FRONT MISSION 5: SCARS OF THE WAR
FAQ/WALKTHROUGH
VERSION FINAL(3.30)
By Angelo Pineda(rpger77@yahoo.ca)

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

15-5-2012 - Minor additions to Basics section.
25-4-2012 - Fleshed out Secrets section.
24-9-2009 - Major clean-up to reflect fan translation changes. 
12-6-2007 - Wanzer Setup data taken out and placed into separate guide.
More corrections and information changes have been made. Tutorials and
other information have been added. Guide complete.
2-4-2007 - Battle Simulator data taken out and placed into separate 
guide. Corrections and Link Squad data have been added.
24-2-2007 - All sections have more in-depth information and the material
is presented better.
5-11-2006 - More information on Survival Simulator. Some tweaking in the
other areas in this FAQ/Walkthrough.
1-9-2006 - FAQ/Walkthrough done. Survival Simulator, Simulator, and Arena 
are done as well. More info about Survival Simulator to come in the next
update.

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

------------------------------------------------------------------------------
Sections							Search Codes
------------------------------------------------------------------------------
1. INTRODUCTION							[INTR] 
------------------------------------------------------------------------------
2. BASICS							[BASE]
------------------------------------------------------------------------------
Main Menu							[MAIN]
Controls							[CONT]
Battle System							[BATT]
Base Exploration						[BEXP]
Pilot Types							[PTYP]
Job Types							[JTYP]
Scouting							[SCOT]
Mission Briefings						[MBRI]
Tutorials							[TUTO]
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. BATTLE PLANNING						[PLAN]
------------------------------------------------------------------------------
Weapon Types							[WTYP]
Backpacks							[BACK]
Remodeling							[REMO]
Skill List							[SKIL]
Tips and Hints							[TIPA]
------------------------------------------------------------------------------
5. BATTLE SIMULATOR						[BSIM]
------------------------------------------------------------------------------
6. SURVIVAL SIMULATOR						[SSIM]
------------------------------------------------------------------------------
7. ARENA							[AREN]
------------------------------------------------------------------------------
8. THEATER							[THEA]
------------------------------------------------------------------------------
9. SECRETS							[SECR]
------------------------------------------------------------------------------
10. 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 an FAQ/Walkthrough for Front Mission 1st, titled "Front Mission" for
the game's North American release on the Nintendo DS. This guide is meant to
be used alongside my beginner's guide on GameFAQs. Only specifics about the
game's material will be covered in this guide. Do not send me e-mails about
material that is already in the beginner's guide as I will simply delete it.
With that said, let's move onto the main attraction!

This is an FAQ/Walkthrough for Front Mission 5: Scars of the War, released
only in Japan for the Sony PlayStation 2. Only specifics about the game's
material will be covered in this guide. Do not send me e-mails about 
material that is not covered here as I will simply delete it. With that 
said, let's move onto the main attraction!

The main characters:

Walter Feng - a U.S.N. soldier. Walter first witnessed the realities of war
during the 1st Huffman Conflict. Ever since, Walter enlisted in the U.S.N. 
Army alongside best friend Randy O'Neill. He has strong leadership qualities
and is eager to defend the U.S.N. and its interests. 

Lynn Wenright - a U.S.N. officer and the unit commander of the Strike 
Wyverns. Lynn overseas all operations in the unit and is known to be strict
and demanding. 

Glen Duval - an O.C.U. soldier. Glen is one of Walter's best friends and was
exposed to war during the 1st Huffman Conflict. Glen, however, enlisted in 
the O.C.U. Army as opposed to the U.S.N. Army.

Randy O'Neill - a U.S.N. soldier. Randy is friends with both Walter and Glen,
having known them since childhood. Randy has difficulty adjusting to military
life and is often scolded by his superiors.

Edward Collins - a U.S.N. soldier and platoon leader for the Strike Wyverns. 
Edward enjoys to talk a lot, which annoys his colleagues greatly.

Hector Reynolds - a U.S.N. officer and the unit commander of the Barghest.
Hector is laid-back at times, but can be serious and strict when necessary.

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

This section discusses the game mechanics found in the game, divided into 
multiple sections. Please see each section to learn more about the game.

------------------------------------------------------------------------------
MAIN MENU							[MAIN]
------------------------------------------------------------------------------

Simply said, this is the menu seen when after the introductory movie ends. It
is very self-explanatory since all Front Mission installments have it. Apart 
from the showcase of wanzers, which changes every time you come back to it, 
the following are options shown.

New Game
Load Game
Continue
Options
Theater
Front Mission Online

New Game and Load Game are typical for any game. Continue is the option to
continue a mission that you are playing through the Battle Save feature.
Options allow the player to change settings of the game's interface, for 
battle use, and other settings. Theater is a mode where a player can load up 
their file and view the event scenes they have unlocked by game progression. 
Front Mission Online is simply a video trailer showcasing that game's 
features. Do enjoy the remake of "A Minefield" for those who have played 
Front Mission and watch the trailer!

Anyways, onto the rest of this massive guide!

------------------------------------------------------------------------------
CONTROLS							[CONT]
------------------------------------------------------------------------------

This section is very self explanatory. The following is a guide of the 
issues each button does.

(Outside of Battle)

Directional Pad - move around/select people/raise bet.(Arena)
L1/R1 - cycle through pilot data.
X Button - cancel action/skip conversation.
O Button - accept action/recruit pilot/initiate conversation.
/\ Button - Scout pilot/look at team data/Arena rival data.(Arena)

(In Battle)

Directional Pad/Left Analog - move around the map.
Right Analog - change angle + zoom in or out.
Select Button - toggle map functions.(birds-eye view, screen view, 3D view)
Start Button - open System menu.
L1/R1 - cycle through ally units/pilot data.
L2/R2 - cycle through enemy units.
R3 - turn map angle by 90 degrees.
X Button - cancel action/return to current pilot/skip battle scene/speed up
cursor movement.(when left analog is being used) 
O Button - accept action/look at enemy skills/speed up battle scene.
[] Button - switch weapons/change battle camera.(in battle scene)
/\ Button - look at pilot data/toggle unit indicator.(in battle scene)

(Briefing Menu)

Directional Pad/Left Analog - move around the map.(Map Conditions)
Right Analog - change angle.(Map Conditions)
L1/R1 - cycle through ally units.(Map Conditions)
L2/R2 - cycle through enemy units.(Map Conditions)
X Button - return to Briefing Menu/cancel action.
O Button - zoom in or out(Map Conditions)/accept action.

(Options Menu)

X Button - cancel changes.
O Button - accept changes.
[] Button - switch to default settings.

(Hangar Setup)

Direction Pad - select options.
Right Analog - rotate wanzer.
Select Button - access Part Sort.
Start Button - accept name.
L1/R1 - cycle through menus/switch from Stock/Supply List and Backpack.
L2/R2 - cycle through pilots/change name position.
X Button - cancel action.
O Button - accept action/look at part data.
[] Button - switch from Stock and Supply List/backspace one character.
/\ Button - look at Upgrade History/enter View Mode/change pilots.

(Pilot Setup)

Direction Pad - select pilots.
L1/R1 - cycle through pilot data/switch from Stock/Supply List and Equipped
Skills.
L2/R2 - cycle through pilots.
X Button - cancel action.
O Button - accept action.
[] Button - switch from Stock and Supply List.
/\ Button - look at skill data/change pilots.

(View Mode)

Left Analog - camera zoom: zoom in and out.
Right Analog - manual camera rotation.
X Button - exit View Mode.
O Button - activate automatic camera rotation.
/\ Button - toggle between Visible and Invisible window.

(Theater Mode)

L1/R1 - cycle through pages of events.
X Button - end Theater Mode.
O Button - watch event.
/\ Button - access Wanzer Setup.

------------------------------------------------------------------------------
BATTLE SYSTEM							[BATT]
------------------------------------------------------------------------------

The battle system of Front Mission 5 is turn-based and takes place on grid
maps for movement and actions. In short, it is the same format as seen in 
previous Front Mission installments. The concept of Phases has returned: the
player's units go first and when they have finished acting, the AI-controlled
units act next. These Phases are appropriately title as Player and Enemy 
Phases. A full turn, therefore, is the combination of one Player and Enemy 
Phase. While the player-controlled units act only in Player Phases, they can
counter enemy attacks during Enemy Phases when the opportunity is possible.
If the player does not need to act, they can force a Player Phase to end. 
Thus, the general flow of a mission is as follows:

General Battle Flow:

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

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

System Menu Guide:

------------------------------------------------------------------------------
Commands		Description
------------------------------------------------------------------------------
End Phase		Ends player phase.
Conditions		View winning and losing conditions.
Quicksave		Save current progress.
Options			Change options.
Give Up			Give up and return to title screen.(Game Over)

Options Menu Guide:

------------------------------------------------------------------------------
Commands		Description
------------------------------------------------------------------------------
Sound Options		Change sound settings. Stereo or Monaural.
Screen Configuration	Adjust the screen's position.
Game Options		Change game settings.

Game Options Menu Guide:

------------------------------------------------------------------------------
Commands		Description
------------------------------------------------------------------------------
Window Color		Change window color type. 26 types from A to Z.	
Battles			Show or Hide battles.
Battle Display		Auto or Far battle camera.
Battle Speed		Normal or Fast battle speed.
Battle Window		Show or Hide battle window.
Unit Names		Show or Hide unit names.
HP Bar			Show or Hide HP bar.

Battles are fought differently in regards to destroying the enemy forces. 
Unlike most strategy RPGs, Front Mission wanzers have multiple parts that
can be destroyed. This includes the Body, Right and Left Arms, and the Legs.
To destroy an enemy like in most strategy RPGs, simply destroy the Body. The
task may not be easy all the time, thus there are good points for destroying
other parts. Arm destruction renders any weapon equipped on that arm and 
shoulder useless. Leg destruction removes the evasion on the said legs and
the wanzer's MV rating drops to 1. 

ACTION POINT SYSTEM
-------------------

Onto other Front Mission mechanics, all actions are dictated by the Action 
Point(AP) system. From movement, attacking, counter attacks, using an item 
or Backpack function, AP is expended to do so. After every turn, AP is 
recharged by a certain amount based on Pilot Level(Lv) and if specific 
battle skills are equipped. For movement, each wanzer Leg has a certain 
amount of Move(MV) points that dictate how far they can move. Attacking and 
using a Backpack's function require a certain amount of AP to access. 

For example, let's have Walter attack the nearby enemy with his RF. Attacks
with this weapon costs 6 AP. Let's say Walter only has 7 AP left, which means
that his AP will be 1 AP after the attack. When the Enemy Phase occurs and 
the same enemy attacks Walter, he will be unable to use the RF but he can 
counter if he has a Striker-class weapon. These weapons cost only 1 AP to 
use.

The commands available for the player vary mainly since they are based on
the selected unit's equipment and Backpack used. The following are commands 
that can be accessed in the game. 

Unit Commands Guide:

------------------------------------------------------------------------------
Command			Effect					Color/Icon
------------------------------------------------------------------------------
Attack			Initiate attack.			Red
Items			Use items.				Green
Repairs			Use Repairs features.			Green
EMP			Use EMP features.			Light Purple
Armor Coating		Grant additional armor-type coating.	Dark Purple
Cargo			Access nearby containers.		Two Arrows
Ascend			Advance to the next floor.		Stairs
End			End move.				One Arrow

Cargo and Ascend are used in a certain mode in the game, which can be found 
on a certain guide at GameFAQs. As stated earlier, the rest are 
self-explanatory and used by various Backpacks in the game.

Going back to unit movement, battlefield terrain varies depending on where 
the mission takes place. Each terrain requires a certain amount of AP to move
one square. Leg types also affect how far a unit can move on certain terrain
over other Leg types.

Leg Type Guide:

------------------------------------------------------------------------------
Type	Flat	Water	Uneven	Steep
------------------------------------------------------------------------------
2 Leg	1	2	2	2		
4 Leg	1	2	1	3
Hover	1	1	3	1

On flat surfaces, all leg types have normal movement and incur no penalty. In
areas defined by water, Hover types are able to move freely with no penalty. 
Uneven surfaces are defined by the abrupt changes on the surface from square 
to square. In this terrain, 4 Leg types are the only ones capable of 
traversing the unstable areas. Hover types are heavily penalized on this 
terrain. On steep areas and terrain, Hover types can move with any penalties
while 4 Leg types are heavily penalized. 2 Leg types are not useful for 
movement on terrain other than flat ones. Unlike in Front Mission 4, there 
are a lot more areas that are affected by the terrain conditions. Thus, 4 Leg
and Hover type parts are recommended to traverse in such surfaces.

ACCURACY/EVASION
----------------

Accuracy and Evasion are calculated into attack and counterattack actions.
Each weapon has its own Accuracy value, which can either be decreased or
increased based on the Accuracy ratings on the Arm the weapon is equipped
on. Whereas Evasion was a confusing concept to understand in Front Mission
4, Evasion here is easier to learn. Evasion is calculated as simply 
subtracting from the Accuracy value in regards to weapon Accuracy. 

For example, equip the Raptor MG. Its weapon Accuracy ranges from 80-63%
with 80% being the maximum range and 63% being the minimum range of attack.
Now, equip the Raptor on a Blizzaia Arm. With an Accuracy value of 8%, it
means an additional 8% will be added to the Accuracy calculations. What 
this means is that the value is divided by 100 and added to a base value
of 1. Multiply the Weapon Accuracy by the new Accuracy value to get Total 
Accuracy. This makes the Accuracy of the weapon set to 86-68%. 

Now, attack a wanzer with the Blizzaia Legs next at the maximum range
(1 space away). Blizzaia Legs have an Evasion value of 12%, so subtract 12 
from 86 makes 74%. Looking back at the Evasion value, it also means there 
is a 12% chance the wanzer will completely evade the entire attack from the 
Raptor.

To recap the Accuracy/Evasion calculation:

[Weapon Accuracy + (1 + Accuracy/100)] - Range Difference - Enemy Evasion

ie. using 24% Accuracy Arms and Covet SG

[75 + (1 + 24/100)] - 0 - 0

= 93% Total Accuracy

The other main factor in the Accuracy/Evasion calculations is the factor
of Pilot Level. Similar to Front Mission 4, a higher Level means a decrease
in enemy Evasion and vice versa. Using the same example above, let's assume
the wanzer's pilot was one Lv higher than our pilot's Lv. The wanzer's 
Evasion will now be set to 18%. This isn't much of a big factor, but it is
worth knowing nonetheless.

Pilot Level Evasion Modifier Guide:

------------------------------------------------------------------------------
Difference	Modifier
------------------------------------------------------------------------------
+ 4 and above	+ 16%
+ 3		+ 14%
+ 2		+ 12%
+ 1		+ 6%
0		0%
- 1 		- 6%
- 2		- 12%
- 3 		- 14%
- 4 and below	- 16%

STATUS DAMAGE/ATTACK ELEMENTS
--------------------------------

As expected of any RPG, status anomalies are present in the game. Using an 
EMP type Backpack, status anomalies can be inflicted to both friend and foe.

Status Damage Guide:

------------------------------------------------------------------------------
Status Damage		Disable Effect
------------------------------------------------------------------------------
Attack Systems Down	Attack functionality. 
Move Systems Down	Move functionality. Evasion is reduced to 0%.
Backpack Systems Down	Backpack functionality. Backpack command unavailable.
Systems Down		Complete wanzer functionality.
Link Systems Down	Link functionality. Cannot give or receive support.

These EMP-inflicted anomalies are not present until much later in the game
but they really aren't too threatening. Using the Repair Backpack's Remove
or a Remover item will cure the anomaly. The success of EMP is dependent on
two factors: Job specialty and Pilot Level. Even if all units have the same
Rank EMP Backpack and Pilot Level, a Jammer is more likely to succeed and the 
anomaly remains in effect longer. Similar to Evasion, Pilot Level is a factor 
for determining resistance to EMP.

Pilot Level EMP Resistance Modifier Guide:

------------------------------------------------------------------------------
Difference	Modifier
------------------------------------------------------------------------------
+ 3 and above	+ 8%
+ 2		+ 6%
+ 1		+ 4%
0		0%
- 1		- 4%
- 2		- 6%
- 3 and below	- 8%

Moving on, each weapon attack falls under one of the 3 traditional attack 
elements seen in past Front Mission games.

Attack Element Guide:

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

Resistance to one of the elements will lower damage by 24%, but the element
weakness factor seen in past Front Mission games is gone here. Thus, damage
is not increased for attacking with the other elements as it would in the
previous games in the series. Resistances are given on Remodeled parts 
from various wanzers and through the Armor Coating option from certain 
EMP Backpacks. There is one final element that will not be listed for plot
reasons. This element cannot be defended by any of the resistances, meaning
only the Defense stat can lower its damage.

DEFENSE
-------

A stat from the first two Front Mission games, the Defense stat lowers damage 
by a certain percent based on the values. A weapon's damage is lowered based 
on which part it hit as each part has its own Defense value. It may not play 
much of a big role in the beginning but as the damage increases and access to
more wanzers become available, it is worth paying attention to. Below is a 
guide on damage calculation tests and estimates. 

Defense Calculation Guide:

------------------------------------------------------------------------------
Defense		Damage Reduction(range)
------------------------------------------------------------------------------	
20		7-9%
30		10-13%
40		14-17%
50		16-20%
60		21-27%
80		28-35%

Defense can be increased further by using a Shield and equipping certain 
skills to enhance its effect. One note to pay attention to is that the
resistances do not stack with Defense and differs from the stat. Although
resistances seem more attractive, it only reduces damage from one attack
element and there are weapons that bypass resistances. Only the Defense
stat can lower damage from such weapons.

EXPERIENCE
----------

There are two types of experience: Job and Pilot. Job Experience is gained
by using weapons or Backpack functions in battles. Pilot Experience can be
gotten by destroying enemy units. The amount of experience gained from 
both differ in that gains in Job are preset and gains in Pilot may vary.
Pilot Experience is based off the composition and type of enemy being
fought. Stronger enemies or bosses yield large gains but weaker ones do
result in small gains. 

Pilot Experience is distributed based on who could participate in a Link 
battle at the time, regardless if they have acted or not. This means that 
even if all pilots are Linked, not all of them will get the experience if
one could not participate. Bosses are exempt from this rule in that all 
pilots gain an increase upon its destruction, unless a pilot is dead. 
Experience is divided by the amount of pilots who were eligible to 
participate.

PILOT LEVEL
-----------

When a wanzer is destroying Pilot Experience is gained. This is for the 
Pilot Level and raising the levels. They play a minor role in the Accuracy
and Evasion calculations, as well EMP resistances. Pilot Levels also affect
other factors as well. First, a level up results in Enhancement Points(EP). 
This is the monetary value that is needed to buy any skill. Second, an 
increase in level may also provide an increase in the AP Max, AP Charge, and
skill slot values. These are key to being able to act more often during the
Player Phase or counterattacking. The maximum Pilot Level is 50, although it
is not necessary to beat the game at such a high level. Only go that far if
you wish to gain more EP to buy skills.

Here is a guide for Pilot Level and how many points are needed to increase it.

Pilot Level Guide:

------------------------------------------------------------------------------
To Next		Level
------------------------------------------------------------------------------
200		1
300		2
600		3
900		4
1200		5
1600		6
2000		7
2400		8
2800		9
3300		10
3800		11
4300		12
4800		13
5400		14
6000		15
6600		16
7200		17
7800		18
8400		19
9000		20
9600		21
10200		22
10800		23
11400		24
12000		25
12600 		26
13200		27
13800		28
14400		29
15000		30
15600		31
16200		32
16800		33
17400		34
18000		35
18600		36
19200		37
19800		38
20400		39
21000		40
21600		41
22200		42	
22800		43
23400		44
24000		45
24600		46
25200		47
25800		48
26400		49
0		50

AP Max Guide:

AP Max	Level
-------------
12	1
13	3
14	5
15	7
16	9
17	11
18	13
19	16
20	18
21	20
22	22
23	24
24	27
25	31
26	35
27	39
28	43
29	47

AP Charge Guide:

AP Charge	Level
---------------------
12		1
13		6
14		12
15		19
16		27
17		35
18		43

Skill Slots Guide:

Skill Slots	Level
---------------------
8		1
9		4
10		7
11		10
12		13
13		16
14		19
15		22
16		25

FRIENDLY FIRE
-------------

A brand-new mechanic in the Front Mission series, friendly fire is simply
the term when units unintentionally hit allies in the firing range of 
their weapons. More specifically, allies directly in the line of sight.
This feature is designed to give battles a more strategic feel and focus
on the positioning of each unit. Friendly fire is most seen during a big
Link battle involving 4-6 enemy units on a Link squad. More on this can
be found on the Tips and Hints section. It is a very good idea to learn
and quickly master this element as it will become very common as the game
progresses.

LINKS
-----

The last major detail of the battle system are the Links. Introduced in the
fourth main installment, Links allowed the player's pilots to link up and 
attack foes on offense or defense. Presuming their weapons were in the right
range and had AP to spare, any Linked pilots could attack enemies even if 
their turn was issued. Front Mission 5 simplifies the system in that all the
players needs to equip is a link skill that corresponds to the Job class 
their weapon is in on either the left or right arm. 

Unlike in 4 where attacks took up more AP to attack more than once, all 
non-Launcher class attacks take up only AP corresponding to weapons used. A 
machine gun attacks twice for only 4 AP but would have consumed 8 AP in 
Front Mission 4. 

For example, let's equip Walter with the Assault Link R skill and a Machine
Gun on the right arm. Next, equip a Gunner unit with Gunner Link R skill and
a Rifle on the right arm. Make sure Walter and the Gunner are within weapon 
range and attack. Both pilots will attack an enemy on offense or defense as
long as they are within weapon range and have enough AP to spare. 

Attack priority in Links is based on the Attack Power value of the weapons
being used, from strongest to weakest. Apart from the initial unit making 
the attack, the Link actions are prioritized on that factor. Assault weapons
almost always start the Link, followed by Gunner weapons, and finally the
Striker weapons. In the event two weapons have an equal Attack Power value,
the priority goes based on Job types. Assaults have the highest priority,
followed by the Mechanic, Jammer, Gunner, Striker, and Launcher.

That's about it.. the rest is up to be discovered by actually playing it!

The following is the battle interface for any pilot:

Basic View:

------------------------------------------------------------------------------
|Help Text                                                     Terrain Space |
------------------------------------------------------------------------------
|       [BODY]         |Weapon|Weapon       E|Wanzer                R|Picture|
|                      |Weapon|Type          |Name                   |Picture|
| [LEFT ARM][RIGHT ARM]|ATK    AP            |Pilot Name             |Picture|
|                      |DMG                  |AP      MV      LV     |Picture|
|       [LEGS]         |HIT                  |BP                     |Picture|
------------------------------------------------------------------------------
(ENEMY)





                                                     -------------------------
                                                     |                       |
                                                     | MAP                   |
                                                     | MAP                   |
                                                     | MAP                   |
                                                     | MAP                   |
                                                     | MAP                   |
                                                     | MAP                   |
                                                     | MAPMAPMAPMAPMAPMAPMAP |
(ALLY)                                               |                       |
------------------------------------------------------------------------------
|Picture|Wanzer                 R|Weapon|Weapon       E|      [BODY]         |
|Picture|Name                    |Weapon|Type          |                     |
|Picture|Pilot Name              |ATK    AP            |[LEFT ARM][RIGHT ARM]|
|Picture|AP      MV      LV      |DMG                  |                     |
|Picture|BP                      |HIT/AMMO             |      [LEGS]         |
------------------------------------------------------------------------------

Battle System Guide:

Help Text - text that helps player understand in-game actions.
Terrain Space - conditions on terrain and displays amount of AP need to move
one space.
Map - the map of the stage in three views: birds-eye, screen, and 3D.
Wanzer Name - the name of the wanzer.
Pilot Name - the name of the pilot.
AP - the amount of current/maximum AP of the pilot.
MV - the amount of spaces the unit can move.
LV - the level of the pilot.
BP - the Backpack the unit has equipped.
R - any resistances the unit is equipped with. Two resistances will result
in two symbols for any of the three resistances. Having all resistances will
result in a grey symbol with "ALL" spelled out.
ATK - the amount of attacks a weapon can do in an attack phase.
AP - the amount of AP needed to use the weapon.
DMG - the amount of damage a weapon causes.
HIT - the Accuracy of a weapon, displayed from highest(max range) to the
lowest(min range).
AMMO - the amount of ammo a weapon has(only on Launcher weapons).
E - the type of element damage the weapon deals.
BODY - displays the amount of current HP for the Body part.
LEFT ARM - displays the amount of current HP for the Left Arm part.
RIGHT ARM - displays the amount of current HP for the Right Arm part.
LEGS - displays the amount of current HP for the Legs part.

Detailed Pilot View(press the /\ button on while cursor on a unit):

*toggle pages with L1 and R1*

PAGE 1

------------------------------------------------------------------------------
|Help Text                                                                   |
------------------------------------------------------------------------------
|Machine Status                                                              |
------------------------------------------------------------------------------
|Wanzer Name               |PicturePic|AP/AP Max                             |
|Pilot Name                |PicturePic|AP Charge                             |
|Weight/Power Output       |PicturePic|Evasion                               |
|***********************   -----------|Status Evasion                        |
|                                     |Pilot Type                            |
------------------------------------------------------------------------------
|BODY  ************* Current HP/Max HP|LEFT        Weapon      Range         |
|                    Part Defense     |ARM         Attack Power              |
------------------------------------------------------------------------------
|LEFT  ************* Current HP/Max HP|RIGHT       Weapon      Range         |
|ARM                 Part Defense     |ARM         Attack Power              |
------------------------------------------------------------------------------
|RIGHT ************* Current HP/Max HP|LEFT        Weapon      Range         |
|ARM                 Part Defense     |SHOULDER    Ammo        Attack Power  |
------------------------------------------------------------------------------
|LEGS  ************* Current HP/Max HP|RIGHT       Weapon      Range         |
|                    Part Defense     |SHOULDER    Ammo        Attack Power  |
------------------------------------------------------------------------------
|BP                                                                          |
|BP Data                               BP Data                               |
|BP Data                               BP Data                               |
------------------------------------------------------------------------------

Battle System Guide:

Help Text - text that helps player understand in-game actions.
Wanzer Name - the name of the wanzer.
Pilot Name - the name of the pilot.
Weight/Power Output - the difference between the unit's Weight and the 
amount of Power Output generated by it.
AP/AP Max - the current amount of AP/maximum amount of AP.
AP Charge - the amount of AP regenerated after one turn.
Evasion - the unit's ability to evade enemy attacks, calculated by unit's
Evasion total and pilot level.
Status Evasion - defense against EMP-inflicted status, displayed in
percent(%).
Pilot Type - determines the AI for pilots in Link battles. See Pilot
Types for more.
Current HP/Max HP - the current HP of the part/max HP of the part.
Part Defense - the amount of Defense a part has.
Weapon - type of weapon used.
Range - the range of the weapon's effectiveness.
Ammo - the amount of ammo a weapon has(only on Launcher weapons).
BP - the Backpack equipped on the unit.
Attack Power - the amount of damage a weapon causes.
BP Data - special data about the unit's Backpack.

PAGE 2

------------------------------------------------------------------------------
|Help Text                                                                   |
------------------------------------------------------------------------------
|Machine Status                                                              |
------------------------------------------------------------------------------
|Wanzer Name               |PicturePic|AP/AP Max                             |
|Pilot Name                |PicturePic|AP Charge                             |
|Weight/Power Output       |PicturePic|Evasion                               |
|***********************   -----------|Status Evasion                        |
|                                     |Pilot Type                            |
------------------------------------------------------------------------------
|BODY  Wanzer Part Skill              |LEFT        Weapon Part Skill         |
|                                     |ARM                                   |
------------------------------------------------------------------------------
|LEFT  Wanzer Part Skill              |RIGHT       Weapon Part Skill         |
|ARM                                  |ARM                                   |
------------------------------------------------------------------------------
|RIGHT Wanzer Part Skill              |LEFT        Weapon Part Skill         |
|ARM                                  |SHOULDER                              |
------------------------------------------------------------------------------
|LEGS  Wanzer Part Skill              |RIGHT       Weapon Part Skill         |
|                                     |SHOULDER                              |
------------------------------------------------------------------------------
|BP                                                                          |
|BP Data                               BP Data                               |
|BP Data                               BP Data                               |
------------------------------------------------------------------------------

Battle System Guide:

Help Text - text that helps player understand in-game actions.
Wanzer Name - the name of the wanzer.
Pilot Name - the name of the pilot.
Weight/Power Output - the difference between the unit's Weight and the 
amount of Power Output generated by it.
AP/AP Max - the current amount of AP/maximum amount of AP.
AP Charge - the amount of AP regenerated after one turn.
Evasion - the unit's ability to evade enemy attacks, calculated by unit's
Evasion total and pilot level.
Status Evasion - defense against EMP-inflicted status, displayed in 
percent(%).
Pilot Type - determines the AI for pilots in Link battles. See Pilot
Types for more.
Wanzer Part Skill - any skills equipped on a unit's wanzer part.
Weapon Part Skill - any skills equipped on a unit's weapon.
BP - the Backpack equipped on the unit.
BP Data - special data about the unit's Backpack.

PAGE 3

------------------------------------------------------------------------------
|Help Text                                                                   |
------------------------------------------------------------------------------
|Job Status & Equipped Skills                                                |
------------------------------------------------------------------------------
|Pilot Level                          |Skill                                 |
|To Next Level                        |Skill                                 |
|-------------------------------------|Skill                                 |
||-> Assault                 Next     |Skill                                 |
| **********                 Lv.      |Skill                                 |
--------------------------------------|Skill                                 |
|>>> Striker                 Next     |Skill                                 |
| **********                 Lv.      |Skill                                 |
--------------------------------------|Skill                                 |
|(o) Gunner                  Next     |Skill                                 |
| **********                 Lv.      |Skill                                 |
--------------------------------------|Skill                                 |
||^- Launcher                Next     |Skill                                 |
| **********                 Lv.      |Skill                                 |
--------------------------------------|Skill                                 |
|_/' Mechanic                Next     |Skill                                 |
| **********                 Lv.      |Skill                                 |
--------------------------------------|Skill                                 |
||X| Jammer                  Next     |Skill                                 |
| **********                 Lv.      |Skill                                 |
------------------------------------------------------------------------------

Battle System Guide:

Help Text - text that helps player understand in-game actions.
Next - the amount of Job Experience needed to level up.
Lv. - the current level for a Job.
Skill - the name of the skill.

PAGE 4 (access by pressing the O button on PAGE 3)

-------------------------------------------
|Help Text                                |
-------------------------------------------
|Equipped Skills|   |Skill Data           |
-----------------   -----------------------
|Skill          |   |Skill Slots     *****|
|Skill          |   |                     |
|Skill          |   -----------------------
|Skill          |   |MGMG   SGSG   FTFT   |
|Skill          |   |GGGG   RFRF   BZBZ   |
|Skill          |   |MSMS   GRGR   RKRK   |
|Skill          |   |KNKN   RDRD   PBPB   |
|Skill          |   |SDSD                 |
-----------------   -----------------------
                    |Skill Description    |
                    |Skill Description    |
                    |Skill Description    |
                    |Skill Description    |
                    |Skill Description    |
                    -----------------------

Battle System Guide:

Help Text - text that helps player understand in-game actions.
Skill - the name of the skill.
Skill Slots - the amount of slots a skill takes up to equip.
Skill Description - the data on what a skill does.

------------------------------------------------------------------------------
BASE EXPLORATION						[BEXP]
------------------------------------------------------------------------------

As this is the first Front Mission game to really delve into the human side
of the Front Mission equation, the player goes through many bases seen in
the game. Akin to the towns and cities of a typical RPG, bases are home to
many interesting individuals and other fun things to do. The first thing to
notice at any base is the text at the very bottom. This is basically help
text with information on each section of the base. The information tends to
be updated with objectives on where to go after an event scene at a base.
The objectives are also shown in an orange background at a section of a 
base if you can't read the help text. 

Apart from this, you can go to each section and explore its surroundings. 
You can talk with the people inside of the section, some who may be 
potential pilots for Scouting(see the Scouting section for more). As some 
bases are visited more often than the rest, people will come and go to 
different sections of the base. Some may leave and show up at a different
base depending on where you are into the game. This essentially makes the
world more believable and supports the already-strong presence of the 
military themes. 

With every base comes sections that remain in each base. They are discussed
in the following:

Hangar 
Pilots' Ready Room
Simulator Room
Communications Section

The Hangar is where wanzer setup is done and so is the pilot setup. The 
Pilots' Ready Room is where you can chat with your squad and find out more 
about their personal lives and what's going on in their lives.(you don't 
honestly think they are always on military duty, do you?) You can change 
the squad here and do the pilot setup as well in this section. The 
Simulator Room is home to the Arena, Survival Simulator, and the Battle 
Simulator features. Lastly, the Communications Section is where you can 
change the settings via Options and the expected Save and Load functions. 
Each base has more sections, with different people to meet and things to do.

------------------------------------------------------------------------------
PILOT TYPES							[PTYP]
------------------------------------------------------------------------------

This section discusses a new feature for the Front Mission series, the
pilot type. 

Basically, Links are much more important in destroying enemy forces and is
where the main bulk of damage will be. Whereas Front Mission 4 used a 
rather cumbersome means of employing Links, Links here are easier to use
and access. However, there is a new element involved with Links and it
has to deal with the pilot types. Basically, it's AI for your ally pilots
when participating in Links. While this may not be important early on, it
is recommended to understand it by late game where fully Linked squads of
enemies are fought. This is crucial for avoiding friendly fire and to 
maximize each Link battle as well.

AGGRESSIVE
----------

An Aggressive type pilot is self-explanatory. Until their AP drops to 0 or
to a level where they cannot act, they will continue to participate in 
Links. Aggressive types have no concern for allies in the line of fire. 
Launcher and Striker pilots tend to be Aggressive types. 

Damon is an example of an Aggressive pilot.

DEFENSIVE
---------

A Defensive type pilot will conserve AP once at the 1/2 mark. Since most 
of the Defensive types are Mechanics, there is an added element. If they
use a Repair Backpack's ability while at 1/2 AP, they will join in on any
Link battles after they have Repaired an ally. If not, they will not act 
if AP is at the 1/2 mark. Defensive type pilots will act in Links even if
there is a chance of friendly fire, but will not act if an ally is 
directly in the line of fire.

Randy is an example of a Defensive pilot.

TACTICAL
--------

A Tactical type pilot will act as long as their AP is above the 1/3 mark.
Once it dips into that mark, the pilot will not act. Allies are not 
prioritized during Links and therefore will be attacked if in the way. If 
damage cannot be dealt effectively due to range or allies in the line of
fire, the pilot will not act in Links. Assault and Jammer pilots tend to 
be Tactical types.

Walter is an example of a Tactical pilot.

SUPPORT
-------

A Support type pilot will keep acting until their AP drops to 0 or to a level
where they cannot act. However, the pilot will not participate in Links if 
there is a chance of friendly fire. In the event of ally in danger of 
destruction, the pilot will not act in a Link battle regardless if the ally
is completely out of harm's way. Gunner pilots are normally Support types.

Keep this in mind when Scouting potential recruits for your squad. It is a
good idea to keep a balance of all four types as they do have uses in various
situations.

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

This section talks about the Job types friendly and enemy pilots specialize
in. It's self-explanatory.

ASSAULT
-------

The Assault type unit specializes in mid-range combat and is the main attack
unit on a squad. Assault units generally specialize in skills that increase
their weapon's rate of fire or reduce the enemy's ability to connect with 
their own weapons. Assault units are equipped with wanzers that are fairly
durable and have some Evasion. 

Notes:

- Main choice of weapons are Machine Guns and Shotguns.
- The Pilot Type for enemy Assault units is Tactical.
- Item and Turbo BPs are used by Assault units. 

GUNNER 
------

The Gunner type unit specializes in long-range combat and is a support attack
unit on a squad. Gunner units generally specialize in skills that increase 
their weapon accuracy or destroying long-range gunships. Gunner units are 
equipped with wanzers that are less durable than Assaults, but with higher
Accuracy.

Notes:

- Main choice of weapons are Gatling Guns, Rifles, and Bazookas.
- The Pilot Type for enemy Gunner units is Support.
- Item BPs are used by Gunner units.

JAMMER 
------

The Jammer type unit specializes in disabling enemy units for its allies to
destroy more quickly without fear of counterattack. Jammer units generally
specialize in skills that increase their evasion or lower damaging attacks
to a certain damage level. Jammer units are equipped with wanzers with the 
lowest Defense ratings, but have the highest Evasion rates. 

Notes:

- Main choice of weapon is the Flamethrower.
- The Pilot Type for enemy Jammer units is Tactical.
- EMP and Sensor BPs are used by Jammer units.

LAUNCHER
--------

The Launcher type unit specializes in long-range combat without fear of a
counterattack. Launcher units generally specialize in skills that increase
their AP count or focusing on certain parts to destroy. Launcher units are
equipped with wanzers that are the poor in Defense and HP, but high in
Output.

Notes:

- Main choice of weapons are Missiles, Grenades, and Rockets. 
- The Pilot Type for enemy Launcher units is Aggressive.
- Item and Turbo BPs are used by Launcher units.

MECHANIC
--------

The Mechanic type unit specializes in repairing damaged or broken wanzer 
parts as well as status anomalies from other allies. Mechanic units 
generally specialize in skills that decrease the damage taken or increase
the strength of their Repair Backpacks. Mechanic units are equipped with 
wanzers nearly as durable as Assaults, but with less Defense. 

Notes:

- Main choice of weapons are Machine Guns and Shields. 
- The Pilot Type for enemy Mechanic units is Defensive.
- Repair BPs are used by Mechanic units.

STRIKER
-------

The Striker type unit specializes in close-range combat to aid the Assault
and Gunner units for all-range attacks. Striker units generally specialize 
in skills that boost the damage from their melee weapons or evading melee
attacks from the enemy. Striker units are equipped with wanzers that are
generally the most durable and have good Evasion rates. 

Notes:

- Main choice of weapons are Knuckles, Pile Bunkers, and Rods.
- The Pilot Type for enemy Striker units is Aggressive.
- Turbo BPs are used by Striker units.

------------------------------------------------------------------------------
SCOUTING							[SCOT]
------------------------------------------------------------------------------

Another new aspect of Front Mission 5 is the ability to Scout and recruit 
fellow pilots at bases. This ability is not available until Walter progresses
in the military ranks, which are noticeable through cutscenes. Once you can
Scout, only a few pilots will be available and recruited. Advancing the plot 
will enable you to Scout almost everyone by the end. Only 6 Pilots at max 
can be recruited so take your pick. The pilots' level and Job level 
increases as you advance the game plot further. 

You will notice several pilots have an 'S' in their mug shot but this is a 
plot spoiler so this author won't say anything about that. 'S' pilots gain 
exclusive battle skills only to them so it would be a good idea to recruit 
some when the option is there. Finally, one special pilot can be recruited, 
which information can be found in a certain section. 

------------------------------------------------------------------------------
MISSION BRIEFINGS						[MBRI]
------------------------------------------------------------------------------

An old feature from Front Mission 1st, 2, and Alternative, mission briefings
are segments shown before a mission and presents information about the 
mission. A lot of information is shown and pictures are used to clearly
illustrate the special notes of the mission. The entire map, along with the
enemy composition and placement, are shown. The briefings automatically play
usually after a scene or selecting the Move Out option at a base. Once the 
briefing is finished, a menu will appear with various options. 

Briefing Menu Guide:

------------------------------------------------------------------------------
Commands	Description
------------------------------------------------------------------------------
Briefing	Review details for the mission operation.
Area Layout	Review mission area.
Hangar		Set up your wanzers.
Pilots		Set up your pilots.
Simulator	Run Simulator programs.
Arena		Run the Arena program.
System		Access save, load, and options.
Move Out	End briefing and begin mission sortie.

System Menu Guide:

------------------------------------------------------------------------------
Commands	Description
------------------------------------------------------------------------------
Save		Save game data.
Load		Load game data.
Options		Change options.

When Map Condition is selected, units displayed in red are enemies and blue
are the starting positions for your squad. Units displayed in green are ally
units, grey-colored units are generally obstacles or optional targets, and
orange units are defense targets. Link squads are identified by a red line
connecting a group of units, with the Leader unit being connected by all
red lines. Unit data is also given by selecting one of the enemy units.

Unit Data interface:

-----------------------------
|Unit Data                  |
-----------------------------
|Enemy|Unit Type    Pilot Lv|
|Force|Job Specialty        |
|Image|                     |
-----------------------------

------------------------------------------------------------------------------
TUTORIALS							[TUTO]
------------------------------------------------------------------------------

When anyone plays a game, it is always helpful to have some tutorials of the
sort to explain what goes on. Fortunately, Front Mission 5 does not skip on
this fact and delivers a large amount of tutorials on every major factor in
the game. Tutorials show up mostly in the first half of the game, but it 
doesn't hurt to go back to the basics when needed. The following is a list
of all tutorials in the game. To access them you have to talk to one of the
Sato brothers (James, Gary). Their locations will be displayed in the
walkthrough section.

Tutorial List:

Battle:
Basic Rules
AP System
Weapon Types & AP
Leg Types & Terrain
Links
Attack Elements
Counterattacks
Friendly Fire

Service:
Launchers
Mechanics & Repairs
Jammer 1 - Sensors & Missiles
Jammer 2 - EMP & Status Damage

Setup:
Wanzer Setup Guide
Pilot Setup 1
Pilot Setup 2
Parts
Weapons
Backpack 1
Backpack 2
Backpack 3
Remodeling

Weapon:
Grenades & Rockets 

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

Q: Why are my own teammates hitting each other?

A: If you did not read an important note in the Battle System section, the
ability for friendly fire is now possible. Carefully position your team and
pay attention to where their firing lines are. If an enemy exploits this (and
they will a lot), avoid counterattacking to minimize damage.

Q: Can you revive a destroyed wanzer?

A: No, you cannot if the Body is destroyed. The other parts can with someone
using a Repair Backpack.

Q: How do you gain more Remodel Points(RP)?

A: To gain more RP, do the following:

- Perform well in Missions.
- Collect RP in Survival Simulator.
- Talk to certain people when you're at a base.

Q: What is the maximum RP?

A: The maximum RP is 999. 

Q: What is the maximum RP attainable in one playthrough?

A: 142 RP is the maximum for doing all missions (including 14). With the 
Scouting RP bonus involved, the maximum is at 153 RP.

Q: I played a mission and beat it, but 1 turn more after the Excellent 
Performance and I lost a pilot. I still got 4 RP. What gives?

A: You have leeway in that you have up to 3 turns more to beat a mission
and allowed to lose one pilot at most. On a certain mode, the requirements 
are very strict and must be fulfilled. 

Q: How do you gain more Command Points(CP)?

A: To gain more CP, do the following:

- Collect CP in the Arena.
- Sell wanzer parts and weapons.

Q: What is the maximum CP?

A: The maximum CP is 9,999,999.

Q: I want to buy a certain skill, but I can't purchase it! I was able to
purchase one skill prior to. What's going on?

A: You do not have enough Enhancement Points(EP) to buy the skill. Through 
Pilot Level increases, you will gain EP to spend on skills. Do note that as
there is a limit on the Pilot Level so your purchasing options are limited. 
Get only the skills you desire.

Q: What is the highest Pilot Level?

A: The highest Pilot Level is 50.

Q: What is the maximum EP in one playthrough?

A: It depends on the pilot's Job specialty. Assault, Mechanic, and Jammer
pilots max out at 66 EP. Launchers have up to 70 EP to spend, Strikers get
64 EP, and Gunners only have 56 EP to use.

Q: What is the highest attainable AP Max and AP Charge values?

A: Without any AP enhancement skills, AP Max caps at 29 and AP Charge at 18.
With the aforementioned enhancements, AP Max caps at 38 and AP Charge at 24.

Q: How come I can't attack anymore?

A: There are several answers to this. One may be your arm with the weapon was
destroyed. Second possibility is that your AP is insufficient to attack again.
Third scenario is that you are out of weapon range. If it's a weapon that 
has ammo(Missile, Grenade, Rocket), you may be out of it. Finally, pilot
type determines whether or not you can continue attacking.(see the section
on Pilot Types more details).

Q: Can you reverse Remodeling decisions?

A: As stated in the Remodeling section, you CANNOT reverse your choice. 
Hence why saving is a good idea.

------------------------------------------------------------------------------
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 Number - Mission Title
------------------------------------------------------------------------------

Date - when the mission takes place.
Location - where the mission takes place.
Difficulty - how hard or easy the mission is(out of 5*).
Briefing - the briefing for the mission.

Briefing Notes - any notes about special matters in the mission.

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.

Enemy Composition - enemy data. See below:

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		- MS(Fire/F)
Grenade 	- GR(Fire/F)
Rocket		- RK(Fire/F)
Knuckle 	- KN(Impact/I )
Rod		- RD(Impact/I)
Pile Bunker	- PB(Piercing/P)
Shield		- SD(Impact/I)
Cannon 		- CN(Piercing/P)

****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
------------------------------------------------------------------------------

Date: 02/March/2090
Location: Training Area, Fort Monus Base
Difficulty: *
Briefing: 

None.

Briefing Notes: 

None.

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 to help you get into the battle system of the game. 
Dennis will ask you to do several things, such as move to a designated space
or attack the enemy. Experiment with Walter's Shotgun or Pile Bunker since
Dennis asks you to anyways.

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

FORT MONUS BASE
---------------

Information Update: 

1. Tutorials - James at the Mess Hall.
2. 1 RP - Alan at the Hangar.

Tutorial Update:

AP System
Weapon Types & AP
Counterattacks
Friendly Fire
Launchers
Mechanics & Repairs

Feel free to explore Fort Monus Base. To progress the game, speak with Randy
then leave the Briefing Room. Explore the base then head for the Mission 
Briefing Room and speak with Randy then Dennis. Once ready, Move Out for your
first mission.

------------------------------------------------------------------------------
Mission 01 - Freedom Invasion 1
------------------------------------------------------------------------------

Date: 10/June/2090
Location: O.C.U. Huffman Border
Difficulty: *
Briefing: 

Tango 1 to all units. It's time for some cleaning. Most enemy machines have
taken heavy damage... Carelessness will not be tolerated. Do not disperse 
your attacks. Focus all fire on one unit. Secure the area by sweeping the 
enemy machines. This is your debut, so let's hear some battle cries.

Briefing Notes: 

Identification of enemy units.

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 - 120/400		(I) SG - 9 x 10, 1-3, 3 AP
Arms - 111(L)88(R)/222	(I) SD - 36 x 1, 1, 1 AP
Legs - 124/311
Evasion - 0%
Armor -	None
Defense - 36/36/36
Job Levels:		Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lnc - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
O.C.U. 73rd Assault B in Warlus - Total 1
AP: 12	MV: 6	Lv: 1	AP Charge: 12
Unit Loadout:		Weapon Loadout:	
Body - 160/400		(P) MG - 8 x 11, 1-4, 4 AP
Arms - 0(L)155(R)/222	(P) MG - 8 x 11, 1-4, 4 AP
Legs - 124/311
Evasion - 0%
Armor -	None
Defense - 36/36/36
Job Levels:		Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lnc - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
O.C.U. 73rd Assault C in Warlus - Total 1
AP: 12	MV: 6	Lv: 1	AP Charge: 12
Unit Loadout:		Weapon Loadout:	
Body - 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
------------------------------------------------------------------------------
O.C.U. 73rd Launcher in Enyo - Total 1
AP: 12	MV: 1	Lv: 1	AP Charge: 12
Unit Loadout:		Weapon Loadout:	
Body - 256/320		(I) KN - 18 x 1, 1, 1 AP
Arms - 159(L)177(R)/177	(I) KN - 18 x 1, 1, 1 AP
Legs - 0/248		(F) MS(0) - 58 x 2, 6-8, 10 AP
Evasion - 0%		(F) MS(0) - 58 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 easy, even though there's only 2 of you and 4 of them. Save
one Assault unit, all units are already damaged. Go after the Launcher with
Walter's Shotgun and Damon's Missiles. The Assault units will soon head after
you. Gang up on one at a time and then finish off the lone Assault. Remember
to refill Damon's Missiles as it will run out of ammo.

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

INTERMISSION
------------

Watch some more cutscenes then prepare for yet another mission.

------------------------------------------------------------------------------
Mission 02 - Freedom Invasion 2
------------------------------------------------------------------------------

Date: 11/June/2090
Location: Residential Area, Freedom City
Difficulty: **
Briefing: 

Tango 1 to Tango 6. The enemy is trying to escape. Their machines are 
damaged. But, don't slack off. Their platoon is skilled in urban combat and 
they use teamwork. The possibility of breakdown increases with each attack.
Tango 8 and 14 are currently heading your way as backup. Note their points of
arrival. Subdue the enemy platoon. Exercise great caution.

Briefing Notes: 

Identification of enemy units. Tango 8 and Tango 14 arrival points.

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 - 345/432		(P) RF - 83 x 1, 1-7, 6 AP, 74-51%
Arms - 216(L)168(R)/240	(I) KN - 18 x 1, 1, 1 AP, 94-94%
Legs - 285/336
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 - 200/400		(P) MG - 8 x 11, 1-4, 4 AP
Arms - 111(L)133(R)/222	(P) MG - 8 x 11, 1-4, 4 AP
Legs - 155/311
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 - 280/400		(P) MG - 8 x 11, 1-4, 4 AP
Arms - 177(L)155(R)/222	(P) MG - 8 x 11, 1-4, 4 AP
Legs - 217/311
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 - 256/320		(I) KN - 18 x 1, 1, 1 AP
Arms - 123(L)141(R)/177	(I) KN - 18 x 1, 1, 1 AP
Legs - 198/248		(F) MS(2) - 66 x 2, 6-8, 10 AP
Evasion - 0%		(F) MS(1) - 66 x 2, 6-8, 10 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. Don't worry, reinforcements will help out.

Strategy:

Technically, Glen counts as a boss unit due to his immunity to EMP status 
but this really isn't much of a boss mission. Move Walter and Damon to the 
East away from the Launcher. Stay there until turn 2 is over, when Randy and 
the Assault join in on the fun. Use your Assault to soften up the enemies, 
while acting as a shield for the others. Take down the Launcher first to 
avoid heavy damage. Go after Glen last to prevent him from moving away to 
fire his rifle. Remember that Randy can heal with his Repair Backpack or 
you can use Damon or Walter's items.

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

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.

Tutorial Update:

Wanzer Setup Guide
Pilot Setup 1
Parts
Weapons
Backpack 1

After the mission is done, you're finally at a base. Explore again and speak
with Randy at the Mess Hall. Talk with Toby and choose all three options 
then speak to him and Dennis in the Mission Briefing Room. The POW Holding 
Area is where you need to go next. Watch the cutscene then head to the Hangar
for tutorials on Wanzer and Pilot Setup. Talk to Frederick in the Mission 
Briefing Room next. Next, go to the Main Gate for yet another cutscene. When
you're ready, speak with Dennis at the Briefing Room then Move Out for your
next assignment. 

------------------------------------------------------------------------------
Mission 03 - Locusta Desert
------------------------------------------------------------------------------

Date: 23/July/2091
Location: Locusta Desert, 14km SW from Freedom City
Difficulty: **
Briefing:

Tango 6 to all units. HQ wants us to destroy a recon unit. There are very few
enemy units. But, enemy tanks are present. Unlike wanzers, tanks do not have
any limbs. Advance with caution. Eliminate all enemy units. Show some proud
war cries for the long battle.

Briefing Notes: 

A picture of the Enemy Armor is shown.

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 - 832		(P) CN - 76 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 - 384		(I) KN - 18 x 1, 1, 1 AP
Arms - 212		(I) KN - 18 x 1, 1, 1 AP
Legs - 298		(F) MS(3) - 83 x 2, 6-8, 10 AP
Evasion - 0%		(F) MS(3) - 83 x 2, 6-8, 10 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 - 420		(I) KN - 46 x 1, 1, 1 AP
Arms - 233		(I) KN - 46 x 1, 1, 1 AP
Legs - 346
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:

First mission that tank units show up. These can take a while to beat but
fortunately all they have are their bodies. Use Damon's missiles to soften a
tank then let loose with your Assault and Walter. Randy should be healing the
damage caused by the tank's cannon. Afterwards, deal with the Launcher and 
remaining Striker units.

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

FREEDOM GARRISON
----------------

Information Update:

1. 1 RP - Dean at the Mess Hall.
2. New equipment at the Hangar, maximum Rank raised to 4.

Back at base, head to the Mission Briefing Room and speak with Randy. Talk 
with Dennis afterwards in the Mission Briefing Room. A new pilot, Jamie, will
join the fun as a Gunner unit. Equip your wanzers and put some skills on. 
Anyways, Move Out when you are ready.

------------------------------------------------------------------------------
Mission 04 - Freedom Defense
------------------------------------------------------------------------------

Date: 01/August/2091
Location: Freedom City
Difficulty: ** 
Briefing: 

Tango 6 to all units. We have new orders. The enemy is inside the city. Our 
task is to destroy them. Trucks rigged with C4 explosives are also in the 
city... These traps will explode if they are damaged. Take advantage of the 
explosions to damage enemy units. It can damage you though. Take care around
them. Combat helis have been detected. Melee attacks are ineffective against
aerial units. Weapon selection is vital. Secure the area and destroy the 
enemy units. Everyone, good luck.

Briefing Notes: 

A picture of a Trap Truck is shown. C-4 Explosives data is shown. Gunship 
data is shown along with a picture.

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: 6	Lv: 4	AP Charge: 12
Unit Loadout: 		Weapon Loadout:	
Body - 480		(P) MG - 13 x 9, 1-4, 4 AP
Arms - 266		(P) MG - 13 x 9, 1-4, 4 AP
Legs - 373
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 - 432		(P) RF - 83 x 1, 1-6, 6 AP
Arms - 240		(I) KN - 18 x 1, 1, 1 AP
Legs - 336
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 - 1164		(P) MG - 9 x 13, 1-4, 4 AP
Evasion - 0%		(F) MS(10) - 30 x 6, 6-8, 7 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 - 384		(I) KN - 18 x 1, 1, 1 AP
Arms - 212		(I) KN - 18 x 1, 1, 1 AP
Legs - 298		(F) MS(3) - 83 x 2, 6-8, 10 AP
Evasion - 0%		(F) MS(3) - 83 x 2, 6-8, 10 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: 6	Lv: 4	AP Charge: 12
Unit Loadout:		Weapon Loadout:	
Body - 504		(I) KN - 50 x 1, 1, 1 AP
Arms - 280		(I) KN - 50 x 1, 1, 1 AP
Legs - 391
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:

Truck(Trap Truck) - Total 4
Body - 5
------------------------------------------------------------------------------

Recommendation: 

Walter - Raptor MG + Press Needle PB.
Skills - Terror Shot I
Randy - Raptor MG + SN SD.
Skills - Repair AP - 2
Damon - Donkey MS x 2.
Skills - Focus Left
Jamie - Winee RF. 
Skills - Heli Hunt

Equipment - Rank 2.

Strategy:

See those trap trucks in the briefing? They deal area damage to those in
its affected range, which is 2 squares. Fortunately, the first batch of 
enemies tend to go near a bunch of these. Get Jamie to reach the trucks 
range and wait until the enemies come close enough to get affected by the
explosion. Heli Pilots show up for the first time and can be a pain to deal 
with their high HP. Heli Hunt gets rid of this issue. Once the second squad
of enemies start jetting to your direction, do the same and wait until they 
are close to a truck then fire. Damon should use Focus Left on the wanzers 
since most of their weapons happen to be on the Left Arm. Randy Repairs and 
Walter attacks.

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

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.

Tutorial Update:

Links
Pilot Setup 2

At the Peseta Garrison, check out the Mess Hall and talk with Randy and the
guy next to him, Edward. Speaking with Edward, he gives 1 RP if you pick the
first choice when he gives you a second option. Talk to Randy after Edward
is done talking then go to the Mission Briefing Room. Talk with Dennis next.
You'll get your Striker pilot Christine. A tutorial for Links are now 
available. When done, Move Out.

------------------------------------------------------------------------------
Mission 05 - Peseta Defense
------------------------------------------------------------------------------

Date: 04/August/2091
Location: Peseta City
Difficulty: *
Briefing: 

Tango 6 to all units. We'll be on the front lines. Our frontline has shifted
from offense to defense. Clear the area of all enemy units. However, the 
battle may be prolonged. Do not forget to set up each unit with items. Good
luck.

Briefing Notes: 

Identification of Link leaders.

Enemies: 6 + 4 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(no Link capability):

Assault(Leader)
Gunner
Striker

Link Squad B(no Link capability):

Gunner(Tank/Leader)
Gunner(Tank)
Striker

(Reinforcement Link Squads)

Link Squad C(no Link capability):

Assault(Leader)
Striker

Link Squad D(no Link capability):

Striker(Leader)
Gunner

Battle Reward
---------------
Pilot EXP - 780
CP - 960

Enemy Composition
------------------------------------------------------------------------------
Riot Police Assault in Warlus - Total 1
AP: 14	MV: 6	Lv: 5	AP Charge: 12
Unit Loadout: 		Weapon Loadout:	
Body - 576		(I) SG - 11 x 11, 1-3, 3 AP
Arms - 319		(I) SG - 11 x 11, 1-3, 3 AP
Legs - 447
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: 14	MV: 4	Lv: 5	AP Charge: 12
Unit Loadout:		Weapon Loadout:	
Body - 518		(P) RF - 83 x 1, 1-6, 6 AP
Arms - 288		(I) SD - 13 x 1, 1, 1 AP
Legs - 403
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 - 999		(P) CN - 76 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
------------------------------------------------------------------------------
Riot Police Striker in Scintilla - Total 2
AP: 14	MV: 6	Lv: 5	AP Charge: 12
Unit Loadout:		Weapon Loadout:	
Body - 605		(I) KN - 50 x 1, 1, 1 AP
Arms - 336		(I) KN - 50 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
------------------------------------------------------------------------------

Reinforcements:

(turn 7)

------------------------------------------------------------------------------
Assault - Total 1
Skills - None
------------------------------------------------------------------------------
Gunner - Total 1
Skills - None
------------------------------------------------------------------------------
Striker - Total 1
Skills - None
------------------------------------------------------------------------------
Striker with SD - 39 x 1, 1, AP - Total 1
Skills - None
------------------------------------------------------------------------------

Recommendation: 

Walter - Raptor MG + Press Needle PB.
Skills - Terror Shot I
Randy - Raptor MG + SN SD.
Skills - Repair AP - 2
Damon - Donkey MS x 2.
Skills - Focus Left
Jamie - Winee RF. 
Skills - Heli Hunt
Christine - Bone Buster KN + Press Needle PB.
Skills - Melee Duel

Equipment - Rank 2.

Strategy: 

This stage is fairly easy and you can use Links now. Standard tactics will 
win this fight. 4 units show up as reinforcements on turn 7 but with Links, 
it is possible to finish the mission before that. Only go after 
reinforcements for more pilot and Job experience.

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

FORT MONUS BASE
---------------

Information Update:

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.
4. Remodeling enabled.
5. New equipment at the Hangar, Remodeling maximum Rank raised to 3.

Tutorial Update:

Jammer 1 - Sensors & Missiles
Jammer 2 - EMP & Status Damage
Backpack 2
Remodeling

Back at base, talk to Randy, Roland, and Dennis in the Mission Briefing Room.
Head to the Hangar for a Remodeling tutorial. I advise not to use Remodeling
for now and save up RP. Back to the game, you will have your sixth pilot, 
Jim. His specialty Job is that of the Jammer unit. Level him up in the 
Simulators if you want. Move Out when you're ready.

------------------------------------------------------------------------------
Mission 06 - Fort Monus 1
------------------------------------------------------------------------------

Date: 09/August/2091
Location: Fort Monus City 
Difficulty: ** 
Briefing:

Tango 6 to all units. We must sweep Area 4-Point 7 of all enemy presence. The
battle is just nearby. C4 traps are inside the city. Hits will trigger 
explosions. Use the same tactics as before for these C4 traps. Monitor the 
enemy and traps. We cannot withdraw. Eliminate all enemy units. Don't let the
Ossies inside. Go out and kick their ass.

Briefing Notes: 

A picture of a Trap Truck is shown. C-4 Explosives data is shown, along with
a picture.

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 20 turns or less without 
any lost pilots.

Link Squad A:

Heli Pilot(Leader)
Assault 
Gunner

Link Squad B:

Striker(Leader)
Striker

Link Squad C:

Assault(Leader) 
Gunner

Link Squad D:

Assault(Leader)
Assault

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: 6	Lv: 6	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 576		(P) MG - 13 x 10, 1-4, 4 AP
Arms - 319		(P) MG - 13 x 10, 1-4, 4 AP
Legs - 447
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 - 512		(P) RF - 93 x 1, 1-6, 6 AP
Arms - 288		(I) SD - 14 x 1, 1, 1 AP
Legs - 403
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 - 1164		(P) MG - 10 x 13, 1-4, 4 AP
Evasion - 0%		(F) MS(10) - 34 x 6, 6-8, 8 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 - 461		(I) KN - 18 x 1, 1, 1 AP
Arms - 254		(I) KN - 18 x 1, 1, 1 AP
Legs - 358		(F) MS(4) - 94 x 2, 6-8, 11 AP
Evasion - 0%		(F) MS(4) - 94 x 2, 6-8, 11 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: 6	Lv: 6	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 605		(I) KN - 55 x 1, 1, 1 AP
Arms - 336		(I) SD - 42 x 1, 1, 1 AP
Legs - 469
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: 6	Lv: 6	AP Charge: 13
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:
Stk - 3			Striker Link L
Asl - 1			Striker Link R
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Optional target:

Truck(Trap Truck) - Total 7
Body - 5
------------------------------------------------------------------------------

Recommendation: 

Walter - Raptor MG + Press Needle PB.
Skills - Terror Shot I
Randy - Raptor MG + SN SD.
Skills - Repair AP - 2
Damon - Donkey MS x 2.
Skills - Focus Left
Jamie - Winee RF. 
Skills - Aim
Christine - Bone Buster KN + Press Needle PB.
Skills - Melee Duel
Jim - Warmer FT.
Skills - Terror Shot I

Equipment - Rank 3.

Strategy:

This mission may be a little rough but you have 7 trap trucks to use and 
weaken foes. This is the first stage enemies can Link so try to go after
the linked enemies first. Heli Pilots are here, but Jamie's Heli Hunt and 
Jim's EMP can help keep their threats minimal. The last batch of enemies will
move only when the initial set are destroyed. You can either wait for them 
to move near the trap trucks and weaken them. Or, you can go straight after 
them and Link them to death.

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

INTERMISSION
------------

Information Update:

1. Simulator 04 available.
2. New equipment at the Hangar, maximum Rank raised to 5 and Remodeling 
maximum Rank raised to 4.

Simulator 04 is now available for use. I would suggest doing that and maybe
upgrading your gears. You will be in yet another mission and it's not the 
same as the prior ones..

------------------------------------------------------------------------------
Mission 07 - Fort Monus 2
------------------------------------------------------------------------------

Date: 09/August/2091
Location: Fort Monus City
Difficulty: ***
Briefing: 

Tango 6 to all units. Let's put food concerns aside. We must fight a mobile
weapon. The Growning Type B-2 is an urban combat unit. Its main armanent is
a huge pile bunker... It's also agile for its size. Close combat is risky. 
Make use of ranged attacks. Take these warnings seriously. The chance of an
enemy invasion into the city is very high. Do not move slowly. All units, be
decisive.

Briefing Notes: 

Data on the Growning Type B-2 is shown, with pictures and Main Armanent data.

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 25 turns or less without 
any lost pilots.

Link Squad A:

Assault(Leader)
Heli Pilot(Leader)
Heli Pilot(Leader)
Launcher
Striker

Link Squad B:

Grantes(Leader)
Gunner(Tank)
Heli Pilot

Link Squad C:

Gunner(Leader)
Assault

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 - 1382		(P) PB - 141 x 1(2), 1, 1 AP, 20% Bonus, 92-92%
Arms - 768		(P) RF - 233 x 1(1), 1-10, 6 AP, 90-51%
Legs - 1061		(P) MG - 10 x 14(3), 1-5, 4 AP, 80-57%
Evasion - 25%
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: 6	Lv: 7	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 691		(P) MG - 13 x 10, 1-4, 4 AP
Arms - 383		(P) MG - 13 x 10, 1-4, 4 AP
Legs - 447
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
------------------------------------------------------------------------------
Mobile Corps Gunner in Kyojun - Total 1
AP: 15	MV: 4	Lv: 7	AP Charge: 13
Unit Loadout: 		Weapon Loadout:	
Body - 621		(P) RF - 93 x 1, 1-6, 6 AP
Arms - 346		(I) SD - 14 x 1, 1, 1 AP
Legs - 403
Evasion - 0%
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 - 999		(P) CN - 85 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
------------------------------------------------------------------------------
Heli Pilot in Linqid M3 - Total 3
AP: 15	MV: 5	Lv: 7	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 970		(P) MG - 10 x 13, 1-4, 4 AP
Evasion - 0%		(F) MS(10) - 34 x 6, 6-8, 8 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 - 553		(I) KN - 18 x 1, 1, 1 AP
Arms - 304		(I) KN - 18 x 1, 1, 1 AP
Legs - 358		(F) MS(4) - 94 x 2, 6-8, 11 AP
Evasion - 0%		(F) MS(4) - 94 x 2, 6-8, 11 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: 6	Lv: 7	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 726		(I) KN - 55 x 1, 1, 1 AP
Arms - 403		(I) KN - 55 x 1, 1, 1 Ap
Legs - 469
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 - Raptor MG + Press Needle PB.
Skills - Barrage, Terror Shot I
Randy - Raptor MG + SN SD.
Skills - Defense I, Repair AP - 2
Damon - Donkey MS x 2.
Skills - Focus Left
Jamie - Winee RF. 
Skills - Panic Shot I, Aim, Heli Hunt.
Christine - Bone Buster KN + Press Needle PB.
Skills - Melee Duel
Jim - Warmer FT.
Skills - Terror Shot I, Tank Hunt, Feint I

Equipment - Rank 4. Repair items are recommended.

Strategy:

This is your first true boss mission in the game. The Grantes is Linked to 
two Gunner tanks and a Heli Pilot so save them for last. Go after the enemy
units closer and be sure to take down the two Heli Pilots to the East. After
they are done, bait one of the tanks and destroy it. If you can bait the 
other tank, that would be good. Then, go after the Grantes. It has the most
overall HP of any enemy yet so it will take time to defeat. Link attacks are
the way to go here. Grantes has a strong PB so try to avoid melee combat 
unless it is close to death. Repair when needed and bring the huge wanzer
down. Finish off any remaining units.

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

And this chapter comes to a close with a barrage of cutscenes.

------------------------------------------------------------------------------
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.

Tutorial Update:

Grenades & Rockets

When you gain control, visit your new home for the time being. To progress, 
talk to Edward in both the Pilot's Ready Room and Mission Briefing Room. Next
go to the Senior Officer's Quarters below the Captain's Quarters. Speak with
Lynn there and then head back to the Briefing Room. 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. 

------------------------------------------------------------------------------
Mission 08A - Phoenix Islands A(Airborne Raid)
------------------------------------------------------------------------------

Date: 28/October/2094
Location: Reef TD-103, Phoenix Islands, Kiribati
Difficulty: ***
Briefing: 

Black Daughter to Red Leader. We're going in from above. Our main target is
nearby. Units will drop on the LZ point. Red team drop points are here. Each
group of units must be ready for enemy artillery. Begin the mission upon 
arrival. Everything nearby is a target. Watch out for the turrets. Be wary of
their attack range... Clear the beach for our forces trailing behind us. Stay
away from the turrets. Remove any enemy wanzers around the perimeter. Let's 
get to work.

Briefing Notes: 

Team drop placement data is shown. A picture of a Defense Turret is shown.

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 20 turns or less without 
any lost pilots.

Link Squad A: 

Gunner(Turret/Leader)
Assault
Striker

Link Squad B: 

Launcher(Turrer/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: 6	Lv: 8	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 576		(I) SG - 19 x 7, 1-3, 3 AP
Arms - 319		(I) SD - 42 x 1, 1, 1 AP
Legs - 447
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 - 518		(P) RF - 93 x 1, 1-6, 6 AP
Arms - 288		(I) SG - 19 x 7, 1-3, 3 AP
Legs - 403
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 - 1164		(P) CN - 113 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 - 1331		(F) GR - 373 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: 6	Lv: 8	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 605		(P) PB - 64 x 1, 1, 1 AP
Arms - 336		(P) PB - 64 x 1, 1, 1 AP
Legs - 469
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 - Raptor MG + Press Needle PB.
Skills - Barrage, Terror Shot I
Edward - Raptor MG + SN SD.
Skills - Defense I, Repair AP - 2
Damon - Donkey MS x 2.
Skills - MS Burst, AP Cost 0, Focus Left
Jamie - Winee RF. 
Skills - Panic Shot I, Aim
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Melee Duel
Jim - Warmer FT.
Skills - Terror Shot I, Feint I

Equipment - Rank 4. Repair items are recommended.

Strategy: 

Place Damon with the farthest group away from the majority of the wanzers and 
defense turrets. Jamie should accompany Damon since he can snipe the turrets
for attack. The middle team should be Walter and Jim since they face wanzers 
and the nearby Launcher turret. That leaves Christine and Edward to deal with 
the 2 farthest turrets and the Gunner looming by. Jim should disable the 
wanzers so Damon can fire Missiles at them while Walter can go melee on them 
until they die. Jamie should snipe as said earlier at the lone wanzer nearby 
until it comes to range. As for Edward and Christine, Edward should be 
healing Christine while she kills the wanzers nearby. 

Be sure to move EVERYONE 1 space away from the GR-firing Launcher turrets. 
This prevents your groups from taking too much damage and actually damages
the Launcher turrets. Finish off the wanzers and the Launcher turrets and 
the rest is easy. Always be on Repair duty with Repair items and Edward's
Repair Backpack. If the GR turrets bother you, you can EMP them with Attack
Systems Down from Jim's EMP. That or you can stay at 1 space and let their 
own weapons kill them.

------------------------------------------------------------------------------
Mission 08B - Phoenix Islands B(Assault Landing)
------------------------------------------------------------------------------

Date: 28/October/2094
Location: Reef TD-103, Phoenix Islands, Kiribati
Difficulty: **
Briefing: 

Black Daughter to Red Leader. All units have been deployed. From the beach, 
proceed with the destruction of all targets. Most of the enemy artillery have
been cleared away... However, some strays remain. Enemy wanzers joined the 
fray since our last operation. The enemy units are dispersed. Proceed in a 
tight formation. This formation gives us better offense and defense... But, 
all units may be damaged by large area attacks. Pay attention to enemy 
armanents. Address these threats or the group could be destroyed. Take proper
precautions.

Briefing Notes: 

Team drop placement data is shown. A picture of a Defense Turret is shown.

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 20 turns or less without 
any lost pilots.

Link Squad A:

Striker(Leader)
Assault B
Gunner(Turret)

Link Squad B:

Assault A(Leader)
Striker

Link Squad C:

Gunner(Leader)
Assault A 

Link Squad D:

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: 6	Lv: 8	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 576		(I) SG - 19 x 7, 1-3, 3 AP
Arms - 319		(I) SD - 42 x 1, 1, 1 AP
Legs - 447
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: 6	Lv: 8	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 576		(P) MG - 13 x 10, 1-4, 4 AP
Arms - 319		(P) MG - 13 x 10, 1-4, 4 AP
Legs - 447
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
AP: 15	MV: 4	Lv: 8	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 518		(P) RF - 93 x 1, 1-6, 6 AP
Arms - 288		(I) SG - 19 x 7, 1-3, 3 AP
Legs - 403
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
AP: 15	MV: 4	Lv: 8	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 999		(P) CN - 85 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 - 1164		(P) CN - 113 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 - 1331		(F) GR - 373 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
AP: 15	MV: 6	Lv: 8	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 605		(P) PB - 64 x 1, 1, 1 AP
Arms - 336		(P) PB - 64 x 1, 1, 1 AP
Legs - 469
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 - Raptor MG + Press Needle PB.
Skills - Barrage, Terror Shot I
Edward - Raptor MG + SN SD.
Skills - Defense I, Repair AP - 2
Damon - Donkey MS x 2.
Skills - MS Burst, AP Cost 0, Focus Left
Jamie - Winee RF. 
Skills - Panic Shot I, Aim
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Melee Duel
Jim - Warmer FT.
Skills - Terror Shot I, Feint I

Equipment - Rank 4.

Strategy: 

Easier than the other option, everyone starts out together. Blow up the nearby
Launcher and Gunner turrets then use the old bait-and-kill tactic for the 
remaining enemies. As for the enemies far away, let them move before getting
to attack range.

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

INTERMISSION
------------

Information Update:

1. Simulator 06 available.
2. New equipment at the Hangar.

Another mission awaits, but Simulator 06 is now open to take. Change your
equipment if need be then proceed to the next mission.

------------------------------------------------------------------------------
Mission 09 - Missile Facility
------------------------------------------------------------------------------

Date: 29/October/2094
Location: Reef TD-103, Phoenix Islands, Kiribati
Difficulty: *
Briefing: 

Black Daughter to Red Leader. Things are looking good. We have new mission 
orders. The goal is to eliminate all enemy missile silos. A rampart surrounds
the area. The missiles are mostly here. Breach this and crush the enemy. 
Also, forces inside the base may join the fray. The missile launch sequence
will begin soon. You have little time to act once the sequence begins.
Destroy the targets quickly... Remove the main hatch to reduce enemy backup.
Okay, let's do this.

Briefing Notes: 

A picture of a Missile Silo is shown. Data on the Rampart is shown, along
with a picture. Data on the Main Entrance is shown, along with a picture.

Enemies: 8 + 5 reinforcements
Bosses: 0
Units: 6
Allies: 0
Winning Condition: Destroy all missile silos or destroy all enemies.
Losing Condition: Turn limit exceeded(27) or all ally units are destroyed.
Excellent Performance: 4 RP. There are two ways to attaining this:

1. Beat the mission within 20 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)
Launcher A
Launcher B

Link Squad B:

Gunner A(Leader)
Gunner C

(Reinforcement Link Squads)

Link Squad C:

Gunner C(Leader)
Launcher A

Link Squad D:

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 - 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:
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 - 691		(I) SG - 16 x 9, 1-3, 3 AP
Arms - 383		(I) SG - 16 x 9, 1-3, 3 AP
Legs - 536
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 - 621		(P) RF - 104 x 1, 1-7, 6 AP
Arms - 346		(I) SG - 16 x 9, 1-3, 3 AP
Legs - 483
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 - 621		(P) RF - 104 x 1, 1-7, 6 AP
Arms - 346		(I) SD - 15 x 1, 1, 1 AP
Legs - 483
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 - 621		(F + I) BZ - 98 x 1 + 70, 3-6, 6 AP
Arms - 346		(I) SD - 15 x 1, 1, 1 AP
Legs - 483
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 - 553		(I) KN - 18 x 1, 1, 1 AP
Arms - 304		(I) KN - 18 x 1, 1, 1 AP
Legs - 420		(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 - 4
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Launcher B in Enyo - Total 1
AP: 16	MV: 4	Lv: 9	AP Charge: 13
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 - 420		(F) GR(3) - 339 x 1, 4-6, 13 AP
Evasion - 0%		(F) GR(3) - 339 x 1, 4-6, 13 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
AP: 16	MV: 7	Lv: 9	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 726		(I) RD - 85 x 1, 1, 1 AP
Arms - 403		(I) RD - 85 x 1, 1, 1 AP
Legs - 563
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 - 46 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 - 621		(P) GG - 9 x 21, 1-6, 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:
Stk - 1			Gunner Link L
Asl - 1
Gun - 4
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Striker, PB - 70 x 1, 1, 1 AP + SD - 46 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 - Raptor MG + Press Needle PB.
Skills - Barrage, Terror Shot I
Edward - Raptor MG + SN SD.
Skills - Defense I, Repair AP - 2
Damon - Donkey MS x 2.
Skills - MS Burst, AP Cost 0, Focus Left
Jamie - Winee RF. 
Skills - Panic Shot I, Aim
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Melee Duel
Jim - Warmer FT.
Skills - Terror Shot I, Feint I

Equipment - Rank 5. Gust Legs on all except Walter and Christine.

Strategy:

This mission can be done easily by simply destroying all Missile Silos and
avoiding the wanzers. On the flipside, you could can kill all of the enemy
wanzers for more pilot and Job experience. You have a lot of time to kill
so do whatever you need to. The Main Entrance sends out reinforcements so
you may want that destroyed. It is a factor for the next mission if you do
not know...

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

INTERMISSION
------------

Information Update:

1. New equipment at the Hangar, maximum Rank raised to 6 and Remodeling
maximum Rank raised to 5.

Cutscene time and yet another mission awaits. You will definitely want to 
prepare with the latest equipment and skills for the next mission. 

------------------------------------------------------------------------------
Mission 10 - Facility Escape
------------------------------------------------------------------------------

Date: 29/October/2094
Location: Reef TD-103, Phoenix Islands, Kiribati
Difficulty: ***
Briefing: 

Black Daughter to Red Leader. We've analyzed the situation. We must act while
the enemy forces are weakened. The enemy likely wants to delay our retreat 
efforts. Withdrawal will be hard with reinforcements. We need to pull out 
now. Our targets are these 2 mobile weapons called Garsades. Its main 
armanents are cannons on each arm... These cannons are powerful. Destroy 
these targets, but watch out for other enemies. Things will get ugly if one
landing craft is destroyed. Work quickly and calmly.

Briefing Notes: 

Data on the Landing Craft are shown, including a picture. Data on the 
"Garsade" is shown, along with a picture and Main Armanent data.

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 without
any lost pilots. 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 - 5028		(F) GR - 348 x 1(1), 4-12, 8 AP, 100%, 5 spaces
Evasion - 0%		(P) CN - 190 x 1(2), 4-6, 4 AP, 59-52%
Armor - None		(I) SG - 17 x 15(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 - 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:
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 - 691 		(I) SG - 16 x 9, 1-3, 3 AP
Arms - 383		(I) SG - 16 x 9, 1-3, 3 AP
Legs - 536
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 C in Warlus - Total 1(Main Entrance destroyed)
AP: 16	MV: 7 	Lv: 10 	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 691 		(I) MG - 14 x 10, 1-4, 4 AP
Arms - 383		(I) SD - 46 x 1, 1, 1 AP
Legs - 536
Evasion - 0%
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 - 621		(P) GG - 9 x 21, 1-6, 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:
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 - 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 - 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 - 726		(I) KN - 60 x 1, 1, 1 AP
Arms - 403		(I) SD - 46 x 1, 1, 1 AP
Legs - 563
Evasion - 16%
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 THE MAIN ENTRANCE WAS NOT DESTROYED)

(turn 2)

------------------------------------------------------------------------------
Striker with RD - 85 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 WAS NOT DESTROYED):

Main Hatch(Main Entrance) - Total 1
Body - 1000
------------------------------------------------------------------------------

Defense target:

Landing Craft T1(Landing Craft) - Total 6
Body - 1300
------------------------------------------------------------------------------

Recommendation: 

Walter - Raptor MG + Raptor MG.
Skills - Switch I, Terror Shot I, Pincers
Edward - Raptor MG + SN SD.
Skills - Defense I, Block DMG 15, Repair AP - 2
Damon - Donkey MS x 2.
Skills - MS Burst, AP Cost 0, Focus Left, Max AP + 2
Jamie - Winee RF. 
Skills - Blast Shot, Panic Shot I, Aim
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Melee Duel
Jim - Warmer FT.
Skills - Terror Shot I, Feint I, Fix DMG I

Equipment - Rank 5. Gust Legs on all except Walter and Christine.

Strategy:

See those huge 4-legged wanzers? They're called Garsades. That's the primary
mission target. Their HP is the highest you'll encounter for now at over 
5000 and there are 2 of them to destroy. Their main weapons include a GR, 
SG, and CN. You do not want it to fire its GR so surround the one nearby 
ASAP. Links will bring this beast down in a few turns. Next up is the other 
Garsade, but you have to deal with the three wanzers closest to the Landing 
Craft. Once they are gone, the Garsade will be coming at you. You can 
surround and Link it to death and finish the mission.

If you are gunning for the part rewards at the end of this mission, it will 
be the hard part. ALL Landing Craft must be protected while the wanzer units 
must be destroyed prior to finishing off the final Garsade. To do this, 
weaken the Garsade until its HP dips below 500. The other wanzers usually 
will only move 1 or 2 turns after the other Garsade moves. Use Jim and his 
Sensor to get a few units blasted with Damon's MS rounds. Keep Christine 1 
space away from each wanzer if they are grouped together. This way you can 
attack different targets and Christine's Double Punch I can be used 
effectively. 

One more note is that the mission changes if the Main Entrance was not 
destroyed. Less wanzers appear with the Garsades, but reinforcements will
arrive from the Main Entrance. That and you will not obtain the special
rewards the mission offers.

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

A cutscene will play out once you've completed the mission.

------------------------------------------------------------------------------
CASPIAN SEA							[CASP]
------------------------------------------------------------------------------

CVN-112: ECLIPSE
----------------

Scouting List:

Simulator - Brian(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.

Tutorial Update:

Attack Elements
Backpack 3

Finally back on the Eclipse after those missions. To advance the plot, go to 
the Mission Briefing Room. Do the usual then Move Out for the next mission.

------------------------------------------------------------------------------
Mission 11 - Oil Rigs
------------------------------------------------------------------------------

Date: 14/October/2095
Location: Gultimore Rig, Caspian Sea
Difficulty: ****
Briefing: 

Black Daughter to Red Leader. Someone wants a word with you after the 
operation ends. Your actions will be reviewed. Red team drop points are 
here. Use tactics designed to disrupt enemies throughout the field. By 
striking the perimeter, we can cut off enemy support. These tactics are good
for quick assaults... But, our weaknesses will be exposed if we make errors.
Take care in analyzing the groups of enemy units. Also, combat helis are 
part of the enemy forces. Avoid weapons that can't hit aerial units... 
Create your setups wisely. Barghest will help us, but we'll call the shots.
Use these government dogs well. Eradicate all enemy units.

Briefing Notes: 

Team drop point data is shown. A picture of a Gunship is shown. Barghest drop
point data is shown.

Enemies: 22
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 20 turns or less without
any lost pilots, Barghest pilots included.

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: 6	Lv: 11 	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 576		(P) MG - 14 x 10, 1-4, 4 AP(one)
Arms - 319		(P) MG - 14 x 10, 1-4, 4 AP(see MG)
Legs - 447		(I) SG - 16 x 9, 1-3, 3 AP(one)
Evasion - 0%		(I) SG - 16 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: 6 	Lv: 11 	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 691		(P) MG - 14 x 10, 1-4, 4 AP(one)
Arms - 383		(I) SG - 16 x 9, 1-4, 3 AP(one)
Legs - 536		(I) SD - 46 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: 7 	Lv: 20 	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 995		(P) MG - 23 x 8, 1-4, 4 AP(one)
Arms - 552		(P) MG - 23 x 8, 1-4, 4 AP(see MG)
Legs - 771		(I) SG - 21 x 9, 1-3, 3 AP(one)
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 - 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 - 518		(F + I) BZ - 98 x 1 + 70, 3-6, 6 AP
Arms - 288		(I) SD - 15 x 1, 1, 1 AP
Legs - 403
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 - 621		(F + I) BZ - 98 x 1 + 70, 3-6, 6 AP
Arms - 346		(I) SD - 15 x 1, 1, 1 AP
Legs - 483
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 - 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 - 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 
AP: 17	MV: 6	Lv: 11	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 1164		(P) MG - 14 x 12, 1-5, 4 AP
Evasion - 0%		(F) MS(10) - 39 x 6, 6-8, 9 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
AP: 21	MV: 6	Lv: 20	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 2013		(P) MG - 22 x 10, 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
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 - 461		(I) KN - 18 x 1, 1, 1 AP(both)
Arms - 254		(I) KN - 18 x 1, 1, 1 AP(both)
Legs - 358		(F) MS(4) - 94 x 2, 6-8, 11 AP(one)
Evasion - 0%		(F) MS(4) - 94 x 2, 6-8, 11 AP(see MS)
Armor - Fire		(F) GR(3) - 339 x 1, 4-6, 13 AP(one)
Defense - 12/12/12	(F) GR(3) - 339 x 1, 4-6, 13 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 - 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 -	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 - 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 -	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: 6	Lv: 11	AP Charge: 13
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 -	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: 6	Lv: 11	AP Charge: 13
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 -	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: 7	Lv: 20	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1045		(I) RD - 112 x 1, 1, 1 AP
Arms - 579		(I) SD - 60 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			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			Hammer Down
Lcn - 1			Heli Hunt
Mec - 4			Slice Shot II
Jam - 1			Chain Down - 2%
------------------------------------------------------------------------------
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			Hellfire
Mec - 1			Speed I
Jam - 4			Panic Shot II
------------------------------------------------------------------------------
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 MG + Raptor MG.
Skills - Switch I, Terror Shot I, Pincers
Edward - Raptor MG + SN SD.
Skills - Defense I, Block DMG 15, Repair AP - 2
Damon - Donkey MS x 2.
Skills - MS Burst, AP Cost 0, Focus Left, Max AP + 2
Jamie - Winee RF. 
Skills - Blast Shot, Panic Shot I, Heli Hunt
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Melee Duel
Jim - Warmer FT.
Skills - Terror Shot I, Feint I, Fix DMG I

Equipment - Rank 5. Gust Legs on all except Walter and Christine.

Strategy:

This mission gets chaotic fast. You have control over both your team, the 
Strike Wyverns, and Hector's team, the Barghest. You will notice various 
enemies at different levels and equipment but some are meant for Hector's
team to handle. Every group of 3 starts in one of the 4 corners. Be sure to 
mix up your groups to deal with each direction more easily. The Barghest 
team, including Hector, are loaded with high level skills and some pretty 
strong wanzer equipment. Not to mention they have 2 Mechanics, one being 
Hector. Go after the Launchers first then deal with the other two units 
in the direction. Once everyone is done with the mop up duty, merge in the 
center and take down the remaining wanzers. 

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

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.

Tutorial Update:

Leg Types & Terrain

To progress to the next mission, go to the Mission Briefing Room. You have
to choose between 2 scenarios again.. one being easier and one being harder.

Another new note at this point is how several recruitable pilots have an 
'S' on their portrait. For the time being, avoid recruiting them until much
later in the game.. you'll eventually see why.

------------------------------------------------------------------------------
Mission 12A - Ya Dav A(Air Route Penetration)
------------------------------------------------------------------------------

Date: 22/June/2097
Location: Ya Dav, Rattanakiri Province, Cambodia
Difficulty: ***  
Briefing: 

Black Daughter to Red Leader. We are ready to fight back. These insurgents 
are trying to breach our outer perimeter. Some friendly units are barely 
holding out. These outdated tanks are hardly useful against the enemy. We 
understand their anger, but they need to retreat. Our job is to secure the 
area and eradicate the insurgents. But, working as a team is vital to the 
success of this mission. Isolated members should form groups to crush the 
enemy. There are many enemies. Plan your attack route wisely. Good luck.

Briefing Notes: 

A picture of Friend Armor units are shown. Team drop point data is shown.

Enemies: 20
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 25 turns or less without
any lost pilots, including Lynn and the Gunner tanks.

Link Squad A:

Striker(Leader)
Gunner A
Launcher
Launcher

Link Squad B:

Assault A(Leader)
Gunner A(Leader)
Launcher

Link Squad C:

Assault A(Leader)
Gunner B

Link Squad D:

Gunner A(Leader)
Launcher

Link Squad E:

Assault B(Leader)
Launcher

Link Squad F:

Striker(Leader)
Gunner B

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 - 691		(P) MG - 14 x 10, 1-4, 4 AP
Arms - 383		(I) SD - 46 x 1, 1, 1 AP
Legs - 536
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
Lcn - 1			
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Assault B in Warlus - Total 3
AP: 17 	MV: 7	Lv: 12	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 691		(I) SG - 16 x 9, 1-3, 3 AP(two)	
Arms - 383		(I) SG - 16 x 9, 1-3, 3 AP(see SG)
Legs - 536		(P) MG - 14 x 10, 1-4, 4 AP(one)
Evasion - 0%		(I) SD - 46 x 1, 1, 1 AP(see MG)
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(Link Leader 1)
Mec - 1			Minus Shot I(Link Leader 2)
Jam - 1			Slice Shot I(Link Leader 3)
------------------------------------------------------------------------------
Riot Police Gunner A in Kyojun - Total 3
AP: 17	MV: 4	Lv: 12	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 621		(P) RF - 104 x 1, 1-7, 6 AP(one)
Arms - 346		(I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 483		(F + I) BZ - 98 x 1 + 70, 3-6, 6 AP(two)
Evasion - 0%		(I) SD - 15 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			Slice Shot I
Lcn - 1			Block DMG 15(BZ)
Mec - 1
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 - 656		(P) RF - 104 x 1, 1-7, 6 AP(one)
Arms - 363 		(I) SG - 16 x 9, 1-3, 3 AP(see RF)
Legs - 510		(F + I) BZ - 98 x 1 + 70, 3-6, 6 AP(one)
Evasion - 0%		(P) MG - 14 x 10, 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
AP: 21	MV: 6	Lv: 12	AP Charge: 16
Unit Loadout:		Weapon Loadout:	
Body - 1164		(P) MG - 23 x 8, 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			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 - 553		(I) KN - 18 x 1, 1, 1 AP
Arms - 304		(I) KN - 18 x 1, 1, 1 AP
Legs - 430		(F) GR(3) - 339 x 1, 4-6, 13 AP(four)
Evasion - 0%		(F) GR(3) - 339 x 1, 4-6, 13 AP(see GR)
Armor -	Fire		(F) MS(4) - 107 x 2, 6-8, 12 AP(one)	
Defense - 12/12/12	(F) MS(4) - 107 x 2, 6-8, 12 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
AP: 17	MV: 7	Lv: 12	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 726		(P) PB - 70 x 1, 1, 1 AP(one)
Arms - 403		(P) PB - 70 x 1, 1, 1 AP(see PB)
Legs - 563		(I) RD - 85 x 1, 1, 1 AP(one)
Evasion - 16%		(I) SD - 46 x 1, 1, 1 AP(see SD)
Armor -	Impact
Defense - 20/20/20
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
Asl - 5			Assault Link L
Gun - 1			Speed I
Lcn - 1			Gun Duel
Mec - 1			Boost I
Jam - 1
------------------------------------------------------------------------------
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 MG + Raptor MG.
Skills - Switch I, Terror Shot I, Pincers
Edward - Raptor MG + SN SD.
Skills - Defense I, Block DMG 15, Repair AP - 2
Damon - Donkey MS x 2.
Skills - MS Burst, AP Cost 0, Focus Left, Max AP + 2
Jamie - Winee RF. 
Skills - Blast Shot, Panic Shot I, Aim
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Melee Duel
Jim - Warmer FT.
Skills - Terror Shot I, Feint I, Fix DMG I

Equipment - Rank 5. Gust Legs on all except Walter and Christine.

Strategy:

Once again, you are split up into 3 groups of 2. Lots of enemies here but 
Lynn and two Gunner tanks assist you here. Too bad Lynn's split up from the
two since she can Link with them. For the group without any allies, they 
will be facing some wanzers and a Heli Pilot. Give this one to Jim and Jamie
so Damon can help the two take down the Heli Pilot. Since Lynn has a Repair
Backpack, send Walter and Christine to assist her in shooting down the enemy
units nearby. This leaves Edward and Damon to assist and heal the Gunner 
tanks. 

Start off with Jim and Jamie moving while taking down the Heli Pilot. Use 
Jim's EMP to cut off its attack and be close enough for Damon to give some
backup fire. Walter and Christine have an easier time since Lynn's there to
heal them. Links with Switch I and Double Punch I will make their battles
easier. Damon should be assisting Jim and Jamie until they meet up with him
and Edward with missiles. Use the Gunner tanks to bait nearby wanzers and 
soften them up. Edward should be Repairing them. There are debris in the area
to destroy in order to reach the remaining wanzers. Be sure to mop up every
other enemy, merge, then destroy the debris to reach the last wanzer units.

------------------------------------------------------------------------------
Mission 12B - Ya Dav B(Land Route Penetration)
------------------------------------------------------------------------------

Date: 22/June/2097
Location: Ya Dav, Rattanakiri Province, Cambodia
Difficulty: **  
Briefing: 

Black Daughter to Red Leader. We are ready to fight back. But, our arrival 
was delayed. There are many enemies in the city... They detected us so we 
must end this fast.We have friendly tanks, but they're weak. These outdated
tanks are hardly useful against the enemy. We understand their anger, but 
they need to retreat. Our job is to secure the area and eradicate the 
insurgents. There are too many enemies. Plan your attack route and take 
control of the city. Good luck.

Briefing Notes: 

A picture of the Friend Armor units are shown.

Enemies: 21
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 25 turns or less without 
any lost pilots, including Lynn and the Gunner tanks.

Link Squad A:

Striker(Leader)
Gunner A
Launcher
Launcher

Link Squad B:

Striker(Leader)
Assault
Gunner B

Link Squad C:

Gunner B(Leader)
Launcher

Link Squad D:

Gunner B(Leader)
Launcher

Link Squad E:

Gunner A(Leader)
Launcher

Link Squad F:

Assault(Leader)
Launcher

Link Squad G:

Assault(Leader) 
Launcher

Link Squad H:

Heli Pilot(Leader)
Heli Pilot

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 - 691		(I) SG - 16 x 9, 1-3, 3 AP(one)	
Arms - 383		(I) SG - 16 x 9, 1-3, 3 AP(see SG)
Legs - 536		(P) MG - 14 x 10, 1-4, 4 AP(two)
Evasion - 0%		(I) SD - 46 x 1, 1, 1 AP(see MG)
Armor -	Piercing	(P) MG - 14 x 10, 1-4, 4 AP(one)
Defense - 36/36/36	(P) MG - 14 x 10, 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			Panic Shot I(MG/SD)
Mec - 1			Minus Shot I(MG/SD)
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner A in Kyojun - Total 2
AP: 17	MV: 4	Lv: 12	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 621		(P) RF - 104 x 1, 1-7, 6 AP(one)
Arms - 346		(I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 483		(F + I) BZ - 98 x 1 + 70, 3-6, 6 AP(one)
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 - 656		(P) RF - 104 x 1, 1-7, 6 AP(two)
Arms - 363 		(I) SG - 16 x 9, 1-3, 3 AP(see RF)
Legs - 510		(F + I) BZ - 98 x 1 + 70, 3-6, 6 AP(one)
Evasion - 0%		(P) MG - 14 x 10, 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
AP: 21	MV: 6	Lv: 12	AP Charge: 16
Unit Loadout:		Weapon Loadout:	
Body - 1164		(P) MG - 23 x 8, 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			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 - 553		(I) KN - 18 x 1, 1, 1 AP
Arms - 304		(I) KN - 18 x 1, 1, 1 AP
Legs - 430		(F) GR(3) - 339 x 1, 4-6, 13 AP(four)
Evasion - 0%		(F) GR(3) - 339 x 1, 4-6, 13 AP(see GR)
Armor -	Fire		(F) MS(4) - 107 x 2, 6-8, 12 AP(three)	
Defense - 12/12/12	(F) MS(4) - 107 x 2, 6-8, 12 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
AP: 17	MV: 7	Lv: 12	AP Charge: 14
Unit Loadout: 		Weapon Loadout:	
Body - 726		(P) PB - 70 x 1, 1, 1 AP
Arms - 403		(P) PB - 70 x 1, 1, 1 AP
Legs - 563
Evasion - 16%
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(Link Leader)
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
Asl - 5			Assault Link L
Gun - 1			Speed I
Lcn - 1			Gun Duel
Mec - 1			Boost I
Jam - 1
------------------------------------------------------------------------------
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 MG + Raptor MG.
Skills - Switch I, Terror Shot I, Pincers
Edward - Raptor MG + SN SD.
Skills - Defense I, Block DMG 15, Repair AP - 2
Damon - Donkey MS x 2.
Skills - MS Burst, AP Cost 0, Focus Left, Max AP + 2
Jamie - Winee RF. 
Skills - Blast Shot, Panic Shot I, Aim
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Melee Duel
Jim - Warmer FT.
Skills - Terror Shot I, Feint I, Fix DMG I

Equipment - Rank 5. Gust Legs on all except Walter and Christine.

Strategy:

Much easier than the other option, everyone is together here. Go in 2 big
groups to make the work go by faster. Lynn and the Gunners should go with
Jamie, Walter, and Christine and mop up the enemies to the North. The other
three should mop the units close by. Remember to destroy the debris to reach
certain enemy wanzers.

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

INTERMISSION
------------

Information Update:

1. Simulator 09 available.
2. New equipment at the Hangar, maximum Rank raised to 7 and Remodeling 
maximum Rank raised to 6.

You will get yet another choice for the next mission before heading into an
official intermission. Unless you've got some good equipment and Links, I 
would go to Jungle Evasion. Jungle Penetration is difficult but as you finish 
it, you do not have to do Mission 15. You have to do Mission 15 with Jungle 
Evasion though.

------------------------------------------------------------------------------
Mission 13A - Jungle Penetration
------------------------------------------------------------------------------

Date: 23/June/2097
Location: Rattanakiri Province, Cambodia(Northeastern Jungle)
Difficulty: ****
Briefing: 

Black Daughter to Red Leader. Our job is to pass the jungle and come out near
the border. This is the shortest course. This terrain is densely packed with
trees and shrubs. It won't be easy to pass. You can force your way in, but 
you'll take damage... Enemies behind the border may mount a pincer attack.
Time is short, but you must sweep this area clean. Enemies are hiding in the
jungle. To minimize risk and maximize our effectiveness... Stick with the 
route you choose. Be smart. Let's move.

Briefing Notes: 

A picture of the Jungle Terrain is shown.

Enemies: 15
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 25 turns or less without 
any lost pilots. Lynn must remain alive.

Link Squad A:

Gunner(Leader)
Assault

Link Squad B:

Assault(Leader)
Striker

Link Squad C:

Gunner(Leader)
Gunner

Link Squad D:

Striker(Leader)
Launcher

Link Squad E:

Assault(Leader)
Assault

Link Squad F:

Striker(Leader)
Gunner

Battle Reward
----------------
Pilot EXP - 6400
CP - 3800

Enemy Composition
------------------------------------------------------------------------------
Riot Police Assault in Warlus - Total 4
AP: 18	MV: 7	Lv: 13	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 995		(P) MG - 14 x 11, 1-4, 4 AP(three)
Arms - 552		(P) MG - 14 x 11, 1-4, 4 AP(see MG)
Legs - 643		(I) SG - 16 x 10, 1-3, 3 AP(one)
Evasion - 0%		(I) SG - 16 x 10, 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
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 - 2871		(P) MG - 21 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
AP: 18	MV: 4	Lv: 13	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 894		(P) RF - 116 x 1, 1-7, 6 AP(one)
Arms - 500		(I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 579		(F + I) BZ - 105 x 1 + 70, 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
Jam - 1
------------------------------------------------------------------------------
Riot Police Launcher in Enyo - Total 1
AP: 22	MV: 4	Lv: 13	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 - 516		(F) MS(4) - 122 x 2, 6-8, 13 AP
Evasion - 0%		(F) MS(4) - 122 x 2, 6-8, 13 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 - 3593		(F) GR - 489 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
AP: 18	MV: 7	Lv: 13	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 1045		(I) KN - 66 x 1, 1, 1 AP(two)	
Arms - 579		(I) KN - 66 x 1, 1, 1 AP(see KN)
Legs - 676		(I) RD - 93 x 1, 1, 1 AP(one)
Evasion - 16%		(I) RD - 93 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			Blast Strike(KN Link Leader)
Mec - 1			Boost I(KN Link Leader)
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
Asl - 5			Assault Link L
Gun - 1			Speed I
Lcn - 1			Gun Duel
Mec - 1			Boost I
Jam - 1
------------------------------------------------------------------------------

Recommendation:

Walter - Raptor MG + Raptor MG.
Skills - Switch I, Terror Shot I, Pincers
Edward - Raptor MG + SN SD.
Skills - Defense I, Block DMG 15, Repair AP - 2
Damon - Donkey MS x 2.
Skills - MS Burst, AP Cost 0, Focus Left, Max AP + 2
Jamie - Boa BZ. 
Skills - Blast Shot, Panic Shot I, Aim
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Melee Duel
Jim - Warmer FT.
Skills - Terror Shot I, Feint I, Fix DMG I

Equipment - Rank 5. Gust Legs on all except Walter and Christine.

Strategy:

See the strength of those wanzers? Yeah, it's pretty strong at the moment.
Take your time in this mission and let them come to you. Rushing will get
your team killed fast, but the old bait tactic still works. Remember to use
Lynn to Repair when Edward has already finished his turn. Strikers and the
Gunners are dangerous so they go down first. The turrets are no problem to
deal except the Launcher one. Spread out your team since friendly fire here 
can be very common. Using a BZ for Jamie is useful as most enemies will be
right next to each other for most of the mission.

------------------------------------------------------------------------------
Mission 13B - Jungle Evasion
------------------------------------------------------------------------------

Date: 23/June/2097
Location: Rattanakiri Province, Cambodia(Northeastern Jungle)
Difficulty: **
Briefing: 

Black Daughter to Red Leader. Our job is to pass the jungle and come out near
the border. This is the detour course. This area consists of marshy land so
movement cost is high. We may be caught in an enemy ambush. Artillery turrets
have been spotted. The range on the turrets is quite long. Disperse the team
and advance individually, but... Your wanzer setup and weapon armanents are
fixed. Our allies are losing ground in this war. Let's tidy this up quickly
and press forward. Destroy all enemies to secure the area.

Briefing Notes: 

A picture of a Long-range Turret is shown.

Enemies: 10
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)

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 - 691		(P) MG - 14 x 10, 1-4, 4 AP
Arms - 383		(P) MG - 14 x 10, 1-4, 4 AP
Legs - 458
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 - 691		(I) SG - 16 x 9, 1-3, 3 AP
Arms - 383		(I) SG - 16 x 9, 1-3, 3 AP
Legs - 458
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 - 2871		(P) MG - 21 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 - 621		(P) RF - 104 x 1, 1-7, 6 AP
Arms - 346		(I) SD - 15 x 1, 1, 1 AP
Legs - 458
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
AP: 17  MV: 5	Lv: 11	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 1439		(P) CN - 106 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
AP: 18  MV: 5	Lv: 13	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 1439		(P) CN - 106 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			Boost I
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Launcher in Enyo - Total 2
AP: 21	MV: 7	Lv: 11	AP Charge: 15
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 - 458		(F) MS(4) - 107 x 2, 6-8, 12 AP(one)
Evasion - 0%		(F) MS(4) - 107 x 2, 6-8, 12 AP(see MS)
Armor -	Fire		(F) GR(3) - 339 x 1, 4-6, 13 AP(one)	
Defense - 12/12/8	(F) GR(3) - 339 x 1, 4-6, 13 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			GR Burst(GR)
Jam - 1
------------------------------------------------------------------------------
Riot Police Striker in Scintilla - Total 1
AP: 17	MV: 7	Lv: 11	AP Charge: 13
Unit Loadout:		Weapon Loadout:	
Body - 726		(I) RD - 85 x 1, 1, 1 AP
Arms - 403		(I) SD - 46 x 1, 1, 1 AP
Legs - 458
Evasion - 0%
Armor -	Impact
Defense - 20/20/8
Job Levels:		Skills:
Stk - 5			Striker Link L
Asl - 1			Charge I
Gun - 1
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
Asl - 5			Assault Link L
Gun - 1			Speed I
Lcn - 1			Gun Duel
Mec - 1			Boost I
Jam - 1
------------------------------------------------------------------------------

Recommendation:

Walter - Raptor MG + Raptor MG.
Skills - Switch I, Terror Shot I, Pincers
Edward - Raptor MG + SN SD.
Skills - Defense I, Block DMG 15, Repair AP - 2
Damon - Donkey MS x 2.
Skills - MS Burst, AP Cost 0, Focus Left, Max AP + 2, AP Charge + 1
Jamie - Winee RF. 
Skills - Blast Shot, Panic Shot I, Aim
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Melee Duel
Jim - Warmer FT.
Skills - Terror Shot I, Feint I, Fix DMG I

Equipment - Rank 5. Gust Legs on all except Walter and Christine.

Strategy:

A lot easier than Jungle Penetration, but most of the enemies have to be 
reached by crossing the waters. 2 Leg types can cross the water, but are
given a terrain disadvantage by taking an extra AP to move one space. Hover
types are free of this type of terrain disadvantage but it isn't needed at
this point. Most enemies will move onto land anyways so nothing to worry
about.

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

INTERMISSION
------------

Intermission time again. If you chose to do 13A(Jungle Penetration), skip to 
Mission 15. If you chose to do 13B(Jungle Evasion), prepare and commence the 
next mission.

------------------------------------------------------------------------------
Mission 14 - Base Recapture
------------------------------------------------------------------------------

Date: 24/June/2097
Location: Border Defense Base, Rattanakiri Province, Cambodia
Difficulty: ***
Briefing: 

Black Daughter to Red Leader. It appears that we didn't arrive soon enough.
We will now recapture the border defense base area. The operation ends when
all enemy units are destroyed... This will be hard as the enemy has control
of the base. The enemy has captured 4 artillery turrets. Move in a tight 
formation, but... Don't underestimate the turrets or you will regret it.
Nullify these threats by removing all hostiles. Once that's done, head to the
shelters... We must defend these areas until backup arrives. Although the 
scenario changed, we can pull this off. Everyone, be decisive.

Briefing Notes: 

A picture of a Hostile Turret is shown.

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 20 turns or less without 
any lost pilots. 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 - 829		(P) MG - 14 x 10, 1-4, 4 AP
Arms - 460		(P) MG - 14 x 10, 1-4, 4 AP
Legs - 536
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 400(BP, 6)
------------------------------------------------------------------------------
Riot Police Assault B in Warlus - Total 1
AP: 18  MV: 7	Lv: 14	AP Charge: 14
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 -	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 400(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 - 745		(P) GG - 12 x 17, 1-6, 6 AP(one)
Arms - 416		(I) KN - 18 x 1, 1, 1 AP(see GG)
Legs - 579		(F + I) BZ - 98 x 1 + 70, 3-6, 6 AP(one)
Evasion - 0%		(I) KN - 18 x 1, 1, 1 AP(see BZ)
Armor -	Piercing	(F + I) BZ - 105 x 1 + 70, 3-6, 6 AP(one)
Defense - 14/14/14	(P) MG - 14 x 11, 1-4, 4 AP(see BZ)
Job Levels:		Skills:
Stk - 1			Gunner Link L		All Repair 400(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 400(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 - 4789		(P) CN - 199 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 - 795		(I) KN - 18 x 1, 1, 1 AP
Arms - 416		(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 -	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 3(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 - 3589		(F) GR - 1030 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: 7	Lv: 14	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 871		(I) RD - 93 x 1, 1, 1 AP(one)
Arms - 483		(I) RD - 93 x 1, 1, 1 AP(see RD)
Legs - 676		(P) PB - 77 x 1, 1, 1 AP(one)
Evasion - 16%		(P) PB - 77 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
Asl - 5			Assault Link L
Gun - 1			Speed I
Lcn - 1			Gun Duel
Mec - 1			Boost I
Jam - 1
------------------------------------------------------------------------------

Recommendation: 

Walter - Raptor MG + Raptor MG.
Skills - Switch I, Terror Shot I, Pincers
Edward - Raptor MG + SN SD.
Skills - Defense I, Block DMG 15, Repair AP - 2
Damon - Donkey MS x 2.
Skills - MS Burst, AP Cost 0, Focus Left, Max AP + 2, AP Charge + 1
Jamie - Winee RF. 
Skills - Blast Shot, Panic Shot I, Aim
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Melee Duel
Jim - Warmer FT.
Skills - Terror Shot I, Feint I, Fix DMG I

Equipment - Rank 6. Gust Legs on all except Walter and Christine.

Strategy:

The team splits into 2 groups at the two entrances. One has Lynn to act as a
Mechanic. The other does not and has to deal with the Gunner turret close.
The turrets have a lot of HP and can deal big damage. Especially the Launcher
turrets.. their GR HURTS. Mop up the lone unit in each side then make a mad
dash for the turrets. Move right up to 1 space away from the Launcher ones
to avoid severe damage from their GR. Once they are gone, finish the rest
of the units. If the Launcher turrets are annoying you, use Jim's EMP to 
disable it for a few turns. They have a lot of HP but for the Launcher ones,
they can severely damage themselves if they are within range of their GR.

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

INTERMISSION
------------

Information Update:

1. Simulator 10 available.

Prepare with the latest wanzer equipment in the store. Save and get ready for 
one very epic and one of the harder missions in the game.

------------------------------------------------------------------------------
Mission 15 - Base Emergency A(13A) or B(13B)
------------------------------------------------------------------------------

Date: 24/June/2097
Location: Border Defense Base, Rattanakiri Province, Cambodia
Difficulty: ****
Briefing:  

13A:

Black Daughter to Red Leader. We must defend this base. The primary defense
points are the shelters. Weapon ammo is stored in these shelters... If any 
are destroyed, it will cause secondary explosions. These will be a prime 
target for the enemy forces. You must defend this region. This will halt 
enemy movements. The situation seems bad, but the base isn't defenseless. As
you can see, some turrets are installed at the base's gates. These turrets 
are under our control. Make use of them. When using a turret, make sure to
note their effective range... Take care to avoid involving friendlies in the
crossfire. Until backup arrives, we must defend the base at all costs.

Briefing Notes: 

A picture of the Weapons Depot shelters are shown. A picture of the Defense 
Turret units are shown.

13B:

Black Daughter to Red Leader. We must defend this base. The primary defense
points are the shelters. Weapon ammo is stored in these shelters... If any
are destroyed, it will cause secondary explosions. These will be a prime 
target for the enemy forces. You must defend this region. This will halt 
enemy movements. The situation seems bad, but the base isn't defenseless.
The turrets we destroyed earlier were given emergency repairs. They have 
taken heavy damage, but they are still useful. When using a turret, make 
sure to note their effective range... Take care to avoid involving 
friendlies in the crossfire. Until backup arrives, we must defend the base
at all costs.

Briefing Notes: 

A picture of the Weapons Depot shelters are shown. A picture of the Defense
Turret units are shown. 

Enemies: 17 + reinforcements: (13A = 17), (13B = 14)
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 not be destroyed.

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:

Kouren, stage 1(Leader)
Assault B
Gunner B
Launcher B

Link Squad E:

Gunner A(Leader)
Gunner A
Launcher A

(Reinforcement Link Squads)

Link Squad F(13A):

Kouren, stage 2(Leader) 
Assault B
Gunner B
Striker B

Link Squad F(13B):

Kouren, stage 2(Leader)
Assault 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 9, 1-3, 3 AP(two)	
Arms - 383		(I) SG - 16 x 9, 1-3, 3 AP(see SG)
Legs - 536		(I) SG - 16 x 9, 1-3, 3 AP(one)
Evasion - 0%		(I) SD - 46 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 - 104 x 1, 1-7, 6 AP(four)
Arms - 346		(I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 483		(P) GG - 9 x 21, 1-6, 6 AP(four)
Evasion - 0%		(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: 16
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(two)
Evasion - 0%		(F) MS(4) - 107 x 2, 6-8, 12 AP(see MS)
Armor - Fire		(F) RK(3) - 339 x 1, 8-10, 14 AP(one)
Defense - 12/12/12	(F) RK(3) - 339 x 1, 8-10, 14 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 - 70 x 1, 1, 1 AP(one)	
Arms - 403		(P) PB - 70 x 1, 1, 1 AP(see PB)
Legs - 563		(I) RD - 85 x 1, 1, 1 AP(one)
Evasion - 16%		(I) RD - 85 x 1, 1, 1 AP(see RD)
Armor -	Impact		(I) KN - 60 x 1, 1, 1 AP(one)	
Defense - 20/20/20	(I) SD - 46 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 RF - Total 1(13A)
Skills - Gunner Link L, Panic Shot I, Slice Shot I, Body Breaker
------------------------------------------------------------------------------
Gunner A with GG - Total 1(13A) - destroy more units
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
------------------------------------------------------------------------------
Gunner A with GG - Total 1(13B) - destroy more units
Skills - Gunner Link L, Panic Shot I
------------------------------------------------------------------------------

(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 - 165 x 2(1), 2-10, 3 AP, 70-55%	
Evasion - 0%		(F) FT - 49 x 4(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 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 - 5			Assault Link R
Gun - 1			Speed I
Lcn - 1			Panic Shot I
Mec - 1			All Repair 400(BP, 6, Kouren)
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 - 116 x 1, 1-7, 6 AP
Arms - 500		(I) KN - 18 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			Panic Shot I
Gun - 5			Minus Shot I
Lcn - 1			All Repair 400(BP, 6, Kouren)
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) - 369 x 1, 8-10, 15 AP
Evasion - 0%		(F) RK(3) - 369 x 1, 8-10, 15 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 2(BP, 3, Kouren)
Jam - 1
------------------------------------------------------------------------------
Gunner A with RF - Total 3(13A)
Skills - Gunner Link L, Panic Shot I, Slice Shot I, Body Breaker
------------------------------------------------------------------------------
Gunner A with GG - Total 1(13A)
Skills - Gunner Link L, Panic Shot I, Minus Shot I
------------------------------------------------------------------------------
Gunner A with RF - Total 1(13A) - destroy more units
Skills - Gunner Link L, Panic Shot I
------------------------------------------------------------------------------
Gunner A with RF - Total 2(13B)
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, Minus Shot I
------------------------------------------------------------------------------
Striker A with PB - Total 1(13B)
Skills - Striker Link L, Striker Link R, Charge I, Feint I, Revenge
------------------------------------------------------------------------------
Gunner A with RF - Total 1(13B) - destroy more units
Skills - GUnner Link L, Panic Shot I
------------------------------------------------------------------------------

(turn 4)

------------------------------------------------------------------------------
Striker A with PB - Total 1(13A)
Skills - Striker Link L, Striker Link R, Charge I, Feint I, Revenge
------------------------------------------------------------------------------
Launcher A with MS - Total 1(13A) - destroy more units
Skills - Max AP + 2/2, AP Charge + 1/1
------------------------------------------------------------------------------
Striker A with PB - Total 1(13B)
Skills - Striker Link L, Striker Link R, Charge I, Feint I, Revenge
------------------------------------------------------------------------------
Launcher A with MS - Total 1(13B)
Skills - Max AP + 2/2, AP Charge + 1/1
------------------------------------------------------------------------------

(turn 5)

------------------------------------------------------------------------------
Striker A with PB - Total 1(13A)
Skills - Striker Link L, Striker Link R, Charge I, Feint I, Revenge
------------------------------------------------------------------------------
Assault A with SG - Total 1(13B) 
Skills - Assault Link L, Assault Link R, Speed I, Defense I, Minus Shot I
------------------------------------------------------------------------------

(turn 6)

------------------------------------------------------------------------------
Assault A with SG - Total 1(13A)
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 - 3012		(P) GG - 14 x 21(2), 1-8, 6 AP, 81-65%
Evasion - 30%		(F) MS - 98 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(13A)
Skills - Assault Link L, Assault Link R, Speed I, Slice Shot I
------------------------------------------------------------------------------
Gunner B with GG - 12 x 17, 1-6, 6 AP - Total 1(13A)
Skills - Gunner Link L, Panic Shot I, Speed I
------------------------------------------------------------------------------
Riot Police Striker in Scintilla - Total 1(13A)
AP: 18	MV: 8	Lv: 15	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 1045		(I) KN - 66 x 1, 1, 1 AP
Arms - 579		(I) SD - 50 x 1, 1, 1 AP
Legs - 812
Evasion - 16%
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			
------------------------------------------------------------------------------
Assault B - Total 1(13B)
Skills - Assault Link L, Assault Link R, Speed I, Slice Shot I
------------------------------------------------------------------------------

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(if Mission 13B was done)
Legs - 771		(I) SD - 16 x 1, 1, 1 AP(if Mission 13A was done)
Evasion - 8%
Armor -	None
Defense - 36/36/36
Job Levels:		Skills:
Stk - 1			EMP Recovery
Asl - 5			Assault Link L
Gun - 1			Speed I
Lcn - 1			Gun Duel
Mec - 1			Boost I
Jam - 1
------------------------------------------------------------------------------
Gunner in 200mm CN Gun(Turret) - Total 1
AP: 18	MV: 0	Lv: 15	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 2921/4789	(P) CN(5) - 199 x 1, 1-8, 6 AP
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 - 3122/3589	(F) GR(5) - 1030 x 1, 4-10, 11 AP
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 - 2368/3589 - Total 1
Skills - Max AP + 2, Max AP + 2, AP Charge + 1, AP Charge + 1
------------------------------------------------------------------------------
Launcher(Turret), Body - 2871/3589 - 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 MG + FV-24 GG.
Skills - Barrage, Terror Shot I, Pincers
Edward - Raptor MG + SN SD.
Skills - Slice Shot I, Defense I, Block DMG 15, Repair AP - 2
Damon - Donkey MS + Galbados RK.
Skills - Inferno, AP Cost 0, Focus Up, Max AP + 2(2), AP Charge + 1
Jamie - Winee RF. 
Skills - Blast Shot, Panic Shot I, Heli Hunt, Focus Up
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Melee Duel
Jim - Warmer FT + Raptor MG.
Skills - Minus Shot I, Tank Hunt, Feint I, Fix DMG I

Equipment - Rank 6. Repair items are highly recommended.

Strategy:

This is the one truly epic mission and is reasonably difficult. From the 
get-go, the enemies jet to the base with jetpacks which the game does not 
provide. Aside from these, multiple reinforcements will arrive every turn 
and with several units destroyed. Worst, a boss will arrive with even more 
reinforcements on turn 3. Fortunately, it is far from the base and will take 
a few turns to reach it. 

The main problem is the high concentration of enemies that clearly outnumber 
your forces by at least 5 to 1. The Defense Turrets, which you may have faced 
in the prior mission, will help immensely in weakening the enemy units. 
Especially the Launcher types.. KEEP THEM ALIVE AT ALL COSTS! They have 5 
rounds and each one will make this mission more manageable. 

After a few turns since the Kouren's arrival, it will most likely be by the
base's ramp. It will attempt to attack the Weapons Depot so use one of your
pilots and have them halt its movements. Be sure whoever takes on the task
is at maximum HP as he or she will be hit hard with Kouren's attacks. Keep
everyone healthy as any Links triggered with Kouren and nearby units will
severely damage or destroy your pilots' wanzers. 

Remember to destroy the incoming reinforcements as well. If the turrets have 
been deactivated or don't need Repairs, use Lynn to destroy any severely 
damaged enemy units. Eventually, have everyone swarm and attack Kouren. Be 
sure to push it back away from the ramp first.. you'll soon see why. Its HP 
count is very high, but it has no Evasion. 

Once the Kouren is destroyed, it switches to stage 2 in a giant helicopter.
In this form, it is able to bypass your units due to its flight capability.
In other words, this version of Kouren can easily attack any Weapons Depot.
Thus, it is important to destroy stage 1 away from the base's ramp. More 
reinforcements show up once the Kouren switches stages but the main focus
is to sink the Kouren. After fully destroying the boss unit, finish off the
remaining reinforcements. 

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

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 Pilots' Ready Room.
2. 4 RP - Oscar at the Senior Officer's Quarters, below Lynn's.
3. New equipment at the Hangar, Remodeling maximum Rank raised to 7.

Feels good to be back and alive on the Eclipse. Anyways, you have more new
recruits and 'S' pilots in the list. Since the deal behind the 'S' pilots 
has been explained by Hector, I would recruit them. Their abilities will be
of use in the later missions. To move further in the game, head to the 
Mission Briefing Room. Once the cutscene ends, Move Out for the next mission.

------------------------------------------------------------------------------
Mission 16 - Kampot Harbor
------------------------------------------------------------------------------

Date: 01/March/2098
Location: Kampot Harbor, Kampot Province, Cambodia
Difficulty: ***

Briefing:

Red Leader to all units. Our duty is to ensure access to the research 
facility. Clear all of the hostiles nearby. As seen here, this area is 
currently flooded. Consider your route carefully. Also, enemy Jammers are 
present. There are 2 kinds of Jammers. One type uses EMP devices to disrupt
various systems. The other type uses missile guidance modules. Both are 
troublesome enemies in any case. Avoid getting isolated by the enemy. Let's
begin our maneuvers. The enemy will not let us pass. All units, work 
quickly.

Briefing Notes: 

Data on Jammer WAPs is shown, along with a picture.

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 30 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 - 829		(I) SG - 16 x 10, 1-3, 3 AP
Arms - 460		(I) SG - 16 x 10, 1-3, 3 AP
Legs - 550
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 - 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 - 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 - 745		(P) RF - 116 x 1, 1-7, 6 AP
Arms - 416		(I) KN - 18 x 1, 1, 1 AP
Legs - 550
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 - 745		(P) RF - 116 x 1, 1-7, 6 AP(one)
Arms - 416		(I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 579		(F + I) BZ - 105 x 1 + 70, 3-6, 6 AP(two)
Evasion - 0%		(I) KN - 18 x 1, 1, 1 AP(see BZ)
Armor -	Piercing	(P) GG - 12 x 17, 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 - 745		(F) FT - 32 x 4, 1-2, 3 AP
Arms - 416		(I) KN - 18 x 1, 1, 1 AP
Legs - 550
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: 5	Lv: 16	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 745		(F) FT - 32 x 4, 1-2, 3 AP
Arms - 416		(I) KN - 18 x 1, 1, 1 AP
Legs - 579
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: 7	Lv: 16	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 745		(F) FT - 32 x 4, 1-2, 3 AP
Arms - 416		(I) KN - 18 x 1, 1, 1 AP
Legs - 660
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 - 663		(I) KN - 66 x 1, 1, 1 AP
Arms - 364		(I) KN - 66 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 -	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: 14
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 - 550		(F) MS(4) - 122 x 2, 6-8, 13 AP	
Evasion - 0%		(F) MS(4) - 122 x 2, 6-8, 13 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 - 871		(P) PB - 77 x 1, 1, 1 AP(one)	
Arms - 483		(P) PB - 77 x 1, 1, 1 AP(see PB)
Legs - 550		(I) RD - 93 x 1, 1, 1 AP(two)
Evasion - 2%		(I) RD - 93 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 - Raptor MG + Raptor MG.
Skills - Switch I, Terror Shot I, Pincers
Edward - Raptor MG + SN SD.
Skills - Slice Shot I, Defense I, Block DMG 15, Repair AP - 2
Damon - Donkey MS + Galbados RK.
Skills - Inferno, AP Cost 0, Focus Up, Max AP + 2(2), AP Charge + 1
Jamie - Winee RF. 
Skills - Blast Shot, Panic Shot I, Focus Up
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Melee Duel
Jim - Warmer FT + Raptor MG.
Skills - Minus Shot I, Feint I, Fix DMG I

Equipment - Rank 7. Bauers Legs on all.

Strategy:

This is a long mission and can be even longer without Hover type Legs. The
majority of the enemies can be reached by passing through the watery areas.
The water counts as an uneven surface so it takes 2 AP to move one space.
This is where Hover Legs shine.. they hover above the water and can move
without any terrain penalties. Anyways, the new Jammer unit makes its big
introduction here. Their purpose is as Walter states in the briefing.. to
disable your wanzers. Go after them first as their EMP capabilities can be
quite annoying. Aside from that, glide through the waters with your Hover
legs and use standard battle tactics to win. 

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

INTERMISSION
------------

Information Update:

1. Simulator 12 available.
2. New equipment at the Hangar, maximum Rank and Remodeling maximum Rank 
raised to 8.

As you may have expected, there's another mission waiting. Prepare 
accordingly then commence the mission. Avoid equipping any GR or RK weapons, 
including Sensor Backpacks. You'll see why...

------------------------------------------------------------------------------
Mission 17 - Testing Facilities
------------------------------------------------------------------------------

Date: 01/March/2098
Location: Fortune Medical Co. Testing Facilities
Difficulty: ****
Briefing:

Red Leader to all units. We're going inside the facility. Inside the 
facility, our wanzers will have very limited space. So, all shoulder weapons
are unusable except missiles. Sensors are similarly limited... Don't bother
equipping those devices in this environment. Also, fighting will take place
in these tight passages... Use caution when firing while friendlies are in 
your LOS. The unknown machine is located in the deepest section, but... We 
have no data on it. If the machine becomes a threat, destroy it immediately.
We also learned that the guard system has been activated. This is a bad 
situation. The enemy knows our plans. We must clean things up before the 
situation gets worse. Destroy all enemy units in the facility to end the 
operation. As always, work quickly.

Briefing Notes: 

Preliminary data on the ASA-9X machine is shown, along with some pictures
taken at different angles.

Enemies: 20
Bosses: 1
Units: 6
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: Turn limit exceeded(38) or all ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 25 turns or less without 
any lost pilots.

Link Squad:

ASA-9x(Leader)
Gunner A
Gunner A 
Gunner A
Gunner A

Link Squad B:

Striker B(Leader)
Assault A
Assault A
Striker A

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 - 6211		(P) MG - 20 x 11(2), 1-4, 2 AP, 80-63%
Evasion - 0%		(F + I) BZ - 133 x 1 + 101(2), 1-10, 6 AP, 82-57%
Armor -	None		(N) CN - 268 x 1(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 - 829		(P) MG - 14 x 11, 1-4, 4 AP(one)
Arms - 460		(P) MG - 14 x 11, 1-4, 4 AP(see MG)
Legs - 643		(I) SG - 16 x 10, 1-3, 3 AP(one)
Evasion - 0%		(I) SG - 16 x 10, 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			
Mec - 1			
Jam - 1
------------------------------------------------------------------------------
Assault B in Warlus - Total 4 
AP: 19	MV: 7	Lv: 17	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 995		(P) MG - 14 x 12, 1-4, 4 AP(two)
Arms - 552		(P) MG - 14 x 12, 1-4, 4 AP(see MG)
Legs - 771		(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	(I) SG - 21 x 9, 1-3, 3 AP(one)
Defense - 36/36/36	(I) SG - 21 x 9, 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(21 x 9 SG Link Leader)
Mec - 1			Panic Shot II(21 x 9 SG Link Leader)
Jam - 1
------------------------------------------------------------------------------
Gunner A in Kyojun - Total 4
AP: 19	MV: 4	Lv: 17	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 745		(P) RF - 116 x 1, 1-7, 6 AP(two)
Arms - 416		(I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 579		(F + I) BZ - 105 x 1 + 70, 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			Zoom
Gun - 6
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 - 894		(P) RF - 130 x 1, 1-7, 6 AP
Arms - 500		(I) KN - 18 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			Zoom
Gun - 6
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 - 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 - 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 - 953		(I) KN - 18 x 1, 1, 1 AP
Arms - 522		(I) KN - 18 x 1, 1, 1 AP
Legs - 619		(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 - 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 - 871		(I) KN - 66 x 1, 1, 1 AP
Arms - 483		(I) SD - 50 x 1, 1, 1 AP
Legs - 676
Evasion - 16%
Armor - Impact
Defense - 20/20/20
Job Levels:		Skills:
Stk - 6			Striker Link L
Asl - 1			Charge I
Gun - 1			Footwork
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Striker B in Scintilla - Total 3
AP: 19	MV: 7	Lv: 17	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 - 16%
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
Jam - 1
------------------------------------------------------------------------------
Striker C in Scintilla - Total 2
AP: 19	MV: 7	Lv: 17	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 1254		(I) KN - 79 x 1, 1, 1 AP
Arms - 694		(I) SD - 60 x 1, 1, 1 AP
Legs - 812
Evasion - 16%
Armor - Impact
Defense - 20/20/20
Job Levels:		Skills:
Stk - 6			Striker Link L		Boost I(Link Leader 2)
Asl - 1			Charge I
Gun - 1			Footwork
Lcn - 1			Defense I(Link Leader)
Mec - 1			Anti-Strike(Link Leader)
Jam - 1			Revenge(Link Leader 2)
------------------------------------------------------------------------------

Recommendation:

Walter - Raptor MG + Raptor MG.
Skills - Switch I, Terror Shot I, Pincers
Edward - Raptor MG + SN SD.
Skills - Slice Shot I, Defense I, Block DMG 15, Repair AP - 2
Damon - Donkey MS x 2.
Skills - Inferno, AP Cost 0, Focus Up, Max AP + 2(2), AP Charge + 1
Jamie - Winee RF. 
Skills - Blast Shot, Panic Shot I, Focus Up
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Melee Duel
Jim - Warmer FT + Raptor MG.
Skills - Hellfire, Minus Shot I, Feint I, Fix DMG I

Equipment - Rank 7. 

Strategy:

This is the first indoor mission and as such, shoulder weapons save an MS
are unusable. Sensor Backpacks cannot aid MS fire as well. Due to the area
itself, you have to fight in cramped areas with friendly fire being a common 
sight. To avoid the problem as much, move one or two pilots to the other side 
of an enemy squad. This minimizes damage dealt to them. As for the enemies, 
deal with each squad one at a time. In the final room, there are a total of 
8 enemies and the ASA-9X itself. Try to bait some wanzers to follow you to 
ensure an easier time with the boss. 

Against the boss, avoid positioning all pilots too close. ASA-9X's BZ has a 
blast range of 2 spaces and it's quite strong. The strongest weapon is the 
torso cannon, which is equipped with Penetration. This lets any attack 
strike through multiple targets lined up in a row. Position carefully and 
avoid lining up your pilots as that will prompt the unit to fire its CN.

Edward is the main support as usual, but the ASA-9X likes to personally go 
after our Mechanic. Keep Edward away from the attack range if possible. 
Melee attacks are ineffective here as the ASA-9X is suspended by chains in 
mid-air. Use Christine to act as a shield for pilots with low HP. One last
reminder is that the CN cannot be blocked by any of the three resistances.

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

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 added.
3. 4 RP - Bert at the Bunks, first choice from option.
4. New equipment at the Hangar.

Ah, finally back to Fort Monus Base after such a long time. And another nice
promotion for Walter, evident from the recent cutscene. Scouting is now at 12
max so you have extra room for any reserve pilots. To proceed to the upcoming
mission, head to the Mission Briefing Room and speak with Hector. Move Out of
the base and you will be in a Control Tower. Speak with Hector twice and 
choose the first choice during the second conversation to begin the next 
mission.

------------------------------------------------------------------------------
Mission 18 - Manaus Airport
------------------------------------------------------------------------------

Date: 09/May/2098
Location: Manaus Airport, Brazil
Difficulty: *** 
Briefing:

Black 1 to all units. It's time to start. We must protect the target. A 
passenger jet has been taken hostage... The jet is ready to go, so it's full
of fuel. As your duty is to execute this with no civilian casualties... 
Engage the enemy units before they destroy the target. We think the enemy 
will attack the jet in retaliation. Any small sparks from damage may cause
its fuel tank to explode... This will result in mission failure. Monitor the
damage taken by the passenger jet. Furthermore, a fuel truck is also in the
airport. Use it as a blast vehicle... But, it contains jet fuel. Note its 
blast radius to avoid damaging the jet. Destroy all enemy units. Prove 
yourself, Black 6.

Briefing Notes: 

A picture of the Passenger Jet is shown. A picture of the Fuel Truck is 
shown.

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 15 turns or less without
any lost pilots. The Passenger Jet must remain above 3000 HP as well.

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 attack inflicted *
AP: 20	MV: 0	Lv: 18	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 691		(P) MG - 14 x 12, 1-4, 4 AP
Arms - 383		(I) SG - 19 x 9, 1-3, 3 AP
Legs - 536
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
Jam - 1
------------------------------------------------------------------------------
FARSA Gunner in Kyojun - Total 2
AP: 20	MV: 4	Lv: 18	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 1073		(P) RF - 130 x 1, 1-7, 6 AP(one)
Arms - 601		(I) KN - 18 x 1, 1, 1 AP(see RF)
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 -	Fire
Defense - 14/14/14
Job Levels:		Skills:
Stk - 1			Gunner Link L
Asl - 1			Zoom
Gun - 6
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 - 953		(I) KN - 18 x 1, 1, 1 AP
Arms - 522		(I) KN - 18 x 1, 1, 1 AP
Legs - 743		(F) MS(4) - 139 x 2, 6-8, 14 AP
Evasion - 0%		(F) MS(4) - 139 x 2, 6-8, 14 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 3(BP, 2)
Jam - 1			All Repair 400(BP, 4)
------------------------------------------------------------------------------
FARSA Striker A in Scintilla - Total 3
AP: 20	MV: 7	Lv: 18	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 871		(I) KN - 66 x 1, 1, 1 AP
Arms - 483		(P) PB - 77 x 1, 1, 1 AP
Legs - 676
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
Jam - 1
------------------------------------------------------------------------------
FARSA Striker B in Scintilla - Total 1
AP: 20	MV: 7	Lv: 18	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 1045		(I) KN - 72 x 1, 1, 1 AP
Arms - 579		(P) PB - 84 x 1, 1, 1 AP
Legs - 812
Evasion - 16%
Armor - None
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			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 - 995		(P) MG - 14 x 12, 1-4, 4 AP
Arms - 552		(I) SG - 19 x 9, 1-3, 3 AP
Legs - 771
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
------------------------------------------------------------------------------
FARSA Jammer in Schakal - Total 1
AP: 20	MV: 5	Lv: 18	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 745		(F) FT - 32 x 4, 1-2, 3 AP
Arms - 416		(I) KN - 18 x 1, 1, 1 AP
Legs - 579
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 - 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 - 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 3(BP, 2)
Jam - 1			
------------------------------------------------------------------------------
FARSA Mechanic in Giza - Total 1
AP: 20	MV: 5	Lv: 18	AP Charge: 14
Unit Loadout:		Weapon Loadout:	
Body - 706		(P) MG - 14 x 11, 1-4, 4 AP
Arms - 393		(I) SD - 16 x 1, 1, 1 AP
Legs - 550
Evasion - 0%
Armor - Piercing
Defense - 16/16/16
Job Levels:		Skills:
Stk - 1			Slice Shot I
Asl - 2
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 - Raptor MG + Raptor MG.
Skills - Switch I, Terror Shot I, Pincers
Hector - Raptor MG + SN SD.
Skills - Slice Shot I, Defense I, Block DMG 15, Repair AP - 2
Damon - Donkey MS x 2.
Skills - Inferno, AP Cost 0, Focus Up, Max AP + 2(2), AP Charge + 1
Jamie - Winee RF. 
Skills - Blast Shot, Panic Shot I, Focus Up
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Melee Duel
Jim - Warmer FT + Raptor MG.
Skills - Hellfire, Minus Shot I, Feint I, Fix DMG I

Equipment - Rank 8. 

Strategy:

The mission starts off with the two Assaults guarding the jet already hit
with System Down status. Take advantage of this and destroy them as soon as
possible. Take out the lone Launcher and two Gunners nearby. On turn 5, more
reinforcements will show up. The Mechanic unit makes its introduction here 
and its sole purpose is to keep the rest of its squad fighting. Be sure to 
gang up and destroy it first. A Jammer accompanies the reinforcements so 
they are the next to go. Mop up the rest of the enemy forces and this is 
another mission complete. If the Passenger Jet takes a hit, you can Repair
it if need be.

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

INTERMISSION
------------

Information Update:

1. Simulator 13 available.

After the cutscenes are over, another mission briefing will begin. Commence 
when you feel the need to get it done.

From this point on, the majority of enemy forces will consist of 'S' pilots
instead of regular pilots. If the Enemy Composition under Skills has the 
skill EMP Recovery at the top, it is the indicator for an 'S' pilot. The 
following skill underneath tends to be an 'S' exclusive skill as well. Thus,
Enemy Composition will not make mention if there are 'S' pilots. For the 
regular pilots, just avoid the top two skills generally in the Skills area.

------------------------------------------------------------------------------
Mission 19 - Terrorist Encounter
------------------------------------------------------------------------------

Date: 10/May/2098
Location: 140km from Cuzco, Auzangate Peak, Peru
Difficulty: ***
Briefing:

Black 1 to all units. We have visitors. The enemy was kind enough to bring us
transport helis. We think their objective is to capture the container.
Naturally, we won't allow this. We must protect the container. The transport
helis must not reach the container. Otherwise, our efforts will have been for
nothing. Currently, this is the info we have on them... Our job is to ensure
a firm rejection of this threat. Dead men teach us a lot. Destroy all enemies
to end this.

Briefing Notes: 

A picture of the Cargo Container is shown.

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)
Gunner B
Mechanic A
Striker

Link Squad B:

Assault B(Leader) 
Gunner A
Mechanic A
Striker

Link Squad C:

Mechanic B(Leader)
Assault A
Assault A

Link Squad D:

Gunner C(Leader)
Launcher A

Link Squad E:

Assault B(Leader)
Assault A

Battle Reward
----------------
Pilot EXP - 4800
CP - 3600

Enemy Composition
------------------------------------------------------------------------------
Riot Police Assault A in Zenith - Total 3
AP: 20	MV: 7	Lv: 19	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1194		(P) MG - 14 x 12, 1-4, 4 AP(one)
Arms - 662		(I) SG - 19 x 9, 1-3, 3 AP(see MG)
Legs - 925		(P) MG - 23 x 8, 1-4, 4 AP(two)
Evasion - 6%		(I) SG - 21 x 9, 1-3, 3 AP(see MG)
Armor - Impact				
Defense - 32/32/32
Job Levels:		Skills:
Stk - 1			EMP Recovery
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: 7	Lv: 20	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1194		(P) MG - 23 x 8, 1-4, 4 AP
Arms - 662		(I) SG - 21 x 9, 1-3, 3 AP
Legs - 925
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
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 - 944		(F + I) BZ - 112 x 1 + 84, 3-6, 6 AP
Arms - 521	 	(I) KN - 18 x 1, 1, 1 AP
Legs - 734
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 - 1132		(P) RF - 145 x 1, 1-7, 6 AP
Arms - 624		(I) KN - 18 x 1, 1, 1 AP
Legs - 880
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 C in Grille Sechs - Total 1
AP: 21 MV: 4	Lv: 20  AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1132		(F + I) BZ - 120 x 1 + 92, 3-6, 6 AP
Arms - 624		(I) KN - 18 x 1, 1, 1 AP
Legs - 880
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 - 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			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
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 - 1254		(I) KN - 18 x 1, 1, 1 AP
Arms - 601		(P) GG - 18 x 19, 1-8, 6 AP
Legs - 792		(F) MS(6) - 55 x 4, 6-8, 16 AP
Evasion - 10%		(F) MS(6) - 55 x 4, 6-8, 16 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 - 848		(P) MG - 14 x 12, 1-4, 4 AP
Arms - 472		(I) SD - 17 x 1, 1, 1 AP
Legs - 660
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 - 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 -	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: 7	Lv: 19	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1254		(I) KN - 79 x 1, 1, 1 AP
Arms - 694		(I) KN - 79 x 1, 1, 1 AP
Legs - 975
Evasion - 16%
Armor -	Impact
Defense - 20/20/20
Job Levels:		Skills:
Stk - 7			EMP Recovery
Asl - 1			Hard Strike
Gun - 1			Striker Link L
Lcn - 1			Striker Link R
Mec - 1			Charge I
Jam - 1			Footwork
------------------------------------------------------------------------------

Recommendation:

Walter - Raptor MG + Raptor MG.
Skills - Switch I, Speed I, Terror Shot I, Pincers
Hector - Raptor MG + SN SD.
Skills - Slice Shot I, Defense I, Repair AP - 2
Damon - Donkey MS x 2.
Skills - Inferno, AP Cost 0, Focus Up, Max AP + 2(2), AP Charge + 1
Jamie - Winee RF. 
Skills - Blast Shot, Panic Shot I, Focus Up
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Melee Duel
Jim - Warmer FT + Raptor MG.
Skills - Hellfire, Minus Shot I, Feint I, Fix DMG I

Equipment - Rank 8. 

Strategy:

This is another protect type mission, but the defense target has no HP. It
only needs a Heli Pilot to be under and scoop it away. Fortunately, the Heli
Pilots have no way of attacking you. Bait the nearest group up North then 
be ready to shoot down the first Heli. Keep everyone close to maximize the
damage inflicted on the Heli Pilots. Once all are done, mop up the remains
of the enemy forces. Be on the lookout for the Launcher to the South as the
unit is using the strong Burchel GG. The Launcher's MGR shoulder weapons are
not strong missiles, but the Double Launcher skill makes them dangerous.

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

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, maximum Rank and Remodeling maximum Rank 
raised to 9.

After our fun from staying in South America, we are back to Fort Monus Base.
More pilots show up to be recruited, as well as a few 'S' pilots. Go recruit
the 'S' pilots that can be Scouted for now, or you can choose to do it later
when the rest become available. To advance the plot, go to the Senior 
Officer's Room below the Junior Officer's Room and speak with Hector. Select
all three options and head for the Mission Briefing Room. Move Out of the 
base when you are ready.

------------------------------------------------------------------------------
Mission 20 - Battambang City
------------------------------------------------------------------------------

Date: 20/November/2109 
Location: Battambang City, Battambang Province, Cambodia
Difficulty: ***
Briefing:

Black 1 to all units. This is unexpected. The enemy is moving... My guess is
that they are on patrol. Level of caution has high. The enemy seems to have
predicted our strategy. We will assume this is so... Still, we must address
the enemy withdrawal. Use any means necessary to halt the enemy from 
retreating. Break through and destroy them. Everyone, keep a quick pace. 
Don't let the train leave.

Briefing Notes: None.

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 25 turns or less without 
any lost pilots.

Link Squad A:

Mechanic B(Leader)
Assault A
Gunner A
Jammer
Launcher B

Link Squad B:

Jammer(Leader)
Gunner
Launcher B
Launcher B

Link Squad C:

Striker B(Leader)
Striker A
Launcher D
Mechanic A

Link Squad D:

Launcher C(Leader)
Jammer
Launcher A

Link Squad E:

Gunner B(Leader)
Gunner A
Gunner A

Link Squad F:

Gunner B(Container/Leader)
Gunner A(Container)

Battle Reward
----------------
Pilot EXP - 5100
CP - 3900

Enemy Composition
------------------------------------------------------------------------------
Grimnir Assault A in Zenith - Total 1
AP: 21	MV: 7	Lv: 20	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1194		(P) MG - 23 x 8, 1-4, 4 AP
Arms - 662		(I) SG - 21 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 - 7			Assault Link R
Gun - 1			Speed I
Lcn - 1			Boost I
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Grimnir Gunner A in Grille Sechs - Total 3 
AP: 21	MV: 4	Lv: 20	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1132		(P) RF - 145 x 1, 1-7, 6 AP(two)
Arms - 624		(I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 880		(P) GG - 11 x 22, 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
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 - 1358		(P) GG - 14 x 19, 1-6, 6 AP(one)
Arms - 748		(I) KN - 18 x 1, 1, 1 AP(see GG)
Legs - 1055		(F + I) BZ - 129 x 1 + 101, 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
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 - 2438		(P) RF - 141 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
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 - 3509		(P) RF - 158 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
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Grimnir Jammer in Schakal - Total 3
AP: 21	MV: 6	Lv: 20	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1073		(F) FT - 42 x 4, 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			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 - 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			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
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 - 953		(I) KN - 79 x 1, 1, 1 AP
Arms - 522		(I) KN - 79 x 1, 1, 1 AP
Legs - 792		(F) MS(5) - 159 x 2, 6-8, 16 AP(two)
Evasion - 0%		(F) MS(5) - 159 x 2, 6-8, 16 AP(see MS)
Armor - Fire		(F) GR(4) - 435 x 1, 4-6, 17 AP(one)
Defense - 12/12/8	(F) GR(4) - 435 x 1, 4-6, 17 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
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 - 1143		(I) KN - 86 x 1, 1, 1 AP
Arms - 625		(I) KN - 86 x 1, 1, 1 AP
Legs - 892		(F) GR(4) - 473 x 1, 4-6, 19 AP
Evasion - 0%		(F) GR(4) - 473 x 1, 4-6, 19 AP
Armor -	Fire			
Defense - 12/12/12		
Job Levels:		Skills:
Stk - 1			EMP Recovery		AP Charge + 2
Asl - 1			Max AP + 2		GR Burst
Gun - 1			Max AP + 2
Lcn - 7			Max AP + 1
Mec - 1			AP Charge + 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 - 1143		(I) KN - 79 x 1, 1, 1 AP
Arms - 625		(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			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		
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 - 1222		(P) MG - 23 x 8, 1-4, 4 AP
Arms - 681		(I) KN - 18 x 1, 1, 1 AP
Legs - 792
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 - 1222		(P) MG - 20 x 10, 1-4, 4 AP
Arms - 681		(I) KN - 18 x 1, 1, 1 AP
Legs - 950				
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: 7	Lv: 20	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1505		(I) RD - 112 x 1, 1, 1 AP
Arms - 832		(P) PB - 92 x 1, 1, 1 AP
Legs - 792
Evasion - 0%
Armor - Impact
Defense - 20/20/4
Job Levels:		Skills:
Stk - 7			EMP Recovery 
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 - 1505		(I) KN - 79 x 1, 1, 1 AP
Arms - 832		(P) PB - 92 x 1, 1, 1 AP
Legs - 950	
Evasion - 0%
Armor -	Impact	
Defense - 20/20/4
Job Levels:		Skills:
Stk - 7			EMP Recovery		Double Punch II
Asl - 1			Hard Strike
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: 7	Lv: 20	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 - 925
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			Switch II
Jam - 1			Freeze Shot
------------------------------------------------------------------------------

Recommendation:

Walter - Raptor MG + Raptor MG.
Skills - Switch I, Speed I, Terror Shot I, Pincers
Hector - Raptor MG + SN SD.
Skills - Slice Shot I, Defense I, Repair AP - 2
Damon - Donkey MS + Galbados RK.
Skills - Inferno, AP Cost 0, Focus Up, Max AP + 2(2), AP Charge + 1
Jamie - Winee RF. 
Skills - Blast Shot, Panic Shot I, Zoom, Focus Up
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Revenge
Jim - Warmer FT + Raptor MG.
Skills - Hellfire, Minus Shot I, Feint I, Fix DMG I

Equipment - Rank 8.

Strategy:

This mission doesn't have anything special but Gunner containers with RFs. 
Aside from that, it's a standard difficulty mission. Remember to destroy all
Jammers and Mechanics first, then followed by Launchers and Strikers. When
the Gunner containers are destroyed, you will face either an Assault or a
Gunner reinforcement. They are fairly strong but full Links will beat them
without a fuss.

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

INTERMISSION
------------

Information Update:

1. Simulator 15 available.
2. New equipment at the Hangar.

It's intermission time again. Prepare for the next mission accordingly as it 
provides other rewards aside from RP. Do the usual then commence the next 
mission.

------------------------------------------------------------------------------
Mission 21 - Underground Facilities
------------------------------------------------------------------------------

Date: 21/November/2109
Location: Underground Facilities, Cambodia 
Difficulty: ****
Briefing: 

Black 1 to all units. We are in pursuit. At first glance this space looked
open, but in reality... The passages are very tight. There are sentry guns as
well. These might pose a problem so try to eliminate them. Our main priority
is to remove all enemies in this facility. Plan your attack route wisely.
Place units in ideal locations to intercept fleeing enemies. We cannot permit
any to escape. Our primary targets are the users of this facility. Let's wrap
this up quickly.

Briefing Notes: 

A picture of a Sentry Gun is shown.

Enemies: 13 + 8 optional targets
Bosses: 0
Units: 6
Allies: 0
Winning Condition: Destroy all enemies except sentry guns.
Losing Condition: Turn limit exceeded(30) or all ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 25 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:

Gunner B(Leader)
Assault

Link Squad B:

Striker B(Leader)
Gunner A

Link Squad C:

Striker B(Leader)
Gunner A

Link Squad D:

Assault B(Leader) 
Gunner A

Link Squad E:

Assault B(Leader)
Striker A

Battle Reward
----------------
Pilot EXP - 5400
CP - 4400

Enemy Composition
------------------------------------------------------------------------------
Grimnir Assault A in Zenith - Total 1
AP: 21	MV: 7	Lv: 21	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 995		(P) MG - 14 x 12, 1-4, 4 AP
Arms - 552		(I) SG - 19 x 9, 1-3, 3 AP
Legs - 771				
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
Jam - 1
------------------------------------------------------------------------------
Grimnir Assault B in Zenith - Total 2 
AP: 22	MV: 7	Lv: 22	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1194		(P) MG - 23 x 8, 1-4, 4 AP
Arms - 662		(I) SG - 21 x 9, 1-3, 3 AP
Legs - 925	
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
Mec - 1			Speed I
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 - 944		(P) RF - 130 x 1, 1-7, 6 AP(three)
Arms - 521		(I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 734		(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 - 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
------------------------------------------------------------------------------
Grimnir Gunner B in Grille Sechs - Total 1 
AP: 22	MV: 4	Lv: 22	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1132		(F + I) BZ - 120 x 1 + 92, 3-6, 6 AP
Arms - 624		(I) KN - 18 x 1, 1, 1 AP
Legs - 880		
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 Striker A in Scintilla - Total 2
AP: 22	MV: 7	Lv: 21	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1045		(I) KN - 72 x 1, 1, 1 AP(one)
Arms - 579		(P) PB - 84 x 1, 1, 1 AP(see KN)
Legs - 812		(I) RD - 102 x 1, 1, 1 AP(one)
Evasion - 16%		(P) PB - 84 x 1, 1, 1 AP(see RD)
Armor -	Impact		
Defense - 20/20/20 
Job Levels:		Skills:
Stk - 7			EMP Recovery
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 - 1254		(I) KN - 79 x 1, 1, 1 AP
Arms - 694		(P) PB - 92 x 1, 1, 1 AP
Legs - 975		(I) RD - 112 x 1, 1, 1 AP
Evasion - 22%		(P) PB - 92 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
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 - 3593		(P) GG - 26 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 - Raptor MG + Raptor MG.
Skills - Switch I, Speed I, Terror Shot I, Pincers
Hector - Raptor MG + SN SD.
Skills - Full Defense, Slice Shot I, Defense I, Repair AP - 2
Damon - Donkey MS x 2.
Skills - Inferno, AP Cost 0, Focus Up, Max AP + 2(2), AP Charge + 1
Jamie - Winee RF. 
Skills - Blast Shot, Panic Shot I, Body Breaker, Zoom, Focus Up
Christine - Press Needle PB + Bone Buster KN.
Skills - Double Punch II, Charge I, Revenge, Footwork
Jim - Warmer FT + Raptor MG.
Skills - Hellfire, Minus Shot I, Feint I, Fix DMG I

Equipment - Rank 8. Legs with an MV rating of 8 or higher are highly
recommended.

* For Excellent Performance *

Weapons - Chronik MG for all except Jamie and Christine. Ibis RF for 
Jamie. Last Stake PB and Iron Lump KN for Christine.

Skills - Switch I(for Walter), Double Punch II(for Christine), Blast Shot
(for Jamie), Speed I, Shot I(Minus/Panic/Slice/Terror), Defense + 4, 
Accuracy + 2%, Evasion + 2%, AP Damage

Equipment - Rank 9. Gust Legs on all. Hector with Repair and Jim with 
Repair EMP. Repair items are highly recommended.

Strategy:

To beat this mission, simply destroy all wanzers. This is hard due to the 
Sentry Guns and their GGs, not to mention that the wanzers are spread out in
the mission. While it would be a good idea to split up, the GG Sentry Guns 
will chomp your pilots alive. Move in a snake-like pattern to get to all the
wanzers before the 30 turn limit is reached. Fortunately, very few of them
can Link so grind their wanzers to nothing. 

If you are serious about getting the part rewards and RP bonus, EVERYONE 
should have the aforementioned equipment and skills under the header * For
Excellent Performance *. Instead of a snake-like movement, move in a counter-
clockwise motion. This will let you destroy all Sentry Guns on one side 
while still luring/destroying wanzers in the way. Do note that your team will
be hit with the GGs a lot so Piercing resistance helps. This is hard and 
requires luck and good preparation to do.

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

INTERMISSION
------------

Information Update:

1. New equipment at the Hangar.

Cutscene time and yet another mission. Do pay note to the big white wanzer
kneeling down in the cutscene as that will appear in the next battle. Prepare
your pilots and wanzers, do a Simulator if you need more skills and AP, and
get ready for the upcoming mission.

------------------------------------------------------------------------------
Mission 22 - Securing Evidence
------------------------------------------------------------------------------

Date: 21/November/2109
Location: Kampot Harbor, Kampot Province, Cambodia
Difficulty: **** 
Briefing:

Black 1 to all units. We must secure the evidence inside those containers.
Currently, the containers are being loaded onto a ship. To secure all of 
them, we must destroy all enemy forces. There's a special enemy unit 
guarding the containers. It's likely an S-Type Device design. This machine,
code T-xa, is the main enemy threat. Our designation for this model is the 
Dire Wolf. Its main armanent is a large gatling gun. Pay attention to its 
attacks and act quickly.

Briefing Notes: 

A picture of the Cargo Containers is shown. Data on the T-xa "DireWolf" is
shown, along with pictures and Main Armanent data.
 
Enemies: 16
Bosses: 1
Units: 6
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: Turn limit exceeded(25) or all ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 20 turns or less without 
any lost pilots.

Link Squad A:

Dire Wolf(Leader)
Mechanic
Mechanic
Assault B
Gunner

Link Squad B:

Jammer(Leader)
Gunner
Launcher A
Launcher B

Link Squad C: 

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 - 2508		(P) GG - 21 x 23(2), 1-8, 6 AP, 81-65%	
Arms - 1404		(I) KN - 266 x 1(1), 1, 1 AP, 40% Bonus, 94-94%
Legs - 1951		(F) FT - 92 x 4(2), 2-6, 3 AP, 66-51%
Evasion - 40%
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
Lcn - 1			Gunner Link
Mec - 1			Assault Link
Jam - 1			Speed II
------------------------------------------------------------------------------
Grimnir Assault A in Zenith - Total 1 
AP: 22	MV: 7	Lv: 22	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 995		(P) MG - 14 x 12, 1-4, 4 AP
Arms - 552		(I) SG - 19 x 9, 1-3, 3 AP
Legs - 771		
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			Switch II
Jam - 1			Panic Shot II
------------------------------------------------------------------------------
Grimnir Assault B in Zenith - Total 1 
AP: 22	MV: 7	Lv: 22	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1194		(P) MG - 23 x 8, 1-4, 4 AP
Arms - 662		(I) SG - 21 x 9, 1-3, 3 AP
Legs - 925		
Evasion - 6%
Armor - Impact		
Defense - 32/32/32
Job Levels:		Skills:
Stk - 1			EMP Recovery		Slice Shot II
Asl - 8			All Hit			Barrage
Gun - 1			Assault Link L
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 - 994		(P) RF - 130 x 1, 1-7, 6 AP(one)
Arms - 521		(I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 734		(F + I) BZ - 112 x 1 + 84, 3-6, 6 AP(one)
Evasion - 0%		(I) KN - 18 x 1, 1, 1 AP(see BZ)
Armor - Piercing	(F + I) BZ - 120 x 1 + 92, 3-6, 6 AP(one)
Defense - 16/16/16	(I) KN - 18 x 1, 1, 1 AP
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			Terror Shot II(BZ, Dire Wolf)
------------------------------------------------------------------------------
Grimnir Jammer in Schakal - Total 3
AP: 22	MV: 6	Lv: 22	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 894		(F) FT - 35 x 4, 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			EMP Recovery
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 - 795		(I) KN - 72 x 1, 1, 1 AP
Arms - 436		(I) KN - 72 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 - 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
Lcn - 8			Max AP + 2
Mec - 1			Max AP + 1
Jam - 1			AP Charge + 1
------------------------------------------------------------------------------
Grimnir Launcher B in Enyo - Total 3
AP: 27	MV: 7	Lv: 22	AP Charge: 19
Unit Loadout:		Weapon Loadout:	
Body - 795		(I) KN - 72 x 1, 1, 1 AP
Arms - 436		(I) KN - 72 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(two)
Defense - 12/12/8	(F) GR(3) - 400 x 1, 4-6, 15 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
Lcn - 8			Max AP + 2
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 - 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			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: 7	Lv: 22	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1045		(I) KN - 72 x 1, 1, 1 AP
Arms - 579		(P) PB - 84 x 1, 1, 1 AP
Legs - 812		
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			Revenge Mirror
------------------------------------------------------------------------------

Recommendation:

Walter - Raptor MG + Gale SG.
Skills - Switch II, Speed I, Terror Shot I, Pincers
Hector - Raptor MG + SN SD.
Skills - Full Defense, Slice Shot I, Defense I, Repair AP - 2
Damon - Donkey MS + Thunderbolt GR.
Skills - Inferno, GR Burst, Focus Up, Max AP + 2(2), AP Charge + 1
Jamie - Boa BZ. 
Skills - Blast Shot, Panic Shot I, Body Breaker, Zoom, Focus Up
Christine - Press Needle PB + Bone Buster KN.
Skills - Double Punch II, Charge I, Revenge, Footwork
Jim - Warmer FT + Raptor MG.
Skills - Hellfire, Minus Shot I, Feint I, Fix DMG I

Equipment - Rank 8. 

Strategy:

You have 25 turns to finish this battle. Fortunately, aside from the big boss
of the mission, the enemies aren't too strong. Use Damon's GR to soften up
enemies while the rest of the team finishes them off. Move in the area in a
counter-clockwise motion to make this easier. Targeting enemies with Jamie's
BZ close together will make the BZ's explosion hit all of them. Remember to 
sink the Jammers first to avoid being pelted with missiles. Once most have 
been destroyed, go after the Dire Wolf itself. 

Unlike most bosses, this is one of the few you do NOT want to engage in a 
melee fight. Wolf Fang, it's exclusive skill, activates ALL THE TIME when 
it uses the KN. Think of it as another Double Assault. You can disable it by
destroying either the arm with the KN or GG. The FT is no real threat 
despite its impressive range. Do take note that there are two Mechanics 
around the Dire Wolf that should be taken care of first. The Dire Wolf's 
high Evasion rate allows it to easily dodge most attacks, but keep up with 
the Links.

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

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, Remodeling maximum Rank raised to 10.

Well now, it seems we are heading up to the Great White North. First, Walter
has received another promotion so the recruitment list has increased. Now 
the rest of the 'S' pilots can be recruited for your own use. Replace your
Launcher, Gunner, Striker, and Jammer with 'S' pilots of the same specialty
Jobs. Do the usual things then Move Out.

------------------------------------------------------------------------------
Mission 23 - Iceberg Fields
------------------------------------------------------------------------------

Date: 09/December/2111 
Location: Iceberg Fields, Alaska
Difficulty: ***
Briefing:

Black 1 to all units. We've got visitors. It seems the enemies are spread 
out, possibly to flank us. But, the enemies have friendly units in their line
of fire. The odds of a simultaneous attack appear to be low. We're unsure 
what triggers each enemy group to attack... So think well before you act.
Bait the enemy to attack to knock them off balance... This should even the 
odds. Read the enemy's actions and pick your targets wisely.

Briefing Notes: 

Identification of Link leaders.

Enemies: 14
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 20 turns or less without 
any lost pilots.

Link Squad A:

Jammer B(Leader)
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: 7	Lv: 23	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1132		(P) GG - 11 x 22, 1-6, 6 AP
Arms - 624		(I) KN - 18 x 1, 1, 1 AP
Legs - 792		
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
AP: 27	MV: 6	Lv: 23	AP Charge: 19
Unit Loadout:		Weapon Loadout:	
Body - 2900		(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 - 1288		(F) FT - 42 x 4, 1-2, 3 AP
Arms - 722		(I) KN - 18 x 1, 1, 1 AP
Legs - 998		
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 I(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 - 1288		(F) FT - 42 x 4, 1-2, 3 AP
Arms - 722		(I) KN - 18 x 1, 1, 1 AP
Legs - 950		
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: 7	Lv: 23	AP Charge: 19
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 - 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 - 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
Jam - 1			Max AP + 2
------------------------------------------------------------------------------
Grimnir Launcher B in Enyo - Total 1
AP: 27	MV: 7	Lv: 23	AP Charge: 19
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 - 792		(F) GR(4) - 435 x 1, 4-6, 17 AP	
Evasion - 0%		(F) GR(4) - 435 x 1, 4-6, 17 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
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: 7	Lv: 23	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1018		(I) SG - 21 x 9, 1-3, 3 AP(two)
Arms - 567		(I) SD - 18 x 1, 1, 1 AP(see SG)
Legs - 792		(P) MG - 23 x 8, 1-4, 4 AP(one)
Evasion - 0%		(I) KN - 18 x 1, 1, 1 AP(see MG)
Armor -	Piercing	(F) MS(5) - 125 x 2, 6-9, 16 AP(one + 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			* MS Mechanic has no skills*
Jam - 1
------------------------------------------------------------------------------
Grimnir Mechanic B in Giza - Total 1
AP: 22	MV: 8	Lv: 23	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1222		(P) MG - 20 x 10, 1-4, 4 AP
Arms - 681		(I) KN - 18 x 1, 1, 1 AP
Legs - 950				
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		
Mec - 8
Jam - 1
------------------------------------------------------------------------------
Grimnir Striker in Scintilla - Total 1
AP: 22	MV: 7	Lv: 23	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1254		(I) KN - 79 x 1, 1, 1 AP
Arms - 694		(P) PB - 92 x 1, 1, 1 AP
Legs - 975				
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
Jam - 1
------------------------------------------------------------------------------

Recommendation:

Walter - Chronik MG + Girino SG.
Skills - Switch II, Speed I, Terror Shot II, Pincers
Hector - Raptor MG + WS SD.
Skills - Full Defense, Slice Shot I, Defense II, Repair AP - 2
Launcher(S) - Piz 3 MS x 2.
Skills - Double Launcher, AP Cost 0, Max AP + 1/2(2), AP Charge + 1/2
Gunner(S) - Ibis RF. 
Skills - Blast Shot, Hammer Down, Body Breaker, Zoom
Striker(S) - Last Stake PB + Iron Lump KN.
Skills - Double Punch II, Hard Strike, Footwork
Jammer(S) - Heat Rat FT.
Skills - Hellfire, Abyss Shot, Feint II, Fix DMG II

Equipment - Rank 9. Coga R2 Legs on all.

Strategy:

We have fought in the urban world, jungles, deserts, islands, and now finally
we are fighting in the joys of winter. This is an easy mission since the main
force of enemies consist of Jammer and Mechanics sporting non-Mechanic weapon
loadouts. The annoying part? The uneven terrain in this frosty area makes it
take 2 AP to move 1 space. Do use the Coga R2 Leg parts to allow for quicker 
travel in uneven surfaces like this whereas Hover legs are best suited for 
water and submerged terrain. Start off by destroying the enemies to the North 
then head South and clean up. Since there are multiple Mechanics in the 
mission, attack with everyone on a lone unit to prevent mass Repairing.  

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

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, maximum Rank raised to 10 and Remodeling
maximum Rank raised to 11.
3. Tutorials - James at the Simulator Room.

Ah, finally at Alaska! This is the final base you will be on and your last
chance to recruit pilots. If you haven't done it already, do so now. James
from Fort Monus Base is at the Simulator Room if you need to do some 
tutorials. To get ahead, go to the Control Room and speak with Emma. Choose
the second choice when she gives the second option for her to leave. Check
with the Mess Hall next and speak with Emma. 

Emma will give out choices that you must select to progress. After all the 
existing choices are chosen, a sixth one can be taken next. Do so and then 
head back to the Control Room to speak with Hector. Once the cutscene ends, 
exit the Control Room and then get prepare for the next mission. Save first 
as you will not be returning to the base. When you feel ready, Move Out for 
the next mission. 

------------------------------------------------------------------------------
Mission 24 - Synchrotron Outer Rim
------------------------------------------------------------------------------

Date: 09/July/2112
Location: Synchrotron Outer Rim, U.S.N. Alaska Radiation Research Complex
Difficulty: ***** 
Briefing:

Black 1 to all units. We have to exercise calm judgment at this time. The 
capability of each unit will determine our success. But, don't get cocky or
you will regret it. The enemy has a massive advantage in numbers. While we 
always work as a team, the same goes for the enemy. Make it a priority to 
destroy each group of enemy units. We're unsure what triggers each enemy 
group to attack... So think well before you act. We will defend this complex.
The enemy overwhelms us, but don't let them escape. We must hold out until
reinforcements arrive.

Briefing Notes: 

Identification of Link leaders.

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 25 turns or less without
any lost pilots.

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 B
Launcher A
Launcher A

Link Squad D:

Assault C(Leader)
Assault A
Striker A
Striker B

Link Squad E:

Gunner C(Leader)
Gunner A

Battle Reward
----------------
Pilot EXP - 6300
CP - 5800

Enemy Composition
------------------------------------------------------------------------------
Grimnir Assault A in Zenith - Total 1 
AP: 23	MV: 7	Lv: 24	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1194		(I) SG - 23 x 9, 1-3, 3 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 - 8			Assault Link R
Gun - 1			Speed II
Lcn - 1			Boost I
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Grimnir Assault B in Zenith - Total 2 
AP: 23	MV: 8	Lv: 24	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1433		(P) MG - 20 x 10, 1-4, 4 AP(one)
Arms - 794		(P) RF - 162 x 1, 1-7, 6 AP(see MG)
Legs - 1110		(P) MG - 20 x 10, 1-4, 4 AP(one)
Evasion - 6%		(I) RD - 123 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
Gun - 4(MG/RF)		Assault Link L
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 - 1720		(P) MG - 20 x 10, 1-4, 4 AP
Arms - 952		(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 - 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 - 1720		(P) MG - 22 x 10, 1-4, 4 AP
Arms - 952		(I) SG - 25 x 9, 1-3, 3 AP
Legs - 1140		
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		
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 - 1132		(F + I) BZ - 120 x 1 + 92, 3-6, 6 AP
Arms - 624		(I) KN - 18 x 1, 1, 1 AP
Legs - 880
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 - 1358		(P) RF - 162 x 1, 1-7, 6 AP(two)
Arms - 748		(I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 950		(F + I) BZ - 129 x 1 + 101, 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
------------------------------------------------------------------------------
Grimnir Gunner C in Grille Sechs - Total 1
AP: 23	MV: 4	Lv: 24	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1629		(P) RF - 162 x 1, 1-7, 6 AP
Arms - 897		(I) KN - 18 x 1, 1, 1 AP
Legs - 1055				
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
------------------------------------------------------------------------------
Grimnir Jammer in Schakal - Total 1
AP: 23	MV: 6	Lv: 24	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1546		(F) FT - 42 x 4, 1-2, 3 AP
Arms - 867		(I) KN - 18 x 1, 1, 1 AP
Legs - 998		
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
Jam - 8			
------------------------------------------------------------------------------
Grimnir Launcher A in Enyo - Total 5
AP: 28	MV: 8	Lv: 24	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) GR(4) - 473 x 1, 4-6, 19 AP(1, two equipped)
Evasion - 0%		(F) MS(5) - 181 x 2, 6-8, 18 AP(2, two equipped)
Armor -	Fire		(F) RK(4) - 474 x 1, 8-10, 20 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
Lcn - 8			Max AP + 2
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 - 1371		(I) KN - 94 x 1, 1, 1 AP
Arms - 749		(I) KN - 94 x 1, 1, 1 AP
Legs - 1140		(F) RK(4) - 515 x 1, 1, 22 AP
Evasion - 0%		(F) RK(4) - 515 x 1, 1, 22 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
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 - 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			Assault Link L
Asl - 2			Slice Shot II
Gun - 1			
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 - 1222		(P) MG - 20 x 10, 1-4, 4 AP
Arms - 681		(I) KN - 18 x 1, 1, 1 AP
Legs - 950		
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			
Mec - 8
Jam - 1
------------------------------------------------------------------------------
Grimnir Striker A in Scintilla - Total 1
AP: 23	MV: 7	Lv: 24	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1254		(P) PB - 101 x 1, 1, 1 AP
Arms - 694		(I) RD - 123 x 1, 1, 1 AP
Legs - 792				
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
Jam - 1
------------------------------------------------------------------------------
Grimnir Striker B in Scintilla - Total 1
AP: 23	MV: 7	Lv: 24	AP Charge: 15
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 - 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
Jam - 1
------------------------------------------------------------------------------
Grimnir Striker C in Scintilla - Total 1
AP: 23	MV: 8	Lv: 24	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1505		(I) RD - 123 x 1, 1, 1 AP
Arms - 832		(P) MG - 20 x 10, 1-4, 4 AP
Legs - 1171				
Evasion - 16%
Armor - Impact				
Defense - 20/20/20
Job Levels:		Skills:
Stk - 8			EMP Recovery
Asl - 3			Hard Strike
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 I, Terror Shot II, Pincers
Hector - Raptor MG + WS SD.
Skills - Full Defense, Slice Shot I, Defense II, Repair AP - 2
Launcher(S) - Piz 3 MS x 2.
Skills - Double Launcher, AP Cost 0, Max AP + 1/2(2), AP Charge + 1/2
Gunner(S) - Ibis RF. 
Skills - Blast Shot, Hammer Down, Body Breaker, Zoom
Striker(S) - Last Stake PB + Iron Lump KN.
Skills - Double Punch II, Hard Strike, Footwork
Jammer(S) - Heat Rat FT.
Skills - Hellfire, Abyss Shot, Feint II, Fix DMG II

Equipment - Rank 10. Prepare accordingly as the next mission begins without
a proper intermission.

Strategy:

This mission gets intense from the get-go. Immediately, you are surrounded by
two Link squads. Don't panic and move or you will attract the other squads'
attention. Start off by destroying the squads around you then attack the ones
that come next. Be sure to eliminate the Link Leader as Hector states in the
briefing so enemy groups Link less. Hector should always be on Repair duty to
avoid losing parts or even your pilots each turn. Friendly fire in here is a
common sight so position carefully. Strikers and Launchers should always be
the first ones to go, aside from the Jammer and Mechanic units. Keep your 
units' Body HP above 1000 to be safe from enemy Link attacks.

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

The next mission starts after the cutscene ends. As stated earlier, there is
no way to prepare for this battle so please come prepared in Mission 24 if 
you fail the next one.

------------------------------------------------------------------------------
Mission 25 - Synchrotron Outer Rim
------------------------------------------------------------------------------

Date: 09/July/2112
Location: Synchrotron Outer Rim, U.S.N. Alaska Radiation Research Complex
Difficulty: ***
Briefing:

None.

Briefing Notes: None.

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 15 turns or less without 
any lost pilots.

Link Squad A:

Morgan(Leader)
Assault
Gunner
Jammer

Link Squad B:

Mechanic B(Leader)
Mechanic A

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 - 10332		(P) RF - 202 x 4(1), 4-10, 6 AP, 88-73%
Evasion - 0%		(I) SG - 80 x 6(2), 1-3, 3 AP, 77-59%
Armor -	Fire		(F) MS - 199 x 4(1), 6-8, 10 AP, 100%	
Defense - 80		(P) CN - 361 x 4(1), 1-5, 14 AP, 98-90% 
Pilot Type - Aggressive
Job Levels:		Skills:
Stk - 1			EMP Recovery		Boost II
Asl - 3			Hammer Down
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 - 1720		(P) MG - 20 x 10, 1-4, 4 AP
Arms - 952		(I) SG - 23 x 9, 1-3, 3 AP
Legs - 1140				
Evasion - 2%
Armor - Impact				
Defense - 32/32/8
Job Levels:		Skills:
Stk - 1			EMP Recovery		Switch II
Asl - 8			All Hit			Slice Shot II
Gun - 1			Assault Link L		Defense I
Lcn - 1			Assault Link R		All Repair 400(BP, 4)
Mec - 1			Speed II
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 - 1629		(F + I) BZ - 129 x 1 + 101, 3-6, 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			EMP Recovery		Boost I 
Asl - 1			Hammer Down		All Repair 400(BP, 4)
Gun - 8			Gunner Link L
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 - 1546		(F) FT - 42 x 4, 1-2, 3 AP
Arms - 897		(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		Block DMG 60
Asl - 2			Abyss Shot
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 - 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 - 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 
AP: 23	MV: 8	Lv: 26	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 - 16/16/8
Job Levels:		Skills:
Stk - 1			EMP Recovery
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:

You start this mission immediately after Mission 24. You only have 5 enemies
to deal with, but Morgan's mobile weapon is the big threat here. Start off
by destroying the nearby Jammer to prevent Morgan from pounding someone with
missiles. Eliminate the Gunner and Assault units nearby afterwards. The two
Mechanics are hiding behind Morgan to fix the mobile weapon. Naturally, the
Mechanics will try to attack if Morgan does not need Repairing. 

Once the Mechanics are gone and dealt with, surround and crush Morgan's 
mobile weapon. Do note that the armanents on it are all very strong, capable 
of easily dealing a total damage of 1000 or higher. Hammer Down with Morgan's 
CN is very deadly as it will exceed an overall damage of 2000 to one unlucky 
victim(and most likely kill them). Keep Hector Repairing while the rest 
attack. 

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

INTERMISSION
------------

Information Update:

1. Simulator 18 available.
2. New equipment at the Hangar.

After the back-to-back missions, another cutscene greets you. This is the
final segment of the game and not surprisingly the toughest. Fortunately, an
intermission awaits after the last two missions. Do what needs to be done 
then begin the last segment of the game.

------------------------------------------------------------------------------
Mission 26 - Maintenance Tunnel
------------------------------------------------------------------------------

Date: 09/July/2112
Location: Linac Maintenance Tunnel, U.S.N. Alaska Radiation Research Complex
Difficulty: *****
Briefing: 

Black 1 to all units. There are obstacles in the way. We can deduce that 
bulkheads are blocking the path ahead... The professor is trying to regain 
system control. We'll clean up until then. Leaving any enemies behind will 
cause problems later. So, our job is to remove all enemies in this tunnel. If
we don't, we could have trouble later on. Space is limited here... Aside from
missiles, shoulder weapons are unusable. Sensors are similarly limited so 
don't use them.

Briefing Notes: 

A picture of a Bulkhead is shown.

Enemies: 27
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)
Assault A
Assault A
Gunner B
Launcher A
Launcher A

Link Squad B:

Launcher C(Leader)
Assault A
Gunner A
Mechanic
Striker

Link Squad C:

Assault B(Leader)
Gunner B 
Jammer 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: 7	Lv: 26	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1194		(P) MG - 20 x 10, 1-4, 4 AP(two)
Arms - 662		(I) SG - 23 x 9, 1-3, 3 AP(see MG)
Legs - 925		(P) MG - 20 x 10, 1-4, 4 AP(one)
Evasion - 6%		(I) KN - 86 x 1, 1, 1 AP(see MG)
Armor -	Impact		(I) SG - 23 x 9, 1-3, 3 AP(one)	
Defense - 32/32/32	(P) PB - 101 x 1, 1, 1 AP(see SG)
Job Levels:		Skills:
Stk - 3(MG/KN + SG/PB)	EMP Recovery		Boost II
Asl - 9			All Hit
Gun - 1			Assault Link L
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 - 1806		(I) KN - 94 x 1, 1, 1 AP
Arms - 998		(P) MG - 22 x 10, 1-4, 4 AP
Legs - 1406				
Evasion - 16%
Armor -	Impact			
Defense - 20/20/20
Job Levels:		Skills:
Stk - 2			Striker Link L		Anti-Strike
Asl - 9			Assault Link R		Speed III
Gun - 1			Speed II
Lcn - 1			Boost II
Mec - 1			Double Assault
Jam - 1			Terror Shot III
------------------------------------------------------------------------------
Grimnir Gunner A in Grille Sechs - Total 4
AP: 23	MV: 7	Lv: 26	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1132		(P) RF - 162 x 1, 1-7, 6 AP(one)
Arms - 624		(I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 792		(F + I) BZ - 129 x 1 + 101, 3-6, 6 AP(three)
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 - 9			Gunner Link L
Lcn - 1			Panic Shot II
Mec - 1			Zoom
Jam - 1
------------------------------------------------------------------------------
Grimnir Gunner B in Grille Sechs - Total 2
AP: 23	MV: 4	Lv: 26	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1132		(P) RF - 162 x 1, 1-7, 6 AP(one)
Arms - 624		(I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 880		(F + I) BZ - 129 x 1 + 101, 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 - 9			Gunner Link L
Lcn - 1			Panic Shot II
Mec - 1			Zoom
Jam - 1
------------------------------------------------------------------------------
Grimnir Gunner C in Grille Sechs - Total 1
AP: 23	MV: 4	Lv: 26	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		Fix DMG III
Asl - 1			Hammer Down 		Minus Shot III
Gun - 9			Gunner Link L		All Repair 200(BP, 3)
Lcn - 1			Panic Shot II
Mec - 1			Zoom
Jam - 1			Quick Draw
------------------------------------------------------------------------------
Grimnir Jammer A in Schakal - Total 1
AP: 23	MV: 6	Lv: 26	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1073		(F) FT - 42 x 4, 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			Terror Shot I
Gun - 1
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 - 1546		(F) FT - 61 x 3, 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
Jam - 9
------------------------------------------------------------------------------
Grimnir Launcher A in Enyo - Total 3
AP: 29	MV: 7	Lv: 26	AP Charge: 19
Unit Loadout:		Weapon Loadout:	
Body - 953		(I) KN - 86 x 1, 1, 1 AP
Arms - 522		(I) KN - 86 x 1, 1, 1 AP
Legs - 792		(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 - 12/12/4
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		
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 - 1371		(I) KN - 94 x 1, 1, 1 AP
Arms - 749		(I) SD - 20 x 1, 1, 1 AP
Legs - 1140		(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 - 12/12/4
Job Levels:		Skills:
Stk - 2			Striker Link L		AP Charge + 1
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 - 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 + 2	Fix DMG III
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	MS Reload 3(BP, 2)
Mec - 1			AP Cost 0	AP Charge + 1
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 - 1018		(P) MG - 20 x 10, 1-4, 4 AP
Arms - 567		(I) SD - 18 x 1, 1, 1 AP
Legs - 792				
Evasion - 0%
Armor - Piercing				
Defense - 16/16/16
Job Levels:		Skills:
Stk - 1			EMP Recovery
Asl - 1			Full Defense
Gun - 1			Slice Shot II
Lcn - 1
Mec - 9
Jam - 1
------------------------------------------------------------------------------
Grimnir Striker in Scintilla - Total 3
AP: 23	MV: 7	Lv: 26	AP Charge: 15
Unit Loadout:		Weapon Loadout:	
Body - 1254		(I) KN - 86 x 1, 1, 1 AP(one)	
Arms - 694		(P) PB - 101 x 1, 1, 1 AP(see KN)
Legs - 975		(P) PB - 101 x 1, 1, 1 AP(one)
Evasion - 16%		(I) RD - 123 x 1, 1, 1 AP(see PB)
Armor -	Impact		(I) RD - 123 x 1, 1, 1 AP(one)	
Defense - 20/20/20	(P) PB - 101 x 1, 1, 1 AP(see RD)
Job Levels:		Skills:
Stk - 9			EMP Recovery
Asl - 1			Hard Strike
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, Terror Shot II, Pincers
Hector - Raptor MG + WS SD.
Skills - Full Defense, Slice Shot I, Defense II, Repair AP - 2
Launcher(S) - Piz 3 MS x 2.
Skills - Double Launcher, AP Cost 0, Max AP + 1/2(2), AP Charge + 1/2
Gunner(S) - Ibis RF. 
Skills - Quick Draw, Hammer Down, Body Breaker, Zoom
Striker(S) - Last Stake PB + Iron Lump KN.
Skills - Double Punch II, Hard Strike, Footwork
Jammer(S) - Heat Rat FT.
Skills - Hellfire, Abyss Shot, Feint II, Fix DMG II

Equipment - Rank 10. 

Strategy:

This mission is split into 3 sections, with 2 bulkheads dividing them. To
advance to each section, destroy the Link Leader hanging by the bulkheads.
There are a lot of enemies to kill, but fortunately you deal with the ones
in the section you are in. Be sure to have Hector Repair as much or anyone 
with Repair items to do so. The last section has the most enemies to deal
with so make sure you are healed when you finish off the last Link Leader in
the second section. 

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

INTERMISSION
------------

Information Update:

1. New equipment at the Hangar, maximum Rank raised to 11 and Remodeling
maximum Rank raised to 12.

After the following cutscenes, the final mission briefing will begin. If you
have not spent your RP on Remodeling, now is the time to do so. Be sure to
train your pilots in the Simulator if you need more skills or AP. Save the
game and when you feel prepared, commence the final mission.

------------------------------------------------------------------------------
Final Mission - Reactor
------------------------------------------------------------------------------

Date: 09/July/2112
Location: Reactor, U.S.N. Alaska Radiation Research Complex
Difficulty: *****
Briefing: 

Black 6 to all units. It's almost over. Our target is Morgan Bernard, but...
It doesn't mean we only have to take him out. Our target still has some of 
his forces around. So, the operation will end when all enemies are destroyed.
The enemy units are of unknown types and are entirely new. We don't know 
their armanents so exercise caution. Our target is using an S-Type machine...
The unit has the strongest combat capabilities. Its designation is the
"T-1 Brutal Wolf". Don't underestimate it. Unfortunately, the systems have
activated the anti-matter phase. Keep in mind that the laws of nature may not
apply here. Despite this, do not panic. Everyone, it ends here.

Briefing Notes: 

Pictures of the Unknown WAP A and Unknown WAP B are shown. Data on the T-1
"BrutalWolf" is shown, along with pictures, Armanent A, and Armanent B data.

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 30 turns or less without 
any lost pilots.

Link Squad A:

Glen(Leader)
Jammer
Mechanic
Assault
Striker
Gunner A

Link Squad B:

Gunner B(Leader)
Gunner B
Gunner B
Gunner B

Link Squad C:

Launcher B(Leader)
Launcher B
Launcher B
Launcher B

Link Squad D:

Launcher A(Leader)
Launcher A
Launcher A

Link Squad E:

Striker(Leader)
Assault

Link Squad F:

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 - 13648		(P) RD - 283 x 1(2), 1, 1 AP, 80% Bonus, 92-92%
Evasion - 30%		(F) MS(4) - 289 x 2(1), 6-8, 10 AP, 100%
Armor -	Impact		(I) SG - 27 x 14(2), 2-3, 3 AP, 74-68%	
Defense - 40		(N) CN - 453 x 1(2), 4-10, 7 AP, 82-68% 
Pilot Type - Aggressive
Job Levels:		Skills:
Stk - 2			EMP Recovery		Boost II	
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		
------------------------------------------------------------------------------
Grimnir Assault in Terror Wolf - Total 3
AP: 24	MV: 6	Lv: 27	AP Charge: 16
Unit Loadout:		Weapon Loadout:	
Body - 1720		(P) MG - 20 x 10, 1-4, 4 AP(two)
Arms - 952		(I) SG - 23 x 9, 1-3, 3 AP(see MG)
Legs - 1197		(F) FT - 42 x 4, 1-2, 3 AP(one)
Evasion - 26%		(I) SG - 23 x 9, 1-3, 3 AP(see FT)
Armor - Piercing				
Defense - 32/32/8
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
Mec - 1			Speed II
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 - 1358		(F + I) BZ - 145 x 1 + 111, 2-7, 6 AP
Arms - 748		(I) KN - 18 x 1, 1, 1 AP
Legs - 950				
Evasion - 0%
Armor -	Piercing			
Defense - 16/20/4
Job Levels:		Skills:
Stk - 1			EMP Recovery		Blast Shot
Asl - 1			Hammer Down
Gun - 9			Gun Link L
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 - 1629		(P) RF - 145 x 1, 1-7, 6 AP(two)
Arms - 897		(I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 1140		(F + I) BZ - 135 x 1 + 101, 2-7, 6 AP(two)
Evasion - 0%		(I) KN - 18 x 1, 1, 1 AP(see BZ)
Armor -	Piercing			
Defense - 16/20/4
Job Levels:		Skills:
Stk - 1			EMP Recovery		Defense I(RF Link Leader)
Asl - 1			Hammer Down
Gun - 9			Gunner Link L
Lcn - 1			Panic Shot II
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 - 1288		(F) FT - 51 x 3, 1-2, 3 AP
Arms - 722		(I) KN - 18 x 1, 1, 1 AP
Legs - 892				
Evasion - 36%
Armor -	Piercing			
Defense - 8/8/24
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
------------------------------------------------------------------------------
Grimnir Launcher A in Terror Wolf - Total 3
AP: 30	MV: 8	Lv: 27	AP Charge: 20
Unit Loadout:		Weapon Loadout:	
Body - 1371		(I) KN - 118 x 1, 1, 1 AP
Arms - 749		(I) KN - 118 x 1, 1, 1 AP
Legs - 1140		(F) GR(4) - 637 x 1, 4-6, 27 AP
Evasion - 0%		(F) GR(4) - 637 x 1, 4-6, 27 AP
Armor -	Fire			
Defense - 12/12/8
Job Levels:		Skills:
Stk - 3			EMP Recovery	Max AP + 1	Auto Machine(LL)
Asl - 1			Striker Link L	Max AP + 1
Gun - 1			Striker Link R	AP Charge + 1
Lcn - 9			AP Cost 0	AP Charge + 1
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 - 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
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 + 2	Tackle(Link Leader)
Asl - 1			Double Launcher	Max AP + 1	Skill Down - 2%(LL)
Gun - 1			Striker Link L	Max AP + 1		
Lcn - 9			Striker Link R	AP Charge + 1 
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 - 1222		(P) MG - 23 x 8, 1-4, 4 AP
Arms - 832		(I) SD - 18 x 1, 1, 1 AP
Legs - 892				
Evasion - 0%
Armor -	Piercing			
Defense - 16/40/16
Job Levels:		Skills:
Stk - 1			EMP Recovery
Asl - 1			Full Defense
Gun - 1			Slice Shot II
Lcn - 1			Minus Shot II
Mec - 9
Jam - 1
------------------------------------------------------------------------------
Grimnir Striker in Terror Wolf - Total 3
AP: 24	MV: 8	Lv: 27	AP Charge: 16
Unit Loadout:		Weapon Loadout:	
Body - 1806		(I) KN - 94 x 1, 1, 1 AP(two)
Arms - 998		(I) KN - 94 x 1, 1, 1 AP(see KN)
Legs - 1406		(I) RD - 134 x 1, 1, 1 AP(one)
Evasion - 14%		(P) PB - 101 x 1, 1, 1 AP(see RD)
Armor -	Impact			
Defense - 20/56/20
Job Levels:		Skills:
Stk - 9			EMP Recovery		Double Punch I(KN) 
Asl - 1			Hard Strike		Boost I(KN, Glen)
Gun - 1			Striker Link L		Anti-Strike(KN Link Leader)
Lcn - 1			Striker Link R
Mec - 1			Charge II
Jam - 1			Footwork
------------------------------------------------------------------------------

Recommendation:

Walter - Chronik MG + Girino SG.
Skills - Switch II, Speed III, Terror Shot III, Pincers
Hector - Raptor MG + WS SD.
Skills - Weakpoint, Full Defense, Defense III, Repair AP - 2
Launcher(S) - Piz 3 MS x 2.
Skills - Double Launcher, AP Cost 0, Max AP + 1/2(2), AP Charge + 1(2)/2
Gunner(S) - Ibis RF. 
Skills - Quick Draw, Hammer Down, Body Breaker, Zoom
Striker(S) - Last Stake PB + Iron Lump KN.
Skills - Double Punch II, Hard Strike, Footwork, Defend Body
Jammer(S) - Heat Rat FT.
Skills - Hellfire, Abyss Shot, Feint III, Fix DMG III

Equipment - Rank 12. 

Strategy:

The final battle is both exciting and difficult. For starters, there is an 
added unknown factor in the mission: the reactor's energy waves. Every few
turns or so, the reactor will fire waves of energy in one side of the area.
These waves take off exactly 1/3 of every wanzer's full HP save Brutal Wolf.
Worst, it ALWAYS happens right before the Enemy Phase begins. If anyone gets
hit with the waves, they will die from resulting enemy Link attacks. Though
you may think the waves only target one area, they target that AND the ones
that were hit before. You are given a 3 turn warning before the wave hits
so keep moving and stay out of the target area.

Aside from that, out-running means Links are not going to be effective but
it can if everyone has a Gunner weapon. This however is a bad thing in this
battle. If you want, blow off their weapon arms and make a run for the next
set of enemies. The energy waves will vaporize those enemies since they do
not move when both arms are destroyed. Mow down the squads approaching 
and prepare for Glen's Link squad.

Now, first priority is to take down the Jammer and Mechanic of the squad.
Glen will obviously be attacking, but fortunately he uses his MS up first. 
You have time before he decides to get serious and destroy your team. With 
the Mechanic and Jammer gone, the Striker and Gunner should go next. By 
now, Glen will have used up his MS ammo and stops playing around. Here's 
why the Brutal Wolf is dangerous: its RD and CN are capable of taking down 
a unit if it acts in Links more than once. With a higher activation rate, 
seeing 700 to 1000 damage is possible and not a good sight.

The SG is the unit's weakest weapon, but can be deadly with Speed III 
activated. For his defensive capabilities, the Brutal Wolf sports a rather 
high Evasion rate. Don't be surprised if Glen dodges entire rounds of an
attack from a weapon. Just keep up the attacks and it can't dodge all of 
them. With its incredibly high HP value and decent Evasion, the Brutal Wolf 
will take time to put down. Don't forget about the energy waves while you 
pound Glen.

Enjoy the final cutscenes as you have successfully beaten Front Mission 5!

------------------------------------------------------------------------------
4. BATTLE PLANNING						[PLAN]
------------------------------------------------------------------------------

This section will discuss areas on how to prepare for missions and the 
Simulator battles, along with other details. See each section for more.

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

This section discusses the weapon types that can be used by both friendly and
enemy pilots. 

MACHINE GUN - MG
----------------

Weapon Class - Piercing
AP Usage - 4
Range - base 1-4
Experience - 30/attack

Machine Guns are the most common weapons found in Front Mission. They deal
Piercing damage and hit random parts with a good amount of rounds. The 
damage is weak, but it can increase with several skills and through Link 
attacks. These are always reliable weapons throughout the whole game.

SHOTGUN - SG
------------

Weapon Class - Impact
AP Usage - 3
Range - base 1-3
Experience - 30/attack

Shotguns are another common aspect found in all Front Mission games. They 
deal Impact damage and hit all parts equally. The damage is similar to a
Machine Gun but a Shotgun is more reliable in hitting multiple parts at 
once. Just remember these become near-useless when there are broken parts as 
the Shotgun does not direct the damage towards non-broken parts as in prior 
Front Missions. Still good in most cases.

FLAMETHROWER - FT
-----------------

Weapon Class - Fire
AP Usage - 3
Range - base 1-2
Experience - 40/attack

Flamethrowers have returned after a hiatus in Front Mission 4 with some 
changes. They deal Fire damage and hit parts at random though hits tend 
to be aimed at the Body often. However, the option to choose the amount 
of rounds fired is no longer and they hit less than Shotguns or Machine 
Guns. The damage per round is typically much higher than a Machine Gun or
Shotgun, but their range makes it somewhat impractical. Remodeling is the
only way the Flamethrower shines.

GATLING GUN - GG
----------------

Weapon Class - Piercing
AP Usage - 6
Range - base 1-6
Experience - 40/attack

A new weapon type in Front Mission 5, Gatling Guns are essentially Machine
Guns with longer range and a very high rate of fire. Damage per round is
the weakest of all multiple round weapons, but the rate of fire and range
make up for it. As such, Gatling Guns have lower Accuracy than the other 
Gunner weapons and should be used with two arms instead of one. It is quite
amusing to hear this weapon shred an enemy wanzer with its rounds though. 

RIFLE - RF
----------

Weapon Class - Piercing
AP Usage - 6
Range - base 1-6
Experience - 40/attack

Another mainstray of Front Mission weapons, Rifles are long-range beasts that
are useful in softening up enemy targets. Unlike in Front Mission 4, the 
Rifle can now be used with only one free arm weapon instead of being limited
to two free arms. The Accuracy takes a notable drop though like the other 
Gunner weapons so it's usually better to use two free arms than one. 

BAZOOKA - BZ
------------

Weapon Class - Fire + Impact
AP Usage - 6
Range - base 3-6
Experience - 40/attack

A weapon seen from Front Mission 1st, 2 and 4, Bazookas are essentially 
Fire-based Rifles with a Shotgun effect. They deal both Fire and Impact
damage, first being the actual round and the resulting explosion dealing
damage to all parts Shotgun style. The explosion has a Blast Range stat now 
so it can hit targets that are nearby the intended target. Due to this, 
the minimum firing range is now at 3 spaces instead of 1. Like the Rifle, 
it can now be used with only one free arm with accuracy penalties. Even 
though its Accuracy is lower than the Rifle's, the explosion always hits 
the target. That means allies can also be hit by it.

MISSILE - MS
------------

Weapon Class - Fire
AP Usage - base 10, increases with higher Ranks by 1 or 2 AP
Range - base 6-8
Experience - 180/round fired

Yet another common weapon of Front Mission are the missiles. Missiles deal
unavoidable and non-counterable damage from long-range. Range is similar to
Front Mission 4's missiles, but now the AP usage rises with every upgrade 
to a stronger unit. Fortunately, Launcher's gain AP support skills to deal
with the rising AP cost issues. As found in Front Mission 4, Sensor units 
can allow missiles to hit a target beyond its range.

GRENADE - GR
------------

Weapon Class - Fire
AP Usage - base 11, increases with higher Ranks by 1 or 2 AP
Range - base 4-6
Experience - 190/round fired

Another common weapon found in Front Mission are the grenades. Grenades 
feel more like artillery since they target an area instead of an enemy.
Damage is spread out evenly like a Shotgun, but much stronger. Take care
as the AP costs are high and you can hit friendly targets as well. Lastly,
Grenades are useless in an indoors mission.

ROCKET - RK
-----------

Weapon Class - Fire
AP Usage - base 12, increases with higher Ranks by 1 or 2 AP
Range - base 8-10
Experience - 200/round fired
 
An old weapon from Front Mission 1st, 2, and 4, Rockets are souped up 
Grenades with even longer range and higher AP cost. Damage dealt is 
randomized per part, unlike the GR's more concentrated damage to each 
part. AP skills really help out here to allow for multiple rocket 
attacks. Rockets are useless in indoor missions as well.

KNUCKLE - KN
------------

Weapon Class - Impact
AP Usage - 1
Range - 1
Experience - 30/attack

Melees weapons have existed in Front Mission for a long time. They're just
there.. no real need to doubt its existence. Knuckles deal the lowest amount
of damage for the most Accuracy. Since melee attacks go after the Body more
often, it's near-perfect Accuracy helps take down wanzers faster. 

KNUCKLE(HARD BLOW) - KN
-----------------------

Weapon Class - Impact
AP Usage - 1
Range - 1
Experience - 30/attack

Anyone who remembers the infamous Hard Blow from Front Mission 2 and 3 may
be quite happy that it is back. Basically, in the event you have an Arm 
with no weapon, it counts as a Hard Blow weapon. The damage is easily the 
lowest of all weapons so do not count on them to deal big damage but 
rather as a way to trigger Links if possible. Each Arm part has its own 
damage and Accuracy values, but it's mostly the same. There are the rare 
few that do have higher damage values... but they are rare.

ROD - RD
--------
 
Weapon Class - Impact
AP Usage - 1
Range - 1
Experience - 30/attack

Rods deal the most damage of the melees but are surprisingly horrible for 
Accuracy. Most of the time a Pile Bunker or Knuckle will deal more reliable
damage that connects. Still dangerous used correctly. Swords can also used
in this game, as seen in Front Mission 2. 

PILE BUNKER - PB
----------------

Weapon Class - Piercing
AP Usage - 1
Range - 1
Experience - 30/attack

Pile Bunkers are in-between Knuckles and Rods for damage and Accuracy, except
Piercing quality. Very reliable weapon. Always keep one on Strikers or those
who are training with the Striker Job.

SHIELD - SD
-----------

Weapon Class - Impact
AP Usage - 2
Range - 1
Experience - 40/attack

A shield's a weapon now!? That's right, Shields no longer need AP to use... 
the protection comes free of charge. Now, it can be used as a melee weapon
but weaker than Knuckles. Due note that any weapons will be reduced by one
attack in a phase with a Shield due to having weapon restrictions so take a 
weapon like a Gatling Gun that can do some damage even with one attack. With 
a certain wanzer skill, the weapon restriction can be removed.

CANNON - CN(ENEMY ONLY)
-----------------------

Weapon Class - Piercing, but with exceptions
AP Usage - base 6 AP, varies 
Range - base 1-8

These weapons are exclusive only to the enemy. Cannons are basically Rifles
with longer range for the most part, without the Penetration feature. Several
special units use Cannons but their's differ in that it is not Piercing and 
tend to have even greater range. These ones look visually pleasing but this
author will leave it at that.

------------------------------------------------------------------------------
BACKPACKS							[BACK]
------------------------------------------------------------------------------

This section discusses the different types of Backpacks found in the game.
Any Backpack can be equipped onto a wanzer as long as the Weight does not go
beyond the wanzer's Output limit.

ITEM
----

Item Backpacks allow your pilot to equip items for use in battle. They also
add to a wanzer's Output, but it's usually to compensate for the Item 
Backpack's Weight. Items that can be equipped depend on their size from S,
M, and L. Also, the range and AP to use items vary. These are a must on 
Launcher pilots, who tend to run out of ammo fairly quickly.

TURBO
-----

Turbo Backpacks, as in past Front Mission games, add onto your wanzer's 
Output stat. The additional power is significantly more higher than say an 
Item Backpack, but that is all it can do. They are good on Striker 
wanzers, but only one is available. One more can be found, but it requires 
going through a certain game mode...

REPAIR
------

Repair Backpacks are what every Mechanic should have. Basically, their one
purpose is to keep everyone on the team healthy and free of EMP-inflicted
status anomalies. The functionality of Repair Backpacks include the basic
Repair, All Repair, Remove, and Restore. Repair and All Repair are easy 
to understand, Remove fixes EMP status anomalies, and Restore repairs a
broken part.

Experience - 100(Repairs function)

EMP
---

EMP Backpacks are the main toy any Jammer uses to disable enemy wanzers. 
These Backpacks have made some slight changes from their introduction in 
Front Mission 4. Sensors now have their own class to start. EMP functions
now include Armor Coating, Repair, All Repair, and Remove functions seen
in Repair Backpacks. However, the EMP Backpacks that can multi-task are
unable to inflict all EMP status. The pure EMP remains here for that 
purpose.

Experience - 100(EMP function), 100(Repairs function), 100(Armor Coating 
function)

SENSOR
------

Sensor Backpacks are from the EMP class Backpacks, but are special for a 
specific reason. Their Sensors can pick up nearby enemy units for Launcher
pilots to attack with Missiles beyond their weapon range. This is the only
reason as to why a Sensor Backpack would be used. Aside from this, it has 
the same functionality as the other EMP Backpacks, except it cannot use all
EMP status anomalies. Either way, the Sensor function alone is worth using 
this type of Backpack for.

Experience - 100(EMP function), 30(Sensor function)

------------------------------------------------------------------------------
REMODELING							[REMO]
------------------------------------------------------------------------------

In past Front Missions, the player could get new parts from a store or use
money to strengthen the parts they already have. In Front Mission 5, parts
can still be bought at the Hangar but to truly have the best wanzer equipment
requires the use of the Remodeling system. Remodel Points(RP) and Credit 
Points(CP) are needed for the Remodeling process. Basically, all parts can
be modified in various paths seen in the Upgrade History chart. Most Hangar 
parts follow the middle path, which offers no real upgrades. Further to the 
right and left paths are where the upgrades lie. 

For 1 RP and some CP, you can select how a part is modified. Their Rank 
determines how much more they can be upgraded so try to keep some low Rank 
parts so you can experiment with them later in the game. Remodeling is 
permanent so be sure to save your game.

Rank 12 is the highest any part can be upgraded to so you have plenty of 
room to watch your wanzer improve and change visually. Weapons and Backpacks 
can also be upgraded so be sure to experiment until you have the right 
Remodeled weapon for your war machines. Many parts offer branching paths
and at various Ranks so be sure to experiment!

For example, let's beat Simulator 02 and gain the Artassaut MG. Go to the
Upgrade option in the part menus and make sure to have 1 RP and some CP.
Since it starts at Rank 1, it can branch off to Artassaut C or stay on the
middle path and remain Artassaut. At Rank 4, it can either stay at the 
current path or branch off into the Artassaut SP path. This is illustrated
below:

------------------------------------------------------------------------------
Upgrade History:
							  -----> Artassaut SP
							  |
	----> Artassaut C ---> Artassaut C ---> Artassaut C ---> Artassaut C
        |
Artassaut---> Artassaut   ---> Artassaut   ---> Artassaut   ---> Artassaut

------------------------------------------------------------------------------
RANK 1	      RANK 2           RANK 3           RANK 4           RANK 5
------------------------------------------------------------------------------

If that doesn't explain Remodeling more clearly, go back and pay attention
to the tutorial given in the beginning! Or try it yourself!

------------------------------------------------------------------------------
SKILL LIST							[SKIL]
------------------------------------------------------------------------------

This section discusses the many skills learned through different Jobs and the
Level the skill comes from. To get a skill, you must gain a Level increase 
in one of the 6 Job classes and spend Experience Points(EP). EP is only 
gained through a rise in Pilot Level. As the Pilot Level caps at 50, there 
is a limit to how many skills can be purchased. Be sure to spend the EP 
wisely and not on a skill you may never really use. Skill points increase as 
the Pilot Level increases as well, up to a maximum of 16 for any pilot. 
Skills take up a certain amount of skill points, with the maximum being 5.

Here is a guide of the Job Level and how many points are needed to increase 
it.

Job Level Guide:

------------------------------------------------------------------------------
To Next		Level
------------------------------------------------------------------------------
1140		1
3900		2
5760		3
7920		4
13680		5
10800		6
10800		7
14400		8
21600		9
0		10

Skills in Front Mission 5 work a bit differently than in the other games of
the series. While any pilot can train with any Job, only the specialists of
a specific Job will recieve all of its skills. For example, a specialist in
the Striker class who advances to Lv 2 Gunner will learn Heli Hunt, but not
Aim. Likewise, a Gunner specialist will learn Striker Link L at Lv 2 Striker
but not Melee Duel. Also, non-specialists cannot learn the Lv 10 skills of
non-specialty Jobs, only up to Lv 9. The strongest skills are Job-exclusive
and due to a certain plot element, skills from 'S' pilot are exlusive as
well.

When in battle, skill activation rate varies based on the skill equipped.
More potent skills activate less and the weaker ones tend to activate more.
In Link battles, there is a possibility of a skills Chain in that multiple
skills activating during a Link battle. Chain activation rate works in a
similar matter to skill activation rate. Having a lot of weaker skills 
will result in a bigger Chain, but the effect will not be as great with a
more potent skill. Likewise, stronger skills usually do not contribute to
long Chains but their effects are greater and more potent. Chain also 
multiplies the damage of the next skill contributing to the Chain. The
data on that is in the following:

Chain Activation Guide:

------------------------------------------------------------------------------
Skills Chaining		Multiplier
------------------------------------------------------------------------------
1			x 1.0
2			x 1.2
3			x 1.3
4			x 1.4
5			x 1.6
6			x 1.8
7 and above		x 2.0

Special type skills cancel any Chains building up and do not stack with
other skills. Command skills such as Snipe or Aim also cancel any Chains due
to their nature. Certain skills like the Breaker or Hunt set will cancel 
Chains as well. Skill activation rate can be read in further under the 
following as well:

Skill Activation Guide:

------------------------------------------------------------------------------
Activation Rate		Skill Examples
------------------------------------------------------------------------------
Low			Double Launcher, Hammer Down
Low-Moderate		Switch II, Weakpoint
Moderate		Feint III, Charge III
Moderate-High		Terror Shot II, AP Cost 0, Footwork
High			Defense I, Fix DMG I, Panic Shot I

Basically, S-exclusive skills activate the least in battle due to their high 
potency without being a Special skill. Special skills activate more often, 
but not by much due to their capabilities. Skills ending in a III or are the 
strongest of their skill set are seen to some degree. Skills ending with a 
II and I or are the weaker, initial ones of the skill set activate the 
most. 

Here are the skills and skill descriptions for the following Jobs:

Skills Guide:

['X'] - Special Skill * ONLY ONE CAN BE EQUIPPED AT ANY TIME! *
[ X ] - Battle Skill
[-->] - Enhancement Skill
[ v ] - Leader Skill
[ # ] - Command Skill
[|=|] - Link Skill
(E)   - Job Exclusive
Condition - Weapons that will activate the skill.
EP Cost - The amount of EP needed to buy the skill.
Skill Slots - The amount of slots the skill takes to equip.

ASSAULT
-------

Lv: 2 - Barrage, Assault Link L, Pincers, Terror Shot I
Lv: 3 - Switch I, Assault Link R
Lv: 4 - Skill + 2%, Max AP + 1
Lv: 5 - Gun Duel, Speed I, AP Charge + 1
Lv: 6 - Switch II, Boost I
Lv: 7 - Double Assault, Terror Shot II
Lv: 8 - Chain + 2%, Speed II
Lv: 9 - Terror Shot III, Boost II
Lv: 10 - Speed III

Skill Notes:

Barrage fires an amount of rounds equivalent to the amount of targets that
can be affected. A Raptor at Rank 11 fires 8 rounds and if 3 enemies can be
affected, Barrage fires a total of 24 rounds. Not all rounds will be directed
at each enemy equally as it is affected by range and angle factors. Elevation
also affects Barrage as its hit rate drops against aerial targets. Friendly
fire mechanics can also affect how damage is distributed to enemy targets.

Double Assault can activate either from using an Assault or Striker weapon.
The only condition is that the user must be within range for both weapons so
the skill can activate. Pincers activates during conditions where there is a
high chance the user will hit a friendly in the line of fire. Switch II works
for weapons of the same type also as it is an upgraded version of Switch I. 

------------------------------------------------------------------------------
Skill Name		Skill Type		Condition
------------------------------------------------------------------------------
Barrage(E)         	['X']			MG, GG
Data: Attacks all enemies with sweeping gun bursts. Multiplies damage by 
1.5.
EP Cost: 2
Skill Slots: 3
------------------------------------------------------------------------------
Switch I(E)        	['X']			MG, SG, FT
Data: Performs a double attack with two Assault type weapons of the same
type. Multiplies damage by 1.2.
EP Cost: 2
Skill Slots: 3
------------------------------------------------------------------------------
Switch II(E)       	['X']			MG, SG, FT
Data: Performs a double attack with two Assault type weapons of different
types. Multiplies damage by 1.2.
EP Cost: 2
Skill Slots: 4
------------------------------------------------------------------------------
Double Assault(E)  	['X']			MG, SG, FT, KN, RD, PB, SD
Data: Performs a double attack with one Assault and Striker type weapon.
Multiplies damage by 1.2.
EP Cost: 2
Skill Slots: 4
------------------------------------------------------------------------------
Terror Shot I   	[ X ]			MG, SG, FT, GG, RF, BZ
Data: Lowers enemy's evasion to 1/2.
EP Cost: 2
Skill Slots: 2
------------------------------------------------------------------------------
Terror Shot II		[ X ]			MG, SG, FT, GG, RF, BZ
Data: Lowers enemy's evasion to 1/3.
EP Cost: 2
Skill Slots: 3
------------------------------------------------------------------------------
Terror Shot III(E)	[ X ]			MG, SG, FT, GG, RF, BZ
Data: Lowers enemy's evasion to 1/4.
EP Cost: 2
Skills Slots: 3
------------------------------------------------------------------------------
Speed I 		[ X ]			MG, SG, GG			
Data: Multiplies number of rounds fired by 1.2.
EP Cost: 2
Skill Slots: 2
------------------------------------------------------------------------------
Speed II		[ X ]			MG, SG, GG
Data: Multiplies number of rounds fired by 1.5.
EP Cost: 2
Skill Slots: 3
------------------------------------------------------------------------------
Speed III(E)		[ X ]			MG, SG, GG
Data: Multiplies number of rounds fired by 2.
EP Cost: 2
Skill Slots: 4
------------------------------------------------------------------------------
Boost I			[ X ]			All except MS, GR, RK
Data: Boosts weapon damage by 10%.
EP Cost: 2
Skill Slots: 3
------------------------------------------------------------------------------
Boost II		[ X ]			All except MS, GR, RK
Data: Boosts weapon damage by 20%.
EP Cost: 2 
Skill Slots: 4
------------------------------------------------------------------------------
Pincers(E) 		[ X ]			MG, SG, FT, GG, RF, BZ
Data: Ally units do not take damage from friendly fire.
EP Cost: 2
Skill Slots: 2
------------------------------------------------------------------------------
Assault Link L		[|=|]			MG, SG, FT
Data: Enables link attack when left arm is equipped with an Assault weapon.
(MG SG FT)
EP Cost: 1
Skill Slots: 1
------------------------------------------------------------------------------
Assault Link R		[|=|]			MG, SG, FT
Data: Enables link attack when right arm is equipped with an Assault weapon.
(MG SG FT)
EP Cost: 1
Skill Slots: 1
------------------------------------------------------------------------------
Gun Duel(E)		[ # ]			MG, SG, FT, GG, RF, BZ
Data: Engages target in a gun duel. Links are disabled. Damage is multiplied
by 1.2.
EP Cost: 1
Skill Slots: 3
------------------------------------------------------------------------------
Max AP + 1		[-->]			None
Data: Max AP + 1.
EP Cost: 1
Skill Slots: 1
------------------------------------------------------------------------------
AP Charge + 1		[-->]			None
Data: AP charge + 1.
EP Cost: 1
Skill Slots: 1
------------------------------------------------------------------------------
Skill + 2%(E)		[ v ] 			None
Data: Raises skill activation rate of all allies by 2%. Leader must be alive.
EP Cost: 2
Skill Slots: 5
------------------------------------------------------------------------------
Chain + 2%(E)		[ v ] 			None
Data: Raises chain activation rate of all allies by 2%. Leader must be alive.
EP Cost: 2
Skill Slots: 5
------------------------------------------------------------------------------

GUNNER
------

Lv: 2 - Aim, Heli Hunt
Lv: 3 - Blast Shot, Gunner Link L, Panic Shot I
Lv: 4 - Accuracy + 2%, Gunner Link R
Lv: 5 - Focus Up, Focus Down, Focus Left, Focus Right, Max AP + 1
Lv: 6 - Body Breaker, Zoom, AP Charge + 1
Lv: 7 - Accuracy + 2%, Panic Shot II
Lv: 8 - Quick Draw, Leg Breaker, Max AP + 1
Lv: 9 - Snipe, Arm Breaker
Lv: 10 - Panic Shot III

Skill Notes:

Blast Shot will knock down if a single round connects. For BZs, the bazooka
round must connect as the blast damage will not generate knock down. Focus
skills raise the chance of hitting a certain part by 25%. Aim guarantees that
the round connects, but damage is lowered to balance the skill. Snipe does 
not guarantee that a round connects, but its chances of hitting a part are 
guaranteed.

------------------------------------------------------------------------------
Skill Name		Skill Type		Condition
------------------------------------------------------------------------------
Blast Shot(E)		['X']			GG, RF, BZ
Data: Knocks down enemy with a focused shot. Multiplies damage by 1.2.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Quick Draw(E)		['X']			RF, BZ
Data: Fires weapons two times in a single attack.
EP Cost: 2
Skill Slots: 4
------------------------------------------------------------------------------
Panic Shot I		[ X ]			MG, SG, FT, GG, RF, BZ
Data: Lowers enemy's accuracy to 1/2.
EP Cost: 2
Skill Slots: 2
------------------------------------------------------------------------------
Panic Shot II		[ X ] 			MG, SG, FT, GG, RF, BZ
Data: Lowers enemy's accuracy to 1/3.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Panic Shot III(E)	[ X ]			MG, SG, FT, GG, RF, BZ
Data: Lowers enemy's accuracy to 1/4.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Body Breaker(E)		[ X ]			MG, SG, FT, GG, RF, BZ
Data: Damage dealt to the body is increased by 1.5 and other parts receive
0.8 damage.
EP Cost: 2
Skill Slots: 2
------------------------------------------------------------------------------
Leg Breaker 		[ X ]			MG, SG, FT, GG, RF, BZ
Data: Damage dealt to the legs is increased by 1.5 and other parts receive
0.8 damage.
EP Cost: 2
Skill Slots: 2
------------------------------------------------------------------------------
Arm Breaker		[ X ]			MG, SG, FT, GG, RF, BZ
Data: Damage dealt to the arms is increased by 1.5 and other parts receive
0.8 damage.
EP Cost: 2
Skill Slots: 2
------------------------------------------------------------------------------
Heli Hunt		[ X ]			GG, RF, BZ
Data: Increases damage to helicopters by 1.5.
EP Cost: 2
Skill Slots: 2
------------------------------------------------------------------------------
Zoom			[ X ] 			GG, RF, BZ
Data: Multiplies accuracy by 2.
EP Cost: 2
Skill Slots: 2
------------------------------------------------------------------------------
Gunner Link L		[|=|]			GG, RF, BZ
Data: Enables link attack when left arm is equipped with a Gunner weapon.
(GG RF BZ)
EP Cost: 1
Skill Slots: 1
------------------------------------------------------------------------------
Gunner Link R		[|=|]			GG, RF, BZ
Data: Enables link attack when right arm is equipped with a Gunner weapon.
(GG RF BZ)
EP Cost: 1
Skill Slots: 1
------------------------------------------------------------------------------
Focus Up(E)		[ # ]			GG, RF, BZ, MS
Data: Raises chance of hitting target's body.
EP Cost: 1
Skill Slots: 1
------------------------------------------------------------------------------
Focus Down(E)		[ # ]			GG, RF, BZ, MS
Data: Raises chance of hitting target's legs.
EP Cost: 1
Skill Slots: 1
------------------------------------------------------------------------------
Focus Left(E)		[ # ]			GG, RF, BZ, MS
Data: Raises chance of hitting target's left arm.
EP Cost: 1
Skill Slots: 1
------------------------------------------------------------------------------
Focus Right(E)		[ # ]			GG, RF, BZ, MS
Data: Raises chance of hitting target's right arm.
EP Cost: 1
Skill Slots: 1 
------------------------------------------------------------------------------
Aim(E)			[ # ]			RF, BZ
Data: Raises attack accuracy, but pilot cannot evade or counterattack until
the next turn.
EP Cost: 1
Skill Slots: 3 
------------------------------------------------------------------------------
Snipe(E)		[ # ]			RF, BZ
Data: Aims attacks at selected part, but pilot cannot evade or counterattack
until the next turn.
EP Cost: 1
Skill Slots: 4 
------------------------------------------------------------------------------
Max AP + 1		[-->]			None
Data: Max AP + 1.
EP Cost: 1
Skill Slots: 1 
------------------------------------------------------------------------------
Max AP + 1		[-->]			None
Data: Max AP + 1.
EP Cost: 1
Skill Slots: 1 
------------------------------------------------------------------------------
AP Charge + 1		[-->] 			None
Data: AP charge + 1.
EP Cost: 1
Skill Slots: 1 
------------------------------------------------------------------------------
Accuracy + 2%(E)	[ v ]			None
Data: Raises accuracy of all allies by 2%. Leader must be alive.
EP Cost: 2 
Skill Slots: 2 
------------------------------------------------------------------------------
Accuracy + 2%(E)	[ v ]			None
Data: Raises accuracy of all allies by 2%. Leader must be alive.
EP Cost: 2 
Skill Slots: 2 
------------------------------------------------------------------------------

JAMMER
------

Lv: 2 - Tank Hunt, Feint I
Lv: 3 - Anti-Shot, Fix DMG I
Lv: 4 - Evasion + 2%, Minus Shot I
Lv: 5 - Hellfire, AP Damage, Item Break
Lv: 6 - Freeze Shot, Feint II
Lv: 7 - ST Evasion + 3%, Fix DMG II
Lv: 8 - Skill + 2%, Minus Shot II
Lv: 9 - Minus Shot III
Lv: 10 - Fix DMG III, Feint III

Skill Notes:

Anti-Shot's effect occurs in the condition that a single round connects. The
same can be said for Freeze Shot. Freeze Shot works in that it prevents the
possibility for the enemy to use the evading animation. It does not guarantee
the rounds will connect with a 100% Accuracy rate however. Item Break does 
destroy items, but only for the duration of the battle. The destruction is
prioritized from the items at the top of the list. Fix DMG skills only work
in the event damage from an attack falls within 80 and the stated value. The
effect ends once an attack is finished. AP Damage only takes effect once an 
enemy has initiated an attack, meaning a Gunner can attack if they have 6 AP.

------------------------------------------------------------------------------
Skill Name		Skill Type		Condition
------------------------------------------------------------------------------
Hellfire(E)		['X']			FT
Data: Burns enemy by shooting flames continuously. Multiplies damage by 2.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Minus Shot I		[ X ]			MG, SG, FT, GG, RF, BZ
Data: Lowers enemy damage by 10%.
EP Cost: 2
Skill Slots: 2 
------------------------------------------------------------------------------
Minus Shot II		[ X ]			MG, SG, FT, GG, RF, BZ
Data: Lowers enemy damage by 20%.
EP Cost: 2
Skill Slots: 3
------------------------------------------------------------------------------
Minus Shot III(E)	[ X ]			MG, SG, FT, GG, RF, BZ
Data: Lowers enemy damage by 30%.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Feint I			[ X ]			None
Data: Multiplies evasion by 1.5.
EP Cost: 2
Skill Slots: 2 
------------------------------------------------------------------------------
Feint II		[ X ]			None
Data: Multiplies evasion by 1.7.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Feint III(E)		[ X ] 			None
Data: Multiplies evasion by 2.
EP Cost: 2
Skill Slots: 3
------------------------------------------------------------------------------
Fix DMG I		[ X ]			None
Data: Damage dealt between 80 and 120 is reduced to 80.
EP Cost: 2
Skill Slots: 2 
------------------------------------------------------------------------------
Fix DMG II		[ X ]			None
Data: Damage dealt between 80 and 160 is reduced to 80.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Fix DMG III(E)		[ X ]			None
Data: Damage dealt between 80 and 200 is reduced to 80.
EP Cost: 2
Skill Slots: 4
------------------------------------------------------------------------------
Tank Hunt(E)		[ X ]			MG, SG, FT
Data: Increases damage to tanks by 1.5.
EP Cost: 2
Skill Slots: 2 
------------------------------------------------------------------------------
Anti-Shot(E)		[ X ]			MG, SG, FT, GG, RF, BZ
Data: Enemy cannot activate skills.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Freeze Shot(E)		[ X ]			MG, SG, FT, GG, RF, BZ
Data: Enemy cannot evade and activate skills.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Item Break		[ X ]			All except GR, RK
Data: Destroys an item carried by the target.
EP Cost: 2
Skill Slots: 1 
------------------------------------------------------------------------------
AP Damage(E)		[ v ]			None			
Data: Raises AP cost of all enemies by 1. Leader must be alive.
EP Cost: 2
Skill Slots: 2 
------------------------------------------------------------------------------
Skill + 2%(E)		[ v ]			None
Data: Raises skill activation rate of all allies by 2%. Leader must be alive.
EP Cost: 2
Skill Slots: 5 
------------------------------------------------------------------------------
Evasion + 2%(E)		[ v ]			None
Data: Raises evasion of all allies by 2%. Leader must be alive.
EP Cost: 2
Skill Slots: 2 
------------------------------------------------------------------------------
ST Evasion + 3%(E)	[ v ]			None
Data: Raises status evasion of all allies by 3%. Leader must be alive.
EP Cost: 2
Skill Slots: 2
------------------------------------------------------------------------------

LAUNCHER
--------

Lv: 2 - Focus Down, Focus Left, Max AP + 2
Lv: 3 - Focus Up, Focus Right
Lv: 4 - MS Burst, AP Cost 0, AP Charge + 1
Lv: 5 - Inferno, AP Charge + 1, Max AP + 2
Lv: 6 - Defense + 4, GR Burst
Lv: 7 - Max AP + 1, AP Charge + 2
Lv: 8 - Wildfire, RK Burst
Lv: 9 - Spread Shot, Max AP + 1
Lv: 10 - Carnage

Skill Notes:

AP Cost 0 works on any weapon but it will not activate if the user does not
have the AP needed to use a weapon. Wildfire damage is fixed on each targeted
area while Carnage damage basically ignores Fire resistance. The Focus 
skills work only with MS weaponry for Launchers.

------------------------------------------------------------------------------
Skill Name		Skill Type		Condition
------------------------------------------------------------------------------
Inferno(E)		['X']			MS
Data: Focused missile attack. Multiplies damage by 1.5.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Wildfire(E)		['X']			GR
Data: No damage reduction away from the blast center. Multiplies damage by
1.2.
EP Cost: 2
Skill Slots: 4 
------------------------------------------------------------------------------
Carnage(E)		['X']			RK
Data: Attack bypasses defense types. Multiplies damage by 1.5.
EP Cost: 2
Skill Slots: 4 
------------------------------------------------------------------------------
MS Burst		[ X ]			MS
Data: Increases missile damage by 20%.
EP Cost: 2
Skill Slots: 2 
------------------------------------------------------------------------------
GR Burst		[ X ]			GR
Data: Increases grenade damage by 20%.
EP Cost: 2
Skill Slots: 3
------------------------------------------------------------------------------
RK Burst		[ X ]			RK
Data: Increases rocket damage by 20%.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
AP Cost 0(E)		[ X ]			All
Data: AP cost is set to 0.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Focus Up(E)		[ # ]			GG, RF, BZ, MS
Data: Raises chance of hitting target's body.
EP Cost: 1
Skill Slots: 1 
------------------------------------------------------------------------------
Focus Down(E)		[ # ]			GG, RF, BZ, MS
Data: Raises chance of hitting target's legs.
EP Cost: 1
Skill Slots: 1 
------------------------------------------------------------------------------
Focus Left		[ # ]			GG, RF, BZ, MS
Data: Raises chance of hitting target's left arm.
EP Cost: 1
Skill Slots: 1 
------------------------------------------------------------------------------
Focus Right		[ # ]			GG, RF, BZ, MS
Data: Raises chance of hitting target's right arm.
EP Cost: 1
Skill Slots: 1
------------------------------------------------------------------------------
Spread Shot(E)		[ # ]			GR, RK
Data: Raises area effect by 1, but lowers damage by 20%.
EP Cost: 1
Skill Slots: 3 
------------------------------------------------------------------------------
Max AP + 1		[-->]			None
Data: Max AP + 1.
EP Cost: 1
Skill Slots: 1 
------------------------------------------------------------------------------
Max AP + 1		[-->]			None
Data: Max AP + 1.
EP Cost: 1
Skill Slots: 1 
------------------------------------------------------------------------------
Max AP + 2(E)		[-->]			None
Data: Max AP + 2.
EP Cost: 1
Skill Slots: 1 
------------------------------------------------------------------------------
Max AP + 2(E)		[-->]			None
Data: Max AP + 2.
EP Cost: 1
Skill Slots: 1  
------------------------------------------------------------------------------
AP Charge + 1(E)	[-->]			None
Data: AP charge + 1.
EP Cost: 1
Skill Slots: 1 
------------------------------------------------------------------------------
AP Charge + 1		[-->] 			None
Data: AP charge + 1.
EP Cost: 1
Skill Slots: 1 
------------------------------------------------------------------------------
AP Charge + 2(E)	[-->]			None
Data: AP charge + 2.
EP Cost: 1
Skill Slots: 1 
------------------------------------------------------------------------------
Defense + 4(E)		[ v ]			None
Data: Raises defense of all allies by 4. Leader must be alive.
EP Cost: 2
Skill Slots: 2 
------------------------------------------------------------------------------

MECHANIC
--------

Lv: 2 - Repair AP - 2, Defense I
Lv: 3 - Auto Machine, Block DMG 15
Lv: 4 - Skill Down - 2%, Item Repair + 50%
Lv: 5 - Blast Strike, Slice Shot I
Lv: 6 - Chain Down - 2%, Defense II
Lv: 7 - Block DMG 30, Defense III
Lv: 8 - Weakpoint, Slice Shot II
Lv: 9 - Block DMG 60
Lv: 10 - Slice Shot III

Skill Notes: 

Weakpoint automatically destroys any part that has an HP exactly at 30% or
lower. If an enemy has 185 total part HP and the part is at 56 HP, it will
not activate as values are not rounded up. At 55 HP, the part is affected and 
will be destroyed. Block DMG skills work as long as the damage of an attack
is exactly the value stated or lower. The effect remains until an attack is
finished. Auto Machine operates on the basis that either of the two status
anomalies are inflicted and the affected has a weapon that can attack any
attackers. If a Gunner with a 7 range weapon attacks an Systems Down unit 
using a Striker weapon, the skill will not activate unless the Gunner attacks
from 1 space away.

Skill Notes:

------------------------------------------------------------------------------
Skill Name		Skill Type		Condition
------------------------------------------------------------------------------
Blast Strike(E)		['X']			KN, RD, PB, SD
Data: Knocks down enemy with a fast, rotating strike. Multiplies damage by
1.2.
EP Cost: 2
Skill Slots: 3
------------------------------------------------------------------------------
Weakpoint(E)		['X']			MG, SG, FT, GG
Data: Destroys parts with less than 30% HP left.
EP Cost: 2
Skill Slots: 4 
------------------------------------------------------------------------------
Slice Shot I		[ X ]			MG, SG, FT, GG, RF, BZ
Data: Lowers enemy's defense to 1/2.
EP Cost: 2
Skill Slots: 2 
------------------------------------------------------------------------------
Slice Shot II		[ X ]			MG, SG, FT, GG, RF, BZ
Data: Lowers enemy's defense to 1/3.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Slice Shot III(E)	[ X ]			MG, SG, FT, GG, RF, BZ
Data: Lowers enemy's defense to 1/4.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Defense I		[ X ]			None
Data: Multiplies defense by 1.5.
EP Cost: 2
Skill Slots: 2 
------------------------------------------------------------------------------
Defense II		[ X ]			None
Data: Multiplies defense by 1.7.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Defense III(E)		[ X ]			None
Data: Multiplies defense by 2.
EP Cost: 2
Skill Slots: 3
------------------------------------------------------------------------------
Block DMG 15		[ X ]			None
Data: Damage dealt equal to or less than 15 is reduced to 0.
EP Cost: 2
Skill Slots: 2 
------------------------------------------------------------------------------
Block DMG 30		[ X ]			None
Data: Damage dealt equal to or less than 30 is reduced to 0.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Block DMG 60(E)		[ X ]			None
Data: Damage dealt equal to or less than 60 is reduced to 0.
EP Cost: 2
Skill Slots: 4 
------------------------------------------------------------------------------
Auto Machine(E)		[ X ]			All except MS, GR, RK
Data: Counterattacks during Systems Down and Attack Systems Down status with
0 AP cost.
EP Cost: 2
Skill Slots: 2 
------------------------------------------------------------------------------
Repair AP - 2(E)	[-->]			None
Data: Lowers AP cost of the Repair command by 2.
EP Cost: 2
Skill Slots: 1 
------------------------------------------------------------------------------
Item Repair + 50%	[-->]			None
Data: Raises repair potency of all items by 50%.
EP Cost: 2
Skill Slots: 1 
------------------------------------------------------------------------------
Skill Down - 2%(E)	[ v ]			None
Data: Lowers skill activation rate of all enemies by 2%. Leader must be 
alive.
EP Cost: 2
Skill Slots: 4 
------------------------------------------------------------------------------
Chain Down - 2%(E)	[ v ]			None
Data: Lowers chain activation rate of all enemies by 2%. Leader must be
alive.
EP Cost: 2
Skill Slots: 4 
------------------------------------------------------------------------------

STRIKER
-------

Lv: 2 - Melee Duel, Striker Link L
Lv: 3 - Double Punch I, Striker Link R
Lv: 4 - Defense + 4, Charge I
Lv: 5 - Double Punch II, Revenge
Lv: 6 - Defend Body, Footwork
Lv: 7 - Evasion + 2%, Anti-Strike
Lv: 8 - Tackle, Charge II
Lv: 9 - Revenge Mirror
Lv: 10 - Charge III

Skill Notes:

Double Punch II can activate for weapons of the same type, just like Switch
II. Tackle causes knock down status and the attack never misses. As with the
Anti-Shot skill. Anti-Strike only takes effect if the attack connects. For
the Revenge skills, a part other than the Body must be destroyed for the
skill to activate. Defend Body does not limit damage only to Arm parts as the
Leg part can be damaged as well. Footwork can activate even when the Leg part
is destroyed. Footwork dodges any attack once upon its activation.

------------------------------------------------------------------------------
Skill Name		Skill Type		Condition
------------------------------------------------------------------------------
Double Punch I(E)	['X']			KN, RD, PB, SD
Data: Performs a double attack with two Striker type weapons of the same
type.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Double Punch II(E)	['X']			KN, RD, PB, SD
Data: Performs a double attack with two Striker type weapons of different 
types.
EP Cost: 2
Skill Slots: 4 
------------------------------------------------------------------------------
Tackle(E)		['X']			KN, RD, PB, SD
Data: Knocks down enemy with a tackle. Attack targets the body and does not
miss.
EP Cost: 2
Skill Slots: 4 
------------------------------------------------------------------------------
Charge I		[ X ]			KN, RD, PB, SD
Data: Increases melee damage by 20%.
EP Cost: 2 
Skill Slots: 2 
------------------------------------------------------------------------------
Charge II		[ X ]			KN, RD, PB, SD
Data: Increases melee damage by 40%.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Charge III(E)		[ X ]			KN, RD, PB, SD
Data: Increases melee damage by 60%.
EP Cost: 2
Skill Slots: 4
------------------------------------------------------------------------------
Anti-Strike		[ X ]			KN, RD, PB, SD
Data: Enemy cannot activate skills.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Revenge			[ X ]			All except MS, GR, RK
Data: Counterattacks when a part is destroyed. Attack deals 120% damage.
EP Cost: 2
Skill Slots: 2 
------------------------------------------------------------------------------
Revenge Mirror(E)	[ X ]			All except MS, GR, RK
Data: Counterattacks when a part is destroyed. Attack is directed to the
same part and deals 200% damage.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Defend Body		[ X ]			None
Data: All damage to the body is transferred to the arms.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Footwork(E)		[ X ] 			None
Data: Evades melee attacks, even if the legs are destroyed.
EP Cost: 2
Skill Slots: 3 
------------------------------------------------------------------------------
Striker Link L		[|=|]			KN, RD, PB, SD
Data: Enables link attack when left arm is equipped with a Striker type 
weapon. (KN PB RD SD)
EP Cost: 1
Skill Slots: 1 
------------------------------------------------------------------------------
Striker Link R		[|=|]			KN, RD, PB, SD
Data: Enables link attack when right arm is equipped with a Striker type
weapon. (KN PB RD SD)
EP Cost: 1
Skill Slots: 1 
------------------------------------------------------------------------------
Melee Duel(E)		[ # ]			KN, RD, PB, SD
Data: Engages target in a melee duel. Links are disabled.
EP Cost: 1
Skill Slots: 3 
------------------------------------------------------------------------------
Defense + 4(E)		[ v ]			None
Data: Raises defense of all allies by 4. Leader must be alive.
EP Cost: 2 
Skill Slots: 2 
------------------------------------------------------------------------------
Evasion + 2%(E)		[ v ]			None
Data: Raises evasion of all allies by 2%. Leader must be alive.
EP Cost: 2 
Skill Slots: 2 
------------------------------------------------------------------------------

S-TYPE PILOT EXCLUSIVE
----------------------

All at Lv: 2 - EMP Recovery
Assault at Lv: 6 - All Hit
Gunner at Lv: 6 - Hammer Down
Jammer at Lv: 6 - Abyss Shot
Launcher at Lv: 6 - Double Launcher
Mechanic at Lv: 6 - Full Defense
Striker at Lv: 6 - Hard Strike

Skill Notes:

EMP Recovery reduces EMP-inflicted status by a minimum of one turn. All Hit
is a guaranteed 100% hit rate once activated. Hammer Down is directed at the
part with the highest HP based on percentage. A part with 50/50 HP is not as
likely to get hit as a part with 50/100 HP. In the event that all parts have
the same percentage of current HP, the Body part will take the hit. Abyss
Shot is basically Panic, Slice, and Terror Shot III in one package. Double
Launcher activates under the condition that two MS units are equipped and 
they are of the same part. A Donkey mixed with MGR does not qualify, but two
Donkey parts meet the criteria for Double Launcher. Full Defense grants all
three resistances only for one attack. Hard Strike bypasses the defense stats
of SDs if the targeted enemy has one equipped.

------------------------------------------------------------------------------
Skill Name		Skill Type		Condition
------------------------------------------------------------------------------
EMP Recovery		[|=|]			None
Data: Lowers number of turns under status damage.
EP Cost: 1
Skill Slots: 1
------------------------------------------------------------------------------
All Hit			[ X ]			MG, SG, FT
Data: All rounds do not miss. Multiplies damage by 1.2.
EP Cost: 2
Skill Slots: 4 
------------------------------------------------------------------------------
Hammer Down		[ X ]			GG, RF, BZ		
Data: Hits target's part with the most HP. Multiplies damage by 2.
EP Cost: 2
Skill Slots: 4 
------------------------------------------------------------------------------
Abyss Shot		[ X ]			MG, SG, FT
Data: Lowers enemy's evasion, accuracy, and defense to 1/4.
EP Cost: 2
Skill Slots: 4
------------------------------------------------------------------------------
Double Launcher		[ X ]			MS
Data: Attack uses both missile launchers if two are equipped.
EP Cost: 2
Skill Slots: 5
------------------------------------------------------------------------------
Full Defense		[ X ] 			None
Data: Grants pilot all defense types.
EP Cost: 2
Skill Slots: 4
------------------------------------------------------------------------------
Hard Strike		[ X ]			KN, RD, PB, SD
Data: Attack bypasses shield defense. Multiplies damage by 1.5.
EP Cost: 2
Skill Slots: 4
------------------------------------------------------------------------------

ENEMY ONLY
----------

Assault Link 		
Gunner Link
Striker Link
Wolf Fang
Negate Blast Damage

Skill Notes:

The Link skills take effect as long as an enemy ally is using the appropriate
weapon. Wolf Fang activates if both weapons of the Direwolf are active. 
Negate Blast Damage only nullifies the blast damage of the BZ, not the round
itself. 

------------------------------------------------------------------------------
Skill Name		Skill Type		Condition
------------------------------------------------------------------------------
Assault Link		[|=|]			MG, SG, FT
Data: Enables link attack when equipped with Assault type weapon. (MG SG FT)
Skill Slots: 1
------------------------------------------------------------------------------
Gunner Link		[|=|]			GG, RF, BZ
Data: Enables link attack when equipped with Gunner type weapon. (GG RF BZ)
Skill Slots: 1
------------------------------------------------------------------------------
Striker Link		[|=|]			KN, RD, PB, SD
Data: Enables link attack when equipped with Striker type weapon. 
(KN PB RD SD)
Skill Slots: 1
------------------------------------------------------------------------------
Wolf Fang		[ X ]			None		
Data: Unknown. 
Skill Slots: 1
------------------------------------------------------------------------------
Negate Blast Damage	[-->] 			None
Data: Negates blast damage from bazookas.
Skill Slots: 1

------------------------------------------------------------------------------
TIPS AND TRICKS							[TIPA]
------------------------------------------------------------------------------

This section discusses various tips and tricks to beating any mission in the
game regardless of what type of battle it is.

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

AVOIDING FRIENDLY FIRE
----------------------

This new feature in Front Mission 5 can be frustrating if you don't know how
it works. As discussed in the Basics section, anyone in the line of fire is
bound to get hit. Try the following situation out:

* BAD SITUATION *

=====================
	       (Ally)
(Enemy) (Ally)
=====================	

Let's presume the above scenario takes place in a cramped hallway. Set up 
Link skills so both can Link with each other. Have the ally at the top use 
an MG and the bottom a PB. Initiate an attack with the MG ally, but do not
accept the action. Notice the attack line pointed to the enemy has the other
ally highlighted in red? This means that pilot can suffer from friendly 
fire. You will most likely notice a huge drop in accuracy. This is because 
the MG attack is more likely to hit your ally instead of the enemy. Now, 
try this out:

* CORRECTED SITUATION *
 
===============
(Ally/MG)
(Enemy) (Ally)
===============

Attack with the MG pilot and take a look at the attack line. Notice how the 
other ally pilot is not highlighted in red anymore, or how the accuracy has
jumped up considerably? This is because the PB pilot is no longer in the 
line of fire, thus safe from friendly fire. Now, let's take a look at what
can happen during an intense battle:

* BAD SITUATION *

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

		     (Enemy)
(Jammer)	
(Enemy)   (Enemy)    (Launcher)				
(Striker) (Mechanic) (Enemy)	
	  (Assault)
		     (Gunner)

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

This is a bad situation to be caught in since more than one pilot can be a
victim of friendly fire. Attack the enemy in the middle for example, using
the Gunner. The Assault and Mechanic pilots will get hit. Attack the unit
to the North and the Launcher takes friendly fire. Attack the enemy to the
West and the Striker, Mechanic, and Assault are bound to be hit. The only
good situation is to attack the enemy to the Southeast. The Launcher may 
still get hit, but the damage will be minimized to your team. Here is the
better solution:

* CORRECTED SITUATION *

================================
(Launcher)(Jammer)   (Mechanic)
	  	     (Enemy)
  	
(Enemy)   (Enemy)    			
(Striker) 	     (Enemy)	
	  
	  (Assault)  (Gunner)

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

In this situation, you have your enemies surrounded in a Pincer placement. 
Attacking any enemy will not cause as much friendly fire as the situation 
above. Even better is that this placement allows you to exploit friendly 
fire against the enemy units. Presume the enemy closest to the Mechanic is
a Gunner type. Have your Gunner attack the enemy Gunner. When the enemy unit
decides to counterattack, they will end up hitting the enemy closer to your
Gunner. Likewise, let's presume the enemy that got hit with friendly fire 
is an Assault unit. Have your Mechanic attack it next. 

Notice how its own attack connected with the enemy Gunner? This is the type 
of situation you want, but this is not always available. Do note that 
because of the various environments you fight on, such a situation may not 
be present and friendly fire is very common. Do your best to spread 
everyone out to avoid blowing up your allies unintentionally. The 
following is the last major situation:

* BOSS SITUATION *

==============================
		    (Launcher)
	(Striker)
	(Boss)(Boss)
(Jammer)(Boss)(Boss)(Mechanic)

	(Assault)
		    (Gunner)
	 
==============================

Bosses in Front Mission 5 are easily identified in the missions, aside from
their appearance in the briefings, due to their large size. As such, this is
the best time to use a surrounding placement. Friendly fire almost never 
occurs in this type of placement. Another beneficial factor is that the boss
cannot move, thus you may have disabled some of their more powerful attacks.
Also, Link attacks are maximized this way. While bosses always are Linked to
a group of enemies, this situation also lessens friendly fire at the cost
of the Links being less effective. This situation is not effective against
all bosses. 

Towards the end of the game, there will be bosses you do not want to simply 
surround and destroy. These bosses tend to have very strong attacks, usually 
Striker class weapons, that can destroy a pilot without much difficulty. 
Also, if their Link group is around, expect most of your pilots to be 
destroyed possibly in one Enemy Phase. In this case, avoid setting most of 
your pilots too close to the boss. 

This usually negates the threat, but always keep your Mechanic protected by 
other units or far away. They are almost always the first target of a boss 
and their Link group. Last but least, some bosses have weapons with the 
Penetration feature equipped. This allows the boss to hit targets behind its
intended victim. Keep your pilots spread out to avoid this situation.

For skill usage, Special skills(denoted by a red 'X') avoid targeting any 
ally pilots so they are safe to use. The Assault skill Pincers is also good
for avoiding friendly fire. Aside from that, position everyone carefully 
unless you're using a Special skill.

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

ASSAULT TACTICS
---------------

There's not much to say about Assault pilots in general. They are the main 
attackers of your squad. Just remember to avoid friendly fire since pilots 
of this class tend to be the initiator of friendly fire. For weapon usage,
MGs and SGs are decent for the whole game. FTs are only good if you have
Remodeled one in a certain path and is in the hands of a Jammer. Aside from
that, use SGs to weaken all parts and MGs to finish off the enemy. Remember
that any attack can hit broken parts so an SG isn't the best weapon to use 
when the enemy only has their Body part left. Stick with an MG in that case.

However, there are SGs equipped with a part ability exclusive to SGs only.
This ability is called Dead Shot and it makes SGs more lethal than the MG.
Basically, Dead Shot allows for a certain number of rounds to hit with a 
100% Accuracy rating. It also connects even if the enemy does the animation
when it dodges an entire stream of rounds headed its way. With an SG that
fires 10 rounds and 6 are covered by Dead Shot, that's 6 free hits for you.
The remaining 4 are factored in the Accuracy calculations but the fact 
that 6 of them connect increases the possibility of all rounds hitting.

Another side ability is that any rounds that hit a "dead" part are then
relocated to "live" parts without any damage penalties. Using the example
above, pretend that only the Body part exists. If 3-4 rounds hit the Body, 
you are more or less guaranteed 9-10 rounds hitting the Body! It greatly 
speeds up wanzer destruction when "dead" parts are present and really beats
out the MG here.

In regards to skills, Assault types get a good number of decent skills. For
special skills, Switch I and II are quite lethal in any Link attack. The 
skill Barrage, seen in Front Mission 4, is more useful here. Since GGs can
be used to initiate the skill, this is a great way to soften up multiple 
targets without damaging any ally pilots.(due to it being a Special skill).
Terror Shot and Speed skills are good in any case and can be deadly in the
case of Speed skills. Learning the Gunner class skills augments the ability
for your Assault to deal more damage and extra AP skills to boot.

Good second Job class: Gunner

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

GUNNER TACTICS
--------------

Gunners are your long-range support in any battle. While the Assault acts to
soften enemy targets, your Gunner should be the one finishing them off. The
Gunner can also cause friendly fire, which you don't want since the weapons
they tend to use are pretty strong. For weapon selection, you have three 
nice toys to play with. GGs are essentially super MGs with longer range. 
They can also use several Assault skills which are very dangerous in their 
hands if you want to train them in that Job class. As GGs have a high
tendency to attack the Arms, they are solid at disabling wanzers quickly. 

RFs are the mainstray weapon of any Gunner as in past Front Missions and 
are your good old-fashioned sniping tool. RFs can equip the Penetration 
part feature, which makes them a lot more useful than normal RFs. How it 
works is explained below:

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

(Gunner/Penetration RF) ----	(Striker) (Assault) ----->	

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

Normally, an RF round will hit the Striker or the Assault in the event of
the Striker dodging it. However, with a Penetration RF, one round will
hit both targets at once. Basically, Penetration enables the round to 
penetrate through any unit directly in the line of fire. The ability 
takes effect as long as there is another unit behind the target and 
within the RF's range. This applies to both ally and enemy so it is 
dangerous to use if an ally is in the line of sight. Consider using a 
Support pilot if you want to use an RF with Penetration. 

BZs are the last Gunner class weapon, having returned once again. Unlike 
in its previous Front Mission showings, they cannot be abused at 1 range
due to their new Blast Range factor. How it works is explained below:

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

			  (Assault)
		 (Jammer) (Striker) (Launcher)
       		         /(Mechanic)
		        /
		       /
    		      /	
	 (Gunner/BZ) /

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

Basically, the round may have a chance of hitting all but the Launcher.
The explosion that comes after will hit all 5 units though. As stated in
the Weapon Types section, the explosion half NEVER misses. As with the RF 
and its Penetration ability, different BZs have different Blast Range 
values. The bulk of the damage is focused on the Legs, followed by the 
Body, and finally the Arms. This effectively makes the BZ a good weapon 
for leg breaking and obviously as a means of crowd control. Just remember
that it does affect allies as well and a Support pilot might be needed.

On the skills front, Gunners have the luxury of being able to target certain
parts with the Focus skills and the all-effective Snipe. Just remember that
some skills such as Snipe penalized your pilot by not moving and countering.
Panic Shot is always good to knock down enemy accuracy and the Breaker 
skills are nasty if they connect to their respective Breaker part. GGs do 
not have access to all Gunner skills, but they benefit from Assault skills
as well. Gunners tend to run out of AP due to their weapon's AP cost so a 
good way to negate this is to learn Launcher skills. That's about it for 
them.

Good second Job class: Launcher

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

JAMMER TACTICS
--------------

Jammers are here to support the main attackers by jamming enemy functions 
for a short period of time. If equipped with a Sensor Backpack, they can 
aid Launchers by letting them fire Missiles at enemies beyond their weapon
range. Aside from that, they have little by the way of offensive skills but
all Jammer pilots have Assault as a secondary Job class. FTs tend to be the
main weapon, but is not good without extensive Remodeling and some skills.

Since they do use Assault as a default second Job class, give your Jammer 
an MG or SG to shore up their offensive weakness. FTs do have some value 
since most enemies have the Piercing resistance equipped. Also, FTs are 
great at avoiding friendly fire and the rounds are often concentrated at the
Body.

A Jammer's skill set is meant to lower enemy performance as a whole with 
skills such as AP Damage or Item Break. Furthermore, since Jammer types are
a popular target for enemies, they gain skills designed to lower damage or
avoiding them altogether. These would be Fix DMG and Feint respectively. 
Although Jammers already have Assault as a default second Job class, it is
helpful if they learn another Job class. 

As certain EMP Backpacks have the added ability to Repair wanzers, the 
Mechanic is an obvious choice for any Jammer. This makes Jammers even harder 
to destroy with more defense skills and so they function as a secondary
Mechanic. Hybrid EMP Backpacks cannot inflict all status anomalies though,
but the trade-off is well worth it.

Good second Job class: Assault(default)
Good third Job class: Mechanic

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

LAUNCHER TACTICS
----------------

Launchers are the artillery units of the squad, nothing more, nothing less.
Unlike in past Front Mission games, all Launcher class weapons connect to
enemies 100%. The downside is that Launcher class weapons increase in AP 
cost as they get stronger equipment. In a nutshell, your Launcher won't be
able to do anything else but wait for the next Player Phase. As far as the
weapon set goes, MS weapons are always reliable for decent damage. 

GRs and RKs are true artillery weapons in that they damage anything inside 
the blast radius. They have a minimum range requirement like the MS weapons 
so anyone close enough to a Launcher will be unaffected. Sensor Backpacks 
with MS can negate this but you're better off using a Gunner or Assault to 
finish off enemies at such ranges.

Launcher weapons will quickly lose value as Links become more and more 
common in the missions, but can still be useful as support. MS weapons can
use the handy Sensor Range ability to rain some hell on enemies farther than
the maximum range of the Sensor Backpack. GR and RK weapons can extend its
blast radius with the Area Effect ability. The minimum and maximum ranges
for Launcher weapons can improve and allow for really far carpet bombing
or close-up MS damage. Launcher weapons can benefit from the Auto Reload
ability and therefore attack non-stop provided that AP and Reload items are
present.

As one may expect, a Launcher's skills cater to their growing AP cost needs
and enhancing the damage of their weapon loadout. Launchers get the most AP
enhancing skills and can also target certain parts with the Focus skills 
that Gunners also have. Aside from this, they are helpless against enemies
who fight at closer ranges. Since a Launcher has few AP left after using a
Launcher weapon, it would be a good idea to have them learn Assault skills.
This lets your Launcher defend itself with mid-range weapons that have a 
low AP cost, which can be negated with the Launcher skill AP Cost 0.

Good second Job class: Assault

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

MECHANIC TACTICS
----------------

The Mechanic is your main healer of the squad and a support unit. As such, 
they are mostly there to keep the other units fighting and alive. They can
attack too since all have Assault as a default secondary class, but they 
should be healing more than attacking. Mechanics are armed with an MG and a
SD usually, the former for supporting attackers and later to reduce damage.
Unlike in past Front Missions, the SD can double as a Striker weapon but not 
as strong as the other melee weapons. The damage reduction is classified
under two categories: Damage Cut and Damage Limit.

Damage Cut basically reduces damage by a certain percent. Damage Limit, on
the other hand, has a different function. If the attack damage exceeds the
stat of the Damage Limit, damage is reduced from that value literally. 
Let's use two examples:

Example 1 - Damage Cut of 25%, Damage Limit of 50

Presuming an enemy attacked and the damage is at 60. Damage Cut kicks in
and the damage is set to 45. Damage Limit does not take effect.

Example 2 - Damage Cut of 10%, Damage Limit of 50

Presuming the same enemy attacked for 60 damage, Damage Cut drops it to
about 54. Since the value is higher than the Damage Limit, the attack 
damage drops by 50 to a total of 4.

This can be confusing but the effects are quite noticeable when you do
some experimentation. If you've played Front Mission 1st and 2, Damage
Limit is similar to how shields worked there. If you played Front Mission
3 and 4, Damage Cut is similar to how shields worked there. Damage Limit
has a lot of uses when the enemies start dealing large amounts of damage.
Last but not least is the fact that Mechanics are the number one on the
enemy's hitlist.

Being a magnet for enemies and only a support unit means one thing for the
skill set of Mechanics: defense, defense, and more defense. Block DMG and 
the Defense skills help the Mechanic soak the damage and keep it fighting
but it can help your attack units with some skills. Namely the Slice Shot
skills, which lower enemy Defense. While they have Assault as a default 
second class, it would be helpful to learn another Job's skills. 

Though a few EMP Backpacks have the ability to Repair, its recovery ability 
is not as strong as a pure Repair Backpack. Also, it isn't a good idea to 
have a Mechanic jamming enemies when they can be Repairing. Since enemy 
types like Strikers enjoy beating on Mechanics, learning the Striker skill 
set is a fine choice. Most of its skills can increase the damage of the SD 
and your Mechanic gains some more defense skills to help it dodge Striker 
attacks and keep itself alive.

Good second Job class: Assault(Default)
Good third Job class: Striker

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

STRIKER TACTICS
---------------

Strikers are your close-range specialists designed to melee enemy units to 
their death. There's really nothing else to say but get them within range 
and pound the unlucky victim away. Since melee attacks tend to target the
Body more often in this Front Mission, Strikers make for good enemy killers
and help make many missions easier. They are powerless against enemies that
cannot be touched by Striker class weapons so remember that. The old trio
of melees consisting of the KN, RD, and PB make a return. The new melee is
the SD weapon, but it can only attack once. 

KNs have the highest Accuracy for poor offense, RDs are the strongest for 
low Accuracy, PBs are in-between the two, and SDs are above RD Accuracy that 
raise your wanzer's Defense levels. Hard Blow, which counts as a KN, is back 
and its strength varies with each Arm part.

One thing to note is that Strikers are typically the last in terms of Link
acting priority. This can good or bad depending on how you view it, but 
for experience purposes, it is bad. Fortunately, Striker weapons may be 
equipped with the First ability. It essentially allows them to always act
first even if an enemy initiated the attack. The only time this can ability
is not guaranteed is if another Striker has a weapon with First equipped.
Then, it goes based on the weapon with higher Attack Power.

Striker skills are pretty straightforward as well. They are mostly to make
melee weapons do more damage with Charge and Double Punch skills. Since a
Striker is another popular target of enemies, they gain some defense skills
such as Defend Body or Footwork. Strikers tend to have some difficulty to
reach enemies since they need to be within 1 space to attack. Also, as said
above, they are useless against enemies that cannot be hit with a melee
attack. 

To compensate, have your Striker learn skills from the Jammer class and 
equip an EMP Backpack. Their skills enable your Striker to help avoid or 
lessen damage dealt and the EMP Backpack can be used to disable an enemy so 
your Striker can attack them. Sure, the EMP use may not allow them to attack 
but Links make up for this minor issue.

Good second Job class: Jammer

------------------------------------------------------------------------------
5. BATTLE SIMULATOR						[BSIM]
------------------------------------------------------------------------------

*FOR MORE INFORMATION ON BATTLE SIMULATOR, PLEASE CHECK OUT THE IN-DEPTH FAQ
ON BATTLE SIMULATOR ON GAMEFAQS!*

The Battle Simulator is a traditional feature found in many Front Mission 
games. Its purpose is to sharpen the player's ability to formulate tactics
and strategies for use in missions through training battles. The Battle 
Simulator gains additional simulations based on meeting certain criteria or
beating certain missions. One change to note is that Battle Simulators no
longer give out CP like it would in past Front Mission games. The ability to
advance in pilot and Job level still remain, as do part rewards for clearing
certain Simulators.

Be sure to train and use the Battle Simulator when need be!

------------------------------------------------------------------------------
6. SURVIVAL SIMULATOR						[SSIM]
------------------------------------------------------------------------------

*FOR MORE INFORMATION ON SURVIVAL SIMULATOR, PLEASE CHECK OUT THE IN-DEPTH
FAQ ON SURVIVAL SIMULATOR ON GAMEFAQS!*

The Survival Simulator is like Battle Simulator for battles, but it operates 
differently. You choose one pilot out of your squad and take them through a
certain amount of floors then to a special floor eventually. Beating this
special floor allows you to exit Survival Simulator and the ability to bring
back items or RP found in your run. You can escape on earlier floors with an
item called "Escape Code". Numerous parts can be obtained only in the
Survival Simulator, which are found in cargo boxes.

Apart from all of this, have fun during your Survival Simulator run!

------------------------------------------------------------------------------
7. ARENA							[AREN]
------------------------------------------------------------------------------

*FOR MORE INFORMATION ON ARENA, PLEASE CHECK OUT THE IN-DEPTH FAQ ON ARENA
ON GAMEFAQS!*

The Arena is your moneymaker when funds are low and you are not playing a 
mission. Available fairly early on in the game, you can participate in a 
1-on-1 battle at the beginning. With more battles, you can choose to be in 
a 2-on-2 battle and eventually a 3-on-3 battle. The AI controls the pilot
and wanzer you wish to use in combat. All that is needed is to bet a certain
amount, choose a suitable opponent, and hope for the best. Cameos from past
Front Mission characters can be seen and fought in the Arena. 

Enjoy the nostalgia when fighting Front Mission characters in the Arena!

------------------------------------------------------------------------------
8. THEATER							[THEA]
------------------------------------------------------------------------------

Theater Mode, as stated in the beginning, is essentially a viewing mode for
all event scenes that appear in the game. How many unlocked depend on how
far the player is into the game. Another nice bonus of this mode is that you
can change the wanzer setups based on what you have equipped and in stock. 
No buying or Remodeling are available, but it really isn't that big of a
deal. Playing with the setups does make for some better scenes and watching
your creations in the scenes is fun.

The interface for the Theater is very simple. Apart from the help text and
Wanzer Setup, just choose a scene from its picture and it will play. Enjoy!

------------------------------------------------------------------------------
9. SECRETS							[SECR]
------------------------------------------------------------------------------

EASTER EGGS
-----------

Front Mission 5 pays homage to the prior Front Mission games in various ways
and throughout the game. While it isn't something important, see how many
references and sources you can find in the game! From a picture of the 
Zaftran mobile weapon Zhuk to images of wanzer companies in the scenery,
have fun hunting them down!

Also, on a side note, you can view different angles of the wanzers shown in
the title screen by pressing L1 or R1. 

RECRUITING DARRIL TRAUBEL
-------------------------

For those who have played the game and/or have been reading the news up to
its release, it comes as no surprise that Darril Traubel, Front Mission 4's
lead male protagonist, is in the game! What is more surprising is that 
Darril can be recruited onto Walter's platoon! Here are the necessary steps
to recruiting this character from Front Mission 4:

1. Beat Mission 2. Do the events as planned but after the POW Holding Area
cutscene, head to the Mess Hall. Speak with Brenda three times then talk to
Darril.

2. Proceed with the Main Gate cutscene then head back to the Mess Hall. Go
and speak with Calvin then talk to Darril until he leaves.

3. Beat Mission 3. Head to the Mission Briefing Room 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. 

4. Beat Mission 4. Head to the Simulator Room and speak with Darril. Choose
the first choice in both options. Continue onward with the game as usual.

5. Beat Mission 10. Head to the Simulator Room and speak with Darril. Speak
once more and select the second choice.

Lo and behold, Darril Traubel is now officially a recruitable pilot! Enjoy 
having Darril back in the fold if you played Front Mission 4!

Darril's stats:

Pilot Level - 10
To Next Level - 3300
EP - 10
AP Max - 16
AP Charge - 13
Skill Slots - 11
Status Evasion - 0%
Specialty - Striker
Pilot Type - Support
Job Levels:
All but Striker - 1
Striker - 4

The real reason as to why Darril is a valuable pilot is his activation rate
for skills. It is quite high and considering his specialty is the Striker 
class skills, he can easily become a killing machine with the right wanzer.
For fun, Remodel the Frost until it becomes Blizzaia then Blizzaia L. It's
Darril's base unit in Front Mission 4 and one of the better wanzer builds in 
general. It is essentially a much better and lighter Frost.

SECRET WANZERS
--------------

There are several secret wanzers available for usage in Front Mission 5. Some
are gotten for free while others need to be bought in the Hangar. Either way,
follow the methods discussed below to access the secret wanzers.

------------------------------------------------------------------------------
Grapple		Available after: Mission 5
------------------------------------------------------------------------------

Method:

In the Lounge speak with Brenda, who is on the computer, then to Noah next. 
Exit and re-enter the Lounge but speak with William. Exit and head for the 
Commander's Room. Speak with William and he gives you the following wanzer 
reward:

Grapple Rank 1 Body
Grapple Rank 1 Right Arm
Grapple Rank 1 Left Arm
Grapple Rank 1 Legs

------------------------------------------------------------------------------
Scintilla	Available after: Mission 10
------------------------------------------------------------------------------

Method:

Follow the steps to Scout Darril and talk to him in the Simulator Room. This 
wanzer shows up in the Hangar afterwards.

This is the first of the enemy wanzers that can be gotten by the way. 

------------------------------------------------------------------------------
Warlus		Available after: Mission 10
------------------------------------------------------------------------------

Method:

In the Mess Room, talk to Laura three times. Afterwards, talk to the three
soldiers Ralph, Tony, and Julius. Head to the Mission Briefing Room. Before
heading out for the next mission, head back to the Mess Room and speak with
Laura. The Warlus can now be bought in the Hangar, but Laura cannot be 
recruited for the rest of the game. That's a shame since she's an 'S' pilot
but there are more at the end to Scout. You do get an extra 4 RP though this
way. At the Mess Room after beating Mission 16, talk to Julius then Laura. 
Once she leaves, speak with Jeff to get the extra RP.

This is the second of the enemy wanzers that can be gotten by the way.

------------------------------------------------------------------------------
Schakal		Available after: Mission 17
------------------------------------------------------------------------------

Method:

At the Control Tower, speak to Hector. Then, speak with Joseph and select 
the second choice when he gives an option. Speak to Steve nearby and this 
unit shows up at the Hangar.

This is the third and last of the enemy wanzers that can be gotten by the 
way. 

------------------------------------------------------------------------------
Vyzov		Available after: Mission 22
------------------------------------------------------------------------------

Method:

Do the following steps to gain this wanzer.

1. Beat Mission 19. Go to the Operations Room; do not go to the Gym right
after getting back to base. Speak with Enos and Gerald at the Operations 
Room. When given an option, choose the first choice. Continue speaking to
Enos and then Gerald for the 6 RP bonus.

2. Go to the Gym and speak to everyone there.

3. Go to the Junior Officer's Room and speak with Max, Dennis, Roland, and
Enos.

4. Beat Mission 22, earning Excellent Performance, and go to the Operations 
Room. Speak to Enos for the parts:

Vyzov Rank 1 Body
Vyzov Rank 1 Right Arm
Vyzov Rank 1 Left Arm
Vyzov Rank 1 Legs

NEW GAME+
---------

New Game+ does exactly what it says: It allows you to play a new game with
bonuses. The following data are carried over in a New Game+ file:

- Remaining RP
- Remaining CP
- EP is set to 50
- Wanzer parts: equipped and in Stock List

In a nutshell, New Game+ allows you to essentially dominate the entire game
until the end without having to worry about RP, CP, or EP. Not to mention
being able to get more of the parts found in the Simulator or outside the
battles. To get this, simply beat the game.

HARD MODE
---------

Hard Mode does exactly what it says: It allows you to play a new game with
greater difficulty. The following data depicts what to expect in a Hard Mode
file:

- Enemy wanzer equipment upgraded by several Ranks based on progress
- Survival Simulator gains an additional 50 floors
- Remodel restrictions are removed completely, save the RP and CP costs

In a nutshell, Hard Mode is hard. Fortunately, with the removal of Remodel
restrictions, you are free to upgrade to Rank 12 presuming you have enough 
RP and CP to spend. In regards to Survival Simulator, many special equipment 
not available in the first 50 floors become available. To get this bonus, 
simply beat the game.

FRONT MISSION RECURRING CHARACTERS
----------------------------------

For anyone who has played a previous Front Mission installment, you might be
surprised to find some familiar faces in both scenarios. Some of those faces
are even playable in the game! Anyways, here are the following characters 
that make appearances in Front Mission 5: Scars of the War. If you are new to
Front Mission or have not played some of the games, spoilers will be mentioned
for these characters. You have been warned so only read what you want to know.

------------------------------------------------------------------------------
Keith Carabell		Huffman Island Arc
------------------------------------------------------------------------------

Location:

Freedom City

Time of Appearance: Mission 04
Alias: None
Appears in:

Front Mission 2089-II
Front Mission 1st
Front Mission Online
Front Mission 2

Playable: No
Description:

Keith Carabell is one of the main characters in Front Mission 1st, and is one
of the secondary characters in Front Mission 2089-II, Front Mission Online,
and Front Mission 2. Keith is a mercenary for hire, and a member of the 
"Canyon Crows" mercenary outfit. His appearance in Front Mission 5: Scars of
the War expands on his duties with the Canyon Crows during the 2nd Huffman
Conflict.

In the game, Keith makes an indirect appearance of the sorts right before
the start of Mission 04 in Freedom City. Somewhere in Freedom City, a red
Hell's Wall wanzer does battle against two Canyon Crow wanzers, one painted
light blue and the other painted light green. Having the numbers advantage,
Keith and Joynas manage to take down the Hell's Wall wanzer.

------------------------------------------------------------------------------
Joynas Jeriaska		Huffman Island Arc
------------------------------------------------------------------------------

Location:

Freedom City

Time of Appearance: Mission 04
Alias: None
Appears in:

Front Mission 2089-II
Front Mission 1st
Front Mission Online

Playable: No
Description:

Joynas Jeriaska is one of the main characters in Front Mission 1st, and is one
of the secondary characters in Front Mission 2089-II and Front Mission Online.
Joynas is a mercenary for hire, and a member of the "Canyon Crows" mercenary
outfit. His appearance in Front Mission 5: Scars of the War expands on his
duties with the Canyon Crows during the 2nd Huffman Conflict.

In the game, Joynas makes an indirect appearance of the sorts right before
the start of Mission 04 in Freedom City. Somewhere in Freedom City, a red
Hell's Wall wanzer does battle against two Canyon Crow wanzers, one painted
light blue and the other painted light green. Having the numbers advantage,
Joynas and Keith manage to take down the Hell's Wall wanzer.

------------------------------------------------------------------------------
Frederick Lancaster	Strike Wyverns Arc	
------------------------------------------------------------------------------

Location: 

CVN-112: Eclipse

Time of Appearance: Mission 07
Alias: None
Appears in:

Front Mission 1st
Front Mission Online
Front Mission 4
Front Mission 2

Playable: No
Description:

Frederick Lancaster is one of the main characters in Front Mission 1st, and
is one of the secondary characters in Front Mission Online, Front Mission 4,
and Front Mission 2. Frederick is a freelance journalist who specializes in
non-fictional material. His appearance in Front Mission 5: Scars of the War
expands on his reporting of the real truth behind the 2nd Huffman Conflict.

In the game, Frederick actually doesn't make an appearance in any of the
story arcs. Rather, he appears indirectly through references from soldiers at
the gym inside the CVN-112: Eclipse after clearing Mission 07.

In 2094, two soldiers, Jeff and Robert, discuss recent news about the Sakata
Industries Incident. Jeff talks about how the government finally acknowledged
the truth, saying that it's an "awful story". The government admitted that
their friends who fought in Huffman were used as guinea pigs. Robert remarks
that there were rumors during the war that there was "shady stuff" going on.
Jeff confirms the rumors, saying that the truth was uncovered thanks to "that
guy". He tells Robert that a journalist named Frederick Lancaster wrote a book
about it; the book was good war correspondence that had become a best-seller.

------------------------------------------------------------------------------
Molly O'Donnell		Huffman	Island Arc
------------------------------------------------------------------------------

Location: 

Freedom Garrison

Time of Appearance: Mission 02
Alias: None
Appears in:

Front Mission 1st

Playable: No
Description:

Molly O'Donnell is one of the main characters in Front Mission 1st. Molly
is a former nurse and a member of the "Canyon Crows" mercenary outfit. Her
appearance in Front Mission 5: Scars of the War expands on her time spent
residing in Lark Valley.

In the game, Molly actually doesn't make an appearance in any of the story
arcs. Rather, she appears indirectly through references from soldiers at the
mess hall in Freedom Garrison after clearing Mission 02.

One year after the destruction of Lark Valley, two soldiers James and Calvin
talk about the aftermath of the attack. The two talk about the "usual Lark
Valley rumors", of how there's sightings of unnatural phenomena from recon
patrols of the ruins. Calvin wonders if the cruise missile attack was going
a bit too far, even in a war situation. As he ponders the ethical nature of
the attack, James changes the subject back to the phenomena in Lark Valley.
Calvin tells him that during the night, one can see a female and hear "her
voice". Calvin wonders if she is a survivor, quite possibly a little girl...

------------------------------------------------------------------------------
Kevin Greenfield	Strike Wyverns Arc
------------------------------------------------------------------------------

Location: 

CVN-112: Eclipse

Time of Appearance: Mission 10 to Mission 15
Alias: None
Appears in:

Front Mission 1st
Front Mission Online

Playable: No
Description:

Kevin Greenfield is one of two male protagonists in Front Mission 1st, and is
one of the secondary characters in Front Mission Online. Kevin is the unit
commander of the 112th Special Armored Infantry Unit, the "Silver Lynxes".
His appearance in Front Mission 5: Scars of the War expands on his connections
to Darril Traubel.

In the game, Kevin actually doesn't make an appearance in any of the story
arcs. Rather, he appears indirectly through references from Darril at the
simulator room inside the CVN-112: Eclipse after clearing Mission 10. Darril
also makes a second reference to Kevin at the pilots' ready room inside the
CVN-112: Eclipse after clearing Mission 15. This one can only be seen if
Darril was recruited by Walter.

In 2095, Walter and Darril meet again on the CVN-112: Eclipse's simulator
room. Darril reintroduces himself to Walter and mentions his past history
with Lynn. Darril also admits to Walter that he likes him, reminding him of
"this great guy" he met years ago. The soldier adds that he finds Walter to
be quite an "interesting fellow". 3 years later after the Indochina Conflict,
Darril greets Walter when he returns to the Strike Wyverns from medical leave.
Darril expresses his amazement at Walter's heroics, stating that he's like
"that great guy, but even more entertaining".

------------------------------------------------------------------------------
Grieg Demetrius		Huffman Island Arc
------------------------------------------------------------------------------

Location: 

Freedom Garrison

Time of Appearance: Mission 03
Alias: None
Appears in:

Front Mission 1st
Front Mission Online

Playable: No
Description:

Grieg Demetrius is one of the main characters in Front Mission 1st, and is
one of the secondary characters in Front Mission Online. Grieg is the unit
commander of the 64th Special Armored Infantry Unit, "Hell's Wall". His
appearance in Front Mission 5: Scars of the War expands on his reputation
inside the U.S.N. Army as the leader of infamous Hell's Wall.

In the game, Grieg actually doesn't make an appearance in any of the story
arcs. Rather, he appears indirectly through references from soldiers at the
briefing room in Freedom Garrison after clearing Mission 03.

Before the defense of Freedom City, a soldier named Jair gives Walter a quick
summary of Hell's Wall. Jair tells him that the Hell's Wall is the name of
the U.S.N. Army's 64th armored infantry unit, led by Captain Grieg Demetrius.
The unit's name comes from a signature battle formation they use to protect
their allies. In a hellish battle, the unit's wanzers form a wall to defend
allies from incoming enemy fire. Jair states that's how the unit got the
name of "Hell's Wall".

------------------------------------------------------------------------------
Dave Sterling		Huffman Island Arc
------------------------------------------------------------------------------

Location: 

Freedom City

Time of Appearance: Mission 04
Alias: None
Appears in:

Front Mission 1st
Front Mission Online

Playable: No
Description:

Dave Sterling is one of the main characters in Front Mission 1st, and is
one of the secondary characters in Front Mission Online. Dave is a member of
the 64th Special Armored Infantry Unit, "Hell's Wall". His appearance in
Front Mission 5: Scars of the War expands on his duties with Hell's Wall.

In the game, Dave makes an indirect appearance of the sorts right before
the start of Mission 04 in Freedom City. Somewhere in Freedom City, two
Canyon Crow wanzers, one painted light blue and the other painted light green,
do battle against a red Hell's Wall wanzer. Dave does his best to fend off
the two wanzers, but is eventually taken down by their combined arms fire.

------------------------------------------------------------------------------
Darril Traubel		Huffman Island, Strike Wyverns, and Barghest Arcs
------------------------------------------------------------------------------

Location: 

Freedom Garrison
Peseta Garrison
CVN-112: Eclipse
Fort Monus Base
U.S.N. Alaska Radiation Research Complex

Time of Appearance: Mission 02 to End-game
Alias: None
Appears in:

Front Mission 1st
Front Mission Online
Front Mission 4

Playable: Yes
Description:

Darril Traubel is the male protagonist in Front Mission 4, and is one of the
secondary characters in Front Mission 1st and Front Mission Online. Darril is
a Sergeant posted to the 332nd Mobile Company, but was a former Captain with
the Army division. His appearance in Front Mission 5: Scars of the War expands
on his duties as a Captain, and his fate after the Venezuela coup d'etat.

Darril appears in the Huffman Island story arc by default and if you meet
the conditions to recruit him, in the Strike Wyverns and Barghest story arcs
as well. If recruited, Darril will then remain a part of the main cast for
the remainder of the game.

Days after capturing Freedom City at Freedom Garrison, Darril asks Walter if
he is a graduate from the "Home" community originating from the city. One of
Walter's colleagues, Brenda, responds that he is part of "Home 47" and that
it is a "20-year homecoming for us". Darril confirms his suspicions and then
changes the subject to Lark Valley. He asks Brenda if she knows of any plans
to invade the town, remarking that it has no tactical value to them. After
hearing Brenda's opinion of Lark Valley, a soldier named James notices that
Darril has "gone all blue". A shaken Darril tells him that he's alright.

One year later at the Freedom Garrison, Darril listens to James and another
soldier Calvin talk about unusual sightings in Lark Valley. After hearing
about rumors of ghosts existing in the ruins of the destroyed town, James
asks Darril not to tell him that he believes in them. Darril replies, saying
to James that he's heading out and to "put in a good word for me". Several
days later when the U.S.N. Army prepares to defend Freedom City, Brenda tells
Walter about the upcoming operation. She also adds that they might run into
their old friend Ed, who is now part of a Special Forces "assault unit".

Upon hearing "assault unit", Darril believes that some rumors he heard about
them are indeed true. He reveals that a "female officer from Spec Ops" was
made into the unit's commanding officer, hinting that she was from "Home 47".
As Darril talks, he notices that Walter looks nervous and asks him if he is
looking forward to the next battle. When Walter replies that he is, Darril
berates him on his cockiness. He tells Walter that power is "like a drug" and
that since he doesn't get that, it will only hurt him. Darril then advises
Walter to find a conviction worth fighting for if he wants to be truly strong.

After retreating to Peseta Garrison from Freedom City, Darril sees that Walter
made it out of the chaos alive. Sensing his sadness, Darril tells Walter to
"cheer up" as he is alive and can avenge his fallen comrades. The soldier goes
on to talk about the war situation and of their sworn duty to protect their
homeland. Darril notices that Walter seems dazed and asks if he was listening
at all. When Walter asks him what he's trying to get at, Darril deduces that
he must have came up from the Infantry Corps and lecturing him is pointless.

At this time, Darril realizes that they haven't made any formal introductions
yet. Darril introduces himself to Walter and asks what his name is. Walter
returns the favor. Darril tells Walter that he will remember his name and asks
him to do the same in return. The soldier informs Walter that he has his
orders to fulfill and will be heading out soon. Darril also says that should
Walter survive his own battles, he would like to keep in touch with him.

4 years later in 2095, Walter and Darril meet again in the CVN-112: Eclipse.
Darril questions Walter if he remembers him and states his name once again.
The soldier informs Walter that he heard rumors that he made it to the Strike
Wyverns. Darril adds that he also knows Major Wenright as an old comrade of
her's, and believes that she's doing well "for herself in this unit". Darril
then gives Walter a new wanzer to use, stating that the machine's "getting
all rusty at the hangar". Darril also openly admits that he likes Walter and
that he has no idea what he's doing next, and that he hates being bored.

When Walter responds that he's not doing anything, Darril becomes excited.
Darril tells Walter to think about the benefits of recruiting him for his
platoon. Right after Walter accepts his offer, an overjoyed Darril tells him
to "please entertain". After being recruited and getting ready for the next
operation in the pilots' ready room, Darril gives his new boss opinions of
the CVN-112: Eclipse. He remarks that while the aircraft carrier is "fancy
and all", the soldiers are a bit too rough and vulgar for his tastes. Darril
says that it doesn't matter either way, as he already likes "this place".

During the outbreak of the Indochina Conflict in 2097, Darril confides to
Walter that "intervening in O.C.U. infighting" isn't exactly a great thing.
Darril adds that all of this tension started when the countries involved
wanted independence. He says to Walter that he will follow his lead, but also
reminds him not to do "anything stupid" and they aren't going in to "kill
everyone". Darril then reminds him that "not everyone in those nations support
independence" and asks that he keep this realization in mind.

A year later when Walter returns to the Strike Wyverns from medical leave,
Darril greets his friend at the CVN-112: Eclipse pilots' ready room. Darril
admits that he was scared for Walter during their battles in Cambodia, and
that he had received a promotion. He expresses his happiness that Walter was
"moving up in the world". When Walter tells him that things have changed at
the aircraft carrier, Darril replies that things are still the same. The
soldier then tells Walter that he awaits his next orders, addressing him as
"unit commander" now.

Some time after Walter's transfer to the Barghest at Fort Monus Base, Darril
expresses amazement that he is part of the outfit. He tells Walter that he
did not ever think he "could be in Barghest". Darril also notices that Hector
has quite a beard on his face. Darril then muses if Hector is "some kind of
ghost", observing that his new boss does not stay in one place for too long.
Upon returning to Fort Monus Base from their operations in South America,
Darril asks walter if he has read up on Morgan Bernard's history.

Calling it an "interesting story", Darril notes that Bernard was a medical
doctor who worked on war-ravaged areas. He used his expertise to treat the
sick and wounded in these areas. Bernard's S-Type theory was actually devised
as a means to help out disabled persons. Through his travels, he singled out
globalization as the root cause of poverty and war. Bernard soon adopted
pro-nationalist views and rallied many to his cause. And thus, he began his
crusade against globalization in 2080. Darril then adds that he agrees with
Bernard - that globalization has caused the world grief for decades.

Years later at Fort Monus Base, after learning of the Grimnir's intentions in
Alaska, Walter tells his teammates about their next operation. Remarking that
they are heading to Alaska, Darril claims it will be really cold up there. He
adds that even "drinking won't be fun". When everyone looks at him for saying
that, Darril wonders if all of them are "heavy drinkers" like him. Darril's
thoughts about Alaska are realized when they arrive at the research center.
The soldier says that it is "freezing out here" and protecting the research
center will be a tall order. He asks Walter to start devising up battle plans.

A few months later in 2112, Darril asks Walter how he "snapped up the lab
chief" so easily. Voicing his irritation at how doing work in a "server room
for 4 months" is killing him, Darril yells out that he wants to see his wife
again. After a pause and with everyone in the server room staring at him, he
says that letting out his emotions felt good. When the Grimnir forces invade
Alaska in July 2112, Darril asks Walter if he was "bored too" and doesn't
blame him. Expressing his dislike for how "the last 4 months have been so
boring", Darril tells Walter that it's time to tidy things up.

------------------------------------------------------------------------------
Billy Renges		Huffman Island Arc
------------------------------------------------------------------------------

Location:

Peseta Garrison

Time of Appearance: Mission 04
Alias: None
Appears in:

Front Mission 1st
Front Mission Online
Front Mission 4

Playable: No
Description:

Billy Renges is one of the main characters in Front Mission 4, and is one of
the secondary characters in Front Mission 1st and Front Mission Online. Billy
is a Corporal posted to the 332nd Mobile Company. His appearance in Front
Mission 5: Scars of the War expands on his connections to Darril Traubel.

In the game, Billy actually doesn't make an appearance in any of the story
arcs. Rather, he appears indirectly through references from Darril at the
simulator room at Peseta Garrison after clearing Mission 04.

At the Peseta Garrison, Darril attempts to find out Walter's name. If Walter
responds "Billy Renges. Nickname's Walter", Darril remarks that he shares
the same name as his best friend's and wonders how that's possible. After a
pause, Darril tells Walter that he's never heard of that nickname before.

------------------------------------------------------------------------------
Luis Perez		Strike Wyverns Arc
------------------------------------------------------------------------------

Location: 

CVN-112: Eclipse

Time of Appearance: Mission 11
Alias: None
Appears in:

Front Mission 4

Playable: No
Description:

Luis Perez is one of the main characters in Front Mission 4. Luis is the
leader of the revolutionary group, la Alianza de Libertad Venezolana. His
appearance in Front Mission 5: Scars of the War expands on his fate after
the end of the Venezeula coup d'etat.

In the game, Luis actually doesn't make an appearance in any of the story
arcs. Rather, he appears indirectly through references from soldiers at the
gym inside the CVN-112: Eclipse after clearing Mission 11.

In 2097, a soldier named Robert chats with Walter about the Venezuela coup
d'etat. Robert says that it was reported the Republic of Zaftra was involved
in "the whole thing". He admits that it's scary to hear this kind of thing
happening within their own borders. Robert wonders if they have any right to
criticize the O.C.U. for what they're doing to their own states. The soldier
then shifts the discussion to his interest in hearing about the policies of
the new governor of Venezuela will implement. Robert tells Walter that the
new governor is Luis Perez, a young and boyish man.

------------------------------------------------------------------------------
Bruno Diaz		Strike Wyverns Arc
------------------------------------------------------------------------------

Location: 

CVN-112: Eclipse

Time of Appearance: Mission 11
Alias: Governor
Appears in:

Front Mission 4

Playable: No
Description:

Bruno Diaz is one of the main characters in Front Mission 4. Bruno is the
Governor of Venezuela. His appearance in Front Mission 5: Scars of the War
expands on his fate after the Venezuela coup d'etat.

In the game, Bruno actually doesn't make an appearance in any of the story
arcs. Rather, he appears indirectly through references from soldiers at the
gym inside the CVN-112: Eclipse after clearing Mission 11.

In 2097, a soldier named Robert chats with Walter about the Venezuela coup
d'etat. Robert says that it was reported the Republic of Zaftra was involved
in "the whole thing". He admits that it's scary to hear this kind of thing
happening within their own borders. Robert wonders if they have any right to
criticize the O.C.U. for what they're doing to their own states. The soldier
states that they got lucky, having been saved by Governor Bruno Diaz's own
stupidity at the time. This stroke of luck, however, does not address the
underlying problem of poverty in poorer states inside the U.S.N.

------------------------------------------------------------------------------
President Clift		Strike Wyverns Arc
------------------------------------------------------------------------------

Location: 

CVN-112: Eclipse

Time of Appearance: Mission 11
Alias: President
Appears in:

Front Mission 4

Playable: No
Description:

President Clift is one of the secondary characters in Front Mission 4. Clift
is the President of the U.S.N. His appearance in Front Mission 5: Scars of
the War expands on his administration's roles in international relations.

In the game, Clift actually doesn't make an appearance in any of the story
arcs. Rather, he appears indirectly through references from soldiers at the
briefing room inside the CVN-112: Eclipse after clearing Mission 11.

As the U.S.N. prepares to fight in the Indochina Conflict in a peacekeeping
capacity, a soldier named Pat talks to Walter about the Clift administration.
Pat confides his unease about the situation to Walter, stating that things
could get ugly. He discusses how the O.C.U. neglected their poorer states
and how this led to a rise in anti-O.C.U. sentiments in the region. Pat also
notes that during wartime, these countries experienced an economical boon
due to increased arms production. With a chance to look good to the world,
Pat wonders if President Clift predicted this kind of crisis would happen.

Likewise, a soldier named Julius has similar thoughts about the Indochina
Conflict. However, Julius has a more cynical view of the crisis. Julius tells
Walter that while he is no expert on politics or diplomacy, he can't bring
himself to like the Clift administration. He wonders if President Clift sees
the military as just "a tool for making money".

------------------------------------------------------------------------------
Ash Faruk		Barghest Arc
------------------------------------------------------------------------------

Location: 

Fort Monus Base

Time of Appearance: Mission 17
Alias: None
Appears in:

Front Mission 2

Playable: No
Description:

Ash Faruk is one of three main protagonists in Front Mission 2. Ash is part
of the 41st Mobile Battalion, "Muddy Otters", in the O.C.U. Maritime Defense
Force. His appearance in Front Mission 5: Scars of the War expands on his
unknown past...

In the game, Ash makes an indirect appearance of the sorts when Hector briefs
Walter about terrorists in Fort Monus Base after clearing Mission 17. During
the terrorist profiling session in 2098, Hector points out that his friend
Glen Duval works as the right-hand man of Morgan Bernard. As Hector talks
about Morgan's handiwork in a recent Alordesh coup attempt, a picture appears
on the briefing screen. The screen shows Morgan talking to a dark-haired man
who is believed to be one of the Alordeshis...

------------------------------------------------------------------------------
Emir Kramskoi		Barghest Arc
------------------------------------------------------------------------------

Location: 

Fort Monus Base
U.S.N. Alaska Radiation Research Complex

Time of Appearance: Mission 22 to End-game
Alias: Professor Kramskoi
Appears in:

Front Mission 3

Playable: No
Description:

Emir Kramskoi is one of two female protagonists in Front Mission 3. Emir is
the Chief of the U.S.N. Alaska Radiation Research Complex. Her appearance in
Front Mission 5: Scars of the War expands on her duties at the research
complex, and her role in creating M.I.D.A.S.

Emir appears in the final leg of the Barghest story arc. Emir is foreshadowed
by references in the pilots' ready room at Fort Monus Base after clearing
Mission 22. She formally makes her appearance at the U.S.N. Alaska Radiation
Research Complex upon clearing Mission 23. Emir then remains a part of the
main cast for the remainder of the game.

After being briefed on the existence of M.I.D.A.S. from Hector, Walter learns
more about his destination in Alaska from his unit at the pilots' ready room
in Fort Monus Base. One pilot says that there are three radiation research
centers in the U.S.N., and that the person running the Alaska one is a woman
who proposed the gold atom theory. Another pilot tells Walter that they read
about the Alaska radiation research center in a science magazine. They also
add that a Professor Kramskoi "runs the whole place".

Upon finally reaching the U.S.N. Alaska Radiation Research Complex, Hector
schedules a meeting with Emir. At the meeting, Hector introduces Walter to
Emir, and Emir to Walter. After the greetings, Walter asks the professor if
she could give him a summary of the research center's facilities and purpose.
Emir complies with Walter's requests and tells him about the major functions
of the research center. After a long talk, Emir asks Walter if he would like
to get a drink at the mess hall. Walter takes up her offer and the two of them
head to the mess hall.

At the mess hall, Emir asks Walter why he felt it wasn't necessary to observe
etiquette with her even though she has the rank of Colonel. When Walter tells
Emir that her actual job is that of a scientist and that rank doesn't matter,
she is impressed at his deduction abilities. The professor tells Walter that
she is just a researcher using "military appropriations to fund her research".
However, because of the rank that the military gave her, Emir admits that it
intimidates everyone around her. As a result, she gets treated like an
outsider even though she is a researcher.

Emir then confides to Walter that when she was a child, her parents encouraged
her to make friends. In a closed environment like the research center, she
admits that she doesn't have too many of those. Emir notes that it's been a
long time since she's had "a talk like this". With that said, the professor
asks Walter what else he would like to know about M.I.D.A.S. After some time,
Walter tells Emir that he has learned enough about M.I.D.A.S. Having taken a
liking to him, Emir informs Walter of a few other things about the research
center. She ends the conversation by telling him not to "be a stranger".

Walter's interactions with Emir are noticed by many of the research personnel
and his Barghest colleagues. Many of them remark on Emir's heavenly beauty
and intellect, saying that "heaven certainly blessed her well". However, some
note that Emir is so beautiful that it's "almost like she's not even human".
A few months later, some Barghest members note how Walter called Emir "Emma"
and ask him if that's his "pet name for her". Even Hector notices that Emir
has taken a liking to Walter and wonders how is he so popular with the women.

When the Grimnir forces approach Alaska, Emir wishes Walter good luck as he
and the Barghest prepare for battle. Hours later when the Barghest fend off
Morgan's initial wave, Emir radios Walter about a disturbing new development.
She shows him real-time footage of an attack and a mysterious transport plane
stealing the miniaturized M.I.D.A.S. In the midst of the confusion, Morgan
taps into the research center's main system and invades it using FENRIR. Emir
notices the intrusion, but is too late to regain control of the system. The
professor also notes that the M.I.D.A.S. reactor is charging up energy.

As Morgan escapes, Emir tells Walter that he must destroy the reactor or else
it will overload and annihilate Alaska with an anti-matter explosion. Walter
and the Barghest head inside the maintenance tunnel leading to the M.I.D.A.S.
reactor. Upon defeating numerous Grimnir wanzers along the tunnel, Emir calls
Walter and Hector to update them on the reactor situation. She informs them
that they have a limited time to destroy the reactor's catalyst device before
the overload occurs. Emir wishes them good luck as she opens the partition
leading to the M.I.D.A.S. reactor itself.

As the Grimnir and Barghest prepare for one final battle, Emir is shocked to
witness the reactor's deflector device unleashing waves of energy. She briefs
Walter on the deflector's functions, telling him to end the battle as soon as
he can. Some time later when the battle ends, the professor tells Walter that
the system is overloading and the ensuing explosion cannot be stopped. Emir,
however, plans to weaken the explosion by reversing the coils that control
the magnetic field. She manages to do this right as the explosion occurs.
Months later, Emir is seen talking to the U.S.N. military about M.I.D.A.S.

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10. CREDITS							[CRED]
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Thanks to:

- GameFAQs obviously
- Square Enix for the Front Mission series
- Fellow GameFAQs posters who contributed information, such as WalterFeng,
tihoa

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.