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FRONT MISSION 1ST

FAQ/WALKTHROUGH
VERSION FINAL(2.50)
By Angelo Pineda(rpger77@yahoo.ca)

VERSION HISTORY
---------------

26-11-2012 - Minor clean-up.


19-11-2012 - Made numerous updates to winning and losing conditions. Fleshed
out details on recruiting optional characters in the O.C.U. scenario.
25-4-2012 - Minor fixes.
22-4-2012 - Grammar corrections made and further fleshed out Secrets section.
17-3-2011 - Minor fixes.
17-11-2010 - Fleshed out Secrets section.
12-2-2009 - Cleaned up information. Added some details forgotten from the
previous update.
12-12-2007 - Grammar corrections made. Additions made to information for
various sections. Guide complete.
26-11-2007 - FAQ/Walkthrough complete. Will make updates in the future for
grammar and guide corrections.

TABLE OF CONTENTS
-----------------

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Sections Search Codes
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1. INTRODUCTION [INTR]
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2. BASICS [BASE]
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3. O.C.U. SCENARIO [OCUS]
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4. U.C.S. SCENARIO [UCSS]
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5. ARENA [AREN]
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6. SECRETS [SECR]
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7. CREDITS [CRED]
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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
-------------

Finally, the original Front Mission gets an official Western release after
waiting for more than a decade since the Japanese release! To those who are
who are looking for a full walkthrough of the game, this guide is for you.
Enjoy!

Sites allowed to post this guide:

http://www.gamefaqs.com
http://www.gamespot.com
http://www.neoseeker.com
http://www.supercheats.com
http://www.1up.com

I will consider allowing other sites to post this guide if I get an email on
the address shown above. I'm usually open to allowing other sites to post my
guides provided that I am credited for my work. I assume anyone reading this
is aware of the guide's purpose so I don't think I need to explain that.
Also, don't try and pass this work of as your own. I've created this guide in
a certain way that allows me to identify if someone has plagiarized from my
guide. Respect those who spend a great deal of time making guides to help out
other people. We don't do it just because guide writing is fun, you know!

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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!

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2. BASICS [BASE]
------------------------------------------------------------------------------

This will be brief as most of the game's mechanics have been explained in my
beginner's guide. You should also consider reading the manual for additional
help. This is one of those games that you need to go through the manual first
before playing it. If you don't know where my beginner's guide is located,
go to GameFAQs.

CONTROLS GUIDE
--------------

(Outside of Battle)

Directional Pad - Select command/increase or decrease buying and selling


amount/switch selected unit.
Start Button - Skip opening scene/access main menu.
A Button - Confirm command/advance text window.
B Button - Cancel command/close window.
X Button - View item help information in shops.
L + R + Start + Select Buttons - soft reset(press + hold all buttons).

(In Battle)

Directional Pad - Move cursor/select command.


Start Button - Open system window.
A Button - Confirm command/advance text window.
B Button - Cancel command/open command window/speed up text and cursor
movement(press + hold the button).
X Button - View select unit's machine.
Y Button - Toggle Free Cursor Mode(used to freely move around and access any
unit's data on the battlefield).
L Button - Switch selected unit.
R Button - Switch selected unit.
L + R + Start + Select Buttons - soft reset(press + hold all buttons).

(World Map)

Directional Pad - Select location.


A Button - Move to selected location/enter location.
B Button - Select new location(after moving to selected location)/return to
previous location(exit World Map).
L + R + Start + Select Buttons - soft reset(press + hold all buttons).

If you are not in the mood to use buttons, use the stylus instead. It has the
same functionality as many of the buttons except for a few like soft reset.
To access the menus and commands with the stylus, simply point or slide it by
the desired menu or command.

PAINT SCHEMES
-------------

White 0
Green 0/1/2/3/4/5/6
Red 0/1/2
Blue 0/1/2/3/4
Gray 0/1/2/3
Brown 0/1/2/3
Black 0/1/2
Purple 0/1/2/3
Yellow 0/1/2/3
Pink 0/1
Bronze 0/1
Orange 0

While not a major factor for playing the game, feel free to give your wanzers
a new paint scheme. That's a part of the fun behind customization and the
game in general!

SETUP TIPS
----------

1. Choose parts wisely. While most parts are balanced, there are some that
really stand out in terms of overall effectiveness. These are the kind of
parts that you should be looking at when making a wanzer. Even if you are
creating a specialized Attacker build, having extra Power helps if using
better parts.

2. Don't simply buy part upgrades at the Shop. Since part upgrades come on a
regular basis, the new parts are generally slightly better than the ones you
currently have. Hold off buying parts unless they have noticeable increases
in stats. For example, you should wait for the next upgrade if an Arm part
only has a 4 HP increase.

3. Buy Leg parts of leg types other than Normal. Normal leg types, for the
most part, are rather average in terms of movement. With other leg types, you
can get better movement on various terrain and thus achieve better results on
the battlefield. Normal leg types, however, are best in terms of traversing
between different elevation levels.

4. Stick with multiple hit weaponry when choosing Short and Long weapons. As
the damage calculations are static rather than proportional for improving Job
class proficiency, it pays to use weapons that hit more than once. Early on,
this isn't a big issue as your pilots' proficiencies won't be high. However,
once they start to learn Battle Skills, then a weapon that does 8 x 5 can do
as much as 75-85 per round at 9999 EXP in a Job class. In contrast, a weapon
that outputs 90 x 1 will be capped at 210-220 at 9999 EXP.

MISSION TIPS AND TACTICS


------------------------

1. Adjust to mission conditions when necessary. It pays to know what type of


weapons to use or what leg types to equip for greater movement. Never stay
with the same setup even if you are overwhelming your enemies.

2. Always carry items. Repair items will never become useless and support
items such as Chaff Grenades have uses even later in the game. Even the B.A.
Mines has some value on the battlefield.

3. Do not underestimate the usefulness of a Shield. Shields may not seem too
useful at first, but they certainly do once enemies begin to hit harder. Have
at least one equipped on every unit.

4. O.C.U. scenario only: Make use of the supply truck's features. Restoring
destroyed parts and reloading ammo aren't the only features that the supply
truck is good for.

5. U.C.S. scenario only: Make use of the Riff Backpack's features. Do not
forget that it comes with a built-in repair feature, which will help in cases
where your units have no more repair items left.

6. Prioritize unit destruction. Analyze the enemy squads and identify which
ones pose the biggest threat. Sending a group of Melee units towards an enemy
squad with Missileers are a bad idea.

7. Stay clear of mobile weapons. Mobile weapons have no problems in taking


down units within attack range. Until you have eliminated most of the enemies
on a mission, don't attack a mobile weapon.

8. O.C.U. scenario only: Stick with a core team for missions. Since missions
generally allow up to 11 units to be deployed, have a core team of six units.
This way, you can plan out who fights in missions more easily.

9. U.C.S. scenario only: Stay together for missions. You cannot afford to
make many mistakes with so few units to use in missions. Attack and move in
one group will ensure better survival rates during a mission.

10. Both scenarios: Keep the commander unit alive. While game overs normally
occur when all units are destroyed, they will happen if Royd or Kevin are
destroyed in battle.

ENEMY TIPS AND TACTICS


----------------------

Named Pilots: Named pilots are essentially stronger versions of Commanders.


Their Job proficiency in all classes is the highest among the enemy types and
they normally have skills equipped. They are the toughest enemy type because
of these. Fortunately, named pilots are rarely encountered throughout both
scenarios. Treat them as you would with a Commander, but with more caution.

Commanders: Commanders are pilots balanced in all Job classes. Commanders are
easily identifiable as they pilot stronger units compared to the other enemy
types. This enemy type is certainly strong, but they are not significantly
more tougher than the other enemy types. Commanders may have skills equipped
so do take care when fighting them on the battlefield.

Attackers using Melee: This type of Attacker specializes only in the Melee
class and uses Melee weapons. Melee Attackers are recognizable as they tend
to equip units with high HP and Defense. This enemy type is dangerous if left
alone on the battlefield, but they are at a disadvantage due to their Melee
usage. Melee Attackers are a lot more dangerous if they have skills though.

Attackers using Short: This type of Attacker specializes only in the Short
class and uses Short weapons. Short attackers are recognizable as they tend
to equip units with high HP and Move. This enemy type is more dangerous than
its Melee counterpart due to how Short weapons work, especially if skills are
equipped. Short Attackers take priority over Melee Attackers in this regard.

Missileers: Missileers are pilots that specialize only in the Long class and
use Long weapons. Missileers are recognizable as they tend to equip units
with three or more weapons. This enemy type is the most dangerous one outside
named pilots and Commanders due to their long-range weaponry. Priority-wise,
always concentrate on Missileers first until there are none left.

Carriers: Carriers are pilots that specialize only in the Dodge class and use
support vehicles. Carriers do not possess much of a threat and since many are
in supply trucks, they go down fast. Save this enemy type for last when all
other enemies are destroyed. Many of these appear on the O.C.U. scenario but
are they rarely encountered in the U.C.S. scenario.

Helicopters: Helicopters are pilots that specialize in both the Short and
Long class, though moreso with Long. Pilots use helicopters equipped with
both Short and Long weapons, though the helicopters have poor durability. Due
to this, Helicopters should be lower on the priority list as opposed to an
Attacker or Missileer. This enemy type is exclusively on the U.C.S. scenario.

Other: Other enemies are generally named ones that do not fall under any
enemy type. To identify their enemy type, look at their composition and their
proficiency in all Job classes.

****READ THE FOLLOWING BEFORE PLAYING****

------------------------------------------------------------------------------
Mission - mission number and location
------------------------------------------------------------------------------

Enemies - how many enemy units are in the mission.


Bosses - how many boss units are in the mission.
Units - how many player units can be deployed in the mission.
Allies - how many ally units are in the mission.
Money - amount of money gained from mission completion.
Difficulty - how hard or easy the mission is(out of 5*).
Winning Condition - conditions for completing the mission.
Losing Condition - conditions for failing the mission.

Strategy - notes on how to beat the mission.

Enemy Composition - enemy data. See below:

Unit type - Total x number


MV: Lv: Weapon Loadout:
Body - weapon type(weapon name) - range, ammo
Arms -
Legs -
Jobs: Skills:
Melee -
Short -
Long -
Dodge -

------------------------------------------------------------------------------

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 Shop/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.

------------------------------------------------------------------------------

Shortened Weapon Names:

Machine Gun - MG
Vulcan - VN
Shotgun - SG
Flamethrower - FT
Rifle - RF
Cannon - CN
Punch - PC
Rod - RD
Shield - SD
Bazooka - BZ
Grenade Launcher - GR
Missile Launcher - MS
Rocket Launcher - RK

****READ THE ABOVE BEFORE PLAYING****

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3. O.C.U. SCENARIO [OCUS]
------------------------------------------------------------------------------

Before starting the actual game, the game will ask you if you wish to play
the tutorial. If you are new to Front Mission, it would benefit you a lot to
play it. After completing the tutorial, you will be able to choose which
scenario you want to play. If you are a new player, play this scenario first.
If you already have experience with Front Mission or have played this entry
through the earlier Super Famicom, WonderSwan Color, or PlayStation versions,
then skip to the U.C.S. scenario.

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Tutorial - Training Grounds
------------------------------------------------------------------------------

Enemies: 1
Bosses: 1
Units: 1
Allies: 0
Money: 0
Difficulty: *
Winning Condition: Pass the qualification test.
Losing Condition: Fail the qualification test.

Strategy:

This is a really simple qualification test and failing doesn't equate into a
game over per se. Follow Glen's orders and you will pass the test. First,
Glen will ask you to move to a certain square. Use this time to experiment
with movement and how different terrains work. Once you move to that square,
you will have to fight a Gust next. Attack the enemy once with all three
weapons equipped: Zenith Punch, PAP 55, and Bone. Afterwards, finish off the
Gust and you will have to fight Glen. While it is optional, try using an item
as Glen recommends. Apply what you've learned against Glen to pass the test.

Enemy Composition
------------------------------------------------------------------------------
Boss - Glen Duval in Zenith/Mad Lecter(Attacker)
MV: 15 Lv: 1 Weapon Loadout:
Body - 33 MG(Raptor), 1-1
Arms - 24 MG(Raptor), 1-1
Legs - 26
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Computer AI in Gust - Total 1
MV: 15 Lv: 1 Weapon Loadout:
Body - 21 MG(Gust), 1-1
Arms - 16 MG(Gust), 1-1
Legs - 18
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
After choosing the name and callsign for Royd, watch the opening scenes and
you will be in the first mission.

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Mission 1 - Larcus Factory
------------------------------------------------------------------------------

Enemies: 4
Bosses: 1
Units: 2
Allies: 2
Money: 0
Difficulty: *
Winning Condition: All enemy machines except Driscoll destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

This first mission is relatively simple and you get an ally in the form of
the OCU Soldier. Don't bother trying to protect Karen; she is programmed to
die at the end of turn two. All you need to do is eliminate the enemy units
apart from Driscoll. Don't bother trying to attack him for now...you're not
supposed to fight him yet. The game will continue regardless if you win or
lose, so take this time to familiarize yourself with the game's features. If
you want to gain some EXP, leave the OCU Soldier out of the battle.

Enemy Composition
------------------------------------------------------------------------------
Boss - Driscoll in Type 11DS Raven(Attacker)
MV: 40 Lv: 14 Weapon Loadout:
Body - 250 PC(Type 11 Claw B), 99 x 1, 1-1
Arms - 250(L)/110(R) MG(Uranio), 19 x 3, 1-1
Legs - 250
Jobs: Skills:
Melee - 32 Stun III
Short - 30 Speed I
Long - 31
Dodge - 31
------------------------------------------------------------------------------
Attacker in Gust - Total 2
MV: 21 Lv: 1 Weapon Loadout:
Body - 21 MG(Gust), 1-1
Arms - 16 MG(Gust), 1-1
Legs - 18
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Missileer in Calm - Total 2
MV: 12 Lv: 1 Weapon Loadout:
Body - 24 PC(Calm), 1-1
Arms - 19 PC(Calm), 1-1
Legs - 21 MS(Piz 3), 3-4, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Allies:

Karen Meure in Zora 3A/Danger Lady(Attacker)


MV: 15 Lv: 4 Weapon Loadout:
Body - 30 MG(Raptor), 1-1
Arms - 24 PC(Zenith), 1-1
Legs - 26
Jobs: Skills: None.
Melee - 9
Short - 12
Long - 9
Dodge - 9
------------------------------------------------------------------------------
OCU Soldier in Zenith(Missileer)
MV: 13 Lv: 1 Weapon Loadout:
Body - 33 MG(PAP 55), 1-1
Arms - 24 PC(Zenith), 1-1
Legs - 26 MS(MGR-1B), 3-5, 2 ammo
Jobs: Skills:
Melee - 9 Repair S(Item, 3)
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Once the mission ends, some scenes will play out. When you regain control, an
Arena match will commence. The outcome doesn't matter as the game progresses
regardless if you win or lose. If you do want to win, use the Piz 3 once or
twice and finish the match using the Raptor. After the match, you will meet
Colonel Guri B. Olson and he is kind enough to supply you with 1000 to spend.
Go to the Shop and upgrade your wanzer before heading to the Military Ward.
When ready, go to the Military Ward and say YES to Olson. More scenes will
play out and the next mission will commence.

------------------------------------------------------------------------------
Mission 2 - Forest
------------------------------------------------------------------------------

Enemies: 8
Bosses: 0
Units: 2
Allies: 3
Money: 3000 + 1530
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

Apart from getting Ryuji back in the fold, you will have assistance from the
three new members: Natalie, Keith, and J.J. Start by moving North to help
Keith and J.J. destroy all enemies nearby. Once this is done, let the other
enemy units get close before attacking them. Save a Missile round for the
Commander, who will attack from the Northwest. After destroying the incoming
enemy units, go after the last unit camping out to the Western portion of the
map.
Salvaged Items:

Zora 3A(Arm)
Raptor(Machine Gun)

Enemy Composition
------------------------------------------------------------------------------
Commander in Zora 3A - Total 1
MV: 17 Lv: 1 Weapon Loadout:
Body - 30 MG(Siege), 1-1
Arms - 22 PC(Zora 3A), 1-1
Legs - 24 MS(Piz 3), 3-4, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Attacker in Calm - Total 5
MV: 12 Lv: 1 Weapon Loadout:
Body - 24 PC(Calm), 1-1
Arms - 19 MG(Raptor), 1-1
Legs - 21
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Missileer in Gust - Total 2
MV: 21 Lv: 1 Weapon Loadout:
Body - 21 PC(Calm), 1-1
Arms - 19 PC(Calm), 1-1
Legs - 18 MS(Piz 3), 3-4, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Allies:

Natalie F. Blakewood in Husky Mk.III/Primrose


MV: 17 Lv: 1 Weapon Loadout:
Body - 39 MG(Siege), 1-1
Arms - 24(L)/22(R) PC(Zora 3A), 1-1
Legs - 24
Jobs: Skills:
Melee - 9 Repair S(Item, 3)
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Keith Carabell in Galbo/Jerrycan
MV: 16 Lv: 1 Weapon Loadout:
Body - 42 MG(Raptor), 1-1
Arms - 25(L)/22(R) PC(Zora 3A), 1-1
Legs - 24 MS(Piz 3), 3-4, 3 ammo
Jobs: Skills:
Melee - 9 Repair S(Item, 3)
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
J.J.(Joynas Jeriaska) in Giza/Hunter
MV: 13 Lv: 1 Weapon Loadout:
Body - 45 RF(Sieger), 1-1
Arms - 26(L)/25(R) PC(Pabotte), 1-1
Legs - 27
Jobs: Skills:
Melee - 9 Repair S(Item, 3)
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Head to New Milgan and upgrade Ryuji, Natalie, Keith, and J.J. with better
gear. When you're done, head to the Military Ward and Olson will assign the
next mission and do a quick briefing. Exit New Milgan and go to the Crash
Site when you're ready. Briefing notes are as follows:

Target - Zenith
Boss Data - None
Normal Units - 9
Boss Units - 0
Supply Trucks - 0
AT - 242
DF - 924
Ace Pilot - Commander Lv. 2

------------------------------------------------------------------------------
Mission 3 - Crash Site
------------------------------------------------------------------------------

Enemies: 9
Bosses: 0
Units: 5
Allies: 1
Money: 1000 (Frederick does not survive), 2000 (Frederick survives) + 1970
Difficulty: ***
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

This mission has a bit of a twist in that you have to protect Frederick. If
Frederick survives the mission, then your military commission bonus will be
2000. If you do not, then it will be only 1000. You will not get a game over
if Frederick is destroyed, so don't fret about it too much. If you do want
to protect Frederick, you will need to have everyone's wanzers upgraded.
Split into two groups: one to coevr Frederick and the other to intercept the
plane's cargo to the Southeast. Frederick will begin to retreat once he is
attacked.

For the group covering him, make sure at least one of them has a Long weapon
equipped. Have that unit attack the Commander and Missileer units going for
Frederick. For the group heading towards the cargo, they will have to deal
with an enemy toting an Egret. Fortunately, the enemy will only fire it once
for this mission. Make sure you select Guard for this, which automatically
will use any equipped Shields that a unit has. You can defend against it by
selecting the Shield itself, but you won't be able to dodge with it. That's
all to know about for this mission.

Salvaged Items:

Calm(Body)
Pabotte(Arm)
Iguchi Type 5(Rifle)
Egret(Rocket Launcher)

Enemy Composition
------------------------------------------------------------------------------
Commander in Zenith - Total 1
MV: 14 Lv: 2 Weapon Loadout:
Body - 33 RF(Iguchi Type 5), 1-1
Arms - 24 PC(Zenith), 1-1
Legs - 26 MS(Piz 3), 3-4, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Attacker in Calm - Total 4
MV: 14 Lv: 2 Weapon Loadout:
Body - 24 MG(Siege), 1-1
Arms - 19 PC(Calm), 1-1
Legs - 32
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Attacker in Pabotte - Total 1
MV: 14 Lv: 2 Weapon Loadout:
Body - 36 PC(Zora 3A), 1-1
Arms - 22 MG(Siege), 1-1
Legs - 27
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Missileer in Zora 3A - Total 3
MV: 15 Lv: 1 Weapon Loadout:
Body - 30 PC(Pabotte), 1-1
Arms - 25 PC(Pabotte), 1-1
Legs - 27 MS(Piz 3), 3-4, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Allies:

Frederick Lancaster in Tendus/Witness


MV: 15 Lv: 3 Weapon Loadout:
Body - 27 PC(Tendus), 1-1
Arms - 22 PC(Tendus), 1-1
Legs - 24
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Once the mission is over, Frederick joins as the newest member. Return to New
Milgan and stop by the Military Ward. Olson gives out new orders and you can
proceed to the next mission. Upgrade Frederick before leaving since he is a
liability as long as he uses the weak Tendus. When you're set, leave New
Milgan and go to the Huffman Highway. Briefing notes are as follows:

Target - Supply Truck


Boss Data - None
Normal Units - 10
Boss Units - 0
Supply Trucks - 0
AT - 371
DF - 1075
Ace Pilot - Commander Lv. 3

------------------------------------------------------------------------------
Mission 4 - Huffman Highway
------------------------------------------------------------------------------

Enemies: 10
Bosses: 0
Units: 6
Allies: 3
Money: 4000 (0-2 supply trucks survive), 7000 (All supply trucks survive)
+ 2340
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

This is another protect mission like the previous one. But, you won't fail if
some or all of the Supply Trucks are destroyed. The survival of the Supply
Trucks will affect your military commission, so if you want the full 7000,
protect them at all costs. The Supply Trucks, fortunately, can take a beating
before going down. Move everyone close to the Supply Trucks and stay in the
nearby area. Once enemies are within moving distance to attack, feel free to
leave the Supply Trucks. Priority should be given to anyone who gets close to
a Supply Truck, but concentrate on the Missileers first. When the incoming
enemies have been destroyed, finish off any remaining units on the map.

Salvaged Items:
Zenith(Legs)
Rayon EL-002(Computer)
Winee(Rifle)
Repair S(Item)

Enemy Composition
------------------------------------------------------------------------------
Commander in Galbo - Total 1
MV: 15 Lv: 3 Weapon Loadout:
Body - 42 MG(Grave), 1-1
Arms - 25 RF(Sieger), 1-1
Legs - 32
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Attacker in Zenith - Total 5
MV: 14 Lv: 3 Weapon Loadout:
Body - 33 MG(Grave), 1-1
Arms - 24 RF(Winee), 1-1
Legs - 26
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Missileer in Zora 3A - Total 4
MV: 13 Lv: 2 Weapon Loadout:
Body - 30 PC(Zenith), 1-1 MS(MGR-1B), 3-5, 2 ammo
Arms - 24 PC(Zenith), 1-1
Legs - 26 MS(Piz 3), 3-4, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Allies:

Peewie Richberg Jr. in Supply Truck


MV: 14 Lv: 5 Weapon Loadout:
Body - 100 MG(Siege), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 10
Long - 9
Dodge - 10
------------------------------------------------------------------------------
OCU Soldier in Supply Truck(Carrier) - Total 2
MV: 14 Lv: 1 Weapon Loadout:
Body - 100 MG(Grave), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

After the mission is complete, head to Menasa. Make some upgrades and hit the
Military Ward for some news updates. Next, go to the Arena for a scene with
someone by the name of Meihua. Challenge her to an Arena match and once you
win, watch some more scenes. When you're ready to move out, exit Menasa and
go to Grey Rock.

------------------------------------------------------------------------------
Mission 5 - Grey Rock Hospital
------------------------------------------------------------------------------

Enemies: 12 + 1 reinforcement
Bosses: 1
Units: 6 + 1 (Meihua)
Allies: 1
Money: 3240 (No Driscoll + Supply Truck), 7882 (Driscoll), 312 (Supply Truck)
Difficulty: ***
Winning Condition: All enemy machines except Driscoll destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

Driscoll, the pilot inside the huge jet-black wanzer from Mission 1, appears
again in this mission. Driscoll uses a weaker Arm setup than before, but he
is still too strong for you to beat. All you have to do is destroy every other
unit except Driscoll to complete the mission. The mission will also end if you
destroy all but two enemy units in the mission. You also have assistance from
an O.C.U. soldier called Paul. There are no bonuses if he lives or dies, so
you don't have to protect Paul. Just make sure that he doesn't destroy the
Missileer from the squad he attacks first; the Missileer drops a Piz 8, which
doesn't appear until later in the game.

Back to the mission at hand, start by destroying everything to the Northwest


first. Once that's done, move East and finish up the remaining enemy units.
A supply truck reinforcement will appear by the hospital, but don't bother
trying to destroy it. The supply truck is programmed to leave if enough enemy
units are destroyed, you attack it, or one of your units gets close enough to
Driscoll. Don't bother with Driscoll for now...your chance to beat him will
arrive later in the game.

Salvaged Items:

Husky Mk.III(Arm)
Piz 8(Missile Launcher)
Repair S x 2(Item)
Repair M(Item)

Enemy Composition
------------------------------------------------------------------------------
Boss - Driscoll in Type 11DS Raven(Attacker)
MV: 16 Lv: 40 Weapon Loadout:
Body - 250 PC(Type 11 Claw C), 15 x 1, 1-1
Arms - 120 MG(Type 11), 25 x 5, 1-1
Legs - 250
Jobs: Skills:
Melee - 32 Stun III
Short - 30 Speed I
Long - 31
Dodge - 31
------------------------------------------------------------------------------
Commander in Giza - Total 3
MV: 12 Lv: 5 Weapon Loadout:
Body - 45 PC(Giza), 1-1
Arms - 26 RF(Winee), 1-1
Legs - 34 MS(Bone), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 10
Dodge - 10
------------------------------------------------------------------------------
Attacker in Galbo - Total 6
MV: 16 Lv: 4 Weapon Loadout:
Body - 42 MG(Grave), 1-1
Arms - 25 PC(Galbo), 1-1
Legs - 32
Jobs: Skills: None.
Melee - 9
Short - 10
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Missileer in Husky Mk.III - Total 3
MV: 16 Lv: 4 Weapon Loadout:
Body - 39 PC(Husky III), 1-1
Arms - 24 PC(Husky III), 1-1
Legs - 30 MS(Bone), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 10
Dodge - 10
------------------------------------------------------------------------------

Allies:

Paul C. Greiber in Pabotte II/Rainbow


MV: 16 Lv: 6 Weapon Loadout:
Body - 54 PC(Zigle 6B), 1-1
Arms - 30 PC(Zigle 6B), 1-1
Legs - 30 MS(Bone), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 10
Dodge - 10
------------------------------------------------------------------------------

Reinforcements:

(turn 3)
------------------------------------------------------------------------------
UCS Soldier in Supply Truck - Total 1
MV: 14 Lv: 1 Weapon Loadout: None.
Body - 200
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Watch a lengthy scene after the mission ends and you will be in Grey Rock
when it's all over. Start by going to the Bar to recruit Paul, the soldier
from the previous mission. Next, select the Find Meihua option and watch the
scene that occurs with Meihua and Hans. Afterwards, head to the Military Ward
and the supply truck driver from Mission 4, Peewie, will join. Peewie's supply
truck comes with a PAP 55 Machine Gun and the Calor Computer. It can hold it's
own against enemies right now, so don't be scared to send Peewie to the front
lines. Now, let's scout one more potential recruit for Crows before moving to
the next mission.

At the Grey Rock Bar, talk to Herbert. Next, exit Grey Rock and return to
Menasa. At Menasa, go to the Bar and talk to Alder. Attempt to hire Alder and
he challenges you to an Arena match. Beating Alder is rather easy: weaken him
with a Rifle round then use a Machine Gun to finish the job. If you emerge as
the victor, Alder will join. Change his setup and when you are ready, head to
the Forest. Briefing notes are as follows:

Target - SAM Launcher


Boss Data - Melee 0/Short 0/Long 0/Dodge 45
Normal Units - 11
Boss Units - 3
Supply Trucks - 0
AT - 876
DF - 1944
Ace Pilot - Commander Lv. 6

------------------------------------------------------------------------------
Mission 6 - Forest
------------------------------------------------------------------------------

Enemies: 14
Bosses: 0
Units: 9
Allies: 0
Money: 0 (No SAM Launchers destroyed by turn 10), 2000 (One SAM Launcher
destroyed by turn 10), 4000 (Two SAM Launchers destroyed by turn 10), 5000
(All SAM Launchers destroyed by turn 10) + 4486
Difficulty: ***
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

This is the first timed mission for this scenario. Basically, you have 10
turns to destroy all three SAM Launchers. You will not fail the mission if
you don't manage to destroy the SAM Launchers in time. Rather, you will
receive a deduction depending on how many SAM Launchers you were able to
destroy in time. If you do not destroy any SAM Launchers in time, you will
receive no military commission. If you destroy at least one SAM Launcher,
then you will receive some military commission. You will only receive the
full 5000 if you manage to destroy all three SAM Launchers in time.

The SAM Launchers are guarded by some enemy units and are placed far from
each other. The SAM Launchers are best handled by Long specialists due to
their clear edge in range and the fact that these units have poor durability.
The SAM Launcher farthest to the Northeast has the least amount of resistance
so only send one or two units in to that placement. Once the three SAM
Launchers are taken care of, finish off the remaining enemy units.

Salvaged Items:

Galbo SV(Body)
Empire(Rifle)
Repair S(Item)

Enemy Composition
------------------------------------------------------------------------------
Commander in Husky Mk.IV - Total 2
MV: 16 Lv: 6 Weapon Loadout:
Body - 51 MG(Grave S), 1-1
Arms - 39 RF(Empire), 1-1
Legs - 39 RK(Egret), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 10
Dodge - 10
------------------------------------------------------------------------------
Attacker in Galbo SV - Total 6
MV: 16 Lv: 5 Weapon Loadout:
Body - 48 PC(Galbo SV), 1-1
Arms - 36 MG(22sn Leosocial), 1-1
Legs - 36
Jobs: Skills: None.
Melee - 9
Short - 11
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Missileer in Zigle 6B - Total 3
MV: 16 Lv: 5 Weapon Loadout:
Body - 42 PC(Zigle 6B), 1-1 RK(Egret), 3-6, 3 ammo
Arms - 30 PC(Zigle 6B), 1-1
Legs - 30 RK(Egret), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 11
Dodge - 10
------------------------------------------------------------------------------
Missileer in SAM Launcher - Total 3
MV: 12 Lv: 5 Weapon Loadout: None.
Body - 100
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 11
Dodge - 10
------------------------------------------------------------------------------

Before heading out to the next mission, head back to Grey Rock. Make sure to
upgrade everyone's wanzers with the latest parts and stock up on items. When
you're ready, exit Grey Rock and head to the O.C.U. Supply Camp.

------------------------------------------------------------------------------
Mission 7 - O.C.U. Supply Camp
------------------------------------------------------------------------------

Enemies: 6
Bosses: 6
Units: 9
Allies: 0
Money: 2000 + 5010
Difficulty: ****
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

This is the first tough mission on the O.C.U. scenario. Apart from the six
Missileers, you have to deal with the Hell's Wall unit. Each of the six
pilots are all in Frost wanzers, which are more stronger than any wanzer you
can purchase. They are all capable of inflicting a lot of damage and have no
problems in destroying your units. Fortunately, you have the luxury of items
and the supply truck...they do not. If you haven't stocked up on items like
Repair S or Flash Grenades, expect a tougher fight.

Start by attacking Josh and Ghetta to the Northeast first. The other four
pilots from Hell's Wall will not act as long as you target these two first.
The Missileers, however, will still act and attack once within range. Back to
the mission, hit Josh and Ghetta with Flash Grenades to disable them. Follow
up with Melee, Short, and Long attacks to bring them down. Focus on Rebus and
Milligan next to the Southeast. Same concept applies: use a Flash Grenade and
attack while they are disabled. Make sure you throw a few Chaff Grenades on
the units that the Hell's Wall squad focuses on. The six Missileers, Rebus,
and Milligan will have a field day shooting at you with Missile Launchers.

Finally, go after Grieg and Dave last once the others have been dealt with.
You likely will have to reload ammo for your Long weapons so do it now before
attacking the last two members of Hell's Wall. Of the last two, disable one
of Grieg's Arms to prevent him from using Switch. Do it with Long weapons so
you can avoid getting a counter from Grieg. Do either that or use a Flash
Grenade to disable Grieg temporarily. Whatever you do, stay in one large
group and victory will be yours.

Salvaged Items:

Frost(Arm)
Galbo SV(Legs)
Egret(Rocket Launcher)
Repair S(Item)
Enemy Composition
------------------------------------------------------------------------------
Boss - Grieg Demetrius in Frost(Attacker)
MV: 14 Lv: 12 Weapon Loadout:
Body - 108 RF(Empire), 1-1
Arms - 60 RF(Ibis), 1-1
Legs - 72
Jobs: Skills:
Melee - 12 Switch I
Short - 12
Long - 10
Dodge - 12
------------------------------------------------------------------------------
Boss - Dave Sterling in Frost(Attacker)
MV: 14 Lv: 7 Weapon Loadout:
Body - 108 RF(Ibis), 1-1
Arms - 60 RF(Empire), 1-1
Legs - 72
Jobs: Skills: None.
Melee - 11
Short - 12
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Boss - Josh Dallin in Frost(Attacker)
MV: 14 Lv: 6 Weapon Loadout:
Body - 108 RD(F-2 Tonfa), 1-1
Arms - 60 RD(F-3 Hand Rod), 1-1
Legs - 72
Jobs: Skills: None.
Melee - 11
Short - 9
Long - 9
Dodge - 11
------------------------------------------------------------------------------
Boss - Ghetta Cedric in Frost(Attacker)
MV: 14 Lv: 5 Weapon Loadout:
Body - 108 RD(F-3 Hand Rod), 1-1
Arms - 60 RD(F-2 Tonfa), 1-1
Legs - 72
Jobs: Skills: None.
Melee - 11
Short - 10
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Boss - Rebus Victor in Frost(Missileer)
MV: 14 Lv: 7 Weapon Loadout:
Body - 108 PC(Frost), 1-1 MS(Goldias), 3-6, 2 ammo
Arms - 60 PC(Frost), 1-1
Legs - 72 RK(Egret), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 11
Short - 11
Long - 10
Dodge - 9
------------------------------------------------------------------------------
Boss - Milligan Ashton in Frost(Missileer)
MV: 14 Lv: 5 Weapon Loadout:
Body - 108 PC(Frost), 1-1 RK(Egret), 3-6, 3 ammo
Arms - 60 PC(Frost), 1-1
Legs - 72 RK(Egret), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 10
Long - 10
Dodge - 10
------------------------------------------------------------------------------
Missileer in Galbo SV - Total 6
MV: 15 Lv: 6 Weapon Loadout:
Body - 48 PC(Galbo SV), 1-1
Arms - 36 PC(Galbo SV), 1-1
Legs - 36 RK(Galbados), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 10
Long - 11
Dodge - 10
------------------------------------------------------------------------------

After taking down Hell's Wall, head back to Grey Rock before moving onto the
next mission. When you're done preparations, exit Grey Rock and go to Freedom
City.

------------------------------------------------------------------------------
Mission 8 - Freedom City
------------------------------------------------------------------------------

Enemies: 15
Bosses: 1
Units: 9
Allies: 0
Money: 5000 + 5414
Difficulty: ***
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

This is a fairly tough mission with the introductions of new enemy types. The
first one is the introduction of a mobile weapon, the Clinton Type. Mobile
weapons are large machines designed to destroy wanzers and they are well
armored for enemy attacks. The Clinton Type only has a Machine Gun, but it is
more powerful than what you can get and it will destroy units easily. The
other notable for the mission is the inclusion of Carriers. While Mission 5
is technically the first one to introduce them, you can now fight supply
trucks.

Going on with supply trucks, enemies will retreat to them if one of their
parts are destroyed. Since the enemy supply truck has the same features as
Peewie's supply truck, don't be surprised when enemies come back with their
parts restored. To start the mission, split into two groups: one going to the
Northeast and another to the Southeast. The one to the Northeast will have to
deal with the Clinton Type, which is easier to deal with if you bring a Long
specialist to this group.

By now, you should be familiar on how to fight enemies so do what you must to
destroy them. When it's time to deal with the Clinton Type, use Free Cursor
Mode and check out its movement range. Stay at least two squares away from it
and have that Long specialist shoot at the mobile weapon. Retreat to safer
ground and repeat until the Clinton Type is almost destroyed. When it is, use
one of your Short specialists to finish off the mobile weapon.

Salvaged Items:

Husky Mk.IV(Arm)
Sunowl(Missile Launcher)
Repair S(Item)
Repair M(Item)

Enemy Composition
------------------------------------------------------------------------------
Boss - Commander in Clinton Type
MV: 12 Lv: 8 Weapon Loadout:
Body - 310 MG(Artassaut SP), 1-1
Arms - 0
Legs - 0
Jobs: Skills:
Melee - 10 Switch I
Short - 11
Long - 10
Dodge - 10
------------------------------------------------------------------------------
Commander in Crabesant - Total 1
MV: 16 Lv: 8 Weapon Loadout:
Body - 60 PC(Crabesant), 1-1
Arms - 48 MG(22sn Leosocial), 1-1
Legs - 48 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills:
Melee - 10 Switch I
Short - 11
Long - 10
Dodge - 10
------------------------------------------------------------------------------
Attacker in Pabotte II - Total 4
MV: 15 Lv: 7 Weapon Loadout:
Body - 54 PC(Husky IV), 1-1
Arms - 39 MG(PAP 55), 1-1
Legs - 42
Jobs: Skills: None.
Melee - 9
Short - 12
Long - 9
Dodge - 10
------------------------------------------------------------------------------
Attacker in Galbo - Total 3
MV: 18 Lv: 7 Weapon Loadout:
Body - 48 PC(Husky IV), 1-1
Arms - 39 MG(Dark Hog), 1-1
Legs - 39
Jobs: Skills: None.
Melee - 9
Short - 12
Long - 9
Dodge - 10
------------------------------------------------------------------------------
Carrier in Big Bone - Total 2
MV: 14 Lv: 7 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 10
Dodge - 12
------------------------------------------------------------------------------
Missileer in Zigle 6B - Total 5
MV: 16 Lv: 7 Weapon Loadout:
Body - 42 PC(Zigle 6B), 1-1 MS(Sunowl), 3-5, 3 ammo
Arms - 30 PC(Zigle 6B), 1-1
Legs - 30 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 11
Dodge - 10
------------------------------------------------------------------------------

At the end of the mission, a scene occurs and Hans will join the Crows. You
will also be in Freedom City after the scene ends. At Freedom, go to the
Arena and watch a scene with a combatant named Kong. Challenge Kong to an
Arena match and use a Short specialist to fight him. If you emerge victorious
against Kong, he(Gregorio) will join the Crows as well. To get back on-track
with the game, go to the Military Ward. Do the usual before heading out of
Freedom City. When ready, head to Lark Valley.

------------------------------------------------------------------------------
Mission 9 - Lark Valley
------------------------------------------------------------------------------

Enemies: 12
Bosses: 0
Units: 10
Allies: 1
Money: 2500 (Molly does not survive), 5000 (Molly survives) + 4669
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

This is a pretty straightforward mission, apart from protecting Molly from


the enemy forces. Her survival is not crucial to completing the mission, so
you won't get a game over if she is destroyed. The Commander is the only
threat for the mission. Try to disable one of the Commander's Arms to prevent
him from activating Switch. That's it for this mission.

Salvaged Items:

22sn Leosocial(Machine Gun)


WS-14(Shield)
Repair S x 3(Item)

Enemy Composition
------------------------------------------------------------------------------
Commander in Moth - Total 1
MV: 17 Lv: 9 Weapon Loadout:
Body - 66 BZ(Smasher), 1-4
Arms - 54 MG(22sn Leosocial), 1-1
Legs - 60
Jobs: Skills:
Melee - 11 Switch I
Short - 11
Long - 11
Dodge - 11
------------------------------------------------------------------------------
Attacker in Genem - Total 5
MV: 16 Lv: 8 Weapon Loadout:
Body - 66 MG(PAP 55), 1-1
Arms - 48 SG(Catsray), 1-1
Legs - 42
Jobs: Skills: None.
Melee - 10
Short - 13
Long - 10
Dodge - 10
------------------------------------------------------------------------------
Carrier in Big Bone - Total 2
MV: 14 Lv: 8 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 10
Dodge - 13
------------------------------------------------------------------------------
Missileer in Groppe - Total 4
MV: 17 Lv: 9 Weapon Loadout:
Body - 54 PC(Moth), 1-1 MS(Bone), 3-5, 3 ammo
Arms - 54 PC(Moth), 1-1
Legs - 48 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 11
Dodge - 11
------------------------------------------------------------------------------

Allies:

Molly O'Donnell in Tendus/Tommy


MV: 14 Lv: 5 Weapon Loadout:
Body - 27 PC(Tendus), 1-1
Arms - 22 RF(Iguchi Type 5), 1-1
Legs - 24
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Watch the scene that plays after the mission ends and Molly becomes a part of
the Crows. Head back to Freedom City and do the usual. Go to the Military
Ward to advance the game and watch some more scenes. When you're ready to go,
exit Freedom City and head to the U.C.S. Supply Camp.

------------------------------------------------------------------------------
Mission 10 - U.C.S. Supply Camp
------------------------------------------------------------------------------

Enemies: 15
Bosses: 0
Units: 8 + 3 (Molly, Keith, J.J.)
Allies: 0
Money: 5826
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

Keith and J.J. will become controllable once the mission starts, but Molly is
controlled by AI again. You don't need to protect Molly in order to complete
this mission, so just let her be. Aside from this, make sure you come with
normal leg types. The terrain which you start off in has a lot of elevation
differences, so it'll be easier to move around if you have normal leg types.
Take out the nearby enemies and the ones hounding Molly, then send everyone
to the Southeast to deal the other enemy squads.

Salvaged Items:

Genem(Legs)
22sn Leosocial(Machine Gun)
Repair S x 2(Item)

Enemy Composition
------------------------------------------------------------------------------
Commander in Moth - Total 3
MV: 16 Lv: 11 Weapon Loadout:
Body - 66 MG(22sn Leosocial), 1-1 RK(Egret), 3-6, 3 ammo
Arms - 54 MG(Dark Hog), 1-1
Legs - 60 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 11
Short - 12
Long - 12
Dodge - 11
------------------------------------------------------------------------------
Attacker in Groppe - Total 3
MV: 21 Lv: 10 Weapon Loadout:
Body - 54 PC(Groppe), 1-1
Arms - 42 RF(Empire), 1-1
Legs - 42
Jobs: Skills: None.
Melee - 10
Short - 14
Long - 10
Dodge - 11
------------------------------------------------------------------------------
Attacker in Groppe - Total 2
MV: 21 Lv: 10 Weapon Loadout:
Body - 54 RF(Empire), 1-1
Arms - 42 PC(Groppe), 1-1
Legs - 42
Jobs: Skills: None.
Melee - 10
Short - 14
Long - 10
Dodge - 11
------------------------------------------------------------------------------
Carrier in Big Bone - Total 3
MV: 14 Lv: 11 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 10
Dodge - 15
------------------------------------------------------------------------------
Missileer in Genem - Total 4
MV: 16 Lv: 10 Weapon Loadout:
Body - 66 PC(Genem), 1-1 MS(Sunowl), 3-5, 3 ammo
Arms - 54 PC(Genem), 1-1
Legs - 54 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 13
Dodge - 11
------------------------------------------------------------------------------

Once the mission is complete, return to Freedom City. Pay Olson a visit at
the Military Ward and he will assign the next mission to you. Exit Freedom
and go to the Mail River when you're done with preparations. Briefing notes
are as follows:

Target - Gloster
Boss Data - Melee 0/Short 300/Long 0/Dodge 242
Normal Units - 12
Boss Units - 2
Supply Trucks - 1
AT - 1474
DF - 3932
Ace Pilot - Commander Lv. 12

------------------------------------------------------------------------------
Mission 11 - Mail River Border
------------------------------------------------------------------------------

Enemies: 13
Bosses: 2
Units: 11
Allies: 0
Money: 10000 + 9490
Difficulty: ***
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.
Strategy:

A scene plays out before the mission starts. The enemy forces on the other
side of Mail River are led by two Gloster mobile weapons. The Glosters are
armed with strong Machine Guns, which can overwhelm units when Switch is
activated. Fortunately, they function more similarly to wanzers so the mobile
weapons can be disabled. The enemy composition guarding them are nowhere as
dangerous, but there's a lot of them to get rid of. Let the enemies by the
bridge move close before attacking them. When they are dealt with, move to
the other side by crossing on the bridge or river.

As you may have noticed, crossing through the river will be problematic for
any leg type that's not a hover. Since you have no hover legs to rely on for
the time being, avoid crossing the river and let the enemies come to you.
Alternatively, you can cross the bridge to get to the enemies on the other
side of the river. Make sure you take down the Glosters with Long weapons.
The Glosters can easily destroy any of your units with its Machine Guns.

Salvaged Items:

Avenir(Legs)
Zora 5A(Legs)
Argento AGT-44(Computer)

Enemy Composition
------------------------------------------------------------------------------
Boss - Commander in Gloster - Total 2
MV: 12 Lv: 12 Weapon Loadout:
Body - 120 MG(Gloster), 15 x 5, 1-1
Arms - 70 MG(Gloster), 15 x 5, 1-1
Legs - 100
Jobs: Skills:
Melee - 12 Switch I
Short - 12
Long - 12
Dodge - 12
------------------------------------------------------------------------------
Commander in Varsa - Total 2
MV: 16 Lv: 15 Weapon Loadout:
Body - 120 MG(Leostun), 1-1
Arms - 84 PC(Varsa), 1-1
Legs - 96 RK(Egret), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 13
Short - 13
Long - 12
Dodge - 12
------------------------------------------------------------------------------
Attacker in Avenir - Total 4
MV: 15 Lv: 11 Weapon Loadout:
Body - 84 RF(Ibis), 1-1
Arms - 48 PC(Avenir), 1-1
Legs - 66
Jobs: Skills: None.
Melee - 10
Short - 15
Long - 10
Dodge - 11
------------------------------------------------------------------------------
Carrier in Big Bone - Total 1
MV: 14 Lv: 11 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 10
Dodge - 15
------------------------------------------------------------------------------
Missileer in Bizant - Total 5
MV: 20 Lv: 11 Weapon Loadout:
Body - 72 PC(Moth), 1-1 MS(Bone), 3-5, 3 ammo
Arms - 54 PC(Moth), 1-1
Legs - 60 MS(Bone), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 13
Dodge - 11
------------------------------------------------------------------------------
Missileer in Bizant - Total 1
MV: 20 Lv: 11 Weapon Loadout:
Body - 72 PC(Groppe), 1-1 RK(Egret), 3-6, 3 ammo
Arms - 42 PC(Groppe), 1-1
Legs - 60 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 13
Dodge - 11
------------------------------------------------------------------------------

Peseta City is your next destination after getting rid of the defenses at the
Mail River. By now, you should know what to expect when you're not doing a
mission so only important notes will be mentioned. After paying Olson a visit
at the Military Ward, watch a fight between two wanzers. Choose to stop the
fight and you will fight one of the wanzers. Use Short weapons to end it
quick and the pilots, Bobby and Porunga, will join. You only have one shot
to recruit them and it would be a good idea to save before visiting Olson.

After you're done with the usual tasks, exit Peseta City and go to the Besque
River Bridge. Briefing notes are as follows:

Target - Train
Boss Data - None
Normal Units - 10
Boss Units - 0
Supply Trucks - 0
AT - 800
DF - 3048
Ace Pilot - Commander Lv. 15

------------------------------------------------------------------------------
Mission 12 - Besque River Bridge
------------------------------------------------------------------------------
Enemies: 10
Bosses: 0
Units: 8
Allies: 0
Money: 20000 + 5420
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

The mission is somewhat timed in the sense that the Priss bomb will explode
after eight turns have passed. This only affects the train, but this also
means that you won't be able to salvage the items stored in the train cars.
If you want those items, you'll need to move fast to procure them. Use Legs
with high Move ratings and be ready to start taking down enemies blocking
the passage to the train cars. Two items are located on the North side of the
cars while three are located on the South side.

To be more specific about the item locations, each car consists of three
squares. The initial enemy units that appear out of the cars more or less
reveals the location of four items. The fifth one is on the same location
the enemy from the center train car appears, but on the opposite side.
Anyways, here is a quick picture:

x x N
[1][2][3][4][5][6][7][8][9]
x x x S

N - North side
S - South side
x - items

On a final note, stay as far away from the train when you receive the
warning that the third explosion will occur on the next turn. All units near
the train will take damage, so you don't want to be caught in the explosion.
Aside from this, the enemy units are fairly ho-hum. Take them out however
way you see fit.

Salvaged Items:

Prisomare(Body)
Erfolg WST-48(Computer)
Magic Box(Missile Launcher)
Repair S(Item)
Repair M(Item)
Repair SP(Item)

Enemy Composition
------------------------------------------------------------------------------
Commander in Varsa - Total 1
MV: 16 Lv: 15 Weapon Loadout:
Body - 120 MG(Leostun), 1-1
Arms - 84 PC(Varsa), 1-1
Legs - 96 RK(Egret), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 13
Short - 13
Long - 12
Dodge - 12
------------------------------------------------------------------------------
Attacker in Vonart - Total 3
MV: 16 Lv: 13 Weapon Loadout:
Body - 108 MG(Mostro 24), 1-1
Arms - 72 RF(Slab), 1-1
Legs - 84
Jobs: Skills: None.
Melee - 11
Short - 16
Long - 11
Dodge - 11
------------------------------------------------------------------------------
Attacker in Crof - Total 3
MV: 18 Lv: 13 Weapon Loadout:
Body - 96 PC(Vonart), 1-1
Arms - 72 MG(Dark Hog), 1-1
Legs - 72
Jobs: Skills: None.
Melee - 11
Short - 16
Long - 11
Dodge - 11
------------------------------------------------------------------------------
Missileer in Zearaid - Total 3
MV: 20 Lv: 12 Weapon Loadout:
Body - 84 PC(Zearaid), 1-1
Arms - 48 PC(Zearaid), 1-1
Legs - 60 RK(Egret), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 15
Dodge - 11
------------------------------------------------------------------------------

Head to Beltchka after the mission is over. Do the usual and don't forget to
pay Olson a visit. When you're ready to move on, exit Beltchka and head to
the Parunta Desert.

------------------------------------------------------------------------------
Mission 13 - Parunta Desert
------------------------------------------------------------------------------

Enemies: 9
Bosses: 0
Units: 5
Allies: 0
Money: 3000 + 10125
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

Since the entire mission takes place in desert terrain, equip Legs of the
treads type before starting. This makes it much easier to move and reach a
target in the desert. This one features a special type of wanzer called the
Sand Vapor. The Sand Vapors use special equipment that you cannot procure in
the game. In addition, the Missileer ones are toting Ragos, a weapon that
you won't get until the end of the game. Make sure you throw a Flash Grenade
on them, or a Chaff Grenade on your units so they won't destroy you.

The Sand Vapors take a while to go down, so concentrate your fire until
they are destroyed. For the most part, they don't even counter when you
attack them!

Salvaged Items:

Gloster(Mobile Weapon) - From the starting point, look directly at the top
of the map. By the Northeast border, there are two squares on the highest
level of the area where there is a triangle formation of three rocks. Go to
the square in-between the three rocks. To make it easy, this square is the one
closest to the Northeast end of the map and is on Desert terrain.
Repair S x 2(Item)

Enemy Composition
------------------------------------------------------------------------------
Commander in Sand Vapor - Total 3
MV: 14 Lv: 15 Weapon Loadout:
Body - 108 MG(Desert), 10 x 5, 1-1 SD(DS-2B), 8 DF, 0-0
Arms - 72 MG(Desert), 10 x 5, 1-1
Legs - 90 SD(DS-2B), 8 DF, 0-0
Jobs: Skills:
Melee - 13 Switch I
Short - 13
Long - 13
Dodge - 13
------------------------------------------------------------------------------
Attacker in Sand Vapor - Total 3
MV: 14 Lv: 14 Weapon Loadout:
Body - 108 MG(Desert), 10 x 5, 1-1 SD(DS-2B), 8 DF, 0-0
Arms - 72 MG(Desert), 10 x 5, 1-1
Legs - 90 SD(DS-2B), 8 DF, 0-0
Jobs: Skills: None.
Melee - 10
Short - 11
Long - 15
Dodge - 12
------------------------------------------------------------------------------
Missileer in Sand Vapor - Total 3
MV: 14 Lv: 13 Weapon Loadout:
Body - 108 MG(Desert), 10 x 5, 1-1 SD(DS-2B), 8 DF, 0-0
Arms - 72 MG(Desert), 10 x 5, 1-1
Legs - 90 RK(Ragos), 4-8, 2 ammo
Jobs: Skills: None.
Melee - 13
Short - 16
Long - 10
Dodge - 11
------------------------------------------------------------------------------

Head to the O.C.U. Forward Base after beating up those Sand Vapors in the
Parunta Desert. Go to the Military Ward and speak with Olson for the next
mission assignment. When you try to leave the O.C.U. Forward Base, Olson will
notify you of an emergency. Head to the Forest when you're ready, but do not
rely on the briefing information. That one is for the mission after the next
one.
------------------------------------------------------------------------------
Mission 14 - Forest
------------------------------------------------------------------------------

Enemies: 13
Bosses: 0
Units: 10 + 1 (Meihua)
Allies: 1
Money: 20000 + 7944
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

At the start of the mission, Meihua and the U.C.S. deserter will be moving
towards each other. That means you have to protect both of them from enemy
attacks. Fortunately, most enemies do not start attacking until turn three
arrives or a unit is within attack range. On the fourth turn, Mehiua becomes
controllable but the U.C.S. deserter, Yeehin, remains AI-controlled.

Split into two groups to handle the squads to the South and East. Protecting
Yeehin is not a difficult task at all but try to keep Missileers away from
him. His survival is not mandatory in order to complete the mission, so it's
not game over if he dies.

Salvaged Items:

Orcus II(Arm)
Groppe SPV(Arm)
Prisomare II(Legs)
Garole II(Legs)

Enemy Composition
------------------------------------------------------------------------------
Commander in S-Orcus - Total 1
MV: 18 Lv: 14 Weapon Loadout:
Body - 132 RF(Glowtusk SE), 1-1 RK(Ragos), 4-8, 2 ammo
Arms - 90 MG(Raptor FX), 1-1
Legs - 96 MS(Magic Box), 4-6, 2 ammo
Jobs: Skills: None.
Melee - 13
Short - 13
Long - 12
Dodge - 12
------------------------------------------------------------------------------
Attacker in Groppe SPV - Total 4
MV: 16 Lv: 15 Weapon Loadout:
Body - 120 PC(Groppe SPV), 1-1
Arms - 84 MG(Leostun), 1-1
Legs - 102
Jobs: Skills: None.
Melee - 12
Short - 16
Long - 10
Dodge - 12
------------------------------------------------------------------------------
Attacker in Orcus II - Total 3
MV: 21 Lv: 15 Weapon Loadout:
Body - 96 PC(Orcus II), 1-1
Arms - 60 MG(Mostro 24), 1-1
Legs - 78
Jobs: Skills: None.
Melee - 12
Short - 16
Long - 10
Dodge - 12
------------------------------------------------------------------------------
Carrier in Big Bone - Total 2
MV: 14 Lv: 14 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 10
Short - 11
Long - 10
Dodge - 18
------------------------------------------------------------------------------
Missileer in Cicada II - Total 3
MV: 16 Lv: 14 Weapon Loadout:
Body - 144 PC(Cicada II), 1-1
Arms - 96 PC(Cicada II), 1-1
Legs - 114 MS(Magic Box), 4-6, 2 ammo
Jobs: Skills: None.
Melee - 11
Short - 11
Long - 16
Dodge - 12
------------------------------------------------------------------------------

Allies:

Yeehin Yang in Type 90X/Garyo


MV: 16 Lv: 16 Weapon Loadout: None.
Body - 140 PC(Type 90X), 1-1
Arms - 88 PC(Type 90X), 1-1
Legs - 100 MS(Donkey), 3-6, 2 ammo
Jobs: Skills: None.
Melee - 11
Short - 16
Long - 13
Dodge - 11
------------------------------------------------------------------------------

Once the emergency situation has been taken care of, return to the O.C.U.
Forward Base and report to Olson. Some scenes will play out and Yeehin joins
the Crows. Do whatever you want with him then suit up for the real mission.
When ready, exit the O.C.U. Forward Base and go to the Morgan Fortress. The
briefing notes from the mission before are as follows:

Target - Long Force Cannon


Boss Data - Melee 0/Short 0/Long 750/Dodge 264
Normal Units - 12
Boss Units - 3
Supply Trucks - 0
AT - 2574
DF - 4735
Ace Pilot - Kirkland Lv. 20

------------------------------------------------------------------------------
Mission 15 - Morgan Fortress
------------------------------------------------------------------------------

Enemies: 18
Bosses: 1
Units: 9
Allies: 0
Money: 20000 + 14328
Difficulty: ****
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

The Morgan Fortress is heavily defended by numerous enemies and defense guns.
There are also three special wanzers, the Type 90, to deal with in addition
to the other enemies. The main target are the Long Force cannons, but the
mission ends only when all enemies have been destroyed. Either way, you have
your work cut out and completing the mission won't be easy. To start things
off, split into two groups: one attacking from the West and the other from
the East. The West group will have the most to deal with since Kirkland and
the Type 90 trio are located on that side.

For the East group, they have weaker enemies in exchange for dealing with two
Long Force cannons and Defense Guns. Whatever you do, make sure everyone has
a Shield equipped. The Long Force cannons do roughly 100 for each round and
the weaker Defense Guns hit for roughly 80 per round. The Long Force cannons,
however, cannot fire from five squares and below. The Defense Guns can fire
from such distances though. To deal with them without much of a hassle, use
Long weapons against them. You don't want to risk getting a part blown off
at close range.

For the West group, they get a Long Force cannon apart from Kirkland and
the Type 90 trio. Treat the Type 90s as if they were the Hell's Wall unit:
hit them with Flash Grenades before attacking. Kirkland is less dangerous
than the Type 90s, but don't take him lightly. To make life easier for the
West group, send Peewie along for the ride. Pace yourself well and you will
get out of this mission alive.

Salvaged Items:

Type 90(Body)
Type 90(Arm)
Vyoga VG-15CH(Computer)
Ziege(Rifle) - From Kirkland's position, go Northwest into the small passage
near a tent and a small building. From here, go to the very top square right
by the North border.
Repair M(Item)

Enemy Composition
------------------------------------------------------------------------------
Boss - Zaiber F. Kirkland in Zinc(Attacker)
MV: 14 Lv: 20 Weapon Loadout:
Body - 162 MG(Cemetery 10), 1-1 MS(Slay), 3-6, 3 ammo
Arms - 102 BZ(Banish), 1-4
Legs - 144 SD(Firewall), 0-0
Jobs: Skills:
Melee - 14 Speed I
Short - 17
Long - 16
Dodge - 12
------------------------------------------------------------------------------
Commander in Long Force - Total 3
MV: 0 Lv: 18 Weapon Loadout:
Body - 250 CN(Long Force), 88 x 1, 6-9
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 14
Short - 14
Long - 14
Dodge - 14
------------------------------------------------------------------------------
Attacker in Type 90 - Total 3
MV: 17 Lv: 16 Weapon Loadout:
Body - 168 PC(Type 90), 1-1
Arms - 120 VN(FV-24), 1-1
Legs - 114
Jobs: Skills: None.
Melee - 11
Short - 16
Long - 13
Dodge - 12
------------------------------------------------------------------------------
Attacker in Prisomare - Total 3
MV: 22 Lv: 16 Weapon Loadout:
Body - 132 CN(Type 65), 1-1
Arms - 84 CN(Type 65), 1-1
Legs - 108
Jobs: Skills: None.
Melee - 11
Short - 16
Long - 13
Dodge - 12
------------------------------------------------------------------------------
Attacker in Groppe - Total 2
MV: 21 Lv: 10 Weapon Loadout:
Body - 54 RF(Empire), 1-1
Arms - 42 PC(Groppe), 1-1
Legs - 42
Jobs: Skills: None.
Melee - 10
Short - 14
Long - 10
Dodge - 11
------------------------------------------------------------------------------
Attacker in Defense Gun - Total 4
MV: 0 Lv: 16 Weapon Loadout:
Body - 150 CN(Defense Cannon), 58 x 1, 1-10
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 11
Short - 16
Long - 13
Dodge - 12
------------------------------------------------------------------------------
Missileer in Type 65 - Total 3
MV: 19 Lv: 16 Weapon Loadout:
Body - 132 PC(Prisomare), 1-1 RK(Egret), 3-6, 3 ammo
Arms - 78 PC(Prisomare), 1-1
Legs - 114 MS(Donkey), 3-6, 2 ammo
Jobs: Skills: None.
Melee - 11
Short - 11
Long - 17
Dodge - 12
------------------------------------------------------------------------------

Once the Morgan Fortress goes down, return to the O.C.U. Forward Base. Have a
chat with Olson to get a quick briefing on the next mission. Once you finish
making adjustments, exit the O.C.U. Forward Base and go to Fort Monus.
Briefing notes are as follows:

Target - Unknown
Boss Data - Melee 0/Short 66/Long 150/Dodge 54
Normal Units - 13
Boss Units - 1
Supply Trucks - 2
AT - 2168
DF - 6406
Ace Pilot - Grieg Lv. 12

------------------------------------------------------------------------------
Mission 16 - Fort Monus
------------------------------------------------------------------------------

Enemies: 15
Bosses: 1
Units: 11
Allies: 0
Money: 20000 + 13609
Difficulty: ***
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

Grieg comes back from Hell's Wall and he wants revenge. Grieg is piloting a
mobile weapon known as the Seaking. This one is similar to the Clinton Type
and Gloster encountered before, but it has more HP and a better Machine Gun.
Grieg is backed up by plenty of wanzers, most of which happen to be those
pesky Missileers. Be sure to have some Chaff Grenades equipped to deal with
them. Play around with the wanzers and when they're taken care of, send Grieg
back to the Hell's Wall where he came from with Long weapons.

Salvaged Items:

Arpeggio(Body)
Bizant II(Arm)
Repair L(Item)

Enemy Composition
------------------------------------------------------------------------------
Boss - Grieg Demetrius in Seaking(Attacker)
MV: 16 Lv: 12 Weapon Loadout:
Body - 580 MG(Black Star), 1-1
Arms - 0
Legs - 0
Jobs: Skills:
Melee - 12 Switch I
Short - 12
Long - 10
Dodge - 12
------------------------------------------------------------------------------
Attacker in Prisomare - Total 3
MV: 22 Lv: 17 Weapon Loadout:
Body - 132 CN(Type 65), 1-1
Arms - 84 CN(Type 65), 1-1
Legs - 108
Jobs: Skills: None.
Melee - 11
Short - 17
Long - 12
Dodge - 14
------------------------------------------------------------------------------
Carrier in Big Bone - Total 2
MV: 14 Lv: 16 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 11
Short - 11
Long - 11
Dodge - 19
------------------------------------------------------------------------------
Missileer in Arpeggio - Total 7
MV: 18 Lv: 16 Weapon Loadout:
Body - 144 PC(Zinc), 1-1
Arms - 102 PC(Zinc), 1-1
Legs - 108 MS(Skull), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 11
Short - 11
Long - 17
Dodge - 13
------------------------------------------------------------------------------
Missileer in Type 65 - Total 3
MV: 19 Lv: 16 Weapon Loadout:
Body - 132 PC(Prisomare), 1-1
Arms - 78 PC(Prisomare), 1-1
Legs - 114 MS(Slay), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 11
Short - 11
Long - 17
Dodge - 13
------------------------------------------------------------------------------

Once the Grieg goes down for good, pay a visit to Olson at the Military Ward.
When you're done, stop at the Arena and challenge Ralph. If you beat him, you
can recruit him to serve under the Crows. Honestly, it's not like he is of
any importance in missions but an extra body to use is always nice. Do the
usual and when you're done, exit Fort Monus and go to the Airport.

------------------------------------------------------------------------------
Mission 17 - Airport
------------------------------------------------------------------------------

Enemies: 12
Bosses: 1
Units: 8
Allies: 1
Money: 20000 + 12052
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

The goal of the mission is to protect Reiji. However, you will not receive
a game over if Reiji's helicopter is destroyed. This mission is relatively
simple with the except of Gentz. Gentz is slightly tougher than your average
unit, but he isn't dangerous even with Stun. Due to the terrain conditions
for this mission, use legs with high Move to get by more quickly.

Salvaged Items:

Ratmount(Body)
Zeroa(Arm)
Verseau RG-04zz(Computer)
Repair L(Item)

Enemy Composition
------------------------------------------------------------------------------
Boss - Gentz Weizer in Orgel/Lich(Attacker)
MV: 20 Lv: 17 Weapon Loadout:
Body - 150 PC(Orgel), 1-1
Arms - 108 PC(Orgel), 1-1
Legs - 132
Jobs: Skills:
Melee - 13 Stun I
Short - 13
Long - 13
Dodge - 13
------------------------------------------------------------------------------
Attacker in Orgel - Total 3
MV: 18 Lv: 17 Weapon Loadout:
Body - 150 PC(Zeroa), 1-1
Arms - 108 MG(Cemetery 10), 1-1
Legs - 120
Jobs: Skills: None.
Melee - 12
Short - 17
Long - 12
Dodge - 14
------------------------------------------------------------------------------
Attacker in Zinc - Total 3
MV: 16 Lv: 17 Weapon Loadout:
Body - 162 MG(Wildgoat), 1-1
Arms - 108 MG(Wildgoat), 1-1
Legs - 144
Jobs: Skills: None.
Melee - 12
Short - 17
Long - 12
Dodge - 14
------------------------------------------------------------------------------
Carrier in Big Bone - Total 1
MV: 14 Lv: 17 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 11
Short - 12
Long - 11
Dodge - 20
------------------------------------------------------------------------------
Missileer in Ratmount - Total 5
MV: 12 Lv: 17 Weapon Loadout:
Body - 168 PC(Zinc), 1-1 MS(Slay), 3-6, 3 ammo
Arms - 102 PC(Zinc), 1-1
Legs - 156 MS(Skull), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 11
Short - 12
Long - 17
Dodge - 14
------------------------------------------------------------------------------

Allies:

Reiji Sakata in Helicopter(Helicopter)


MV: 22 Lv: 1 Weapon Loadout: None.
Body - 200
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Get back to Fort Monus after the mission is complete. Check in with Olson for
another mission briefing and do the usual. When ready, exit Fort Monus and
head to the Forest. Briefing notes are as follows:

Target - Unknown
Boss Data - None
Normal Units - 15
Boss Units - 0
Supply Trucks - 1
AT - 2389
DF - 6998
Ace Pilot - Commander Lv. 20

------------------------------------------------------------------------------
Mission 18 - Forest
------------------------------------------------------------------------------

Enemies: 14
Bosses: 0
Units: 10
Allies: 0
Money: 12388
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

This is yet another simple mission which involves destroying all enemies.
The only thing worth mentioning here are two scenes which play out during the
start of the fourth turn and during the Enemy Phase on the same turn. Split
into two groups to destroy the enemy forces quickly. Consider using anyone who
is lagging behind in terms of experience and Job proficiency.

Salvaged Items:

Zinc(Arm)
Grave 2(Machine Gun)
Smoke Grenade(Item)

Enemy Composition
------------------------------------------------------------------------------
Commander in Prosion - Total 1
MV: 20 Lv: 20 Weapon Loadout:
Body - 120 MG(Cemetery 10), 1-1
Arms - 102 PC(Zinc), 1-1
Legs - 116 MS(Skull), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 15
Short - 15
Long - 15
Dodge - 15
------------------------------------------------------------------------------
Attacker in Type 67C - Total 3
MV: 17 Lv: 18 Weapon Loadout:
Body - 168 MG(Grave 2), 1-1
Arms - 78(L)/108(R) MG(Wildgoat), 1-1
Legs - 132
Jobs: Skills: None.
Melee - 11
Short - 18
Long - 13
Dodge - 14
------------------------------------------------------------------------------
Attacker in Type 67C - Total 1
MV: 17 Lv: 18 Weapon Loadout:
Body - 168 BZ(Banish), 1-4
Arms - 102(L)/84(R) CN(Type 65), 1-1
Legs - 132
Jobs: Skills: None.
Melee - 11
Short - 18
Long - 13
Dodge - 14
------------------------------------------------------------------------------
Attacker in Groppe SPV - Total 2
MV: 16 Lv: 18 Weapon Loadout:
Body - 120 RF(Ibis), 1-1
Arms - 84 PC(Groppe SPV), 1-1
Legs - 102
Jobs: Skills: None.
Melee - 11
Short - 18
Long - 13
Dodge - 14
------------------------------------------------------------------------------
Carrier in Big Bone - Total 1
MV: 14 Lv: 18 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 11
Short - 12
Long - 12
Dodge - 20
------------------------------------------------------------------------------
Missileer in Ratmount - Total 6
MV: 12 Lv: 18 Weapon Loadout:
Body - 168 PC(Zinc), 1-1 MS(Slay), 3-6, 3 ammo
Arms - 102 PC(Zinc), 1-1
Legs - 156 MS(Skull), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 12
Short - 12
Long - 18
Dodge - 14
------------------------------------------------------------------------------

The Second Huffman Conflict is finally over! And the game isn't over yet!
That's right, you still have work to do and people to deal with. Talk with
Olson at the Military Ward to get your new misison assignment and head out to
the Field Hospital. Talk to people at the Tent, Mess Hall, and Warehouse at
the Field Hospital. A scene will occur and the next mission will begin
immediately. You won't be able to use Natalie for the upcoming mission, so
keep this in mind.

------------------------------------------------------------------------------
Mission 19 - Field Hospital
------------------------------------------------------------------------------

Enemies: 10
Bosses: 0
Units: 5
Allies: 0
Money: 9895
Difficulty: *
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:
Even though you can choose only five units, this mission is rather easy. If
you are planning on training everyone, now is a good time to use your weaker
pilots for training purposes. The enemy units will retreat to the Northwest
portion of the map, only attacking if someone is within range. Take out the
ones starting farthest to the South and mop up the rest if the enemies to
the North.

Salvaged Items:

Ziege(Rifle) - Only if this was not procured in Mission 15. To the Northeast
border, there are several squares on Dirt terrain. The top two squares are
surrounded by six plants. Go to the square to the left of the one that is
closest to the Northeast border.
Slay(Missile Launcher)
Flash Grenade(Item)

Enemy Composition
------------------------------------------------------------------------------
Commander in Ratmount - Total 1
MV: 16 Lv: 21 Weapon Loadout:
Body - 168 FT(Snowman), 1-1
Arms - 108 PC(Zeroa), 1-1
Legs - 120 RK(Wildgoose), 3-4, 3 ammo
Jobs: Skills: None.
Melee - 15
Short - 16
Long - 15
Dodge - 15
------------------------------------------------------------------------------
Attacker in Zeroa - Total 3
MV: 18 Lv: 19 Weapon Loadout:
Body - 156 PC(Arpeggio), 1-1
Arms - 96 MG(24sr Grayeye), 1-1
Legs - 120
Jobs: Skills: None.
Melee - 12
Short - 18
Long - 13
Dodge - 14
------------------------------------------------------------------------------
Attacker in Prosion - Total 3
MV: 21 Lv: 19 Weapon Loadout:
Body - 120 MG(Grave 2), 1-1
Arms - 108 PC(Orgel), 1-1
Legs - 116
Jobs: Skills: None.
Melee - 12
Short - 18
Long - 13
Dodge - 14
------------------------------------------------------------------------------
Missileer in Orgel - Total 3
MV: 14 Lv: 17 Weapon Loadout:
Body - 150 PC(Prisomare), 1-1
Arms - 78 PC(Prisomare), 1-1
Legs - 156 MS(Slay), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 11
Short - 11
Long - 18
Dodge - 13
------------------------------------------------------------------------------

Back at Fort Monus, check in with Olson for a scene. Do the usual and go to
the Forest when you're ready.

------------------------------------------------------------------------------
Mission 20 - Forest
------------------------------------------------------------------------------

Enemies: 12
Bosses: 1
Units: 11
Allies: 1
Money: 20000 + 12519
Difficulty: *
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

Honestly, with Driscoll helping you out, there's no real reason to fight in
this mission. Driscoll completely overwhelms every enemy and unless you need
more EXP, you can relax and let him take all of the kills. If you want to
train your weaker pilots, this is another good mission to train them in.
Driscoll will go straight for Gentz and only attacks any enemy along the way.
In the event you do intend on training your weaker pilots, have them attack
enemies away from Driscoll's path of destruction.

Salvaged Items:

Orgel(Body)
Verseau RG-04zz(Computer)
Repair L(Item)

Enemy Composition
------------------------------------------------------------------------------
Boss - Gentz Weizer in Orgel/Lich(Attacker)
MV: 20 Lv: 17 Weapon Loadout:
Body - 150 PC(Orgel), 1-1
Arms - 108 PC(Orgel), 1-1
Legs - 132
Jobs: Skills:
Melee - 13 Stun I
Short - 13
Long - 13
Dodge - 13
------------------------------------------------------------------------------
Attacker in Orgel - Total 4
MV: 18 Lv: 21 Weapon Loadout:
Body - 150 MG(Ratmount), 1-1
Arms - 120(L)/132(R) PC(Blizzaia 2), 1-1
Legs - 120
Jobs: Skills:
Melee - 14 Stun I
Short - 18
Long - 13
Dodge - 15
------------------------------------------------------------------------------
Attacker in Orgel - Total 2
MV: 18 Lv: 21 Weapon Loadout:
Body - 150 PC(Orgel), 1-1
Arms - 108(L)/132(R) PC(Blizzaia 2), 1-1
Legs - 120
Jobs: Skills:
Melee - 14 Stun I
Short - 18
Long - 13
Dodge - 15
------------------------------------------------------------------------------
Carrier in Big Bone - Total 1
MV: 14 Lv: 21 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 12
Short - 13
Long - 13
Dodge - 22
------------------------------------------------------------------------------
Missileer in Zeroa - Total 5
MV: 17 Lv: 20 Weapon Loadout:
Body - 156 PC(Prosion), 1-1
Arms - 72 PC(Prosion), 1-1
Legs - 120 MS(Donkey DX), 4-8, 2 ammo
Jobs: Skills: None.
Melee - 13
Short - 13
Long - 18
Dodge - 15
------------------------------------------------------------------------------

Allies:

Driscoll in Type 11DS Raven(Attacker)


MV: 16 Lv: 40 Weapon Loadout:
Body - 250 PC(Type 11 Claw C), 15 x 1, 1-1
Arms - 120 MG(Type 11), 25 x 5, 1-1
Legs - 250
Jobs: Skills:
Melee - 32 Stun III
Short - 30 Speed I
Long - 31
Dodge - 31
------------------------------------------------------------------------------

Fort Monus is getting a bit boring isn't it? Anyways, head to the Military
Ward and see what Olson has planned for you to do. Frederick will leave the
Crows for now after seeing Olson. Once you're done with preparations, leave
Fort Monus and go to Mt. Tucker. Briefing notes are as follows:

Target - Unknown
Boss Data - None
Normal Units - 13
Boss Units - 0
Supply Trucks - 2
AT - 2594
DF - 6574
Ace Pilot - Attacker Lv. 23

------------------------------------------------------------------------------
Mission 21 - Mt. Tucker
------------------------------------------------------------------------------

Enemies: 15
Bosses: 0
Units: 11
Allies: 0
Money: 20000 + 13769
Difficulty: ***
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

Despite being another simple mission, the mountain is not a kind place
towards treads, tires, and hover leg types. Stick with normal leg types for
the mission. Due to the tight spaces, Long weapons are great for this mission.
Some Chaff Grenades will be nice to have against the numerous Missileers
located higher up the mountain.

Salvaged Items:

Glans AX-1(Computer)
Hexafire Mk.II(Rifle)
Chaff Grenade(Item)

Enemy Composition
------------------------------------------------------------------------------
Attacker in Orgel - Total 7
MV: 15 Lv: 23 Weapon Loadout:
Body - 150 PC(Orgel), 1-1
Arms - 108 RF(Hexafire Mk.II), 1-1
Legs - 144
Jobs: Skills:
Melee - 14 Stun I
Short - 23
Long - 14
Dodge - 16
------------------------------------------------------------------------------
Carrier in Big Bone - Total 2
MV: 14 Lv: 21 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 12
Short - 13
Long - 13
Dodge - 22
------------------------------------------------------------------------------
Missileer in Ratmount - Total 6
MV: 16 Lv: 21 Weapon Loadout:
Body - 168 PC(Zeroa), 1-1 MS(Skull), 3-6, 3 ammo
Arms - 108 PC(Zeroa), 1-1
Legs - 120 MS(Skull), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 12
Short - 12
Long - 21
Dodge - 15
------------------------------------------------------------------------------

Make a pit stop at Soleit once the mission is over. Olson is here too, so
come by his office at the Military Ward and get your next assignment. Soleit
also has a lot of new upgrades for the Crows. After you're satisfied with the
upgrades, exit Soleit and head for the Spirit of Huffman Headquarters.
Briefing notes are as follows:

Target - Algem
Boss Data - Melee 0/Short 245/Long 0/Dodge 180
Normal Units - 14
Boss Units - 1
Supply Trucks - 1
AT - 2925
DF - 9999
Ace Pilot - Gentz Lv. 17

------------------------------------------------------------------------------
Mission 22 - Spirit of Huffman Headquarters
------------------------------------------------------------------------------

Enemies: 14
Bosses: 3
Units: 11
Allies: 0
Money: 5000 + 16922 (No Frederick)
Difficulty: ***
Winning Condition: All enemy machines except Frederick destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

Before starting this mission, make sure that everyone you plan on using has
normal leg types. This mission becomes impossible to complete if you do not
have those leg types equipped. Moving down the mountain will be a huge issue
due to the high number of Missileers present. Bring Shields and plenty of
Chaff Grenades to deal with this threat. Gentz is unchanged from before, but
do watch out for the Algem. It's basically a stronger version of the Gloster
and obviously has more durability.

Finally, you get to fight Frederick and he is at the same state and equipment
as he did when he left the Crows. Destroying Frederick is optional and the
amount of money he gives out is based on his equipment and weapons. Aside
from these notables, keep your units protected from the Missileers and you
will get out of this mission alive.

Salvaged Items:

Flugel(Body)
Dasler Claw II(Arm)
Flugel(Legs)
Donkey DX(Missile Launcher)
Repair L(Item)
Enemy Composition
------------------------------------------------------------------------------
Boss - Gentz Weizer in Orgel/Lich(Attacker)
MV: 20 Lv: 17 Weapon Loadout:
Body - 150 PC(Orgel), 1-1
Arms - 108 PC(Orgel), 1-1
Legs - 132
Jobs: Skills:
Melee - 13 Stun I
Short - 13
Long - 13
Dodge - 13
------------------------------------------------------------------------------
Boss - Attacker in Algem
MV: 19 Lv: 23 Weapon Loadout:
Body - 300 MG(Gloster), 15 x 5, 1-1
Arms - 140 CN(Gloster), 65 x 1, 1-1
Legs - 200
Jobs: Skills: None.
Melee - 13
Short - 24
Long - 13
Dodge - 15
------------------------------------------------------------------------------
Boss - Frederick Lancaster in Witness
------------------------------------------------------------------------------
Attacker in Orgel - Total 4
MV: 20 Lv: 23 Weapon Loadout:
Body - 150 PC(Orgel), 1-1
Arms - 108 PC(Orgel), 1-1
Legs - 132
Jobs: Skills: None.
Melee - 13
Short - 24
Long - 13
Dodge - 15
------------------------------------------------------------------------------
Carrier in Big Bone - Total 1
MV: 14 Lv: 23 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 13
Short - 13
Long - 13
Dodge - 26
------------------------------------------------------------------------------
Missileer in Flugel - Total 9
MV: 16 Lv: 22 Weapon Loadout:
Body - 174 PC(Perzea), 1-1
Arms - 96 PC(Perzea), 1-1
Legs - 180 MS(Donkey DX), 4-8, 2 ammo
Jobs: Skills: None.
Melee - 13
Short - 13
Long - 21
Dodge - 15
------------------------------------------------------------------------------

At the end of the mission, a long scene will commence. Afterwards, head back
to Soleit and pay Olson a visit at the Military Ward. Exit the Military Ward
for a scene with Natalie. Natalie, Keith, and J.J. will temporarily leave
after the scene ends. If you didn't notice it by now, Frederick has rejoined
the Crows and can be useable again in battle. Try to leave Soleit for another
scene and then you will be at the Bar when you regain control. Peewie will
also upgrade to a stronger supply truck, now equipped with the Artassaut SP
Machine Gun. When ready, head to the Nirvana Institute Facilities.

------------------------------------------------------------------------------
Mission 23 - Nirvana Institute Facilities
------------------------------------------------------------------------------

Enemies: 12
Bosses: 1
Units: 11
Allies: 1
Money: 12357 (No Driscoll), 15848 (Driscoll)
Difficulty: *** (**** with Driscoll)
Winning Condition: All enemy machines except Driscoll destroyed or Driscoll
destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

Finally, after plenty of missions waiting, you now have a chance to defeat
Driscoll and exact sweet revenge! For the mission, you can end it by either
destroying Driscoll or everyone else except him. Apart from Driscoll, the
Type 67Cs with Thunderbolt and Wildgoose are the only ones that pose a threat
in the mission. For EXP and money purposes, destroy all but one of the other
enemies before attacking Driscoll. Driscoll will move to the South end of the
factory and stay there, so you won't have to worry about him attacking you.

When you're ready to go after Driscoll, shoot off his Right Arm first. Most
of the damage comes from his Uranio as opposed to the Raven Claw. Once it is
taken out of the equation, destroy his Left Arm next. When Driscoll is fully
disabled, you can take him down easily. Destroying any of the Raven's parts
nets over 1000 EXP, for a grand total of over 4000 EXP if it is completely
destroyed. Thus, fully destroying Driscoll's Raven is highly recommended to
get the most out of this mission.

On a final note, Gentz joins the battle as the final member of the crew. As
he is the last to join you, Gentz will need some catching up to do. If you
want him to be of any use in future missions, use him to destroy the Raven.

Salvaged Items:

Type 67C(Body)
Wildgoose(Rocket Launcher)
Repair L(Item)

Enemy Composition
------------------------------------------------------------------------------
Boss - Driscoll in Type 11DS Raven(Attacker)
MV: 14 Lv: 40 Weapon Loadout:
Body - 250 PC(Type 11 Claw B), 99 x 1, 1-1
Arms - 250(L)/110(R) MG(Uranio), 19 x 3, 1-1
Legs - 250
Jobs: Skills:
Melee - 32 Stun III
Short - 30 Speed I
Long - 31
Dodge - 31
------------------------------------------------------------------------------
Attacker in Type 67C - Total 5
MV: 16 Lv: 23 Weapon Loadout:
Body - 168 PC(Flugel), 1-1
Arms - 132(L)/96(R) BZ(Thunderbolt), 1-4
Legs - 132 RK(Wildgoose), 3-4, 3 ammo
Jobs: Skills: None.
Melee - 13
Short - 25
Long - 13
Dodge - 15
------------------------------------------------------------------------------
Attacker in Type 67C - Total 3
MV: 17 Lv: 23 Weapon Loadout:
Body - 168 MG(Type 67C), 1-1
Arms - 108(L)/96(R) MG(Black Star), 1-1
Legs - 132
Jobs: Skills: None.
Melee - 13
Short - 25
Long - 13
Dodge - 15
------------------------------------------------------------------------------
Carrier in Big Bone - Total 1
MV: 14 Lv: 23 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 13
Short - 14
Long - 14
Dodge - 25
------------------------------------------------------------------------------
Missileer in Perzea - Total 3
MV: 18 Lv: 23 Weapon Loadout:
Body - 156 PC(Perzea), 1-1 MS(Donkey DX), 4-8, 2 ammo
Arms - 96 PC(Perzea), 1-1
Legs - 132 RK(Wildgoose), 3-4, 3 ammo
Jobs: Skills: None.
Melee - 14
Short - 14
Long - 25
Dodge - 15
------------------------------------------------------------------------------

Allies:

Gentz Weizer in Orgel/Lich


MV: 20 Lv: 17 Weapon Loadout:
Body - 150 PC(Orgel), 1-1
Arms - 108 PC(Orgel), 1-1
Legs - 132
Jobs: Skills:
Melee - 13 Stun I
Short - 13
Long - 13
Dodge - 13
------------------------------------------------------------------------------

Watch the following scenes and return to Soleit before moving on. Restock and
do adjustments to your crew if necessary. The next step for now is to head to
the Larcus Factory...the very same location where the first mission took
place.

------------------------------------------------------------------------------
Mission 24 - Larcus Factory, Revisited
------------------------------------------------------------------------------

Enemies: 14
Bosses: 1
Units: 11
Allies: 0
Money: 22464
Difficulty: ****
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

Driscoll makes some very surprising statements prior to the start of this
mission. It's time for some more payback for what Driscoll did! Unlike the
last mission, you must destroy all enemies including Driscoll. Fortunately,
Driscoll uses a Cannon Arm setup and it's a lot weaker than his other two Arm
setups. However, those Cannons can deal a ton of damage if you don't destroy
them. You don't get a lot of EXP for destroying his new Arms, but the Body
and Legs still give over 1000 once destroyed. Destroy the other enemies in
any way you see fit before concentrating on the Raven. Disable both of its
Arms then have fun finishing it off!

Salvaged Items:

Blizzaia 2(Arm)
Winee RR(Rifle)
Karen Device BD-6Kr(Computer)
Repair L(Item)

Enemy Composition
------------------------------------------------------------------------------
Boss - Driscoll in Type 11DS Raven(Attacker)
MV: 16 Lv: 40 Weapon Loadout:
Body - 250 CN(Type 11), 35 x 4, 1-1
Arms - 120 CN(Type 11), 35 x 4, 1-1
Legs - 250
Jobs: Skills:
Melee - 32 Stun III
Short - 30 Speed I
Long - 31
Dodge - 31
------------------------------------------------------------------------------
Attacker in Flugel - Total 6
MV: 16 Lv: 24 Weapon Loadout:
Body - 174 PC(Flugel), 1-1
Arms - 132(L)/144(R) RF(Winee RR), 1-1
Legs - 114
Jobs: Skills:
Melee - 13 Stun II
Short - 26
Long - 14
Dodge - 15
------------------------------------------------------------------------------
Attacker in Perzea - Total 4
MV: 20 Lv: 24 Weapon Loadout:
Body - 156 BZ(Thunderbolt), 1-4
Arms - 144(L)/132(R) PC(Flugel), 1-1
Legs - 132
Jobs: Skills:
Melee - 13 Stun II
Short - 26
Long - 14
Dodge - 15
------------------------------------------------------------------------------
Carrier in Big Bone - Total 1
MV: 14 Lv: 24 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 14
Short - 14
Long - 14
Dodge - 26
------------------------------------------------------------------------------
Missileer in Blizzaia 2 - Total 3
MV: 16 Lv: 23 Weapon Loadout:
Body - 204 PC(Blizzaia 2), 1-1
Arms - 144 PC(Blizzaia 2), 1-1
Legs - 180 MS(Crane), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 14
Short - 14
Long - 23
Dodge - 15
------------------------------------------------------------------------------

With Driscoll seemingly out of the equation, head to the Arms Dealer Camp and
watch a quick scene. The Shop has new part upgrades and some of them are
really worth using. Once you exit the Shop, watch the quick scene that occurs
and get your crew ready. Exit the Arms Dealer Camp to begin the next mission.

------------------------------------------------------------------------------
Mission 25 - Arms Dealer Camp
------------------------------------------------------------------------------

Enemies: 13
Bosses: 3
Units: 8 + 3 (Natalie, Keith, J.J.)
Allies: 0
Money: 17447
Difficulty: ***
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

Now, you have to deal with Olson, Natalie, Keith and J.J. as your enemies.
Fortunately, Natalie, Keith, and J.J. come to your aid after the end of the
first turn. That leaves Olson by himself. However, he has two Banyan mobile
weapons backing him up. The first thing to do is to join up with our three
friends up to the North. Once this is done, take down Olson, the Banyans, and
the rest of his merry crew. The Banyans are much less dangerous than Driscoll
and his Raven, but they do have some nasty weapons equipped. As always with
a mobile weapon, Long weapons work best against them.

Salvaged Items:

Black Star(Machine Gun)


Paraina(Missile Launcher)
Repair S(Item)

Enemy Composition
------------------------------------------------------------------------------
Boss - Guri B. Olson in Eldos(Attacker)
MV: 18 Lv: 38 Weapon Loadout:
Body - 228 VN(FV-24B), 1-1
Arms - 156 PC(Eldos), 1-1
Legs - 204 MS(Paraina), 4-6, 4 ammo
Jobs: Skills: None.
Melee - 30
Short - 32
Long - 28
Dodge - 25
------------------------------------------------------------------------------
Boss - Commander in Banyan - Total 2
MV: 14 Lv: 27 Weapon Loadout:
Body - 450 MG(Artassaut SP), 1-1
Arms - 0 BZ(Banish 2), 1-6
Legs - 0
Jobs: Skills:
Melee - 19 Speed I
Short - 20
Long - 19
Dodge - 19
------------------------------------------------------------------------------
Attacker in Blizzaia 2 - Total 4
MV: 16 Lv: 25 Weapon Loadout:
Body - 204 PC(Flugel), 1-1
Arms - 132(L)/144(R) SG(Circular), 1-1
Legs - 180
Jobs: Skills: None.
Melee - 14
Short - 27
Long - 14
Dodge - 16
------------------------------------------------------------------------------
Attacker in Perzea - Total 2
MV: 19 Lv: 25 Weapon Loadout:
Body - 156 MG(Black Star), 1-1
Arms - 144 RF(Winee RR), 1-1
Legs - 132
Jobs: Skills: None.
Melee - 14
Short - 27
Long - 14
Dodge - 16
------------------------------------------------------------------------------
Carrier in Big Bone - Total 1
MV: 14 Lv: 25 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 15
Short - 15
Long - 15
Dodge - 27
------------------------------------------------------------------------------
Missileer in Blizzaia 2 - Total 6
MV: 16 Lv: 25 Weapon Loadout:
Body - 204 PC(Blizzaia 2), 1-1 MS(Crane), 3-6, 3 ammo
Arms - 144 PC(Blizzaia 2), 1-1
Legs - 180 RK(Probaton), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 15
Short - 14
Long - 25
Dodge - 17
------------------------------------------------------------------------------

After trashing Olson, return to Soleit and upgrade Natalie, Keith, and J.J.
with new gear. Rupidis is your next destination so head there when you're
prepared to go.

------------------------------------------------------------------------------
Mission 26 - Rupidis
------------------------------------------------------------------------------

Enemies: 10
Bosses: 1
Units: 9
Allies: 0
Money: 11909
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

This mission is pretty simple aside from the Gavel mobile weapon. The Gavel
is essentially a stronger Seaking with the Long Force equipped as a secondary
weapon. Apart from its weaponry and high HP, that's it for this mission.

Salvaged Items:

Dragon Fang(Arm) - From the initial starting point, look for an open door at
the closest warehouse to the Southwest. When at the warehouse door, move up a
square to reach the interior of the warehouse. Can only be procured from
second playthrough and above. The Right Arm can be procured from the second
playthrough, the Left Arm can be procured from the third playthrough, and a
complete set can be procured from the fourth playthrough and above.
Type 103(Legs)
Terna RG-0645(Computer)
Artassaut SP(Machine Gun)

Enemy Composition
------------------------------------------------------------------------------
Boss - Commander in Gavel
MV: 16 Lv: 28 Weapon Loadout:
Body - 800 CN(Long Force), 88 x 1, 6-9
Arms - 0 VN(FV-24B), 1-1
Legs - 0
Jobs: Skills:
Melee - 21 Speed I
Short - 18
Long - 19
Dodge - 20
------------------------------------------------------------------------------
Attacker in Type 150 - Total 3
MV: 21 Lv: 27 Weapon Loadout:
Body - 192 MG(Artassaut SP), 1-1
Arms - 120 PC(Type 150), 1-1
Legs - 156
Jobs: Skills:
Melee - 15 Double II
Short - 28
Long - 15
Dodge - 17
------------------------------------------------------------------------------
Carrier in Big Bone - Total 2
MV: 14 Lv: 27 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 15
Short - 15
Long - 15
Dodge - 30
------------------------------------------------------------------------------
Missileer in Type 103 - Total 3
MV: 19 Lv: 26 Weapon Loadout:
Body - 192 BZ(Boa 40), 1-6
Arms - 108 PC(Type 103), 1-1
Legs - 144 MS(Blackpanther), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 15
Short - 15
Long - 27
Dodge - 17
------------------------------------------------------------------------------
Missileer in Pegase - Total 2
MV: 16 Lv: 26 Weapon Loadout:
Body - 228 PC(Pegase), 1-1
Arms - 156 PC(Pegase), 1-1
Legs - 204 MS(Blackpanther), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 15
Short - 15
Long - 27
Dodge - 17
------------------------------------------------------------------------------

At the Rupidis Warehouse, go to the City. At the City, head for the Shop to
access the final part upgrades. If you haven't talked to the Shop owner, a
scene will occur when you try to exit. Afterwards, go to the Bar and talk to
everyone. Another scene will play out and you can go to the next mission. To
access it, simply return to the Rupidis Warehouse.

------------------------------------------------------------------------------
Mission 27 - Rupidis Docks
------------------------------------------------------------------------------

Enemies: 13
Bosses: 2
Units: 11
Allies: 0
Money: 15479
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

Olson is here for some payback, but he's brought Willas as well. Split into
two groups: one for the enemies to the North and the other for the ones to
the South. Once you have destroyed five enemies, Willas decides to help you
out and will destroy the nearby Armored Car if you haven't done it already.
When this occurs, all of the enemies will go straight for Willas. Keeping him
alive is no problem if you cleared out the enemies to the South beforehand.
It's not game over if Willas is destroyed, so you can forget about him if you
want. Olson uses the same Eldos build as last time, so trashing him shouldn't
be a problem.

Salvaged Items:

Blizzaia 2(Arm)
Korl II(Arm) - From the initial starting point, look at the warehouse to the
Northwest. When at the warehouse, hug the East wall and move North. At the
West border of the map and while hugging the warehouse's East wall, move to
square below.

b
wx
wws
wwws

b - border
s - square
x - item
w - wall

Tiran II(Legs) - Procured at the same time as the Korl II Arm.


Blackpanther(Missile Launcher)
Repair L(Item)

Enemy Composition
------------------------------------------------------------------------------
Boss - Guri B. Olson in Eldos(Attacker)
MV: 18 Lv: 38 Weapon Loadout:
Body - 228 VN(FV-24B), 1-1
Arms - 156 PC(Eldos), 1-1
Legs - 204 MS(Paraina), 4-6, 4 ammo
Jobs: Skills: None.
Melee - 30
Short - 32
Long - 28
Dodge - 25
------------------------------------------------------------------------------
Boss - Willas E. Blakewood in Armored Car(Attacker)
MV: 8 Lv: 37 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 18
Short - 19
Long - 34
Dodge - 39
------------------------------------------------------------------------------
Commander in Blizzaia 2 - Total 3
MV: 16 Lv: 29 Weapon Loadout:
Body - 204 MG(Leostun B), 1-1
Arms - 144 MG(Artassaut SP), 1-1
Legs - 180
Jobs: Skills: None.
Melee - 20
Short - 21
Long - 20
Dodge - 21
------------------------------------------------------------------------------
Commander in Armored Car - Total 1
MV: 8 Lv: 29 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 20
Short - 21
Long - 20
Dodge - 21
------------------------------------------------------------------------------
Attacker in Type 150 - Total 2
MV: 20 Lv: 28 Weapon Loadout:
Body - 192 BZ(Boa 40), 1-6
Arms - 120 MG(Artassaut SP), 1-1
Legs - 156
Jobs: Skills: None.
Melee - 15
Short - 30
Long - 15
Dodge - 18
------------------------------------------------------------------------------
Attacker in Tiran - Total 3
MV: 20 Lv: 28 Weapon Loadout:
Body - 204 RF(Ibis 3), 1-1
Arms - 144 PC(Blizzaia 2), 1-1
Legs - 156
Jobs: Skills: None.
Melee - 15
Short - 30
Long - 15
Dodge - 18
------------------------------------------------------------------------------
Carrier in Big Bone - Total 1
MV: 14 Lv: 25 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 13
Short - 13
Long - 13
Dodge - 31
------------------------------------------------------------------------------
Missileer in Pegase - Total 3
MV: 16 Lv: 27 Weapon Loadout:
Body - 228 PC(Pegase), 1-1
Arms - 156 PC(Pegase), 1-1
Legs - 204 MS(Blackpanther), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 15
Short - 15
Long - 27
Dodge - 18
------------------------------------------------------------------------------

With Olson out of the way, make adjustments and prepare for the next mission.
When you're ready to move on, head to Dock No. 16.

------------------------------------------------------------------------------
Mission 28 - Rupidis, Dock No. 16
------------------------------------------------------------------------------

Enemies: 14
Bosses: 1
Units: 8 + 1 (Ryuji)
Allies: 0
Money: 19024
Difficulty: ***
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

A family reunion between the Sakatas will play out, but it ends tragically.
Oh well, Ryuji needs help fast so send some units towards his direction. The
Algem appears once again and this one has Switch III. Unless you have a death
wish, make it top priority to disable one of its Arms using Long weapons. By
now, your units should have no problem destroying enemies and even mobile
weapons easily. Watch out for the other Commander in the Valiant since it has
Switch III as well. Once both threats have been dealt with, mop up whatever
is left of the enemy forces.

Salvaged Items:
Banyan(Mobile Weapon) - From the initial starting point, look at the enemy
squad by the Northeast. By Northeast border of the map, there are two boxes
joined together and a third box next to it. Move to the square in-between the
three boxes. For a visual reference, the boxes are covered by shadows and are
located by the sea.
Mostro 3 SZ(Machine Gun)
Repair L(Item)
Repair SP(Item)

Enemy Composition
------------------------------------------------------------------------------
Boss - Commander in Algem
MV: 19 Lv: 30 Weapon Loadout:
Body - 300 MG(Gloster), 15 x 5, 1-1
Arms - 140 CN(Gloster), 65 x 1, 1-1
Legs - 200
Jobs: Skills:
Melee - 20 Switch III
Short - 22
Long - 21
Dodge - 21
------------------------------------------------------------------------------
Commander in Valiant - Total 1
MV: 18 Lv: 30 Weapon Loadout:
Body - 324 MG(Artassaut Deux), 1-1
Arms - 156 VN(FV-24B), 1-1
Legs - 204
Jobs: Skills:
Melee - 20 Switch III
Short - 22
Long - 21
Dodge - 21
------------------------------------------------------------------------------
Attacker in Pegase - Total 4
MV: 16 Lv: 29 Weapon Loadout:
Body - 228 MG(Wildgoat II), 20 x 6, 1-1
Arms - 230(L)/156(R) MG(Mostro 3 SZ), 1-1
Legs - 228
Jobs: Skills: None.
Melee - 15
Short - 34
Long - 15
Dodge - 18
------------------------------------------------------------------------------
Attacker in Type 105 - Total 4
MV: 20 Lv: 29 Weapon Loadout:
Body - 216 VN(FV-24B), 1-1
Arms - 144 PC(Type 105), 1-1
Legs - 192
Jobs: Skills: None.
Melee - 15
Short - 34
Long - 15
Dodge - 18
------------------------------------------------------------------------------
Carrier in Big Bone - Total 2
MV: 14 Lv: 28 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 16
Short - 16
Long - 16
Dodge - 33
------------------------------------------------------------------------------
Missileer in Vals - Total 3
MV: 16 Lv: 29 Weapon Loadout:
Body - 240 PC(Vals), 1-1 RK(Albatross), 3-6, 3 ammo
Arms - 180 PC(Vals), 1-1
Legs - 228 MS(Blackpanther), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 16
Short - 16
Long - 30
Dodge - 18
------------------------------------------------------------------------------

Don't think you'll be leaving Rupidis just yet. Make adjustments if necessary
and head to the Airport when you want to get back to the game.

------------------------------------------------------------------------------
Mission 29 - Rupidis Airport
------------------------------------------------------------------------------

Enemies: 15
Bosses: 2
Units: 11
Allies: 0
Money: 0
Difficulty: ***
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

Rupidis must be mobile weapon heaven as there are two Innova mobile weapons
running wild in this mission. They are basically stronger Banyans with the
Long Force equipped. Nothing too dangerous by now, but the Innovas are still
the strongest units apart from the Commander in the Valiant. You will need
normal leg types in order to reach the enemies on higher elevation, so do
equip those before you sortie. That's about it for this mission.

Salvaged Items:

Gavel(Mobile Weapon) - On the highest level of the area, look towards the
Northwest border of the map. There is a small iron-plated platform to the end
of the Northwest passage on the highest level. Move to the square at the
North edge of that platform. Normal leg types are needed to acquire this.
Eldos(Legs)
Donkey DX2(Missile Launcher)
Repair L x 2(Item)

Enemy Composition
------------------------------------------------------------------------------
Boss - Commander in Innova - Total 2
MV: 16 Lv: 31 Weapon Loadout:
Body - 600 CN(Long Force), 88 x 1, 6-9
Arms - 0 MG(Mostro 3 SZ), 1-1
Legs - 0
Jobs: Skills: None.
Melee - 22
Short - 22
Long - 22
Dodge - 22
------------------------------------------------------------------------------
Commander in Valiant - Total 1
MV: 17 Lv: 31 Weapon Loadout:
Body - 324 MG(Wildgoat II), 20 x 6, 1-1
Arms - 230(L)/192(R) VN(FV-24B), 1-1
Legs - 240
Jobs: Skills: None.
Melee - 22
Short - 22
Long - 22
Dodge - 22
------------------------------------------------------------------------------
Attacker in Arpeggio - Total 4
MV: 18 Lv: 31 Weapon Loadout:
Body - 144 MG(Mostro 3 SZ), 1-1
Arms - 180 RF(Firebird), 1-1
Legs - 204
Jobs: Skills:
Melee - 15 Stun II
Short - 37 Speed I
Long - 15 First I
Dodge - 19
------------------------------------------------------------------------------
Attacker in Pegase - Total 4
MV: 16 Lv: 31 Weapon Loadout:
Body - 240 MG(Mostro 3 SZ), 1-1
Arms - 180 PC(Vals), 1-1
Legs - 228
Jobs: Skills:
Melee - 15 Stun II
Short - 37 Speed I
Long - 15 First I
Dodge - 19
------------------------------------------------------------------------------
Carrier in Big Bone - Total 1
MV: 14 Lv: 29 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 16
Short - 16
Long - 16
Dodge - 35
------------------------------------------------------------------------------
Missileer in Eldos - Total 5
MV: 18 Lv: 30 Weapon Loadout:
Body - 228 PC(Eldos), 1-1
Arms - 156 BZ(Banish 2), 1-6
Legs - 204 MS(Donkey DX2), 3-6, 4 ammo
Jobs: Skills: None.
Melee - 16
Short - 16
Long - 32
Dodge - 19
------------------------------------------------------------------------------

Now that you can finally leave Rupidis, you can head to Longrivers Island if
you want to end the game.

------------------------------------------------------------------------------
Final Mission - Longrivers Island
------------------------------------------------------------------------------

Enemies: 8
Bosses: 2 + 1 reinforcement
Units: 17
Allies: 0
Money: 0
Difficulty: *
Winning Condition: All enemy machines or Driscoll destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

For a final mission, this is really too easy. You get to deploy every single
member of the Crows and will easily win through sheer numbers alone. For this
final mission, you have to deal with three boss units. The first one is
Koichi's Growning, a heavily armored beast like the Raven armed with powerful
Machine Gun Arms. And like the Raven, the Growning drops over 1000 EXP for
each part destroyed. The second is a giant monster-like Mir Orlen...piloted
by Driscoll. Attack him once to learn how he got hooked up to the Mir Orlen.

Beating this mission only requires that you destroy Driscoll. You don't need
to take out the other enemy units along the way. As for the Mir Orlen itself,
this giant machine has the highest HP and Defense of any unit in the entire
game. Its Machine Gun is extremely deadly and can shred your units in just
one attack, even at full HP. It gains 999 EXP for Short with each attack as
well. If that's not bad enough, this unit can't be affected by support items
or the Stun skill. However, it has one flaw - it can only attack things from
Melee and Short range. A pretty laughable final boss really...

In any case, once you destroy the Mir Orlen, Driscoll will appear in his old
Raven unit afterwards. If you didn't destroy Koichi at this point, then some
dialogue will occur and end with Driscoll destroying Koichi. You can still
see this dialogue if you destroy Koichi before going after the Mir Orlen. As
for the Raven, it now uses the stronger Mostro 3 SZ Machine Gun. For plot
reasons, have Royd finish off Driscoll.

Salvaged Items:

Repair S x 4(Item)

Enemy Composition
------------------------------------------------------------------------------
Boss - Driscoll in Mir Orlen(Attacker)
MV: 2 Lv: 44 Weapon Loadout:
Body - 999 MG(Mir Orlen), 25 x 8, 1-1
Arms - 0
Legs - 0
Jobs: Skills:
Melee - 36 Stun III
Short - 42 Speed III
Long - 33
Dodge - 32
------------------------------------------------------------------------------
Boss - Koichi Sakata in Growning(Attacker)
MV: 16 Lv: 29 Weapon Loadout:
Body - 345 MG(Growning), 40 x 5, 1-1
Arms - 200 MG(Growning), 40 x 5, 1-1
Legs - 250
Jobs: Skills: None.
Melee - 13
Short - 22
Long - 19
Dodge - 28
------------------------------------------------------------------------------
Attacker in Korl - Total 3
MV: 17 Lv: 30 Weapon Loadout:
Body - 228 MG(Korl), 1-1
Arms - 168 MG(Korl), 1-1
Legs - 216
Jobs: Skills:
Melee - 14 Speed I
Short - 35
Long - 14
Dodge - 21
------------------------------------------------------------------------------
Attacker in Eldos - Total 3
MV: 19 Lv: 30 Weapon Loadout:
Body - 228 VN(FV-24B), 1-1
Arms - 156 RF(Firebird), 1-1
Legs - 204
Jobs: Skills:
Melee - 14 Speed I
Short - 35
Long - 14
Dodge - 21
------------------------------------------------------------------------------
Missileer in Valiant - Total 2
MV: 16 Lv: 31 Weapon Loadout:
Body - 324 PC(Type 105C), 99 x 1, 1-1 MS(Donkey DX2), 3-6, 4 ammo
Arms - 215 PC(Type 105C), 99 x 1, 1-1
Legs - 240 MS(Paraina), 4-6, 4 ammo
Jobs: Skills: None.
Melee - 16
Short - 16
Long - 34
Dodge - 21
------------------------------------------------------------------------------

Reinforcements:

(destroy the Mir Orlen)

------------------------------------------------------------------------------
Boss - Driscoll in Type 11DS Raven(Attacker)
MV: 14 Lv: 44 Weapon Loadout:
Body - 250 PC(Type 11 Claw B), 99 x 1, 1-1
Arms - 250(L)/110(R) MG(Mostro 3 SZ), 1-1
Legs - 250
Jobs: Skills:
Melee - 36 Stun III
Short - 42 Speed III
Long - 33
Dodge - 32
------------------------------------------------------------------------------

Congratulations, you've just completed the O.C.U. scenario! You will also get
the Buren for completing this scenario the first time around.

------------------------------------------------------------------------------
Secret Mission 1 - Weapons Depot
------------------------------------------------------------------------------

Access: Mission 6 to Mission 8

After completing Mission 6, return to Menasa and head to the Military Ward.
The Weapons Depot will become accessible just North of the O.C.U. Supply Base
where Mission 7 takes place.

Enemies: 9
Bosses: 1
Units: 9
Allies: 2
Money: 2780 (No Gina), 462 (Gina)
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

This is a pretty simple mission. The U.C.S. sniper, Gina, will retreat from
the battle the moment that an enemy has been destroyed or if she is attacked
directly. Due to her placement, it is nearly impossible to destroy her in
time before she retreats. With that aside, the enemies will be attacking the
two surviving ally units. As the enemy units will not concentrate on your
units while the ally units are alive, you should have no problem in destroying
the enemy forces.

Enemy Composition
------------------------------------------------------------------------------
Boss - Gina Davies in Stork/Breeze(Attacker)
MV: 18 Lv: 14 Weapon Loadout:
Body - 72 RF(PSG-5), 1-4
Arms - 42 PC(Stork), 1-1
Legs - 60
Jobs: Skills:
Melee - 10 Duel I
Short - 18
Long - 11
Dodge - 10
------------------------------------------------------------------------------
Commander in Galbo MRX - Total 1
MV: 16 Lv: 8 Weapon Loadout:
Body - 54 PC(Galbo MRX), 1-1
Arms - 42 MG(22sn Leosocial), 1-1
Legs - 42 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills:
Melee - 10 Double I
Short - 11
Long - 10
Dodge - 10
------------------------------------------------------------------------------
Attacker in Pabotte II - Total 3
MV: 15 Lv: 7 Weapon Loadout:
Body - 54 MG(PAP 55), 1-1
Arms - 33 PC(Pabotte II), 1-1
Legs - 42
Jobs: Skills: None.
Melee - 12
Short - 9
Long - 9
Dodge - 10
------------------------------------------------------------------------------
Attacker in Pabotte II - Total 2
MV: 14 Lv: 7 Weapon Loadout:
Body - 54 RD(F-2 Tonfa), 1-1
Arms - 33 RD(F-2 Tonfa), 1-1
Legs - 42
Jobs: Skills: None.
Melee - 12
Short - 9
Long - 9
Dodge - 10
------------------------------------------------------------------------------
Missileer in Husky Mk.III - Total 2
MV: 14 Lv: 7 Weapon Loadout:
Body - 39 PC(Husky III), 1-1 RK(Galbados), 3-5, 3 ammo
Arms - 24 PC(Husky III), 1-1
Legs - 30 RK(Galbados), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 11
Dodge - 10
------------------------------------------------------------------------------
Missileer in Galbo - Total 1
MV: 14 Lv: 7 Weapon Loadout:
Body - 42 PC(Galbo), 1-1
Arms - 25 PC(Galbo), 1-1
Legs - 32 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 11
Dodge - 10
------------------------------------------------------------------------------

Allies:

Attacker in Giza - Total 1


MV: 12 Lv: 6 Weapon Loadout:
Body - 45 MG(Grave), 1-1
Arms - 26 PC(Giza), 1-1
Legs - 34
Jobs: Skills: None.
Melee - 9
Short - 12
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Missileer in Giza - Total 1
MV: 12 Lv: 6 Weapon Loadout:
Body - 45 PC(Giza), 1-1
Arms - 36 PC(Giza), 1-1
Legs - 34 MS(MGR-1B), 3-5, 2 ammo
Jobs: Skills: None.
Melee - 9
Short - 10
Long - 11
Dodge - 10
------------------------------------------------------------------------------

After completing the secret mission, you will get the Prototype Clinton.

------------------------------------------------------------------------------
Secret Mission 2 - Mail River Dam
------------------------------------------------------------------------------

Access: Mission 8 to Mission 19

After completing Mission 8, go to Freedom City. At Freedom, go to the Bar and


talk to Bart twice. The Mail River Dam will become accessible North from
Freedom City.

Enemies: 4 + 15 reinforcements
Bosses: 0
Units: 11
Allies: 1
Money: 7570
Difficulty: ***
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines or dam destroyed.

Strategy:

Don't be fooled by the small amount of enemies there are during the mission:
three reinforcement waves will appear once a certain amount of enemies have
been destroyed. The first one occurs when two enemies are destroyed. The
second wave occurs when five enemies are destroyed. The third and final wave
occurs when nine enemies are destroyed. You have to protect the dam from all
of these enemies. The easiest way around this mission is to have everyone
positioned around the dam and destroy all incoming enemies when they are
within striking distance.

Enemy Composition
------------------------------------------------------------------------------
Commander in Moth VR.5 - Total 1
MV: 16 Lv: 11 Weapon Loadout:
Body - 66 MG(22sn Leosocial), 1-1 RK(Egret), 3-6, 3 ammo
Arms - 54 MG(Dark Hog), 1-1
Legs - 60 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills:
Melee - 11 Switch I
Short - 12
Long - 12
Dodge - 11
------------------------------------------------------------------------------
Attacker in Genem - Total 1
MV: 16 Lv: 10 Weapon Loadout:
Body - 66 MG(PAP 55), 1-1
Arms - 54 SG(Catsray), 1-1
Legs - 54
Jobs: Skills: None.
Melee - 10
Short - 14
Long - 10
Dodge - 11
------------------------------------------------------------------------------
Missileer in Groppe - Total 2
MV: 19 Lv: 10 Weapon Loadout:
Body - 54 PC(Groppe), 1-1 MS(Bone), 3-5, 3 ammo
Arms - 42 PC(Groppe), 1-1
Legs - 42 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 13
Dodge - 11
------------------------------------------------------------------------------

Allies:

Dam in Dam - Total 1


MV: 0 Lv: 1 Weapon Loadout: None.
Body - 310
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Reinforcements:

(2 enemies destroyed)

------------------------------------------------------------------------------
Attacker in Genem - Total 2
MV: 17 Lv: 10 Weapon Loadout:
Body - 66 PC(Genem), 1-1
Arms - 54 PC(Genem), 1-1
Legs - 54
Jobs: Skills: None.
Melee - 14
Short - 10
Long - 10
Dodge - 10
------------------------------------------------------------------------------
Missileer in Gein - Total 2
MV: 14 Lv: 10 Weapon Loadout:
Body - 60 PC(Gein), 1-1 MS(Bone), 3-5, 3 ammo
Arms - 48 PC(Gein), 1-1
Legs - 48 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 13
Dodge - 11
------------------------------------------------------------------------------

(5 enemies destroyed)

------------------------------------------------------------------------------
Commander in Moth VR.5 - Total 1
MV: 16 Lv: 11 Weapon Loadout:
Body - 66 MG(22sn Leosocial), 1-1 RK(Egret), 3-6, 3 ammo
Arms - 54 MG(Dark Hog), 1-1
Legs - 60 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills:
Melee - 11 Switch I
Short - 12
Long - 12
Dodge - 11
------------------------------------------------------------------------------
Attacker in Genem - Total 2
MV: 16 Lv: 10 Weapon Loadout:
Body - 66 MG(PAP 55), 1-1
Arms - 54 SG(Catsray), 1-1
Legs - 54
Jobs: Skills: None.
Melee - 10
Short - 14
Long - 10
Dodge - 11
------------------------------------------------------------------------------
Missileer in Groppe - Total 1
MV: 19 Lv: 10 Weapon Loadout:
Body - 54 PC(Groppe), 1-1 MS(Bone), 3-5, 3 ammo
Arms - 42 PC(Groppe), 1-1
Legs - 42 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 13
Dodge - 11
------------------------------------------------------------------------------
Missileer in Gein - Total 1
MV: 14 Lv: 10 Weapon Loadout:
Body - 60 PC(Gein), 1-1 MS(Bone), 3-5, 3 ammo
Arms - 48 PC(Gein), 1-1
Legs - 48 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 13
Dodge - 11
------------------------------------------------------------------------------

(9 enemies destroyed)

------------------------------------------------------------------------------
Commander in Moth VR.5 - Total 1
MV: 16 Lv: 11 Weapon Loadout:
Body - 66 MG(22sn Leosocial), 1-1 RK(Egret), 3-6, 3 ammo
Arms - 54 MG(Dark Hog), 1-1
Legs - 60 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills:
Melee - 11 Switch I
Short - 12
Long - 12
Dodge - 11
------------------------------------------------------------------------------
Attacker in Genem - Total 2
MV: 16 Lv: 10 Weapon Loadout:
Body - 66 MG(PAP 55), 1-1
Arms - 54 SG(Catsray), 1-1
Legs - 54
Jobs: Skills: None.
Melee - 10
Short - 14
Long - 10
Dodge - 11
------------------------------------------------------------------------------
Attacker in Genem - Total 2
MV: 17 Lv: 10 Weapon Loadout:
Body - 66 PC(Genem), 1-1
Arms - 54 PC(Genem), 1-1
Legs - 54
Jobs: Skills: None.
Melee - 14
Short - 10
Long - 10
Dodge - 10
------------------------------------------------------------------------------
Missileer in Gein - Total 1
MV: 14 Lv: 10 Weapon Loadout:
Body - 60 PC(Gein), 1-1 MS(Bone), 3-5, 3 ammo
Arms - 48 PC(Gein), 1-1
Legs - 48 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 13
Dodge - 11
------------------------------------------------------------------------------

After completing the secret mission, you will get the Clinton Type.

------------------------------------------------------------------------------
Secret Mission 3 - Fort Monus, Residential Area
------------------------------------------------------------------------------

Access: Mission 16 to Mission 18

After completing Mission 16, head to the Military Ward at Fort Monus. After
Olson assigns the next mission, exit and re-enter the Military Ward. Upon
exiting the Military Ward, watch the scene with Glen. A new location near
Fort Monus will become accessible slightly to the East of it.

Enemies: 18
Bosses: 0
Units: 11
Allies: 1
Money: 18170
Difficulty: ***
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

For reasons I will not explain, Glen is invincible against all attacks. Not
a single one of them will connect no matter how many times he gets attacked.
Glen unfortunately can't do too much with his Winee Rifle against the enemy
units here. Once you eliminate six enemies, Glen leaves the battlefield. The
enemy units here are quite strong and can deal a lot of damage in a hurry.
Concentrate on the enemy forces one at a time to minimize damage and this
mission will be over soon enough. Toss some Chaff Grenades here and there to
deal with the Missileers.

Oh yeah, the Zenith that Glen pilots is not the Zenith V. To find out what
model it is and why Glen is able to dodge everything, play Front Mission 5:
Scars of the War...

Enemy Composition
------------------------------------------------------------------------------
Commander in Prosion - Total 3
MV: 20 Lv: 20 Weapon Loadout:
Body - 120 MG(Cemetery 10), 1-1
Arms - 102 PC(Zinc), 1-1
Legs - 116 MS(Skull), 3-6, 3 ammo
Jobs: Skills:
Melee - 15 Double I
Short - 15
Long - 15
Dodge - 15
------------------------------------------------------------------------------
Attacker in Type 67C - Total 7
MV: 16 Lv: 18 Weapon Loadout:
Body - 168 MG(Grave 2), 1-1
Arms - 108 MG(Type 67C), 1-1
Legs - 132
Jobs: Skills: None.
Melee - 11
Short - 18
Long - 13
Dodge - 14
------------------------------------------------------------------------------
Attacker in Ratmount - Total 3
MV: 13 Lv: 10 Weapon Loadout:
Body - 168 MG(Ratmount), 1-1
Arms - 120 MG(Ratmount), 1-1
Legs - 156
Jobs: Skills: None.
Melee - 14
Short - 10
Long - 10
Dodge - 10
------------------------------------------------------------------------------
Missileer in Ratmount - Total 5
MV: 12 Lv: 18 Weapon Loadout:
Body - 168 PC(Zinc), 1-1 MS(Slay), 3-6, 3 ammo
Arms - 102 PC(Zinc), 1-1
Legs - 156 MS(Skull), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 12
Short - 12
Long - 18
Dodge - 14
------------------------------------------------------------------------------

Allies:

Glen Duval in Zenith(Unknown Model)/Mad Lecter(Attacker)


MV: 17 Lv: 23 Weapon Loadout:
Body - 140 RF(Winee), 1-1
Arms - 88 PC(Zenith V), 1-1
Legs - 100
Jobs: Skills:
Melee - 16 Speed III
Short - 16 Double III
Long - 16
Dodge - 16
------------------------------------------------------------------------------

After completing the secret mission, you will get the Seaking.

------------------------------------------------------------------------------
Secret Mission 4 - Valley
------------------------------------------------------------------------------

Access: Mission 22 to Mission 25

After completing Mission 22, return to either Freedom or Peseta City. From
either location, you can head to the Valley to the North from both locations.

Enemies: 9 + 6 reinforcements
Bosses: 1 + 1 reinforcement
Units: 11
Allies: 0
Money: 19039
Difficulty: ***
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

You will watch a lengthy flashback from Royd's past before the mission
begins. The mission isn't too hard to begin with, but you have to deal with
a Buren mobile weapon. This one is very durable and will take a while to wear
down due to its combination of high HP and Defense. Fortunately, its weapon
loadout is rather weak apart from the Donkey DX. Start the mission by taking
out its allies first. When it's all alone, attack it. A second Buren with
more wanzers will appear to the Northeast. Just stay in the area and let the
enemy units come to you to make life easier in completing this mission.

Enemy Composition
------------------------------------------------------------------------------
Boss - Commander in Buren
MV: 5 Lv: 27 Weapon Loadout:
Body - 999 FT(Snowman), 1-1
Arms - 0 MS(Donkey DX), 4-8, 2 ammo
Legs - 0
Jobs: Skills:
Melee - 19 Speed I
Short - 20
Long - 19
Dodge - 19
------------------------------------------------------------------------------
Attacker in Type 67C - Total 3
MV: 24 Lv: 16 Weapon Loadout:
Body - 168 MG(Type 67C), 1-1
Arms - 108 MG(Black Star), 1-1
Legs - 132
Jobs: Skills: None.
Melee - 13
Short - 26
Long - 14
Dodge - 15
------------------------------------------------------------------------------
Attacker in Blizzaia 2 - Total 2
MV: 16 Lv: 10 Weapon Loadout:
Body - 204 PC(Blizzaia 2), 1-1
Arms - 144 RF(Winee RR), 1-1
Legs - 180
Jobs: Skills: None.
Melee - 14
Short - 10
Long - 10
Dodge - 10
------------------------------------------------------------------------------
Carrier in Big Bone - Total 2
MV: 14 Lv: 1 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Missileer in Blizzaia - Total 2
MV: 14 Lv: 23 Weapon Loadout:
Body - 180 PC(Blizzaia), 1-1
Arms - 132 PC(Blizzaia), 1-1
Legs - 144 MS(Crane), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 14
Short - 14
Long - 23
Dodge - 15
------------------------------------------------------------------------------

Reinforcements:

(attack the Buren once)


------------------------------------------------------------------------------
Boss - Commander in Buren
MV: 5 Lv: 27 Weapon Loadout:
Body - 999 FT(Snowman), 1-1
Arms - 0 MS(Donkey DX), 4-8, 2 ammo
Legs - 0
Jobs: Skills:
Melee - 19 Speed I
Short - 20
Long - 19
Dodge - 19
------------------------------------------------------------------------------
Attacker in Type 67C - Total 3
MV: 24 Lv: 16 Weapon Loadout:
Body - 168 MG(Type 67C), 1-1
Arms - 108 MG(Black Star), 1-1
Legs - 132
Jobs: Skills: None.
Melee - 13
Short - 26
Long - 14
Dodge - 15
------------------------------------------------------------------------------
Missileer in Blizzaia - Total 3
MV: 14 Lv: 23 Weapon Loadout:
Body - 180 PC(Blizzaia), 1-1 MS(Donkey DX), 4-8, 2 ammo
Arms - 132 PC(Blizzaia), 1-1
Legs - 144 RK(Wildgoose), 3-4, 3 ammo
Jobs: Skills: None.
Melee - 14
Short - 14
Long - 23
Dodge - 15
------------------------------------------------------------------------------

After completing the secret mission, you will get the Algem.

------------------------------------------------------------------------------
4. U.C.S. SCENARIO [UCSS]
------------------------------------------------------------------------------

After choosing the name and callsign for Kevin, watch the opening scenes and
you will be in the first mission.

------------------------------------------------------------------------------
Mission 1 - Supply Point
------------------------------------------------------------------------------

Enemies: 2 + 4 reinforcements
Bosses: 1
Units: 3
Allies: 3
Difficulty: *****
Money: 2000 + 1395
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:
While the first part of the mission is easy, the second part is not. For
the first part, you have to deal with Gust units. Until Matthew finishes his
job, stay away from the Gusts. Four more of them will appear at the start of
the second turn. At the end of the Player Phase on the third turn, night
vision will take effect. Under night vision, enemies do not attack you unless
you happen to be standing a square away from them. Do not use any Repair
items during the first part of the mission.

After all of the Gusts are destroyed, several scenes will occur. Once you
regain control, you must fight the Prototype Clinton. If you have already
completed the O.C.U. scenario, you know how dangerous mobile weapons can be.
The only issue here is that your Calm units have pitiful durability and will
not last long against the Prototype Clinton's attacks. Have Kevin and Matthew
use Piz 3 before attacking up close. Try to get the mobile weapon to focus on
Johnny in the meantime.

While fighting the mobile weapon, use Repairs after every attack. Prioritize
the Body and Arms first since the Prototype Clinton will engage you at close
range once it's out of Missile ammo. Never attack the mobile weapon on your
Player Phase; only attack it from up close during the Enemy Phase. This gives
your units a better chance at survival. Don't be frustated if you are having
difficulty with the Prototype Clinton. The U.C.S. scenario isn't going to
hold your hand unlike the O.C.U. scenario.

After five turns have passed, Maria and the Alpha team arrive as backup. If
the Prototype Clinton is still standing, let them handle the mobile weapon.
Maria alone can easily finish it off without much of a hassle. You will be
robbed of a large EXP boost if you don't kill the Prototype Clinton though.
Nonetheless, it's better than having to restart the game if the mobile weapon
does destroy you.

Enemy Composition
------------------------------------------------------------------------------
AI in Gust - Total 2
MV: 21 Lv: 1 Weapon Loadout:
Body - 21 MG(Gust), 1-1
Arms - 16 MG(Gust), 1-1
Legs - 18
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Reinforcements:

(turn 2)

------------------------------------------------------------------------------
AI in Gust - Total 4
MV: 21 Lv: 1 Weapon Loadout:
Body - 21 MG(Gust), 1-1
Arms - 16 MG(Gust), 1-1
Legs - 18
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

(destroy all enemies)

------------------------------------------------------------------------------
Boss - AI in Prototype Clinton(Attacker)
MV: 10 Lv: 1 Weapon Loadout:
Body - 200 MG(Siege), 1-1
Arms - 0 MG(Siege), 1-1
Legs - 0 MS(MGR-1B), 3-5, 2 ammo
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Allies:

(5 turns after the Prototype Clinton appears)

------------------------------------------------------------------------------
Maria Paredes in S-Orcus/Fate(Attacker)
MV: 21 Lv: 27 Weapon Loadout:
Body - 132 PC(S-Orcus), 1-1
Arms - 90 PC(S-Orcus), 1-1
Legs - 96
Jobs: Skills: None.
Melee - 18
Short - 24
Long - 18
Dodge - 14
------------------------------------------------------------------------------
Black Hound in Calm/Hound(Commander) - Total 2
MV: 12 Lv: 1 Weapon Loadout:
Body - 24 PC(Calm), 1-1 MS(Piz 3), 3-4, 3 ammo
Arms - 19 MG(Siege), 1-1
Legs - 21 SD(WS-2), 0-0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

At the Santa Barbara, leave Room B and head to Room A. After watching scenes
with Maria, return to Room B and choose Rest to move on. On the next day, you
can now access the Hangar for some much-needed upgrades. I highly recommend
upgrading the Body and Arm parts for Kevin, Johnny, and Matthew. Buy Repair S
items as well while you're at the Hangar. Weapons are of little concern since
the damage difference isn't noticeable. When you're ready to go, depart from
the Santa Barbara and go to the Andes Mountains. At the Andes Mountains, save
your game and select GO to begin the next mission.

------------------------------------------------------------------------------
Mission 2 - Star of Freedom Headquarters
------------------------------------------------------------------------------
Enemies: 10
Bosses: 0
Units: 3
Allies: 0
Difficulty: *****
Money: 3000 + 4040
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

While no mobile weapons appear in the mission, you will have to deal with
plenty of base defenses around the battlefield. The 20mm AAC and Twin Force
cannons, your main threats, are strong enough to blow off parts in a single
round. If you are still using Calm parts, don't expect to survive rounds from
those cannons. Start by destroying the 20mm AAC to the North and then blow up
the Outpost to the East. Go after the other 20mm AAC next once the Outpost has
been taken out of the equation.

With those three defenses out of the way, move South and restore any damage
taken with Repair S. Allow the Light Tanks and Gusts to move close before you
attack them. Try your best to spread the damage evenly, preferrably towards
Johnny and Matthew. If Kevin goes, it's game over obviously. When they are
out of the way, destroy the remaining Twin Force cannons. Move as close as
possible and take them down from close range.

If Johnny and Matthew are on death's door, position them up close to one of
the Twin Force cannons. Have Kevin finish off the Twin Force cannons in this
case. You will certainly need some luck in surviving enemy attacks to clear
this mission. If the situation is not looking in your favor, feel free to try
again.

Enemy Composition
------------------------------------------------------------------------------
Commander in Twin Force - Total 3
MV: 0 Lv: 1 Weapon Loadout:
Body - 100 CN(Twin Force), 15 x 1, 6-9
Arms - 0 CN(Twin Force), 15 x 1, 6-9
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Attacker in Gust - Total 2
MV: 21 Lv: 1 Weapon Loadout:
Body - 21 MG(Gust), 1-1
Arms - 16 MG(Gust), 1-1
Legs - 18
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Attacker in Light Tank - Total 2
MV: 14 Lv: 1 Weapon Loadout:
Body - 80 MG(Raptor), 1-1
Arms - 0 MS(Piz 3), 3-4, 3 ammo
Legs - 0 MS(Piz 3), 3-4, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Attacker in 20mm AAC - Total 2
MV: 0 Lv: 1 Weapon Loadout:
Body - 80 CN(20mm AAC), 10 x 1, 2-6
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Attacker in Outpost - Total 1
MV: 0 Lv: 1 Weapon Loadout:
Body - 50 MG(Raptor), 1-1
Arms - 0 GR(RIM-3), 1-4
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Some scenes will take place afterwards and you will be taken to the Nirvana
Institute. When you regain control, head to the Hangar and check out the new
upgrades. Fully upgrade Kevin and restock him with Repair S items if you used
them out in the previous mission. When you're ready to go, exit the Nirvana
Institute and stop by at Fort Monus. If you want to access the Arena, you can
do so now. If you want to continue on with the game, head to the Mail River.

------------------------------------------------------------------------------
Mission 3 - Mail River Border
------------------------------------------------------------------------------

Enemies: 6
Bosses: 3
Units: 1 + 2 (Johnny, Matthew)
Allies: 1
Money: 1000 + 3465
Difficulty: ***
Winning Condition: All enemy machines destroyed or the jeep escapes.
Losing Condition: All ally machines or jeep destroyed.

Strategy:

This is the first protect mission for the U.C.S. scenario, and a mission that
is noticeably less difficult than the last two. You will start off with Kevin
alone. Johnny and Matthew will arrive on the scene at the start of the fourth
turn. Until then, attack the Helicopters that try to attack the Jeep. One of
them will be shot down by Johnny and Matthew when they arrive. Deal with the
Helicopters and mop up the Light Tanks next. Kevin should have no problem
surviving hits if you fully upgraded him.

Once all enemies are destroyed, you have to deal with three named pilots. If
you already went through the O.C.U. scenario, it's Royd, Ryuji, and Karen.
Alone, they aren't that big of a threat. As a team, they are dangerous and
can do a lot of damage. Fortunately, you don't need to take them out to clear
the mission. Once the Jeep escapes, the mission is over. Still, it doesn't
hurt to try and destroy one of wanzers while the Jeep hasn't retreated from
the battlefield.

Enemy Composition
------------------------------------------------------------------------------
Attacker in Light Tank - Total 3
MV: 14 Lv: 1 Weapon Loadout:
Body - 80 MG(Siege), 1-1
Arms - 0 MS(Piz 3), 3-4, 3 ammo
Legs - 0 MS(Piz 3), 3-4, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Helicopter in Helicopter - Total 3
MV: 20 Lv: 1 Weapon Loadout:
Body - 70 MG(Grave), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Allies:

(start of the mission)

------------------------------------------------------------------------------
Agent in Jeep(Carrier) - Total 1
MV: 8 Lv: 1 Weapon Loadout: None.
Body - 200
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

(turn 4)

------------------------------------------------------------------------------
Johnny Sanders in Mirage
------------------------------------------------------------------------------
Matthew D. Lorenzo in Chestnut
------------------------------------------------------------------------------
Reinforcements:

(after all enemies destroyed)

------------------------------------------------------------------------------
Boss - Royd Clive in Zenith/Shrike(Commander)
MV: 12 Lv: 7 Weapon Loadout:
Body - 33 MG(22sn Leosocial), 1-1
Arms - 24 PC(Zenith), 1-1
Legs - 26 MS(Bone), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 11
Short - 10
Long - 10
Dodge - 10
------------------------------------------------------------------------------
Boss - Ryuji Sakata in Zenith/Raioh(Attacker)
MV: 14 Lv: 7 Weapon Loadout:
Body - 33 RF(Ibis), 1-1
Arms - 24 PC(Zenith), 1-1
Legs - 26
Jobs: Skills: None.
Melee - 10
Short - 11
Long - 10
Dodge - 10
------------------------------------------------------------------------------
Boss - Karen Meure in Zenith/Danger Lady(Missileer)
MV: 12 Lv: 6 Weapon Loadout:
Body - 33 PC(Zenith), 1-1
Arms - 24 RF(Ibis), 1-1
Legs - 26 MS(Bone), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 10
Dodge - 10
------------------------------------------------------------------------------

Return to the Nirvana Institute and report to Driscoll at the Command Room.
After the scene with Dr. Gilmore ends, exit the Command Room. Select GO when
you're ready to move on with the next mission.

------------------------------------------------------------------------------
Mission 4 - Nirvana Institute
------------------------------------------------------------------------------

Enemies: 2
Bosses: 0
Units: 3
Allies: 4
Money: 1000 (Both Type 90Xs are destroyed), 1500 (One Type 90X is disabled),
3000 (Both Type 90Xs are disabled) + 1150
Difficulty: **
Winning Condition: All prototype machines destroyed or disabled.
Losing Condition: All ally machines destroyed or prototype machines escape.

Strategy:
The only objective for this mission is to disable the Type 90X units before
they escape. To disable one, all you need to do is destroy the Arms and Legs.
Despite their low current HP, the Type 90X are heavily armored and will take
a while to wear down. Engaging them up close is suicidal due to how powerful
their Punch is. Stick with Long weapons to disable them. There are also four
ally units here, but they won't last long against a Type 90X Punch.

Once the prototypes begin moving, they will move again on every other turn.
For safety reasons, attack the Type 90X farther to the South first. That one
only needs to move a few times before it escapes. If one of them escapes, it
is game over for you. If you need an extra 2000, disable the prototypes as
opposed to destroying them. You'll need a bit of luck to do this, so don't
worry if you end up destroying the prototypes.

Enemy Composition
------------------------------------------------------------------------------
Attacker in Type 90X - Total 2
MV: 18 Lv: 1 Weapon Loadout:
Body - 18/140 PC(Type 90X), 1-1
Arms - 11/88 PC(Type 90X), 1-1
Legs - 13/100
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Allies:

Attacker in Galbo - Total 1


MV: 14 Lv: 5 Weapon Loadout:
Body - 42 MG(Grave), 1-1
Arms - 25 PC(Galbo), 1-1
Legs - 32 MS(MGR-1B), 1-1
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 10
Dodge - 10
------------------------------------------------------------------------------
Attacker in Galbo - Total 3
MV: 14 Lv: 5 Weapon Loadout:
Body - 42 MG(Grave), 1-1
Arms - 25 MG(Grave), 1-1
Legs - 32
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 10
Dodge - 10
------------------------------------------------------------------------------

Watch the scenes the follow after disabling the prototypes and when you gain
control, leave the Nirvana Institute and head to the Larcus Factory. Some
more scenes will play out and Driscoll will give you orders to head to Fort
Monus. Listen to some motivational speakers upon arriving to Fort Monus and
go to the Command Room. Speak with Colonel Stewart and upon receiving your
next mission assignment, head to the Peseta Forward Base. At Peseta Forward
Base, Halle and Howard join the crew. After Kevin briefs both of them about
the mission assignment, upgrade Halle and Howard's rigs.

Once preparations are done, exit Peseta Forward Base and go to the O.C.U.
Radar Base.

------------------------------------------------------------------------------
Mission 5 - O.C.U. Radar Base
------------------------------------------------------------------------------

Enemies: 13
Bosses: 0
Units: 5
Allies: 0
Money: 1000 (Enemy sends alert message), 2000 (Enemy does not send alert
message) + 4772
Difficulty: **
Winning Condition: All enemy machines or radar dome destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

You have two choices for getting through this one: go straight for the Radar
Dome or destroy all enemies. The Radar Dome is to the North end of the map
and only a few enemy units are guarding it. If you want to get this over with
quickly, destroy anything along the way to the Radar Dome. If you're not the
type to leave enemies alive, go after the Light Tanks stationed at the East
end of the map.

If you do not complete this mission within 11 turns, the enemy will send a
message to their allies alerting them of your presence. This will result in
more enemies appearing in a future mission, so make sure you get things done
quickly if you don't want to see them. You only get 1000 for your military
commission if you beat the mission in this case as well. So if you want the
2000, clear the mission within the given time period.

Enemy Composition
------------------------------------------------------------------------------
Radar in Radar Dome - Total 1
MV: 0 Lv: 1 Weapon Loadout: None.
Body - 310
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Commander in Stork - Total 1
MV: 18 Lv: 2 Weapon Loadout:
Body - 72 MG(Grave), 1-1
Arms - 42 RD(F-1 Tonfa), 1-1
Legs - 60 SD(WS-2), 0-0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Attacker in Galbo - Total 3
MV: 15 Lv: 2 Weapon Loadout:
Body - 42 PC(Galbo), 1-1
Arms - 25 RD(F-1 Tonfa), 1-1
Legs - 32 SD(WS-2), 0-0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Attacker in Light Tank - Total 6
MV: 14 Lv: 2 Weapon Loadout:
Body - 80 MG(Grave), 1-1
Arms - 0 MS(MGR-1B), 3-5, 2 ammo
Legs - 0 MS(MGR-1B), 3-5, 2 ammo
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Attacker in Outpost - Total 2
MV: 0 Lv: 2 Weapon Loadout:
Body - 50 MG(Siege), 1-1
Arms - 0 GR(RIM-3), 1-1
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Head back to the Peseta Forward Base after completing the mission to restock
and make adjustments. Head out to the Desert Base and select GO to begin the
next mission.

------------------------------------------------------------------------------
Mission 6 - O.C.U. AA Base
------------------------------------------------------------------------------

Enemies: 13
Bosses: 0
Units: 5
Allies: 0
Money: 1000 (1-5 SAM Launchers destroyed), 3000 (All SAM Launchers destroyed)
+ 5247
Difficulty: ***
Winning Condition: All enemy machines destroyed and at least one SAM vehicle
destroyed.
Losing Condition: All ally machines destroyed or SAM vehicles escape.

Strategy:

The goal here is to destroy all of the SAM Launchers before they retreat from
the area of operations. A few Light Tanks guard the way to the SAM Launchers.
New to the fold are the M.B.T. units, which are heavily armored tanks. A shot
from its Smasher does a lot of damage, but guarding with a Shield can mitigate
the damage. Destroy one of them and move onto the SAM Launchers. Once six
turns have passed, the SAM Launchers will begin to move out. You must destroy
at least one SAM Launcher in order to complete the mission. Destroying all of
them will net you a 3000 military commission bonus, so don't let them escape!

Enemy Composition
------------------------------------------------------------------------------
Attacker in M.B.T. - Total 2
MV: 12 Lv: 3 Weapon Loadout:
Body - 300 BZ(Smasher), 1-4
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Attacker in Light Tank - Total 4
MV: 14 Lv: 3 Weapon Loadout:
Body - 80 MG(Cemetery), 1-1
Arms - 0 MS(MGR-1B), 3-5, 2 ammo
Legs - 0 MS(MGR-1B), 3-5, 2 ammo
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Attacker in Outpost - Total 1
MV: 0 Lv: 3 Weapon Loadout:
Body - 50 MG(Grave), 1-1
Arms - 0 GR(RIM-3), 1-1
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Missileer in SAM Launcher - Total 6
MV: 12 Lv: 1 Weapon Loadout: None.
Body - 100
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

If you don't need to restock at the Peseta Forward Base, head to the 2nd
Huffman Highway. Select GO when you're set for the next mission.

------------------------------------------------------------------------------
Mission 7 - 2nd Huffman Highway
------------------------------------------------------------------------------

Enemies: 8 + 6 reinforcements
Bosses: 0
Units: 5
Allies: 3
Money: 2000 (Enemies survive), 3000 (All enemies destroyed) + 4960
Difficulty: **
Winning Condition: All enemy machines destroyed or turn limit exceeded(10).
Losing Condition: All ally machines destroyed.

Strategy:

Taking a break from the whole issue of destroying certain enemy units, this
one is about protecting supply trucks. The supply trucks leave a few turns
after the mission starts, but it doesn't hurt to take out any enemies close
by. Shoot down the Helicopters first then concentrate on the Light Tanks. The
wanzers can go last since they are the farthest away from the supply trucks.
Two reinforcement waves will appear later in the mission: one on turn six and
the other on turn eight. The mission will end after ten turns have passed, so
if you want the 3000 bonus, you'll have to destroy all enemies before then.

Enemy Composition
------------------------------------------------------------------------------
Attacker in Giza - Total 2
MV: 12 Lv: 4 Weapon Loadout:
Body - 45 RF(Winee), 1-1 SD(WS-2), 0-0
Arms - 26 PC(Giza), 1-1
Legs - 34 MS(Bone), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 10
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Attacker in Light Tank - Total 4
MV: 14 Lv: 4 Weapon Loadout:
Body - 80 MG(Grave), 1-1
Arms - 0 MS(MGR-1B), 3-5, 2 ammo
Legs - 0 MS(MGR-1B), 3-5, 2 ammo
Jobs: Skills: None.
Melee - 9
Short - 10
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Helicopter in Helicopter - Total 2
MV: 20 Lv: 4 Weapon Loadout:
Body - 70 MG(Cemetery), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 10
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Allies:
Carrier in Supply Truck - Total 3
MV: 14 Lv: 4 Weapon Loadout:
Body - 100 MG(Raptor), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 10
Dodge - 10
------------------------------------------------------------------------------

Reinforcements:

(turn 6)

------------------------------------------------------------------------------
Attacker in Galbo - Total 3
MV: 15 Lv: 4 Weapon Loadout:
Body - 42 MG(Grave), 1-1
Arms - 25 RF(Winee), 1-1
Legs - 32
Jobs: Skills: None.
Melee - 9
Short - 10
Long - 9
Dodge - 9
------------------------------------------------------------------------------

(turn 8)

------------------------------------------------------------------------------
Attacker in Galbo - Total 3
MV: 15 Lv: 4 Weapon Loadout:
Body - 42 MG(Grave), 1-1
Arms - 25 RF(Winee), 1-1
Legs - 32
Jobs: Skills: None.
Melee - 9
Short - 10
Long - 9
Dodge - 9
------------------------------------------------------------------------------

After completing the mission, watch the following scenes and the FMV that
comes along with it. When you regain control, choose Rest at the Barracks.
On the next day, head to the Command Room to get the new mission assignment
from Stewart and return to the Barracks. After a quick briefing, get ready
for the next mission. Once preparations are complete, exit Freedom Forward
Base and go to Freedom City.

------------------------------------------------------------------------------
Mission 8 - Freedom City
------------------------------------------------------------------------------

Enemies: 13 (16 if the enemy sent alert message in Mission 5)


Bosses: 0
Units: 5
Allies: 6
Money: 4000 + 5372 (13 enemies), 6482 (16 enemies)
Difficulty: *
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines or Grieg destroyed.

Strategy:

If you've experienced Hell's Wall on the O.C.U. scenario, you'll enjoy being
able to have them as allies. All six of them alone can finish the mission
without any difficulty. Their Frosts are stronger than all of the enemy units
in the mission and that doesn't equate into good news for the enemy. You can
either let them hog the kills or do the mission the hard way. There are two
minor notes to be aware of, however. It's nothing that means life or death on
this mission, but you should pay attention to them.

The first one is that an extra three Zigle 11As will appear if Halle says
that the enemy was able to send an alert message in Mission 5. That's more
EXP for your units if you decide to go after them. The second one is that if
Grieg is destroyed, the game ends. Since Grieg is a commander type unit like
Kevin, it's in your best interest to protect him.

Enemy Composition
------------------------------------------------------------------------------
Commander in M.B.T. - Total 2
MV: 12 Lv: 5 Weapon Loadout:
Body - 300 BZ(Gnautz), 1-4
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 10
Dodge - 10
------------------------------------------------------------------------------
Attacker in Zigle 11A - Total 8/11(16 enemies)
MV: 19 Lv: 5 Weapon Loadout:
Body - 48 MG(22sn Leosocial), 1-1
Arms - 36 RF(Ibis), 1-1
Legs - 36
Jobs: Skills: None.
Melee - 9
Short - 11
Long - 9
Dodge - 10
------------------------------------------------------------------------------
Attacker in Light Tank - Total 2
MV: 14 Lv: 5 Weapon Loadout:
Body - 80 MG(PAP 55), 1-1
Arms - 0 MS(Bone), 3-5, 3 ammo
Legs - 0 MS(Bone), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 11
Long - 9
Dodge - 10
------------------------------------------------------------------------------
Carrier in Supply Truck - Total 1
MV: 14 Lv: 2 Weapon Loadout:
Body - 200 MG(Grave), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Allies:

Grieg Demetrius in Frost(Attacker)


MV: 14 Lv: 12 Weapon Loadout:
Body - 108 RF(Empire), 1-1
Arms - 60 RF(Ibis), 1-1
Legs - 72
Jobs: Skills:
Melee - 12 Switch I
Short - 12
Long - 10
Dodge - 12
------------------------------------------------------------------------------
Dave Sterling in Frost(Attacker)
MV: 14 Lv: 6 Weapon Loadout:
Body - 108 RF(Ibis), 1-1
Arms - 60 RF(Empire), 1-1
Legs - 72
Jobs: Skills: None.
Melee - 11
Short - 9
Long - 9
Dodge - 11
------------------------------------------------------------------------------
Josh Dallin in Frost(Attacker)
MV: 14 Lv: 7 Weapon Loadout:
Body - 108 RD(F-2 Tonfa), 1-1
Arms - 60 RD(F-3 Hand Rod), 1-1
Legs - 72
Jobs: Skills: None.
Melee - 11
Short - 12
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Ghetta Cedric in Frost(Attacker)
MV: 14 Lv: 5 Weapon Loadout:
Body - 108 RD(F-3 Hand Rod), 1-1
Arms - 60 RD(F-2 Tonfa), 1-1
Legs - 72
Jobs: Skills: None.
Melee - 11
Short - 10
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Rebus Victor in Frost(Missileer)
MV: 14 Lv: 7 Weapon Loadout:
Body - 108 PC(Frost), 1-1 MS(Goldias), 3-6, 2 ammo
Arms - 60 PC(Frost), 1-1
Legs - 72 RK(Egret), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 11
Short - 11
Long - 10
Dodge - 9
------------------------------------------------------------------------------
Milligan Ashton in Frost(Missileer)
MV: 14 Lv: 5 Weapon Loadout:
Body - 108 PC(Frost), 1-1 RK(Egret), 3-6, 3 ammo
Arms - 60 PC(Frost), 1-1
Legs - 72 RK(Egret), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 10
Long - 10
Dodge - 10
------------------------------------------------------------------------------

Before heading to Freedom City Hall, return to Fort Monus and do the usual.
If you don't mind your current setup, move to Freedom City Hall.

------------------------------------------------------------------------------
Mission 9 - Freedom City Hall
------------------------------------------------------------------------------

Enemies: 12
Bosses: 1
Units: 5
Allies: 6
Money: 2000 + 7325
Difficulty: ****
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines or Grieg destroyed.

Strategy:

Notice the huge increase in the enemy composition? That's right, you have to
deal with Vonarts that are nearly twice as strong as your wanzers. They are
even tougher than the Hell's Wall Frosts! To make matters worse, there are a
lot of Vonarts toting Long weapons on both Shoulders. Their Vonart Punch is
even stronger than their Long weapons if you dare to attack them up close.
Finally, there is the K.O.N.G. X-II mobile weapon to deal with and it's a
tough one to kill. If you didn't use the Hell's Wall unit from the previous
mission, you certainly will need their help on this one.

Start by merging with the Hell's Wall unit and luring the attention of the
closest Vonarts in their direction. Start off every attack with Rebus and
Milligan, along with your own Long specialists, attacking with Long weapons.
Follow up with Grieg, Dave, Josh, and Ghetta destroying the weakened Vonart.
With the rest of your crew, go after different Vonarts as a team. Keep Halle
on repair duty and only have her attack if no one needs repairs. If the rest
of your crew already have Repair S items, have her focus on keeping Hell's
Wall healthy.

Eventually, the rest of the Vonarts will start heading your way. If you have
Flash Grenades, start using them on the incoming Vonarts. Go after the ones
that you hit with Flash Grenades while they are defenseless. Once most of the
Vonarts are down, the K.O.N.G. X-II will start moving your way. Have Rebus
and Milligan stand by Halle to reload ammo, likewise with any Long users that
you have. When that's done, blast the K.O.N.G. X-II to pieces with Long
weapons.

Enemy Composition
------------------------------------------------------------------------------
Boss - Commander in K.O.N.G. X-II
MV: 10 Lv: 7 Weapon Loadout:
Body - 500 BZ(Boa 36), 1-4
Arms - 0 MS(Bone), 3-5, 3 ammo
Legs - 0 MS(Bone), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 10
Dodge - 10
------------------------------------------------------------------------------
Helicopter in AAH34C - Total 2
MV: 18 Lv: 5 Weapon Loadout:
Body - 150 MG(Dark Hog), 1-1
Arms - 0 RK(Galbados), 3-5, 3 ammo
Legs - 0 RK(Galbados), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 11
Dodge - 10
------------------------------------------------------------------------------
Missileer in Vonart - Total 10
MV: 16 Lv: 5 Weapon Loadout:
Body - 108 PC(Vonart), 1-1 MS(MGR-1B), 3-5, 2 ammo
Arms - 72 PC(Vonart), 1-1
Legs - 84 MS(Bone), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 11
Dodge - 9
------------------------------------------------------------------------------

Allies:

Grieg Demetrius in Frost(Attacker)


MV: 14 Lv: 12 Weapon Loadout:
Body - 108 RF(Empire), 1-1
Arms - 60 RF(Ibis), 1-1
Legs - 72
Jobs: Skills:
Melee - 12 Switch I
Short - 12
Long - 10
Dodge - 12
------------------------------------------------------------------------------
Dave Sterling in Frost(Attacker)
MV: 14 Lv: 6 Weapon Loadout:
Body - 108 RF(Ibis), 1-1
Arms - 60 RF(Empire), 1-1
Legs - 72
Jobs: Skills: None.
Melee - 11
Short - 9
Long - 9
Dodge - 11
------------------------------------------------------------------------------
Josh Dallin in Frost(Attacker)
MV: 14 Lv: 7 Weapon Loadout:
Body - 108 RD(F-2 Tonfa), 1-1
Arms - 60 RD(F-3 Hand Rod), 1-1
Legs - 72
Jobs: Skills: None.
Melee - 11
Short - 12
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Ghetta Cedric in Frost(Attacker)
MV: 14 Lv: 5 Weapon Loadout:
Body - 108 RD(F-3 Hand Rod), 1-1
Arms - 60 RD(F-2 Tonfa), 1-1
Legs - 72
Jobs: Skills: None.
Melee - 11
Short - 10
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Rebus Victor in Frost(Missileer)
MV: 14 Lv: 7 Weapon Loadout:
Body - 108 PC(Frost), 1-1 MS(Goldias), 3-6, 2 ammo
Arms - 60 PC(Frost), 1-1
Legs - 72 RK(Egret), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 11
Short - 11
Long - 10
Dodge - 9
------------------------------------------------------------------------------
Milligan Ashton in Frost(Missileer)
MV: 14 Lv: 5 Weapon Loadout:
Body - 108 PC(Frost), 1-1 RK(Egret), 3-6, 3 ammo
Arms - 60 PC(Frost), 1-1
Legs - 72 RK(Egret), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 10
Long - 10
Dodge - 10
------------------------------------------------------------------------------

Scenes will play out after taking control of Freedom City. When you regain
control, go to the Command Room and see what's up with Stewart. Head back to
the Barracks and choose Rest afterwards. Once preparations are done, exit
Freedom City and head to the Locusta Desert. After some chatter amongst the
crew, the next mission begins.

------------------------------------------------------------------------------
Mission 10 - Lark Valley
------------------------------------------------------------------------------

Enemies: 3 + 6 reinforcements
Bosses: 0
Units: 5
Allies: 1
Money: 2000 + 4115
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

This is a straightforward mission with nothing special outside of Maria's


appearance. She leaves the battlefield after three turns though so you're not
getting help from her. Reinforcements arrive from the North after destroying
one Light Tank, but none of them pose a significant threat. If you want a
challenge, try reaching Maria before she leaves and see what happens if you
select Attack...

Salvaged Items:

Gloster(Mobile Weapon) - To the Western border of the map, there is large


building located beside some plants and trees. Move to the square right at
the building's entrance. For a visual reference, the building is Northwest to
the one where the red truck is stationed at.

Enemy Composition
------------------------------------------------------------------------------
Attacker in Light Tank - Total 3
MV: 14 Lv: 7 Weapon Loadout:
Body - 80 MG(PAP 55), 1-1
Arms - 0 RK(Galbados), 1-1
Legs - 0 RK(Galbados), 1-1
Jobs: Skills: None.
Melee - 9
Short - 12
Long - 9
Dodge - 10
------------------------------------------------------------------------------

Reinforcements:

(one Light Tank destroyed)

------------------------------------------------------------------------------
Attacker in Genem - Total 4
MV: 17 Lv: 7 Weapon Loadout:
Body - 66 MG(Cemetery), 1-1
Arms - 30 MG(22sn Leosocial), 1-1
Legs - 54
Jobs: Skills: None.
Melee - 9
Short - 12
Long - 9
Dodge - 10
------------------------------------------------------------------------------
Missileer in Zikade - Total 2
MV: 20 Lv: 6 Weapon Loadout:
Body - 96 PC(Zikade), 1-1 RK(Egret), 3-6, 3 ammo
Arms - 60 PC(Zikade), 1-1
Legs - 66 MS(Bone), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 10
Long - 11
Dodge - 10
------------------------------------------------------------------------------

Allies:

Maria Paredes in S-Orcus/Fate(Attacker)


MV: 21 Lv: 27 Weapon Loadout:
Body - 132 PC(S-Orcus), 1-1
Arms - 90 PC(S-Orcus), 1-1
Legs - 96
Jobs: Skills: None.
Melee - 18
Short - 24
Long - 18
Dodge - 14
------------------------------------------------------------------------------

Some lengthy scenes occur after getting out of Lark Valley. When you regain
control, head to the Barracks and speak with your crew. Talk to Maria as well
while you're there. Return to the Command Room and Stewart has a new task for
you to do. Leave Freedom City and go to Grey Rock. At Grey Rock, go to the
Bar and talk to everyone. Upon exiting the Bar, the Hospital will become
accessible. Go there to start the next mission.

------------------------------------------------------------------------------
Mission 11 - Grey Rock
------------------------------------------------------------------------------

Enemies: 10
Bosses: 0
Units: 5
Allies: 0
Money: 7000 + 4060
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

This mission has nothing memorable or has any special objectives to meet. In
short, it's just a typical day for the Silver Lynxes here.

Enemy Composition
------------------------------------------------------------------------------
Commander in Moth - Total 2
MV: 16 Lv: 9 Weapon Loadout:
Body - 66 MG(22sn Leosocial), 1-1
Arms - 54 MG(Dark Hog), 1-1
Legs - 60 RK(Egret), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 11
Short - 11
Long - 11
Dodge - 11
------------------------------------------------------------------------------
Attacker in Groppe - Total 4
MV: 20 Lv: 8 Weapon Loadout:
Body - 54 RF(Empire), 1-1
Arms - 42 MG(Dark Hog), 1-1
Legs - 42
Jobs: Skills: None.
Melee - 10
Short - 13
Long - 10
Dodge - 10
------------------------------------------------------------------------------
Missileer in Genem - Total 4
MV: 16 Lv: 7 Weapon Loadout:
Body - 66 BZ(Gnautz), 1-4 MS(Sunowl), 3-5, 3 ammo
Arms - 54 PC(Genem), 1-1
Legs - 54 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 11
Dodge - 10
------------------------------------------------------------------------------

Get back to Freedom City and pay Stewart a visit at the Command Room. Talk
with your teammates back at the Barracks and return to the Command Room when
you're done. Finish what you have to do and head to the 1st Huffman Highway
when you are ready.

------------------------------------------------------------------------------
Mission 12 - 1st Huffman Highway
------------------------------------------------------------------------------

Enemies: 7
Bosses: 0
Units: 5
Allies: 1
Money: 3000 + 3305
Difficulty: ***
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines or Gina destroyed.

Strategy:

Watch the scene with some O.C.U. engineers along with references to "The
Three Little Pigs". Anyways, you have a small amount of enemies to deal with
at the highway. The problem is that you must protect Gina and the enemies are
not stupid enough to go after your units first. Equip Legs with the highest
Move ratings and go for Long weapons with great range for this one. When an
enemy unit is within range, send it to the junkyard with Long weapons. Gina
herself can fend off the enemy, but she won't last long if they surround and
overwhelm her.

Enemy Composition
------------------------------------------------------------------------------
Commander in Zikade - Total 1
MV: 20 Lv: 11 Weapon Loadout:
Body - 96 PC(Zikade), 1-1
Arms - 60 MG(Leostun), 1-1
Legs - 66 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills:
Melee - 11 Switch I
Short - 12
Long - 12
Dodge - 11
------------------------------------------------------------------------------
Attacker in Avenir - Total 5
MV: 14 Lv: 10 Weapon Loadout:
Body - 84 RF(Ibis), 1-1
Arms - 48 MG(Dark Hog), 1-1
Legs - 66
Jobs: Skills: None.
Melee - 10
Short - 14
Long - 10
Dodge - 11
------------------------------------------------------------------------------
Missileer in Genem - Total 1
MV: 16 Lv: 9 Weapon Loadout:
Body - 66 PC(Genem), 1-1 RK(Egret), 3-6, 3 ammo
Arms - 54 PC(Genem), 1-1
Legs - 54 MS(Sunowl), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 11
Dodge - 11
------------------------------------------------------------------------------

Allies:

Gina Davies in Peregrine/Breeze


MV: 21 Lv: 14 Weapon Loadout:
Body - 84 PC(Peregrine), 1-1
Arms - 48 RF(PSG-5), 1-4
Legs - 60
Jobs: Skills:
Melee - 10 Duel I
Short - 18
Long - 11
Dodge - 10
------------------------------------------------------------------------------

With Gina being the new recruit to the Silver Lynxes, head back to Freedom
City and upgrader her rig. Do some upgrades for others if you haven't done it
already. Once preparations are complete, go to the Huffman Railway.

------------------------------------------------------------------------------
Mission 13 - Huffman Railway
------------------------------------------------------------------------------

Enemies: 15
Bosses: 0
Units: 6
Allies: 0
Money: 3000 + 7721
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

Apart from the Defense Guns, this mission is pretty simple. If you've played
the O.C.U. scenario, then you know what to do against the Defense Guns. If
not, stay out of its attack range as much as possible. Only deal with them
when the rest of the enemy units have been destroyed. When you attack the
Defense Guns, use Long weapons to destroy them to avoid taking counterattacks.

------------------------------------------------------------------------------
Commander in Zikade - Total 1
MV: 19 Lv: 12 Weapon Loadout:
Body - 96 MG(Grave S), 1-1 SD(WS-20), 0-0
Arms - 60 PC(Zikade), 1-1
Legs - 66 RK(Egret), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 12
Short - 12
Long - 12
Dodge - 12
------------------------------------------------------------------------------
Attacker in Zearaid - Total 9
MV: 20 Lv: 11 Weapon Loadout:
Body - 84 MG(Mostro 24), 1-1
Arms - 48 MG(Leostun), 1-1
Legs - 60
Jobs: Skills: None.
Melee - 10
Short - 15
Long - 10
Dodge - 11
------------------------------------------------------------------------------
Attacker in Defense Gun - Total 2
MV: 0 Lv: 11 Weapon Loadout:
Body - 150 CN(Defense Cannon), 58 x 1, 1-10
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 10
Short - 15
Long - 10
Dodge - 11
------------------------------------------------------------------------------
Carrier in Supply Truck - Total 1
MV: 14 Lv: 7 Weapon Loadout:
Body - 200 MG(Cemetery), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 10
Long - 10
Dodge - 12
------------------------------------------------------------------------------
Helicopter in AAH34C - Total 2
MV: 18 Lv: 10 Weapon Loadout:
Body - 150 MG(Dark Hog), 1-1
Arms - 0 RK(Galbados), 3-5, 3 ammo
Legs - 0 RK(Galbados), 3-5, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 12
Long - 13
Dodge - 11
------------------------------------------------------------------------------

Once the huge railroad gun is destroyed, return to Freedom City and visit
Stewart at the Command Room. Prepare your units for the next mission and when
ready, select GO while you're at Freedom City.

------------------------------------------------------------------------------
Mission 14 - Freedom City
------------------------------------------------------------------------------

Enemies: 13
Bosses: 0
Units: 6
Allies: 0
Money: 10000 + 7365
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

This is a pretty basic mission and another day for the Silver Lynxes. The
Zikades have Stun, but it's not a major threat and can easily be dealt with
by disabling them. If you feel confident, split up into two groups and handle
enemies by both of the bridges.

Enemy Composition
------------------------------------------------------------------------------
Commander in Groppe SPV - Total 1
MV: 16 Lv: 15 Weapon Loadout:
Body - 120 MG(Artassaut), 1-1
Arms - 84 RD(F-3 Hand Rod), 1-1
Legs - 102 SD(WS-14), 0-0
Jobs: Skills:
Melee - 13 Speed I
Short - 13
Long - 12
Dodge - 12
------------------------------------------------------------------------------
Attacker in Peregrine - Total 5
MV: 20 Lv: 13 Weapon Loadout:
Body - 84 MG(Leostun), 1-1
Arms - 48 RF(Iguchi Type 502), 1-1
Legs - 60
Jobs: Skills: None.
Melee - 11
Short - 16
Long - 11
Dodge - 11
------------------------------------------------------------------------------
Attacker in Zikade - Total 3
MV: 20 Lv: 14 Weapon Loadout:
Body - 96 RD(F-3 Hand Rod), 1-1
Arms - 60 PC(Zikade), 1-1
Legs - 66 SD(WS-2B), 1-1
Jobs: Skills:
Melee - 13 Stun I
Short - 16
Long - 10
Dodge - 11
------------------------------------------------------------------------------
Helicopter in AAH34C - Total 2
MV: 18 Lv: 11 Weapon Loadout:
Body - 150 MG(Artassaut), 1-1
Arms - 0 MS(Donkey), 3-6, 2 ammo
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 12
Long - 13
Dodge - 11
------------------------------------------------------------------------------
Missileer in Zearaid - Total 2
MV: 18 Lv: 13 Weapon Loadout:
Body - 84 PC(Zearaid), 1-1
Arms - 48 BZ(Be-11), 1-4
Legs - 60 MS(Magic Box), 4-6, 2 ammo
Jobs: Skills: None.
Melee - 11
Short - 11
Long - 13
Dodge - 12
------------------------------------------------------------------------------

Watch a lengthy scene and you will be at the Peseta Forward Base when control
is regained. Outside the Barracks, a quick scene will play out between some
U.C.S. soldiers. Check in with Stewart to find out what's next on the to-do
list. Do the usual and head to Wayne Mountains when you're set.

------------------------------------------------------------------------------
Mission 15 - Wayne Mountains
------------------------------------------------------------------------------

Enemies: 8 + 5 reinforcements
Bosses: 0
Units: 6
Allies: 6
Money: 10000 + 7825
Difficulty: ***
Winning Condition: All enemy machines destroyed and at least one supply
truck survives.
Losing Condition: All ally machines or supply trucks destroyed.

Strategy:

It's been a while since the last protect mission on the U.C.S. scenario. You
get to help out Laurent and five other pilots fend off O.C.U. units, one of
them being Ghetta from Hell's Wall. Your targets to protect are the two supply
trucks; if both of them are destroyed, it's game over. On the fourth turn,
enemy reinforcements arrive to the Northwest. That's about it for the mission.
Enemy Composition
------------------------------------------------------------------------------
Attacker in Zikade - Total 3
MV: 21 Lv: 14 Weapon Loadout:
Body - 96 PC(Zikade), 1-1
Arms - 60 MG(Leostun), 1-1
Legs - 66
Jobs: Skills: None.
Melee - 13
Short - 16
Long - 10
Dodge - 11
------------------------------------------------------------------------------
Attacker in Cicada II - Total 3
MV: 16 Lv: 14 Weapon Loadout:
Body - 144 PC(Zikade), 1-1 SD(WS-2B), 0-0
Arms - 60 PC(Zikade), 1-1
Legs - 114 SD(WS-2B), 0-0
Jobs: Skills: None.
Melee - 14
Short - 13
Long - 10
Dodge - 11
------------------------------------------------------------------------------
Missileer in Peregrine - Total 2
MV: 18 Lv: 12 Weapon Loadout:
Body - 84 PC(Peregrine), 1-1 SD(WS-2B), 0-0
Arms - 48 PC(Peregrine), 1-1
Legs - 60 MS(Magic Box), 4-6, 2 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 15
Dodge - 11
------------------------------------------------------------------------------

Allies:

Laurent Connely in S-Orcus(Commander)


MV: 19 Lv: 15 Weapon Loadout:
Body - 96/132 MG(Mostro 24), 1-1
Arms - 90 PC(S-Orcus), 1-1
Legs - 96 RK(Egret), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 12
Short - 12
Long - 12
Dodge - 12
------------------------------------------------------------------------------
Ghetta Cedric in Frost/Void
MV: 14 Lv: 20 Weapon Loadout:
Body - 64/108 RD(F-3 Hand Rod), 1-1
Arms - 60 RD(F-2 Tonfa), 1-1
Legs - 72
Jobs: Skills:
Melee - 16 Stun I
Short - 16
Long - 14
Dodge - 12
------------------------------------------------------------------------------
UCS Soldier in Orcus(Attacker)
MV: 21 Lv: 14 Weapon Loadout:
Body - 60 PC(Orcus), 1-1
Arms - 16(L), 36(R)/36 MG(Dark Hog), 1-1
Legs - 54
Jobs: Skills: None.
Melee - 13
Short - 16
Long - 10
Dodge - 11
------------------------------------------------------------------------------
UCS Soldier in Orcus(Attacker)
MV: 21 Lv: 14 Weapon Loadout:
Body - 60 PC(Orcus), 1-1
Arms - 36 SG(Catsray), 1-1
Legs - 16/54
Jobs: Skills: None.
Melee - 13
Short - 16
Long - 10
Dodge - 11
------------------------------------------------------------------------------
Civilian in Supply Truck(Carrier) - Total 2
MV: 14 Lv: 7 Weapon Loadout:
Body - 100 MG(Cemetery), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 10
Dodge - 12
------------------------------------------------------------------------------

Reinforcements:

(turn 4)

------------------------------------------------------------------------------
Attacker in Peregrine - Total 3
MV: 20 Lv: 14 Weapon Loadout:
Body - 84 PC(Peregrine), 1-1
Arms - 48 MG(Cemetery), 1-1
Legs - 60 MS(Donkey), 3-6, 2 ammo
Jobs: Skills: None.
Melee - 13
Short - 16
Long - 10
Dodge - 11
------------------------------------------------------------------------------
Attacker in Groppe SPV - Total 2
MV: 16 Lv: 14 Weapon Loadout:
Body - 120 PC(Groppe SPV), 1-1
Arms - 84 PC(Groppe SPV), 1-1
Legs - 102 SD(WS-2B), 0-0
Jobs: Skills: None.
Melee - 14
Short - 13
Long - 10
Dodge - 11
------------------------------------------------------------------------------

At Wayne Mountains, there are some new upgrades available if you check out
the Shop. Make your adjustments and when ready, exit Wayne Mountains and go
to the Evacuation Point.

------------------------------------------------------------------------------
Mission 16 - Evacuation Point
------------------------------------------------------------------------------

Enemies: 13
Bosses: 0
Units: 6
Allies: 6
Money: 13000 + 8903
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines or turn limit exceeded(20).

Strategy:

You don't have to worry about protecting the supply trucks or the other units
here. What you do have to worry about is that this is a timed mission; if you
do not clear it within 20 turns or less, you will get a game over. There's no
indicator saying how many turns you have left except for warning messages on
turns five and ten. The terrain conditions will make it harder for you to get
around as well. Before you move out, make sure you grab Arpeggio Legs for all
of your units.

Start by moving South to destroy every enemy unit along the way to the SAM
Launchers. Take those out, and all you have left to deal with are the wanzers.

Enemy Composition
------------------------------------------------------------------------------
Commander in Wildgoat - Total 1
MV: 17 Lv: 14 Weapon Loadout:
Body - 156 VN(FV-24), 1-1
Arms - 102 GR(RIM-4), 1-4
Legs - 138
Jobs: Skills:
Melee - 13 Switch I
Short - 13 Speed I
Long - 12
Dodge - 12
------------------------------------------------------------------------------
Attacker in Type 65 - Total 4
MV: 19 Lv: 15 Weapon Loadout:
Body - 132 CN(Type 67), 1-1
Arms - 96 CN(Type 67), 1-1
Legs - 72
Jobs: Skills: None.
Melee - 12
Short - 16
Long - 10
Dodge - 12
------------------------------------------------------------------------------
Attacker in Arpeggio - Total 2
MV: 19 Lv: 15 Weapon Loadout:
Body - 144 PC(Arpeggio), 1-1
Arms - 96 PC(Arpeggio), 1-1
Legs - 120 SD(Firewall), 0-0
Jobs: Skills: None.
Melee - 12
Short - 16
Long - 10
Dodge - 12
------------------------------------------------------------------------------
Missileer in Novaraid - Total 2
MV: 19 Lv: 13 Weapon Loadout:
Body - 126 RD(F-4 Hand Rod), 1-1
Arms - 78 PC(Novaraid), 1-1
Legs - 96 MS(Magic Box), 4-6, 2 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 15
Dodge - 12
------------------------------------------------------------------------------
Missileer in SAM Launcher - Total 4
MV: 12 Lv: 13 Weapon Loadout: None.
Body - 100
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 15
Dodge - 12
------------------------------------------------------------------------------

Allies:

Laurent Connely in S-Orcus(Commander)


MV: 19 Lv: 15 Weapon Loadout:
Body - 132 MG(Mostro 24), 1-1
Arms - 90 PC(S-Orcus), 1-1
Legs - 96 RK(Egret), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 12
Short - 12
Long - 12
Dodge - 12
------------------------------------------------------------------------------
Ghetta Cedric in Frost/Void
MV: 14 Lv: 20 Weapon Loadout:
Body - 108 RD(F-3 Hand Rod), 1-1
Arms - 60 RD(F-2 Tonfa), 1-1
Legs - 72
Jobs: Skills:
Melee - 16 Stun I
Short - 16
Long - 14
Dodge - 12
------------------------------------------------------------------------------
UCS Soldier in Orcus(Attacker)
MV: 21 Lv: 14 Weapon Loadout:
Body - 60 PC(Orcus), 1-1
Arms - 36 MG(Dark Hog), 1-1
Legs - 54
Jobs: Skills: None.
Melee - 13
Short - 16
Long - 10
Dodge - 11
------------------------------------------------------------------------------
UCS Soldier in Orcus(Attacker)
MV: 21 Lv: 14 Weapon Loadout:
Body - 60 PC(Orcus), 1-1
Arms - 36 SG(Catsray), 1-1
Legs - 54
Jobs: Skills: None.
Melee - 13
Short - 16
Long - 10
Dodge - 11
------------------------------------------------------------------------------
Civilian in Supply Truck(Carrier) - Total 2
MV: 14 Lv: 7 Weapon Loadout:
Body - 100 MG(Cemetery), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 10
Dodge - 12
------------------------------------------------------------------------------

When the evacuation helicopters arrive, go to the Peseta Defense Line and pay
Stewart a visit at the Command Room. Exit the Command Room and speak to the
U.C.S. soldiers from before. When that's done, re-enter the Command Room to
get your next orders from Stewart. Once preparations are complete, head to
Beltchka.

------------------------------------------------------------------------------
Mission 17 - Beltchka
------------------------------------------------------------------------------

Enemies: 10
Bosses: 0
Units: 7
Allies: 1
Money: 15000 (Laurent does not survive), 20000 (Laurent survives) + 7270
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

Yet another straightforward mission awaits the Silver Lynxes. The notable for
this mission? You have to protect Laurent from enemy attacks. Doing so will
yield an extra 5000 upon mission completion. This is nearly impossible to do
since one Missileer will always attack Laurent on the first turn. Unless
you get lucky, Laurent will be destroyed after that attack. In order to save
Laurent, you'll need to get rid of the M.B.T. Attackers and the Missileer that
can hit Laurent from the first turn.

The best way to do this is by equipping the Arpeggio Legs and making sure that
your Move is at 22. For other parts, equip Tigre, Piz 8, and some Chaff
Grenades. The plan is simple - get rid of the M.B.T. Attackers closest to
Laurent so you can fire a Chaff Grenade on him. Next, deal with the Missileer
who can hit Laurent with whoever has the Piz 8 equipped. With Chaff Grenades,
Laurent can usually survive the inevitable attack. However, if you don't want
to risk it, then you'll need to disable or destroy Missileer on the first
turn. If you deploy everyone with the above setup, the only one who can reach
that enemy unit and attack it on the first turn is Johnny...

It's up to you whether or not you need the extra 5000, so you don't have to
worry about Laurent if he dies.

Enemy Composition
------------------------------------------------------------------------------
Attacker in M.B.T. - Total 4
MV: 12 Lv: 14 Weapon Loadout:
Body - 300 GR(Iguchi Type 702), 1-4
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 10
Short - 11
Long - 16
Dodge - 12
------------------------------------------------------------------------------
Attacker in Arpeggio - Total 2
MV: 18 Lv: 16 Weapon Loadout:
Body - 144 RF(Anaconda), 1-1
Arms - 96 MG(Raptor FX), 1-1
Legs - 120
Jobs: Skills: None.
Melee - 11
Short - 16
Long - 13
Dodge - 12
------------------------------------------------------------------------------
Attacker in Prisomare - Total 2
MV: 21 Lv: 15 Weapon Loadout:
Body - 132 PC(Prisomare), 1-1 SD(Firewall), 0-0
Arms - 78 PC(Prisomare), 1-1
Legs - 108 SD(Firewall), 0-0
Jobs: Skills: None.
Melee - 14
Short - 13
Long - 13
Dodge - 12
------------------------------------------------------------------------------
Missileer in Mareraid - Total 2
MV: 17 Lv: 14 Weapon Loadout:
Body - 120 PC(Mareraid), 1-1 SD(WS-2B), 0-0
Arms - 72 PC(Mareraid), 1-1
Legs - 72 MS(Skull), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 11
Short - 11
Long - 16
Dodge - 12
------------------------------------------------------------------------------

Allies:

Laurent Connely in Type 90(Attacker)


MV: 18 Lv: 15 Weapon Loadout:
Body - 7/168 PC(Type 90), 1-1
Arms - 4/120 PC(Type 90), 1-1
Legs - 6/114
Jobs: Skills: None.
Melee - 13
Short - 12
Long - 12
Dodge - 13
------------------------------------------------------------------------------

A number of scenes will play out after the mission is complete. When they
finish, you will be inside the Barracks. Make some upgrades if need be and
head to Fort Monus to access the next mission.

------------------------------------------------------------------------------
Mission 18 - Outskirts of Fort Monus
------------------------------------------------------------------------------

Enemies: 9
Bosses: 1
Units: 7
Allies: 0
Money: 9025
Difficulty: ***
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

Finally, about time another mobile weapon showed up! If you've completed the
O.C.U. scenario, it's just another Seaking. This Seaking also comes with a
Thunderbolt for ranged attacks, but it's still the same as it was on the
O.C.U. scenario. Waste the other enemies then concentrate fire on the Seaking
when it's the only one left standing.

Salvaged Items:

Algem(Mobile Weapon) - By the enemy Squad to the Northeast, look at the three
boxes to the Northwest. Slightly to the North are power lines beside the
building nearby. Move to the square directly on the power line by the West
edge of the building.

Enemy Composition
------------------------------------------------------------------------------
Boss - Nirvana in Seaking(Attacker)
MV: 16 Lv: 21 Weapon Loadout:
Body - 580 MG(Black Star), 1-1
Arms - 0 BZ(Thunderbolt), 1-4
Legs - 0
Jobs: Skills:
Melee - 15 Speed I
Short - 15
Long - 16
Dodge - 14
------------------------------------------------------------------------------
Attacker in Wildgoat - Total 3
MV: 18 Lv: 17 Weapon Loadout:
Body - 156 MG(Ratmount), 1-1
Arms - 120 MG(Ratmount), 1-1
Legs - 138
Jobs: Skills: None.
Melee - 11
Short - 17
Long - 12
Dodge - 14
------------------------------------------------------------------------------
Attacker in Prisomare - Total 2
MV: 21 Lv: 19 Weapon Loadout:
Body - 132 PC(Arpeggio), 1-1
Arms - 96 PC(Arpeggio), 1-1
Legs - 108 SD(Firewall), 1-1
Jobs: Skills: None.
Melee - 14
Short - 15
Long - 13
Dodge - 14
------------------------------------------------------------------------------
Missileer in Arpeggio - Total 4
MV: 18 Lv: 16 Weapon Loadout:
Body - 144 PC(Cicada II) MS(Magic Box), 4-6, 2 ammo
Arms - 96 PC(Cicada II)
Legs - 120 MS(Magic Box), 4-6, 2 ammo
Jobs: Skills: None.
Melee - 11
Short - 11
Long - 17
Dodge - 12
------------------------------------------------------------------------------

Brace yourself for a lot of long scenes before control is regained. When you
do regain control, exit the Barracks and you'll be reunited with Halle and
Ghetta. For the following mission, you will only be using Kevin, Halle, and
Ghetta. Upgrading their wanzers are highly recommended if any of them are
lagging behind. After you've finished with preparations, exit Fort Monus and
head to the Soleit Prison Camp.

------------------------------------------------------------------------------
Mission 19 - Soleit Prison Camp
------------------------------------------------------------------------------

Enemies: 10
Bosses: 0
Units: 3
Allies: 0
Money: 5370
Difficulty: **
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:
As stated earlier, you can only use Kevin, Halle, and Ghetta. Hopefully none
of the three are lagging behind in terms of pilot and wanzer composition. If
you want to play it safe, don't advance too far into the camp and draw the
attention of the other enemies. The Cicada IIs are the biggest threat here
and once they are destroyed, it's easy sailing for the rest of the mission!

Enemy Composition
------------------------------------------------------------------------------
Attacker in Cicada II - Total 4
MV: 16 Lv: 17 Weapon Loadout:
Body - 144 MG(Raptor FX), 1-1
Arms - 96 RD(F-4 Hand Rod), 1-1
Legs - 114
Jobs: Skills:
Melee - 12 Stun I
Short - 17
Long - 12
Dodge - 14
------------------------------------------------------------------------------
Attacker in Light Tank - Total 4
MV: 14 Lv: 17 Weapon Loadout:
Body - 80 MG(Dark Hog), 1-1
Arms - 0 MS(Goldias), 3-6, 2 ammo
Legs - 0
Jobs: Skills: None.
Melee - 11
Short - 17
Long - 12
Dodge - 14
------------------------------------------------------------------------------
Attacker in Outpost - Total 2
MV: 0 Lv: 16 Weapon Loadout:
Body - 50 MG(Grave S), 1-1
Arms - 0 BZ(Be-11), 1-4
Legs - 0
Jobs: Skills: None.
Melee - 11
Short - 16
Long - 13
Dodge - 12
------------------------------------------------------------------------------

After reuniting with Johnny, Matthew, and Howard, you will be at Soleit. Give
those three some new parts and weapons to play with. When ready, exit Soleit
and head to the Nirvana Institute. Gina will rejoin the crew prior to the
next mission.

------------------------------------------------------------------------------
Mission 20 - Nirvana Institute
------------------------------------------------------------------------------

Enemies: 14
Bosses: 0
Units: 7
Allies: 0
Money: 15725
Difficulty: ****
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

It's about time you had another difficult mission in this scenario. There are
only Blizzaia 2 and Zeroa units for this battle. The Blizzaia 2, apart from
being heavily armored, have Tiran Arms. The Tiran Arm possesses the strongest
built-in Machine Gun in the game. With a Switch activation, one attack from
these Arms can destroy units even at full health. The Zeroa units aren't too
bad with their Ragos and Slay weapons for distance attacks. Whatever you do,
go after the Blizzaia 2s first. Disable either Arm to negate the danger of
being killed by Switch with the Duel or Guide skills.

If you don't have those skills yet, Gina starts with Duel so use her to take
off those Tiran Arms. You can also go for the Body, but the Blizzaia 2s give
a lot of EXP for every part destroyed. If you need to train anyone who is
lagging behind, fully disable the Blizzaia 2s and let those pilots do the
finishing blow. The Zeroa units give a decent amount of EXP for every part
destroyed likewise. Concentrate against the nearby enemies to the South and
then mop up the remaining ones to the North when you're done.

Salvaged Items:

Banyan(Mobile Weapon) - Directly to the Southwest of the starting position,


look at the small warehouse. Move to the square outside the doors of the
warehouse to get it.
Dragon Fang(Arm) - Move to the square directly inside the warehouse to the
Southwest. This square is just one above the Banyan's. Can only be procured
from second playthrough and above. The Right Arm can be procured on the
second playthrough, the Left Arm can be procured from the third playthrough,
and a complete set can be procured from the fourth playthrough and above.

Enemy Composition
------------------------------------------------------------------------------
Black Hound in Blizzaia 2 - Total 9
MV: 16 Lv: 20 Weapon Loadout:
Body - 204 MG(Tiran), 1-1
Arms - 108 MG(Tiran), 1-1
Legs - 180
Jobs: Skills:
Melee - 11 Switch I
Short - 17
Long - 12
Dodge - 18
------------------------------------------------------------------------------
Black Hound in Zeroa - Total 5
MV: 16 Lv: 20 Weapon Loadout:
Body - 156 PC(Zinc), 1-1 MS(Slay), 3-6, 3 ammo
Arms - 102 PC(Zinc), 1-1
Legs - 120 RK(Ragos), 4-8, 2 ammo
Jobs: Skills: None.
Melee - 11
Short - 12
Long - 17
Dodge - 17
------------------------------------------------------------------------------

Your next destination is Aborde upon completing the mission. At Aborde, head
to the Bar and talk to everyone. Next, head to the Shop and check out the
latest parts. You can access the best parts now on the U.C.S. scenario, but
a few are not accessible until after the next mission. Finish tweaking your
wanzers and talk to the Shop owner. Upon leaving, a rather long scene will
commence and the next mission starts after the scene ends.

------------------------------------------------------------------------------
Mission 21 - Aborde
------------------------------------------------------------------------------

Enemies: 10
Bosses: 0
Units: 7
Allies: 0
Money: 10270
Difficulty: ***
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed or enemy reaches Aborde.

Strategy:

More of those lovely Blizzaia 2s are coming out to play! There's also two
Helicopter units but they are pretty weak compared to the Blizzaia 2s. The
heavily armored wanzers no longer use Tiran Arms and opt for the Leostun B
Machine Guns instead. They aren't as dangerous as they were before, but a
single Switch activates and an ally could potentially be destroyed. Also, not
all enemies will be gunning straight for you. Some of them will be heading
towards Aborde. If they reach the town, it's game over for you.

As with the previous mission, disable the wanzers first then feel free to do
whatever you want with them. Make sure you get rid of them quickly or else
they will start moving towards Aborde. Finish off the remaining Helicopters
once the Blizzaia 2s have been destroyed.

Enemy Composition
------------------------------------------------------------------------------
Black Hound in Blizzaia 2 - Total 8
MV: 16 Lv: 21 Weapon Loadout:
Body - 204 MG(Leostun B), 1-1
Arms - 144 MG(Leostun B), 1-1
Legs - 180
Jobs: Skills:
Melee - 12 Switch I
Short - 18
Long - 13
Dodge - 18
------------------------------------------------------------------------------
Helicopter in AAH34C - Total 2
MV: 18 Lv: 20 Weapon Loadout:
Body - 150 MG(Raptor FX), 1-1
Arms - 0 MS(Skull), 3-6, 3 ammo
Legs - 0 MS(Skull), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 12
Short - 12
Long - 18
Dodge - 18
------------------------------------------------------------------------------

Stick around for more scenes at the end of the mission. You can now access
all of the U.C.S. scenario's best parts at Soleit. When you want to continue
with the game, exit Soleit and go to Fort Monus.

------------------------------------------------------------------------------
Mission 22 - Fort Monus Airport
------------------------------------------------------------------------------

Enemies: 10
Bosses: 2
Units: 7
Allies: 0
Money: 16034
Difficulty: ***
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

If you're looking to get a good EXP boost in this mission, don't. Aside from
the Gigas mobile weapons, the Phantom units give next to no EXP even if you
fully destroy one. Most of them use the same setup as the Blizzaia 2s from
the mission before and have Switch as well. Treat them in the same way you
faced the Blizzaia 2s. The Phantom aside, you have to deal with two Gigas
mobile weapons. If you've completed the O.C.U. scenario, the Gigas is similar
to the Gavel apart from lower HP. It's nothing you can't deal with however.

Salvaged Items:

Gavel(Mobile Weapon) - From the North Carrier's position, go to the Northeast


part of the map. At the very top aircraft hangar, move to the very top square
beside the hangar's entrance. This square is by the Eastern border of the map
so it's fairly easy to spot.

Enemy Composition
------------------------------------------------------------------------------
Boss - Nirvana in Gigas(Attacker) - Total 2
MV: 10 Lv: 26 Weapon Loadout:
Body - 600 CN(Long Force), 88 x 1, 6-9
Arms - 0 MG(24sr Grayeye), 1-1
Legs - 0
Jobs: Skills: None.
Melee - 13
Short - 24
Long - 17
Dodge - 19
------------------------------------------------------------------------------
Black Hound in Phantom - Total 6
MV: 19 Lv: 25 Weapon Loadout:
Body - 220 MG(Leostun B), 1-1
Arms - 160 MG(Leostun B), 1-1
Legs - 200
Jobs: Skills:
Melee - 13 Switch I
Short - 24
Long - 14
Dodge - 19
------------------------------------------------------------------------------
Black Hound in Phantom - Total 2
MV: 19 Lv: 20 Weapon Loadout:
Body - 220 RF(Ibis 2), 1-1
Arms - 160 BZ(Banish), 1-4
Legs - 200
Jobs: Skills:
Melee - 11 Switch I
Short - 11
Long - 18
Dodge - 17
------------------------------------------------------------------------------
Carrier in Supply Truck - Total 2
MV: 14 Lv: 1 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

The final mission can now be accessed if you want to end the game. Finish any
last-minute preparations and go to the Santa Barbara when you're set.

------------------------------------------------------------------------------
Final Mission - Santa Barbara
------------------------------------------------------------------------------

Enemies: 0
Bosses: 3
Units: 7
Allies: 0
Money: 0
Difficulty: ***
winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

The U.C.S. scenario's final mission is certainly more challenging than the
O.C.U. scenario's final mission, but it's still easy. For this mission, you
will be up against three Type 11DS Ravens. Two use the third Arm setup with
Cannons and Gail uses the original setup, except he has a Ziege P Rifle on
the Right Hand. The Ziege P gives out 500 EXP with each attack in Short or
Long depending on what range Gail attacks you from. Don't worry about it too
much though since Gail can't use his skills with it.

Disable each Raven by destroying both Arms and you've pretty much completed
this mission. Like in the O.C.U. scenario, the Ravens here drop tons of EXP
with each part destroyed. The two Ravens with the Cannon Arm setup only drop
1000 EXP for the Body and Legs, but Gail will drop 1000 EXP for all of his
parts. Finish the Raven trio off and you're done!

Salvaged Items:

Innova(Mobile Weapon) - By Gail's starting point, look at the two trucks


behind him. By the North truck, there is a radar tower with visible stairs.
Move to the square behind the North truck and at the radar tower's entrance.
Enemy Composition
------------------------------------------------------------------------------
Boss - Gail in Type 11DS Raven(Attacker)
MV: 14 Lv: 33 Weapon Loadout:
Body - 250 PC(Type 11 Claw B), 99 x 1, 1-1
Arms - 250(L)/110(R) RF(Ziege P), 90 x 1, 1-2
Legs - 250
Jobs: Skills:
Melee - 21 Stun II
Short - 25 First II
Long - 15
Dodge - 32
------------------------------------------------------------------------------
Boss - Black Hound in Type 11DS Raven(Attacker) - Total 2
MV: 16 Lv: 31 Weapon Loadout:
Body - 250 CN(Type 11), 35 x 4, 1-1
Arms - 120 CN(Type 11), 35 x 4, 1-1
Legs - 250
Jobs: Skills:
Melee - 19 Switch II
Short - 24 Speed I
Long - 15
Dodge - 29
------------------------------------------------------------------------------

Congratulations, you've just completed the U.C.S. scenario! You will also get
the T.C.K. Assault for completing this scenario the first time around.

------------------------------------------------------------------------------
Secret Mission 1 - Forest
------------------------------------------------------------------------------

Access: Mission 4 to Mission 7

After completing Mission 4, progress through the game up to Fort Monus. At


Fort Monus, head to the Command Room. After Stewart assigns the next mission,
exit and re-enter the Command Room. The Forest will become accessible from
the Peseta Forward Base.

Enemies: 1 + 7 reinforcements
Bosses: 0
Units: 5
Allies: 0
Money: 2815
Difficulty: **
Winning Condition: Helicopter destroyed.
Losing Condition: All ally machines destroyed or helicopter escapes.

Strategy:

The only thing you have to do here is destroy the HAH04 Cassowary helicopter.
The helicopter will arrive onto the battlefield after five turns have passed.
Until then, move to waypoint 1 and stay in the area. When the HAH04 Cassowary
arrives, the first reinforcement wave will arrive on the next turn. This is
also the same time that the HAH04 Cassowary will reach waypoint 1. It stays
at the waypoint for two turns before moving to waypoint 2.

A turn after it goes to waypoint 2, the second reinforcement wave arrives.


The helicopter will stay at waypoint 2 for two turns before moving to the
final waypoint. When it reaches that waypoint, it retreats to the Northeast.
With that said, you can either choose to destroy the HAH04 Cassowary early or
wait later if you need more EXP.

Enemy Composition
------------------------------------------------------------------------------
Helicopter in HAH04 Cassowary - Total 1
MV: 18 Lv: 4 Weapon Loadout:
Body - 150 MG(22sn Leosocial), 1-1
Arms - 0 MS(MGR-1B), 3-5, 2 ammo
Legs - 0 MS(MGR-1B), 3-5, 2 ammo
Jobs: Skills: None.
Melee - 9
Short - 10
Long - 9
Dodge - 9
------------------------------------------------------------------------------

Reinforcements:

(1 turn after the Helicopter arrives)

------------------------------------------------------------------------------
Attacker in Galbo SV - Total 1
MV: 15 Lv: 1 Weapon Loadout:
Body - 48 MG(Cemetery), 1-1
Arms - 36 MG(Cemetery), 1-1
Legs - 36
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Missileer in Pabotte II - Total 2
MV: 14 Lv: 2 Weapon Loadout:
Body - 54 PC(Pabotte II), 1-1 MS(Bone), 3-5, 2 ammo
Arms - 33 PC(Pabotte II), 1-1
Legs - 42 MS(MGR-1B), 3-5, 2 ammo
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

(1 turn after the Helicopter arrives at waypoint 2)

------------------------------------------------------------------------------
Attacker in Galbo SV - Total 2
MV: 15 Lv: 1 Weapon Loadout:
Body - 48 MG(Cemetery), 1-1
Arms - 36 MG(Cemetery), 1-1
Legs - 36
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Attacker in Pabotte II - Total 1
MV: 14 Lv: 1 Weapon Loadout:
Body - 54 RD(F-1 Tonfa), 1-1 SD(WS-2), 1-1
Arms - 33 RD(F-1 Tonfa), 1-1
Legs - 42 SD(WS-2), 0-0
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Missileer in Pabotte II - Total 1
MV: 14 Lv: 2 Weapon Loadout:
Body - 54 PC(Pabotte II), 1-1 MS(Bone), 3-5, 2 ammo
Arms - 33 PC(Pabotte II), 1-1
Legs - 42 MS(MGR-1B), 3-5, 2 ammo
Jobs: Skills: None.
Melee - 9
Short - 9
Long - 9
Dodge - 9
------------------------------------------------------------------------------

After completing the secret mission, you will get the Prototype Clinton.

------------------------------------------------------------------------------
Secret Mission 2 - Training Grounds
------------------------------------------------------------------------------

Access: Mission 9 to Mission 13

After completing Mission 9, head to the Command Room at Freedom City. After
Stewart assigns the next mission, exit and re-enter the Command Room. Talk
with Stewart aagin and watch the scene with Grieg upon exiting. The Training
Grounds will become accessible to the East from Freedom City.

Enemies: 0
Bosses: 6
Units: 6
Allies: 0
Money: 4290
Difficulty: **** (*** if Gina is useable)
Winning Condition: Hell's Wall destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

You have the option of completing the mission with Gina or doing it without
her. Either way, this secret mission is still doable without her. If you have
played the O.C.U. scenario, you likely have an idea of what Hell's Wall can
do. The main difference is that the Hell's Wall unit now use Frost HWs rather
than the basic Frost. Frost HWs last much longer than the basic Frost due to
higher HP and much higher Defense. Each pilot also has a new weapon loadout
to go along with their new rigs. In short, you really need to dedicate all of
your pilots to bringing down a Frost HW.

Start off by taking out Rebus and Milligan to the Northeast. Hit them with a
Flash Grenade so you can attack safely from up close. If one of your units
has Guide or Duel, aim for their Bodies. Once they are beaten, concentrate on
Josh and Ghetta next. Repeat what you did with Rebus and Milligan against the
two: hit with a Flash Grenade and attack while they are defenseless. Save
Grieg and Dave for last. For Grieg, remember to disable one of his Arms to
prevent him from using Switch.

Enemy Composition
------------------------------------------------------------------------------
Boss - Grieg Demetrius in Frost HW(Attacker)
MV: 14 Lv: 12 Weapon Loadout:
Body - 128 RF(Anaconda), 1-1
Arms - 90 RF(Hexafire RG), 1-1
Legs - 103
Jobs: Skills:
Melee - 12 Switch I
Short - 12
Long - 10
Dodge - 12
------------------------------------------------------------------------------
Boss - Dave Sterling in Frost HW(Attacker)
MV: 14 Lv: 6 Weapon Loadout:
Body - 128 RF(Hexafire RG), 1-1
Arms - 90 MG(Grave S), 1-1
Legs - 103
Jobs: Skills: None.
Melee - 11
Short - 9
Long - 9
Dodge - 11
------------------------------------------------------------------------------
Boss - Josh Dallin in Frost HW(Attacker)
MV: 14 Lv: 7 Weapon Loadout:
Body - 128 RD(F-4 Hand Rod), 1-1
Arms - 90 RD(F-3 Hand Rod), 1-1
Legs - 103
Jobs: Skills: None.
Melee - 11
Short - 12
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Boss - Ghetta Cedric in Frost HW(Attacker)
MV: 14 Lv: 5 Weapon Loadout:
Body - 128 RD(F-3 Hand Rod), 1-1
Arms - 90 RD(F-4 Hand Rod), 1-1
Legs - 103
Jobs: Skills: None.
Melee - 11
Short - 10
Long - 9
Dodge - 9
------------------------------------------------------------------------------
Boss - Rebus Victor in Frost HW(Missileer)
MV: 14 Lv: 7 Weapon Loadout:
Body - 128 PC(Frost HW), 1-1 MS(Goldias), 3-6, 2 ammo
Arms - 90 PC(Frost HW), 1-1
Legs - 103 RK(Egret), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 11
Short - 11
Long - 10
Dodge - 9
------------------------------------------------------------------------------
Boss - Milligan Ashton in Frost HW(Missileer)
MV: 14 Lv: 5 Weapon Loadout:
Body - 128 PC(Frost HW), 1-1 RK(Egret), 3-6, 3 ammo
Arms - 90 PC(Frost HW), 1-1
Legs - 103 RK(Egret), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 9
Short - 10
Long - 10
Dodge - 10
------------------------------------------------------------------------------

After completing the secret mission, you will get Frost HW upon returning to
Freedom City.

------------------------------------------------------------------------------
Secret Mission 3 - Sakata Industries Facilities
------------------------------------------------------------------------------

Access: Mission 9 to Mission 13

Unlock Secret Mission 2 but do not leave Freedom City yet. Head back to the
Command Room one last time and speak with Stewart. Watch the following scene
with the Nirvana agent and the Sakata Industries Facilities will become
accessible North of Freedom City.

Enemies: 12
Bosses: 2
Units: 6
Allies: 2
Money: 7530
Difficulty: ***** (**** if Gina is useable)
Winning Condition: All enemy machines destroyed or at least one supply truck
escapes.
Losing Condition: All ally machines or supply trucks destroyed.

Strategy:

While this is secret mission can be completed without Gina, it is highly


recommended that you wait until she joins. The mission becomes a lot more
manageable with a sixth member. The main objective for the mission is to
protect two supply trucks until they retreat from the battlefield. They begin
to leave after the fifth turn or if an enemy attacks them. The problem will
be defending them from numerous enemies, a Gloster mobile weapon, and Gentz.
You can be easily overwhelmed in a matter of turns and it's very likely that
you can fail the mission. You only need to defend one supply truck to clear
the mission, so don't fret if one of them is destroyed.

Start the mission by moving right where the supply trucks are. Have two of
your units block the squares adjacent to the trucks on the Northwest. Keep
Halle nearby for repairs while the other three take out the incoming enemy
units. If you have Duel and Guide, taking out the enemies will be easy. If
not, throw some Flash Grenades and destroy the defenseless enemies. When the
Gloster gets within range, shoot it down with Long weapons. The only one you
likely won't be able to destroy is Gentz.
When the supply trucks begin to move, form a blockade by their escape route.
Destroy any of the remaining Missileers first and shoot down the remaining
Attackers next. The enemy units normally won't attack your units at this
point, but use a few Repair items and Halle's Riff just in case. Hold out for
a few more turns and you'll finish the mission.

Enemy Composition
------------------------------------------------------------------------------
Boss - Gentz Weizer in Orgel/Lich(Attacker)
MV: 20 Lv: 17 Weapon Loadout:
Body - 150 PC(Orgel), 1-1
Arms - 108 PC(Orgel), 1-1
Legs - 132
Jobs: Skills:
Melee - 13 Stun I
Short - 13
Long - 13
Dodge - 13
------------------------------------------------------------------------------
Boss - Commander in Gloster
MV: 12 Lv: 12 Weapon Loadout:
Body - 120 MG(Gloster), 45 x 4, 1-1
Arms - 70 MG(Gloster), 45 x 4, 1-1
Legs - 100
Jobs: Skills:
Melee - 12 Switch I
Short - 12
Long - 12
Dodge - 12
------------------------------------------------------------------------------
Attacker in Bizant - Total 5
MV: 19 Lv: 11 Weapon Loadout:
Body - 72 RD(F-2 Tonfa), 1-1
Arms - 54 RD(F-2 Tonfa), 1-1
Legs - 60
Jobs: Skills: None.
Melee - 10
Short - 15
Long - 10
Dodge - 11
------------------------------------------------------------------------------
Attacker in Moth VR.5 - Total 2
MV: 17 Lv: 11 Weapon Loadout:
Body - 66 MG(Grave S), 1-1
Arms - 54 FT(Nail Fire), 1-1
Legs - 60
Jobs: Skills: None.
Melee - 10
Short - 15
Long - 10
Dodge - 11
------------------------------------------------------------------------------
Missileer in Genem - Total 5
MV: 16 Lv: 11 Weapon Loadout:
Body - 66 PC(Genem), 1-1
Arms - 54 PC(Genem), 1-1
Legs - 54 RK(Egret), 3-6, 3 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 13
Dodge - 11
------------------------------------------------------------------------------

Allies:

Morgan Bernard in Big Bone(Carrier)


MV: 14 Lv: 8 Weapon Loadout:
Body - 210 MG(Cemetery), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 10
Dodge - 13
------------------------------------------------------------------------------
Carrier in Big Bone - Total 1
MV: 14 Lv: 8 Weapon Loadout:
Body - 210 MG(Cemetery), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 10
Long - 11
Dodge - 11
------------------------------------------------------------------------------

After completing the secret mission, you will get the K.O.N.G. X-II.

------------------------------------------------------------------------------
Secret Mission 4 - Resource Plant
------------------------------------------------------------------------------

Access: Mission 14 to Mission 17

After completing Mission 14, head to the Command Room at Peseta Forward Base.
After Stewart assigns the next mission, exit and re-enter the Command Room.
A scene with a U.C.S. soldier occurs upon leaving the Command Room and the
Resource Plant will become accessible far North from the Peseta Forward Base.

Enemies: 16
Bosses: 2
Units: 7
Allies: 0
Money: 13694
Difficulty: **** (*** if Ghetta is useable)
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines or enemy reaches central building.

Strategy:

While this secret mission can be completed without Ghetta, it is highly


recommended that you wait until he joins. This mission can be overwhelming as
enemies attack from all directions and there are two T.C.K. Assault mobile
weapons to deal with as well. The main objective of the mission is to protect
the central building in the center of the map from the enemy. If an enemy unit
reaches the central building, you will fail the mission. Considering how easy
it is for one of them to do this, split up into three groups.

Have Kevin and Matthew take care of the Northeast direction, Gina and Ghetta
on the Southeast direction, and the trio of Johnny, Halle, and Howard on the
Northwest direction. The Northwest direction will get hit the hardest, so it
shouldn't be a surprise why you should wait for Ghetta to join. Load up on
Flash and Smoke Grenades as well to make the mission more bearable. Keep some
Repair items on hold when Halle is busy repairing someone else. If your units
have the most recent gear, you'll have an easier time against the enemies.

Start off by having Gina and Ghetta take out the enemy squad in their
direction. Kevin and Matthew should move to the back of the central building
and stay there. For the last three, move by the t-intersection near the
central building and wait for enemies to arrive. The Northeast and Northwest
directions are where the T.C.K. Assault mobile weapons attack from, so be
prepared to attack when one gets close enough. The general strategy here is
to prevent any of the enemies from reaching the central building by blocking
their passage.

Once you've dealt with all enemy units on two directions, the enemy squad by
the Southwest will begin to move. Send the groups who succeeded in their
directions to intercept the enemies in the Southwest direction. Use any items
that you may have, especially any Flash and Smoke Grenades. As long as you
keep up a strong defense, this mission will end eventually.

Enemy Composition
------------------------------------------------------------------------------
Boss - Commander in T.C.K. Assault - Total 2
MV: 14 Lv: 14 Weapon Loadout:
Body - 300 BZ(Be-11), 1-4
Arms - 0 MS(Piz 8), 3-6, 2 ammo
Legs - 0
Jobs: Skills:
Melee - 13 Switch I
Short - 13 Speed I
Long - 12
Dodge - 12
------------------------------------------------------------------------------
Attacker in Mareraid - Total 3
MV: 19 Lv: 15 Weapon Loadout:
Body - 120 MG(Artassaut), 1-1
Arms - 72 SG(Gale), 1-1
Legs - 90 SD(WS-14), 0-0
Jobs: Skills: None.
Melee - 12
Short - 16
Long - 10
Dodge - 12
------------------------------------------------------------------------------
Attacker in Mareraid - Total 3
MV: 19 Lv: 15 Weapon Loadout:
Body - 120 MG(Leostun), 1-1
Arms - 72 MG(Leostun), 1-1
Legs - 90 SD(WS-14), 0-0
Jobs: Skills: None.
Melee - 12
Short - 16
Long - 10
Dodge - 12
------------------------------------------------------------------------------
Carrier in Supply Truck - Total 2
MV: 14 Lv: 7 Weapon Loadout:
Body - 200 RF(Empire), 1-1
Arms - 0
Legs - 0
Jobs: Skills: None.
Melee - 9
Short - 10
Long - 10
Dodge - 12
------------------------------------------------------------------------------
Missileer in Zikade - Total 8
MV: 18 Lv: 13 Weapon Loadout:
Body - 96 PC(Zikade), 1-1 MS(Magic Box), 4-6, 2 ammo
Arms - 60 PC(Zikade), 1-1
Legs - 66 MS(Piz 8), 3-6, 2 ammo
Jobs: Skills: None.
Melee - 10
Short - 10
Long - 15
Dodge - 12
------------------------------------------------------------------------------

After completing the secret mission, you will get the Seaking.

------------------------------------------------------------------------------
Secret Mission 5 - Guerrilla Camp
------------------------------------------------------------------------------

Access: Automatic

Automatically accessed upon completing the U.C.S. scenario. Only possible on


the second playthrough and above.

Enemies: 20
Bosses: 0
Units: 3 + 2 (Johnny, Matthew)
Allies: 2
Money: 6230
Difficulty: *
Winning Condition: All enemy machines destroyed.
Losing Condition: All ally machines destroyed.

Strategy:

There's no need to deploy an extra two units for this one. Kevin by himself
is more than enough for this mission. Johnny and Matthew are automatically
deployed when the mission starts. You even have help from two soldiers called
Darril and Renges for this one! With a minimum of five units, there's no way
you can fail this mission. Have fun!

Enemy Composition
------------------------------------------------------------------------------
Commander in Conrado - Total 2
MV: 12 Lv: 12 Weapon Loadout:
Body - 300 BZ(Be-11), 1-4
Arms - 0
Legs - 0
Jobs: Skills:
Melee - 12 Speed I
Short - 12
Long - 12
Dodge - 12
------------------------------------------------------------------------------
Attacker in Tendus - Total 7
MV: 12 Lv: 13 Weapon Loadout:
Body - 27 RD(F-2 Tonfa), 1-1 SD(WS-2), 0-0
Arms - 22 PC(Tendus), 1-1
Legs - 24 SD(WS-2), 0-0
Jobs: Skills:
Melee - 13 Stun II
Short - 12
Long - 9
Dodge - 13
------------------------------------------------------------------------------
Attacker in Pabotte - Total 2
MV: 12 Lv: 5 Weapon Loadout:
Body - 36 FT(Flame Fox), 1-1
Arms - 25 MG(Raptor FX), 1-1
Legs - 27
Jobs: Skills:
Melee - 9 Double I
Short - 10
Long - 9
Dodge - 10
------------------------------------------------------------------------------
Attacker in Type 10 - Total 9
MV: 14 Lv: 6 Weapon Loadout:
Body - 80 MG(Artassaut), 1-1
Arms - 0 MS(Bone), 3-5, 3 ammo
Legs - 0
Jobs: Skills:
Melee - 10 Speed I
Short - 10
Long - 10
Dodge - 10
------------------------------------------------------------------------------

Allies:

Darril Traubel in Blizzaia 2/Infernal(Attacker)


MV: 16 Lv: 14 Weapon Loadout:
Body - 204 SG(Gale), 1-1
Arms - 144 PC(Blizzaia 2), 1-1
Legs - 180
Jobs: Skills:
Melee - 14 Stun I
Short - 12
Long - 10
Dodge - 13
------------------------------------------------------------------------------
Billy Renges in S-Orcus/Mundane(Attacker)
MV: 20 Lv: 12 Weapon Loadout:
Body - 132 RF(Ibis), 1-1
Arms - 90 PC(S-Orcus), 1-1
Legs - 96
Jobs: Skills:
Melee - 10 Duel I
Short - 10
Long - 14
Dodge - 13
------------------------------------------------------------------------------

After completing the secret mission, you will get the Gigas.

------------------------------------------------------------------------------
5. ARENA [AREN]
------------------------------------------------------------------------------

The following section expands on the Arena data shown in my beginner's guide.
For more information on how the Arena operates, see my beginner's guide on
GameFAQs.

Bet Guide:

------------------------------------------------------------------------------
Pricing Bet Value Max Odds
------------------------------------------------------------------------------
100 Low 999.99
200 Frugal 999.99
300 Moderate 999.99
500 Average 999.99
700 High 999.99
1000 Super High 999.99
1500 Extreme 999.99
2000 Outrageous 999.99
3000 Exorbitant 999.99
5000 Astronomical 999.99

ARENA COMBATANTS
----------------

The following are lists for all Arena combatants in every location that you
can visit on both scenarios. For Special combatants, they only appear on the
O.C.U. scenario. This is because these combatants join the team once you
defeat them and cannot be selected, other than Ralph, in the Arena list.

------------------------------------------------------------------------------
Barinden, O.C.U. Scenario Max Bet: 300
------------------------------------------------------------------------------

Access: Mission 1 to end-game

1. Sutherland in Red Devil Melee 11/Short 4/Long 0/Dodge 22

2. Rudensky in Gust Melee 0/Short 9/Long 0/Dodge 18

3. Jorg in Calm Melee 30/Short 0/Long 30/Dodge 24

4. Alexander in Tendus Melee 34/Short 0/Long 0/Dodge 26

5. Werewolf in Zora 3A Melee 7/Short 6/Long 0/Dodge 25

6. Adam in Pabotte Melee 9/Short 16/Long 7/Dodge 30


7. Jimmy in Zenith Melee 14/Short 0/Long 24/Dodge 34

8. Demon V in Galbo Melee 36/Short 0/Long 0/Dodge 42

------------------------------------------------------------------------------
New Milgan, O.C.U. Scenario Max Bet: 500
------------------------------------------------------------------------------

Access: Mission 2 to end-game

1. Rudensky in Gust Melee 0/Short 9/Long 0/Dodge 18

2. Jorg in Calm Melee 30/Short 0/Long 30/Dodge 24

3. Alexander in Tendus Melee 34/Short 0/Long 0/Dodge 26

4. Werewolf in Zora 3A Melee 7/Short 6/Long 0/Dodge 25

5. Adam in Pabotte Melee 9/Short 16/Long 7/Dodge 30

6. Jimmy in Zenith Melee 14/Short 0/Long 24/Dodge 34

7. Demon V in Galbo Melee 36/Short 0/Long 0/Dodge 42

8. The Breaker in Giza Melee 25/Short 0/Long 22/Dodge 33

9. Rich in Husky Mk.III Melee 11/Short 32/Long 9/Dodge 38

10. Jango in Vapor Melee 0/Short 24/Long 0/Dodge 43

------------------------------------------------------------------------------
Menasa, O.C.U. Scenario Max Bet: 700
------------------------------------------------------------------------------

Access: Mission 4 to end-game

Special: Meihua in Gyokuran Melee 18/Short 12/Long 0/Dodge 49

Special: Alder in Cowboy Melee 26/Short 32/Long 0/Dodge 49

1. Jorg in Calm Melee 30/Short 0/Long 30/Dodge 24

2. Alexander in Tendus Melee 34/Short 0/Long 0/Dodge 26

3. Werewolf in Zora 3A Melee 7/Short 6/Long 0/Dodge 25

4. Adam in Pabotte Melee 9/Short 16/Long 7/Dodge 30

5. Jimmy in Zenith Melee 14/Short 0/Long 24/Dodge 34

6. Demon V in Galbo Melee 36/Short 0/Long 0/Dodge 42

7. The Breaker in Giza Melee 25/Short 0/Long 22/Dodge 33

8. Rich in Husky Mk.III Melee 11/Short 32/Long 9/Dodge 38

9. Jango in Vapor Melee 0/Short 24/Long 0/Dodge 43


10. Hansen in Tempest Melee 15/Short 21/Long 0/Dodge 46

11. Charly in Zigle 6B Melee 62/Short 0/Long 0/Dodge 48

12. Kenny in Pabotte II Melee 13/Short 24/Long 0/Dodge 43

------------------------------------------------------------------------------
Grey Rock, O.C.U. Scenario Max Bet: 1000
------------------------------------------------------------------------------

Access: Mission 5 to end-game

1. Alexander in Tendus Melee 34/Short 0/Long 0/Dodge 26

2. Werewolf in Zora 3A Melee 7/Short 6/Long 0/Dodge 25

3. Adam in Pabotte Melee 9/Short 16/Long 7/Dodge 30

4. Jimmy in Zenith Melee 14/Short 0/Long 24/Dodge 34

5. Demon V in Galbo Melee 36/Short 0/Long 0/Dodge 42

6. The Breaker in Giza Melee 25/Short 0/Long 22/Dodge 33

7. Rich in Husky Mk.III Melee 11/Short 32/Long 9/Dodge 38

8. Jango in Vapor Melee 0/Short 24/Long 0/Dodge 43

9. Hansen in Tempest Melee 15/Short 21/Long 0/Dodge 46

10. Charly in Zigle 6B Melee 62/Short 0/Long 0/Dodge 48

11. Kenny in Pabotte II Melee 13/Short 24/Long 0/Dodge 43

12. Snowbird in Galbo SV Melee 0/Short 78/Long 0/Dodge 54

------------------------------------------------------------------------------
Freedom City, O.C.U. Scenario Max Bet: 1500
------------------------------------------------------------------------------

Access: Mission 8 to end-game

Special: Gregorio in Kong Melee 50/Short 0/Long 0/Dodge 68

1. Charly in Zigle 11A Melee 0/Short 54/Long 0/Dodge 55

2. Kenny in Galbo MRX Melee 36/Short 0/Long 63/Dodge 59

3. Snowbird in Genem Melee 21/Short 62/Long 10/Dodge 65

4. Smoker in Crabesant Melee 19/Short 34/Long 0/Dodge 67

5. Fork in Groppe Melee 0/Short 54/Long 0/Dodge 61

6. Fork in Moth VR.5 Melee 34/Short 0/Long 81/Dodge 66

7. Werewolf in Bizant Melee 0/Short 30/Long 0/Dodge 67

8. Adam in Avenir Melee 24/Short 24/Long 0/Dodge 68


9. Jimmy in Stork Melee 24/Short 54/Long 0/Dodge 67

10. Demon V in Zearaid Melee 0/Short 68/Long 0/Dodge 77

11. The Breaker in Orcus Melee 30/Short 19/Long 0/Dodge 65

12. Rich in Crabesant 2 Melee 0/Short 48/Long 0/Dodge 71

------------------------------------------------------------------------------
Peseta City, O.C.U. Scenario Max Bet: 1500
------------------------------------------------------------------------------

Access: Mission 11 to end-game

Special: Porunga in Natural Melee 51/Short 0/Long 0/Dodge 92

1. Charly in Zigle 11A Melee 0/Short 54/Long 0/Dodge 55

2. Kenny in Galbo MRX Melee 36/Short 0/Long 63/Dodge 59

3. Snowbird in Genem Melee 21/Short 62/Long 10/Dodge 65

4. Smoker in Crabesant Melee 19/Short 34/Long 0/Dodge 67

5. Fork in Groppe Melee 0/Short 54/Long 0/Dodge 61

6. Fork in Moth VR.5 Melee 34/Short 0/Long 81/Dodge 66

7. Werewolf in Bizant Melee 0/Short 30/Long 0/Dodge 67

8. Adam in Avenir Melee 24/Short 24/Long 0/Dodge 68

9. Jimmy in Stork Melee 24/Short 54/Long 0/Dodge 67

10. Demon V in Zearaid Melee 0/Short 68/Long 0/Dodge 77

11. The Breaker in Orcus Melee 30/Short 19/Long 0/Dodge 65

12. Rich in Crabesant 2 Melee 0/Short 48/Long 0/Dodge 71

------------------------------------------------------------------------------
Beltchka, O.C.U. Scenario Max Bet: 2000
------------------------------------------------------------------------------

Access: Mission 12 to end-game

1. Jango in Peregrine Melee 28/Short 39/Long 0/Dodge 100

2. Hansen in Crof Melee 46/Short 0/Long 0/Dodge 77

3. Charly in Zikade Melee 0/Short 58/Long 0/Dodge 74

4. Kenny in Vonart Melee 49/Short 0/Long 0/Dodge 84

5. Snowbird in Varsa Melee 45/Short 0/Long 0/Dodge 92

6. Smoker in Mareraid Melee 36/Short 48/Long 108/Dodge 97


7. Fork in Orcus II Melee 0/Short 153/Long 51/Dodge 80

8. Marty in Groppe SPV Melee 55/Short 63/Long 0/Dodge 100

9. Fox in Cicada II Melee 32/Short 108/Long 0/Dodge 102

10. Orden in Indos Melee 0/Short 102/Long 0/Dodge 112

11. Bringer in Stork Mk.IV Melee 58/Short 0/Long 89/Dodge 97

12. Joe in Novaraid Melee 44/Short 67/Long 0/Dodge 107

13. Volcano in S-Orcus Melee 47/Short 84/Long 0/Dodge 115

------------------------------------------------------------------------------
Fort Monus, O.C.U. Scenario Max Bet: 3000
------------------------------------------------------------------------------

Access: Mission 16 to Mission 19 (1st time)

Special: Ralph in Cancer Melee 102/Short 12/Long 72/Dodge 123

1. Brian in Wildgoat Melee 0/Short 156/Long 0/Dodge 135

2. Rocky in Arpeggio Melee 69/Short 54/Long 90/Dodge 126

3. Ford in Zinc Melee 0/Short 152/Long 0/Dodge 117

4. Snowbird in Blizzaia Melee 66/Short 81/Long 0/Dodge 136

5. Smoker in Prosion Melee 44/Short 80/Long 108/Dodge 115

6. Fork in Type 67 Melee 0/Short 151/Long 66/Dodge 108

7. Marty in Ratmount Melee 88/Short 60/Long 78/Dodge 140

8. Fox in Orgel Melee 0/Short 140/Long 0/Dodge 109

9. Orden in Zeroa Melee 0/Short 120/Long 0/Dodge 123

10. Bringer in Blizzaia 2 Melee 74/Short 124/Long 153/Dodge 148

11. Joe in Perzea Melee 0/Short 169/Long 0/Dodge 137

12. Volcano in Type 67C Melee 0/Short 120/Long 0/Dodge 138

------------------------------------------------------------------------------
Fort Monus, O.C.U. Scenario Max Bet: 3000
------------------------------------------------------------------------------

Access: Mission 19 to end-game (2nd time)

1. Orden in Indos Melee 0/Short 102/Long 0/Dodge 112

2. Bringer in Stork Mk.IV Melee 58/Short 0/Long 89/Dodge 97

3. Joe in Novaraid Melee 44/Short 67/Long 0/Dodge 107

4. Volcano in S-Orcus Melee 47/Short 84/Long 0/Dodge 115


5. Blue Eye in Frost Melee 79/Short 0/Long 0/Dodge 101

6. Longbow in Prisomare Melee 0/Short 91/Long 0/Dodge 104

7. Larry in Type 65 Melee 0/Short 288/Long 0/Dodge 102

8. Brian in Wildgoat Melee 0/Short 156/Long 0/Dodge 135

9. Rocky in Arpeggio Melee 69/Short 54/Long 90/Dodge 126

10. Ford in Zinc Melee 0/Short 152/Long 0/Dodge 117

11. Snowbird in Blizzaia Melee 66/Short 81/Long 0/Dodge 136

12. Smoker in Prosion Melee 44/Short 80/Long 108/Dodge 115

13. Fork in Type 67 Melee 0/Short 151/Long 66/Dodge 108

14. Marty in Ratmount Melee 88/Short 60/Long 78/Dodge 140

15. Fox in Orgel Melee 0/Short 140/Long 0/Dodge 109

------------------------------------------------------------------------------
Soleit, O.C.U. Scenario Max Bet: 5000
------------------------------------------------------------------------------

1. Rocky in Arpeggio Melee 69/Short 54/Long 90/Dodge 126

2. Ford in Zinc Melee 0/Short 152/Long 0/Dodge 117

3. Snowbird in Blizzaia Melee 66/Short 81/Long 0/Dodge 136

4. Smoker in Prosion Melee 44/Short 80/Long 108/Dodge 115

5. Fork in Type 67 Melee 0/Short 151/Long 66/Dodge 108

6. Marty in Ratmount Melee 88/Short 60/Long 78/Dodge 140

7. Fox in Orgel Melee 0/Short 140/Long 0/Dodge 109

8. Orden in Zeroa Melee 0/Short 120/Long 0/Dodge 123

9. Bringer in Blizzaia 2 Melee 74/Short 124/Long 153/Dodge 148

10. Joe in Perzea Melee 0/Short 169/Long 0/Dodge 137

11. Volcano in Type 67C Melee 0/Short 120/Long 0/Dodge 138

12. Blue Eye in Flugel Melee 0/Short 121/Long 0/Dodge 148

------------------------------------------------------------------------------
Rupidis, O.C.U. Scenario Max Bet: 5000
------------------------------------------------------------------------------

1. Marty in Ratmount Melee 88/Short 60/Long 78/Dodge 140

2. Fox in Orgel Melee 0/Short 140/Long 0/Dodge 109


3. Orden in Zeroa Melee 0/Short 120/Long 0/Dodge 123

4. Bringer in Blizzaia 2 Melee 74/Short 124/Long 153/Dodge 148

5. Joe in Perzea Melee 0/Short 169/Long 0/Dodge 137

6. Volcano in Type 67C Melee 0/Short 120/Long 0/Dodge 138

7. Blue Eye in Flugel Melee 0/Short 121/Long 0/Dodge 148

8. Longbow in Type 103 Melee 88/Short 0/Long 129/Dodge 139

9. Larry in Blizzaia 2 Melee 109/Short 0/Long 90/Dodge 139

10. Brian in Korl Melee 35/Short 145/Long 0/Dodge 115

11. Rocky in Zora 3A Melee 0/Short 336/Long 0/Dodge 63

12. Ford in Flugel Melee 106/Short 109/Long 126/Dodge 128

13. Mobbs in Pegase Melee 142/Short 0/Long 162/Dodge 155

------------------------------------------------------------------------------
Fort Monus, U.C.S. Scenario Max Bet: 3000
------------------------------------------------------------------------------

Access: Mission 3 to Mission 14 (1st time)

1. Rudensky in Gust Melee 0/Short 9/Long 0/Dodge 18

2. Jorg in Calm Melee 30/Short 0/Long 30/Dodge 24

3. Alexander in Tendus Melee 34/Short 0/Long 0/Dodge 26

4. Werewolf in Zora 3A Melee 7/Short 6/Long 0/Dodge 25

5. Adam in Pabotte Melee 9/Short 16/Long 7/Dodge 30

6. Jimmy in Zenith Melee 14/Short 0/Long 24/Dodge 34

7. The Breaker in Giza Melee 25/Short 0/Long 22/Dodge 33

8. Jango in Vapor Melee 0/Short 24/Long 0/Dodge 43

9. Charly in Zigle 6B Melee 62/Short 0/Long 0/Dodge 48

10. Ford in Pabotte II Melee 35/Short 36/Long 0/Dodge 45

11. Snowbird in Galbo SV Melee 0/Short 78/Long 0/Dodge 54

12. Smoker in Husky Mk.IV Melee 16/Short 23/Long 45/Dodge 58

13. Fork in Gein Melee 25/Short 0/Long 54/Dodge 55

14. Mobbs in Zigle 11A Melee 0/Short 244/Long 0/Dodge 65

15. Kenny in Galbo MRX Melee 36/Short 0/Long 63/Dodge 59

------------------------------------------------------------------------------
Freedom City, U.C.S. Scenario Max Bet: 3000
------------------------------------------------------------------------------

Access: Mission 9 to Mission 13 (1st time)

1. Alexander in Tendus Melee 34/Short 0/Long 0/Dodge 26

2. Werewolf in Zora 3A Melee 7/Short 6/Long 0/Dodge 25

3. Adam in Pabotte Melee 9/Short 16/Long 7/Dodge 30

4. Demon V in Galbo Melee 36/Short 0/Long 0/Dodge 42

5. Jimmy in Zenith Melee 14/Short 0/Long 24/Dodge 34

6. The Breaker in Giza Melee 25/Short 0/Long 22/Dodge 33

7. Rich in Husky Mk.III Melee 11/Short 32/Long 9/Dodge 38

8. Jango in Vapor Melee 0/Short 24/Long 0/Dodge 43

9. Charly in Zigle 6B Melee 62/Short 0/Long 0/Dodge 48

10. Kenny in Pabotte II Melee 13/Short 24/Long 0/Dodge 43

11. Snowbird in Galbo SV Melee 0/Short 70/Long 0/Dodge 54

12. Smoker in Husky Mk.IV Melee 16/Short 23/Long 45/Dodge 58

------------------------------------------------------------------------------
Freedom City, U.C.S. Scenario Max Bet: 1000
------------------------------------------------------------------------------

Access: Mission 13 to end-game (2nd time)

1. Charly in Zigle 11A Melee 0/Short 54/Long 0/Dodge 55

2. Kenny in Galbo MRX Melee 36/Short 0/Long 63/Dodge 59

3. Snowbird in Genem Melee 21/Short 62/Long 0/Dodge 65

4. Smoker in Crabesant Melee 19/Short 34/Long 0/Dodge 67

5. Fork in Groppe Melee 0/Short 54/Long 0/Dodge 61

6. Fork in Moth VR.5 Melee 34/Short 0/Long 81/Dodge 66

7. Werewolf in Bizant Melee 0/Short 30/Long 0/Dodge 67

8. Adam in Avenir Melee 24/Short 24/Long 0/Dodge 68

9. Jimmy in Stork Melee 24/Short 54/Long 0/Dodge 67

10. Demon V in Zearaid Melee 0/Short 68/Long 0/Dodge 77

11. The Breaker in Orcus Melee 30/Short 19/Long 0/Dodge 65

12. Rich in Crabesant 2 Melee 0/Short 48/Long 0/Dodge 71


------------------------------------------------------------------------------
Fort Monus, U.C.S. Scenario Max Bet: 2000
------------------------------------------------------------------------------

Access: Mission 14 to Mission 18 (2nd time)

1. Charly in Zigle 11A Melee 0/Short 54/Long 0/Dodge 55

2. Snowbird in Genem Melee 21/Short 62/Long 10/Dodge 65

3. Fork in Groppe Melee 0/Short 54/Long 0/Dodge 61

4. Werewolf in Bizant Melee 0/Short 30/Long 0/Dodge 67

5. Jimmy in Stork Melee 24/Short 54/Long 0/Dodge 67

6. The Breaker in Orcus Melee 30/Short 19/Long 0/Dodge 65

7. Jango in Peregrine Melee 28/Short 39/Long 0/Dodge 100

8. Charly in Zikade Melee 0/Short 58/Long 0/Dodge 74

9. Snowbird in Varsa Melee 45/Short 0/Long 0/Dodge 92

10. Fork in Orcus II Melee 0/Short 153/Long 51/Dodge 80

11. Fox in Cicada II Melee 32/Short 100/Long 0/Dodge 102

12. Orden in Indos Melee 0/Short 102/Long 0/Dodge 112

------------------------------------------------------------------------------
Grey Rock, U.C.S. Scenario Max Bet: 1000
------------------------------------------------------------------------------

Access: Mission 18 to end-game

1. Marty in Ratmount Melee 88/Short 60/Long 78/Dodge 140

2. Fox in Orgel Melee 0/Short 140/Long 0/Dodge 109

3. Orden in Zeroa Melee 0/Short 120/Long 0/Dodge 123

4. Bringer in Blizzaia 2 Melee 74/Short 124/Long 153/Dodge 148

5. Joe in Perzea Melee 0/Short 169/Long 0/Dodge 137

6. Volcano in Type 67C Melee 0/Short 120/Long 0/Dodge 138

7. Blue Eye in Flugel Melee 0/Short 121/Long 0/Dodge 148

8. Longbow in Type 103 Melee 88/Short 0/Long 129/Dodge 139

9. Larry in Blizzaia 2 Melee 109/Short 0/Long 90/Dodge 139

10. Brian in Korl Melee 35/Short 145/Long 0/Dodge 115

11. Rocky in Zora 3A Melee 0/Short 336/Long 0/Dodge 63

12. Ford in Flugel Melee 106/Short 109/Long 126/Dodge 128


13. Mobbs in Pegase Melee 142/Short 0/Long 162/Dodge 155

------------------------------------------------------------------------------
Beltchka, U.C.S. Scenario Max Bet: 3000
------------------------------------------------------------------------------

Access: Mission 17 to end-game

1. Brian in Wildgoat Melee 0/Short 156/Long 0/Dodge 135

2. Rocky in Arpeggio Melee 69/Short 54/Long 90/Dodge 126

3. Ford in Zinc Melee 0/Short 152/Long 0/Dodge 117

4. Snowbird in Blizzaia Melee 66/Short 81/Long 0/Dodge 136

5. Smoker in Prosion Melee 44/Short 80/Long 108/Dodge 115

6. Fork in Type 67 Melee 0/Short 151/Long 66/Dodge 108

7. Marty in Ratmount Melee 88/Short 60/Long 78/Dodge 140

8. Fox in Orgel Melee 0/Short 140/Long 0/Dodge 109

9. Orden in Zeroa Melee 0/Short 120/Long 0/Dodge 123

10. Bringer in Blizzaia 2 Melee 74/Short 124/Long 153/Dodge 148

11. Joe in Perzea Melee 0/Short 169/Long 0/Dodge 137

12. Volcano in Type 67C Melee 0/Short 120/Long 0/Dodge 138

13. Blue Eye in Flugel Melee 0/Short 121/Long 0/Dodge 148

------------------------------------------------------------------------------
Fort Monus, U.C.S. Scenario Max Bet: 5000
------------------------------------------------------------------------------

Access: Mission 18 to end-game (3rd time)

1. Rocky in Arpeggio Melee 69/Short 54/Long 90/Dodge 126

2. Ford in Zinc Melee 0/Short 152/Long 0/Dodge 117

3. Snowbird in Blizzaia Melee 66/Short 81/Long 0/Dodge 136

4. Smoker in Prosion Melee 44/Short 80/Long 108/Dodge 115

5. Fork in Type 67 Melee 0/Short 151/Long 66/Dodge 108

6. Marty in Ratmount Melee 88/Short 60/Long 78/Dodge 140

7. Fox in Orgel Melee 0/Short 140/Long 0/Dodge 109

8. Orden in Zeroa Melee 0/Short 120/Long 0/Dodge 123

9. Bringer in Blizzaia 2 Melee 74/Short 124/Long 153/Dodge 148


10. Joe in Perzea Melee 0/Short 169/Long 0/Dodge 137

11. Volcano in Type 67C Melee 0/Short 120/Long 0/Dodge 138

12. Blue Eye in Flugel Melee 0/Short 121/Long 0/Dodge 148

------------------------------------------------------------------------------
Soleit, U.C.S. Scenario Max Bet: 5000
------------------------------------------------------------------------------

Access: Mission 19 to end-game

1. Marty in Ratmount Melee 88/Short 60/Long 78/Dodge 140

2. Fox in Orgel Melee 0/Short 140/Long 0/Dodge 109

3. Orden in Zeroa Melee 0/Short 120/Long 0/Dodge 123

4. Bringer in Blizzaia 2 Melee 74/Short 124/Long 153/Dodge 148

5. Joe in Perzea Melee 0/Short 169/Long 0/Dodge 137

6. Volcano in Type 67C Melee 0/Short 120/Long 0/Dodge 138

7. Blue Eye in Flugel Melee 0/Short 121/Long 0/Dodge 148

8. Longbow in Type 103 Melee 88/Short 0/Long 129/Dodge 139

9. Larry in Blizzaia 2 Melee 109/Short 0/Long 90/Dodge 139

10. Brian in Korl Melee 35/Short 145/Long 0/Dodge 115

11. Rocky in Zora 3A Melee 0/Short 336/Long 0/Dodge 63

12. Ford in Flugel Melee 106/Short 109/Long 126/Dodge 128

13. Mobbs in Pegase Melee 142/Short 0/Long 162/Dodge 155

------------------------------------------------------------------------------
6. SECRETS [SECR]
------------------------------------------------------------------------------

PILOT SCOUTING
--------------

In the original O.C.U. scenario, there are a total of 18 pilots (including


Peewie) that can be used in mission play. While most of the pilots will join
as you progress further into the game, there are six who will not. These are
optional pilots that can you scout and recruit during the game. These pilots
can be recruited at any given time, even by the time of the final mission on
the O.C.U. scenario!

While the scouting conditions for these pilots has already been mentioned in
the walkthrough above, here's a quick list of them:

------------------------------------------------------------------------------
Name Requirement
------------------------------------------------------------------------------
Paul C. Greiber Talk to him at the Grey Rock Bar after Mission 5.
Alder Weiss Defeat him at the Menasa Arena after Mission 5.
Gregorio Maias Defeat him at the Freedom Arena after Mission 8.
Bobby Hopkins Defeat Porunga at Peseta City after Mission 11.
Porunga Defeat Porunga at Peseta City after Mission 11.
Ralph Dian Defeat him at the Fort Monus Arena after Mission 16.

Notes:

Paul's requirement is simple: just visit him at the Grey Rock Bar. In the
event you decline Paul's offer to join the Canyon Crows, you can still
recruit him. Just talk to him at the Grey Rock Bar whenever you want to do
this.

For Alder, head to the Grey Rock Bar and talk to Herbert. Next, head for
Menasa and talk to Alder at the Menasa Bar. Attempt to recruit him and then
he will challenge you to an Arena match. Only Royd can fight Alder. Alder
will join you once you have defeated him. In the event that Royd loses the
Arena match, you can still recruit him. Simply go back to the Menasa Arena
and the match against Alder will begin again.

For Gregorio, a scene and an Arena match will commence the first time you
enter the Freedom Arena. The Announcer will ask you if you want to challenge
Gregorio when the match ends. In the event you decline the offer, you can
still recruit him. Whenever you return to the Freedom Arena, simply select
Gregorio as an Arena opponent and defeat him.

For Bobby and Porunga, right after completing Mission 11, head to Peseta
City. Visit the Military Ward and once you exit, watch an event scene between
two wanzers. Choose to stop the fight and you will be up against Porunga.
Defeat Porunga to get him and Bobby to join the Canyon Crows. In the event
that you decline to intervene in the fight or lose the fight, you can still
recruit them. To do this, exit Peseta City and then re-enter it from the
world map. Once you re-enter Peseta City, the fight between Bobby and Porunga
will happen again.

For Ralph, all you have to do is offer him a chance to join the Canyon Crows
upon beating him. In the event that you don't give Ralph the offer, you can
still recruit him. Simply return to the Fort Monus Arena and defeat Ralph,
and then you will be able to offer him a chance to join the Canyon Crows.

EXP FARMING
-----------

Looking for ways to amass large amounts of EXP without having to go through
New Game+ over and over again? Fear not, there are quite a number of methods
to farming EXP in missions. The following are the best methods of EXP farming
on both scenarios:

1. Supply Trucks. Whenever an enemy loses a part, they will almost always
retreat to a supply truck. The supply truck restores the destroyed part at
just 1 HP. Due to the fact that destroying parts results in a large boost in
EXP, this method is effective and quick. It works best if your units have the
skill Duel or Guide to ensure any enemies are not destroyed by accident.

2. Duel and Guide. These two skills are great for taking out enemy units by
simply destroying the Body. However, you can use these skills to get more EXP
by disabling the Arms and Legs of an enemy before aiming at their Body. This
is a safe method of gaining EXP and preventing enemies from dealing damage at
the same time.
3. Multi-hit Weapons. Destroying a part yields a good EXP boost, but being
able to take off more than one yields extra EXP. An enemy that yields around
100 EXP per part may give as much as 600 EXP if all parts are destroyed at
the same time. Obviously, this is best when an enemy is weakened or later in
the game where Job proficiencies are high.

4. Ziege and Dragon Fang. These two weapons grant a tremendous amount of EXP
for every attack, even during a miss. Ziege is the way to go for rapid EXP
gains in the Short class and likewise with Dragon Fang for the Melee class.
Ziege gives off 650 EXP and Dragon Fang gives off 450 EXP with each hit, even
when it misses. The catch? Ziege is only on the O.C.U. scenario and Dragon
Fang can be procured only on the second playthrough and above.

MONEY FARMING
-------------

Have problems with funds to pay for everyone's wanzers and whatnot? Fear not,
there is a solution to your problems! The best way to farm money is to win
Arena battles repeatedly. Winning lots of money at the Arena may take a while
but here are some methods on getting money quickly.

1. Find Arena combatants that use only weapons corresponding to one class. If
someone uses only Melee weapons, stick with Short weapons. If someone uses
Short weapons, stick with Long weapons. This makes winning much easier if you
get the first action on every turn.

2. Boost the Odds rate by equipping weaker gear. Basically, your chosen Arena
combatant should have a unit and weapon loadout weaker than the enemy's. This
increases your Odds rate in exchange for a higher chance of losing the match
and losing money.

3. Have the Duel and Guide skills. Just one of them is suffice enough for the
Arena and being able to destroy an enemy quickly is good news for you. If you
know the opposing combatant has a dangerous weapon, you can disable the Arm
that has it. Otherwise, aim for the Body at all times.

4. Defeat Rocky in Zora 3A. By the end of the game on both scenarios, you can
challenge the Arena combatant Rocky, who pilots a Zora 3A. Rocky is difficult,
but he has the highest Odds rate of any Arena combatant. As Rocky only uses
Short weapons, pick someone with Long weapons and you'll beat him easily.

USING MOBILE WEAPONS


--------------------

If you are bored of playing around with wanzers, you can also pilot mobile
weapons. While most of them cannot use skills due to having only a single
part, they are armed with some of the most powerful weaponry in the entire
game. Getting them requires beating secret missions and moving to specific
squares on the map mostly. Each scenario also rewards a mobile weapon upon
completing the said scenario. However, there will still be mobile weapons
that you cannot get in one playthrough. These are bought in Shops on a New
Game+ playthrough.

The following is a list of every useable mobile weapon on both scenarios:

Mobile Weapon Guide:

------------------------------------------------------------------------------
Mobile Weapon OCU UCS Shop
------------------------------------------------------------------------------
Prototype Clinton * * N
Clinton Type * ** Y
Gloster * * N
Seaking * * N
Algem * * N
Banyan * * N
Gavel * * N
Innova ** * Y
K.O.N.G. X-II ** * Y
Gigas ** * Y
T.C.K. Assault ** *** Y
Buren *** **** N

* - found or awarded in missions


** - must be purchased at the Shop/Hangar (New Game+ only)
*** - scenario completion bonus
**** - see the Front Mission Recurring Characters section

NEW GAME+
---------

New Game+ is basically restarting the game with everything retained in the
previous playthrough. Apart from the prospective of being able to plow every
enemy until the end of the game, you can get special parts that cannot be
accessed on the first playthrough. You can only access this mode as long as
you have a clear save file. If you do not, New Game+ cannot be accessed.
Furthermore, you cannot switch to the other scenario for New Game+ no matter
what you do.

If you beat the U.C.S. scenario and made a clear save file, any further
playthroughs will only be for the U.C.S. scenario. Likewise, you cannot play
the U.C.S. scenario if the clear save file was made from the O.C.U. scenario.
The reason being is that both scenarios do not share any playable characters
and are structured different.

New Game+ retains the following data:

- Pilot Level
- Job Level
- Pilot Skills
- Parts
- Weapons
- Items
- Money

Obviously, beat the game once on either scenario to unlock this mode.

DIFFICULTY SETTINGS
-------------------

Upon beating the game once on either scenario, you can play through the game
on a different difficulty setting. The difficulty settings multiply HP by a
certain amount and also damage to a lesser extent. It is a bit of a lame
reward but if you want more of a challenge, by all means go ahead and do it!

Difficulty Settings Guide:


------------------------------------------------------------------------------
Multiplier (HP) Availability
------------------------------------------------------------------------------
0.5 Complete the game once.
1.0 Default game settings.
1.2 Complete the game once.
1.5 Complete the game two times.
2.0 Complete the game three times.
5.0 Complete the game four times.
10.0 Complete the game five times.

On a minor note, the difficulty settings apply to New Game and New Game+
playthroughs.

SOUND TEST
----------

Upon beating the game once on either scenario, the Sound Test is unlocked.
All of the game's 166 sound effects and music tracks can be listened to on
this mode. Hidenori Iwasaki, the go-to-person for Front Mission music today,
updated most of the original music tracks for the PS1 Front Mission 1st. He
also contributed new music tracks for the then-new U.C.S. scenario when the
PS1 version of Front Mission 1st was released in Japan. The original Front
Mission was composed by the talented Yoko Shimomura of Kingdom Hearts fame
and Noriko Matsueda, who wrote the entire soundtrack for Front Mission 2.

Data on the music tracks and their original composer will be detailed below.
Only one track, #38 Desert Storm, has no data. This track is nothing more
than an extended version of sound effects playing and looping. It does not
appear in any of the Original Soundtracks sold in Japan so it is a mystery as
to why it is there. Feel free to use some headphones to enjoy the quality of
the music without intereference from gameplay!

Music Track Guide:

------------------------------------------------------------------------------
Number Name Time OCU UCS Original Composer
------------------------------------------------------------------------------
01 Take the Offensive 0:54 * * Yoko Shimomura
02 Manifold Irons 1:26 * * Yoko Shimomura
03 Ominous 0:33 * * Noriko Matsueda
04 Rise to Action 0:25 * * Noriko Matsueda
05 Holistic Shot 0:23 * * Yoko Shimomura
06 Hard Drag 0:19 * * Yoko Shimomura
07 Bloody Temperature 0:48 * * Noriko Matsueda
08 Relative Thinking 0:49 * * Noriko Matsueda
09 Tension 0:35 * * Noriko Matsueda
10 Fear 0:44 * * Noriko Matsueda
11 Decline 0:37 * * Yoko Shimomura
12 The General Situation 0:55 * * Noriko Matsueda
13 Karen 2:28 * x Noriko Matsueda
14 Optical City 1:10 * * Noriko Matsueda
15 A Person Easily Elated 0:30 * * Noriko Matsueda
16 Military Government 0:33 * * Noriko Matsueda
17 Defeat 0:14 * * Noriko Matsueda
18 Advanced Guard 0:52 * * Yoko Shimomura
19 Coaxial Town 0:50 * * Yoko Shimomura
20 Destructive Logic 1:35 * * Yoko Shimomura
21 Shallow Twilight 0:52 * * Yoko Shimomura
22 Field Hospital 0:35 * * Yoko Shimomura
23 Terrible Density 0:54 * * Noriko Matsueda
24 Mad Pressure 0:33 * * Noriko Matsueda
25 Elegie 1:15 * * Yoko Shimomura
26 Mercenaries 0:53 * * Yoko Shimomura
27 Rage! Rage! Rage! 0:51 * * Yoko Shimomura
28 Win Back 0:09 * * Yoko Shimomura
29 Raise a Flag 0:09 * * Noriko Matsueda
30 Natalie 1:18 * x Noriko Matsueda
31 Force Stall 1:03 * * Noriko Matsueda
32 Arena 0:58 * * Yoko Shimomura
33 More and More 0:23 * * Yoko Shimomura
34 Martial Ecologist 0:39 * * Yoko Shimomura
35 Shop 0:42 * * Noriko Matsueda
36 Bar 1:12 * * Noriko Matsueda
37 The Evils of War 0:51 * * Yoko Shimomura
38 Desert Storm 2:39 * * Unknown
39 Setting Up 0:35 * * Yoko Shimomura
40 Within Living Memory 5:42 * x Noriko Matsueda
41 Next Resolution 2:06 * x Noriko Matsueda
42 A Minefield 1:26 * * Yoko Shimomura
43 Canyon Crow 0:53 * * Yoko Shimomura
44 Maria 1:26 x * Hidenori Iwasaki
45 Ending 6:20 x * Hidenori Iwasaki
46 Driscoll 0:57 x * Hidenori Iwasaki
47 Black Hounds 1:23 x * Hidenori Iwasaki
48 New Enemy Turn 1:03 x * Hidenori Iwasaki

FRONT MISSION RECURRING CHARACTERS


----------------------------------

For anyone who has played a previous Front Mission installment, you might be
surprised to find some familiar faces in both scenarios. Some of those faces
are even playable in the game! Anyways, here are the following characters
that make appearances in Front Mission 1st. If you are new to Front Mission
or have not played some of the games, spoilers will be mentioned for these
characters. You have been warned so only read what you want to know.

------------------------------------------------------------------------------
Glen Duval O.C.U. and U.C.S. Scenarios
------------------------------------------------------------------------------

Location:

Training Grounds (Tutorial)


Freedom City (Mission 8)
Fort Monus (Mission 16)
Fort Monus, Residential Area (Secret Mission 3)
Freedom City Bar (Mission 18)
Soleit Bar (Mission 21)
Wayne Mountains (U.C.S. Mission 15)

Time of Appearance: Tutorial to Mission 21, U.C.S. Mission 15


Alias: None
Appears in:

Front Mission 2089-II


Front Mission 2
Front Mission 5: Scars of the War
Playable: Yes
Description:

Glen Duval is one of the main characters in Front Mission 5: Scars of the
War, and is one of the secondary characters in Front Mission 2089-II and
Front Mission 2. Glen is part of the 48th Defense Unit with the O.C.U.
Ground Defense Force. His appearance in Front Mission 1st expands on his
duties within the O.C.U. military before and during the Second Huffman
Conflict.

In the game, Glen appears two times in the O.C.U. scenario apart from the
optional tutorial. After taking over Freedom City in Mission 8, go to the
Military Ward twice in Freedom City. Exit the Military Ward and there will be
a scene with Glen. The second time he appears is after the takeover of Fort
Monus in Mission 16. Go to the Military Ward twice in Fort Monus and exit the
place to see another scene with Glen. This also unlocks Secret Mission 3,
where Glen makes his final appearance before leaving.

In addition, there are three references made to Glen on both scenarios. One
reference is made after completing Mission 18 in the O.C.U. scenario. This
one takes place at the Freedom City Bar. The second one is at the Soleit Bar
after completing Mission 21 in the O.C.U. scenario. The final reference is in
the U.C.S. scenario and takes place after completing Mission 15. This one
takes place at Wayne Mountains.

During a wanzer training session, Royd meets his instructor Glen. Glen tells
Royd that he was assigned to train him specifically and he addresses him as
Lieutenant Clive. Royd tells Glen to call him by his first name since he has
served longer in the O.C.U. military. At the end of the session, Royd defeats
Glen and passes the test. For completing the training session, Glen promotes
Royd to Captain and tells him that he now leads his own reconnaissance squad.

After the recapture of Freedom City, Royd and Glen meet outside of the
Military Ward. While Glen initially does not respond to Royd, he asks him if
he leads a group of mercenaries now. Glen apologizes to Royd since he has a
tendency to forget things. Now a First Sergeant, Glen tells Royd that Karen
was to serve under his command. Glen sends his condolences about Karen to
Royd, who thanks him.

After the fall of Fort Monus, Royd and Glen, now a Lieutenant, meet once
again outside of the Military Ward. When Royd asks him how he has fared, Glen
stays silent. Glen later says that he does not know who Royd is. A mechanic
tells Glen that his wanzer is ready to go and he leaves for a mission.
Following Glen, Royd and the Canyon Crows head to a residential area in Fort
Monus. Glen tells a fellow soldier that they have "code green to eradicate"
and to "kill them all". Demonstrating an inhuman level of piloting skill,
Glen effortlessly handles the enemies without taking a single hit.

During the battle at the residential area, Glen detects enemies in the
Eastern district of the city and leaves. Royd wonders how Glen changed so
radically in a short period of time. Some time after the end of the Second
Huffman Conflict, Royd talks with a man called Kira at the Freedom City Bar.
Kira says that he saw a "bright blue Zenith" in the city recently, wondering
who would pilot such a wanzer. Some time after the end of the war, a man
named Efil talks about a blue Zenith that was "ripping the defense troops
apart" during combat.

In the U.C.S. scenario, shortly after the fall of Freedom City in the Wayne
Mountains, a Mechanic claims that there was an O.C.U. sniper with ungodly
skill. This sniper is supposedly using a "blue Zenith" that is likely a new
model that no one has seen.

------------------------------------------------------------------------------
Ernest Miller U.C.S. Scenario
------------------------------------------------------------------------------

Location:

Guerrilla Camp

Time of Appearance: End-game


Alias: Commander Miller
Appears in:

Front Mission Online

Playable: No
Description:

Ernest Miller is one of the main characters in Front Mission Online. Ernest
is an officer involved with the Border Patrol Force on Huffman Island. His
appearance in Front Mission 1st expands on his promotion as the commanding
officer of the Border Patrol Force in its entirety.

In the game, Ernest appears only once in the U.C.S. scenario. After the
U.C.S. scenario epilogue ends, a scene with him will play out before Secret
Mission 5 begins at the Guerrilla Camp.

Upon arriving at the Guerrilla Camp, Kevin Greenfield warns the guerrillas to
leave or face the consequences. Just realizing that Kevin and his platoon are
in the area, Ernest contacts him. He warns the lieutenant that they do not
have jurisdiction over the area and tells the platoon to retreat immediately.

------------------------------------------------------------------------------
Darril Traubel U.C.S. Scenario
------------------------------------------------------------------------------

Location:

Guerrilla Camp

Time of Appearance: End-game


Alias: None
Appears in:

Front Mission Online


Front Mission 4
Front Mission 5: Scars of the War

Playable: Yes
Description:

Darril Traubel is the male protagonist in Front Mission 4, and is one of the
secondary characters in Front Mission Online and Front Mission 5: Scars of
the War. Darril is a Sergeant posted to the 332nd Mobile Company, but was a
former Captain with the Army division. His appearance in Front Mission 1st
expands on his duties as a Captain before being demoted to Sergeant, as well
as his connections to Billy Renges.

In the game, Darril appears only twice in the U.C.S. scenario. The first time
he appears is during a short scene in the U.C.S. scenario's epilogue. Darril
appears for a second time during Secret Mission 5. This is unlocked upon the
completion of the U.C.S. scenario on the second playthrough and higher.

During his time in a peacekeeping unit, Darril meets the new squad leader
Kevin. Kevin's methodology in regards to fighting interests Darril, stating
that he does not act like most officers. Darril shares this information with
Billy before boarding a transport plane. After the elimination of a guerrilla
camp at an undisclosed location, Darril and Billy share more thoughts about
Kevin. Darril doesn't care if Kevin breaks a few rules as it beats "going by
the book". With that said, Darril doesn't want to relive Huffman in terms of
civilians dying while the armies did nothing to protect them.

If Darril's unit is destroyed in battle, he makes a remark that he should


have taken a vacation to Venezuela.

------------------------------------------------------------------------------
Billy Renges U.C.S. Scenario
------------------------------------------------------------------------------

Location:

Guerrilla Camp

Time of Appearance: End-game


Alias: None
Appears in:

Front Mission Online


Front Mission 4
Front Mission 5: Scars of the War

Playable: Yes
Description:

Billy Renges is one of the main characters in Front Mission 4, and is one of
the secondary characters in Front Mission Online and Front Mission 5: Scars
of the War. Billy is a Corporal posted to the 332nd Mobile Company. His
appearance in Front Mission 1st expands on his duties as a Corporal, as well
as his connections to Darril Traubel and Phillip Chaeffer.

In the game, Billy appears only twice in the U.C.S. scenario. The first time
he appears is during a short scene in the U.C.S. scenario's epilogue. Billy
appears for a second time during Secret Mission 5. Basically, he appears in
the same scenes as Darril does.

While serving in the same peacekeeeping unit as Darril, Billy meets Kevin and
feels that he is learning to like him. After the elimination of a guerrilla
camp at an undisclosed location, Billy shares his thoughts on how Kevin acts.
Billy takes note of the fact that their "squad leader might've skipped a few
classes in Officer School." After Darril shares his own opinions about Kevin,
Billy thinks that the two of them won't "be bored anytime soon".

If Billy's unit is destroyed in battle, he makes a remark that a certain


Schaeffer messed with his control settings. Billy promises to "kick his butt"
when the unit returns to base.
------------------------------------------------------------------------------
Griff Burnam O.C.U. Scenario
------------------------------------------------------------------------------

Location:

Freedom City Bar

Time of Appearance: Mission 16 to Mission 18


Alias: Griff (Freedom City Bar)
Appears in:

Front Mission Online


Front Mission 2

Playable: No
Description:

Griff Burnam is one of the main characters in Front Mission 2, and is one of
the secondary characters in Front Mission Online. Griff is part of the 41st
Mobile Battalion, "Muddy Otters", in the O.C.U. Maritime Defense Force. His
appearance in Front Mission 1st expands on his duties prior to switching to
the Maritime Defense Force branch in the O.C.U. military.

In the game, Griff appears only once in the O.C.U. scenario. After capturing
Fort Monus in Mission 16, return to the Freedom City Bar. Griff will stay at
the Bar until the Second Huffman Conflict ends upon completing Mission 18.

At the Freedom City Bar, Griff was sent to help bring soldiers out of Huffman
and back to the mainland. Griff tells Royd how the O.C.U. military does not
want to leave Huffman yet, which somewhat disappoints him. Griff wonders how
long the O.C.U. military will make him wait to complete his task. After the
Second Huffman Conflict ends, Griff leaves the Freedom City Bar and
presumably completes his mission assignment.

------------------------------------------------------------------------------
Walter Feng O.C.U. and U.C.S. Scenarios
------------------------------------------------------------------------------

Location:

Freedom Forward Base (Mission 8)


Training Grounds (O.C.U. Tutorial)
Freedom City (O.C.U. Mission 8)

Time of Appearance: Mission 8, O.C.U. Tutorial to Mission 8


Alias: None
Appears in:

Front Mission Online


Front Mission 2
Front Mission 5: Scars of the War

Playable: No
Description:

Walter Feng is the male protagonist of Front Mission 5: Scars of the War,
and is one of the secondary characters in Front Mission Online and Front
Mission 2. Walter has quite the impressive military career working up the
military chain of command: the 214th Mobile Company, 11th Special Armored
Regiment "Strike Wyverns", and the SOCOM Armored Detachment "Barghest". His
appearance in Front Mission 1st expands on his first mission under the 214th
Mobile Company, as well as his connections to Randy O'Neill.

In the game, Walter appears only once in the U.C.S. scenario. After clearing
the defenses at Freedom City in Mission 8, head to the Freedom Forward Base.
A scene with Walter will play out upon getting to the Freedom Forward Base.
In addition, there are two references made to Walter on the O.C.U. scenarios.
One reference is made during the optional tutorial. The second one is appears
after taking over Freedom City in Mission 8 of the O.C.U. scenario.

At the entrance of the Freedom Forward Base, Walter meets with Kevin, Johnny,
and Matthew shortly after they met with Randy. Walter scolds Randy for not
looking prepared in front of others and tells him to get ready for their
first mission. Johnny likes what he sees in Walter and Randy, thinking that
the two will become fine pilots someday.

In the O.C.U. scenario, after defeating Glen to complete the wanzer training
session, Royd asks him why he held back. Glen reveals that he was purposely
holding back as Royd reminded him of a childhood friend who was now a member
of the U.C.S. military. Glen also tells Royd that he and his friend grew up
on Huffman Island, before the hatred between the O.C.U. and the U.C.S. flared
up.

After the recapture of Freedom City and meeting Glen once again, Royd asks
him what he would do if he faced his friend "on the other side" in combat.
Glen doesn't respond initially, but eventually tells Royd that he would shoot
him "if he tries to shoot me". Glen rationalizes this as simply being "war's
war".

------------------------------------------------------------------------------
Hector Reynolds U.C.S. Scenario
------------------------------------------------------------------------------

Location:

Fort Monus Bar (Mission 2, Mission 8, Mission 18)

Time of Appearance: Mission 2 to Mission 18


Alias: Hector the Zonked (Fort Monus Bar)
Appears in:

Front Mission 2
Front Mission 5: Scars of the War

Playable: No
Description:

Hector Reynolds is one of the main characters in Front Mission 5: Scars of


the War, and is one of the secondary characters in Front Mission 2. Hector is
the commanding officer of the SOCOM Armored Detachment, "Barghest". His
appearance in Front Mission 1st expands on his connections to Lynn Wenright
and on why his outfit is not assigned to general military tasks.

In the game, Hector appears three times in the U.C.S. scenario. All of his
appearances are at the Fort Monus Bar. The first time you can interact with
him is before meeting with an undercover agent at Mail River in Mission 3.
The second time you can interact with him is after clearing the defenses at
Freedom City in Mission 8. The third and final time you can interact with him
is after reuniting with Halle and Ghetta after Mission 18. This interaction
is only available if you talked to Hector previously. You will also get the
Buren at same time as well.

At the Fort Monus Bar, Hector is drinking and wondering why his unit hasn't
been deployed to combat. He tells Kevin that his unit has been on Huffman for
weeks but they have done nothing since arriving. Some time later, Kevin
visits Hector again at the Fort Monus Bar. Hector feels glad that there are
enough military units fighting on the frontlines and he doesn't mind doing
nothing. Looking for drinks, Hector asks Kevin if he would buy him one the
next time they meet.

Shortly after Kevin is released from prison, he visits the Fort Monus Bar
again. When he asks for Hector, the Bartender wonders if he is a friend of
Hector. The Bartender gives Kevin the keys to a vehicle that Hector wanted to
give to him. The reason behind this is that Hector prefers "not to bring a
neutron bomb to a knife fight..." or whatever that means according to the
Bartender.

------------------------------------------------------------------------------
Phillip Chaeffer U.C.S. Scenario
------------------------------------------------------------------------------

Location:

Guerrilla Camp

Time of Appearance: End-game


Alias: None
Appears in:

Front Mission 4

Playable: No
Description:

Phillip Chaeffer is one of the main characters in Front Mission 4. Phillip is


a Private posted to the 332nd Mobile Company. His appearance in Front Mission
1st expands on his duties as a Private, as well as his connections to Billy
Renges.

In the game, Phillip actually doesn't make an appearance in the U.C.S.


scenario. Rather, he appears indirectly through references from Billy himself.
Billy makes references to Phillip during Secret Mission 5.

When Billy's wanzer is destroyed during combat, he wonders if Chaeffer messed


around with his control settings. Consequently, Billy promises to "kick his
butt" when he returns back to base.

------------------------------------------------------------------------------
Lynn Wenright U.C.S. Scenario
------------------------------------------------------------------------------

Location:

Fort Monus Bar


Time of Appearance: Mission 2
Alias: None
Appears in:

Front Mission 5: Scars of the War

Playable: No
Description:

Lynn is the female protagonist of Front Mission 5: Scars of the War. Lynn is
a Lieutenant Colonel and the commanding officer of the 11th Special Armored
Regiment "Strike Wyverns". Her appearance in Front Mission 1st expands on her
connections to Hector Reynolds and the Barghest.

In the game, Lynn actually doesn't make an appearance in the U.C.S. scenario.
Rather, she appears indirectly through references from Hector himself. Hector
makes references to Lynn at the Fort Monus Bar after Mission 2.

At the Fort Monus Bar, Hector rants about a female subordinate who drives him
crazy. Despite his rants about her need to question every decision he makes,
Hector believes that she will become a fine officer some day.

------------------------------------------------------------------------------
Randy O'Neill U.C.S. Scenario
------------------------------------------------------------------------------

Location:

Freedom Forward Base

Time of Appearance: Mission 8


Alias: None
Appears in:

Front Mission 5: Scars of the War

Playable: No
Description:

Randy O'Neill is one of the main characters in Front Mission 5: Scars of the
War. Randy is a Technical Sergeant under the 214th Mobile Company in Front
Mission 5: Scars of the War. His appearance in Front Mission 1st expands on
his first mission under the 214th Mobile Company, as well as his connections
to Walter Feng.

In the game, Randy appears only once in the U.C.S. scenario. After clearing
the defenses at Freedom City in Mission 8, head to the Freedom Forward Base.
Randy appears in the same scene that Walter does upon getting to the Freedom
Forward Base.

At the entrance of the Freedom Forward Base, Randy meets with Kevin, Johnny,
and Matthew. Kevin gives Randy some advice on how to succeed in the army and
not to take any mission lightly. Kevin's warnings somewhat scare Randy, who
is reminded by Walter to prepare for their first mission. After Walter and
Randy leave, Matthew thinks back to the past when all three were new recruits
like Randy. Matthew thinks that Randy reminds him of himself and Kevin agrees
with Matthew, with the exception of Randy being taller.

------------------------------------------------------------------------------
Morgan Bernard U.C.S. Scenario
------------------------------------------------------------------------------

Location:

Sakata Industries Facilities

Time of Appearance: Mission 9


Alias: Morgan, Soldier
Appears in:

Front Mission 5: Scars of the War

Playable: Yes
Description:

Morgan Bernard is one of the main characters in Front Mission 5: Scars of the
War. Morgan is a man of mystery, one that stays cloaked from the prying eyes
of the world. His appearance in Front Mission 1st expands on his "behind the
scenes" work...

In the game, Morgan appears only once in the U.C.S. scenario. After taking
over Freedom City Hall in Mission 8, talk to Stewart at the Command Room to
unlock Secret Mission 2. Before leaving Freedom, return to the Command Room.
Upon leaving the building for the second time, Secret Mission 3 will become
available. It is in this secret mission that Morgan makes his appearance...

Sometime during the defense of one of Sakata Industries' facilities, a supply


truck driven by a soldier comes under fire. Upon its destruction, the soldier
says that dying doesn't matter now that "the seed of destruction has already
been sown"...

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7. CREDITS [CRED]
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Thanks to:

- GameFAQs obviously
- Front Mission: World Historica book for part wording and such
- Square Enix for the Front Mission series

This FAQ copyright 2012 to Angelo Pineda. Redistribution in any form,


including reprinting in electronic or print media, without express permission
of the author is strictly forbidden.

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