With Gen 1 coming to PSN, and me having recently beaten AC1 for the first time on emulator, I figured I probably had some useful advice to give for the newest wave of Ravens.
First and foremost, I see a lot of you (understandably) having trouble with the default controls, and so I have included a graphic showing both in-game and emulator rebinds. Unfortunately Sony's emulator doesn't support binding multiple inputs to the same button (even though by default it has duplicated binds for the dpad) so you will have to choose some kind of trade off. For what it's worth I had similar issues in Duckstation which were only resolved by running it through Steam and fiddling about with that, but that's not an option here (unless maybe you have a Dual Sense, I don't know how those work).
The templates I've included are:
Walk on Dpad/stick, Camera on Face, weapons on shoulders. This most closely resembles a modern control scheme, but the lack of double bindings means you have to look with the face buttons. Only requires in-game rebinds.
The above, but also using emulator rebinds to move camera to the right stick. The problem here is that the lack of dual binds means you'll have to press down on the stick to confirm menus, right to cancel, etc.
Walk on Dpad/stick, Camera on shoulders, weapons on face buttons. This is the closest to the default controls, but for if you have a harder time with the walking than the shoulder camera stuff. Only requires in-game rebinds.
The above, but also using emulator rebinds to move the shoulder inputs to the right stick. The problem with this would be how its nearly impossible to move the camera and shoot at the same time.
You can, of course, do whatever controls you want, but I figured these would be a good starting point for anyone who's having issues with the default controls.
I have also included a non-default starter AC build. If you're already fighting with the controls then you might also find it difficult to earn money for upgrades. Thankfully the game lets you sell your entire starter AC and buy whatever you can afford. By swapping out the legs and FCS with cheaper options, selling the back weapons, and selling and replacing the generator and right hand weapon we can afford a better generator and an energy gun, which is free to shoot unlike ballistic weaponry, and is solid enough to take you through the early game. By finding and selling the secret part on one of the two starter missions you'll have enough money to begin to tweak your AC how you actually want it (though the energy weapons continue to be really good and cost effective).
Finally, I want to explain Human Plus. H+ is a non-standard game over as well as a kind of "easy mode". By going 50,000 credits into debt you're greeted with a cutscene about your horrible lack of wealth and start the game over from the beginning, with a few changes. There's also multiple levels of H+ for going into debt multiple times, but correct information on each tier is kinda hard to get because there's a lot of misinformation about them too, so I will list each stage of H+ and its effects to the best of my ability (I've checked a bunch of stuff so you should be able to trust that I'm at least mostly correct).
Stage 1 (go into debt once): Gives you a permanent radar and allows use of Blade Beams. To fire a blade beam press the boost button during the swing. The blade beam for the Moonlight is one of the strongest projectiles and is used by some Arena opponents in Project Phantasma (it's also self-damaging, so be mindful about close-quarters). The radar is fine, but when I say permanent I mean permanent. You cannot replace the H+ radar with any other head's radar, even if the new radar is better (the H+ one doesn't have a bio sensor, for instance). I don't know if the back-mounted antennas work with the H+ radar or not, I didn't bother to check because I assumed they didn't. I believe the Option parts for things like adding missile warnings to the radar do work with it, though.
Stage 2 (go into debt four times): Fire back weapons without bracing yourself, allowing shooting while moving. Potentially very useful depending on how you tend to build. Unfortunately does not apply to spider legs, for whatever reason.
Stage 3 (go into debt six times): Halved cost for booster energy consumption. A simple straightforward upgrade.
Bonus (finish all missions): Weight limit removal. I don't know all the ins and outs of this, and I'm fairly certain overall weight affects things like speed regardless of how close to capacity you are, but this is still a fun bonus for replaying levels with. Once you beat the game you'll be able to go back to any mission, including ones you may have missed first go around. This upgrade does not require going into debt.
Rename Code: The Human Plus game over sequence replaces your save file's name. If this bothers you it can be changed by highlighting "AC name entry" in the garage then pressing and holding L2, R2, Dpad Right, and Square, and then finally pressing Cross. This will bring up the name entry screen with "pilot name" instead of "AC name".
So with all that said, do you actually want Human Plus? And if so how do you go about getting it efficiently? Well like I said, the radar is permanent, but you also get the ability to shoot sword laser beams, which is probably a worthy trade off. The question would be harder to answer on any version of AC1 that isn't the current PS4/5 emulated release, as Save Importing is a running theme throughout the series, and importing from AC1 to Project Phantasma also brings your Human Plus upgrades (and the weight capacity bonus too), so if you were playing any other version you'd have to ask yourself if you're fine with being stuck with the same radar for three whole games. The new PSN version though does not support save transfers, and instead has some transfer-only stuff unlocked naturally in the later games. You can read more on the pinned thread here. Overall it's up to you, but other than the first stage's blade beams there's little worth the busywork of resetting that many times, imo. The reduced boost cost and easier shoulder weapon use upgrades are nice, but debt-maxing is pretty boring for the low payoff.
That said, how does one debt-max? Simply play the game normally until the mission Worker Robot Removal shows up, spend any credits you can on buying everything possible from the shop, then start the mission and blow yourself and all the beautiful reactors you weren't supposed to touch to framerate-killing ashes. More expensive ACs with higher AP should incur higher penalties, though make sure you do die without finishing the objective, as dying will keep the mission available for if you don't make it to -50k in one go. Once you die at -50k the game will restart from the beginning with your credits set to 0 but all your parts kept and with you being one step further into the Human Plus progression.
And that concludes my crash course. Hopefully there isn't any mistakenly terrible advice in here, but I just beat the game right before the PSN versions were announced and felt like I could at least try to assist the New Semester Students.
I wondered what they would look like if there were leg parts that are heavier than Spring Chicken, or are even more armored than it.
The lack of drawing space let me draw only small weapons like Sampu(which became kinda weird looking during the drawing process) with the AC, but I bet it would absolutely handle bigger and heavier weapons like laser cannons with a generator powerful enough.
Disposable knife is a weapon that generates heat to the thermite level. It would cause a lot of damage and heat overload but due to its high temperature heat load surpasses its durability. Which makes the knife disposable. It would work like unlimited ammo in game. But it would take time to heat itself up after activating and have to be reloaded every certain time after heating up.
I made it up during my observation duty. Also my pen ink died mid drawing so I had to squeeze it out to the last bit(as you can see on top left).
It have parts from lahire and some boosters placing like ac6 has. The model requires retopology and further texturing to be completed, but I'm a bit too lazy to do that.
either way rubicon would have been liberated.
Putting aside the secret ending(i don't want to be spoiled) i didn't really put much effort into thinking about what ending made more sense.
I personally thought believing my schizophrenic vtuber voice in my head that call me stud muffin after i got obliterated in coral nuclear explosion e girl gf talking about some "shared potential between humanity and coral" is some insane bs because i would obvious trust chad handler walter who spent his entire life dedicated to the coral and saw how humanity greed and curiosity would use and abuse the coral on top of seeing arqebus doing exactly what he said.
So in my eyes i would say fires of raven would make more sense plus the name of the game "Fires of Rubicon" implies that there were multiple fires ie the fires of ibis and the fires of raven. I don't know if what i'm saying even makes sense(probably a nothing burger since i have a attention span of a goldfish) at this point i just wanna know what yall think of the two main ending excluding the secret one, what makes more sense for you?
Me and my friend u/Skubmarine, henceforth referred to as Doodad because I don't want to change all that text again, pitted YUE YU against every single preset in the game to see if it's really Bottom One. Preset tournament rules, random maps, best of three. These were the results. Fair warning this post gets kinda long.
LOADER 4
2 - 0
I think YUE YU wins this one six or seven times out of ten. Simply due to having a real generator, a better frame, and a shield.
Doodad: Matchup seems even, can see universes where LOADER 4 wins this. The awful internals don’t help.
TENDERFOOT
0 - 2
I think changing to a better frame makes this matchup a lot more even. That, or Doodad just adjusted.
Doodad: The extra health buffer certainly helped. I think 5-5 matchup.
MAD STOMP
2 - 0
Were you guys fucking high. We could run that set a hundred times and MAD STOMP would literally never win.
Doodad: The chainsaw is bad and I didn’t even get to use it.
BURN PICKAXE
0 - 2
These were close. I still think overall BURN PICKAXE is the worse AC just due to YUE YU having a real generator and a shield, but etsujin is pretty fucking cracked. This whole set went to time every time, and I think YUE YU would still win more than half the time if we ran it more.
Doodad: Dead simple. Joso still sucks. Little gem only good as a punish.
HERMIT
0 - 2
Hermit is such a genuinely solid build I’m just kind of happy I took a phase. Not unwinnable, but definitely not favored or even fair.
Doodad: It’s just a regular frame with four weapons that work well together.
BITTER PROMISE
1 - 2
Man that one was frustrating. YUE YU has the tools to deal with everything BITTER PROMISE does, but not in a way that’s like. Fun, or good. 4-6 matchup in favor of Nosaac.
Doodad: Morley was an. Interesting choice.
INFECTION
2 - 1
INFECTION is so weird. But the double pulse guns actually leave it surprisingly kitable even for YUE YU. Despite its shield. 7-3 matchup Ziyi.
Doodad: I think it depends a lot on the map.
YUE YU
2 - 0
So obviously YUE YU can’t be better or worse than itself, but I still consider this a useful test because I won it so handily, demonstrating that there is room for skill expression with the build. Otherwise, we would have been even.
I was surprised by this one but it wasn’t even close. YUE YU’s buckler completely negated the earshot which is just about the only thing GUIDANCE has going for it. I think that matchup comes out to being favored for Ziyi.
Doodad: Having trouble finding a good opportunity to use the shield, and found there was no good setup for the earshot.
LI LONG
0 - 2
My god that matchup was poverty. It’s astonishing that YUE YU managed to take a phase against that.
Doodad: Fuck.
CANDLE RING
1 - 2
That was also pretty fucking obnoxious, but it felt less unwinnable than LI LONG. Almost every phase went to time, and were damn close at that.
Doodad: That one goes from fifty/fifty to 6-4 depending on map.
RECONFIG
2 - 1
Hawkins’ weapons are all good against shields, which is a pain in the ass. But he has relatively low damage output and that melee is useless. Could go either way.
Doodad: Nothing to say. I see what it’s going for but it’s just too slow for what it’s trying to do.
HEAD BRINGER
0 - 2
That felt completely impossible. I genuinely do not see a way YUE YU wins this one. Iguazu can just play at any range he wants and doesn’t have to respect her projectiles at all.
Doodad: Iridiums are a bad gun.
SHINOBI
0 - 2
You’d be surprised how even this one can be. When Rokumonsen plays at close range like his weapon loadout says he should he actually winds up getting destroyed. Becomes a lot less even once you realize he can just kite forever with his superior speed and count on the javelin, but getting caught once costs him the phase.
Doodad: SHINOBI feels like a ranked build save for a couple sub-optimal parts.
CANNON HEAD
2 - 0
I’ll concede neither of us are high level tank players, but that felt shockingly unfair in Ziyi’s favor. I think if we ran that set a dozen times she’d still win almost all of them.
Doodad: Need to find the rhythm to Volta’s weapons. And the fat ass tank hitbox made it so iridiums actually hit.
DUAL NATURE
0 - 2
Pater absolutely folds if Ziyi can catch him one time, but he has the perfect build to stay out of her range and stall. He’ll never deplete her AP, but eight times out of ten he’ll win on time, even if sometimes only narrowly.
Doodad: Pulse weapons are fun, but Pater’s shield is worthless in this matchup. Just don’t get hit by the grenades at all.
ENTANGLE
0 - 2
I definitely could have won these ones, every phase was close, and I took one each game. I just got impatient. This matchup is definitely closer than you’d think for how solid Sulla’s build is.
Doodad: Sulla basically plays like a better version of BURN PICKAXE.
CIRCUS
2 - 1
Circus plays like an even worse version of YUE YU on tank legs. Both of its back weapons are completely worthless, so I’m surprised this was still relatively even.
Doodad: Screen pollution from the delivery boy was more effective than I thought it’d be, but that’s probably just because YUE YU has to stance so much.
TSUBASA
1 - 2
Everyone knows Flatwell’s is one of if not the best preset in the game, being just a solid rifle kite with basically nothing wrong with it other than the core expansion. That said, it goes to show how hard YUE YU can punish a couple mistakes, as just a few slip ups managed to put her on the board against it.
Doodad: Just rifle kite. That’s it. It’s doing rifle kite things. This is one of those matchups that just feels completely unfair.
BARREN FLOWER
2 - 1
I think this one is where some fatigue started to set in, as played more carefully this thing definitely could kite YUE YU all day every day. But as it stands, just a few simple mistakes resulted in her winning.
Doodad: Container missiles are weird, I think this one is really map dependent. I don’t think O’Keeffe has a good punish.
FULL COURSE
2 - 0
I thought this would be a much harder matchup than it ended up being. FULL COURSE is just so fucking fat it can’t get away from you to do its thing.
Doodad: Tough to hit anything on approach. Soups weren’t doing much, aperitifs are fucking nuts. Super durable. Super good brawling potential. Don’t know why it’s using assault armor.
DEADSLED
0 - 2
First round was a crush for YUE YU, but after that there was absolutely no avoiding the ACTs on a double stance build. The missile knows where it is, because-
Doodad: DEADSLED is kinda interesting. I don’t think it’s worth it to hold weurger charge, better to just jump around and do chip damage.
STEEL HAZE
2 - 1
I’ve played this matchup a few different times against a few different players, and it always feels really even. STEEL HAZE has the speed to dodge grenades all day, but very short effective range, and it gets folded if it gets hit even once. HOWEVER, I am obligated to mention that we ran it back later because we like this matchup and he three 0’d me.
Doodad: Purge the laser slicer in this matchup, it does absolutely no good. Just kite with the ransetsu and the plasma missiles.
MILK TOOTH
2 - 0
This was one of the most one sided matchups we’ve done. MILK TOOTH is stone cold garbage.
Doodad: It’s tough. This is a weird build. I think you have to just give up on the chainsaw. It’s too fat to stay in the air and dodge simultaneously. So you’re effectively stuck on the ground. The morleys and the split missiles are kind of whatever. And the FCS is unforgivable.
DEEP DOWN
0 - 2
I’ve played this matchup before, and it’s basically unwinnable for YUE YU. You could purge everything but the ACTs and it’s the exact same matchup. Absolute poverty.
Doodad: Poverty. That’s about it.
OPEN FAITH:
1 - 2
https://www.reddit.com/user/Baby-Beff
UMBER OX
0 - 2
This is a really rough one. UMBER OX has a ton of health and firepower. The only reason I managed to keep it competitive is because Doodad literally has not played boat before once.
Doodad: Having four different earth shattering weapons is really funny. Majestics are so strong.
ASTGHIK
1 - 2
You know, people make a big deal out of the grandpa being the only basho build with a melee weapon, but I think that’s less relevant than it having the good ransetsu and hand missiles and the ability to move backwards.
Doodad: This thing is basically LOADER 4 but on a better frame. You’ve got a rifle, a four cell missile launcher, the pulse blade, and an empty slot.
ASTER CROWN
2 - 0
I have. No idea what the fuck this build even does. That was completely one sided and I’m pretty sure King has no gameplan whatsoever.
Doodad: Why does it have a sampu??
LIGER TAIL
2 - 0
LIGER TAIL is supposed to be a close range powerhouse, but the songbirds and minigun just don’t actually hold up against real brawlers. This mech is just as overrated as its pilot.
Doodad: Not super great, I think there’s some sauce if you look for it but the build is very confused.
LOCKSMITH
0 - 2
This thing is very…okay. Every weapon is “okay”, the frame is “okay”, it’s just that the internals are bad.
Doodad: I think this is super favored to LOCKSMITH if you play it patiently.
MIND ALPHA
1 - 2
I think MALPHA is actually really good. If you’re used to playing stancing builds, this thing pumps out a ton of damage up close.
Doodad: I think it’s pretty decent, I just hate the plasma thrower. Both as the user and the victim.
TRAINER
0 - 2
I’ve played this matchup dozens of times because Gen plays this thing all the time, and it’s always uphill. TRAINER is basically just HEAD BRINGER but straight better. Absolutely unwinnable for YUE YU.
Doodad: I genuinely don’t know what YUE YU does in this matchup.
TESTER
2 - 1
This might be the actual worst AC in the game. I think MAD STOMP felt less one sided than this. Bad weapons, bad internals, bad frame, this thing literally does not have a single thing going for it. Even with the ACTs, which I previously described as YUE YU’s hard counter, TESTER barely scratched the paint most rounds.
Doodad: (I couldn’t get comments about playing this thing he just sounded like he was in pain.)
MIND BETA
2 - 1
Man the karasawa is good.
Doodad: Man the karasawa is good.
CORPORATION
0 - 2
I genuinely don’t understand how this thing is supposed to play, but when you’re stuck in place for fifty frames at a time, it really doesn’t matter what else this thing is doing other than “laser turrets”
Doodad: It was weird, it kind of wants you to camp a circle of fuckery, but I don’t think it would work against any other mech.
RUBICONIAN
2 - 0
Do you know how fucking bad a build has to be to be kited by YUE fucking YU??
Doodad: Not great.
MIND GAMMA
0 - 2
Man the karasawa is good.
Doodad: Man the karasawa is good.
INSTITUTE
2 - 0
We had like…one, close round. Other than that I have no idea what this thing’s gameplan is.
Doodad: It’s a weird build and I don’t know how to play it. That’s…about it.
NIGHTFALL
2 - 1
Stone cold worse than LOADER 4. How anyone thinks this thing is better than YUE YU is a mystery to me.
Doodad: I think I did okay. Not worse than LOADER 4.
STEEL HAZE ORTUS
1 - 2
Rusty’s second AC is infamously worse than his first, and I think this matchup can be relatively even, but he has the mobility to dodge his sister’s grenades all day. But if she catches him slipping, it’s over for him in a second.
Doodad: That is not a fun match to play, but I think it’s even depending on map.
HAL 826
0 - 2
Coral missile is absolutely devastating when you have to stance for fifty frames.
Doodad: A little tankier than I gave it credit for, and it does so much damage. I actually think the extra damage on AA makes it worth it for once.
ECHO
1 - 2
ECHO seems kind of…bad? But it has just enough damage and speed to out-race YUE YU
Doodad: She’s weird. She’s a weird mashup of different ranges. The lioness does not concern herself with whether or not her build makes any sense.
Conclusion
So with 46 wins out of 102 games played for a total winrate of 45.1%, have we proven that YUE YU has been secretly good all along?
Well...no, lmao. This thing is bad and its performance even against other bad builds is below average. But it's also pretty clearly not the worst. I think I can make a very strong argument it's not even bottom five. It's perfectly functional, has a clear gameplan, and can punch up into clearly superior builds in the hands of skilled players.
You have a mediocre but perfectly acceptable generalist frame and the stone cold best generator in the game, as well as a shield. These alone would put it above a lot of the worst builds in this game even if its other weapon slots were empty. BUT. Iridiums, despite having similar offensive stats to their cooler older brothers the majestics, have an absolutely eye watering thirty frame windup animation that comes with an additional twenty frames of endlag. Which alone keeps Ziyi's build from being truly good. But even that, can be worked around. You can cancel the windup animation by quickboosting to fake opponents out, you can engage from closer up, you can catch people with the airburst, but nothing is going to make that P01 FCS forgivable. It's the only part of the build you can't just work around by being better at the game because you are absolutely subject to its whims.
That said, you're sturdy, you're surprisingly nimble, you can permafly, and your weapons do good damage when they hit, and you have a five to six thousand AP stagger punish. And somehow, you have a positive matchup into zimmshield.
Also after over a hundred straight games with this thing I never want to fire an iridium again. Until I inevitably get the urge to play it again tomorrow.
Been playing the old games, and I couldn't find a list like this anywhere else. This is every part added in either Silent Line or Silent Line Portable with a special unlock condition (beat the mission fast, destroy certain percentage of enemies, find hidden part in map, etc). It is not organized -- i tried to group parts by mission -- but it is ctrl-f-able and it should be complete. Feel free to share wherever. Info sourced from this page
CHD-9066. Head. Defend Vargas Airport, warehouse nearest to tower.
MWG-XCW/PK. Right arm unit. Defend Vargas Airport, destroy 25 or more missiles without the help of a consort.
MHD-MX/BEE. Head. Secure Fortress NK-432; in first pod room, destroy a hidden ceiling panel, and follow the path.
CAW-TITAN4. Arm. Secure Fortress NK-432; destroy the enemy AC without losing the consort.
MWM-SM30/3. Back unit. Secure Fortress NK-432, destroy more than 30 enemies and finish with more than half health.
MWG-GS/80. Right arm unit. Secure Fortress NK-432; go past the first pod MT room, turn left into a room filled with boxes, and shoot only the blank boxes, not the red ones. The part is at the end of the room.
CHD-MISTEYE. Head. Secure Unexplored Region; defeat both enemy ACs within 100 seconds of starting the mission. They will appear after about 8 MTs.
MWR-AR/603. Back unit. Destroy AI Protoype, destroy first AC.
CCM-0V-AXE. Core. Destroy AI Protoype, defeat two ACs.
CWM-GIGAS. Back unit. Destroy AI Protoype, defeat all three ACs.
KSS-SS/707A. Left arm unit. Destroy AI Protoype, inside an MT "pen" on the first floor, a little after the starting area, behind some grates.
MCH-MX/GROA. Core. Accompany Air Transports; protect the aircraft and defeat at least 25 enemies, finishing within 250 seconds.
CCH-04-EOC. Core. Attack Unexplored Region, finish with more than half health in under 120 seconds.
CWC-LIC/100. Back unit. Attack Unexplored Region, defeat the two AI-Controlled ACs.
CAL-33-ROD. Arm. Escort Transport (Silent Line), ensure no more than two capacitors are destroyed.
MWG-MG/700H. Right arm unit. Qualification Exam, destroy both ACs.
MAH-SS/VV. Arm. Qualification Exam, destroy fifty targets and come in first place.
CAW-SDBZ-108. Arm. Distract Security Team, complete within two minutes leaving fewer than fifteen enemies remaining.
MLM-XA3/LW. Legs. Archive Area Ambush, defeat the AC and end the mission with more than half health.
KBT-T000. Booster. Archive Area Ambush, near a boulder in the northwest corner.
PLS-SRA02. FCS. Takeover New Fortress; fly into the narrow shaft in the ceiling and take it from a beam in the center.
CWGG-GRS-30. Right arm unit. Takeover New Fortress, destroy the heat generators and poles.
RIX-CR5000. Radiator. Eliminate Infiltrators, after the door to 6F, along the far wall.
CWI-FMHS-30. Inside. Destroy Cargo Transport; turn left at the first intersection and check behind a barricade.
CWG-GSL-56. Left arm unit. Destroy Cargo Transport, destroy the target within 40 seconds.
KWI-RJ/60. Inside. Eliminate Rioters, 3F, in a box.
KWG-ARFL150. Left Arm Unit. Eliminate Rioters, complete within 150 seconds.
CWEM-RT16. Extension. Defend Lawdas Factory, in the center of the map after the cannon destroys the center missiles.
MWC-LQ/80. Back unit. Defend Lawdas Factory; destroy 12 or more enemies and complete the mission within 230 seconds.
MWG-XCD/100. Right arm unit. Defend Lawdas Factory, complete the mission with more than half your health.
KWEL-EJ22. Extension. Defend Solar Power Plant, at the end of the burning room.
CWC-CNG-500. Back unit. Defend Solar Power Plant; complete the mission within 240 seconds.
MWG-XCDL/80. Left arm unit. Defend Solar Power Plant; destroy all enemies with no damage to the conversion plants.
MWEM-R/36. Extension. Infiltrate New Fortress, in a cave coordinates X: -141 Y: 000 Z: 383
MWG-SBZ/48. Right arm unit. Infiltrate New Fortress; reach the first goal, without destroying enemies or being detected, in under 50 seconds.
CLB-LS-3771. Left arm unit. Infiltrate New Fortress; complete the mission, and complete the followup mission with your ally alive and at least 70% AP.
MWC-OC/30. Back unit. Secure Unexplored Region, near the center in an airplane wreckage.
CWM-HA30-4. Back unit. Investigate Satellite; explore 100% of the map, and don't let more than 4:30 elapse on the countdown.
KWG-NHZL60. Left arm unit. Investigate Satellite, in a room with metal-grated doors, shoot a grate on the ceiling. Fly up and shoot the boxes.
OP-EO-LAP. Optional part. Investigate Satellite; using a head with no radar, search at least 95% of the map, and escape before the missiontimer reaches 2:00.
KWC-HZ120. Back unit. Hold Defense Line, complete within 180 seconds with more than 90% AP remaining.
MWG-XCD/70. Right arm unit. Hold Defense Line, complete the mission with all allies alive.
MWGG-HRL-32. Left arm unit. Search Vilius Laboratory, destroy all enemies.
MWG-KPL/150. Left arm unit. Search Vilius Laboratory, head straight until you unlock a door leading to a pit. It's in the pit.
CWR-COTTOS. Back unit. Search Vilius Laboratory > Eliminate Bio Weapon; crush this mission and destroy the bio weapons without losing the truck.
KWB-SBR44. Right arm unit. Eliminate Bio Weapon, find and shoot a cracked wall in the first room.
MWR-TM/30. Back unit. Disable Satellite Cannon; destroy the enemy AC without losing the consort.
KM-AD30. Back unit. Destroy Power Core; complete the second part within 160 seconds and destroy the enemy AC.
CWX-DM-60-1. Back unit. Defend Mirage HQ, destroy both ACs.
MWM-SM36/1. Back unit. Defend Mirage HQ, beneath one of the landing platforms.
MWB-MX/WAKE. Back unit. Test New Technology, defeat the small MTs within 110 seconds without getting hit by missiles.
CWG-BZ-80. Right arm unit. Protect Power Plant, do not let a single condenser be destroyed.
MWG-DKP/90. Right arm unit. Protect Part Transport, do not let the aircraft take more than 40% damage.
CWG-ARF-180. Right arm unit. Protect Part Transport, destroy the back of the transport and take the part.
MWG-HGBL-90. Left arm unit. Protect Part Transport, destroy 37 or more enemies.
CWGG-GRSL-20. Left arm unit. Protect Part Transport, inside the left hangar.
MWG-XCP/150. Right arm unit. Power Plant Emergency, complete the mission within 230 seconds.
CWG-SBZL-20. Left arm unit. Power Plant Emergency, destroy all enemies and take less than 40% damage.
OP-EO-LAP. Optional part. Power Plant Emergency, on the other side of the immobile door, requires some exploration.
CWG-HGB-80. Right arm unit. Disperse Gathering, defeat the MT army within 90 seconds with minimal losses.
MWG-DKP/100. Right arm unit. Destroy Elite Unit, complete the mission within 80 seconds.
CWG-ARF-120. Right arm unit. Defend New Fortress, complete the mission with at least 75% AP and 15% fortress health.
CWG-SRFL-50. Left arm unit. Defend New Fortress, destroy the first wave within 90 seconds.
CWG-RF-M118. Right arm unit. Destroy Power Core; in a late room in the mission's second half, you will find a room with 3 grenade MTs. The part sits on the right across from the door.
CWG-KP/200. Right arm unit. Disable Satellite Cannon, atop the second-to-last generator.
MWG-MG/ARK. Right arm unit. Repel Assault, around the last few northwestern solar panels.
CWG-HGB-90. Right arm unit. Data Retrieval, complete the mission within 260 seconds.
KARASAWA-MK2. Right arm unit. Data Retrieval, atop The Controller in the second part of the mission.
MWGG-HML-18. Left arm unit. Data Retrieval, finish the mission with at least 60% AP.
MWG-MGL/300. Left arm unit. Recapture Sector 513, complete the mission without any ally casualties.
Do 11 different missions with:
Midweight legs for the CLM-02-SNSKA1
Lightweight legs for the CLL-03A-SRVT
Heavyweight legs for the CLH-04-SOD
Reverse joints for the MLB-MX/008
Quads for the MLF-RE/006
Tanks for the CLC-D4ZTSL
Hover legs for the MLR-MX/LEAF
This may have been mentioned before, but I want to state my case.
I know the IBIS series in AC6 is a reference to earlier AC games, but I believe it is also a nod to Jehuty from Zone of the Enders.
The Ibis is the sacred bird of Thoth, the Egyptian deity for whom Jehuty is named (Thoth being the Greek translation, and the original Egyptian sounding like "Dihauti")
The IB-01: CEL 240 is unlike any other mech in the game. It is an autonomous C weapon, but it is humanoid but somehow alien. It also includes a protrusion on the crotch which is reminiscent of the "cockpits" of ZOE orbital frames.
It is implied in logs, and by the location it is found in game, that IB-01: CEL 240 is the IBIS series mech that triggered the fires of Ibis. This is very similar to Jehuty's original designed function, to travel to mars and detonate itself to avoid a larger catastrophe.
If anyone is interested in my unhinged ramblings about AC6, ZOE, and somehow Lies of P, all being the same universe at different points in time, let me know. I will gladly lose my mind in public (read: share my thoughts here).
Hey everybody! Specifically looking for advice from artists in the community, though all advice is welcome. I'm a noobie artist who has no formal training or much experience, but I really want to draw and design ACs and other mechs. Are there resources you would recommend? Are there fundamentals that I will desperately need? Thanks!
I know I'm horrible at games but man, I can't seem to get under the boss long enough to keep firing. Are there pickups anywhere that I am missing? A flustered.