Front Mission Walkthrough :
This walkthrough for Front Mission [Nintendo DS] has been posted at 04 Mar 2010 by zaphod and is called "FAQ/Walkthrough Final". If walkthrough is usable don't forgot thumbs up zaphod and share this with your freinds. And most important we have 5 other walkthroughs for Front Mission, read them all!
|
zaphod |
Walkthrough - FAQ/Walkthrough FinalFRONT MISSION 1ST FAQ/WALKTHROUGH VERSION FINAL(2.00) By Angelo Pineda(rpger77@yahoo.ca) VERSION HISTORY --------------- 12-2-2009 - Cleaned up information. Added some details forgotten from the previous update. 12-12-2007 - Grammar corrections made. Additions made to information for various sections. Guide complete. 26-11-2007 - FAQ/Walkthrough complete. Will make updates in the future for grammar and guide corrections. TABLE OF CONTENTS ----------------- ------------------------------------------------------------------------------ Sections Search Codes ------------------------------------------------------------------------------ 1. INTRODUCTION [INTR] ------------------------------------------------------------------------------ 2. BASICS [BASE] ------------------------------------------------------------------------------ 3. O.C.U. SCENARIO [OCUS] ------------------------------------------------------------------------------ 4. U.C.S. SCENARIO [UCSS] ------------------------------------------------------------------------------ 5. ARENA [AREN] ------------------------------------------------------------------------------ 6. SECRETS [SECR] ------------------------------------------------------------------------------ 7. CREDITS [CRED] ------------------------------------------------------------------------------ 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 ------------- Finally, the original Front Mission gets an official Western release after waiting for more than a decade since the Japanese release! To those who are who are looking for a full walkthrough of the game, this guide is for you. Enjoy! Sites allowed to post this guide: http://www.gamefaqs.com http://www.gamespot.com http://www.neoseeker.com http://www.supercheats.com http://www.1up.com I will consider allowing other sites to post this guide if I get an email on the address shown above. I'm usually open to allowing other sites to post my guides provided that I am credited for my work. I assume anyone reading this is aware of the guide's purpose so I don't think I need to explain that. Also, don't try and pass this work of as your own. I've created this guide in a certain way that allows me to identify if someone has plagiarized from my guide. Respect those who spend a great deal of time making guides to help out other people. We don't do it just because guide writing is fun, you know! ------------------------------------------------------------------------------ 1. INTRODUCTION [INTR] ------------------------------------------------------------------------------ This is an FAQ/Walkthrough for Front Mission 1st, titled "Front Mission" for the game's North American release on the Nintendo DS. This guide is meant to be used alongside my beginner's guide on GameFAQs. Only specifics about the game's material will be covered in this guide. Do not send me e-mails about material that is already in the beginner's guide as I will simply delete it. With that said, let's move onto the main attraction! ------------------------------------------------------------------------------ 2. BASICS [BASE] ------------------------------------------------------------------------------ This will be brief as most of the game's mechanics have been explained in my beginner's guide. You should also consider reading the manual for additional help. This is one of those games that you need to go through the manual first before playing it. If you don't know where my beginner's guide is located, go to GameFAQs. CONTROLS GUIDE -------------- (Outside of Battle) Directional Pad - Select command/increase or decrease buying and selling amount/switch selected unit. Start Button - Skip opening scene/access main menu. A Button - Confirm command/advance text window. B Button - Cancel command/close window. X Button - View item help information in shops. L + R + Start + Select Buttons - soft reset(press + hold all buttons). (In Battle) Directional Pad - Move cursor/select command. Start Button - Open system window. A Button - Confirm command/advance text window. B Button - Cancel command/open command window/speed up text and cursor movement(press + hold the button). X Button - View select unit's machine. Y Button - Toggle Free Cursor Mode(used to freely move around and access any unit's data on the battlefield). L Button - Switch selected unit. R Button - Switch selected unit. L + R + Start + Select Buttons - soft reset(press + hold all buttons). (World Map) Directional Pad - Select location. A Button - Move to selected location/enter location. B Button - Select new location(after moving to selected location)/return to previous location(exit World Map). L + R + Start + Select Buttons - soft reset(press + hold all buttons). If you are not in the mood to use buttons, use the stylus instead. It has the same functionality as many of the buttons except for a few like soft reset. To access the menus and commands with the stylus, simply point or slide it by the desired menu or command. GAME SETTINGS ------------- Controls - Manual/Semi-Auto control for unit selection. Speed - Normal/Fast game speed. Battle Speed - Normal/Fast battle speed. Sound - Stereo/Monoaural sound settings. Game Settings can be accessed on the main menu or during mission play. To use it during missions, simply press the Start Button. PAINT SCHEMES ------------- White 0 Green 0/1/2/3/4/5/6 Red 0/1/2 Blue 0/1/2/3/4 Gray 0/1/2/3 Brown 0/1/2/3 Black 0/1/2 Purple 0/1/2/3 Yellow 0/1/2/3 Pink 0/1 Bronze 0/1 Orange 0 While not a major factor for playing the game, feel free to give your wanzers a new paint scheme. That's a part of the fun behind customization and the game in general! OTHER ----- Selling price is 25% of the original value. Maximum amount of copies for one part or item is 99. Maximum amount of funds is 9,999,999. SETUP TIPS ---------- 1. Choose parts wisely. While most parts are balanced, there are some that really stand out in terms of overall effectiveness. These are the kind of parts that you should be looking at when making a wanzer. Even if you are creating a specialized Attacker build, having extra Power helps if using better parts. 2. Don't simply buy part upgrades at the Shop. Since part upgrades come on a regular basis, the new parts are generally slightly better than the ones you currently have. Hold off buying parts unless they have noticeable increases in stats. For example, you should wait for the next upgrade if an Arm part only has a 4 HP increase. 3. Buy Leg parts of leg types other than Normal. Normal leg types, for the most part, are rather average in terms of movement. With other leg types, you can get better movement on various terrain and thus achieve better results on the battlefield. Normal leg types, however, are best in terms of traversing between different elevation levels. 4. Stick with multiple hit weaponry when choosing Short and Long weapons. At the game's early parts, choosing the stronger weapon is fine. Once pilots get more proficiency in Job classes, weapons that hit more than once output more damage. For example, a weapon that has a base of 90 x 1 outputs 200-220 and one that has a base of 10 x 8 outputs 70-80 for 8 rounds at max proficiency. MISSION TIPS AND TACTICS ------------------------ 1. Adjust to mission conditions when necessary. It pays to know what type of weapons to use or what leg types to equip for greater movement. Never stay with the same setup even if you are overwhelming your enemies. 2. Always carry items. Repair items will never become useless and support items such as Chaff Grenades have uses even later in the game. Even the B.A. Mines has some value on the battlefield. 3. Do not underestimate the usefulness of a Shield. Shields may not seem too useful at first, but they certainly do once enemies begin to hit harder. Have at least one equipped on every unit. 4. O.C.U. scenario only: Make use of the supply truck's features. Restoring destroyed parts and reloading ammo aren't the only features that the supply truck is good for. 5. U.C.S. scenario only: Make use of the Riff Backpack's features. Do not forget that it comes with a built-in repair feature, which will help in cases where your units have no more repair items left. 6. Prioritize unit destruction. Analyze the enemy squads and identify which ones pose the biggest threat. Sending a group of Melee units towards an enemy squad with Missileers are a bad idea. 7. Stay clear of mobile weapons. Mobile weapons have no problems in taking down units within attack range. Until you have eliminated most of the enemies on a mission, don't attack a mobile weapon. 8. O.C.U. scenario only: Stick with a core team for missions. Since missions generally allow 10 to 12 units to be deployed, have a core team of six units. This way, you can plan out who fights in missions more easily. 9. U.C.S. scenario only: Stay together for missions. You cannot afford to make many mistakes with so few units to use in missions. Attack and move in one group will ensure better survival rates during a mission. 10. Both scenarios: Keep the commander unit alive. While game overs normally occur when all units are destroyed, they will happen if Royd or Kevin are destroyed in battle. ENEMY TIPS AND TACTICS ---------------------- Named Pilots: Named pilots are essentially stronger versions of Commanders. Their Job proficiency in all classes is the highest among the enemy types and they normally have skills equipped. They are the toughest enemy type because of these. Fortunately, named pilots are rarely encountered throughout both scenarios. Treat them as you would with a Commander, but with more caution. Commanders: Commanders are pilots balanced in all Job classes. Commanders are easily identifiable as they pilot stronger units compared to the other enemy types. This enemy type is certainly strong, but they are not significantly more tougher than the other enemy types. Commanders may have skills equipped so do take care when fighting them on the battlefield. Attackers using Melee: This type of Attacker specializes only in the Melee class and uses Melee weapons. Melee Attackers are recognizable as they tend to equip units with high HP and Defense. This enemy type is dangerous if left alone on the battlefield, but they are at a disadvantage due to their Melee usage. Melee Attackers are a lot more dangerous if they have skills though. Attackers using Short: This type of Attacker specializes only in the Short class and uses Short weapons. Short attackers are recognizable as they tend to equip units with high HP and Move. This enemy type is more dangerous than its Melee counterpart due to how Short weapons work, especially if skills are equipped. Short Attackers take priority over Melee Attackers in this regard. Missileers: Missileers are pilots that specialize only in the Long class and use Long weapons. Missileers are recognizable as they tend to equip units with three or more weapons. This enemy type is the most dangerous one outside named pilots and Commanders due to their long-range weaponry. Priority-wise, always concentrate on Missileers first until there are none left. Carriers: Carriers are pilots that specialize only in the Dodge class and use support vehicles. Carriers do not possess much of a threat and since many are in supply trucks, they go down fast. Save this enemy type for last when all other enemies are destroyed. Many of these appear on the O.C.U. scenario but are they rarely encountered in the U.C.S. scenario. Helicopters: Helicopters are pilots that specialize in both the Short and Long class, though moreso with Long. Pilots use helicopters equipped with both Short and Long weapons, though the helicopters have poor durability. Due to this, Helicopters should be lower on the priority list as opposed to an Attacker or Missileer. This enemy type is exclusively on the U.C.S. scenario. Other: Other enemies are generally named ones that do not fall under any enemy type. To identify their enemy type, look at their composition and their proficiency in all Job classes. ****READ THE FOLLOWING BEFORE PLAYING**** ------------------------------------------------------------------------------ Mission - mission number and location ------------------------------------------------------------------------------ Enemies - how many enemy units are in the mission. Bosses - how many boss units are in the mission. Units - how many player units can be deployed in the mission. Allies - how many ally units are in the mission. Money - amount of money gained from mission completion. Difficulty - how hard or easy the mission is(out of 5*). Winning Condition - conditions for completing the mission. Losing Condition - conditions for failing the mission. Strategy - notes on how to beat the mission. Enemy Composition - enemy data. See below: Unit type - Total x number MV: Lv: Weapon Loadout: Body - weapon type(weapon name) - range, ammo Arms - Legs - Jobs: Skills: Melee - Short - Long - Dodge - ------------------------------------------------------------------------------ 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 Shop/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. ------------------------------------------------------------------------------ Shortened Weapon Names: Machine Gun - MG Vulcan - VN Shotgun - SG Flamethrower - FT Rifle - RF Cannon - CN Punch - PC Rod - RD Shield - SD Bazooka - BZ Grenade Launcher - GR Missile Launcher - MS Rocket Launcher - RK ****READ THE ABOVE BEFORE PLAYING**** Before starting the actual game, playing the tutorial is recommended. ------------------------------------------------------------------------------ Tutorial - Training Grounds ------------------------------------------------------------------------------ Enemies: 1 Bosses: 1 Units: 1 Allies: 0 Money: 0 Difficulty: * Winning Condition: Pass the qualification test. Losing Condition: Fail the qualification test. Strategy: This is a really simple qualification test and failing doesn't equate into a game over per se. Follow Glen's orders and you will pass the test. First, Glen will ask you to move to a certain square. Use this time to experiment with movement and how different terrains work. Once you move to that square, you will have to fight a Gust next. Attack the enemy once with all three weapons equipped: Zenith Punch, PAP 55, and Bone. Afterwards, finish off the Gust and you will have to fight Glen. While it is optional, try using an item as Glen recommends. Apply what you've learned against Glen to pass the test. Enemy Composition ------------------------------------------------------------------------------ Boss - Glen Duval in Zenith/Mad Lecter(Attacker) MV: 15 Lv: 1 Weapon Loadout: Body - 33 MG(Raptor), 1-1 Arms - 24 MG(Raptor), 1-1 Legs - 26 Jobs: Skills: None. Melee - 9 Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Computer AI in Gust - Total 1 MV: 15 Lv: 1 Weapon Loadout: Body - 21 MG(Gust), 1-1 Arms - 16 MG(Gust), 1-1 Legs - 18 Jobs: Skills: None. Melee - 9 Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ After completing the tutorial, you will be able to choose which scenario you want to play. If you are a new player, play the O.C.U. scenario first. The U.C.S. scenario is harder and will likely frustrate you as opposed to the easier O.C.U. scenario. ------------------------------------------------------------------------------ 3. O.C.U. SCENARIO [OCUS] ------------------------------------------------------------------------------ After choosing the name and callsign for Royd, watch the opening scenes and you will be in the first mission. ------------------------------------------------------------------------------ Mission 1 - Larcus Factory ------------------------------------------------------------------------------ Enemies: 4 Bosses: 1 Units: 2 Allies: 2 Money: 0 Difficulty: * Winning Condition: All enemy machines except Driscoll destroyed. Losing Condition: All ally machines destroyed. Strategy: This first mission is relatively simple and you get an ally in the form of the OCU Soldier. Don't bother trying to protect Karen; she is programmed to die at the end of turn two. All you need to do is eliminate the enemy units apart from Driscoll. Don't bother trying to attack him for now... you're not supposed to fight him yet. The outcome, however, doesn't matter as the game continues whether you meet the winning or losing conditions. For EXP gaining, leave the OCU Soldier out of the battle. Enemy Composition ------------------------------------------------------------------------------ Boss - Driscoll in Type 11DS Raven(Attacker) MV: 40 Lv: 14 Weapon Loadout: Body - 250 PC(Type 11 Claw B), 1-1 Arms - 250(L)/110(R) MG(Uranio), 1-1 Legs - 250 Jobs: Skills: Melee - 32 Stun III Short - 30 Speed I Long - 31 Dodge - 31 ------------------------------------------------------------------------------ Attacker in Gust - Total 2 MV: 21 Lv: 1 Weapon Loadout: Body - 21 MG(Gust), 1-1 Arms - 16 MG(Gust), 1-1 Legs - 18 Jobs: Skills: None. Melee - 9 Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Missileer in Calm - Total 2 MV: 12 Lv: 1 Weapon Loadout: Body - 24 PC(Calm), 1-1 Arms - 19 PC(Calm), 1-1 Legs - 21 MS(Piz 3), 3-4, 3 ammo Jobs: Skills: None. Melee - 9 Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Allies: Karen Meure in Zora 3A/Danger Lady(Attacker) MV: 15 Lv: 4 Weapon Loadout: Body - 30 MG(Raptor), 1-1 Arms - 24 PC(Zenith), 1-1 Legs - 26 Jobs: Skills: None. Melee - 9 Short - 12 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ OCU Soldier in Zenith(Missileer) MV: 13 Lv: 1 Weapon Loadout: Body - 33 MG(PAP 55), 1-1 Arms - 24 PC(Zenith), 1-1 Legs - 26 MS(MGR-1B), 3-5, 2 ammo Jobs: Skills: Melee - 9 Repair S(Item, 3) Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Once the mission ends, some scenes will play out. When you regain control, an Arena match will commence. The outcome doesn't matter as the game progresses regardless if you win or lose. If you do want to win, use the Piz 3 once or twice and finish the match using the Raptor. After the match, you will meet Colonel Guri B. Olson and he is kind enough to supply you with 1000 to spend. Go to the Shop and upgrade your wanzer before heading to the Military Ward. When ready, go to the Military Ward and say YES to Olson. More scenes will play out and the next mission will commence. ------------------------------------------------------------------------------ Mission 2 - Forest ------------------------------------------------------------------------------ Enemies: 8 Bosses: 0 Units: 2 Allies: 3 Money: 3000 + 1530 Difficulty: ** Winning Condition: All enemy machines destroyed. Losing Condition: All ally machines destroyed. Strategy: Apart from getting Ryuji back in the fold, you will have assistance from the three new members: Natalie, Keith, and J.J. Start by moving North to help Keith and J.J. destroy all enemies nearby. Once this is done, let the other enemy units get close before attacking them. Save a Missile round for the Commander, who will attack from the Northwest. After destroying the incoming enemy units, go after the last one camping out to the Western portion of the map. Salvaged Items: Zora 3A(Arm) Raptor(Machine Gun) Enemy Composition ------------------------------------------------------------------------------ Commander in Zora 3A - Total 1 MV: 17 Lv: 1 Weapon Loadout: Body - 30 MG(Siege), 1-1 Arms - 22 PC(Zora 3A), 1-1 Legs - 24 MS(Piz 3), 3-4, 3 ammo Jobs: Skills: None. Melee - 9 Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Attacker in Calm - Total 5 MV: 12 Lv: 1 Weapon Loadout: Body - 24 PC(Calm), 1-1 Arms - 19 MG(Raptor), 1-1 Legs - 21 Jobs: Skills: None. Melee - 9 Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Missileer in Gust - Total 2 MV: 21 Lv: 1 Weapon Loadout: Body - 21 PC(Calm), 1-1 Arms - 19 PC(Calm), 1-1 Legs - 18 MS(Piz 3), 3-4, 3 ammo Jobs: Skills: None. Melee - 9 Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Allies: Natalie F. Blakewood in Husky Mk.III/Primrose MV: 17 Lv: 1 Weapon Loadout: Body - 39 MG(Siege), 1-1 Arms - 24(L)/22(R) PC(Zora 3A), 1-1 Legs - 24 Jobs: Skills: Melee - 9 Repair S(Item, 3) Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Keith Carabell in Galbo/Jerrycan MV: 16 Lv: 1 Weapon Loadout: Body - 42 MG(Raptor), 1-1 Arms - 25(L)/22(R) PC(Zora 3A), 1-1 Legs - 24 MS(Piz 3), 3-4, 3 ammo Jobs: Skills: Melee - 9 Repair S(Item, 3) Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Joynas Jeriaska(J.J.) in Giza/Hunter MV: 13 Lv: 1 Weapon Loadout: Body - 45 RF(Zieger), 1-1 Arms - 26(L)/25(R) PC(Pabotte), 1-1 Legs - 27 Jobs: Skills: Melee - 9 Repair S(Item, 3) Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Head to New Milgan and upgrade Ryuji, Natalie, Keith, and J.J. with better gear. When you're done, head to the Military Ward and Olson will assign the next mission and do a quick briefing. Exit New Milgan and go to the Crash Site when you're ready. Briefing notes are as follows: Target - Zenith Boss Data - None Normal Units - 9 Boss Units - 0 Supply Trucks - 0 AT - 242 DF - 924 Ace Pilot - Commander Lv. 2 ------------------------------------------------------------------------------ Mission 3 - Crash Site ------------------------------------------------------------------------------ Enemies: 9 Bosses: 0 Units: 5 Allies: 1 Money: 1000(2000 if Frederick lives) + 1970 Difficulty: *** Winning Condition: All enemy machines destroyed. Losing Condition: All ally machines destroyed. Strategy: This mission can be made easier or harder depending on what you choose to do with Frederick. If you want to make it easier, don't protect Frederick. You will, however, lose out on the 1000 bonus if Frederick survives. Taking this route is harder and you pretty much need to have everyone's wanzers upgraded. Split into two groups: one to cover Frederick and another to head straight for the enemies to the Southeast. Frederick will start retreating once he is attacked and he can take a bit before going down. For the group covering him, make sure at least one of them has a Long weapon equipped. Have that unit attack the Commander and Missileer units going for Frederick. For the group heading towards the plane, they will have to deal with an enemy toting an Egret. Fortunately, this powerful weapon only has a single round for this mission. Block it with a Shield and the threat is out of the way. That's all to know about for this mission. Salvaged Items: Calm(Body) Pabotte(Arm) Iguchi Type 5(Rifle) Egret(Rocket Launcher) Enemy Composition ------------------------------------------------------------------------------ Commander in Zenith - Total 1 MV: 14 Lv: 2 Weapon Loadout: Body - 33 RF(Iguchi Type 5), 1-1 Arms - 24 PC(Zenith), 1-1 Legs - 26 MS(Piz 3), 3-4, 3 ammo Jobs: Skills: None. Melee - 9 Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Attacker in Calm - Total 4 MV: 14 Lv: 2 Weapon Loadout: Body - 24 MG(Siege), 1-1 Arms - 19 PC(Calm), 1-1 Legs - 32 Jobs: Skills: None. Melee - 9 Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Attacker in Pabotte - Total 1 MV: 14 Lv: 2 Weapon Loadout: Body - 36 PC(Zora 3A), 1-1 Arms - 22 MG(Siege), 1-1 Legs - 27 Jobs: Skills: None. Melee - 9 Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Missileer in Zora 3A - Total 3 MV: 15 Lv: 1 Weapon Loadout: Body - 30 PC(Pabotte), 1-1 Arms - 25 PC(Pabotte), 1-1 Legs - 27 MS(Piz 3), 3-4, 3 ammo Jobs: Skills: None. Melee - 9 Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Allies: Frederick Lancaster in Tendus/Witness MV: 15 Lv: 3 Weapon Loadout: Body - 27 PC(Tendus), 1-1 Arms - 22 PC(Tendus), 1-1 Legs - 24 Jobs: Skills: None. Melee - 9 Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Once the mission is over, Frederick joins as the newest member. Return to New Milgan and stop by the Military Ward. Olson gives out new orders and you can proceed to the next mission. Upgrade Frederick before leaving since he is a liability as long as he uses the weak Tendus. When you're set, leave New Milgan and go to the Huffman Highway. Briefing notes are as follows: Target - Supply Truck Boss Data - None Normal Units - 10 Boss Units - 0 Supply Trucks - 0 AT - 371 DF - 1075 Ace Pilot - Commander Lv. 3 ------------------------------------------------------------------------------ Mission 4 - Huffman Highway ------------------------------------------------------------------------------ Enemies: 10 Bosses: 0 Units: 6 Allies: 3 Money: 7000 + 2340 Difficulty: ** Winning Condition: All enemy machines destroyed. Losing Condition: All ally machines or supply trucks destroyed. Strategy: This is another protect mission like the previous one, but you will fail if the defense targets are destroyed. The Supply Trucks, fortunately, can take a beating before going down. Move everyone close to the Supply Trucks and stay in the nearby area. Once enemies are within moving distance to attack, feel free to leave the Supply Trucks. Priority should be given to anyone who gets close to a Supply Truck, but concentrate on the Missileers first. When the incoming enemies have been destroyed, finish off any remaining units on the map. Salvaged Items: Zenith(Legs) Rayon EL-002(Computer) Winee(Rifle) Repair S(Item) Enemy Composition ------------------------------------------------------------------------------ Commander in Galbo - Total 1 MV: 15 Lv: 3 Weapon Loadout: Body - 42 MG(Grave), 1-1 Arms - 25 RF(Zieger), 1-1 Legs - 32 Jobs: Skills: None. Melee - 9 Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Attacker in Zenith - Total 5 MV: 14 Lv: 3 Weapon Loadout: Body - 33 MG(Grave), 1-1 Arms - 24 RF(Winee), 1-1 Legs - 26 Jobs: Skills: None. Melee - 9 Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Missileer in Zora 3A - Total 4 MV: 13 Lv: 2 Weapon Loadout: Body - 30 PC(Zenith), 1-1 MS(MGR-1B), 3-5, 2 ammo Arms - 24 PC(Zenith), 1-1 Legs - 26 MS(Piz 3), 3-4, 3 ammo Jobs: Skills: None. Melee - 9 Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Allies: Peewie Richberg Jr. in Supply Truck MV: 14 Lv: 5 Weapon Loadout: Body - 100 MG(Siege), 1-1 Arms - 0 Legs - 0 Jobs: Skills: None. Melee - 9 Short - 10 Long - 9 Dodge - 10 ------------------------------------------------------------------------------ OCU Soldier in Supply Truck(Carrier) - Total 2 MV: 14 Lv: 1 Weapon Loadout: Body - 100 MG(Grave), 1-1 Arms - 0 Legs - 0 Jobs: Skills: None. Melee - 9 Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ After the mission is complete, head to Menasa. Make some upgrades and hit the Military Ward for some news updates. Next, go to the Arena for a scene with someone by the name of Meihua. Challenge her to an Arena match and once you win, watch some more scenes. When you're ready to move out, exit Menasa and go to Grey Rock. ------------------------------------------------------------------------------ Mission 5 - Grey Rock Hospital ------------------------------------------------------------------------------ Enemies: 12 + 1 reinforcement Bosses: 1 Units: 6 + 1(Meihua) Allies: 1 Money: 3240(no Driscoll and Supply Truck) Difficulty: *** Winning Condition: All enemy machines except Driscoll destroyed. Losing Condition: All ally machines destroyed. Strategy: Driscoll, the pilot inside the huge jet-black wanzer from Mission 1, appears again in this mission. Driscoll uses a weaker Arm setup, but he is still too strong for you to beat. All you have to do is destroy every other unit except Driscoll to complete the mission. You also have assistance from an O.C.U. soldier called Paul. There are no bonuses if he lives or dies and protecting Paul is a problem, mainly since he charges blindly against the closest enemy squad. Just make sure he doesn't take out the Missileer in that squad; the Missileer drops a nice Piz 8 which doesn't appear until later in the game. Back to the mission at hand, start by destroying everything to the Northwest first. Once that's done, move East and finish up the remaining enemy units. A supply truck reinforcement will appear by the hospital, but don't bother trying to destroy it. The supply truck is programmed to leave if enough enemy units are destroyed or one of your units gets close enough to Driscoll. Be patient if you want to destroy Driscoll... your chance will arrive later in the game. Salvaged Items: Husky Mk.III(Arm) Piz 8(Missile Launcher) Repair S x 2(Item) Repair M(Item) Enemy Composition ------------------------------------------------------------------------------ Boss - Driscoll in Type 11DS Raven(Attacker) MV: 16 Lv: 40 Weapon Loadout: Body - 250 PC(Type 11 Claw C), 1-1 Arms - 120 MG(Type 11), 1-1 Legs - 250 Jobs: Skills: Melee - 32 Stun III Short - 30 Speed I Long - 31 Dodge - 31 ------------------------------------------------------------------------------ Commander in Giza - Total 3 MV: 12 Lv: 5 Weapon Loadout: Body - 45 PC(Giza), 1-1 Arms - 26 RF(Winee), 1-1 Legs - 34 MS(Bone), 3-5, 3 ammo Jobs: Skills: None. Melee - 10 Short - 10 Long - 10 Dodge - 10 ------------------------------------------------------------------------------ Attacker in Galbo - Total 6 MV: 16 Lv: 4 Weapon Loadout: Body - 42 MG(Grave), 1-1 Arms - 25 PC(Galbo), 1-1 Legs - 32 Jobs: Skills: None. Melee - 9 Short - 10 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Missileer in Husky Mk.III - Total 3 MV: 16 Lv: 4 Weapon Loadout: Body - 39 PC(Husky III), 1-1 Arms - 24 PC(Husky III), 1-1 Legs - 30 MS(Bone), 3-5, 3 ammo Jobs: Skills: None. Melee - 9 Short - 9 Long - 10 Dodge - 10 ------------------------------------------------------------------------------ Allies: Paul C. Greiber in Pabotte II/Rainbow MV: 16 Lv: 6 Weapon Loadout: Body - 54 PC(Zigle 6B), 1-1 Arms - 30 PC(Zigle 6B), 1-1 Legs - 30 MS(Bone), 3-5, 3 ammo Jobs: Skills: None. Melee - 9 Short - 9 Long - 10 Dodge - 10 ------------------------------------------------------------------------------ Reinforcements: (turn 3) ------------------------------------------------------------------------------ UCS Soldier in Supply Truck - Total 1 MV: 14 Lv: 1 Weapon Loadout: None. Body - 200 Arms - 0 Legs - 0 Jobs: Skills: None. Melee - 9 Short - 9 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Watch a lengthy scene after the mission ends and you will be in Grey Rock when it's all over. Start by going to the Bar to recruit Paul, the soldier from the previous mission. Next, select the Find Meihua option and watch the scene that occurs with Meihua and Hans. Afterwards, head to the Military Ward and the supply truck driver from Mission 4, Peewie, will join. Time to scout one more potential recruit for Crows before moving to the next mission. At the Grey Rock Bar, talk to Herbert. Next, exit Grey Rock and return to Menasa. At Menasa, go to the Bar and talk to Alder. Attempt to hire Alder and he challenges you to an Arena match. Beating Alder is rather easy: weaken him with a Rifle round then use a Machine Gun to finish the job. If you emerge as the victor, Alder will join. Change his setup and when you are ready, head to the Forest. Briefing notes are as follows: Target - SAM Launcher Boss Data - Melee 0/Short 0/Long 0/Dodge 45 Normal Units - 11 Boss Units - 3 Supply Trucks - 0 AT - 876 DF - 1944 Ace Pilot - Commander Lv. 6 ------------------------------------------------------------------------------ Mission 6 - Forest ------------------------------------------------------------------------------ Enemies: 14 Bosses: 0 Units: 9 Allies: 0 Money: 5000 + 4486 Difficulty: *** Winning Condition: All enemy machines destroyed. Losing Condition: All ally machines destroyed or turn limit exceeded(10). Strategy: This is the first timed mission for this scenario. Basically, you have to destroy all three SAM Launchers within 10 turns or you fail the mission. Each of them are guarded by some enemy units and are placed far from each other. The SAM Launchers are best handled by Long specialists due to the clear edge in range and the fact that the units have poor durability. The SAM Launcher farthest to the Northeast has the least amount of resistance so only send one or two units in to that placement. Once the three SAM Launchers are taken care of, finish off the remaining enemy units. Salvaged Items: Galbo SV(Body) Empire(Rifle) Repair S(Item) Enemy Composition ------------------------------------------------------------------------------ Commander in Husky Mk.IV - Total 2 MV: 16 Lv: 6 Weapon Loadout: Body - 51 MG(Grave S), 1-1 Arms - 39 RF(Empire), 1-1 Legs - 39 RK(Egret), 3-6, 3 ammo Jobs: Skills: None. Melee - 10 Short - 10 Long - 10 Dodge - 10 ------------------------------------------------------------------------------ Attacker in Galbo SV - Total 6 MV: 16 Lv: 5 Weapon Loadout: Body - 48 PC(Galbo SV), 1-1 Arms - 36 MG(22sn Leosocial), 1-1 Legs - 36 Jobs: Skills: None. Melee - 9 Short - 11 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Missileer in Zigle 6B - Total 3 MV: 16 Lv: 5 Weapon Loadout: Body - 42 PC(Zigle 6B), 1-1 RK(Egret), 3-6, 3 ammo Arms - 30 PC(Zigle 6B), 1-1 Legs - 30 RK(Egret), 3-6, 3 ammo Jobs: Skills: None. Melee - 9 Short - 9 Long - 11 Dodge - 10 ------------------------------------------------------------------------------ Missileer in SAM Launcher - Total 3 MV: 12 Lv: 5 Weapon Loadout: None. Body - 100 Arms - 0 Legs - 0 Jobs: Skills: None. Melee - 9 Short - 9 Long - 11 Dodge - 10 ------------------------------------------------------------------------------ Before heading out to the next mission, head back to Grey Rock. Make sure to upgrade everyone's wanzers with the latest parts and stock up on items. When you're ready, exit Grey Rock and head to the O.C.U. Supply Camp. ------------------------------------------------------------------------------ Mission 7 - O.C.U. Supply Camp ------------------------------------------------------------------------------ Enemies: 6 Bosses: 6 Units: 9 Allies: 0 Money: 2000 + 5010 Difficulty: **** Winning Condition: All enemy machines destroyed. Losing Condition: All ally machines destroyed. Strategy: This is the first tough mission on the O.C.U. scenario. Apart from the six Missileers, you have to deal with the Hell's Wall unit. Each of the six pilots are all in Frost wanzers, which are more stronger than any wanzer you can purchase. They are all capable of inflicting a lot of damage and have no problems in destroying your units. Fortunately, you have the luxury of items and the supply truck and they do not. If you haven't stocked up on items like Repair S or Flash Grenades, expect a tougher fight. Start by attacking Josh and Ghetta to the Northeast first. The other four pilots from Hell's Wall will not act as long as you target these two first. The Missileers, however, will still act and attack once within range. Back to the mission, hit Josh and Ghetta with Flash Grenades to disable them. Follow up with Melee, Short, and Long attacks to bring them down. Focus on Rebus and Milligan next to the Southeast. Same concept applies: use a Flash Grenade and attack while they are disabled. Finally, go after Grieg and Dave last once the others have been dealt with. You likely will have to reload ammo for your Long weapons so do it now before attacking the last two members of Hell's Wall. Of the last two, disable one of Grieg's Arms to prevent him from using Switch. Do it with Long weapons to avoid being killed by Switch. Either that or use a Flash Grenade to disable Grieg temporarily. Whatever you do, stay in one large group and victory will be yours. Salvaged Items: Frost(Arm) Galbo SV(Legs) Egret(Rocket Launcher) Repair S(Item) Enemy Composition ------------------------------------------------------------------------------ Boss - Grieg Demetrius in Frost(Attacker) MV: 14 Lv: 12 Weapon Loadout: Body - 108 RF(Empire), 1-1 Arms - 60 RF(Ibis), 1-1 Legs - 72 Jobs: Skills: Melee - 12 Switch I Short - 12 Long - 10 Dodge - 12 ------------------------------------------------------------------------------ Boss - Dave Sterling in Frost(Attacker) MV: 14 Lv: 7 Weapon Loadout: Body - 108 RF(Ibis), 1-1 Arms - 60 RF(Empire), 1-1 Legs - 72 Jobs: Skills: None. Melee - 11 Short - 12 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Boss - Josh Dallin in Frost(Attacker) MV: 14 Lv: 6 Weapon Loadout: Body - 108 RD(F-2 Tonfa), 1-1 Arms - 60 RD(F-3 Hand Rod), 1-1 Legs - 72 Jobs: Skills: None. Melee - 11 Short - 9 Long - 9 Dodge - 11 ------------------------------------------------------------------------------ Boss - Ghetta Cedric in Frost(Attacker) MV: 14 Lv: 5 Weapon Loadout: Body - 108 RD(F-3 Hand Rod), 1-1 Arms - 60 RD(F-2 Tonfa), 1-1 Legs - 72 Jobs: Skills: None. Melee - 11 Short - 10 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Boss - Rebus Victor in Frost(Missileer) MV: 14 Lv: 7 Weapon Loadout: Body - 108 PC(Frost), 1-1 MS(Goldias), 3-6, 2 ammo Arms - 60 PC(Frost), 1-1 Legs - 72 RK(Egret), 3-6, 3 ammo Jobs: Skills: None. Melee - 11 Short - 11 Long - 10 Dodge - 9 ------------------------------------------------------------------------------ Boss - Milligan Ashton in Frost(Missileer) MV: 14 Lv: 5 Weapon Loadout: Body - 108 PC(Frost), 1-1 RK(Egret), 3-6, 3 ammo Arms - 60 PC(Frost), 1-1 Legs - 72 RK(Egret), 3-6, 3 ammo Jobs: Skills: None. Melee - 9 Short - 10 Long - 10 Dodge - 10 ------------------------------------------------------------------------------ Missileer in Galbo SV - Total 6 MV: 15 Lv: 6 Weapon Loadout: Body - 48 PC(Galbo SV), 1-1 Arms - 36 PC(Galbo SV), 1-1 Legs - 36 RK(Galbados), 3-5, 3 ammo Jobs: Skills: None. Melee - 9 Short - 10 Long - 11 Dodge - 10 ------------------------------------------------------------------------------ After taking down Hell's Wall, head back to Grey Rock before moving onto the next mission. When you're done preparations, exit Grey Rock and go to Freedom City. ------------------------------------------------------------------------------ Mission 8 - Freedom City ------------------------------------------------------------------------------ Enemies: 15 Bosses: 1 Units: 9 Allies: 0 Money: 5000 + 5414 Difficulty: *** Winning Condition: All enemy machines destroyed. Losing Condition: All ally machines destroyed. Strategy: This is a fairly tough mission with the introductions of new enemy types. The first one is the introduction of a mobile weapon, the Clinton Type. Mobile weapons are large machines designed to destroy wanzers and they are well armored for enemy attacks. The Clinton Type only has a Machine Gun, but it is more powerful than what you can get and it will destroy units easily. The other notable for the mission is the inclusion of Carriers. While Mission 5 is technically the first one to introduce them, you can now fight supply trucks and vehicles. Going on with supply trucks, enemies will retreat to them if one of their parts are destroyed. Since the enemy supply truck has the same features as Peewie's supply truck, don't be surprised when enemies come back with their parts restored. To start the mission, split into two groups: one going to the Northeast and another to the Southeast. The one to the Northeast will have to deal with the Clinton Type, which is easier to deal with if you bring a Long specialist to this group. By now, you should be familiar on how to fight enemies so do what you must to destroy them. When it's time to deal with the Clinton Type, use Free Cursor Mode and check out its movement range. Stay at least two squares away from it and have that Long specialist shoot at the mobile weapon. Retreat to safer ground and repeat until the Clinton Type is almost destroyed. When it is, use one of your Short specialists to finish off the mobile weapon. Salvaged Items: Husky Mk.IV(Arm) Sunowl(Missile Launcher) Repair S(Item) Repair M(Item) Enemy Composition ------------------------------------------------------------------------------ Boss - Commander in Clinton Type MV: 12 Lv: 8 Weapon Loadout: Body - 310 MG(Artassaut SP), 1-1 Arms - 0 Legs - 0 Jobs: Skills: Melee - 10 Switch I Short - 11 Long - 10 Dodge - 10 ------------------------------------------------------------------------------ Commander in Crabesant - Total 1 MV: 16 Lv: 8 Weapon Loadout: Body - 60 PC(Crabesant), 1-1 Arms - 48 MG(22sn Leosocial), 1-1 Legs - 48 MS(Sunowl), 3-5, 3 ammo Jobs: Skills: Melee - 10 Switch I Short - 11 Long - 10 Dodge - 10 ------------------------------------------------------------------------------ Attacker in Pabotte II - Total 4 MV: 15 Lv: 7 Weapon Loadout: Body - 54 PC(Husky IV), 1-1 Arms - 39 MG(PAP 55), 1-1 Legs - 42 Jobs: Skills: None. Melee - 9 Short - 12 Long - 9 Dodge - 10 ------------------------------------------------------------------------------ Attacker in Galbo - Total 3 MV: 18 Lv: 7 Weapon Loadout: Body - 48 PC(Husky IV), 1-1 Arms - 39 MG(Dark Hog), 1-1 Legs - 39 Jobs: Skills: None. Melee - 9 Short - 12 Long - 9 Dodge - 10 ------------------------------------------------------------------------------ Carrier in Big Bone - Total 2 MV: 14 Lv: 7 Weapon Loadout: Body - 200 RF(Empire), 1-1 Arms - 0 Legs - 0 Jobs: Skills: None. Melee - 10 Short - 10 Long - 10 Dodge - 12 ------------------------------------------------------------------------------ Missileer in Zigle 6B - Total 5 MV: 16 Lv: 7 Weapon Loadout: Body - 42 PC(Zigle 6B), 1-1 MS(Sunowl), 3-5, 3 ammo Arms - 30 PC(Zigle 6B), 1-1 Legs - 30 MS(Sunowl), 3-5, 3 ammo Jobs: Skills: None. Melee - 10 Short - 10 Long - 11 Dodge - 10 ------------------------------------------------------------------------------ At the end of the mission, a scene occurs and Hans will join the Crows. You will also be in Freedom City after the scene ends. At Freedom, go to the Arena and watch a scene with a combatant named Kong. Challenge Kong to an Arena match and use a Short specialist to fight him. If you emerge victorious against Kong, he(Gregorio) will join the Crows as well. To get back on-track with the game, go to the Military Ward. Do the usual before heading out of Freedom City. When ready, head to Lark Valley. ------------------------------------------------------------------------------ Mission 9 - Lark Valley ------------------------------------------------------------------------------ Enemies: 12 Bosses: 0 Units: 10 Allies: 1 Money: 2500(5000 if Molly lives) + 4669 Difficulty: ** Winning Condition: All enemy machines destroyed. Losing Condition: All ally machines destroyed. Strategy: This is a pretty straightforward mission, apart from protecting Molly from the enemy forces. Her survival is not crucial to completing the mission so it's not an issue if she is destroyed. The Commander is the only threat for the mission. Try to disable one of the Commander's Arms to prevent him from activating Switch. That's it for this mission. Salvaged Items: 22sn Leosocial(Machine Gun) WS-14(Shield) Repair S x 3(Item) Enemy Composition ------------------------------------------------------------------------------ Commander in Moth - Total 1 MV: 17 Lv: 9 Weapon Loadout: Body - 66 BZ(Smasher), 1-4 Arms - 54 MG(22sn Leosocial), 1-1 Legs - 60 Jobs: Skills: Melee - 11 Switch I Short - 11 Long - 11 Dodge - 11 ------------------------------------------------------------------------------ Attacker in Genem - Total 5 MV: 16 Lv: 8 Weapon Loadout: Body - 66 MG(PAP 55), 1-1 Arms - 48 SG(Catsray), 1-1 Legs - 42 Jobs: Skills: None. Melee - 10 Short - 13 Long - 10 Dodge - 10 ------------------------------------------------------------------------------ Carrier in Big Bone - Total 2 MV: 14 Lv: 8 Weapon Loadout: Body - 200 RF(Empire), 1-1 Arms - 0 Legs - 0 Jobs: Skills: None. Melee - 10 Short - 10 Long - 10 Dodge - 13 ------------------------------------------------------------------------------ Missileer in Groppe - Total 4 MV: 17 Lv: 9 Weapon Loadout: Body - 54 PC(Moth), 1-1 MS(Bone), 3-5, 3 ammo Arms - 54 PC(Moth), 1-1 Legs - 48 MS(Sunowl), 3-5, 3 ammo Jobs: Skills: None. Melee - 10 Short - 10 Long - 11 Dodge - 11 ------------------------------------------------------------------------------ Allies: Molly O'Donnell in Tendus/Tommy MV: 14 Lv: 5 Weapon Loadout: Body - 27 PC(Tendus), 1-1 Arms - 22 RF(Iguchi Type 5), 1-1 Legs - 24 Jobs: Skills: None. Melee - 10 Short - 10 Long - 9 Dodge - 9 ------------------------------------------------------------------------------ Watch the scene that plays after the mission ends and Molly becomes a part of the Crows. Head back to Freedom City and do the usual. Go to the Military Ward to advance the game and watch some more scenes. When you're ready to go, exit Freedom City and head to the U.C.S. Supply Camp. ------------------------------------------------------------------------------ Mission 10 - U.C.S. Supply Camp ------------------------------------------------------------------------------ Enemies: 15 Bosses: 0 Units: 8 + 3(Molly, Keith, J.J.) Allies: 0 Money: 5826 Difficulty: ** Winning Condition: All enemy machines destroyed. Losing Condition: All ally machines destroyed. Strategy: |
Comments
Sorry, to fulfil this action you have to be CheatsGuru User
|
Another Front Mission Walkthrough :
|
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3

