FRONT MISSION 5: SCARS OF THE WAR
HARD MODE FAQ
VERSION FINAL(2.05)
By Angelo Pineda([email protected])

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

26-4-2012 - Minor fixes
24-9-2009 - Clean-up to reflect fan translation changes.
12-6-2007 - Made corrections and fleshed out information in the walkthrough.
Guide complete.
2-4-2007 - Battle Simulator data taken out and placed into separate
guide. Corrections and Link squad data added, some strategies have been
revised.
24-2-2007 - Minor updates and did some spell checking.
20-2-2007 - Hard Mode walkthrough complete. May tweak some material and do
spell check for the next update.

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

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Sections                                                        Search Codes
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1. INTRODUCTION                                                 [INTR]
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2. HARD MODE BASICS                                             [HARD]
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Hard Mode Preparation                                           [PREP]
Frequently Asked Questions(FAQ)                                 [TFAQ]
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3. WALKTHROUGH                                                  [WALK]
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HUFFMAN ISLAND                                                  [HUFF]
Second Huffman Conflict                                         [HUF2]
STRIKE WYVERNS                                                  [STRI]
Republic of Kiribati                                            [KIRI]
Caspian Sea                                                     [CASP]
Indochina Conflict                                              [INDO]
Fortune Medical                                                 [FORT]
BARGHEST                                                        [BARG]
South America                                                   [SAME]
Cambodia                                                        [CAMB]
Alaska                                                          [ALAS]
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4. EXCLUSIVE EQUIPMENT                                          [EXEQ]
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5. CREDITS                                                      [CRED]
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To quickly find the section you want, press Ctrl + F at the same time to
access the Find options. If you want to access something, type in the word
in [] and the [] themselves. If you want to find the Credits, type in [CRED].

AUTHOR'S NOTE
-------------

For the many who have been craving to play Front Mission 5, I hope my guides
have helped out. They are now complete and all information and details about
each portion of the game have been documented. If there is anything I missed,
please send an email by all means. I have worked tirelessly to provide the
best Western coverage of the game and I thank all of you who have sent me
positive comments about my work. Enjoy!

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1. INTRODUCTION                                                 [INTR]
------------------------------------------------------------------------------

This is a Hard Mode walkthrough for Front Mission 5: Scars of the War,
released only in Japan on the Sony PlayStation 2. This is a specific guide
only for the game's second playable option, Hard Mode. This will not document
any material pertaining to the game's other features and whatnot so please
don't send any questions to my e-mail address about that. Go to GameFAQs if
you are looking for other guides to the game.

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2. HARD MODE BASICS                                             [HARD]
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Thought the default setting was hard enough? Think again! Hard Mode, while
retaining a good number of elements from the normal game, enjoys the luxury
of having restrictions placed on the normal game removed. Other changes are
made and they are discussed in the following.

What is retained:

1. Camouflage and Theater data from the clear file using data from the last
playthrough.

What is new:

1. Enemy equipment are upgraded by several Ranks based on mission.

2. Enemy Links occur at Peseta City, right when Links become available.

3. Enemy skills are no longer restricted, as many stronger skills replace
the weaker ones (ally units are also affected).

4. Enemy AI fights more aggressively and properly act based on the Job types,
also less vulnerable to the bait tactics.

5. Additional modifications to the enemies are shown as the game progresses,
such as enhanced Evasion and EMP resistance.

6. Additional enemy units, reinforcements, Link squad re-arrangements, and
different enemy placements are seen in missions but not noticeable in the
briefings.

7. Mission conditions change such as optional targets and turn limits.

8. Simulators offering part rewards and Simulator 19 are affected by the
equipment upgrade.

9. Survival Simulator restriction has been removed and the maximum is now at
floor 100.

10. Remodel restriction has been removed and any part can be Remodeled to
the max, given the RP and CP costs are covered.

In a nutshell, it's quite a big change from the normal game. Rather than
using the same strategies in the normal game, Hard Mode requires different
approaches for victory. The briefing won't help you out as much, now that it
will not disclose everything much like Front Mission 2's briefings were.
However, the challenge can be completely taken away by abuse of Remodeling
and Survival Simulator. This is not the purpose of this walkthrough.

The walkthrough will be based on a purely fair game, only saving Remodeling
and Survival Simulator use at the very end of the game. With this said, fair
play and working with what's given are key to this walkthrough. If you wish
to Remodel if a mission or two feels too hard, that is your choice. For the
rest, read along.

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HARD MODE PREPARATION                                           [PREP]
------------------------------------------------------------------------------

As we will be working with what is given to us, it will definitely be a
challenge to beat the missions and keep your squad alive. This will be a
brief section, but the following are important to keep in mind during a run
on Hard. These are 10 fundamental steps that should be followed as much as
possible:

1. Minimize friendly fire as much as possible! It may not seem like much
but on Hard, it is very difficult to keep every unit healthy with Repair
capabilities. The AI will mercilessly exploit angles of attacking to keep
triggering friendly fire and as your squad will be in a constant state of
damage, it can be fatal. Position everyone carefully and always analyze the
various approaches of being fired at. Just because you positioned some of
them to minimize it doesn't mean the AI can't find those angles.

2. Maximize your Link capabilities by Scouting and assembling an active
squad that can effectively fight and defend in Links. Specifically, Scout
and assemble a squad with pilots consisting of all four pilot types for use
in various missions. Even though the walkthrough will concentrate on certain
pilots, choose what works for you. Apart from maximizing Links, you need to
ensure friendly fire is minimized via a pilot composition that isn't purely
one type.

3. Always be mindful of where you place your Mechanics. The AI wastes no time
to grind them to junk on Hard and as the only pure Repair support, losing
them is never good news. This also goes for your Striker, who will get picked
on as much if they are left in a position where the AI can corner and blast
them safely. Lastly, apply the same issues with any pilots in danger status.

4. Don't be conservative with Repairs and Repair items! You would be amazed
at how many times you'll lose a unit you thought was fine during an Enemy
Phase on Hard. It will happen and it is not good practice. Even if you are
using your Repairs a lot, there are times where units will still be heavily
damaged and Repairing won't simply work. Still, it is better to act this way
than watch a half HP Gunner unit being destroyed in just two Link attacks on
an Enemy Phase.

5. When it comes to wanzer setup, prepare accordingly and be sure to use a
mixture of parts instead of sticking with what's given. Since it will be
an issue to destroying enemy units faster, try and have a Striker weapon
armed on everyone. Repair items are crucial since one unit dedicated to
Repairs will not be enough to survive. Also, high MV ratings on Legs are
important to be able to avoid enemy fire and move to a more advantageous
position.

6. As far as skills go, Barrage is a must-have and should be equipped at as
much as possible. As Link squads tend to be bigger and minimizing the amount
of enemy attacks is vital to surviving, Barrage makes your life easier. For
other skills, the leader-type skills are highly recommended to equip. These
include skills such as Evasion + 2% or Defense + 4. They truly help to put
your units on a more level playing field and keep them operating longer. The
Shot skills work great as well for lowering enemy stats.

7. DO NOT TRY THE BAIT GAME! Seriously, that is highly discouraged here and
if you do so, you will quickly learn why. You see, the AI here has a rather
bad habit of being programmed to attack with all units in a current mission
if you try to lure out a Link squad or two for your group to kill. As many
missions here now have over 20 enemies to kill, things can be pretty ugly
fast.

8. Get Darril. This walkthrough will detail how to get him but remember to do
so. As Darril's skill activation rate is higher than normal, he's quite an
asset for wanzer killing on Hard mode. Continuining on with the Scouting fun,
be sure to grab a variety of pilots with different pilot types and nab the
S-Type pilots when they show up.

9. EMP Backpacks are your best friend here. They may not seem useful, but
seriously they are. Being able to neutralize an enemy's ability to act and
attack helps greatly. When the EMP Backpacks that can Armor Coat or can
use various Repair Backpack functions show up, switch to them. Makes for a
great secondary Repair/support unit without having the Job of a Mechanic.

10. SAVE! Don't simply think you can beat missions without saving on Hard
since dying is a common sight. If you have to, use the Quicksave option
if you want to finish a mission without starting the mission again.

Also, since we will be playing a fair Hard Mode game, do not abuse the Arena
or Simulator as well. Do each Simulator once, with the exception being that
you didn't unlock a certain Simulator. As for the Arena, try to limit the
fights to 3 at best. Having Charge III or Speed III early ruins the
challenge and the point of Hard IS the challenge!

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

Q: I did a mission but I noticed the enemy arrangement was different and
there were 8 more units. How is this possible?

A: As stated above, a lot of missions change radically and the changes are
never shown in the briefings. Don't rely on them too much here.

Q: When I fought an enemy during a mission, I saw them using skills that
weren't there in the normal game. Also, I noticed their skills activate
more frequently than before. Is this true for missions on Hard?

A: That is correct. A normal game somewhat restricts the skills the enemy
can use and Hard Mode removes that. Skill activation is indeed higher and
it is normal for enemies.

Q: When I fight one of the bosses, I noticed the damage is significantly
higher than what is said. The boss I fought used a weapon that deals 22 per
round, but it did around the range of 30-35. How is this?

A: Bosses may have damage modifiers. This allows their attacks to deal more
damage than what is said and bypass the Defense value. Resistance defense
still applies so use that to lessen the damage.

Q: When I play a Simulator, the enemies either aren't changed or gain a big
upgrade. Can you clarify what this means?

A: Only Simulators offering part rewards and one other are affected by the
upgrade. The rest remain exactly as they were on a normal game.

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3. WALKTHROUGH                                                  [WALK]
------------------------------------------------------------------------------

This section will discuss the game and the wonderful things that can be done
with it. It's pretty self explanatory really but for the missions, read the
following for more info:

****READ THE FOLLOWING BELOW BEFORE PLAYING****

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Mission - mission number
------------------------------------------------------------------------------

Difficulty - how hard or easy the mission is(out of 5*).
Enemies - how many enemies are in the mission.
Bosses - how many bosses are in the mission.
Units - how many player units can be deployed in the mission.
Allies - how many ally units are in the mission.
Winning Condition - what will win the battle.
Losing Condition - what will lose the battle.
Excellent Performance - rewards for beating the mission with little error.

Link Squad - any notable squads of enemies to deal with, including bosses.

Battle Reward - the spoils for winning the battle.
Pilot EXP - pilot EXP amount given to all pilots, alive or dead.
CP - CP amount gained.

Unit type - Total x Number
AP:     MV:     Lv:     AP Charge:
Unit Loadout:           Weapon Loadout:
Body -                  (damage type) weapon - damage, range, AP cost
Arms -                  boss weapons - max to min range accuracy is given
Legs -                  and amount of attacks given by damage in (),
Evasion -               Striker bonus is listed if applicable
Armor -                 stationary unit weapons - accuracy and area effect
Defense - BAL*          will be given
Pilot Type - only for Bosses and special units. See Pilot Types.
Job Levels:             Skills:
Stk -                   anything in () usually means it is for a certain
Asl -                   enemy unit or two. If a weapon is identified, it
Gun -                   means the skill is only for units with that type
Lnc -                   of weapon. Any items will be displayed here as well.
Mec -
Jam -

Recommendation - what units and equipment to prepare for the mission.

Strategy - how to beat the mission obviously. :)

Notes Guide:

* - BAL format is reading Defense with Body first, Arms next, and Legs last.
ie. 12/4/8 reads as 12 Defense for Body, 4 for Arms, and 8 for Legs.

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

Difficulty Notes:

* - A very easy mission. Basic tactics such as attack, movement, and counters
are more than enough to complete these missions. You have to try very hard to
actually fail them and I'm being very honest here.

** - An easy mission. Basic tactics still work well, but don't make too many
mistakes. You may have to update your loadouts if you experience some trouble
in completing the mission. Nonetheless, you can safely breeze through them if
you come prepared.

*** -  An average mission. Missions of this caliber are not that simple to
clear and have a number of tough spots. You will have to update your loadouts
to the most recent gear that you can purchase at the Hangar. Basic tactics
will work, but you may have to apply advanced tactics to survive.

**** - A hard mission. You will not only have to update your loadouts to the
most recent gear, but go for the best ones in stock. Equipping items is also
recommended to increase your chances of survival. You will need to apply both
basic and advanced tactics to clear these missions.

***** - A very hard mission. You need to really go for the best parts when
customizing your units and equipping items is mandatory. Apart from applying
tactics, you need to plan out your course of action in regards to the enemies
and mission conditions. You might need a bit of luck to clear this mission.

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For those who did not read information about the weapons:
Machine Gun             - MG(Piercing/P)
Shotgun                 - SG(Impact/I)
Flamethrower            - FT(Fire/F)
Gatling Gun             - GG(Piercing/P)
Rifle                   - RF(Piercing/P)
Bazooka                 - BZ(Fire + Impact/F+I)
Missile Launcher        - MS(Fire/F)
Grenade Launcher        - GR(Fire/F)
Rocket Launcher         - RK(Fire/F)
Knuckle                 - KN(Impact/I )
Rod                     - RD(Impact/I)
Pile Bunker             - PB(Piercing/P)
Shield                  - SD(Impact/I)
Cannon                  - CN(Piercing/P or Neutron/N)

****READ THE FOLLOWING ABOVE BEFORE PLAYING****

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HUFFMAN ISLAND                                                  [HUFF]
------------------------------------------------------------------------------

Watch the introductory cutscenes and you will be in your first mission.

------------------------------------------------------------------------------
2ND HUFFMAN CONFLICT                                            [HUF2]
------------------------------------------------------------------------------

You cannot exit this mission as the system menu is disabled.

------------------------------------------------------------------------------
Mission 00 - Basic Tutorial
------------------------------------------------------------------------------

Difficulty: *
Enemies: 3
Bosses: 0
Units: 1
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: None.

No Link Squads.

Battle Reward
--------------
Pilot EXP - 0
CP - 0

Enemy Composition
------------------------------------------------------------------------------
Assault in Warlus - Total 1
AP: 12  MV: 6   Lv: 1   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 56/400           (P) MG - 8 x 11, 1-4, 4 AP
Arms - 222              (P) MG - 8 x 11, 1-4, 4 AP
Legs - 311
Evasion - 0%
Armor - None
Defense - 36/36/36
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lnc - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Striker A in Enyo - Total 1
AP: 12  MV: 4   Lv: 1   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 160/320          (I) KN - 18 x 1, 1, 1 AP
Arms - 88/177           (I) KN - 18 x 1, 1, 1 AP
Legs - 124/248
Evasion - 0%
Armor - None
Defense - 12/12/12
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lnc - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Striker B in Enyo - Total 1
AP: 12  MV: 4   Lv: 1   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 160/320          (I) KN - 46 x 1, 1, 1 AP
Arms - 88/177           (I) KN - 46 x 1, 1, 1 AP
Legs - 124/248
Evasion - 0%
Armor - None
Defense - 12/12/12
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lnc - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Recommendation: None really. This is a "training" mission.

Strategy:

This first mission is the same as in a normal game file. No change.

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

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

Information Update:

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

You should know what needs to be done. Be sure to grab the 1 RP bonus that
Alan provides before you head out of the base.

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

Difficulty: **
Enemies: 4
Bosses: 0
Units: 2
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: None.

No Link Squads.

Battle Reward
---------------
Pilot EXP - 150
CP - 720

Enemy Composition
------------------------------------------------------------------------------
O.C.U. 73rd Assault A in Warlus - Total 1
AP: 12  MV: 6   Lv: 1   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 172/576          (I) SG - 15 x 7, 1-3, 3 AP
Arms - 159(L)127(R)/319 (I) SD - 42 x 1, 1, 1 AP
Legs - 178/447
Evasion - 0%
Armor - None
Defense - 36/36/36
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lnc - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
O.C.U. 73rd Assault B in Warlus - Total 1
AP: 12  MV: 6   Lv: 1   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 230/576          (P) MG - 8 x 12, 1-4, 4 AP
Arms - 0(L)223(R)/319   (P) MG - 8 x 12, 1-4, 4 AP
Legs - 178/447
Evasion - 0%
Armor - None
Defense - 36/36/36
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lnc - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
O.C.U. 73rd Assault C in Warlus - Total 1
AP: 12  MV: 6   Lv: 1   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 576              (P) MG - 8 x 11, 1-4, 4 AP
Arms - 319              (P) MG - 8 x 11, 1-4, 4 AP
Legs - 447
Evasion - 0%
Armor - None
Defense - 36/36/36
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lnc - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
O.C.U. 73rd Launcher in Enyo - Total 1
AP: 12  MV: 1   Lv: 1   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 368/461          (I) KN - 18 x 1, 1, 1 AP
Arms - 228(L)254(R)/254 (I) KN - 18 x 1, 1, 1 AP
Legs - 0/358            (F) MS(0) - 75 x 2, 6-8, 10 AP
Evasion - 0%            (F) MS(0) - 75 x 2, 6-8, 10 AP
Armor - None
Defense - 12/12/12
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lnc - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Recommendation: None. Your equipment is more than enough to beat this one.

Strategy:

This mission is a warm-up of how much stronger wanzers can become and the
obvious difficulty increase. Standard tactics will win but conserve your
Repairs and use Walter's PB frequently. Keep Damon in range to attack and
try not to let him get targeted. Save the All Repair for Walter since he'll
be taking most of the damage.

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

Difficulty: ****
Enemies: 3
Bosses: 1
Units: 2
Allies: 2
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: None.

No Link Squads.

Battle Reward
---------------
Pilot EXP - 200
CP - 720

Enemy Composition
------------------------------------------------------------------------------
Boss - Glen Duval in Kyojun(Gunner)
AP: 13  MV: 4   Lv: 3   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 496/621          (P) RF - 104 x 1, 1-7, 6 AP, 74-51%
Arms - 311(L)242(R)/346 (I) KN - 18 x 1, 1, 1 AP, 94-94%
Legs - 338/483
Evasion - 0%
Armor - None
Defense - 14/14/14
Pilot Type - Aggressive
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
O.C.U. 48th Assault A in Warlus - Total 1
AP: 12  MV: 6   Lv: 2   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 288/576          (P) MG - 10 x 10, 1-4, 4 AP
Arms - 159(L)191(R)/319 (P) MG - 10 x 10, 1-4, 4 AP
Legs - 223/447
Evasion - 0%
Armor - None
Defense - 36/36/36
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
O.C.U. 48th Assault B in Warlus - Total 1
AP: 12  MV: 6   Lv: 2   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 403/576          (P) MG - 10 x 10, 1-4, 4 AP
Arms - 255(L)223(R)/319 (P) MG - 10 x 10, 1-4, 4 AP
Legs - 312/447
Evasion - 0%
Armor - None
Defense - 36/36/36
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
O.C.U. 48th Launcher in Enyo - Total 1
AP: 12  MV: 4   Lv: 2   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 368/461          (I) KN - 18 x 1, 1, 1 AP
Arms - 177(L)203(R)/254 (I) KN - 18 x 1, 1, 1 AP
Legs - 286/358          (F) MS(2) - 85 x 2, 6-8, 12 AP
Evasion - 0%            (F) MS(1) - 85 x 2, 6-8, 12 AP
Armor - None
Defense - 12/12/12
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Reinforcements:

(ally)

------------------------------------------------------------------------------
Assault in Gust - Total 1
AP: 12  MV: 6   Lv: 2   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 380              (P) MG - 12 x 9, 1-4, 4 AP
Arms - 211              (I) SG - 14 x 8, 1-3, 3 AP
Legs - 295
Evasion - 12%
Armor - None
Defense - 16/16/16
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Randy O'Neill in Eldos(Mechanic)
AP: 12  MV: 5   Lv: 2   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 340              (P) MG - 12 x 9, 1-4, 4 AP
Arms - 188              (I) SD - 12 x 1, 1, 1 AP
Legs - 264
Evasion - 0%
Armor - None
Defense - 24/24/24
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Recommendation: None yet again. Don't worry, reinforcements will help out.

Strategy:

This is likely the first mission you will really have an issue keeping all
pilots healthy and operating. Move to where Randy and the Assault ally are
and stay there until they show up. Now, position everyone carefully and be
sure to spread the damage as you will have moments Randy cannot Repair anyone
else and you're out of Repair items. Walter should be shoving his PB into
any wanzer while Damon and the Assault weaken them. Stay away from the range
of the Launcher to avoid severe damage. As for Glen, gang up on him so he
can't escape. What you can and should do is send the Assault ally to keep
him busy. It doesn't matter what happens to him anyways, but being able to
weaken Glen with your friendly ally is helpful.

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

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

Information Update:

1. New Tutorials - James at the Mess Hall.
2. 1 RP - Simon at the Mission Briefing Room.
3. Wanzer and Pilot Setup enabled.
4. Arena - Alex then Cindy, select first choice from option, at the Mess
Hall. Access through Boris at the Simulator Room.
5. Simulator - Dennis at the Mission Briefing Room. Access through Monica at
the Simulator Room.
6. Simulator 01 available.

After the scene in the POW Holding Area, head to the Mess Hall and speak with
Brenda three times. Talk with Darril afterwards. We're going to Scout him as
he's a valuable asset on this mode in the future. Watch the Main Gate scene
then head back to the Mess Hall. Speak with Calvin then to Darril until he
leaves the area. When you're done with what you need to do, go to the
Briefing Room then Move Out for your next assignment.

On a special note, don't sell your initial equipment. You can Remodel them
into their stronger derivatives later and they will come in handy if you
wish to use them. You could easily forget about the Frost since its important
derivatives are sold at the Hangar at a later point. Cheyenne and Eldos, on
the other hand, have useful derivatives. As for weapons, Gale's derivative is
buyable at a later date, but keep the Press Needle. The Donkey missiles are
worth keeping as well, since they can branch off into a solid and AP-friendly
derivative later.

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

Difficulty: ***
Enemies: 5
Bosses: 0
Units: 3
Allies: 1
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: None.

No Link Squads.

Battle Reward
---------------
Pilot EXP - 400
CP - 840

Enemy Composition
------------------------------------------------------------------------------
Recon Unit Gunner in K-78 Sonata(Tank) - Total 2
AP: 13  MV: 4   Lv: 3   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 1199             (P) CN - 95 x 1, 1-8, 6 AP
Evasion - 0%
Armor - None
Defense - 50
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 2
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Recon Unit Launcher in Enyo - Total 1
AP: 13  MV: 4   Lv: 3   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 553              (I) KN - 18 x 1, 1, 1 AP
Arms - 304              (I) KN - 18 x 1, 1, 1 AP
Legs - 430              (F) MS(4) - 107 x 2, 6-8, 12 AP
Evasion - 0%            (F) MS(4) - 107 x 2, 6-8, 12 AP
Armor - None
Defense - 12/12/12
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lcn - 2
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Recon Unit Striker in Scintilla - Total 2
AP: 13  MV: 6   Lv: 3   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 605              (I) KN - 55 x 1, 1, 1 AP
Arms - 336              (I) KN - 55 x 1, 1, 1 AP
Legs - 469
Evasion - 16%
Armor - None
Defense - 20/20/20
Job Levels:             Skills: None.
Stk - 2
Asl - 1
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Allies:

Assault in Gust - Total 1
AP: 13  MV: 6   Lv: 3   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 456              (P) MG - 13 x 9, 1-4, 4 AP
Arms - 253              (I) SG - 11 x 11, 1-3, 3 AP
Legs - 354
Evasion - 12%
Armor - None
Defense - 16/16/16
Job Levels:             Skills: None.
Stk - 1
Asl - 2
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Recommendation: Rank 2 equipment.

Strategy:

The Gunner tanks go first and then concentrate on the Strikers. Your Assault
ally should take the hits so it will be easier to keep everyone Repaired.
Against the two Strikers, try to get one of them to concentrate on the ally
unit and not Randy. He will not last attacks from both units. As with last
time, do not give the Launcher range to strike. Make the ally Assault work at
it by sending him to attack an enemy on every phase.

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

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

Information Update:

1. 1 RP - Dean at the Mess Hall.
2. New equipment at the Hangar.

Head to the Mission Briefing Room and speak to Randy and Dennis. Next, go to
the Mess Hall and speak with Brenda. Talk to Darril next and select the
second choice in the option he gives you. While we're here, go and complete
Simulator 02 and grab the Artassaut MG. You can Remodel it, but that takes
some of the challenge away at this point. Move Out when ready.

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

Difficulty: ***
Enemies: 8
Bosses: 0
Units: 4
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: None.

Link Squad A(no Link capability):

Assault(Leader)
Launcher
Striker

Link Squad B(no Link capability):

Gunner(Leader)
Assault
Launcher

Battle Reward
---------------
Pilot EXP - 600
CP - 840

Enemy Composition
------------------------------------------------------------------------------
Riot Police Assault in Warlus - Total 2
AP: 13  MV: 7   Lv: 4   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 691              (P) MG - 14 x 10, 1-4, 4 AP
Arms - 383              (P) MG - 14 x 10, 1-4, 4 AP
Legs - 536
Evasion - 0%
Armor - None
Defense - 36/36/36
Job Levels:             Skills: None.
Stk - 1
Asl - 2
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner in Kyojun - Total 1
AP: 13  MV: 4   Lv: 4   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 621              (P) RF - 104 x 1, 1-7, 6 AP
Arms - 346              (I) KN - 18 x 1, 1, 1 AP
Legs - 483
Evasion - 0%
Armor - None
Defense - 14/14/14
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 2
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Heli Pilot in Linqid M3 - Total 2
AP: 13  MV: 5   Lv: 4   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 1397             (P) MG - 10 x 14, 1-5, 4 AP
Evasion - 0%            (F) MS(10) - 39 x 6, 6-8, 9 AP
Armor - None
Defense - 0
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lcn - 2
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Launcher in Enyo - Total 2
AP: 13  MV: 4   Lv: 4   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 553              (I) KN - 18 x 1, 1, 1 AP
Arms - 304              (I) KN - 18 x 1, 1, 1 AP
Legs - 430              (F) MS(4) - 107 x 2, 6-8, 12 AP
Evasion - 0%            (F) MS(4) - 107 x 2, 6-8, 12 AP
Armor - None
Defense - 12/12/12
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lcn - 2
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Striker in Scintilla - Total 2
AP: 13  MV: 7   Lv: 4   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 726              (I) KN - 60 x 1, 1, 1 AP
Arms - 403              (I) KN - 60 x 1, 1, 1 AP
Legs - 563
Evasion - 16%
Armor - None
Defense - 20/20/20
Job Levels:             Skills: None.
Stk - 2
Asl - 1
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Optional target:

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

Recommendation:

Walter - Artassaut MG + Press Needle PB.
Skills - Barrage, Terror Shot I
Randy - Raptor MG + Press Needle PB.
Skills - Repair AP - 2
Damon - Donkey MS x 2.
Skills - Max AP + 2, Focus Up, Focus Left
Jamie - Winee RF.
Skills - Heli Hunt, Aim

Equipment - Rank 4.

Strategy:

This mission is the same except you cannot rely on the enemy AI to simply
run into the Trap Trucks. Still, blow them up for easy experience. Standard
tactics will work here, with Randy Repairing each turn. Oh yeah, the Trap
Trucks deal double damage to you this time around if you happen to be near
one...don't let an enemy blow it up near any of them. Let Jamie and Damon
handle the Heli Pilots, while Walter and Randy should focus on the wanzers.

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

PESETA GARRISON
---------------

Information Update:

1. 1 RP - Edward at the Mess Hall, first choice from second option.
2. 1 RP - Thomas at the Mess Hall, speak with Edward first.
3. Simulator 03 available.
4. Links enabled.
5. New Tutorials - James at the Mess Hall.
6. New equipment at the Hangar.

At the Peseta Garrison, head to the Simulator Room and talk with Darril.
Choose the first choice when he gives two options. Links are now available
and you should really ensure your team at this point can Link. Link skills
are self-explanatory if you are playing Hard. Suit up and Move Out when you
are ready.

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

Difficulty: ***
Enemies: 6 + 5(1 NEW) reinforcements
Bosses: 0
Units: 5
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 15 turns or less without
any lost pilots.

Link Squad A:

Assault(Leader)
Gunner
Striker

Link Squad B:

Gunner(Tank/Leader)
Gunner(Tank)
Striker

(Reinforcement Link Squads)

Link Squad C:

Assault(Leader)
Gunner(Tank/NEW)
Striker

Link Squad D:

Striker(Leader)
Gunner

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

Enemy Composition
------------------------------------------------------------------------------
Riot Police Assault in Warlus - Total 1
AP: 14  MV: 7   Lv: 5   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 829              (I) SG - 16 x 9, 1-3, 3 AP
Arms - 460              (I) SG - 16 x 9, 1-3, 3 AP
Legs - 643
Evasion - 0%
Armor - None
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 3                 Assault Link R
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner in Kyojun - Total 1
AP: 14  MV: 4   Lv: 5   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 745              (P) RF - 104 x 1, 1-7, 6 AP
Arms - 416              (I) SD - 15 x 1, 1, 1 AP
Legs - 579
Evasion - 0%
Armor - None
Defense - 14/14/14
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 2
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner in K-78 Sonata(Tank) - Total 2
AP: 14  MV: 4   Lv: 5   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 1439             (P) CN - 95 x 1, 1-8, 6 AP
Evasion - 0%
Armor - None
Defense - 50
Job Levels:             Skills:
Stk - 1                 Gunner Link(Link Leader)
Asl - 1
Gun - 2
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Striker in Scintilla - Total 2
AP: 14  MV: 7   Lv: 5   AP Charge: 12
Unit Loadout:           Weapon Loadout:
Body - 871              (I) KN - 60 x 1, 1, 1 AP
Arms - 483              (I) KN - 60 x 1, 1, 1 AP
Legs - 676
Evasion - 16%
Armor - None
Defense - 20/20/20
Job Levels:             Skills: None.
Stk - 2
Asl - 1
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Reinforcements:

(turn 7)

------------------------------------------------------------------------------
Assault - Total 1
Skills - Assault Link L, Assault Link R
------------------------------------------------------------------------------
Gunner - Total 1
Skills - None
------------------------------------------------------------------------------
Gunner(Tank/NEW) - Total  1
Skills - None
------------------------------------------------------------------------------
Striker - Total 1
Skills - None
------------------------------------------------------------------------------
Striker with SD - 46 x 1, 1, AP - Total 1
Skills - Striker Link L
------------------------------------------------------------------------------

Recommendation:

Walter - Artassaut MG + Press Needle PB.
Skills - Barrage, Terror Shot I
Randy - Raptor MG + Press Needle PB.
Skills - Repair AP - 2
Damon - Donkey MS x 2.
Skills - Max AP + 2, Focus Up, Focus Left
Jamie - Winee RF.
Skills - Aim
Christine - Press Needle PB + Press Needle PB.
Skills - Melee Duel

Equipment - Rank 4.

Strategy:

This mission is the first when enemy Links happen and the AI starts getting
more serious. Fortunately, there are only two Link squads to worry about and
they only have three units in them. By now, you should know how to position
and minimize friendly fire. The other new addition to this mission is an
added Gunner tank as reinforcements. To make this easy, set Walter,
Christine, and Randy by the West drop points. All 3 of them can make for some
good Link action. Damon and Jamie should soften up enemies on their side
until the other 3 are ready to finish them off.

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

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

Information:

1. 3 RP - Roland at the Mission Briefing Room, speak with Randy first.
2. New Tutorials - James at the Mess Hall.
3. Survival Simulator - Access through Monica at the Simulator Room.
4. Remodeling enabled.
5. New equipment at the Hangar.

Roland gives out 3 RP with some talks. Survival Simulator is now available
if you want to get some items and RP. Time to snag a new toy to play with.
In the Lounge, speak with Brenda and then to Noah. Re-enter and speak with
Willam. Now, head to the Commander's Room and speak with Noah to grab our
Grapple. If you wish, Remodel the Arms and equip them to Christine as its
Hard Blow is the second strongest Striker weapon for the time being. Move Out
when you are ready.

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

Difficulty: ***
Enemies: 12
Bosses: 0
Units: 6
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 25 turns or less without
any lost pilots.

Link Squad A:

Heli Pilot(Leader)
Assault
Gunner

Link Squad B:

Assault(Leader)
Heli Pilot(Leader)
Assault

Link Squad C:

Striker(Leader)
Striker

Link Squad D:

Assault(Leader)
Gunner

Link Squad E:

Launcher(Leader)
Gunner

Battle Reward
---------------
Pilot EXP - 900
CP - 880

Enemy Composition
------------------------------------------------------------------------------
Mobile Corps Assault in Warlus - Total 4
AP: 15  MV: 7   Lv: 6   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 829              (P) MG - 14 x 11, 1-4, 4 AP
Arms - 460              (P) MG - 14 x 11, 1-4, 4 AP
Legs - 643
Evasion - 0%
Armor - None
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L(three)
Asl - 3                 Assault Link R(three)
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Gunner in Kyojun - Total 3
AP: 15  MV: 4   Lv: 6   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 745              (P) RF - 116 x 1, 1-7, 6 AP
Arms - 416              (I) SD - 16 x 1, 1, 1 AP
Legs - 579
Evasion - 0%
Armor - None
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L(two)
Asl - 1
Gun - 3
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Heli Pilot in Linqid M3 - Total 2
AP: 15  MV: 5   Lv: 6   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 1677             (P) MG - 14 x 11, 1-5, 4 AP
Evasion - 0%            (F) MS(10) - 44 x 6, 6-8, 10 AP
Armor - None
Defense - 0
Job Levels:             Skills:
Stk - 1                 Assault Link
Asl - 2
Gun - 1
Lcn - 3
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Launcher in Enyo - Total 1
AP: 15  MV: 4   Lv: 6   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 663              (I) KN - 18 x 1, 1, 1 AP
Arms - 364              (I) KN - 18 x 1, 1, 1 AP
Legs - 516              (F) MS(4) - 122 x 2, 6-8, 13 AP
Evasion - 0%            (F) MS(4) - 122 x 2, 6-8, 13 AP
Armor - None
Defense - 12/12/12
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lcn - 3
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Striker A in Scintilla - Total 1
AP: 15  MV: 7   Lv: 6   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 871              (I) KN - 66 x 1, 1, 1 AP
Arms - 483              (I) SD - 50 x 1, 1, 1 AP
Legs - 676
Evasion - 16%
Armor - None
Defense - 20/20/20
Job Levels:             Skills:
Stk - 3                 Striker Link L
Asl - 1
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Striker B in Scintilla - Total 1
AP: 15  MV: 7   Lv: 6   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 871              (I) KN - 66 x 1, 1, 1 AP
Arms - 483              (I) KN - 66 x 1, 1, 1 AP
Legs - 676
Evasion - 16%
Armor - None
Defense - 20/20/20
Job Levels:             Skills:
Stk - 3                 Striker Link L
Asl - 1                 Striker Link R
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Optional target:

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

Recommendation:

Walter - Artassaut MG + Press Needle PB.
Skills - Barrage, Terror Shot I
Randy - Raptor MG + Press Needle PB.
Skills - Repair AP - 2
Damon - Donkey MS x 2.
Skills - Max AP + 2, Focus Up, Focus Left
Jamie - Winee RF.
Skills - Heli Hunt, Aim
Christine - Press Needle PB + Press Needle PB.
Skills - Melee Duel
Jim - Raptor MG.
Skills - Terror Shot I, Feint I

Equipment - Rank 4.

Strategy:

By now, you should be able to Link with at least 3 other pilots in every
phase. Use that to your advantage. The trap trucks are here to help out or
if you want free experience. Just make sure you don't have units that are
within range if someone destroys one. These ones deal double damage now as
with the trap trucks seen in Mission 5. Other than that, try to get everyone
involved in Links as much as possible. Walter and Christine should always be
attacking, Randy on Repair duty, Damon and Jamie for long range support, and
Jim disabling incoming enemies.

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

Difficulty: ****
Enemies: 11
Bosses: 1
Units: 6
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 30 turns or less with
only one pilot dead.

Link Squad A:

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

Link Squad B:

Grantes(Leader)
Gunner(Tank)
Gunner(Tank)
Heli Pilot

Link Squad C:

Gunner(Leader)
Assault
Gunner(Tank)

Battle Reward
----------------
Pilot EXP - 1200
CP - 990

Enemy Composition
------------------------------------------------------------------------------
Boss - B-2 Pilot in Grantes(Assault)
AP: 16  MV: 6   Lv: 9   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 1989             (P) PB - 170 x 1(2), 1, 1 AP, 40% Bonus, 92-92%
Arms - 1107             (P) RF - 292 x 1(1), 1-10, 6 AP, 90-51%
Legs - 1633             (P) MG - 12 x 14(3), 1-5, 4 AP, 80-57%
Evasion - 41%
Armor - None
Defense - 20/20/20
Pilot Type - Aggressive
Job Levels:             Skills:
Stk - 2                 Striker Link
Asl - 3                 Gunner Link
Gun - 4                 Assault Link
Lcn - 1                 Speed I
Mec - 1                 Minus Shot I
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Assault in Warlus - Total 2
AP: 15  MV: 7   Lv: 7   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 995              (P) MG - 14 x 11, 1-4, 4 AP
Arms - 552              (P) MG - 14 x 11, 1-4, 4 AP
Legs - 643
Evasion - 16%
Armor - None
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 3                 Assault Link R
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Gunner in Kyojun - Total 1
AP: 15  MV: 4   Lv: 7   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 894              (P) RF - 116 x 1, 1-7, 6 AP
Arms - 500              (I) SD - 16 x 1, 1, 1 AP
Legs - 579
Evasion - 16%
Armor - None
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1
Gun - 3
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Gunner in K-78 Sonata(Tank) - Total 3
AP: 15  MV: 4   Lv: 7   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 1439             (P) CN - 106 x 1, 1-8, 6 AP
Evasion - 16%
Armor - None
Defense - 50
Job Levels:             Skills:
Stk - 1                 Gunner Link
Asl - 1
Gun - 3
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Heli Pilot in Linqid M3 - Total 3
AP: 15  MV: 5   Lv: 7   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 1397             (P) MG - 14 x 11, 1-5, 4 AP
Evasion - 16%           (F) MS(10) - 44 x 6, 6-8, 10 AP
Armor - None
Defense - 0
Job Levels:             Skills:
Stk - 1                 Assault Link
Asl - 2
Gun - 1
Lcn - 3
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Launcher in Enyo - Total 1
AP: 15  MV: 4   Lv: 7   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 795              (I) KN - 18 x 1, 1, 1 AP
Arms - 436              (I) KN - 18 x 1, 1, 1 AP
Legs - 516              (F) MS(4) - 122 x 2, 6-8, 13 AP
Evasion - 16%           (F) MS(4) - 122 x 2, 6-8, 13 AP
Armor - None
Defense - 12/12/12
Job Levels:             Skills: None
Stk - 1
Asl - 1
Gun - 1
Lcn - 3
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Striker in Scintilla - Total 1
AP: 15  MV: 7   Lv: 7   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 1045             (I) KN - 66 x 1, 1, 1 AP
Arms - 579              (I) KN - 66 x 1, 1, 1 AP
Legs - 676
Evasion - 32%
Armor - None
Defense - 20/20/20
Job Levels:             Skills:
Stk - 3                 Striker Link L
Asl - 1                 Striker Link R
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Recommendation:

Walter - Artassaut MG + Press Needle PB.
Skills - Barrage, Terror Shot I, Pincers
Randy - Raptor MG + Press Needle PB.
Skills - Defense I, Repair AP - 2
Damon - Donkey MS x 2.
Skills - Max AP + 2, Focus Up, Focus Left
Jamie - Winee RF.
Skills - Heli Hunt, Aim.
Christine - Press Needle PB + Press Needle PB
Skills - Melee Duel.
Jim - Raptor MG.
Skills - Terror Shot I, Tank Hunt, Feint

Equipment - Rank 5.

Strategy:

This is why Hard Mode is.. hard. Not only do the bosses gain upgrades as
do the other units, but every unit gains an Evasion modifier regardless if
their base Evasion is 0% or less. Bosses that have 0% Evasion will stay at
0% though. This makes destroying wanzers and the boss harder and allowing
them to deal more damage and potentially destroy pilots. As with before,
rushing at a boss will get everyone excited at destroying you so please don't
do that.

Start by taking down the Gunner tank nearby and wait for the trio of wanzers
to move a bit closer. Destroy the Striker and Launcher, then finish off the
Assault. The two other wanzers from the West should be next after you're
finished with them. Leave the incoming Heli Pilots to Damon and Jamie. You
want to draw them closer, not farther away from your attack range.

When it's time to send Grantes to its doom, NEVER SEND RANDY TO THE FRONT!
This prompts the dog-like Grantes to do some poking at Randy with the PB.
With a higher Power Bonus, it can easily kill anything that doesn't have a
full HP Body. The boss takes priority over its weaker Link supports unless
they are close to death. Not much else but you have more than enough time to
clear under 30 turns if you have up-to-date equipment.

------------------------------------------------------------------------------
STRIKE WYVERNS                                                  [STRI]
------------------------------------------------------------------------------

The cutscene barrage continues for a bit before you regain control.

------------------------------------------------------------------------------
REPUBLIC OF KIRIBATI                                            [KIRI]
------------------------------------------------------------------------------

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

Scouting List:

Simulator - None
Gym - Jeremy(Mec), Robert(Lcn)
Mess Room - Phyllis(Asl), Gordon(Gun)
Briefing Room - Brian(Stk), Tony(Jam)

Information Update:

1. Scouting enabled, max pilot count of 10.
2. Camouflage #20 added.
3. 3 RP - Edward at the Mission Briefing Room, after talking with Lynn.
4. 3 RP - Julius at the Mission Briefing Room, after step 3.
5. New Tutorials - Gary at the Junior Officer's Quarters, lowest level.
6. New equipment at the Hangar.

When you gain control, visit your new home for the time being. Also, we will
be getting all Scouting bonuses as well from this point onward. Scout Gordon,
Jeremy, Robert, and Tony from areas of the Eclipse. Now, put Damon, Gordon,
Robert, and Tony into the active squad and speak with Edward. This will be
the first bonus gained for beard-wearing pilots-only and 2 RP. Arrange the
active squad back to the original setup and get back to the game. Do the
usual things that need to be done: upgrade, Simulators, Arena, etc. When
done, Move Out and you get the choice of 2 options for the next mission.
Avoid Airborne Raid unless you want a hard challenge.

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

Difficulty: ****
Enemies: 11
Bosses: 0
Units: 6
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 30 turns or less with
only one pilot dead.

Link Squad A:

Gunner(Turret/Leader)
Assault
Striker

Link Squad B:

Launcher(Turret/Leader)
Assault(Leader)
Gunner

Link Squad C:

Launcher(Turret/Leader)
Gunner

Battle Reward
----------------
Pilot EXP - 1500
CP - 1100

Enemy Composition
------------------------------------------------------------------------------
Mobile Corps Assault in Warlus - Total 2
AP: 15  MV: 7   Lv: 8   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 995              (I) SG - 16 x 10, 1-3, 3 AP
Arms - 552              (I) SD - 50 x 1, 1, 1 AP
Legs - 771
Evasion - 0%
Armor - None
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 3
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Gunner in Kyojun - Total 2
AP: 15  MV: 4   Lv: 8   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 894              (P) RF - 116 x 1, 1-7, 6 AP
Arms - 500              (I) SG - 16 x 10, 1-3, 3 AP
Legs - 694
Evasion - 0%
Armor - None
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 3                 Assault Link R
Gun - 3
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Gunner in 150mm CN Gun(Turret) - Total 3
AP: 15  MV: 0   Lv: 8   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 2013             (P) CN - 141 x 1, 1-8, 6 AP, 80-65%
Evasion - 0%
Armor - None
Defense - 20
Job Levels:             Skills:
Stk - 1                 Gunner Link
Asl - 1
Gun - 3
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Launcher in FH-30 GR Gun(Turret) - Total 3
AP: 15  MV: 0   Lv: 8   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 2299             (F) GR - 440 x 1, 4-6, 11 AP, 100%, 5 spaces
Evasion - 0%
Armor - None
Defense - 20
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lcn - 3
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Striker in Scintilla - Total 1
AP: 15  MV: 7   Lv: 8   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 1045             (P) PB - 77 x 1, 1, 1 AP
Arms - 579              (P) PB - 77 x 1, 1, 1 AP
Legs - 812
Evasion - 16%
Armor - None
Defense - 20/20/20
Job Levels:             Skills:
Stk - 3                 Striker Link L
Asl - 1                 Striker Link R
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Recommendation:

Walter - Artassaut MG + Press Needle PB.
Skills - Barrage, Terror Shot I, Pincers
Edward - Raptor MG + Press Needle PB.
Skills - Defense I, Repair AP - 2
Damon - Donkey MS x 2.
Skills - MS Burst, Max AP + 2, Focus Up, Focus Left
Jamie - Winee RF.
Skills - Blast Shot, Panic Shot I, Aim
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Melee Duel
Jim - Raptor MG.
Skills - Terror Shot I, Feint I

Equipment - Rank 5. Item Turbo equipped on Jamie and Christine. Repair items
equipped on all with Item Backpacks. Gust Legs on all except Walter and
Christine.

Strategy:

If you do not have the CP necessary to buy multiple Repair items, purchase a
Repair Light Backpack instead. Make sure all drop points have someone who has
access to Repair items or Backpacks. Jamie and Damon should be by the West,
Walter and Christine by the Center, and Edward and Jim by the East. Jamie and
Damon should be right beside the nearby Launcher turret and attack it. Same
goes for Walter and Christine. Edward and Jim should try and meet up with
Walter and Christine, with Jim using EMP to disable any turret or wanzer in
the way. The Launcher turrets should be disabled with Attack Systems Down
right away to avoid heavy damage.

For Jamie and Damon, they should be able to take down the Launcher turret and
some help from its own rounds. Once this happens, have them meet up with the
others by the Center. For Walter and Christine, their Launcher turret should
be destroyed around this time. Have them fight the wanzers to take the heat
off of Edward and Jim. Edward should be Repairing him or Jim until they meet
with Walter and Christine. Jim should make anything within range eat EMP.
Once everyone is together, roll over the enemies and remaining turrets with
Links.

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

Difficulty: ***
Enemies: 18(7 NEW)
Bosses: 0
Units: 6
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 30 turns or less without
any lost pilots.

Link Squad A:

Striker(Leader)
Assault B
Gunner(Turret)
Gunner(NEW)

Link Squad B:

Assault A(Leader)
Striker

Link Squad C:

Gunner(Leader)
Assault A

Link Squad D:

Gunner(Tank/Leader)
Gunner(Tank)

Link Squad E:

Striker(Leader)
Striker

Link Squad F:

Gunner(Tank/Leader)
Gunner(Tank)

Link Squad G:

Gunner(Tank/Leader)
Gunner(Tank)

Battle Reward
----------------
Pilot EXP - 1500
CP - 1100

Enemy Composition
------------------------------------------------------------------------------
Mobile Corps Assault A in Warlus - Total 2
AP: 15  MV: 7   Lv: 8   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 995              (I) SG - 16 x 10, 1-3, 3 AP
Arms - 552              (I) SD - 50 x 1, 1, 1 AP
Legs - 771
Evasion - 0%
Armor - Piercing
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 3
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Assault B in Warlus - Total 1
AP: 15  MV: 7   Lv: 8   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 995              (P) MG - 14 x 11, 1-4, 4 AP
Arms - 552              (P) MG - 14 x 11, 1-4, 4 AP
Legs - 771
Evasion - 0%
Armor - Piercing
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 1                 Assault Link R
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Gunner in Kyojun - Total 1 + 1(NEW)
AP: 15  MV: 4   Lv: 8   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 894              (P) RF - 116 x 1, 1-7, 6 AP
Arms - 500              (I) SG - 16 x 10, 1-3, 3 AP
Legs - 694
Evasion - 0%
Armor - Piercing
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 3                 Assault Link R
Gun - 3
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Gunner in K-78 Sonata(Tank) - Total 2 + 4(NEW)
AP: 15  MV: 4   Lv: 8   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 1727             (P) CN - 106 x 1, 1-8, 6 AP
Evasion - 0%
Armor - None
Defense - 50
Job Levels:             Skills:
Stk - 1                 Gunner Link
Asl - 1
Gun - 3
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Gunner in 150mm CN Gun(Turret) - Total 1
AP: 15  MV: 0   Lv: 8   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 2013             (P) CN - 141 x 1, 1-8, 6 AP, 80-65%
Evasion - 0%
Armor - None
Defense - 20
Job Levels:             Skills:
Stk - 1                 Gunner Link
Asl - 1
Gun - 3
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Launcher in FH-30 GR Gun(Turret) - Total 2
AP: 15  MV: 0   Lv: 8   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 2299             (F) GR - 440 x 1, 4-6, 11 AP, 100%, 5 spaces
Evasion - 0%
Armor - None
Defense - 20
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lcn - 3
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Striker in Scintilla - Total 2 + 2(NEW)
AP: 15  MV: 7   Lv: 8   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 1045             (P) PB - 77 x 1, 1, 1 AP
Arms - 579              (P) PB - 77 x 1, 1, 1 AP
Legs - 812
Evasion - 16%
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 3                 Striker Link L
Asl - 1                 Striker Link R
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Defense target:

Landing Craft T1(Landing Craft) - Total 3
Body - 1300
------------------------------------------------------------------------------

Recommendation:

Walter - Artassaut MG + Press Needle PB.
Skills - Barrage, Terror Shot I, Pincers
Edward - Raptor MG + Press Needle PB.
Skills - Defense I, Repair AP - 2
Damon - Donkey MS x 2.
Skills - MS Burst, Max AP + 2, Focus Up, Focus Left
Jamie - Winee RF.
Skills - Blast Shot, Panic Shot I, Aim
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Melee Duel
Jim - Raptor MG.
Skills - Terror Shot I, Tank Hunt, Feint I

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

Strategy:

Same mission and easier to manage than 8B. Only for the price of 7 more
units to kill. Maximize the Links and be aggressive as it can be difficult
meeting the requirements for Excellent Performance. Destroy the lone turret
to the East and let the Gunner tanks get close before destroying them. If
any wanzers start to come over, focus on them first with the usual Links.
Destroying the remaining turrets will make the Gunner tanks by the opposite
side of the base move. Once they are within range, take them down.

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

Difficulty: **
Enemies: 10(2 NEW) + 5 reinforcements
Bosses: 0
Units: 6
Allies: 0
Winning Condition: Destroy all missile silos or destroy all enemies.
Losing Condition: Turn limit exceeded(25) or all ally units are destroyed.
Excellent Performance: 4 RP. There are two ways to attaining this:

1. Beat the mission within 25 turns or less with the Main Entrance destroyed
all pilots alive.
2. Beat the mission within 15 turns or less without the Main Entrance
destroyed and all pilots alive.

Link Squad A:

Striker(Leader)
Assault B
Launcher A
Launcher B

Link Squad B:

Assault A(Leader)
Gunner B
Launcher B(NEW)
Striker(NEW)

Link Squad C:

Gunner A(Leader)
Gunner C

(Reinforcement Link Squads)

Link Squad D:

Gunner C(Leader)
Launcher A

Link Squad E:

Gunner D(Leader)
Assault A
Striker

Battle Reward
----------------
Pilot EXP - 1800
CP - 1210

Enemy Composition
------------------------------------------------------------------------------
Mobile Corps Assault A in Warlus - Total 1
AP: 16  MV: 7   Lv: 9   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 995              (P) MG - 14 x 12, 1-4, 4 AP
Arms - 552              (P) MG - 14 x 12, 1-4, 4 AP
Legs - 771
Evasion - 0%
Armor - None
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 4                 Assault Link R
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Assault B in Warlus - Total 1
AP: 16  MV: 7   Lv: 9   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 995              (I) SG - 19 x 9, 1-3, 3 AP
Arms - 552              (I) SG - 19 x 9, 1-3, 3 AP
Legs - 771
Evasion - 0%
Armor - None
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 4                 Assault Link R
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Gunner A in Kyojun - Total 1
AP: 16  MV: 4   Lv: 9   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 894              (P) RF - 130 x 1, 1-7, 6 AP
Arms - 500              (I) SG - 19 x 9, 1-3, 3 AP
Legs - 694
Evasion - 0%
Armor - None
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 3                 Assault Link R
Gun - 4
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Gunner B in Kyojun - Total 1
AP: 16  MV: 4   Lv: 9   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 894              (P) RF - 130 x 1, 1-7, 6 AP
Arms - 500              (I) SD - 17 x 1, 1, 1 AP
Legs - 694
Evasion - 0%
Armor - None
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1
Gun - 4
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Gunner C in Kyojun - Total 1
AP: 16  MV: 4   Lv: 9   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 894              (F + I) BZ - 112 x 1 + 84, 3-6, 6 AP
Arms - 500              (I) SD - 17 x 1, 1, 1 AP
Legs - 694
Evasion - 0%
Armor - None
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1
Gun - 4
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Launcher A in Enyo - Total 1
AP: 16  MV: 4   Lv: 9   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 795              (I) KN - 18 x 1, 1, 1 AP
Arms - 436              (I) KN - 18 x 1, 1, 1 AP
Legs - 619              (F) MS(4) - 139 x 2, 6-8, 14 AP
Evasion - 0%            (F) MS(4) - 139 x 2, 6-8, 14 AP
Armor - None
Defense - 12/12/12
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lcn - 4
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Launcher B in Enyo - Total 1 + 1(NEW)
AP: 16  MV: 4   Lv: 9   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 795              (I) KN - 18 x 1, 1, 1 AP
Arms - 436              (I) KN - 18 x 1, 1, 1 AP
Legs - 619              (F) GR(3) - 400 x 1, 4-6, 15 AP
Evasion - 0%            (F) GR(3) - 400 x 1, 4-6, 15 AP
Armor - None
Defense - 12/12/12
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lcn - 4
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Striker in Scintilla - Total 1 + 1(NEW)
AP: 16  MV: 7   Lv: 9   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 1045             (I) RD - 102 x 1, 1, 1 AP
Arms - 579              (I) RD - 102 x 1, 1, 1 AP
Legs - 812
Evasion - 16%
Armor - None
Defense - 20/20/20
Job Levels:             Skills:
Stk - 4                 Striker Link L
Asl - 1                 Striker Link R
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Reinforcements:

(turn 2)

------------------------------------------------------------------------------
Gunner C with KN - Total 1
Skills - Gunner Link L
------------------------------------------------------------------------------
Launcher A - Total 1
Skills - None
------------------------------------------------------------------------------

(turn 9)

------------------------------------------------------------------------------
Assault A with SD - 55 x 1, 1, 1 AP - Total 1
Skills - Assault Link L
------------------------------------------------------------------------------
Mobile Corps Gunner D in Kyojun - Total 1
AP: 16  MV: 4   Lv: 9   AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 894              (P) GG - 13 x 17, 1-6, 6 AP
Arms - 500              (I) KN - 18 x 1, 1, 1 AP
Legs - 694
Evasion - 0%
Armor - None
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1
Gun - 4
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Striker, PB - 84 x 1, 1, 1 AP + SD - 55 x 1, 1, 1 AP - Total 1
Skills - Striker Link L
------------------------------------------------------------------------------

Primary target:

MS Silo(Missile Silo) - Total 7
Body - 500
------------------------------------------------------------------------------

Optional target:

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

Recommendation:

Walter - Artassaut MG + Press Needle PB.
Skills - Barrage, Terror Shot I, Pincers
Edward - Raptor MG + Press Needle PB.
Skills - Defense I, Repair AP - 2
Damon - Donkey MS x 2.
Skills - MS Burst, Max AP + 2, Focus Up, Focus Left
Jamie - Winee RF.
Skills - Blast Shot, Panic Shot I, Aim
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Melee Duel
Jim - Raptor MG.
Skills - Terror Shot I, Feint I

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

Strategy:

If you don't care about the enemies, just head for every MS Silo and destroy
them. If you want the enemies dead, split up into 3 and send Christine with
the group going by the Main Entrance. The other group should mop up targets
on the way to the two MS Silos before heading for the rampart. Once the group
heading for the Main Entrance is close enough, destroy it first to prevent
the second wave of reinforcements from coming. Merge together and that should
be it for the enemies.

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

Difficulty: ****
Enemies: 8(Main Entrance destroyed), 3 + 5 reinforcements(Main Entrance)
Bosses: 2
Units: 6
Allies: 0
Winning Condition: Destroy 2 Garsade mobile weapons or destroy all enemies.
Losing Condition: All landing crafts destroyed or all ally units are
destroyed.
Excellent Performance: 4 RP. Beat the mission within 20 turns or less with
only one pilot dead. One of the Landing Crafts must remain alive.

The following items are rewarded for greater mission performance:

Rank 4 FT(Fire Ant) - Destroy 4 wanzers.
Rank 5 Legs(Kyojun A) - Destroy 5 wanzers.
Item(Repair MAX) - Destroy all 8 wanzers.

In addition, all Landing Crafts must not be destroyed.

Link Squad A:

Garsade(Leader)
Assault A
Assault B
Gunner

Link Squad B(Main Entrance destroyed):

Launcher(Leader)
Gunner
Gunner

Link Squad C(Main Entrance destroyed):
Assault C(Leader)
Striker

(Reinforcement Link Squads)

Link Squad D(Main Entrance alive):

Gunner(Leader)
Assault C
Gunner
Launcher

Battle Reward
----------------
Pilot EXP - 2100
CP - 1320

Enemy Composition
------------------------------------------------------------------------------
Boss - Garsade Pilot in Garsade(Launcher) - Total 2
AP: 17  MV: 7   Lv: 12  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 7241             (F) GR - 411 x 1(1), 4-12, 8 AP, 100%, 5 spaces
Evasion - 0%            (P) CN - 239 x 1(2), 4-6, 4 AP, 59-52%
Armor - None            (I) SG - 34 x 9(2), 1-3, 2 AP, 80-68%
Defense - 20
Pilot Type - Aggressive
Job Levels:             Skills:
Stk - 1                 Gunner Link
Asl - 2                 Assault Link
Gun - 4                 Block DMG 30
Lcn - 4                 AP Charge + 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Assault A in Warlus - Total 1
AP: 16  MV: 7   Lv: 10  AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 995              (P) MG - 14 x 12, 1-4, 4 AP
Arms - 552              (P) MG - 14 x 12, 1-4, 4 AP
Legs - 771
Evasion - 16%
Armor - None
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 4                 Assault Link R
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Assault B in Warlus - Total 1
AP: 16  MV: 7   Lv: 10  AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 995              (I) SG - 19 x 9, 1-3, 3 AP
Arms - 552              (I) SG - 19 x 9, 1-3, 3 AP
Legs - 771
Evasion - 16%
Armor - None
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 4                 Assault Link R
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Assault C in Warlus - Total 1(Main Entrance destroyed)
AP: 16  MV: 7   Lv: 10  AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 995              (I) MG - 14 x 12, 1-4, 4 AP
Arms - 552              (I) SD - 55 x 1, 1, 1 AP
Legs - 771
Evasion - 16%
Armor - None
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 4
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Gunner in Kyojun - Total 3(one: Main Entrance alive)
AP: 16  MV: 4   Lv: 10  AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 894              (P) GG - 13 x 17, 1-6, 6 AP
Arms - 500              (I) KN - 18 x 1, 1, 1 AP
Legs - 694
Evasion - 16%
Armor - None
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1
Gun - 4
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Launcher in Enyo - Total 1(Main Entrance destroyed)
AP: 16  MV: 4   Lv: 10  AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 795              (I) KN - 18 x 1, 1, 1 AP
Arms - 436              (I) KN - 18 x 1, 1, 1 AP
Legs - 619              (F) MS(4) - 139 x 2, 6-8, 14 AP
Evasion - 16%           (F) MS(4) - 139 x 2, 6-8, 14 AP
Armor - None
Defense - 12/12/12
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lcn - 4
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Mobile Corps Striker in Scintilla - Total 1(Main Entrance destroyed)
AP: 16  MV: 7   Lv: 10  AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 1045             (I) KN - 72 x 1, 1, 1 AP
Arms - 579              (I) SD - 55 x 1, 1, 1 AP
Legs - 812
Evasion - 32%
Armor - None
Defense - 20/20/20
Job Levels:             Skills:
Stk - 4                 Striker Link L
Asl - 1
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Reinforcements:

(ONLY IF MAIN ENTRANCE NOT DESTROYED)

(turn 2)

------------------------------------------------------------------------------
Striker with RD - 102 x 1, 1, 1 AP - Total 1
Skills - Striker Link L, Striker Link R
------------------------------------------------------------------------------

(turn 4)

------------------------------------------------------------------------------
Assault C - Total 1
Skills - Assault Link L, Assault Link R
------------------------------------------------------------------------------
Gunner - Total 2
Skills - Gunner Link L
------------------------------------------------------------------------------
Launcher - Total 1
Skills - None
------------------------------------------------------------------------------

Optional target(ONLY IF MAIN ENTRANCE NOT DESTROYED):

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

Defense target:

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

Recommendation:

Walter - Raptor EX MG + Press Needle PB.
Skills - Barrage, Terror Shot I, Pincers
Edward - Raptor EX MG + Press Needle PB.
Skills - Terror Shot I, Defense I, Repair AP - 2
Damon - Donkey MS x 2.
Skills - MS Burst, Max AP + 2, Focus Up, Focus Left
Jamie - Winee RF.
Skills - Blast Shot, Panic Shot I, Aim
Christine - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Melee Duel
Jim - Raptor EX MG.
Skills - Terror Shot I, Feint I

Equipment - Rank 6. Frost Legs on all except Christine.

Strategy:

Christine should be placed by the Northeast point as to participate in Links
on her first turn. Damon should be placed by the Southwest point since he
cannot participate in Links. For the first Garsade, move within its SG range
and attack from there. It's better that the Garsade doesn't use its CN as to
save time on Repairs. Once the first mobile weapon is destroyed, move and
intercept the three wanzers closest to the landing craft. Have Walter and
Edward use their PBs to destroy them faster along with some assistance from
Christine.

The second Garsade should be relatively easy to surround and halt movement.
Position one pilot by the front and one for each side of the Garsade. This is
suffice enough to prevent it from running away. Walter, Edward and Christine
should be the free pilots that can take on the remaining wanzers. Once the
five wanzers are beside the Garsade, have the other three assist in their
destruction. Then, go back and finish off the Garsade.

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

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

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

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

Scouting List:

Simulator - Brian(Stk), Darril(Stk)
Gym - Mark(Gun), Watt(Jam)
Mess Room - Ralph(Stk), Tony(Jam)
Briefing Room - Phyllis(Asl), Robin(Mec), Jeff(Lcn), Raymond(Asl)

Information Update:

1. New Tutorials - Gary at the Junior Officer's Quarters, lowest level.
2. Simulator 07 available.
3. 2 RP - Julius at the Mess Room, before heading to the Mission Briefing
Room or speaking with Laura three times.
4. New equipment at the Hangar.

After the nice trip to the Kiribati Islands, we're back to the Eclipse. This
is the time when a lot of free stuff can be given out. First, be sure to
talk with Julius at the Mess Room to get the 2 RP. Next, talk with Laura
exactly three times and she will leave. Head to the Mission Briefing Room
next for the scene. Now, it's time for some Scouting RP bonuses:

1. Scout Jeff at the Mission Briefing Room and trade Robert.
2. Scout Raymond at the Mission Briefing Room and trade Jamie.
3. Put Gordon, Tony, Jeff, and Raymond into the active squad and speak with
Edward for the specialist pilots-only bonus and 2 RP.
4. Scout Ralph at the Mess Room and trade Tony.
5. Scout Watt at the Gym and trade Jim.
6. Scout Robin at the Mission Briefing Room and trade Christine.
7. Put Jeff, Ralph, Robin, and Watt into the active squad and speak with
Edward for the Ace, Veteran pilots-only bonus and 2 RP. Battle Simulator 20
is now available as well though it's too hard at this point.

With that done, head back to the Mess Room and speak with Laura. This will
enable Warlus to be in the Hangar but Laura cannot be Scouted. No biggie as
this leads to another RP bonus later on. Now, head to the Simulator Room
and talk with Darril. The first conversation will enable Scintilla to be in
the Hangar and the second is the vital one. Be sure to choose the second
choice from the option otherwise Darril turns down the offer to join. Once
that is accomplished, trade Robin for Darril. Now Darril is officially a
playable character in Front Mission 5! And a canon one at that again!
Anyways, make one last Scouting addition with Phyllis and trade Ralph.

Arrange the squad in the following manner:

Active:

Walter
Edward
Damon
Gordon
Darril
Watt

Reserve:

Jeff
Jeremy
Phyllis
Raymond

Back to other items, Survival Simulator is now up to 40 floors. You can farm
some of the more potent equipment here if you wish. When done, Move Out.

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

Difficulty: *****
Enemies: 26(4 NEW)
Bosses: 0
Units: 6
Allies: 6
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 25 turns or less with
only one pilot dead. Barghest pilots must remain alive at all costs.

Link Squad A:

Assault A(Leader)
Gunner A
Launcher A

Link Squad B:

Assault A(Leader)
Launcher A
Striker A

Link Squad C:

Launcher C(Leader)
Assault C
Assault C

Link Squad D:

Striker C(Leader)
Gunner C
Launcher B

Link Squad E:

Gunner B(Leader)
Assault B

Link Squad F:

Striker B(Leader)
Assault B

Battle Reward
----------------
Pilot EXP - 2400
CP - 1400

Enemy Composition

------------------------------------------------------------------------------
Hawkes Assault A in Warlus - Total 2
AP: 17  MV: 7   Lv: 11  AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 829              (P) MG - 14 x 10, 1-4, 4 AP(one)
Arms - 460              (P) MG - 14 x 10, 1-4, 4 AP(see MG)
Legs - 643              (I) SG - 19 x 9, 1-3, 3 AP(one)
Evasion - 0%            (I) SG - 19 x 9, 1-3, 3 AP(see SG)
Armor - Piercing
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 4                 Assault Link R
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Hawkes Assault B in Warlus - Total 2
AP: 17  MV: 7   Lv: 11  AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 995              (P) MG - 14 x 12, 1-4, 4 AP(one)
Arms - 552              (I) SG - 19 x 9, 1-4, 3 AP(one)
Legs - 771              (I) SD - 55 x 1, 1, 1 AP(both)
Evasion - 0%
Armor - Piercing
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 4
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Hawkes Assault C in Warlus - Total 2
AP: 21  MV: 8   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1433             (P) MG - 22 x 10, 1-4, 4 AP(one)
Arms - 794              (P) MG - 22 x 10, 1-4, 4 AP(see MG)
Legs - 1110             (I) SG - 25 x 9, 1-3, 3 AP(one)
Evasion - 0%            (I) SG - 25 x 9, 1-3, 3 AP(see SG)
Armor - Piercing
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 4                 Assault Link R
Gun - 1                 Speed I
Lcn - 1                 Boost I
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Hawkes Gunner A in Kyojun - Total 1
AP: 17  MV: 4   Lv: 11  AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 745              (F + I) BZ - 112 x 1 + 84, 3-6, 6 AP
Arms - 416              (I) SD - 17 x 1, 1, 1 AP
Legs - 579
Evasion - 0%
Armor - Piercing
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1
Gun - 4
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Hawkes Gunner B in Kyojun - Total 1
AP: 17  MV: 4   Lv: 11  AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 894              (F + I) BZ - 112 x 1 + 84, 3-6, 6 AP
Arms - 500              (I) SD - 17 x 1, 1, 1 AP
Legs - 694
Evasion - 0%
Armor - Piercing
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1
Gun - 4
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Hawkes Gunner C in Kyojun - Total 1
AP: 21  MV: 4   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1288             (P) RF - 162 x 1, 1-7, 6 AP
Arms - 722              (I) SD - 19 x 1, 1, 1 AP
Legs - 998
Evasion - 0%
Armor - Piercing
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1                 Panic Shot I
Gun - 4                 Zoom
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Heli Pilot A in Linqid M3 - Total 2 + 2(NEW)
AP: 17  MV: 6   Lv: 11  AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 1677             (P) MG - 20 x 10, 1-5, 4 AP
Evasion - 0%            (F) MS(10) - 50 x 6, 6-8, 11 AP
Armor - None
Defense - 0
Job Levels:             Skills:
Stk - 1                 Assault Link
Asl - 2
Gun - 1
Lcn - 4
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Heli Pilot B in Linqid M3 - Total 4 + 2(NEW)
AP: 21  MV: 6   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 2900             (P) MG - 29 x 9, 1-5, 4 AP
Evasion - 0%            (F) MS(10) - 74 x 6, 6-8, 14 AP
Armor - None
Defense - 0
Job Levels:             Skills:
Stk - 1                 Assault Link
Asl - 2
Gun - 1
Lcn - 4
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Hawkes Launcher A in Enyo - Total 2
AP: 17  MV: 4   Lv: 11  AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 663              (I) KN - 18 x 1, 1, 1 AP(both)
Arms - 364              (I) KN - 18 x 1, 1, 1 AP(both)
Legs - 516              (F) MS(4) - 122 x 2, 6-8, 13 AP(one)
Evasion - 0%            (F) MS(4) - 122 x 2, 6-8, 13 AP(see MS)
Armor - Fire            (F) GR(3) - 400 x 1, 4-6, 15 AP(one)
Defense - 12/12/12      (F) GR(3) - 400 x 1, 4-6, 15 AP(see MS)
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lcn - 4
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Hawkes Launcher B in Enyo - Total 1
AP: 21  MV: 4   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1143             (I) KN - 18 x 1, 1, 1 AP
Arms - 625              (I) KN - 18 x 1, 1, 1 AP
Legs - 892              (F) GR(3) - 473 x 1, 4-6, 19 AP
Evasion - 0%            (F) GR(3) - 473 x 1, 4-6, 19 AP
Armor - Fire
Defense - 12/12/12
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lcn - 4
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Hawkes Launcher C in Enyo - Total 1
AP: 21  MV: 4   Lv: 21  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1143             (I) KN - 18 x 1, 1, 1 AP
Arms - 625              (I) KN - 18 x 1, 1, 1 AP
Legs - 892              (F) MS(5) - 181 x 2, 6-8, 18 AP
Evasion - 0%            (F) MS(5) - 181 x 2, 6-8, 18 AP
Armor - Fire
Defense - 12/12/12
Job Levels:             Skills: None.
Stk - 1
Asl - 1
Gun - 1
Lcn - 4
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Hawkes Striker A in Scintilla - Total 1
AP: 17  MV: 7   Lv: 11  AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 871              (I) KN - 66 x 1, 1, 1 AP
Arms - 483              (I) KN - 66 x 1, 1, 1 AP
Legs - 676
Evasion - 16%
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 4                 Striker Link L
Asl - 1                 Striker Link R
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Hawkes Striker B in Scintilla - Total 1
AP: 17  MV: 7   Lv: 11  AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 1045             (I) KN - 72 x 1, 1, 1 AP
Arms - 579              (I) KN - 72 x 1, 1, 1 AP
Legs - 812
Evasion - 16%
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 4                 Striker Link L
Asl - 1                 Striker Link R
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Hawkes Striker C in Scintilla - Total 1
AP: 21  MV: 8   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1505             (I) RD - 135 x 1, 1, 1 AP
Arms - 832              (I) SD - 72 x 1, 1, 1 AP
Legs - 1171
Evasion - 16%
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 4                 Striker Link L
Asl - 1                 Charge I
Gun - 1                 Defend Body
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Allies:

Hector Reynolds in Recson(Mechanic)
AP: 21  MV: 4   Lv: 21  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1073             (P) RF - 158 x 1, 1-7, 6 AP
Arms - 601              (I) KN - 18 x 1, 1, 1 AP
Legs - 832
Evasion - 0%
Armor - Piercing
Defense - 4/4/4
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Penetration - 1 target(RF)
Asl - 1                 Gunner Link L
Gun - 3                 Blast Shot
Lcn - 1                 Quick Draw
Mec - 4                 Aim
Jam - 1                 Hammer Down
------------------------------------------------------------------------------
Barghest Gunner in Recson - Total 1
AP: 21  MV: 4   Lv: 21  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1073             (F + I) BZ - 120 x 1 + 92, 3-6, 6 AP
Arms - 601              (I) KN - 18 x 1, 1, 1 AP
Legs - 832
Evasion - 0%
Armor - None
Defense - 4/4/4
Job Levels:             Skills:
Stk - 1                 EMP Recovery            All Repair 200(BP, 4)
Asl - 1                 Gunner Link L
Gun - 4                 Hammer Down
Lcn - 1                 Quick Draw
Mec - 1                 Heli Hunt
Jam - 1                 Snipe
------------------------------------------------------------------------------
Barghest Jammer in Uisk - Total 1
AP: 21  MV: 6   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1073             (F) FT - 51 x 3, 1-2, 3 AP
Arms - 601              (I) SG - 21 x 9, 1-3, 3 AP
Legs - 832
Evasion - 20%
Armor - None
Defense - 8/8/8
Job Levels:             Skills:
Stk - 1                 EMP Recovery
Asl - 3                 Assault Link L
Gun - 1                 Assault Link R
Lcn - 1                 Speed I
Mec - 1                 Hellfire
Jam - 4
------------------------------------------------------------------------------
Barghest Launcher in Luftrauber - Total 1
AP: 21  MV: 7   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1194             (I) KN - 79 x 1, 1, 1 AP
Arms - 662              (I) KN - 79 x 1, 1, 1 AP
Legs - 925              (F) MS(6) - 55 x 4, 6-8, 16 AP
Evasion - 18%           (F) GR(4) - 435 x 1, 4-6, 17 AP
Armor - None
Defense - 44/40/40
Job Levels:             Skills:
Stk - 3                 EMP Recovery            Inferno
Asl - 1                 Striker Link L          All Repair 200(BP, 6)
Gun - 1                 Striker Link R          MS Reload MAX(BP, 1)
Lcn - 4                 MS Burst                GR Reload MAX(BP, 1)
Mec - 1                 GR Burst
Jam - 1                 AP Cost 0
------------------------------------------------------------------------------
Barghest Mechanic in Eldos - Total 1
AP: 21  MV: 6   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1018             (P) MG - 23 x 8, 1-4, 4 AP
Arms - 567              (I) SD - 18 x 1, 1, 1 AP
Legs - 792
Evasion - 0%
Armor - None
Defense - 24/24/24
Job Levels:             Skills:
Stk - 1                 EMP Recovery
Asl - 2                 Assault Link L
Gun - 1                 Weakpoint
Lcn - 1                 Defend Body
Mec - 4
Jam - 1
------------------------------------------------------------------------------
Barghest Striker in Grapple X - Total 1
AP: 21  MV: 7   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1431             (P) MG - 23 x 8, 1-4, 4 AP
Arms - 792              (I) RD - 112 x 1, 1, 1 AP
Legs - 1112
Evasion - 4%
Armor - None
Defense - 68/72/64
Job Levels:             Skills:
Stk - 4                 EMP Recovery            Defense + 8
Asl - 2                 Assault Link L
Gun - 1                 Striker Link R
Lcn - 1                 Double Assault
Mec - 1                 Charge II
Jam - 1                 All Hit
------------------------------------------------------------------------------

Recommendation:

Walter - Raptor EX MG + Press Needle PB.
Skills - Barrage, Terror Shot I, Pincers
Edward - Raptor EX MG + Press Needle PB.
Skills - Terror Shot I, Defense I, Repair AP - 2
Damon - Donkey MS x 2.
Skills - Inferno, MS Burst, Max AP + 2, Focus Up, Focus Left
Gordon - Winee RF.
Skills - Blast Shot, Panic Shot I, Heli Hunt
Darril - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Melee Duel
Watt - Raptor EX MG.
Skills - Terror Shot I, Feint I, Fix DMG I

Equipment - Rank 6. Frost Legs on Walter and Watt, Warlus on everyone else
save Darril.

Strategy:

Each group should be prepared to handle the Link squad in their direction.
For placements, send Darril, Walter, and Damon by the Launcher with a GR. The
other group should be Edward, Gordon, and Watt. For all groups, the Launcher
should be top priority above the other units. For Hector's group, send the
Striker first attacking with their RD and follow up with the Jammer's SG and
Hector's RF. For the other Barghest group, have the Launcher fire a GR round
before attacking the enemy Launcher with KNs. The Mechanic and Gunner should
assist until the Launcher is destroyed.

Once the Launchers are out of the way, try to destroy at least one other unit
in each squad. Once that is done, merge in the center and mop up the enemy
units there. Position carefully to destroy the remaining units and keep the
three Mechanics Repairing. Those with Repair items should use them if some
allies need additional Repairs. Once it's down to the Heli Pilots, Link them
to death. Keeping everyone healthy and operating is top priority, at least
for the Barghest.

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

Enjoy the somewhat hilarious cutscene after the mission.

------------------------------------------------------------------------------
INDOCHINA CONFLICT                                              [INDO]
------------------------------------------------------------------------------

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

Scouting List:

Simulator - Phyllis(Asl), David(Mec)
Gym - Patrick(Jam-S), Robert(Lcn), Harvey(Gun), Bennet(Lcn)
Mess Room - Hettie(Stk-S), Gordon(Gun), Robin(Mec), Raymond(Asl)
Briefing Room - Brian(Stk), Ralph(Stk)

Information Update:

1. 6 RP - Lynn at the Mission Briefing Room, after cutscene.
2. New Tutorials - Gary at the Junior Officer's Quarters, lowest level.
3. New equipment at the Hangar.

Before the first trip to Cambodia, there are a few things that must be done.
First, some Scouting duties:

1. Scout Harvey at the Gym and trade Jeff.
2. Put Damon, Harvey, Jeremy, and Raymond into the active squad and speak
with Edward for the trouble making pilots-only bonus and 2 RP.
3. Scout Hettie at the Mess Room and trade Damon.
4. Scout Patrick at the Gym and trade Jeremy.

Arrange the squad in the following manner once the Scouting is complete.

Active:

Walter
Edward
Hettie
Harvey
Darril
Patrick

Reserve:

Gordon
Phyllis
Raymond
Watt

As the next few missions are rather steep climbs on Hard Mode, a Launcher
pilot will not prove to be as effective as a secondary Striker pilot. Since
you won't have a Launcher in the lineup, be sure to change Hettie's wanzer to
accomodate her Job. Also, trade the Sensor on Patrick and equip an EMP unit
instead. There's no point in a Sensor without a Launcher. Move Out once
you're done and take your pick of the options. I would avoid Air Route again
due to its high level of difficulty, but it's your call.

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

Difficulty: ****
Enemies: 25(5 NEW)
Bosses: 0
Units: 6
Allies: 3
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 35 turns or less with
only one pilot dead. Lynn and the Gunner tanks must remain alive at all
costs.

Link Squad A:

Striker(Leader)
Gunner A
Launcher
Launcher

Link Squad B:

Assault A(Leader)
Gunner B

Link Squad C:

Gunner A(Leader)
Launcher

Link Squad D:

Gunner A(Leader)
Launcher

Link Squad E:

Striker(Leader)
Striker

Link Squad F:

Striker(Leader)
Gunner B

Link Squad G:

Assault A(Leader)
Launcher

Link Squad H:

Gunner A(Leader)
Striker

Battle Reward
----------------
Pilot EXP - 2700
CP - 1600

Enemy Composition
------------------------------------------------------------------------------
Riot Police Assault A in Warlus - Total 2
AP: 16  MV: 7   Lv: 10  AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 995              (P) MG - 14 x 12, 1-4, 4 AP
Arms - 552              (I) SD - 55 x 1, 1, 1 AP
Legs - 771
Evasion - 0%
Armor - Piercing
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 5                 Speed I
Gun - 1                 Minus Shot I(Link Leader 1)
Lcn - 1                 Slice Shot I(Link Leader 2)
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Assault B in Warlus - Total 2
AP: 17  MV: 7   Lv: 12  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 995              (I) SG - 19 x 9, 1-3, 3 AP(two)
Arms - 552              (I) SG - 19 x 9, 1-3, 3 AP(see SG)
Legs - 771
Evasion - 0%
Armor - Piercing
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 5                 Assault Link R
Gun - 1                 Speed I
Lcn - 1                 Minus Shot I(Link Leader 1)
Mec - 1                 Slice Shot I(Link Leader 2)
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner A in Kyojun - Total 3 + 1(NEW)
AP: 17  MV: 4   Lv: 12  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 894              (P) RF - 130 x 1, 1-7, 6 AP(one)
Arms - 500              (I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 694              (F + I) BZ - 112 x 1 + 84, 3-6, 6 AP(two)
Evasion - 0%            (I) SD - 17 x 1, 1, 1 AP(see BZ)
Armor - Piercing        (P) RF - 130 x 1, 1-7, 6 AP(one)
Defense - 14/14/14      (I) SD - 17 x 1, 1, 1 AP(see RF)
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1                 Panic Shot I
Gun - 5                 Defense I(BZ Link Leader 1)
Lcn - 1                 Block DMG 15(BZ Link Leader 2)
Mec - 1                 Slice Shot I(RF/SD Link Leader)
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner B in Grille Sechs - Total 2
AP: 17  MV: 4   Lv: 12  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 944              (P) RF - 130 x 1, 1-7, 6 AP(one)
Arms - 521              (I) SG - 19 x 9, 1-3, 3 AP(see RF)
Legs - 734              (F + I) BZ - 112 x 1 + 84, 3-6, 6 AP(one)
Evasion - 0%            (P) MG - 14 x 12, 1-4(see BZ)
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 3                 Assault Link R
Gun - 5                 Panic Shot I
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Heli Pilot in Linqid M3 - Total 3 + 2(NEW)
AP: 21  MV: 6   Lv: 12  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 1677             (P) MG - 14 x 13, 1-5, 4 AP
Evasion - 0%            (F) MS(10) - 57 x 6, 6-8, 12 AP
Armor - None
Defense - 0
Job Levels:             Skills:
Stk - 1                 Assault Link
Asl - 2                 Max AP + 2
Gun - 1                 Max AP + 2
Lcn - 5                 AP Charge + 1
Mec - 1                 AP Charge + 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Launcher in Enyo - Total 5
AP: 21  MV: 4   Lv: 12  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 795              (I) KN - 18 x 1, 1, 1 AP
Arms - 436              (I) KN - 18 x 1, 1, 1 AP
Legs - 619              (F) GR(3) - 400 x 1, 4-6, 15 AP(four)
Evasion - 0%            (F) GR(3) - 400 x 1, 4-6, 15 AP(see GR)
Armor - Fire            (F) MS(4) - 139 x 2, 6-8, 14 AP(one)
Defense - 12/12/12      (F) MS(4) - 139 x 2, 6-8, 14 AP(see MS)
Job Levels:             Skills:
Stk - 1                 Max AP + 2
Asl - 1                 Max AP + 2
Gun - 1                 AP Charge + 1
Lcn - 5                 AP Charge + 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Striker in Scintilla - Total 2 + 3(NEW)
AP: 17  MV: 7   Lv: 12  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1045             (P) PB - 84 x 1, 1, 1 AP(one)
Arms - 579              (P) PB - 84 x 1, 1, 1 AP(see PB)
Legs - 812              (I) RD - 102 x 1, 1, 1 AP(three)
Evasion - 16%           (I) SD - 55 x 1, 1, 1 AP(see SD)
Armor - Impact          (P) PB - 84 x 1, 1, 1 AP(one)
Defense - 20/20/20      (I) SD - 55 x 1, 1, 1 AP(see PB)
Job Levels:             Skills:
Stk - 5                 Striker Link L
Asl - 1                 Striker Link R(RD/SD)
Gun - 1                 Charge I
Lcn - 1                 Boost I(PB)
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Allies:

Lynn Wenright in Frost(Assault)
AP: 17  MV: 7   Lv: 12  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 829              (I) SG - 16 x 10, 1-3, 3 AP
Arms - 460              (I) SD - 16 x 1, 1, 1 AP
Legs - 643
Evasion - 8%
Armor - None
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Boost I
Asl - 5                 Assault Link L
Gun - 1                 Speed I
Lcn - 1                 Blast Strike
Mec - 1                 Double Assault
Jam - 1                 Gun Duel
------------------------------------------------------------------------------
Gunner in BT-C68(Tank) - Total 2
AP: 17  MV: 5   Lv: 12  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1078             (P) CN - 95 x 1, 1-8, 6 AP
Evasion - 0%
Armor - None
Defense - 50
Job Levels:             Skills:
Stk - 1                 Gunner Link
Asl - 1                 Panic Shot I
Gun - 5                 Zoom
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Optional target:

Building - Total 5
Body - 500
------------------------------------------------------------------------------

Recommendation:

Walter - Raptor EX MG + Press Needle PB.
Skills - Barrage, Terror Shot I, Pincers
Edward - Raptor EX MG + Press Needle PB.
Skills - Terror Shot I, Defense I, Repair AP - 2
Hettie - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Defense + 4
Harvey - Winee RF.
Skills - Blast Shot, Panic Shot I, Heli Hunt, Accuracy + 2%
Darril - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Defense + 4
Patrick - Raptor EX MG.
Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2%

Equipment - Rank 6. Frost Legs on Walter and Patrick, Warlus on everyone
else except Darril and Hettie. Switch to Warlus Arms for anyone using Raptor
EX MG and Scintilla Arms for anyone using Press Needle PB.

Strategy:

Send Darril and Walter by Lynn's drop point. Have Harvey and Patrick occupy
the East drop point. Edward and Hettie is left at the center placement. While
it would be a good idea for everyone to merge, keep Walter and Darril on mop
up duty. Their placement has a lot of enemy units and it would be best to
destroy a few of them before merging. Harvey and Patrick should destroy the
Heli Pilot nearby and merge with Edward and Hettie. Edward and Hettie, along
with the Gunner tanks, should destroy any units nearby.

Walter and Darril need to focus on destroying the Assault and Gunner nearby
while Lynn Repairs any damage. Once destroyed, get rid of the Gunner and the
Launcher next. A Heli Pilot is likely to attack soon after so get rid of it
as well. Once these are out of the way, destroy the building nearby and merge
with the rest of the group. The others, provided all nearby enemies have been
destroyed, should blow up the building blocking off enemies at the North.

With everyone merged, melee any Launcher with GRs first and then switch to
the Strikers and Gunners. Lynn's squad should be softening up targets from
afar. Don't stop Repairing at any given time in the mission.

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

Difficulty: ****
Enemies: 25(4 NEW)
Bosses: 0
Units: 6
Allies: 3
Winning Condition: Destroy all enemies.
Losing Condition: All ally machines destroyed.
Excellent Performance: 4 RP. Beat the mission within 35 turns or less with
only one pilot dead. Lynn and the Gunner tanks must remain alive at all
costs.

Link Squad A:

Striker(Leader)
Gunner A
Launcher
Launcher

Link Squad B:

Striker(Leader)
Assault
Gunner B

Link Squad C:

Heli Pilot(Leader/NEW)
Assault
Heli Pilot(NEW)

Link Squad D:

Gunner B(Leader)
Launcher

Link Squad E:

Gunner B(Leader)
Launcher

Link Squad F:

Gunner A(Leader)
Launcher

Link Squad G:

Assault(Leader)
Launcher

Link Squad H:

Assault(Leader)
Launcher

Link Squad I:

Heli Pilot(Leader)
Heli Pilot

Link Squad J:

Striker(Leader)
Gunner A

Battle Reward
----------------
Pilot EXP - 2700
CP - 1600

Enemy Composition
------------------------------------------------------------------------------
Riot Police Assault in Warlus - Total 4
AP: 17  MV: 7   Lv: 12  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 995              (I) SG - 19 x 9, 1-3, 3 AP(one)
Arms - 552              (I) SG - 19 x 9, 1-3, 3 AP(see SG)
Legs - 771              (P) MG - 14 x 12, 1-4, 4 AP(two)
Evasion - 0%            (I) SD - 55 x 1, 1, 1 AP(see MG)
Armor - Piercing        (P) MG - 14 x 12, 1-4, 4 AP(one)
Defense - 36/36/36      (P) MG - 14 x 12, 1-4, 4 AP(see MG)
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 5                 Assault Link R(SG + MG)
Gun - 1                 Speed I
Lcn - 1                 Minus Shot I(MG/SD)
Mec - 1                 Slice Shot I(MG/SD Link Leader)
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner A in Kyojun - Total 2 + 1(NEW)
AP: 17  MV: 4   Lv: 12  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 894              (P) RF - 130 x 1, 1-7, 6 AP(one)
Arms - 500              (I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 694              (F + I) BZ - 112 x 1 + 84, 3-6, 6 AP(two)
Evasion - 0%            (I) KN - 18 x 1, 1, 1 AP(see BZ)
Armor - Piercing
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1                 Panic Shot I
Gun - 5                 Minus Shot I(BZ)
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner B in Grille Sechs - Total 3
AP: 17  MV: 4   Lv: 12  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 944              (P) RF - 130 x 1, 1-7, 6 AP(two)
Arms - 521              (I) SG - 19 x 9, 1-3, 3 AP(see RF)
Legs - 734              (F + I) BZ - 112 x 1 + 84, 3-6, 6 AP(one)
Evasion - 0%            (P) MG - 14 x 12, 1-4, 4 AP(see BZ)
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 3                 Assault Link R
Gun - 5                 Panic Shot I
Lcn - 1                 Terror Shot I(RF Link Leader)
Mec - 1                 Minus Shot I(BZ Link Leader)
Jam - 1
------------------------------------------------------------------------------
Heli Pilot in Linqid M3 - Total 3 + 2(NEW)
AP: 21  MV: 6   Lv: 12  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 1677             (P) MG - 14 x 13, 1-5, 4 AP
Evasion - 0%            (F) MS(10) - 57 x 6, 6-8, 12 AP
Armor - None
Defense - 0
Job Levels:             Skills:
Stk - 1                 Assault Link
Asl - 2                 Max AP + 2
Gun - 1                 Max AP + 2
Lcn - 5                 AP Charge + 1
Mec - 1                 AP Charge + 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Launcher in Enyo - Total 7
AP: 21  MV: 4   Lv: 12  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 795              (I) KN - 18 x 1, 1, 1 AP
Arms - 436              (I) KN - 18 x 1, 1, 1 AP
Legs - 619              (F) GR(3) - 400 x 1, 4-6, 15 AP(four)
Evasion - 0%            (F) GR(3) - 400 x 1, 4-6, 15 AP(see GR)
Armor - Fire            (F) MS(4) - 139 x 2, 6-8, 14 AP(three)
Defense - 12/12/12      (F) MS(4) - 139 x 2, 6-8, 14 AP(see MS)
Job Levels:             Skills:
Stk - 1                 Max AP + 2
Asl - 1                 Max AP + 2
Gun - 1                 AP Charge + 1
Lcn - 5                 AP Charge + 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Striker in Scintilla - Total 2 + 1(NEW)
AP: 17  MV: 7   Lv: 12  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1045             (P) PB - 84 x 1, 1, 1 AP(two)
Arms - 579              (P) PB - 84 x 1, 1, 1 AP(see PB)
Legs - 812              (I) RD - 102 x 1, 1, 1 AP(one)
Evasion - 16%           (I) RD - 102 x 1, 1, 1 AP(see RD)
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 5                 Striker Link L
Asl - 1                 Striker Link R
Gun - 1                 Charge I
Lcn - 1                 Feint I
Mec - 1                 Boost I(PB Link Leader)
Jam - 1                 Revenge(RD Link Leader)
------------------------------------------------------------------------------

Allies:

Lynn Wenright in Frost(Assault)
AP: 17  MV: 7   Lv: 12  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 829              (I) SG - 16 x 10, 1-3, 3 AP
Arms - 460              (I) SD - 16 x 1, 1, 1 AP
Legs - 643
Evasion - 8%
Armor - None
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Boost I
Asl - 5                 Assault Link L
Gun - 1                 Speed I
Lcn - 1                 Blast Strike
Mec - 1                 Double Assault
Jam - 1                 Gun Duel
------------------------------------------------------------------------------
Gunner in BT-C68(Tank) - Total 2
AP: 17  MV: 5   Lv:12   AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1078             (P) CN - 95 x 1, 1-8, 6 AP
Evasion - 0%
Armor - None
Defense - 50
Job Levels:             Skills:
Stk - 1                 Gunner Link
Asl - 1                 Panic Shot I
Gun - 5                 Zoom
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Optional target:

Building - Total 2
Body - 500
------------------------------------------------------------------------------

Recommendation:

Walter - Raptor EX MG + Press Needle PB.
Skills - Barrage, Terror Shot I, Pincers
Edward - Raptor EX MG + Press Needle PB.
Skills - Terror Shot I, Defense I, Repair AP - 2
Hettie - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Defense + 4
Harvey - Winee RF.
Skills - Blast Shot, Panic Shot I, Heli Hunt, Accuracy + 2%
Darril - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Defense + 4
Patrick - Raptor EX MG.
Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2%

Equipment - Rank 6. Frost Legs on Walter and Patrick, Warlus for everyone
else except Darril and Hettie. Switch to Warlus Arms for anyone using Raptor
EX MG and Scintilla Arms for anyone using Press Needle PB.

Strategy:

Hettie, Darril, and Harvey should occupy the placements by the North. Walter,
Edward, and Patrick should be at the other placements. The two main forces of
enemies are by the West and North. Destroy the forces at one direction before
going for the next to minimize damage and loses. The initial four units at
the North are the first major targets to destroy. After that, mop up the rest
of the Northern forces and then move out West. Keep Lynn and the Gunner tanks
away from the Heli Pilots North since they tend to attack Lynn's squad first.
Other than that, keep up the Links and Repairs to win.

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

Difficulty: *****
Enemies: 23(8 NEW)
Bosses: 0
Units: 6
Allies: 1
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 35 turns or less with
only one pilot dead. Lynn must remain alive.

Link Squad A:

Assault(Leader/NEW)
Striker
Launcher

Link Squad B:

Gunner(Leader/NEW)
Assault
Striker

Link Squad C:

Gunner(Leader)
Assault

Link Squad D:

Gunner(Leader)
Gunner

Link Squad E:

Assault(Leader)
Assault

Link Squad F:

Striker(Leader)
Gunner

Link Squad G:

Striker(Leader)
Assault

Link Squad H:

Assault(Leader)
Striker

Link Squad I:

Striker(Leader)
Gunner

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

Enemy Composition
------------------------------------------------------------------------------
Riot Police Assault in Warlus - Total 4 + 3(NEW)
AP: 18  MV: 7   Lv: 13  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1433             (P) MG - 23 x 8, 1-4, 4 AP(five)
Arms - 794              (P) MG - 23 x 8, 1-4, 4 AP(see MG)
Legs - 925              (I) SG - 21 x 9, 1-3, 3 AP(two)
Evasion - 0%            (I) SG - 21 x 9, 1-3, 3 AP(see SG)
Armor - Piercing
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 5                 Assault Link R
Gun - 1                 Speed I
Lcn - 1                 Minus Shot I(SG)
Mec - 1                 Slice Shot I(MG)
Jam - 1
------------------------------------------------------------------------------
Riot Police Assault in C5 Autocannon(Sentry Gun) - Total 2
AP: 18  MV: 0   Lv: 13  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 4134             (P) MG - 26 x 10, 1-6, 4 AP, 90-73%
Evasion - 0%
Armor - Piercing
Defense - 20
Job Levels:             Skills:
Stk - 1                 Assault Link
Asl - 5                 Speed I
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner in Kyojun - Total 4 + 2(NEW)
AP: 18  MV: 4   Lv: 13  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1288             (P) RF - 145 x 1, 1-7, 6 AP(three)
Arms - 722              (I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 832              (F + I) BZ - 120 x 1 + 92, 3-6, 6 AP(three)
Evasion - 0%            (I) KN - 18 x 1, 1, 1 AP(see BZ)
Armor - Piercing
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1                 Panic Shot
Gun - 5                 Slice Shot I(BZ Link Leader)
Lcn - 1                 Feint I(BZ Link Leader 2)
Mec - 1                 Minus Shot I(RF Link Leader)
Jam - 1
------------------------------------------------------------------------------
Riot Police Launcher in Enyo - Total 1
AP: 22  MV: 4   Lv: 13  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 1143             (I) KN - 18 x 1, 1, 1 AP
Arms - 625              (I) KN - 18 x 1, 1, 1 AP
Legs - 743              (F) MS(5) - 159 x 2, 6-8, 16 AP
Evasion - 0%            (F) MS(5) - 159 x 2, 6-8, 16 AP
Armor - Fire
Defense - 12/12/12
Job Levels:             Skills:
Stk - 1                 Max AP + 2
Asl - 1                 Max AP + 2
Gun - 1                 AP Charge + 1
Lcn - 5                 AP Charge + 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Launcher in E-2 GR Gun(Turret) - Total 1
AP: 22  MV: 0   Lv: 13  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 5175             (F) GR - 578 x 1, 1-4, 11 AP, 100%, 5 spaces
Evasion - 0%
Armor - Fire
Defense - 20
Job Levels:             Skills:
Stk - 1                 Max AP + 2
Asl - 1                 Max AP + 2
Gun - 1                 AP Charge + 1
Lcn - 5                 AP Charge + 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Striker in Scintilla - Total 3 + 3(NEW)
AP: 18  MV: 7   Lv: 13  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1505             (I) KN - 79 x 1, 1, 1 AP(four)
Arms - 832              (I) KN - 79 x 1, 1, 1 AP(see KN)
Legs - 975              (I) RD - 112 x 1, 1, 1 AP(two)
Evasion - 16%           (I) RD - 112 x 1, 1, 1 AP(see RD)
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 5                 Striker Link L          Defense I(KN + RD)
Asl - 1                 Striker Link R
Gun - 1                 Charge I
Lcn - 1                 Blast Strike(KN Link Leader)
Mec - 1                 Boost I(KN Link Leader)
Jam - 1                 Revenge(KN + RD)
------------------------------------------------------------------------------

Allies:

Lynn Wenright in Frost(Assault)
AP: 18  MV: 7   Lv: 13  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 995              (I) SG - 16 x 10, 1-3, 3 AP
Arms - 552              (I) SD - 16 x 1, 1, 1 AP
Legs - 643
Evasion - 8%
Armor - None
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Boost I
Asl - 5                 Assault Link L
Gun - 1                 Speed I
Lcn - 1                 Blast Strike
Mec - 1                 Double Assault
Jam - 1                 Gun Duel
------------------------------------------------------------------------------

Recommendation:

Walter - Raptor EX MG + Press Needle PB.
Skills - Barrage, Terror Shot I, Pincers
Edward - Raptor EX MG + Press Needle PB.
Skills - Terror Shot I, Defense I, Repair AP - 2
Hettie - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Defense + 4
Harvey - Boa BZ.
Skills - Blast Shot, Panic Shot I, Accuracy + 2%
Darril - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Defense + 4
Patrick - Raptor EX MG.
Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2%

Equipment - Rank 7. Frost Legs on Walter and Patrick, Warlus for everyone
else except Darril and Hettie. Switch to Warlus Arms for anyone using Raptor
EX MG and Scintilla Arms for anyone using Press Needle PB.

Strategy:

This is quite a nasty mission if all units decide to attack so destroying
them slowly is recommended. Either start counter-clockwise or clockwise for
the mission. Get any enemies out of the tight passages and be sure to have
Hettie, Darril, Walter, and Edward taking advantage of this with PBs. This is
pretty much a close-range affair and the high concentration of Assaults and
Strikers prove this. Always destroy any Striker first and then concentrate on
the Gunners. The Assaults are not as dangerous as these two, but disabling
them with EMP is effective.

Against any attack, Hettie and Darril should be free to move about and pincer
enemies. Walter and Edward should be nearby for PB assistance. Patrick should
be on EMP duty and Harvey weakens incoming units. Lynn should never attack
and should be on Repair duty. The turrets come last when the enemies have
been destroyed.

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

Difficulty: **
Enemies: 14(4 NEW)
Bosses: 0
Units: 6
Allies: 1
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 20 turns or less without
any lost pilots. Lynn must remain alive.

Link Squad A:

Assault B(Leader)
Assault A
Gunner
Striker

Link Squad B:

Launcher(Leader)
Launcher

Link Squad C:

Gunner B(Tank/Leader)
Gunner A(Tank)

Link Squad D:

Gunner B(Tank/Leader)
Gunner A(Tank)

Link Squad E:

Gunner B(Tank/Leader)
Gunner A(Tank)

Battle Reward
----------------
Pilot EXP - 3000
CP - 1800

Enemy Composition
------------------------------------------------------------------------------
Riot Police Assault A in Warlus - Total 1
AP: 17   MV: 7  Lv: 11  AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 995              (P) MG - 14 x 12, 1-4, 4 AP
Arms - 552              (P) MG - 14 x 12, 1-4, 4 AP
Legs - 660
Evasion - 0%
Armor - Piercing
Defense - 36/36/8
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 5                 Assault Link R
Gun - 1                 Speed I
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Assault B in Warlus - Total 1
AP: 18   MV: 7  Lv: 14  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 995              (I) SG - 19 x 9, 1-3, 3 AP
Arms - 552              (I) SG - 19 x 9, 1-3, 3 AP
Legs - 660
Evasion - 0%
Armor - Piercing
Defense - 36/36/8
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 5                 Assault Link R
Gun - 1                 Speed I
Lcn - 1                 Slice Shot I
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Assault in C5 Autocannon(Sentry Gun) - Total 2
AP: 18  MV: 0   Lv: 13  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 4134             (P) MG - 26 x 10, 1-6, 4 AP, 90-73%
Evasion - 0%
Armor - Piercing
Defense - 20
Job Levels:             Skills:
Stk - 1                 Assault Link
Asl - 5                 Speed I
Gun - 1
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner in Kyojun - Total 1
AP: 18  MV: 7   Lv: 14  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 894              (P) RF - 130 x 1, 1-7, 6 AP
Arms - 500              (I) SD - 17 x 1, 1, 1 AP
Legs - 660
Evasion - 0%
Armor - Piercing
Defense - 14/14/8
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1                 Panic Shot I
Gun - 5
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner A in K-78 Sonata(Tank) - Total 1 + 2(NEW)
AP: 17  MV: 5   Lv: 11  AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 2073             (P) CN - 132 x 1, 1-8, 6 AP
Evasion - 0%
Armor - None
Defense - 50
Job Levels:             Skills:
Stk - 1                 Gunner Link
Asl - 1                 Panic Shot I
Gun - 5
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner B in K-78 Sonata(Tank) - Total 1 + 2(NEW)
AP: 18  MV: 5   Lv: 13  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 2073             (P) CN - 132 x 1, 1-8, 6 AP
Evasion - 0%
Armor - None
Defense - 50
Job Levels:             Skills:
Stk - 1                 Gunner Link
Asl - 1                 Panic Shot I
Gun - 5                 Zoom(Link Leader 1)
Lcn - 1                 Boost I(Link Leader 2)
Mec - 1                 Minus Shot I(Link Leader 3)
Jam - 1
------------------------------------------------------------------------------
Riot Police Launcher in Enyo - Total 2
AP: 21  MV: 7   Lv: 11  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 795              (I) KN - 18 x 1, 1, 1 AP
Arms - 436              (I) KN - 18 x 1, 1, 1 AP
Legs - 660              (F) MS(4) - 139 x 2, 6-8, 14 AP(one)
Evasion - 0%            (F) MS(4) - 139 x 2, 6-8, 14 AP(see MS)
Armor - Fire            (F) GR(3) - 400 x 1, 4-6, 15 AP(one)
Defense - 12/12/8       (F) GR(3) - 400 x 1, 4-6, 15 AP(see GR)
Job Levels:             Skills:
Stk - 1                 Max AP + 2
Asl - 1                 Max AP + 2
Gun - 1                 AP Charge + 1
Lcn - 5                 AP Charge + 1
Mec - 1                 Defense I(GR)
Jam - 1
------------------------------------------------------------------------------
Riot Police Striker in Scintilla - Total 1
AP: 17  MV: 7   Lv: 11  AP Charge: 13
Unit Loadout:           Weapon Loadout:
Body - 1045             (I) RD - 102 x 1, 1, 1 AP
Arms - 579              (I) SD - 55 x 1, 1, 1 AP
Legs - 660
Evasion - 0%
Armor - Impact
Defense - 20/20/8
Job Levels:             Skills:
Stk - 5                 Striker Link L
Asl - 1                 Charge I
Gun - 1                 Blast Strike
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Allies:

Lynn Wenright in Frost(Assault)
AP: 18  MV: 7   Lv: 13  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 995              (I) SG - 16 x 10, 1-3, 3 AP
Arms - 552              (I) SD - 16 x 1, 1, 1 AP
Legs - 643
Evasion - 8%
Armor - None
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Boost I
Asl - 5                 Assault Link L
Gun - 1                 Speed I
Lcn - 1                 Blast Strike
Mec - 1                 Double Assault
Jam - 1                 Gun Duel
------------------------------------------------------------------------------

Recommendation:

Walter - Raptor EX MG + Press Needle PB.
Skills - Barrage, Terror Shot I, Pincers
Edward - Raptor EX MG + Press Needle PB.
Skills - Terror Shot I, Defense I, Repair AP - 2
Hettie - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Defense + 4
Harvey - Boa BZ.
Skills - Blast Shot, Panic Shot I, Accuracy + 2%
Darril - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Defense + 4
Patrick - Raptor EX MG.
Skills - Tank Hunt, Feint I, Fix DMG I, Evasion + 2%

Equipment - Rank 7. Frost Legs on Walter and Patrick, Warlus for everyone
else except Darril and Hettie. Switch to Warlus Arms for anyone using Raptor
EX MG and Scintilla Arms for anyone using Press Needle PB.

Strategy:

This mission is as easy as before apart from the upgrades. There are 4 new
Gunner tanks to deal with but they are easy takings for Darril and Hettie.
If you have been been following the Recommendation section, you'll actually
out-Rank the enemies! Enjoy this breather of a mission! Of course, the next
one isn't so pretty...

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

Difficulty: ****
Enemies: 13
Bosses: 0
Units: 6
Allies: 1
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 30 turns or less with
only one pilot dead. Lynn must remain alive.

Link Squad A:

Striker(Leader)
Gunner(Turret)
Launcher

Link Squad B:

Gunner(Leader)
Assault B
Launcher(Turret)

Link Squad C:

Launcher(Leader)
Launcher(Turret)
Striker

Link Squad D:

Assault A(Leader)
Gunner

Link Squad E(no Link capability):

Gunner
Launcher(Turret)

Battle Reward
----------------
Pilot EXP - 3300
CP - 2000

Enemy Composition
------------------------------------------------------------------------------
Riot Police Assault A in Warlus - Total 1
AP: 18  MV: 7   Lv: 14  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1433             (P) MG - 23 x 8, 1-4, 4 AP
Arms - 794              (P) MG - 23 x 8, 1-4, 4 AP
Legs - 925
Evasion - 0%
Armor - Piercing
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 5                 Assault Link R
Gun - 1                 Speed I
Lcn - 1                 Slice Shot I
Mec - 1                 Switch I
Jam - 1                 All Repair MAX(BP, 6)
------------------------------------------------------------------------------
Riot Police Assault B in Warlus - Total 1
AP: 18  MV: 8   Lv: 14  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1433             (P) MG - 20 x 10, 1-4, 4 AP
Arms - 794              (P) MG - 20 x 10, 1-4, 4 AP
Legs - 1110
Evasion - 0%
Armor - Piercing
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 5                 Assault Link R
Gun - 1                 Speed I
Lcn - 1                 All Repair MAX(BP, 6)
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner in Kyojun - Total 3
AP: 18  MV: 4   Lv: 14  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1288             (P) GG - 14 x 19, 1-6, 6 AP(one)
Arms - 722              (I) KN - 18 x 1, 1, 1 AP(see GG)
Legs - 832              (F + I) BZ - 120 x 1 + 92, 3-6, 6 AP(one)
Evasion - 0%            (I) KN - 18 x 1, 1, 1 AP(see BZ)
Armor - Piercing        (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP(one)
Defense - 14/14/14      (P) MG - 20 x 10, 1-4, 4 AP(see BZ)
Job Levels:             Skills:
Stk - 1                 Gunner Link L           All Repair MAX(BP, 6)
Asl - 1                 Assault Link R(BZ/MG)
Gun - 5                 Panic Shot I
Lcn - 1                 Terror Shot I(GG)
Mec - 1                 Speed I(GG)
Jam - 1                 All Repair MAX(BP, 7, Link Leader)
------------------------------------------------------------------------------
Riot Police Gunner in 200mm CN Gun(Turret) - Total 1
AP: 18  MV: 0   Lv: 14  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 6897             (P) CN - 250 x 1, 1-8, 6 AP, 80-65%
Evasion - 0%
Armor - Impact
Defense - 40
Job Levels:             Skills:
Stk - 1                 Gunner Link
Asl - 1                 Panic Shot I
Gun - 5
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Launcher in Enyo - Total 2
AP: 22  MV: 4   Lv: 14  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 1143             (I) KN - 18 x 1, 1, 1 AP
Arms - 625              (I) KN - 18 x 1, 1, 1 AP
Legs - 892              (F) MS(5) - 181 x 2, 6-8, 18 AP
Evasion - 0%            (F) MS(5) - 181 x 2, 6-8, 18 AP
Armor - Fire
Defense - 12/12/12
Job Levels:             Skills:
Stk - 1                 Max AP + 2
Asl - 1                 Max AP + 2
Gun - 1                 AP Charge + 1
Lcn - 5                 AP Charge + 1
Mec - 1                 MS Burst(Link Leader)
Jam - 1                 MS Reload MAX(BP, 3)
------------------------------------------------------------------------------
Riot Police Launcher in FH-40 GR Gun(Turret) - Total 3
AP: 22  MV: 0   Lv: 14  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 5169             (F) GR - 1196 x 1, 4-10, 11 AP, 100%, 5 spaces
Evasion - 0%
Armor - Fire
Defense - 20
Job Levels:             Skills:
Stk - 1                 Max AP + 2
Asl - 1                 Max AP + 2
Gun - 1                 AP Charge + 1
Lcn - 5                 AP Charge + 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Striker in Scintilla - Total 2
AP: 18  MV: 8   Lv: 14  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1505             (I) RD - 123 x 1, 1, 1 AP(one)
Arms - 832              (I) RD - 123 x 1, 1, 1 AP(see RD)
Legs - 1171             (P) PB - 101 x 1, 1, 1 AP(one)
Evasion - 16%           (P) PB - 101 x 1, 1, 1 AP(see PB)
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 5                 Striker Link L
Asl - 1                 Striker Link R
Gun - 1                 Charge I
Lcn - 1                 Feint I(Link Leader)
Mec - 1                 Blast Strike(Link Leader)
Jam - 1
------------------------------------------------------------------------------

Allies:

Lynn Wenright in Frost(Assault)
AP: 18  MV: 7   Lv: 14  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 995              (I) SG - 16 x 10, 1-3, 3 AP
Arms - 552              (I) SD - 16 x 1, 1, 1 AP
Legs - 643
Evasion - 8%
Armor - None
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Boost I
Asl - 5                 Assault Link L
Gun - 1                 Speed I
Lcn - 1                 Blast Strike
Mec - 1                 Double Assault
Jam - 1                 Gun Duel
------------------------------------------------------------------------------

Recommendation:

Walter - Raptor EX MG + Press Needle PB.
Skills - Barrage, Terror Shot I, Pincers
Edward - Raptor EX MG + Press Needle PB.
Skills - Terror Shot I, Defense I, Repair AP - 2
Hettie - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Defense + 4
Harvey - FV-24 GG.
Skills - Blast Shot, Panic Shot I, Accuracy + 2%
Darril - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Defense + 4
Patrick - Raptor EX MG.
Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2%

Equipment - Rank 7. Frost Legs on Walter and Patrick, Warlus for everyone
else except Darril and Hettie. Switch to Warlus Arms for anyone using Raptor
EX MG and Scintilla Arms for anyone using Press Needle PB. Repair items are
highly recommended.

Strategy:

This mission is won mostly through EMP and lost without EMP. With this said,
equip someone with a spare EMP like Hettie. It would be a good idea to use
Repair Light Backpacks instead of Repair items as well, weight permitting. It
doesn't matter where the drop points are as two enemies by the front of the
base will easily Repair any damage with All Repair MAX. The group placement
by the West needs to merge with the East placement first. Once merged, full
Links should destroy both units without a chance to Repair. Now, the hard
part is getting through the rest of the mission alive.

The Launcher turrets are absolutely devastating and attempting to destroy one
without EMP is a guaranteed way for an easy Game Over. Whatever happens, EMP
attacks must succeed at disabling them! If they aren't disabled, it's Game
Over. They have more than enough HP to outlast repeated Links and can destroy
the squad with their 5 space range GRs. That doesn't include interference
from the other wanzers as well. More units have All Repair MAX and will need
full Link attacks to destroy. Needless to say, it would be a bad idea to do
that as long as the Launcher turrets are around.

Spread the squad out in a way that at least either Edward or Lynn can remain
relatively undamaged from GR rounds. Approach the first Launcher turret to
the North and inflict Attack Systems Down with Patrick and whoever has the
second EMP. If it works, attack it and hope it does not wear off within the
next turn or so. If it doesn't, try again and Repair the damage. If a second
attempt at EMP fails, just Give Up and try the mission again. The damage is
too much to Repair effectively and the GR's huge range means not everyone
can be Repaired.

Destroy the first Launcher turret and intercept the incoming enemies. Do not
approach within range of the second Launcher turret nearby (10 plus 5 spaces)
when destroying the wanzers. Once they are gone, do the same approach to the
second Launcher turret. Be sure to use EMP at a position that will not result
in the third Launcher turret from attacking. Destroy this and do the same for
the last Launcher turret. Once that is done, finish off the Gunner turret.

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

Difficulty: **
Enemies: 17 + reinforcements: (13A = 16), (13B = 16/2 NEW)
Bosses: 1 + 1 reinforcement
Units: 6
Allies: 5
Winning Condition: Destroy all enemies.
Losing Condition: All shelters destroyed or all ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 25 turns or less without
any lost pilots, including Lynn and the Defense Turrets. All Weapons Depots
must remain functioning.

Link Squad A:

Striker A(Leader)
Assault A
Assault A
Striker A
Striker A

Link Squad B:

Assault A(Leader)
Gunner A
Gunner A
Launcher A
Launcher A

Link Squad C:

Gunner A(Leader)
Gunner A
Gunner A
Gunner A

Link Squad D:

Gunner A(Leader)
Gunner A
Launcher A

(Reinforcement Link Squads)

Link Squad E:

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

Link Squad F:

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

* Reinforcements replace fallen units in one of the 4 initial squads *

Battle Reward
----------------
Pilot EXP - 3600
CP - 3000

Enemy Composition
------------------------------------------------------------------------------
Riot Police Assault A in Warlus - Total 3
AP: 18  MV: 7   Lv: 15  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 691              (I) SG - 16 x 10, 1-3, 3 AP(two)
Arms - 383              (I) SG - 16 x 10, 1-3, 3 AP(see SG)
Legs - 536              (I) SG - 16 x 10, 1-3, 3 AP(one)
Evasion - 16%           (I) SD - 50 x 1, 1, 1 AP(see SG)
Armor - Piercing
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 5                 Assault Link R(SG)
Gun - 1                 Speed I
Lcn - 1                 Defense I(SG Link Leader)
Mec - 1                 Minus Shot I(SG Link Leader)
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner A in Kyojun - Total 8
AP: 18  MV: 4   Lv: 15  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 621              (P) RF - 116 x 1, 1-7, 6 AP(four)
Arms - 346              (I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 483              (P) GG - 12 x 17, 1-6, 6 AP(four)
Evasion - 16%           (I) KN - 18 x 1, 1, 1 AP(see GG)
Armor - Piercing
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1                 Panic Shot I
Gun - 5                 Minus Shot I(GG Link Leader)
Lcn - 1                 Body Breaker(RF Link Leader)
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Launcher A in Enyo - Total 3
AP: 22  MV: 4   Lv: 15  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 553              (I) KN - 18 x 1, 1, 1 AP
Arms - 304              (I) KN - 18 x 1, 1, 1 AP
Legs - 430              (F) MS(4) - 122 x 2, 6-8, 13 AP(two)
Evasion - 16%           (F) MS(4) - 122 x 2, 6-8, 13 AP(see MS)
Armor - Fire            (F) RK(3) - 369 x 1, 8-10, 15 AP(one)
Defense - 12/12/12      (F) RK(3) - 369 x 1, 8-10, 15 AP(see RK)
Job Levels:             Skills:
Stk - 1                 Max AP + 2
Asl - 1                 Max AP + 2
Gun - 1                 AP Charge + 1
Lcn - 5                 AP Charge + 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Striker A in Scintilla - Total 3
AP: 18  MV: 7   Lv: 15  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 726              (P) PB - 77 x 1, 1, 1 AP(one)
Arms - 403              (P) PB - 77 x 1, 1, 1 AP(see PB)
Legs - 563              (I) RD - 93 x 1, 1, 1 AP(one)
Evasion - 32%           (I) RD - 93 x 1, 1, 1 AP(see RD)
Armor - Impact          (I) KN - 66 x 1, 1, 1 AP(one)
Defense - 20/20/20      (I) SD - 50 x 1, 1, 1 AP(see KN)
Job Levels:             Skills:
Stk - 5                 Striker Link L
Asl - 1                 Striker Link R(PB + RD)
Gun - 1                 Charge I
Lcn - 1                 Feint I(PB Link Leader)
Mec - 1                 Revenge(PB Link Leader)
Jam - 1
------------------------------------------------------------------------------

Reinforcements:

(turn 2)

------------------------------------------------------------------------------
Gunner A with GG - Total 1(13A) - destroy more units
Skills - Gunner Link L, Panic Shot I
------------------------------------------------------------------------------
Gunner A with RF - Total 1(13A) - destroy more units
Skills - Gunner Link L, Panic Shot I, Slice Shot I, Body Breaker
------------------------------------------------------------------------------
Gunner A with GG - Total 1(13B)
Skills - Gunner Link L, Panic Shot I
------------------------------------------------------------------------------
Gunner A with RF - Total 1(13B) - destroy more units
Skills - Gunner Link L, Panic Shot I, Slice Shot I, Body Breaker
------------------------------------------------------------------------------

(turn 3)

------------------------------------------------------------------------------
Boss - Kouren Pilot in Kouren(Launcher)
AP: 22  MV: 6   Lv: 15  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 6605             (P) CN - 185 x 2(1), 2-10, 3 AP, 70-55%
Evasion - 0%            (F) FT - 43 x 5(2), 1-3, 1 AP, 70-62%
Armor - Fire
Defense - 60
Pilot Type - Aggressive
Job Levels:             Skills:
Stk - 1                 Gunner Link             Zoom
Asl - 3                 Assault Link
Gun - 3                 Max AP + 2
Lcn - 5                 Max AP + 2
Mec - 1                 AP Charge + 1
Jam - 1                 AP Charge + 1
------------------------------------------------------------------------------
Riot Police Assault B in Warlus - Total 1
AP: 18  MV: 7   Lv: 15  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 995              (P) MG - 14 x 12, 1-4, 4 AP
Arms - 552              (P) MG - 14 x 12, 1-4, 4 AP
Legs - 771
Evasion - 16%
Armor - Piercing
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 5                 Assault Link R
Gun - 1                 Speed I
Lcn - 1                 Panic Shot I
Mec - 1                 All Repair MAX(BP, 6, initial)
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner B in Kyojun - Total 1
AP: 18  MV: 4   Lv: 15  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 894              (P) RF - 130 x 1, 1-7, 6 AP
Arms - 500              (I) KN - 18 x 1, 1, 1 AP
Legs - 694
Evasion - 16%
Armor - Piercing
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1                 Panic Shot I
Gun - 5                 Minus Shot I
Lcn - 1                 All Repair MAX(BP, 6, initial)
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Launcher B in Enyo - Total 1
AP: 22  MV: 4   Lv: 15  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 795              (I) KN - 18 x 1, 1, 1 AP
Arms - 436              (I) KN - 18 x 1, 1, 1 AP
Legs - 619              (F) RK(3) - 401 x 1, 8-10, 16 AP
Evasion - 16%           (F) RK(3) - 401 x 1, 8-10, 16 AP
Armor - Fire
Defense - 12/12/12
Job Levels:             Skills:
Stk - 1                 Max AP + 2
Asl - 1                 Max AP + 2
Gun - 1                 AP Charge + 1
Lcn - 5                 AP Charge + 1
Mec - 1                 RK Reload MAX(BP, 3, initial)
Jam - 1
------------------------------------------------------------------------------
Gunner A with GG - Total 1(13A)
Skills - Gunner Link L, Panic Shot I, Minus Shot I
------------------------------------------------------------------------------
Gunner A with RF - Total 1(13A)
Skills - Gunner Link L, Panic Shot I, Slice Shot I, Body Breaker
------------------------------------------------------------------------------
Gunner A with RF - Total 2(13B)
Skills - Gunner Link L, Panic Shot I, Slice Shot I, Body Breaker
------------------------------------------------------------------------------
Gunner A with RF - Total 1(13B)
Skills - Gunner Link L, Panic Shot I
------------------------------------------------------------------------------

(turn 4)

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

(turn 5)

------------------------------------------------------------------------------
Assault A with SG - Total 1(13A)
Skills - Assault Link L, Assault Link R, Speed I, Defense I, Minus Shot I
------------------------------------------------------------------------------
Gunner A with RF - Total 1(13A)
Skills - Gunner Link L, Panic Shot I, Slice Shot I, Body Breaker
------------------------------------------------------------------------------
Assault A with SG - Total 1(13B)
Skills - Assault Link L, Assault Link R, Speed I, Defense I, Minus Shot I
------------------------------------------------------------------------------

(Kouren destroyed)

Boss - Kouren Pilot in Kouren(Launcher)
AP: 22  MV: 8   Lv: 15  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 3614             (P) GG - 16 x 20(2), 1-8, 6 AP, 81-65%
Evasion - 46%           (F) MS - 112 x 4(1), 8-12, 10 AP, 100%
Armor - Fire
Defense - 60
Pilot Type - Aggressive
Job Levels:             Skills:
Stk - 1                 Gunner Link             MS Burst
Asl - 1                 Max AP + 2
Gun - 2                 Max AP + 2
Lcn - 5                 AP Charge + 1
Mec - 1                 AP Charge + 1
Jam - 1                 Speed I
------------------------------------------------------------------------------
Assault B - Total 1
Skills - Assault Link L, Assault Link R, Speed I, Slice Shot I
------------------------------------------------------------------------------
Gunner B with GG - 13 x 17, 1-6, 6 AP - Total 1
Skills - Gunner Link L, Panic Shot I, Speed I
------------------------------------------------------------------------------
Riot Police Striker B in Scintilla - Total 1
AP: 18  MV: 7   Lv: 15  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1045             (I) KN - 72 x 1, 1, 1 AP
Arms - 579              (I) SD - 55 x 1, 1, 1 AP
Legs - 812
Evasion - 32%
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 5                 Striker Link L
Asl - 1                 Charge I
Gun - 1                 Blast Strike
Lcn - 1                 Revenge
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Allies:

* All turrets at full HP if you did Mission 13A *

Lynn Wenright in Frost(Assault)
AP: 18  MV: 7   Lv: 15  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 995              (I) SG - 16 x 10, 1-3, 3 AP
Arms - 552              (I) KN - 18 x 1, 1, 1 AP(Mission 13B was done)
Legs - 771              (I) SD - 16 x 1, 1, 1 AP(Mission 13A was done)
Evasion - 8%
Armor - None
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Boost I
Asl - 5                 Assault Link L
Gun - 1                 Speed I
Lcn - 1                 Blast Strike(Mission 13A was done)
Mec - 1                 Double Assault(Mission 13A was done)
Jam - 1                 Gun Duel
------------------------------------------------------------------------------
Gunner in 200mm CN Gun(Turret) - Total 1
AP: 18  MV: 0   Lv: 15  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 4207/6897        (P) CN(5) - 250 x 1, 1-8, 6 AP, 80-65%
Evasion - 0%
Armor - Impact
Defense - 40
Job Levels:             Skills:
Stk - 1                 Gunner Link
Asl - 1                 Panic Shot I
Gun - 5
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Launcher in FH-40 GR Gun(Turret) - Total 1
AP: 22  MV: 0   Lv: 15  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 4135/5169        (F) GR(5) - 1196 x 1, 4-10, 11 AP, 100%, 5 spaces
Evasion - 0%
Armor - Fire
Defense - 20
Job Levels:             Skills:
Stk - 1                 Max AP + 2
Asl - 1                 Max AP + 2
Gun - 1                 AP Charge + 1
Lcn - 5                 AP Charge + 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Launcher(Turret), Body - 3411/5169 - Total 1
Skills - Max AP + 2, Max AP + 2, AP Charge + 1, AP Charge + 1
------------------------------------------------------------------------------
Launcher(Turret), Body - 4497/5169 - Total 1
Skills - Max AP + 2, Max AP + 2, AP Charge + 1, AP Charge + 1
------------------------------------------------------------------------------

Defense target:

Shelter(Weapons Depot) - Total 4
Body - 3000
------------------------------------------------------------------------------

Recommendation:

Walter - Raptor EX MG + Press Needle PB.
Skills - Barrage, Terror Shot I, Pincers
Edward - Raptor EX MG + Press Needle PB.
Skills - Terror Shot I, Defense I, Repair AP - 2
Hettie - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Defense + 4
Harvey - Winee RF.
Skills - Blast Shot, Panic Shot I, Heli Hunt, Accuracy + 2%
Darril - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Defense + 4
Patrick - Raptor EX MG.
Skills - Minus Shot I, Tank Hunk, Fix DMG I, Evasion + 2%

Equipment - Rank 7. Frost Legs on all except Darril and Hettie.

Strategy:

Rejoice as this mission changes minimally in terms of upgrades! Even though
the weapons, including Kouren's, are stronger, the mission is hardly that
difficult this time around. Having been through much harder missions, this
one is a cakewalk. The only change would be the stronger Defense Turrets,
which makes the mission even easier. Have fun plowing through this mission!

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

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

Watch the next cutscene and then you will be at a Military Hospital. Just
talk with Hector then watch another cutscene. Next, Lynn and Edward will pay
a visit to the Military Hospital. Speak with Edward, then with Lynn. After
speaking with her and choosing any of the options, speak with Edward again.

------------------------------------------------------------------------------
FORTUNE MEDICAL                                                 [FORT]
------------------------------------------------------------------------------

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

Scouting List:

Simulator - Sarah(Jam), Lily(Stk), Thomas(Asl)
Gym - Mark(Gun), Ralph(Stk), Watt(Jam)
Mess Room - Patrick(Jam-S), Laura(Gun-S), Jeff(Lcn), Julius(Mec),
Bennett(Lcn)
Briefing Room - Gordon(Gun), Harvey(Gun), David(Mec), Phyllis(Asl)

Information Update:

1. Camouflage #32 - Edward at the Pilot's Ready Room.
2. 4 RP - Oscar at the Senior Officer's Quarters, below Lynn's.
3. New equipment at the Hangar.

Feels good to be back on the Eclipse. The remaining Scouting bonuses can be
obtained at this point. Also, since this is a Hard Mode run that emphasizes
getting everything (it is the "full" game after all), we will also be taking
rare pilots as well. Anyways, read the following:

1. Scout Sarah at the Simulator Room and trade Harvey.
2. Put Gordon, Hettie, Raymond, and Sarah into the active squad and speak
with Edward for the glasses-wearing pilots-only bonus and 2 RP.
3. Scout Lily at the Simulator Room and trade Raymond.
4. Put Hettie, Lily, Phyllis, and Sarah into the active squad and speak with
Edward for the female pilots-only bonus and 1 RP.
5. Put Watt into the active squad.
6. Scout Julius at the Mess Room and trade Phyllis.
7. Scout Mark at the Gym and trade Gordon.

The new squad lineup should be:

Active:

Walter
Edward
Hettie
Mark
Darril
Patrick

Reserve:

Julius
Lily
Sarah
Watt

Now, all Scouting bonuses have been obtained. The only thing left now is to
recruit the remaining rare pilots with conditions to meet. Anyways, head to
the Mess Room and speak with Laura. If you have Warlus at the Hangar, she
will leave. Speak with Jeff nearby for 4 RP. Also, the Hangar has some new
gear for usage.

Replace any Raptor or Cemetery for the Chronik MG. If you are using Gale or
the Catsray SGs, switch out for the Girino SG. If you used MS weapons, go
for the Piz 3 and replace your Donkey MS. Seriously, Launchers aren't a
great way to go until you Scout an S-Type Launcher pilot. 2 pure Strikers
and Walter along with Edward being secondary Strikers work better for the
time being. Survival Simulator is up to the 50th floor now. More uncommon
goods can be found here and the Garsade can now be fought as well.

Equip Bauers Legs on everyone then Move Out when ready.

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

Difficulty: ****
Enemies: 24
Bosses: 0
Units: 6
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 35 turns or less without
any lost pilots.

Link Squad A:

Jammer A(Leader)
Gunner A
Launcher A
Launcher A

Link Squad B:

Jammer C(Leader)
Launcher B
Striker

Link Squad C:

Jammer B(Leader)
Launcher A
Launcher A

Link Squad D:

Striker(Leader)
Assault B
Gunner B

Link Squad E:

Assault A(Leader)
Gunner A
Gunner B

Link Squad F:

Gunner B(Leader)
Jammer A
Launcher A

Link Squad G:

Jammer C(Leader)
Launcher B
Launcher B

Link Squad H:

Gunner B(Leader)
Striker

Battle Reward
----------------
Pilot EXP - 3900
CP - 2600

Enemy Composition
------------------------------------------------------------------------------
Riot Police Assault A in Warlus - Total 1
AP: 19  MV: 7   Lv: 16  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1194             (I) SG - 21 x 9, 1-3, 3 AP
Arms - 662              (I) SG - 21 x 9, 1-3, 3 AP
Legs - 792
Evasion - 0%
Armor - Piercing
Defense - 36/36/8
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 6                 Assault Link R
Gun - 1                 Boost I
Lcn - 1                 Terror Shot I
Mec - 1                 Speed I
Jam - 1
------------------------------------------------------------------------------
Riot Police Assault B in Warlus - Total 1
AP: 19  MV: 7   Lv: 16  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1194             (P) MG - 23 x 8, 1-4, 4 AP
Arms - 662              (P) MG - 23 x 8, 1-4, 4 AP
Legs - 925
Evasion - 0%
Armor - Piercing
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 6                 Assault Link R
Gun - 1                 Boost I
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner A in Kyojun - Total 2
AP: 19  MV: 7   Lv: 16  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1073             (P) RF - 145 x 1, 1-7, 6 AP
Arms - 601              (I) KN - 18 x 1, 1, 1 AP
Legs - 792
Evasion - 0%
Armor - Piercing
Defense - 14/14/8
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1                 Zoom
Gun - 6
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner B in Kyojun - Total 4
AP: 19  MV: 4   Lv: 16  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1073             (P) RF - 145 x 1, 1-7, 6 AP(one)
Arms - 601              (I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 792              (F + I) BZ - 120 x 1 + 84, 3-6, 6 AP(two)
Evasion - 0%            (I) KN - 18 x 1, 1, 1 AP(see BZ)
Armor - Piercing        (P) GG - 11 x 22, 1-6, 6 AP(one)
Defense - 14/14/14      (I) KN - 18 x 1, 1, 1 AP(see GG)
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1                 Zoom
Gun - 6                 Block DMG 30(RF Link Leader)
Lcn - 1                 Panic Shot II(BZ Link Leader)
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Jammer A in Schakal - Total 2
AP: 19  MV: 7   Lv: 16  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1073             (F) FT - 51 x 3, 1-2, 3 AP
Arms - 601              (I) KN - 18 x 1, 1, 1 AP
Legs - 792
Evasion - 0%
Armor - Piercing
Defense - 8/8/8
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 2                 Feint I(Link Leader)
Gun - 1                 Freeze Shot(Link Leader)
Lcn - 1
Mec - 1
Jam - 6
------------------------------------------------------------------------------
Riot Police Jammer B in Schakal - Total 1
AP: 19  MV: 6   Lv: 16  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1073             (F) FT - 51 x 3, 1-2, 3 AP
Arms - 601              (I) KN - 18 x 1, 1, 1 AP
Legs - 832
Evasion - 22%
Armor - Piercing
Defense - 8/8/8
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 2                 Minus Shot I
Gun - 1
Lcn - 1
Mec - 1
Jam - 6
------------------------------------------------------------------------------
Riot Police Jammer C in Schakal - Total 2
AP: 19  MV: 8   Lv: 16  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1073             (F) FT - 51 x 3, 1-2, 3 AP
Arms - 601              (I) KN - 18 x 1, 1, 1 AP
Legs - 950
Evasion - 0%
Armor - Piercing
Defense - 8/8/8
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 2                 Panic Shot I(Link Leader 1)
Gun - 1                 Freeze Shot(Link Leader 2)
Lcn - 1
Mec - 1
Jam - 6
------------------------------------------------------------------------------
Riot Police Launcher A in Enyo - Total 5
AP: 23  MV: 4   Lv: 16  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 953              (I) KN - 79 x 1, 1, 1 AP
Arms - 522              (I) KN - 79 x 1, 1, 1 AP
Legs - 743              (F) MS(5) - 159 x 2, 6-8, 16 AP
Evasion - 0%            (F) MS(5) - 159 x 2, 6-8, 16 AP
Armor - Fire
Defense - 12/12/12
Job Levels:             Skills:
Stk - 3                 Striker Link L
Asl - 1                 Striker Link R
Gun - 1                 Max AP + 2
Lcn - 6                 Max AP + 2
Mec - 1                 AP Charge + 1
Jam - 1                 AP Charge + 1
------------------------------------------------------------------------------
Riot Police Launcher B in Enyo - Total 3
AP: 23  MV: 7   Lv: 16  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 953              (I) KN - 18 x 1, 1, 1 AP
Arms - 522              (I) KN - 18 x 1, 1, 1 AP
Legs - 792              (F) MS(5) - 159 x 2, 6-8, 16 AP
Evasion - 0%            (F) MS(5) - 159 x 2, 6-8, 16 AP
Armor - Fire
Defense - 12/12/8
Job Levels:             Skills:
Stk - 1                 Max AP + 2
Asl - 1                 Max AP + 2
Gun - 1                 AP Charge + 1
Lcn - 6                 AP Charge + 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Striker in Scintilla - Total 3
AP: 19  MV: 7   Lv: 16  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1254             (P) PB - 92 x 1, 1, 1 AP(one)
Arms - 694              (P) PB - 92 x 1, 1, 1 AP(see PB)
Legs - 792              (I) RD - 112 x 1, 1, 1 AP(two)
Evasion - 2%            (I) RD - 112 x 1, 1, 1 AP(see RD)
Armor - Impact
Defense - 20/20/8
Job Levels:             Skills:
Stk - 6                 Striker Link L
Asl - 1                 Striker Link R
Gun - 1                 Charge I
Lcn - 1                 Footwork
Mec - 1                 Defense I(RD Link Leader)
Jam - 1
------------------------------------------------------------------------------

Recommendation:

Walter - Chronik MG + Press Needle PB.
Skills - Barrage, Speed I, Terror Shot I, Pincers
Edward - Chronik MG + Press Needle PB.
Skills - Blast Strike, Slice Shot I, Defense I, Repair AP - 2
Hettie - Press Needle PB + Press Needle PB.
Skills - EMP Recovery, Double Punch I, Charge I, Defense + 4
Mark - Winee RF.
Skills - Blast Shot, Panic Shot I, Accuracy + 2%
Darril - Press Needle PB + Press Needle PB.
Skills - Double Punch I, Charge I, Revenge, Defense + 4
Patrick - Chronik MG.
Skills - EMP Recovery, Minus Shot I, Fix DMG I, Evasion + 2%, AP Damage

Equipment - Rank 7. Bauers Legs on all. Switch to Warlus Arms for anyone
using Chronik MG and Scintilla Arms for anyone using Press Needle PB. Repair
items are recommended.

Strategy:

As if the mission wasn't long enough before, the upgraded wanzers make it
more drawn-out. Jammers must always die first and always be on the lookout
for the multiple Launchers in the area. Again, Strikers will be the main
damage dealer and Darril shines once again with his skill activation rate.
Pincer with Hettie and Darril while everyone else supports them. You'll
need to really work at it to reach Excellent Performance. There isn't much of
a plan other than Darril and Hettie doing the kills.

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

Difficulty: *****
Enemies: 20
Bosses: 1
Units: 6
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: Turn limit exceeded(35) or all ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 35 turns or less with
only one pilot dead.

Link Squad A:

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

Link Squad B:

ASA-9X(Leader)
Assault A(Leader)
Assault A
Striker A
Striker B

Link Squad C:

Striker C(Leader)
Assault B
Gunner B

Link Squad D:

Assault B(Leader)
Launcher A
Striker B

Link Squad E:

Striker C(Leader)
Assault B
Gunner B

Link Squad F:

Launcher B(Leader)
Assault B
Striker B

Battle Reward
----------------
Pilot EXP - 4200
CP - 2900

Enemy Composition
------------------------------------------------------------------------------
Boss - ASA-9X Pilot in ASA-9X(Gunner)
AP: 26  MV: 6   Lv: 20  AP Charge: 26
Unit Loadout:           Weapon Loadout:
Body - 8946             (P) MG - 19 x 15, 1-4, 2 AP, 90-73%
Evasion - 0%            (F + I) BZ - 163 x 1 + 133, 1-10, 6 AP, 92-67%
Armor - None            (N) CN - 372 x 1, 1-8, 14 AP, 99-92%
Defense - 0
Pilot Type - Aggressive
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Speed I
Asl - 2                 Hammer Down             Penetration - 31 target(CN)
Gun - 6                 Assault Link            Blast Range - 3 squares(BZ)
Lcn - 1                 Gunner Link
Mec - 1                 Zoom
Jam - 1                 Blast Shot
------------------------------------------------------------------------------
Assault A in Warlus - Total 2
AP: 19  MV: 7   Lv: 17  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1194             (P) MG - 20 x 10, 1-4, 4 AP(one)
Arms - 662              (P) MG - 20 x 10, 1-4, 4 AP(see MG)
Legs - 925              (I) SG - 23 x 9, 1-3, 3 AP(one)
Evasion - 16%           (I) SG - 23 x 9, 1-3, 3 AP(see SG)
Armor - Piercing
Defense - 36/36/36
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 6                 Assault Link R
Gun - 1                 Boost I
Lcn - 1                 Dead Shot - 3 rounds(SG)
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Assault B in Warlus - Total 4
AP: 19  MV: 8   Lv: 17  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1433             (P) MG - 34 x 7, 1-4, 4 AP(two)
Arms - 794              (P) MG - 34 x 7, 1-4, 4 AP(see MG)
Legs - 1110             (I) SG - 25 x 9, 1-3, 3 AP(one)
Evasion - 16%           (I) SG - 25 x 9, 1-3, 3 AP(see SG)
Armor - Piercing        (I) SG - 35 x 7, 1-3, 3 AP(one)
Defense - 36/36/36      (I) SG - 35 x 7, 1-3, 3 AP(see SG)
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 6                 Assault Link R
Gun - 1                 Boost I
Lcn - 1                 Slice Shot I(25 x 9 SG Link Leader)
Mec - 1                 Panic Shot II(25 x 9 SG Link Leader)
Jam - 1                 Dead Shot - 3 rounds(SG)
------------------------------------------------------------------------------
Gunner A in Kyojun - Total 4
AP: 19  MV: 4   Lv: 17  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1073             (P) RF - 162 x 1, 1-7, 6 AP(two)
Arms - 601              (I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 832              (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP(two)
Evasion - 16%           (I) KN - 18 x 1, 1, 1 AP(see BZ)
Armor - Piercing
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1                 Zoom
Gun - 6                 Penetration - 1 target(RF)
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Gunner B in Kyojun - Total 2
AP: 19  MV: 4   Lv: 17  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1288             (P) RF - 181 x 1, 1-7, 6 AP
Arms - 722              (I) KN - 18 x 1, 1, 1 AP
Legs - 998
Evasion - 16%
Armor - Piercing
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1                 Zoom
Gun - 6                 Penetration - 1 target(RF)
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Launcher A in Enyo - Total 1
AP: 23  MV: 4   Lv: 17  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 1143             (I) KN - 18 x 1, 1, 1 AP
Arms - 625              (I) KN - 18 x 1, 1, 1 AP
Legs - 892              (F) MS(5) - 206 x 2, 6-8, 20 AP
Evasion - 16%           (F) MS(5) - 206 x 2, 6-8, 20 AP
Armor - Fire
Defense - 12/12/12
Job Levels:             Skills:
Stk - 1                 Max AP + 2
Asl - 1                 Max AP + 2
Gun - 1                 AP Charge + 1
Lcn - 6                 AP Charge + 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Launcher B in Enyo - Total 1
AP: 23  MV: 4   Lv: 17  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 1143             (I) KN - 18 x 1, 1, 1 AP
Arms - 625              (I) KN - 18 x 1, 1, 1 AP
Legs - 892              (F) MS(5) - 231 x 2, 6-8, 22 AP
Evasion - 16%           (F) MS(5) - 231 x 2, 6-8, 22 AP
Armor - Fire
Defense - 12/12/12
Job Levels:             Skills:
Stk - 1                 Max AP + 2
Asl - 1                 Max AP + 2
Gun - 1                 AP Charge + 1
Lcn - 6                 AP Charge + 1
Mec - 1                 AP Cost 0
Jam - 1
------------------------------------------------------------------------------
Striker A in Scintilla - Total 1
AP: 19  MV: 7   Lv: 17  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1254             (I) KN - 86 x 1, 1, 1 AP
Arms - 694              (I) SD - 66 x 1, 1, 1 AP
Legs - 975
Evasion - 32%
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 6                 Striker Link L
Asl - 1                 Charge I
Gun - 1                 Footwork
Lcn - 1                 First(KN)
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Striker B in Scintilla - Total 3
AP: 19  MV: 8   Lv: 17  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1505             (I) KN - 94 x 1, 1, 1 AP
Arms - 832              (I) SD - 72 x 1, 1, 1 AP
Legs - 1171
Evasion - 32%
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 6                 Striker Link L
Asl - 1                 Charge I
Gun - 1                 Footwork
Lcn - 1                 Revenge(Link Leader)
Mec - 1                 First(KN)
Jam - 1
------------------------------------------------------------------------------
Striker C in Scintilla - Total 2
AP: 19  MV: 8   Lv: 17  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1806             (I) KN - 102 x 1, 1, 1 AP
Arms - 998              (I) SD - 78 x 1, 1, 1 AP
Legs - 1171
Evasion - 32%
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 6                 Striker Link L          Boost I(Link Leader 2)
Asl - 1                 Charge I                First(KN)
Gun - 1                 Footwork
Lcn - 1                 Defense I(Link Leader)
Mec - 1                 Anti-Strike(Link Leader)
Jam - 1                 Revenge(Link Leader 2)
------------------------------------------------------------------------------

Recommendation:

Walter - Chronik MG + Hot Needle PB.
Skills - Barrage, Speed I, Terror Shot I, Pincers
Edward - Chronik MG + Hot Needle PB.
Skills - Blast Strike, Slice Shot I, Defense I, Repair AP - 2
Hettie - Hot Needle PB + Hot Needle PB.
Skills - Double Punch I, Charge I, Revenge, Defense + 4
Mark - Winee RF.
Skills - Blast Shot, Panic Shot I, Accuracy + 2%
Darril - Hot Needle PB + Hot Needle PB.
Skills - Double Punch I, Charge I, Revenge, Defense + 4
Patrick - Chronik MG.
Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2%, AP Damage

Equipment - Rank 8. Switch to Warlus Arms for anyone using Chronik MG and
Scintilla Arms for anyone using Hot Needle PB. Repair items are highly
recommended.

Strategy:

If you thought the past missions were difficult, it's not going to get any
easier from this point onward. This is one brutal mission and likely the
first major roadblock if you did fine in the other missions. For starters,
the turn limit has been shortened by 3 turns. While you could easily finish
this mission under 25 turns, it will be a difficult struggle to do so here.
Enemies have bigger upgrades than in most missions, both weapon and wanzer.
Apart from the Evasion modifier, the enemies gain their exclusive weapon
skill if present. Expect RF Gunners to pierce through your squad lined up
and SG Assaults getting free shots with Dead Shot.

As for the ASA-9X, its CN can now pierce through targets one space adjacent
to another pilot. Not only do you have to avoid pilots to be behind another,
but spread them out as well. This effectively enables the boss to use the
BZ to devastating effect, still with its impressive Blast Range of 3 spaces.
It also gains an Accuracy modifier for its MG and BZ, which means those will
pretty much hit the mark. Last but not least, ASA-9X is the first boss that
can Link with a separate Link squad apart from its own. This isn't shown in
the briefings and will only appear if a unit from the other squad attacks
with ASA-9X within range. Without a doubt, it can really kill your squad now.

With that out of the way, you need execution, planning, and a bit of luck to
finish this mission before time is up. You can Remodel to finish the mission
at an earlier time, but that takes the fun of the challenge away. Brute
offense is the way to go here. Whenever you take on a Link squad, kill the
weaker units first than gang up on the leader unit. The Strikers go last since
they take a long time to destroy in this mission. Repair only when you are in
danger status as you really need to be on the offensive in this mission. If
another Link squad attacks and it will happen, ignore them and finish off the
one you are trying to destroy. The less attacks you receive, the more you can
concentrate on the offensive and waste less time on Repairing.

In the final room, lure 2 units from the nearest Link squad and destroy
them quickly. Once the other 2 units show up, kill them too. Now, time for
ASA-9X and its Link squad. As stated above, be wary of the CN and BZ of the
prototype S-Type wanzer. Send Darril to kill those Gunners and always have
Edward Repairing. You'll need to use Repair items with the others to stay
alive so don't hesistate to use one. When it is down to ASA-9X alone, be
careful to stay within weapon range but away from the BZ's explosion radius.
Your Leg parts are bound to be destroyed here but don't bother Restoring them
as long as you are in weapon range.

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

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

Time to watch another cutscene. After it is done, you will regain control
of the game. Just keep talking and watch the cutscene that appears.

------------------------------------------------------------------------------
BARGHEST                                                        [BARG]
------------------------------------------------------------------------------

A quick cutscene follows after the previous intermission.

------------------------------------------------------------------------------
SOUTH AMERICA                                                   [SAME]
------------------------------------------------------------------------------

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

Scouting List:

Simulator - Muriel(Jam-S), William(Asl), Cecil(Lcn)
Lounge - Ella(Asl), Cindy(Lcn), Dean(Lcn)
Gym - Cassius(Mec), Ted(Mec), Brenda(Asl), Ezra(Jam)
Mess Hall - Eric(Stk), Andy(Gun)
Bunks - Lynette(Stk), Olive(Gun), Bert(Stk)

Information Update:

1. Max pilot count raised to 12.
2. Camouflage #21 enabled.
3. 4 RP - Bert at the Bunks, first choice from option.
4. New equipment at the Hangar.

Now that Walter is with the Barghest, you can Scout 2 more pilots without
having to trade out any of the ones you have. Onto the Scouting duties:

1. Put Julius and Watt into the active squad.
2. Scout Cecil at the Simulator.
3. Scout Muriel at the Simulator.

The squad should now be:

Active:

Walter
Hector
Hettie
Mark
Darril
Patrick

Reserve:

Cecil
Julius
Muriel
Lily
Sarah
Watt

With 2 S-Type Jammers, you can opt to change the active squad to benefit
from their leader skills and disabling capabilities or stick with the old
2 Striker setup. Either setup is useful, but to kill enemies quicker, let
the current setup remain unchanged. The Survival Simulator is now opening up
to the higher floors and rare equipment, starting at 60. If you want to farm
Zenith parts and its derivatives, this is the way to go.

Back to the game, check out the Hangar and trade in those Press or Hot Needle
PBs for Last Stake PBs. Also grab the Ibis RF for Mark. It has the useful
Penetration skill, which will help to speed up the enemy kills. After
selecting Move Out, be sure to select the second choice when speaking with
Joseph. Speak with Steve nearby and the Schakal will be in the Hangar.

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

Difficulty: **
Enemies: 9 + 6 reinforcements
Bosses: 0
Units: 6
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: Passenger jet destroyed or all ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 20 turns or less without
any lost pilots. The Passenger Jet must not take any damage to itself.

Link Squad A:

Assault A(Leader)
Assault A
Gunner
Gunner
Launcher A

Link Squad B:

Striker B(Leader)
Striker A
Striker A
Striker A

(Reinforcement Link Squads)

Link Squad C:

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

Battle Reward
----------------
Pilot EXP - 4500
CP - 3200

Enemy Composition
------------------------------------------------------------------------------
FARSA Assault A in Zenith - Total 2 * System Down status inflicted *
AP: 20  MV: 0   Lv: 18  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 829              (P) MG - 20 x 10, 1-4, 4 AP
Arms - 460              (I) SG - 23 x 9, 1-3, 3 AP
Legs - 643
Evasion - 0%
Armor - Impact
Defense - 32/32/32
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 6                 Assault Link R
Gun - 1                 Boost I
Lcn - 1                 Terror Shot II(Link Leader)
Mec - 1                 Dead Shot - 3 rounds(SG)
Jam - 1
------------------------------------------------------------------------------
FARSA Gunner in Kyojun - Total 2
AP: 20  MV: 4   Lv: 18  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1288             (P) RF - 162 x 1, 1-7, 6 AP(one)
Arms - 722              (I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 998              (F + I) BZ - 138 x 1 + 111, 3-6, 6 AP(one)
Evasion - 0%            (I) KN - 18 x 1, 1, 1 AP(see BZ)
Armor - Fire
Defense - 14/14/14
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1                 Zoom
Gun - 6                 Penetration - 1 target(RF)
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
FARSA Launcher A in Enyo - Total 1
AP: 24  MV: 4   Lv: 18  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 1143             (I) KN - 18 x 1, 1, 1 AP
Arms - 625              (I) KN - 18 x 1, 1, 1 AP
Legs - 892              (F) MS(5) - 181 x 2, 6-8, 18 AP
Evasion - 0%            (F) MS(5) - 181 x 2, 6-8, 18 AP
Armor - Fire
Defense - 12/12/12
Job Levels:             Skills:
Stk - 1                 Max AP + 2
Asl - 1                 Max AP + 2
Gun - 1                 AP Charge + 1
Lcn - 6                 AP Charge + 1
Mec - 1                 MS Reload MAX(BP, 2)
Jam - 1                 All Repair MAX(BP, 4)
------------------------------------------------------------------------------
FARSA Striker A in Scintilla - Total 3
AP: 20  MV: 7   Lv: 18  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1045             (I) KN - 79 x 1, 1, 1 AP
Arms - 579              (P) PB - 92 x 1, 1, 1 AP
Legs - 812
Evasion - 16%
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 6                 Striker Link L
Asl - 1                 Striker Link R
Gun - 1                 Charge I
Lcn - 1                 Footwork
Mec - 1                 First(KN/PB)
Jam - 1
------------------------------------------------------------------------------
FARSA Striker B in Scintilla - Total 1
AP: 20  MV: 7   Lv: 18  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1254             (I) KN - 86 x 1, 1, 1 AP
Arms - 694              (P) PB - 101 x 1, 1, 1 AP
Legs - 975
Evasion - 16%
Armor - None
Defense - 20/20/20
Job Levels:             Skills:
Stk - 6                 Striker Link L          First(KN/PB)
Asl - 1                 Striker Link R
Gun - 1                 Charge I
Lcn - 1                 Footwork
Mec - 1                 Auto Machine
Jam - 1                 Revenge
------------------------------------------------------------------------------

Reinforcements:

(turn 5)

------------------------------------------------------------------------------
FARSA Assault B in Zenith - Total 1
AP: 20  MV: 7   Lv: 18  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 1194             (P) MG - 20 x 10, 1-4, 4 AP
Arms - 662              (I) SG - 23 x 9, 1-3, 3 AP
Legs - 925
Evasion - 6%
Armor - Impact
Defense - 32/32/32
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 6                 Assault Link R
Gun - 1                 Boost I
Lcn - 1                 Terror Shot II
Mec - 1                 Auto Machine
Jam - 1                 Dead Shot - 3 rounds(SG)
------------------------------------------------------------------------------
FARSA Jammer in Schakal - Total 1
AP: 20  MV: 6   Lv: 18  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 894              (F) FT - 51 x 3, 1-2, 3 AP
Arms - 500              (I) KN - 18 x 1, 1, 1 AP
Legs - 694
Evasion - 22%
Armor - Piercing
Defense - 8/8/8
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 2
Gun - 1
Lcn - 1
Mec - 1
Jam - 6
------------------------------------------------------------------------------
FARSA Launcher B in Enyo - Total 2
AP: 24  MV: 4   Lv: 18  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 953              (I) KN - 18 x 1, 1, 1 AP
Arms - 522              (I) KN - 18 x 1, 1, 1 AP
Legs - 743              (F) MS(5) - 181 x 2, 6-8, 18 AP
Evasion - 0%            (F) MS(5) - 181 x 2, 6-8, 18 AP
Armor - Fire
Defense - 12/12/12
Job Levels:             Skills:
Stk - 1                 Max AP + 2
Asl - 1                 Max AP + 2
Gun - 1                 AP Charge + 1
Lcn - 6                 AP Charge + 1
Mec - 1                 MS Reload MAX(BP, 2)
Jam - 1
------------------------------------------------------------------------------
FARSA Mechanic in Giza - Total 1
AP: 20  MV: 6   Lv: 18  AP Charge: 14
Unit Loadout:           Weapon Loadout:
Body - 848              (P) MG - 23 x 8, 1-4, 4 AP
Arms - 472              (I) SD - 18 x 1, 1, 1 AP
Legs - 660
Evasion - 0%
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 2                 Slice Shot I
Gun - 1
Lcn - 6
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Striker A - Total 1
Skills - Striker Link L, Striker Link R, Charge I, Footwork
------------------------------------------------------------------------------

Defense target:

Airliner J-9(Passenger Jet) - Total 1
Body - 6000
------------------------------------------------------------------------------

Optional target:

Fuel Truck SC4(Fuel Truck) - Total 1
Body - 10
------------------------------------------------------------------------------

Recommendation:

Walter - Chronik MG + Last Stake PB.
Skills - Barrage, Speed I, Terror Shot I, Pincers
Hector - Chronik MG + Last Stake PB.
Skills - Blast Strike, Slice Shot I, Defense I, Repair AP - 2
Hettie - Last Stake PB + Last Stake PB.
Skills - Double Punch I, Charge I, Revenge, Defense + 4
Mark - Ibis RF.
Skills - Blast Shot, Panic Shot I, Accuracy + 2%
Darril - Last Stake PB + Last Stake PB.
Skills - Double Punch I, Charge I, Revenge, Defense + 4
Patrick - Chronik MG.
Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2%, AP Damage

Equipment - Rank 8. Switch to Warlus Arms for anyone using Chronik MG and
Scintilla Arms for anyone using Last Stake PB.

Strategy:

The mission is pretty much identical apart from the inability to Repair the
Passenger Jet. Nothing to serious to worry about. A rare breather mission
on Hard Mode.

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

Difficulty: ***
Enemies: 19
Bosses: 0
Units: 6
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: Enemy transport helicopter reaches container or all ally
units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 25 turns or less without
any lost pilots.

Link Squad A:

Launcher B(Leader)
Heli Pilot(Leader)
Gunner B
Mechanic A
Striker

Link Squad B:

Assault B(Leader)
Gunner A
Mechanic A
Striker

Link Squad C:

Mechanic B(Leader)
Heli Pilot(Leader)
Assault A
Assault A

Link Squad D:

Gunner C(Leader)
Heli Pilot(Leader)
Launcher A

Link Squad E:

Assault B(Leader)
Heli Pilot(Leader)
Assault A

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

Enemy Composition
------------------------------------------------------------------------------
Riot Police Assault A in Zenith - Total 3
AP: 20  MV: 8   Lv: 19  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1720             (P) MG - 20 x 10, 1-4, 4 AP(one)
Arms - 952              (I) SG - 23 x 9, 1-3, 3 AP(see MG)
Legs - 1332             (P) MG - 22 x 10, 1-4, 4 AP(two)
Evasion - 6%            (I) SG - 25 x 9, 1-3, 3 AP(see MG)
Armor - Impact
Defense - 32/32/32
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Dead Shot - 3 rounds(SG)
Asl - 7                 All Hit
Gun - 1                 Assault Link L
Lcn - 1                 Assault Link R
Mec - 1                 Speed I
Jam - 1                 Boost I
------------------------------------------------------------------------------
Riot Police Assault B in Zenith - Total 2
AP: 21  MV: 8   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1720             (P) MG - 22 x 10, 1-4, 4 AP
Arms - 952              (I) SG - 25 x 9, 1-3, 3 AP
Legs - 1332
Evasion - 12%
Armor - Impact
Defense - 32/32/32
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Panic Shot II(Link Leader)
Asl - 7                 All Hit                 Minus Shot II(Link Leader 2)
Gun - 1                 Assault Link L          Barrage(Link Leader 2)
Lcn - 1                 Assault Link R          Dead Shot - 3 rounds(SG)
Mec - 1                 Speed I
Jam - 1                 Boost I
------------------------------------------------------------------------------
Riot Police Gunner A in Grille Sechs - Total 1
AP: 20  MV: 4   Lv: 19  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1358             (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP
Arms - 748              (I) KN - 18 x 1, 1, 1 AP
Legs - 1055
Evasion - 0%
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 EMP Recovery
Asl - 1                 Hammer Down
Gun - 7                 Gunner Link L
Lcn - 1                 Panic Shot II
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner B in Grille Sechs - Total 1
AP: 20  MV: 4   Lv: 19  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1629             (P) RF - 181 x 1, 1-7, 6 AP
Arms - 897              (I) KN - 18 x 1, 1, 1 AP
Legs - 1265
Evasion - 0%
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 EMP Recovery
Asl - 1                 Hammer Down
Gun - 7                 Gunner Link L
Lcn - 1                 Panic Shot II
Mec - 1                 Penetration - 1 target(RF)
Jam - 1
------------------------------------------------------------------------------
Riot Police Gunner C in Grille Sechs - Total 1
AP: 21 MV: 4    Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1629             (F + I) BZ - 138 x 1 + 111, 3-6, 6 AP
Arms - 897              (I) KN - 18 x 1, 1, 1 AP
Legs - 1265
Evasion - 0%
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 EMP Recovery
Asl - 1                 Hammer Down
Gun - 7                 Gunner Link L
Lcn - 1                 Panic Shot II
Mec - 1                 Quick Draw
Jam - 1                 Leg Breaker
------------------------------------------------------------------------------
Heli Pilot in Shamrock - Total 4
AP: 25  MV: 6   Lv: 19  AP Charge: 19
Unit Loadout:           Weapon Loadout:
Body - 1721             None
Evasion - 0%
Armor - None
Defense - 0
Job Levels:             Skills:
Stk - 1                 Max AP + 2
Asl - 1                 Max AP + 2
Gun - 1                 Max AP + 1
Lcn - 7                 AP Charge + 1
Mec - 1                 AP Charge + 1
Jam - 1                 AP Charge + 2
------------------------------------------------------------------------------
Riot Police Launcher A in Enyo - Total 1
AP: 25  MV: 4   Lv: 19  AP Charge: 19
Unit Loadout:           Weapon Loadout:
Body - 1371             (I) KN - 94 x 1, 1, 1 AP
Arms - 749              (I) KN - 94 x 1, 1, 1 AP
Legs - 1071             (F) MS(5) - 206 x 2, 6-8, 20 AP
Evasion - 0%            (F) MS(5) - 206 x 2, 6-8, 20 AP
Armor - Fire
Defense - 12/12/12
Job Levels:             Skills:
Stk - 3                 EMP Recovery            Max AP + 1
Asl - 1                 Double Launcher         AP Charge + 1
Gun - 1                 Striker Link L          AP Charge + 1
Lcn - 7                 Striker Link R          AP Charge + 2
Mec - 1                 Max AP + 2              First(KN)
Jam - 1                 Max AP + 2
------------------------------------------------------------------------------
Riot Police Launcher B in Scintilla - Total 1
AP: 26  MV: 6   Lv: 20  AP Charge: 19
Unit Loadout:           Weapon Loadout:
Body - 1806             (I) KN - 18 x 1, 1, 1 AP
Arms - 867              (P) GG - 17 x 24, 1-8, 6 AP
Legs - 1140             (F) MS(6) - 71 x 4, 6-8, 20 AP
Evasion - 10%           (F) MS(6) - 71 x 4, 6-8, 20 AP
Armor - Impact
Defense - 20/8/16
Job Levels:             Skills:
Stk - 1                 EMP Recovery            AP Charge + 1
Asl - 1                 Double Launcher         AP Charge + 1
Gun - 3                 Gunner Link R           AP Charge + 2
Lcn - 7                 Max AP + 2              Speed II
Mec - 1                 Max AP + 2              MS Burst
Jam - 1                 Max AP + 1
------------------------------------------------------------------------------
Riot Police Mechanic A in Giza - Total 2
AP: 20  MV: 6   Lv: 19  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1222             (P) MG - 20 x 10, 1-4, 4 AP
Arms - 681              (I) SD - 19 x 1, 1, 1 AP
Legs - 950
Evasion - 0%
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 EMP Recovery
Asl - 1                 Full Defense
Gun - 1                 Slice Shot I
Lcn - 1
Mec - 7
Jam - 1
------------------------------------------------------------------------------
Riot Police Mechanic B in Giza - Total 1
AP: 21  MV: 6   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1467             (P) MG - 22 x 10, 1-4, 4 AP
Arms - 818              (I) SD - 20 x 1, 1, 1 AP
Legs - 1140
Evasion - 0%
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 EMP Recovery
Asl - 2                 Full Defense
Gun - 1                 Assault Link L
Lcn - 1                 Slice Shot I
Mec - 7                 Terror Shot II
Jam - 1                 Weakpoint
------------------------------------------------------------------------------
Riot Police Striker in Scintilla - Total 2
AP: 20  MV: 8   Lv: 19  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1806             (I) KN - 94 x 1, 1, 1 AP
Arms - 998              (I) KN - 94 x 1, 1, 1 AP
Legs - 1406
Evasion - 16%
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 7                 EMP Recovery            Double Punch I
Asl - 1                 Hard Strike             First(KN)
Gun - 1                 Striker Link L
Lcn - 1                 Striker Link R
Mec - 1                 Charge I
Jam - 1                 Footwork
------------------------------------------------------------------------------

Recommendation:

Walter - Chronik MG + Last Stake PB.
Skills - Barrage, Speed I, Terror Shot I, Pincers
Hector - Chronik MG + Last Stake PB.
Skills - Blast Strike, Slice Shot I, Defense I, Repair AP - 2
Hettie - Last Stake PB + Last Stake PB.
Skills - Double Punch I, Hard Strike, Revenge, Defense + 4
Mark - Ibis RF.
Skills - Blast Shot, Panic Shot I, Heli Hunt, Zoom, Accuracy + 2%
Darril - Last Stake PB + Last Stake PB.
Skills - Double Punch I, Charge I, Revenge, Defense + 4
Patrick - Chronik MG.
Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2%, AP Damage

Equipment - Rank 8. Switch to Warlus Arms for anyone using Chronik MG and
Scintilla Arms for anyone using Last Stake PB.

Strategy:

A standard Hard Mode mission by now. Just remember to EMP the Strikers and
crush the Mechanics first. The Heli Pilots have not improved at all so they
are still easy experience for your squad. Prioritize them first above all
else, but watch your HP.

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

This section ends with another cutscene unsurprisingly.

------------------------------------------------------------------------------
CAMBODIA                                                        [CAMB]
------------------------------------------------------------------------------

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

Scouting List:

Simulator - Boris(Lcn), Mary(Jam)
Lounge - None
Gym - Oliver(Asl), Herman(Jam), William(Asl)
Mess Hall - Lucas(Stk-S), Cecily(Lcn-S), Noah(Mec), Guy(Mec)
Bunks - Lisa(Gun), Vincent(Asl), Harold(Gun), Simon(Gun), Egbert(Stk)

Information Update:

1. 6 RP - Gerald at the Operations Room, after speaking with Enos, making a
choice from an option, and Enos is done talking.
2. New equipment at the Hangar.

After our fun from staying in South America, we are back to Fort Monus Base.
Time to snag ourselves a Zaftran Vyzov. Head to the Operations Room first
and speak with Enos. When given an option, choose the first choice and keep
talking with Enos. Talk with Gerald for the 6 RP bonus. Next, go to the Gym
and talk with everyone until they aren't saying anything new. Last step for
now is to go to the Junior Officer's Room and speak with Max, Dennis, Roland,
and Enos.

Now is the time for, you guessed it, Scouting duties:

1. Scout Lucas at the Mess Hall and trade Hettie.
2. Scout Cecily at the Mess Hall and trade Sarah.

The squad should now be:

Active:

Walter
Hector
Lucas
Mark
Darril
Patrick

Reserve:

Cecil
Cecily
Julius
Muriel
Lily
Watt

Survival Simulator is now up to 70 floors and the EC German Schnecke wanzer
Grille Sechs and its derivatives are up for grabs. As usual, check out the
Hangar. Blizzaia parts are now available so replace that Warlus Arm and go
with a Blizzaia Arm. It is lighter and has higher Accuracy, which is needed
if you want better damage with Chronik. If you wish, you can use it on Mark's
unit since the 2% less Accuracy is made up with higher Defense and HP. Move
Out when you're ready.

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

Difficulty: ****
Enemies: 21 + 2 reinforcements
Bosses: 0
Units: 6
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 30 turns or less with
only one pilot dead.

Link Squad A:

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

Link Squad B:

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

Link Squad C:

Jammer(Leader)
Gunner
Launcher B
Launcher B

Link Squad D:

Striker B(Leader)
Striker A
Launcher D
Mechanic A

Link Squad E:

Launcher C(Leader)
Jammer
Launcher A

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

Enemy Composition
------------------------------------------------------------------------------
Grimnir Assault A in Zenith - Total 1
AP: 21  MV: 8   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1720             (P) MG - 22 x 10, 1-4, 4 AP
Arms - 952              (I) SG - 25 x 9, 1-3, 3 AP
Legs - 1332
Evasion - 6%
Armor - Impact
Defense - 32/32/32
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 7                 Assault Link R
Gun - 1                 Speed I
Lcn - 1                 Boost I
Mec - 1                 Dead Shot - 3 rounds(SG)
Jam - 1
------------------------------------------------------------------------------
Grimnir Gunner A in Grille Sechs - Total 3
AP: 21  MV: 4   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1629             (P) RF - 181 x 1, 1-7, 6 AP(two)
Arms - 897              (I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 1265             (P) GG - 17 x 17, 1-6, 6 AP(one)
Evasion - 0%            (I) KN - 18 x 1, 1, 1 AP(see GG)
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1                 Panic Shot II
Gun - 7                 Penetration - 1 target(RF)
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Grimnir Gunner B in Grille Sechs - Total 2
AP: 21  MV: 4   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1900             (P) GG - 15 x 21, 1-6, 6 AP(one)
Arms - 1046             (I) KN - 18 x 1, 1, 1 AP(see GG)
Legs - 1475             (F + I) BZ - 147 x 1 + 121, 3-6, 6 AP(one)
Evasion - 0%            (I) KN - 18 x 1, 1, 1 AP(see BZ)
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 EMP Recovery
Asl - 1                 Hammer Down
Gun - 7                 Gunner Link L
Lcn - 1                 Panic Shot II
Mec - 1                 Quick Draw(BZ)
Jam - 1
------------------------------------------------------------------------------
Grimnir Gunner A in C2 Container(Container) - Total 1
AP: 21  MV: 0   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 3509             (P) RF - 177 x 1, 1-8, 6 AP, 96-78%
Evasion - 0%
Armor - Impact
Defense - 20
Job Levels:             Skills:
Stk - 1                 Gunner Link
Asl - 1                 Panic Shot II
Gun - 7                 Penetration - 1 target(RF)
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Grimnir Gunner B in C2 Container(Container) - Total 1
AP: 21  MV: 0   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 4911             (P) RF - 198 x 1, 1-8, 6 AP, 96-78%
Evasion - 0%
Armor - Impact
Defense - 20
Job Levels:             Skills:
Stk - 1                 Gunner Link
Asl - 1                 Panic Shot II
Gun - 7                 Blast Shot
Lcn - 1                 Penetration - 1 target(RF)
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Grimnir Jammer in Schakal - Total 3
AP: 21  MV: 6   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1546             (F) FT - 49 x 4, 1-2, 3 AP
Arms - 867              (I) KN - 18 x 1, 1, 1 AP
Legs - 1197
Evasion - 22%
Armor - Piercing
Defense - 8/8/8
Job Levels:             Skills:
Stk - 1                 EMP Recovery
Asl - 2                 Abyss Shot
Gun - 1                 Assault Link L
Lcn - 1                 Terror Shot I
Mec - 1                 Defend Body(Link Leader)
Jam - 7
------------------------------------------------------------------------------
Grimnir Launcher A in Enyo - Total 1
AP: 26  MV: 4   Lv: 20  AP Charge: 19
Unit Loadout:           Weapon Loadout:
Body - 1371             (I) KN - 94 x 1, 1, 1 AP
Arms - 749              (I) KN - 94 x 1, 1, 1 AP
Legs - 1071             (F) MS(5) - 206 x 2, 6-8, 20 AP
Evasion - 0%            (F) MS(5) - 206 x 2, 6-8, 20 AP
Armor - Fire
Defense - 12/12/12
Job Levels:             Skills:
Stk - 3                 EMP Recovery            Max AP + 1
Asl - 1                 Double Launcher         AP Charge + 1
Gun - 1                 Striker Link L          AP Charge + 1
Lcn - 7                 Striker Link R          AP Charge + 2
Mec - 1                 Max AP + 2              First(KN)
Jam - 1                 Max AP + 2
------------------------------------------------------------------------------
Grimnir Launcher B in Enyo - Total 3
AP: 26  MV: 8   Lv: 20  AP Charge: 19
Unit Loadout:           Weapon Loadout:
Body - 1371             (I) KN - 94 x 1, 1, 1 AP
Arms - 749              (I) KN - 94 x 1, 1, 1 AP
Legs - 1140             (F) MS(5) - 206 x 2, 6-8, 20 AP(three)
Evasion - 0%            (F) MS(5) - 206 x 2, 6-8, 20 AP(see MS)
Armor - Fire            (F) GR(4) - 514 x 1, 4-6, 21 AP(one)
Defense - 12/12/8       (F) GR(4) - 514 x 1, 4-6, 21 AP(see GR)
Job Levels:             Skills:
Stk - 3                 EMP Recovery            Max AP + 1
Asl - 1                 Double Launcher         AP Charge + 1
Gun - 1                 Striker Link L          AP Charge + 1
Lcn - 7                 Striker Link R          AP Charge + 2
Mec - 1                 Max AP + 2              First(KN)
Jam - 1                 Max AP + 2
------------------------------------------------------------------------------
Grimnir Launcher C in Enyo - Total 1
AP: 26  MV: 4   Lv: 20  AP Charge: 19
Unit Loadout:           Weapon Loadout:
Body - 1599             (I) KN - 102 x 1, 1, 1 AP
Arms - 873              (I) KN - 102 x 1, 1, 1 AP
Legs - 1250             (F) GR(4) - 555 x 1, 4-6, 23 AP
Evasion - 0%            (F) GR(4) - 555 x 1, 4-6, 23 AP
Armor - Fire
Defense - 12/12/12
Job Levels:             Skills:
Stk - 1                 EMP Recovery            AP Charge + 1
Asl - 1                 Double Launcher         AP Charge + 2
Gun - 1                 Max AP + 2              GR Burst(GR)
Lcn - 7                 Max AP + 2              First(KN)
Mec - 1                 Max AP + 1
Jam - 1                 AP Charge + 1
------------------------------------------------------------------------------
Grimnir Launcher D in Enyo - Total 1
AP: 26  MV: 4   Lv: 20  AP Charge: 19
Unit Loadout:           Weapon Loadout:
Body - 1371             (I) KN - 110 x 1, 1, 1 AP
Arms - 749              (I) KN - 110 x 1, 1, 1 AP
Legs - 1071             (F) MS(6) - 256 x 2, 6-8, 24 AP
Evasion - 0%            (F) MS(6) - 256 x 2, 6-8, 24 AP
Armor - Fire
Defense - 12/12/12
Job Levels:             Skills:
Stk - 3                 EMP Recovery            Max AP + 1
Asl - 1                 Double Launcher         AP Charge + 1
Gun - 1                 Striker Link L          AP Charge + 1
Lcn - 7                 Striker Link R          AP Charge + 2
Mec - 1                 Max AP + 2              First(KN)
Jam - 1                 Max AP + 2
------------------------------------------------------------------------------
Grimnir Mechanic A in Giza - Total 1
AP: 21  MV: 6   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1467             (P) MG - 32 x 8, 1-4, 4 AP
Arms - 818              (I) KN - 18 x 1, 1, 1 AP
Legs - 1140
Evasion - 0%
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 EMP Recovery
Asl - 2                 Full Defense
Gun - 1                 Assault Link L
Lcn - 1                 Slice Shot I
Mec - 7
Jam - 1
------------------------------------------------------------------------------
Grimnir Mechanic B in Giza - Total 1
AP: 21  MV: 6   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1712             (P) MG - 34 x 7, 1-4, 4 AP
Arms - 955              (I) KN - 18 x 1, 1, 1 AP
Legs - 1330
Evasion - 0%
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 2                 Slice Shot I
Gun - 1                 Defend Body
Lcn - 1
Mec - 7
Jam - 1
------------------------------------------------------------------------------
Grimnir Striker A in Scintilla - Total 1
AP: 21  MV: 8   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1806             (I) RD - 159 x 1, 1, 1 AP
Arms - 998              (P) PB - 131 x 1, 1, 1 AP
Legs - 1140
Evasion - 0%
Armor - Impact
Defense - 20/20/4
Job Levels:             Skills:
Stk - 7                 EMP Recovery            First(RD/PB)
Asl - 1                 Hard Strike
Gun - 1                 Striker Link L
Lcn - 1                 Striker Link R
Mec - 1                 Charge I
Jam - 1                 Footwork
------------------------------------------------------------------------------
Grimnir Striker B in Scintilla - Total 1
AP: 21  MV: 8   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 2107             (I) KN - 110 x 1, 1, 1 AP
Arms - 1164             (P) PB - 131 x 1, 1, 1 AP
Legs - 1330
Evasion - 0%
Armor - Impact
Defense - 20/20/4
Job Levels:             Skills:
Stk - 7                 EMP Recovery            Double Punch II
Asl - 1                 Hard Strike             First(KN/PB)
Gun - 1                 Striker Link L
Lcn - 1                 Striker Link R
Mec - 1                 Charge I
Jam - 1                 Footwork
------------------------------------------------------------------------------

Reinforcements:

(destroy Gunner A in Container)

------------------------------------------------------------------------------
Gunner B with GG - Total 1
Skills - Gunner Link L, Panic Shot II
------------------------------------------------------------------------------

(destroy Gunner B in Container)

------------------------------------------------------------------------------
Grimnir Assault B in Zenith - Total 1
AP: 21  MV: 8   Lv: 20  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1720             (P) MG - 34 x 7, 1-4, 4 AP
Arms - 952              (I) SG - 35 x 7, 1-3, 3 AP
Legs - 1332
Evasion  - 6%
Armor - Impact
Defense - 32/32/32
Job Levels:             Skills:
Stk - 1                 Assault Link L          Dead Shot - 3 rounds(SG)
Asl - 7                 Assault Link R
Gun - 1                 Speed I
Lcn - 1                 Boost I
Mec - 1                 Switch II
Jam - 1                 Freeze Shot
------------------------------------------------------------------------------

Recommendation:

Walter - Chronik MG + Last Stake PB.
Skills - Barrage, Speed I, Terror Shot I, Pincers
Hector - Chronik MG + Last Stake PB.
Skills - Blast Strike, Slice Shot I, Defense I, Repair AP - 2
Lucas - Last Stake PB + Last Stake PB.
Skills - Double Punch I, Hard Strike, Revenge, Defense + 4
Mark - Ibis RF.
Skills - Blast Shot, Panic Shot I, Zoom, Accuracy + 2%
Darril - Last Stake PB + Last Stake PB.
Skills - Double Punch I, Charge I, Revenge, Defense + 4
Patrick - Chronik MG.
Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2%, AP Damage

Equipment - Rank 9. Switch to Blizzaia Arms for anyone using Chronik MG and
Scintilla Arms for anyone using Last Stake PB. Blizzaia Legs for Walter and
Patrick.

Strategy:

Destroy the Link squad by the East first, but don't attack the Containers.
That gets the nearby trio of Gunners up and running for attacks. Intercept
the incoming squad by the South, and then approach the trio of Gunners. The
5-unit Link squad and the farthest Link squad should start moving soon. Take
down one Container and the wanzer that comes out of it. When either squad
is within reach, destroy them with Links. Take out the second Container and
the wanzer inside to finish this.

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

Difficulty: *****
Enemies: 17(4 NEW) + 8 optional targets
Bosses: 0
Units: 6
Allies: 0
Winning Condition: Destroy all enemies except sentry guns.
Losing Condition: Turn limit exceeded(35) or all ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 35 turns or less without
any lost pilots.

The following items are rewarded for greater mission performance:

Rank 9 Body(Black Knight) - Destroy 2 sentry guns.
Rank 9 RF(Iguchi Type 5) - Destroy 4 sentry guns.
Rank 9 Body(Kyojun A) - Destroy 6 sentry guns.
Rank 9 KN(Double Nail) - Destroy all 8 sentry guns.

Link Squad A:

Assault B(Leader/NEW)
Mechanic A(NEW)
Striker A

Link Squad B:

Gunner B(Leader)
Assault

Link Squad C:

Striker B(Leader)
Gunner A

Link Squad D:

Striker B(Leader)
Gunner A

Link Squad E:

Assault B(Leader)
Gunner A

Link Squad F:

Assault B(Leader)
Striker A

Link Squad G:

Mechanic B(Leader/NEW)
Gunner A

Link Squad H:

Mechanic B(Leader/NEW)
Gunner A

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

Enemy Composition
------------------------------------------------------------------------------
Grimnir Assault A in Zenith - Total 1
AP: 21  MV: 8   Lv: 21  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1433             (P) MG - 20 x 10, 1-4, 4 AP
Arms - 794              (I) SG - 23 x 9, 1-3, 3 AP
Legs - 1110
Evasion - 6%
Armor - Impact
Defense - 32/32/32
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 7                 Assault Link R
Gun - 1                 Speed I
Lcn - 1                 Boost I
Mec - 1                 Dead Shot - 3 rounds(SG)
Jam - 1
------------------------------------------------------------------------------
Grimnir Assault B in Zenith - Total 2 + 1(NEW)
AP: 22  MV: 8   Lv: 22  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1720             (P) MG - 22 x 10, 1-4, 4 AP
Arms - 952              (I) SG - 25 x 9, 1-3, 3 AP
Legs - 1332
Evasion - 12%
Armor - Impact
Defense - 32/32/32
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Switch II
Asl - 7                 All Hit                 Anti-Shot(non-S)
Gun - 1                 Assault Link L          Terror Shot III(S)
Lcn - 1                 Assault Link R          Item Break(non-S LL)
Mec - 1                 Speed I                 Dead Shot - 3 rounds(SG)
Jam - 1                 Boost I
------------------------------------------------------------------------------
Grimnir Gunner A in Grille Sechs - Total 5
AP: 22  MV: 4   Lv: 21  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1358             (P) RF - 162 x 1, 1-7, 6 AP(three)
Arms - 748              (I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 1055             (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP(two)
Evasion - 0%            (I) KN - 18 x 1, 1, 1 AP(see BZ)
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 EMP Recovery
Asl - 1                 Hammer Down
Gun - 7                 Gunner Link L
Lcn - 1                 Panic Shot II
Mec - 1                 Penetration - 1 target(RF)
Jam - 1
------------------------------------------------------------------------------
Grimnir Gunner B in Grille Sechs - Total 1
AP: 22  MV: 4   Lv: 22  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1629             (F + I) BZ - 138 x 1 + 111, 3-6, 6 AP
Arms - 897              (I) KN - 18 x 1, 1, 1 AP
Legs - 1265
Evasion - 0%
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1                 Panic Shot II
Gun - 7                 Quick Draw
Lcn - 1                 Zoom
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Grimnir Mechanic A in Giza - Total 1(NEW)
AP: 22  MV: 6   Lv: 21  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1222             (P) MG - 20 x 10, 1-4, 4 AP
Arms - 681              (I) SD - 19 x 1, 1, 1 AP
Legs - 950
Evasion - 0%
Armor - Impact
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 2                 Slice Shot I
Gun - 1
Lcn - 1
Mec - 7
Jam - 1
------------------------------------------------------------------------------
Grimnir Mechanic B in Giza - Total 2(NEW)
AP: 22  MV: 6   Lv: 22  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1467             (P) MG - 22 x 10, 1-4, 4 AP
Arms - 818              (I) SD - 20 x 1, 1, 1 AP
Legs - 1140
Evasion - 0%
Armor - Impact
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Auto Machine(S)
Asl - 2                 Full Defense
Gun - 1                 Assault Link L
Lcn - 1                 Slice Shot I
Mec - 7                 Terror Shot II(non-S)
Jam - 1                 Defend Body
------------------------------------------------------------------------------
Grimnir Striker A in Scintilla - Total 2
AP: 22  MV: 8   Lv: 21  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1505             (I) KN - 86 x 1, 1, 1 AP(one)
Arms - 832              (P) PB - 101 x 1, 1, 1 AP(see KN)
Legs - 1171             (I) RD - 123 x 1, 1, 1 AP(one)
Evasion - 16%           (P) PB - 101 x 1, 1, 1 AP(see RD)
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 7                 EMP Recovery            First(KN/PB/RD)
Asl - 1                 Hard Strike
Gun - 1                 Striker Link L
Lcn - 1                 Striker Link R
Mec - 1                 Charge I
Jam - 1                 Footwork
------------------------------------------------------------------------------
Grimnir Striker B in Scintilla - Total 2
AP: 22  MV: 8   Lv: 22  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1806             (I) KN - 94 x 1, 1, 1 AP
Arms - 998              (P) PB - 111 x 1, 1, 1 AP
Legs - 1406             (I) RD - 135 x 1, 1, 1 AP
Evasion - 22%           (P) PB - 111 x 1, 1, 1 AP
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 7                 EMP Recovery            Double Punch II
Asl - 1                 Hard Strike             Chain Down - 2%(KN/PB)
Gun - 1                 Striker Link L          Feint II(RD/PB)
Lcn - 1                 Striker Link R          First(KN/PB/RD)
Mec - 1                 Charge I
Jam - 1                 Footwork
------------------------------------------------------------------------------

Optional target:

Grimnir Gunner in Railed MG L02(Sentry Gun) - Total 8
AP: 22  MV: 7   Lv: 22  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 6211             (P) GG - 31 x 17, 1-8, 6 AP, 81-65%
Evasion - 0%
Armor - Piercing
Defense - 20
Job Levels:             Skills:
Stk - 1                 Gunner Link
Asl - 1                 Panic Shot II
Gun - 7
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------

Recommendation:

Walter - Chronik MG + Girino SG.
Skills - Switch II, Speed I, Terror Shot I, Pincers
Hector - Chronik MG + Last Stake PB.
Skills - Blast Strike, Full Defense, Slice Shot I, Repair AP - 2
Cecily - Piz 3 MS x 2.
Skills - Inferno, Double Launcher, Max AP + 1/2(2), AP Charge + 1(2)
Mark - Ibis RF.
Skills - Blast Shot, Panic Shot I, Zoom, Accuracy + 2%
Darril - Last Stake PB + Last Stake PB.
Skills - Double Punch I, Charge I, Revenge, Defense + 4
Patrick - Chronik MG.
Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2%, AP Damage

Equipment - Rank 9. Switch to Blizzaia Arms for anyone using Chronik MG and
Scintilla Arms for anyone using Last Stake PB. Blizzaia Legs for Walter and
Patrick.

* For Excellent Performance *

Pilots - Walter, Hector, Watt, Mark, Darril, Patrick

Weapons - Artassaut SP MG(all except Mark and Darril), Girino 2(Walter with
Artassaut SP also), Glowtusk SS RF(Mark), Last Stake SP PB x 2(Darril)

Skills - Switch II(Walter), Weakpoint(Hector), Double Punch I(Darril), Quick
Draw(Mark), Speed I, Speed II, Defense + 4, Accuracy + 2%, Evasion + 2%, AP
Damage(Watt and Patrick)

Equipment - Rank 12. Coga R2 Mk.II Legs on all and at least one part that
has Anti-Piercing on. Hector with Repair and Patrick with Repair EMP. Walter
and Mark with Item Turbo packed with Repair 800 and All Repair 200. Darril
with Turbo.

Strategy:

This is another mission where EMP is key to warding off additional damage. If
going only for the wanzers, just move counter-clockwise and allow the wanzers
to move close. Destroy the turrets if they bother you, but be sure to use EMP
first. For the destruction of all targets, you really should be using high
Rank weapons and equipment. If the suggested setup for this is too much to
meet, you can get away with upgrading the weapons you have. Be sure you can
destroy a turret within 3 turns or less to stand a chance of destroying all
enemies. Same counter-clockwise motion is the suggested method of approach.

Seriously though, you can grab these items in Survival Simulator...

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

Difficulty: ****
Enemies: 16
Bosses: 1
Units: 6
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: Turn limit exceeded(30) or all ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 30 turns or less with
only one pilot dead.

Link Squad A:

Dire Wolf(Leader)
Mechanic
Mechanic
Assault B
Gunner

Link Squad B:

Dire Wolf(Leader)
Jammer(Leader)
Gunner
Launcher A
Launcher B

Link Squad C:

Dire Wolf(Leader)
Striker(Leader)
Jammer
Launcher A
Launcher B

Link Squad D:

Assault A(Leader)
Gunner
Jammer
Launcher B

Battle Reward
----------------
Pilot EXP - 5700
CP - 4800

Enemy Composition
------------------------------------------------------------------------------
Boss - T-xa Pilot in Dire Wolf(Assault)
AP: 22  MV: 8   Lv: 22  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 3512             (P) GG - 22 x 26(2), 1-8, 6 AP, 91-75%
Arms - 1968             (I) KN - 318 x 1(1), 1, 1 AP, 60% Bonus, 94-94%
Legs - 2731             (F) FT - 110 x 4(2), 2-6, 3 AP, 76-61%
Evasion - 56%
Armor - Piercing
Defense - 40/40/40
Pilot Type - Aggressive
Job Levels:             Skills:
Stk - 3                 EMP Recovery            Wolf Fang
Asl - 8                 All Hit                 Minus Shot II
Gun - 2                 Striker Link            Damage Modifier
Lcn - 1                 Gunner Link
Mec - 1                 Assault Link
Jam - 1                 Speed II
------------------------------------------------------------------------------
Grimnir Assault A in Zenith - Total 1
AP: 22  MV: 8   Lv: 22  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1433             (P) MG - 20 x 10, 1-4, 4 AP
Arms - 794              (I) SG - 23 x 9, 1-3, 3 AP
Legs - 1110
Evasion - 22%
Armor - Impact
Defense - 32/32/32
Job Levels:             Skills:
Stk - 1                 Assault Link L          Dead Shot - 3 rounds(SG)
Asl - 8                 Assault Link R
Gun - 1                 Speed II
Lcn - 1                 Boost I
Mec - 1                 Switch II
Jam - 1                 Panic Shot II
------------------------------------------------------------------------------
Grimnir Assault B in Zenith - Total 1
AP: 22  MV: 8   Lv: 22  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1720             (P) MG - 22 x 10, 1-4, 4 AP
Arms - 952              (I) SG - 25 x 9, 1-3, 3 AP
Legs - 1332
Evasion - 22%
Armor - Impact
Defense - 32/32/32
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Barrage
Asl - 8                 All Hit                 Switch II
Gun - 1                 Assault Link L          Dead Shot - 3 rounds(SG)
Lcn - 1                 Assault Link R
Mec - 1                 Speed II
Jam - 1                 Boost I
------------------------------------------------------------------------------
Grimnir Gunner in Grille Sechs - Total 3
AP: 22  MV: 4   Lv: 22  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1358             (P) RF - 162 x 1, 1-7, 6 AP(one)
Arms - 748              (I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 1055             (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP(one)
Evasion - 16%           (I) KN - 18 x 1, 1, 1 AP(see BZ)
Armor - Piercing        (F + I) BZ - 138 x 1 + 111, 3-6, 6 AP(one)
Defense - 16/16/16      (I) KN - 18 x 1, 1, 1 AP
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Penetration - 1 target(RF)
Asl - 1                 Hammer Down
Gun - 8                 Gunner Link L
Lcn - 1                 Panic Shot II
Mec - 1                 Zoom
Jam - 1                 Quick Draw(BZ, Dire Wolf)
------------------------------------------------------------------------------
Grimnir Jammer in Schakal - Total 3
AP: 22  MV: 6   Lv: 22  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1288             (F) FT - 42 x 4, 1-2, 3 AP
Arms - 722              (I) KN - 18 x 1, 1, 1 AP
Legs - 998
Evasion - 38%
Armor - Piercing
Defense - 8/8/8
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Hellfire
Asl - 2                 Abyss Shot
Gun - 1                 Assault Link L
Lcn - 1                 Terror Shot I
Mec - 1                 Defend Body(S)
Jam - 8                 Minus Shot III(S)
------------------------------------------------------------------------------
Grimnir Launcher A in Enyo - Total 2
AP: 27  MV: 4   Lv: 22  AP Charge: 19
Unit Loadout:           Weapon Loadout:
Body - 1143             (I) KN - 86 x 1, 1, 1 AP
Arms - 625              (I) KN - 86 x 1, 1, 1 AP
Legs - 892              (F) MS(5) - 181 x 2, 6-8, 18 AP
Evasion - 16%           (F) MS(5) - 181 x 2, 6-8, 18 AP
Armor - Fire
Defense - 12/12/12
Job Levels:             Skills:
Stk - 1                 EMP Recovery            AP Charge + 1
Asl - 1                 Double Launcher         AP Charge + 2
Gun - 1                 Max AP + 2              Inferno
Lcn - 8                 Max AP + 2              First(KN)
Mec - 1                 Max AP + 1
Jam - 1                 AP Charge + 1
------------------------------------------------------------------------------
Grimnir Launcher B in Enyo - Total 3
AP: 27  MV: 8   Lv: 22  AP Charge: 19
Unit Loadout:           Weapon Loadout:
Body - 1143             (I) KN - 86 x 1, 1, 1 AP
Arms - 625              (I) KN - 86 x 1, 1, 1 AP
Legs - 950              (F) MS(5) - 181 x 2, 6-8, 18 AP(one)
Evasion - 16%           (F) MS(5) - 181 x 2, 6-8, 18 AP(see MS)
Armor - Fire            (F) GR(3) - 473 x 1, 4-6, 19 AP(two)
Defense - 12/12/8       (F) GR(3) - 473 x 1, 4-6, 19 AP(see GR)
Job Levels:             Skills:
Stk - 1                 EMP Recovery            AP Charge + 1
Asl - 1                 Double Launcher         AP Charge + 2
Gun - 1                 Max AP + 2              Inferno
Lcn - 8                 Max AP + 2              First(KN)
Mec - 1                 Max AP + 1
Jam - 1                 AP Charge + 1
------------------------------------------------------------------------------
Grimnir Mechanic in Giza - Total 2
AP: 22  MV: 6   Lv: 22  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1222             (P) MG - 22 x 10, 1-4, 4 AP
Arms - 681              (I) SD - 20 x 1, 1, 1 AP
Legs - 950
Evasion - 16%
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 EMP Recovery
Asl - 1                 Full Defense
Gun - 1                 Slice Shot II
Lcn - 1                 Minus Shot II(non-S)
Mec - 8                 Feint II(S)
Jam - 1
------------------------------------------------------------------------------
Grimnir Striker in Scintilla - Total 1
AP: 22  MV: 8   Lv: 22  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1505             (I) KN - 86 x 1, 1, 1 AP
Arms - 832              (P) PB - 101 x 1, 1, 1 AP
Legs - 1171
Evasion - 32%
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 8                 Striker Link L          First(KN/PB)
Asl - 1                 Striker Link R
Gun - 1                 Charge II
Lcn - 1                 Footwork
Mec - 1                 Double Punch II
Jam - 1                 Revenge Mirror
------------------------------------------------------------------------------

Recommendation:

Walter - Chronik MG + Girino SG.
Skills - Switch II, Speed I, Terror Shot II, Pincers
Hector - Chronik MG + Last Stake PB.
Skills - Blast Strike, Full Defense, Slice Shot I, Repair AP - 2
Lucas - Last Stake PB + Last Stake PB.
Skills - Double Punch I, Hard Strike, Revenge, Defense + 4
Mark - Ibis RF.
Skills - Blast Shot, Panic Shot I, Zoom, Accuracy + 2%, Accuracy + 2%
Darril - Last Stake PB + Last Stake PB.
Skills - Double Punch I, Charge I, Footwork, Defense + 4
Patrick - Chronik MG.
Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2%, AP Damage

Equipment - Rank 9. Switch to Blizzaia Arms for anyone using Chronik MG and
Scintilla Arms for anyone using Last Stake PB. Blizzaia Legs for Walter and
Patrick. Recson Arms for Mark and EMP Backpack on Patrick.

Strategy:

You have 5 more turns to finish the battle in Hard Mode, which is good for
you. The bad? Dire Wolf's Evasion is now ridiculously high and paired with
damage modifiers, you really don't want to eat constant Wolf Fang attacks if
you want to live. However, if you destroyed at least two Sentry Guns from
the prior mission, you'll have the Black Knight Body part. Slap it on Darril
and make sure he has Scintilla Arms and Legs. Not only does he gain the part
skill Anti-Shock to lower the damage, but 10% more max HP to boot for all
parts from Set Bonus as well. The ideal unit to eat Wolf Fang...assuming the
Dire Wolf even concentrates on Darril.

Do not head North to intercept the Jammer and Gunner or else face Dire Wolf
early. Head East and destroy the two Launchers, then converge on the Jammer
and Gunner. Get rid of the Link squad to the North and intercept the squad by
the Northeast. When it's down to the Dire Wolf, attack the Assault and send
Darril up first. With Black Knight and Scintilla parts, he will more than
likely outlast the following Link barrage by the Dire Wolf's squad. EMP the
Assault and destroy the Mechanics. Once all supports are gone, surround and
finish off Dire Wolf.

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

Some more cutscenes play out and this ends the section.

------------------------------------------------------------------------------
ALASKA                                                          [ALAS]
------------------------------------------------------------------------------

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

Scouting List:

Simulator - Matthew(Mec), Neal(Stk)
Lounge - Joshua(Gun-S), Justin(Lcn-S), Jill(Stk)
Gym - Claude(Jam), Peter(Stk), Calvin(Gun), Duke(Asl-S)
Mess Hall - Karl(Asl), Alex(Gun), Lucy(Mec), Donna(Mec)
Bunks - Stanley(Jam), Julia(Asl), Walt(Lcn), Jair(Lcn), Dwayne(Jam)

Information Update:

1. Simulator 16 available.
2. 4 RP - Peter at the Gym.
3. Camouflage #33 - Edward at the Senior Officer's Room, above the Junior
Officer's Room.
4. New equipment at the Hangar.

Feels nice to be back at Fort Monus. First, be sure to snag the Vyzov from
Enos at the Operations Room. And by now, you should know that Scouting fun
comes next as usual. Do the following:

1. Put Cecil, Julius, and Watt into the active squad.
2. Scout Duke at the Gym and trade Patrick.
3. Put Cecil, Duke, Julius, and Lucas into the active squad.
4. Scout Karl at the Mess Hall and trade Muriel.
5. Scout Joshua at the Lounge and trade Mark.
6. Scout Justin at the Lounge and trade Cecily.

The squad lineup should now be...

Active:

Walter
Hector
Justin
Joshua
Darril
Watt

Reserve:

Cecil
Lucas
Julius
Karl
Lily
Duke

By this point, not much needs to be said about what needs to be done. Prepare
for the next mission by buying Coga R2 Legs and Move Out.

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

Difficulty: ***
Enemies: 16(2 NEW)
Bosses: 0
Units: 6
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 25 turns or less without
any lost pilots.

Link Squad A:

Jammer B(Leader)
Heli Pilot(NEW)
Heli Pilot(NEW)
Heli Pilot
Mechanic A

Link Squad B:

Mechanic B(Leader)
Mechanic A
Mechanic A

Link Squad C:

Jammer B(Leader)
Launcher A
Mechanic A

Link Squad D:

Jammer A(Leader)
Gunner
Launcher B

Link Squad E:

Jammer A(Leader)
Striker

Battle Reward
----------------
Pilot EXP - 6000
CP - 5300

Enemy Composition
------------------------------------------------------------------------------
Grimnir Gunner in Grille Sechs - Total 1
AP: 22  MV: 8   Lv: 23  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1629             (P) GG - 17 x 17, 1-6, 6 AP
Arms - 897              (I) KN - 18 x 1, 1, 1 AP
Legs - 1140
Evasion - 0%
Armor - Piercing
Defense - 16/16/4
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1                 Panic Shot II
Gun - 8                 Zoom
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Heli Pilot in Linqid M3 - Total 1 + 2(NEW)
AP: 27  MV: 6   Lv: 23  AP Charge: 19
Unit Loadout:           Weapon Loadout:
Body - 3481             (P) MG - 20 x 10, 1-5, 4 AP
Evasion - 0%            (F) MS(10) - 65 x 6, 6-8, 13 AP
Armor - None
Defense - 0
Job Levels:             Skills:
Stk - 2                 Assault Link            AP Charge + 2
Asl - 1                 Max AP + 2
Gun - 1                 Max AP + 2
Lcn - 8                 Max AP + 1
Mec - 1                 AP Charge + 1
Jam - 1                 AP Charge + 1
------------------------------------------------------------------------------
Grimnir Jammer A in Schakal - Total 2
AP: 22  MV: 6   Lv: 23  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1804             (F) FT - 49 x 4, 1-2, 3 AP
Arms - 1012             (I) KN - 18 x 1, 1, 1 AP
Legs - 1396
Evasion - 22%
Armor - Piercing
Defense - 8/8/8
Job Levels:             Skills:
Stk - 2                 Assault Link L
Asl - 1                 Terror Shot I
Gun - 1                 Block DMG 30(Link Leader)
Lcn - 1                 Feint II(Link Leader)
Mec - 1                 Boost II(Link Leader 2)
Jam - 8                 Terror Shot III(Link Leader 2)
------------------------------------------------------------------------------
Grimnir Jammer B in Schakal - Total 2
AP: 22  MV: 8   Lv: 23  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1804             (F) FT - 49 x 4, 1-2, 3 AP
Arms - 1012             (I) KN - 18 x 1, 1, 1 AP
Legs - 1330
Evasion - 0%
Armor - Piercing
Defense - 8/8/8
Job Levels:             Skills:
Stk - 2                 EMP Recovery
Asl - 1                 Abyss Shot
Gun - 1                 Assault Link L
Lcn - 1                 Terror Shot I(Link Leader 1)
Mec - 1                 Hellfire(Link Leader 2)
Jam - 8                 Defense II(Link Leader 2)
------------------------------------------------------------------------------
Grimnir Launcher A in Enyo - Total 1
AP: 27  MV: 8   Lv: 23  AP Charge: 19
Unit Loadout:           Weapon Loadout:
Body - 1371             (I) KN - 94 x 1, 1, 1 AP
Arms - 749              (I) KN - 94 x 1, 1, 1 AP
Legs - 1110             (F) MS(5) - 206 x 2, 6-8, 20 AP
Evasion - 0%            (F) MS(5) - 206 x 2, 6-8, 20 AP
Armor - Fire
Defense - 12/12/8
Job Levels:             Skills:
Stk - 3                 EMP Recovery            Max AP + 1
Asl - 1                 Double Launcher         AP Charge + 1
Gun - 1                 Striker Link L          AP Charge + 1
Lcn - 8                 Striker Link R          AP Charge + 2
Mec - 1                 Max AP + 2              First(KN)
Jam - 1                 Max AP + 2
------------------------------------------------------------------------------
Grimnir Launcher B in Enyo - Total 1
AP: 27  MV: 8   Lv: 23  AP Charge: 19
Unit Loadout:           Weapon Loadout:
Body - 1371             (I) KN - 94 x 1, 1, 1 AP
Arms - 749              (I) KN - 94 x 1, 1, 1 AP
Legs - 1110             (F) GR(4) - 514 x 1, 4-6, 21 AP
Evasion - 0%            (F) GR(4) - 514 x 1, 4-6, 21 AP
Armor - Fire
Defense - 12/12/4
Job Levels:             Skills:
Stk - 3                 Striker Link L          AP Charge + 1
Asl - 1                 Striker Link R          AP Charge + 2
Gun - 1                 Max AP + 2              First(KN)
Lcn - 8                 Max AP + 2
Mec - 1                 Max AP + 1
Jam - 1                 AP Charge + 1
------------------------------------------------------------------------------
Grimnir Mechanic A in Giza - Total 4
AP: 22  MV: 8   Lv: 23  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1467             (I) SG - 25 x 9, 1-3, 3 AP(two)
Arms - 818              (I) SD - 20 x 1, 1, 1 AP(see SG)
Legs - 1140             (P) MG - 22 x 10, 1-4, 4 AP(one)
Evasion - 0%            (I) KN - 18 x 1, 1, 1 AP(see MG)
Armor - Piercing        (F) MS(5) - 163 x 2, 6-9, 20 AP(one + KN/KN)
Defense - 16/16/8
Job Levels:             Skills:
Stk - 1                 EMP Recovery
Asl - 2(MG/KN + SG/SD)  Full Defense
Gun - 1                 Assault Link L
Lcn - 1                 Slice Shot II
Mec - 8                 Dead Shot - 3 rounds(SG)
Jam - 1                 *MS Mechanic has no skills*
------------------------------------------------------------------------------
Grimnir Mechanic B in Giza - Total 1
AP: 22  MV: 8   Lv: 23  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1712             (P) MG - 34 x 7, 1-4, 4 AP
Arms - 955              (I) KN - 18 x 1, 1, 1 AP
Legs - 1330
Evasion - 0%
Armor - Piercing
Defense - 16/16/8
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 2                 Slice Shot II
Gun - 1                 Defend Body
Lcn - 1                 Weakpoint
Mec - 8
Jam - 1
------------------------------------------------------------------------------
Grimnir Striker in Scintilla - Total 1
AP: 22  MV: 8   Lv: 23  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1806             (I) KN - 94 x 1, 1, 1 AP
Arms - 998              (P) PB - 111 x 1, 1, 1 AP
Legs - 1406
Evasion - 16%
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 8                 Striker Link L
Asl - 1                 Striker Link R
Gun - 1                 Charge II
Lcn - 1                 Footwork
Mec - 1                 Double Punch II
Jam - 1
------------------------------------------------------------------------------

Recommendation:

Walter - Chronik MG + Girino SG.
Skills - Switch II, Speed I, Terror Shot I, Pincers
Hector - Chronik MG + Last Stake PB.
Skills - Blast Strike, Full Defense, Slice Shot I, Repair AP - 2
Justin - Last Stake PB + Piz 3 MS x 2.
Skills - Inferno, Double Launcher, Max AP + 1/2(2), AP Charge + 1(2)
Joshua - Ibis RF.
Skills - Blast Shot, Hammer Down, Heli Hunt, Zoom, Accuracy + 2%
Darril - Last Stake PB + Last Stake PB.
Skills - Double Punch I, Charge I, Footwork, Defense + 4
Watt - Chronik MG.
Skills - Minus Shot I, Feint I, Fix DMG I, Evasion + 2%, AP Damage

Equipment - Rank 9. Switch to Blizzaia Arms for anyone using Chronik MG and
Scintilla Arms for anyone using Last Stake PB. Coga R2 Legs for all.

Strategy:

Same mission as last time with the addition of 2 more Heli Pilots.. fun. With
Coga R2 Legs, traversing through the snowy field should be easier. The Heli
Pilots like to retreat a lot and it is annoying since certain areas still
require 3 AP to move. Also, attacking the Mechanic trio nearby will result in
all units charging your way to attack you. Other than that, standard tactics
will win. This is your last "breather" mission so enjoy it!

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

U.S.N. ALASKA RADIATION RESEARCH COMPLEX
----------------------------------------

Scouting List:

Simulator - Natalie(Jam-S), Johnny(Stk-S)
Mess Hall - Luis(Mec-S), Michael(Lcn), Sarah(Jam), Matthew(Mec), Henry(Gun)
Control Room - Laila(Asl-S), Muriel(Jam-S), Joshua(Gun-S), Lucas(Stk-S),
Boris(Lcn)

Information Update:

1. 6 RP - Muriel at the Control Room, after speaking with Emma at the Mess
Hall.
2. New equipment at the Hangar.
3. Tutorials - James at the Simulator Room.

Ah, finally at Alaska! With Alaska comes the final 30 floors for Survival
Simulator and exclusive goodies! That's right, you can now obtain exclusive
wanzers and weapons that aren't available in a normal file and they help
out a lot. It is recommended to go through it 4 times to gain a good amount
of parts and weapons. Sure, the journey will be long but the rewards are
worth the struggle.

And for the final time, let's do some Scouting!

1. Put Joshua, Justin, Karl, and Lucas into the active squad.
2. Scout Johnny at the Simulator and trade Lucas.
3. Scout Natalie at the Simulator and trade Watt.

The final squad lineup should be...

Active:

Walter
Hector
Justin
Joshua
Darril
Natalie

Reserve:

Cecil
Johnny
Julius
Karl
Lily
Duke

Anyways, follow with the plot and get ready for the last leg of the game.
From this point, you can now Remodel and use the Survival Simulator as the
future missions get ugly. However, we will still play fair in the final
missions so that is how the remaining mission strategies will work. A lot of
the exclusive equipment in Survival Simulator are vastly superior to almost
anything in the Hangar and even Battle Simulator rewards. They definitely
make the missions easier, but again, let's fight the good fight til the end!
Move Out when you are done preparations.

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

Difficulty: *****
Enemies: 22
Bosses: 0
Units: 6
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 30 turns or less with
only one pilot dead.

Link Squad A:

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

Link Squad B:

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

Link Squad C:

Assault D(Leader)
Gunner A
Gunner B
Gunner C
Launcher A
Launcher A

Link Squad D:

Assault C(Leader)
Assault A
Striker A
Striker B

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

Enemy Composition
------------------------------------------------------------------------------
Grimnir Assault A in Zenith - Total 1
AP: 23  MV: 8   Lv: 24  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1720             (I) SG - 35 x 7, 1-3, 3 AP
Arms - 952              (I) SG - 35 x 7, 1-3, 3 AP
Legs - 1332
Evasion - 6%
Armor - Impact
Defense - 32/32/32
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 8                 Assault Link R
Gun - 1                 Speed II
Lcn - 1                 Boost I
Mec - 1                 Dead Shot - 4 rounds(SG)
Jam - 1
------------------------------------------------------------------------------
Grimnir Assault B in Zenith - Total 2
AP: 23  MV: 8   Lv: 24  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 2007             (P) MG - 34 x 7, 1-4, 4 AP(one)
Arms - 1110             (P) RF - 200 x 1, 1-7, 6 AP(see MG)
Legs - 1554             (P) MG - 34 x 7, 1-4, 4 AP(one)
Evasion - 6%            (I) RD - 147 x 1, 1, 1 AP(see MG)
Armor - Impact
Defense - 32/32/32
Job Levels:             Skills:
Stk - 3(MG/RD)          EMP Recovery            Boost I
Asl - 8                 All Hit                 Penetration - 2 target(RF)
Gun - 4(MG/RF)          Assault Link L          First(RD)
Lcn - 1                 Gunner Link R(MG/RF)
Mec - 1                 Striker Link R(MG/RD)
Jam - 1                 Speed II
------------------------------------------------------------------------------
Grimnir Assault C in Zenith - Total 1
AP: 23  MV: 8   Lv: 24  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 2294             (P) MG - 34 x 7, 1-4, 4 AP
Arms - 1268             (I) SG - 35 x 7, 1-3, 3 AP
Legs - 1554
Evasion - 6%
Armor - Impact
Defense - 32/32/32
Job Levels:             Skills:
Stk - 1                 Assault Link L          Dead Shot - 4 rounds(SG)
Asl - 8                 Assault Link R
Gun - 1                 Speed II
Lcn - 1                 Boost I
Mec - 1                 Switch II
Jam - 1                 Anti-Shot
------------------------------------------------------------------------------
Grimnir Assault D in Zenith - Total 1
AP: 23  MV: 8   Lv: 24  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 2294             (P) MG - 32 x 8, 1-4, 4 AP
Arms - 1268             (I) SG - 24 x 11, 1-3, 3 AP
Legs - 1520
Evasion - 2%
Armor - Impact
Defense - 32/32/8
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Switch II
Asl - 8                 All Hit                 Defense I
Gun - 1                 Assault Link L          Dead Shot - 4 rounds(SG)
Lcn - 1                 Assault Link R
Mec - 1                 Speed II
Jam - 1                 Boost I
------------------------------------------------------------------------------
Grimnir Gunner A in Grille Sechs - Total 1
AP: 23  MV: 4   Lv: 24  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1629             (F + I) BZ - 138 x 1 + 111, 3-6, 6 AP
Arms - 897              (I) KN - 18 x 1, 1, 1 AP
Legs - 1265
Evasion - 0%
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1                 Panic Shot II
Gun - 8                 Zoom
Lcn - 1
Mec - 1
Jam - 1
------------------------------------------------------------------------------
Grimnir Gunner B in Grille Sechs - Total 3
AP: 23  MV: 8   Lv: 24  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1900             (P) RF - 200 x 1, 1-7, 6 AP(two)
Arms - 1046             (I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 1330             (F + I) BZ - 147 x 1 + 121, 3-6, 6 AP(one)
Evasion - 0%            (I) KN - 18 x 1, 1, 1 AP(see BZ)
Armor - Piercing
Defense - 16/16/4
Job Levels:             Skills:
Stk - 1                 EMP Recovery
Asl - 1                 Hammer Down
Gun - 8                 Gunner Link L
Lcn - 1                 Panic Shot II
Mec - 1                 Zoom
Jam - 1                 Penetration - 2 target(RF)
------------------------------------------------------------------------------
Grimnir Gunner C in Grille Sechs - Total 1
AP: 23  MV: 4   Lv: 24  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 2171             (P) RF - 200 x 1, 1-7, 6 AP
Arms - 1195             (I) KN - 18 x 1, 1, 1 AP
Legs - 1475
Evasion - 0%
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 Gunner Link L
Asl - 1                 Panic Shot II
Gun - 8                 Zoom
Lcn - 1                 Boost I
Mec - 1                 Quick Draw
Jam - 1                 Penetration - 2 target(RF)
------------------------------------------------------------------------------
Grimnir Jammer in Schakal - Total 1
AP: 23  MV: 6   Lv: 24  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 2062             (F) FT - 49 x 4, 1-2, 3 AP
Arms - 1157             (I) KN - 18 x 1, 1, 1 AP
Legs - 1595
Evasion - 22%
Armor - Piercing
Defense - 8/8/8
Job Levels:             Skills:
Stk - 1                 EMP Recovery
Asl - 2                 Abyss Shot
Gun - 1                 Assault Link L
Lcn - 1                 Terror Shot I
Mec - 1                 Hellfire
Jam - 8                 Defend Body
------------------------------------------------------------------------------
Grimnir Launcher A in Enyo - Total 5
AP: 28  MV: 8   Lv: 24  AP Charge: 19
Unit Loadout:           Weapon Loadout:
Body - 1599             (I) KN - 102 x 1, 1, 1 AP
Arms - 873              (I) KN - 102 x 1, 1, 1 AP
Legs - 1330             (F) GR(4) - 473 x 1, 4-6, 23 AP(1, two equipped)
Evasion - 0%            (F) MS(5) - 231 x 2, 6-8, 22 AP(2, two equipped)
Armor - Fire            (F) RK(4) - 556 x 1, 8-10, 24 AP(2, two equipped)
Defense - 12/12/4
Job Levels:             Skills:
Stk - 1                 EMP Recovery            AP Charge + 1
Asl - 1                 Double Launcher         AP Charge + 2
Gun - 1                 Max AP + 2              Inferno
Lcn - 8                 Max AP + 2              First(KN)
Mec - 1                 Max AP + 1
Jam - 1                 AP Charge + 1
------------------------------------------------------------------------------
Grimnir Launcher B in Enyo - Total 1
AP: 28  MV: 8   Lv: 24  AP Charge: 19
Unit Loadout:           Weapon Loadout:
Body - 1827             (I) KN - 110 x 1, 1, 1 AP
Arms - 997              (I) KN - 110 x 1, 1, 1 AP
Legs - 1520             (F) RK(4) - 597 x 1, 1, 26 AP
Evasion - 0%            (F) RK(4) - 597 x 1, 1, 26 AP
Armor - Fire
Defense - 12/12/4
Job Levels:             Skills:
Stk - 3                 Striker Link L          AP Charge + 1
Asl - 1                 Striker Link R          AP Charge + 2
Gun - 1                 Max AP + 2              RK Burst
Lcn - 8                 Max AP + 2              Tackle
Mec - 1                 Max AP + 1              First(KN)
Jam - 1                 AP Charge + 1
------------------------------------------------------------------------------
Grimnir Mechanic A in Giza - Total 1
AP: 23  MV: 6   Lv: 24  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1712             (P) MG - 34 x 7, 1-4, 4 AP
Arms - 955              (I) SD - 21 x 1, 1, 1 AP
Legs - 1330
Evasion - 0%
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 2                 Slice Shot II
Gun - 1                 Remove Shield Limit(SD)
Lcn - 1
Mec - 8
Jam - 1
------------------------------------------------------------------------------
Grimnir Mechanic B in Giza - Total 1
AP: 23  MV: 8   Lv: 24  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1712             (P) MG - 34 x 7, 1-4, 4 AP
Arms - 955              (I) KN - 18 x 1, 1, 1 AP
Legs - 1330
Evasion - 0%
Armor - Piercing
Defense - 16/16/8
Job Levels:             Skills:
Stk - 1                 EMP Recovery
Asl - 1                 Full Defense
Gun - 1                 Slice Shot II
Lcn - 1                 Weakpoint
Mec - 8                 Remove Shield Limit(SD)
Jam - 1
------------------------------------------------------------------------------
Grimnir Striker A in Scintilla - Total 1
AP: 23  MV: 8   Lv: 24  AP Charge: 15
Unit Loaddout:          Weapon Loadout:
Body - 1806             (P) PB - 121 x 1, 1, 1 AP
Arms - 998              (I) RD - 147 x 1, 1, 1 AP
Legs - 1140
Evasion - 2%
Armor - Impact
Defense - 20/20/8
Job Levels:             Skills:
Stk - 8                 Striker Link L
Asl - 1                 Striker Link R
Gun - 1                 Charge II
Lcn - 1                 Footwork
Mec - 1                 First(PB/RD)
Jam - 1
------------------------------------------------------------------------------
Grimnir Striker B in Scintilla - Total 1
AP: 23  MV: 8   Lv: 24  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1806             (I) KN - 102 x 1, 1, 1 AP
Arms - 998              (P) PB - 121 x 1, 1, 1 AP
Legs - 1406
Evasion - 16%
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 8                 Striker Link L
Asl - 1                 Striker Link R
Gun - 1                 Charge II
Lcn - 1                 Footwork
Mec - 1                 First(KN/PB)
Jam - 1
------------------------------------------------------------------------------
Grimnir Striker C in Scintilla - Total 1
AP: 23  MV: 8   Lv: 24  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 2107             (I) RD - 147 x 1, 1, 1 AP
Arms - 1164             (P) MG - 34 x 7, 1-4, 4 AP
Legs - 1641
Evasion - 16%
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 8                 EMP Recovery            Double Assault
Asl - 3                 Hard Strike             First(RD)
Gun - 1                 Striker Link L
Lcn - 1                 Assault Link R
Mec - 1                 Charge II
Jam - 1                 Footwork
------------------------------------------------------------------------------

Recommendation:

Walter - Chronik MG + Girino SG.
Skills - Switch II, Speed II, Pincers, Chain + 2%
Hector - Chronik MG + Last Stake PB.
Skills - Blast Strike, Full Defense, Defense III, Slice Shot I,
Repair AP - 2, EMP Recovery
Justin - Last Stake PB + Piz 3 MS x 2.
Skills - Inferno, Double Launcher, Max AP + 1/2(2), AP Charge + 1/2,
Defense + 4
Joshua - Ibis RF.
Skills - Blast Shot, Hammer Down, Zoom, Accuracy + 2%, Accuracy + 2%
Darril - Last Stake PB + Last Stake PB.
Skills - Double Punch I, Charge II, Footwork, Defense + 4, Evasion + 2%
Natalie - Chronik MG + Press Needle PB.
Skills - Abyss Shot, Feint II, Fix DMG II, Evasion + 2%, AP Damage

Equipment - Rank 10. Repair 1200 and All Repair 400 items are highly
recommended.

Walter

Body - Frost
Right Arm - Zenith
Left Arm - Zenith
Legs - Zenith
BP - Item Turbo

Hector

Body - Eldos
Right Arm - Zenith
Left Arm - Scintilla
Legs - Warlus
BP - Repair

Justin

Body - Cheyenne
Right Arm - Schakal
Left Arm - Schakal
Legs - Coga R2
BP - Item Turbo

Joshua

Body - Recson
Right Arm - Recson
Left Arm - Kyojun
Legs - Warlus
BP - Item Turbo

Darril

Body - Black Knight
Right Arm - Scintilla
Left Arm - Scintilla
Legs - Scintilla
BP - Turbo

Natalie

Body - Uisk
Right Arm - Scintilla
Left Arm - Zenith
Legs - Zenith
BP - EMP

Strategy:

You'll need to demonstrate knowledge of pilot types well here due to the
potential full-way Link battles that can occur. The other enemy Link squads
will waste no time in jumping the fray so you must eliminate the initial
enemies around immediately. Create some distance with the initial units to
prevent other squads from moving in. Natalie should be armor coating or
inflicting Systems or Link Systems Down as much as possible to lower the
potential damage from a Link battle.

Taking out the leaders makes the mission easier as with before since the
enemies won't be able to Link as much without them. Keep everyone spread
out and always prioritize Repairing above attacking here. It is easy to be
destroyed without any exclusive equipment from Survival so you have to be
cautious. When down to the last Link squad or two, go on a full offensive
and blow them away.

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

Difficulty: ****
Enemies: 5
Bosses: 1
Units: 6
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 20 turns or less with
only one pilot dead.

Link Squad:

Morgan(Leader)
Assault
Gunner
Jammer
Mechanic A
Mechanic B

Battle Reward
----------------
Pilot EXP - 6600
CP - 6300

Enemy Composition
------------------------------------------------------------------------------
Boss - Morgan Bernard in Kouten(Gunner)
AP: 24  MV: 6   Lv: 27  AP Charge: 24
Unit Loadout:           Weapon Loadout:
Body - 14462            (P) RF - 251 x 4(1), 4-10, 6 AP, 88-73%
Evasion - 0%            (I) SG - 95 x 6(2), 1-3, 3 AP, 87-69%
Armor - Fire            (F) MS - 255 x 4(1), 6-8, 10 AP, 100%
Defense - 80            (P) CN - 449 x 4(1), 1-5, 14 AP, 98-90%
Pilot Type - Aggressive
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Inferno
Asl - 3                 Hammer Down             Damage Modifier
Gun - 8                 Gunner Link
Lcn - 1                 Assault Link
Mec - 1                 Panic Shot II
Jam - 1                 Zoom
------------------------------------------------------------------------------
Grimnir Assault in Zenith - Total 1
AP: 23  MV: 8   Lv: 26  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 2294             (P) MG - 34 x 7, 1-4, 4 AP
Arms - 1268             (I) SG - 35 x 7, 1-3, 3 AP
Legs - 1520
Evasion - 18%
Armor - Impact
Defense - 32/32/8
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Switch II
Asl - 8                 All Hit                 Barrage
Gun - 1                 Assault Link L          Item Break
Lcn - 1                 Assault Link R          Dead Shot - 4 rounds(SG)
Mec - 1                 Speed II                All Repair MAX(BP, 4)
Jam - 1                 Boost I
------------------------------------------------------------------------------
Grimnir Gunner in Grille Sechs - Total 1
AP: 23  MV: 8   Lv: 26  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 2171             (F + I) BZ - 147 x 1 + 121, 2-6, 6 AP
Arms - 1195             (I) KN - 18 x 1, 1, 1 AP
Legs - 1520
Evasion - 16%
Armor - Piercing
Defense - 16/16/4
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Blast Shot
Asl - 1                 Hammer Down             Minimum Range - 1(BZ)
Gun - 8                 Gunner Link L           All Repair MAX(BP, 4)
Lcn - 1                 Panic Shot II
Mec - 1                 Zoom
Jam - 1                 Quick Draw
------------------------------------------------------------------------------
Grimnir Jammer in Schakal - Total 1
AP: 23  MV: 6   Lv: 26  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 2062             (F) FT - 49 x 4, 1-2, 3 AP
Arms - 1157             (I) KN - 18 x 1, 1, 1 AP
Legs - 1595
Evasion - 38%
Armor - Piercing
Defense - 8/8/8
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Block DMG 60
Asl - 2                 Abyss Shot              Attack + 1(FT)
Gun - 1                 Assault Link L
Lcn - 1                 Terror Shot I
Mec - 1                 Minus Shot II
Jam - 8                 Defend Body
------------------------------------------------------------------------------
Grimnir Mechanic A in Giza - Total 1
AP: 23  MV: 6   Lv: 26  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1712             (P) MG - 34 x 7, 1-4, 4 AP
Arms - 955              (I) SD - 21 x 1, 1, 1 AP
Legs - 1330
Evasion - 16%
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Remove Shield Limit(SD)
Asl - 2                 Full Defense
Gun - 1                 Assault Link L
Lcn - 1                 Slice Shot II
Mec - 8                 Speed II
Jam - 1                 Defend Body
------------------------------------------------------------------------------
Grimnir Mechanic B in Giza - Total 1
AP: 23  MV: 8   Lv: 26  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1712             (P) MG - 34 x 7, 1-4, 4 AP
Arms - 955              (I) SD - 21 x 1, 1, 1 AP
Legs - 1330
Evasion - 16%
Armor - Piercing
Defense - 16/16/8
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Remove Shield Limit(SD)
Asl - 2                 Full Defense
Gun - 1                 Assault Link L
Lcn - 1                 Slice Shot II
Mec - 8                 Panic Shot II
Jam - 1                 Defense II
------------------------------------------------------------------------------

Recommendation:

See Mission 24 recommendations.

Strategy:

The other units are more durable and have more potent skills equipped this
time around. Morgan's armanent is even more dangerous and his machine now
has a bit over 4000 HP more to boot. With Inferno, Morgan's MS is nearly as
dangerous as the 4-shot CN. Speaking of that, it's damage output is even
higher than before and will destroy weakened units in one attack phase. The
Hammer Down skill is almost a guaranteed kill even if you have some of the
exclusive wanzers at your disposal. Start off by making the Jammer eat the
dust then focus on eliminating the other units.

Move as far away as possible as to ensure the Mechanics will not move close
enough to Repair damaged units. The point is that Morgan will move along with
his squad and he will still have just enough AP to use his RF to seriously
damage or destroy weakened units. A Piercing coat greatly helps to lower the
damage from any RF attacks if you wish to armor coat.

Against Morgan, waste his AP below 14 so he cannot use the machine's CN to
destroy a unit. However, he will fire his CN on the Enemy Phase and there
is a very high chance Hammer Down will be activated. Armor coat everyone
with Piercing resistance and hope that the target isn't Hector. The big
aerial mobile weapon will take a longer time to destroy due to a much,
higher HP count and its weapons are flat-out deadly with damage modifiers.

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

Difficulty: *****
Enemies: 28(1 NEW)
Bosses: 0
Units: 6
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 30 turns or less with
only one pilot dead.

Link Squad A:

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

Link Squad B:

Assault B(Leader)
Gunner B
Jammer A
Jammer A(NEW)
Mechanic
Striker

Link Squad C:

Launcher C(Leader)
Assault A
Gunner A
Mechanic
Striker

Link Squad D:

Gunner C(Leader)
Gunner A
Launcher A
Striker

Link Squad E:

Launcher B(Leader)
Assault A
Mechanic
Striker

Link Squad F:

Launcher B(Leader)
Gunner A
Gunner A

Battle Reward
----------------
Pilot EXP - 6900
CP - 6800

Enemy Composition
------------------------------------------------------------------------------
Grimnir Assault A in Zenith - Total 4
AP: 23  MV: 8   Lv: 26  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1730             (P) MG - 34 x 7, 1-4, 4 AP(two)
Arms - 952              (I) SG - 35 x 7, 1-3, 3 AP(see MG)
Legs - 1332             (P) MG - 34 x 7, 1-4, 4 AP(one)
Evasion - 22%           (I) KN - 102 x 1, 1, 1 AP(see MG)
Armor - Impact          (I) SG - 35 x 7, 1-3, 3 AP(one)
Defense - 32/32/32      (P) PB - 121 x 1, 1, 1 AP(see SG)
Job Levels:             Skills:
Stk - 3(MG/KN + SG/PB)  EMP Recovery            Boost II
Asl - 9                 All Hit                 Dead Shot - 4 rounds(SG)
Gun - 1                 Assault Link L          First(KN/PB)
Lcn - 1                 Assault Link R(MG/SG, non-S)
Mec - 1                 Striker Link R(MG/KN + SG/PB)
Jam - 1                 Speed II
------------------------------------------------------------------------------
Grimnir Assault B in Scintilla - Total 1
AP: 23  MV: 8   Lv: 26  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 2408             (I) KN - 110 x 1, 1, 1 AP
Arms - 1330             (P) MG - 32 x 8, 1-4, 4 AP
Legs - 1876
Evasion - 32%
Armor - Impact
Defense - 20/20/20
Job Levels:             Skills:
Stk - 2                 Striker Link L          Barrage
Asl - 9                 Assault Link R          Speed III
Gun - 1                 Speed II                First(KN)
Lcn - 1                 Boost II
Mec - 1                 Double Assault
Jam - 1                 Blast Strike
------------------------------------------------------------------------------
Grimnir Gunner A in Grille Sechs - Total 4
AP: 23  MV: 8   Lv: 26  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1629             (P) RF - 200 x 1, 1-7, 6 AP(one)
Arms - 897              (I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 1140             (F + I) BZ - 147 x 1 + 121, 2-6, 6 AP(three)
Evasion - 16%           (I) KN - 18 x 1, 1, 1 AP(see BZ)
Armor - Piercing
Defense - 16/16/4
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Minimum Range - 1(BZ)
Asl - 1                 Hammer Down
Gun - 9                 Gunner Link L
Lcn - 1                 Panic Shot II
Mec - 1                 Zoom
Jam - 1                 Penetration - 2 target(RF)
------------------------------------------------------------------------------
Grimnir Gunner B in Grille Sechs - Total 2
AP: 23  MV: 4   Lv: 26  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1629             (P) RF - 200 x 1, 1-7, 6 AP(one)
Arms - 897              (I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 1265             (F + I) BZ - 147 x 1 + 121, 2-6, 6 AP(one)
Evasion - 16%           (I) KN - 18 x 1, 1, 1 AP(see BZ)
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Minimum Range - 1(BZ)
Asl - 1                 Hammer Down
Gun - 9                 Gunner Link L
Lcn - 1                 Panic Shot II
Mec - 1                 Zoom
Jam - 1                 Penetration - 2 target(RF)
------------------------------------------------------------------------------
Grimnir Gunner C in Grille Sechs - Total 1
AP: 23  MV: 4   Lv: 26  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 2171             (F + I) BZ - 156 x 1 + 131, 2-6, 6 AP
Arms - 1195             (I) KN - 18 x 1, 1, 1 AP
Legs - 1685
Evasion - 16%
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Quick Draw
Asl - 1                 Hammer Down             Minus Shot III
Gun - 9                 Gunner Link L           Minimum Range - 1(BZ)
Lcn - 1                 Panic Shot II           All Repair MAX(BP, 3)
Mec - 1                 Zoom
Jam - 1                 Blast Shot
------------------------------------------------------------------------------
Grimnir Jammer A in Schakal - Total 1 + 1(NEW)
AP: 23  MV: 6   Lv: 26  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1546             (F) FT - 49 x 4, 1-2, 3 AP
Arms - 867              (I) KN - 18 x 1, 1, 1 AP
Legs - 1197
Evasion - 38%
Armor - Piercing
Defense - 8/8/8
Job Levels:             Skills:
Stk - 1                 Assault Link L
Asl - 2                 Terror Shot I
Gun - 1                 Attack + 1(FT)
Lcn - 1
Mec - 1
Jam - 9
------------------------------------------------------------------------------
Grimnir Jammer B in Schakal - Total 1
AP: 23  MV: 6   Lv: 26  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 2062             (F) FT - 53 x 4, 1-2, 3 AP
Arms - 1157             (I) KN - 18 x 1, 1, 1 AP
Legs - 1595
Evasion - 38%
Armor - Piercing
Defense - 8/8/8
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Attack + 1(FT)
Asl - 2                 Abyss Shot
Gun - 1                 Assault Link L
Lcn - 1                 Terror Shot I
Mec - 1                 Defend Body
Jam - 9                 Hellfire
------------------------------------------------------------------------------
Grimnir Launcher A in Enyo - Total 3
AP: 29  MV: 8   Lv: 26  AP Charge: 19
Unit Loadout:           Weapon Loadout:
Body - 1371             (I) KN - 102 x 1, 1, 1 AP
Arms - 749              (I) KN - 102 x 1, 1, 1 AP
Legs - 1140             (F) MS(5) - 231 x 2, 6-8, 22 AP
Evasion - 16%           (F) MS(5) - 231 x 2, 6-8, 22 AP
Armor - Fire
Defense - 12/12/4
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Max AP + 1
Asl - 1                 Double Launcher         AP Charge + 1
Gun - 1                 AP Cost 0               AP Charge + 1
Lcn - 9                 Max AP + 2              AP Charge + 2
Mec - 1                 Max AP + 2              First(KN)
Jam - 1                 Max AP + 1
------------------------------------------------------------------------------
Grimnir Launcher B in Enyo - Total 2
AP: 29  MV: 8   Lv: 26  AP Charge: 19
Unit Loadout:           Weapon Loadout:
Body - 1827             (I) KN - 110 x 1, 1, 1 AP
Arms - 997              (I) SD - 22 x 1, 1, 1 AP
Legs - 1520             (F) MS(6) - 256 x 2, 6-8, 24 AP
Evasion - 16%           (F) MS(6) - 256 x 2, 6-8, 24 AP
Armor - Fire
Defense - 12/12/4
Job Levels:             Skills:
Stk - 2                 Striker Link L  AP Charge + 1   First(KN)
Asl - 1                 AP Cost 0       AP Charge + 1
Gun - 1                 Max AP + 2      AP Charge + 2
Lcn - 9                 Max AP + 2      Auto Machine(Link Leader 1)
Mec - 1                 Max AP + 1      Tackle(Link Leader 2)
Jam - 1                 Max AP + 1      MS Burst(Link Leader 2)
------------------------------------------------------------------------------
Grimnir Launcher C in Enyo - Total 1
AP: 29  MV: 4   Lv: 26  AP Charge: 19
Unit Loadout:           Weapon Loadout:
Body - 1827             (I) KN - 110 x 1, 1, 1 AP
Arms - 997              (I) KN - 110 x 1, 1, 1 AP
Legs - 1429             (F) MS(6) - 256 x 2, 6-8, 24 AP
Evasion - 16%           (F) MS(6) - 256 x 2, 6-8, 24 AP
Armor - Fire
Defense - 12/12/12
Job Levels:             Skills:
Stk - 3                 EMP Recovery    Max AP + 2      Tackle
Asl - 1                 Double Launcher Max AP + 1      Block DMG 60
Gun - 1                 Striker Link L  Max AP + 1      MS Burst
Lcn - 9                 Striker Link R  AP Charge + 1   First(KN)
Mec - 1                 AP Cost 0       AP Charge + 1   MS Reload MAX(BP, 2)
Jam - 1                 Max AP + 2      AP Charge + 2
------------------------------------------------------------------------------
Grimnir Mechanic in Giza - Total 3
AP: 23  MV: 6   Lv: 26  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1467             (P) MG - 34 x 7, 1-4, 4 AP
Arms - 818              (I) SD - 21 x 1, 1, 1 AP
Legs - 1140
Evasion - 16%
Armor - Piercing
Defense - 16/16/16
Job Levels:             Skills:
Stk - 1                 EMP Recovery
Asl - 1                 Full Defense
Gun - 1                 Slice Shot II
Lcn - 1                 Weakpoint
Mec - 9                 Remove Shield Limit(SD)
Jam - 1
------------------------------------------------------------------------------
Grimnir Striker in Scintilla - Total 3
AP: 23  MV: 8   Lv: 26  AP Charge: 15
Unit Loadout:           Weapon Loadout:
Body - 1806             (I) KN - 102 x 1, 1, 1 AP(one)
Arms - 998              (P) PB - 121 x 1, 1, 1 AP(see KN)
Legs - 1406             (P) PB - 121 x 1, 1, 1 AP(one)
Evasion - 32%           (I) RD - 147 x 1, 1, 1 AP(see PB)
Armor - Impact          (I) RD - 147 x 1, 1, 1 AP(one)
Defense - 20/20/20      (P) PB - 121 x 1, 1, 1 AP(see RD)
Job Levels:             Skills:
Stk - 9                 EMP Recovery            Double Punch II
Asl - 1                 Hard Strike             First(KN/PB/RD)
Gun - 1                 Striker Link L
Lcn - 1                 Striker Link R
Mec - 1                 Charge II
Jam - 1                 Footwork
------------------------------------------------------------------------------

Recommendation:

Walter - Chronik MG + Girino SG.
Skills - Switch II, Speed II, Pincers, Chain + 2%
Hector - Chronik MG + Last Stake PB.
Skills - Blast Strike, Full Defense, Defense III, Slice Shot I,
Repair AP - 2, EMP Recovery
Justin - Last Stake PB + Piz 3 MS x 2.
Skills - Inferno, Double Launcher, Max AP + 1/2(2), AP Charge + 1/2,
Defense + 4
Joshua - Ibis RF.
Skills - Blast Shot, Hammer Down, Zoom, Accuracy + 2%, Accuracy + 2%
Darril - Last Stake PB + Last Stake PB.
Skills - Double Punch I, Charge II, Footwork, Defense + 4, Evasion + 2%
Natalie - Chronik MG + Press Needle PB.
Skills - Abyss Shot, Feint II, Fix DMG II, Evasion + 2%, AP Damage

Equipment - Rank 10. Repair 1200 and All Repair 400 items are highly
recommended.

Walter

Body - Frost
Right Arm - Zenith
Left Arm - Zenith
Legs - Zenith
BP - Item Turbo

Hector

Body - Eldos
Right Arm - Zenith
Left Arm - Scintilla
Legs - Warlus
BP - Repair

Justin

Body - Cheyenne
Right Arm - Schakal
Left Arm - Schakal
Legs - Coga R2
BP - Item Turbo

Joshua

Body - Recson
Right Arm - Recson
Left Arm - Kyojun
Legs - Warlus
BP - Item Turbo

Darril

Body - Black Knight
Right Arm - Scintilla
Left Arm - Scintilla
Legs - Scintilla
BP - Turbo

Natalie

Body - Uisk
Right Arm - Scintilla
Left Arm - Zenith
Legs - Zenith
BP - EMP

Strategy:

The first bulkhead should be fairly easy to handle, but leave the Gunner Link
Leader last. Once all units are destroyed, sink the Gunner and move onto the
next bulkhead. Intercept the squad approaching but get them out of the tight
passages for effective damage dealing. Destroy the other squad and save the
Launcher for last. Spread everyone and keep them back once the Launcher is
destroyed. Staying out of the final bulkhead prevents the one of the 6-unit
Link squads from jumping into the fray. Disable the 6-unit squad that attacks
first and finish off the other 6-unit squad.

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

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

Last chance to do anything you want before the final mission! I don't need
to say much else in this regard really.. it's up to you how to prepare. As
you really have no use for the RP in the next mission aside from use in New
Game +, by all means go ahead and expend it on Remodeling. You'll need it...

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

Difficulty: *****
Enemies: 20
Bosses: 1
Units: 6
Allies: 0
Winning Condition: Destroy all enemies.
Losing Condition: All ally units are destroyed.
Excellent Performance: 4 RP. Beat the mission within 35 turns or less with
only one pilot dead.

Link Squad A:

Glen(Leader)
Jammer
Mechanic
Assault
Striker
Gunner A

Link Squad B:

Glen(Leader)
Gunner B(Leader)
Gunner B
Gunner B
Gunner B

Link Squad C:

Glen(Leader)
Launcher B(Leader)
Launcher B
Launcher B
Launcher B

Link Squad D:

Glen(Leader)
Launcher A(Leader)
Launcher A
Launcher A

Link Squad E:

Glen(Leader)
Striker(Leader)
Assault

Link Squad F:

Glen(Leader)
Assault(Leader)
Striker

Battle Reward
----------------
Pilot EXP - 7200
CP - 7400

Enemy Composition
------------------------------------------------------------------------------
Boss - Glen Duval in Brutal Wolf(Assault)
AP: 24  MV: 8   Lv: 27  AP Charge: 24
Unit Loadout:           Weapon Loadout:
Body - 15922            (P) RD - 311 x 1(2), 1, 1 AP, 100% Bonus, 92-92%
Evasion - 46%           (F) MS(4) - 330 x 2(1), 6-8, 10 AP, 100%
Armor - Impact          (I) SG - 32 x 13(2), 2-3, 3 AP, 94-88%
Defense - 40            (N) CN - 508 x 1(2), 4-10, 7 AP, 99-82%
Pilot Type - Aggressive
Job Levels:             Skills:
Stk - 2                 EMP Recovery    Boost II        Auto Repair 5%
Asl - 9                 All Hit         Hammer Down
Gun - 4                 Striker Link    Speed III
Lcn - 1                 Assault Link    Boost I
Mec - 1                 Gunner Link     Charge I
Jam - 1                 Speed II        Damage Modifier
------------------------------------------------------------------------------
Grimnir Assault in Terror Wolf - Total 3
AP: 24  MV: 6   Lv: 27  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 2294             (P) MG - 22 x 10, 1-5, 4 AP(one)
Arms - 1268             (I) SG - 25 x 9, 1-4, 3 AP(see MG)
Legs - 1595             (F) FT - 49 x 4, 1-3, 3 AP(one)
Evasion - 42%           (I) SG - 35 x 7, 1-4, 3 AP(see FT)
Armor - Piercing        (P) MG - 34 x 7, 1-5, 4 AP(one)
Defense - 92/32/8       (I) SG - 35 x 7, 1-4, 3 AP(see MG)
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Switch II(MG/SG)
Asl - 9                 All Hit                 Fix DMG II(MG/SG, Link Leader)
Gun - 1                 Assault Link L          Defense II(MG/SG, Glen)
Lcn - 1                 Assault Link R          Dead Shot - 5 rounds(SG)
Mec - 1                 Speed II                Attack + 1(MG/SG/FT)
Jam - 1                 Boost II
------------------------------------------------------------------------------
Grimnir Gunner A in Terror Wolf - Total 1
AP: 24  MV: 8   Lv: 27  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 1900             (F + I) BZ - 167 x 1 + 134, 1-7, 6 AP
Arms - 1046             (I) KN - 18 x 1, 1, 1 AP
Legs - 1330
Evasion - 16%
Armor - Piercing
Defense - 92/20/4
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Blast Shot
Asl - 1                 Hammer Down             Minimum Range - 1(BZ)
Gun - 9                 Gun Link L              Attack + 1(BZ)
Lcn - 1                 Minus Shot II
Mec - 1                 Zoom
Jam - 1                 Defend Body
------------------------------------------------------------------------------
Grimnir Gunner B in Terror Wolf - Total 4
AP: 24  MV: 8   Lv: 27  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 2171             (P) RF - 181 x 1, 1-8, 6 AP(two)
Arms - 1195             (I) KN - 18 x 1, 1, 1 AP(see RF)
Legs - 1520             (F + I) BZ - 156 x 1 + 122, 1-7, 6 AP(two)
Evasion - 16%           (I) KN - 18 x 1, 1, 1 AP(see BZ)
Armor - Piercing
Defense - 92/20/4
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Defense I(RF Link Leader)
Asl - 1                 Hammer Down             Penetration - 3 target(RF)
Gun - 9                 Gunner Link L           Minimum Range - 1(BZ)
Lcn - 1                 Panic Shot II           Attack + 1(RF/BZ)
Mec - 1                 Zoom
Jam - 1                 Blast Shot(RF Link Leader)
------------------------------------------------------------------------------
Grimnir Jammer in Terror Wolf - Total 1
AP: 24  MV: 6   Lv: 27  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 1804             (F) FT - 61 x 3, 1-3, 3 AP
Arms - 1012             (I) KN - 18 x 1, 1, 1 AP
Legs - 1250
Evasion - 52%
Armor - Piercing
Defense - 92/8/24
Job Levels:             Skills:
Stk - 1                 EMP Recovery
Asl - 2                 Abyss Shot
Gun - 1                 Assault Link L
Lcn - 1                 Terror Shot I
Mec - 1                 Minus Shot III
Jam - 9                 Attack + 1(FT)
------------------------------------------------------------------------------
Grimnir Launcher A in Terror Wolf - Total 3
AP: 30  MV: 8   Lv: 27  AP Charge: 20
Unit Loadout:           Weapon Loadout:
Body - 1827             (I) KN - 118 x 1, 1, 1 AP
Arms - 997              (I) KN - 118 x 1, 1, 1 AP
Legs - 1520             (F) GR(4) - 637 x 1, 4-8, 27 AP
Evasion - 16%           (F) GR(4) - 637 x 1, 4-8, 27 AP
Armor - Fire
Defense - 92/12/8
Job Levels:             Skills:
Stk - 3                 EMP Recovery    Max AP + 1      Auto Machine(LL)
Asl - 1                 Striker Link L  Max AP + 1      First(KN)
Gun - 1                 Striker Link R  AP Charge + 1   Attack + 1(KN)
Lcn - 9                 AP Cost 0       AP Charge + 1   Area Effect + 1(GR)
Mec - 1                 Max AP + 2      AP Charge + 2
Jam - 1                 Max AP + 2      Tackle(Link Leader)
------------------------------------------------------------------------------
Grimnir Launcher B in Terror Wolf - Total 4
AP: 30  MV: 8   Lv: 27  AP Charge: 20
Unit Loadout:           Weapon Loadout:
Body - 1827             (I) KN - 110 x 1, 1, 1 AP
Arms - 997              (I) KN - 110 x 1, 1, 1 AP
Legs - 1520             (F) MS(6) - 256 x 2, 6-8, 24 AP
Evasion - 16%           (F) MS(6) - 256 x 2, 6-8, 24 AP
Armor - Fire
Defense - 92/12/8
Job Levels:             Skills:
Stk - 3                 EMP Recovery    Max AP + 2      Tackle(Link Leader)
Asl - 1                 Double Launcher Max AP + 1      Skill Down - 2%(LL)
Gun - 1                 Striker Link L  Max AP + 1      First(KN)
Lcn - 9                 Striker Link R  AP Charge + 1   Attack + 1(KN)
Mec - 1                 AP Cost 0       AP Charge + 1
Jam - 1                 Max AP + 2      AP Charge + 2
------------------------------------------------------------------------------
Grimnir Mechanic in Terror Wolf - Total 1
AP: 24  MV: 4   Lv: 27  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 1712             (P) MG - 22 x 10, 1-4, 4 AP
Arms - 1164             (I) SD - 20 x 1, 1, 1 AP
Legs - 1250
Evasion - 16%
Armor - Piercing
Defense - 92/40/16
Job Levels:             Skills:
Stk - 1                 EMP Recovery            Attack + 1(MG)
Asl - 1                 Full Defense
Gun - 1                 Slice Shot II
Lcn - 1                 Minus Shot II
Mec - 9                 Weakpoint
Jam - 1                 Remove Shield Limit(SD)
------------------------------------------------------------------------------
Grimnir Striker in Terror Wolf - Total 3
AP: 24  MV: 8   Lv: 27  AP Charge: 16
Unit Loadout:           Weapon Loadout:
Body - 2408             (I) KN - 110 x 1, 1, 1 AP(two)
Arms - 1330             (I) KN - 110 x 1, 1, 1 AP(see KN)
Legs - 1876             (I) RD - 160 x 1, 1, 1 AP(one)
Evasion - 30%           (P) PB - 121 x 1, 1, 1 AP(see RD)
Armor - Impact
Defense - 92/56/20
Job Levels:             Skills:
Stk - 9                 EMP Recovery            Double Punch I(KN)
Asl - 1                 Hard Strike             Blast Strike(Glen)
Gun - 1                 Striker Link L          Anti-Strike(KN Link Leader)
Lcn - 1                 Striker Link R          First(KN/PB/RD)
Mec - 1                 Charge II               Attack + 1(KN/PB/RD)
Jam - 1                 Footwork
------------------------------------------------------------------------------

Recommendation:

Walter - Chronik 10 MG + Girino HC SG.
Skills - Switch II, Boost II, Speed III, Pincers
Hector - Chronik 10 MG.
Skills - Weakpoint, Full Defense, Defense III, Block DMG 60
Justin - Last Stake F PB + Piz 3E MS x 2.
Skills - Inferno, Double Launcher, Max AP + 1(2)/2(2), AP Charge + 1(2)/2
Joshua - Ibis P RF.
Skills - Quick Draw, Hammer Down, Panic Shot III, Zoom, Body Breaker
Darril - Last Stake F PB + Keen Saber F RD.
Skills - Double Punch II, Charge III, Footwork, Defend Body
Natalie - Warmer LC FT.
Skills - Hellfire, Abyss Shot, Feint III, Fix DMG III

Equipment - Rank 12. Repair items are highly recommended.

Walter

Body - Frost HW
Right Arm - Blizzaia L
Left Arm - Blizzaia L
Legs - Blizzaia L
BP - Item Turbo

Hector

Body - Eldos A
Right Arm - Blizzaia L
Left Arm - Scintilla
Legs - Coga R2
BP - Repair

Justin

Body - Cheyenne TX
Right Arm - Scintilla
Left Arm - Scintilla
Legs - Coga R2HS
BP - Turbo

Joshua

Body - H-Recson
Right Arm - Kyojun LT
Left Arm - H-Recson
Legs - Coga R2HS
BP - Item Turbo

Darril

Body - Black Knight
Right Arm - Scintilla
Left Arm - Scintilla
Legs - Scintilla
BP - Turbo

Natalie

Body - Uisk IISP
Right Arm - Scintilla
Left Arm - Blizzaia L
Legs - Blizzaia L
BP - EMP

Strategy:

This final battle is hard as expected but if you went out and did some
farming, it shouldn't be too bad. This mission gains the most benefit from
being on Hard with a boatload of enhancements to the enemy and Glen as well.
Simply said, Glen is Linked to EVERY squad and it can be downright lethal
if he is within attack range of a squad. If that happens, you might as well
select the Give Up option. All other units will come towards Glen, while his
squad retreats to a better position. In a few more turns, all squads will be
close to Glen and it's all over. Glen will demonstrate his ability to attack
up to 21 times, AP permitting, and you die.

Other changes in the mission are different positioning, the M.I.D.A.S waves
fire faster, and take off 1/3 more HP...from you. The enemy lucks out and
takes 1/3 as last time and Glen only takes half of the damage. Oh, and the
waves actually target the next area even though the warning will state only
one area. Should the battle last longer than 20 turns, which likely will
happen, the M.I.D.A.S waves will fire even faster. The Brutal Wolf can take
the hits since it can regain its HP through Auto Repair but you won't be as
lucky.

As with the other boss missions, the AI will attack you and often with more
than one Link squad. Needless to say, strike and move fast. Glen's squad is
easily the most dangerous of the Link squads. Again, avoid the RD and CN of
the Brutal Wolf and do spread the damage equally. Your survival rate is
higher with this than simply having a lone pilot eat the hits. It will take
quite some time to destroy the unit with its much higher durability. As with
the other Damage Modifier bosses, Glen is lethal with his skill activation
rate and anything lower than 2000 Body HP is bound to get destroyed if he
uses either the CN or RD. Good luck!

Congratulations! You've beaten Front Mission 5's Hard Mode!

------------------------------------------------------------------------------
4. EXCLUSIVE EQUIPMENT                                          [EXEQ]
------------------------------------------------------------------------------

As Hard Mode is the "full" version of Front Mission 5, you are free to abuse
the Survival Simulator and Remodel to your heart's content freely. The
following is a list of the exclusives on Hard only and you can consult with
the Survival Simulator FAQ at GameFAQs for more details.

Wanzer Derivatives:

Zeria
Zenith V
Zenith DV
Zenith RV
Strife
Strife 2
Giza 2
Bes
Bes 2
Black Knight
Black Knight 2

Wanzers:

Grille Sechs
Desmatz
Crustacia
Luftrauber
Zenith RV2
Glen's Zenith
Terror Wolf

Weapons:

Grave
State
Fire Ant
Firebird
Burchel
Burgiba
Soul Buster
Battle Tusk
Crusader
SP06
Magic Box
Lazy Horn
Albatross

Items:

Universal Bullet
Repair MAX
Mini-Repair MAX
All Repair MAX

------------------------------------------------------------------------------
5. CREDITS                                                      [CRED]
------------------------------------------------------------------------------

Thanks to:

- GameFAQs obviously
- Square Enix for the Front Mission series
- Fellow GameFAQs posters who contributed information, such as tihoa and
WalterFeng

This FAQ copyright 2012 to Angelo Pineda. Redistribution in any form,
including reprinting in electronic or print media, without express permission
of the author is strictly forbidden.