FAQ - Guide for Armored Trooper: Woodo And Kummen

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Armored Trooper VOTOMs- Woodo and Kummen
FAQ version 0.1
By Scopedog([email protected])

In short, I love this game, and since I'm the star of it, I figured I might 
as well write a guide to it.  Everything that appears here is stuff I 
figured out through playing.  I don't know any Japanese and therefore can't 
read the instruction manual(the few translations herein come from my 
sister). Many thanks go to Neil Nadelman for making it possible for myself 
and others similarly impaired to clearly understand the TV series(if only he 
could make it possible for me to likewise understand the OVAs ^_^.)

Important note: I use a regular controller to play and prefer Control Type 
B.


Part 1: The Mission Disk

Bottom line- until you get auto-aim, keep the levels at 1, 10, 10, 5. What 
this means is that you walk very slowly, turn very quickly, recover PR 
quickly, and have the heaviest armor, respectively.  In game terms, it means 
you can walk and shoot forever without running out of PR and roller dash for 
a very long time.  You still have to adjust the rates quite often during 
play but I've found these levels to be the most sensible, over-all.

The default layout of the Mission Disk screen is as follows:

        Leg muscle cylinder      (1-10): 5
        Upper arm muscle cylinder(1-10): 5
        Heart-lung generator     (1-10): 5
        Armor class     (Light0-5Heavy): 3
        Special ability : Kick

        Weight            (kg) : 7626 Turning effeciency     (%): 70
        Speed efficiencies(km/h       Acceleration effeciency(%): 67
                Walking speed    : 16 Accuracy               (%): 79
                RD time speed    : 41 PR Fluid Recover power    :  5
                RD time top speed: 82

In game terms, Leg muscle cylinder affects inertia and walking speed, Upper 
arm muscle cylinder affects turning speed, Heart-Lung generator affects PR 
recovery, and Armor level is self-explanatory.

Weight and Walking speed are self-explanatory but RD(Roller Dash) time speed 
is the speed at which you idle and top speed is the highest speed you can

accelerate to.  Turning effeciency is the rate at which you spend SPR while 
turning, acceleration effeciency is the rate at which you spend SPR while 
accelerating, and accuracy is the the rate at which you spend PR while 
looking up and down.  PR fluid recovery power is self-explanatory.


Part 2: The Levels

I've got no idea what the mission screens say or what the mission 
requirements for each level really are, but my basic strategy is to kill 
everything except the truck in Mission 3.

Mission 1

Special ability: Kick

There are 2 really good strategies for defeating Conin.  The first and most 
obvious is to hide behind the closest obstruction and wait for him to appear 
in front of you, then just shoot at him with your back to the wall.  If you 
can sustain long bursts of succesive hits, he'll keep moving around and miss 
you because of it.  The benefit of this strategy is that, as long as you're 
close to the wall, he can't get behind you.  It's also good to run to a 
corner, because then it's even easier to keep him in your sights.

The second strategy is to roller dash towards him as soon as the battle 
starts.  It's a good idea to strafe to the left a little, but when you see 
him fire, aim where the fire is coming from, wait several moments, then 
roller dash backwards.  As you dash backwards, keep track of where the fire 
is coming from and keep shooting there; you'll kill him before he gets near 
enough to pull off any fancy footwork.  It's important to wait before you 
roller dash backwards because if you don't wait long enough, he'll go behind 
the obstruction in front of him instead of coming straight towards you.

Mission 2

Special ability: Loop Turn, Kick

It's possible to just roller dash through this level.  You ought to set your 
mission disk to 1, 10, 10, 0 for this.  When the level starts, set your SPR 
rate to at least equal to your PR then just roller dash.  You don't even 
need to accelerate.  When you get to the 3 emplacements in your way, Armored 
Punch one of them twice and roller dash on through.

It's also possible to kill everything.  To kill the emplacements, walk close 
enough to them to be fired upon, then step back and shoot where the fire 
came from.  To kill the ATs and the 2 ATs in the Armored Flying Vehicles, 
just shoot them while strafing.  Keep in mind throughout the game that your 
range is longer than everything but other ATs.

On some TVs you can see the emplacements before they can fire.  'Nuff said.

Mission 3

Special ability: Allround Burst, Loop Turn, Kick

Start out by roller dashing until you're fired upon by the police tank, then 
quickly step just out of range and stay there.  Kill the 2 helicopters and 
the 2 cops with bazookas.  Roller dash to the right of the gunfire and go 
right up to the tank and stand to the right of it's gun.  Armored Punch it 4 
times then do the same to the other tank.  Roller Dash straight to where the 
"o" is:

         I        I
         I        I
         Io       I
        xI        I
_________I        I______
            ____
           /    \
       c   I    I
           \____/
_________          ______
         I        I
         I        I
         I        I

All the copters come from the "x", so as long as you cover that spot, the
truck will be fine.  You don't need to kill anything else but it's fun to
shoot and run over cops at "c" before you head to "o", just make sure no
copters get to the truck.

Mission 4

Special Ability: Allround Burst, Loop Turn, Kick

There's no real strategy to this level, but one loose pattern I've formed is 
to turn left and roller dash towards the bazooka cop on the left wall and 
run him over(with SPR at twice PR).  Then I turn around and kill the tanks 
and cops in the middle of the battlefield.  Then, sticking to the walls, I 
work my way, counter-clockwise, from west to north, destroying tanks and 
running over bazooka cops(the best way to kill them).

To kill the Brutishdog, just stay behind either of the northern obstructions 
until she gets in front of you then fight her the same way as Conin.  You 
can also charge and retreat while firing, like Conin, first, and then hide 
behind an obstruction; you'll do alot more damage that way.  It also works 
to just shoot her as she runs towards you, but not if you've taken too much 
damage.

Mission 5

Special ability: Weapon Selector

I always go left here.  The best way to kill the first 2 tanks is to strafe 
and fire at them, back and forth between cover until they die; they'll 
rarely hit you.  You might want to kill the next 3 copters with Solid 
Shooter to conserve missiles, but if you're a bad shot, use missiles.  
Either way, just stand your ground until they're dead; your roller dash is 
too slow to evade the missiles they fire.  If you've got any Solid Shooter 
left, use that on the next 2 copters, otherrwise use Vulcan(or missiles if 
you're a bad shot). Next, standing on the right wall of the 3 tank, 2 cop 
barricade, roller dash sideways and missile the 2 cops, then kill the tanks 
with machine gun by strafing left and right in front of them until they're 
dead.  Now turn on your missiles and put your SPR at twice PR and roller 
dash at top speed over the 2 cops that appear in front of you then turn left 
and missile the copter behind them.  Roller dash until you're out of the 
range of bazookas then change to machine gun and kill the tank behind the 
wall.  The are 2 more tanks past it that you can kill without them 
attacking.  Turn right and vulcan the 2 copters there, but stick to the 
north wall.  From the right of the barricade, roller dash left and missile 
the 2 bazooka cops then kill the 2 tanks by standing on the left of the 
barricade and shooting from cover. Next missile the last 2 cops and if 
you've got any left, missile or SMM the last 2 tanks, then roller dash to 
victory.

Mission 6

Special Ability: Allrange Burst, Loop Turn, Double Arm Punch, Kick

Choose Double Arm Punch as your special ability and charge the Brutishdog. 
The only way to win is to Double Arm Punch her at least once and then fight 
her like Conin with your back to the north wall.  You can Double Arm Punch 
her to death, too.

Mission 7

Special Ability: Allrange Burst, Loop Turn, Double Arm Punch, Kick

All the same old rules apply here.  Run over cops and stand under bazooka 
cops to avoid there fire, then step back and shoot them.

Mission 8

Special Ability: Allround Burst, Loop Turn, Double Arm Punch, Kick, Allrange 
Burst

Same old rules.  Step cautiously towards multiple ATs so you only fight one 
at a time.  Some ATs charge you, fight these like Conin; the best tactic is 
to charge and retreat while firing.

Mission 9

Special Ability: Allround Burst, Loop Turn, Double Arm Punch, Kick, Auto 
Tracking, Allrange Burst

Use Auto Tracking and set your mission disk to 1, 1, 10, 5.  Run over 
guerillas and just stand your ground to kill Turtles.  Strafe around tanks. 
Just shoot the missile trucks.

Mission 10

Special Ability: Allround Burst, Loop Turn, Double Arm Punch, Kick, Auto 
Tracking, Allrange Burst

Use Auto Tracking and set your mission disk to 1, 1, 10, 5.  Immediately 
Roller dash backwards and keep shooting straight ahead.  When the Turtle 
gets close adjust your aim until it dies(with your back to the wall).
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corrections, complaints, and compliments to [email protected].

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