.------.-----.
 LEGS PARTS  | PRICE | WGHT | E.D  | ARMR | DFS/DFE | MAXW | SPD | STB  | TYP |
-------------+-------+------+------+------+---------+------+-----+------+-----|
LFH-X5X      | 82000 | 2880 | 3584 | 3328 | 497/700 | 5000 | 442 | 1110 | 4LG |
LN-501       | 71800 | 1675 | 2910 | 2947 | 508/535 | 3990 | 451 | 854  | HUM |
LF-DEX-1     | 69000 | 2650 | 4016 | 3179 | 557/553 | 4450 | 360 | 820  | 4LG |
LN-3001C     | 64100 | 3528 | 2418 | 3977 | 889/602 | 7100 | 151 | 2977 | HUM |
LC-MOS4545   | 59000 | 3610 | 2609 | 3990 | 905/753 | 7400 | 211 | 5101 | CAT |
LFH-X3       | 56000 | 2400 | 2988 | 3100 | 468/610 | 3810 | 421 | 710  | 4LG |
LN-3001      | 52200 | 3137 | 2206 | 3703 | 870/594 | 6600 | 153 | 2518 | HUM |
LN-D-8000R   | 49000 | 2426 | 2350 | 3532 | 510/656 | 4720 | 269 | 1200 | HUM |
LNKS-1B46J   | 48000 | 3065 | 2304 | 3788 | 822/618 | 6100 | 146 | 3802 | HUM |
LN-1001B     | 45200 | 2305 | 1889 | 3383 | 585/543 | 4630 | 272 | 1320 | HUM |
LN-SSVT      | ----- | 1528 | 2338 | 2795 | 482/507 | 3560 | 445 | 596  | HUM |
LF-205-SF    | 42600 | 3137 | 3810 | 2841 | 446/654 | 3450 | 483 | 580  | 4LG |
LC-HTP-AAA   | 38500 | 2915 | 2877 | 3688 | 728/694 | 4130 | 250 | 630  | CAT |
LN-502       | 35800 | 1790 | 2466 | 3343 | 538/592 | 3800 | 275 | 843  | HUM |
LN-SSVR      | 32400 | 2750 | 2013 | 3606 | 805/532 | 5400 | 148 | 2150 | HUM |
LB-4401      | 31800 | 2910 | 1456 | 3810 | 672/468 | 4510 | 287 | 2713 | REV |
LN-1001      | 28500 | 1966 | 1725 | 3235 | 556/531 | 4470 | 277 | 1018 | HUM |
LBKS-2B45A   | 27000 | 2480 | 1703 | 3731 | 584/414 | 3990 | 299 | 1985 | REV |
LC-UKI60     | 25500 | 3860 | 1104 | 3822 | 812/589 | 6950 | 138 | 3710 | CAT |
LN-1001-PX-0 | 25000 | 1892 | 1844 | 3035 | 528/508 | 4100 | 280 | 904  | HUM |
LB-4303      | 24000 | 2647 | 1585 | 3575 | 643/488 | 4180 | 291 | 2505 | REV |
LB-1000-P    | 20500 | 2095 | 1228 | 3514 | 609/444 | 3775 | 286 | 2310 | REV |
LB-4400      | 17300 | 2520 | 1400 | 3560 | 617/451 | 4020 | 294 | 2084 | REV |
LC-MOS18     | 16000 | 4182 | 978  | 3928 | 858/572 | 8000 | 105 | 4245 | CAT |
-------------'-------'------'------'------'---------'------'-----'------'-----'

 Leg types are some of the most diverse and important pieces of an AC, because
 they control normal movement. They support the core, arms, back weapons, and
 generator, making the max weight capacity crucial in staying underweight (as
 opposed to overweight which means the mech can't do any missions!).

 There are four types of these bottom pieces: Humanoid, Reverse Joint, 4-Legs,
 and Caterpillar. Humanoid legs are decent for maneuvering and later on can be
 used for much defense at the cost of speed. Reverse Joint types appeal to the
 thrifty consumer and are all-around as well as affordable. Above-average
 armor also comes into play, although their max weight isn't that respectable.
 Now, 4-Legs pieces are incredibly maneuverable as well as having great max
 weight capacities so that they can really pile on the better equipment. They
 are arguably the best parts to use. Caterpillar types are cheap and stable to
 a fault; none of them come with a jump function! This means that for all that
 heavy weight and carrying capacity, the booster will have to be used for all
 the quick maneuvering.

 Note that some weapons (such as the Karasawa) cannot be equipped on certain
 leg types that interfere with the handling, such as the heavy humanoid legs
 that have sideflaps or the 4-Legs type that are too scrunched.

            .-----------.-------.------.------.-------.------.
            | GENERATOR | PRICE | WGHT | OUTP | MAXCH | REDZ |
            |-----------+-------+------+------+-------+------|
            | GBG-XR    | ----- |  452 | 8207 | 48000 | 3250 |
            | GBG-10000 | 43500 |  398 | 9988 | 34000 | 2980 |
            | GRD-RX7   | 38700 |  348 | 6810 | 31500 | 5000 |
            | GPS-V6    | 32000 |  363 | 4728 | 43000 | 5000 |
            | GRD-RX6   | 27800 |  285 | 6000 | 33000 | 4000 |
            | GRD-RX5   | 23300 |  225 | 5300 | 38000 | 4000 |
            | GPS-VVA   | 19500 |  308 | 4728 | 28000 | 7800 |
            '-----------'-------'------'------'-------'------'

 Generators are the 'engine' of the mech, and must be synched up with the
 maximum weight of the legs and all it carries in order to move; otherwise,
 it's a no-go...literally. The other thing generators relate to is that they
 will determine how tell the maximum charge ability (for boosters) and the
 redzone (that red area on the gauge) that tells when the booster bottoms out.
 The lower the redzone, the more can be squeezed out per boost.

 I should note that, under normal circumstances, the GBG-XR is the only piece
 you'll ever need to have. The GBG-10000 has a higher energy output, but 'less
 the player plans on using caterpillar legs and other heavy things, it's not
 necessary. 'Sides, the GBG-XR can be obtained for free!

        .------------.-------.------.-----.------.----------------.
        | FCS        | PRICE | WGHT | E.D | MAXL | LOCK           |
        |------------+-------+------+-----+------+----------------|
        | QX-9009    | 96000 |   24 |  55 |    6 | Narrow & Deep  |
        | TRYX-QUAD  | 63000 |   18 |  38 |    6 | Wide           |
        | TRYX-BOXER | 48100 |   10 |  19 |    3 | Tall           |
        | QX-AF      | ----- |   10 |  16 |    2 | Wide & Shallow |
        | COMDEX-G0  | 22500 |   14 |  24 |    4 | Standard       |
        | QX-21      | 20300 |   08 |  12 |    1 | Wide & Shallow |
        | COMDEX-C8  | 16400 |   14 |  24 |    6 | Standard       |
        | COMDEX-C7  | 11100 |   14 |  24 |    4 | Standard       |
        '------------'-------'------'-----'------'----------------'

 An FCS helps in honing the lock-on functions, adding extra ones on other
 targets for quicker firing. Weapons that only have one natural lock-on don't
 benefit that well, but for multiple missiles and the like, this can help a
 bit. Wide & Shallow types help with ground enemies, while "Tall" types give
 extra aid against flying enemies. The "QX-AF" is obtained as a secret part,
 and ain't too bad.

.---------------.-------.---.------------------------------------------------.
| OPTIONAL PART | PRICE | # | FUNCTION                                       |
|---------------+-------+---+------------------------------------------------|
| SP-E+         | 45000 | 1 | Increases the firepower of energy weapons      |
| SP-EH         | 45000 | 1 | Increases energy weapon recharge time          |
| SP-E/SCR      | 38500 | 1 | Reduces damage from energy rounds              |
| SP-S/SCR      | 33000 | 2 | Reduces damage from solid rounds               |
| SP-SAP        | ----- | 1 | Reduces the recoil from cannon fire            |
| SP-ABS        | 29600 | 1 | Reduces the recoil from shell hits             |
| SP-JAM        | 26000 | 3 | Interferes with enemy missile lock-ons         |
| SP-AXL        | ----- | 2 | Shortens the lock-on time                      |
| SP-CND-K      | 21000 | 4 | Increases energy output (generator-related)    |
| SP-MAW        | 14200 | 1 | Displays inbound missiles on the radar         |
| SP-M/AUTO     | 12900 | 1 | Fires missile automatically upon full lock-on  |
'---------------'-------'---'------------------------------------------------'

 Optional parts fit into the extensions on the Core piece and aid in various
 ways. By upgrading the core part, it's possible to have 16 slots to equip
 these pieces in. All are available from the get-go, except the two obtained
 from completing missions. No optional part is also a secret part!

              .---------.-------.------.-----.-------.------.
              | BOOSTER | PRICE | WGHT | E.D | BOOST | CDRN |
              |---------+-------+------+-----+-------+------|
              | B-VR-33 | 48500 |  255 |  35 | 19000 | 5070 |
              | B-T001  | 34000 |  149 |  30 | 17300 | 4600 |
              | B-T2    | 31500 |  235 |  38 | 14800 | 3850 |
              | B-P351  | 25500 |  288 |  41 | 21000 | 6980 |
              | B-P350  | 13700 |  162 |  33 | 12800 | 4410 |
              | B-P320  | 10800 |  208 |  28 |  9800 | 4360 |
              '---------'-------'------'-----'-------'------'

 The booster unit allows flight vertically as well as quick maneuvering in a
 lateral direction. In fact, for any mech with caterpillar legpieces, this is
 the only way to get "up" somewhere since it has no jump function. Overall,
 the best booster's the B-T2, which has a lower boost but the highest rate of
 efficiency (i.e. lowest charge drain).

.------------.-------.------.-----.-----.----------.----.-------.---.------.
| B. WEAPON  | PRICE | WGHT | E.D | WPL | ATK/AMMO | AT | RANGE | # | TIME |
|------------+-------+------+-----+-----+----------+----+-------+---+------|
| WCS-9000   | 94500 | 1480 | 310 | Stn | 980 / 20 | SL | 12000 | 1 |  15  |
| WX-S800-GF | ----- | 1100 | 656 | Stn | 1120/ 60 | SL | 11000 | 1 |  10  |
| WC-XC8000  | 78700 | 1110 | 455 | N&D | 2065/ 50 | EN |  8500 | 1 |  10  |
| WC-GN230   | 75200 | 1230 |   8 | N&D | 3520/ 15 | SL | 12000 | 1 |  32  |
| WC-01QL    | 69500 |  273 | 618 | N&D | 1531/ 80 | EN | 12000 | 1 |  07  |
| WX-S800/2  | 69400 | 1650 | 415 | Stn | 1120/ 60 | SL | 11000 | 1 |  12  |
| WM-PS-2    | 66700 | 1125 | 360 | Stn | 830 / 90 | SL |  9000 | 1 |  10  |
| WM-X201    | 62250 |  720 | 250 | Stn | 980 / 18 | SL | 12000 | 1 |  15  |
| WC-XP4000  | 61000 |  318 | 364 | N&D | 770 /100 | EN |  9000 | 1 |  05  |
| WC-ST120   | 56000 |  827 |   6 | Spc | 183 / 80 | SL |  8100 | 1 |  22  |
| WM-L201    | 46200 |  835 | 180 | Stn | 4300/ 12 | SL | 12500 | 1 |  10  |
| WM-MVG802  | 44000 |  718 | 202 | Stn | 1560/ 32 | SL | 10000 | 2 |  10  |
| WM-P4001   | 43800 |  755 | 320 | Stn | 830 / 60 | SL |  9000 | 1 |  10  |
| WC-LN350   | 41800 |  425 |   8 | Spc | 690 /120 | SL |  9000 | 1 |  06  |
| RZ-BBP     | 40900 |  454 | 566 | --- | -------- | -- | 16300 | - |  --  |
| WM-S40/6   | 38100 |  583 | 353 | Stn | 830 / 60 | SL |  9000 | 6 |  10  |
| WR-M70     | 36500 |  718 |  24 | --- | 2240/ 70 | SL | 14000 | - |  16  |
| RZ-A1      | 33000 |  433 | 403 | --- | -------- | -- | 15700 | - |  --  |
| WC-CN35    | 32750 |  593 |  11 | Spc |  338/250 | SL | 10000 | 1 |  02  |
| WR-S100    | 32400 |  846 |  15 | --- | 1310/100 | SL | 12500 | - |  12  |
| WM-MVG404  | 31000 |  620 | 280 | Stn | 1560/ 24 | SL | 10000 | 1 |  10  |
| WR-L24     | ----- |  805 |  18 | --- | 3980/ 24 | SL | 17700 | - |  16  |
| WM-S60/4   | ----- |  520 | 349 | Stn | 830 / 60 | SL |  9000 | 4 |  10  |
| RZT-333    | ----- |  343 | 451 | --- | -------- | -- | 11700 | - |  --  |
| WR-M50     | 27600 |  677 |  13 | --- | 2240/ 50 | SL | 14000 | - |  12  |
| WM-X10     | 24800 |  939 | 105 | --- | 675 / 10 | SL | ----- | - |  50  |
| WM-S40/2   | 23000 |  337 | 320 | Stn | 830 / 40 | SL |  9000 | 2 |  10  |
| RXA-77     | 23000 |  125 | 274 | --- | -------- | -- |  8700 | - |  --  |
| WM-X5-AA   | 19300 |  616 |  85 | --- | 675 / 10 | SL | ----- | - |  50  |
| WM-S40/1   | 18700 |  245 | 245 | Stn | 830 / 40 | SL |  9000 | 1 |  10  |
| RZ-A0      | 17900 |  480 | 387 | --- | -------- | -- | 11500 | - |  --  |
| WR-S50     | 15900 |  218 |  08 | --- | 1310/ 50 | SL | ----- | - |  08  |
| RXA-99     | 14500 |  160 | 267 | --- | -------- | -- |  8800 | - |  --  |
| RXA-01WE   | 12100 |  210 | 243 | --- | -------- | -- |  8650 | - |  --  |
'------------'-------'------'-----'-----'----------'----'-------'---'------'

 Back weapons come in varying degrees, from chain guns to grenade launchers
 to missiles to bomb dispensers/rockets (the latter has no lock-on function
 to offset its power). As they're attached to the Core pieces, the legs must
 be able to support the weight, making careful selection key to winning the
 battles. Radar attachments can be stuck here as well in place of head parts
 that double for the same functions (they have 'R' prefixes).

.---------------.-------.------.-----.-----.----------.----.-------.---.------.
| A. WEAPON     | PRICE | WGHT | E.D | WPL | ATK/AMMO | AT | RANGE | # | TIME |
|---------------+-------+------+-----+-----+----------+----+-------+---+------|
| WG-B2180      | 75900 |  905 |  16 | N&D | 1930/ 50 | SL |  7800 | 1 |  22  |
| WG-1-KARASAWA | ----- | 1000 | 422 | Spc | 1550/ 50 | EN | 10000 | 1 |  08  |
| WG-XP2000     | ----- |  265 | 285 | Spc | 435 /200 | EN | 18000 | 1 |  06  |
| WG-B2120      | 59740 |  778 |  13 | N&D | 1250/ 80 | SL |  8200 | 1 |  16  |
| WG-FG99       | ----- |  352 |  09 | --- | 512 /500 | SL |   900 | 1 |  01  |
| LS-99-MOONLI  | ----- |  336 |  93 | --- | 2801/--- | EN | ----- | - |  --  |
| WG-XC4        | 51000 |  686 | 308 | Spc | 820/ 100 | EN |  8000 | 1 |  10  |
| WG-XP10000    | 46000 |  188 | 246 | Spc | 302/ 180 | EN | 15000 | 1 |  03  |
| WG-AR1000     | 42300 |  516 |  08 | Spc | 105/1000 | SL |  7000 | 1 |  01  |
| WG-RF/5       | 41500 |  295 |  05 | Spc | 530 / 80 | SL | 20000 | 1 |  10  |
| LS-3303       | 37200 |  224 |  43 | --- | 1210/ -- | EN | ----- | - |  --  |
| WG-RF/P       | 33100 |  308 |  04 | Spc | 612 / 60 | SL | 16000 | 1 |  12  |
| LS-200G       | 29000 |  181 |  45 | --- | 950 / -- | EN | ----- | 1 |  --  |
| WG-MG500      | 28400 |  458 |  04 | W&S | 135 /500 | SL |  7800 | 1 |  02  |
| WG-HG512      | 26200 |  324 |  10 | W&S | 437 /120 | SL |  5800 | 1 |  08  |
| WG-H8235      | 19000 |  170 |  22 | W&S | 226 /100 | SL |  4800 | 1 |  05  |
| WG-MGA1       | 14000 |  370 |  04 | W&S |  85 /500 | SL |  6300 | 1 |  01  |
| LS-2001       | 11500 |  123 |  28 | --- | 738 / -- | EN | ----- | - |  --  |
| WG-RF35       | 11400 |  415 |  06 | W&S | 218 /200 | SL |  8500 | 1 |  05  |
'---------------'-------'------'-----'-----'----------'----'-------'---'------'

 Arm weapons can be equipped to normal hands (i.e. those that aren't weapons
 themselves) when weight and the correct legs work out in the setup. Traits
 include high fire rate, poor-to-great range, low weight, and lots of power!
 Laserblades are unique weapons used at extreme close-range that cuts into
 the target like a sword. These have infinite-usage and use energy to attack.

_______________________________________________________________________________
�������������������������������������������������������������������������������
V. SECRET PARTS                                                          [SCRT]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 Secret parts are one-of-a-kind items that can be obtained in certain levels
 by doing some exploring or being diligent. They can be in plain sight or in
 the oddest of places. Although levels can be replayed to get them, once they
 have been obtained, they disappear from these levels. Also, if sold, they're
 gone forever!! Without further ado, here's how to get 'em. [They're in the
 order listed of the table of contents, not of being obtained...].

 Also, to get 100% completion, all secret parts must be found.

___________________________
���������������������������
WM-S60/4 [Missile Launcher]
___________________________
���������������������������
 MISSION: Secret Factory Recon

 In the very SW corner of the map, past a gun battery, is a box containing the
 part. It's by the very corner of the out-of-area boundary so don't leave on
 accident!

___________________________
���������������������������
QX-AF [FCS]
___________________________
���������������������������

 MISSION: Exterminate Organisms [I]

 In the Queen's chamber, on the dirt in the southeastern edge.

___________________________
���������������������������
HD-X1487 [Head Unit]
___________________________
���������������������������

 MISSION: Guard Freight Train

 At the depot, one of the breakable silver boxes contains the headpiece.

___________________________
���������������������������
WG-1-KARASAWA [Laser Rifle]
___________________________
���������������������������

 MISSION: Destroy Fuel Depot

 In the second and final room, there is a higher-up part between the ceiling
 that constitutes a loft of sorts, with fuel tanks there. Blow them up and
 search for the laser rifle on the ground.

___________________________
���������������������������
RZT-333 [Radar]
___________________________
���������������������������

 MISSION: Guard Wharf Warehouse

 This is the item the player's AC is assigned to protect. It's located inside
 the warehouse just behind the starting point. Note that to get 100% overall
 in Armored Core, stealing this item has to be done. It's an automatic failure
 however! Obviously it's impossible to win & get the radar at the same time.

___________________________
���������������������������
GBG-XR [Generator]
___________________________
���������������������������

 MISSION: Destroy Plus Escapee

 The south side of the skyscraper the player's AC starts on, on a low catwalk
 around the exterior. It's golden-colored making it easy to spot, though.

___________________________
���������������������������
WG-FG99 [Flamethrower]
___________________________
���������������������������

 MISSION: Destroy Intruders

 The entire level takes place within a blast furnace, and the player's AC is
 at the top initially. Jump down two catwalks, then look up under the 2nd one
 y'jumped down. An alcove is underneath the western part that contains this
 weapon inside a breakable casing.

___________________________
���������������������������
WR-L24 [Large Rocket]
___________________________
���������������������������

 MISSION: Eliminate Strikers

 Just behind the barricade at the start of the level. This is also the first
 secret part that can be obtained, as well as being the most powerful in the
 game. That's unusual, ain't it?

___________________________
���������������������������
B-T001 [Booster]
___________________________
���������������������������

 MISSION: Guard Factory Entrance

 In the southeastern corner of the level is a box, right near the out-of-area
 boundary. Be careful not to accidentally flee the scene during the mission!

___________________________
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WX-S800-GF [Dual Missile]
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 MISSION: Retake Air Cleaner

 In the "main chamber" with the stopped fan and all the breakable grates,
 blow up the ceiling vent in the southern part and fly up into it. There's a
 weapon right there ready to be unwrapped.

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LS-99-MOONLIGHT [Laserblade]
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 MISSION: Kill "Struggle" Leader

 In the second corridor where a fireball is shot, there is a wall mine that
 blows up part of the floor when detonated. At the very bottom of the shaft,
 the laserblade is sitting on a pedestal.

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VI. FREQUENTLY ASKED QUESTIONS                                           [FAQZ]
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[Q] - One of my missions disappeared!
[A] - Don't worry -- any missions that disappear from the list can be played
      in any order after beating the "Destroy Floating Mines" mission, which
      is the 'last' one in the game.

[Q] - How do I become the #1-ranked Raven?
[A] - If you complete all missions normally, you'll always be #2. Louvaise's
      mech Valkyrie is the only one who's optional to beat. In the mission
      "Attack Urban Center," Valkyrie arrives as backup when there's about a
      minute (1:00) left on the clock. Defeat her there within the time limit
      and no one will stand in your way.

[Q] - How many missions does it take to complete the game in?
[A] - At minimum, thirty-four (34)...I think.

[Q] - How is 100% overall completion achieved?
[A] - Do the following:

      � Complete all (46) missions
      � Collect all secret parts
      � Defeat Valkyrie in "Attack Urban Center" within the time limit
      � Defeat both Nineballs in final mission

      Note that to attain, the player must fail "Guard Wharf Warehouse" since
      s/he is required to steal the radar piece being guarded. This ends up
      being a breach of contract and such.

[Q] - Is it possible to destroy the space catapult?
[A] - Nope!

[Q] - What did you name your mech?
[A] - First time was Shotgun; second was Slinter. ^____^

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VII. UPDATES & CONTRIBUTIONS                                             [UPDT]
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 11-17-2007 -----------------------> Added to GameFAQs
 09-29-2008 -----------------------> Updated Tricks of the Trade section

THANKS TO...
������������
 � NeoDefcon for noting last mission can be beat w/o beatin both Nineballs
 � foxinaboxx for his tip in the Tricks of the Trade section

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VIII. LEGALITY                                                           [LGLT]
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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 (P. 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 this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

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  * Cavesofnarshe.com
                  
                  E-mail me for permissions ~ shotgunnova (a+) gmail (d0t) com.
_______________________________________________________________________________
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