Front Mission FAQ/Walkthrough v1.00 - Azn Psycho
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Front Mission FAQ/Walkthrough

by Azn Psycho   Updated to v1.00 on
This walkthrough was originally written for Front Mission on the DS, but the walkthrough is still applicable to the SNES version of the game.
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                                 Front Mission                                 
-------------------------------------------------------------------------------


                                 Table of Contents


Sections                                                    Ctrl+F Keyword
1)  What Is Front Mission?                                  $123$
2)  Title Screen and Menus                                  $915$
3)  Battles                                                 $791$
4)  Skills and Experience                                   $114$
5)  Town Menus                                              $555$
6)  Setups                                                  $331$
7)  Arena                                                   $009$
8)  Walkthrough OCU                                         $668$
9)  Walkthrough UCS                                         $226$
10) Items                                                   $564$
11) Parts                                                   $821$
12  Weapons                                                 $165$
13) Version History
14) Legal Info



I'm going to say this now.  The Walkthroughs will contain spoilers.


===============================================================================
                                 What Is Front Mission?                   $123$
===============================================================================

Front Mission is a turn-based, strategy game developed by Square Enix. Well, it
came from Square originally, but we all know about the merger... if we haven't
been living under a rock or something.  And I'm not going to explain how the 
genre works as I assume there are enough games in the market that you know the
basics to these sort of games.

As in all games, there has to be some sort of catch, right? In this case, Front
Mission involves mechs.  You know, big robots that happen to have a human pilot
controlling it to attack ando ther things, usually for warfare. However, in the
game they are wanzers, which is probably the more accurate and appropriate name

Basically, that's Front Mission in a nutshell. A turn-based stategy game that
has mechs in it. HOWEVER, there is a story behind all of the gameplay. One that
is worth check ing out.  I will also note that this game is the first of the
series and originally on the SNES (which I suggest you check out in somehow. If
you happen to enjoy this game, feel free to explore the rest of the series and
expand the fanbase.

===============================================================================
                                 Title Screen and Menus                   $915$
===============================================================================
As soon as you start the game and press start at the title, you should come 
across these options.  I will also note that the game manual does explain this.
At least, I hope and recall it did....


     NEW GAME
     LOAD GAME
     GAME SETTINGS
     DUEL


NEW GAME: This should be fairly obvious. You are going to start playing one of 
the two available campaigns.  More on this later.

LOAD GAME: This should also be obvious. You will be loading a save or a quick-
save.  More on what a quicksave later on.

DUEL: I have not played with this yet (due to no one around having this game)
but it is the multiplayer option of the game.  From what I recall of the manual
this is basically an Arena fight between you and a friend. More on Arena fights
later.

GAME SETTINGS: Upon selecting this option, you'll see a menu like this.

         CONTROLS
         SPEED
         BATTLE SPEED
         SOUND
         BACK

     CONTROLS: Here you can alternate between Semi-Auto and Manual.  In Semi-
               Auto, the game will automatically select an available units but
               allows you to cycle through them with the L and R buttons.  In
               Manual, you have to select the units yourselves.  I recommend
               Manual just for the fact that it is easier to select an enemy
               unit to see how far their movement range is.

     SPEED: Controls how fast the text and game goes. Options are Fast/Normal.

     BATTLE SPEED: Controls how fast battle goes.  Options are same as SPEED.

     SOUND: Typical sound options of Stereo/Mono.

     BACK: Gets you to the previous menu

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

Now that all of this is taken care of, let's start a new game shall we? Upon
selecting NEW GAME, the game offers you a chance to play the tutorial.  I have
not done this myself, so I cannot offer any opinion on the matter. However, I 
will assume that if you are new to at least see how it is like to give you some
familiarity with the game, unless you want to be reading this >_>.

Regardless of what you do about the tutorial, you will be given an option of
selecting which campaign you'll like to play on. You have the options of the
Oceania Cooperative Union otherwise known as the O.C.U. or the Unified 
Continental States otherwise known as the U.C.S.

If you are new, I suggest you stick with what the game tells you to pick and
start off with the OCU.  


===============================================================================
                                 Battles                                  $791$ 
===============================================================================
Almost immediately, you'll find yourself in the first mission. When it comes to
these missions and some extra missions you may come across, the win conditions
are usually clear. They might be, and usually are, kill all enemy units. When I
think about it, I think that might be the only win condition although they are
a few other things that you might have to consider in some missions, such as 
protecting certain units, etc.

Unlike other tactics-based games, you don't have one single HP stat.  In this
game, you have four: Body, Left Arm, Right Arm, and Legs.  When the HP of any
part goes to zero, the following will happen.

     Body: The unit is destroyed.  This is the MOST important part.  If this
           goes, so does everything else regardless of the other parts' HPs.
     Arms: Weapons and shields that are attached to that arm cannot be used for
           the remainer of the battle, unless repaired.
     Legs: Movement stat is halved, meaning you cannot travel as far as you did
           before.

However, you may use items that repair destroyed parts or heal some damage. I
will note that you cannot do anything regarding a destroyed body.  So heal it,
before it is destroyed.

ONE VERY IMPORTANT THING. If the leader dies, GAME OVER.  It should be obvious
who the leader is regardless of the campaign you select.  However, if you are
oblivious or forgotten, they are Royd (OCU) and Kevin (UCS).  If they go, you
go.

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

When it comes to attacking, there are three different types of attacks: Melee,
Short, and Long.

     Melee: Involves your wanzer's fists and sometimes hand rods. When it comes
            to targeting, has a higher chance of hitting the body.
     Short: Involves your guns wheter it is a machine gun, rifle, flame-thrower
            or whatever. This also includes bazookas and grenade launchers if
            they are not used for long-range fighting (beyond a range of 1).
     Long : Involves shoulder-mounted weapons. As the name suggest, this attack
            will hit enemy units from afar.  Typically have a minimum and a
            maximum range of where it will target.  This includes bazookas and
            grenade launcers if they are not used for short-range.

Take note, that when you attack, anything except for Long-range risks a counter
attack from the enemy unit.  Now what determines who strikes first? First, here
is the chain of priority regarding these attacks.

     Melee is SLOWER than Short
     Short is SLOWER than Long
     Long  is SLOWER than Melee

I will note that unless you are in the Arena only the FIRST rule will apply as
Long range attacks cannot be counterattacked nor counter attack themselves.

If both units use the same attack, the owner of the phase (yours or computer's)
determines who goes first.  Basically, your turn, your first-strike.  According
to the manual, Arena battles are "player always goes first unless priority is
going to screw him over".

There is also another thing.  Generally, when you attack, damage will be not
be given in a predetermined way (with two exceptions).  Damage dealt will be
randomly assigned to the various parts.  So brace yourself for those times when
you are trying to get a certain part destroyed but you just hit something else
instead.

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

Now for the actual movement and attacking. During your turn, you will select 
one of your units. Then you are given the options of
     
     MOVE
     ATTACK (only if a target is already within range)
     USE ITEM (more on the items themselves later)
     CANCEL (deselect unit)

You can move an unit as far as its movement range will allow, designated by the
 blue grid.  If you happen to attempt to move a NPC or enemy unit, you won't be 
able to, but you will be greeted with a green grid, which can be useful with 
your stategy.

If you choose to move a unit, after it finishes making its move, you will see
the following

     ATTACK (only if a target is within range)
     END (end the unit's turn)
     USE ITEM
     CANCEL (places unit back in its original position)


If you choose to attack an enemy, you will be given a list of your weapons that
are currently available of hitting the enemy.  Usually the order of the weapons
will be.

     Left Hand
     Right Hand
     Left Shoulder
     Right Shoulder

Why is this important? Well, regarding counterattacks and attacks. Say you are 
being attacked. You are going to counter with whatever is in your Right Hand.
However, the enemy destroyed your Right Hand with his attack. Guess what? You
just stand there and take it! So when it comes to picking a weapon to attack
with, it is also important to note the HP regarding whatever arm that it is a
part of.

When it is the enemy's turn, you have the same options regarding a counter-
attack BUT with a slight change. When you are attacked, you can have the option
of GUARD.  Basically, this supposedly helps you dodge the attack in lieu of 
fighting back.  This may or may not be good, depending on your situation. I
will also mention that your shoulders don't necessarily have to have weapons
on them.  Instead of weapons, you can have shields, which obviously will help
to defend you.

Items can be used on the selected unit or another target, depending on the item
itself. These items can inflict status aliments that can hinder or help you.
There will be a list of items and their effects at some other section.

-------------------------------------------------------------------------------
I should note that during a mission, if you care to look at the top screen,
there is some information that will come in handy for you. 

If the cursor is not on an unit, you'll be given the terrain information. This
is basically how it looks

Name of the terrain
Cover % (defensive bonus)
Normal: #    Hover: #
Treads: #    Tires: #

What does all of this mean? Well the Cover % should be obvious, as that's how
much being on that terrain will help whoever is on it. The numbers next to the
four categories are the movement costs to each of the 4 leg types. For example
you have Hover-type legs.  You also have a movment stat of 10.  The movement
cost for a certain terrain is say, 3.  You can move 3 spaces in that terrain.
Rough idea, but you should understand it.  More on leg types later on.


If the cursor is on an unit, you will see three boxes.  Let's look at the
VEHICLE STATUS first.  This is what you'll see

NAME:  Name of the wanzer

     BODY                   ##/XX
     LEFT ARM               ##/YY
     RIGHT ARM              ##/ZZ
     LEGS                   ##/UU

MOVE:    ##    
STATUS:  ---         ---
         ---         ---

Basically, this is where you'll see the HP of all your parts as well as how
much movement an unit has and any status aliments it might have.  

To the right of the VEHICLE STATUS, you will see the PILOT STATUS.

NAME: Name of Pilot                    LV. ##
                         -LEVEL-       -EXP.-
  MELEE                     #            ### 
  SHORT                     #            ###
  LONG                      #            ###
  DODGE                     #            ###
  TOTAL                                 ####

SKILL: ---
       ---
       ---
       ---
       ---

Explanation of this can be found in the next section.


Below both these two pieces of information, you will find this

NAME: Name of wanzer     -NAME-         -AMMO-    -RANGE-
   BODY
   L. HAND
   R. HAND
   L. SHOULDER
   R. SHOULDER

Basically this is where you'll find info regarding the parts that an unit has.
It will also give you some info regarding the weapon and shields that are on it

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

If at any moment you press START, during a mission.  You may come across a
menu regarding this

     END PLAYER PHASE
     GAME SETTINGS
     QUICKSAVE
     CANCEL

Basically END PLAYER PHASE is obvious. You are ending your turn. GAME SETTINGS
are basically whatever you saw in the same menu at the title screen. QUICKSAVE
allows you to save during battle. After all, some battles can get quite lengthy
and you'll be needing a break here and there. By the way, there is only one
QUICKSAVE file and it puts you back at the title screen after saving.



At the end of each battle, you will get Huffman dollars (the game's currency)
equal to...

Mission Reward + Kill Bonus (enemies destroyed - Repair Costs (units you lost)

===============================================================================
                                 Skills and Experience                    $114$
===============================================================================
During missions, any time you interact the selected unit with another unit such
as an attack, counterattack, or item useage, you gain experience (EXP). EXP is
divided up into four different categories

     Melee
     Short
     Long
     Dodge

The first three go up the more you use their respective attacks. The last one,
Dodge, goes up when you are on the defensive such as dodging and using shields.
Basically whatever points you gained (which you can see as a EXP +X) in the 
corner after a battle will have that respective category gain that much EXP.
When the cumulative total of your EXP hits certain levels, you level up. If at
any level up, specific categories have certain number of points allotted to it,
you may choose to learn a skill.

Skills basically enhance different things during a battle. They also have four
different levels: Lv1, Lv2, Lv3, and Last.  They tend to level up randomly and
typically start at Lv1 although sometimes they start at Lv2. The more you use 
them, the better they get (as you have a chance of them leveling up then).

Skills come in 3 different categories, the same as what you find in attacks:
Melee, Short, and Long

     Melee Skills
          First : When activated, you go first, regardless of priority.
          Stun  : Chance that a melee attack will inflict STUN.
          Double: Chance that as long as both hands are using melee weapons
                  for a comboing attack (aka 2 or more hits).

     Short Skills
          Duel  : Allows you to target specific parts to damage.
          Speed : For machine guns, gives you extra rounds to shoot with.
          Switch: Chance that as long as both arms are armed with short weapons
                  for the unit to use the other gun while attacking.

     Long Skills
          Guide : Allows you to target specific parts to damage.
          Nothing else, no.. I'm not kidding you.. Long-range doesn't get much.

At most, any pilot can only have a maximum of 5 skills. Even then, you will get
pilots that can't even learn 5 but 4, 3, or even 2. Some pilots will also come
with a skill already learned. I will also note that you have very few chances
to learn a skill. Sometimes your chance to learn a skill might be your only one
at it. So plan out what you like.  Oh wait.. one other thing. Not all skills 
may be accessible to all pilots. You will come across someone who can't learn
this skill or that skill. I may make a section regarding this, but for now you
can always ask for help elsewhere.


===============================================================================
                                 Town Menus                               $555$
===============================================================================
Aww, town.  The place you come to when you miraculously return from a mission
with money you have won from the deaths of others. Typically, this what you
will be seeing, though it will vary depending on what is happening in the story
and other things.  So, this is the basic gist.

     SHOP
     MILITARY WARD
     BAR
     ARENA
     PILOT STATUS
     SETUP
     SAVE/LOAD


As you can tell, the shop is where you'll be buying various parts, weapons,
and items.  More on that in a bit.

The MILITARY WARD is usually where you will go to for advancement of the story
and other information. This may not always be there, but when you see it, you
should go there anyway (unless no one is there).

The BAR is where you can go to in order to talk to whoever happens to be there.
You might come across rumors that lead to extra missions or just random pilots
that you can have join you. 

PILOT STATUS just allows you to check up on your pilot info such as what items
they might be carrying, their skills, what their wanzers are, etc.

SETUP allows you to modify the various wanzers if you happen to have some parts
lying around. It is also the only place where you can put items onto a wanzer
for use during missions.

SAVE/LOAD should be obvious as it allows you to save into one of the 3 files
available and to load from them if you wish to.

-------------------------------------------------------------------------------
In the SHOP, you will see something like this.

     SETUP
     BUY
     SELL
     TALK
     EXIT

All are self-explanatory except for SETUP. When it comes to buying or selling,
you pick one of the two. Then you select the category of what you are acting on
such as weapon, parts, or items. In weapons, you select either hand or shoulder
weapons.  In parts, you select one of the various body parts. Items are just
items.

In SETUP, anything you choose to purchase will automatically be equipped to the
wanzer and the previous weapon/shield/part will be sent to your stock.  If you
select SETUP, you will need to select from the list of your pilots' wanzers.
Then you will see a menu like this.

     WEAPONS
     PARTS
     PAINT
     NAME
     CANCEL

WEAPONS will lead to select for which hand/shoulder you want a weapon for. You
will also find shields here, too.

PARTS does a similar thing but you select for which part you are buying for...
you know, body, legs, and arms.

PAINT allows you to just change the color scheme of the wanzer, which can be
of some use if you have a favorite unit or something.

NAME allows you to change the wanzer's name.


Also, if you go to SETUP from the town menu, after PARTS, you will also see
ITEMS.  This is where you can stock items onto certain wanzers and stuff.


===============================================================================
                                 Setups                                   $331$
===============================================================================

Regardless of you are accessing SETUP through the town menu or the shop menu,
it is basically the same thing. As you are scrolling through the various parts
and weapons, you will see in a box below the list, the stats that go with what
you are looking at.  For example, weapons could appear like this

AT    :     5 X 20 (   +17)
DF    :          0 (   + 0)
HIT   :         76 (   - 4)
RANGE :          1 (   + 0)
WEIGHT:         36 (   +36)
AMMO  :         99 (   ---)
TYPE  :      Short 

What does this mean? AT stands for Attack.  The first number is how many hits
or rounds the weapon has.  Usually this will be 1 unless it is a multi-hit
rifle or machine gun.  The second number is damage. DF stands for Defense and
is only important shields. HIT is accuracy, the higher the better. RANGE will
usually mean nothing unless you happen to get a bazooka or something similar.
WEIGHT is how much the thing weighs and will affect your Weight to Power (W/P)
ratio.  More on that soon.  AMMO really applys to shoulder weapons as they 
have limited amounts such as 2, 3, or 4.  If it says 99, it basically means 
infinite. TYPE should be obvious as it will determine what type of attack that
weapon uses.  Exceptions would obviously be SHIELD. However, for the hand 
weapons, LONG will mean it is a bazooka or something.  It doesn't mean that it
is exclusively LONG-type.


When it comes to parts, you will see 3 different sort of stats. First, body.

DF        :     25 (   + 2)
HP        :     90 (   -10)
POWER     :    240 (   +60)
WEIGHT    :     55 (   - 5)
INT.WEAPON:   NONE (   ---)

DF is the same as it is for weapons.  HP is how much HP that part will have,
so as defense, the higher the better. POWER is how much power that the body
has to handle the weight you put on it. At this point, I would like to draw you
to the upper right corner.  See the W/P?  That is the weight to power ratio.
If this is over 100, you are over the weight limit and the game will not allow
you to do what you tried to do that would have put you over it. The rationale
for this is, if you are too heavy, you can't move.  Anyway... WEIGHT is again
how much the part weighs.  INT.WEAPON is the inital weapon. Basically, nothing
when it comes to BODY parts.


Second, we will look at the arms.

DF        :     12 (   + 1)
HP        :     50 (   + 5)
HIT       :     57 (   + 2)
WEIGHT    :     18 (   - 2)
INT.WEAPON:    TENDUS PUNCH
  AT             8
  HIT           80 

We have already gone over DF, HP, and WEIGHT. However, now you have HIT as a 
stat.  Basically, it just tells you how accurate the arm is.  So basically
if you have a highly accurate weapon but an inaccurate arm, you are going to
be somewhat accurate.  Same thing the other way around.  However, I think the
HIT stat on the arms shouldn't be too much of a concern as long as they aren't
too low.  INT. WEAPON is a interesting thing. For most arms, the initial weapon
will be a punch, aka melee attack, and you have the stats to go with it, AT and
HIT.  However, some arms have a built-in gun to them.  You can usually tell if
you are going to have a gun based on the appearance of the arm, if the AT gets
a "X" indicating a machine gun, or if you can't equip anything to the shoulder.

That's right, you can't do anything to the shoulder when you have a built-in 
gun.  I may be wrong, but I'm pretty sure that's the case.  So now you are 
probably thinking why would you want an arm like this?  Well, cost.  You don't
have to buy a gun when the arm comes with it right? They also tend to be light
so if you seem to be having too much weight for the wanzer, well you can guess
from there.

Lastly, we have legs.

DF    :
HP    :
POWER :
MOVE  :
WEIGHT:    I'm not going to bother with numbers here, I'm lazy

Short and simple, you should know everything by now EXCEPT for MOVE.  This is
your MOVE stat.  You know, the only you see in the VEHICLE STATUS box during
missions? Yeah, basically, the higher the better. Now it is a good idea to
mention the various leg types.  You have 4 types: Normal, Tires, Treads, and
Hover. You can tell which leg is which just by looking at it. Of course, some
types do better in certain terrains over others.  Also, Normal-types have a bit
of an advantage when it comes to elevation on terrain.  All other types cannot
go anywhere up or down a steep elevation (aka more than 1 level in difference)
while Normal types can go up or down if elevation happens to be 1 or 2.  So,
at the expense of having possibly the most generic movement costs with no other
bonuses, you can go higher and lower?  Seems fair >_>.


So that's all for wanzer parts.. but THERE'S MORE!

As you can see, there are CPU and BACKPACK.

In CPU, you basically choose what computer, processor, whatever you want to use
for that wanzer.  Basically these CPUs will help you in these categories

MELEE    0  (   - 4)
SHORT   30  (   +22)
LONG     2  (   + 2)
DODGE    0  (   + 0)

Thus, the higher the better, as you will perform better in the appropriate 
areas for that given wanzer.


In BACKPACK, you are basically putting an add-on to the back of your wanzers.
The relative stats will be...

ITEM     1   (   + 1)
RANGE    0   (   + 0)
POWER   30   (   +30)
WEIGHT  10   (   +10)

Basically, ITEM determines how many more items you can carry. The default is 3
items, so with a backpack you can carry 4 or even more.  RANGE basically
increases your maximum range when it comes to Long-range attacks.  POWER adds
more power to what the BODY is already giving.  WEIGHT is well.. obvious.
Usally there is nothing wrong with adding a backpack.  Heck, it is usually
encouraged.

I also bet you are still wondering what those numbers in parenthesis mean. Well
they are just comparisons to what you already have equipped. So if something
was +30 in one stat, that item you are looking at is 30 points higher than what
you already have on.

===============================================================================
                                 Arena                                    $009$
===============================================================================
The Arena is a place you can go to get get some EXP and money. How it functions
is like this. You select one of your wanzers. You select an opponent based on
the odds that the game calculates and the opponent's abilities. Afterwards, you
choose how much you want to bet.

During the Arena battle, you basically select your actions as you would during
a mission.  So you pick what weapon you want to use, but you are also given the
options of GUARD and your shields (if any) if you feel like not attacking. You
can also choose to give up if you feel like. Though why give up when you might
have a chance at winning?

Anyway, you and the opponent will switch blows until one of two conditions.

1) A BODY is destroyed.
2) BOTH ARMS are destroyed.

So it doesn't matter if your BODY somehow manages to hold on with 1 HP, or if
you get your legs blown off or even one arm.  As long as one of those two do
not occur, the match goes on.

If you win, yay for you.  You win money equal to what you bet times the odds.
So, if you are playing the Arena for money, you should be picking opponents
who give odds such as 1.5 or higher.. but not too high unless you believe in
miracles or suicide.

If you lose, well.. you know.

Also, after the match, you gain some EXP, although not as much as you would
gain during a mission.  However, this is a good way to level up so of the
lower-leveled pilots you might have.


===============================================================================
                                 Walkthrough OCU                          $668$
===============================================================================
DISCLAIMER: HP-Spreads might be off due to the fact that I'm replaying the 
game through New Game+ on .5 difficulty just to quickly get through the game.
However, the numbers are more or less accurate.  I'm guessing the margin of 
error for the HP will be +/- 1.


Basically, Royd Clive (the leader unit) is on a recon mission with Ryuji Sakata
and someone else while Karen Meure, Royd's fiance, has already been at the area
in question. Well, would you look at that?  Karen is surrounded.... better help
her right?

---------------------------------Mission 1-------------------------------------
Mission Reward    : N/A
# of Allowed Units: 3

# of NPC Units    : 1 (1 KAREN)

# of Enemy Units  : 5 (2 ATTACKERS/2 MISSILEERS/1 DRISCOLL)
Name           PARTS               AMMO    RANGE      HP-SPREAD    
ATTACKER       GUST MG             99/99   1-1        20/16/16/18
               GUST MG             99/99   1-1
MISSILEER      CALM PUNCH          99/99   1-1        24/18/18/20
               CALM PUNCH          99/99   1-1
               PIZ-3                3/3    3-4
DRISCOLL       TYPE 11 CLAW-B      99/99   1-1        250/250/110/250
               URANIO              99/99   1-1

There really isn't anything much to say except to attack from afar when you can
with whatever long-range you happen to have. Also, you might just want to stick
with your guns for the first-strike advantage. While the big guy won't go after
you, it's best not to bother him either.  By the way, NPC dies.
-------------------------------------------------------------------------------
After losing all of his men, Driscoll just blows up the area. Leaving Royd to 
well... be very pissed about Karen and about the whole incident.  Sadly, it is
Royd's fault that the Second Huffman Conflict is going to occur.

Fast foward a bit.  Royd "Hellspawn" Clive is apparently working at the Arena
as a fighter now. Some man will approach you before your Arena match but let's
you be.  It's probably best if you win your match, but it doesn't matter as the
story will progress the same.

Apparently the man is named Olson who wants to recruit Royd as part of the merc
group the "Canyon Crows". Given the thought about having revenge for Karen, 
Royd accepts the offer and joins.  Olson gives you 1,000 Huffman dollars for
upgrades. Enter the MILITARY WARD after upgrading and proceed to leave. Royd
gets reunited with Ryuji and is introduced to Natalie. Seems there are other
members that you have to meet...

Heading to your next destination, it appears that your missing members, J.J.
and Keith, have been out looking for kills to earn some money and ended up in
trouble.  Good thing, Royd and Co. comes to save the day.

---------------------------------Mission 2-------------------------------------
Mission Reward    : 3000
# of Allowed Units: 5

# of Enemy Units  : 8 (5/1/2)
Name           PARTS               AMMO    RANGE      HP-SPREAD 
ATTACKER       CALM PUNCH          99/99   1-1        24/18/18/20
               RAPTOR              99/99   1-1
COMMANDER      SIEGE               99/99   1-1        30/22/22/24
               ZORA PUNCH          99/99   1-1
               PIZ-3               99/99   3-4
MISSILEER      CALM PUNCH          99/99   1-1        20/18/18/18
               CALM PUNCH          99/99   1-1
               PIZ-3                3/3    3-4

Largely, I say, stick together, though you can probably have someone go 1-on-1
with that randomly misplaced attacker in the corner... Either way, just don't 
have any of your pilots surrounded by the enemy and you should be fine.  For
the time being, missileers won't be a hassle so go after whoever you feel like.
-------------------------------------------------------------------------------

After the mission and saving the two greedy idiots, head to the MILITARY WARD.
Apparently a plane crashed nearby with something very important. Guess who is
being sent to get it before the UCS?  That's right....

---------------------------------Mission 3-------------------------------------
Mission Reward    : 2000
# of Allowed Units: 5

# of NPC Units    : 1 (WITNESS)

# of Enemy Units  : 9 (4/1/1/3)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       SIEGE               99/99   1-1        24/18/18/32
               CALM PUNCH          99/99   1-1
ATTACKER       ZORA PUNCH          99/99   1-1        36/22/22/26
               SIEGE               99/99   1-1
               EGRET                1/3    3-6
COMMANDER      TYPE 5              99/99   1-1        32/24/24/26
               ZENITH PUNCH        99/99   1-1
               PIZ-3                3/3    3-4
MISSILEER      PABOTTE PUNCH       99/99   1-1        15/12/12/13
               PABOTTE PUNCH       99/99   1-1
               PIZ-3                3/3    3-4

Apparently, the NPC is some sort of journalist, and as good little tools of
war, we have to protect him.  I don't know what happens if that wanzer is ever
destroyed though, since I always protected him.  So... anyone care to solve the
mystery for me?

Anyway, on with the mission.  See that second ATTACKER?  Well... he'll be the
one to avoid.  Why?  Well, the UCS will be getting to the cargo first, and that
lucky guy will get to use it.. on you.  Fortunately, he only has one shot.. but
it is painful and has some distance to it, too.  At least, he won't chase after
you.  Basically what sort of tactics you should use is this.  Take to the hills
and protect the journalist.  There really isn't a way for you to get to the 
cargo before the UCS, so might as well be safe and have some distance from the
ATTACKER.  Besides that little one-shot danger, much of this mission is like 
the others.  A bit easy as long as you are careful not to get yourself into a
three-enemy gang-assault.
-------------------------------------------------------------------------------

After the mission, or at least, after you killed that ATTACKER, you got the
weapon itself.  Make sure to put it on one of your units as this long-range
weapon is ahead of its time for this part of the story.  Oh yeah, you get
Frederick to join you as well...

Head back to town and talk to Olson. Apparently you have to escort trucks to
town.

---------------------------------Mission 4-------------------------------------
Mission Reward    : 7000
# of Allowed Units: 6

# of NPC Units    : 3 (Supply Trucks)

# of Enemy Units  :10 (5/1/4)
Name           PARTS               AMMO    RANGE      HP-SPREAD 
ATTACKER       GRAVE               99/99   1-1        32/24/24/26
               WINEE               99/99   1-1
COMMANDER      GRAVE               99/99   1-1        42/24/24/32
               ZIEGER              99/99   1-1
MISSILEER      ZENITH PUNCH        99/99   1-1        30/24/24/26
               ZENITH PUNCH        99/99   1-1
               PIZ-3                3/3    3-4
               MGR-1B               2/2    3-5

Obviously, you have to prevent the trucks from being destroyed. Sadly, this is
the start of when MISSILEERs become very annoying. After all, these guys have
5 shots to use on you.  I suggest that you divide your forces into two groups.
One basically heads to the group of 4 in the corner as those guys are too near
for comfort.  The other group should head up to the hills to at least take down
the MISSILEERs. The enemy may or may not gun for the supply trucks, but if you
are in their way, they will focus on you.

I forgot what happens if the damage to the convoy isn't minimal, but if all
the trucks are still around you'll get the full mission reward.

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

After the mission, head to the next town.  Enter the MILITARY WARD and you are
told to just have a break until new orders come in. Head to the ARENA and you
come across a girl named Meihua. Interesting.. Karen is alive, and Meihua knows
where she is, too.  Agree to battle her and re-enter the ARENA.  Win, and you
advance the story.  Lose, and you suck.

Carrying on... seems that Meihua wants to join you and does in exchange for
leading you to your next destination.  So start heading out, despite the fact
that you will be disobeying direct orders.  Who cares anyway? Royd needs some
Karen!


---------------------------------Mission 5-------------------------------------
Mission Reward    : N/A
# of Allowed Units: 6 + Meihua

# of NPC Units    : 1  (RAINBOW)

# of Enemy Units  : 13 (6/3/1/3)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       GRAVE               99/99   1-1        42/21/21/12
               GALBO PUNCH         99/99   1-1
COMMANDER      GIZA PUNCH          99/99   1-1        44/26/26/34
               WINEE               99/99   1-1 
               BONE                 3/3    3-5
DRISCOLL       TYPE 11 CLAW-C      99/99   1-1        250/120/120/250
               TYPE 11 MG          99/99   1-1
MISSILEER      HUSKY III PUNCH     99/99   1-1        38/24/24/30
               ---
               BONE                 3/3    3-5


Hmm.. is it just me... or does it seem that we have a familiar face in here?
We do!  It's Driscoll!  As much as I would like to say, hunt him down like the
dog he is, it is best to avoid him. He'll just slaughter you short of miracles,
cheating, and/or New Game+.  After a few turns, a supply truck will come around
and Driscoll will "take a stroll".  Don't worry about the truck, you won't be
able to get to it, so just worry about the normal enemies that are around you.

There really isn't much to say except to just take care of the missilers and
the commanders.  The attackers aren't too much of a threat to you.

For those who are curious, yes.  It is possible to destroy the supply truck.
It would require New Game+, however, as parts and weapons you have access to
won't give you the range for it.  Also, you might not be able to survive a rush
to the truck unless you were overleveled.  However, what happens is basically
it ends the mission immediately in your favor.

Oh yeah, the remains of the city's defenses is that lone NPC wanzer.  Just let
him do his thing.  If he is destroyed, he's destroyed.  If you want to protect
him, feel free to.

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

As soon as you are in town, Meihua leaves to see a friend while Royd gets to
face a pissed Olson.  Either way, after he chews Royd out a bit, head to the
BAR.  There you'll meet Paul, pilot that NPC wanzer you saw earlier. You may
choose to recruit him if you want. Afterwards, go look for Meihua. You'll see
her talking to her friend, Hans. After some chatting, go back to the Military
Ward. Seems that Olson wants you to help push the UCS back to the original
border.  What's this?  Seems Olson also has someone to put onto the team. I
hope that Peewee is familiar to you somehow, since I KNOW I didn't mention him
when he first showed up.

Besides putting Peewee on your team, Olson wants you to help the army by going
out and destroying some AA vehicles.  Move out when you're ready.

I'll also explain Peewee's functions here. As Olson said, he is going to drive
the supply truck that will accompany you here on out. During missions, any unit
that is damaged may stand next to Peewee have slowly have its parts repaired.
This also means that if any part is destroyed (such as the legs), they will be
restored to 1 HP and then continue to be repaired.  I'm not sure if the repairs
start at the end of your turn or at the start, but it's a slow process. Don't
expect to rely completely on this method for healing, unless you are a very bad
cheapskate. If Peewee happens to be next to an unit, and you select that unit,
the unit has the option to resupply, aka reload, it's limited ammo weapons. So,
say you wasted all your ammo on your long-range weapons, you can reload it and
continue the fight.  There is also the option of EQUIPMENT, which allows you to
exchange your current equipment with spare parts and items to adapt to the 
whatever situation you're in.

Peewee, like everyone else, can gain EXP, but he can only do so by dodging and
by using that little pea-shooter of his.  Listen to Olson, for once, and don't
let Peewee see too much fighting.

Without anymore interruptions, let's go to the next mission.

---------------------------------Mission 6-------------------------------------
Mission Reward    : 5000
# of Allowed Units: 9

# of Enemy Units  : 6/2/3/3
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       GALBO SV PUNCH      99/99   1-1        48/36/36/36
               LEOSOCIAL           99/99   1-1
COMMANDER      GRAVE S             99/99   1-1        50/38/38/38
               EMPIRE              99/99   1-1
               ---
               EGRET                3/3    3-6
MISSILEER      ZIGLE-6B PUNCH      99/99   1-1        42/30/30/30
               ZIGLE-6B PUNCH      99/99   1-1
               EGRET                3/3    3-6
               EGRET                3/3    3-6
SAM LAUNCHER   ---                 ---     ---        100

Bad news.  You have a time limit. I don't know the consequences of finishing
late or not at all. So feel free to experiment for me.

Worse news.  You have a lot of long-range harrassment coming at you.

Good news.  You have 10 turns. I hope you bought some CHAFF and some shields.

Okay, the enemy forces appear to be divided up into two groups. One group is
a COMMANDER and a couple of ATTACKERs around one launcher.  Everything else is
on the other side.  Probably the best method would be to focus as much as you 
can on the more dangerous side while having a small group on the other. Feel
free to retreat back to Peewee for healing, you might need it.

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

After this mission, you can continue on to Mission 7 or go back to town to save
and other things.  I suggest you go back to town, and not just any town. Go to
Menasa.

Up until now, I don't mention the towns by name, because it really doesn't mean
much as they all function the same way, except for the people in the BARs and
ARENAs. However, I did this time because of two reasons.

One, I am assuming that you have talked to everyone in the Grey Rock BAR. There
someone mentioned Alder. In Menasa, Alder is in the BAR, and you try to recruit
him. But, he doesn't want in unless you beat him. This could have been done at
any time ever since you had access to Grey Rock, but I find it this way is a 
bit easier due to reason number 2.

Two, if you go to the Military Ward in Menasa, you gain access to an Extra 
Mission.

Now when you are on the map, you will see two possible destinations for your 
missions.  The higher of the two, is the extra mission, and let's go there.
You can skip this if you wish, however.

---------------------------------Extra Mission 1-------------------------------
Mission Reward: Clinton Model
# of Allowed Units: 9

# of NPC Units    : 2

# of Enemy Units  : 10 (5/1/1/3)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       F-2 TONFA           99/99   1-1        54/32/32/42
               F-2 TONFA           99/99   1-1
COMMANDER      GALBO MRX PUNCH     99/99   1-1        54/42/42/42
               LEOSOCIAL           99/99   1-1
               SUNOWL               3/3    3-6
BREEZE         PSG-5               99/99   1-4        72/42/42/60
               STORK PUNCH         99/99   1-1
MISSILEER      HUSKY III PUNCH     99/99   1-1        38/24/24/30
               HUSKY III PUNCH     99/99   1-1
               GALVADOS             3/3    3-5
               GALVADOS             3/3    3-5

First off, don't be intimidated by the intro to the mission. After all, it is
exaggerating her abilities a bit. However, as soon as you make an attack, she
will leave due the enemy's wishes of getting someone back to base. So you don't
have to worry about getting beaten up by her.


There are probably a few ways to get through this mission.  I think the best
way is to let them come to you. Lure them if they aren't coming, otherwise
retreat or hold your ground until you can assault them with your attacks. It's
cowardly, but when you have pain coming around, you'd want to mimize it.

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

Return to a town and save.. and head to your original destination.

---------------------------------Mission 7-------------------------------------
Mission Reward    : 2000
# of Allowed Units: 9

# of Enemy Units  : 10 (6 MISSILEERS and 1 of each of Hell's Wall)
Name           PARTS               AMMO    RANGE      HP-SPREAD
DAVE           IBIS                99/99   1-1        108/60/60/72
               EMPIRE              99/99   1-1        
GRIEG          EMPIRE              99/99   1-1        108/60/60/72
               IBIS                99/99   1-1
GHETTA         F-3 HAND ROD        99/99   1-1        108/60/60/72
               F-2 TONFA           99/99   1-1
JOSH           F-2 TONFA           99/99   1-1        108/60/60/72
               F-3 HAND ROD        99/99   1-1
MILLIGAN       FROST PUNCH         99/99   1-1        108/60/60/72
               FROST PUNCH         99/99   1-1
               EGRET                3/3    3-6
               EGRET                3/3    3-6
REBUS          FROST PUNCH         99/99   1-1        108/60/60/72
               FROST PUNCH         99/99   1-1
               EGRET                3/3    3-6        
               GOLDIAS              2/2    3-6
MISSILEER      GALBO SV PUNCH      99/99   1-1        48/36/36/36
               GALBO SV PUNCH      99/99   1-1
               GALVADOS             3/3    3-5
 
This isn't going to be pretty. Hell's Wall is well, in your way... like a wall
and you will have to get through them. Lucky for you, all of them aren't using
really powerful wanzers. Okay, they are, defensively... those things will take
a while to break through. However, it seems that their little group is divided
into the 3 attack groups of Melee, Short, and Long.

The easiest way to handle this would probably deal with the Long-range ones
first, which are closer to the bottom of the map. The Melee ones will just be
on their own, and won't chase after you unless you get too close, or for some
other odd reason. The Short ones seem to come after you once you finish with
the first two. Be careful of GRIEG as he has SWITCH, which might allow him to
hit you with both of his weapons.

Be wary of the Missilieers as they are littered all over the place.  Okay, not
really all over the place, but each pair of Hell's Wall is accompanied by two
Missileers.

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

You can choose to go back to a town to save, or to continue on to the next
mission.  Doesn't matter what you pick, though it would be recommended to save.

---------------------------------Mission 8-------------------------------------
Mission Reward    : 5000
# of Allowed Units: 9

# of Enemy Units  : 4/3/1/5/2/1
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       HUSKY IV PUNCH      99/99   1-1        48/38/38/38
               DARK HOG            99/99   1-1
ATTACKER       HUSKY IV PUNCH      99/99   1-1        54/38/38/42
               PAP-55              99/99   1-1
COMMANDER      CRABESANT PUNCH     99/99   1-1        60/48/48/48
               LEOSOCIAL           99/99   1-1
               SUNOWL               3/3    3-5
MISSILEER      ZIGLE-6B PUNCH      99/99   1-1        42/30/30/30
               ZIGLE-6B PUNCH      99/99   1-1
               SUNOWL               3/3    3-5      
               SUNOWL               3/3    3-5
SUPPLY TRUCK   EMPIRE              99/99   1-1        200
CLINTON        ARTASSAUT SP        99/99   1-1        310

Lucky for you, we don't have to deal with anything similar to Hell's Wall for
a while. Don't those look like decent HP numbers to fight again? Well, ignore
the CLINTON type. Sure, it's a boss unit, and it will hurt if it gets to you.
However, it is somewhat slow, so you can keep your distance. Just focus on the
MISSILEERS as they will be as annoying as ever. You also would want to place
some priority on the enemy supply trucks to prevent them from healing and
restoring parts unless you are EXP farming.

It is save to split your forces up into two groups. You can have a small group
go down to handle the truck that is on the bridge while the rest handles the
area near the CLINTON. The ATTACKERS aren't much of a threat though the ones
on treads (the ones with PAP-55) can get to you somewhat quickly.

When handling the CLINTON, it is best to use your long-range attacks to avoid
it punishing you. Everything else is standard procedure.

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

Congrats!  You freed... Freedom. Also, you have Hans tagging along due to the
Army wanting to smear nerd guts somewhere.

Anyway, standard actions. Go to the MILITARY WARD for your next mission. If you
enter it again, Royd will meet up with someone he knows for a little bit of
chit-chat.

If you enter the ARENA you get to see Gregorio fighting. If you challenge him
and beat him, he'll join you.

If you enter the BAR and chat with BART, he'll talk about the dam, which powers
the city. Talk to him again will have him talk about the idea of the UCS troops
destroying it. This is basically Extra Mission 2.

It's your choice whether you want to go or not. Again you can skip this and go
straight to Mission 9.  The extra mission is north and the story mission is
south.

---------------------------------Extra Mission 2-------------------------------
Mission Reward    : Clinton Model
# of Allowed Units: 11

# of Enemy Units  : 19 (4/5/ 3/ 3/4)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       PAP-55              99/99   1-1        66/54/54/54
               CATSRAY SG          99/99   1-1
ATTACKER       GENEM PUNCH         99/99   1-1        66/54/54/54
               GENEM PUNCH         99/99   1-1
COMMANDER      LEOSOCIAL           99/99   1-1        66/54/54/60
               DARK HOG            99/99   1-1
               SUNOWL               3/3    3-5
               EGRET                3/3    3-6
MISSILEER      GROPPE PUNCH        99/99   1-1        54/42/42/42
               GROPPE PUNCH        99/99   1-1
               SUNOWL               3/3    3-5
               BONE                 3/3    3-5
MISSILEER      GEIN PUNCH          99/99   1-1        60/48/48/48
               GEIN PUNCH          99/99   1-1
               SUNOWL               3/3    3-5
               BONE                 3/3    3-5

Well, you have to protect the dam... which should be obvious if you read what
everyone has been saying up until this point. Don't worry you won't have to 
face all those units at the same time.  However, as you destroy more units, the
others will start showing up.

I don't know what happens if the dam blows up though....

For stategy, you might want to split up the group into two. One up and one for
across the river. Just make sure to have a couple of guys around the dam's area
just in case.

Basically this is how it breaks down. First you have 4 guys, 2 across the river
and 2 up near the dam. Then 4 guys will spawn at the bottom.  Then 4 more will
spawn around the map. Then the rest will show up right behind the dam.

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

Return to town. Save. Move out.

---------------------------------Mission 9-------------------------------------
Mission Reward    : 5000
# of Allowed Units: 10

# of NPC Units    : 1  (Molly)

# of Enemy Units  : 12 (5 1 4 2)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       PAP-55              99/99   1-1        66/48/48/42
               CATSRAY SG          99/99   1-1
COMMANDER      SMASHER             99/99   1-4        66/54/54/60
               LEOSOCIAL           99/99   1-1
MISSILEER      MOTH PUNCH          99/99   1-1        54/54/54/48
               MOTH PUNCH          99/99   1-1
               SUNOWL               3/3    3-5
               BONE                 3/3    3-5
SUPPLY TRUCK   EMPIRE              99/99   1-1        200

Seems really sad doesn't it? Town's in ruins, and there is a crazy lady that
wants you to leave. Seems the UCS arrived and wants to kill her. A shame that 
you can't just leave and let her die. Guess who has to be the heroes again?

You know the drill, handle the Missileers first, then the trucks. Might want
to watch out for that commander.. that smasher has some range to that thing...
There doesn't seem to be anything too dangerous here as long as you keep your
units together and take out the biggest threats first.

Never really ever had a chance for Molly to get destroyed, as the UCS didn't
go for her.... so find out on your own. If anything, nothing probably happens.
It is Molly after all....
-------------------------------------------------------------------------------

Sadly that b-... no wait.. that's an insult to all female dogs out there.. um..
that s-.. no wait she isn't attractive enough for that.. umm.. that tool.. no
wait.. she's too useless.. anyway, that person is coming along with Royd and
company after the mission.

Well anyway, you have to report to Olson while Keith and J.J. are off on their
own, doing their own thing.  After report to Olson, Meihua tells the others to
basically save Keith and J.J.'s asses... again as those two idiots attack an
UCS convoy.

Head out.  And if you feel like it.. give Molly the worst equipment that you
possibly can.  Or maybe not if you want her to live (I did as I have a habit
of wanting playable pilots to live despite how much I hate her).

---------------------------------Mission 10------------------------------------
Mission Reward    : N/A
# of Allowed Units: 8 + Keith and J.J.

# of NPC Units    : 1  (Molly)

# of Enemy Units  : 15 (5/3/4/3)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       GROPPE PUNCH        99/99   1-1        54/42/42/42
               EMPIRE
COMMANDER      LEOSOCIAL           99/99   1-1        66/54/54/60
               DARK HOG
               SUNOWL               3/3    3-5
               EGRET                3/3    3-6
MISSILEER      GENEM PUNCH         99/99   1-1        66/54/54/54
               GENEM PUNCH
               SUNOWL               3/3    3-5
               SUNOWL
SUPPLY TRUCK   EMPIRE              99/99   1-1        200

Damn it, Molly!  See why I hate her so much?  Anyway, you have more pressing
issues to deal with such as dealing with the UCS. The most annoying problem
you will have be anyone with missles, namely the commanders and the missilers,
as usual.  Big surprise right?  However, this time, make sure that you destroy
them.  So team up on them, if you have to.  You can't leave anything to chance
due to the 3 supply trucks in the area

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

Head back to Freedom, talk to Olson, get new mission.  Seems too routine...


---------------------------------Mission 11------------------------------------
Mission Reward    : 10000
# of Allowed Units: 11

# of Enemy Units  : 15 (4/2/2/1/5/1)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       IBIS                99/99   1-1        84/48/48/66
               AVENIA PUNCH
COMMANDER      LEOSTUN             99/99   1-1        120/84/84/96
               VARSA PUNCH
               ---
               EGRET                3/3    3-6
GLOSTER        GLOSTER MG          99/99   1-1        120/70/70/100
               GLOSTER MG
MISSILEER      GROPPE PUNCH        99/99   1-1        72/42/42/60
               GROPEE PUNCH        99/99   1-1
               SUNOWL               3/3    3-5
               EGRET                3/3    3-6
MISSILEER      MOTH PUNCH          99/99   1-1        72/54/54/60
               MOTH PUNCH          99/99   1-1
               BONE                 3/3    3-5
               BONE
SUPPLY TRUCK   EMPIRE              99/99   1-1        200

Story-wise, you have to push the UCS back across the border and into their 
territory.  Seems simple enough.  Heck you have two ways, across the river or
across the bridge. Bad thing is. Most of the MISSILEERs have hover, meaning
an easier and faster time on the water. So unless you can swiftly go across,
you will be meet with a lot of missiles.  Across the bridge, however, it seems
the enemy numbers are much smaller, but it will take longer.

If you are confident in your dodge and luck, go ahead with the river. Otherwise
be careful and take the bridge. The two boss units, like any other boss unit,
can be dangerous if met up close.

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

Save first then go to the Military Ward. Get your new mission. Get greeted by
two people fighting. If you want a chance to get two more pilots, intervene.

Win and you get the pilots, Bobby and Porunga.

Now head to the next mission.

---------------------------------Mission 12------------------------------------
Mission Reward    : 20000
# of Allowed Units: 8

# of Enemy Units  : 10 (3/3/1/3)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       VONART PUNCH        99/99   1-1        96/72/72/72
               DARK HOG
ATTACKER       MOSTRO-24           99/99   1-1        108/72/72/84
               SLAB
COMMANDER      LEOSTUN             99/99   1-1        120/84/84/96
               VARSA PUNCH
               ---
               EGRET
MISSILEER      ZEARAID PUNCH       99/99   1-1        84/48/48/60
               ZEARAID PUNCH
               EGRET                3/3    3-6


You have 8 turns until the mission is over. At that point, you win, so do as
much as you can in those limited turns.

If you want at the cargo, avoid destroying all units and get to the train as
soon as possible. You might need to disable a few, but don't destroy them all.
Just make sure that it is safe to get to the train.  Nothing on the train is
worth a repair cost penalty. To get some cargo, just end an unit's turn next
to the door on either side of the train.  If you don't get an item, you might
be at the wrong space.  There are a total of 6 items, 3 on each side.

For once, the long-range attacks won't be so annoying as it seems that there
aren't too many shots of them around. Still be on your guard, though.  If all
those shots were aimed for one pilot, for example.. that would suck.

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

Head to the next town and talk to Olson for your next mission. Sigh... it seems
so boring.. even with that little father-daughter chat they threw in there...

When you are ready, move out.

---------------------------------Mission 13------------------------------------
Mission Reward    : 3000
# of Allowed Units: 5

# of Enemy Units  : 9 (3/3/3)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       DESERT MG           99/99   1-1        108/72/72/90
               DESERT MG
               DS-28
               DS-28
COMMANDER      DESERT MG           99/99   1-1        108/72/72/90 
               DESERT MG
               DS-28
               DS-28
MISSILEER      DESERT MG           99/99   1-1        108/72/72/90
               DESERT MG
               RAGOS                2/2    4-8
               DS-28               99/99   0-0

This will be surprising easy. For once, you don't have to worry about the
long-range attackers. They have very limited shots, and you sorta have to be
really out there for them to even target you. Of course, if they do hit you, it
will be painful. The weaponary you'll be facing against isn't that strong, but
just about everyone here will have a shield.  Expect to do a bit less damage
than you normally would here.

Hidden here is also the Gloster model.  If you want it, in the upper-right
corner, there should be a ledge that looks like an upside-down "V" with an
obstacle in the middle.  Something like this
  Rock
   |
   /\
  /  \
 /\  /\
/  \/  \_Gloster
\  /\  /
 \/  \/

Remember there is a rock in the middle of it and the treasure you seek will be
on the right square.  Also, you may or may not need treads to get it.

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

Head to the new location, talk to Olson, head to new mission.  *Yawns*

---------------------------------Mission 14------------------------------------
Mission Reward    : 20000
# of Allowed Units: 10 + Meihua

# of NPC Units    : 1  (Yeehin)

# of Enemy Units  : 11 (4/3/1/3)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       GROPPE SPV PUNCH    99/99   1-1        120/84/84/102
               LEOSTUN
ATTACKER       ORCUS II PUNCH      99/99   1-1        96/60/60/78
               MOSTRO-24
COMMANDER      GLOWTUSK-SE         99/99   1-1        132/90/90/96
               RAPTOR FX           99/99
               MAGICBOX             2/2    4-6
               RAGOS                2/2    4-8
MISSILEER      CICADA II PUNCH     99/99   1-1        144/96/96/114
               CICADA II PUNCH
               MAGICBOX             2/2    4-6
SUPPLY TRUCK   EMPIRE              99/99   1-1        200

For the first few turns or so, you will not be able to control Meihua as she
wanders off on her own to the voice of the desert, who apparently is revealed
to be her lost brother.

Anyway, until you regain control of Meihua and basically until the end of the
mission, all you really have to do is be a buffer to the enemy troops. In a
way, you do tie them in numbers, so safety isn't too much of a big concern,
especially considering the quality of the units they have. Weapon-wise, the 
only one that is really scary would be the commander. Everyone else, except for
their HP appears to be relatively easy. Of course, even weaklings can win due
to luck and ganging up on someone else.

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

Return to the base, talk to Olson, head to the next place.

---------------------------------Mission 15------------------------------------
Mission Reward    : 20000
# of Allowed Units: 9

# of Enemy Units  : 3/2/3/3/1/4/3
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       TYPE 90 PUNCH       99/99   1-1        168/120/120/114
               FV-24
ATTACKER       EMPIRE              99/99   1-1        54/42/42/42
               GROPPE PUNCH
ATTACKER       TYPE 65 CANNON      99/99   1-1        132/84/84/108
               TYPE 65 CANNON
MISSILEER      PRISOMARE PUNCH     99/99   1-1        132/78/78/114
               PRISOMARE PUNCH
               DONKEY               2/2    3-6
               EGRET                3/3    3-6
KIRKLAND       CEMETERY-10         99/99   1-1        162/102/102/144
               BANISH              99/99   1-4
               FIREWALL            99/99   0-0
               SLAY                 3/3    3-6
DEFENSE GUN    DEFENSE CANNON      99/99   1-10       150
LONG FORCE     LONG FORCE          99/99   6-9        250

Okay, this is going to be a long one. As the pilots mentioned, your objective
is to destroy the 3 main guns.  However, there are some smaller turrents around
and of course, UCS wanzers. Pay attention to the 3 wanzers that Driscoll is
testing out.  Those guys are slight pain in the asses.

For the guns, well, unless you can destroy them the same turn you try to get
into their range.. you're going to get shot. However, they are stationary. Thus
you can just move around slowly and wait for the enemy wanzers to get to you as
you pick them off.  You might have to move a bit in order to lure some, but
generally, they will come to you.  When most of the wanzers are taken care of,
you can make your moves to take care of the guns.  Becareful, the guns hurt...
a lot...

If you want the ultra-cheap Ziege Rifle, on the same level as Kirkland was, go
left, behind the wall, kinda behind that white structure-thing.  At the end, 
you will find the ultra-broken gun.

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

Head back, save, give that really powerful gun to someone to abuse. Move out.

---------------------------------Mission 16------------------------------------
Mission Reward    : 20000
# of Allowed Units: 11

# of Enemy Units  : 15 (2/7/3/1/2)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       TYPE 65 CANNON      99/99   1-1        132/84/84/108
               TYPE 65 CANNON      99/99   1-1
MISSILEER      ZINC PUNCH          99/99   1-1        144/102/102/108
               ZINC PUNCH
               SKULL                3/3    3-6
MISSILEER      PRISOMARE PUNCH     99/99   1-1        132/78/78/114
               PRISOMARE PUNCH
               SLAY                 3/3    3-6
SEAKING        BLACKSTAR           99/99   1-1        580
SUPPLY TRUCK   EMPIRE              99/99   1-1        200

Long story short, I'm shocked at the lack of short attackers in this mission.
Then again, the sheer numbers of MISSILEERs just sorta destroys that.

There is also the issues of Grieg controlling the SEAKING. However, like many
other boss units, it lacks long-range attacks. Thus, if you are careful enough
you can snipe at him after dealing with everyone else. Just don't let the fact
that it is a bit faster bother you.  It'll still take a while to even get close
to you. But that would mean, you would need plans to deal wtih everyone else in
the meantime.

Even though there are a lot of MISSILEERS, a good number of them are spaced out
through the map. Heck, only a few of them would get close enough to attack you
if you stayed put. That is probably the better method. Retreat a bit to draw
the MISSILEERS in, then rush in with your attacks. A bit crude, but hey, they
won't be using long-range if the computer thinks that hitting you with melee
would be the better option, and it does tend to do that.

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

Basically in town, head to the Military Ward to find out that for your next
mission, you will have to be bodyguards to a certain character.  Three guesses
who he is related to on your squad... Anyway, if you feel like having another
extra mission.  Head back to the Military Ward again to get details about a
second mission.

On the island map, the default destination would be the story mission. Press
'up' if you want the extra mission.

Edit: I think this fits here, basically there is someone named Ralph in the
Arena.  If you beat him, you can have him join you.  If this doesn't fit here
umm.. tell me and well.. I'll try to find the correct place to put this.  But,
I think it fits here because Ralph is in the Fort Monus Arena and you should
have access to it now.

---------------------------------Extra Mission 3-------------------------------
Mission Reward    : Seaking Model
# of Allowed Units: 11

# of NPC Units    : 1  (Glen)

# of Enemy Units  : 18 (8/2/3/5)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       GRAVE II            99/99   1-1        168/108/108/132
               TYPE 67C MG
ATTACKER       RATMOUNT MG         99/99   1-1        168/120/120/156
               RATMOUNT MG
COMMANDER      CEMETERY-10         99/99   1-1        120/102/102/116
               ZINC PUNCH
               SKULL                3/3    3-6
MISSILEER      ZINC PUNCH          99/99   1-1        168/102/102/156
               ZINC PUNCH
               SKULL                3/3    3-6
               SLAY                 3/3    3-6

Finally! An NPC that doesn't NEED protection.... wait where is he going!? Grr.
Well, at least you don't have to worry about Glen after a few turns as he runs
off to somewhere else. You do have to worry about what the Missileers and the
Commanders are packing though.

I really don't think this mission is at all different or much more difficult
from your previous missions. Just make sure they don't flank you from the right
side.

Good thing these guys don't have a supply truck, right?  Right?

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

Head back to town, save, and time to go for the story.

---------------------------------Mission 17------------------------------------
Mission Reward    : 20000
# of Allowed Units: 8

# of NPC Units    : 1  (Helicopter)

# of Enemy Units  : 13 (3/3/5/1/1)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       WILDGOAT MG         99/99   1-1        162/108/108/144
               WILDGOAT MG
ATTACKER       ZEROA PUNCH         99/99   1-1        150/108/108/120
               CEMETERY-10
MISSILEER      ZINC PUNCH          99/99   1-1        168/102/102/156
               ZINC PUNCH
               SKULL                3/3    3-6
               SLAY                 3/3    3-6
SUPPLY TRUCK   EMPIRE              99/99   1-1        200
GENTZ          ORGEL PUNCH         99/99   1-1        150/108/108/132
               ORGEL PUNCH 

Your main objective is to make sure that helicopter remains intact. However,
there is very little to prevent it from being attacked during the first turn.
This means that you have to be very vigilant in protecting it.

If I recall correctly, destruction of the copter isn't instant failure, but I
don't remember the consequences of it. Regardless, we want to be good guards 
for the chairman.

The best method of protecting is being an obstacle to the enemy. Basically,
just use your pilots to block off any possible routes to the copter. This will
shut down the ATTACKERs, but you have to be careful of the MISSILEERs as they
might still be able to attack it. Even when the copter has landed, it is still
a target for attack, so make sure you at least clean up the enemies around the
landing pad first.

Despite having pretty good HP and decent weapons, these guys seem to not be
all that powerful, allowing you to spread out your squad a bit, which is needed
to adequately protect.

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

Head back to town and talk to Olson for your next mission.

---------------------------------Mission 18------------------------------------
Mission Reward    : N/A
# of Allowed Units: 10

# of Enemy Units  : 14  (1/3/2/1/6/1)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       BANISH              99/99   1-4        168/102/84/132
               TYPE 65 CANNON
ATTACKER       GRAVE II            99/99   1-1        168/78/108/132
               WILDGOAT MG
ATTACKER       IBIS                99/99   1-1        120/84/84/102
               GROPPE SPV PUNCH
COMMANDER      CEMETERY-10         99/99   1-1        120/102/102/116
               ZINC PUNCH
               SKULL                3/3    3-6
MISSILEER      ZINC PUNCH          99/99   1-1        168/102/102/156
               ZINC PUNCH
               SKULL                3/3    3-6
               SLAY                 3/3    3-6
SUPPLY TRUCK   EMPIRE              99/99   1-1        200

There isn't much to say except that you basically have MISSILEERs in close
proximity to you, making them, as usual, number 1 annoyances. Besides the fact
that the war is over, this is basically the standard "kill everyone" mission.

Really isn't much to say except that the only people you have to worry about
are the same ones that always bother you.

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

Head out, talk to Olson, save, and move out.

---------------------------------Mission 19------------------------------------
Mission Reward    : N/A
# of Allowed Units: 5

# of Enemy Units  : 10  (3/3/1/3)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       GRAVE II            99/99   1-1        120/108/108/116
               ORGEL PUNCH
ATTACKER       ARPEGGIO PUNCH      99/99   1-1        156/96/96/120
               GRAYEYE             99/99
COMMANDER      SNOWMAN             99/99   1-1        168/108/108/120
               ZEROA PUNCH
               ---
               WILDGOOSE            3/3    3-4
MISSILEER      PRISOMARE PUNCH     99/99   1-1        150/78/78/156
               PRISOMARE PUNCH
               ---
               SLAY                 3/3    3-6

This.. will be pretty easy, especially if you happen to have any pilots with
the skill GUIDE or DUEL at anything higher than Lv1. Why? Well, notice how just
about every enemy here has their one good weapon on one arm. They aren't like
recent enemies, which had a decent back-up weapon.  These guys will be forced
to melee (which isn't a bad thing, but considering the enemy, it is) if you can
destroyed the appropriate arm.  This will basically make this mission easy.

Even if you don't it will still be easy as long as you get rid of the standard
threats of the missileers and the commander.

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

FINALLY!  You get to learn some.. disturbing things about the plot at this 
point.  Well, you probably pieced it bit by bit until now.  Anyway, standard
procedure of saving, talking to Olson, etc.

---------------------------------Mission 20------------------------------------
Mission Reward    : 20000
# of Allowed Units: 11

# of NPC Units    : 1  (Driscoll)

# of Enemy Units  : 13 (2/4/5/1/1)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       ORGEL PUNCH         99/99   1-1        150/108/132/120
               BLIZZAIA PUNCH
ATTACKER       RATMOUNT MG         99/99   1-1        150/120/132/120
               BLIZZAIA PUNCH
MISSILEER      PROSION PUNCH       99/99   1-1        156/72/72/120
               PROSION PUNCH       99/99   1-1
               DONKEY DX            2/2    4-8
GENTZ          ORGEL PUNCH         99/99   1-1        150/108/108/132
               ORGEL PUNCH
SUPPLY TRUCK   EMPIRE              99/99   1-1        200

Sadly, Driscoll cannot be attacked.  Also, chances of him being destroyed are
probably very poor, but feel free in trying to get him killed. So don't even
bother trying to get rid of the evil bastard.

However, if you want, you can have Driscoll basically take care most of the job
for you. Or.. you can have him be a meatshield. So, he does have his uses. As
usual, worry about the long-range stuff, more so this time.  Donkey DX actually
are painful. Then again, Driscoll can take in all those shots, as they are very
limited in ammo, assuming no retreats to their truck.

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

Before you act out the standard procedure of talking to Olson and moving out, 
there is one thing you should know about before going into the Military Ward.
Basically, as soon as you leave the room, Frederick will leave the squad. So,
before going into for your next mission, you may choose to strip the guy of
any parts or weapons you might want/need.  Or you may choose to give him the 
best things.  Whatever you want is up to you.  Don't worry you'll see him again
soon.  Anyway, when you are done deciding what to do to the journalist and the
talk with Olson, move out.

---------------------------------Mission 21------------------------------------
Mission Reward    : 20000
# of Allowed Units: 11

# of Enemy Units  : 15  (7/6/2)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       ORGEL PUNCH         99/99   1-1        150/108/108/144
               HEXAFIRE-MKII
MISSILEER      ZEROA PUNCH         99/99   1-1        168/108/108/120
               ZEROA PUNCH         99/99   1-1
               SKULL                3/3    3-6
               SKULL                3/3    3-6
SUPPLY TRUCK   EMPIRE              99/99   1-1        200

This is actually... a difficult one or at least one that will be a bit more of
a problem than others. The formation of the enemy is one problem. The arsenal
they possess is the other.  Basically, they actually have ATTACKERs as a shield
between you and the missileers.  As you noticed, the MISSILEERs will bring 
some pain to you, too.  Regardless of what you do, you will have to break
through the meat before you can get to the weak underbelly.  If you have some
CHAFF, it would be a good time to use it, but it isn't that necessary. As long
as you aren't overwhelmed by the long-range strikes, you'll be fine.

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

Standard actions, again BUT there is one little thing that you have to make
sure of before you proceed to the next mission.  Make sure that for the wanzers
that you will be using.. that they have NORMAL LEGS.. you know.. the ones that 
come in two legs.. without any wheels or stuff like that. Without them... you
will have a tough time with the next mission.

---------------------------------Mission 22------------------------------------
Mission Reward    : 5000
# of Allowed Units: 11

# of Enemy Units  : 17  (4/9/1/1/1/1)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       ORGEL PUNCH         99/99   1-1        150/108/108/132
               ORGEL PUNCH         99/99   1-1
MISSILEER      PERZEA PUNCH        99/99   1-1        174/96/96/180
               PERZEA PUNCH
               ---
               DONKEY DX            2/2    4-8
SUPPLY TRUCK   EMPIRE              99/99   1-1        200
GENTZ          ORGEL PUNCH         99/99   1-1        150/108/108/132
               ORGEL PUNCH         99/99   1-1
ALGEM          GLOSTER MG          99/99   1-1        300/140/140/200
               GLOSTER CANNON      99/99   1-1
FREDERICK      varied              varied  varied     varied

Basically, why I wanted you to have normal legs is because any other leg type
won't be able to get you down the mountain you're on. Heck, even Peewee can't
get down from there.

However, the best plan would be to sit and wait for the MISSILEERs to come
after you.  You might have to have a few guys go down a bit more to lure more,
but generally it will work. Once all the MISSILEERs are gone though, you would
have to get a bit closer to the ATTACKERs and others to lure them to chase 
after you.  Essentially, you're just leading them to the slaughter, otherwise,
it would be you going into the slaughter if you went after them.

If you want, you can destroy Frederick if you feel like. As far as I can tell,
the only consequence is that you get more money for your kill bonus. 

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

While your on the island map, see that mission that happens to be all the way
over there?  Well, assuming you like extra missions, head to town, save, then
go there, and make sure you don't go near the Military Ward. Of course, again,
this is optional.

---------------------------------Extra Mission 4-------------------------------
Mission Reward    : Algem model
# of Allowed Units: 11

# of Enemy Units  : 17  (6/2/2/2/2/3)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       TYPE 67C MG         99/99   1-1        168/108/108/132
               BLACKSTAR
ATTACKER       BLIZZAIA II PUNCH   99/99   1-1        204/144/144/180
               WINEE-RR
MISSILEER      BLIZZAIA II PUNCH   99/99   1-1        180/132/132/144
               BLIZZAIA PUNCH
               CRANE                3/3    3-6
SUPPLY TRUCK   EMPIRE              99/99   1-1        200
BUREN          SNOWMAN             99/99   1-1        999
               ---
               DONKEY DX            2/2    4-8
MISSILEER      BLIZZAIA PUNCH      99/99   1-1        180/132/132/144
               BLIZZAIA PUNCH
               WILDGOOSE            3/3    3-4
               DONKEY DX            2/2    4-8

Whatever you do, don't attack the Buren early on! As soon as you attack it,
you will be facing another BUREN and another 6 wanzers, 3 of the second type
of MISSILEERs and 3 of the first type of ATTACKers. So just stay away... far,
far away until you feel ready to handle more enemy wanzers.

These enemies are a bit tougher than your previous encounters. Just keep the
pilots together, and destroy anyone who gets near you.  Don't give the enemy
a chance to run away to its supply trucks.  And besides, one less enemy around
is one less enemy shooting at you.

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

Before you head into the Military Ward, you have to take care of a few thigns.
Three wanzers to be more precise: Natalie's, Keith's, and J.J.'s. They will be
leaving the squad.  Like Frederick, they will come back, but not as fast as he
did, and not in the same fashion either.  You don't have to leave them with the
best weapons, but leave them with decent parts for defense and HP.

After all is done, head to the Ward, lose Natalie, try to exit and lose Keith
and J.J. too. Then really exit to get to the next mission.

---------------------------------Mission 23------------------------------------
Mission Reward    : N/A
# of Allowed Units: 11 + Gentz

# of Enemy Units  : 12 (5/3/3/1)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       FLUGEL PUNCH        99/99   1-1        168/132/96/132
               THUNDER BOLD        99/99   1-4
               ---
               WILDGOOSE            3/3    3-4
ATTACKER       TYPE 67C MG         99/99   1-1        168/108/96/132
               BLACKSTAR
MISSILEER      PERZEA PUNCH        99/99   1-1        156/96/96/132
               PERZEA PUNCH
               WILDGOOSE            3/3    3-4
               DONKEY DX            2/2    4-8
SUPPLY TRUCK   EMPIRE              99/99   1-1        200
DRISCOLL       TYPE 11 CLAW-B      99/99   1-1        250/250/110/250
               VRANIO

Well, most of the units here have some sort of long-range weapon, even the
ATTACKERs do too. So wherever you go, you'll somehow to shot at from a distance
at least once.  Basically, that means, you should stay where you are and let
everyone come to you.  Well, almost everyone, Driscoll seems to go off to the
bottom corner of the map.  However, this time around, I'm not going to warn you
about getting near him.  Driscoll is still pretty dangerous, but so are you.
You can actually take him on, though probably with long-range instead of short
or melee.  Note that destroying any of his parts will net you a large amount
of EXP and destroying him nets a large kill bonus.  However, killing him will
also end the mission in your favor.

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

Save somewhere and head to the next mission location.

---------------------------------Mission 24------------------------------------
Mission Reward    : N/A
# of Allowed Units: 11

# of Enemy Units  : 15  (4/6/3/1/1)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       THUNDER BOLT        99/99   1-4        156/144/132/132
               FLUGEL PUNCH
ATTACKER       FLUGEL PUNCH        99/99   1-1        174/132/144/114
               WINEE-RR
MISSILEER      BLIZZAIA II PUNCH   99/99   1-1        204/144/144/180
               BLIZZAIA II PUNCH
               CRANE                3/3    3-6
SUPPLY TRUCK   EMPIRE              99/99   1-1        200
DRISCOLL       TYPE 11 CANNON      99/99   1-1        250/120/120/250
               TYPE 11 CANNON

Once again, you face Driscoll.  However, this type, it's winner take all. Sadly
he brought some company, a lot of company. If you set foot onto the property
you will basically be surrounded and flanked. Best way is to just wait for them
to come to you.  Then again, that always seems to be the best way.  Oh wells,
if it works, why bother?

Driscoll will once again run away to some area.  However, his death won't end
the mission like previous times. If you managed to destroy him last mission,
you can probably do the same now.

At the end, you get a special type of CPU for you wanzers. It should be obvious
what it is.

-------------------------------------------------------------------------------
If you head to the next location, it turns out to be the campsite of some 
dealer of wanzer parts.  The parts here are the best at this point in the game,
but there is one little thing.  As soon as you finish shopping, you are dragged
to the next mission.  So save in some other location first, just in case you
find that you can't handle the next mission for some odd reason.

Head there, shop, stop shopping, exit, then fight.

---------------------------------Mission 25------------------------------------
Mission Reward    : N/A
# of Allowed Units: 8 + Natalie, Keith, and J.J.

# of Enemy Units  : 14  (4/2/6/2/1/1)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       FLUGEL PUNCH        99/99   1-1        204/132/144/180
               CIRCULAR            99/99   1-1
ATTACKER       BLACKSTAR           99/99   1-1        156/144/144/132
               WINEE-RR 
MISSILEER      BLIZZAIA II PUNCH   99/99   1-1        204/144/144/180
               BLIZZAIA II PUNCH
               PROBATION            3/3    3-6
               CRANE                3/3    3-6
BANYAN         ARTASSSAUT SP       99/99   1-1        450
               BANISH II           99/99   1-6
SUPPLY TRUCK   EMPIRE              99/99   1-1        200
OLSON          FV-24B              99/99   1-1        228/156/156/204
               ELDOS PUNCH
               ---
               PARAINA              4/4    4-6

After the first turn, your former teammates will come back. This is why I told
you to make sure that their defenses were decent. Because, as soon as they
align back to your side, they are sorta close to the enemy lines.

As for your main group, just make sure to handle the small group closest to you
first, of course. For some reason, there isn't much strategy here besides the
typical "Watch out for things that hurt you a lot". Then again, there never 
really is a lot of planning if you are careful enough with modern equipment.

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

Save, head to the next area, rinse and repeat.

---------------------------------Mission 26------------------------------------
Mission Reward    : N/A
# of Allowed Units: 9

# of Enemy Units  : 11  (3/2/3/2/1)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       ARTASSAUT SP        99/99   1-1        192/120/120/156
               TYPE 150 PUNCH
MISSILEER      PEGASE PUNCH        99/99   1-1        228/156/156/204
               PEGASE PUNCH
               BLACKPANTHER         3/3    3-6
MISSILEER      BOA-40              99/99   1-6        192/108/108/144
               TYPE 103 PUNCH      99/99   1-1
               ---
               BLACKPANTHER         3/3    3-6
SUPPLY TRUCK   EMPIRE              99/99   1-1        200
GAVEL          LONG FORCE          99/99   6-9        800
               FV-24B              99/99   1-1

Typical.  The MISSILEERs will once again bring you headaches, especially the 
ones that come with a bazooka. While inaccurate, don't underestimate infinte
chances to practically shoot off a part from afar.  The boss unit is the
typical slow guy (then again, there aren't too many fast boss units are there?)
with a very good machine gun and a familiar long-range weapon that you've
experienced before.

For those on New Game+, noticed the two warehouses to your left?  The ones that
conveniently happen to have a door open?  The ones that allow a pilot to go
one space into?  That's where you can find the Dragonfang Arm.

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

Save, head out to the city, get parts/items if you need them, talk to the shop
owner about the whereabouts of Sakata, head to the bar, talk to everyone there,
save again if you are paranoid, head to warehouse for another fight.

---------------------------------Mission 27------------------------------------
Mission Reward    :
# of Allowed Units: 11

# of NPC Units    :  1 (Blakewood)

# of Enemy Units  : 14 (3/2/3/3/1/1/1)
Name           PARTS               AMMO    RANGE      HP-SPREAD 
ATTACKER       IBIS III            99/99   1-1        204/144/144/156
               BLIZZAIA II PUNCH
ATTACKER       BOA-40              99/99   1-6        192/120/120/156
               ARTASSAUT SP        99/99   1-1
COMMANDER      LEOSTUN B           99/99   1-1        204/144/144/180
               ARTASSAUT SP
MISSILEER      PEGASE PUNCH        99/99   1-1        204/144/144/180
               PEGASE PUNCH
               BLACKPANTHER         3/3    3-6
ARMORED CAR    EMPIRE              99/99   1-1        200
SUPPLY TRUCK   EMPIRE              99/99   1-1
OLSON          FV-24B              99/99   1-1        228/156/156/204
               ELDOS PUNCH
               ---
               PARAINA              4/4    4-8

After a while or so (in my case, destroying a commander), Blakewood, who is
controlling an armored car will deflect to your side and take out the other
armored car.  If the wanzers last mission weren't too much of a hassle for you,
it will basically be the same thing here.  Also, if Olson wasn't too hard when
you faced him last, he will be easy as well. Nothing really different here, but
there is something hidden for you to find.

Basically, on the upper-left corner/edge of the map, you can find the Korl II
arm and the Tiran II legs.

 /\
/  \
\  /\  /\
 \/  \/  \
 /\  /\  /
/  \/  \/
\  /\  /
 \/  \/
 /\  /\
/  \/  \
\  /\  /
 \/  \/
  \ x/\
   \/  \
    \  /
     \/

That is basically a sample of how the corner looks as you try to move around.
X marks the spot of where you need to have someone stand to get the items.

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

Save then head out to Dock No. 16.

---------------------------------Mission 28------------------------------------
Mission Reward    :
# of Allowed Units: 8 + Ryuji

# of Enemy Units  : 14  (4/4/1/3/1/1)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       WILDGOAT II MG      99/99   1-1        228/230/156/228
               MOSTRO III SZ
ATTACKER       FV-24B              99/99   1-1        216/144/144/192
               TYPE 105 PUNCH
COMMANDER      ARTASSAUT DEUX      99/99   1-1        324/156/156/204
               FV-24B
MISSILEER      VALS PUNCH          99/99   1-1        240/180/180/228
               VALS PUNCH
               BLACKPANTHER         3/3    3-6
               ALBATROSS            3/3    3-6
ALGEN          GLOSTER MG          99/99   1-1        320/140/140/200
               GLOSTER CANNON
SUPPLY TRUCK   EMPIRE              99/99   1-1        200


Assuming that you have skills like GUIDE and DUEL, this shouldn't be too much
of a problem as long as you don't allow the missileers to run amok on you or 
that you get surrounded by all sides by the enemy, as they start in three
seperate groups. Honestly, the only thing majorly different about these 
enemies would be their HP numbers. So.. unless you have really weak weapons,
you should be able to handle this without any guidance.

You can also find the Banyan model here.  See those two boxes that are on the
edge, near the ocean/water?  Basically follow the poor diagram to get an idea
where you have to stand to get it.

       /\
   w  /X \
  w  /\  /
 w  / B\/
w  /\  /
  / B\/
 /\  /
/  \/
\  /
 \/

B = the boxes, X of course marks the spot.

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

Save then head to the airport. Note, you might need some normal legs for this.

---------------------------------Mission 29------------------------------------
Mission Reward    : N/A
# of Allowed Units: 11

# of Enemy Units  : 17  (4/4/1/5/2/1)
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       MOSTRO III SZ       99/99   1-1        240/180/180/228 
               VALS PUNCH
ATTACKER       MOSTRO III SZ       99/99   1-1        144/180/180/204
               FIREBIRD
COMMANDER      WILDGOAT II MG      99/99   1-1        324/230/192/240
MISSILEER      ELDOS PUNCH         99/99   1-1        228/156/156/204
               BANISH II
               DONKEY DXII          4/4    3-6
INNOVA         LONG FORCE          99/99   6-9        600
               MOSTRO III SZ
SUPPLY TRUCK   EMPIRE              99/99   1-1        200

Is it just me, or does it seem that you'll be needing some normal legs to even
get close to the chopper?

Anyway, Donky DXII's hurt... a lot.  Innova is basically similar to Gavel.
The only thing that you ahve to really worry much about is when you go up the
ledges, the enemy might swarm you.  Otherwise, there really isn't anything 
fancy with this mission.  Oh wait there is!  The HP numbers here have taken a
drop from the last mission.  But guess how they make it up?  The skills they
have.  So, if you just have bad luck, you'll be hurting.  Otherwise, have fun.

Speaking of Gavel.  You can find one on this map.  Upper-left corner.  See the
2x2 platform that appears multiple times on the map?

   /\
  / X\
 /\  /\   
/  \/  \
\  /\  /
 \/  \/
  \  /
   \/   And X marks the spot as usual.

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

Find some other place, save, make some money/EXP in the Arena.  Make sure you
have the best parts.  Outfit everyone decently, at least in defense and HP).
You are heading to your final destination.

---------------------------------Mission 30 aka Final Mission------------------
Mission Reward    : Completion and the ending
# of Allowed Units: ALL 17

# of Enemy Units  : 3/3/2/1/1 -> 1
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       FV-24B              99/99   1-1        228/156/156/204
               FIREBIRD
ATTACKER       KOPO MG             99/99   1-1        228/168/168/216
               KOPO MG
MISSILEER      TYPE 105C PUNCH     99/99   1-1        324/214/214/240
               TYPE 105C PUNCH
               PARAINA              4/4    4-6
               DONKEY DXII          4/4    3-6
GROWNING       GROWNING            99/99   1-1        344/200/200/250
               GROWNING
DRISCOLL       MNP OPNEH           99/99   1-1        999

Ignore Driscoll for now.  He can't move!

Anyway, the enemy is divided up into 3 groups, similar to the way yours is.
I hope you have various skills such as GUIDE and DUEL to make this mission
easy.  After all, it is better to fight afar than close up. However, if you
somehow don't have any skills to use, that is the reason why I told you to make
sure that everyone has decent parts. Basically, the lesser-used pilots will be
meatshields for your better pilots.... If they managed to reach you that is...
long-range attacks, especially guided, will make short work of enemy wanzers.

Just take care of the mobile enemies first, then heal up, reload, whatever.
Then move up to where Driscoll is.  Lucky for you, he doesn't have anything
for the long-range while you do.  If you want you can get up close and personal
to him.  But, if you want to just wail on him with rockets and missiles, that's
fine too. As soon as you destroy him though... you have to face him in his more
familiar form...

Name           PARTS               AMMO    RANGE      HP-SPREAD
DRISCOLL       TYPE II CLAW-B      99/99   1-1        250/250/110/250
               MOSTRO III SZ       99/99   1-1

Despite his lackluster HP, he is still a force to be reckon with.. if you want
to fight him close-range or melee.  He has Speed Lv3 for god sakes!  Anyway...
you have the choice of however you like to finish him with.  After all, you
won't be burning through all 17 of your pilots just to get to him or to even
defeat him in this form.

After you destroy Driscoll once and for all, enjoy the ending!

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

Various things happened to Huffman Island after these incidents and well you
have to read to just know more of what happened.  But after the credits, make
sure to save your clear game data on one of the files.

You've also unlocked New Game+ if this is your first time through any campaign.
You've also unlocked Sound Test if this is your first time.
You also get the Buren type model.

===============================================================================
                                 Walkthrough UCS                          $226$
===============================================================================
So playing as the United Continental States, eh? Well anyways, Kevin Greenfield
is your leader, so if he dies, you lose. If you ever looked at the OCU part, 
you would notice that there was a number indicating how many units you could
use on any mission.  Not so in this case as the UCS has no hidden characters as
well as you'd be using everyone you have for each mission unless you were doing
a challenge.


Without any more interruptions.. let's start with the first mission, shall we?



---------------------------------Mission 1-------------------------------------
Mission Reward  : 2000

# of Enemy Units: 6 -> 1
Name           PARTS               AMMO    RANGE      HP-SPREAD
AI             GUST MG             99/99   1-1        21/16/16/16
               GUST MG

First things first... AVOID FIGHTING! Yes, you read that correctly.  Avoid the
enemy.  Don't get near them. Don't let them get near you. Etc, etc etc.

Basically you are just waiting for Matthew to turn off the lights.  Once they
are off, THEN you may start attacking.  When lights are out, the enemy will not
move at all.  They will still attack and counterattack if you happen to be next
to them, but besides that, nothing will happen.

When it comes to attacking, it's probably best to attack with everyone at once
to avoid the risk of your target(s) attacking back. Your wanzers are weak and
very delicate, and you can't risk it. Thus, you need every advantage you can
get a hold of. So find one target, use all three to attack, end turn, repeat.

After you're done with these guys, you get to watch a little scene of Alpha
Team coming in and doing their task.  However, seems that something unexpected
happens as the power comes back on, and you have to face something on your own.

Don't worry, you're fully healed and resupplied from earlier.  Also, if you
stall long enough, Alpha Team will come up and save you.  Of course, it is much
more impressive if Bravo Team finished it up themselves, wouldn't it?

Name           PARTS               AMMO    RANGE      HP-SPREAD
PROTOTYPE      SIEGE               99/99   1-1        
               SIEGE               99/99   1-1
               ---
               MGR-IB               2/2    3-5

Some would recommend that you shoot from afar and then rush in.  I, however, do
not recommend that.  Why? Well, if he's in range.. so are you.  I find it best
to just repeat what you did with the drones earlier.  Gang up on the guy and
just beat him with your guns.  You might have to have someone back away and
heal, but he should fall assuming your luck isn't bad. If you want to use your
long-range, though feel free.  After all, damage is damage.

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

Go to Room A, after some chit-chat, you'll wind up having talking about your
next mission.  Head to Room B when you're done and rest.  The hanger is open,
and is just a shop with a totally different name. Exit and move out when you 
are ready for your next mission.

---------------------------------Mission 2-------------------------------------
Mission Reward  : 3000
# of Enemy Units: 2/1/2/2/3
Name           PARTS               AMMO    RANGE      HP-SPREAD
20MM AAC       20MM AAC            99/99   2-6        80
OUTPOST        RAPTOR              99/99   1-1        50
               RIM-3               99/99   1-4
ATTACKER       GUST MG             99/99   1-1        21/16/16/16
               GUST MG
LIGHT TANK     RAPTOR              99/99   1-1        80
               ---
               PIZ-3                3/3    3-4
               PIZ-3
TWIN FORCE     TWIN FORCE          99/99   6-9        100
               TWIN FORCE

This level is actually pretty funny to me.  You'd think that you would have an
easy time due to the fact that there are only two wanzers and the only other
attacking units that can move are the tanks. However, what's funny to me is the
 damage you can receive from everything else. Basically the outpost and the
twin forces can really do a number to your parts... as in practically shoot 
something off if you aren't careful.  Just go slowly and you'll be fine, there
aren't too many things to worry about here besides anything that wouldn't be
considered a typical enemy.

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

Get sent to Huffman Island.  Talk to Driscoll for your orders.  Move out.

---------------------------------Mission 3-------------------------------------
Mission Reward  : 1000
# of NPC Units  : 1  (Jeep)
# of Enemy Units: 3/3/1/1/1
Name           PARTS               AMMO    RANGE      HP-SPREAD
HELICOPTER     GRAVE               99/99   1-1        70
LIGHT TANK     SIEGE               99/99   1-1        80
               ---
               PIZ-3                3/3    3-4
               PIZ-3                3/3    3-4
KAREN          ZENITH PUNCH        99/99   1-1        33/24/24/26
               IBIS
               BONE
ROYD           LEOSOCIAL           99/99   1-1        33/24/24/26
               ZENITH PUNCH
               ---
               BONE                 3/3    3-6
RYUJI          IBIS                99/99   1-1        33/24/24/26
               ZENITH PUNCH

In some ways, this mission is easy.  In other ways, it is a bit difficult. You
have to protect the jeep.  Don't know what happens if it ever gets destroyed,
and I didn't even bother trying to figure it out.  Maybe one day I will. You
 first will face the helicopters and tanks. Basically you can ignore the tanks,
since they rarely will have the jeep within range.  The helicopters, on the
other hand, are a bit more dangerous as it is almost guaranteed that at least
one will get to the jeep.

You first do this solo, but after a few turns, you will have Matthew and Johnny
coming in to help out. Once the vehicles are destroyed, the wanzers will come
out.  You can ignore them or choose to engage in battle with them.  It doesn't
matter either way, as long as the jeep is safe.

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

Move out... wait what? That's actually an option?  Wow... that makes life so
much easier for me.


---------------------------------Mission 4-------------------------------------
Mission Reward  : 1000
# of NPC Units  : 4 (ATTACKERs)
# of Enemy Units: 2
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       TYPE 90X PUNCH      99/99   1-1        18/11/11/13
               TYPE 90X PUNCH    

Don't worry about the mercs.  They will die anyway, as chances of them even
surviving aren't that strong.  Heck, use the mercs as meatshields while you
still can. Anyway, these guys are a bit dodgy, and as you can see, will hurt a
bit if they get a hit in.  Basically, do what the mercs say and gang up on one
of the two. You probably should use an MG of some sort so that you can at least
inflict some damage to it.

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

Exit from the room.  Exit from the location. Then after the scene. Exit from
the location again for Fort Monus. Go to the Command Room. Then after you get
your assignment, head back into the room for an extra mission. Go to the Bar
and talk to Hector twice. Then Hhead to the base and meet up with your two new 
members, Halle and Howard.

One note though, Halle comes with the RIFF backpack, DON'T GET RID OF IT unless
 you want to give yourself a hard time. It's basically your source of constant
and free healing. It will make things easier with it.

Anyway, you have a choice of your story mission or your extra mission. The 
extra mission is the one near Fort Monus while the story mission is near your
current location. The extra is, of course, optional, but I will be going over
that first.

---------------------------------Extra Mission 1-------------------------------
Mission Reward  : Prototype
# of Enemy Units: 1 -> 1/2 ->2/1/1
Name           PARTS               AMMO    RANGE      HP-SPREAD
HAHO4 CASSOW   LEOSOCIAL           99/99   1-1        150
               ---
               MGR-IB               2/2    3-5
               MGR0IB               2/2    3-5

Make sure to pay attention to the three poijnts that Kevin points out. That 
will basically be the path that the helicopter will take.

A turn after arrival, three wanzers will appear near it.

Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       CEMETERY            99/99   1-1        48/36/36/36
               CEMETERY
MISSILEER      PABOTTE II PUNCH    99/99   1-1        54/33/33/42
               PABOTTE II PUNCH
               MGR-IB               2/2    3-5
               BONE                 3/3    3-5

If the copter passes point 2, four wanzers will appear near it.

Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       CEMETERY            99/99   1-1        48/36/36/36
               CEMETERY
ATTACKER       F-1 TONFA           99/99   1-1        54/33/33/42
               F-1 TONFA           99/99
               WS-II               99/99   0/0
               WS-II               99/99   0/0
MISSILEER      PABOTTE II PUNCH    99/99   1-1        54/33/33/42
               PABOTTE II PUNCH
               MGR-IB               2/2    3-5
               BONE                 3/3    3-5


You lose if the copter leaves alive. You win whenever the copter goes down. If
this is your first time, I suggest to focus completely on the copter as you get
 a game over if it remains alive.  If you are confident that you can take it
down quickly, by all means, destroy the wanzers too.

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

Save, then head to the next mission.

---------------------------------Mission 5-------------------------------------
Mission Reward  : 2000
# of Enemy Units: 2/3/6/1
Name           PARTS               AMMO    RANGE      HP-SPREAD
OUTPOST        SIEGE               99/99   1-1        50
               RIM-3               99/99   1-4
ATTACKER       GALBO PUNCH         99/99   1-1        42/25/25/32
               F-1 TONFA           99/99
               WS-II               99/99   0-0
LIGHT TANK     GRAVE               99/99   1-1        80
               ---
               MGR-IB               2/2    3-5
               MGR-IB
COMMANDER      GRAVE               99/99   1-1        72/42/42/60
               F-2 TONFA
               ---
               WS-II

You have to destroy the Radar Dome (310 HP) which is that big structure on the
compound.  You really can't miss it. You could always just destroy all units 
that are around you though.

There really isn't much to say as you faced just about everyone before. The
worse problem you'd probably face is just dealing damage to the wanzers as they
have shields.

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

Head back and save, then go to the next destination. Go when ready.

---------------------------------Mission 6-------------------------------------
Mission Reward  : 3000
# of Enemy Units: 4/2/6
Name           PARTS               AMMO    RANGE      HP-SPREAD
LIGHT TANK     GRAVE               99/99   1-1        80
               ---
               MGR-IB               2/2    3-5
               MGR-IB
M.B.T.         SMASHER             99/99   1-4        300
SAM LAUNCHER   ---                                    100
OUTPOST        SIEGE               99/99   1-1        50
               RIM-3

The thing that will give you the most trouble would be the MBTs. Smashers can
blow off your legs and limbs pretty easily, though you should survive a shot
to the body.  Anyway, your priorities lie with the SAM LAUNCHERs.  Destroy them
 as soon as you can.  As far as I know, letting one escape isn't a big deal,
but I don't know what happens if more escape. To basically keep them from 
escaping is to either destroy them (duh!) or just be in their way.  They can't
escape if you trapped them, can they?

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

Reapeat what I said just now and head to the next destination. Go when ready.

---------------------------------Mission 7-------------------------------------
Mission Reward  : 3000
# of NPC Units  : 3  (Supply Trucks)
# of Enemy Units: 2/2/4 -> 3
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       WINEE               99/99   1-1        45/26/26/34
               GIZA PUNCH
               BONE                 3/3    3-6
               WS-II
HELICOPTER     CEMETERY            99/99   1-1        70
LIGHT TANK     GRAVE               99/99   1-1        80
               ---
               MGR-IB
               MGR-IB

You are suppposed to protect the trucks until they basically leave the map.
Afterwards, you have to take care of the enemy units.  After a while though,
3 of these guys might show up...

Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       GRAVE               99/99   1-1        42/25/25/32
               WINEE

Then another 3 will show up.  If it takes you too long to take these guys out,
you'll basically get saved by wanzers that are dropped from the sky.

There really isn't much to say as the units aren't much of a threat to you but
to the trucks.  Just stand in between them and your protectees.

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

Rest, then head to the Command Room. Exit when ready to your next mission.

---------------------------------Mission 8-------------------------------------
Mission Reward  : 4000
# of Enemy Units: 8/2/2/1
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       LEOSOCIAL           99/99   1-1        48/36/36/36
               IBIS
LIGHT TANK     PAP-55              99/99   1-1        80
               ---
               BONE                 3/3    3-5
               BONE                 3/3    3-5
M.B.T.         GNAUTZ              99/99   1-4        300
SUPPLY TRUCK   GRAVE               99/99   1-1        200

In this mission, you have control over your squad as well as Hell's Wall. You
don't have to be too careful with the wall as they have pretty impressive
defenses. Even then, I don't think you can have Kevin's squad do nothing for
the sole reason of EXP, as in you won't be gaining any if you don't fight.

Assuming that you still have Halle with her RIFF backpack, she can repair any
units from Hell's Wall as well. There aren't anyone with missles besides the
tanks, so it should be fairly easy with minimal annoyances if things go well.
You probably should have the enemy come to the bridge to minimize the amount
of contact between you and them.

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

If you want, exit and go to Fort Monus, into the bar, and talk to Hector twice
again.  Whenever you are ready, go to the next mission.

---------------------------------Mission 9-------------------------------------
Mission Reward  :
# of Enemy Units: 10/2/1
Name           PARTS               AMMO    RANGE      HP-SPREAD
MISSILEER      VONART PUNCH        99/99   1-1        108/72/72/84
               VONART PUNCH        99/99   1-1
               BONE                 3/3    3-5
               MGR-IB               2/2    3-5
AAH34C         DARK HOG            99/99   1-1        150
               ---
               GALVADOS             3/3    3-5
               GALVADOS             3/3    3-5
K.O.N.G.       BOA-36              99/99   1-4        500
               ---
               BONE
               BONE

No, I'm not kidding you.. there are TEN MISSILEERS! To make things even worse,
everyone here has some sort of long-range attack.  If you have any CHAFF, now
would be a good time to use them. Keep your men together so that you can
gang up on one wanzer at a time.  Make sure to protect Halle as she's probably
the one with the RIFF and you source of healing when you really need it. Tread
carefully, and you should win. They don't have infinite missiles, you do. Thus,
persistance and patience are key.

Apparently, having Grieg die is also a big no-no.

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

Head to Command for your story mission. Then head to Command for extra mission
2.  Then head to Command again for extra mission 3.  Oh geez, 3 freaking 
missions...  well anyway. Head to the Barracks and rest. Exit when ready.

The one to the right is Extra Mission 2.. and one to the north is 3. Guess 
where that leaves the storyline mission? You could just skip them though until
a little later, as in when you aquire a new member.

---------------------------------Extra Mission 2-------------------------------
Mission Reward  :FROST HW wanzer
# of Enemy Units: 6
Name           PARTS               AMMO    RANGE      HP-SPREAD
DAVE           HEXAFIRE-AG         99/99   1-1        128/90/90/103
               GRAVE S             99/99   1-1
GHETTA         F-3 HAND ROD        99/99   1-1        128/90/90/103
               F-4 HAND ROD        99/99   1-1
GRIEG          ANACONDA            99/99   1-1        128/90/90/103
               HEXAFIRE-AG         99/99   1-1
JOSH           F-4 HAND ROD        99/99   1-1        128/90/90/103
               F-3 HAND ROD        99/99   1-1
MILLIGAN       FROST HW PUNCH      99/99   1-1        128/90/90/103
               FROST HW PUNCH      99/99   1-1
               EGRET                3/3    3-6
               EGRET                3/3    3-6
REBUS          FROST HW PUNCH      99/99   1-1        128/90/90/103
               FROST HW PUNCH      99/99   1-1
               EGRET                3/3    3-6
               GOLDIAS              2/2    3-6

This is going to be difficult. You had a first-hand experience knowing how high
 their defenses are.  Imagine it being higher.  So the hardest part for you 
would be to do damage.. and well survive.  Listen to Kevin about focusing on
one of them at a time. One less member of Hell's Wall can make a big difference
 regarding your survival.  The only things I hope you have are decent levels
and the best equipment possible for you. Besides that, I recommend that you
focus on the long-range attackers (Milligan and Rebus) who are on the right.
That way, it will be a few turns before the others can get to you.

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

Head back to town, get the FROST HW parts, save, head north for the next extra
mission.

---------------------------------Extra Mission 3-------------------------------
Mission Reward  : K.O.N.G.
# of NPC Units  : 2  (SUPPLY TRUCKS)
# of Enemy Units: 2/5/5/1/1
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       GRAVE S             99/99   1-1        66/54/54/60
               NAIL FIRE
ATTACKER       F-2 TONFA           99/99   1-1        72/54/54/60
               F-2 TONFA
MISSILEER      GENEM PUNCH         99/99   1-1        66/54/54/54
               GENEM PUNCH
               EGRET                3/3    3-6
GLOSTER        GLOSTER MG          99/99   1-1        120/70/70/100
               GLOSTER MG
GENTZ          ORGEL PUNCH         99/99   1-1        150/108/108/132
               ORGEL PUNCH

Good News! They aren't Hell's Wall.
Bad News! They are much more numerous.
Worse News! GENTZ and GLOSTER are just as bad as Hell's Wall.
Worst News! You have to protect TWO feeble supply trucks! 

Well anyway, move toward the trucks as fast as you can. Basically you have to 
be a buffer between the trucks and the enemy. Do what you can to destroy any
of them to decrease their numbers.  However, watch out for the GLOSTER and
GENTZ as they are either tough or too tough. If you have long-range attacks,
abuse them. You can handle the normal guys, but both GLOSTER and GENTZ may
be too much, hence the watching out for them.

When the trucks start to move, you don't have to follow them, but you still
have to be a buffer for them. You win when the trucks are gone or if you 
manage to destroy the enemy.

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

Go back, save, head out.

---------------------------------Mission 10------------------------------------
Mission Reward  : 2000
# of NPC Units  : 1  (MARIA)
# of Enemy Units: 3/4/2
Name           PARTS               AMMO    RANGE      HP-SPREAD
LIGHT TANK     PAP-55              99/99   1-1        80
               ---
               GALVADOS             3/3    3-5
               GALVADOS             3/3    3-5
ATTACKER       CEMETERY            99/99   1-1        66/30/30/54
               LEOSOCIAL
MISSILEER      ZIKADE PUNCH        99/99   1-1        96/60/60/66
               ZIKADE PUNCH
               BONE                 3/3    3-5
               EGRET                3/3    3-6

If you played the extra missions, this is a cakewalk.  If you didn't, it is 
still pretty easy.  Not too many big threats and is just the typical 
standard mission.  Don't worry about Maria, there is no way you can even
catch up to her.

For the treasure-hunters, there is a Gloster model somewhere in the lower-left
area of the map. In front of the doorway on a building.

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

Talk to everyone in the barracks, maybe twice. Then head to the Command Room.
Then head there again.  Exit when you are ready. In Grey Rock, head to the
hospital.

---------------------------------Mission 11------------------------------------
Mission Reward  : 7000
# of Enemy Units: 4/2/4
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       EMPIRE              99/99   1-1        54/42/42/42
               DARK HOG
COMMANDER      LEOSOCIAL           99/99   1-1        66/54/54/60
               DARK HOG
               ---
               EGRET                3/3    3-6
MISSILEER      GNAUTZ              99/99   1-4        66/54/54/54
               GENEM PUNCH
               SUNOWL               3-3    3-5
               SUNOWL               3/3    3-5

This mission is pretty easy. Sure it seems that the enemy has some decent stuff
 on them, but take note that they aren't exactly durable wanzers.  Furthermore,
these guys are pretty spread out so you don't have to worry about any of them
ganging up on you.  Heck, you could do that to them!

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

Head back. Go to the Command Room, talk, go to the Barracks, talk to everyone,
go back to the Command Room where you will finally get your next mission.

---------------------------------Mission 12------------------------------------
Mission Reward  : 3000
# of NPC Units  : 1  (GINA)
# of Enemy Units: 5/1/1
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       IBIS                99/99   1-1        84/48/48/66
               DARK HOG
MISSILEER      GENEM PUNCH         99/99   1-1        66/54/54/54
               GENEM PUNCH
               SUNOWL               3/3    3-5
               EGRET                3/3    3-6
COMMANDER      ZIKADE PUNCH        99/99   1-1        96/60/60/66
               LEOSTUN
               SUNOWL               3/3    3-6

Well, this NPC isn't the type that would require much protection, but you can't
 sit around and let her take all the work.  The enemy would just overwhelm her.
However, you don't have to panic about reaching her or destroying the enemies
quickly. Unless you are unlucky, Gina will be fine, capable of taking out units
while you take care of them from the side and behind.

At the end of this mission, you'll have a new squad member.

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

At this point, if you haven't done the last two extra missions, you probably
should do them now before continuing.  Gina's assistance might help out a bit.

Anyway, save and head to the next place.

---------------------------------Mission 13------------------------------------
Mission Reward  : 3000
# of Enemy Units: 9/2/1/1/2
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       MOSTRO-24           99/99   1-1        84/48/48/60
               LEOSTUN
AAH34C         DARK HOG            99/99   1-1        150
               ---
               GALVADOS             3/3    3-5
               GALVADOS             3/3    3-5
SUPPLY TRUCK   CEMETERY            99/99   1-1        200
COMMANDER      GRAVE S             99/99   1-1        96/60/60/66
               ZIKADE PUNCH
               EGRET                3/3    3-6
               WS-20               99/99   0-0
DEFENSE GUN    DEFENSE CANNON      99/99   1-10       150

The funny thing about this mission is, that for some reason, it's very possible
 for you to get swarmed by the enemy. So at least in the beginning, keep the
squad together.  Once you thinned out the enemy numbers a bit, then it should
be safe for you to have everyone move out a bit more to take care of units
like the truck and whatnot.

One thing I should mention is that the defense guns WILL hurt A LOT.  The fact
that they also have a solid range of 10 doesn't do much good either. So stay 
away from them until you are ready to strike them.

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

Head to Freedom, go to the Command Room. Save, then GO when you're ready...

---------------------------------Mission 14------------------------------------
Mission Reward  :
# of Enemy Units: 3/5/2/1/2
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       F-3 HAND ROD        99/99   1-1        96/60/60/60
               ZIKADE PUNCH
               WS-2B               99/99   0-0
ATTACKER       LEOSTUN             99/99   1-1        84/48/48/60
               TYPE 502 
MISSILEER      ZEARAID PUNCH       99/99   1-1        84/48/48/60
               BE-11               99/99   1-4
               MAGICBOX             2/2    4-6
COMMANDER      ARTASSAUT           99/99   1-1        120/84/84/102
               F-3 HAND ROD
               WS-14               99/99   0-0
AAH34C         ARTASSAUT           99/99   1-1        150
               ---
               DONKEY               2/2    3-6

The numbers are really against you. The good news is that for some reason the
enemy will only go across one of the bridges. The other may just be crossed by
very few, if any, units.

Don't worry about the communications you get from the U.C.S. troops. Sadly, you
 won't be able to help out much.  So just wrap up the mission as fast as you
can.

You basically would want to lure them to you to minimize the amount of contact
you will have with them.  Some of the Attackers have STUN Lv1, which could be
a nuisance if the effect affects you. So, group your squad at one end of a
bridge, taking note of any random wanzer trying to go on the other end. Then,
just wait for them to come to you.

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

Head to the Command Room for the storyline mission.  Then head back in and out 
 to get your next extra mission.  When you are ready, exit. The extra mission
is the one that is furthest away from your current location.


---------------------------------Extra Mission 4-------------------------------
Mission Reward  : Seaking (f-yeah!) model
# of Enemy Units: 3/3/8/2/2
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       LEOSTUN             99/99   1-1        120/72/72/90
               LEOSTUN             99/99   1-1
ATTACKER       ARTASSAUT           99/99   1-1        120/72/72/90
               GALE SG             99/99   1-1
               WS-14               99/99   0-0
MISSILEER      ZIKADE PUNCH        99/99   1-1        96/60/60/66
               ZIKADE PUNCH        99/99   1-1
               PIZ-8                2/2    3-6
               MAGICBOX             2/2    3-6
T.C.K. ASSAULT BE-11               99/99   1-4        300
               ---
               PIZ-8                2/2    3-6
SUPPLY TRUCK   EMPIRE              99/99   1-1        200

Basically you have to prevent the enemy units from getting to the center
building.  Seems easy.  Probably easier than you expect, too.  Maybe it's just
me, but it seems that the enemy doesn't seem so interested into attacking you.
Sure, they will still attack you, but it doesn't seem like it is their
biggest priority.  Oh wells.  Make sure you block all the exits, it's okay if
you have to have one wanzer at each exit, just make sure that they can't get
to the building.  Alternatively, you can just have everyone near the building,
 instead.  Just make sure to kill them so that the supply trucks won't allow
them to come back.

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

Save, and go to your next mission.

---------------------------------Mission 15------------------------------------
Mission Reward  :
# of NPC Units  : 6  (GHETTA, LAURENT, 2 SOLIDERS, 2 SUPPLY TRUCKS)
# of Enemy Units: 3/3/2 -> 2/3
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       ZIKADE PUNCH        99/99   1-1        96/60/60/66
               LEOSTUN
ATTACKER       ZIKADE PUNCH        99/99   1-1        144/60/60/114
               ZIKADE PUNCH        99/99   1-1
               WS-2B               99/99   0-0
               WS-2B               99/99   0-0
MISSILEER      PEREGRINE PUNCH     99/99   0-0        84/48/48/60
               PEREGRINE PUNCH
               MAGICBOX             2/2    4-6
               WS-2B               99/99   0-0

Well, you know you have to protect the NPCs (as usual), but these NPCs can
actually decently run away.  If you throw your units into the fight as soon as
you can (assuming you have a decent movement stat), you should be able to just
handle it without worry about the NPCs too much.  However, after some turns,
reinforcements for the enemy will arrive.

Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       GROPPE SPV PUNCH    99/99   1-1        120/84/84/102
               GROPPE SPV PUNCH
               WS-2B
ATTACKER       PEREGRINE PUNCH     99/99   1-1        84/48/48/60
               CEMETERY
               DONKEY               2/2    3-6

These guys will spawn in the high hills, so you can wait for them to come down,
 which is actually recommended.  They aren't too difficult as they aren't that
 different from the initial group of enemies.

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

Save and head to the next destination.

---------------------------------Mission 16------------------------------------
Mission Reward  : 13000
# of NPC Units  : Same as Mission 15
# of Enemy Units: 4/2/1/1/4
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       TYPE 67 CANNON      99/99   1-1        132/96/96/72
               TYPE 67 CANNON
ATTACKER       ARPEGGIO PUNCH      99/99   1-1        144/96/96/120
               ARPEGGIO PUNCH
               FIREWALL            99/99   0-0
MISSILEER      F-4 HAND ROD        99/99   1-1        126/78/78/96
               NOVARAID PUNCH
               ---
               MAGICBOX             2/2    4-6
COMMANDER      FV-24               99/99   1-1        156/102/102/138
               RIM-4               99/99   1-4
SAM LAUNCHER   ---                                    100

I don't know what happens if you take too long with this mission.  All I know 
is that there are copters waiting to land. So don't take too long.

Also, the NPCs seem to really want to get into the fight.  Heck, I don't think
the soldiers can survive the fight, but their deaths mean nothing.  However,
if Ghetta or Laurent kick the bucket, well, let's not find out shall we? Lucky
for you the enemies aren't too annoying and are adequately spaced.  So just try
to do this as fast as you can.

At the end of the mission, Ghetta will join you as your 7th and final memeber.

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

Head to the base, then the Command Room, when you are outside again, talk to 
the people outside, then head back inside the Command Room for your mission.
Exit when you are ready to go.

---------------------------------Mission 17-----------------------------------
Mission Reward  : 15000
# of NPC Units  : 1 (Laurent)
# of Enemy Units: 2/2/2/4
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       PRISOMARE PUNCH     99/99   1-1        132/78/78/108
               PRISOMARE PUNCH     
               FIREWALL
ATTACKER       ANACONDA            99/99   1-1        144/96/96/120
               RAPTOR FX       
MISSILEER      MARERAID PUNCH      99/99   1-1        120/72/72/72
               MARERAID PUNCH
               SKULL                3/3    3-6
               WS-2B               99/99   0-0
M.B.T.         TYPE 704            99/99   1-4        300

Well, the NPC won't live, so don't worry about protecting him (finally one 
where the NPC is SUPPOSED to be dead). Really isn't much to say except that
you can easily wind up surrounded if you aren't careful as the enemy is really
all over the place.

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

Exit and move out when you are ready.


---------------------------------Mission 18------------------------------------
Mission Reward  :
# of Enemy Units: 3/2/4/1
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       RATMOUNT MG        99/99    1-1        156/120/120/138
               RATMOUNT MG
ATTACKER       ARPEGGIO PUNCH     99/99    1-1        132/96/96/108
               ARPEGGIO PUNCH
               FIREWALL           99/99    0-0
MISSILEER      CICADA II PUNCH    99/99    1-1        144/96/96/120
               CICADA II PUNCH    99/99
               MAGICBOX            2/2     4-6
               MAGICBOX            2/2     4-6
SEAKING        BLACKSTAR          99/99    1-1        580
               THUNDER BOLT       99/99    1-4

Kevin wasn't kidding when he said that these guys are better equipped than 
anyone you faced before.  If you have any skills, they would be useful right
now.  Also, focus fire would be handy too.  Just don't let yourself get ganged
up on.  After all, it will take a while to bring these guys down, even with
really good weapons.  So focus fire + skills like Guide/Duel will help a lot
to survive and win this. I'd also recommend that you take care of the few
wanzers closest to you then let everyone else come to you since you probably
don't want that SEAKING near you.

Near the upper right building, you can find the Algem model.  The moveable area
 around the building should look something like this...

   /\  /\
  /  \/  \
 /\  /\  /
/  \/  \/
\  /\  /
 \/  \/
 /\X /
/  \/
\  /\  BUILDING
 \/  \
      \

Basically, it's next to the building.

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

As soon as you are back in town (after getting out and stuff), head to the bar
and talk to Hector for the Buren model.

Then get ready to head out.

---------------------------------Mission 19------------------------------------
Mission Reward  :
# of Enemy Units: 4/2/1
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       RAPTOR FX           99/99   1-1        144/96/96/114
               F-4 HAND ROD
OUTPOST        GRAVE S             99/99   1-1        50
               BE-11               99/99   1-4
LIGHT TANK     DARK HOG            99/99   1-1        80
               ---
               GOLDIAS              2/2    3-6

I'm pretty sure there were more tanks but for some reason my notes don't have 
the numbers.  Oh wells.

This mission is pretty easy considering that you only have 3 of your 7 squad
members.  The worst you really have to worry about will be the ATTACKERs and
a melee hit that results in a stun.  After all you should still have Halle with
 her RIFF backpack to make this a bigger breeze.

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

Exit the town when you are read and head to your next destination.


---------------------------------Mission 20------------------------------------
Mission Reward  :
# of Enemy Units: 9/5
Name           PARTS               AMMO    RANGE      HP-SPREAD
BLIZZAIA       TNPAH MG            99/99   1-1        204/108/108/180
               TNPAH MG
ZEROA          ZINC PUNCH          99/99   1-1        156/102/102/120
               ZINC PUNCH
               RAGOS                2/2    4-8
               SLAY                 3/3    3-6

I know that those names are really the names of the pilot, but since all the
pilots have the same name, I'm using the wazner's name..

First off, these guys are difficult.  They can hurt and they can take in some
damage as well. Good thing that they are fairly spread apart so you can focus
on a few of them at a time.  Focus fire helps as do skills.  Nothing much else
to say except becareful as they really are tough ones.

Also, there is a Banyan model outside the entrance of the shed thing near where
 you start the mission.  Furthermore, if this isn't your fist time through the
game, there is a Dragonfang arm inside the shed, too.

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

Head to the new town.  Save.  Talk to the shopkeep.  Talk to the people in the
bar.  Then keep watching until your new mission starts.

---------------------------------Mission 21------------------------------------
Mission Reward  :
# of Enemy Units: 8/2
Name           PARTS               AMMO    RANGE      HP-SPREAD
BLIZZAIA       LEOSTUN B           99/99   1-1        204/144/144/180
               LEOSTUN B      
AAH34C         RAPTOR FX           99/99   1-1        150
               ---
               SKULL                3/3    3-6
               SKULL                3/3    3-6

If you did well last mission, this should be easier for you. Even if you didn't
 do so well last time, this is still a bit easier.  The Black Hounds or Spec
Op units are pure short-range so you don't have to worry about a rocket coming
into a wanzer.  Okay, sure the helicopters have long-range, but since when does
anyone fear a copter if there aren't any NPCs to protect?

While the pilots say that they are to protect the town, I don't know if that
means that the other units can't get to town or now, but you should be a good
enough buffer to not let that happen unless you wanted it to.

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

Get to town and save then head off to the next mission.


---------------------------------Mission 22------------------------------------
Mission Reward  :
# of Enemy Units: 6/2/2/2
Name           PARTS               AMMO    RANGE      HP-SPREAD
LV.25          LEOSTUN B           99/99   1-1        220/160/160/200
               LEOSTUN B
LV.20          IBIS II             99/99   1-1        220/160/160/200
               BANISH              99/99   1-4
GIGAS          LONG FORCE          99/99   6-9        600
               GRAYEYE             99/99   1-1
SUPPLY TRUCK   EMPIRE              99/99   1-1        200

Wanzers have the same name.. pilots also have the same now but the levels are
different so yeah..

Defensively, these guys are a bit tougher than the others.  I don't know if it
is because of the higher HP numbers or if the parts actually have higher
defenses.  Either way, it is going to take a bit to take any of these guys down
quickly.  Hopefully you have the best equipment money can by as well as the
skills, levels, and experience to back it up.  As usual, don't let them gang
up on you unless you want a quick end.  The GIGAS should be handled with long-
range attacks as if it's in range for you.. it will have to move further or 
closer to you in range for it's long force.

In short, if you have good skills, mission is easy but sorta lengthy. If you 
don't have skills, mission will be harder.

Also, if you want a Gavel model.  Basically go for the upper right corner. The
correct space will be right in front of the upper right hanger.

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

Get to some town, save.  Make sure you have the best parts, etc.  Last mission
 coming right up!

---------------------------------Mission 23 aka Final Mission------------------
Mission Reward  : Completion and ending of the UCS campaign
# of Enemy Units: 2/1
Name           PARTS               AMMO    RANGE      HP-SPREAD
TYPE 11DS      TYPE 11 CANNON      99/99   1-1        250/120/120/250
               TYPE 11 CANNON      99/99   1-1
GAIL           TYPE 11 CLAW-B      99/99   1-1        250/250/110/250
               ZIEGE P             99/99   1-2

All I have to say is, I'm going to guess that getting up, close, and personal
to these guys probably isn't a good thing.  I wouldn't know how bad it is since
 I never got even close to this one.

What I did?  Easy.  Guide + Donkey DXII + Body = Really really easy win.

Of course, that implies that you have been using long-range for a bit and have
the skill to use. If you didn't well.. focus fire anyone? There are a few of
them so you don't have to worry too much about them surrounding you, though it
is probably safe to say that if they surround anyone, it's goodbye to that
pilot.

Treasure-hunters!  You can find the Innova model next to the right truck near
where Gail was.

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

After all of that you have finally finished the UCS campaign.  Enjoy the ending
 and just remember to save your cleared game data onto one of the files.

You'll also be getting the T.C.K. ASSAULT as a bonus for finishing this part
of the game.

You'll also unlock New Game+ and Sound Test if this is your first time of
finishing a campaign.

However.. there is one final surprise here if this isn't your first time....


---------------------------------Extra Mission 5-------------------------------
Mission Reward    : Gigas model
# of Allowed Units: 3 + Matthew, Johnny, Renges, Darril
# of Enemy Units  : 2/7/9/2
Name           PARTS               AMMO    RANGE      HP-SPREAD
ATTACKER       FLAME FOX           99/99   1-1        36/25/25/27
               RAPTOR FX
ATTACKER       F-2 TONFA           99/99   1-1        27/22/22/24
               TENDUS PUNCH
               WS-II               99/99   0-0
               WS-II               99/99   0-0
TYPE 10        ARTASSAUT           99/99   1-1        80
               ---
               BONE                 3/3    3-6
CONRADO        BE-11               99/99   1-4        300


The game lied.. you have this one extra mission to do, which plays as soon as
the game is done with the credits... now now.. just before you groan... there
is some really good news..

The units here are just.. really really weak.. heck.. it's really easy.. I mean
 look at their stats!!  This is cakewalk and really .. you shouldn't need any
guidance.  Well have fun!!

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







===============================================================================
                                 Items                                    $564$
===============================================================================

Item           Price     Effect
-------------------------------------------------------------------------------
Repair S          50     Repairs 50 HP.
Repair M         100     Repairs 100 HP.
B.A. Mine        120     Places a mine in current location.
Flash            160     Stuns target.
Chaff            200     Protects against long-range attacks.
Repair L         200     Repairs 200 HP.
Smoke            200     Lowers target's accuracy.
Acid Bomb        200     Lowers target's defense.
Repair SP        400     Repairs 400 HP.

===============================================================================
                                 Parts                                    $821$
===============================================================================

BODY
Name           Price     Defense    HP    POWER     WEIGHT
-------------------------------------------------------------------------------
CALM             260**      8       24       55       12
ZENITH           340       11       33      130       24
ZORA-3A          340       11       30      140       22
PABOTTE          340       11       36      120       26
GALBO            400       13       42      130       28
GIZA             400       13       45      120       30
HUSKY MK.III     400       13       39      140       26
VAPOR            450       16       48      120       24
TEMPEST          450       20       36      180       32
PABOTTE II       460       18       54      140       34
ZIGLE-6B         460       18       42      180       26
GABLO SV         460       18       48      160       30
HUSKY MK.IV      480       20       51      165       30
VAJE             490       15       40      190       30
ZIGLE-11A        540       22       48      200       30
GALBO MRX        540       22       54      180       34
GEIN             540       22       60      170       38
GROPPE           600       24       54      220       32
CRABESANT        600       24       60      200       36
GENEM            600       24       66      180       40
MOTH VR.5        660       25       66      220       40
BIZANT           680       30       72      260       44
CRABESANT II     680       30       66      240       40
ORCUS            700       28       60      240       45
STORK            700       28       72      220       50
AVENIR           700       28       84      200       55
ZEARAID          800       32       84      220       40
FROST            800       32      108      200       60
TYPE 90X         800**     34      140      200       50
CROF             840       30       96      220       50
PEREGRINE        880       32       84      240       45
VONART           880       30      108      210       65
ZELT             900       25       90      240       55
ZIKADE           920       34       96      260       48
VARSA            920       32      120      220       60
GROPEE SPV       980       34      120      220       70
STORK MK.IV      980       34      108      240       64
ORCUS II         980       34       96      260       60
PROTOTYPE       1000*      30      200      400      150
FROST HW        1000*      42      128      260       80
MARERAID        1100       36      120      280       64
CICADA II       1120       36      144      260       80
NOVARAID        1200       38      126      300       64
S-ORCUS         1200       38      132      280       68
STREGA          1300       38      150      320       75
INDOS           1360       40      144      300       70
ARPEGGIO        1400       40      144      300       70
TYPE 65         1400       40      132      300       66
WILDGOAT        1400       40      156      320       76
TYPE 90         1400**     42      168      300       70
PRISOMARE       1500       40      132      360       60
ZINC            1500       42      162      300       80
TYPE 67         1580       42      132      360       70
RATMOUNT        1580       42      168      300       82
ORGEL           1580       42      150      340       76
BLIZZAIA        1640       46      180      300       80
PROSION         1640       44      120      400       70
ZEROA           1640       44      156      360       75
TYPE 67C        1700       46      168      330       78
FLUGEL          1700       46      174      320       80
PERZEA          1780       48      156      420       74
BLIZZAIA II     1800       48      204      320       90
PIOUS           1800       40      120      440       60
PEGASE          1880       50      228      340       96
TYPE 103        1880       50      192      420       74
TYPE 150        1940       52      192      440       74
ZERIA           1960       52      204      400       78
NUMSEKAR        1980       60      220      320       85
TIRAN           2000       50      204      440       80
VALS            2100       52      204      380       88
TYPE 105        2100       52      216      400       78
KORL            2200       52      228      400       90
VALIANT         2280       54      324      400       92
ELDOS           2280       54      228      420       80
IGEL EINS H     2300       60      250      440       75
ZENITH V        2400       58      540      460       70
K.O.N.G.        4000       30      500      800      100     NEW GAME+ ONLY
CLINTON TYPE    4200       28      310      950      220
GLOSTER         4600*      43      120      550       80
T.C.K. ASSAULT  7900       65      300      800      150     NEW GAME+ ONLY
SEAKING         8200*      54      580     1000      250
ALGEN           9000*      65      300      750      100
BUREN           9200*      70      999     1500      300
BANYAN          9700*      65      450     1250      250
GAVEL          10000*      63      800     1500      280
INNOVA         11400       75      600     1400      270     NEW GAME+ ONLY
GIGAS          12500       40      600     2000      260     NEW GAME+ ONLY
  
*Cannot be bought, only found.
** I have honestly no clue how I got this as it wasn't in the shop.  I guess I
   salvaged it or something.


ARMS
Name           Price     Defense    HP    HIT       WEIGHT   ATTACK   HIT
-------------------------------------------------------------------------------
TENDUS           148**     12       22    57          18
ZENITH           160       14       24    60          18       9      82
ZORA-3A          160       15       22    62          16       8      83
PABOTTE          160       13       25    58          20      10      81   
GALBO            200       16       25    62          20      11      82
GIZA             200       15       26    61          24      12      81
HUSKY MK.III     200       17       24    63          18      10      83
VAPOR            220       16       30    70          23      4X3     72
TEMPEST          220       22       24    60          26      12      84
PABOTTE II       250       23       33    63          25      14      80
ZIGLE-6B         250       24       30    66          24      12      84
GABLO SV         250       22       36    64          26      14      82
HUSKY MK.IV      260       24       39    65          26      15      82
VAJE             270       15       28    70          20       5      80
ZIGLE-11A        280       26       36    70          24      14      80
GALBO MRX        280       24       42    68          28      16      82
GEIN             280       22       48    66          32      20      80
GROPPE           300       28       42    72          28      18      82
CRABESANT        300       26       48    70          30      19      82
GENEM            300       24       54    68          32      20      82
MOTH VR.5        320       28       54    70          31      22      82
CRABESANT II     340       30       42    70          30      24      80
ORCUS            350       34       36    74          28      24      82
STORK            350       30       42    72          30      27      82
AVENIR           350       28       48    70          32      28      80
HORNET           350       30       50    70          36      25      70
BIZANT           360       30       48    74          36      4X7     74
ZEARAID          380       36       48    74          28      27      80
FROST            380       32       60    72          34      32      80
PEREGRINE        400       34       48    74          30      29      80
CROF             400       30       54    70          38      5X7     80
VONART           400       30       72    72          36      32      80
ZIKADE           440       36       60    76          30      30      82
VARSA            460       32       84    74          38      33      80
TYPE 90X         460**     32       88    70          30
GROPPE SPV       480       32       84    74          40      41      82
STORK MK.IV      480       34       72    76          34      37      82
ORCUS II         480       36       60    78          30      36      80
ZELT             495       29       63    70          31      20      80
MARERAID         500       36       72    80          32      38      82
SPRIGGAN         500       30       60    85          40      25      85
CICADA II        520       32       96    74          44      44      84
NOVARAID         580       40       78    82          34      40      80
S-ORCUS          580       38       90    76          36      40      82
FROST HW         580*      48       90    74          45      35      84
INDOS            640       40      108    76          46      4X10    90
PRISOMARE        690       40       78    86          38      44      82
ARPEGGIO         700       40       96    68          48      50      86
ZINC             700       42      102    78          48      49      80
TYPE 65          700       40       84    70          46      3X20    74
WILDGOAT         700       40      108    68          50      3X20    72
TYPE 90          700**     40      120    30          48
STREGA           715       43      105    72          42      40      80
BIZANT II        740**     38      150    55          55
TYPE 67          750       48       96    70          54      2X34    74
RATMOUNT         750       44      120    72          62      4X17    74
ORGEL            750       46      108    70          58      72      80
BLIZZAIA         800       50      132    76          64      77      76
PROSION          800       50       72    84          48      47      84
TYPE 67C         800       48      108    72          60      2X37    74
FLUGEL           800       46      132    70          68      72      82
ZEROA            820       48      108    80          50      62      80
BLIZZAIA II      880       48      144    78          70      79      80
PERZEA           880       50       96    82          50      56      80
PEGASE           900       50      156    80          72      83      82
TYPE 103         900       52      108    82          50      60      82
SPHINX           950       44      100    70          70      58      70
TYPE 150         960       52      120    84          50      62      82
ZERIA            980       52      132    82          62      77      82
PIOUS            990       45       84    70          34      50      80
TIRAN           1000       50      108    90          60      4X25    99
VAMPIRE         1000       44      130    78          90      5X14    78
DASLER CLAW II  1000*      42      150    80          65
NUMSEKAR        1089       68      154    90          48      90      90
VALS            1100       50      180    82          74      88      84
TYPE 105        1100       52      144    84          62      83      82
KORL            1180       52      168    84          68      4X23    82
VALIANT         1200       52      192    82          78      90      88
ELDOS           1200       54      156    84          64      84      82
KORL II         1248*      49      200    90          70
IGEL EINS H     1265       68      175    72          42      80      90
ZENITH          1300       56      180    86          60      88      86
BOGGART         1500       50      170    90          90      80      90
DASLER CLAW     1600       58      216    86          76      96      92 (R)
DRAGONFANG     19000*      52      120    98          80 


*Cannot be bought, only found.
** I have honestly no clue how I got this as it wasn't in the shop.  I guess I
   salvaged it or something.


LEGS
Name           Price     Defense    HP    POWER   MOVE      WEIGHT   TYPE
-------------------------------------------------------------------------------
TENDUS           240**     10       24      0     12          18     NORMAL
ZENITH           260       13       26      0     12          20     NORMAL
ZORA-3A          260       14       24      0     14          18     NORMAL
PABOTTE          260       12       27      0     12          22     NORMAL
GALBO            280       15       32      0     14          22     NORMAL
GIZA             280       14       34      0     12          24     NORMAL
HUSKY MK.III     280       16       30      0     14          28     NORMAL
VAPOR            300       18       28      0     16          20     NORMAL
TEMPEST          300       20       36      0     12          30     NORMAL
GAROLE           320       18       42     10     14          30     TREAD
ZIGLE-6B         320       22       30      0     16          24     NORMAL
GALBO SV         320       20       36      0     14          26     NORMAL
HUSKY MK.IV      340       20       39      0     16          26     NORMAL
VAJE             340       15       32      0     16          22     NORMAL
ZIGLE-11A        380       28       36      0     16          30     NORMAL
GALBO MRX        380       24       42      0     16          34     NORMAL
GEIN             380       20       48      0     14          38     NORMAL
GROPPE           400       32       42      0     18          34     NORMAL
CRABESANT        400       28       48      0     16          38     NORMAL
GENEM            400       24       54      0     16          42     NORMAL
MOTH VR.5        420       32       60      0     16          40     NORMAL
BIZANT           440       30       54     10     16          34     TREAD
CRABESANT II     440       28       60     15     14          32     TIRE
ORCUS            450       34       54      0     18          38     NORMAL
STORK            450       32       60      0     16          32     NORMAL
AVENIR           450       30       66      0     14          40     NORMAL
ZEARAID          480       40       60      0     18          36     NORMAL
FROST            500       36       72      0     14          45     NORMAL
CROF             520       38       72     15     16          44     TREAD
PEREGRINE        540       40       60      0     18          40     NORMAL
VONART           540       38       84      0     16          46     NORMAL
ZORA-5A          548**     44       60      0     16          45     NORMAL
OURS             550       35       62     10     16          42     TREAD
ZIKADE           580       42       66      0     18          42     NORMAL
VARSA            580       40       96      0     16          48     NORMAL
TYPE 90X         580**     33      100      0     16          40     NORMAL
GROPPE SPV       600       30      102      0     16          50     NORMAL
STORK MK.IV      600       32       90      0     16          46     NORMAL
ORCUS            600       34       78      0     18          44     NORMAL
ZELT             630       32       72      0     12          42     NORMAL
MARERAID         640       36       90      0     18          42     NORMAL
CICADA II        660       34      114      0     16          60     NORMAL
S-ORCUS          680       36       96      0     18          46     NORMAL
NOVARAID         700       36       96      0     18          42     NORMAL
FROST HW         700       53      103      0     14          60     NORMAL
INDOS            740       36      120     20     18          50     TREAD
GAROLE II        748**     44       80      5     16          45     TREAD
ARPEGGIO         800       38      120      0     18          58     HOVER
TYPE 65          800       39      114      0     18          54     NORMAL
WILDGOAT         820       36      138     25     16          64     TREAD
PRISOMARE        840       38      108      0     18          44     NORMAL
ZINC             860       38      144      0     14          50     NORMAL
TYPE 67          880       44      114      0     16          54     NORMAL
RATMOUNT         880       40      156     30     12          70     TREAD
ORGEL            880       42      120      0     16          60     HOVER
PRISOMARE II     888**     35      150      0     12          60     NORMAL
TIRAN II         896*      58      200      0     16          90     NORMAL
BLIZZAIA         900       40      144      0     14          60     NORMAL
PROSION          900       40      116      0     18          50     NORMAL
ZEROA            900       42      120      0     16          58     NORMAL
STREGA           910       48      120      0     12          57     NORMAL
TYPE 67C         940       48      132      0     16          70     NORMAL
FLUGEL           940       46      156      0     16          80     HOVER
BLIZZAIA II     1000       46      180      0     16          80     NORMAL
PERZEA          1000       48      132      0     18          60     NORMAL
GODWIT          1000       38      110      0     20          60     HOVER
PEGASE          1140       48      204      0     16          86     NORMAL
TYPE 103        1140       50      144      0     18          64     NORMAL
TYPE 150        1220       52      155      0     18          62     NORMAL
ZERIA           1240       52      180      0     18          70     NORMAL
PIOUS           1260       50       96      0     20          45     NORMAL
VALS            1300       50      228      0     16          94     NORMAL
TYPE 105        1300       52      192      0     18          70     NORMAL
NUMSEKAR        1386       75      176      0     14          64     NORMAL
KORL            1400       52      216      0     16          98     NORMAL
VALIANT         1500       52      240      0     16          96     NORMAL
ELDOS           1500       54      204      0     18          72     NORMAL
TIRAN           1600       50      180      0     20          90     NORMAL
IGEL EINS H     1610       75      200      0     18          57     NORMAL
ZENITH V        2000       56      228      0     20          70     NORMAL


*Cannot be bought, only found.
** I have honestly no clue how I got this as it wasn't in the shop.  I guess I
   salvaged it or something.


CPU
Name           Price     MELEE     SHORT     LONG     DODGE
-------------------------------------------------------------------------------
AEC              160         0        30        2         0
ZERA             160         8         8        8         8
RNYONS           160        14         7        9         2
LICORNE          180        10        10       10        10
RAYON            180         2        30        8         0
OURA             180        14         8       10         8   
METEOR           200         6        36       16        16
SCHVIE           200         0        40        8        16
Yargea           200        22        10       10        22
CALOR            240        20        20       20        20
CRIER            300        28        28       28        28
ESXATON          360        34        34       34        34
GIGAS            360        30        38       38        30
ALTYPNA          360        38        30       30        38
ARGENTO          400        38        40       42        40
RUIDO            400        44        38       38        40
SOAERA           440        46        46       46        46
AMEUAYS          440        50        42       42        50
TEROS            440        42        50       50        42
RIPIS            500        54        46       46        54
QUO              500        46        54       54        46
OARAENM          560        38        60       84        42
SPHINX           560        72        40       46        66
VIRGO            600        54        70       60        56
SAPHIR           650        60        72       68        64
ECLAIR           680        70        66       66        70
VUNSTA           680        64        70       72        66
VYOGA            720        72        68       68        72
ERFOLG           720        68        72       72        68
HAPSIS           740        72        72       72        72
FRAXION          740        76        74       70        68
ORDEINA          740        70        74       74        70
VERSEAU          780        72        78       76        70
GLANS            800        99        53       99        53
POTENCIA         800        53        99       53        99
MEZZO            850        96        72       72        72
EICOS            850        72        96       72        72
ELWAKT           850        72        72       96        72
ALGA             850        72        72       72        96
PROXIMO          900        80        80       80        80
GANGE            960        82        82       82        82
KAINON           960        84        80       80        84
TERNA            960        80        84       84        80
WILLENS         1000        98        82       82        82
OYSTO           1000        82        98       82        82
DREIFACHN       1000        82        82       98        82
HELLSEHEN       1000        82        82       82        98
EVOLUCION       1100        98        82       82        98
YEATA           1100        81        99       99        81
SI BD-6KR        N/A**      98        97       99        99

*Cannot be bought, only found.
** Cannot be bought or sold. Will get during the story.


BACKPACK
Name           Price     Item      Range     Power    Weight
-------------------------------------------------------------------------------
CHIPMUNK         400        0          0        20       10
RACEHORSE        500        1          0        30       10
CERVUS           600        2          1        40       10
TIGRE            700        2          1        50       10
ELEPHAS          800        3          1        60       10
BISON            900        3          2        70       10
SQUALO          1000        4          2        80       10
BAG WORM        1100        4          2        90       10
RIFF*           5200        0          0         0       20   UCS ONLY

*Probably thinking what this exists, right?  Well this allows the wearer to 
repair parts of other wanzers, restore destroyed parts of other wanzers, and if
a wanzer is next to the wearer at the start of its turn, it can reload its long
range weapons.  Sadly the wearer can't do anything for him/herself.

===============================================================================
                                 Weapons                                  $165$
===============================================================================

HAND
Name           Price     ATTACK    HIT     TYPE     RANGE     WEIGHT
-------------------------------------------------------------------------------
F-1 TONFA        170     1 X 13     85     MELEE       0        8 
SIEGE            180     5 X  2     78     SHORT       1        8
ZIEGER           180     1 X 10     78     SHORT       1        8
WINEE            190     1 X 13     76     SHORT       1       10
GRAVE            190     4 X  3     76     SHORT       1       10
CEMETERY         200     4 X  5     74     SHORT       1       10
PAP-55           220     4 X  6     74     SHORT       1       10
CONGRE           220     1 X 20     76     SHORT       1       12
GLOWTUSK         240     1 X 21     76     SHORT       1       14
F-2 TONFA        240     1 X 26     80     MELEE       0       12
IBIS             260     1 X 23     76     SHORT       1       14 
LEOSOCIAL        280     4 X  7     74     SHORT       1       14
F-3 HAND ROD     300     1 X 34     80     MELEE       0       14
EMPIRE           300     1 X 24     76     SHORT       1       18
MOSTRO-24        300     5 X  5     74     SHORT       1       16
CATSRAY SG       300     1 X 20     82     SHORT       1       18
RIM-3            320     1 X 13     58     LONG        4       16
NAIL FIRE        320     1 X 20     78     SHORT       1       20
TYPE 502         320     1 X 28     82     SHORT       1       20
DARK HOG         340     4 X  7     74     SHORT       1       16
GALE SG          360     1 X 27     84     SHORT       1       20
TYPE 7           360     1 X 24     58     LONG        4       18
SMASHER          360     1 X 24     59     LONG        4       24
GRAVE S          400     4 X  8     74     SHORT       1       18
HEXAFIRE-SG      400     1 X 34     84     SHORT       1       26
GNAUTZ           400     1 X 27     60     LONG        4       28
F-4 HAND ROD     400     1 X 37     80     MELEE       0       16
WINEE PLUS       400     2 X 18     80     SHORT       1       22
LEOSTUN          500     4 X  9     74     SHORT       1       18
SLAB             500     1 X 36     82     SHORT       1       20
ANACONDA         560     1 X 43     82     SHORT       1       22
BOA-36           600     1 X 32     60     LONG        4       26
ARTASSAUT        600     3 X 13     74     SHORT       1       20
FLAME FOX        640     1 X 43     80     SHORT       1       26
CATSRAY XX       640     1 X 31     98     SHORT       1       24
GLOWTUSK-SE      640     1 X 47     80     SHORT       1       24
RAPTOR FX        660     5 X  9     74     SHORT       1       24
FV-24            700     5 X 11     74     SHORT       1       30
RIM-4            720     1 X 60     60     LONG        4       36
URANIO           740     3 X 19     74     SHORT       1       26
COBRA            740     1 X 56     80     SHORT       1       28
IBIS II          760     1 X 58     82     SHORT       1       28
GRAVE II         780     4 X 14     74     SHORT       1       28
CEMETERY-10      800     4 X 15     74     SHORT       1       30
HOT DOG          800     1 X 61     80     SHORT       1       28
BE-11            800     1 X 59     60     LONG        4       38
BANISH           840     1 X 61     60     LONG        4       40
PAP-66           840     3 X 22     74     SHORT       1       30
GRAYEYE          860     3 X 22     76     SHORT       1       32
TYPE 702         860     1 X 64     61     LONG        4       32
HEXAFIRE-Mk.II   880     1 X 66     84     SHORT       1       33
SNOWMAN          880     1 X 66     82     SHORT       1       40
MOSTRO III       900     4 X 18     74     LONG        1       20
BLACKSTAR        920     4 X 19     74     SHORT       1       32
CIRCULAR         920     1 X 72     88     SHORT       1       34
THUNDER BOLD     940     1 X 74     61     LONG        4       40
WINEE-RR         940     1 X 75     82     SHORT       1       34
ARTASSAUT G      950     3 X 25     74     SHORT       1       40
GRAVE S-II       980     4 X 20     74     SHORT       1       30
LEOSTUN B       1000     4 X 21     74     SHORT       1       32
IBIS III        1000     1 X 81     84     SHORT       1       34
ARTASSAUT SP    1100     3 X 29     76     SHORT       1       32
CRUSADER ROD    1100     1 X 90     85     MELEE       0       40
ARTASSAUT DEUX  1180     4 X 23     74     SHORT       1       32
BOA-40          1200     1 X 82     62     LONG        6       44
COVET V300      1200     1 X 70     98     SHORT       1       35
MOSTRO III SZ   1240     4 X 24     76     SHORT       1       34
FIREBIRD        1280     1 X 87     90     SHORT       1       38
FV-24B          1300     5 X 20     76     SHORT       1       36
BANISH II       1400     1 X 86     66     LONG        6       50
ROCKJACK        1500     1 X 95     65     LONG        3       55
ZIEGE RIFLE    20000*    1 X 99     99     SHORT       1       10
PSG-5            TBD*    1 X 36     82     LONG        4       20

*Cannot be bought, only found.


SHOULDER
Name           Price     ATTACK    HIT     TYPE     RANGE     WEIGHT  DF   AMMO
-------------------------------------------------------------------------------
WS-II            160     N/A       N/A     SHIELD   N/A         6      4   N/A
WS-20            200     N/A       N/A     SHIELD   N/A        12      9   N/A
WS-14            300     N/A       N/A     SHIELD   N/A        18     12   N/A
MGR-IB           340     2 X 12     74     LONG     3-5        20      0    2
BONE             360     2 X 14     76     LONG     3-5        24      0    3
GALVADOS         400     3 X 11     76     LONG     3-5        26      0    3
SUNOWL           500     3 X 14     76     LONG     3-5        32      0    3
EGRET            540     2 X 22     76     LONG     3-6        32      0    3
WS-2B            560     N/A       N/A     SHIELD   N/A        24     17   N/A
GOLDIAS          600     2 X 28     78     LONG     3-6        30      0    2
FIREWALL         600     N/A       N/A     SHIELD   N/A        26     22   N/A
WS-14B           700     N/A       N/A     SHIELD   N/A        28     27   N/A
DONKEY           860     3 X 20     78     LONG     3-6        34      0    2
PIZ-8            920     3 X 22     78     LONG     3-6        40      0    2
MAGICBOX        1000     3 X 22     78     LONG     4-6        50      0    2
DONKEY DX       1280     3 X 25     80     LONG     4-8        70      0    2
RAGOS           1280     2 X 37     80     LONG     4-8        62      0    2
SLAY            1300     2 X 37     80     LONG     3-6        64      0    3
SKULL           1300     3 X 24     80     LONG     3-6        64      0    3
WILDGOOSE       1380     3 X 30     80     LONG     3-4        74      0    3
CERES           1400     2 X 47     82     LONG     6-8        70      0    2
PROBATION       1480     3 X 30     80     LONG     3-6        76      0    3
CRANE           1560     3 X 32     80     LONG     3-6        80      0    3
BLACKPANTHER    1600     3 X 33     80     LONG     3-6        80      0    3
ALBATROSS       1700     3 X 34     82     LONG     3-6        80      0    3
PARAINA         1800     1 X 90     84     LONG     4-6        84      0    4
DONKEY DXII     2000     1 X 99     86     LONG     3-6        90      0    4


===============================================================================
                                 Version History                               
===============================================================================

 Version 0.1
   - Started this guide (11/19/2007)
   - Everything up to the Walkthroughs

 Version 0.15
   - Up to Mission 5 on the OCU.
   - Some parts, items, and weapons.

 Version 0.20
   - Mission 6 to Mission 13 up.

 Version 0.22
   - Mission 14 to Mission 21 up.

 Version 0.67
   - OCU Campaign completed.
   - Items, Body, Arms, Legs, CPUs, Backpacks (relative to OCU) completed.
   - Weapons (relative to OCU) completed.
   --> At least to the best of my knowledge >_>

 Version 0.82
   - UCS Campaign started.
   - Up to Mission 14 up.

 Version 1.00
   - UCS Campaign completed.

===============================================================================
===================================Legal Junk==================================
===============================================================================

instantly_oatmeal@yahoo.com
 -that is my email address for if you have to address one of the following
1. Any MAJOR error
2. Any contributions such as an event I didn't cover
3. Any improvements I can make to the chart (as in make it more clear or so)
4. Asking for permission to post this FAQ
5. Alerting me of a site that is not suppose to have this FAQ posted



ONLY THE FOLLOWING SITES MAY HAVE THIS FAQ:
http://www.gamefaqs.com


Contributions and Thanks:
 GameFAQs - The community, SBAllen, CjayC, just everyone.
 Square Enix - Thanks for the game and everything about it.
 


Copyright 2007 Elric Chou (Azn Psycho)

This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without permission. Use of this guide on any other web site or as a 
part of any public display is prohibited.




(0.1052/d/web8)