Front Mission (Import) Walkthrough v1.0
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: : : : Front Mission (Import) Walkthrough

Front Mission (Import) Walkthrough

by Ryuhou   Updated to v1.0 on


 ______          _____          ________        ___    _    ___________
|  ____|        |  __ \  _____ |  ____  |      |   \  | |  |____   ____|
| |     ________| |  | |/ ___ \| |    | |______| |\ \ | |       | |___________
| |____/ ______/| |__| | /__/ /| |   /| |___  /| | \ \| |_    __| |____  ____/
|  ____|/______ |  _  / __  _/ | |  / | |  / / | |  \   | \  / /| |   / /
| |  / _______/ | | \ \/  \ \  | | / /| | / /  | |  /\  |\ \/ / | |  / /
| | / /         | | /\ \  / /  | |/ / | |/ /   | | / /| | \  /  | | / /
| |/ /          | |/ /| |/ /   | | /  | | /    | |/ / | | / /   | |/ /
| | /           | | / | | /    | |/___| |/     | | /  | |/ /    | | /
|_|/            |_|/  |_|/     |________|      |_|/   |_|_/     |_|/


 ___  ___        _      ____       ____       _      _____      ___   _
|   \/   |      | |    | ___|  ___| ___| ____| |    |  _  |    |   \ | |
| |\  /| |_    _| |    | |    / __| |   / ___| |    | | | |____| |\ \| |
| | \/ | | \__/ | |    | |   / /  | |  / /   | |    | | | |___ | | \   |_    __
| |   /| |\__  /| |   _| |__/ /__ | |_/ /____| |   _| |/| |  / | |  \  | \  / /
| |  / | |  / / | |  / |__  |_  / |__  |__  /| |  / | | | | / /| |  /| |\ \/ /
| | / /| | / /  | | / /   | |/ /     | | / / | | / /| |/| |/ / | | / | | \  /
| |/ / | |/ /   | |/ /    | | /      | |/ /  | |/ / | | | | /  | |/ /| | / /
| | /  | | /    | | /   __| |/     __| | /   | | /  | |_| |/   | | / | |/ /
|_|/   |_|/     |_|/   |____|     |____|/    |_|/   |_____|    |_|/  |_|_/




_______________________________________________________________________________
\  __ \_____________________________________________________________________  /
 \ \ \_ \                  / _/  FRONT MISSION WALKTHROUGH BY BEN ROSE/    / /
  \ \  \ \                / /   AVALANCHE WONG (ISHIIROU@YAHOO.COM)       / /
   \ \  \ \              / /   VERSION 1.0/May 3rd, 2003                 / /
    \ \  \ \            / /_____________________________________________/ /___
     \ \  \ \          / /___________________________________________________ |
      \ \  \ \        / //\    || || //|_  _||| ||||_|| | _ ||| ||| __||| || ||
       \ \  \ \  /\  / ///\\   || ||//   ||  ||_||||_|| || |||| |||| _ ||_|| ||
        \ \  \ \/  \/ ///__\\  || ||(    ||  | _ |||_ | || |||| ||||| || _ | ||
         \ \  \  /\  //______\ ||_||\\   ||  || |||| \\ ||_||||_||||_|||| || ||
          \ \__\/__\///______\\|__||_\\__||__|| ||||__\\|___||___||___|||_||_||
           \__________________________________________________________________|






==============================
=----------CONTENTS----------=
==============================


(1)......Version History
(2)......Disclaimer
(3)......Copyright, Legal Information and all that stuff
(4)......Intro
 (4.1)...Note on Lloyd's/Roid's name
 (4.2)...Note on ZSNES Emulation
(5)......Basics
 (5.1)...Button Control
 (5.2)...Stats
 (5.3)...Experience
 (5.4)...Items
 (5.5)...Menus
 (5.6)...Parts
 (5.7)...Weapons
 (5.8)...Skills
(6)......Legend for the Equipment Guide part
 (6.1)...Note on the Standard for Missilers
(7)......General Strategies
 (7.1)...A note on NPCs
 (7.2)...About the characters
 (7.3)...A note on the enemy Missilers
---------------------
(8)......Walkthrough
 (8.1)...Mission 1
 (8a)....Barinden          +CITY+
 (8.2)...Mission 2
 (8b)....New Milgan        +CITY+
 (8.3)...Mission 3
 (8.4)...Mission 4
 (8c)....Menasa            +CITY+
 (8.5)...Mission 5
 (8d)....Grey Rock         +CITY+
 (8.6)...Mission 6
 (8.7)...Mission 7
 (8.8)...Mission 8
 (8e)....Freedom City      +CITY+
 (8.9)...Mission 9
 (8.10)..Mission 10
 (8f)....Peseta            +CITY+
 (8.11)..Mission 11
 (8.12)..Mission 12
 (8g)....Beltchka City     +CITY+
 (8.13)..Mission 13
 (8h)....OCU Frontbase     +CITY+
 (8.14)..Mission 14
 (8.15)..Mission 15
 (8.16)..Mission 16
 (8i)....Fort Monus        +CITY+
 (8.17)..Mission 17
 (8.18)..Mission 18
 (8j)....Front Infirmary
 (8.19)..Mission 19
 (8.20)..Mission 20
 (8.21)..Mission 21
 (8j)....Soleit            +CITY+
 (8.22)..Mission 22
 (8.23)..Mission 23
 (8.24)..Mission 24
 (8k)....Carrier Camp      +CITY+
 (8.25)..Mission 25
 (8.26)..Mission 26
 (8l)....Rupidis           +CITY+
 (8.27)..Mission 27
 (8.28)..Mission 28
 (8.29)..Mission 29
 (8.30)..FINAL MISSION
-----------------------
(9)......Tipps and Tricks
 (9.1)...Makin' Money
 (9.2)...Order
 (9.3)...Leveling Up
 (9.4)...Taking down Driscoll in Mission 5
 (9.5)...Peewee in your back
(10).....Credits
(11).....Contact


______________________________________________________________________________
______________________________________________________________________________

 ___________________
|(1) Version History|
|___________________|

ver. 1.0 05/24/2004 - FINALLY uploading this thing to gamefaqs! After ages of
                      writing, editting and waiting I finally finished ver.
                      1.0 and am now uploading to gamefaqs!


===============================================================================


(2)
 __________
|Disclaimer|
|__________|

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.


===============================================================================


(3)
 _______________________________________________
|Copyright, Legal Information and all that stuff|
|_______________________________________________|


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 advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
I don't really mind to have others than gamefaqs post this on their websites
but you do need my advance written permission so if you just write me a mail
and ask me I am most likely to say yes.


===============================================================================


 _________
|(4) Intro|
|_________|


Front Mission is a sort of tactical, round based RPG/Strategy game.
I hear it's similar to Final Fantasy Tactics or Advance Wars but I haven't
played them yet.It was created by Square Soft and G-Craft in 1995 for the SNES
(Super Famicom in Japan). As far as I know it actually has only been released
in Japan so I (probably like most of you as well) am playing a translated rom.
It was for a rather long time my favorite SNES game and as soon as I got it I
played through it a whole of 8 times in a row (the last few times because of
this walkthrough). Now it is still among my favorites.



 _________________________________
|(4.1) Note on Lloyd's/Roid's name|
|_________________________________|



In the English translation the main character's name is 'Lloyd', yet I'm
referring to him as 'Roid' because you will find that name in most other FAQs
as well and it makes sense to me since Japanese usually confuse l with r in
western words. After thinking it through again, I guess Lloyd was the intention
of Square/G-Craft and Roid is about the closest you will get to that with
Katakana  (actually 'Roido' but what the hell) but now I already got used to
'Roid' anyway.



 _____________________________
|(4.2) Note on ZSNES Emulation|
|_____________________________|

At some points you might find it very helpful using lots of Save States (like
before an attack/guard to ensure that you don't screw it up) but this is A)
very time consuming B) some people might think of it as a way of cheating,
anyway I used lots of save states.
Save States are most important if you want the maximum EXP possible. Or if you
don't want to go round killing everyone with one or two body hits and waste 80%
of the EXP you could have gotten.
ALSO ZSNES has a REWIND button you can customize on any unused keyboard button.
In this game it might also prove very helpful BUT (even bigger butt than
before...) when using it be VERY careful! It will turn the game into the state
it was around 10-15 seconds before pushing that key. Which means if you didn't
save for a while and just died you can use this key to get back like 15 seconds,
"heal" up and save then or if you screwed up an important shot you can rewind
and do it again. But the major problem in this game is that when using it
multiple times you might find yourself again in a situation you had screwed
before because it happened the amount of time ago that you just rewound, so be
REALLY careful about it and better keep a safe Save State from which you can
always continue if you made a mistake that's too big to ignore. And now the
biggest butt of all: Don't use the rewind key in other games without testing!
I started using the rewind key really often but some games get into real trouble
if you use it! They usually run on for a few seconds without sound and then
freeze, although they even freeze immediately as well. Also don't mix Save
States with in-game saves because this can corrupt all your saves! I don't
know about Snes 9x or other Emulators but in ZSNES it can be dangerous!


===============================================================================

 __________
|(5) Basics|
|__________|


 ____________________
|(5.1) Button Control|
|____________________|


A Button - Confirm, opens A button menu in Missions.

B Button - Cancel, opens B button menu in Missions.

Y Button - toggles off the blue squares you can walk. Pressing it or A again
           will show you the sqares that the unit, the cursor currently is on,
           can walk (enemies and team mates). Pressing it or B again and then
           B will open a menu showing you the Machine Status, Pilot Status and
           Equipment View of the unit it is on. To toggle it off press L or R
           anytime or A or Y on an empty square.

X Button - Makes your current path and all units visible even if they are
           behind something.

R Button - Cycle through your units to the next one.

L Button - Cycle through your units to the previous one.



 ___________
|(5.2) Stats|
|___________|


Attack - The higher this stat is, the higher is the damage you will do. rifles,
         mgs, flame throwers, bazookas and grenade launchers always have only
         one score. The total Attack score of an mg is the  number of bullets
         fired with every shot multiplied with the Attack score of a single
         bullet, sometimes surpassing a guns Attack, sometimes not. The final
         Attack score of missiles is the Attack score of a single missile
         multiplied with the amount of the missiles fired with every shot.
         Missiles often surpass the Attack scores of the other weapons.

HP - Hit Points, Health Points, whatever. This shows how much damage any given
     part of your Wanzer can take before it is destroyed. Use a Repair to
     'heal' a damaged part but destroyed parts can only be restored by standing
     next to Peewee (this will happen automatically on the next round).

Defense - The higher this stat, the lower will be the damage enemies deal to
          any given part of your Wanzer.

HIT - This shows how likely you are to actually hit an enemy with any weapon
      equipped on this arm or when attacking with bare hands. The lower this
      stat is, the more you are likely to miss the enemy with a weapon equipped
      on this arm. Hitting and missing enemies is also greatly influenced by
      your EXP in the category of the weapon you are attacking with.

>HD< Huffman Dollar, the currency on Huffman Island. Usually you will gain
     enough from Missions to buy everything you want and quite a lot more but
     if you feel that you need more you have to win Colosseum fights. It is
     important that if you think you will need more money you realize that
     early enough in the game because once after half of the game is over you
     will be too good and even when betting 5000HD you will only get like 50
     when you win while parts cost 1000 HD and more.



 ________________
|(5.3) Experience|
|________________|


Your pilots have four different stats. They show how much EXP they have in

>Fight<   Using fighting weapons or bare hands

>Short<   Using any sort of gun and also bazookas and grenade launchers in
          close combat

>Long<    Using either missiles or bazookas/grenade launchers to hit targets
          that are far away

>Agility< Shows how good your Wanzer is at dodging attacks and making the enemy
          miss

During a Mission you can also see the sum of all your EXP.


LEVEL UP
---------

Gaining a level depends on how much exp you have overall and also on how much
exp you have in a particular category. So for example if Sakata is close to a
level up and has 6500 Short EXP but only 1500 Long exp, then destroys an enemy
for like 300 exp he will gain a level if you used a Long weapon but not if you
used a Short weapon. Since leveling up is based on how % of your current EXP in
a category you are gaining through any given action (attack, guard, anything
that gives you EXP) gaining 300 Long EXP when your current is 1500 is a whole
20% of your current Long EXP yet when you get that much Short EXP with
currently 6500 it is only 4,6% and so if you need another 15% of your current
overall EXP to level up you would need to gain at least 1000 EXP in Short or
any combination of EXP that adds up to at least 15% of your overall EXP.


Your Wanzers also have their very own stats:

>Fight< shows you how much Attack your Wanzer is currently equipped with in
        fighting weapons or bare hands.

>Short< shows you how much Attack your Wanzer is currently equipped with in
        rifles, shot guns or mgs.

>Long<  shows you how much Attack your Wanzer is currently equipped with in
        missile launchers, bazookas or grenade launchers.

>HP< shows your overall HP.

>W/P< will show you how much your Wanzer is 'packed', i.e. how much of the
      possible weight it can carry at the max it currently does carry. The
      lower this number the more mobile you are and the more squares you can
      walk.

When you place the cursor on a Wanzer during a Mission, on the bar at the
bottom (or sometimes at the top) of the screen there are several stats. Most
important is the one in the upper middle, it tells you the level of the pilot
and how close he is to the next level. Left of this will be displayed how many
HP that unit has left altogether. Besides that I don't know what the other
stats are good for.


 ___________
|(5.4) Items|
|___________|


Repair - 'Heals' 50 HP of a single body part (not usable on other Wanzers).

Repair M - 'Heals' 100 HP of a single body part (not usable on other Wanzers).

Repair L - 'Heals' 200 HP of a single body part (not usable on other Wanzers).

Repair SP - 'Heals' 400 HP of a single body part (not usable on other Wanzers).

Smoke Grenade - This will reduce the HIT for both, the enemy it was used on AND
                your team mate that is attacking him close ranged.

Flash Grenade - This works much like the Stun Skill, it makes the enemy lose
                turns and neither do anything by himself nor reacting to your
                attacks.

Chaff Grenade - This is used on one of your own team mates. Although they will
                automatically guard, it doesn't do any harm. In fact it makes
                it more difficult for enemy Missilers to hit this Wanzer.

Acid Bomb - This lowers the enemy's Defense, making your team mates do more
            damage.


 ___________
|(5.5) Menus|
|___________|


Well, this whole game is like one big menu. But seriously you control
Everything through menus and countless menus will pop up during the game.

*In town Menus*
***************

__________
Shop menu:->Setup->Machine Select->
Machine Select->Weapons->Left grip/Right Grip/Left Shoulder/Right Shoulder
Machine Select->Parts->Body/Left Arm/Right Arm/Legs/Computer/Backpack
            Buy -\Weapons->Left grip/Right Grip/Left Shoulder/Right Shoulder
            Sell-/Parts->Body/Left Arm/Right Arm/Legs/Computer/Backpack
            Talk  Items
            Exit

>Setup< Lets you buy and immediately equip any parts and weapons the Shop has
        to offer. It's the best way to check if your engine can hold all the
        stuff you want.

>Buy< Here you can buy weapons, parts and items without equipping them.

>Sell< Lets you sell any weapons, parts or items you want to get rid of

>Talk< You can talk with the shop owner, idle chit-chat.

>Exit< Brings you back to the town menu.

_____________________
Military Office menu:

By choosing this option you usually get your new orders and after you're
finished you can go off to your next Mission. After Olson finished talking you
can always look at the statistics of the next Mission, which are as following:
In the upper left will be a polygon (kakui, ne?) 'picture' of the boss unit(s),
if there are no bosses it will be a random Wanzer and in one Mission it will be
a train. Maybe there will stand NO DATA which simply means that your next
Mission doesn't include a boss unit Below it are the statistics of your team.
The number of ALL your units (NOT the number of the units you can use in the
next Mission), the summed up Attack of all of them, the summed up HP of all of
your units and the name of your ace pilot along with his level. In the upper
right there will be the stats of the boss unit, i.e. Fight, Short, Long,
Agility and the sum of it. Below this are the statistics of the enemy, Normal
Units, Boss Units and Supply Cars.So, like with your statistics, there is the
summed up Attack and the summed up HP of all their units which IS only the
number of units the enemy forces will use in the next Mission) and also their
ace pilot along with the name (usually 'Commander') and his level. Sometimes
you can return to the Military Office after you left it and watch the
statistics as often as you want, sometimes no one will be in the office once
you're out again and sometimes Olson will only say something like: Get your
asses out there!

_________
Bar menu:->Talk->Master
           Exit  ......
                 ......
                 ......

The Bar is pretty simple. You can only talk here, always with the Master and
usually three guests. A couple of times you can have someone join (or not)
when you talk to them in the Bar.

_______________
Colosseum menu:->Entry->Wanzer->Machine Select->Enemy->Bet
                 Vs Play->Auto->Guest/Regular
                 Exit     Manual->Guest/Regular
                          Input
                          Delete
                          View

Entry is the main function of the Colosseum, it lets you choose one of your
Wanzers with >Machine Select<, then choose your >Enemy< and how much you >Bet<.
You can choose any of your Wanzers and any of the enemies available in the town
(sometimes an enemy will disappear from that menu because he has joined your
team). You can only bet a fixed amount of money that is raised with every new
town.
>Vs Play< lets you play against another Wanzer, either one of your own or one
that was 'identified' through the password you can see in the Status Window.
With >Auto< and >Manual< you decide whether the computer plays all by himself
or player one vs player one (?). You can choose between >Regular< which lets
you choose one of your own Wanzers or >Guest< which lets you choose a Wanzer
you have 'identified' through >Input< where you can enter the password show in
the Status Window and consisting of Romaji, Arabian numbers and some Katakana.
With >Delete< you can delete the data of 'identified' Wanzers  and with >View<
you can view all the Wanzers you have already inputted. Pressing B will bring
you back to the primary Colosseum menu. >Exit< will bring you back to the town
menu.

______________
Status Window:

This will show you (as the name suggests) the status of your team. You can skip
 to the other team mates with either pressing left and right or pressing the A
button and choosing the one you want. Here you can see the name of your pilot,
his call sign, his stats (without the sum), and his Skills (there are always 5
slots for Skills here, no matter how many Skills the pilot can really have).
Also you can see all the info you ever wanted to know about his (or her) Wanzer:
Machine name, equipment (parts and weapons), items and finally the password.
___________
Setup menu:->Machine->Machine Select->Weapons->
Weapons->Left Grip/Right Grip/Left Shoulder/Right Shoulder
       Pilot             Parts->Body/Left Arm/Right Arm/Legs/Computer/Backpack
       Exit              Items->Stock/Trade/Drop
                         Paint
                         Name

First you have to choose whether you want to actually set up your Wanzers or
rather check your pilots' EXP and Skills.
If you want to checck the pilots you can choose any one of them and his EXP
(without sum) will be displayed. When you press A another time a new window
displaying his Skills will pop up.
Select the Wanzer you want with >Machine Select< and then select what you want
to set up. With >Weapons< you choose the weapons your Wanzer should equip, with
 >Parts< you chose the parts it should equip. With >Items< you can add items
from your bought 'pool' to the inventory of certain Wanzers or take them from
a Wanzer and add the to the 'pool' again, with >Trade< you can exchange items
between two of your Wanzers and with >Drop< you can delete items.
>Paint< lets you choose a color for your Wanzer, this distinct color will only
show when the Wanzer is actually fighting, as long as it is only in menus or on
the map it will have one of eight colors, the one which comes closest to the
actual color you have chosen.
With >Name< you can choose any name that has up to eight characters for your
Wanzer. Unlike in the Shop's Setup menu here you can also unequip weapons (not
parts, except backpacks).

_______________
Save/Load menu:
Lets you save or load up to two different slots.

__________
Exit menu:->Yes
            No

With >Yes< you leave town and can travel to any sort of town (or Camp or
whatever) that is available or to the next Mission.
With >No< you simply stay in town.


*Mission Menus*
***************

______________
A button menu:->Attack
                End
                Item
                Cancel

>Attack< will only be available when one or more enemies are in reach. First
         you have to choose the enemy you want to attack (a 'Fire' box will
         appear above the enemy that is currently chosen) and then you have to
         choose with which weapon you want to attack him. After you chose it an
        'OK?' box will appear above the chosen enemy and you can see all the
         squares you can reach with the weapon you chose to attack. With
         pressing A once again you will finally attack the designated enemy.

>End< Choosing this will end the round for the current Wanzer.

>Item< Lets you choose one of the items this Wanzer is currently holding (can
       be exchanged, filled up, etc. with the >Supply< option).

>Cancel< Choosing this will make the menu disappear again (same effect as
         pressing B).

______________
B button menu:->Move
                Attack
                Use Item
                Supply
                Machine Status
                Pilot Status
                Equipment View

>Move< This will make the menu disappear once again.

>Attack< Will only be available if at least one enemy is in reach of any of
         your weapons.

>Use Item< Lets you use any item you have currently in this Wanzers inventory.

>Supply< This will only be available when Peewee is on a square next to this
         Wanzer. It will allow you to fill your missile launchers again
         (automatically happens when you chose it). Also you can exchange your
         weapons and your items here.

>Machine Status< This will show you the current and the maximum HP of all your
                 Wanzer parts.

>Pilot Status< This will show you the current EXP this pilots has in all
               categories, as well as the sum of all and his (or her) current
               Skills. This will NOT show you how much EXP you still need for
               the next level up however.

>Equipment View< This will show you what weapons you have currently equipped,
                 along with how many bullets they have left (99 means infinite)
                 and their range.

__________________
Start button menu:->Player phase End
                    Configuration->Control
                    Interruption   Speed

>Player Phase End< Choosing this will immediately end your turn, regardless
                   how many of your team mates you haven't used yet.

>Control< Lets you choose between 'Auto' and 'Manual'. I have no idea what this
          does. Apparently it does NOT swich on team AI to make your team mates
          move on their own

>Speed< Lets you choose between 'Fast' and 'Slow'. Again I have no idea what
        this should be good for.

>Interruption< Only useful if you don't emulate this game. It lets you save in
               the middle of the Mission, the way it is exactly now and at the
               start screen there will be the option 'Continue' which will
               allow you to continue from the exact point you chose the

               interruption. This way you can even save during a Mission
               without the danger of death on arrival.

 ___________
|(5.6) Parts|
|___________|


There are six different parts to your Wanzer altogether, four of them can be
destroyed in battle (you won't lose them when they're destroyed, they will just
be unusable until Peewee repairs them or the Mission is over).
All parts (except Computers) have a weight score. All parts except Backpacks
and Computers (i.e. all destroyable parts) also have a DF score and a HP score.

Body->Engine: This is the total amount of weight your Wanzer can carry, your
              Body is the main source for Engine.

->Inter: I guess this means that your Body has an own Intergun or not but none
         of the Bodies you can buy actually has an Intergun, the only Wanzers
         that have an Intergun are those that only have one HP score but these
         are only usable by the enemy (large untis).

Arm Left/Arm Right->HIT: This influences your HIT score with the weapon you use
                         or for the Punch if you don't use a weapon.

                  ->Inter Punch/Inter Gun: This only means if this arm has an
                    own gun and cannot equip another or if is a hand and can
                    equip one or punch without a weapon. The Dasler Claw arm is
                    Intepunch but cannot equip an additional weapon due to its
                    claw. Besides that all Interpunch arms you can buy can
                    equip a weapon.


Legs->Engine: Most Legs won't add anything to your Engine score but a few will
              do so.

->Move: This determines how many squares you can walk each of your turns, it
        will be influenced  by the W/P score of your Wanzer.

Computer->Fight/Short/Long/Agility: This says how much the computer will
          enhance your skill in these stats.

Backpack->Range: I have no idea, doesn't seem to make sense, a Backpack can't
                 do anything that would require a Range stat.

        ->Item: Determines how many items it will allow you to additionally
                hold on your Wanzer.

        ->Engine: Determines how much it will add to your Engine score.

 _____________
|(5.7) Weapons|
|_____________|


Just like Parts, Weapons also have a weight score.

Grip Weapons->Attack: Shows how much Attack this weapons has, MGs have the
              number of bullets X the Attack score for a single bullet.

            ->DF: is always 0, only Shields have a DF score but they are
                  Shoulder Weapons.
            ->HIT: Determines how often you will hit when using this weapon.

            ->Range: For Rifles, MGs and Shotguns it's always 1 meaning you
              have to stand next to an enemy to use it. For a Fighting weapon
              it's always 0 meaning the same. Grenade Launchers and Bazookas
              have a different score meaning that they can be used up to this
              distance but also standing next to the enemy.

Shoulder Weapons have the same stats as Grip Weapons except:

Shoulder Weapons->Bullet: This tells you how often you can use a Missile
                  Launcher before you have to refill it. For Shields it's
                  always 0

Shields actually have a DF score, adding this amount to your Wanzers DF.



 ____________
|(5.8) Skills|
|____________|


Last but definitely not least: Skills.
If your EXP is high enough in a certain category you can learn a new Skill at
certain levels. It is a lot more complicated than that and I have not yet
understood it completely but the basic thing is that if you train someone in a
category you will get the first Skill for that category at around lvl 14-17.
The next Skill you can get (in the same category or another) will be around lvl
18-20, then 23-26, 28-32 and finally (only for those with enough Skill slots)
the last Skill will be at lvl 34-37. Generally everyone can get every Skill if
you train him/her well enough but there are exceptions. In fact there are some
who can't ever get a certain Skill (like Paul who can't ever get Speed, no
matter how well you train him, he CAN get all other Short Skills however but
not Speed). Then there are others who gain Skills already at a different level
(like Gregorio who for his third Skill can already choose a lvl 2 Skill or
Peewee who can ONLY gain Speed lvl 3).
Then again about every character advances in any given Skill at a different
pace. Sakata for example might gain Guide lvl 1 but reach lvl 2 at the
beginning of the next turn, before he even had a single chance using it.
Every single Skill works ONLY in a single category, with apropriate weapons. So
if you have a Fight Skill and use guns it won't work under any circumstances
even though it might theoretically be possible.
For every Skill there are 4 levels: 1 to 3 and Last. I don't know how to
actually get Last. Even with pilots that have gained a Skill very early and
have been using it really often, hitting 9999 in Short and Long EXP at around
70% of the game I couldn't get it.


FIGHT SKILLS: |
______________|


Double - Allows you to additionally attack with your second arm IF it is also
         equipped with a Fight weapon. If you hit or miss doesn't make any
         difference. You can attack more often than twice depending on your
         Fight EXP and the level of the Skill.

First - Fight attacks will ALWAYS go after guns, even if is the Fighter's turn
        But if the Fighter has this Skill he can attack first, even it is on
        the turn of the gun-using Wanzer.

Stun - This works exactly like a Flash Grenade. The stuned enemy will lose
       turns, neither doing anything on ghis own nor reacting if he is
       attacked. The stun lasts, depending on your Fight EXP and your Skill
       level, any amount of time from a few seconds, until the enemy attacks in
       the same fight (if he goes second) up to several turns. Stunned Wanzers
       are most likely to wake if the are attacked but that might not always
       happen.

_______________________________________________________________________________


SHORT SKILLS: |
______________|


Switch - Working just like Double this allows you switch your weapons and
         attack with more than one Just like with Double it doesn't make a
         difference as long as you have any combination of rifles, mgs, flame
         throwers grenade launchers or bazookas. Also, just like Double, the
         number of switches depends on your current Short EXP and the Skill
         level.

Speed - This Skill will (depending on your Skill level) add a number from 1-4
        bullets to all attacks with an mg. For this Skill the effectivity
        isn't depending on the approriate EXP but is only depending on the
        Skill level as it adds as many bullets as you have levels in this
        Skill. But if you have more Short EXP it is more likely to activate.
        Combined with the Switch Skill this Skill might kick in several times
        (always with the same amount of bullets added).

Duel - This Skill allows you to either pick any part of your enemy to shoot
       at (not necessarily to hit, in fact using this Skill to select certain
       body parts will usually reduce your Hit quite a bit) or to shoot at
       any random part or more than one (like without this skill, in fact
       without this option it would suck a lot to attack with an mg). The
       effectivity of this Skill is based on your current Skill level and
       your current Short EXP.

_____________________________________________________________________________
LONG SKILLS: |
_____________|


Guide - This Skill works exactly like Duel but for missiles and for grenade
        launchers and bazookas used long ranged. You can select any body part
        of the enemy to shoot at or to hit any random part (or more than one).
        The effectivity of this Skill is based on your current Skill level and
        your current Long EXP.



===============================================================================

 _______________________________________
|(6) Legend for the Equipment Guide part|
|_______________________________________|


Marks in Brackets:
  A: Not available in shop but in your inventory

  B: Currently in use by another Wanzer (first equip something else on this
     Wanzer, then equip named part/weapon on recommended Wanzer)
  C: Already equipped
  D: More HP but less HIT
  E: More HIT but less HP
 DE: Between max HP and max HIT, but more HP and less HIT
 ED: Between max HP and max HIT, but more HIT and less HP
E/D: Right between max HP and max HIT
D/E: Right between max HP and max HIT
  F: For exchangeable parts/weapons
  #: For changed Setups, parts/weapons that are changed

(2): Numbers in Parentheses indicate alternative Setups, an additional A means
     that it is only suitable for your Attackers, an M means it is only
     suitable for your Missilers

+/-: For alternative Setups, marking the better/worse one (if more than 2 the
     more + the better, the more - the worse; if NOT marked there are no
     differences worth mentioning; if solitary parts are marked with a - they
     are usually not recommended)

The STANDARD always stands for a Setup you could generally use for any Wanzer.


 ________________________________________
|(6.1) Note on the Standard for Missilers|
|________________________________________|


The STANDARD for Missilers comes for the first time in Grey Rock and not before
because there your first Missilers will be about ready. Although you should use
Long weapons with Natalie and Keith more often than with other pilots (but not
more often then Short weapons) you shouldn't equip them like real Missilers
unless the Setup would be almsot identical for Missilers and Attackers. Since
a Missiler Setup needs more engine and sacrifices shields for missile launchers
Missilers cannot take as much damage as an Attacker. But if your Missilers
cannot take full advantage of this kind of Setup due to their low LONG EXP they
only have disaadvantes with a Missiler Setup.

===============================================================================


 ______________________
|(7) General Strategies|
|______________________|


I STRONGLY recommend to destroy ALL parts of the enemy Wanzers. Because if you
would only want to get the Missions done as fast as possible and try to destroy
the body first, only destroying other parts coincidentally (like I did when I
played for the first time), you'll end up having a REALLY hard time after one
third or not later than the half of the game and you will also gain only very
few skills, do little damage and generally be torn apart by the enemy if you
don't use lots of save states or try each Mission a lot of times (also it's way
more fun to tear 'em apart with Switch, Duel and Speed).
GO FOR THE ARMS FIRST!!! This way the enemy won't be able to continue attacking
or countering andlater all you gotta do is 'harvest' the EXP.
Also comes in handy when you got pilots that have a lower Level than the others
and you can divide the EXP up between them.
I don't recommend fight weapons because:

A) They suck!
B) You can't use Duel with them, not allowing you to get all possible EXP
C) They will always go AFTER any sort of gun which sucks even more
E) In every town there are new guns but only a few actually have fight weapons
   and thus you would be stuck fighting with old weapons that are not nearly as
   good as the current guns or missile launchers which sucks ass as well
D) They are not nearly as strong a MGs, with 2 MGs you can easily do up to 1300
   damage on a regular basis while with fightin weapons you won't get passed
   like 800 and since you are likely just to take out the body first it usually
   won't come passed 400 sucking about most

Last but not least: always keep an eye on the Levels of your Pilots. Try to
keep them as close together as possible and Roid only two or three Levels
higher as them (you could also let other Wanzers have higher Levels than Roid
but that doesn't really make sense because he'll be on every single Mission and
will also be able to gain more skills earlier than the others, as well as the
fact that you gotta equip the superior equipment you gain on Missions on
someone and who would be better for that than your Ace Pilot?).

I won't comment ALL the equipment you gain during Missions, only the stuff you
should equip.




 __________________________
|(7.2) A NOTE on NPCs      |
|__________________________|


In several Missions you'll be acompanied by NPCs that will fight along your
side. These NPCs will usually be other Wanzers and will usually be relatively
easily destroyed by the enemy. Thank god for that! Thses NPCs will always be a
huge waste of EXP as they will not just take your EXP when generally attacking
but will as well destroy enemy parts, stealing your rightly earned amin EXP
source, either by destrying parts you have damaged or by sometimes even
destryoing whole parts themselves. The usual bonus of having an NPC survive is
1000 HD but aometimes you don't get a bonus for their survival and hence also
no penalty for their destruction. Absolutey never is the 'survival' of an NPC
necessary to finish the Mission as they will always survive the attack even
though their vehicles might get destroyed and there is absolutey no story
change if their vehicles get destroyed. Also you can get all NPCs regardless
of their destruction So this leaves for them only the redundant 1000 HD bonus
that you will hardly need as almost always the money you gain from simply
finishing quests (and killing enemies but since you have to kill all enemies
to finish a Mission the money will always be the same except for a few minor
differences) and as well the huge disadvantage of wasted EXP. I strongly
recommend to ensure the death of every single NPCs that could stand between you
and your EXP! You migh even use save states to ensure it. In rare cases an NPC
might have both arms destroyed and thus  be disabled. In this rare case you
might want to protect them again as they cannot waste any EXP and thus you
could keep them alive to earn an exta 1000 HD but also keep all the possible
EXP.
ALSO an armed NPC makes leveling extremly hard if not impossible.




 __________________________
|(7.2) About the Characters|
|__________________________|


EXP when joining

                FIGHT   SHORT   LONG   AGILITY

Sakata              0       0      0         0
Natalie             0       0      0         0
Keith               0       0      0         0
JJ                  0       0      0         0
Frederick          95      65    155       250
Yang              670     155    320       154
Paul              200     200    450       450
Alder               ?       ?      ?         ?
Gregorio            ?       ?      ?         ?
Maury               ?       ?      ?         ?
Porunga             ?       ?      ?         ?
Bobby               ?       ?      ?         ?
Yeehin              ?       ?      ?         ?


First on-level-up EXP

                FIGHT   SHORT   LONG   AGILITY
Sakata             11      19     13        12
Natalie            13      16     15        12
Keith              14      16     15        11
JJ                 12      17     15        12
Frederick           ?       ?      ?         ?
Yang                ?       ?      ?         ?
Paul                ?       ?      ?         ?
Alder               ?       ?      ?         ?
Gregorio            ?       ?      ?         ?
Maury               ?       ?      ?         ?
Porunga             ?       ?      ?         ?
Bobby               ?       ?      ?         ?
Yeehin              ?       ?      ?         ?



There are 18 characters altogether. 7 of them are really good and THE REST
SUCKS ASS! 1 by the way is your Supply Truck driver.


Roid - Main character, you have him from the beginning and can shape him
       exactly the way you want: He starts off with 0 EXP and with each levely
       gains equally much EXP in each category. He's the only character that
       HAS to be in every single Mission. According to how you shape him he is
       most likely to become the best of all characters in this category.

Sakata - Your second man. He is the only one who also is in the very first
         Mission (except that random OCU Soldier that you won't ever meet
         again). He is the best Attackers after Roid and become a decent
         Missiler if trained well.

Natalie - Your new Adjutant, joins before the second Mission. One of the best
          Attackers and a good Missiler as well.

Keith - Joining in the second Mission, just like Natalie he is one of the best
        Attackers but also a good Missiler. He can actually gain Double at lvl
        2 but later on his FIGHT EXP won't rise nearly as much as his SHORT EXP
        will.

JJ - Also joins in the second Mission. One of the best Short Rangers. Can
     become an okay Missiler if trained well

Frederick - Joins after the third Mission. Useless piece of ****. The only
            thing he might be good for if anything at all would be getting his
            ass kicked really hard in every single Mission cause he's only good
            in Agility and won't get a single skill even if you train him
            REALLY hard.

Yang - Joins in Menasa. A nice Short and Long ranger and decent Fighter but
       rather useless as she has only 3 Skill slots altogether and 1 is already
       used.

Peewee - Your Supply Car driver. Joins at. Not much to say here. You can level
         him up or not, doesn't make too much of a difference. He can gain
         Speed lvl 3 but that will hardly ever kick in anyway. Besides that you
         had to train him ridiculously much (WAY to much for a truck driver) to
         make a good pilot out of him. But then again you are definitely not
         supposed (nor advised) to actually use him to fight. As the name
         suggests he is only there to supply you and since he won't just have
         far to low HP to survive a fight towards the end but also can't use
         any item he should stay as far away from the danger as possible.

Alder - Joins in Menasa. Nice Fighter and Attacker.

Paul - Joins in Grey Rock. Second best Missiler of the game. Joins in Grey
       Rock.

Hans - Best Missiler in the whole wide game (if Roid doesn't get better that
       is...). Only downside is the lack of enough Skill slots. Joins in
       Freedom City.

Gregorio - Joins after if you defeat him in the Colosseum in Freedom City. Best
           fighter of the whole game.

Maury - Joins after the ninth Mission. She isn't good for **** either. I
        wouldn't know of anything in particular she can actually do good at
        all.

Porunga - Joins in if you interrupt the fight in Beltchka City. Just like
          Frederick he is only good at Agility but isn't as much of a piece of
          **** as Frederick though.

Bobby - Joins together with Porunga. A rather decent Attacker but he won't
        actually gain more than a single Short Skill although he has more than
        1 slot.

Yeehin - Joins after the fourteenth Mission. Pretty decent at Short and Long
         range but since he joins so late for his damn low level (around half
         of your team at this time) he isn't of much use. He does have
         potential and next time I finish this game I'll level him up like hell
         and see what he can do

Ralph - Joins if you defeat him in the Fort Monus Colosseum. Neat little
        Fighter and Missiler but at the time you get him his level is way to
        low and he useless as he doesn't actually have single free Skill slot.

Gentz - Yet another Fighter. Joins during the 23rd Mission. Last one to join.
        His level is so low for the time you get him that it's already beyond
        pointless. Besides that he is yet anothert useless fighter with no real
        potential


I strongly advise you to NOT USE ALL WANZERS. Only use a small group. WHY?

- EXP: instead of dividing it between all of the Wanzers and only getting
  rather low Levels you'll be having a small group with high Levels

- a small group will be WAY more powerful then all together, having both, more
  damage AND more Skills

- some of the Wanzers REALLY suck (mainly because thy can only get 3 instead of
  5 Skills but for example Frederick won't ever gain the easiest skill, Guide
  even with 5000 Long EXP at lvl 22)

Of course it is also possible to actually get ALL your pilots to a decentlevel
with more or less decent Skills but this is complicated because you can only
use a certain amount of Wanzers in any given Mission (except the last one),
usually between nine and eleven and it is extremely time consuming, taking ages
beyond your mortal life. I haven't yet done so as I really have better things
to do than shoving EXP up Frederick's ass...

Sure, in the beginning not using all Wanzers will make some of the Missions a
little tough but soon the small group will be as strong as all together and not
much later they will be much stronger than all together.

So the only Wanzers I advise you to use are:
Roid, 1st Mission;
Sakata, 1st Mission/Barinden;
Natalie, Barinden;
Keith, New Milgan;
JJ, New Milgan;
Paul, Grey Rock.
Hans, Freedom City

These are the ones I usually use but it shouldn't make too much of a difference
if you use 8 or a maximum of 9 Wanzers. More are definitely not recommended as
there are many Missions that allow only 9 Wanzers and having more will result
in everyone having a different level.
If you still want to use more than 7 Wanzers keep to maybe Yang or Bobby as
they are decent pilots and although they cannot actually gain enough Skills to
be as good as the ones I use they can become pretty good. These 7 I picked can
all get 5 or at least 4 (3 for Hans, but it can't be helped) Skills which is
exactly how much you need: The only long range skill Guide and all 3 short
range skills Speed, Switch and Duel (no Duel for Hans but that's ok). Paul
cannot gain Speed, though. Keith can get Double at lvl 2 but it isn't important
(you can have him get it as soon as possible because he will always have enough
space left for the necessary Skills). Eventually they will level up so much
that your fight score will rise high enough without a single time using a fight
weapon/bare hands, only through the points you gain at a level up, that even
with others than Keith you can get a fight skill. Maybe this doesn't have
anything to do with their actual Fight EXP but rather they will gain the
necessary level for the 5th Skill but since the Fight Skills are the only ones
left they don't yet have you can pick one of them now.
Actually I think the best choice might be to stick to the 'Harcore Core', those
Wanzers you have in the second Mission because they can all get 5 Skills, are
the best Short rangers and also are pretty good at Long ranges. Since that's
the way you'll play, mostly Short ranged backed up a bit by other Wanzers that
aren't in range for Short attacks this is actually just fine but only 5 Wanzers
will probably be to difficult to start with, so also using Paul and Hans will
make things easier.


 ___________________________________
|(7.3) A Note on the Enemy Missilers|
|___________________________________|


You shouldn't let your Wanzers stray or advance alone either for a longer
period of time or into the attack range of more than two enemy Missilers. The
enemy's Missilers really tend to pick on one of your Wanzers, they will choose
one of your Wanzers, usually one of your own Missilers or another one that has
no shield equipped. Then they usually attack this Wanzer as long as it is in
attacking range and often will also move towards this Wanzer until it is in
attacking range again, sometimes even ignoring others of your Wanzers that
would also be in range. This will most of the time continue until you either
destroyed both their arms at least once or you get the Wanzer that is picked
on way out of their range AND get several other Wanzers (usually you do need
more than one Wanzer) within their attacking range but most often they cease
picking on a certain Wanzer when they are not within fighting range and run out
of Missiles. But since this usually takes way too long and they will probably
already have destroyed either the arms or even the body of the Wanzer that is
picked on before that happens, you have to make them change their target as
fast as possible. If one of the Wanzers they picked on has only few HP in one
or more parts and either you don't want to or you cannot repair the damage, you
should also be careful if the enemy Missiler lost their arms and had them
repaired at a Supply Car. Even then they might just start again picking on the
Wanzer(s) they did before losing their arms.


One last thing, be sure to always carry some additional missile launchers and
especially additional shields with you as soon as you get Peewee. So you can
just change your Weapon Setupin the middle of the Mission to either get more
firepower or more often to be able to defend yourself better.



===============================================================================

 _______________
|(8) Walkthrough|
|_______________|


                      _____________    __                        _
     /\        /\    |\ ___/ \____/|  //\\    /\        //      / |
    //\\      //\\   ||\\        //| //  \\  //\\      //      //||
   //  \\    //  \\  || \\      //||//    \\//  \\    //      // ||
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //          ||
 //      \\//      \\||___\\  //___| \\  ///      \\//           ||
//        \/        \\\____\\//___/|  \\///        \/            ||



(8.1)
=================
= FIRST MISSION =
=================


          Roid   Sakata
-------------------------
Body     |  33 |  33
Left Arm |  24 |  24
Right Arm|  24 |  24
Legs     |  26 |  26


Weapons:

               Left Hand     Right Hand     Left Shoulder     Right Shoulder

Roid           PAP 55 MG                                      Bone M-Launcher
Sakata         Ibis Rifle


ENEMIES
--------

2 Attackers in Gust Wanzers :
Level   1

Body       21
Left Arm   16
Right Arm  16
Legs       18

Weapons


Left Grip: Gust MG
Right Grip: Gust MG

Left Shoulder: n/a
Right Shoulder: n/a

____________________________
2 Missilers in Calm Wanzers:
Level   1

Body       24
Left Arm   19
Right Arm  19
Legs       21

Weapons:

Left Grip: Calm Punch
Right Grip: Calm Punch

Left Shoulder: Piz 3 M-Launcher
Right Shoulder: n/a

_____________________________
Driscoll in Type 11DS Wanzer:
Level 40

Body      250
Left Arm  180
Right Arm 180
Legs      250

Skills: Stun lvl 3, Speed lvl 1

Weapons:

Left Grip: Type 11 Claw-B
Right Grip: Uranio MG

Left Shoulder: n/a
Right Shoulder: n/a


Your first Mission begins right after you start the game.

When the Player Phase starts move Roid and Sakata as far as possible towards
the enemy BUT LEAVE THE OTHER OCU PILOT BEHIND! Whenever it's your Turn just
leave him where he is, so he can't waste any EXP. You don't need him and you'll
never again have him. Well that big badass looking fellow is Driscoll in his
Type 11DS. It will be far from now until you can dare attacking him without
getting toasted. But for now just ignore him, he won't attack on his own.
After your first Turn Driscoll will destroy all of Karen's parts except for the
body (even if he has Speed and would actually also hit her body). After your
second Turn he'll kill her. After that the music will change but nothing else
will happen, still move Roid and Sakata towards the enemy. If you place Roid as
close as possible to the enemy one of the Attackers will attack you, a single
square less and he won't reach you but you rather let him attack. Actually you
should only guard anyway. You can have Roid and Sakata level up in this Mission
 (even further than Level 2 but takes some time). Just never counter the
enemy's attacks and from time to time don't even attack on your Turn, so you
can collect EXP from guarding and don't destroy the enemies before you reached
your desired Level (shouldn't be higher than Level 3 for both). Remember to use
a Repair S when either your body or your weapon arm HP should drop below 10, if
you want be careful or 5, if you want to use as few as possible (also works
with less HP but only if you use save states).
Or you can use a Save State and attack the enemies, loading again if you don't
have a level up.
Generally you can guess when you will level up by looking at the EXP bar in the
Status Bar but that isn't really accurate, so if you want to get sure that you
level up, use Save States. After reaching the desired Level destroy the rest of
the enemy Wanzers. Then Driscoll will blow up the factory.
It doesn't matter at all if Sakata dies, this will have absolutely no effect on
the rest of the game. Just that he cannot gain more EXP in this Mission.
Watch the intro for the Second Huffman Dispute and next you'll have to fight
in the Colosseum. Your enemy 'The Great Sazaland' shouldn't be problem if your
Level is higher than one and you also won't get any EXP for the fight. But if
you're still Level 1 you can gain some EXP in this fight. It doesn't matter if
you win or lose, afterwards Olsen will recruit you into the 'Carrion Crow'
Mercenary Unit and give you 1000 HD.

   _            _             __   ___
  | \    /\    | \  |||\    |||\\ | __||\    ||
  ||\\  //\\   ||\\ |||\\   ||| \\||__||\\   ||
  ||// //__\\  ||// ||| \\  |||  \\ __|| \\  ||
  ||\\//____\\ ||\\ |||  \\ |||  //|  ||  \\ ||
  ||///      \\|| \\|||   \\||| //||__||   \\||
  |///        \\|  \\||    \\||// |___||    \\|




(8a)
BARINDEN
--------

New Wanzers: Raioh (Sakata), Primrose (Natalie).

You might want to fight in the Colosseum once, against a stronger Wanzer to
gain some money. It's not necessary but can be handy because you can setup Roid
completeley without the annoyance of first having to sell parts before you can
setup the rest and it also gives you a little money to start with (more than
the 384 HD you'll have left after equipping Roid).


EQUIPMENT:

PARTS:

Wanzer                    Body                    Left Arm
_______________________________________________________________________________
Shrike                    PAVOT                   ZOLA 3A


Wanzer               Right Arm               Legs               Computer
_______________________________________________________________________________
Shrike               ZOLA 3A                 ZOLA 3A            Zera ZR-06St



WEAPONS:


Wanzer            L.Grip            R.Grip
_______________________________________________________________________________

Shrike            Sieger[F]         Raptor[C/F]


Wanzer            L.Shoulder            R.Shoulder
_______________________________________________________________________________
Shrike            Piz 3 M-Launcher[A]   n/a


After equipping Roid you should go to the Military Office and say that you're
finished. Olsen will introduce you to your new team members Sakata and Natalie
and your second Mission starts, actually the first where you can decide about
equipment at all.


                      _____________    __                    ____
     /\        /\    |\ ___/ \____/|  //\\    /\        //  /___ /
    //\\      //\\   ||\\        //| //  \\  //\\      //  //  //
   //  \\    //  \\  || \\      //||//    \\//  \\    //   \\ //
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //      //
 //      \\//      \\||___\\  //___| \\  ///      \\//      //____
//        \/        \\\____\\//___/|  \\///        \/      /_____/


(8.2)
==================
= SECOND MISSION =
==================


          Sakata   Natalie   Keith   JJ
-----------------------------------------
Body     |  33   |    39   |   42  | 45
Left Arm |  24   |    24   |   25  | 26
Right Arm|  24   |    22   |   22  | 25
Legs     |  26   |    24   |   24  | 27


Weapons:

               Left Hand     Right Hand     Left Shoulder     Right Shoulder

Sakata         Sieger Rifle
Natalie        Siege MG
Keith          Raptor MG                                      Piz 3 M-Launcher
JJ             Sieger Rifle


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


5 Attackers in Calm Wanzers:
Level   1

Body       24
Left Arm   19
Right Arm  19
Legs       21

Weapons

Left Grip: Siege MG
Right Grip: Calm Punch

Left Shoulder: n/a
Right Shoulder: n/a

____________________________
2 Missilers in Gust Wanzers:
Level   1

Body       21
Left Arm   16
Right Arm  16
Legs       18

Weapons

Left Grip: Calm Punch
Right Grip: Calm Punch

Left Shoulder: Piz 3 M-Launcher
Right Shoulder: n/a

___________________________
1 Commander in Zola Wanzer:
Level   1

Body       30
Left Arm   22
Right Arm  22
Legs       24

Weapons

Left Grip: Siege MG
Right Grip: Zola Punch

Left Shoulder: Piz 3 M-Launcher
Right Shoulder: n/a


You'll be dropped by the airplane in the lower middle of the area. Send Roid
and Natalie to the lose group of 2 Attackers, 1 Missiler and the Commander west
to northwest of the landing place. Send Sakata to the solitary attacker that is
southeast of your landing place. Send Keith and JJ to the northeastern group of
2 Attacker and the second Missiler.
Roid can't attack in the first round but in your second Turn you should attack
the Missiler with the Piz 3 M-Launcher until it's empty. Sakata should take the
single Attacker out part for part.
Natalie will be kept busy but shouldn't be in danger by the 2 Attackers that
will concentrate on her.
Keith and JJ will deal with the 2 Attackers and the Missiler, eventually one or
two of the Attackers will make the way down to Sakata but don't let Sakata
destroy too many of his parts because he should already have started the
Mission with at least Level 2 and Keith and JJ are only Level 1, so you should
finish the Attacker and the Missiler that are left off with Keith and JJ and
then get down to the Attacker that went for Sakata.  If however finishing them
off should take too long, just interrupt that and leave for the Attacker that
went off OR let Sakata lure the formerly northwestern Attacker and possibly
also the southwestern Attacker towards Keith and JJ. If one or more of the
enemies that are fighting with Keith and JJ should go for Sakata, you should
get Keith or JJ closer to the enemies that don't concentrate on them anymore
and attack them again, so that they'll probably lose interest in Sakata and
will concentrate on Keith and JJ again. Roid should destroy the western
Missiler and then move on to the Commander. He should gain a Level after he
destroyed some of the Commander's parts and after that you should move him out
of the way because the others need the EXP more than he does. Sakata should
also be gaining a Level either shortly after destroying the southern Attacker
or if the northwestern Attackers or the Missiler went for him, after he
destroyed a few of their arts, so sooner or later you'll also have to move him
out of the way so he won't be attacked because the others will be needing the
EXP more than him. When Natalie is finished with the two Attackers send her
towards the group of enemies around Keith and JJ or towards the one or two
Attackers that went from northwest (just in case she hasn't gained a Level
already). A few Turns after that you should be finished with every one. Now
off to New Milgan!


 _       ___   	                _     _          ___    __
||\    || __\        /\        //    ||\        /||||  ||\\     /\    ||\    ||
||\\   |||__\\      //\\      //     ||\\      //||||  || \\   //\\   ||\\   ||
|| \\  || __|\\    //  \\    //      || \\    // ||||  ||  ___//__\\  || \\  ||
||  \\ |||    \\  //    \\  //       ||  \\  //  ||||  || /_ //____\\ ||  \\ ||
||   \\|||__   \\//	 \\//        ||   \\//   ||||__||__///      \\||   \\||
||    \\|___|   \/ 	  \/         ||    \/    |||___|___//        \\|    \\|



(8b)
NEW MILGAN
----------

New Wanzers: Ms.Jerry (Keith), HunterJ (JJ).


EQUIPMENT

PARTS:

Wanzer          Body          Left Arm
_______________________________________________________________________________
STANDARD    (1) Husky Mk III  Husky Mk III
            (2) Vapor         Vapor

Shrike          Vapor         Vapor
Raioh           Husky Mk III  Husky Mk III
Primrose        Vapor         Vapor
Ms.Jerry        Husky Mk III  Husky Mk III
Hunter J        Husky Mk III  Husky Mk III


Wanzer            Right Arm            Legs            Computer
_______________________________________________________________________________
STANDARD (2)      Husky Mk III         Vapor

Shrike            Husky Mk III         Vapor           Licorne AX-7
Raioh             Husky Mk III         Vapor           Meteor VG-15PR[B]
Primrose          Husky Mk III         Vapor           Sechvie wst-288[B]
Ms. Jerry         Husky Mk III         Vapor           Sechvie wst-288[B]
Hunter J          Husky Mk III         Vapor           Licorne AX-7




WEAPONS:

Wanzer           L.Grip            R.Grip
_______________________________________________________________________________
STANDARD         Grave MG[F]*      RIM-3[F]*

Shrike           n/a               Winee Rifle
Raioh            Grave MG[F]       RIM-3[F]
Primrose         n/a               Winee Rifle
Ms.Jerry         Grave MG[F]       RIM-3[F]
Hunter J         Grave MG[F]       RIM-3[F]


Wanzer           L.Shoulder            R.Shoulder
_______________________________________________________________________________
STANDARD         Bone M-Launcher**     WS-2 Shield**

Shrike           n/a                   Bone M-Launcher***
Raioh            Bone M-Launcher       WS-2 Shield
Primrose         n/a                   Bone M-Launcher***
Ms.Jerry         Bone M-Launcher       WS-2 Shield
Hunter J         Bone M-Launcher       WS-2 Shield


*
When equipping a long range and a short range grip weapon, equip the short
range weapon left and the long range weapon right. This way you still have one
long range weapon even if you should lose one arm.


**
Always equip the missiles LEFT and the shield RIGHT because you always guard
with your right arm.


***
You also could equip a WS-2 Shield instead of the Bone M-Launcher but the
Missilers in the next Mission are very weak and the WS-2 Shield is not really
necessary. Yet in the second next Mission the Missilers are stronger,
inflicting more damage, so that you might want to change Primrose's Bone
M-Launcher into  a WS-2 Shield.


After equipping every one you should pay the Colosseum a little visit to level
up. According to how you spread the EXP among your Wanzers in the last Mission
you should let them have gain enough EXP for Roid to Level up to Level 4,
Sakata also, if he finished the first Mission with Level 3 and the others (also
Sakata if he finished the first Mission with Level 2) to Level 3. That might
just take a while but if you do it all your Wanzer will have a good start and
should be able to deal with the enemy Wanzers much easier than if you left them
at the Levels they had after completing the last Mission. That's it for now so
go to the Military Office. You'll be sent off to your Mission.



                      _____________    __
     /\        /\    |\ ___/ \____/|  //\\    /\        //   /\
    //\\      //\\   ||\\        //| //  \\  //\\      //   //\\
   //  \\    //  \\  || \\      //||//    \\//  \\    //      //
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //       \\
 //      \\//      \\||___\\  //___| \\  ///      \\//      \\//
//        \/        \\\____\\//___/|  \\///        \/        \/


(8.3)
=================
= THIRD MISSION =
=================

Items gained: Egret R-Launcher


3 Missilers in Zola Wanzers:
Level   1

Body       30
Left Arm   25
Right Arm  25
Legs       27

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: Piz 3 M-Launcher
Right Shoulder: n/a

____________________________
3 Attackers in Calm Wanzers:
Level   2

Body       24
Left Arm   19
Right Arm  19
Legs       32

Weapons

Left Grip: Siege MG
Right Grip: Calm Punch

Left Shoulder: n/a
Right Shoulder: n/a

___________________________
1 Attacker in Pavot Wanzer:
Level   2

Body       36
Left Arm   22
Right Arm  22
Legs       27

Weapons

Left Grip: Zola Punch
Right Grip: Siege MG

Left Shoulder: n/a (Egret R-Launcher)
Right Shoulder: n/a

_____________________________
1 Commander in Zenith Wanzer:
Level 2

Body       33
Left Arm   24
Right Arm  24
Legs       26

Weapons

Left Grip: Iguti Type 5 Rifle
Right Grip: Zenith Punch

Left Shoulder: Piz 3 M-Launcher
Right Shoulder: n/a


You'll start the Mission in the eastern middle. Send Roid, Sakata and Keith off
 to meet the enemy in the west. There'll be a group made up of the one Attacker
in the Pavot Wanzer and two Attackers in Calm Wanzers, closing in on you and a
single Missiler when you approach him on your second Turn.
The Attacker in the Pavot Wanzer will gain an Egret R-Launcher after the second
Turn, which is strong as hell and could really kick your ass because it can
destroy parts of your Wanzers with the hit of only one missile, so be careful,
VERY CAREFUL. As soon as Roid gets into reach you really should bone this guy
and assure that at least one of the missiles hits his LEFT ARM because that’s
the arm where he'll equip the Egret R-Launcher, unless you destroy it already
before he can recover the cargo, i.e. the first time you attack him. Otherwise
you'll be still able to keep him from using that thing if you attack him a
second time with Roid's Bone M-Launcher and destroy his left arm on your second
attack. Roid is the only one who can do this because the other won't be able to
reach him if you wouldn't proceed as fast as possible but this might already be
too slow and could give him a possibility to use that thing. But don't forget
your other Wanzers. Send Natalie and JJ up the 'stairs' to the north and from
there to the northwest to meet the enemy on the plateau where Frederick is
going to be attacked by the enemy. There are one Commander and two Attackers
that will either keep on attacking and following Frederick OR will turn on you.
That was different every time I played the Mission. Anyway have Natalie and JJ
keep them busy and they'll be likely to ignore Frederick. Remember that NPCs
are not that important but you'll lose 1000 HD of your Military Commission if
Frederick gets destroyed. Actually there is another Missiler near them but he
usually won't go for you.
Together with the last Missiler he'll be waiting on the most western part of
the plateau that is a little lower than the rest.
After you got rid of their arms/all of them let 2 or more of your Wanzers (no
matter which ones but better more than one) go after the two Missilers that are
left and have the others collect the rest EXP from the other enemies that will
wander around aimlessly or will still follow Frederick although they can't even
attack anymore. Sometimes enemies without the possibility to attack you and no
way of recovery will follow YOU. Me thinks that kinda makes no sense at all
'cause you're the one destroying 'em and they should better get the hell away
from you but I don't think anyone told 'em, so how should THEY know?
Anyway after that you should be finished or only got literally unarmed enemies
wandering around. After all are down you'll return to New Milgan.

------------
-IMPORTANT -
------------

DON'T FORGET TO EQUIP THE EGRET R-LAUNCHER YOU JUST GOT!

You have to change Shrike's Setup or otherwise he won't be able to carry the
Egret R-Launcher.


New Wanzers: Witness (Frederick)


PARTS:

Wanzer            Body            Left Arm
_______________________________________________________________________________
Shrike            Husky Mk III#   Husky Mk III#


Wanzer            Right Arm            Legs            Computer
_______________________________________________________________________________
Shrike            Husky Mk III         Vapor           Meteor VG-15PR



WEAPONS:

Wanzer            L.Grip            R.Grip
_______________________________________________________________________________
Shrike            Grave MG#         Winee Rifle


Wanzer            L.Shoulder             R.Shoulder
_______________________________________________________________________________
Shrike            Egret R-Launcher[B]#   WS-2 Shield




                      _____________    __                         __
     /\        /\    |\ ___/ \____/|  //\\    /\        //       //||
    //\\      //\\   ||\\        //| //  \\  //\\      //       // ||
   //  \\    //  \\  || \\      //||//    \\//  \\    //       //__||_
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //        \___  _\
 //      \\//      \\||___\\  //___| \\  ///      \\//             ||
//        \/        \\\____\\//___/|  \\///        \/              ||


(8.4)
==================
= FOURTH MISSION =
==================

IMPORTANT

---------
Do not have still armed enemies with nearly destroyed parts wandering around!!!
When there are enemies that can still attack they will go for the Supply Cars
and since they are all at low Levels the Supply Cars do medium damage that
means they might waste a lot of EXP because enemies attack them but are already
damaged and will have either single parts or their whole bodies destroyed by
the Supply Cars.


5 Attackers in Zenith Wanzers:
Level 3

Body       33
Left Arm   24
Right Arm  24
Legs       26

Weapons

Left Grip: Grave MG
Right Grip: Winee Rifle

Left Shoulder: n/a
Right Shoulder: n/a

____________________________
4 Missilers in Zola Wanzers:
Level 2

Body       30
Left Arm   24
Right Arm  24
Legs       26

Weapons

Left Grip: Zenith Punch
Right Grip: Zenith Punch

Left Shoulder: Piz 3 M-Launcher
Right Shoulder: MGR-IB

____________________________
1 Commander in Galvo Wanzer:
Level

Body       42
Left Arm   25
Right Arm  25
Legs       32

Weapons

Left Grip: Grave MG
Right Grip: Sieger Rifle

Left Shoulder: n/a
Right Shoulder: n/a


You'll start in the southwest and should get all your Wanzers to the southern
middle because that's where not only the closer group of enemies will be
waiting for you but this way you can also stand in they're way between them and
the place where the Supply Cars are heading and if you don't deal with these
enemy units first you'll have some Supply Car casualties and unnecessarily lose
cash.
So Attack them with all your six Wanzers. Be sure to disable the one Missiler
here and also be sure to keep  two Egret missiles in your launcher. After you
disarmed  one or two of the Attackers and the Missiler head north-northwest
with Roid and two Wanzer of your choice. Leave the two others to disarm the
remains but only for one or two turns. After that you should send one or two of
them to the north to help out Roid and the two other Wanzers of your choice,
otherwise it could happen that the three of them get into some serious trouble
because this group of the remaining Wanzers is quite powerful since there is
one Commander with more HP than the others, two Attackers that have strong
Winee Rifles and will block your way and then three Missilers that will stay
out of your reach and keep on bombing you with their MGR-IB until they're
empty. And the odds for that group of six against your three are not really to
your advantage, so send one or two your Wanzers that stayed in the south to
back up your threesome. To get rid of the enemy Missilers that can REALLY be a
pain in the ass in this Mission, So Bone 'em once with one Wanzer and then
again with the next one. But be aware that it doesn't matter if you hit
anything but right left arms twice because the main purpose of this is to take
their MGR-IBs out.
About five to eight Turns later you should be finished and get your Commission.
Now reconnoiter in Menasa! ASAP



  _          _ ___ _            _______
 ||\        /||___||\    ||    /\_____/  /\
 ||\\      //|||__||\\   ||   //\\      //\\
 || \\    // || __|| \\  ||  //__\\    //__\\
 ||  \\  //  |||  ||  \\ || //____\\  //____\\
 ||   \\//   |||__||   \\||//    __\\//      \\
 ||    \/    ||___||    \\//    /____/        \\



(8c)
MENASA
------

New Wanzers: Gyokuran (Yang).

First of all head to the Military Office and after a relatively long dialogue
you'll be dismissed. Next go to the Colosseum and after an even longer dialogue
you'll be out again just to get into the Colosseum once again. The fight
against Gyokuran is a piece of cake. Afterwards head to the Shop and equip
every one. Oh, and by the way: this Shop has the first Backpack (YEEHAAW!).


EQUIPMENT
PARTS:

Wanzer            Body            L.Arm
_______________________________________________________________________________
STANDARD     A    Husky Mk IV     Husky Mk IV
             M    Husky Mk IV     Husky Mk IV

Shrike            Husky Mk IV     Husky Mk IV
Raioh             Husky Mk IV     Husky Mk IV
Primrose          Husky Mk IV     Husky Mk IV
Ms.Jerry          Husky Mk IV     Husky Mk IV
Hunter J          Husky Mk IV     Husky Mk IV



Wanzer           R.Arm            Legs            Computer
_______________________________________________________________________________
STANDARD     A   Husky Mk IV      Husky Mk IV     Meteor VG-15PR
             M   Husky Mk IV      Husky Mk IV     Meteor VG-15PR

Shrike           Husky Mk IV      Husky Mk IV     Meteor VG-15PR[C]
Raioh            Husky Mk IV      Husky Mk IV     Meteor VG-15PR
Primrose         Husky Mk IV      Husky Mk IV     Meteor VG-15PR
Ms.Jerry         Husky Mk IV      Husky Mk IV     Meteor VG-15PR
Hunter J         Husky Mk IV      Husky Mk IV     Meteor VG-15PR

WEAPONS:

Wanzer           L.Grip            R.Grip
_______________________________________________________________________________
STANDARD      A  PAP55 MG[F]       Iguti Type 7[F]
              M

Shrike           PAP55 MG[F]       Iguti Type 7[F]
Raioh            PAP55 MG[F]       Iguti Type 7[F]
Primrose         PAP55 MG[F]       Iguti Type 7[F]
Ms.Jerry         PAP55 MG[F]       Iguti Type 7[F]
Hunter J         PAP55 MG[F]       Iguti Type 7[F]


Wanzer           L.Shoulder              R.Shoulder
_______________________________________________________________________________
STANDARD      A  Galvados R-Launcher     WS-20 Shield
              M                          Galvados R-Launcher

Shrike           Egret R-Launcher[C]     WS-20 Shield
Raioh            Galvados R-Launcher     WS-20 Shield
Primrose         Galvados R-Launcher     WS-20 Shield
Ms.Jerry         Galvados R-Launcher     WS-20 Shield
Hunter J         Galvados R-Launcher     WS-20 Shield



NOTE

This is the first time for a STANDARD Missiler Setup. Although Keith is your
first Missiler and you get him  earlier he shouldn't really be equipped with
this Setup and I didn't include it in the previous towns because it will take
some time for him and also every other Missiler you get to gain the Guide
skill. Until that happens it would be better to equip your Missilers like your
Attackers for the first Missions and switch to the Missiler Setup from not
earlier than 10th Level. Before that, it just doesn't make too much sense
equipping them as Missilers because they can't really take advantage of this
setup (although you can change their setup to carry 2 missile launchers if
there are no grenade launchers available in this town). But when Keith reaches
Level 14 to 16 he'll gain the Guide skill, Paul will gain it at about Level 12
to 13 and Hans at Level 11.




                      _____________    __                        ____
     /\        /\    |\ ___/ \____/|  //\\    /\        //      | ___|
    //\\      //\\   ||\\        //| //  \\  //\\      //       || __
   //  \\    //  \\  || \\      //||//    \\//  \\    //        ||//\\
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //         |//  \\
 //      \\//      \\||___\\  //___| \\  ///      \\//               //
//        \/        \\\____\\//___/|  \\///        \/            \\_//



(8.5)
=================
= FIFTH MISSION =
=================

NOTE

Maybe you want to disable layer one. That way instead of all the buildings that
keep you from seeing anything you'll only have black blocks on the ground but
you can see the streets now. Also you can see where you can go and where the
enemies are. Generally this is very helpful in all cities. Actually the X
button will make all Units visible even if they were covered buy buildings
before but this way you'll also be able to see the way that you cannot go in
this turn.


Items gained: Piz 8


6 Attackers in Galvo Wanzers:
Level 4

Body       42
Left Arm   25
Right Arm  25
Legs       32

Weapons

Left Grip: Grave MG
Right Grip: Galvo Punch

Left Shoulder: n/a
Right Shoulder: n/a

_____________________________________
3 Missilers in Husky Mk. III Wanzers:
Level 4

Body       39
Left Arm   24
Right Arm  24
Legs       30

Weapons

Left Grip: Husky Mk. III Punch
Right Grip: Husky Mk. III Punch

Left Shoulder: n/a
Right Shoulder: Bone M-Launcher

______________________________
3 Commanders in Gizeh Wanzers:
Level 5

Body       45
Left Arm   26
Right Arm  26
Legs       34

Weapons

Left Grip: Gizeh Punch
Right Grip: Winee Rifle

Left Shoulder: Bone M-Launcher
Right Shoulder: n/a

_____________________________
Driscoll in Type 11DS Wanzer:
Level 40

Body      250
Left Arm  120
Right Arm 120
Legs      250

Skills: Stun lvl 3, Speed lvl 1

Weapons

Left Grip: Type11 Claw-C
Right Grip: Type11 MG

Left Shoulder: n/a
Right Shoulder: n/a


If you want to destroy Driscoll, save your missiles, don't attack anyone else
with them except Driscoll!
In this Mission all Missilers have a double Boner so you should be more careful
about them! You'll start the Mission in the south-southeast. So at this point
probably all of the other walkthroughs will tell you to backup Paul at any cost
and assure that he stays alive maybe even with using save states BUT NOT ME!
Paul is a real pain in the ass. He keeps on attacking until the end and is a to
great risk of wasting quite a lot EXP. So I would say use save states to assure
that his body gets destroyed as fast as possible. There is just one possibility
to keep him alive: it might happen that both of his arms take heavy damage in
the first two Turns. If that should happen you can use save states to assure
that his both arms get destroyed. Obviously he'll stop attacking then and will
flee from the enemy, then is the right time to back him up. Why? Because you
only lose 1000 HD if he gets destroyed but nothing else happens, you can still
accomplish the Mission and he still joins your unit. And when you compare the
EXP that he can waste (really a lot if you let him attack until the end, like
500 EXP, that would be about one level for one of your Wanzers) to the 1000 HD
that you don't even need because you get enough from destroying the enemies
(especially if you destroy Driscoll) and even if that wouldn't be enough you
could easily get the money in the Colosseum.
Well I talked about destroying Driscoll, NOW!?
Yeah, that's right there is an easy way to do so (I discovered it by pure
chance). All you have to do is get one of your Wanzers to the ledge at the
parking lot where Driscoll will be waiting until he starts attacking himself.
Either he'll stand on the edge of the parking lot or (happened to me quite
often for some reason) he'll be standing on the other end of the parking lot,
with one other enemy Wanzer that have already taken some damage (usually a
Missiler) in front of him. In both cases send one of Wanzers to stand directly
in front of the ledge but not on it directly. Driscoll has only short ranged
weapons and if you equipped your Wanzers like I wrote all of them should have
Iguti Grenade Launchers. So Driscoll can't attack either because he can't move
and the height difference only allows long ranged weapons or because he can't
move and doesn't come close enough for a short ranged weapon, anyway he's
disabled and waiting to be destroyed. The advantages of destroying Driscoll?
Money, you get 7882 HD for destroying him. EXP, although you can't destroy the
body of one other enemy Wanzer all your Wanzers will be gaining one or two
levels just from shooting with their Iguti Grenade Launchers even if they don't
destroy any parts. For destroying his arms you get 87 EXP each, not too much
BUT for his legs and body you get 1006 EXP each, enough for 3 Level ups at once
each. After destroying his arms you should get one of your Wanzers into the
street that leads south-southwest from the parking lot, one should be
diagonally one square to the west and the north and the other two should be
ready to close the circle. This way Driscoll might just step into the trap and
four Wanzers can attack him at the same time with their PAP 55 MGs what is
quite faster than having only two Wanzers in short range and the other ones
have to attack with long range weapons that are only half as accurate as the
short range weapons. Also when attacking him after his arms are destroyed you
should consider not using one of your Wanzers (except Roid). Then when
destroying his arms and body you should let this Wanzer you didn't use to
attack destroy either legs or body and Roid the other part. So Roid has a
higher Level but not too high as when he would have destroyed both legs and
body and since you didn't use the other Wanzer this one won't have leveled up
like the others when attacking Driscoll and will through the 3 Level ups be
only one or two Levels higher than the others. The disadvantage? Well the time.
The last time I did it myself it took me like  1 1/2 hours. But even if you do
not want to destroy him you need this tactic because otherwise you either have
to also use the other two Wanzers you left behind, you have to destroy enemy's
bodies before destroying all their parts or you won't be able to finish the
Mission because Driscoll will attack with his 40 Levels and overall more than
700 HP and will tear all of your Wanzers apart within a handful of Turns. Even
in the other cases he might come around causing one or two casualties. Only if
you block his way you can accomplish the Mission easily. If you don't want to
destroy Driscoll you have to block his way in time and with your other Wanzers
you have to destroy the other enemies. When either all other enemies or he
himself have been destroyed Driscoll will blow up the Hospital and the Mission
is over. When Roid destroys Driscoll's body or legs he might gain his first
skill depending on how you destroyed the part, Guide if you used any long
ranged weapon and either Duel, Switch or Speed if you used a short range weapon
or your Iguti Type 5 Grenade Launcher as a short range weapon.

So now to the general tactics for this Mission.
Send Roid to the street that leads from the middle to the northwest. Sakata and
JJ should meet Paul's group of enemies (not to back him up, just because that's
the western front). And finally Natalie and Keith should use the eastern street
to meet the enemy. Frederick you should drag along with whom ever you see fit.
It does make sense having him accompany Roid but he usually can take care of
himself so if you see that at one of the fronts there's a little trouble just
move him over. When you think that Natalie can take the eastern enemies alone
draw Keith from there to send him to Roid's northern front and back him up. If
the western front should crumble, send either Sakata or JJ to destroy the
remains and send the other one back up Natalie or Roid and Keith, whoever
should need more help.
Now it should be about time to get one of your Wanzers in position to block
Driscoll. It's actually better to stand right in front of the ledge but if
there should be other enemy Wanzers on the parking lot, too you should get your
blocking Wanzer also on the ledge to first destroy all of the other enemy
Wanzer you want to destroy first. You should leave on of the Commanders alive
because their bodies only bring 49 EXP instead of the 66 for Attackers or 69
for Missilers. After destroying Driscoll or all others the Mission is over and
you'll move on to Grey Rock.



  __    _    ___               _    __
 ||\\  | \  | __\\    //      | \  //\\  //| //
 || \\ ||\\ ||__ \\  //       ||\\//  \\//||//
 ||  __||// | __| \\//        ||///    \\ |//
 || /_ /|\\ ||     ||         ||\\\    // |\\
 ||__//|| \\||__   ||         || \\\  //\\||\\
 |___/ ||  \\___|  ||         ||  \\\//  \\| \\



(8d)
GREY ROCK
---------

New Wanzers: Rainbow (Paul), Cowboy (Alder: talk to Herbert in Grey Rock's Bar
then Alder in Menasa's Bar), Peewee (supply car).


So first of all you'll automatically talk to Olsen, then you should visit Hans
to get Yang back (you can't even equip her until you've been to Hans' office),
then go to the Bar to first get Paul into your unit, talk to Herbert and THEN
go back to Menasa, to their Bar and talk to Alder, THEN fight him in the
Colosseum and THEN you can finally go to the Shop in Grey Rock to equip your
Wanzers. Especially the Paul part you should do BEFORE visitting the shop or
you might forget it. You could get Paul also afterwards but not only would that
suck big time, after the next Mission you can start the second next Mission
without returning to Grey Rock and then you would be even more likely to forget
poor ol' Paul.


EQUIPMENT:

PARTS:

Wanzer          Body          L.Arm
_______________________________________________________________________________
STANDARD     A  Moth VR 5     Moth VR 5[D]
             A                Grop[E]
             M                Grop

Shrike          Moth VR 5     Moth VR 5
Raioh           Moth VR 5     Moth VR 5
Primrose        Moth VR 5     Moth VR 5
Ms.Jerry        Moth VR 5     Moth VR 5
Hunter J        Moth VR 5     Moth VR 5


Wanzer          R.Arm          Legs          Computer
_______________________________________________________________________________
STANDARD     A  Moth VR 5[D]   Grop          Crier NC-168
             A  Grop[E]
             M  Grop

Shrike          Grop           Grop          Crier NC-168
Raioh           Grop           Grop          Crier NC-168
Primrose        Grop           Grop          Crier NC-168
Ms.Jerry        Grop           Grop          Crier NC-168
Hunter J        Grop           Grop          Crier NC-168




NOTE
If you use 1 Moth and 1 Grop arm, be sure to equip the Grop arm left and the
Moth arm right. Always equip the arm with more Hp on the RIGHT side because if
you guard it will usually be taking more damage than the Left arm.


WEAPONS:

Wanzer           L.Grip            R.Grip
_______________________________________________________________________________
STANDARD      A  22SN Leosocial    Gnoat
              M  22SN Leosocial    Gnoat

Shrike           22SN Leosocial    Gnoat
Raioh            22SN Leosocial    Gnoat
Primrose         22SN Leosocial    Gnoat
Ms.Jerry         22SN Leosocial    Gnoat
Hunter J         22SN Leosocial    Gnoat
Rainbow          22SN Leosocial    Gnoat


Wanzer           L.Shoulder              R.Shoulder
_______________________________________________________________________________
STANDARD      A  Egret R-Launcher        WS-20 Shield[c]
              M  Egret R-Launcher        Egret R-Launcher

Shrike           Piz 8[A]                WS-20 Shield[c]
Raioh            Egret R-Launcher        WS-20 Shield[c]
Primrose         Egret R-Launcher        WS-20 Shield[c]
Ms.Jerry         Egret R-Launcher        WS-20 Shield[c]
Hunter J         Egret R-Launcher        WS-20 Shield[c]
Rainbow          Egret R-Launcher        WS-20 Shield[c]



*
If you use 1 Moth and 1 Grop arm be sure to equip the Gnoat left and the 22SN
Leosocial Mg right. This way the weapon with the lower Hit is on the arm with
more Hit, balancing a little.


                      _____________    __
     /\        /\    |\ ___/ \____/|  //\\    /\        //     //
    //\\      //\\   ||\\        //| //  \\  //\\      //     //
   //  \\    //  \\  || \\      //||//    \\//  \\    //     //\\
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //     //  \\
 //      \\//      \\||___\\  //___| \\  ///      \\//      \\  //
//        \/        \\\____\\//___/|  \\///        \/        \\//



(8.6)
=================
= SIXTH MISSION =
=================


This is your first Mission with an your Supply Car. First of all keep Peewee
out of  the line of fire. When you run out of missiles just get your Wanzer to
a square next of him and on the next turn chose Supply by FIRST pressing B. If
you should have destroyed parts they will automatically repaired and gain one
HP even if you don't use Supply. Also you can change the Weapon Setup of your
Wanzers. Peewee can take one or two attacks with missiles and two or three
other attacks before he is in danger (but only in the beginning, after the half
already one of either attack is enough to be dangerous). But be careful because
PEEWEE CAN'T USE ITEMS. Although there stands 'Use Item' in the menu, when you
highlight it and press A a window appears along with an alarm sound saying
'WARNING    no Item'.


3 Missilers in Zigle 6B Wanzers:
Level 5

Body       42
Left Arm   30
Right Arm  30
Legs       30

Weapons

Left Grip: Zigle 6B Punch
Right Grip: Zigle 6B Punch

Left Shoulder: Egret R-Launcher
Right Shoulder: Egret R-Launcher

_____________________________
6 Attackers in Galvo Wanzers:
Level 5

Body       48
Left Arm   36
Right Arm  36
Legs       36

Weapons

Left Grip: Galv SV Punch
Right Grip: 22SN Leosocial

Left Shoulder: n/a
Right Shoulder: n/a

____________________________________
2 Commanders in Husky MK IV Wanzers:
Level 6

Body       51
Left Arm   39
Right Arm  39
Legs       39

Weapons

Left Grip: Grave-S MG
Right Grip: Empire Rifle

Left Shoulder: n/a
Right Shoulder: Egret R-Launcher

________________________________________
3 Missilers in Fly Swatter SAM Launchers:
Level 5

Body      100


You start the Mission loosely spread from the northwest over the north to the
northeast. Send Roid and Paul right into the middle to have a broad field of
operation, send Sakata, Keith and Frederick to take down the group of 3
Missilers in the west. Natalie and JJ should move to the east meeting the enemy
on the way. After about two Turns Roid and Paul should leave the middle to move
towards the enemy in the southwest. When there is only one enemy left in the
east that is already damaged and the one in the south-southeast Natalie or JJ
should move to meet the others in the west or otherwise you might be too slow
and can't finish the Mission in the 10 Turns limit.
The group around Sakata will deal with several Missilers and there is not much
space around there, so you might end up gett4ing Sakata into serious trouble.
After  one or two turns of fighting the Missilers Sakata might have taken some
damage and OTHER Wanzers from the right side of the trees sometimes get
themselves into the tight opening and block your way. This way Sakata could be
cut off from Keith and Frederick and has to deal alone with all those Missilers
which can become quiten dangerous. Try to either block the way of the enemies
coming from the right side without any hole or get at least one other Wanzer
with Sakata close to the Missilers.
Be sure to move Roid alone or with another Wanzer of your choice or two other
Wanzers than Roid to the southeast in time, i.e. when you have at least 4 Turns
left to already start fighting the one enemy Wanzer waiting in the
south-southwest and the two SAM Launchers. If you can, try to involve Paul so
he can gain some EXP, so let him destroy bodies for example but be more careful
about the time than about his EXP. If you can't destroy all enemies in time
you'll lose the 3000 HD Military Commission and of course the EXP you would've
gotten from destroying them.


===========
=IMPORTANT=
===========

_____________________________________________________________________________
|DON'T start the next Mission (the one AFTER the SAM Launchers) immediately   |
|FIRST go back to GREY ROCK and equip ALL THE WANZERS THAT ARE LEFT with the  |
|STANDARD parts. But the computers do not necessarily have to be updated. Also|
|you might want to |stock up on                                               |
|items.								              |
|_____________________________________________________________________________|

                      _____________    __                        _____
     /\        /\    |\ ___/ \____/|  //\\    /\        //      /___ /
    //\\      //\\   ||\\        //| //  \\  //\\      //          //
   //  \\    //  \\  || \\      //||//    \\//  \\    //          //
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //          //
 //      \\//      \\||___\\  //___| \\  ///      \\//          //
//        \/        \\\____\\//___/|  \\///        \/          //



(8.7)
===================
= SEVENTH MISSION =
===================


Items gained: Piz 8

6 Missilers in Galvo SV Wanzers:
Level 6

Body       48
Left Arm   36
Right Arm  36
Legs       36

Weapons

Left Grip: Galvo SV Punch
Right Grip: Galvo SV Punch

Left Shoulder: Sunowl M-Launcher
Right Shoulder: n/a

___________________________________
Miligan (Missiler) in Frost Wanzer:
Level 5

Body      120
Left Arm   60
Right Arm  60
Legs       72

Weapons

Left Grip: Frost Punch
Right Grip: Frost Punch

Left Shoulder: Egret R-Launcher
Right Shoulder: Egret R-Launcher

___________________________________
Reebath (Missiler) in Frost Wanzer:
Level 7
Body      120
Left Arm   60
Right Arm  60
Legs       72

Weapons

Left Grip: Frost Punch
Right Grip: Frost Punch

Left Shoulder: Egret R-Launcher
Right Shoulder: Goldias M-Launcher

_________________________________
Dave (Attacker) in Frost Wanzers:
Level 7

Body      120
Left Arm   60
Right Arm  60
Legs       72

Weapons

Left Grip: Empire Rifle
Right Grip: Ibis Rifle

Left Shoulder: n/a
Right Shoulder: n/a

_________________________________
Grieg (Attacker) in Frost Wanzer:
Level 12
Body      120
Left Arm   60
Right Arm  60
Legs       72

Skills: Switch lvl 1

Weapons

Left Grip: Empire Rifle
Right Grip: Ibis Rifle

Left Shoulder: n/a
Right Shoulder: n/a

_________________________________
Josie (Fighter) in Frost Wanzers:
Level 6

Body      108
Left Arm   60
Right Arm  60
Legs       76

Weapons

Left Grip: F-3 Handrod
Right Grip: F-2 Tonfar

Left Shoulder: n/a
Right Shoulder: n/a

_________________________________
Ghetta (Fighter) in Frost Wanzer:
Level 5

Body      120
Left Arm   60
Right Arm  60
Legs       72

Weapons

Left Grip: F-3 Handrod
Right Grip: F-2 Tonfar

Left Shoulder: n/a
Right Shoulder: n/a


Welcome to the hardest Mission of the beginning! Equip all your Wanzers and
don't forget the items for your six favorites. You'll start the Mission in the
west to southwest. Send Roid and JJ to the middle to meet up with Grieg, Dave
and their Missilers. Sakata, JJ, Frederick and Paul should make up the
southeastern front with Miligan, Reebath and their Missilers, you need that
many shields because there are four Missilers, two of them are very powerful
and have arms with lots of HP. Natalie, Keith and Alder should encounter Josie,
Ghetta and their Missilers.
The weak Wanzer function as shields and can accelerate the process of
destroying the enemy when they only damage but not destroy parts. Since after
that this Mission often takes on wildly differing course and so the strategy is
a little vague. When you notice that one of your fronts has a hard time, look
if one of the others fronts can spare a Wanzer and send it to the front that
needs it.
Also you should decide whether you want to get rid of the standard Wanzers
first or want to take of the Mobile Squadron 64 threat first, i.e. if you first
want to destroy the standard Missilers' missile arms or the arms of the Frost
Wanzers, the standard Missilers are annoying, have three missiles (that might
not always hit) and can cause some damage. The Frost Wanzers on the other hand
have stronger arms and can cause more damage and although Reebath's Goldias
M-Launcher can only fire twice the Frost Missilers' Punch is also quite
powerful. Anyway, after getting rid of most arms you should take care of Paul's
Level.
Since you couldn't afford to let him gain enough EXP in the last Mission leave
him enough Frost legs and bodies to reach the other Wanzers.
After the Mission you should visit Grey Rock a last time to change Roid's Setup
and equip the Left Frost arm you just got.


                      _____________    __
     /\        /\    |\ ___/ \____/|  //\\    /\        //       /\
    //\\      //\\   ||\\        //| //  \\  //\\      //       //\\
   //  \\    //  \\  || \\      //||//    \\//  \\    //        \\//
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //         //\\
 //      \\//      \\||___\\  //___| \\  ///      \\//          \\//
//        \/        \\\____\\//___/|  \\///        \/            \/



(8.8)
==================
= EIGHTH MISSION =
==================


5 Missilers in Zigle 6B Wanzers
Level 7

Body       42
Left Arm   30
Right Arm  30
Legs       30

Weapons
Left Grip: Zigle 6B Punch
Right Grip: Zigle 6B Punch

Left Shoulder: Egret R-Launcher
Right Shoulder: Egret R-Launcher

________________________________
4 Attackers in Pavot II Wanzers:
Level 7

Body       54
Left Arm   39
Right Arm  39
Legs       42

Weapons

Left Grip: Husky Mk. IV Punch
Right Grip: Dark Hog MG

Left Shoulder: n/a
Right Shoulder: n/a

_____________________________
3 Attackers in Galvo Wanzers:
Level 7

Body       48
Left Arm   39
Right Arm  39
Legs       39

Weapons

Left Grip: Husky Mk. IV Punch
Right Grip: Mostro 24 MG

Left Shoulder: n/a
Right Shoulder: n/a

_______________________________
1 Commander in Clavecih Wanzer:
Level 8

Body       60
Left Arm   48
Right Arm  48
Legs       48

Weapons

Left Grip: Husky Mk. IV Punch
Right Grip: 22SN Leosocial

Left Shoulder: Sunowl M-Launcher
Right Shoulder: n/a

_________________________________________________
1 Commander in Clinton Type Wanzer (SEC TR-5502):
Level 8

Body      310

Skills: Switch lvl 1


Weapon: Artassaut SP MG

________________________________________________
2 Carriers in Natural Supply Cars (DAIAN TT-22):
Level 7

Body      200

Weapon: Empire Rifle


This is the first Mission against Supply Cars. Try to destroy one (best the
southern one or all the southern Missilers will keep on repairing their arms,
this is not just a pain in the ass but actually quite dangerous) and leave the
other one either unharmed or so that you can destroy it with one attack.
You'll start the Mission in the east. Send Roid, Sakata and Natalie to build a
northern front meeting the commander and one Pavot II Attacker. Keith, JJ and
Paul have to meet the enemy in the south. With both groups work your way to the
Clinton Type Attacker and the northern Supply Car 	But be careful because
you can't draw one of your Wanzers from one of the fronts to backup at the
other front until you already destroyed or disarmed three or four of the
enemies and even then it takes two to three turns or maybe even more until your
Wanzer can attack the enemy he is supposed to attack, which is probably too
late anyway. So especially at the southern front you have to take care of the
Missilers. Fortunately they only have few HP, so that you can easily disarm and
also destroy them. Roid, Sakata and Natalie should save some missiles for the
Clinton Type. If you don't have any missiles left, attack it with your Gnoat
Bazookas. For a short ranged attack he does too much damage unless he is
already so much damaged that you can destroy him with your short ranged attack.
In time, i.e. when there are not more than three or four (maybe five if you
want to start early) Wanzers are left at the northern front start to attack the
Clinton Type with your saved missiles and destroy it. The southern front should
be completely destroyed but  leave one, better two Attackers from the northern
front alive but without arms. In the end when only one or two Attackers and one
Supply Car are left they will keep on repairing their arms just like the
Missilers do but since they are at a much lower Level than you should already
be they don't do nearly as much damage as the Missilers and their arms with
only a handful of HP are easily and quickly destroyed, with an MG you can even
destroy both at the same time. The enemy will obviously repair them again with
very few HP and you will destroy them again. Do this until your Wanzers are the
same Level. Actually you should stick to this kind of strategy until the very
end of the game.
When all enemies are destroyed Hans will appear to join your unit. He will be
the seventh and last member of the 'Elite'. Then you go on to Freedom City.


 ___ _    _______ __      __      __          __               ________
| __| \  | __|__ ||\\    //\\    //\\        //\\             //|_____\\    //
||  ||\\ ||_____||| \\  //  \\  //  \\      //  \\           //|| ||   \\  //
||__||// | __|___||  \\//    \\//    \\    //    \\         // || ||    \\//
| __||\\ ||     |||  //\\    ///      \\  //      \\        \\ || ||     ||
||  || \\||_____||| //  \\  ///        \\//        \\        \\|| ||     ||
||  ||  \\___|___||//    \\///          \/          \\        \\| ||     ||


(8e)
FREEDOM CITY
------------

New Wanzers: My Maria (Hans), Mr Kong (Gregorio).

EQUIPMENT

PARTS:

Wanzer          Body          L.Arm
_______________________________________________________________________________
STANDARD     A  Zeareid       Frost[D]
          A (2)               Zeareid[E]
       A -- (3) Frost         Zeareid
            M   Zeareid       Zeareid

Shrike          Zeareid       Frost
Raioh           Zeareid       Frost
Primrose        Zeareid       Frost
Ms.Jerry        Zeareid       Frost
Hunter J      * Zeareid       Zeareid
Rainbow       * Zeareid       Zeareid
My Maria      * Zeareid       Zeareid


Wanzer          R.Arm          Legs          Computer
_______________________________________________________________________________
STANDARD     A  Frost[D]       Zeareid       Argento AGT-44
          A (2) Zeareid[E]
       A -- (3) Zeareid
            M   Zeareid        Zeareid

Shrike          Frost          Zeareid       Argento AGT-44
Raioh           Frost          Zeareid       Argento AGT-44
Primrose        Frost          Zeareid       Argento AGT-44
Ms.Jerry        Frost          Zeareid       Argento AGT-44
Hunter J      * Zeareid        Zeareid       Argento AGT-44
Rainbow       * Zeareid        Zeareid       Argento AGT-44
My Maria      * Zeareid        Zeareid       Argento AGT-44




WEAPONS:

Wanzer           L.Grip            R.Grip
_______________________________________________________________________________
STANDARD      A  Grave-S MG        Hexafire Rifle
        A -- (2) Grave-S MG        Grave-S MG
              M  Grave-S MG        Hexafire Rifle

Shrike           Grave-S MG        Hexafire Rifle
Raioh            Grave-S MG        Hexafire Rifle
Primrose         Grave-S MG        Hexafire Rifle
Ms.Jerry         Grave-S MG        Hexafire Rifle
Hunter J         Grave-S MG        Hexafire Rifle
Rainbow          Grave-S MG        Hexafire Rifle
My Maria         Grave-S MG        Hexafire Rifle


Wanzer           L.Shoulder              R.Shoulder
_______________________________________________________________________________
STANDARD      A  Goldias M-Launcher      WS-14 Shield
        A -- (2) WS-14 Shield            WS-14 Shield
              M  Goldias M-Launcher      Goldias M-Launcher**

Shrike           Piz8[C]                 WS-14 Shield
Raioh            Goldias M-Launcher      WS-14 Shield
Primrose         Goldias M-Launcher      WS-14 Shield
Ms.Jerry         Goldias M-Launcher      WS-14 Shield
Hunter J         Goldias M-Launcher      Goldias M-Launcher
Rainbow          Goldias M-Launcher      Goldias M-Launcher
My Maria         Goldias M-Launcher      Goldias M-Launcher


(3)

Alternative Setup for Attackers:
Generally NOT recommended because the ONLY advantage of this Setup would be the
24 additional HP of the body that do not keep the balance with the loss of fire
power (58: 2 for an optional Hexafire Rifle and 56 for a Goldias M-Launcher),
as well as the loss of 12 HP for each arm, adding up to the 24 extra HP of the
FROST body leaving for this Setup ONLY the actual loss of firepower.


*
The Missilers Hunter J, Rainbow and My Maria should be gaining the Guide skill
on the next Mission. You should already equip them with 2 Goldias M-Launchers
and no WS-14 Shield (especially because Goldias M-Launchers only have 2
missiles) so that you can take full advantage of this skill.

**
Because of the new Backpack and the low weight of the Goldias you are able to
equip everyone with 2 Missile Launchers. since the enemy Missilers in this and
also in the next Mission are pretty weak you don't really need to bother with a
shield and can equip everyone with 2 Goldias.

When you enter the Colosseum you'll see a fight between Gregorio and Adam Raen.
Gregorio will win and you'll be asked if you want to fight him, when you win
(would be VERY hard to lose) he'll automatically join your team, you won't be
asked if you want him. Directly after returning from the next Mission Keith and
JJ will launch an attack themselves without orders, i.e. directly after the
next Mission they'll be gone and you can't do a thing against it or prepare
them after the Mission. That's it then for now: off to Lark Valley!



                      _____________    __
     /\        /\    |\ ___/ \____/|  //\\    /\        //     /\
    //\\      //\\   ||\\        //| //  \\  //\\      //     //\\
   //  \\    //  \\  || \\      //||//    \\//  \\    //      \\//
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //        //
 //      \\//      \\||___\\  //___| \\  ///      \\//        //
//        \/        \\\____\\//___/|  \\///        \/        //



(8.9)
=================
= NINTH MISSION =
=================


Lark Valley is indeed the town you see in the beginning behind the text about
the outbreak of the Second Huffman Dispute.
There's a big problem in this Mission called Maury. Just like Paul before her
she'll keep on attacking until either she or all enemies are destroyed. So try
to get her destroyed OR if you can manage to do so, keep her away from the
enemy, i.e. stand in her way and next to the enemy Wanzers in her moving range
but that's not very easy and hardly worth the effort when you just as with Paul
compare the 1000 HD to all the lost EXP she can cause if she keeps on
attacking. But that's not all, the last two times I did this Mision he changed
her behaviour. You can probably forget about rescuing her because even without
arms she will attack the enemy! She might not be able to attack herself but
she'll be standing in the way because she'll still move next to the nearest
enemy and get herself killed at all costs!


5 Attackers in Genem Wanzers:
Level 8

Body       66
Left Arm   48
Right Arm  48
Legs       42

Weapons

Left Grip: PAP 55 MG
Right Grip: Cats Ray Shotgun

Left Shoulder: n/a
Right Shoulder: n/a

____________________________
4 Missilers in Grop Wanzers:
Level 9

Body       54
Left Arm   54
Right Arm  54
Legs       48

Weapons

Left Grip: Moth Punch
Right Grip: Moth Punch

Left Shoulder: Sunowl M-Launcher
Right Shoulder: Bone M-Launcher

___________________________
1 Commander in Moth Wanzer:
Level 9

Body       60
Left Arm   48
Right Arm  48
Legs       48

Skills: Switch lvl 1

Weapons

Left Grip: Smasher Bazooka
Right Grip: 22SN Leosocial

Left Shoulder :n/a
Right Shoulder: n/a

________________________________________________
2 Carriers in Natural Supply Cars (DAIAN TT-22):
Level 7

Body      200

Weapon: Empire Rifle


You'll start the Mission in the south-southwest. Send Roid to the middle to
keep him ready to go wherever he'll be needed and to be in position for
attacking the Missiler in the street leading to the southeast and the Attacker
in the street leading to the northwest. Send Sakata, Keith and JJ to the
nearest street leading also to the northwest to attack the group of two
Attacker and one Missiler that will be build there on the enemy's turn.
Natalie, Paul and Hans should go to the south to take care of the enemies
there. The whole Mission is not very hard at all rather pretty easy because:
You just got a seventh good Wanzer to help you out, Your Levels should be
around double as high as the enemy's and finally because your strong weapons
in combination with your high Levels destroy the weak, low HP parts of the
enemy very quickly, usually with one shot. So all you got to do is destroy
all the enemies EXCEPT the Commander. Keep him and one Supply Car alive so that
you can level Hans up to reach the others' Level. You can also additionally
keep one or two Attackers alive but only if your other Wanzers also have to
level up a bit and be sure to destroy them afterwards so that Hans has to deal
only with the Commander, the other Attackers would only be unnecessarily
annoying. You could alternatively keep only one Attacker alive but it's better
to keep the Commander alive because this way Hans is also gaining Agility every
time the Commander attacks him with his Smasher Bazooka. Afterwards you'll go
back to Freedom City.


New Wanzers: Tomy (Maury).


You will automatically report to Olsen and afterwards Keith and JJ will be gone
but don't worry, there's no actual problem here. Only if you forget to Equip
Maury. Right also equip her because she will be in the next Mission if you
chose her or not. Since she will stay in the corner where she will be attacked
all the time equip her with all Frost parts, a Race Horse backpack and two
WS-14 Shields to offer her the best protection possible, otherwise you might
just end up paying unnecessary Repair Costs (the backpack is necessary to raise
the engine for carrying two shields, actually pretty ridiculous that Frost
parts are that heavy and the body has such a low engine that you need a
backpack just to be able to carry two shields). After all, equipping Maury with
all this stuff is more expensive than losing her. I just do this because I
don't like losing one of my Wanzers but if your short of money you shouldn't
bother setting her up.



                      _____________    __                      _   __
     /\        /\    |\ ___/ \____/|  //\\    /\        //    / | //\\
    //\\      //\\   ||\\        //| //  \\  //\\      //    //||//  \\
   //  \\    //  \\  || \\      //||//    \\//  \\    //    // |//    \\
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //        |\\    //
 //      \\//      \\||___\\  //___| \\  ///      \\//         ||\\  //
//        \/        \\\____\\//___/|  \\///        \/          || \\//



(8.10)
=================
= TENTH MISSION =
=================


4 Missilers in Genem Wanzers:
Level 10

Body       66
Left Arm   54
Right Arm  54
Legs       54

Weapons

Left Grip: Genem Punch
Right Grip: Genem Punch

Left Shoulder: Sunowl M-Launcher
Right Shoulder: Sunowl M-Launcher

____________________________
5 Attackers in Grop Wanzers:
Level 9

Body       54
Left Arm   42
Right Arm  42
Legs       42

Weapons

Left Grip: Grop Punch
Right Grip: Empire Rifle

Left Shoulder: n/a
Right Shoulder: n/a

_____________________________
3 Commanders in Moth Wanzers:
Level 11

Body       66
Left Arm   54
Right Arm  54
Legs       60

Weapons

Left Grip: 22SN Leosocial
Right Grip: Dark Hog MG

Left Shoulder: Sunowl M-Launcher
Right Shoulder: Egret R-Launcher

________________________________________________
3 Carriers in Natural Supply Cars (DAIAN TT-22):
Level 11

Body      200

Weapon: Empire Rifle


The trees are a little tricky in this Mission. First they will keep you from
advancing towards the enemy so that you end up using many missiles and second
they will make it pretty hard to get to Maury for avoiding unnecessary repair
costs. Anyway the enemy will run from you pretty often in this Mission, so
either you will let even your Attackers use more often missiles than rifles or
mgs or you will spend lots of turns only with chasing the enemy but not being
in range for a short attack.
You'll start the Mission in the middle of the area and the enemy will be
waiting closely in the  immediate southwest of the middle, in the northeast and
in the south. Send Roid, Sakata, Natalie, Keith and JJ to meet the group of
enemies that will be build out of the loosely spread enemy Wanzers in the
middle. Send Paul and Hans to meet up with the one Commander and the one
Missiler that are in range to attack Maury.  Even trickier than the trees in
this Mission is how you can get Peewee to meet up with the rest of your team to
be of any use. Since the enemy has three Supply Cars in this Mission  I usually
 Level up at least once and because Missilers need missile supplies YOU need
Peewee to be in Supply range of your Missilers.
To get Peewee in contact with your Wanzers as fast as possible move him 3
squares to the right in your turn, 1 right and 3 down in the next turn, then 1
right and 5 down After the group in the middle is dispatched, which will happen
very quickly, send Roid, Sakata, Natalie, Keith and JJ after them to hunt them
down. When you get close to them the southern group of one Commander, one
Missiler and one Attacker will start attacking, until then they will wait and
do nothing. Anyway when they start attacking the others should already be
destroyed. Waste 'em and Mission's over. Back to Freedom City!

After paying the Military Office another visit you'll already start the next
Mission.



                      _____________    __
     /\        /\    |\ ___/ \____/|  //\\    /\        //      //|//|
    //\\      //\\   ||\\        //| //  \\  //\\      //      //|//||
   //  \\    //  \\  || \\      //||//    \\//  \\    //      // // ||
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //          || ||
 //      \\//      \\||___\\  //___| \\  ///      \\//           || ||
//        \/        \\\____\\//___/|  \\///        \/            || ||



(8.11)
====================
= ELEVENTH MISSION =
====================


5 Missilers in Bizant Wanzers:
Level 11

Body       72
Left Arm   54
Right Arm  54
Legs       60

Weapons

Left Grip: Moth Punch
Right Grip: Moth Punch

Left Shoulder: Bone M-Launcher
Right Shoulder: Bone M-Launcher

____________________________
1 Missiler in Bizant Wanzer:
Level

Body       72
Left Arm   42
Right Arm  42
Legs       60

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: Sun Owl M-Launcher
Right Shoulder: Bone M-Launcher

______________________________
4 Attackers in Avenir Wanzers:
Level 11

Body       84
Left Arm   48
Right Arm  48
Legs       66

Weapons

Left Grip: Ibis Rifle
Right Grip: Avenir Punch

Left Shoulder: n/a
Right Shoulder: n/a

_____________________________
2 Commanders in Vasa Wanzers:
Level 15

Body      120
Left Arm   84
Right Arm  84
Legs       96

Weapons

Left Grip: Leo Stan MG
Right Grip: Vasa Punch

Left Shoulder: n/a
Right Shoulder: Egret R-Launcher

________________________________
2 Commanders in Groster Wanzers:
Level 12

Body      120
Left Arm   70
Right Arm  70
Legs      100

Skills: Switch lvl 1

Weapons

Left Grip: Groster MG
Right Grip: Groster MG

Left Shoulder: n/a
Right Shoulder: n/a

______________________________________________
1 Carrier in Natural Supply Car (DAIAN TT-22):
Level 11

Body      200

Weapon: Empire Rifle


After several Missions without, the enemies in this Mission again have double
Boners, which is actually quite admirable as they would be way more dangerous
with the missiles they already could have.
You'll start the Mission in the south. Send Roid, Keith, JJ, Paul and Hans to
the middle of the river, don't worry about what Roid says in the beginning
about being chased down in an instant, that's just a trick to make you use the
tight bridge and have a hard time getting all your Wanzers at the same time on
the other side. Not a single time I played this Mission I was 'chased down in
an instant', rather I hunted down the enemy. When you attack from the middle of
the river you won't leave the enemy the chance for an attack when you send five
Wanzers (or four if you have to get Keith over the bridge). For some unknown
reason Keith just gained the Guide skill so he fits quite well into the group
of the other four Missilers but even without the Guide skill you should keep
him along because an Attacker comes in quite handy when you run out of missiles,
what you will definitely be doing since Peewee REALLY slows down a LOT crossing
that river. He's anyway EXTREMELY slow on this particular terrain and Mission
for no reason I could actually imagine because it's one of the few Mission
where he's THAT slow (I can only imagine it's the terrain, otherwise he would
be faster on the same terrain in other Missions, what would really ridiculous),
so don't expect any backup from him, except after four to five turns because he
will only be able to advance two or three squares per turn (looks like more
because it's spread out into all directions but if you look closer he can
really advance only that short in any particular direction). The additional
Attacker will not only be handy when it comes to short ranged attacking but
also because he'll have shield and some of the enemy Missilers will target him,
reducing the damage they would actually caused to your shield less Missilers.
The basic strategy in this Mission is to keep Sakata and Natalie advancing over
the bridge to reach and destroy the enemies surrounding the Supply Car and have
the others keep the enemies on the other side of the river busy. Primary is to
keep the Missilers and the Vasa Commanders from Attacking with their missiles.
Be careful about the Grosters, they're dangerous and will cause heavy damage,
especially if they Switch weapons, so save one missile for each of their arms.
Destroy either the rest or if you managed to destroy the Missilers and Vasa
Commanders while keeping the Supply Car alive level your Levels! Something
rather weird just happened, I trained Sakata with missile launchers and he
gained the Guide Skill. Actually nothing strange as Sakata, though being about
the best Short ranger after Roid, can be pretty good with missiles if you train
him. But the actual weird thing is that the FIRST time using a missile launcher
after he gained Guide lvl 1 I wanted to destroy the Supply Car and he already
he lvl 2! I didn't know but it seems that the 'Hardcore Core' of your Elite
(Sakata, Natalie, Keith and JJ, all those from the second Mission) gain Skills
easily and even with little practice gain Guide lvl 2 (that's one of the
reasons Frederick sucks so much. I tried to replace Hans with him not the last
because other FAQs stated him as good at Long and he seems to be THE ONLY ONE
who actually has any problems gaining Guide at all, while all others can get it
with rather little effort).
Anyway on to Peseta!



 __  _____________________
||\\| __\ ____/ __|______/\
|| \\|__ \\   ||__   || //\\
|| // __| \\  | __|  ||//__\\
||//||     \\ ||     |//____\\
||  ||______\\||__   //      \\
||  |___/____/____| //        \\



(8f)
PESETA
------

In Peseta you can spend your Meseta, just about time for a new city.

New Wanzers: Natural (Porunga), Death (Bobby).


EQUIPMENT

PARTS:

Wanzer          Body          L.Arm
_______________________________________________________________________________
STANDARD     A  Zikade        Vasa[D]
                              Zikade[E]
        A - (2) Vasa          Zikade
             M  Zikade        Zikade

Shrike          Zikade        Vasa
Raioh           Zikade        Vasa
Primrose        Zikade        Vasa
Ms.Jerry        Zikade        Vasa
Hunter J        Zikade        Zikade
Rainbow         Zikade        Zikade
My Maria        Zikade        Zikade


Wanzer          R.Arm          Legs          Computer
_______________________________________________________________________________
STANDARD     A  Vasa[D]        Zikade        Quo NC-268
                Zikade[E]
        A - (2) Zikade
             M  Zikade         Zikade

Shrike          Vasa           Zikade        Quo NC-268
Raioh           Vasa           Zikade        Quo NC-268
Primrose        Vasa           Zikade        Quo NC-268
Ms.Jerry        Vasa           Zikade        Quo NC-268
Hunter J        Zikade         Zikade        Quo NC-268
Rainbow         Zikade         Zikade        Quo NC-268
My Maria        Zikade         Zikade        Quo NC-268



WEAPONS:

Wanzer           L.Grip            R.Grip
_______________________________________________________________________________
STANDARD    A  * Artassaut MG[F]   Flame Fox[F]
         A - (2) Artassaut MG      Artassaut MG
            M    Artassaut MG[F]   Flame Fox[F]

Shrike           Artassaut MG[F]   Flame Fox[F]
	      **		   Artassaut MG
Raioh            Artassaut MG[F]   Flame Fox[F]
Primrose     ***                   Artassaut MG
Ms.Jerry         Artassaut MG[F]   Flame Fox[F]
Hunter J         Artassaut MG[F]   Flame Fox[F]
Rainbow          Artassaut MG[F]   Flame Fox[F]
My Maria         Artassaut MG[F]   Flame Fox[F]


Wanzer           L.Shoulder              R.Shoulder
_______________________________________________________________________________
STANDARD    A  * Piz 8                   WS-14 Shield
            M    Piz 8                   Piz 8

Shrike           Piz 8                   Piz 8
Raioh            Piz 8                   WS-14 Shield
Primrose     *** Piz 8                   WS-14 Shield
Ms.Jerry         Piz 8                   WS-14 Shield
Hunter J         Piz 8                   Piz 8
Rainbow          Piz 8                   Piz 8
My Maria         Piz 8                   Piz 8




(2)
Alternative Setup for Attackers:
Generally not recommended but not too bad though. You have to trade in 24 HP
from each arm (48 together) for only 24 from the VASA body and you can only use
2 Artassaut MGs losing 4 points of firepower for a Flame Fox that you should
equip unless you have the SPEED skill.

You are losing the Piz 8 firepower only if you would want to equip two WS-14
Shields and trade in the 4 points of Flame Fox firepower for 66 points of Piz 8
firepower. It wouldn't actually matter if you are not planning on using long
ranged weapons with that particular Wanzer in the next Mission. Yet the next
Mission has a LIMIT of 8 rounds and if you should happen to be a little slow in
this Mission the Piz 8 can come in quite handy but generally you should be able
to easily destroy all the Wanzers AND recover the cargo even IF NOT every
Wanzer uses missiles.

*
Generally if attacking an enemy that has one or more parts with less then a
third of its max HP left with an MG you are likely to destroy 1 to 3 of these
parts with an MG. A rifle or flamethrower will only damage one part but can
often destroy whole parts with one shot. So if you think you don't really need
an MG you can equip 2 Flame Foxes and no Artassaut because a Flame Fox has a
max firepower that is 4 points higher than the Artassaut's firepower.

**/***
Two Artassaut MGs for Roid/Natalie:
Roid already had the Speed skill when I played so a Flame Fox might not be what
you want to use but keep in mind that it's more powerful than an Artassaut MG.


After visiting the Military Office you'll hear the sound of a Wanzer Fight and
see Porunga and Bobby fighting. If you stop the fight both will join, if not
they won't. Then go on to take the train!



                      _____________    __                       _______
     /\        /\    |\ ___/ \____/|  //\\    /\        //     / / __ /
    //\\      //\\   ||\\        //| //  \\  //\\      //     //|\\ //
   //  \\    //  \\  || \\      //||//    \\//  \\    //     // || //
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //         ||//
 //      \\//      \\||___\\  //___| \\  ///      \\//          ||/____
//        \/        \\\____\\//___/|  \\///        \/           ||____/



(8.12)
===================
= TWELFTH MISSION =
===================


NOTE

In this Mission you can gain extra items, when you stand in front of the open
wagons at the end of your turn, whether you attack or not. Peewee can also
collect these items if your Wanzers should be too busy but since he is just as
slow as in the last Mission you probably won't be able to let him collect them,
maximum one or two items.



3 Missilers in Zeareid Wanzers:
Level 12

Body       84
Left Arm   48
Right Arm  48
Legs       60

Weapons

Left Grip: Zeareid Punch
Right Grip: Zeareid Punch

Left Shoulder: Egret R-Launcher
Right Shoulder: n/a

____________________________
3 Attackers in Crof Wanzers:
Level 13

Body       96
Left Arm   72
Right Arm  72
Legs       72

Weapons

Left Grip: Bonart Punch
Right Grip: Dark Hog MG

Left Shoulder: n/a
Right Shoulder: n/a

______________________________
3 Attackers in Bonart Wanzers:
Level 13

Body      108
Left Arm   72
Right Arm  72
Legs      104

Weapons

Left Grip: Mostro 24 MG
Right Grip: Slab Rifle

Left Shoulder: n/a
Right Shoulder: n/a

___________________________
1 Commander in Vasa Wanzer:
Level 15

Body      120
Left Arm   84
Right Arm  84
Legs       96

Weapons

Left Grip: Leo Stan MG
Right Grip: Vasa Punch

Left Shoulder: n/a
Right Shoulder: Egret R-Launcher


You'll start this Mission in the middle again. Send Roid and Sakata to the
northeast, Natalie and Keith the shortest way towards the train and your
Missilers to the southwest. Let them attack all Wanzers in their range. After
about two turns start to move one or two of your Wanzers towards the train,
even if you either had to make your Attackers use missiles or don't attack at
all to be able to collect the items. But the only two items worth taking are an
ERFOLG WST-48 computer in the upper most wagon, reachable from the left side
and PRISOMEA body in the middle wagon, also reachable from the left side. The
other items would be a Repair M in the lowest wagon, not worth taking since you
should have already enough and can purchase as many as you want in every town
for 100 HD, a Magic Box M-Launcher, ridiculous missile launcher, the only
difference to the Piz 8 you have is that it's way heavier and the last item
would be Repair SP, in the upper most wagon but only available if you take it
from the other side of the train, i.e. your Wanzer has to stand on the RIGHT
side of the train, I can only imagine that Square and G-Craft thought this
would be the best of these items but soon it will also be available in all
Shops  and although it is the strongest Repair in the game it is still only a
Repair that is even short of useless now because there is absolutely no
difference if a Repair repairs 200 HP more or 400 if your parts have only less
than 100 HP, when you will need Repair SP you will able to get just as many as
you want, sothis Repair SP is not actually worth getting, I mean what is one
Repair that isn't more effective as the other ones compared to a body or a
computer of the second next generation (you can actually get the Prisomea body
and the Erfolg WST-48 in the second next Shop).
Anyway keep in mind that you have only eight turns to destroy the enemy but
that shouldn't be a problem. Afterwards you'll move on to Beltchka City.



 _  _____________                           ________
| \| __||______/|| ||| //   /\             /||_____\\    //
||\\|__||  || //||_|||//   //\\           //|| ||   \\  //
||// __||  ||// ||_||//   //__\\         // || ||    \\//
||\\|  ||  ||\\ || ||\\  //____\\        \\ || ||     ||
||//|__||__|| \\|| |||\\//      \\        \\|| ||     ||
|//|___|___||  \|| ||| \/        \\        \|| ||     ||



(8g)
BELTCHKA CITY
-------------

PARTS:

Wanzer          Body          L.Arm
_______________________________________________________________________________
STANDARD  A     Indos         Novareid[E]
          A (2)              -S-Orcs[DE]
          M     Indos         Novareid
          M (3)               Novareid
          M (4) Prisomea[A]   Cicada II
          M (5)               Novareid
          M (6)               Novareid

Shrike          Indos         Novareid
Raioh           Indos         Novareid
Primrose        Indos         Cicada II
Ms.Jerry        Indos         Novareid
Hunter J        Indos         Novareid
Rainbow       * Prisomea[A]   Cicada II
My Maria        Indos         Novareid



Wanzer          R.Arm          Legs          Computer
_______________________________________________________________________________
STANDARD  A     Cicada II[D]   Indos         Saphir AGT-88
          A (2) -S-Orcs[DE]
          M     Novareid                     Paraion ZR-28
          M (3) -S-Orcs
          M (4) Cicada II
          M (5) Cicada II
          M (6) Novareid

Shrike          Novareid       Indos       * Erfolg WST-48[A]
Raioh           Cicada II      Indos         Saphir AGT-88
Primrose        Cicada II      Indos         Saphir AGT-88
Ms.Jerry        Cicada II      Indos         Saphir AGT-88
Hunter J        Novareid       Indos         Paraion ZR-28
Rainbow       * Cicada II      Indos         Paraion ZR-28
My Maria        Novareid       Indos         Paraion ZR-28





WEAPONS:

Wanzer           L.Grip            R.Grip
_______________________________________________________________________________
STANDARD  A      FV-24 Vulcan      Cobra Rifle
          A (13)                   RIM-4 Grenade
          A (14) RIM-4 Grenade     RIM-4 Grenade
          M      FV-24 Vulcan      Cobra Rifle
          M (3)  Cobra Rifle       Cobra Rifle
          M (4)  RIM-4 Grenade     FV-24 Vulcan
          M (5)  Cobra Rifle       RIM-4 Grenade
          M (6)  RIM-4 Grenade     RIM-4 Grenade
          M (7)  FV-24 Vulcan      FV-24 Vulcan

Shrike           FV-24 Vulcan[F]   Cobra Rifle[F]

Raioh        (8) FV-24 Vulcan[F]   Cobra Rifle[F]
             (9) RIM-4 Grenade     FV-24 Vulcan
            (10) Cobra Rifle       Cobra Rifle
            (11) Cobra Rifle[F]    RIM-4 Grenade[F]
            (12) RIM-4 Grenade     RIM-4 Grenade
Primrose         FV-24 Vulcan      FV-24 Vulcan

Ms.Jerry     (8) FV-24 Vulcan[F]   Cobra Rifle[F]
             (9) RIM-4 Grenade     FV-24 Vulcan
            (10) Cobra Rifle       Cobra Rifle
            (11) Cobra Rifle       RIM-4 Grenade
            (12) RIM-4 Grenade     RIM-4 Grenade
Hunter J         FV-24 Vulcan[F]   Cobra Rifle[F]

Rainbow      (4) RIM-4 Grenade     FV-24 Vulcan
             (4) Cobra Rifle       RIM-4 Grenade
             (5) RIM-4 Grenade     RIM-4 Grenade
             (6) FV-24 Vulcan      FV-24 Vulcan

My Maria         FV-24 Vulcan[F]   Cobra Rifle[F]



Wanzer           L.Shoulder              R.Shoulder
_______________________________________________________________________________
STANDARD  A      Ragos R-Launcher        WS-2B Shield
          M      Ragos R-Launcher        Ragos R-Launcher

Shrike           Ragos R-Launcher        Ragos R-Launcher
Raioh        (8) Ragos R-Launcher        WS-2B Shield
Primrose         Ragos R-Launcher        WS-2B Shield
Ms.Jerry     (8) Ragos R-Launcher        WS-2B Shield
Hunter J         Ragos R-Launcher       Ragos R-Launcher
Rainbow      (4) Ragos R-Launcher       Ragos R-Launcher
My Maria         Ragos R-Launcher       Ragos R-Launcher





*
Of course you can only use these items if you got them in the last Mission.


(2)
Alternative Setup for Attackers:
S-Orcs arms are not very good compare to Novareid or Cicada II arms: they
neither have the high HP of Cicada II nor the high HIT of Novareid. Both scores
are pretty low anyway not able to make up for either the high HIT you lose from
not equipping a Novareid arm OR they high HP from not equipping a Cicada II arm.

(3)
Alternative Setup for Missilers:
You can exchange the RIGHT NOVAREID arm with a S-ORCS arm BUT then you have to
exchange the FV-24 Vulcan with another COBRA rifle.

(4)/(5)/(6)/(7)
Alternative Setups for the Missiler with the Prisomea body:
Chose whatever you like but equipping two RIM-4 Grenades is probably best. If
you don't want that, equip at least one RIM-4 Grenade.

(8)/(9)/(10)/(11)/(12)
Alternative Weapon Setups for Attackers (actually ONLY Raioh and Ms.Jerry):
It can be advantageous to equip no FV-24 Vulcan because, if Sakata or/and Keith
have gained the Switch skill, one of these Setups will likely cause them to
destroy 2 parts in the same round.


(13)/(14)
RIM-4 Grenade Launchers for Attackers:
The RIM-4 Grenade Launchers has 4 more firepower than a Cobra Rifle but 20 less
HIT. It is better to equip the RIM-4 Grenade Launchers only in combination with
a Novareid arm to ensure that you can still hit your enemy otherwise it will be
hard with low HIT arm AND a low HIT grip weapon.




                      _____________    __                       _
     /\        /\    |\ ___/ \____/|  //\\    /\        //     / |/\
    //\\      //\\   ||\\        //| //  \\  //\\      //     //|//\\
   //  \\    //  \\  || \\      //||//    \\//  \\    //     // || //
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //         || \\
 //      \\//      \\||___\\  //___| \\  ///      \\//          |\\//
//        \/        \\\____\\//___/|  \\///        \/           ||\/



(8.13)
======================
= THIRTEENTH MISSION =
======================


3 Missilers in Husky Wanzers:
Level 13

Body      108
Left Arm   72
Right Arm  72
Legs       90

Weapons

Left Grip: Desert MG
Right Grip: Desert MG

Left Shoulder: Ragos R-Launcher
Right Shoulder: DS-2B Shield

__________________________________
3 Attackers in Sand Vapor Wanzers:
Level 14

Body      108
Left Arm   72
Right Arm  72
Legs       90

Skills: Switch lvl 1, Stun lvl 1

Weapons

Left Grip: Desert MG
Right Grip: Desert MG

Left Shoulder: DS-2B Shield
Right Shoulder: DS-2B Shield

______________________________
3 Commanders in Husky Wanzers:
Level 15

Body      108
Left Arm   72
Right Arm  72
Legs       90

Skills: Switch lvl 1, Stun lvl 1

Weapons

Left Grip: Desert MG
Right Grip: Desert MG

Left Shoulder: n/a
Right Shoulder: n/a


NOTE
Although all Wanzers look the same and also have the same HP in this Mission
the description says'Husky' for all three Missilers and all three Commanders
instead of 'Sand Vapor' as for the Attackers. I think that's a mistake since
Husky Wanzers are always way different to Sand Vapor Wanzers. Also odd is the
fact that all Attackers and all Commanders have the Stun Skill but cannot use
it as they are not eqipped appropriately. And the third oddity is that in this
Mission the enemies never almost never fight back if they are attacked but
only Guard.
Well anyway this Mission is quite funny and quite some fun as well! Usually
this is the first Mission where the combination of superior equipment and
superior skill makes it possible to entirely wipe out enemy Wanzer that have
full HP with only one attack. With the FV-24 Vulcan and the Speed and Switch
Skills your Attackers should now be able to destroy all parts of an enemy with
a single attack.
You will start in the middle of the area but the combination of Indos legs and
Ragos R-Launchers will allow you to attack not only just from where you will be
standing when the Mission starts but also you will be able to attack any Wanzer
from anywhere in that area except for rare cases when you are at the edge of
the area but even then you will only need to waste one turn with moving without
being able to attack instead of the usual three or four turns. The strategy for
this Mission is just to attack any Wanzer you like. The only thing you should
keep in mind is that you can only use five Wanzers and that there is a certain
danger when you let one of your Wanzers alone because if that should happen the
enemy is likely to circle your Wanzer making him unable to move. If that should
happen attack one of the circling enemies with all your Wanzers and try to
destroy it as fast as possible but be careful about the timing because if your
circled Wanzer already took his turn before that enemy Wanzer was destroyed the
enemy is likely to send another Wanzer to close the circle again on his next
turn. So it might be better to keep the body of the enemy Wanzer you try to
destroy alive even if you could destroy it now and wait until after the enemy's
next turn to destroy it because then you can let your surrounded Wanzer escape.
Otherwise the whole effort would have been for nothing. The Mission should be
over soon and you will move on to the OCU Frontbase. Kinda funny that the
possibilities to get new parts come after every Mission now but once your in
Fort Monus you'll have to accomplish quite a few Missions before you can
actually get new equipment again.



   __                   _____    __   _      _________      __________
  //\\    //|  ||      | __| \  //\\ ||\    ||__  __| \    /\ ____/ __|
 //  \\  //||  ||      ||__||\\//  \\||\\   ||  ||  ||\\  //\\\   ||__
//    \\// ||  ||      | __||///    \\| \\  ||  ||  ||// //__\\\  | __|
\\    //\\ ||  ||      ||  ||\\\    //|  \\ ||  ||  ||\\//____\\\ ||
 \\  //  \\||__||      ||  || \\\  //||   \\||  ||  ||///    __\\\||__
  \\//    \\____|      ||  ||  \\\// ||    \\|  ||  |///    /____\\ __|



(8h)
OCU FRONTBASE
-------------

EQUIPMENT

PARTS:

Wanzer          Body          L.Arm         R.Arm
_______________________________________________________________________________
STANDARD  A (1) Wildgoat      Zinc
          A (2)               Prisomea
          A (3)               Zinc
          A (4) Zinc          Prisomea
          A (5) Zinc          Prisomea
          M (6) Prisomea      Zinc
          M (7)               Prisomea
          M (8)               Prisomea

Shrike        * Zinc          Prisomea
Raioh           Arpeggio      Prisomea
Primrose        Zinc          Prisomea
Ms.Jerry        Arpeggio      Prisomea
Hunter J        Wildgoat      Prisomea
Rainbow         Prisomea      Zinc
My Maria        Wildgoat      Prisomea


Wanzer          R.Arm          Legs          Computer
_______________________________________________________________________________
STANDARD  A (1) Zinc           Indos[C]      Erfolg WST-48
          A (2) Zinc
          A (4) Zinc
          A (5) Prisomea
          M (6) Zinc
          M (7) Zinc
          M (8) Prisomea

Shrike        * Zinc           Indos[C]       Erfolg WST-48[C]
Raioh           Zinc           Indos[C]       Erfolg WST-48
Primrose        Zinc           Indos[C]       Erfolg WST-48
Ms.Jerry        Zinc           Indos[C]       Erfolg WST-48
Hunter J        Prisomea       Indos[C]    ** Erfolg WST-48
Rainbow         Zinc           Indos[C]    ** Erfolg WST-48
My Maria        Prisomea       Indos[C]    ** Erfolg WST-48






WEAPONS:

Wanzer           L.Grip            R.Grip
_______________________________________________________________________________
STANDARD  A (9)  Cemetery 10 MG    Banish Bazooka
          A (10) Cemetery 10 MG[F] Hot Dog[F]
          A (11) Cemetery 10 MG[F] Hot Dog[F]
          A (12) Cemetery 10 MG    Banish Bazooka
          M (13) Banish Bazooka    Banish Bazooka
          M (14) Banish Bazooka    Banish Bazooka
          M (15) Cemetery 10 MG    Banish Bazooka

Shrike         * Cemetery 10 MG    Cemetery 10 MG
Raioh            Cemetery 10 MG    Banish Bazooka
Primrose         Cemetery 10 MG    Cemetery 10 MG
Ms.Jerry         Cemetery 10 MG    Banish Bazooka
Hunter J         Cemetery 10 MG[F] Hot Dog[F]
Rainbow          Banish Bazooka    Banish Bazooka
My Maria         Cemetery 10 MG[F] Hot Dog[F]



Wanzer           L.Shoulder              R.Shoulder
_______________________________________________________________________________
STANDARD  A (9)  Slay M-Launcher         Fire Wall
          M (14) Slay M-Launcher         Slay M-Launcher
Shrike         * Slay M-Launcher         Fire Wall
Raioh            Slay M-Launcher         Fire Wall
Primrose         Slay M-Launcher         Fire Wall
Ms.Jerry         Slay M-Launcher         Fire Wall
Hunter J         Slay M-Launcher         Slay M-Launcher
Rainbow          Slay M-Launcher         Slay M-Launcher
My Maria         Slay M-Launcher         Slay M-Launcher





*
You could equip Shrike with the same Setup as Hunter J or My Maria, BUT since
he probably got his second short ranged skill, it is better to use short ranged
weapons then long ranged weapons, so that a second Slay M-Launcher is not
really necessary.


(2)/(3)/(4)
Alternative Setups for Attackers:
You have to decide, if you want rather more hit and a long range weapon or
more HP.
(2): You lose 8 Hit and the possibility to equip a long ranged Banish Bazooka,
     but gain 24 HP for the RIGHT arm

(3): You lose the possibility to equip a long ranged Banish Bazooka but gain
     42 HP (24 for the Zinc arm and 18 for the Zinc body)
(4): You gain the possibility to equip a long ranged Banish Bazooka and 8 Hit
     for the Prisomea arm but lose 24 HP from not equipping a Zinc arm

(5)
Alternative Setup for Missilers:

Not really as good as the other one but it also has advantages. You lose 24 HP
from the Prisomea body but gain 48 HP (24 each) from the Zinc arms.
Additionally you are able to carry 2 Banish Bazookas. BUT the Zinc arms have a
much lower Hit then he Prisomea arms and combined with the already low Hit of
the Banish Bazookas you are not really likely to hit the enemy nearly as often
as with a Prisomea arm and a Cemetery 10 MG or a Hot Dog. If you even happen to
use the GUIDE skill you will probably miss the enemy in most cases. So it's up
to you to decide if you want a high Hit or rather more HP and 1 or 2 long range
weapons, that are not likely to hit. If you only equip one Banish Bazooka and
one Zinc arm, equip the Bazooka LEFT.

(13)
Only possible with a Wildgoat body.

(14)
Only possible with a Prisomea body.


NOTE:
Since Yang will be in the next Mission you might want to equip her with a new
Setup to raise her HP and Guard but you can easily keep her out of the line of
fire so it isn't really necessary to give her new Setup.



                      _____________    __                       _  _
     /\        /\    |\ ___/ \____/|  //\\    /\        //     / |//|
    //\\      //\\   ||\\        //| //  \\  //\\      //     //|//||
   //  \\    //  \\  || \\      //||//    \\//  \\    //     // //_||___
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //        /___  __/
 //      \\//      \\||___\\  //___| \\  ///      \\//          || ||
//        \/        \\\____\\//___/|  \\///        \/           || ||



(8.14)
======================
= FOURTEENTH MISSION =
======================


NOTE on Yang:
Yang will be in this Mission BUT you don't have to worry because although
she'll only be an NPC for the first two turns while sh'll be way out of danger
and there will probably no way the enemy can harm her if you just move her out
of danger.


NOTE on Yeehin:
You don't need him destroyed to collect all EXP. He'll only damage the enemy if
he gets attacked. Otherwise he'll seek a nice and quiet little place in the
middle west and will stay there until the Mission is over, so don't worry about
him. Also he shouldn't be in danger of the weak enemies.


3 Missilers in Cicada II Wanzers:
Level 14

Body      144
Left Arm   96
Right Arm  96
Legs      114

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: Magic Box Launcher
Right Shoulder: n/a

_________________________________
4 Attackers in Grop SP-V Wanzers:
Level 14

Body      120
Left Arm   84
Right Arm  84
Legs      102

Weapons

Left Grip: n/a
Right Grip: Leo Stan MG

Left Shoulder: n/a
Right Shoulder: n/a

_______________________________
3 Attackers in Orcs II Wanzers:
Level 15

Body       96
Left Arm   60
Right Arm  60
Legs       78

Weapons

Left Grip: n/a
Right Grip: Mostro 24 MG

Left Shoulder: n/a
Right Shoulder: n/a

_____________________________
1 Commander in S-Orcs Wanzer:
Level 14

Body      132
Left Arm   90
Right Arm  90
Legs       96

Weapons

Left Grip: Grow Tusk Rifle
Right Grip: Raptor FX MG

Left Shoulder: Magic Box Launcher
Right Shoulder: Ragos R-Launcher

________________________________________________
2 Carriers in Natural Supply Cars (DAIAN TT-22):
Level 14

Body      200

Weapon: Cannon

Roid: 37, Guide 3
Others:32
Keith: Speed
Natalie: Guide 2


You'll start this Mission in the west. Yang will be an NPC for the first three
turns until she meets with Yeehin. Anyway first of all send all your
controllable Wanzers towards the middle of the area. Since the enemies are
barely more than a joke in this Mission and also because every single of my
Wanzers already has the Guide skill (Hans, a Missiler even has the Duel skill)
it doesn't really matter whom you send to fight which enemy so I'm not saying
names in this Mission but only how many of your Wanzers you should send. So
send two Wanzers to quickly dispatch the couple of Missilers in the
north-northeast. Send the Attackers you have left towards the lose group of
enemies advancing from the south and send the rest of your Missilers so that
they are in attacking range. When only one or two Attackers are left leave them
alive to level your Wanzers up until they are all of the same Level, you should
be doing this since you just accomplished a Mission where not all of your
Wanzers participated. Afterwards you'll go back to the OCU Frontbase and Yeehin
 will join the unit. Actually I think he's not bad but the
fact that you get him that late and with such a low Level, (Level 14 while
every one else is around Level 30 AND the enemy doesn't have single Supply Car
in the next Mission, which makes it impossible to level up. I tried it once, it
took me about 1 1/2 hours to level 4 Wanzers up only one Level) all this makes
me think he's not worth to join 'The Elite'.
After he joins finally you can attack Fort Monus. Actually you can also go to
the Military Office again to get inform yourself on the next Mission, this is
the only time you can go there more than once to only see the stats about the
next Mission.



                      _____________    __                       ______
     /\        /\    |\ ___/ \____/|  //\\    /\        //     / |____|
    //\\      //\\   ||\\        //| //  \\  //\\      //     //||| __
   //  \\    //  \\  || \\      //||//    \\//  \\    //     // |||//\\
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //         ||//  \\
 //      \\//      \\||___\\  //___| \\  ///      \\//          ||    //
//        \/        \\\____\\//___/|  \\///        \/           ||\\_//



(8.15)
=====================
= FIFTEENTH MISSION =
=====================


Items gained: Type 90 body, Type 90 left arm.


3 Missilers in Type 65 Wanzers:
Level 16

Body      132
Left Arm  78
Right Arm 78
Legs      114

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: Donkey M-Launcher
Right Shoulder: Egret R-Launcher

____________________________
2 Attackers in Grop Wanzers:
Level 10

Body       54
Left Arm   42
Right Arm  42
Legs       42

Weapons

Left Grip: Empire Rifle
Right Grip: n/a

Left Shoulder: n/a
Right Shoulder: n/a

________________________________
3 Attackers in Prisomea Wanzers:
Level 16

Body      132
Left Arm   84
Right Arm  84
Legs      108

Weapons

Left Grip: n/a; Type 65 Intergun
Right Grip: n/a; Type 65 Intergun

Left Shoulder: n/a
Right Shoulder: n/a

_______________________________
3 Attackers in Type 90 Wanzers:
Level 16

Body      168
Left Arm  120
Right Arm 120
Legs      114

Weapons

Left Grip: n/a
Right Grip: FV-24 Vulcan

Left Shoulder: n/a
Right Shoulder: n/a

________________________
Kirkland in Zinc Wanzer:
Level 20

Body      162
Left Arm  152
Right Arm 152
Legs      144

Weapons

Left Grip: Cemetery 10 MG
Right Grip: Banish Bazooka

Left Shoulder: Firewall Shield
Right Shoulder: Slay M-Launcher

______________________________________________
4 Attackers in Defense MG (stationary Cannon):
Level 16

Body       150

Weapon: Defense MG

_______________________________________________________
3 Commanders in Long Force Cannons (stationary Cannon):
Level 18

Body       250

Weapon: Long Force Cannon

Roid: 38
Others: 33

This Mission you start in the middle south. Be careful about the Defense MGs
and especially about the Long Force Cannons. The range of the Long Force
Cannons and Defense MGs is 3-6 squares, they can't hit you if you are further
away or closer. Send Roid alongside Paul and Hans the eastern way. Sakata,
Natalie, Keith and JJ you should send the western way. All you have to do is to
waste all the enemy Wanzers in your way up. To avoid being hit by the cannons
get rid of the Wanzers first, except for the case that they are waiting for you
on the higher level. When there is no enemy Wanzer in your way get your own
Wanzers in range to attack the cannons. If you could only get one Wanzer in
range in this turn, rather wait until the next tun to get more of your Wanzers
in range. This way you avoid that the Wanzer advanced alone gets hit to often
by the cannons. You can take one maybe two hits from the Long Force cannons
before you have to use a Repair immediately and about three to four hits from
the Defense MGs. Kirkland shouldn't be a problem, he'll start attacking himself
when all other Wanzers are destroyed but not necessarily all cannons. If you
want you can leave one of the Defense MGs alive to raise every one's Agility
and level those up that didn't make it by destroying enemies (the Long Force
cannons do way to much damage without offering more EXP). If Peewee stays next
to the Wanzer that is supposed to be attacked by the cannon, you might not even
have to use Repairs because then your parts will automatically be repaired, not
too much but over the time it really pays out, still you have to be careful to
not let Peewee get into the cannon's shooting range, so let  the targeted
Wanzer stand on the last square that the cannon can attack. If your done
destroy it and go back to the OCU Frontbase.


+++++++++++++++++
+ OCU FRONTBASE +
+++++++++++++++++


EQUIPMENT

PARTS:

Wanzer        Body        L.Arm        R.Arm        Legs        Computer
_______________________________________________________________________________
Shrike    (1) Type 90#    Zinc         Zinc         Indos       Erfolg WST-48
          (2)             Type 90




Equip the Type 90 body on Roid, it has more HP and a lower weight than the Zinc
body. Now you have to decide if you either want to equip another Zinc arm on
him or if you want to equip the left Type 90 arm. The Type 90 arm has 18 more
HP but also 48 less HIT. So you have to decide if you want an extremely low HIT
score but more HP or moderate HP AND moderate HIT.


NOTE:??????????????????????????????????????????????????????????????????????????
For I don't know what kind of reason ALL, yes every single Missiler in the next
Mission will be picking on YANG for THE WHOLE MISSION!!! Very weird but they
start as soon as they come into attacking range and only stop if either they or
Yang get destroyed, even if you should destroy both their arms or they run out
of missiles they will just have their arms repaired from one of the Supply Cars
and continue picking on her. So you should equip a Firewall Shield on her to
lower the damage she has to take and also try to destroy not only the arms but
also the bodies of every single enemy Missiler in the next Mission (but NOT if
you had to destroy their bodies before every other part has been destroyed).
Before I had the final cast I have now I was experimenting and trying out which
are the best pilots to use and Yang proved as pretty good and so I played this
game several times with her as part of the team. The only problem about Yang is
that she doesn't have enough skill slots free. Actually she is a very good
Missiler and you get her very early so that you can form her the way you want
but although 3 skill slots is the minimum of skills you need for a Wanzer
(Guide, Speed, Switch) one of her slots is already used for Double which is
completely useless. The only other Wanzer with three Skill slots in the team is
Hans but his slots are all free and his first skill is always Guide which is
alright as he is one of the best Missilers anyway. Actually I tried to replace
him with Frederick once. The first time finishing this game I had him use as
many Missiles as everyone else but he was like the only one who wouldn't get
Guide and I thought he'd suck for a long time until I thought that the reas on
he didn't get it was probably only me not using him properly so I tried to
replace Hans with him as a third Missiler (also because like all other
walkthroughs would state him as a Missiler) but even with a whole 5000 in Long
at lvl 22 he didn't get it which is extremely ridiculous not just because Hans
would gain Guide at like 800 Long at lvl 11 but because EVERYONE else, even the
Short rangers would gain Guide at that point. For example once I was playing
Sakata just a little more Long than Short and although he gets like 28 Short
and only 13 Long at every level up he easily got Guide at like lvl 16 before
any other skill.
Alternatively thew Missilers tend to pick on hans and/or Paul if Yang isn't
available



                      _____________    __                      _
     /\        /\    |\ ___/ \____/|  //\\    /\        //    / | //
    //\\      //\\   ||\\        //| //  \\  //\\      //    //||//
   //  \\    //  \\  || \\      //||//    \\//  \\    //    // |//
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //        //\\
 //      \\//      \\||___\\  //___| \\  ///      \\//         \\//
//        \/        \\\____\\//___/|  \\///        \/          |\/



(8.16)
=====================
= SIXTEENTH MISSION =
=====================


7 Missilers in Arpeggio Wanzers:
Level 16

Body      144
Left Arm  102
Right Arm 102
Legs      108

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: Skull M-Launcher
Right Shoulder: n/a

_______________________________
3 Missilers in Type 65 Wanzers:
Level 16

Body      132
Left Arm   78
Right Arm  78
Legs      114

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: Slay M-Launcher
Right Shoulder: n/a

________________________________
3 Attackers in Prisomea Wanzers:
Level 17

Body      132
Left Arm   84
Right Arm  84
Legs      108


Weapons

Left Grip: n/a; Type 65 Intergun
Right Grip: n/a; Type 65 Intergun

Left Shoulder: n/a
Right Shoulder: n/a

________________________
Grieg in Seaking Wanzer:
Level 12

Body      580

Weapon: Seaking Type Cannon

________________________________________________
2 Carriers in Natural Supply Cars (DAIAN TT-22):
Level 16

Body      200

Weapon: Cannon



You start this Mission in the deep south. Send Roid, Sakata and JJ over the
small street leading to the southeast to the longer street the connects to it
leading to the northeast east.
Natalie, Keith, Paul and Hans follow the street leading to the northwest. Be
merciless to the enemy Missilers and completely annihilate them (but again not
at the cost of EXP so DON'T destroy their bodies before all other parts are
destroyed, I just can't say that often enough). Then let the two groups meet
where these streets meet. Leave one or two Wanzer (if one then only an
Attacker) to stay where the enemy Supply Car is  to take care of the Type 65
Missilers that will show up. The others should hunt the enemy Missilers that
should be trying to get their Wanzers repaired by the northern Supply Car. Be
sure to get rid of the Seaking Type in time, i.e. when chasing the enemy
Missilers to the northern Supply Car you have to attack it as soon as you can
get into range but be careful because the cannon is also a ranged weapon and
very strong. Actually the Seaking Type is not really a threat, it wouldn't get
to attack closely more than once or in rare cases twice but its cannon can
easily destroy one of your parts, especially when it's already been damaged
before. Best is to stay out of range and attack with missiles until you easily
destroy it and then send an Attacker to make it short and to not waste
too many missiles that you might just need to get rid of the Missiler threat.
After the Seaking Type and the last Missilers are destroyed either leave one
Attacker and one Supply Car alive to Level up or not, from now on leveling up
is not really important anymore because you any kick the enemy's ass!
So now after this exhausting battle: Welcome to Fort Monus!



 ___  __   ________        _          _   __   _            _______
| __|//\\ | \______|      | \        / | //\\ | \    |||   |\ ____/
||__//  \\||\\ ||         ||\\      //||//  \\||\\   |||   ||\\
| _//    \\|// ||         || \\    // ||/    \\| \\  |||   || \\
|| \\    //|\\ ||         ||  \\  //  ||\    //|  \\ |||   ||  \\
||  \\  //|| \\||         ||   \\//   ||\\  //||   \\|||___||___\\
||   \\// ||  \\|         ||    \/    || \\// ||    \\|_____/_____\



(8i)
FORT MONUS
----------

New Wanzers: Cancer (Ralph).

EQUIPMENT

===========
=IMPORTANT=
===========

Right now while playing through my Wanzers are already lvl 36 (41 for Roid) and
have either 9999 in Short or like 8500 in Long and so I equipped even my
Attackers with 2 Missile launchers to built up the stats they are weaker in. In
the next Mission my Attackers will mainly use missiles and my Missilers will
mainly attack short ranged. This shouldn't be a problem because this Mission
should be easy even if you're only like lvl 30 and this is a good way to level
up the weak stats before the really difficult Missions. Although these Missions
are actually difficult at all if you're level is high enough and you have the
right skills you shouldn't have had any problems for quite a while now and that
won't change. Just the HP and the damage of the enemies will rise much higher
but that's about the only thing and since you can now carry lots of repairs
with you and your Wanzers should be able to either completely destroy or at
least wreck and disarm an enemy with every single attack or defense
(short ranged).


PARTS:

Wanzer          Body          L.Arm
_______________________________________________________________________________
STANDARD  A (1) Zeroa         Brizia[D]
	  A (2)  	      Zeroa[E/D]
          A (3)               Prisomea[C][E]
          A (4) Brizia        Prisomea[C]
          M (5) Zeroa         Prisomea[C]
Shrike      (6) Brizia        Prisomea[A]
            (7) Zeroa         Zeroa
Raioh           Zeroa         Brizia
Primrose        Brizia        Prisomea[C]
Ms.Jerry        Zeroa         Brizia
Hunter J        Zeroa         Prisomea[C]
Rainbow         Zeroa         Prisomea[C]
My Maria        Zeroa         Prisomea[C]



Wanzer          R.Arm          Legs          Computer
_______________________________________________________________________________
STANDARD  A (1) Brizia         Indos[C]      Potencia HR-YL
          A (4) Zeroa
          M (5) Zeroa                        Glans AX-1
Shrike      (6) Zeroa          Indos[C]      Potencia HR-YL
            (7) Brizia         Indos[C]      Glans AX-1
Raioh           Brizia         Indos[C]      Potencia HR-YL
Primrose        Zeroa          Indos[C]      Potencia HR-YL
Ms.Jerry        Brizia         Indos[C]      Potencia HR-YL
Hunter J        Zeroa          Indos[C]      Glans AX-1
Rainbow         Zeroa          Indos[C]      Glans AX-1
My Maria        Zeroa          Indos[C]      Glans AX-1



WEAPONS:

Wanzer           L.Grip            R.Grip
_______________________________________________________________________________
STANDARD  A (8)  Grey Eye MG       Iguti Type 702
          A (9)  Grey Eye MG[F]    Hexafire Mk. II[F]

          M (13) Grey Eye MG       Iguti Type 702
          M (14)                   Hexafire Mk. II
          M (15)
Shrike       (6) Grey Eye MG       Grey Eye MG
Raioh        (1) Grey Eye MG       Iguti Type 702
             (2) Grey Eye MG       Hexafire Mk. II
Primrose         Grey Eye MG       Grey Eye MG
Ms.Jerry     (1) Grey Eye MG       Iguti Type 702
             (2) Grey Eye MG       Hexafire Mk. II
Hunter J         Grey Eye MG       Iguti Type 702
Rainbow          Grey Eye MG       Iguti Type 702
My Maria         Grey Eye MG       Iguti Type 702


Wanzer           L.Shoulder                 R.Shoulder
_______________________________________________________________________________
STANDARD  A (8)  Ceres M-Launcher           Firewall Shield
          A (10) Wild Goose R-Launcher[F]   Ceres M-Launcher[F]
          A (11) Ceres M-Launcher           Firewall Shield

          M (13) Ceres M-Launcher           Ceres M-Launcher
          M (15) Wild Goose R-Launcher[F]   Ceres M-Launcher[F]

Shrike       (6) Ceres M-Launcher        Firewall Shield
             (7) Ceres M-Launcher        Ceres M-Launcher
Raioh        (1) Ceres M-Launcher        Firewall Shield
Primrose         Ceres M-Launcher        Firewall Shield
Ms.Jerry     (2) Ceres M-Launcher        Firewall Shield
Hunter J         Ceres M-Launcher        Ceres M-Launcher
Rainbow          Ceres M-Launcher        Ceres M-Launcher
My Maria         Ceres M-Launcher        Ceres M-Launcher




NOTE
Don't even THINK of equipping a Prozion arm. They definitely do suck because
they're even weaker than the Prisomea arms. They have not just less HP than the
Prisomea arms but also less HIT so that there's actually no reason at all to
equip them!


(1)/(2)/(3)/(4)
Alternative Attacker Setups:

            HP    HIT
Prisomea    78     86
Zeroa      108     80
Brizia     132     76

Brizia has lots of HP but low HIT, Prisomea is not available in this Shop
anymore but still the arm with the highest HIT score and Zeroa is right in
between. One Brizia arm and one Prisomea arm keep the balance between HP and
HIT. When equipping a Zeroa body you could equip a Prisomea arm BUT the Zeroa
HIT is also pretty high and the Brizia HIT is not  too low so a Prisomea arm is
not necessary for the HIT score, i.e. rather don't equip it because it has to
low HP.

(4)
If you equip a Brizia body you won't be able to equip two missile Launchers and
you won't be needing the extra HP that much so better don't go for the Brizia,
except you wan to be extra careful.

(6)/(7)
Alternative Setups for Roid:
Basically this is the decision for either Attacker or rather Missiler. I chose
the Missiler Setup for him because he already had 9999 EXP in Short when I came
to Fort Monus.

(8)/(9)
Alternative Attacker Weapon Setups:
An Iguti Type 702 Grenade Launcher has reach and is also a long range weapon
but a Hexafire Mk. II Rifle has 2 more attack power. Decide which one appeals
more to you.

(10)/(11)/(12)/(13)/(14)/(15)
There are several possibilities for both, Attackers and Missilers. Since the
enemy Missilers are not that much of threat until the next setup you can equip
to missile launchers even for your Attackers or if you choose the safe way you
can stick to shields. I recommend using 2 missile launchers though, one Ceres
and one Wild Goose as they work together very well. While the Ceres can only
hit targets that are far away, the Wild Goose can only hit targets that are
very close.
When equipping both you should be able to hit a lot more enemies than if you
would only equip 1. If you have to equip a shield than you have to decide if
you want the stronger Ceres with longer reach that can't hit near targets and
has both two missiles and two ammo or if you want the slightly weaker Wild
Goose than has only short reach but three missiles and three ammo. Basically
I'd say go for whatever you fancy more, the Wild Goose is only slightly better
but not really enough to make a difference.

So Welcome to Fort Monus! The city where you will stay for the longest period
of time in the whole game! The city that by far doesn't have parts that are
superior enough to make up for the long time you cannot get new parts! The City
that is the most annoying city on whole Huffman Island! Dammit, I hate this
city! All the time you have to accomplish Missions without being able to equip
better parts and for one Mission you even have to completely change all Setups
because only, ONLY near the point you start this Mission is no way that you can
go with Indos legs and since they add whole 20 to your engine you have to
change everything because now you can neither equip heavy weapons anymore nor
arms with more HP.

Anyway if you want you can go to the Colosseum to fight against Ralph in Cancer
and have him join after you won, I just wouldn't know what this would be good
for. I mean Ralph is Level 21 and his stats are really nice, for a Level 21
pilot. That's just the problem, you get him when all others are already about
Level 35 and all their stats are higher and in those stats where he is best
they're four times or more higher than him. Besides that he is even a Fighter,
okay he is also good at long range but the won't save him: he is and stays way
too weak, no matter what you say.



                      _____________    __                       _______
     /\        /\    |\ ___/ \____/|  //\\    /\        //     / /___ /
    //\\      //\\   ||\\        //| //  \\  //\\      //     //||  //
   //  \\    //  \\  || \\      //||//    \\//  \\    //     // || //
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //         ||//
 //      \\//      \\||___\\  //___| \\  ///      \\//          |//
//        \/        \\\____\\//___/|  \\///        \/           //



(8.17)
=======================
= SEVENTEENTH MISSION =
=======================


5 Missilers in Ratmount Wanzers:
Level 17

Body      132
Left Arm   78
Right Arm  78
Legs      114

Weapons

Left Grip:
Right Grip:

Left Shoulder:
Right Shoulder:

_____________________________
3 Attackers in Orgel Wanzers:

Level 17

Body      150
Left Arm  108
Right Arm 108
Legs      120

Weapons

Left Grip: n/a
Right Grip: Cemetery 10 MG

Left Shoulder: n/a
Right Shoulder: n/a

____________________________
3 Attackers in Zinc Wanzers:
Level 17

Body      162
Left Arm  108
Right Arm 108
Legs      144


Weapons

Left Grip: n/a; Ratmount Intergun
Right Grip: n/a; Ratmount Intergun

Left Shoulder: n/a
Right Shoulder: n/a

________________________________
Gentz in Richter (Orgel Wanzer):
Level 17

Body      150
Left Arm  108
Right Arm 108
Legs      132

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: n/a
Right Shoulder: n/a

______________________________________________
1 Carrier in Natural Supply Car (DAIAN TT-22):
Level 17

Body      200

Weapon: Cannon



Another Mission you'll start rather in the middle of the area. Send Roid and
Hans towards the helicopter. Send Sakata, JJ and Paul to meet up with the group
of three Missilers and one Attacker near the helicopter landing place. Finally
send Natalie and Keith towards the Supply Car.  All three groups should quickly
dispatch the enemies in their range and only leave scattered rests. When you
quickly destroy the Supply Car it will be a very short Mission.
Anyway the Mission is actually too short for all Wanzers to gain a Level,
especially for Roid. It is absolutely of no importance if the helicopter is
destroyed or not, you don't even get less money if it is destroyed. So just get
rid of the enemies and that's it, go back to Fort Monus (first time).

After you've been to the Military office another time get ready for the
next Mission.



                      _____________    __                       _
     /\        /\    |\ ___/ \____/|  //\\    /\        //     / |/\
    //\\      //\\   ||\\        //| //  \\  //\\      //     //|//\\
   //  \\    //  \\  || \\      //||//    \\//  \\    //     // |\\//
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //         |//\\
 //      \\//      \\||___\\  //___| \\  ///      \\//          |\\//
//        \/        \\\____\\//___/|  \\///        \/           ||\/



(8.18)
======================
= EIGHTEENTH MISSION =
======================


6 Missilers in Ratmount Wanzers:
Level 18

Body      168
Left Arm  102
Right Arm 102
Legs      156

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: Skull M-Launcher
Right Shoulder: Slay M-Launcher

______________________________
1 Attacker in Type 65C Wanzer:
Level 18

Body      168
Left Arm   78
Right Arm 108
Legs      132

Weapons

Left Grip: Banish Bazooka
Right Grip: n/a; Type 65C Intergun

Left Shoulder: n/a
Right Shoulder: n/a

_______________________________
3 Attackers in Type 65C Wanzers:
Level 18

Body      168
Left Arm  102
Right Arm  84
Legs      132

Weapons

Left Grip: Grave II MG
Right Grip: n/a; Type 65 Intergun

Left Shoulder: n/a
Right Shoulder: n/a

_____________________________
2 Attackers in Algem Wanzers:
Level 18

Body      120
Left Arm   84
Right Arm  84
Legs      102

Weapons

Left Grip: Ibis II Rifle
Right Grip: n/a

Left Shoulder: n/a
Right Shoulder: n/a

______________________________
1 Commander in Prozion Wanzer:
Level 20

Body      120
Left Arm  102
Right Arm 102
Legs      116

Weapons

Left Grip: Cemetery 10 MG
Right Grip: n/a

Left Shoulder: Skull M-Launcher
Right Shoulder: n/a


______________________________________________
1 Carrier in Natural Supply Car (DAIAN TT-22):
Level 18

Body      200

Weapon: Cannon


In this Mission you will start in the south-southwest. Send any two Wanzers
(better to take Missilers but Attackers will also do just fine) to take care of
the three Missilers in the south-southeast and send the rest to attack the
broad and rather lose group that is made up of all the other enemies. There is
no real  strategy after that. Just get the two Wanzer to meet the other after
they got rid of the three Missilers in the south. In the middle of the Mission
Olsen will tell you that the war is over but that doesn't matter, just continue
fighting. When you're finished return to Fort Monus (second time).

When you're back in Fort Monus go to the Military Office and Olsen sends you
to the Front Infirmary.


 _____    __   _    _____        ___      _______    _    _          __
| __| \  //\\ | \  |_____|      ||| \    || __|| \  | \  / |   /\   | \\    //
||__||\\//  \\||\\   |||        ||||\\   |||__|||\\ ||\\//||  //\\  ||\\\  //
| __||///    \\| \\  |||        |||| \\  || __|||// || \/ || //__\\ ||//\\//
||  ||\\\    //|  \\ |||        ||||  \\ |||  |||\\ ||    ||//____\\||\\ ||
||  || \\\  //||   \\|||        ||||   \\|||  ||| \\||    ||/      \|| \\||
||  ||  \\\// ||    \\||        ||||    \\||  |||  \\|    |/        \|  \\|



(8j)
FRONT INFIRMARY
---------------

You'll automatically talk to Dr. Brown the first time when you arrive. After
that just go to the Tent, Lunchroom and Warehouse in any order. When you did
that the Field Hospital will be attacked.



                      _____________    __                       _
     /\        /\    |\ ___/ \____/|  //\\    /\        //     / |/\
    //\\      //\\   ||\\        //| //  \\  //\\      //     //|//\\
   //  \\    //  \\  || \\      //||//    \\//  \\    //     // |\\//
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //         ||//
 //      \\//      \\||___\\  //___| \\  ///      \\//          |//
//        \/        \\\____\\//___/|  \\///        \/           //



(8.19)
=====================
= NINTEENTH MISSION =
=====================


3 Missilers in Orgel Wanzers:
Level 17

Body      156
Left Arm   78
Right Arm  78
Legs      156

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: n/a
Right Shoulder: Slay M-Launcher

_______________________________
3 Attackers in Prozion Wanzers:

Level 19

Body      120
Left Arm  108
Right Arm 108
Legs      116

Weapons

Left Grip: Grave II MG
Right Grip: n/a

Left Shoulder: n/a
Right Shoulder: n/a

_____________________________
3 Attackers in Zeroa Wanzers:
Level 19

Body      156
Left Arm   96
Right Arm  96
Legs      120

Weapons

Left Grip: n/a
Right Grip: Grey Eye MG

Left Shoulder: n/a
Right Shoulder: n/a

_______________________________
1 Commander in Ratmount Wanzer:
Level 21

Body      168
Left Arm  108
Right Arm 108
Legs      120

Weapons

Left Grip: Snow Man
Right Grip: n/a

Left Shoulder: n/a
Right Shoulder: Egret R-Launcher


This is definitely one of the most pathetic Missions of the whole game! It took
me only 2!!! rounds to destroy all enemies!
But there is one tricky thing about this Mission: one of the Missilers is off
screen, too far to the east that you can see him from the screen you see when
you start, so just don't forget him. Generally there is no actual strategy for
this Mission, the enemies are too few and too weak, so just WASTE'EM! When you
finished them off Hans will discover that they actually were from the OCU and
Dr. Brown will explain why they attacked. Now go back to Fort Monus
(third time).

Back in Fort Monus go straight to the Military Office to get the order for just
another Mission.


EQUIPMENT

Since your Wanzers should by now be already very close to 9999 in SHORT and
LONG or maybe already have reached the max you can't gain more EXP or levels by
attacking enemies with guns or missiles. The only way to still gain levels
would be to either use fight weapons and gain levels through raising your fight
score which would be completely wrong as they suck AND you'd do really low
damage as your fight score is extremely low and even if you would get your
fight score to a nice level you still could only gain one additional fight
skill (which you might already have gotten anyway) but all of this doesn’t make
sense as you don't really want to raise your fight score because you already
specialized in Short and Long. So the second way is to raise your Agility
score. Makes A LOT more sense as you will always need this to lower the damage
from enemies and to raise the chances of the enemies missing you. So equip all
your Wanzers with 2 shields for the next Mission if you want to still gain
levels and raise your Agility.


Note
By now I all my Wanzers had 9999 in both short and Long so that I don't have
Attackers or Missilers anymore but only all-rounders as they will now do
equally much damage with both types of weapons. Even if you didn't level up
that much you should reach this state soon and already there shouldn't be too
much of a difference between your Attackers and your Missilers when using these
two weapon types.




                      _____________    __                      ________
     /\        /\    |\ ___/ \____/|  //\\    /\        //    /____ //\\
    //\\      //\\   ||\\        //| //  \\  //\\      //    //   ///  \\
   //  \\    //  \\  || \\      //||//    \\//  \\    //     \\  ///    \\
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //         //\\    //
 //      \\//      \\||___\\  //___| \\  ///      \\//         //__\\  //
//        \/        \\\____\\//___/|  \\///        \/         /_____\\//



(8.20)
=====================
= TWENTIETH MISSION =
=====================



5 Missilers in Zeroa Wanzers:
Level 20

Body      156
Left Arm   72
Right Arm  72
Legs      120

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: Donkey DX M-Launcher
Right Shoulder: n/a

_____________________________
6 Attackers in Orgel Wanzers:
Level 21

Body      150
Left Arm  120
Right Arm 132
Legs      120

Weapons

Left Grip: n/a; Ratmount Intergun
Right Grip: n/a

Left Shoulder: n/a
Right Shoulder: n/a

________________________________
Gentz in Richter (Orgel Wanzer):
Level 17

Body      150
Left Arm  108
Right Arm 108
Legs      132

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: n/a
Right Shoulder: n/a

______________________________________________
1 Carrier in Natural Supply Car (DAIAN TT-22):
Level 21

Body      200

Weapon: Cannon


Driscoll will be in this Mission and he will mercilessly destroy any enemy
Wanzer in his range. Which is very nice of him. So don't forget to say 'Thank
you, Driscoll, for doing all the work'.  When starting this walkthrough I still
thought that this would be a real threat but it isn't. By now you really should
have enough EXP to get along very well until the end of the game even without
any additional EXP, which you'll get plenty of in the next Missions anyway. And
even if you saved the enemies from being destroyed by Driscoll by destroying
them all by yourself, it wouldn't make much of a difference! You either had to
employ Wanzers you had never used before which is just as much of a waste as it
is letting Driscoll gain the EXP OR your Attackers had to destroy them short
ranged and your Missilers long ranged, which is also a waste of EXP as they
should by now have 9999 or be already too close to bother or actuallymake a
difference. So the only good thing to do here is to train your Wanzers in their
weak stats and let Driscoll gain EXP so that he won't be as much of a sissy as
possible when you fight him. Anyway before that Mission all my Wanzers already
had 9999 in both, Short AND Long, so that the only to level up would be to
raise their Agility score. One thing you COULD do to still gain levels is to
let Driscoll do all the work and never attack yourself, if you think that your
Wanzers can take it you could also never defend and let Driscoll kill EVERYONE
himself. I don't think that they have any chance against him but this will
anyway require AL LOT of repairs. With equipping 2 shields you reduce the
damage to the minimum and with enough repairs (don't hesitate to buy like 50
Repair L or so cause you can easily afford A LOT more) you shouldn't be in too
much trouble. BE CAREFULL ABOUT PEEWEE! Since you're not attacking  and suffer
lots of damage you might simply drag Peewee along the Wanzers for support but
that could be fatal! There are lots of Missilers with Donkey DX Launchers in
this Mission and Peewee can take only a single hit before he is already in
danger. So always keep Peewee a few squares behind your Wanzers, this way he'll
be able to help if necessary but will hardly be in the line of fire at all.
While I was doing this Mission, the enemies focused only on Paul and Hans, thus
they gained a lot of EXP and quickly leveled but almost everyone else was
ignored. Also the had been circled so I had to shoot my way out and destroyed
most of the enemies in the south. So don't have only a few Wanzers apart from
the others but only either one large group of all your Wanzers or have them
spread narrowly with only 1, maximum 2 squares distance to keep such a thing
from happening.

After all enemies are destroyed just head back to Fort Monus (fourth time).


-----------
-IMPORTANT-
-----------

After visiting the Military Office Frederick will leave the unit and soon
you'll have to fight him. So depending on you equip him now he'll be in that
Mission but he won't attack you anyway and since he neither counts as one of
your destroyed Wanzers (I'm not sure if you getmoney for beating him) nor
provides a challenge to destroy in one go withhis current Setup you don't
really need to bother.


Anyway for now just start the next Mission.




                      _____________    __                      _______
     /\        /\    |\ ___/ \____/|  //\\    /\        //    /____ //|
    //\\      //\\   ||\\        //| //  \\  //\\      //    //   ///||
   //  \\    //  \\  || \\      //||//    \\//  \\    //     \\  /// ||
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //         //   ||
 //      \\//      \\||___\\  //___| \\  ///      \\//         //___ ||
//        \/        \\\____\\//___/|  \\///        \/         /_____\||



(8.21)
========================
= TWENTY FIRST MISSION =
========================


6 Missilers in Ratmount Wanzers:
Level 21

Body      168
Left Arm  108
Right Arm 108
Legs      120

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: Donkey DX M-Launcher
Right Shoulder: Donkey DX M-Launcher

_____________________________
7 Attackers in Orgel Wanzers:
Level 23

Body      150
Left Arm  108
Right Arm 108
Legs      144

Weapons

Left Grip: n/a
Right Grip: Hexafire Mk II

Left Shoulder: n/a
Right Shoulder: n/a

______________________________________________
2 Carriers in Natural Supply Car (DAIAN TT-22):
Level 21

Body      200

Weapon: Cannon


Since all your Wanzers should by now already have at least Guide 1 and like
5000 in Long it doesn't really matter which Wanzers you send to do what in this
Mission. In the beginning send everyone up the narrow path to reach the plateau
except for 2 Wanzers, have them stand on the right side of the plateau from
where they can easily attack most of the enemies with their missile launchers.
Just keep sending your Wanzers up the plateau and destroying enemies but you
should keep one (or two if you want to do it really quick) Wanzers at the left
side of the plateau to take care of single enemy that will be waiting on the
higher level. Besides that there is no more strategy just destroy all enemies.


A wonder has happened!
After to finish this Mission you can leave Fort Monus and move on to SOLEIT!



_________       ___________
\ ____//\\ ||  | __||__  __|
 \\  //  \\||  ||__||  ||
  \\//    \\|  | __||  ||
   \\\    //|  ||  ||  ||
 ___\\\  //||__||__||  ||
/_____\\// |_______||  ||



(8j)
Soleit
-------


***********
*IMPORTANT*
***********

Don't sell your Indos legs, after the next Mission you can use them again. It
isn't necessary to keep them but maybe you'll want to change your setup after
the next Mission.

EQUIPMENT

PARTS:

Wanzer          Body          L.Arm
_______________________________________________________________________________
STANDARD A/M(1) Perzea        Perzea
         A/M(2)               Perzea
         A (3)               Brizia II

          M (6)               Prisomea[A]
          M (7)               Prisomea[A]
          M (8)               Prisomea[A]

Shrike          Perzea        Perzea
Raioh           Perzea        Perzea
Primrose        Perzea        Perzea
Ms.Jerry        Perzea        Perzea
Hunter J        Perzea        Perzea
Rainbow         Perzea        Perzea
My Maria        Perzea        Perzea


Wanzer          R.Arm          Legs          Computer
_______________________________________________________________________________
STANDARD A/M(1) Brizia II     *Perzea        Proximo VG-15KY
         A/M(2) Perzea

          A (4)                              Eicos WST-489

          M (5)                              Elwakt NC-5481
          M (6) Brizia II
          M (7) Perzea
          M (8) Prisomea[A]

Shrike          Brizia II      Perzea        Proximo VG-15KY
Raioh           Brizia II      Perzea        Proximo VG-15KY
Primrose        Brizia II      Perzea        Proximo VG-15KY
Ms.Jerry        Brizia II      Perzea        Proximo VG-15KY
Hunter J        Perzea         Perzea        Proximo VG-15KY
Rainbow         Perzea         Perzea        Proximo VG-15KY
My Maria        Perzea         Perzea        Proximo VG-15KY




WEAPONS:

Wanzer           L.Grip            R.Grip
_______________________________________________________________________________
STANDARD  A (9)  Black Star MG     Black Star MG
          A (11) Black Star MG[F]  Winee RR[F]
         A/M(12) Black Star MG[F]  Thunder Bolt[F]
          A (3a) Black Star        Black Star
          A (3b) Black Star[F]     Winee RR[F]
          A (3c)                   Thunder Bolt


Shrike           Black Star MG     Black Star MG
Raioh            Black Star MG     Black Star MG
Primrose         Black Star MG     Black Star MG
Ms.Jerry         Black Star MG     Black Star MG
Hunter J         Black Star MG     Thunder Bolt
Rainbow          Black Star MG     Thunder Bolt
My Maria         Black Star MG     Thunder Bolt


Wanzer           L.Shoulder              R.Shoulder
_______________________________________________________________________________
STANDARD  A (9)  Crane M-Launcher        Crane M-Launcher
          A (10)                         WS-14B Shield
          A (11) Crane M-Launcher        Crane M-Launcher
         A/M(12) Crane M-Launcher        Crane M-Launcher
          A (3a) Crane M-Launcher[F]     Ceres M-Launcher[AF]
          A (3b) Crane M-Launcher        WS-14B Shield

Shrike           Crane M-Launcher        Crane M-Launcher
Raioh            Crane M-Launcher        WS-14B Shield
Primrose         Crane M-Launcher        WS-14B Shield
Ms.Jerry         Crane M-Launcher        WS-14B Shield
Hunter J         Crane M-Launcher        Crane M-Launcher
Rainbow          Crane M-Launcher        Crane M-Launcher
My Maria         Crane M-Launcher        Crane M-Launcher


*

For first Mission after reaching Soleit you have to equip humanoid legs because
at your starting point (only at your starting point, not ANY where else) there
are steps you cannot cross with other legs.


(1)/(2)
With the Perzea body you'll be able to equip anything without trouble but since
the Brizia II body is the only other one worth using because of the high HP but
has a whole 100 engine less you can't equip it without leaving either one grip
empty or equipping two shields (or older missile launchers). A Brizia II arm
has 144HP and 78 HIT, a Perzea arm 96 HP and 82 HIT. Equipping one of each is
a good balance of HP and HIT, yet if you feel that you want to go more for the
HIT, equip two Perzea arms.

(3)
Not recommended as you either have to equip either an older missile launcher
and two Black Stars or a Shield and any grip weapon you like. The overall HP of
the new parts don't make a shield that necessary BUT in the next Mission there
are a lot of annoying Missilers who will have the possibility to shoot you for
a few turns when you won't be able to return the fire because you first have to
reach them.

(4)/(5)
You have to decide if you either want a computer that has 80 in all stats or 96
in one and 72 in all others.

(6)/(7)/(8)
If you want to go for more HIT you can use Prisomea arms BUT by now their HP
are actually to low. If you equip them better, equip a Brizia II arm on he
other side to make up for the low HP. A Prisomea and a Perzea is a lot more but
also a lot less HP and not really recommended, finally two Prisomea arms give
you a sure HIT but also a sure loss of an arm.

(9)/(10)/(11)
I might not make any sense to equip any rifles or bazookas because all your
Attackers should already have the Speed skill. Since the next Mission has lots
annoying Missilers that will have a few free shots before you reach them you
might consider using a shield instead of an additional missile launcher.


*************
*===========*
*=IMPORTANT=*
*===========*
*************

As soon as you visit the Military Office after the next Mission, Natalie, Keith
and JJ will leave the unit for a few Missions, when they join again it will be
in the middle of a fight. That shouldn't be too much of a problem as they
should already be strong enough to even kick ass with old equipment but if you
want to make sure that they take as little damage as possible you might want to
equip two shields.


So head to the Military Office just as usual and get your orders, then head to
the next Mission.





                      _____________    __                      ____________
     /\        /\    |\ ___/ \____/|  //\\    /\        //    /____ /\ ____\
    //\\      //\\   ||\\        //| //  \\  //\\      //    //   //  \\   \\
   //  \\    //  \\  || \\      //||//    \\//  \\    //     \\  //    \\  //
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //         //      \\
 //      \\//      \\||___\\  //___| \\  ///      \\//         //___  ___\\
//        \/        \\\____\\//___/|  \\///        \/         /_____\/_____\



(8.22)
=========================
= TWENTY SECOND MISSION =
=========================


6 Missilers in Fagot Wanzers:
Level 22

Body      174
Left Arm   96
Right Arm  96
Legs      180

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: n/a
Right Shoulder: Donkey DX M-Launcher

_____________________________
4 Attackers in Orgel Wanzers:
Level 23

Body      150
Left Arm  108
Right Arm 108
Legs      144

Weapons

Left Grip: n/a
Right Grip: Hexafire Mk II

Left Shoulder: n/a
Right Shoulder: n/a

___________________________
1 Attacker in Algem Wanzer:
Level 23

Body      300
Left Arm  140
Right Arm 140
Legs      200

Weapons

Left Grip: n/a; Algem Intergun
Right Grip: n/a; Algem Intergun

Left Shoulder: n/a
Right Shoulder: n/a

_______________________________________________________________________
Frederick: at any level you left him at, with any Setup you left him at

______________________________________________
1 Carrier in Natural Supply Car (DAIAN TT-22):
Level 21

Body      200

Weapon: Cannon


You'll start this Mission in the literally high north. While all enemies are at
the bottom of the valley, you start at the highest point of the area. Send all
your Wanzers down into the melee. In the first turns your Wanzers will get
attacked mercilessly by the enemy Missilers but that doesn't really matter, as
this is not only far from dangerous with your equipment and by now high Agility
that lowers the damage and lets missiles miss, you'll even benefit from it
because it will give your Agility score a nice boost. As soon as you get into
missile reach start attacking with lots of missiles taking out the enemy
Missilers' missile arms first. After that simply start attacking and advancing
until all are destroyed.


So now after the Mission just return to Soleit.


EQUIPMENT

PARTS:

Wanzer          Body        L.Arm      R.Arm       Legs        Computer
_______________________________________________________________________________
STANDARD -A (1) Type 67C    Perzea     Perzea      Indos[A]    Proximo VG-15KY
          A (2)                        Brizia II
        --A (2) Brizia II   Perzea     Perzea


WEAPONS:

Wanzer           L.Grip         R.Grip         L.Shoulder        R.Shoulder
_______________________________________________________________________________
STANDARD A (1)   Black Star     Black Star     Crane M-Launcher  WS-14B Shield
         A (1/2) Black Star[F]  Winee Rifle[F]
         A (2)   Black Star     Thunder Bolt



(1)/(2)/(3)
If you want to, you can now change your Attackers' setup to give them a
Brizia II or a Type 67C body in exchange for a missile launcher and in the case
of the Brizia II even the optional  Brizia II arm. Doesn't really make sense as
a Type 67C body adds only 12 HP that don't actually make up for the lost
missiles, while a Brizia II body would be plain stupid as you only lose
firepower and don't gain any additional HP since you have to give up the
Brizia II arm which adds just as much HP as the body.
Though, in case you anyway want to equip one shield for your Wanzers, you can
go for the Type 67C body.
With a Type 67C and two Perzea arms you can equip any weapon, with a Type 67C
body, a Perzea arm and a Brizia II arm you can equip an additional Black Star
and a Winee RR and with a Brizia II body and two Perzea arms you can only equip
two Black Stars.
So After you went to the Military Office Natalie, Keith and JJ are gone. Though
you won't get any new Mission from Olson just leave town. Before you can the
others will take you to the Bar and then you can start the next Mission and
guess what? Peewee even got a new Supply car! Although the only actual
difference would be the new gun it still is nice (even if totally unimportant).




                      _____________    __                      ______
     /\        /\    |\ ___/ \____/|  //\\    /\        //    /____ /\
    //\\      //\\   ||\\        //| //  \\  //\\      //    //   ///\\
   //  \\    //  \\  || \\      //||//    \\//  \\    //     \\  //  //
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //         //   \\
 //      \\//      \\||___\\  //___| \\  ///      \\//         //__\\//
//        \/        \\\____\\//___/|  \\///        \/         /_____\/



(8.23)
========================
= TWENTY THIRD MISSION =
========================


3 Missilers in Perzea Wanzers:
Level 23

Body      156
Left Arm   96
Right Arm  96
Legs      132

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: Donkey DX M-Launcher
Right Shoulder: Wild Goose R-Launcher

________________________________
3 Attackers in Type 67C Wanzers:
Level 23

Body      168
Left Arm  132
Right Arm  96
Legs      132

Weapons

Left Grip: n/a
Right Grip: Thunder Bolt Bazooka

Left Shoulder: n/a
Right Shoulder: Wild Goose R-Launcher

________________________________
3 Attackers in Type 67C Wanzers:
Level 23

Body      168
Left Arm  108
Right Arm  96
Legs      132

Weapons

Left Grip: n/a; Type 67C Intergun
Right Grip: Black Star MG

Left Shoulder: n/a
Right Shoulder: n/a

_____________________________
Driscoll in Type 11DS Wanzer:
Level 40

Body      250
Left Arm  250
Right Arm 110
Legs      200

Weapons

Left Grip: n/a; Type 11DS Interclaw
Right Grip: n/a; Type 11DS Intergun

Left Shoulder: n/a
Right Shoulder: n/a

______________________________________________
1 Carrier in Natural Supply Car (DAIAN TT-22):
Level 21

Body      200

Weapon: Cannon


Driscoll will be in this Mission and FINALLY YOU CAN KICK HIS ASS! Also Gentz
will be in this Mission, he will be on your side, even under your control
though.
I recommend only using the four Wanzers that are left of your Elite as they can
easily take care of the enemies in this Mission alone.
You'll start the Mission in the north west. In this are there are only two
possible ways to advance into the south. Have Roid advance to the south west
alone and Sakata, Paul and Hans advance to the south east. Peewee drag along
wherever you see fit but with some distance because the enemy Missilers will
love to shoot him or simply leave him where he is as this Mission will be over
far before you could need him. Same goes for Gentz, you could use him as a
shield, even equipping him with spare shields (or any sort of weapons if you
think you'll need this, which shouldn't be the case) but all that isn't
actually necessary, just leave him where he is and ignore him.
Sakata, Paul and Hans will take perfect care of the Attackers, mowing
everything down in their path and taking only a little damage, just be sure to
use a repair if one of your parts should get too damage by one of the enemies'
Thunder Bolts.
Roid on the other hand will care about the Missilers. Since his Agility was
9999 before I even started this Mission the enemies had a hard time hitting him
and absolutely no chance damaging him, as his Agility is too high to hit him
from Long and his Black Stars far too deadly to score even a single hit from
Short before he destroys the enemy.
Again after you destroy all other enemies Driscoll will simply run away, so
leave one of them alive to kick Driscoll's sissy ass big time! You can keep the
Supply car alive if you haven't maxed out your stats yet but that might make
things a lot more difficult as every enemy that is still alive might just think
of revenge and attack again after getting at least 1 HP back into his lost
limbs.
Anyway Driscoll should be a neat little piece of cake by now, if you think that
you can't take him alone with Roid (I always have Roid mow him down with two
Black Stars and take out at least two thirds of his whole HP with the first
attack, usually even destroying his weaker gun arm so that he can't even use a
weapon himself and since he won't attack himself, on the next turn I always
destroy him completely) just start off by shooting missiles from the
distance to take out the arms and then close in for the kill with mgs.
After you've completed the Mission you can immediately start the next one. If
want to stock up on items or change your setup, just go to Soleit first and
then start the next Mission.

New Wanzers: Richter (Gentz)
Just like any other Wanzers that came this late Gentz is of absolutely no use,
especially because he is also fighter.




                      _____________    __                      _______
     /\        /\    |\ ___/ \____/|  //\\    /\        //    /____ /||
    //\\      //\\   ||\\        //| //  \\  //\\      //    //  /// ||
   //  \\    //  \\  || \\      //||//    \\//  \\    //     \\ ///__||___
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //        ///___||__/
 //      \\//      \\||___\\  //___| \\  ///      \\//         //___ ||
//        \/        \\\____\\//___/|  \\///        \/         /_____\||



(8.24)
=========================
= TWENTY FOURTH MISSION =
=========================


3 Missilers in Brizia II Wanzers:
Level 23

Body      204
Left Arm  144
Right Arm 144
Legs      180

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: Crane M-Launcher
Right Shoulder: n/a

_____________________________
6 Attackers in Fagot Wanzers:
Level 24

Body      174
Left Arm  132
Right Arm 144
Legs      114

Weapons

Left Grip: n/a
Right Grip: Winee RR Rifle

Left Shoulder: n/a
Right Shoulder: n/a

______________________________
4 Attackers in Perzea Wanzers:
Level 24


Body      156
Left Arm  144
Right Arm 132
Legs      132

Weapons

Left Grip: Thunder Bolt Bazooka
Right Grip: n/a

Left Shoulder: n/a
Right Shoulder: n/a

_____________________________
Driscoll in Type 11DS Wanzer:
Level 40

Body      250
Left Arm  120
Right Arm 120
Legs      200

Weapons

Left Grip: n/a; Type 11DS Intergun
Right Grip: n/a; Type 11DS Intergun

Left Shoulder: n/a
Right Shoulder: n/a

______________________________________________
1 Carrier in Natural Supply Car (DAIAN TT-22):
Level 21

Body      200

Weapon: Cannon


Well if isn't the factory site from the very first Mission! Now everything's
pretty much wrecked, no wonder after that explosion.
Driscoll will be standing exactly where he stood in that first Mission, too
long ago to remember and killed Karen. And guess what? She is also here! In his
machine, as his computer! Time to make that Bastard pay big time!
You'll start the Mission exactly where you started the first.
Send Roid into melee to the western front with a little backup by Paul. Since
Roid's Agility was 9999 in this Mission the enemy had a hard time hitting him
and even if they did, with a mere missile launcher on his shoulder Roid could
easily absorb the damage and go unharmed. On the eastern front do the same with
Sakata and Hans. Peewee stand next to any Wanzer (except Roid) the enemies seem
to pick on but be really careful as now the enemies start doing enough damage
to take him out with a single shot. Once you've taken care of the enemy
Missilers you can also send Paul and Hans into melee as by now they should be
just as good as your 'Attackers'.
But you should be ready to repair any time as the enemy's Winee RR and Thunder
Bolt are very strong and can almost take out a limb with a single hit.
Well, this time Driscoll isn't that much of a sissy boy as usual because he
want run away as soon as everyone else is down. So if you want to you can keep
him to the end and then wipe the floor with him.

After you defeat all enemies, Roid will ask Peewee to install Karen, no
Driscoll's computer in his own Wanzer. I always wondered why he is asking
Peewee since he is just a Supply Car driver and no mechanic  but anyway you'll
be able to continue your Journey to the Weapon Trader's Camp.




          _  _   ______                                     _
// /\  | \| \ || __| \           // /\      /\        /\ | \ // //\\
||\\|\\|||__||\\         // //\\    //\\      //\\||\\
// //__\\||//|//|| __||//        // //__\\  //  \\    //  \\|//
\\//____\\|\\|\\|||  ||\\        \\//____\\//    \\  //    \\/
 \\      \\ \\ \\||__|| \\        \\      \\      \\//     |\\
//\\     |\\|\\ \\___||  \\      //\\    //\\      \/      ||\\




(8k)
Carrier Camp
------------


'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
''===========================================================================''
''=*************************************************************************=''
''=* IMPORTANT IMPORTANT IMPORTANT IMPORTANT IMPORTANT IMPORTANT IMPORTANT *=''
''=*************************************************************************=''
''===========================================================================''
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

WHATEVER YOU DO, UNDER ABSOLUTELY NO CIRCUMSTANCES FORGET TO BUY AT LEAST SIX
EXTRA TERRAN ARMS FOR NATALIE, KEITH AND JJ!!!
The Terran Intergun is the best MG in the whole game and you only have a single
chance of buying them. Also you shouldn't forget to buy a whole extra setup for
each of your missing team mates as they will return in the next Mission but this
is not that important as all other equipment will be either topped by later
stuff or is also available in other towns.


Immediately when you enter the Carrier Camp you'll visit the shop and when you
leave the shop you are attacked by enemies. Gladly you don't have to fight them
now but only after you choose 'exit' in the town menu. So don't forget to equip
your fiancée and get yourself a new setup at the shop.
This shop is really nice, having both the best mg AND the best missile launcher
in the whole game.


IMPORTANT NOTE
--------------
You cannot buy the WS-14B Shield in the next town BUT before you can exit the
next town you have to fulfill a Mission first so if you want to have enough
WS-14B Shields available, you have to buy them now or at least not sell them.



EQUIPMENT

PARTS:

Wanzer          Body          L.Arm         R.Arm
_______________________________________________________________________________
STANDARD A/M(1)*Terran        Terran

Shrike          Terran        Terran
Raioh           Terran        Terran
Rainbow         Terran        Terran
My Maria        Terran        Terran


Wanzer          R.Arm          Legs          Computer
_______________________________________________________________________________
STANDARD A/M(1)*Terran         Terran        Terna RG-0645
         A/M(2) Pegase

Shrike          Terran         Terran        Karen Device BD-6Kr
Raioh           Terran         Terran        Terna RG-0645
Rainbow         Terran         Terran        Terna RG-0645
My Maria        Terran         Terran        Terna RG-0645



WEAPONS:

Wanzer           L.Grip            R.Grip
_______________________________________________________________________________
STANDARD         Terran Intergun   Terran Intergun
         A/M(2)  Terran Intergun   Boa 40 Bazooka
          A (3)  Terran Intergun   Artassaut SP MG
          A (4)  Terran Intergun   Ibis III Rifle

Shrike           Terran Intergun   Terran Intergun
Raioh            Terran Intergun   Terran Intergun
Rainbow          Terran Intergun   Terran Intergun
My Maria         Terran Intergun   Terran Intergun


Wanzer           L.Shoulder              R.Shoulder
_______________________________________________________________________________
STANDARD         Albatross R-Launcher    Albatross R-Launcher
         A/M(2)  Albatross R-Launcher    Albatross R-Launcher
          A (4)  Albatross R-Launcher    WS-14B Shield

Shrike           Albatross R-Launcher    Albatross R-Launcher
Raioh            Albatross R-Launcher    Albatross R-Launcher
Rainbow          Albatross R-Launcher    Albatross R-Launcher
My Maria         Albatross R-Launcher    Albatross R-Launcher




*
You could also equip some other stuff like Sakata Type 150, the first decent
Sakata model (weird that Sakata is supposed to be the best company, beating all
others but sells only low quality crap). But that doesn't make much sense as by
now all your Wanzers really should have a lot in Short and since the Terran arm
also allows for a shoulder weapons and has the highest HIT in the whole game
there is no real downside to equipping two of them. Type 150 is good as it has
a pretty high HIT but also nice HP BUT still it can't compare to the ultimate
Terran Intergun arm.
If you want to, you could equip a Pegase arm for HP and an astonishingly high
HIT for the arm with most HP but I wouldn't really recommend that.


(2)/(3)/(4)
If you have to, you can equip a Pegase arm and a Boa Bazooka for the reach, an
Ibis III Rifle for almost as much damage as the Boa but with a higher HIT or an
Artassaut SP MG for a poor replacement of the Terran Intergun.

(5)
For a lot of safety you can equip one of the WS-14B Shields you hopefully
didn't sell (even if, you can easily buy new ones after the next Mission).

After You finished setting up all your Wanzers and buying spare parts just
choose exit and start the next Mission.








                      _____________    __                      __________
     /\        /\    |\ ___/ \____/|  //\\    /\        //    /____ / ___|
    //\\      //\\   ||\\        //| //  \\  //\\      //    //   //||__
   //  \\    //  \\  || \\      //||//    \\//  \\    //     \\  // |//\\
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //         //  |/  \\
 //      \\//      \\||___\\  //___| \\  ///      \\//         //____   //
//        \/        \\\____\\//___/|  \\///        \/         /_____\\_//




(8.25)
========================
= TWENTY FIFTH MISSION =
========================


6 Missilers in Brizia II Wanzers:
Level 23

Body      204
Left Arm  144
Right Arm 144
Legs      180

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: Crane M-Launcher
Right Shoulder: n/a

_________________________________
4 Attackers in Brizia II Wanzers:
Level 24

Body      204
Left Arm  132
Right Arm 144
Legs      180

Weapons

Left Grip: n/a
Right Grip: Circular Shotgun

Left Shoulder: n/a
Right Shoulder: n/a

______________________________
2 Attackers in Perzea Wanzers:
Level 24

Body      156
Left Arm  144
Right Arm 144
Legs      132

Weapons

Left Grip: Black Star MG
Right Grip: Winee RR Rifle

Left Shoulder: n/a
Right Shoulder: n/a

__________________________________
2 Commanders in Banyan SEC TR-5509
Level 27

Body 450

Weapon: Cannon

______________________
Olson in Eldos Wanzer:
Level 38

Body      228
Left Arm  156
Right Arm 156
Legs      204

Weapons

Left Grip: FV-24B Vulcan
Right Grip: n/a

Left Shoulder: n/a
Right Shoulder: Paraina M-Launcher

______________________________________________
1 Carrier in Natural Supply Car (DAIAN TT-22):
Level 21

Body      200

Weapon: Cannon


You'll start the Mission in the south. Natalie and the rest of your lost team
mates will be in the north west. After the first turn Natalie will turn against
Olson and all will be under your control again. If you equipped them with
shields they should be just fine but if not they are in danger because there
are a lot of Missilers near them. With Roid, Sakata, Paul and Hans just blast
the two Missilers and the two Attackers near your starting point away and then
advance to the north. Natalie, Keith and JJ can also engage in the fight but
since their equipment is old and weak be careful and quickly repair them when
their parts have half of their HP left or less.
For the rest of the tactic: just keep advancing with your lowr Wanzers and let
your upper Wanzers take out all that attack them, shouldn't be too difficult,
even with inferior equipment. The Banyan Commanders have reach and can attack
short ranged so don't come too close because they can deal quite some damage.

After you destroyed all enemies don't head to the next Mission but first
somewhere where you can equip your rejoined team mates with the stuff you kept
for them from the carrier Camp. Just equip them after the last table in the
way you prefer.





                      _____________    __                      _______
     /\        /\    |\ ___/ \____/|  //\\    /\        //    /____ //
    //\\      //\\   ||\\        //| //  \\  //\\      //    //   ///
   //  \\    //  \\  || \\      //||//    \\//  \\    //     \\  ///\\
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //         ///  \\
 //      \\//      \\||___\\  //___| \\  ///      \\//         /_\\  //
//        \/        \\\____\\//___/|  \\///        \/         /___\\//



(8.26)
========================
= TWENTY SIXTH MISSION =
========================


3 Missilers in Type 103 Wanzers:
Level 26

Body      192
Left Arm  108
Right Arm 108
Legs      144

Weapons

Left Grip: Boa Bazooka
Right Grip: n/a

Left Shoulder: n/a
Right Shoulder: Panther M-Launcher

______________________________
3 Missilers in Pegase Wanzers:
Level 26

Body      228
Left Arm  156
Right Arm 156
Legs      204

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: Panther M-Launcher
Right Shoulder: n/a

________________________________
3 Attackers in Type 150 Wanzers:
Level 27

Body      192
Left Arm  120
Right Arm 120
Legs      156

Weapons


Left Grip: Artassaut  SP MG
Right Grip: n/a

Left Shoulder: n/a
Right Shoulder: n/a

______________________________________
1 Commander in Gavel Sakata Type 1285:
Level 27

Body 800

Weapon: Cannon



______________________________________________
1 Carrier in Natural Supply Car (DAIAN TT-22):
Level 27

Body      200

Weapon: Cannon


You'll start the Mission in the north. No real strategy in this Mission, the
combination of superior stats, superior skills and superior equipment makes it
really easy to blow everything away. Just keep Peewee away from the line of
fire and that should do. The Gavel shouldn't provide any challenge but if you
want to be safe just do some damage withmissiles first and then do the rest
with your mgs(alternatively you can take it out completely with missiles but
that's not really necessary). Usually when In play this Mission one or two
enemy Wanzers and the Supply Car flee from you to the lowest corner of the area
and you'll wonder why you haven't already won the Mission because all the
buildings block your sight and you can't see them. Just deactivate layer one
and hunt them down.

After the Mission Dr. Brown will show you a warehouse. Just choose City from
the menu to get to Rupidis.



 _       _  __   ______
| \ ||  | \||\\ |\ ___/
||\\||  ||\\||\\||\\
||//||  ||//|| \\| \\
||\\||  ||/||| //|  \\
|| \\|__|| |||//||___\\
||  \\___/ ||// ||\____\




(8l)
Rupidis
-------


Welcome to the last town on Huffman Island. Here you will find the ultimate
equipment, the best of the best.


EQUIPMENT

PARTS:

Wanzer          Body          L.Arm
_______________________________________________________________________________
STANDARD A/M(1) Valiant     --Terran[C]
         A/M(2)
         A/M(3)             --Terran
         A/M(4)              -Caroc
         A/M(5)              -Caroc
         A/M(6)              -Caroc
        *A/M(7)               Zenith V
        *A/M(8)               Zenith V
         A/M(9) Zenith V      Terran[C]
         A/M(10)             -Caroc
         A/M(11)              Zenith V
         A/M(12)              Valiant
         A/M(13)              Zenith V
         A/M(14)             -Caroc
         A/M(15)              Terran[C]
         A/M(16)             -Caroc

Shrike          Valiant      Zenith V
Raioh           Valiant      Zenith V
Primrose        Valiant      Zenith V
Ms Jerry        Valiant      Zenith V
Hunter J        Valiant      Zenith V
Rainbow      ***Zenith V     Zenith V
My Maria        Valiant      Zenith V



Wanzer           R.Arm          Legs          Computer
_______________________________________________________________________________
STANDARD A/M(1)  --Terran[C]    Zenith V      Fahta RG-0624z
         A/M(2)  Zenith V
         A/M(3)  -Caroc
         A/M(4)  -Caroc
         A/M(5)  Zenith V
         A/M(6)  Valiant
        *A/M(7)  Zenith V
        *A/M(8)  Valiant
         A/M(9)  Valiant

         A/M(10) -Caroc
         A/M(11) Valiant
         A/M(12) Valiant
         A/M(13) Zenith V
         A/M(14) Zenith V
         A/M(15) -Caroc
         A/M(16) Valiant

Shrike          Zenith V       Zenith V      Karen Device BD-6Kr
Raioh           Zenith V       Zenith V      Fahta RG-0624z
Primrose        Zenith V       Zenith V      Fahta RG-0624z
Ms Jerry        Zenith V       Zenith V      Fahta RG-0624z
Hunter J        Zenith V       Zenith V      Fahta RG-0624z
Rainbow      ***Zenith V       Zenith V      Fahta RG-0624z
My Maria        Zenith V       Zenith V      Fahta RG-0624z




WEAPONS:

Wanzer          L.Grip           R.Grip
_______________________________________________________________________________
STANDARD A/K(17)Terran MG        Terran MG
         A/M(18)Terran MG        FV-24B Vulcan[F]
         A/M(19)                 Firebird Rifle[F]
         A/M(20)                 Banish II Bazooka[F]
         A/M(22)Caroc MG         Caroc MG
         A/M(23)Caroc MG         FV-24B Vulcan
         A/M(24)                 Firebird Rifle[F]
         A/M(25)                 Banish II Bazooka[F]
         A/M(26)FV-24B Vulcan[F] FV-24B Vulcan[F]
         A/M(27)                 Firebird Rifle[F]
       **A/M(28)                 Banish II Bazooka[F]
       **A/M(29)Firebird Rifle[F]Banish II Bazooka[F]
       **A/M(30)Banish II        Banish II
         A/M(31)

Shrike         FV-24B Vulcan    FV-24B Vulcan
Raioh          FV-24B Vulcan    FV-24B Vulcan
Primrose       FV-24B Vulcan    FV-24B Vulcan
Ms Jerry       FV-24B Vulcan    FV-24B Vulcan
Hunter J       FV-24B Vulcan    FV-24B Vulcan
Rainbow    *** Banish II        Banish II
My Maria       FV-24B Vulcan    FV-24B Vulcan


Wanzer           L.Shoulder                 R.Shoulder
_______________________________________________________________________________
STANDARD A/K(17) Albatross R-Launcher[C]    Albatross Launcher[C]
         A/M(31) Albatross R-Launcher[C]    WS-14B Shield

Shrike           Albatross R-Launcher[C]    WS-14B Shield
Raioh            Albatross R-Launcher[C]    WS-14B Shield
Primrose         Albatross R-Launcher[C]    WS-14B Shield
Ms Jerry         Albatross R-Launcher[C]    WS-14B Shield
Hunter J         Albatross R-Launcher[C]    WS-14B Shield
Rainbow    ***   Albatross R-Launcher[C]    Albatross Launcher[C]
My Maria         Albatross R-Launcher[C]    WS-14B Shield





*
Only possible if you equip at least one WS-14B Shield.

**
Only possible if you equip not more than 1 Valiant arm.

***
I equipped Paul this way because he hadn't yet gained Speed (I wonder why as he
had passed the point for a new Skill with 9999 Short). And it is good to have
one with lots of Long firepower if all others have mostly Short firepower.

(1)
For the highest possible Short firepower choose this setup with a Valiant body
that because of the low weight of the Terran arms and lacking grip weapons can
provide you with lots of body HP.  The HUGE and probably unignorable downside
of this is the EXTREMELY low HP of the Terran arms. In the coming Mission the
enemies will have an annoyingly high Attack and do loads of damage. Their
damage is sometimes enough to take out a Terran arm with a single blow, i.e. if
you get attacked you might not just not be able to counter, you might stand
there without even a SINGLE arm, which really sucks cause then you have to not
just waste two turns on healing, before you can even do that you first have to
stand next to Peewee, which can prove extremely dangerous to Peewee because the
enemies' damage could possibly take him out in one, maximum two shots. Then you
would stand there, without arms and without possibility to recover them and be
damned to lose the Mission. So if you HAVE to use a Terran arm, use ONLY one or
you won't be able to use them for long.

(2)/(3)/(4)/(5)/(6)
If going for one of these setups you should first decide which of the Intergun
arms you want go for: Terran has 4X25 Attack, 50 Defense, 90 HIT and 108 HP but
Caroc has 4X23 Attack, 52 Defense, 84 HIT and 168 HP. While you can ignore the
two point Defense of the Caroc arm, you cannot ignore the 2 point Attack
advantage of the Terran arm as it sums up to a total of 8 points, a rather big
advantage especially because it's an mg. Still Caroc has a whole of 60 more HP
and possibly the enemies will do enough damage in the coming Missions to
destroy a Terran arm with only one shot. Since your Short EXP should already be
high enough and you should deal enough damage to wipe out your enemies with one
attack even without a Terran MG, I'd say you should rather go for the Caroc if
you want to have an Intergun.
|
(7)/(8)
After that you have to decide for either for higher HP but both, lower HIT (82)
and lower Defense (52) if you take a Valiant arm or for a little less HP but a
higher HIT (86) and a higher Defense (56), if you pick the Zenith V arm. The
Zenith V arm is the better choice as has a 4 point higher HIT and only 12 less
HP but a 4 points higher Defense than the Valiant which means that the slightly
lesser HP will be made up for because it will take slightly less damage but the
Zenith V arm still has more HIT. Yet these Setups only work if you equip at
least one WS-14B Shield.

(9)/(10)/(11)/(12)/(13)/(14)/(15)/(16)
These Setups are about the same as the ones with a Valiant body but they allow
for two missile launchers and any combination of arms (even two valiant arms).
Of course at the cost of 84 body HP.

(26)/(27)/(28)/(29)/(30)
The FV-24B Vulcan is slightly weaker than the Terran Intergun because, although
the Attack still sums up to 100, it has five bullets which means that one
bullet itself is weaker than a Terran bullet and so for Speed you will not get
an additional 25 Attack per bullet but only an additional 20 per bullet. The
Caroc Intergun is slightly weaker than the FV-24B Vulcan as 4X23+3X23=161 for
the Caroc Intergun but 5X20+3X20=160 for the FV-24B Vulcan. YET the usual way
Switch will kick in is one attack with Speed and a second without Speed which
sums up to:4X23+2X23+4X23= 253 for the Caroc Intergun and 5X20+3X20+5X20= 260
for the FV-24B Vulcan So the FV-24B Vulcan will be of more advantage as not
only you have the damage advantage but also will have the HP and possibly a HIT
advantage because a Zenith arm has 12 more HP and 4 more HIT while a Valiant
arm has the same HIT but 24 more HP.

As always nowadays a Rifle is a huge waste of firepower but if you can't help
it you could chose the Firebird for a 13 point lower Attack than the FV-24B
Vulcan and  the Terran Intergun but 6 point lower Attack than the Caroc
Intergun, yet it has 1 point more Attack than the Banish II Bazooka. Speaking
of which, it has the reach advantage but that's it as it is the weakest of the
grip weapons one could reasonably equip (the others are simply weaker than the
ones listed and have not a single advantage).


(17)/(18)/(19)/(20)/(21)/(22)/(23)/(24)/(25)
Of course these Setups are only possible if you equipped one of the Intergun
arms.

(31)
Since your Short and Long EXP should be high enough to deal heavy damage with
any sort of weapon and most enemies won't be out of reach for a long time you
don't really need two missile launchers, even for your Missilers. Of course one
is still necessary and recommended for both, Attackers and Missilers, because
being in need of a long ranged weapon and not having one really does suck (be
it for assisting a surrounded team mate or for hunting down an enemy before he
can reach a Supply Car and become dangerous again).




                       _____________    __                      ___________
     /\        /\    |\ ___/ \____/|  //\\    /\        //    /____ /___ /
    //\\      //\\   ||\\        //| //  \\  //\\      //    //   ///  //
   //  \\    //  \\  || \\      //||//    \\//  \\    //     \\  //   //
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //         //   //
 //      \\//      \\||___\\  //___| \\  ///      \\//         /_\  //
//        \/        \\\____\\//___/|  \\///        \/         /___\//



(8.27)
==========================
= TWENTY SEVENTH MISSION =
==========================


3 Missilers in Pegase Wanzers:
Level 27

Body      228
Left Arm  156
Right Arm 156
Legs      204

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: Panther M-Launcher
Right Shoulder: n/a

______________________________
3 Attackers in Terran Wanzers:
Level 28

Body      204
Left Arm  144
Right Arm 144
Legs      156

Weapons

Left Grip: Ibis III Rifle
Right Grip: n/a

Left Shoulder: n/a
Right Shoulder: n/a

________________________________
2 Attackers in Type 150 Wanzers:
Level 28

Body      192
Left Arm  120
Right Arm 120
Legs      156

Weapons

Left Grip: Boa Bazooka
Right Grip: Artassaut Deux MG

Left Shoulder: n/a
Right Shoulder: n/a

_______________________________
3 Commanders Brizia II Wanzers:
Level 29

Body      204
Left Arm  144
Right Arm 144
Legs      180

Weapons

Left Grip: ???
Right Grip: Artassaut Deux MG

Left Shoulder: n/a
Right Shoulder: n/a


______________________
Olson in Eldos Wanzer:
Level 38

Body      228
Left Arm  156
Right Arm 156
Legs      204

Weapons

Left Grip: FV-24B Vulcan
Right Grip: n/a

Left Shoulder: n/a
Right Shoulder: Paraina M-Launcher

_________________________
Blakewood in Armored Car:
Level 37

Body      200

Weapon: Cannon

___________________________
1 Commander in Armored Car:
Level 29
Body      200

Weapon: Cannon

______________________________________________
1 Carrier in Natural Supply Car (DAIAN TT-22):
Level 25

Body      200

Weapon: Cannon


You'll start the Mission in about the middle of the area. have Roid advance to
the lower group made up of a Terran Attacker, a Brizia II Commander and Olson.
Have Sakata advance to meet the enemy at the eastern front made up of two Type
150 Attackers and a Pegase Missiler. Send Natalie to the western front of two
Terran Attackers, two Pegase Missilers and a Brizia II Commander. Send Keith to
assist Roid at the southern front and have JJ aid Natalie at the western front.
Send Paul along to the western front, he'll be of advantage against the two
Missilers there and let Hans help Sakata out at the eastern front.
In the second round (maybe it has something to do with killing Olson but
definitely it doesnt't happen immediately afterwards) the Commander in the
Armored Car says he wants to call for reinforcements and Blakewood. The enemy
Supply Car might just as well wander off to kill Blakewood. It doesn't make ANY
sort of difference if Blakewood gets destroyed. You don't get money for
completing the Mission, only for destroying the enemies and this the exactly
the same and completely independent from Blakewood's destruction. So after all
enemies are estroyed and if Blakewood was destroyed or not you'll speak with
him anyway.

After the Mission head back to Rupidis and do what ever you fancy except
leaving, you have to accomplish two more Mission before you can leave this
town. As soon as you choose Dock of No 16 the next Mission will start.




                      _____________    __                      _____
     /\        /\    |\ ___/ \____/|  //\\    /\        //    /____ \
    //\\      //\\   ||\\        //| //  \\  //\\      //    //   //\\
   //  \\    //  \\  || \\      //||//    \\//  \\    //     \\  //\//
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //         ////\\
 //      \\//      \\||___\\  //___| \\  ///      \\//         //_\\//
//        \/        \\\____\\//___/|  \\///        \/         /___\\/




(8.28)
=========================
= TWENTY EIGHTH MISSION =
=========================


3 Missilers in Vals Wanzers:
Level 29

Body      240
Left Arm  180
Right Arm 180
Legs      228

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: Panther M-Launcher
Right Shoulder: Albatross R-Launcher

________________________________
4 Attackers in Type 105 Wanzers:
Level 29

Body      216
Left Arm  144
Right Arm 144
Legs      192

Weapons

Left Grip: FV-24B Vulcan
Right Grip: n/a

Left Shoulder: n/a
Right Shoulder: n/a

______________________________
4 Attackers in Pegase Wanzers:
Level 29

Body      228
Left Arm  230
Right Arm 156
Legs      228

Weapons

Left Grip: n/a; Wild Goat II Intergun
Right Grip: Mostro III-SZ MG

Left Shoulder: n/a
Right Shoulder: n/a

____________________________
1 Commander Valiant Wanzers:
Level 30

Body      324
Left Arm  156
Right Arm 156
Legs      204

Weapons

Left Grip: Artassaut Deux MG
Right Grip: FV-24B Vulcan

Left Shoulder: n/a
Right Shoulder: n/a

__________________________
1 Carrier in Algem Wanzer:
Level 28


Body      300
Left Arm  140
Right Arm 140
Legs      200

Weapons

Left Grip: n/a; Algem Intergun
Right Grip: n/a; Algem Intergun

Left Shoulder: n/a
Right Shoulder: n/a

_______________________________________________
2 Carriers in Natural Supply Car (DAIAN TT-22):
Level 28

Body      200

Weapon: Cannon


You'll start this Mission loosely spread in the west. Sakata is somewhat
eastern of the rest and will come last so I'll name him last. There is actually
not much of a strategy here. I finished this Mission when I actually only
tested out the effects of the items and was only using Roid and Sakata.
But I'll write the strategy for all anyway. If you equipped everyone like I did
you don't really need to care whom you send where, just make sure it's the same
amount of Wanzers. If not, if you equipped your former Missilers with two
missile launchers and only your former Attackers with Shields do as I say: Draw
Roid and Hans to the northern group of enemies. Get Keith, JJ and Paul to the
southern group of enemies that is slightly larger than the others (one Wanzer
more). Get Natalie and Sakata to the eastern front to meet up with this group
of enemies. The southern group has one Missiler, the eastern group two. Keith
has a shield and could protect the others with it if he advances a little more
than the others. Natalie and Sakata have both shields and won't get two much
damage from the two eastern Missilers. After one attack of them you should
already be close enough for Short weapons and waste them soon. The Algem
'Carrier' (dunno why Carrier, usually these were called Commander) is no actual
problem but if you want to be sure and safe have Hans or Roid take out one or
both arms before you close in. The Valiant Commander has lots of HP but still
shouldn't cause any trouble. I was attacked by one of the Supply Cars for no
actual reason, there were still two Attackers in the north.

Anyway this Mission should be over soon. When you're finished just head back to
Rupidis to stock up on anything you want cause afterwards there is still one
Mission before you can leave.




                      _____________    __                      ______
     /\        /\    |\ ___/ \____/|  //\\    /\        //    /____ /\
    //\\      //\\   ||\\        //| //  \\  //\\      //    //   ///\\
   //  \\    //  \\  || \\      //||//    \\//  \\    //     \\  //\\//
  //    \\  //    \\ ||  \\    // ||\\    ///    \\  //         //  //
 //      \\//      \\||___\\  //___| \\  ///      \\//         //__//
//        \/        \\\____\\//___/|  \\///        \/         /____/



(8.29)
========================
= TWENTY NINTH MISSION =
========================


5 Missilers in Eldos Wanzers:
Level 31

Body      228
Left Arm  156
Right Arm 156
Legs      204

Weapons

Left Grip: n/a
Right Grip: Banish II Bazooka

Left Shoulder: Donkey DX II M-Launcher
Right Shoulder: n/a

________________________________
4 Attackers in Arpeggio Wanzers:
Level 31

Body      144
Left Arm  180
Right Arm 180
Legs      204

Weapons

Left Grip: Mostro III-SZ MG
Right Grip: Firebird Rifle

Left Shoulder: n/a
Right Shoulder: n/a

_____________________________________
4 Attackers in Pegase (Vals) Wanzers:
Level 31

Body      240
Left Arm  180
Right Arm 180
Legs      228

Weapons

Left Grip:  Mostro III-SZ MG
Right Grip: n/a

Left Shoulder: n/a
Right Shoulder: n/a

____________________________
1 Commander Valiant Wanzers:
Level 31

Body      324
Left Arm  230
Right Arm 156
Legs      204

Weapons

Left Grip: n/a; Wild Goat II Intergun
Right Grip: FV-24B Vulcan

Left Shoulder: n/a
Right Shoulder: n/a

__________________________________________
2 Commander in Innova Sec TR-5523A Wanzer:
Level 31

Body      600

Weapons: Cannon


______________________________________________
1 Carrier in Natural Supply Car (DAIAN TT-22):
Level 28

Body      200

Weapon: Cannon

Now this is really weird. There are several 'Pegase' Attackers that are
actually Vals Attackers. Although the description says 'Pegase' they are
definitely not Pegase but look like Vals Wanzers on the map AND during a fight,
also there HP are just like that of Vals Wanzers.
Anyway you will start this 'most difficult of all Missions' from the far west.
Actually I would say that the Mission with Hell's Wall is by far the most
difficult but this would be the second and might been intended to be the
hardest but simply because you could have had hardly any skill, not all of the
Elite and a much lower level then the enemy in the Hell's Wall Mission while in
this Mission you have all necessary skills, everyone you need and such a high
level that you can have easily 9999 in Short and Long, a pretty high Agility
score and the level difference makes the enemy do rather low damage while you
do insane amounts of damage makes this one relatively easy. Of course if you
hardly leveled up and have a level that is only a little higher than the one
of the enemies (hopefully your level isn't even LOWER than the enemies') it's
still gonna be sort of tough but I don't think it's as much of a challenge as
the Hell' Wall Mission. Enough of all this talk of voting the hardest Mission.
For some weird reason Sakata is a lot lower then the rest of your team. Usually
he would lead a second group of your Wanzers that are all lower but since you
didn't take any of these he'll be alone. If your Missilers aren't yet as good
as your Attackers in Short, first let one or two of your Attackers wipe out
this Valiant Commander and one or two of the Arpeggio Attackers in the west
before having them move on so that your Missilers won't be having a hard time
cleaning up the west. If your Missilers are good enough in Short send Roid,
Natalie, Sakata and Keith along the edge of the platform to the east. Get JJ,
Paul and Hans onto the platform in the west and clean up all those enemies
there. When you drag all those Wanzers along the edge of the platform the enemy
is coming to meet you before long, with several Missilers, that's why you got
there all your Attackers that should have a shield and lower the damage which
is really necessary as the enemy Missilers have Donkey DX II Launchers that do
really heavy damage even if you have a high Agility and Guard score. Also the
two Innova Commanders and the Arpeggio Attackers have weapons that deal heavy
damage so you should consider using more repairs then usual.
Soon the most enemies should have left or are on their way to leave the
platform and attack all your Wanzers below so that the cleaning team on the
platform won't have much work and soon after can back up the ones on the
ground. If you repair enough and quickly kill off the Missilers and Commanders
this Mission shouldn't be all too difficult.





Once all enemies are dead there will be more reinforcements but Blakewood blows
'em all up and now it's over YOU CAN FINALLY LEAVE RUPIDIS!
All that's left is a single Mission. But before you get there you should stock
up on items and stuff and whatever you fancy.

*******************************************************************************
* --------------------------------------------------------------------------- *
*|I STRONGLY ADVISE YOU TO USE ONLY ROID AND NO ONE ELSE. IF YOU THINK THIS  |*
*|WOULD BE TOO HARD TAKE SAKATA ALONG BUT UNDER ABSOLUTELY NO CIRCUMSTANCES  |*
*|TAKE MORE THAN TWO WANZERS! IF YOU CAN HELP IT REALLY ONLY TAKE ROID!!!    |*
* --------------------------------------------------------------------------- *
*******************************************************************************

This next and last and final and whatever Mission will allow you to use every
single Wanzer you could acquire, 17 altogether. Bad idea. Really. If you use
all of your 17 Wanzer with the best equipment, 10 of them being more or less
losers but none the less can kick ass with the superior equipment AND the 7 of
your Elite this last Mission will be a lot easier than the very first Mission
with Roid, Sakata and some random OCU soldier. There are only a few enemies,
which provide no challenge at all, so does Koichi Sakata and so does Driscoll
in both forms.
I don't know why they thought that Driscoll in his 999 HP Mir Orlen form would
be tough, I mean he has not even high HP, he has only like 51 HP more than a
Valiant Wanzer, 5 HP more than the Missilers in this Mission and a whole 4 HP
more than Koichi Sakata. Just how can someone assume than with only 4 HP more
than everybody else Driscoll would be tough if he can't even move and so will
be torn apart by 17 Wanzers with Missiles, 7 of them having 9999 or a similar
number in Long and won't survive half a turn! I mean YOU HAVE PEEWEE!!! You can
stock up on missiles and refill your launchers as often as you want. And his
second form? No better! He is just as strong as he was the last two times you
kicked his sorry ass, any single Wanzer of your Elite can still wipe him out
with only one attack. Sorry but Driscoll is about the most disappointing final
boss I've ever seen (except maybe FFCC, although that boss had insanely awesome
graphics which you cannot say about Driscoll however). He is FAR worse than a
way too hard boss or even than a way too annoying boss, he is just way to weak
which makes this Mission way to disappointing! So to make this Mission any
challenge at all use only Roid. He should be your strongest pilot, if you want
to can drag along Sakata but that could already make things too easy again. If
you want to take the challenge but be safe to not lose the Mission just keep a
Safe State before the Mission and load it if Roid dies.



    _______        ___        ___    ___        __________          ___
   /_____ /|      /_ /|      /__/\  /_ /|      /________ /|        /_ /|
  |      | |     |  | |     |   \ \|  | |     |         | |       |  | |
  |   ___|/      |  | |     |    \ |  | |     |   ___   | |       |  | |
  |  |_____      |  | |     |     \|  | |     |  | |_|  | |       |  | |
  |  |___ /|     |  | |     |  |\     | |     |  |___|  | |       |  | |
  |      | |     |  | |     |  | \    | |     |         | |       |  | |
  |   ___|/      |  | |     |  | |\   | |     |   ___   | |       |  | |
  |  | |         |  | |     |  | | |  | |     |  | | |  | |       |  | |______
  |  | |         |  | |     |  | | |  | |     |  | | |  | |       |  |/_____ /|
  |  | |         |  | |     |  | | |  | |     |  | | |  | |       |         | |
  |__|/          |__|/      |__|/  |__|/      |__|/  |__|/        |_________|/



  ___      ____    ___    _______    _______    ___    _________    ___    ___
 /__/\    /   /|  /_ /|  /_____ /|  /_____ /|  /_ /|  /_______ /|  /__/\  /_ /|
|   \ \  /   | | |  | | |      | | |      | | |  | | |        | | |   \ \|  | |
|    \ \/    | | |  | | |   ___|/  |   ___|/  |  | | |   __   | | |    \ |  | |
|     \/     | | |  | | |  | |___  |  | |___  |  | | |  | ||  | | |     \|  | |
|  |\    /|  | | |  | | |  |/__ /| |  |/__ /| |  | | |  | ||  | | |  |\     | |
|  | \  //|  | | |  | | |      | | |      | | |  | | |  | ||  | | |  | \    | |
|  | |\// |  | | |  | | |___   | | |___   | | |  | | |  | ||  | | |  | |\   | |
|  | |    |  | | |  | |   __|  | |  ___|  | | |  | | |  | ||  | | |  | | |  | |
|  | |    |  | | |  | |  /__|  | | /___|  | | |  | | |  |/_|  | | |  | | |  | |
|  | |    |  | | |  | | |      | | |      | | |  | | |        | | |  | | |  | |
|__|/     |__|/  |__|/  |______|/  |______|/  |__|/  |________|/  |__|/  |__|/

(8.30)
=======================================
= ---------- FINAL MISSION ---------- =
=======================================


2 Missilers in Valiant Wanzers:
Level 31

Body      324
Left Arm  215
Right Arm 215
Legs      240

Weapons

Left Grip: n/a
Right Grip: n/a

Left Shoulder: Paraina M-Launcher
Right Shoulder: Donkey DX II M-Launcher

_____________________________
3 Attackers in Eldos Wanzers:
Level 30

Body      228
Left Arm  156
Right Arm 156
Legs      204

Weapons

Left Grip: FV-24B Vulcan
Right Grip: Firebird Rifle

Left Shoulder: n/a
Right Shoulder: n/a

_____________________________
4 Attackers in Caroc Wanzers:
Level 30

Body      228
Left Arm  168
Right Arm 168
Legs      216

Weapons


Left Grip:  n/a; Caroc Intergun
Right Grip: n/a; Caroc Intergun

Left Shoulder: n/a
Right Shoulder: n/a

__________________________________
Koichi Sakata in Growning Wanzers:
Level 29

Body      345
Left Arm  200
Right Arm 200
Legs      250

Weapons

Left Grip: n/a; Growning Interclaw
Right Grip: n/a; Growning Intergun

Left Shoulder: n/a
Right Shoulder: n/a

______________________
Driscoll in Mir Orlen:
Level 44

Body: 999
Weapon: Mir Orlen MG

_____________________________
Driscoll in Type 11DS Wanzer:
Level 44

Body      345
Left Arm  250
Right Arm 110
Legs      250

Weapons

Left Grip: n/a; Type 11DS Interclaw
Right Grip: n/a; Type 11DS Intergun

Left Shoulder: n/a
Right Shoulder: n/a


Well now this is the last and final Mission, if you heeded my advice and only
used Roid then follow my strategy. If not however you can just advance towards
and mow the enemy down, even if some should fall along the road your Elite
won't and will kick the enemies' ass so hard that it's already ridiculous!
I will only write a strategy for Roid, if you decided to take Sakata along (or
any other of the Elite with Speed, Switch, Duel and Guide) just keep them
together so that they can help each other out.
Since Peewee is about the most important one in this Mission there is a problem
here. As important it is to keep him close by to repair lost limbs, recover HP
without using a repair, stocking up on missiles and so on, as important is it
to keep him out of the line of fire at all costs because he can only survive a
single attack, the Caroc Attackers and the Eldos Attackers, using their FV-24B
Vulcan, could even take him out with a single attack. And when he is gone, Roid
can not repair lost parts or stock up on missiles or items. But since you might
not get to heal between the attacks this could end up really bad.
So try dragging Peewee along about six or seven squares behind Roid, at this
distance it will under most circumstances keep him out of the line of fire but
will allow him to get to a square next to Roid on the next round. If you move
him first then you can even supply on the same turn.But beware of the enemies!
The following I added just when I was playing the Final Mission again:
Just now EVERYONE was only chasing Peewee! Although I was attacked like 3 times
it didn't seem to be intentional, everyone was only moving towards Peewee.
Sorry but this AI is simply stupid! The enemies strategy probably should have
been to first take out my supply and then get me when I'm all alone. Sounds not
too bad but the way they did it was simply pathetic! Everyone only advanced to
get into firing range for Peewee and so they TOTALLY ignored Roid, they didn't
attack even though he was only 1 ONLY ONE square off the fastest way to Peewee
and the Missilers could even have atacked me more often than they did but it
seemed that they were keeping all their missiles for Peewee which doesn't make
sense at all because he only needs 2 to die and a Caroc Attacker or Koichi
Sakata in his Growning could have easily killed him with a single attack. When
we're already talking of him, Koichi wouldn't move unless I was just a handful
of squares away. Even then he didn't attack me, though I'm not sure iff he
actually could have because maybe the Growning has only a very low move (if so
it would be around the same as a regular Wanzer with destroyed legs, doesn't
make any sense so I assume Koichi Sakata is a sissy boy in a way to large toy).
Anyway since everyone was only focussing on Peewee I suffered a whole of 48
damage before facing Driscoll in Mir Orlen, I mean WTF!?? I only use A SINGLE
WANZER IN THE SUPPOSEDLY GARDEST AND LONGEST MISSION WHERE YOU CAN USE ALL, ALL
17 wANZERS and still a had A LOT more problems the last time I tried to stuff a
sandwich into my mouth !Oh my, oh my, I just destroyed Mir Orlen with only one
attack, Driscoll had no chance of countering. Speed, Switch, Speed and another
Switch isn't THAT rare with both Skills at level 3 and although I only do 45-60
damage with each bullet it still is enough to wipe him out before he can attack
himself.
So I was talking of a challenge with using only Roid. Forget it, really. The
only way to actually have a challenge in this Mission at all would be to use
only the ones you never used before, no matter if they're at level 4 or level
21 and leave Roid at the bottom of the area. But I think this would still be
pretty easy.Mabye I come up with an actual way to make this challenging but yet
possible (you could of course only use Frederick and have Roid stay at the
bottom but this would be impossible because Frederick would do like 10 damage
per bullet, hit only once or twice and suffer a lot more damage than Roid.
Oh no this is ridiculous! They didn't think you could possibly kill Drsicoll's
Mir Orlen form with only one attack so after I had reduced it to 0 HP it
attacked me! Since it had no HP I could attack it but of course its HP couldn't
sink any lower it already had 0! So AFTER this attack it blew up and Driscoll's
usual Type 11DS appeared.
BTW, from killing Koichi Sakata with one attack you get 4071 EXP and from
killing Drsicoll in his Type 11DS Wanzer you get 4166 EXP (from the Mir Orlen
you get a ridiculous 79 or sumptn' when killing it with one attack).
Since this is Driscoll EXACTLY the way he was the last two times you kicked his
ass, it is just as easy as it was before. How boring. I though that only using
Roid would be tough, well it isn't THAT easy if you let Peewee die before you
damage any of the enemies but this simply is a ridiculously bad idea as you
just lost your only supply possibility and since the enemies will only attack
Roid BECAUSE NO ONE ELSE IS THERE he might get attacked by like 7 enemies in
one round or possibly even ALL enemies in one round and especially because of
the Eldos Attackers and their Firebirds and the Caroc Attackers with an
occasional Speed you will either lose a limb no matter what OR even worse, you
will have VERY low HP on ALL your parts and since there are Missilers with a
hell lotta reach running loose you might not get out of their reach fast enough
and would probably end up having any sort part destroyed, possibly, no PROBABLY
more than one. Since you cannot regenerate this part, can only destroy less
enemies with missing parts and the fact that this will already happen after the
FIRST round your not gonna last very long. So after all, even if it is
ridiculously easy to kill everyone off while they're hunting Peewee, it is
ridiculously stupid to let him die.
After you completed that Joke of a Mission Roid will blow the facility up and
you'll see them escape with the airship they got in the last Mission.
Afterwards read the text (my rom reads 'Spirit' of Huffman, despite the fact
that every single time before it was called 'Soul' But maybe that was intended).
Behold the cool ending but after the credits there will be still some nice scene
to watch.


===============================================================================


(9)
 ________________
|Tips and Tricks)|
|________________|

(9.1)
 ____________
|Makin' Money|
|____________|

Sure you can make some extra money from Colosseum fights but what if you are
too good?
First of all use a Save State, nothing sucks more than seeing the try to get
more money backfire and you lose more of your already low money.
Then to get the most possible money keep the weakest possible parts. If you
would fight with your best equipment your odds are too good, i.e. the multiplier
for your money is smaller, up to the point when you bet several thousand HD and
only get 5 HD from winning. Of course this sucks when every part costs like
1500 HD. Be sure to exchange everything you can help with the weakest parts.
You couls also use other pilots than your Elite. They are a lot weaker and
could get more money but the downside of this is that well they are not as
strong and you cannot always be sure that they will win so if you are oging to
try this be sure to keep at least 2 save state before the fight
Wanzer: Calm, gotten quite in the beginning, and the rest Tendus stuff, gotten
        from several of your joined team mates, just don't sell it
Grip Weapons: One or Two Sieges, you can buy these in Barinden
Shoulder Weapons: none, you won't guard and won't be using missiles
Computer: Aes BD-068, gotten in Barinden.|
If you did accidentally sell that stuff, just buy the equipment you can get in
Barinden, it doesn't help as much as the weakest but the second weakest stuff
doesn't make that much of a difference.


(9.2)
 _____
|Order|
|_____|

Just because I always name the pilots in the order they come doesn't mean you
have use them in that order. I name them in this order because it's a lot easier
to keep track of whom you already used in this turn. You can easily get
confused, especially if you use more than seven Wanzers. When you want to move
Roid onto a square that is currently occupied by Keith you can just move Keith
out of the way and then move Roid where you want him. Or You want to supply
Sakata now, so just move Peewee first to a square next to him and then let him
supply. If you moved Sakata first, he would have had to wait until the next
round. You switch units with L and R, L moves to the previous one and R to
next one.


(9.3)
 ____________
|Levelling Up|
|____________|

To kick some serious ass you need enough EXP and high enough levels. Just
killing everyone, even if you get all EXP, isn't actually enough. The AI of the
enemies allows for very easy and relative quick levelling.
Once an enemy Wanzer has lost body parts (sometimes only after the loss of the
weapon arm) it will return to one of the enemies' Supply Cars to regenerate the
lost parts. But once these parts are functional again they only have a single
HP. SO what keeps you from waiting on a square next to this enemy and destroying
the parts over and over until you gain as many levels as you want? You shouldn't
be doing this with more than the last one or two enemy Wanzers, which have to be
regular Wanzers or at least have a body, two arms and legs. It obviously doesn't
work with Innova Wanzers or so, which only have a body since to gain a
reasonable amount of EXP you have to destroy at least one body part. Not only
would that mean to completely destroy a large unit but also do they give you a
crappy amount of EXP.
If you want to level up in Long ranged weapons you should have one of your
Wanzers staying on the square next to the enemy Wanzer. An enemy Missiler might
also shoot from where he stands but he could as well just wander off like
Attackers and pick some random target, which could indeed get dangerous if you
have units with low HP in one or more parts or even their bodies. So if you
don't want to waste any items because of a single crippled enemy be sure to keep
those of your team that can't take a hit at least out of the immediate range of
the enemy so that, if he decides to launch an attack himself, he can't destroy
any of their parts.
If you place a 'scapegoat' next to the enemy, he cannot attack the enemy because
if he would the pilot you wanted to level up won't have any parts to destroy. Of
course this will drain the scapegoat's HP but for that either use repairs or
have Peewee stand on a square behind to the scapegoat. This way you can also
level up the scapegoat in Agility. You can of course use different scapegoats
but I always used Roid and so he got a whooping 9999 in Agility in Mission 23.
In the Fort Monus Mission where you attack the actual Fort and not the city are
no Supply Cars. Still you can level up. Actually this Mission is especially good
for leveling because you can easily level up your Agility. Just keep one of the
Defense MGs and have the Wanzer you want to level up be the only one in reach,
then stand Peewee behind him but out of the MG's range. Now you only have to
wait, the MG will do only a little more damage than Peewee repairs in a round
and since Peewee repairs all parts but the MG only hits one you shouldn't need
to use a single item.
If you want to level up several pilots at once it can also work but doesn't
actually go any faster. Yet you can spare the scapegoat for Long levelling.
Position up to three Wanzers around the enemy within firing range and then use
Guide to take out a single part, this way the enemy won't have the possibility
to attack.Of course when leveling up there is always the possibility of
destroying the enemy, which really does suck. So keep a Safe State before every
single shot or it could be the last one. This sounds more time consuming than it
actually is. It only takes around 2-3 minutes per Wanzer to gain a level.
Generally gaining one level for everyone should take between 10 and 20 minute,
depending on their current level. The higher the level the longer it takes. The
enemy will not always attack you, sometimes he will just wait and do nothing.
If you want him to attack you (for Agility EXP) but he doesn't, just wait some
turns without doing anything at all, usually he gets bored and bold enough to
attack again. But if he doesn't stop attacking you can try to take out both arms
and the legs on several turns in a row, usually this should be enough to shut
him up. In rare cases that might still not enough and you might have to also
DAMAGE the body. DAMGAE BUT NOT DESTROY(obviously). Be sure to safe before that
(this is most likely to go wrong for most times tried so you should be loading
several times).Of course you can't attack his body if it only has a handful HP
left and even at ful HP your current weapon might still take him ount with one
shot so even if it's for this purpose only keep a handful of weak rifles, MGs
and missile launchers (alternatively you could use  grenade launchers / bazookas
but they aren't that good for this purpose). But the main
reason to keep weak weapons is that when generally leveling up you will probably
do too much damage (especially Attackers) but with weak weapons you'll still do
enough damage to destroy his limbs but you are not nearly as likely to destroy
his body as well.


(9.4)
 _________________________________
|Taking down Driscoll in Mission 5|
|_________________________________|

Sounds more difficult than it is. The only tough thing about it is that it's
extremely time consuming, up to 2 or more hours, yet it is worth it because you
get a huge 1006 EXP from his body and his legs (arms only like 89 each), which
is enough to catapult everyone that gets 'em a whole 3 levels up, even if
someone destroys legs and body he/she will gain a whole 6 levels (at least if
your starting level would be around 8-12). But before you start attacking him
you have to keep in mind that at least 1 other Wanzer has to survive or Driscoll
will (as in every other Mission he's in, except the last) blow up everything
before you can attack him. Until the Supply Car leaves Driscoll will be waiting
on this parking lot plateau. Just stand one of your Wanzers in front of it
before he leaves it. This way he is disabled. He only has Short range weapons
and although you stand on a square directly next to him he can't attack with
them because of the height difference.
Remember those Iguti Grenade Launchers? Now is the time to use them, gather as
many Wanzers around Driscoll and into firing range as possible (should be four,
me thinks) and then shoot like there's no tomorrow! Since you can only deal 1
damage to his body and his legs and only like 3-8 (in rare cases up to like 17)
to his arms AND 85%-90% will miss it does take ages. If you already have Guide
try to take his arms out first because without them Driscoll is as helpless as
everybody else. Although it isn't necessary to do so it definitely does pay out.
You will gain a whole of three levels for each, the body and the legs, not to
mention the nice money boost from destryoing him.


(9.5)
 ___________________
|Peewee in your back|
|___________________|

Although it gets dangerous in later Missions, in the early ones it comes in
really handy. Simply have Peewee stand behind a Wanzer you want to repair at the
end of the turn. In the early Missions the enemy won't care much about Peewee,
they will usually ignore him and concentrate on your Wanzers and even if they
would attack him, in the earlier Mission he can take quite some attacks before
he gets into danger. Of course you can also do this later on but the later the
Mission the more damage for Peewee the greater the danger of losing him.
Remember
that he cannot use any items even though he carries them. Later on you could try
to keep him only next to Wanzers that are in missile range. This way he will be
a little out of danger but still, if an enemy sees it fit to go after him, there
isn't much you can do. From shortly after the middle of the game Peewee won't
survive a second hit from any long ranged attack and not too long after he's
likely to get destroyed completely from a single short ranged attack. In some
Mission the enemies will go after Peewee as soon as he is in range of their
weapons or will be after they moved. In the last Mission every single enemy was
only concentrating on Peewee, totally ignoring Roid (I only used these two), not
even attacking Roid if he was in range so in the later Mission, even if not
keeping him behind a Wanzer for repairing purposes you should be careful where
to place him.


================================================================================


(10)
 _______
|Credits|
|_______|


-------------------
-SPECIAL THANKS TO-
-------------------



Square/G-Craft - For creating this awesome game (especially Square for also
                 creating lots of other awesome games for SNES and other
                 systems), I have to admit that not just I haven't heard of
                 G-Craft before, I also wouldn't know a single other game they
                 made.

Akujin/Hojo/David Mullen/Shih
Tsu/Frank Hughes/Dark Force   - For translating it into English
                                (at least that's what my patch reads...)

Gamefaqs      - For hosting my FAQ BUT I have to add that now I offcially hate
                CJayC for making me re-edit this whole FAQ >_< ... just kidding.

Myself        - For writing this. I did this all on my own. I'll add some names
                if people help me out but yet I'm the only one who did anything.




==============================================================================



(11)
 _______
|Contact|
|_______|
                    ~~~~~~~~~~~~~~~~~~~
My mail address is  ~ishiirou@yahoo.com~
                    ~~~~~~~~~~~~~~~~~~~

I'll check it around 2-4 times a week (I'm only online around that many times a
week). Even if I won't reply within 20 minutes, I will always reply (even if it
was to say 'Completely unnecessary dude, I already wrote that' or something).
I just started posting on the board but it seems pretty dead anyway.
I am:
Currently hearing Cowboy Bebop OSTs
Currently watching Haibane Renmei
Curretnly reading The Picture of Dorian Gray (Oscar Wilde), yet again
Currently playing PSO Episode I&II (for ages already but it's so addicting)
                  and Rudra no Hihou SNES

Usually I hang out at these boards:

Anime & Manga: Other Titles
Anime & Manga: Social
Movies: Video & DVD
SNES Front Mission (obviously)
SNES Seiken Densetsu III
SNES Rudra no Hihou
GC Pso Episode I&II
GC Pso Episode I&II: Social
I aprreciate all sorts of constructive critique, things I have left out and any
sort of mistake you can help me eliminate becuase I want to make this FAQ as
good as possible.





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OWARI...
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