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Archer

Range Combat specialist that can go against only one unit at a time, but with impressive results. Just a little taller than the Cleric suit. The Archer is piloted by Branko. The suit is yellow. The Archer particular movement capability is that it is so light, that when thrown via the Chariot's catapult, it's going about twice as high as the other suits, which allow it to reach really high points.

  A/Hold A Hold B Overdriven A/Hold A Overdriven Hold B
Archer Steamsuit Chain Whip Musket Hookshot Missile
Whip Ensnare   Hookshot pull  

Chain Whip: The weakest melee weapon around, the whip is only a secondary weapon in the case of the Archer, which specialty is the ranged shots. [Hit switches that are far away]

Whip Ensnare: The true usefulness of the whip is when the “A” button is hold to ensnare an enemy weapon, tentacle or arm. [Disarm handheld weapons on soldiers]

Musket: A precise ranged weapon. The main weapon of the Archer. Has a relatively good reload speed. Can fire on targets accessible only from a distance. Example: The eye of a Tripod. [Shoot a switch too far to grab, even with the whip]

Hookshot: The super version of the Chain Whip, the hookshot has many function: Ensnare an enemy leg to make it trip, disarm an enemy holding a weapon, grab elements accessible only from a range, if the Hookshot is only “tapped” then the enemy will trip. If the Hookshot is hold, then the enemy is pulled toward the suit.. [Trip Soldiers, Beasts and even Tripods] [Note: Maybe the name should be changed if too “Zelda”-ish]

Missile: The uber Musket shot. This is the best range weapon the team has. Slow to reload, the Missile has a powerful explosive charge and can be guided by the Electro-Staff for when very precise shots are needed. [Push heavy switches too far to hit]

Armor Strength: