Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

Life Mode FAQ

by baby ice dog

  
                        ______        _                
                       (_____ \      | |          _    
                        _____) ) ___ | | _   ___ | |_  
                       (_____ ( / _ \| || \ / _ \|  _) 
                             | | |_| | |_) ) |_| | |__ 
                             |_|\___/|____/ \___/ \___)
                                                       
                  _  _  _             _                _      
                 | || || |           | |              | |     
                 | || || | ____  ____| | ___   ____ _ | | ___ 
                 | ||_|| |/ _  |/ ___) |/ _ \ / ___) || |/___)
                 | |___| ( ( | | |   | | |_| | |  ( (_| |___ |
                  \______|\_||_|_|   |_|\___/|_|   \____(___/ 
                                                              

    _       _  ___         ______            _          _______     _____  
   | |     (_)/ __)       |  ___ \          | |        (_______)\  / ___ \ 
   | |      _| |__ ____   | | _ | | ___   _ | | ____    _____ /  \| |   | |
   | |     | |  __) _  )  | || || |/ _ \ / || |/ _  )  |  ___) /\ \ |   |_|
   | |_____| | | ( (/ /   | || || | |_| ( (_| ( (/ /   | |  | |__| \ \____ 
   |_______)_|_|  \____)  |_||_||_|\___/ \____|\____)  |_|  |______|\_____)
                                                                           

Version 1.01
8th Sept 2007
baby ice dog

------------------
~ [0.0] CONTENTS ~
------------------

[1.0] Introduction
[2.0] Trade Tables
     [2.1] Body
     [2.2] Arm
     [2.3] Leg
     [2.4] Weapons
     [2.5] Shields
     [2.6] Options
[3.0] Tune-Ups
[4.0] Miscellaneous Information
     [4.1] Character Levels
     [4.2] Environments
     [4.3] Tips
[5.0] Suggested Builds
     [5.1] Starting Out
     [5.2] Tuned Parts
[6.0] Contact & Legal Information


----------------------
~ [1.0] INTRODUCTION ~
----------------------

What is Life Mode?
------------------

Life Mode allows you to take developed characters and their bullets into
randomly generated missions, to earn money, experience, and tune-ups. Money can
be used to purchase new weapons and bullet parts.

How do I get access to Life Mode?
---------------------------------

Complete the eleven missions of Story Mode and you will be prompted to save.
Life Mode now appears on the main menu.

How does Life Mode work?
------------------------

Choose Life Mode from the main menu, select a file to load, and you are
presented with three missions of increasing difficulty and reward. These
missions are randomly generated each time you load a file. Once you have chosen
one, you can choose characters and load-out, visit the shop, and apply 
tune-ups. Once the mission is over, you are prompted to save, and the game then
quits to the main menu. Be aware that you need to save to continue with that
file! Life Mode only offers one mission at at time, after which you need to
reload your saved file.

Why a FAQ?
----------

I found the Life Mode information given in the manual to be confusing,
incomplete, and suprisingly inaccurate, with no information about tune-ups. The
trade screens do not give full information, and can be awkward to wade through.
Writing out tables of part stats and tune-up effects helped me design the
killer bullets I wanted with minimum fuss.

Key to Tables
-------------

To save space, I have used the following table headings for this FAQ:

HP   - 	Endure/Durability
Arm  - 	Armour
MV   - 	Motive Power
HR   - 	Hits Received (from incoming fire)
Load - 	Maximum Weight
Left - 	Load left after subtracting leg weight
Att  - 	Attack Power
Hit  - 	Hit Ratio (for outgoing fire)
RF   - 	Rate of Fire/"Rapid Fire"
Amm  - 	Ammunition/"Shell Count"


---------------------
~ [2.0] TRADE TABLES~
---------------------

There are two trade screens - one to buy items, the other to sell unequipped
items at half the listed cost.


[2.1] BODY
----------

Name        HP   Arm   HR    Hit   Weight   Cost

Corvus	   300	  28    9    20	    5400    180k
Ulmer	   300	  38    9    10	    5800    190k
Pavo	   350	  32    9    20	    6300    190k
Intrigue   350	  42    9    10	    6700    200k
J01L	   400	  30    7    10	    5600    200k
Aquila	   400	  36    9    20	    6900    200k
Munster	   400	  46   11    10	    7300    210k
J01M	   450	  34    9    10	    6500    210k
Rambler	   400	  28    7    15	    5500    210k
Starina	   450	  32   11     0	    6000    220k
J01H	   500	  38    9    10	    7100    220k
Noisette   450	  32    7    15	    6400    220k
Centifolia 500	  36   13     0	    6900    230k
Damask	   500	  36    9    15	    7000    230k
Code 3	   550	  40   13     0	    7500    240k


[2.2] ARM
---------

Name        HP   Arm   HR    Hit   Weight   Cost

AR/ARL     200    28    3    10     7400     90k
GAX-AR-L   200    38    3     5     7800     95k
AR/ARM     230    32    3    10     8600     95k
GAX-AR-M   230    42    3     5     9000    100k
J01-AR-L   260    30    2     5     7600    100k
AR/ARH     260    36    3    10     9400    100k
GAX-AR-H   260    46    4     5     9800    105k
J01-AR-M   290    34    3     5     8800    105k
BE-AR-L    260    28    2    10     7500    105k
BET-AR-L   290    32    4     0     8000    110k
J01-AR-H   320    38    3     5     9600    110k
BE-AR-M    290    32    2    10     8700    110k
BET-AR-M   320    36    4     0     9200    115k
BE-AR-H    320    36    3    10     9500    115k
GAX-AR-X   350    40    4     0    10000    120k


[2.3] LEG
---------

Name        HP   Arm   MV   HR   Weight   Load   Cost   Left

AR/LGL     300    28    7    6    5400    20300  180k  14900
GAX-LG-L   300    38    8    6    5800    20800  190k  15000
AR/LGM     350    32    6    6    6300    23700  190k  17400
GAX-LG-M   350    42    7    6    6700    24200  200k  17500
J01-LG-L   400    30    9    5    5600    20300  200k  14700
AR/LGH     400    36    5    6    6900    26300  200k  19400
GAX-LG-H   400    46    6    7    7300    26500  210k  19200
J01-LG-M   450    34    7    6    6500    23600  210k  17100
BE-LG-L    400    28   10    6    5500    20200  210k  14700
BET-LG-L   450    32    7    8    6000    21300  220k  15300
J01-LG-H   500    38    6    6    7100    26300  220k  19200
BE-LG-M    450    32    8    7    6400    23400  220k  17000
BET-LG-M   500    36    6    8    6900    24600  230k  17700
BE-LG-H    500    36    6    7    7000    26000  230k  19000
GAX-LG-X   550    40    5    8    7500    26900  240k  19400 *

*Note: The GAX-LG-X appears to have no turbo capability. I'm not sure if any
other heavy legs suffer from this.

If a bullet's weight is over the maximum load for its legs, the bullet will
have half MV (it seems to round up OR down, depending just how overweight the
bullet is) and no turbo capability. You can eject weapons during a mission (or
they can be destroyed), and if this reduces the weight to under the leg's
maximum load, the bullet will regain turbo and normal MV.


[2.4] WEAPONS
-------------

BG   - "Buster Glove", a fist or blade-type weapon. These have no ability to
       counter/intercept or use targetting.
SB   - "Depth Charge", a close-combat bomb, effectively a fist-type weapon with
       limited ammunition.
AMG  - Short-range machine gun, lightweight and high capacity, but low attack
       power.
MG   - Medium-range machine gun, high capacity but low attack power.
SHOT - Shotgun with good damage, low RF, sturdy armour and HP. Inaccurate at
       short range.
GR   - Grenade launcher with good range, good damage, but low capacity.
GG   - Gatling gun with great damage and RF, but limited capacity.

Name      Att   RF   Amm   Range    Hit     HP   Arm  HR  Weight   Cost	

BG-7      130    1     -    0-2    40/0/0   400   20   2    700    70k
BG-8      150    1     -    0-2    40/0/0   400   20   2    800    80k
BG-9      170    1     -    0-2    35/0/0   400   20   2    900    90k
BG-10     190    1     -    0-2    30/0/0   400   20   2   1000   100k
BG-11     210    1     -    0-2    30/0/0   400   20   2   1100   110k
SB13      180    1     5    0-2    40/0/0   200   24   2    600    80k
SB15      200    1     5    0-2    35/0/0   200   24   2    700    90k
SB17      220    1     5    0-2    30/0/0   200   24   2    800   100k
SB19      240    1     5    0-2    25/0/0   200   24   2    900   110k
SB21      260    1     5    0-2    20/0/0   200   24   2   1000   120k
AMG-10     40   12   216    1-9   32/28/0   250   24   2    300    80k
AMG-11     45   12   144    1-9   32/28/0   250   24   2    400   100k
AMG-12     45	12   216    1-9   32/28/0   250   24   2    600   110k
AMG-13     50   12   144    1-9   32/28/0   250   24   2    600   120k
AMG-14     50   12   216    1-9   32/28/0   250   24   2    800   130k
MG1000     44   10   300   2-15   20/35/0   250   24   2    500    90k
MG2000     50   10   200   2-15   20/35/0   250   24   2    700   120k
MG3000     50   10   300   2-15   20/35/0   250   24   2    900   130k
MG4000     55   10   200   2-15   20/35/0   250   24   2    900   140k
MG5000     55   10   300   2-15   20/35/0   250   24   2   1100   150k
SHOT-Z     80    5    50   2-12    5/30/0   350   26   2    500   100k
SHOT-ZZ	  100    5    40   2-12    5/30/0   350   26   2    700   130k
SHOT-Z3   100    5    50   2-12    5/30/0   350   26   2    900   140k
SHOT-Z4   120    5    40   2-12    5/30/0   350   26   2    900   150k
SHOT-Z5   120    5    50   2-12    5/30/0   350   26   2   1100   160k
GR-R      120    1    15   3-30   0/21/25   200   22   2    600   100k
GR-M      140    1    10   3-30   0/21/25   200   22   2    700   110k
GR-W      140    1    15   3-30   0/21/25   200   22   2    900   120k
GR-W2     180    1    10   3-30   0/21/25   200   22   2    900   130k
GR-W3     180    1    15   3-30   0/21/25   200   22   2   1100   140k
GG-080     60   12    96   2-12   20/35/0   200   28   3    700   110k
GG-090     70   12    96   2-12   20/35/0   200   28   3    700   130k
GG-100     70   12   120   2-12   20/35/0   200   28   3    900   140k
GG-110     80   12    72   2-12   20/35/0   200   28   3   1000   150k
GG-120     80   12    96   2-12   20/35/0   200   28   3   1100   160k


[2.5] SHIELDS
-------------

Shields have good armour, good HP, and a high chance of taking hits.

Name       HP   Arm   HR   Weight   Cost

MSH-100   400    40   12     600     50k
MSH-200   500    42   15     700     60k
MSH-300   600    44   18     800     70k


[2.6] OPTIONS
-------------

SM  - Smoke discharger, can drop one smoke square in front arc of starting
      position, as a "Special Action" (costs TP).
M   - Mine dropper, requires "Motion Technique" skill to use (costs TP).
RL  - Rocket launcher with good damage, good range, but low capacity and quite
      heavy. Best at long range.
ATG - Anti-tank gun with astonishing attack power, but crippling weight and
      barely any ammunition.

Name       Att  RF  Amm   Range     Hit     HP   Arm  HR  Weight  Cost

SM10-A       -   1   10    0-5       -      300   24   1    300    50k
SM10-B       -   1   10    0-7       -      300   24   1    400    55k
SM10-C       -   1   10    0-9       -      300   24   1    500    60k
M12        100   3    9    0-1       -      300   20   3   1000    70k
M30         80   4    8    0-1       -      300   20   3   1000    80k
M50        120   2    8    0-1       -      300   20   3   1400    90k
RL-M1      140   1    8   5-30    0/12/45   250   24   3   1200   130k
RL-M2      180   1    5   5-30    0/12/45   250   24   3   1350   140k
RL-M3      180   1    8   5-30    0/12/45   250   24   3   1550   150k
RL-M4      220   1    5   5-30    0/12/45   250   24   3   1600   160k
RL-00      220   1    8   5-30    0/12/45   250   24   3   1800   180k
45mm ATG   300   1    3   5-30    0/12/45   300   26   3   1850   150k
57mm ATG   350   1    3   5-30    0/12/45   300   26   3   1950   160k
76mm ATG   400   1    3   5-30    0/12/45   300   26   3   2100   170k
90mm ATG   500   1    3   5-30    0/12/45   300   26   3   2250   180k
105mm ATG  600   1    3   5-30    0/12/45   300   26   3   2400   200k


------------------
~ [3.0] TUNE-UPS ~
------------------

You earn one random tune-up after each successful mission. These can each be
applied once to any unequipped item, giving a renamed item with modified stats.
You can keep applying tune-ups to an already tuned item.
Tuned items are named as follows:

T-XX-YYY##

Where XX is a two letter identifier for the weapon type (for example, "SM" for
a smoke launcher), YYY is a three letter identifier for the last applied
tune-up (IDs are listed in the table below), and ## is the lowest two digit
number that will uniquely identify the item in your inventory (starting at
"00").

Below is a list of the tune-ups that I've found so far. All have both positive
and negative effects (for example, most will drop the HP and raise weight), so
it's a good idea to plan what you're going to do before applying them, and make
sure you are not creating something that will be too heavy to equip. Tune-ups
also come in double- and triple-effect versions of their basic form - these
have the same name as the basic version, and can only be identified by checking
their tuning effect.

You can keep up to 32 tune-ups in your inventory. When you have this maximum
number, you will NOT earn any more tune-ups for successful missions.

Name        ID     HP  Arm   HR   Att    Hit    Weight  RF   Amm 
[Tough]     END   +50   +5   +1                   +50
[Defence]   ARM   +30  +10   +1                   +50
[Close]     GRA   -10              -5   +5/0/0    +50
[Halfway]   MED   -10              -5   0/+5/0    +50
[Further]   DES   -10              -5   0/0/+4    +50
[Attack]    ATT   -10             +20            +100
[Rapid]     LAU   -10              -5             +50   +1    -5
[Magazine]  NUM   -10              -5             +50   -1   +10
[Normal]    AVE   +15   -5        +15             +75         +2
[Size]      BOU   -10   -2   -3                   +50
[Light]     LIG   -15   -5        -10            -100

Notes:
There is no way to affect the ammunition of GR, ATG or RL-type weapons.
There is no way to affect the firing rate of BG, SB, SM, GR, ATG, or RL-type
weapons.
Tune-ups cannot be applied if they would cause a parameter to fall to zero or
below.


-----------------------------------
~ [4.0] MISCELLANEOUS INFORMATION ~
-----------------------------------

[4.1] CHARACTER LEVELS
----------------------

Characters level up when they reach the following experience points totals.

1	0
2	150
3	300
4  	500
5  	800
6	1200
7  	1700
8  	2300
9	3000
10	3800
11	4700
12	5700
13	6800
14	7000
15	8300
16 	9700
17 	11200
18 	12800
19 	14500
20 	16300
21	18200

Characters will usually gain +1 Max TP every other level and a new skill at
each level (at lower levels they don't get so many TPs). I haven't found a
maximum level yet, but my Kazuma Saeki stopped gaining new skills at level 15.

[4.2] ENVIRONMENTS
------------------

The following environments are available in Versus mode, or during the Story
Mode:

Eastern Europe Forests
Eastern Europe Streets
Eastern Europe Plains
Tunnel
Shinjuku Daytime
Ochanomizu
Forest
Countryside
Haneda Airport
Parliament Building Park
Odaiba

Life Mode missions only occur in four different environments:

Forest      - Unpredictable tree positions can make for awkward fighting
              and blocked routes.
Countryside - Fewer trees, but some nasty fenced-in areas.
Streets     - Doesn't appear in Story Mode, a rural village with small
              buildings and a few trees.
Tunnel      - Grid arrangement of pillars and passages, with piles of cargo
              blocking movement.


[4.3] TIPS
----------

[4.3.1] Life Mode Tips

Don't lose any bullets! You are charged for total and partial repairs at the
end of each mission, and rewarded for kills and mission success. The total
balance of this CAN be negative, even though the assessment screen doesn't show
this well. Expect one lost bullet to negate the reward from 3-4 enemy kills.

If you don't like the look of a stage from its preview, feel free to back out
and reload. Stages are randomly generated when you load your save file.

Bear in mind that you can't save until the end of a mission, not even during
set-up. If you have complicated and long-winded changes to make to your team or
equipment, then choose an easy stage, make your changes, dominate in battle,
and save.


[4.3.2] General Strategy Tips

Take a moment to check the enemies at the start of each stage - the battle
cutscenes will show you if they have ranged or close-combat weapons, and
cycling through them to look at damage levels will show you if any have options
equipped (usually long-range, high damage weapons).

Stay out of sight of option-equipped enemies until you can close the range.
Once you are close enough, and if you have blocked the line of sight to any of
your distant allies, they won't use their options.

Use bullets in close-combat to block line of sight to vulnerable allies.
Enemies don't like to back out of close-combat, even if they don't have any
means to attack you at short range. But they WILL attack any other bullets they
can see. Use their own tactics against them - position your close-combatter to
block their line of sight, and angle yourself away from them a little, to let
you use interception fire on other nearby enemies.

Bullets will not counter/intercept an enemy which is shooting directly at them
and causing damage. This means that if you are moving towards an enemy you know
is countering, you should be able to suppress their intercept fire by attacking
them with a rapid-fire weapon as you approach. Tempting though it is to run up
and punch, you will be exposed to intercept fire as you move. Bear this in mind
when YOU are countering as well - there is no point using TP on targetted
interception against a single enemy who will spend his round spraying you with
suppressive fire. An bullet can still intercept during action phases in which
it takes no damage. 

Better shots mean more body hits (I think!). It seems that if you invest your
TP in targetted techniques (including precision firing or interception), you
have a better chance of scoring body hits. Wildfire tends to scatter all over
the target, targetted fire seems to hit higher on the "hit table" (the list of
damaged parts that you see after each round).

Surround and conquer! If everyone is out in the open, and if your bullets are
fast enough, consider spending a round to turbo one or two through the enemy
lines. Sure, that bullet won't be facing the enemy to be useful that turn, but
next round they can turn and provide interception. With the enemy surrounded,
your advantage is twofold - firstly, however they rotate, someone will always
be firing at their rear or sides; secondly, they won't be able to get
interception fire on all of your bullets.

Exploit bottlenecks. Conversely, if the stage isn't open, and the enemy is
starting to come at you through an obvious bottleneck, just position yourself
and wait. In a best case scenario, the enemies come through one-by-one, taking
fire from your whole team, and clogging up the route to prevent other enemies
getting line of sight. If not all of your bullets can get in a good position
here, turbo the spare ones down any side-routes you can see, to flank the
enemy.

Turn order seems to be based on total weight, rather than on MV values. This
means that it is worth saving weight, even if you're not going to be saving
enough to equip a faster pair of legs (or if you don't want to, for armour/HP
considerations). On the same basis, ejected or destroyed parts no longer count
towards a bullet's weight, meaning that its turn order may change if enough
parts are lost.


--------------------------
~ [5.0] SUGGESTED BUILDS ~
--------------------------

So, fresh out of the rather restrictive Story Mode, and into the confusing
options of Life Mode... What will you do? I went with a two-stage upgrade
process - first earning cash to buy improved stock parts, and then using
tune-ups to create specialist parts that suited my fighting needs. I am heavily
biased towards rapid fire weapons and punching, so feel free to adjust these
suggestions to your own style.


[5.1] STARTING OUT
------------------

Straight out of Story Mode, I was using:

2x Close-combat bullets: 
   J01M body parts, BG-9 and GG-090, no options (200 weight free).
1x Medium-range bullet:
   J01M body parts, GG-090 and GR-W, no options (200 weight free).
1x Long-range bullet:
   J01H legs & arms, J01M body, GG-090 & GR-W, RL-M1 option (0 weight free).

Improving these with stock parts:
Replace BG-9 -> BG-11 (+200 weight)
Replace GR-W -> GR-W3 (+200 weight)
Replace J01-LG-M -> GAX-LG-M (+400 max load)
Replace GG-090 -> GG-120 (+400 weight)

This still leaves the long-range heavy untouched.


[5.2] TUNED PARTS
-----------------

Note that these are works in progress - getting the tune-up parts you need for
a project can be a tiresome business, especially when you periodically have to
clear out your inventory of unwanted tune-ups. Even though these projects
aren't "finished" yet, they offer an advantage over even the best stock parts,
and a good indication of what can be done with tune-up parts.

[5.2.1] Hard-Hitting & Rapid Fire

AMG-10 + [Attack]x5 (800 weight)
MG1000 + [Attack]x5 (1000 weight)

The concept here is simple - take a high capacity rapid fire weapon, and
increase the attack power as far as possible. The downside is that the chosen
weapon loses HP and armour, and gains weight. I started with the lightest
weapon in each category, because larger versions have marginal increase in
attack power, but much greater weight. The result (so far!) is a pair of
weapons that will deliver grenade power, at machine gun firing rates, with
enough ammunition to last a whole battle, all for the weight of an "average"
stock gatling gun.

The AMG version is ideal for a close-combat bullet, because it allows you to
fire at an adjacent target - even when you're up close ready to punch an
opponent, the AMG allows you to intercept fire against them. The downside is
its limited maximum range.

[5.2.2] Light & Tough Body Parts

Corvus + [Tough]x2, [Defence]x2, [Size]x1
AR/ARL + [Tough]x2, [Defence]x2, [Size]x1

Here I've taken the lightest body and arm parts, and increased HP and Arm
beyond those of stock medium-weight parts. [Size] has been used to offset the
increased HR, and [Light] could be used to strip even more weight off if
desired. Each of these parts frees up ALOT of weight, either for heavier
weapons or faster legs. Something similar could be done with leg parts, but
this requires good planning because you need to calculate required maximum load
before choosing legs.

[5.2.3] Disposable Sniper

105mm ATG + [Further]x5, [Halfway]x3

I created this solely to use up [Further] tune-ups, and added some [Halfway] to
attempt to make it more useable. The idea is to equip this on a medium weight
bullet that has some other useful long-range weapons (GR types, for example).
The ATG makes it overweight. Assess on the first turn whether to eject the ATG
and proceed as normal, or whether you have a chance to snipe a few opponents
(either via firing or interception) before doing this. The ATG will destroy any
stock bullet part it hits, and increasing the accuracy with [Further]
should/may increase the chance of a body hit. Use up the ammunition as soon as
possible, eject, and continue the fight with full MV. I've had mixed success
with this weapon, but it could be improved further - note that it doesn't
matter how heavy the tuning makes this weapon if you treat it as "disposable"
this way. 

[5.2.3] Other Tuned Parts

I'm still finding new tune-ups, and I'm still working on the parts above. There
are some more concepts that I'd like to try - a shield with multiple [Defence]
to bump up HP/Armour, equipped on a bullet with low HR parts (making the shield
by far the most feasible target); or a killer BG with high Close accuracy and
good Attack. I've also been using [Magazine] to make useful smoke launchers and
mine-layers (though with hindsight, [Normal] might be a better choice for
mines). Right now the problem is finding enough tune-ups of the right part.

If you have any tuned parts, concepts, or entire bullet set-ups, please send
them to me so I can include them here (with full credit, of course :D).


-------------------------------------
~ [6.0] CONTACT & LEGAL INFORMATION ~
-------------------------------------

This FAQ may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright. The only sites permitted to host this guide are:

GameFAQs.com
GameSpot.com
Neoseeker.com
SuperCheats.com

Please respect the work I have put into this, and let me know if you see it
hosted elsewhere.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

I can be mailed at baby_ice_dog<at>hotmail<dot>com with any submissions,
corrections, or questions. Please make sure to mention that you're writing with
reference to this Robot Warlords Life Mode FAQ! Also, bear in mind that I am no
expert at the game, I just made this guide to help others starting out in Life
Mode :)

Special thanks go to CJayC, for creating the best gaming resource on the net &
keeping it pure, and to The777howling, for advice and encouragement during the
tougher moments of Story Mode.

ASCII art courtesy of:
http://www.network-science.de/ascii/ (ASCII Generator);
FIGlet;
David Walton ("stop" font).

Copyright 2007 Brian Towlson