Front Mission 2089: Border of Madness (Import) Beginner Guide Final - LegaiaRules
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Front Mission 2089: Border of Madness (Import) Beginner Guide Final

by LegaiaRules   Updated on
FRONT MISSION 2089: BORDER OF MADNESS
BEGINNER'S GUIDE
VERSION FINAL(2.00)
By Angelo Pineda(rpger77@yahoo.ca)

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

7-12-2012 - Added Front Mission History, Front Mission Products, and Front
Mission 2089 Changes sections.
26-11-2012 - Minor clean-up.
7-11-2012 - Minor clean-up, renamed Terrain Effects to Geo Effect, and
fleshed out some game mechanics.
12-6-2012 - Minor clean-up.
9-6-2012 - Minor corrections made. Guide complete.
28-6-2010 - Beginner's Guide done. Will update material and do grammar fixes
when they're found.

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

------------------------------------------------------------------------------
Sections							Search Codes
------------------------------------------------------------------------------
1. INTRODUCTION							[INTR]
------------------------------------------------------------------------------
Front Mission History						[FHIS]
Front Mission Products						[FMPR]
Front Mission 2089 Changes					[F289]
------------------------------------------------------------------------------
2. BASICS							[BASE]
------------------------------------------------------------------------------
Game Flow							[GAME]
Mission Play							[MISS]
Intermissions							[INMS]
Arena								[AREN]
Frequently Asked Questions(FAQ)					[TFAQ]
------------------------------------------------------------------------------
3. BATTLE SYSTEM						[BATT]
------------------------------------------------------------------------------
Battle Phases							[PHAS]
Wanzer Combat							[WCOM]
Wanzer Actions							[WACT]
Geo Effect							[GEOF]
Attack Types							[ATEL]
Job Types							[JTYP]
Weapon Types							[WTYP]
Frequently Asked Questions(FAQ)					[BFAQ]
------------------------------------------------------------------------------
4. WANZER SETUP							[WSET]
------------------------------------------------------------------------------
Wanzer Design							[WDES]
Wanzer Parameters						[WPAR]
Wanzer Types							[WANT]
Frequently Asked Questions(FAQ)					[WFAQ]
------------------------------------------------------------------------------
5. CREDITS							[CRED]
------------------------------------------------------------------------------

To quickly find the section you want, press Ctrl + F at the same time to 
access the Find options. If you want to access something, type in the word
in [] and the [] themselves. If you want to find the Credits, type in [CRED].

AUTHOR'S NOTE
-------------

I don't get the deal behind mobile phone games, but I sure am glad that the
Front Mission 2089 series got the port treatment! To those who are unfamiliar
with Front Mission, this guide will get you up to speed! Any Front Mission
is not easy to get into and they tend to be confusing for newcomers. Thus, I
decided to make this guide with the sole purpose of explaining how the
fundamentals of Front Mission work. 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!

------------------------------------------------------------------------------
1. INTRODUCTION							[INTR]
------------------------------------------------------------------------------

This is a beginner's guide to Front Mission 2089: Border of Madness, released
in Japan on the Nintendo DS. The guide will document the foundation and game
mechanics that are found inside the game. This will not document any material
pertaining to the game's missions and whatnot so please don't send any
questions to my e-mail address about that. Go to GameFAQs if you are looking
for walkthroughs of the game. This guide is written for those who have never
played Front Mission or this one in particular if you have already played
other Front Mission installments before.

------------------------------------------------------------------------------
FRONT MISSION HISTORY						[FHIS]
------------------------------------------------------------------------------

So what exactly is Front Mission? Well, it's a Square franchise that was
developed by series visionary and creator Toshiro Tsuchida. Although it was
technically developed outside of Square under Tsuchida's development studio,
G-Craft, it was their very first intellectual property (IP) that ventured
into the turn-based strategy genre. While it's often known for this style of
gameplay, this doesn't quite fit Front Mission. Just as much as it enjoys its
strategy and role-playing game (RPG) elements, Front Mission is also equally
known for experimentation through genre spin-offs. Even within the turn-based
strategy entries themselves, there are titles that focus more on the strategy
elements and others with very strong RPG elements. Counting the remakes, 13
video games have been released under the Front Mission banner.

There are two main types of Front Mission games: numbered entries which play
out as turn-based strategy games, and non-numbered entries which play out as
real-time action-based games. Numbered entries include Front Mission, Front
Mission 1st (the remake of Front Mission), Front Mission 2, Front Mission 3,
Front Mission 4, Front Mission 5: Scars of the War, Front Mission 2089, Front
Mission 2089-II, and Front Mission 2089: Border of Madness. The non-numbered
entries include Front Mission: Gun Hazard (side-scrolling shooter), Front
Mission Alternative (real-time strategy), Front Mission: Online (massively-
multiplayer online third-person shooter), and Front Mission Evolved (third-
person shooter).

Beyond the video games, Front Mission boasts an incredibly diverse media
presence that includes comics, films, novels, and even radio dramas. In fact,
it's worth noting that Front Mission actually started out away from the video
games themselves! Its non-video game media, especially its comics and novels,
have enjoyed levels of success comparable to the source material itself! As
such, the Front Mission franchise is incredibly popular in its home region of
Japan. Unfortunately, its overseas performance has been shockingly poor as
only four entries have been localized: Front Mission 1st (renamed as "Front
Mission" for the release), Front Mission 3, Front Mission 4, and lastly,
Front Mission Evolved. Much of this can be attributed to Square and Square
Enix's incredibly poor handling of the franchise overseas.

UNIQUE SELLING POINTS
---------------------

So, what defines Front Mission and sets it apart from similar offerings in
the turn-based strategy genre? For starters, Front Mission takes place in a
near-future Earth which greatly resembles modern-day life, as opposed to the
fantasy-based settings that prevail in games such as Fire Emblem or Ogre
Battle. As a result, stories and themes of Front Mission focus on real-life
issues that are prevalent in our societies and the world around us. Military,
political, and technological topics are commonplace, as is the presentation
of the characters. There are no real "good" or "bad" guys in Front Mission,
and the narratives never follow the typical save-the-world cliche. Instead,
Front Mission is a realistic, heartfelt drama revolving around mankind versus
itself.

The storyline of Front Mission also stands out for its unique storytelling
approach. Modeled and styled after serial dramas, Front Mission is one long,
continuous storyline. Although the video games contain standalone stories,
these interconnect with ones from other entries and tie back to a larger,
overarching storyline. Consequently, they show a very clear cause-and-effect
relationship as events from one game are an aftermath effect from a previous
one chronologically. This is accompanied by a large cast of over 70 recurring
characters who make multiple appearances in the entries. What makes this more
remarkable is how the storyline is not restricted to the video games alone.

As all of its media are linked to each other, Front Mission practices what is
known as "transmedia storytelling". In transmedia storytelling, all stories
from each medium come together to tell the greater whole. All media products
are considered canon, and their stories are usually penned by a core group of
writers. This notion of transmedia storytelling also applies to the spin-off
Front Mission: Gun Hazard and its related media, which are set in an alternate
universe. This means that Front Mission: Gun Hazard is not considered canon to
the main Front Mission universe.

When Toshiro Tsuchida envisioned Front Mission, he and his writers mapped out
a very elaborate main storyline that involved telling the stories beyond the
video game medium. Starting in 1994, this was made into a reality through a
comic series titled "Front Mission Zero", and a live-action movie of Front
Mission that was shown on television. These two set the foundation for the
main storyline, and began a trend of media lead-ins prior to the release of a
new Front Mission video game. After the original Front Mission was released
on the Super Famicom, it was followed up by a new comic series and a novel
which foreshadowed Front Mission 2. This practice continued until the release
of Front Mission 5: Scars of the War, the final planned entry of the grand
storyline.

Storyline aside, another major defining feature of Front Mission is its use
of mecha. The mecha of Front Mission is known as the Wanderpanzer (German for
"walking armor") or the wanzer. For the uninitiated, mecha is the term for a
bipedal robotic machine which is controlled by a human pilot. Most mecha are
unrealistic in terms of real-life applications in that they are portrayed as
all-powerful, one-man army machines. Wanzers, however, are more grounded in
realism in their design and they are assisted by other weapons platforms
despite being a versatile weapons platform themselves. The official term used
to classify a wanzer is WAP.

------------------------------------------------------------------------------
FRONT MISSION PRODUCTS						[FMPR]
------------------------------------------------------------------------------

For anyone who wants to dip into more Front Mission offerings, the following
is a quick summary of the major Front Mission products released. Most of them
are in Japan, so you will have to import most of these products:

MAIN SERIES GAMES
-----------------

Front Mission - Super Famicom and WonderSwan Color. The original Front Mission
is available only in Japan and can only be gotten by way of imports. It's
fairly easy to find in auction sites...or you could try the fan translation
route. The WonderSwan Color port is a much tougher find though.

Front Mission 1st - PlayStation and Nintendo DS. As mentioned above, this
remake of Front Mission stayed in Japan only. There's no point in getting the
PlayStation version as the Nintendo DS one contains more content to enjoy.

Front Mission 2 - PlayStation. Front Mission 2 is Japan-only so importing is
your best option. This is a rare find, even in auction sites, so consider
yourself a lucky one if you can get it.

Front Mission 3 - PlayStation. Front Mission 3 has been released overseas, 
but it is hard to find nowadays. Fortunately, this can now be found on the
PlayStation Network (PSN) Store for a reasonably cheap download.

Front Mission 4 - PlayStation 2. Front Mission 4 has been released overseas
and is fairly easy to find nowadays. Game retailers should still have a copy
or two lying around, at least online ones.

Front Mission 5: Scars of the War - PlayStation 2. Front Mission 5 was only
released in Japan, so you will need to import from an online retailer or buy
it from an auction site.

Front Mission 2089 - Mobile Phones. Front Mission 2089 was only released in
Japan as part of Front Mission Mobile. As Front Mission Mobile ended its
services on February 28, 2011, you have no chance of playing it anymore.

Front Mission 2089-II - Mobile Phones. Front Mission 2089-II was only
released in Japan as part of Front Mission Mobile. As Front Mission Mobile
ended its services on February 28, 2011, you have no chance of playing it
anymore.

Front Mission 2089: Border of Madness - Nintendo DS. This remake of Front
Mission 2089 was only released in Japan. It's a fairly easy find at online
retailers or auction sites.

SPIN-OFF GAMES
--------------

Front Mission: Gun Hazard - Super Famicom. Front Mission: Gun Hazard is a
Japan-only release, but there is a fan translation available on the Internet
if you're interested. This is the only non-canon entry of Front Mission.

Front Mission Alternative - PlayStation. Front Mission Alternative was never
released outside of Japan, so you will need to import. As with Front Mission
2, this is a rare find so search hard if you want to play this.

Front Mission Online - PlayStation 2, PC. Front Mission Online was only
released in Japan. It also requires signing up for Square Enix's PlayOnline
service. Front Mission Online ended its services on May 31, 2008, so you
have no chance of playing it anymore.

Front Mission Evolved - PlayStation 3, XBox 360, PC. The most recent Front
Mission title was released overseas and is readily available in retailers.
It's also quite cheap these days, so you have no reason not to buy it.

COMPILATIONS
------------

Front Mission History - PlayStation. This is a compilation that consists of
Front Mission 1st, Front Mission 2, and Front Mission 3. Front Mission 1st is
the PlayStation remake of the original, an enhanced Front Mission 2 with bug
fixes and a Quick Battle option, and an unchanged Front Mission 3. As with
most of the Front Mission products, it's only in Japan. Since this one had a
print run of just 20,000, this is arguably the rarest product out of the
video game line to get.

FILMS
-----

These live-action TV films are canon, expanded universe supplements to the
Front Mission and Gun Hazard storyline. All of them were released only in
Japan.

Front Mission
Front Mission Series: Gun Hazard

COMICS
------

These comic series are canon, expanded universe supplements to the Front
Mission and Gun Hazard storyline. All but Front Mission Dog Life & Dog Style
were released in Japan only. Front Mission Dog Life & Dog Style has been
released in Japan and translated into Korean for South Korea, and in French
for France.

Front Mission Zero (3 volumes)
Front Mission Comics
Front Mission Series: Gun Hazard
Front Mission 2: Wanzers of the Elite
Front Mission: The Drive
Front Mission Dog Life & Dog Style (10 volumes)

NOVELS
------

These novel series are canon, expanded universe supplements to the Front
Mission and Gun Hazard storyline. All of them were released only in Japan.

Front Mission: Front Line Report
Gun Hazard: A Mercenary's Iron Legs
Front Mission 4: Elsa (2 volumes)

RADIO DRAMAS
------------

The Front Mission Series: Gun Hazard radio drama is a canon, expanded universe
supplement to the Gun Hazard storyline. This 10-episode radio drama was only
released in Japan.

OTHER NOTABLE ITEMS
-------------------

Front Mission World Historica: Report of Conflicts 1970-2121 - A reference
book. World Historica documents the entire world of Front Mission in one
giant book. It covers Front Mission, Front Mission 1st, Front Mission 2,
Front Mission 3, Front Mission 4, Front Mission 5, Front Mission 2089, Front
Mission Alternative, and Front Mission Online. Front Mission: Gun Hazard and
Front Mission 2089-II are only briefly detailed. Additionally, World Historica
does not cover the additions to the Nintendo DS Front Mission 1st, the remake
of Front Mission 2089 "Front Mission 2089: Border of Madness", and Front
Mission Evolved. This was released only in Japan.

Action Figures and Model Kits - With the exception of the Front Mission 3
action figures, all of these releases saw the light of day only in Japan.
Auction sites are a good place to find these.

Original Soundtracks (OST) - All of these are Japanese releases, but online
retailers tend to carry them. Some like the Front Mission 2 or Front Mission:
Gun Hazard OSTs are very rare so you may have to search harder to find them.

For more information on Front Mission products, please visit the following:

frontmission.info

------------------------------------------------------------------------------
FRONT MISSION 2089 CHANGES					[F289]
------------------------------------------------------------------------------

Okay, so what about Front Mission 2089: Border of Madness? Front Mission 2089:
Border of Madness is actually a remake of the mobile phone version of Front
Mission 2089. This version of the game comes with a bunch of changes and
additions that make it play more like the newer Front Mission titles. Changes
between the original Front Mission 2089 to Front Mission 2089: Border of
Madness will be detailed below.

1. The story now includes an abridged version of the story from Front Mission
2089-II, which comes into play towards the end of Front Mission 2089: Border
of Madness. The story of Front Mission 2089 has been reworked to include
mission branching now. Through mission branching, the story events of 16
missions from Front Mission 2089 have been altered as only eight of them can
be done in one playthrough. Lastly, as the story now focuses only on the
O.C.U., the player can no longer choose to play for the U.S.N. or its cast
of characters.

2. Recurring characters from other Front Mission titles have been added to
the game. This is not to be confused with the recurring characters who
appear in the original Front Mission 2089. The new recurring characters come
from Front Mission 1st, Front Mission 2, Front Mission 2089-II, and Front
Mission Online. These characters can be found in both the 2089 and 2089-II
scenarios.

3. The presentation aspects of the game, the graphics and sound, have been
updated. Map graphics, including the ones for battle scenes, have been redrawn
with more detail and with special effects incorporated. For example, a map
may feature heavy rain or faint lighting to indicate the appearance of dusk.
The interfaces have been completely redesigned for easier touchscreen usage.
The character graphics have also been updated, now showing the characters'
bodies instead of just faces. Comic-style drawings have been included for
special event scenes. The music tracks have improved sound quality through
synthesizer upgrades and tracks from Front Mission 2, Front Mission 3, Front
Mission 4, and Front Mission Online, have been included.

4. Several game mechanics have been removed or their functionality downgraded
due to space limitations on the Nintendo DS card. The mission ranking system
has been removed entirely, for one. Another example is that there is no
multiplayer option for the Arena. To compensate for this, new game mechanics
such as the Body Blow command (more on this later) and changes from the
Nintendo DS version of Front Mission 1st have been included. Furthermore,
the bonus EXP values for destroying enemy units or using certain weapons have
been completely reworked for balance. Destroying enemy units only yields about
50% of its actual value. For weapons, the Ziege Rifle no longer gives bonus
EXP per attack and the Dragon Hands Arms only gives half of its bonus EXP.

5. Game mechanics from other Front Mission titles have been included to fix
game balancing issues. Here is a list of them:

Armor Coating - Front Mission 2/3/4/5: Scars of the War
Links - Front Mission 2/3/4/5: Scars of the War
Mission Branching - Front Mission 3/5: Scars of the War/Alternative
Part Sorting - Front Mission 5: Scars of the War

6. A number of wanzers and weapons have their statistics reworked for better
game balancing. Hover Leg parts now have 20 more Weight. Rifles are now
long-range weapons and cannot be used at a Range of 1. In addition, they now
have 15 more Weight. Three Rifles have a new Price: Hexa G3 (2000 = 1300),
Ibis 3 (1000 = 1600), and Firebird (1280 = 2000). Shotguns now fire six
rounds per attack. The Attack value of each Shotgun has been reworked to be
1/6 of its original value per round fired. Shotguns also have 10 more Weight
points. The Weight of Rods has been reworked to be lighter than before. The
damage of Arm Punch (wanzer's bare arm attack) has been cut in half. Lastly,
the Gloster mobile weapon now uses a Machine Gun and Cannon setup.

7. There are new wanzers, mobile weapons, parts, and weapons from other Front
Mission titles. Here is a list of them:

(Wanzers)
XW-N Alucard - Original wanzer, enemy only
XW-Prototype Nosferatu - Original wanzer, enemy only
Zenith V - redesigned to fall closer in line with design from Front Mission 4

(Mobile Weapons)
Type 301 Gousai RS - Original mobile weapon
Type 301 Gousai XM - Original mobile weapon, enemy only
Type 301 Gousai XN - Original mobile weapon, enemy only

(Computers)
Clock Doubler M - Hidden part from original Front Mission

(Weapons)
Battle Tusk - Front Mission 5: Scars of the War/Online
Destroyers - Original weapon
Double Nail - Front Mission 2/5: Scars of the War
F-X Imperial - Original weapon
Heavy Pile - Front Mission 3/4/5: Scars of the War/Online
Iron Lump - Front Mission 2/5: Scars of the War/Online
Kagiroi - Original weapon
Keen Saber - Front Mission 2/5: Scars of the War/Online

8. The Zenith V wanzer has been redesigned to fall closer in line with its
designs from other Front Mission titles.

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

This section will detail how Front Mission 2089: Border of Madness works as a
whole. If you are more interested in learning specific mechanics about the
game, please check the other sections.

------------------------------------------------------------------------------
GAME FLOW							[GAME]
------------------------------------------------------------------------------

Front Mission 2089: Border of Madness progresses like any typical game: the
player goes through a set amount of missions before beating the game.
In-between each mission, the player can manage their characters to prepare
for the next mission. Cutscenes occur at certain periods of time...before,
during, or after a mission. These are plot-related events that reveal more
about the topics covered in the game and the characters themselves. The
player spends time at a base when they are not in a mission. When missions
are accessible, the player automatically travels to various locations on a
world map.

This is how the game flows and progresses.

To recap game flow:

1. Play and complete missions.
2. Intermission: prepare and setup units at the base.
3. Progress plot by watching scenes before, during, or after missions.
4. Repeat until the player beats the game.

------------------------------------------------------------------------------
MISSION PLAY							[MISS]
------------------------------------------------------------------------------

Missions in Front Mission 2089: Border of Madness work similar to other
strategy RPG offerings. Prior to mission play, the player will get a basic
briefing of the enemy forces and the main threat or objective for the
mission. The player can make adjustments to their units accordingly before
commencing the mission. Once in a mission, the winning conditions must be met
in order to complete the mission. At the completion of any mission, the
player is rewarded with monetary funds from military commission (if possible)
and the amount of enemies destroyed. This is subtracted from the repair
costs, which are incurred for every unit destroyed in battle.

Each mission has a limit to how many units can be deployed for the mission,
though the main lead, Storm, is a mandatory participant in every mission. On
several occasions, non-playable characters (NPC) fight in missions, but the AI
controls all of their actions. As far as mission variety is concerned, most
missions are involved with the destruction of all enemy units. Some missions
have different conditions, such as protecting a particular unit, gathering
information at a designated location, or destroying enemy units within the
given time limit. For example, escape points on a map can be identified via
the green-colored squares that represent them. Similar objectives are also
marked by green-colored squares on the map. 

This covers the flow behind mission play in a nutshell. 

------------------------------------------------------------------------------
INTERMISSIONS							[INMS]
------------------------------------------------------------------------------

Intermissions are sections of the game in which the player is currently not
participating in a mission. During an intermission, the player has access to
a few options. Normally after a mission ends, the player will be sent back to
a military base or supply camp. At any military base or supply camp, the
player can access the following options:

Headquarters
Mercenaries' Quarters
Hangar
Arena
Operational Records
Leave Base

The Hangar is where the player can buy or sell parts and items for mission
play. This is the place to go for upgrading wanzers any time during the game.
Plot progression and mission briefings take place at the Headquarters. A
mission briefing is an analysis of an upcoming mission that helps the player
to plan their approach. Pictures showing details like targets and friendly
units often accompany mission briefings. The Mercenaries' Quarters is where
the player can speak with mercenaries, as well as other military personnel.
Some folks offer helpful tips about playing the game, while others reveal more
details about the game's backstory. 

If the player wants more funds, the Arena is a side feature that pits a 
player-controlled unit against the AI for the purpose of accumulating money.
Operational Records is where the player can save or load game progress at any
given time. Lastly, when the player is ready to take part in a mission, they
must choose the Leave Base option. This option will not be available until
the player visits the Headquarters to receive the briefing.

------------------------------------------------------------------------------
ARENA								[AREN]
------------------------------------------------------------------------------

A returning feature from Front Mission 1st, Front Mission 2, Front Mission 5:
Scars of the War, and Front Mission Online, the Arena lets the player fight
opponents and win money. When fighting in an Arena match, the player must
choose a unit to use for the match. Next, the player must select an opponent
from a list of combatants to fight. After selecting an opponent to fight, the
player must choose a fixed amount of money for the bet. If the player wins,
they win an amount of money equal to the bet multiplied by the Odds rate. If
they lose, the amount of money bet will be deducted from the player's total
amount of funds. The Odds rate fluctuates based on the unit's composition
against the enemy's.

When a battle commences, the player gets to select what weapon their unit 
will use for the turn. After the action is completed, the player can choose
their next action and so on. The goal of the battle is to destroy or disable
the Arena combatant before your unit gets destroyed or disabled. Destroying a
wanzer is relatively simple, but you can opt to destroy the wanzer's Arms 
and Legs instead. To disable a wanzer means to eliminate their ability to
attack with their weapons so destroying their Arms and Legs is an alternative
means to winning. There is no draw; the player successfully defeats the Arena
combatant or vice versa.

On a final note, weapon priority plays a role in who acts first. Fight takes
priority over Long, but loses out to Short. Short takes priority over Fight,
but loses out to Long. Finally, Long takes priority over Short, but loses out
to Fight. If you can guess what weapon an enemy will use, you can use the 
information above to gain initiative when it comes to actions.

Arena Screen interface:

(Top Screen)

---------------------------------------------------
|  PILOT NAME   |            UNIT NAME            |
|  PILOT NAME   |----------------------------------
|---------------| Fight  xxx	HP  |=|=|=|=| xxx |
|   |PICTURE|   | Short  xxx	W/P _________ xxx |
|   |PICTURE|   | Long   xxx			  |
|   |PICTURE|   |             WW		  |
-----------------        WWWWWWWWWWWW		  |
| Pilot: xxxxxxx|        WWWWWWWWWWWW		  |
-----------------         WW WWWW WW		  |
| Fight     xxx | 	  WW WWWW WW		  |
| Short	    xxx |     	  WW  WW  WW		  |
| Long	    xxx |   	     WWWW		  |
| Agility   xxx |  	    WWWWWW 		  |
| Total	    xxx |  	   WWW  WWW		  |
| Move       xx |  	   WWW  WWW		  |
| Attribute   x |  	   WWW  WWW		  |
| W/P       xxx |  	   WWW  WWW		  |
|_______________|         WWWW  WWWW		  |
---------------------------------------------------
			|MONEY		xxxxxxx H$|
---------------------------------------------------
| Player Combatant				  |
| Odds: XXX.XX					  |
---------------------------------------------------


(Bottom Screen)

				   /\
				  /--\
				  -----------------
				  |   COMBATANT   |
				  -----------------
				  |   COMBATANT   |
				  -----------------
				  |   COMBATANT   |
				  -----------------
				  |   COMBATANT   |
				  -----------------
				  |   COMBATANT   |
				  -----------------
				  \--/
				   \/	   |----|
					   |BACK|
					   |----|
---------------------------------------------------
| Help Text					  |
| Help Text					  |
---------------------------------------------------

Arena Screen guide:

PILOT NAME - the name of the Arena combatant.
PICTURE - a picture of the Arena combatant.
Fight - the Arena combatant's potency in the Fight parameter.
Short - the Arena combatant's potency in the Short parameter.
Long - the Arena combatant's potency in the Long parameter.
Agility - the Arena combatant's potency in the Agility parameter.
Total - the Arena combatant's overall potency in all parameters.
Move - the movement rating of the Arena combatant's unit.
Attribute - the armor coating equipped on the Arena combatant's unit.
UNIT NAME - the name of the unit that the Arena combatant uses.
W/P - the Weight/Power Output ratio of the Arena combatant's unit.
HP - the overall HP of the Arena combatant's unit.
MONEY - the amount of funds available to the player for usage.
ODDS - the chance of victory against the Arena combatant. If the unit is more
powerful than the Arena combatant, the Odds rate will be low. High Odds rate
reflects a stronger Arena combatant and a weaker player unit.
COMBATANT - the name of an Arena combatant that can be fought.
BACK - cancel selection and return back to pilot selection.

------------------------------------------------------------------------------
FREQUENTLY ASKED QUESTIONS(FAQ)					[TFAQ]
------------------------------------------------------------------------------

Q: How do much of the game uses the stylus? Could I opt to use the regular
controls instead?

A: The stylus control is used for every menu and option in the game apart 
from using them in battle. Stylus usage is 100% optional, although it feels
more natural on the hands in terms of controlling the battles. It's up to you
whether or not you want to play the game with stylus or regular controls.

Q: I need help on a mission! I saw the briefing prior to the mission and made
preparations, but there are things the mission didn't go through! What gives?

A: The briefings are only designed to give the player a general idea of what
to expect in an upcoming mission. The missions themselves tend to have extra
factors to take note of that the briefings never detail. If you feel that you
aren't properly prepared for the mission, you can always make adjustments at
the Hangar.

Q: During an Arena battle, I fought a combatant and for some reason, it was
over! I didn't even destroy the combatant so I'm not sure what happened. Can
you explain how I did this?

A: As stated earlier, there are two means of winning Arena battles. If you 
are not capable of destroying the combatant, you can disable them by taking
off their Arms and Legs part. Not that I'm saying this is an easy task to
do, but it is an option worth taking if necessary.

Q: Can I earn EXP for fighting in the Arena?

A: Yes, you can earn EXP for fighting in the Arena. The amount awarded is
very small and if you overpower your enemy combatant, you gain no EXP.

Q: How is money calculated through Odds in the Arena? I fought a combatant
at 1.01 Odds and barely got any money back!

A: The amount of money you earn is basically how much you bet multiplied by
the Odds rate. So if you bet 5,000 and had an Odds rate of 1.50, you will get
7,500. Subtract 5,000 you bet and 2,500 is the amount won from that battle.

------------------------------------------------------------------------------
3. BATTLE SYSTEM						[BATT]
------------------------------------------------------------------------------

This section details the fundamental mechanics of Front Mission 2089: Border
of Madness' battle system. If you are looking for information on how the
battles work, you are in the right section. Reading information on Wanzer
Setup is also recommended as information here goes hand-in-hand with the
following section.

------------------------------------------------------------------------------
BATTLE PHASES							[PHAS]
------------------------------------------------------------------------------

The battle system of Front Mission 2089: Border of Madness is turn-based and
takes place on grid maps for movement and actions. In short, it is the same
format as seen in previous Front Mission installments. The concept of Phases
has returned: the player's units go first and when they have finished acting,
the AI-controlled units act next. These Phases are appropriately titled as
Player and Enemy Phases. A full turn, therefore, is the combination of one
Player and Enemy Phase. While the player-controlled units act only in Player
Phases, they can counter enemy attacks during Enemy Phases if the opportunity
is possible. If the player does not need to act, they can force a Player
Phase to end. Thus, the general flow of a mission is as follows:

1. Player Phase.
2. Enemy Phase.
3. Repeat until the player wins or loses.

Within the general flow, the player can press the Start button to open up 
the System menu. This menu has been in every Front Mission game so it should
be familiar to those who have played previous entries. If not, read on:

System Menu Guide:

------------------------------------------------------------------------------
Commands		Description
------------------------------------------------------------------------------
End Player Phase	End Player Phase.
Game Settings		Open up Game Settings menu.
Quicksave		Save mission progress.

Game Settings Guide:

------------------------------------------------------------------------------
Commands		Description
------------------------------------------------------------------------------
Controls		Change control settings. Manual or Semi-Auto.
Speed			Change game speed. Normal or Fast.
Battle Speed		Change battle speed. Normal or Fast.
Sound			Change sound settings. Stereo or Monoaural.

------------------------------------------------------------------------------
WANZER COMBAT							[WCOM]
------------------------------------------------------------------------------

As the main fighting unit in any Front Mission, wanzers are unique in several
ways. Wanzers are compromised of four specific parts that have their own 
special purposes and durability parameters, known as Health Points (HP). The
Legs control the wanzer's ability to move around the battlefield. The Arms 
allow the wanzer to attack using hand and shoulder-equipped weapons. Finally,
the Body keeps the wanzer unit operating on the battlefield. Attacks damage
parts on a random basis and do not focus on any specific part.

Destruction of any part severely cripples a wanzer's effectiveness in battle.
Without the Legs, the wanzer's movement is cut in half and thus it becomes an
easy target for the enemies. Destruction of an Arm is self-explanatory; 
weapons equipped on it cannot be used. Lastly, destruction of the Body is the
only way to eliminate a wanzer completely. Needless to say, the fastest way
to destroy a wanzer is by destroying their Body parts. Most of the time, this
isn't possible without taking out the Arms or Legs first.

This may sound confusing at first, but the wanzer mechanics are quite easy to
get into. Basically, as long as a wanzer's Body is functional, it has uses in
a mission. Even if a wanzer has nothing left except a Body, it can provide 
assistance to the other units in some way outside of attacking. Destroyed 
parts can be restored with a supply truck or a Repair Backpack (more on these
later), so no wanzer is truly "dead weight" until they are destroyed for good.

------------------------------------------------------------------------------
WANZER ACTIONS							[WACT]
------------------------------------------------------------------------------

Wanzer mechanics aside, wanzers can do a variety of actions in mission play.
The most basic actions are moving, attacking, and using items. When under
attack, wanzers can elect to guard and perform evasive maneuvers. Movement
and attacks are self-explanatory, but attacks become unavailable if there is
no enemy within weapon range or both Arms are destroyed. In the event that a
unit's Arms are destroyed, a last-resort charge attack can be done by using
Body Blow. The only requirement for this is that the Leg parts must still be
in operational status. Body Blow will also damage the wanzer using it, so it
should only be used if no other option exists. Body Blow always hits the Body
part of its target.

Link Attack allows two pilots to attack an enemy unit in one turn. This can
only be used during the Player Phase and requires the Battle Skill, Link
Attack. A unit that chooses the Guard command will defend against an enemy's
attack. While guarding, the unit will take no damage until the attack exceeds
its damage tolerance. If a unit has a Shield equipped, they can elect to use
it instead of Guard when under attack.

Using items is more of a support action as opposed to an offensive one. The
basic purpose of items is being able to repair damaged parts, however they
cannot restore any that have been destroyed. Unlike in Front Mission 1st,
repair items are no longer restricted to just the unit who has them equipped.
They can be freely given to other ally units, as long as they are within
range for the repairs to take place.

Unit Commands Guide:

------------------------------------------------------------------------------
Command		Description
------------------------------------------------------------------------------
Move		Moves the unit.
Attack		Attacks an enemy unit.
Body Blow	Attacks an enemy unit by colliding with it.
Link Attack	Attacks an enemy unit with ally support.
End		Ends the unit's turn. (appears after Move)
Use Item	Uses an item.
Guard		Perform evasive maneuvers. (appears only during Enemy Phase)
Cancel		Closes the command window and cancels movement.

Aside from repair items, there are support items which affect the performance
of player or enemy units. Their data is detailed in the following:

Support Item Guide:

------------------------------------------------------------------------------
Name	       Range  Effect
------------------------------------------------------------------------------
Mine           0      Places a mine in the current location.
Flash Grenade  1-4    Stuns target.	
Smoke Grenade  1-4    Lowers target's accuracy. 	
Chaff Grenade  1-4    Protects against long-range attacks.	
Acid Bomb      1-4    Lowers target's defense.

Mines damage units that end their movement on the square which they were
placed in. This affects both ally and enemy units, and all parts are damaged.
Flash Grenades cause Stun status, which means that the unit is defenseless
and all attacks have 100% accuracy rates against them. Smoke Grenades lower
the unit's weapon accuracy by 50% for all weapons in the Striker and Assault
Job classes. Chaff Grenades decrease any attacking unit's accuracy by 75% for
weapons in the Sniper and Launcher Job classes. Acid Bombs decrease the
unit's Defense to 0 for the entire mission. Units hit by Chaff Grenades,
Flash Grenades, and Smoke Grenades have a 50% chance of recovering from them
on each passing turn. Flash Grenades can remain in effect for up to three
turns.

SPECIAL ACTIONS
---------------

In regards to special actions, the player can interact with supply trucks in
the game. Interacting with a supply truck requires a wanzer to stand adjacent
to it. With a supply truck, the player can refill weapons out of ammunition.
A supply truck is also capable of restoring destroyed parts, which makes it a
vital unit to protect. If a wanzer is adjacent to a supply truck and does not
move away from it, all of its parts will be repaired by a certain percentage
every turn. Any destroyed parts will also be restored to 1 HP. The amount of
HP repaired to damaged parts varies based on their current HP; at 1 HP, parts
will recover 5% per turn. This value drops if the part has more HP.

In addition to supply trucks, the player will eventually have access to a
Repair Backpack known as Riff. This part has the same restoration and
ammunition reload features of the supply truck. The Riff also comes with a
basic repair feature, which restores 50% of a wanzer's part HP. Like the
supply truck, the Riff can repair damaged parts of wanzers standing adjacent
to it. The amount of HP recovered on each turn is the same as the supply
truck's. 

Unlike the supply truck, the Riff does not restore destroyed parts by default.
The unit equipped with it must manually select a destroyed part to restore.
In addition, the unit with Riff cannot use its repair features on itself.

Special Commands Guide:

------------------------------------------------------------------------------
Command		Description
------------------------------------------------------------------------------
Resupply	Refills the ammo of currently equipped weapons.
Repair		Restores or repairs damaged parts. (Riff)

On a final note, the player can check the status of each unit on the top 
screen of the DS. In the original Front Mission 2089, checking status of a
machine and its pilot involved selecting various options. With the DS, unit
status is displayed any time a unit is selected on the bottom screen.

Unit Status Screen interface:

------------------------------------------------------------------------------
|           MACHINE STATUS           ||             PILOT STATUS             |
|------------------------------------||--------------------------------------|
| UNIT NAME:                     AC  || PILOT NAME:                  LV.  xx |
|		    -NOW-  /  -MAX-  ||			-STATE-	    -EXP-    |
| BODY		    xxxx   /  xxxx   || FIGHT		     xx	     xxxx    |
|		   [****************]|| SHORT		     xx      xxxx    |
| LEFT ARM          xxxx   /  xxxx   || LONG                 xx      xxxx    |
|		   [****************]|| AGILITY 	     xx      xxxx    |
| RIGHT ARM         xxxx   /  xxxx   || TOTAL                       xxxxx    |
|                  [****************]||                                      |
| LEGS              xxxx   /  xxxx   || --------------  SKILL: ---           |
|                  [****************]|| |PICTUREPICTU|         ---           |
| MOVE: xx		GE: xx%	     || |PICTUREPICTU|         ---           |
| STATUS:  ---		---          || |PICTUREPICTU|         ---	     |
|          --- 		---	     || --------------         ---	     |
-------------------------------------||---------------------------------------
------------------------------------------------------------------------------
| UNIT NAME:			-NAME-	      	       -BULLET-	  -RANGE-    |
| 	     BODY		BODY WEAPON	    AT  xx / xx	   x - xx    |
|	     L. GRIP		L. GRIP WEAPON 	    AT  xx / xx    x - xx    |
|	     R. GRIP	   	R. GRIP WEAPON	    AT  xx / xx    x - xx    |
|	     L. SHOULDER	L. SHOULDER WEAPON  AT  xx / xx    x - xx    |
|	     R. SHOULDER	R. SHOULDER WEAPON  AT  xx / xx    x - xx    |
------------------------------------------------------------------------------

Unit Status Screen

(Machine Status)
MACHINE STATUS - shows details of the selected unit's machine.
UNIT NAME - the name of the selected unit's machine.
AC - the armor coating of the selected unit's machine.
NOW/MAX - the current/maximum HP values for the selected unit's machine.
BODY - the current/maximum HP values for the selected unit's Body.
LEFT ARM - the current/maximum HP values for the selected unit's Left Arm.
RIGHT ARM - the current/maximum HP values for the selected unit's Right Arm.
LEGS - the current/maximum HP values for the selected unit's Legs.
MOVE - the movement value of the selected unit's machine.
GE - the Geo Effect rating of the square the selected unit's machine is at.
STATUS - the current status of the selected unit's machine.

(Pilot Status)
PILOT STATUS - shows details of the selected unit's pilot.
LV - the overall level of the selected unit's pilot.
STATE - the current Job levels of the selected unit's pilot.
EXP - the current amount of EXP that the selected unit's pilot has.
FIGHT - the selected unit's pilot potency in the Fight parameter.
SHORT - the selected unit's pilot potency in the Short parameter.
LONG - the selected unit's pilot potency in the Long parameter.
AGILITY - the selected unit's pilot potency in the Agility parameter.
TOTAL - the total potency of the selected unit's pilot in all parameters.
PICTURE - a picture of the selected unit's pilot.
SKILL - the equipped skills of the selected unit's pilot.

(Equipment View)
UNIT NAME - the name of the selected unit's machine.
NAME - the name of the selected unit's weapons.
BULLET - the current/maximum amount of ammo for the selected unit's weapons.
RANGE - the minimum/maximum range values for the selected unit's weapons.
BODY - the weapon equipped into the selected unit's Body.
L. GRIP - the weapon equipped onto the selected unit's Left Hand.
R. GRIP - the weapon equipped onto the selected unit's Right Hand.
L. SHOULDER - the weapon equipped onto the selected unit's Left Shoulder.
R. SHOULDER - the weapon equipped onto the selected unit's Right Shoulder.
AT - the attack element (s) of the equipped weapon.

------------------------------------------------------------------------------
GEO EFFECT							[GEOF]
------------------------------------------------------------------------------

Front Mission 2089: Border of Madness retains a terrain feature from Front
Mission 2089-II, Front Mission 1st, and Front Mission 2- the Geo Effect. Each
square on a map has a geographical rating that influences a wanzer's ability
to fight. Geo Effect affects two parameters in regards to wanzer combat: the
unit's movement and weapon accuracy. A weapon's accuracy is deducted directly
from the Geo Effect rating of the target's square. For example, a unit on
forest terrain tends to have a Geo Effect rating of 20% or higher. Thus, the
unit is hard to hit on this terrain. In urban terrain, Geo Effect ratings are
generally around 5% so any units on this terrain are easy to hit. 

The player can equip four unique Leg types for their wanzers: Normal, Hover, 
Treads, and Tires. All Leg types require a certain amount of Move points to
traverse one square on a map. All Leg types move well on urban terrain, but
their movement will vary when they are moving across other terrain. Referring
to the forest terrain example, Tires Leg types expend 3 Move points to move
one square. Normal Leg types, however, expend 4 Move points for every square
of movement on this terrain. Leg types that move well on a certain terrain
will always have a Move cost of 2. However, on terrains where a Leg type is
unable to move well, the Move cost can be as high as 5. Geo Effect and Move
cost information can be viewed on the top screen of the DS during a mission.

Elevation also plays a role in what terrain each Leg type can move on. So, 
while Tires Leg types may seem great on flat surfaces, they can ascend or
descend one elevation level at a time. Normal Leg types can ascend or descend
two elevation levels at any given time. Ascending or descending inclines
requires an extra Move point. If a unit with Normal Leg types is moving across
forest terrain with a Move cost of 4 and is scaling an incline, then the
actual Move cost is 5.

Leg Types Guide:

------------------------------------------------------------------------------
Type	Elevation	Description
------------------------------------------------------------------------------
Normal	2		Good for quickly moving up or down inclines.
Treads	1		Good movement on ground terrain.
Hover	1		Good movement on ground terrain and bodies of water.
Tires	1		Good movement on paved surfaces.

Terrain Types Guide:

------------------------------------------------------------------------------
Terrain			Geo Effect	Normal	Treads	Hover	Tires
------------------------------------------------------------------------------
Air Force Base		15%		3	3	2	2
Air Force Base (Night)	20%		3	3	2	2
Arena			8%		3	3	2	2
Base			15%		3	3	2	2
Base (Night)		20%		3	3	2	2
Bridge			15%		3	3	2	2
City			15%		3	3	2	2
City (Night)		20%		3	3	2	2
Desert			3%		4	2	2	3
Desert [Road] (Night)	8%		4	2	2	3
Dirt			8%		3	3	2	2
Dirt (Night)		17%		3	3	2	2
Factory			15%		3	3	2	2
Factory (Night)		20%		3	3	2	2
Fortress		20%		3	3	2	2
Forward Base		15%		3	3	2	2
Forward Base (Night)	20%		3	3	2	2
Grass			8%		3	3	2	2
Grass (Night)		17%		3	3	2	2
Mountain Front		5%		3	4	2	4
Mountain Front (Night)	10%		3	4	2	4
Port			8%		3	3	2	2
Port (Night)		15%		3	3	2	2
River			0%		4	5	2	4
River (Night)		15%		4	5	2	4
Snow			8%		3	3	2	2
Waterside		0%		4	5	2	4
Woods			20%		4	3	2	3

------------------------------------------------------------------------------
ATTACK ELEMENTS							[ATEL]
------------------------------------------------------------------------------

A feature first seen in Front Mission 2 and later in Front Mission 3, Front
Mission 4, Front Mission 5: Scars of the War, Front Mission 2089-II, and
lastly in Front Mission Online, attack elements are attributes that dictate
the type of damage a weapon can do. All weapons fall under one of the three
attack elements.

Attack Element Guide:

------------------------------------------------------------------------------
Element		Effect
------------------------------------------------------------------------------
Piercing	Penetrates through the target's armor.
Impact		Applies tremendous pressure at target's armor.
Fire		Burns through the target's armor.

This basically means that all weapons will have different effects when used
against particular enemies. Specifically, weapon damage is affected by an
enemy's armor coating. Resistance to one of the elements decreases damage
by 24%, but this will be cut to 20% towards weapons made up of two attack
elements. Armor coating applies to all parts of a machine, including wanzers.
The player can freely change the armor coating applied to their units at the
Hangar. However, only one type of armor coating can be added to the unit.

------------------------------------------------------------------------------
JOB TYPES							[JTYP]
------------------------------------------------------------------------------

A standard mechanic found in every strategy RPG, Front Mission 2089: Border
of Madness incorporates a Job class system. Front Mission 2089: Border of
Madness has five unique Job classes - Striker, Assault, Sniper, Launcher, and
Mechanic. Striker is a class that specializes in the Fight parameter and in
melee weaponry such as knuckles, pile bunkers, rods, and a wanzer's bare
arms. Assault is a class that specializes in the Short parameter and in close
range weaponry such as machine guns, vulcans, shotguns, and flamethrowers.
Sniper is a class that specializes in the Long parameter and in hand-mounted,
long range weaponry such as rifles, bazookas, and grenade launchers. Launcher
is a class that also specializes in the Long parameter, but specializes in
shoulder-mounted weaponry like missile and rocket launchers. Lastly, Mechanic
is a class that specializes in the Agility parameter and evasive maneuvers.

In mission play, the player units gain experience towards any of the four
parameters mentioned above. Using weapons designated for Striker, Assault,
Sniper, and Launcher Job classes will result in experience in a particular
parameter. It is also possible to gain some experience in Long by using Acid
Bombs, Chaff Grenades, Flash Grenades, and Smoke Grenades. To gain experience
in the Agility parameter, a player unit has to be attacked by an enemy unit on
either the Player or Enemy Phase. Experience gained is directed towards one of
the parameters depending on the action used.

For example, if Storm attacks an enemy with a Short weapon and EXP + 100 shows
on the battle screen, 100 EXP is added to the Short parameter. The EXP amount
fluctuates based on enemy composition; strong enemies yield large EXP gains.
Extra EXP is gained by destroying enemy parts, especially if the Body part
is destroyed.

In the event of improving Agility, the EXP gain is determined by Pilot Level.
A higher Pilot Level results in more EXP gained whenever the Guard command is
used. In addition, is also possible to get EXP in Agility when electing to
use an equipped Shield. However, the EXP gain will differ depending on what
range the Shield is used from. The EXP gain will be the same as Guard against
Launcher and Sniper weapons, but it will be much smaller against Striker or
Assault weapons. Furthermore, using a Shield during counterattacks prevents
the unit from evading enemy attacks. Lastly, Agility EXP can also be gained
whenever you attack with a Striker or Assault weapon, so long as the enemy
target counterattacks the attacking unit.

Constant use of weapons in a particular Job class will lead to an increase in
Job Levels. Higher Job Levels in a particular Job class will increase the
accuracy and damage of weapons which correspond to that class. In the case of
the Agility parameter, higher Job Levels will increase the maximum damage
tolerance when using the Guard command. For example, at Agility Level 9, a
unit's damage tolerance is only 5 points - this means that the wanzer will
only be damaged if the attack deals over 5 points of damage. By successfully
guarding against numerous enemy attacks, the unit's Agility Level will go up
and its damage tolerance will increase. A higher Agility Level will also
improve a unit's ability to dodge enemy attacks.

BATTLE SKILLS
-------------

At certain point values for each parameter, a pilot can learn Battle Skills.
Basically, they are pilot abilities that increase the potency of weapons used
in battle at random. There are eight Battle Skills in total that a pilot can
learn, but pilots are limited to five skills maximum. Likewise, not all 
pilots can learn all skills or have the five skills maximum. To learn skills,
a pilot must level up apart from meeting the point value requirement. Pilot
levels are increased up accumulating a certain amount of total EXP in all of
the parameters. Bonus EXP is added to all Job parameters during each level
increase. If a pilot reaches the maximum of 50 levels, they cannot learn
any more skills. 

Most pilots have three point value intervals and thus three chances to learn
a skill from the Fight, Short, or Long parameters. There are no skills for
the Agility parameter unfortunately. The point value intervals will vary
depending on the parameter's value and the pilot's specialties. A pilot that
specializes in Striker will get skills early in Fight, whereas a Launcher
training in Fight will take more time to learn skills. It is important to
note that skills cannot be removed and if the pilot's skill slots are full,
no more skills can be obtained. 

When you can learn Battle Skills, the following menu will be displayed:

 /\
/--\
-----------------
|SKILL NAME Lv x|
|SKILL NAME Lv x|
|SKILL NAME Lv x|
|SEE		|
|SKIP		|
-----------------
\--/
 \/

Skill Acquisition Guide:

SKILL NAME - the name of the selected Battle Skill.
Lv - the proficiency level of the selected Battle Skill.
SEE - see the currently learned Battle Skills.
SKIP - skip skill acquisition.

Skill Acquisition Example:

1. Storm uses a Striker weapon and gains 55 EXP.
2. 55 EXP is added to Fight, which gives him over 1500 in this parameter.
3. Storm gains a Pilot Level increase.
4. Storm is only at Pilot Level 40 and has two skill slots left so the skill
list for Fight appears.
5. Storm chooses to equip the Fight skill "Double".
6. If Storm does not choose to equip a Fight skill, the list appears whenever
Storm gains a Pilot Level increase and has one skill slot left.
7. Storm will not learn any more skills if he is at Pilot Level 50 and has no
more skill slots left. The Fight skill list does not appear in this case.

Battle Skills always start at Level 1. Constant usage of Battle Skills will
increase its level and therefore increase its potency. The final level is
known as "Last", which has an extremely low chance of happening. The chances
of getting the "Last" level are 1/2000, so you really have to get lucky for
this to appear.

Job Level Guide:

------------------------------------------------------------------------------
Level	Total EXP
------------------------------------------------------------------------------
9	0
10	256
11	512
12	768
13	1024
14	1280
15	1536
16	1792
17	2048
18	2304
19	2560
20	2816
21	3072
22	3328
23	3584
24	3840
25	4096
26	4352
27	4608
28	4864
29	5120
30	5376
31	5632
32	5888
33	6144
34	6400
35	6656
36	6912
37	7168
38	7424
39	7680
40	7936
41	8192
42	8448
43	8704
44	8960
45	9216
46	9472
47	9728
48	9984

Pilot Level Guide:

------------------------------------------------------------------------------
Pilot Level	Total EXP
------------------------------------------------------------------------------
1		0
2		200
3		400
4		700
5		1000
6		1300
7		1600
8		1900
9		2200
10		2500
11		2800
12		3100
13		3400
14		3700
15		4000
16		4400
17		4800
18		5200
19		5600
20		6000
21		6600
22		7200
23		7800
24		8400
25		9000
26		9600
27		10200
28		11000
29		11800
30		12600
31		13400
32		14200
33		15000
34		16000
35		17000
36		18000
37		19000
38		20000
39		21200
40		22400
41		23600
42		24800
43		26000
44		27400
45		28800
46		30200
47		31900
48		33600
49		35500
50		37500

Pilot Specialty Guide:

------------------------------------------------------------------------------
Pilot				Specialty		Skill Slots	
------------------------------------------------------------------------------
(Main Characters)
Storm (Ernest J. Salinger)	Assault			5
Rain (Rei Amamiya)		Assault			5
Champ (Stan Williams)		Striker			5
Oddeye (Kate S. Houjou)		Launcher		5
Gray (Ash Wright-Firth)		Sniper			5
(Other)
Hepaist				Mechanic		5
Dark Knight (Roy)		Assault			5

Pilot Bonus EXP Guide:

------------------------------------------------------------------------------
Name				Range	Fight	Short	Long	Agility
------------------------------------------------------------------------------
(Main Characters)
Storm (Ernest J. Salinger)	3-10	15	19	15	17
----------			11-20	20	28	20	24
----------			21-30	25	37	25	31
----------			31-40	30	46	30	38
----------			41-50	35	55	35	45
Rain (Rei Amamiya)		2-10	15	17	15	17
----------			11-20	20	24	20	24
----------			21-30	25	31	25	31
----------			31-40	30	38	30	38
----------			41-50	35	45	35	45
Champ (Stan Williams)		2-10	19	13	15	17
----------			11-20	28	16	20	24
----------			21-30	37	19	25	31
----------			31-40	46	22	30	38
----------			41-50	55	25	35	45
Oddeye (Kate S. Houjou)		2-10	15	17	17	15
----------			11-20	20	24	24	20
----------			21-30	25	31	31	25
----------			31-40	30	38	38	30
----------			41-50	35	45	45	35
Gray (Ash Wright-Firth)		6-10	15	15	19	15
----------			11-20	20	20	28	20
----------			21-30	25	25	37	25
----------			31-40	30	30	46	30
----------			41-50	35	35	55	35
(Other)
Hepaist				2-10	13	13	13	17
---------- 			11-20	16	16	16	24
---------- 			21-30	19	19	19	31
----------			31-40	22	22	22	38
----------			41-50	25	25	25	45
Dark Knight (Roy)		29-30	37	37	37	37
----------			31-40	46	46	46	46
----------			41-50	55	55	55	55

Pilot Skills Guide:

------------------------------------------------------------------------------
Name				Fight		    Short		Long
------------------------------------------------------------------------------
(Main Characters)
Storm (Ernest J. Salinger)	Stun/Double/First   Duel/Speed/Switch   Guide
Rain (Rei Amamiya)		Stun/Double/First   Duel/Speed/Switch   Guide
Champ (Stan Williams)		Stun/Double/First   Duel/Switch		None
Oddeye (Kate S. Houjou)		Stun		    Duel/Speed/Switch	Guide
Gray (Ash Wright-Firth)		Double		    Duel/Speed/Switch	Guide
(Other)
Hepaist				None		    None		None
Dark Knight (Roy)		Stun/Double/First   Duel/Speed*		Guide

For the Link skill, Link Attack, all main characters can learn it. 

Notes:

* - pilot already has the skill equipped.
- Dark Knight's (Roy) Speed starts at Level 2.

Pilot Skill EXP Requirements Guide:

------------------------------------------------------------------------------
Name				Fight		Short		Long
------------------------------------------------------------------------------
(Main Characters)
Storm (Ernest J. Salinger)	1500/3000/4500	1000/2000/3500	3000
Rain (Rei Amamiya)		1500/3000/4500	1000/2000/3500	3000
Champ (Stan Williams)		1500/3000/4500	5000/7000	0
Oddeye (Kate S. Houjou)		3000		1500/3000/4500	750
Gray (Ash Wright-Firth)		7000		1500/3000/4500	750
(Other)
Hepaist				0		0		0
Dark Knight (Roy)		2500!		5000		3500*

The Link skill, Link Attack, can be learned through two ways:

1. A pilot's proficiency in Fight, Short, or Long is over 1500.
2. A pilot's proficiencies in Fight, Short, and Long is over 1000.

Notes:

! - Dark Knight (Roy) can learn two skills based on his starting proficiency.
* - Dark Knight (Roy) can learn one skill based on his starting proficiency.

Battle Skills Guide:

------------------------------------------------------------------------------
Name		Type	Description
------------------------------------------------------------------------------
Stun		Fight	Stuns target with a melee attack.
Double		Fight	Strikes target twice with melee attacks.
First		Fight	Grants first strike during battle.
Duel 		Short	Aim at selected wanzer parts.
Switch		Short   Attacks again with a different weapon.
Speed		Short	Adds extra attacks to burst weapons.
Guide		Long	Aim at selected wanzer parts.
Link Attack	Link	Provide attack support to a nearby unit.

Notes:

Learning Link Attack gives access to the command, "Link Attack". Link Attack
operates similar to how it appears from Front Mission 2, Front Mission 3,
Front Mission 4, and Front Mission 5: Scars of the War. Two units must be
within weapon range and must not have acted yet in order to initiate the
link. Linked attacks can only be initiated between two of the three weapon
types: Fight, Short, or Long. They do not work if you intend to use two
units using Fight, Short, or Long class weapons. All units will do 50% more
damage than usual when using Link Attack.

For example, Storm uses Short class weapons and Champ uses Fight class
weapons. As long as they are within range, they can initiate Links. If Storm
and Champ both used Short class weapons, they cannot initiate Links. Lastly,
initiating Links ends the turn of the units involved regardless if the first
unit manages to destroy the targeted enemy.

Battle Skills Level Guide:

------------------------------------------------------------------------------
Name	Level	Potency
------------------------------------------------------------------------------
Stun	1	Stun status lasts for up to three turns. 40% activation.
Stun	2	Stun status lasts for up to three turns. 60% activation.
Stun	3	Stun status lasts for up to three turns. 80% activation.
Stun	Last	Stun status lasts for up to three turns. 90% activation.
------------------------------------------------------------------------------ 
Double  1	Up to three extra attacks are made. 40% activation.
Double  2	Up to three extra attacks are made. 60% activation.
Double  3	Up to three extra attacks are made. 80% activation.
Double  Last	Up to three extra attacks are made. 90% activation.
------------------------------------------------------------------------------	
First	1	40% activation.
First	2	60% activation.
First	3	80% activation.
First 	Last	100% activation.
------------------------------------------------------------------------------
Duel	1	Weapon accuracy is reduced by 50%. 40% activation.
Duel    2	Weapon accuracy is reduced by 25%. 60% activation.
Duel	3	Weapon accuracy stays the same. 80% activation.
Duel	Last	Weapon accuracy is increased to 100%. 100% activation.
------------------------------------------------------------------------------
Switch	1	Up to two extra attacks are made. 30% activation.
Switch	2	Up to two extra attacks are made. 50% activation.
Switch	3	Up to two extra attacks are made. 80% activation.
Switch	Last	Up to two extra attacks are made. 90% activation.
------------------------------------------------------------------------------
Speed	1	One extra round is fired. 20% activation.
Speed	2	Two extra rounds are fired. 40% activation.
Speed	3	Three extra rounds are fired. 60% activation.
Speed	Last	Three extra rounds are fired. 80% activation.
------------------------------------------------------------------------------
Guide	1	Weapon accuracy is reduced by 50%. 40% activation.
Guide	2	Weapon accuracy is reduced by 25%. 60% activation.
Guide	3	Weapon accuracy stays the same. 80% activation.
Guide	Last	Weapon accuracy is increased to 100%. 100% activation.
------------------------------------------------------------------------------

Notes:

For Duel and Guide, there is a chance of the skill gaining a level even if you
choose not to use it. When leveling up Double and Switch, the maximum number
of activations stays the same. The only difference is that the chance of
reaching the maximum number of activations will increase. Double and Switch
will be far more likely to reach three and two activations respectively at
higher levels. The same mechanic also applies to Stun. Link Attack has no
proficiency levels.

------------------------------------------------------------------------------
WEAPON TYPES							[WTYP]
------------------------------------------------------------------------------

This section discusses the weapon types that are used by both friendly and
enemy pilots for the purposes of mission play and Arena battling.

STRIKER
-------

Weapon Types: Punch, Knuckle, Pile Bunker, Rod
Weapon Location: Hand
Weapon Range: 1
Description:

Striker weapons are single-hit melee weapons that deal large amounts of
damage and rarely miss. Striker weapons are last in the attack priority so
expect to take damage before being able to attack. This is balanced out by
the fact that a Striker weapon often hits the Body and therefore leads to
easy kills. Punch refers to the melee attack, called Arm Punch, that occurs
if an Arm has no Hand weapons equipped. Unlike in Front Mission 1st, the
Arm Punch has been balanced and is much weaker than it was before. Knuckles,
Pile Bunkers, and Rods are melee weapons that can be equipped on a wanzer's
Arms. Arm Punch, Knuckle, and Rod weapons are Impact-based, whereas Pile
Bunkers are Piercing weapons.

ASSAULT
-------

Weapon Types: Machine Gun, Vulcan, Shotgun, Flamethrower
Weapon Location: Hand
Weapon Range: 1
Description:

Assault weapons are either multi-hit or single-hit weapons. Multi-hit weapons
consist of Machine Guns, Vulcans, and Shotguns, which have weak single round
damage. Unlike in Front Mission 1st, Shotguns now fire more than once so they
are classified as multi-hit weapons. Flamethrowers still fall under the
single-hit category much like Striker weapons. Of the weapons, Shotguns and
Flamethrowers possess the greatest accuracy in this class. The trade-off
here is damage output. The Machine Gun and Vulcan weapons have less accuracy,
but deal more damage. In terms of attack elements, Machine Guns and Vulcans
are Piercing, Shotguns do Impact damage, and Flamethrowers are predictably
Fire types.

SNIPER
------

Weapon Types: Rifle, Bazooka, Grenade Launcher
Weapon Location: Hand
Weapon Range: varies, base 2-3 (Rifle)/base 1-4 (Bazooka, Grenade Launcher)
Description:

Sniper weapons are ranged weapons that deal high, single-round damage from a
distance. Sniper weapons include Rifles, Bazookas, and Grenade Launchers.
Unlike in Front Mission 1st, Rifles are now strictly ranged weapons that
have high accuracy in exchange for less damage output. Bazookas and Grenade
Launchers are unique in that they can be used from both close and long
ranges. The drawback is that their accuracy is fairly low, so misses are more
common with them. Rifles are Piercing-based, Bazookas do a combination of
Impact and Fire damage, and Grenade Launchers are Fire types.

LAUNCHER
--------

Weapon Types: Missile Launcher, Rocket Launcher
Weapon Location: Shoulder
Weapon Range: varies, base 3-4
Description:

Launcher weapons are either single-hit or multi-hit weapons that can be fired
from a long distance. The selling point of such a weapon is that the enemy
unit cannot counterattack the user and unlike Sniper weapons, they possess
higher damage outputs. Launcher weapons do have a minimum firing range, and
cannot be fired at close ranges though. They are also the only weapons to
have ammunition limits and must be reloaded when ammo has been used up. There
is no difference between a Missile Launcher and a Rocket Launcher as both
have the same functionality. Their attack elements are also shared - Fire.

MECHANIC
--------

Weapon Types: Shield
Weapon Location: Shoulder
Weapon Range: 0
Description:

Mechanic weapons are purely for defensive purposes. They are used to raise a 
wanzer's Defense parameter and increase the damage tolerance when the wanzer
uses the Guard command. Shields are useful in defending against attacks from
both Sniper and Launcher weapons. That's all there is to know about Mechanic
weapons.

BUILT-IN
--------

Weapon Types: Punch, Machine Gun, Shotgun, Flamethrower, Bazooka, Cannon
Weapon Location: Hand
Weapon Range: varies depending on weapon class
Description:

Built-in weapons are self-explanatory: weapons incorporated into a wanzer's
Arm parts. Built-in weapons tend to weigh less than equipping a normal Arm
and a Hand-specifc weapon, making them quite useful. These are balanced out
by the fact that the Arms tend to have low Defense and HP, making them easy
to destroy. Cannons are the same as Machine Guns and Vulcans; they are under
the Assault class as multi-hit weapons. They only differ in terms of attack
elements; Cannons are both Piercing and Fire-based.

------------------------------------------------------------------------------
FREQUENTLY ASKED QUESTIONS(FAQ)					[BFAQ]
------------------------------------------------------------------------------

Q: What is the maximum amount of Move that can be attained in the game?

A: The maximum amount of Move that can be attained is 25. This is equal to
12 squares of movement with a Move Cost of 2 per square.

Q: What is the maximum amount of damage that can be inflicted in a single
attack?

A: The maximum amount of damage that can be inflicted is 999.

Q: What is the maximum amount of Guard that can be attained in the game?

A: The maximum amount of Guard at the highest Dodge Level is 108. When using
a certain Shield, the maximum Guard is 137.

Q: What is the maximum amount of Agility EXP that can be gained from using
the Guard command?

A: The maximum amount of Agility EXP when using the Guard command is 50.

Q: What are the bare minimums and maximums of Cover?

A: The bare minimum for Cover is 0%. The maximum is 20%.

Q: What is the maximum amount of money that can be gotten in the game?

A: The maximum amount of money that can be gotten is 9,999,999.

Q: If I manually end the Player Phase, does that mean the Enemy Phase ends as
well?

A: No, the Enemy Phase does not automatically end if you manually end the 
Player Phase. It continues as usual until all enemy units have made their 
actions. For the most part, manually ending the Player Phase is never a good
idea.

Q: One of my wanzers got both Arms destroyed! What am I going to do with a
unit that can't attack?

A: You several options in this case. The first is to restore the destroyed 
Arms via supply truck or Riff as soon as possible. The second is to keep the
unit's Body operating until your other units come to its aid. If your Legs
part is still operational, you can do a charge attack in the meantime. This
will cause damage to your own wanzer, so only use it when necessary. Lastly,
try to complete the mission before the damaged unit is eliminated.

Q: I want to access the supply truck to reload my weapons but I don't see
any commands about this. Is there something that I have to do to access the
supply truck?

A: Whenever you want to access the supply truck, one of your units must be 
one square adjacent from the supply truck. On the following turn, you can use
the supply truck to exchange your weapons. If you are already beside the 
supply truck and haven't acted, you can access it on your current turn. The 
option to interact with the supply truck disappears once the unit moves out 
of the supply truck's range.

Q: Every time I try to attack this unit in a mission, my shots keep missing!
I have Arms with a high accuracy parameter on my wanzer that's attacking it 
but that's not helping out! Why is this?

A: There are only two explanations for this. The first is that the enemy is 
on a terrain with a high Geo Effect rating. Lure that particular enemy out
of the terrain so your attacks will connect instead of miss. The second is
that your weapons have low accuracy. While Arm accuracy does augment the
accuracy of the equipped weapons, it is important to use weapons with high
accuracy parameters. A  weapon with low accuracy parameters will result in
a lot of misses even with high accuracy Arms.

Q: I have all of my pilots equipped with Short weapons but I notice that some
of them do more damage and get better accuracy rates than others. During the
level ups for pilots, some get more bonus EXP for Short. Is this expected or
am I missing out on something?

A: Pilots specializing in a Job class will gain boosted accuracy and damage
as a result of focusing the EXP gains in that class alone. All pilots can
receive these bonuses with enough training and proficiency. However, you are
right in that some pilots will level up more quickly in a certain Job class
which they are naturally gifted at. In any case, it's far better to
specialize than to train in multiple Job classes for your pilots.

Q: Is it possible to gain experience from using any of the support items?

A: Yes. Using Acid Bombs, Chaff Grenades, Flash Grenades, and Smoke Grenades
will yield EXP in the Long class.

Q: Is it possible to remove Battle Skills or am I stuck with what I chose?

A: Battle Skills cannot be removed once they are equipped. The only way to 
get them off is to play a new game file. Make sure you choose your skills 
wisely.

Q: What weapon should I equip for my pilots? I know that each weapon falls in
one of the five Job classes but there's not much of a difference with each
weapon that I see.

A: It's personal preference really. If you want to train under a certain Job
class, you should consider equipping weapons designated for that class.

------------------------------------------------------------------------------
4. WANZER SETUP							[WSET]
------------------------------------------------------------------------------

This section details the mechanics and features behind the customization and
creation of wanzers. Reading information about the Battle System is highly
recommended as information here goes hand-in-hand with the aforementioned 
section.

------------------------------------------------------------------------------
WANZER DESIGN							[WDES]
------------------------------------------------------------------------------

Designing wanzers is a daunting task if you are new to Front Mission 2089:
Border of Madness. This is where Front Mission really stands out of the
strategy RPG crowd and thus, it has its own section. Designing a wanzer will
be broken down into sections as to ensure that you understand the process
behind wanzer configuration.

FRAME PARTS
-----------

The wanzer frame consists of the parts that make up the actual wanzer. This
consists of a Body, a Right Arm, a Left Arm, and the Legs. A unit cannot be
created unless the wanzer frame is complete. The Body part is top priority 
over the Arms and Legs for a good reason. Special to the Body is the Power
parameter, which is essentially the lifeblood of any wanzer. Every part has 
a Weight parameter that is subtracted from the Power parameter. The overall
Weight value of a wanzer must be always be equal to or lower than the Power
value or it cannot be used in battles. Therefore, choosing the right Body 
is key to creating a powerful wanzer.

Next in terms of design priority are the Right and Left Arms. A wanzer's only
means of attacking are through its Arms and without them, it is helpless. The
Hit parameter is special to Arm parts; it enhances the accuracy values of an
equipped weapon. A weapon that has low Hit values can benefit from an Arm 
with a high Hit value. An Arm without a hand-specific weapon can be used as
a Melee attack that has its own Attack and Hit values. Built-in weapon Arms
are viable options as they result in lower Weight values for a wanzer. Their
drawback lies in the fact that no hand-specific weapon can be equipped on 
Arms of this type.

The last part in designing a wanzer is the Legs. The only purpose of the Legs 
is to allow the wanzer to traverse over various terrain and elevation. The 
Move parameter is special to Legs only and dictates how much a wanzer can 
move of course. The amount of Move needed to traverse a square depends on the
Leg type and the square's terrain type. Some Leg parts can raise the wanzer's
Power value. Normal Leg types will suffice for the entire game, but Treads,
Tires, and Hover Leg types have their uses on certain terrains.

One last notable detail to mention is that the Move value can be increased 
depending on a wanzer's Weight/Power difference. For every 10% of free Weight 
that a wanzer has, 1 point is added to its Move value. Those extra Move points
can make a difference, so try to keep your wanzers as light as possible.

Extra Move Guide:

------------------------------------------------------------------------------
Move	Weight/Power
------------------------------------------------------------------------------
1	80-89%
2	70-79%
3	60-69%
4	50-59%
5	Less than 50%

SUPPORT PARTS
-------------

After a wanzer frame has been fully assembled, support parts can be equipped
to boost the effectiveness of the wanzer. Backpacks are parts mounted onto a
wanzer's back that increase the following: item storage, Power value, and the 
range of support items such as Chaff Grenades. Backpacks have no drawbacks of
any kind and therefore should always be equipped onto a wanzer. In regards to
items, items can also be traded between other units. This action can only be
done in the Setup menu.

A special Backpack that exists is called the Riff. The Riff is the only way
for units to reload weapons and restore destroyed parts on wanzers without
the use of a supply truck. As a special Backpack, the Riff does not have the
same features as a normal Backpack.

The second support part that a wanzer can equip are Computers. Computers are 
parts that raise a pilot's proficiency in all Job classes. Computers tend to
specialize towards one of the four Job classes, though there are ones that 
enhance all Job classes equally. Computers raise weapon accuracy in the Job
classes, and in the case of Agility, raises evasion rates. Thus, equipping
the proper Computer for the right pilot is an easy task to do.

ATTACKING PARTS
---------------

Now that the wanzer has been equipped with its frame and support parts, it's
time to give it some firepower. A wanzer can equip up to four weapons: two on
the Hands and two on the Shoulders. Technically, a wanzer can have a fifth 
one in terms of a Body with built-in weapons, but this is exclusive to mobile
weapons. Knowing what weapon to equip depends on the pilot who will use the
wanzer and their Job specialty. Hand weapons are generally lighter than the
shoulder weapons so they should be your first concern. For Launcher units,
shoulder weapons should be their top priority. While it is possible to fully
load a wanzer with weapons, this is bad wanzer design in most cases. No more
than two weapons should be equipped on any wanzer for optimal performance.

Wanzer Design priority:

1. Body
2. Arms
3. Legs
4. Backpack
5. Computer
6. Hand Weapons
7. Shoulder Weapons

------------------------------------------------------------------------------
WANZER PARAMETERS						[WPAR]
------------------------------------------------------------------------------

Wanzer parameters for all parts will be documented here and split into the
appropriate sections.

(Commonly Shared Parameters)

DF - the Defense parameter. High Defense values result in reduced damage.
HP - the HP parameter. High HP values result in greater part durability.
WEIGHT - the Weight parameter. Low Weight values result in extra Move points.
POWER - the Power parameter. High values result in more design flexibility.

(Body)

INT. WEAPON - weapons integrated into the Body part (built-in weapons).
AT - the Attack parameter. High values result in greater damage potential.
HIT - the Hit parameter. High values result in less attacks missing.

(Arms)

HIT - the Hit parameter. High values result in greater weapon Hit values.
INT. WEAPON - weapons integrated into the Arm part (built-in weapons).
AT - the Attack parameter. High values result in greater damage potential.
HIT - the Hit parameter. High values result in less attacks missing.

(Legs)

MOVE - the Move parameter. High values result in greater movement distance.

(Computers)

FIGHT - the Fight parameter. Raises proficiency in the Fight parameter.
SHORT - the Short parameter. Raises proficiency in the Short parameter.
LONG - the Long parameter. Raises proficiency in the Long parameter.
AGILITY - the Agility parameter. Raises proficiency in the Agility parameter.

(Backpacks)

ITEM - the Item parameter. Raises the maximum amount of equipped items.
RANGE - the Range parameter. Raises the maximum range of items.

(Weapons)

AT - the Attack parameter. High values result in greater damage potential.
HIT - the Hit parameter. High values result in less attacks missing.
RANGE - the Range parameter. Dictates the minimum and maximum weapon range.
AMMO - the Ammo parameter. Ammo must be replenished by supply truck or Riff.
TYPE - the Type parameter. Classifies weapons under the Job classes.

(Overall)

FIGHT - the wanzer's potency in the Fight parameter.
SHORT - the wanzer's potency in the Short parameter.
LONG - the wanzer's potency in the Long parameter.
AGILITY - the wanzer's potency in the Agility parameter.
TOTAL - the wanzer's overall potency in all parameters.
MOVE - the wanzer's Move value.
W/P -  the difference between the wanzer's Weight/Power values.

------------------------------------------------------------------------------
WANZER TYPES							[WANT]
------------------------------------------------------------------------------

Assuming that you have read the Wanzer Design and Wanzer Parameter sections,
it's time to learn about viable wanzer builds that can be used.

STRIKER
-------

Striker builds are designed for Fight specialists. The basic idea behind a
Striker build is having a wanzer geared for close-range combat and to act as
a tank unit. Parameters that a Striker build focuses on are HP and Defense
mainly since they attack last against ranged enemy units. The combination of
high HP and Defense makes a Striker build hard to kill, which allows them to
operate as tanks. Striker builds generally are used to finish off enemies due
to how Fight weapons operate in general.

When shopping for new parts, go for ones with high Defense since they are 
easy to identify. Equip Knuckles, Pile Bunkers, and Rods when possible as
they deal more damage than Arm Punch. Arms with high punch damage, though,
have the highest Defense ratings so they're easy to idenfity. Finally, a
Shield should always be equipped on Striker builds for more durability.

Build checklist:

Frame - HP and Defense.
Support - Backpack and Fight-specialty computer.
Attacking - Knuckle/Pile Bunker/Rod x 2 on Hand. Shield on Shoulder.

Sample build:

Body - Valiant
Left Arm - Valiant
Right Arm - Valiant
Legs - Valiant
Backpack - Bag Worm
Computer - Evolucion WW-87
L. Grip - Battle Tusk
R. Grip - Crusader
L. Shoulder - WS-14B
R. Shoulder - None

ASSAULT
-------

Assault builds are designed for Short specialists. The basic idea behind an
Assault build is having a wanzer geared for close-range combat and act as
the main attacking unit. Parameters that an Assault build focuses on are Hit
and Move for hit-and-run tactics with enemy units. Assault weapons lack the 
accuracy that Striker weapons possess so an Arm with a high Hit value results
in more damage dealt. Assault builds do most of the fighting so being able 
to reach enemy targets is key with a high Move value. HP also matters since
Assault units will take a lot of damage.

When shopping for new parts, choose a balanced Body to suit the needs of an
Assault build. Buy Arms with high Hit ratings for the purposes of better
accuracy. For the Legs, high Move is important but stick with Normal Leg
types to get the most mileage out of them. A Machine Gun or Vulcan paired
with a Shotgun or Flamethrower is a good balance of multi-hit and single
hit-weaponry. Top it off with a Shield to be safe.

Build checklist:

Frame - Hit, Move, and HP.
Support - Backpack and Short-specialty computer.
Attacking - Machine Gun/Vulcan and Shotgun/Flamethrower on Hand.
Shield on Shoulder.

Sample build:

Body - Zenith V
Left Arm - Zenith V
Right Arm - Zenith V
Legs - Zenith V
Backpack - Bag Worm
Computer - Yeata RG-0624z
L. Grip - FV-24B
R. Grip - Covet V300
L. Shoulder - WS-14B
R. Shoulder - None

SNIPER
------

Sniper builds are designed for Long specialists. The basic idea behind a
Sniper build is having a wanzer geared for distance combat and acting as
Link support for Strikers and Assaults. Parameters that a Sniper build
focuses on are Hit, Move, and Power. The weapons designated for a Sniper
build are very heavy so a lot of Power is vital to these builds. Despite
the nature of their role, Move is important in order to get within a good
attacking position. As long as they are not forced into a fight at close
range, take advantage of their ranged weaponry.

When shopping for new parts, go for the Body with the highest Power rating.
Follow the same guidelines for Assault builds when searching for Arms. For
the Legs, choose something with a reasonably high Move rating. As for the
weapons, load both Arms with a Rifle and a Bazooka or Grenade Launcher.

Build checklist:

Frame - Hit, Move, and Power.
Support - Backpack and Long-specialty computer.
Attacking - Rifle and Bazooka/Grenade Launcher on Hand.

Sample build:

Body - Phantom
Left Arm - Phantom
Right Arm - Phantom
Legs - Phantom
Backpack - Bag Worm
Computer - Yeata RG-0624z
L. Grip - Rock Jack
R. Grip - Firebird
L. Shoulder - None
R. Shoulder - None

LAUNCHER
--------

Launcher builds are designed for Long specialists. Similar to Sniper builds,
their role is providing long range support for Striker and Assault units.
Parameters that a Launcher build focuses on are Hit and Power. Their weapons
are even heavier than Sniper weapons, so it's imperative that your Power
value is very high. Launchers are crippled up close and should ideally stay
farthest away from enemy units. Use them to weaken or finish off enemy units
rather than in Links.

When shopping for new parts, go for the Body with the highest Power rating.
Follow the same guidelines for Assault builds when searching for Arms. The
Legs don't matter to a Launcher build so do whatever you want with them. As
for the weapons, load both Shoulders with Missile and Rocket Launchers. They
don't need Arm weapons to contribute to the fight.

Build checklist:

Frame - Hit and Power.
Support - Backpack and Long-specialty computer.
Attacking - Missile Launcher/Rocket Launcher x 2 on Shoulder.

Sample build:

Body - Igel Eins Horn
Left Arm - Igel Eins Horn
Right Arm - Igel Eins Horn
Legs - Igel Eins Horn
Backpack - Bag Worm
Computer - Yeata RG-0624z
L. Grip - None
R. Grip - None
L. Shoulder - Albatross
R. Shoulder - Donkey DX2

MECHANIC
--------

Mechanic builds are designed for Agility specialists. Their role is purely
support-based as far as combat goes. Mechanic builds only require two things:
HP, Defense, and Move. As they will be out on the field doing repair work,
expect enemies to come at them constantly. With high HP and Defense, Mechanic
units can be used to eat the bulk of the damage from enemy forces. With high
Move, Mechanic units can reach other ally units and repair them more easily.

When shopping for new parts, follow the same guidelines as you would with a
Striker build. Don't forget to equip a Riff Backpack, as well as two Shields
for defensive measures. Mechanic units won't really need to be on the attack,
so don't worry too much about their weapon loadout.

Build checklist:

Frame - HP, Defense, and Move.
Support - Repair Backpack and Agility-specialty computer.
Attacking - Shield x 2 on Shoulder.

Sample build:

Body - Eldos
Left Arm - Eldos
Right Arm - Eldos
Legs - Eldos
Backpack - Riff
Computer - Evolucion WW-87
L. Grip - None
R. Grip - None
L. Shoulder - WS-14B
R. Shoulder - WS-14B

HYBRID
------

Hybrid builds consist of fusions between two or three of the five builds
combined. Hybrid builds may seem attractive due to their all-purpose role,
but these builds are the hardest to make. Balancing all of the parts to have
an effective hybrid build takes a lot of number-crunching and analysis of the
parts available. It is doable to create hybrid builds but you will have to
spend some time searching for the right parts.

Build checklist:

Frame - Balance.
Support - Backpack and balanced computer.
Attacking - 1 Striker, 1 Assault, or 1 Sniper on Hand. 1 Gunner on Shoulder.

Sample build:

Body - Phantom
Left Arm - Zenith V
Right Arm - Numsekar
Legs - Igel Eins Horn
Backpack - Bag Worm
Computer - SI Prototype VP-6Gr
L. Grip - FV-24B
R. Grip - Crusader
L. Shoulder - None
R. Shoulder - Donkey DX2

------------------------------------------------------------------------------
FREQUENTLY ASKED QUESTIONS(FAQ)					[WFAQ]
------------------------------------------------------------------------------

Q: Why should I follow the wanzer design priority list? I've already made a
few wanzers and it seems that I'm doing things right.

A: The wanzer design priority list is a guideline on how to successfully 
create wanzers in the easiest way possible. Logically, a player will start 
off with the frame parts and leave the attacking parts for last. The wanzer
design priority breaks these steps down to its simplest steps. You don't have
to follow it, but it helps out a lot if you're new to Front Mission.

Q: When I try to equip a part on my wanzer, the game tells me that I can't
equip it! What am I doing wrong?

A: The most common issue is that your wanzer's Weight value exceeds that of
its Power value. You can easily solve this by equipping lighter parts and 
weapons. The second issue is that you are trying to equip a Hand weapon on an
Arm with built-in weapons. Hand weapons cannot be equipped onto these types 
of Arms no matter what you do. Shoulder weapons, with the exception of a few,
cannot be equipped on these Arms as well.

Q: What is the Agility parameter for when it comes to unit customization? I
don't know what it's supposed to do.

A: The Agility parameter determines the chances of a unit dodging an enemy's
attack. This value can be increased by equipping stronger wanzer parts and
by equipping Shields. The effect is relatively minor though - the only way
you can see the difference is if you pit an early-game wanzer against a
late-game model. The Geo Effect rating is far more important when it comes
to unit evasion.

Q: Can you explain what the range on a Backpack stands for? I'm clueless on
what is affected by the Backpack's Range parameter.

A: Range on a Backpack increases the maximum range of support items. Support
items don't play much of a role in battle, so the boosted Range isn't that 
useful. However, if your units are up against strong opposition or are about
to be hit with loads of missiles, it pays to have some Chaff, Flash, and/or
Smoke Grenades in hand. Also, since repair items can be given to other ally
units unlike in Front Mission 1st, Backpacks also increase the maximum usage
range for them.

Q: How many items can a unit hold with and without a Backpack?

A: A unit can hold four items without a Backpack, and up to eight with one.

Q: What is the maximum amount of copies I can have for a part or item?

A: The maximum amount of copies you can have for a part or item is 99.

Q: What is the selling price for a part or item?

A: The selling price for a part or item is 25% of its original price when
you purchase it.

Q: Is there any benefit to creating a wanzer frame made up of the same parts?
I could get better performance by mixing parts up instead of sticking with a
pure wanzer frame.

A: There is no benefit to creating a pure wanzer frame unless you like to 
use pure wanzers. Do whatever you need to make a good wanzer.

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5. CREDITS							[CRED]
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Thanks to:

- GameFAQs obviously
- Front Mission 2089: Border of Madness guide for skill level differences
- 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.
(0.1263/d/web7)