Axis FAQ by Meph V1.2 Disclaimer: This FAQ is copyrighted by me, C.Krauter, 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.