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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter T » Tekki - Strategy Guide (Page 02)

Tekki - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Tekki - Strategy Guide (Page 02).


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.

*Stan-L*
Type: Shock Rod
Firepower:10
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. To make up for the weak damage, this 
weapon supposedly shuts down the targeted enemy VT with an electro shock. However 
I didn't notice any big difference between the time it took the target VT to get 
back up again. 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.

*AVTMT *
Type: Artillery
Firepower: 600
Weight:5
Ammo(Clips): 20(0)
Range:025-200
Note: Direct hit is not necessary: shells break into cluster bombs to inflict area 
damage. This is the only artillery weapon in the game capable of in flight tracking. 
Despite that it misses most of the time. Good for taking out groupings of immobile 
non-VT targets though.

*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. 

*MM*
Type: Extra Armor Artillery
Firepower:500
Weight:07
Ammo(Clips):36(0)
Range:025-125
Note: This weapon comes with the extra armor that is equipable by the Prominence VT. 
It fires a barrage of unguided mini missiles that arc like low altitude artillery 
fire. Unlike most artillery that you can use, its fast and does good damage with a 
hit (looks cool too). The only problem is the weight of the extra armor and the lack 
of ammo (each trigger squeeze fires a barrage of multiple missiles) makes it a weapon 
reserved for fun in the free missions. Disengage in-mission with the F1 button.

*AVTDT*
Type: Missile
Firepower: 1500
Weight:08
Ammo(Clips):6(0)
Range:100-250
Note: Dubbed the "VT killer", the name and damage 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, 
then the charging gun will track and make the hit)  It does more damage, but only 
carries 8 shots at the same weight.

*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
VT Boss "The Cubed Eye"- 2000

*VEHICLES*
Army Truck - 10
Transport Truck - 10
U4 Jeep - 10
MP 557 Covered Truck - 10
Electro-trip wire trap truck - 20
M307 PG self propelled Artillery - 30
M9 Tank - 40
Giraffe - 100
Scyla (missile spider) - 200
ECM Vehicle - 500

*OTHER*
Infantry - 5
Anti VT Infantry - 10
Missile Boat - 30
Turret MG - 40
Turret Cannon - 40
Artillery - 40
The Presidential Building - 500
Destroyer - 800
Battleship - 1000

*AIRCRAFT*
JH-151 Raptor Attack Helicopter - 40
JH-2 Buffalo Anti-VT Helicopter - 50
B299 Wild Geese Bomber - 200
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 
LOF (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 lack 
of intelligence also can work to your advantage if you line your 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 ways 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 on and move the gearshift down a few clicks, because for all of their improved 
performance you will still 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 the 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 or you return 
to it's position.
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 and MG turrets 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, or 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 back 
up to where you started, 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 to the enemy they will down your chopper and 
you'll have to call another.

********  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. Spray the troops at your feet 
with MG fire if it makes you happy, the giraffes are the only other thing in the level 
that can hurt you but they are not necessary 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 and VTs in between the towers 
and the enemy VT/giraffe clusters to the upper far right and left corners after you 
pass the main wall.
**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. You can take them out from below with 
cannon fire but it takes forever.
**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. Overdrive will 
help you wade through the water quickly. One final word of caution: if you have the 
Autobot code enabled DO NOT cross the water in the crouched mode, you will cause a 
water death. 

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. (Some people have mailed 
me about having trouble with getting pass the VTs in the narrow canyon pass, if you 
are having trouble fighting normally you can equip a howitzer and take them out that 
way as well. The artillery shells will arc over the canyon walls and hit even without 
LOS) 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 close to the door and trigger the event, the door will open 
and Argus will ask you to run away. Overdrive time. Run like a scared child, weave 
to avoid canon fire, chaff the missiles. If you're feeling lucky you can back out  

of the canyon while fighting off the attacking VTs, but you had better be good if 
you want to make it out alive. Head back out the canyon passage and take the escape 
route, after running for a while you will clear the mission.
**Just on an off note, this is one of the rare opportunities that you have to use 
the AVTM (mine weapon) on. As you back away from the door drop a few mines, when the 
enemy VTs come charging after you they will be tripped up by the mines.
**Same drill, just seems a lot easier for some reason. You will be good enough and 
will have the firepower to 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 
jeeps 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 (or a plasma torch if you have it) 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  

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