FRONT MISSION 5: SCARS OF THE WAR HARD MODE FAQ VERSION FINAL(2.05) By Angelo Pineda(rpger77@yahoo.ca) VERSION HISTORY --------------- 26-4-2012 - Minor fixes 24-9-2009 - Clean-up to reflect fan translation changes. 12-6-2007 - Made corrections and fleshed out information in the walkthrough. Guide complete. 2-4-2007 - Battle Simulator data taken out and placed into separate guide. Corrections and Link squad data added, some strategies have been revised. 24-2-2007 - Minor updates and did some spell checking. 20-2-2007 - Hard Mode walkthrough complete. May tweak some material and do spell check for the next update. TABLE OF CONTENTS ----------------- ------------------------------------------------------------------------------ Sections Search Codes ------------------------------------------------------------------------------ 1. INTRODUCTION [INTR] ------------------------------------------------------------------------------ 2. HARD MODE BASICS [HARD] ------------------------------------------------------------------------------ Hard Mode Preparation [PREP] Frequently Asked Questions(FAQ) [TFAQ] ------------------------------------------------------------------------------ 3. WALKTHROUGH [WALK] ------------------------------------------------------------------------------ HUFFMAN ISLAND [HUFF] Second Huffman Conflict [HUF2] STRIKE WYVERNS [STRI] Republic of Kiribati [KIRI] Caspian Sea [CASP] Indochina Conflict [INDO] Fortune Medical [FORT] BARGHEST [BARG] South America [SAME] Cambodia [CAMB] Alaska [ALAS] ------------------------------------------------------------------------------ 4. EXCLUSIVE EQUIPMENT [EXEQ] ------------------------------------------------------------------------------ 5. CREDITS [CRED] ------------------------------------------------------------------------------ To quickly find the section you want, press Ctrl + F at the same time to access the Find options. If you want to access something, type in the word in [] and the [] themselves. If you want to find the Credits, type in [CRED]. AUTHOR'S NOTE ------------- For the many who have been craving to play Front Mission 5, I hope my guides have helped out. They are now complete and all information and details about each portion of the game have been documented. If there is anything I missed, please send an email by all means. I have worked tirelessly to provide the best Western coverage of the game and I thank all of you who have sent me positive comments about my work. Enjoy! ------------------------------------------------------------------------------ 1. INTRODUCTION [INTR] ------------------------------------------------------------------------------ This is a Hard Mode walkthrough for Front Mission 5: Scars of the War, released only in Japan on the Sony PlayStation 2. This is a specific guide only for the game's second playable option, Hard Mode. This will not document any material pertaining to the game's other features and whatnot so please don't send any questions to my e-mail address about that. Go to GameFAQs if you are looking for other guides to the game. ------------------------------------------------------------------------------ 2. HARD MODE BASICS [HARD] ------------------------------------------------------------------------------ Thought the default setting was hard enough? Think again! Hard Mode, while retaining a good number of elements from the normal game, enjoys the luxury of having restrictions placed on the normal game removed. Other changes are made and they are discussed in the following. What is retained: 1. Camouflage and Theater data from the clear file using data from the last playthrough. What is new: 1. Enemy equipment are upgraded by several Ranks based on mission. 2. Enemy Links occur at Peseta City, right when Links become available. 3. Enemy skills are no longer restricted, as many stronger skills replace the weaker ones (ally units are also affected). 4. Enemy AI fights more aggressively and properly act based on the Job types, also less vulnerable to the bait tactics. 5. Additional modifications to the enemies are shown as the game progresses, such as enhanced Evasion and EMP resistance. 6. Additional enemy units, reinforcements, Link squad re-arrangements, and different enemy placements are seen in missions but not noticeable in the briefings. 7. Mission conditions change such as optional targets and turn limits. 8. Simulators offering part rewards and Simulator 19 are affected by the equipment upgrade. 9. Survival Simulator restriction has been removed and the maximum is now at floor 100. 10. Remodel restriction has been removed and any part can be Remodeled to the max, given the RP and CP costs are covered. In a nutshell, it's quite a big change from the normal game. Rather than using the same strategies in the normal game, Hard Mode requires different approaches for victory. The briefing won't help you out as much, now that it will not disclose everything much like Front Mission 2's briefings were. However, the challenge can be completely taken away by abuse of Remodeling and Survival Simulator. This is not the purpose of this walkthrough. The walkthrough will be based on a purely fair game, only saving Remodeling and Survival Simulator use at the very end of the game. With this said, fair play and working with what's given are key to this walkthrough. If you wish to Remodel if a mission or two feels too hard, that is your choice. For the rest, read along. ------------------------------------------------------------------------------ HARD MODE PREPARATION [PREP] ------------------------------------------------------------------------------ As we will be working with what is given to us, it will definitely be a challenge to beat the missions and keep your squad alive. This will be a brief section, but the following are important to keep in mind during a run on Hard. These are 10 fundamental steps that should be followed as much as possible: 1. Minimize friendly fire as much as possible! It may not seem like much but on Hard, it is very difficult to keep every unit healthy with Repair capabilities. The AI will mercilessly exploit angles of attacking to keep triggering friendly fire and as your squad will be in a constant state of damage, it can be fatal. Position everyone carefully and always analyze the various approaches of being fired at. Just because you positioned some of them to minimize it doesn't mean the AI can't find those angles. 2. Maximize your Link capabilities by Scouting and assembling an active squad that can effectively fight and defend in Links. Specifically, Scout and assemble a squad with pilots consisting of all four pilot types for use in various missions. Even though the walkthrough will concentrate on certain pilots, choose what works for you. Apart from maximizing Links, you need to ensure friendly fire is minimized via a pilot composition that isn't purely one type. 3. Always be mindful of where you place your Mechanics. The AI wastes no time to grind them to junk on Hard and as the only pure Repair support, losing them is never good news. This also goes for your Striker, who will get picked on as much if they are left in a position where the AI can corner and blast them safely. Lastly, apply the same issues with any pilots in danger status. 4. Don't be conservative with Repairs and Repair items! You would be amazed at how many times you'll lose a unit you thought was fine during an Enemy Phase on Hard. It will happen and it is not good practice. Even if you are using your Repairs a lot, there are times where units will still be heavily damaged and Repairing won't simply work. Still, it is better to act this way than watch a half HP Gunner unit being destroyed in just two Link attacks on an Enemy Phase. 5. When it comes to wanzer setup, prepare accordingly and be sure to use a mixture of parts instead of sticking with what's given. Since it will be an issue to destroying enemy units faster, try and have a Striker weapon armed on everyone. Repair items are crucial since one unit dedicated to Repairs will not be enough to survive. Also, high MV ratings on Legs are important to be able to avoid enemy fire and move to a more advantageous position. 6. As far as skills go, Barrage is a must-have and should be equipped at as much as possible. As Link squads tend to be bigger and minimizing the amount of enemy attacks is vital to surviving, Barrage makes your life easier. For other skills, the leader-type skills are highly recommended to equip. These include skills such as Evasion + 2% or Defense + 4. They truly help to put your units on a more level playing field and keep them operating longer. The Shot skills work great as well for lowering enemy stats. 7. DO NOT TRY THE BAIT GAME! Seriously, that is highly discouraged here and if you do so, you will quickly learn why. You see, the AI here has a rather bad habit of being programmed to attack with all units in a current mission if you try to lure out a Link squad or two for your group to kill. As many missions here now have over 20 enemies to kill, things can be pretty ugly fast. 8. Get Darril. This walkthrough will detail how to get him but remember to do so. As Darril's skill activation rate is higher than normal, he's quite an asset for wanzer killing on Hard mode. Continuining on with the Scouting fun, be sure to grab a variety of pilots with different pilot types and nab the S-Type pilots when they show up. 9. EMP Backpacks are your best friend here. They may not seem useful, but seriously they are. Being able to neutralize an enemy's ability to act and attack helps greatly. When the EMP Backpacks that can Armor Coat or can use various Repair Backpack functions show up, switch to them. Makes for a great secondary Repair/support unit without having the Job of a Mechanic. 10. SAVE! Don't simply think you can beat missions without saving on Hard since dying is a common sight. If you have to, use the Quicksave option if you want to finish a mission without starting the mission again. Also, since we will be playing a fair Hard Mode game, do not abuse the Arena or Simulator as well. Do each Simulator once, with the exception being that you didn't unlock a certain Simulator. As for the Arena, try to limit the fights to 3 at best. Having Charge III or Speed III early ruins the challenge and the point of Hard IS the challenge! ------------------------------------------------------------------------------ FREQUENTLY ASKED QUESTIONS(FAQ) [TFAQ] ------------------------------------------------------------------------------ Q: I did a mission but I noticed the enemy arrangement was different and there were 8 more units. How is this possible? A: As stated above, a lot of missions change radically and the changes are never shown in the briefings. Don't rely on them too much here. Q: When I fought an enemy during a mission, I saw them using skills that weren't there in the normal game. Also, I noticed their skills activate more frequently than before. Is this true for missions on Hard? A: That is correct. A normal game somewhat restricts the skills the enemy can use and Hard Mode removes that. Skill activation is indeed higher and it is normal for enemies. Q: When I fight one of the bosses, I noticed the damage is significantly higher than what is said. The boss I fought used a weapon that deals 22 per round, but it did around the range of 30-35. How is this? A: Bosses may have damage modifiers. This allows their attacks to deal more damage than what is said and bypass the Defense value. Resistance defense still applies so use that to lessen the damage. Q: When I play a Simulator, the enemies either aren't changed or gain a big upgrade. Can you clarify what this means? A: Only Simulators offering part rewards and one other are affected by the upgrade. The rest remain exactly as they were on a normal game. ------------------------------------------------------------------------------ 3. WALKTHROUGH [WALK] ------------------------------------------------------------------------------ This section will discuss the game and the wonderful things that can be done with it. It's pretty self explanatory really but for the missions, read the following for more info: ****READ THE FOLLOWING BELOW BEFORE PLAYING**** ------------------------------------------------------------------------------ Mission - mission number ------------------------------------------------------------------------------ Difficulty - how hard or easy the mission is(out of 5*). Enemies - how many enemies are in the mission. Bosses - how many bosses are in the mission. Units - how many player units can be deployed in the mission. Allies - how many ally units are in the mission. Winning Condition - what will win the battle. Losing Condition - what will lose the battle. Excellent Performance - rewards for beating the mission with little error. Link Squad - any notable squads of enemies to deal with, including bosses. Battle Reward - the spoils for winning the battle. Pilot EXP - pilot EXP amount given to all pilots, alive or dead. CP - CP amount gained. Unit type - Total x Number AP: MV: Lv: AP Charge: Unit Loadout: Weapon Loadout: Body - (damage type) weapon - damage, range, AP cost Arms - boss weapons - max to min range accuracy is given Legs - and amount of attacks given by damage in (), Evasion - Striker bonus is listed if applicable Armor - stationary unit weapons - accuracy and area effect Defense - BAL* will be given Pilot Type - only for Bosses and special units. See Pilot Types. Job Levels: Skills: Stk - anything in () usually means it is for a certain Asl - enemy unit or two. If a weapon is identified, it Gun - means the skill is only for units with that type Lnc - of weapon. Any items will be displayed here as well. Mec - Jam - Recommendation - what units and equipment to prepare for the mission. Strategy - how to beat the mission obviously. :) Notes Guide: * - BAL format is reading Defense with Body first, Arms next, and Legs last. ie. 12/4/8 reads as 12 Defense for Body, 4 for Arms, and 8 for Legs. ------------------------------------------------------------------------------ Difficulty Notes: * - A very easy mission. Basic tactics such as attack, movement, and counters are more than enough to complete these missions. You have to try very hard to actually fail them and I'm being very honest here. ** - An easy mission. Basic tactics still work well, but don't make too many mistakes. You may have to update your loadouts if you experience some trouble in completing the mission. Nonetheless, you can safely breeze through them if you come prepared. *** - An average mission. Missions of this caliber are not that simple to clear and have a number of tough spots. You will have to update your loadouts to the most recent gear that you can purchase at the Hangar. Basic tactics will work, but you may have to apply advanced tactics to survive. **** - A hard mission. You will not only have to update your loadouts to the most recent gear, but go for the best ones in stock. Equipping items is also recommended to increase your chances of survival. You will need to apply both basic and advanced tactics to clear these missions. ***** - A very hard mission. You need to really go for the best parts when customizing your units and equipping items is mandatory. Apart from applying tactics, you need to plan out your course of action in regards to the enemies and mission conditions. You might need a bit of luck to clear this mission. ------------------------------------------------------------------------------ For those who did not read information about the weapons: Machine Gun - MG(Piercing/P) Shotgun - SG(Impact/I) Flamethrower - FT(Fire/F) Gatling Gun - GG(Piercing/P) Rifle - RF(Piercing/P) Bazooka - BZ(Fire + Impact/F+I) Missile Launcher - MS(Fire/F) Grenade Launcher - GR(Fire/F) Rocket Launcher - RK(Fire/F) Knuckle - KN(Impact/I ) Rod - RD(Impact/I) Pile Bunker - PB(Piercing/P) Shield - SD(Impact/I) Cannon - CN(Piercing/P or Neutron/N) ****READ THE FOLLOWING ABOVE BEFORE PLAYING**** ------------------------------------------------------------------------------ HUFFMAN ISLAND [HUFF] ------------------------------------------------------------------------------ Watch the introductory cutscenes and you will be in your first mission. ------------------------------------------------------------------------------ 2ND HUFFMAN CONFLICT [HUF2] ------------------------------------------------------------------------------ You cannot exit this mission as the system menu is disabled. ------------------------------------------------------------------------------ Mission 00 - Basic Tutorial ------------------------------------------------------------------------------ Difficulty: * Enemies: 3 Bosses: 0 Units: 1 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: None. No Link Squads. Battle Reward -------------- Pilot EXP - 0 CP - 0 Enemy Composition ------------------------------------------------------------------------------ Assault in Warlus - Total 1 AP: 12 MV: 6 Lv: 1 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 56/400 (P) MG - 8 x 11, 1-4, 4 AP Arms - 222 (P) MG - 8 x 11, 1-4, 4 AP Legs - 311 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lnc - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Striker A in Enyo - Total 1 AP: 12 MV: 4 Lv: 1 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 160/320 (I) KN - 18 x 1, 1, 1 AP Arms - 88/177 (I) KN - 18 x 1, 1, 1 AP Legs - 124/248 Evasion - 0% Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lnc - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Striker B in Enyo - Total 1 AP: 12 MV: 4 Lv: 1 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 160/320 (I) KN - 46 x 1, 1, 1 AP Arms - 88/177 (I) KN - 46 x 1, 1, 1 AP Legs - 124/248 Evasion - 0% Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lnc - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Recommendation: None really. This is a "training" mission. Strategy: This first mission is the same as in a normal game file. No change. ------------------------------------------------------------------------------ FORT MONUS BASE --------------- Information Update: 1. Tutorials - James at the Mess Hall. 2. 1 RP - Alan at the Hangar. You should know what needs to be done. Be sure to grab the 1 RP bonus that Alan provides before you head out of the base. ------------------------------------------------------------------------------ Mission 01 - Freedom Invasion 1 ------------------------------------------------------------------------------ Difficulty: ** Enemies: 4 Bosses: 0 Units: 2 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: None. No Link Squads. Battle Reward --------------- Pilot EXP - 150 CP - 720 Enemy Composition ------------------------------------------------------------------------------ O.C.U. 73rd Assault A in Warlus - Total 1 AP: 12 MV: 6 Lv: 1 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 172/576 (I) SG - 15 x 7, 1-3, 3 AP Arms - 159(L)127(R)/319 (I) SD - 42 x 1, 1, 1 AP Legs - 178/447 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lnc - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ O.C.U. 73rd Assault B in Warlus - Total 1 AP: 12 MV: 6 Lv: 1 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 230/576 (P) MG - 8 x 12, 1-4, 4 AP Arms - 0(L)223(R)/319 (P) MG - 8 x 12, 1-4, 4 AP Legs - 178/447 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lnc - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ O.C.U. 73rd Assault C in Warlus - Total 1 AP: 12 MV: 6 Lv: 1 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 576 (P) MG - 8 x 11, 1-4, 4 AP Arms - 319 (P) MG - 8 x 11, 1-4, 4 AP Legs - 447 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lnc - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ O.C.U. 73rd Launcher in Enyo - Total 1 AP: 12 MV: 1 Lv: 1 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 368/461 (I) KN - 18 x 1, 1, 1 AP Arms - 228(L)254(R)/254 (I) KN - 18 x 1, 1, 1 AP Legs - 0/358 (F) MS(0) - 75 x 2, 6-8, 10 AP Evasion - 0% (F) MS(0) - 75 x 2, 6-8, 10 AP Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lnc - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Recommendation: None. Your equipment is more than enough to beat this one. Strategy: This mission is a warm-up of how much stronger wanzers can become and the obvious difficulty increase. Standard tactics will win but conserve your Repairs and use Walter's PB frequently. Keep Damon in range to attack and try not to let him get targeted. Save the All Repair for Walter since he'll be taking most of the damage. ------------------------------------------------------------------------------ Mission 02 - Freedom Invasion 2 ------------------------------------------------------------------------------ Difficulty: **** Enemies: 3 Bosses: 1 Units: 2 Allies: 2 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: None. No Link Squads. Battle Reward --------------- Pilot EXP - 200 CP - 720 Enemy Composition ------------------------------------------------------------------------------ Boss - Glen Duval in Kyojun(Gunner) AP: 13 MV: 4 Lv: 3 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 496/621 (P) RF - 104 x 1, 1-7, 6 AP, 74-51% Arms - 311(L)242(R)/346 (I) KN - 18 x 1, 1, 1 AP, 94-94% Legs - 338/483 Evasion - 0% Armor - None Defense - 14/14/14 Pilot Type - Aggressive Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ O.C.U. 48th Assault A in Warlus - Total 1 AP: 12 MV: 6 Lv: 2 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 288/576 (P) MG - 10 x 10, 1-4, 4 AP Arms - 159(L)191(R)/319 (P) MG - 10 x 10, 1-4, 4 AP Legs - 223/447 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ O.C.U. 48th Assault B in Warlus - Total 1 AP: 12 MV: 6 Lv: 2 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 403/576 (P) MG - 10 x 10, 1-4, 4 AP Arms - 255(L)223(R)/319 (P) MG - 10 x 10, 1-4, 4 AP Legs - 312/447 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ O.C.U. 48th Launcher in Enyo - Total 1 AP: 12 MV: 4 Lv: 2 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 368/461 (I) KN - 18 x 1, 1, 1 AP Arms - 177(L)203(R)/254 (I) KN - 18 x 1, 1, 1 AP Legs - 286/358 (F) MS(2) - 85 x 2, 6-8, 12 AP Evasion - 0% (F) MS(1) - 85 x 2, 6-8, 12 AP Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Reinforcements: (ally) ------------------------------------------------------------------------------ Assault in Gust - Total 1 AP: 12 MV: 6 Lv: 2 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 380 (P) MG - 12 x 9, 1-4, 4 AP Arms - 211 (I) SG - 14 x 8, 1-3, 3 AP Legs - 295 Evasion - 12% Armor - None Defense - 16/16/16 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Randy O'Neill in Eldos(Mechanic) AP: 12 MV: 5 Lv: 2 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 340 (P) MG - 12 x 9, 1-4, 4 AP Arms - 188 (I) SD - 12 x 1, 1, 1 AP Legs - 264 Evasion - 0% Armor - None Defense - 24/24/24 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Recommendation: None yet again. Don't worry, reinforcements will help out. Strategy: This is likely the first mission you will really have an issue keeping all pilots healthy and operating. Move to where Randy and the Assault ally are and stay there until they show up. Now, position everyone carefully and be sure to spread the damage as you will have moments Randy cannot Repair anyone else and you're out of Repair items. Walter should be shoving his PB into any wanzer while Damon and the Assault weaken them. Stay away from the range of the Launcher to avoid severe damage. As for Glen, gang up on him so he can't escape. What you can and should do is send the Assault ally to keep him busy. It doesn't matter what happens to him anyways, but being able to weaken Glen with your friendly ally is helpful. ------------------------------------------------------------------------------ FREEDOM GARRISON ---------------- Information Update: 1. New Tutorials - James at the Mess Hall. 2. 1 RP - Simon at the Mission Briefing Room. 3. Wanzer and Pilot Setup enabled. 4. Arena - Alex then Cindy, select first choice from option, at the Mess Hall. Access through Boris at the Simulator Room. 5. Simulator - Dennis at the Mission Briefing Room. Access through Monica at the Simulator Room. 6. Simulator 01 available. After the scene in the POW Holding Area, head to the Mess Hall and speak with Brenda three times. Talk with Darril afterwards. We're going to Scout him as he's a valuable asset on this mode in the future. Watch the Main Gate scene then head back to the Mess Hall. Speak with Calvin then to Darril until he leaves the area. When you're done with what you need to do, go to the Briefing Room then Move Out for your next assignment. On a special note, don't sell your initial equipment. You can Remodel them into their stronger derivatives later and they will come in handy if you wish to use them. You could easily forget about the Frost since its important derivatives are sold at the Hangar at a later point. Cheyenne and Eldos, on the other hand, have useful derivatives. As for weapons, Gale's derivative is buyable at a later date, but keep the Press Needle. The Donkey missiles are worth keeping as well, since they can branch off into a solid and AP-friendly derivative later. ------------------------------------------------------------------------------ Mission 03 - Locusta Desert ------------------------------------------------------------------------------ Difficulty: *** Enemies: 5 Bosses: 0 Units: 3 Allies: 1 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: None. No Link Squads. Battle Reward --------------- Pilot EXP - 400 CP - 840 Enemy Composition ------------------------------------------------------------------------------ Recon Unit Gunner in K-78 Sonata(Tank) - Total 2 AP: 13 MV: 4 Lv: 3 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 1199 (P) CN - 95 x 1, 1-8, 6 AP Evasion - 0% Armor - None Defense - 50 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 2 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Recon Unit Launcher in Enyo - Total 1 AP: 13 MV: 4 Lv: 3 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 553 (I) KN - 18 x 1, 1, 1 AP Arms - 304 (I) KN - 18 x 1, 1, 1 AP Legs - 430 (F) MS(4) - 107 x 2, 6-8, 12 AP Evasion - 0% (F) MS(4) - 107 x 2, 6-8, 12 AP Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 2 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Recon Unit Striker in Scintilla - Total 2 AP: 13 MV: 6 Lv: 3 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 605 (I) KN - 55 x 1, 1, 1 AP Arms - 336 (I) KN - 55 x 1, 1, 1 AP Legs - 469 Evasion - 16% Armor - None Defense - 20/20/20 Job Levels: Skills: None. Stk - 2 Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Allies: Assault in Gust - Total 1 AP: 13 MV: 6 Lv: 3 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 456 (P) MG - 13 x 9, 1-4, 4 AP Arms - 253 (I) SG - 11 x 11, 1-3, 3 AP Legs - 354 Evasion - 12% Armor - None Defense - 16/16/16 Job Levels: Skills: None. Stk - 1 Asl - 2 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Recommendation: Rank 2 equipment. Strategy: The Gunner tanks go first and then concentrate on the Strikers. Your Assault ally should take the hits so it will be easier to keep everyone Repaired. Against the two Strikers, try to get one of them to concentrate on the ally unit and not Randy. He will not last attacks from both units. As with last time, do not give the Launcher range to strike. Make the ally Assault work at it by sending him to attack an enemy on every phase. ------------------------------------------------------------------------------ FREEDOM GARRISON ---------------- Information Update: 1. 1 RP - Dean at the Mess Hall. 2. New equipment at the Hangar. Head to the Mission Briefing Room and speak to Randy and Dennis. Next, go to the Mess Hall and speak with Brenda. Talk to Darril next and select the second choice in the option he gives you. While we're here, go and complete Simulator 02 and grab the Artassaut MG. You can Remodel it, but that takes some of the challenge away at this point. Move Out when ready. ------------------------------------------------------------------------------ Mission 04 - Freedom Defense ------------------------------------------------------------------------------ Difficulty: *** Enemies: 8 Bosses: 0 Units: 4 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: None. Link Squad A(no Link capability): Assault(Leader) Launcher Striker Link Squad B(no Link capability): Gunner(Leader) Assault Launcher Battle Reward --------------- Pilot EXP - 600 CP - 840 Enemy Composition ------------------------------------------------------------------------------ Riot Police Assault in Warlus - Total 2 AP: 13 MV: 7 Lv: 4 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 691 (P) MG - 14 x 10, 1-4, 4 AP Arms - 383 (P) MG - 14 x 10, 1-4, 4 AP Legs - 536 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: None. Stk - 1 Asl - 2 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Gunner in Kyojun - Total 1 AP: 13 MV: 4 Lv: 4 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 621 (P) RF - 104 x 1, 1-7, 6 AP Arms - 346 (I) KN - 18 x 1, 1, 1 AP Legs - 483 Evasion - 0% Armor - None Defense - 14/14/14 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 2 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Heli Pilot in Linqid M3 - Total 2 AP: 13 MV: 5 Lv: 4 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 1397 (P) MG - 10 x 14, 1-5, 4 AP Evasion - 0% (F) MS(10) - 39 x 6, 6-8, 9 AP Armor - None Defense - 0 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 2 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Launcher in Enyo - Total 2 AP: 13 MV: 4 Lv: 4 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 553 (I) KN - 18 x 1, 1, 1 AP Arms - 304 (I) KN - 18 x 1, 1, 1 AP Legs - 430 (F) MS(4) - 107 x 2, 6-8, 12 AP Evasion - 0% (F) MS(4) - 107 x 2, 6-8, 12 AP Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 2 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Striker in Scintilla - Total 2 AP: 13 MV: 7 Lv: 4 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 726 (I) KN - 60 x 1, 1, 1 AP Arms - 403 (I) KN - 60 x 1, 1, 1 AP Legs - 563 Evasion - 16% Armor - None Defense - 20/20/20 Job Levels: Skills: None. Stk - 2 Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Optional target: Trap Truck(Trap Truck) - Total 4 Body - 5 ------------------------------------------------------------------------------ Recommendation: Walter - Artassaut MG + Press Needle PB. Skills - Barrage, Terror Shot I Randy - Raptor MG + Press Needle PB. Skills - Repair AP - 2 Damon - Donkey MS x 2. Skills - Max AP + 2, Focus Up, Focus Left Jamie - Winee RF. Skills - Heli Hunt, Aim Equipment - Rank 4. Strategy: This mission is the same except you cannot rely on the enemy AI to simply run into the Trap Trucks. Still, blow them up for easy experience. Standard tactics will work here, with Randy Repairing each turn. Oh yeah, the Trap Trucks deal double damage to you this time around if you happen to be near one...don't let an enemy blow it up near any of them. Let Jamie and Damon handle the Heli Pilots, while Walter and Randy should focus on the wanzers. ------------------------------------------------------------------------------ PESETA GARRISON --------------- Information Update: 1. 1 RP - Edward at the Mess Hall, first choice from second option. 2. 1 RP - Thomas at the Mess Hall, speak with Edward first. 3. Simulator 03 available. 4. Links enabled. 5. New Tutorials - James at the Mess Hall. 6. New equipment at the Hangar. At the Peseta Garrison, head to the Simulator Room and talk with Darril. Choose the first choice when he gives two options. Links are now available and you should really ensure your team at this point can Link. Link skills are self-explanatory if you are playing Hard. Suit up and Move Out when you are ready. ------------------------------------------------------------------------------ Mission 05 - Peseta Defense ------------------------------------------------------------------------------ Difficulty: *** Enemies: 6 + 5(1 NEW) reinforcements Bosses: 0 Units: 5 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 15 turns or less without any lost pilots. Link Squad A: Assault(Leader) Gunner Striker Link Squad B: Gunner(Tank/Leader) Gunner(Tank) Striker (Reinforcement Link Squads) Link Squad C: Assault(Leader) Gunner(Tank/NEW) Striker Link Squad D: Striker(Leader) Gunner Battle Reward --------------- Pilot EXP - 780 CP - 960 Enemy Composition ------------------------------------------------------------------------------ Riot Police Assault in Warlus - Total 1 AP: 14 MV: 7 Lv: 5 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 829 (I) SG - 16 x 9, 1-3, 3 AP Arms - 460 (I) SG - 16 x 9, 1-3, 3 AP Legs - 643 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 3 Assault Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Gunner in Kyojun - Total 1 AP: 14 MV: 4 Lv: 5 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 745 (P) RF - 104 x 1, 1-7, 6 AP Arms - 416 (I) SD - 15 x 1, 1, 1 AP Legs - 579 Evasion - 0% Armor - None Defense - 14/14/14 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 2 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Gunner in K-78 Sonata(Tank) - Total 2 AP: 14 MV: 4 Lv: 5 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 1439 (P) CN - 95 x 1, 1-8, 6 AP Evasion - 0% Armor - None Defense - 50 Job Levels: Skills: Stk - 1 Gunner Link(Link Leader) Asl - 1 Gun - 2 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Striker in Scintilla - Total 2 AP: 14 MV: 7 Lv: 5 AP Charge: 12 Unit Loadout: Weapon Loadout: Body - 871 (I) KN - 60 x 1, 1, 1 AP Arms - 483 (I) KN - 60 x 1, 1, 1 AP Legs - 676 Evasion - 16% Armor - None Defense - 20/20/20 Job Levels: Skills: None. Stk - 2 Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Reinforcements: (turn 7) ------------------------------------------------------------------------------ Assault - Total 1 Skills - Assault Link L, Assault Link R ------------------------------------------------------------------------------ Gunner - Total 1 Skills - None ------------------------------------------------------------------------------ Gunner(Tank/NEW) - Total 1 Skills - None ------------------------------------------------------------------------------ Striker - Total 1 Skills - None ------------------------------------------------------------------------------ Striker with SD - 46 x 1, 1, AP - Total 1 Skills - Striker Link L ------------------------------------------------------------------------------ Recommendation: Walter - Artassaut MG + Press Needle PB. Skills - Barrage, Terror Shot I Randy - Raptor MG + Press Needle PB. Skills - Repair AP - 2 Damon - Donkey MS x 2. Skills - Max AP + 2, Focus Up, Focus Left Jamie - Winee RF. Skills - Aim Christine - Press Needle PB + Press Needle PB. Skills - Melee Duel Equipment - Rank 4. Strategy: This mission is the first when enemy Links happen and the AI starts getting more serious. Fortunately, there are only two Link squads to worry about and they only have three units in them. By now, you should know how to position and minimize friendly fire. The other new addition to this mission is an added Gunner tank as reinforcements. To make this easy, set Walter, Christine, and Randy by the West drop points. All 3 of them can make for some good Link action. Damon and Jamie should soften up enemies on their side until the other 3 are ready to finish them off. ------------------------------------------------------------------------------ FORT MONUS BASE --------------- Information: 1. 3 RP - Roland at the Mission Briefing Room, speak with Randy first. 2. New Tutorials - James at the Mess Hall. 3. Survival Simulator - Access through Monica at the Simulator Room. 4. Remodeling enabled. 5. New equipment at the Hangar. Roland gives out 3 RP with some talks. Survival Simulator is now available if you want to get some items and RP. Time to snag a new toy to play with. In the Lounge, speak with Brenda and then to Noah. Re-enter and speak with Willam. Now, head to the Commander's Room and speak with Noah to grab our Grapple. If you wish, Remodel the Arms and equip them to Christine as its Hard Blow is the second strongest Striker weapon for the time being. Move Out when you are ready. ------------------------------------------------------------------------------ Mission 06 - Fort Monus 1 ------------------------------------------------------------------------------ Difficulty: *** Enemies: 12 Bosses: 0 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 25 turns or less without any lost pilots. Link Squad A: Heli Pilot(Leader) Assault Gunner Link Squad B: Assault(Leader) Heli Pilot(Leader) Assault Link Squad C: Striker(Leader) Striker Link Squad D: Assault(Leader) Gunner Link Squad E: Launcher(Leader) Gunner Battle Reward --------------- Pilot EXP - 900 CP - 880 Enemy Composition ------------------------------------------------------------------------------ Mobile Corps Assault in Warlus - Total 4 AP: 15 MV: 7 Lv: 6 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 829 (P) MG - 14 x 11, 1-4, 4 AP Arms - 460 (P) MG - 14 x 11, 1-4, 4 AP Legs - 643 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L(three) Asl - 3 Assault Link R(three) Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Gunner in Kyojun - Total 3 AP: 15 MV: 4 Lv: 6 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 745 (P) RF - 116 x 1, 1-7, 6 AP Arms - 416 (I) SD - 16 x 1, 1, 1 AP Legs - 579 Evasion - 0% Armor - None Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L(two) Asl - 1 Gun - 3 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Heli Pilot in Linqid M3 - Total 2 AP: 15 MV: 5 Lv: 6 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1677 (P) MG - 14 x 11, 1-5, 4 AP Evasion - 0% (F) MS(10) - 44 x 6, 6-8, 10 AP Armor - None Defense - 0 Job Levels: Skills: Stk - 1 Assault Link Asl - 2 Gun - 1 Lcn - 3 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Launcher in Enyo - Total 1 AP: 15 MV: 4 Lv: 6 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 663 (I) KN - 18 x 1, 1, 1 AP Arms - 364 (I) KN - 18 x 1, 1, 1 AP Legs - 516 (F) MS(4) - 122 x 2, 6-8, 13 AP Evasion - 0% (F) MS(4) - 122 x 2, 6-8, 13 AP Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 3 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Striker A in Scintilla - Total 1 AP: 15 MV: 7 Lv: 6 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 871 (I) KN - 66 x 1, 1, 1 AP Arms - 483 (I) SD - 50 x 1, 1, 1 AP Legs - 676 Evasion - 16% Armor - None Defense - 20/20/20 Job Levels: Skills: Stk - 3 Striker Link L Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Striker B in Scintilla - Total 1 AP: 15 MV: 7 Lv: 6 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 871 (I) KN - 66 x 1, 1, 1 AP Arms - 483 (I) KN - 66 x 1, 1, 1 AP Legs - 676 Evasion - 16% Armor - None Defense - 20/20/20 Job Levels: Skills: Stk - 3 Striker Link L Asl - 1 Striker Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Optional target: Trap Truck(Trap Truck) - Total 7 Body - 5 ------------------------------------------------------------------------------ Recommendation: Walter - Artassaut MG + Press Needle PB. Skills - Barrage, Terror Shot I Randy - Raptor MG + Press Needle PB. Skills - Repair AP - 2 Damon - Donkey MS x 2. Skills - Max AP + 2, Focus Up, Focus Left Jamie - Winee RF. Skills - Heli Hunt, Aim Christine - Press Needle PB + Press Needle PB. Skills - Melee Duel Jim - Raptor MG. Skills - Terror Shot I, Feint I Equipment - Rank 4. Strategy: By now, you should be able to Link with at least 3 other pilots in every phase. Use that to your advantage. The trap trucks are here to help out or if you want free experience. Just make sure you don't have units that are within range if someone destroys one. These ones deal double damage now as with the trap trucks seen in Mission 5. Other than that, try to get everyone involved in Links as much as possible. Walter and Christine should always be attacking, Randy on Repair duty, Damon and Jamie for long range support, and Jim disabling incoming enemies. ------------------------------------------------------------------------------ Mission 07 - Fort Monus 2 ------------------------------------------------------------------------------ Difficulty: **** Enemies: 11 Bosses: 1 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 30 turns or less with only one pilot dead. Link Squad A: Assault(Leader) Heli Pilot(Leader) Heli Pilot(Leader) Launcher Striker Link Squad B: Grantes(Leader) Gunner(Tank) Gunner(Tank) Heli Pilot Link Squad C: Gunner(Leader) Assault Gunner(Tank) Battle Reward ---------------- Pilot EXP - 1200 CP - 990 Enemy Composition ------------------------------------------------------------------------------ Boss - B-2 Pilot in Grantes(Assault) AP: 16 MV: 6 Lv: 9 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1989 (P) PB - 170 x 1(2), 1, 1 AP, 40% Bonus, 92-92% Arms - 1107 (P) RF - 292 x 1(1), 1-10, 6 AP, 90-51% Legs - 1633 (P) MG - 12 x 14(3), 1-5, 4 AP, 80-57% Evasion - 41% Armor - None Defense - 20/20/20 Pilot Type - Aggressive Job Levels: Skills: Stk - 2 Striker Link Asl - 3 Gunner Link Gun - 4 Assault Link Lcn - 1 Speed I Mec - 1 Minus Shot I Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Assault in Warlus - Total 2 AP: 15 MV: 7 Lv: 7 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 995 (P) MG - 14 x 11, 1-4, 4 AP Arms - 552 (P) MG - 14 x 11, 1-4, 4 AP Legs - 643 Evasion - 16% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 3 Assault Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Gunner in Kyojun - Total 1 AP: 15 MV: 4 Lv: 7 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 894 (P) RF - 116 x 1, 1-7, 6 AP Arms - 500 (I) SD - 16 x 1, 1, 1 AP Legs - 579 Evasion - 16% Armor - None Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Gun - 3 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Gunner in K-78 Sonata(Tank) - Total 3 AP: 15 MV: 4 Lv: 7 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1439 (P) CN - 106 x 1, 1-8, 6 AP Evasion - 16% Armor - None Defense - 50 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Gun - 3 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Heli Pilot in Linqid M3 - Total 3 AP: 15 MV: 5 Lv: 7 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1397 (P) MG - 14 x 11, 1-5, 4 AP Evasion - 16% (F) MS(10) - 44 x 6, 6-8, 10 AP Armor - None Defense - 0 Job Levels: Skills: Stk - 1 Assault Link Asl - 2 Gun - 1 Lcn - 3 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Launcher in Enyo - Total 1 AP: 15 MV: 4 Lv: 7 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 795 (I) KN - 18 x 1, 1, 1 AP Arms - 436 (I) KN - 18 x 1, 1, 1 AP Legs - 516 (F) MS(4) - 122 x 2, 6-8, 13 AP Evasion - 16% (F) MS(4) - 122 x 2, 6-8, 13 AP Armor - None Defense - 12/12/12 Job Levels: Skills: None Stk - 1 Asl - 1 Gun - 1 Lcn - 3 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Striker in Scintilla - Total 1 AP: 15 MV: 7 Lv: 7 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1045 (I) KN - 66 x 1, 1, 1 AP Arms - 579 (I) KN - 66 x 1, 1, 1 AP Legs - 676 Evasion - 32% Armor - None Defense - 20/20/20 Job Levels: Skills: Stk - 3 Striker Link L Asl - 1 Striker Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Recommendation: Walter - Artassaut MG + Press Needle PB. Skills - Barrage, Terror Shot I, Pincers Randy - Raptor MG + Press Needle PB. Skills - Defense I, Repair AP - 2 Damon - Donkey MS x 2. Skills - Max AP + 2, Focus Up, Focus Left Jamie - Winee RF. Skills - Heli Hunt, Aim. Christine - Press Needle PB + Press Needle PB Skills - Melee Duel. Jim - Raptor MG. Skills - Terror Shot I, Tank Hunt, Feint Equipment - Rank 5. Strategy: This is why Hard Mode is.. hard. Not only do the bosses gain upgrades as do the other units, but every unit gains an Evasion modifier regardless if their base Evasion is 0% or less. Bosses that have 0% Evasion will stay at 0% though. This makes destroying wanzers and the boss harder and allowing them to deal more damage and potentially destroy pilots. As with before, rushing at a boss will get everyone excited at destroying you so please don't do that. Start by taking down the Gunner tank nearby and wait for the trio of wanzers to move a bit closer. Destroy the Striker and Launcher, then finish off the Assault. The two other wanzers from the West should be next after you're finished with them. Leave the incoming Heli Pilots to Damon and Jamie. You want to draw them closer, not farther away from your attack range. When it's time to send Grantes to its doom, NEVER SEND RANDY TO THE FRONT! This prompts the dog-like Grantes to do some poking at Randy with the PB. With a higher Power Bonus, it can easily kill anything that doesn't have a full HP Body. The boss takes priority over its weaker Link supports unless they are close to death. Not much else but you have more than enough time to clear under 30 turns if you have up-to-date equipment. ------------------------------------------------------------------------------ STRIKE WYVERNS [STRI] ------------------------------------------------------------------------------ The cutscene barrage continues for a bit before you regain control. ------------------------------------------------------------------------------ REPUBLIC OF KIRIBATI [KIRI] ------------------------------------------------------------------------------ CVN-112: ECLIPSE ---------------- Scouting List: Simulator - None Gym - Jeremy(Mec), Robert(Lcn) Mess Room - Phyllis(Asl), Gordon(Gun) Briefing Room - Brian(Stk), Tony(Jam) Information Update: 1. Scouting enabled, max pilot count of 10. 2. Camouflage #20 added. 3. 3 RP - Edward at the Mission Briefing Room, after talking with Lynn. 4. 3 RP - Julius at the Mission Briefing Room, after step 3. 5. New Tutorials - Gary at the Junior Officer's Quarters, lowest level. 6. New equipment at the Hangar. When you gain control, visit your new home for the time being. Also, we will be getting all Scouting bonuses as well from this point onward. Scout Gordon, Jeremy, Robert, and Tony from areas of the Eclipse. Now, put Damon, Gordon, Robert, and Tony into the active squad and speak with Edward. This will be the first bonus gained for beard-wearing pilots-only and 2 RP. Arrange the active squad back to the original setup and get back to the game. Do the usual things that need to be done: upgrade, Simulators, Arena, etc. When done, Move Out and you get the choice of 2 options for the next mission. Avoid Airborne Raid unless you want a hard challenge. ------------------------------------------------------------------------------ Mission 08A - Phoenix Islands A(Airborne Raid) ------------------------------------------------------------------------------ Difficulty: **** Enemies: 11 Bosses: 0 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 30 turns or less with only one pilot dead. Link Squad A: Gunner(Turret/Leader) Assault Striker Link Squad B: Launcher(Turret/Leader) Assault(Leader) Gunner Link Squad C: Launcher(Turret/Leader) Gunner Battle Reward ---------------- Pilot EXP - 1500 CP - 1100 Enemy Composition ------------------------------------------------------------------------------ Mobile Corps Assault in Warlus - Total 2 AP: 15 MV: 7 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 995 (I) SG - 16 x 10, 1-3, 3 AP Arms - 552 (I) SD - 50 x 1, 1, 1 AP Legs - 771 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 3 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Gunner in Kyojun - Total 2 AP: 15 MV: 4 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 894 (P) RF - 116 x 1, 1-7, 6 AP Arms - 500 (I) SG - 16 x 10, 1-3, 3 AP Legs - 694 Evasion - 0% Armor - None Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 3 Assault Link R Gun - 3 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Gunner in 150mm CN Gun(Turret) - Total 3 AP: 15 MV: 0 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 2013 (P) CN - 141 x 1, 1-8, 6 AP, 80-65% Evasion - 0% Armor - None Defense - 20 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Gun - 3 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Launcher in FH-30 GR Gun(Turret) - Total 3 AP: 15 MV: 0 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 2299 (F) GR - 440 x 1, 4-6, 11 AP, 100%, 5 spaces Evasion - 0% Armor - None Defense - 20 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 3 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Striker in Scintilla - Total 1 AP: 15 MV: 7 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1045 (P) PB - 77 x 1, 1, 1 AP Arms - 579 (P) PB - 77 x 1, 1, 1 AP Legs - 812 Evasion - 16% Armor - None Defense - 20/20/20 Job Levels: Skills: Stk - 3 Striker Link L Asl - 1 Striker Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Recommendation: Walter - Artassaut MG + Press Needle PB. Skills - Barrage, Terror Shot I, Pincers Edward - Raptor MG + Press Needle PB. Skills - Defense I, Repair AP - 2 Damon - Donkey MS x 2. Skills - MS Burst, Max AP + 2, Focus Up, Focus Left Jamie - Winee RF. Skills - Blast Shot, Panic Shot I, Aim Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Melee Duel Jim - Raptor MG. Skills - Terror Shot I, Feint I Equipment - Rank 5. Item Turbo equipped on Jamie and Christine. Repair items equipped on all with Item Backpacks. Gust Legs on all except Walter and Christine. Strategy: If you do not have the CP necessary to buy multiple Repair items, purchase a Repair Light Backpack instead. Make sure all drop points have someone who has access to Repair items or Backpacks. Jamie and Damon should be by the West, Walter and Christine by the Center, and Edward and Jim by the East. Jamie and Damon should be right beside the nearby Launcher turret and attack it. Same goes for Walter and Christine. Edward and Jim should try and meet up with Walter and Christine, with Jim using EMP to disable any turret or wanzer in the way. The Launcher turrets should be disabled with Attack Systems Down right away to avoid heavy damage. For Jamie and Damon, they should be able to take down the Launcher turret and some help from its own rounds. Once this happens, have them meet up with the others by the Center. For Walter and Christine, their Launcher turret should be destroyed around this time. Have them fight the wanzers to take the heat off of Edward and Jim. Edward should be Repairing him or Jim until they meet with Walter and Christine. Jim should make anything within range eat EMP. Once everyone is together, roll over the enemies and remaining turrets with Links. ------------------------------------------------------------------------------ Mission 08B - Phoenix Islands B(Assault Landing) ------------------------------------------------------------------------------ Difficulty: *** Enemies: 18(7 NEW) Bosses: 0 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 30 turns or less without any lost pilots. Link Squad A: Striker(Leader) Assault B Gunner(Turret) Gunner(NEW) Link Squad B: Assault A(Leader) Striker Link Squad C: Gunner(Leader) Assault A Link Squad D: Gunner(Tank/Leader) Gunner(Tank) Link Squad E: Striker(Leader) Striker Link Squad F: Gunner(Tank/Leader) Gunner(Tank) Link Squad G: Gunner(Tank/Leader) Gunner(Tank) Battle Reward ---------------- Pilot EXP - 1500 CP - 1100 Enemy Composition ------------------------------------------------------------------------------ Mobile Corps Assault A in Warlus - Total 2 AP: 15 MV: 7 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 995 (I) SG - 16 x 10, 1-3, 3 AP Arms - 552 (I) SD - 50 x 1, 1, 1 AP Legs - 771 Evasion - 0% Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 3 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Assault B in Warlus - Total 1 AP: 15 MV: 7 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 995 (P) MG - 14 x 11, 1-4, 4 AP Arms - 552 (P) MG - 14 x 11, 1-4, 4 AP Legs - 771 Evasion - 0% Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 1 Assault Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Gunner in Kyojun - Total 1 + 1(NEW) AP: 15 MV: 4 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 894 (P) RF - 116 x 1, 1-7, 6 AP Arms - 500 (I) SG - 16 x 10, 1-3, 3 AP Legs - 694 Evasion - 0% Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 3 Assault Link R Gun - 3 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Gunner in K-78 Sonata(Tank) - Total 2 + 4(NEW) AP: 15 MV: 4 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1727 (P) CN - 106 x 1, 1-8, 6 AP Evasion - 0% Armor - None Defense - 50 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Gun - 3 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Gunner in 150mm CN Gun(Turret) - Total 1 AP: 15 MV: 0 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 2013 (P) CN - 141 x 1, 1-8, 6 AP, 80-65% Evasion - 0% Armor - None Defense - 20 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Gun - 3 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Launcher in FH-30 GR Gun(Turret) - Total 2 AP: 15 MV: 0 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 2299 (F) GR - 440 x 1, 4-6, 11 AP, 100%, 5 spaces Evasion - 0% Armor - None Defense - 20 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 3 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Striker in Scintilla - Total 2 + 2(NEW) AP: 15 MV: 7 Lv: 8 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1045 (P) PB - 77 x 1, 1, 1 AP Arms - 579 (P) PB - 77 x 1, 1, 1 AP Legs - 812 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 3 Striker Link L Asl - 1 Striker Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Defense target: Landing Craft T1(Landing Craft) - Total 3 Body - 1300 ------------------------------------------------------------------------------ Recommendation: Walter - Artassaut MG + Press Needle PB. Skills - Barrage, Terror Shot I, Pincers Edward - Raptor MG + Press Needle PB. Skills - Defense I, Repair AP - 2 Damon - Donkey MS x 2. Skills - MS Burst, Max AP + 2, Focus Up, Focus Left Jamie - Winee RF. Skills - Blast Shot, Panic Shot I, Aim Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Melee Duel Jim - Raptor MG. Skills - Terror Shot I, Tank Hunt, Feint I Equipment - Rank 5. Gust Legs on all except Walter and Christine. Strategy: Same mission and easier to manage than 8B. Only for the price of 7 more units to kill. Maximize the Links and be aggressive as it can be difficult meeting the requirements for Excellent Performance. Destroy the lone turret to the East and let the Gunner tanks get close before destroying them. If any wanzers start to come over, focus on them first with the usual Links. Destroying the remaining turrets will make the Gunner tanks by the opposite side of the base move. Once they are within range, take them down. ------------------------------------------------------------------------------ Mission 09 - Missile Facility ------------------------------------------------------------------------------ Difficulty: ** Enemies: 10(2 NEW) + 5 reinforcements Bosses: 0 Units: 6 Allies: 0 Winning Condition: Destroy all missile silos or destroy all enemies. Losing Condition: Turn limit exceeded(25) or all ally units are destroyed. Excellent Performance: 4 RP. There are two ways to attaining this: 1. Beat the mission within 25 turns or less with the Main Entrance destroyed all pilots alive. 2. Beat the mission within 15 turns or less without the Main Entrance destroyed and all pilots alive. Link Squad A: Striker(Leader) Assault B Launcher A Launcher B Link Squad B: Assault A(Leader) Gunner B Launcher B(NEW) Striker(NEW) Link Squad C: Gunner A(Leader) Gunner C (Reinforcement Link Squads) Link Squad D: Gunner C(Leader) Launcher A Link Squad E: Gunner D(Leader) Assault A Striker Battle Reward ---------------- Pilot EXP - 1800 CP - 1210 Enemy Composition ------------------------------------------------------------------------------ Mobile Corps Assault A in Warlus - Total 1 AP: 16 MV: 7 Lv: 9 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 995 (P) MG - 14 x 12, 1-4, 4 AP Arms - 552 (P) MG - 14 x 12, 1-4, 4 AP Legs - 771 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 4 Assault Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Assault B in Warlus - Total 1 AP: 16 MV: 7 Lv: 9 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 995 (I) SG - 19 x 9, 1-3, 3 AP Arms - 552 (I) SG - 19 x 9, 1-3, 3 AP Legs - 771 Evasion - 0% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 4 Assault Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Gunner A in Kyojun - Total 1 AP: 16 MV: 4 Lv: 9 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 894 (P) RF - 130 x 1, 1-7, 6 AP Arms - 500 (I) SG - 19 x 9, 1-3, 3 AP Legs - 694 Evasion - 0% Armor - None Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 3 Assault Link R Gun - 4 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Gunner B in Kyojun - Total 1 AP: 16 MV: 4 Lv: 9 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 894 (P) RF - 130 x 1, 1-7, 6 AP Arms - 500 (I) SD - 17 x 1, 1, 1 AP Legs - 694 Evasion - 0% Armor - None Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Gun - 4 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Gunner C in Kyojun - Total 1 AP: 16 MV: 4 Lv: 9 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 894 (F + I) BZ - 112 x 1 + 84, 3-6, 6 AP Arms - 500 (I) SD - 17 x 1, 1, 1 AP Legs - 694 Evasion - 0% Armor - None Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Gun - 4 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Launcher A in Enyo - Total 1 AP: 16 MV: 4 Lv: 9 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 795 (I) KN - 18 x 1, 1, 1 AP Arms - 436 (I) KN - 18 x 1, 1, 1 AP Legs - 619 (F) MS(4) - 139 x 2, 6-8, 14 AP Evasion - 0% (F) MS(4) - 139 x 2, 6-8, 14 AP Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 4 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Launcher B in Enyo - Total 1 + 1(NEW) AP: 16 MV: 4 Lv: 9 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 795 (I) KN - 18 x 1, 1, 1 AP Arms - 436 (I) KN - 18 x 1, 1, 1 AP Legs - 619 (F) GR(3) - 400 x 1, 4-6, 15 AP Evasion - 0% (F) GR(3) - 400 x 1, 4-6, 15 AP Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 4 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Striker in Scintilla - Total 1 + 1(NEW) AP: 16 MV: 7 Lv: 9 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1045 (I) RD - 102 x 1, 1, 1 AP Arms - 579 (I) RD - 102 x 1, 1, 1 AP Legs - 812 Evasion - 16% Armor - None Defense - 20/20/20 Job Levels: Skills: Stk - 4 Striker Link L Asl - 1 Striker Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Reinforcements: (turn 2) ------------------------------------------------------------------------------ Gunner C with KN - Total 1 Skills - Gunner Link L ------------------------------------------------------------------------------ Launcher A - Total 1 Skills - None ------------------------------------------------------------------------------ (turn 9) ------------------------------------------------------------------------------ Assault A with SD - 55 x 1, 1, 1 AP - Total 1 Skills - Assault Link L ------------------------------------------------------------------------------ Mobile Corps Gunner D in Kyojun - Total 1 AP: 16 MV: 4 Lv: 9 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 894 (P) GG - 13 x 17, 1-6, 6 AP Arms - 500 (I) KN - 18 x 1, 1, 1 AP Legs - 694 Evasion - 0% Armor - None Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Gun - 4 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Striker, PB - 84 x 1, 1, 1 AP + SD - 55 x 1, 1, 1 AP - Total 1 Skills - Striker Link L ------------------------------------------------------------------------------ Primary target: MS Silo(Missile Silo) - Total 7 Body - 500 ------------------------------------------------------------------------------ Optional target: Main Hatch(Main Entrance) - Total 1 Body - 1000 ------------------------------------------------------------------------------ Recommendation: Walter - Artassaut MG + Press Needle PB. Skills - Barrage, Terror Shot I, Pincers Edward - Raptor MG + Press Needle PB. Skills - Defense I, Repair AP - 2 Damon - Donkey MS x 2. Skills - MS Burst, Max AP + 2, Focus Up, Focus Left Jamie - Winee RF. Skills - Blast Shot, Panic Shot I, Aim Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Melee Duel Jim - Raptor MG. Skills - Terror Shot I, Feint I Equipment - Rank 5. Gust Legs on all except Walter and Christine. Strategy: If you don't care about the enemies, just head for every MS Silo and destroy them. If you want the enemies dead, split up into 3 and send Christine with the group going by the Main Entrance. The other group should mop up targets on the way to the two MS Silos before heading for the rampart. Once the group heading for the Main Entrance is close enough, destroy it first to prevent the second wave of reinforcements from coming. Merge together and that should be it for the enemies. ------------------------------------------------------------------------------ Mission 10 - Facility Escape ------------------------------------------------------------------------------ Difficulty: **** Enemies: 8(Main Entrance destroyed), 3 + 5 reinforcements(Main Entrance) Bosses: 2 Units: 6 Allies: 0 Winning Condition: Destroy 2 Garsade mobile weapons or destroy all enemies. Losing Condition: All landing crafts destroyed or all ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 20 turns or less with only one pilot dead. One of the Landing Crafts must remain alive. The following items are rewarded for greater mission performance: Rank 4 FT(Fire Ant) - Destroy 4 wanzers. Rank 5 Legs(Kyojun A) - Destroy 5 wanzers. Item(Repair MAX) - Destroy all 8 wanzers. In addition, all Landing Crafts must not be destroyed. Link Squad A: Garsade(Leader) Assault A Assault B Gunner Link Squad B(Main Entrance destroyed): Launcher(Leader) Gunner Gunner Link Squad C(Main Entrance destroyed): Assault C(Leader) Striker (Reinforcement Link Squads) Link Squad D(Main Entrance alive): Gunner(Leader) Assault C Gunner Launcher Battle Reward ---------------- Pilot EXP - 2100 CP - 1320 Enemy Composition ------------------------------------------------------------------------------ Boss - Garsade Pilot in Garsade(Launcher) - Total 2 AP: 17 MV: 7 Lv: 12 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 7241 (F) GR - 411 x 1(1), 4-12, 8 AP, 100%, 5 spaces Evasion - 0% (P) CN - 239 x 1(2), 4-6, 4 AP, 59-52% Armor - None (I) SG - 34 x 9(2), 1-3, 2 AP, 80-68% Defense - 20 Pilot Type - Aggressive Job Levels: Skills: Stk - 1 Gunner Link Asl - 2 Assault Link Gun - 4 Block DMG 30 Lcn - 4 AP Charge + 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Assault A in Warlus - Total 1 AP: 16 MV: 7 Lv: 10 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 995 (P) MG - 14 x 12, 1-4, 4 AP Arms - 552 (P) MG - 14 x 12, 1-4, 4 AP Legs - 771 Evasion - 16% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 4 Assault Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Assault B in Warlus - Total 1 AP: 16 MV: 7 Lv: 10 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 995 (I) SG - 19 x 9, 1-3, 3 AP Arms - 552 (I) SG - 19 x 9, 1-3, 3 AP Legs - 771 Evasion - 16% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 4 Assault Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Assault C in Warlus - Total 1(Main Entrance destroyed) AP: 16 MV: 7 Lv: 10 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 995 (I) MG - 14 x 12, 1-4, 4 AP Arms - 552 (I) SD - 55 x 1, 1, 1 AP Legs - 771 Evasion - 16% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 4 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Gunner in Kyojun - Total 3(one: Main Entrance alive) AP: 16 MV: 4 Lv: 10 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 894 (P) GG - 13 x 17, 1-6, 6 AP Arms - 500 (I) KN - 18 x 1, 1, 1 AP Legs - 694 Evasion - 16% Armor - None Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Gun - 4 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Launcher in Enyo - Total 1(Main Entrance destroyed) AP: 16 MV: 4 Lv: 10 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 795 (I) KN - 18 x 1, 1, 1 AP Arms - 436 (I) KN - 18 x 1, 1, 1 AP Legs - 619 (F) MS(4) - 139 x 2, 6-8, 14 AP Evasion - 16% (F) MS(4) - 139 x 2, 6-8, 14 AP Armor - None Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 4 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Mobile Corps Striker in Scintilla - Total 1(Main Entrance destroyed) AP: 16 MV: 7 Lv: 10 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1045 (I) KN - 72 x 1, 1, 1 AP Arms - 579 (I) SD - 55 x 1, 1, 1 AP Legs - 812 Evasion - 32% Armor - None Defense - 20/20/20 Job Levels: Skills: Stk - 4 Striker Link L Asl - 1 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Reinforcements: (ONLY IF MAIN ENTRANCE NOT DESTROYED) (turn 2) ------------------------------------------------------------------------------ Striker with RD - 102 x 1, 1, 1 AP - Total 1 Skills - Striker Link L, Striker Link R ------------------------------------------------------------------------------ (turn 4) ------------------------------------------------------------------------------ Assault C - Total 1 Skills - Assault Link L, Assault Link R ------------------------------------------------------------------------------ Gunner - Total 2 Skills - Gunner Link L ------------------------------------------------------------------------------ Launcher - Total 1 Skills - None ------------------------------------------------------------------------------ Optional target(ONLY IF MAIN ENTRANCE NOT DESTROYED): Main Hatch(Main Entrance) - Total 1 Body - 1000 ------------------------------------------------------------------------------ Defense target: Landing Craft T1(Landing Craft) - Total 6 Body - 1300 ------------------------------------------------------------------------------ Recommendation: Walter - Raptor EX MG + Press Needle PB. Skills - Barrage, Terror Shot I, Pincers Edward - Raptor EX MG + Press Needle PB. Skills - Terror Shot I, Defense I, Repair AP - 2 Damon - Donkey MS x 2. Skills - MS Burst, Max AP + 2, Focus Up, Focus Left Jamie - Winee RF. Skills - Blast Shot, Panic Shot I, Aim Christine - Press Needle PB + Press Needle PB. Skills - Double Punch I, Melee Duel Jim - Raptor EX MG. Skills - Terror Shot I, Feint I Equipment - Rank 6. Frost Legs on all except Christine. Strategy: Christine should be placed by the Northeast point as to participate in Links on her first turn. Damon should be placed by the Southwest point since he cannot participate in Links. For the first Garsade, move within its SG range and attack from there. It's better that the Garsade doesn't use its CN as to save time on Repairs. Once the first mobile weapon is destroyed, move and intercept the three wanzers closest to the landing craft. Have Walter and Edward use their PBs to destroy them faster along with some assistance from Christine. The second Garsade should be relatively easy to surround and halt movement. Position one pilot by the front and one for each side of the Garsade. This is suffice enough to prevent it from running away. Walter, Edward and Christine should be the free pilots that can take on the remaining wanzers. Once the five wanzers are beside the Garsade, have the other three assist in their destruction. Then, go back and finish off the Garsade. ------------------------------------------------------------------------------ A cutscene will play out once you've completed the mission. ------------------------------------------------------------------------------ CASPIAN SEA [CASP] ------------------------------------------------------------------------------ CVN-112: ECLIPSE ---------------- Scouting List: Simulator - Brian(Stk), Darril(Stk) Gym - Mark(Gun), Watt(Jam) Mess Room - Ralph(Stk), Tony(Jam) Briefing Room - Phyllis(Asl), Robin(Mec), Jeff(Lcn), Raymond(Asl) Information Update: 1. New Tutorials - Gary at the Junior Officer's Quarters, lowest level. 2. Simulator 07 available. 3. 2 RP - Julius at the Mess Room, before heading to the Mission Briefing Room or speaking with Laura three times. 4. New equipment at the Hangar. After the nice trip to the Kiribati Islands, we're back to the Eclipse. This is the time when a lot of free stuff can be given out. First, be sure to talk with Julius at the Mess Room to get the 2 RP. Next, talk with Laura exactly three times and she will leave. Head to the Mission Briefing Room next for the scene. Now, it's time for some Scouting RP bonuses: 1. Scout Jeff at the Mission Briefing Room and trade Robert. 2. Scout Raymond at the Mission Briefing Room and trade Jamie. 3. Put Gordon, Tony, Jeff, and Raymond into the active squad and speak with Edward for the specialist pilots-only bonus and 2 RP. 4. Scout Ralph at the Mess Room and trade Tony. 5. Scout Watt at the Gym and trade Jim. 6. Scout Robin at the Mission Briefing Room and trade Christine. 7. Put Jeff, Ralph, Robin, and Watt into the active squad and speak with Edward for the Ace, Veteran pilots-only bonus and 2 RP. Battle Simulator 20 is now available as well though it's too hard at this point. With that done, head back to the Mess Room and speak with Laura. This will enable Warlus to be in the Hangar but Laura cannot be Scouted. No biggie as this leads to another RP bonus later on. Now, head to the Simulator Room and talk with Darril. The first conversation will enable Scintilla to be in the Hangar and the second is the vital one. Be sure to choose the second choice from the option otherwise Darril turns down the offer to join. Once that is accomplished, trade Robin for Darril. Now Darril is officially a playable character in Front Mission 5! And a canon one at that again! Anyways, make one last Scouting addition with Phyllis and trade Ralph. Arrange the squad in the following manner: Active: Walter Edward Damon Gordon Darril Watt Reserve: Jeff Jeremy Phyllis Raymond Back to other items, Survival Simulator is now up to 40 floors. You can farm some of the more potent equipment here if you wish. When done, Move Out. ------------------------------------------------------------------------------ Mission 11 - Oil Rigs ------------------------------------------------------------------------------ Difficulty: ***** Enemies: 26(4 NEW) Bosses: 0 Units: 6 Allies: 6 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 25 turns or less with only one pilot dead. Barghest pilots must remain alive at all costs. Link Squad A: Assault A(Leader) Gunner A Launcher A Link Squad B: Assault A(Leader) Launcher A Striker A Link Squad C: Launcher C(Leader) Assault C Assault C Link Squad D: Striker C(Leader) Gunner C Launcher B Link Squad E: Gunner B(Leader) Assault B Link Squad F: Striker B(Leader) Assault B Battle Reward ---------------- Pilot EXP - 2400 CP - 1400 Enemy Composition ------------------------------------------------------------------------------ Hawkes Assault A in Warlus - Total 2 AP: 17 MV: 7 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 829 (P) MG - 14 x 10, 1-4, 4 AP(one) Arms - 460 (P) MG - 14 x 10, 1-4, 4 AP(see MG) Legs - 643 (I) SG - 19 x 9, 1-3, 3 AP(one) Evasion - 0% (I) SG - 19 x 9, 1-3, 3 AP(see SG) Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 4 Assault Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Hawkes Assault B in Warlus - Total 2 AP: 17 MV: 7 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 995 (P) MG - 14 x 12, 1-4, 4 AP(one) Arms - 552 (I) SG - 19 x 9, 1-4, 3 AP(one) Legs - 771 (I) SD - 55 x 1, 1, 1 AP(both) Evasion - 0% Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 4 Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Hawkes Assault C in Warlus - Total 2 AP: 21 MV: 8 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1433 (P) MG - 22 x 10, 1-4, 4 AP(one) Arms - 794 (P) MG - 22 x 10, 1-4, 4 AP(see MG) Legs - 1110 (I) SG - 25 x 9, 1-3, 3 AP(one) Evasion - 0% (I) SG - 25 x 9, 1-3, 3 AP(see SG) Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 4 Assault Link R Gun - 1 Speed I Lcn - 1 Boost I Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Hawkes Gunner A in Kyojun - Total 1 AP: 17 MV: 4 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 745 (F + I) BZ - 112 x 1 + 84, 3-6, 6 AP Arms - 416 (I) SD - 17 x 1, 1, 1 AP Legs - 579 Evasion - 0% Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Gun - 4 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Hawkes Gunner B in Kyojun - Total 1 AP: 17 MV: 4 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 894 (F + I) BZ - 112 x 1 + 84, 3-6, 6 AP Arms - 500 (I) SD - 17 x 1, 1, 1 AP Legs - 694 Evasion - 0% Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Gun - 4 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Hawkes Gunner C in Kyojun - Total 1 AP: 21 MV: 4 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1288 (P) RF - 162 x 1, 1-7, 6 AP Arms - 722 (I) SD - 19 x 1, 1, 1 AP Legs - 998 Evasion - 0% Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot I Gun - 4 Zoom Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Heli Pilot A in Linqid M3 - Total 2 + 2(NEW) AP: 17 MV: 6 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1677 (P) MG - 20 x 10, 1-5, 4 AP Evasion - 0% (F) MS(10) - 50 x 6, 6-8, 11 AP Armor - None Defense - 0 Job Levels: Skills: Stk - 1 Assault Link Asl - 2 Gun - 1 Lcn - 4 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Heli Pilot B in Linqid M3 - Total 4 + 2(NEW) AP: 21 MV: 6 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 2900 (P) MG - 29 x 9, 1-5, 4 AP Evasion - 0% (F) MS(10) - 74 x 6, 6-8, 14 AP Armor - None Defense - 0 Job Levels: Skills: Stk - 1 Assault Link Asl - 2 Gun - 1 Lcn - 4 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Hawkes Launcher A in Enyo - Total 2 AP: 17 MV: 4 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 663 (I) KN - 18 x 1, 1, 1 AP(both) Arms - 364 (I) KN - 18 x 1, 1, 1 AP(both) Legs - 516 (F) MS(4) - 122 x 2, 6-8, 13 AP(one) Evasion - 0% (F) MS(4) - 122 x 2, 6-8, 13 AP(see MS) Armor - Fire (F) GR(3) - 400 x 1, 4-6, 15 AP(one) Defense - 12/12/12 (F) GR(3) - 400 x 1, 4-6, 15 AP(see MS) Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 4 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Hawkes Launcher B in Enyo - Total 1 AP: 21 MV: 4 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1143 (I) KN - 18 x 1, 1, 1 AP Arms - 625 (I) KN - 18 x 1, 1, 1 AP Legs - 892 (F) GR(3) - 473 x 1, 4-6, 19 AP Evasion - 0% (F) GR(3) - 473 x 1, 4-6, 19 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 4 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Hawkes Launcher C in Enyo - Total 1 AP: 21 MV: 4 Lv: 21 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1143 (I) KN - 18 x 1, 1, 1 AP Arms - 625 (I) KN - 18 x 1, 1, 1 AP Legs - 892 (F) MS(5) - 181 x 2, 6-8, 18 AP Evasion - 0% (F) MS(5) - 181 x 2, 6-8, 18 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: None. Stk - 1 Asl - 1 Gun - 1 Lcn - 4 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Hawkes Striker A in Scintilla - Total 1 AP: 17 MV: 7 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 871 (I) KN - 66 x 1, 1, 1 AP Arms - 483 (I) KN - 66 x 1, 1, 1 AP Legs - 676 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 4 Striker Link L Asl - 1 Striker Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Hawkes Striker B in Scintilla - Total 1 AP: 17 MV: 7 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1045 (I) KN - 72 x 1, 1, 1 AP Arms - 579 (I) KN - 72 x 1, 1, 1 AP Legs - 812 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 4 Striker Link L Asl - 1 Striker Link R Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Hawkes Striker C in Scintilla - Total 1 AP: 21 MV: 8 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1505 (I) RD - 135 x 1, 1, 1 AP Arms - 832 (I) SD - 72 x 1, 1, 1 AP Legs - 1171 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 4 Striker Link L Asl - 1 Charge I Gun - 1 Defend Body Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Allies: Hector Reynolds in Recson(Mechanic) AP: 21 MV: 4 Lv: 21 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1073 (P) RF - 158 x 1, 1-7, 6 AP Arms - 601 (I) KN - 18 x 1, 1, 1 AP Legs - 832 Evasion - 0% Armor - Piercing Defense - 4/4/4 Job Levels: Skills: Stk - 1 EMP Recovery Penetration - 1 target(RF) Asl - 1 Gunner Link L Gun - 3 Blast Shot Lcn - 1 Quick Draw Mec - 4 Aim Jam - 1 Hammer Down ------------------------------------------------------------------------------ Barghest Gunner in Recson - Total 1 AP: 21 MV: 4 Lv: 21 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1073 (F + I) BZ - 120 x 1 + 92, 3-6, 6 AP Arms - 601 (I) KN - 18 x 1, 1, 1 AP Legs - 832 Evasion - 0% Armor - None Defense - 4/4/4 Job Levels: Skills: Stk - 1 EMP Recovery All Repair 200(BP, 4) Asl - 1 Gunner Link L Gun - 4 Hammer Down Lcn - 1 Quick Draw Mec - 1 Heli Hunt Jam - 1 Snipe ------------------------------------------------------------------------------ Barghest Jammer in Uisk - Total 1 AP: 21 MV: 6 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1073 (F) FT - 51 x 3, 1-2, 3 AP Arms - 601 (I) SG - 21 x 9, 1-3, 3 AP Legs - 832 Evasion - 20% Armor - None Defense - 8/8/8 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 3 Assault Link L Gun - 1 Assault Link R Lcn - 1 Speed I Mec - 1 Hellfire Jam - 4 ------------------------------------------------------------------------------ Barghest Launcher in Luftrauber - Total 1 AP: 21 MV: 7 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1194 (I) KN - 79 x 1, 1, 1 AP Arms - 662 (I) KN - 79 x 1, 1, 1 AP Legs - 925 (F) MS(6) - 55 x 4, 6-8, 16 AP Evasion - 18% (F) GR(4) - 435 x 1, 4-6, 17 AP Armor - None Defense - 44/40/40 Job Levels: Skills: Stk - 3 EMP Recovery Inferno Asl - 1 Striker Link L All Repair 200(BP, 6) Gun - 1 Striker Link R MS Reload MAX(BP, 1) Lcn - 4 MS Burst GR Reload MAX(BP, 1) Mec - 1 GR Burst Jam - 1 AP Cost 0 ------------------------------------------------------------------------------ Barghest Mechanic in Eldos - Total 1 AP: 21 MV: 6 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1018 (P) MG - 23 x 8, 1-4, 4 AP Arms - 567 (I) SD - 18 x 1, 1, 1 AP Legs - 792 Evasion - 0% Armor - None Defense - 24/24/24 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 2 Assault Link L Gun - 1 Weakpoint Lcn - 1 Defend Body Mec - 4 Jam - 1 ------------------------------------------------------------------------------ Barghest Striker in Grapple X - Total 1 AP: 21 MV: 7 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1431 (P) MG - 23 x 8, 1-4, 4 AP Arms - 792 (I) RD - 112 x 1, 1, 1 AP Legs - 1112 Evasion - 4% Armor - None Defense - 68/72/64 Job Levels: Skills: Stk - 4 EMP Recovery Defense + 8 Asl - 2 Assault Link L Gun - 1 Striker Link R Lcn - 1 Double Assault Mec - 1 Charge II Jam - 1 All Hit ------------------------------------------------------------------------------ Recommendation: Walter - Raptor EX MG + Press Needle PB. Skills - Barrage, Terror Shot I, Pincers Edward - Raptor EX MG + Press Needle PB. Skills - Terror Shot I, Defense I, Repair AP - 2 Damon - Donkey MS x 2. Skills - Inferno, MS Burst, Max AP + 2, Focus Up, Focus Left Gordon - Winee RF. Skills - Blast Shot, Panic Shot I, Heli Hunt Darril - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Melee Duel Watt - Raptor EX MG. Skills - Terror Shot I, Feint I, Fix DMG I Equipment - Rank 6. Frost Legs on Walter and Watt, Warlus on everyone else save Darril. Strategy: Each group should be prepared to handle the Link squad in their direction. For placements, send Darril, Walter, and Damon by the Launcher with a GR. The other group should be Edward, Gordon, and Watt. For all groups, the Launcher should be top priority above the other units. For Hector's group, send the Striker first attacking with their RD and follow up with the Jammer's SG and Hector's RF. For the other Barghest group, have the Launcher fire a GR round before attacking the enemy Launcher with KNs. The Mechanic and Gunner should assist until the Launcher is destroyed. Once the Launchers are out of the way, try to destroy at least one other unit in each squad. Once that is done, merge in the center and mop up the enemy units there. Position carefully to destroy the remaining units and keep the three Mechanics Repairing. Those with Repair items should use them if some allies need additional Repairs. Once it's down to the Heli Pilots, Link them to death. Keeping everyone healthy and operating is top priority, at least for the Barghest. ------------------------------------------------------------------------------ Enjoy the somewhat hilarious cutscene after the mission. ------------------------------------------------------------------------------ INDOCHINA CONFLICT [INDO] ------------------------------------------------------------------------------ CVN-112: ECLIPSE ---------------- Scouting List: Simulator - Phyllis(Asl), David(Mec) Gym - Patrick(Jam-S), Robert(Lcn), Harvey(Gun), Bennet(Lcn) Mess Room - Hettie(Stk-S), Gordon(Gun), Robin(Mec), Raymond(Asl) Briefing Room - Brian(Stk), Ralph(Stk) Information Update: 1. 6 RP - Lynn at the Mission Briefing Room, after cutscene. 2. New Tutorials - Gary at the Junior Officer's Quarters, lowest level. 3. New equipment at the Hangar. Before the first trip to Cambodia, there are a few things that must be done. First, some Scouting duties: 1. Scout Harvey at the Gym and trade Jeff. 2. Put Damon, Harvey, Jeremy, and Raymond into the active squad and speak with Edward for the trouble making pilots-only bonus and 2 RP. 3. Scout Hettie at the Mess Room and trade Damon. 4. Scout Patrick at the Gym and trade Jeremy. Arrange the squad in the following manner once the Scouting is complete. Active: Walter Edward Hettie Harvey Darril Patrick Reserve: Gordon Phyllis Raymond Watt As the next few missions are rather steep climbs on Hard Mode, a Launcher pilot will not prove to be as effective as a secondary Striker pilot. Since you won't have a Launcher in the lineup, be sure to change Hettie's wanzer to accomodate her Job. Also, trade the Sensor on Patrick and equip an EMP unit instead. There's no point in a Sensor without a Launcher. Move Out once you're done and take your pick of the options. I would avoid Air Route again due to its high level of difficulty, but it's your call. ------------------------------------------------------------------------------ Mission 12A - Ya Dav A(Air Route Penetration) ------------------------------------------------------------------------------ Difficulty: **** Enemies: 25(5 NEW) Bosses: 0 Units: 6 Allies: 3 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 35 turns or less with only one pilot dead. Lynn and the Gunner tanks must remain alive at all costs. Link Squad A: Striker(Leader) Gunner A Launcher Launcher Link Squad B: Assault A(Leader) Gunner B Link Squad C: Gunner A(Leader) Launcher Link Squad D: Gunner A(Leader) Launcher Link Squad E: Striker(Leader) Striker Link Squad F: Striker(Leader) Gunner B Link Squad G: Assault A(Leader) Launcher Link Squad H: Gunner A(Leader) Striker Battle Reward ---------------- Pilot EXP - 2700 CP - 1600 Enemy Composition ------------------------------------------------------------------------------ Riot Police Assault A in Warlus - Total 2 AP: 16 MV: 7 Lv: 10 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 995 (P) MG - 14 x 12, 1-4, 4 AP Arms - 552 (I) SD - 55 x 1, 1, 1 AP Legs - 771 Evasion - 0% Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Speed I Gun - 1 Minus Shot I(Link Leader 1) Lcn - 1 Slice Shot I(Link Leader 2) Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Assault B in Warlus - Total 2 AP: 17 MV: 7 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 995 (I) SG - 19 x 9, 1-3, 3 AP(two) Arms - 552 (I) SG - 19 x 9, 1-3, 3 AP(see SG) Legs - 771 Evasion - 0% Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Assault Link R Gun - 1 Speed I Lcn - 1 Minus Shot I(Link Leader 1) Mec - 1 Slice Shot I(Link Leader 2) Jam - 1 ------------------------------------------------------------------------------ Riot Police Gunner A in Kyojun - Total 3 + 1(NEW) AP: 17 MV: 4 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 894 (P) RF - 130 x 1, 1-7, 6 AP(one) Arms - 500 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 694 (F + I) BZ - 112 x 1 + 84, 3-6, 6 AP(two) Evasion - 0% (I) SD - 17 x 1, 1, 1 AP(see BZ) Armor - Piercing (P) RF - 130 x 1, 1-7, 6 AP(one) Defense - 14/14/14 (I) SD - 17 x 1, 1, 1 AP(see RF) Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot I Gun - 5 Defense I(BZ Link Leader 1) Lcn - 1 Block DMG 15(BZ Link Leader 2) Mec - 1 Slice Shot I(RF/SD Link Leader) Jam - 1 ------------------------------------------------------------------------------ Riot Police Gunner B in Grille Sechs - Total 2 AP: 17 MV: 4 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 944 (P) RF - 130 x 1, 1-7, 6 AP(one) Arms - 521 (I) SG - 19 x 9, 1-3, 3 AP(see RF) Legs - 734 (F + I) BZ - 112 x 1 + 84, 3-6, 6 AP(one) Evasion - 0% (P) MG - 14 x 12, 1-4(see BZ) Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 3 Assault Link R Gun - 5 Panic Shot I Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Heli Pilot in Linqid M3 - Total 3 + 2(NEW) AP: 21 MV: 6 Lv: 12 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 1677 (P) MG - 14 x 13, 1-5, 4 AP Evasion - 0% (F) MS(10) - 57 x 6, 6-8, 12 AP Armor - None Defense - 0 Job Levels: Skills: Stk - 1 Assault Link Asl - 2 Max AP + 2 Gun - 1 Max AP + 2 Lcn - 5 AP Charge + 1 Mec - 1 AP Charge + 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Launcher in Enyo - Total 5 AP: 21 MV: 4 Lv: 12 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 795 (I) KN - 18 x 1, 1, 1 AP Arms - 436 (I) KN - 18 x 1, 1, 1 AP Legs - 619 (F) GR(3) - 400 x 1, 4-6, 15 AP(four) Evasion - 0% (F) GR(3) - 400 x 1, 4-6, 15 AP(see GR) Armor - Fire (F) MS(4) - 139 x 2, 6-8, 14 AP(one) Defense - 12/12/12 (F) MS(4) - 139 x 2, 6-8, 14 AP(see MS) Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Striker in Scintilla - Total 2 + 3(NEW) AP: 17 MV: 7 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1045 (P) PB - 84 x 1, 1, 1 AP(one) Arms - 579 (P) PB - 84 x 1, 1, 1 AP(see PB) Legs - 812 (I) RD - 102 x 1, 1, 1 AP(three) Evasion - 16% (I) SD - 55 x 1, 1, 1 AP(see SD) Armor - Impact (P) PB - 84 x 1, 1, 1 AP(one) Defense - 20/20/20 (I) SD - 55 x 1, 1, 1 AP(see PB) Job Levels: Skills: Stk - 5 Striker Link L Asl - 1 Striker Link R(RD/SD) Gun - 1 Charge I Lcn - 1 Boost I(PB) Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Allies: Lynn Wenright in Frost(Assault) AP: 17 MV: 7 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 829 (I) SG - 16 x 10, 1-3, 3 AP Arms - 460 (I) SD - 16 x 1, 1, 1 AP Legs - 643 Evasion - 8% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 EMP Recovery Boost I Asl - 5 Assault Link L Gun - 1 Speed I Lcn - 1 Blast Strike Mec - 1 Double Assault Jam - 1 Gun Duel ------------------------------------------------------------------------------ Gunner in BT-C68(Tank) - Total 2 AP: 17 MV: 5 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1078 (P) CN - 95 x 1, 1-8, 6 AP Evasion - 0% Armor - None Defense - 50 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Panic Shot I Gun - 5 Zoom Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Optional target: Building - Total 5 Body - 500 ------------------------------------------------------------------------------ Recommendation: Walter - Raptor EX MG + Press Needle PB. Skills - Barrage, Terror Shot I, Pincers Edward - Raptor EX MG + Press Needle PB. Skills - Terror Shot I, Defense I, Repair AP - 2 Hettie - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Defense + 4 Harvey - Winee RF. Skills - Blast Shot, Panic Shot I, Heli Hunt, Accuracy + 2% Darril - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Defense + 4 Patrick - Raptor EX MG. Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2% Equipment - Rank 6. Frost Legs on Walter and Patrick, Warlus on everyone else except Darril and Hettie. Switch to Warlus Arms for anyone using Raptor EX MG and Scintilla Arms for anyone using Press Needle PB. Strategy: Send Darril and Walter by Lynn's drop point. Have Harvey and Patrick occupy the East drop point. Edward and Hettie is left at the center placement. While it would be a good idea for everyone to merge, keep Walter and Darril on mop up duty. Their placement has a lot of enemy units and it would be best to destroy a few of them before merging. Harvey and Patrick should destroy the Heli Pilot nearby and merge with Edward and Hettie. Edward and Hettie, along with the Gunner tanks, should destroy any units nearby. Walter and Darril need to focus on destroying the Assault and Gunner nearby while Lynn Repairs any damage. Once destroyed, get rid of the Gunner and the Launcher next. A Heli Pilot is likely to attack soon after so get rid of it as well. Once these are out of the way, destroy the building nearby and merge with the rest of the group. The others, provided all nearby enemies have been destroyed, should blow up the building blocking off enemies at the North. With everyone merged, melee any Launcher with GRs first and then switch to the Strikers and Gunners. Lynn's squad should be softening up targets from afar. Don't stop Repairing at any given time in the mission. ------------------------------------------------------------------------------ Mission 12B - Ya Dav B(Land Route Penetration) ------------------------------------------------------------------------------ Difficulty: **** Enemies: 25(4 NEW) Bosses: 0 Units: 6 Allies: 3 Winning Condition: Destroy all enemies. Losing Condition: All ally machines destroyed. Excellent Performance: 4 RP. Beat the mission within 35 turns or less with only one pilot dead. Lynn and the Gunner tanks must remain alive at all costs. Link Squad A: Striker(Leader) Gunner A Launcher Launcher Link Squad B: Striker(Leader) Assault Gunner B Link Squad C: Heli Pilot(Leader/NEW) Assault Heli Pilot(NEW) Link Squad D: Gunner B(Leader) Launcher Link Squad E: Gunner B(Leader) Launcher Link Squad F: Gunner A(Leader) Launcher Link Squad G: Assault(Leader) Launcher Link Squad H: Assault(Leader) Launcher Link Squad I: Heli Pilot(Leader) Heli Pilot Link Squad J: Striker(Leader) Gunner A Battle Reward ---------------- Pilot EXP - 2700 CP - 1600 Enemy Composition ------------------------------------------------------------------------------ Riot Police Assault in Warlus - Total 4 AP: 17 MV: 7 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 995 (I) SG - 19 x 9, 1-3, 3 AP(one) Arms - 552 (I) SG - 19 x 9, 1-3, 3 AP(see SG) Legs - 771 (P) MG - 14 x 12, 1-4, 4 AP(two) Evasion - 0% (I) SD - 55 x 1, 1, 1 AP(see MG) Armor - Piercing (P) MG - 14 x 12, 1-4, 4 AP(one) Defense - 36/36/36 (P) MG - 14 x 12, 1-4, 4 AP(see MG) Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Assault Link R(SG + MG) Gun - 1 Speed I Lcn - 1 Minus Shot I(MG/SD) Mec - 1 Slice Shot I(MG/SD Link Leader) Jam - 1 ------------------------------------------------------------------------------ Riot Police Gunner A in Kyojun - Total 2 + 1(NEW) AP: 17 MV: 4 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 894 (P) RF - 130 x 1, 1-7, 6 AP(one) Arms - 500 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 694 (F + I) BZ - 112 x 1 + 84, 3-6, 6 AP(two) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot I Gun - 5 Minus Shot I(BZ) Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Gunner B in Grille Sechs - Total 3 AP: 17 MV: 4 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 944 (P) RF - 130 x 1, 1-7, 6 AP(two) Arms - 521 (I) SG - 19 x 9, 1-3, 3 AP(see RF) Legs - 734 (F + I) BZ - 112 x 1 + 84, 3-6, 6 AP(one) Evasion - 0% (P) MG - 14 x 12, 1-4, 4 AP(see BZ) Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 3 Assault Link R Gun - 5 Panic Shot I Lcn - 1 Terror Shot I(RF Link Leader) Mec - 1 Minus Shot I(BZ Link Leader) Jam - 1 ------------------------------------------------------------------------------ Heli Pilot in Linqid M3 - Total 3 + 2(NEW) AP: 21 MV: 6 Lv: 12 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 1677 (P) MG - 14 x 13, 1-5, 4 AP Evasion - 0% (F) MS(10) - 57 x 6, 6-8, 12 AP Armor - None Defense - 0 Job Levels: Skills: Stk - 1 Assault Link Asl - 2 Max AP + 2 Gun - 1 Max AP + 2 Lcn - 5 AP Charge + 1 Mec - 1 AP Charge + 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Launcher in Enyo - Total 7 AP: 21 MV: 4 Lv: 12 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 795 (I) KN - 18 x 1, 1, 1 AP Arms - 436 (I) KN - 18 x 1, 1, 1 AP Legs - 619 (F) GR(3) - 400 x 1, 4-6, 15 AP(four) Evasion - 0% (F) GR(3) - 400 x 1, 4-6, 15 AP(see GR) Armor - Fire (F) MS(4) - 139 x 2, 6-8, 14 AP(three) Defense - 12/12/12 (F) MS(4) - 139 x 2, 6-8, 14 AP(see MS) Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Striker in Scintilla - Total 2 + 1(NEW) AP: 17 MV: 7 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1045 (P) PB - 84 x 1, 1, 1 AP(two) Arms - 579 (P) PB - 84 x 1, 1, 1 AP(see PB) Legs - 812 (I) RD - 102 x 1, 1, 1 AP(one) Evasion - 16% (I) RD - 102 x 1, 1, 1 AP(see RD) Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 5 Striker Link L Asl - 1 Striker Link R Gun - 1 Charge I Lcn - 1 Feint I Mec - 1 Boost I(PB Link Leader) Jam - 1 Revenge(RD Link Leader) ------------------------------------------------------------------------------ Allies: Lynn Wenright in Frost(Assault) AP: 17 MV: 7 Lv: 12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 829 (I) SG - 16 x 10, 1-3, 3 AP Arms - 460 (I) SD - 16 x 1, 1, 1 AP Legs - 643 Evasion - 8% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 EMP Recovery Boost I Asl - 5 Assault Link L Gun - 1 Speed I Lcn - 1 Blast Strike Mec - 1 Double Assault Jam - 1 Gun Duel ------------------------------------------------------------------------------ Gunner in BT-C68(Tank) - Total 2 AP: 17 MV: 5 Lv:12 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1078 (P) CN - 95 x 1, 1-8, 6 AP Evasion - 0% Armor - None Defense - 50 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Panic Shot I Gun - 5 Zoom Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Optional target: Building - Total 2 Body - 500 ------------------------------------------------------------------------------ Recommendation: Walter - Raptor EX MG + Press Needle PB. Skills - Barrage, Terror Shot I, Pincers Edward - Raptor EX MG + Press Needle PB. Skills - Terror Shot I, Defense I, Repair AP - 2 Hettie - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Defense + 4 Harvey - Winee RF. Skills - Blast Shot, Panic Shot I, Heli Hunt, Accuracy + 2% Darril - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Defense + 4 Patrick - Raptor EX MG. Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2% Equipment - Rank 6. Frost Legs on Walter and Patrick, Warlus for everyone else except Darril and Hettie. Switch to Warlus Arms for anyone using Raptor EX MG and Scintilla Arms for anyone using Press Needle PB. Strategy: Hettie, Darril, and Harvey should occupy the placements by the North. Walter, Edward, and Patrick should be at the other placements. The two main forces of enemies are by the West and North. Destroy the forces at one direction before going for the next to minimize damage and loses. The initial four units at the North are the first major targets to destroy. After that, mop up the rest of the Northern forces and then move out West. Keep Lynn and the Gunner tanks away from the Heli Pilots North since they tend to attack Lynn's squad first. Other than that, keep up the Links and Repairs to win. ------------------------------------------------------------------------------ Mission 13A - Jungle Penetration ------------------------------------------------------------------------------ Difficulty: ***** Enemies: 23(8 NEW) Bosses: 0 Units: 6 Allies: 1 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 35 turns or less with only one pilot dead. Lynn must remain alive. Link Squad A: Assault(Leader/NEW) Striker Launcher Link Squad B: Gunner(Leader/NEW) Assault Striker Link Squad C: Gunner(Leader) Assault Link Squad D: Gunner(Leader) Gunner Link Squad E: Assault(Leader) Assault Link Squad F: Striker(Leader) Gunner Link Squad G: Striker(Leader) Assault Link Squad H: Assault(Leader) Striker Link Squad I: Striker(Leader) Gunner Battle Reward ---------------- Pilot EXP - 6400 CP - 3800 Enemy Composition ------------------------------------------------------------------------------ Riot Police Assault in Warlus - Total 4 + 3(NEW) AP: 18 MV: 7 Lv: 13 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1433 (P) MG - 23 x 8, 1-4, 4 AP(five) Arms - 794 (P) MG - 23 x 8, 1-4, 4 AP(see MG) Legs - 925 (I) SG - 21 x 9, 1-3, 3 AP(two) Evasion - 0% (I) SG - 21 x 9, 1-3, 3 AP(see SG) Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Assault Link R Gun - 1 Speed I Lcn - 1 Minus Shot I(SG) Mec - 1 Slice Shot I(MG) Jam - 1 ------------------------------------------------------------------------------ Riot Police Assault in C5 Autocannon(Sentry Gun) - Total 2 AP: 18 MV: 0 Lv: 13 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 4134 (P) MG - 26 x 10, 1-6, 4 AP, 90-73% Evasion - 0% Armor - Piercing Defense - 20 Job Levels: Skills: Stk - 1 Assault Link Asl - 5 Speed I Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Gunner in Kyojun - Total 4 + 2(NEW) AP: 18 MV: 4 Lv: 13 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1288 (P) RF - 145 x 1, 1-7, 6 AP(three) Arms - 722 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 832 (F + I) BZ - 120 x 1 + 92, 3-6, 6 AP(three) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot Gun - 5 Slice Shot I(BZ Link Leader) Lcn - 1 Feint I(BZ Link Leader 2) Mec - 1 Minus Shot I(RF Link Leader) Jam - 1 ------------------------------------------------------------------------------ Riot Police Launcher in Enyo - Total 1 AP: 22 MV: 4 Lv: 13 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 1143 (I) KN - 18 x 1, 1, 1 AP Arms - 625 (I) KN - 18 x 1, 1, 1 AP Legs - 743 (F) MS(5) - 159 x 2, 6-8, 16 AP Evasion - 0% (F) MS(5) - 159 x 2, 6-8, 16 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Launcher in E-2 GR Gun(Turret) - Total 1 AP: 22 MV: 0 Lv: 13 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 5175 (F) GR - 578 x 1, 1-4, 11 AP, 100%, 5 spaces Evasion - 0% Armor - Fire Defense - 20 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Striker in Scintilla - Total 3 + 3(NEW) AP: 18 MV: 7 Lv: 13 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1505 (I) KN - 79 x 1, 1, 1 AP(four) Arms - 832 (I) KN - 79 x 1, 1, 1 AP(see KN) Legs - 975 (I) RD - 112 x 1, 1, 1 AP(two) Evasion - 16% (I) RD - 112 x 1, 1, 1 AP(see RD) Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 5 Striker Link L Defense I(KN + RD) Asl - 1 Striker Link R Gun - 1 Charge I Lcn - 1 Blast Strike(KN Link Leader) Mec - 1 Boost I(KN Link Leader) Jam - 1 Revenge(KN + RD) ------------------------------------------------------------------------------ Allies: Lynn Wenright in Frost(Assault) AP: 18 MV: 7 Lv: 13 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 995 (I) SG - 16 x 10, 1-3, 3 AP Arms - 552 (I) SD - 16 x 1, 1, 1 AP Legs - 643 Evasion - 8% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 EMP Recovery Boost I Asl - 5 Assault Link L Gun - 1 Speed I Lcn - 1 Blast Strike Mec - 1 Double Assault Jam - 1 Gun Duel ------------------------------------------------------------------------------ Recommendation: Walter - Raptor EX MG + Press Needle PB. Skills - Barrage, Terror Shot I, Pincers Edward - Raptor EX MG + Press Needle PB. Skills - Terror Shot I, Defense I, Repair AP - 2 Hettie - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Defense + 4 Harvey - Boa BZ. Skills - Blast Shot, Panic Shot I, Accuracy + 2% Darril - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Defense + 4 Patrick - Raptor EX MG. Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2% Equipment - Rank 7. Frost Legs on Walter and Patrick, Warlus for everyone else except Darril and Hettie. Switch to Warlus Arms for anyone using Raptor EX MG and Scintilla Arms for anyone using Press Needle PB. Strategy: This is quite a nasty mission if all units decide to attack so destroying them slowly is recommended. Either start counter-clockwise or clockwise for the mission. Get any enemies out of the tight passages and be sure to have Hettie, Darril, Walter, and Edward taking advantage of this with PBs. This is pretty much a close-range affair and the high concentration of Assaults and Strikers prove this. Always destroy any Striker first and then concentrate on the Gunners. The Assaults are not as dangerous as these two, but disabling them with EMP is effective. Against any attack, Hettie and Darril should be free to move about and pincer enemies. Walter and Edward should be nearby for PB assistance. Patrick should be on EMP duty and Harvey weakens incoming units. Lynn should never attack and should be on Repair duty. The turrets come last when the enemies have been destroyed. ------------------------------------------------------------------------------ Mission 13B - Jungle Evasion ------------------------------------------------------------------------------ Difficulty: ** Enemies: 14(4 NEW) Bosses: 0 Units: 6 Allies: 1 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 20 turns or less without any lost pilots. Lynn must remain alive. Link Squad A: Assault B(Leader) Assault A Gunner Striker Link Squad B: Launcher(Leader) Launcher Link Squad C: Gunner B(Tank/Leader) Gunner A(Tank) Link Squad D: Gunner B(Tank/Leader) Gunner A(Tank) Link Squad E: Gunner B(Tank/Leader) Gunner A(Tank) Battle Reward ---------------- Pilot EXP - 3000 CP - 1800 Enemy Composition ------------------------------------------------------------------------------ Riot Police Assault A in Warlus - Total 1 AP: 17 MV: 7 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 995 (P) MG - 14 x 12, 1-4, 4 AP Arms - 552 (P) MG - 14 x 12, 1-4, 4 AP Legs - 660 Evasion - 0% Armor - Piercing Defense - 36/36/8 Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Assault Link R Gun - 1 Speed I Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Assault B in Warlus - Total 1 AP: 18 MV: 7 Lv: 14 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 995 (I) SG - 19 x 9, 1-3, 3 AP Arms - 552 (I) SG - 19 x 9, 1-3, 3 AP Legs - 660 Evasion - 0% Armor - Piercing Defense - 36/36/8 Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Assault Link R Gun - 1 Speed I Lcn - 1 Slice Shot I Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Assault in C5 Autocannon(Sentry Gun) - Total 2 AP: 18 MV: 0 Lv: 13 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 4134 (P) MG - 26 x 10, 1-6, 4 AP, 90-73% Evasion - 0% Armor - Piercing Defense - 20 Job Levels: Skills: Stk - 1 Assault Link Asl - 5 Speed I Gun - 1 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Gunner in Kyojun - Total 1 AP: 18 MV: 7 Lv: 14 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 894 (P) RF - 130 x 1, 1-7, 6 AP Arms - 500 (I) SD - 17 x 1, 1, 1 AP Legs - 660 Evasion - 0% Armor - Piercing Defense - 14/14/8 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot I Gun - 5 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Gunner A in K-78 Sonata(Tank) - Total 1 + 2(NEW) AP: 17 MV: 5 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 2073 (P) CN - 132 x 1, 1-8, 6 AP Evasion - 0% Armor - None Defense - 50 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Panic Shot I Gun - 5 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Gunner B in K-78 Sonata(Tank) - Total 1 + 2(NEW) AP: 18 MV: 5 Lv: 13 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 2073 (P) CN - 132 x 1, 1-8, 6 AP Evasion - 0% Armor - None Defense - 50 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Panic Shot I Gun - 5 Zoom(Link Leader 1) Lcn - 1 Boost I(Link Leader 2) Mec - 1 Minus Shot I(Link Leader 3) Jam - 1 ------------------------------------------------------------------------------ Riot Police Launcher in Enyo - Total 2 AP: 21 MV: 7 Lv: 11 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 795 (I) KN - 18 x 1, 1, 1 AP Arms - 436 (I) KN - 18 x 1, 1, 1 AP Legs - 660 (F) MS(4) - 139 x 2, 6-8, 14 AP(one) Evasion - 0% (F) MS(4) - 139 x 2, 6-8, 14 AP(see MS) Armor - Fire (F) GR(3) - 400 x 1, 4-6, 15 AP(one) Defense - 12/12/8 (F) GR(3) - 400 x 1, 4-6, 15 AP(see GR) Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 Defense I(GR) Jam - 1 ------------------------------------------------------------------------------ Riot Police Striker in Scintilla - Total 1 AP: 17 MV: 7 Lv: 11 AP Charge: 13 Unit Loadout: Weapon Loadout: Body - 1045 (I) RD - 102 x 1, 1, 1 AP Arms - 579 (I) SD - 55 x 1, 1, 1 AP Legs - 660 Evasion - 0% Armor - Impact Defense - 20/20/8 Job Levels: Skills: Stk - 5 Striker Link L Asl - 1 Charge I Gun - 1 Blast Strike Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Allies: Lynn Wenright in Frost(Assault) AP: 18 MV: 7 Lv: 13 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 995 (I) SG - 16 x 10, 1-3, 3 AP Arms - 552 (I) SD - 16 x 1, 1, 1 AP Legs - 643 Evasion - 8% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 EMP Recovery Boost I Asl - 5 Assault Link L Gun - 1 Speed I Lcn - 1 Blast Strike Mec - 1 Double Assault Jam - 1 Gun Duel ------------------------------------------------------------------------------ Recommendation: Walter - Raptor EX MG + Press Needle PB. Skills - Barrage, Terror Shot I, Pincers Edward - Raptor EX MG + Press Needle PB. Skills - Terror Shot I, Defense I, Repair AP - 2 Hettie - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Defense + 4 Harvey - Boa BZ. Skills - Blast Shot, Panic Shot I, Accuracy + 2% Darril - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Defense + 4 Patrick - Raptor EX MG. Skills - Tank Hunt, Feint I, Fix DMG I, Evasion + 2% Equipment - Rank 7. Frost Legs on Walter and Patrick, Warlus for everyone else except Darril and Hettie. Switch to Warlus Arms for anyone using Raptor EX MG and Scintilla Arms for anyone using Press Needle PB. Strategy: This mission is as easy as before apart from the upgrades. There are 4 new Gunner tanks to deal with but they are easy takings for Darril and Hettie. If you have been been following the Recommendation section, you'll actually out-Rank the enemies! Enjoy this breather of a mission! Of course, the next one isn't so pretty... ------------------------------------------------------------------------------ Mission 14 - Base Recapture ------------------------------------------------------------------------------ Difficulty: **** Enemies: 13 Bosses: 0 Units: 6 Allies: 1 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 30 turns or less with only one pilot dead. Lynn must remain alive. Link Squad A: Striker(Leader) Gunner(Turret) Launcher Link Squad B: Gunner(Leader) Assault B Launcher(Turret) Link Squad C: Launcher(Leader) Launcher(Turret) Striker Link Squad D: Assault A(Leader) Gunner Link Squad E(no Link capability): Gunner Launcher(Turret) Battle Reward ---------------- Pilot EXP - 3300 CP - 2000 Enemy Composition ------------------------------------------------------------------------------ Riot Police Assault A in Warlus - Total 1 AP: 18 MV: 7 Lv: 14 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1433 (P) MG - 23 x 8, 1-4, 4 AP Arms - 794 (P) MG - 23 x 8, 1-4, 4 AP Legs - 925 Evasion - 0% Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Assault Link R Gun - 1 Speed I Lcn - 1 Slice Shot I Mec - 1 Switch I Jam - 1 All Repair MAX(BP, 6) ------------------------------------------------------------------------------ Riot Police Assault B in Warlus - Total 1 AP: 18 MV: 8 Lv: 14 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1433 (P) MG - 20 x 10, 1-4, 4 AP Arms - 794 (P) MG - 20 x 10, 1-4, 4 AP Legs - 1110 Evasion - 0% Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Assault Link R Gun - 1 Speed I Lcn - 1 All Repair MAX(BP, 6) Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Gunner in Kyojun - Total 3 AP: 18 MV: 4 Lv: 14 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1288 (P) GG - 14 x 19, 1-6, 6 AP(one) Arms - 722 (I) KN - 18 x 1, 1, 1 AP(see GG) Legs - 832 (F + I) BZ - 120 x 1 + 92, 3-6, 6 AP(one) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP(one) Defense - 14/14/14 (P) MG - 20 x 10, 1-4, 4 AP(see BZ) Job Levels: Skills: Stk - 1 Gunner Link L All Repair MAX(BP, 6) Asl - 1 Assault Link R(BZ/MG) Gun - 5 Panic Shot I Lcn - 1 Terror Shot I(GG) Mec - 1 Speed I(GG) Jam - 1 All Repair MAX(BP, 7, Link Leader) ------------------------------------------------------------------------------ Riot Police Gunner in 200mm CN Gun(Turret) - Total 1 AP: 18 MV: 0 Lv: 14 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 6897 (P) CN - 250 x 1, 1-8, 6 AP, 80-65% Evasion - 0% Armor - Impact Defense - 40 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Panic Shot I Gun - 5 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Launcher in Enyo - Total 2 AP: 22 MV: 4 Lv: 14 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 1143 (I) KN - 18 x 1, 1, 1 AP Arms - 625 (I) KN - 18 x 1, 1, 1 AP Legs - 892 (F) MS(5) - 181 x 2, 6-8, 18 AP Evasion - 0% (F) MS(5) - 181 x 2, 6-8, 18 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 MS Burst(Link Leader) Jam - 1 MS Reload MAX(BP, 3) ------------------------------------------------------------------------------ Riot Police Launcher in FH-40 GR Gun(Turret) - Total 3 AP: 22 MV: 0 Lv: 14 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 5169 (F) GR - 1196 x 1, 4-10, 11 AP, 100%, 5 spaces Evasion - 0% Armor - Fire Defense - 20 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Striker in Scintilla - Total 2 AP: 18 MV: 8 Lv: 14 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1505 (I) RD - 123 x 1, 1, 1 AP(one) Arms - 832 (I) RD - 123 x 1, 1, 1 AP(see RD) Legs - 1171 (P) PB - 101 x 1, 1, 1 AP(one) Evasion - 16% (P) PB - 101 x 1, 1, 1 AP(see PB) Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 5 Striker Link L Asl - 1 Striker Link R Gun - 1 Charge I Lcn - 1 Feint I(Link Leader) Mec - 1 Blast Strike(Link Leader) Jam - 1 ------------------------------------------------------------------------------ Allies: Lynn Wenright in Frost(Assault) AP: 18 MV: 7 Lv: 14 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 995 (I) SG - 16 x 10, 1-3, 3 AP Arms - 552 (I) SD - 16 x 1, 1, 1 AP Legs - 643 Evasion - 8% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 EMP Recovery Boost I Asl - 5 Assault Link L Gun - 1 Speed I Lcn - 1 Blast Strike Mec - 1 Double Assault Jam - 1 Gun Duel ------------------------------------------------------------------------------ Recommendation: Walter - Raptor EX MG + Press Needle PB. Skills - Barrage, Terror Shot I, Pincers Edward - Raptor EX MG + Press Needle PB. Skills - Terror Shot I, Defense I, Repair AP - 2 Hettie - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Defense + 4 Harvey - FV-24 GG. Skills - Blast Shot, Panic Shot I, Accuracy + 2% Darril - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Defense + 4 Patrick - Raptor EX MG. Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2% Equipment - Rank 7. Frost Legs on Walter and Patrick, Warlus for everyone else except Darril and Hettie. Switch to Warlus Arms for anyone using Raptor EX MG and Scintilla Arms for anyone using Press Needle PB. Repair items are highly recommended. Strategy: This mission is won mostly through EMP and lost without EMP. With this said, equip someone with a spare EMP like Hettie. It would be a good idea to use Repair Light Backpacks instead of Repair items as well, weight permitting. It doesn't matter where the drop points are as two enemies by the front of the base will easily Repair any damage with All Repair MAX. The group placement by the West needs to merge with the East placement first. Once merged, full Links should destroy both units without a chance to Repair. Now, the hard part is getting through the rest of the mission alive. The Launcher turrets are absolutely devastating and attempting to destroy one without EMP is a guaranteed way for an easy Game Over. Whatever happens, EMP attacks must succeed at disabling them! If they aren't disabled, it's Game Over. They have more than enough HP to outlast repeated Links and can destroy the squad with their 5 space range GRs. That doesn't include interference from the other wanzers as well. More units have All Repair MAX and will need full Link attacks to destroy. Needless to say, it would be a bad idea to do that as long as the Launcher turrets are around. Spread the squad out in a way that at least either Edward or Lynn can remain relatively undamaged from GR rounds. Approach the first Launcher turret to the North and inflict Attack Systems Down with Patrick and whoever has the second EMP. If it works, attack it and hope it does not wear off within the next turn or so. If it doesn't, try again and Repair the damage. If a second attempt at EMP fails, just Give Up and try the mission again. The damage is too much to Repair effectively and the GR's huge range means not everyone can be Repaired. Destroy the first Launcher turret and intercept the incoming enemies. Do not approach within range of the second Launcher turret nearby (10 plus 5 spaces) when destroying the wanzers. Once they are gone, do the same approach to the second Launcher turret. Be sure to use EMP at a position that will not result in the third Launcher turret from attacking. Destroy this and do the same for the last Launcher turret. Once that is done, finish off the Gunner turret. ------------------------------------------------------------------------------ Mission 15 - Base Emergency A(13A) or B(13B) ------------------------------------------------------------------------------ Difficulty: ** Enemies: 17 + reinforcements: (13A = 16), (13B = 16/2 NEW) Bosses: 1 + 1 reinforcement Units: 6 Allies: 5 Winning Condition: Destroy all enemies. Losing Condition: All shelters destroyed or all ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 25 turns or less without any lost pilots, including Lynn and the Defense Turrets. All Weapons Depots must remain functioning. Link Squad A: Striker A(Leader) Assault A Assault A Striker A Striker A Link Squad B: Assault A(Leader) Gunner A Gunner A Launcher A Launcher A Link Squad C: Gunner A(Leader) Gunner A Gunner A Gunner A Link Squad D: Gunner A(Leader) Gunner A Launcher A (Reinforcement Link Squads) Link Squad E: Kouren, stage 1(Leader) Assault B Gunner B Launcher B Link Squad F: Kouren, stage 2(Leader) Assault B Gunner B Striker B * Reinforcements replace fallen units in one of the 4 initial squads * Battle Reward ---------------- Pilot EXP - 3600 CP - 3000 Enemy Composition ------------------------------------------------------------------------------ Riot Police Assault A in Warlus - Total 3 AP: 18 MV: 7 Lv: 15 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 691 (I) SG - 16 x 10, 1-3, 3 AP(two) Arms - 383 (I) SG - 16 x 10, 1-3, 3 AP(see SG) Legs - 536 (I) SG - 16 x 10, 1-3, 3 AP(one) Evasion - 16% (I) SD - 50 x 1, 1, 1 AP(see SG) Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Assault Link R(SG) Gun - 1 Speed I Lcn - 1 Defense I(SG Link Leader) Mec - 1 Minus Shot I(SG Link Leader) Jam - 1 ------------------------------------------------------------------------------ Riot Police Gunner A in Kyojun - Total 8 AP: 18 MV: 4 Lv: 15 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 621 (P) RF - 116 x 1, 1-7, 6 AP(four) Arms - 346 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 483 (P) GG - 12 x 17, 1-6, 6 AP(four) Evasion - 16% (I) KN - 18 x 1, 1, 1 AP(see GG) Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot I Gun - 5 Minus Shot I(GG Link Leader) Lcn - 1 Body Breaker(RF Link Leader) Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Launcher A in Enyo - Total 3 AP: 22 MV: 4 Lv: 15 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 553 (I) KN - 18 x 1, 1, 1 AP Arms - 304 (I) KN - 18 x 1, 1, 1 AP Legs - 430 (F) MS(4) - 122 x 2, 6-8, 13 AP(two) Evasion - 16% (F) MS(4) - 122 x 2, 6-8, 13 AP(see MS) Armor - Fire (F) RK(3) - 369 x 1, 8-10, 15 AP(one) Defense - 12/12/12 (F) RK(3) - 369 x 1, 8-10, 15 AP(see RK) Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Striker A in Scintilla - Total 3 AP: 18 MV: 7 Lv: 15 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 726 (P) PB - 77 x 1, 1, 1 AP(one) Arms - 403 (P) PB - 77 x 1, 1, 1 AP(see PB) Legs - 563 (I) RD - 93 x 1, 1, 1 AP(one) Evasion - 32% (I) RD - 93 x 1, 1, 1 AP(see RD) Armor - Impact (I) KN - 66 x 1, 1, 1 AP(one) Defense - 20/20/20 (I) SD - 50 x 1, 1, 1 AP(see KN) Job Levels: Skills: Stk - 5 Striker Link L Asl - 1 Striker Link R(PB + RD) Gun - 1 Charge I Lcn - 1 Feint I(PB Link Leader) Mec - 1 Revenge(PB Link Leader) Jam - 1 ------------------------------------------------------------------------------ Reinforcements: (turn 2) ------------------------------------------------------------------------------ Gunner A with GG - Total 1(13A) - destroy more units Skills - Gunner Link L, Panic Shot I ------------------------------------------------------------------------------ Gunner A with RF - Total 1(13A) - destroy more units Skills - Gunner Link L, Panic Shot I, Slice Shot I, Body Breaker ------------------------------------------------------------------------------ Gunner A with GG - Total 1(13B) Skills - Gunner Link L, Panic Shot I ------------------------------------------------------------------------------ Gunner A with RF - Total 1(13B) - destroy more units Skills - Gunner Link L, Panic Shot I, Slice Shot I, Body Breaker ------------------------------------------------------------------------------ (turn 3) ------------------------------------------------------------------------------ Boss - Kouren Pilot in Kouren(Launcher) AP: 22 MV: 6 Lv: 15 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 6605 (P) CN - 185 x 2(1), 2-10, 3 AP, 70-55% Evasion - 0% (F) FT - 43 x 5(2), 1-3, 1 AP, 70-62% Armor - Fire Defense - 60 Pilot Type - Aggressive Job Levels: Skills: Stk - 1 Gunner Link Zoom Asl - 3 Assault Link Gun - 3 Max AP + 2 Lcn - 5 Max AP + 2 Mec - 1 AP Charge + 1 Jam - 1 AP Charge + 1 ------------------------------------------------------------------------------ Riot Police Assault B in Warlus - Total 1 AP: 18 MV: 7 Lv: 15 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 995 (P) MG - 14 x 12, 1-4, 4 AP Arms - 552 (P) MG - 14 x 12, 1-4, 4 AP Legs - 771 Evasion - 16% Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 5 Assault Link R Gun - 1 Speed I Lcn - 1 Panic Shot I Mec - 1 All Repair MAX(BP, 6, initial) Jam - 1 ------------------------------------------------------------------------------ Riot Police Gunner B in Kyojun - Total 1 AP: 18 MV: 4 Lv: 15 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 894 (P) RF - 130 x 1, 1-7, 6 AP Arms - 500 (I) KN - 18 x 1, 1, 1 AP Legs - 694 Evasion - 16% Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot I Gun - 5 Minus Shot I Lcn - 1 All Repair MAX(BP, 6, initial) Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Launcher B in Enyo - Total 1 AP: 22 MV: 4 Lv: 15 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 795 (I) KN - 18 x 1, 1, 1 AP Arms - 436 (I) KN - 18 x 1, 1, 1 AP Legs - 619 (F) RK(3) - 401 x 1, 8-10, 16 AP Evasion - 16% (F) RK(3) - 401 x 1, 8-10, 16 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 RK Reload MAX(BP, 3, initial) Jam - 1 ------------------------------------------------------------------------------ Gunner A with GG - Total 1(13A) Skills - Gunner Link L, Panic Shot I, Minus Shot I ------------------------------------------------------------------------------ Gunner A with RF - Total 1(13A) Skills - Gunner Link L, Panic Shot I, Slice Shot I, Body Breaker ------------------------------------------------------------------------------ Gunner A with RF - Total 2(13B) Skills - Gunner Link L, Panic Shot I, Slice Shot I, Body Breaker ------------------------------------------------------------------------------ Gunner A with RF - Total 1(13B) Skills - Gunner Link L, Panic Shot I ------------------------------------------------------------------------------ (turn 4) ------------------------------------------------------------------------------ Striker A with PB - Total 2(13A) Skills - Striker Link L, Striker Link R, Charge I, Feint I, Revenge ------------------------------------------------------------------------------ Launcher A with MS - Total 1(13A) Skills - Max AP + 2/2, AP Charge + 1/1 ------------------------------------------------------------------------------ Gunner A with RF - Total 1(13A) - destroy more units Skills - Gunner Link L, Panic Shot I ------------------------------------------------------------------------------ Striker A with PB - Total 2(13B) Skills - Striker Link L, Striker Link R, Charge I, Feint I, Revenge ------------------------------------------------------------------------------ Gunner A with GG - Total 1(13B) Skills - Gunner Link L, Panic Shot I, Minus Shot I ------------------------------------------------------------------------------ Launcher A with MS - Total 1(13B) Skills - Max AP + 2/2, AP Charge + 1/1 ------------------------------------------------------------------------------ (turn 5) ------------------------------------------------------------------------------ Assault A with SG - Total 1(13A) Skills - Assault Link L, Assault Link R, Speed I, Defense I, Minus Shot I ------------------------------------------------------------------------------ Gunner A with RF - Total 1(13A) Skills - Gunner Link L, Panic Shot I, Slice Shot I, Body Breaker ------------------------------------------------------------------------------ Assault A with SG - Total 1(13B) Skills - Assault Link L, Assault Link R, Speed I, Defense I, Minus Shot I ------------------------------------------------------------------------------ (Kouren destroyed) Boss - Kouren Pilot in Kouren(Launcher) AP: 22 MV: 8 Lv: 15 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 3614 (P) GG - 16 x 20(2), 1-8, 6 AP, 81-65% Evasion - 46% (F) MS - 112 x 4(1), 8-12, 10 AP, 100% Armor - Fire Defense - 60 Pilot Type - Aggressive Job Levels: Skills: Stk - 1 Gunner Link MS Burst Asl - 1 Max AP + 2 Gun - 2 Max AP + 2 Lcn - 5 AP Charge + 1 Mec - 1 AP Charge + 1 Jam - 1 Speed I ------------------------------------------------------------------------------ Assault B - Total 1 Skills - Assault Link L, Assault Link R, Speed I, Slice Shot I ------------------------------------------------------------------------------ Gunner B with GG - 13 x 17, 1-6, 6 AP - Total 1 Skills - Gunner Link L, Panic Shot I, Speed I ------------------------------------------------------------------------------ Riot Police Striker B in Scintilla - Total 1 AP: 18 MV: 7 Lv: 15 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1045 (I) KN - 72 x 1, 1, 1 AP Arms - 579 (I) SD - 55 x 1, 1, 1 AP Legs - 812 Evasion - 32% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 5 Striker Link L Asl - 1 Charge I Gun - 1 Blast Strike Lcn - 1 Revenge Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Allies: * All turrets at full HP if you did Mission 13A * Lynn Wenright in Frost(Assault) AP: 18 MV: 7 Lv: 15 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 995 (I) SG - 16 x 10, 1-3, 3 AP Arms - 552 (I) KN - 18 x 1, 1, 1 AP(Mission 13B was done) Legs - 771 (I) SD - 16 x 1, 1, 1 AP(Mission 13A was done) Evasion - 8% Armor - None Defense - 36/36/36 Job Levels: Skills: Stk - 1 EMP Recovery Boost I Asl - 5 Assault Link L Gun - 1 Speed I Lcn - 1 Blast Strike(Mission 13A was done) Mec - 1 Double Assault(Mission 13A was done) Jam - 1 Gun Duel ------------------------------------------------------------------------------ Gunner in 200mm CN Gun(Turret) - Total 1 AP: 18 MV: 0 Lv: 15 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 4207/6897 (P) CN(5) - 250 x 1, 1-8, 6 AP, 80-65% Evasion - 0% Armor - Impact Defense - 40 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Panic Shot I Gun - 5 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Launcher in FH-40 GR Gun(Turret) - Total 1 AP: 22 MV: 0 Lv: 15 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 4135/5169 (F) GR(5) - 1196 x 1, 4-10, 11 AP, 100%, 5 spaces Evasion - 0% Armor - Fire Defense - 20 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 5 AP Charge + 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Launcher(Turret), Body - 3411/5169 - Total 1 Skills - Max AP + 2, Max AP + 2, AP Charge + 1, AP Charge + 1 ------------------------------------------------------------------------------ Launcher(Turret), Body - 4497/5169 - Total 1 Skills - Max AP + 2, Max AP + 2, AP Charge + 1, AP Charge + 1 ------------------------------------------------------------------------------ Defense target: Shelter(Weapons Depot) - Total 4 Body - 3000 ------------------------------------------------------------------------------ Recommendation: Walter - Raptor EX MG + Press Needle PB. Skills - Barrage, Terror Shot I, Pincers Edward - Raptor EX MG + Press Needle PB. Skills - Terror Shot I, Defense I, Repair AP - 2 Hettie - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Defense + 4 Harvey - Winee RF. Skills - Blast Shot, Panic Shot I, Heli Hunt, Accuracy + 2% Darril - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Defense + 4 Patrick - Raptor EX MG. Skills - Minus Shot I, Tank Hunk, Fix DMG I, Evasion + 2% Equipment - Rank 7. Frost Legs on all except Darril and Hettie. Strategy: Rejoice as this mission changes minimally in terms of upgrades! Even though the weapons, including Kouren's, are stronger, the mission is hardly that difficult this time around. Having been through much harder missions, this one is a cakewalk. The only change would be the stronger Defense Turrets, which makes the mission even easier. Have fun plowing through this mission! ------------------------------------------------------------------------------ INTERMISSION ------------ Watch the next cutscene and then you will be at a Military Hospital. Just talk with Hector then watch another cutscene. Next, Lynn and Edward will pay a visit to the Military Hospital. Speak with Edward, then with Lynn. After speaking with her and choosing any of the options, speak with Edward again. ------------------------------------------------------------------------------ FORTUNE MEDICAL [FORT] ------------------------------------------------------------------------------ CVN-112: ECLIPSE ---------------- Scouting List: Simulator - Sarah(Jam), Lily(Stk), Thomas(Asl) Gym - Mark(Gun), Ralph(Stk), Watt(Jam) Mess Room - Patrick(Jam-S), Laura(Gun-S), Jeff(Lcn), Julius(Mec), Bennett(Lcn) Briefing Room - Gordon(Gun), Harvey(Gun), David(Mec), Phyllis(Asl) Information Update: 1. Camouflage #32 - Edward at the Pilot's Ready Room. 2. 4 RP - Oscar at the Senior Officer's Quarters, below Lynn's. 3. New equipment at the Hangar. Feels good to be back on the Eclipse. The remaining Scouting bonuses can be obtained at this point. Also, since this is a Hard Mode run that emphasizes getting everything (it is the "full" game after all), we will also be taking rare pilots as well. Anyways, read the following: 1. Scout Sarah at the Simulator Room and trade Harvey. 2. Put Gordon, Hettie, Raymond, and Sarah into the active squad and speak with Edward for the glasses-wearing pilots-only bonus and 2 RP. 3. Scout Lily at the Simulator Room and trade Raymond. 4. Put Hettie, Lily, Phyllis, and Sarah into the active squad and speak with Edward for the female pilots-only bonus and 1 RP. 5. Put Watt into the active squad. 6. Scout Julius at the Mess Room and trade Phyllis. 7. Scout Mark at the Gym and trade Gordon. The new squad lineup should be: Active: Walter Edward Hettie Mark Darril Patrick Reserve: Julius Lily Sarah Watt Now, all Scouting bonuses have been obtained. The only thing left now is to recruit the remaining rare pilots with conditions to meet. Anyways, head to the Mess Room and speak with Laura. If you have Warlus at the Hangar, she will leave. Speak with Jeff nearby for 4 RP. Also, the Hangar has some new gear for usage. Replace any Raptor or Cemetery for the Chronik MG. If you are using Gale or the Catsray SGs, switch out for the Girino SG. If you used MS weapons, go for the Piz 3 and replace your Donkey MS. Seriously, Launchers aren't a great way to go until you Scout an S-Type Launcher pilot. 2 pure Strikers and Walter along with Edward being secondary Strikers work better for the time being. Survival Simulator is up to the 50th floor now. More uncommon goods can be found here and the Garsade can now be fought as well. Equip Bauers Legs on everyone then Move Out when ready. ------------------------------------------------------------------------------ Mission 16 - Kampot Harbor ------------------------------------------------------------------------------ Difficulty: **** Enemies: 24 Bosses: 0 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 35 turns or less without any lost pilots. Link Squad A: Jammer A(Leader) Gunner A Launcher A Launcher A Link Squad B: Jammer C(Leader) Launcher B Striker Link Squad C: Jammer B(Leader) Launcher A Launcher A Link Squad D: Striker(Leader) Assault B Gunner B Link Squad E: Assault A(Leader) Gunner A Gunner B Link Squad F: Gunner B(Leader) Jammer A Launcher A Link Squad G: Jammer C(Leader) Launcher B Launcher B Link Squad H: Gunner B(Leader) Striker Battle Reward ---------------- Pilot EXP - 3900 CP - 2600 Enemy Composition ------------------------------------------------------------------------------ Riot Police Assault A in Warlus - Total 1 AP: 19 MV: 7 Lv: 16 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1194 (I) SG - 21 x 9, 1-3, 3 AP Arms - 662 (I) SG - 21 x 9, 1-3, 3 AP Legs - 792 Evasion - 0% Armor - Piercing Defense - 36/36/8 Job Levels: Skills: Stk - 1 Assault Link L Asl - 6 Assault Link R Gun - 1 Boost I Lcn - 1 Terror Shot I Mec - 1 Speed I Jam - 1 ------------------------------------------------------------------------------ Riot Police Assault B in Warlus - Total 1 AP: 19 MV: 7 Lv: 16 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1194 (P) MG - 23 x 8, 1-4, 4 AP Arms - 662 (P) MG - 23 x 8, 1-4, 4 AP Legs - 925 Evasion - 0% Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 6 Assault Link R Gun - 1 Boost I Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Gunner A in Kyojun - Total 2 AP: 19 MV: 7 Lv: 16 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1073 (P) RF - 145 x 1, 1-7, 6 AP Arms - 601 (I) KN - 18 x 1, 1, 1 AP Legs - 792 Evasion - 0% Armor - Piercing Defense - 14/14/8 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Zoom Gun - 6 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Gunner B in Kyojun - Total 4 AP: 19 MV: 4 Lv: 16 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1073 (P) RF - 145 x 1, 1-7, 6 AP(one) Arms - 601 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 792 (F + I) BZ - 120 x 1 + 84, 3-6, 6 AP(two) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing (P) GG - 11 x 22, 1-6, 6 AP(one) Defense - 14/14/14 (I) KN - 18 x 1, 1, 1 AP(see GG) Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Zoom Gun - 6 Block DMG 30(RF Link Leader) Lcn - 1 Panic Shot II(BZ Link Leader) Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Jammer A in Schakal - Total 2 AP: 19 MV: 7 Lv: 16 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1073 (F) FT - 51 x 3, 1-2, 3 AP Arms - 601 (I) KN - 18 x 1, 1, 1 AP Legs - 792 Evasion - 0% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 1 Assault Link L Asl - 2 Feint I(Link Leader) Gun - 1 Freeze Shot(Link Leader) Lcn - 1 Mec - 1 Jam - 6 ------------------------------------------------------------------------------ Riot Police Jammer B in Schakal - Total 1 AP: 19 MV: 6 Lv: 16 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1073 (F) FT - 51 x 3, 1-2, 3 AP Arms - 601 (I) KN - 18 x 1, 1, 1 AP Legs - 832 Evasion - 22% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 1 Assault Link L Asl - 2 Minus Shot I Gun - 1 Lcn - 1 Mec - 1 Jam - 6 ------------------------------------------------------------------------------ Riot Police Jammer C in Schakal - Total 2 AP: 19 MV: 8 Lv: 16 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1073 (F) FT - 51 x 3, 1-2, 3 AP Arms - 601 (I) KN - 18 x 1, 1, 1 AP Legs - 950 Evasion - 0% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 1 Assault Link L Asl - 2 Panic Shot I(Link Leader 1) Gun - 1 Freeze Shot(Link Leader 2) Lcn - 1 Mec - 1 Jam - 6 ------------------------------------------------------------------------------ Riot Police Launcher A in Enyo - Total 5 AP: 23 MV: 4 Lv: 16 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 953 (I) KN - 79 x 1, 1, 1 AP Arms - 522 (I) KN - 79 x 1, 1, 1 AP Legs - 743 (F) MS(5) - 159 x 2, 6-8, 16 AP Evasion - 0% (F) MS(5) - 159 x 2, 6-8, 16 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 3 Striker Link L Asl - 1 Striker Link R Gun - 1 Max AP + 2 Lcn - 6 Max AP + 2 Mec - 1 AP Charge + 1 Jam - 1 AP Charge + 1 ------------------------------------------------------------------------------ Riot Police Launcher B in Enyo - Total 3 AP: 23 MV: 7 Lv: 16 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 953 (I) KN - 18 x 1, 1, 1 AP Arms - 522 (I) KN - 18 x 1, 1, 1 AP Legs - 792 (F) MS(5) - 159 x 2, 6-8, 16 AP Evasion - 0% (F) MS(5) - 159 x 2, 6-8, 16 AP Armor - Fire Defense - 12/12/8 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 6 AP Charge + 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Striker in Scintilla - Total 3 AP: 19 MV: 7 Lv: 16 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1254 (P) PB - 92 x 1, 1, 1 AP(one) Arms - 694 (P) PB - 92 x 1, 1, 1 AP(see PB) Legs - 792 (I) RD - 112 x 1, 1, 1 AP(two) Evasion - 2% (I) RD - 112 x 1, 1, 1 AP(see RD) Armor - Impact Defense - 20/20/8 Job Levels: Skills: Stk - 6 Striker Link L Asl - 1 Striker Link R Gun - 1 Charge I Lcn - 1 Footwork Mec - 1 Defense I(RD Link Leader) Jam - 1 ------------------------------------------------------------------------------ Recommendation: Walter - Chronik MG + Press Needle PB. Skills - Barrage, Speed I, Terror Shot I, Pincers Edward - Chronik MG + Press Needle PB. Skills - Blast Strike, Slice Shot I, Defense I, Repair AP - 2 Hettie - Press Needle PB + Press Needle PB. Skills - EMP Recovery, Double Punch I, Charge I, Defense + 4 Mark - Winee RF. Skills - Blast Shot, Panic Shot I, Accuracy + 2% Darril - Press Needle PB + Press Needle PB. Skills - Double Punch I, Charge I, Revenge, Defense + 4 Patrick - Chronik MG. Skills - EMP Recovery, Minus Shot I, Fix DMG I, Evasion + 2%, AP Damage Equipment - Rank 7. Bauers Legs on all. Switch to Warlus Arms for anyone using Chronik MG and Scintilla Arms for anyone using Press Needle PB. Repair items are recommended. Strategy: As if the mission wasn't long enough before, the upgraded wanzers make it more drawn-out. Jammers must always die first and always be on the lookout for the multiple Launchers in the area. Again, Strikers will be the main damage dealer and Darril shines once again with his skill activation rate. Pincer with Hettie and Darril while everyone else supports them. You'll need to really work at it to reach Excellent Performance. There isn't much of a plan other than Darril and Hettie doing the kills. ------------------------------------------------------------------------------ Mission 17 - Testing Facilities ------------------------------------------------------------------------------ Difficulty: ***** Enemies: 20 Bosses: 1 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: Turn limit exceeded(35) or all ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 35 turns or less with only one pilot dead. Link Squad A: ASA-9x(Leader) Gunner A Gunner A Gunner A Gunner A Link Squad B: ASA-9X(Leader) Assault A(Leader) Assault A Striker A Striker B Link Squad C: Striker C(Leader) Assault B Gunner B Link Squad D: Assault B(Leader) Launcher A Striker B Link Squad E: Striker C(Leader) Assault B Gunner B Link Squad F: Launcher B(Leader) Assault B Striker B Battle Reward ---------------- Pilot EXP - 4200 CP - 2900 Enemy Composition ------------------------------------------------------------------------------ Boss - ASA-9X Pilot in ASA-9X(Gunner) AP: 26 MV: 6 Lv: 20 AP Charge: 26 Unit Loadout: Weapon Loadout: Body - 8946 (P) MG - 19 x 15, 1-4, 2 AP, 90-73% Evasion - 0% (F + I) BZ - 163 x 1 + 133, 1-10, 6 AP, 92-67% Armor - None (N) CN - 372 x 1, 1-8, 14 AP, 99-92% Defense - 0 Pilot Type - Aggressive Job Levels: Skills: Stk - 1 EMP Recovery Speed I Asl - 2 Hammer Down Penetration - 31 target(CN) Gun - 6 Assault Link Blast Range - 3 squares(BZ) Lcn - 1 Gunner Link Mec - 1 Zoom Jam - 1 Blast Shot ------------------------------------------------------------------------------ Assault A in Warlus - Total 2 AP: 19 MV: 7 Lv: 17 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1194 (P) MG - 20 x 10, 1-4, 4 AP(one) Arms - 662 (P) MG - 20 x 10, 1-4, 4 AP(see MG) Legs - 925 (I) SG - 23 x 9, 1-3, 3 AP(one) Evasion - 16% (I) SG - 23 x 9, 1-3, 3 AP(see SG) Armor - Piercing Defense - 36/36/36 Job Levels: Skills: Stk - 1 Assault Link L Asl - 6 Assault Link R Gun - 1 Boost I Lcn - 1 Dead Shot - 3 rounds(SG) Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Assault B in Warlus - Total 4 AP: 19 MV: 8 Lv: 17 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1433 (P) MG - 34 x 7, 1-4, 4 AP(two) Arms - 794 (P) MG - 34 x 7, 1-4, 4 AP(see MG) Legs - 1110 (I) SG - 25 x 9, 1-3, 3 AP(one) Evasion - 16% (I) SG - 25 x 9, 1-3, 3 AP(see SG) Armor - Piercing (I) SG - 35 x 7, 1-3, 3 AP(one) Defense - 36/36/36 (I) SG - 35 x 7, 1-3, 3 AP(see SG) Job Levels: Skills: Stk - 1 Assault Link L Asl - 6 Assault Link R Gun - 1 Boost I Lcn - 1 Slice Shot I(25 x 9 SG Link Leader) Mec - 1 Panic Shot II(25 x 9 SG Link Leader) Jam - 1 Dead Shot - 3 rounds(SG) ------------------------------------------------------------------------------ Gunner A in Kyojun - Total 4 AP: 19 MV: 4 Lv: 17 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1073 (P) RF - 162 x 1, 1-7, 6 AP(two) Arms - 601 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 832 (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP(two) Evasion - 16% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Zoom Gun - 6 Penetration - 1 target(RF) Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Gunner B in Kyojun - Total 2 AP: 19 MV: 4 Lv: 17 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1288 (P) RF - 181 x 1, 1-7, 6 AP Arms - 722 (I) KN - 18 x 1, 1, 1 AP Legs - 998 Evasion - 16% Armor - Piercing Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Zoom Gun - 6 Penetration - 1 target(RF) Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Launcher A in Enyo - Total 1 AP: 23 MV: 4 Lv: 17 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 1143 (I) KN - 18 x 1, 1, 1 AP Arms - 625 (I) KN - 18 x 1, 1, 1 AP Legs - 892 (F) MS(5) - 206 x 2, 6-8, 20 AP Evasion - 16% (F) MS(5) - 206 x 2, 6-8, 20 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 6 AP Charge + 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Launcher B in Enyo - Total 1 AP: 23 MV: 4 Lv: 17 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 1143 (I) KN - 18 x 1, 1, 1 AP Arms - 625 (I) KN - 18 x 1, 1, 1 AP Legs - 892 (F) MS(5) - 231 x 2, 6-8, 22 AP Evasion - 16% (F) MS(5) - 231 x 2, 6-8, 22 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 6 AP Charge + 1 Mec - 1 AP Cost 0 Jam - 1 ------------------------------------------------------------------------------ Striker A in Scintilla - Total 1 AP: 19 MV: 7 Lv: 17 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1254 (I) KN - 86 x 1, 1, 1 AP Arms - 694 (I) SD - 66 x 1, 1, 1 AP Legs - 975 Evasion - 32% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 6 Striker Link L Asl - 1 Charge I Gun - 1 Footwork Lcn - 1 First(KN) Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Striker B in Scintilla - Total 3 AP: 19 MV: 8 Lv: 17 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1505 (I) KN - 94 x 1, 1, 1 AP Arms - 832 (I) SD - 72 x 1, 1, 1 AP Legs - 1171 Evasion - 32% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 6 Striker Link L Asl - 1 Charge I Gun - 1 Footwork Lcn - 1 Revenge(Link Leader) Mec - 1 First(KN) Jam - 1 ------------------------------------------------------------------------------ Striker C in Scintilla - Total 2 AP: 19 MV: 8 Lv: 17 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1806 (I) KN - 102 x 1, 1, 1 AP Arms - 998 (I) SD - 78 x 1, 1, 1 AP Legs - 1171 Evasion - 32% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 6 Striker Link L Boost I(Link Leader 2) Asl - 1 Charge I First(KN) Gun - 1 Footwork Lcn - 1 Defense I(Link Leader) Mec - 1 Anti-Strike(Link Leader) Jam - 1 Revenge(Link Leader 2) ------------------------------------------------------------------------------ Recommendation: Walter - Chronik MG + Hot Needle PB. Skills - Barrage, Speed I, Terror Shot I, Pincers Edward - Chronik MG + Hot Needle PB. Skills - Blast Strike, Slice Shot I, Defense I, Repair AP - 2 Hettie - Hot Needle PB + Hot Needle PB. Skills - Double Punch I, Charge I, Revenge, Defense + 4 Mark - Winee RF. Skills - Blast Shot, Panic Shot I, Accuracy + 2% Darril - Hot Needle PB + Hot Needle PB. Skills - Double Punch I, Charge I, Revenge, Defense + 4 Patrick - Chronik MG. Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2%, AP Damage Equipment - Rank 8. Switch to Warlus Arms for anyone using Chronik MG and Scintilla Arms for anyone using Hot Needle PB. Repair items are highly recommended. Strategy: If you thought the past missions were difficult, it's not going to get any easier from this point onward. This is one brutal mission and likely the first major roadblock if you did fine in the other missions. For starters, the turn limit has been shortened by 3 turns. While you could easily finish this mission under 25 turns, it will be a difficult struggle to do so here. Enemies have bigger upgrades than in most missions, both weapon and wanzer. Apart from the Evasion modifier, the enemies gain their exclusive weapon skill if present. Expect RF Gunners to pierce through your squad lined up and SG Assaults getting free shots with Dead Shot. As for the ASA-9X, its CN can now pierce through targets one space adjacent to another pilot. Not only do you have to avoid pilots to be behind another, but spread them out as well. This effectively enables the boss to use the BZ to devastating effect, still with its impressive Blast Range of 3 spaces. It also gains an Accuracy modifier for its MG and BZ, which means those will pretty much hit the mark. Last but not least, ASA-9X is the first boss that can Link with a separate Link squad apart from its own. This isn't shown in the briefings and will only appear if a unit from the other squad attacks with ASA-9X within range. Without a doubt, it can really kill your squad now. With that out of the way, you need execution, planning, and a bit of luck to finish this mission before time is up. You can Remodel to finish the mission at an earlier time, but that takes the fun of the challenge away. Brute offense is the way to go here. Whenever you take on a Link squad, kill the weaker units first than gang up on the leader unit. The Strikers go last since they take a long time to destroy in this mission. Repair only when you are in danger status as you really need to be on the offensive in this mission. If another Link squad attacks and it will happen, ignore them and finish off the one you are trying to destroy. The less attacks you receive, the more you can concentrate on the offensive and waste less time on Repairing. In the final room, lure 2 units from the nearest Link squad and destroy them quickly. Once the other 2 units show up, kill them too. Now, time for ASA-9X and its Link squad. As stated above, be wary of the CN and BZ of the prototype S-Type wanzer. Send Darril to kill those Gunners and always have Edward Repairing. You'll need to use Repair items with the others to stay alive so don't hesistate to use one. When it is down to ASA-9X alone, be careful to stay within weapon range but away from the BZ's explosion radius. Your Leg parts are bound to be destroyed here but don't bother Restoring them as long as you are in weapon range. ------------------------------------------------------------------------------ INTERMISSION ------------ Time to watch another cutscene. After it is done, you will regain control of the game. Just keep talking and watch the cutscene that appears. ------------------------------------------------------------------------------ BARGHEST [BARG] ------------------------------------------------------------------------------ A quick cutscene follows after the previous intermission. ------------------------------------------------------------------------------ SOUTH AMERICA [SAME] ------------------------------------------------------------------------------ FORT MONUS BASE --------------- Scouting List: Simulator - Muriel(Jam-S), William(Asl), Cecil(Lcn) Lounge - Ella(Asl), Cindy(Lcn), Dean(Lcn) Gym - Cassius(Mec), Ted(Mec), Brenda(Asl), Ezra(Jam) Mess Hall - Eric(Stk), Andy(Gun) Bunks - Lynette(Stk), Olive(Gun), Bert(Stk) Information Update: 1. Max pilot count raised to 12. 2. Camouflage #21 enabled. 3. 4 RP - Bert at the Bunks, first choice from option. 4. New equipment at the Hangar. Now that Walter is with the Barghest, you can Scout 2 more pilots without having to trade out any of the ones you have. Onto the Scouting duties: 1. Put Julius and Watt into the active squad. 2. Scout Cecil at the Simulator. 3. Scout Muriel at the Simulator. The squad should now be: Active: Walter Hector Hettie Mark Darril Patrick Reserve: Cecil Julius Muriel Lily Sarah Watt With 2 S-Type Jammers, you can opt to change the active squad to benefit from their leader skills and disabling capabilities or stick with the old 2 Striker setup. Either setup is useful, but to kill enemies quicker, let the current setup remain unchanged. The Survival Simulator is now opening up to the higher floors and rare equipment, starting at 60. If you want to farm Zenith parts and its derivatives, this is the way to go. Back to the game, check out the Hangar and trade in those Press or Hot Needle PBs for Last Stake PBs. Also grab the Ibis RF for Mark. It has the useful Penetration skill, which will help to speed up the enemy kills. After selecting Move Out, be sure to select the second choice when speaking with Joseph. Speak with Steve nearby and the Schakal will be in the Hangar. ------------------------------------------------------------------------------ Mission 18 - Manaus Airport ------------------------------------------------------------------------------ Difficulty: ** Enemies: 9 + 6 reinforcements Bosses: 0 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: Passenger jet destroyed or all ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 20 turns or less without any lost pilots. The Passenger Jet must not take any damage to itself. Link Squad A: Assault A(Leader) Assault A Gunner Gunner Launcher A Link Squad B: Striker B(Leader) Striker A Striker A Striker A (Reinforcement Link Squads) Link Squad C: Assault B(Leader) Jammer Launcher B Launcher B Mechanic Striker A Battle Reward ---------------- Pilot EXP - 4500 CP - 3200 Enemy Composition ------------------------------------------------------------------------------ FARSA Assault A in Zenith - Total 2 * System Down status inflicted * AP: 20 MV: 0 Lv: 18 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 829 (P) MG - 20 x 10, 1-4, 4 AP Arms - 460 (I) SG - 23 x 9, 1-3, 3 AP Legs - 643 Evasion - 0% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 Assault Link L Asl - 6 Assault Link R Gun - 1 Boost I Lcn - 1 Terror Shot II(Link Leader) Mec - 1 Dead Shot - 3 rounds(SG) Jam - 1 ------------------------------------------------------------------------------ FARSA Gunner in Kyojun - Total 2 AP: 20 MV: 4 Lv: 18 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1288 (P) RF - 162 x 1, 1-7, 6 AP(one) Arms - 722 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 998 (F + I) BZ - 138 x 1 + 111, 3-6, 6 AP(one) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Fire Defense - 14/14/14 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Zoom Gun - 6 Penetration - 1 target(RF) Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ FARSA Launcher A in Enyo - Total 1 AP: 24 MV: 4 Lv: 18 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 1143 (I) KN - 18 x 1, 1, 1 AP Arms - 625 (I) KN - 18 x 1, 1, 1 AP Legs - 892 (F) MS(5) - 181 x 2, 6-8, 18 AP Evasion - 0% (F) MS(5) - 181 x 2, 6-8, 18 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 6 AP Charge + 1 Mec - 1 MS Reload MAX(BP, 2) Jam - 1 All Repair MAX(BP, 4) ------------------------------------------------------------------------------ FARSA Striker A in Scintilla - Total 3 AP: 20 MV: 7 Lv: 18 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1045 (I) KN - 79 x 1, 1, 1 AP Arms - 579 (P) PB - 92 x 1, 1, 1 AP Legs - 812 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 6 Striker Link L Asl - 1 Striker Link R Gun - 1 Charge I Lcn - 1 Footwork Mec - 1 First(KN/PB) Jam - 1 ------------------------------------------------------------------------------ FARSA Striker B in Scintilla - Total 1 AP: 20 MV: 7 Lv: 18 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1254 (I) KN - 86 x 1, 1, 1 AP Arms - 694 (P) PB - 101 x 1, 1, 1 AP Legs - 975 Evasion - 16% Armor - None Defense - 20/20/20 Job Levels: Skills: Stk - 6 Striker Link L First(KN/PB) Asl - 1 Striker Link R Gun - 1 Charge I Lcn - 1 Footwork Mec - 1 Auto Machine Jam - 1 Revenge ------------------------------------------------------------------------------ Reinforcements: (turn 5) ------------------------------------------------------------------------------ FARSA Assault B in Zenith - Total 1 AP: 20 MV: 7 Lv: 18 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 1194 (P) MG - 20 x 10, 1-4, 4 AP Arms - 662 (I) SG - 23 x 9, 1-3, 3 AP Legs - 925 Evasion - 6% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 Assault Link L Asl - 6 Assault Link R Gun - 1 Boost I Lcn - 1 Terror Shot II Mec - 1 Auto Machine Jam - 1 Dead Shot - 3 rounds(SG) ------------------------------------------------------------------------------ FARSA Jammer in Schakal - Total 1 AP: 20 MV: 6 Lv: 18 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 894 (F) FT - 51 x 3, 1-2, 3 AP Arms - 500 (I) KN - 18 x 1, 1, 1 AP Legs - 694 Evasion - 22% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 1 Assault Link L Asl - 2 Gun - 1 Lcn - 1 Mec - 1 Jam - 6 ------------------------------------------------------------------------------ FARSA Launcher B in Enyo - Total 2 AP: 24 MV: 4 Lv: 18 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 953 (I) KN - 18 x 1, 1, 1 AP Arms - 522 (I) KN - 18 x 1, 1, 1 AP Legs - 743 (F) MS(5) - 181 x 2, 6-8, 18 AP Evasion - 0% (F) MS(5) - 181 x 2, 6-8, 18 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 AP Charge + 1 Lcn - 6 AP Charge + 1 Mec - 1 MS Reload MAX(BP, 2) Jam - 1 ------------------------------------------------------------------------------ FARSA Mechanic in Giza - Total 1 AP: 20 MV: 6 Lv: 18 AP Charge: 14 Unit Loadout: Weapon Loadout: Body - 848 (P) MG - 23 x 8, 1-4, 4 AP Arms - 472 (I) SD - 18 x 1, 1, 1 AP Legs - 660 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 Assault Link L Asl - 2 Slice Shot I Gun - 1 Lcn - 6 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Striker A - Total 1 Skills - Striker Link L, Striker Link R, Charge I, Footwork ------------------------------------------------------------------------------ Defense target: Airliner J-9(Passenger Jet) - Total 1 Body - 6000 ------------------------------------------------------------------------------ Optional target: Fuel Truck SC4(Fuel Truck) - Total 1 Body - 10 ------------------------------------------------------------------------------ Recommendation: Walter - Chronik MG + Last Stake PB. Skills - Barrage, Speed I, Terror Shot I, Pincers Hector - Chronik MG + Last Stake PB. Skills - Blast Strike, Slice Shot I, Defense I, Repair AP - 2 Hettie - Last Stake PB + Last Stake PB. Skills - Double Punch I, Charge I, Revenge, Defense + 4 Mark - Ibis RF. Skills - Blast Shot, Panic Shot I, Accuracy + 2% Darril - Last Stake PB + Last Stake PB. Skills - Double Punch I, Charge I, Revenge, Defense + 4 Patrick - Chronik MG. Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2%, AP Damage Equipment - Rank 8. Switch to Warlus Arms for anyone using Chronik MG and Scintilla Arms for anyone using Last Stake PB. Strategy: The mission is pretty much identical apart from the inability to Repair the Passenger Jet. Nothing to serious to worry about. A rare breather mission on Hard Mode. ------------------------------------------------------------------------------ Mission 19 - Terrorist Encounter ------------------------------------------------------------------------------ Difficulty: *** Enemies: 19 Bosses: 0 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: Enemy transport helicopter reaches container or all ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 25 turns or less without any lost pilots. Link Squad A: Launcher B(Leader) Heli Pilot(Leader) Gunner B Mechanic A Striker Link Squad B: Assault B(Leader) Gunner A Mechanic A Striker Link Squad C: Mechanic B(Leader) Heli Pilot(Leader) Assault A Assault A Link Squad D: Gunner C(Leader) Heli Pilot(Leader) Launcher A Link Squad E: Assault B(Leader) Heli Pilot(Leader) Assault A Battle Reward ---------------- Pilot EXP - 4800 CP - 3600 Enemy Composition ------------------------------------------------------------------------------ Riot Police Assault A in Zenith - Total 3 AP: 20 MV: 8 Lv: 19 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1720 (P) MG - 20 x 10, 1-4, 4 AP(one) Arms - 952 (I) SG - 23 x 9, 1-3, 3 AP(see MG) Legs - 1332 (P) MG - 22 x 10, 1-4, 4 AP(two) Evasion - 6% (I) SG - 25 x 9, 1-3, 3 AP(see MG) Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 EMP Recovery Dead Shot - 3 rounds(SG) Asl - 7 All Hit Gun - 1 Assault Link L Lcn - 1 Assault Link R Mec - 1 Speed I Jam - 1 Boost I ------------------------------------------------------------------------------ Riot Police Assault B in Zenith - Total 2 AP: 21 MV: 8 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1720 (P) MG - 22 x 10, 1-4, 4 AP Arms - 952 (I) SG - 25 x 9, 1-3, 3 AP Legs - 1332 Evasion - 12% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 EMP Recovery Panic Shot II(Link Leader) Asl - 7 All Hit Minus Shot II(Link Leader 2) Gun - 1 Assault Link L Barrage(Link Leader 2) Lcn - 1 Assault Link R Dead Shot - 3 rounds(SG) Mec - 1 Speed I Jam - 1 Boost I ------------------------------------------------------------------------------ Riot Police Gunner A in Grille Sechs - Total 1 AP: 20 MV: 4 Lv: 19 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1358 (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP Arms - 748 (I) KN - 18 x 1, 1, 1 AP Legs - 1055 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Hammer Down Gun - 7 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Riot Police Gunner B in Grille Sechs - Total 1 AP: 20 MV: 4 Lv: 19 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1629 (P) RF - 181 x 1, 1-7, 6 AP Arms - 897 (I) KN - 18 x 1, 1, 1 AP Legs - 1265 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Hammer Down Gun - 7 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Penetration - 1 target(RF) Jam - 1 ------------------------------------------------------------------------------ Riot Police Gunner C in Grille Sechs - Total 1 AP: 21 MV: 4 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1629 (F + I) BZ - 138 x 1 + 111, 3-6, 6 AP Arms - 897 (I) KN - 18 x 1, 1, 1 AP Legs - 1265 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Hammer Down Gun - 7 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Quick Draw Jam - 1 Leg Breaker ------------------------------------------------------------------------------ Heli Pilot in Shamrock - Total 4 AP: 25 MV: 6 Lv: 19 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1721 None Evasion - 0% Armor - None Defense - 0 Job Levels: Skills: Stk - 1 Max AP + 2 Asl - 1 Max AP + 2 Gun - 1 Max AP + 1 Lcn - 7 AP Charge + 1 Mec - 1 AP Charge + 1 Jam - 1 AP Charge + 2 ------------------------------------------------------------------------------ Riot Police Launcher A in Enyo - Total 1 AP: 25 MV: 4 Lv: 19 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1371 (I) KN - 94 x 1, 1, 1 AP Arms - 749 (I) KN - 94 x 1, 1, 1 AP Legs - 1071 (F) MS(5) - 206 x 2, 6-8, 20 AP Evasion - 0% (F) MS(5) - 206 x 2, 6-8, 20 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 3 EMP Recovery Max AP + 1 Asl - 1 Double Launcher AP Charge + 1 Gun - 1 Striker Link L AP Charge + 1 Lcn - 7 Striker Link R AP Charge + 2 Mec - 1 Max AP + 2 First(KN) Jam - 1 Max AP + 2 ------------------------------------------------------------------------------ Riot Police Launcher B in Scintilla - Total 1 AP: 26 MV: 6 Lv: 20 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1806 (I) KN - 18 x 1, 1, 1 AP Arms - 867 (P) GG - 17 x 24, 1-8, 6 AP Legs - 1140 (F) MS(6) - 71 x 4, 6-8, 20 AP Evasion - 10% (F) MS(6) - 71 x 4, 6-8, 20 AP Armor - Impact Defense - 20/8/16 Job Levels: Skills: Stk - 1 EMP Recovery AP Charge + 1 Asl - 1 Double Launcher AP Charge + 1 Gun - 3 Gunner Link R AP Charge + 2 Lcn - 7 Max AP + 2 Speed II Mec - 1 Max AP + 2 MS Burst Jam - 1 Max AP + 1 ------------------------------------------------------------------------------ Riot Police Mechanic A in Giza - Total 2 AP: 20 MV: 6 Lv: 19 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1222 (P) MG - 20 x 10, 1-4, 4 AP Arms - 681 (I) SD - 19 x 1, 1, 1 AP Legs - 950 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Full Defense Gun - 1 Slice Shot I Lcn - 1 Mec - 7 Jam - 1 ------------------------------------------------------------------------------ Riot Police Mechanic B in Giza - Total 1 AP: 21 MV: 6 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1467 (P) MG - 22 x 10, 1-4, 4 AP Arms - 818 (I) SD - 20 x 1, 1, 1 AP Legs - 1140 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 2 Full Defense Gun - 1 Assault Link L Lcn - 1 Slice Shot I Mec - 7 Terror Shot II Jam - 1 Weakpoint ------------------------------------------------------------------------------ Riot Police Striker in Scintilla - Total 2 AP: 20 MV: 8 Lv: 19 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1806 (I) KN - 94 x 1, 1, 1 AP Arms - 998 (I) KN - 94 x 1, 1, 1 AP Legs - 1406 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 7 EMP Recovery Double Punch I Asl - 1 Hard Strike First(KN) Gun - 1 Striker Link L Lcn - 1 Striker Link R Mec - 1 Charge I Jam - 1 Footwork ------------------------------------------------------------------------------ Recommendation: Walter - Chronik MG + Last Stake PB. Skills - Barrage, Speed I, Terror Shot I, Pincers Hector - Chronik MG + Last Stake PB. Skills - Blast Strike, Slice Shot I, Defense I, Repair AP - 2 Hettie - Last Stake PB + Last Stake PB. Skills - Double Punch I, Hard Strike, Revenge, Defense + 4 Mark - Ibis RF. Skills - Blast Shot, Panic Shot I, Heli Hunt, Zoom, Accuracy + 2% Darril - Last Stake PB + Last Stake PB. Skills - Double Punch I, Charge I, Revenge, Defense + 4 Patrick - Chronik MG. Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2%, AP Damage Equipment - Rank 8. Switch to Warlus Arms for anyone using Chronik MG and Scintilla Arms for anyone using Last Stake PB. Strategy: A standard Hard Mode mission by now. Just remember to EMP the Strikers and crush the Mechanics first. The Heli Pilots have not improved at all so they are still easy experience for your squad. Prioritize them first above all else, but watch your HP. ------------------------------------------------------------------------------ This section ends with another cutscene unsurprisingly. ------------------------------------------------------------------------------ CAMBODIA [CAMB] ------------------------------------------------------------------------------ FORT MONUS BASE --------------- Scouting List: Simulator - Boris(Lcn), Mary(Jam) Lounge - None Gym - Oliver(Asl), Herman(Jam), William(Asl) Mess Hall - Lucas(Stk-S), Cecily(Lcn-S), Noah(Mec), Guy(Mec) Bunks - Lisa(Gun), Vincent(Asl), Harold(Gun), Simon(Gun), Egbert(Stk) Information Update: 1. 6 RP - Gerald at the Operations Room, after speaking with Enos, making a choice from an option, and Enos is done talking. 2. New equipment at the Hangar. After our fun from staying in South America, we are back to Fort Monus Base. Time to snag ourselves a Zaftran Vyzov. Head to the Operations Room first and speak with Enos. When given an option, choose the first choice and keep talking with Enos. Talk with Gerald for the 6 RP bonus. Next, go to the Gym and talk with everyone until they aren't saying anything new. Last step for now is to go to the Junior Officer's Room and speak with Max, Dennis, Roland, and Enos. Now is the time for, you guessed it, Scouting duties: 1. Scout Lucas at the Mess Hall and trade Hettie. 2. Scout Cecily at the Mess Hall and trade Sarah. The squad should now be: Active: Walter Hector Lucas Mark Darril Patrick Reserve: Cecil Cecily Julius Muriel Lily Watt Survival Simulator is now up to 70 floors and the EC German Schnecke wanzer Grille Sechs and its derivatives are up for grabs. As usual, check out the Hangar. Blizzaia parts are now available so replace that Warlus Arm and go with a Blizzaia Arm. It is lighter and has higher Accuracy, which is needed if you want better damage with Chronik. If you wish, you can use it on Mark's unit since the 2% less Accuracy is made up with higher Defense and HP. Move Out when you're ready. ------------------------------------------------------------------------------ Mission 20 - Battambang City ------------------------------------------------------------------------------ Difficulty: **** Enemies: 21 + 2 reinforcements Bosses: 0 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 30 turns or less with only one pilot dead. Link Squad A: Mechanic B(Leader) Assault A Gunner A Jammer Launcher B Link Squad B: Gunner B(Leader) Gunner B(Container/Leader) Gunner A Gunner A Gunner A(Container) Link Squad C: Jammer(Leader) Gunner Launcher B Launcher B Link Squad D: Striker B(Leader) Striker A Launcher D Mechanic A Link Squad E: Launcher C(Leader) Jammer Launcher A Battle Reward ---------------- Pilot EXP - 5100 CP - 3900 Enemy Composition ------------------------------------------------------------------------------ Grimnir Assault A in Zenith - Total 1 AP: 21 MV: 8 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1720 (P) MG - 22 x 10, 1-4, 4 AP Arms - 952 (I) SG - 25 x 9, 1-3, 3 AP Legs - 1332 Evasion - 6% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 Assault Link L Asl - 7 Assault Link R Gun - 1 Speed I Lcn - 1 Boost I Mec - 1 Dead Shot - 3 rounds(SG) Jam - 1 ------------------------------------------------------------------------------ Grimnir Gunner A in Grille Sechs - Total 3 AP: 21 MV: 4 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1629 (P) RF - 181 x 1, 1-7, 6 AP(two) Arms - 897 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 1265 (P) GG - 17 x 17, 1-6, 6 AP(one) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see GG) Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot II Gun - 7 Penetration - 1 target(RF) Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Grimnir Gunner B in Grille Sechs - Total 2 AP: 21 MV: 4 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1900 (P) GG - 15 x 21, 1-6, 6 AP(one) Arms - 1046 (I) KN - 18 x 1, 1, 1 AP(see GG) Legs - 1475 (F + I) BZ - 147 x 1 + 121, 3-6, 6 AP(one) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Hammer Down Gun - 7 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Quick Draw(BZ) Jam - 1 ------------------------------------------------------------------------------ Grimnir Gunner A in C2 Container(Container) - Total 1 AP: 21 MV: 0 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 3509 (P) RF - 177 x 1, 1-8, 6 AP, 96-78% Evasion - 0% Armor - Impact Defense - 20 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Panic Shot II Gun - 7 Penetration - 1 target(RF) Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Grimnir Gunner B in C2 Container(Container) - Total 1 AP: 21 MV: 0 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 4911 (P) RF - 198 x 1, 1-8, 6 AP, 96-78% Evasion - 0% Armor - Impact Defense - 20 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Panic Shot II Gun - 7 Blast Shot Lcn - 1 Penetration - 1 target(RF) Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Grimnir Jammer in Schakal - Total 3 AP: 21 MV: 6 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1546 (F) FT - 49 x 4, 1-2, 3 AP Arms - 867 (I) KN - 18 x 1, 1, 1 AP Legs - 1197 Evasion - 22% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 2 Abyss Shot Gun - 1 Assault Link L Lcn - 1 Terror Shot I Mec - 1 Defend Body(Link Leader) Jam - 7 ------------------------------------------------------------------------------ Grimnir Launcher A in Enyo - Total 1 AP: 26 MV: 4 Lv: 20 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1371 (I) KN - 94 x 1, 1, 1 AP Arms - 749 (I) KN - 94 x 1, 1, 1 AP Legs - 1071 (F) MS(5) - 206 x 2, 6-8, 20 AP Evasion - 0% (F) MS(5) - 206 x 2, 6-8, 20 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 3 EMP Recovery Max AP + 1 Asl - 1 Double Launcher AP Charge + 1 Gun - 1 Striker Link L AP Charge + 1 Lcn - 7 Striker Link R AP Charge + 2 Mec - 1 Max AP + 2 First(KN) Jam - 1 Max AP + 2 ------------------------------------------------------------------------------ Grimnir Launcher B in Enyo - Total 3 AP: 26 MV: 8 Lv: 20 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1371 (I) KN - 94 x 1, 1, 1 AP Arms - 749 (I) KN - 94 x 1, 1, 1 AP Legs - 1140 (F) MS(5) - 206 x 2, 6-8, 20 AP(three) Evasion - 0% (F) MS(5) - 206 x 2, 6-8, 20 AP(see MS) Armor - Fire (F) GR(4) - 514 x 1, 4-6, 21 AP(one) Defense - 12/12/8 (F) GR(4) - 514 x 1, 4-6, 21 AP(see GR) Job Levels: Skills: Stk - 3 EMP Recovery Max AP + 1 Asl - 1 Double Launcher AP Charge + 1 Gun - 1 Striker Link L AP Charge + 1 Lcn - 7 Striker Link R AP Charge + 2 Mec - 1 Max AP + 2 First(KN) Jam - 1 Max AP + 2 ------------------------------------------------------------------------------ Grimnir Launcher C in Enyo - Total 1 AP: 26 MV: 4 Lv: 20 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1599 (I) KN - 102 x 1, 1, 1 AP Arms - 873 (I) KN - 102 x 1, 1, 1 AP Legs - 1250 (F) GR(4) - 555 x 1, 4-6, 23 AP Evasion - 0% (F) GR(4) - 555 x 1, 4-6, 23 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 1 EMP Recovery AP Charge + 1 Asl - 1 Double Launcher AP Charge + 2 Gun - 1 Max AP + 2 GR Burst(GR) Lcn - 7 Max AP + 2 First(KN) Mec - 1 Max AP + 1 Jam - 1 AP Charge + 1 ------------------------------------------------------------------------------ Grimnir Launcher D in Enyo - Total 1 AP: 26 MV: 4 Lv: 20 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1371 (I) KN - 110 x 1, 1, 1 AP Arms - 749 (I) KN - 110 x 1, 1, 1 AP Legs - 1071 (F) MS(6) - 256 x 2, 6-8, 24 AP Evasion - 0% (F) MS(6) - 256 x 2, 6-8, 24 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 3 EMP Recovery Max AP + 1 Asl - 1 Double Launcher AP Charge + 1 Gun - 1 Striker Link L AP Charge + 1 Lcn - 7 Striker Link R AP Charge + 2 Mec - 1 Max AP + 2 First(KN) Jam - 1 Max AP + 2 ------------------------------------------------------------------------------ Grimnir Mechanic A in Giza - Total 1 AP: 21 MV: 6 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1467 (P) MG - 32 x 8, 1-4, 4 AP Arms - 818 (I) KN - 18 x 1, 1, 1 AP Legs - 1140 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 2 Full Defense Gun - 1 Assault Link L Lcn - 1 Slice Shot I Mec - 7 Jam - 1 ------------------------------------------------------------------------------ Grimnir Mechanic B in Giza - Total 1 AP: 21 MV: 6 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1712 (P) MG - 34 x 7, 1-4, 4 AP Arms - 955 (I) KN - 18 x 1, 1, 1 AP Legs - 1330 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 Assault Link L Asl - 2 Slice Shot I Gun - 1 Defend Body Lcn - 1 Mec - 7 Jam - 1 ------------------------------------------------------------------------------ Grimnir Striker A in Scintilla - Total 1 AP: 21 MV: 8 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1806 (I) RD - 159 x 1, 1, 1 AP Arms - 998 (P) PB - 131 x 1, 1, 1 AP Legs - 1140 Evasion - 0% Armor - Impact Defense - 20/20/4 Job Levels: Skills: Stk - 7 EMP Recovery First(RD/PB) Asl - 1 Hard Strike Gun - 1 Striker Link L Lcn - 1 Striker Link R Mec - 1 Charge I Jam - 1 Footwork ------------------------------------------------------------------------------ Grimnir Striker B in Scintilla - Total 1 AP: 21 MV: 8 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 2107 (I) KN - 110 x 1, 1, 1 AP Arms - 1164 (P) PB - 131 x 1, 1, 1 AP Legs - 1330 Evasion - 0% Armor - Impact Defense - 20/20/4 Job Levels: Skills: Stk - 7 EMP Recovery Double Punch II Asl - 1 Hard Strike First(KN/PB) Gun - 1 Striker Link L Lcn - 1 Striker Link R Mec - 1 Charge I Jam - 1 Footwork ------------------------------------------------------------------------------ Reinforcements: (destroy Gunner A in Container) ------------------------------------------------------------------------------ Gunner B with GG - Total 1 Skills - Gunner Link L, Panic Shot II ------------------------------------------------------------------------------ (destroy Gunner B in Container) ------------------------------------------------------------------------------ Grimnir Assault B in Zenith - Total 1 AP: 21 MV: 8 Lv: 20 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1720 (P) MG - 34 x 7, 1-4, 4 AP Arms - 952 (I) SG - 35 x 7, 1-3, 3 AP Legs - 1332 Evasion - 6% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 Assault Link L Dead Shot - 3 rounds(SG) Asl - 7 Assault Link R Gun - 1 Speed I Lcn - 1 Boost I Mec - 1 Switch II Jam - 1 Freeze Shot ------------------------------------------------------------------------------ Recommendation: Walter - Chronik MG + Last Stake PB. Skills - Barrage, Speed I, Terror Shot I, Pincers Hector - Chronik MG + Last Stake PB. Skills - Blast Strike, Slice Shot I, Defense I, Repair AP - 2 Lucas - Last Stake PB + Last Stake PB. Skills - Double Punch I, Hard Strike, Revenge, Defense + 4 Mark - Ibis RF. Skills - Blast Shot, Panic Shot I, Zoom, Accuracy + 2% Darril - Last Stake PB + Last Stake PB. Skills - Double Punch I, Charge I, Revenge, Defense + 4 Patrick - Chronik MG. Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2%, AP Damage Equipment - Rank 9. Switch to Blizzaia Arms for anyone using Chronik MG and Scintilla Arms for anyone using Last Stake PB. Blizzaia Legs for Walter and Patrick. Strategy: Destroy the Link squad by the East first, but don't attack the Containers. That gets the nearby trio of Gunners up and running for attacks. Intercept the incoming squad by the South, and then approach the trio of Gunners. The 5-unit Link squad and the farthest Link squad should start moving soon. Take down one Container and the wanzer that comes out of it. When either squad is within reach, destroy them with Links. Take out the second Container and the wanzer inside to finish this. ------------------------------------------------------------------------------ Mission 21 - Underground Facilities ------------------------------------------------------------------------------ Difficulty: ***** Enemies: 17(4 NEW) + 8 optional targets Bosses: 0 Units: 6 Allies: 0 Winning Condition: Destroy all enemies except sentry guns. Losing Condition: Turn limit exceeded(35) or all ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 35 turns or less without any lost pilots. The following items are rewarded for greater mission performance: Rank 9 Body(Black Knight) - Destroy 2 sentry guns. Rank 9 RF(Iguchi Type 5) - Destroy 4 sentry guns. Rank 9 Body(Kyojun A) - Destroy 6 sentry guns. Rank 9 KN(Double Nail) - Destroy all 8 sentry guns. Link Squad A: Assault B(Leader/NEW) Mechanic A(NEW) Striker A Link Squad B: Gunner B(Leader) Assault Link Squad C: Striker B(Leader) Gunner A Link Squad D: Striker B(Leader) Gunner A Link Squad E: Assault B(Leader) Gunner A Link Squad F: Assault B(Leader) Striker A Link Squad G: Mechanic B(Leader/NEW) Gunner A Link Squad H: Mechanic B(Leader/NEW) Gunner A Battle Reward ---------------- Pilot EXP - 5400 CP - 4400 Enemy Composition ------------------------------------------------------------------------------ Grimnir Assault A in Zenith - Total 1 AP: 21 MV: 8 Lv: 21 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1433 (P) MG - 20 x 10, 1-4, 4 AP Arms - 794 (I) SG - 23 x 9, 1-3, 3 AP Legs - 1110 Evasion - 6% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 Assault Link L Asl - 7 Assault Link R Gun - 1 Speed I Lcn - 1 Boost I Mec - 1 Dead Shot - 3 rounds(SG) Jam - 1 ------------------------------------------------------------------------------ Grimnir Assault B in Zenith - Total 2 + 1(NEW) AP: 22 MV: 8 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1720 (P) MG - 22 x 10, 1-4, 4 AP Arms - 952 (I) SG - 25 x 9, 1-3, 3 AP Legs - 1332 Evasion - 12% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 EMP Recovery Switch II Asl - 7 All Hit Anti-Shot(non-S) Gun - 1 Assault Link L Terror Shot III(S) Lcn - 1 Assault Link R Item Break(non-S LL) Mec - 1 Speed I Dead Shot - 3 rounds(SG) Jam - 1 Boost I ------------------------------------------------------------------------------ Grimnir Gunner A in Grille Sechs - Total 5 AP: 22 MV: 4 Lv: 21 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1358 (P) RF - 162 x 1, 1-7, 6 AP(three) Arms - 748 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 1055 (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP(two) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Hammer Down Gun - 7 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Penetration - 1 target(RF) Jam - 1 ------------------------------------------------------------------------------ Grimnir Gunner B in Grille Sechs - Total 1 AP: 22 MV: 4 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1629 (F + I) BZ - 138 x 1 + 111, 3-6, 6 AP Arms - 897 (I) KN - 18 x 1, 1, 1 AP Legs - 1265 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot II Gun - 7 Quick Draw Lcn - 1 Zoom Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Grimnir Mechanic A in Giza - Total 1(NEW) AP: 22 MV: 6 Lv: 21 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1222 (P) MG - 20 x 10, 1-4, 4 AP Arms - 681 (I) SD - 19 x 1, 1, 1 AP Legs - 950 Evasion - 0% Armor - Impact Defense - 16/16/16 Job Levels: Skills: Stk - 1 Assault Link L Asl - 2 Slice Shot I Gun - 1 Lcn - 1 Mec - 7 Jam - 1 ------------------------------------------------------------------------------ Grimnir Mechanic B in Giza - Total 2(NEW) AP: 22 MV: 6 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1467 (P) MG - 22 x 10, 1-4, 4 AP Arms - 818 (I) SD - 20 x 1, 1, 1 AP Legs - 1140 Evasion - 0% Armor - Impact Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Auto Machine(S) Asl - 2 Full Defense Gun - 1 Assault Link L Lcn - 1 Slice Shot I Mec - 7 Terror Shot II(non-S) Jam - 1 Defend Body ------------------------------------------------------------------------------ Grimnir Striker A in Scintilla - Total 2 AP: 22 MV: 8 Lv: 21 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1505 (I) KN - 86 x 1, 1, 1 AP(one) Arms - 832 (P) PB - 101 x 1, 1, 1 AP(see KN) Legs - 1171 (I) RD - 123 x 1, 1, 1 AP(one) Evasion - 16% (P) PB - 101 x 1, 1, 1 AP(see RD) Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 7 EMP Recovery First(KN/PB/RD) Asl - 1 Hard Strike Gun - 1 Striker Link L Lcn - 1 Striker Link R Mec - 1 Charge I Jam - 1 Footwork ------------------------------------------------------------------------------ Grimnir Striker B in Scintilla - Total 2 AP: 22 MV: 8 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1806 (I) KN - 94 x 1, 1, 1 AP Arms - 998 (P) PB - 111 x 1, 1, 1 AP Legs - 1406 (I) RD - 135 x 1, 1, 1 AP Evasion - 22% (P) PB - 111 x 1, 1, 1 AP Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 7 EMP Recovery Double Punch II Asl - 1 Hard Strike Chain Down - 2%(KN/PB) Gun - 1 Striker Link L Feint II(RD/PB) Lcn - 1 Striker Link R First(KN/PB/RD) Mec - 1 Charge I Jam - 1 Footwork ------------------------------------------------------------------------------ Optional target: Grimnir Gunner in Railed MG L02(Sentry Gun) - Total 8 AP: 22 MV: 7 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 6211 (P) GG - 31 x 17, 1-8, 6 AP, 81-65% Evasion - 0% Armor - Piercing Defense - 20 Job Levels: Skills: Stk - 1 Gunner Link Asl - 1 Panic Shot II Gun - 7 Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Recommendation: Walter - Chronik MG + Girino SG. Skills - Switch II, Speed I, Terror Shot I, Pincers Hector - Chronik MG + Last Stake PB. Skills - Blast Strike, Full Defense, Slice Shot I, Repair AP - 2 Cecily - Piz 3 MS x 2. Skills - Inferno, Double Launcher, Max AP + 1/2(2), AP Charge + 1(2) Mark - Ibis RF. Skills - Blast Shot, Panic Shot I, Zoom, Accuracy + 2% Darril - Last Stake PB + Last Stake PB. Skills - Double Punch I, Charge I, Revenge, Defense + 4 Patrick - Chronik MG. Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2%, AP Damage Equipment - Rank 9. Switch to Blizzaia Arms for anyone using Chronik MG and Scintilla Arms for anyone using Last Stake PB. Blizzaia Legs for Walter and Patrick. * For Excellent Performance * Pilots - Walter, Hector, Watt, Mark, Darril, Patrick Weapons - Artassaut SP MG(all except Mark and Darril), Girino 2(Walter with Artassaut SP also), Glowtusk SS RF(Mark), Last Stake SP PB x 2(Darril) Skills - Switch II(Walter), Weakpoint(Hector), Double Punch I(Darril), Quick Draw(Mark), Speed I, Speed II, Defense + 4, Accuracy + 2%, Evasion + 2%, AP Damage(Watt and Patrick) Equipment - Rank 12. Coga R2 Mk.II Legs on all and at least one part that has Anti-Piercing on. Hector with Repair and Patrick with Repair EMP. Walter and Mark with Item Turbo packed with Repair 800 and All Repair 200. Darril with Turbo. Strategy: This is another mission where EMP is key to warding off additional damage. If going only for the wanzers, just move counter-clockwise and allow the wanzers to move close. Destroy the turrets if they bother you, but be sure to use EMP first. For the destruction of all targets, you really should be using high Rank weapons and equipment. If the suggested setup for this is too much to meet, you can get away with upgrading the weapons you have. Be sure you can destroy a turret within 3 turns or less to stand a chance of destroying all enemies. Same counter-clockwise motion is the suggested method of approach. Seriously though, you can grab these items in Survival Simulator... ------------------------------------------------------------------------------ Mission 22 - Securing Evidence ------------------------------------------------------------------------------ Difficulty: **** Enemies: 16 Bosses: 1 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: Turn limit exceeded(30) or all ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 30 turns or less with only one pilot dead. Link Squad A: Dire Wolf(Leader) Mechanic Mechanic Assault B Gunner Link Squad B: Dire Wolf(Leader) Jammer(Leader) Gunner Launcher A Launcher B Link Squad C: Dire Wolf(Leader) Striker(Leader) Jammer Launcher A Launcher B Link Squad D: Assault A(Leader) Gunner Jammer Launcher B Battle Reward ---------------- Pilot EXP - 5700 CP - 4800 Enemy Composition ------------------------------------------------------------------------------ Boss - T-xa Pilot in Dire Wolf(Assault) AP: 22 MV: 8 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 3512 (P) GG - 22 x 26(2), 1-8, 6 AP, 91-75% Arms - 1968 (I) KN - 318 x 1(1), 1, 1 AP, 60% Bonus, 94-94% Legs - 2731 (F) FT - 110 x 4(2), 2-6, 3 AP, 76-61% Evasion - 56% Armor - Piercing Defense - 40/40/40 Pilot Type - Aggressive Job Levels: Skills: Stk - 3 EMP Recovery Wolf Fang Asl - 8 All Hit Minus Shot II Gun - 2 Striker Link Damage Modifier Lcn - 1 Gunner Link Mec - 1 Assault Link Jam - 1 Speed II ------------------------------------------------------------------------------ Grimnir Assault A in Zenith - Total 1 AP: 22 MV: 8 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1433 (P) MG - 20 x 10, 1-4, 4 AP Arms - 794 (I) SG - 23 x 9, 1-3, 3 AP Legs - 1110 Evasion - 22% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 Assault Link L Dead Shot - 3 rounds(SG) Asl - 8 Assault Link R Gun - 1 Speed II Lcn - 1 Boost I Mec - 1 Switch II Jam - 1 Panic Shot II ------------------------------------------------------------------------------ Grimnir Assault B in Zenith - Total 1 AP: 22 MV: 8 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1720 (P) MG - 22 x 10, 1-4, 4 AP Arms - 952 (I) SG - 25 x 9, 1-3, 3 AP Legs - 1332 Evasion - 22% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 EMP Recovery Barrage Asl - 8 All Hit Switch II Gun - 1 Assault Link L Dead Shot - 3 rounds(SG) Lcn - 1 Assault Link R Mec - 1 Speed II Jam - 1 Boost I ------------------------------------------------------------------------------ Grimnir Gunner in Grille Sechs - Total 3 AP: 22 MV: 4 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1358 (P) RF - 162 x 1, 1-7, 6 AP(one) Arms - 748 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 1055 (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP(one) Evasion - 16% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing (F + I) BZ - 138 x 1 + 111, 3-6, 6 AP(one) Defense - 16/16/16 (I) KN - 18 x 1, 1, 1 AP Job Levels: Skills: Stk - 1 EMP Recovery Penetration - 1 target(RF) Asl - 1 Hammer Down Gun - 8 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Zoom Jam - 1 Quick Draw(BZ, Dire Wolf) ------------------------------------------------------------------------------ Grimnir Jammer in Schakal - Total 3 AP: 22 MV: 6 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1288 (F) FT - 42 x 4, 1-2, 3 AP Arms - 722 (I) KN - 18 x 1, 1, 1 AP Legs - 998 Evasion - 38% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 1 EMP Recovery Hellfire Asl - 2 Abyss Shot Gun - 1 Assault Link L Lcn - 1 Terror Shot I Mec - 1 Defend Body(S) Jam - 8 Minus Shot III(S) ------------------------------------------------------------------------------ Grimnir Launcher A in Enyo - Total 2 AP: 27 MV: 4 Lv: 22 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1143 (I) KN - 86 x 1, 1, 1 AP Arms - 625 (I) KN - 86 x 1, 1, 1 AP Legs - 892 (F) MS(5) - 181 x 2, 6-8, 18 AP Evasion - 16% (F) MS(5) - 181 x 2, 6-8, 18 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 1 EMP Recovery AP Charge + 1 Asl - 1 Double Launcher AP Charge + 2 Gun - 1 Max AP + 2 Inferno Lcn - 8 Max AP + 2 First(KN) Mec - 1 Max AP + 1 Jam - 1 AP Charge + 1 ------------------------------------------------------------------------------ Grimnir Launcher B in Enyo - Total 3 AP: 27 MV: 8 Lv: 22 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1143 (I) KN - 86 x 1, 1, 1 AP Arms - 625 (I) KN - 86 x 1, 1, 1 AP Legs - 950 (F) MS(5) - 181 x 2, 6-8, 18 AP(one) Evasion - 16% (F) MS(5) - 181 x 2, 6-8, 18 AP(see MS) Armor - Fire (F) GR(3) - 473 x 1, 4-6, 19 AP(two) Defense - 12/12/8 (F) GR(3) - 473 x 1, 4-6, 19 AP(see GR) Job Levels: Skills: Stk - 1 EMP Recovery AP Charge + 1 Asl - 1 Double Launcher AP Charge + 2 Gun - 1 Max AP + 2 Inferno Lcn - 8 Max AP + 2 First(KN) Mec - 1 Max AP + 1 Jam - 1 AP Charge + 1 ------------------------------------------------------------------------------ Grimnir Mechanic in Giza - Total 2 AP: 22 MV: 6 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1222 (P) MG - 22 x 10, 1-4, 4 AP Arms - 681 (I) SD - 20 x 1, 1, 1 AP Legs - 950 Evasion - 16% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Full Defense Gun - 1 Slice Shot II Lcn - 1 Minus Shot II(non-S) Mec - 8 Feint II(S) Jam - 1 ------------------------------------------------------------------------------ Grimnir Striker in Scintilla - Total 1 AP: 22 MV: 8 Lv: 22 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1505 (I) KN - 86 x 1, 1, 1 AP Arms - 832 (P) PB - 101 x 1, 1, 1 AP Legs - 1171 Evasion - 32% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 8 Striker Link L First(KN/PB) Asl - 1 Striker Link R Gun - 1 Charge II Lcn - 1 Footwork Mec - 1 Double Punch II Jam - 1 Revenge Mirror ------------------------------------------------------------------------------ Recommendation: Walter - Chronik MG + Girino SG. Skills - Switch II, Speed I, Terror Shot II, Pincers Hector - Chronik MG + Last Stake PB. Skills - Blast Strike, Full Defense, Slice Shot I, Repair AP - 2 Lucas - Last Stake PB + Last Stake PB. Skills - Double Punch I, Hard Strike, Revenge, Defense + 4 Mark - Ibis RF. Skills - Blast Shot, Panic Shot I, Zoom, Accuracy + 2%, Accuracy + 2% Darril - Last Stake PB + Last Stake PB. Skills - Double Punch I, Charge I, Footwork, Defense + 4 Patrick - Chronik MG. Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2%, AP Damage Equipment - Rank 9. Switch to Blizzaia Arms for anyone using Chronik MG and Scintilla Arms for anyone using Last Stake PB. Blizzaia Legs for Walter and Patrick. Recson Arms for Mark and EMP Backpack on Patrick. Strategy: You have 5 more turns to finish the battle in Hard Mode, which is good for you. The bad? Dire Wolf's Evasion is now ridiculously high and paired with damage modifiers, you really don't want to eat constant Wolf Fang attacks if you want to live. However, if you destroyed at least two Sentry Guns from the prior mission, you'll have the Black Knight Body part. Slap it on Darril and make sure he has Scintilla Arms and Legs. Not only does he gain the part skill Anti-Shock to lower the damage, but 10% more max HP to boot for all parts from Set Bonus as well. The ideal unit to eat Wolf Fang...assuming the Dire Wolf even concentrates on Darril. Do not head North to intercept the Jammer and Gunner or else face Dire Wolf early. Head East and destroy the two Launchers, then converge on the Jammer and Gunner. Get rid of the Link squad to the North and intercept the squad by the Northeast. When it's down to the Dire Wolf, attack the Assault and send Darril up first. With Black Knight and Scintilla parts, he will more than likely outlast the following Link barrage by the Dire Wolf's squad. EMP the Assault and destroy the Mechanics. Once all supports are gone, surround and finish off Dire Wolf. ------------------------------------------------------------------------------ Some more cutscenes play out and this ends the section. ------------------------------------------------------------------------------ ALASKA [ALAS] ------------------------------------------------------------------------------ FORT MONUS BASE --------------- Scouting List: Simulator - Matthew(Mec), Neal(Stk) Lounge - Joshua(Gun-S), Justin(Lcn-S), Jill(Stk) Gym - Claude(Jam), Peter(Stk), Calvin(Gun), Duke(Asl-S) Mess Hall - Karl(Asl), Alex(Gun), Lucy(Mec), Donna(Mec) Bunks - Stanley(Jam), Julia(Asl), Walt(Lcn), Jair(Lcn), Dwayne(Jam) Information Update: 1. Simulator 16 available. 2. 4 RP - Peter at the Gym. 3. Camouflage #33 - Edward at the Senior Officer's Room, above the Junior Officer's Room. 4. New equipment at the Hangar. Feels nice to be back at Fort Monus. First, be sure to snag the Vyzov from Enos at the Operations Room. And by now, you should know that Scouting fun comes next as usual. Do the following: 1. Put Cecil, Julius, and Watt into the active squad. 2. Scout Duke at the Gym and trade Patrick. 3. Put Cecil, Duke, Julius, and Lucas into the active squad. 4. Scout Karl at the Mess Hall and trade Muriel. 5. Scout Joshua at the Lounge and trade Mark. 6. Scout Justin at the Lounge and trade Cecily. The squad lineup should now be... Active: Walter Hector Justin Joshua Darril Watt Reserve: Cecil Lucas Julius Karl Lily Duke By this point, not much needs to be said about what needs to be done. Prepare for the next mission by buying Coga R2 Legs and Move Out. ------------------------------------------------------------------------------ Mission 23 - Iceberg Fields ------------------------------------------------------------------------------ Difficulty: *** Enemies: 16(2 NEW) Bosses: 0 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 25 turns or less without any lost pilots. Link Squad A: Jammer B(Leader) Heli Pilot(NEW) Heli Pilot(NEW) Heli Pilot Mechanic A Link Squad B: Mechanic B(Leader) Mechanic A Mechanic A Link Squad C: Jammer B(Leader) Launcher A Mechanic A Link Squad D: Jammer A(Leader) Gunner Launcher B Link Squad E: Jammer A(Leader) Striker Battle Reward ---------------- Pilot EXP - 6000 CP - 5300 Enemy Composition ------------------------------------------------------------------------------ Grimnir Gunner in Grille Sechs - Total 1 AP: 22 MV: 8 Lv: 23 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1629 (P) GG - 17 x 17, 1-6, 6 AP Arms - 897 (I) KN - 18 x 1, 1, 1 AP Legs - 1140 Evasion - 0% Armor - Piercing Defense - 16/16/4 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot II Gun - 8 Zoom Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Heli Pilot in Linqid M3 - Total 1 + 2(NEW) AP: 27 MV: 6 Lv: 23 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 3481 (P) MG - 20 x 10, 1-5, 4 AP Evasion - 0% (F) MS(10) - 65 x 6, 6-8, 13 AP Armor - None Defense - 0 Job Levels: Skills: Stk - 2 Assault Link AP Charge + 2 Asl - 1 Max AP + 2 Gun - 1 Max AP + 2 Lcn - 8 Max AP + 1 Mec - 1 AP Charge + 1 Jam - 1 AP Charge + 1 ------------------------------------------------------------------------------ Grimnir Jammer A in Schakal - Total 2 AP: 22 MV: 6 Lv: 23 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1804 (F) FT - 49 x 4, 1-2, 3 AP Arms - 1012 (I) KN - 18 x 1, 1, 1 AP Legs - 1396 Evasion - 22% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 2 Assault Link L Asl - 1 Terror Shot I Gun - 1 Block DMG 30(Link Leader) Lcn - 1 Feint II(Link Leader) Mec - 1 Boost II(Link Leader 2) Jam - 8 Terror Shot III(Link Leader 2) ------------------------------------------------------------------------------ Grimnir Jammer B in Schakal - Total 2 AP: 22 MV: 8 Lv: 23 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1804 (F) FT - 49 x 4, 1-2, 3 AP Arms - 1012 (I) KN - 18 x 1, 1, 1 AP Legs - 1330 Evasion - 0% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 2 EMP Recovery Asl - 1 Abyss Shot Gun - 1 Assault Link L Lcn - 1 Terror Shot I(Link Leader 1) Mec - 1 Hellfire(Link Leader 2) Jam - 8 Defense II(Link Leader 2) ------------------------------------------------------------------------------ Grimnir Launcher A in Enyo - Total 1 AP: 27 MV: 8 Lv: 23 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1371 (I) KN - 94 x 1, 1, 1 AP Arms - 749 (I) KN - 94 x 1, 1, 1 AP Legs - 1110 (F) MS(5) - 206 x 2, 6-8, 20 AP Evasion - 0% (F) MS(5) - 206 x 2, 6-8, 20 AP Armor - Fire Defense - 12/12/8 Job Levels: Skills: Stk - 3 EMP Recovery Max AP + 1 Asl - 1 Double Launcher AP Charge + 1 Gun - 1 Striker Link L AP Charge + 1 Lcn - 8 Striker Link R AP Charge + 2 Mec - 1 Max AP + 2 First(KN) Jam - 1 Max AP + 2 ------------------------------------------------------------------------------ Grimnir Launcher B in Enyo - Total 1 AP: 27 MV: 8 Lv: 23 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1371 (I) KN - 94 x 1, 1, 1 AP Arms - 749 (I) KN - 94 x 1, 1, 1 AP Legs - 1110 (F) GR(4) - 514 x 1, 4-6, 21 AP Evasion - 0% (F) GR(4) - 514 x 1, 4-6, 21 AP Armor - Fire Defense - 12/12/4 Job Levels: Skills: Stk - 3 Striker Link L AP Charge + 1 Asl - 1 Striker Link R AP Charge + 2 Gun - 1 Max AP + 2 First(KN) Lcn - 8 Max AP + 2 Mec - 1 Max AP + 1 Jam - 1 AP Charge + 1 ------------------------------------------------------------------------------ Grimnir Mechanic A in Giza - Total 4 AP: 22 MV: 8 Lv: 23 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1467 (I) SG - 25 x 9, 1-3, 3 AP(two) Arms - 818 (I) SD - 20 x 1, 1, 1 AP(see SG) Legs - 1140 (P) MG - 22 x 10, 1-4, 4 AP(one) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see MG) Armor - Piercing (F) MS(5) - 163 x 2, 6-9, 20 AP(one + KN/KN) Defense - 16/16/8 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 2(MG/KN + SG/SD) Full Defense Gun - 1 Assault Link L Lcn - 1 Slice Shot II Mec - 8 Dead Shot - 3 rounds(SG) Jam - 1 *MS Mechanic has no skills* ------------------------------------------------------------------------------ Grimnir Mechanic B in Giza - Total 1 AP: 22 MV: 8 Lv: 23 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1712 (P) MG - 34 x 7, 1-4, 4 AP Arms - 955 (I) KN - 18 x 1, 1, 1 AP Legs - 1330 Evasion - 0% Armor - Piercing Defense - 16/16/8 Job Levels: Skills: Stk - 1 Assault Link L Asl - 2 Slice Shot II Gun - 1 Defend Body Lcn - 1 Weakpoint Mec - 8 Jam - 1 ------------------------------------------------------------------------------ Grimnir Striker in Scintilla - Total 1 AP: 22 MV: 8 Lv: 23 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1806 (I) KN - 94 x 1, 1, 1 AP Arms - 998 (P) PB - 111 x 1, 1, 1 AP Legs - 1406 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 8 Striker Link L Asl - 1 Striker Link R Gun - 1 Charge II Lcn - 1 Footwork Mec - 1 Double Punch II Jam - 1 ------------------------------------------------------------------------------ Recommendation: Walter - Chronik MG + Girino SG. Skills - Switch II, Speed I, Terror Shot I, Pincers Hector - Chronik MG + Last Stake PB. Skills - Blast Strike, Full Defense, Slice Shot I, Repair AP - 2 Justin - Last Stake PB + Piz 3 MS x 2. Skills - Inferno, Double Launcher, Max AP + 1/2(2), AP Charge + 1(2) Joshua - Ibis RF. Skills - Blast Shot, Hammer Down, Heli Hunt, Zoom, Accuracy + 2% Darril - Last Stake PB + Last Stake PB. Skills - Double Punch I, Charge I, Footwork, Defense + 4 Watt - Chronik MG. Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2%, AP Damage Equipment - Rank 9. Switch to Blizzaia Arms for anyone using Chronik MG and Scintilla Arms for anyone using Last Stake PB. Coga R2 Legs for all. Strategy: Same mission as last time with the addition of 2 more Heli Pilots.. fun. With Coga R2 Legs, traversing through the snowy field should be easier. The Heli Pilots like to retreat a lot and it is annoying since certain areas still require 3 AP to move. Also, attacking the Mechanic trio nearby will result in all units charging your way to attack you. Other than that, standard tactics will win. This is your last "breather" mission so enjoy it! ------------------------------------------------------------------------------ U.S.N. ALASKA RADIATION RESEARCH COMPLEX ---------------------------------------- Scouting List: Simulator - Natalie(Jam-S), Johnny(Stk-S) Mess Hall - Luis(Mec-S), Michael(Lcn), Sarah(Jam), Matthew(Mec), Henry(Gun) Control Room - Laila(Asl-S), Muriel(Jam-S), Joshua(Gun-S), Lucas(Stk-S), Boris(Lcn) Information Update: 1. 6 RP - Muriel at the Control Room, after speaking with Emma at the Mess Hall. 2. New equipment at the Hangar. 3. Tutorials - James at the Simulator Room. Ah, finally at Alaska! With Alaska comes the final 30 floors for Survival Simulator and exclusive goodies! That's right, you can now obtain exclusive wanzers and weapons that aren't available in a normal file and they help out a lot. It is recommended to go through it 4 times to gain a good amount of parts and weapons. Sure, the journey will be long but the rewards are worth the struggle. And for the final time, let's do some Scouting! 1. Put Joshua, Justin, Karl, and Lucas into the active squad. 2. Scout Johnny at the Simulator and trade Lucas. 3. Scout Natalie at the Simulator and trade Watt. The final squad lineup should be... Active: Walter Hector Justin Joshua Darril Natalie Reserve: Cecil Johnny Julius Karl Lily Duke Anyways, follow with the plot and get ready for the last leg of the game. From this point, you can now Remodel and use the Survival Simulator as the future missions get ugly. However, we will still play fair in the final missions so that is how the remaining mission strategies will work. A lot of the exclusive equipment in Survival Simulator are vastly superior to almost anything in the Hangar and even Battle Simulator rewards. They definitely make the missions easier, but again, let's fight the good fight til the end! Move Out when you are done preparations. ------------------------------------------------------------------------------ Mission 24 - Synchrotron Outer Rim ------------------------------------------------------------------------------ Difficulty: ***** Enemies: 22 Bosses: 0 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 30 turns or less with only one pilot dead. Link Squad A: Launcher B(Leader) Assault B Gunner B Launcher A Launcher A Mechanic A Link Squad B: Jammer(Leader) Assault B Gunner B Launcher A Mechanic B Striker C Link Squad C: Assault D(Leader) Gunner A Gunner B Gunner C Launcher A Launcher A Link Squad D: Assault C(Leader) Assault A Striker A Striker B Battle Reward ---------------- Pilot EXP - 6300 CP - 5800 Enemy Composition ------------------------------------------------------------------------------ Grimnir Assault A in Zenith - Total 1 AP: 23 MV: 8 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1720 (I) SG - 35 x 7, 1-3, 3 AP Arms - 952 (I) SG - 35 x 7, 1-3, 3 AP Legs - 1332 Evasion - 6% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 Assault Link L Asl - 8 Assault Link R Gun - 1 Speed II Lcn - 1 Boost I Mec - 1 Dead Shot - 4 rounds(SG) Jam - 1 ------------------------------------------------------------------------------ Grimnir Assault B in Zenith - Total 2 AP: 23 MV: 8 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 2007 (P) MG - 34 x 7, 1-4, 4 AP(one) Arms - 1110 (P) RF - 200 x 1, 1-7, 6 AP(see MG) Legs - 1554 (P) MG - 34 x 7, 1-4, 4 AP(one) Evasion - 6% (I) RD - 147 x 1, 1, 1 AP(see MG) Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 3(MG/RD) EMP Recovery Boost I Asl - 8 All Hit Penetration - 2 target(RF) Gun - 4(MG/RF) Assault Link L First(RD) Lcn - 1 Gunner Link R(MG/RF) Mec - 1 Striker Link R(MG/RD) Jam - 1 Speed II ------------------------------------------------------------------------------ Grimnir Assault C in Zenith - Total 1 AP: 23 MV: 8 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 2294 (P) MG - 34 x 7, 1-4, 4 AP Arms - 1268 (I) SG - 35 x 7, 1-3, 3 AP Legs - 1554 Evasion - 6% Armor - Impact Defense - 32/32/32 Job Levels: Skills: Stk - 1 Assault Link L Dead Shot - 4 rounds(SG) Asl - 8 Assault Link R Gun - 1 Speed II Lcn - 1 Boost I Mec - 1 Switch II Jam - 1 Anti-Shot ------------------------------------------------------------------------------ Grimnir Assault D in Zenith - Total 1 AP: 23 MV: 8 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 2294 (P) MG - 32 x 8, 1-4, 4 AP Arms - 1268 (I) SG - 24 x 11, 1-3, 3 AP Legs - 1520 Evasion - 2% Armor - Impact Defense - 32/32/8 Job Levels: Skills: Stk - 1 EMP Recovery Switch II Asl - 8 All Hit Defense I Gun - 1 Assault Link L Dead Shot - 4 rounds(SG) Lcn - 1 Assault Link R Mec - 1 Speed II Jam - 1 Boost I ------------------------------------------------------------------------------ Grimnir Gunner A in Grille Sechs - Total 1 AP: 23 MV: 4 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1629 (F + I) BZ - 138 x 1 + 111, 3-6, 6 AP Arms - 897 (I) KN - 18 x 1, 1, 1 AP Legs - 1265 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot II Gun - 8 Zoom Lcn - 1 Mec - 1 Jam - 1 ------------------------------------------------------------------------------ Grimnir Gunner B in Grille Sechs - Total 3 AP: 23 MV: 8 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1900 (P) RF - 200 x 1, 1-7, 6 AP(two) Arms - 1046 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 1330 (F + I) BZ - 147 x 1 + 121, 3-6, 6 AP(one) Evasion - 0% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing Defense - 16/16/4 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Hammer Down Gun - 8 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Zoom Jam - 1 Penetration - 2 target(RF) ------------------------------------------------------------------------------ Grimnir Gunner C in Grille Sechs - Total 1 AP: 23 MV: 4 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 2171 (P) RF - 200 x 1, 1-7, 6 AP Arms - 1195 (I) KN - 18 x 1, 1, 1 AP Legs - 1475 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 Gunner Link L Asl - 1 Panic Shot II Gun - 8 Zoom Lcn - 1 Boost I Mec - 1 Quick Draw Jam - 1 Penetration - 2 target(RF) ------------------------------------------------------------------------------ Grimnir Jammer in Schakal - Total 1 AP: 23 MV: 6 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 2062 (F) FT - 49 x 4, 1-2, 3 AP Arms - 1157 (I) KN - 18 x 1, 1, 1 AP Legs - 1595 Evasion - 22% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 2 Abyss Shot Gun - 1 Assault Link L Lcn - 1 Terror Shot I Mec - 1 Hellfire Jam - 8 Defend Body ------------------------------------------------------------------------------ Grimnir Launcher A in Enyo - Total 5 AP: 28 MV: 8 Lv: 24 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1599 (I) KN - 102 x 1, 1, 1 AP Arms - 873 (I) KN - 102 x 1, 1, 1 AP Legs - 1330 (F) GR(4) - 473 x 1, 4-6, 23 AP(1, two equipped) Evasion - 0% (F) MS(5) - 231 x 2, 6-8, 22 AP(2, two equipped) Armor - Fire (F) RK(4) - 556 x 1, 8-10, 24 AP(2, two equipped) Defense - 12/12/4 Job Levels: Skills: Stk - 1 EMP Recovery AP Charge + 1 Asl - 1 Double Launcher AP Charge + 2 Gun - 1 Max AP + 2 Inferno Lcn - 8 Max AP + 2 First(KN) Mec - 1 Max AP + 1 Jam - 1 AP Charge + 1 ------------------------------------------------------------------------------ Grimnir Launcher B in Enyo - Total 1 AP: 28 MV: 8 Lv: 24 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1827 (I) KN - 110 x 1, 1, 1 AP Arms - 997 (I) KN - 110 x 1, 1, 1 AP Legs - 1520 (F) RK(4) - 597 x 1, 1, 26 AP Evasion - 0% (F) RK(4) - 597 x 1, 1, 26 AP Armor - Fire Defense - 12/12/4 Job Levels: Skills: Stk - 3 Striker Link L AP Charge + 1 Asl - 1 Striker Link R AP Charge + 2 Gun - 1 Max AP + 2 RK Burst Lcn - 8 Max AP + 2 Tackle Mec - 1 Max AP + 1 First(KN) Jam - 1 AP Charge + 1 ------------------------------------------------------------------------------ Grimnir Mechanic A in Giza - Total 1 AP: 23 MV: 6 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1712 (P) MG - 34 x 7, 1-4, 4 AP Arms - 955 (I) SD - 21 x 1, 1, 1 AP Legs - 1330 Evasion - 0% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 Assault Link L Asl - 2 Slice Shot II Gun - 1 Remove Shield Limit(SD) Lcn - 1 Mec - 8 Jam - 1 ------------------------------------------------------------------------------ Grimnir Mechanic B in Giza - Total 1 AP: 23 MV: 8 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1712 (P) MG - 34 x 7, 1-4, 4 AP Arms - 955 (I) KN - 18 x 1, 1, 1 AP Legs - 1330 Evasion - 0% Armor - Piercing Defense - 16/16/8 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Full Defense Gun - 1 Slice Shot II Lcn - 1 Weakpoint Mec - 8 Remove Shield Limit(SD) Jam - 1 ------------------------------------------------------------------------------ Grimnir Striker A in Scintilla - Total 1 AP: 23 MV: 8 Lv: 24 AP Charge: 15 Unit Loaddout: Weapon Loadout: Body - 1806 (P) PB - 121 x 1, 1, 1 AP Arms - 998 (I) RD - 147 x 1, 1, 1 AP Legs - 1140 Evasion - 2% Armor - Impact Defense - 20/20/8 Job Levels: Skills: Stk - 8 Striker Link L Asl - 1 Striker Link R Gun - 1 Charge II Lcn - 1 Footwork Mec - 1 First(PB/RD) Jam - 1 ------------------------------------------------------------------------------ Grimnir Striker B in Scintilla - Total 1 AP: 23 MV: 8 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1806 (I) KN - 102 x 1, 1, 1 AP Arms - 998 (P) PB - 121 x 1, 1, 1 AP Legs - 1406 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 8 Striker Link L Asl - 1 Striker Link R Gun - 1 Charge II Lcn - 1 Footwork Mec - 1 First(KN/PB) Jam - 1 ------------------------------------------------------------------------------ Grimnir Striker C in Scintilla - Total 1 AP: 23 MV: 8 Lv: 24 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 2107 (I) RD - 147 x 1, 1, 1 AP Arms - 1164 (P) MG - 34 x 7, 1-4, 4 AP Legs - 1641 Evasion - 16% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 8 EMP Recovery Double Assault Asl - 3 Hard Strike First(RD) Gun - 1 Striker Link L Lcn - 1 Assault Link R Mec - 1 Charge II Jam - 1 Footwork ------------------------------------------------------------------------------ Recommendation: Walter - Chronik MG + Girino SG. Skills - Switch II, Speed II, Pincers, Chain + 2% Hector - Chronik MG + Last Stake PB. Skills - Blast Strike, Full Defense, Defense III, Slice Shot I, Repair AP - 2, EMP Recovery Justin - Last Stake PB + Piz 3 MS x 2. Skills - Inferno, Double Launcher, Max AP + 1/2(2), AP Charge + 1/2, Defense + 4 Joshua - Ibis RF. Skills - Blast Shot, Hammer Down, Zoom, Accuracy + 2%, Accuracy + 2% Darril - Last Stake PB + Last Stake PB. Skills - Double Punch I, Charge II, Footwork, Defense + 4, Evasion + 2% Natalie - Chronik MG + Press Needle PB. Skills - Abyss Shot, Feint II, Fix DMG II, Evasion + 2%, AP Damage Equipment - Rank 10. Repair 1200 and All Repair 400 items are highly recommended. Walter Body - Frost Right Arm - Zenith Left Arm - Zenith Legs - Zenith BP - Item Turbo Hector Body - Eldos Right Arm - Zenith Left Arm - Scintilla Legs - Warlus BP - Repair Justin Body - Cheyenne Right Arm - Schakal Left Arm - Schakal Legs - Coga R2 BP - Item Turbo Joshua Body - Recson Right Arm - Recson Left Arm - Kyojun Legs - Warlus BP - Item Turbo Darril Body - Black Knight Right Arm - Scintilla Left Arm - Scintilla Legs - Scintilla BP - Turbo Natalie Body - Uisk Right Arm - Scintilla Left Arm - Zenith Legs - Zenith BP - EMP Strategy: You'll need to demonstrate knowledge of pilot types well here due to the potential full-way Link battles that can occur. The other enemy Link squads will waste no time in jumping the fray so you must eliminate the initial enemies around immediately. Create some distance with the initial units to prevent other squads from moving in. Natalie should be armor coating or inflicting Systems or Link Systems Down as much as possible to lower the potential damage from a Link battle. Taking out the leaders makes the mission easier as with before since the enemies won't be able to Link as much without them. Keep everyone spread out and always prioritize Repairing above attacking here. It is easy to be destroyed without any exclusive equipment from Survival so you have to be cautious. When down to the last Link squad or two, go on a full offensive and blow them away. ------------------------------------------------------------------------------ Mission 25 - Synchrotron Outer Rim ------------------------------------------------------------------------------ Difficulty: **** Enemies: 5 Bosses: 1 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 20 turns or less with only one pilot dead. Link Squad: Morgan(Leader) Assault Gunner Jammer Mechanic A Mechanic B Battle Reward ---------------- Pilot EXP - 6600 CP - 6300 Enemy Composition ------------------------------------------------------------------------------ Boss - Morgan Bernard in Kouten(Gunner) AP: 24 MV: 6 Lv: 27 AP Charge: 24 Unit Loadout: Weapon Loadout: Body - 14462 (P) RF - 251 x 4(1), 4-10, 6 AP, 88-73% Evasion - 0% (I) SG - 95 x 6(2), 1-3, 3 AP, 87-69% Armor - Fire (F) MS - 255 x 4(1), 6-8, 10 AP, 100% Defense - 80 (P) CN - 449 x 4(1), 1-5, 14 AP, 98-90% Pilot Type - Aggressive Job Levels: Skills: Stk - 1 EMP Recovery Inferno Asl - 3 Hammer Down Damage Modifier Gun - 8 Gunner Link Lcn - 1 Assault Link Mec - 1 Panic Shot II Jam - 1 Zoom ------------------------------------------------------------------------------ Grimnir Assault in Zenith - Total 1 AP: 23 MV: 8 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 2294 (P) MG - 34 x 7, 1-4, 4 AP Arms - 1268 (I) SG - 35 x 7, 1-3, 3 AP Legs - 1520 Evasion - 18% Armor - Impact Defense - 32/32/8 Job Levels: Skills: Stk - 1 EMP Recovery Switch II Asl - 8 All Hit Barrage Gun - 1 Assault Link L Item Break Lcn - 1 Assault Link R Dead Shot - 4 rounds(SG) Mec - 1 Speed II All Repair MAX(BP, 4) Jam - 1 Boost I ------------------------------------------------------------------------------ Grimnir Gunner in Grille Sechs - Total 1 AP: 23 MV: 8 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 2171 (F + I) BZ - 147 x 1 + 121, 2-6, 6 AP Arms - 1195 (I) KN - 18 x 1, 1, 1 AP Legs - 1520 Evasion - 16% Armor - Piercing Defense - 16/16/4 Job Levels: Skills: Stk - 1 EMP Recovery Blast Shot Asl - 1 Hammer Down Minimum Range - 1(BZ) Gun - 8 Gunner Link L All Repair MAX(BP, 4) Lcn - 1 Panic Shot II Mec - 1 Zoom Jam - 1 Quick Draw ------------------------------------------------------------------------------ Grimnir Jammer in Schakal - Total 1 AP: 23 MV: 6 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 2062 (F) FT - 49 x 4, 1-2, 3 AP Arms - 1157 (I) KN - 18 x 1, 1, 1 AP Legs - 1595 Evasion - 38% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 1 EMP Recovery Block DMG 60 Asl - 2 Abyss Shot Attack + 1(FT) Gun - 1 Assault Link L Lcn - 1 Terror Shot I Mec - 1 Minus Shot II Jam - 8 Defend Body ------------------------------------------------------------------------------ Grimnir Mechanic A in Giza - Total 1 AP: 23 MV: 6 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1712 (P) MG - 34 x 7, 1-4, 4 AP Arms - 955 (I) SD - 21 x 1, 1, 1 AP Legs - 1330 Evasion - 16% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Remove Shield Limit(SD) Asl - 2 Full Defense Gun - 1 Assault Link L Lcn - 1 Slice Shot II Mec - 8 Speed II Jam - 1 Defend Body ------------------------------------------------------------------------------ Grimnir Mechanic B in Giza - Total 1 AP: 23 MV: 8 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1712 (P) MG - 34 x 7, 1-4, 4 AP Arms - 955 (I) SD - 21 x 1, 1, 1 AP Legs - 1330 Evasion - 16% Armor - Piercing Defense - 16/16/8 Job Levels: Skills: Stk - 1 EMP Recovery Remove Shield Limit(SD) Asl - 2 Full Defense Gun - 1 Assault Link L Lcn - 1 Slice Shot II Mec - 8 Panic Shot II Jam - 1 Defense II ------------------------------------------------------------------------------ Recommendation: See Mission 24 recommendations. Strategy: The other units are more durable and have more potent skills equipped this time around. Morgan's armanent is even more dangerous and his machine now has a bit over 4000 HP more to boot. With Inferno, Morgan's MS is nearly as dangerous as the 4-shot CN. Speaking of that, it's damage output is even higher than before and will destroy weakened units in one attack phase. The Hammer Down skill is almost a guaranteed kill even if you have some of the exclusive wanzers at your disposal. Start off by making the Jammer eat the dust then focus on eliminating the other units. Move as far away as possible as to ensure the Mechanics will not move close enough to Repair damaged units. The point is that Morgan will move along with his squad and he will still have just enough AP to use his RF to seriously damage or destroy weakened units. A Piercing coat greatly helps to lower the damage from any RF attacks if you wish to armor coat. Against Morgan, waste his AP below 14 so he cannot use the machine's CN to destroy a unit. However, he will fire his CN on the Enemy Phase and there is a very high chance Hammer Down will be activated. Armor coat everyone with Piercing resistance and hope that the target isn't Hector. The big aerial mobile weapon will take a longer time to destroy due to a much, higher HP count and its weapons are flat-out deadly with damage modifiers. ------------------------------------------------------------------------------ Mission 26 - Maintenance Tunnel ------------------------------------------------------------------------------ Difficulty: ***** Enemies: 28(1 NEW) Bosses: 0 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 30 turns or less with only one pilot dead. Link Squad A: Jammer B(Leader) Assault A Assault A Gunner B Launcher A Launcher A Link Squad B: Assault B(Leader) Gunner B Jammer A Jammer A(NEW) Mechanic Striker Link Squad C: Launcher C(Leader) Assault A Gunner A Mechanic Striker Link Squad D: Gunner C(Leader) Gunner A Launcher A Striker Link Squad E: Launcher B(Leader) Assault A Mechanic Striker Link Squad F: Launcher B(Leader) Gunner A Gunner A Battle Reward ---------------- Pilot EXP - 6900 CP - 6800 Enemy Composition ------------------------------------------------------------------------------ Grimnir Assault A in Zenith - Total 4 AP: 23 MV: 8 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1730 (P) MG - 34 x 7, 1-4, 4 AP(two) Arms - 952 (I) SG - 35 x 7, 1-3, 3 AP(see MG) Legs - 1332 (P) MG - 34 x 7, 1-4, 4 AP(one) Evasion - 22% (I) KN - 102 x 1, 1, 1 AP(see MG) Armor - Impact (I) SG - 35 x 7, 1-3, 3 AP(one) Defense - 32/32/32 (P) PB - 121 x 1, 1, 1 AP(see SG) Job Levels: Skills: Stk - 3(MG/KN + SG/PB) EMP Recovery Boost II Asl - 9 All Hit Dead Shot - 4 rounds(SG) Gun - 1 Assault Link L First(KN/PB) Lcn - 1 Assault Link R(MG/SG, non-S) Mec - 1 Striker Link R(MG/KN + SG/PB) Jam - 1 Speed II ------------------------------------------------------------------------------ Grimnir Assault B in Scintilla - Total 1 AP: 23 MV: 8 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 2408 (I) KN - 110 x 1, 1, 1 AP Arms - 1330 (P) MG - 32 x 8, 1-4, 4 AP Legs - 1876 Evasion - 32% Armor - Impact Defense - 20/20/20 Job Levels: Skills: Stk - 2 Striker Link L Barrage Asl - 9 Assault Link R Speed III Gun - 1 Speed II First(KN) Lcn - 1 Boost II Mec - 1 Double Assault Jam - 1 Blast Strike ------------------------------------------------------------------------------ Grimnir Gunner A in Grille Sechs - Total 4 AP: 23 MV: 8 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1629 (P) RF - 200 x 1, 1-7, 6 AP(one) Arms - 897 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 1140 (F + I) BZ - 147 x 1 + 121, 2-6, 6 AP(three) Evasion - 16% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing Defense - 16/16/4 Job Levels: Skills: Stk - 1 EMP Recovery Minimum Range - 1(BZ) Asl - 1 Hammer Down Gun - 9 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Zoom Jam - 1 Penetration - 2 target(RF) ------------------------------------------------------------------------------ Grimnir Gunner B in Grille Sechs - Total 2 AP: 23 MV: 4 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1629 (P) RF - 200 x 1, 1-7, 6 AP(one) Arms - 897 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 1265 (F + I) BZ - 147 x 1 + 121, 2-6, 6 AP(one) Evasion - 16% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Minimum Range - 1(BZ) Asl - 1 Hammer Down Gun - 9 Gunner Link L Lcn - 1 Panic Shot II Mec - 1 Zoom Jam - 1 Penetration - 2 target(RF) ------------------------------------------------------------------------------ Grimnir Gunner C in Grille Sechs - Total 1 AP: 23 MV: 4 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 2171 (F + I) BZ - 156 x 1 + 131, 2-6, 6 AP Arms - 1195 (I) KN - 18 x 1, 1, 1 AP Legs - 1685 Evasion - 16% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Quick Draw Asl - 1 Hammer Down Minus Shot III Gun - 9 Gunner Link L Minimum Range - 1(BZ) Lcn - 1 Panic Shot II All Repair MAX(BP, 3) Mec - 1 Zoom Jam - 1 Blast Shot ------------------------------------------------------------------------------ Grimnir Jammer A in Schakal - Total 1 + 1(NEW) AP: 23 MV: 6 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1546 (F) FT - 49 x 4, 1-2, 3 AP Arms - 867 (I) KN - 18 x 1, 1, 1 AP Legs - 1197 Evasion - 38% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 1 Assault Link L Asl - 2 Terror Shot I Gun - 1 Attack + 1(FT) Lcn - 1 Mec - 1 Jam - 9 ------------------------------------------------------------------------------ Grimnir Jammer B in Schakal - Total 1 AP: 23 MV: 6 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 2062 (F) FT - 53 x 4, 1-2, 3 AP Arms - 1157 (I) KN - 18 x 1, 1, 1 AP Legs - 1595 Evasion - 38% Armor - Piercing Defense - 8/8/8 Job Levels: Skills: Stk - 1 EMP Recovery Attack + 1(FT) Asl - 2 Abyss Shot Gun - 1 Assault Link L Lcn - 1 Terror Shot I Mec - 1 Defend Body Jam - 9 Hellfire ------------------------------------------------------------------------------ Grimnir Launcher A in Enyo - Total 3 AP: 29 MV: 8 Lv: 26 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1371 (I) KN - 102 x 1, 1, 1 AP Arms - 749 (I) KN - 102 x 1, 1, 1 AP Legs - 1140 (F) MS(5) - 231 x 2, 6-8, 22 AP Evasion - 16% (F) MS(5) - 231 x 2, 6-8, 22 AP Armor - Fire Defense - 12/12/4 Job Levels: Skills: Stk - 1 EMP Recovery Max AP + 1 Asl - 1 Double Launcher AP Charge + 1 Gun - 1 AP Cost 0 AP Charge + 1 Lcn - 9 Max AP + 2 AP Charge + 2 Mec - 1 Max AP + 2 First(KN) Jam - 1 Max AP + 1 ------------------------------------------------------------------------------ Grimnir Launcher B in Enyo - Total 2 AP: 29 MV: 8 Lv: 26 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1827 (I) KN - 110 x 1, 1, 1 AP Arms - 997 (I) SD - 22 x 1, 1, 1 AP Legs - 1520 (F) MS(6) - 256 x 2, 6-8, 24 AP Evasion - 16% (F) MS(6) - 256 x 2, 6-8, 24 AP Armor - Fire Defense - 12/12/4 Job Levels: Skills: Stk - 2 Striker Link L AP Charge + 1 First(KN) Asl - 1 AP Cost 0 AP Charge + 1 Gun - 1 Max AP + 2 AP Charge + 2 Lcn - 9 Max AP + 2 Auto Machine(Link Leader 1) Mec - 1 Max AP + 1 Tackle(Link Leader 2) Jam - 1 Max AP + 1 MS Burst(Link Leader 2) ------------------------------------------------------------------------------ Grimnir Launcher C in Enyo - Total 1 AP: 29 MV: 4 Lv: 26 AP Charge: 19 Unit Loadout: Weapon Loadout: Body - 1827 (I) KN - 110 x 1, 1, 1 AP Arms - 997 (I) KN - 110 x 1, 1, 1 AP Legs - 1429 (F) MS(6) - 256 x 2, 6-8, 24 AP Evasion - 16% (F) MS(6) - 256 x 2, 6-8, 24 AP Armor - Fire Defense - 12/12/12 Job Levels: Skills: Stk - 3 EMP Recovery Max AP + 2 Tackle Asl - 1 Double Launcher Max AP + 1 Block DMG 60 Gun - 1 Striker Link L Max AP + 1 MS Burst Lcn - 9 Striker Link R AP Charge + 1 First(KN) Mec - 1 AP Cost 0 AP Charge + 1 MS Reload MAX(BP, 2) Jam - 1 Max AP + 2 AP Charge + 2 ------------------------------------------------------------------------------ Grimnir Mechanic in Giza - Total 3 AP: 23 MV: 6 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1467 (P) MG - 34 x 7, 1-4, 4 AP Arms - 818 (I) SD - 21 x 1, 1, 1 AP Legs - 1140 Evasion - 16% Armor - Piercing Defense - 16/16/16 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 1 Full Defense Gun - 1 Slice Shot II Lcn - 1 Weakpoint Mec - 9 Remove Shield Limit(SD) Jam - 1 ------------------------------------------------------------------------------ Grimnir Striker in Scintilla - Total 3 AP: 23 MV: 8 Lv: 26 AP Charge: 15 Unit Loadout: Weapon Loadout: Body - 1806 (I) KN - 102 x 1, 1, 1 AP(one) Arms - 998 (P) PB - 121 x 1, 1, 1 AP(see KN) Legs - 1406 (P) PB - 121 x 1, 1, 1 AP(one) Evasion - 32% (I) RD - 147 x 1, 1, 1 AP(see PB) Armor - Impact (I) RD - 147 x 1, 1, 1 AP(one) Defense - 20/20/20 (P) PB - 121 x 1, 1, 1 AP(see RD) Job Levels: Skills: Stk - 9 EMP Recovery Double Punch II Asl - 1 Hard Strike First(KN/PB/RD) Gun - 1 Striker Link L Lcn - 1 Striker Link R Mec - 1 Charge II Jam - 1 Footwork ------------------------------------------------------------------------------ Recommendation: Walter - Chronik MG + Girino SG. Skills - Switch II, Speed II, Pincers, Chain + 2% Hector - Chronik MG + Last Stake PB. Skills - Blast Strike, Full Defense, Defense III, Slice Shot I, Repair AP - 2, EMP Recovery Justin - Last Stake PB + Piz 3 MS x 2. Skills - Inferno, Double Launcher, Max AP + 1/2(2), AP Charge + 1/2, Defense + 4 Joshua - Ibis RF. Skills - Blast Shot, Hammer Down, Zoom, Accuracy + 2%, Accuracy + 2% Darril - Last Stake PB + Last Stake PB. Skills - Double Punch I, Charge II, Footwork, Defense + 4, Evasion + 2% Natalie - Chronik MG + Press Needle PB. Skills - Abyss Shot, Feint II, Fix DMG II, Evasion + 2%, AP Damage Equipment - Rank 10. Repair 1200 and All Repair 400 items are highly recommended. Walter Body - Frost Right Arm - Zenith Left Arm - Zenith Legs - Zenith BP - Item Turbo Hector Body - Eldos Right Arm - Zenith Left Arm - Scintilla Legs - Warlus BP - Repair Justin Body - Cheyenne Right Arm - Schakal Left Arm - Schakal Legs - Coga R2 BP - Item Turbo Joshua Body - Recson Right Arm - Recson Left Arm - Kyojun Legs - Warlus BP - Item Turbo Darril Body - Black Knight Right Arm - Scintilla Left Arm - Scintilla Legs - Scintilla BP - Turbo Natalie Body - Uisk Right Arm - Scintilla Left Arm - Zenith Legs - Zenith BP - EMP Strategy: The first bulkhead should be fairly easy to handle, but leave the Gunner Link Leader last. Once all units are destroyed, sink the Gunner and move onto the next bulkhead. Intercept the squad approaching but get them out of the tight passages for effective damage dealing. Destroy the other squad and save the Launcher for last. Spread everyone and keep them back once the Launcher is destroyed. Staying out of the final bulkhead prevents the one of the 6-unit Link squads from jumping into the fray. Disable the 6-unit squad that attacks first and finish off the other 6-unit squad. ------------------------------------------------------------------------------ INTERMISSION ------------ Last chance to do anything you want before the final mission! I don't need to say much else in this regard really.. it's up to you how to prepare. As you really have no use for the RP in the next mission aside from use in New Game +, by all means go ahead and expend it on Remodeling. You'll need it... ------------------------------------------------------------------------------ Final Mission - Reactor ------------------------------------------------------------------------------ Difficulty: ***** Enemies: 20 Bosses: 1 Units: 6 Allies: 0 Winning Condition: Destroy all enemies. Losing Condition: All ally units are destroyed. Excellent Performance: 4 RP. Beat the mission within 35 turns or less with only one pilot dead. Link Squad A: Glen(Leader) Jammer Mechanic Assault Striker Gunner A Link Squad B: Glen(Leader) Gunner B(Leader) Gunner B Gunner B Gunner B Link Squad C: Glen(Leader) Launcher B(Leader) Launcher B Launcher B Launcher B Link Squad D: Glen(Leader) Launcher A(Leader) Launcher A Launcher A Link Squad E: Glen(Leader) Striker(Leader) Assault Link Squad F: Glen(Leader) Assault(Leader) Striker Battle Reward ---------------- Pilot EXP - 7200 CP - 7400 Enemy Composition ------------------------------------------------------------------------------ Boss - Glen Duval in Brutal Wolf(Assault) AP: 24 MV: 8 Lv: 27 AP Charge: 24 Unit Loadout: Weapon Loadout: Body - 15922 (P) RD - 311 x 1(2), 1, 1 AP, 100% Bonus, 92-92% Evasion - 46% (F) MS(4) - 330 x 2(1), 6-8, 10 AP, 100% Armor - Impact (I) SG - 32 x 13(2), 2-3, 3 AP, 94-88% Defense - 40 (N) CN - 508 x 1(2), 4-10, 7 AP, 99-82% Pilot Type - Aggressive Job Levels: Skills: Stk - 2 EMP Recovery Boost II Auto Repair 5% Asl - 9 All Hit Hammer Down Gun - 4 Striker Link Speed III Lcn - 1 Assault Link Boost I Mec - 1 Gunner Link Charge I Jam - 1 Speed II Damage Modifier ------------------------------------------------------------------------------ Grimnir Assault in Terror Wolf - Total 3 AP: 24 MV: 6 Lv: 27 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 2294 (P) MG - 22 x 10, 1-5, 4 AP(one) Arms - 1268 (I) SG - 25 x 9, 1-4, 3 AP(see MG) Legs - 1595 (F) FT - 49 x 4, 1-3, 3 AP(one) Evasion - 42% (I) SG - 35 x 7, 1-4, 3 AP(see FT) Armor - Piercing (P) MG - 34 x 7, 1-5, 4 AP(one) Defense - 92/32/8 (I) SG - 35 x 7, 1-4, 3 AP(see MG) Job Levels: Skills: Stk - 1 EMP Recovery Switch II(MG/SG) Asl - 9 All Hit Fix DMG II(MG/SG, Link Leader) Gun - 1 Assault Link L Defense II(MG/SG, Glen) Lcn - 1 Assault Link R Dead Shot - 5 rounds(SG) Mec - 1 Speed II Attack + 1(MG/SG/FT) Jam - 1 Boost II ------------------------------------------------------------------------------ Grimnir Gunner A in Terror Wolf - Total 1 AP: 24 MV: 8 Lv: 27 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 1900 (F + I) BZ - 167 x 1 + 134, 1-7, 6 AP Arms - 1046 (I) KN - 18 x 1, 1, 1 AP Legs - 1330 Evasion - 16% Armor - Piercing Defense - 92/20/4 Job Levels: Skills: Stk - 1 EMP Recovery Blast Shot Asl - 1 Hammer Down Minimum Range - 1(BZ) Gun - 9 Gun Link L Attack + 1(BZ) Lcn - 1 Minus Shot II Mec - 1 Zoom Jam - 1 Defend Body ------------------------------------------------------------------------------ Grimnir Gunner B in Terror Wolf - Total 4 AP: 24 MV: 8 Lv: 27 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 2171 (P) RF - 181 x 1, 1-8, 6 AP(two) Arms - 1195 (I) KN - 18 x 1, 1, 1 AP(see RF) Legs - 1520 (F + I) BZ - 156 x 1 + 122, 1-7, 6 AP(two) Evasion - 16% (I) KN - 18 x 1, 1, 1 AP(see BZ) Armor - Piercing Defense - 92/20/4 Job Levels: Skills: Stk - 1 EMP Recovery Defense I(RF Link Leader) Asl - 1 Hammer Down Penetration - 3 target(RF) Gun - 9 Gunner Link L Minimum Range - 1(BZ) Lcn - 1 Panic Shot II Attack + 1(RF/BZ) Mec - 1 Zoom Jam - 1 Blast Shot(RF Link Leader) ------------------------------------------------------------------------------ Grimnir Jammer in Terror Wolf - Total 1 AP: 24 MV: 6 Lv: 27 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 1804 (F) FT - 61 x 3, 1-3, 3 AP Arms - 1012 (I) KN - 18 x 1, 1, 1 AP Legs - 1250 Evasion - 52% Armor - Piercing Defense - 92/8/24 Job Levels: Skills: Stk - 1 EMP Recovery Asl - 2 Abyss Shot Gun - 1 Assault Link L Lcn - 1 Terror Shot I Mec - 1 Minus Shot III Jam - 9 Attack + 1(FT) ------------------------------------------------------------------------------ Grimnir Launcher A in Terror Wolf - Total 3 AP: 30 MV: 8 Lv: 27 AP Charge: 20 Unit Loadout: Weapon Loadout: Body - 1827 (I) KN - 118 x 1, 1, 1 AP Arms - 997 (I) KN - 118 x 1, 1, 1 AP Legs - 1520 (F) GR(4) - 637 x 1, 4-8, 27 AP Evasion - 16% (F) GR(4) - 637 x 1, 4-8, 27 AP Armor - Fire Defense - 92/12/8 Job Levels: Skills: Stk - 3 EMP Recovery Max AP + 1 Auto Machine(LL) Asl - 1 Striker Link L Max AP + 1 First(KN) Gun - 1 Striker Link R AP Charge + 1 Attack + 1(KN) Lcn - 9 AP Cost 0 AP Charge + 1 Area Effect + 1(GR) Mec - 1 Max AP + 2 AP Charge + 2 Jam - 1 Max AP + 2 Tackle(Link Leader) ------------------------------------------------------------------------------ Grimnir Launcher B in Terror Wolf - Total 4 AP: 30 MV: 8 Lv: 27 AP Charge: 20 Unit Loadout: Weapon Loadout: Body - 1827 (I) KN - 110 x 1, 1, 1 AP Arms - 997 (I) KN - 110 x 1, 1, 1 AP Legs - 1520 (F) MS(6) - 256 x 2, 6-8, 24 AP Evasion - 16% (F) MS(6) - 256 x 2, 6-8, 24 AP Armor - Fire Defense - 92/12/8 Job Levels: Skills: Stk - 3 EMP Recovery Max AP + 2 Tackle(Link Leader) Asl - 1 Double Launcher Max AP + 1 Skill Down - 2%(LL) Gun - 1 Striker Link L Max AP + 1 First(KN) Lcn - 9 Striker Link R AP Charge + 1 Attack + 1(KN) Mec - 1 AP Cost 0 AP Charge + 1 Jam - 1 Max AP + 2 AP Charge + 2 ------------------------------------------------------------------------------ Grimnir Mechanic in Terror Wolf - Total 1 AP: 24 MV: 4 Lv: 27 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 1712 (P) MG - 22 x 10, 1-4, 4 AP Arms - 1164 (I) SD - 20 x 1, 1, 1 AP Legs - 1250 Evasion - 16% Armor - Piercing Defense - 92/40/16 Job Levels: Skills: Stk - 1 EMP Recovery Attack + 1(MG) Asl - 1 Full Defense Gun - 1 Slice Shot II Lcn - 1 Minus Shot II Mec - 9 Weakpoint Jam - 1 Remove Shield Limit(SD) ------------------------------------------------------------------------------ Grimnir Striker in Terror Wolf - Total 3 AP: 24 MV: 8 Lv: 27 AP Charge: 16 Unit Loadout: Weapon Loadout: Body - 2408 (I) KN - 110 x 1, 1, 1 AP(two) Arms - 1330 (I) KN - 110 x 1, 1, 1 AP(see KN) Legs - 1876 (I) RD - 160 x 1, 1, 1 AP(one) Evasion - 30% (P) PB - 121 x 1, 1, 1 AP(see RD) Armor - Impact Defense - 92/56/20 Job Levels: Skills: Stk - 9 EMP Recovery Double Punch I(KN) Asl - 1 Hard Strike Blast Strike(Glen) Gun - 1 Striker Link L Anti-Strike(KN Link Leader) Lcn - 1 Striker Link R First(KN/PB/RD) Mec - 1 Charge II Attack + 1(KN/PB/RD) Jam - 1 Footwork ------------------------------------------------------------------------------ Recommendation: Walter - Chronik 10 MG + Girino HC SG. Skills - Switch II, Boost II, Speed III, Pincers Hector - Chronik 10 MG. Skills - Weakpoint, Full Defense, Defense III, Block DMG 60 Justin - Last Stake F PB + Piz 3E MS x 2. Skills - Inferno, Double Launcher, Max AP + 1(2)/2(2), AP Charge + 1(2)/2 Joshua - Ibis P RF. Skills - Quick Draw, Hammer Down, Panic Shot III, Zoom, Body Breaker Darril - Last Stake F PB + Keen Saber F RD. Skills - Double Punch II, Charge III, Footwork, Defend Body Natalie - Warmer LC FT. Skills - Hellfire, Abyss Shot, Feint III, Fix DMG III Equipment - Rank 12. Repair items are highly recommended. Walter Body - Frost HW Right Arm - Blizzaia L Left Arm - Blizzaia L Legs - Blizzaia L BP - Item Turbo Hector Body - Eldos A Right Arm - Blizzaia L Left Arm - Scintilla Legs - Coga R2 BP - Repair Justin Body - Cheyenne TX Right Arm - Scintilla Left Arm - Scintilla Legs - Coga R2HS BP - Turbo Joshua Body - H-Recson Right Arm - Kyojun LT Left Arm - H-Recson Legs - Coga R2HS BP - Item Turbo Darril Body - Black Knight Right Arm - Scintilla Left Arm - Scintilla Legs - Scintilla BP - Turbo Natalie Body - Uisk IISP Right Arm - Scintilla Left Arm - Blizzaia L Legs - Blizzaia L BP - EMP Strategy: This final battle is hard as expected but if you went out and did some farming, it shouldn't be too bad. This mission gains the most benefit from being on Hard with a boatload of enhancements to the enemy and Glen as well. Simply said, Glen is Linked to EVERY squad and it can be downright lethal if he is within attack range of a squad. If that happens, you might as well select the Give Up option. All other units will come towards Glen, while his squad retreats to a better position. In a few more turns, all squads will be close to Glen and it's all over. Glen will demonstrate his ability to attack up to 21 times, AP permitting, and you die. Other changes in the mission are different positioning, the M.I.D.A.S waves fire faster, and take off 1/3 more HP...from you. The enemy lucks out and takes 1/3 as last time and Glen only takes half of the damage. Oh, and the waves actually target the next area even though the warning will state only one area. Should the battle last longer than 20 turns, which likely will happen, the M.I.D.A.S waves will fire even faster. The Brutal Wolf can take the hits since it can regain its HP through Auto Repair but you won't be as lucky. As with the other boss missions, the AI will attack you and often with more than one Link squad. Needless to say, strike and move fast. Glen's squad is easily the most dangerous of the Link squads. Again, avoid the RD and CN of the Brutal Wolf and do spread the damage equally. Your survival rate is higher with this than simply having a lone pilot eat the hits. It will take quite some time to destroy the unit with its much higher durability. As with the other Damage Modifier bosses, Glen is lethal with his skill activation rate and anything lower than 2000 Body HP is bound to get destroyed if he uses either the CN or RD. Good luck! Congratulations! You've beaten Front Mission 5's Hard Mode! ------------------------------------------------------------------------------ 4. EXCLUSIVE EQUIPMENT [EXEQ] ------------------------------------------------------------------------------ As Hard Mode is the "full" version of Front Mission 5, you are free to abuse the Survival Simulator and Remodel to your heart's content freely. The following is a list of the exclusives on Hard only and you can consult with the Survival Simulator FAQ at GameFAQs for more details. Wanzer Derivatives: Zeria Zenith V Zenith DV Zenith RV Strife Strife 2 Giza 2 Bes Bes 2 Black Knight Black Knight 2 Wanzers: Grille Sechs Desmatz Crustacia Luftrauber Zenith RV2 Glen's Zenith Terror Wolf Weapons: Grave State Fire Ant Firebird Burchel Burgiba Soul Buster Battle Tusk Crusader SP06 Magic Box Lazy Horn Albatross Items: Universal Bullet Repair MAX Mini-Repair MAX All Repair MAX ------------------------------------------------------------------------------ 5. CREDITS [CRED] ------------------------------------------------------------------------------ Thanks to: - GameFAQs obviously - Square Enix for the Front Mission series - Fellow GameFAQs posters who contributed information, such as tihoa and WalterFeng This FAQ copyright 2012 to Angelo Pineda. Redistribution in any form, including reprinting in electronic or print media, without express permission of the author is strictly forbidden.