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-------------------------------------------------------------------------------
Armored Core 2 - PlayStation 2
FAQ/Walkthrough
Version 0.15
October 7, 2000
Current Mission Achievement: 18%
Logo and game Copyright 2000 From Software, Inc.
This document Copyright 2000 Jeff "CJayC" Veasey
-------------------------------------------------------------------------------
Until Version 1.0, this document is exclusive to GameFAQs (www.gamefaqs.com).
Unauthorized use, copying, or distribution of this document is a violation
of copyright law.
-------------------------------------------------------------------------------
TABLE OF CONTENTS
  I.    Introduction and Version History
  II.   Basic Controls
  III.  Mission Walkthrough (11/36 complete)
  IV.   Arena Walkthrough (9/49 complete)
  V.    Parts Lists (2/14 complete)
  VI.   Game Secrets (10% complete)
  VII.  Administrivia

-------------------------------------------------------------------------------
=================== I.    Introduction and Version History ====================
-------------------------------------------------------------------------------

Introduction
------------
  Armored Core 2 is the fourth in From Software's Armored Core series, the
proper sequel to the original Armored Core from 1997.  It features a fast-paced
third-person mech combat system, with an incredible amount of customization
available.
  This document is based on the Japanese version of the game, but it seems
unlikely that there will be many changes from this version to the US release.
Pilot and mission names are rough translations, and probably won't be correct
for the US release, although everything else should remain the same, given
Agetec's past translations of the series.

Version History
---------------
V0.10 (10/06/00): First version: Missions 7/36, Arena 9/49, Parts 2/14
V0.15 (10/07/00): Missions 11/36, added Introduction and Basic Controls.

-------------------------------------------------------------------------------
============================  II.   Basic Controls ============================
-------------------------------------------------------------------------------

Default Controls
----------------
  D-Pad Up:    Move AC forwards
  D-Pad Down:  Move AC backwards
  D-Pad Right: Turn AC right
  D-Pad Left:  Turn AC left
  L1 Button:   Strafe left
  R1 Button:   Strage right
  L2 Button:   Look up
  R2 Button:   Look down
  Circle:      Laser blade attack / Activate door or switch
  X:           Jump / Boost
  Triangle:    Change weapon
  Square:      Fire weapon
  L3 Button:   Activate Extension
  R3 Button:   Overdrive boost

-------------------------------------------------------------------------------
========================== III.  Mission Walkthrough ==========================
-------------------------------------------------------------------------------

0: Training Mission
-------------------
Code Name: Wild Bird
Employer: Nerves Concord
Location: ?
Reward: 5,000 Cr
Mission: Destroy the enemy ACs
Walkthrough:  
  This is your training mission, and it should be a piece of cake.  Just 
go down the tunnel, taking out each AC as you reach it.  Simple.  The leader
is a little tougher, so you may want to switch to missiles to speed things
along.

1: MT factory suppression
-------------------------
Code Name: Bad Boys
Employer: Zio Matrix
Location: Bandle MT Factory
Reward: 27,000 Cr
Mission: Destroy the prototype MT's at the Bandle MT factory.
My Recommended Equipment:
  Starter AC, no upgrades.
From's Recommended Equipment:
  ELC-MLK0303 (Legs)
Walkthrough:  
  This one's pretty simple, really.  Head west to open the A block door (stand
in front of a door and press Circle to open it).  Walk down the hall, open the
next door, and proceed to take out all the ball-shaped MTs within.  Each will
take about five shots from your standard rifle to destroy.  There are 10 in
this first room, so just sidestep and shoot to take them out.
  After destroying the first 10, the block B gates will be unlocked, so head
east and take out the next 8 in block B.  The gate to block C is now unlocked,
so go to the southwest gate in block B to head there.  10 more MTs reside in 
block C, so take them out as well to complete the level.
  The only real dangers in this level are running out of ammo or taking a bit
too much damage (which both come out of your reward money, don't forget).  So,
just conserve your ammo and don't just stand there and get shot and you'll be
fine.

2: Betrayer Elimination
-----------------------
Code Name: Cat Tale
Employer: LCC
Location: Phalma Crater
Reward: 30,000 Cr
Mission: Kill the informer
My Recommended Equipment:
  Starter AC, no upgrades.
From's Recommended Equipment:
  ERM-TE3000  (Back Unit)
Walkthrough:
  This is a very quick and simple (or difficult) mission.  You're bound to get
beat up, but your objective can be accomplished in about 30 seconds.
  The informer is trying to get away in a truck.  He begins surrounded by 
several ACs on the other side of the hill in front of you, and you'll recognize
the truck on radar as being lower than you (yellow).  Concentrate only on the
truck, and don't bother firing on the enemy forces.  A few quick rifle blasts
will take it out and end the mission.
  If you're taking a lot of hits, use your booster to either dodge quickly or
jump.  The enemy AC's have a hard time following you when you go airborne, so
it's handy to get up there when things get too hot.

3: Gate Bridge Maintenance
--------------------------
Code Name: Scrambled Egg
Employer: LCC
Location: Old Bridge
Reward: 28,000 Cr
Mission: Eliminate all Zio Matrix ACs
My Recommended Equipment:
  Starter AC, no upgrades.
From's Recommended Equipment:
  EWG-RF-MI5 (Arm Unit R)
Walkthrough:
  Inside the crust of Mars, it's kind of hot.  Very hot.  You'll need to take
care not to overheat and cripple yourself by getting hit too much.  Not only 
that, but the bridge over the lava tends to collapse in certain areas, which
can make things difficult.
  The Zio ACs are very weak, luckily, and only require a few shots of the rifle
or three small missiles to take down.  Unfortunately, there are a lot of them, 
and they like to rush and encircle you on that first bridge platform where you 
start.  Keep your wits about you, keep moving (but stay on that platform), and 
take out the first wave that you see.
  Once they're out of the way, jump forward (east) onto the next platform.  You
should then jump to the next east platform far enough to where you're next to 
the overhang in the middle of the bridge.  Two more ACs will pop out, but they
should be simple to kill at this point to end the mission.
  If you happen to step on a section of the bridge that breaks, immediately hit
your boosters.  The lava is quickly fatal, but you can recover from a fall in
mid-air if necessary.

4: Rectena Facilities Night Attack
----------------------------------
Code Name: Fire Fly
Employer: Emeraude
Location: Scolle Energy Plant
Reward: 34,000 Cr
Mission: Destroy the Zio Matrix energy collection facility and all collectors
My Recommended Equipment:
  Starter AC with EWG-MGA2 as Arm Unit R.
From's Recommended Equipment:
  EWG-MGA2 (Arm Unit R)
Walkthrough:
  Right when you start the mission, four planes will attack you from the air in
waves of two.  Concentrate on taking them out first, as they'll never let you 
go otherwise.  The turrets can be taken out from a distance with three or four
small missiles, which then just leaves the facility and the collectors, which
you can destroy at your leisure.  Just be sure not to stray outside of the
mission area before you destroy the collectors.

5: Disorder Exclusion
---------------------
Code Name: Silent Show
Employer: LCC
Location: Underground
Reward: 46,000 Cr
Mission: Destroy all Disorder Units
My Recommended Equipment:
  Starter AC with EWG-MGA2 as Arm Unit R.
From's Recommended Equipment:
  ZHD-2000/SV (Head)
Walkthrough:
  This mission begins with your first FMV clip.  Woohoo!
  You'll immediately see tons of Disorder drones.  They can be taken out with
your machine gun, small missiles, or even your laser blade (to conserve ammo).
Watch you enemy remnants gauge (turn it on in the Garage under Change Panel) to
check your progress.  You actually need to be more concerned with your ammo
than with your armor in this stage, considering how weak the enemies are and
their sheer number.  Small missiles work great at picking them off far down the
tunnel, just keep an eye on your "Hit" status indicator to make sure you're 
actually getting them.

6: Transported Goods Robbery
----------------------------
Code Name: Worker Bee
Employer: Emeraude
Location: Transit Speedway T20
Reward: 42,000 Cr
Mission: Destroy Zio Matrix transport vehicle, capture cargo if possible
My Recommended Equipment:
  Starter AC with ZLF-A3/CARM as Legs, GR-XR/15000 as Generator.
From's Recommended Equipment:
  ECM-XR00 (Core)  
Walkthrough:
  The hardest part about this mission is catching up to the transport, so 
you'll need a fast set of legs.  Even then, you'll need to use your overdrive
boost a few times to catch up and stay in the battle.  Once you're close enough,
take out the two escorts and the two turrets with your rifle, and the transport
will come to a crashing halt.
  However, you're not done yet.  A Disorder unit will pop out of the transport,
and you'll need to take it down.  Just stay back, swich to small missiles, 
strafe and fire.  It will take a few hits to bring down, and its laser cannons
are lethal if you get hit by them too many times.

7: Marine Facilities Explosives Removal
---------------------------------------
Code Name:
Employer: Emeraude
Location: Howard Marine Base
Reward: 43,000 Cr
Mission: Collect and defuse all explosives at the base
From's Recommended Equipment:
  ZLR-EE/STOL (Legs)
 

8: Aeden River Defense
----------------------
Code Name:
Employer: Zio Matrix
Location: Aeden River
Reward: 40,000 Cr
Mission: Destroy all Zio Matrix attackers, defend the base
From's Recommended Equipment:
  ZHD-8008/S (Head)

9: Airport Defense
------------------
Code Name: Sweet Sweet
Employer: LCC
Location: Bilfeel Spaceport
Reward: 48,000 Cr
Mission: Protect the spaceport and landing ship from destruction
My Recommended Equipment:
  Starter AC with ZLF-A3/CARM, GR-XR/15000, EWG-MGA2, DOX-125 (FCS), EWM-S608
  (Back Unit)
From's Recommended Equipment:
  DOX-125 (FCS)
Walkthrough:
  The spaceport is initially under attack by slow-moving fighters.  You'll
want the extra missiles and faster lock-on that the DOX-125 and EWM-S608 provide
for this mission.  The planes can be taken out by two missiles each, and there
are three waves of six planes that first must be destroyed.
  The fourth wave consists of four planes and a large bomber.  Take out the
planes, and then jump to the top of the spaceport so you'll be close enough to
the bomber to target it.  With each pass, fill it with two missiles, and follow
up with a barrage of machine gun fire to finish it off.
  If you're running out of ammo (which you shouldn't with the extra missiles),
you can use (O button) the supply truck to re-load.

10: Development District Rescue
-------------------------------
Code Name: Useful Bird
Employer: Zio Matrix
Location: Maela Base
Reward: 38,000 Cr
Mission: Destroy all Disorder units
My Recommended Equipment:
  Starter AC with ZLF-A3/CARM, GR-XR/15000, EWG-MGA2, DOX-125, EWM-S608
From's Recommended Equipment:
  ZHD-2000/SV (Head)
Walkthrough:
  This is a simple "shoot everything that moves" mission.  It's not hard to
complete, but with so many Disorder units around, you're going to take heavy
AP losses and use a ton of ammo.  
  Use your laser sword when you can, and save your ammo for when you're 
advancing on groups of enemies further from you.  

11: Transportation Train Escort
-------------------------------
Code Name: Time Keeper 
Employer: Baleena
Location: Schiaparelli Railroad Terminal
Reward: 45,000 Cr
Mission: Protect the train engine and cargo from destruction
My Recommended Equipment:
  Starter AC with ZLF-A3/CARM, GR-XR/15000, EWG-MGA2, DOX-125, EWM-S608
From's Recommended Equipment:
  EWM-S608 (Back Unit)
Walkthrough:
  This one's fairly simple, assuming you went through Mission 10 unscathed.
Jump on top of the large building, and take out the wing of six fighters. Once
they're out of the way, the train will arrive at the station.  Two more 
fighters will attack, along with your first named enemy AC, Catastrophe.
  He's a piece of cake, as he's solely intent on destroying the train.  Take
him out with your machine gun, then polish off the two planes if they're still
around.

12: Secret Information Protection
---------------------------------
Code Name: Shadow Shadow
Employer: Emeraude
Location: Tarrent Underground Factory
Reward: 36,000 Cr (all up-front)
Mission: 
My Recommended Equipment:
  Starter AC with ZLF-A3/CARM, GR-XR/15000, EWG-MGA2, DOX-125, EWM-S608
From's Recommended Equipment:
  GPS-VN2 (Generator)
Walkthrough:
  Watch FMV #2... then prepare for battle...
  This is a nice simple room-by-room fight.  Enter a room, take out all the
attackers, go to the next room, repeat.  If you get to a locked door, blast the
control panel next to it to open it.
  Once you've gone through and cleared out the first level, go back to the
elevator and activate it to head down.  Take out the final two enemies, go 
through the only unlocked door, and then meet the Frighteners in a cutscene.


  

-------------------------------------------------------------------------------
=========================== IV.   Arena Walkthrough ===========================
-------------------------------------------------------------------------------

========================
=======PILOT LIST=======
========================

Rn Name               AP OF DF MO AM PR   CR
----------------------------------------------
50 YOU (Initially)     6  2  4  4  2  1   N/A
49 Aurora Shaker       4  1  5  6  1  1   2000
48 Hassle One          6  2  5  5  1  1   2500
47 Living Dead         6  1  5  5 10  1   3000
46 Kokkoris            4  1  4  8  1  1   3500
45 Annie               4  1  5  8  1  1   4000
44 Magma Spirit        8  1  5  5  2  1   5000
43 Sneaky Joe          6  2  5  6  1  1   5500
42 Vahhafunt           4  1  5  6  3  3   6000
41 Revenger R          4  2  5  8  1  1   6500
40 Jealousy            4  2  5  6  1  1   7000
39 D-G                 4  1  5  8  2  1
38 Havusozu Father     8  5  6  4  1  2
...
1  Alice               6  8  5  5  1  5


===========================
=======ARENA BATTLES=======
===========================
49: Aurora Shaker
My Recommended Equipment:
  Starter AC, no upgrades.
From's Recommended Equipment:
  ELC-MLK0303 (Legs)
Hints:
  Shouldn't be too much of a test for you.  This AC just runs around and shoots,
very bad control, pretty weak armor.  You can take out this AC before you 
upgrade, which should be good for some easy money.

48: Hassle One
My Recommended Equipment:
  Starter AC, no upgrades.
From's Recommended Equipment:
  ELC-MLK0303 (Legs)
Hints:
  Another basic AC, although this one has missiles.  It's pretty much evenly
matched with you, but your piloting skills should leave you the clear victor
without you needing to upgrade from the basic AC first.

47: Living Dead
My Recommended Equipment:
  Starter AC with EWG-MGA2 as Arm Unit R.
From's Recommended Equipment:
  EWM-S608 (Back Unit)
Hints:
  The first real challenge you'll face, this AC is fast and has an EWG-MGSAW
which, once locked on, will slowly whittle down your health.  You can't win 
going head-to-head against this AC with a rifle, as he's faster than you and 
has a huge supply of ammo.  I recommend purchasing an EWG-MGA2, which is a
more powerful machine gun that can take him down insanely quickly.
  If you want to be cheap (and who doesn't), pick the Abandonded Highway as 
your battle map, get on top of one of the elevated roads, and blast away.  The 
AC's lock-on attacks will frequently miss, and you can just snipe to your 
heart's content.

46: Kokkoris
My Recommended Equipment:
  Starter AC with EWG-MGA2 as Arm Unit R.
From's Recommended Equipment:
  ELB-5005B (Legs)
Hints:
  A flying mech a rifle and a basic missile launcher.  Sounds frightening, but
he's not too tough.  Thanks to the pilot's poor flying skills, you should be 
able to take this guy out without too much trouble.  If you are having trouble,
investing in a good machine gun will quickly swing the battle in your favor.

45: Annie
My Recommended Equipment:
  Starter AC with EWG-MGA2 as Arm Unit R.
From's Recommended Equipment:
  ELB-RF-MI5 (Arm Unit R)
Hints:
  She's a standard model with a faster rifle than your initial model.  Never 
stand in one place with her, just keep moving.  Her shots will quickly overheat
your AC, which will destroy your AP in nothing flat.  You can, however, outlast
her ammo by constantly dodging.  Once she's dry, move in for the kill at your
leisure.

44: Magma Spirit
My Recommended Equipment:
  Starter AC with EWG-MGA2 as Arm Unit R.
From's Recommended Equipment:
  EBT-V55 (Booster)
Hints:
  This AC is equipped with just a basic rifle, but he's also carrying some 
rockets that pack quite a punch.  You'll want to avoid long-range combat and
stick closely to him.  He's also carrying an energy shield, which means that
he doesn't have a laser blade on him.  You can beat him without upgrading if
you play it smart.
  One smart way to fight here is to run him out of ammo.  He has 40 small 
rockets and 180 rifle shots, which will take a few minutes to use up.  Pick
your cover well, and conserve your own ammo, as he's got very heavy armor.  I
suggest keeping cover, ducking out to draw his fire, then ducking back in. 

43: Sneaky Joe
My Recommended Equipment:
  Starter AC with EWG-MGA2 as Arm Unit R, ZLF-A3/CARM as Legs, GR-XR/15000 as 
  Generator.
From's Recommended Equipment:
  EEX-AM45 (Extension)
Hints:
  This AC is stuck on the ground, so find youself a perch and just hang out.
He's got a shotgun as his main melee weapon, and he just loves to rush you with
his laser blade, so keep you distance and neither one will be able to do too
much damage.  The shotgun is a spreading weapon, and is very weak at longer
ranges.  Staying on your perch is essential until you've worn him down somewhat.

42: Vahhafunt
My Recommended Equipment:
  Starter AC with EWG-MGA2 as Arm Unit R, ZLF-A3/CARM as Legs, GR-XR/15000 as 
  Generator.
From's Recommended Equipment:
  EWG-BZ-B1100 (Arm Unit R)
Hints:
  This AC is very fast and very agressive.  Use this to your advantage.  He'll
waste ammo on any shot he thinks he has on you, so just take cover and draw his
fire until he's out of rounds.  On the Abandonded Highway stage, you can 
actually just stay on top of the tall building for a few minutes and watch him
use up all his ammo in just a few minutes.
  He's very quick and tends to hop all over the place, so be careful with your
own ammo.  If you run out, it'll be quite tough to track him down with your
melee weapon.

41: Revenger R
My Recommended Equipment:
  Starter AC with EWG-MGA2 as Arm Unit R, ZLF-A3/CARM as Legs, GR-XR/15000 as 
  Generator.
From's Recommended Equipment:
  ZEX-RS/HOUND (Extension)
Hints:
  This AC comes packing middle missiles and a pulse rifle, which means that 
you're not going to want to get close to him at all.  He can lock four missiles
on you at once, but he's only got 24 of them.
  Once his missiles are gone, you should be able to go toe-to-toe with him. 
If you're feeling dirty, fight him near the edge of the stage.  His movements
are so erratic that he just might fly off of the stage, giving you a win.

40: Jealousy
My Recommended Equipment:
  Starter AC with EWG-MGA2 as Arm Unit R, ZLF-A3/CARM as Legs, GR-XR/15000 as 
  Generator.
From's Recommended Equipment:
  ZLS-T/100 (Arm Unit L)
Hints:
  He's armed with a multi-missile and a shotgun, which translates to "Keep Your
Distance".  The multi-missile, if you haven't seen it before, will split into
four and home in on you.  After just two hits, your AC will be so hot it'll 
just start melting, so the important thing is not to get hit at all.
  The only good thing is that he doesn't have a ton of ammo, so you can play 
the waiting game or go at him from a good distance once those missiles are gone.


-------------------------------------------------------------------------------
============================== V.    Parts Lists ==============================
-------------------------------------------------------------------------------

==================
=======HEAD=======
==================

Model         Cost  E  WT   ED   AP  DP   CA  ED T S   SC   AB H M N B SI  CL
--------------------------------------------------------------------------------
ZHD-GE/OHR    25700 Z 114  350  745 300  360 120 R F 1200  240 2 N N Y 60  22
EHD-NIGHTEYE  49700 E 197  680  840 332  498 460 D F 1020  396 1 P N Y  0  80
EHD-GARD      19300 E 156  405  597 276 1094  80 R M  240 1070 1 N N Y 18  47
ZHD-06/RW     30500 Z 253  480  945 254  337 390 S M 1420  195 1 A N N  0 577
EHD-ONE-NT    52400 E 188  982  720 349  398 540 S M  660  332 3 A Y Y 18 102
ZHD-8008/S    41500 Z 179  431  922 274  347 635 D F 1160  231 5 P Y N 24 164
ZHD-AG/TURRET 44700 Z 197  538 1000 359  780  40 S F 1200  660 3 N N N  0  54
ZHD-MO/EGRET  89000 Z 204  308  898 322  510 498 D F  900  420 3 P Y Y 10  62
ZHD-2000/SV   38400 Z 131 1045  784 297  376 480 D M 1740  202 2 A Y Y 32  32
EHD-DOME      52100 E 294  457  966 400  312 160 S F 1420  170 4 N Y Y  0 242
EHD-WACS      73300 E 145  611  698 222  348 770 D M  480  300 4 P Y Y 12  98

Model         DS  DE  R RR  t RI
--------------------------------
ZHD-GE/OHR    155 145 N --- - --
EHD-NIGHTEYE  177 155 Y 300 S 80
EHD-GARD      160 116 N --- - --
ZHD-06/RW     121 133 Y 270 S 72
EHD-ONE-NT    184 165 Y 340 S 66
ZHD-8008/S    133 141 Y 475 S 42
ZHD-AG/TURRET 201 158 N --- - --
ZHD-MO/EGRET  169 153 Y 398 S 56
ZHD-2000/SV   136 161 Y 280 S 70
EHD-DOME      142 258 N --- - --
EHD-WACS      118 104 Y 570 S 16

Model: Model Name
Cost: Cost to buy/sell in credits
E: Enterprise (Z = Zio Matrix, E = Emeraude)
WT: Weight
ED: Energy Drain
AP: Armor Point
DP: Defensive Point (Defensive Shell + Defensive Energy)
CA: Computer Ability
ED: EDPS
T: Computer Type (R = Rough, D = Detailed, S = Simple)
S: Computer Sex (F = Female, M = Male)
SC: System Control
AB: Auto Balancer
H: Hacking Function
M: Map Type (N = No Memory, P = Area & Place Name, A = Area)
N: Noise Canceler (Y = Provided, N = None)
B: Biosensor (Y = Provided, N = None)
SI: Sensor Interval
CL: Cooling

DS: Defensive Shell
DE: Defensive Energy
R: Radar Function (Y = Provided, N = None)
RR: Radar Range
t: Radar Type (S = Standard)
RI: Scanning Interval

========================
=======ARM UNIT R=======
========================

Model         Cost  Type  E   WT  ED S   AP AMMO AT  A$  AH  RNG L  UDR RT DR
ZWG-RF/37     11100 Rifle Z  405   6 W  203  180  S  20  91  467 1    - 33  -
EWG-RF-MI5    28500 Rifle E  325  10 W  277  150  S  50 138  600 1    - 30  -
ZWG-SRF/8     41000 SnipR Z  610   4 P  521   80  S  90  93 1000 1    - 44  -
EWG-SRF-9     56000 SnipR E  505   6 P  608   60  S 100 132  910 1    - 52  -
EWG-MGA2      38900 MachG E  706   4 P  105  450  S  18  28  315 1    -  5  -
ZWG-AR/K      51100 MachG Z  400  70 P   91  300  S  15  26  300 1    -  3  -
EWG-MGSAW     44500 MachG E  590   4 W   65 1000  S  10  32  350 1    -  5  -
EWG-HG-SI     17000 HandG E  198  36 W  175  100  S  66 132  280 1    - 20  -
EWG-HG-ART    31000 HandG E  146  52 W  193   75  S  85 255  248 1    - 25  -
EWG-BZ-B1100  43300 Bazka E 1180  72 P 1430   40  S 164 374  470 1    - 65  -
ZWG-BZ/555    50000 Bazka Z 1010  38 N 2040   30  S 185 453  435 1    - 75  -
EWG-GS970     32000 ShotG E  680  37 S  142   48  S 118  25  405 1    - 48  -
EWG-GSH8      73000 ShotG E  533  54 S  188   36  S 142  36  380 1    - 55  -
EWG-XP1500    45000 PulsR E  125 256 P  248  120  E   -  46  395 1 1150 18  -
ZWG-MG/ENE    77200 EMacG Z  950 160 P  122  300  E   -   8  340 1  680  5  -
EWG-HC-RAW    45000 HndRc E  990  27 N 1445   36  S 140 288  900 0    - 43  -
EWG-FTG500    68500 Flame E 1250   9 S  235  800  S  10 167   48 0    -  3  -

Model: Model Name
Cost: Cost to buy/sell in credits
Type: Weapon Type
E: Enterprise (Z = Zio Matrix, E = Emeraude)
WT: Weight
ED: Energy Drain
S: Weapon Sight (W = Wide and Shallow, P = Special, N = Narrow and Deep, 
                 S = Standard)
AP: Attack Power
AMMO: Ammo Count
AT: Ammo Type (S = Solid)
A$: Ammo Price
AH: Ammo Heat
RNG: Range
L: Maxiumum Lock
UDR: Used Drain
RT: Reload Time
DR: Discharge Reaction

=======================
=======BACK UNIT=======
=======================

--Weapons--

Ammo: 24 AP: 780 Lock: 2 Reload: 56
FCS: Lock speed: 40 

--Magazines--

--Radar Units--

Model         Cost E  WT  ED  SA  RA N B  RR t S
-----------------------------------------------
ZRL-774/WH   21000 Z 223 393 220 663 N Y 780 O N

--Double-Weapons--


-------------------------------------------------------------------------------
============================== VI.   Game Secrets =============================
-------------------------------------------------------------------------------

=================================
=======SUPERHUMAN POWERUPS=======
=================================
When playing through the missions, if you fail a mission, you are still charged
for the wear and tear on your AC.  If, after losing several missions, you drop
far into the negative money range, your pilot will be forcibly "upgraded", 
becoming superhuman!

For each upgrade, you'll need to drop below -50,000 credits.  Once this happens,
the game will be restarted with your new powers (i.e. clean slate, 5000 Cr),
although you'll keep any parts you had from your previous game.

Enhancement 1:  Radar
  You will be personally equipped with a 260-click range radar, which also has
a missile display on it.

Enhancement 2:  Laser Blade Wave
  After a laser blade attack, press the X button to follow it up with a wave
attack.

Enhancement 3:  Heat Reduction
  Your AC's heat taken from attacks will be reduced by half.

Enhancement 4:  Fire Back Unit Weapons while Standing/Moving
  You can fire all back unit weapons from a standing position.

Enhancement 5:  Half Energy Use
  Your booster and energy-based weapons will use half as much energy as before.


====================================
=======HIDDEN PARTS LOCATIONS=======
====================================

MISSION N/A
-----------
Location: AC Test Room
Part: ZRL-774/WH (Back Unit)
How to Obtain:
  Shoot at the center of the ceiling of the test room until it explodes.  You
can then jump up through the ceiling and get the part in the room above.  You'll
need a strong enough booster/light enough robot to have the boost energy to get
up there.


-------------------------------------------------------------------------------
============================= VII.  Administrivia =============================
-------------------------------------------------------------------------------


Sources and Thanks:
  This FAQ was put together using several different sources (aside from my own
know-how and experience).  In no particular order:
  Armored Core 2 Game Manual and Game
    For menu and game text
  From Software web site (http://www.fromsoftware.co.jp/)
    For additional information about the game, including tips and secrets

Contacting Me:
  If you have stuff to add, please do send it along to faqs@gamefaqs.com 
for inclusion in the next revision.  Encouragement and comments are also
welcome.  Please do not ask if you can display this guide on your site, as it 
is an exclusive to GameFAQs until version 1.0.

Copyright Notice:
  This document is Copyright 2000 Jeff "CJayC" Veasey.  It may be not be
reproduced under any circumstances except for personal, private use. It
may not be placed on any web site outside of GameFAQs without advance
permission from the author (cjayc@gamefaqs.com).  It may not be distributed
electronically outside of the GameFAQs web site, and it may not be 
distributed otherwise at all.  
  At some point in the near future, this document may be released for
free public distribution.  The latest version of this document on the
GameFAQs web site will hold the current Copyright and distribution information.

-------------------------------------------------------------------------------

--EOF--
