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Front Mission 3 Written By: Dave Connoy (connoy@mailcity.com) |
front mission 3: The Complete FAQ By Dave Connoy (connoy@mailcity.com) Version 0.2: 14 April 2000 +---------+ | Preface | +---------+ Welcome to what will, in time, be a complete Front Mission 3 FAQ. Front Mission 3 is a tactical RPG in the vein of Final Fantasy Tactics, and Square surprised us all by translating this tactical RPG into English and releasing it in North America, as the previous installments in the series hadn't made it across the Pacific. It's gotten little coverage up to this point, much less a complete FAQ, and it is certainly deserving of one. How I, with my limited free time, will complete it is difficult to say, though I've heard good things about this "crystal meth" stuff. Kidding. :) When this FAQ gets larger, I may consider splitting it up into multiple parts, but for now general tactics, walkthroughs of both Emma's and Alisa's story, and the reference section will be one contiguous document. Some material from the reference section will be repeated verbatim in the walkthrough when new characters, wanzers, or game mechanics become available, so don't be surprised if a paragraph looks familiar. This FAQ is exclusively available at GameFAQs (www.gamefaqs.com). +-------------------+ | Table of Contents | +-------------------+ I. Version History II. Introduction III. General Strategy & Tactics IV. Game Start 1. Mission Zero 2. Websites of Interest V. Walkthrough: Emma's Story VI. Walkthrough: Alisa's Story (Part Two) VII. Reference (Part Three) 1. Characters: Emma's Story 2. Characters: Alisa's Story 3. Wanzers 4. Parts 5. Weapons 6. Items 7. Battle Skills VIII. Credits & Copyright Info +--------------------+ | I. Version History | +--------------------+ Version 0.2: First version. We have a long, long way to go, but I thought what was here so far warranted release so everyone knows what to expect. Ideally, progress on this FAQ will be steady until it's done. Please send comments on the existing parts of the FAQ to connoy@mailcity.com. +------------------+ | II. Introduction | +------------------+ I won't be repeating information from the manual in this FAQ, and the in-game tutorials are excellent, so there's not much to cover in this section other than a few meta-topics. For the moment this FAQ will not have comprehensive coverage of the "virtual Internet" within the game. I'll make mention in the walkthrough when information comes to you, but checking each website for updates will be up to the reader. (Fear not, I promise to never use the phrase "You've Got Mail!" in this FAQ. Oops...) I'll put [Network] in front of any extensive forays into the virtual Net, so that those who aren't interested in this aspect of the game can skip them. Finally, most of the strategies in the walkthroughs will assume that the player is not making any significant changes to the characters' wanzers or weaponry; e.g. I might say "use Emma's missile launcher" or "send Dennis to the elevator". Naturally, what I mean in these examples is to simply use a missile launcher, and to send your rifle-bearing character (if you have one) to the elevator. Since there are so many options for setting up the wanzers, I won't be including any strategies, just suggesting incremental upgrades to parts and weapons. By NO means are my strategies to be taken as the only, let alone best, way to set up the wanzers. +---------------------------------+ | III. General Strategy & Tactics | +---------------------------------+ Strategically, there are a few good rules of thumb: Attack one target at a time. Focus all your wanzers' attacks on the a single enemy (ideally the closest one) and don't let up until it is destroyed, surrenders, or is helpless (both arms blown off, for instance). By taking enemy units out of the fight completely you'll minimize the damage you take in the long run. Let enemies come to you. If they're not in range to hit you without moving, many enemies won't move toward you to hit you on the next turn. Thus, if you don't move far from your starting point, those two choppers in the distance may not leave their posts to attack you, greatly lessening the damage taken and allowing you to pursue them when all the other enemies are eliminated. Conversely, some enemies are really gung-ho (mainly melee-oriented wanzers like the Kasel M2 and Tiandong 3) and will charge your force even without backup from their allies. Eliminate these enemies first, moving towards the rest of the enemies only when necessary. Move around the map in a "sweeping" motion, eliminating targets completely as you go. If you're fighting a couple melee-oriented wanzers, resist the temptation to send a wanzer in to kill that enemy that's annoying you with its missiles if he's got a couple machinegun-toting buddies. They'd follow you back to the fray and add to the chaos when they might otherwise have sat peacefully by. Obviously using these strategies is tough when your forces are split in to two or more groups, but in those cases, try to use them on a smaller scale. For instance, two groups on opposite sides of a map could move towards the middle as the battle progresses, or an isolated ally could find an "alley" and use the dash to link up quickly with his/her comrades instead of trying to survive alone. A couple tactical tricks: Try not to destroy wanzers whose pilots are considering surrender; they're your best source of new parts and cash. When an enemy pilot is in the "Checking Morale" status, any attack, whether it hits or not, will cause him to surrender, so choose a weapon that's unlikely to destroy the enemy wanzer. For instance, a wanzer that's lost almost all its HP in its limbs but still has a lot of body HP left should be attacked with a shotgun, and a wanzer with all its parts intact but little HP in any of them should be attacked with a melee weapon, rifle, or missile, in hopes that the single large chunk of damage will land on a limb. If it's the end of the battle and there are minimal threats from other enemy units, you could force the enemy's surrender by surrounding it with your wanzers, or else have one of your pilots eject and fire his pistol at it. :) Capitalize when an enemy pilot is forcibly ejected from his wanzer! Have one of your pilots eject from their wanzer and board the vacated one on the same turn by moving directly adjacent to it before choosing the "Eject" command. Not being able to board his wanzer, the enemy pilot will get confused and run around like a chicken. This is a useful strategy even if the enemy wanzer is severely damaged, as the ejected pilot's little pea-shooter pistol is hardly a threat, and you can always move your pilot back into his original wanzer once the enemy pilot's dead. Don't be afraid of death. The HP of all the parts of all of your wanzers is fully restored at the end of each battle, and dead pilots are even magically resurrected! Fight every battle to the bitter end, because you never know what lucky break might come your way. Of course, an arduous battle of attrition will reflect badly on your ranking, so you may want to redo the stage anyway. Take the high ground if possible. It's much easier to fire down on an enemy than up at one; in fact, enemy wanzers that can't climb up to the roof of that building that Dennis is grandstanding on will just stand there and let themselves be picked apart. Naturally, don't assume a missile-capable wanzer will let you get away with this. It's also helpful against choppers, against which accuracy is usually crippled by elevation modifiers and being higher is often better than being closer. If one of your wanzers is rendered helpless (both arms blown off), then have the pilot eject and fire his pistol at the enemies. Seriously! He'll probably survive for a while longer (people outside vehicles are really hard to hit) and you just might get a stun or forced ejection out of a lucky shot. Additionally, ejected pilots are surprisingly effective against enemy infantry. Finally, for retrys and subsequent playthroughs: -Don't forget you can skip polygon-engine cutscenes and FMVs by pressing Start. Pressing Start will also skip entire dialogue boxes in dialogue scenes. -You have a "Return To Title" option in the main menu during battles (press Start). This is much faster than a soft reset (L1+L2+R1+R2+Select+Start), so use it if you've decided a battle is a bust and want to retry from your battle save. -Use Battle Save at the start of a new battle, if you have the memory card space. It's much easier than going through cutscenes again when you decide to replay a battle. +----------------+ | IV. Game Start | +----------------+ The initial mission and events of the game are the same whether you go on to play Emma's Story or Alisa's Story, and will be covered here. Mission Zero ============ After the typically cryptic opening video sequence, you'll be prompted to enter a name for the main character. You can keep the default name ("Kazuki Takemura"), by moving to Confirm, or use the editor to enter one of your own. This is the only character you'll be able to rename. Character Profile: Kazuki Takemura ---------------------------------- Age: 19 Height: 6' Weight: 165 lbs. Nationality: OCU Japan Occupation: Test Pilot (Kirishima Industries) Wanzer: Zenislev Starting Ace Rank: 0 Combat Specialties: Shotgun & Melee Kazuki is the main character of both Emma's and Alisa's stories. In the Square tradition of RPG heroes, he's easily irritated and doesn't have much of a sense of humor. He's also prone to violent, impulsive actions. His wanzer, the Zenislev, has great mobility and incredible HP, which allow him to get in close and mix it up. After that, just do what the scientist tells you to finish the mission. This is basically an introduction to the battle controls, so pay attention and learn how to control the game if this is your first time. Your wanzer far outclasses the test target and winning the battle is virtually guaranteed. After the test battle you'll have an intermission where you can save the game if you'd like. Saving the game outside of a battle will take up two memory card blocks. Choose "Exit" to move on with the story. You'll find yourself in the JDF laboratory. Talk to Koike, and then to Ryogo, to move on. Ryogo will ask you if you want to go with him to the construction site. This seemingly innocent decision affects the rest of the game--go with Ryogo to play Emma's Story, or blow him off if you want to experience Alisa's Story. After you've decided on your course of action, you can move to the Wanzer Testing Facility for an in-depth tutorial on the battle system. This is definitely recommended if this is your first time playing, or even if it's not--you can rack up a nice chunk of free experience by brutalizing the helpless wanzers in the simulation, enough to gain Kazuki a full Ace Rank. Websites of Interest ==================== Finally, take a little time to check out the "virtual internet" by choosing the Network option. You'll find an introductory e-mail (concluding with a very Engrish "enjoy the cyber-life!") in your inbox, and a bunch of sites to browse in the Forum section. For those that don't want to read each and every text blurb Square's painstakingly translated (shame on you!), here are the interesting sites: -You can download a goofy Jackelope-like desktop wallpaper by following the "Diplomat Column" link at MFA/GOVERNMENT/JAPAN. -Make sure to vote for Kazuki's sister Alisa in the chauvinist "Miss Teihoku" competition at TEIHOKU/OTHER/JAPAN. Follow the "What's New" link, hit the cancel button, and choose "Miss Teihoku". It's the enlightened year 2112, and such politically-incorrect practices are still around? For shame. :) Those who explore further will find several password-protected file downloads. Hopefully we'll crack some of these later on in some red-hot H4X0R1NG action. Go to the Construction Zone or Dormitory, depending on your story choice, to move on. We'll pick up from there in the appropriate walkthrough. +------------------------------+ | V. Walkthrough: Emma's Story | +------------------------------+ You're at the Constrution Zone right now. After the dialogue, move back to the JDF Testing Facility. Talk to Koike to obtain the address of the Kirishima Industries web site, but skip the next paragraph if you don't care. [Network] Dumbass Koike gave you the old address, so once there check "Information1" in the "Info" section to get the new one. At the new site, click "Work", then "Info", then "Marine Shipping & Generators", to get the address of the Okinawa Ocean City Development Dept. web site. Once there, click on "Information", then "Link for O.C.D.G." for the Okinawa Ocean City Developer's Group site. The point to all this? Not one, unless you're looking to complete your library of websites and learn more about 2112 Earth. Move to the Heliport to continue. After the scene you'll find yourself in the game's first real battle, with Ryogo at your side. Character Profile: Ryogo Kusama ------------------------------- Age: 19 Height: 5'8" Weight: 132 lbs. Nationality: OCU Japan Occupation: Test Pilot (Kirishima Industries) Wanzer: Kyojun Mk107 Starting Ace Rank: 0 Combat Specialty: Machine Gun "Mmm-bop..." Kazuki's uber-slacker best friend who was kicked out of boy-band Hanson. Whenever not hitting on the newest female member of the party, he provides close fire support in his machine-gun equipped Kyojun Mk107. Battle 1: Yokosuka Base ============================================================================= Victory Condition: Destroy all cannons. Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- 12mm MG (x4) Auto Pilot (0) 12mm MG (M.Gun/A) Obviously, this is not a tough stage. Destroy the stationary guns one at a time. Kazuki and Ryogo are temporarily in very powerful Shunyo Mk111 wanzers for this mission, so it's nearly impossible to lose. ============================================================================= After the scene and the intermission, you'll be back at Kirishima Industries. Choose "Go Out" and travel back to Yokosuka Base. After the scene there, travel to "Downtown" for some R&R. In the bar, talk to the Patriot to get the address of the JDF web site. Leave the bar to trigger the next event. Character Profile: Emir "Emma" Klamsky -------------------------------------- Age: 22 Height: 5'6" Weight: 121 lbs. Nationality: USN Occupation: Scientist (USN Radiation Laboratory) Wanzer: Drake M2C Starting Ace Rank: 0 Combat Specialty: Missile Politics make strange bedfellows, and Kazuki and Ryogo find themselves quickly entwined in Emma's plans. She's a useful ally whose missiles provide heavy long-range damage, but keep her weak, slow wanzer out of the fray. Battle 2: Yokosuka Base ============================================================================= Victory Condition: All enemies destroyed or made to surrender. Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Jinyo Mk110 (x2) JDF Wanzer Pilot (0) Achin 51 (M.Gun/A) Kasel M2 (x2) JDF Wanzer Pilot (0) Heavy Weight (Melee/A) Here's your first chance to try out the tricks I outlined in "General Strategy". Let the first couple enemies come to you so you can destroy them three-on-one, and don't try to go toe-to-toe with the Kasel M2s. With luck, your first Battle Skills will appear in this stage. Don't hesitate to reload Emma's missile launcher (by using the "Missile" item); your items will be resupplied after you win. ============================================================================= Battle 3: Yokosuka Base ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Player pilots arrive at the lift. Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Jinyo Mk110 (x2) JDF Wanzer Pilot (0) Achin 51 (M.Gun/A) Kasel M2 (x1) JDF Wanzer Pilot (0) Heavy Weight (Melee/A) Reinforcements (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Jinyo Mk110 (x1) JDF Wanzer Pilot (0) Achin 51 (M.Gun/A) Kasel M2 (x1) JDF Wanzer Pilot (0) Heavy Weight (Melee/A) Opposition is similar to the last battle, but the map is more confined. Don't try to win by running to the lift; instead, set up good firing positions and unload on the first poor slob that walks through the door, then take out the other two after he's dead. Reinforcements will arrive on turn 6 to try to cut you off from the lift, and whoever opens the door will most likely bear the brunt of their attack (so don't let it be Emma). With luck, you'll see your first Battle Skill combos in this stage, and killing the enemies instead of running away will improve your evaluation ranking. ============================================================================= Battle 4: Yokosuka Base ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Player pilots escape from the base. Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Jinyo Mk110 (x1) JDF Wanzer Pilot (0) Achin 51 (M.Gun/A) Mk9 AFV (x2) JDF Tank Pilot (0) 17.5mm MG (M.Gun/A) Reinforcements (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Jinyo Mk110 (x2) JDF SPF Wanzer Pilot (0) Achin 51 (M.Gun/A+) It's entirely possible to destroy the initial enemy forces before the rein- forcements arrive on turn 5, for a quick victory. Have Kazuki charge the enemies and attack at close range, in hopes that Double Assault or Tackle-I will go off. Emma's friends will destroy the barricade on turn 6, but attempting to escape is not recommended. Instead, use your newfound fire- support (you'll get to target a 3x3 area for bombardment at the beginning of each turn) to assist in smoking whatever enemies are left. ============================================================================= Once back at the Kirishima hangar, speak with Emma to learn how to navigate the newly-accessible Setup menu. Unfortunately, even if you've played the game before you'll have to watch all three tutorials to continue. Play around with Setup and make any modifications you'd like to your wanzers. >From this point on, you'll have to handle all your supplies yourself (you can purchase items by using the Shop command on the network). Leave the hangar to continue. Battle 5: Kamariya JC ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Hanniger (x3) JDF SPF Chopper Pilot (0) 20mm MG (M.Gun/A) Starling (Missile/A) x2 Kyokei Mk108 (x1) Mobile Force Police (0) Riot Shield (Shield) Riot Baton (Melee/A) Kyokei Mk108 (x1) Mobile Force Police (0) Riot Shield (Shield) Nissai 30 (M.Gun/A) This battle is your first introduction to ever-annoying helicopters. They're hard to hit with shotguns and machine guns because of the height at which they fly, but missiles do a number on them. Immediately have everyone gang up on the chopper near you on the hill to nuke it ASAP, then have Kazuki and Ryogo take out the police wanzers while Emma works on the choppers on the other side of the road. You may see the Chaff skill go off while she's exchanging missiles with them. The cops may run away if crippled. ============================================================================= Battle 6: Kamariya JC ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Enyo Mk109 (x1) JDF SPF Wanzer Pilot (0) Canary 2 (Missile/A) Enyo Mk109 (x1) Yuji Kuroi (0) Canary 2 (Missile/A) Kyokei Mk108 (x1) Mobile Force Police (0) Riot Shield (Shield) Nissai 30 (M.Gun/A) Mk9 AFV (x1) JDF SPF Tank Pilot (0) 17.5mm MG (M.Gun/A+) Both FM3's first "boss" (of sorts) and his JDF buddy have missile launchers equipped on their wanzers. After destroying the tank, it's advisable to move up the right-hand side of the hill and attack the police wanzer at the top whilst keeping your distance from the missile wanzers; engage them last. ============================================================================= Battle 7: Kamariya JC ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Enyo Mk109 (x1) JDF Wanzer Pilot (0) Canary 2 (Missile/A) Jinyo Mk110 (x2) JDF Wanzer Pilot (0) Achin 51 (M.Gun/A) Mk9 AFV (x1) JDF Tank Pilot (0) 17.5mm MG (M.Gun/A) A pretty straightforward battle. Let the closer Jinyo Mk110 come to you, kill it, then move on to the others one at a time. ============================================================================= Welcome to Yokohama. The shopkeeper will give you a couple unavoidable tutorials on purchasing new weapons and parts and upgrading. Parts with higher HP inflict greater damage, eh? They TAKE more damage, you silly-ass. Guess he's been taking lessons from Daravon. Anyway, talk to the mechanic to get the address of the Japan Police Organization, and then visit the "Buy" and "Upgrade" menus to spend some of your hard-earned bling-bling. I like to buy shields for Ryogo and Emma, and give Emma a melee weapon as well, but handle things however you like. Work the 'net, or leave the repair depot to continue. [Network] At the Japanese Police web site, go to "Our Mission" to get the site address of Iguchi Corp., and "Scheduled Activities" to download some cop-babe wallpaper. At Iguchi's page, click "Corporate" and then "Download" to get a Practice Mode for the simulator. It pays for itself instantly, as you can earn money with it (not to mention Ace Points, experience, and battle skills). [Network (yes, more)] Check your email to find that you've been noticed by a hacker/anarchist organization known as Armored Kinkakuji. Visit their stylish website (I especially like their dinky "Kinkakuji Now!" 88x31 button) and access the "Download" section for an encryption program and a couple documents. Also visit the BBS section to learn of some new software available at Network Computing Systems. At the NCS site, you can download the "Kaleidoscope" graphics program. [Network (nope, not done yet)] Take a look at those files you downloaded from Armored Kinkakuji (Desktop, then Data List). The "PSIA Report" file is protected and not viewable, but you'll find an interesting morsel by viewing the "NCS Document" picture. Use that password at the "Server" link of the NCS website to find out some useless but amusing inside info. Oh yeah, one last thing: don't use that "Code Security 21" program you DL'ed from ArmoredKin yet. Running it on a file will encrypt it, making it unreadable and unusable, and the game won't allow you to download a second copy. Battle 8: Yokohama ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Jinyo Mk110 (x2) ? (0) Achin 51 (M.Gun/A) Kasel M2 (x2) ? (0) Heavy Weight (Melee/A) Sekida (x2) ? (0) None Yawn. Didn't we do this one before? Oddly, the Kasel M2s will usually back up, so you can get away with rushing the other two. The trucks will drive away the first chance they get--ambitious players may want to pick up bonus points by wrecking them before they can leave. ============================================================================= Battle 9: Honmokufuto ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Enyo Mk109 (x2) ? (0) Canary 2 (Missile/A) Jinyo Mk110 (x1) ? (0) Achin 51 (M.Gun/A) Kasel M2 (x1) ? (0) Heavy Weight (Melee/A) They don't get much more straightforward than this. Use textbook tactics. ============================================================================= Meet Dennis. He's a racist, but in a funny way, which makes it okay. Battle 10: Honmokufuto ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Jinyo Mk110 (x1) ? (0) Achin 51 (M.Gun/A+) Jinyo Mk110 (x1) Hei Fong Liu (0) Achin 51 (M.Gun/A+) Laiying 1 (x1) ? (0) Quill (Missile/A+) Tiandong 3 (x1) ? (0) Heavy Weight (Melee/A+) Another nothing-out-of-the-ordinary battle, except for Dennis' smart-ass remark on turn four. ============================================================================= Enjoy the CG, and once in the crew room talk to Emma. In the briefing room, talk to the Operator to get the address of the USN Navy website, and then move out to the hallway to have an encounter with Purple Haze. This is your last chance to access the Network for a while, so check your mail box, and reply to Mr. Koike's message. Also, visit Setup to see that Dennis has now joined your team. It'd be wise to set up his Rekson M4F before you move on to the Flight Deck--I recommend adding a melee weapon if you want to see the ultra-cool BackupFire battle skill. Character Profile: Dennis Vicarth --------------------------------- Age: 35 Height: 5'11" Weight: 165 lbs. Nationality: USN Occupation: Secret Agent (USN Federal Agency of Intelligence) Wanzer: Rekson M4F Starting Ace Rank: 1 Combat Specialty: Rifle Dennis' deadpan humor can occasionally elicit a chuckle, but in combat he and his wanzer are somewhat underpowered. His weapon of choice, the rifle, is not particularly useful, and his years of experience apparently don't translate to much better skills in game terms. At the start of the next battle, you'll find that you're now able to choose your characters' starting positions, and change which wanzers they're using as well. You'll soon be using this screen to assign AP to upgrades, too. Battle 11: Wilson Cliffs ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Jinyo Mk110 (x4) OCU Army Wanzer Pilot (2) Kodo SN990 (M.Gun/A++) Cadenza (x1) OCU Army Tank Pilot (2) Wagtail 1 (Missile/A++) x2 17.5mm MG (M.Gun/A++) x2 This stage presents an interesting tactical dilemma: if you go after the transport right away, you'll find yourself under fire from it and all of its escorts. On the other hand, if you take out the escorts first, the Cadenza will probably have time to escape (which is okay, but will send you along a different story path than if you stopped it--see below for details). Splitting things down the middle is probably a good way to go: take out two of the wanzers before soaking the Cadenza. The pilot of the first wanzer you destroy will cough up the address to the OCU Military web site. ============================================================================= Consequences of the Transport Escape ============================================================================= The escape of the transport is an event with very far-reaching consequences. So far-reaching, in fact, that I refuse to go through Emma's storyline a second time to chart all of them, when that time would be better spent writing a walkthrough for Alisa's story. Therefore, the REST OF THE WALK- THROUGH WILL ASSUME THAT YOU STOPPED THE TRANSPORT IN MISSION 11. There is simply no other way for me to get the FAQ done within a reasonable amount of time. After the intermission, talk to the OCU Scientist to get the address of the Leonora Enterprises website and use the Net if you like, then talk to Serov. [Network] First, check your email to find that both Ryogo and Dennis have received emails with passwords in them. Return Sybil's message, then head to the Web. The Ministry of Peace and CIU websites that Jinguji spoke of aren't yet available, but using Sybil's password at the "Internal" section of the FAI site will allow you to access the personnel records. "Dennis", "Lukav", "Joe", "Cindy", and "Gastor" are all names you can look up, but why index a personnel database by people's *first* names??? I can't imagine there's only one person named "Joe" in all of the FAI. :) Battle 12: Sumatra ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Genie (x3) OCU Army Wanzer Pilot (2) Quill (Missile/A++) Jinyo Mk110 (x2) OCU Army Wanzer Pilot (2) Kodo SN990 (M.Gun/A++) Kasel M2 (x2) OCU Army Wanzer Pilot (2) Heavy Weight (Melee/A++) Allies (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Rekson M4F (x2) Sumatra Guerilla (2) Franbar FF (Rifle/A++) Rekson M4F (x1) Hatta Mirza (2) Franbar FF (Rifle/A++) This swampy area is a real pain to move around in. Dennis and Emma can stay near the starting position and assist the guerillas, but Kazuki and Ryogo will need to loop around the lakes to bring their weapons to bear. The guerillas will most likely be no help at all in this fight. Don't worry if they get killed; their survival only gets you one or two ranking points. As far as I know there's no way to keep the cargo from being demolished. ============================================================================= Once at the bar in Singapore, talk to the, er, "Sensitive Girl" (?) to get the forum address of the Daily Canberra News Network, before you talk to Moneymaker. After Hatta regales you with an explanation of upgrades, go nuts buying some new hardware. Since Class Defense is an available upgrade now, mission breakdowns from here on will include a "Suggested Class Defense" to put on your wanzers before the battle. Check the network if you like, then leave. Take Emma to Sentosa to see the next set of events. [Network] Kazuki gets mail from Kiryu at JBNN (send him a reply), and Emma gets one from those wacky hackers at Lawspite. Stop by the JBNN site, go to Editorial Office and Special Investigation, and enter the password to access a document with the address of the Department of Public Safety website and a password for the OCU Army Intelligence site. Both of these leads are dead ends at this point, though, as we only have the initial password for the DPS site (992) and we don't yet have the address of OCU Army Intelligence. However, you'll find a wealth of stuff at Lawspite, including a program to remove protection from files, text and graphic data, and Zenislev wallpaper. [Network (more)] The CIU Log File and SE Asia GNP Map are useless at this point, but using No Wait Lifting on the P.S.I.A. Report will give you the tools you need to blow the Dept. of Public Safety website wide open. For those too lazy to use Kinkakuji's tips to figure out the passwords, they are "JA9AN", "0CU" (that's a zero), "U2N", and "D8Z". Enjoy the info. When you're ready, go to the prison to test out your new toys in a jailbreak. Battle 13: Choa Chu Kang ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Penetration Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Infantry (x2) OCU Army Infantry (2) Jinyo Mk110 (x1) OCU Army Wanzer Pilot (2) Kodo SN990 (M.Gun/A++) MBT2 Kuarve (x4) OCU Army Tank Pilot (2) 120mm Gun (Cannon/A++) Set everyone's class defense to P for this battle. Take out the infantry and the wanzer, then move down the row of tanks. The searchlight is not really a big deal. ============================================================================= Back at Jurong, talk to Moneymaker and rejoice, as she has seen fit to inflict herself upon your group. Character Profile: Yun Lai Fa (a.k.a. "Moneymaker") --------------------------------------------------- Age: 17 Height: 5' Weight: 99 lbs. Nationality: OCU Singapore Occupation: "Spender" Wanzer: Prov PAW2 Starting Ace Rank: 1 Combat Specialty: Shotgun No RPG would be complete without the cute-but-annoying female character, and Yun fits the bill. Her Prov PAW2's DoubleShot skill can lay a serious amount of waste when properly utilized, but you may want to consider replacing its clunky hover unit with some legs. Once on the aircraft carrier, talk to the captain. Leave, use the Network if you like, and then head to the deck. [Network] Ryogo's gotten a new message from Jinguji, with a password for the Internal section of the USN Navy site. It's not "Marines" but simply "Marine", and in the captain's orders you'll find a new password for the Internal area of the FAI site. Check out the files on MIDAS, and in the last one you'll find the web address for Emma's research team (USN Radiation Lab). Okay, time for things to split up again, but unlike last time I will cover both paths. If you take the path through the front gate, use the walkthrough for the "A" missions immediately below. If you use the alpine detour, skip past them and start with mission 14b. Important Note: I'm unsure if your decision here has long-term consequences like the transport escape of mission 11. I think this plot branch is "encapsulated", but I can't tell for sure yet. Since Jose joins you only if you choose to take the alpine detour, the rest of the walkthrough (from when the paths converge after mission 19) will assume you took that route and tackled the "B" missions. Path A: Front Gate ============================================================================= Battle 14a: Taal Base ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Penetration Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- MBT2 Kuarve (x4) OCU Navy Tank Pilot (3) 120mm Gun (Cannon/A+++) Infantry (x3) OCU Navy Infantry (3) Monster (x1) OCU Navy Wanzer Pilot (3) 160mm Gun (Cannon/A+++) 17.5mm MG (M.Gun/A+++) Monster indeed. It's best to keep your distance from it and use your support fire to wear it down while your wanzers attack the tanks and infantry. By the time all the other enemies are dead, one or two missiles will be all you need to finish off the Monster and it won't have fired a shot. ============================================================================= Battle 15a: Taal Base ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Impact Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Jinyo Mk110 (x2) OCU Navy Wanzer Pilot (3) Kodo SN990 (M.Gun/A+++) Kasel M2 (x4) OCU Navy Wanzer Pilot (3) Cleave Axe (Melee/A+++) As Emma suggests, you can get some good cheap damage in by popping the ammo canisters near the enemies on the first turn. Naturally, be sure not to park your own wanzers near them. ============================================================================= Battle 16a: Taal Base ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Penetration Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Brenos (x2) OCU Navy Tank Pilot (3) 80mm Gun (Rifle/A+++) Jinyo Mk110 (x2) OCU Navy Wanzer Pilot (3) DGS-25 (M.Gun/A+++) Kasel M2 (x1) OCU Navy Wanzer Pilot (3) Cleave Axe (Melee/A+++) Kodomari (x1) OCU Navy Wanzer Pilot (3) Exp. Beam (Beam/A+++) Missiles are a good choice for hitting the tanks-on-rails driving about the ceiling. The Kodomari's beam weapon is devastating, but fortunately it can only be fired every other turn. You'll get the web address for weapon manufacturer Jade Metal Lyman for destroying the Kodomari. ============================================================================= Battle 17a: Taal Base ============================================================================= Victory Conditions: All enemies except cannons destroyed or made to surrender. Losing Conditions: Death of Lukav or Alisa. Suggested Class Defense: Any Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Genie (x1) OCU Navy Wanzer Pilot (3) Wagtail 2 (Missile/B) Kasel M2 (x2) OCU Navy Wanzer Pilot (3) Cleave Axe (Melee/B) MBT2 Kuarve (x1) OCU Navy Tank Pilot (3) 120mm Gun (Cannon/B) 40mm Gun (x3) OCU Navy Tank Pilot (3) 40mm Gun (Cannon/B) Allies (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Scientist (x2) Japanese Scientist (3) Alisa (x1) Alisa Takemura (3) Lukav (x1) Lukav Minaev (3) Since they're not part of the mission objective, just ignore the cannon emplacements. They'll fire at the scientists, but rarely hit and don't do enough damage to kill. ============================================================================= Battle 18a: Taal Base ============================================================================= Victory Conditions: All enemies except cannons destroyed or made to surrender. Suggested Class Defense: Penetration Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Hanniger (x1) OCU Navy Chopper Pilot (3) 20mm MG (M.Gun/B) Starling (Missile/B) x2 Jinyo Mk110 (x3) OCU Navy Wanzer Pilot (3) DGS-25 (M.Gun/B) SN-100G (Shield) Jinyo Mk110 (x1) Jose Astrada (3) DGS-25 (M.Gun/B) SN-100G (Shield) Monster (x1) OCU Navy Wanzer Pilot (3) 160mm Gun (Cannon/B) 17.5mm MG (M.Gun/B) Monster (x1) Semaun Forsyth (3) 160mm Gun (Cannon/B) 17.5mm MG (M.Gun/B) This is probably the hardest battle yet, so bring your best wanzers and pilots. It's more important than ever to fixate on a single target and dog it until it's destroyed, and to not move too far out to avoid attracting the attention of the chopper. Destroying Jose's wanzer will get you the web address of Papel Inc. ============================================================================= Path A ends here. Skip ahead to "The Paths Rejoin" to continue. If you chose this path, don't forget that later parts of the walkthrough may or may not seem wonky, since they assume the player takes the Alpine Detour path. Path B: Alpine Detour ============================================================================= Battle 14b: Taal Base ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Penetration Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- 40mm Gun (x3) OCU Navy Tank Pilot (3) 40mm Gun (Cannon/A+++) Hanniger (x2) OCU Navy Chopper Pilot (3) 20mm MG (M.Gun/A+++) Starling (Missile/A+++) x2 Jinyo Mk110 (x2) OCU Navy Wanzer Pilot (3) DGS-25 (M.Gun/A+++) Kasel M2 (x1) OCU Navy Wanzer Pilot (3) Cleave Axe (Melee/A+++) SN-100G (Shield) This one can really drag on if the choppers get the upper hand and start wandering all over the map. Missiles are the only (practical) way to hit the choppers and the high-up gun emplacements, so bring them along or weep. A wanzer with a hover unit can be a real liability here because of the jagged terrain. ============================================================================= Battle 15b: Taal Base ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Penetration Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Brenos (x2) OCU Navy Tank Pilot (3) 80mm Gun (Rifle/B) Kasel M2 (x1) OCU Navy Wanzer Pilot (3) Cleave Axe (Melee/B) Jinyo Mk110 (x2) OCU Navy Wanzer Pilot (3) DGS-25 (M.Gun/B) Jinyo Mk110 (x1) Jose Astrada (3) DGS-25 (M.Gun/C) Kodomari (x1) OCU Navy Wanzer Pilot (3) Exp. Beam (Beam/B) Facing the combined might of Jose's veteran machine gun skill and the beam- armed Kodomari prototype might sound daunting, but it's not that tough if you play it right. As usual, don't go running out of the corner you start in until the nearby rail-mounted guns and Kasel M2 are destroyed. With luck, Jose may come looking for you just in time for you to munch him up, after which you can easily polish off the rest of them. Destroying Jose's wanzer will get you the web address of Papel Inc., and the Kodomari will cough up the URL of weapons manufacturer Jade Metal Lyman. ============================================================================= Battle 16b: Taal Base ============================================================================= Victory Conditions: All enemies except cannons destroyed or made to surrender. Losing Conditions: Death of Lukav or Alisa. Suggested Class Defense: Any Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Genie (x1) OCU Navy Wanzer Pilot (3) Wagtail 2 (Missile/B) Kasel M2 (x2) OCU Navy Wanzer Pilot (3) Cleave Axe (Melee/B) MBT2 Kuarve (x1) OCU Navy Tank Pilot (3) 120mm Gun (Cannon/B) 40mm Gun (x3) OCU Navy Tank Pilot (3) 40mm Gun (Cannon/B) Allies (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Scientist (x2) Japanese Scientist (3) Alisa (x1) Alisa Takemura (3) Lukav (x1) Lukav Minaev (3) Since they're not part of the mission objective, just ignore the cannon emplacements. They'll fire at the scientists, but rarely hit and don't do enough damage to kill. ============================================================================= Battle 17b: Taal Base ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Penetration Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Hanniger (x2) OCU Navy Chopper Pilot (3) 20mm MG (M.Gun/B+) Starling (Missile/B+) x2 Jinyo Mk110 (x3) OCU Navy Wanzer Pilot (3) DGS-25 (M.Gun/B+) Monster (x1) OCU Navy Wanzer Pilot (3) 160mm Gun (Cannon/B+) 17.5mm MG (M.Gun/B+) Monster (x1) Semaun Forsyth (3) 160mm Gun (Cannon/B+) 17.5mm MG (M.Gun/B+) Allies (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Jinyo Mk110 (x1) Jose Astrada (3) DGS-25 (M.Gun/C) This is probably the hardest battle yet, so bring your best wanzers and pilots. It's more important than ever to fixate on a single target and dog it until it's destroyed, and to not move too far out to avoid attracting the attention of the chopper. Jose will help you out with his mad machine gun skillz, but plan carefully if you don't want him stealing your experience. :) ============================================================================= Jose has joined, but is a mere shadow of his former self. Character Profile: Jose Astrada ------------------------------- Age: 35 Height: 6'1" Weight: 159 lbs. Nationality: OCU Phillipines Occupation: Sniper (OCU Phillipines Army) Wanzer: Pare PAW1 Starting Ace Rank: 3 Combat Specialty: Rifle Jose is a total god when he's an enemy (class C skill in machine gun, a very useful weapon), but WTF? Once he joins you he suddenly becomes a class B gimp, and in rifle, a weapon of dubious value. What a rip. As far as I know he will only join the group if you take the "Alpine Detour" route in the Taal Base assault. The Paths Rejoin ============================================================================= As far as I can tell, both paths end up here without any conseqences except the (non)playable status of Jose. For purposes of the rest of the walkthrough, I'll assume we took route B and acquired Jose. The same network stuff seems to happen on both paths, so I'll cover that now. Back at the carrier, watch Kazuki and the captain have another little pissing contest, then speak with the Operator, who will let you know that Taal Base is now playable in the simulator's Battle Mode (and it's a good cash & experience cow). Go to the Crew Room and console Emma, return to the Briefing Room and come up with a plan, then head to the Flight Deck. Hit the Network somewhere in there if you so desire. [Network] Papel Corp.'s website is on the Singapore hub. At the "Software Dept." link you can download an expansion for the simulator and a text repairer program. Now we can fix that corrupt text file we downloaded from Lawspite, but don't get your hopes up... even though the words "CIU GOVERNMENT AUSTRALIA" appear clearly in the file, the CIU website still won't be accessible. Further bulletins as events warrant. Finally, Kazuki should have an e-mail from the Wulong mercenary company in the EC, offering the address of their website. Battle 19: Ba Kui Dam ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Impact Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Yongsai 3 (x5) Changli Army Wanzer Pilot (4) Chongte 0 (Shotgun/B+) Laiying 1 (x1) Changli Army Wanzer Pilot (4) Huoji 22 (Missile/B+) You can either buy up Impact defense before this one, or take it seriously. Your choice. The pilot of the Laiying 1 will call for help at the end of turn 6 (unless, of course, he's done for); I'm unsure what long-term effect this has. Dennis mentions that the dam can be Blow'd Up, but I don't know how. Anyone who knows how to trigger the dam's destruction (and even better, the consequences of same) please let me know. (Not to gloat or anything, but I managed to capture no less than four of the Yongsai 3's in this fight.:) ============================================================================= For purposes of the walkthrough, I'm going to assume neither the dam was destroyed nor the Laiying 1 pilot called for help in mission 19. I don't know what differences would result if either of those events occurred, but my guess would be a heavier enemy presence in the next few stages. Things split up again here, but only for two missions, and there doesn't seem to be any substantial difference between the paths (Marcus joins you either way). Proceed with Route A or skip ahead to Route B. Route A: Xinzhu ============================================================================= Battle 20a: Xinzhu ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Flame or Impact Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Tiandong 3 (x3) Changli Army Wanzer Pilot (4) Mk16 Fist (Melee/B+) Mk59 APC (x2) Changli Army Tank Pilot (4) Type 10 GR (Grenade/B+) Infantry (x2) Changli Army Infantry (4) Melee- and grenade-toting enemies make for a weird combination, but this battle shouldn't be too tough. I went after the grenade carriers first, but handle it however you like. Have a burst weapon on hand to clean up those pesky infantry. ============================================================================= Battle 21a: Taipei Suburb ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Impact Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Chixuan 6 (x2) Changli Army Chopper Pilot (4) 27mm MG (M.Gun/B+) Yunsheng 38 (Missile/B+) Tiandong 3 (x2) Changli Army Wanzer Pilot (4) Fear Fist (Melee/B+) Reinforcements (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Laiying 1 (x1) Changli Army Wanzer Pilot (4) Wagtail 2 (Missile/B+) Tiandong 3 (x1) Changli Army Wanzer Pilot (4) Fear Fist (Melee/B+) Tiandong 3 (x1) Wan Dao Han (4) Fear Fist (Melee/B+) You know the drill... use missiles and drop the choppers first. Reinforcements arrive on turn 4. ============================================================================= Okay, skip ahead to "The Paths Rejoin". Route B: Yingko ============================================================================= Battle 20b: Yingko ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Impact Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Tiandong 3 (x3) Changli Army Wanzer Pilot (4) Mk16 Fist (Melee/B+) Yongsai 3 (x3) Changli Army Wanzer Pilot (4) Chongte 0 (Shotgun/B+) Not much sage advice for this one except to load up on Impact defense. Try to avoid going into the forest proper if you can, the trees will really mess with the accuracy of direct-fire weapons. Then again, I didn't go into the forest and finished this battle with only Yun alive and her wanzer's legs and arm blown off, so what do I know. :) ============================================================================= Battle 21b: Yingko ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Impact Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Tiandong 3 (x1) Changli Army Wanzer Pilot (4) Mk16 Fist (Melee/B+) Yongsai 3 (x2) Changli Army Wanzer Pilot (4) Chongte 0 (Shotgun/B+) Reinforcements (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Chixuan 6 (x1) Changli Army Chopper Pilot (4) 27mm MG (M.Gun/B+) Yunsheng 38 (Missile/B+) Tiandong 3 (x1) Changli Army Wanzer Pilot (4) Mk16 Fist (Melee/B+) Yongsai 3 (x1) Wan Dao Han (4) Chongte 0 (Shotgun/B+) Reinforcements arrive when two of the wanzers are destroyed or surrender. Take Impact defense and use range to your advantage, and there should be few problems. ============================================================================= The Paths Rejoin ============================================================================= Once you're holed up in your Taipei safehouse, head out to the shop for beaucoups upgrades and new weapons. COM5 is available, so don't forget to install those all around and reset the skills stored in them. Head to the Bar and talk to the "Nice Guy" to get the address of the Da Han Daily web site before you return to the house. Battle 22: DHZ Factory ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Penetration Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Mk54 MBT (x4) Changli Army Tank Pilot (4) 130mm Gun (Cannon/B++) Infantry (x2) Changli Army Infantry (4) Yongsai 3 (x2) Changli Army Wanzer Pilot (4) Chongte 0 (Shotgun/B++) Laiying 1 (x1) Changli Army Wanzer Pilot (4) Huoji 22 (Missile/B++) This stage isn't too hard to cut a bloody swath through. Bring along at least one wanzer with a high Booster rating to get to the infantry on the rooftop. If you went whole hog at the last shop, you'll be seriously outclassing your enemies for a while, so enjoy it. ============================================================================= Battle 23: DHZ Factory ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Impact Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Tiandong 3 (x3) Changli Army Wanzer Pilot (4) Mk16 Fist (Melee/B++) Yongsai 3 (x3) Changli Army Wanzer Pilot (4) Chongte 0 (Shotgun/B++) Lite Shield (Shield) Taita 4K (x1) Wan Dao Han (4) Type 13 GR (Grenade/B++) 130mm Gun (Cannon/B++) Little Hitler's cronies aren't too much of a threat if you equip Impact defense before the battle and use the usual tactics, but the grenade on his Taita 4K can cause unwanted havoc if you let your units bunch up too much. So take advantage of your range (use rifles and missiles to attack from beyond 3 squares) and your units should spread out naturally. ============================================================================= Back at the house, talk to Yun and then go to the USN Embassy. Battle 24: USN Embassy ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Flame Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Chixuan 6 (x3) Changli Army Chopper Pilot (4) 27mm MG (M.Gun/B++) Yunsheng 38 (Missile/B++) Tiandong 3 (x2) Changli Army Wanzer Pilot (4) Mk16 Fist (Melee/B++) Mk59 APC (x1) Changli Army Tank Pilot (4) Type 10 GR (Grenade/B++) Infantry (x3) Changli Army Infantry (4) Allies (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Mk20 AFV (x1) Marcus Armstrong (4) 25mm MG (M.Gun/A) Blah blah use missiles on the choppers blah blah blah stay the hell away from the Tiandongs blah blah don't let your guys get bunched up or grenade go boom blah blah blah blah burst weapons against infantry. All in a day's work. ============================================================================= Marcus joins in his excitingly chunky Grapple M1. Don't forget to visit the network shop during the intermission to get his wanzer up to speed if you plan to use it. Character Profile: Marcus Armstrong ----------------------------------- Age: 43 Height: 6'1" Weight: 181 lbs. Nationality: USN Occupation: Soldier (Captain, USN Army) Wanzer: Grapple M1 Starting Ace Rank: 4 Combat Specialty: Melee Steroid-pumping Marcus joins the party seemingly for lack of anything better to do with himself. His choice of wanzer is so not surprising. I think it would be pretty funny if for once the gung-ho/beefcake character got saddled with a "cutie" mech like, say, the Vierge from Xenogears. Painting his wanzer pink provides some consolation. Battle 25: Taipei ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Penetration Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Haolong 4 (x3) Changli Army Wanzer PIlot (4) 20mm MG (M.Gun/B++) Yunsheng 42 (Missile/B++) Mk54 MBT (x4) Changli Army Tank Pilot (4) 130mm Gun (Cannon/B++) The Haolong 4's may look intimidating, but their large size just makes them a large target. Move to close range to minimize the effectivness of their missiles and to make it harder for them to counter. ============================================================================= Battle 26: Futai Tunnel ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Impact Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Tiandong 3 (x2) Changli Army Wanzer Pilot (4) Mk10 Fist (Melee/B++) Yongsai 3 (x4) Changli Army Wanzer Pilot (4) Chongdu 2 (Shotgun/B++) You should be used to this kind of opposition by now, but these guys have better weapons and evasion ratings than the usual. Bum-rush the Tiandongs first since they can do the most damage, and hope for surrenders. ============================================================================= Battle 27: Futai Tunnel ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Any Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Yongsai 3 (x3) Changli Army Wanzer Pilot (4) Chongdu 2 (Shotgun/B+++) Mk54 MBT (x2) Changli Army Tank Pilot (4) 130mm Gun (Cannon/B+++) Armored Car (x1) Changli Army Tank Pilot (4) Yunsheng 44 (Missile/B+++) Type 13 GR (Grenade/B+++) 130mm Gun (Cannon/B+++) I had good success leaving the armored car for last, but handle things however you want. Attack the tanks from melee range so they can't fire back. ============================================================================= Battle 27: Futai Tunnel ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Impact Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Qibing 0 (x3) Imaginary Number (4) Chongta 3 (Shotgun/B+++) Mk12 Fist (Melee/B+++) Qibing 0 (x1) Griffith (4) Chongta 3 (Shotgun/B+++) Mk12 Fist (Melee/B+++) This battle is a bitch. Griffith and the Imaginary Numbers may not outnumber you, but they certainly outgun you--their weapons are better than what's available to you at this point, and their wanzers and skills are most probably comparable to yours. So don't pull any punches--take your best wanzers and pilots into the fight, and attack from out of the enemies' range. ============================================================================= Hey, Kazuki's getting pissed off at someone he doesn't even know for not treating him like royalty. What a surprise. (I can fault this game's characters, but certainly not its characterization.) Anyway, talk to Huang to get the Taipei data for the battle simulator, which pits you against some HARSH competition (including your freaky pal Griffith and his commander, Rosavia Gray). Talk to Chang to be shown to your room. You'll need to ask Dennis all four questions to continue. Check your e-mail if you want, then go back to the command room. [Network] JBNN correspondent Kiryu has sent Kazuki another message. Reply to point him in the right direction. Okay, I have just GOT to call a time-out here. I can understand the rebels wanting to keep their activities a secret, but their solution is to KILL the government inspectors? Call me crazy, but I think finding the inspection team *slaughtered* would arouse an... "uncomfortable" amount of suspicion in and of itself. Whatever. Battle 28: Oil Field ============================================================================= Victory Conditions: All enemies destroyed or made to surrender. Suggested Class Defense: Impact Opposition (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Yongsai 3 (x5) Changli Army Wanzer Pilot (5) Chongdu 2 (Shotgun/B+++) Dual Cannon (x2) Changli Army Tank Pilot (5) 17mm MG (M.Gun/B+++) Allies (#) Pilot (Ace Rank) Weapons (Type/Pilot Skill) ----------------------------------------------------------------------------- Rekson M4F (x2) HL Rebels Wanzer Pilot (5) Laoxing 6 (Rifle/E) You'll have to either use missiles or send a durable wanzer up the elevator to get to the gun emplacements on the second level. To activate the elevator all you have to do is move on to it. If it's on the wrong level, it can be called using the buttons nearby. The rebels are surprisingly helpful in this battle thanks to their crazy rifle skills. ============================================================================= +--------------------------------+ | VI. Walkthrough: Alisa's Story | +--------------------------------+ To be completed in the future. +----------------+ | VII. Reference | +----------------+ 1. Characters: Emma's Story =========================== Kazuki Takemura --------------- Age: 19 Height: 6' Weight: 165 lbs. Nationality: OCU Japan Occupation: Test Pilot (Kirishima Industries) Wanzer: Zenislev Starting Ace Rank: 0 Combat Specialties: Shotgun & Melee Kazuki is the main character of both Emma's and Alisa's stories. In the Square tradition of RPG heroes, he's easily irritated and doesn't have much of a sense of humor. He's also prone to violent, impulsive actions. His wanzer, the Zenislev, has great mobility and incredible HP, which allow him to get in close and mix it up. Ryogo Kusama ------------ Age: 19 Height: 5'8" Weight: 132 lbs. Nationality: OCU Japan Occupation: Test Pilot (Kirishima Industries) Wanzer: Kyojun Mk107 Starting Ace Rank: 0 Combat Specialty: Machine Gun "Mmm-bop..." Kazuki's uber-slacker best friend who was kicked out of boy-band Hanson. Whenever not hitting on the newest female member of the party, he provides excellent close fire support in his Kyojun Mk107. Emir "Emma" Klamsky ------------------- Age: 22 Height: 5'6" Weight: 121 lbs. Nationality: USN Occupation: Scientist (USN Radiation Laboratory) Wanzer: Drake M2C Starting Ace Rank: 0 Combat Specialty: Missile Politics make strange bedfellows, and Kazuki and Ryogo find themselves quickly entwined in Emma's plans. She's a useful ally whose missiles provide heavy long-range damage, but keep her weak, slow wanzer out of the fray. Dennis Vicarth -------------- Age: 35 Height: 5'11" Weight: 165 lbs. Nationality: USN Occupation: Secret Agent (USN Federal Agency of Intelligence) Wanzer: Rekson M4F Starting Ace Rank: 1 Combat Specialty: Rifle Dennis' deadpan humor can occassionally elicit a chuckle, but in combat he and his wanzer are somewhat underpowered. His weapon of choice, the rifle, is not particularly useful, and his years of experience apparently don't translate to better skills in game terms. Yun Lai Fa (a.k.a. "Moneymaker") ---------- Age: 17 Height: 5' Weight: 99 lbs. Nationality: OCU Singapore Occupation: "Spender" Wanzer: Prov PAW2 Starting Ace Rank: 2 Combat Specialty: Shotgun No RPG would be complete without the cute-but-annoying female character, and Yun fits the bill. Her Prov PAW2's DoubleShot skill can lay a serious amount of waste when properly utilized, but you may want to consider replacing its clunky hover unit with some legs. Jose Astrada ------------ Age: 35 Height: 6'1" Weight: 159 lbs. Nationality: OCU Phillipines Occupation: Sniper (OCU Phillipines Army) Wanzer: Pare PAW1 Starting Ace Rank: 3 Combat Specialty: Rifle Jose is a total god when he's an enemy (class C skill in machine gun, a very useful weapon), but WTF? Once he joins you he suddenly becomes a class B gimp, and in rifle, a weapon of dubious value. What a rip. As far as I know he will only join the group if you take the "Alpine Detour" route in the Taal Base assault. Character Profile: Marcus Armstrong ----------------------------------- Age: 43 Height: 6'1" Weight: 181 lbs. Nationality: USN Occupation: Soldier (Captain, USN Army) Wanzer: Grapple M1 Starting Ace Rank: 4 Combat Specialty: Melee Steroid-pumping Marcus joins the party seemingly for lack of anything better to do with himself. His choice of wanzer is so not surprising. I think it would be pretty funny if for once the gung-ho/beefcake character got saddled with a "cutie" mech like, say, the Vierge from Xenogears. Painting his wanzer pink provides some consolation. 2. Characters: Alisa's Story ============================ To be completed in the future. 3. Wanzers ========== To be completed in the future. 4. Parts ======== Body ---- The body is, obviously, the most basic part of the wanzer. It contains the wanzer's power source, and the combined total weight of all parts and weapons on a wanzer cannot exceed the body's Power rating. Any surplus power (from equipping lighter parts and weapons and/or adding power to the engine) will increase the damage done by the wanzer's melee attacks. Statistics provided are the HP of the body at each level of upgrade ( including 0), the weight, power of the engine, the percentage defense class increase per level of defense class upgrade, and the battle skill contained (thanks to Eric Willis). Name HP/Upgrade Level Wt. Power Def-C B.Skill ----------------------------------------------------------------------------- Drake M2C 292/332/382/438 60 344 15 Chaff Enyo Mk109 292/332/382/438 60 344 5 Auto-I Foura M12A 292/332/382/438 60 344 10 Pilot Eject Genie 292/344/405/478 60 344 5 Def-C1 Grapple M1 464/528/607/696 39 206 5 Melee-III Jinyo Mk110 340/387/445/510 42 254 5 Revenge-I Kasel M2 464/547/644/760 39 206 10 Melee-II Kyojun Mk107 340/401/472/557 42 254 10 Zoom-I Kyokei Mk108 340/387/445/510 40 220 10 Melee-I Laiying 1 292/344/405/478 60 344 5 Def-C2 Pare PAW1 276/314/361/414 38 269 10 E-Acc1 Prov PAW2 364/414/476/546 44 253 15 Auto-II Rekson M4F 276/314/361/414 38 269 15 Zoom-II Tiandong 3 464/528/607/696 39 206 10 Tackle-II Yongsai 3 364/436/546/656 44 253 10 BkupMelee Zenislev 452/542/678/813 42 231 5 Tackle-I Zeros 464/528/607/696 39 206 10 E-Eva1 Arms ---- A wanzer's arms hold its weapons. Arms with higher accuracy ratings and better accuracy upgrade possibilities are a must for wanzers using firearms, whose accuracy can quickly degrade against distant targets. Statistics provided are the HP of the arms at each level of upgrade (including 0), the weight, the weapon accuracy increase percentage at each level of upgrade (including 0), and the battle skill contained (again, thanks to Eric Willis). Note: Accuracy increases from the arm are a percentage of the weapon's base accuracy, not a flat increase. Thus, the accuracy of a machine gun installed on the arm of Kyojun Mk107 with level 2 accuracy upgrade would NOT be 112% (80+32) but rather 105% (80*1.32). It seems that FM3 always rounds down when calculating a weapon's accuracy. Name HP/Upgrade Level Wt. Acc/Level B.Skill ----------------------------------------------------------------------------- Drake M2C 184/209/241/276 45 12/21/38 Pilot DMG-I Enyo Mk109 184/209/241/276 45 12/21/38 Leg Smash Foura M12A 184/220/276/331 45 12/18/27 Arm Smash Genie 184/217/255/301 45 12/18/27 Pilot DMG-III Grapple M1 292/344/405/478 15 5/ 8/13 Dbl Punch-I Jinyo Mk110 212/241/277/318 36 10/18/32 ROFUP-II Kasel M2 292/332/382/438 15 5/ 9/16 Stun Punch Kyojun Mk107 212/250/294/347 36 10/18/32 ROFUP-I Kyokei Mk108 212/250/294/347 25 7/12/22 Hit/Miss Laiying 1 184/220/276/331 45 12/18/27 Pilot DMG-II Pare PAW1 172/196/225/258 51 14/23/38 ToppleShot Prov PAW2 228/269/316/373 33 9/16/29 Dbl Shot-I Rekson M4F 172/196/225/258 51 14/25/45 BkupFire Tiandong 3 350/438/525 15 5/ 8/13 Eject Punch Yongsai 3 228/273/342/410 33 9/14/24 ROFUP-III Zenislev 284/335/394/465 20 5/ 7/11 Dbl Assault Zeros 292/344/405/478 15 5/ 7/11 Shield Attack-I Legs ---- Legs dictate the movement speed of the wanzer, as well as its dashing and jumping ability. Statistics provided are the HP of the legs at each level of upgrade (including 0), the weight, base movement rate, type (leg or hover), booster and dash levels at each level of upgrade (including 0; note that the BST upgrade increases booster and dash together), the evasion rate at each level of upgrade (starting from 1), and the Battle Skill contained (thanks to, you guessed it, Eric Willis). Name HP/Upgrade Level Wt Mv Typ Bst Dash Eva% B.Skill ----------------------------------------------------------------------------- Drake M2C 240/273/314/360 18 2 Leg 2/4/4 0/2/3 4/10 EXPx2 Enyo Mk109 240/283/333/393 18 2 Leg 2/4/5 0/2/3 8/19 Prevent Loss Foura M12A 240/288/360/432 18 2 Leg 2/4/4 0/2/3 4/10 Escape Genie 240/288/360/432 18 2 Leg 2/4/4 0/2/3 8/19 Auto Counter Grapple M1 384/437/503/576 59 6 Leg 2/2/4 0/2/3 8/19 Skill +2 Jinyo Mk110 280/319/366/420 43 3 Leg 2/4/4 0/0/2 8/19 Fast Attack Kasel M2 384/437/503/576 59 6 Leg 2/4/4 0/2/3 8/19 AP -30% Kyojun Mk107 280/319/366/420 43 3 Leg 2/4/4 0/2/3 8/19 Brace-I Kyokei Mk108 280/319/366/420 45 4 Leg 2/4/4 0/0/2 6/14 DmgFix100 Laiying 1 240/288/360/432 18 2 Leg 2/2/4 0/2/3 6/14 Skill +3 Pare PAW1 228/269/316/373 38 3 Leg 2/4/4 0/0/2 6/14 Evade-I Prov PAW2 300/342/393/450 48 4 Hvr 0 0 8/19 Guard Body Rekson M4F 228/259/298/342 38 3 Leg 2/4/5 0/2/3 6/14 E-Skill1 Tiandong 3 384/453/533/629 59 6 Leg 2/2/4 0/2/3 4/10 Avoid20 Yongsai 3 300/360/450/540 48 4 Leg 2/2/4 0/2/3 4/10 Avoid80 Zenislev 372/438/517/610 55 5 Leg 2/4/4 0/2/3 8/19 Initiative-I Zeros 384/453/533/629 59 6 Leg 2/4/4 0/0/2 4/10 Initiative-II Backpack -------- Backpacks can be used to provide additional power (to hold heavier weapons and do more damage with melee weapons) or to hold items. Name Weight Capacity Add.Power ----------------------------------------------------------------------------- BX002 10 4 ----- Mk3 Pack 10 4 ----- BPT3A 10 ----- 30 Mk5 E-Pack 10 ----- 30 Computer -------- A wanzer's computer is accessible from "Pilot" section of the Setup menu, and holds whatever learned Battle Skills are entered into it. Be sure to re- enter your Battle Skills when changing a wanzer's computer. Name Capacity Function ----------------------------------------------------------------------------- COM4 4 No special features COM5 5 No special features 5. Weapons ========== Melee ----- Unarmed arms have the Hardblow weapon by default. Universal statistics for melee weapons: AP Cost: 1 Range: 1 Acc.Dn/Range: 0% Ammo: Unlimited Acc.Dn/Height: 0% (targets with height difference of 2 or more cannot be hit) Name Class Weight Acc. Attack ----------------------------------------------------------------------------- Hardblow I 0 100% 25 (x1) Sharp Spike P 20 110% 63 (x1) Cleave Axe I 21 120% 67 (x1) Heavy Spike P 23 110% 75 (x1) Bone Buster I 22 100% 76 (x1) Mk9 Baton I 25 120% 80 (x1) Fear Fist I 26 100% 91 (x1) Mk10 Fist I 30 100% 109 (x1) Machine Gun ----------- Universal statistics for machine guns: Class: Penetration Range: 1-4 AP Cost: 5 Ammo: Unlimited Base Accuracy: 80% Acc.Dn/Range: -10% Acc.Dn/Height: -5% Name Weight Attack ----------------------------------------------------------------------------- Kodo SN990 48 11 (x10) DGS-25 56 13 (x10) Mingda 2 65 15 (x10) Shotgun ------- Universal statistics for shotguns: Class: Impact Range: 1-3 AP Cost: 3 Ammo: Unlimited Base Accuracy: 75% Acc.Dn/Range: -2% Acc.Dn/Height: -5% Name Weight Attack ----------------------------------------------------------------------------- Odin M98 42 12 (x12) SPPG 14 50 14 (x12) Chongdu 2 59 16 (x12) Rifle ----- Universal statistics for rifles: Class: Penetration Range: 1-6 AP Cost: 4 Ammo: Unlimited Base Accuracy: 75% Acc.Dn/Range: -2% Acc.Dn/Height: -5% Name Weight Attack ----------------------------------------------------------------------------- Franbar FF 45 58 (x1) Mk9 Sniper 53 69 (x1) Laoxing 6 62 82 (x1) Flamer ------ Universal statistics for flamers: Class: Flame Range: 1-2 AP Cost: 4 Ammo: Unlimited Base Accuracy: 60% Acc.Dn/Range: -2% Acc.Dn/Height: -5% Name Weight Attack ----------------------------------------------------------------------------- Heat Stream 51 17 (x4) Shield ------ Shields are used only defensively, as a "counter". They cost 2 AP to use, can be used a number of times equal to their durability, and reduce the total damage of the attack they're blocking by their damage reduction factor. Name Weight Dur. Dmg Red. ----------------------------------------------------------------------------- Mk9 Shield 18 4 -50% SN-100G 24 6 -50% Buckler 22 4 -70% Missile ------- Universal statistics for missiles: Class: Flame Range: 3-9 AP Cost: 10 Ammo: 6 Base Accuracy: 80% Acc.Dn/Range: 0% Acc.Dn/Height: 0% Name Weight Attack ----------------------------------------------------------------------------- Quill 81 73 (x1) Wagtail 2 96 87 (x1) Yunsheng 34 109 104 (x1) Grenade ------- Closer to artillery than grenades, these weapons target an area. Universal statistics for grenades: Class: Flame Range: 3-6 AP Cost: 12 Ammo: 4 Base Accuracy: 60% Acc.Dn/Range: 0% Area: 5x5 Acc.Dn/Height: 0% Name Weight Attack ----------------------------------------------------------------------------- Wanzerfaust 92 62 (x1) Type 10 GR 109 74 (x1) 6. Items ======== Items can be stored in a wanzer's backpack and have a range of 1 when used. Name Capacity Price Effect ----------------------------------------------------------------------------- Missile 2 100 Reloads missiles Repair 1 100 Restores 50% of Max HP to a part Repair Mx 2 200 Restores all HP to a part Restore Lo 2 150 Repairs broken part, restores 25% HP Restore Hi 3 300 Repairs broken part, restores 50% HP Restore Mx 4 400 Repairs broken part and restores all HP Recover 1 80 Restores 50% of HP to pilot Recover Mx 2 140 Restores all HP to pilot Shield Rpr 2 120 Restores 50% of shield durability Shield Mx 3 200 Restores all shield durability 7. Battle Skills ================ How Battle Skills Work ---------------------- Each wanzer part has a Battle Skill in it that can be randomly activated when the required conditions are present. These conditions can be related to the weapons equipped on the wanzer (some skills only work with "Burst" type weapons, or don't work with grenades, or require you two have identical weapons on each arm) or situational (Chaff, for instance, can activate when the wanzer is attacked by a missile). Once a skill is activated randomly, a copy of it is transferred to the pilot's "inventory" of skills. More random activations will put more copies of the skill in the pilot's inventory, giving him/her more copies to register in the wanzer's computer. Copies of skills activated by the computer (rather than randomly by the parts) will not be added to the pilot's inventory. The computer can hold one or more Battle Skills in its memory, to increase the chances of them being activated, and multiple copies of the same skill can be registered to further increase the chances and allow for "combos" where multiple registered skills activate one after another. The wanzer part that originally activated the skill need not be equipped if the skill is registered in the computer; however, the only skills that can be activated randomly (without being in the computer) are the ones actually present in the wanzer's parts. Like items in a backpack, each skill has a size in blocks that it takes up in the computer's memory. More powerful skills take up more space, but then again, a combo of several "smaller" skills could be just as deadly as a single "large" skill. Late in the game, computers appear which affect the activation rates of skills; taking advantage of their properties can hugely improve the effectiveness of your skills. For instance, a single hugely devastating skill, such as Body Break or Pilot Damage-III, could be registered in a computer with low combo activation but a high trigger rate, ensuring frequent activation and sacrificing little (since combos are irrelevant when dealing with a skill that will destroy or disable a wanzer in one hit). The following is a list of each Battle Skill, along with its effect, the part that contains it, its "size" in computer slots, and activation condition. Praise be to Eric Willis (soulscythe@angelfire.com) for providing this information to the gaming public long before I thought it possible. Skill Part Size Activation Effect ----------------------------------------------------------------------------- To be completed in the future. +--------------------------------+ | VIII. Credits & Copyright Info | +--------------------------------+ A FAQ like this will never be complete without some contributions by readers. So please send me any comments about this FAQ at connoy@mailcity.com. Types of e-mail I would like: -Any feedback on parts of the FAQ already completed, like general strategy and the existing battle breakdowns -Suggestions for improving the format of the FAQ: sections that could be added, existing sections that don't seem important, ways to make tables and subject headings more readable, etc. Types of e-mail I will most likely ignore: -"When are you going to finish the FAQ?" I have a LOT of stuff going on besides this FAQ and can make no guarantees about when it will be done. -"Help me with event X that's not in the FAQ yet!" Sorry, I'm not an automated hint line. The FAQ will be finished in time and I will cover your question when I get to it in the game. -"Blah blah blah GameShark codes blah blah blah!" If you're looking for them, or want to publish them, go to a patch code website. The following people have made a difference in the lives of Front Mission 3 players everywhere by helping to create this FAQ: CJayC for hosting this FAQ at www.gamefaqs.com. Visit GameFAQs for all your video game strategy and code needs. HUGE thanks go out to Eric Willis (soulscythe@angelfire.com) for compiling his Battle Skills list and allowing me to merge the information into this FAQ. He's saved me (and all those reading this) the ton of time I would have to spend getting them all to trigger. The guru of all FAQ-dom, Kao Megura (kmegura@yahoo.com), for putting his time and effort into an effective copyright warning, which I shall reproduce here as, surprise, my copyright warning. Unpublished work Copyright 2000 Dave Connoy This FAQ and everything included within this file cannot be reproduced in any way, shape or form (physical, electronical, or otherwise) aside from being placed on a freely-accessible, non-commercial web page in it's original, unedited and unaltered format. This FAQ cannot be used for profitable purposes (even if no money would be made from selling it) or promotional purposes. It cannot be used in any sort of commercial transaction. It cannot be given away as some sort of bonus, gift, etc., with a purchase as this creates incentive to buy and is therefore prohibited. Furthermore, this FAQ cannot be used by the publishers, editors, employees or associates, etc. of any company, group, business, or association, etc., nor can it be used by game sites and the like. It cannot be used in magazines, guides, books, etc. or in any other form of printed or electronic media (including mediums not specifically mentioned) in ANY way, shape, or form (including reprinting, reference or inclusion), without the express written permission of the author, myself. This FAQ was created and is owned by me, Dave Connoy. All copyrights and trademarks are acknowledged and respected that are not specifically mentioned in this FAQ. To continue, this FAQ and everything included herein is protected by the Berne Copyright Convention of 1976, not to mention International Copyright Law. Please remember that plagiarism is against the law. I will take appropriate action against transgressors, period (the same goes for people who put this up on web pages claiming it's their FAQ). That's the end! Thanks for reading and I hope you found this FAQ useful. E-mail connoy@mailcity.com with comments. |
Please note that A.P.I shall not be held responsible for the accuracy of this article. |
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