Front Mission FAQ Version 0.5
26th February 2002

By cjs28 (cjspeirs@hotmail.com) & Cro-Magnon (cro-magnon@talk21.com)

Any questions, comments, junk mail, complaints, send them to my e-
mail address above. Any money, send it to Cro. He needs it at Uni :)

This document copyright of Craig-James Speirs. So don't go around 
making copies of it, y'hear?

Version History

0.1 - The bare bones of an FAQ. The walkthrough isn't even finished.
0.5 - Current version. Completed basic walkthrough. In-depth 
walkthrough still to come. All contributions welcome. Cro saves the 
day again...

Still to come:
In-depth missions
Tactics (alternate playing styles, such as Human Shields)
Shopping List
Coliseum (Along with, very possibly, a very special Kanji code...)
Secrets (Along with one secret that hasn't been stolen yet. Cough.)
Cool ASCII art (maybe)
Anything Cro thinks of...

1 - Contents 

1 - Contents, what you're reading now. 
2 - Characters 
3 - Weapon list 
4 - Parts list / Item List 
5 - Gameplay and tactics 
6 - Walkthrough
7 - Coliseum
8 - Secrets 
9 - Credits

2 - Characters 

When you first start, you'll be asked to name yourself, and give a 
Callsign. The Callsign appears during battles. Here's a list of all 
17 mechs that you'll be able to control, in order of appearance. 

Name           Callsign       Mech Name (default)    Best Skill 

You (Bob)      Roid           Shrike                 Take your pick
Sakata         Sakata         Raioh                  Short/Long 
Natalie	       Natalie        PrimRose                Short 
Keith          Keith          Mr.Jerry               Short/Fight
J.J            J.J            Hunter.J	               Short 
Frederick      Frederick      Witness                Long 
Yang           Yang           Gyokuran	               Long/Fight
Paul           Paul           Rainbow                Long 
Alder          Alder          Cowboy                 Fight
Hans           Hans           My Maria	               Long 
Gregorio       Gregorio       Mr.Kong                Fight 
Maury          Maury          Tomy                   Fight
Bobby          Bobby          Death                  Long 
Porguna        Porguna        Natural                Fight/Short 
Yeehin         Yeehin         Garyo                  Short 
Gentz          Gentz          Richter                Fight
Ralph          Ralph          Cancer                 Fight 

Roid is known as Lloyd in the translation, but since I prefer Roid, I 
think we'll stick with that.

Other Characters 

Olson - Your commander for early missions. Tells you where to go to 
fight, from the safety of his Military Office. 
Driscoll - The main bad guy. Hiss and throw tomatoes at the screen 
when he appears. Owns a rather nice mech. 
Blakewood - Natalie's father. Isn't too chuffed that Natalie is in 
the unit.
Sakata Sr. - Sakata's father. The owner of Sakata Enterprises. 
Sakata Son - Co-owner of Sakata Enterprises. Involved in dodgy 
dealings.
Peewee - Your supply truck driver. Peewee carries a PAP 55 until 
quite late in the game, where he upgrades to a Artassault SP. He also 
learns the Speed skill at Level 3.
Hell's Wall Squad - These guys and gals introduce themselves early 
on. 

3 - Weapon List

This table shows all the weapons in the entire game. ----- shows that 
it cannot be bought. 

Grip 

Weapon  Range  Type   Attack  Hit % Cost   Shop 

Raptor  1      Short   4 x 3   60   -----  ----- 
Siege   1      Short   5 x 2   76    180   Barinden 
Sieger  1      Short   1 x 10  76    180   Barinden 
F-1 Bat 0      Fight   1 x                 New Milgan 
Grave   1      Short   4 x 3   74          New Milgan 
Winee   1      Short   1 x 13              New Milgan  
Rim-3   1-4    Long    1 x 13  60          New Milgan 

Shoulder (Missile) 

Weapon  Range  Attack Bullet Cost  Shop 

PIZ3           1 x 10   3 
MGR-13         2 x 12   3          New Milgan 
Bone           2 x 14   3          New Milgan 

Shoulder (Shield) 

Name  Defence  Weight 

Fire Wall

4 - Parts List 

Body 

Name   Defence  Hp   Engine   Weight 

Tendus 

Arm L 

Name   Defence  Hp   Hit   Weight 

Tendus 

Arm R 

Name   Defence  Hp   Hit   Weight 

Tendus 

Legs 

Name   Defence  Hp   Move  Weight 

Tendus 

Computer 

Name   Fight   Short   Long   Agility  Cost

Rayon 

Backpack 

Name           Item    Range   Engine   Cost

Chipmunk	+0	+0	  +X      400

Items 

Repair 

Repair S - Restores 50 Hp to a body part. Cost - 
Repair M - Restores 100 Hp to a body part. Cost - 
Repair L - Restores 200 Hp to a body part. Cost - 
Repair Sp - Restores 400 Hp to...I think you can guess. Cost - 

Other 

BA Mine - When used, plants a small mine where you're standing. Then, 
if a mech stands on it, boom! However, it barely does any damage. 
Nearly useless. 
Save your cash. Cost - 
Flash Grenade - Stuns an enemy, causing them to lose 2 or 3 turns. 
Near essential on the Hell's Wall mission. Cost - 
Chaff Grenade - This is used to prevent missiles hitting a mech in 
the next turn. Not much use. Cost - 
Smoke Grenade - I don't know what this does. Cost - 
Acid Bomb - Again, I'm not sure what it does. Cost - 

5 - Gameplay 

During battle, your mechs receive Exp. This Exp serves two purposes. 
One - its added to your total Exp, and that lets you gain levels. 
When you gain levels, you get some bonus Exp to improve your pilot's 
fighting abilities. Also, you sometimes get a chance to teach your 
pilots new Skills. I'll explain these in a minute. Two - The exp is 
also added to your skill exp. If you gain 200 exp from using a Long 
weapon, 200 Exp will be added to your pilot's Long skill. Not 
exclusively - Cro has gained Guide after a round of Short fighting. 
(Cro-Mag: I believe this will only happen if you have all the skills 
in the particular discipline you are using already.)
There are 4 skill areas. 

Fight - How well the pilot can use Fight type weapons, such as 
batons, punches, etc. 
Short - How well the pilot can use Short type weapons, such as guns. 
Long - How well the pilot can use Long type weapons, such as 
missiles. 
Agility - As your agility increases, your guard level increases, 
reducing the damage enemy mechs deal. Shields can boost your guard 
level.

Now, I mentioned Skills up there. Skills aid your cause in many ways. 
All skills have 3 levels and a 'Last' level (Cro-Mag: A note about 
the 'Last' level; you are unlikely to see this unless you train your 
characters REALLY hard, and even then you haven't much chance of 
getting more than one or two skills to it. My 'Super Roid', at level 
46, still only has one skill on 'Last'. It appears in the following 
format; taking 'Double' as an example, the skill slot would list it 
as "Last Double", instead of the usual "Double lvl3"). The higher the 
Skill level is, the more often it happens/more chance of hitting, 
etc. 

Fight Skills - 

First - Normally, the Fighter goes last, after the enemy has his shot 
in. But with this, the fighter goes first. Level affects frequency.
Double - If the Fighter has 2 fight type weapons in his hands, he can 
attack with one, then switch and hit with the other. Level affects 
frequency and number of attacks.
Stun - This can make the enemy lose turns, like a Flash Grenade was 
used. Level affects frequency and length of stun time.

Short Skills - 

Duel - This lets the Short fighter select a body part to attack. As 
the level increases, it becomes more accurate. 
Switch - This lets the user attack with one arm, then change to the 
other arm. Level affects number of Switches and frequency.
Speed - This gives Machine Guns extra bullets. At level 1, one extra 
bullet. Level 2, 2 extra bullets. Level 3, 3 extra bullets. 

Long Skill - Guide - Choose what body part to aim for. Level affects 
accuracy.

At the end of each mission, there's a status screen. This shows the 
amount of money you earned, firstly for completing the mission, then 
for the enemies you killed (referred to as 'bounty' in the 
walkthrough), then a bill for lost team members. As a lost team 
member can cost a good amount to replace, you're looking for minimum 
losses at all times. 

Finally, units in your squad with NPC beside them are controlled by 
the computer. 

Tactics -

The starting point here is how you equip each panzer, whether centred 
around long range, short range or fighting. The character list at the 
beginning of this FAQ provides indications of each character's 
potential best areas, based on the skills each can learn for the most 
part. Some characters gain greater exp in certain areas on level-up, 
but this isn't a huge factor in development, rather an indication of 
the area you should be training that character in. But first we'll 
talk set-ups.

Fight - This one's easy. You obviously want both fists free for 
punching (or hand-rods, of course) otherwise you won't be able to 
take advantage of any skills learned, so above all look for punching 
power when selecting arms. Luckily the most powerful arm is usually 
the one with the most HP, so it isn't much of a dilemma. So that 
leaves our shoulders free. You will probably have noticed that the 
enemy missilers always have fists free; this set-up is a good one to 
follow as it gives you the greatest number of battlefield options. 
But since you are developing this character's fight skill, don't use 
missiles when you can dive in with fists. A missile and one shield is 
probably a better idea for fighters, however; but two shields is a 
bit of a waste. In terms of other parts fighters have good options, 
not having to bear the weight of guns, so you can most likely go for 
the toughest suits.

Short - Quite probably the most devastating set-up later in the game, 
you certainly want to take advantage of the available skills by 
taking two guns. However, this gives you less choice in terms of body 
parts as it takes up a substantial portion of your weight allowance. 
You will almost certainly not be able to take two missiles without 
sacrificing the best suit for one with more engine power/less weight, 
and even one missile will put pressure on your choices. It might be 
an idea to take a missile along though, so you have the tactical 
choice. Two shelds is lighter and still a better option than in a 
fight set-up, but you might have to take some tough shoulder-option 
decisions along the way whatever you do. Another decision you have 
here is the different style of short-range weapons, the main 
distinction being between single-shot guns and multi-shot machine-gun 
types. For most of the game and in most situations you'll want to 
carry one of each; the former to substantially weaken or destroy a 
single body part, and the latter to give a good spread of damage. 
Late in the game, you'll probably find it more effective to use two 
machine-guns; as your exp rises you can do ridiculous amounts of 
damage, combine this with the switch skill and it's all over for 
virtually any enemy. At this level, when selecting the correct gun, 
it's best to look first at the number of hits rather than damage, 
since the difference in damage becomes negligible.

Long - Since most of the Long specialists don't do particularly well 
in other disciplines, leaving fists free will give you the most 
options within the weight limit and will be the best choince in most 
cases. Even so, compromises will be necessary at some points between 
the best suits and engine/weight. Of course, you always want to take 
two missiles with these guys to save them running back to Peewee 
every couple of turns.

Some Notes -
- Duel is a wonderful skill when it works, for a number of reasons, 
the first being you can almost always predict which arm the enemy 
will attack with. If they have fists or two weapons the same, they 
will always use the right arm. If they have a fist and a gun of 
whatever kind, they always use the gun. If they have two guns of 
different types, they will go with the single-shot gun. A short 
specialist with high exp doesn't have much to fear in his attacking 
turn.
- Weak bad guys next to supply cars are excellent infinite exp 
sources. Shoot off arms and legs, and they get replaced next turn all 
ready to be destroyed again.

6 - Walkthrough 

When you start a new game, a picture of you will pop up, and you can 
name yourself. English letters are near the bottom. Having given 
yourself a name that'll strike fear into the hearts of your enemies, 
such as Bob, you'll then get to give yourself a Callsign. Finally, 
you'll be ready to start...oh wait, there's some text to go through 
first. 

CJ's Story Condenser (Tm) - You've been sent on a scouting mission. 
Go scout.

You'll arrive outside The Factory, and there's some more chat between 
Bob, Sakata, and a girl named Karen. After the small talk, a small 
squad of USN mechs appear from thin air, and Mission 1 begins. 

PROLOGUE

Your Squad - Bob, Sakata, Karen (NPC) and OCU soldier. 
Enemy Squad - Driscoll, Attacker x 2, Missiler x 2 

Mission statement - USN mechs have appeared from nowhere. Wipe them 
out. 

Info for the battle - 
Driscoll is in a mech that slightly overpowers yours. Don't even try 
to go near him. 
Karen can't be saved, so don't worry when she carks it. 
Your OCU Soldier buddy will never be seen again, so send him into the 
bottom-left corner. This means Bob and Sakata get all the Exp. 
The Attackers are in Gust machines, and the Missilers are in Calm 
machines. Both of these types are so poor you can't buy them. 
Compared to the Zenith machines Bob and Sakata are in, they're toys. 

Battle! 

Simply move Bob and Sakata to The Factory, and wait for the 4 enemy 
machines to come to you. Use Bob's Bone and Sakata's Ibis to deal 
most of the damage. Easy-peasy-lemon-squeezy. 

Aftermath 

Driscoll leaves, and The Factory blows up. No more late night parties 
there, then. 

Next is a long story bit. However, the nice chaps at Squaresoft have 
included an English translation above the Japanese. 

CJ's Story Condenser (Tm) - Bob was blamed for The Factory being 
destroyed, and OCU and USN go to war. After a year, OCU owns Huffman 
Island. But the war isn't over yet... 

BARINDEN 

You're in the Colosseum (thank god for spellchecker...) about to 
fight. Olson pops up with an offer to join Carrion Crow. Then you 
have to go fight.

Fight - Bob Vs Random Mech

It doesn't matter if you win or lose. But it's nice to win. You're in 
a Tendus machine, one of the worst there is. You have equipped a 
Raptor, a PIZ3...and that's it. Win, and you get an extra 3 Exp. 
Lose, and you get nowt. 

Aftermath 

Olson asks you to join the Carrion Crows, a mercenary force that 
works for the OCU. After a long, dramatic pause of 3 seconds, Bob 
joins up. Olson gives you 1000 credits, the kind soul, to upgrade 
your mech with. Go to the shop in Barinden. I recommend you buy a 
Siege to replace your Raptor, and replace your Tendus stuff with 
Zenith. Once you're a happy chappy, go to the Military Office, and 
tell Olson YES! He'll transport you to an airfield, where you'll be 
tearfully reunited with Sakata, and meet Natalie. After some talk, 
you'll be flown to the next mission. 

MISSION 1 - Reinforcements Have Arrived

Your Squad - Bob, Sakata, Natalie, Keith, J.J 
Enemy Squad - Commander x 1, Missiler x 2, Attacker x 

Mission Statement - Keith and J.J, other members of the Canyon Crows, 
are under attack by USN mechs. Save them. 

Info for the battle - 
Sakata is in Zenith gear, equipped with a Sieger. Natalie is in Husky 
Mk.III gear, equipped with a Siege. Keith is in Galvo gear, equipped 
with a Raptor and PIZ3. J.J is in Alpha gear, and has a Sieger 
equipped. The Missilers are equipped with PIZ3's, and are a small 
threat. The Attackers have a Raptor, which is slightly more powerful 
than a Siege, but dreadfully inaccurate. The Commander has a Siege, 
and a PIZ3. He's also got the strongest gear of the enemies, so gang 
up on him. 

Battle! 

Move Bob and Natalie closer to Keith and J.J. Keith should shell the 
enemy Missiler to the North, and J.J should continue to hurt it. 
Leave Sakata alone for the first turn: he'll pick off the lone mech 
to the South. As the battle progresses, Natalie should move South, to 
cut off two mechs from the West, trying to reach Sakata. Bob, Keith 
and J.J should attack the Commander when he wanders over. The battles 
over when all enemy mechs are dead. 

Aftermath 

Keith and J.J thank you for the save: they're now in your team. 
You'll be rewarded with a small cash bonus of 5000 credits for 
completing the mission. You also get about 2000 more for killing the 
enemy mechs. Finally, if any of your squad hit the deck, you lose 
money. Afterwards, head out to New Milgan. 

NEW MILGAN 

First stop is the Shop. I recommend that everyone get a Tempest body. 
Then, upgrade the weaponry. I normally give Bob a Rim-3, a Bone, and 
a Shield. Sakata works well with a Grave, Rim-3, Bone, and Shield. 
Natalie should be equipped with a Grave in each hand, a Shield, and a 
Bone. Keith and J.J should each carry a Bone, Shield, Grave, and 
Winee. If you still have cash after this, get Vapor legs for 
everyone. You may also want to equip Husky Mk.III arms. That should 
do you for the next mission. Visit your good buddy Olson in the 
Military Office. Oh no! An OCU plane has crashed! Best go out there, 
hadn't we? 

On the scene, Bob sees a neutral mech, Witness. The pilot Frederick 
explains that he is a news reporter, after being asked to leave by 
Natalie. Suddenly, USN mechs arrive on the scene. After a few 
commands between the enemies, the battle is ready to begin. But 
wait...this screen will be new to you. It gives a list of all the 
mechs in your group. The number in the bottom right states how many 
mechs you're allowed to bring in. In this case, you can bring in all 
5. 

MISSION 2 - Salvage Rights

Your Squad - Bob, Sakata, Natalie, Keith, J.J, Frederick (NPC) 
Enemy Squad - Commander x 1, Missiler x 3, Attacker x 5, Egreter x 1 

Info for the battle - 
The Egreter isn't really called that, but I call him that because 
he's the one that opens the little crate next to the plane with the 
Egret in. He will seriously hurt one of your mechs. Thankfully, when 
he grabs the Egret, there's only one bullet in it. And when you kill 
him...
The Commander is in Zenith Gear, with an Iguit7 equipped. He's pretty 
dangerous, but for the most part he'll be chasing Frederick. Pick him 
off with Bone shots before Frederick goes down. 
The Missilers have PIZ3's. No worries there, then. The Attackers have 
a Siege equipped. 
Frederick's in Tendus gear. He will go down pretty quickly if you 
don't get the commander sharpish. 

Battle! - Move Natalie and J.J north, and the rest east. Frederick 
will be attacked and head towards Nat/J.J. Next turn, move Nat and 
J.J close to Fred as possible. Proceed forward, and wipe out each 
mech in turn. The Egreter will hurt someone bad - pull them out for 
repairs. The rest of the mission is clean up, though if you're bored, 
you could grab a lot of Agility exp from the enemies with Seiges...

Aftermath - Frederick asks to tag along. And you've got an Egret. 
WHOOOOOO!

Back to New Milgan

Frederick needs a much better mech. I recommend the FTHS tactic. Or, 
Frederick The Human Shield, for long. Equip him with 2 wing shields 
and whatever else you like.  In the next mission, find a few weak 
enemies, and let them keep hitting Fred while he defends. He'll get a 
high guard level in no time. From here on in, he can take a LOT of 
flak.

MISSION 3 - Nobody Here But Us Trees

Your Squad - 6 units, Supply trucks x 3 (NPC)
Enemy Squad - Commander x 1, Attacker x 5, Missiler x 4

Info for the battle - You're vastly outnumbered, but don't worry - 
the trucks are a lot more powerful than they look. And you've got an 
Egret.

Battle! - Defend the supply trucks. In the first turn, they will 
drive into the forest area. The enemy approaches in two groups; a 
small one further along the road, and a large spread out one that 
attacks from the north of the map. I advise heading off the smaller 
group, as they will go straight after the trucks. You should try to 
destroy them before the large group catches up with you, otherwise 
you will be surrounded. The supply truck's PAP 55 will do quite a bit 
of damage to the enemy at this stage, so if you get in trouble, just 
let the enemy attack the trucks.

Aftermath - Off to Menasa.

Menasa

Buy your group Husky gear - it's simply the best here. Equip your 
mechs with the weapons of your choice, but don't remove the Egret... 
When you go to the Military Office, you're told you have a day off. 
Whee.

Go to the Colosseum.

Yang's gonna loooooose...

Kick her butt with judicious use of the Egret. 

MISSION 4 - Special Delivery

Your Squad - 7 units, Paul (NPC)
Enemy Squad - Driscoll, Commander x 3, Attacker x 6, Missiler x 3, 
Supply truck x 1

Info for the battle - Paul will most likely be destroyed, but it 
doesn't cost you anything.
You can't kill the supply truck. Stop trying.
Driscoll is killable, and you'll get a LOT of experience, but you'll 
be trying for days, and you'll get really bored with the game, and 
give up...

Sometimes, you get a PIZ8 when you kill one of the Missilers... 

Battle! - Send the bulk of your forces to engage the main enemy at 
the crossroads, and just send one or two to help out Paul (Yang on 
her own could handle them). After two turns, Driscoll will start to 
move. If you haven't killed all of the enemies by the time he reaches 
you, you will be in trouble, so hurry up! (Cro-Mag: Doing this with 4 
panzers, Driscoll chased me round and round the buildings for ages: 
there were two enemy left and I couldn't get near them because of 
Driscoll, but after a while he just stopped moving again). The enemy 
supply car will arrive after a turn, then leave again soon after, 
giving no repairs to their troops. That's because it was dropping 
things off...

Aftermath - Boom. That'd didn't quite grasp the explosion.

BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!

A nice long flashback sequence...

GREY ROCK

There is a lot to do here. Moth equipment is the best for the next 
few missions, but there's no way you can afford it for all units. 
Focus on getting Moth bodies first, and Egret launchers. Shield 
upgrades are also high priority. Lowest priority is replacing Ibis 
with Empire - it's a boost of one. Not that important.

Getting Alder - Go to the bar and talk with everyone. Someone will 
mention Alder. Go back to Menasa and talk with Alder. He'll challenge 
you to a fight. Win and he'll join. Don't lose. He's one of the 
better fighters in the game.

Seek Hans for information, and then head to the office for your next 
mission.

MISSION 5 - Death From Above, Tin Can

Your Squad - 8 units, Peewee (first appearance on your team)
Enemy Squad - Boss unit x 3 (Anti-air missiles), Commander x 2, 
Attacker x 6, Missiler x 3

Info for the battle -
You have to destroy all three anti-air missile cars before friendly 
aircraft fly over in 10 turns. This is quite a tough mission because 
the enemy commanders and missilers have Egrets. Send a small 
contingent over to the far east of the map to take out the single 
missile site and the few enemy. Use the main force to attack in the 
centre; the enemy will try to send troops over to the east, and you 
must intercept them before they give your smaller group problems. If 
you can't kill all the enemy in time, just go all out for the missile 
sites. The more there are left alive, the more friendly planes get 
destroyed and the less money you get for the mission.

Aftermath - 

MISSION 6 - Break The Wall Down

Your Squad - 8 units, Peewee.
Enemy Squad - 'Hell's Wall' x 6 (Frost gear: 2 x Fighters, 2 x 
Missilers (Egret, Goldias), 2 x Short), Missilers x 6 (Galvo SV, 
Galvados)

Info for the battle -
Uh-oh. The 'Hell's Wall' attack an OCU outpost. They all have 'Frost' 
panzers, with very high HP and defence compared to what you are used 
to, and they carry gear the next level up from yours. They are 
arranged in two's: Missilers, Fighters and Short, supported by two 
normal missilers each.

Fred The Human Shield - If you have equipped Fred with shield 
equipment, then this will be a LOT easier. Simply let him take the 
flak while you shell the enemy with bazookas...

(Cro's tactic) From the start, run over to the west of the map, where 
the higher ground and trees are, and defend this area. Try to stay 
back and weaken the enemy with missiles as much as possible, and 
concentrate on one at a time. The Fighters will immediately move to 
your position, as will one of the Short gunners and all the normal 
missilers, but the Hell's Wall missilers and their leader, one of the 
Short guys, will stay put; a good thing. Try to ignore the normal 
missilers until you have a bit of breathing space: they can be a 
pain, but you must concentrate on destroying the Hell's Wall members. 
Flash grenades can be very useful here (but I didn't bother with 
them) to make them easier missile targets. Once you have taken out 
everyone who attacked you, have Peewee make repairs on everyone and 
restock on items, then go after the missilers. They just stay put for 
the most part; you can win the standoff through superior numbers. Go 
in close when they are weakened to finish them. Then go for the last 
guy left: the leader. Just surround him and missile to death. Go in 
close for better EXP, but watch out, as he knows the Switch skill.

(CJ's tactic) Head South. Get into a formation to repel the 
Missilers. I'd recommend:

Fighters/Shorts
Missilers
Peewee

From front to back. Then hold in position. Even if the non-HW 
Missilers attack - hold position.
The missilers of HW will take the bait and fire at your front most 
troop. Pull him back to Peewee, and shell the missilers before you 
send in the close rangers. With luck, both will be dead in 2 turns. 
Then swat any troublesome missilers, and set up your formation to the 
other direction. The fighters of HW will have been closing in - 
welcome them with open rocket launchers. By the time they're dead, 
you'll need to reload - do so, then proceed to charge the Short HW, 
winning the map.

Aftermath - Well, you're better than the best now, aren't you?

MISSION 7 - Night Watch

Freedom
Your Squad - 
Enemy Squad - Boss x 1 (Clinton Type-spiderbot), Commander x 1 
(Clavechi Lv.8), Attacker x 7 (4 x Pavot II, 3 x Galvo SV), Missiler 
x 5 (Zigle 6B - Galvados), Supply car x 2

Info for the battle - Your forces are strung across the bridge. Head 
to the east and wipe out the small forces there. Swoop north and kill 
the truck.

Aftermath - Hans joins, thinking he'll be safer with you. Fool.

FREEDOM
(town update)

MISSION 8 - Aftermath Of War

Your Squad - 9 units, Peewee, Maury (NPC)
Enemy Squad - Commander x 1 (Moth Lv.9), Attacker x 5 (Genem), 
Missiler x 4 (Grop), Supply car x 2

Info for the battle - A pretty easy mission. Maury will almost 
certainly be blown up. She IS in Tendus gear. There are three enemy 
groups: one directly ahead of your start position, outside the built-
up area, one in the far south eastern corner, and one to the north 
west. Split into 2 groups, with equal numbers of fighters and 
missilers.

Aftermath - Back in the town, upgrade Maury with the best defensive 
gear. Don't bother arming her yet.

MISSION 9 - Maury Iscariot

Your Squad - Must take Keith and J.J., 8 units, Peewee, Maury (NPC)
Enemy Squad - Commander x 3 (Moth Lv.11), Attacker x 5 (Grop), 
Missiler x 4 (Genem), Supply car x 3

Info for the battle -
Maury will get trapped between an enemy Commander and a Missiler in 
the jungle area to the north. If she has decent gear and a shield, 
you should be able to just let her hold out indefinitely until you 
are ready to rescue her (all she does is defend). Be careful not to 
get stuck in the trees ahead of where you start, as it can leave you 
open to heavy missile attacks. Try and destroy any damaged enemies 
quickly, as they will run to the supply trucks for repairs. Once you 
have eliminated the enemies closest to the start, it should be easy 
to clean up the rest on the more open plains. Be sure to get the 
Supply cars, and don't forget about Maury.

Aftermath -

MISSION 10 - Moon River

Your Squad - 8 units, Peewee
Enemy Squad - Boss x 2 (Grostar walker), Commander x 2 (Vasa Lv.15), 
Attacker x 4 (Avenir), Missiler x 6 (Bizant), Supply car x 1

Info for the battle - Battle across a river. One of the missilers has 
better equipment than the others. The Commanders pilot Panzers the 
next level up from you.

Aftermath - 

PESETA
(town update)

MISSION 11 - The Great Train Robb...Bugger, It's Blown Up

Objective - Railway car
Your Squad - 8 units, Peewee
Enemy Squad - Commander x 1 (Vasa Lv.15), Attacker x 6 (3 x Crof, 3 x 
Bonart), Missiler x 3 (Zeareid)

Info for the battle - 
Secure the railway cars in 8 turns by eliminating the enemy. (Very 
easy)

Aftermath - 

BELTCHKA
(town update)
To save money, only upgrade your 5 best Panzers, as that's all you 
can use in the next mission.

MISSION 12 - Desert Storm

Your Squad - 5 units, Peewee
Enemy Squad - Commander x 3 (Husky Lv.15), Attacker x 3 (Sand Vapor), 
Missiler x 3 (Husky, Ragos)  (NOTE: These are not the same as the 
husky suits you can buy - they are utterly unique)

Info for the battle - 
The enemy pops up (literally) in 3 groups of 3: A Commander, 
Missiler, and Attacker in each. They give tons of EXP. They always 
defend in the turn they are attacked. Roid should have some decent 
skills at this stage; with the new equipment, this should be easy.

OCU FRONTBASE
(town update)

MISSION 13 - Rogue Force

Your Squad - 10 units, Peewee, Yang (NPC until she reaches Yeehin), 
Yeehin (NPC, Type90X, Donkey)
Enemy Squad - Commander x 1 (S Orcs, Ragos, Magic Box), Attacker x 4 
(Grop SP-V), Missiler x 3 (Cicada II, Magic Box), Supply car x 2

Info for the battle -
Yang cannot be controlled until she has reached Yeehin. The enemy 
does not move on the first turn. The main group is to the south east, 
and there are missilers in the jungle to the north.

Aftermath - Reward: 20,000 + Bounty

MISSION 14 - Kirkland's Hill

Objective - Fortress Cannons
Your Squad - 9 units, Peewee
Enemy Squad - Boss x 3 (Long Force cannon), Guns x 4 (Defence MG), 
Commander x 1 (Jinc, Kirkland - Character), Attacker x 8 (3 x 
Prisomea, 2 x Grop, 3 x Type 90), Missiler x 3 (Type 65 - Egret, 
Donkey)

Info for the battle - 
The big guns have a huge range and hit about 100 on an unshielded 
Panzer. The smaller guns are weaker but still pack a punch. The enemy 
is spread out: a small group of attackers to the north of your start 
position, attackers and missilers to the far east of the map, three 
attackers in the centre, Kirkland to the far north. The cannons are 
spread out.

Aftermath - Reward: 20,000 + Bounty

MISSION 15 - Liberation

Fort Monus
Your Squad - 10 units, Peewee
Enemy Squad - Boss x 1 (Seaking, Grieg of Hell's Wall), Attacker x 3 
(Prisomea), Missiler x 8 (3x Arpeggio - Skull, 5 x Type 65 - Slay), 
Supply car x 2

Info for the battle - 
Fighting around the skyscrapers of the city of Fort Monus. A 
straightforward mission made difficult by the high number of enemy 
missilers.

Aftermath - Reward: 20,000 + Bounty

FORT MONUS
(town update)

MISSION 16 - We're Not An Escort Service...

Your Squad - 8 units, Peewee
Enemy Squad - Commander x 1 (Richter, Gentz - Character), Attacker x 
6 (Orgel x 3, Jinc X 3), Missiler x 5 (Ratmount - Slay), Supply car x 
1

Info for the battle -
This mission introduces Gentz, a local bandit you'll meet at several 
intervals, and his private army, who are currently trying to 
assassinate Sakata senior as he cruises to a helipad in this forested 
region. The enemy is very spread out, main groups starting to the far 
west, some around a Supply car to the north, and Gentz plus some 
others to the south-east. The helicopter starts in the south and 
travels up to the helipad in the north. Don't worry if the chopper is 
destroyed: Mr. Sakata survives and there is no effect on the game as 
far as I can tell. Even if it reaches the helipad, enemy troops can 
still get at it anyway.

Aftermath - Reward: 20,000 + Bounty

MISSION 17 - War And Peace

Your Squad - 10 units, Peewee
Enemy Squad - Commander x 1 (Prozion), Attacker x 4 (Type67C x 2, 
Algem x 2), Missiler x 6 (Ratmount - Slay)

Info for the battle - 
A very straightforward mission, with your group starting at the 
bottom of a hill, facing the main enemy group at the top. A small 
enemy contingent of three starts down a slope to the east of your 
start point. You should have no real difficulties here.

Aftermath - Olson turns up in a chopper to debrief (?) you, because...

	"On this day, the second Huffman war come (sic) to an end.
	Along with this cease fire, both countries, OCU and USN, were 
	in position to accept the proposal of Zaftra Republic, one 
	which exercises direct control over PMO." 

(Don't look at me, this is what it says)

This is followed by scenes from what is presumably the peacekeeping 
operation.
Reward: Bounty only.

FRONT INFIRMARY

No shop here; just make sure you are all set up and talk to everyone 
in the menu.

MISSION 18 - Medic!

Your Squad - 5 units, Peewee
Enemy Squad - Commander x 1 (Ratmount), Attacker x 6 (Prozion x 3, 
Zeroa x 3), Missiler x 3 (Orgel - Slay)

Info for the battle -
A mission I can't really say much about without knowing what everyone 
is talking about (help me out here CJ), other than this mission is 
rather easy. The enemy begins spread out around the infirmary, and 
for some reason the Panzers furthest from you will run off to the 
north-west when the mission starts. Around 4 Panzers start to the 
south-east of you; they will engage you immediately, as will the 
commander and the couple that start in front of you. You should be 
able to mop these up without difficulty.

Aftermath - You get a storyline segment here. Reward: Bounty only

MISSION 19 - Driscoll VS Gentz

Your Squad - 11 units, Peewee	 NPC: Driscoll
Enemy Squad - Commander x 1 (Gentz - Character, lvl. 17), Attacker x 
6 (Orgel), Missiler x 5 (Zeroa - Donkey DX), Supply Car x 1

Info for the battle -
Driscoll joins your forces temporarily as you both try to take out 
Gentz and his bandits once more. There are enough of them to keep you 
busy, but not enough to cause you any real trouble. Driscoll will 
make straight for Gentz, stomping all who try and get in his way. For 
reasons of pride (and exp.) try not to let Driscoll kill to many, and 
race him to get Gentz first. The trees are quite thick here and there 
aren't many paths through; don't get stuck.

Aftermath - Reward: 20,000 + Bounty

MISSION 20 - There's Bandits In Them Thar Hills...

Your Squad - 11 units, Peewee
Enemy Squad - Attacker x 7 (Orgel), Missiler x 6 (Ratmount - Crane), 
Supply Car x 2

Info for the battle - 
Comparatively difficult as missions go, mainly due to the small gap 
up the cliffs that you have to take to reach the enemy forces, and 
that the enemy attackers carry Hexafire guns, which are pretty nasty. 
There is an open plain to your east on which a Supply car can be 
found, but other than that all the enemy start up a large hill. Run 
up to meet them or wait for them to come to you, depending on what 
type of player you are (i.e. Short or Long).

Aftermath - Reward: 20,000 + Bounty

MISSION 21 - Slide

City of Soleit
Your Squad - 11 units, Peewee
Enemy Squad - Gentz x 1 (Gentz - Character, lvl. 17), Commander x 1 
(Walker), Attacker x 4 (Orgel), Missiler x 9 (Fagot - Donkey DX), 
Supply car x 1... And, er, Frederick.

Info for the battle -
The enemy defends an industrial complex at the base of a large steep 
hill - naturally, you start at the top. Because of the steepness and 
the trees blocking your paths, there are only a few routes you can 
take, and this leaves you vulnerable to a pounding from the 
missilers, so watch your health. You should soon have them on the run 
back to their supply truck though. Storm into their base and finish 
off Gentz, the big Walker thing and anyone who is left alive. 
Frederick appears on the enemy side here; he won't attack you, but 
kill him if you want, it makes little difference.

Aftermath - You get more storyline here, and Gentz joins your forces. 
Reward: 5,000 + Bounty

SOLEIT
Upgrade in Soleit, your first chance to in quite a while

MISSION 22 - Inside The Heart Of The Beast

Your Squad - 11 units, Peewee, Gentz. Natalie, Keith and J.J are 
unavailable
Enemy Squad - Driscoll x 1 (Type11DS), Attacker x 8 (Type 67C - Some 
carry Donkey DX), Missiler x 3 (Perzea - Donkey DX), Supply car x 1

Info for the battle -
Driscoll again, but this is the first battle in which you have a 
decent chance of beating him. You start on a raised area that would 
probably be quite defensible if you wanted to play that way, with 
enemy groups to your east and another to your south. There are a lot 
of missiles flying around this mission, due to some of the 'fighter' 
classes carrying missiles and long-range guns. It's probably an idea 
to finish off most of the enemy before going after Driscoll, as the 
stage ends if you destroy his Panzer. To take on Driscoll himself, 
use someone skilled in Short and Duel off his arms (Remember: Most 
panzers attack with the right arm first). Any other method and you 
are taking serious risks. Missiling him, for me, takes too long.

Aftermath - Once again things blow up. Driscoll has serious anger 
issues. You get more storyline revelations; particularly important 
ones at that. Reward: Bounty only

MISSION 23 - Deja Vu

Your squad - 11 units, Peewee. Natalie, Keith and J.J are still 
absent.
Enemy Squad - Driscoll x 1 (Type11DS), Attacker x 10 (Fagot x 6, 
Perzea x 4), Missiler x 3 (BriziaII - Crane), Supply car x 1

Info for the battle -
Back to the scene of Roid's disgrace, you take on Driscoll once more 
and quite a substantial force of his. The enemy is in two groups; one 
over to the east, on one side of the derelict factory, another with 
Driscoll to the west. You start in the same place you began before a 
year ago, in the trees to the south. The missilers here come in the 
hardy BriziaII suits, but apart from that the enemy is pretty 
standard fare. I would advise heading east first to take out the 
group and their supply car. Driscoll is kitted out for Short 
encounters; he has two rather disproportionately large gun arms. Take 
him on with care, as always.

Aftermath - Reward: Bounty only

CARRIER CAMP
This town is a one-off; you can't get back to it after completing the 
next mission. It has equipment quite a lot better than the stuff you 
have had up to now, so upgrade thoroughly.

MISSION 24 - Double Cross

Your Squad - 8 units, Peewee. Natalie, Keith and J.J rejoin you after 
1 turn.
Enemy Squad - Olson x 1 (Eldos - Character), Commander x 2 (Banyan - 
Spiderbot with Long Range cannon), Attacker x 6 (BriziaII x 4, Perzea 
x 2), Missiler x 6 (BriziaII - Crane), Supply car x 1

Info for the battle -
Turns out Olson was manipulating you all along. Oh well. Natalie, 
Keith and J.J start the mission on his side, but after the first turn 
they see the error of their ways and return to the Carrion Crows. 
Natalie will attack Olson right away, but after that it's probably 
best to have all three of them run back to Peewee, as they haven't 
had the chance to upgrade for a while. A group of enemy missilers 
start out spread out in the trees ahead of your start position, the 
rest start in a big clump amongst the hill to the north around Olson 
and their supply car. The missilers in front of you usually run away 
from your main group to intercept Natalie, Keith and J.J, so try to 
get them quickly. Take on the main group slowly and they shouldn't 
cause much difficulty, but watch for the long range Spiderbots. Also, 
Olson is pretty well equipped; take him with care.

Aftermath - Reward: Bounty only

MISSION 25 - Of Course Explosions Are Stealthy...

Rupidis
Your Squad - 9 units, Peewee
Enemy Squad - Commander x 1 (Gavel - Stomper bot, Long Range cannon), 
Attacker x 3 (Type150), Missiler x 5 (Type103 x 3, Pegase x 2), 
Supply car x 2

Info for the battle -
This mission is the start of a campaign to rid Rupidis of Olson's 
forces. The first step is taking the main city itself; the rest take 
place in its transport links. Get used to fighting the tough Pegase 
panzers here; they appear as missilers near your start position. 
Otherwise, there isn't much to this mission. The commander is in a 
stomper bot with a long range gun, but up close he's a wimp.

Aftermath - Reward: Bounty only
Now you have the run of Rupidis, the final city of the game. First 
stop: the shop, for the best equipment money can by. Short rangers 
get the fantastic FV-24B, long rangers get the (apparently) nuclear 
Donkey DX II or the three-shot Albatross, depending on your 
preference, fighters get the nasty-looking Dalser Ironclaw (you may 
have found a similar arm during an earlier mission if you're lucky). 
The huge Valiant suits have a ton of HP, but the lighter Zenith V has 
the better all-round stats. Take your pick.

After shopping, talk to everyone in the bar. The next mission will 
open up in the "Harborware" section of Rupidis.

MISSION 26 - Redemption

Your Squad - 11 units, Peewee	   NPC: Cars
Enemy Squad - Olson x 1 (Eldos - Character), Commander x 3 (Brizia 
II), Attacker x 5 (TNPAH x 3, Type 150 x 2), Missiler x 3 (Pegase), 
Supply car x 1

Info for the battle -
Time to take on Olson once and for all, along with his relatively 
well-equipped forces in some familiar looking terrain. Small groups 
of enemies start out to the west and east of the warehouse you emerge 
from; I suggest heading west first to slaughter the larger group and 
letting the rest come to you, before heading to Olson and his small 
group in the south-east of the map. There are two NPC cars on this 
stage, one containing Natalie's father. They get in a little fight a 
few turns into the mission, but I won't know what they are going on 
about until I play through the English version.

Aftermath - A short conversation with Natalie's father. Reward: 
Bounty only

The 'Dock of No.16' is now open back in Rupidis. When you are ready, 
head over there.

MISSION 27 - Family Matters

Your Squad - 8 units, Peewee. Must take Sakata
Enemy Squad - Commander x 1 (Valiant), Carrier x 1 (Algem - Walker 
bot), Attacker x 8 (Type 105 x 4, Pegase x 4), Missiler x 3 (Vals - 
Albatross), Supply car x 2

Info for the Battle -
Looks like Sakata got here before us - you encounter him meeting his 
father who disembarks from a cargo ship in a black car, but the car 
is immediately shot to pieces on the order of the dastardly Sakata 
Son, much to the alarm of our Sakata. The boat steams away, leaving 
us and Sakata at the mercy of the forces who them mount an ambush. 
Sakata starts out in the centre of the map, the force you bring along 
to save him starts to the west. The enemy has a group to the direct 
north of your start position around a supply car and a walker bot, a 
group to the far north-east with the commander and another supply 
car, and a force mainly composed of missilers spread out to the south 
of the map. You can most probably afford to split into two groups; 
short-rangers to take out the group immediately north of you quickly, 
so you have command of that area as a defensive position, and 
missilers to attack the enemy's equivalent to your south. The rest 
should come to you, and, being unsupported, get slaughtered rather 
quickly.

Aftermath - Reward: Bounty only

Now the Airfield is open back at Rupidis. You're going to be needing 
that helicopter...

MISSION 28 - We're Taking Over!

Your Squad - 11 units, Peewee
Enemy Squad - Commander x 2 (Innova - Spiderbot, L/R cannon), 
Commander x 1 (Valiant), Attacker x 8 (Arpeggio x 4, Pegase x 4), 
Missiler x 5 (Eldos - Donkey DX II), Supply car x 1

Info for the battle -
A tough mission once again, you are up against quite a large enemy 
force. You start to the south-west, with enemy strewn over a large 
platform area to the north of the runway. They have two routes down 
from the platform, one immediately to your north and another further 
to the east nearer the runway. Depending on which way you head, most 
will come down the closest route to you, but a few will always take 
the other. The big spiderbots will keep their distance and pound you 
from afar. There will be plenty of enemy running back to the supply 
car here, so it might be an idea to send all your forces to the 
furthest route, thus luring the enemy that way, then sending a couple 
of tough panzers the other way to take the car out and anyone who 
tries to run from your main force. They'll probably have to contend 
with the spiderbots on the way though.

Aftermath - 
The area secured, a couple of stray enemy show up at the end but are 
quickly blown away. You all get into the helicopter and fly away to 
the final encounter.

Back on the map screen, you'll probably want to go back to Rupidis to 
restock first, so press 'cancel'. Note that offshore island, though.

MISSION 29 - Oh My God, It's Huge!

Your Squad - 17 units, Peewee. Everyone, basically.
Enemy Squad - Driscoll x 1 (MNP OPNEH - 3 parts, becomes Type11DS - 
lvl 44), Koichi Sakata x 1 (Growning), 6 x Attacker (Eldos x 3, 
KOPONZI x 3), Missiler x 2 (Valiant - Donkey DX II)

Some of the above names contain characters that I can't find, so 
these are the closest approximation. They aren't in the Greek set, 
contrary to common belief.

Info for the battle -
Take a look at that big ugly thing right at the top of the map first 
of all. Yep, that's Driscoll somewhere in all that. But first of all 
you have to contend with the dastardly Sakata Son and his forces. 
They're quite tough, as you'd expect. It's probably best not to take 
all 17 (if you remembered to pick up everyone along the way) 
characters, just your best 8 or so, as you are very likely to lose 
the weaker ones. Or you could just use them to guard Peewee, or 
something. Easiest way to win here is to keep everyone together; the 
enemy may be tough but there aren't many of them, so you can swamp 
'em quickly. Especially the nasty and very tough missilers. Sakata 
Son is in a Driscoll-type multi-part big panzer, but he won't join 
the fray until you get close to him. He can be taken out pretty 
easily with a decently skilled character (duel his arms off, as 
usual), leaving you with a clear run to the Big Bad Guy. Now then. 
Breathe in, clear your mind, have a cup of tea, check for damage, 
then move out. Driscoll has the rather strange ability to tractor-
beam in to close range anyone within a certain distance, and then 
quite probably demolish them with his very powerful minigun-type 
weapon. On top of that, he counts as three in one: he can attack you 
three times in one turn, enough to kill even the hardiest panzer. 
Unfortunately for him, the range of the Donkey DX II just about 
exceeds his own, so you can quite safely sit back and pummel him into 
oblivion. It'll take a few turns, but he'll be powerless. Once again, 
a big explosion ensues, but as the dust settles you probably won't be 
surprised to see that he's still there, only this time in the more 
recognisable panzer of earlier missions. He doesn't seem to have 
improved much from earlier missions either, so, for the sake of 
poetic justice have Roid move in close and destroy him.

Aftermath -
I think you can guess what comes next. The ending, of course. Oh, and 
congratulations from us.

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

9 - Credits

Cro-Magnon - Main contributor to this FAQ. Without his help, I'd 
never have started.
Me - For being bored at school and hooked on FM.
Square - For making it.
Gamefaqs.com - For hosting this.

Until we meet again...

Craig - James Speirs, 26th February 2002
Douglas Roberts, aka Cro-Magnon, 20th February 2002