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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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