Steel Battalion

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FAQ

Tekki (JAP)
for X-Box
Version 1.02
Last updated 10/21/02

Written by:
Mike Maraldo
daimao mike

For comments, corrections, contributions, etc. send a *succinct* email to:
mike_box@hotmail.com
 (I receive, daily, junk mail in numbers that need to be expressed in powers to 
the 
ten. If you want your mail to make it to me, make the title "FAQ". Anything else 
gets 
erased.)

**********  CONTENTS  ***********

* I BASICS *

1) Intro/Story
2) Controls
3) Game Mechanics

* II NUTS & BOLTS *

4) VTs (Vertical Tank)
5) Main Weapons
6) Sub Weapons
7) Enemies

* III VT OPERATION *

8) Survival
9) Override
10) Communication
11) Supplies

* IV MISSION WALKTHROUGH * 

12) Campaign 1 (Missions Tutorial-10)
13) Campaign 2 (Missions 11-23)

* V Extras *

14) Tips and Tricks
15) Cheats and Codes
16) Things this FAQ needs!
X) Version History
Z) Credits

**********  I  BASICS  **********

1) INTRO/STORY 
Tekki is a Mech simulation game where you pilot lumbering 24 meter-tall VTs 
(Vertical 
Tanks) in a series of combat missions based in the near future. What makes this 
game 
special is the effort the designers invested into creating a game that makes you 
feel 
like you are really trapped in the cramped cockpit and controlling said VT. The 
most 
obvious element is the gigantic controller, which allows for control and a 
feeling 
of immersion unlike anything I have ever experienced in a game before. The 
controller 
also put Tekki at the 18,000 JYE price range, limiting sales, making it 
artistically 
a triumph, and economically a failure. As I'm sure that the numbers for this game 
came as no surprise, thanks to Capcom for taking the hit and making this game.
Tekki is a single player game, you cannot link with another X-box and there is no 
network support. There are plans for a sequel/add-on for the game that will allow 
network play. That is another game and no information on that will be included in 
this FAQ.

The story goes something like: In the year 2080, A south Asian territory, Hai Shi 
Dao declares independence from the local super power PRF (Pacific Rim Forces) and 
invades neighboring territories while seizing all foreign assets within its 
borders.  
During the invasions you and the "Sarge" (who looks like he's made of greasy 
clay) 
(who were engaged in what is thankfully the only dialogue of any length in the 
game), 
get interrupted by the surprise attack on your base. In the chaos, you of course 
jump 
in the new prototype PRF's VT which was lying around for testing or something, 
and 
fight off the invaders in the introduction "tutorial". 
You then join the counter invasion force against the Hai Shi Dao army and fight 
your 
way through the 10 counterattack missions. After that you get the chance to 
participate in missions 11-24 with a recycled story & maps (with the exception of 
the about three maps). In other words Tekki's story is yet another rehash of the 
same 
unoriginal boring plot elements that we've all seen before, thankfully the 
designers 
stopped pretending that your character was part of the story around mission 1, 
and 
you revert back to your role as faceless cannon fodder (despite the claymation 
sage 
who taunts you with useless advice every time you fail a mission).
But you didn't buy this game for the story right?
 
2) CONTROLS
Finish bolting the controller together and get things hooked up, now what do all 
these 
buttons do? (Just a note, but the right joystick is supposed to be that stiff, 
your 
controller is not broken.)

[First off navigate pre-game menus with the camera hat switch on the left 
controller 
and select with main weapon on the right controller, back out of menus by 
pressing 
lock-on on the right controller.]

*RIGHT BLOCK*
Joystick - controls the aim of your weapons.
Trigger (Joystick) - activates the sub-weapon/manipulator.
Lock On (Joystick) - press to lock on when you aim cursor is over a lockable 
enemy.
Main Weapon (Joystick) - use to fire your main weapon.
Eject Button - press to eject, (you will loose current VT) useful to avoid your 
pilot 
becoming very dead when the VT explodes.
Hatch Close Button - press to close the VTs cockpit.
Start Button - press after cockpit is closed to boot OS.
Ignition Button - press to start main engine after subsystems have been activated.
Open/Close Button - press to retract/open the radar sub-screen located on the top 
of the view screen.
Map Zoom Button - use to toggle between the two levels of map zoom.
Sub-Screen Mode Button - use to toggle between the different modes. (map/kill 
count/objective/team status/VT status)
Camera Mode Button - use to toggle between the different camera modes. 
(front/rear/sky/target)
Zoom Buttons - use to zoom your main view screen in and out.

*CENTER BLOCK*
F1 Button - used for mission specific actions and disengaging the extra armor. 
(if 
you need it, it will flash.)
Tank Detach Button - used to release empty gas tanks as they are expended. (your 
VT 
will move faster if it is lighter, however a refuel chopper will refill empty 
reserve 
tanks if you still have it so don't release unless you have enough gas to get 
home.)
FSS Button - used for activating the targeting forecast system (it will lead your 
shots based on enemy movement, not always the best choice.)
F2 Button - used for mission specific actions (if you need it, it will flash.)
Override Button - Override the safety locks and push your engine to the max 
(faster 
movement and better performance but you will burn gas faster).
Manipulator Button - used for toggling the sub-weapon and manipulator arm (used 
for 
opening doors, picking up cows & stuff.)
F3 Button - used for mission specific actions (if you need it, it will flash.)
Night Vision Button - toggle night vision on/off.
Line Change Button - press to change the color of the HUD lines (useful for 
seeing 
the green HUD lines on a green night vision screen, but beware most colors are 
one-toned, i.e. allies are the same color as enemies).
Communication Tuner - used to change between five COM frequencies.
Communication Button 1 - used to begin communication with whichever frequency 
your 
tuner is set to, also to confirm reception of a message.
Communication Button 2 - used to ask for a repeat of the previous message.
Communication Button 3 - used to ask for supplies.
Communication Button 4 - Used to ask for help until mission 10, programmable 
after 
mission 10.
Communication Button 5 - programmable after mission 10.
Wash Button - press to wash the main camera's lens, clearing away dirt from 
falling 
or enemy fire.
Extinguisher Button - press to put out internal fires (will flash when necessary)
Chaff Button - press to release chaff to confuse enemy missiles (the button will 
flash 
when a missile is locked on you.)
Main Weapon Button - press to cycle through available main weapons.
Sub Weapon Button - press to cycle through available sub weapons.
Magazine Change Button - press to reload main weapon's magazine (will flash when 
necessary)

*LEFT BLOCK*
Joystick - use to turn your VT left and right.
Joystick Hat - use to move your main camera.
5 Toggle Switches - used in the VT power-up sequence.
Gearshift - use to change gears (R, N, 1-5). You can move in any gear but the 
acceleration and top speeds are different for each gear (putting it in reverse 
while 
moving forward will trip your VT).

*PEDAL BLOCK*
Gas Pedal - gas.
Brake Pedal - brakes.
Dodge Pedal - use to make your VT dodge enemy fire. You can dodge at any time and 
at any speed as long as you have enough hydraulic power built up, the length you 
hold 
down the pedal determines the size of the leap. Press while in gears N-5 and you 
will 
jump forward, while in reverse you will jump backwards, if you press the left 
joystick 
left/right and press the dodge pedal you will leap left/right in any gear.


3) GAME MECHANICS
Create a pilot, begin the campaign, set up your VT and start the mission. As you 
clear 
missions and destroy enemies you are rewarded with supply and battle points. 
Supply 
points are used to buy: supply chopper runs, and new VTs. (any VT purchased 
during 
a campaign will be useable in free mode). Battle points are rewarded in the same 
manner 
as supply points however they are like experience points, when you get enough you 
will raise a rank (for a list of ranks and point values see below). 3rd 
generation 
VTs can only be piloted by higher ranks (starting at Second Lieutenant, if I 
remember 
correctly.) so you may want to repeat the first scenario a few times before 
moving 
on to the harder missions as you will need the extra points in the later missions 
(not to mention unlocking the 3rd generation VTs). After you complete a scenario 
you 
are given a choice of restarting the original scenario at one of three difficulty 
levels or starting the second scenario set (the veteran difficulty level will 
become 
available after you clear it once.)
In addition to rank you can also receive decorations for beating the scenarios on 
normal or veteran difficulty levels (also rookie for the second scenario). I have 
also received some decorations during a scenario so perhaps decorations are point 
triggered as well.
 
* Command Points - Rank *
0 - Corporal
25000 - Lieutenant 
50000 - Staff Sergeant
85000 - Sergeant Major
120000 - Warrant Officer
160000 - Second Lieutenant 
220000 - First Lieutenant
300000 - Captain
400000 - Major
550000 - Lieutenant Colonel (I could use the start & ignition full screen trick 
from 
around here)
800000 - Colonel (unconfirmed, but rumor has it you can use the juggernaut at 
this 
rank)

* Difficulty Levels *
The game offers three difficulty levels, the difference is enemies take more hits 
on higher difficulty and the point system is different.
Rookie - Command Points = points x 0.5 / Supply Points = points x 2.0 
Normal - Command Points = points x 1.0 / Supply Points = points x 1.0
Veteran - Command Points = points x 1.2 / Supply Points = points x 0.8
In other words you won't be going up rank very fast in rookie mode, but you'll be 
hard up for supply points in Veteran mode.

Also beating mission 23 in Normal mode shows a screen asking you to beat it in 
Veteran 
mode and unlocked a movie viewer in the config screen.
I have yet to beat mission 23 in Veteran mode so I cant confirm but rumor has it 
that 
there are unlimited ammo and fuel switch that becomes available after beating 
Veteran.

* Free Mission Mode *
The free mission option will appear after you have beaten mission 1. You can 
replay 
any mission that you have played in the past and use any VT that you have 
unlocked 
in the game (doesn't matter if the pilot who got that far is dead or alive). In 
the 
free mission mode you will have the option to hear the briefing, config, and 
complete. 
Beating levels in either rookie or normal difficulty will unlock both difficulty 
levels in the free mission mode. However you will have to beat Veteran difficulty 
missions to unlock them in the free mode. The reinforcement screen is not 
available 
as there are no points in the free mode.


********  II NUTS & BOLTS  ********

4) VT (Vertical Tank)
The lumbering VTs that you will be piloting and battling with are called Vertical 
Tanks, despite the lackluster name they are what you came for. Each VT is 
different 
in performance, features, offence and defense, as well as the weapons you can 
equip. 
Below is a list of the useable VT you will encounter.
Format:
*VT Name*
Manufacturer: (company name)
Generation: (1-3)
Type: (weight class)
Cost: (supply point #)

*Features*
F.S.S.: (Yes/No, targeting forecast computer)
Override: (Turbo switch, more power, less gas)
Stealth: (registers on radar or not)
Optional Armor: (can attach extra armor)
Fuel Tank: (0-2, how many extra tanks can you attach)

*Stats*
Max Speed: (top speed)
Stabilizer: (balance level)
Durability: (toughness)
Torque: (raw push)
Veering: (turn rate)
Fuel load: (how much fuel in one tank)
MAX load: (max weight)
STD load: (suggested weight, over this and you will move slower)

-Decider-
Manufacturer: Komatsu L.S.
Generation: 1st
Type: Medium
Cost:3000

*Features*
F.S.S.:N
Override: N
Stealth: N
Optional Armor: N
Fuel Tank:2

*Stats*
Max Speed:9
Stablizer:7.5
Durability:4
Torque:4.5
Veering:4.25
Fuel load:13
MAX load:16
STD load:14

-Falchion-
Manufacturer: WM
Generation: 1st
Type: Light
Cost:2500

*Features*
F.S.S.:N
Override: N
Stealth: N
Optional Armor: N
Fuel Tank:1

*Stats*
Max Speed:9
Stablizer:5
Durability:3
Torque:4
Veering:8
Fuel load:8.5
MAX load:12
STD load:10

-Prominence M1-
Manufacturer: Komatsu L.S.
Generation: 2nd
Type: Medium
Cost:5000

*Features*
F.S.S.:Y
Override: Y
Stealth: Y
Optional Armor: Y
Fuel Tank:2

*Stats*
Max Speed:9
Stablizer:7.25
Durability:5.25
Torque:3
Veering:7.5
Fuel load:14
MAX load:24
STD load:22

-Blade-
Manufacturer: WM
Generation: 2nd
Type: Light
Cost:4000

*Features*
F.S.S.:Y
Override: Y
Stealth: Y
Optional Armor: N
Fuel Tank:1

*Stats*
Max Speed:11
Stablizer:6.5
Durability:4
Torque:4.5
Veering:10.5
Fuel load:8.75
MAX load:17
STD load:15

-Juggernaut?/Prominence M2?-
Manufacturer: ?
Generation: 1st
Type: Medium
Cost:?

*Features*
F.S.S.:?
Override:?
Stealth:?
Optional Armor:?
Fuel Tank:?

*Stats*
Max Speed:?
Stabilizer:?
Durability:?
Torque:?
Veering:?
Fuel load:?
MAX load:?
STD load:?

*Notes*
This slot is a guess but according to what I've heard you can use the Juggernaut 
when you reach colonel rank and this is the only slot left unavailable. It seems 
strange though, because if it is a playable VT the Prominence M2 would logically 
come 
here. I'll update when I can confirm more.

-Vitzh-
Manufacturer: Lycoming D.S.
Generation: 1st
Type: Light
Cost:2000

*Features*
F.S.S.:N
Override: N
Stealth: N
Optional Armor: N
Fuel Tank:2

*Stats*
Max Speed:7.5
Stablizer:14
Durability:3
Torque:4.5
Veering:8
Fuel load:13
MAX load:12
STD load:10

-Vortex-
Manufacturer: Goodman
Generation: 1st
Type: Medium
Cost:1500

*Features*
F.S.S.:N
Override: N
Stealth: N
Optional Armor: N
Fuel Tank:1

*Stats*
Max Speed:7
Stablizer:5.5
Durability:3.5
Torque:5
Veering:3.75
Fuel load:8
MAX load:16
STD load:14

-Scarface-
Manufacturer: Goodman
Generation: 1st
Type: Medium
Cost:3500

*Features*
F.S.S.:N
Override: N
Stealth: N
Optional Armor: N
Fuel Tank:2

*Stats*
Max Speed:8.25
Stablizer:6.75
Durability:5
Torque:5
Veering:4
Fuel load:12.5
MAX load:17
STD load:15

-Scarface A1-
Manufacturer: Goodman
Generation: 1st
Type: Light
Cost:2600

*Features*
F.S.S.:N
Override: N
Stealth: N
Optional Armor: N
Fuel Tank:2

*Stats*
Max Speed:8.75
Stablizer:4.75
Durability:4
Torque:5
Veering:7.5
Fuel load:12.5
MAX load:13
STD load:12

-m-Vitzh-
Manufacturer: Lycoming D.S.
Generation: 1st
Type: Light
Cost:2500

*Features*
F.S.S.:N
Override: N
Stealth: N
Optional Armor: N
Fuel Tank:2

*Stats*
Max Speed:8.25
Stablizer:13.5
Durability:3.5
Torque:4.5 

Veering:4
Fuel load:12.5
MAX load:14
STD load:10

-Jaralaccs N-
Manufacturer: WM
Generation: 2nd
Type: Heavy
Cost:10000

*Features*
F.S.S.:Y
Override: Y
Stealth: Y
Optional Armor: N
Fuel Tank:2

*Stats*
Max Speed:10.5
Stablizer:6.5
Durability:6.75
Torque:4.75
Veering:6.5
Fuel load:13.75
MAX load:24
STD load:20

-Jaralaccs C-
Manufacturer: WM
Generation: 2nd
Type: Heavy
Cost:12000

*Features*
F.S.S.:Y
Override: Y
Stealth: Y
Optional Armor: N
Fuel Tank:2

*Stats*
Max Speed:9.25
Stablizer:6.5
Durability:7.75
Torque:4.75
Veering:6.5
Fuel load:13.75
MAX load:25
STD load:21

-Scarface II-
Manufacturer: Goodman
Generation: 2nd
Type: Medium
Cost:5000

*Features*
F.S.S.:Y
Override: Y
Stealth: Y
Optional Armor: N
Fuel Tank:2

*Stats*
Max Speed:9
Stablizer:7
Durability:6
Torque:3
Veering:6.25
Fuel load:13
MAX load:24
STD load:20

-Maelstrom-
Manufacturer: Goodman
Generation: 2nd
Type: Medium
Cost:5000

*Features*
F.S.S.:Y
Override: Y
Stealth: Y
Optional Armor: N
Fuel Tank:1

*Stats*
Max Speed:9
Stablizer:6.5
Durability:5.5
Torque:5.5
Veering:6
Fuel load:8.5
MAX load:22
STD load:19

-Behemoth-
Manufacturer: Lycoming D.S.
Generation: 2nd
Type: Heavy
Cost:12000

*Features*
F.S.S.:Y
Override: Y
Stealth: Y
Optional Armor: N
Fuel Tank:0

*Stats*
Max Speed:6
Stablizer:4.5
Durability:13.75
Torque:13.75
Veering:3.5
Fuel load:8.5
MAX load:29
STD load:26

-Regal dress N-
Manufacturer: Lycoming D.S.
Generation: 3rd
Type: Medium
Cost:14000

*Features*
F.S.S.:Y
Override: Y
Stealth: Y
Optional Armor: N
Fuel Tank:0

*Stats*
Max Speed:12
Stablizer:6.5
Durability:8.75
Torque:5
Veering:8.5
Fuel load:13
MAX load:26
STD load:24

*Notes*
The Regal Dress N's usefulness is severely limited by not having any extra fuel 
tanks.

-Regal dress A-
Manufacturer: Lycoming D.S.
Generation: 3rd
Type: Medium
Cost:12000

*Features*
F.S.S.:Y
Override: Y
Stealth: Y
Optional Armor: N
Fuel Tank:0

*Stats*
Max Speed:12
Stablizer:6.5
Durability:7.75
Torque:5
Veering:8.5
Fuel load:13
MAX load:26
STD load:24

*Notes*
Like the N version the Regal Dress is severely limited by not having any extra 
fuel 
tanks. Spend the extra 2000 and get the N for better weapons and more durability.

-Quasar-
Manufacturer: Lycoming D. S.
Generation: 3rd
Type: Medium
Cost: 20000

*Features*
F.S.S.: Y
Override: Y
Stealth: Y
Optional Armor: N
Fuel Tank: 0

*Stats*
Max Speed:13.5
Stabilizer:12.5
Durability:6
Torque:5
Veering:13
Fuel load:11
MAX load:29
STD load:27

*Notes*
Find this VT hidden on the third level of mission 7 or 17. The Quasar will give 
you 
the enemy version of the rail gun as well as some mean cannon weapons.


5) Main Weapons
Each VT can carry different weapons, three slots for main weapons and three for 
sub. 
Below is a list of the main weapons in the game.
Format:
*(Main Weapon Name)*
Type: (of weapon)
Firepower: (damage done with a hit)
Weight: (#)
Ammo(Clips): (Starting ammo)(# of clips)
Range: (#, note that 100 here = 1000 units in game range finder)



*120-MG*
Type: MG
Firepower:40
Weight:02
Ammo(Clips):200(2)
Range:000-100

*149-MG*
Type: MG
Firepower:60
Weight:03
Ammo(Clips):200(2)
Range:000-100

*200-ar*
Type: Assault Rifle
Firepower:250
Weight:03
Ammo(Clips):20(2)
Range:000-150

*270-ar*
Type: Assault Rifle
Firepower:300
Weight:05
Ammo(Clips):20(2)
Range:000-150
Note: Can fire in bursts of 5.

*315-sb*
Type: Cannon
Firepower:400
Weight:05
Ammo(Clips):20(3)
Range:000-175

*355-sb*
Type: Cannon
Firepower:600
Weight:08
Ammo(Clips):20(3)
Range:000-200

*430-sb*
Type: Cannon
Firepower:1000
Weight:10
Ammo(Clips):20(3)
Range:000-200
Note: Big Range, Big Damage, Big Gun.

*315-dr*
Type: Cannon
Firepower:400
Weight:07
Ammo(Clips):20(3)
Range:000-150
Note: Fires two shells each trigger.

*270-ri*
Type: Cannon
Firepower:300
Weight:03
Ammo(Clips):20(3)
Range:000-150

*320-sr*
Type: Cannon
Firepower:500
Weight:06
Ammo(Clips):20(3)
Range:000-200

*315-qr*
Type: Cannon
Firepower:400
Weight:07
Ammo(Clips):30(2)
Range:000-150
Note: Can fire in bursts of 3.

*335-qr*
Type: Cannon
Firepower:600
Weight:10
Ammo(Clips):30(2)
Range:000-175
Note: Can fire in bursts of 3.

*4A-rec*
Type: Cannon
Firepower:400
Weight:02
Ammo(Clips):20(3)
Range:025-100
Note: Light and strong, but short range and easy to dodge.

*77-rec*
Type: Cannon
Firepower:200
Weight:02
Ammo(Clips):20(3)
Range:025-100
Note: Weaker punch but you don't have to hit directly to do damage.

*Mk21-R*
Type: Cannon
Firepower:300
Weight:04
Ammo(Clips):48(0)
Range:050-100
Note: Fires 6 shots every trigger.

*Mk34-R*
Type: Cannon
Firepower:400
Weight:04
Ammo(Clips):32(0)
Range:050-100
Note: Fires 4 shots every trigger.

*HVM-la*
Type: Cannon
Firepower:1500
Weight:08
Ammo(Clips):15(0)
Range:100-250
Note: Watch the range and time your shots as this gun misses a lot.

*225-hw*
Type: Artillery
Firepower:250
Weight:03
Ammo(Clips):15(2)
Range:100-175

*305-hw*
Type: Artillery 
Firepower:400
Weight:06
Ammo(Clips):10(2)
Range:100-200

*As-mis*
Type: Missile
Firepower:1000
Weight:05
Ammo(Clips):10(0)
Range:100-250
Note: Keep an eye on the range indicator, as missiles fired within 1000 meters 
will 
not do any damage.

*Pz-mis*
Type: Missile
Firepower:1200
Weight:05
Ammo(Clips):10(0)
Range:100-250
Note: Keep an eye on the range indicator, as missiles fired within 1000 meters 
will 
not do any damage.

6) Sub Weapons
Same as above here lies the sub weapon list:

*67-CG*
Type: MG
Firepower:10
Weight:02
Ammo(Clips):500(0)
Range:000-050

*80-CG*
Type: MG
Firepower:20
Weight:02
Ammo(Clips):400(0)
Range:000-050

*100-CG*
Type: MG
Firepower:30
Weight:02
Ammo(Clips):300(0)
Range:000-050

*135-CG*
Type: MG
Firepower:60
Weight:03
Ammo(Clips):200(0)
Range:000-075

*205-PT*
Type: Plasma torch
Firepower:75
Weight:01
Ammo(Clips):0(0)
Range:000-100
Note: Close combat weapon, line it up and pull the trigger, your VT will slide 
forward 
and knock down the enemy VT with a direct hit. Be careful as you will be unable 
to 
lock on and use your main weapon when a close combat sub weapon is equipped.

*22b-PT*
Type: Plasma torch
Firepower:150
Weight:02
Ammo(Clips):0(0)
Range:000-100
Note: Close combat weapon, line it up and pull the trigger, your VT will slide 
forward 
and knock down the enemy VT with a direct hit. Be careful as you will be unable 
to 
lock on and use your main weapon when a close combat sub weapon is equipped.

*CUT-B*
Type: Drill
Firepower:200
Weight:05
Ammo(Clips):0(0)
Range:000-100
Note: Close combat weapon, line it up and pull the trigger, your VT will slide 
forward 
and knock down the enemy VT with a direct hit. Be careful as you will be unable 
to 
lock on and use your main weapon when a close combat sub weapon is equipped.

*DS-GM*
Type: Missile
Firepower:200
Weight:03
Ammo(Clips):30(0)
Range:025-075

*DS-mis*
Type: Missile
Firepower: 
Weight:02
Ammo(Clips):60(0)
Range:025-075

*12-MLR*
Type: Rocket
Firepower: 500
Weight:08
Ammo(Clips):36(0)
Range:100-200
Note: Each shot launches 12 rockets, devastating if they hit. Good for groups of 
VTs.

*8-MLR*
Type: Rocket
Firepower: 500
Weight:06
Ammo(Clips):24(0)
Range:100-200
Note: Each shot launches 8 rockets, devastating if they hit. Good for groups of 
VTs.

*GND*
Type: Grenade
Firepower:200
Weight:01
Ammo(Clips):20(0)
Range:010-050

*T-GND*
Type: Grenade
Firepower:150
Weight:02
Ammo(Clips):30(0)
Range:010-050
Note: 3-way

*370-hw*
Type: Artillery
Firepower: 700
Weight:10
Ammo(Clips): 50(0)
Range:100-225
Note: Direct hit is not necessary: shells break into cluster bombs to inflict 
area 
damage.

*550-hw*
Type: Artillery
Firepower: 1000
Weight:12
Ammo(Clips): 40(0)
Range:100-250
Note: Direct hit is not necessary: shells break into cluster bombs to inflict 
area 
damage.


*AVTM*
Type: Mine
Firepower:300
Weight:02
Ammo(Clips):12(0)
Range:000-015

*NPM*
Type: Flamethrower
Firepower:10
Weight:02
Ammo(Clips):900(0)
Range:000-030
Note: Direct hits may start fires inside of the target VT. 

*NPM*
Type: Artillery
Firepower:75
Weight:02
Ammo(Clips):100(0)
Range:050-100
Note: Direct hits may start fires inside of the target VT. 

*AVTDT*
Type: Missile
Firepower: 1500
Weight:08
Ammo(Clips):6(0)
Range:100-250
Note: Dubbed the "VT killer", the name says it all.

*Rail-G* (allied type)
Type: Rail gun
Firepower: 2000
Weight:12
Ammo(Clips):10(0)
Range:000-250
Note: Nothing beats the rail gun, NOTHING. The weight, limited ammo, hydraulics 
drain, 
and slow aiming movement are restrictive, but one shot will topple most VTs and  
Rail-G speed and firepower can't be beat.

*Rail-G* (enemy type)
Type: Rail gun
Firepower: 2500
Weight:12
Ammo(Clips):8(0)
Range:000-250
Note: Enemy Rail gun recovered from the prototype Quasar VT hidden in missions 7 
& 
17. There is a pause between the moment you pull the trigger and when you fire. 
(This 
actually helps more than hinders as enemy VTs will dodge when you pull the 
trigger, 
the charging gun will track and make the hit)  It does more damage, but only 
carries 
8 shots.

*Smoke*
Type: Smoke screen
Firepower:0
Weight:01
Ammo(Clips):12(0)
Range:000-015
Note: For a very brief moment enemy units will be unable to target you.


 

7) Enemies
There is more to destroy that other enemy VT's, below is a list of enemy units 
and 
their point values.

*VTs*
Vitzh - 200
m-Vitzh - 250
Vortex - 250
Scarface A1 - 380
Scarface - 400
Scarface II - 500
Jaralaccs N - 500
Jaralaccs C - 500
Maelstrom - 500
Behemoth - 600
Jaralaccs NS - 800
Regal Dress N - 800
Regal Dress A - 800
Juggernaut - 1500

*VEHICLES*
Army Truck - 10
Transport Truck - 10
U4 Jeep - 10
Electro-trip wire trap truck - 20
M9 Tank - 40
Giraffe - 100
Scyla (missile spider) - 200
M307 PG self propelled Artillery - 30

*OTHER*
Infantry - 5
Anti VT Infantry - 10
Missile Boat - 30
Turret MG - 40
Turret Cannon - 40
Artillery - 40
Destroyer - 800
Battleship - 1000
VT Boss "The Cubed Eye"- 2000 


*AIRCRAFT*
JH-151 Raptor Attack Helicopter - 40
JH-2 Buffalo Anti-VT Helicopter - 50
Presidential Hawk-11 VTOL - 3000

*UNDER CONSTRUCTION*


********  III VT OPERATION  ********


8) Survival
Don't Get Hit - Sounds easy enough right? It is as long as you keep control of 
the 
battle. Death usually comes when you are being attacked from different angles or 
don't know where enemy fire is coming from. Things you should keep track of are:
Ammo - Keep a general idea of how many bullets you have left. If you don't have 
enough 
to take out the next group of enemies then back off and call for supplies. If you 
can't stop for supplies get in close and make your last shots count.
Distance - When you are selecting arms for your VT pay attention to the effective 
ranges for the weapon. Firing missiles inside of 1000 meters will result in a 
pleasing 
explosion but no damage. Firing a cannon with a 1500 limit at a target 1700 away 
will 
result in a "hit" and some pretty sparks, but again, no damage. 
Enemy ID - When you lock on see that name displayed there? As most enemy VT types 
share the same load out you will be able to tell who to destroy first and who to 
keep 
your eye on for incoming bundles of death (i.e. rail gun shots both hurt more, 
and 
are harder to dodge than a rocket due to projectile speed). As such, VT type 
dictates 
what kind of projectiles will be flying towards you, and how alert you should be.
Dodging - With a little practice you will be dodging pretty much everything from 
rail 
gun slugs to IR missiles. Keep track of which way your VT is facing and then use 
the 
left joystick or gearshift to jump in one of four directions.
Chaff ? It's ok to dodge or ignore shoulder-mounted, or chopper AVT missiles 
(Most 
non-VT sized land units do no real damage until you get to Veteran level), but 
the 
bigger ones that enemy VTs throw at you hurt if you miss the dodge. You have tons 
of chaff, use it.
Facing - Don't get hit from behind or above, it hurts. If you're running away, 
pay 
attention to your short range radar to track incoming shots. Also you would be 
surprised at what you can deflect with the sides of your VT, protect the center, 
which 
contains the fragile human pilot. Also you are a lot harder to hit when you are 
running 
to the side rather that directly at the enemy.
Falling Down - Happens to us all, use the dodge pedal to keep your balance if you 
notice the fall fast enough. If you fall, brake then, wait until your speed is 
under 
10kmh and then press the gas pedal and you will stand up. Despite all that 
grinding 
and banging you hear, falling down does no damage to your VT. If you have 
override 
now would be a good time to engage it as you are easy to hit as your VT starts 
acceleration from zero. Also with VTs with high torque value be careful with the 
override, as starting out in higher gears will topple your VT from the pure 
acceleration. Falling down is also a way to avoid non guided projectiles, but the 
vulnerability you display getting up makes it a last resort.
Surroundings - VTs are big and clumsy as such they do not fight well in cramped 
spaces, 
or in clusters. I have died countless times because of moronic teammates blocking 
the way, impairing movement, and knocking me down. Buildings will normally not 
topple 
your VT (unless you had a running start) but will keep you from dodging so when 
approaching enemy VTs keep an idea of what's around you. There are rare times 
where 
walls and buildings come in handy. You can edge your VT up to a corner and fire 
at 
targets while keeping your body behind the wall as your cannon arm fires from a 
position slightly right of your VT. This of course is a handicap if you are 
approaching 
a corner in the opposite direction.
F.S.S. - The FSS is nice and all, but it has its flaws: giraffes like to move 
around 
a lot but never go anywhere. The FSS will compensate for their desire to move, 
and 
as a result miss most of the time. FSS will also be late in fixing aim for when a 
VT dodges, keep a close eye on where your guns are pointing before pulling the 
trigger, 
especially for weapons with limited ammo and long reload times like the rail gun. 
"Friendly Fire"- The so called AI of Tekki manages to get the VTs to target and 
shoot at things, but don't expect teammates to worry about whether you're in the 
line of fire or not. This is especially dangerous when you have a friendly 
targeting 
a VT that you are closing in on with a hand to hand weapon with. This also works 
to 
your advantage as if you line enemies up they will have no qualms with shooting 
their 
friends in the back.

9) Override
Override is your friend, as long as you have the gas to play with it. Unavailable 
in the earlier VTs this easily forgotten feature is one of the single most 
important 
buttons in the game. Oh, override let me count the way in which I love you:
- Override will put you at normal 5th gear speeds at around 3rd.
- When you fall and are getting up, and the bullets are closing in, it is 
important 
to be moving fast as soon as possible. Override will double your acceleration.
- Dodge all day, deplete the hydraulic pressure as much as you want, overdrive 
will 
make more. (As long as fuel holds up...)
- Super strong hydraulics translates into a boosted R-gun firing rate (about the 
same 
speed as a cannon!). All that and without that period of vulnerability (where you 
cannot dodge due to insufficient hydraulic power) that is experienced with normal 
engine speed!
Yes, Overdrive is your friend.
The 3rd generation VTs move like a second generation in override mode. As such, 
it 
is tempting to save gas and move normally. However in a real battle, better turn 
the 
override and move the gearshift down a few clicks, because for all of their 
improved 
performance you still will find yourself wanting in the hydraulics area.

10) Communication
Communication is simple, and with the exception of calling for supplies, 
worthless.
The dial allows you to tune in to 5 different channels, the 5 buttons on the top 
of 
the center block allow you to communicate. When you have an incoming message the 
frequency will flash and an alarm will sound. When tuned to a frequency first 
press 
button one to start a conversation, after it has begun the selectable choices 
will 
flash. Flashing buttons are as follows. 1=confirmation of the message, 2=repeat 
message, 3=call for supplies (try asking for supplies from a different channel 
than 
wagon master), 4=Call for help from Oscar 1 (missions 1-10) or command X-ray 
member 
as you pre-programmed in set-up screen (missions 11-23), 4= contact Black widow 
in 
mission 16, or command X-ray member as you pre-programmed in set-up screen 
(missions 
11-15 & 17-23).
Below is a COM chart listing Missions and who will be at what frequencies.
*MISSION#*/***COM1***/***COM2***/***COM3***/***COM4***/***COM5***/
*TUTORIAL*/**********/**********/**********/**********/**********/
*MISSION1*/**********/**********/**********/**********/**********/
*MISSION2*/**********/**********/**********/**********/**********/
*MISSION3*/**ARGUS***/WAGONMAST./**OSCAR1**/**********/**********/
*MISSION4*/**ARGUS***/WAGONMAST./**OSCAR1**/**********/**********/
*MISSION5*/**ARGUS***/WAGONMAST./**OSCAR1**/**********/**********/
*MISSION6*/**ARGUS***/WAGONMAST./**OSCAR1**/**********/**********/
*MISSION7*/**ARGUS***/WAGONMAST./**OSCAR1**/**********/**********/
*MISSION8*/**ARGUS***/WAGONMAST./**OSCAR1**/**********/**********/
*MISSION9*/**ARGUS***/WAGONMAST./**OSCAR1**/**********/**********/
*MISSION10/**ARGUS***/WAGONMAST./**OSCAR1**/**********/**********/
*MISSION11/**********/**********/**********/**********/**********/
*MISSION12/**ARGUS***/WAGONMAST./***XRAY2**/***XRAY3**/**XRAY2&3*/
*MISSION13/**ARGUS***/WAGONMAST./***XRAY2**/***XRAY3**/**XRAY2&3*/
*MISSION14/**ARGUS***/WAGONMAST./***XRAY2**/***XRAY3**/**XRAY2&3*/
*MISSION15/**ARGUS***/WAGONMAST./***XRAY2**/***XRAY3**/**XRAY2&3*/
*MISSION16/**********/**********/**********/BLACKWIDOW/**********/
*MISSION17/**ARGUS***/WAGONMAST./***XRAY2**/***XRAY3**/**XRAY2&3*/
*MISSION18/**ARGUS***/WAGONMAST./***XRAY2**/***XRAY3**/**XRAY2&3*/
*MISSION19/**ARGUS***/WAGONMAST./***XRAY2**/***XRAY3**/**XRAY2&3*/
*MISSION20/**ARGUS***/WAGONMAST./**********/**********/**********/
*MISSION21/**ARGUS***/WAGONMAST./***XRAY2**/***XRAY3**/**XRAY2&3*/
*MISSION22/**ARGUS***/WAGONMAST./***XRAY2**/***XRAY3**/**XRAY2&3*/
*MISSION23/**ARGUS***/WAGONMAST./***XRAY2**/***XRAY3**/**XRAY2&3*/
 

11) Supplies
Use COM Channel 2 to contact the wagon master, after establishing contact press 
the 
flashing third COM button to request supplies. The supply chopper will then enter 
from the side of the map and proceed to the location that you made the supply 
request 
from. If you are not in the area the chopper will wait for a moment then leave 
(in 
this case you will not be charged for the call). If you move towards the 
approaching 
chopper to try and meet it halfway it will ignore you and move to the point you 
made 
the transmission from before stopping and deciding to look for you. (To sum 
things 
up hold still and wait for the chopper for the fastest possible re-supply.
When re-supply begins your targeting cursor will be disabled and all weapons 
functions 
will be paralyzed for the duration of the process. You will be able to move and 
the 
chopper will follow you to the best of its ability, however running away and 
dodging 
will halt the re-supply temporarily until the chopper can catch up to you.
Re-supply choppers are fragile things, when they enter the map they will do so at 
high speed and altitude which makes them very difficult to shoot down. However 
while 
they are refueling you they will be slow and an easy target for enemy units, be 
especially careful of enemy choppers which will more often than not ignore you 
and 
target the chopper.
If a supply chopper is downed or you run away from it before the supply is 
completed 
you will be charged for the supply run (and get an angry message from the 
Japanese 
wagon master, a whiney one from the English guy.)
There is another trick you can pull with the chopper nearby. If you're fighting 
and 
running out of ammo and the chopper is approaching let it start to refuel you. 
Your 
weapons will be disabled for the duration of the refuel but put the gearshift in 
1-5 
and make a dodge forward. The re-supply will halt and you will be able to fire a 
few 
shots. After you get the rail gun and missiles off then put it in reverse and the 
chopper will once again start to refuel you and refill your ammo supply. This 
trick 
is good for battles where ammo runs out before gas. But be careful if you try 
this 
too close the enemy will down your chopper and you'll have to call another if 
you're 
low on gas.

********  IV MISSION WALKTHROUGH  ********


12) CAMPAIGN 1

*HAI SHI DAO 2080*
If you have a new pilot this campaign will begin with the "Tutorial" which 
doesn't 
teach you squat, it's just an easy mission and not a tutorial at all. After you 
have 
completed mission 10 and select this scenario again you will begin at mission 1. 
As 
long as you don't get too cocky on mission 9 and take mission 10 step by step you 
should have no problem repeating this scenario set over and over to gain supply 
points 
and gain rank. I would suggest playing through at least twice (more if you want 
to 
pilot the 3rd generation from the beginning) before moving on to the second 
scenario, 
as it starts off easy but gets hard fast.
Also, you get the rail gun for mission 8, and after you beat mission 10 you can 
repeat 
the first scenario enabling a VT on mission 1 with a rail gun and missiles. This 
changes 
things drastically as you no longer have to tip-toe around the battlefield, 
rather 
you see an enemy VT, and then it becomes very dead very quickly. As such for 
missions 
1-7 there is a section describing how you should change your strategy to adapt 
with 
the new firepower at your disposal. 

Format for mission walkthroughs is as displayed below:
Mission # - (mission contents.)(Clear requirements.) 
*(How you do it.)
**(How you do it with bigger guns, for missions 1-7)
***(Any other secrets or stuff you should know.)

Let's begin:

Tutorial - Destroy attacking forces. Destroy enemy VTs.
*Power up your VT and take out the VT that is breaking down the door, exit and 
take 
out the remaining VT to your left to clear the level.

Mission 1 - Storm the beach and destroy enemy forces. Destroy 70% of enemy 
forces. 
*The only things that can hurt you here are the giraffes in between the towers 
and 
the enemy VT/giraffe clusters to the upper far right and left corners.
**Same drill, the enemy just has less time to be afraid before they become dead.

Mission 2 - Your convoy is ambushed by a new VT with Artillery capabilities. 
Destroy 
all new type VTs.
*Power up, and exit the box you're in. Zoom your map out and see as you proceed 
forward 
and to the right there is a ramp to climb up to the top of the mesa. Climb up and 
take out the Vortex VTs to clear the mission.
**Exit the box, and make a U-turn to the left, target and destroy the VT out 
there 
with a rail gun hit, next make your way to the other side of the transports and 
target 
the Vortexes at the top of the mesas. Use missiles to take them out. (Notice how 
the 
missiles will fly up to match altitude with target, then continue moving forward, 
this knowledge comes in very handy in later missions.)

Mission 3 - Charge the City. Make it to the check point to clear the mission.
*The path straight ahead that you are supposed to take involves you crossing a 
bridge 
which is easily shot out by enemy and friendly fire. When it goes, so do you into 
the water and to your death. No thank you. Instead move to the right and you 
should 
be able to see on your radar where there is a huge crossing for the river. There 
are 
enemy artillery units bombarding the area so if you are moving slow you will get 
hit. 
Back up as far as you need to and get a running start you should be in top gear 
and 
at full speed when you hit the water. If you do it right you should be across the 
river before you know it. When you reach the other side you can take out the 
enemy 
VTs if you want but it is unnecessary. B-line to the city and head straight. As 
you 
enter the City there is a group of two Vitzh and a Scarface. Take them out or 
ignore 
them as you please but make it to the edge of the map before your mission time 
runs 
out. Only one spot will trigger a clear mission, look for the tower as a landmark 
(you should see it from where the Scarface was) and head towards it.
**You've got big guns now. Stay off the bridge unless you're feeling lucky and 
take 
the VTs out at your leisure as you make your way to the check point. 

Mission 4 - You sunk my Battleship. Sink the Battleship in dock.
*Move forward from your starting position, and take the bridges when crossing 
platforms. Towards the end there will be panels between the platforms that a 
light 
VT can cross, but they can be shot out and it's not worth the risk or the 
sacrifice 
in firepower you make for the light VT. Machine gun down the 3 missile boats 
patrolling 
this side or keep the chaff handy. As you reach the last platform take out the 
surrounding VTs while being careful to stay out of the Battleship's main gun 
range. 
After your path is clear make a dash to the square hanger building to the left of 
the battleship. This building can take unlimited damage so use it to hide behind 
as 
you concentrate your fire on the ship's two main guns. After they are destroyed 
you 
can destroy the smaller guns on the side or just concentrate fire on the ship's 
hull. 
Then sit back and enjoy the spectacle of the Battleship going down.
**Same drill, except the battleship will be going down a lot faster with the rail 
gun. Remember that the ship has nothing lockable so use your missiles on the VTs 
before 
you get there. Also take the extra second to line up your first two rail gun 
shots 
to take out the two main guns facing you, once they are gone you are 100% safe as 
the small turrets on the side don't have the effective range to reach you and do 
any damage.

Mission 5 - Parts recovery. Pick up the three crates.
*There are a few weak enemies scattered about, and a bunch of little soldiers 
that 
will try to scratch your paintjob. Take out the enemy VTs then use the rest of 
the 
time to search for the three crates. They will be on the back of a truck and as 
you 
get close you should see an orange hexagon where you have to grab it with the 
manipulator arm. Once you have it in the arm press the manipulator arm button 
again 
to put it away, get the other two and you're done. The crates are scatter around 
but a general guide is get the first one close to the first VT you spot, the 
other 
two are located at the far ends of the map one straight ahead and the other to 
the 
left of the second crate. Play with the cows or give the village a sprinkling of 
machine 
gun fire if you get bored (those huts must be filled with explosives because just 
one MG round will turn them into a raging inferno). 
**Same drill, swifter death.

Mission 6 - Enemy base search. Find the base then run like a girl when the enemy 
VTs 
start pouring out of the door.
*(it's a good idea to bring extra gas for this one as it involves lots of running 
and dodging.) Progress forward taking out enemies as they show themselves. You 
will 
hit a wall so veer right and take the narrow canyon passage. After a while you 
will 
come to a three way intersection, continue forward and destroy the VT there to 
make 
your escape easier, this will be your escape route, U-turn and continue down the 
third 
way, at the opening there will be 3 VTs waiting for you. Next turn right and head 
into the open area, destroy the lone VT without getting too close to the base 
door. 
Call for supplies if you need the gas. Next position yourself so you can run past 
the door and trigger the event, the door will open and Argus will ask you to run 
away. 
Overdrive time. Run like a girl, weave to avoid canon fire, chaff the missiles. 
Head 
back out the canyon passage and take the escape route, after running for a while 
you 
will clear the mission.
**Same drill, just seems a lot easier for some reason. By the way you can fight 
the 
VTs that come out of the base but they will continually re-spawn so if you do 
decide 
to do some damage before leaving, do so away from the base so there will be a gap 
from when they spawn at the base entrance and from when they catch up and start 
shooting 
at you. Destroy all you want they will make more.

Mission 7 - Night attack. Enter the base and enter and then destroy the VT in the 
last room.
*You can use your night vision here but it may hinder more than help in the open, 
best to save it for inside the base's dark hallways. Also 2nd generation night 
vision 
is green, so is your HUD, time to use the line color change button to re-
coordinate 
to something a little easier to see. Or just leave it off altogether, I know you 
want 
to use it but you really don't need it to navigate, and the enemies are all very 
easy to spot with the big green box around them against the night background. 
Proceed 
to the base entrance taking out enemy VTs as you progress, this time the 
placement 
is different and there are less VTs. Once you reach the entrance and secure the 
area 
call for a supply chopper (you should have at least one extra tank for this 
mission, 
you can do it with one but leave the override off when you don't need it) and gas 
up. Use the manipulator arm to operate the door switches and enter, ignore the 
fleeing 
foot soldiers and proceed to the right, see that smoldering VT? That should be a 
clue, 
open the door and standing on the other side at point blank will be an enemy VT, 
knock 
him down with a few cannon shots while protecting your body behind the doorway. 
Run 
down the hall and be ready to target the missile spider that comes around the 
corner 
to the left. Target with FSS and fire before he rounds the corner and you should 
destroy 
it before any missiles come your way. Proceed to the left and enter the elevator, 
operate switch with arm from the inside. When you get out you'll see what 
friendly 
VTs do when they're not walking in circles, that's right blowing up. Get in about 
override 3rd and strafe the giraffes on the other side, it's best to take them 
out 
now rather than later. Open the door at the end, ignore the two rooms ahead of 
you 
(enemy VT in each) and proceed to the right also ignore the foot soldiers. Open 
the 
door and run to the end, enter the elevator and proceed. When you exit again 
ignore 
the troops at your feet and run forward, two spiders will com out of the 
hallways, 
first from the right then the left as you run forward, use chaff if they have 
time 
to get a shot off. At the end of the hallway there will be a door. Open it and 
enter 
to find another door, open it as well and prepare for the last fight. Inside the 
next 
room will be a VT, its tough (took two rail gun hits and kept going) and dodges a 
lot, so don't expect a fast kill. Fight defensively and use the doorway to 
protect 
your body while you wear him down. Destroy him to clear.
**If you've got the extra gas and ammo check out the small room to your left as 
you 
enter the second floor of the base, in the back of the room you will find a VT-
sized 
box with a switch. Inside is a Quasar VT. You'll receive a COM from Argus then 
the 
Quasar will be useable from the next mission. (Similar VT boxes are located in 
the 
other room as well as the 2 rooms on level 3 but they are all empty.

Mission 8 - The hunt. Destroy all enemy VTs.
*Here we get the Rail Gun and go out to hunt a few fleeing enemy VTs. Hunt them 
down 
before they escape, just a few Vitzh and Scarfaces, easy prey for your new toy.

Mission 9 - VT battle. Destroy 70% of enemy forces.
*The buck stops here join the biggest VT battle you've ever been a part of 
(despite 
the presence of friendly VTs, be prepared to do all the work yourself). The Enemy 
VT's in the front are all weak, clean them up at your leisure with rail gun and 
missiles 
then move on to the bigger ones in the rear(be careful the groups are a little 
bigger 
here). If you get damaged back off and call for another supply run, 2000 points 
in 
extra supplies is cheaper than buying a new VT and doing it again.  

Mission 10 - Assault on the capital. Destroy presidential building then the 
Juggernaut 
VT that spawns in front of it.
*If you make your attempt on the presidential building without first thinning out 
the enemies on the map you will trigger a huge re-enforcement event where enemy 
VTs 
will amass on the land island to take you out. You've got time and supplies so 
take 
it slow. First make your way towards the Stadium, ahead and to the left. There 
are 
giraffes here and there, if you have to make a turn or move close take them out 
with 
a cannon, in not move by at high speed and ignore them. Once you reach the 
Stadium 
on the hill you will notice that the Stadium walls prevent you from targeting the 
enemy VTs inside, move around (taking out resistance as you do so) to the road 
leading 
in and the break in the stadium wall. Target the VTs in the open and take them 
out 
with rail gun and missiles. You may have to run in and get the last few VTs with 
a 
cannon or rain gun shot if they don't move in the open. After you're done here 
make 
a U-turn and head parallel to the presidential building land island/hill (the 
only 
other hill on the map besides the stadium). You will enter a large open area and 
there 
will be VT and giraffe aplenty in the distance use any ammo you have left then 
back 
off and call for supplies. Finish them off then time to attack the presidential 
island.
The front is guarded by 6 regals 3 on each side. As you make your way to the back 
take out the 3 that are on your side (they won't show up on radar so watch the 
hill 
as you run). Once you reach the rear of the island take out any resistance and 
then 
make your way up the road to the hill. Once up there advance on the remaining 3 
regals 
and take them out. Give the building 2 rail gun shots if you have them left over, 
re-supply if you are damaged or low on ammo and then finish the building off with 
the cannon. This will trigger a juggernaut VT to spawn in front of the 
presidential 
building so position yourself to get a good shot at him, he has a rail gun and 
can 
take a few rail gun hits, so don't let your guard down.
Once you destroy the Juggernaut you will get an ending with a series of mediocre 
Photoshop's of VT's and stock war photos. Then it's back to business as usual, 
when you select your character you will be given the chance to start the first 
scenario 
set over again, or begin the second one. Beware because once you start a scenario 
you will have to continue playing until either you beat the last level (10 or 24) 
or run out of supply points.


13) CAMPAIGN 2

* HAI SHI DAO 2080*
All right now you have command over your X-ray squad, and you're ready for some 
new 
missions and maps! Too bad, these are the same old missions with the same old 
maps 
(with the exception of 3 new maps), a few new enemies, but overall just a few 
small 
tweaks to the mission objectives. You will now have COM capabilities, assign 
commands 
for buttons 4 & 5 in the VT setup menu. One final thing, beating mission 23 is 
hard, 
you will need tons of supply points until you figure out what's going on. Reading 
this will make the missions A LOT easier (half the problem is knowing what is 
what 
you have to do and what is going to happen next) but you will die all the same. 
For 
smooth sailing, (and to avoid a repeat from zero) make sure you have enough 
supply 
points to buy supply chopper runs, and replacement VTs by playing the first 
scenario 
a few more times. You will also be able to unlock and operate 3rd generation VTs.

Mission 11 - Beach Assault (didn't we do this already?). Destroy 70%.
*Same drill, just you get to pretend to be important this time giving X-ray troop 
commands that they never listen to and instead walk in circles taking hits and 
missing 
a lot (unless you tell them to go home, in which case the respond to the order 
with 
extreme professionalism).

Mission 12 - Chopper madness. Protect your transports from the swarm of choppers 
assaulting them.
*(bring lots of machine gun for this mission!) Get out and start downing the 
choppers 
and occasional VT. Concentrate on the bigger choppers that fire homing missiles 
and 
the occasional VT. After you clean up the area and down a bunch of choppers the 
mission 
will end.

Mission 13 - ECM truck hunt. Destroy the three ECM trucks.
*Same drill as last time except the second you power up you will be attacked from 
the right. Your radar is being blocked by three ECM trucks. Run across the river 
and 
clear the area of VTs while moving, (your radar is blind so if you hold still you 
will be vulnerable to artillery attacks) next search for the ECM truck, it's big 
and has a satellite dish on the top. After you destroy one you should be able to 
see 
flashes on your radar, move to the hill after the bridge near the edge of the 
map, 
number 2 destroyed. Now move to where the Scarface was in the city in mission 3, 
number 
3 is there. 

Mission 14 - Battleship & friends. Destroy the Battleship and the new destroyer 
patrolling the area.
*Same strategy as mission 4 but be careful of a few things, one: take out the 
missile 
boats as soon as you can. They will waste your chaff that you will need for the 
destroyer. Two: Ignore the battleship and get to the safe spot behind the 
building, 
the destroyer will patrol back and forth firing missiles at you, but no unguided 
projectiles so relax, pop a chaff and sink it with a few rail gun hits. Then it's 
easy, just repeat the same process of hiding behind the building and taking shots 
when you have the chance to sink the battleship.

Mission 15 - VT Hunt. Destroy the fleeing VTs.
*same as mission 8 with a slight enemy hardware upgrade. But you've not going to 
let a little Scarface II get in your way right? Do the job quick, but do it with 
precision. Running out of ammo and waiting for supplies is both a waste of time 
and 
supply points.

*FORK IN THE ROAD*
Now you will be asked if you want to join combat group A or B. "A group" will 
move 
you to missions 16 & 17 and be familiar maps with easy content. "B group" will 
move 
you to missions 18 & 19 and be new maps with harder content. Make the choice and 
move 
out.

Mission 16 - Bomberman. Sneak in (read: blow everyone up before they can call for 
help.) without sounding the alarm, then place the bombs, detonate them and then 
run 
like a scared little girl.
*First this mission has a timer that starts when you spot an enemy VT. If you 
don't 
destroy it before the time is up then the alarm sounds and its game over man. But 
that should be no problem for a rail gun. Keep a good lookout with your camera as 
there are stealth VTs out patrolling too. When you reach the base door contact 
Black 
Widow on COM 4, he'll mark where you have to place bombs. To place a bomb extend 
your manipulator arm and low and behold, it's got a bomb in its hand! Placing the 
bombs is just like opening doors, do it then get far away. See how F3 was 
flashing 
but stopped as you go too far away, it's the detonation button so get within 
range 
so it flashes but not so close that you take damage from the explosion. Also when 
you detonate be facing away from the door because you have to run like in level 6.

Mission 17 - Enemy base, again. Repeat mission 7 with different enemies.
*You've destroyed the door so now you have to attack and secure the base before 
the 
enemy destroys any sensitive material. Read the walkthrough for mission 7, but 
expect 
a little more resistance. Two places to be careful of are: on the 3rd level of 
the 
base as you run down the hallway 4 Scylas instead of 2 will come out of the side 
hallways. 
Don't panic just keep using chaff as necessarily. Also when you open the final 
door 
the hyped-up Jaralaccs NS will be waiting for you with a Scyla on each side. Stay 
defensive as the Jar.-NS will take you out if you give him the chance.
**If you've got the extra gas and ammo check out the small room to your left as 
you 
enter the second floor of the base, in the back of the room you will find a VT-
sized 
box with a switch. Inside is a Quasar VT. You'll receive a COM from Argus then 
the 
Quasar will be useable from the next mission. (Similar VT boxes are located in 
the 
other room as well as the 2 rooms on level 3 but they are all empty.

Mission 18 - Hogan's Alley. Move forward killing trucks, then run away when the 
enemy 
shows itself.
*This mission starts as an easy attack on a truck convoy. You can rack up some 
small-time points following the trucks or you can ignore the trucks and climb up 
the 
mesa as shown in the mission briefing. Either way once you get far enough you 
will 
encounter some Maelstroms positioned on the ridges. Argus will tell you to run 
away 
so run back and you will clear the mission once you reach the bottom of the mesa.
**This is also the mission to unlock the Maelstrom VT.

Mission 19 - Blade Drop. Destroy 70% of enemy forces.
*Hey! The only cinema in this scenario set! You can only use light VTs so get out 
that blade that no one ever uses and go. This is also the only scenario that 
doesn't 
make you power up the VT. Clean up the two enemy VTs ahead of you and for once 
spend 
time cleaning up the little targets on the ground as well. This is so you can 
reach 
your 70% goal more quickly. Climb up a ramp and start working your way around 
killing 
VT and non VT targets. After a while Argus will alert you that enemy 
reinforcements 
have arrived, you'll know them when you see them. The buildings in that area 
really 
get in your way, and you have a fragile VT with weak weapons. There are a lot of 
enemy 
VTs out there, resist the temptation to rush forward because you will be chewing 
off 
more than you can chew. Stay back and try to pick them off one at a time, good 
luck.

Mission 20 - Deserters. Destroy the three Prominence M2 VTs.
*Not only did they run away but they took the best VTs with them. Watch out for a 
new missile attack that you haven't seen before, but it's all the same when you 
press the chaff button.

Mission 21 - VT battle. Destroy the three Juggernaut VTs.
*Same setup as mission 9 but you can destroy VTs all day and more will come to 
replace 
them. Keep your VT moving quickly and search and destroy the three Juggernaut VTs.

Mission 22 - Hostage rescue. Rescue the 30 hostages from the presidential 
building.
*This mission you must rescue some hostages from the presidential building. You 
know 
this map and it's the same drill as mission 10. When you have cleared out the 
perimeter 
of the building contact Argus, which will trigger a chopper pickup automatically. 
There is no confirmation, so don't call Argus unless its safe, or the chopper 
will 
be flying to its doom(but Argus will send as many as it takes, just wastes time 
if 
they are shot down on their pickup run). The chopper will hover over the building 
for a few moments then fly away. You have to do this successfully three times 
then 
you will clear the mission. Be on the lookout though, as you call for the pickup, 
Regal dresses will sometimes spawn from the rear of the land-island (near the 
ramp 
closest to the map border) keep a lookout in that area and prevent them from 
attacking 
the chopper.

Mission 23 - The final showdown. Attack the enemy fortress and stop the enemy 
commander's escape.
*The ex-president is holed up in his fortress and the enemy forces are making 
their 
last stand here. The odds are not in your favor, about 30+ enemy VTs, with two 
that 
regenerate from the elevators, two choppers which will regenerate from off map if 
you destroy them, about 20+ giraffes and scylas (some which are placed in the 
moat 
so that you cannot hit them until you are almost on top of them), to top things 
off 
add a sprinkle of MG and cannon defensive turrets. If you manage to get past all 
of 
that, and that is a big if, a boss waits that has fire power like you have never 
seen 
before. 
You, on the other hand get your VT and five brain dead teammates. Go team!
Here's how to do it: The 3rd generation VTs that you have access to have one gas 
tank. 
You can do it, but gas is really tight, you can imagine how frustrating it will 
be 
when you finally kill the last boss then run out of gas and have to sit there. If 
you feel lucky use a Regal N and bring a Pz-mis, HVM-la, and a cannon. If you 
want 
a ride with enough fuel to get you there and back, (and have a lot easier time 
with 
the VTs due to your friend the rail gun) use the trustworthy, if a bit frail, 
Prominence 
M1, one fuel tank, main weapons missile and the weak cannon, sub weapon R-gun. 
For 
a higher powered ride jump in a Quasar, load up on the cannon that does 1000 
damage 
a shot! Also have about three or more supply runs available, less if you're good. 
To begin with there are your two teammates and a second VT group at the other 
corner 
of the map. Your teammates will trail behind you unless you tell them to go home 
or 
attack. Seeing as Tekki's AI is "Special", the other VT group will sit there and 
never move unless you happen to run close to where they are, (one triggered they 
will 
charge forward then get stuck trying to get around the big rock that is blocking 
their 
path). Having such dependable teammates may temp you to bring them along but I 
find 
that they just get in the way most of the time. The only time I was ever glad to 
have 
them around was to distract the choppers which are just a nuisance really, (don't 
waste ammo on the choppers as they just come back). Instead lead the choppers 
towards 
your teammates and then let them play together for the rest of the mission. Next 
attack 
the lone VT group on this side of the right bridge. First take care of the enemy 
Scarface II then the two Vitzh. After they are destroyed prepare for your 
strafing 
run: The scene that awaits you is a moat with two bridges and tons of enemy VT's 
and 
turrets on the other side and mounted on the fortress. To make things even more 
interesting there are about 12 giraffes in the moat, their turrets when extended 
can 
make shots at you but unless you are really close to the edge of the moat you 
will 
not be able to hit them. What you have to do is just that, get really close. 
Start 
on either side, (the right side is easier to start from), and (while moving fast 
enough 
not to get hit, around overdrive 3rd for the Prominence M1) while hugging the 
edges 
of the moat, take the giraffes out one by one. The Enemy VTs will shoot at you 
but 
they're a good distance away and as long as you don't slow down you should be 
safe 
from cannon fire, avoid missiles with chaff. Next once you have secured the right 
bridge, use your missiles and R-gun to take out the VT group of one Behemoth and 
two 
Vitzh. A good way to take out the Behemoths is to launch two missiles, after the 
second 
one knocks him down squeeze off a rail gun shot to finish the job while he is 
immobile 
on the ground. After that use your cannon to clean up the turrets, then you can 
re-supply if you need it (keep track of fuel as well). There are two entrances to 
the fortress: ramps towards the rear of each side. Take out any turrets as they 
will 
distract you and make your way down either side. If you took the right side you 
should 
only have to deal with a regal dress or two if you're unlucky maybe a Behemoth. 
The 
Behemoths should be your priority as they will launch devastating long-range 
artillery bombardments (keep your radar close range here so you can detect and 
dodge 
the incoming fire) as they hide behind the walls, try to get line of sight and 
wipe 
them out top priority. The Regals will fire missiles and cannon so keep the chaff 
ready, dodge the cannon fire and take them out when you can't get a clear shot at 
a Behemoth. After you clean up the VTs on the walls take out any turrets you 
haven't 
yet and re-supply. As long as you stay far away from the ramp and keep alert for 
artillery you should be able to re-supply just outside of the fortress. When 
you're 
ready, charge the ramp. If you did it right you should only have to deal with one 
Regal, there may or may not be constant artillery bombardment from the Behemoth 
on 
the other side of the base. Knock down the Regal with a R-gun then finish with 
the 
cannon. After the job is done a new Regal should be coming out of the nearby 
elevator, 
it's sleepy from it's hibernation and wont do much dodging so quickly knock it 
down 
with a R-gun shot then repeat with cannon. When the fresh Regal is done exploding 
rush into the elevator and then take a deep breath, you're halfway there. Push 
the 
button and move to the next floor. [From here on out the FAQ assumes that you 
entered 
the fortress from the right side.] There will be tons of targets here but don't 
panic, 
they can't touch you yet, proceed to the corner, and target the missile spider 
around 
the corner. Pop a chaff and calmly walk forward destroying it with one hit as its 
missiles fly everywhere, while your chaff is still working target the other 
spider 
at the end of the hall and kill it too if you can reach it. There is a Scarface 
II 
in the next alley over but ignore him and move towards the ramp leading down. Use 
the corner trick and lots of dodging to keep your body safe and take out the 
giraffes 
below with the cannon. When they are destroyed run down avoiding any fire from 
the 
Scarface II behind you. As you climb up the ramp there will be a giraffe waiting 
for 
you to the right, and a Scarface II close by. Take them both out then hang a left 
at the end and take out another Scarface II which may or may not be there(If not 
proceed 
to the door switch, no need to wait for him). Halfway down there is a door and 
switch 
on the right side. Open it and use the corner trick and cannon to destroy the 
spiders 
inside, or just use a chaff and walk in shooting the helpless spiders. Walk 
through 
and exit to the left, take another left and (no, the flaming pit is not good, do 
not 
fall in) you're in the elevator again. Head to the right and wait for the first 
Regal 
of three to poke out behind the corner finish him with missiles, or just rush 
them 
all if you have enough rail gun left. the other two will stay back, rush them 
with 
the rail gun shots you have left and when the job is done open the door. If you 
are 
in a regal you might want to take the left way, same enemies but you have a 
little 
more distance between you and them. Proceed and you will find yourself outside. 
You 
can safely call for supplies here. Go back in and head to the center of the map, 
you 
should see a door, there are enemies waiting behind that door so pop some chaff 
as 
you open it. And take out the near-by 3 missile spiders first, then concentrate 
on 
the 3 VTs in the back. Back out for more supplies, you'll need the ammo. Then 
proceed 
in and  destroy the generator in the corner that is glowing to open the next door 
if you already haven't. To the left to the passageway you will find the next 
elevator. 
Open the first door and enter, get ready because the second door is automatic, it 
will open when you get close. Once it opens and the shock sets in, get ready for 
the 
biggest enemy you will ever face.
BOSS : The Squared Eye
When the door opens concentrate your fire on the left and right targets after you 
get a shot off dodge behind the doorway either side. Turn on the Overdrive and 
dodge 
out in the open let off a shot then get behind the wall again. There is just 
enough 
space to hide but be careful not to get too close to the front wall as that may 
lead 
to you bumping into the doorway leaving you out in the open, and about 2 seconds 
later 
dead. On the other hand don't get too far away because then the rocket barrage 
that 
the boss unleashes will be able to hit you. If leave the cover of the door room 
and 
enter the room the boss will ram you which means instant death. The left and 
right 
arms should only take one big gun and a few cannon hits each. If you dodged to 
the 
left then take out the right arm first, then the other arm. 3rd generation VTs 
have 
tons of chaff but if you don't have any left make your dodges out then back again 
to the same side instead of sliding across to the opposite side. This will be 
more 
dangerous for cannon fire but will increase your chances of dodging missiles 
(tracking 
you from the one side to the other may arc their flight path so they will avoid 
the 
corner and make it to you). After the Boss fully wakes up you will have to deal 
with:
Two Missiles: after the first 2 blow a succeeding set will be constantly 
launched, 
use chaff.
Two Cannons: these are the hardest to see and the easiest to fall prey to, they 
hurt 
so even if you don't see anything coming at you keep dodging.
One MG: there is a MG on the belly of the boss, it's always firing at you but 
you're 
at a safe distance by the doorway.
One Rocket: Normally this rocket turret will be firing at a normal rate, however 
every 
few seconds it will go crazy and launch about 15 rockets in about a second. The 
rocket 
spread is significant so either be on your way, or snug behind a wall when it 
happens 
check the radar to see if it's safe to come out or not.
EMG Pulse Attack: If your screen starts to go fuzzy and the boss looks like he's 
radio-active blue, then get behind a doorway! He's charging a pulse that will 
shut 
you down, if you're not behind cover when it happens, then it's all over.  
Target the center target last. After you have beaten the center target a good 
while 
it will eventually disappear leaving you with nothing to lock on to. Don't panic 
just keep up your pattern of dodging from one side to the other and make your 
shots 
to the body manually as you slide past. You will also have the chance to rush in 
the 
room and hide behind the pillars on either side of the room. This is a valid way 
to 
fight the boss, but the boss will move to face your position. If you loose 
control 
even for a second you will be dead before you realize what happened. Continue to 
pound 
the Boss and eventually he will start spraying smoke, fire, and what looks like 
rail 
gun blasts to the sides then will fall apart. 
When he's done blowing up an hour later proceed to the hallway behind him and run 
down it, (do not tear the joysticks off the controller if you run out of gas 
here) 
take the elevator up. When the elevator door is opening search for a small target 
indicator which marks the president's escape VTOL. You made it this far don't 
blow 
the kill, the jet will only hold still for a second before lifting off so don't 
waste 
any time.
Now you are treated to a different movie ending featuring the VTs in action. 
After 
that line up for your decoration and then it's back to business as usual.
**There is an alternative, faster way to get in the base at the beginning but 
there 
are a few problems. First charge the first VT grouping on this side of the bridge 
with your cannon or just ignore them. Once they are taken care of, rush the right 
bridge, use missiles and cannon to clear your path but don't slow down. (If you 
want 
your teammates to accompany you into the compound you should take out the 
giraffes). 
Then keep running until you make it to the ramp, don't waste time just climb up 
and 
when you reach the top you should see a behemoth and a few regals to your left, 
elevator 
to the right. Pick the Regal that looks like the one and destroy it quickly with 
a 
rail gun blast or the next best thing. Once the new regal comes out of the 
elevator 
ignore the remaining VTs and go for the fresh regal and then dash in the elevator.
This method is appealing because you can get there a lot faster and get out of 
the 
artillery danger zone quickly, if you're lucky (give them the "cover me" command) 
you may even have a teammate by your side drawing fire while fighting for the 
elevator. 
The problem is there is no time to refuel, and the fighting by the elevator will 
be 
close range so you'll need a rail gun, or some luck to line up some nice long 
range 
shots, two reasons that a 3rd generation VT regal dress N will have a hard time 
here.

**********  V  EXTRAS  **********


14) TIPS AND TRICKS

- Conserving fuel: The 3rd generation VTs (that I've seen) have one gas tank this 
makes fuel conservation a big issue. If you need to make every drop count keep 
this 
in mind: overdrive movement sucks gas, but it's nothing compared to the fuel 
drain 
that occurs when you use the hydraulics. Hydraulics are drained when you use the 
dodge 
pedal or fire the rail gun. So for the longest ride, normal movement and no 
unnecessary 
jumps.
- Supply chopper trick: If you're fighting, and running out of ammo, and the 
supply 
chopper is approaching, let it start to refuel you. Your weapons will be disabled 
for the duration of the refuel but put the gearshift in 1-5 and make a dodge 
forward. 
The re-supply will halt and you will be able to fire a few shots. After you get 
the 
rail gun and missiles off then put it in reverse and make another jump back to 
where 
you were the chopper will once again start to refuel you and refill your ammo 
supply. 
This trick is good for battles where ammo runs out before gas. But be careful if 
you 
try this too close, the enemy will down your chopper and you'll have to call 
another 
if you're low on gas.
- Corner trick: your guns are not centered on your VT, the main cannon is on the 
right. 
Edge up to a corner so your right side is partially sticking out. You will be 
able 
to hit targets while keeping your body safe behind the wall.
- Do not underestimate the power of the giraffe. Yes they look stupid, hardly 
move, 
and have a slow rate of fire, but give them a few shots at close range and you 
will 
be dead quickly.   
- The Designers didn't include a pause function, which makes for a more involved 
battle. 
However there are real-life problems when someone knocks on the door or the fire 
in 
the kitchen is getting closer to you, etc. Simply unplug the controller and the 
game 
will pause, plug it back in when the fires are out and viola.
- Enemy Chaff will continue to tweak your missiles for a few seconds after 
deployment. 
When a missile weaves off path wait a while before firing the next. Chaff is also 
area specific. If VT 1 is to the right and has deployed chaff, and VT 2 is in a 
position 
slightly separated from VT 1 then your missiles will be able to track VT 2 even 
though 
VT 1 has deployed chaff
- You can lock and fire guided missiles at close range, But they will hit, 
explode, 
and do absolutely no damage. Lesson to be learned: check the effective ranges of 
your 
weapons and use them within those ranges.
- Guided missiles are Fire & Forget, if you have multiple targets fire then lock 
on 
to the next enemy VT. Missiles will also knock down small VT's with one hit, 
destroy 
them with two. For missions that dictate ammo conservation, knock VT's down with 
one 
missile then close and finish the job with a more conventional weapon that has 
more 
ammo.
- The R-gun can knock almost all VTs down with one hit, use the above strategy. 
- Missiles will try to match altitude almost immediately after they are launched, 
this makes them able to hit high targets that may be obscured by the edge of a 
cliff, 
and also makes them crash into the same edge of the cliff if you are in the high 
position. 
Experiment in free mode and learn how your weapons operate.
- You can pick up cows with the manipulator arm. You can also pick up tanks, 
trucks, 
and foot soldiers. Let them squirm then squeeze them to finish the job. I wish 
you 
could also punch VTs, oh well.
- Load up a free mission and take a low-stress view of how the FSS works in 
relation 
to enemy VT movement, the knowledge you gain here will be invaluable for future 
rail-gun shots: When enemy VTs dodge to the side the FSS will move your aim to 
the 
left, this will hit if you fire the second the VT starts the dodge but will miss 
most 
of the time as the aiming cursor will not revert back to a centered position 
until 
well after the VT has stopped it's dodge. The trick is to wait for the cursor to 
move 
back on the enemy VT, not prematurely fire when the VT stops moving in its dodge 
as 
there is a brief pause between the two. The other way is to turn off the FSS and 
make 
the enemy dodge, when the target VT slides to a halt but does not have its 
balance 
yet make your shot. It will be unable to avoid in time if you have a fast enough 
weapon.
- In the Replay mode you can change views with lock on, and add screen filters 
with 
the trigger. Purely for fun.


15) CODES & HIDDEN FEATURES


According to Capcom codes do exist, I just don't know them yet. They are 
activated 
by selecting a certain name and birth date when creating a pilot.
Unlock all free missions - ?
Unlock all VTs - ?
Infinite supply points - ?
Any other codes?

- [CONFIRMED] After you complete mission 23 on Normal difficulty you will unlock 
a 
movie viewer in the config menu.
- [CONFIRMED] After reaching Lieutenant Colonel rank, press Ignition and Start 
buttons to remove all the gauges and dials for a non-distorted full screen view.
- (yet to be confirmed) After beating the game in veteran mode, press the Hatch 
and 
Start buttons to Crouch, affects speed? But you will never loose your balance.
- (yet to be confirmed) rumor that there is an unlimited fuel and ammo trick 
after 
you log 100 hours game time.
- (yet to be confirmed) Get 800000 command points (Colonel Rank) and you can use 
the 
Juggernaut VT.


16) STUFF THIS FAQ NEEDS!


I don't know it all, help me complete this FAQ! 
- Any more significant tips/tricks
- Any new codes? Anyone figure out how to use the old ones?
- Anything you think deserves posting on this FAQ but didn't make it?
- Any additions to the mission walkthroughs?


X. VERSION HISTORY


v.1.02 - 10/21/02 - Time for an Update. A lot of polish and corrections have been 
made. Also managed to beat mission 23 on normal last night.
v.1.00 - 10/19/02 - I changed my mind about the menu explanations, with a little 
experimentation anyone can figure them out. It would just add unneeded bulk to 
this 
already overweight FAQ. Also got a mail with tons of good info that I didn't 
include 
in the FAQ should be ready to update on Monday. The Quasar is also finally here.
v.0.90 - 10/18/02 - The FAQ is posted, and I'm starting to iron out some of the 
minor 
errors as well as patch up the holes. I've beaten the first scenario on all 
difficulty 
levels and am about to finish the second scenario on normal. But still no new 
VTs. 
I hope you don't have to beat level 23 on veteran to get the last two.
v.0.80 - 10/16/02 - Ready or not here it comes, besides the gamefaq guy was 
complaining 
that things were too slow. Tons of info, finished the VT, Main WP and Sub 
listings 
which took forever. Still need to fill in a few spots in other areas but getting 
close 
to completion. Anyone know how to get the Prominence M2 or the Juggernaut?
v.0.70 - 10/16/02 - The Boss went down and I am a happy gamer. I also tried 
entering 
the fortress from the right side and it was about 10 times easier. Still no new 
VTs 
though. I hope you don't have to beat the second scenario on veteran because even 
the first scenario gets a little tricky on veteran. I don't even want to think 
about 
level 22 on veteran!
v.0.60 - 10/15/02 - I spent the weekend building up a new character, I also got 
the 
regal dress N and A but they both have only one gas tank, and weak short range 
abilities 
(well not true but not having a rail gun makes for an even harder level) making 
them 
unsuitable for the last mission. I went up against the boss a few times again (I 
have 
that level memorized now) and I get annihilated every time. I need to pass this 
level. 
Someone mentioned that a strategy guide was going on sale in the US pretty soon, 
better 
post this FAQ before then, complete or otherwise.
v.0.50 - 10/11/02 - I used my last two tries last night, the first one I got 
messed 
up pretty badly, the second I made it to the boss tried the corner trick and took 
out the center target! It took around 30 shots from my cannon, but as I went to 
finish 
off the remaining arm I got killed. My character is still alive but there is no 
way 
to beat that mission with weak VTs and no supplies, so he is good as dead. I 
started 
a new game and was surprised at how quickly I could work through missions 1-10.
Somebody posted some new codes for full screen and crouch. Have to try that later 
when I get home.
v.0.40 - 10/10/02 - Damn the last boss is tough, I have enough points left for 
two 
more tries but I hope I don't have to do it all again with a new character. 
Started 
the Tips & Tricks section. 
v.0.30 - 10/09/02 - Finished controls and have a better idea of what I have to do 
in the other sections. I hope I can beat level 24 before I run out of supply 
points... 
I should have replayed the easy scenario one more time to get more points before 
moving 
on to mission 11. Oh well too late now.
v.0.20 - 10/08/02 - The Tekki board is mostly a bloated mess of people who love 
to 
talk but have nothing to say. The two reviews posted at this time are wack, and 
most 
of the posters are people who haven't played the game or are stuck on levels 1-6. 
Time for a FAQ.


Z. CREDITS


This FAQ is mostly my work, however from time to time a board poster or friendly 
gamer 
was nice enough to pass on some info. A few of the crazy people to actually play 
this 
game more than me, or posted useful information include:
- Galan Pang for passing on some great info from a Japanese board! (Quasar VT 
location, 
Juggernaut pilot requirements, rank info, and code rumors.) Everyone give Mr. 
Pang 
a hand for filling out the empty VT slots! 
- Sonsaru (for relaying the crouch and full screen info, although They turned out 
to be activated a different way.)

Thanks for the posts and help.

Legal Info: If you want to post this FAQ on your site, ask me, I'll most likely 
say 
yes. This Guide is for people who want to use it. If this FAQ helps someone 
create 
a better FAQ for Tekki then great, feel free to use this material. Just give 
credit 
where it's due.
(C)2002 Mike Maraldo.
All characters, game data and other trademarks are owned by Capcom and Nudemaker 
(time 
to think of a better name guys), thanks to them for making Tekki. Please fix the 
problems and make more games for this controller.


Show CheatCodes.com some Love!