Eliminate DCMS Mech and Tank Bays in the Western Sector Another fenced in area that needs destroying. From the hangars walk left to the complete opposite side of the map and head down to find these larger buildings grouped together. The Largest one in the middle is the Mech bay that spawns enemy mechs so try to take that one out first.
Eliminate DCMS Mech and Tank Bays in the Western Sector Another fenced in area that needs destroying. From the hangars walk left to the complete opposite side of the map and head down to find these larger buildings grouped together. The Largest one in the middle is the Mech bay that spawns enemy mechs so try to take that one out first.
Because it turns out it has great speed for a 55 tonner, the strongest melee attack of all mediums, and enough missile and energy slots to mount an arsenal of SRM's and medium lasers and also 2 hardoints for secondary small lasers, and it all synergises because you can run it hotter then normal sacrificing heat for firepower and armor (and ...
Energy Weapons. Energy weapons are light and has unlimited ammo, but build up lots of heat. All lasers also have a 5% innate accuracy bonus. Medium Laser is the most weight efficient non-support weapon, dealing 25 damage in as much weight as a heatsink.
Selective fire is commonly done to conserve ammo, to avoid recoil penalty, and to manage heat. For example a mech may carry both SRM and LRM. LRM may be disabled at close range due to its low accuracy, to conserve ammo and heat. Ammos are shared across all weapons of the same type. The weapon panel shows the sum of all ammo, not individual shots.
For Genesis on the Genesis, Sega Genesis FAQ by BCantin.
- Go for the best. Don’t invest MP and XP from dead enemies in a monster that is weak at its maximum level, otherwise you will regret it later. You will have lots of unspent MP after some missions, and you can farm enemy monsters to get all XP you need, so choose the most powerful ones, because your real limit is the 30 monsters per army thing.
For Shining in the Darkness on the Genesis, FAQ/Walkthrough by Marak.
• Since you collected at least 9 meal worms, if use the answers below you will get: 200% Suit Power, 3×Ammo Refills, a Meal Worm, Chip Butty, 2×Extra Lives and a Can O' Worms. • For "Repeat the Sequence", I'd have a pen and paper ready to jot down the sequence.
For Light Crusader on the Genesis, FAQ/Walkthrough by Virtuekid.
Create one, jump on it, create another, and so on until you reach the top. Either way, drop down the shaft. You get a cold reception here (you know you love it) by a Spike Bot and MORE vanishing platforms! And they form two at a time! You try diagramming those!
Your first stop is Skyhaven Castle, which is floating directly east from the airstrip. Once you're there find the council of skyhaven and talk to them to gather info about the legendary weapons and how to empower them. You already got two of them ("Lune'sSlr" and "Laya'sBow"), your next goal should be to get the remaining three weapons.
A man in a black cloak with a staff tells a story and gives you the Gold Key. To complete this level all four orbs must be collected. From the central block, take the SE passage with the Gold Key. Beyond the iron gate is a laser. ... Beyond the flooded room slimes and SBT with pendulum balls. Beyond that play Simon for Chain Mail. Go back and ...
Combined the Johnson list, Contact list, and Runner lists into a single section and added a few more subsections. Edited references to the section numbers that got removed or changed as a result of this to maintain accuracy. Did all of Part 4 and most of Part 5 of Section VII. 0.67 10/3/01 Corrected a few typos and added some information to ...
--- Mission 4: Agent Akbar Once the bomb threat has been stopped, the next mission will open itself up. Find and rescue Akbar, our secret informant. We believe he is being held captive in a basement. He knows how and when the President will be attacked. Akbar is being held in the residential part of town in one of the many identical houses.
Once Robocop defeats ED-209 ADCP, he uploads himself into the computer and unknowingly gives skynet the technology it needs. Robocop is brought back online into the terminator outpost and must battle his way through the terminator-infested future to reach the inner sanctum of skynet. If Robocop is to save humanity, he must defeat the skynet ...
Jump to the right and grab onto the top of that light post--it functions as a swing--and swing you way across. Waiting will be: PISTOL FEET: This guy is the tougher more mobile cousin of the Archer. He takes only 3-4 swings to kill which can be had pretty easily on this guy. However his blast packs a wallop and will leave a mark.
This will apply to other ships but you'll need to be aware of some things. First of all, whatever your default ship is in any given faction you (re)join is the one that will have the weapons/sentients equipped, and trying to switch ships/buy weapons/sentients will likely result in load outs being reset.
Swapping Reg will start out by jumping around like a wild banshee. Shoot at it's mid section (the one with the soldiers riding), and don't get crushed by either of it's legs. When it raises one of its limbs, or just it's mid-section, it's going to use Reg Vulcan, so stay off to the side and shoot from there.
The Handle attribute is the maximum weight of a weapon that your character can wield effectively. For example, a character wil Handle 2000 cannot properly use a broad sword (which weighs 4000). Money also has weight, so get a Money Changer (changes 10 $10 coins into one $100 coin, etc.) and a bank account as soon as possible.
3) At the bottom of this tunnel, turn right again. Head right and talk to the Orca, who'll tell you to visit Big Blue. Hmm, the Undercaves eh? Refresh your air supply in the cave above before touching the Key Glyph. Keep touching it until some blue circles envelop Ecco- that means the power has been transferred and Ecco is ready to continue.