Armored core 3 instruction manual




















After that, 3 will be south. The next wave will have 2 on each side. Then it'll finish off with 1 on each side. We must act immediately if we hope to intercept them. It takes in the desert. Ok, start off by killing the first set of 3 planes. Once they are dead, the bomber should appear in the Southwest. Kill it then await the next bomber. The next bomber should appear in the southeast I'm sure of it These bombers easy and in the wide open.

Ignore the planes. A maneuverable AC capable of enduring prolonged combat is required. I would suggest taking something with high ammo. Any ways, all you have to do is keep killing enemies. It actually is, if you know how to fight well. Tanks will get hit a lot of times There is only up to 8 MTs on the screen at once.

They also kill each other. If you run out of ammo, go to the truck and hit circle. I kill 30 enemies in my go. Whatever its intentions, the situation looks grim.

Destroy the target at all costs! This is a mission were you fight the biggest single thing in the whole AC series. This mission takes place in a desert you probably seen a million times over. Take Royal Mist if you are killing both parts. Take Scylla or Regina is you just want it dead. IT is also a high speed hover MT too. It is big, so its speed shouldn't matter. You don't even need a FCS to kill it. It is that big. Too bad you can't get the Moonlight before this mission.

But don't forget you must also be aware of its attacks. Pod Missiles: Its most common attack. It shoots two pink lasers from its "eyes" and does a lot of damage.

Dual Titans: These are it large missiles. Touch these and DIE! No joke, you'll take anywhere from damage from these. But he CAN kill him self with these. You should try and keep him behind the downed ship.

This way you can attack him without fear. You should try your hardest to keep it past range Look at the sight lock. Once it is damaged a tad, it will split in two The Massive Dingy: This looks like a 20X bigger version of what a hovering set of un-set- up'd grenade launchers. Guess what it only uses? This thing fires VERY accurate grenades. Not only that it can do it at very long range. You do not need to kill this you first time through, but you need to for an OP-Intensify ability.

Make sure you don't follow it out of bounds and aim at the very tip of it. This is what makes this mission hard, and annoying. This MT can kill the Big one, and visa versa. Figure out and match up some of those parts you like and then try it out. If you want cannons, use a tank with an over boost core. Once you know how to kill the massive MT, This should be easy. Once you turn that way, boost over the hill and into the crescent. Once inside of it, you should be out of the area, if not that's where the part is.

If you still need help, hit select and look at the ground that way. We need a Raven to intervene immediately. If you tried this mission before and you died, take a consort. As you start, you must kill couple of Helicopters. He is a hover too and will be annoying. He doesn't attack the targets, only you.

It's your choice if you want to kill him or not. After he comes out, more helicopters and under water MTs will come out. Worry about the copters first, has the water MTs will stay underwater If you go fast and kill Megelo, you'll get offered a bonus mission. This will bring you to "Eliminate Bombers" This choice is up to you. Attempted were made to force it down, but we ended up having to shoot it out of the sky.

The recovery team sent to retrieve the capsules still hasn't located them. These are most likely associates of the hijackers trying to secure whatever they can. Once you're are in that water, you only have to kill the aqua MTs. They "swim" to the defensive targets and carry off with them. This mission should hardly scratch you.

Don't kill the fighter jets either, there's no point in that. If a capsule gets grabbed, just kill the MT. If you do well in this mission, you can have a stab at "Defend Helicopter Crew" as a bonus mission. It's not a hard mission, but if you need the credits, go for it. The ice floes are crushing the vessel and she is slowly sinking into the depths.

It's unlikely any of it will ever fall into the wrong hands, but we don't like taking chances. Any ways, this mission takes place in a large ship. Once in the mission for a bit, water starts to pure out and a time starts, so you must not fool around. I would use the boosters for this mission, if you suck at flying.

Start by dropping down the shaft you must shoot the lock. Once down, go through the hallway and fall down again. Once there, to the east lie a couple of boxes to destroy if you want more money.

But go west, kill the two hovering security MT. You can see two more security MTs. Kill them and go east. Ignore the first hole, as it is a recess to get up again.

Go in the second one, the bottom just leads to more boxes. Once in there, kill two more MTs. Maintain the same height when going through this room and enter the hole in the walk right across from it. OK, this is the half way point. Once you fall down, follow the path and open the door. You should stop killing enemies in this next part, has there is too many. Any ways keep following doors until you get to a bigger room. Keep going, once in the big room, enter another hallway. In the next room, look in all the corners for the hidden part Now go back to the bigger room.

Turn to the left and go in there go strait if you choose to ignore the hidden part. You'll come to a room with a wall right in front of you, ignore the enemies and dash to the left a tad.

You'll see the door. Go in it. Follow this LONG hallway all the way to the end. Once you open this door, hit circle on the target. Now just follow the same way, and exit. If you have a mapping head this should be easy. Or, just take a peak at the maps. On your way out, there is a one of a kind security MTs that will appear. Or take a look at the map. The part is in one of the corners of that room.

It's only a matter of time before they're overrun. You could use hover legs but they are not needed. This is a bonus mission for "Prevent Capsule Theft. All this mission is, is that you protect the PowerSuits from aqua MTs and helicopters.

It is that hard and I never failed this mission. Just don't fall in due to all the falling beams. Every little thing you pick up will give you bucks.

There is about 11 of them around, but don't forget that protecting is the main point. We've never seen anything like it. Take care around the water. Make sure you saved. Make sure you take a hover design as well.

Hire Joker if you need hell. This Weapon is Big and can dive. Here are all of its attacks. Grenades: It uses these above water only, it will use 4 mid damaging grenades and stun you. Orbits: It will use this right when it goes under water.

For these, you should just take the hits if you are risking you life exposing yourself. Vertical missiles: He uses them when he is under water as well, hover under the thing you start on to block all of these.

This thing doesn't have very high AP, but it's more than any other MT you've seen so far. You can only hit it when it is above water. Rockets work VERY well against it. Use the starting platform protection while hovering under it all the time.

DO NOT dash out of control, you might go out of bounds. Use this AC if you have trouble with this mission. Fall into the water, then hover back toward the platform. You'll see it on a beam. You don't need to hover but it is easy. We need immediate assistance. The invaders needn't be destroyed, but you must keep them occupied.

First off You have two people on your side. You should try and keep them alive. Any ways, you start in a hallway. Got through all the doors until you get to the room with enemies. There is 4 ball MTs.

To kill them, wait till they open up. Then shoot to kill and save ammo. You must fight a Controller AC. You got two choices. Run or fight. If you choose to fight, he's not that hard of an AC. Small grenade launcher and exceed orbits are what he uses. Immediate backup is requested. Now we just have to figure out a way to deal with the ones already inside. This time you must kill biological weapons.

By the way, I wasn't joking, a single one of these things as about as much AP as you do. So you can try and have fun killing them or you can chill out till they find a weakness. Then they tell you to blow up acid containers. This will make them weak as all hell. If you destroy all of them, not only does the air turn pretty colors, but also the weakest machine gun bullet will kill one of them. IF you are doing this mission this way, you'll have to go to the end, blowing up containers then back track and mop up things.

How do you do this? Well first here is two set-ups. One is if you haven't beaten the game and the other is if you have. The first one is of course the worse one. Note, you can use any part you really want for the "the cheapest one" but you might not have the cash, so be thrifty.

This next one should make this mission a lot easier. Just sit there and hit circle. Hold in left or right to blade again quicker. The facility is actually a cover for their ongoing research into germ warfare. We must act now while it's vulnerable. Destroy all germ toxin canisters within the facility. Destroy whatever you can, but remember that the germ canisters take priority. You must act quickly. You must destroy 6 tubes in each room and then exit. The doors close, so don't fool around.

Rockets will get this mission done fast but you won't get a bunch of extra credits. NOTE: Just because the time is not at zero, does not mean the doors cannot close. Any ways, Walk into the first room, the timer will start at 5 minutes. Kill all the tubes. Destroy all you want and head out. Only there is a MT in the hallway to the next room. Once done head out to the exit. Their safe passage through the battle is of the utmost importance.

But you can win with just one left. This mission takes place in a snowy valley. This mission is strait forward, don't leave them by themselves. Watch your radar and make sure you take out the sitting ones first.

Take lots of ammo so you don't have to be picky with your blade and end up missing. Once you kill a couple of MTs, fighter jets come. These aren't that effective since the convoys are in a ditch. Don't worry, they don't have to travel far either. Once there look for dish. The part is sitting up between the dish and the building.

We need access to an alternate location. You should not bother with ANY enemies at all. They keep coming back and slow you down.

Kill the 3 up top and the last two at bottom, it's not really hard. Once you kill them all, you should head inside. This next part is the hard part. It's in Sector Their activities cannot continue unchecked. All you have to do is kill 5 guns. They are actually strong. Take something long range and this mission will be cake. Start of by killing the most eastern gun don't cross the river once that one is done, cross the river and kill the 3 on that side.

Then go back across the river to the west and kill the last. Those stealth MTs will piss you off no doubt. By the way, getting hit by a grenade will tell you where the guns are. If you go quickly, you can excess a bonus mission, which will lead you to "Distract Union Defenses" I would take a consort if going for the bonus mission.

I would strongly suggest using a tank and a consort. Head to the area and find the rest before Union does. Once you land and see a great view of your AC start moving. If you have a head with map and area, hit select to find the right way. Overboost to the capsules if necessary.

Once you are next to them, hit circle. The enemies don't need to be killed, but kill all the guns you see, as they don't respawn like the other MT. Once you have all four of them, your pick up will radio in. He will tell you that he can't find you just yet. Wait a little bit and kill all the MTs that are close to you. The mission is automatically over once the transport comes down.

Preparations are underway to wipe it out. If you don't care about S ranking this mission take a consort. You have to wait 5 minutes with fighter jets and mobile MTs. Any ways, if you use this strategy, you won't need a consort. You can use a mid weight too. But yourself in the southwest corner and wait till all the planes come to you.

You should not get hit at all or run out of ammo. The little MTs should only be seen once or twice, but they take two hits to kill. Don't worry if a plane passes you, they usually won't hit you from behind the out of bounds line. Once the time is use, the rescue point should be right were you are then the mission is done.

They've even gone so far as to claim that The Controller is malfunctioning. Clearly they hoped that Union's activities would unbalanced us to the point where they could stop in and take control.

Your responsibility is the removal of any bombs placed in and around the smelting facility. This way you can't fall into the fire. There is a time limit in this mission too, so don't fool around. A good radiator will help, too. There is two ways to do this mission.

Easy way: Just disarm all the bombs. Two are at the ends of conveyer belts. The other to is above. One is on the wall; another is on a pillar. Ignore everything and go fast. Easy S rank, too. Hard Way: Kill all the enemies with disarming the bombs. He uses hover legs, so the fire won't kill him. He's not that hard nor uses full auto on his machine gun. It may take a while to kill him however. The electromagnetic pulses they release are harmful, so move quickly. Kill things is you please. Then fly in the next highest door.

Go down the shaft and look up. Shoot the 4 vents then hit the generator. You're done with the top. If you didn't kill the enemies out there you can shoot 4 more vents to get out of the higher door. Once out, you can overboost right to the next door across the duct. Follow this path down and you'll be in a new shaft. I would snipe some enemies first. Then drop down and kill Twinhead, and shut down the generator. She isn't hard, but a lot harder than in the arena itself.

Now if you have a mapping head, hit select to see where the final target is. Fly up there and shoot the 4 vents leading up again. Then boost forward and the mission will be over. Take a left to see it lying down. Our headquarters is based in the area and must be protected at all cost. Don't let a single unit get by, or all is lost.

You should use a lightweight, low drain AC with no energy weapons. Fly up to the top and wait a little bit. Then fly toward a pack of three until they start firing. Once they open, then hit them. They should die a lot faster.

This mission is over if a single one touches the top. Toward the end, 9 will be coming at you 3 and 3 and 3. All your energy is brought back after a cut scene. It has a bunch of scattered red beams all over.

If you touch one, guns will pop out and shoot at you. A mobile AC is needed. I will break these up in rooms. Start by entering the first room. Land on the conveyer belt and shoot out the MT and the bar in the middle of the air.

Then fly all the way across. Then fly to the end. Then wait till the next bar goes up. Do the same and reach the end of the room.

This one is hard to do. Then run between the two beams on the ground and boost up to the belt. Make sure you are in the middle and fall down in the narrow part. The rest is easy; just do what you would usually do. Make a break for it once they stop. Then just hold in the boost button and carefully fly over the lower beam. Once in the middle you can almost jump through the next one. We expect all participants to carry out their orders as instructed.

There is actually a lot of Ravens in this mission and will complete it for you. You'll lose out on money at the end though. I well mention the name of the room you are in all the time. I would take at least the blade with me Start off by going strait through the door [E].

Follow the path and go in the door [E]. Kill the two multi purpose MTs and the security MT. In this hallway kill two gun batteries. Kill 1 multi MT, 2 hovering ones, and 4 guns [E]. In the next room, kill a close range MT [N- 40]. Kill two guns and two close range MTs. Now head down another hallway and open the door [W]. This room is almost the same as E In the next hallway, kill a close range MT.

I never once saved him. Kill two more MTs and two hovering ones. Destroy them to finish the mission. You are in little sections. You'll be stopped by gates. Once the gate is down, move up and hide in the little crack Because a HUGE plasma chunk is coming your way.

Once you are out, little guns will be shooting at you. Aim up just a tad so you hit it in the middle. No matter where you are when you destroy the middle thing, you'll enter the core. On the other side of the core is a Controller quad AC. It has plasma cannon arms, a pulse rifle on the back, and the mid sized EO core. Don't get close, try and keep him on the other side.

Just don't hit the reactor too much. You might kind of end the game If they continue, we may have no choice but to launch an attack on The Controller itself. We'd like you to take another look.

If the passage exists, it may be just what we need. Please work together. She turns on you. Any ways this mission isn't that hard strategy wise. Just kill him like you would in the arena. If you didn't kill Huntress, she's turn on you now. A grenade launcher on tank legs can help you with Fanfare.

Take lots of ammo too. Another way to beat Fanfare is to run him out of ammo. So don't take missiles Any ways, this mission is really easy for when it is offered. As a Raven, take on 50 solo missions using revamped weapons, upgrades, and the all-new drop feature, which allows you to pick up and drop weapons in your environment.

You can also pit your custom-designed ACs against your friends in two-on-two-battles. User Ratings. Your Score. More statistics and details. How can i get quick credits? General Why do I keep sinking into the water while using hover legs? General What is the best strategy for strafing? Build Can anybody upload a usa psx game save? Output also determines the rate in which the generator creates energy for the AC. A high output AC would mean that the AC's energy would recharge much faster while in battle, while a low output AC would mean that the AC would recharge energy much slower and is in danger of not having enough energy.

Every part of an AC uses energy, and you can tell how much energy it needs by reading the part's Energy Drain. A generator will provide a certain amount of Energy Output for your AC, and depending on what parts you use will determine the rate in which your AC's energy regenerates.

Parts that use less energy leave more Energy Output for the generator to produce more energy for the AC providing a faster energy recharge rate. Parts that use lots of energy could mean slower energy recharge rate and even insufficient energy. In older AC games, ACs with insufficient energy could not go into battle, but in Armored Core 3, they were allowed to do so, provided that their energy would deplete much faster than usual and that moving without boosting would use up energy as well.

This concludes the weight that your AC carries with its legs. This includes the ACs entire weight load, such as it's generator, boosters, arms, core, etc. Less weight means more mobility. Heavier parts mean less mobility and could even result in the AC being overweight. Like before, in previous Armored Core games, overweight ACs were not allowed to go into battle, but in Armored Core 3 they were allowed to fight granted that they would have very low mobility and slow turning speed and boost speed.

Overweight ACs are very difficult to use and players are highly advised to avoid making their ACs overweight by putting too much weight on the ACs legs. This is based on the weight that your AC carries on its arms. This includes all arm parts, including the arm parts themselves, arm weapons, extensions and inside parts. Too much weight on the AC's arms could mean lesser targeting proficiency which is is very important in the heat of battle. In older AC games, Arms Overweight ACs were not allowed to fight, but in Armored Core 3 they were allowed to do so in exchange for very bad targeting proficiency.

These are your ACs Armor Points. These are like the "life bar" of your AC. Once your Armor Points reach zero, your AC explodes and any mission you were on would automatically be failed or any fight you were having with another AC would have been lost. AP is solely based on the AC's head, core, arm and leg parts. Heavier parts mean more AP but more weight and possibly less mobility. Carefully analyze each part and decide what part you will use for your AC as each part has its own plus and minus points, depending on your playstyle.

These are very important, especially for players who plan on using Bipedal and Quadrupedal legs and Reverse-Joint legs. These will heavily determine your AC's total mobility, as when playing Armored Core, you will notice that you will be spending most of the time flying with your boosters. Boosters vary from size, shape and performance.

Other boosters propel your AC higher and faster into the air in exchange for a higher energy consumption rate when in use. Other boosters use up less energy when in use, but are much slower and do not immediately reach maximum flying speeds when activated. In Armored Core: Nexus, the concept of booster heat was introduced, as an AC's temperature will rise when their boosters are in use. Depending on your playstyle and what kind of weapon you use, an ACs targeting proficiency could greatly decrease if the weapon you use does not match the FCS you currently have.

If you rely heavily on missiles, you could have a much easier time if you were to use an FCS that specialize in targeting with missile type weapons. This is a very important concept of the game and will heavily determine your ACs total effectiveness on the playing field.

How fast your AC locks on to a target and how wide your lock box is could mean life and death on the battlefield, because an AC having trouble locking on to its opponent would be vulnerable to a volley of vicious attacks from its target.

This heavily determines the total mobility of your AC, as different kinds of leg parts mean different kinds of movement and different turning, braking and jump speeds.



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