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FAQ/Walkthrough by necropenguin

Version: 1.0 | Updated: 11/04/02

Armored Core Three
System: Sony Playstation 2
Genre: Action/Mech Combat

Written By: Necropenguin
Version: 1.0

Started: September 29th, 2002
Finished: November 04th, 2002
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This document is copyrighted to Necropenguin@yahoo.com, that's me, and this 
document may NOT be altered, reproduced, sold for profit, or especially 
plagiarized in any way shape or form without my permission, which you won't get 
so don't ask. As of tonight November 04, 2002, GameFaqs is authorized by my 
decree to display this document for public use. If I find out that my hard work 
(well not really hard, but you sit here and try doing this) is being ripped off 
I will be forced to take a rather unhappy legal action, plus I'll just plain 
find you and hurt you.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Before I even get started with the whole guide I want to thank my good friend 
Bryan Brooks for helping out in the game play that is the driving force of this 
FAQ, and for typing out that annoying parts list cause I'm such a slow typist. 
Without his invaluable assistance, it would be but a shadow of itself, if it 
would even exist? So countless thanks, seven gracias, thirty three danke schons, 
twelve grazies, eight and a half of whatever thanks in French is, and I would 
type out nineteen more in the African Click Language but that would look weird.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Version Information:

1.0: Hey after over a month in the works, it's finally done! Hopefully this 
version is flawless so I don't have to redo anything, fix any grammatical 
errors, or add anything I stupidly missed. 

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
1  Introduction
2  Game Controls
3  Game Screen
4  AC Construction
5  Mission Walkthroughs
-The First Mission
-First Layer: District 2 Missions
-First Layer: Nature Area Missions
-First Layer: Special Research Missions
-Second Layer: Waste Disposal
-Third Layer: District 1 Missions
-Third Layer: Industrial Research Missions
-Fourth Layer: Energy Production
-Layered Hub
6  Arena
-Arena
-Extra Arena
7	Parts Listing
-Heads
-Cores
-Arms
-Weapon Arms
-Bipedal Legs
-Reverse-Jointed Legs
-Quadruped Legs
-Tank Legs
-Hover Legs
-Boosters
-FCS (Fire Control System)
-Generators
-Radiators
-Inside
-Extensions
-Back Units
-Right Arm Weapons
-Left Arm Parts
-Optional Parts
8  Hidden Parts Lists
-Hidden Mission Parts
-The OP-INTENSIFY
-Added Parts
-Arena Parts
9  Codes
10  Quirks and Screw Ups
11  Thanks and Shameless Plugs

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

]------------------------------[Introduction]----------------------------------[ 

What was that? You got a new game? Armored Core 3, hey that looks really cool! 
I'm gonna have to get that game for myself. Awwww man, I really suck. I'm 
getting my butt kicked. Oh well time to go to trusty old GameFAQS and find a 
walkthrough for this game and make my life that much easier. WHAT! NOBODY WROTE 
ANY YET!?! Well that changes now.

Filled with a brazen new confidence from my first FAQ, I decided to set out on 
the creation of my second. True I may not have the skill of a Pulitzer Prize 
winning author, but I don't think the guy that wrote "Where the Red Fern Grows" 
plays video games. It is for that reason that I am taking up arms and writing 
one of my own. I realize the game is old news name that I'm done, but I still 
feel that an excellent and complete guide needs to be written for it.

]-----------------------------[Game Controls]----------------------------------[ 

Basic AC Operation Controls

D-pad up: move forward
D-pad down: move backwards
D-pad left: move left
D-pad Right: move right
 

Select button: display current mission map 

Start button: pauses the game
 
Triangle button: Cycle through Equipped Weapons/ Switch Firing Mode 

Circle Button: Use left arm part/ Operate doors, switches, etc./ pick up dropped 
parts
Cross (X) button: Activate Boosters
Square button: Use currently selected weapon

R1: Strafe Right 

R2: Look Down 

R3: Activate/ Deactivate Exceed Orbits or Over Boost

L1: Strafe Left
L2: Look Up
L3: Activate/ Deactivate Extension Parts

L2+R2: pressing L2 and R2 simultaneously resets the view to straight ahead.

L1+R1+L2+R2+R3: Drop all extension parts

L1+R1+L2+R2+Triangle: Drop selected right arm, back, or inside part

L1+R1+L2+R2+Circle: Drop left arm part

--------------------------------------------------------------------------------
Mission Map Screen Controls 

D-pad: rotate map

Select button: return to game

Circle Button: Hold down and press a direction on the D-pad to move the map in 
the desired direction.

R1: Zoom in

L1: Zoom out

L1+R1: pressing L1 and R1 simultaneously return the map to its default view.

--------------------------------------------------------------------------------
Menu Screen Controls 

D-pad: Highlight Selections

Select Button: Display help messages
Start Button: Skip mission briefing

Triangle Button:
-Garage: Display AC performance breakdown of your AC
-Assembly/Shop: Display AC part details
Circle Button:
-Cancel selection
-Go back one screen
Cross (X) Button:
-Confirm highlighted selection
Square Button:
-Assembly/Optional Parts: Sell the selected part

R1/L1:
Garage: Cycle AC designs
Assembly/ Shop: Cycle through parts by type
Mail: Cycle through mail list

]-------------------------------[Game Screen]----------------------------------[

The Games Combat Screen consists of several data boxes, which give various 
information.

-In the top left corner of the screen is your armor gauge. As you take damage it 
depletes, if it reaches 0000 you not only feel terrible about you horrible 
piloting skills, you fail the mission.
-Below the armor gauge is your temperature gauge. As it increases so does your 
ACs internal heat. If you get to hot you overheat, which causes you to lose 
small amounts of armor over an extended period of time.
-Below the temperature gauge are the armor gauges of up to three of your 
consorts, if you have any, or the armor gauge of your opponents in the Arena.
-Along the right side of the screen is the boost meter, as you use your boosters 
or fire energy weapons it will deplete. It will replenish itself when not in 
use. If it is completely emptied it will turn red and you will not be able to 
use it until it has completely recharged, so be careful.
-In the top middle of the screen is your mission timer.
-In the left corner of the screen is your radar display.
-Under the radar display it reads what you have equipped on your left arm.
-Under the left arm display is a picture of your current weapon and how much 
ammo it has remaining.
-The target reticule is a small circle that will lock onto an enemy allowing you 
to aim at it.
--------------------------------------------------------------------------------
The following are optional displays that can be placed on your screen. They can 
be turned on or off in the cockpit section of the garage.

-Enemy Weapon appears at the bottom of the screen. It gives information on the 
current weapon of a targeted enemy AC.
-The Enemy Energy gauge appears below the Enemy Weapon gauge. It shows how much 
energy the enemy AC has.
-The Enemy Heat gauge is to the right of the Enemy Energy gauge. It shows the 
targeted enemy AC's current temperature.
-Above the Enemy Heat gauge is the Enemy Data box. It displays how much ammo the 
targeted enemy AC has left in each of it's weapons.
-In the bottom right corner of the screen is the Remnants Enemy gauge. It shows 
how many living enemies are still in the mission.
-The Outer Heat gauge appears on the left side of the radar display box. It 
tells the temperature outside of your AC.
-The Speedometer tells how fast your AC is moving. It is in the lower left 
corner on top of the Thrust Guage.
-The Altimeter appears in the center of the screen. It displays the height of 
your AC.

]-----------------------------[AC Construction]--------------------------------[

Well whenever somebody gets their greedy little mitts on a game they wanna know 
how to craft themselves a digital god. Well thankfully there is no god AC, some 
darn powerful ones but there is always something that will take you down. 
Ultimately it all comes down to your skill as a pilot, but no matter how good 
you are you still won't get anywhere if your AC sucks. So here complements of me 
is a general overview of the different kinds of ACs you can build and what is 
good for them. Get ready to shell out some major bucks.
--------------------------------------------------------------------------------

As a starting point ACs will fall into one of either two very broad categories.

-Light AC
   or
-Heavy AC

It branches of from there but those are the basics. It all depends if you want 
to be a hyper fast annoying little thing that can dodge anything thrown at it, 
or a slow lurching behemoth that can destroy most anything in a shot. Now the 
pros and cons of each are fairly obvious.

Fast ACs are extremely fast, but cannot carry much weight. Plus they have a huge 
learning curve to play effectively.
Slow ACs on the other hand are disgustingly slow, but can carry tons of fun 
weapons on their massive chassis, and are very easy to play with.
--------------------------------------------------------------------------------

Now this is where things start to branch out. Lets start with how legs will 
determine your AC.

-Small humanoid legs are built for speed. They cannot carry much though.

-Large humanoid legs are meant to haul around lots of guns, but are slow.

-Reverse jointed legs are faster than humanoid legs, but can carry less.

-Tank treads are awesome for heavy ACs because you can move and fire back 
weapons at the same time, they are not very mobile though, and you can't equip 
boosters.

-Hover legs are good for fast AC's, are very mobile, and can move over water. 
but have low carry weight.
--------------------------------------------------------------------------------

Next is the core. There are a few things to consider when choosing cores. The 
first is how many option slots it has. And the second is whether it has an 
exceed orbit or an over boost and missile intercept system.

-Exceed Orbits cores most notably have exceed orbits. (Hence the name I suppose) 
Exceed Orbits are small automated weapons that attack independently of you. They 
come in two types, lasers and laser machine guns.

-An overboost core has a high powered thruster that after a brief charge-up 
period will accelerate you to insane speeds. This is useful to quickly get out 
of a bad situation. And as an added bonus, all overboost cores come with a 
built-in missile intercept system, giving a huge edge over exceed orbit cores.
--------------------------------------------------------------------------------

Next are arms. You have light, heavy, and weapon arms.

-Light Arms can't hold much and have low armor, but are quick to move around 
giving good gun reaction and saber striking speed.

-Heavy Arms can support massive guns with ease and are heavily armored, but are 
not as quick with weapons or beam sabers.

-Weapon Arms are just what they sound like. They are weapons built onto the ACs 
body. They are usually pretty powerful, but you cannot equip right hand weapons 
or left arm parts on a weapon arm.
--------------------------------------------------------------------------------

Its best to have a good head on your shoulders. Unfortunately the best head in 
the game is really dorky looking. A good head should have several different 
sensor functions, such as biosensors, radar, etc. But these can be looked over 
if you equip a good back radar.
--------------------------------------------------------------------------------

Boosters should fit your playing style, do you like to zoom around quick as 
lightning, or do you like to hover in he air and snipe people. Equip boosters 
that suit your Acs design. Unless you're a hover or a tank AC, cause you don't 
get any boosters.
--------------------------------------------------------------------------------

Your Fire Control System's (FCS) type of lock should compliment the weapon you 
are using. If you're using a weapon with a wide and shallow lock, use a wide and 
shallow FCS. And why use a FCS that allows you to target multiple units if you 
don't have weapons that target multiple units? This comes down to common sense 
people. Use your best judgement based on your AC.
--------------------------------------------------------------------------------

Your generator should be able to provide more than enough power for you to 
operate your boosters and your weapons for an extended period of time. If you 
keep having your generator switch off on you than get one that provides more 
energy. But biggest is not always best, this is another judgement call.
--------------------------------------------------------------------------------

Your Radiator should be able to keep you cool under pressure. If you can get it 
the ICICLE is God's radiator. If not than the RIX-CR14 or the RGI-KD99 will do.
--------------------------------------------------------------------------------

You probably won't use inside parts. Ever. Besides the decoys most of it is 
useless junk. Decoys are a bit practical, but it really isn't worth it in the 
end. Just stay away from inside units they just aren't worth it.
--------------------------------------------------------------------------------

You probably won't use many extensions either. Missile Intercepts are always 
good to have. The KEEP-MALUM will restore your energy if your generator shuts 
off. The CROW cloaks you from enemy radar, and the AEGIS shields give more 
armor, but basically everything else is not worth it.
--------------------------------------------------------------------------------

Back Weapons once again fall under personnel preference. Most of the weapons are 
good if you wan't to play a tank AC, and back radars are really great, 
especially the SPHERE. Plus the added ammunition parts are helpful. But aside 
from maybe a radar fast ACs should definitely stay away from back weapons 
systems.
--------------------------------------------------------------------------------

Right Arm Weapons are a tough call; once again it is down to preference. 
Remember to make sure your FCS corresponds with your weapon. Fast ACs are 
awesome with machineguns. Heavy ACs would want to stick with heavier guns like 
bazookas and energy rifles.
-Rifle: A solid weapon with good damage but fire is generally slow.
-Machinegun: very fast machinegun fire, but individual rounds lack power.
-Heat Gun: Fires rounds that have low damage but cause severe overheating.
-Bazooka: Very powerful but slow to fire.
-Parrying Blade: All though very powerful, they are so slow and hard to hit with 
its unreal. They aren't really worth it.
-Shotguns: Fires a large spread shot, hard to hit with, especially from afar.
-Missiles: Missiles are powerful but are just dumb-fire and are not easy to hit 
with.
-Rockets: Rockets are like missiles except they lock onto the opponent, and fire 
slower than missiles.
-Grenades: Powerful explosives, slow to fire but great damage
-Energy Weapons: Energy weapons do not use ammo, but take energy from your 
thrust gauge. They vary in effect but are usually very good.
--------------------------------------------------------------------------------

A left arm beam saber is about as useful as you could ever want. Shields aren't 
that great, and left arm weapons are fun but not very effective. But any good AC 
pilot's best friend is always his beam saber.
-Beam Sabers: Great! Excellent! How can you not love them!
-Wave Saber: Like a beam saber except you can 'throw' the beam.
-Energy Shield: Overall not very great, they prevent a little damage from 
getting through to you, but they energy drain like hell. But the cross-shaped 
one looks funny! (Jesus saves!)
-Left Arm Howitzer: Pretty good, but hard to use.
-Flamethrower: Can be useful, and its effect is great. But sabers are still 
better.
--------------------------------------------------------------------------------

Optional Parts are great; they increase the effectiveness of just about 
anything. Until you get the intensify, stick with things that improve your 
defense or increase your maneuverability. The other great optional parts are the 
ones which increase your generator's capacity and the one which increases the 
size of your target reticule.
--------------------------------------------------------------------------------

All right so you got yourself a fancy AC. Think you're the bomb digity now don't 
ya? Well theres a few more things you can do to give your AC a personal touch. 
You can create your own custom paint job. You can even make your own emblem 
which will be proudly displayed on your AC's left shoulder. But one thing I 
suggest doing is changing your display screen. You can do this in the Garage. Go 
to Cockpit Display and switch on some of the optional stuff. The 'Remnants of 
Enemies' option is great. It shows how many hostile enemies are left. Other than 
that everything else is just frivolous, like the speedometer, and temperature 
reading. The enemy data option is only really useful in the Arena because you 
know what the enemy is using and how best to avoid that attack as long as you 
keep a lock on them. But the altimeter is not only useless, but really annoying!
--------------------------------------------------------------------------------

So there you have it. Your very own top of the line AC of doom. Have fun!

]---------------------------[Mission Walkthroughs]-----------------------------[
The following is a walkthrough of the missions of Armored Core 3. Since the 
missions really do not have much of a set order to follow, the missions are 
arranged first by the Layer/Area in which they occur, and then by the order they 
appear to be played. The Layers and areas are arranged in simple numerical 
order.

Just to make this as easy as possible, make sure to always save your game data. 
You never know what might happen. Anything from a power outage to an AC that you 
can't beat can really mess up your game. So save often.

If you fail a mission, always load. There is rarely ever a mission you can go 
back and re-try. In other words, if you fail a mission you can never try your 
hand at it again short of re-loading your last save file, or starting an 
entirely new game.

Your first time through the game if your mission failure percentage is ever 20% 
or higher, your status as a Raven is revoked and it is game over for you buddy. 
Plus some missions will automatically revoke your status anyway, especially 
towards the end of the game. That's just another reason to load when you fail a 
mission.
--------------------------------------------------------------------------------
The specs layout of the mission is as follows.

Name: The name of the mission, which is usually also the mission's objective.

Requester: What Corporation is hiring for this mission.
Credits in advance: The amount of money you get before the mission starts.
Credits upon completion: The amount of money you get when the mission ends 
successfully.
Code Name: The code name this mission is assigned.
Stage: The Area map that the mission takes place on.
Enemies: A tally of the guys that are opposing you.
Consorts: A list of the amount of money you are given to buy consorts, what 
consorts are available for that mission, and how much they cost.
SECRET PART: Indicates if, and how many secret AC parts can be obtained during 
that mission. How to get it though is explained in a later section.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

1st Layer: District 2
--------------------------------------------------------------------------------
The First Mission!

Raven Test

Requester: Global Cortex
Credits In Advance: 0
Credits Upon Completion: 0
Code Name: Black Feather
Stage: Trene City
Enemies: MTs (many)
Consorts: Apple Boy

Well here it is, let's see if you can hack it in a real man's world. You and a 
friend get dropped off; both in a basic AC. Just kill stuff until there isn't 
anything left. Aim at something hostile and spam the square button like the 
newbie you are. Congrats, you are now a full-fledged Raven.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Defend the Arena

Requester: Global Cortex
Credits In Advance: 0
Credits Upon Success: 0
Code Name: Fighting Dogs
Stage: Arena
Enemies: Battle MTs (many) Missile MT (many)

A straightforward fight. Just keep pounding on all the little MTs that come in. 
Halfway through the mission, another Raven, Gaidoz, will show up to assist in 
the mop up. His help is useful, but since the amount of money you get is 
determined by the amount of enemy kills you make, the more the kills the less 
money you get. The Battle MTs are worth 1500 a piece, and the Missile MTs are 
worth 500 a piece.

--------------------------------------------------------------------------------
End Employee Standoff

Requester: Crest
Credits In Advance: 0
Credits Upon Success: 11000
Code Name: Mouse Trap
Stage: Zidan Weapons Factory
Enemies: MT x 7
Consorts: 6000 credits provided
-Duminas: 4000
-Spartan: 5000
-Cold Heart: 3000
-Huntress: 6000
-Scylla: 4000

Although the company does provide money for a consort, it isn't advised to take 
one, more money for you. This is still pretty straightforward. Just take down 
all the Mts. There are seven of them.

--------------------------------------------------------------------------------
Escort Transport

Requester: Kisaragi
Credits In Advance: 5000
Credits Upon Success: 10000
Code Name: Allegro
Stage: A-24 Superhighway
Enemies: MT (unknown)

All right, your first break from straightforward blow stuff up missions. The 
object is to escort a truck that has a bomb planted on it down the highway where 
the bomb disposal team is waiting. Clear out any debris out of the truck's way, 
so it has a clear path. Don't waste time shooting the cars parked in the middle 
of the road; stepping on them will destroy them. Make sure to destroy all the 
MTs in the way or they will shoot the truck causing it to explode (duh), so you 
must destroy them. So it can sneak by safely. Speed is the easiest way to beat 
this stage. You can be to the end far before the truck, go and make a sandwich, 
come back, and the truck will still be coming. You get a special bonus of 1500 
credits for each Battle MT, and 500 credits for each Guard MT.

--------------------------------------------------------------------------------
End Employee Rebellion

Requester: Crest
Credits In Advance: 0
Credits Upon Completion: 15000
Code Name: Stinkbug
Stage: Zidan Weapons Factory
Enemies: MT x 14

What is wrong with these workers? I sure hope their corporation has an insurance 
policy cause their gonna need it when you whoop them again. No problem. It's the 
same mission this time with a side quest. The action gets started right when you 
get started. Disable the two gas canisters, the big silver cylinder shaped 
canisters that have the word target pointing to them, by walking next to it and 
pressing Circle. Then destroy all of the MTs in the surrounding area. Then move 
on to the lower floor. If you are short on time just jump off. If time is a 
luxury, than by all means ride the elevator in style; the button is on the right 
wall near the shaft. There are four, ceiling mounted gun turrets in the elevator 
shaft, make sure you destroy them because it's hard to get back up. When you get 
to the lower level, disable the remaining gas canisters to stop the time limit, 
and set to work destroying the remaining forces.  

--------------------------------------------------------------------------------
Defend Testing Grounds

Requester: Global Cortex
Credits In Advance: 0
Credits Upon Success: 18000
Code Name: Cross Counter
Stage: Trene City
Enemies: Bomber X 1, Helicopter (infinite), Mobile MTs (infinite)

This mission is a real pain; you will probably rack up more expenses than you 
will make in reward money. Not what I would expect from a starting mission. The 
helicopters are everywhere and their numbers are infinite. Do your best to avoid 
their shots and destroy them before they hurt you too badly. After about a 
minute you will receive an update telling you the bomber is on it's way, and 
will appear in another minute. When it shows up try to boost jump up on top of 
it, and start walking the direction the bomber is traveling, or the wind will 
sweep you off it's back. If you can't get up there just stand on a building to 
get a clear shot. Ignore the helicopters and plug as many rounds as necessary 
into it until it goes down. You get a special addition of 500 credits per 
helicopter destroyed, and 1500 for every Mobile MT destroyed.

--------------------------------------------------------------------------------
Destroy Escaping MT

Requester: Crest
Credits In Advance: 0
Credits Upon Completion: 12000
Code Name: Speed King
Stage: A-24 Superhighway
Enemies: MTs (many), Hover MTs x 2

This board is a breeze. It is a perfect opportunity to go for an S rank. If you 
are a fast AC this will be a snap, just boost through the highway and gun down 
the MT. But a word of warning, the MT is just a decoy. After the first MT is 
destroyed, another one comes out of a secret passage in the wall further up the 
road, so you have to hurry to catch up to it before it gets away. A slower AC 
would want to wait until the original MT is near the secret door so once it is 
destroyed you don't have to spend time chasing down the second one with your 
slow AC. You can just gun it down where you stand. 

--------------------------------------------------------------------------------
Secure Trene City

Requester: Mirage
Credits In Advance: 0
Credits Upon Success: 0
Code Name: Hardy Dive
Stage: Trene City
Enemies: MTs (many)
Consort: Fanatic

The AC Fanatic is supplied to work with you for free. Whatever you do try not to 
shoot her or she will kill you. Or at least try really hard to kill you and die 
in vain. Either way just keep destroying all the MTs that come at you. They are 
equipped to do major damage with their energy weapons so kill them quick. After 
the main force is dispatched, a few of the invisible Battle MTs will appear. 
Destroy the rest and the mission ends. You get paid for what you destroy. Each 
Mobile MT is worth 2500 credits, and each Battle MT is worth 3000.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

1st Layer: Nature Area
--------------------------------------------------------------------------------
Prevent Capsule Theft

Requester: Crest
Credits In Advance: 0
Credits Upon Success: 32000 
Code Name: Moon Lake
Stage: Avia Gulf
Enemies: MTs (many)

This board is a breeze. Just equip the MLR-RE/EGA (aka: The Pac Man Head) hover 
legs and jump off the docks. Since you can now hover you will be able to 
gracefully skim over the surface of the water, instead of gracefully sinking 
like a @%*#$!& brick. After that it's just a matter of killing the little MTs 
before they can drag away the capsules. Noooo problem.

--------------------------------------------------------------------------------
Attack Mirage Forces

Requester: Kisaragi
Credits In Advance: 0
Credits Upon Success: 25000
Code Name: Ladybug
Stage: Avalon Hill
Enemies: MTs (many)
Consorts: 9000 Credits Provided
-Squad 1: 5000
-Squad 2: 5000
-Huntress: 6000
-Apple Boy: 8000
-Fragile: 9000
-Regina: 9000

Okay so this time maybe you might actually wanna consider a consort. Hey 
somebody needs to take a whole lot bullets for you so you don't die. Fragile in 
his Night Flyer is probably the best choice. Well you're going up against a lot 
of troops and they will be coming at you from all angles. A fast, maneuverable 
AC, with a powerful machine gun is awesome for clearing out the crowd. If you 
run out of ammunition go and find the supply vehicle that Kisaragi provided and 
you will be restocked. You will probably end up losing money on this mission 
from a huge repair bill. 

--------------------------------------------------------------------------------
Recover Ship Cargo

Requester: Mirage
Credits In Advance: 0
Credits Upon Success: 31000
Code Name: Saw Pit
Stage: Arctic Research Vessel Ostrica
Enemies: MTs (many)
SECRET PART: x 1

This mission is one of those missions that are insanely hard and easy all at the 
same time. When the mission begins either slash or shoot open the hatch on the 
ground, and then enter the ship. The stage is a literal maze of near identical 
tunnels, shafts, rooms, and compartments. A precise walkthrough for this stage 
is impossible; all I can say is check your map frequently. The select button is 
your best friend. Also try and knock off as many of the square crates and round 
fuel drums as possible as they can net you a whole lot of money. 1000 credits 
for containers, 1500 credits for fuel tanks. Once you reach the lowest level the 
ships hull will begin to break. A six-minute timer is displayed. You have to get 
to the target, get the secret part if you want to, and get back to the escape 
point before time runs out. Good luck, you'll probably need it.

--------------------------------------------------------------------------------
Defend Helicopter Crew

Requester: Crest
Credits In Advance: 0
Credits Upon Success: 40000
Code Name: Clothesline
Stage: Offshore Platform
Enemies: MTs (many), Helicopters (many)

Make sure you take hover legs just in case you slip right off the platform into 
a watery grave. When the mission starts head to the main platform. You will find 
the helicopter crew there. They will tell you that the cargo that the helicopter 
is carrying was scattered around the platform when it exploded. If you want to 
go collect the cargo than do so. They are little white circles, and are worth 
1000 credits apiece. But make sure you keep the crew well guarded to cause if 
hey die the mission is failed anyway. Wait around until the time limit expires 
and the mission ends.
--------------------------------------------------------------------------------
Defend Water Processors

Requester: Kisaragi
Credits In Advance: 0
Credits Upon Success: 24000
Code Name: Rumble Fishing
Stage: Avia Gulf
Enemies: MTs (many), Helicopters (many), AC x 1
Consorts: 6000 Credits Provided
-Squad 1: 5000
-Squad 2: 5000
-Mastiff: 6000
Secret Part: x 2

As with the last time you were here, make sure you equip a pair of hover legs so 
you can fly over the water instead of rusting under it. Go ahead and buy a 
consort for some assistance, he will help out later too. When you start go 
straight to the left and jump over the pipes and grab the secret part. The 
mission is fairly straightforward. Guard the water processors from the attacking 
units. A few helicopters will show up in the beginning, but they are easily 
deterred (blown up). But soon after the AC Megalo will show up. Engage him but 
don't get to preoccupied because helicopters and MTs will still be attacking the 
guard targets. Destroy Megalo and keep an eye on the processors and the mission 
will soon end. If you did well Kisaragi will contact you with an urgent message. 
One of their facilities is about to be attacked and they want you to stop it. If 
you wish to accept go ahead to the transport, there is a secret part in it for 
you.

--------------------------------------------------------------------------------
Eliminate the Bombers

Requester: Kisaragi
Credits In Advance: 0
Credits Upon Success: 28000
Code Name: N/A
Stage: Avalon Hill
Enemies: Fighter Jets (many), Bomber x 2
Consorts: Any consort used in the last mission will assist in this mission.

This is the bonus mission from the mission "Defend Water Processors." As already 
noted, if you hired a consort last mission, they come with you on this mission 
too. This is pretty simple. When the mission begins you will be attacked by a 
squadron of fighter jets. Ignore them for now and head to the southern part of 
the map. When you get there destroy the pesky fighter jets and wait for the 
bomber to show up. The first one will come from the southeast. Destroy it then 
head to the southwest where the other one is. When the second bomber is 
destroyed the mission ends. Congrats, you get another secret part.

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Destroy Massive Weapon

Requester: Mirage
Credits In Advance: 0
Credits Upon Completion: 80000
Code Name: Leviathan
Stage: Submerged City
Enemies: Massive Controller Weapon x 1
Consorts: 10000 Credits Provided
-Suburban King: 10000
-Comeback: 10000
SECRET PART: x 1

Equip hover legs. Take a consort to draw fire. When the mission starts look at 
the ground. There is a grate, shoot it out and land on the water. Hover towards 
the girder and grab the secret part. Boost out and engage the massive whatever. 
It can dish out lots of damage quick so dodge its attacks. With some work it 
will die soon.

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Destroy Massive MT

Requester: Union
Credits In Advance: 0
Credits Upon Completion: 100000
Code Name: Ofanim
Stage: Avalon Hill
Enemies: ONE REEEEEEALY BIG MT
Consorts: 20000 Credits Provided
-Spartan: 10000
-Scylla: 16000
-Apple Boy: 16000
-Regina: 18000
-Royal Mist: 20000

Remember the horrible gawk you made when you saw that big ugly spider in the 
sewers. You're gonna do that again. They aren't joking when they say MASSIVE! 
Head to the northwest behind the crescent shaped hill to get the secret part. 
Then try to beat the MASSIVE MT. As many Armor Points as possible are great to 
have. If you have the Karasawa, and the Linear Cannon more power to you. 
Unfortunately if you don't, grenade launchers will have to do. After causing a 
small amount of damage to it, it will split into two different units. One that 
can still fire the insane volleys of dead accurate pursuit missiles and deadly 
powerful red eye lasers. The second part flies circles around the battlefield 
and fire volleys of four massive fireballs at you. And here is the real pain, 
after the cutscene the game automatically teleports you to the middle of the 
stage and turns off any extension you may have been using. It's best to ignore 
the small part for now. Concentrate on ending the existence of the largest 
segment, since when it dies the mission ends. Hide behind the large wreckage 
sticking out the ground to avoid its missile hail, and pop out to fire on it. If 
a gun runs out of ammo, drop it to speed you up. After many spent rounds, and 
several reloads, he will go down. Congrats you have just beaten the toughest 
mission in the game. And if you did it without a consort you get a cool secret 
part!
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

1st Layer: Special Research
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Defend Ruglen Laboratory

Requester: Crest
Credits In Advance: 0
Credits Upon Success: 34000
Code Name: Stray Sheep
Stage: Ruglen Laboratory
Enemies: MTs (many), AC x 1
SECRET PART: x 1

This is pretty straightforward. Go in kill all the MTs. Go to the next room and 
fight an unidentified AC. It shouldn't be a problem considering that you have 
two consorts with you. He will usually concentrate on the others, leaving you 
open to make several cheap shots. Kill him to get a cool new part.

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Eradicate Life Forms

Requester: Crest
Credits In Advance: 0
Credits Upon Success: 26000
Code Name: Pyrethrum
Stage: Ruglen Laboratory
Enemies: Giant Ticks x 17
SECRET PART: x1

These giant ticks are obscenely powerful. They are like giant skittering tanks, 
whatever you can dish out, they can take and then some. Solid ammo using weapons 
are a definite no no. If you want to take weapons, use energy weapons on a tank 
body. It isn't like it hurts them any more than solid ammo will; you just wont 
lose insane amounts of money at the end of the mission. Beam Sabers work well 
against them because they will try to run away and give up on attacking until 
they are a safe distance from you. All you really need for this mission is your 
beam saber and a lot of armor points. After a little while in the first room, 
the scientists devise an ingenious plot. They concur the creatures shells weaken 
when exposed to acid, so they lower canisters from the ceiling. You can either 
break the canisters and the bugs will become much easier to kill, or play iron 
man and destroy them all without using the acid, which will award you with a 
secret part. And to think all of this could have been ended with a single can of 
Raid.

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Destroy Germ Canisters

Requester: Kisaragi
Credits In Advance: 0 
Credits Upon Completion: 36000
Code Name: Ballerina
Stage: Ruglen Laboratory
Enemies: MTs (many)
Secret Part: x 1

This board can be tricky if you are trying to get the secret part. The objective 
is to destroy all of the germ canisters before time runs out. There are several 
MTs about to complicate matters, not to mention tiny little flying MTs that jam 
your FCS so you cannot lock onto targets. Once you begin to attack the canisters 
will raise into the ceiling so you have to be quick or you will lose. Destroy 
any MT that gets in your way. The doors will also begin to close so if you get 
locked in, mission failed. After destroying all the canisters, make for the 
escape point and get out of there before the doors close. 
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Recover Data Capsules

Requester: Crest
Credits In Advance: 0
Credits Upon Completion: 32000
Code Name: Shower Bath
Stage: Conservation Area
Enemies: MTs (many)
Consorts: 14000 Credits Provided
-Ajante: 7000
-Spartan: 10000
-Cold Heart: 12000
-Huntress: 14000
-Scylla: 12000
-Apple Boy: 10000

You don't need a consort. Just a fast, maneuverable AC. Zip around and find the 
four capsules. Look on your map to find them and zip over to each one and hit 
Circle. After you have secured all four. The support team will tell you they 
can't make it in because the rain is too bad. Hang around for a while and the 
rain will eventually let up so you can be evacuated. Mission Successful.

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Destroy Gun Emplacements

Requester: Crest
Credits In Advance: 0
Credits Upon Completion: 35000
Code Name: Fireworks
Stage: Conservation Area
Enemies: MTs (many), Large Gun Emplacements x 5
Consorts: 14000 Credits Provided
-Ajante: 7000
-Spartan: 10000
-Cold Heart: 12000
-Huntress: 14000
-Scylla: 12000
-Apple Boy: 10000

TAKE A CONSORT THIS TIME! They will prove invaluable next mission. This time you 
have to destroy five large gun emplacements. There are two of them on the right 
riverbank, and three of them on the left bank. Just hunt around and ignore the 
MTs. The mission ends when the emplacements are destroyed. If you destroyed the 
turrets fast enough, then Crest will call you with an urgent mission. I highly 
suggest you take the mission. If you didn't destroy the turrets fast enough to 
get the bonus mission you really want to reload and try again. To accept the 
next bonus mission, just hurry to the transport they show in the cutscene.

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Distract Union Defenses

Requester: Crest
Credits In Advance: 0
Credits Upon Completion: 0
Code Name: N/A
Stage: Conservation Area
Enemies: MTs (many)
Consorts: If a consort was purchased on the above mission they assist here too.

The bonus mission after the "Destroy Gun Emplacements" mission. You really want 
to do this mission; the secret AC part is definitely worth it. Anybody who has 
played Armored Core before has got to be familiar with the Karasawa. You want 
it? Than you have to survive against an onslaught of massive MTs and little 
annoying hover things for five minutes. The goal is to distract them; I guess 
that's kinda like blowing them up. Good news is if you hired a consort on the 
preceding mission, they get to tag along with you on this mission. After the 
five minutes is up, high tail it back to the transport before the missile strike 
hits and you win.

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Protect Crest Convoy

Requester: Crest
Credits In Advance: 0
Credits Upon Completion: 42000
Code Name: 
Stage: Rizden Intelligence Facility
Enemies: Mobile MTs (many)
Consorts: 16000 Credits Provided
-Spartan: 10000
-Cold Heart: 12000
-Huntress: 14000
-Apple Boy: 10000
-Trafalgar: 16000
-Bremen: 16000
HIDDEN PART: x 1

This mission is annoying. Take a consort, they will come in handy. Trafalgar is 
probably the best for the job. In the beginning jump out the trench to the left 
and head straight towards a satellite station to get the secret part. Then head 
back to the convoy. Squadrons of Mobile MTs will attack constantly from all 
directions. Keep on your toes, you may lose a truck or two but as long as at 
least one survives you win so keep at it.

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Disable Radar Equipment

Requester: Mirage
Credits In Advance: 0
Credits Upon Completion: 31000
Code Name: Diamond Dust
Stage: Rizden Intelligence Facility
Enemies: MTs (many), helicopters (many), AC x 2 
Consorts: 16000 Credits Provided
-Spartan: 10000
-Cold Heart: 12000
-Huntress: 14000
-Apple Boy: 10000
-Valkyrie: 16000
-Bilbo: 16000

This mission is a pain. Take a consort this time. It doesn't matter which. Look 
at your map when you start off. There are five radar dishes scattered around. 
Destroy them all. Three out of five are located above the trench, while the 
other to are in the trench close together. Find the three that are isolated 
before you go destroy the two that are close together. Ignore the enemies and 
destroy the dishes as quick as possible. The mission will either end here, or if 
done fast enough you will be contacted and told to check out the inside of the 
base. Head to the escape point near the two radar dishes by each other. You will 
have your ammo and armor restored and you will get to take on the two ACs Castor 
and Dynamo at once. If you took a consort they will come with you here. They 
will be a big help because they will distract your opponents allowing you to get 
in some shots. Make use of the pillars to avoid Flares rocket barrages. Back 
Breaker is no challenge, just get your consort to draw their fire and take cheap 
shots from a safe distance away. Defeat the two ACs and the mission ends.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

2nd Layer: Waste Disposal
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Assault Crest Facility

Requester: Union
Credits In Advance: 0
Credits Upon Completion: 51000
Code Name: Power Play
Stage: Crest's Data Storage Facility
Enemies: MTs (many)
Consorts: AC (Many)

Working for a union? Doesn't it already sound like you're getting ripped off? A 
run around and kill stuff mission. You get a lot of credits on this board. Plus 
there are several consort Ravens tagging along for free, including the A-ranked 
Royal Mist. Destroy anything hostile that moves. Just keep pressing on, room by 
room. Eventually all the other Acs will have either destroyed the power 
generators, retreated or perished in combat. If you weren't beaten to the punch 
the Union will then tell you to move on and destroy the generators. There are 
three generators, all in one room. Destroy them all and the mission will end. 
Sit back and reap the profits.

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Bomb Disarmament

Requester: Crest
Credits In Advance: 0
Credits Upon Completion: 30000
Code Name: Brunt Trash
Stage: Smelting Factory
Enemies: AC x1, MTs x 4

Boosters are a must. Strong boosters, or you fall in extremely hot pit of fire 
and die. There are four bombs in total. Two of them are planted above the 
conveyer belts. The other two bombs are located above the fire pit, in the 
ceiling. Fly up through the holes in the wire. And remove the bombs. Strasbourg 
shows up halfway through the time limit just to hassle you. You can either try 
to kill him or ignore him and finish the mission. You don't get anything either 
way.

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Disable Security System

Requester: Union
Credits In Advance: 0
Credits Upon Completion: 51000
Code Name: Cradle Cat
Stage: Crest's Data Storage Facility
Enemies: MT (many), Invincible Gun Turrets (many if your dumb and hit lasers)

DO NOT TOUCH THE LASERS!!! They are not hard to miss; they're the giant freaking 
red lasers! You see um? DON'T TOUCH UM! If you do you will trigger the 
activation of many gun turrets that not only shoot fairly powerful rounds that 
overheat you very fast, but are also completely invincible! So don't touch them. 
GOT THAT! So the objective is to switch off all those annoying laser, to do this 
you have to make it past them all, hitting them won't fail you, they just get 
you shot A LOT! If you want to risk it and you think you're fast enough, suuuure 
go right through the lasers, but don't say I didn't warn you So just duck and 
weave and fly in between all of the lasers. The path is fairly straightforward, 
as long as you don't keep hitting the lasers it is a snap. Go through the first 
room, and through the door marked S-04. Go down the hall and go in the next 
room. Dodge the lasers and head out the door that says S-10. Go down this hall 
and watch those tricky moving lasers. Enter the door that says S-17 and go past 
the lasers and through the next door. Go through this hall, and exit through 
door S-31. Navigate these lasers, which is always where I get shot, and go 
through the door. Follow the hall and enter room S-00. Your target is here. 
Either deftly dodge the psychedelic light show, or thrust on through and switch 
off the system before the guns start hammering you. Either way this is easy 
money.

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Disable Pulse Generators

Requester: Mirage
Credits In Advance: 0
Credits Upon Success: 51000
Code Name: Acusector
Stage: Ventilation Duct C3-11
Enemies: MTs x 6, gun turrets (many), AC x 1
SECRET PART: x 1

This mission can either be as hard or as easy as you make it. If you insist on 
destroying every enemy in sight than be prepared for many reloads and a hard 
time. But if you ignore all the enemies the mission is a breeze. Now first thing 
you might notice when you start this mission is you constantly lose life. 
Doesn't that suck! So get it done quick or die. Now you have to disable some 
generators. When you start off jump off the platform and dodge the enemy fire as 
you fall down the shaft. When you reach bottom, disable the first generator. 
Then turn around and fly to the door with the lights around it. Look at the 
ceiling and you will see a grate. Shoot it out, and fly up it, and shoot out the 
next three grates above it. Land on the platform and disable the pulse generator 
there. Shoot out the next four grates above the hole and fly up it to the next 
corridor. You will see a cutscene of an AC. Wait for your boosters to recharge 
and then open the door. Fly across the shaft to the door on the other side. Go 
through the door and walk through the shaft. Make sure you take notice when the 
hall branches to the left or you will run into a dead end. Follow the shaft 
until you reach a door. Open it and jump off the ledge. Don't go all the way to 
the bottom; search the walls for a platform with a door. Enter the door, shoot 
out the ceiling grates, and fly up to the next level. ***BEFORE YOU DISABLE THE 
GENERATOR, LOOK UP.*** There is a hole in the ceiling, fly up through it and 
land. The secret part is up there; you really want this part. Go back down, 
disable the generator, and leave this room. Go down, to the bottom of the second 
huge chamber and either fight that AC, or disable the last generator the second 
you touch ground. Mission Complete. If you did decide to destroy that AC you get 
a 10000 credit bonus!

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Defend Crest HQ

Requester: Crest
Credits In Advance: 0
Credits Upon Completion: 56000
Code Name: Excelsior
Stage: Ventilation Duct G9-29
Enemies: Controller Forces

This is an easy mission. Once the mission starts, boost up to the fourth 
platform and just destroy the little spheres as they come up. But be quick about 
it, if they touch the ceiling you fail the mission.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

3rd Layer: District 1
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Defend the Monorail

Requester: Mirage
Credits In Advance: 0
Credits Upon Completion: 15000
Code Name: Medicine Chest
Stage: Falna Research Laboratory.
Enemies: MTs x 12
Consorts: 9000 Credits Provided
-Spartan: 5000
-Cold Heart: 3000
-Huntress: 6000
-Apple Boy: 8000
-Fragile: 9000
-Gaidoz: 9000

Bah, who needs consorts anyway? You can do this yourself. Well the monorail is 
broken, and is under siege by waves of heavily armored MTs. There are twelve of 
them in total, the first wave of them is six strong, and will be the hardest to 
deal with. But don't worry; they will all shoot at you, not the monorail. After 
you frag the first wave, the second wave will show up, this wave is four strong. 
They may actually start shooting the train, so keep them under pressure. After 
they die the last wave, an overwhelmingly powerful two MT strong unit will show 
up. Well okay, so they are pushovers too, just kill them cause these two will 
focus almost exclusively on the train.

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Eliminate Infiltrators

Requester: Kisaragi
Credits In Advance: 0
Credits Upon Completion: 15000
Code Name: Windup Toy
Stage: Parking Lot
Enemies: MTs (many)
Consorts:
-Trafalgar: Free

Well this isn't a walk in the park. The closed in setting of the parking lot 
makes movement a bit tricky, but at least a consort is provided free of charge. 
You start off in a long sloping hall, walk to the end of it and open the door. 
You will be in a large room filled with several MTs. Destroy all of the flying 
MT and the door to the next level will unlock. Proceed down the hall, open the 
door and repeat the process. Move down, to the next level, and destroy the next 
barrage of enemies to unlock the next level down. On the fourth level, you will 
encounter the team of three infiltrators. Trafalgar will show up to help you, 
with a little work they will go down fairly easy.

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Destroy the AC

Requester: Mirage
In Advance: 0
Upon Success: 32000
Code Name: N/A
Stage: Falna Research Laboratory
Enemies: MTs x 9, AC x 1

The optional urgent mission from Mirage after the 'Defend Personnel Convoy' 
mission. If you take it you will be transported directly into the mission. Your 
ammo will all be reloaded fortunately, and your life will be refilled as well. 
When you start you learn that an AC has stolen a chipset and that you are to 
destroy it. Fight your way down the corridor until you come to a large passage 
through the right wall. Go through the passage and you will pass into a large 
room. You will now be formally introduced to the AC, Chain Impact. If you used 
the tank AC with the grenade launchers strategy on the last mission you will 
make more than short work of him. Just stand in the small hallway that leads to 
the room that Chain Impact is in. He will come to you and will not be able to 
move very well in the hall, so you have an easy time blowing him away.

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Eliminate Intruders

Requester: Crest
Credits In Advance: 50000
Credits Upon Completion: 17000
Code Name: Traffic Vests
Stage: City Sector 513
Enemies: MTs (many), AC x 1

This is pretty straightforward, go in and kick butt. There are plenty of large 
yellow tanks and flying enemies to go around. But your main problem will come in 
the form of the AC Crossback. He isn't much of a threat, just keep up the 
pressure and he will go down. 

--------------------------------------------------------------------------------
Safeguard Alloy Sample

Requester: Crest
Credits In Advance: 10000
Credits Upon Completion: 20000
Code Name: Razzle Dazzle
Stage: Crest Research Laboratory
Enemies: MT x 8, AC x 1

Why is it that all the missions that involve guarding things a pain? Make a tank 
AC with some uber-strong grenade launcher back units and have a field day with 
the MTs. Just follow the road and blow up hostiles as you go. When you open the 
large doors, the AC Grinder will show up. Take out the MTs in the area first so 
they don't destroy the transport while you concentrate on Grinder. Grinder will 
focus on you only. With the grenade launcher he is an easy target, especially 
since just loves to get right next to you. He can take quite a few hits but with 
persistence you will whip him. Just keep following the road, destroy the 
remaining MTs and the truck will pull in and you win. If the truck is destroyed 
though, you get a chance to redeem yourself. You can actually pick the alloy up 
and bring it to the lab. If the transport remains intact you get a great new 
secret part, yippee.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

3rd Layer: Industrial Research
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Secure the Mine

Requester: Mirage
In Advance: 0
Upon Completion: 11000
Code Name: Calm Down
Stage: Gran Mining Facility
Enemies: MT x 21
Consorts: 6000 credits provided
-Duminas: 4000
-Spartan: 5000
-Cold Heart: 3000
-Huntress: 6000
-Scylla: 4000

Another blow 'um up mission, but this time with a twist. Destroy all 21 of the 
enemies, but don't destroy any of the mine equipment in the process or you will 
lose money. Do not take a consort, more money for you, plus they have the 
annoying habit of accidentally destroying mine equipment. If anything is broken, 
expect to be fined anywhere from 250 to 500 credits.

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Defend Naire Bridge

Requester: Mirage
In Advance: 0
Upon Completion: 13000
Code Name: Zip Up Lips
Stage: Naire Bridge Construction Site
Enemies: MT x 8
Secret Part: x 1

Awesome, your first secret part is on this board, but how to get it is explained 
in a different section. You start in a sealed room, you have to open the door, 
and the bombardment will begin. There will one MT directly in front of you, and 
two groups of little guys with jetpacks. Kill them. Then boost across the huge 
gap. Don't fall, you will die. Make sure you land on the upper raised platform, 
if you land on the edge of the platform to the left, it will collapse and you 
may fall to your doom. On top of the higher platform there are two MTs, on the 
right lower platform there are two more crane MTs, and on the left lower 
platform, the last crane MT. Destroy them and the mission is a wrap.

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Rescue Survey Team 

Requester: Kisaragi
Credits In Advance: 0
Credits Upon Completion: 14000
Code Name: Round Trip
Stage: Drainage L9
Enemies: MT x 18
Secret Part: x 1

Groovy! Another stage, another secret part! You start off in a hallway, go out 
into the stream of raw sewage (yuck) and kill the two flying gun MTs, continue 
down the hall, kill the next two MTs, go further and kill the last two MTs. A 
little further down you will find a large door, open it by pressing the button 
on the right near the door. The door will open to reveal the survey team, who is 
very busy being shot. They will retreat down the hall as soon as you open the 
door. You can ignore the MTs in the room, and follow the survey team down the 
hall. Make sure you grab the hidden AC part. The doors in the walls will open 
revealing two MTs apiece, and there are more flying guns. In the last hall where 
you started, make sure to kill the aerial gun turrets, as they have a habit of 
killing the survey team. Just keep them covered, and don't shoot them and you 
will be fine.

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Destroy Naire Bridge

Requester: Kisaragi
Credits In Advance: 0
Credits Upon Completion: 11000
Code Name: Termite
Stage: Naire Bridge
Enemies: MTs (many)
Secret Part: x 1

Wait a second, didn't I just keep this thing from being destroyed and now I 
gotta do it myself. What you're paying me? Ok! The board is pretty simple. 
There's a two minute and twenty second time limit. Plant the bombs at the points 
that say 'Target'. A very fast mech is ideal. If you want to score another neato 
secret part, destroy both of the monorails Not only do you get a cool new part, 
but each one will net you 6000 credits. That is 12000 for the both of them. Just 
peek between the girders and let um rip. Ignore the enemy MTs and just 
concentrate on the monorails and planting the bombs. As long as you aren't in 
painfully slow mech you should finish with a surplus of time left.

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Safeguard Water Supply

Requester: Mirage
In Advance: 0
Upon Success: 20000
Code Name: Anthill
Stage: Barrel Dam
Enemies: MTs (many), helicopters (infinite)
Secret Part: x 1

This is an easy one, and it has another secret part, groovy! Ignore the 
helicopters, yes they are annoying. Very, very annoying, but shooting them will 
get you nowhere, as their numbers are inexhaustible. The targets are inside the 
dam. There are four small platforms on the side that you can jump to, but it is 
tricky so be careful. This is definitely not an appropriate mission for a giant 
heavy AC. Go to the tunnel furthest from the start point, eliminate all hostiles 
and make your way to a computer at the end of the tunnel. It will give you a 
message saying gate 6 was unlocked. Make your way to the platform that is now 
furthest from you. Fight past all the enemies to find another computer. You will 
get another message saying a door was opened. Go to the platform directly to 
your right and follow the tunnel straight, you will find another computer. When 
you activate the computer you will see a cut scene of water lowering. Back track 
to near the beginning of the tunnel you are in and hang a right when you come to 
a fork in the road. Continue on and when you reach the last room, jump up onto 
the high ledge and deactivate the canister.

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Escort Personnel Convoy

Requestor: Mirage
Credits In Advance: 0
Credits Upon Success: 0
Code Name: Duckling
Stage: Gran Mining Facility
Enemies: MTs (many)
Secret Part: x 1

This board is a royal pain in the ass. Tons of fast MTs that don't stop coming 
and they actually do go for your defense targets instead of you. The convoy 
trucks will take only so much damage before they explode. Fortunately the crew 
will bail out and try to fly to the exit with jetpacks, but they too can be 
killed. In the beginning there is a huge swarm of MTs. If they are not nipped in 
the bud quickly then the problem gets out of hand. You must kill them as fast as 
possible because more are on the way anyway. A good strategy is to make a 
massive tank AC with some extremely powerful back weapon grenade launchers and 
double exceed orbits and shoot like mad at the enemies. Only problem is the ammo 
can get pretty pricey. The more conveys that survive the more you get paid. For 
every trailer that makes it out you get 2000, for every employee you get 2500, 
and for every transport that makes it out you get 1500. If all the transports 
make it out you get a secret part. At the end of the mission you will get a 
message from Mirage. They have an urgent mission; if you choose to accept, move 
to the escape point. If you choose to reject it just hang around in the main 
chamber until the computer declines the mission. For a walkthrough of the secret 
mission, look for the 'Destroy the AC' mission in the 3rd Layer: District 1 
missions section.

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MT Training Exercise

Requester: Kisaragi 
Credits:
Credits In Advance: 0
Credits Upon Success: 0
Code Name: Bird-Watching
Stage: Barrel Dam
Enemies: MTs x 5
Secret Part: x 1

Well this is insulting. Being dragged from the very thick of battle to baby-sit 
these pathetic MTs while they shoot at you. First of all, DO NOT BRING ANY 
WEAPONS. You cannot shoot at the opposing MTs, so why bring weapon they will 
just slow you down. And slow is most definitely not something you want to be 
when you have to dodge missiles for two minutes straight. Try and be as fast and 
as light as possible. If you can run the entire training exercise without being 
hit you get a really great new hidden part. Payment is also determined on how 
well you do.

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Investigate Water Swells

Requester: Kisaragi
Credits In Advance: 0
Credits Upon Success: 45000
Code Name: Doodlebug
Stage: Drainage L9
Enemies: Nasty Spiders (infinite), Enormous Nasty Spider x 1

Man these spiders are ugly. And those blue boogers they spit hurts bad. You 
definitely want to take a head that has a biosensor equipped or you won't be 
able to lock onto the spiders, which would make the simple task of killing them 
all the much more a pain. Also take a CWC-GNL-15 Grenade Launcher. When you 
start in the hall go out into the feces river, and take a right. Eliminate the 
annoying spiders as you go, beam sabers work wonders on those ugly creeps. You 
will eventually come to a hallway on your left, turn there, kill the spiders and 
activate the switch on the wall. This will cause the floodgates to shut, which 
will lower the 'water' level, and stop the infinite waves of spiders. Go back to 
the main sewer hall and go all the way to the other end, when you reach a huge 
door covered in cobwebs. Press the button to open the door, and say: "Oh my God, 
that is one big ol' ugly spider". So here's what you do, take the grenade 
launcher and plug twelve rounds into its ugly carapace. That will take care of 
that mission, expect a massive repair bill. As for me, I'm never watching 
Starship Troopers again.

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Destroy Computer

Requester: Mirage
Credits In Advance: 0
Credits Upon Success: 42000
Code Name: Gatecrasher
Stage: Galnat Military Plant
Enemies: MTs (infinite)

This is a really easy mission. Just go through and start trashing things. Follow 
the path; gun down any MTs in your way. Break all the boxes and barrels. They 
are worth 500 and 800 credits respectively. At the end of the road there is a 
large computer unit with the target icon pointing to it. Destroy it and the 
screen turns red. Hurry up on your way out and it is over.

--------------------------------------------------------------------------------
Destroy Kisaragi Forces

Requester: Crest
Credits In Advance: 0
Credits Upon Success: 46000
Code Name: Roaring Party
Stage: Gran Mining Facility
Enemies: MTs (many), AC x 1
Consorts: Street Enemy

Street Enemy is provided free of charge as a consort. When you start off you 
will walk down the mines main corridor. It is better to let Street Enemy reach 
the door first. The room is filled with plenty of small annoying MTs that can 
hurt you badly. So let him do the dirty work. After he leaves the room will be 
flooded with MTs. These are easy to deal with so it's not much of a problem. The 
door Street Enemy went through is now open. Go through the door and go through 
each room until you get on an elevator. At the end of the ride you find Street 
Enemy already engaged in battle with Claizen. Claizen will put up a tough fight. 
Beat him and the mission ends.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

4th Layer: Energy Production
--------------------------------------------------------------------------------
Steal the Access Program

Requester: Crest
Credits In Advance: 0
Credits Upon Success: 49000
Code Name: Double Act
Stage: Rehito Laboratory
Enemies: MTs (many)

Well back to this place. The goal is to steal a computer program. The tiny 
flying enemies that disrupt your FCS make their annoying return in this mission. 
From your start point in the hall, enter the first room and destroy the enemies. 
Then go to the next room and kill everything there too. Go through the door and 
go left. The when you come to the next intersection go right. Take a right when 
that hall ends. Destroy all the little enemies that block your way and go down 
the slope and enter the next room. In the room after this is the computer. Open 
the door, rush in and grab the program, and then rush out. Ignore the security 
guns. All the enemies in the level are now back. You can either maneuver through 
the blue lasers or run through them and lose a minimal amount of life. Your 
choice. Rush all the way back to the beginning of the mission and it will be 
complete.

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Investigate Magna Ruins

Requester: Mirage
Credits In Advance: 55000
Credits Upon Completion: 0
Code Name: Rook
Stage: Magna Ruins
Enemies: Stealth MTs (many), AC x 2
Consorts: 7000 Credits Provided
-Huntress: Free
-Ajante: 7000
-Duminas: 4000

Cool they provided another AC to work with you for free. You will wish they 
hadn't. Hire Ajante as a second consort and accept the mission. Go through the 
door and hide to conserve your armor. Fire at Huntress while she takes care of 
the Stealth MTs. After the MTs are gone the AC Fanfare will arrive, and Huntress 
will turn traitor. Kill either one first. Get close up to Fanfare so you are 
guaranteed to hit, but try not to be close to Huntress when you fight her 
because unlike Fanfare she is good at close combat.

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Infiltrate Rehito Laboratory

Requester: Union
Credits In Advance: 0
Credits Upon Completion: 52000
Code Name: Calamity
Stage: Rehito Laboratory
Enemies: MTs (many), AC x 1

This mission is fairly easy; just make a tank AC with two back mounted grenade 
launchers. Piece of cake! First of all save your grenades, use your right arm 
weapon to clear out normal enemies. Go out the hall you start in into the first 
room. Destroy the enemies. Go to the next room, and then out the door. Take a 
left, open the door, and take a right. Take the right when the hall dead-ends. 
Destroy all the little MTs in your way. Go past the blue security lasers and 
down the slope. Go through the two doors and get the first security key. Go back 
out, the lasers are now disabled. Continue down the hall and when you see a door 
on the left wall go through it. Go down the ramp and destroy all the enemies. Go 
through the door on the left and get the next two security keys. Go back to the 
room with the huge tanks in it and go through the door that is on the right. Put 
the security keys in the computers and the door in the back of the large room 
with the tanks will unlock. Go through the now open door and get the computer 
program. Turn back and go to the room with the huge tanks. Nocturne will now 
show up. Unleash all your grenades on him and he will die quickly. Now just head 
back to the start point and you win.

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Defend Energy Reactor

Requester: Union
Credits In Advance: 0
Credits Upon Completion: 67000
Code Name: Crying Baby
Stage: Energy Reactor
Enemies: Security Guns (infinite), AC x 1

This board is a pain. You have to play stoplight with the stupid barriers or you 
will die incredibly quick. When you here the security system deactivate, dash 
forward and jump into the nearest wall recess. If you don't you will be hit by 
an incredibly powerful mega cannon that can do anywhere from 2000 upwards in 
damage. If you actually live past the energy walls, and destroy the cannon, you 
will move into the main reactor chamber. There is a tough little quadruped AC in 
here. If you kill him the mission ends. The way I did it was equip have a tank 
AC equipped with lightweight body parts so it is quick enough to move from 
recess to recess without getting blasted. Do not equip any left arm parts or 
extensions. Just take a machinegun, and a back mounted grenade launcher. Destroy 
the wall cannon with the machine gun and the AC with the grenade launcher.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Layered Hub
--------------------------------------------------------------------------------
Infiltrate Layered Hub

Requester: Union
Credits in Advance: 
Credits Upon Completion: 
Code Name: Zero Division
Stage: Layered Hub
Enemies: Controller Forces (many), AC x 2

Run through the first room, ignoring the annoying spheres. Go through the door 
and boost up the corridor. Stop on one of the large pillars if you need to 
recharge your boosters but be careful, they have guns on the end of them. 
Continue of the corridor and go through the door. In this room dash to the left 
and go through the door. You will go into a long hall. Boost down the hall 
ignoring the long stone pillars. Dodge around them avoiding their fire. It kinda 
reminds you of Starfox, doesn't it? When you reach the door and open it, you 
will get a loading screen. When the game is done loading you appear in an 
elevator shaft. Step on it to get it moving and then jump off and wait at the 
top so you don't have to deal with enemy fire on its way down. Wait awhile and 
then jump when the elevator stops. Go through the door. Oh No! Cutscene! Evil 
ACs! Noooo Problem! There are two ACs here, as long as you don't let them gang 
up on you, you shouldn't have a problem. One will rush in to 'fight' you. He is 
not much of a threat, his exceed orbits are annoying though. Hammer him while 
avoiding his various laser shots until he is dead. After that find the second AC 
who is probably whimpering in a corner. Unlike his cohort he will avoid being 
anywhere near you whenever possible. Avoid his laser cannon, as it is pretty 
powerful. Just hammer on him, or if you can keep him close, beam saber him to 
death. After he is dead, continue on into the next room. Behold, the Controller. 
Boost up to the part that says target and slash it with your saber, or shoot it. 
After taking a good lickin' the structure will crumble away. Destroy the now 
vulnerable inner workings and the Controller is finished.

--------------------------------------------------------------------------------
THE END

After beating the game, you watch the end movie, and all the groovy credits. You 
are prompted to save afterwards. Do it. You can reload the game, go back and 
redo missions, get missed secret parts, fight in the Arena. All kinds of new fun 
possibilities await.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

]----------------------------------[Arena]-------------------------------------[
Arena

The Arena is the place where all the hip Ravens go to test their mettle against 
one another. You compete in a one on one fight with the opponent you pick to 
fight. You can only challenge the person directly on top of you, but you can re-
challenge any AC pilot that is of lower rank than you, although you will not 
receive money for beating them again. As you go through the game some of the 
pilots will be killed (usually by you) during the course of the story. When a 
pilot is killed, they are removed from the Arena, so if you didn't fight them 
you will never get a chance again, but a new Raven will be inducted to replace 
them. 

You can fight however you choose in the Arena. You do not have to pay for 
ammunition or AC repairs like you do in a normal mission, so you can blast away 
willy-nilly with any weapon and not spend a dime. This makes it all the more 
better to go all out.

I highly suggest getting as high as you can as soon as you can. You can easily 
cheap out the Arena with the basic AC and the most powerful grenade launcher. 
Just stand and fire, I got to the top of D-Rank without a single loss. Not only 
does this build up loads of credits; it can net you a few AC parts.

But be warned, the Arena will only allow you to climb so high so fast. After 
achieving a top rank in a certain letter category, you may not be able to 
challenge the next opponent. If this is the case, just do some missions. After 
awhile you will be challenge your next opponent.

What follows is an alphabetical list of all of the AC pilots that compete in the 
Arena.

Pilot: The name of the Raven
AC: The name of the Ravens AC
Reward: How many credits you get for defeating them
--------------------------------------------------------------------------------
Pilot: Ace
AC: Arcadia
Reward: 1200000

The best of the best. Ace is ranked A-1 in the Arena listing. He is the most 
talented pilot there. They don't call him ace for nothing! He spends most of the 
fight in the air showering the ring with grenades. His chain gun is dead 
accurate and will quickly whittle away your armor. Stay away from him because 
his MOONLIGHT is simply devastating. All that said his armor is not very high. 
Try your luck in the Parking Lot. Best of luck, Raven. 
--------------------------------------------------------------------------------
Pilot: Adieu
AC: Sky Dancer
Reward: 1000

This guy actually competes with the basic AC. Now you can see why he is dead 
last. This fight takes little effort, or skill for that matter, to beat. If you 
can't beat this guy, just give up hope and trade this game to a friend for an 
old copy of Kirby cause no strategy could help you.
--------------------------------------------------------------------------------
Pilot: Apple Boy
AC: Esparanza
Reward: 11000

Think of him of another Adieu who is worth more money. He will stand still quite 
a bit, and his weapons are not significantly powerful.
--------------------------------------------------------------------------------
Pilot: Aster
AC: Megalo
Reward: 8000

Megalo is pretty quick and his sniper rifle although not very powerful, is 
rather accurate. Your main trouble will come from his heat missiles, which after 
hitting you cause you to burst into flame and severely overheat. These are to be 
dodged at all costs. Other than that he is a pretty easy fight.
--------------------------------------------------------------------------------
Pilot: Asylum
AC: Gigantes
Reward: 80000

Asylum likes to charge you with guns blazing, and missiles firing. And given his 
choice of weapons you don't want to be in his way. His missiles are devastating, 
so dodge as many as possible. Or better yet just take some missile intercepts. 
His arm cannons are easily enough dodged. Just circle strafe him after he is out 
of missiles.
--------------------------------------------------------------------------------
Pilot: Bad Brain
AC: Pincer
Reward: 23000

Stay away from his AC. The flame-thrower is a mean one. He tends to dawdle a lot 
almost like he wants you to go in close for the kill, just stay back and hammer 
on him. If he tries to get closer move back. This is a rather easy fight.
--------------------------------------------------------------------------------
Pilot: Back Breaker
AC: Castor
Reward: 6500

Castor isn't anything special. Avoid his back cannons, as the damage can stack 
quickly. He isn't very fast, but his tuning is pretty quick so circle strafing 
while hopping will throw off his aim.
--------------------------------------------------------------------------------
Pilot: Barchetta
AC: Karma
Reward: 17000

The Karma packs some firepower, if you aren't very good with a fast AC, your 
best strategy is to do the same thing he does. Get a tank, and two big grenade 
launchers and have it out until you win.
--------------------------------------------------------------------------------
Pilot: BB
AC: Tyrant
Reward: 700000

BB is not all what he was cracked up to be, probably because he fights with an 
overweight AC. He isn't easy; I mean jeez he is A-2 but still. Most of the fight 
he sticks with his Spread Bazooka, which is easily avoided. Keep your distance, 
cause if all three rounds connect it hurts! He does use the OP-INTENSIFY so he 
doesn't need to stop to fire his grenade launcher, which he is quite accurate 
with. If your AC is fast, this is fairly easy to dodge, but once he gets a hit 
in, hope he doesn't do it again while you're stunned.
--------------------------------------------------------------------------------
Pilot: Bilbo
AC: Green Witch
Reward: 5000

Since she appears at a low rank around the middle of the game, she is not much 
of a threat. She has hover legs and is very maneuverable, and has an armament of 
nothing but energy weapons. (And nothing but energy weapons that shoot green 
beams to boot.) Strangely, the only thing on her that isn't green is her beam 
saber. Her energy weapons are easy to see coming, and are easy to dodge.
--------------------------------------------------------------------------------
Pilot: Bison
AC: Gauntlet
Reward: 14000

He will use his overboost quite a bit, to close the gap between you and him, or 
to make a hasty escape if he is overheated. These boosts are usually accompanied 
by a volley of pursuit missiles so stay on your toes. He is otherwise very slow. 
Take advantage of this and literally run circles around him.
--------------------------------------------------------------------------------
Pilot: Brass
AC: Cool Head
Reward: 1500

Brass is the first replacement Raven in the game. Brass is the first Raven to 
replace any other Raven who dies during a mission. Since he comes in around the 
middle of the game and appears at a low rank, you should be able to defeat him 
easily.
--------------------------------------------------------------------------------
Pilot: Bremen
AC: Multi Box
Reward: 41000

Bremen is a missile fanatic. His piloting skills are otherwise pathetic, but who 
really needs to pilot with all those missiles. If you can make it past the 
explosives and keep him in close combat, the fight is yours. Or just go to a 
board with plenty of obstructions like the Parking Lot to fight him.
--------------------------------------------------------------------------------
Pilot: Caller
AC: Harlequin
Reward: 150000

Caller is pretty difficult. He is very mobile and will circle strafe you to 
death. And with the heat he's packing that's no joke, bub. As if his two chain 
guns weren't enough his weapon arm grenade launchers will surely cook your 
goose. Your best strategy is just to try and beat him at his own game and circle 
strafe and fly around him. He is easiest in the Arena.
--------------------------------------------------------------------------------
Pilot: Cascade
AC: Signal
Reward: 4000

Cascade is fairly easy. He is fairly mobile and is rarely stationary. At the 
beginning of the battle he will immediately overboost over to you. Just circle 
strafe around him while firing, making sure to alter your direction if he 
changes his. He will jump around and move a lot making for an annoying target at 
times but just keep it up and you will win easy. 
--------------------------------------------------------------------------------
Pilot: Castdown
AC: Browser
Reward: 24000

Browser is pretty easy. He isn't to great a pilot, and rarely attacks except for 
when he is in the air. His missiles can do some good damage if you get hit, but 
most of them are easy to dodge. His spread bazooka is also very easily dodged.
--------------------------------------------------------------------------------
Pilot: Chain Impact
AC: Valiant
Reward: 7500

Avoid getting close to him at all costs. His guns will eat through your quick. 
Dodge around him to avoid them and just stay away from his front.
--------------------------------------------------------------------------------
Pilot: Claizen
AC: Insomnia
Reward: 14500

Claizen has some half-decent footwork. Although his rockets and his wave beam 
saber are easy enough to avoid, he is very accurate with his machine gun. He 
likes to hide behind corners and make you come to him so a fight in the Arena 
will remove this annoyance.
--------------------------------------------------------------------------------
Pilot: Cold Heart
AC: The Sun
Reward: 20000

Cold Heart is easy once you get past the initial volley from his missile arms. 
He runs out of ammunition incredibly fast. After that all he can do is run 
around and try not to get killed. If you can catch him he is a goner.
--------------------------------------------------------------------------------
Pilot: Comeback
AC: Joker
Reward: 15000

Comeback is very fast. Slow ACs may have difficulty getting a lock on him. But 
other than his speed, he has no other good qualities and makes for an annoying 
if not easy fight.
--------------------------------------------------------------------------------
Pilot: Cypress
AC: Shade
Reward: 50000

Cypress is incredibly fast. He loves to fly around over you and fire his chain 
guns. These things are evil, they whittle your health away relatively fast, and 
he is very accurate. Your best bet is to try and get him in close range and just 
duel him with the beam saber. He will try to fight you back with his own, and he 
is fairly good with it. He almost will always try and finish you off with his 
arm saber, almost like a cheesy cliche. But if you at least have a longer saber, 
the pink one is ideal, than you should come out on top.
--------------------------------------------------------------------------------
Pilot: Doral
AC: Crossback
Reward: 9500

Doral is an odd one. His machine gun is hard to dodge, but has a very small ammo 
supply. His laser machine gun exceed orbit is also a pain. But other than those, 
most of his time is spent walking about stupidly trying to set up mines on the 
ground. These are easy to see so just jump over them.
--------------------------------------------------------------------------------
Pilot: Ducks
AC: Ingot
Reward: 9000

This guy isn't too bright. He sometimes will stop and stand still for an 
extended period of time, not even firing his weapon. But when he is moving and 
firing, his aim is horrible anyway. He is easily defeated.
--------------------------------------------------------------------------------
Pilot: Endymion
AC: Sympathy
Reward: 10000

This guy is fairly fast. He tends to hide a lot, but sometimes he finds a spine 
and he will charge you bravely. He is incredibly open to attacks when he does 
this because his weapon is not very powerful.
--------------------------------------------------------------------------------
Pilot: Exile
AC: Painkiller
Reward: 1500000

Exile is not a nice person. He is very very fast and carries the best machinegun 
in the game, and the best saber in the game. The entire fight he will fly around 
and blast you with the machine gun. This is difficult to dodge given the amounts 
of ammo being thrown your way and he will never let go of the trigger until 
either your dumb enough to step into beam saber range or the gun is out of ammo. 
And since the gun has 1000 rounds he has a good bit of shooting to do. If he 
does run out of ammo he will frantically rush into close range. Seeing he has 
the MOONLIGHT, this is not a nice thing. Fight him in the Parking Lot to try and 
stop his airborne antics. And if you want to make it easy as possible take a 
tank with two back grenade launchers, get as much AP as possible, and huddle 
into a corner and do your best to hit him.
--------------------------------------------------------------------------------
Pilot: Fanatic
AC: Red Eye
Reward: 38000

Red Eye is fairly maneuverable but her machine gun and slug gun are devastating 
at close range. Try and dodge as much of the machine gun fire as possible, and 
stay out of close range so the slug gun won't hit you full force, and you have 
more time to dodge. If you play your cards right she will run out of ammo. That 
or just make the customary double grenade launcher tank AC and blast her away.
--------------------------------------------------------------------------------
Pilot: Fanfare
AC: Intrepid
Reward: 300000

Fanfare does not like being up close. He jumps around a lot to try and dodge. He 
will fire his rockets off frequently. A fight in the parking lot will trip him 
up because he isn't very fast and you can dodge his missiles easily.
--------------------------------------------------------------------------------
Pilot: Faust
AC: Magus
Reward: 47000

Faust is really quick, and he is almost always in the air. He can stay up there 
for quite a while and will pelt you with his bazooka. His shots will overheat 
you quick so do your best to dodge. If you can, fight him in the air, because it 
is a pain to keep taking hits while he is in the air. Or if you really want to 
be just plain cruel, fight him in the Parking Lot and he is easy as pie.
--------------------------------------------------------------------------------
Pilot: Fixer
AC: Einhander
Reward: 7000

Fixer really isn't the hot stuff he makes himself out to be. He likes to take to 
the air, so fighting him in the parking lot is devastating to his fighting 
style. The gun he uses, although lacking on power, makes up for this with its 
ability to make you overheat very quickly. Get as good a radiator as you can, 
that will take care of the heat problem. And as a strange quirk, although he 
possesses the MOONLIGHT, the best beam saber in the game, he never engages in 
close combat.
--------------------------------------------------------------------------------
Pilot: Flare-Up
AC: Dynamo
Reward: 10000

Fight him in the parking lot for an easy win. The posts will block almost all 
his missiles. Some skillful dodging will trip up the rest.
--------------------------------------------------------------------------------
Pilot: Flying Fix
AC: Flag
Reward: 60000

Flying Fix is a pain. Your best bet is to make a tank AC with two back grenade 
launchers, and a beam saber. Boost around and dodge her attacks while launching 
grenades at her, and if she comes in close to use the flamethrower, beam saber 
her to get her away. She is rather tough but with persistence she will go down.
--------------------------------------------------------------------------------
Pilot: Fragile
AC: Night Flyer
Reward: 12000

His AC is not very speedy and his accuracy is not very good. Some crafty dodging 
and some solid hits will bring him to his knees.
--------------------------------------------------------------------------------
Pilot: Gaidoz
AC: Guernica
Reward: 4500

Gaidoz is tricky; his slug gun arms are hard to dodge, especially in most early 
ACs. His back missiles are weak, but dodging is hard for slower ACs and he 
certainly has enough ammo to do you in. Dodging is super important or you will 
bite it quick. Gaidoz on the other hand will often stay still and blind fire his 
gun arms making for an easy target if you can get past the arms.
--------------------------------------------------------------------------------
Pilot: Grand Chief
AC: Hammer
Reward: 400000

It's Hammer time! Uh oh! Uh oh! Do not fight this guy in the Arena, unless being 
killed quickly and effectively is a habit of yours. This guy is super missile-
dependent. A bout in the Parking Lot will help you a lot. The low ceiling will 
eliminate most of the missiles, while the cement posts will help you to avoid 
the rest. All that said it just comes down to trying to get in your hits.
--------------------------------------------------------------------------------
Pilot: Hard Edge
AC: Revival
Reward: 11000

The Revival is very quick and his constant overboosting pushes it more. His aim 
is rather bad, but his machine gun can quickly wear you down if you aren't 
cautious. His missiles are very easily dodged. It all comes down to getting your 
hits in on this quick AC before the machine gun does you in.
--------------------------------------------------------------------------------
Pilot: Hostile
AC: Atomic Pod
Reward: 30000

Atomic Pod is rather quick, but his attacks are rather imprecise. He should not 
prove to be hard.
--------------------------------------------------------------------------------
Pilot: Hozumi
AC: Eysen
Reward: 28000

Hozumi is a pushover; the only thing he has going for him is speed. His missiles 
are easily dodged. The parrying blade he carries will never hit you unless you 
are insanely careless. Just blast away on him.
--------------------------------------------------------------------------------
Pilot: Huntress
AC: Rogue
Reward: 7000

Most of the difficulty Huntress will present comes in the form of the tiny bits 
that she will release usually very early the match. After that she is extremely 
easy. Just keep dodging her laser rifle and strafe her to death.
--------------------------------------------------------------------------------
Pilot: Impulse
AC: Stallion
Reward: 44000

Do not underestimate this guy, he has some pretty fancy footwork, and can 
actually do some damage to you. So keep up your basic dodging and hide when 
necessary. If you play your cards right the fight is a sure win.
--------------------------------------------------------------------------------
Pilot: Kalchas
AC: Coral Sky
Reward: 60000

Stay away. Stay far away because if he hits you with either of his blade weapons 
your set to lose about 3000 armor. Since he is using the OP-INTENSIFY he can 
throw his MOONLIGHT's blade at you so even if you are far away still be prepared 
to dodge. As long as you stay back you should be all right.
--------------------------------------------------------------------------------
Pilot: Midas
AC: Semilat
Reward: 35000

Midas' close range cannon is devastating. You'll know what I'm talking about; it 
is the big blue explosion that will haunt you through the entire fight. Just 
strafe to the side while making tiny bunny hops to avoid her shots. 
--------------------------------------------------------------------------------
Pilot: Nocturne
AC: Zine
Reward: 80000

Zine is a decent challenge. He stays mostly at medium range and fires missiles 
and his shotgun. Staying out of close range is advised because he is very good 
with a beam saber. Just circle strafe around him and he should go down with some 
effort and crafty dodging.
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Pilot: Ox
AC: Parthenon
Reward: 19000

Although his ammo reserves are limited, he still has plenty of shots left to 
frag you're sorry kiester. Either dodge all his ballistic missiles, or if you 
aren't good with fast AC's just build everybody's favorite grenade-launching AC 
of doom, and with some luck this fight is yours.
--------------------------------------------------------------------------------
Pilot: Paradox
AC: Zak
Reward: 7000

This guy is just terrible! The whole fight I beat him mercilessly and he only 
shot at me once! If you can't beat this guy Armored Core just isn't your game. 
But if you are an idiot and stand completely still (Like he does) he will hammer 
you with his back lasers.
--------------------------------------------------------------------------------
Pilot: Paranoia
AC: Ice Walls
Reward: 6000

Unlike his rival Paradox, this guy actually tries to fight. He still pretty much 
is as terrible as Paradox, but at least he tries. The one thing you do have to 
beware of are these little bits he releases. They are pretty strong and are the 
only way he can do anything the entire match.
--------------------------------------------------------------------------------
Pilot: Pass Ahead
AC: Progenitor
Reward: 9000

This guy is nuts. If it is weird he has it equipped. He has all kinds of 
technical gadgets that will make this fight annoying. Not hard, just annoying! 
From little bits that fly out and attack you, to devices that disrupt your FCS 
this guy is a pain. But fortunately his piloting skills are extremely terrible, 
and if you can get around not being able to aim properly he is as good as gone. 
--------------------------------------------------------------------------------
Pilot: Pylon
AC: Tower of Wind
Reward: 6000

Tower of Wind is nothing special. He is rather slow so you can walk circles 
around him shooting, and still avoid his laser fire. He will occasionally take 
to the air. He isn't very good while flying so if you can this is your chance to 
do major damage.
--------------------------------------------------------------------------------
Pilot: Regina
AC: Echidna
Reward: 12000

She is the daughter of the Raven, Trooper. Now if only she had her father's 
skills this may be an interesting fight. Her piloting skills are horrible; her 
back will be to you most of the time. And thank God that when she does fire her 
grenade launcher her accuracy is really bad. Just get in close behind her and 
slash and shoot her to death.
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Pilot: Royal Mist
AC: Kaiser
Reward: 500000

Royal Mist is a jerk, whether it is in his mail messages or the Arena. Out of 
all the A ranked Ravens he will probably give you the most trouble simply 
because he has the most direct fighting style. In other words he basically 
amounts to shooting you with a lot of missiles and blowing you away while you 
overheat. Unlike the other A rank Ravens, who do the same thing, except with 
finesse. A good radiator is a definite must have because the missiles he fires 
overheat you quickly, and as many armor points as you can muster just so you can 
survive long enough to get in hits.
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Pilot: Sandoval
AC: Bataille
Reward: 26000

The Bataille is quite slow and easily strafed around. His back weapons are 
rather easy to dodge, but can hurt you easily. As long as you can keep up the 
dodging you will easily win.
--------------------------------------------------------------------------------
Pilot: Scylla
AC: Delta
Reward: 22000

His piloting is sub-par but his chainguns and machinegun arms hurt like heck and 
overheat you quick. Avoid his line of fire, which is very easy to do. Circle 
strafe around him and just gun him down.
--------------------------------------------------------------------------------
Pilot: Shadow Age
AC: Grinder
Reward: 21000

The Grinder's main weapons are it's back missiles. They can do a little damage, 
but as long as you avoid them you are okay. His right arm weapon on the other 
hand is a close-range parrying blade. If he actually hits, this thing is 
devastating, so you must stay out of close range. Just sit back and dodge 
missiles while you get in your shots and you will come out the victor.
--------------------------------------------------------------------------------
Pilot: Snakewood
AC: Gateway
Reward: 3500

Snakewood can be tricky for new players, just circle strafe around him while 
jumping up and down slightly to avoid his rockets and his exceed orbits' laser 
fire. He should go down easily if you can just avoid his rockets and lasers.
--------------------------------------------------------------------------------
Pilot: Spartan
AC: Tempest
Reward: 23000

Spartan is really really slow but Spartan's pursuit missiles are nothing to 
scoff at. They can do insane damage if most of the missiles hit. He also has a 
pretty good machine gun, and a great aim to go with it. Make sure you dodge the 
pursuit missiles, and as much as the machine gun fire as possible. The best way 
to take him down is with another tank AC armed with grenade launchers.
--------------------------------------------------------------------------------
Pilot: Strasbourg
AC: Volcano
Reward: 2500

Strasbourg is pretty challenging for a third fight, especially if you aren't to 
good a pilot yet. He will slowly circle strafe around you firing his machine gun 
periodically. Try and steer him into a wall so he will be easy picking, just 
don't stand still. Try circle strafing in the opposite direction to off balance 
him. With persistence he will go down easily.
--------------------------------------------------------------------------------
Pilot: Street Enemy
AC: Static Man
Reward: 33000

Street Enemy is not so tough. His rifle isn't very powerful and his missiles are 
easily dodged. He is rather maneuverable and will dodge a lot of your shots. If 
you can get your hits in this will be a quick match.
--------------------------------------------------------------------------------
Pilot: Suburban King
AC: Ghast
Reward: 9000

Suburban King can be tough. He will overboost constantly to stay close to you to 
maximize the damage his energy shotgun will do. If you stay in the air he will 
launch vertical missiles to try and swat you down. If you can circle strafe fast 
enough to escape the range of his shotgun you can lick him with little trouble, 
but otherwise he will be a huge annoyance.
--------------------------------------------------------------------------------
Pilot: Sweet Sweeper
AC: Varna
Reward: 13000

The Varna is low on armor points, but his duel laser arms can quickly make up 
the difference. Avoid being hit as much as possible, circle strafe around him to 
avoid the arms.
--------------------------------------------------------------------------------
Pilot: Terra
AC: Spectrum
Reward: 500000

The Spectrum is very maneuverable, and with the Karasawa it is totting it is a 
very lethal AC. Just dodge like mad cause if you are hit, and you will be, it 
smarts. If he runs out of ammo the fight is over for him, but he has fifty 
rounds, so be prepared for a drawn out ordeal.
--------------------------------------------------------------------------------
Pilot: Thunder House
AC: Battlefield
Reward: 16000

Do you see that big gun on his back? That is the linear ion cannon. Don't get 
hit by it. It is fairly easy to see it coming; it is all he will use the first 
half of the fight. He will use the overboost along with the ion cannon so 
beware. After he gets off about five shots with the I. Cannon, he will switch 
over to his rifle. He is an easy fight, as long as you don't get hit by the 
friggin cannon.
--------------------------------------------------------------------------------
Pilot: Trafalgar
AC: D. Trigger
Reward: 27000

As cool as he is Trafalgar really doesn't put up a very difficult fight. Just 
dodge his attacks, which isn't very hard to do and make your shots count and 
this makes another round under your belt.
--------------------------------------------------------------------------------
Pilot: Trooper
AC: Viper
Reward: 30000

As long as you dodge the grenade launcher this fight is pretty easy. Circle 
strafe him and dodge his grenade shots. After awhile he will switch to his 
energy gun, which is easy to dodge, and doesn't hurt much. Just don't get to 
close or he will blast you with his ECM missiles, which will disable your FCS 
and not let you lock on for awhile.
--------------------------------------------------------------------------------
Pilot: Tsukuyo
AC: Sarashina
Reward: 30000

Tsukuyo can be pretty tough, not like his pushover master. His vertical missiles 
can pose a decent threat, but his grenade launcher will hurt you badly and 
overheat you if it scores a good hit. Dodge his fire, and circle strafe him 
making sure to watch when he overboosts so you don't end up with a grenade in 
your face when you run into him.
--------------------------------------------------------------------------------
Pilot: Twinhead-B
AC: Patriot
Reward: 3000

Twinhead-B is easy. All she will do is walk about and fire her energy gun at 
you. Occasionally she will use her wave saber, which will be the big green wave 
of energy that flies at you randomly. Her accuracy is bad and her piloting is 
bad as well. Just walk circles around her and fire and this match is over.
--------------------------------------------------------------------------------
Pilot: Twinhead-W
AC: Animal
Reward: 5500

Twinhead-W is a pushover. Most of the fight he will use his wimpy energy 
handgun. Just circle strafe around him while firing. If he switches to using his 
back missiles get ready for some dodging because they will mess up your AC if 
they all hit. He rarely uses them so the fight is basically a joke.
--------------------------------------------------------------------------------
Pilot: Valkyrie
AC: Swift
Reward: 100000

Valkyrie is an excellent pilot, and she has insane flying skills. She will sit 
in the air and snipe you for kicks, and then drop down behind you and beam saber 
you like there is no tomorrow. But as good as she is you don't even need skill 
to win a fight in the parking lot. The closed in, low ceiling really screws her 
over.
--------------------------------------------------------------------------------
Pilot: Vector
AC: Hypnos
Reward: 100000

Vector's twin Titan launchers will surely keep you on your toes. He will lock 
them on to you and fire them and use them to herd you into his line of fire. The 
Titan missiles are slow and will explode after following you for too long. Just 
avoid the missiles at all cost because they HURT and will overheat you insanely. 
Once he runs out of Titans he is a goner.
--------------------------------------------------------------------------------
Pilot: Vice
AC: Firefly
Reward: 5000

Vice is rather easy, just don't get to close to him or his shotgun will hurt a 
lot more. His missiles are easy enough to dodge so they shouldn't be too much 
trouble. Just like this match. Circle strafing will make it easy...too easy.
--------------------------------------------------------------------------------
Pilot: Wake Up
AC: Echo Head
Reward: 2000

Wake Up is very easy; after all he is only the second fight. After the first 
fight, and selling off all your unneeded parts you should have a fairly 
customized AC by now. He is probably the first person who will show you what 
over-heating can do, but his piloting is just horrible. Circle strafe around him 
and he will go down soon.
--------------------------------------------------------------------------------
Pilot: Milky Way
AC: Niche
Reward: 25000

She has some very good moves, but her weapon is not very powerful. She should 
not give you any trouble.
--------------------------------------------------------------------------------
Pilot: Yellow Boat
AC: Apathy
Reward: 8500

Don't underestimate her. Her bazooka can hurt if it hits, and too many shots 
will overheat you. Her back weapon will hurt your AC plenty but she has to stop 
to fire it leaving her wide open for any other attack, just make sure to dodge 
hers. And beware engaging her in close combat because she does have a MOONLIGHT 
equipped, which is probably more than you can handle.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Extra Arena

So you're A-1 now, huh? Think your tough stuff don't ya. Well if you're so great 
prove it. Defeat all of the original Arena Ravens as they tag team you. Don't 
worry you can choose a sidekick too, including that jerk Royal Mist. You don't 
have to beat both ACs to win either. You only have to defeat the leader of the 
group, meaning the pilot listed first, to win the battle. But that goes for them 
too. So if you explode the fight is over regardless of your partner's condition.

Here are the partners you can have.
-Spartan
-Cold Heart
-Huntress
-Scylla
-Apple Boy
-Fragile
-Regina
-Gaidoz
-Street Enemy
-Suburban King
-Fanatic
-Trafalgar
-Barchetta
-Royal Mist <-------TAKE ME!
-Valkyrie
-Bremen
-Yellow Boat
-Comeback
-Brass
-Bilbo
-Paranoia
--------------------------------------------------------------------------------
Rank: 24
Pilots: Adieu/ Apple Boy
Reward: 2500 Credits

Your consort alone should be able to take care of these losers. Having you along 
just makes it overkill.
--------------------------------------------------------------------------------
Rank: 23
Pilots: Strasbourg/ Wake Up
Reward: 3500 Credits

Another easy fight, especially if you took Royal Mist.
--------------------------------------------------------------------------------
Rank: 22
Pilots: Twinhead-W/ Twinhead-B
Reward: 4500 Credits

I'll bet your itching for a challenge. Well you won't find one here. Beat these 
easy schmucks and move on.
--------------------------------------------------------------------------------
Rank: 21
Pilots: Chain Impact/ Bilbo
Reward: 5500 Credits

Chain Impact isn't as bad as he was when you were still in your starting AC. 
This is another lame and uninteresting fight.
--------------------------------------------------------------------------------
Rank: 20
Pilots: Paranoia/ Paradox
Reward: 7000 Credits

The laser blasts from Paranoia's orbit makers are as annoying as ever, but this 
is still just another easy fight.
--------------------------------------------------------------------------------
Rank: 19
Pilots: Suburban King/ Cascade
Reward: 9000

For the love of God I want a challenge! And this is not one. Once again Royal 
Mist will do it by himself if allowed.
--------------------------------------------------------------------------------
Rank: 18
Pilots: Flare-Up/ Back Breaker
Reward: 10500 Credits

Okay so at least this battle isn't as lame as the others so far. Dynamo's 
missiles are flying everywhere and Castor's purple laser cannon although easy to 
avoid, hurts like heck. But it still isn't that hard.
--------------------------------------------------------------------------------
Rank: 17
Pilots: Hard Edge/ Pass Ahead
Reward: 12000

Although the Progenitor's tricks can prove annoying in the beginning of the 
fight, he is easily beaten. The only problem here is keeping a steady lock on 
his annoying counterpart Revival.
--------------------------------------------------------------------------------
Rank: 16
Pilots: Fragile/ Cold Heart
Reward: 14000 Credits

Why waste big words summing it up, they are easy too.
--------------------------------------------------------------------------------
Rank: 15
Pilots: Bison/ Spartan
Reward: 16000 Credits

As long as you can dodge almost constant volleys of pursuit missiles you will be 
fine. This really isn't a hard match.
--------------------------------------------------------------------------------
Rank: 14
Pilots: Shadow Age/ Kalchas
Reward: 19000 Credits

Just stay far away from these two, or they will jump on top of you and beam 
saber you to death. As long as they don't gang-saber you than you are fine. Out 
of close range, these two are no threat.
--------------------------------------------------------------------------------
Rank: 13
Pilots: Bad Brain/ Thunder House
Reward: 23000

A battle of big freakin laser guns! With Thunder House on the LIC-10 and Pincer 
on XCG/20 you are ensured plenty of dodging action. But their powerful weapons 
have very limited ammo supplies and after that's gone this fight is a breeze.
--------------------------------------------------------------------------------
Rank: 12
Pilots: Trooper/ Regina
Reward: 27000 Credits

Every now and then during the fight Viper will jam your FCS so you will have to 
do a little blind shooting. But besides that, there are no surprises or 
difficulty in this fight.
--------------------------------------------------------------------------------
Rank: 11
Pilots: Street Enemy/ Claizen
Reward: 32000 Credits

These to somehow actually managed to do critical damage to me. They are a tough 
bunch to beat, especially if they gang up on you. This isn't an overly difficult 
fight, but it is the first challenge you will probably get.
--------------------------------------------------------------------------------
Rank: 10
Pilots: Midas/ Barchetta
Reward: 40000 Credits

With all the firepower they can throw around, these two can do some serious 
damage if they gang up on you. Just circle strafe them both to death for an easy 
win.
--------------------------------------------------------------------------------
Rank: 09
Pilots: Fanatic/ Milky Way
Reward: 50000 Credits

Just stay back to avoid Redeye's slug guns. At close range THEY HURT! Niche 
won't pose much of a threat except for a few missile volleys here and there. 
Overall another easy fight.
--------------------------------------------------------------------------------
Rank: 08
Pilots: Hozumi/ Tsukuyo
Reward: 60000 Credits

I thought these guys were supposed to be some kind of invincible tag team. 
Obviously one shouldn't put to much hope into the Raven's flavor text. Just 
avoid them getting close, circle strafe them to death. Move on.
--------------------------------------------------------------------------------
Rank: 07
Pilots: Faust/ Fixer
Reward: 80000

Well things finally get going in this match. These guys are always shooting at 
you so there is always tons of flying ammo to dodge. Just jump and boost out of 
their way and you shouldn't have much trouble.
--------------------------------------------------------------------------------
Rank: 06
Pilots: Cypress/ Huntress
Reward: 150000

These two are a pain. Well not these two, just one of them. Cypress' dual back 
chain guns are as evil as ever. He can take both you and Royal Mist down if 
things go wrong. And the fact that Rouge is taking cheap shots at you while your 
trying to get something accomplished doesn't help. Take out Rogue first, you're 
partner will usually go to her first. Than concentrate all of your effort on 
taking out Shade. 
--------------------------------------------------------------------------------
Rank: 05
Pilots: Caller/ Comeback
Reward: 400000

Once again a tough match up, with only one tough opponent. Harlequin is pure 
evil, and Joker is just there to keep Harlequin from getting shot. Focus mainly 
on Harlequin try and circle strafe him, although he usually finds a way out. And 
for the love of God avoid the grenade launchers!
--------------------------------------------------------------------------------
Rank: 04
Pilots: Intrepid/ Trafalgar
Reward: 500000

These guys aren't as tough as your last two fights. The D. Trigger is easy 
enough, but with Fanfare around things get tricky. Just keep up your dodging 
cause the missiles will be flying. Fanfare is easily circle strafed to death due 
to his slowness. D. Trigger on the other hand is not as easy to hit due to his 
sporadic movement and bad piloting.
--------------------------------------------------------------------------------
Rank: 03
Pilots: Grand Chief/ Flying Fix
Reward: 600000

Just fight them in the parking lot and this match becomes pretty darn easy. Just 
stay away from Flag and focus strictly on Hammer. He won't put up much of a 
struggle.
--------------------------------------------------------------------------------
Rank: 02
Pilots: Royal Mist/ Valkyrie
Reward: 800000

I was surprised by the ease of this fight. Just get a heavily armored AC. An 
exact copy of Royal Mist's AC is great! Imagine that, three Royal Mists in one 
fight. Just use his dual back missiles and destroying not only him, but Valkyrie 
too, is a breeze.
--------------------------------------------------------------------------------
Rank: 01
Pilots: Ace/ BB
Reward: 1500000

These two are absolutely brutal. They will both take to the sky and rain down 
grenades like some apocalyptic plague in Egypt. The Tyrant is easy enough, but 
Ace in the Arcadia is just overkill. This will be a long drawn out fight. Take 
out BB first so he won't be in the way. Then focus all your attempt on Ace, 
pray, and hopefully you could win.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

]-------------------------------[AC Parts List]--------------------------------[
The following is a listing of every part in the game. It is organized by part 
type and how it appears in the shop in the game.

Just to make shopping easier you would do well to learn what the names of the 
parts mean. It may look like a bunch of mumbo jumbo, but the letters and numbers 
actually give information on the part. Take the right arm weapon MWG-MG/350. 
Decoded it stands for Mirage Weapon Gun-Machine Gun-/350 ammunition. See wasn't 
that simple. But translation is not always that easy. The X in the CWX-LIC-10 
means it is a dual back unit. But I don't see a single X in any of those words. 
But try and get a hang of the lingo the game uses, It will make your shop trips 
much easier. And don't forget to examine every aspect of a part with the 
Triangle button. There are many statistics that are not shown up front.

--------------------------------------------------------------------------------
HEAD PARTS
--------------------------------------------------------------------------------

CHD-01-ATE
15000c
STABLE, WELL-BALANCED HEAD PART

MANUFACTURER----- CREST IND.
WEIGHT----------- 120
ENERGY DRAIN----- 350
ARMOR POINTS----- 780
DEF SHELL-------- 154
DEF ENERGY------- 149
COOLING---------- 204
COMPUTER TYPE---- ROUGH
COMPUTER VOICE--- FEMALE
SYSTEM RECOVERY-- MID
MAP TYPE--------- NO MEMORY
BIO SENSOR------- PROVIDED
ECM CANCELER----- NONE
RADAR FUNCTION--- NONE


MHD-MM/003
43500c
HEAD PART WITH GOOD ENERGY DEFENSE

MANUFACTURER------- MIRAGE
WEIGHT------------- 141
ENERGY DRAIN------- 657
ARMOR POINTS------- 892
DEF SHELL---------- 165
DEF ENERGY--------- 232
COOLING------------ 25
COMPUTER TYPE------ STANDARD
COMPUTER VOICE----- MALE
SYSTEM RECOVERY---- MID
MAP TYPE----------- NO MEMORY
BIO SENSOR--------- NONE
ECM CANCELER------- PROVIDED
RADAR FUNCTION----- PROVIDED
RADAR RANGE-------- 490
RADAR TYPE--------- STANDARD
SCANNING INTERVAL-- 80

CHD-04-YIV
28000c
GOOD OVERALL PERFORMACE, NO RADAR

MANUFACTURER------- CREST IND.
WEIGHT------------- 135
ENERGY DRAIN------- 243
ARMOR POINTS------- 865
DEF SHELL---------- 201
DEF ENERGY--------- 166
COOLING------------ 449
COMPUTER TYPE------ STANDARD
COMPUTER VOICE----- FEMALE
SYSTEM RECOVERY---- MID
MAP TYPE----------- AREA & PLACE NAME
BIO SENSOR--------- NONE
ECM CANCELER------- NONE
RADAR FUNCTION----- NONE

MHD-RE/005
22500c
CLOSE-RANGE, BASIC PERFORMACE MODEL

MANUFACTURER------- MIRAGE
WEIGHT------------- 234
ENERGY DRAIN------- 216
ARMOR POINTS------- 1000
DEF SHELL---------- 196
DEF ENERGY--------- 172
COOLING------------ 388
COMPUTER TYPE------ DETAILED
COMPUTER VOICE----- MALE
SYSTEM RECOVERY---- HIGH
MAP TYPE----------- NO MEMORY
BIO SENSOR--------- NONE
ECM CANCELER------- NONE
RADAR FUNCTION----- NONE


MHD-RE/008
59000c
IMPROVED VERSION OF THE MHD-RE/005

MANUFACTURER------- MIRAGE
WEIGHT------------- 187
ENERGY DRAIN------- 439
ARMOR POINTS------- 911
DEF SHELL---------- 192
DEF ENERGY--------- 149
COOLING------------ 164
COMPUTER TYPE------ ROUGH
COMPUTER VOICE----- FEMALE
SYSTEM RECOVERY---- HIGH
MAP TYPE----------- NO MEMORY
BIO SENSOR--------- PROVIDED
ECM CANCELER------- NONE
RADAR FUNCTION----- PROVIDED
RADAR RANGE-------- 290
RADAR TYPE--------- STANDARD
SCANNING INTERVAL-- 74


CHD-06-OVE
67200c
EXCEPTIONAL HEAT-DEFENSE AND COOLING

MANUFACTURER------- CREST IND.
WEIGHT------------- 166
ENERGY DRAIN------- 374
ARMOR POINTS------- 803
DEF SHELL---------- 129
DEF ENERGY--------- 132
COOLING------------ 505
COMPUTER TYPE------ ROUGH
COMPUTER VOICE----- MALE
SYSTEM RECOVERY---- HIGH
MAP TYPE----------- AREA & PLACE NAME
BIO SENSOR--------- NONE
ECM CANCELER------- PROVIDED
RADAR FUNCTION----- NONE


CHD-02-TIE
29500c
IMPROVED VERSION OF THE CHD-01-ATE

MANUFACTURER------- CREST IND.
WEIGHT------------- 156
ENERGY DRAIN------- 457
ARMOR POINTS------- 788
DEF SHELL---------- 141
DEF ENERGY--------- 154
COOLING------------ 58
COMPUTER TYPE------ STANDARD
COMPUTER VOICE----- FEMALE
SYSTEM RECOVERY---- MID
MAP TYPE----------- AREA & PLACE NAME
BIO SENSOR--------- NONE
ECM CANCELER------- PROVIDED
RADAR FUNCTION----- PROVIDED
RADAR RANGE-------- 440
RADAR TYPE--------- STANDARD
SCANNING INTERVAL-- 48


MHD-MM/004
64100c
GOOD MULTIPURPOSE FUNCTIONALITY

MANUFACTURER------- MIRAGE
WEIGHT------------- 255
ENERGY DRAIN------- 333
ARMOR POINTS------- 956
DEF SHELL---------- 133
DEF ENERGY--------- 146
COOLING------------ 25
COMPUTER TYPE------ STANDARD
COMPUTER VOICE----- MALE
SYSTEM RECOVERY---- MID
MAP TYPE----------- NO MEMORY
BIO SENSOR--------- PROVIDED
ECM CANCELER------- NONE
RADAR FUNCTION----- PROVIDED
RADAR RANGE-------- 540
RADAR TYPE--------- STANDARD
SCANNING INTERVAL-- 30


CHD-SKYEYE
41000c
HIGHLY STABLE CREST MASTERPIECE

MANUFACTURER------- CREST IND.
WEIGHT------------- 148
ENERGY DRAIN------- 534
ARMOR POINTS------- 840
DEF SHELL---------- 177
DEF ENERGY--------- 153
COOLING------------ 100
COMPUTER TYPE------ DETAILED
COMPUTER VOICE----- FEMALE
SYSTEM RECOVERY---- HIGH
MAP TYPE----------- AREA & PLACE NAME
BIO SENSOR--------- NONE
ECM CANCELER------- NONE
RADAR FUNCTION----- PROVIDED
RADAR RANGE-------- 360
RADAR TYPE--------- STANDARD
SCANNING INTERVAL-- 66


MHD-SS/CRUST
33800c
HEAVY ARMOR, SUPERIOR DEFENSE MODEL

MANUFACTURER------- MIRAGE
WEIGHT------------- 378
ENERGY DRAIN------- 711
ARMOR POINTS------- 956
DEF SHELL---------- 246
DEF ENERGY--------- 208
COOLING------------ 242
COMPUTER TYPE------ ROUGH
COMPUTER VOICE----- MALE
SYSTEM RECOVERY---- LOW
MAP TYPE----------- NO MEMORY
BIO SENSOR--------- NONE
ECM CANCELER------- PROVIDED
RADAR FUNCTION----- NONE


MHD-MX/RACHIS
54000c
HIGHLY STABLE MIRAGE MASTERPIECE

MANUFACTURER------- MIRAGE
WEIGHT------------- 353
ENERGY DRAIN------- 277
ARMOR POINTS------- 975
DEF SHELL---------- 160
DEF ENERGY--------- 190
COOLING------------ 80
COMPUTER TYPE------ DETAILED
COMPUTER VOICE----- FEMALE
SYSTEM RECOVERY---- HIGH
MAP TYPE----------- AREA & PLACE NAME
BIO SENSOR--------- PROVIDED
ECM CANCELER------- NONE
RADAR FUNCTION----- PROVIDED
RADAR RANGE-------- 560
RADAR TYPE--------- STANDARD
SCANNING INTERVAL-- 56

CHD-07-VEN
53200c
MULTI-FUNCTION, RADAR EQUIPPED MODEL

MANUFACTURER------- CREST IND.
WEIGHT------------- 145
ENERGY DRAIN------- 865
ARMOR POINTS------- 692
DEF SHELL---------- 104
DEF ENERGY--------- 202
COOLING------------ 122
COMPUTER TYPE------ DETAILED
COMPUTER VOICE----- MALE
SYSTEM RECOVERY---- HIGH
MAP TYPE----------- AREA & PLACE NAME
BIO SENSOR--------- PROVIDED
ECM CANCELER------- PROVIDED
RADAR FUNCTION----- PROVIDED
RADAR RANGE-------- 940
RADAR TYPE--------- STANDARD
SCANNING INTERVAL-- 15

--------------------------------------------------------------------------------
CORE PARTS
--------------------------------------------------------------------------------

CCM-00-STO
61000c
CREST'S GENERAL PURPOSE CORE MODEL

MANUFACTURER----- CREST IND.
WEIGHT----------- 1105
ENERGY DRAIN----- 1043
ARMOR POINTS----- 2820
DEF SHELL-------- 580
DEF ENERGY------- 505
COOLING---------- 368
MAXIMUM WEIGHT--- 3558
VS MG RESPONSE--- 55
VS MG RANGE------ 125
OPTION SLOTS----- 12
CORE TYPE-------- OB
OB POWER--------- 2670
OB ENERGY DRAIN-- 9600
DISCHARGE HEAT--- 1200

MCM-MX/002
80000c
MIRAGE'S STANDARD, HIGH AP MODEL

MANUFACTURER------- MIRAGE
WEIGHT------------- 1016
ENERGY DRAIN------- 1100
ARMOR POINTS------- 2643
DEF SHELL---------- 530
DEF ENERGY--------- 560
COOLING------------ 444
MAXIMUM WEIGHT----- 3302
OPTION SLOTS------- 16
CORE TYPE---------- EO
EO ATTACK POWER---- 450
EO NUMBER OF AMMO-- 50
EO AMMO TYPE------- ENERGY
EO AMMO HEAT------- 12
EO RELOAD TIME----- 30
EO USAGE DRAIN----- 2800
EO RANGE----------- 850
DISCHARGE HEAT----- 146

CCL-01-NER
88000c
POWERFUL OB THRUST, BUT LACKS DEFENSE

MANUFACTURER----- CREST IND.
WEIGHT----------- 788
ENERGY DRAIN----- 1310
ARMOR POINTS----- 2320
DEF SHELL-------- 491
DEF ENERGY------- 428
COOLING---------- 356
MAXIMUM WEIGHT--- 3141
VS MG RESPONSE--- 48
VS MG RANGE------ 100
OPTION SLOTS----- 14
CORE TYPE-------- OB
OB POWER--------- 3000
OB ENERGY DRAIN-- 10140
DISCHARGE HEAT--- 980

MCL-SS/ORCA
114000c
MANY OPTION SLOTS AND VERY EXPANDABLE

MANUFACTURER------- MIRAGE
WEIGHT------------- 890
ENERGY DRAIN------- 1553
ARMOR POINTS------- 2150
DEF SHELL---------- 470
DEF ENERGY--------- 466
COOLING------------ 273
MAXIMUM WEIGHT----- 3024
OPTION SLOTS------- 20
CORE TYPE---------- EO
EO ATTACK POWER---- 123
EO NUMBER OF AMMO-- 100
EO AMMO TYPE------- ENERGY
EO AMMO HEAT------- 8
EO RELOAD TIME----- 5
EO USAGE DRAIN----- 884
EO RANGE----------- 300
DISCHARGE HEAT----- 86

CCH-OV-IKS
139000c
PROVIDES EXCEPTIONAL AP AND DEF

MANUFACTURER----- CREST IND.
WEIGHT----------- 1502
ENERGY DRAIN----- 879
ARMOR POINTS----- 3166
DEF SHELL-------- 664
DEF ENERGY------- 610
COOLING---------- 733
MAXIMUM WEIGHT--- 4077
VS MG RESPONSE--- 38
VS MG RANGE------ 150
OPTION SLOTS----- 10
CORE TYPE-------- OB
OB POWER--------- 2300
OB ENERGY DRAIN-- 8000
DISCHARGE HEAT--- 1810

MCH-MX/GRP
7200c
HEAVY MODEL STRESSING AP AND DEF

MANUFACTURER------- MIRAGE
WEIGHT------------- 1378
ENERGY DRAIN------- 992
ARMOR POINTS------- 3003
DEF SHELL---------- 630
DEF ENERGY--------- 543
COOLING------------ 407
MAXIMUM WEIGHT----- 3813
OPTION SLOTS------- 8
CORE TYPE---------- EO
EO ATTACK POWER---- 1450
EO NUMBER OF AMMO-- 15
EO AMMO TYPE------- ENERGY
EO AMMO HEAT------- 18
EO RELOAD TIME----- 122
EO USAGE DRAIN----- 5450
EO RANGE----------- 570
DISCHARGE HEAT----- 142

--------------------------------------------------------------------------------
ARM PARTS
--------------------------------------------------------------------------------

CAM-10-XB
15500c
STANDARD MODEL. HEAVY BUT STABLE.

MANUFACTURER---- CREST IND.
WEIGHT---------- 1228
ENERGY DRAIN---- 1006
ARMOR POINTS---- 1670
DEF SHELL------- 356
DEF ENERGY------ 342
COOLING--------- 245
ENERGY SUPPLY--- 85
RECOIL CONTROL-- 279
REACTION SPEED-- 600

CAM-11-SOL
19000c
LIGHTER VERSION OF THE CAM-10-XB

MANUFACTURER---- CREST IND.
WEIGHT---------- 1054
ENERGY DRAIN---- 877
ARMOR POINTS---- 1635
DEF SHELL------- 332
DEF ENERGY------ 328
COOLING--------- 299
ENERGY SUPPLY--- 110
RECOIL CONTROL-- 284
REACTION SPEED-- 700

MAM-MX/REE
23000c
HIGH AP AND ENERGY DEFENSE MODEL

MANUFACTURER---- MIRAGE
WEIGHT---------- 1400
ENERGY DRAIN---- 1510
ARMOR POINTS---- 1743
DEF SHELL------- 305
DEF ENERGY------ 453
COOLING--------- 114
ENERGY SUPPLY--- 130
RECOIL CONTROL-- 280
REACTION SPEED-- 400

MAM-SS/ALS
37000c
HIGHLY STABLE MIRAGE MASTERPIECE

MANUFACTURER---- MIRAGE
WEIGHT---------- 1347
ENERGY DRAIN---- 1210
ARMOR POINTS---- 1564
DEF SHELL------- 358
DEF ENERGY------ 374
COOLING--------- 95
ENERGY SUPPLY--- 105
RECOIL CONTROL-- 276
REACTION SPEED-- 700

CAM-01-MHL
30000c
CLOSE-RANGE, HIGH SHELL DEF MODEL

MANUFACTURER---- CREST IND.
WEIGHT---------- 1243
ENERGY DRAIN---- 974
ARMOR POINTS---- 1780
DEF SHELL------- 433
DEF ENERGY------ 239
COOLING--------- 354
ENERGY SUPPLY--- 100
RECOIL CONTROL-- 330
REACTION SPEED-- 500

CAL-44-EAS
28000c
LIGHTEST ARM PART. VERY MOBILE.

MANUFACTURER---- CREST IND.
WEIGHT---------- 714
ENERGY DRAIN---- 1222
ARMOR POINTS---- 1490
DEF SHELL------- 288
DEF ENERGY------ 276
COOLING--------- 282
ENERGY SUPPLY--- 100
RECOIL CONTROL-- 300
REACTION SPEED-- 600

MAL-GALE
36800c
TOP NOTCH ENERGY DEFENSE AND COOLING

MANUFACTURER---- MIRAGE
WEIGHT---------- 853
ENERGY DRAIN---- 940
ARMOR POINTS---- 1602
DEF SHELL------- 229
DEF ENERGY------ 402
COOLING--------- 549
ENERGY SUPPLY--- 90
RECOIL CONTROL-- 285
REACTION SPEED-- 600

MAL-RE/REX
39000c
HIGH AP OFFSETS LOW DEF RATINGS

MANUFACTURER---- MIRAGE
WEIGHT---------- 895
ENERGY DRAIN---- 682
ARMOR POINTS---- 1654
DEF SHELL------- 201
DEF ENERGY------ 194
COOLING--------- 245
ENERGY SUPPLY--- 120
RECOIL CONTROL-- 274
REACTION SPEED-- 500

CAL-MARTE
56000c
CREST'S ANSWER TO MIRAGE'S MAL-RE/REX

MANUFACTURER---- CREST IND.
WEIGHT---------- 914
ENERGY DRAIN---- 857
ARMOR POINTS---- 1550
DEF SHELL------- 304
DEF ENERGY------ 293
COOLING--------- 120
ENERGY SUPPLY--- 95
RECOIL CONTROL-- 288
REACTION SPEED-- 1400

CAH-22-NIX
39500c
STABLE, HIGH DEFENSE ARM MODEL

MANUFACTURER---- CREST IND.
WEIGHT---------- 1612
ENERGY DRAIN---- 1258
ARMOR POINTS---- 1835
DEF SHELL------- 475
DEF ENERGY------ 360
COOLING--------- 102
ENERGY SUPPLY--- 110
RECOIL CONTROL-- 295
REACTION SPEED-- 700

MAH-RE/GG
54400c
CLOSE-RANGE, HEAT RESISTANT MODEL

MANUFACTURER---- MIRAGE
WEIGHT---------- 1788
ENERGY DRAIN---- 1299
ARMOR POINTS---- 1920
DEF SHELL------- 482
DEF ENERGY------ 518
COOLING--------- 715
ENERGY SUPPLY--- 100
RECOIL CONTROL-- 330
REACTION SPEED-- 600

CAH-23-XB1
34000c
HIGHLY STABLE CREST MASTERPIECE

MANUFACTURER---- CREST IND.
WEIGHT---------- 1726
ENERGY DRAIN---- 1374
ARMOR POINTS---- 1880
DEF SHELL------- 515
DEF ENERGY------ 409
COOLING--------- 337
ENERGY SUPPLY--- 60
RECOIL CONTROL-- 330
REACTION SPEED-- 600

MAH-SS/CASK
42100c
PROVIDES EXCELLENT AP AND DEFENSE

MANUFACTURER---- MIRAGE
WEIGHT---------- 2120
ENERGY DRAIN---- 1415
ARMOR POINTS---- 1990
DEF SHELL------- 654
DEF ENERGY------ 488
COOLING--------- 166
ENERGY SUPPLY--- 125
RECOIL CONTROL-- 300
REACTION SPEED-- 800

--------------------------------------------------------------------------------
WEAPON ARMS
--------------------------------------------------------------------------------

CAW-DMG-0204
48000c
VARIABLE FIRING RATE MACHINE GUN

MANUFACTURER---- CREST IND.
TYPE------------ WEAPON ARMS
WEIGHT---------- 1180
ENERGY DRAIN---- 74
ARMOR POINTS---- 690
COOLING--------- 536
WEAPON LOCK----- WIDE & SHALLOW
ATTACK POWER---- 200 : 200
AMMO HEAT-------  56 : 56
RANGE----------- 440 : 440
MAXIMUM LOCK----   1 : 1
RELOAD TIME-----  10 : 6
NUMBER OF AMMO-- 360
AMMO TYPE------- SOLID
AMMO PRICE------ 58
USAGE DRAIN----- NONE


CAW-DS48-01
57000c
VARIABLE LAUNCH MISSILE MODEL

MANUFACTURER---- CREST IND.
TYPE------------ WEAPON ARMS
WEIGHT---------- 730
ENERGY DRAIN---- 420
ARMOR POINTS---- 940
COOLING--------- 233
WEAPON LOCK----- STANDARD
ATTACK POWER---- 780 : 780
AMMO HEAT-------  10 : 10
RANGE----------- 450 : 450
MAXIMUM LOCK----   1 : 1
RELOAD TIME-----  41 : 41
NUMBER OF AMMO-- 48
AMMO TYPE------- SOLID
AMMO PRICE------ 260
USAGE DRAIN----- NONE

MAW-DHM68/O4
68100c
TOGGLE MISSILE TYPE: HEAT/SMALL

MANUFACTURER---- MIRAGE
TYPE------------ WEAPON ARMS
WEIGHT---------- 1275
ENERGY DRAIN---- 377
ARMOR POINTS---- 1202
COOLING--------- 411
WEAPON LOCK----- STANDARD
ATTACK POWER---- 520 : 780
AMMO HEAT------- 640 : 186
RANGE----------- 510 : 510
MAXIMUM LOCK----   4 : 4
RELOAD TIME-----  46 : 46
NUMBER OF AMMO-- 68
AMMO TYPE------- SOLID
AMMO PRICE------ 130
USAGE DRAIN----- NONE

CAW-DVG36-01
84000c
TOGGLE MISSILE TYPE: VERTICAL/TORPEDO

MANUFACTURER---- CREST IND.
TYPE------------ WEAPON ARMS
WEIGHT---------- 1714
ENERGY DRAIN---- 532
ARMOR POINTS---- 834
COOLING--------- 365
WEAPON LOCK----- STANDARD
ATTACK POWER---- 780 : 780
AMMO HEAT------- 145 : 145
RANGE----------- 600 : 600
MAXIMUM LOCK----   1 : 1
RELOAD TIME-----  84 : 84
NUMBER OF AMMO-- 36
AMMO TYPE------- SOLID
AMMO PRICE------ 1125
USAGE DRAIN----- NONE

CAW-DBZ-48
96300c
TOGGLE BAZOOKA: NO. OF ROUNDS FIRED

MANUFACTURER---- CREST IND.
TYPE------------ WEAPON ARMS
WEIGHT---------- 1560
ENERGY DRAIN---- 99
ARMOR POINTS---- 1550
COOLING--------- 257
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 1500: 1500
AMMO HEAT------- 320 : 320
RANGE----------- 760 : 760
MAXIMUM LOCK----   1 : 1
RELOAD TIME-----  45 : 45
NUMBER OF AMMO-- 48
AMMO TYPE------- SOLID
AMMO PRICE------ 200
USAGE DRAIN----- NONE

CAW-DC-03
88000c
TOGGLE CANNON: FIRING STYLE

MANUFACTURER---- CREST IND.
TYPE------------ WEAPON ARMS
WEIGHT---------- 1830
ENERGY DRAIN---- 233
ARMOR POINTS---- 910
COOLING--------- 98
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 3400: 3400
AMMO HEAT------- 742 : 742
RANGE----------- 1147: 1147
MAXIMUM LOCK----   1 : 1
RELOAD TIME----- 180 : 110
NUMBER OF AMMO-- 20
AMMO TYPE------- SOLID
AMMO PRICE------ 1750
USAGE DRAIN----- NONE


CAW-DHZ-36
52500c
TOGGLE HOWITZER: NO. OF ROUNDS FIRED

MANUFACTURER---- CREST IND.
TYPE------------ WEAPON ARMS
WEIGHT---------- 1700
ENERGY DRAIN---- 136
ARMOR POINTS---- 1210
COOLING--------- 66
WEAPON LOCK----- STANDARD
ATTACK POWER---- 410 : 1050
AMMO HEAT------- 278 : 606
RANGE----------- 900 : 900
MAXIMUM LOCK---- NONE
RELOAD TIME-----  74 : 74
NUMBER OF AMMO-- 80
AMMO TYPE------- SOLID
AMMO PRICE------ 340
USAGE DRAIN----- NONE

MAW-DLC/POWER
82200c
TOGGLE LASER CANNON: SHOT STRENGTH

MANUFACTURER---- MIRAGE
TYPE------------ WEAPON ARMS
WEIGHT---------- 1666
ENERGY DRAIN---- 604
ARMOR POINTS---- 888
COOLING--------- 338
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 2335: 1240
AMMO HEAT-------  24 : 24
RANGE----------- 415 : 415
MAXIMUM LOCK----   1 : 1
RELOAD TIME-----  74 : 47
NUMBER OF AMMO-- 48
AMMO TYPE------- ENERGY
AMMO PRICE------ NONE
USAGE DRAIN----- 6800: 2400

MAW-DSL/FIN
53300c
TOGGLE SPREAD LASER: ROUNDS FIRED

MANUFACTURER---- MIRAGE
TYPE------------ WEAPON ARMS
WEIGHT---------- 1093
ENERGY DRAIN---- 611
ARMOR POINTS---- 1090
COOLING--------- 657
WEAPON LOCK----- SPECIAL
ATTACK POWER---- 160 : 300
AMMO HEAT-------  10 : 10
RANGE----------- 200 : 350
MAXIMUM LOCK----   1 : 1
RELOAD TIME-----  10 : 28
NUMBER OF AMMO-- 180
AMMO TYPE------- ENERGY
AMMO PRICE------ NONE
USAGE DRAIN----- 1200: 1500

--------------------------------------------------------------------------------
BIPEDAL LEGS
--------------------------------------------------------------------------------

CLM-01-EDF
25000c
INEXPENSIVE, STANDARD LEG MODEL

MANUFACTURER--------- CREST IND.
MAXIMUM WEIGHT------- 4905
WEIGHT--------------- 1888
ENERGY DRAIN--------- 1844
STATIONARY DRAIN----- 560
ARMOR POINTS--------- 3050
DEF SHELL------------ 502
DEF ENERGY----------- 494
COOLING-------------- 354
MOVING ABILITY------- 280
TURNING SPEED-------- 118
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 100
LANDING STABILITY---- 1007
DEFENSIVE STABILITY-- 900

MLM-MM/ORDER
29500c
MODEL COMPETING WITH THE CLM-01-EDF

MANUFACTURER--------- MIRAGE
MAXIMUM WEIGHT------- 5097
WEIGHT--------------- 1994
ENERGY DRAIN--------- 1725
STATIONARY DRAIN----- 642
ARMOR POINTS--------- 3238
DEF SHELL------------ 556
DEF ENERGY----------- 529
COOLING-------------- 402
MOVING ABILITY------- 277
TURNING SPEED-------- 115
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 92
LANDING STABILITY---- 1018
DEFENSIVE STABILITY-- 1106

CLM-02-SNSK
45600c
HIGHLY STABLE CREST MASTERPIECE

MANUFACTURER--------- CREST IND.
MAXIMUM WEIGHT------- 5252
WEIGHT--------------- 2309
ENERGY DRAIN--------- 1864
STATIONARY DRAIN----- 690
ARMOR POINTS--------- 3386
DEF SHELL------------ 580
DEF ENERGY----------- 543
COOLING-------------- 485
MOVING ABILITY------- 275
TURNING SPEED-------- 110
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 110
LANDING STABILITY---- 1221
DEFENSIVE STABILITY-- 1320

MLM-SS/ORC
49000c
EMPHASIZES ENERGY DEFENSE AND COOLING

MANUFACTURER--------- MIRAGE
MAXIMUM WEIGHT------- 5384
WEIGHT--------------- 2555
ENERGY DRAIN--------- 2850
STATIONARY DRAIN----- 1352
ARMOR POINTS--------- 3500
DEF SHELL------------ 501
DEF ENERGY----------- 666
COOLING-------------- 783
MOVING ABILITY------- 267
TURNING SPEED-------- 114
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 110
LANDING STABILITY---- 1200
DEFENSIVE STABILITY-- 1200

MLM-MX/066
30300c
HIGH MOBILITY LEG MODEL

MANUFACTURER--------- MIRAGE
MAXIMUM WEIGHT------- 4982
WEIGHT--------------- 1874
ENERGY DRAIN--------- 2644
STATIONARY DRAIN----- 735
ARMOR POINTS--------- 3405
DEF SHELL------------ 520
DEF ENERGY----------- 524
COOLING-------------- 590
MOVING ABILITY------- 275
TURNING SPEED-------- 120
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 100
LANDING STABILITY---- 1000
DEFENSIVE STABILITY-- 1187

CLM-03-SRVT
35000c
LEG MODEL STRESSING SHELL DEFENSE

MANUFACTURER--------- CREST IND.
MAXIMUM WEIGHT------- 5193
WEIGHT--------------- 2403
ENERGY DRAIN--------- 1620
STATIONARY DRAIN----- 650
ARMOR POINTS--------- 3624
DEF SHELL------------ 688
DEF ENERGY----------- 405
COOLING-------------- 302
MOVING ABILITY------- 270
TURNING SPEED-------- 112
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 108
LANDING STABILITY---- 1700
DEFENSIVE STABILITY-- 1612

CLL-01-FKST
72000c
GOOD MOBILITY COMBINED WITH DECENT AP

MANUFACTURER--------- CREST IND.
MAXIMUM WEIGHT------- 4377
WEIGHT--------------- 1675
ENERGY DRAIN--------- 2894
STATIONARY DRAIN----- 838
ARMOR POINTS--------- 2855
DEF SHELL------------ 500
DEF ENERGY----------- 482
COOLING-------------- 783
MOVING ABILITY------- 425
TURNING SPEED-------- 110
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 94
LANDING STABILITY---- 1057
DEFENSIVE STABILITY-- 865

MLL-SS/1001
54000c
PART COMPETITOR OF THE CLL-01-FKST

MANUFACTURER--------- MIRAGE
MAXIMUM WEIGHT------- 4232
WEIGHT--------------- 1790
ENERGY DRAIN--------- 2446
STATIONARY DRAIN----- 907
ARMOR POINTS--------- 3023
DEF SHELL------------ 447
DEF ENERGY----------- 503
COOLING-------------- 894
MOVING ABILITY------- 436
TURNING SPEED-------- 119
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 88
LANDING STABILITY---- 854
DEFENSIVE STABILITY-- 670

MLL-MX/EDGE
110000c
LONG-RANGE, MID-LOAD CAPACITY MODEL

MANUFACTURER--------- MIRAGE
MAXIMUM WEIGHT------- 4609
WEIGHT--------------- 1892
ENERGY DRAIN--------- 3056
STATIONARY DRAIN----- 583
ARMOR POINTS--------- 2216
DEF SHELL------------ 422
DEF ENERGY----------- 462
COOLING-------------- 333
MOVING ABILITY------- 445
TURNING SPEED-------- 120
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 90
LANDING STABILITY---- 1032
DEFENSIVE STABILITY-- 847

CLL-HUESO
35800c
LIGHTER PROTOTYPE OF THE CLL-01-FKST

MANUFACTURER--------- CREST IND.
MAXIMUM WEIGHT------- 3989
WEIGHT--------------- 1500
ENERGY DRAIN--------- 2346
STATIONARY DRAIN----- 627
ARMOR POINTS--------- 2793
DEF SHELL------------ 504
DEF ENERGY----------- 412
COOLING-------------- 644
MOVING ABILITY------- 452
TURNING SPEED-------- 145
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 140
LANDING STABILITY---- 674
DEFENSIVE STABILITY-- 593

CLH-XV-MSGR
31000c
GOOD CLOSE-IN MODEL. INEXPENSIVE

MANUFACTURER--------- CREST IND.
MAXIMUM WEIGHT------- 6184
WEIGHT--------------- 2777
ENERGY DRAIN--------- 2010
STATIONARY DRAIN----- 672
ARMOR POINTS--------- 3540
DEF SHELL------------ 679
DEF ENERGY----------- 567
COOLING-------------- 666
MOVING ABILITY------- 160
TURNING SPEED-------- 110
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 100
LANDING STABILITY---- 2150
DEFENSIVE STABILITY-- 2520

CMH-STIFF
75000c
HIGH LOAD CAPACITY AND GOOD COOLING

MANUFACTURER--------- CREST IND.
MAXIMUM WEIGHT------- 6422
WEIGHT--------------- 3064
ENERGY DRAIN--------- 2124
STATIONARY DRAIN----- 972
ARMOR POINTS--------- 3602
DEF SHELL------------ 654
DEF ENERGY----------- 582
COOLING-------------- 1010
MOVING ABILITY------- 155
TURNING SPEED-------- 107
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 140
LANDING STABILITY---- 3133
DEFENSIVE STABILITY-1480

MLH-MX/VOLAR
44600c
HIGHLY STABLE MIRAGE MASTERPIECE

MANUFACTURER--------- MIRAGE
MAXIMUM WEIGHT------- 6909
WEIGHT--------------- 3146
ENERGY DRAIN--------- 2200
STATIONARY DRAIN----- 864
ARMOR POINTS--------- 3710
DEF SHELL------------ 703
DEF ENERGY----------- 600
COOLING-------------- 584
MOVING ABILITY------- 151
TURNING SPEED-------- 109
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 118
LANDING STABILITY---- 2953
DEFENSIVE STABILITY-- 2744

MLH-SS/RS
64200c
BEST TWO-LEG ARMOR AND LOAD CAPACITY

MANUFACTURER--------- MIRAGE
MAXIMUM WEIGHT------- 7501
WEIGHT--------------- 3478
ENERGY DRAIN--------- 2410
STATIONARY DRAIN----- 1112
ARMOR POINTS--------- 3800
DEF SHELL------------ 756
DEF ENERGY----------- 630
COOLING-------------- 366
MOVING ABILITY------- 148
TURNING SPEED-------- 106
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 125
LANDING STABILITY---- 3245
DEFENSIVE STABILITY-- 3008

--------------------------------------------------------------------------------
Reverse-Jointed Legs
--------------------------------------------------------------------------------

CLB-44-AKS
17000c
STANDARD REVERSE-JOINT LEG MODEL

MANUFACTURER--------- CREST IND.
MAXIMUM WEIGHT------- 4613
WEIGHT--------------- 2480
ENERGY DRAIN--------- 1412
STATIONARY DRAIN----- 198
ARMOR POINTS--------- 3095
DEF SHELL------------ 527
DEF ENERGY----------- 451
COOLING-------------- 204
MOVING ABILITY------- 304
TURNING SPEED-------- 114
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 105
LANDING STABILITY---- 1888
DEFENSIVE STABILITY-- 1688

MLB-SS/FLUID
32200c
WELL-BALANCED CLB-44-AKS COMPETITOR

MANUFACTURER--------- MIRAGE
MAXIMUM WEIGHT------- 5082
WEIGHT--------------- 2910
ENERGY DRAIN--------- 1456
STATIONARY DRAIN----- 372
ARMOR POINTS--------- 3320
DEF SHELL------------ 590
DEF ENERGY----------- 468
COOLING-------------- 150
MOVING ABILITY------- 322
TURNING SPEED-------- 122
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 89
LANDING STABILITY---- 2160
DEFENSIVE STABILITY-- 1756

CLB-SOLID
21100c
LIGHTEST REVERSE-JOINT LEG MODEL

MANUFACTURER--------- CREST IND.
MAXIMUM WEIGHT------- 4816
WEIGHT--------------- 2090
ENERGY DRAIN--------- 1685
STATIONARY DRAIN----- 484
ARMOR POINTS--------- 2940
DEF SHELL------------ 472
DEF ENERGY----------- 446
COOLING-------------- 716
MOVING ABILITY------- 328
TURNING SPEED-------- 130
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 115
LANDING STABILITY---- 1804
DEFENSIVE STABILITY-- 1765

CLB-33-NMU
45000c
ENHANCED VERSION OF THE CLB-SOLID

MANUFACTURER--------- CREST IND.
MAXIMUM WEIGHT------- 5782
WEIGHT--------------- 2977
ENERGY DRAIN--------- 1515
STATIONARY DRAIN----- 340
ARMOR POINTS--------- 3500
DEF SHELL------------ 622
DEF ENERGY----------- 525
COOLING-------------- 289
MOVING ABILITY------- 223
TURNING SPEED-------- 110
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 108
LANDING STABILITY---- 2800
DEFENSIVE STABILITY-- 2870

MLB-MX/004
45000c
STABLE LEG MODEL WITH RESPECTABLE AP

MANUFACTURER--------- MIRAGE
MAXIMUM WEIGHT------- 5691
WEIGHT--------------- 3220
ENERGY DRAIN--------- 1848
STATIONARY DRAIN----- 470
ARMOR POINTS--------- 3705
DEF SHELL------------ 654
DEF ENERGY----------- 572
COOLING-------------- 369
MOVING ABILITY------- 214
TURNING SPEED-------- 108
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 100
LANDING STABILITY---- 3190
DEFENSIVE STABILITY-- 3015

--------------------------------------------------------------------------------
Quadruped Legs
--------------------------------------------------------------------------------

MLF-RE/005
37000c
STANDARD, HIGHLY MOBILE QUADRUPED

MANUFACTURER--------- MIRAGE
MAXIMUM WEIGHT------- 4116
WEIGHT--------------- 2150
ENERGY DRAIN--------- 2910
STATIONARY DRAIN----- 2160
ARMOR POINTS--------- 2855
DEF SHELL------------ 553
DEF ENERGY----------- 604
COOLING-------------- 1210
MOVING ABILITY------- 479
TURNING SPEED-------- 136
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 124
LANDING STABILITY---- 2245
DEFENSIVE STABILITY-- 1077

MLF-MX/KNOT
44200c
ENHANCED VERSION OF THE MLF-RE/005

MANUFACTURER--------- MIRAGE
MAXIMUM WEIGHT------- 5197
WEIGHT--------------- 2400
ENERGY DRAIN--------- 3058
STATIONARY DRAIN----- 1985
ARMOR POINTS--------- 3150
DEF SHELL------------ 476
DEF ENERGY----------- 554
COOLING-------------- 1424
MOVING ABILITY------- 425
TURNING SPEED-------- 129
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 124
LANDING STABILITY---- 2618
DEFENSIVE STABILITY-- 1243

CLF-DS-SEV
69000c
LIGHTWEIGHT, EMPHASIZING MOBILITY

MANUFACTURER--------- CREST IND.
MAXIMUM WEIGHT------- 4554
WEIGHT--------------- 1890
ENERGY DRAIN--------- 3325
STATIONARY DRAIN----- 1660
ARMOR POINTS--------- 2576
DEF SHELL------------ 428
DEF ENERGY----------- 624
COOLING-------------- 1502
MOVING ABILITY------- 489
TURNING SPEED-------- 120
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 117
LANDING STABILITY---- 2643
DEFENSIVE STABILITY-- 2450

CLF-D1-ILC
55000c
BEST COOLING OF ALL QUADRUPEDS

MANUFACTURER--------- CREST IND.
MAXIMUM WEIGHT------- 5012
WEIGHT--------------- 2573
ENERGY DRAIN--------- 4010
STATIONARY DRAIN----- 2973
ARMOR POINTS--------- 3386
DEF SHELL------------ 524
DEF ENERGY----------- 498
COOLING-------------- 1633
MOVING ABILITY------- 437
TURNING SPEED-------- 124
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 110
LANDING STABILITY---- 2080
DEFENSIVE STABILITY-- 1840

CLF-D2-ROG
82700c
A WELL ARMORED, HEAVY-LOAD QUADRAPED

MANUFACTURER--------- CREST IND.
MAXIMUM WEIGHT------- 5366
WEIGHT--------------- 2880
ENERGY DRAIN--------- 3699
STATIONARY DRAIN----- 3320
ARMOR POINTS--------- 3402
DEF SHELL------------ 425
DEF ENERGY----------- 452
COOLING-------------- 1050
MOVING ABILITY------- 396
TURNING SPEED-------- 118
JUMP FUNCTION-------- PROVIDED
BRAKING ABILITY------ 123
LANDING STABILITY---- 2400
DEFENSIVE STABILITY-- 2045

--------------------------------------------------------------------------------
Tank Legs
--------------------------------------------------------------------------------

CLC-03-MLKS
15000c
LOW MOBILITY, BUT BALANCED OVERALL

MANUFACTURER--------- CREST IND.
MAXIMUM WEIGHT------- 6880
WEIGHT--------------- 4100
ENERGY DRAIN--------- 978
STATIONARY DRAIN----- 300
ARMOR POINTS--------- 3800
DEF SHELL------------ 770
DEF ENERGY----------- 503
COOLING-------------- 603
MOVING ABILITY------- 255
TURNING SPEED-------- 127
JUMP FUNCTION-------- NONE
BRAKING ABILITY------ 311
LANDING STABILITY---- 4015
DEFENSIVE STABILITY-- 4025

CLC-SHUT
25500c
LOW ENERGY DRAIN FOR A TREAD MODEL

MANUFACTURER--------- CREST IND.
MAXIMUM WEIGHT------- 7375
WEIGHT--------------- 3027
ENERGY DRAIN--------- 1115
STATIONARY DRAIN----- 329
ARMOR POINTS--------- 3735
DEF SHELL------------ 740
DEF ENERGY----------- 541
COOLING-------------- 404
MOVING ABILITY------- 273
TURNING SPEED-------- 122
JUMP FUNCTION-------- NONE
BRAKING ABILITY------ 300
LANDING STABILITY---- 4520
DEFENSIVE STABILITY-- 4435

MLC-RE/3003
36000c
RESPECTABLE DEF RATINGS AND MOBILE

MANUFACTURER--------- MIRAGE
MAXIMUM WEIGHT------- 5415
WEIGHT--------------- 2922
ENERGY DRAIN--------- 3120
STATIONARY DRAIN----- 2320
ARMOR POINTS--------- 3640
DEF SHELL------------ 666
DEF ENERGY----------- 615
COOLING-------------- 576
MOVING ABILITY------- 330
TURNING SPEED-------- 140
JUMP FUNCTION-------- NONE
BRAKING ABILITY------ 255
LANDING STABILITY---- 630
DEFENSIVE STABILITY-- 941

MLC-TRIDENT
57000c
EXCELLENT COOLING AND LOAD RATINGS

MANUFACTURER--------- MIRAGE
MAXIMUM WEIGHT------- 7860
WEIGHT--------------- 3055
ENERGY DRAIN--------- 2888
STATIONARY DRAIN----- 920
ARMOR POINTS--------- 3727
DEF SHELL------------ 688
DEF ENERGY----------- 645
COOLING-------------- 1303
MOVING ABILITY------- 290
TURNING SPEED-------- 136
JUMP FUNCTION-------- NONE
BRAKING ABILITY------ 280
LANDING STABILITY---- 3020
DEFENSIVE STABILITY-- 1630

CLC-D3TA
68000c
BEST TREAD MODEL AP AND LOAD CAPACITY

MANUFACTURER--------- CREST IND.
MAXIMUM WEIGHT------- 8600
WEIGHT--------------- 3620
ENERGY DRAIN--------- 2600
STATIONARY DRAIN----- 1315
ARMOR POINTS--------- 3843
DEF SHELL------------ 800
DEF ENERGY----------- 633
COOLING-------------- 894
MOVING ABILITY------- 250
TURNING SPEED-------- 117
JUMP FUNCTION-------- NONE
BRAKING ABILITY------ 338
LANDING STABILITY---- 4942
DEFENSIVE STABILITY-- 5100

--------------------------------------------------------------------------------
Hover Legs
--------------------------------------------------------------------------------

MLR-RE/EGA
47600c
WELL-SUITED FOR LONG, MOBILE BATTLES

MANUFACTURER--------- MIRAGE
MAXIMUM WEIGHT------- 4801
WEIGHT--------------- 1945
ENERGY DRAIN--------- 2840
STATIONARY DRAIN----- 2703
ARMOR POINTS--------- 3560
DEF SHELL------------ 480
DEF ENERGY----------- 455
COOLING-------------- 1524
MOVING ABILITY------- 615
TURNING SPEED-------- 129
JUMP FUNCTION-------- NONE
BRAKING ABILITY------ 104
LANDING STABILITY---- 740
DEFENSIVE STABILITY-- 1322

MLR-MX/QUAIL
20500c
HIGHLY MOBILE, HOVER LEG MODEL

MANUFACTURER--------- MIRAGE
MAXIMUM WEIGHT------- 4494
WEIGHT--------------- 1600
ENERGY DRAIN--------- 1620
STATIONARY DRAIN----- 1477
ARMOR POINTS--------- 3075
DEF SHELL------------ 424
DEF ENERGY----------- 402
COOLING-------------- 555
MOVING ABILITY------- 520
TURNING SPEED-------- 145
JUMP FUNCTION-------- NONE
BRAKING ABILITY------ 102
LANDING STABILITY---- 684
DEFENSIVE STABILITY-- 997

MLR-SS/REM
39000c
RESPECTABLE SPEED AND LOAD CAPACITY

MANUFACTURER--------- MIRAGE
MAXIMUM WEIGHT------- 5276
WEIGHT--------------- 2520
ENERGY DRAIN--------- 1956
STATIONARY DRAIN----- 1907
ARMOR POINTS--------- 2560
DEF SHELL------------ 522
DEF ENERGY----------- 424
COOLING-------------- 592
MOVING ABILITY------- 532
TURNING SPEED-------- 133
JUMP FUNCTION-------- NONE
BRAKING ABILITY------ 216
LANDING STABILITY---- 817
DEFENSIVE STABILITY-- 1100

MLR-MM/PETAL
87000C
EXCEPTIONALLY FAST, GOOD MOBILITY

MANUFACTURER--------- MIRAGE
MAXIMUM WEIGHT------- 3944
WEIGHT--------------- 1660
ENERGY DRAIN--------- 2364
STATIONARY DRAIN----- 1220
ARMOR POINTS--------- 3122
DEF SHELL------------ 356
DEF ENERGY----------- 393
COOLING-------------- 793
MOVING ABILITY------- 681
TURNING SPEED-------- 125
JUMP FUNCTION-------- NONE
BRAKING ABILITY------ 94
LANDING STABILITY---- 1094
DEFENSIVE STABILITY-- 1135

CLR-00-MAK
58000c
A FINE EXAMPLE OF CREST WORKMANSHIP

MANUFACTURER--------- CREST IND.
MAXIMUM WEIGHT------- 4999
WEIGHT--------------- 2114
ENERGY DRAIN--------- 2123
STATIONARY DRAIN----- 1665
ARMOR POINTS--------- 3203
DEF SHELL------------ 505
DEF ENERGY----------- 439
COOLING-------------- 965
MOVING ABILITY------- 633
TURNING SPEED-------- 121
JUMP FUNCTION-------- NONE
BRAKING ABILITY------ 182
LANDING STABILITY---- 908
DEFENSIVE STABILITY-- 1407

--------------------------------------------------------------------------------
Boosters
--------------------------------------------------------------------------------

CBT-00-UN1
11000c
CARRY OVER FROM EARLY AC DEVELOPMENT

MANUFACTURER-- CREST IND.
WEIGHT-------- 200
ENERGY DRAIN-- 27
BOOST POWER--- 9800
CHARGE DRAIN-- 4340

CBT-01-UN4
13500c
ENHANCED VERSION OF THE CBT-00-UN1

MANUFACTURER-- CREST IND.
WEIGHT-------- 164
ENERGY DRAIN-- 35
BOOST POWER--- 13000
CHARGE DRAIN-- 4420

MBT-OX/002
45000c
PROMISING NEW MIRAGE BOOSTER MODEL

MANUFACTURER-- MIRAGE
WEIGHT-------- 230
ENERGY DRAIN-- 30
BOOST POWER--- 17300
CHARGE DRAIN-- 4600

MBT-OX/E9
31700c
EFFICIENT FOR LONG DURATION BATTLES

MANUFACTURER-- MIRAGE
WEIGHT-------- 185
ENERGY DRAIN-- 37
BOOST POWER--- 14800
CHARGE DRAIN-- 3500

CBT-FLEET
44000c
BOOST POWER ALLOWS FOR QUICK MOVEMENT

MANUFACTURER-- CREST IND.
WEIGHT-------- 355
ENERGY DRAIN-- 40
BOOST POWER--- 19900
CHARGE DRAIN-6990

MBT-NI/MARE
82800c
HIGHLY STABLE MIRAGE MASTERPIECE

MANUFACTURER-- MIRAGE
WEIGHT-------- 300
ENERGY DRAIN-- 85
BOOST POWER--- 18300
CHARGE DRAIN-- 5350

CBT-DRAKE
51000c
A GOOD CHOICE FOR AERIAL COMBATANTS

MANUFACTURER-- CREST IND.
WEIGHT-------- 177
ENERGY DRAIN-- 38
BOOST POWER--- 7100
CHARGE DRAIN-- 2900

--------------------------------------------------------------------------------
FCS (Fire Control System)
--------------------------------------------------------------------------------

VREX-ST-1
10000c
TWO LOCKS MAX, SINGLE TARGET

MANUFACTURER-- CREST IND.
WEIGHT-------- 14
ENERGY DRAIN-- 22
LOCK TYPE----- STANDARD
TARGET-------- SINGLE
MAXIMUM LOCK-- 2
LOCK SPEED---- 37
SIGHT RANGE--- 338
PRECISION----- 8

AOX-F/ST-6
22800c
ENHANCED VREX-ST-1, SIX LOCKS MAX

MANUFACTURER-- MIRAGE
WEIGHT-------- 14
ENERGY DRAIN-- 24
LOCK TYPE----- STANDARD
TARGET-------- MULTI
MAXIMUM LOCK-- 6
LOCK SPEED---- 35
SIGHT RANGE--- 461
PRECISION----- 8

VREX-ST-12
16800c
TWELVE LOCKS MAX, MULTI-TARGET

MANUFACTURER-- CREST IND.
WEIGHT-------- 16
ENERGY DRAIN-- 24
LOCK TYPE----- STANDARD
TARGET-------- MULTI
MAXIMUM LOCK-- 12
LOCK SPEED---- 46
SIGHT RANGE--- 550
PRECISION----- 6

AOX-X/WS-3
35400c
THREE LOCKS MAX, SINGLE TARGET

MANUFACTURER-- MIRAGE
WEIGHT-------- 10
ENERGY DRAIN-- 19
LOCK TYPE----- WIDE & SHALLOW
TARGET-------- SINGLE
MAXIMUM LOCK-- 3
LOCK SPEED---- 38
SIGHT RANGE--- 326
PRECISION----- 8

VREX-WS-1
20400c
ONE LOCK MAX, SINGLE TARGET

MANUFACTURER-- CREST IND.
WEIGHT-------- 8
ENERGY DRAIN-- 12
LOCK TYPE----- WIDE & SHALLOW
TARGET-------- SINGLE
MAXIMUM LOCK-- 1
LOCK SPEED---- 33
SIGHT RANGE--- 287
PRECISION----- 8

AOX-ANA
72000c
SIX LOCKS MAX, MULTI-TARGET

MANUFACTURER-- MIRAGE
WEIGHT-------- 21
ENERGY DRAIN-- 85
LOCK TYPE----- WIDE & SHALLOW
TARGET-------- MULTI
MAXIMUM LOCK-- 6
LOCK SPEED---- 38
SIGHT RANGE--- 407
PRECISION----- 6

VREX-ND-2
88000c
TWO LOCKS MAX, LONGEST SIGHT RANGE

MANUFACTURER-- CREST IND.
WEIGHT-------- 18
ENERGY DRAIN-- 75
LOCK TYPE----- NARROW & DEEP
TARGET-------- SINGLE
MAXIMUM LOCK-- 2
LOCK SPEED---- 31
SIGHT RANGE--- 1145
PRECISION----- 6

VREX-F/ND-8
119000c
EIGHT LOCKS MAX, REVISED VREX-ND-2

MANUFACTURER-- CREST IND.
WEIGHT-------- 22
ENERGY DRAIN-- 55
LOCK TYPE----- NARROW & DEEP
TARGET-------- SINGLE
MAXIMUM LOCK-- 8
LOCK SPEED---- 26
SIGHT RANGE--- 751
PRECISION----- 4

PLS-EMA
47000c
FOUR LOCKS MAX, VERTICAL LOCK TYPE

MANUFACTURER-- KISARAGI
WEIGHT-------- 10
ENERGY DRAIN-- 19
LOCK TYPE----- LENGTHWAY
TARGET-------- MULTI
MAXIMUM LOCK-- 4
LOCK SPEED---- 41
SIGHT RANGE--- 481
PRECISION----- 8

PLS-ROA
53000c
TEN LOCKS MAX, HORIZONTAL LOCK TYPE

MANUFACTURER-- KISARAGI
WEIGHT-------- 18
ENERGY DRAIN-- 37
LOCK TYPE----- SIDEWAY
TARGET-------- MULTI
MAXIMUM LOCK-- 10
LOCK SPEED---- 40
SIGHT RANGE--- 481
PRECISION----- 8

--------------------------------------------------------------------------------
Generators
--------------------------------------------------------------------------------

CGP-ROV6
19500c
LOW CAPACITY AND HAS A WIDE RED ZONE

MANUFACTURER----- CREST IND.
WEIGHT----------- 300
ENERGY OUTPUT---- 6000
MAXIMUM CHARGE--- 28000
REDZONE---------- 6800
CALORIFIC VALUE-- 1920

CGP-ROV10
23500c
IMPROVED VERSION OF THE CGP-ROV6

MANUFACTURER----- CREST IND.
WEIGHT----------- 240
ENERGY OUTPUT---- 6560
MAXIMUM CHARGE--- 38000
REDZONE---------- 4000
CALORIFIC VALUE-- 2900

MGP-VE8
3200c
COMPETING PRODUCT WITH THE CGP-ROV6

MANUFACTURER----- MIRAGE
WEIGHT----------- 284
ENERGY OUTPUT---- 6800
MAXIMUM CHARGE--- 33000
REDZONE---------- 5300
CALORIFIC VALUE-- 3892

KGP-ZS4
33000c
A SOLIDLY DESIGNED KISARAGI MODEL

MANUFACTURER----- KISARAGI
WEIGHT----------- 238
ENERGY OUTPUT---- 7700
MAXIMUM CHARGE--- 33000
REDZONE---------- 4000
CALORIFIC VALUE-- 4777

MGP-VE905
49000c
RESPECTABLE OUTPUT AND A QUALITY PART

MANUFACTURER----- MIRAGE
WEIGHT----------- 348
ENERGY OUTPUT---- 9943
MAXIMUM CHARGE--- 34000
REDZONE---------- 3000
CALORIFIC VALUE-- 3760

CGP-ROZ
54000c
A MODEL DESIGNED FOR HEAVY ACS

MANUFACTURER----- CREST IND.
WEIGHT----------- 450
ENERGY OUTPUT---- 10500
MAXIMUM CHARGE--- 42000
REDZONE---------- 2200
CALORIFIC VALUE-- 3914

KGP-ZSV
66000c
REVISED VERSION OF THE KGP-ZS4

MANUFACTURER----- KISARAGI
WEIGHT----------- 398
ENERGY OUTPUT---- 8900
MAXIMUM CHARGE--- 48000
REDZONE---------- 3300
CALORIFIC VALUE-- 5200

--------------------------------------------------------------------------------
Radiators
--------------------------------------------------------------------------------

RIX-CR10
13700c
NOT RATED VERY WELL, BUT LIGHT

MANUFACTURER---- CREST IND.
WEIGHT---------- 125
ENERGY DRAIN---- 124
COOLING--------- 5000
FORCED COOLING-- 5000

RIX-CR11
16800c
STANDARD MODEL FOR GENERAL USE

MANUFACTURER---- CREST IND.
WEIGHT---------- 238
ENERGY DRAIN---- 125
COOLING--------- 6700
FORCED COOLING-- 5200

RMR-SA44
27000c
COMPETING PRODUCT WITH THE RIX-CR11

MANUFACTURER---- MIRAGE
WEIGHT---------- 153
ENERGY DRAIN---- 194
COOLING--------- 6702
FORCED COOLING-- 5955

RMR-SA77
34500c
STANDARD MODEL. GOOD FORCED COOLING

MANUFACTURER---- MIRAGE
WEIGHT---------- 376
ENERGY DRAIN---- 288
COOLING--------- 6990
FORCED COOLING-- 10200

RIX-CR14
65000c
BALANCED COOLING AND FORCED COOLING

MANUFACTURER---- CREST IND.
WEIGHT---------- 325
ENERGY DRAIN---- 354
COOLING--------- 8254
FORCED COOLING-- 8450

RMR-ICICLE
56000c
MIRAGE'S FLAGSHIP MODEL, VERY STABLE

MANUFACTURER---- MIRAGE
WEIGHT---------- 292
ENERGY DRAIN---- 486
COOLING--------- 7700
FORCED COOLING-- 9800

RGI-KD99
74900c
GEARED TOWARD HEAVY AC DESIGNS

MANUFACTURER---- KISARAGI
WEIGHT---------- 542
ENERGY DRAIN---- 376
COOLING--------- 11520
FORCED COOLING-- 11300

--------------------------------------------------------------------------------
Inside
--------------------------------------------------------------------------------
CWI-BO-20
13400c
RELEASES DEVASTATING CONTACT BOMBLETS

MANUFACTURER---- CREST IND.
TYPE------------ BOMB DISPENSER
WEIGHT---------- 313
ENERGY DRAIN---- 85
ATTACK POWER---- 680
AMMO HEAT------- 188
RANGE----------- 750
MAXIMUM LOCK---- N/A
RELOAD TIME----- 150
NUMBER OF AMMO-- 20
AMMO TYPE------- SOLID
AMMO PRICE------ 240

CWI-FM-50
42800c
DISPENSES FLOATING CONTACT MINES

MANUFACTURER---- CREST IND.
TYPE------------ FLOATING MINE
WEIGHT---------- 536
ENERGY DRAIN---- 190
ATTACK POWER---- 1420
AMMO HEAT------- 263
RANGE----------- N/A
MAXIMUM LOCK---- N/A
RELOAD TIME----- 90
NUMBER OF AMMO-- 50
AMMO TYPE------- SOLID
AMMO PRICE------ 320

CWI-FM-30
51000c
DISPENSES MOBILE, FLOATING MINES

MANUFACTURER---- CREST IND.
TYPE------------ FLOATING MINES
WEIGHT---------- 384
ENERGY DRAIN---- 220
ATTACK POWER---- 880
AMMO HEAT------- 457
RANGE----------- N/A
MAXIMUM LOCK---- N/A
RELOAD TIME----- 100
NUMBER OF AMMO-- 30
AMMO TYPE------- SOLID
AMMO PRICE------ 436

MWI-MD/40
38000c
DISPENSES ADHESIVE MINES

MANUFACTURER---- MIRAGE
TYPE------------ MINE DISPENSER
WEIGHT---------- 742
ENERGY DRAIN---- 210
ATTACK POWER---- 680
AMMO HEAT------- 74
RANGE----------- 315
MAXIMUM LOCK---- N/A
RELOAD TIME----- 255
NUMBER OF AMMO-- 40
AMMO TYPE------- SOLID
AMMO PRICE------ 375

CWI-NM-40
64000c
A ROCKET THAT SETS TARGETS ON FIRE

MANUFACTURER---- CREST IND.
TYPE------------ NAPALM ROCKET
WEIGHT---------- 396
ENERGY DRAIN---- 285
ATTACK POWER---- 135
AMMO HEAT------- 672
RANGE----------- 435
MAXIMUM LOCK---- N/A
RELOAD TIME----- 64
NUMBER OF AMMO-- 40
AMMO TYPE------- SOLID
AMMO PRICE------ 100

MWI-RC/30
54000c
DISRUPT AN ENEMY'S LOCK ON CAPABILIITY

MANUFACTURER---- MIRAGE
TYPE------------ ECM ROCKET
WEIGHT---------- 242
ENERGY DRAIN---- 85
ATTACK POWER---- 220
AMMO HEAT------- 8
RANGE----------- 435
MAXIMUM LOCK---- N/A
RELOAD TIME----- 60
NUMBER OF AMMO-- 30
AMMO TYPE------- SOLID
AMMO PRICE------ 720

MWI-DD/10
12700c
DECOYS THAT ATTRACT ENEMY MISSILES

MANUFACTURER---- MIRAGE
TYPE------------ DECOY DISPENSER
WEIGHT---------- 101
ENERGY DRAIN---- 110
RANGE----------- 20
RELOAD TIME----- 30
NUMBER OF AMMO-- 10
AMMO TYPE------- SOLID
AMMO PRICE------ 140

MWI-DD/20
25900c
DECOY DISPENSER WITH ADDED STORAGE

MANUFACTURER---- MIRAGE
TYPE------------ DECOY DISPENSER
WEIGHT---------- 162
ENERGY DRAIN---- 180
RANGE----------- 20
RELOAD TIME----- 30
NUMBER OF AMMO-- 20
AMMO TYPE------- SOLID
AMMO PRICE------ 140

MWI-EM/15
44000c
ECM PODS THAT DISRUPT ENEMY LOCK-ONS

MANUFACTURER---- MIRAGE
TYPE------------ ECM MAKER
WEIGHT---------- 295
ENERGY DRAIN---- 240
RANGE----------- 20
RELOAD TIME----- 45
NUMBER OF AMMO-- 15
AMMO TYPE------- SOLID
AMMO PRICE------ 435

KWI-EM/10
113000c
ECM PODS WITH A WIDER EFFECTIVE RANGE

MANUFACTURER---- KISARAGI
TYPE------------ ECM MAKER
WEIGHT---------- 425
ENERGY DRAIN---- 330
RANGE----------- 40
RELOAD TIME----- 45
NUMBER OF AMMO-- 10
AMMO TYPE------- SOLID
AMMO PRICE------ 435

CWI-DM-32
18000c
DISPENSES RADAR DUPING DECOYS

MANUFACTURER---- CREST IND.
TYPE------------ DUMMY MAKER
WEIGHT---------- 143
ENERGY DRAIN---- 160
RANGE----------- 20
RELOAD TIME----- 45
NUMBER OF AMMO-- 32
AMMO TYPE------- SOLID
AMMO PRICE------ 210

KWI-DM/30
32000c
DISPENSES MOBILE RADAR DUPING DECOYS

MANUFACTURER---- KISARAGI
TYPE------------ DUMMY MAKER
WEIGHT---------- 223
ENERGY DRAIN---- 180
RANGE----------- N/A
RELOAD TIME----- 45
NUMBER OF AMMO-- 30
AMMO TYPE------- SOLID
AMMO PRICE------ 360

--------------------------------------------------------------------------------
Extensions
--------------------------------------------------------------------------------
MEBT-OX/EB
17900c
AUXILIARY BOOSTER FOR QUICK RETREATS

MANUFACTURER-- MIRAGE
TYPE---------- BACK BOOSTER
WEIGHT-------- 140
ENERGY DRAIN-- 243
BOOST POWER--- 18000
CHARGE DRAIN-- 6200
RELOAD TIME--- 108

KEBT-TB-UN5
14500c
AUXILIARY BOOSTER FOR QUICK TURNS

MANUFACTURER-- KISARAGI
TYPE---------- TURN BOOSTER
WEIGHT-------- 166
ENERGY DRAIN-- 257
BOOST POWER--- 16000
CHARGE DRAIN-- 4920
RELOAD TIME--- 110

MEBT-OX/MB
24000c
MULTI-DIRECTIONAL AUXILIARY BOOSTER

MANUFACTURER-- MIRAGE
TYPE---------- MULTI BOOSTER
WEIGHT-------- 152
ENERGY DRAIN-- 258
BOOST POWER--- 17000
CHARGE DRAIN-- 5400
RELOAD TIME--- 94

CEBT-HEX
36800c
PROVIDES MID-AIR HOVERING CAPABILITY

MANUFACTURER-- CREST IND.
TYPE---------- HOVER BOOSTER
WEIGHT-------- 188
ENERGY DRAIN-- 376
BOOST POWER--- 22000
CHARGE DRAIN-- 2600
RELOAD TIME--- 150

MWEM-R/24
65000c
INTERLOCKS WITH BACK-MOUNTED MISSILES

MANUFACTURER---- MIRAGE
TYPE------------ RELATION MISSILE
WEIGHT---------- 289
ENERGY DRAIN---- 184
ATTACK POWER---- 780
AMMO HEAT------- 145
RANGE----------- 500
MAXIMUM LAUNCH-- 2
RELOAD TIME----- 90
NUMBER OF AMMO-- 24
AMMO TYPE------- SOLID
AMMO PRICE------ 240
USAGE DRAIN----- N/A

CWEM-R20
88900c
INTERLOCKING SUPPORT MISSILES

MANUFACTURER---- CREST IND.
TYPE------------ RELATION MISSILE
WEIGHT---------- 368
ENERGY DRAIN---- 252
ATTACK POWER---- 780
AMMO HEAT------- 145
RANGE----------- 450
MAXIMUM LAUNCH-- 4
RELOAD TIME----- 70
NUMBER OF AMMO-- 20
AMMO TYPE------- SOLID
AMMO PRICE------ 380
USAGE DRAIN----- N/A

KWEM-TERRIER
130000c
VERTICAL LAUNCH SUPPORT MISSILES

MANUFACTURER---- KISARAGI
TYPE------------ RELATION MISSILE
WEIGHT---------- 399
ENERGY DRAIN---- 447
ATTACK POWER---- 780
AMMO HEAT------- 145
RANGE----------- 400
MAXIMUM LAUNCH-- 4
RELOAD TIME----- 80
NUMBER OF AMMO-- 20
AMMO TYPE------- SOLID
AMMO PRICE------ 490
USAGE DRAIN----- N/A

CWEM-AS40
27700c
AUTOMATIC MISSILE INTERCEPT SYSTEM

MANUFACTURER---- CREST IND.
TYPE------------ ANTI MISSILE
WEIGHT---------- 164
ENERGY DRAIN---- 130
RANGE----------- 200
VS MG RESPONSE-- 48
RELOAD TIME----- 10
NUMBER OF AMMO-- 40
AMMO TYPE------- SOLID
AMMO PRICE------ 102
USAGE DRAIN----- N/A

CWEM-AM40
40900c
ENHANCED MISSILE INTERCEPT SYSTEM

MANUFACTURER---- CREST IND.
TYPE------------ ANTI MISSILE
WEIGHT---------- 227
ENERGY DRAIN---- 164
RANGE----------- 230
VS MG RESPONSE-- 60
RELOAD TIME----- 10
NUMBER OF AMMO-- 40
AMMO TYPE------- SOLID
AMMO PRICE------ 136
USAGE DRAIN----- N/A

MWEM-A/50
49000c
MISSILE INTERCEPT SYSTEM. ADDED AMMO.

MANUFACTURER---- MIRAGE
TYPE------------ ANTI MISSILE
WEIGHT---------- 312
ENERGY DRAIN---- 117
RANGE----------- 250
VS MG RESPONSE-- 68
RELOAD TIME----- 15
NUMBER OF AMMO-- 50
AMMO TYPE------- SOLID
AMMO PRICE------ 160
USAGE DRAIN----- N/A

KWEL-SILENT
31200c
ENERGY BASED MISSILE INTERCEPT SYSTEM

MANUFACTURER---- KISARAGI
TYPE------------ ANTI MISSILE
WEIGHT---------- 197
ENERGY DRAIN---- 380
RANGE----------- 300
VS MG RESPONSE-- 75
RELOAD TIME----- 15
NUMBER OF AMMO-- 24
AMMO TYPE------- ENERGY
AMMO PRICE------ N/A
USAGE DRAIN----- 2200

MES-SS/1441
49000c
ADDED SHIELDING, INCREASES DEFENSE

MANUFACTURER------- MIRAGE
TYPE--------------- SIDE SHIELD
WEIGHT------------- 132
ENERGY DRAIN------- 97
SHIELD DEF SHELL--- 106
SHIELD DEF ENERGY-- 213
SHIELD COVERAGE---- 50
DISCHARGE HEAT----- 110
USAGE DRAIN-------- 222

KES-AEGIS
58300c
ENHANCED SHIELDING, BETTER DEFENSE

MANUFACTURER------- KISARAGI
TYPE--------------- SIDE SHIELD
WEIGHT------------- 188
ENERGY DRAIN------- 132
SHIELD DEF SHELL--- 171
SHIELD DEF ENERGY-- 278
SHIELD COVERAGE---- 42
DISCHARGE HEAT----- 284
USAGE DRAIN-------- 303

MEST-MX/CROW
42000c
JAM ENEMY RADAR AND LOCK-ON FUNCTIONS

MANUFACTURER-- MIRAGE
TYPE---------- STEALTH
WEIGHT-------- 602
ENERGY DRAIN-- 999
DURATION------ 480
RELOAD TIME--- 240
USAGE LIMIT--- 5
USAGE DRAIN--- 12

CEEC-00-XSP
36000c
AUXILIARY RADIATOR FOR EMERGENCY USE

MANUFACTURER---- CREST IND.
TYPE------------ ENERGY COOLER
WEIGHT---------- 173
ENERGY DRAIN---- 199
FORCED COOLING-- 20000
RELOAD TIME----- 144
USAGE LIMIT----- 2
USAGE DRAIN----- 12

CEEC-01-XSP2
44000c
ENHANCED CEEC-00-XSP

MANUFACTURER---- CREST IND.
TYPE------------ ENERGY COOLER
WEIGHT---------- 304
ENERGY DRAIN---- 236
FORCED COOLING-- 20000
RELOAD TIME----- 144
USAGE LIMIT----- 3
USAGE DRAIN----- 12

KEEP-MALUM
120000c
PROVIDES EMERGENCY ENERGY RECOVERY

MANUFACTURER---- KISARAGI
TYPE------------ ENERGY PACK
WEIGHT---------- 270
ENERGY DRAIN---- 155
RECOVER ENERGY-- 30000
RELOAD TIME----- 244
USAGE LIMIT----- 2
USAGE DRAIN----- 12

--------------------------------------------------------------------------------
Back Units
--------------------------------------------------------------------------------
CWM-S40-1
17500c
SMALL MISSILE, MAX LOCK ONE

MANUFACTURER---- CREST IND.
TYPE------------ SMALL MISSILE
WEIGHT---------- 245
ENERGY DRAIN---- 245
WEAPON LOCK----- STANDARD
ATTACK POWER---- 780
AMMO HEAT------- 145
RANGE----------- 450
MAXIMUM LOCK---- 1
RELOAD TIME----- 48
NUMBER OF AMMO-- 40
AMMO TYPE------- SOLID
AMMO PRICE------ 120
USAGE DRAIN----- N/A

MWM-S42/6
23000c
SMALL MISSILE, MAX LOCKS SIX

MANUFACTURER---- MIRAGE
TYPE------------ SMALL MISSILE
WEIGHT---------- 337
ENERGY DRAIN---- 320
WEAPON LOCK----- STANDARD
ATTACK POWER---- 780
AMMO HEAT------- 145
RANGE----------- 450
MAXIMUM LOCK---- 6
RELOAD TIME----- 48
NUMBER OF AMMO-- 42
AMMO TYPE------- SOLID
AMMO PRICE------ 120
USAGE DRAIN----- N/A

CWM-S60-10
29500c
SMALL MISSILE, MAX LOCK TEN

MANUFACTURER---- CREST IND.
TYPE------------ SMALL MISSILE
WEIGHT---------- 469
ENERGY DRAIN---- 351
WEAPON LOCK----- STANDARD
ATTACK POWER---- 780
AMMO HEAT------- 145
RANGE----------- 450
MAXIMUM LOCK---- 10
RELOAD TIME----- 48
NUMBER OF AMMO-- 60
AMMO TYPE------- SOLID
AMMO PRICE------ 120
USAGE DRAIN----- N/A

MWM-S60/12
37600c
SMALL MISSILE, MAX LOCK TWELVE

MANUFACTURER---- MIRAGE
TYPE------------ SMALL MISSILE
WEIGHT---------- 577
ENERGY DRAIN---- 546
WEAPON LOCK----- STANDARD
ATTACK POWER---- 780
AMMO HEAT------- 145
RANGE----------- 450
MAXIMUM LOCK---- 12
RELOAD TIME----- 45
NUMBER OF AMMO-- 60
AMMO TYPE------- SOLID
AMMO PRICE------ 120
USAGE DRAIN----- N/A

MWM-M24/2
35600c
MID-SIZE MISSILE, MAX LOCK TWO

MANUFACTURER---- MIRAGE
TYPE------------ MIDDLE MISSILE
WEIGHT---------- 494
ENERGY DRAIN---- 270
WEAPON LOCK----- STANDARD
ATTACK POWER---- 1350
AMMO HEAT------- 186
RANGE----------- 500
MAXIMUM LOCK---- 2
RELOAD TIME----- 60
NUMBER OF AMMO-- 24
AMMO TYPE------- SOLID
AMMO PRICE------ 250
USAGE DRAIN----- N/A

CWM-M36-4
43000c
MID-SIZE MISSILE, MAX LOCK FOUR

MANUFACTURER---- CREST IND.
TYPE------------ MIDDLE MISSILE
WEIGHT---------- 721
ENERGY DRAIN---- 203
WEAPON LOCK----- STANDARD
ATTACK POWER---- 1350
AMMO HEAT------- 186
RANGE----------- 500
MAXIMUM LOCK---- 4
RELOAD TIME----- 60
NUMBER OF AMMO-- 36
AMMO TYPE------- SOLID
AMMO PRICE------ 250
USAGE DRAIN----- N/A

CWM-VM36-4
76000c
MID-SIZE VERTICAL MISSILE LAUNCHER

MANUFACTURER---- CREST IND.
TYPE------------ VERTICAL MISSILE
WEIGHT---------- 645
ENERGY DRAIN---- 314
WEAPON LOCK----- STANDARD
ATTACK POWER---- 1350
AMMO HEAT------- 186
RANGE----------- 450
MAXIMUM LOCK---- 4
RELOAD TIME----- 64
NUMBER OF AMMO-- 36
AMMO TYPE------- SOLID
AMMO PRICE------ 450
USAGE DRAIN----- N/A

MWM-DM24/1
64000c
LAUNCHES TWO MISSILES PER LOCK-ON

MANUFACTURER---- MIRAGE
TYPE------------ DUAL MISSILE
WEIGHT---------- 600
ENERGY DRAIN---- 472
WEAPON LOCK----- STANDARD
ATTACK POWER---- 850
AMMO HEAT------- 310
RANGE----------- 450
MAXIMUM LOCK---- 1
RELOAD TIME----- 78
NUMBER OF AMMO-- 24
AMMO TYPE------- SOLID
AMMO PRICE------ 300
USAGE DRAIN----- N/A

MWM-MM16/1
43500c
MULTI-WARHEAD MISSILE LAUNCHER

MANUFACTURER---- MIRAGE
TYPE------------ MULTI MISSILE
WEIGHT---------- 705
ENERGY DRAIN---- 318
WEAPON LOCK----- STANDARD
ATTACK POWER---- 780
AMMO HEAT------- 145
RANGE----------- 600
MAXIMUM LOCK---- 1
RELOAD TIME----- 78
NUMBER OF AMMO-- 16
AMMO TYPE------- SOLID
AMMO PRICE------ 1050
USAGE DRAIN----- N/A

CWM-GM14-1
69000c
LAUNCHES LOW TRAJECTORY MISSILES

MANUFACTURER---- CREST IND.
TYPE------------ GROUND TORPEDO
WEIGHT---------- 722
ENERGY DRAIN---- 302
WEAPON LOCK----- STANDARD
ATTACK POWER---- 780
AMMO HEAT------- 145
RANGE----------- 450
MAXIMUM LOCK---- 1
RELOAD TIME----- 78
NUMBER OF AMMO-- 14
AMMO TYPE------- SOLID
AMMO PRICE------ 850
USAGE DRAIN----- N/A

CWM-TITAN
109600c
CARRIES FOUR HIGH-EXPLOSIVE MISSILES

MANUFACTURER---- CREST IND.
TYPE------------ LARGE MISSILE
WEIGHT---------- 1520
ENERGY DRAIN---- 418
WEAPON LOCK----- STANDARD
ATTACK POWER---- 6800
AMMO HEAT------- 1730
RANGE----------- 290
MAXIMUM LOCK---- 1
RELOAD TIME----- 255
NUMBER OF AMMO-- 4
AMMO TYPE------- SOLID
AMMO PRICE------ 3500
USAGE DRAIN----- N/A

CWR-S50
15500c
SMALL ROCKETS, FIFTY ROUNDS

MANUFACTURER---- CREST IND.
TYPE------------ SMALL ROCKET
WEIGHT---------- 221
ENERGY DRAIN---- 8
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 1020
AMMO HEAT------- 230
RANGE----------- 770
MAXIMUM LOCK---- N/A
RELOAD TIME----- 36
NUMBER OF AMMO-- 50
AMMO TYPE------- SOLID
AMMO PRICE------ 98
USAGE DRAIN----- N/A

CWR-S80
27000c
SMALL ROCKETS, EIGHTY ROUNDS

MANUFACTURER---- CREST IND.
TYPE------------ SMALL ROCKET
WEIGHT---------- 657
ENERGY DRAIN---- 8
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 1020
AMMO HEAT------- 230
RANGE----------- 770
MAXIMUM LOCK---- N/A
RELOAD TIME----- 36
NUMBER OF AMMO-- 80
AMMO TYPE------- SOLID
AMMO PRICE------ 98
USAGE DRAIN----- N/A

CWR-M30
34000c
MID-SIZE ROCKETS, THIRTY ROUNDS

MANUFACTURER---- CREST IND.
TYPE------------ MIDDLE ROCKET
WEIGHT---------- 390
ENERGY DRAIN---- 13
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 1520
AMMO HEAT------- 350
RANGE----------- 800
MAXIMUM LOCK---- N/A
RELOAD TIME----- 48
NUMBER OF AMMO-- 30
AMMO TYPE------- SOLID
AMMO PRICE------ 150
USAGE DRAIN----- N/A

NWR-M/45
39000c
MID-SIZE ROCKETS, FORTY FIVE ROUNDS

MANUFACTURER---- MIRAGE
TYPE------------ MIDDLE ROCKET
WEIGHT---------- 568
ENERGY DRAIN---- 18
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 1520
AMMO HEAT------- 350
RANGE----------- 800
MAXIMUM LOCK---- N/A
RELOAD TIME----- 48
NUMBER OF AMMO-- 45
AMMO TYPE------- SOLID
AMMO PRICE------ 150
USAGE DRAIN----- N/A

MWR-TM/60
46000c
FIRES THREE SMALL ROCKETS AT ONCE

MANUFACTURER---- MIRAGE
TYPE------------ TRIPLE ROCKET
WEIGHT---------- 625
ENERGY DRAIN---- 22
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 820
AMMO HEAT------- 162
RANGE----------- 885
MAXIMUM LOCK---- N/A
RELOAD TIME----- 60
NUMBER OF AMMO-- 60
AMMO TYPE------- SOLID
AMMO PRICE------ 378
USAGE DRAIN----- N/A

CWR-HECTO
107800c
LARGE ROCKETS, EIGHTEEN ROUNDS

MANUFACTURER---- CREST IND.
TYPE------------ LARGE ROCKET
WEIGHT---------- 830
ENERGY DRAIN---- 18
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 3200
AMMO HEAT------- 635
RANGE----------- 900
MAXIMUM LOCK---- N/A
RELOAD TIME----- 60
NUMBER OF AMMO-- 18
AMMO TYPE------- SOLID
AMMO PRICE------ 442
USAGE DRAIN----- N/A

CWC-CNG-300
33000c
RAPID-FIRE CHAIN GUN

MANUFACTURER---- CREST IND.
TYPE------------ CHAIN GUN
WEIGHT---------- 602
ENERGY DRAIN---- 10
WEAPON LOCK----- SPECIAL
ATTACK POWER---- 328
AMMO HEAT------- 50
RANGE----------- 500
MAXIMUM LOCK---- 1
RELOAD TIME----- 6
NUMBER OF AMMO-- 300
AMMO TYPE------- SOLID
AMMO PRICE------ 55
USAGE DRAIN----- N/A

CWC-SLU-64
48000c
SPREAD-SHOT SLUG GUN

MANUFACTURER---- CREST IND.
TYPE------------ SLUG GUN
WEIGHT---------- 1310
ENERGY DRAIN---- 6
WEAPON LOCK----- SPECIAL
ATTACK POWER---- 193
AMMO HEAT------- 60
RANGE----------- 750
MAXIMUM LOCK---- 1
RELOAD TIME----- 143
NUMBER OF AMMO-- 64
AMMO TYPE------- SOLID
AMMO PRICE------ 160
USAGE DRAIN----- N/A

CWC-GNS-15
64400c
SHOULDER-MOUNTED GRENADE LAUNCHER

MANUFACTURER---- CREST IND.
TYPE------------ GRENADE LAUNCHER
WEIGHT---------- 742
ENERGY DRAIN---- 6
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 2400
AMMO HEAT------- 950
RANGE----------- 1000
MAXIMUM LOCK---- 1
RELOAD TIME----- 76
NUMBER OF AMMO-- 15
AMMO TYPE------- SOLID
AMMO PRICE------ 665
USAGE DRAIN----- N/A

CWC-GNL-15
76200c
FIRES DEVASTATING GRENADE ROUNDS

MANUFACTURER---- CREST IND.
TYPE------------ GRENADE LAUNCHER
WEIGHT---------- 1054
ENERGY DRAIN---- 8
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 3550
AMMO HEAT------- 1220
RANGE----------- 1000
MAXIMUM LOCK---- 1
RELOAD TIME----- 92
NUMBER OF AMMO-- 15
AMMO TYPE------- SOLID
AMMO PRICE------ 950
USAGE DRAIN----- N/A

MWC-IR/20
114200c
HIGH-POWER PLASMA CANNON

MANUFACTURER---- MIRAGE
TYPE------------ PLASMA CANNON
WEIGHT---------- 988
ENERGY DRAIN---- 804
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 3000
AMMO HEAT------- 24
RANGE----------- 800
MAXIMUM LOCK---- 1
RELOAD TIME----- 115
NUMBER OF AMMO-- 20
AMMO TYPE------- ENERGY
AMMO PRICE------ N/A
USAGE DRAIN----- 7300

MWC-LQ/35
78500c
SHOULDER-MOUNTED LASER CANNON

MANUFACTURER---- MIRAGE
TYPE------------ LASER CANNON
WEIGHT---------- 852
ENERGY DRAIN---- 405
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 2055
AMMO HEAT------- 32
RANGE----------- 900
MAXIMUM LOCK---- 1
RELOAD TIME----- 68
NUMBER OF AMMO-- 35
AMMO TYPE------- ENERGY
AMMO PRICE------ N/A
USAGE DRAIN----- 5100

MWC-XP/80
82200c
PULSE CANNON STRESSING AMMO STORAGE

MANUFACTURER---- MIRAGE
TYPE------------ PULSE CANNON
WEIGHT---------- 382
ENERGY DRAIN---- 918
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 1180
AMMO HEAT------- 12
RANGE----------- 800
MAXIMUM LOCK---- 1
RELOAD TIME----- 24
NUMBER OF AMMO-- 80
AMMO TYPE------- ENERGY
AMMO PRICE------ N/A
USAGE DRAIN----- 4800

MWC-XP/75
105000c
RAPID-FIRE PULSE CANNON

MANUFACTURER---- MIRAGE
TYPE------------ PULSE CANNON
WEIGHT---------- 306
ENERGY DRAIN---- 495
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 780
AMMO HEAT------- 12
RANGE----------- 800
MAXIMUM LOCK---- 1
RELOAD TIME----- 18
NUMBER OF AMMO-- 75
AMMO TYPE------- ENERGY
AMMO PRICE------ N/A
USAGE DRAIN----- 3500

MWC-OC/15
88000c
RELEASES INDEPENDENT WEAPON PODS

MANUFACTURER---- MIRAGE
TYPE------------ ORBIT CANNON
WEIGHT---------- 527
ENERGY DRAIN---- 495
WEAPON LOCK----- SPECIAL
ATTACK POWER---- 145
AMMO HEAT------- 6
RANGE----------- 500
MAXIMUM LOCK---- 3
RELOAD TIME----- 160
NUMBER OF AMMO-- 15
AMMO TYPE------- ENERGY
AMMO PRICE------ N/A
USAGE DRAIN----- 1600

CM-AD-10
55000c
INCREASES AMMO STORAGE BY TEN PERCENT

MANUFACTURER------- CREST IND.
TYPE--------------- GENERAL MAGAZINE
WEIGHT------------- 366
ENERGY DRAIN------- 5
FUNCTION ADD AMMO-- 10

MM-AD/20
73000c
INCREASES AMMO STORAGE BY 20 PERCENT

MANUFACTURER------- MIRAGE
TYPE--------------- GENERAL MAGAZINE
WEIGHT------------- 488
ENERGY DRAIN------- 8
FUNCTION ADD AMMO-- 20

CRU-A10
12100c
STANDARD SHOULDER-MOUNTED RADAR

MANUFACTURER------- CREST IND.
TYPE--------------- RADAR
WEIGHT------------- 125
ENERGY DRAIN------- 199
RADAR RANGE-------- 700
RADAR TYPE--------- STANDARD
SCANNING INTERVAL-- N/A
ECM COUNTER-------- NONE
NOISE COUNTER------ NONE
MISSILE SENSOR----- NONE
BIO SENSOR--------- NONE
STEALTH SENSOR----- NONE

CRU-A102
15000c
BIO-SENSOR EQUIPPED SHOULDER RADAR

MANUFACTURER------- CREST IND.
TYPE--------------- RADAR
WEIGHT------------- 167
ENERGY DRAIN------- 266
RADAR RANGE-------- 630
RADAR TYPE--------- CIRCLE
SCANNING INTERVAL-- N/A
ECM COUNTER-------- NONE
NOISE COUNTER------ NONE
MISSILE SENSOR----- PROVIDED
BIO SENSOR--------- PROVIDED
STEALTH SENSOR----- NONE

MRL-MM/009
21000c
MID-RANGE SEARCH RADAR

MANUFACTURER------- MIRAGE
TYPE--------------- RADAR
WEIGHT------------- 223
ENERGY DRAIN------- 393
RADAR RANGE-------- 780
RADAR TYPE--------- OCTAGON
SCANNING INTERVAL-- N/A
ECM COUNTER-------- NONE
NOISE COUNTER------ NONE
MISSILE SENSOR----- NONE
BIO SENSOR--------- PROVIDED
STEALTH SENSOR----- NONE

MRL-RE/111
28000c
HIGH PERFORMANCE SHOULDER RADAR

MANUFACTURER------- MIRAGE
TYPE--------------- RADAR
WEIGHT------------- 254
ENERGY DRAIN------- 456
RADAR RANGE-------- 890
RADAR TYPE--------- CIRCLE
SCANNING INTERVAL-- N/A
ECM COUNTER-------- NONE
NOISE COUNTER------ NONE
MISSILE SENSOR----- NONE
BIO SENSOR--------- PROVIDED
STEALTH SENSOR----- PROVIDED

MRL-SS/SPHERE
42000c
TOP OF THE LINE RADAR MODEL

MANUFACTURER------- MIRAGE
TYPE--------------- RADAR
WEIGHT------------- 354
ENERGY DRAIN------- 542
RADAR RANGE-------- 1160
RADAR TYPE--------- OCTAGON
SCANNING INTERVAL-- N/A
ECM COUNTER-------- PROVIDED
NOISE COUNTER------ PROVIDED
MISSILE SENSOR----- PROVIDED
BIO SENSOR--------- PROVIDED
STEALTH SENSOR----- PROVIDED

MWX-VM20/1
107500c
DUAL VERTICAL MISSILE LAUNCHERS

MANUFACTURER---- MIRAGE
TYPE------------ VERTICAL MISSILE
WEIGHT---------- 1120
ENERGY DRAIN---- 495
WEAPON LOCK----- STANDARD
ATTACK POWER---- 1100
AMMO HEAT------- 280
RANGE----------- 450
MAXIMUM LOCK---- 1
RELOAD TIME----- 66
NUMBER OF AMMO-- 20
AMMO TYPE------- SOLID
AMMO PRICE------ 920
USAGE DRAIN----- N/A

CWX-DM-32-1
90000c
FIRES FOUR MISSILES PER LOCK-ON

MANUFACTURER---- CREST IND.
TYPE------------ DUAL MISSILE
WEIGHT---------- 1260
ENERGY DRAIN---- 633
WEAPON LOCK----- STANDARD
ATTACK POWER---- 780
AMMO HEAT------- 310
RANGE----------- 550
MAXIMUM LOCK---- 1
RELOAD TIME----- 72
NUMBER OF AMMO-- 32
AMMO TYPE------- SOLID
AMMO PRICE------ 515
USAGE DRAIN----- N/A

MWX-LANZAR
135000c
DUAL PURSUIT MISSILE LAUNCHERS

MANUFACTURER---- MIRAGE
TYPE------------ PURSUIT MISSILE
WEIGHT---------- 1480
ENERGY DRAIN---- 545
WEAPON LOCK----- STANDARD
ATTACK POWER---- 680
AMMO HEAT------- 180
RANGE----------- 600
MAXIMUM LOCK---- N/A
RELOAD TIME----- 200
NUMBER OF AMMO-- 4
AMMO TYPE------- SOLID
AMMO PRICE------ 1520
USAGE DRAIN----- N/A

CWX-LIC-10
90000c
EXTREMELY POWERFUL LINEAR CANNON

MANUFACTURER---- CREST IND.
TYPE------------ LINEAR CANNON
WEIGHT---------- 1292
ENERGY DRAIN---- 965
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 5820
AMMO HEAT------- 58
RANGE----------- 1200
MAXIMUM LOCK---- 1
RELOAD TIME----- 136
NUMBER OF AMMO-- 10
AMMO TYPE------- ENERGY
AMMO PRICE------ N/A
USAGE DRAIN----- 9400

MWX-MX/STRING
77700c
FOUR BARREL ENERGY CANNON

MANUFACTURER---- MIRAGE
TYPE------------ QUARTET CANNON
WEIGHT---------- 1556
ENERGY DRAIN---- 875
WEAPON LOCK----- SPECIAL
ATTACK POWER---- 720
AMMO HEAT------- 23
RANGE----------- 750
MAXIMUM LOCK---- 1
RELOAD TIME----- 96
NUMBER OF AMMO-- 20
AMMO TYPE------- ENERGY
AMMO PRICE------ N/A
USAGE DRAIN----- 2770

KWX-OC-22
64000c
RELEASES TWO INDEPENDENT WEAPON PODS

MANUFACTURER---- KISARAGI
TYPE------------ ORBIT CANNON
WEIGHT---------- 1117
ENERGY DRAIN---- 920
WEAPON LOCK----- SPECIAL
ATTACK POWER---- 285
AMMO HEAT------- 6
RANGE----------- 420
MAXIMUM LOCK---- N/A
RELOAD TIME----- 240
NUMBER OF AMMO-- 22
AMMO TYPE------- ENERGY
AMMO PRICE------ N/A
USAGE DRAIN----- 1600

KWM-AD-50
59000c
INCREASES AMMO STORAGE BY 50 PERCENT

MANUFACTURER------- KISARAGI
TYPE--------------- GENERAL MAGAZINE
WEIGHT------------- 1388
ENERGY DRAIN------- 24
FUNCTION ADD AMMO-- 50

--------------------------------------------------------------------------------
Right Arm Weapons
--------------------------------------------------------------------------------
CWG-RF-200
11100c
STANDARD SOLID SHELL RIFLE

MANUFACTURER---- CREST IND.
TYPE------------ RIFLE
WEIGHT---------- 405
ENERGY DRAIN---- 6
WEAPON LOCK----- WIDE & SHALLOW
ATTACK POWER---- 215
AMMO HEAT------- 90
RANGE----------- 465
MAXIMUM LOCK---- 1
RELOAD TIME----- 25
NUMBER OF AMMO-- 200
AMMO TYPE------- SOLID
AMMO PRICE------ 15
USAGE DRAIN----- N/A

MWG-RF/220
29000c
LONG-RANGE SOLID SHELL RIFLE

MANUFACTURER---- MIRAGE
TYPE------------ RIFLE
WEIGHT---------- 325
ENERGY DRAIN---- 8
WEAPON LOCK----- WIDE & SHALLOW
ATTACK POWER---- 290
AMMO HEAT------- 138
RANGE----------- 600
MAXIMUM LOCK---- 1
RELOAD TIME----- 26
NUMBER OF AMMO-- 220
AMMO TYPE------- SOLID
AMMO PRICE------ 30
USAGE DRAIN----- N/A

CWG-RF-160
47300c
ENHANCED ATTACK SOLID SHELL RIFLE

MANUFACTURER---- CREST IND.
TYPE------------ RIFLE
WEIGHT---------- 505
ENERGY DRAIN---- 10
WEAPON LOCK----- SPECIAL
ATTACK POWER---- 350
AMMO HEAT------- 110
RANGE----------- 540
MAXIMUM LOCK---- 1
RELOAD TIME----- 30
NUMBER OF AMMO-- 160
AMMO TYPE------- SOLID
AMMO PRICE------ 45
USAGE DRAIN----- N/A

CWG-SRF-80
41200c
LONGEST RANGE SNIPER RIFLE

MANUFACTURER---- CREST IND.
TYPE------------ SNIPER RIFLE
WEIGHT---------- 510
ENERGY DRAIN---- 6
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 788
AMMO HEAT------- 25
RANGE----------- 1200
MAXIMUM LOCK---- 1
RELOAD TIME----- 50
NUMBER OF AMMO-- 80
AMMO TYPE------- SOLID
AMMO PRICE------ 90
USAGE DRAIN----- N/A

MWG-SRF/60
58000c
SNIPER RIFLE EMPHASIZING ATTACK POWER

MANUFACTURER---- MIRAGE
TYPE------------ SNIPER RIFLE
WEIGHT---------- 610
ENERGY DRAIN---- 4
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 995
AMMO HEAT------- 23
RANGE----------- 1000
MAXIMUM LOCK---- 1
RELOAD TIME----- 55
NUMBER OF AMMO-- 60
AMMO TYPE------- SOLID
AMMO PRICE------ 100
USAGE DRAIN----- N/A

MWG-MG/350
15000c
RAPID-FIRE MACHINE GUN

MANUFACTURER---- MIRAGE
TYPE------------ MACHINE GUN
WEIGHT---------- 370
ENERGY DRAIN---- 4
WEAPON LOCK----- WIDE & SHALLOW
ATTACK POWER---- 85
AMMO HEAT------- 14
RANGE----------- 315
MAXIMUM LOCK---- 1
RELOAD TIME----- 3
NUMBER OF AMMO-- 350
AMMO TYPE------- SOLID
AMMO PRICE------ 15
USAGE DRAIN----- N/A

CWG-MG-500
29000c
BALANCED ATTACK POWER AND SPEED

MANUFACTURER---- CREST IND.
TYPE------------ MACHINE GUN
WEIGHT---------- 462
ENERGY DRAIN---- 4
WEAPON LOCK----- WIDE & SHALLOW
ATTACK POWER---- 140
AMMO HEAT------- 10
RANGE----------- 300
MAXIMUM LOCK---- 1
RELOAD TIME----- 5
NUMBER OF AMMO-- 500
AMMO TYPE------- SOLID
AMMO PRICE------ 20
USAGE DRAIN----- N/A

MWG-MG/1000
74500c
HIGH AMMO CAPACITY MACHINE GUN

MANUFACTURER---- MIRAGE
TYPE------------ MACHINE GUN
WEIGHT---------- 519
ENERGY DRAIN---- 6
WEAPON LOCK----- WIDE & SHALLOW
ATTACK POWER---- 105
AMMO HEAT------- 12
RANGE----------- 390
MAXIMUM LOCK---- 1
RELOAD TIME----- 4
NUMBER OF AMMO-- 1000
AMMO TYPE------- SOLID
AMMO PRICE------ 30
USAGE DRAIN----- N/A

CWG-HG-80
19000c
FIRES HIGH HEAT ROUNDS. SHORT-RANGE.

MANUFACTURER---- CREST IND.
TYPE------------ HAND GUN
WEIGHT---------- 146
ENERGY DRAIN---- 20
WEAPON LOCK----- WIDE & SHALLOW
ATTACK POWER---- 193
AMMO HEAT------- 255
RANGE----------- 248
MAXIMUM LOCK---- 1
RELOAD TIME----- 20
NUMBER OF AMMO-- 80
AMMO TYPE------- SOLID
AMMO PRICE------ 55
USAGE DRAIN----- N/A

MWG-HG/100
28000c
ENHANCED SOLID SHELL HANDGUN

MANUFACTURER---- MIRAGE
TYPE------------ HAND GUN
WEIGHT---------- 324
ENERGY DRAIN---- 10
WEAPON LOCK----- WIDE & SHALLOW
ATTACK POWER---- 272
AMMO HEAT------- 190
RANGE----------- 200
MAXIMUM LOCK---- 1
RELOAD TIME----- 25
NUMBER OF AMMO-- 100
AMMO TYPE------- SOLID
AMMO PRICE------ 75
USAGE DRAIN----- N/A

CWG-BZ-50
53000c
POWERFUL SOLID SHELL BAZOOKA

MANUFACTURER---- CREST IND.
TYPE------------ BAZOOKS
WEIGHT---------- 804
ENERGY DRAIN---- 16
WEAPON LOCK----- SPECIAL
ATTACK POWER---- 1400
AMMO HEAT------- 576
RANGE----------- 435
MAXIMUM LOCK---- 1
RELOAD TIME----- 60
NUMBER OF AMMO-- 50
AMMO TYPE------- SOLID
AMMO PRICE------ 161
USAGE DRAIN----- N/A

CWG-BZ-30
71000c
ENHANCED CWG-BZ-50

MANUFACTURER---- CREST IND.
TYPE------------ BAZOOKS
WEIGHT---------- 1010
ENERGY DRAIN---- 18
WEAPON LOCK----- SPECIAL
ATTACK POWER---- 2240
AMMO HEAT------- 473
RANGE----------- 470
MAXIMUM LOCK---- 1
RELOAD TIME----- 75
NUMBER OF AMMO-- 30
AMMO TYPE------- SOLID
AMMO PRICE------ 185
USAGE DRAIN----- N/A

MWG-SBZ/24
44200c
POWERFUL SPREAD-SHOT BAZOOKA

MANUFACTURER---- MIRAGE
TYPE------------ SPREAD BAZOOKA
WEIGHT---------- 1230
ENERGY DRAIN---- 22
WEAPON LOCK----- SPECIAL
ATTACK POWER---- 560
AMMO HEAT------- 205
RANGE----------- 420
MAXIMUM LOCK---- 1
RELOAD TIME----- 58
NUMBER OF AMMO-- 24
AMMO TYPE------- SOLID
AMMO PRICE------ 220
USAGE DRAIN----- N/A

CWG-GS-72
32000c
WIDE-SPREAD SHOTGUN

MANUFACTURER---- CREST IN.
TYPE------------ SHOTGUN
WEIGHT---------- 410
ENERGY DRAIN---- 24
WEAPON LOCK----- STANDARD
ATTACK POWER---- 142
AMMO HEAT------- 25
RANGE----------- 405
MAXIMUM LOCK---- 1
RELOAD TIME----- 48
NUMBER OF AMMO-- 72
AMMO TYPE------- SOLID
AMMO PRICE------ 68
USAGE DRAIN----- N/A

CWG-GS-56
64700c
POWERFUL DOUBLE BARREL SHOTGUN

MANUFACTURER---- CREST IND
TYPE------------ SHOTGUN
WEIGHT---------- 533
ENERGY DRAIN---- 32
WEAPON LOCK----- STANDARD
ATTACK POWER---- 188
AMMO HEAT------- 36
RANGE----------- 380
MAXIMUM LOCK---- 1
RELOAD TIME----- 55
NUMBER OF AMMO-- 56
AMMO TYPE------- SOLID
AMMO PRICE------ 82
USAGE DRAIN----- N/A

MWG-GS/54
73000c
RAPID-FIRE ENERGY SHOTGUN

MANUFACTURER---- MIRAGE
TYPE------------ ENERGY SHOTGUN
WEIGHT---------- 515
ENERGY DRAIN---- 367
WEAPON LOCK----- SPECIAL
ATTACK POWER---- 202
AMMO HEAT------- 4
RANGE----------- 420
MAXIMUM LOCK---- 1
RELOAD TIME----- 30
NUMBER OF AMMO-- 54
AMMO TYPE------- ENERGY
AMMO PRICE------ N/A
USAGE DRAIN----- 2000

CWGG-HM-60
58200c
FIRES HIGH-SPEED MISSILES

MANUFACTURER---- CREST IND.
TYPE------------ HAND MISSILE
WEIGHT---------- 573
ENERGY DRAIN---- 549
WEAPON LOCK----- STANDARD
ATTACK POWER---- 780
AMMO HEAT------- 145
RANGE----------- 600
MAXIMUM LOCK---- 4
RELOAD TIME----- 60
NUMBER OF AMMO-- 60
AMMO TYPE------- SOLID
AMMO PRICE------ 140
USAGE DRAIN----- N/A

CWGG-HR-66
45000c
HANDHELD ROCKET LAUNCHER

MANUFACTURER---- CREST IND.
TYPE------------ HAND ROCKET
WEIGHT---------- 758
ENERGY DRAIN---- 15
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 1500
AMMO HEAT------- 283
RANGE----------- 900
MAXIMUM LOCK---- N/A
RELOAD TIME----- 46
NUMBER OF AMMO-- 66
AMMO TYPE------- SOLID
AMMO PRICE------ 110
USAGE DRAIN----- N/A

CWGG-GR-12
54000c
PORTABLE HIGH-POWER GRENADE LAUNCHER

MANUFACTURER---- CREST IND.
TYPE------------ GRENADE RIFLE
WEIGHT---------- 1062
ENERGY DRAIN---- 38
WEAPON LOCK----- NARROW & DEEP
ATTACK POWER---- 3100
AMMO HEAT------- 920
RANGE----------- 780
MAXIMUM LOCK---- 1
RELOAD TIME----- 120
NUMBER OF AMMO-- 12
AMMO TYPE------- SOLID
AMMO PRICE------ 820
USAGE DRAIN----- N/A

MWG-KP/150
44000c
LIGHTWEIGHT PULSE RIFLE

MANUFACTURER---- MIRAGE
TYPE------------ PULSE RIFLE
WEIGHT---------- 193
ENERGY DRAIN---- 256
WEAPON LOCK----- SPECIAL
ATTACK POWER---- 320
AMMO HEAT------- 4
RANGE----------- 465
MAXIMUM LOCK---- 1
RELOAD TIME----- 20
NUMBER OF AMMO-- 150
AMMO TYPE------- ENERGY
AMMO PRICE------ N/A
USAGE DRAIN----- 1200

MWG-KP/100
63100c
ENHANCED MWG-KP/150 PULSE RIFLE

MANUFACTURER---- MIRAGE
TYPE------------ PULSE RIFLE
WEIGHT---------- 274
ENERGY DRAIN---- 288
WEAPON LOCK----- SPECIAL
ATTACK POWER---- 437
AMMO HEAT------- 6
RANGE----------- 540
MAXIMUM LOCK---- 1
RELOAD TIME----- 26
NUMBER OF AMMO-- 100
AMMO TYPE------- ENERGY
AMMO PRICE------ N/A
USAGE DRAIN----- 1700

MWG-XCW/90
59000c
STANDARD LASER RIFLE

MANUFACTURER---- MIRAGE
TYPE------------ LASER RIFLE
WEIGHT---------- 542
ENERGY DRAIN---- 398
WEAPON LOCK----- SPECIAL
ATTACK POWER---- 674
AMMO HEAT------- 8
RANGE----------- 640
MAXIMUM LOCK---- 1
RELOAD TIME----- 50
NUMBER OF AMMO-- 90
AMMO TYPE------- ENERGY
AMMO PRICE------ N/A
USAGE DRAIN----- 2800

MWG-XCB/75
58000c
HIGH-POWER LASER RIFLE

MANUFACTURER---- MIRAGE
TYPE------------ LASER RIFLE
WEIGHT---------- 683
ENERGY DRAIN---- 311
WEAPON LOCK----- SPECIAL
ATTACK POWER---- 800
AMMO HEAT------- 10
RANGE----------- 600
MAXIMUM LOCK---- 1
RELOAD TIME----- 50
NUMBER OF AMMO-- 75
AMMO TYPE------- ENERGY
AMMO PRICE------ N/A
USAGE DRAIN----- 3800

MWG-KARASAWA
88000c
THE EPITOME OF LASER RIFLE DESIGN

MANUFACTURER---- MIRAGE
TYPE------------ LASER RIFLE
WEIGHT---------- 1520
ENERGY DRAIN---- 422
WEAPON LOCK----- SPECIAL
ATTACK POWER---- 1600
AMMO HEAT------- 14
RANGE----------- 550
MAXIMUM LOCK---- 1
RELOAD TIME----- 55
NUMBER OF AMMO-- 50
AMMO TYPE------- ENERGY
AMMO PRICE------ N/A
USAGE DRAIN----- 3400

MWGG-XCG/20
120000c
LONG-RANGE PLASMA RIFLE

MANUFACTURER---- MIRAGE
TYPE------------ PLASMA RIFLE
WEIGHT---------- 999
ENERGY DRAIN---- 586
WEAPON LOCK----- SPECIAL
ATTACK POWER---- 2520
AMMO HEAT------- 8
RANGE----------- 840
MAXIMUM LOCK---- 1
RELOAD TIME----- 60
NUMBER OF AMMO-- 20
AMMO TYPE------- ENERGY
AMMO PRICE------ N/A
USAGE DRAIN----- 9200

KWB-SBROX
24000c
CLOSE-IN PARRYING BLADE

MANUFACTURER---- KISARAGI
TYPE------------ BLADE
WEIGHT---------- 143
ENERGY DRAIN---- 8
ATTACK POWER---- 1550
ATTACK HEAT----- 673
DISCHARGE HEAT-- 88
RANGE RATING---- 7
USAGE LIMIT----- 30
USAGE DRAIN----- N/A

KWB-SBR01
38600c
INCREASED ATTACK POWER PARRYING BLADE

MANUFACTURER---- KISARAGI
TYPE------------ BLADE
WEIGHT---------- 238
ENERGY DRAIN---- 13
ATTACK POWER---- 2270
ATTACK HEAT----- 950
DISCHARGE HEAT-- 134
RANGE RATING---- 6
USAGE LIMIT----- 20
USAGE DRAIN----- N/A

KWB-MARS
42300c
LETHAL SHORT-RANGE PARRYING BLADE

MANUFACTURER---- KISARAGI
TYPE------------ BLADE
WEIGHT---------- 376
ENERGY DRAIN---- 24
ATTACK POWER---- 3100
ATTACK HEAT----- 1200
DISCHARGE HEAT-- 362
RANGE RATING---- 5
USAGE LIMIT----- 10
USAGE DRAIN----- N/A

--------------------------------------------------------------------------------
Left Arm Parts
--------------------------------------------------------------------------------
CLB-LS-1551
11000c
LIGHTWEIGHT, INEXPENSIVE BLADE

MANUFACTURER---- CREST IND.
TYPE------------ LASER BLADE
WEIGHT---------- 122
ENERGY DRAIN---- 26
ATTACK POWER---- 782
ATTACK HEAT----- 5
DISCHARGE HEAT-- 8
RANGE RATING---- 9
WAVE RANGE------ N/A
USAGE DRAIN----- 2050

MLB-LS/003
29000c
PART COMPETITOR OF THE CLB-LS-1551

MANUFACTURER---- MIRAGE
TYPE------------ LASER BLADE
WEIGHT---------- 188
ENERGY DRAIN---- 40
ATTACK POWER---- 970
ATTACK HEAT----- 12
DISCHARGE HEAT-- 6
RANGE RATING---- 8
WAVE RANGE------ N/A
USAGE DRAIN----- 1800
CLB-LS-2551
38000c
LASER BLADE EMPHASIZING SPEED

MANUFACTURER---- CREST IND.
TYPE------------ LASER BLADE
WEIGHT---------- 225
ENERGY DRAIN---- 48
ATTACK POWER---- 1240
ATTACK HEAT----- 22
DISCHARGE HEAT-- 10
RANGE RATING---- 6
WAVE RANGE------ N/A
USAGE DRAIN----- 2640
KLB-TLS/SOL
50000c
SPECIAL ENERGY WAVE LASER BLADE

MANUFACTURER---- KISARAGI
TYPE------------ LASER BLADE
WEIGHT---------- 250
ENERGY DRAIN---- 71
ATTACK POWER---- 1520
ATTACK HEAT----- 18
DISCHARGE HEAT-- 14
RANGE RATING---- N/A
WAVE RANGE------ 700
USAGE DRAIN----- 4240

MLB-MOONLIGHT
55200c
MIRAGE'S TOP OF THE LINE BLADE

MANUFACTURER---- MIRAGE
TYPE------------ LASER BLADE
WEIGHT---------- 502
ENERGY DRAIN---- 100
ATTACK POWER---- 2100
ATTACK HEAT----- 20
DISCHARGE HEAT-- 20
RANGE RATING---- 8
WAVE RANGE------ N/A
USAGE DRAIN----- 2100

KWG-HZL50
35500c
LEFT ARM EQUIPPED HOWITZER

MANUFACTURER---- KISARAGI
TYPE------------ HOWITZER
WEIGHT---------- 204
ENERGY DRAIN---- 14
ATTACK POWER---- 1250
AMMO HEAT------- 306
RANGE----------- 440
RELOAD TIME----- 60
NUMBER OF AMMO-- 50
AMMO TYPE------- SOLID
AMMO PRICE------ 400
USAGE DRAIN----- N/A

KWG-HZL30
43000c
SPREAD-SHOT HOWITZER

MANUFACTURER---- KISARAGI
TYPE------------ SPREAD HOWITZER
WEIGHT---------- 283
ENERGY DRAIN---- 14
ATTACK POWER---- 485
AMMO HEAT------- 278
RANGE----------- 505
RELOAD TIME----- 94
NUMBER OF AMMO-- 30
AMMO TYPE------- SOLID
AMMO PRICE------ 400
USAGE DRAIN----- N/A

KWG-FTL450
54200c
CLOSE-RANGE FLAMETHROWER

MANUFACTURER---- KISARAGI
TYPE------------ FLAMETHROWER
WEIGHT---------- 355
ENERGY DRAIN---- 8
ATTACK POWER---- 235
AMMO HEAT------- 195
RANGE----------- 96
RELOAD TIME----- 3
NUMBER OF AMMO-- 450
AMMO TYPE------- SOLID
AMMO PRICE------ 10
USAGE DRAIN----- N/A

CES-ES-0001
11500c
DEFENSE ENHANCING ENERGY SHIELD

MANUFACTURER------- CREST IND.
TYPE--------------- ENERGY SHIELD
WEIGHT------------- 133
ENERGY DRAIN------- 18
SHIELD DEF SHELL--- 200
SHIELD DEF ENERGY-- 198
SHIELD COVERAGE---- 73
DISCHARGE HEAT----- 10
USAGE DRAIN-------- 1600

CES-ES-0101
16400c
ENHANCED CES-ES-0001 ENERGY SHIELD

MANUFACTURER------- CREST IND.
TYPE--------------- ENERGY SHIELD
WEIGHT------------- 180
ENERGY DRAIN------- 45
SHIELD DEF SHELL--- 304
SHIELD DEF ENERGY-- 284
SHIELD COVERAGE---- 73
DISCHARGE HEAT----- 8
USAGE DRAIN-------- 2080

MES-ES/011
29000c
SUPERB SHELL DEFENSE AND COVERAGE

MANUFACTURER------- MIRAGE
TYPE--------------- ENERGY SHIELD
WEIGHT------------- 224
ENERGY DRAIN------- 75
SHIELD DEF SHELL--- 430
SHIELD DEF ENERGY-- 205
SHIELD COVERAGE---- 82
DISCHARGE HEAT----- 6
USAGE DRAIN-------- 2425

KES-ES/MIRROR
35000c
KISARAGI DESIGN MASTERPIECE

MANUFACTURER------- KISARAGI
TYPE--------------- ENERGY SHIELD
WEIGHT------------- 350
ENERGY DRAIN------- 129
SHIELD DEF SHELL--- 420
SHIELD DEF ENERGY-- 470
SHIELD COVERAGE---- 71
DISCHARGE HEAT----- 10
USAGE DRAIN-------- 2280

--------------------------------------------------------------------------------
Optional Parts
--------------------------------------------------------------------------------
OP-S-SCR
24000C
REDUCES SHELL-BASED DAMAGE

MANUFACTURER---- MIRAGE
SLOTS REQUIRED-- 2


OP-E/SCR
28000c
REDUCES ENERGY-BASED DAMAGE

MANUFACTURER---- CREST IND.
SLOTS REQUIRED-- 1


OP-S/STAB
23000c
REDUCES IMPACT SHOCK WHEN HIT

MANUFACTURER---- CREST IND.
SLOTS REQUIRED-- 1


OP-E/CND
21000c
INCREASES GENERATOR CAPACITY

MANUFACTURER---- CREST IND.
SLOTS REQUIRED-- 4


OP-ECMP
19000c
EMITS PULSES TO DISABLE LOCK-ONS

MANUFACTURER---- KISARAGI
SLOTS REQUIRED-- 3


OP-L-AXL
26000c
REDUCES LOCK-ON TIME.

MANUFACTURER---- CREST IND.
SLOTS REQUIRED-- 2


OP-LFCS++
24000c
ENLARGES THE SIGHT LOCK

MANUFACTURER---- CREST IND.
SLOTS REQUIRED-- 6


OP-L/BRK
30000c
IMPROVES BRAKING

MANUFACTURER---- MIRAGE
SLOTS REQUIRED-- 1


OP-L/TRN
41000c
IMPROVES TURNING SPEED

MANUFACTURER---- MIRAGE
SLOTS REQUIRED-- 4


OP-E-LAI
38000c
IMPROVES ENERGY SHIELD COVERAGE

MANUFACTURER---- CREST IND.
SLOTS REQUIRED-- 3


OP-E-LAP
74000c
STRENGTHENS LASER BLADE ATTACKS

MANUFACTUROR---- KISARAGI
SLOTS REQUIRED-- 6

OP-SP/E++
45000c
INCREASES ENERGY WEAPON POWER

MANUFACTURER---- CREST IND.
SLOTS REQUIRED-- 3


OP-E/RTE
45000c
IMPROVES FIRE RATE OF ENERGY WEAPONS

MANUFACTURER---- CREST IND.
SLOTS REQUIRED-- 1


OP-TQ/CE
45000c
REDUCES ENERGY USE WHEN FIRING

MANUFACTURER---- CREST IND.
SLOTS REQUIRED-- 5


OP-M/AW
10000c
ADDS MISSILE DISPLAY TO THE RADAR

MANUFACTURER---- MIRAGE
SLOTS REQUIRED-- 1


OP-INTENSIFY
???? (SEE OP-INTENSIFY in the Hidden Parts Section)

MANUFACTURER---- KISARAGI
SLOTS REQUIRED-- ALL

]----------------------------[Hidden Parts Locations]--------------------------[
Hidden Mission Parts

Part Name: MLH-MX/VOLAR
Part Type: Heavy AC legs
Given to you after you get 100% accuracy for all weapons (Back, Right, and Left) 
in the AC Test 1. To get it easily, just shoot one target once and let time run 
out. You will get a 100 for not missing, and secure a new part. If successful 
you will get a mail.

Part Name: CHD-04-YIV
Part Type: AC Head
Mission: Defend Naire Bridge
Code Name: Zip Up Lips
After you start the mission and destroy all the MTs outside of the starting 
room, jump down to the lower platforms on the sides of the raised platform. The 
part is right below the room that you start in, on a platform; it is a grayish 
circle just on the edge. You have to fly across the open chasm from the open end 
of the bridge, and then successfully beat the mission to obtain it.

Part Name: MEBT-OX/MB
Part Type: Multiple Shoulder Boosters 
Mission: Rescue Survey Team
Code Name: Round Trip
After opening the large door and finding the survey team, turn around and follow 
the team. There is a sewer drain on the right wall right before the first door 
that opens to reveal two MTs. The part is in the drain. Boy the stuff people 
flush these days.

Part Name: KWG-HZL30
Part Type: Left-Arm Mounted Howitzer
Mission: Destroy Naire Bridge
Code Name: Termite
Blow up the two monorails and then destroy the bridge with the bombs. If done 
correctly you will get it with a mail message.

Part Name: MWR-M/45
Part Type: Medium Rocket Launcher
Mission: Safeguard Water Supply
Code Name: Ant Hill
When the mission starts head to the right staying on top the dam. It is behind 
the structure on the ground.

Part Name: RMR-ICICLE
Part Type: Radiator
Mission: Escort Personnel Convoy
Code Name: Duckling
You cannot lose a single transport unit. This means if any of the four trucks, 
the four personnel groups, or the six transports are destroyed, you will not get 
it. A tank type AC is great for destroying the enemy before they hurt your 
defense targets. After mission completion you get it in the mail.

Part Name: KWM-AD-50
Part Type: Back Magazine
Mission: MT Training Exercise
Code Name: Bird-Watching
Do not get hit by a single missile in the mission's entire two-minute duration 
and the part is yours. It goes without saying that this is one of the hardest 
secret parts to get. A lightweight maneuverable hover AC with missile intercepts 
and a missile decoy inside unit is ideal. NO GUNS! They jut weigh you down, and 
you fail the mission if you shoot the MTs. After you do it you get the part via 
the mail.

Part Name: MWG-XCB/75
Part Type: Energy Rifle
Mission: Defend Ruglen Laboratory
Code Name: Stray Sheep
Defeat the unknown enemy AC before the mission ends.

Part Name: CEEC-01-XSP2
Part Type: Radiator Extension
Mission: Eradicate Lifeforms
Code Name: Pyrethrum
This is another tough part to get because the bugs can take so much punishment. 
Remember, to get the part you CANNOT break the acid containers. You must kill 
the bugs without it. Just use any beam saber, except the starting one. With the 
second most powerful beam saber, the pink one, you can kill them in seven hits. 
So just take a very heavily armored AC and a beam saber and hack away. After the 
mission ends you will get the part in the mail.

Part Name: MWG-SBZ/24
Part Type: Bazooka
Mission: Recover Ship Cargo
Code Name: Saw Pit
On the lowest level of the sunken ship there are two directions to go. There is 
the passage that will eventually lead to the cargo you need to retrieve to end 
the mission, and another passage that is nothing but a long series of halls and 
rooms. Take the way that leads you away from the mission target. Keep following 
the hallways and you will eventually come to a few rooms. Look hard to find it 
because there are several rooms, and they are all almost identical.

Part Name: CEBT-HEX
Part Type: Hover Booster Extensions
Mission: Safeguard Alloy Sample
Code Name: Razzle Dazzle
You must complete the mission without letting the truck get destroyed. If the 
truck blows up, even if you carry the alloy yourself, you don't get the secret 
part. After a successful mission, the part will be sent in the mail.

Part Name: KWX-OC-22
Part Type: Dual Shoulder Orbit Makers
Mission: Destroy Germ Canisters
Code Name: Ballerina
To get these cool doodads, you must not only complete the board. But destroy 
every enemy, including the tiny MTs that jam your FCS, and finish the board with 
a good Raven ranking. I got a B and got it. But one time I also missed just one 
enemy and I couldn't go back to kill him because the doors were closed, but I 
still got the part.

Part Name: MWG-Karasawa
Part Type: Energy Rifle
Mission: Destroy Gun Emplacements/ Distract Enemy Forces
Code Name: Fireworks
Destroy the gun emplacements as quick as possible. If you destroyed them fast 
enough you will unlock a bonus mission. Head to the transport to accept the 
mission. Just destroy the enemy MTs and survive for the five minutes and escape. 
Check your mail and the Karasawa is now yours.

Part Name: MWI-DD/20
Part Type: Decoys
Mission: Defend Water Processors
Code Name: Rumble Fishing
To find this part just jump over the pipeline to the left of the starting point. 
Try not to go out of the mission boundary because it is close to it.

Part Name: KES-ES/MIRROR
Part Type: Energy Shield
Mission Rumble Fishing/ Destroy the Bombers
Code Name: Rumble Fishing
To get the MIRROR you must defeat the AC Megalo on the first stage, and than on 
the bonus mission, destroy the two enemy bombers. You will receive the part in a 
mail notification.

Part Name: MEST-MX/CROW
Part Type: Stealth Extension
Mission: Disable Pulse Generators
Code Name: Acusector
In the room with either the third or the fourth pulse generator (depending on 
which you deactivate first), there is a hole in the ceiling right above the 
generator. Go up into the hole and down the short hall and the part is on the 
ground at the end.

Part Name: MRL-SS/SPHERE
Part Type: Back Radar
Mission: Protect Crest Convoy
Code Name: Stealthy Steps
As soon as the mission begins jump up onto the left of the trench. Continue 
straight ahead until you see a radar station. Head towards it. The part is 
located on the ground right between the radar dish and the small building. 
Complete the mission successfully and it is yours.

Part Name: KWB-MARS
Part Type: Parrying Blade
Mission: Destroy Massive Weapon
Code Name: Leviathan
When the mission starts look at the ground. There is a grate there, shoot it out 
and drop down. The part is located on a beam. After that just beat the mission 
and it is yours.

Part Name: CBT-FLEET
Part Type: Boosters
Mission: Destroy Massive MT
Code Name: Ofanim
Once you start the mission, head towards the northwest. There is a hill shaped 
like a crescent, the part is behind the hill in the middle of the clearing. Get 
it and beat the mission and it is yours.

Part Name: MLB-MOONLIGHT
Part Type: Left Arm Blade
Mission: Destroy Massive MT
Code Name: Ofanim
The best beam saber in the game. Beat the MASSIVE MT without using a consort. 
Have fun! After the mission ends, you will be given the part in the mail.

--------------------------------------------------------------------------------
The OP-INTENSIFY

The OP-INTENSIFY is a wonderful little gadget that turns your AC into a walking 
deity. It is an optional part and takes up all of the option spots in your AC. 
As you use it in certain missions or arena battles it will gain power and 
upgrade itself. You will be notified of an upgrade after the mission, when the 
OP-INTENSIFY sends you a mail regarding its newfound prowess.

In order for upgrades to occur the OP-INTENSIFY must be equipped during the 
mission or arena match as you fulfill the conditions. The following is how to 
obtain the OP-INTENSIFY, and how to unlock all of its abilities.

Part Name: OP-INTENSIFY
Part Type: Optional Part
Mission: Infiltrate Layered Hub
Code Name: Zero Division
Destroy the Controller and beat the game. When prompted to save your game, do 
so, then reload it later. You will have some mail. One of them says that the OP-
Intensify has been added to the shop. Go to the shop and buy it (It costs 0 
credits, its completely free! HA HA!).

Upgrade: Optimize Shooting Function
Mission: Defend Ruglen Laboratory
Code Name: Stray Sheep
Conditions: Defeat unidentified enemy AC and successfully beat the mission.

Upgrade: Improve Missile Interception
Mission: Defend Water Processors
Code Name: Rumble Fishing
Conditions: Defeat enemy AC and beat the mission.

Upgrade: Increase Beam Saber Length
Mission: Arena Battle E-32
Code Name: N/A
Conditions: Defeat the Raven ranked E-32 in the Arena, Exile.

Upgrade: Improved Radar
Mission: Arena Battle D-1
Code Name: N/A
Conditions: Defeat the Raven ranked D-1 in the Arena, Thunder House.

Upgrade: Decrease Booster Energy Consumption
Mission: Arena Battle A-2
Code Name: N/A
Conditions: Defeat Ace in the Arena.

Upgrade: Additional Sensors
Mission: Eliminate Intruders
Code Name: Traffic Vests
Conditions: Defeat Enemy AC and successfully clear level.

Upgrade: Enhanced Turning Ability
Mission: Bomb Disarmament
Code Name: Burnt Trash
Conditions: Defeat enemy AC and successfully clear level.

Upgrade: Blade Wave Capabilities (pressing Circle than X will cause your beam 
saber to shoot the blade like a normal wave blade, no matter what blade you use)
Mission: Destroy Massive Weapon
Code Name: Leviathan
Conditions: Successfully clear level.

Upgrade: Improved Cannon Performance (Can move while firing back weapons)
Mission: Destroy Massive MT
Code Name: Ofanim
Conditions: Destroy the MTs separated back unit and complete the mission. 

Upgrade: Improved AC Cooling
Mission: Destroy Massive MT
Code Name: Ofanim
Conditions: Clear the mission.

--------------------------------------------------------------------------------
Added Parts

The following parts are added to the shop at varying parts of the game. For most 
of them the exact time they are added is random, but usually coincides with the 
completion of a mission for the company that produces the part, and with how 
much favor the company has with you. If you have done every mission for that 
particular company, than they should give it to you.

Part Name: CAL-44-EAS
Part Type: Arm Parts
Manufacturer: Crest

Part Name: MWGG-XCG/20
Part Type: Energy Rifle
Manufacturer: Mirage

Part Name: CMX-LIC-10
Part Type: Back Mounted Weapon
Manufacturer: Crest

Part Name: MLR-MM/PETAL
Part Type: Hover Legs
Manufacturer: Mirage

Part Name: OP-E-LAP
Part Type: Optional Part
Manufacturer: Kisaragi

Part Name: CLF-D2-ROG
Part Type: Quadruped Legs
Manufacturer: Crest

Part Name: MCM-MX/002
Part Type: Core
Manufacturer: Mirage

Part Name: MWX-MX/STRING
Part Type: Back Weapon
Manufacturer: Mirage
Obtained: After reloading a save file after beating the game.

Part Name: OP-INTENSIFY
Part Type: Optional Part
Manufacturer: Kisaragi
Obtained: After reloading a save file after beating the game.

--------------------------------------------------------------------------------
Arena Parts

These are parts that you receive by advancing through the Arena ranks.

Rank: E-9 (your first victory)
Part: CWM-S60-10
Type: Small Missile Launcher

Rank: D-15
Part: MGP-VE905
Type: Generator

Rank: D-10
Part: VREX-WS-1
Type: FCS

Rank: C-15
Part: CWGG-GR-12
Type: Right Arm Grenade Launcher

Rank: C-5
Part: OP-E-LAI
Type: Optional Part

Rank: B-7
Part: CWC-SLU-64
Type: Back Weapons System

Rank: A-3
Part: CLR-00-MAK
Type: Reverse Joint Legs

Rank: A-1
Part: CAW-DC-03
Type: Weapon Arms
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

]-----------------------------------[Codes]------------------------------------[

-Steal Arena Emblems: To take the emblem of any Arena opponent that you have 
already defeated, press the start and select buttons at the same time while 
viewing the opponents AC. If done correctly you will here an indicator sound. 
This will ONLY work on ACs you have beaten in the Arena!

-If you have an Armored Core 2, or an Armored Core 2: Another Age save file on 
your memory card you can access 'first person view.' Load the Armored Core 3 
file from the memory card with the AC2 save files and pause the game during 
combat. Press the L1, R2, X, Square and down buttons simultaneously and the view 
will switch to first person. The view will reset to normal when you unpause, so 
it is pretty lame.

]----------------------------[Quirks and Screw Ups]----------------------------[

-There are two errors in the briefing for the mission Eliminate Intruders.

-BB the A-2 ranked Raven, and pilot of the Tyrant, actually goes into combat 
with an overweight AC!

-Several of the Arena competitors use the OP-INTENSIFY! Yikes!

]-------------------------[Thanks and Shameless Plugs]-------------------------[

-My friend Bryan, for kicking more ass in this game then I ever could.

-GameFaqs for kicking that much ass! (And hopefully posting this FAQ.)

-From Software for making a great game!

-Agetec for bringing said great game to the States!

-Yoshiyuki Tomino for creating the Mobile Suit Gundam universe! 

-The Coca-Cola Corporation for deciding to once again produce Cherry Coke!

-Whoever came up with the idea to design your own emblem!

-The Muse who inspired me to write this jibberish!

-And especially you, who are reading this. I hope it helps!

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This document is copyrighted to Necropenguin@yahoo.com, that's me, and this 
document may NOT be altered, reproduced, sold for profit, or especially 
plagiarized in any way shape or form without my permission, which you won't get 
so don't ask. As of tonight November 04, 2002, GameFaqs is authorized by my 
decree to display this document for public use. If I find out that my hard work 
(well not really hard, but you sit here and try doing this) is being ripped off 
I will be forced to take a rather unhappy legal action, plus I'll just plain 
find you and hurt you.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

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