AI Guide


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This is a guide for defeating all of the AI bosses (Pupa, Chrysalis, Cocoon, Peace Walker), ZEKE, and a guide on getting parts / AI boards for ZEKE. For a guide on defeating the mech bosses, click here.

Table of Contents

General Combat Tips

AI Weapon Tips

There are four AI Weapons, each with a Type II and Custom variant, which makes them deal more damage and can unlock more attacks. Peace Walker technically has three fights in Main Ops, however the first is a much easier version than the main fight, and the third isn't a fight at all but just the narrative conclusion of Chapter 4.

Pupa

Attacks

Machine Gun - Situated at the top of the Pupa. It may fire when the Pupa is moving or stationary. Simply keep moving to try and avoid it.

Ram - Where the Pupa simply tries to run you over or hit you with its back. When the Pupa is coming directly at you, you can lay down flat and it will pass straight over without damaging you. The Pupa can also jump after emerging from the tunnels to try and crush you. To avoid all of these attacks, simply stand under one of the alcoves, lying flat when the Pupa charges at you.

Charge Attack - The Pupa charges with one tread held in the air, then charges forward and slams the tread down. To dodge this, start running in the opposite direction of the tread, then roll just before the tread is slammed down.

Shock Gun - The gun at the front of the Pupa that spits out electricity. This is easy to dodge, as it can't predict where you're going to go; simply move to the left or right and keep moving to avoid it. This will be used alongside the Machine Guns.

Powerful Shock Gun - The shock gun charges up, then shoots at you faster and for longer than the regular attack. The only way I've found to dodge this is to get to the sides / behind the Pupa as the shock gun can only fire in front of it, or if you are in the alcove, take cover if you can. The best way to prevent this attack is to end the fight as quickly as possible.

Shock Mines - The Pupa lays mines everywhere. They don't damage you on impact, however the Pupa will later activate all of these mines, electrocuting you if you are inbetween two of them. You can destroy any nearby mines to prevent this from happening.

Strategy

A map from Peace Walker showing the player underneath an alcove
The alcove behind the spawn location

Chrysalis

Attacks

Chaingun - The Chrysalis version of the machine gun attack. Just keep moving to avoid it.

Direct Missiles - When the Chrysalis fires four missiles directly at you. To dodge this, move to the side, or take cover.

Side Missiles - When the Chrysalis fires four missiles on the left and right. To dodge this, either run directly towards or directly away from the Chrysalis.

Railgun - The Chrysalis stops, charges up the Railgun, and fires. The gun can fire multiple times, or just once. The "lock-on" lazer beam stops about half a second before the Railgun fires, so if you time it just right, you can roll away from it. You can take cover to avoid it, however trying to hide behind any of the broken pillars on the map will result in the pillars, and therefore your cover, being destroyed.

Railgun Charge - The Chrysalis dives and scrapes its Railgun across the ground. This attack is easy to dodge when you know what to expect, simply go to left of the Chrysalis, opposite of the side where the Railgun will be attacking.

Kidnappers - The Chrysalis sends out Kidnappers, which if they get close enough, will shoot at you and grab / stun you. Simply shoot the robots down before they can get too close.

Strategy

A map from Peace Walker showing the player in an alley
The alley that provides cover from a lot of the attacks

Cocoon

Attacks

Machine Gun - More dangerous on the Cocoon as there are so many. Simply running around won't be as successful as with other bosses. There is lots of cover around the arena in the form of short metal barricades you can crouch behind.

Gatling Gun - A bigger Machine Gun attack. Depending on where you are when it fires, this can be easier or just as hard to dodge as the machine guns. Before you board the Cocoon, you might want to destroy the gatling guns that you think will cause you the most trouble.

Crush - When underneath the Cocoon, the AI could attempt to crush you. Right before this happens you are prompted to press the action button, and if you do then you must mash the action button to avoid being crushed. If you don't press the action button or fail to mash fast enough, you are crushed and take damage. Don't get this confused with the Ram attack where the Cocoon lowers itself; you won't be able to stop yourself getting hit if you stand underneath it.

Ram - The Cocoon rams into the sides of the arena in an attempt to run you over. The Cocoon also lowers itself so that you can't get underneath or lie flat to avoid the attack. If you are near the Cocoon as it smashes into the side of the arena, you will get stunned. To avoid this attack, don't go down to the lower level (or run to the ramp to avoid it), and either back up or lie flat when it hits the side of the arena to avoid getting stunned.

Arm Gun - The arm has a machine gun that can attack you while directly underneath the Cocoon, next to the Cocoon on the ground, and on the first "floor" on top of the Cocoon. This can be easily avoided by running left/right or finding cover where you can.

Arm Sweep - While next to the side of the Cocoon on the ground, the arm comes down, spins rapidly and sweeps across the arena attempting to hit you. This can be avoided by backing up or going underneath. The arm can also do a sweep attack on the first floor of the Cocoon, on the walkway between the two machine guns; to avoid this, simply lie flat.

Main Cannon - The large cannon at the front of the Cocoon extends and shoots at you. This is mostly inaccurate, however pay attention to the way the cannon is facing as it tries to hit you; if it's facing slightly left of you, run right, and vice versa.

Hedgehog - Cluster bombs are fired at you. To avoid this, get away from where you were when the bombs were fired; you can also look up to see where the bombs will land.

Lock-on Missiles - The Cocoon locks-on to you and fires missiles. This version of the attack is much easier to dodge than versions that later bosses use. Simply run away when you get locked-onto.

Strategy

Peace Walker

This refers to Peace Walker Battle 2, Peace Walker Type II, and Peace Walker Custom battles.

Attacks

Jump - Although this technically isn't an attack, it might as well be. Peace Walker jumps to a random location. It might be beyond the fence, into the water, another spot in the actual arena, or just a jump in place to turn around quickly. If Peace Walker lands near you, you could get crushed or stunned. It's very hard to predict where it will land because of how fast it jumps, but the best way to dodge this is to try and guess where it's going to land, and if it's going to land near you, roll away.

Slide - Peace Walker can dash across the entire arena, and lay flat while sliding in an attempt to hit you. Pretty much the only way to dodge this other than getting lucky is to go into one of the two little pockets to the east of the map, between the large sheds. You won't be able to get hit here as long as you stand in the corner. Peace Walker can also quickly dash forward and put her head down to try and hit you; if this happens, run to the left or right to dodge it.

Slam - Peace Walker lifts a leg and slams it down. If you dodge it but are standing near where it lands, you will take loads of PSYCHE damage and be stunned. Sometimes you will get the prompt to stop the leg by pressing the action button, however it only appears when you are directly underneath where the leg is going to hit so I wouldn't rely on doing this. Your safest bet would be to just roll out of the way.

Roar - Peace Walker roars, and if you're close enough lowers your psyche and stuns you for a ridiculous amount of time. The best way to avoid this is to not get too close to Peace Walker and run when it's about to roar, but you can avoid getting stunned in other ways. The first is by being inside a cardboard box - this lets you move around during the roar, and you won't get stunned - if you're playing CO-OPS you should use the Rescue Box. However it can be quite difficult to switch to the box in time before you are stunned. The second option is to lie down flat, and you'll be completely fine. Leaving the box or getting up too early will still stun you.

Lock-on Missiles - Peace Walker fires missiles directly into the air that lock on to you. This should be relatively easy to dodge as long as you don't stop moving.

Fast Missiles - These are also shot from the Missile Launcher, however they are five, fast moving missiles that erratically curve to try and hit you. For the most part they seem inaccurate, however they are more dangerous at long range. You can dodge this by trying to guess where they will land, and by not getting too far away from Peace Walker.

Drill Missiles - Different from regular Missiles. Peace Walker shoots two drill missiles, which then burrow into the ground, reappear below you moments later, and explode. This is pretty easy to dodge as long as you keep moving, however if you want, you can destroy the mines when they land, just before they dig into the ground.

S-Mines - Peace Walker fires a bomb that hovers for a few seconds, then explodes in an area attack around your position. It's hard to dodge this as you can't really guess where the explosion will be. You can avoid getting hit by this by shooting it down; doing this can also damage Peace Walker if the S-Mine is close enough.

Flamethrower - If you get too close, Peace Walker will use its flamethrower. This flamethrower has incredible range and can zap your health very quickly. Once Peace Walker is about to fire its flamethrower, run in the opposite direction.

Poison Beam - If you're close to Peace Walker's head, this attack will fire a slow-moving lazer at you. If you are caught you will be locked in place and have to frantically move around to escape - this leaves you vulnerable to Peace Walker's next attack. Because the lazer is so slow, as long as you go directly to the left or right, you'll be out of range and free to do whatever as Peace Walker is forced to continue the attack. You can also run underneath the lazer, which gets you out of its path faster but then leaves you open to get attacked by the flamethrower.

Nuclear Launch - Peace Walker stands still, gets into place, and begins a countdown to nuclear launch. If the countdown reaches 0, you automatically lose the fight. This attack is stopped once you deal enough damage, so aim for the AI Pod. Also, once you start attacking while Peace Walker is doing this, Lock-on Missiles will be fired at you. The missiles won't be shot at you if you don't attack, so this could be a good time to heal and call for resupplies if you are sure that you won't run out of time.

EM Pulse - Peace Walker's head glows and she announces that her EM Pulse is activated. If you shoot a missile at her in this state, it will miss, spin rapidly then get shot back at you. The best counter to this is to pull out a powerful machine gun and use that instead. The EM Pulse wears off after a while, or can be cancelled if a Nuclear Launch starts.

Walking Attack - Peace Walker gets on two legs, and walks across the entire arena while firing S-Mines and shooting fire from its... "flamethrower". You can avoid the legs and the flamethrower quite easily by just moving to the side, but the S-Mines are a problem because there isn't really a safe place to hide from them. You can shoot down the S-Mines like before, however this time every mine you shoot down will damage Peace Walker; you can counter this attack by shooting down as many S-Mines as possible.

Strategy

A map from Peace Walker showing the player between two large buildings
One of the two safe areas that Peace Walker cannot reach when it charges

Peace Walker Battle 1

The first Peace Walker battle is essentially just a less powerful version of battle 2 (or to be more precise, battle 2 is a more powerful version of 1). It's probably the easiest AI Weapon fight. If you're somehow having trouble with this fight, just go up one of the ramps so that Peace Walker can't trample over you, shoot down S-Mines when they appear, and run left or right when it shoots rockets at you.

Building ZEKE

Figuring out how to build and improve ZEKE may be confusing at first, so I'll explain a bit here. ZEKE is made up of two things: Parts and Memory Boards. Both are obtained by fighting AI Weapons.

You can get parts by not damaging the body parts of AI Weapons, and only focusing on damaging the pod. This will give you "scrap" - collect enough of it and you will be able to get the Walk Unit, Power Unit, Leg Part and Head Part for ZEKE. You also have a small chance to collect Optional Parts every time you beat an AI Weapon. You can get the Jet Pack from the Pupa, Radome and Railgun from the Chrysalis, and Armor from the Cocoon. If you want to get all four optional parts, you should play the Main Ops (normal) version of the Pupa and Chrysalis fight for the best chance to get the Jet Pack and Railgun, and play the Type II versions of the Chrysalis and Cocoon fight for the best chance to get the Radome and Armor.

You can get memory boards by damaging the body parts of the AI Weapons corresponding to the type of memory board you want. There are four types of boards: Mobility, Sense, Attack and Control. Each AI Weapon has body parts that correspond to these four; if you have a rank 5 Analyzer, you will be able to view what body parts the AI Weapon has in the pause menu, without even needing to take the Analyzer into the mission. There are 400 different memory boards that can be obtained by fighting different AI Weapons. You can't get AI Boards from Peace Walker Battle 1-3, but you can get them from the Type II or Custom variants. When farming memory boards, try not to damage the AI Pod too much, as you will end up "damaging" some of the boards.

To check which AI Weapons can drop which memory boards, you can check either the Field Guide or this Reddit guide.

There are also special parts that you have a chance to unlock after beating difficult AI Weapons. Each of the four AI Weapons has a version of the Head Part that has a small chance to drop when you beat the Custom variant of that boss. To have the best chance of the head dropping, try as much as possible not to hit it during the fight. Damaging the AI Pod is obviously still OK, just be careful with your aim. The Cocoon's Head is the easiest to get as the pod is the most stationary out of all of the AI Weapons, and it has a 33% chance to drop (other heads have a much lower chance). Alongside the special head parts, there is one special Leg Part, which are the Peace Walker legs. You can get this as a rare drop from Peace Walker Type II or Custom, although Custom has a higher drop chance.

Optional parts, special parts and more memory boards makes ZEKE more powerful, both in OUTER OPS and the ZEKE Battle / Mock Battle. This means that you should unequip any optional or special parts before you play the ZEKE Battle mission to make it easier.

Battle

This strategy is assuming that you are playing ZEKE Battle, with your ZEKE having only the normal Main Parts and just a Railgun.

Machine Gun - Three machine guns fire at you all at once. The same strategy applies; just run left or right to avoid it.

Railgun - ZEKE jumps to the far end of the map, charges up the railgun and fires. Essentially the same attack as the Chrysalis. Hide behind cover. Running left/right perpendicular to ZEKE can also work but it might not be enough depending on how accurate the shot is.

Lock-on Missiles - ZEKE fires four missiles into the air that lock onto you. This version of the attack is much more accurate than the Cocoon or Peace Walker's version. Sometimes you can keep running and roll out of the way, but it can be quite difficult to dodge. Another method is to get a machine gun and try to shoot down the missiles; This works if you have good aim, however the missiles move very fast and the smoke from blowing one up can prevent you from seeing the missiles behind it.

Slide - ZEKE charges and slides at you, aiming to knock you over. If you run straight to the left/right you should be able to dodge it.

Stomp - ZEKE attempts to stomp on you. It's the same attack as Peace Walker; if you get hit you take damage, if you're too close you lose psyche and get stunned. Also like Peace Walker, if you're in just the right spot you'll be able to catch the leg and counter, however since this is hard to do, I wouldn't recommend it unless the prompt comes up on screen. The safest option would be to run, rolling out of the way if necessary.

Run - Not technically an attack, but as ZEKE runs around the deck you can get hit and knocked over. There's not a concrete method for dodging this other than not getting too close and rolling out of the way just in time.

If you have strong missile launchers, and alternate between using all of the strike platforms, you can end the fight really quickly. When the fight starts, run to the left towards the resupply panel, and use it; pick up the supplies it drops when you need it. Then, head to the next panel, interact with it, and use it to attack ZEKE. All the while attacking ZEKE with your own weapons. Once ZEKE jumps away to attack that strike platform, go right towards the next panel and use it, then to the next. ZEKE will be too preoccupied with trying to attack the strike platforms to attack you. Eventually all three strike platforms will be out of use, however this should mean that ZEKE has a lot less health for you to deal with. Use the panels / the hatches as cover from the Railgun. ZEKE doesn't have a pod; its head (the ball on the top) is the weakest point.