Import Games

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      Koukaku Kidoutai -Ghost in the Shell- FAQ
      Updated: 9 November 1997 (Sunday)
      Created: 24 August 1997 (Sunday)
      By Don "Gamera" Chan (
      Caution: This game isn't suitable for players allergic
      to motion sickness.

      Disclaimer: This FAQ is based on the Japanese NTSC
      version of the game. This FAQ may contain elements
      derived from Zhou Tai An's Ghost in the Shell -
      Player's Guide. Zhou's permission has been secured.
      (OTOH, I wouldn't be surprised if parts of this and
      Zhou's FAQs re-appear verbatim in some paper vidgame

      (Thanks to Alex van Vucht for the ASCII logo.)

 0.   Wanted
 1.   Controls
 2.   Screen
 3.   Training
 4.   Missions
 5.   Movies
 6.   Voice Actors
 7.   Miscellaneous
 8.   Thanks
 9.   References
 0.   WANTED

      This GITS PS FAQ requires these stuph:
      - A map of the bombs in the Mission 3 areas, preferably in
 ASCII art.
      - A table that lists which terrorist units need how many
 missiles or Vulcan bursts to destroy.
      - Any known bug, code, trick, and urawaza.
      - In the anime sequence before Mission 1, what did Bateau
 say before Togusa said "Kawaisou"?
      - Info about Class B and SS in Training Mode.
      - Info about Movie 13 and 17.
      - Kusanagi Shousa's measurements. ^_-
      - The boss mecha's names.
      - The main characters' full names, if any.
      - The terrorist units' proper names.
      - YOUR Training Mode and Mission Mode best scores.
      ("Kimi no ai wo matteru ze!" - Greenwood no minna-san, Koko
 wa Greenwood)
      - A 1997 MLB AL Cy Young Award for Toronto Blue Jays
 starting pitcher Roger "Rocket" Clemens (W-L 21-7, ERA 2.05, SO
 292). ^_- (Go Argos Go! (CFL, W-L 15-2 as of 1997.10.18))

      The GITS controls are:
      SELECT button: Inside view or outside view.
      START button: Pause, continue, restart, or quit.
      Joystick/keypad: Movement. Up is forward, down is backward,
 left is turn left, right is turn right, &c. The Fuchikoma can
 climb onto most walls. (Remember: "You meet a better class of
 people in the vertical (axis).")
      L1 or L2: Slide left.
      R1 or R2: Slide right.
      (L1 or L2) and (R1 or R2): Pressing both L and R buttons
 prevents the Fuchikoma from sliding left or right, but increases
 its forward and backward speeds. Useful for retreating from an
 enemy's weapon range.
      (The player can combine the joystick/keypad and slide
 left/right buttons to manoeuvre the Fuchikoma such that the
 direction it's facing and the heading of its movement are
 different. Essential for keeping its line-of-fire at a target
 while it's dodging the target's weapons. Overall, reminds me of
 the IBM games MechWarrior 2 and System Shock (eg, stop before a
 corner, turn towards the wall, slide into the new corridor while
 firing the Vulcan, then slide back into the old corridor), except
 the Fuchikoma can climb onto most walls.)
      Jump: Also a quick way to reset the Fuchikoma's orientation
 after it climbs onto a building or wall, causing the player to
 lose his/her situation awareness.
      The Fuchikoma receives no damage no matter how far it falls.
 Also, the player can control the falling Fuchikoma's movement.
 Eg, the Fuchikoma can jump off a skyscraper and stick back to the
 wall before it lands on the ground.
      Vulcan: Each button-tap is a burst of six autocannon shots.
 Short range. Unlimited ammo.
      Lock-On Missile: Hold the Vulcan button. After the Vulcan
 burst, the Lock-On Marker on the target will turn red. A Lock-On
 Gauge appears at the centre of the bottom edge of the screen.
 Each orange block in the Lock-On Gauge is one missile, up to 6
 missiles per barrage. Medium range. Unlimited ammo.
      While the Fuchikoma's Lock-On Gauge is charging, but hasn't
 locked any missile on the target, incoming fire that hits the
 Fuchikoma will abort the Lock-On Gauge. OTOH, if white lock-on
 sights have already appeared on the target, incoming fire that
 hits the Fuchikoma won't abort the Lock-On Gauge, and the
 Fuchikoma can release its missiles at the target.
      The player can hold the Vulcan button to activate the
 Lock-On Gauge, then move towards the targets to lock missiles on
 them, then release the missiles. No need for getting into missile
 range and provoking the targets ("Incoming fire has the right of
 way." - Murphy's Laws of Combat) before activating the Lock-On
      If a target needs fewer than six missiles to destroy, the
 Fuchikoma will lock fewer than six missiles at the target. Eg, a
 Vulcan turret needs only four missiles.
      Missile kills give fewer points than gun kills ("Real Men
 use guns only." - Flight sim veteran players). Also, in Training
 Mode, missile kills don't change the Fuchikoma's Hit Rate. (In
 Training Mode, an excellent Hit Rate affects the Fuchikoma's
 Class. See the Training and Movies sections below.)
      Grenade: Area-effect weapon (bomb). Short/medium range.
 Limited ammo, up to 3 Grenades.

 2.   SCREEN
      The screen defaults to the outside view, and shifts between
 the outside and inside views when an object or wall behind the
 Fuchikoma blocks it from the player. (The programmers did this
 instead of making the object/wall transparent.) To manually
 choose one of the views, press SELECT.
      In practice, the inside view gives the Fuchikoma a better
 line-of-sight when firing at a target that's behind a corner in a
 corridor, or a corner of a building.

      The features in the GITS head-up display screen:
      Upper left corner: Timer (eg, in Training).
      Upper right corner: Number of targets remaining (eg,
 keycodes in Mission 1, bombs in Mission 3). Or, Direction
 Indicator that indicates the direction (duh) of the primary
 target in the mission. (The DI isn't as easy to read as one may
 think; see Mission 10.) Or, the boss mecha's Energy Gauge.
      Lower right corner: Radar. The Fuchikoma is at the centre of
 the 360-degree Radar. Red dots are hostiles. Small white dots are
 also hostiles. Tiny white dots are hostile weapons, eg, rockets
 and Vulcan rounds. Big green dots are entrances. Small green dots
 are Items, ie, Energy Packs and Grenades.
      The short arc that spans from the 11 o'clock to 1 o'clock
 positions of the rim is the threat warning indicator. It turns
 from green to yellow when a hostile is nearby.
      The long arc that spans from the 1 o'clock to 8 o'clock
 positions of the rim is the Energy Gauge.
      The yellow icons between the Radar and the lower right
 corner of the screen are the number of Grenades remaining, up to
      Centre of bottom edge: Lock-On Gauge. See above.
      Lower left corner: Score.
      Above the Score is the Message Screen. All messages are
 already in English.

      Six stages.
      Objective: Destroy as many targets and as fast as possible.
 The target's colour doesn't matter; all targets are hostiles.
 Green targets (in the screen, not in the Radar) are immobile,
 white targets are mobile, and red targets shoot back at the

      When the Fuchikoma moves towards a projector that projects a
 red target, the Fuchikoma has enough time to fire one Vulcan
 burst at the red target after it appears, and before it begins to
 shoot back at the Fuchikoma. ("When the enemy is in range, so are
 you." - Murphy's Laws of Combat)
      There are a few ways to take out a red target:
      - Jump towards the projector. When the Fuchikoma's landing,
 fire a Vulcan burst at the projector.
      - Move towards the projector, fire a Vulcan burst at the
 projector, and jump the Fuchikoma.
      - Move towards the projector, fire a Vulcan burst at the
 projector, and slide the Fuchikoma back or to one side.
      In theory, half of a red target's burst will miss a jumping
 Fuchikoma, and the Fuchikoma's Vulcan burst will take out the red
 target before the rest of its burst tracks the Fuchikoma. In
 practice, stuph happens. The Fuchikoma may shoot too earlier, the
 Vulcan burst may miss, the red target may survive the Vulcan
 burst, &c.
      After satisfying the victory condition of a Training stage,
 go to the check point (the green dot(s) in the Radar) to get a
 time extension (like a racing game) and enter the next Training
      The Fuchikoma can get some Grenades in some stages. Don't
 get target-fixated on a Grenade. If you can't get it in one or
 two passes, don't waste any more time. Satisfy the victory
 conditions first.
      OTOH, the Fuchikoma can't get any Energy Pack that heals the
 Fuchikoma, so it depends on the player's skill to conserve its
      IMO, the purposes of the Training stages are to familiarise
 the player (who's a new member of Kusanagi Shousa's team) with
 the manoeuvreability of the Fuchikoma, and the opportunity,
 range, and uses of its armament. (Kusanagi Shousa, Bateau, and
 Togusa call the player Shinjin or "New Guy.")

      Training 1: 60 seconds. Destroy 16 of 22 targets, on
 buildings and on the ground.
      "Reberu appu! Reberu appu! [Level up! Level up!]"
      - Fuchikoma

      Training 2: +40 seconds. Destroy 18 of 18 targets, in the
      Training 3: +60 seconds. Destroy 20 of 26 targets, on the
 sides of the building.
      The front and back sides of each building have five targets
 each. The outside of each building has two targets. The inside of
 each building has one target. Destroy all targets on the front
 side of one building, then one or both targets on the outside of
 the same building, then all targets on the back side of the same
 building, then enough of the targets on the front and back sides
 of the other building. Afterwards, move the Fuchikoma to the
 inside of the building, jump off, land on and get the Grenade,
 and dash for the exits.

      Training 4: +50 seconds. Destroy 18 of 22 targets, amongst
 the rocks and trees.
      Begin from one corner of the area, and sweep the area from
 the entrance side to the exit side. Use the Radar to search and
 destroy the targets.
      Training 5: +50 seconds. Destroy 20 of 26 targets, amongst
 the containers. Some targets are panels on the sides or tops of
 the containers that don't appear till the Fuchikoma's near them.
      Begin from one corner of the area, and sweep the area from
 the entrance side to the exit side. Use the Radar to search and
 destroy the targets.

      Training 6: +50 seconds. Destroy one of one target, a
 hostile Fuchikoma.
      This area is enclosed, and the hostile Fuchikoma has attacks
 similar to the player's Fuchikoma: non-area effect but
 unlimited-ammo Grenades and Vulcan; no Lock-On Missiles. As the
 hostile Fuchikoma's weapons are both forward-mounted, slide
 around the hostile Fuchikoma to avoid its weapons and attack it
 from its sides. (I prefer to engage it with missiles because I
 don't need to always point my Fuchikoma at the bandit.)
      While sliding the player's Fuchikoma, move towards the
 hostile Fuchikoma whenever possible to keep it in missile range,
 and to keep the player's Fuchikoma away from a corner or wall.
 When the player's Fuchikoma's about to slide into a wall, prepare
 to release the L or R button, tap Jump+(the other side button) to
 reverse the player's Fuchikoma's sliding, and to avoid the
 hostile Fuchikoma's weapons. The Fuchikomas can't climb onto the
 walls in this area.
      When the player's Fuchikoma's in the hostile Fuchikoma's
 rear arc, pause and Vulcan the hostile Fuchikoma. Observe which
 way the hostile Fuchikoma's turning, then slide the player's
 Fuchikoma accordingly and beware of the closest wall.
      (One-point advice: To achieve a high Hit Rate, the player
 needs to know the effective range of the Fuchikoma's Vulcan.
 Instead of carelessly strafing at a target as the Fuchikoma
 dashes or slides, keep pointing the Fuchikoma at a target (esp
 mobile white targets), and make sure all rounds in its Vulcan
 burst hit the target. Destroy each target with one Vulcan burst
 to keep the Hit Rate as close to 100% as possible. (Back in
 Falcon 3.0, I sometimes Fox Two at a bandit in guns range,
 switching to guns if the bandit defeated my heater.)
      In Training 6, against the hostile Fuchikoma, to maintain
 the Hit Rate: point the player's Fuchikoma at the hostile
 Fuchikoma, and while the player's Fuchikoma slides away from the
 hostile Fuchikoma's front arc, fire a Vulcan burst at the hostile
 Fuchikoma. Correct the player's Fuchikoma's facing to make sure
 most of the Vulcan burst hits the hostile Fuchikoma. Then hold
 the Vulcan button to lock missiles on the hostile Fuchikoma. Keep
 the Fuchikomas in short to medium range from each other. Don't
 panic when the hostile Fuchikoma's Grenade or Vulcan hits the
 player's Fuchikoma. When the player's Fuchikoma's about to face
 the hostile Fuchikoma's front, keep sliding and jump once over
 the hostile Fuchikoma's attacks. (Optional: To spoof the hostile
 Fuchikoma's aim, jump the player's Fuchikoma whenever the
 player's Fuchikoma releases its missiles.)
      Also, getting and NOT using the Grenades is critical for a
 high score. As of 1997.10.23, I haven't achieved Class B.)

      12 stages.

      Mission 1: An Assault. The Bay Area.
      Destroy all blue robots (those equipped with beam lasers,
 not missiles), then enter the warehouse (the green dot in the
 Radar) to destroy the boss robot. Reserve as many Grenades for
 the boss robot as practical, or don't use any Grenade to get some
 bonus points.
      The background objects outside the warehouse are
 indestructible. Eg, the buildings and fencing are laser-proof.
      To easily destroy a blue robot that's behind a fence, lock
 missiles on it, jump up but not forward, and release the missiles
 while the Fuchikoma's in the air and higher than the fence.
      To destroy a helo, climb onto the wall of a building under a
 helo and look up. Vulcan the helo when it's above the building.
 ("Neutral will ultimately triumph over Evil and Good because
 Neutral is cheap!") Or, use Lock-On Missiles. In both cases, make
 sure there's no hostile behind or under the Fuchikoma that will
 poke the Fuchikoma's back.
      (One-point advice: For new players with a fetish for gun
 kills and thus higher scores, here's the "low and slow" method of
 bullying less aggressive terrorist units, eg, immobile Vulcan
 turrets, mobile white AFVs with Vulcans, and mobile legged robots
 with missile launchers. (More aggressive terrorist units are ones
 that pursue the Fuchikoma, eg, green cyborgs with automatic
 rifles and spider-like robots with beam rifles.) First, fire a
 Vulcan burst at a target. If it doesn't hit, move forward one
 step and fire a Vulcan burst again. If it hits, fire another
 Vulcan burst or two until the target's destroyed. Prepare to jump
 or slide to one side (eg, tap L1+Jump or R1+Jump once) if the
 target returns fire.)

      Mission 2: Black Water. The Sewer.
      Move towards the green dot in the Radar, where the boss
 robot is. En route, destroy as many hostiles and mines as
      Search all corridors for Items: Energy Packs and Grenades.
      To destroy the flying robots and Vulcan turrets in the
 tunnels, hold the Vulcan button before entering their tunnels.
 Activate the Lock-On Gauge, move towards them or slide into their
 tunnels, lock-on and release Lock-On Missiles, then retreat. They
 buy the farm after four or five missiles each.
      To destroy the cyborgs (humanoid targets), strafe them with
 the Vulcan once or twice, then dodge or withdraw from them.
 Repeat till they explode. Be advised that, with light
 amplification on, their flamers may look like explosions. Check
 the radar to see if the dot representing the target is present.
      The boss robot has five weapons: beam laser (medium range),
 electricity (long range), fire (short range), missiles (long
 range), and Vulcans (long range). The electricity, missiles, and
 Vulcans are direct-fire weapons; the Fuchikoma can easily avoid
 them. The beam laser strafes the tunnel twice at a time. The
 electrical attack only affects the water channel on the floor of
 the tunnel.
      The safest way to destroy this boss robot is stay just
 inside the Fuchikoma's Lock-On Missiles range and brass up the
 boss robot with missiles. Place the Fuchikoma at the lower left
 or lower right corner of the tunnel. When the beam laser strafes
 the tunnel, the Fuchikoma should jump over and towards the
 direction from which the beam laser came. Eg, when the beam laser
 strafes in a counter-clockwise direction, the Fuchikoma should
 jump towards the left and over the beam laser. When the Fuchikoma
 is on the walls of the tunnel instead of at the lower corners,
 the Fuchikoma may hit the ceiling as it jumps, and the beam laser
 may hit the Fuchikoma. Whenever the Fuchikoma isn't jumping, hold
 the Vulcan button to achieve lock-on.
      (Comment: By staying at the lower left or lower right corner
 of the tunnel, jumping over the beam laser, and staying at the
 extreme range of the Fuchikoma's Vulcan, it's simple to Vulcan
 the boss mecha to destruction. To avoid the boss mecha's
 lightnings, missiles, and Vulcans, don't stay too close to the
 channel on the floor.)

      Mission 3: Firecracker (aka "Frustration Central," IMO). The
      This mission has four areas. The Fuchikoma must destroy all
 bombs in one area within a time limit to get a time extension,
 then enter and destroy all bombs in the next area. After the
 Fuchikoma destroys all bombs in the third area, the timer is
 disabled, and the Fuchikoma must destroy the boss robot in the
 fourth area.
      One Vulcan burst destroys a bomb. Strafing (spreading a
 burst) at multiple bombs may not cause enough damage to destroy
 all of them at once. To save time, use Lock-On Missiles to
 destroy a cluster or row of bombs--but only when there's no
 bandit near the Fuchikoma.
      Also, one Vulcan full burst destroys a cyborg, but strafing
 at a cyborg may not cause enough damage to destroy it. Yaw to the
 left or right of a falling cyborg because it still has time to
 fire a rocket or two at the Fuchikoma. A Vulcan turret takes
 about four missiles to destroy.
      When moving in an area, avoid bumping into and climbing the
 buildings and structures. The player will waste precious seconds
 to jump off the building and recover his orientation, even when
 he pauses the game.
      (Fortunately, DarkLord's article in Game Weekly Magazine has
 a crude map of the areas and bombs. m(__)m The following tips
 presume the player's familiar with the terrain in the first three
 areas, and are the procedure I destroyed the bombs. Your mileage
 may differ.)
      Area 1: Assume the Fuchikoma begins at the south end of the
 area. The exit to Area 2 is at the northwest corner.
      There are four bombs north of the Fuchikoma. Vulcan the bomb
 directly before the Fuchikoma. Vulcan or missile the cyborg, then
 destroy the other three bombs. Get the Grenade.
      Move to the northeast and destroy the two bombs beside the
 building. Face west and move to the southwest to destroy the two
 bombs south (left) of the nearest Vulcan turret--ignore that
 Vulcan turret. Face and move to the southwest. Activate the
 Lock-On Gauge, get into missile range of the Vulcan turret to the
 southwest, and missile it. Vulcan the bandit if it survives, and
 destroy the two bombs near it. Face north and move to the
 northwest. En route, ignore the Vulcan turret to the Fuchikoma's
 northwest (left front). Destroy the cluster of four bombs near
 the northwest corner. Get the Grenade. Face south and move
 (slide) west, towards the northwest corner, to open the entrance
 to Area 2 (big green dot in Radar). Activate the Lock-On Gauge
 just before entering Area 2.
      Area 2: Assume the entrance from Area 1 is at the southeast
 corner. The exit to Area 3 is at the southwest corner. (After the
 Fuchikoma exits one area and enters the next area, the entrance
 closes and doesn't re-open. The Fuchikoma can't climb onto or
 over the wall between two areas, AFAIK.)
      Get into missile range of the Vulcan turret west of the
 entrance and missile it. Face north and destroy the row of five
 bombs north of the Vulcan turret. Destroy the cyborg north of
 (behind) the five bombs. (When I write "destroy a bandit," unless
 the bandit's already at short range, I mean try to missile it
 when it appears out of the haze and is beyond Vulcan range, then
 Vulcan it.)
      Face north and move to the northeast. Destroy the two bombs
 between the column and the building. Face northwest and move to
 the northwest. Destroy the Vulcan turret and the cluster of four
 bombs near it. Sight the cyborg north (right) of the four bombs
 and destroy it. Face west and destroy the row of three bombs on
 the platform.
      Two more bombs are on a bridge above the centre of Area 2.
 The Fuchikoma can't missile them from the ground; the missiles
 will hit the bridge. From where the Fuchikoma destroyed the
 cluster of four bombs and row of three bombs, face southeast,
 move southeast, and climb onto the north side of the nearest
 column. This column should be higher than the bridge, and the
 bridge should be north of the column. When the Fuchikoma is high
 enough on the column, activate the Lock-On Gauge, turn around and
 face the ground, lock-on the two bombs, and missile them. Jump
 off the column, face southwest (left rear), and move to the
 southwest, towards the west wall. Move south, along the west
 wall, to open the entrance to Area 3 at the southwest corner. En
 route, ignore the Vulcan turret south (left front) of the
 Fuchikoma. Activate the Lock-On Gauge just before entering Area
      Area 3: Assume the entrance from Area 2 is at the southwest
 corner. The exit to Area 4 is at the centre of the east wall.
      Destroy the two bombs to the northwest from the entrance.
 Face east and move east. Sight and destroy the cyborg behind the
 columns. Destroy the row of three bombs east of (behind) the
      Two more bombs are on a bridge above the west (left) half of
 Area 3. From where the Fuchikoma destroyed the row of three
 bombs, face southwest, move southwest, and climb to the top the
 nearest column. This column should be the southeast corner of the
 bridge, and has a Grenade on its top. Missile the Vulcan turret
 at the centre of the bridge and the bomb east (right) of the
 bandit. Move towards the opposite end of the bridge and missile
 the other bomb. Face northwest, jump off the bridge, and move to
 the northwest. Destroy the Vulcan turret and the row of three
 bombs north of it. Face east and move to the east-southeast.
 Ignore the cyborg northeast (left front) of the Fuchikoma, but
 avoid its rockets. Move into the alley south and east of (behind)
 the brown columns to destroy two pairs of two bombs in the alley.
 Face south and sight the Vulcan turret and a row of three bombs.
 Destroy the bandit. (To save time, I Grenaded it.) The three
 bombs are actually south of (behind) the rail south of the
 bandit; the Fuchikoma can't missile or Vulcan them from north of
 the rail. Move south and onto/over the rail, and destroy the
 three bombs. (To save time, I Grenaded them.)
      One more bomb is in the corridor *inside* the round building
 south of (behind) the row of three bombs. The entrance of the
 building is to the southwest (right) of the three bombs, on the
 northwest side of the building. Destroy this final bomb to
 disable the timer.
      After the timer is off, and before opening the entrance to
 Area 4 in the east wall (northeast of the entrance of the round
 building), collect the two Energy Packs and two (?) Grenades in
 Area 3 (small green dots in Radar). Beware the regenerated
 bandits in the Area (white dots in Radar).
      Area 4: This is an enclosed area like the Mission 1
 warehouse, but smaller. As in Mission 1, slide around the boss
 robot and keep hitting it with Vulcan and missiles. If the
 Fuchikoma bumps into a wall as it slides, reverse the direction
 it's sliding. Don't press both L and R buttons at once, or the
 Fuchikoma will stop sliding.
      The boss robot has four weapons: Bits (Gundam jargon for
 remote-control weapon-pods) equipped with lasers (long range),
 fireballs (long range), missiles (long range), and Vulcans (long
 range). When it fires its fireballs, it can raise and rotate its
 body about as fast as the Fuchikoma can slide. But its feet stay
 on the ground, so slide around and shoot at its nearest foot and
 its Bits when it raises its body and fires its fireballs. (If you
 feel overwhelmed by the Bits (improbable as the Bits have poor
 tracking), Grenade them.)
      When the boss robot hovers, the white circles on the ground
 are harmless.
      (Thanks to Michael Mi Wang and Mike Tsui. BTW, yes, I had a
 full-job documenting work instructions and test procedures before
 the company relocated.)
      (Comment: It's simple to slide around and Vulcan the boss
 mecha to destruction. Instead of wasting any Grenade, missile the
 boss mecha's Bits.)

      Mission 4: Chase I. On the Sea.
      In this mission, till the Fuchikoma engages the boss ship,
 the Fuchikoma's always moving forward on a straight path.
 However, the Fuchikoma can change its facing and jump, and has
 limited movement to its left and right. At either edge of the
 path are rows of mines over which the Fuchikoma can jump. It's
 probably more advantageous for the Fuchikoma to stay near the
 left edge of the path.
      Before the Fuchikoma reaches the boss ship, the Fuchikoma
 meets laser tripwires, cyborgs with rocket-launchers on jet skis,
 flying cyborgs firing beam rifles (their mecha design reminds me
 of the Power Loaders in POWER DoLLS, but their annoyance reminds
 me of the Floaters in X-Com), and a flight of four bombers.
      The Fuchikoma can jump over the tripwires, or destroy the
 buoy at one end of a tripwire to disable it.
      A cyborg with rocket-launcher on jet ski takes two Vulcan
 bursts to destroy. When the Fuchikoma's Vulcan is shooting at
 this bandit, it's fairly simple to visually spot and evade (dodge
 or jump over) the yellow dot that is the bandit's rocket, as the
 Fuchikoma isn't releasing its missiles and the Fuchikoma's
 missiles have smoke trails. (Reminds me of the hostile missiles
 in Sky Target and Virtua Cop 2.) Also, it's safer for the
 Fuchikoma to shoot at this bandit from directly aft of (behind)
 the bandit, because the bandit's rockets fly laterally a bit
 before they track towards the Fuchikoma.
      A flying cyborg takes six missiles plus a Vulcan burst or
 two to destroy, or *several* (read: too many) Vulcan bursts
 without missiles. If the Fuchikoma doesn't quickly destroy this
 bandit, it'll hover above the Fuchikoma. Then it's hard for the
 Fuchikoma to shoot at it because the Fuchikoma's Vulcan has no
 elevation at close range (game design flaw, IMO), and the bandit
 prevents the Fuchikoma from jumping over the tripwires. To
 destroy the flying cyborgs: anticipate their appearance (esp
 before the bridge, and the channel between the two freighters),
 slide away from but rotate the Fuchikoma to face them, soften
 them with six missiles when they are in-range, then jump and
 Vulcan them. (I hate off-boresight, two-dimensional, visual range
 furballs.) Their beam rifle has a charge time. Ready to jump over
 the beam rifle shot when the beam rifle is glowing.
      There are four bombers. (B_lls. Where's the ASDF when we
 need them? Or, are those fratricidal ASDF bombers?) The first one
 flies parallel to the bridge, and perpendicular to the
 Fuchikoma's path. Then a flight of three flies on top of the
 Fuchikoma's path, and in the opposite direction. When the bombers
 roll in, hot, avoid their bombs and don't move the Fuchikoma
 under the bombers. (I don't know if we can shoot down a bomber
 with missiles. They tend to disappear into the haze before I
 could see if I'd shot down one. OTOH, we can shoot down a
 retreating flying cyborg.)
      Missiles are important in this mission. Eg, when the mission
 begins, activate the Lock-On Gauge, turn the Fuchikoma around,
 and blow up one of the jet skis. Slide behind the other jet ski
 and blow it up. Then activate the Lock-On Gauge again to brass up
 the first flying cyborg.
      In this mission, there are two Grenades. Soon after the
 above engagement, there's a Grenade just left of the rightmost
 support of the girder that extends from the left edge of the
 screen. Before this Grenade is a row of four mines, and behind
 the Grenade are a row of three mines and a laser tripwire.
 There's another Grenade in the channel between the two
      When the Fuchikoma reaches the boss ship and its two escorts
 (no, I don't treat these ships as female), a timer counts down
 from 60 seconds. Destroying an escort gives a time extension of
 30 seconds. Unless the Fuchikoma sinks an escort, it can't slide
 around the escorts and the boss ship. (Remember this condition!)
 As soon as the Fuchikoma sinks an escort, it can slide around the
 boss ship and the other escort. Try not to stay at the left or
 right edge of the path, or an escort might ram the Fuchikoma
 that's at the edge and can't jump or slide away from the escort.
      Each escort alternates amongst three weapons: missiles
 (direct-fire, long range), rockets (indirect-fire, long range),
 and Vulcan (medium range). When evading its weapons, jump
 laterally. If the Fuchikoma jumps straight up and down, two
 rounds in each burst of Vulcan might hit the Fuchikoma. Attack an
 escort from its sides. Reminder: When the Fuchikoma's shooting at
 an escort with missiles and Vulcan, the other escort (and the
 boss ship when it's near enough) will be shooting at the
      After the Fuchikoma sinks the escorts, the boss ship has
 three weapons: mines (in pairs, aft only), rockets
 (indirect-fire, long range), and Vulcan (medium range). The
 Fuchikoma has more flexibility around the boss ship, so change
 the Fuchikoma's facing more often to keep its line-of-sight at
 the boss ship. Missile and Vulcan the boss ship, and dodge or
 jump over its weapons. Don't let it ram the Fuchikoma. (Some
 players prefer to sink the boss ship with the Vulcan because of
 the Vulcan's continuity. I prefer fewer Vulcan and more missiles
 for the missiles' better damage.)
      Mission 5: An Invisible Shadow. The Old City.
      The Fuchikoma must destroy a boss cyborg equipped with
 kougaku meisai or Optical Camouflage. When the boss cyborg is
 Optical-Camouflaged (invisible), the player can see its movement
 by the splashes on the water, and the red dot in the Radar.
 Unlike the Mission 1 boss robot, the Fuchikoma can't lock
 missiles on the invisible Mission 5 boss cyborg.
      The Fuchikoma chases the boss cyborg in an urban area
 (reminds me of the Sham Shui Po district in Hong Kong), populated
 by robots with missiles (direct-fire), rockets (indirect-fire),
 or Vulcan (direct-fire), and cyborgs with rocket-launchers
 (doesn't remind me of the Sham Shui Po district in Hong Kong).
 Beware of these bandits when the Fuchikoma's engaging the boss
 cyborg. Also, a bomber regularly rolls in and pickles a series of
 iron bombs. OTOH, the Fuchikoma can climb onto the buildings
 (small comfort). 9_9; (BTW, the Chinese signs on the buildings
 make sense and aren't as idiotic as those in Kowloon's Gate.)
      Energy Packs and Grenades are available on the ground and
 the roofs of the buildings.
      Each time the Fuchikoma seriously damages the boss cyborg,
 it switches to Optical Camouflage and runs to another area in the
 Old City. After the boss cyborg repeats this routine a few times,
 the Fuchikoma's final fight with the boss cyborg is in an
 enclosed area entered through an alley between two tall
 buildings. After the Fuchikoma enters this enclosed area, it
 can't exit this area. (If the boss cyborg runs into the
 Fuchikoma, it'll push back the Fuchikoma.)
      The boss cyborg has two attacks: SF2 Guile's sonic boom (two
 at a time) and Grenades (after the boss cyborg dashes towards the
 Fuchikoma). The Fuchikoma can slide away from the sonic booms and
 jump away from the Grenades.
      When the boss cyborg's standing, missile or Vulcan it. When
 the boss cyborg's dashing towards the Fuchikoma, slide to the
 boss cyborg's rear and missile or Vulcan it. Repeat this tactic
 till the boss cyborg buys the farm.
      Another way to take out the boss cyborg: Keep the boss
 cyborg at the extreme range of the Fuchikoma's Vulcan. Don't move
 the Fuchikoma, keep firing the Vulcan at the boss cyborg, and
 wait for the boss cyborg to react. When it fires a sonic boom at
 the Fuchikoma, dodge it, stop the Fuchikoma, and keep firing the
 Vulcan at the boss cyborg. When it dashes towards the Fuchikoma,
 slide the Fuchikoma to the boss cyborg's side or rear, stop the
 Fuchikoma, keep firing the Vulcan at the boss cyborg, and adjust
 the Fuchikoma's distance from the boss cyborg. Repeat this tactic
 till the boss cyborg buys the farm.

      Mission 6: Chase II (aka "Spy Hunter 3D/G", IMO). The
      In this mission, the terrorists' order of battle are: AFVs
 (armoured fighting vehicles) with turreted Vulcans, gunships
 (attack helicopters) with missiles and Vulcans, and bikes with
 mines and multiple missile launchers.
      Use the Radar to anticipate the AFVs and gunships. When a
 white dot appears, turn to the terrorist, slide the Fuchikoma to
 one edge of the speedway, lock-on and release missiles when the
 terrorist's in range, slide to the other edge of the speedway to
 evade incoming fire, and Vulcan the terrorist.
      Jump when the Fuchikoma's releasing its missiles, to disrupt
 the terrorist's aim. Eg, if the Fuchikoma's jumping when an AFV
 begins to fire at the Fuchikoma, this may cause the AFV to aim
 too high and miss the landing Fuchikoma.
      The terrorist bikes are harder to detect on Radar. Listen
 for the exhaust note of a bike (if your TV is good enough), and
 missile the bike ASAP. If it survives into close range, prepare
 to L1+Jump or R1+Jump to evade its mines and missiles.
      The speedway has a junction. The left branch has more
 terrorists. The right branch has fewer terrorists, but the
 Fuchikoma has to jump over some gaps in the speedway. If the
 Fuchikoma fails to jump over a gap, the Fuchikoma takes some
 damage and climbs back onto the speedway.
      When the Fuchikoma reaches the boss tractor-trailer, a timer
 counts down from 60 seconds. The boss tractor-trailer has three
 parts: the second trailer (rear), the first trailer (middle), and
 the tractor (front). Destroying a trailer gives a time extension
 of 30 seconds. Unless the Fuchikoma destroys both trailers, it
 can't slide around the boss tractor-trailer.
      (I don't know what happens when the Fuchikoma survives till
 the timer reaches zero. Does the Fuchikoma self-destruct? Or does
 the boss tractor-trailer accelerate away from the Fuchikoma?)
      The second trailer has two pile-drivers that punch holes on
 the ground as the boss trailer-tractor slides from side to side.
 One method to deal with this is to keep the Fuchikoma in one
 lane, face the second trailer, and continuously Vulcan/missile
 it. When the second trailer's in the Fuchikoma's lane, jump
 straight up to avoid the holes. (I kept the Fuchikoma in the
 rightmost lane, held the R1 button, and jumped whenever the
 second trailer moved into the Fuchikoma's lane.)
      The first trailer has a continuous beam laser and
 rear-mounted Vulcans. The Vulcans prevent the Fuchikoma from
 staying directly behind the first trailer, while the beam laser
 strafes from side to side. One method to deal with this is to
 slide the Fuchikoma to one side to avoid the Vulcans, while
 pointing and firing the Fuchikoma's Vulcan at the first trailer.
 When the Fuchikoma reaches one edge of the speedway, or when the
 beam laser almost catches the Fuchikoma, L1+Jump or R1+Jump (not
 left+Jump or right+Jump) to jump laterally over the beam laser
 and Vulcans, and to slide the Fuchikoma towards the other edge of
 the speedway.
      The tractor has rear-mounted missiles and front-mounted
 Vulcans. Jump laterally or slide around to avoid the missiles.
 (Sliding around the tractor is easier than sliding around the
 Mission 4 boss ship because the speedway has visible edges to
 remind the player of the Fuchikoma's heading and its relative
 position from the tractor.) Missile and Vulcan the tractor till
 it buys the farm.
      Mission 7: Villains Lurking in the City. The City.
      In this mission, note the terrorists' order of battle
 include red, spider-like robots with beam rifles, like the
 Mission 1 blue Keycode robots, that can climb onto walls.
      To engage the boss robot, the Fuchikoma must first destroy
 four beam cannon/missile launcher turrets in the city. Some of
 these turrets are on the bridge or on the roof of a building. The
 safest way to deal with them is to climb onto a wall below and
 perpendicular to a turret, and missile the turret. Or, climb onto
 the wall, stop the Fuchikoma just below the top edge, and wait
 for the turret to strafe with its beam cannon. When the beam
 cannon passes by the Fuchikoma, climb over the edge and Vulcan
 the turret for a gun kill.
      When the Fuchikoma engages the boss robot, any nearby
 terrorist unit will self-destruct. (No back-poking to worry
 about.) The boss robot has a beam machine gun, cluster bombs, a
 flamer, and shock waves.
      The cluster bombs are centred on the boss robot, so don't
 keep the Fuchikoma too close to the boss robot. OTOH, if the
 Fuchikoma's too close to the boss robot (and if you've Newtype
 potential), manoeuvre the Fuchikoma between the cluster bomb
 explosions to minimise damage.
      The boss robot always jumps before it causes a shock wave.
 The Fuchikoma needs to jump over the crest of the shock wave.
 Prepare to jump the Fuchikoma just before the boss robot lands.

      Mission 8: The Encounter in the Darkness. Underground
      In this mission, the terrorists' order of battle include
 cyborgs with triple missile launchers, and rotary-wing robots
 with beam machine guns.
      The Fuchikoma can lock-on and missile the terrorists at
 maximum range, for no or little damage to the Fuchikoma. (Eg,
 hold Vulcan button, L1+R1+forward, lock-on and release missiles,
 L1+R1+back, and check Radar. Repeat when necessary.)
      Moving the Fuchikoma on the ceiling may improve the
 Fuchikoma's line-of-sight. Eg, at the spot where the Fuchikoma
 switches to light intensification and must destroy four targets
 behind a low wall, the Fuchikoma may climb onto the ceiling
 before the low wall, switch to inside view to see the four
 targets, and Vulcan them for some gun kills.
      The boss robot's area is a cylindrical room. The Fuchikoma
 and the boss robot can climb onto the ceiling and wall.
      The boss robot's an improved Fuchikoma with flares,
 Grenades, Optical Camouflage (ach), spread beam, and Vulcans.
 (Gee, what's with all these Gundam jargon? @_@ Since I'm writing
 this FAQ bit by bit (ach, another Gundam term), I may conform all
 the weapon names later.)
      The flares hover briefly before they guide towards the
 player's Fuchikoma. Thus, spend a second to see which way the
 flares are tracking before jumping or sliding the player's
      Unlike the Training 6 boss Fuchikoma's Grenades, the Mission
 8 boss Fuchikoma's Grenades have a blast radius.
      Most of the boss Fuchikoma's attacks are 2D, linear attacks
 (eg, Vulcan turrets and white AFVs), so the player's Fuchikoma
 can climb onto the wall or ceiling to avoid them. OTOH, the boss
 Fuchikoma can also climb onto the wall or ceiling, and its flares
 are a 3D attack. To (try to) avoid the flares, jump then slide
 the Fuchikoma, or slide then jump, to dodge the early flares and
 to spoof the later flares.
      Mission 9: Wormwood. Aeropolis II/Geofront.
      In this mission, the terrorists' order of battle include
 AFVs with spread missiles, cyborgs with automatic rifles, battle
 axes, or triple missile launchers, flying cyborgs with beam
 rifles, and the usual turrets.
      Most of the terrorists' weapons are 2D and linear (eg,
 spread missiles and Vulcans), so the Fuchikoma can climb onto the
 ceiling and ignore the terrorists that aren't in the Fuchikoma's
 way, or aren't guarding Items.
      The Fuchikoma can't climb onto the ceiling or walls of an
 elevator. (Actually, when a Fuchikoma that's on the outside wall
 and looking down at the floor slide into the elevator, the
 Fuchikoma may remain on the elevator wall as the elevator moves.)
      In one area, there's a chasm where the Fuchikoma can simply
 jump down to a lower floor, instead of climbing onto and moving
 down the wall. Jumping down the chasm may be a bad idea because
 waiting on the lower floor are AFVs and turrets.
      Just before entering the boss mecha's room, the Fuchikoma
 steps onto a moving platform. While the platform is moving, the
 Fuchikoma can't get off the platform, and encounters four flying
      In the boss mecha's room, a Timer counts down from 60
 seconds, and the Fuchikoma must destroy eight columns on the
 floor. Extending from the ceiling above each column is a robot
 arm with a beam laser.
      The Fuchikoma can destroy the eight beam lasers, but the
 Fuchikoma must hit the beam laser at the end of a robot arm.
 Shooting at the robot arm causes no damage and wastes time.
 Destroying a beam laser gives a time extension of 20 seconds.
 When the timer has fewer than 10 seconds, "Move quickly!" appears
 in the Message Screen.
      To clear this boss mecha, climb onto the ceiling and first
 take out all eight beam lasers. (In fact, the Fuchikoma can jump
 onto a beam laser for inappropriate fun.) Remember to slide away
 from the beam lasers and to NOT jump, or the Fuchikoma will land
 on the floor. Also, don't move the Fuchikoma into the force field
 around the core of the generator.
      After the Fuchikoma destroys all beam lasers, destroy the
      After the Fuchikoma destroys four columns, the generator
 will attract the Fuchikoma towards its core and into its force
 field. Keep moving or sliding the Fuchikoma away from the core.
 Eg, place the Fuchikoma between a column and the wall of the
 room, face and Vulcan the column, and move the Fuchikoma
 backwards. The "snowflakes" are harmless.
      After the Fuchikoma destroys six columns, the generator will
 also produce random chain lightnings.
      After the Fuchikoma destroys eight columns, the generator
 will play dead.
      After the Fuchikoma destroys nine columns, the Fuchikoma
 will switch to Optical Camouflage.
      BUG. When the Fuchikoma steps onto the platform and it just
 begins to move, the Fuchikoma can move off the rear edge of the
 platform and onto the empty but texture-mapped floor below the
 platform. The platform continues to move towards the other end of
 this area. Though there are grooves between the tracks, the floor
 is actually flat: an invisible surface covers the grooves. (If
 this sounds too good to be true, well, it's true, but the
 programmers or debuggers were annoyingly exact. When the platform
 reaches the other end of this area, a gate opens to let the
 platform enter its dock, then closes behind the platform. The
 free Fuchikoma can climb onto the rear edge of the platform, but
 it can't move through the closed gate. The Fuchikoma can't climb
 through the walls at this end of the area either, though it can
 see the entrance to the boss mecha's room through the wall.)

      Mission 10: Cutting of the Central Nerve. Aeropolis II/The
 General Floor.
      (This Mission has the same BGM as the OP animation.) ^_^
      New units in the terrorists' order of battle include: mobile
 mines, red Bits with beam rifles, and brown terrorists with
      The mobile mines will track towards the Fuchikoma, and
 self-detonate if the Fuchikoma is on the floor or wall. They
 won't self-detonate when the Fuchikoma is on the ceiling. Thus,
 for most of this mission, the Fuchikoma should be moving on the
 ceiling. When the Fuchikoma's Vulcan blows up a mobile mine,
 don't rush the Fuchikoma into the explosion, or it'll damage the
 Fuchikoma. Also, the explosion won't destroy any nearby mobile
 mine. OTOH, if a mobile mine's on the floor under the inverted
 Fuchikoma, the Fuchikoma may: ignore the mobile mine and move on;
 or dash back and Vulcan the mine again; or lock-on the mine, dash
 back, and release missiles at it.
      Note: When the Fuchikoma's on the ceiling, the big green dot
 in the Radar is also reversed. So fly by IFR and trust the
 Direction Indicator at the upper right corner of the screen. But
 sometimes it's hard to discern if the Direction Indicator's
 pointing to the Fuchikoma's front or back. So if the Fuchikoma
 encounters empty corridors, or terrorist units that it may have
 destroyed before, clear the corridor, jump onto the floor, and
 check the Direction Indicator and Radar.
      The terrorist with flamer needs two Vulcan bursts to
      As soon as the Fuchikoma enters the two boss robots' room,
 climb onto the ceiling. Each boss robot has four weapons: beam
 shotgun, beam sabre (like the ones in Virtual-On), mines (three
 per shot), and missiles.
      The mines can't hit the inverted Fuchikoma. Keep sliding the
 Fuchikoma to avoid the boss robots' other attacks. When the
 Fuchikoma slides, try to keep one of the boss robots in the
 Fuchikoma's front arc. Vulcan, then lock-on and release missiles
 at one or both boss robots. Repeat. When the boss robots' energy
 is down to 1/4 or 1/2, one of the boss robots will probably
      The doors through which the boss robots enter the room won't
 open when the Fuchikoma stands on them.
      (BTW, the note about a ninth column in the previous Mission
 was disinformation. In Mission 9, there was no ninth column. Just
 checking if you vidgame reviewers are really playing this game.
 But the note about the moving platform bug was true.) 8P
      "Joudan ya. Sugu shinjin'na, BOKE." - Inuzuka
      Saori to the protagonist, Sotsugyou Vacation
      (PlayStation, 1997)

      Mission 11: Push Up from the Bottom! ("Up yours!" IMO.)
 Aeropolis II/The Duct.
      New units in the terrorists' order of battle include: mine
      This mine dropper appears as a rod on the ceiling or wall.
 When the Fuchikoma's in its range and under the mine dropper, it
 drops multiple mines on the Fuchikoma. Unlike the dumb mines in
 previous Missions, this mine dropper has unlimited ammo. OTOH, it
 doesn't activate when the Fuchikoma's on the ceiling and standing
 right next to it, or when the Fuchikoma's on the wall and above
 it. Unless the Fuchikoma's in a narrow duct, the mines from a
 mine dropper only hit the path directly under it, but there may
 be one mine dropper on each wall at one spot in the duct.
      Again, as soon as the Fuchikoma enters the boss mecha's
 room, climb onto the ceiling. The boss mecha's a two-parter. It
 begins with four weapons: energy balls (five per shot), energy
 waves (up to four per shot), lightning (two-hit), and missiles.
      WRT the quintuple energy balls, dodge the first one or two,
 then move towards the boss mecha to force the others to overshoot
 the Fuchikoma as they guide towards it.
      WRT the energy waves, they have little elevation, so they'll
 probably miss the Fuchikoma on the ceiling, unless the
 Fuchikoma's in medium range from the boss mecha.
      WRT the lightning, a cone of lightning appears before the
 boss mecha, then it releases a stream of lightning that only hits
 if the Fuchikoma's directly in front of the boss mecha.
      When the boss mecha's energy is down to 1/4, the boss mecha
 becomes a hovering locust-like mecha with continuous beam machine
 gun and missiles. Avoid the boss mecha's front arc and missiles,
 and Vulcan/missile it.
      (Thanks to Kee-Hyun Paik for Mission 11 and 12 tips.)
      Mission 12: The Darkest Hour is that Before the Dawn.
 ("Frustration Central II", IMO.) Aeropolis II/The Rooftop.
      New units in the terrorists' order of battle include: Bits
 with spread beam guns. The double missiles from the turrets in
 this Mission seem to have better agility than previous missile
 turrets. Also, beware of multiple dumb mines.
      If the Fuchikoma moves beyond the outside edge of the (brown
 and yellow) floor, it'll fall off the building and Game Over,
 instead of climb onto the outside wall of the building. For
 reference, the gunships are always parallel to the ground, and
 there are two landing spots for choppers (the "H" marks (Ecchi?))
 on a balcony way below the Fuchikoma's floor.
      Behind the gate guarded by one missile turret and three
 Bits, note the wall (actually an underside) with two rows of four
 mines (and a gunship behind the mines) through which the
 Fuchikoma must move through is dark grey, not light grey. While
 destroying these mines and gunship, remember the Fuchikoma's
 upside-down and don't jump!
      This Mission has three checkpoints. The first is three
 platforms in a row across which the Fuchikoma must jump. The
 second is a gap across which the Fuchikoma must jump. The third
 is a narrow bridge.
      ((Be advised: You may ignore this paragraph.) Why did the
 [censored] programmers at Exact must be such [censored] sadists
 to include the [censored] Super Mario jumping from platform to
 platform [censored]? The last time I did some of this [censored]
 was in Origin's Ultima VIII for DOS. I didn't like it then, and I
 don't like it now. I [censored] wasted over two hours and 20
 minutes to complete this otherwise physically short Mission (and
 my Fuchikoma engaged the boss mecha only three or four times
 during this duration) because I [censored] at trying to jump
 across those three [censored] platforms. (Actually, it was
 effectively two [censored] platforms. See below.) My Fuchikoma
 had [censored] fallen short, overshot, missed to the left ("Just
 a little bit outside!" - Major League), missed to the right, AND
 slid off the [censored] middle platform so many times it wasn't
 [censored] funny. (About the only thing I didn't do was to try
 jumping across those [censored] platforms while the Fuchikoma's
 inverted, to see if the Fuchikoma can stick to the undersides of
 the [censored] platforms, which I doubt.) Maybe there are easier
 ways to jump across those [censored] platforms, but I didn't
 waste more time to figure out them. (I usually play fighting
 games and RPGs. I don't usually play shooting games, except the
 Virtua Cop series.) OK, I could've been less frustrated if I
 wasn't in a rush to finish this game to free the PS for Sotsugyou
 Vacation. (OTOH, a friend seems to have similar problems with
 Dark Forces II for WIN95. At least he can save game during a
 mission.) Fortunately, for a 3D graphics-intensive PS game, GITS
 has a relatively short load time, possibly from efficient
      Anyway, here are some tips for players more used to action
 games. There are (at least) two ways to jump across the three
 platforms. One, jump from the top edge of the wall facing the
 platforms. Two, jump from the half-platform on the wall facing
 the platforms. (I tried both, and prefer the first option,
 because it involves one fewer platform than the second option.)
 BTW, the Fuchikoma can't climb beyond the yellow borders of the
 walls (or it'll fall off the building), or climb onto the cables
 suspending the platforms.
      Before trying to jump across the platforms, line up the
 Fuchikoma with the line on the floor, or the half platform on the
 wall facing the three platforms. A slight yaw to either side will
 amplify when the Fuchikoma jumps and cause the Fuchikoma to miss
 the middle platform.
      Move back the Fuchikoma, L1+R1+Forward to dash forward, tap
 Jump when the Fuchikoma's at the top edge of the wall facing the
 platforms, release L1+R1 and hold Forward for a second, before
 the Fuchikoma lands on the middle/second platform. If L1 or R1
 isn't released evenly, the Fuchikoma will yaw in mid-air. If
 Forward is held for too long, the Fuchikoma will slide off the
 platform. When jumping from the second platform to the third
 platform, jump from the forward half of the second platform. When
 jumping off the third platform, aim for the wall to the
 Fuchikoma's right (1-2 o'clock), where there's a light and one of
 the cables is anchored.
      Guarding the entrance of the corridor after the three
 platforms is a missile turret, near an Energy Pack. Inside the
 corridor are mines and a spider-like robot with twin beam rifles.
 Between this corridor and the next is a gap.
      One way to cross the gap is dash forward the Fuchikoma
 before it jumps. Another way I didn't try is climb to the top of
 the wall facing the entrance of the next corridor and jump
 towards the entrance. Even if the Fuchikoma falls short of the
 entrance, it may stick to the wall around or under the entrance.
      Inside the next corridor are two green terrorists with
 automatic rifles. These are annoying because their hits abort the
 Fuchikoma's Vulcan bursts, and the Fuchikoma can't run over them.
 (So I Grenaded the both of them and got the Grenade in the next
 corridor.) Between this corridor and the next is a narrow bridge,
 guarded by a gunship.
      The bridge has four mines on it: two on top side, one on
 left side, and one on right side.

      (Comment: On second thought, and after some calm tries,
 tapping L1+R1+Forward+Jump to hop from the brown platform on the
 wall facing the grey platforms to the platforms doesn't seem as
 hard as I first thought.)
      In the boss mecha's stage, slide at will. The Fuchikoma
 can't fall off the rooftop.
      The boss mecha's another two-parter. In Part I, it has five
 weapons: cluster bombs, shock waves, spread missiles, two mega
 beam swords, and Vulcans. Also, it can slide.
      The cluster bombs, spread missiles, and Vulcans are easy to
 avoid. Keep the sliding Fuchikoma in short to medium range from
 the boss mecha. When the boss mecha slides and possibly gets into
 the sliding Fuchikoma's way, prepare to slide the Fuchikoma in
 the opposite direction.
      The shock wave and mega beam sword(s) are harder to
 vis-ident. The shock wave has a short execution time. When the
 boss mecha raises one or both arms, instead of wait and see if
 it's drawing its mega beam sword(s) or energising the shock wave,
 jump the sliding Fuchikoma anyway. When the boss mecha's energy
 is empty, it grabs the Fuchikoma, and both fall off the building.
      When both are falling, the Part II boss mecha has only one
 weapon: continuous Vulcans. It restarts with full energy, but
 Grenades do good damage to it. Slide the Fuchikoma away from the
 Vulcans, and tap the keypad to move the Fuchikoma towards the
 boss mecha's top, bottom, or sides. It shouldn't take long for
 the Fuchikoma to Vulcan the boss mecha to destruction. (When the
 timer reaches zero, do both the boss mecha and the Fuchikoma hit
 the ground?)
      After the boss mecha buys the farm, it's Labatt time. Sit
 back, relax your thumbs, and enjoy Movie 6 and 7.

 5.   Movies
      The following conditions of the movies might be incorrect.

      Movie 1: Opening.
      The OP animation.
      (Hey, the hostile Fuchikoma has a flamer and Optical
      Movie 2: Mission-1.
      Before Mission 1.
      (What did Bateau say before Togusa said "Kawaisou"?)

      Movie 3: Mission-2.
      Before Mission 4.
      Movie 4: Mission-3.
      Before Mission 7.
      (The sound effects person at the af-reco (after-recording)
 studio certainly did his/her job. Listen for the scraping sound
 when the Fuchikoma scratches its head. BTW, is the Fuchikoma in
 Aramaki's office supposed to be the player's?)

      Movie 5: Mission-4.
      Before Mission 10.
      Movie 6: Ending.
      After Mission 12.

      Movie 7: Staff.
      After Mission 12 and Movie 6.
      Movie 8: Training-1.
      The Fuchikoma is destroyed in Training 1 and gets Class E.
 To destroy the Fuchikoma before the timer reaches zero, stop the
 Fuchikoma on a target.

      Movie 9: Training-2.
      The Fuchikoma passes Training 4, fails Training 5, and gets
 Class C.
      (The player gets Class C even when the Fuchikoma's an Hit
 Rate of 93% and 104 destroyed targets.)
      Movie 10: Training-3.
      The Fuchikoma passes Training 3, fails Training 4, and gets
 Class C.

      Movie 11: Training-4.
      The Fuchikoma fails or passes Training 1, isn't destroyed,
 and gets Class E.
      Movie 12: Training-5.
      The Fuchikoma passes Training 1, fails Training 2 or 3, and
 gets Class D, even when the Fuchikoma's Hit Rate is 82%.

      Movie 13: Training-6.
      Kenson Yee reported the conditions of this Movie are Class B
 and a score of 800,000-900,000.
      Movie 14: Training-7.
      The Fuchikoma fails Training 5 or 6, and gets Class C or D,
 even when the Fuchikoma's Hit Rate is 93%, with 104 destroyed

      Movie 15: Training-8.
      The Fuchikoma passes Training 6 and gets Class A, even when
 the Fuchikoma's Hit Rate is 90% (!), with 99 destroyed targets.
 Achieving 100 or more destroyed targets don't get achieve Class
      (Maybe my Fuchikoma didn't get Class S because it was
 heavily damaged.)
      Movie 16: Training-9.
      The Fuchikoma passes Training 6 and gets Class S. An Hit
 Rate of 84%-87% and 96-98 destroyed targets help.

      Movie 17.
      (I can only presume this Movie is titled "Training-10" and
 is for Class SS.)
      According to the Production IG official homepage (see
 below), the OP animation of the game is about two minutes long,
 and uses 4,000 cels. The total length of the animations between
 missions is about 10 minutes, and uses 3,500 cels. Production IG
 states, for comparison, a 30-minute OVA uses about 7,000 cels.
 IIRC, Production IG claims they produced the animations at 30
 fps, but have to accommodate the PS's specs and play the
 animations at 15 fps in the game.
      While it's not the GITS PS OP animation, we can download a
 promotional QuickTime MOV file from the SCEI (Sony Computer
 Entertainment Inc) official homepage at:
      (If one hasn't watched the real game, he/she might notice in
 that MOV file the Fuchikoma's ability to climb onto buildings,
 but IMO he/she might not appreciate the Fuchikoma's axis-turns
 and lateral slides.) BTW, the above URL is just a frame. The
 formal URL of the SCEI official homepage is:
      We can use its SCEI-only search engine to search for the
 advertisements, front and back cover illusts, and MOV files (if
 any) of other PS games. (I tried it on 1997.09.22, and it didn't
 (seem to) have any info about NOeL 2 and Sotsugyou Vacation yet.
 T_T Sabishii.)

      Calvin Choi suggested we can use the Psxvideo for WIN95 util
 to view the Movies. I've that util (v1.06, 1997.02.17), but
 haven't tried it with the GITS game CD.
 6.   VOICE ACTORS (Seiyuu)

      Kusanagi Motoko     TSURU HIROMI
      Aramaki             Itou Souichi
      Bateau              Ogawa Shinji
      Togusa              Suzuoki Hirotaka
      Ishikawa            Kobayashi Kiyoshi
      Saitou              Hiyama Nobuyuki
      Fuchikoma           Miwa Katsue
      Sawamura            Takiguchi Junpei
      Thanks to Doi Hitoshi (the usual suspect -_-; WRT seiyuu
 stuph) for the transliteration. Gundamaniacs may remember Suzuoki
 Hirotaka as Captain Bright Noah in Gundam (and now Saitou
 Hajime/Fujita Gorou in Kenshin).
      The staff roll in Movie 7 has the complete list of
 characters and seiyuu, but I may or may not transcribe those
      (Anyone has the GITS main characters' full names?)

 7.   MISCELLANEOUS (Free Talk)
      Seems the non-Japanese NTSC version has a front cover that
 has (somewhat) less bondage than the original front cover. Wonder
 if the (apparently) full-body nudity in the OP animation will
 survive in the foreign NTSC version? (IMO, probably not, given
 the previous changes to the Sophitia in the OP animation of
 Namco's Soul Edge, uh, Soul Blade.)

      In a Mission, when the Fuchikoma stands still and does
 nothing (I was enjoying the techno BGM, OK?) one of three
 reminders regularly appears in the Message Screen:
      "Keep working!"
      "Pursue your mission."
      "What are you doing?"
      In a memory card, a GITS save game is one block in size. The
 icon shows the sweating head of a Fuchikoma, blinking its
      After the player completes Mission 12 and saves game, the
 save game title becomes "COMPLETE", instead of "MISSION #".

      In the ROOT sub-directory of the CD, there's a SYSTEM.TXT
 file written in JIS. Seems like a config file, but the
 STARTUP.PEX file it mentions isn't executable under MS-DOS.
      A friend's comment when he first saw Kusanagi Shousa: "Why
 is she not wearing pants?" -_-; (Me: "No comment.")
      BTW, to annoy a GITS PS player while he/she is concentrating
 on sliding left and right to dodge incoming fire, hum or sing the
 old Spiderman cartoon theme song.

      The following is the track list of the Ghost in the Shell
 PlayStation original soundtrack CD, released by Sony Music
 Entertainment. (Thanks to Norm and Oichoich.)
      1.   Takkyu Ishino "Ghost in the Shell"
      2.   Mijk Van Dijk "Firecracker"
      3.   Brother from Another Planet "Ishikawa Surfs the
      4.   Hardfloor "Spook and Spell" (Fast Version)
      5.   Westbam "Featherhall"
      6.   Joey Beltram "The Vertical"
      7.   Scan X "Blinding Waves"
      8.   The Advent "The Searcher"
      9.   BCJ (aka CJ Bolland) "Spectre"
      10.  Dave Angel "Can U Dig It"
      11.  Derrick May "To Be Or Not To Be" (Off the Cuff

      Sierra Hotel (high scores), as of 1997.11.08. For
 simplicity, only one pair of high scores per player are listed.
      Training Mode  Score     Class     Name
                     1,021,000 S         KEN
                     1,000,100 S         DON
                     888,600   A         SLI

      Mission Mode   Score     Destroy   Name
                     1,322,000 435       DON
                     748,800   326       SLI
                     370,600   109       KEN
      (SLI =3D Slim; KEN =3D Kenson Yee; DON =3D Don Chan.)

 8.   THANKS (Social democracy in action)
      Alex van Vucht (For the ASCII logo.)
      Calvin C. "SAInt" Choi (For Training 1-6 and Movies info.)
      DarkLord (For Mission 1-12 tips.)
      Doi "Toshi Nibunnoichi" Hitoshi (For seiyuu info.)
      Don "Gamera" Chan (Kusanagi Syousa no koe sukkyanen.)
      Fran Kan
      Gilbert Wong
      Katou Masayuki
      Kee-Hyun Paik (For Mission 11 and 12 tips.)
      Keith Miyake
      Kenson "Tenshi" Yee (For Training 6 and Mission 9-12 tips.)
      Lee Freedman (For Mission 4 tips.)
      Michael Mi Wang (For Mission 3 tips.)
      Mike Tsui (For Training and Mission tips, and watching me
 play this game.)
      Nagano Satoshi
      Norm (For info about the GITS PS OST CD. (Huh?))
      Ralph Jenkins (For identifying the GITS PS Kusanagi Shousa's
      Slim (zouggari)
      Takizawa M
      Tamar Pandi
      Zhou Tai An (For his Ghost in the Shell - Player's Guide.)

      No thanks to the following Geschlechtskrankheit:
      Neil Trumbie (,

      These are mainly Usenet newsgroups and Websites about this
 game. I exclude Websites about the GITS anime movie that don't
 necessarily have info useful to the players of this game.

      Anime PlayStation
      Atelier Kaia (
      Digital Magazine GAME BUSTERS / GAME NEWS
      Game Cheat Workshop
      Game Players Magazine, No.53, 1997.07.18 (Cineaste
 International Ltd).
      Ghost in the Shell Official Homepage
      Ghost in the Shell PlayStation
      National Console Support, Inc
      planet 32 (
      PlayStation Magazine, No.15, 1997.08.08 (Tokuma Shoten Co
 Ltd/Intermedia Company).
      PREVIEWS - International
      Production IG Official Homepage
      PSX Power Preview: Ghost In The Shell for PlayStation
      SCEI SOFTWARE [?USk<<@"(r)'=85 Ghost in the shell]
      Secrets of the Sega Sages (
      Seiyuu (voice actor) database
      Shooting Star!!
      VideoGameSpot: Ghost in the Shell (Import) at a Glance
 ( (
      =9FS=9F"=9FN (
 PS   As I said before, I'm interested in this game not because
      I'm a GITS fan (read its manga years ago, and didn't watch
      its movie, but I'd watched other Oshii-directed anime
      before: Dallos, Patlabor 2, and Urusei 2) or a Shirow
      Masamune fan, but because I'm a TSURU HIROMI fan. ^_^; (To
      paraphrase the Fushigi Yuugi OP song: "Konomi no seiyuu no
      tame ni, ima nani ga dekiru kana?") I wouldn't be playing
      this game if Tanaka Atsuko remains as Kusanagi Shousa's
      seiyuu (no offense to Tanaka-han or her fans intended

 PPS  Yes, I've written longer game FAQs before (eg, Falcon
      3.0 and Ultima VI). My other current consumer game
      - Sentimental Graffiti link list, last updated on
      - Sotsugyou series link list, last updated on
      1997.07.10. @_@

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