Axis FAQ by Meph V1.2 Disclaimer: This FAQ is copyrighted by me, C.Kr„uter, aka Meph. It may be distributed freely as long as it is kept intact and complete (NO EXCERPTS!), and includes this disclaimer. Further, no money may be charged for the distribution of the FAQ. If you decide to publish this FAQ on a website, drop me a line at Mephisto@cyber.soldier.net. Version History 0.1 - Bare essentials, just a list of parts. 0.2 - Document structured. 0.3 - Added Level descriptions and weapon comments, also added Character Info. 0.4 - Updated parts data to Axis Version 1.3 1.0 - First published version of the Axis FAQ; added hidden features section 1.1 - Added Version History, updated the Hidden Features. 1.2 - Corrected some minor errors. This document is optimized for monospaced fonts, such as courier or fixedsys. Readability will improve a lot if you use them. Table of Contents: 1.0 Introduction 2.0 Explanations 2.1 Head Parts 2.2 Chest Parts 2.3 Arm Parts 2.4 Leg Parts 2.5 Booster Parts 2.6 Weapons 2.7 Characters 3.0 Characters 3.1 DOCWA Characters 3.2 Nitro Characters 3.3 Cintec Characters 3.4 BiTron Characters 4.0 Technical Data 4.1 Head Parts 4.2 Chest Parts 4.3 Arm Parts 4.4 Leg Parts 4.5 Booster Parts 4.6 Weapons 4.6.1 Handheld Weapons 4.6.2 Shoulder-Mounted Weapons 4.6.3 Special Equipment 5.0 Skirmish Mode 5.1 Levels 6.0 Multiplayer Mode 6.1 Game Modes 6.2 Levels 6.2.1 Original Levels 6.2.2 Map Pack Levels 7.0 Hidden Features 7.1 Big Head Mode 7.2 Hidden Levels 7.3 Text Colour 7.4 Clan Tags 7.5 Chat Macros 7.6 Toggle Arm Center Interface 7.7 Toggle In-Game Displays 7.8 All Parts/Levels Cheat 1.0 Introduction 1.1 The Game: Axis is a mech-based first-person-shooter, developed by Jamie, a korean software developer. The Demo has been around for quite some time now, and there are rumours about a planned US release by real.com. As the original korean manual is very detailed, covering nearly every aspect of the game, and cannot possibly be properly reproduced in a similar quality for a real.com distribution, I decided to write this FAQ to cover the most important aspects of the game, as well as to comment on the weapons and parts used in building the ARMs (mecha). I know that an english version of the manual exists as a .doc-File (my compliments to Micheal "Junkyard Dawg" Ferguson for a job well done), but it is 28 megabytes in size and as such, unsuitable for an online distribution. 1.2 Getting the Game: Hard to do. The game has been distributed in Japan and Korea only, making it extremely difficult to get. Jamie has been known to send packages to foreign customers, but be prepared for exorbitant shipping costs. There are rumours about a US-distribution via real.com as well as a european release via an yet undecided distributor. There also is a company called 'AsiaSoft', seated in the US, who specializes in far-east software. The risk of loss when ordering it from them is lowest, but they are pricey. Please do not mail me for CD-Images, Warez versions or similar illegal stuff. I won't answer such questions, but I will report you to your ISP instead. You have been warned. 1.3 Websites: http://www.axisarena.net - The official website of Axis http://www.jamie.co.kr - Jamie Systems' official website http://the-junkyard.net - The largest english-speaking Fansite Several other fansites exist, but most often, they are written in either japanese or korean. 2.0 Explanations 2.1 Head Parts: Detection Range: Range at which the enemy can be detected/locked-on. Detection Angle: This number indicates the size of the lock-on circle that appears while using guided weapons. Hacking Level: Basically, electronic warfare; having a lower hacking level than the enemy hampers with functions like lock-on, cloaking and similar sensor-based issues. Lock On Efficiency: Affects the lock-on time of guided weapons. Higher levels shorten the time required for a lock-on. Target Keeping Time: The amount of time a target remains locked after a successful lock-on attempt, even when losing it. Weight: Weight in tons. 2.2 Chest Parts: Weight Limit: Maximum allowed weight of the ARM. Note that this value can be exceeded, although it cripples the ARM's movement values. Max Armor: Amount of armor points the ARM has. Max Shield: Amount of shield points the ARM has. 2.3 Arm Parts: Fire Control System: Affects weapon accuracy and firing speed. The higher the level, the more accurate the weapon's fire will be. Capacity for 30mm: The maximum amount of 30mm cells the arm can hold. Capacity for 60mm: The maximum amount of 60mm cells the arm can hold. Capacity for E-Pak: The maximum amount of E-Pak cells the arm can hold. Capacity for Missile: The maximum amount of missile cells the the arm can hold. Weight: Weight in tons. 2.4 Leg Parts: Agility: The relative agility of the ARM. A high number indicates the ability to perform complex maneuvers. Inertia: The relative inertia of the ARM. A high number indicates problems with changing directions/coming to a stop. Speed Correction: A modifier to the booster's basic speed value. Forward Boost Speed Correction: A modifier affecting the forward movement of the ARM with engaged boosters. Basically, how fast you can boost forward. Sideways Boost Speed Correction: A modifier affecting the sideways movement of the ARM with engaged boosters. How fast you can boost-strafe. Backward Boost Speed Correction: A modifier affecting the backward movement of the ARM with engaged boosters. How fast you can boost Backward. Weight: Again, weight in tons. 2.5 Booster Parts: Thrust Type: The type of thruster. Most thrusters of the same type have similar specifications. Active Time: The length of time the booster can be used before needing to recharge. Recharge Time: The time needed to completely recharge the booster. Delay For Recharge: The time that passes before the recharge kicks in. Normal Speed: The basic speed of the ARM when the booster is NOT engaged. Max Speed Fwd/Swd/Bwd: Maximum speed in the noted direction with boosters engaged. Weight: Guess what...weight in tons. 2.6 Weapons: Slot Type: The location of the weapon, either shoulder-mounted or handheld. Bullet Type: The type of ammunition needed to fire the weapon. Bullet Consumption: The amount of ammunition consumed while firing a single projectile. Fires At The Same Time: The number of projectiles fired at one pull of the trigger. Damage Type: Either impact or energy. Impact weapons deplete the shields first, then start lowering the armor. Energy weapons divide their damage evenly between shields and armor. Damage Point: The amount of damage a single projectile inflicts. Shooting Range: The effective range of the gun in meters. Bullet Speed: The speed of the projectile. 0 m/s means that the attack hits instantaneous. Dispersion Angle: The maximum angle which the projectiles can deviate from their intended flightpath. A good Fire Control Level reduces the inaccuracy. Hit Range: The 'width' of the projectile. Any object within this radius is considered hit, taking the weapons damage. Splash Damage Range: The radius in which the weapon inflicts splash damage upon impact. Splash Border Damage: The amount of damage taken by any target inside the splash radius. Firing Delay: The amount of time between the firings of the weapon. Guidance: The quality of the weapons internal guidance system. High numbers indicate good target tracking abilities, while a zero means that the gun must be aimed manually. Targeting Time: The time needed for the weapon to lock-on to a target. Weight Again, weight in tons. 2.7 Characters: Name: Nickname/Callsign of the Character. Corp: Corporation the Character works for. Has no impact on gameplay. Sex: Gender of the Character. Age: Age of the character in years. Bullet Level: Damage modifier on weapons that use either 30mm or 60mm cells as ammunition. Energy Level: Damage modifier on weapons that use E-Pak cells as ammunition. Bomb Level: Damage modifier on weapons that use Rocket cells as ammunition. Melee Level: Damage modifier on melee weapons. Disfunctional as of version 1.3, as all melee weapons use one of the 4 ammo types. Mobility: Modifier on the ARM's agility and inertia. Speed: Modifier on the ARM's speed values. Defense: Modifier on the Armor/Shield values of the ARM. Scanning: Modifier on the scanning range of the head parts. Maximum Load: Modifier on the maximum weight of the ARM. 3.0 Characters All character data is taken from the Axis retail version 1.3. 3.1 DOCWA Characters: Name: Lynn Corp: DOCWA Sex: Female Age: 24 Bullet Level: 0% Energy Level: 0% Bomb Level: 0% Melee Level: 0% Mobility: 0% Speed: 0% Defense: 0% Scanning: 0% Maximum Load: 0% Well, she's balanced. No advantages, no drawbacks, ideal for experimenting with different weapons. A good choice for beginners. 3.2 Nitro Characters: Name: Taxman Corp: Nitro Sex: Male Age: 30 Bullet Level: +10% Energy Level: -10% Bomb Level: +5% Melee Level: -5% Mobility: 0% Speed: -7% Defense: +10% Scanning: 0% Maximum Load: 0% Good with missiles and projectile weapons, but has reduced speed. The added toughness makes more than up for that, though. Stick to missiles and projectile weapons, and everything will work out just fine. Name: Duke Corp: Nitro Sex: Male Age: 27 Bullet Level: -15% Energy Level: +15% Bomb Level: -15% Melee Level: +5% Mobility: +5% Speed: +5% Defense: -5% Scanning: 0% Maximum Load: +5% The opposite of Taxman, Duke is fast and nimble, and good at killing things with energy weapons. The added load capacity should be invested into a bigger booster, as you can't withstand a lot of damage. Keep moving, and you will prevail. Name: Sonien Corp: Nitro Sex: Female Age: 26 Bullet Level: +13% Energy Level: +13% Bomb Level: +13% Melee Level: 0% Mobility: -15% Speed: 0% Defense: -10% Scanning: 0% Maximum Load: +5% Sonien can dish out a lot of damage, but her ARMs handle very sluggish; the defense penalty is also quite severe, making her a difficult character to master. Guided weapons seem like a good idea. 3.3 Cintec Characters Name: Luu Corp: Cintec Sex: Female Age: 15 Bullet Level: -10% Energy Level: +10% Bomb Level: -20% Melee Level: +8% Mobility: +15% Speed: +15% Defense: -10% Scanning: 0% Maximum Load: -5% Similar to Duke. Your only valid choice of weapons are energy guns, and your bad defense value makes sure you must keep moving all teh time to have any success. Best suited for hit and run tactics. Name: Janus Corp: Cintec Sex: Female (?) Age: 18 Bullet Level: -20% Energy Level: +15% Bomb Level: -20% Melee Level: +10% Mobility: +10% Speed: +10% Defense: -10% Scanning: +30% Maximum Load: -5% The last of the hit & runners. Like Duke and Luu, Janus relies heavily on energy weapons and can, despite her high scanning level, use missiles only with limited success. You might want to try using homing energy weapons instead. Name: Norman Corp: Cintec Sex: Male Age: 29 Bullet Level: -5% Energy Level: +15% Bomb Level: -5% Melee Level: -10% Mobility: +10% Speed: 0% Defense: -5% Scanning: -5% Maximum Load: +5% A character with odd values; his penalties on projectile guns and missiles are not as severe as with the others, but he lacks their speed. The higher maximum load is a nice bonus. 3.4 BiTron Characters Name: Morei Corp: BiTron Sex: Male Age: 25 Bullet Level: +15% Energy Level: -15% Bomb Level: 0% Melee Level: -10% Mobility: +8% Speed: +8% Defense: -5% Scanning: -10% Maximum Load: 0% Morei is very similar to Duke, except that his specialty are projectily weapons. He is also one of the few characters that can inflict decent damage with missiles. The reduced scanning range is a slight drawback, but easily compensated by his superior speed and maneuverability. Name: Petrovich Corp: BiTron Sex: Male Age: 37 Bullet Level: 0% Energy Level: -10% Bomb Level: 0% Melee Level: 0% Mobility: -12% Speed: -10% Defense: +20% Scanning: -10% Maximum Load: +10% The Brick. Petrovich can lug around incredible amounts of equipment, and the 20% bonus on both shields and armor makes sure he'll get a chance to use it. Hard to use properly, though, and definitely no choice for beginners. 4.0 Technical Data All technical data is taken from the Axis retail version 1.3. 4.1 Head Parts Name: Millia-Head Detection Range: 220 m Detection Angle: 15.0' Hacking Level: 1 Lock On Efficiency: 125.0% Target Keeping Time: 1.0 s Weight: 2.0 T Name: Ein-Head Detection Range: 250 m Detection Angle: 11.0' Hacking Level: 2 Lock On Efficiency: 125.0% Target Keeping Time: 1.0 s Weight: 2.0 T Name: Gilnoah-Head Detection Range: 300 m Detection Angle: 10.0' Hacking Level: 2 Lock On Efficiency: 100.0% Target Keeping Time: 1.5 s Weight: 3.0 T Name: Fenrir-Head Detection Range: 290 m Detection Angle: 13.0' Hacking Level: 1 Lock On Efficiency: 142.9% Target Keeping Time: 0.5 s Weight: 4.0 T Name: Harpy-Head Detection Range: 300 m Detection Angle: 12.0' Hacking Level: 0 Lock On Efficiency: 250.0% Target Keeping Time: 2.5 s Weight: 3.0 T Name: Volvoah-Head Detection Range: 200 m Detection Angle: 16.0' Hacking Level: 2 Lock On Efficiency: 100% Target Keeping Time: 0.5 s Weight: 5.0 T Name: Niner-Head Detection Range: 280 m Detection Angle: 9.0' Hacking Level: 4 Lock On Efficiency: 83.3% Target Keeping Time: 2.0 s Weight: 4.0 T Name: Ganesha-Head Detection Range: 350 m Detection Angle: 12.0' Hacking Level: 2 Lock On Efficiency: 76.9% Target Keeping Time: 3.5 s Weight: 2.0 T Name: Kumara-Head Detection Range: 280 m Detection Angle: 9.0' Hacking Level: 3 Lock On Efficiency: 100% Target Keeping Time: 4.0 s Weight: 2.0 T Name: Parthia-Head Detection Range: 400 m Detection Angle: 9.0' Hacking Level: 2 Lock On Efficiency: 166.7% Target Keeping Time: 3.0 s Weight: 6.0 T Name: Baal-Head Detection Range: 230 m Detection Angle: 12.0' Hacking Level: 2 Lock On Efficiency: 83.3% Target Keeping Time: 2.0 s Weight: 2.0 T Name: Evan-Head Detection Range: 100 m Detection Angle: 1.0' Hacking Level: 5 Lock On Efficiency: 20.0% Target Keeping Time: 0.0 s Weight: 5.0 T Name: Crassil-Head Detection Range: 600 m Detection Angle: 11.0' Hacking Level: 1 Lock On Efficiency: 83.3% Target Keeping Time: 6.0 s Weight: 3.0 T Name: Meg-Head Detection Range: 600 m Detection Angle: 9.0' Hacking Level: 1 Lock On Efficiency: 200.0% Target Keeping Time: 0.5 s Weight: 3.0 T Name: Homa-Head Detection Range: 600 m Detection Angle: 18.0' Hacking Level: 2 Lock On Efficiency: 40.0% Target Keeping Time: 6.0 s Weight: 3.0 T Name: Homa 2-Head Detection Range: 600 m Detection Angle: 8.0' Hacking Level: 3 Lock On Efficiency: 125.0% Target Keeping Time: 6.0 s Weight: 3.0 T Name: Von-Head Detection Range: 550 m Detection Angle: 18.0' Hacking Level: 2 Lock On Efficiency: 83.3% Target Keeping Time: 0.5 s Weight: 3.0 T Name: Bishop-Head Detection Range: 1000 m Detection Angle: 20.0' Hacking Level: 3 Lock On Efficiency: 166.7% Target Keeping Time: 8.0 s Weight: 7.0 T Name: Sira-Head Detection Range: 300 m Detection Angle: 15.0' Hacking Level: 4 Lock On Efficiency: 200.0% Target Keeping Time: 0.5 s Weight: 2.0 T 4.2 Chest Parts Name: Millia-Chest Weight Limit: 100.0 T Max Armor: 190 Max Shield: 150 Name: Ein-Chest Weight Limit: 95.0 T Max Armor: 150 Max Shield: 210 Name: Gilnoah-Chest Weight Limit: 105.0 T Max Armor: 150 Max Shield: 180 Name: Fenrir-Chest Weight Limit: 95.0 T Max Armor: 190 Max Shield: 110 Name: Harpy-Chest Weight Limit: 95.0 T Max Armor: 180 Max Shield: 190 Name: Volvoah-Chest Weight Limit: 90.0 T Max Armor: 220 Max Shield: 90 Name: Niner-Chest Weight Limit: 98.0 T Max Armor: 190 Max Shield: 160 Name: Ganesha-Chest Weight Limit: 95.0 T Max Armor: 140 Max Shield: 320 Name: Kumara-Chest Weight Limit: 90.0 T Max Armor: 180 Max Shield: 200 Name: Parthia-Chest Weight Limit: 98.0 T Max Armor: 180 Max Shield: 170 Name: Baal-Chest Weight Limit: 90.0 T Max Armor: 260 Max Shield: 50 Name: Evan-Chest Weight Limit: 70.0 T Max Armor: 220 Max Shield: 200 Name: Crassil-Chest Weight Limit: 80.0 T Max Armor: 170 Max Shield: 300 4.3 Arm Parts Name: Millia-Arm Fire Control System: Level 0 Capacity for 30mm: 150 Cells Capacity for 60mm: 150 Cells Capacity for E-Pak: 150 Cells Capacity for Missile: 90 Cells Weight: 17.0 T Name: Ein-Arm Fire Control System: Level 1 Capacity for 30mm: 200 Cells Capacity for 60mm: 200 Cells Capacity for E-Pak: 60 Cells Capacity for Missile: 30 Cells Weight: 12.0 T Name: Gilnoah-Arm Fire Control System: Level 1 Capacity for 30mm: 150 Cells Capacity for 60mm: 200 Cells Capacity for E-Pak: 120 Cells Capacity for Missile: 50 Cells Weight: 16.0 T Name: Fenrir-Arm Fire Control System: Level 1 Capacity for 30mm: 300 Cells Capacity for 60mm: 150 Cells Capacity for E-Pak: 100 Cells Capacity for Missile: 40 Cells Weight: 12.0 T Name: Harpy-Arm Fire Control System: Level 2 Capacity for 30mm: 100 Cells Capacity for 60mm: 100 Cells Capacity for E-Pak: 200 Cells Capacity for Missile: 60 Cells Weight: 13.0 T Name: Volvoah-Arm Fire Control System: Level 2 Capacity for 30mm: 90 Cells Capacity for 60mm: 90 Cells Capacity for E-Pak: 90 Cells Capacity for Missile: 150 Cells Weight: 14.0 T Name: Niner-Arm Fire Control System: Level 3 Capacity for 30mm: 150 Cells Capacity for 60mm: 300 Cells Capacity for E-Pak: 80 Cells Capacity for Missile: 70 Cells Weight: 13.0 T Name: Ganesha-Arm Fire Control System: Level 1 Capacity for 30mm: 100 Cells Capacity for 60mm: 150 Cells Capacity for E-Pak: 200 Cells Capacity for Missile: 80 Cells Weight: 18.0 T Name: Kumara-Arm Fire Control System: Level 0 Capacity for 30mm: 180 Cells Capacity for 60mm: 180 Cells Capacity for E-Pak: 200 Cells Capacity for Missile: 10 Cells Weight: 11.0 T Name: Parthia-Arm Fire Control System: Level 2 Capacity for 30mm: 100 Cells Capacity for 60mm: 100 Cells Capacity for E-Pak: 250 Cells Capacity for Missile: 70 Cells Weight: 14.0 T Name: Baal-Arm Fire Control System: Level 2 Capacity for 30mm: 180 Cells Capacity for 60mm: 180 Cells Capacity for E-Pak: 80 Cells Capacity for Missile: 150 Cells Weight: 11.0 T Name: Evan-Arm Fire Control System: Level 4 Capacity for 30mm: 100 Cells Capacity for 60mm: 300 Cells Capacity for E-Pak: 100 Cells Capacity for Missile: 40 Cells Weight: 15.0 T Name: NT-Classic-Arm Fire Control System: Level 1 Capacity for 30mm: 250 Cells Capacity for 60mm: 250 Cells Capacity for E-Pak: 250 Cells Capacity for Missile: 150 Cells Weight: 28.0 T Name: Pamela-60-Arm Fire Control System: Level 0 Capacity for 30mm: 60 Cells Capacity for 60mm: 400 Cells Capacity for E-Pak: 60 Cells Capacity for Missile: 20 Cells Weight: 15.0 T Name: Pamela-30-Arm Fire Control System: Level 0 Capacity for 30mm: 400 Cells Capacity for 60mm: 80 Cells Capacity for E-Pak: 80 Cells Capacity for Missile: 20 Cells Weight: 15.0 T Name: Pamela-E-Arm Fire Control System: Level 0 Capacity for 30mm: 80 Cells Capacity for 60mm: 80 Cells Capacity for E-Pak: 400 Cells Capacity for Missile: 20 Cells Weight: 15.0 T Name: Pamela-M-Arm Fire Control System: Level 0 Capacity for 30mm: 80 Cells Capacity for 60mm: 80 Cells Capacity for E-Pak: 80 Cells Capacity for Missile: 400 Cells Weight: 15.0 T 4.4 Leg Parts Name: Millia-Leg Agility: 9.0 Inertia: 10.0 Speed Correction: +10.0% Forward Boost Speed Correction: +0.0% Sideways Boost Speed Correction: +15.0% Backward Boost Speed Correction: -20.0% Weight: 16.0 T Name: Ein-Leg Agility: 12.0 Inertia: 11.0 Speed Correction: +10.0% Forward Boost Speed Correction: -10.0% Sideways Boost Speed Correction: -10.0% Backward Boost Speed Correction: +10.0% Weight: 13.0 T Name: Gilnoah-Leg Agility: 8.5 Inertia: 9.0 Speed Correction: +10.0% Forward Boost Speed Correction: +5.0% Sideways Boost Speed Correction: +5.0% Backward Boost Speed Correction: +5.0% Weight: 14.0 T Name: Fenrir-Leg Agility: 7.2 Inertia: 7.9 Speed Correction: -10.0% Forward Boost Speed Correction: +15.0% Sideways Boost Speed Correction: +10.0% Backward Boost Speed Correction: +15.0% Weight: 15.0 T Name: Harpy-Leg Agility: 8.5 Inertia: 9.0 Speed Correction: +0.0% Forward Boost Speed Correction: +25.0% Sideways Boost Speed Correction: +0.0% Backward Boost Speed Correction: -25.0% Weight: 15.0 T Name: Volvoah-Leg Agility: 6.5 Inertia: 7.0 Speed Correction: -10.0% Forward Boost Speed Correction: +20.0% Sideways Boost Speed Correction: +20.0% Backward Boost Speed Correction: +20.0% Weight: 16.0 T Name: Niner-Leg Agility: 8.0 Inertia: 11.0 Speed Correction: +25.0% Forward Boost Speed Correction: -15.0% Sideways Boost Speed Correction: -15.0% Backward Boost Speed Correction: -15.0% Weight: 14.0 T Name: Ganesha-Leg Agility: 7.0 Inertia: 7.0 Speed Correction: +20.0% Forward Boost Speed Correction: +5.0% Sideways Boost Speed Correction: +5.0% Backward Boost Speed Correction: +5.0% Weight: 15.0 T Name: Kumara-Leg Agility: 8.0 Inertia: 8.0 Speed Correction: -5.0% Forward Boost Speed Correction: +10.0% Sideways Boost Speed Correction: -10.0% Backward Boost Speed Correction: +10.0% Weight: 16.0 T Name: Parthia-Leg Agility: 7.0 Inertia: 8.0 Speed Correction: +10.0% Forward Boost Speed Correction: +10.0% Sideways Boost Speed Correction: +0.0% Backward Boost Speed Correction: +0.0% Weight: 13.0 T Name: Baal-Leg Agility: 7.5 Inertia: 7.5 Speed Correction: +45.0% Forward Boost Speed Correction: -10.0% Sideways Boost Speed Correction: -10.0% Backward Boost Speed Correction: -10.0% Weight: 16.0 T Name: Evan-Leg Agility: 8.0 Inertia: 8.0 Speed Correction: +37.0% Forward Boost Speed Correction: +0.0% Sideways Boost Speed Correction: +0.0% Backward Boost Speed Correction: +0.0% Weight: 15.0 T Name: NT-Classic-Leg Agility: 10.0 Inertia: 10.0 Speed Correction: +0.0% Forward Boost Speed Correction: +0.0% Sideways Boost Speed Correction: +0.0% Backward Boost Speed Correction: +0.0% Weight: 15.0 T Name: Shelpia-Leg Agility: 7.5 Inertia: 8.0 Speed Correction: +10.0% Forward Boost Speed Correction: +0.0% Sideways Boost Speed Correction: +0.0% Backward Boost Speed Correction: -10.0% Weight: +10.0 T Name: BT-Extra-Leg Agility: 7.0 Inertia: 7.5 Speed Correction: -20.0% Forward Boost Speed Correction: +20.0% Sideways Boost Speed Correction: +0.0% Backward Boost Speed Correction: +20.0% Weight: 12.0 T Name: Lebe-Leg Agility: 7.0 Inertia: 7.5 Speed Correction: -25.0% Forward Boost Speed Correction: +20.0% Sideways Boost Speed Correction: +10.0% Backward Boost Speed Correction: +20.0% Weight: 15.0 T Name: K-Bee-Leg Agility: 7.0 Inertia: 8.0 Speed Correction: -10.0% Forward Boost Speed Correction: +20.0% Sideways Boost Speed Correction: -20.0% Backward Boost Speed Correction: +10.0% Weight: 11.0 T Name: Dishfoot-Leg Agility: 6.5 Inertia: 7.5 Speed Correction: +0.0% Forward Boost Speed Correction: +40.0% Sideways Boost Speed Correction: .0% Backward Boost Speed Correction: +40.0% Weight: 15.0 T Name: Arachne-Leg Agility: 10.0 Inertia: 10.0 Speed Correction: -5.0% Forward Boost Speed Correction: +0.0% Sideways Boost Speed Correction: +25.0% Backward Boost Speed Correction: -10.0% Weight: 16.0 T 4.5 Booster Parts Name: Millia-Booster Thrust Type: Plasma Thrust Engine Active Time: 10.0 s Recharge Time: 2.0 s Delay For Recharge: 0.0 s Normal Speed: 170 km/h Max Speed Fwd/Swd/Bwd: 460/400/460 km/h Weight: 12.0 T Name: Ein-Booster Thrust Type: Plasma Thrust Engine Active Time: 8.0 s Recharge Time: 0.5 s Delay For Recharge: 0.5 s Normal Speed: 280 km/h Max Speed Fwd/Swd/Bwd: 450/450/600 km/h Weight: 16.0 T Name: Gilnoah-Booster Thrust Type: Plasma Thrust Engine Active Time: 6.0 s Recharge Time: 2.0 s Delay For Recharge: 0.0 s Normal Speed: 200 km/h Max Speed Fwd/Swd/Bwd: 500/230/500 km/h Weight: 16.0 T Name: Fenrir-Booster Thrust Type: Ion Thrust Engine Active Time: 2.5 s Recharge Time: 1.0 s Delay For Recharge: 0.0 s Normal Speed: 210 km/h Max Speed Fwd/Swd/Bwd: 560/480/450 km/h Weight: 16.0 T Name: Harpy-Booster Thrust Type: Ion Thrust Engine Active Time: 4.0 s Recharge Time: 1.0 s Delay For Recharge: 0.1 s Normal Speed: 220 km/h Max Speed Fwd/Swd/Bwd: 420/480/480 km/h Weight: 15.0 T Name: Volvoah-Booster Thrust Type: Plasma Thrust Engine Active Time: 10.0 s Recharge Time: 5.0 s Delay For Recharge: 0.0 s Normal Speed: 170 km/h Max Speed Fwd/Swd/Bwd: 650/350/250 km/h Weight: 20.0 T Name: Niner-Booster Thrust Type: Gravity Ion Engine Active Time: 10.0 s Recharge Time: 1.0 s Delay For Recharge: 0.5 s Normal Speed: 250 km/h Max Speed Fwd/Swd/Bwd: 520/400/440 km/h Weight: 17.0 T Name: Ganesha-Booster Thrust Type: Ion Thrust Engine Active Time: 4.0 s Recharge Time: 1.5 s Delay For Recharge: 0.1 s Normal Speed: 210 km/h Max Speed Fwd/Swd/Bwd: 540/490/380 km/h Weight: 18.0 T Name: Kumara-Booster Thrust Type: Ion Thrust Engine Active Time: 4.0 s Recharge Time: 0.5 s Delay For Recharge: 0.2 s Normal Speed: 290 km/h Max Speed Fwd/Swd/Bwd: 450/380/390 km/h Weight: 10.0 T Name: Parthia-Booster Thrust Type: Gravity Ion Engine Active Time: 13.0 s Recharge Time: 1.0 s Delay For Recharge: 0.7 s Normal Speed: 250 km/h Max Speed Fwd/Swd/Bwd: 480/470/440 km/h Weight: 20.0 T Name: Baal-Booster Thrust Type: Ion Thrust Engine Active Time: 7.0 s Recharge Time: 4.0 s Delay For Recharge: 0.0 s Normal Speed: 200 km/h Max Speed Fwd/Swd/Bwd: 480/350/350 km/h Weight: 18.0 T Name: Evan Booster Thrust Type: Plasma Thrust Engine Active Time: 20.0 s Recharge Time: 2.0 s Delay For Recharge: 1.0 s Normal Speed: 250 km/h Max Speed Fwd/Swd/Bwd: 500/460/450 km/h Weight: 22.0 T Name: Crair-Booster Thrust Type: Ion Thrust Engine Active Time: 5.0 s Recharge Time: 0.2 s Delay For Recharge: 0.3 s Normal Speed: 200 km/h Max Speed Fwd/Swd/Bwd: 430/600/450 km/h Weight: 16.0 T Name: Kylian-Booster Thrust Type: Gravity Ion Engine Active Time: 9.0 s Recharge Time: 1.0 s Delay For Recharge: 0.6 s Normal Speed: 180 km/h Max Speed Fwd/Swd/Bwd: 850/300/150 km/h Weight: 24.0 T Name: Granium-Booster Thrust Type: Gravity Ion Engine Active Time: 5.0 s Recharge Time: 3.0 s Delay For Recharge: 0.0 s Normal Speed: 250 km/h Max Speed Fwd/Swd/Bwd: 500/500/480 km/h Weight: 18.0 T 4.6 Weapons: 4.6.1 Handheld Weapons Name: SMG-17 Heavy Pistol Slot Type: Hand Bullet Type: 30mm Bullet Consumption: 1 Cell Fires At The Same Time: 1 Round Damage Type: Impact Damage Point: 46 Shooting Range: 2000 m Bullet Speed: 9000 m/s Dispersion Angle: 2.0' Hit Range: 1.0 m Splash Damage Range: 0.0 m Splash Border Damage: 0 Firing Delay: 250 ms Guidance: 0.0' Targeting Time: 0.0ms Weight: 3.0 T More of a machine pistol, actually. Decent damage coupled with high accuracy and low weight make this a perfect back-up weapon. Name: GU-16 Minigun Slot Type: Hand Bullet Type: 60mm Bullet Consumption: 1 Cell Fires At The Same Time: 1 Round Damage Type: Impact Damage Point: 16 Shooting Range: 400 m Bullet Speed: 8000 m/s Dispersion Angle: 7.5' Hit Range: 0.6 m Splash Damage Range: 0.0 m Splash Border Damage: 0 Firing Delay: 66 ms Guidance: 0.0' Targeting Time: 0.0 ms Weight: 10.0 T Spits out a hail of 60mm shells. Due to the poor accuracy, it shouldn't be used at longer ranges. Also, installing a decent fire control system helps to improve the hit ratio by a a large margin. Name: PLA-16 Plasma Blaster Slot Type: Hand Bullet Type: E-Pak Bullet Consumption: 1 Cell Fires At The Same Time: 1 Round Damage Type: Energy Damage Point: 17 Shooting Range: 300 m Bullet Speed: 800 m/s Dispersion Angle: 2.5' Hit Range: 3.5 m Splash Damage Range: 20.0 m Splash Border Damage: 1 Firing Delay: 95 ms Guidance: 0.0' Targeting Time: 0.0 ms Weight: 10.0 T Fires small energy charges in rapid succession. Best used at close quarters, as the projectiles travel rather slow and the splash radius is small. Name: ICA-2000 Ion Cannon Slot Type: Hand Bullet Type: E-Pak Bullet Consumption: 6 Cells Fires At The Same Time: 1 Round Damage Type: Energy Damage Point: 125 Shooting Range: 4500 m Bullet Speed: 2500 m/s Dispersion Angle: 0.8' Hit Range: 1.4 m Splash Damage Range: 0.0 m Splash Border Damage: 0 Firing Delay: 1800 ms Guidance: 0.0' Targeting Time: 0.0 ms Weight: 13.0 T Fires a powerful energy beam with incredibly long range. The energy-based equivalent of a sniper rifle. Name: MH-100 Motor Hammer Slot Type: Hand Bullet Type: 60mm Bullet Consumption: 0 Cells Fires At The Same Time: 1 Round Damage Type: Impact Damage Point: 180 Shooting Range: 40 m Bullet Speed: 0 m/s Dispersion Angle: 0.0' Hit Range: 3.0 m Splash Damage Range: 0.0 m Splash Border Damage: 0 Firing Delay: 450 ms Guidance: 0.0' Targeting Time: 0.0 ms Weight: 4.0 T A melee weapon that consumes no ammo. The damage inflicted is very high, making it a useful weapon at close quarters. Name: MG-6 Assault Rifle Slot Type: Hand Bullet Type: 30mm Bullet Consumption: 1 Cell Fires At The Same Time: 1 Round Damage Type: Impact Damage Point: 25 Shooting Range: 2000 m Bullet Speed: 9000 m/s Dispersion Angle: 1.0' Hit Range: 1.0 m Splash Damage Range: 0.0 m Splash Border Damage: 0 Firing Delay: 125 ms Guidance: 0.0' Targeting Time: 0.0 ms Weight: 4.0 T Don't be fooled by the relatively low damage. This weapon is highly accurate and well suited for sniping. Good at close quarters, too, due to the high rate of fire. Name: SR-7 Sniper Rifle Slot Type: Hand Bullet Type: 30mm Bullet Consumption: 1 Cell Fires At The Same Time: 1 Round Damage Type: Impact Damage Point: 200 Shooting Range: 40000 m Bullet Speed: 20000 m/s Dispersion Angle: 0.7' Hit Range: 0.3 m Splash Damage Range: 0.0 m Splash Border Damage: 0 Firing Delay: 1900 ms Guidance: 0.0' Targeting Time: 0.0 ms Weight: 12.0 T Fires a single 30mm projectile inflicting huge amounts of damage. Long range and high projectile speed make it a deadly weapon. Name: SPG-5 Burst Gun Slot Type: Hand Bullet Type: 60mm Bullet Consumption: 1 Cell Fires At The Same Time: 5 Rounds Damage Type: Impact Damage Point: 18 Shooting Range: 400 Bullet Speed: 1400 m/s Dispersion Angle: 0.0' Hit Range: 0.6 m Splash Damage Range: 0.0 m Splash Border Damage: 0 Firing Delay: 600 ms Guidance: 3.3' Targeting Time: 1200.0 ms Weight: 6.0 T A burst-firing gun with lock-on ability; best used outdoors while strafing. Name: SG-1 Spread Shotgun Slot Type: Hand Bullet Type: 60mm Bullet Consumption: 1 Cell Fires At The Same Time: 5 Rounds Damage Type: Impact Damage Point: 36 Shooting Range: 400 m Bullet Speed: 10000 m/s Dispersion Angle: 9.0' Hit Range: 0.8 m Splash Damage Range: 0.0 m Splash Border Damage: 0 Firing Delay: 800 ms Guidance: 0.0' Targeting Time: 0.0 ms Weight: 4.0T This guns fires several 60mm rounds in a tight spread, making it lethal at point-blank and short ranges. Combined with the low weight, this makes a good back-up weapon. Name: AFA-210 Triple Handcannon Slot Type: Hand Bullet Type: Rocket Bullet Consumption: 1 Cell Fires At The Same Time: 3 Rounds Damage Type: Impact Damage Point: 60 Shooting Range: 500 m Bullet Speed: 500 m/s Dispersion Angle: 3.0' Hit Range: 1.0 m Splash Damage Range: 30.0 m Splash Border Damage: 15 Firing Delay: 1500 ms Guidance: 0.0' Targeting Time: 0.0 ms Weight: 11.0 T This gun fires three projectiles that explode on impact, inflicting splash damage. Name: THX-200 Arc Light Gun Slot Type: Hand Bullet Type: E-Pak Bullet Consumption: 1 Cell Fires At The Same Time: 1 Round Damage Type: Energy Damage Point: 16 Shooting Range: 100 m Bullet Speed: 0 m/s Dispersion Angle: 0.0' Hit Range: 0.4 m Splash Damage Range: 0.0 m Splash Border Damage: 0 Firing Delay: 80 ms Guidance: 0.0' Targeting Time: 0.0 ms Weight: 8.0 T An energy weapons with an incredibly high rate of fire. Use the green beam to mow down your enemies. Range is short, though. Name: SGA-200 Auto Shotgun Slot Type: Hand Bullet Type: 60mm Bullet Consumption: 1 Cell Fires At The Same Time: 3 Rounds Damage Type: Impact Damage Point: 22 Shooting Range: 300 m Bullet Speed: 8000 m/s Dispersion Angle: 10.0' Hit Range: 0.1 m Splash Damage Range: 0.0 m Splash Border Damage: 0 Firing Delay: 220 ms Guidance: 0.0' Targeting Time: 0.0 ms Weight: 10.0 T An fully automatic shotgun, blanketing the area with huge amounts of 60mm shells. Deadly at short range, overkill at point blank. Name: PB-C5 Plasma Blade Slot Type: Hand Bullet Type: E-Pak Bullet Consumption: 0 Cells Fires At The Same Time: 5 Rounds Damage Type: Energy Damage Point: 45 Shooting Range: 35 m Bullet Speed: 0 m/s Dispersion Angle: 0.0' Hit Range: 3.0 m Splash Damage Range: 0.0 m Splash Border Damage: 0 Firing Delay: 700 ms Guidance: 0.0' Targeting Time: 0.0' Weight: 4.0 T Another melee weapon. The lower damage is compensated by the high rate of fire. Needs no ammunition, too. Name: ICA-3000 Particle Cannon Slot Type: Hand Bullet Type: E-Pak Bullet Consumption: 4 Cells Fires At The Same Time: 1 Round Damage Type: Energy Damage Point: 72 Shooting Range: 4000 m Bullet Speed: 6000 m/s Dispersion Angle: 0.0' Hit Range: 1.6 m Splash Damage Range: 0.0 m Splash Border Damage: 0 Firing Delay: 610 ms Guidance: 0.0' Targeting Time: 0.0 ms Weight: 13.0 T Similar in operation to the ion cannon, this gun emits long-ranged energy beams at a decent rate of fire. Lower overall damage than the ICA-2000, though. Name: SG-18 Hispeed Shotgun Slot Type: Hand Bullet Type: 60mm Bullet Consumption: 1 Cell Fires At The Same Time: 3 Rounds Damage Type: Impact Damage Point: 37 Shooting Range: 400 m Bullet Speed: 10000 m/s Dispersion Angle: 7.0' Hit Range: 0.8 m Splash Damage Range: 0.0 m Splash Border Damage: 0 Firing Delay: 470 ms Guidance: 0.0' Targeting Time: 0.0 ms Weight: 6.0 T Another shotgun. This one fires spreads of 3 60mm slugs at a decent rate of fire. Name: PB-222 Syncrotron Lance Slot Type: Hand Bullet Type: E-Pak Bullet Consumption: 1 Cell Fires At The Same Time: 5 Rounds Damage Type: Energy Damage Point: 50 Shooting Range: 40 m Bullet Speed: 0 m/s Dispersion Angle: 0.0' Hit Range: 1.8 m Splash Damage Range: 0.0 m Splash Border Damage: 0 Firing Delay: 750 ms Guidance: 0.0' Targeting Time: 0.0 ms Weight: 8.0 T The ultimate melee weapon, surpassing the Plasma Blade in every aspect. Unlike the other two, it consumes E-Pak cells during use. Name: AFH-70 Hand Cannon Slot Type: Hand Bullet Type: Rocket Bullet Consumption: 2 Cells Fires At The Same Time: 1 Round Damage Type: Impact Damage Point: 90 Shooting Range: 500 Bullet Speed: 650 m/s Dispersion Angle: 0.0' Hit Range: 3.0 m Splash Damage Range: 50.0 m Splash Border Damage: 60 Firing Delay: 1300 ms Guidance: 0.0' Targeting Time: 0.0 ms Weight: 8.0 T This gun fires a single exploding projectile with a considerable splash radius. Firing speed is rather slow. Name: RLC-100 Homing Laser Slot Type: Hand Bullet Type: E-Pak Bullet Consumption: 4 Cells Fires At The Same Time: 5 Rounds Damage Type: Energy Damage Point: 14 Shooting Range: 80 m Bullet Speed: 40 m/s Dispersion Angle: 0.0' Hit Range: 0.5 m Splash Damage Range: 0.0 m Splash Border Damage: 0 Firing Delay: 2500 ms Guidance: 40.0' Targeting Time: 2500 ms Weight: 20.0 T This gun fires a cluster of homing energy beams. The ammo consumption is high, using up 20 E-Pak cells per burst. Useful at extreme ranges. 4.6.2 Shoulder-Mounted Weapons: Name: HSM-01 Double Missile Pod Slot Type: Shoulder Bullet Type: Rocket Bullet Consumption: 1 Cell Fires At The Same Time: 2 Rounds Damage Type: Impact Damage Point: 50 Shooting Range: 500 m Bullet Speed: 280 m/s Dispersion Angle: 15' Hit Range: 2.5 m Splash Damage Range: 30.0 m Splash Border Damage: 15 Firing Delay: 1100ms Guidance: 7.3' Targeting Time: 700.5 ms Weight: 5.0 T A basic guided-missile launcher that fire two missiles. Decent tracking ability, but nothing special. Name: AFA-70 Rocket Pod Slot Type: Shoulder Bullet Type: Rocket Bullet Consumption: 2 Cells Fires At The Same Time: 1 Round Damage Type: Impact Damage Point: 100 Shooting Range: 900 m Bullet Speed: 850 m/s Dispersion Angle: 1.0' Hit Range: 3.0 m Splash Damage Range: 30.0 m Splash Border Damage: 10 Firing Delay: 950 ms Guidance: 0.0' Targeting Time: 0.0 ms Weight: 6.0t A shoulder-mounted rocket launcher, firing an unguided projectile that inflicts huge amounts of damage. Name: AFA-70A Double Rocket Pod Slot Type: Shoulder Bullet Type: Rocket Bullet Consumption: 1 Cell Fires At The Same Time: 2 Rounds Damage Type: Impact Damage Point: 40 Shooting Range: 400 m Bullet Speed: 500 m/s Dispersion Angle: 1.0' Hit Range: 8.0 m Splash Damage Range: 30.0 m Splash Border Damage: 40 Firing Delay: 1300ms Guidance: 0.0' Targeting Time: 0.0 ms Weight: 7.0 T Similar to the AFA-70, but the splash damage is much higher. Fires two projectiles instead of one, too. Name: HSM-02 Rapid Fire Missile Slot Type: Shoulder Bullet Type: Rocket Bullet Consumption: 1 Cell Fires At The Same Time: 1 Round Damage Type: Impact Damage Point: 42 Shooting Range: 600m Bullet Speed: 300 m/s Dispersion Angle: 25.0' Hit Range: 2.5 m Splash Damage Range: 30.0 m Splash Border Damage: 5 Firing Delay: 700 ms Guidance: 7.3' Targeting Time: 1000.5 ms Weight: 5.0 T This launcher fires guided missiles in rapid succession. Name: KSM-01 Multiple Missile Launcher Slot Type: Shoulder Bullet Type: Rocket Bullet Consumption: 1 Cell Fires At The Same Time: 4 Rounds Damage Type: Impact Damage Point: 48 Shooting Range: 500 m Bullet Speed: 300 m/s Dispersion Angle: 50.0' Hit Range: 2.5 m Splash Damage Range: 30.0 m Splash Border Damage: 5 Firing Delay: 1500 ms Guidance: 8.7' Targeting Time: 1200.2 ms Weight: 8.0 T Another guided-missile launcher, this one fires 4 missiles at once, making it hard to avoid. Name: RLC-190 Refraction Beam Slot Type: Shoulder Bullet Type: E-Pak Bullet Consumption: 4 Cells Fires At The Same Time: 5 Rounds Damage Type: Energy Damage Point: 12 Shooting Range: 80 m Bullet Speed: 40m/s Dispersion Angle: 0.0' Hit Range: 0.5 m Splash Damage Range: 0.0 m Splash Border Damage: 0 Firing Delay: 2500 ms Guidance: 33.3' Targeting Time: 2500.0 ms Weight: 8.0 T A shoulder-mounted version of the Homing Laser. Like the handheld version, ammo consumption is excessive. Should only be used in wide, open spaces, as the beams need much room to home in properly Name: HSM-500 Mid-Range Missile Launcher Slot Type: Shoulder Bullet Type: Rocket Bullet Consumption: 2 Cells Fires At The Same Time: 1 Round Damage Type: Impact Damage Point: 90 Shooting Range: 2500 m Bullet Speed: 800 m/s Dispersion Angle: 20.0' Hit Range: 4 m Splash Damage Range: 30.0 m Splash Border Damage: 15 Firing Delay: 1500 ms Guidance: 5.3' Targeting Time: 1300.0 ms Weight: 8.0 T A long-range guided missile, travelling faster than the previous models. The guidance is worse, though, so the missile can be avoided easier. Name: POD-200 Plasma Spreader Slot Type: Shoulder Bullet Type: E-Pak Bullet Consumption: 1 Cell Fires At The Same Time: 3 Rounds Damage Type: Energy Damage Point: 11 Shooting Range: 500 m Bullet Speed: 1200 m/s Dispersion Angle: 5.0' Hit Range: 3.0m Splash Damage Range: 25.0 Splash Border Damage: 13 Firing Delay: 210 ms Guidance: 0.0' Targeting Time: 0.0 ms Weight: 7.0 T Very similar to the Auto Shotgun, but fires energy projectiles with blast radius instead. Useful at close distances and confined spaces. Name: MGP-201 Gun Pod Slot Type: Shoulder Bullet Type: 30mm Bullet Consumption: 1 Cell Fires At The Same Time: 3 Rounds Damage Type: Impact Damage Point: 18 Shooting Range: 500 m Bullet Speed: 600 m/s Dispersion Angle: 0.0' Hit Range: 1.5m Splash Damage Range: 0 m Splash Border Damage: 0 Firing Delay: 450 ms Guidance: 5.3' Targeting Time: 1300.0 ms Weight: 7.0 T A shoulder-mounted version of the Burst Gun. Damage and burst size are smaller, but the accuracy is much better. 4.6.3 Special Equipment: Name: BE-EOX E-Pak Extra Magazine Function: +100 E-Pak Cells Weight: 5.0 T Name: SH-4 Forcefield Booster Function: Maximum Shield +30% Regenerates shield at a rate of 4 points/second Weight: 5.0 T Name: BE-30X 30mm Extra Magazine Function: +100 30mm Cells Weight: 5.0 T Name: SE-S10 Sensor Array Function: Detection Range +100 m Hacking Level +3 Lock On Efficiency +50% Target Keeping Time +100% Weight: 10.0 T Name: BE-60X 60mm Extra Magazine Function: +100 60mm Cells Weight: 5.0 T Name: BE-ROX Extra Rocket Chamber Function: +50 Rocket Cells Weight: 5.0 T Name: TEP-34L Boost Generator Function: Booster Active Time +50% Booster Recharge Time -10% Weight: 15.0 T Name: BE-VOX Magazine Expansion Function: Ammunition Capacity for all types increased by 30% Weight: 5.0T Name: BP-2001 Gravity Controller Function: Increases ARM weight limit by 20% Weight: 0.0 T 5.0 Skirmish Mode 5.1 Levels Round: 1 Location: Valhalla Game Type: Death Match Objective: 10 Frags Time: Unlimited Allies: None Enemies: Duke, Sonien Parts gained: Niner-Head Niner-Chest Niner-Arm Niner-Booster MG-6 Assault Rifle SR-7 Sniper Rifle BE-EOX E-Pak Extra Magazine Round: 2 Location: Catacomb Game Type: Team Death Match Objective: 15 Frags Time: Unlimited Allies: Lynn Enemies: Duke, Sonien Parts gained: Niner-Leg Ganesha-Head Ganesha-Chest Ganesha-Arm SPG-5 Burst Gun SH-4 Forcefield Booster Round: 3 Location: Midgard Game Type: Death Match Objective: 20 Frags Time: Unlimited Allies: None Enemies: Taxman, Lynn, Janus, Morei Parts gained: Ganesha-Leg Ganesha-Booster Kumara-Head Kumara-Arm SG-1 Spread Shotgun AFA-70 Rocket Pod BE-30X 30mm Extra Magazine Round: 4 Location: Jotunheim Game Type: Team Death Match Objective: 10 Frags Time: Unlimited Allies: Luu Enemies: Morei, Petrovich Parts gained: Kumara-Chest Kumara-Leg Kumara-Booster Parthia-Head Parthia-Arm AFA-210 Triple Handcannon SE-S10 Sensor Array Round: 5 Location: Boot Camp Game Type: Death Match Objective: 15 Frags Time: Unlimited Allies: None Enemies: Janus, Petrovich, Sonien Parts gained: Parthia-Chest Parthia-Leg Parthia-Booster Baal-Head Baal-Arm THX-200 Arc Light Gun AFA-70A Double Rocket Pod BE-60X 60mm Extra Magazine Round: 6 Location: Centropolis Game Type: Team Death Match Objective: 30 Frags Time: Unlimited Allies: Lynn, Morei, Petrovich Enemies: Taxman, Duke, Janus, Luu Parts gained: Evan-Head Evan-Arm Baal-Leg Baal-Booster HSM-02 Rapid Fire Missile BE-ROX Extra Rocket Chamber TEP-34L Boost Generator Round: 7 Location: Titanforge Game Type: Team Death Match Objective: 20 Frags Time: Unlimited Allies: Lynn, Petrovich Enemies: Luu, Janus, Norman Parts gained: Crassil-Head Baal-Chest NT-Classic-Arm Evan-Leg Evan-Booster SGA-200 Auto Shotgun BE-VOX Magazine Expansion Round: 8 Location: Bloodbath Game Type: Team Death Match Objective: 20 Frags Time: Unlimited Allies: Luu Enemies: Morei, Petrovich Parts gained: Meg-Head Pamela-60-Arm NT-Classic-Leg KSM-01 Multiple Missile Launcher Round: 9 Location: Gigantic-Core Game Type: Team Death Match Objective: 15 Frags Time: Unlimited Allies: None! Enemies: Lynn, Morei, Petrovich Parts gained: Homa-Head Evan-Chest Shelpia-Leg Crair-Booster RLC-190 Refraction Beam BP-2001 Gravity Controller Round: 10 Location: Hive Game Type: Sudden Death Objective: 15 Frags Time: Unlimited Allies: None Enemies: Duke, Norman, Petrovich Parts gained: Homa-2-Head Pamela-30-Arm BT-Extra-Leg Kylian-Booster PB-C5 Plasma Blade Round: 11 Location: Asgard Game Type: Death Match Objective: 20 Frags Time: Unlimited Allies: None Enemies: Taxman, Duke, Luu, Janus, Morei, Petrovich Parts gained: Von-Head Pamela-E-Arm Lebe-Leg Granium-Booster ICA-3000 Particle Cannon HSM-500 Mid-Range Missile Launcher Round: 12 Location: Abyss Game Type: Team Death Match Objective: 25 Frags Time: Unlimited Allies: Lynn, Luu Sonien Enemies: Taxman, Duke, Norman, Morei Parts gained: K-Bee-Leg Pamela-M-Arm Crassil-Chest POD-200 Plasma Spreader Round: 13 Location: Metropolis Game Type: Team Death Match Objective: 20 Frags Time: Unlimited Allies: Lynn, Luu Enemies: Taxman, Duke, Sonien Parts gained: Dishfoot-Leg Bishop-Head SG-18 Hispeed Shotgun PB-222 Syncrotron Lance Round: 14 Location: Starfield Game Type: Death Match Objective: 30 Frags Time: Unlimited Allies: None Enemies: Taxman, Duke, Luu, Janus, Norman, Morei, Petrovich, Sonien Parts gained: Sira-Head (?) AFH-70 Hand Cannon RLC-100 Homing Laser MGP-201 Gun Pod Round: 15 Location: Netsphere Game Type: Death Match Objective: 20 Frags Time: Unlimited Allies: None Enemies: Siren Parts gained: Ending Movie 6.0 Multiplayer Mode 6.1 Game Modes Death Match: Basic All-out combat to the death. All weapons and ammo types are allowed. Can also be played in Teams. Sudden Death: Like deathmatch, but all players have only 10 points of armor, no shields, and are equipped with a SR-7 Sniper Rifle with 10 rounds of ammo. All pick-ups are replaced with single 30mm bullets. Can also be played in teams. Shotgun Arena: All guns are replaced with SG-1 Shotguns; all ammo pick-ups are replaced with 60mm ammunition cells. Armor is fixed at 150 for all participants, while shield strenght starts out with 0. Both armor and shield pickups are available. Ammunition capacity is also fixed at 100 60mm cells. Can also be played in teams. Ioncannon Arena: Similar to Shotgun Arena, but the weapons are replaced with the ICA-6000 Ion Cannon and the ammo pick-ups with E-Paks. Armor is fixed at 150. There are only armor pickups available, and ammo is limited to 100 E-cells per player. Can be played in teams, too. Rocket Arena: All guns are replaced with AFH-70 Hand Cannons. All ammunition is replaced with packs of 5 rocket cells, and the inertia of all ARMs is doubled. Both armor and shield pickups are available, armor is fixed at 150, and ammunition is again limited to 100 cells. Can also be played as team-based version. Gladiator: The participants weapons are replaced with a MH-100 Motor Hammer and a PC-C5 Plasma Blade, resulting in heated melee combat. Armor is again fixed at 150, but shield pickups are available. Can also be played as team-based event. King of the Hill: The first player to enter the Arena is the 'King', and receives unlimited Overed Boost and Damage Booster. Whoever manages to accumulate more frags than the King times becomes the new King and the game starts over. Only the King can be damaged by, or damage, the players. Killing the King is worth 5 frags. All weapons and equipment are available. Platoon: Like Team Deathmatch, but only killing the Team Leader will yield points. The frags gained by killing the leader are equivalent to the number of players on his team. Again, there are no limits on guns and equipment used. 6.2 Levels 6.2.1 Original Levels: Valhalla - Orbital Battle Pit A network of corridors leading into a central hall; many transparent walls enable the combatants to see each other from great distances without being able to shoot each other. Catacomb - Underground Depot Maze-like map consisting of 2 levels connected by a central shaft. The cramped corridors result in many close-range skirmishes. Midgard - Hyperspace Transport ATA 742 A transport ship during hyperspace transfer; the ship can be entered through several entrances resulting in close-quarter battles, but most combat tends to occur on the outside. Jotunheim - Palace of Giants A two-level central hall with a nice-looking glass dome roof; several cooridors branch out, some leading into smaller halls while others are just dead-ends. Bootcamp - Combat Training Stage Large Halls, connected by narrow horizontal and vertical hallways. Most of the arena is shrouded in darkness, so locating the enemy can pose a problem. Centropolis - Orbital Elevator Upper Layer A giant space station orbiting earth. The impressive superstructure contains many pick-ups, and the station can be entered, revealing spacy hangar bays and a large central pit area. Titan Forge - Arm Factory One of the most beautiful levels in the game. I giant factory area with numerous towers and many open spaces. Long-range weaponry is a must here. Blood Bath - Battle Stage A giant hall with stalagmite/stalagtite like structures; despite the huge size of the hall, most combat is conducted at short ranges. Gigantic Core - Gigantium Fusion Generator Two huge central generator halls with moving structures inside connected by narrow hallways. There are several good sniping positions located here. Mystic Hive - Infected Netsphere Sector A creepy level, resembling a Giger-painting. Huge halls filled with organic-looking objects connected by wide, organic looking hallways. Long-range weaponry is a must. Asgard - Orbital Battle Pit Similar in design to Valhalla, but without the huge central dome. Instead, the corridors connect several smaller, darkened halls. Abyss - Ressource Extraction Base A rather huge mining complex set in a mountainous area. Several open areas that are connected by winding canyons. Metropolis 3049 - Battle in the City A rather large area filled with scyscrapers and floating platforms. There are several eastereggs located here, most notably pictures of the programmers and several rather interesting signs. Star Field - Asteroid Massdriver Ruins One of the largest Levels in the game. A huge asteroid belt filled with floating debris, most of which can be entered. A small underground complex exists in the largest of the asteroids, where the massdriver was located. Again, long range weaponry is a must, as well as good boosters. The Netsphere - Core System Kernel A virtual-reality arena; basically, just a huge cylinder with a central column running through it and a ring running along the middle. This is where you face Siren, and unfortunately, you can neither run nor hide in this level. Musfelheim - Science Facility Very similar to the Catacomb level, a network of smaller halls and wide corridors. Illusion city - Netsphere Database Sector Another virtual reality level, consisting of several towers. Due to the illusional nature of the level, it is hard to tell walls from doorways. Green Field - ARM Examination Battlefield A huge open area filled with rolling hills and towerlike structures. Perfect for long-range combat and chases. Judgement Chamber - Netsphere Sector 9218 Another virtual reality level, but this one looks far more solid. A cross-shaped hall with several catwalks and an impressive-looking statue in the middle. The theme seems to be "heaven and hell". Pyromid - the Colosseum. A circular-shaped arena with several moving walls revolving around the middle. Due to the nature of the level, combat is usually short-ranged Garuda - Flying Fortress AFB 205 A huge circular-shaped flying structure with several large entry-hatches. Extremely spacious hallways allow for long-range combat inside as well as outside. ATA-740 Longinus - Assault Carrier A level very similar to Midgard. Again, the ship can be entered through the numerous hatches, while most combat occurs on the outside. CUBE, Tubbyland, and Headquarter Those are hidden maps; look under section 7.0, Hidden Features, for instructions on how to unlock them. Cube is a level consisting of several connected cubes which only differ in color (If you've seen the film, you will know what I mean...) Tubbyland is exactly that: your worst nightmare come true. The guys at Jamie rebuilt the tubby hill and added a few easter eggs. Headquarter seems to be a typical room from Jamie's headquarters; noteworthy are the many windows blue screens that can be seen on the monitors and the behind of some employee (any information on who this is would be greatly appreciated). The level is quite amusing, because it looks like a bunch of overzealous toys are duking it out among themselves. 6.2.2 Mappack Levels These levels were distributed over the www.axisarena.net website. They are smaller than the original levels, and, in my opinion, feel a bit more simple. Sanctuary of Agni A small temple-like structure with several statues in the middle. A few corridors branch off the main hall, but only lead back into it. Red Myst Colosseum A small Colosseum; several rows of catwalks surround a central circular arena. Corridors from the catwalks lead to hidden bonus items. Crimson Field - ARM Examination Battlefield A smaller version of the Green Field level, similar in design but much smaller in size. The Final Round An open-air bunker complex, surrounded by a wall. Again, nowhere to run or hide, so the resulting combat will be very intense. Gray Rock Colloseum Very similar to the Red Myst Colosseum, just minor changes in the layout of the corridors. Museum A small level best suited for one-on-one combat. It consists of a long hall with a statue in the middle and two balconys on either end. Blast Pit - Weapon Training Center Another level consisting of darkened halls. Due to the bad lighting, all fighting occurs at short distance. 7.0 Hidden Features 7.1 Big Head Mode Here is how you can get a big head. In chat mode, just enter "give me a big head" To return to a normal-sized head, enter "get back my head" 7.2 Hidden Levels To get the hidden maps, you have to enter a special 'room name' when setting up a game. These names are: Operator Room => Tubbyland Developer Room => Cube jamiesystem => Headquarter The names are case sensitive, so watch your typing. 7.3 Text Colour You can change the colour of the text in the chat window and the server browser. Just type "$# NUMBER (0-6)", for example $#1 Hello The different colours are: 0 = White 4 = Cyan 1 = Red 5 = Yellow 2 = Green 6 = Magenta 3 = Blue 7.4 Clan Tags Clan Tags are small bitmaps that are displayed besides people's names in multiplayer. In order to display one yourself, you need a suitable bitmap, 16x24 pixels in size, with 16 bit colour depth. A blank tag is provided in the save directory of the Axis folder (usually C:\Axis\save\clanmark.bmp). Once you have a bitmap that suits your taste, rename it to match your savegame file. If your Character for example is named John, his save file will be John.axs . The bitmap's name would then have to be John.bmp in order for it to show. 7.5 Chat Macros Chat Macros are incredibly handy, yet criminally underused. You can assign a certain phrase (most often a taunt or a standard answer) to a Macro. The syntax for it looks like this and has to be entered in the chat window: /1= Bow down before your Master! This phrase has now been assigned as a macro. In order to recall it, simply type: /1 "Bow down before your Master!" will now appear on the chat window. It's much faster than retyping the same taunts over and over, and also makes you less of a target as you are immobile while typing. Only the numbers 0-9 can be assigned as macro positions; any higher numbers will not work, despite the manual saying otherwise. 7.6 Toggle Arm Center Interface To toggle the Arm Center information off just press Ctrl+Alt+M while in the Arm Center Screen. To toggle the info back on just press Ctrl+Alt+M again. Useful for screenshots. 7.7 Toggle In-Game Displays While playing, simply press the F11 key to switch between the display modes. These modes are: HIDDEN MESSAGE BOX MODE - The chat box will be deactivated. SCREENSHOT MODE - makes the entire status displays disappear. Hitting escape in this mode will NOT bring up the in-game menu. NORMAL MODE - The default display mode. 7.8 All Parts/Levels Cheat Log in and enter the Skirmish menu. There, press left Ctrl, right Alt, and PageUp simultaneously. Then select cancel and you will have access to all the parts and skirmish levels. I recommend the 'hard way', though, as it'll teach you the basic skills. The graveyards are full of newbies in shiny ARM's that could neither evade nor hit anything. Spare yourself the embarrassment of getting blown to oblivion over and over and train with the bots first. You will become a much worthier opponent that way.