chaosshade
AC4 OST - Panther
updated
I'm going to do a Q&A video to celebrate 400 subscribers! I got the idea from the Yogscast crew, but I think it's a fun. I get to play any game I want and you get to listen to me talk about myself and answer weird questions!
Questions have a few rules though:
Nothing super personal!
Nothing dirty!
Nothing racist!
Nothing insulting!
Don't rage at me for being slow on posting videos!
Be creative when you think of your questions, trying to stump me might be entertaining, but try to stick to stuff I can actually answer!
Song: F
Game: Armored Core 2
Armored Core (C) From Software
Distributed by Agetec
Enemies Fought:
E2: Twin Head W
D2: Comeback
C2: Faust
They were originally the best in their category, but as you can see, my red machine w/ the MG made short work of them. I wish I'd fought Faust in the Arena stage, but I pounded him pretty soundly I think despite that.
Anyway, lemme know what you think.
Armored Core (C) From Software
Distributed by Agetech
Okay, so the past... while... I guess has been a long, dull gap for my devoted fans. I'm really sorry about that. I lost my ability to record and, as some of you saw on my other channel, just got plain lazy. I'm here to say that, hopefully anyway, I'll have more videos up soon and finally resume my Armored Core 3 LP.
In loo of recording from my PS2 to my computer through a capture card, I'm running a PS2 emulator with a ROM of AC3. The video quality won't be QUITE as good as it used to be, but I know most of you are just waiting for me to finish the damn thing. I'm not going to set an exact restart date, but watch your inboxes carefully! I DO plan on finishing this and I might even be coaxed into playing another Armored Core game.
Because I don't have a capture card anymore, I CANNOT DO AC4 OR ACfA, DO NOT ASK! I could be coaxed into doing AC2AA or ACSL, and I'd rather not do ACNX-LR, I really didn't like those games... we'll see how it goes though.
Well, hope that I still have fans, see you guys around!
Song: Artificial Sky
Game: Armored Core 3
Armored Core (C) From Software
Distributed by Agetec
To S-Rank this mission, you have to do it even faster than I did, minimize damage to yourself AND destroy both monorails.
Remember to like/don't like, comment, and subscribe.
Armored Core (C) From Software
Distributed by Agetec (ASCII)
Head through Gate 7 after tripping the switch in Gate 5 and do a better job of disarming the canister than I did. Because of a glitch, you can only destroy the turrets in that room from the ground or if you're bumping your head on the ceiling. It's a really stupid glitch that comes back to bite you in the ass on several later missions.
To S-Rank it, complete it as rapidly as possible and minimize the damage to your AC.
Remember to like/don't like, comment, and subscribe!
Armored Core (C) From Software
Distributed by Agetec (ASCII)
At the end of the mission you'll want to have a head with an ECCM (ECM Canceller) unit so you can lock onto the Stealth MTs. They're armed with missiles, a machine gun, and I think a "Red Eye" laser cannon. Anyway, the mission's short and annoying. You can earn a bonus based on your time, however simply doing what I did the vid can earn you an S-Rank. I'm not sure what the max time bonus you can earn is.
Remember to like/don't like, comment, and subscribe!
Armored Core (C) From Software
Distributed by Agetec (ASCII)
I find it funny that the friendly units just blunder around stupidly when there's nothing to shoot at, but what are you going to do? If you want to S-Rank it, you'll need to do it solo. Take a powerful energy weapon like a plasma rifle or a plasma cannon is the best way I've found. You need to destroy the bazooka MTs before they can even think about firing at the Monorail.
Remember to like/don't like, comment, and subscribe!
Armored Core (C) From Software
Distributed by Agetec (ASCII)
Other than the generators there's a lot of construction MTs. While not a problem at long range, at short range they can do a lot of damage to your AC and overheat you rapidly. Taking them out from range is the key. They're actually tougher than the Battle MTs nearby, but the Battle MTs can strip off a lot of AP at range, so deal with them first.
Remember to like/don't like, comment, and subscribe!
Armored Core (C) From Software
Distributed by Agetec (ASCII)
Take rockets for this mission, their point-and-shoot nature will be extremely useful for this mission. You just need the S50 pack of them, anything else will be overkill, but if you like rockets, more power to you. With practice you can be a surgeon with them and rockets are a powerful weapon.
Anyway, clear the path for the transport, the cars can be crushed but the MTs and other debris will have to be destroyed with rockets or whatever else you have. After the path is clear, be sure not to wander into the transport's path or you'll fail. Something interesting to note about the transport is that it's magnetically attracted to the debris on the ground, so if you miss any, you WILL fail.
Remember like/don't like, comment, and subscribe!
Armored Core (C) From Software
Distributed by Agetec (ASCII)
The mission itself is fairly straightforward again, destroy the smugglers, save the bridge, and grab a part if you're feeling daring. The part is the YIV head unit. I has an excellent mapping function and it's very light (second lightest overall) but it hasn't got much else going for it. I like to use it on my sniper units because it works well when coupled with a backpack radar.
Anyway, you'll notice at the end of the vid I use the environment for my own amusement with the last MT. You need to be careful though, as you can see, I nearly fell too. If you EN red-zones you're not totally screwed because there's actually more densely packed energy there than in the rest of the generator so if you time it right, you can stay aloft long enough to land.
Remember to like/don't like, comment, and subscribe!
Armored Core (C) From Software
Distributed by Agetec (ASCII)
Remember to like/don't like, comment, and subscribe!
Armored Core (C) From Software
Distributed by Agetec (ASCII)
Around the half-way mark in the mission, Giadoz shows up and tries to steal your thunder. You can earn a possible 30,000cr on this mission but Giadoz can reduce that sharply if you get lazy once he turns up. Be sure to stay out of his line of fire when he's using the laser arms, they can peel off a lot of AP very quickly.
Overall, the mission is really easy and shouldn't give you much trouble.
Remember to like/don't like, comment, and subscribe!
Armored Core (C) From Software
Distributed by Agetec (ASCII)
You'll notice that I dusted a pretty solid "classic" style design with this one. The heavy boosters and the load out is admittedly lacking, but that'll change when I unlock other parts (you'll see the changes from mission to mission as I make them.) Remember, all the missions I'm doing in this run are without Op-I, so any strategies I use WILL work if you practice them enough. Sometimes I'll deliberately make missions harder if I feel they weren't enjoyable enough for my liking, so look out for those. I'll be sure to tag them if they are.
Remember to like/don't like, comment, and subscribe!
Armored Core (C) From Software
Distributed by Agetec (ASCII)
As you can see, you and store up to three ACs (a feature first introduced in AC2 but largely unnoticed) however, you can view them at a glance rather than having to cycle through them (as you did in AC2/AA.) I think the feature I like best though is the way the menus are set up in the first place, it's all very user friendly and you can rapidly navigate menus with little to no effort.
There's now two types of AC Test, a shooting gallery one and a combat test against two shotgun/blade/missile MTs. If you score an A or an S on the shooting gallery test, you unlock the heavyweight leg part, the Volar. The best way to do this is to unequip all your other weapons and equip a single mid or long range weapon. Try to catch as many targets as you can in the alotted them. I scored 41 targets and had a 100% hit rate, which gave me an S-Rank. I used the ST-12 FCS and the RF/220 rifle.
Remember to like/don't like, comment, and subscribe!
Armored Core (C) From Software
Distributed by Agetec (ASCII)
I'd say that AC3 probably has the best introductions of all the Raven Tests. You start off flying in over a very clean-looking city that's infested with a small number of MTs. If you're quick during combat, three more heavy bazooka MTs pop in for a visit and you have to take them out as well. It does nothing to affect your starting rank, but it's a fun variable they added in.
The mission is pretty easy, but naturally, my piloting suffers because of their wonky control set up. I know they were trying to split up left and right weapons, but they really could have done it better to begin with. Thank god for being able to remap the controls, huh?
Remember to like/don't like, leave a comment, and subscribe!
Armored Core (C) Froms Software
Distributed by Agetech (ASCII)
So, here it is, my long-awaited run for Armored Core 3! According to From Software's website (now defunct unfortunately) AC3 takes place 50 years after AC2 Another Age. Apparently another destruction occur ed and forced mankind back underground. One of the underground havens that was built is Layered, a huge city with an artificial sky to keep humanity from being worried about being cooped up (although certain sections of the game supposedly take place above ground.)
Anyway, this was released in 2002 after the success of AC2AA, which is more than we can say about AC5, which was pushed back until next year (some of my fellow Ravens think that it was due to the development of ACE:R.) Aside from the small part selection, I found this game to be very good. The plot was believable and enjoyable, and the opening FMV is, in my opinion, the best of them all.
Leave a comment down below if you'd like to voice your opinion, I'd love to hear what you have to say ^^
Remember to like/don't like, leave a comment, and subscribe!
PS. I'll try to be more active now but I'm not going to make any promises as to what I'm going to do after AC3.
Armored Core (C) From Software
Distributed by Agetech (ASCII)
I would like to make a correction from the original upload concerning Catastrophe; I incorrectly stated that he approaches from the west when, in fact, he approaches from the south, parallel to Black Tail.
It's time to steal from Balena instead of protecting Black Tail. This is more or less the same drill as last time, but instead of standing around like an idiot and waiting for Black Tail to leave, destroy the second car from the back and retrieve the extension back booster. Destroying Catastrophe is kind of optional this time around. Personally, I like to get rid of him more for my own amusement rather than for eliminating the threat he presents.
It's useful for helping hover and light units come to a stop after overboosting and for giving mediums, heavies, and tanks a backward nudge. The backward nudge can be useful for dodging blade attacks (as shown in the opening of ACNB) but doing so requires a very high degree of skill to do so.
After you steal the part, the mission fails, but who cares? You have a free AC part!
Cowgirl and Yelena like to attack from the air, which doesn't really seem all that smart considering their weapon choices. You'll notice as I fight that Yelena likes to fly out of my firing arc so I can't hit her easily. Unfortunately for her, I have the patience to wait until her EN runs low and I can catch her more easily on the way down. Again, after both ACs are scrapped, the mission is over.
This concludes the Extra Mission series. I hope you enjoyed it! I'll be doing AC2AA missions next. If you have any requests, leave a comment here so I know what missions to do for you guys!
Remember to rate, comment, and subscribe!
Okay, anyway. There's 10 containers scattered around in the mission area and a secret part to collect. Whoever shot the transport down obviously doesn't want to share what they were after with you, so after blundering around in the blizzard for a while, some MTs and helicopters show up to try and get rid of you.
After you destroy the last box, Nell has a bad line and it's time to mod up the remaining enemies. Be wary of the canyons in the area, it's really easy to hop off the edge of one and fall into a pit. It's more of a nuisance than an actual hazard because it just throws off your rhythm.
After you destroy about a dozen helicopters and a half dozen MTs, a Frightener shows up and tries to take you out. It's a quad type, so it'll try to capitalize on its mobility but it often falls into the canyons while trying to retreat from you. Again be wary of the canyons yourself, they won't kill you, but they're a nuisance. After you take out the AC, the mission is over.
Remember to rate, comment, and subscribe!
I kinda wish I hadn't taken double ammo racks, because they rob me of a weapon that I would have really appreciated having for the second half of the mission with the ACs.
Boyle makes a speech before his lackeys attack you but I kinda screwed that up by visiting the resupply chopper. The ACs themselves are light RJs armed with pulse rifles and vertical missiles, making them more of a nuisance than a danger. Keep the pressure on them and be ready for some spastic movement by them before they go down and the mission ends.
Remember to rate, comment, and subscribe!
Nell mentions an emergency cooling system that you can activate, but with the time limit, it's really more trouble than it's worth to switch them all on. Turn on the two you cross paths with on your way down to the control room and clean up any enemies that get in your way.
On the lowest level, there's a surprise waiting for you, Disorder Units have been let into the facility! Things are beginning to look suspicious aren't they? FIrst Zio is capturing and transporting them, now they appear in the PAX Water Generation Plant... maybe there's a connection? Be sure you have a bio-sensor equipped or this mission's ending is not going to be fun to deal with.
After you make your way to the control room, trick the Disorder Unit into helping you destroy the control device then take it out. It likes to make itself a difficult target, so, as Nell says, take it out fast! Once it's down, the mission is over (assuming you destroyed the control device first.)
Remember to rate, comment, and subscribe!
This mission is of medium length and average difficulty. Speed is key on this mission, so be sure to either take an AC with powerful boosters or a light frame. Quad-type ACs will do very poorly on this mission because the depth of the water coupled with their height places their right and left weapons under the surface, rendering them useless. A head with a medium-range radar (between 400 and 600m) will give you the best ability to keep track of what's going on around you.
The helicopters aren't that big of a threat this time around because of the openness of the mission area. The heavy MTs can soak up a lot of ammunition and stall you for a long time, which can result in mission failure.
The other enemy type in this mission is a ship of sorts that's pointed out in the briefing. Destroying them is your objective. Once they pass the defense points (which will appear if you have a head that has the "area&placename" map type) you have about 30sec to take them out before the mission fails. Once they appear, make them your top priority to take out or you WILL fail the mission.
And yes, I DID overboost backward. I don't know how I did it, and I didn't even realize I did until I watched the recording.
Remember to rate, comment, and subscribe!
One of the things you might notice is that my AC has undergone a colour change from its original. I did it to further distance these missions from my original run. Pale Rain will likely retain it's current colouring when I do my AA missions, but I haven't decided yet. If it doesn't, you'll see a rather nice paint custom paint job instead of the simple one I'm using here.
For those wondering, my AC IS overweight, but as these are extra missions, I didn't think it was that big a deal to be overweight. My AC I still NOT H+, so it CAN be replicated if you get the parts right. (Don't ask me for loadouts, I won't share.)
Concerning the actual Mission:
This mission is really just an example of poor mission design. It's laughably easy and if you use the Karasawa or another powerful energy weapon, you can finish the mission without spending any money. Stay back from the flamer turrets and look out for the smaller flying flamer enemies, as they can close in on you instead of you having to blunder into their "firing" arc.
There actually is a time limit for this mission, it's something like three minutes. I never actually tested it though. If someone wants to check then leave me a comment, feel free. Do your best to hurry through the mission and take out all the enemies. Taking out all the enemies THEN going after the bombs doesn't give you enough time to defuse all the bombs, so use a "clear as you go" strategy instead.
As you can see, through my positively brilliant bit of piloting, the enemies on this stage can overheat you very quickly. I found that getting into the air and raining hell down on them is the most effective strategy.
Once you collect all the bombs, the mission is over. If you're going for speed, you can try not attacking any of the enemy units, but that would very likely end badly.
Remember to rate, comment, and subscribe!
This is the game I started the Armoured Core series on and I didn't realize until I started doing this run that it had been 10 years since I started playing. I went from mediocre to rather good in that span, finding ways to effectively break the game in my favour, at least against the AI, lol.
AC3 is next on the "Let's Play" list, so watch for that after I do my AA work!
Phobos is an asteroid captured in Mars' gravity and is the innermost and larger of the two martian satellites. It's named after the Grecian god of fear, who is one of Ares' (Mars') sons. The large crater were mission takes place is called Stickney Crater.
As you can see in the mission, I completely rebuilt my AC for this mission (well the frame anyway) but I really wish I'd taken strong boosters. You'll see later on that this oversight nearly cost me the mission.
The first room is pretty easy, just take out generators supplying power to the shield, then ride the elevator. At the bottom, quickly get through two rooms to save on AP if you're not designed to deal a massive Disorder Unit quickly. You can ignore the turrets. Once you reach the end of the hallway, you're treated to a slight break and your ammunition and AP are refilled.
Remille isn't far down the hall, her AC is wrecked and presumably she can't escape. Kline explains his motive for the uprising, which, surprisingly, isn't a messiah complex!
His first stage is laughably easy, just unload on it with whatever you have, but try not to miss so much like I did. Normally I'm surgeon with rockets, but I obviously wasn't doing so well when I recorded this. I completed the mission in it's entirety with just a blade and the weakest handgun once on a bet (I might do it again for your amusement if I get enough requests.)
Stage two is MUCH harder, Kline's cannon can stun you and he's armed with dual Moonlights. When he charges up his OB, he's going to attack with his blades in a jousting fashion. Throw your AC into the air to dodge it. The orbits are nothing to worry about really, more of a nuisance than anything. After Kline's down, you have one last objective.
Head through the door behind Kline and destroy the orbital control mechanism, then get out!
Remember to rate, comment, and subscribe!
Anyway, another long-haul style mission. You're dropped on the deck the STAI and left to fend for yourself while Nell hacks the gate. Survival is your only mission for now, so do that in whatever way you wish. Once Nell gives you the signal, get your shiny metal ass inside!
How I remember the path inside each time is beyond me. I actually haven't played this mission that much. Anyway, deal with or ignore the Disorders as you see fit. I find that destroying them wastes ammo and AP and it's better to just ignore them and let the game slow down.
Once you get near the end, Boyle is waiting for you. He's an absolutely laughable push-over of a pilot, although his AC is overall solid. His dying line is so funny though... "I see... you're uhh..."
Anyway, after a little more walking, it's time to confront Kline and Ethermaster (for those of you who've play LR.) Ethermaster's main (and really ONLY weapon) is the Karasawa Mk II laser rifle, which should be in your possession now if you didn't miss it back in Stop the Surface Weapon. The Mk II can inflict A LOT of damage very rapidly. Keep moving and remember, the room is actually larger than it seems. Once Ethermaster is destroyed, Kline makes his final proclamation and somehow escapes to Phobos.
Remember to rate, comment, and subscribe!
The floating mines are a nice change of pace in terms of enemies. They just blow up if you pop them, so a chain gun or an MG will be great for this mission. Once you get the mines cleaned out of the second hallway, take the door on the LEFT (yes... I get lost easily) to get the generator. After you get the part, deal with Kline's unmanned AC.
Kline's AC only uses the grenade rifle on its right arm. I've never had trouble with it using any other weapons. After you destroy it, you're treated to an odd cut-scene and Nell gets in a bit of a tizzy and the mission is done.
Remember to rate, comment, and subscribe!
The first room pits you against guard MTs and laser turrets. The MTs aren't the main threat here though, it's the turrets. They can strip off a lot of AP very rapidly. Either take out the turrets first or ignore this room and get moving. Nell mentions something about following signs, but I've never seen any. Just make your way through the damn station.
Once you get to the room with the AC in it, deal with the turrets first then take out the AC or you'll lose a lot AP. For the AC, just lay waste to it. It's the same type as in VIP Escort, so take it out quickly before it can use it's cannon. Once you reach the right door, you're faced with a new enemy.
The enemy you face is a new type of massive Disorder Unit and the only type that uses solid weapons (unless you count Kline stage 1.) Take cover behind the ship and destroy the flying Disorder Unit. After a short cut-scene, it's time to make your escape. Deal with the AC then head to the door I got lost at.
Remember to rate, comment, and subscribe!
Travel through the facility taking out disorders as you go. Try to preserve your AP as best you can. You'll need it for the boss in this area. After kind of an amusing cut-scene, you're left to deal with a blader-type Disorder Unit.
Remember way back in Rescue Research Team when I mentioned seeing the Moonlight as a weapon belonging to the Disorders in AC2? Well, the boss is armed with two of them and he likes to use them on you. Keep your distance and shred him with your preferred weapon. I just like using the MG because it's got a lot of ammo and it's good for long-duration missions. After you take out the blader-type Disorder Unit, the mission is over.
Remember to rate, comment, and subscribe!
If you want to speed the game up some, pick off the MTs scattered around, but if you want to get right to the point, hose those two ACs with your preferred weapon. Be wary of the one with laser cannon arms. It's not so much the damage they do, but the stun they impart, allowing her to get a second shot in on you. Once you take out both ACs, the mission is over. Just be sure to watch your AP.
Remember to rate, comment, and subscribe!
Okay, start out by taking out the pair of fast RJ Frightener ACs. They pack a blade, the 300rnd MG and the double plasma. When you're firing near the transport, there's a supply vehicle that's easy to destroy if you're careless (like I was.)
After the pair of ACs is down, your mission is to survive. Wander around and take out any MTs you come across. After a certain amount of time (idk how long) the transport will be destroyed and the mission will be over.
Remember to rate, comment, and subscribe!
Anyway, make your way to the objective through whatever path you wish and be ready to take out Helios and Red Fury. His heavy middleweight is tough, but the main threat comes from his flamer. That thing can destroy your AC very rapidly by both delivering damage rapidly and overheating you. Once Red Fury is destroyed, destroy the launch controllers of missiles 1, 3, and 6. If you want to see a neat cut-scene, let the timer run out, but it'll result in a game over.
Remember to rate, comment, and subscribe!
Head down the tunnel in front of you and pause to look around. Doesn't this look familiar? It's from way back in one of the very first missions in the game! Okay, enough sight-seeing! Follow the shaft the Disorders have blasted and take care of them.
Before you go down, look up, there's an odd-looking panel in the ceiling. Blow it open with a rocket or whatever your weapon of choice is and grab the Mirror. It's by far the best shield in the game. After you pick it up, continue downward.
Although Nell plays a little dumb when you meet it, this is the first of three (well... four if you count Kline stage 1) Massive Disorder Units in game. Be sure not to let the cannon catch you, it'll overheat you instantly and cause MASSIVE damage. I find that triple rockets work best for taking it out in a hurry, but that's just me. If you have a better method, feel free to use it.
Remember to rate, comment, and subscribe!
Unfortunately, the Frighteners don't want you to leave. There's no real order to follow when you fight the pair of ACs. One has the plasma rifle as the other has a shotgun; both have missiles. Keep moving if you go after the shotgun one first, the plasma rifle HURTS. After you take out the two ACs, leave before the timer expires.
Remember to rate, comment, and subscribe!
When the cruiser shows up, cross the gap and destroy the ship quickly. If you don't make it back to the sub while it's close, you might run out of energy and end up at the bottom of the Starlight Seaway. Same drill when the aircraft carrier shows up, clear the deck then hurry back to the sub. If you're not standing the elevator platform, the mission won't auto-quit until you DO step on it.
Remember to rate, comment, and subscribe!
Start by stripping most of the weapons off one side of both SRBIAs then go grab the Karasawa being sure not to wander out of bounds. Once you get the famed laser rifle, finish off the SRBIAs. Be sure not to wander in front of them, those cannons REALLY hurt.
Remember to rate, comment, and subscribe!
Remember to rate, comment, and subscribe!
Anyway, once you get the MTs and the AC cleaned up, Strung makes a long speech then turns on you under Kline's orders. The main threat for Strung isn't his vertical missiles, it's his bazooka, it can impart heavy stun and do a lot of damage per hit. Keep moving to one side or the other to avoid it or try to get behind him. The bad AI gives you a lot of openings through which to destroy Strung.
Remember to rate, comment, and subscribe!
Start by grabbing the secret part, it's the 12-lock missile launcher and it's actually a decent part overall. I like to use it on my non-H+ builds. Destroying the trucks was more for my own amusement than anything else. You don't get extra money for destroying them. The MT selection isn't nearly as bad, at least above ground, just a few rocket MTs and some turrets.
Once you get inside the base though, things get tougher. Between the massive collection of MTs and the laser turrets, you'll lose a lot of AP. Once you get to the objective, there's just an AC between you and the target. You HAVE to take out Bulk and Mass even if you destroy the computer first. The man threat really doesn't come from his bazooka arms, it's from the slug gun on his back, it can overheat you quickly AND strip off at of AP as well. Once Bulk goes down, destroy the computer, but be sure to keep back from it. The explosion animation CAN hurt you if you get caught in it.
Remember to rate, comment, and subscribe!
If you plan on using a quad, I would think twice about it. The water's depth will cause most of your shots to simply hit the water, making your attacks wholly ineffective. You need to fly a lot during this mission to deal with those frigging helicopters, so you'll need to keep your drain down. An RJ is a good choice for that, they have the lowest drain across the board but suffer from low AP and load capacity.
Remember to rate, comment, and subscribe!
Okay, after the original recording problems I had, I ended up having to redo this one. I think it actually turned out a little better despite making a lot of REALLY obvious mistakes; that was mostly due to laziness on my part. I just wanted to get the new recording done and forget about it. That said, please don't comment on my gameplay; I'm normally much better.
The cavern section is overall boring as hell but the missile MTs make it kinda long. They're tough and have a fair degree of impact shock when their missiles connect, so be ready for that. As you can see, it disrupted a slash on more than one occasion. Once you get to the hallways things get easier because you can hide around corners and pick the turrets off. For the last hallway I recommend a longer range weapon to minimize damage though.
Upon getting to the surface, things get tougher. The multitude of enemies slows the game down to an annoying level, but that results in more time to react during combat. When you finally get out of the starting area, take out the helicopters first, they're the main cause of the slowdown and can overheat you very quickly if you're not prepared for it (originally I got pushed into OD mode and lost 1100 AP.) Once you reach the warehouses, get to the last one on the far side and break it open to get the Gex-3000 booster. It's an okay part; decent power for the weight.
After you get the part, clean up the rest of the enemies and be sure to destroy the pair of trucks for some quick cash. It's not much, but who said a Raven can't be greedy?
Remember to rate, comment, and subscribe!
After you clean up the first room, go about halfway down the tunnel and blow out the panel on the floor. It's pretty tough so you'll have to pound it a little. In the northwest corner is the Moonlight. I've always thought of it as a weapon belonging to the Disorder Units and my thinking seems to work out as Disorders are extremely weak vs it. Deal with the remaining Disorders and rescue the ungrateful team. If you take too long, the Disorder Units kill the two guys but you can still recover the pod.
Remember to rate, comment, and subscribe!
Okay, here's part 2. I was taking this mission at kind of a leisurely pace, but I didn't realize right away that this mission took like twelve minutes when mixed w/ my screwing around.
So the second part is more blowing stuff up and meeting up with a Frightener called Assault Dog. Remille congratulates you for taking out one of her guys but other than that, nothing special.
Here's the link for part one: http://www.youtube.com/watch?v=fCbiBVpZUKc
Remember to rate, comment, and subscribe!
I really wish I'd saved more rockets, there's several places where they come in really handy. Well, could be worse I suppose. Anyway, enjoy the first part.
Here's the link for part two: http://www.youtube.com/watch?v=1b3MjgYN9kQ
Remember to rate, comment, and subscribe!
Once you get the part, complete the mission as usual, there's not really a lot to it. You'll need a "key" for some of the doors, but other than that, there's nothing special.
Remember to rate, comment, and subscribe!
If you destroy the last container on the train you can get the Back Booster extension part, but you fail the mission if you take it, so save it for after you've finished the game.
Remember to subscribe, rate, and comment.
This is a pretty easy mission. Energy Defense is your friend against any disorders and you can see that I actually went out of my way to beef up my EN defense special for this mission. Not really much to say, as you can see, the mission is really straight-forward.
Remember to rate, comment, and subscribe.
Anyway, after taking out three waves of smaller fighters, it gets dark and the heavy bomber shows up. Take it out quickly to avoid damage to the spaceport.
Remember to rate, comment, and subscribe.
Remember to rate, comment, and subscribe!
The ten types of Disorder Units are:
1. Green Quad
2. Red Quad
3. Black Quad
4. Reverse Joint
5. Small Flying
6. Giant Flying (solid weapons type)
7. Giant Quad
8. AC-like
9. Kline 1
10. Kline 2
Remember to rate, comment, and subscribe!


