Front Mission Walkthrough :
This walkthrough for Front Mission [Nintendo DS] has been posted at 22 Apr 2010 by dee-boy345 and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up dee-boy345 and share this with your freinds. And most important we have 5 other walkthroughs for Front Mission, read them all!
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Walkthrough - FAQ/Walkthrough------------------------------------------------------------------------------- Front Mission ------------------------------------------------------------------------------- Table of Contents Sections Ctrl+F Keyword 1) What Is Front Mission? $123$ 2) Title Screen and Menus $915$ 3) Battles $791$ 4) Skills and Experience $114$ 5) Town Menus $555$ 6) Setups $331$ 7) Arena $009$ 8) Walkthrough OCU $668$ 9) Walkthrough UCS $226$ 10) Items $564$ 11) Parts $821$ 12 Weapons $165$ 13) Version History 14) Legal Info I'm going to say this now. The Walkthroughs will contain spoilers. =============================================================================== What Is Front Mission? $123$ =============================================================================== Front Mission is a turn-based, strategy game developed by Square Enix. Well, it came from Square originally, but we all know about the merger... if we haven't been living under a rock or something. And I'm not going to explain how the genre works as I assume there are enough games in the market that you know the basics to these sort of games. As in all games, there has to be some sort of catch, right? In this case, Front Mission involves mechs. You know, big robots that happen to have a human pilot controlling it to attack ando ther things, usually for warfare. However, in the game they are wanzers, which is probably the more accurate and appropriate name Basically, that's Front Mission in a nutshell. A turn-based stategy game that has mechs in it. HOWEVER, there is a story behind all of the gameplay. One that is worth check ing out. I will also note that this game is the first of the series and originally on the SNES (which I suggest you check out in somehow. If you happen to enjoy this game, feel free to explore the rest of the series and expand the fanbase. =============================================================================== Title Screen and Menus $915$ =============================================================================== As soon as you start the game and press start at the title, you should come across these options. I will also note that the game manual does explain this. At least, I hope and recall it did.... NEW GAME LOAD GAME GAME SETTINGS DUEL NEW GAME: This should be fairly obvious. You are going to start playing one of the two available campaigns. More on this later. LOAD GAME: This should also be obvious. You will be loading a save or a quick- save. More on what a quicksave later on. DUEL: I have not played with this yet (due to no one around having this game) but it is the multiplayer option of the game. From what I recall of the manual this is basically an Arena fight between you and a friend. More on Arena fights later. GAME SETTINGS: Upon selecting this option, you'll see a menu like this. CONTROLS SPEED BATTLE SPEED SOUND BACK CONTROLS: Here you can alternate between Semi-Auto and Manual. In Semi- Auto, the game will automatically select an available units but allows you to cycle through them with the L and R buttons. In Manual, you have to select the units yourselves. I recommend Manual just for the fact that it is easier to select an enemy unit to see how far their movement range is. SPEED: Controls how fast the text and game goes. Options are Fast/Normal. BATTLE SPEED: Controls how fast battle goes. Options are same as SPEED. SOUND: Typical sound options of Stereo/Mono. BACK: Gets you to the previous menu ------------------------------------------------------------------------------- Now that all of this is taken care of, let's start a new game shall we? Upon selecting NEW GAME, the game offers you a chance to play the tutorial. I have not done this myself, so I cannot offer any opinion on the matter. However, I will assume that if you are new to at least see how it is like to give you some familiarity with the game, unless you want to be reading this >_>. Regardless of what you do about the tutorial, you will be given an option of selecting which campaign you'll like to play on. You have the options of the Oceania Cooperative Union otherwise known as the O.C.U. or the Unified Continental States otherwise known as the U.C.S. If you are new, I suggest you stick with what the game tells you to pick and start off with the OCU. =============================================================================== Battles $791$ =============================================================================== Almost immediately, you'll find yourself in the first mission. When it comes to these missions and some extra missions you may come across, the win conditions are usually clear. They might be, and usually are, kill all enemy units. When I think about it, I think that might be the only win condition although they are a few other things that you might have to consider in some missions, such as protecting certain units, etc. Unlike other tactics-based games, you don't have one single HP stat. In this game, you have four: Body, Left Arm, Right Arm, and Legs. When the HP of any part goes to zero, the following will happen. Body: The unit is destroyed. This is the MOST important part. If this goes, so does everything else regardless of the other parts' HPs. Arms: Weapons and shields that are attached to that arm cannot be used for the remainer of the battle, unless repaired. Legs: Movement stat is halved, meaning you cannot travel as far as you did before. However, you may use items that repair destroyed parts or heal some damage. I will note that you cannot do anything regarding a destroyed body. So heal it, before it is destroyed. ONE VERY IMPORTANT THING. If the leader dies, GAME OVER. It should be obvious who the leader is regardless of the campaign you select. However, if you are oblivious or forgotten, they are Royd (OCU) and Kevin (UCS). If they go, you go. ------------------------------------------------------------------------------- When it comes to attacking, there are three different types of attacks: Melee, Short, and Long. Melee: Involves your wanzer's fists and sometimes hand rods. When it comes to targeting, has a higher chance of hitting the body. Short: Involves your guns wheter it is a machine gun, rifle, flame-thrower or whatever. This also includes bazookas and grenade launchers if they are not used for long-range fighting (beyond a range of 1). Long : Involves shoulder-mounted weapons. As the name suggest, this attack will hit enemy units from afar. Typically have a minimum and a maximum range of where it will target. This includes bazookas and grenade launcers if they are not used for short-range. Take note, that when you attack, anything except for Long-range risks a counter attack from the enemy unit. Now what determines who strikes first? First, here is the chain of priority regarding these attacks. Melee is SLOWER than Short Short is SLOWER than Long Long is SLOWER than Melee I will note that unless you are in the Arena only the FIRST rule will apply as Long range attacks cannot be counterattacked nor counter attack themselves. If both units use the same attack, the owner of the phase (yours or computer's) determines who goes first. Basically, your turn, your first-strike. According to the manual, Arena battles are "player always goes first unless priority is going to screw him over". There is also another thing. Generally, when you attack, damage will be not be given in a predetermined way (with two exceptions). Damage dealt will be randomly assigned to the various parts. So brace yourself for those times when you are trying to get a certain part destroyed but you just hit something else instead. ------------------------------------------------------------------------------- Now for the actual movement and attacking. During your turn, you will select one of your units. Then you are given the options of MOVE ATTACK (only if a target is already within range) USE ITEM (more on the items themselves later) CANCEL (deselect unit) You can move an unit as far as its movement range will allow, designated by the blue grid. If you happen to attempt to move a NPC or enemy unit, you won't be able to, but you will be greeted with a green grid, which can be useful with your stategy. If you choose to move a unit, after it finishes making its move, you will see the following ATTACK (only if a target is within range) END (end the unit's turn) USE ITEM CANCEL (places unit back in its original position) If you choose to attack an enemy, you will be given a list of your weapons that are currently available of hitting the enemy. Usually the order of the weapons will be. Left Hand Right Hand Left Shoulder Right Shoulder Why is this important? Well, regarding counterattacks and attacks. Say you are being attacked. You are going to counter with whatever is in your Right Hand. However, the enemy destroyed your Right Hand with his attack. Guess what? You just stand there and take it! So when it comes to picking a weapon to attack with, it is also important to note the HP regarding whatever arm that it is a part of. When it is the enemy's turn, you have the same options regarding a counter- attack BUT with a slight change. When you are attacked, you can have the option of GUARD. Basically, this supposedly helps you dodge the attack in lieu of fighting back. This may or may not be good, depending on your situation. I will also mention that your shoulders don't necessarily have to have weapons on them. Instead of weapons, you can have shields, which obviously will help to defend you. Items can be used on the selected unit or another target, depending on the item itself. These items can inflict status aliments that can hinder or help you. There will be a list of items and their effects at some other section. ------------------------------------------------------------------------------- I should note that during a mission, if you care to look at the top screen, there is some information that will come in handy for you. If the cursor is not on an unit, you'll be given the terrain information. This is basically how it looks Name of the terrain Cover % (defensive bonus) Normal: # Hover: # Treads: # Tires: # What does all of this mean? Well the Cover % should be obvious, as that's how much being on that terrain will help whoever is on it. The numbers next to the four categories are the movement costs to each of the 4 leg types. For example you have Hover-type legs. You also have a movment stat of 10. The movement cost for a certain terrain is say, 3. You can move 3 spaces in that terrain. Rough idea, but you should understand it. More on leg types later on. If the cursor is on an unit, you will see three boxes. Let's look at the VEHICLE STATUS first. This is what you'll see NAME: Name of the wanzer BODY ##/XX LEFT ARM ##/YY RIGHT ARM ##/ZZ LEGS ##/UU MOVE: ## STATUS: --- --- --- --- Basically, this is where you'll see the HP of all your parts as well as how much movement an unit has and any status aliments it might have. To the right of the VEHICLE STATUS, you will see the PILOT STATUS. NAME: Name of Pilot LV. ## -LEVEL- -EXP.- MELEE # ### SHORT # ### LONG # ### DODGE # ### TOTAL #### SKILL: --- --- --- --- --- Explanation of this can be found in the next section. Below both these two pieces of information, you will find this NAME: Name of wanzer -NAME- -AMMO- -RANGE- BODY L. HAND R. HAND L. SHOULDER R. SHOULDER Basically this is where you'll find info regarding the parts that an unit has. It will also give you some info regarding the weapon and shields that are on it ------------------------------------------------------------------------------- If at any moment you press START, during a mission. You may come across a menu regarding this END PLAYER PHASE GAME SETTINGS QUICKSAVE CANCEL Basically END PLAYER PHASE is obvious. You are ending your turn. GAME SETTINGS are basically whatever you saw in the same menu at the title screen. QUICKSAVE allows you to save during battle. After all, some battles can get quite lengthy and you'll be needing a break here and there. By the way, there is only one QUICKSAVE file and it puts you back at the title screen after saving. At the end of each battle, you will get Huffman dollars (the game's currency) equal to... Mission Reward + Kill Bonus (enemies destroyed - Repair Costs (units you lost) =============================================================================== Skills and Experience $114$ =============================================================================== During missions, any time you interact the selected unit with another unit such as an attack, counterattack, or item useage, you gain experience (EXP). EXP is divided up into four different categories Melee Short Long Dodge The first three go up the more you use their respective attacks. The last one, Dodge, goes up when you are on the defensive such as dodging and using shields. Basically whatever points you gained (which you can see as a EXP +X) in the corner after a battle will have that respective category gain that much EXP. When the cumulative total of your EXP hits certain levels, you level up. If at any level up, specific categories have certain number of points allotted to it, you may choose to learn a skill. Skills basically enhance different things during a battle. They also have four different levels: Lv1, Lv2, Lv3, and Last. They tend to level up randomly and typically start at Lv1 although sometimes they start at Lv2. The more you use them, the better they get (as you have a chance of them leveling up then). Skills come in 3 different categories, the same as what you find in attacks: Melee, Short, and Long Melee Skills First : When activated, you go first, regardless of priority. Stun : Chance that a melee attack will inflict STUN. Double: Chance that as long as both hands are using melee weapons for a comboing attack (aka 2 or more hits). Short Skills Duel : Allows you to target specific parts to damage. Speed : For machine guns, gives you extra rounds to shoot with. Switch: Chance that as long as both arms are armed with short weapons for the unit to use the other gun while attacking. Long Skills Guide : Allows you to target specific parts to damage. Nothing else, no.. I'm not kidding you.. Long-range doesn't get much. At most, any pilot can only have a maximum of 5 skills. Even then, you will get pilots that can't even learn 5 but 4, 3, or even 2. Some pilots will also come with a skill already learned. I will also note that you have very few chances to learn a skill. Sometimes your chance to learn a skill might be your only one at it. So plan out what you like. Oh wait.. one other thing. Not all skills may be accessible to all pilots. You will come across someone who can't learn this skill or that skill. I may make a section regarding this, but for now you can always ask for help elsewhere. =============================================================================== Town Menus $555$ =============================================================================== Aww, town. The place you come to when you miraculously return from a mission with money you have won from the deaths of others. Typically, this what you will be seeing, though it will vary depending on what is happening in the story and other things. So, this is the basic gist. SHOP MILITARY WARD BAR ARENA PILOT STATUS SETUP SAVE/LOAD As you can tell, the shop is where you'll be buying various parts, weapons, and items. More on that in a bit. The MILITARY WARD is usually where you will go to for advancement of the story and other information. This may not always be there, but when you see it, you should go there anyway (unless no one is there). The BAR is where you can go to in order to talk to whoever happens to be there. You might come across rumors that lead to extra missions or just random pilots that you can have join you. PILOT STATUS just allows you to check up on your pilot info such as what items they might be carrying, their skills, what their wanzers are, etc. SETUP allows you to modify the various wanzers if you happen to have some parts lying around. It is also the only place where you can put items onto a wanzer for use during missions. SAVE/LOAD should be obvious as it allows you to save into one of the 3 files available and to load from them if you wish to. ------------------------------------------------------------------------------- In the SHOP, you will see something like this. SETUP BUY SELL TALK EXIT All are self-explanatory except for SETUP. When it comes to buying or selling, you pick one of the two. Then you select the category of what you are acting on such as weapon, parts, or items. In weapons, you select either hand or shoulder weapons. In parts, you select one of the various body parts. Items are just items. In SETUP, anything you choose to purchase will automatically be equipped to the wanzer and the previous weapon/shield/part will be sent to your stock. If you select SETUP, you will need to select from the list of your pilots' wanzers. Then you will see a menu like this. WEAPONS PARTS PAINT NAME CANCEL WEAPONS will lead to select for which hand/shoulder you want a weapon for. You will also find shields here, too. PARTS does a similar thing but you select for which part you are buying for... you know, body, legs, and arms. PAINT allows you to just change the color scheme of the wanzer, which can be of some use if you have a favorite unit or something. NAME allows you to change the wanzer's name. Also, if you go to SETUP from the town menu, after PARTS, you will also see ITEMS. This is where you can stock items onto certain wanzers and stuff. =============================================================================== Setups $331$ =============================================================================== Regardless of you are accessing SETUP through the town menu or the shop menu, it is basically the same thing. As you are scrolling through the various parts and weapons, you will see in a box below the list, the stats that go with what you are looking at. For example, weapons could appear like this AT : 5 X 20 ( +17) DF : 0 ( + 0) HIT : 76 ( - 4) RANGE : 1 ( + 0) WEIGHT: 36 ( +36) AMMO : 99 ( ---) TYPE : Short What does this mean? AT stands for Attack. The first number is how many hits or rounds the weapon has. Usually this will be 1 unless it is a multi-hit rifle or machine gun. The second number is damage. DF stands for Defense and is only important shields. HIT is accuracy, the higher the better. RANGE will usually mean nothing unless you happen to get a bazooka or something similar. WEIGHT is how much the thing weighs and will affect your Weight to Power (W/P) ratio. More on that soon. AMMO really applys to shoulder weapons as they have limited amounts such as 2, 3, or 4. If it says 99, it basically means infinite. TYPE should be obvious as it will determine what type of attack that weapon uses. Exceptions would obviously be SHIELD. However, for the hand weapons, LONG will mean it is a bazooka or something. It doesn't mean that it is exclusively LONG-type. When it comes to parts, you will see 3 different sort of stats. First, body. DF : 25 ( + 2) HP : 90 ( -10) POWER : 240 ( +60) WEIGHT : 55 ( - 5) INT.WEAPON: NONE ( ---) DF is the same as it is for weapons. HP is how much HP that part will have, so as defense, the higher the better. POWER is how much power that the body has to handle the weight you put on it. At this point, I would like to draw you to the upper right corner. See the W/P? That is the weight to power ratio. If this is over 100, you are over the weight limit and the game will not allow you to do what you tried to do that would have put you over it. The rationale for this is, if you are too heavy, you can't move. Anyway... WEIGHT is again how much the part weighs. INT.WEAPON is the inital weapon. Basically, nothing when it comes to BODY parts. Second, we will look at the arms. DF : 12 ( + 1) HP : 50 ( + 5) HIT : 57 ( + 2) WEIGHT : 18 ( - 2) INT.WEAPON: TENDUS PUNCH AT 8 HIT 80 We have already gone over DF, HP, and WEIGHT. However, now you have HIT as a stat. Basically, it just tells you how accurate the arm is. So basically if you have a highly accurate weapon but an inaccurate arm, you are going to be somewhat accurate. Same thing the other way around. However, I think the HIT stat on the arms shouldn't be too much of a concern as long as they aren't too low. INT. WEAPON is a interesting thing. For most arms, the initial weapon will be a punch, aka melee attack, and you have the stats to go with it, AT and HIT. However, some arms have a built-in gun to them. You can usually tell if you are going to have a gun based on the appearance of the arm, if the AT gets a "X" indicating a machine gun, or if you can't equip anything to the shoulder. That's right, you can't do anything to the shoulder when you have a built-in gun. I may be wrong, but I'm pretty sure that's the case. So now you are probably thinking why would you want an arm like this? Well, cost. You don't have to buy a gun when the arm comes with it right? They also tend to be light so if you seem to be having too much weight for the wanzer, well you can guess from there. Lastly, we have legs. DF : HP : POWER : MOVE : WEIGHT: I'm not going to bother with numbers here, I'm lazy Short and simple, you should know everything by now EXCEPT for MOVE. This is your MOVE stat. You know, the only you see in the VEHICLE STATUS box during missions? Yeah, basically, the higher the better. Now it is a good idea to mention the various leg types. You have 4 types: Normal, Tires, Treads, and Hover. You can tell which leg is which just by looking at it. Of course, some types do better in certain terrains over others. Also, Normal-types have a bit of an advantage when it comes to elevation on terrain. All other types cannot go anywhere up or down a steep elevation (aka more than 1 level in difference) while Normal types can go up or down if elevation happens to be 1 or 2. So, at the expense of having possibly the most generic movement costs with no other bonuses, you can go higher and lower? Seems fair >_>. So that's all for wanzer parts.. but THERE'S MORE! As you can see, there are CPU and BACKPACK. In CPU, you basically choose what computer, processor, whatever you want to use for that wanzer. Basically these CPUs will help you in these categories MELEE 0 ( - 4) SHORT 30 ( +22) LONG 2 ( + 2) DODGE 0 ( + 0) Thus, the higher the better, as you will perform better in the appropriate areas for that given wanzer. In BACKPACK, you are basically putting an add-on to the back of your wanzers. The relative stats will be... ITEM 1 ( + 1) RANGE 0 ( + 0) POWER 30 ( +30) WEIGHT 10 ( +10) Basically, ITEM determines how many more items you can carry. The default is 3 items, so with a backpack you can carry 4 or even more. RANGE basically increases your maximum range when it comes to Long-range attacks. POWER adds more power to what the BODY is already giving. WEIGHT is well.. obvious. Usally there is nothing wrong with adding a backpack. Heck, it is usually encouraged. I also bet you are still wondering what those numbers in parenthesis mean. Well they are just comparisons to what you already have equipped. So if something was +30 in one stat, that item you are looking at is 30 points higher than what you already have on. =============================================================================== Arena $009$ =============================================================================== The Arena is a place you can go to get get some EXP and money. How it functions is like this. You select one of your wanzers. You select an opponent based on the odds that the game calculates and the opponent's abilities. Afterwards, you choose how much you want to bet. During the Arena battle, you basically select your actions as you would during a mission. So you pick what weapon you want to use, but you are also given the options of GUARD and your shields (if any) if you feel like not attacking. You can also choose to give up if you feel like. Though why give up when you might have a chance at winning? Anyway, you and the opponent will switch blows until one of two conditions. 1) A BODY is destroyed. 2) BOTH ARMS are destroyed. So it doesn't matter if your BODY somehow manages to hold on with 1 HP, or if you get your legs blown off or even one arm. As long as one of those two do not occur, the match goes on. If you win, yay for you. You win money equal to what you bet times the odds. So, if you are playing the Arena for money, you should be picking opponents who give odds such as 1.5 or higher.. but not too high unless you believe in miracles or suicide. If you lose, well.. you know. Also, after the match, you gain some EXP, although not as much as you would gain during a mission. However, this is a good way to level up so of the lower-leveled pilots you might have. =============================================================================== Walkthrough OCU $668$ =============================================================================== DISCLAIMER: HP-Spreads might be off due to the fact that I'm replaying the game through New Game+ on .5 difficulty just to quickly get through the game. However, the numbers are more or less accurate. I'm guessing the margin of error for the HP will be +/- 1. Basically, Royd Clive (the leader unit) is on a recon mission with Ryuji Sakata and someone else while Karen Meure, Royd's fiance, has already been at the area in question. Well, would you look at that? Karen is surrounded.... better help her right? ---------------------------------Mission 1------------------------------------- Mission Reward : N/A # of Allowed Units: 3 # of NPC Units : 1 (1 KAREN) # of Enemy Units : 5 (2 ATTACKERS/2 MISSILEERS/1 DRISCOLL) Name PARTS AMMO RANGE HP-SPREAD ATTACKER GUST MG 99/99 1-1 20/16/16/18 GUST MG 99/99 1-1 MISSILEER CALM PUNCH 99/99 1-1 24/18/18/20 CALM PUNCH 99/99 1-1 PIZ-3 3/3 3-4 DRISCOLL TYPE 11 CLAW-B 99/99 1-1 250/250/110/250 URANIO 99/99 1-1 There really isn't anything much to say except to attack from afar when you can with whatever long-range you happen to have. Also, you might just want to stick with your guns for the first-strike advantage. While the big guy won't go after you, it's best not to bother him either. By the way, NPC dies. ------------------------------------------------------------------------------- After losing all of his men, Driscoll just blows up the area. Leaving Royd to well... be very pissed about Karen and about the whole incident. Sadly, it is Royd's fault that the Second Huffman Conflict is going to occur. Fast foward a bit. Royd "Hellspawn" Clive is apparently working at the Arena as a fighter now. Some man will approach you before your Arena match but let's you be. It's probably best if you win your match, but it doesn't matter as the story will progress the same. Apparently the man is named Olson who wants to recruit Royd as part of the merc group the "Canyon Crows". Given the thought about having revenge for Karen, Royd accepts the offer and joins. Olson gives you 1,000 Huffman dollars for upgrades. Enter the MILITARY WARD after upgrading and proceed to leave. Royd gets reunited with Ryuji and is introduced to Natalie. Seems there are other members that you have to meet... Heading to your next destination, it appears that your missing members, J.J. and Keith, have been out looking for kills to earn some money and ended up in trouble. Good thing, Royd and Co. comes to save the day. ---------------------------------Mission 2------------------------------------- Mission Reward : 3000 # of Allowed Units: 5 # of Enemy Units : 8 (5/1/2) Name PARTS AMMO RANGE HP-SPREAD ATTACKER CALM PUNCH 99/99 1-1 24/18/18/20 RAPTOR 99/99 1-1 COMMANDER SIEGE 99/99 1-1 30/22/22/24 ZORA PUNCH 99/99 1-1 PIZ-3 99/99 3-4 MISSILEER CALM PUNCH 99/99 1-1 20/18/18/18 CALM PUNCH 99/99 1-1 PIZ-3 3/3 3-4 Largely, I say, stick together, though you can probably have someone go 1-on-1 with that randomly misplaced attacker in the corner... Either way, just don't have any of your pilots surrounded by the enemy and you should be fine. For the time being, missileers won't be a hassle so go after whoever you feel like. ------------------------------------------------------------------------------- After the mission and saving the two greedy idiots, head to the MILITARY WARD. Apparently a plane crashed nearby with something very important. Guess who is being sent to get it before the UCS? That's right.... ---------------------------------Mission 3------------------------------------- Mission Reward : 2000 # of Allowed Units: 5 # of NPC Units : 1 (WITNESS) # of Enemy Units : 9 (4/1/1/3) Name PARTS AMMO RANGE HP-SPREAD ATTACKER SIEGE 99/99 1-1 24/18/18/32 CALM PUNCH 99/99 1-1 ATTACKER ZORA PUNCH 99/99 1-1 36/22/22/26 SIEGE 99/99 1-1 EGRET 1/3 3-6 COMMANDER TYPE 5 99/99 1-1 32/24/24/26 ZENITH PUNCH 99/99 1-1 PIZ-3 3/3 3-4 MISSILEER PABOTTE PUNCH 99/99 1-1 15/12/12/13 PABOTTE PUNCH 99/99 1-1 PIZ-3 3/3 3-4 Apparently, the NPC is some sort of journalist, and as good little tools of war, we have to protect him. I don't know what happens if that wanzer is ever destroyed though, since I always protected him. So... anyone care to solve the mystery for me? Anyway, on with the mission. See that second ATTACKER? Well... he'll be the one to avoid. Why? Well, the UCS will be getting to the cargo first, and that lucky guy will get to use it.. on you. Fortunately, he only has one shot.. but it is painful and has some distance to it, too. At least, he won't chase after you. Basically what sort of tactics you should use is this. Take to the hills and protect the journalist. There really isn't a way for you to get to the cargo before the UCS, so might as well be safe and have some distance from the ATTACKER. Besides that little one-shot danger, much of this mission is like the others. A bit easy as long as you are careful not to get yourself into a three-enemy gang-assault. ------------------------------------------------------------------------------- After the mission, or at least, after you killed that ATTACKER, you got the weapon itself. Make sure to put it on one of your units as this long-range weapon is ahead of its time for this part of the story. Oh yeah, you get Frederick to join you as well... Head back to town and talk to Olson. Apparently you have to escort trucks to town. ---------------------------------Mission 4------------------------------------- Mission Reward : 7000 # of Allowed Units: 6 # of NPC Units : 3 (Supply Trucks) # of Enemy Units :10 (5/1/4) Name PARTS AMMO RANGE HP-SPREAD ATTACKER GRAVE 99/99 1-1 32/24/24/26 WINEE 99/99 1-1 COMMANDER GRAVE 99/99 1-1 42/24/24/32 ZIEGER 99/99 1-1 MISSILEER ZENITH PUNCH 99/99 1-1 30/24/24/26 ZENITH PUNCH 99/99 1-1 PIZ-3 3/3 3-4 MGR-1B 2/2 3-5 Obviously, you have to prevent the trucks from being destroyed. Sadly, this is the start of when MISSILEERs become very annoying |
