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Front Mission 5: Scars of War: FAQ/Walkthrough by LegaiaRules Version Final, Last Updated 2009-09-24 View/Download Original File Hosted by GameFAQs Return to Front Mission 5: Scars of War (PS2) FAQs & Guides Liked this FAQ? Click here to recommend this item to other users. FRONT MISSION 5: SCARS OF THE WAR FAQ/WALKTHROUGH VERSION FINAL(3.00) By Angelo Pineda([email protected]) VERSION HISTORY --------------24-9-2009 - Major clean-up to reflect fan translation changes. 12-6-2007 - Wanzer Setup data taken out and placed into separate guide. More corrections and information changes have been made. Tutorials and other information have been added. Guide complete. 2-4-2007 - Battle Simulator data taken out and placed into separate guide. Corrections and Link Squad data have been added. 24-2-2007 - All sections have more in-depth information and the material is presented better. 5-11-2006 - More information on Survival Simulator. Some tweaking in the other areas in this FAQ/Walkthrough. 1-9-2006 - FAQ/Walkthrough done. Survival Simulator, Simulator, and Arena are done as well. More info about Survival Simulator to come in the next update. TABLE OF CONTENTS ---------------------------------------------------------------------------------------------Sections Search Codes -----------------------------------------------------------------------------1. INTRODUCTION [INTR] -----------------------------------------------------------------------------2. BASICS [BASE] -----------------------------------------------------------------------------Main Menu [MAIN] Controls [CONT] Battle System [BATT] Base Exploration [BEXP] Pilot Types [PTYP] Job Types [JTYP] Scouting [SCOT] Mission Briefings [MBRI] Tutorials [TUTO] Frequently Asked Questions(FAQ) [TFAQ] -----------------------------------------------------------------------------3. WALKTHROUGH [WALK] -----------------------------------------------------------------------------HUFFMAN ISLAND [HUFF] Second Huffman Conflict [HUF2] STRIKE WYVERNS [STRI] Republic of Kiribati [KIRI] Caspian Sea [CASP] Indochina Conflict [INDO] Fortune Medical [FORT]

BARGHEST [BARG] South America [SAME] Cambodia [CAMB] Alaska [ALAS] -----------------------------------------------------------------------------4. BATTLE PLANNING [PLAN] -----------------------------------------------------------------------------Weapon Types [WTYP] Backpacks [BACK] Remodeling [REMO] Skill List [SKIL] Tips and Hints [TIPA] -----------------------------------------------------------------------------5. BATTLE SIMULATOR [BSIM] -----------------------------------------------------------------------------6. SURVIVAL SIMULATOR [SSIM] -----------------------------------------------------------------------------7. ARENA [AREN] -----------------------------------------------------------------------------8. THEATER [THEA] -----------------------------------------------------------------------------9. SECRETS [SECR] -----------------------------------------------------------------------------10. CREDITS [CRED] -----------------------------------------------------------------------------To quickly find the section you want, press Ctrl + F at the same time to access the Find options. If you want to access something, type in the word in [] and the [] themselves. If you want to find the Credits, type in [CRED]. AUTHOR'S NOTE ------------For the many who have been craving to play Front Mission 5, I hope my guides have helped out. They are now complete and all information and details about each portion of the game have been documented. If there is anything I missed, please send an email by all means. I have worked tirelessly to provide the best Western coverage of the game and I thank all of you who have sent me positive comments about my work. Enjoy! -----------------------------------------------------------------------------1. INTRODUCTION [INTR] -----------------------------------------------------------------------------This is an FAQ/Walkthrough for Front Mission 1st, titled "Front Mission" for the game's North American release on the Nintendo DS. This guide is meant to be used alongside my beginner's guide on GameFAQs. Only specifics about the game's material will be covered in this guide. Do not send me e-mails about material that is already in the beginner's guide as I will simply delete it. With that said, let's move onto the main attraction! This is an FAQ/Walkthrough for Front Mission 5: Scars of the War, released only in Japan for the Sony PlayStation 2. Only specifics about the game's material will be covered in this guide. Do not send me e-mails about material that is not covered here as I will simply delete it. With that said, let's move onto the main attraction! The main characters: Walter Feng - a U.S.N. soldier. Walter first witnessed the realities of war

during the 1st Huffman Conflict. Ever since, Walter enlisted in the U.S.N. Army alongside best friend Randy O'Neill. He has strong leadership qualities and is eager to defend the U.S.N. and its interests. Lynn Wenright - a U.S.N. officer and the unit commander of the Strike Wyverns. Lynn overseas all operations in the unit and is known to be strict and demanding. Glen Duval - an O.C.U. soldier. Glen is one of Walter's best friends and was exposed to war during the 1st Huffman Conflict. Glen, however, enlisted in the O.C.U. Army as opposed to the U.S.N. Army. Randy O'Neill - a U.S.N. soldier. Randy is friends with both Walter and Glen, having known them since childhood. Randy has difficulty adjusting to military life and is often scolded by his superiors. Edward Collins - a U.S.N. soldier and platoon leader for the Strike Wyverns. Edward enjoys to talk a lot, which annoys his colleagues greatly. Hector Reynolds - a U.S.N. officer and the unit commander of the Barghest. Hector is laid-back at times, but can be serious and strict when necessary. -----------------------------------------------------------------------------2. BASICS [BASE] -----------------------------------------------------------------------------This section discusses the game mechanics found in the game, divided into multiple sections. Please see each section to learn more about the game. -----------------------------------------------------------------------------MAIN MENU [MAIN] -----------------------------------------------------------------------------Simply said, this is the menu seen when after the introductory movie ends. It is very self-explanatory since all Front Mission installments have it. Apart from the showcase of wanzers, which changes every time you come back to it, the following are options shown. New Game Load Game Continue Options Theater Front Mission Online New Game and Load Game are typical for any game. Continue is the option to continue a mission that you are playing through the Battle Save feature. Options allow the player to change settings of the game's interface, for battle use, and other settings. Theater is a mode where a player can load up their file and view the event scenes they have unlocked by game progression. Front Mission Online is simply a video trailer showcasing that game's features. Do enjoy the remake of "A Minefield" for those who have played Front Mission and watch the trailer! Anyways, onto the rest of this massive guide! -----------------------------------------------------------------------------CONTROLS [CONT] ------------------------------------------------------------------------------

This section is very self explanatory. The following is a guide of the issues each button does. (Outside of Battle) Directional Pad - move around/select people/raise bet.(Arena) L1/R1 - cycle through pilot data. X Button - cancel action/skip conversation. O Button - accept action/recruit pilot/initiate conversation. /\ Button - Scout pilot/look at team data/Arena rival data.(Arena) (In Battle) Directional Pad/Left Analog - move around the map. Right Analog - change angle + zoom in or out. Select Button - toggle map functions.(birds-eye view, screen view, 3D view) Start Button - open System menu. L1/R1 - cycle through ally units/pilot data. L2/R2 - cycle through enemy units. R3 - turn map angle by 90 degrees. X Button - cancel action/return to current pilot/skip battle scene/speed up cursor movement.(when left analog is being used) O Button - accept action/look at enemy skills/speed up battle scene. [] Button - switch weapons/change battle camera.(in battle scene) /\ Button - look at pilot data/toggle unit indicator.(in battle scene) (Briefing Menu) Directional Pad/Left Analog - move around the map.(Map Conditions) Right Analog - change angle.(Map Conditions) L1/R1 - cycle through ally units.(Map Conditions) L2/R2 - cycle through enemy units.(Map Conditions) X Button - return to Briefing Menu/cancel action. O Button - zoom in or out(Map Conditions)/accept action. (Options Menu) X Button - cancel changes. O Button - accept changes. [] Button - switch to default settings. (Hangar Setup) Direction Pad - select options. Right Analog - rotate wanzer. Select Button - access Part Sort. Start Button - accept name. L1/R1 - cycle through menus/switch from Stock/Supply List and Backpack. L2/R2 - cycle through pilots/change name position. X Button - cancel action. O Button - accept action/look at part data. [] Button - switch from Stock and Supply List/backspace one character. /\ Button - look at Upgrade History/enter View Mode/change pilots. (Pilot Setup) Direction Pad - select pilots. L1/R1 - cycle through pilot data/switch from Stock/Supply List and Equipped Skills. L2/R2 - cycle through pilots.

X Button - cancel action. O Button - accept action. [] Button - switch from Stock and Supply List. /\ Button - look at skill data/change pilots. (View Mode) Left Analog - camera zoom: zoom in and out. Right Analog - manual camera rotation. X Button - exit View Mode. O Button - activate automatic camera rotation. /\ Button - toggle between Visible and Invisible window. (Theater Mode) L1/R1 - cycle through pages of events. X Button - end Theater Mode. O Button - watch event. /\ Button - access Wanzer Setup. -----------------------------------------------------------------------------BATTLE SYSTEM [BATT] -----------------------------------------------------------------------------The battle system of Front Mission 5 is turn-based and takes place on grid maps for movement and actions. In short, it is the same format as seen in previous Front Mission installments. The concept of Phases has returned: the player's units go first and when they have finished acting, the AI-controlled units act next. These Phases are appropriately title as Player and Enemy Phases. A full turn, therefore, is the combination of one Player and Enemy Phase. While the player-controlled units act only in Player Phases, they can counter enemy attacks during Enemy Phases when the opportunity is possible. If the player does not need to act, they can force a Player Phase to end. Thus, the general flow of a mission is as follows: General Battle Flow: 1. Player Phase. 2. Enemy Phase. 3. Repeat until player wins or loses. Within the general flow, the player can press the Start button to open up the System menu. This menu has been in every Front Mission game so it should be familiar to those who have played previous installments. If not, read on: System Menu Guide: -----------------------------------------------------------------------------Commands Description -----------------------------------------------------------------------------End Phase Ends player phase. Conditions View winning and losing conditions. Quicksave Save current progress. Options Change options. Give Up Give up and return to title screen.(Game Over) Options Menu Guide: -----------------------------------------------------------------------------Commands Description

-----------------------------------------------------------------------------Sound Options Change sound settings. Stereo or Monaural. Screen Configuration Adjust the screen's position. Game Options Change game settings. Game Options Menu Guide: -----------------------------------------------------------------------------Commands Description -----------------------------------------------------------------------------Window Color Change window color type. 26 types from A to Z. Battles Show or Hide battles. Battle Display Auto or Far battle camera. Battle Speed Normal or Fast battle speed. Battle Window Show or Hide battle window. Unit Names Show or Hide unit names. HP Bar Show or Hide HP bar. Battles are fought differently in regards to destroying the enemy forces. Unlike most strategy RPGs, Front Mission wanzers have multiple parts that can be destroyed. This includes the Body, Right and Left Arms, and the Legs. To destroy an enemy like in most strategy RPGs, simply destroy the Body. The task may not be easy all the time, thus there are good points for destroying other parts. Arm destruction renders any weapon equipped on that arm and shoulder useless. Leg destruction removes the evasion on the said legs and the wanzer's MV rating drops to 1. ACTION POINT SYSTEM ------------------Onto other Front Mission mechanics, all actions are dictated by the Action Point(AP) system. From movement, attacking, counter attacks, using an item or Backpack function, AP is expended to do so. After every turn, AP is recharged by a certain amount based on Pilot Level(Lv) and if specific battle skills are equipped. For movement, each wanzer Leg has a certain amount of Move(MV) points that dictate how far they can move. Attacking and using a Backpack's function require a certain amount of AP to access. For example, let's have Walter attack the nearby enemy with his RF. Attacks with this weapon costs 6 AP. Let's say Walter only has 7 AP left, which means that his AP will be 1 AP after the attack. When the Enemy Phase occurs and the same enemy attacks Walter, he will be unable to use the RF but he can counter if he has a Striker-class weapon. These weapons cost only 1 AP to use. The commands available for the player vary mainly since they are based on the selected unit's equipment and Backpack used. The following are commands that can be accessed in the game. Unit Commands Guide: -----------------------------------------------------------------------------Command Effect Color/Icon -----------------------------------------------------------------------------Attack Initiate attack. Red Items Use items. Green Repairs Use Repairs features. Green EMP Use EMP features. Light Purple Armor Coating Grant additional armor-type coating. Dark Purple Cargo Access nearby containers. Two Arrows

Ascend End

Advance to the next floor. End move.

Stairs One Arrow

Cargo and Ascend are used in a certain mode in the game, which can be found on a certain guide at GameFAQs. As stated earlier, the rest are self-explanatory and used by various Backpacks in the game. Going back to unit movement, battlefield terrain varies depending on where the mission takes place. Each terrain requires a certain amount of AP to move one square. Leg types also affect how far a unit can move on certain terrain over other Leg types. Leg Type Guide: -----------------------------------------------------------------------------Type Flat Water Uneven Steep -----------------------------------------------------------------------------2 Leg 1 2 2 2 4 Leg 1 2 1 3 Hover 1 1 3 1 On flat surfaces, all leg types have normal movement and incur no penalty. In areas defined by water, Hover types are able to move freely with no penalty. Uneven surfaces are defined by the abrupt changes on the surface from square to square. In this terrain, 4 Leg types are the only ones capable of traversing the unstable areas. Hover types are heavily penalized on this terrain. On steep areas and terrain, Hover types can move with any penalties while 4 Leg types are heavily penalized. 2 Leg types are not useful for movement on terrain other than flat ones. Unlike in Front Mission 4, there are a lot more areas that are affected by the terrain conditions. Thus, 4 Leg and Hover type parts are recommended to traverse in such surfaces. ACCURACY/EVASION ---------------Accuracy and Evasion are calculated into attack and counterattack actions. Each weapon has its own Accuracy value, which can either be decreased or increased based on the Accuracy ratings on the Arm the weapon is equipped on. Whereas Evasion was a confusing concept to understand in Front Mission 4, Evasion here is easier to learn. Evasion is calculated as simply subtracting from the Accuracy value in regards to weapon Accuracy. For example, equip the Raptor MG. Its weapon Accuracy ranges from 80-63% with 80% being the maximum range and 63% being the minimum range of attack. Now, equip the Raptor on a Blizzaia Arm. With an Accuracy value of 8%, it means an additional 8% will be added to the Accuracy calculations. What this means is that the value is divided by 100 and added to a base value of 1. Multiply the Weapon Accuracy by the new Accuracy value to get Total Accuracy. This makes the Accuracy of the weapon set to 86-68%. Now, attack a wanzer with the Blizzaia Legs next at the maximum range (1 space away). Blizzaia Legs have an Evasion value of 12%, so subtract 12 from 86 makes 74%. Looking back at the Evasion value, it also means there is a 12% chance the wanzer will completely evade the entire attack from the Raptor. To recap the Accuracy/Evasion calculation: [Weapon Accuracy + (1 + Accuracy/100)] - Range Difference - Enemy Evasion

ie. using 24% Accuracy Arms and Covet SG [75 + (1 + 24/100)] - 0 - 0 = 93% Total Accuracy The other main factor in the Accuracy/Evasion calculations is the factor of Pilot Level. Similar to Front Mission 4, a higher Level means a decrease in enemy Evasion and vice versa. Using the same example above, let's assume the wanzer's pilot was one Lv higher than our pilot's Lv. The wanzer's Evasion will now be set to 18%. This isn't much of a big factor, but it is worth knowing nonetheless. Pilot Level Evasion Modifier Guide: -----------------------------------------------------------------------------Difference Modifier -----------------------------------------------------------------------------+ 4 and above + 16% + 3 + 14% + 2 + 12% + 1 + 6% 0 0% - 1 - 6% - 2 - 12% - 3 - 14% - 4 and below - 16% STATUS DAMAGE/ATTACK ELEMENTS -------------------------------As expected of any RPG, status anomalies are present in the game. Using an EMP type Backpack, status anomalies can be inflicted to both friend and foe. Status Damage Guide: -----------------------------------------------------------------------------Status Damage Disable Effect -----------------------------------------------------------------------------Attack Systems Down Attack functionality. Move Systems Down Move functionality. Evasion is reduced to 0%. Backpack Systems Down Backpack functionality. Backpack command unavailable. Systems Down Complete wanzer functionality. Link Systems Down Link functionality. Cannot give or receive support. These EMP-inflicted anomalies are not present until much later in the game but they really aren't too threatening. Using the Repair Backpack's Remove or a Remover item will cure the anomaly. The success of EMP is dependent on two factors: Job specialty and Pilot Level. Even if all units have the same Rank EMP Backpack and Pilot Level, a Jammer is more likely to succeed and the anomaly remains in effect longer. Similar to Evasion, Pilot Level is a factor for determining resistance to EMP. Pilot Level EMP Resistance Modifier Guide: -----------------------------------------------------------------------------Difference Modifier -----------------------------------------------------------------------------+ 3 and above + 8% + 2 + 6%

+ 0 -

1 1 2 3 and below

+ 4% 0% - 4% - 6% - 8%

Moving on, each weapon attack falls under one of the 3 traditional attack elements seen in past Front Mission games. Attack Element Guide: -----------------------------------------------------------------------------Element Effect -----------------------------------------------------------------------------Piercing Penetrates through the target's armor. Impact Applies tremendous pressure at target's armor. Fire Burns through the target's armor. Resistance to one of the elements will lower damage by 24%, but the element weakness factor seen in past Front Mission games is gone here. Thus, damage is not increased for attacking with the other elements as it would in the previous games in the series. Resistances are given on Remodeled parts from various wanzers and through the Armor Coating option from certain EMP Backpacks. There is one final element that will not be listed for plot reasons. This element cannot be defended by any of the resistances, meaning only the Defense stat can lower its damage. DEFENSE ------A stat from the first two Front Mission games, the Defense stat lowers damage by a certain percent based on the values. A weapon's damage is lowered based on which part it hit as each part has its own Defense value. It may not play much of a big role in the beginning but as the damage increases and access to more wanzers become available, it is worth paying attention to. Below is a guide on damage calculation tests and estimates. Defense Calculation Guide: -----------------------------------------------------------------------------Defense Damage Reduction(range) -----------------------------------------------------------------------------20 7-9% 30 10-13% 40 14-17% 50 16-20% 60 21-27% 80 28-35% Defense can be increased further by using skills to enhance its effect. One note to resistances do not stack with Defense and resistances seem more attractive, it only element and there are weapons that bypass stat can lower damage from such weapons. EXPERIENCE ---------There are two types of experience: Job and Pilot. Job Experience is gained a Shield and equipping certain pay attention to is that the differs from the stat. Although reduces damage from one attack resistances. Only the Defense

by using weapons or Backpack functions in battles. Pilot Experience can be gotten by destroying enemy units. The amount of experience gained from both differ in that gains in Job are preset and gains in Pilot may vary. Pilot Experience is based off the composition and type of enemy being fought. Stronger enemies or bosses yield large gains but weaker ones do result in small gains. Pilot Experience is distributed based on who could participate in a Link battle at the time, regardless if they have acted or not. This means that even if all pilots are Linked, not all of them will get the experience if one could not participate. Bosses are exempt from this rule in that all pilots gain an increase upon its destruction, unless a pilot is dead. Experience is divided by the amount of pilots who were eligible to participate. PILOT LEVEL ----------When a wanzer is destroying Pilot Experience is gained. This is for the Pilot Level and raising the levels. They play a minor role in the Accuracy and Evasion calculations, as well EMP resistances. Pilot Levels also affect other factors as well. First, a level up results in Enhancement Points(EP). This is the monetary value that is needed to buy any skill. Second, an increase in level may also provide an increase in the AP Max and AP Charge values. These are key to being able to act more often during the Player Phase or counterattacking. The maximum Pilot Level is 50, although it is not necessary to beat the game at such a high level. Only go that far if you wish to gain more EP to buy skills. Here is a guide for Pilot Level and how many points are needed to increase it. Pilot Level Guide: -----------------------------------------------------------------------------To Next Level -----------------------------------------------------------------------------200 1 300 2 600 3 900 4 1200 5 1600 6 2000 7 2400 8 2800 9 3300 10 3800 11 4300 12 4800 13 5400 14 6000 15 6600 16 7200 17 7800 18 8400 19 9000 20 9600 21 10200 22 10800 23

11400 12000 12600 13200 13800 14400 15000 15600 16200 16800 17400 18000 18600 19200 19800 20400 21000 21600 22200 22800 23400 24000 24600 25200 25800 26400 0 FRIENDLY FIRE -------------

24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50

A brand-new mechanic in the Front Mission series, friendly fire is simply the term when units unintentionally hit allies in the firing range of their weapons. More specifically, allies directly in the line of sight. This feature is designed to give battles a more strategic feel and focus on the positioning of each unit. Friendly fire is most seen during a big Link battle involving 4-6 enemy units on a Link squad. More on this can be found on the Tips and Hints section. It is a very good idea to learn and quickly master this element as it will become very common as the game progresses. LINKS ----The last major detail of the battle system are the Links. Introduced in the fourth main installment, Links allowed the player's pilots to link up and attack foes on offense or defense. Presuming their weapons were in the right range and had AP to spare, any Linked pilots could attack enemies even if their turn was issued. Front Mission 5 simplifies the system in that all the players needs to equip is a link skill that corresponds to the Job class their weapon is in on either the left or right arm. Unlike in 4 where attacks took up more AP to attack more than once, all non-Launcher class attacks take up only AP corresponding to weapons used. A machine gun attacks twice for only 4 AP but would have consumed 8 AP in Front Mission 4. For example, let's equip Walter with the Assault Link R skill and a Machine Gun on the right arm. Next, equip a Gunner unit with Gunner Link R skill and a Rifle on the right arm. Make sure Walter and the Gunner are within weapon

range and attack. Both pilots will attack an enemy on offense or defense as long as they are within weapon range and have enough AP to spare. Attack priority in Links is based on the Attack Power value of the weapons being used, from strongest to weakest. Apart from the initial unit making the attack, the Link actions are prioritized on that factor. Assault weapons almost always start the Link, followed by Gunner weapons, and finally the Striker weapons. In the event two weapons have an equal Attack Power value, the priority goes based on Job types. Assaults have the highest priority, followed by the Mechanic, Jammer, Gunner, Striker, and Launcher. That's about it.. the rest is up to be discovered by actually playing it! The following is the battle interface for any pilot: Basic View: -----------------------------------------------------------------------------Help Text Terrain Space -----------------------------------------------------------------------------[BODY] Weapon Weapon E Wanzer R Picture Weapon Type Name Picture [LEFT ARM][RIGHT ARM] ATK AP Pilot Name Picture DMG AP MV LV Picture [LEGS] HIT BP Picture -----------------------------------------------------------------------------(ENEMY)

------------------------MAP MAP MAP MAP MAP MAP MAPMAPMAPMAPMAPMAPMAP (ALLY) -----------------------------------------------------------------------------Picture Wanzer R Weapon Weapon E [BODY] Picture Name Weapon Type Picture Pilot Name ATK AP [LEFT ARM][RIGHT ARM] Picture AP MV LV DMG Picture BP HIT/AMMO [LEGS] -----------------------------------------------------------------------------Battle System Guide: Help Text - text that helps player understand in-game actions. Terrain Space - conditions on terrain and displays amount of AP need to move one space. Map - the map of the stage in three views: birds-eye, screen, and 3D. Wanzer Name - the name of the wanzer. Pilot Name - the name of the pilot. AP - the amount of current/maximum AP of the pilot. MV - the amount of spaces the unit can move.

LV - the level of the pilot. BP - the Backpack the unit has equipped. R - any resistances the unit is equipped with. Two resistances will result in two symbols for any of the three resistances. Having all resistances will result in a grey symbol with "ALL" spelled out. ATK - the amount of attacks a weapon can do in an attack phase. AP - the amount of AP needed to use the weapon. DMG - the amount of damage a weapon causes. HIT - the Accuracy of a weapon, displayed from highest(max range) to the lowest(min range). AMMO - the amount of ammo a weapon has(only on Launcher weapons). E - the type of element damage the weapon deals. BODY - displays the amount of current HP for the Body part. LEFT ARM - displays the amount of current HP for the Left Arm part. RIGHT ARM - displays the amount of current HP for the Right Arm part. LEGS - displays the amount of current HP for the Legs part. Detailed Pilot View(press the /\ button on while cursor on a unit): *toggle pages with L1 and R1* PAGE 1 -----------------------------------------------------------------------------Help Text -----------------------------------------------------------------------------Machine Status -----------------------------------------------------------------------------Wanzer Name PicturePic AP/AP Max Pilot Name PicturePic AP Charge Weight/Power Output PicturePic Evasion *********************** ----------- Status Evasion Pilot Type -----------------------------------------------------------------------------BODY ************* Current HP/Max HP LEFT Weapon Range Part Defense ARM Attack Power -----------------------------------------------------------------------------LEFT ************* Current HP/Max HP RIGHT Weapon Range ARM Part Defense ARM Attack Power -----------------------------------------------------------------------------RIGHT ************* Current HP/Max HP LEFT Weapon Range ARM Part Defense SHOULDER Ammo Attack Power -----------------------------------------------------------------------------LEGS ************* Current HP/Max HP RIGHT Weapon Range Part Defense SHOULDER Ammo Attack Power -----------------------------------------------------------------------------BP BP Data BP Data BP Data BP Data -----------------------------------------------------------------------------Battle System Guide: Help Text - text that helps player understand in-game actions. Wanzer Name - the name of the wanzer. Pilot Name - the name of the pilot. Weight/Power Output - the difference between the unit's Weight and the amount of Power Output generated by it. AP/AP Max - the current amount of AP/maximum amount of AP. AP Charge - the amount of AP regenerated after one turn.

Evasion - the unit's ability to evade enemy attacks, calculated by unit's Evasion total and pilot level. Status Evasion - defense against EMP-inflicted status, displayed in percent(%). Pilot Type - determines the AI for pilots in Link battles. See Pilot Types for more. Current HP/Max HP - the current HP of the part/max HP of the part. Part Defense - the amount of Defense a part has. Weapon - type of weapon used. Range - the range of the weapon's effectiveness. Ammo - the amount of ammo a weapon has(only on Launcher weapons). BP - the Backpack equipped on the unit. Attack Power - the amount of damage a weapon causes. BP Data - special data about the unit's Backpack. PAGE 2 -----------------------------------------------------------------------------Help Text -----------------------------------------------------------------------------Machine Status -----------------------------------------------------------------------------Wanzer Name PicturePic AP/AP Max Pilot Name PicturePic AP Charge Weight/Power Output PicturePic Evasion *********************** ----------- Status Evasion Pilot Type -----------------------------------------------------------------------------BODY Wanzer Part Skill LEFT Weapon Part Skill ARM -----------------------------------------------------------------------------LEFT Wanzer Part Skill RIGHT Weapon Part Skill ARM ARM -----------------------------------------------------------------------------RIGHT Wanzer Part Skill LEFT Weapon Part Skill ARM SHOULDER -----------------------------------------------------------------------------LEGS Wanzer Part Skill RIGHT Weapon Part Skill SHOULDER -----------------------------------------------------------------------------BP BP Data BP Data BP Data BP Data -----------------------------------------------------------------------------Battle System Guide: Help Text - text that helps player understand in-game actions. Wanzer Name - the name of the wanzer. Pilot Name - the name of the pilot. Weight/Power Output - the difference between the unit's Weight and the amount of Power Output generated by it. AP/AP Max - the current amount of AP/maximum amount of AP. AP Charge - the amount of AP regenerated after one turn. Evasion - the unit's ability to evade enemy attacks, calculated by unit's Evasion total and pilot level. Status Evasion - defense against EMP-inflicted status, displayed in percent(%). Pilot Type - determines the AI for pilots in Link battles. See Pilot Types for more.

Wanzer Part Skill Weapon Part Skill BP - the Backpack BP Data - special PAGE 3

- any skills equipped on a unit's wanzer part. - any skills equipped on a unit's weapon. equipped on the unit. data about the unit's Backpack.

-----------------------------------------------------------------------------Help Text -----------------------------------------------------------------------------Job Status & Equipped Skills -----------------------------------------------------------------------------Pilot Level Skill To Next Level Skill ------------------------------------- Skill -> Assault Next Skill ********** Lv. Skill -------------------------------------- Skill >>> Striker Next Skill ********** Lv. Skill -------------------------------------- Skill (o) Gunner Next Skill ********** Lv. Skill -------------------------------------- Skill ^- Launcher Next Skill ********** Lv. Skill -------------------------------------- Skill _/' Mechanic Next Skill ********** Lv. Skill -------------------------------------- Skill X Jammer Next Skill ********** Lv. Skill -----------------------------------------------------------------------------Battle System Guide: Help Text - text that helps player understand in-game actions. Next - the amount of Job Experience needed to level up. Lv. - the current level for a Job. Skill - the name of the skill. PAGE 4 (access by pressing the O button on PAGE 3) ------------------------------------------Help Text ------------------------------------------Equipped Skills Skill Data ----------------- ----------------------Skill Skill Slots ***** Skill Skill ----------------------Skill MGMG SGSG FTFT Skill GGGG RFRF BZBZ Skill MSMS GRGR RKRK Skill KNKN RDRD PBPB Skill SDSD ----------------- ----------------------Skill Description Skill Description Skill Description

Skill Description Skill Description ----------------------Battle System Guide: Help Text - text that helps player understand in-game actions. Skill - the name of the skill. Skill Slots - the amount of slots a skill takes up to equip. Skill Description - the data on what a skill does. -----------------------------------------------------------------------------BASE EXPLORATION [BEXP] -----------------------------------------------------------------------------As this is the first Front Mission game to really delve into the human side of the Front Mission equation, the player goes through many bases seen in the game. Akin to the towns and cities of a typical RPG, bases are home to many interesting individuals and other fun things to do. The first thing to notice at any base is the text at the very bottom. This is basically help text with information on each section of the base. The information tends to be updated with objectives on where to go after an event scene at a base. The objectives are also shown in an orange background at a section of a base if you can't read the help text. Apart from this, you can go to each section and explore its surroundings. You can talk with the people inside of the section, some who may be potential pilots for Scouting(see the Scouting section for more). As some bases are visited more often than the rest, people will come and go to different sections of the base. Some may leave and show up at a different base depending on where you are into the game. This essentially makes the world more believable and supports the already-strong presence of the military themes. With every base comes sections that remain in each base. They are discussed in the following: Hangar Pilots' Ready Room Simulator Room Communications Section The Hangar is where wanzer setup is done and so is the pilot setup. The Pilots' Ready Room is where you can chat with your squad and find out more about their personal lives and what's going on in their lives.(you don't honestly think they are always on military duty, do you?) You can change the squad here and do the pilot setup as well in this section. The Simulator Room is home to the Arena, Survival Simulator, and the Battle Simulator features. Lastly, the Communications Section is where you can change the settings via Options and the expected Save and Load functions. Each base has more sections, with different people to meet and things to do. -----------------------------------------------------------------------------PILOT TYPES [PTYP] -----------------------------------------------------------------------------This section discusses a new feature for the Front Mission series, the pilot type. Basically, Links are much more important in destroying enemy forces and is

where the main bulk of damage will be. Whereas Front Mission 4 used a rather cumbersome means of employing Links, Links here are easier to use and access. However, there is a new element involved with Links and it has to deal with the pilot types. Basically, it's AI for your ally pilots when participating in Links. While this may not be important early on, it is recommended to understand it by late game where fully Linked squads of enemies are fought. This is crucial for avoiding friendly fire and to maximize each Link battle as well. AGGRESSIVE ---------An Aggressive type pilot is self-explanatory. Until their AP drops to 0 or to a level where they cannot act, they will continue to participate in Links. Aggressive types have no concern for allies in the line of fire. Launcher and Striker pilots tend to be Aggressive types. Damon is an example of an Aggressive pilot. DEFENSIVE --------A Defensive type pilot will conserve AP once at the 1/2 mark. Since most of the Defensive types are Mechanics, there is an added element. If they use a Repair Backpack's ability while at 1/2 AP, they will join in on any Link battles after they have Repaired an ally. If not, they will not act if AP is at the 1/2 mark. Defensive type pilots will act in Links even if there is a chance of friendly fire, but will not act if an ally is directly in the line of fire. Randy is an example of a Defensive pilot. TACTICAL -------A Tactical type pilot will act as long Once it dips into that mark, the pilot prioritized during Links and therefore damage cannot be dealt effectively due fire, the pilot will not act in Links. be Tactical types. as their AP is above the 1/3 mark. will not act. Allies are not will be attacked if in the way. If to range or allies in the line of Assault and Jammer pilots tend to

Walter is an example of a Tactical pilot. SUPPORT ------A Support type pilot will keep acting until their AP drops to 0 or to a level where they cannot act. However, the pilot will not participate in Links if there is a chance of friendly fire. In the event of ally in danger of destruction, the pilot will not act in a Link battle regardless if the ally is completely out of harm's way. Gunner pilots are normally Support types. Keep this in mind when Scouting potential recruits for your squad. It is a good idea to keep a balance of all four types as they do have uses in various situations. -----------------------------------------------------------------------------JOB TYPES [JTYP] ------------------------------------------------------------------------------

This section talks about the Job types friendly and enemy pilots specialize in. It's self-explanatory. ASSAULT ------The Assault type unit specializes in mid-range combat and is the main attack unit on a squad. Assault units generally specialize in skills that increase their weapon's rate of fire or reduce the enemy's ability to connect with their own weapons. Assault units are equipped with wanzers that are fairly durable and have some Evasion. Notes: - Main choice of weapons are Machine Guns and Shotguns. - The Pilot Type for enemy Assault units is Tactical. - Item and Turbo BPs are used by Assault units. GUNNER -----The Gunner type unit specializes in long-range combat and is a support attack unit on a squad. Gunner units generally specialize in skills that increase their weapon accuracy or destroying long-range gunships. Gunner units are equipped with wanzers that are less durable than Assaults, but with higher Accuracy. Notes: - Main choice of weapons are Gatling Guns, Rifles, and Bazookas. - The Pilot Type for enemy Gunner units is Support. - Item BPs are used by Gunner units. JAMMER -----The Jammer type unit specializes in disabling enemy units for its allies to destroy more quickly without fear of counterattack. Jammer units generally specialize in skills that increase their evasion or lower damaging attacks to a certain damage level. Jammer units are equipped with wanzers with the lowest Defense ratings, but have the highest Evasion rates. Notes: - Main choice of weapon is the Flamethrower. - The Pilot Type for enemy Jammer units is Tactical. - EMP and Sensor BPs are used by Jammer units. LAUNCHER -------The Launcher type unit specializes in long-range combat without fear of a counterattack. Launcher units generally specialize in skills that increase their AP count or focusing on certain parts to destroy. Launcher units are equipped with wanzers that are the poor in Defense and HP, but high in Output. Notes:

- Main choice of weapons are Missiles, Grenades, and Rockets. - The Pilot Type for enemy Launcher units is Aggressive. - Item and Turbo BPs are used by Launcher units. MECHANIC -------The Mechanic type unit specializes in repairing damaged or broken wanzer parts as well as status anomalies from other allies. Mechanic units generally specialize in skills that decrease the damage taken or increase the strength of their Repair Backpacks. Mechanic units are equipped with wanzers nearly as durable as Assaults, but with less Defense. Notes: - Main choice of weapons are Machine Guns and Shields. - The Pilot Type for enemy Mechanic units is Defensive. - Repair BPs are used by Mechanic units. STRIKER ------The Striker type unit specializes in close-range combat to aid the Assault and Gunner units for all-range attacks. Striker units generally specialize in skills that boost the damage from their melee weapons or evading melee attacks from the enemy. Striker units are equipped with wanzers that are generally the most durable and have good Evasion rates. Notes: - Main choice of weapons are Knuckles, Pile Bunkers, and Rods. - The Pilot Type for enemy Striker units is Aggressive. - Turbo BPs are used by Striker units. -----------------------------------------------------------------------------SCOUTING [SCOT] -----------------------------------------------------------------------------Another new aspect of Front Mission 5 is the ability to Scout and recruit fellow pilots at bases. This ability is not available until Walter progresses in the military ranks, which are noticeable through cutscenes. Once you can Scout, only a few pilots will be available and recruited. Advancing the plot will enable you to Scout almost everyone by the end. Only 6 Pilots at max can be recruited so take your pick. The pilots' level and Job level increases as you advance the game plot further. You will notice several pilots have an 'S' in their mug shot but this is a plot spoiler so this author won't say anything about that. 'S' pilots gain exclusive battle skills only to them so it would be a good idea to recruit some when the option is there. Finally, one special pilot can be recruited, which information can be found in a certain section. -----------------------------------------------------------------------------MISSION BRIEFINGS [MBRI] -----------------------------------------------------------------------------An old feature from Front Mission 1st, 2, and Alternative, mission briefings are segments shown before a mission and presents information about the mission. A lot of information is shown and pictures are used to clearly illustrate the special notes of the mission. The entire map, along with the

enemy composition and placement, are shown. The briefings automatically play usually after a scene or selecting the Move Out option at a base. Once the briefing is finished, a menu will appear with various options. Briefing Menu Guide: -----------------------------------------------------------------------------Commands Description -----------------------------------------------------------------------------Briefing Review details for the mission operation. Area Layout Review mission area. Hangar Set up your wanzers. Pilots Set up your pilots. Simulator Run Simulator programs. Arena Run the Arena program. System Access save, load, and options. Move Out End briefing and begin mission sortie. System Menu Guide: -----------------------------------------------------------------------------Commands Description -----------------------------------------------------------------------------Save Save game data. Load Load game data. Options Change options. When Map Condition is selected, units displayed in red are enemies and blue are the starting positions for your squad. Units displayed in green are ally units, grey-colored units are generally obstacles or optional targets, and orange units are defense targets. Link squads are identified by a red line connecting a group of units, with the Leader unit being connected by all red lines. Unit data is also given by selecting one of the enemy units. Unit Data interface: ----------------------------Unit Data ----------------------------Enemy Unit Type Pilot Lv Force Job Specialty Image ---------------------------------------------------------------------------------------------------------TUTORIALS [TUTO] -----------------------------------------------------------------------------When anyone plays a game, it is always helpful to have some tutorials of the sort to explain what goes on. Fortunately, Front Mission 5 does not skip on this fact and delivers a large amount of tutorials on every major factor in the game. Tutorials show up mostly in the first half of the game, but it doesn't hurt to go back to the basics when needed. The following is a list of all tutorials in the game. To access them you have to talk to one of the Sato brothers (James, Gary). Their locations will be displayed in the walkthrough section. Tutorial List: Battle:

Basic Rules AP System Weapon Types & AP Leg Types & Terrain Links Attack Elements Counterattacks Friendly Fire Service: Launchers Mechanics & Repairs Jammer 1 - Sensors & Missiles Jammer 2 - EMP & Status Damage Setup: Wanzer Setup Guide Pilot Setup 1 Pilot Setup 2 Parts Weapons Backpack 1 Backpack 2 Backpack 3 Remodeling Weapon: Grenades & Rockets -----------------------------------------------------------------------------FREQUENTLY ASKED QUESTIONS(FAQ) [TFAQ] -----------------------------------------------------------------------------Q: Why are my own teammates hitting each other? A: If you did not read an important note in the Battle System section, the ability for friendly fire is now possible. Carefully position your team and pay attention to where their firing lines are. If an enemy exploits this (and they will a lot), avoid counterattacking to minimize damage. Q: Can you revive a destroyed wanzer? A: No, you cannot if the Body is destroyed. The other parts can with someone using a Repair Backpack. Q: How do you gain more Remodel Points(RP)? A: To gain more RP, do the following: - Perform well in Missions. - Collect RP in Survival Simulator. - Talk to certain people when you're at a base. Q: What is the maximum RP? A: The maximum RP is 999. Q: What is the maximum RP attainable in one playthrough? A: 142 RP is the maximum for doing all missions (including 14). With the

Scouting RP bonus involved, the maximum is at 153 RP. Q: I played a mission and beat it, but 1 turn more after the Excellent Performance and I lost a pilot. I still got 4 RP. What gives? A: You have leeway in that you have up to 3 turns more to beat a mission and allowed to lose one pilot at most. On a certain mode, the requirements are very strict and must be fulfilled. Q: How do you gain more Command Points(CP)? A: To gain more CP, do the following: - Collect CP in the Arena. - Sell wanzer parts and weapons. Q: What is the maximum CP? A: The maximum CP is 9,999,999. Q: I want to buy a certain skill, but I can't purchase it! I was able to purchase one skill prior to. What's going on? A: You do not have enough Enhancement Points(EP) to buy the skill. Through Pilot Level increases, you will gain EP to spend on skills. Do note that as there is a limit on the Pilot Level so your purchasing options are limited. Get only the skills you desire. Q: What is the highest Pilot Level? A: The highest Pilot Level is 50. Q: What is the maximum EP in one playthrough? A: It depends on the pilot's Job specialty. Assault, Mechanic, and Jammer pilots max out at 66 EP. Launchers have up to 70 EP to spend, Strikers get 64 EP, and Gunners only have 56 EP to use. Q: What is the highest attainable AP Max and AP Charge values? A: Without any AP enhancement skills, AP Max caps at 29 and AP Charge at 18. With the aforementioned enhancements, AP Max caps at 38 and AP Charge at 24. Q: How come I can't attack anymore? A: There are several answers to this. One may be your arm with the weapon was destroyed. Second possibility is that your AP is insufficient to attack again. Third scenario is that you are out of weapon range. If it's a weapon that has ammo(Missile, Grenade, Rocket), you may be out of it. Finally, pilot type determines whether or not you can continue attacking.(see the section on Pilot Types more details). Q: Can you reverse Remodeling decisions? A: As stated in the Remodeling section, you CANNOT reverse your choice. Hence why saving is a good idea. -----------------------------------------------------------------------------3. WALKTHROUGH [WALK] ------------------------------------------------------------------------------

This section will discuss the game and the wonderful things that can be done with it. It's pretty self-explanatory really but for the missions, read the following for more info: ****READ THE FOLLOWING BELOW BEFORE PLAYING**** -----------------------------------------------------------------------------Mission Number - Mission Title -----------------------------------------------------------------------------Date - when the mission takes place. Location - where the mission takes place. Difficulty - how hard or easy the mission is(out of 5*). Briefing - the briefing for the mission. Briefing Notes - any notes about special matters in the mission. Enemies - how many enemies are in the mission. Bosses - how many bosses are in the mission. Units - how many player units can be deployed in the mission. Allies - how many ally units are in the mission. Winning Condition - what will win the battle. Losing Condition - what will lose the battle. Excellent Performance - rewards for beating the mission with little error. Link Squad - any notable squads of enemies to deal with, including bosses. Battle Reward - the spoils for winning the battle. Pilot EXP - pilot EXP amount given to all pilots, alive or dead. CP - CP amount gained. Enemy Composition - enemy data. See below: Unit type - Total x Number AP: MV: Lv: AP Charge: Unit Loadout: Weapon Loadout: Body (damage type) weapon - damage, range, AP cost Arms boss weapons - max to min range accuracy is given Legs and amount of attacks given by damage in (), Evasion Striker bonus is listed if applicable Armor stationary unit weapons - accuracy and area effect Defense - BAL* will be given Pilot Type - only for Bosses and special units. See Pilot Types. Job Levels: Skills: Stk anything in () usually means it is for a certain Asl enemy unit or two. If a weapon is identified, it Gun means the skill is only for units with that type Lnc of weapon. Any items will be displayed here as well. Mec Jam Recommendation - what units and equipment to prepare for the mission. Strategy - how to beat the mission obviously. :) Notes Guide: * - BAL format is reading Defense with Body first, Arms next, and Legs last. ie. 12/4/8 reads as 12 Defense for Body, 4 for Arms, and 8 for Legs.

-----------------------------------------------------------------------------Difficulty Notes: * - A very easy mission. Basic tactics such as attack, movement, and counters are more than enough to complete these missions. You have to try very hard to actually fail them and I'm being very honest here. ** - An easy mission. Basic tactics still work well, but don't make too many mistakes. You may have to update your loadouts if you experience some trouble in completing the mission. Nonetheless, you can safely breeze through them if you come prepared. *** - An average mission. Missions of this caliber are not that simple to clear and have a number of tough spots. You will have to update your loadouts to the most recent gear that you can purchase at the Hangar. Basic tactics will work, but you may have to apply advanced tactics to survive. **** - A hard mission. You will not only have to update your loadouts to the most recent gear, but go for the best ones in stock. Equipping items is also recommended to increase your chances of survival. You will need to apply both basic and advanced tactics to clear these missions. ***** - A very hard mission. You need to really go for the best parts when customizing your units and equipping items is mandatory. Apart from applying tactics, you need to plan out your course of action in regards to the enemies and mission conditions. You might need a bit of luck to clear this mission. -----------------------------------------------------------------------------For those who did not read information about the weapons: Machine Gun Shotgun Flamethrower Gatling Gun Rifle Bazooka Missile Grenade Rocket Knuckle Rod Pile Bunker Shield Cannon MG(Piercing/P) SG(Impact/I) FT(Fire/F) GG(Piercing/P) RF(Piercing/P) BZ(Fire + Impact/F+I) MS(Fire/F) GR(Fire/F) RK(Fire/F) KN(Impact/I ) RD(Impact/I) PB(Piercing/P) SD(Impact/I) CN(Piercing/P)

****READ THE FOLLOWING ABOVE BEFORE PLAYING**** -----------------------------------------------------------------------------HUFFMAN ISLAND [HUFF] -----------------------------------------------------------------------------Watch the introductory cutscenes and you will be in your first mission. -----------------------------------------------------------------------------2ND HUFFMAN CONFLICT [HUF2] ------------------------------------------------------------------------------

You cannot exit this mission as the system menu is disabled. -----------------------------------------------------------------------------Mission 00 - Basic Tutorial -----------------------------------------------------------------------------Date: 02/March/2090 Location: Training Area, Fort Monus Base Difficulty: * Briefing: None. Briefing Notes: None. Enemies: 3 Bosses: 0 Units: 1 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: None. No Link Squads. Battle Reward -------------Pilot EXP - 0 CP - 0 Enemy Composition -----------------------------------------------------------------------------Assault in Warlus - Total 1 AP: 12 MV: 6 Lv: 1 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 56/400 (P) MG - 8 x 11, 1-4, 4 AP Arms - 222 (P) MG - 8 x 11, 1-4, 4 AP Legs - 311 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lnc - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Striker A in Enyo - Total 1 AP: 12 MV: 4 Lv: 1 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 160/320 (I) KN - 18 x 1, 1, 1 AP Arms - 88/177 (I) KN - 18 x 1, 1, 1 AP Legs - 124/248 Evasion - 0% Armor - None Defense - 12/12/12

Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lnc - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Striker B in Enyo - Total 1 AP: 12 MV: 4 Lv: 1 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 160/320 (I) KN - 46 x 1, 1, 1 AP Arms - 88/177 (I) KN - 46 x 1, 1, 1 AP Legs - 124/248 Evasion - 0% Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lnc - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Recommendation: None really. This is a "training" mission. Strategy: This first mission is to help you get into the battle system of the game. Dennis will ask you to do several things, such as move to a designated space or attack the enemy. Experiment with Walter's Shotgun or Pile Bunker since Dennis asks you to anyways. -----------------------------------------------------------------------------*************** FORT MONUS BASE *************** Information Update: 1. Tutorials - James at the Mess Hall. 2. 1 RP - Alan at the Hangar. Tutorial Update: AP System Weapon Types & AP Counterattacks Friendly Fire Launchers Mechanics & Repairs Feel free to explore Fort Monus Base. To progress the game, speak with Randy then leave the Briefing Room. Explore the base then head for the Mission Briefing Room and speak with Randy then Dennis. Once ready, Move Out for your first mission.

-----------------------------------------------------------------------------Mission 01 - Freedom Invasion 1 -----------------------------------------------------------------------------Date: 10/June/2090 Location: O.C.U. Huffman Border Difficulty: * Briefing: Tango 1 to all units. It's time for some cleaning. Most enemy machines have taken heavy damage... Carelessness will not be tolerated. Do not disperse your attacks. Focus all fire on one unit. Secure the area by sweeping the enemy machines. This is your debut, so let's hear some battle cries. Briefing Notes: Identification of enemy units. Enemies: 4 Bosses: 0 Units: 2 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: None. No Link Squads. Battle Reward --------------Pilot EXP - 150 CP - 720 Enemy Composition -----------------------------------------------------------------------------O.C.U. 73rd Assault A in Warlus - Total 1 AP: 12 MV: 6 Lv: 1 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 120/400 (I) SG - 9 x 10, 1-3, 3 AP Arms - 111(L)88(R)/222 (I) SD - 36 x 1, 1, 1 AP Legs - 124/311 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lnc - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------O.C.U. 73rd Assault B in Warlus - Total 1 AP: 12 MV: 6 Lv: 1 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 160/400 (P) MG - 8 x 11, 1-4, 4 AP Arms - 0(L)155(R)/222 (P) MG - 8 x 11, 1-4, 4 AP Legs - 124/311 Evasion - 0% Armor - None

Defense - 36/36/36 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lnc - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------O.C.U. 73rd Assault C in Warlus - Total 1 AP: 12 MV: 6 Lv: 1 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 400 (P) MG - 8 x 11, 1-4, 4 AP Arms - 222 (P) MG - 8 x 11, 1-4, 4 AP Legs - 311 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lnc - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------O.C.U. 73rd Launcher in Enyo - Total 1 AP: 12 MV: 1 Lv: 1 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 256/320 (I) KN - 18 x 1, 1, 1 AP Arms - 159(L)177(R)/177 (I) KN - 18 x 1, 1, 1 AP Legs - 0/248 (F) MS(0) - 58 x 2, 6-8, 10 AP Evasion - 0% (F) MS(0) - 58 x 2, 6-8, 10 AP Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lnc - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Recommendation: None. Your equipment is more than enough to beat this one. Strategy: This mission is easy, even though there's only 2 of you and 4 of them. Save one Assault unit, all units are already damaged. Go after the Launcher with Walter's Shotgun and Damon's Missiles. The Assault units will soon head after you. Gang up on one at a time and then finish off the lone Assault. Remember to refill Damon's Missiles as it will run out of ammo. -----------------------------------------------------------------------------************ INTERMISSION ************

Watch some more cutscenes then prepare for yet another mission. -----------------------------------------------------------------------------Mission 02 - Freedom Invasion 2 -----------------------------------------------------------------------------Date: 11/June/2090 Location: Residential Area, Freedom City Difficulty: ** Briefing: Tango 1 to Tango 6. The enemy is trying to escape. Their machines are damaged. But, don't slack off. Their platoon is skilled in urban combat and they use teamwork. The possibility of breakdown increases with each attack. Tango 8 and 14 are currently heading your way as backup. Note their points of arrival. Subdue the enemy platoon. Exercise great caution. Briefing Notes: Identification of enemy units. Tango 8 and Tango 14 arrival points. Enemies: 3 Bosses: 1 Units: 2 Allies: 2 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: None. No Link Squads. Battle Reward --------------Pilot EXP - 200 CP - 720 Enemy Composition -----------------------------------------------------------------------------Boss - Glen Duval in Kyojun(Gunner) AP: 13 MV: 4 Lv: 3 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 345/432 (P) RF - 83 x 1, 1-7, 6 AP, 74-51% Arms - 216(L)168(R)/240 (I) KN - 18 x 1, 1, 1 AP, 94-94% Legs - 285/336 Evasion - 0% Armor - None Defense - 14/14/14 Pilot Type - Aggressive Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------O.C.U. 48th Assault A in Warlus - Total 1 AP: 12 MV: 6 Lv: 2 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 200/400 (P) MG - 8 x 11, 1-4, 4 AP

Arms - 111(L)133(R)/222 (P) MG - 8 x 11, 1-4, 4 AP Legs - 155/311 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------O.C.U. 48th Assault B in Warlus - Total 1 AP: 12 MV: 6 Lv: 2 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 280/400 (P) MG - 8 x 11, 1-4, 4 AP Arms - 177(L)155(R)/222 (P) MG - 8 x 11, 1-4, 4 AP Legs - 217/311 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------O.C.U. 48th Launcher in Enyo - Total 1 AP: 12 MV: 4 Lv: 2 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 256/320 (I) KN - 18 x 1, 1, 1 AP Arms - 123(L)141(R)/177 (I) KN - 18 x 1, 1, 1 AP Legs - 198/248 (F) MS(2) - 66 x 2, 6-8, 10 AP Evasion - 0% (F) MS(1) - 66 x 2, 6-8, 10 AP Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Reinforcements: (ally) -----------------------------------------------------------------------------Assault in Gust - Total 1 AP: 12 MV: 6 Lv: 2 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 380 (P) MG - 12 x 9, 1-4, 4 AP Arms - 211 (I) SG - 14 x 8, 1-3, 3 AP Legs - 295 Evasion - 12%

Armor - None Defense - 16/16/16 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Randy O'Neill in Eldos(Mechanic) AP: 12 MV: 5 Lv: 2 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 340 (P) MG - 12 x 9, 1-4, 4 AP Arms - 188 (I) SD - 12 x 1, 1, 1 AP Legs - 264 Evasion - 0% Armor - None Defense - 24/24/24 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Recommendation: None. Don't worry, reinforcements will help out. Strategy: Technically, Glen counts as a boss unit due to his immunity to EMP status but this really isn't much of a boss mission. Move Walter and Damon to the East away from the Launcher. Stay there until turn 2 is over, when Randy and the Assault join in on the fun. Use your Assault to soften up the enemies, while acting as a shield for the others. Take down the Launcher first to avoid heavy damage. Go after Glen last to prevent him from moving away to fire his rifle. Remember that Randy can heal with his Repair Backpack or you can use Damon or Walter's items. -----------------------------------------------------------------------------**************** FREEDOM GARRISON **************** Information Update: 1. New Tutorials - James at the Mess Hall. 2. 1 RP - Simon at the Mission Briefing Room. 3. Wanzer and Pilot Setup enabled. 4. Arena - Alex then Cindy, select first choice from option, at the Mess Hall. Access through Boris at the Simulator Room. 5. Simulator - Dennis at the Mission Briefing Room. Access through Monica at the Simulator Room. 6. Simulator 01 available. Tutorial Update:

Wanzer Setup Guide Pilot Setup 1 Parts Weapons Backpack 1 After the mission is done, you're finally at a base. Explore again and speak with Randy at the Mess Hall. Talk with Toby and choose all three options then speak to him and Dennis in the Mission Briefing Room. The POW Holding Area is where you need to go next. Watch the cutscene then head to the Hangar for tutorials on Wanzer and Pilot Setup. Talk to Frederick in the Mission Briefing Room next. Next, go to the Main Gate for yet another cutscene. When you're ready, speak with Dennis at the Briefing Room then Move Out for your next assignment. -----------------------------------------------------------------------------Mission 03 - Locusta Desert -----------------------------------------------------------------------------Date: 23/July/2091 Location: Locusta Desert, 14km SW from Freedom City Difficulty: ** Briefing: Tango 6 to all units. HQ wants us to destroy a recon unit. There are very few enemy units. But, enemy tanks are present. Unlike wanzers, tanks do not have any limbs. Do advance with caution. Eliminate all enemy units. Show some proud war cries for the long battle. Briefing Notes: A picture of the Enemy Armor is shown. Enemies: 5 Bosses: 0 Units: 3 Allies: 1 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: None. No Link Squads. Battle Reward --------------Pilot EXP - 400 CP - 840 Enemy Composition -----------------------------------------------------------------------------Recon Unit Gunner in K-78 Sonata(Tank) - Total 2 AP: 13 MV: 4 Lv: 3 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 832 (P) CN - 76 x 1, 1-8, 6 AP Evasion - 0% Armor - None Defense - 50 Job Levels: Skills: None. Stk - 1 Asl - 1

Gun - 2 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Recon Unit Launcher in Enyo - Total 1 AP: 13 MV: 4 Lv: 3 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 384 (I) KN - 18 x 1, 1, 1 AP Arms - 212 (I) KN - 18 x 1, 1, 1 AP Legs - 298 (F) MS(3) - 83 x 2, 6-8, 10 AP Evasion - 0% (F) MS(3) - 83 x 2, 6-8, 10 AP Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 2 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Recon Unit Striker in Scintilla - Total 2 AP: 13 MV: 6 Lv: 3 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 420 (I) KN - 46 x 1, 1, 1 AP Arms - 233 (I) KN - 46 x 1, 1, 1 AP Legs - 346 Evasion - 16% Armor - None Defense - 20/20/20 Job Levels: Skills: None. Stk - 2 Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Allies: Assault in Gust - Total 1 AP: 13 MV: 6 Lv: 3 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 456 (P) MG - 13 x 9, 1-4, 4 AP Arms - 253 (I) SG - 11 x 11, 1-3, 3 AP Legs - 354 Evasion - 12% Armor - None Defense - 16/16/16 Job Levels: Skills: None. Stk - 1 Asl - 2 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------

Recommendation: Rank 2 equipment. Strategy: First mission that tank units show up. These can take a while to beat but fortunately all they have are their bodies. Use Damon's missiles to soften a tank then let loose with your Assault and Walter. Randy should be healing the damage caused by the tank's cannon. Afterwards, deal with the Launcher and remaining Striker units. -----------------------------------------------------------------------------**************** FREEDOM GARRISON **************** Information Update: 1. 1 RP - Dean at the Mess Hall. 2. New equipment at the Hangar, maximum Rank raised to 4. Back at base, head to the Mission Briefing Room and speak with Randy. Talk with Dennis afterwards in the Mission Briefing Room. A new pilot, Jamie, will join the fun as a Gunner unit. Equip your wanzers and put some skills on. Anyways, Move Out when you are ready. -----------------------------------------------------------------------------Mission 04 - Freedom Defense -----------------------------------------------------------------------------Date: 01/August/2091 Location: Freedom City Difficulty: ** Briefing: Tango 6 to all units. We have new orders. The enemy is inside the city. Our task is to destroy them. Trucks rigged with C4 explosives are also in the city... These traps will explode if they are damaged. Take advantage of the explosions to damage enemy units. It can damage you though. Take care around them. Combat helis have been detected. Melee attacks are ineffective against aerial units. Weapon selection is vital. Secure the area and destroy the enemy units. Everyone, good luck. Briefing Notes: A picture of a Trap Truck is shown. C-4 Explosives data is shown. Gunship data is shown along with a picture. Enemies: 8 Bosses: 0 Units: 4 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: None. Link Squad A(no Link capability): Assault(Leader) Launcher

Striker Link Squad B(no Link capability): Gunner(Leader) Assault Launcher Battle Reward --------------Pilot EXP - 600 CP - 840 Enemy Composition -----------------------------------------------------------------------------Riot Police Assault in Warlus - Total 2 AP: 13 MV: 6 Lv: 4 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 480 (P) MG - 13 x 9, 1-4, 4 AP Arms - 266 (P) MG - 13 x 9, 1-4, 4 AP Legs - 373 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: None. Stk - 1 Asl - 2 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Gunner in Kyojun - Total 1 AP: 13 MV: 4 Lv: 4 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 432 (P) RF - 83 x 1, 1-6, 6 AP Arms - 240 (I) KN - 18 x 1, 1, 1 AP Legs - 336 Evasion - 0% Armor - None Defense - 14/14/14 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 2 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Heli Pilot in Linqid M3 - Total 2 AP: 13 MV: 5 Lv: 4 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 1164 (P) MG - 9 x 13, 1-4, 4 AP Evasion - 0% (F) MS(10) - 30 x 6, 6-8, 7 AP Armor - None Defense - 0 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1

Lcn - 2 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Launcher in Enyo - Total 2 AP: 13 MV: 4 Lv: 4 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 384 (I) KN - 18 x 1, 1, 1 AP Arms - 212 (I) KN - 18 x 1, 1, 1 AP Legs - 298 (F) MS(3) - 83 x 2, 6-8, 10 AP Evasion - 0% (F) MS(3) - 83 x 2, 6-8, 10 AP Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 2 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Striker in Scintilla - Total 2 AP: 13 MV: 6 Lv: 4 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 504 (I) KN - 50 x 1, 1, 1 AP Arms - 280 (I) KN - 50 x 1, 1, 1 AP Legs - 391 Evasion - 16% Armor - None Defense - 20/20/20 Job Levels: Skills: None. Stk - 2 Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Optional target: Truck(Trap Truck) - Total 4 Body - 5 -----------------------------------------------------------------------------Recommendation: Walter - Raptor MG + Press Needle PB. Skills - Terror Shot I Randy - Raptor MG + SN SD. Skills - Repair AP - 2 Damon - Donkey MS x 2. Skills - Focus Left Jamie - Winee RF. Skills - Heli Hunt Equipment - Rank 2. Strategy:

See those trap trucks in the briefing? They deal area damage to those in its affected range, which is 2 squares. Fortunately, the first batch of enemies tend to go near a bunch of these. Get Jamie to reach the trucks range and wait until the enemies come close enough to get affected by the explosion. Heli Pilots show up for the first time and can be a pain to deal with their high HP. Heli Hunt gets rid of this issue. Once the second squad of enemies start jetting to your direction, do the same and wait until they are close to a truck then fire. Damon should use Focus Left on the wanzers since most of their weapons happen to be on the Left Arm. Randy Repairs and Walter attacks. -----------------------------------------------------------------------------*************** PESETA GARRISON *************** Information Update: 1. 2. 3. 4. 5. 1 RP - Thomas at the Mess Hall, speak with Edward first. Simulator 03 available. Links enabled. New Tutorials - James at the Mess Hall. New equipment at the Hangar.

Tutorial Update: Links Pilot Setup 2 At the Peseta Garrison, check out the Mess Hall and talk with Randy and the guy next to him, Edward. Speaking with Edward, he gives 1 RP if you pick the first choice when he gives you a second option. Talk to Randy after Edward is done talking then go to the Mission Briefing Room. Talk with Dennis next. You'll get your Striker pilot Christine. A tutorial for Links are now available. When done, Move Out. -----------------------------------------------------------------------------Mission 05 - Peseta Defense -----------------------------------------------------------------------------Date: 04/August/2091 Location: Peseta City Difficulty: * Briefing: Tango 6 to all units. We'll be on the front lines. Our frontline has shifted from offense to defense. Clear the area of all enemy units. However, the battle may be prolonged. Do not forget to set up each unit with items. Good luck. Briefing Notes: Identification of Link leaders. Enemies: 6 + 4 reinforcements Bosses: 0 Units: 5 Allies: 0 Winning Condition: Destroy all enemies.

Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 15 turns or less without any lost pilots. Link Squad A(no Link capability): Assault(Leader) Gunner Striker Link Squad B(no Link capability): Gunner(Tank/Leader) Gunner(Tank) Striker (Reinforcement Link Squads) Link Squad C(no Link capability): Assault(Leader) Striker Link Squad D(no Link capability): Striker(Leader) Gunner Battle Reward --------------Pilot EXP - 780 CP - 960 Enemy Composition -----------------------------------------------------------------------------Riot Police Assault in Warlus - Total 1 AP: 14 MV: 6 Lv: 5 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 576 (I) SG - 11 x 11, 1-3, 3 AP Arms - 319 (I) SG - 11 x 11, 1-3, 3 AP Legs - 447 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: None. Stk - 1 Asl - 2 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Gunner in Kyojun - Total 1 AP: 14 MV: 4 Lv: 5 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 518 (P) RF - 83 x 1, 1-6, 6 AP Arms - 288 (I) SD - 13 x 1, 1, 1 AP Legs - 403 Evasion - 0% Armor - None

Defense - 14/14/14 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 2 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Gunner in K-78 Sonata(Tank) - Total 2 AP: 14 MV: 4 Lv: 5 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 999 (P) CN - 76 x 1, 1-8, 6 AP Evasion - 0% Armor - None Defense - 50 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 2 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Striker in Scintilla - Total 2 AP: 14 MV: 6 Lv: 5 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 605 (I) KN - 50 x 1, 1, 1 AP Arms - 336 (I) KN - 50 x 1, 1, 1 AP Legs - 469 Evasion - 16% Armor - None Defense - 20/20/20 Job Levels: Skills: None. Stk - 2 Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Reinforcements: (turn 7) -----------------------------------------------------------------------------Assault - Total 1 Skills - None -----------------------------------------------------------------------------Gunner - Total 1 Skills - None -----------------------------------------------------------------------------Striker - Total 1 Skills - None -----------------------------------------------------------------------------Striker with SD - 39 x 1, 1, AP - Total 1 Skills - None ------------------------------------------------------------------------------

Recommendation: Walter - Raptor MG + Press Needle PB. Skills - Terror Shot I Randy - Raptor MG + SN SD. Skills - Repair AP - 2 Damon - Donkey MS x 2. Skills - Focus Left Jamie - Winee RF. Skills - Heli Hunt Christine - Bone Buster KN + Press Needle PB. Skills - Melee Duel Equipment - Rank 2. Strategy: This stage is fairly easy and you can use Links now. Standard tactics will win this fight. 4 units show up as reinforcements on turn 7 but with Links, it is possible to finish the mission before that. Only go after reinforcements for more pilot and Job experience. -----------------------------------------------------------------------------*************** FORT MONUS BASE *************** Information Update: 1. 2. 3. 4. 5. 3 RP - Roland at the Mission Briefing Room, speak with Randy first. New Tutorials - James at the Mess Hall. Survival Simulator - Access through Monica at the Simulator. Remodeling enabled. New equipment at the Hangar, Remodeling maximum Rank raised to 3.

Tutorial Update: Jammer 1 - Sensors & Missiles Jammer 2 - EMP & Status Damage Backpack 2 Remodeling Back at base, talk to Randy, Roland, and Dennis in the Mission Briefing Room. Head to the Hangar for a Remodeling tutorial. I advise not to use Remodeling for now and save up RP. Back to the game, you will have your sixth pilot, Jim. His specialty Job is that of the Jammer unit. Level him up in the Simulators if you want. Move Out when you're ready. -----------------------------------------------------------------------------Mission 06 - Fort Monus 1 -----------------------------------------------------------------------------Date: 09/August/2091 Location: Fort Monus City Difficulty: ** Briefing: Tango 6 to all units. We must sweep Area 4-Point 7 of all enemy presence. The battle is just nearby. C4 traps are inside the city. Hits will trigger

explosions. Use the same tactics as before for these C4 traps. Monitor the enemy and traps. We cannot withdraw. Eliminate all enemy units. Don't let the Ossies inside. Go out and kick their ass. Briefing Notes: A picture of a Trap Truck is shown. C-4 Explosives data is shown, along with a picture. Enemies: 12 Bosses: 0 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 20 turns or less without any lost pilots. Link Squad A: Heli Pilot(Leader) Assault Gunner Link Squad B: Striker(Leader) Striker Link Squad C: Assault(Leader) Gunner Link Squad D: Assault(Leader) Assault Link Squad E: Launcher(Leader) Gunner Battle Reward --------------Pilot EXP - 900 CP - 880 Enemy Composition -----------------------------------------------------------------------------Mobile Corps Assault in Warlus - Total 4 AP: 15 MV: 6 Lv: 6 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 576 (P) MG - 13 x 10, 1-4, 4 AP Arms - 319 (P) MG - 13 x 10, 1-4, 4 AP Legs - 447 Evasion - 0% Armor - None Defense - 36/36/36

Job Levels: Skills: Stk - 1 Assault Link L(three) Asl - 3 Assault Link R(three) Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Gunner in Kyojun - Total 3 AP: 15 MV: 4 Lv: 6 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 512 (P) RF - 93 x 1, 1-6, 6 AP Arms - 288 (I) SD - 14 x 1, 1, 1 AP Legs - 403 Evasion - 0% Armor - None Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L(two) Asl - 1 Gun - 3 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Heli Pilot in Linqid M3 - Total 2 AP: 15 MV: 5 Lv: 6 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1164 (P) MG - 10 x 13, 1-4, 4 AP Evasion - 0% (F) MS(10) - 34 x 6, 6-8, 8 AP Armor - None Defense - 0 Job Levels: Skills: Stk - 1 Assault Link Asl - 2 Gun - 1 Lcn - 3 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Launcher in Enyo - Total 1 AP: 15 MV: 4 Lv: 6 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 461 (I) KN - 18 x 1, 1, 1 AP Arms - 254 (I) KN - 18 x 1, 1, 1 AP Legs - 358 (F) MS(4) - 94 x 2, 6-8, 11 AP Evasion - 0% (F) MS(4) - 94 x 2, 6-8, 11 AP Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 3 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Striker A in Scintilla - Total 1 AP: 15 MV: 6 Lv: 6 AP Charge: 13 Unit Loadout: Weapon Loadout:

Body - 605 (I) KN - 55 x 1, 1, 1 AP Arms - 336 (I) SD - 42 x 1, 1, 1 AP Legs - 469 Evasion - 16% Armor - None Defense - 20/20/20 Job Levels: Skills: Stk - 3 Striker Link L Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Striker B in Scintilla - Total 1 AP: 15 MV: 6 Lv: 6 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 605 (I) KN - 55 x 1, 1, 1 AP Arms - 336 (I) KN - 55 x 1, 1, 1 AP Legs - 469 Evasion - 16% Armor - None Defense - 20/20/20 Job Levels: Skills: Stk - 3 Striker Link L Asl - 1 Striker Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Optional target: Truck(Trap Truck) - Total 7 Body - 5 -----------------------------------------------------------------------------Recommendation: Walter - Raptor MG + Press Needle PB. Skills - Terror Shot I Randy - Raptor MG + SN SD. Skills - Repair AP - 2 Damon - Donkey MS x 2. Skills - Focus Left Jamie - Winee RF. Skills - Aim Christine - Bone Buster KN + Press Needle PB. Skills - Melee Duel Jim - Warmer FT. Skills - Terror Shot I Equipment - Rank 3. Strategy: This mission may be a little rough but you have 7 trap trucks to use and weaken foes. This is the first stage enemies can Link so try to go after the linked enemies first. Heli Pilots are here, but Jamie's Heli Hunt and

Jim's EMP can help keep their threats minimal. The last batch of enemies will move only when the initial set are destroyed. You can either wait for them to move near the trap trucks and weaken them. Or, you can go straight after them and Link them to death. -----------------------------------------------------------------------------************ INTERMISSION ************ Information Update: 1. Simulator 04 available. 2. New equipment at the Hangar, maximum Rank raised to 5 and Remodeling maximum Rank raised to 4. Simulator 04 is now available for use. I would suggest doing that and maybe upgrading your gears. You will be in yet another mission and it's not the same as the prior ones.. -----------------------------------------------------------------------------Mission 07 - Fort Monus 2 -----------------------------------------------------------------------------Date: 09/August/2091 Location: Fort Monus City Difficulty: *** Briefing: Tango 6 to all units. Let's put food concerns aside. We must fight a mobile weapon. The Growning Type B-2 is an urban combat unit. Its main armanent is a huge pile bunker... It's also agile for its size. Close combat is risky. Make use of ranged attacks. Take these warnings seriously. The chance of an enemy invasion into the city is very high. Do not move slowly. All units, be decisive. Briefing Notes: Data on the Growning Type B-2 is shown, with pictures and Main Armanent data. Enemies: 11 Bosses: 1 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 25 turns or less without any lost pilots. Link Squad A: Assault(Leader) Heli Pilot(Leader) Heli Pilot(Leader) Launcher Striker Link Squad B:

Grantes(Leader) Gunner(Tank) Heli Pilot Link Squad C: Gunner(Leader) Assault Battle Reward ---------------Pilot EXP - 1200 CP - 990 Enemy Composition -----------------------------------------------------------------------------Boss - B-2 Pilot in Grantes(Assault) AP: 16 MV: 6 Lv: 9 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1382 (P) PB - 141 x 1(2), 1, 1 AP, 20% Bonus, 92-92% Arms - 768 (P) RF - 233 x 1(1), 1-10, 6 AP, 90-51% Legs - 1061 (P) MG - 10 x 14(3), 1-5, 4 AP, 80-57% Evasion - 25% Armor - None Defense - 20/20/20 Pilot Type - Aggressive Job Levels: Skills: Stk - 2 Striker Link Asl - 3 Gunner Link Gun - 4 Assault Link Lcn - 1 Speed I Mec - 1 Minus Shot I Jam - 1 -----------------------------------------------------------------------------Mobile Corps Assault in Warlus - Total 2 AP: 15 MV: 6 Lv: 7 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 691 (P) MG - 13 x 10, 1-4, 4 AP Arms - 383 (P) MG - 13 x 10, 1-4, 4 AP Legs - 447 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 3 Assault Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Gunner in Kyojun - Total 1 AP: 15 MV: 4 Lv: 7 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 621 (P) RF - 93 x 1, 1-6, 6 AP Arms - 346 (I) SD - 14 x 1, 1, 1 AP Legs - 403 Evasion - 0% Armor - None Defense - 14/14/14

Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Gun - 3 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Gunner in K-78 Sonata(Tank) - Total 3 AP: 15 MV: 4 Lv: 7 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 999 (P) CN - 85 x 1, 1-8, 6 AP Evasion - 0% Armor - None Defense - 50 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Gun - 3 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Heli Pilot in Linqid M3 - Total 3 AP: 15 MV: 5 Lv: 7 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 970 (P) MG - 10 x 13, 1-4, 4 AP Evasion - 0% (F) MS(10) - 34 x 6, 6-8, 8 AP Armor - None Defense - 0 Job Levels: Skills: Stk - 1 Assault Link Asl - 2 Gun - 1 Lcn - 3 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Launcher in Enyo - Total 1 AP: 15 MV: 4 Lv: 7 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 553 (I) KN - 18 x 1, 1, 1 AP Arms - 304 (I) KN - 18 x 1, 1, 1 AP Legs - 358 (F) MS(4) - 94 x 2, 6-8, 11 AP Evasion - 0% (F) MS(4) - 94 x 2, 6-8, 11 AP Armor - None Defense - 12/12/12 Job Levels: Skills: None Stk - 1 Asl - 1 Gun - 1 Lcn - 3 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Striker in Scintilla - Total 1 AP: 15 MV: 6 Lv: 7 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 726 (I) KN - 55 x 1, 1, 1 AP Arms - 403 (I) KN - 55 x 1, 1, 1 Ap

Legs - 469 Evasion - 16% Armor - None Defense - 20/20/20 Job Levels: Skills: Stk - 3 Striker Link L Asl - 1 Striker Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Recommendation: Walter - Raptor MG + Press Needle PB. Skills - Barrage, Terror Shot I Randy - Raptor MG + SN SD. Skills - Defense I, Repair AP - 2 Damon - Donkey MS x 2. Skills - Focus Left Jamie - Winee RF. Skills - Panic Shot I, Aim, Heli Hunt. Christine - Bone Buster KN + Press Needle PB. Skills - Melee Duel Jim - Warmer FT. Skills - Terror Shot I, Tank Hunt, Feint I Equipment - Rank 4. Repair items are recommended. Strategy: This is