Tekki - Strategy Guide (Page 03)
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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 (read: VT on major crack), so don't expect a fast kill. Fight defensively and use the doorway to protect your body while you wear him down. Do not let him corner you if he gets too close keep track of which way you are open to dodge, the plasma torch attack is easy to see coming so dodge it and then make him pay. Destroy the VT to clear the mission. **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.) (Note that the Quasar is in that room on your FIRST ATTEMPT, if you do not complete the mission the first time and try again, then the quasar is probably in another room, either on the same level or the one below.) 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, you've got a rail gun slug for each VT, 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 (Vortex and Scarface/Vitzh groupings), 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). When attacking the two groupings in the rear be careful of a stray Behemoth that may be lurking to the side, don't rely on your radar and keep your camera moving searching for possible targets. 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. * You've got time and supplies so take it slow. You can B-line it to the presidential building and secure it, destroy the building, then the boss than spawns with that event and ignore the rest of the map, OR you can take advantage of all those easy kills lying around and make some major command points. If you're up to a little fun first make your way towards the Stadium, ahead and to the left of your starting position. There are giraffes here and there, if you have to make a turn or move close take them out with a cannon or MG if in range, 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). The best way is to bombard them with missiles from your low altitude position (this stops working once you get to the higher difficulty levels as the missiles will crash into the hill as they are moving so fast they don't have time to gain enough altitude). 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 a few shots if you have them left over (be careful the building crumbles around 3000 damage), then 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 (standing anywhere against the front of the building will put you at his back), 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. However once you start a scenario you will have to continue playing until either you beat the last level (10 or 23) or run out of supply points so think it over and make your choice. **You don't have to Take out any other VTs than the final Juggernaut (and the presidential building to trigger his arrival). If you have the fire power and the confidence feel free to rush the presidential island, destroy the building, then the Juggernaut. You will clear the mission, just be careful if you left the regals around because the Juggernaut takes a while to explode, make sure you don't die waiting for him to. Also while that way saves a lot of time you are missing out on a lot of easy kills. So if you're trying to build up command points, don't waste the chance. 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 so you can give 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). 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 destroy a few extra m-vitzh along with the normal enemies. Destroying the Giraffes and VTs will not be enough, so stomp on a few trucks to get to 70% 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 (you'll only encounter light class VTs). You have two teammates but their advanced AI will be so confused that they will just sit around drawing fire. Concentrate on the bigger choppers that fire homing missiles and the occasional VT. After you clean up the area (there are enemy VTs in front and behind the transport convoy) and down a bunch of choppers, the mission will end. I think the clear flag is a point limit as I down different numbers of VTs and choppers every time. 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 that you cant see coming) next search for the ECM truck on the top of the hill, it's big, square, and has a satellite dish on the top. After you destroy one you will hear from Argus and should be able to see flashes on your radar, next 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, this time a Behemoth will be waiting for you, ECM number 3 is one intersection past where the enemy VTs are waiting for you. 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/cannon hits as there's nothing to lock on to for missiles. 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. On higher difficulty levels missiles just take too long. But they are still good for tripping up a fleeing VT at long range where you could never make an accurate cannon shot. *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. There is a Jarc. VT around the corner of the canyon pass with a hyped-up cannon that fires like crazy. If you approach from the left passageway you will be going toe to toe which is dangerous. Knock him down with a rail gun shot or approach from the right passage to get a clearer shot. 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 after you are contacted by Black Widow and low and behold, it's got a bomb in its hand! (why can't I do that normally? Wouldn't it be great to knock a VT down, put a bomb on it, then back away and detonate it from afar?) Placing the bombs is just like opening doors, do all three on the flashing light beacons on the door's frame then get far away. See how the F3 button was flashing but stopped as you got 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. (or if you're feeling lucky back away in reverse and pick them off as they come to you until you run out of ammo.) 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 (and haven't already unlocked the Quasar VT) 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. (Note that the Quasar is in that room on your FIRST ATTEMPT, if you do not complete the mission the first time and try again, then the quasar is probably in another room, either on the same level or the one below.) 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 or rapier (that no one ever uses) and go. This is also the only scenario that doesn't make you power up the VT at the beginning. Clean up the two enemy VTs ahead of you and for once spend some major 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 the that the reinforcements show up in really get in your way, and you have a fragile VT with weak weapons, take it slow. 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 (I want that gun, sigh), 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 (vortexes will not re-spawn but Scarfaces and Vitzhs will). 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. If they are destroyed while making the pickup or on their way out then you will still have cleared one of the three chopper runs. The difference between making a safe chopper run is only whether you get the points or not. 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, Regals will spawn from the rear or sides of the land-island (near the ramp closest to the map border). The number that spawn are different every time but normally three will spawn when you make the first call and another will show up later from the same direction (some times more sometimes less, sometimes with different timing. Keep a lookout in the direction that the chopper approaches from 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 can be 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) keep the override off when you don't need it and refuel before entering the elevator and on the second level and you should make it ok. 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, use the trustworthy, if a bit frail, Prominence M1, one fuel tank, main weapons missile and the weak cannon, sub weapon R-gun. The best choice is a Quasar or Juggernaut for a higher powered ride and a lot more armor and firepower (the Juggernaut makes even Desperado level difficulty easy). 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, every time, highly advanced AI). 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. If you want to take them out 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 (on easier difficulty levels) 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 or MG 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. In a long range battle 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. At closer ranges the Regals are more deadly so in that case shift your attention to them. 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 or attacking for a bit so quickly knock it down with a R-gun shot then repeat with cannon, or get close and do it all with the 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 (rarely it will have wandered off behind yet another hall blocking your LOF). 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 (overdrive time) 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. Two Rockets: Normally these rocket turrets will be firing at a normal rate, however every few seconds they 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. If so be very, very careful about friendly fire, I had a teammate plasma torch my Juggernaut from the rear and was dead before I knew what happened. Keep track of where they are, as teammates are just as deadly as enemies when you are in their LOF. The main problem with this method is there is no time to refuel, and the fighting by the elevator will be close range so you'll need a rail gun/powerful cannon, 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. **There is also an alternative way to destroy the boss (kinda' takes the fun out of things though). Turn on overdrive and trigger the doors to open. Take out the left and right arms as fast as you can with most powerful weapon you have at your disposal (I think that destroying the arms will stop the boss from ramming you, either way it will be hard to target them from behind). Once they are gone make a dash in the room and through the pillars to the rear of the boss. He will slowly turn to face you but do your best to keep to his rear. Once you are behind him he will no be able to attack you, at all. Keep moving as necessary to stay behind him, as he will continue to turn to try and face you. Now pound away until he begs for mercy, one word of caution though, don't attack the heavily armed body as it will do no damage, aim for the back of its head. To tell if you are doing damage watch the HUD and see if where you are shooting registers as a "HIT" or a "MISS", only the hits are doing damage. As long as you don't mess up the entry, this is the best and safest way to defeat the boss. (I feel so stupid for the 20+ times I've forced myself to fight him the normal way). But remember, mess-up the entry or leave his arms in tact and you might as well just push the ejection button now to save yourself some time. 14) DIFFICULITY LEVELS Tekki has six difficulty levels to survive it's important to understand what has changed. One is the damage that the enemy VTs can take. On the higher levels even the little Vitzh can take around 3000 damage. What does not change is the VT physics, i.e. a 1000 damage round will knock over a Vitzh in rookie and in Armageddon modes, the difference is how many times they keep getting up. What this means is that you can no longer charge clusters of enemy VTs like you used to (for this and another reason explained later). Keep your distance and weed them out with long range fire. The other thing that changes is projectile speed. Missiles, cannons, basically everything is going to be moving A LOT faster. In Armageddon it's almost comical how fast missiles move. The laughing stops when you realize the implications though: 1) now that missiles move a lot faster they don't have the time to change altitude like they used to. Normally missiles are a great weapon for hitting VTs in high places, now they are crashing to walls a lot. It still works but you will need a lot more room for your missile to gain altitude. 2) Cannon fire is going to be coming in fast. Either you have the situation under control or you will be taking major damage. Again keep your distance. 3) Chaff is useless at close ranges. Pop some chaff on Armageddon and watch what happens when enemy units start firing missiles at you. The chaff is working but the missiles take a second before they weave off course, in that second most missiles will reach you due to their incredible velocity. This makes what were laughable enemies very deadly opponents, always have chaff out and do not get close to: missile spiders (scylas), scarface II, the destroyer in mission 14, buffalo choppers, etc. That's just the list of enemies that became a problem, don't even think of taking your eyes off of Regals or other VTs that were normally launching missiles at you. And don't even think of stopping the chaff flow on mission 20, an unchecked Prominence M2 cluster missile attack is your one way ticket to an early retirement. Armageddon is an extreme, when I finished it and went back to normal the bullets seemed to be moving in slow motion. The point is to recognize what is changing and change your fighting patterns as necessary. ********** V EXTRAS ********** 15) TIPS AND TRICKS - Everyone's favorite Tekki salesman Andrew Cross has a new limited time offer for the more daring Tekki pilots: "The thank a tank program". Cutting right to the chase, this entails you picking up a tank or other object that will register a hit with VT-class weaponry and using it as a shield for incoming fire (offer void for splash damage weaponry). Simply pick the lucky volunteer up and then use it as a disposable shield, you'll loose the use of your sub weapon but you will be able to nullify one hit by lining it up right. We have yet to test this method on live troops and cows as the results are going to be messy. - Conserving fuel: The 3rd generation VTs 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. 16) CODES & HIDDEN FEATURES - [CONFIRMED] This code will unlock all levels and VT's in free mission mode: At the title screen position your COM tuner dial to the printed number 0 (9 o'clock if you were looking at a clock), from here you will need to move your com dial to the below positions and leave it there for one second on each position. (remember that the first marking: 9 o'clock is 0, and that the last marking: 6 o'clock is 12 for the code) Start at 0, then move to 1, to 9, to 7, to 9, to 0, to 9, to 0, to 6. Finish imputing the code before the title screen fades away to the replay. After you input the code you should hear a sound. Now you can use any VT on any mission in the free mission mode. This of course does not affect the normal campaign game. Once you input the code Tekki will save the change so you only need to do it once. - [CONFIRMED] After you complete mission 23 on Normal difficulty you will unlock a movie viewer in the config menu. (only viewable in the main menu config menu, the in game config menu will not give you the option.) - [CONFIRMED] After logging 55 game hours, press Ignition and Start buttons to remove all the gauges and dials for a non-distorted full screen view. - [CONFIRMED] After beating the game in Desperado mode you will unlock the Autobot code. In game press the Hatch and Start buttons and your VT will lower its body (and your view) down to ground level. Your speed will not be affected by the transformation and you will never fall down in this mode. - [CONFIRMED] Get 800000 command points (Colonel Rank) and you can use the Juggernaut VT. - [CONFIRMED] Beat mission 23 on Veteran level difficulty and you will unlock the next difficulty level "Desperado" as well as a voice select option in the main config menu. There are three voices in all (two new ones, plus the original.) The option is only visible when in Japanese voice mode. You will also unlock a code to switch back and forth from color and B&W screens. Press start and night scope during the loading screen and when the mission is done loading you will have a B&W screen if you are in a VT with a color screen, and vice versa. - [CONFIRMED] Beat mission 23 on Magnum Force level difficulty and you will unlock the ability to jump. In mission press start and F3 then continually jump to gain altitude. (helps to have the brake pedal down if you want to get big air.) - [CONFIRMED] Log 100 hours of game time and reset the X-box. Beat the 2082 mode once then after that you can press start and reload during the loading screen to activate the unlimited fuel and ammo code. - [CONFIRMED] On one of the towers in mission 20 there is a man waving his arms at you (lieutenant Silver Star). If you can grab him with your manipulator-arm and then complete the mission you will unlock the Spotlight. Once you save Silver Star you will always have the spotlight which is toggled on and off with F2. This code can be unlocked in free mission mode. - [CONFIRMED] On mission 6 on a difficulty level greater than Normal you can save Corporal Arnold in a similar manner to destroy all weight limits on equipping your VT with guns. Arnold is located inside the hanger door that opens when you get too close to the base, you have to fight your way in and then look inside for him (left of the second door), grab him, and then make it out alive. After the code is unlocked start a new campaign or free mission then at the briefing menu press start and main weapon (on the center block) to remove all weight limits and allow your VT to equip any weapon. If you did it correctly you should see a"WEP ALL" message appear on the briefing screen. This code can be unlocked in free mission mode. 17) STUFF THIS FAQ NEEDS! I don't know it all, help me complete this FAQ! - Any more significant tips/tricks? - Any new codes? - Anything you think deserves posting on this FAQ but didn't make it? - Any additions to the mission walkthroughs? - Anything to pass on to section 18 (I&I)? 18) Industrious & Insane -BASICS- This section is for those hard core gamers who want to go all the way and construct a cockpit for their Tekki experience. For those who wish to begin the planning and construction of their Tekki box but have yet to get a controller of their own, the dimensions of the controller and pedals will be recorded here. I also hope to post here the exploits of those brave souls and pass the wisdom of their triumphs and mistakes those bold (and insane) enough to follow in their path. Describing the measurements in pure text form may be a little difficult to understand. As such I have created a set of blueprints that will make the below description easier to comprehend. For a copy of the blue prints send a mail to me (mike_box@hotmail.com) with the title of the mail "FAQ I&I". If you can't be bothered to do that then I can't be bothered to send you the file. The controller is made up of 4 parts. The left, right, center, and pedal blocks. The three hand controlled blocks are connected by a ribbon cable (like a hard drive cable) and then secured into place by two bolt plates and 8 screws. In theory you could extend the cables and re-arrange the controller so that the left and right blocks were are your sides like a real cockpit, not bolted to the center block. Each block is fitted with rubber base legs that prevent it from sliding. The pedal block's wire exits from the rear of the block and plugs into the rear of the center block. The center block has another wire that exits the rear and plugs into the X-Box controller port. -MEASUREMENTS- *Left Block Measurements* (The measurement points are (from a top view) located clockwise starting at the top left corner: A-B-H-G, where H would be the bottom right corner, ask me for the blueprints if you have any questions.) A-B & G-H = 26cm A-G & B-H = 19.5cm P = 24cm (From the base of the block to the top of the joystick) The Left block gearshift does not hang over the side of the controller so no extra room is needed on the outside edge. However the joystick when fully pressed to the right extends over the right edge of the block about 3cm. This is not a factor if you have the blocks bolted together. *Right Block Measurements* (Top left corner = E clockwise F, L, K) E-F & K-L = 26cm E-K & F-L = 19.5cm P = 24cm (From the base of the block to the top of the joystick) The right joystick is capable of movement in all directions, while it does not poke over the outside edge of the block (F-L), it does on both the inside (E-K) (about 1.5cm) and the top (E-F) (about 8 cm). Again the extension to the inside edge is not a factor is you have the blocks bolted together. *Center Block Measurements* (Top left corner = C clockwise D, J, I) C-D = 35.5cm I-J = cm C-I & D-J = cm *Assembled Control Block Measurements* A-F = 88.5cm G-L = 79cm R-S = 26cm *Pedal Block Measurements* The pedal block contains a base and three pedals. The base is a square except for the upper left corner which tapers away leaving no distinctive corner to base measurements from. As such starting from the lower left corner (M) and skipping to the upper right (N) and ending in lower right (O) M-O = 35.5cm N-O = 30cm Q = 19cm (from the base of the block to the highest point on the pedals) Out of the three pedals the gas pedal sticks out the most from the upper edge (5cm). The Dodge pedal is curved making it stick out both forward and to the left. If the block was a perfect 30 x 35.5 square then it would stick out 2cm to the left. -ADVICE- Here I will post things that I think would be important in planning the design of your cockpit. I also hope to include the advice and stories of those who actually do it. Send me some mail guys. -Don't place your center block to low, or your monitor too high in your cockpit. The LEDs on the controller will flash giving you valuable warnings. If you have to take your eyes away from the action to check which warning is going off on your controller you will be wasting time. -Place the pedal block close to the base of your feet so that you can floor the pedals with ease. Tekki's pedal sensors are not too accurate (most likely a software shortcoming rather than the hardware) so the difference of flooring it 100% and leaving a bit off is significant. Also pressing the pedals forward instead of down will contribute to wear and loosen them so that they wobble a bit left to right. -No stories or advice from cockpit constructors yet... X. VERSION HISTORY v.1.14 - 1/18/03 - haven't touched tekki for quite some time now but I had a few mistakes in the cheats section, this may be the last update, I'll wait a little more then upload a final. v.1.13 - 12/08/02 - Just a few additions to the codes. v.1.12 - 12/02/02 - Sorry I've been slow to update, don't play Tekki much anymore, 70 hours is a long time. Got a new code for you, as well as a few small updates. v.1.11 - 11/01/02 - Measurements for section 18 are complete, almost. Some of my measurements conflicted with the Capcom Jap site info but I was fairly careful and I don't think they were giving measurements for the widest parts of the base. I'm going to double-check over the weekend. v.1.11 - 10/31/02 -Isn't it Halloween in the US around now? I lost track of the seasons over here. Fixed a few typos and created section 18 due to demand. You guys are insane. v.1.10 - 10/30/02 - Beating Armageddon offered the same thing as Magnum, nothing. I've got tons o' command points and decorations so I think that there is nothing left to update that way. I guess I'll but in the remaining hours to try and reach 100 hours but that's a pain in the butt. Anyway lots of tweaks to the FAQ, Update time. v.1.09 - 10/29/02 - When will the madness end? Armageddon difficulty had better be the last. This is getting repetitive, no, actually it was repetitive around Veteran Difficulty. Sigh. v.1.08 - 10/28/02 - Access to the net restored, update time. v.1.07 - 10/27/02 - All these new difficulty settings are beginning to wear. The transformation code is nifty and all but how many times do I have to play the same missions over and over again? v.1.06 - 10/25/02 - New Update. Some more polish to the walkthrough (The last boss is a joke now.) and completion of the Desperado mode. I thought that would be it and I could move on but now I have to deal with Magnum Force, wasn't that a NES game? v.1.05 - 10/24/02 - I finished mission 23 on Veteran last night and I got another message asking me to beat Desperado mode. Besides the new difficulty level there is a voice select option under the movie viewer in the config menu. Nothing special. v.1.04 - 10/22/02 - New Update. Filled out the VT list, The Juggernaut created a new slot so maybe there is still hope for the Prominence M2. But on the other hand it wont be the first VT that appeared in the game but was never made useable (Ah how I wanted to use the Jaralaccs NS, VT on crack). The Rapier was a big letdown, why unlock it so late in the game? Some more Weapons added, and some minor changes to the walkthrough. 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.
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