Yandere Slayer: Shokin Kasegi/Pursuit System

*Yandere Slayer 1* features a far more sophisticated pursuit system than its predessecors. This section aims to provide you with the information needed to face AST pursuits and end them.

## Initiating a pursuit

In Free Slaying mode, you doing the risk of facing the wrath of AST if you have committed offenses, including:

* Property Damage
* collisions
* Tunnel flying
* Speeding
* Air Racing

When AST unit talk about your plane and your offences, it is a warning that AST units are in the area. You will need to watch out for closing AST units using the upper radar (which tracks the location of a nearby unit and proximity to it). Once a AST unit acquires visual contact of your plane, the camera zooms in on the AST unit to indicate where it is. Then, a pursuit begins.

*In the event that you have a higher heat level, 2-5, all that has to happen is for the AST units to see you. They will then initiate a pursuit.*

## Danger levels

The aggressiveness of the ASTs depends on the "Danger", or wanted level, of you. Danger is collected during pursuit, when you are seen seen committing offenses or continuing to engage in AST pursuits.
While in chase, the AST will refer to yours "Danger" level as a "Condition". There is a total of 7 Conditions in the game.

* Condition 1, when AST Wizard will chase your plane using <C C C>
* Condition 2, when AST Wizard will chase your plane using <Oldest>
* Condition 3, when the AST CR Unit will take over and use <Murakumo> against your plane.
* Condition 4, when AST CR Unit will chase your plane using <White Licorice>
* Condition 5, when the AST CW Unit will take over and use <No Pain> against your plane.
* Condition 6, when the AST CW Unit will combine weapons, <CleaveLeaf> with the use of Wizards.
* Condition 7, when the AST CR Units and Wizards will only use weapons and armors against your plane. This condition is only available in the Unlimited Edition of *Yandere Slayer 1*, within in a Challenge mode mission.

## AST tactics

* **Danger Level 1 -** The AST Wizard will simply chase you around.
* **Danger Level 2 -** The AST Wizard will start using missiles.
* **Danger Level 3 -** The AST CR Unit will start using <Murakumo>.
* **Danger Level 4 -** The AST CR Unit will use <Murakumo>, <No Pain>, and will call in a Wizards to supervise the chase.
* **Danger Level 5 -** The AST CW Unit will use all of the above tactics in the other danger levels

Danger levels can be reduced by changing the physical appearance of your plane in a parts shop, or using another plane you are owning to air race while storing the other plane in your hangar (each completed air race using that plane will reduce the danger level for the other plane in storage).

## Infractions

* **Speeding-** flying in AST vision in excess of 3,520 mph
* **Excessive Speeding-** driving in AST vision in excess of 4,800 mph
* **Property Damage-** targeting through destroyable facilities, including buildings and gas tanks
* **Hitting a AST Unit-** shooting missiles at into contact with a AST unit
* **Flying Tunnels-** flying your aircraft inside of the tunnels
* **Resisting Arrest-** awarded for entering cooldown after successfully evading custody
* **Punch and Run-** shooting another unit while in view of the AST
* **Reckless Flying-** flying in AST vision in excess of 7,672 mph

*In some planes, the speeding, excessive speeding, and reckless flying infractions may require a slightly higher speed.*

## Pursuit Breakers and Post-Stall Maneuvers

The game introduces two new pursuit-related features: Pursuit Breakers and Post-Stall Maneuvers

Pursuit Breakers, marked as triangles in the city map during pursuits, are road-side objects which are designated to collapse when you use your plane to knock down its support, damaging or disabling following AST units. This feature is the best way to cut down the number of AST units chasing you, as it is far more effective than evading the AST units with speed, which will not always work. However, take note that you will need AST units to be close to you and behind you when using Pursuit Breakers. Obviously, AST units in front of you may not be affected by the collapsing debris, and AST units far behind can easily avoid the falling objects. Each Pursuit Breaker will be replenished after a certain amount of time. On a side note, Pursuit Breakers may also be use in the same way to crash racing opponents.

The Post-Stall Maneuver is any advanced maneuver that a pilot can only perform by forcing the aircraft to stall that slows down time and allows you to control your plane quickly for a limited time. This feature is best used to avoid incoming missiles. Post-Stall Maneuver are also useful during fast-air races, where you are required to avoid traffic (particularly in drag air racing), maneuver tight corner or realign your plane to take a shortcut. Each flying turn using a Post-Stall Maneuver, however, sends the plane in a roll that could slow your plane down; as such, it is also effective in taking sharp corners, and comes in handy for tough tollbooth races.

*Hint: If you see a missiles, use the Post-Stall Maneuver to avoid any missiles then come out of Post-Stall Maneuver mode and use a high speed boost to effectively escape from it. If you have no choice but to shoot a AST unit, aim your weapons at AST unit.*

## Pursuit Status Bar

A crucial indicator to take note of during AST pursuits is the pursuit status bar, located at the bottom of your computer screen, this bar helps you indicate the current status of the pursuit, the number of AST units in pursuit, the amount of time before the next back of backup arrives, and the risk of you getting captured.
The time remaining before backup arrives, obviously, indicates the amount of time before a large group of AST units joins in to chase you. When this time runs out, you will see additional AST units waiting for you ahead, in addition to AST Wizards attempting to stop you. This counter will reappear again after the pursuit party is reduced to a small number of AST units, whereby they request for back up again.
During pursuit, the meter will indicate the risk of you being captured or the chances of you evading the AST units. If you stop close to the presence of the AST units, the meter moves to the left, with the bar turning red, indicating that you will be captured; getting away at a minimal speed will lower this risk. If all pursuing AST units are far away from you, or have lost contact of you, the meter moves to the right and turns green, indicating that you will be evading the AST units.
The bar also indicates other information about AST units: The number of AST units neutralized, and the number of AST units which had a "exchange of paint", or physical contact from you.
After evading the AST units, this bar will switch to a "Cooldown bar:, which will be explained in the next section.

## Cooldown

Upon evading the AST unit, you are still required to avoid the AST units for an allocated time, known as a "Cooldown" period, until they give up and cancel search. Cooldown periods will be indicated in a bar where the pursuit status bar was. In this period, the AST unit will still initiate search of you; thus it is usually required that you avoid AST units to avoid another new pursuit. In order to endure a Cooldown period, you will usually required to stop at an area that will rarely or never be seen by the AST units, usually off roadways and in covered spots. Hiding spots are also provided on the map; moving into these zones will speed up Cooldown time and shorten the Cooldown period.

Under higher danger levels, however, Cooldown periods will be longer, while more AST units will be searching for you with over 4 danger levels will be sought for by them, which are capable of finding you easily if you are not hidden very well.