01) On the Battle God's Palm....................................... SC01
02) Perpetual Motion............................................... SC02
03) A Hopeless Hope................................................ SC03
04) Double-Edged Sword............................................. SC04
05) A Voice From Far, Far Away..................................... SC05
06) One Wing's Promise............................................. SC06
07) Opposing Tracks................................................ SC07
08) Darkness Dyed by Darkness...................................... SC08
09) Sincerity...................................................... SC09
10) A Pure Heart...And the Price It Pays........................... SC10
11) Double Deal.................................................... SC11
12) Between Good and Evil.......................................... SC12
13) The Gift....................................................... SC13
14) The Card Turned Down........................................... SC14
15) The Darkness That Came From Light.............................. SC15
'--Cracks......................................................... EX01
16) Uncertain Future............................................... SC16
'--Paradise Lost.................................................. EX02
17) Rebirth........................................................ SC17
'--A Bow Drawn.................................................... EX03
18) Dark Half...................................................... SC18
'--Hearts in Harmony, Hearts in Strife............................ EX04
19) Clawing the Red Earth.......................................... SC19
'--Waves.......................................................... EX05
20) Missing Line................................................... SC20
'--Island of Destiny.............................................. EX06
21) A Faint Light From the Depths.................................. SC21
'--Nosferatu...................................................... EX07
22) Heaven-Bound Wings............................................. SC22
'--Violated Wishes................................................ EX08
23) Fulfillment of a Promise....................................... SC23
'--God Save Us!................................................... EX09
24) Pharsti........................................................ SC24
'--Promised Reunion............................................... EX10
25) Reunion........................................................ SC25
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I. CONTROLS
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______----------------------------------______
LEFT --> /_____/ \_____\ <-- RIGHT
SHOULDER / ____________________________ \ SHOULDER
BUTTON | _ | | | BUTTON
| _| |_ | | |
D-PAD --> | |_ _| | SCREEN DISPLAY HERE | (A) | <-- A BUTTON
| |_| | | (B) | <-- B BUTTON
| | | |
START --> \ O |____________________________| /
SELECT --> \_ O _/
\__________________________________________/
D-PAD ------> Battlefield/menu movement; IBS evasion/attacking
START ------> Zoom-out to show ally/enemy unit placements
SELECT -----> n/a
A-BUTTON ---> Confirm selection / action button
B-BUTTON ---> Cancels selection
R SHOULDER -> Cycle allied units
L SHOULDER -> Cycle enemy units
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II. TH' BASICS
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.-------------.
| i. BATTLING |-[BTLG]
'-------------'
Battling is surprisingly simple in this game. After an enemy has been chosen
as a target, a 'status screen' shows up that tells who's doing the attacking,
who's being attacked, the Hit %, the damage that will be dealt, HP values,
and such.
One of the tabs at the bottom if 'IBS', which is the main method of attack.
This can be toggled off with the R Shoulder button, but only on the status
screen. This has two outcomes:
* Turning it on allows for first-person mode, and the player can manually
evade the enemy's attacks. The easiest method of doing this is rotating
the d-pad in circles or loop-de-loop patterns, which ensures beyond most
chances that no damage is sustained. This also makes the difficulty very
easy, but later on when enemy numbers are 15+, that difficulty won't be
missed.
* Toggling the IBS off means that attacks are based off the "Hit %" stat
displayed on that battle status screen. Mathematically calculating the
attacks makes for faster battles (slightly), but also means that ally
positioning is far more important. The battle also becomes unbearably
hard later on, when 15+ enemies can attack in one turn. Without the
manual evade...well...
When an ally chooses an enemy to attack, in that first-person mode (if
IBS is turned on), a new screen comes up. It contains a background, the
enemy mech moving around, and a reticle (crosshairs) that the player's
to move. A time limit appears for the player to move the reticle over
the mech and press the action button (A) to fire. If it's on the mech
it will inflict damage shown on the status screen; if not, the enemy'll
evade. There's also a tiny red 'dot' that appears on the mechs, and this
signifies the weak spot. If the reticle happens to fire on it, it'll do
about 150% damage. The size and number vary for the enemies.
---
One more thing. Attacks use up Ammo, Spirit, and Energy. Ammunition is
how many times the attack can be fired before it can't be used; Spirit
is a requirement that comes through defeating enemies (+5 per) or via
storyline events; Energy starts out at maximum and decreases as some
skills use it up. If there's a shortage in any of these categories, use
a mech's "Supply" ability to refill all to full.
* Ray Disaster obtained in Scene 05 [Always]
* Nail Laser obtained in Scene 07 [L Server]
* Halberd obtained in Scenario 10 [L Server]
* Comet obtained in Scene 12 / 13 [L Server]
* Tear Blast replaces Tear Bullet in Scene 17 [Always]
* Rusty Cutter replaces Rusty Lancer in Scene 17 [Always]
* Soulshooter becomes Soulsection in Scene 17 [Always]
* Shock Hi-Low obtained in Scenario 19 [L Server][Path B]
* Shock Hi-Low obtained in Scenario 20 [L Server][Path A]
* Bounder obtained in Scene 10 [L Server]
* Chevalier Lance obtained in Scene 20 [L Server][Path B]
* Chevalier Lance obtained in Scene 22 [L Server][Path A]
* Geyser obtained in Scene 11 [L Server]
* Tri-Laser found in Scene 15 [L Server][Path A/B]
.-----------------.
| iii. Split Path |-[SPLT]
'-----------------'
During the course of Scene 12, the player has a 'hidden' option to change the
storyline completely. The name is "Between Good and Evil," and during this
scenario, there are a bunch of unmanned drones let loose and Cage's team has
to kill some with temporary allies, the Mars Angels. Here's where the path'll
split: if Cage's team kills the most, this leads to 'Path A'; if the Angels
destroy the most, this leads to 'Path B'. Note that the game doesn't describe
the paths like this, but it's for clearer reference. From Chapter 14 on, the
scenario lineup will change like so:
[PATH A] [PATH B]
15) The Darkness That Came From Light 15) Cracks
16) Uncertain Future 16) Paradise Lost
17) Rebirth 17) A Bow Drawn
18) Dark Half 18) Hearts in Harmony, Hearts in
19) Clawing the Red Earth Strife
20) Missing Line 19) Waves
21) A Faint Light From the Depths 20) Island of Destiny
22) Heaven-Bound Wings 21) Nosferatu
23) Fulfillment of a Promise 22) Violated Wishes
24) Pharsti 23) God Save Us!
25) Reunion 24) Promised Reunion
Both paths have one extra 'scenario' that is purely story text after the
end of the game, but regardless, Path A has the most chapters with twenty-
-six.
.----------------.
| iv. Enemy Cash |-[NCSH]
'----------------'
------------------.-------.
Sec. LEV A | $100 | Lemme say a couple things about the game's cash
Sec. LEV B | $100 | flow:
Unmanned A | $200 |
Reg. LEV A | $300 | * Defeating enemies is the main source of making
Reg. LEV B | $300 | cash. This is also the ONLY consistant way of
Ned LEV | $500 | getting capital, so even when the missions call
Raptor | $600 | for quick exits, don't hesitate to skim some $$
LEV A a | $800 | off the surface if it's easy pickins.
LEV B a | $800 |
LEV C a | $800 | * Sometimes after battle an amount of capital is
Unmanned B | $800 | earned. This is rare and often only after some
Cyclops | $800 | conditions have been met, so don't count on it
Mummy Head | $800 | being a steady paycheck or anything.
Bizac | $1000 |
Bizac S | $1500 | * All enemy cash drop figures listed cover both
Ravana | $2000 | Path A & B, with all enemies listed on there.
Ifrit | $2000 |
Scarmiglione | $2000 | * All enemies listed have the same drops, even if
Grafficane | $2000 | they are unmanned or something. Fr'instance, the
HarutMarut | $3000 | unmanned Grafficane would have the same $$ drop
HarutMarut2 | $3000 | as the one piloted by...well, play the game and
Nerokerubina | $3000 | find out. =)
Iblis | $4000 |
------------------'-------' Hope you enjoyed Accounting 101!
.---------------------.
| v. Tips and Tricks |-[TPTR]
'---------------------'
<> Killing all enemies really benefits a person in the long run, especially
when the game pumps up the 'difficulty' and sends in a lot more enemies
than usual. This is also a constant source of cash and OFs only gain up'd
stats through battle, so there's no reason to leave any unless a specific
objective is on a timer.
<> Boss (special) units are a very easy source of experience, and attacking
one is basically a guaranteed level-up if an ally's lower in level. This
is very important for units who've been lagging behind, as even craptastic
attacks like 'Handgun' get 100+ EXP.
<> Always scan a new battlefield for an 'L Server' (local server). Moving an
OF to this space will give new offensive abilities and/or passive traits
to those crafts at the end of battle. These are also MISSABLE and since
uploading's the only way to make OFs learn new abilities, why would you
miss out?
<> When in 'IBS' mode, whether attacking or being attacked, move the reticle
(crosshairs) around in circles or the periphery of the screen. This will
often evade normal enemy attacks, but for boss enemies, more rapid tactics
will probably be called for (quicker circles).
<> Unless you know what you're doing, or the walkthrough says so, never leave
all regular enemies alone and just attack a boss. Countless times, there'll
be another phase right after that with new enemies, and the old ones aren't
going to leave for it. To reduce the burden, at least make an effort to get
SOME foes off the field.
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III. WALKTHROUGH (SCENARIOS)
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Just a few things about this stuff:
* It's spoiler-free for the most part. No big plot events are revealed and
I'm not going to really bother touching base on the dialogue that happens
in between fights...not much, anyway. Just a scene setup at the beginning.
* You don't have to follow my instructions exactly, mostly because strategy
RPGs don't have one way to win. But, I write in a way that collects all of
the items/skills, so those will be used in further scenes.
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SCENE 01 - ON THE BATTLE GOD'S PALM [SC01]
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After some scenes on the Bonaparte III spaceship, the game's protagonist is
introduced (Cage) and he finds himself within a mysterious LEV mech. Its AI
system notifies him an enemy is nearby and it's time to go mano e mano.
This is the first battle of the game, so it's, of course, a semi-tutorial on
playing. Select Cage's (blue) frame and move it to a grid square adjacent to
the red (enemy) unit. It doesn't matter if you attack from behind, front, or
the sides -- there is no extra damage dealt from different vantage points. A
menu will come up; choose 'Attack' to bring up a skill select screen. At the
current time, only Rusty Lancer is available to be used. Select the enemy as
the target.
At this point, first-person mode will come up ("IBS") and the player can move
a reticle (crosshairs) on the enemy, which will be trying to evade the coming
attack. Press the A-button when the black frame is in the crosshairs to knock
it around and inflict damage; if it's not in the crosshairs when A-button's
pressed, the target evades the damage.
Note that there is a little 'dot' on the enemy when in the crosshairs? This's
of little importance in a general sense, but if you move the reticle's center
on it and press the A-button, a critical hit will be dealt, inflicting around
150%+ more damage than usual.
Either way, the frame's turn will come and Cage will have to try his hand at
evasion. This is, quite simply, quite simple! Unless the "IBS" is turned off
on accident (Press left shoulder button at matchup screen to toggle back on),
the enemy cannot hit 100%.
Okay, onto evading -- this is done by moving the reticle, which represents
the frame Cage is in, around out of the enemy's path. It will "shoot" reticles
of its own in an attempt to lock-on before the timer is up. Simply move Cage's
reticle around in circles or on the periphery/border of the window to evade
the black frame's attacks. It takes a bit of practice, but once you've gotten
it down, the entire game's a lot easier.
Back on the battlefield screen, choose a vacant square with the A-button and
select "Phase End" to switch to the enemy's turn. Two hits will kill Cage,
but three hits to the black frame ends the battle. Whew!
---
Afterwards, Mars' gravitational field takes hold and sends the LEV down, down
to the red planet... Save if you want and continue.
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SCENE 02 - PERPETUAL MOTION [SC02]
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After some hijinx at the Hellespontos prison, everyone escapes with the help
of a new friend -- Deckson! But, as usual, there are some police LEVs that're
hellbent on stopping the escape. JAILBREAK!
Two enemies to take care of this time, but they're far away from Cage this
time around. I'll let you in on a tip: enemies can move and attack only when
they can get close enough to do an adjacent attack; they CANNOT move and do a
long-range attack. Thus, choose to "Phase End" immediately and let them come
towards you, giving you the first attack of sorts. Then, use Tear Bullet (the
long-range attack) and make them waste _another_ turn approaching! No matter
the route taken, attacking and evading are the same as usual and won't change
too much... Just make sure the crosshairs are on any part of the enemy when
the A-button's pressed to inflict the damage. Luckily, Cage's LEV will be a
lot faster than the enemy, resulting in less time for them to try and lock-on
with attacks.
When the two enemy vehicles are scrapped, the battle changes to a second and
last phase...
o-------------------------------------------------o
| VICTORY CONDITIONS: Direct Blade to Destination |
| Obliterate enemy |
| FAILURE CONDITIONS: Cage's Frame Destroyed |
| Blade destroyed |
o-------------------------------------------------o .------.-------.-----.
| PWR | RANGE | HIT |
.-------------------.----.-------. .-------------------+------+-------+-----|
| ENEMY [x4] | LV | HP | | Laser Blade (>) | 450 | 1 | +10 |
|-------------------+----+-------| |-------------------+------+-------+-----|
| Sec. LEV A | 01 | 1600 | | Handgun | 500 | 1~4 | ± 0 |
'-------------------'----'-------' '-------------------'------'-------'-----'
There are now eight enemies here, but three new allies have appeared! Deckson
has some allies who've came to help him out, and the player can control all
three of their LEVs, now. I'll introduce 'em:
* Dreizehn (Razma) - Long-range capabilities, sucks in close-range combat
* Caliburnus (Semyl) - Medium at all combat types, but has poor movement
* Blade (Phil) - Has decent move and healing ability; sucks at fighting...
The 'objective' is to move Phil's vehicle Blade west to that green-glowing
tile that marks the exit. However, you'll also remember that killing enemies
will also win this thing...and defeating enemies is about the only way to get
extra upgrade cash in this game, so defeat all of them!!! Pay attention to
the surrounding geography and take advantage of the DEF and/or ESC bonus that
it gives (buildings give the best).
Here's another tip you won't get: Cage's LEV can only be upgraded through the
heat of battle! So, let him take care of the enemies in the east and keep
Blade on-hand to heal up, if you're still getting the bearings of evasion.
Just know that Blade's not meant for fighting and has poor stats in that area,
making the battle timer longer than normal (but that's about all).
Oh, and Deckon's Sec. LEV A vehicle will 'shoot' crosshairs at a faster rate
and have a better chance at catching Cage if he's slow at getting outta the
way.
Afterwards, it's off to Deckon's BIS base...hopefully, with $2000 earned in
the previous encounters... Use the 'Garage' function to upgrade the LEVs
health, ammo, weapon power, etc. If you want a good guideline:
Dreizehn -> Laser Blade, Long Rifle
Caliburnus -> Laser Blade, W Beam Cannon/Missile
Don't bother with Blade, since it's attack power will always suck compared
to the rest...and you can only do two upgrades with that prospective $2000.
Just play on each ally's strengths for the best effect.
REMEMBER: Vehicles listed under 'Garage' will _NOT_ upgrade in battle! Ever!
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SCENE 03 - A HOPELESS HOPE [SC03]
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It appears that UNSF is attacking a hospital, as Phil says. And, despite what
you may think, Phil is indeed male -- yeah, weird! Either way, it's off to a
sphere (domed town) where this is located.
Yukito will join this battle with his own mech, Justeen. It excels at kicking
stuff and close-range fighting mostly; its 'Handgun' attack is incredibly bad
and weak, doing pitiful damage throughout the game. Still has its uses, to be
sure... Edge, driven by Deckson, also appears here, and is Blade-like but has
a better weapon (it can refill ammo and such with 'Supply' command). Razma is
not present, however.
In the northwest corner's the hospital, and to start off, Edge's supposed to
move there. Move in that direction just so you're near to the fighting, and
destroy the enemies that approach. Leave one enemy alive, though, so Edge'll
be able to find the destination. Any enemies left standing will appear for
the second phase of the battle. But, if you kill all of them before Edge
gets to the parking lot, you lose out on the $1000 extra bonus reward at the
end.
Once the hospital's reached or all enemies are destroyed, Ned appears to do
battle with ye rapscallions...
o-------------------------------------------------o
| VICTORY CONDITIONS: Destroy Ned LEV |
| FAILURE CONDITIONS: Edge destroyed |
| Cage's Frame Destroyed |
o-------------------------------------------------o
Still kinda easy, especially if you started the turn by reaching the hospital
or killing the last enemy -- everyone will have their turns! Razma will have
one regardless, but... Either way, Ned attacks faster than any normal enemy,
so if you STILL haven't gotten the hang of evading (move the reticle in very
fast circles!!!), keep Blade on-hand to do some healin'.
Attacking Ned with any vehicle is basically a guaranteed upgrade, so crappy
skills like 'Handgun' are good in this case for squeezing experience out for
those purposes. Ned can do some damage, but if there are a few people nearby,
there's really no reason to fret. Bum-rush the fool! If you evade all of his
attacks, he won't be able to use his 'Death Rave' attack which requires +5
Spirit.
Note that the $1000 only comes if Edge went to the parking lot in the first
part of the battle. The supply pack comes as a reward no matter what. Oh, and
if you're wondering what to upgrade on Justeen now that he's a permanent part
of the BIS crew, go for close-range skills. Don't bother upgrading Handgun,
'cause it's a piece of crap and always will be no matter what.
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SCENE 04 - DOUBLE-EDGED SWORD [SC04]
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Ares, Cage, and Myona are now official BIS members! Deckson suggests going to
meet the organization's main financial backer, but there's some disruptive
stuff happening in the sphere where s/he's located. Nedfight II!
First turn, head northeast to close the distance between the factory entrance
tile. Turn #2 has the rest of the allies coming in, with Cage stepping back
into his own LEV (Ned disappears for a moment). The allies on the eastern edge
of town (Razma, Semyl, Yukito) should fortify themselves in some buildings and
wait for the enemy to approach. Try to take out the Reg LEV B's first, since
their attacks are far better than the other types (plus they have same HP).
You don't lose out on any items if you kill the enemies before Edge reaches
the green tile, mind you.
A new character (Mebius) will show up in her L&A (land and air) LEV, which
is similar to Cage's in that its skills go rise in power when achieving an
upgrade in battle. She's mostly a long-range attacker, and her Elfin Bow is
a very fearsome ability...for the enemy. ^__~
Ned will get +5 Spirit automatically, allowing him to use 'Death Rave' right
off the bat, so you'll want to let him approach an ally and gang up on him
when possible. But, those Unmanned A enemies are pieces of crap and eat damage
like it's chocolate-flavored, so build up some extra cash taking those out if
possible. They just happen to be a little smaller and faster than normal mechs
but that shouldn't factor in too much. Since Ned'll probably attack the east
allies first, move Mebius/Edge down a bit so that everyone can do long-range
projectiles in a mini pre-emptive.
---
Ned escapes with an unfamiliar woman, but things appear to be alright now...
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SCENE 05 - A VOICE FROM FAR, FAR AWAY [SC05]
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Seems someone is holding orphanage kids hostage at Semyl's former sphere, so
it's off to save the day 'n' stuff.
Attacking the kids' frames will result in a game over, so don't bother just
yet. Have everyone head straight north for two turns and wait; on the third
turn, a new member (Warren) will appear in the Durandal II LEV, saying he'll
disable the bombs.
Warren's mech, Durandal II, is a close-range fighter and is a heckuva good
one at that. Its 'Absolute' attack is a powerful physical attack that's also
got a chance of stunning the enemy, and he can use it every turn, too! The
'Avelcaine' ability is even better, and can probably OHKO most of the enemy
LEVs he encounters.
To complete the objectives, move the Durandal II next to one of the three
'enemy' LEVs to disable the bomb; then, attack that vehicle to destroy it.
Simple as, huh? If an enemy moves next to Warren, he'll also disable it, and
that's reason enough to put him in the fray where he belongs. Ned also appears
at this second phase, but attacking him will result in a game over if all LEVs
aren't bomb-free, so stave off until then.
When all LEVs are destroyed, Ares shows up in a new OF called 'Vjaya.' It's
got two long-range and close-up attacks, so it should be fairly versatile for
battle now. Note that its weapon skills only raise through battle upgrades!
The above (^) enemies will join Ned, who receives +10 Spirit to start off the
battle. Given the addition of two new powerful L&A mechs, the enemies should
be quick to die, given that Reticulator, Avelcaine, Elfin Bow, and similar
ones can basically OHKO. As before, attacking Ned is basically a guaranteed
upgrade, so if you surround him with agile LEVs, you can use crap attacks
like Blade's Beam Cannon and Yukito's Handgun to leech easy experience for
themselves. Ned basically relies on Death Rave (close-range), so combat it
with long-range strikes.
---
Once Ned is defeated, Cage's LEV will become 'Testament,' an L&A type that is
better than before. It should've been kinda obvious if you consider how all
the other types use battle upgrades, and Cage's LEV was a Land type.... Oh,
well! He's now got the 'Ray Disaster' ability as well, which will have the
same attack as the Soulshooter ability (+5 for each battle upgrade).
Note that Warren, Ares, and Mebius' crafts cannot be upgraded in the Garage
type, because, as said, they upgrade through battle experience. This is the
same for all L&A types, remember?
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SCENE 06 - ONE WING'S PROMISE [SC06]
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Twede, Robin's secretary, divulges the man behind the UNSF attacks. As this
is going on, Cage, angry with his performance at the orphanage, leaves the
BIS hideout. Everyone catches up with him, however, although they can't shake
the fuzz...
Cage will be in Blade, not Testament, so that's a small disadvantage to work
with. To get the upper hand, move Blade southwest away from the 'arc' of foes
to draw them towards the allies. Only one enemy should attack (Durandal II)
if no one else moves, and then it's just time to kick some UNSF tail, y'know
what I mean? Take out the LEV B types first since they've got longer range
capabilities and concentrate on the others. Elfin Bow/Absolute really shred
stuff here.
Everyone beats it out of the 'burbs afterwards, but it's not long 'fore Razma
calls them to the downtown area for a disturbance. Cage'll be in Testament
this time around...
All enemies are souped-up now, but like any enemy you'll fight, their attacks
can be evaded just by moving in rapid circles during battle. Don't let 'em
intimidate you! The Bizac and Bizac S are controlled by story characters --
Nadia and Bolozof, respectfully -- so they'll gun for your demise a lot more
readily than the other enemies. Bolozof won't advance until the other enemies
are defeated, also, which saves the player a little grief. Attacking any of
the special vehicles is also a guaranteed level-up, so this is a perfect time
to use Blade/Edge/Justeen's poorest abilities to ciphon some EXP from 'em.
Fortify south of the street by the orphanage and lure Bolozof near, then use
your arsenal to wipe him out before he gets a shot off. He'll flee battle when
his HP gets in critical condition so there's no $$$ to be obtained.
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SCENE 07 - OPPOSING TRACKS [SC07]
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There's another anti-tax demonstration and BIS thinks that there might be
another USNF attack on the rally. Everyone goes to investigate and, what do
ya know, there IS another one!
There are civilian LEVs here (2000 HP) that can basically take two hits from
any attacker before they're gone. Send Warren & Yukito south to where bridge
area, where they can (hopefully) draw attacks off the civilians, who will go
in the 'third' part of the turn. They're all heading towards that bridge area
so make sure to take out those long-range attackers! They won't move from
their positions, so if you inch inside their projectile range, they won't get
any attacks off. Yukito and Warren both excel at close-range attacks, so it
shouldn't be too hard to take out two mechs by the second turn.
Speaking of which, on turn two, Pharsti calls Cage's attention to a server in
the east part of town. Apparently, going to that space allows new attacks to
be uploaded. This, by far, is one of the most important ways to upgrade the
mechs' attacks -- in fact, it's the only way to get new ones of your own
volition! Only OFs can upload the stuff, though, so that means Vjaya, Durandal
II, Orcrist, and Testament are available. Vjaya's the closest and has the best
range, so take care of some enemies before going down there.
You've probably realized that saving the civilians isn't necessary; however,
each that escapes adds $1000 to the scene-end reward list. When all of the
enemies are defeated or all civilians escape, the next phase begins.
These guys appear at the top of the map, which means you'll probably have a
shortage of people up there (if you defended the bridge). If that's the case,
drive south and band up in the middle of town, drawing the enemy closer to
you. This also helps you get a closer vantage point to that L Server, if it
hasn't been tapped for secret abilities yet. DO THIS BEFORE YOU DEFEAT THE
BIZAC S MECH!!!!
The 'Nail Laser' is a new attack for Testament, and 'Gauntlet' is a new skill
for the Durandal II. Far as I know, the $5000 gil is based off of how many of
the civilian mechs are saved. Get zero, you don't get any extra cash. If the
L Server's skills in the previous skirmish were not obtained, shut your game
off and DO IT AGAIN. <whipcrack>
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SCENE 08 - DARKNESS DYED BY DARKNESS [SC08]
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Turns out that Ramza's sneaked a few photos of a secret facility on Mars, and
there are Bizacs being produced there it seems, as well as other OFs... Time
to hit
o---------------------------------------o
| VICTORY CONDITIONS: Discover route |
| FAILURE CONDITIONS: Be found by enemy |
o---------------------------------------o .------.-------.-----.
| PWR | RANGE | HIT |
.-------------------.----.-------. .-------------------+------+-------+-----|
| ENEMY [x2] | LV | HP | | Laser Blade (>) | 900 | 1 | +10 |
|-------------------+----+-------| |-------------------+------+-------+-----|
| LEV A a | 08 | 2800 | | Machine Gun | 900 | 2~4 | ± 0 |
'-------------------'----'-------' '-------------------'------'-------'-----'
.-------------------.----.-------. .-------------------.------.-------.-----.
| ENEMY [x2] | LV | HP | | Laser Blade (>) | 900 | 1 | +10 |
|-------------------+----+-------| |-------------------+------+-------+-----|
| LEV B a | 08 | 2800 | | Missile | 1000 | 3~5 | -05 |
'-------------------'----'-------' '-------------------'------'-------'-----'
.-------------------.----.-------. .-------------------.------.-------.-----.
| ENEMY [x3] | LV | HP | | Laser Blade (>) | 800 | 1 | +10 |
|-------------------+----+-------| |-------------------+------+-------+-----|
| LEV C a | 08 | 2800 | | Beam Gun | 1000 | 2~5 | ± 0 |
'-------------------'----'-------' '-------------------'------'-------'-----'
The target is the upper-right (NEmost) glowing tiles, which is the right way
to enter the facility. Don't bother trying any others.
This can either go one of two ways. First, all enemies are stationary and,
since this missions takes place under the cover of night, they won't see the
ally LEVs as they move. One can get through without fighting ANY enemies. So,
that's the route I'll suggest. The alternative is to fight the enemies one by
one, gathering three spaces outside of their range and attacking in one swarm.
If an enemy spots an ally and its turn comes around, it's game over.
Remember, the 'visual' range is three grid spaces, so as long as you keep out
of that, you can't be seen by anything. Don't pass up this opportunity to make
some extra cash, though -- each mech drops $800. The first stage ends when the
factory door's reached.
There won't be a 'Garage' option here, for obvious reasons...
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SCENE 09 - SINCERITY [SC09]
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Nadia's found a tracer on her, and the base is on red alert, full alert, and
a whole bunch of other ones, too. Will Phil and Ares escape in time........!?
o---------------------------------------o
| VICTORY CONDITIONS: ??????? |
| FAILURE CONDITIONS: Be found by enemy |
o---------------------------------------o .------.-------.-----.
| PWR | RANGE | HIT |
.-------------------.----.-------. .-------------------+------+-------+-----|
| ENEMY [x3] | LV | HP | | Laser Blade (>) | 900 | 1 | +10 |
|-------------------+----+-------| |-------------------+------+-------+-----|
| LEV A a | 08 | 2800 | | Machine Gun | 900 | 2~4 | ± 0 |
'-------------------'----'-------' '-------------------'------'-------'-----'
.-------------------.----.-------. .-------------------.------.-------.-----.
| ENEMY [x3] | LV | HP | | Laser Blade (>) | 900 | 1 | +10 |
|-------------------+----+-------| |-------------------+------+-------+-----|
| LEV B a | 08 | 2800 | | Missile | 1000 | 3~5 | -05 |
'-------------------'----'-------' '-------------------'------'-------'-----'
.-------------------.----.-------. .-------------------.------.-------.-----.
| ENEMY | LV | HP | | Laser Blade (>) | 800 | 1 | +10 |
|-------------------+----+-------| |-------------------+------+-------+-----|
| LEV C a | 08 | 2800 | | Beam Gun | 1000 | 2~5 | ± 0 |
'-------------------'----'-------' '-------------------'------'-------'-----'
Move everyone north to do battle with the enemy mechs. On the third turn,
Blade will emerge from the factory and Nadia will show up with some more
cronies (with +30 Spirit, too).
This part of the battle changes parts of the story (slightly) down the line,
but I don't want to ruin anything, really... As the story sets up, Bolozof's
expecting the factory to blow up, so the option to save Nadia comes up -- and
this is decided by if you defeat her in battle or not. Just know that if you
wreck her Bizac, she'll lend a little aid down the line...
Anyway, Blade's flanked by enemies, so move it towards the left field boundary
to keep pursuers in fewer numbers (should only be two). As we all know, Blade
is not made for fighting, so fleeing is the best option -- and, luckily, it
can reach the bottom of the screen without having to initiate battle once.
As Cage is notified on the fifth turn, the factory is set to explode on Turn
#16 (already mentioned above, but eh...). This means Blade has to get to the
bottom even if all enemies are defeated, so make sure to move that down. Try
to hold off any enemies that may impede its progress towards the lower-left
part of the screen.
o-----------------------o
| OBTAIN: Booster1 |
o-----------------------o
Finally, some time to use all that cash for upgrading. Don't forget about the
LEVs' health, which should get upgraded every once in awhile, too.
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SCENE 10 - A PURE HEART...AND THE PRICE IT PAYS [SC10]
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Mebius, Semyl, Myona, and Nadia have been captured while out on the town, and
Bolozof is achin' for a public execution...
o-----------------------------------------------------o
| VICTORY CONDITIONS: Save all hostages |
| FAILURE CONDITIONS: Destroy Testament |
| Destroy unit w/ freed hostages |
o-----------------------------------------------------o------.-------.-----.
| PWR | RANGE | HIT |
.-------------------.----.-------. .-------------------+------+-------+-----|
| ENEMY [x2] | LV | HP | | Laser Blade (>) | 900 | 1 | +10 |
|-------------------+----+-------| |-------------------+------+-------+-----|
| LEV A a | 10 | 2800 | | Machine Gun | 900 | 2~4 | ± 0 |
'-------------------'----'-------' '-------------------'------'-------'-----'
.-------------------.----.-------. .-------------------.------.-------.-----.
| ENEMY [x5] | LV | HP | | Laser Blade (>) | 900 | 1 | +10 |
|-------------------+----+-------| |-------------------+------+-------+-----|
| LEV B a | 10 | 2800 | | Missile | 1000 | 3~5 | -05 |
'-------------------'----'-------' '-------------------'------'-------'-----'
* - Frazer's unit is Lv 15.
.-------------------.----.-------. .-------------------.------.-------.-----.
| ENEMY [x2] | LV | HP | | Laser Blade (>) | 800 | 1 | +10 |
|-------------------+----+-------| |-------------------+------+-------+-----|
| LEV C a | 10 | 2800 | | Beam Gun | 1000 | 2~5 | ± 0 |
'-------------------'----'-------' '-------------------'------'-------'-----'
The gallows are the three-colored objects all along the main north/south
street everyone starts at. Also note that L Server off to the side. Vjaya is
the best selection to freeing the hostages, since it's got great movement and
can handle enemies with a bit of nonpareil (lower timer). On turn three, both
Warren and Yukito will show up in the western region, giving some added fire-
-power in the middle sector. You'll also notice that one of the upper LEVs is
commanded by Frazer; attack him for better-than-usual EXP points. Testament
will get +10 Spirit if you defeat all enemies before 'robbing' the gallows,
by the way. The next phase begins when all hostages are rescued.
Make sure you free all ten hostages before Turn #10, if you want to go on
Path A! You must do this!
The enemies appear in the upper-right patch of greenery. As before, whittle
down Bolozof and Amante's HP by using crappy attacks, giving everyone a share
of the experience. Power up Avelcaine, Bloodsucker/Reticulator, and any other
attack by smashing a few crappy mechs, then unleash on Bolozof. Same fight as
before, basically, with fewer minions. A critical with Avelcaine can wipe out
the Bizac S in one shot. =)
DO NOT FORGET TO GET THE L SERVER'S ABILITIESSSSS ^_____^
Halberd is a long-range attack for Testament, while Bounder's the 4th ability
for Mebius' Orcrist. If you can't find Halberd listed, remember that this is
the sixth skill for Cage and it'll be listed on the second page. Oh, and if
you haven't been upgrading the 'Shell' part in the garage, know that this is
the craft's defense not 'shells' as in ammunition. Don't get 'em confused! :p
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SCENE 11 - DOUBLE DEAL [SC11]
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Time to locate Zephyrs' secret factory and -- oops! -- spotted by the enemy
already. That's very, very fishy... Hmm...
o---------------------------------------o
| VICTORY CONDITIONS: Obliterate enemy |
| 10 turns executed |
| FAILURE CONDITIONS: Edge destroyed |
o---------------------------------------o .------.-------.-----.
| PWR | RANGE | HIT |
.-------------------.----.-------. .-------------------+------+-------+-----|
| ENEMY [x3] | LV | HP | | Laser Blade (>) | 900 | 1 | +10 |
|-------------------+----+-------| |-------------------+------+-------+-----|
| LEV A a | 11 | 2800 | | Machine Gun | 900 | 2~4 | ± 0 |
'-------------------'----'-------' '-------------------'------'-------'-----'
* LEV A a that comes from west portion is Lv 12.
.-------------------.----.-------. .-------------------.------.-------.-----.
| ENEMY [x2] | LV | HP | | Laser Blade (>) | 900 | 1 | +10 |
|-------------------+----+-------| |-------------------+------+-------+-----|
| LEV B a | 11 | 2800 | | Missile | 1000 | 3~5 | -05 |
'-------------------'----'-------' '-------------------'------'-------'-----'
.-------------------.----.-------. .-------------------.------.-------.-----.
| ENEMY [x3] | LV | HP | | Laser Blade (>) | 800 | 1 | +10 |
|-------------------+----+-------| |-------------------+------+-------+-----|
| LEV C a | 11 | 2800 | | Beam Gun | 1000 | 2~5 | ± 0 |
'-------------------'----'-------' '-------------------'------'-------'-----'
* LEV C a that comes from west portion is Lv 12.
.-------------------.----.-------. .-------------------.------.-------.-----.
| ENEMY | LV | HP | | Laser Blade (>) | 950 | 1 | +10 |
|-------------------+----+-------| |-------------------+------+-------+-----|
| Bizac | 19 | 4000 | | Beam Gun | 1050 | 3~5 | -05 |
'-------------------'----'-------' '-------------------'------'-------'-----'
Edge has to upload some information and that'll take ten turns to complete;
thus, this is sort of like a "protect the hostage" mission... Keep Blade near
Deckson, so that if an enemy gets close, they may at least go after the worst
vehicle around (and for healing also). Try to give Durandal II/Yukito some of
the kills, so they'll be able to use their best skills ASAP. It takes about
three turns for the enemies to near close enough to attack, so that's seven
turns of defense at minimum. But dig in as hard as the weapons allow, because
during Enemy Turn #5, two more enemies appear from the west side. If you get
flanked, this won't go very well...
Also don't forget that there is an L Server in the SW part of town, so once
the situation's under control, send a fast-mover down there before all ranks
have been turned to space dust. When all enemies are dead, the mission ends.
Geyser's a new attack for Vjaya, while BulletEndure is a 'passive' ability
for Durandal II which, if I'm not mistaken, raises defense when bullet-type
attacks (projectiles?) are used. Oh, and that $1000 is only received if all
enemies are defeated, NOT if the ten-turn limit is reached.
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SCENE 12 - BETWEEN GOOD AND EVIL [SC12]
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The uploading was just a diversion to buy Cage, Ares, and Myona some time at
another infiltration project.
Yes, there are fourteen enemies to sort through, but as evident, their HP is
half of the normal fleets. Luckily, their skills are all long-range, meaning
they can't attack without moving into range first. It's just Testament and 3
'NPC' vehicles of the Mars Angels, who are helping to clear the monsters in
the south.
The story splits a bit here, depending on who kills the most enemies. This
sends the story down different routes (duh), so if you want to do a slopjob
and let the ladies clean house here, that'll reflect later on. Just a head's
up. =) If you didn't save all hostages in Scene #10, you can't get the 'A'
Path.
Testament starts near an L Server, so there's absolutely no reason to miss it
here. Mebius and Warren will show up on Turn #2, which evens the ally numbers
out. Defeat more enemies than the Angels to get some information from Palme
at the end; you won't get anything if they defeat the most. Shouldn't be too
hard since more enemies start by your party.
SSA1 is a 'passive' ability for Orcrist, which will automatically refill some
HP if Mebius' mech is hurting. 'Replenish' is the new Vjaya command, which is
the same as Edge's Supply ability. It refills ammunition, energy, etc. If you
payed attention, it's also clear that some LEVs will have new abilities now,
being:
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SCENE 13 - THE GIFT [SC13]
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Stuff's goin' down at Yukito's father's television station. Let's bounce!
Quite a distance to travel to find enemies here. Go west along the southern
city limits to lure the enemies down while everyone fortifies their positions
in the building panels. When the enemy number's been reduced to a few, send
an OF up to that L Server panel. If you miss it this time, you'll have a shot
in the next scene, but who wants to wait 'til then? At Lv. 16, Nail Laser can
just barely OHKO an enemy mech, so give Cage some early kills to cut through
the masses (or use Avelcaine, which can OHKO also).
The mech values, including earned Spirit and used energy, will be the same
for the next battle, so make sure everyone's got their best abilities powered
up so you can get a leg-up on the competition. This also means KO'd units are
going to stay that way for Round 2 (I think), so 'Restart' if your best ones
get dumped on.
Comet is a new attack for Testament, so it'll probably be on page two of the
'Status' tab. Slashboom is the fifth attack for the Durandal II, and is full
of power. If you didn't get these this time, they'll be available in the next
chapter as well. There's just no accessing the Garage until then...
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SCENE 14 - THE CARD TURNED DOWN [SC14]
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As Deckson talks Mebius down from her rooftop despair, there's a battle going
on below. Obviously, Orcrist won't be participating in the fight. But, as the
old saying goes: DON'T FENCE ME IN! Let's murder these freaks.
This first stage is run-of-the-mill destruction, with the allies completely
surrounded by the enemy forces, south of the television headquarters. Since
the next phase gravitates away from this area, make sure to tap the L Server
for the Comet/Slashboom abilities, if you didn't get 'em already. This will
be the last chance!! As for battle tactics, well, everyone will probably go
after Blade, so think about moving it away from the action (if you can keep
your health in good...health) to spread the targets around.
One good thing about this battle is that the stats -- HP, Spirit, Energy used
and such -- are all the same. This means anyone can start off with Avelcaine,
Nail Laser, Bounder...you get the drift. Heal up your crafts when one enemy
is left, so you don't take on the next phase looking like an bunch of army
hospital patients.
When all enemies are dead, Bolozof emerges from the headquarters to do battle
with everyone -- and he gets +10 Spirit. This means he will gun for the worst
LEV with Lunatic Sin, so get distance Blade/Caliburnus from him and surround
the Bizac S with faster characters like Yukito and Ares. Draw out the showdown
with crap attacks (Handgun, long-range fighters' close-range attacks...) 'fore
you defeat Bolozof.
Yeah, the good doctor's monstrosity is here now and is ready to destroy the
television station for ruining his reputation (among other things). He's got
some unmanned airborne LEVs in tow, which now have a Missile attack. But, do
not let his HP fool you -- he's like any regular enemy. Your characters, who
still have their Spirit levels by the way, should be able to unleash their
best and brightest abilities on contact -- Nail Laser, Avelcaine, Bounder,
Reticulator, Bouquet, 360 Attack, R-Blade Kick all make this an easy victory.
The 'protect the station' request is actually very easy to accomplish, as the
behemoth HarutMarut can simply be surrounded on all (4) sides to prevent more
movement. Use your best close-range attackers to do that job, and move anyone
with an attack range of 4(+) outside HarutMarut's range and bombard that way.
The guy's got three large 'critical hit' targets, too. The only thing that
really distinguishes him from other mechs is that both his attacks are made
for close-range combat, despite their long-range capabilities, thus letting
him launch projectiles even after moving.
Don't forget to take down as many of those unmanned crafts as you can, though,
as they have poor defenses and relinquish $800 bucks a pop.
Comet/Slashboom gotten only if you forgot to upload from the local server in
the previous scene, of course.
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SCENE 15 - THE DARKNESS THAT CAME FROM LIGHT --- PATH A --- [SC15]
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This is the same as Path B, except
* All 'red' enemies are Lv. 23
* All 'green' enemies are Lv. 20
* The party starts off in the northern-middle instead of western-middle
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SCENE 15 - CRACKS --- PATH B --- [EX01]
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There is some rioting between UNSF and Enders now, so it's time to burst the
collective bubble. Mebius is back, too, although Edge won't be showing up to
help (does it ever anyway?).
There are two types fighting here, but they're all technically enemies, even
if they attack each other. Tap the L Server immediately since it's so close
to the starting point, and veer east to attack. Try to let Mebius get in a
fair share of attacks/kills since her level will probably have lagged behind
six or seven levels since we last saw her. With all the distraction and most
of the bullets aimed at the 'other' enemy, this janitor job'll be a cinch.
Tri-Laser is a new ability for Vjaya. Long-range, natch.
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SCENE 16 - UNCERTAIN FUTURE --- PATH A --- [SC16]
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This battle is the same as Path B, except:
* All enemies are Lv. 21
* Enemy leader is Lv. 23
* After ten enemies or party leader defeated, Nadia appears in Vjaya. The
enemies then retreat instead of fighting to the bitter end.
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SCENE 16 - PARADISE LOST --- PATH B --- [EX02]
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The BIS base gets attacked somehow and Testament's been stolen, so Cage will
have to drive -- <shudder> -- Edge. Plus, the enemy units are hankering for
some cheap tactics and are using 'stealth wizardry,' to borrow a term from
the Wild ARMs series. Let's flush these pheasants out...
The 'hard' part about this is that the enemies are masked by the terrain and
don't show up unless an ally is within three panels of 'em. This camouflage
could have been quite a task, but there's one fatal flaw in this advantage:
the enemy won't attack while masked! There won't be a surfeit of evasive
maneuvers, thus, and this isn't nearly as hard as it could be. Head towards
the western LEV C leader (already visible) and take him out to accomplish
the task.
When ten enemies are defeated, or the enemy leader is defeated, the rest of
the hidden masses appear again... At this time, Twede will appear in Vjaya
and come help you. Defeat the leader to wrap this thing up.
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SCENE 17 - REBIRTH --- PATH A --- [SC17]
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Cage returns from his 'wussy sabbatical' to find the BIS base destroyed, but
his friends are alright. Our favorite Ravana-driver appears for another round
of fightin', though.
The odd thing is that Ravana doesn't get any automatic Spirit Boosts (needs 5
to use Hell Rave), so it's crippled from the start. Did I mention that it
begins RIGHT in the middle of the ally camp? This means he can be engaged and
defeated at once, kicking him out of the running in the first turn! There is
a scene afterwards where he retreats, but the other enemies still have to be
deep-sixed before the scenario ends. You didn't think it'd be THAT easy? :p
Just build up Avelcaine/Burn Stormer and go to town. At the mid-twenties, they
should be able to do 2800+ dmg.
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SCENE 17 - A BOW DRAWN --- PATH B --- [EX03]
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Having left BIS due to internal pressure (understatement), Cage realizes that
it's really not the right decision. He returns to the hideout to find it in
shambles, but everyone's alright. Oh, and Ned's back...and the doctor... At
least Testament's back in Cage's grip with all his initial abilities upgraded
to a fine degree. Le's go.
The party's surrounded once again, just in a broader scale. HarutMarut will
go on top of the northeastern cliff so that only OFs can reach it (or long-
-range attacks), at least until the enemy numbers dwindle down enough. Once
again, HarutMarut's abilities are designated as close-range even though they
have long-range capabilities, meaning it can move and attack in one turn as
long as there's an ally in range. Leech experience by shooting it with crappy
attacks (Handgun...) before dealing the finishing blow.
When its second form comes with doubled HP, surround it with the best physical
fighters (Testament, Durandal II, Justeen, Orcrist) and hammer at it. Only the
Dreizehn can attack outside of Wisp Meteor's range, so think about exchanging
Caliburnus for Orcrist to optimize every mech, every turn. When its HP dips
below 50%, it will refill all its health but retreats after some 'Twede Magic'
occurs.
---
Afterwards, the mobile ship 'Saoshyant' is obtained as the new BIS base.
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SCENE 18 - DARK HALF --- PATH A --- [SC18]
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Desert expedition, huh? Stealth camouflage, huh? No Warren/Yukito, huh? HUH?
(NOTE: Most of the above monsters are masked. Hidden Raptors are Lv. 28)
Raptors are a newer unmanned unit, and boast better defenses and some better
attacks. They seem to prefer close-range attacking, but that's just one of my
observations. Robin will be driving Edge, too, which she does with a bit more
finesse than Deckson. Try to give Robin some of the kills since Edge hasn't
been in use for quite awhile. At turn two, a new enemy appears in the west...
o----------------------------------------------------------o
| VICTORY CONDITIONS: Lower Grafficane's HP below 20% |
| FAILURE CONDITIONS: Destroy Testament |
| No battle with Grafficane by Turn 11 |
o-----------------------------------------------------.------.-------.-----.
| PWR | RANGE | HIT |
.-------------------.----.-------. .-------------------+------+-------+-----|
| ENEMY | LV | HP | | Flame Gale | 1400 | 2~5 | -05 |
|-------------------+----+-------| |-------------------+------+-------+-----|
| Grafficane | 27 | 7000 | | Gillius (>) | 1500 | 1 | +10 |
'-------------------'----'-------' '-------------------'------'-------'-----'
Start sending Testament down towards our 'friend' Grafficane, and let the
others follow as well as they can while still destroying a few mechs each
turn. It's rather easy to make it to there in thirteen, and even if one just
barely makes it, Grafficane initiating battle counts toward the objective.
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SCENE 18 - HEARTS IN HARMONY, HEARTS IN STRIFE --- PATH B --- [EX04]
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Now that riots have broken out, it seems the trans-Mars railroad is being
targeted for destructive...purposes. Time to put off the Alderan search party
and stop some bloodshed, folks. Blade has now become 'Calibur,' and has an
upped base attack (1300) and a Replenish/RepairSystem intact now. It's a bit
better than before, but not by much. Oh, and Deckson's driving Vjaya
o----------------------------------------------------------------o
| VICTORY CONDITIONS: Defuse Bombs by 11th turn |
| Defuse Bombs by 11th Turn + Defeat Enemies |
| FAILURE CONDITIONS: Bombs not defused by 11th turn |
| Testament destroyed |
o-----------------------------------------------------.------.---'---.-----.
| PWR | RANGE | HIT |
.-------------------.----.-------. .-------------------+------+-------+-----|
| ENEMY [x15] | LV | HP | | Laser Blade (>) | 800 | 1 | +10 |
|-------------------+----+-------| |-------------------+------+-------+-----|
| LEV C a | 21 | 2800 | | Beam Gun | 1000 | 2~5 | ± 0 |
'-------------------'----'-------' '-------------------'------'-------'-----'
* - Bridge LEV Cs are Lv. 24
The goal is to defuse the three bombs on the railroad tracks with Testament,
the only OF capable of doing this job (like Durandal II back at Semyl's old
orphanage). The enemies are also in stealth mode, which can complicate this
a bit, but don't really appear until the bridge is reached. As usual, enemy
AI dictates that if it can use a long-range attack instead of a close-range
one, it definitely will -- there's no danger of Testament being surrounded
here.
Eight more enemies appear when you near the bridge even further, and they're
blocking the access to the goal points in a way (stationary). This kind of
makes up for the ease in getting to the place, I guess. Avoid any wasting of
time by passing by the opponent LEVs, unless there's one near the 'endpoint'
of the movement phase. Once the first middle LEV is destroyed, the next two
are able to be gotten; there's one more middle one to destroy for the last
of the goal spots. When the eleventh turn comes or all enemies and goals are
done, everyone retreats to watch the train's safe passage...only...
Now's a good time to upgrade Phil's LEV's attack power, since it's no longer
a 1000-and-below attacker. He's in the big leagues and is all-around now! :D
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SCENE 19 - CLAWING THE RED EARTH --- PATH A --- [SC19]
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Blade is reborn as 'Calibur,' at this point, and has augmented defenses and
an overhauled Beam Cannon. It can now use the 'Repair' command as well -- the
perfect compliment to 'Supply.' Let's have some target practice...
Let the enemies approach on the first turn to gain the 'initiative' strike.
Any OF past Lv. 25 should be able to do 2000+ damage a hit, and if they're
just under it, attacking any high-level craft, of course, results in a huge
amount of experience to level things out.
A couple of scenes take place afterwards but, yeah, that's essential it.
New enemies for this path, the Raptors are unmanned enemies that are lightnin'
on wheels and function as L&A LEVs. The ally formation encircles Saoshyant
completely. Leaving everyone in that formation is a bit stupid, so whittle it
down to leaving mechs on all four sides of the Saoshyant and letting the rest
(L&A types, preferably) deal with the ones over the seawater. Just make sure
that an enemy never comes adjacent to the cargo ship or it'll end up with a
self-destruct sequence that rips it apart...game over. =/
When all enemies are done, a pretty face from the past makes an appearance.
The enemies appear on the eastermost part of the bridge, so you can probably
leave Saoshyant and flock to the next end, if you're just bent on defeating
the Scarmiglione mech. The Raptors will flock towards the cargo ship, which
means ally OFs can pick them off as they waste their turns. Nadia will move
towards the nearest ally and a few Raptors might stick around then, but for
the most part, it's a one-track mindset. Scarmiglione's HP is rather mediocre,
and a combination of Avelcaine/Soulsection could probably take it out with no
problem.
Just don't forget to tap that L Server for the new skills, eh?
Shock Hi-Low is a new ability for Testament, so it'll probably be on the 2nd
page if you can't find it. Orcrist now has the RepairSystem, meaning it can
heal comrades!
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SCENE 20 - MISSING LINE --- PATH A --- [SC20]
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Stopping tragedy in West Hellespontos is, like, awesome. Too bad sidetracking
also appears to be, like, awesome. Curse you, writers!
Yay, two special characters this time! Despite what the victory conditions
say, defeating Grafficane will end the battle, so make sure to get to the L
Server before then! This can be hard if you want to get this over quickly,
in which case it can probably be done by the second turn. Move all OFs north,
except Vjaya who should go diagonalish towards the server; on the second turn
move Vjaya straight up to be level with the server. If it's done right, none
of the LEV Cs will only move above/below Vjaya and it can get to the server
without any trouble.
Grafficane descends from the middle-north and will make itself cannon fodder
since it can't hit anything. Watch some 'salvation' scenes and that's all to
watch, besides a bright flash of...
Shock Hi-Low is the last attack for Testament (look on page 2), while the
RepairSystem is installed in Orcrist. Of course, this allows Mebius to use
the 'Repair' command, which is just dandy.
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SCENE 20 - ISLAND OF DESTINY --- PATH B --- [EX06]
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Time to infiltrate the oxygen plant. Remember how Deckson wanted to find out
how Nadia really felt? That may be important...
Yeah, a heapin' helpin' of enemies this time around. They start far away, so
think about heading north to the local server before they approach. When the
Raptors approach, let the OFs with the best hi-damage, spirit-only attacks
get in the kills so that they can better damage the Cyclops/Mummy Head units,
which should be new on this arc. Mummy Heads are purely long-range, while the
Cyclops are only short-range. Huh. Regardless, spend a turn cleansing the LEV
Cs from the battlefield, since their status is relegated to 'nuisance' at this
point. Since the Cyclops have to be in your grill to attack, they should be
the last ones taken out; destroy the long-rangers and make this a simple(r)
li'l fight.
It's more fun when there's an objective other than 'kill everything,' ain't
it? Either way, that strategy of evading in circles is about the only useful
thing to do in this case. If you're having trouble, don't forget to use items
and Calibur/Orcrist's Repair command. When there's one enemy left, doing this
is a pretty good idea. GET THE LOCAL SERVER BEFORE YOU DEFEAT THE LAST ENEMY!
---
Everyone moves farther into the factory after the enemies are scrap metal --
all Spirit values and such are maintained -- to find a waiting boss LEV!
Time to stab this pilot with some hot lead! Let it approach for three turns
and ambush it with everything you have. Since Spirit values are the same as
the previous battle, unleashing Avelcaine, Bounder, Shock Hi-Low, and others
are incredibly easy. Just be sure to use the 'Supply' ability if you run out
of ammo/energy for the best abilities. One good thing about this behemoth is,
like HarutMarut, it's got three large 'critical hit' core points, increasing
the chance of extra damage. I don't need to remind you that attacking the foe
is almost an automatic level-up, right? Draw. It. Out!
The Ifrit's truly a terrible creation, a basic 'clone' of Testament with a
ramped-up attack power on its three main skills. Luckily, fighting them is a
bit optional (at least on your end) since Scarmiglione is the only target to
end the battle. The main draw to killing the thing is they drop $2000 bucks a
pop, and with the same Spirit content as before, can go down in two attacks
(minimum) if you're lucky. Their defenses don't seem to be up to par, though,
so even Calibur can be hitting 2500+ with minimal attack upgrades.
When you get Nadia down to 25% of her HP (~1750), move Frazer's craft Vjaya
next to her to see a special scene. She'll join BIS at the end of the battle
if you do this; if not, well...
Chevalier Lance is the last ability for Orcrist, while EnergyEndure is a new
passive ability for Vjaya. Durandal II now has an 'SSA1' ability, which'll
refill some of its health automatically.
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SCENE 21 - A FAINT LIGHT FROM THE DEPTHS --- PATH A --- [SC21]
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Stealth...what would we do without you? Well, time to get down to the nitty
gritty and smash up the controls keeping the anti-stealth visible. And guess
which unit's got that installed? Robin's in Calibur, by the way, and is 2x
better than Deckson as a pilot. Just look at the damage increases. =)
As usual, a bunch of enemies are hidden along the path while Ravana sits far
north and waits for ambushes to take place. As such, as long as you stick to
one side of the map, some enemies won't even show themselves. Stick to the
right side and only fight five LEV As and the four Raptor bodyguards that'll
stick by Ned.
Attacking Ravana the first time gives +5 Spirit for use of Hell Rave, so if
you're hurting by then, hold off on attacking until ganging up is possible.
When he gets in critical health, he runs off like a pansy -- win! Too bad
that only finishes the first portion of the battle.
Two more 'special' units appear in the northeast and have to be dealt with.
Nerokerubina moves very slowly, though, so it might be wise to take care of
the leftover Raptors from the previous phase. In fact, N'bina won't even move
until an enemy nears there, which is all the more reason to get rid of enemy
ranks riding your coattails. Scarmiglione, however, is more than happy to
oblige and guns for the nearest ally ASAP. Let the OFs get in the most kills
so their attacks get powered up faster.
Nerokerubina is actually a big pushover, and has three big critical hit 'core'
points that can be hit, as opposed to the regular units' one. Luckily, there
is no need to whittle away its 25000 HP; just attack it with Testament and
let the cutscenes occur.
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SCENE 21 - NOSFERATU --- PATH B --- [EX07]
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More civilian hijinx, this time with local spheres being attacked by UNSF.
If you saved Nadia, she'll be piloting Vjaya; if not, Twede will be in the
driver's seat. Either way, some children are being held hostage, so this'll
be like an orphanage scene redux.
It should go without saying, but don't attack any of the four Raptors holding
the children until Testament can rescue them. And by rescue, I mean moving it
adjacent to the enemy unit. It works both ways, too -- if a Raptor nears Cage
the kid will automatically be rescued. Don't forget that you can rescue two
at once if you happen to border 2 Raptors! Ned and his four bodyguards won't
bother to approach until the regular units have bitten the dust. If all allies
stay towards the bottom, Ned won't bother approaching until the battle's end,
giving ample time to tap the local server in the east! Vjaya's probably the
best candidate to send there.
When Ned is first attacked, he will be regenerated completely. Pharsti notes
that this will happen until the metatron runs out. Attack him normally and
deplete his health to see some scenes that tell of the mythology behind the
name 'Ravana.'
SSA2 is a better version of the passive healing ability 'SSA1', and is given
to Testament...if you tapped the server. DoubleAction is given to Testament &
Vjaya, and allows for two action turns each in a row. Yeah, the game just got
a whole lot easier. :p
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SCENE 22 - HEAVEN-BOUND WINGS [SC22]
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The ally formation encircles Saoshyant completely, here. Leaving everyone in
that formation is a bit stupid, so whittle it down to leaving mechs on all
four sides of the Saoshyant and letting the rest (L&A types, preferably) deal
with the ones over the seawater. Just make sure that an enemy never comes
adjacent to the cargo ship or it'll end up with a self-destruct sequence that
rips it apart...game over. Pretty easy to just let the OFs do the dirty work
at this point. =/
Nerokerubina will advance this time, too, thankfully. Leaving Saoshyant to
surround the glacier-speed mech is a good idea, as this gets better access by
the local server. You probably won't get near it before the next phase begins
automatically, though (when Nero'a first attack).
A few crappy minions against two high-HP beings. If you moved away from the
Saoshyant, start taking out the Raptors like crazy, since that's their main
purpose here. Since most enemies will float over the sea, the OFs are better
at the destruction than the cargo-ship guardians...meaning leave all the land
types to guard Saoshyant if you're worried about the battle outcome.
When all cronies are dead, you can (pretty much) safely evacuate Saoshyant's
environ and have all enemies go down the bridge to attack. That said, don't
bother attacking Nerokerubina because HarutMarut is the only mech that has
to be destroyed to fulfill the conditions. For the love of god, remember to
tap the local server!!!
Chevalier Lance is the last ability for Orcrist, while EnergyEndure's a new
trait for Vjaya. SSA1's a self-healing trait for Durandal II.
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SCENE 22 - VIOLATED WISHES --- PATH B --- [EX08]
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Hacking into those stupid Earthlings satellites -- what won't they think of
next? Now it's time to tail those stolen kiddies and take care of a few...
obstacles.
Protecting Saoshyant is the key to this, but there's one unit short at this
time, so break formation and guard it on all four sides with the land-type
LEVs. Bolozof's units won't move immediately, so waste the first turn and let
the northern mesa's minions come nearer. Although there is one unit short
(Vjaya), DoubleAction with Testament ensures that he can kill any foe in the
allies' turns.
On Turn #3, Robin says she'll try to hack the satellite in an attempt to
overcome the password failure. She'll need an extra three minutes (turns) to
do some typing, so buy it. On Turn #6, the password's found and Nadia will
show up to teach Bolozof a lesson. Saoshyant also leaves, so there's no point
in sticking in the diamond-shaped formation.
When Grafficane's HP dips to critical condition, it gets refilled to full
health and has to be fought once again, this time from the north. Should be
the equivalent of a layup, what with two units having DoubleAction (I hope)
for using-and-abusing.
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SCENE 23 - FULFILLMENT OF A PROMISE --- PATH A --- [SC23]
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Let's get to the bottom of these shenaningans. The end's approaching fast...
The easiest way to do this is to waste two turns and let the enemies and Ned
approach, then bum-rush Ravana when it nears. It takes about four turns (with
one of actual attack) for the boss craft to get in range, and this gives Vjaya
plenty of time to go north to the L Server and get some new attacks. Kicking
back and letting the enemy come to you is such a nice, sunny strategy... ^__^
Ravana's allies will flee when it's defeated, Cage will get +10 Spirit for
the upcoming phase.
Unmanned Grafficanes are now here, as well as any enemies that were Ravana's
detail. Luckily, the new enemies start far away and give everyone and with
Cage's new spirit, start Soulsectioning any remaining enemies. Just remember
to 'Supply' him more energy or he'll crap out after awhile. As usual, every
Grafficane drops $2000, so if you're short on dough, don't hesitate to slap
a couple of them into purgatory. The good thing about Scarmiglione is that
it has such great range, it leaves its Cyclops bodyguards behind so that it
actually sets ITSELF up for an easy surround-job. Get the server abilities
downloaded before the coup de grace.
So, inflicting 10000 damage on Iblis...shouldn't be too hard, yeah? The best
setup to do this without taking any fire is to move Testament two spaces east
from where it starts; then, put Robin behind him (west), Orcrist one space to
the north, and Dreizehn one space to the south. Let two turns pass and Iblis
will be in each of their sights, and they can simply halve its HP. You can
replace units around, of course, but include Testament since all Spirit amts
carry over, thus making things like Ray Disaster/Comet accessible.
Iblis escapes with Nerokerubina when he gets too damaged.
SSA2 is a new trait for Testament that refills its health in more amounts
than SSA1. DoubleAction is for Testament and Vjaya, and allows for two command
inputs per ally active turn. Yes, the game just got a LITTLE easier, if you
harness its power.
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SCENE 23 - GOD SAVE US! --- PATH B --- [EX09]
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The doctor's back and he's got the kidnapped kids piloting some Ifrits!
Pharsti suggests saving the kids by attacking them from close-range (1 grid),
through disabling rather than destroying. Destroy the kids' Ifrits and it's a
game over; attack from long-range and it's a game over, too. Once the orphan's
frame is attacked, it leaves battle so that's a small load off your hands. Oh,
and any unit can rescue the kids, so don't waste a bunch of time with just OFs
or something.
The way the enemies are organized is that the Ifrits will reach everyone 1st,
and there's about four turns to clear them out before the Raptors reach the
party. The boss and his Nerokerubina entourage are moving, too, but they've
got poor move. It's entirely possible to defeat all minions (besides N'binas)
before HarutMarut2 gets anyone in sight.
After defeating HarutMarut2 once, it'll revive once again (Lv40) at the same
HP with the same attacks. Any Nerokerubinas that were alive before will still
be around, so that's one minor incentive to take 'em out. Keep any slow-moving
mechs away (Caliburnus/Calibur) because it can now do 3000+ per attack. Not a
good piece of news for those who have trouble using IBS. Another easy $3000
for most players, though.
The easy objective is made even easier by the fact two OFs have (OR SHOULD
HAVE =/ ) the DoubleAction ability, which lets them move, essentially, twice
their normal moving range. That in mind, the strategy is to act as a 'shunt'
and clear a path for Testament/Vjaya to get towards the Nerokerubina, which
is moving slow as always. Wait two turns and destroy the Cyclops between the
Grafficanes' formation, then move said two OFs through the line. Either way,
the first wave of attacks is going to be a firestorm of crap, and it'll be
hard -- can't sugarcoat that -- for the slower units like Caliburnus/Calibur.
YOU MUST BE USING 'IBS' TO DO THIS OR YOU WILL GET DECIMATED. But, the turn
immediately after, if this was done right, Testament can reach Nerokerubina
and finish the first phase.
An alternate method of breaking through is on Turn #1, move people up to where
Testament's 'longitude' and wait two turns, which will give better access to
the lone Cyclops that should be right north of Testament. This also allows all
Grafficanes to attack at once but NO (if you didn't move other units) Mummy
Heads to get potshots in. I destroyed the Cyclops since they're easy targets,
but this is an entirely plausible scenario for those who don't want to fight
nine million things at once. Plus, Nero'a will approach Testament, which will
complete the first objective immediately.
Once the first objective is completed, three Nerokerubinas will appear and
Cage will have to find the real one. Good thing DoubleAction is on-hand, huh?
The easternmost of the three is the real Ms. Alderan, so approach there and
Attack/Wait to end the battle. Did I mention that she joins and so does......
THE NEROKERUBINA!?
---
No item received, but this is the last battle on this arc, so enjoy it! Make
sure to empty your pockets to upgrade the LEVs HP, shell, weapons, and allot
items!
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SCENE 24 - PROMISED REUNION --- PATH B --- [EX10]
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This is the last battle for this storyline, so give it all ya got!
Cage will have to fight these alone, at least to Turn #5. It might be a bit
rough early on, but DoubleAction will eventually allow for an enemy to be gone
in one turn if your Rusty Cutter can't do 3000+ per (it takes about Lv40 to
just get there). Just make sure that the enemies don't get any terrain bonuses
from the slopes/rocks nearby. After reaching the fifth turn, Cage's allies'll
appear to help clear out the other three. A very good tip here is to dwindle
the ranks down to a single enemy and let the land-only LEVs get up that cliff
towards the laboratory. Otherwise, it'll take four or so turns of combat to
get them up onto level ground.
When all enemies are down, the true enemy shows himself...sorta.
Since this is the last battle, you can pretty much ignore any Ifrits, at least
the ones that are out-of-the-way. As you probably found gainst HarutMarut2 in
a previous scene, with DoubleAction and a full army of cannons pointed at one
mech, it's incredibly easy to do 20000+ damage in one turn, especially when
Testament's probably got enough Spirit to do major damage close- & long-range.
Shock Hi-Low was OHKO'ing the Ifrits (6800+), meaning with a 'Supply' command
each round, taking out the trash was never so easy.
One good thing about this battle is that Iblis comes towards the party rather
than sitting fat across the screen and letting its minions do the handywork.
That conscious effort plays right into the player's hands, as it fights for a
pole position among the ranks. Might be a little harder to surround, but find
me a shortage of long-range attackers and I'd swear we're playing 2 different
games here. =)
When Iblis gets busted up, the final FINAL boss appears.
The final boss appears in Grafficane with some minions, and any of Iblis'
cronies that are left will still be remaining! Spend the first turn thinning
the enemy herd nearest the allies to draw Grafficane downwards, then crack it
in two like the Berlin Wall. 7000 HP is pretty crappy, but more importantly,
it's managable with two DoubleAction vehicles.
And...that's the end! There's one more non-gameplay 'chapter' to see, but it
doesn't go further than that. Or much better than it. Hope you enjoyed this
storyline! Try to replay on the 'Path A' arc so you get a few more battles
(although, personally, I find Path B to be the best).
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SCENE 25 - REUNION --- PATH A --- [SC25]
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The final battle at the old laboratory. Do it to it!
Yeah, there are A LOT of enemies here and, what's worse, the allies start in
the SE corner at the bottom of a cliffside. This means that land units aren't
going to have an easy time getting up. Use the first turns, trying to scale a
plateau by the buildings and wait for the enemies to approach. This time, it
would be a stupid idea to do any shifty maneuvers -- you've got to destroy
at least SOME of them, unlike last time. Not much to say there, besides move
the best attackers up front, the long-range/slower units behind, and start
abusing DoubleAction quickly. Luckily, the 'Ravana' won't stay behind and let
its acolytes do the work; it moves right in with 'em, making it a pretty easy
target after the first movement. Either way, can't avoid a huge and bloody
battle. At least there's been lots of target practice so far, hmm? One good
thing that may happen is, at least in the early rounds, it becomes so crowded
that many enemies don't even get a turn. I estimate that it's possible for
about four enemies to be destroyed per turn (without criticals), making it
not TOO hard to withstand the onslaught... It's 6+ if Testament can OHKO
anything, of which it's possible with Soulsection (etc.)
When Ravana gets smoked, it retreats and someone familiar comes out to play.
At this point, if you can go to meet Iblis with Vjaya/Testament, do so as it
can save a few turns of it approaching. It's a powerhouse now, and its Soul
Eclipse attack can do 4000+ damage. However, there's still the matter of all
those enemies left over from the previous phase. Remember that Mummy Heads
have a horrible attack range of only three panels, so if you can move outside
that, they'll have to waste their turn following.
When Iblis is destroyed, the game ends. Hope you enjoyed the Path A arc!
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IV. MECH REFERENCE [MCHR]
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The 'MechReference' section of the Options tab allows the player to find more
information about the LEVs (mechs), their make, model, and that kinda stuff.
References only show up after encountering that mech in the story/battle, so
if you're missing one of these, it may because of that. Note that only the
Ifrit (I believe) is missable, since it's found only on the Path B storyline.
Spoilers are at a minimum here.
---
[BIZAC]
Category: LEV
Modified LEV used by Special Task Force Acemos. Basically identical to the
Bizac S, but with a thinner outer shell and reinforced thruster unit.
[BIZAC S]
Category: LEV
Modified LEV used by Special Task Force Acemos. Bolozof's pride and joy, it
uses technology developed by Zephyrs. Thick outer shell equipped with blades.
[BLACK FRAME]
Category: ???
The mystery machine that destroyed Bonaparte, the spine of which is a bony
structure reminiscent of a bird's wing. Completely black, conjures up images
of the devil.
[BLADE]
Category: AFV
Tanker used by BIS, designed as a means of transporting various goods.
Maintenance resources on board. Moderate defensive capacities, but inadequate
for combat.
[CAGE'S LEV]
Category: LEV
The LEV used by Cage in his escape from Bonaparte III. Higher-grade than the
average LEV, it is equipped with Pharsti, the A.I. who is a source of support
to the inexperienced Cage.
[CALIBUR]
Category: AFV
Tanker used by BIS with replenishment system, the base of which is the Blade
model. Robin's customizations of replenishment utilities and weapons has made
its operation complicated, but these changes are necessary in the complexities
of warfare.
[CALIBURNUS]
Category: LEV
LEV used by BIS. Contains stronger defense structures than the average LEV,
but a bit sluggish. Ability to attack and/or serve as a backup support unit.
Name means "steel" in Latin.
[CONSTRUCT LEV]
Category: LEV
Widely used by civilians for construction purposes, the Construction LEV has
no battle features but is the only means of fighter unit for most.
[CYCLOPS]
Category: OF
Unmanned OF devised by BAHRAM. Lacking in durability, but has the ability to
approach its target quickly and undetected.
[DREIZEHN]
Category: LEV
LEV used by BIS. Better at long-range sniper-style shooting than the average
LEV. "Dreizehn" is a nickname, meaning "thirteen" in German. Official name:
"Torador."
[DURANDAL II]
Category: OF
OF used by BIS, designed specifically for close-range combat. Durable, and
reserved for the best frame runners in the galaxy. Durandal I (LEV) was
destroyed by Warren.
[EDGE]
Category: AFV
Tanker used by BIS, designed as a means of transporting humans. Since defense
mechanisms and other devices are kept to a bare minimum, it is unfit for
battle. Replenishment system on board.
[GRAFFICANE]
Category: OF
OF used by BAHRAM which resembles a large praying mantis. Both hands equipped
with gillius, razor-like clamps with which it seizes enemies and slices them
in half.
[HARUTMARUT]
Category: Large LEV
Large LEV utilizing metatron advocated by Zephyrs; used mostly in riot
control. Roughly 2-3 times the size of the average LEV, assistance
intelligence installed enables complex maneuvers to be handled with ease, even
by just one pilot. Looks like an octopus, jellyfish, or other similar deep-sea
creature. (Interior is a direct plagiarism of Tempest.)
[HARUTMARUT]
Category: Large LEV
The HarutMarut after reconstruction following damage; also known as "Number
2." Unlike previous models, the inner mechanisms are based on Zephyrs'
research of the Tempest.
[IBLIS]
Category: OF
The true identity of the Black Frame. An older model of the Animus series, it
is equipped with Version (alpha) of the I.D.O. Mindflow System, making it an
imposing enemy even for Testament; it is possible, however, for the pulse to
flow backwards and kill the frame runner inside.
[JUSTEEN]
Category: LEV
LEV used by BIS. Much more agile than the average LEV, and excels in combat
involving the "leg" area. "Justeen," along with "Dreizehn," was the nickname
given these machines by Yukito; the official name of the LEV is "Francesca."
[LEV A a]
Category: LEV
New-model LEV with modifications further fortifying its defensive and
offensive features. Equipped with machine gun.
[LEV B a]
Category: LEV
New-model LEV with modifications further fortifying its defensive and
offensive features. Equipped with missiles.
[LEV C a]
Category: LEV
New-model LEV with modifications further fortifying its defensive and
offensive features. Equipped with beam bullets.
[M ANGELS LEV]
Category: LEV
LEV driven by the Mars Angels. Exterior identical to the average LEV, but all
the Angels have customized various parts to suit their tastes. Easily
discernable by pink stripe on wing.
[MUMMY HEAD A]
Category: OF
Unmanned OF devised by BAHRAM with tremendous attack potential. Equipped with
phalanx, a shooting weapon.
[MUMMY HEAD B]
Category: OF
Unmanned OF devised by BAHRAM with tremendous attack potential. Equipped with
halberd, a shooting weapon.
[NED LEV]
Category: LEV
New-model LEV customized by Ned. Features include the terrifying Death
Masquerade, a maneuver in which a laserblade continually slices everything
with which it makes contact.
[NEROKERUBINA]
Category: OF
OF used by BAHRAM. Same class machine as the "Tyrant," but features the
addition of the Mindflow System as well as extensive interior renovation to
counteract the Marlblanke Effect. Equipped with gigantic bullet barrels on
either hand, it excels in both long- and close-range combat. The two weapons
compatible with this model are called "crime" and "punishment."
[ORCRIST]
Category: OF
First-ever OF used by BIS, designed as mid- to long-range backup support.
Lacking in durability.
[RAPTOR]
Category: OF
Unmanned OF devised by BAHRAM. Endless variations in programs, outer shell,
and other options.
[RAVANA]
Category: OF
OF used by BAHRAM, and Ned's latest machine. Metatron in interior enables
automatic self-repair. Unmanned combat mode also available. Has distinctive
hands with knives at the ends.
[REG. LEV A]
Category: LEV
New-model LEV for UNSF use. Not that fit for battle. Features machine gun.
[REG. LEV B]
Category: LEV
New-model LEV used by UNSF. Able to attack at great distances by missile.
[SCARMIGLIONE]
Category: OF
OF used by BAHRAM, same base as Grafficane. Beautiful red exterior, features
cat's claw-like weapon, beatrice, for close-range combat.
[SEC. LEV A]
Category: LEV
Slightly older-model LEV for Security Force use. Features handgun for close
combat.
[SEC. LEV B]
Category: LEV
Slightly older-model LEV for Security Force use. Features machine gun for
mid-range combat.
[TESTAMENT]
Category: OF
The true identify of Cage's LEV. Secretly tested and built by Zephyrs, Bolozof
should have been its frame runner. Limitless capacity. Named "Testament" by
Pharsti, which may refer to the covenant between Pharsti and Cage... But there
seems to be a deeper underlying meaning to its nomenclature. Zephyrs and his
crew call it the "New Model Animus."
[UNMANNED A]
Category: Fighter
Unmanned fighter machine widely used by UNSF. Effectiveness moderate.
[UNMANNED B]
Category: Fighter
Unmanned fighter machine widely used by UNSF. Effectiveness moderate. Equipped
with missiles for long-range attack.
[VJAYA]
Category: OF
OF used by BIS, whose composition allows for ninja-like agility and speed.
Comparatively lower in offensive ability, but can perform two types of burst
attacks. Rare model.
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V. CHARACTER REFERENCE [CHRR]
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The 'CharaReference' choice under the 'Options' tab details information about
the game's characters. Obviously, there will be spoilers abound here, so don't
read in ignorance, plz. As always, characters only show up when they're found
in-game, but I don't believe any are missable.
[AMANTE]
Name : Amante Furlair
Sex : Female
Age : 16
Blood: ???
Like Nadia, an assistant of Bolozof. Under her youthful and innocent
appearance lurks the heart of a cruel, vicious demon. The wicked look in her
eyes betrays something of her true nature. Numerous men have approached her,
judging her wrongly by her harmless looks, only to find themselves used and
dumped in the end. Looks to be about 16, but her actual age is unknown.
[ARES]
Name : Ares Enduwa
Sex : Male
Age : 17
Blood: AB
A co-worker of Cage aboard the Bonaparte III, a colonist spacecraft linking
Earth and Mars. Having already worked on Bonaparte III for 4 months when Cage
first boarded a year earlier, Ares showed Cage the ropes. Something of a
genius, the normally taciturn Ares met Cage late one night after work, when he
was playing a "piano" that he had conjured by altering a program on a PC in
the ship's lobby. Cage happened upon his impromptu concert and was so moved
that he began talking to him. At first, Ares was irked by the intrusion, but
he eventually gave in to Cage's perseverance and found himself, much to his
own surprise, becoming Cage's friend and looking after him. Fellow Bonaparte
staff dubbed the unlikely pair "The Eighth Wonder of Bonaparte."
[BOLOZOF]
Name : Bolozof Velasgo
Sex : Male
Age : 29
Blood: A
Silver-haired and lithe, with glittering eyes that hint at a soul full of
malice. Cold and robotic, he escaped to Mars to avoid trouble he spawned when
he permanently injured some colleagues in training. Views Martians as nothing
more than slaves to be bent to his will. He follows the orders of Zephyrs,
but...
[CAGE]
Name : Cage Midwell
Sex : Male
Age : 17
Blood: O
A kindhearted, gentle youth. Began working on board the Bonaparte III along
with Ares, whom he met a year earlier. Born 17 years ago to an unknown mother
on the cargo deck of the Midwell, which was smuggling illegal immigrants, Cage
was raised on the ship by the Captain, who took the boy under his wing. Though
he was treated well by fellow Midwell staff, Cage always harbored a feeling of
loneliness and isolation in his heart, which translated into low self-esteem
and overly passive behavior. When the Captain died and Midwell was deemed
unfit for flight, Cage boarded Bonaparte III, where he met Ares. His new
friendship with this boy, who was the same age as him and yet so mature, had a
profound effect on Cage, and helped him recover from his psychological wounds.
However, the knowledge that he owes his rebirth to Ares has proven problematic
in itself, as Cage depends on Ares entirely, and suspects that he will never
be able to exist independently of him.
[CUBICK]
Name : Cubick Noyce
Sex : Female
Age : 29
Blood: B
The eldest of the "Mars Angels," she zips around space in her custom-built LEV
in pursuit of eligible bachelors. She is naturally beautiful, but her looks
are also a product of unthinkable effort and an arsenal of makeup. Complains a
lot. Not too fond of Palme, and calls her "Ms. Palme." Height: 5'9". Weight:
secret. 38-25-33. Favorite stone: champagne-colored fancy diamond. Dislikes:
sweat. (Source: Mars Angels Fan Club Newsletter)
[DECKSON]
Name : Deckson Geyse
Sex : Male
Age : 42
Blood: O
Founder and father figure of BIS. Believing that he merely lent a hand to the
Mars Resistance movement, he does not realize the full extent of his influence
in Martian politics, although he would gladly give his life to support the
cause. A family man, he used to be an officer in the UNSF, where he enjoyed
moderate success, but was divorced by his wife due to long work hours. Having
lost his main motivation in life and beseiged with guilt over his
participation in the Enders, he left the UNSF and began to research the
strange goings-on brought on by Earthlings, earning him both friends and foes
along the way. His support base continued to grow, and eventually formed BIS.
[DIGIT]
Name : Digit Carlyle
Sex : Female
Age : 19
Blood: O
The youngest of the Mars Angels. High-pitched voice, loudmouthed, talkative.
Idolizes Cubick. Not afraid to speak her mind, even mouths off to Palme.
Height: 5'4". Weight: not telling!. 34-25-30. Likes: anything you can eat with
your hands. Dislikes: being hungry. (Source: Mars Angels Fan Club Newsletter)
[FRAZER]
Name : Tim Frazer
Sex : Male
Age : 38
Blood: A
Mars Army officer. Looks older than his years due to endless problems with the
Resistance, which may have something to do with his being forever single. No
star qualities, but a nice guy nonetheless. Has caught BIS leader Deckson on a
number of occasions, but has never been able to keep him. Has one half-brother
[GILBERT]
Name : Gilbert Kelly
Sex : Male
Age : 12
Blood: B
Playful yet shy boy from the same orphanage that Semyl grew up in. Going
through awkward almost-teenager stage, he has a little crush on Semyl and
dislikes all males that make passes at her.
[IRVING]
Name : Johnny Irving
Sex : Male
Age : 43
Blood: O
High-ranking officer in the Mars Army. He is a pushover who was bullied into
cooperating with Zephyrs. Emotionally weak, scrawny, and always has a look of
consternation on his face. He and Zephyrs call each other by name, but there
doesn't seem to be a real friendship between them.
[JAEGER]
Name : Patrick Jaeger
Sex : Male
Age : 55
Blood: A
High-ranking officer from Earth. Lets nothing escape unnoticed. He has
escaped death on numerous occasions, and seems kind but is actually not as
soft as he looks. His age is starting to show.
[JIMMER]
Name : Lance Jimmer
Sex : Male
Age : 20s
Blood: ???
Man of mystery. Has razor-thin slits for eyes, and is somewhat reptilian.
Although he gives the impression that he is always smiling, his eyes are
eerily expressionless. In fact, his face is like a creepy mask. Nobody really
knows of his origins nor his motivations, but it is clear that he does not
champion the Martians' cause.
[JOJO]
Name : Jordy Jones
Sex : Female
Age : 11
Blood: O
Nickname "Jojo." A simple and innocent young girl from the same orphanage that
Semyl grew up in. In stark contrast to her dark past, she is outgoing and free
of issues. Wants to marry Cage when she grows up.
[LEWY]
Name : Lewy
Sex : Male
Age : 31
Blood: B
A.k.a. "Logistic Lewy." Surprisingly well-known as a mover and shaker, he
specializes in petty crime, even trying to score some change off Cage on one
occasion. Perished with the rest of the staff and passengers on board
Bonaparte III. Oh well.
[MEBIUS]
Name : Mebius K. Lylekraft
Sex : Female
Age : 26
Blood: B
A mature lady whose soft, kind demeanor belies her skilled, sharp strategic
abilities. Mebius moved to Mars with her husband, who died in an accident
while on his way to buy a toy for the couple's unborn baby; she then lost her
baby (who was to be named Tia) due to a miscarriage. It was then that Mebius,
despondent over the loss of her loved ones and waiting for death's embrace,
met Deckson, who was conducting research into the very accident which killed
her husband, in an attempt to prove that an Earthling General was responsible
for the tragedy. Hurt and angry, she joined BIS, where she works alongside
Deckson. It seems that Mebius has deeper feelings for Deckson than just trust,
but she either does not realize this, or she is in denial as they work
together and as she remains loyal to her dead husband.
[MYONA]
Name : Myona Alderan
Sex : Female
Age : 17
Blood: A
A mysterious girl found hiding in a storage room on board the Bonaparte III.
Since the accident involving the unidentified object, she sticks with Cage and
his group. Having suffered retrograde amnesia since the incident, what little
personal information that is known of Myona has been pieced together based on
occasional hints about her past. Though she sometimes hints at a determined
and headstrong personality hidden deep inside, she is shy and rarely acts
aggressively. Serious yet somethow flighty, she also seems slightly imbalanced
which may have something to do with her loss of memory...
[NADIA]
Name : Nadia Candido
Sex : Female
Age : 19
Blood: A
One of Bolozof's assistants, as well as his mistress. The fact that the
Martian-hating Bolozof keeps her at his side leads her to believe mistakenly
that Bolozof recognizes her talent and loves her. A hard-working and earnest
military employee.
[NED]
Name : Ned Noachim
Sex : Male
Age : 27
Blood: O
Zephyrs' assistant. Completely lacks any sort of leadership skills, but thanks
to Zephyrs, has achieved a degree of status in the army. Views Martians as
subhuman and repeatedly commits racist crimes against them. Also prejudiced
against women, who find him loathsome. He attributes his complex to past
experience without realizing that it's no excuse to be a pig. Used to be
called "Scarface."
[PALME]
Name : Palme Winston
Sex : Female
Age : 24
Blood: AB
Introverted middle "sister" of the Mars Angels. (The Mars Angels are not
related by blood.) Good-looking, but can't seem to land a boyfriend due to
personality issues. Well-trained in hexes and divination, she remembers every
person who has done her wrong, what they did, and when. Mysterious, but with a
unique charm about her. Height: 5'6". Weight: ?? 36-27-38. Ideal Man: Aleister
Crowley. Dislikes: direct sunlight. (Source: Mars Angels Fan Club Newsletter)
[PAULY]
Name : Pauly McLaud
Sex : Male
Age : 10
Blood: A
Well-behaved child from the same orphanage that Semyl grew up in. Polite and
religious, he is always carrying a crucifix.
[PHARSTI]
Name : Pharsti
Sex : ---
Age : ---
Blood: ---
The "Navigation Program" installed in the vehicle boarded by Cage and Myona
immediately following the Bonaparte III's collision with the unidentified
object. In these days, when voice-activated OSs are a dime a dozen, he (she?)
is special, incorporating highly advanced technology not found in other
programs found on LEVs. What secrets could possibly lie hidden in its
creation?
[PHIL]
Name : Philbright
Sex : Male
Age : 17
Blood: AB
Full name "Philbright Westriverside Warehouserock XXVI." Excels in household
chores such as cooking, cleaning, and laundry. Easily frazzled. Because of his
long, beribboned blond hair and his high-pitched voice, he is often mistaken
for a girl. Phil owes his long name to his "father," who believed an old
superstition that luck comes to people with long names. He grew up in a happy
family among many unrelated siblings, but tragedy struck one day when his
"father" sampled a medication which induced a sudden fit of insane violence.
Confused and horrified, Phil was unable to defend himself from the savage
attack, but when he came back to his senses, his entire family, including his
father, was dead. The manufacturer of the medicine attempted to cover up the
incident and lay the blame on Phil, at which time Deckson rescued the
unfortunate youth and took him under his wing. Now a BIS member support
officer, he has a crush on Myona...
[RAIAH]
Name : Raiah
Sex : Male
Age : 38
Blood: ???
The self-styled "#1 Broker on Mars." Rumor has it he moved to Mars due to some
trouble at home. Overly sensitive about the topic of his blonde-haired, well-
-built, family man father for some reason."
[RAZMA]
Name : Razma Cascade Jr.
Sex : Male
Age : 19
Blood: A
The skirt-chasing troublemaker of BIS, he is surprisingly reliable where it
counts. Somewhat childish, but also remarkably perceptive sometimes. A gifted
sharpshooter with excellent hearing and eyesight. Seems to have a thing for
Semyl, but nothing has materialized as of yet. His only family is his sick
mother, who tells him that his father was a "high-profile Earthling"; however,
they have never spoken with one another. Obsessed with the idea of the father
he never met, he may have found a paternal figure in Deckson...
[ROBIN]
Name : Robin O'Connell
Sex : Female
Age : 33
Blood: O
BIS's main sponsor. Roughly 90% of BIS capital comes from the Robin
Foundation, an underground group run by Robin herself. Boasting a wide network
of connections and tremendous resources, the group does whatever it can to
assist BIS, from procuring power source units and other parts for army machine
prototypes to finding maintenance experts and catching fugitives. A beautiful
but tough businesswoman-type, she is nurturing and motherly towards BIS
members.
[RYAN]
Name : Ryan Stewart
Sex : Male
Age : 65
Blood: AB
CEO of the Ryan Corporation, which comes (a distant) second after NUT. Gives
off a personable first impression, but has no qualms about committing heinous
acts against his enemies.
[SEMYL]
Name : Semyl Shambrow
Sex : Female
Age : 16
Blood: O
A robust girl who, for some reason, speaks in street slang. Constantly aware
of the fact that she is short. Has a love-hate relationship with Razma.
Although she grew up in an orphanage, she displays the healthy outgoingness of
someone who had a very happy childhood. In reality, her childhood was
difficult, having been subject to Ender prejudice by humans from Earth. Joined
the Resistance early to regain respect for herself, and also to help ensure a
happier future for her "siblings" at the institution. Lost a friend recently
to some trouble associated with a romantic relationship with an Earthling
human. A responsible big sister at the orphanage, underneath it all, she's
just a sensitive 16-year-old.
[TAKAHIRO]
Name : Takahiro E. Yukito
Sex : Male
Age : 53
Blood: B
Father of Yukito and CEO of the Tide Company, a holding company with many
subsidiaries. Wears glasses.
[TWEDE]
Name : Twede Grey
Sex : Male
Age : 30s
Blood: ???
Robin's secretary. Cloaked head-to-toe in black with dark glasses and black
gloves, he rarely speaks and almost never reveals any of his emotions. Keen
and observant, he is almost psychic in his understanding of people; he is
precise and swift in his work, often getting the job done before others even
think of asking him to take care of it.
[YUKITO]
Name : Tadamichi E. Yukito
Sex : Male
Age : 24
Blood: AB
Ardent fan of and expert in old-school sci-fi, low-budget movie stars, and
20th-21st century Japanimation. Deeply involved in his own world, he if
fiercely individual and mature in his self-assurance. Raised in a very proper,
traditional family consisting of his father and his siblings, he ignored his
family's wishes for him to join the corporate pack, stating, "Suits don't
become me," and left home. The rest is history.
[WARREN]
Name : Warren Lumenlux
Sex : Male
Age : 33
Blood: A
Prudent and overly cautious, he is often the butt of jokes; regardless, he is
trusted for his knowledge and experience. A former mercenary, he always wears
black sunglasses and does not speak much, giving him the aura of the
"consummate professional." Once an expert gunman, he gave up his profession
after an accident in which he mistakenly shot a young female hostage.
Following the event, he wandered from place to place, eventually ending up in
BIS on Mars. Has romantic feelings for a certain BIS member, but, not being
very suave, has not yet succeeded in winning her over.
[ZEPHYRS]
Name : Dezeele Zephyrs
Sex : Male
Age : 49
Blood: B
High-ranking officer from Earth. Has a tendency to look down on others, but
will not tolerate others doing the same to him. Convinced that he is better
than anyone, he is self-centered and feels no guilt for all the suffering he
has caused in his career. Born to a poverty-stricken household as the youngest
child, he harbors a resentment towards all people who are rewarded with money
and opportunity despite a profound lack of talent. This resentment caused him
to turn his talents towards getting ahead at all costs. After gaining success
as a scientist, he quickly moved up the hierarchy to his current position as
Lab Supervisor. While he is disliked, nobody dares cross him because he is as
influential as he is unpleasant.
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VI. TERMINOLOGY FILE [TRMN]
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This is just a 'dictionary' about made-up words and phrases that are commonly
used throughout the game. There's a chance there's spoilers, but most stuff is
just expounding on the unfamiliar.
[A.I.]
Refers to "Artificial Intelligence," or any computer in which a human-like
intellect has been installed. Pharsti is an example of an A.I.
[ANIMUS]
Psychology term. Refers to deeply repressed masculine traits in females.
Zephyrs uses this term as a code name for his new invention.
[ANTI-PROTON REACTOR]
Technology which uses metatron to considerably reduce fuel consumption. The
Orbital Frame owes its smallness, lightness, and power to this concept.
[ANTI-STEALTH SONAR]
Mechanism which counteracts stealth, weakening it or negating it entirely. In
this game, it will activate within a set distance from the enemy.
[ANTI-TERRESTRIAL LEAGUE BIS]
Official name "Born in Space." Resistance group founded by Deckson Geyse. Uses
a complex network of underground tunnels as its secret headquarters. Supported
by Robin Foundation.
[ARKJET ENGINE]
Electric power source. Used as propulsion system in LEVs.
[BAHRAM]
Military unit composed of Martians living in Vacilia County. The Orbital Frame
was developed as an anti-Earth weapon in Vacilia County, where anti-Earth
sentiment is stronger than anywhere else on Mars.
[BURST ATTACK]
Highly effective type of attack in which the output of the fighter unit is
increased temporarily.
[CAGE'S BUTTON]
An outdated model of wearable player containing the recording of Ares'
impromptu performance. Can be clipped onto one's garments for easy mobility,
and includes basic features such as playing, recording, and voice memo.
[COUNTY]
Semi-autonomous political division on Mars. There are 16 counties in total.
[DEBRIS]
Floating space garbage comprised of satellites and other flotsam. Very
dangerous, as it can move at speeds of up to several kilometers per second.
[DEIMOS INCIDENT]
Terrorist attack by anti-Earth officials of BAHRAM. The Orbital Frame, which
was being tested by BAHRAM, was seized, the UNSF was assaulted, and Deimos
Station was engulfed in a terrible tragedy. Since then, the Orbital Frame has
become public property, and tensions between Earth and Mars have been on the
rise.
[ENDER]
Refers to an inhabitant of space in the area between Mars and Jupiter, the
"end of the world" - the term connotes a country bumpkin. For Earthlings, the
word is used to describe inhabitants of Mars; for Martians, it points to those
living in Jupiter territory.
[HANDY PC]
Mobile device given to Cage by Lewy. Although small, it has the largest memory
allocation in its class and can even play movies.
[HBC]
Hellespont Broadcasting. The largest broadcast network in Hellespontos. Owned
by Yukito's father.
[HELLESPONT COUNTY]
One of the 16 counties on Mars. Nestled between the Hellespontos Mountain
Range to the north and south and a desert to the west, the county does not
play a major role in Martian affairs, but the bulk of Mars' population is
concentrated there due to its proximity to the Hellas Ocean to the east.
[LEV]
Laborious Extra-Orbital Vehicle. Developed to facilitate the building of
space colonies. Manned vehicle used for transportation in space.
[LOCAL SERVER]
Computer memory terminal. During the game, it is possible to obtain new
weapons or abilities by accessing the local server.
[MALGALITYFEL]
Refers to Magalityfel County, the central county on Mars.
[MARTIAN]
Refers to those born in Martian territory.
[METATRON]
Considered one of the two greatest discoveries in space development, along
with the LEV, this mineral ore was found on Callisto, a moon of Jupiter, in
the early 21st century. Widely researched and applied in a number of different
fields.
[METATRON COMPUTER]
An enormous improvement upon the previously popular von Neumann digital
computer, this quantum computer, which incorporations metatron-based
integrated circuits, is both compact and exceedingly quick. Memory and
programs are managed on a single, constantly changing set of circuits, so
that both of these operations take place simultaneously and constantly. In
terms of quantum physics, it operates in a different dimension.
[MODULE]
A type of life-sustaining structure found on Mars. Rendered obsolete due to
the widespread construction of Spheres.
[NEST]
A gathering of Spheres.
[NUT]
Nereidum Universal Technology. Major conglomerate which began a space
development program in the early 21st century. The largest manufacturer of
LEVs, as well as the inventor of the Orbital Frame. Headquarters located in
Nereidum County, Mars.
[ORBITAL FRAME]
Known as an OF. Battle unit invented and used by BAHRAM. Because it runs on
the precious resource metatron, it is much faster and stronger than an LEV.
[OXYGEN PLANT]
Terraforming facility that supplies oxygen to Spheres and Nests.
[PANDORA FRETTUM]
A region in Hellespontos; the location of the Sphere which housed Semyl's
orphanage.
[PEACEKEEPING FORCE]
The army of the United Colonies of Mars, which is actually under the direct
command of the UNSF. Most members are Martians, but the force is controlled by
Earthlings.
[ROBIN FOUNDATION]
Patron of BIS, having donated 90% of BIS capital. The "Foundation" is actually
just a front for an elusive underground group - which, while not an official
corporation, boasts impressive financial connections and influence. Also
supports other groups besides BIS.
[RYAN CORPORATION]
Ranking a distant second after NUT in the tech manufacturing industry.
[SPECIAL TASK FORCE ACEMOS]
Unit of the UNSF under the direct leadership of Zephyrs. Composed chiefly of
Earthlings who are especially anti-Ender.
[SPHERE]
Dome-encapsulated city on Mars.
[SSA (SELF-SUPPORTING ARMOR)]
Found on the outer shell of Orbital Frames. Derived from metatron technology,
the metatron alloy coating on the exterior simultaneously gives it pliability,
strength, and hardness exceeding that of ceramic components. Also able to
self-repair usint its own energy and metatron alloy.
[TRANSPLANTATION]
Refers to the act of "downloading" on a metatron computer. On a von Neumann-
-type computer it would correspond to "file transfer," but in this case the
actual circuits comprising the file are physically transported to a new
location and the old circuits expunged.
[UCM (UNITED COLONIES OF MARS)]
Congregation of county representatives on Mars. There are a total of 16
counties, each corresponding to a country on Earth and each with its own
governing body. The board of politicans makes decisions concerning the
counties as a whole, such as the use of UC Dollars as currency.
[UNSF]
United Nations Space Force. Military unit composed mainly of troops from
Security Council member countries. Includes the Martian Peacekeeping Force
under its jurisdiction.
[URENBECK CATAPULT]
Derived from metatron technology, the Urenbeck catapult utilizes the
distortion and potential energy of space to enable travel at great speeds
through space. Because tremendous amounts of electricity and power are
necessary to activate this device, it is not used for regular commercial
purposes. Currently, the Catapult can be found at L2 on Earth and Deimos near
Mars. There is also a catapult at the L2 on Europa near Jupiter, which is used
as the gateway to the Anterior.
[VACILIA COUNTY]
Home county of BAHRAM.
[WEST HELLAS]
Largest Nest of Hellespontos, located near the shores of the Hellas Ocean.
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VII. FREQUENTLY ASKED QUESTIONS [FAQZ]
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[Q] - How do I power-level?
[A] - It's not really possible naturally; however, using the 'Retreat' option
or dying still results in experience/cash retained.
[Q] - How are the upgrades managed for Shell/Energy/HP? How much do they cost?
[A] - There's a maximum of six upgrades max for each, and all follow this $$
plan per upgrade:
So a weapon with 1000 attack would become 1030 on its first upgrade...
You get the picture.
[Q] - So allies can play catchup by attacking higher-levelled enemies?
[A] - Sorta, I s'pose. It doesn't work with just bosses, though -- I've had a
low-level Orcrist get 700+ EXP for killing a regular LEV C, which kinda
makes me think the game is going easy on the player.
[Q] - It says I got an ability but I can't find it!
[A] - Any craft that has 5+ abilities has a rollover onto the second page. It's
easy to miss, and I didn't know I about it until my second playthrough,
if it's any consolation.
[Q] - I missed a local server skill. Can I go back and get it?
[A] - Nope, it's gone forever.
[Q] - Hey, you don't tell me how to defeat [so-and-so]!
[A] - The reason I don't go in-depth is because the game basically offers you
the difficulty setting of your choice. Either choose to use IBS and get
good at manual evasion, i.e. the no-damage salvation, or turn off IBS and
have a much harder time passing the game. In short, no enemy, whether it
boss or otherwise, has a huge strategy because they can all be foiled by
the same tactic.
[Q] - Which path should I choose? A or B?
[A] - Personally, I found Path B to be the more 'cheerful' one, if that makes
any sense. It's a feel-good kind of path, whereas Path A is realistic...
and sort of a downer.
[Q] - Hey, bub, you forgot to mention [so-and-so]! I am outraged, etc.
[A] - Drop me a line and I'll fix it, bub.
[Q] - Why aren't there any OFs shown in the garage????
[A] - Orbital frames get upgrades through battling, while only land-type mechs
can be upgraded through purchased ones. When an OF goes a level-up, it'll
increase all of its weapon abilities by 5 and its pilot will go up a bit
as well.
[Q] - Is HarutMarut an LEV or an OF?
[A] - Well, the mech reference section says 'Large LEV' but it can float over
water, so it seems to have OF properties. It's a rather special craft,
so I'm not completely sure.
[Q] - Do you recommend having the Anime scenes and IBS system on?
[A] - No to the first, yes to the second. Anime scenes only prolong battles,
even if only a few seconds -- they're lengthy enough without all the
fluff, yeah? As for IBS, they also lengthen battles but are absolutely
crucial to survival, so never turn that off...'less you're a daredevil
or something.
[Q] - What's your favorite OF?
[A] - Orcrist! Kinda basic, but, man, Elfin Bow rocks. Always loved those long-
-range guys. Dreizehn comes in a close second, but it's not an OF and it
ain't terribly decent outside of sniping.
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VIII. UPDATE + THANKS [UPDT]
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And, of course, I couldn't have made this possible without:
- Yami Shuryou ----> Made an awesome guide for this game
- Picholoman -------> For pointing a nebulous line in Part 8
- Mr Crispy --------> Showed me the ropes of the split path scenarios, and
told what triggers them off. Muchos gracias, senor!
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IX. LEGALITY
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This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.