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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