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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(rpger77@yahoo.ca) 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 your first true boss mission in the game. The Grantes is Linked to two Gunner tanks and a Heli Pilot so save them for last. Go after the enemy units closer and be sure to take down the two Heli Pilots to the East. After they are done, bait one of the tanks and destroy it. If you can bait the other tank, that would be good. Then, go after the Grantes. It has the most overall HP of any enemy yet so it will take time to defeat. Link attacks are the way to go here. Grantes has a strong PB so try to avoid melee combat unless it is close to death. Repair when needed and bring the huge wanzer down. Finish off any remaining units. -----------------------------------------------------------------------------And this chapter comes to a close with a barrage of cutscenes. -----------------------------------------------------------------------------STRIKE WYVERNS [STRI] -----------------------------------------------------------------------------The cutscene barrage continues for a bit before you regain control. -----------------------------------------------------------------------------REPUBLIC OF KIRIBATI [KIRI] -----------------------------------------------------------------------------**************** CVN-112: ECLIPSE ****************

Scouting List: Simulator - None Gym - Jeremy(Mec), Robert(Lcn) Mess Room - Phyllis(Asl), Gordon(Gun) Briefing Room - Brian(Stk), Tony(Jam) Information Update: 1. 2. 3. 4. 5. 6. Scouting enabled, max pilot count of 10. Camouflage #20 added. 3 RP - Edward at the Mission Briefing Room, after talking with Lynn. 3 RP - Julius at the Mission Briefing Room, after step 3. New Tutorials - Gary at the Junior Officer's Quarters, lowest level. New equipment at the Hangar.

Tutorial Update: Grenades & Rockets When you gain control, visit your new home for the time being. To progress, talk to Edward in both the Pilot's Ready Room and Mission Briefing Room. Next go to the Senior Officer's Quarters below the Captain's Quarters. Speak with Lynn there and then head back to the Briefing Room. Do the usual things that need to be done: upgrade, Simulators, Arena, etc. When done, Move Out and you get the choice of 2 options for the next mission. -----------------------------------------------------------------------------Mission 08A - Phoenix Islands A(Airborne Raid) -----------------------------------------------------------------------------Date: 28/October/2094 Location: Reef TD-103, Phoenix Islands, Kiribati Difficulty: *** Briefing: Black Daughter to Red Leader. We're going in from above. Our main target is nearby. Units will drop on the LZ point. Red team drop points are here. Each group of units must be ready for enemy artillery. Begin the mission upon arrival. Everything nearby is a target. Watch out for the turrets. Be wary of their attack range... Clear the beach for our forces trailing behind us. Stay away from the turrets. Remove any enemy wanzers around the perimeter. Let's get to work. Briefing Notes: Team drop placement data is shown. A picture of a Defense Turret is shown. Enemies: 11 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: Gunner(Turret/Leader)

Assault Striker Link Squad B: Launcher(Turrer/Leader) Assault(Leader) Gunner Link Squad C: Launcher(Turret/Leader) Gunner Battle Reward ---------------Pilot EXP - 1500 CP - 1100 Enemy Composition -----------------------------------------------------------------------------Mobile Corps Assault in Warlus - Total 2 AP: 15 MV: 6 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 576 (I) SG - 19 x 7, 1-3, 3 AP Arms - 319 (I) SD - 42 x 1, 1, 1 AP Legs - 447 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 3 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Gunner in Kyojun - Total 2 AP: 15 MV: 4 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 518 (P) RF - 93 x 1, 1-6, 6 AP Arms - 288 (I) SG - 19 x 7, 1-3, 3 AP Legs - 403 Evasion - 0% Armor - None Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 3 Assault Link R Gun - 3 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Gunner in 150mm CN Gun(Turret) - Total 3 AP: 15 MV: 0 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1164 (P) CN - 113 x 1, 1-8, 6 AP, 80-65% Evasion - 0%

Armor - None Defense - 20 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Gun - 3 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Launcher in FH-30 GR Gun(Turret) - Total 3 AP: 15 MV: 0 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1331 (F) GR - 373 x 1, 4-6, 11 AP, 100%, 5 spaces Evasion - 0% Armor - None Defense - 20 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: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 605 (P) PB - 64 x 1, 1, 1 AP Arms - 336 (P) PB - 64 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 Edward - Raptor MG + SN SD. Skills - Defense I, Repair AP - 2 Damon - Donkey MS x 2. Skills - MS Burst, AP Cost 0, Focus Left Jamie - Winee RF. Skills - Panic Shot I, Aim Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Melee Duel Jim - Warmer FT. Skills - Terror Shot I, Feint I Equipment - Rank 4. Repair items are recommended.

Strategy: Place Damon with the farthest group away from the majority of the wanzers and defense turrets. Jamie should accompany Damon since he can snipe the turrets for attack. The middle team should be Walter and Jim since they face wanzers and the nearby Launcher turret. That leaves Christine and Edward to deal with the 2 farthest turrets and the Gunner looming by. Jim should disable the wanzers so Damon can fire Missiles at them while Walter can go melee on them until they die. Jamie should snipe as said earlier at the lone wanzer nearby until it comes to range. As for Edward and Christine, Edward should be healing Christine while she kills the wanzers nearby. Be sure to move EVERYONE 1 space away from the GR-firing Launcher turrets. This prevents your groups from taking too much damage and actually damages the Launcher turrets. Finish off the wanzers and the Launcher turrets and the rest is easy. Always be on Repair duty with Repair items and Edward's Repair Backpack. If the GR turrets bother you, you can EMP them with Attack Systems Down from Jim's EMP. That or you can stay at 1 space and let their own weapons kill them. -----------------------------------------------------------------------------Mission 08B - Phoenix Islands B(Assault Landing) -----------------------------------------------------------------------------Date: 28/October/2094 Location: Reef TD-103, Phoenix Islands, Kiribati Difficulty: ** Briefing: Black Daughter to Red Leader. All units have been deployed. From the beach, proceed with the destruction of all targets. Most of the enemy artillery have been cleared away... However, some strays remain. Enemy wanzers joined the fray since our last operation. The enemy units are dispersed. Proceed in a tight formation. This formation gives us better offense and defense... But, all units may be damaged by large area attacks. Pay attention to enemy armanents. Address these threats or the group could be destroyed. Take proper precautions. Briefing Notes: Team drop placement data is shown. A picture of a Defense Turret is shown. Enemies: 11 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: Striker(Leader) Assault B Gunner(Turret) Link Squad B: Assault A(Leader)

Striker Link Squad C: Gunner(Leader) Assault A Link Squad D: Gunner(Tank/Leader) Gunner(Tank) Battle Reward ---------------Pilot EXP - 1500 CP - 1100 Enemy Composition -----------------------------------------------------------------------------Mobile Corps Assault A in Warlus - Total 2 AP: 15 MV: 6 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 576 (I) SG - 19 x 7, 1-3, 3 AP Arms - 319 (I) SD - 42 x 1, 1, 1 AP Legs - 447 Evasion - 0% Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 3 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Assault B in Warlus - Total 1 AP: 15 MV: 6 Lv: 8 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 - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 1 Assault Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Gunner in Kyojun - Total 1 AP: 15 MV: 4 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 518 (P) RF - 93 x 1, 1-6, 6 AP Arms - 288 (I) SG - 19 x 7, 1-3, 3 AP Legs - 403 Evasion - 0%

Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 3 Assault Link R Gun - 3 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Gunner in K-78 Sonata(Tank) - Total 2 AP: 15 MV: 4 Lv: 8 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 -----------------------------------------------------------------------------Mobile Corps Gunner in 150mm CN Gun(Turret) - Total 1 AP: 15 MV: 0 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1164 (P) CN - 113 x 1, 1-8, 6 AP, 80-65% Evasion - 0% Armor - None Defense - 20 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Gun - 3 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Launcher in FH-30 GR Gun(Turret) - Total 2 AP: 15 MV: 0 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1331 (F) GR - 373 x 1, 4-6, 11 AP, 100%, 5 spaces Evasion - 0% Armor - None Defense - 20 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 3 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Striker in Scintilla - Total 2 AP: 15 MV: 6 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 605 (P) PB - 64 x 1, 1, 1 AP Arms - 336 (P) PB - 64 x 1, 1, 1 AP

Legs - 469 Evasion - 16% Armor - Impact 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 -----------------------------------------------------------------------------Defense target: Landing Craft T1(Landing Craft) - Total 3 Body - 1300 -----------------------------------------------------------------------------Recommendation: Walter - Raptor MG + Press Needle PB. Skills - Barrage, Terror Shot I Edward - Raptor MG + SN SD. Skills - Defense I, Repair AP - 2 Damon - Donkey MS x 2. Skills - MS Burst, AP Cost 0, Focus Left Jamie - Winee RF. Skills - Panic Shot I, Aim Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Melee Duel Jim - Warmer FT. Skills - Terror Shot I, Feint I Equipment - Rank 4. Strategy: Easier than the other option, everyone starts out together. Blow up the nearby Launcher and Gunner turrets then use the old bait-and-kill tactic for the remaining enemies. As for the enemies far away, let them move before getting to attack range. -----------------------------------------------------------------------------************ INTERMISSION ************ Information Update: 1. Simulator 06 available. 2. New equipment at the Hangar. Another mission awaits, but Simulator 06 is now open to take. Change your equipment if need be then proceed to the next mission. -----------------------------------------------------------------------------Mission 09 - Missile Facility ------------------------------------------------------------------------------

Date: 29/October/2094 Location: Reef TD-103, Phoenix Islands, Kiribati Difficulty: * Briefing: Black Daughter to Red Leader. Things are looking good. We have new mission orders. The goal is to eliminate all enemy missile silos. A rampart surrounds the area. The missiles are mostly here. Breach this and crush the enemy. Also, forces inside the base may join the fray. The missile launch sequence will begin soon. You have little time to act once the sequence begins. Destroy the targets quickly... Remove the main hatch to reduce enemy backup. Okay, let's do this. Briefing Notes: A picture of a Missile Silo is shown. Data on the Rampart is shown, along with a picture. Data on the Main Entrance is shown, along with a picture. Enemies: 8 + 5 reinforcements Bosses: 0 Units: 6 Allies: 0 Winning Condition: Destroy all missile silos or destroy all enemies. Losing Condition: Turn limit exceeded(27) or all ally units are destroyed. Excellent Performance: 4 RP. There are two ways to attaining this: 1. Beat the mission within 20 turns or less with the Main Entrance destroyed all pilots alive. 2. Beat the mission within 15 turns or less without the Main Entrance destroyed and all pilots alive. Link Squad A: Striker(Leader) Launcher A Launcher B Link Squad B: Gunner A(Leader) Gunner C (Reinforcement Link Squads) Link Squad C: Gunner C(Leader) Launcher A Link Squad D: Gunner D(Leader) Assault A Striker Battle Reward ---------------Pilot EXP - 1800 CP - 1210

Enemy Composition -----------------------------------------------------------------------------Mobile Corps Assault A in Warlus - Total 1 AP: 16 MV: 7 Lv: 9 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 691 (P) MG - 14 x 10, 1-4, 4 AP Arms - 383 (P) MG - 14 x 10, 1-4, 4 AP Legs - 536 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 4 Assault Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Assault B in Warlus - Total 1 AP: 16 MV: 7 Lv: 9 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 691 (I) SG - 16 x 9, 1-3, 3 AP Arms - 383 (I) SG - 16 x 9, 1-3, 3 AP Legs - 536 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 4 Assault Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Gunner A in Kyojun - Total 1 AP: 16 MV: 4 Lv: 9 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 621 (P) RF - 104 x 1, 1-7, 6 AP Arms - 346 (I) SG - 16 x 9, 1-3, 3 AP Legs - 483 Evasion - 0% Armor - None Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 3 Assault Link R Gun - 4 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Gunner B in Kyojun - Total 1 AP: 16 MV: 4 Lv: 9 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 621 (P) RF - 104 x 1, 1-7, 6 AP Arms - 346 (I) SD - 15 x 1, 1, 1 AP Legs - 483

Evasion - 0% Armor - None Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Gun - 4 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Gunner C in Kyojun - Total 1 AP: 16 MV: 4 Lv: 9 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 621 (F + I) BZ - 98 x 1 + 70, 3-6, 6 AP Arms - 346 (I) SD - 15 x 1, 1, 1 AP Legs - 483 Evasion - 0% Armor - None Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Gun - 4 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Launcher A in Enyo - Total 1 AP: 16 MV: 4 Lv: 9 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 - 420 (F) MS(4) - 107 x 2, 6-8, 12 AP Evasion - 0% (F) MS(4) - 107 x 2, 6-8, 12 AP Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 4 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Launcher B in Enyo - Total 1 AP: 16 MV: 4 Lv: 9 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 - 420 (F) GR(3) - 339 x 1, 4-6, 13 AP Evasion - 0% (F) GR(3) - 339 x 1, 4-6, 13 AP Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 4 Mec - 1

Jam - 1 -----------------------------------------------------------------------------Mobile Corps Striker in Scintilla - Total 1 AP: 16 MV: 7 Lv: 9 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 726 (I) RD - 85 x 1, 1, 1 AP Arms - 403 (I) RD - 85 x 1, 1, 1 AP Legs - 563 Evasion - 16% Armor - None Defense - 20/20/20 Job Levels: Skills: Stk - 4 Striker Link L Asl - 1 Striker Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Reinforcements: (turn 2) -----------------------------------------------------------------------------Gunner C with KN - Total 1 Skills - Gunner Link L -----------------------------------------------------------------------------Launcher A - Total 1 Skills - None -----------------------------------------------------------------------------(turn 9) -----------------------------------------------------------------------------Assault A with SD - 46 x 1, 1, 1 AP - Total 1 Skills - Assault Link L -----------------------------------------------------------------------------Mobile Corps Gunner D in Kyojun - Total 1 AP: 16 MV: 4 Lv: 9 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 621 (P) GG - 9 x 21, 1-6, 6 AP Arms - 346 (I) KN - 18 x 1, 1, 1 AP Legs - 483 Evasion - 0% Armor - None Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Gun - 4 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Striker, PB - 70 x 1, 1, 1 AP + SD - 46 x 1, 1, 1 AP - Total 1 Skills - Striker Link L -----------------------------------------------------------------------------Primary target:

MS Silo(Missile Silo) - Total 7 Body - 500 -----------------------------------------------------------------------------Optional target: Main Hatch(Main Entrance) - Total 1 Body - 1000 -----------------------------------------------------------------------------Recommendation: Walter - Raptor MG + Press Needle PB. Skills - Barrage, Terror Shot I Edward - Raptor MG + SN SD. Skills - Defense I, Repair AP - 2 Damon - Donkey MS x 2. Skills - MS Burst, AP Cost 0, Focus Left Jamie - Winee RF. Skills - Panic Shot I, Aim Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Melee Duel Jim - Warmer FT. Skills - Terror Shot I, Feint I Equipment - Rank 5. Gust Legs on all except Walter and Christine. Strategy: This mission can be done easily by simply destroying all Missile Silos and avoiding the wanzers. On the flipside, you could can kill all of the enemy wanzers for more pilot and Job experience. You have a lot of time to kill so do whatever you need to. The Main Entrance sends out reinforcements so you may want that destroyed. It is a factor for the next mission if you do not know... -----------------------------------------------------------------------------************ INTERMISSION ************ Information Update: 1. New equipment at the Hangar, maximum Rank raised to 6 and Remodeling maximum Rank raised to 5. Cutscene time and yet another mission awaits. You will definitely want to prepare with the latest equipment and skills for the next mission. -----------------------------------------------------------------------------Mission 10 - Facility Escape -----------------------------------------------------------------------------Date: 29/October/2094 Location: Reef TD-103, Phoenix Islands, Kiribati Difficulty: *** Briefing:

Black Daughter to Red Leader. We've analyzed the situation. We must act while the enemy forces are weakened. The enemy likely wants to delay our retreat efforts. Withdrawal will be hard with reinforcements. We need to pull out now. Our targets are these 2 mobile weapons called Garsades. Its main armanents are cannons on each arm... These cannons are powerful. Destroy these targets, but watch out for other enemies. Things will get ugly if one landing craft is destroyed. Work quickly and calmly. Briefing Notes: Data on the Landing Craft are shown, including a picture. Data on the "Garsade" is shown, along with a picture and Main Armanent data. Enemies: 8(Main Entrance Destroyed), 3 + 5 reinforcements(Main Entrance) Bosses: 2 Units: 6 Allies: 0 Winning Condition: Destroy 2 Garsade mobile weapons or destroy all enemies. Losing Condition: All landing crafts destroyed or all ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 20 turns or less without any lost pilots. One of the Landing Crafts must remain alive. The following items are rewarded for greater mission performance: Rank 4 FT(Fire Ant) - Destroy 4 wanzers. Rank 5 Legs(Kyojun A) - Destroy 5 wanzers. Item(Repair MAX) - Destroy all 8 wanzers. In addition, all Landing Crafts must not be destroyed. Link Squad A: Garsade(Leader) Assault A Assault B Gunner Link Squad B(Main Entrance destroyed): Launcher(Leader) Gunner Gunner Link Squad C(Main Entrance destroyed): Assault C(Leader) Striker (Reinforcement Link Squads) Link Squad D(Main Entrance alive): Gunner(Leader) Assault C Gunner Launcher Battle Reward ---------------Pilot EXP - 2100

CP - 1320 Enemy Composition -----------------------------------------------------------------------------Boss - Garsade Pilot in Garsade(Launcher) - Total 2 AP: 17 MV: 7 Lv: 12 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 5028 (F) GR - 348 x 1(1), 4-12, 8 AP, 100%, 5 spaces Evasion - 0% (P) CN - 190 x 1(2), 4-6, 4 AP, 59-52% Armor - None (I) SG - 17 x 15(2), 1-3, 2 AP, 80-68% Defense - 20 Pilot Type - Aggressive Job Levels: Skills: Stk - 1 Gunner Link Asl - 2 Assault Link Gun - 4 Block DMG 30 Lcn - 4 AP Charge + 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Assault A in Warlus - Total 1 AP: 16 MV: 7 Lv: 10 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 691 (P) MG - 14 x 10, 1-4, 4 AP Arms - 383 (P) MG - 14 x 10, 1-4, 4 AP Legs - 536 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 4 Assault Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Assault B in Warlus - Total 1 AP: 16 MV: 7 Lv: 10 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 691 (I) SG - 16 x 9, 1-3, 3 AP Arms - 383 (I) SG - 16 x 9, 1-3, 3 AP Legs - 536 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 4 Assault Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Assault C in Warlus - Total 1(Main Entrance destroyed) AP: 16 MV: 7 Lv: 10 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 691 (I) MG - 14 x 10, 1-4, 4 AP Arms - 383 (I) SD - 46 x 1, 1, 1 AP Legs - 536

Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 4 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Gunner in Kyojun - Total 3(one: Main Entrance alive) AP: 16 MV: 4 Lv: 10 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 621 (P) GG - 9 x 21, 1-6, 6 AP Arms - 346 (I) KN - 18 x 1, 1, 1 AP Legs - 483 Evasion - 0% Armor - None Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Gun - 4 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Launcher in Enyo - Total 1(Main Entrance destroyed) AP: 16 MV: 4 Lv: 10 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 - 430 (F) MS(4) - 107 x 2, 6-8, 12 AP Evasion - 0% (F) MS(4) - 107 x 2, 6-8, 12 AP Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 4 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Mobile Corps Striker in Scintilla - Total 1(Main Entrance destroyed) AP: 16 MV: 7 Lv: 10 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 726 (I) KN - 60 x 1, 1, 1 AP Arms - 403 (I) SD - 46 x 1, 1, 1 AP Legs - 563 Evasion - 16% Armor - None Defense - 20/20/20 Job Levels: Skills: Stk - 4 Striker Link L Asl - 1 Gun - 1 Lcn - 1 Mec - 1

Jam - 1 -----------------------------------------------------------------------------Reinforcements: (ONLY IF THE MAIN ENTRANCE WAS NOT DESTROYED) (turn 2) -----------------------------------------------------------------------------Striker with RD - 85 x 1, 1, 1 AP - Total 1 Skills - Striker Link L, Striker Link R -----------------------------------------------------------------------------(turn 4) -----------------------------------------------------------------------------Assault C - Total 1 Skills - Assault Link L, Assault Link R -----------------------------------------------------------------------------Gunner - Total 2 Skills - Gunner Link L -----------------------------------------------------------------------------Launcher - Total 1 Skills - None -----------------------------------------------------------------------------Optional target(ONLY IF MAIN ENTRANCE WAS NOT DESTROYED): Main Hatch(Main Entrance) - Total 1 Body - 1000 -----------------------------------------------------------------------------Defense target: Landing Craft T1(Landing Craft) - Total 6 Body - 1300 -----------------------------------------------------------------------------Recommendation: Walter - Raptor MG + Raptor MG. Skills - Switch I, Terror Shot I, Pincers Edward - Raptor MG + SN SD. Skills - Defense I, Block DMG 15, Repair AP - 2 Damon - Donkey MS x 2. Skills - MS Burst, AP Cost 0, Focus Left, Max AP + 2 Jamie - Winee RF. Skills - Blast Shot, Panic Shot I, Aim Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Melee Duel Jim - Warmer FT. Skills - Terror Shot I, Feint I, Fix DMG I Equipment - Rank 5. Gust Legs on all except Walter and Christine. Strategy: See those huge 4-legged wanzers? They're called Garsades. That's the primary mission target. Their HP is the highest you'll encounter for now at over

5000 and there are 2 of them to destroy. Their main weapons include a GR, SG, and CN. You do not want it to fire its GR so surround the one nearby ASAP. Links will bring this beast down in a few turns. Next up is the other Garsade, but you have to deal with the three wanzers closest to the Landing Craft. Once they are gone, the Garsade will be coming at you. You can surround and Link it to death and finish the mission. If you are gunning for the part rewards at the end of this mission, it will be the hard part. ALL Landing Craft must be protected while the wanzer units must be destroyed prior to finishing off the final Garsade. To do this, weaken the Garsade until its HP dips below 500. The other wanzers usually will only move 1 or 2 turns after the other Garsade moves. Use Jim and his Sensor to get a few units blasted with Damon's MS rounds. Keep Christine 1 space away from each wanzer if they are grouped together. This way you can attack different targets and Christine's Double Punch I can be used effectively. One more note is that the mission changes if the Main Entrance was not destroyed. Less wanzers appear with the Garsades, but reinforcements will arrive from the Main Entrance. That and you will not obtain the special rewards the mission offers. -----------------------------------------------------------------------------A cutscene will play out once you've completed the mission. -----------------------------------------------------------------------------CASPIAN SEA [CASP] -----------------------------------------------------------------------------**************** CVN-112: ECLIPSE **************** Scouting List: Simulator - Brian(Stk) Gym - Mark(Gun), Watt(Jam) Mess Room - Ralph(Stk), Tony(Jam) Briefing Room - Phyllis(Asl), Robin(Mec), Jeff(Lcn), Raymond(Asl) Information Update: 1. New Tutorials - Gary at the Junior Officer's Quarters, lowest level. 2. Simulator 07 available. 3. 2 RP - Julius at the Mess Room, before heading to the Mission Briefing Room or speaking with Laura three times. 4. New equipment at the Hangar. Tutorial Update: Attack Elements Backpack 3 Finally back on the Eclipse after those missions. To advance the plot, go to the Mission Briefing Room. Do the usual then Move Out for the next mission. -----------------------------------------------------------------------------Mission 11 - Oil Rigs ------------------------------------------------------------------------------

Date: 14/October/2095 Location: Gultimore Rig, Caspian Sea Difficulty: **** Briefing: Black Daughter to Red Leader. Someone wants a word with you after the operation ends. Your actions will be reviewed. Red team drop points are here. Use tactics designed to disrupt enemies throughout the field. By striking the perimeter, we can cut off enemy support. These tactics are good for quick assaults... But, our weaknesses will be exposed if we make errors. Take care in analyzing the groups of enemy units. Also, combat helis are part of the enemy forces. Avoid weapons that can't hit aerial units... Create your setups wisely. Barghest will help us, but we'll call the shots. Use these government dogs well. Eradicate all enemy units. Briefing Notes: Team drop point data is shown. A picture of a Gunship is shown. Barghest drop point data is shown. Enemies: 22 Bosses: 0 Units: 6 Allies: 6 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, Barghest pilots included. Link Squad A: Assault A(Leader) Gunner A Launcher A Link Squad B: Assault A(Leader) Launcher A Striker A Link Squad C: Launcher C(Leader) Assault C Assault C Link Squad D: Striker C(Leader) Gunner C Launcher B Link Squad E: Gunner B(Leader) Assault B Link Squad F:

Striker B(Leader) Assault B Battle Reward ---------------Pilot EXP - 2400 CP - 1400 Enemy Composition -----------------------------------------------------------------------------Hawkes Assault A in Warlus - Total 2 AP: 17 MV: 6 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 576 (P) MG - 14 x 10, 1-4, 4 AP(one) Arms - 319 (P) MG - 14 x 10, 1-4, 4 AP(see MG) Legs - 447 (I) SG - 16 x 9, 1-3, 3 AP(one) Evasion - 0% (I) SG - 16 x 9, 1-3, 3 AP(see SG) Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 4 Assault Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Hawkes Assault B in Warlus - Total 2 AP: 17 MV: 6 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 691 (P) MG - 14 x 10, 1-4, 4 AP(one) Arms - 383 (I) SG - 16 x 9, 1-4, 3 AP(one) Legs - 536 (I) SD - 46 x 1, 1, 1 AP(both) Evasion - 0% Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 4 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Hawkes Assault C in Warlus - Total 2 AP: 21 MV: 7 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 995 (P) MG - 23 x 8, 1-4, 4 AP(one) Arms - 552 (P) MG - 23 x 8, 1-4, 4 AP(see MG) Legs - 771 (I) SG - 21 x 9, 1-3, 3 AP(one) Evasion - 0% (I) SG - 21 x 9, 1-3, 3 AP(see SG) Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 4 Assault Link R Gun - 1 Speed I Lcn - 1 Boost I

Mec - 1 Jam - 1 -----------------------------------------------------------------------------Hawkes Gunner A in Kyojun - Total 1 AP: 17 MV: 4 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 518 (F + I) BZ - 98 x 1 + 70, 3-6, 6 AP Arms - 288 (I) SD - 15 x 1, 1, 1 AP Legs - 403 Evasion - 0% Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Gun - 4 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Hawkes Gunner B in Kyojun - Total 1 AP: 17 MV: 4 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 621 (F + I) BZ - 98 x 1 + 70, 3-6, 6 AP Arms - 346 (I) SD - 15 x 1, 1, 1 AP Legs - 483 Evasion - 0% Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Gun - 4 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Hawkes Gunner C in Kyojun - Total 1 AP: 21 MV: 4 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 894 (P) RF - 130 x 1, 1-7, 6 AP Arms - 500 (I) SD - 17 x 1, 1, 1 AP Legs - 694 Evasion - 0% Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot I Gun - 4 Zoom Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Heli Pilot A in Linqid M3 - Total 2 AP: 17 MV: 6 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1164 (P) MG - 14 x 12, 1-5, 4 AP Evasion - 0% (F) MS(10) - 39 x 6, 6-8, 9 AP Armor - None

Defense - 0 Job Levels: Skills: Stk - 1 Assault Link Asl - 2 Gun - 1 Lcn - 4 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Heli Pilot B in Linqid M3 - Total 4 AP: 21 MV: 6 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 2013 (P) MG - 22 x 10, 1-5, 4 AP Evasion - 0% (F) MS(10) - 57 x 6, 6-8, 12 AP Armor - None Defense - 0 Job Levels: Skills: Stk - 1 Assault Link Asl - 2 Gun - 1 Lcn - 4 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Hawkes Launcher A in Enyo - Total 2 AP: 17 MV: 4 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 461 (I) KN - 18 x 1, 1, 1 AP(both) Arms - 254 (I) KN - 18 x 1, 1, 1 AP(both) Legs - 358 (F) MS(4) - 94 x 2, 6-8, 11 AP(one) Evasion - 0% (F) MS(4) - 94 x 2, 6-8, 11 AP(see MS) Armor - Fire (F) GR(3) - 339 x 1, 4-6, 13 AP(one) Defense - 12/12/12 (F) GR(3) - 339 x 1, 4-6, 13 AP(see MS) Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 4 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Hawkes Launcher B in Enyo - Total 1 AP: 21 MV: 4 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 795 (I) KN - 18 x 1, 1, 1 AP Arms - 436 (I) KN - 18 x 1, 1, 1 AP Legs - 619 (F) GR(3) - 400 x 1, 4-6, 15 AP Evasion - 0% (F) GR(3) - 400 x 1, 4-6, 15 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 4 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Hawkes Launcher C in Enyo - Total 1 AP: 21 MV: 4 Lv: 21 AP Charge: 15

Unit Loadout: Weapon Loadout: Body - 795 (I) KN - 18 x 1, 1, 1 AP Arms - 436 (I) KN - 18 x 1, 1, 1 AP Legs - 619 (F) MS(4) - 139 x 2, 6-8, 14 AP Evasion - 0% (F) MS(4) - 139 x 2, 6-8, 14 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 4 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Hawkes Striker A in Scintilla - Total 1 AP: 17 MV: 6 Lv: 11 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 - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 4 Striker Link L Asl - 1 Striker Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Hawkes Striker B in Scintilla - Total 1 AP: 17 MV: 6 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 726 (I) KN - 60 x 1, 1, 1 AP Arms - 403 (I) KN - 60 x 1, 1, 1 AP Legs - 563 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 4 Striker Link L Asl - 1 Striker Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Hawkes Striker C in Scintilla - Total 1 AP: 21 MV: 7 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1045 (I) RD - 112 x 1, 1, 1 AP Arms - 579 (I) SD - 60 x 1, 1, 1 AP Legs - 812 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 4 Striker Link L

Asl - 1 Charge I Gun - 1 Defend Body Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Allies: Hector Reynolds in Recson(Mechanic) AP: 21 MV: 4 Lv: 21 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1073 (P) RF - 158 x 1, 1-7, 6 AP Arms - 601 (I) KN - 18 x 1, 1, 1 AP Legs - 832 Evasion - 0% Armor - Piercing Defense - 4/4/4 Job Levels: Skills: Stk - 1 EMP Recovery Penetration - 1 target(RF) Asl - 1 Gunner Link L Gun - 3 Hammer Down Lcn - 1 Heli Hunt Mec - 4 Slice Shot II Jam - 1 Chain Down - 2% -----------------------------------------------------------------------------Barghest Gunner in Recson - Total 1 AP: 21 MV: 4 Lv: 21 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1073 (F + I) BZ - 120 x 1 + 92, 3-6, 6 AP Arms - 601 (I) KN - 18 x 1, 1, 1 AP Legs - 832 Evasion - 0% Armor - None Defense - 4/4/4 Job Levels: Skills: Stk - 1 EMP Recovery All Repair 200(BP, 4) Asl - 1 Gunner Link L Gun - 4 Hammer Down Lcn - 1 Quick Draw Mec - 1 Heli Hunt Jam - 1 Snipe -----------------------------------------------------------------------------Barghest Jammer in Uisk - Total 1 AP: 21 MV: 6 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1073 (F) FT - 51 x 3, 1-2, 3 AP Arms - 601 (I) SG - 21 x 9, 1-3, 3 AP Legs - 832 Evasion - 20% Armor - None Defense - 8/8/8 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 3 Assault Link L Gun - 1 Assault Link R Lcn - 1 Hellfire Mec - 1 Speed I Jam - 4 Panic Shot II ------------------------------------------------------------------------------

Barghest Launcher in Luftrauber - Total 1 AP: 21 MV: 7 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1194 (I) KN - 79 x 1, 1, 1 AP Arms - 662 (I) KN - 79 x 1, 1, 1 AP Legs - 925 (F) MS(6) - 55 x 4, 6-8, 16 AP Evasion - 18% (F) GR(4) - 435 x 1, 4-6, 17 AP Armor - None Defense - 44/40/40 Job Levels: Skills: Stk - 3 EMP Recovery Inferno Asl - 1 Striker Link L All Repair 200(BP, 6) Gun - 1 Striker Link R MS Reload MAX(BP, 1) Lcn - 4 MS Burst GR Reload MAX(BP, 1) Mec - 1 GR Burst Jam - 1 AP Cost 0 -----------------------------------------------------------------------------Barghest Mechanic in Eldos - Total 1 AP: 21 MV: 6 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1018 (P) MG - 23 x 8, 1-4, 4 AP Arms - 567 (I) SD - 18 x 1, 1, 1 AP Legs - 792 Evasion - 0% Armor - None Defense - 24/24/24 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 2 Assault Link L Gun - 1 Weakpoint Lcn - 1 Defend Body Mec - 4 Jam - 1 -----------------------------------------------------------------------------Barghest Striker in Grapple X - Total 1 AP: 21 MV: 7 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1431 (P) MG - 23 x 8, 1-4, 4 AP Arms - 792 (I) RD - 112 x 1, 1, 1 AP Legs - 1112 Evasion - 4% Armor - None Defense - 68/72/64 Job Levels: Skills: Stk - 4 EMP Recovery Defense + 8 Asl - 2 Assault Link L Gun - 1 Striker Link R Lcn - 1 Double Assault Mec - 1 Charge II Jam - 1 All Hit -----------------------------------------------------------------------------Recommendation: Walter - Raptor MG + Raptor MG. Skills - Switch I, Terror Shot I, Pincers Edward - Raptor MG + SN SD. Skills - Defense I, Block DMG 15, Repair AP - 2 Damon - Donkey MS x 2. Skills - MS Burst, AP Cost 0, Focus Left, Max AP + 2

Jamie - Winee RF. Skills - Blast Shot, Panic Shot I, Heli Hunt Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Melee Duel Jim - Warmer FT. Skills - Terror Shot I, Feint I, Fix DMG I Equipment - Rank 5. Gust Legs on all except Walter and Christine. Strategy: This mission gets chaotic fast. You have control over both your team, the Strike Wyverns, and Hector's team, the Barghest. You will notice various enemies at different levels and equipment but some are meant for Hector's team to handle. Every group of 3 starts in one of the 4 corners. Be sure to mix up your groups to deal with each direction more easily. The Barghest team, including Hector, are loaded with high level skills and some pretty strong wanzer equipment. Not to mention they have 2 Mechanics, one being Hector. Go after the Launchers first then deal with the other two units in the direction. Once everyone is done with the mop up duty, merge in the center and take down the remaining wanzers. -----------------------------------------------------------------------------Enjoy the somewhat hilarious cutscene after the mission. -----------------------------------------------------------------------------INDOCHINA CONFLICT [INDO] -----------------------------------------------------------------------------**************** CVN-112: ECLIPSE **************** Scouting List: Simulator - Phyllis(Asl), David(Mec) Gym - Patrick(Jam-S), Robert(Lcn), Harvey(Gun), Bennet(Lcn) Mess Room - Hettie(Stk-S), Gordon(Gun), Robin(Mec), Raymond(Asl) Briefing Room - Brian(Stk), Ralph(Stk) Information Update: 1. 6 RP - Lynn at the Mission Briefing Room, after cutscene. 2. New Tutorials - Gary at the Junior Officer's Quarters, lowest level. 3. New equipment at the Hangar. Tutorial Update: Leg Types & Terrain To progress to the next mission, go to the Mission Briefing Room. You have to choose between 2 scenarios again.. one being easier and one being harder. Another new note at this point is how several recruitable pilots have an 'S' on their portrait. For the time being, avoid recruiting them until much later in the game.. you'll eventually see why. -----------------------------------------------------------------------------Mission 12A - Ya Dav A(Air Route Penetration)

-----------------------------------------------------------------------------Date: 22/June/2097 Location: Ya Dav, Rattanakiri Province, Cambodia Difficulty: *** Briefing: Black Daughter to Red Leader. We are ready to fight back. These insurgents are trying to breach our outer perimeter. Some friendly units are barely holding out. These outdated tanks are hardly useful against the enemy. We understand their anger, but they need to retreat. Our job is to secure the area and eradicate the insurgents. But, working as a team is vital to the success of this mission. Isolated members should form groups to crush the enemy. There are many enemies. Plan your attack route wisely. Good luck. Briefing Notes: A picture of Friend Armor units are shown. Team drop point data is shown. Enemies: 20 Bosses: 0 Units: 6 Allies: 3 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, including Lynn and the Gunner tanks. Link Squad A: Striker(Leader) Gunner A Launcher Launcher Link Squad B: Assault A(Leader) Gunner A(Leader) Launcher Link Squad C: Assault A(Leader) Gunner B Link Squad D: Gunner A(Leader) Launcher Link Squad E: Assault B(Leader) Launcher Link Squad F: Striker(Leader) Gunner B

Battle Reward ---------------Pilot EXP - 2700 CP - 1600 Enemy Composition -----------------------------------------------------------------------------Riot Police Assault A in Warlus - Total 2 AP: 16 MV: 7 Lv: 10 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 691 (P) MG - 14 x 10, 1-4, 4 AP Arms - 383 (I) SD - 46 x 1, 1, 1 AP Legs - 536 Evasion - 0% Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Speed I Gun - 1 Minus Shot I Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Assault B in Warlus - Total 3 AP: 17 MV: 7 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 691 (I) SG - 16 x 9, 1-3, 3 AP(two) Arms - 383 (I) SG - 16 x 9, 1-3, 3 AP(see SG) Legs - 536 (P) MG - 14 x 10, 1-4, 4 AP(one) Evasion - 0% (I) SD - 46 x 1, 1, 1 AP(see MG) Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Assault Link R(SG) Gun - 1 Speed I Lcn - 1 Defense I(Link Leader 1) Mec - 1 Minus Shot I(Link Leader 2) Jam - 1 Slice Shot I(Link Leader 3) -----------------------------------------------------------------------------Riot Police Gunner A in Kyojun - Total 3 AP: 17 MV: 4 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 621 (P) RF - 104 x 1, 1-7, 6 AP(one) Arms - 346 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 483 (F + I) BZ - 98 x 1 + 70, 3-6, 6 AP(two) Evasion - 0% (I) SD - 15 x 1, 1, 1 AP(see BZ) Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot I Gun - 5 Slice Shot I Lcn - 1 Block DMG 15(BZ) Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Gunner B in Grille Sechs - Total 2

AP: 17 MV: 4 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 656 (P) RF - 104 x 1, 1-7, 6 AP(one) Arms - 363 (I) SG - 16 x 9, 1-3, 3 AP(see RF) Legs - 510 (F + I) BZ - 98 x 1 + 70, 3-6, 6 AP(one) Evasion - 0% (P) MG - 14 x 10, 1-4(see BZ) Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 3 Assault Link R Gun - 5 Panic Shot I Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Heli Pilot in Linqid M3 - Total 3 AP: 21 MV: 6 Lv: 12 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 1164 (P) MG - 23 x 8, 1-5, 4 AP Evasion - 0% (F) MS(10) - 44 x 6, 6-8, 10 AP Armor - None Defense - 0 Job Levels: Skills: Stk - 1 Assault Link Asl - 2 Max AP + 2 Gun - 1 Max AP + 2 Lcn - 5 AP Charge + 1 Mec - 1 AP Charge + 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Launcher in Enyo - Total 5 AP: 21 MV: 4 Lv: 12 AP Charge: 16 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 - 430 (F) GR(3) - 339 x 1, 4-6, 13 AP(four) Evasion - 0% (F) GR(3) - 339 x 1, 4-6, 13 AP(see GR) Armor - Fire (F) MS(4) - 107 x 2, 6-8, 12 AP(one) Defense - 12/12/12 (F) MS(4) - 107 x 2, 6-8, 12 AP(see MS) Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Striker in Scintilla - Total 2 AP: 17 MV: 7 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 726 (P) PB - 70 x 1, 1, 1 AP(one) Arms - 403 (P) PB - 70 x 1, 1, 1 AP(see PB) Legs - 563 (I) RD - 85 x 1, 1, 1 AP(one) Evasion - 16% (I) SD - 46 x 1, 1, 1 AP(see SD) Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 5 Striker Link L Asl - 1 Striker Link R(RD/SD)

Gun - 1 Charge I Lcn - 1 Boost I(PB) Mec - 1 Jam - 1 -----------------------------------------------------------------------------Allies: Lynn Wenright in Frost(Assault) AP: 17 MV: 7 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 829 (I) SG - 16 x 10, 1-3, 3 AP Arms - 460 (I) SD - 16 x 1, 1, 1 AP Legs - 643 Evasion - 8% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 5 Assault Link L Gun - 1 Speed I Lcn - 1 Gun Duel Mec - 1 Boost I Jam - 1 -----------------------------------------------------------------------------Gunner in BT-C68(Tank) - Total 2 AP: 17 MV: 5 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1078 (P) CN - 95 x 1, 1-8, 6 AP Evasion - 0% Armor - None Defense - 50 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Panic Shot I Gun - 5 Zoom Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Optional target: Building - Total 5 Body - 500 -----------------------------------------------------------------------------Recommendation: Walter - Raptor MG + Raptor MG. Skills - Switch I, Terror Shot I, Pincers Edward - Raptor MG + SN SD. Skills - Defense I, Block DMG 15, Repair AP - 2 Damon - Donkey MS x 2. Skills - MS Burst, AP Cost 0, Focus Left, Max AP + 2 Jamie - Winee RF. Skills - Blast Shot, Panic Shot I, Aim Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Melee Duel Jim - Warmer FT.

Skills - Terror Shot I, Feint I, Fix DMG I Equipment - Rank 5. Gust Legs on all except Walter and Christine. Strategy: Once again, you are split up into 3 groups of 2. Lots of enemies here but Lynn and two Gunner tanks assist you here. Too bad Lynn's split up from the two since she can Link with them. For the group without any allies, they will be facing some wanzers and a Heli Pilot. Give this one to Jim and Jamie so Damon can help the two take down the Heli Pilot. Since Lynn has a Repair Backpack, send Walter and Christine to assist her in shooting down the enemy units nearby. This leaves Edward and Damon to assist and heal the Gunner tanks. Start off with Jim and Jamie moving while taking down the Heli Pilot. Use Jim's EMP to cut off its attack and be close enough for Damon to give some backup fire. Walter and Christine have an easier time since Lynn's there to heal them. Links with Switch I and Double Punch I will make their battles easier. Damon should be assisting Jim and Jamie until they meet up with him and Edward with missiles. Use the Gunner tanks to bait nearby wanzers and soften them up. Edward should be Repairing them. There are debris in the area to destroy in order to reach the remaining wanzers. Be sure to mop up every other enemy, merge, then destroy the debris to reach the last wanzer units. -----------------------------------------------------------------------------Mission 12B - Ya Dav B(Land Route Penetration) -----------------------------------------------------------------------------Date: 22/June/2097 Location: Ya Dav, Rattanakiri Province, Cambodia Difficulty: ** Briefing: Black Daughter to Red Leader. We are ready to fight back. But, our arrival was delayed. There are many enemies in the city... They detected us so we must end this fast.We have friendly tanks, but they're weak. These outdated tanks are hardly useful against the enemy. We understand their anger, but they need to retreat. Our job is to secure the area and eradicate the insurgents. There are too many enemies. Plan your attack route and take control of the city. Good luck. Briefing Notes: A picture of the Friend Armor units are shown. Enemies: 21 Bosses: 0 Units: 6 Allies: 3 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, including Lynn and the Gunner tanks. Link Squad A: Striker(Leader) Gunner A Launcher

Launcher Link Squad B: Striker(Leader) Assault Gunner B Link Squad C: Gunner B(Leader) Launcher Link Squad D: Gunner B(Leader) Launcher Link Squad E: Gunner A(Leader) Launcher Link Squad F: Assault(Leader) Launcher Link Squad G: Assault(Leader) Launcher Link Squad H: Heli Pilot(Leader) Heli Pilot Battle Reward ---------------Pilot EXP - 2700 CP - 1600 Enemy Composition -----------------------------------------------------------------------------Riot Police Assault in Warlus - Total 4 AP: 17 MV: 7 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 691 (I) SG - 16 x 9, 1-3, 3 AP(one) Arms - 383 (I) SG - 16 x 9, 1-3, 3 AP(see SG) Legs - 536 (P) MG - 14 x 10, 1-4, 4 AP(two) Evasion - 0% (I) SD - 46 x 1, 1, 1 AP(see MG) Armor - Piercing (P) MG - 14 x 10, 1-4, 4 AP(one) Defense - 36/36/36 (P) MG - 14 x 10, 1-4, 4 AP(see MG) Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Assault Link R(SG + MG) Gun - 1 Speed I Lcn - 1 Panic Shot I(MG/SD) Mec - 1 Minus Shot I(MG/SD)

Jam - 1 -----------------------------------------------------------------------------Riot Police Gunner A in Kyojun - Total 2 AP: 17 MV: 4 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 621 (P) RF - 104 x 1, 1-7, 6 AP(one) Arms - 346 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 483 (F + I) BZ - 98 x 1 + 70, 3-6, 6 AP(one) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot I Gun - 5 Minus Shot I(BZ) Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Gunner B in Grille Sechs - Total 3 AP: 17 MV: 4 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 656 (P) RF - 104 x 1, 1-7, 6 AP(two) Arms - 363 (I) SG - 16 x 9, 1-3, 3 AP(see RF) Legs - 510 (F + I) BZ - 98 x 1 + 70, 3-6, 6 AP(one) Evasion - 0% (P) MG - 14 x 10, 1-4, 4 AP(see BZ) Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 3 Assault Link R Gun - 5 Panic Shot I Lcn - 1 Terror Shot I(RF Link Leader) Mec - 1 Minus Shot I(BZ Link Leader) Jam - 1 -----------------------------------------------------------------------------Heli Pilot in Linqid M3 - Total 3 AP: 21 MV: 6 Lv: 12 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 1164 (P) MG - 23 x 8, 1-5, 4 AP Evasion - 0% (F) MS(10) - 44 x 6, 6-8, 10 AP Armor - None Defense - 0 Job Levels: Skills: Stk - 1 Assault Link Asl - 2 Max AP + 2 Gun - 1 Max AP + 2 Lcn - 5 AP Charge + 1 Mec - 1 AP Charge + 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Launcher in Enyo - Total 7 AP: 21 MV: 4 Lv: 12 AP Charge: 16 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 - 430 (F) GR(3) - 339 x 1, 4-6, 13 AP(four) Evasion - 0% (F) GR(3) - 339 x 1, 4-6, 13 AP(see GR) Armor - Fire (F) MS(4) - 107 x 2, 6-8, 12 AP(three) Defense - 12/12/12 (F) MS(4) - 107 x 2, 6-8, 12 AP(see MS)

Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Striker in Scintilla - Total 2 AP: 17 MV: 7 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 726 (P) PB - 70 x 1, 1, 1 AP Arms - 403 (P) PB - 70 x 1, 1, 1 AP Legs - 563 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 5 Striker Link L Asl - 1 Striker Link R Gun - 1 Charge I Lcn - 1 Feint I Mec - 1 Boost I(Link Leader) Jam - 1 -----------------------------------------------------------------------------Allies: Lynn Wenright in Frost(Assault) AP: 17 MV: 7 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 829 (I) SG - 16 x 10, 1-3, 3 AP Arms - 460 (I) SD - 16 x 1, 1, 1 AP Legs - 643 Evasion - 8% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 5 Assault Link L Gun - 1 Speed I Lcn - 1 Gun Duel Mec - 1 Boost I Jam - 1 -----------------------------------------------------------------------------Gunner in BT-C68(Tank) - Total 2 AP: 17 MV: 5 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1078 (P) CN - 95 x 1, 1-8, 6 AP Evasion - 0% Armor - None Defense - 50 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Panic Shot I Gun - 5 Zoom Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------

Optional target: Building - Total 2 Body - 500 -----------------------------------------------------------------------------Recommendation: Walter - Raptor MG + Raptor MG. Skills - Switch I, Terror Shot I, Pincers Edward - Raptor MG + SN SD. Skills - Defense I, Block DMG 15, Repair AP - 2 Damon - Donkey MS x 2. Skills - MS Burst, AP Cost 0, Focus Left, Max AP + 2 Jamie - Winee RF. Skills - Blast Shot, Panic Shot I, Aim Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Melee Duel Jim - Warmer FT. Skills - Terror Shot I, Feint I, Fix DMG I Equipment - Rank 5. Gust Legs on all except Walter and Christine. Strategy: Much easier than the other option, everyone is together here. Go in 2 big groups to make the work go by faster. Lynn and the Gunners should go with Jamie, Walter, and Christine and mop up the enemies to the North. The other three should mop the units close by. Remember to destroy the debris to reach certain enemy wanzers. -----------------------------------------------------------------------------************ INTERMISSION ************ Information Update: 1. Simulator 09 available. 2. New equipment at the Hangar, maximum Rank raised to 7 and Remodeling maximum Rank raised to 6. You will get yet another choice for the next mission before heading into an official intermission. Unless you've got some good equipment and Links, I would go to Jungle Evasion. Jungle Penetration is difficult but as you finish it, you do not have to do Mission 15. You have to do Mission 15 with Jungle Evasion though. -----------------------------------------------------------------------------Mission 13A - Jungle Penetration -----------------------------------------------------------------------------Date: 23/June/2097 Location: Rattanakiri Province, Cambodia(Northeastern Jungle) Difficulty: **** Briefing: Black Daughter to Red Leader. Our job is to pass the jungle and come out near

the border. This is the shortest course. This terrain is densely packed with trees and shrubs. It won't be easy to pass. You can force your way in, but you'll take damage... Enemies behind the border may mount a pincer attack. Time is short, but you must sweep this area clean. Enemies are hiding in the jungle. To minimize risk and maximize our effectiveness... Stick with the route you choose. Be smart. Let's move. Briefing Notes: A picture of the Jungle Terrain is shown. Enemies: 15 Bosses: 0 Units: 6 Allies: 1 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. Lynn must remain alive. Link Squad A: Gunner(Leader) Assault Link Squad B: Assault(Leader) Striker Link Squad C: Gunner(Leader) Gunner Link Squad D: Striker(Leader) Launcher Link Squad E: Assault(Leader) Assault Link Squad F: Striker(Leader) Gunner Battle Reward ---------------Pilot EXP - 6400 CP - 3800 Enemy Composition -----------------------------------------------------------------------------Riot Police Assault in Warlus - Total 4 AP: 18 MV: 7 Lv: 13 AP Charge: 14 Unit Loadout: Weapon Loadout:

Body - 995 (P) MG - 14 x 11, 1-4, 4 AP(three) Arms - 552 (P) MG - 14 x 11, 1-4, 4 AP(see MG) Legs - 643 (I) SG - 16 x 10, 1-3, 3 AP(one) Evasion - 0% (I) SG - 16 x 10, 1-3, 3 AP(see SG) Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Assault Link R Gun - 1 Speed I Lcn - 1 Minus Shot I(SG) Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Assault in C5 Autocannon(Sentry Gun) - Total 2 AP: 18 MV: 0 Lv: 13 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 2871 (P) MG - 21 x 10, 1-6, 4 AP, 90-73% Evasion - 0% Armor - Piercing Defense - 20 Job Levels: Skills: Stk - 1 Assault Link Asl - 5 Speed I Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Gunner in Kyojun - Total 4 AP: 18 MV: 4 Lv: 13 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 894 (P) RF - 116 x 1, 1-7, 6 AP(one) Arms - 500 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 579 (F + I) BZ - 105 x 1 + 70, 3-6, 6 AP(three) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot Gun - 5 Slice Shot I(BZ Link Leader) Lcn - 1 Feint I(BZ Link Leader 2) Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Launcher in Enyo - Total 1 AP: 22 MV: 4 Lv: 13 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 795 (I) KN - 18 x 1, 1, 1 AP Arms - 436 (I) KN - 18 x 1, 1, 1 AP Legs - 516 (F) MS(4) - 122 x 2, 6-8, 13 AP Evasion - 0% (F) MS(4) - 122 x 2, 6-8, 13 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1

Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Launcher in E-2 GR Gun(Turret) - Total 1 AP: 22 MV: 0 Lv: 13 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 3593 (F) GR - 489 x 1, 1-4, 11 AP, 100%, 5 spaces Evasion - 0% Armor - Fire Defense - 20 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Striker in Scintilla - Total 3 AP: 18 MV: 7 Lv: 13 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1045 (I) KN - 66 x 1, 1, 1 AP(two) Arms - 579 (I) KN - 66 x 1, 1, 1 AP(see KN) Legs - 676 (I) RD - 93 x 1, 1, 1 AP(one) Evasion - 16% (I) RD - 93 x 1, 1, 1 AP(see RD) Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 5 Striker Link L Asl - 1 Striker Link R Gun - 1 Charge I Lcn - 1 Blast Strike(KN Link Leader) Mec - 1 Boost I(KN Link Leader) Jam - 1 -----------------------------------------------------------------------------Allies: Lynn Wenright in Frost(Assault) AP: 18 MV: 7 Lv: 13 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 995 (I) SG - 16 x 10, 1-3, 3 AP Arms - 552 (I) SD - 16 x 1, 1, 1 AP Legs - 643 Evasion - 8% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 5 Assault Link L Gun - 1 Speed I Lcn - 1 Gun Duel Mec - 1 Boost I Jam - 1 -----------------------------------------------------------------------------Recommendation: Walter - Raptor MG + Raptor MG. Skills - Switch I, Terror Shot I, Pincers

Edward - Raptor MG + SN SD. Skills - Defense I, Block DMG 15, Repair AP - 2 Damon - Donkey MS x 2. Skills - MS Burst, AP Cost 0, Focus Left, Max AP + 2 Jamie - Boa BZ. Skills - Blast Shot, Panic Shot I, Aim Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Melee Duel Jim - Warmer FT. Skills - Terror Shot I, Feint I, Fix DMG I Equipment - Rank 5. Gust Legs on all except Walter and Christine. Strategy: See the strength of those wanzers? Yeah, it's pretty strong at the moment. Take your time in this mission and let them come to you. Rushing will get your team killed fast, but the old bait tactic still works. Remember to use Lynn to Repair when Edward has already finished his turn. Strikers and the Gunners are dangerous so they go down first. The turrets are no problem to deal except the Launcher one. Spread out your team since friendly fire here can be very common. Using a BZ for Jamie is useful as most enemies will be right next to each other for most of the mission. -----------------------------------------------------------------------------Mission 13B - Jungle Evasion -----------------------------------------------------------------------------Date: 23/June/2097 Location: Rattanakiri Province, Cambodia(Northeastern Jungle) Difficulty: ** Briefing: Black Daughter to Red Leader. Our job is to pass the jungle and come out near the border. This is the detour course. This area consists of marshy land so movement cost is high. We may be caught in an enemy ambush. Artillery turrets have been spotted. The range on the turrets is quite long. Disperse the team and advance individually, but... Your wanzer setup and weapon armanents are fixed. Our allies are losing ground in this war. Let's tidy this up quickly and press forward. Destroy all enemies to secure the area. Briefing Notes: A picture of a Long-range Turret is shown. Enemies: 10 Bosses: 0 Units: 6 Allies: 1 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. Lynn must remain alive. Link Squad A: Assault B(Leader) Assault A Gunner Striker

Link Squad B: Launcher(Leader) Launcher Link Squad C: Gunner B(Tank/Leader) Gunner A(Tank) Battle Reward ---------------Pilot EXP - 3000 CP - 1800 Enemy Composition -----------------------------------------------------------------------------Riot Police Assault A in Warlus - Total 1 AP: 17 MV: 7 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 691 (P) MG - 14 x 10, 1-4, 4 AP Arms - 383 (P) MG - 14 x 10, 1-4, 4 AP Legs - 458 Evasion - 0% Armor - Piercing Defense - 36/36/8 Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Assault Link R Gun - 1 Speed I Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Assault B in Warlus - Total 1 AP: 18 MV: 7 Lv: 14 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 691 (I) SG - 16 x 9, 1-3, 3 AP Arms - 383 (I) SG - 16 x 9, 1-3, 3 AP Legs - 458 Evasion - 0% Armor - Piercing Defense - 36/36/8 Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Assault Link R Gun - 1 Speed I Lcn - 1 Slice Shot I Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Assault in C5 Autocannon(Sentry Gun) - Total 2 AP: 18 MV: 0 Lv: 13 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 2871 (P) MG - 21 x 10, 1-6, 4 AP, 90-73% Evasion - 0% Armor - Piercing Defense - 20 Job Levels: Skills:

Stk - 1 Assault Link Asl - 5 Speed I Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Gunner in Kyojun - Total 1 AP: 18 MV: 7 Lv: 14 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 621 (P) RF - 104 x 1, 1-7, 6 AP Arms - 346 (I) SD - 15 x 1, 1, 1 AP Legs - 458 Evasion - 0% Armor - Piercing Defense - 14/14/8 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot I Gun - 5 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Gunner A in K-78 Sonata(Tank) - Total 1 AP: 17 MV: 5 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1439 (P) CN - 106 x 1, 1-8, 6 AP Evasion - 0% Armor - None Defense - 50 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Panic Shot I Gun - 5 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Gunner B in K-78 Sonata(Tank) - Total 1 AP: 18 MV: 5 Lv: 13 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1439 (P) CN - 106 x 1, 1-8, 6 AP Evasion - 0% Armor - None Defense - 50 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Panic Shot I Gun - 5 Boost I Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Launcher in Enyo - Total 2 AP: 21 MV: 7 Lv: 11 AP Charge: 15 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 - 458 (F) MS(4) - 107 x 2, 6-8, 12 AP(one)

Evasion - 0% (F) MS(4) - 107 x 2, 6-8, 12 AP(see MS) Armor - Fire (F) GR(3) - 339 x 1, 4-6, 13 AP(one) Defense - 12/12/8 (F) GR(3) - 339 x 1, 4-6, 13 AP(see GR) Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 GR Burst(GR) Jam - 1 -----------------------------------------------------------------------------Riot Police Striker in Scintilla - Total 1 AP: 17 MV: 7 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 726 (I) RD - 85 x 1, 1, 1 AP Arms - 403 (I) SD - 46 x 1, 1, 1 AP Legs - 458 Evasion - 0% Armor - Impact Defense - 20/20/8 Job Levels: Skills: Stk - 5 Striker Link L Asl - 1 Charge I Gun - 1 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Allies: Lynn Wenright in Frost(Assault) AP: 18 MV: 7 Lv: 13 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 995 (I) SG - 16 x 10, 1-3, 3 AP Arms - 552 (I) SD - 16 x 1, 1, 1 AP Legs - 643 Evasion - 8% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 5 Assault Link L Gun - 1 Speed I Lcn - 1 Gun Duel Mec - 1 Boost I Jam - 1 -----------------------------------------------------------------------------Recommendation: Walter - Raptor MG + Raptor MG. Skills - Switch I, Terror Shot I, Pincers Edward - Raptor MG + SN SD. Skills - Defense I, Block DMG 15, Repair AP - 2 Damon - Donkey MS x 2. Skills - MS Burst, AP Cost 0, Focus Left, Max AP + 2, AP Charge + 1 Jamie - Winee RF. Skills - Blast Shot, Panic Shot I, Aim Christine - Press Needle PB + Press Needle PB.

Skills - Double Punch I, Melee Duel Jim - Warmer FT. Skills - Terror Shot I, Feint I, Fix DMG I Equipment - Rank 5. Gust Legs on all except Walter and Christine. Strategy: A lot easier than Jungle Penetration, but most of the enemies have to be reached by crossing the waters. 2 Leg types can cross the water, but are given a terrain disadvantage by taking an extra AP to move one space. Hover types are free of this type of terrain disadvantage but it isn't needed at this point. Most enemies will move onto land anyways so nothing to worry about. -----------------------------------------------------------------------------************ INTERMISSION ************ Intermission time again. If you chose to do 13A(Jungle Penetration), skip to Mission 15. If you chose to do 13B(Jungle Evasion), prepare and commence the next mission. -----------------------------------------------------------------------------Mission 14 - Base Recapture -----------------------------------------------------------------------------Date: 24/June/2097 Location: Border Defense Base, Rattanakiri Province, Cambodia Difficulty: *** Briefing: Black Daughter to Red Leader. It appears that we didn't arrive soon enough. We will now recapture the border defense base area. The operation ends when all enemy units are destroyed... This will be hard as the enemy has control of the base. The enemy has captured 4 artillery turrets. Move in a tight formation, but... Don't underestimate the turrets or you will regret it. Nullify these threats by removing all hostiles. Once that's done, head to the shelters... We must defend these areas until backup arrives. Although the scenario changed, we can pull this off. Everyone, be decisive. Briefing Notes: A picture of a Hostile Turret is shown. Enemies: 13 Bosses: 0 Units: 6 Allies: 1 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. Lynn must remain alive. Link Squad A: Striker(Leader) Gunner(Turret)

Launcher Link Squad B: Gunner(Leader) Assault B Launcher(Turret) Link Squad C: Launcher(Leader) Launcher(Turret) Striker Link Squad D: Assault A(Leader) Gunner Link Squad E(no Link capability): Gunner Launcher(Turret) Battle Reward ---------------Pilot EXP - 3300 CP - 2000 Enemy Composition -----------------------------------------------------------------------------Riot Police Assault A in Warlus - Total 1 AP: 18 MV: 7 Lv: 14 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 829 (P) MG - 14 x 10, 1-4, 4 AP Arms - 460 (P) MG - 14 x 10, 1-4, 4 AP Legs - 536 Evasion - 0% Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Assault Link R Gun - 1 Speed I Lcn - 1 Slice Shot I Mec - 1 Switch I Jam - 1 All Repair 400(BP, 6) -----------------------------------------------------------------------------Riot Police Assault B in Warlus - Total 1 AP: 18 MV: 7 Lv: 14 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 829 (P) MG - 14 x 11, 1-4, 4 AP Arms - 460 (P) MG - 14 x 11, 1-4, 4 AP Legs - 643 Evasion - 0% Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Assault Link R

Gun - 1 Speed I Lcn - 1 All Repair 400(BP, 6) Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Gunner in Kyojun - Total 3 AP: 18 MV: 4 Lv: 14 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 745 (P) GG - 12 x 17, 1-6, 6 AP(one) Arms - 416 (I) KN - 18 x 1, 1, 1 AP(see GG) Legs - 579 (F + I) BZ - 98 x 1 + 70, 3-6, 6 AP(one) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing (F + I) BZ - 105 x 1 + 70, 3-6, 6 AP(one) Defense - 14/14/14 (P) MG - 14 x 11, 1-4, 4 AP(see BZ) Job Levels: Skills: Stk - 1 Gunner Link L All Repair 400(BP, 6) Asl - 1 Assault Link R(BZ/MG) Gun - 5 Panic Shot I Lcn - 1 Terror Shot I(GG) Mec - 1 Speed I(GG) Jam - 1 All Repair 400(BP, 7 , Link Leader) -----------------------------------------------------------------------------Riot Police Gunner in 200mm CN Gun(Turret) - Total 1 AP: 18 MV: 0 Lv: 14 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 4789 (P) CN - 199 x 1, 1-8, 6 AP, 80-65% Evasion - 0% Armor - Impact Defense - 40 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Panic Shot I Gun - 5 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Launcher in Enyo - Total 2 AP: 22 MV: 4 Lv: 14 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 795 (I) KN - 18 x 1, 1, 1 AP Arms - 416 (I) KN - 18 x 1, 1, 1 AP Legs - 619 (F) MS(4) - 139 x 2, 6-8, 14 AP Evasion - 0% (F) MS(4) - 139 x 2, 6-8, 14 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 MS Burst(Link Leader) Jam - 1 MS Reload 3(BP, 3) -----------------------------------------------------------------------------Riot Police Launcher in FH-40 GR Gun(Turret) - Total 3 AP: 22 MV: 0 Lv: 14 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 3589 (F) GR - 1030 x 1, 4-10, 11 AP, 100%, 5 spaces Evasion - 0% Armor - Fire

Defense - 20 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Striker in Scintilla - Total 2 AP: 18 MV: 7 Lv: 14 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 871 (I) RD - 93 x 1, 1, 1 AP(one) Arms - 483 (I) RD - 93 x 1, 1, 1 AP(see RD) Legs - 676 (P) PB - 77 x 1, 1, 1 AP(one) Evasion - 16% (P) PB - 77 x 1, 1, 1 AP(see PB) Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 5 Striker Link L Asl - 1 Striker Link R Gun - 1 Charge I Lcn - 1 Feint I(Link Leader) Mec - 1 Blast Strike(Link Leader) Jam - 1 -----------------------------------------------------------------------------Allies: Lynn Wenright in Frost(Assault) AP: 18 MV: 7 Lv: 14 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 995 (I) SG - 16 x 10, 1-3, 3 AP Arms - 552 (I) SD - 16 x 1, 1, 1 AP Legs - 643 Evasion - 8% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 5 Assault Link L Gun - 1 Speed I Lcn - 1 Gun Duel Mec - 1 Boost I Jam - 1 -----------------------------------------------------------------------------Recommendation: Walter - Raptor MG + Raptor MG. Skills - Switch I, Terror Shot I, Pincers Edward - Raptor MG + SN SD. Skills - Defense I, Block DMG 15, Repair AP - 2 Damon - Donkey MS x 2. Skills - MS Burst, AP Cost 0, Focus Left, Max AP + 2, AP Charge + 1 Jamie - Winee RF. Skills - Blast Shot, Panic Shot I, Aim Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Melee Duel Jim - Warmer FT.

Skills - Terror Shot I, Feint I, Fix DMG I Equipment - Rank 6. Gust Legs on all except Walter and Christine. Strategy: The team splits into 2 groups at the two entrances. One has Lynn to act as a Mechanic. The other does not and has to deal with the Gunner turret close. The turrets have a lot of HP and can deal big damage. Especially the Launcher turrets.. their GR HURTS. Mop up the lone unit in each side then make a mad dash for the turrets. Move right up to 1 space away from the Launcher ones to avoid severe damage from their GR. Once they are gone, finish the rest of the units. If the Launcher turrets are annoying you, use Jim's EMP to disable it for a few turns. They have a lot of HP but for the Launcher ones, they can severely damage themselves if they are within range of their GR. -----------------------------------------------------------------------------************ INTERMISSION ************ Information Update: 1. Simulator 10 available. Prepare with the latest wanzer equipment in the store. Save and get ready for one very epic and one of the harder missions in the game. -----------------------------------------------------------------------------Mission 15 - Base Emergency A(13A) or B(13B) -----------------------------------------------------------------------------Date: 24/June/2097 Location: Border Defense Base, Rattanakiri Province, Cambodia Difficulty: **** Briefing: 13A: Black Daughter to Red Leader. We must defend this base. The primary defense points are the shelters. Weapon ammo is stored in these shelters... If any are destroyed, it will cause secondary explosions. These will be a prime target for the enemy forces. You must defend this region. This will halt enemy movements. The situation seems bad, but the base isn't defenseless. As you can see, some turrets are installed at the base's gates. These turrets are under our control. Make use of them. When using a turret, make sure to note their effective range... Take care to avoid involving friendlies in the crossfire. Until backup arrives, we must defend the base at all costs. Briefing Notes: A picture of the Weapons Depot shelters are shown. A picture of the Defense Turret units are shown. 13B: Black Daughter to Red Leader. We must defend this base. The primary defense points are the shelters. Weapon ammo is stored in these shelters... If any are destroyed, it will cause secondary explosions. These will be a prime

target for the enemy forces. You must defend this region. This will halt enemy movements. The situation seems bad, but the base isn't defenseless. The turrets we destroyed earlier were given emergency repairs. They have taken heavy damage, but they are still useful. When using a turret, make sure to note their effective range... Take care to avoid involving friendlies in the crossfire. Until backup arrives, we must defend the base at all costs. Briefing Notes: A picture of the Weapons Depot shelters are shown. A picture of the Defense Turret units are shown. Enemies: 17 + reinforcements: (13A = 17), (13B = 14) Bosses: 1 + 1 reinforcement Units: 6 Allies: 5 Winning Condition: Destroy all enemies. Losing Condition: All shelters destroyed or all ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 25 turns or less without any lost pilots, including Lynn and the Defense Turrets. All Weapons Depots must not be destroyed. Link Squad A: Striker Assault Assault Striker Striker A(Leader) A A A A

Link Squad B: Assault A(Leader) Gunner A Gunner A Launcher A Launcher A Link Squad C: Gunner Gunner Gunner Gunner A(Leader) A A A

Link Squad D: Kouren, stage 1(Leader) Assault B Gunner B Launcher B Link Squad E: Gunner A(Leader) Gunner A Launcher A (Reinforcement Link Squads)

Link Squad F(13A): Kouren, stage 2(Leader) Assault B Gunner B Striker B Link Squad F(13B): Kouren, stage 2(Leader) Assault B * Reinforcements replace fallen units in one of the 4 initial squads * Battle Reward ---------------Pilot EXP - 3600 CP - 3000 Enemy Composition -----------------------------------------------------------------------------Riot Police Assault A in Warlus - Total 3 AP: 18 MV: 7 Lv: 15 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 691 (I) SG - 16 x 9, 1-3, 3 AP(two) Arms - 383 (I) SG - 16 x 9, 1-3, 3 AP(see SG) Legs - 536 (I) SG - 16 x 9, 1-3, 3 AP(one) Evasion - 0% (I) SD - 46 x 1, 1, 1 AP(see SG) Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Assault Link R(SG) Gun - 1 Speed I Lcn - 1 Defense I(SG Link Leader) Mec - 1 Minus Shot I(SG Link Leader) Jam - 1 -----------------------------------------------------------------------------Riot Police Gunner A in Kyojun - Total 8 AP: 18 MV: 4 Lv: 15 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 621 (P) RF - 104 x 1, 1-7, 6 AP(four) Arms - 346 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 483 (P) GG - 9 x 21, 1-6, 6 AP(four) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see GG) Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot I Gun - 5 Minus Shot I(GG Link Leader) Lcn - 1 Body Breaker(RF Link Leader) Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Launcher A in Enyo - Total 3 AP: 22 MV: 4 Lv: 15 AP Charge: 16 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 - 430 (F) MS(4) - 107 x 2, 6-8, 12 AP(two) Evasion - 0% (F) MS(4) - 107 x 2, 6-8, 12 AP(see MS) Armor - Fire (F) RK(3) - 339 x 1, 8-10, 14 AP(one) Defense - 12/12/12 (F) RK(3) - 339 x 1, 8-10, 14 AP(see RK) Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Striker A in Scintilla - Total 3 AP: 18 MV: 7 Lv: 15 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 726 (P) PB - 70 x 1, 1, 1 AP(one) Arms - 403 (P) PB - 70 x 1, 1, 1 AP(see PB) Legs - 563 (I) RD - 85 x 1, 1, 1 AP(one) Evasion - 16% (I) RD - 85 x 1, 1, 1 AP(see RD) Armor - Impact (I) KN - 60 x 1, 1, 1 AP(one) Defense - 20/20/20 (I) SD - 46 x 1, 1, 1 AP(see KN) Job Levels: Skills: Stk - 5 Striker Link L Asl - 1 Striker Link R(PB + RD) Gun - 1 Charge I Lcn - 1 Feint I(PB Link Leader) Mec - 1 Revenge(PB Link Leader) Jam - 1 -----------------------------------------------------------------------------Reinforcements: (turn 2) -----------------------------------------------------------------------------Gunner A with RF - Total 1(13A) Skills - Gunner Link L, Panic Shot I, Slice Shot I, Body Breaker -----------------------------------------------------------------------------Gunner A with GG - Total 1(13A) - destroy more units Skills - Gunner Link L, Panic Shot I -----------------------------------------------------------------------------Gunner A with RF - Total 1(13B) - destroy more units Skills - Gunner Link L, Panic Shot I, Slice Shot I, Body Breaker -----------------------------------------------------------------------------Gunner A with GG - Total 1(13B) - destroy more units Skills - Gunner Link L, Panic Shot I -----------------------------------------------------------------------------(turn 3) -----------------------------------------------------------------------------Boss - Kouren Pilot in Kouren(Launcher) AP: 22 MV: 6 Lv: 15 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 6605 (P) CN - 165 x 2(1), 2-10, 3 AP, 70-55% Evasion - 0% (F) FT - 49 x 4(2), 1-3, 1 AP, 70-62% Armor - Fire Defense - 60 Pilot Type - Aggressive

Job Levels: Skills: Stk - 1 Gunner Link Zoom Asl - 3 Assault Link Gun - 3 Max AP + 2 Lcn - 5 Max AP + 2 Mec - 1 AP Charge + 1 Jam - 1 AP Charge + 1 -----------------------------------------------------------------------------Riot Police Assault B in Warlus - Total 1 AP: 18 MV: 7 Lv: 15 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 995 (P) MG - 14 x 11, 1-4, 4 AP Arms - 552 (P) MG - 14 x 11, 1-4, 4 AP Legs - 771 Evasion - 0% Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Assault Link R Gun - 1 Speed I Lcn - 1 Panic Shot I Mec - 1 All Repair 400(BP, 6, Kouren) Jam - 1 -----------------------------------------------------------------------------Riot Police Gunner B in Kyojun - Total 1 AP: 18 MV: 4 Lv: 15 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 894 (P) RF - 116 x 1, 1-7, 6 AP Arms - 500 (I) KN - 18 x 1, 1, 1 AP Legs - 694 Evasion - 0% Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot I Gun - 5 Minus Shot I Lcn - 1 All Repair 400(BP, 6, Kouren) Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Launcher B in Enyo - Total 1 AP: 22 MV: 4 Lv: 15 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 795 (I) KN - 18 x 1, 1, 1 AP Arms - 436 (I) KN - 18 x 1, 1, 1 AP Legs - 619 (F) RK(3) - 369 x 1, 8-10, 15 AP Evasion - 0% (F) RK(3) - 369 x 1, 8-10, 15 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 RK Reload 2(BP, 3, Kouren) Jam - 1 -----------------------------------------------------------------------------Gunner A with RF - Total 3(13A)

Skills - Gunner Link L, Panic Shot I, Slice Shot I, Body Breaker -----------------------------------------------------------------------------Gunner A with GG - Total 1(13A) Skills - Gunner Link L, Panic Shot I, Minus Shot I -----------------------------------------------------------------------------Gunner A with RF - Total 1(13A) - destroy more units Skills - Gunner Link L, Panic Shot I -----------------------------------------------------------------------------Gunner A with RF - Total 2(13B) Skills - Gunner Link L, Panic Shot I, Slice Shot I, Body Breaker -----------------------------------------------------------------------------Gunner A with GG - Total 1(13B) Skills - Gunner Link L, Panic Shot I, Minus Shot I -----------------------------------------------------------------------------Striker A with PB - Total 1(13B) Skills - Striker Link L, Striker Link R, Charge I, Feint I, Revenge -----------------------------------------------------------------------------Gunner A with RF - Total 1(13B) - destroy more units Skills - GUnner Link L, Panic Shot I -----------------------------------------------------------------------------(turn 4) -----------------------------------------------------------------------------Striker A with PB - Total 1(13A) Skills - Striker Link L, Striker Link R, Charge I, Feint I, Revenge -----------------------------------------------------------------------------Launcher A with MS - Total 1(13A) - destroy more units Skills - Max AP + 2/2, AP Charge + 1/1 -----------------------------------------------------------------------------Striker A with PB - Total 1(13B) Skills - Striker Link L, Striker Link R, Charge I, Feint I, Revenge -----------------------------------------------------------------------------Launcher A with MS - Total 1(13B) Skills - Max AP + 2/2, AP Charge + 1/1 -----------------------------------------------------------------------------(turn 5) -----------------------------------------------------------------------------Striker A with PB - Total 1(13A) Skills - Striker Link L, Striker Link R, Charge I, Feint I, Revenge -----------------------------------------------------------------------------Assault A with SG - Total 1(13B) Skills - Assault Link L, Assault Link R, Speed I, Defense I, Minus Shot I -----------------------------------------------------------------------------(turn 6) -----------------------------------------------------------------------------Assault A with SG - Total 1(13A) Skills - Assault Link L, Assault Link R, Speed I, Defense I, Minus Shot I -----------------------------------------------------------------------------(Kouren destroyed) -----------------------------------------------------------------------------Boss - Kouren Pilot in Kouren(Launcher) AP: 22 MV: 8 Lv: 15 AP Charge: 16 Unit Loadout: Weapon Loadout:

Body - 3012 (P) GG - 14 x 21(2), 1-8, 6 AP, 81-65% Evasion - 30% (F) MS - 98 x 4(1), 8-12, 10 AP, 100% Armor - Fire Defense - 60 Pilot Type - Aggressive Job Levels: Skills: Stk - 1 Gunner Link MS Burst Asl - 1 Max AP + 2 Gun - 2 Max AP + 2 Lcn - 5 AP Charge + 1 Mec - 1 AP Charge + 1 Jam - 1 Speed I -----------------------------------------------------------------------------Assault B - Total 1(13A) Skills - Assault Link L, Assault Link R, Speed I, Slice Shot I -----------------------------------------------------------------------------Gunner B with GG - 12 x 17, 1-6, 6 AP - Total 1(13A) Skills - Gunner Link L, Panic Shot I, Speed I -----------------------------------------------------------------------------Riot Police Striker in Scintilla - Total 1(13A) AP: 18 MV: 8 Lv: 15 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1045 (I) KN - 66 x 1, 1, 1 AP Arms - 579 (I) SD - 50 x 1, 1, 1 AP Legs - 812 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 5 Striker Link L Asl - 1 Charge I Gun - 1 Blast Strike Lcn - 1 Revenge Mec - 1 Jam - 1 -----------------------------------------------------------------------------Assault B - Total 1(13B) Skills - Assault Link L, Assault Link R, Speed I, Slice Shot I -----------------------------------------------------------------------------Allies: * All turrets at full HP if you did Mission 13A * Lynn Wenright in Frost(Assault) AP: 18 MV: 7 Lv: 15 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 995 (I) SG - 16 x 10, 1-3, 3 AP Arms - 552 (I) KN - 18 x 1, 1, 1 AP(if Mission 13B was done) Legs - 771 (I) SD - 16 x 1, 1, 1 AP(if Mission 13A was done) Evasion - 8% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 5 Assault Link L Gun - 1 Speed I Lcn - 1 Gun Duel Mec - 1 Boost I Jam - 1

-----------------------------------------------------------------------------Gunner in 200mm CN Gun(Turret) - Total 1 AP: 18 MV: 0 Lv: 15 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 2921/4789 (P) CN(5) - 199 x 1, 1-8, 6 AP Evasion - 0% Armor - Impact Defense - 40 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Panic Shot I Gun - 5 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Launcher in FH-40 GR Gun(Turret) - Total 1 AP: 22 MV: 0 Lv: 15 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 3122/3589 (F) GR(5) - 1030 x 1, 4-10, 11 AP Evasion - 0% Armor - Fire Defense - 20 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Launcher(Turret), Body - 2368/3589 - Total 1 Skills - Max AP + 2, Max AP + 2, AP Charge + 1, AP Charge + 1 -----------------------------------------------------------------------------Launcher(Turret), Body - 2871/3589 - Total 1 Skills - Max AP + 2, Max AP + 2, AP Charge + 1, AP Charge + 1 -----------------------------------------------------------------------------Defense target: Shelter(Weapons Depot) - Total 4 Body - 3000 -----------------------------------------------------------------------------Recommendation: Walter - Raptor MG + FV-24 GG. Skills - Barrage, Terror Shot I, Pincers Edward - Raptor MG + SN SD. Skills - Slice Shot I, Defense I, Block DMG 15, Repair AP - 2 Damon - Donkey MS + Galbados RK. Skills - Inferno, AP Cost 0, Focus Up, Max AP + 2(2), AP Charge + 1 Jamie - Winee RF. Skills - Blast Shot, Panic Shot I, Heli Hunt, Focus Up Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Melee Duel Jim - Warmer FT + Raptor MG. Skills - Minus Shot I, Tank Hunt, Feint I, Fix DMG I Equipment - Rank 6. Repair items are highly recommended.

Strategy: This is the one truly epic mission and is reasonably difficult. From the get-go, the enemies jet to the base with jetpacks which the game does not provide. Aside from these, multiple reinforcements will arrive every turn and with several units destroyed. Worst, a boss will arrive with even more reinforcements on turn 3. Fortunately, it is far from the base and will take a few turns to reach it. The main problem is the high concentration of enemies that clearly outnumber your forces by at least 5 to 1. The Defense Turrets, which you may have faced in the prior mission, will help immensely in weakening the enemy units. Especially the Launcher types.. KEEP THEM ALIVE AT ALL COSTS! They have 5 rounds and each one will make this mission more manageable. After a few turns since the Kouren's arrival, it will most likely be by the base's ramp. It will attempt to attack the Weapons Depot so use one of your pilots and have them halt its movements. Be sure whoever takes on the task is at maximum HP as he or she will be hit hard with Kouren's attacks. Keep everyone healthy as any Links triggered with Kouren and nearby units will severely damage or destroy your pilots' wanzers. Remember to destroy the incoming reinforcements as well. If the been deactivated or don't need Repairs, use Lynn to destroy any damaged enemy units. Eventually, have everyone swarm and attack sure to push it back away from the ramp first.. you'll soon see count is very high, but it has no Evasion. turrets have severely Kouren. Be why. Its HP

Once the Kouren is destroyed, it switches to stage 2 in a giant helicopter. In this form, it is able to bypass your units due to its flight capability. In other words, this version of Kouren can easily attack any Weapons Depot. Thus, it is important to destroy stage 1 away from the base's ramp. More reinforcements show up once the Kouren switches stages but the main focus is to sink the Kouren. After fully destroying the boss unit, finish off the remaining reinforcements. -----------------------------------------------------------------------------************ INTERMISSION ************ Watch the next cutscene and then you will be at a Military Hospital. Just talk with Hector then watch another cutscene. Next, Lynn and Edward will pay a visit to the Military Hospital. Speak with Edward, then with Lynn. After speaking with her and choosing any of the options, speak with Edward again. -----------------------------------------------------------------------------FORTUNE MEDICAL [FORT] -----------------------------------------------------------------------------**************** CVN-112: ECLIPSE **************** Scouting List: Simulator - Sarah(Jam), Lily(Stk), Thomas(Asl) Gym - Mark(Gun), Ralph(Stk), Watt(Jam)

Mess Room - Patrick(Jam-S), Laura(Gun-S), Jeff(Lcn), Julius(Mec), Bennett(Lcn) Briefing Room - Gordon(Gun), Harvey(Gun), David(Mec), Phyllis(Asl) Information Update: 1. Camouflage #32 - Edward at the Pilots' Ready Room. 2. 4 RP - Oscar at the Senior Officer's Quarters, below Lynn's. 3. New equipment at the Hangar, Remodeling maximum Rank raised to 7. Feels good to be back and alive on the Eclipse. Anyways, you have more new recruits and 'S' pilots in the list. Since the deal behind the 'S' pilots has been explained by Hector, I would recruit them. Their abilities will be of use in the later missions. To move further in the game, head to the Mission Briefing Room. Once the cutscene ends, Move Out for the next mission. -----------------------------------------------------------------------------Mission 16 - Kampot Harbor -----------------------------------------------------------------------------Date: 01/March/2098 Location: Kampot Harbor, Kampot Province, Cambodia Difficulty: *** Briefing: Red Leader to all units. Our duty is to ensure access to the research facility. Clear all of the hostiles nearby. As seen here, this area is currently flooded. Consider your route carefully. Also, enemy Jammers are present. There are 2 kinds of Jammers. One type uses EMP devices to disrupt various systems. The other type uses missile guidance modules. Both are troublesome enemies in any case. Avoid getting isolated by the enemy. Let's begin our maneuvers. The enemy will not let us pass. All units, work quickly. Briefing Notes: Data on Jammer WAPs is shown, along with a picture. Enemies: 24 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 30 turns or less without any lost pilots. Link Squad A: Jammer A(Leader) Gunner A Launcher A Launcher A Link Squad B: Jammer C(Leader) Launcher B Striker

Link Squad C: Jammer B(Leader) Launcher A Launcher A Link Squad D: Striker(Leader) Assault B Gunner B Link Squad E: Assault A(Leader) Gunner A Gunner B Link Squad F: Gunner B(Leader) Jammer A Launcher A Link Squad G: Jammer C(Leader) Launcher B Launcher B Link Squad H: Gunner B(Leader) Striker Battle Reward ---------------Pilot EXP - 3900 CP - 2600 Enemy Composition -----------------------------------------------------------------------------Riot Police Assault A in Warlus - Total 1 AP: 19 MV: 7 Lv: 16 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 829 (I) SG - 16 x 10, 1-3, 3 AP Arms - 460 (I) SG - 16 x 10, 1-3, 3 AP Legs - 550 Evasion - 0% Armor - Piercing Defense - 36/36/8 Job Levels: Skills: Stk - 1 Assault Link L Asl - 6 Assault Link R Gun - 1 Boost I Lcn - 1 Terror Shot I Mec - 1 Speed I Jam - 1 ------------------------------------------------------------------------------

Riot Police Assault B in Warlus - Total 1 AP: 19 MV: 7 Lv: 16 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 829 (P) MG - 14 x 11, 1-4, 4 AP Arms - 460 (P) MG - 14 x 11, 1-4, 4 AP Legs - 643 Evasion - 0% Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 6 Assault Link R Gun - 1 Boost I Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Gunner A in Kyojun - Total 2 AP: 19 MV: 7 Lv: 16 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 745 (P) RF - 116 x 1, 1-7, 6 AP Arms - 416 (I) KN - 18 x 1, 1, 1 AP Legs - 550 Evasion - 0% Armor - Piercing Defense - 14/14/8 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Zoom Gun - 6 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Gunner B in Kyojun - Total 4 AP: 19 MV: 4 Lv: 16 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 745 (P) RF - 116 x 1, 1-7, 6 AP(one) Arms - 416 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 579 (F + I) BZ - 105 x 1 + 70, 3-6, 6 AP(two) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing (P) GG - 12 x 17, 1-6, 6 AP(one) Defense - 14/14/14 (I) KN - 18 x 1, 1, 1 AP(see GG) Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Zoom Gun - 6 Block DMG 30(RF Link Leader) Lcn - 1 Panic Shot II(BZ Link Leader) Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Jammer A in Schakal - Total 2 AP: 19 MV: 7 Lv: 16 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 745 (F) FT - 32 x 4, 1-2, 3 AP Arms - 416 (I) KN - 18 x 1, 1, 1 AP Legs - 550 Evasion - 0% Armor - Piercing Defense - 8/8/8

Job Levels: Skills: Stk - 1 Assault Link L Asl - 2 Feint I(Link Leader) Gun - 1 Freeze Shot(Link Leader) Lcn - 1 Mec - 1 Jam - 6 -----------------------------------------------------------------------------Riot Police Jammer B in Schakal - Total 1 AP: 19 MV: 5 Lv: 16 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 745 (F) FT - 32 x 4, 1-2, 3 AP Arms - 416 (I) KN - 18 x 1, 1, 1 AP Legs - 579 Evasion - 22% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 1 Assault Link L Asl - 2 Minus Shot I Gun - 1 Lcn - 1 Mec - 1 Jam - 6 -----------------------------------------------------------------------------Riot Police Jammer C in Schakal - Total 2 AP: 19 MV: 7 Lv: 16 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 745 (F) FT - 32 x 4, 1-2, 3 AP Arms - 416 (I) KN - 18 x 1, 1, 1 AP Legs - 660 Evasion - 0% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 1 Assault Link L Asl - 2 Panic Shot I(Link Leader 1) Gun - 1 Freeze Shot(Link Leader 2) Lcn - 1 Mec - 1 Jam - 6 -----------------------------------------------------------------------------Riot Police Launcher A in Enyo - Total 5 AP: 23 MV: 4 Lv: 16 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 663 (I) KN - 66 x 1, 1, 1 AP Arms - 364 (I) KN - 66 x 1, 1, 1 AP Legs - 516 (F) MS(4) - 122 x 2, 6-8, 13 AP Evasion - 0% (F) MS(4) - 122 x 2, 6-8, 13 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 3 Striker Link L Asl - 1 Striker Link R Gun - 1 Max AP + 2 Lcn - 6 Max AP + 2 Mec - 1 AP Charge + 1 Jam - 1 AP Charge + 1 -----------------------------------------------------------------------------Riot Police Launcher B in Enyo - Total 3

AP: 23 MV: 7 Lv: 16 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 663 (I) KN - 18 x 1, 1, 1 AP Arms - 364 (I) KN - 18 x 1, 1, 1 AP Legs - 550 (F) MS(4) - 122 x 2, 6-8, 13 AP Evasion - 0% (F) MS(4) - 122 x 2, 6-8, 13 AP Armor - Fire Defense - 12/12/8 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 6 AP Charge + 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Striker in Scintilla - Total 3 AP: 19 MV: 7 Lv: 16 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 871 (P) PB - 77 x 1, 1, 1 AP(one) Arms - 483 (P) PB - 77 x 1, 1, 1 AP(see PB) Legs - 550 (I) RD - 93 x 1, 1, 1 AP(two) Evasion - 2% (I) RD - 93 x 1, 1, 1 AP(see RD) Armor - Impact Defense - 20/20/8 Job Levels: Skills: Stk - 6 Striker Link L Asl - 1 Striker Link R Gun - 1 Charge I Lcn - 1 Footwork Mec - 1 Defense I(RD Link Leader) Jam - 1 -----------------------------------------------------------------------------Recommendation: Walter - Raptor MG + Raptor MG. Skills - Switch I, Terror Shot I, Pincers Edward - Raptor MG + SN SD. Skills - Slice Shot I, Defense I, Block DMG 15, Repair AP - 2 Damon - Donkey MS + Galbados RK. Skills - Inferno, AP Cost 0, Focus Up, Max AP + 2(2), AP Charge + 1 Jamie - Winee RF. Skills - Blast Shot, Panic Shot I, Focus Up Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Melee Duel Jim - Warmer FT + Raptor MG. Skills - Minus Shot I, Feint I, Fix DMG I Equipment - Rank 7. Bauers Legs on all. Strategy: This is a long mission and can be even longer without Hover type Legs. The majority of the enemies can be reached by passing through the watery areas. The water counts as an uneven surface so it takes 2 AP to move one space. This is where Hover Legs shine.. they hover above the water and can move without any terrain penalties. Anyways, the new Jammer unit makes its big introduction here. Their purpose is as Walter states in the briefing.. to disable your wanzers. Go after them first as their EMP capabilities can be

quite annoying. Aside from that, glide through the waters with your Hover legs and use standard battle tactics to win. -----------------------------------------------------------------------------************ INTERMISSION ************ Information Update: 1. Simulator 12 available. 2. New equipment at the Hangar, maximum Rank and Remodeling maximum Rank raised to 8. As you may have expected, there's another mission waiting. Prepare accordingly then commence the mission. Avoid equipping any GR or RK weapons, including Sensor Backpacks. You'll see why... -----------------------------------------------------------------------------Mission 17 - Testing Facilities -----------------------------------------------------------------------------Date: 01/March/2098 Location: Fortune Medical Co. Testing Facilities Difficulty: **** Briefing: Red Leader to all units. We're going inside the facility. Inside the facility, our wanzers will have very limited space. So, all shoulder weapons are unusable except missiles. Sensors are similarly limited... Don't bother equipping those devices in this environment. Also, fighting will take place in these tight passages... Use caution when firing while friendlies are in your LOS. The unknown machine is located in the deepest section, but... We have no data on it. If the machine becomes a threat, destroy it immediately. We also learned that the guard system has been activated. This is a bad situation. The enemy knows our plans. We must clean things up before the situation gets worse. Destroy all enemy units in the facility to end the operation. As always, work quickly. Briefing Notes: Preliminary data on the ASA-9X machine is shown, along with some pictures taken at different angles. Enemies: 20 Bosses: 1 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: Turn limit exceeded(38) or all ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 25 turns or less without any lost pilots. Link Squad: ASA-9x(Leader) Gunner A Gunner A Gunner A

Gunner A Link Squad B: Striker Assault Assault Striker B(Leader) A A A

Link Squad C: Striker C(Leader) Assault B Gunner B Link Squad D: Assault B(Leader) Launcher A Striker B Link Squad E: Striker C(Leader) Assault B Gunner B Link Squad F: Launcher B(Leader) Assault B Striker B Battle Reward ---------------Pilot EXP - 4200 CP - 2900 Enemy Composition -----------------------------------------------------------------------------Boss - ASA-9X Pilot in ASA-9X(Gunner) AP: 26 MV: 6 Lv: 20 AP Charge: 26 Unit Loadout: Weapon Loadout: Body - 6211 (P) MG - 20 x 11(2), 1-4, 2 AP, 80-63% Evasion - 0% (F + I) BZ - 133 x 1 + 101(2), 1-10, 6 AP, 82-57% Armor - None (N) CN - 268 x 1(1), 1-8, 14 AP, 99-92% Defense - 0 Pilot Type - Aggressive Job Levels: Skills: Stk - 1 EMP Recovery Speed I Asl - 2 Hammer Down Penetration - 31 target(CN) Gun - 6 Assault Link Blast Range - 3 squares(BZ) Lcn - 1 Gunner Link Mec - 1 Zoom Jam - 1 Blast Shot -----------------------------------------------------------------------------Assault A in Warlus - Total 2 AP: 19 MV: 7 Lv: 17 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 829 (P) MG - 14 x 11, 1-4, 4 AP(one)

Arms - 460 (P) MG - 14 x 11, 1-4, 4 AP(see MG) Legs - 643 (I) SG - 16 x 10, 1-3, 3 AP(one) Evasion - 0% (I) SG - 16 x 10, 1-3, 3 AP(see SG) Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 6 Assault Link R Gun - 1 Boost I Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Assault B in Warlus - Total 4 AP: 19 MV: 7 Lv: 17 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 995 (P) MG - 14 x 12, 1-4, 4 AP(two) Arms - 552 (P) MG - 14 x 12, 1-4, 4 AP(see MG) Legs - 771 (I) SG - 19 x 9, 1-3, 3 AP(one) Evasion - 0% (I) SG - 19 x 9, 1-3, 3 AP(see SG) Armor - Piercing (I) SG - 21 x 9, 1-3, 3 AP(one) Defense - 36/36/36 (I) SG - 21 x 9, 1-3, 3 AP(see SG) Job Levels: Skills: Stk - 1 Assault Link L Asl - 6 Assault Link R Gun - 1 Boost I Lcn - 1 Slice Shot I(21 x 9 SG Link Leader) Mec - 1 Panic Shot II(21 x 9 SG Link Leader) Jam - 1 -----------------------------------------------------------------------------Gunner A in Kyojun - Total 4 AP: 19 MV: 4 Lv: 17 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 745 (P) RF - 116 x 1, 1-7, 6 AP(two) Arms - 416 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 579 (F + I) BZ - 105 x 1 + 70, 3-6, 6 AP(two) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Zoom Gun - 6 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Gunner B in Kyojun - Total 2 AP: 19 MV: 4 Lv: 17 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 894 (P) RF - 130 x 1, 1-7, 6 AP Arms - 500 (I) KN - 18 x 1, 1, 1 AP Legs - 694 Evasion - 0% Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Zoom Gun - 6

Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Launcher A in Enyo - Total 1 AP: 23 MV: 4 Lv: 17 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 795 (I) KN - 18 x 1, 1, 1 AP Arms - 436 (I) KN - 18 x 1, 1, 1 AP Legs - 619 (F) MS(4) - 139 x 2, 6-8, 14 AP Evasion - 0% (F) MS(4) - 139 x 2, 6-8, 14 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 6 AP Charge + 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Launcher B in Enyo - Total 1 AP: 23 MV: 4 Lv: 17 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 953 (I) KN - 18 x 1, 1, 1 AP Arms - 522 (I) KN - 18 x 1, 1, 1 AP Legs - 619 (F) MS(5) - 159 x 2, 6-8, 16 AP Evasion - 0% (F) MS(5) - 159 x 2, 6-8, 16 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 6 AP Charge + 1 Mec - 1 AP Cost 0 Jam - 1 -----------------------------------------------------------------------------Striker A in Scintilla - Total 1 AP: 19 MV: 7 Lv: 17 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 871 (I) KN - 66 x 1, 1, 1 AP Arms - 483 (I) SD - 50 x 1, 1, 1 AP Legs - 676 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 6 Striker Link L Asl - 1 Charge I Gun - 1 Footwork Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Striker B in Scintilla - Total 3 AP: 19 MV: 7 Lv: 17 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1045 (I) KN - 72 x 1, 1, 1 AP Arms - 579 (I) SD - 55 x 1, 1, 1 AP

Legs - 812 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 6 Striker Link L Asl - 1 Charge I Gun - 1 Footwork Lcn - 1 Revenge(Link Leader) Mec - 1 Jam - 1 -----------------------------------------------------------------------------Striker C in Scintilla - Total 2 AP: 19 MV: 7 Lv: 17 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1254 (I) KN - 79 x 1, 1, 1 AP Arms - 694 (I) SD - 60 x 1, 1, 1 AP Legs - 812 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 6 Striker Link L Boost I(Link Leader 2) Asl - 1 Charge I Gun - 1 Footwork Lcn - 1 Defense I(Link Leader) Mec - 1 Anti-Strike(Link Leader) Jam - 1 Revenge(Link Leader 2) -----------------------------------------------------------------------------Recommendation: Walter - Raptor MG + Raptor MG. Skills - Switch I, Terror Shot I, Pincers Edward - Raptor MG + SN SD. Skills - Slice Shot I, Defense I, Block DMG 15, Repair AP - 2 Damon - Donkey MS x 2. Skills - Inferno, AP Cost 0, Focus Up, Max AP + 2(2), AP Charge + 1 Jamie - Winee RF. Skills - Blast Shot, Panic Shot I, Focus Up Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Melee Duel Jim - Warmer FT + Raptor MG. Skills - Hellfire, Minus Shot I, Feint I, Fix DMG I Equipment - Rank 7. Strategy: This is the first indoor mission and as such, shoulder weapons save an MS are unusable. Sensor Backpacks cannot aid MS fire as well. Due to the area itself, you have to fight in cramped areas with friendly fire being a common sight. To avoid the problem as much, move one or two pilots to the other side of an enemy squad. This minimizes damage dealt to them. As for the enemies, deal with each squad one at a time. In the final room, there are a total of 8 enemies and the ASA-9X itself. Try to bait some wanzers to follow you to ensure an easier time with the boss. Against the boss, avoid positioning all pilots too close. ASA-9X's BZ has a blast range of 2 spaces and it's quite strong. The strongest weapon is the

torso cannon, which is equipped with Penetration. This lets any attack strike through multiple targets lined up in a row. Position carefully and avoid lining up your pilots as that will prompt the unit to fire its CN. Edward is the main support as usual, but the ASA-9X likes to personally go after our Mechanic. Keep Edward away from the attack range if possible. Melee attacks are ineffective here as the ASA-9X is suspended by chains in mid-air. Use Christine to act as a shield for pilots with low HP. One last reminder is that the CN cannot be blocked by any of the three resistances. -----------------------------------------------------------------------------************ INTERMISSION ************ Time to watch another cutscene. After it is done, you will regain control of the game. Just keep talking and watch the cutscene that appears. -----------------------------------------------------------------------------BARGHEST [BARG] -----------------------------------------------------------------------------A quick cutscene follows after the previous intermission. -----------------------------------------------------------------------------SOUTH AMERICA [SAME] -----------------------------------------------------------------------------*************** FORT MONUS BASE *************** Scouting List: Simulator - Muriel(Jam-S), William(Asl), Cecil(Lcn) Lounge - Ella(Asl), Cindy(Lcn), Dean(Lcn) Gym - Cassius(Mec), Ted(Mec), Brenda(Asl), Ezra(Jam) Mess Hall - Eric(Stk), Andy(Gun) Bunks - Lynette(Stk), Olive(Gun), Bert(Stk) Information Update: 1. 2. 3. 4. Max pilot count raised to 12. Camouflage #21 added. 4 RP - Bert at the Bunks, first choice from option. New equipment at the Hangar.

Ah, finally back to Fort Monus Base after such a long time. And another nice promotion for Walter, evident from the recent cutscene. Scouting is now at 12 max so you have extra room for any reserve pilots. To proceed to the upcoming mission, head to the Mission Briefing Room and speak with Hector. Move Out of the base and you will be in a Control Tower. Speak with Hector twice and choose the first choice during the second conversation to begin the next mission. -----------------------------------------------------------------------------Mission 18 - Manaus Airport ------------------------------------------------------------------------------

Date: 09/May/2098 Location: Manaus Airport, Brazil Difficulty: *** Briefing: Black 1 to all units. It's time to start. We must protect the target. A passenger jet has been taken hostage... The jet is ready to go, so it's full of fuel. As your duty is to execute this with no civilian casualties... Engage the enemy units before they destroy the target. We think the enemy will attack the jet in retaliation. Any small sparks from damage may cause its fuel tank to explode... This will result in mission failure. Monitor the damage taken by the passenger jet. Furthermore, a fuel truck is also in the airport. Use it as a blast vehicle... But, it contains jet fuel. Note its blast radius to avoid damaging the jet. Destroy all enemy units. Prove yourself, Black 6. Briefing Notes: A picture of the Passenger Jet is shown. A picture of the Fuel Truck is shown. Enemies: 9 + 6 reinforcements Bosses: 0 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: Passenger jet destroyed or all ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 15 turns or less without any lost pilots. The Passenger Jet must remain above 3000 HP as well. Link Squad A: Assault A(Leader) Assault A Gunner Gunner Launcher A Link Squad B: Striker Striker Striker Striker B(Leader) A A A

(Reinforcement Link Squads) Link Squad C: Assault B(Leader) Jammer Launcher B Launcher B Mechanic Striker A Battle Reward ---------------Pilot EXP - 4500 CP - 3200

Enemy Composition -----------------------------------------------------------------------------FARSA Assault A in Zenith - Total 2 * System Down status attack inflicted * AP: 20 MV: 0 Lv: 18 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 691 (P) MG - 14 x 12, 1-4, 4 AP Arms - 383 (I) SG - 19 x 9, 1-3, 3 AP Legs - 536 Evasion - 0% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 Assault Link L Asl - 6 Assault Link R Gun - 1 Boost I Lcn - 1 Terror Shot II(Link Leader) Mec - 1 Jam - 1 -----------------------------------------------------------------------------FARSA Gunner in Kyojun - Total 2 AP: 20 MV: 4 Lv: 18 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1073 (P) RF - 130 x 1, 1-7, 6 AP(one) Arms - 601 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 832 (F + I) BZ - 120 x 1 + 92, 3-6, 6 AP(one) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Fire Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Zoom Gun - 6 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------FARSA Launcher A in Enyo - Total 1 AP: 24 MV: 4 Lv: 18 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 953 (I) KN - 18 x 1, 1, 1 AP Arms - 522 (I) KN - 18 x 1, 1, 1 AP Legs - 743 (F) MS(4) - 139 x 2, 6-8, 14 AP Evasion - 0% (F) MS(4) - 139 x 2, 6-8, 14 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 6 AP Charge + 1 Mec - 1 MS Reload 3(BP, 2) Jam - 1 All Repair 400(BP, 4) -----------------------------------------------------------------------------FARSA Striker A in Scintilla - Total 3 AP: 20 MV: 7 Lv: 18 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 871 (I) KN - 66 x 1, 1, 1 AP Arms - 483 (P) PB - 77 x 1, 1, 1 AP Legs - 676

Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 6 Striker Link L Asl - 1 Striker Link R Gun - 1 Charge I Lcn - 1 Footwork Mec - 1 Jam - 1 -----------------------------------------------------------------------------FARSA Striker B in Scintilla - Total 1 AP: 20 MV: 7 Lv: 18 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1045 (I) KN - 72 x 1, 1, 1 AP Arms - 579 (P) PB - 84 x 1, 1, 1 AP Legs - 812 Evasion - 16% Armor - None Defense - 20/20/20 Job Levels: Skills: Stk - 6 Striker Link L Asl - 1 Striker Link R Gun - 1 Charge I Lcn - 1 Footwork Mec - 1 Auto Machine Jam - 1 Revenge -----------------------------------------------------------------------------Reinforcements: (turn 5) -----------------------------------------------------------------------------FARSA Assault B in Zenith - Total 1 AP: 20 MV: 7 Lv: 18 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 995 (P) MG - 14 x 12, 1-4, 4 AP Arms - 552 (I) SG - 19 x 9, 1-3, 3 AP Legs - 771 Evasion - 6% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 Assault Link L Asl - 6 Assault Link R Gun - 1 Boost I Lcn - 1 Terror Shot II Mec - 1 Auto Machine Jam - 1 -----------------------------------------------------------------------------FARSA Jammer in Schakal - Total 1 AP: 20 MV: 5 Lv: 18 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 745 (F) FT - 32 x 4, 1-2, 3 AP Arms - 416 (I) KN - 18 x 1, 1, 1 AP Legs - 579 Evasion - 22% Armor - Piercing Defense - 8/8/8

Job Levels: Skills: Stk - 1 Assault Link L Asl - 2 Gun - 1 Lcn - 1 Mec - 1 Jam - 6 -----------------------------------------------------------------------------FARSA Launcher B in Enyo - Total 2 AP: 24 MV: 4 Lv: 18 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 795 (I) KN - 18 x 1, 1, 1 AP Arms - 436 (I) KN - 18 x 1, 1, 1 AP Legs - 619 (F) MS(4) - 139 x 2, 6-8, 14 AP Evasion - 0% (F) MS(4) - 139 x 2, 6-8, 14 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 6 AP Charge + 1 Mec - 1 MS Reload 3(BP, 2) Jam - 1 -----------------------------------------------------------------------------FARSA Mechanic in Giza - Total 1 AP: 20 MV: 5 Lv: 18 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 706 (P) MG - 14 x 11, 1-4, 4 AP Arms - 393 (I) SD - 16 x 1, 1, 1 AP Legs - 550 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 Slice Shot I Asl - 2 Gun - 1 Lcn - 6 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Striker A - Total 1 Skills - Striker Link L, Striker Link R, Charge I, Footwork -----------------------------------------------------------------------------Defense target: Airliner J-9(Passenger Jet) - Total 1 Body - 6000 -----------------------------------------------------------------------------Optional target: Fuel Truck SC4(Fuel Truck) - Total 1 Body - 10 -----------------------------------------------------------------------------Recommendation:

Walter - Raptor MG + Raptor MG. Skills - Switch I, Terror Shot I, Pincers Hector - Raptor MG + SN SD. Skills - Slice Shot I, Defense I, Block DMG 15, Repair AP - 2 Damon - Donkey MS x 2. Skills - Inferno, AP Cost 0, Focus Up, Max AP + 2(2), AP Charge + 1 Jamie - Winee RF. Skills - Blast Shot, Panic Shot I, Focus Up Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Melee Duel Jim - Warmer FT + Raptor MG. Skills - Hellfire, Minus Shot I, Feint I, Fix DMG I Equipment - Rank 8. Strategy: The mission starts off with the two Assaults guarding the jet already hit with System Down status. Take advantage of this and destroy them as soon as possible. Take out the lone Launcher and two Gunners nearby. On turn 5, more reinforcements will show up. The Mechanic unit makes its introduction here and its sole purpose is to keep the rest of its squad fighting. Be sure to gang up and destroy it first. A Jammer accompanies the reinforcements so they are the next to go. Mop up the rest of the enemy forces and this is another mission complete. If the Passenger Jet takes a hit, you can Repair it if need be. -----------------------------------------------------------------------------************ INTERMISSION ************ Information Update: 1. Simulator 13 available. After the cutscenes are over, another mission briefing will begin. Commence when you feel the need to get it done. From this point on, the majority of enemy forces will consist of 'S' pilots instead of regular pilots. If the Enemy Composition under Skills has the skill EMP Recovery at the top, it is the indicator for an 'S' pilot. The following skill underneath tends to be an 'S' exclusive skill as well. Thus, Enemy Composition will not make mention if there are 'S' pilots. For the regular pilots, just avoid the top two skills generally in the Skills area. -----------------------------------------------------------------------------Mission 19 - Terrorist Encounter -----------------------------------------------------------------------------Date: 10/May/2098 Location: 140km from Cuzco, Auzangate Peak, Peru Difficulty: *** Briefing: Black 1 to all units. We have visitors. The enemy was kind enough to bring us transport helis. We think their objective is to capture the container. Naturally, we won't allow this. We must protect the container. The transport helis must not reach the container. Otherwise, our efforts will have been for

nothing. Currently, this is the info we have on them... Our job is to ensure a firm rejection of this threat. Dead men teach us a lot. Destroy all enemies to end this. Briefing Notes: A picture of the Cargo Container is shown. Enemies: 19 Bosses: 0 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: Enemy transport helicopter reaches container or all ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 25 turns or less without any lost pilots. Link Squad A: Launcher B(Leader) Gunner B Mechanic A Striker Link Squad B: Assault B(Leader) Gunner A Mechanic A Striker Link Squad C: Mechanic B(Leader) Assault A Assault A Link Squad D: Gunner C(Leader) Launcher A Link Squad E: Assault B(Leader) Assault A Battle Reward ---------------Pilot EXP - 4800 CP - 3600 Enemy Composition -----------------------------------------------------------------------------Riot Police Assault A in Zenith - Total 3 AP: 20 MV: 7 Lv: 19 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1194 (P) MG - 14 x 12, 1-4, 4 AP(one) Arms - 662 (I) SG - 19 x 9, 1-3, 3 AP(see MG)

Legs - 925 (P) MG - 23 x 8, 1-4, 4 AP(two) Evasion - 6% (I) SG - 21 x 9, 1-3, 3 AP(see MG) Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 7 All Hit Gun - 1 Assault Link L Lcn - 1 Assault Link R Mec - 1 Speed I Jam - 1 Boost I -----------------------------------------------------------------------------Riot Police Assault B in Zenith - Total 2 AP: 21 MV: 7 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1194 (P) MG - 23 x 8, 1-4, 4 AP Arms - 662 (I) SG - 21 x 9, 1-3, 3 AP Legs - 925 Evasion - 12% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 EMP Recovery Panic Shot II(Link Leader) Asl - 7 All Hit Minus Shot II(Link Leader 2) Gun - 1 Assault Link L Barrage(Link Leader 2) Lcn - 1 Assault Link R Mec - 1 Speed I Jam - 1 Boost I -----------------------------------------------------------------------------Riot Police Gunner A in Grille Sechs - Total 1 AP: 20 MV: 4 Lv: 19 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 944 (F + I) BZ - 112 x 1 + 84, 3-6, 6 AP Arms - 521 (I) KN - 18 x 1, 1, 1 AP Legs - 734 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Hammer Down Gun - 7 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Gunner B in Grille Sechs - Total 1 AP: 20 MV: 4 Lv: 19 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1132 (P) RF - 145 x 1, 1-7, 6 AP Arms - 624 (I) KN - 18 x 1, 1, 1 AP Legs - 880 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Hammer Down Gun - 7 Gunner Link L Lcn - 1 Panic Shot II

Mec - 1 Jam - 1 -----------------------------------------------------------------------------Riot Police Gunner C in Grille Sechs - Total 1 AP: 21 MV: 4 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1132 (F + I) BZ - 120 x 1 + 92, 3-6, 6 AP Arms - 624 (I) KN - 18 x 1, 1, 1 AP Legs - 880 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Hammer Down Gun - 7 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Quick Draw Jam - 1 Leg Breaker -----------------------------------------------------------------------------Heli Pilot in Shamrock - Total 4 AP: 25 MV: 6 Lv: 19 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1721 None Evasion - 0% Armor - None Defense - 0 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 Max AP + 1 Lcn - 7 AP Charge + 1 Mec - 1 AP Charge + 1 Jam - 1 AP Charge + 2 -----------------------------------------------------------------------------Riot Police Launcher A in Enyo - Total 1 AP: 25 MV: 4 Lv: 19 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 953 (I) KN - 79 x 1, 1, 1 AP Arms - 522 (I) KN - 79 x 1, 1, 1 AP Legs - 743 (F) MS(5) - 159 x 2, 6-8, 16 AP Evasion - 0% (F) MS(5) - 159 x 2, 6-8, 16 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 3 EMP Recovery Max AP + 1 Asl - 1 Double Launcher AP Charge + 1 Gun - 1 Striker Link L AP Charge + 1 Lcn - 7 Striker Link R AP Charge + 2 Mec - 1 Max AP + 2 Jam - 1 Max AP + 2 -----------------------------------------------------------------------------Riot Police Launcher B in Scintilla - Total 1 AP: 26 MV: 6 Lv: 20 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1254 (I) KN - 18 x 1, 1, 1 AP Arms - 601 (P) GG - 18 x 19, 1-8, 6 AP Legs - 792 (F) MS(6) - 55 x 4, 6-8, 16 AP Evasion - 10% (F) MS(6) - 55 x 4, 6-8, 16 AP Armor - Impact

Defense - 20/8/16 Job Levels: Skills: Stk - 1 EMP Recovery AP Charge + 1 Asl - 1 Double Launcher AP Charge + 1 Gun - 3 Gunner Link R AP Charge + 2 Lcn - 7 Max AP + 2 Speed II Mec - 1 Max AP + 2 MS Burst Jam - 1 Max AP + 1 -----------------------------------------------------------------------------Riot Police Mechanic A in Giza - Total 2 AP: 20 MV: 6 Lv: 19 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 848 (P) MG - 14 x 12, 1-4, 4 AP Arms - 472 (I) SD - 17 x 1, 1, 1 AP Legs - 660 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Full Defense Gun - 1 Slice Shot I Lcn - 1 Mec - 7 Jam - 1 -----------------------------------------------------------------------------Riot Police Mechanic B in Giza - Total 1 AP: 21 MV: 6 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1018 (P) MG - 23 x 8, 1-4, 4 AP Arms - 567 (I) SD - 18 x 1, 1, 1 AP Legs - 792 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 2 Full Defense Gun - 1 Assault Link L Lcn - 1 Slice Shot I Mec - 7 Terror Shot II Jam - 1 Weakpoint -----------------------------------------------------------------------------Riot Police Striker in Scintilla - Total 2 AP: 20 MV: 7 Lv: 19 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1254 (I) KN - 79 x 1, 1, 1 AP Arms - 694 (I) KN - 79 x 1, 1, 1 AP Legs - 975 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 7 EMP Recovery Asl - 1 Hard Strike Gun - 1 Striker Link L Lcn - 1 Striker Link R Mec - 1 Charge I Jam - 1 Footwork ------------------------------------------------------------------------------

Recommendation: Walter - Raptor MG + Raptor MG. Skills - Switch I, Speed I, Terror Shot I, Pincers Hector - Raptor MG + SN SD. Skills - Slice Shot I, Defense I, Repair AP - 2 Damon - Donkey MS x 2. Skills - Inferno, AP Cost 0, Focus Up, Max AP + 2(2), AP Charge + 1 Jamie - Winee RF. Skills - Blast Shot, Panic Shot I, Focus Up Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Melee Duel Jim - Warmer FT + Raptor MG. Skills - Hellfire, Minus Shot I, Feint I, Fix DMG I Equipment - Rank 8. Strategy: This is another protect type mission, but the defense target has no HP. It only needs a Heli Pilot to be under and scoop it away. Fortunately, the Heli Pilots have no way of attacking you. Bait the nearest group up North then be ready to shoot down the first Heli. Keep everyone close to maximize the damage inflicted on the Heli Pilots. Once all are done, mop up the remains of the enemy forces. Be on the lookout for the Launcher to the South as the unit is using the strong Burchel GG. The Launcher's MGR shoulder weapons are not strong missiles, but the Double Launcher skill makes them dangerous. -----------------------------------------------------------------------------This section ends with another cutscene unsurprisingly. -----------------------------------------------------------------------------CAMBODIA [CAMB] -----------------------------------------------------------------------------*************** FORT MONUS BASE *************** Scouting List: Simulator - Boris(Lcn), Mary(Jam) Lounge - None Gym - Oliver(Asl), Herman(Jam), William(Asl) Mess Hall - Lucas(Stk-S), Cecily(Lcn-S), Noah(Mec), Guy(Mec) Bunks - Lisa(Gun), Vincent(Asl), Harold(Gun), Simon(Gun), Egbert(Stk) Information Update: 1. 6 RP - Gerald at the Operations Room, after speaking with Enos, making a choice from an option, and Enos is done talking. 2. New equipment at the Hangar, maximum Rank and Remodeling maximum Rank raised to 9. After our fun from staying in South America, we are back to Fort Monus Base. More pilots show up to be recruited, as well as a few 'S' pilots. Go recruit the 'S' pilots that can be Scouted for now, or you can choose to do it later when the rest become available. To advance the plot, go to the Senior

Officer's Room below the Junior Officer's Room and speak with Hector. Select all three options and head for the Mission Briefing Room. Move Out of the base when you are ready. -----------------------------------------------------------------------------Mission 20 - Battambang City -----------------------------------------------------------------------------Date: 20/November/2109 Location: Battambang City, Battambang Province, Cambodia Difficulty: *** Briefing: Black 1 to all units. This is unexpected. The enemy is moving... My guess is that they are on patrol. Level of caution has high. The enemy seems to have predicted our strategy. We will assume this is so... Still, we must address the enemy withdrawal. Use any means necessary to halt the enemy from retreating. Break through and destroy them. Everyone, keep a quick pace. Don't let the train leave. Briefing Notes: None. Enemies: 21 + 2 reinforcements 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 25 turns or less without any lost pilots. Link Squad A: Mechanic B(Leader) Assault A Gunner A Jammer Launcher B Link Squad B: Jammer(Leader) Gunner Launcher B Launcher B Link Squad C: Striker B(Leader) Striker A Launcher D Mechanic A Link Squad D: Launcher C(Leader) Jammer Launcher A Link Squad E:

Gunner B(Leader) Gunner A Gunner A Link Squad F: Gunner B(Container/Leader) Gunner A(Container) Battle Reward ---------------Pilot EXP - 5100 CP - 3900 Enemy Composition -----------------------------------------------------------------------------Grimnir Assault A in Zenith - Total 1 AP: 21 MV: 7 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1194 (P) MG - 23 x 8, 1-4, 4 AP Arms - 662 (I) SG - 21 x 9, 1-3, 3 AP Legs - 925 Evasion - 6% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 Assault Link L Asl - 7 Assault Link R Gun - 1 Speed I Lcn - 1 Boost I Mec - 1 Jam - 1 -----------------------------------------------------------------------------Grimnir Gunner A in Grille Sechs - Total 3 AP: 21 MV: 4 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1132 (P) RF - 145 x 1, 1-7, 6 AP(two) Arms - 624 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 880 (P) GG - 11 x 22, 1-6, 6 AP(one) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see GG) Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot II Gun - 7 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Grimnir Gunner B in Grille Sechs - Total 2 AP: 21 MV: 4 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1358 (P) GG - 14 x 19, 1-6, 6 AP(one) Arms - 748 (I) KN - 18 x 1, 1, 1 AP(see GG) Legs - 1055 (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP(one) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing Defense - 16/16/16

Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Hammer Down Gun - 7 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Jam - 1 -----------------------------------------------------------------------------Grimnir Gunner A in C2 Container(Container) - Total 1 AP: 21 MV: 0 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 2438 (P) RF - 141 x 1, 1-8, 6 AP, 96-78% Evasion - 0% Armor - Impact Defense - 20 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Panic Shot II Gun - 7 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Grimnir Gunner B in C2 Container(Container) - Total 1 AP: 21 MV: 0 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 3509 (P) RF - 158 x 1, 1-8, 6 AP, 96-78% Evasion - 0% Armor - Impact Defense - 20 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Panic Shot II Gun - 7 Blast Shot Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Grimnir Jammer in Schakal - Total 3 AP: 21 MV: 6 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1073 (F) FT - 42 x 4, 1-2, 3 AP Arms - 601 (I) KN - 18 x 1, 1, 1 AP Legs - 832 Evasion - 22% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 2 Abyss Shot Gun - 1 Assault Link L Lcn - 1 Terror Shot I Mec - 1 Defend Body(Link Leader) Jam - 7 -----------------------------------------------------------------------------Grimnir Launcher A in Enyo - Total 1 AP: 26 MV: 4 Lv: 20 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 953 (I) KN - 79 x 1, 1, 1 AP Arms - 522 (I) KN - 79 x 1, 1, 1 AP

Legs - 743 (F) MS(5) - 159 x 2, 6-8, 16 AP Evasion - 0% (F) MS(5) - 159 x 2, 6-8, 16 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 3 EMP Recovery Max AP + 1 Asl - 1 Double Launcher AP Charge + 1 Gun - 1 Striker Link L AP Charge + 1 Lcn - 7 Striker Link R AP Charge + 2 Mec - 1 Max AP + 2 Jam - 1 Max AP + 2 -----------------------------------------------------------------------------Grimnir Launcher B in Enyo - Total 3 AP: 26 MV: 8 Lv: 20 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 953 (I) KN - 79 x 1, 1, 1 AP Arms - 522 (I) KN - 79 x 1, 1, 1 AP Legs - 792 (F) MS(5) - 159 x 2, 6-8, 16 AP(two) Evasion - 0% (F) MS(5) - 159 x 2, 6-8, 16 AP(see MS) Armor - Fire (F) GR(4) - 435 x 1, 4-6, 17 AP(one) Defense - 12/12/8 (F) GR(4) - 435 x 1, 4-6, 17 AP(see GR) Job Levels: Skills: Stk - 3 EMP Recovery Max AP + 1 Asl - 1 Double Launcher AP Charge + 1 Gun - 1 Striker Link L AP Charge + 1 Lcn - 7 Striker Link R AP Charge + 2 Mec - 1 Max AP + 2 Jam - 1 Max AP + 2 -----------------------------------------------------------------------------Grimnir Launcher C in Enyo - Total 1 AP: 26 MV: 4 Lv: 20 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1143 (I) KN - 86 x 1, 1, 1 AP Arms - 625 (I) KN - 86 x 1, 1, 1 AP Legs - 892 (F) GR(4) - 473 x 1, 4-6, 19 AP Evasion - 0% (F) GR(4) - 473 x 1, 4-6, 19 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 1 EMP Recovery AP Charge + 2 Asl - 1 Max AP + 2 GR Burst Gun - 1 Max AP + 2 Lcn - 7 Max AP + 1 Mec - 1 AP Charge + 1 Jam - 1 AP Charge + 1 -----------------------------------------------------------------------------Grimnir Launcher D in Enyo - Total 1 AP: 26 MV: 4 Lv: 20 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1143 (I) KN - 79 x 1, 1, 1 AP Arms - 625 (I) KN - 79 x 1, 1, 1 AP Legs - 743 (F) MS(5) - 159 x 2, 6-8, 16 AP Evasion - 0% (F) MS(5) - 159 x 2, 6-8, 16 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 3 EMP Recovery Max AP + 1 Asl - 1 Double Launcher AP Charge + 1 Gun - 1 Striker Link L AP Charge + 1 Lcn - 7 Striker Link R AP Charge + 2

Mec - 1 Max AP + 2 Jam - 1 Max AP + 2 -----------------------------------------------------------------------------Grimnir Mechanic A in Giza - Total 1 AP: 21 MV: 6 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1222 (P) MG - 23 x 8, 1-4, 4 AP Arms - 681 (I) KN - 18 x 1, 1, 1 AP Legs - 792 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 2 Full Defense Gun - 1 Assault Link L Lcn - 1 Slice Shot I Mec - 7 Jam - 1 -----------------------------------------------------------------------------Grimnir Mechanic B in Giza - Total 1 AP: 21 MV: 6 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1222 (P) MG - 20 x 10, 1-4, 4 AP Arms - 681 (I) KN - 18 x 1, 1, 1 AP Legs - 950 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 Assault Link L Asl - 2 Slice Shot I Gun - 1 Defend Body Lcn - 1 Mec - 7 Jam - 1 -----------------------------------------------------------------------------Grimnir Striker A in Scintilla - Total 1 AP: 21 MV: 7 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1505 (I) RD - 112 x 1, 1, 1 AP Arms - 832 (P) PB - 92 x 1, 1, 1 AP Legs - 792 Evasion - 0% Armor - Impact Defense - 20/20/4 Job Levels: Skills: Stk - 7 EMP Recovery Asl - 1 Hard Strike Gun - 1 Striker Link L Lcn - 1 Striker Link R Mec - 1 Charge I Jam - 1 Footwork -----------------------------------------------------------------------------Grimnir Striker B in Scintilla - Total 1 AP: 21 MV: 8 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1505 (I) KN - 79 x 1, 1, 1 AP Arms - 832 (P) PB - 92 x 1, 1, 1 AP Legs - 950

Evasion - 0% Armor - Impact Defense - 20/20/4 Job Levels: Skills: Stk - 7 EMP Recovery Double Punch II Asl - 1 Hard Strike Gun - 1 Striker Link L Lcn - 1 Striker Link R Mec - 1 Charge I Jam - 1 Footwork -----------------------------------------------------------------------------Reinforcements: (destroy Gunner A in Container) -----------------------------------------------------------------------------Gunner B with GG - Total 1 Skills - Gunner Link L, Panic Shot II -----------------------------------------------------------------------------(destroy Gunner B in Container) -----------------------------------------------------------------------------Grimnir Assault B in Zenith - Total 1 AP: 21 MV: 7 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1433 (P) MG - 20 x 10, 1-4, 4 AP Arms - 794 (I) SG - 23 x 9, 1-3, 3 AP Legs - 925 Evasion - 6% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 Assault Link L Asl - 7 Assault Link R Gun - 1 Speed I Lcn - 1 Boost I Mec - 1 Switch II Jam - 1 Freeze Shot -----------------------------------------------------------------------------Recommendation: Walter - Raptor MG + Raptor MG. Skills - Switch I, Speed I, Terror Shot I, Pincers Hector - Raptor MG + SN SD. Skills - Slice Shot I, Defense I, Repair AP - 2 Damon - Donkey MS + Galbados RK. Skills - Inferno, AP Cost 0, Focus Up, Max AP + 2(2), AP Charge + 1 Jamie - Winee RF. Skills - Blast Shot, Panic Shot I, Zoom, Focus Up Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Revenge Jim - Warmer FT + Raptor MG. Skills - Hellfire, Minus Shot I, Feint I, Fix DMG I Equipment - Rank 8. Strategy:

This mission doesn't have anything special but Gunner containers with RFs. Aside from that, it's a standard difficulty mission. Remember to destroy all Jammers and Mechanics first, then followed by Launchers and Strikers. When the Gunner containers are destroyed, you will face either an Assault or a Gunner reinforcement. They are fairly strong but full Links will beat them without a fuss. -----------------------------------------------------------------------------************ INTERMISSION ************ Information Update: 1. Simulator 15 available. 2. New equipment at the Hangar. It's intermission time again. Prepare for the next mission accordingly as it provides other rewards aside from RP. Do the usual then commence the next mission. -----------------------------------------------------------------------------Mission 21 - Underground Facilities -----------------------------------------------------------------------------Date: 21/November/2109 Location: Underground Facilities, Cambodia Difficulty: **** Briefing: Black 1 to all units. We are in pursuit. At first glance this space looked open, but in reality... The passages are very tight. There are sentry guns as well. These might pose a problem so try to eliminate them. Our main priority is to remove all enemies in this facility. Plan your attack route wisely. Place units in ideal locations to intercept fleeing enemies. We cannot permit any to escape. Our primary targets are the users of this facility. Let's wrap this up quickly. Briefing Notes: A picture of a Sentry Gun is shown. Enemies: 13 + 8 optional targets Bosses: 0 Units: 6 Allies: 0 Winning Condition: Destroy all enemies except sentry guns. Losing Condition: Turn limit exceeded(30) or all ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 25 turns or less without any lost pilots. The following items are rewarded for greater mission performance: Rank Rank Rank Rank 9 9 9 9 Body(Black Knight) - Destroy 2 sentry guns. RF(Iguchi Type 5) - Destroy 4 sentry guns. Body(Kyojun A) - Destroy 6 sentry guns. KN(Double Nail) - Destroy all 8 sentry guns.

Link Squad A: Gunner B(Leader) Assault Link Squad B: Striker B(Leader) Gunner A Link Squad C: Striker B(Leader) Gunner A Link Squad D: Assault B(Leader) Gunner A Link Squad E: Assault B(Leader) Striker A Battle Reward ---------------Pilot EXP - 5400 CP - 4400 Enemy Composition -----------------------------------------------------------------------------Grimnir Assault A in Zenith - Total 1 AP: 21 MV: 7 Lv: 21 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 995 (P) MG - 14 x 12, 1-4, 4 AP Arms - 552 (I) SG - 19 x 9, 1-3, 3 AP Legs - 771 Evasion - 6% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 Assault Link L Asl - 7 Assault Link R Gun - 1 Speed I Lcn - 1 Boost I Mec - 1 Jam - 1 -----------------------------------------------------------------------------Grimnir Assault B in Zenith - Total 2 AP: 22 MV: 7 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1194 (P) MG - 23 x 8, 1-4, 4 AP Arms - 662 (I) SG - 21 x 9, 1-3, 3 AP Legs - 925 Evasion - 12% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 EMP Recovery Switch II

Asl - 7 All Hit Anti-Shot(non-S) Gun - 1 Assault Link L Terror Shot III(S) Lcn - 1 Assault Link R Mec - 1 Speed I Jam - 1 Boost I -----------------------------------------------------------------------------Grimnir Gunner A in Grille Sechs - Total 5 AP: 22 MV: 4 Lv: 21 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 944 (P) RF - 130 x 1, 1-7, 6 AP(three) Arms - 521 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 734 (F + I) BZ - 112 x 1 + 84, 3-6, 6 AP(two) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Hammer Down Gun - 7 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Jam - 1 -----------------------------------------------------------------------------Grimnir Gunner B in Grille Sechs - Total 1 AP: 22 MV: 4 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1132 (F + I) BZ - 120 x 1 + 92, 3-6, 6 AP Arms - 624 (I) KN - 18 x 1, 1, 1 AP Legs - 880 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot II Gun - 7 Quick Draw Lcn - 1 Zoom Mec - 1 Jam - 1 -----------------------------------------------------------------------------Grimnir Striker A in Scintilla - Total 2 AP: 22 MV: 7 Lv: 21 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1045 (I) KN - 72 x 1, 1, 1 AP(one) Arms - 579 (P) PB - 84 x 1, 1, 1 AP(see KN) Legs - 812 (I) RD - 102 x 1, 1, 1 AP(one) Evasion - 16% (P) PB - 84 x 1, 1, 1 AP(see RD) Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 7 EMP Recovery Asl - 1 Hard Strike Gun - 1 Striker Link L Lcn - 1 Striker Link R Mec - 1 Charge I Jam - 1 Footwork -----------------------------------------------------------------------------Grimnir Striker B in Scintilla - Total 2 AP: 22 MV: 8 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout:

Body - 1254 (I) KN - 79 x 1, 1, 1 AP Arms - 694 (P) PB - 92 x 1, 1, 1 AP Legs - 975 (I) RD - 112 x 1, 1, 1 AP Evasion - 22% (P) PB - 92 x 1, 1, 1 AP Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 7 EMP Recovery Double Punch II Asl - 1 Hard Strike Chain Down - 2%(KN/PB) Gun - 1 Striker Link L Feint II(RD/PB) Lcn - 1 Striker Link R Mec - 1 Charge I Jam - 1 Footwork -----------------------------------------------------------------------------Optional target: Grimnir Gunner in Railed MG L02(Sentry Gun) - Total 8 AP: 22 MV: 7 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 3593 (P) GG - 26 x 17, 1-8, 6 AP, 81-65% Evasion - 0% Armor - Piercing Defense - 20 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Panic Shot II Gun - 7 Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Recommendation: Walter - Raptor MG + Raptor MG. Skills - Switch I, Speed I, Terror Shot I, Pincers Hector - Raptor MG + SN SD. Skills - Full Defense, Slice Shot I, Defense I, Repair AP - 2 Damon - Donkey MS x 2. Skills - Inferno, AP Cost 0, Focus Up, Max AP + 2(2), AP Charge + 1 Jamie - Winee RF. Skills - Blast Shot, Panic Shot I, Body Breaker, Zoom, Focus Up Christine - Press Needle PB + Bone Buster KN. Skills - Double Punch II, Charge I, Revenge, Footwork Jim - Warmer FT + Raptor MG. Skills - Hellfire, Minus Shot I, Feint I, Fix DMG I Equipment - Rank 8. Legs with an MV rating of 8 or higher are highly recommended. * For Excellent Performance * Weapons - Chronik MG for all except Jamie and Christine. Ibis RF for Jamie. Last Stake PB and Iron Lump KN for Christine. Skills - Switch I(for Walter), Double Punch II(for Christine), Blast Shot (for Jamie), Speed I, Shot I(Minus/Panic/Slice/Terror), Defense + 4, Accuracy + 2%, Evasion + 2%, AP Damage

Equipment - Rank 9. Gust Legs on all. Hector with Repair and Jim with Repair EMP. Repair items are highly recommended. Strategy: To beat this mission, simply destroy all wanzers. This is hard due to the Sentry Guns and their GGs, not to mention that the wanzers are spread out in the mission. While it would be a good idea to split up, the GG Sentry Guns will chomp your pilots alive. Move in a snake-like pattern to get to all the wanzers before the 30 turn limit is reached. Fortunately, very few of them can Link so grind their wanzers to nothing. If you are serious about getting the part rewards and RP bonus, EVERYONE should have the aforementioned equipment and skills under the header * For Excellent Performance *. Instead of a snake-like movement, move in a counterclockwise motion. This will let you destroy all Sentry Guns on one side while still luring/destroying wanzers in the way. Do note that your team will be hit with the GGs a lot so Piercing resistance helps. This is hard and requires luck and good preparation to do. -----------------------------------------------------------------------------************ INTERMISSION ************ Information Update: 1. New equipment at the Hangar. Cutscene time and yet another mission. Do pay note to the big white wanzer kneeling down in the cutscene as that will appear in the next battle. Prepare your pilots and wanzers, do a Simulator if you need more skills and AP, and get ready for the upcoming mission. -----------------------------------------------------------------------------Mission 22 - Securing Evidence -----------------------------------------------------------------------------Date: 21/November/2109 Location: Kampot Harbor, Kampot Province, Cambodia Difficulty: **** Briefing: Black 1 to all units. We must secure the evidence inside those containers. Currently, the containers are being loaded onto a ship. To secure all of them, we must destroy all enemy forces. There's a special enemy unit guarding the containers. It's likely an S-Type Device design. This machine, code T-xa, is the main enemy threat. Our designation for this model is the Dire Wolf. Its main armanent is a large gatling gun. Pay attention to its attacks and act quickly. Briefing Notes: A picture of the Cargo Containers is shown. Data on the T-xa "Direwolf" is shown, along with pictures and Main Armanent data. Enemies: 16 Bosses: 1 Units: 6

Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: Turn limit exceeded(25) or all ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 20 turns or less without any lost pilots. Link Squad A: Dire Wolf(Leader) Mechanic Mechanic Assault B Gunner Link Squad B: Jammer(Leader) Gunner Launcher A Launcher B Link Squad C: Striker(Leader) Jammer Launcher A Launcher B Link Squad D: Assault A(Leader) Gunner Jammer Launcher B Battle Reward ---------------Pilot EXP - 5700 CP - 4800 Enemy Composition -----------------------------------------------------------------------------Boss - T-xa Pilot in Dire Wolf(Assault) AP: 22 MV: 8 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 2508 (P) GG - 21 x 23(2), 1-8, 6 AP, 81-65% Arms - 1404 (I) KN - 266 x 1(1), 1, 1 AP, 40% Bonus, 94-94% Legs - 1951 (F) FT - 92 x 4(2), 2-6, 3 AP, 66-51% Evasion - 40% Armor - Piercing Defense - 40/40/40 Pilot Type - Aggressive Job Levels: Skills: Stk - 3 EMP Recovery Wolf Fang Asl - 8 All Hit Minus Shot II Gun - 2 Striker Link Lcn - 1 Gunner Link Mec - 1 Assault Link Jam - 1 Speed II ------------------------------------------------------------------------------

Grimnir Assault A in Zenith - Total 1 AP: 22 MV: 7 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 995 (P) MG - 14 x 12, 1-4, 4 AP Arms - 552 (I) SG - 19 x 9, 1-3, 3 AP Legs - 771 Evasion - 6% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 Assault Link L Asl - 8 Assault Link R Gun - 1 Speed II Lcn - 1 Boost I Mec - 1 Switch II Jam - 1 Panic Shot II -----------------------------------------------------------------------------Grimnir Assault B in Zenith - Total 1 AP: 22 MV: 7 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1194 (P) MG - 23 x 8, 1-4, 4 AP Arms - 662 (I) SG - 21 x 9, 1-3, 3 AP Legs - 925 Evasion - 6% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 EMP Recovery Slice Shot II Asl - 8 All Hit Barrage Gun - 1 Assault Link L Lcn - 1 Assault Link R Mec - 1 Speed II Jam - 1 Boost I -----------------------------------------------------------------------------Grimnir Gunner in Grille Sechs - Total 3 AP: 22 MV: 4 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 994 (P) RF - 130 x 1, 1-7, 6 AP(one) Arms - 521 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 734 (F + I) BZ - 112 x 1 + 84, 3-6, 6 AP(one) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing (F + I) BZ - 120 x 1 + 92, 3-6, 6 AP(one) Defense - 16/16/16 (I) KN - 18 x 1, 1, 1 AP Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Hammer Down Gun - 8 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Zoom Jam - 1 Terror Shot II(BZ, Dire Wolf) -----------------------------------------------------------------------------Grimnir Jammer in Schakal - Total 3 AP: 22 MV: 6 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 894 (F) FT - 35 x 4, 1-2, 3 AP Arms - 500 (I) KN - 18 x 1, 1, 1 AP Legs - 694 Evasion - 22% Armor - Piercing Defense - 8/8/8

Job Levels: Skills: Stk - 1 EMP Recovery Asl - 2 Abyss Shot Gun - 1 Assault Link L Lcn - 1 Terror Shot I Mec - 1 Defend Body(S) Jam - 8 Minus Shot III(S) -----------------------------------------------------------------------------Grimnir Launcher A in Enyo - Total 2 AP: 27 MV: 4 Lv: 22 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 795 (I) KN - 72 x 1, 1, 1 AP Arms - 436 (I) KN - 72 x 1, 1, 1 AP Legs - 619 (F) MS(4) - 139 x 2, 6-8, 14 AP Evasion - 0% (F) MS(4) - 139 x 2, 6-8, 14 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 1 EMP Recovery AP Charge + 1 Asl - 1 Double Launcher AP Charge + 2 Gun - 1 Max AP + 2 Lcn - 8 Max AP + 2 Mec - 1 Max AP + 1 Jam - 1 AP Charge + 1 -----------------------------------------------------------------------------Grimnir Launcher B in Enyo - Total 3 AP: 27 MV: 7 Lv: 22 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 795 (I) KN - 72 x 1, 1, 1 AP Arms - 436 (I) KN - 72 x 1, 1, 1 AP Legs - 660 (F) MS(4) - 139 x 2, 6-8, 14 AP(one) Evasion - 0% (F) MS(4) - 139 x 2, 6-8, 14 AP(see MS) Armor - Fire (F) GR(3) - 400 x 1, 4-6, 15 AP(two) Defense - 12/12/8 (F) GR(3) - 400 x 1, 4-6, 15 AP(see GR) Job Levels: Skills: Stk - 1 EMP Recovery AP Charge + 1 Asl - 1 Double Launcher AP Charge + 2 Gun - 1 Max AP + 2 Lcn - 8 Max AP + 2 Mec - 1 Max AP + 1 Jam - 1 AP Charge + 1 -----------------------------------------------------------------------------Grimnir Mechanic in Giza - Total 2 AP: 22 MV: 6 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 848 (P) MG - 23 x 8, 1-4, 4 AP Arms - 472 (I) SD - 18 x 1, 1, 1 AP Legs - 660 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Full Defense Gun - 1 Slice Shot II Lcn - 1 Minus Shot II(non-S) Mec - 8 Feint II(S) Jam - 1 -----------------------------------------------------------------------------Grimnir Striker in Scintilla - Total 1

AP: 22 MV: 7 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1045 (I) KN - 72 x 1, 1, 1 AP Arms - 579 (P) PB - 84 x 1, 1, 1 AP Legs - 812 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 8 Striker Link L Asl - 1 Striker Link R Gun - 1 Charge II Lcn - 1 Footwork Mec - 1 Double Punch II Jam - 1 Revenge Mirror -----------------------------------------------------------------------------Recommendation: Walter - Raptor MG + Gale SG. Skills - Switch II, Speed I, Terror Shot I, Pincers Hector - Raptor MG + SN SD. Skills - Full Defense, Slice Shot I, Defense I, Repair AP - 2 Damon - Donkey MS + Thunderbolt GR. Skills - Inferno, GR Burst, Focus Up, Max AP + 2(2), AP Charge + 1 Jamie - Boa BZ. Skills - Blast Shot, Panic Shot I, Body Breaker, Zoom, Focus Up Christine - Press Needle PB + Bone Buster KN. Skills - Double Punch II, Charge I, Revenge, Footwork Jim - Warmer FT + Raptor MG. Skills - Hellfire, Minus Shot I, Feint I, Fix DMG I Equipment - Rank 8. Strategy: You have 25 turns to finish this battle. Fortunately, aside from the big boss of the mission, the enemies aren't too strong. Use Damon's GR to soften up enemies while the rest of the team finishes them off. Move in the area in a counter-clockwise motion to make this easier. Targeting enemies with Jamie's BZ close together will make the BZ's explosion hit all of them. Remember to sink the Jammers first to avoid being pelted with missiles. Once most have been destroyed, go after the Dire Wolf itself. Unlike most bosses, this is one of the few you do NOT want to engage in a melee fight. Wolf Fang, it's exclusive skill, activates ALL THE TIME when it uses the KN. Think of it as another Double Assault. You can disable it by destroying either the arm with the KN or GG. The FT is no real threat despite its impressive range. Do take note that there are two Mechanics around the Dire Wolf that should be taken care of first. The Dire Wolf's high Evasion rate allows it to easily dodge most attacks, but keep up with the Links. -----------------------------------------------------------------------------Some more cutscenes play out and this ends the section. -----------------------------------------------------------------------------ALASKA [ALAS] ------------------------------------------------------------------------------

*************** FORT MONUS BASE *************** Scouting List: Simulator - Matthew(Mec), Neal(Stk) Lounge - Joshua(Gun-S), Justin(Lcn-S), Jill(Stk) Gym - Claude(Jam), Peter(Stk), Calvin(Gun), Duke(Asl-S) Mess Hall - Karl(Asl), Alex(Gun), Lucy(Mec), Donna(Mec) Bunks - Stanley(Jam), Julia(Asl), Walt(Lcn), Jair(Lcn), Dwayne(Jam) Information Update: 1. Simulator 16 available. 2. 4 RP - Peter at the Gym. 3. Camouflage #33 - Edward at the Senior Officer's Room, above the Junior Officer's Room. 4. New equipment at the Hangar, Remodeling maximum Rank raised to 10. Well now, it seems we are heading up to the Great White North. First, Walter has received another promotion so the recruitment list has increased. Now the rest of the 'S' pilots can be recruited for your own use. Replace your Launcher, Gunner, Striker, and Jammer with 'S' pilots of the same specialty Jobs. Do the usual things then Move Out. -----------------------------------------------------------------------------Mission 23 - Iceberg Fields -----------------------------------------------------------------------------Date: 09/December/2111 Location: Iceberg Fields, Alaska Difficulty: *** Briefing: Black 1 to all units. We've got visitors. It seems the enemies are spread out, possibly to flank us. But, the enemies have friendly units in their line of fire. The odds of a simultaneous attack appear to be low. We're unsure what triggers each enemy group to attack... So think well before you act. Bait the enemy to attack to knock them off balance... This should even the odds. Read the enemy's actions and pick your targets wisely. Briefing Notes: Identification of Link leaders. Enemies: 14 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: Jammer B(Leader) Heli Pilot

Mechanic A Link Squad B: Mechanic B(Leader) Mechanic A Mechanic A Link Squad C: Jammer B(Leader) Launcher A Mechanic A Link Squad D: Jammer A(Leader) Gunner Launcher B Link Squad E: Jammer A(Leader) Striker Battle Reward ---------------Pilot EXP - 6000 CP - 5300 Enemy Composition -----------------------------------------------------------------------------Grimnir Gunner in Grille Sechs - Total 1 AP: 22 MV: 7 Lv: 23 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1132 (P) GG - 11 x 22, 1-6, 6 AP Arms - 624 (I) KN - 18 x 1, 1, 1 AP Legs - 792 Evasion - 0% Armor - Piercing Defense - 16/16/4 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot II Gun - 8 Zoom Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Heli Pilot in Linqid M3 - Total 1 AP: 27 MV: 6 Lv: 23 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 2900 (P) MG - 20 x 10, 1-5, 4 AP Evasion - 0% (F) MS(10) - 65 x 6, 6-8, 13 AP Armor - None Defense - 0 Job Levels: Skills: Stk - 2 Assault Link AP Charge + 2 Asl - 1 Max AP + 2 Gun - 1 Max AP + 2

Lcn - 8 Max AP + 1 Mec - 1 AP Charge + 1 Jam - 1 AP Charge + 1 -----------------------------------------------------------------------------Grimnir Jammer A in Schakal - Total 2 AP: 22 MV: 6 Lv: 23 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1288 (F) FT - 42 x 4, 1-2, 3 AP Arms - 722 (I) KN - 18 x 1, 1, 1 AP Legs - 998 Evasion - 22% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 2 Assault Link L Asl - 1 Terror Shot I Gun - 1 Block DMG 30(Link Leader) Lcn - 1 Feint I(Link Leader) Mec - 1 Boost II(Link Leader 2) Jam - 8 Terror Shot III(Link Leader 2) -----------------------------------------------------------------------------Grimnir Jammer B in Schakal - Total 2 AP: 22 MV: 8 Lv: 23 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1288 (F) FT - 42 x 4, 1-2, 3 AP Arms - 722 (I) KN - 18 x 1, 1, 1 AP Legs - 950 Evasion - 0% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 2 EMP Recovery Asl - 1 Abyss Shot Gun - 1 Assault Link L Lcn - 1 Terror Shot I(Link Leader 1) Mec - 1 Hellfire(Link Leader 2) Jam - 8 Defense II(Link Leader 2) -----------------------------------------------------------------------------Grimnir Launcher A in Enyo - Total 1 AP: 27 MV: 7 Lv: 23 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 953 (I) KN - 79 x 1, 1, 1 AP Arms - 522 (I) KN - 79 x 1, 1, 1 AP Legs - 792 (F) MS(5) - 159 x 2, 6-8, 16 AP Evasion - 0% (F) MS(5) - 159 x 2, 6-8, 16 AP Armor - Fire Defense - 12/12/8 Job Levels: Skills: Stk - 3 EMP Recovery Max AP + 1 Asl - 1 Double Launcher AP Charge + 1 Gun - 1 Striker Link L AP Charge + 1 Lcn - 8 Striker Link R AP Charge + 2 Mec - 1 Max AP + 2 Jam - 1 Max AP + 2 -----------------------------------------------------------------------------Grimnir Launcher B in Enyo - Total 1 AP: 27 MV: 7 Lv: 23 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 953 (I) KN - 79 x 1, 1, 1 AP Arms - 522 (I) KN - 79 x 1, 1, 1 AP

Legs - 792 (F) GR(4) - 435 x 1, 4-6, 17 AP Evasion - 0% (F) GR(4) - 435 x 1, 4-6, 17 AP Armor - Fire Defense - 12/12/4 Job Levels: Skills: Stk - 3 Striker Link L AP Charge + 1 Asl - 1 Striker Link R AP Charge + 2 Gun - 1 Max AP + 2 Lcn - 8 Max AP + 2 Mec - 1 Max AP + 1 Jam - 1 AP Charge + 1 -----------------------------------------------------------------------------Grimnir Mechanic A in Giza - Total 4 AP: 22 MV: 7 Lv: 23 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1018 (I) SG - 21 x 9, 1-3, 3 AP(two) Arms - 567 (I) SD - 18 x 1, 1, 1 AP(see SG) Legs - 792 (P) MG - 23 x 8, 1-4, 4 AP(one) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see MG) Armor - Piercing (F) MS(5) - 125 x 2, 6-9, 16 AP(one + KN) Defense - 16/16/8 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 2(MG/KN + SG/SD) Full Defense Gun - 1 Assault Link L Lcn - 1 Slice Shot II Mec - 8 * MS Mechanic has no skills* Jam - 1 -----------------------------------------------------------------------------Grimnir Mechanic B in Giza - Total 1 AP: 22 MV: 8 Lv: 23 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1222 (P) MG - 20 x 10, 1-4, 4 AP Arms - 681 (I) KN - 18 x 1, 1, 1 AP Legs - 950 Evasion - 0% Armor - Piercing Defense - 16/16/8 Job Levels: Skills: Stk - 1 Assault Link L Asl - 2 Slice Shot II Gun - 1 Defend Body Lcn - 1 Mec - 8 Jam - 1 -----------------------------------------------------------------------------Grimnir Striker in Scintilla - Total 1 AP: 22 MV: 7 Lv: 23 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1254 (I) KN - 79 x 1, 1, 1 AP Arms - 694 (P) PB - 92 x 1, 1, 1 AP Legs - 975 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 8 Striker Link L Asl - 1 Striker Link R Gun - 1 Charge II Lcn - 1 Footwork

Mec - 1 Jam - 1 -----------------------------------------------------------------------------Recommendation: Walter - Chronik MG + Girino SG. Skills - Switch II, Speed I, Terror Shot II, Pincers Hector - Raptor MG + WS SD. Skills - Full Defense, Slice Shot I, Defense II, Repair AP - 2 Launcher(S) - Piz 3 MS x 2. Skills - Double Launcher, AP Cost 0, Max AP + 1/2(2), AP Charge + 1/2 Gunner(S) - Ibis RF. Skills - Blast Shot, Hammer Down, Body Breaker, Zoom Striker(S) - Last Stake PB + Iron Lump KN. Skills - Double Punch II, Hard Strike, Footwork Jammer(S) - Heat Rat FT. Skills - Hellfire, Abyss Shot, Feint II, Fix DMG II Equipment - Rank 9. Coga R2 Legs on all. Strategy: We have fought in the urban world, jungles, deserts, islands, and now finally we are fighting in the joys of winter. This is an easy mission since the main force of enemies consist of Jammer and Mechanics sporting non-Mechanic weapon loadouts. The annoying part? The uneven terrain in this frosty area makes it take 2 AP to move 1 space. Do use the Coga R2 Leg parts to allow for quicker travel in uneven surfaces like this whereas Hover legs are best suited for water and submerged terrain. Start off by destroying the enemies to the North then head South and clean up. Since there are multiple Mechanics in the mission, attack with everyone on a lone unit to prevent mass Repairing. -----------------------------------------------------------------------------**************************************** U.S.N. ALASKA RADIATION RESEARCH COMPLEX **************************************** Scouting List: Simulator - Natalie(Jam-S), Johnny(Stk-S) Mess Hall - Lewis(Mec-S), Michael(Lcn), Sarah(Jam), Matthew(Mec), Henry(Gun) Control Room - Laila(Asl-S), Muriel(Jam-S), Joshua(Gun-S), Lucas(Stk-S), Boris(Lcn) Information Update: 1. 6 RP - Muriel at the Control Room, after speaking with Emma at the Mess Hall. 2. New equipment at the Hangar, maximum Rank raised to 10 and Remodeling maximum Rank raised to 11. 3. Tutorials - James at the Simulator Room. Ah, finally at Alaska! This is the final base you will be on and your last chance to recruit pilots. If you haven't done it already, do so now. James from Fort Monus Base is at the Simulator Room if you need to do some tutorials. To get ahead, go to the Control Room and speak with Emma. Choose the second choice when she gives the second option for her to leave. Check with the Mess Hall next and speak with Emma.

Emma will give out choices that you must select to progress. After all the existing choices are chosen, a sixth one can be taken next. Do so and then head back to the Control Room to speak with Hector. Once the cutscene ends, exit the Control Room and then get prepare for the next mission. Save first as you will not be returning to the base. When you feel ready, Move Out for the next mission. -----------------------------------------------------------------------------Mission 24 - Synchrotron Outer Rim -----------------------------------------------------------------------------Date: 09/July/2112 Location: Synchrotron Outer Rim, U.S.N. Alaska Radiation Research Complex Difficulty: ***** Briefing: Black 1 to all units. We have to exercise calm judgment at this time. The capability of each unit will determine our success. But, don't get cocky or you will regret it. The enemy has a massive advantage in numbers. While we always work as a team, the same goes for the enemy. Make it a priority to destroy each group of enemy units. We're unsure what triggers each enemy group to attack... So think well before you act. We will defend this complex. The enemy overwhelms us, but don't let them escape. We must hold out until reinforcements arrive. Briefing Notes: Identification of Link leaders. Enemies: 22 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 25 turns or less without any lost pilots. Link Squad A: Launcher B(Leader) Assault B Gunner B Launcher A Launcher A Mechanic A Link Squad B: Jammer(Leader) Assault B Gunner B Launcher A Mechanic B Striker C Link Squad C: Assault D(Leader)

Gunner B Launcher A Launcher A Link Squad D: Assault Assault Striker Striker C(Leader) A A B

Link Squad E: Gunner C(Leader) Gunner A Battle Reward ---------------Pilot EXP - 6300 CP - 5800 Enemy Composition -----------------------------------------------------------------------------Grimnir Assault A in Zenith - Total 1 AP: 23 MV: 7 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1194 (I) SG - 23 x 9, 1-3, 3 AP Arms - 662 (I) SG - 23 x 9, 1-3, 3 AP Legs - 925 Evasion - 6% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 Assault Link L Asl - 8 Assault Link R Gun - 1 Speed II Lcn - 1 Boost I Mec - 1 Jam - 1 -----------------------------------------------------------------------------Grimnir Assault B in Zenith - Total 2 AP: 23 MV: 8 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1433 (P) MG - 20 x 10, 1-4, 4 AP(one) Arms - 794 (P) RF - 162 x 1, 1-7, 6 AP(see MG) Legs - 1110 (P) MG - 20 x 10, 1-4, 4 AP(one) Evasion - 6% (I) RD - 123 x 1, 1, 1 AP(see MG) Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 3(MG/RD) EMP Recovery Boost I Asl - 8 All Hit Gun - 4(MG/RF) Assault Link L Lcn - 1 Gunner Link R(MG/RF) Mec - 1 Striker Link R(MG/RD) Jam - 1 Speed II -----------------------------------------------------------------------------Grimnir Assault C in Zenith - Total 1 AP: 23 MV: 8 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout:

Body - 1720 (P) MG - 20 x 10, 1-4, 4 AP Arms - 952 (I) SG - 23 x 9, 1-3, 3 AP Legs - 1110 Evasion - 6% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 Assault Link L Asl - 8 Assault Link R Gun - 1 Speed II Lcn - 1 Boost I Mec - 1 Switch II Jam - 1 Anti-Shot -----------------------------------------------------------------------------Grimnir Assault D in Zenith - Total 1 AP: 23 MV: 8 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1720 (P) MG - 22 x 10, 1-4, 4 AP Arms - 952 (I) SG - 25 x 9, 1-3, 3 AP Legs - 1140 Evasion - 2% Armor - Impact Defense - 32/32/8 Job Levels: Skills: Stk - 1 EMP Recovery Switch II Asl - 8 All Hit Defense I Gun - 1 Assault Link L Lcn - 1 Assault Link R Mec - 1 Speed II Jam - 1 Boost I -----------------------------------------------------------------------------Grimnir Gunner A in Grille Sechs - Total 1 AP: 23 MV: 4 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1132 (F + I) BZ - 120 x 1 + 92, 3-6, 6 AP Arms - 624 (I) KN - 18 x 1, 1, 1 AP Legs - 880 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot II Gun - 8 Zoom Lcn - 1 Mec - 1 Jam - 1 -----------------------------------------------------------------------------Grimnir Gunner B in Grille Sechs - Total 3 AP: 23 MV: 8 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1358 (P) RF - 162 x 1, 1-7, 6 AP(two) Arms - 748 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 950 (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP(one) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing Defense - 16/16/4 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Hammer Down

Gun - 8 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Zoom Jam - 1 -----------------------------------------------------------------------------Grimnir Gunner C in Grille Sechs - Total 1 AP: 23 MV: 4 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1629 (P) RF - 162 x 1, 1-7, 6 AP Arms - 897 (I) KN - 18 x 1, 1, 1 AP Legs - 1055 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot II Gun - 8 Zoom Lcn - 1 Boost I Mec - 1 Quick Draw Jam - 1 -----------------------------------------------------------------------------Grimnir Jammer in Schakal - Total 1 AP: 23 MV: 6 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1546 (F) FT - 42 x 4, 1-2, 3 AP Arms - 867 (I) KN - 18 x 1, 1, 1 AP Legs - 998 Evasion - 22% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 2 Abyss Shot Gun - 1 Assault Link L Lcn - 1 Terror Shot I Mec - 1 Defend Body Jam - 8 -----------------------------------------------------------------------------Grimnir Launcher A in Enyo - Total 5 AP: 28 MV: 8 Lv: 24 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1143 (I) KN - 86 x 1, 1, 1 AP Arms - 625 (I) KN - 86 x 1, 1, 1 AP Legs - 950 (F) GR(4) - 473 x 1, 4-6, 19 AP(1, two equipped) Evasion - 0% (F) MS(5) - 181 x 2, 6-8, 18 AP(2, two equipped) Armor - Fire (F) RK(4) - 474 x 1, 8-10, 20 AP(2, two equipped) Defense - 12/12/4 Job Levels: Skills: Stk - 1 EMP Recovery AP Charge + 1 Asl - 1 Double Launcher AP Charge + 2 Gun - 1 Max AP + 2 Lcn - 8 Max AP + 2 Mec - 1 Max AP + 1 Jam - 1 AP Charge + 1 -----------------------------------------------------------------------------Grimnir Launcher B in Enyo - Total 1 AP: 28 MV: 8 Lv: 24 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1371 (I) KN - 94 x 1, 1, 1 AP

Arms - 749 (I) KN - 94 x 1, 1, 1 AP Legs - 1140 (F) RK(4) - 515 x 1, 1, 22 AP Evasion - 0% (F) RK(4) - 515 x 1, 1, 22 AP Armor - Fire Defense - 12/12/4 Job Levels: Skills: Stk - 3 Striker Link L AP Charge + 1 Asl - 1 Striker Link R AP Charge + 2 Gun - 1 Max AP + 2 RK Burst Lcn - 8 Max AP + 2 Tackle Mec - 1 Max AP + 1 Jam - 1 AP Charge + 1 -----------------------------------------------------------------------------Grimnir Mechanic A in Giza - Total 1 AP: 23 MV: 6 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1222 (P) MG - 20 x 10, 1-4, 4 AP Arms - 681 (I) SD - 19 x 1, 1, 1 AP Legs - 950 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 Assault Link L Asl - 2 Slice Shot II Gun - 1 Lcn - 1 Mec - 8 Jam - 1 -----------------------------------------------------------------------------Grimnir Mechanic B in Giza - Total 1 AP: 23 MV: 8 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1222 (P) MG - 20 x 10, 1-4, 4 AP Arms - 681 (I) KN - 18 x 1, 1, 1 AP Legs - 950 Evasion - 0% Armor - Piercing Defense - 16/16/8 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Full Defense Gun - 1 Slice Shot II Lcn - 1 Mec - 8 Jam - 1 -----------------------------------------------------------------------------Grimnir Striker A in Scintilla - Total 1 AP: 23 MV: 7 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1254 (P) PB - 101 x 1, 1, 1 AP Arms - 694 (I) RD - 123 x 1, 1, 1 AP Legs - 792 Evasion - 2% Armor - Impact Defense - 20/20/8 Job Levels: Skills: Stk - 8 Striker Link L Asl - 1 Striker Link R Gun - 1 Charge II

Lcn - 1 Footwork Mec - 1 Jam - 1 -----------------------------------------------------------------------------Grimnir Striker B in Scintilla - Total 1 AP: 23 MV: 7 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1254 (I) KN - 86 x 1, 1, 1 AP Arms - 694 (P) PB - 101 x 1, 1, 1 AP Legs - 975 Evasion - 2% Armor - Impact Defense - 20/20/8 Job Levels: Skills: Stk - 8 Striker Link L Asl - 1 Striker Link R Gun - 1 Charge II Lcn - 1 Footwork Mec - 1 Jam - 1 -----------------------------------------------------------------------------Grimnir Striker C in Scintilla - Total 1 AP: 23 MV: 8 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1505 (I) RD - 123 x 1, 1, 1 AP Arms - 832 (P) MG - 20 x 10, 1-4, 4 AP Legs - 1171 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 8 EMP Recovery Asl - 3 Hard Strike Gun - 1 Striker Link L Lcn - 1 Assault Link R Mec - 1 Charge II Jam - 1 Footwork -----------------------------------------------------------------------------Recommendation: Walter - Chronik MG + Girino SG. Skills - Switch II, Speed I, Terror Shot II, Pincers Hector - Raptor MG + WS SD. Skills - Full Defense, Slice Shot I, Defense II, Repair AP - 2 Launcher(S) - Piz 3 MS x 2. Skills - Double Launcher, AP Cost 0, Max AP + 1/2(2), AP Charge + 1/2 Gunner(S) - Ibis RF. Skills - Blast Shot, Hammer Down, Body Breaker, Zoom Striker(S) - Last Stake PB + Iron Lump KN. Skills - Double Punch II, Hard Strike, Footwork Jammer(S) - Heat Rat FT. Skills - Hellfire, Abyss Shot, Feint II, Fix DMG II Equipment - Rank 10. Prepare accordingly as the next mission begins without a proper intermission. Strategy: This mission gets intense from the get-go. Immediately, you are surrounded by

two Link squads. Don't panic and move or you will attract the other squads' attention. Start off by destroying the squads around you then attack the ones that come next. Be sure to eliminate the Link Leader as Hector states in the briefing so enemy groups Link less. Hector should always be on Repair duty to avoid losing parts or even your pilots each turn. Friendly fire in here is a common sight so position carefully. Strikers and Launchers should always be the first ones to go, aside from the Jammer and Mechanic units. Keep your units' Body HP above 1000 to be safe from enemy Link attacks. -----------------------------------------------------------------------------The next mission starts after the cutscene ends. As stated earlier, there is no way to prepare for this battle so please come prepared in Mission 24 if you fail the next one. -----------------------------------------------------------------------------Mission 25 - Synchrotron Outer Rim -----------------------------------------------------------------------------Date: 09/July/2112 Location: Synchrotron Outer Rim, U.S.N. Alaska Radiation Research Complex Difficulty: *** Briefing: None. Briefing Notes: None. Enemies: 5 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 15 turns or less without any lost pilots. Link Squad A: Morgan(Leader) Assault Gunner Jammer Link Squad B: Mechanic B(Leader) Mechanic A Battle Reward ---------------Pilot EXP - 6600 CP - 6300 Enemy Composition -----------------------------------------------------------------------------Boss - Morgan Bernard in Kouten(Gunner) AP: 24 MV: 6 Lv: 27 AP Charge: 24 Unit Loadout: Weapon Loadout: Body - 10332 (P) RF - 202 x 4(1), 4-10, 6 AP, 88-73%

Evasion - 0% (I) SG - 80 x 6(2), 1-3, 3 AP, 77-59% Armor - Fire (F) MS - 199 x 4(1), 6-8, 10 AP, 100% Defense - 80 (P) CN - 361 x 4(1), 1-5, 14 AP, 98-90% Pilot Type - Aggressive Job Levels: Skills: Stk - 1 EMP Recovery Boost II Asl - 3 Hammer Down Gun - 8 Gunner Link Lcn - 1 Assault Link Mec - 1 Panic Shot II Jam - 1 Zoom -----------------------------------------------------------------------------Grimnir Assault in Zenith - Total 1 AP: 23 MV: 8 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1720 (P) MG - 20 x 10, 1-4, 4 AP Arms - 952 (I) SG - 23 x 9, 1-3, 3 AP Legs - 1140 Evasion - 2% Armor - Impact Defense - 32/32/8 Job Levels: Skills: Stk - 1 EMP Recovery Switch II Asl - 8 All Hit Slice Shot II Gun - 1 Assault Link L Defense I Lcn - 1 Assault Link R All Repair 400(BP, 4) Mec - 1 Speed II Jam - 1 Boost I -----------------------------------------------------------------------------Grimnir Gunner in Grille Sechs - Total 1 AP: 23 MV: 8 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1629 (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP Arms - 897 (I) KN - 18 x 1, 1, 1 AP Legs - 1140 Evasion - 0% Armor - Piercing Defense - 16/16/4 Job Levels: Skills: Stk - 1 EMP Recovery Boost I Asl - 1 Hammer Down All Repair 400(BP, 4) Gun - 8 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Zoom Jam - 1 Quick Draw -----------------------------------------------------------------------------Grimnir Jammer in Schakal - Total 1 AP: 23 MV: 6 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1546 (F) FT - 42 x 4, 1-2, 3 AP Arms - 897 (I) KN - 18 x 1, 1, 1 AP Legs - 1197 Evasion - 22% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 1 EMP Recovery Block DMG 60 Asl - 2 Abyss Shot Gun - 1 Assault Link L Lcn - 1 Terror Shot I

Mec - 1 Minus Shot II Jam - 8 Defend Body -----------------------------------------------------------------------------Grimnir Mechanic A in Giza - Total 1 AP: 23 MV: 6 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1222 (P) MG - 20 x 10, 1-4, 4 AP Arms - 681 (I) SD - 19 x 1, 1, 1 AP Legs - 950 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 2 Full Defense Gun - 1 Assault Link L Lcn - 1 Slice Shot II Mec - 8 Speed II Jam - 1 Defend Body -----------------------------------------------------------------------------Grimnir Mechanic B in Giza - Total AP: 23 MV: 8 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1222 (P) MG - 20 x 10, 1-4, 4 AP Arms - 681 (I) SD - 19 x 1, 1, 1 AP Legs - 950 Evasion - 0% Armor - Piercing Defense - 16/16/8 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 2 Full Defense Gun - 1 Assault Link L Lcn - 1 Slice Shot II Mec - 8 Panic Shot II Jam - 1 Defense II -----------------------------------------------------------------------------Recommendation: See Mission 24 recommendations. Strategy: You start this mission immediately after Mission 24. You only have 5 enemies to deal with, but Morgan's mobile weapon is the big threat here. Start off by destroying the nearby Jammer to prevent Morgan from pounding someone with missiles. Eliminate the Gunner and Assault units nearby afterwards. The two Mechanics are hiding behind Morgan to fix the mobile weapon. Naturally, the Mechanics will try to attack if Morgan does not need Repairing. Once the Mechanics are gone and dealt with, surround and crush Morgan's mobile weapon. Do note that the armanents on it are all very strong, capable of easily dealing a total damage of 1000 or higher. Hammer Down with Morgan's CN is very deadly as it will exceed an overall damage of 2000 to one unlucky victim(and most likely kill them). Keep Hector Repairing while the rest attack. ------------------------------------------------------------------------------

************ INTERMISSION ************ Information Update: 1. Simulator 18 available. 2. New equipment at the Hangar. After the back-to-back missions, another cutscene greets you. This is the final segment of the game and not surprisingly the toughest. Fortunately, an intermission awaits after the last two missions. Do what needs to be done then begin the last segment of the game. -----------------------------------------------------------------------------Mission 26 - Maintenance Tunnel -----------------------------------------------------------------------------Date: 09/July/2112 Location: Linac Maintenance Tunnel, U.S.N. Alaska Radiation Research Complex Difficulty: ***** Briefing: Black 1 to all units. There are obstacles in the way. We can deduce that bulkheads are blocking the path ahead... The professor is trying to regain system control. We'll clean up until then. Leaving any enemies behind will cause problems later. So, our job is to remove all enemies in this tunnel. If we don't, we could have trouble later on. Space is limited here... Aside from missiles, shoulder weapons are unusable. Sensors are similarly limited so ignore using them. Briefing Notes: A picture of a Bulkhead is shown. Enemies: 27 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 25 turns or less without any lost pilots. Link Squad A: Jammer B(Leader) Assault A Assault A Gunner B Launcher A Launcher A Link Squad B: Launcher C(Leader) Assault A Gunner A Mechanic Striker

Link Squad C: Assault B(Leader) Gunner B Jammer A Mechanic Striker Link Squad D: Gunner C(Leader) Gunner A Launcher A Striker Link Squad E: Launcher B(Leader) Assault A Mechanic Striker Link Squad F: Launcher B(Leader) Gunner A Gunner A Battle Reward ---------------Pilot EXP - 6900 CP - 6800 Enemy Composition -----------------------------------------------------------------------------Grimnir Assault A in Zenith - Total 4 AP: 23 MV: 7 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1194 (P) MG - 20 x 10, 1-4, 4 AP(two) Arms - 662 (I) SG - 23 x 9, 1-3, 3 AP(see MG) Legs - 925 (P) MG - 20 x 10, 1-4, 4 AP(one) Evasion - 6% (I) KN - 86 x 1, 1, 1 AP(see MG) Armor - Impact (I) SG - 23 x 9, 1-3, 3 AP(one) Defense - 32/32/32 (P) PB - 101 x 1, 1, 1 AP(see SG) Job Levels: Skills: Stk - 3(MG/KN + SG/PB) EMP Recovery Boost II Asl - 9 All Hit Gun - 1 Assault Link L Lcn - 1 Assault Link R(MG/SG, non-S) Mec - 1 Striker Link R(MG/KN + SG/PB) Jam - 1 Speed II -----------------------------------------------------------------------------Grimnir Assault B in Scintilla - Total 1 AP: 23 MV: 8 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1806 (I) KN - 94 x 1, 1, 1 AP Arms - 998 (P) MG - 22 x 10, 1-4, 4 AP Legs - 1406 Evasion - 16%

Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 2 Striker Link L Anti-Strike Asl - 9 Assault Link R Speed III Gun - 1 Speed II Lcn - 1 Boost II Mec - 1 Double Assault Jam - 1 Terror Shot III -----------------------------------------------------------------------------Grimnir Gunner A in Grille Sechs - Total 4 AP: 23 MV: 7 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1132 (P) RF - 162 x 1, 1-7, 6 AP(one) Arms - 624 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 792 (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP(three) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing Defense - 16/16/4 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Hammer Down Gun - 9 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Zoom Jam - 1 -----------------------------------------------------------------------------Grimnir Gunner B in Grille Sechs - Total 2 AP: 23 MV: 4 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1132 (P) RF - 162 x 1, 1-7, 6 AP(one) Arms - 624 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 880 (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP(one) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Hammer Down Gun - 9 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Zoom Jam - 1 -----------------------------------------------------------------------------Grimnir Gunner C in Grille Sechs - Total 1 AP: 23 MV: 4 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1629 (F + I) BZ - 138 x 1 + 111, 3-6, 6 AP Arms - 897 (I) KN - 18 x 1, 1, 1 AP Legs - 1265 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Fix DMG III Asl - 1 Hammer Down Minus Shot III Gun - 9 Gunner Link L All Repair 200(BP, 3) Lcn - 1 Panic Shot II Mec - 1 Zoom Jam - 1 Quick Draw

-----------------------------------------------------------------------------Grimnir Jammer A in Schakal - Total 1 AP: 23 MV: 6 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1073 (F) FT - 42 x 4, 1-2, 3 AP Arms - 601 (I) KN - 18 x 1, 1, 1 AP Legs - 832 Evasion - 22% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 1 Assault Link L Asl - 2 Terror Shot I Gun - 1 Lcn - 1 Mec - 1 Jam - 9 -----------------------------------------------------------------------------Grimnir Jammer B in Schakal - Total 1 AP: 23 MV: 6 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1546 (F) FT - 61 x 3, 1-2, 3 AP Arms - 867 (I) KN - 18 x 1, 1, 1 AP Legs - 1197 Evasion - 22% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 2 Abyss Shot Gun - 1 Assault Link L Lcn - 1 Terror Shot I Mec - 1 Defend Body Jam - 9 -----------------------------------------------------------------------------Grimnir Launcher A in Enyo - Total 3 AP: 29 MV: 7 Lv: 26 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 953 (I) KN - 86 x 1, 1, 1 AP Arms - 522 (I) KN - 86 x 1, 1, 1 AP Legs - 792 (F) MS(5) - 181 x 2, 6-8, 18 AP Evasion - 0% (F) MS(5) - 181 x 2, 6-8, 18 AP Armor - Fire Defense - 12/12/4 Job Levels: Skills: Stk - 1 EMP Recovery Max AP + 1 Asl - 1 Double Launcher AP Charge + 1 Gun - 1 AP Cost 0 AP Charge + 1 Lcn - 9 Max AP + 2 AP Charge + 2 Mec - 1 Max AP + 2 Jam - 1 Max AP + 1 -----------------------------------------------------------------------------Grimnir Launcher B in Enyo - Total 2 AP: 29 MV: 8 Lv: 26 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1371 (I) KN - 94 x 1, 1, 1 AP Arms - 749 (I) SD - 20 x 1, 1, 1 AP Legs - 1140 (F) MS(5) - 206 x 2, 6-8, 20 AP Evasion - 0% (F) MS(5) - 206 x 2, 6-8, 20 AP Armor - Fire

Defense - 12/12/4 Job Levels: Skills: Stk - 2 Striker Link L AP Charge + 1 Asl - 1 AP Cost 0 AP Charge + 1 Gun - 1 Max AP + 2 AP Charge + 2 Lcn - 9 Max AP + 2 Auto Machine(Link Leader 1) Mec - 1 Max AP + 1 Tackle(Link Leader 2) Jam - 1 Max AP + 1 MS Burst(Link Leader 2) -----------------------------------------------------------------------------Grimnir Launcher C in Enyo - Total 1 AP: 29 MV: 4 Lv: 26 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1371 (I) KN - 94 x 1, 1, 1 AP Arms - 749 (I) KN - 94 x 1, 1, 1 AP Legs - 1071 (F) MS(5) - 206 x 2, 6-8, 20 AP Evasion - 0% (F) MS(5) - 206 x 2, 6-8, 20 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 3 EMP Recovery Max AP + 2 Fix DMG III Asl - 1 Double Launcher Max AP + 1 Block DMG 60 Gun - 1 Striker Link L Max AP + 1 MS Burst Lcn - 9 Striker Link R AP Charge + 1 MS Reload 3(BP, 2) Mec - 1 AP Cost 0 AP Charge + 1 Jam - 1 Max AP + 2 AP Charge + 2 -----------------------------------------------------------------------------Grimnir Mechanic in Giza - Total 3 AP: 23 MV: 6 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1018 (P) MG - 20 x 10, 1-4, 4 AP Arms - 567 (I) SD - 18 x 1, 1, 1 AP Legs - 792 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Full Defense Gun - 1 Slice Shot II Lcn - 1 Mec - 9 Jam - 1 -----------------------------------------------------------------------------Grimnir Striker in Scintilla - Total 3 AP: 23 MV: 7 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1254 (I) KN - 86 x 1, 1, 1 AP(one) Arms - 694 (P) PB - 101 x 1, 1, 1 AP(see KN) Legs - 975 (P) PB - 101 x 1, 1, 1 AP(one) Evasion - 16% (I) RD - 123 x 1, 1, 1 AP(see PB) Armor - Impact (I) RD - 123 x 1, 1, 1 AP(one) Defense - 20/20/20 (P) PB - 101 x 1, 1, 1 AP(see RD) Job Levels: Skills: Stk - 9 EMP Recovery Asl - 1 Hard Strike Gun - 1 Striker Link L Lcn - 1 Striker Link R Mec - 1 Charge II Jam - 1 Footwork ------------------------------------------------------------------------------

Recommendation: Walter - Chronik MG + Girino SG. Skills - Switch II, Speed II, Terror Shot II, Pincers Hector - Raptor MG + WS SD. Skills - Full Defense, Slice Shot I, Defense II, Repair AP - 2 Launcher(S) - Piz 3 MS x 2. Skills - Double Launcher, AP Cost 0, Max AP + 1/2(2), AP Charge + 1/2 Gunner(S) - Ibis RF. Skills - Quick Draw, Hammer Down, Body Breaker, Zoom Striker(S) - Last Stake PB + Iron Lump KN. Skills - Double Punch II, Hard Strike, Footwork Jammer(S) - Heat Rat FT. Skills - Hellfire, Abyss Shot, Feint II, Fix DMG II Equipment - Rank 10. Strategy: This mission is split into 3 sections, with 2 bulkheads dividing them. To advance to each section, destroy the Link Leader hanging by the bulkheads. There are a lot of enemies to kill, but fortunately you deal with the ones in the section you are in. Be sure to have Hector Repair as much or anyone with Repair items to do so. The last section has the most enemies to deal with so make sure you are healed when you finish off the last Link Leader in the second section. -----------------------------------------------------------------------------************ INTERMISSION ************ Information Update: 1. New equipment at the Hangar, maximum Rank raised to 11 and Remodeling maximum Rank raised to 12. After the following cutscenes, the final mission briefing will begin. If you have not spent your RP on Remodeling, now is the time to do so. Be sure to train your pilots in the Simulator if you need more skills or AP. Save the game and when you feel prepared, commence the final mission. -----------------------------------------------------------------------------Final Mission - Reactor -----------------------------------------------------------------------------Date: 09/July/2112 Location: Reactor, U.S.N. Alaska Radiation Research Complex Difficulty: ***** Briefing: Black 6 to all units. It's almost over. Our target is Morgan Bernard, but... It doesn't mean we only have to take him out. Our target still has some of his forces around. So, the operation will end when all enemies are destroyed. The enemy units are of unknown types and are entirely new. We don't know their armanents so exercise caution. Our target is using an S-Type machine... The unit has the strongest combat capabilities. Its designation is the "T-1 Brutal Wolf". Don't underestimate it. Unfortunately, the systems have

activated the antimatter phase. Keep in mind that the laws of nature may not apply here. Despite this, do not panic. Everyone, it ends here. Briefing Notes: Pictures of the Unknown WAP A and Unknown WAP B are shown. Data on the T-1 "BrutalWolf" is shown, along with pictures, Armanent A, and Armanent B data. Enemies: 20 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 30 turns or less without any lost pilots. Link Squad A: Glen(Leader) Jammer Mechanic Assault Striker Gunner A Link Squad B: Gunner Gunner Gunner Gunner B(Leader) B B B

Link Squad C: Launcher Launcher Launcher Launcher B(Leader) B B B

Link Squad D: Launcher A(Leader) Launcher A Launcher A Link Squad E: Striker(Leader) Assault Link Squad F: Assault(Leader) Striker Battle Reward ---------------Pilot EXP - 7200 CP - 7400

Enemy Composition -----------------------------------------------------------------------------Boss - Glen Duval in Brutal Wolf(Assault) AP: 24 MV: 8 Lv: 27 AP Charge: 24 Unit Loadout: Weapon Loadout: Body - 13648 (P) RD - 283 x 1(2), 1, 1 AP, 80% Bonus, 92-92% Evasion - 30% (F) MS(4) - 289 x 2(1), 6-8, 10 AP, 100% Armor - Impact (I) SG - 27 x 14(2), 2-3, 3 AP, 74-68% Defense - 40 (N) CN - 453 x 1(2), 4-10, 7 AP, 82-68% Pilot Type - Aggressive Job Levels: Skills: Stk - 2 EMP Recovery Boost II Asl - 9 All Hit Hammer Down Gun - 4 Striker Link Speed III Lcn - 1 Assault Link Boost I Mec - 1 Gunner Link Charge I Jam - 1 Speed II -----------------------------------------------------------------------------Grimnir Assault in Terror Wolf - Total 3 AP: 24 MV: 6 Lv: 27 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 1720 (P) MG - 20 x 10, 1-4, 4 AP(two) Arms - 952 (I) SG - 23 x 9, 1-3, 3 AP(see MG) Legs - 1197 (F) FT - 42 x 4, 1-2, 3 AP(one) Evasion - 26% (I) SG - 23 x 9, 1-3, 3 AP(see FT) Armor - Piercing Defense - 32/32/8 Job Levels: Skills: Stk - 1 EMP Recovery Switch II(MG/SG) Asl - 9 All Hit Fix DMG II(MG/SG, Link Leader) Gun - 1 Assault Link L Defense II(MG/SG, Glen) Lcn - 1 Assault Link R Mec - 1 Speed II Jam - 1 Boost II -----------------------------------------------------------------------------Grimnir Gunner A in Terror Wolf - Total 1 AP: 24 MV: 8 Lv: 27 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 1358 (F + I) BZ - 145 x 1 + 111, 2-7, 6 AP Arms - 748 (I) KN - 18 x 1, 1, 1 AP Legs - 950 Evasion - 0% Armor - Piercing Defense - 16/20/4 Job Levels: Skills: Stk - 1 EMP Recovery Blast Shot Asl - 1 Hammer Down Gun - 9 Gun Link L Lcn - 1 Minus Shot II Mec - 1 Zoom Jam - 1 Defend Body -----------------------------------------------------------------------------Grimnir Gunner B in Terror Wolf - Total 4 AP: 24 MV: 8 Lv: 27 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 1629 (P) RF - 145 x 1, 1-7, 6 AP(two) Arms - 897 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 1140 (F + I) BZ - 135 x 1 + 101, 2-7, 6 AP(two) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ)

Armor - Piercing Defense - 16/20/4 Job Levels: Skills: Stk - 1 EMP Recovery Defense I(RF Link Leader) Asl - 1 Hammer Down Gun - 9 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Zoom Jam - 1 Blast Shot(RF Link Leader) -----------------------------------------------------------------------------Grimnir Jammer in Terror Wolf - Total 1 AP: 24 MV: 6 Lv: 27 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 1288 (F) FT - 51 x 3, 1-2, 3 AP Arms - 722 (I) KN - 18 x 1, 1, 1 AP Legs - 892 Evasion - 36% Armor - Piercing Defense - 8/8/24 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 2 Abyss Shot Gun - 1 Assault Link L Lcn - 1 Terror Shot I Mec - 1 Minus Shot III Jam - 9 -----------------------------------------------------------------------------Grimnir Launcher A in Terror Wolf - Total 3 AP: 30 MV: 8 Lv: 27 AP Charge: 20 Unit Loadout: Weapon Loadout: Body - 1371 (I) KN - 118 x 1, 1, 1 AP Arms - 749 (I) KN - 118 x 1, 1, 1 AP Legs - 1140 (F) GR(4) - 637 x 1, 4-6, 27 AP Evasion - 0% (F) GR(4) - 637 x 1, 4-6, 27 AP Armor - Fire Defense - 12/12/8 Job Levels: Skills: Stk - 3 EMP Recovery Max AP + 1 Auto Machine(LL) Asl - 1 Striker Link L Max AP + 1 Gun - 1 Striker Link R AP Charge + 1 Lcn - 9 AP Cost 0 AP Charge + 1 Mec - 1 Max AP + 2 AP Charge + 2 Jam - 1 Max AP + 2 Tackle(Link Leader) -----------------------------------------------------------------------------Grimnir Launcher B in Terror Wolf - Total 4 AP: 30 MV: 8 Lv: 27 AP Charge: 20 Unit Loadout: Weapon Loadout: Body - 1371 (I) KN - 94 x 1, 1, 1 AP Arms - 749 (I) KN - 94 x 1, 1, 1 AP Legs - 1140 (F) MS(5) - 206 x 2, 6-8, 20 AP Evasion - 0% (F) MS(5) - 206 x 2, 6-8, 20 AP Armor - Fire Defense - 12/12/8 Job Levels: Skills: Stk - 3 EMP Recovery Max AP + 2 Tackle(Link Leader) Asl - 1 Double Launcher Max AP + 1 Skill Down - 2%(LL) Gun - 1 Striker Link L Max AP + 1 Lcn - 9 Striker Link R AP Charge + 1 Mec - 1 AP Cost 0 AP Charge + 1 Jam - 1 Max AP + 2 AP Charge + 2

-----------------------------------------------------------------------------Grimnir Mechanic in Terror Wolf - Total 1 AP: 24 MV: 4 Lv: 27 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 1222 (P) MG - 23 x 8, 1-4, 4 AP Arms - 832 (I) SD - 18 x 1, 1, 1 AP Legs - 892 Evasion - 0% Armor - Piercing Defense - 16/40/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Full Defense Gun - 1 Slice Shot II Lcn - 1 Minus Shot II Mec - 9 Jam - 1 -----------------------------------------------------------------------------Grimnir Striker in Terror Wolf - Total 3 AP: 24 MV: 8 Lv: 27 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 1806 (I) KN - 94 x 1, 1, 1 AP(two) Arms - 998 (I) KN - 94 x 1, 1, 1 AP(see KN) Legs - 1406 (I) RD - 134 x 1, 1, 1 AP(one) Evasion - 14% (P) PB - 101 x 1, 1, 1 AP(see RD) Armor - Impact Defense - 20/56/20 Job Levels: Skills: Stk - 9 EMP Recovery Double Punch I(KN) Asl - 1 Hard Strike Boost I(KN, Glen) Gun - 1 Striker Link L Anti-Strike(KN Link Leader) Lcn - 1 Striker Link R Mec - 1 Charge II Jam - 1 Footwork -----------------------------------------------------------------------------Recommendation: Walter - Chronik MG + Girino SG. Skills - Switch II, Speed III, Terror Shot III, Pincers Hector - Raptor MG + WS SD. Skills - Weakpoint, Full Defense, Defense III, Repair AP - 2 Launcher(S) - Piz 3 MS x 2. Skills - Double Launcher, AP Cost 0, Max AP + 1/2(2), AP Charge + 1(2)/2 Gunner(S) - Ibis RF. Skills - Quick Draw, Hammer Down, Body Breaker, Zoom Striker(S) - Last Stake PB + Iron Lump KN. Skills - Double Punch II, Hard Strike, Footwork, Defend Body Jammer(S) - Heat Rat FT. Skills - Hellfire, Abyss Shot, Feint III, Fix DMG III Equipment - Rank 12. Strategy: The final battle is both exciting and difficult. For starters, there is an added unknown factor in the mission: the reactor's energy waves. Every few turns or so, the reactor will fire waves of energy in one side of the area. These waves take off exactly 1/3 of every wanzer's full HP save Brutal Wolf. Worst, it ALWAYS happens right before the Enemy Phase begins. If anyone gets

hit with the waves, they will die from resulting enemy Link attacks. Though you may think the waves only target one area, they target that AND the ones that were hit before. You are given a 3 turn warning before the wave hits so keep moving and stay out of the target area. Aside from that, out-running means Links are not going to be effective but it can if everyone has a Gunner weapon. This however is a bad thing in this battle. If you want, blow off their weapon arms and make a run for the next set of enemies. The energy waves will vaporize those enemies since they do not move when both arms are destroyed. Mow down the squads approaching and prepare for Glen's Link squad. Now, first priority is to take down the Jammer and Mechanic of the squad. Glen will obviously be attacking, but fortunately he uses his MS up first. You have time before he decides to get serious and destroy your team. With the Mechanic and Jammer gone, the Striker and Gunner should go next. By now, Glen will have used up his MS ammo and stops playing around. Here's why the Brutal Wolf is dangerous: its RD and CN are capable of taking down a unit if it acts in Links more than once. With a higher activation rate, seeing 700 to 1000 damage is possible and not a good sight. The SG is the unit's weakest weapon, but can be deadly with Speed III activated. For his defensive capabilities, the Brutal Wolf sports a rather high Evasion rate. Don't be surprised if Glen dodges entire rounds of an attack from a weapon. Just keep up the attacks and it can't dodge all of them. With its incredibly high HP value and decent Evasion, the Brutal Wolf will take time to put down. Don't forget about the energy waves while you pound Glen. Enjoy the final cutscenes as you have successfully beaten Front Mission 5! -----------------------------------------------------------------------------4. BATTLE PLANNING [PLAN] -----------------------------------------------------------------------------This section will discuss areas on how to prepare for missions and the Simulator battles, along with other details. See each section for more. -----------------------------------------------------------------------------WEAPON TYPES [WTYP] -----------------------------------------------------------------------------This section discusses the weapon types that can be used by both friendly and enemy pilots. MACHINE GUN - MG ---------------Weapon Class - Piercing AP Usage - 4 Range - base 1-4 Experience - 30/attack Machine Guns are the most common weapons found in Front Mission. They deal Piercing damage and hit random parts with a good amount of rounds. The damage is weak, but it can increase with several skills and through Link attacks. These are always reliable weapons throughout the whole game. SHOTGUN - SG ------------

Weapon Class - Impact AP Usage - 3 Range - base 1-3 Experience - 30/attack Shotguns are another common aspect found in all Front Mission games. They deal Impact damage and hit all parts equally. The damage is similar to a Machine Gun but a Shotgun is more reliable in hitting multiple parts at once. Just remember these become near-useless when there are broken parts as the Shotgun does not direct the damage towards non-broken parts as in prior Front Missions. Still good in most cases. FLAMETHROWER - FT ----------------Weapon Class - Fire AP Usage - 3 Range - base 1-2 Experience - 40/attack Flamethrowers have returned after a hiatus in Front Mission 4 with some changes. They deal Fire damage and hit parts at random though hits tend to be aimed at the Body often. However, the option to choose the amount of rounds fired is no longer and they hit less than Shotguns or Machine Guns. The damage per round is typically much higher than a Machine Gun or Shotgun, but their range makes it somewhat impractical. Remodeling is the only way the Flamethrower shines. GATLING GUN - GG ---------------Weapon Class - Piercing AP Usage - 6 Range - base 1-6 Experience - 40/attack A new weapon type in Front Mission 5, Gatling Guns are essentially Machine Guns with longer range and a very high rate of fire. Damage per round is the weakest of all multiple round weapons, but the rate of fire and range make up for it. As such, Gatling Guns have lower Accuracy than the other Gunner weapons and should be used with two arms instead of one. It is quite amusing to hear this weapon shred an enemy wanzer with its rounds though. RIFLE - RF ---------Weapon Class - Piercing AP Usage - 6 Range - base 1-6 Experience - 40/attack Another mainstray of Front Mission weapons, Rifles are long-range beasts that are useful in softening up enemy targets. Unlike in Front Mission 4, the Rifle can now be used with only one free arm weapon instead of being limited to two free arms. The Accuracy takes a notable drop though like the other Gunner weapons so it's usually better to use two free arms than one. BAZOOKA - BZ ------------

Weapon Class - Fire + Impact AP Usage - 6 Range - base 3-6 Experience - 40/attack A weapon seen from Front Mission 1st, 2 and 4, Bazookas are essentially Fire-based Rifles with a Shotgun effect. They deal both Fire and Impact damage, first being the actual round and the resulting explosion dealing damage to all parts Shotgun style. The explosion has a Blast Range stat now so it can hit targets that are nearby the intended target. Due to this, the minimum firing range is now at 3 spaces instead of 1. Like the Rifle, it can now be used with only one free arm with accuracy penalties. Even though its Accuracy is lower than the Rifle's, the explosion always hits the target. That means allies can also be hit by it. MISSILE - MS -----------Weapon Class - Fire AP Usage - base 10, increases with higher Ranks by 1 or 2 AP Range - base 6-8 Experience - 180/round fired Yet another common weapon of Front Mission are the missiles. Missiles deal unavoidable and non-counterable damage from long-range. Range is similar to Front Mission 4's missiles, but now the AP usage rises with every upgrade to a stronger unit. Fortunately, Launcher's gain AP support skills to deal with the rising AP cost issues. As found in Front Mission 4, Sensor units can allow missiles to hit a target beyond its range. GRENADE - GR -----------Weapon Class - Fire AP Usage - base 11, increases with higher Ranks by 1 or 2 AP Range - base 4-6 Experience - 190/round fired Another common weapon found in Front Mission are the grenades. Grenades feel more like artillery since they target an area instead of an enemy. Damage is spread out evenly like a Shotgun, but much stronger. Take care as the AP costs are high and you can hit friendly targets as well. Lastly, Grenades are useless in an indoors mission. ROCKET - RK ----------Weapon Class - Fire AP Usage - base 12, increases with higher Ranks by 1 or 2 AP Range - base 8-10 Experience - 200/round fired An old weapon from Front Mission 1st, 2, and 4, Rockets are souped up Grenades with even longer range and higher AP cost. Damage dealt is randomized per part, unlike the GR's more concentrated damage to each part. AP skills really help out here to allow for multiple rocket attacks. Rockets are useless in indoor missions as well. KNUCKLE - KN

-----------Weapon Class - Impact AP Usage - 1 Range - 1 Experience - 30/attack Melees weapons have existed in Front Mission there.. no real need to doubt its existence. of damage for the most Accuracy. Since melee often, it's near-perfect Accuracy helps take KNUCKLE(HARD BLOW) - KN ----------------------Weapon Class - Impact AP Usage - 1 Range - 1 Experience - 30/attack Anyone who remembers the infamous Hard Blow from Front Mission 2 and 3 may be quite happy that it is back. Basically, in the event you have an Arm with no weapon, it counts as a Hard Blow weapon. The damage is easily the lowest of all weapons so do not count on them to deal big damage but rather as a way to trigger Links if possible. Each Arm part has its own damage and Accuracy values, but it's mostly the same. There are the rare few that do have higher damage values... but they are rare. ROD - RD -------Weapon Class - Impact AP Usage - 1 Range - 1 Experience - 30/attack Rods deal the most damage of the melees but are surprisingly horrible for Accuracy. Most of the time a Pile Bunker or Knuckle will deal more reliable damage that connects. Still dangerous used correctly. Swords can also used in this game, as seen in Front Mission 2. PILE BUNKER - PB ---------------Weapon Class - Piercing AP Usage - 1 Range - 1 Experience - 30/attack Pile Bunkers are in-between Knuckles and Rods for damage and Accuracy, except Piercing quality. Very reliable weapon. Always keep one on Strikers or those who are training with the Striker Job. SHIELD - SD ----------Weapon Class - Impact AP Usage - 2 Range - 1 Experience - 40/attack for a long time. They're just Knuckles deal the lowest amount attacks go after the Body more down wanzers faster.

A shield's a weapon now!? That's right, Shields no longer need AP to use... the protection comes free of charge. Now, it can be used as a melee weapon but weaker than Knuckles. Due note that any weapons will be reduced by one attack in a phase with a Shield due to having weapon restrictions so take a weapon like a Gatling Gun that can do some damage even with one attack. With a certain wanzer skill, the weapon restriction can be removed. CANNON - CN(ENEMY ONLY) ----------------------Weapon Class - Piercing, but with exceptions AP Usage - base 6 AP, varies Range - base 1-8 These weapons are with longer range special units use tend to have even author will leave exclusive only to the enemy. Cannons are basically Rifles for the most part, without the Penetration feature. Several Cannons but their's differ in that it is not Piercing and greater range. These ones look visually pleasing but this it at that.

-----------------------------------------------------------------------------BACKPACKS [BACK] -----------------------------------------------------------------------------This section discusses the different types of Backpacks found in the game. Any Backpack can be equipped onto a wanzer as long as the Weight does not go beyond the wanzer's Output limit. ITEM ---Item Backpacks allow your pilot to equip items for use in battle. They also add to a wanzer's Output, but it's usually to compensate for the Item Backpack's Weight. Items that can be equipped depend on their size from S, M, and L. Also, the range and AP to use items vary. These are a must on Launcher pilots, who tend to run out of ammo fairly quickly. TURBO ----Turbo Backpacks, as in past Front Mission games, add onto your wanzer's Output stat. The additional power is significantly more higher than say an Item Backpack, but that is all it can do. They are good on Striker wanzers, but only one is available. One more can be found, but it requires going through a certain game mode... REPAIR -----Repair Backpacks are what every Mechanic should have. Basically, their one purpose is to keep everyone on the team healthy and free of EMP-inflicted status anomalies. The functionality of Repair Backpacks include the basic Repair, All Repair, Remove, and Restore. Repair and All Repair are easy to understand, Remove fixes EMP status anomalies, and Restore repairs a broken part. Experience - 100(Repairs function) EMP

--EMP Backpacks are the main toy any Jammer uses to disable enemy wanzers. These Backpacks have made some slight changes from their introduction in Front Mission 4. Sensors now have their own class to start. EMP functions now include Armor Coating, Repair, All Repair, and Remove functions seen in Repair Backpacks. However, the EMP Backpacks that can multi-task are unable to inflict all EMP status. The pure EMP remains here for that purpose. Experience - 100(EMP function), 100(Repairs function), 100(Armor Coating function) SENSOR -----Sensor Backpacks are from the EMP class Backpacks, but are special for a specific reason. Their Sensors can pick up nearby enemy units for Launcher pilots to attack with Missiles beyond their weapon range. This is the only reason as to why a Sensor Backpack would be used. Aside from this, it has the same functionality as the other EMP Backpacks, except it cannot use all EMP status anomalies. Either way, the Sensor function alone is worth using this type of Backpack for. Experience - 100(EMP function), 30(Sensor function) -----------------------------------------------------------------------------REMODELING [REMO] -----------------------------------------------------------------------------In past Front Missions, the player could get new parts from a store or use money to strengthen the parts they already have. In Front Mission 5, parts can still be bought at the Hangar but to truly have the best wanzer equipment requires the use of the Remodeling system. Remodel Points(RP) and Credit Points(CP) are needed for the Remodeling process. Basically, all parts can be modified in various paths seen in the Upgrade History chart. Most Hangar parts follow the middle path, which offers no real upgrades. Further to the right and left paths are where the upgrades lie. For 1 RP and some CP, you can select how a part is modified. Their Rank determines how much more they can be upgraded so try to keep some low Rank parts so you can experiment with them later in the game. Remodeling is permanent so be sure to save your game. Rank 12 is the highest any part can be upgraded to so you have plenty of room to watch your wanzer improve and change visually. Weapons and Backpacks can also be upgraded so be sure to experiment until you have the right Remodeled weapon for your war machines. Many parts offer branching paths and at various Ranks so be sure to experiment! For example, let's beat Simulator 02 and gain the Artassaut MG. Go to the Upgrade option in the part menus and make sure to have 1 RP and some CP. Since it starts at Rank 1, it can branch off to Artassaut C or stay on the middle path and remain Artassaut. At Rank 4, it can either stay at the current path or branch off into the Artassaut SP path. This is illustrated below: -----------------------------------------------------------------------------Upgrade History: -----> Artassaut SP

----> Artassaut C ---> Artassaut C ---> Artassaut C ---> Artassaut C Artassaut---> Artassaut ---> Artassaut ---> Artassaut ---> Artassaut

-----------------------------------------------------------------------------RANK 1 RANK 2 RANK 3 RANK 4 RANK 5 -----------------------------------------------------------------------------If that doesn't explain Remodeling more clearly, go back and pay attention to the tutorial given in the beginning! Or try it yourself! -----------------------------------------------------------------------------SKILL LIST [SKIL] -----------------------------------------------------------------------------This section discusses the many skills learned through different Jobs and the Level the skill comes from. To get a skill, you must gain a Level increase in one of the 6 Job classes and spend Experience Points(EP). EP is only gained through a rise in Pilot Level. As the Pilot Level caps at 50, there is a limit to how many skills can be purchased. Be sure to spend the EP wisely and not on a skill you may never really use. Skill points increase as the Pilot Level increases as well, up to a maximum of 16 for any pilot. Skills take up a certain amount of skill points, with the maximum being 5. Here is a guide of the Job Level and how many points are needed to increase it. Job Level Guide: -----------------------------------------------------------------------------To Next Level -----------------------------------------------------------------------------1140 1 3900 2 5760 3 7920 4 13680 5 10800 6 10800 7 14400 8 21600 9 0 10 Skills in Front Mission 5 work a bit differently than in the other games of the series. While any pilot can train with any Job, only the specialists of a specific Job will recieve all of its skills. For example, a specialist in the Striker class who advances to Lv 2 Gunner will learn Heli Hunt, but not Aim. Likewise, a Gunner specialist will learn Striker Link L at Lv 2 Striker but not Melee Duel. Also, non-specialists cannot learn the Lv 10 skills of non-specialty Jobs, only up to Lv 9. The strongest skills are Job-exclusive and due to a certain plot element, skills from 'S' pilot are exlusive as well. When in battle, skill activation rate varies based on the skill equipped. More potent skills activate less and the weaker ones tend to activate more. In Link battles, there is a possibility of a skills Chain in that multiple skills activating during a Link battle. Chain activation rate works in a similar matter to skill activation rate. Having a lot of weaker skills will result in a bigger Chain, but the effect will not be as great with a

more potent skill. Likewise, stronger skills usually do not contribute to long Chains but their effects are greater and more potent. Chain also multiplies the damage of the next skill contributing to the Chain. The data on that is in the following: Chain Activation Guide: -----------------------------------------------------------------------------Skills Chaining Multiplier -----------------------------------------------------------------------------1 x 1.0 2 x 1.2 3 x 1.3 4 x 1.4 5 x 1.6 6 x 1.8 7 and above x 2.0 Special type skills cancel any Chains building up and do not stack with other skills. Command skills such as Snipe or Aim also cancel any Chains due to their nature. Certain skills like the Breaker or Hunt set will cancel Chains as well. Skill activation rate can be read in further under the following as well: Skill Activation Guide: -----------------------------------------------------------------------------Activation Rate Skill Examples -----------------------------------------------------------------------------Low Double Launcher, Hammer Down Low-Moderate Switch II, Weakpoint Moderate Feint III, Charge III Moderate-High Terror Shot II, AP Cost 0, Footwork High Defense I, Fix DMG I, Panic Shot I Basically, S-exclusive skills activate the least in battle due to their high potency without being a Special skill. Special skills activate more often, but not by much due to their capabilities. Skills ending in a III or are the strongest of their skill set are seen to some degree. Skills ending with a II and I or are the weaker, initial ones of the skill set activate the most. Here are the skills and skill descriptions for the following Jobs: Skills Guide: ['X'] - Special Skill * ONLY ONE CAN BE EQUIPPED AT ANY TIME! * [ X ] - Battle Skill [-->] - Enhancement Skill [ v ] - Leader Skill [ # ] - Command Skill [ = ] - Link Skill (E) - Job Exclusive Condition - Weapons that will activate the skill. EP Cost - The amount of EP needed to buy the skill. Skill Slots - The amount of slots the skill takes to equip. ******* ASSAULT *******

Lv: Lv: Lv: Lv: Lv: Lv: Lv: Lv: Lv:

2 - Barrage, Assault Link L, Pincers, Terror Shot I 3 - Switch I, Assault Link R 4 - Skill + 2%, Max AP + 1 5 - Gun Duel, Speed I, AP Charge + 1 6 - Switch II, Boost I 7 - Double Assault, Terror Shot II 8 - Chain + 2%, Speed II 9 - Terror Shot III, Boost II 10 - Speed III

Skill Notes: Barrage fires an amount of rounds equivalent to the amount of targets that can be affected. A Raptor at Rank 11 fires 8 rounds and if 3 enemies can be affected, Barrage fires a total of 24 rounds. Not all rounds will be directed at each enemy equally as it is affected by range and angle factors. Elevation also affects Barrage as its hit rate drops against aerial targets. Friendly fire mechanics can also affect how damage is distributed to enemy targets. Double Assault can activate either from using an Assault or Striker weapon. The only condition is that the user must be within range for both weapons so the skill can activate. Pincers activates during conditions where there is a high chance the user will hit a friendly in the line of fire. Switch II works for weapons of the same type also as it is an upgraded version of Switch I. -----------------------------------------------------------------------------Skill Name Skill Type Condition -----------------------------------------------------------------------------Barrage(E) ['X'] MG, GG Data: Attacks all enemies with sweeping gun bursts. Multiplies damage by 1.5. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Switch I(E) ['X'] MG, SG, FT Data: Performs a double attack with two Assault type weapons of the same type. Multiplies damage by 1.2. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Switch II(E) ['X'] MG, SG, FT Data: Performs a double attack with two Assault type weapons of different types. Multiplies damage by 1.2. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------Double Assault(E) ['X'] MG, SG, FT, KN, RD, PB, SD Data: Performs a double attack with one Assault and Striker type weapon. Multiplies damage by 1.2. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------Terror Shot I [ X ] MG, SG, FT, GG, RF, BZ Data: Lowers enemy's evasion to 1/2. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Terror Shot II [ X ] MG, SG, FT, GG, RF, BZ Data: Lowers enemy's evasion to 1/3.

EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Terror Shot III(E) [ X ] MG, SG, FT, GG, RF, BZ Data: Lowers enemy's evasion to 1/4. EP Cost: 2 Skills Slots: 3 -----------------------------------------------------------------------------Speed I [ X ] MG, SG, GG Data: Multiplies number of rounds fired by 1.2. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Speed II [ X ] MG, SG, GG Data: Multiplies number of rounds fired by 1.5. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Speed III(E) [ X ] MG, SG, GG Data: Multiplies number of rounds fired by 2. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------Boost I [ X ] All except MS, GR, RK Data: Boosts weapon damage by 10%. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Boost II [ X ] All except MS, GR, RK Data: Boosts weapon damage by 20%. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------Pincers(E) [ X ] MG, SG, FT, GG, RF, BZ Data: Ally units do not take damage from friendly fire. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Assault Link L [ = ] MG, SG, FT Data: Enables link attack when left arm is equipped with an Assault weapon. (MG SG FT) EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Assault Link R [ = ] MG, SG, FT Data: Enables link attack when right arm is equipped with an Assault weapon. (MG SG FT) EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Gun Duel(E) [ # ] MG, SG, FT, GG, RF, BZ Data: Engages target in a gun duel. Links are disabled. Damage is multiplied by 1.2. EP Cost: 1 Skill Slots: 3 -----------------------------------------------------------------------------Max AP + 1 [-->] None Data: Max AP + 1. EP Cost: 1 Skill Slots: 1

-----------------------------------------------------------------------------AP Charge + 1 [-->] None Data: AP charge + 1. EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Skill + 2%(E) [ v ] None Data: Raises skill activation rate of all allies by 2%. Leader must be alive. EP Cost: 2 Skill Slots: 5 -----------------------------------------------------------------------------Chain + 2%(E) [ v ] None Data: Raises chain activation rate of all allies by 2%. Leader must be alive. EP Cost: 2 Skill Slots: 5 -----------------------------------------------------------------------------****** GUNNER ****** Lv: Lv: Lv: Lv: Lv: Lv: Lv: Lv: Lv: 2 - Aim, Heli Hunt 3 - Blast Shot, Gunner Link L, Panic Shot I 4 - Accuracy + 2%, Gunner Link R 5 - Focus Up, Focus Down, Focus Left, Focus Right, Max AP + 1 6 - Body Breaker, Zoom, AP Charge + 1 7 - Accuracy + 2%, Panic Shot II 8 - Quick Draw, Leg Breaker, Max AP + 1 9 - Snipe, Arm Breaker 10 - Panic Shot III

Skill Notes: Blast Shot will knock down if a single round connects. For BZs, the bazooka round must connect as the blast damage will not generate knock down. Focus skills raise the chance of hitting a certain part by 25%. Aim guarantees that the round connects, but damage is lowered to balance the skill. Snipe does not guarantee that a round connects, but its chances of hitting a part are guaranteed. -----------------------------------------------------------------------------Skill Name Skill Type Condition -----------------------------------------------------------------------------Blast Shot(E) ['X'] GG, RF, BZ Data: Knocks down enemy with a focused shot. Multiplies damage by 1.2. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Quick Draw(E) ['X'] RF, BZ Data: Fires weapons two times in a single attack. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------Panic Shot I [ X ] MG, SG, FT, GG, RF, BZ Data: Lowers enemy's accuracy to 1/2. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Panic Shot II [ X ] MG, SG, FT, GG, RF, BZ Data: Lowers enemy's accuracy to 1/3.

EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Panic Shot III(E) [ X ] MG, SG, FT, GG, RF, BZ Data: Lowers enemy's accuracy to 1/4. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Body Breaker(E) [ X ] MG, SG, FT, GG, RF, BZ Data: Damage dealt to the body is increased by 1.5 and other parts receive 0.8 damage. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Leg Breaker [ X ] MG, SG, FT, GG, RF, BZ Data: Damage dealt to the legs is increased by 1.5 and other parts receive 0.8 damage. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Arm Breaker [ X ] MG, SG, FT, GG, RF, BZ Data: Damage dealt to the arms is increased by 1.5 and other parts receive 0.8 damage. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Heli Hunt [ X ] GG, RF, BZ Data: Increases damage to helicopters by 1.5. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Zoom [ X ] GG, RF, BZ Data: Multiplies accuracy by 2. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Gunner Link L [ = ] GG, RF, BZ Data: Enables link attack when left arm is equipped with a Gunner weapon. (GG RF BZ) EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Gunner Link R [ = ] GG, RF, BZ Data: Enables link attack when right arm is equipped with a Gunner weapon. (GG RF BZ) EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Focus Up(E) [ # ] GG, RF, BZ, MS Data: Raises chance of hitting target's body. EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Focus Down(E) [ # ] GG, RF, BZ, MS Data: Raises chance of hitting target's legs. EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Focus Left(E) [ # ] GG, RF, BZ, MS Data: Raises chance of hitting target's left arm.

EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Focus Right(E) [ # ] GG, RF, BZ, MS Data: Raises chance of hitting target's right arm. EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Aim(E) [ # ] RF, BZ Data: Raises attack accuracy, but pilot cannot evade or counterattack until the next turn. EP Cost: 1 Skill Slots: 3 -----------------------------------------------------------------------------Snipe(E) [ # ] RF, BZ Data: Aims attacks at selected part, but pilot cannot evade or counterattack until the next turn. EP Cost: 1 Skill Slots: 4 -----------------------------------------------------------------------------Max AP + 1 [-->] None Data: Max AP + 1. EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Max AP + 1 [-->] None Data: Max AP + 1. EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------AP Charge + 1 [-->] None Data: AP charge + 1. EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Accuracy + 2%(E) [ v ] None Data: Raises accuracy of all allies by 2%. Leader must be alive. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Accuracy + 2%(E) [ v ] None Data: Raises accuracy of all allies by 2%. Leader must be alive. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------****** JAMMER ****** Lv: Lv: Lv: Lv: Lv: Lv: Lv: Lv: Lv: 2 - Tank Hunt, Feint I 3 - Anti-Shot, Fix DMG I 4 - Evasion + 2%, Minus Shot I 5 - Hellfire, AP Damage, Item Break 6 - Freeze Shot, Feint II 7 - ST Evasion + 3%, Fix DMG II 8 - Skill + 2%, Minus Shot II 9 - Minus Shot III 10 - Fix DMG III, Feint III

Skill Notes: Anti-Shot's effect occurs in the condition that a single round connects. The same can be said for Freeze Shot. Freeze Shot works in that it prevents the possibility for the enemy to use the evading animation. It does not guarantee the rounds will connect with a 100% Accuracy rate however. Item Break does destroy items, but only for the duration of the battle. The destruction is prioritized from the items at the top of the list. Fix DMG skills only work in the event damage from an attack falls within 80 and the stated value. The effect ends once an attack is finished. AP Damage only takes effect once an enemy has initiated an attack, meaning a Gunner can attack if they have 6 AP. -----------------------------------------------------------------------------Skill Name Skill Type Condition -----------------------------------------------------------------------------Hellfire(E) ['X'] FT Data: Burns enemy by shooting flames continuously. Multiplies damage by 2. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Minus Shot I [ X ] MG, SG, FT, GG, RF, BZ Data: Lowers enemy damage by 10%. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Minus Shot II [ X ] MG, SG, FT, GG, RF, BZ Data: Lowers enemy damage by 20%. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Minus Shot III(E) [ X ] MG, SG, FT, GG, RF, BZ Data: Lowers enemy damage by 30%. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Feint I [ X ] None Data: Multiplies evasion by 1.5. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Feint II [ X ] None Data: Multiplies evasion by 1.7. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Feint III(E) [ X ] None Data: Multiplies evasion by 2. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Fix DMG I [ X ] None Data: Damage dealt between 80 and 120 is reduced to 80. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Fix DMG II [ X ] None Data: Damage dealt between 80 and 160 is reduced to 80. EP Cost: 2 Skill Slots: 3 ------------------------------------------------------------------------------

Fix DMG III(E) [ X ] None Data: Damage dealt between 80 and 200 is reduced to 80. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------Tank Hunt(E) [ X ] MG, SG, FT Data: Increases damage to tanks by 1.5. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Anti-Shot(E) [ X ] MG, SG, FT, GG, RF, BZ Data: Enemy cannot activate skills. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Freeze Shot(E) [ X ] MG, SG, FT, GG, RF, BZ Data: Enemy cannot evade and activate skills. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Item Break [ X ] All except GR, RK Data: Destroys an item carried by the target. EP Cost: 2 Skill Slots: 1 -----------------------------------------------------------------------------AP Damage(E) [ v ] None Data: Raises AP cost of all enemies by 1. Leader must be alive. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Skill + 2%(E) [ v ] None Data: Raises skill activation rate of all allies by 2%. Leader must be alive. EP Cost: 2 Skill Slots: 5 -----------------------------------------------------------------------------Evasion + 2%(E) [ v ] None Data: Raises evasion of all allies by 2%. Leader must be alive. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------ST Evasion + 3%(E) [ v ] None Data: Raises status evasion of all allies by 3%. Leader must be alive. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------******** LAUNCHER ******** Lv: Lv: Lv: Lv: Lv: Lv: Lv: Lv: Lv: 2 - Focus Down, Focus Left, 3 - Focus Up, Focus Right 4 - MS Burst, AP Cost 0, AP 5 - Inferno, AP Charge + 1, 6 - Defense + 4, GR Burst 7 - Max AP + 1, AP Charge + 8 - Wildfire, RK Burst 9 - Spread Shot, Max AP + 1 10 - Carnage Max AP + 2 Charge + 1 Max AP + 2 2

Skill Notes: AP Cost 0 works on any weapon but it will not activate if the user does not have the AP needed to use a weapon. Wildfire damage is fixed on each targeted area while Carnage damage basically ignores Fire resistance. The Focus skills work only with MS weaponry for Launchers. -----------------------------------------------------------------------------Skill Name Skill Type Condition -----------------------------------------------------------------------------Inferno(E) ['X'] MS Data: Focused missile attack. Multiplies damage by 1.5. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Wildfire(E) ['X'] GR Data: No damage reduction away from the blast center. Multiplies damage by 1.2. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------Carnage(E) ['X'] RK Data: Attack bypasses defense types. Multiplies damage by 1.5. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------MS Burst [ X ] MS Data: Increases missile damage by 20%. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------GR Burst [ X ] GR Data: Increases grenade damage by 20%. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------RK Burst [ X ] RK Data: Increases rocket damage by 20%. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------AP Cost 0(E) [ X ] All Data: AP cost is set to 0. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Focus Up(E) [ # ] GG, RF, BZ, MS Data: Raises chance of hitting target's body. EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Focus Down(E) [ # ] GG, RF, BZ, MS Data: Raises chance of hitting target's legs. EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Focus Left [ # ] GG, RF, BZ, MS Data: Raises chance of hitting target's left arm. EP Cost: 1 Skill Slots: 1

-----------------------------------------------------------------------------Focus Right [ # ] GG, RF, BZ, MS Data: Raises chance of hitting target's right arm. EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Spread Shot(E) [ # ] GR, RK Data: Raises area effect by 1, but lowers damage by 20%. EP Cost: 1 Skill Slots: 3 -----------------------------------------------------------------------------Max AP + 1 [-->] None Data: Max AP + 1. EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Max AP + 1 [-->] None Data: Max AP + 1. EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Max AP + 2(E) [-->] None Data: Max AP + 2. EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Max AP + 2(E) [-->] None Data: Max AP + 2. EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------AP Charge + 1(E) [-->] None Data: AP charge + 1. EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------AP Charge + 1 [-->] None Data: AP charge + 1. EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------AP Charge + 2(E) [-->] None Data: AP charge + 2. EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Defense + 4(E) [ v ] None Data: Raises defense of all allies by 4. Leader must be alive. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------******** MECHANIC ******** Lv: Lv: Lv: Lv: 2 3 4 5 Repair AP - 2, Defense I Auto Machine, Block DMG 15 Skill Down - 2%, Item Repair + 50% Blast Strike, Slice Shot I

Lv: Lv: Lv: Lv: Lv:

6 - Chain Down - 2%, Defense II 7 - Block DMG 30, Defense III 8 - Weakpoint, Slice Shot II 9 - Block DMG 60 10 - Slice Shot III

Skill Notes: Weakpoint automatically destroys any part that has an HP exactly at 30% or lower. If an enemy has 185 total part HP and the part is at 56 HP, it will not activate as values are not rounded up. At 55 HP, the part is affected and will be destroyed. Block DMG skills work as long as the damage of an attack is exactly the value stated or lower. The effect remains until an attack is finished. Auto Machine operates on the basis that either of the two status anomalies are inflicted and the affected has a weapon that can attack any attackers. If a Gunner with a 7 range weapon attacks an Systems Down unit using a Striker weapon, the skill will not activate unless the Gunner attacks from 1 space away. Skill Notes: -----------------------------------------------------------------------------Skill Name Skill Type Condition -----------------------------------------------------------------------------Blast Strike(E) ['X'] KN, RD, PB, SD Data: Knocks down enemy with a fast, rotating strike. Multiplies damage by 1.2. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Weakpoint(E) ['X'] MG, SG, FT, GG Data: Destroys parts with less than 30% HP left. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------Slice Shot I [ X ] MG, SG, FT, GG, RF, BZ Data: Lowers enemy's defense to 1/2. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Slice Shot II [ X ] MG, SG, FT, GG, RF, BZ Data: Lowers enemy's defense to 1/3. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Slice Shot III(E) [ X ] MG, SG, FT, GG, RF, BZ Data: Lowers enemy's defense to 1/4. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Defense I [ X ] None Data: Multiplies defense by 1.5. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Defense II [ X ] None Data: Multiplies defense by 1.7. EP Cost: 2 Skill Slots: 3 ------------------------------------------------------------------------------

Defense III(E) [ X ] None Data: Multiplies defense by 2. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Block DMG 15 [ X ] None Data: Damage dealt equal to or less than 15 is reduced to 0. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Block DMG 30 [ X ] None Data: Damage dealt equal to or less than 30 is reduced to 0. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Block DMG 60(E) [ X ] None Data: Damage dealt equal to or less than 60 is reduced to 0. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------Auto Machine(E) [ X ] All except MS, GR, RK Data: Counterattacks during Systems Down and Attack Systems Down status with 0 AP cost. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Repair AP - 2(E) [-->] None Data: Lowers AP cost of the Repair command by 2. EP Cost: 2 Skill Slots: 1 -----------------------------------------------------------------------------Item Repair + 50% [-->] None Data: Raises repair potency of all items by 50%. EP Cost: 2 Skill Slots: 1 -----------------------------------------------------------------------------Skill Down - 2%(E) [ v ] None Data: Lowers skill activation rate of all enemies by 2%. Leader must be alive. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------Chain Down - 2%(E) [ v ] None Data: Lowers chain activation rate of all enemies by 2%. Leader must be alive. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------******* STRIKER ******* Lv: Lv: Lv: Lv: Lv: Lv: Lv: 2 3 4 5 6 7 8 Melee Duel, Striker Link L Double Punch I, Striker Link R Defense + 4, Charge I Double Punch II, Revenge Defend Body, Footwork Evasion + 2%, Anti-Strike Tackle, Charge II

Lv: 9 - Revenge Mirror Lv: 10 - Charge III Skill Notes: Double Punch II can activate for weapons of the same type, just like Switch II. Tackle causes knock down status and the attack never misses. As with the Anti-Shot skill. Anti-Strike only takes effect if the attack connects. For the Revenge skills, a part other than the Body must be destroyed for the skill to activate. Defend Body does not limit damage only to Arm parts as the Leg part can be damaged as well. Footwork can activate even when the Leg part is destroyed. Footwork dodges any attack once upon its activation. -----------------------------------------------------------------------------Skill Name Skill Type Condition -----------------------------------------------------------------------------Double Punch I(E) ['X'] KN, RD, PB, SD Data: Performs a double attack with two Striker type weapons of the same type. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Double Punch II(E) ['X'] KN, RD, PB, SD Data: Performs a double attack with two Striker type weapons of different types. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------Tackle(E) ['X'] KN, RD, PB, SD Data: Knocks down enemy with a tackle. Attack targets the body and does not miss. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------Charge I [ X ] KN, RD, PB, SD Data: Increases melee damage by 20%. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Charge II [ X ] KN, RD, PB, SD Data: Increases melee damage by 40%. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Charge III(E) [ X ] KN, RD, PB, SD Data: Increases melee damage by 60%. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------Anti-Strike [ X ] KN, RD, PB, SD Data: Enemy cannot activate skills. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Revenge [ X ] All except MS, GR, RK Data: Counterattacks when a part is destroyed. Attack deals 120% damage. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Revenge Mirror(E) [ X ] All except MS, GR, RK

Data: Counterattacks when a part is destroyed. Attack is directed to the same part and deals 200% damage. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Defend Body [ X ] None Data: All damage to the body is transferred to the arms. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Footwork(E) [ X ] None Data: Evades melee attacks, even if the legs are destroyed. EP Cost: 2 Skill Slots: 3 -----------------------------------------------------------------------------Striker Link L [ = ] KN, RD, PB, SD Data: Enables link attack when left arm is equipped with a Striker type weapon. (KN PB RD SD) EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Striker Link R [ = ] KN, RD, PB, SD Data: Enables link attack when right arm is equipped with a Striker type weapon. (KN PB RD SD) EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------Melee Duel(E) [ # ] KN, RD, PB, SD Data: Engages target in a melee duel. Links are disabled. EP Cost: 1 Skill Slots: 3 -----------------------------------------------------------------------------Defense + 4(E) [ v ] None Data: Raises defense of all allies by 4. Leader must be alive. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------Evasion + 2%(E) [ v ] None Data: Raises evasion of all allies by 2%. Leader must be alive. EP Cost: 2 Skill Slots: 2 -----------------------------------------------------------------------------******************* S-TYPE PILOT EXCLUSIVE ******************* All at Lv: 2 - EMP Recovery Assault at Lv: 6 - All Hit Gunner at Lv: 6 - Hammer Down Jammer at Lv: 6 - Abyss Shot Launcher at Lv: 6 - Double Launcher Mechanic at Lv: 6 - Full Defense Striker at Lv: 6 - Hard Strike Skill Notes: EMP Recovery reduces EMP-inflicted status by a minimum of one turn. All Hit is a guaranteed 100% hit rate once activated. Hammer Down is directed at the part with the highest HP based on percentage. A part with 50/50 HP is not as

likely to get hit as a part with 50/100 HP. In the event that all parts have the same percentage of current HP, the Body part will take the hit. Abyss Shot is basically Panic, Slice, and Terror Shot III in one package. Double Launcher activates under the condition that two MS units are equipped and they are of the same part. A Donkey mixed with MGR does not qualify, but two Donkey parts meet the criteria for Double Launcher. Full Defense grants all three resistances only for one attack. Hard Strike bypasses the defense stats of SDs if the targeted enemy has one equipped. -----------------------------------------------------------------------------Skill Name Skill Type Condition -----------------------------------------------------------------------------EMP Recovery [ = ] None Data: Lowers number of turns under status damage. EP Cost: 1 Skill Slots: 1 -----------------------------------------------------------------------------All Hit [ X ] MG, SG, FT Data: All rounds do not miss. Multiplies damage by 1.2. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------Hammer Down [ X ] GG, RF, BZ Data: Attack targets part with the most HP. Multiplies damage by 2. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------Abyss Shot [ X ] MG, SG, FT Data: Lowers enemy's evasion, accuracy, and defense to 1/4. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------Double Launcher [ X ] MS Data: Attack uses both missile launchers if two are equipped. EP Cost: 2 Skill Slots: 5 -----------------------------------------------------------------------------Full Defense [ X ] None Data: Grants pilot all defense types. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------Hard Strike [ X ] KN, RD, PB, SD Data: Attack bypasses shield defense. Multiplies damage by 1.5. EP Cost: 2 Skill Slots: 4 -----------------------------------------------------------------------------********** ENEMY ONLY ********** Assault Link Gunner Link Striker Link Wolf Fang Negate Blast Damage Skill Notes:

The Link skills take effect as long as an enemy ally is using the appropriate weapon. Wolf Fang activates if both weapons of the Direwolf are active. Negate Blast Damage only nullifies the blast damage of the BZ, not the round itself. -----------------------------------------------------------------------------Skill Name Skill Type Condition -----------------------------------------------------------------------------Assault Link [ = ] MG, SG, FT Data: Enables link attack when equipped with Assault type weapon. (MG SG FT) Skill Slots: 1 -----------------------------------------------------------------------------Gunner Link [ = ] GG, RF, BZ Data: Enables link attack when equipped with Gunner type weapon. (GG RF BZ) Skill Slots: 1 -----------------------------------------------------------------------------Striker Link [ = ] KN, RD, PB, SD Data: Enables link attack when equipped with Striker type weapon. (KN PB RD SD) Skill Slots: 1 -----------------------------------------------------------------------------Wolf Fang [ X ] None Data: Unknown. Skill Slots: 1 -----------------------------------------------------------------------------Negate Blast Damage [-->] None Data: Negates blast damage from bazookas. Skill Slots: 1 -----------------------------------------------------------------------------TIPS AND TRICKS [TIPA] -----------------------------------------------------------------------------This section discusses various tips and tricks to beating any mission in the game regardless of what type of battle it is. -----------------------------------------------------------------------------********************** AVOIDING FRIENDLY FIRE ********************** This new feature in Front Mission 5 can be frustrating if you don't know how it works. As discussed in the Basics section, anyone in the line of fire is bound to get hit. Try the following situation out: * BAD SITUATION * ===================== (Ally) (Enemy) (Ally) ===================== Let's presume the above scenario takes place in a cramped hallway. Set up Link skills so both can Link with each other. Have the ally at the top use an MG and the bottom a PB. Initiate an attack with the MG ally, but do not accept the action. Notice the attack line pointed to the enemy has the other ally highlighted in red? This means that pilot can suffer from friendly fire. You will most likely notice a huge drop in accuracy. This is because the MG attack is more likely to hit your ally instead of the enemy. Now,

try this out: * CORRECTED SITUATION * =============== (Ally/MG) (Enemy) (Ally) =============== Attack with the MG pilot and take a look at the attack line. Notice how the other ally pilot is not highlighted in red anymore, or how the accuracy has jumped up considerably? This is because the PB pilot is no longer in the line of fire, thus safe from friendly fire. Now, let's take a look at what can happen during an intense battle: * BAD SITUATION * ================================ (Enemy) (Jammer) (Enemy) (Enemy) (Launcher) (Striker) (Mechanic) (Enemy) (Assault) (Gunner) ================================ This is a bad situation to be caught in since more than one pilot can be a victim of friendly fire. Attack the enemy in the middle for example, using the Gunner. The Assault and Mechanic pilots will get hit. Attack the unit to the North and the Launcher takes friendly fire. Attack the enemy to the West and the Striker, Mechanic, and Assault are bound to be hit. The only good situation is to attack the enemy to the Southeast. The Launcher may still get hit, but the damage will be minimized to your team. Here is the better solution: * CORRECTED SITUATION * ================================ (Launcher)(Jammer) (Mechanic) (Enemy) (Enemy) (Enemy) (Striker) (Enemy)

(Assault) (Gunner) ================================ In this situation, you have your enemies surrounded in a Pincer placement. Attacking any enemy will not cause as much friendly fire as the situation above. Even better is that this placement allows you to exploit friendly fire against the enemy units. Presume the enemy closest to the Mechanic is a Gunner type. Have your Gunner attack the enemy Gunner. When the enemy unit decides to counterattack, they will end up hitting the enemy closer to your Gunner. Likewise, let's presume the enemy that got hit with friendly fire is an Assault unit. Have your Mechanic attack it next. Notice how its own attack connected with the enemy Gunner? This is the type

of situation you want, but this is not always available. Do note that because of the various environments you fight on, such a situation may not be present and friendly fire is very common. Do your best to spread everyone out to avoid blowing up your allies unintentionally. The following is the last major situation: * BOSS SITUATION * ============================== (Launcher) (Striker) (Boss)(Boss) (Jammer)(Boss)(Boss)(Mechanic) (Assault) (Gunner) ============================== Bosses in Front Mission 5 are easily identified in the missions, aside from their appearance in the briefings, due to their large size. As such, this is the best time to use a surrounding placement. Friendly fire almost never occurs in this type of placement. Another beneficial factor is that the boss cannot move, thus you may have disabled some of their more powerful attacks. Also, Link attacks are maximized this way. While bosses always are Linked to a group of enemies, this situation also lessens friendly fire at the cost of the Links being less effective. This situation is not effective against all bosses. Towards the end of the game, there will be bosses you do not want to simply surround and destroy. These bosses tend to have very strong attacks, usually Striker class weapons, that can destroy a pilot without much difficulty. Also, if their Link group is around, expect most of your pilots to be destroyed possibly in one Enemy Phase. In this case, avoid setting most of your pilots too close to the boss. This usually negates the threat, but always keep your Mechanic protected by other units or far away. They are almost always the first target of a boss and their Link group. Last but least, some bosses have weapons with the Penetration feature equipped. This allows the boss to hit targets behind its intended victim. Keep your pilots spread out to avoid this situation. For skill usage, Special skills(denoted by a red 'X') avoid targeting any ally pilots so they are safe to use. The Assault skill Pincers is also good for avoiding friendly fire. Aside from that, position everyone carefully unless you're using a Special skill. -----------------------------------------------------------------------------*************** ASSAULT TACTICS *************** There's not much to say about Assault pilots in general. They are the main attackers of your squad. Just remember to avoid friendly fire since pilots of this class tend to be the initiator of friendly fire. For weapon usage, MGs and SGs are decent for the whole game. FTs are only good if you have Remodeled one in a certain path and is in the hands of a Jammer. Aside from that, use SGs to weaken all parts and MGs to finish off the enemy. Remember that any attack can hit broken parts so an SG isn't the best weapon to use

when the enemy only has their Body part left. Stick with an MG in that case. However, there are SGs equipped with a part ability exclusive to SGs only. This ability is called Dead Shot and it makes SGs more lethal than the MG. Basically, Dead Shot allows for a certain number of rounds to hit with a 100% Accuracy rating. It also connects even if the enemy does the animation when it dodges an entire stream of rounds headed its way. With an SG that fires 10 rounds and 6 are covered by Dead Shot, that's 6 free hits for you. The remaining 4 are factored in the Accuracy calculations but the fact that 6 of them connect increases the possibility of all rounds hitting. Another side ability is that any rounds that hit a "dead" part are then relocated to "live" parts without any damage penalties. Using the example above, pretend that only the Body part exists. If 3-4 rounds hit the Body, you are more or less guaranteed 9-10 rounds hitting the Body! It greatly speeds up wanzer destruction when "dead" parts are present and really beats out the MG here. In regards to skills, Assault types get a good number of decent skills. For special skills, Switch I and II are quite lethal in any Link attack. The skill Barrage, seen in Front Mission 4, is more useful here. Since GGs can be used to initiate the skill, this is a great way to soften up multiple targets without damaging any ally pilots.(due to it being a Special skill). Terror Shot and Speed skills are good in any case and can be deadly in the case of Speed skills. Learning the Gunner class skills augments the ability for your Assault to deal more damage and extra AP skills to boot. Good second Job class: Gunner -----------------------------------------------------------------------------************** GUNNER TACTICS ************** Gunners are your long-range support in any battle. While the Assault acts to soften enemy targets, your Gunner should be the one finishing them off. The Gunner can also cause friendly fire, which you don't want since the weapons they tend to use are pretty strong. For weapon selection, you have three nice toys to play with. GGs are essentially super MGs with longer range. They can also use several Assault skills which are very dangerous in their hands if you want to train them in that Job class. As GGs have a high tendency to attack the Arms, they are solid at disabling wanzers quickly. RFs are the mainstray weapon of any Gunner as in past Front Missions and are your good old-fashioned sniping tool. RFs can equip the Penetration part feature, which makes them a lot more useful than normal RFs. How it works is explained below: ========================================================== (Gunner/Penetration RF) ---(Striker) (Assault) ----->

========================================================== Normally, an RF round will hit the Striker or the Assault in the event of the Striker dodging it. However, with a Penetration RF, one round will hit both targets at once. Basically, Penetration enables the round to penetrate through any unit directly in the line of fire. The ability takes effect as long as there is another unit behind the target and

within the RF's range. This applies to both ally and enemy so it is dangerous to use if an ally is in the line of sight. Consider using a Support pilot if you want to use an RF with Penetration. BZs are the last Gunner class weapon, seen in Front Mission 4. Unlike in that game, they cannot be abused at 1 range due to their new Blast Range factor. How it works is explained below: =================================================== (Assault) (Jammer) (Striker) (Launcher) /(Mechanic) / / / (Gunner/BZ) / =================================================== Basically, the round may have a chance of hitting all but the Launcher. The explosion that comes after will hit all 5 units though. As stated in the Weapon Types section, the explosion half NEVER misses. As with the RF and its Penetration ability, different BZs have different Blast Range values. The bulk of the damage is focused on the Legs, followed by the Body, and finally the Arms. This effectively makes the BZ a good weapon for leg breaking and obviously as a means of crowd control. Just remember that it does affect allies as well and a Support pilot might be needed. On the skills front, Gunners have the luxury of being able to target certain parts with the Focus skills and the all-effective Snipe. Just remember that some skills such as Snipe penalized your pilot by not moving and countering. Panic Shot is always good to knock down enemy accuracy and the Breaker skills are nasty if they connect to their respective Breaker part. GGs do not have access to all Gunner skills, but they benefit from Assault skills as well. Gunners tend to run out of AP due to their weapon's AP cost so a good way to negate this is to learn Launcher skills. That's about it for them. Good second Job class: Launcher -----------------------------------------------------------------------------************** JAMMER TACTICS ************** Jammers are here to support the main attackers by jamming enemy functions for a short period of time. If equipped with a Sensor Backpack, they can aid Launchers by letting them fire Missiles at enemies beyond their weapon range. Aside from that, they have little by the way of offensive skills but all Jammer pilots have Assault as a secondary Job class. FTs tend to be the main weapon, but is not good without extensive Remodeling and some skills. Since an MG since great Body. they do use Assault as a default second Job class, give your Jammer or SG to shore up their offensive weakness. FTs do have some value most enemies have the Piercing resistance equipped. Also, FTs are at avoiding friendly fire and the rounds are often concentrated at the

A Jammer's skill set is meant to lower enemy performance as a whole with skills such as AP Damage or Item Break. Furthermore, since Jammer types are a popular target for enemies, they gain skills designed to lower damage or avoiding them altogether. These would be Fix DMG and Feint respectively. Although Jammers already have Assault as a default second Job class, it is helpful if they learn another Job class. As certain EMP Backpacks have the added ability to Repair wanzers, the Mechanic is an obvious choice for any Jammer. This makes Jammers even harder to destroy with more defense skills and to function as a secondary Mechanic. Hybrid EMP Backpacks cannot inflict all status anomalies though, but the trade-off is well worth it. Good second Job class: Assault(default) Good third Job class: Mechanic -----------------------------------------------------------------------------**************** LAUNCHER TACTICS **************** Launchers are the artillery units of the squad, nothing more, nothing less. Unlike in past Front Mission games, all Launcher class weapons connect to enemies 100%. The downside is that Launcher class weapons increase in AP cost as they get stronger equipment. In a nutshell, your Launcher won't be able to do anything else but wait for the next Player Phase. As far as the weapon set goes, MS weapons are always reliable for decent damage. GRs and RKs are true artillery weapons in that they damage anything inside the blast radius. They have a minimum range requirement like the MS weapons so anyone close enough to a Launcher will be unaffected. Sensor Backpacks with MS can negate this but you're better off using a Gunner or Assault to finish off enemies at such ranges. Launcher weapons will quickly lose value as Links become more and more common in the missions, but can still be useful as support. MS weapons can use the handy Sensor Range ability to rain some hell on enemies farther than the maximum range of the Sensor Backpack. GR and RK weapons can extend its blast radius with the Area Effect ability. The minimum and maximum ranges for Launcher weapons can improve and allow for really far carpet bombing or close-up MS damage. Launcher weapons can benefit from the Reload ability and therefore can attack non-stop provide AP and Reload items are present. As one may expect, a Launcher's skills cater to their growing AP cost needs and enhancing the damage of their weapon loadout. Launchers get the most AP enhancing skills and can also target certain parts with the Focus skills that Gunners also have. Aside from this, they are helpless against enemies who fight at closer ranges. Since a Launcher has few AP left after using a Launcher weapon, it would be a good idea to have them learn Assault skills. This lets your Launcher defend itself with mid-range weapons that have a low AP cost, which can be negated with the Launcher skill AP Cost 0. Good second Job class: Assault -----------------------------------------------------------------------------**************** MECHANIC TACTICS ****************

The Mechanic is your main healer of the squad and a support unit. As such, they are mostly there to keep the other units fighting and alive. They can attack too since all have Assault as a default secondary class, but they should be healing more than attacking. Mechanics are armed with an MG and a SD usually, the former for supporting attackers and later to reduce damage. Unlike in past Front Missions, the SD can double as a Striker weapon but not as strong as the other melee weapons. The damage reduction is classified under two categories: Damage Cut and Damage Limit. Damage Cut basically reduces damage by a certain percent. Damage Limit, on the other hand, has a different function. If the attack damage exceeds the stat of the Damage Limit, damage is reduced from that value literally. Let's use two examples: Example 1 - Damage Cut of 25%, Damage Limit of 50 Presuming an enemy attacked and the damage is at 60. Damage Cut kicks in and the damage is set to 45. Damage Limit does not take effect. Example 2 - Damage Cut of 10%, Damage Limit of 50 Presuming the same enemy attacked for 60 damage, Damage Cut drops it to about 54. Since the value is higher than the Damage Limit, the attack damage drops by 50 to a total of 4. This can be confusing but the effects are quite noticeable when you do some experimentation. Damage Limit has a lot of uses when the enemies start dealing large amounts of damage. Last but not least is the fact that Mechanics are the number one on the enemy's hitlist. :) Being a magnet for enemies and only a support unit means one thing for the skill set of Mechanics: defense, defense, and more defense. Block DMG and the Defense skills help the Mechanic soak the damage and keep it fighting but it can help your attack units with some skills. Namely the Slice Shot skills, which lower enemy Defense. While they have Assault as a default second class, it would be helpful to learn another Job's skills. Though a few EMP Backpacks have the ability to Repair, its recovery ability is not as strong as a pure Repair Backpack. Also, it isn't a good idea to have a Mechanic jamming enemies when they can be Repairing. Since enemy types like Strikers enjoy beating on Mechanics, learning the Striker skill set is a fine choice. Most of its skills can increase the damage of the SD and your Mechanic gains some more defense skills to help it dodge Striker attacks and keep itself alive. Good second Job class: Assault(Default) Good third Job class: Striker -----------------------------------------------------------------------------*************** STRIKER TACTICS *************** Strikers are your close-range specialists designed to melee enemy units to their death. There's really nothing else to say but get them within range and pound the unlucky victim away. Since melee attacks tend to target the Body more often in this Front Mission, Strikers make for good enemy killers and help make many missions easier. They are powerless against enemies that

cannot be touched by Striker class weapons so remember that. The old trio of melees consisting of the KN, RD, and PB make a return. The new melee is the SD weapon, but it can only attack once. KNs have the highest Accuracy for poor offense, RDs are the strongest for low Accuracy, PBs are in-between the two, and SDs are above RD Accuracy that raise your wanzer's Defense levels. Hard Blow, which counts as a KN, is back and its strength varies with each Arm part. One thing to note is that Strikers are typically the last in terms of Link acting priority. This can good or bad depending on how you view it, but for experience purposes, it is bad. Fortunately, Striker weapons may be equipped with the First ability. It essentially allows them to always act first even if an enemy initiated the attack. The only time this can ability is not guaranteed is if another Striker has a weapon with First equipped. Then, it goes based on the weapon with higher Attack Power. Striker skills are pretty straightforward as well. They are mostly to make melee weapons do more damage with Charge and Double Punch skills. Since a Striker is another popular target of enemies, they gain some defense skills such as Defend Body or Footwork. Strikers tend to have some difficulty to reach enemies since they need to be within 1 space to attack. Also, as said above, they are useless against enemies that cannot be hit with a melee attack. To compensate, have your Striker learn skills from the Jammer class and equip an EMP Backpack. Their skills enable your Striker to help avoid or lessen damage dealt and the EMP Backpack can be used to disable an enemy so your Striker can attack them. Sure, the EMP use may not allow them to attack but Links make up for this minor issue. Good second Job class: Jammer -----------------------------------------------------------------------------5. BATTLE SIMULATOR [BSIM] -----------------------------------------------------------------------------*FOR MORE INFORMATION ON BATTLE SIMULATOR, PLEASE CHECK OUT THE IN-DEPTH FAQ ON BATTLE SIMULATOR ON GAMEFAQS!* The Battle Simulator is a traditional feature found in many Front Mission games. Its purpose is to sharpen the player's ability to formulate tactics and strategies for use in missions through training battles. The Battle Simulator gains additional simulations based on meeting certain criteria or beating certain missions. One change to note is that Battle Simulators no longer give out CP like it would in past Front Mission games. The ability to advance in pilot and Job level still remain, as do part rewards for clearing certain Simulators. Be sure to train and use the Battle Simulator when need be! -----------------------------------------------------------------------------6. SURVIVAL SIMULATOR [SSIM] -----------------------------------------------------------------------------*FOR MORE INFORMATION ON SURVIVAL SIMULATOR, PLEASE CHECK OUT THE IN-DEPTH FAQ ON SURVIVAL SIMULATOR ON GAMEFAQS!* The Survival Simulator is like Battle Simulator for battles, but it operates differently. You choose one pilot out of your squad and take them through a

certain amount of floors then to a special floor eventually. Beating this special floor allows you to exit Survival Simulator and the ability to bring back items or RP found in your run. You can escape on earlier floors with an item called "Escape Code". Numerous parts can be obtained only in the Survival Simulator, which are found in cargo boxes. Apart from all of this, have fun during your Survival Simulator run! -----------------------------------------------------------------------------7. ARENA [AREN] -----------------------------------------------------------------------------*FOR MORE INFORMATION ON ARENA, PLEASE CHECK OUT THE IN-DEPTH FAQ ON ARENA ON GAMEFAQS!* The Arena is your moneymaker when funds are low and you are not playing a mission. Available fairly early on in the game, you can participate in a 1-on-1 battle at the beginning. With more battles, you can choose to be in a 2-on-2 battle and eventually a 3-on-3 battle. The AI controls the pilot and wanzer you wish to use in combat. All that is needed is to bet a certain amount, choose a suitable opponent, and hope for the best. Cameos from past Front Mission characters can be seen and fought in the Arena. Enjoy the nostalgia when fighting Front Mission characters in the Arena! -----------------------------------------------------------------------------8. THEATER [THEA] -----------------------------------------------------------------------------Theater Mode, as stated in the beginning, is essentially a viewing mode for all event scenes that appear in the game. How many unlocked depend on how far the player is into the game. Another nice bonus of this mode is that you can change the wanzer setups based on what you have equipped and in stock. No buying or Remodeling are available, but it really isn't that big of a deal. Playing with the setups does make for some better scenes and watching your creations in the scenes is fun. The interface for the Theater is very simple. Apart from the help text and Wanzer Setup, just choose a scene from its picture and it will play. Enjoy! -----------------------------------------------------------------------------9. SECRETS [SECR] -----------------------------------------------------------------------------EASTER EGGS ----------Front Mission 5 pays homage to the prior Front Mission games in various ways and throughout the game. While it isn't something important, see how many references and sources you can find in the game! From a picture of the Zaftran mobile weapon Zhuk to images of wanzer companies in the scenery, have fun hunting them down! Also, on a side note, you can view different angles of the wanzers shown in the title screen by pressing L1 or R1. RECRUITING DARRIL TRAUBEL ------------------------For those who have played the game and/or have been reading the news up to

its release, it comes as no surprise that Darril Traubel, Front Mission 4's lead male protagonist, is in the game! What is more surprising is that Darril can be recruited onto Walter's platoon! Here are the necessary steps to recruiting this character from Front Mission 4: 1. Beat Mission 2. Do the events as planned but after the POW Holding Area cutscene, head to the Mess Hall. Speak with Brenda three times then talk to Darril. 2. Proceed with the Main Gate cutscene then head back to the Mess Hall. Go and speak with Calvin then talk to Darril until he leaves. 3. Beat Mission 3. Head to the Mission Briefing Room next. Go to the Mess Hall and speak with Brenda. Talk to Darril next and select the second choice in the option he gives you. 4. Beat Mission 4. Head to the Simulator Room and speak with Darril. Choose the first choice in both options. Continue onward with the game as usual. 5. Beat Mission 10. Head to the Simulator Room and speak with Darril. Speak once more and select the second choice. Lo and behold, Darril Traubel is now officially a recruitable pilot! Enjoy having Darril back in the fold if you played Front Mission 4! Darril's stats: Pilot Level - 10 To Next Level - 3300 EP - 10 AP Max - 16 AP Charge - 13 Skill Slots - 11 Status Evasion - 0% Specialty - Striker Pilot Type - Support Job Levels: All but Striker - 1 Striker - 4 The real reason as to why Darril is a valuable pilot is his activation rate for skills. It is quite high and considering his specialty is the Striker class skills, he can easily become a killing machine with the right wanzer. For fun, Remodel the Frost until it becomes Blizzaia then Blizzaia L. It's Darril's base unit in Front Mission 4 and one of the better wanzer builds in general. It is essentially a much better and lighter Frost. SECRET WANZERS -------------There are several secret wanzers available for usage in Front Mission 5. Some are gotten for free while others need to be bought in the Hangar. Either way, follow the methods discussed below to access the secret wanzers. -----------------------------------------------------------------------------Grapple Available after: Mission 5 -----------------------------------------------------------------------------Method:

In the Lounge speak with Brenda, who is on the computer, then to Noah next. Exit and re-enter the Lounge but speak with William. Exit and head for the Commander's Room. Speak with William and he gives you the following wanzer reward: Grapple Grapple Grapple Grapple Rank Rank Rank Rank 1 1 1 1 Body Right Arm Left Arm Legs

-----------------------------------------------------------------------------Scintilla Available after: Mission 10 -----------------------------------------------------------------------------Method: Follow the steps to Scout Darril and talk to him in the Simulator Room. This wanzer shows up in the Hangar afterwards. This is the first of the enemy wanzers that can be gotten by the way. -----------------------------------------------------------------------------Warlus Available after: Mission 10 -----------------------------------------------------------------------------Method: In the Mess Room, talk to Laura three times. Afterwards, talk to the three soldiers Ralph, Tony, and Julius. Head to the Mission Briefing Room. Before heading out for the next mission, head back to the Mess Room and speak with Laura. The Warlus can now be bought in the Hangar, but Laura cannot be recruited for the rest of the game. That's a shame since she's an 'S' pilot but there are more at the end to Scout. You do get an extra 4 RP though this way. At the Mess Room after beating Mission 16, talk to Julius then Laura. Once she leaves, speak with Jeff to get the extra RP. This is the second of the enemy wanzers that can be gotten by the way. -----------------------------------------------------------------------------Schakal Available after: Mission 17 -----------------------------------------------------------------------------Method: At the Control Tower, speak to Hector. Then, speak with Joseph and select the second choice when he gives an option. Speak to Steve nearby and this unit shows up at the Hangar. This is the third and last of the enemy wanzers that can be gotten by the way. -----------------------------------------------------------------------------Vyzov Available after: Mission 22 -----------------------------------------------------------------------------Method: Do the following steps to gain this wanzer. 1. Beat Mission 19. Go to the Operations Room; do not go to the Gym right

after getting back to base. Speak with Enos and Gerald at the Operations Room. When given an option, choose the first choice. Continue speaking to Enos and then Gerald for the 6 RP bonus. 2. Go to the Gym and speak to everyone there. 3. Go to the Junior Officer's Room and speak with Max, Dennis, Roland, and Enos. 4. Beat Mission 22, earning Excellent Performance, and go to the Operations Room. Speak to Enos for the parts: Vyzov Vyzov Vyzov Vyzov Rank Rank Rank Rank 1 1 1 1 Body Right Arm Left Arm Legs

NEW GAME+ --------New Game+ does exactly what it says: It allows you to play a new game with bonuses. The following data are carried over in a New Game+ file: Remaining RP Remaining CP EP is set to 50 Wanzer parts: equipped and in Stock List

In a nutshell, New Game+ allows you to essentially dominate the entire game until the end without having to worry about RP, CP, or EP. Not to mention being able to get more of the parts found in the Simulator or outside the battles. To get this, simply beat the game. HARD MODE --------Hard Mode does exactly what it says: It allows you to play a new game with greater difficulty. The following data depicts what to expect in a Hard Mode file: - Enemy wanzer equipment upgraded by several Ranks based on progress - Survival Simulator gains an additional 50 floors - Remodel restrictions are removed completely, save the RP and CP costs In a nutshell, Hard Mode is hard. Fortunately, with the removal of Remodel restrictions, you are free to upgrade to Rank 12 presuming you have enough RP and CP to spend. In regards to Survival Simulator, many special equipment not available in the first 50 floors become available. To get this bonus, simply beat the game. -----------------------------------------------------------------------------10. CREDITS [CRED] -----------------------------------------------------------------------------Thanks to: - GameFAQs obviously - Square Enix for the Front Mission series - Fellow GameFAQs posters who contributed information, such as WalterFeng, tihoa

This FAQ copyright 2009 to Angelo Pineda. Redistribution in any form, including reprinting in electronic or print media, without express permission of the author is strictly forbidden. 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

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