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Walkthrough

by LegaiaRules

FRONT MISSION EVOLVED
FAQ/WALKTHROUGH
VERSION 1.00
By Angelo Pineda([email protected])

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

28-9-2010 - 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]
------------------------------------------------------------------------------
Wanzer Mode							[WANZ]
Gunship Mode							[GUNS]
Infantry Mode							[INFA]
Frequently Asked Questions (FAQ)				[TFAQ]
------------------------------------------------------------------------------
3. WALKTHROUGH							[WALK]
------------------------------------------------------------------------------
ACT I - New York						[NEWY]
ACT II - Huffman Island						[HUFF]
ACT III - Antarctica						[ANTA]
ACT IV - New York, Revisited					[NEW2]
ACT V - Syria							[SYRI]
------------------------------------------------------------------------------
4. MULTIPLAYER MODE						[MULT]
------------------------------------------------------------------------------
5. 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
-------------

It's been quite a while since a true Front Mission game came out that wasn't
a port or a remake! For an interesting stat, this is the 15 year anniversary
of the series' video game existence (16 if you count the series as a whole).
Front Mission Evolved marks the FOURTH time the series has branched out into
other genres, and the SECOND time it has ventured into third-person shooter
(TPS) land. Anyhow, let's get back to the show. This guide is particularly
for those who are looking for information about the parts and such. 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 Evolved for the PlayStation 3,
XBox 360, and the PC. This guide will discuss the single player campaign and
the basics behind the multiplayer mode. Although it's for the PlayStation 3
version, you can use this guide for the XBox 360 and PC versions. Differences
between each version have been noted in the proper sections. The information
is based off of the Japanese release, so there may be differences with the
text in the North American and European versions. With that said, let's move
onto the main attraction!

------------------------------------------------------------------------------
2. BASICS							[BASE]
------------------------------------------------------------------------------

This will detail the basics behind Front Mission Evolved and its game modes.

--------------
CONTROLS GUIDE
--------------

(Menu Navigation and Customization)

Directional Pad - Select option/change settings.
Start Button - Confirm setup and exit customization.
Left Analog - Select option/change settings.
Right Analog - Rotate wanzer.
X Button - Confirm command.
O Button - Cancel command.
[] Button - Revert setup changes and exit customization.
/\ Button - Remove weapon/apply visual changes to the entire wanzer.

(Wanzer Mode)

Start Button - Pause game and open system menu/skip movie.
Select Button - Open command window
Left Analog - Move wanzer.
Right Analog - Move camera.
L1 Button - Fire left shoulder weapon.
R1 Button - Fire right shoulder weapon.
L2 Button - Fire left hand weapon/enter Sniper Zoom Mode. (Rifle only)
R2 Button - Fire right hand weapon.
L3 Button - Activate roller dash/activate hover dash. (Hover backpack only)
R3 Button - Enter precision aim.
X Button - Jump/activate hovering. (press button again, Hover backpack only)
O Button - Use backpack power/activate hover dash. (Hover backpack only)
[] Button - Side-step.
/\ Button - Activate E.D.G.E. Mode.

(Gunship Mode)

Start Button - Pause game and open system menu/skip movie.
Right Analog - Move camera.
L1 Button - Fire missile launcher.
R1 Button - Fire missile launcher.
L2 Button - Fire gatling gun.
R2 Button - Fire gatling gun.
R3 Button - Enter precision aim.

(Infantry Mode)

Start Button - Pause game and open system menu/skip movie.
Left Analog - Move Dylan/change hand grenade's trajectory.
Right Analog - Move camera.
R1 Button - Aim and throw hand grenade.
L2 Button - Enter precision aim.
R2 Button - Fire weapon.
L3 Button - Dash.
R3 Button - Melee attack.
X Button - Dodge roll.
O Button - Crouch.
[] Button - Reload weapon.
/\ Button - Switch weapon/grab weapon/activate control panel.

------------------------------------------------------------------------------
WANZER MODE							[WANZ]
------------------------------------------------------------------------------

Wanzer Mode is one of three game modes in Front Mission Evolved...and the one
thing that has always remained the same in the series. However, unlike most
of the Front Mission entries, wanzer mode in here is action-based and takes
place in real-time. Fans familiar with the action-oriented Front Mission: Gun
Hazard and Front Mission: Online will probably be a little more at home here
because of this. For everyone else, wanzer mode involves controlling Dylan as
he fights other wanzers and war machines. There are also rare times where he
takes on enemy infantry...and you can actually stomp on them in here! You'll
be spending most of the game playing this mode so you better get used to it!

-----
NOTES
-----

1. The wanzer has four parts with different functionality: the body, the left
arm, the right arm, and the legs. The body keeps the wanzer operational, the
arms handle any equipped weapons, and the legs enables it to move and evade
attacks. Destruction of these parts will cripple a wanzer's performance, and
a wanzer can be removed from battle by destroying the body part. Unlike in
previous Front Mission entries, destroying the arms and legs won't completely
cripple their performance. You can still fire your weapons and move around a
bit...at the cost of a 50% statistical decrease in their performance.

2. Unlike in previous Front Mission games, the wanzer can slowly regenerate
damage if it does not get attacked for a short period of time. This will only
apply to the body part; arm and leg parts are not subject to the same powers
of regeneration. Of course, this is pointless if the body part is destroyed.

3. The wanzer's capacity for equipping parts and weapons is dependent on the
Weight/Power Ouput ratio. To keep it simple, you can only equip parts up to
the maximum power output generated by the body part. So if you've equipped a
body part with 500 power output, your total weight must be equal to or less
than 500. The power output can be increased by equipping certain backpacks or
certain leg parts...or you could always equip a body with more power!

4. A wanzer has three part types: frame parts, support parts, and attacking
parts. Frame parts are the parts that form the wanzer itself, so you can't
start a mission without these. Support parts are auxiliary backpacks that are
mounted on a wanzer's back and provide unique features. While these parts are
not mandatory to use, they will make battles easier to handle. Last but not
least, attacking parts are weapons that a wanzer can equip. A wanzer can use
up to four weapons - two on its hands, and two on its shoulders. As you might
expect, these are absolutely mandatory for mission play.

5. The weapons of a wanzer can be equipped with Battle Skills. Battle Skills
are enhancements added to the weapons for a short period of time. These are
activated randomly and the enhancements will be in effect for a few seconds.
Each Battle Skill uses up a certain number of slots, and each weapon stores
a different amount of slots. While you do start off with a few Battle Skills,
the vast majority of them are obtained by clearing optional objectives in the
single player campaign, or reaching a certain rank in online multiplayer.

6. Wanzers have an energy gauge that is used for various functions, the most
important of which is the dash feature. When using roller dash or using the
hover dash (with a certain backpack type equipped), a wanzer can travel at
high speeds. Wanzers can also do a side-step dash and hover in the air (with
a certain backpack type equipped) for evasive maneuvers. Additionally, using
functions from certain backpack types will also drain the energy gauge. When
the energy gauge is fully depleted, you will be unable to use any of these
functions for a short period of time.

7. Unlike in every other Front Mission entry, you will not have a permanent
squad to control. Ally units will help you time to time in missions, but in
no way can you give them orders or customize their machines. To compensate
for the lack of any dedicated repair and supply units, Front Mission Evolved
uses enhancement pick-ups. Ammo crates replenish the ammo of the wanzer's
equipped weapons, energy crates replenish the wanzer's energy gauge, and
repair crates replenish the wanzer's armor including destroyed parts. These
crates are easy to identify - ammo crates are colored blue, energy crates are
colored yellow, and repair crates are colored green.

8. A new feature to the series, Front Mission Evolved introduces the weapon
heating system. Basically, weapons will discharge heat every time they are
used. If you continue to use a weapon without allowing it to cool down, it
will overheat and you won't be able to attack. You must wait until the weapon
cools down before you can use it again. In short, don't get too trigger-happy
with your weapons.

9. Another new feature exclusive to Front Mission Evolved is the E.D.G.E.
Mode. A plot device used to progress the story, E.D.G.E. slows down time for
a limited time period. When using it, enemies and allies are highlighted to
make them easier to spot. Enemies will be highlighted in red, whereas ally
units will be highlighted in green. Also, E.D.G.E. increases the damage you
can do while time is slowed down. A minimum of 25% in the E.D.G.E. gauge is
required to use it, but a more potent version of it can be used if the gauge
is at 75% or more. E.D.G.E. can only be used in the single player campaign.

10. A very minor new feature, but while roller dashing or hover dashing, the
power of your melee attacks is boosted. The faster you move towards an enemy
and attack with your melee, the more damage it will do.

Energy Gauge Guide:

------------------------------------------------------------------------------
Action			Energy Drain
------------------------------------------------------------------------------
Roller Dash		See the Roller Dash parameter of the legs part
Side-step		20%
Hover Dash		See Roller Dash
Hovering		Twice the amount used for Roller Dash or Hover Dash
Repair Backpack		100%
EMP Backpack		100%
Anti-Missile Backpack	Varies based on the part used

Battle Skills Guide:

------------------------------------------------------------------------------
Battle Skill		Activation	Duration	Slots
------------------------------------------------------------------------------
Acid Shot I		4%		6 seconds	1
Acid Shot II		7%		8 seconds	2
Acid Shot III		10%		10 seconds	3
EMP Shot I		4%		6 seconds	1
EMP Shot II		6%		7 seconds	2
EMP Shot III		9%		8 seconds	3
Panic Shot I		8%		6 seconds	1
Panic Shot II		12%		8 seconds	2
Panic Shot III		18%		10 seconds	3
Ricochet I		4%		6 seconds	1
Ricochet II		9%		8 seconds	2
Ricochet III		14%		10 seconds	3
Siphon Shot I		5%		6 seconds	1
Siphon Shot II		7.5%		7.5 seconds	2
Siphon Shot III		10%		9 seconds	3
Barrage I		6%		6 seconds	1
Barrage II		9%		8 seconds	2
Barrage III		12%		10 seconds	3
Fire Shot I		5%		6 seconds	1
Fire Shot II		7.5%		9 seconds	2
Fire Shot III		10%		12 seconds	3
Buckshot I		3%		6 seconds	1
Buckshot II		5.5%		7 seconds	2
Buckshot III		7%		8 seconds	3
Long Shot I		3%		6 seconds	1
Long Shot II		5.5%		7.5 seconds	2
Long Shot III		8%		9 seconds	3
Piercing Shot I		3%		6 seconds	1
Piercing Shot II	7%		7 seconds	2
Piercing Shot III	11%		8 seconds	3
Rapid Fire I		4%		6 seconds	1
Rapid Fire II		6%		8 seconds	2
Rapid Fire III		8%		10 seconds	3
Area Blast I		5%		6 seconds	1
Area Blast II		7%		8 seconds	2
Area Blast III		9%		10 seconds	3
Critical Blow I		4%		6 seconds	1
Critical Blow II	7%		7 seconds	2
Critical Blow III	10%		8 seconds	3
Healing Shield I	12%		6 seconds	1
Healing Shield II	16%		7 seconds	2
Healing Shield III	20%		8 seconds	3
Perfect Shield I	4%		6 seconds	1
Perfect Shield II	5.5%		8 seconds	2
Perfect Shield III	7%		10 seconds	3
Homing I		3%		6 seconds	1
Homing II		5%		7.5 seconds	2
Homing III		7%		9 seconds	3
Shrapnel I		4%		6 seconds	1
Shrapnel II		6.5%		7 seconds	2
Shrapnel III		8%		9 seconds	3		

------------------------------------------------------------------------------
Battle Skill		Condition
------------------------------------------------------------------------------
Acid Shot I		All ranged weapons
Acid Shot II		All ranged weapons
Acid Shot III		All ranged weapons
EMP Shot I		All ranged weapons
EMP Shot II		All ranged weapons
EMP Shot III		All ranged weapons
Panic Shot I		All ranged weapons
Panic Shot II		All ranged weapons
Panic Shot III		All ranged weapons
Ricochet I		All ranged weapons
Ricochet II		All ranged weapons
Ricochet III		All ranged weapons
Siphon Shot I		All ranged weapons
Siphon Shot II		All ranged weapons
Siphon Shot III		All ranged weapons
Barrage I		All machine guns, gatling gun
Barrage II		All machine guns, gatling gun
Barrage III		All machine guns, gatling gun
Fire Shot I		All machine guns, gatling gun
Fire Shot II		All machine guns, gatling gun
Fire Shot III		All machine guns, gatling gun
Buckshot I		Shotgun
Buckshot II		Shotgun
Buckshot III		Shotgun
Long Shot I		Shotgun
Long Shot II		Shotgun
Long Shot III		Shotgun
Piercing Shot I		Rifle
Piercing Shot II	Rifle
Piercing Shot III	Rifle
Rapid Fire I		Rifle
Rapid Fire II		Rifle
Rapid Fire III		Rifle
Area Blast I		Bazooka, grenade launcher
Area Blast II		Bazooka, grenade launcher
Area Blast III		Bazooka, grenade launcher
Critical Blow I		All melee weapons
Critical Blow II	All melee weapons
Critical Blow III	All melee weapons
Healing Shield I	Shield
Healing Shield II	Shield
Healing Shield III	Shield
Perfect Shield I	Shield
Perfect Shield II	Shield
Perfect Shield III	Shield
Homing I		Missile launcher
Homing II		Missile launcher
Homing III		Missile launcher
Shrapnel I		Missile launcher, grenade launcher, rocket launcher
Shrapnel II		Missile launcher, grenade launcher, rocket launcher
Shrapnel III		Missile launcher, grenade launcher, rocket launcher

-------
ENEMIES
-------

These are the common foes you can expect to find in Wanzer Mode.

Light Assault Wanzer - A wanzer that specializes in high speed combat.
Medium Assault Wanzer - A wanzer that specializes in medium range weapons.
Heavy Assault Wanzer - A wanzer that uses medium range and artillery weapons.
Ballistic Wanzer - A wanzer that specializes in artillery weapons.
Brawler Wanzer - A wanzer that specializes in melee weapons.
Engineer Wanzer - A wanzer that aids allies using EMP and Repair backpacks.
Sniper Wanzer - A wanzer that specializes in long range weapons.
Centipede Tank - A tank that shoots cannon rounds.
Mantis Tank - A tank that launches missiles.
Wasp Gunship - A helicopter that launches missiles.
Osprey Dropship - A transport helicopter that carries wanzers.
Cannon Turret - A gun turret that fires a rapid-fire cannon.
Missile Turret - A gun turret that launches missiles.

---------
BACKPACKS
---------

These are the backpacks you can use in Wanzer Mode.

ITEM:

Item backpacks increase the ammo capacity of a wanzer's equipped weapons.

TURBO:

Turbo backpacks provide extra power output so a wanzer can carry more parts.

COMBO:

Combo backpacks are a combination of Item and Turbo backpacks.

HOVER:

Hover backpacks increase the overall mobility of a wanzer.

REPAIR:

Repair backpacks enable a wanzer to repair damaged or destroyed parts.

EMP:

EMP backpacks enable a wanzer to disable enemy units with EMP waves.

ANTI-MISSILE:

Anti-Missile backpacks grants missile lock-on and attack defense to a wanzer.

-------
WEAPONS
-------

These are the weapons you can use in Wanzer Mode.

LIGHT MACHINE GUN:

Class - Assault
Location - Hands
Heat Generation - Medium

Light machine guns are a variation of machine guns that provide a rapid rate
of fire in exchange for damage output. Their high ammo capacity, in addition
to their light weight, makes them worth using as secondary offensive weapons.
Watch out when firing sustained bursts though or else they will overheat.

MEDIUM MACHINE GUN:

Class - Assault
Location - Hands
Heat Generation - Medium

Medium machine guns are a variation of machine guns that offer a balance
between good rate of fire and reasonable damage output. They also have a fair
ammo capacity that makes them good enough to be used as a primary offensive
weapon. As with any machine gun, being trigger-happy will result in overheat.

ASSAULT MACHINE GUN:

Class - Assault
Location - Hands
Heat Generation - Medium

Assault machine guns are a variation of machine guns that possess impressive
offensive potential, but have a slow rate of fire in return. Despite the low
ammo capacity, they can punch holes through the enemy's armor. Paired with a
secondary offensive weapon, the opposition won't know what hit them.

BURST MACHINE GUN:

Class - Assault
Location - Hands
Heat Generation - Slow

Burst machine guns are a variation of machine guns that fire rounds in short
bursts. They boast a respectable damage output and generate heat slower than
its other counterparts. Its major drawback is that it has a very low rate of
fire and thus, is a secondary offensive weapon at best.

SHOTGUN:

Class - Assault
Location - Hands
Heat Generation - None

Shotguns are close range weapons that fire a spread of bullets the farther
they fly out. The damage they deal is entirely dependent on how far away the
enemy is. The farther away the enemy, the less damage it will do. Use them at
close range and they're very dangerous. A great primary offensive weapon.

KNUCKLE:

Class - Brawler
Location - Hands
Heat Generation - None

Knuckles are melee weapons that are used to strike the enemy at close range.
They deal the least damage among melee weapons, but weigh the least.

PILE BUNKER:

Class - Brawler
Location - Hands
Heat Generation - None

Pile Bunkers are melee weapons that are used to strike the enemy at close
range. They deal the most damage among melee weapons, but weigh the most.

ROD:

Class - Brawler
Location - Hands
Heat Generation - None

Rods are melee weapons that are used to strike the enemy at close range.
They strike a balance between damage output and weight for melee weapons.

SHIELD:

Class - Engineer
Location - Hands
Heat Generation - None

Shields are a unique melee weapon that can be used to block frontal attacks
or shield bash the enemy. While it can be used to absorb damage, they have a
finite amount of armor that is displayed in the overheat gauge area. If this
gauge is fully depleted, they cannot be used to attack or block attacks.

RIFLE:

Class - Sniper
Location - Hands
Heat Generation - None

Rifles are a long range weapon that fire highly penetrating rounds. They have
a high single round damage output that is only hindered by its low rate of
fire. A unique feature of the rifle is Sniper Zoom Mode. Sniper Zoom Mode is
a greater form of precision aim that allows for precise targeting of enemies.

BAZOOKA:

Class - Sniper
Location - Hands
Heat Generation - None

Bazookas are a long range weapon that fire explosive rounds. Like the rifle,
they possess a lot of firepower in exchange for its poor rate of fire. The
explosion resulting from the round causes area of effect damage, which makes
it an excellent primary offensive weapon to use.

GATLING GUN:

Class - Assault
Location - Shoulders
Heat Generation - High

Gatling guns are essentially an upgraded form of machine guns mounted on the
shoulders. They possess an extremely high rate of fire, as well as a massive
supply of ammo. Its low damage output, high heat accumulation, and heavy
weight balance out the weapon's desirable qualities.

MISSILE LAUNCHER:

Class - Ballistic
Location - Shoulders
Heat Generation - None

Missile launchers are guided homing weapons that track enemy targets with
great precision. In order to launch missiles, lock-ons against enemy targets
must be achieved first. They're great for almost any situation and thanks to
its homing properties, can hit enemy units without a problem.

GRENADE LAUNCHER:

Class - Ballistic
Location - Shoulders
Heat Generation - None

Grenade launchers are area of effect artillery weapons that launch a series
of grenades at the enemy. They have to be manually aimed and because of this,
are not easy weapons to use. Nevertheless, they are great weapons for crowd
control purposes when used in the right hands.

ROCKET LAUNCHER:

Class - Ballistic
Location - Shoulders
Heat Generation - High

Rocket launchers are artillery weapons that launch dumb-fire rockets at the
enemy. While being similar to missile launchers, rockets do not home in on
their targets. The trade-off is that rockets can be launched at any time,
provided that it has a target. Also, these weapons tend to overheat a lot.

------------------------------------------------------------------------------
GUNSHIP MODE							[GUNS]
------------------------------------------------------------------------------

A completely new addition to the Front Mission series is Gunship Mode. This
mode has you fighting on-board the Albatross, a gunship armed with gatling
guns and missile launchers. This mode plays out like a rail shooter in that
while you control Dylan's wanzer, in no way can you move around or evade an
enemy attack. Rather, the Albatross will fly by areas and your job is to fire
at anything you see on the screen. As the gatling guns and missile launchers
have infinite ammo, and you don't need to lock-on with the missiles, you're
free to make some fireworks! Just remember that the weapons can overheat...

------------------------------------------------------------------------------
INFANTRY MODE							[INFA]
------------------------------------------------------------------------------

Infantry Mode is one of three game modes in Front Mission Evolved. A feature
last seen in Front Mission: Gun Hazard, Infantry Mode is basically when you
control Dylan on foot and do missions...on foot. It differs from Gun Hazard's
Infantry Mode in that the missions are strictly on foot, and you can't freely
board or disembark from your machine. Missions in this mode, therefore, have
Dylan fighting against enemy infantry. But, don't think that infantry will be
the only thing you're fighting because like it was in Gun Hazard, you WILL be
fighting machines! Fortunately, these moments are far and few so in a sense
they are Infantry Mode's "boss" fights.

-----
NOTES
-----

1. Dylan's health will slowly regenerate as long as he doesn't take damage
for a short period of time. Unlike in wanzer mode, Dylan only has a single
health meter to worry about.

2. Dylan's weapons have ammo clips that must be reloaded once their all out
of ammo. Unlike in wanzer mode, weapons do not have a heat gauge and won't
overheat at all.

3. There are only two enhancement pick-ups for Dylan: a first aid kit and an
ammo crate. The first aid kit replenishes Dylan's health, whereas the ammo
crate replenishes Dylan's weapon ammo. Furthermore, first aid kits are only
dropped by enemies and not found lying around the mission area.

-------
ENEMIES
-------

These are the common foes you can expect to find in Infantry Mode.

Machine Gun Soldier - A soldier equipped with a machine gun.
Shotgun Soldier - A soldier equipped with a shotgun.
Ballistic Soldier - A soldier equipped with a rocket launcher.
Manned Turret - A soldier manning a gatling gun turret.

-------
WEAPONS
-------

These are the weapons you can use in Infantry Mode.

MACHINE GUN:

Damage - Low (versus infantry), Very Low (versus machines)
Ammo - 32 per clip, 128 max
Range - Long

Machine guns are the bread-and-butter of infantry combat, and Dylan usually
starts off with this weapon. It's an easy-to-use weapon that has good range
and a large ammo supply. Machine guns are useful in all situations against
infantry. Its only flaw lies in the fact the weapon has a low damage output
against infantry and is even less effective against machines.

SHOTGUN:

Damage - Medium (versus infantry), Very Low (versus machines)
Ammo - 6 per clip, 36 max
Range - Medium

When close range combat calls, the shotgun is ready for duty. This weapon as
you might expect fires a spread of bullets that spread the farther they fly
out. Dylan rarely starts off with this weapon, but when you grab this weapon,
you can mow down soldiers at close range. Its weaknesses include low ammo, a
fairly long reload time, and it's useless against machines.

ROCKET LAUNCHER:

Damage - Instant Kill (versus infantry), High (versus machines)
Ammo - 3 per clip, 15 max
Range - Long

The go-to weapon for heavy firepower, Dylan can shoot rockets to incinerate
the opposition. One shot will instantly kill any soldier it hits, whether by
direct hit or from the resulting explosion it causes. This is also the main
weapon to use against machines such as wanzers or gunships. Despite its many
uses, don't get trigger-happy; the rocket launcher doesn't have much ammo.

HAND GRENADE:

Damage - Instant Kill (versus infantry), High (versus machines)
Ammo - 5
Range - Medium

Hand grenades are your best friend for clearing out groups of soldiers. When
Dylan uses them, a firing trajectory will appear on the screen. By holding
the hand grenade button, you can change its trajectory and where it will be
thrown. Due to its low ammo count, only use it when you're in a jam. Also,
while hand grenades can damage machines, good luck trying to hit them.

MELEE:

Damage - Instant Kill (versus infantry)
Ammo - Infinite
Range - Very Short

For a last resort attack, Dylan can use his weapons to melee bash the enemy.
Only one hit is needed to kill a soldier regardless of how much health they
have. Dylan has different motions with each of the three weapons, but all of
them do the same amount of damage. The only drawbacks to using melee is that
you have to be very close to use it, and it's of no use against machines.

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

Q: I was playing the game and when I kept firing my weapon, I heard a sound
and couldn't use it for a few seconds! What do I do wrong?

A: Your weapon must have overheated from continuous fire. When you are using
any kind of weapon, pay close attention to the heat gauge of the said weapon.
If you see the color changing from yellow to orange, stop firing and let it
cool down.

Q: Um, how can I shield bash with a shield? I've got the shield up to block
attacks, but I don't know how to attack with it.

A: The first time you press the button mapped to the shield, it will be in
defensive mode. To switch it to offensive mode and shield bash an enemy, you
have to press the same button again.

Q: I'm trying to figure out how the missile launcher works. I can get like a
number of lock-ons, but sometimes I only get one. What am I doing wrong?

A: The way missile launchers work is that you have to keep an enemy unit in
your lock box, and then lock-on to them. Hold down the button that's mapped
to the missile launcher and you should see a red circle forming. This is your
lock-on count. The most lock-ons you can achieve is based on how many hits a
missile launcher can do with one attack. So, if the part says 50 x 6, you'll
have a maximum of six lock-ons. When using two missile launchers, you can
actually lock-on with both of them at once.

Q: Hey, I blew off an enemy wanzer's arms and for some reason, they can still
fire their weapons! I've never seen this happen in any Front Mission game! Is
this a bug or what?

A: No, that isn't a bug. In Front Mission Evolved, destroyed arms will reduce
the accuracy of the arm but you may still use your weapons. Destroyed legs
function similarly in that you won't be able to dash very far or turn around
fast.

Q: When I was looking at buying a new part, I saw two different prices in the
list. One part read $500, while another I was looking at read $-800. What's
the differences between these two parts?

A: The part that reads $500 means by purchasing the part, you will gain $500
for the purchase. The part that reads $-800 means you will lose $800 for the
purchase. In a nutshell, any part with the - sign means you'll have to pay
up to get it. Any part without the - sign means you'll gain money because the
part is less expensive than whatever you're replacing it with.

Q: What do collecting sensors and emblems do for you? At the same time, what
does doing optional objectives have as rewards?

A: Collecting sensors and emblems will result in free money that can be used
to purchase new gear. Obviously, getting emblems mean you'll have new decals
to put on your wanzer. Also, when you collect all sensors, you might get new
battle skills to equip. In regards to optional objectives, the same rewards
apply. You can get free money, new decals, or new battle skills to use. It's
up to you if you wish to do the optional objectives, but if you want to make
missions easier, go for it.

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

------------------------------------------------------------------------------
Mission - mission number and chapter name
------------------------------------------------------------------------------

Mission Type - Shows the game modes used for the mission
Sensors - Shows if sensor devices can be found and destroyed in the mission
Emblems - Shows if emblems can be found in the mission
Optional Objectives - Shows if there are optional objectives in the mission

Setup Requirements - The setup needed in order to do the mission

Frame Parts - The parts needed in order to do the mission
Support Parts - The backpacks needed in order to do the mission
Attacking Parts - The weapons needed in order to do the mission

Enemy Composition - Enemy data. See below:

------------------------------------------------------------------------------
Name			Enemy Type		Money
------------------------------------------------------------------------------
Name of enemy		Designation of enemy	Reward for defeating enemy

(Bosses and Mini-Bosses Only)

Boss - Name of boss and the name of the vehicle they're using, if applicable
Weapon Loadout:			Special Attacks:
Weapon				The weapon's special attacks, if applicable

Guide - How to complete the mission and its objectives

Mini-Boss Strategy - How to defeat the mini-boss.

Boss Strategy - How to defeat the boss.

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

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

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

The following information pertains to the game's single player campaign. This
walkthrough assumes that you are playing on Normal Mode. If you want to play
on Easy Mode or Hard Mode, make sure you change the settings before starting
a new game.

------------------------------------------------------------------------------
ACT I - NEW YORK CITY						[NEWY]
------------------------------------------------------------------------------

Watch the lengthy opening movie and the scene that follows it. Then, you'll
regain control and play the first mission.

------------------------------------------------------------------------------
Mission 01 - Long Island Research Facility
------------------------------------------------------------------------------

Mission Type: Wanzer
Sensors: None
Emblems: None
Optional Objectives:

1. Kill 5 enemies without disrupting the mission.

Setup Requirements:

Frame Parts - Two-Legged Legs
Support Parts - None
Attacking Parts - Machine Gun, Shotgun, Melee, Missile Launcher

Enemy Composition
------------------------------------------------------------------------------
Name			Enemy Type		Money
------------------------------------------------------------------------------
Wanzer Drone		Wanzer			10
Helicopter Drone	Helicopter		5

Guide:

Your first mission is really just a glorified tutorial session so don't fret
about getting killed here. Amy will start off by teaching you how to use your
dash feature. So, your first objective is to run through all of the assigned
markers without stopping. Once you complete this task, Amy will then ask you
to use your Hover backpack's hovering feature. To do this, activate your jump
and while in mid-air, press the jump button again. Fly through the markers
and this will end the second objective.

Now comes the fun part - combat practice. Make your way to the next testing
site and practice using the dash and hovering features. Once you're at the
testing site, Amy will ask you to use the machine gun to destroy some targets
in the firing range. Take this time to get acquainted with the weapon heating
system - don't fire your machine gun too much or else it will overheat. For
the last target, Amy will ask you to use precision aim to destroy it. 

Once the job's done, you will be asked to demonstrate precision aim on a
wanzer drone by blowing up its parts in this order - arms, legs, and body.
Next, Amy will ask you to take out another wanzer drone using melee only. Pay
attention to what she says about increasing the damage by dashing towards the
enemy before striking. This bit of advice will come handy in the missions to
come. After this is done, you'll take on two helicopter drones next.

Against the helicopter drones, Amy will ask you to use your missile launcher.
The way the missile launcher works is simple - as long as a target is in your
lock box, you can lock onto it. To launch missiles, hold down the button that
is mapped to the missile launcher and let go of it. The longer you hold the
button, the more lock-ons you can achieve - keep this advice in mind for the
next few missions.

Lastly, when you're all done, you will have to perform a live combat test.
Follow the markers that show up and a wanzer drone will eventually appear.
You will get one last bit of advice for this session - the side-step. This
action is great for quickly avoiding attacks at close range so take the time
to play around with it. Finishing off the wanzer drone ends this mission.

------------------------------------------------------------------------------
Mission 02 - Battle for New York
------------------------------------------------------------------------------

Mission Type: Wanzer
Sensors: 20
Emblems: 3
Optional Objectives:

1. Kill 45 enemies without disrupting the mission.

Setup Requirements:

Frame Parts - Two-Legged Legs
Support Parts - None
Attacking Parts - Ranged Weapons

Enemy Composition
------------------------------------------------------------------------------
Name			Enemy Type		Money
------------------------------------------------------------------------------
Medium Assault Wanzer	Wanzer			10
Heavy Assault Wanzer	Wanzer			10
Centipede Tank		Tank			5
Mantis Tank		Tank			5
Wasp Gunship		Helicopter		5
Osprey Dropship		Helicopter		0
Missile Turret		Gun Turret		5
Ballistic Soldier	Infantry		1
Manned Turret		Infantry		0

Guide:

After the opening scene ends, you'll have control of the wanzer. From your
starting point, move past the road and at the intersection, make a left turn.
You'll be up against your first real enemy - a Centipede Tank. Taking it out
is not as hard as it looks - any weapon will do the trick here. Upon taking
it down, follow the road and make a left turn at the next two intersections.
You'll see an allied wanzer being attacked by an enemy wanzer. Don't bother
trying to shoot at the enemy until it destroys the ally.

Take out the wanzer and move along the main road. You'll find more enemies
battling against more allied wanzers. While their survival isn't a mandatory
objective, the enemy units will concentrate on them as long as they aren't
destroyed. You'll deal with more enemies, like Ballistic Soldiers, Manned
Turrets, and Mantis Tanks. Hitting the soldiers can be a problem, but there's
a really easy way to take them down - just walk or dash over their bodies! It
works and stomping on people in large mecha is always worth seeing!

After a while, you'll eventually run into Wasp Gunships. These buggers might
be a bit hard for you to destroy with your machine gun, so don't be afraid to
use your missile launcher. A few wanzers will appear once you take these out
so don't let your guard down. Keep moving and soon enough, you'll be in a new
area with the Verrazano Bridge in sight. Play will temporarily stop once you
try to get close to the bridge.

A scene will play out and once it ends, you'll have to deal with two Medium
Assault and one Heavy Assault wanzer. Your new ally, Adela, can help you out
in here. A safe way to take out all three wanzers is to play peak-a-boo with
them, using your missiles to pound them when they're out in the open. Get by
this threat and you'll have a new objective - destroy two anti-air guns near
the Verrazano Bridge.

The anti-air guns are located underneath the bridge so head down the road to
the right side, and take out the nearby enemy units. The targets that you'll
be taking out are two Missile Turrets. One is located at a structure far from
the bridge - you'll need your missiles to destroy this one. Take them out and
head back to the Verrazano Bridge. You'll have to eliminate some wanzers now.
Send them to the junkyard and a transporter will show up - head towards it to
end the mission.

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

INTERMISSION:

Before you sortie for the next mission, you'll be given a chance to outfit
your wanzer at the Hangar. Adela will give you a brief tutorial on the basics
of wanzer customization from parts, weapons, and battle skills. While you're
free to configure your ride in any way you want, there's not a lot of parts
you can play around for now. So, your current wanzer setup will suffice. Do
note that whenever you change weapons, their equipped battle skills will be
removed. Keep this in mind for future trips to the Hangar.

------------------------------------------------------------------------------
Mission 03 - Apollo's Chariot
------------------------------------------------------------------------------

Mission Type: Wanzer
Sensors: 20
Emblems: 3
Optional Objectives:

1. Destroy all anti-air gun turrets.
2. Kill 35 enemies without disrupting the mission.

Setup Requirements:

Frame Parts - Two-Legged Legs
Support Parts - None
Attacking Parts - Ranged Weapons

Enemy Composition
------------------------------------------------------------------------------
Name			Enemy Type		Money
------------------------------------------------------------------------------
Brawler	Wanzer		Wanzer			15
Medium Assault Wanzer	Wanzer			15
Heavy Assault Wanzer	Wanzer			15
Centipede Tank		Tank			5
Mantis Tank		Tank			5
Osprey Dropship		Helicopter		0
Missile Turret		Gun Turret		5
Ballistic Soldier	Infantry		2

Guide:

This mission isn't that much different from the previous one, so take this
time to get better with the controls. At the start, dash along the road until
Adela warns detects incoming wanzers and tanks. One enemy you should pay good
attention to is the Brawler wanzer. These wanzers are equipped with all sorts
of melee weapons and while they can only strike up close, don't underestimate
the damage they can do. A few melee strikes can be fatal if you get hit, so
always put some distance between you and them when fighting.

Once you take out the initial enemy force, you'll have to do some jumps over
buliding debris to reach the next area. Do that and you'll have your first
optional objective - destroy all anti-air guns. Optional objectives are just
minor tasks you can do to earn more money, parts, and battle skills. This one
is really easy as all of the anti-air guns are very easy to spot. It's up to
you if you want to take on this objective. Otherwise, head into the factory
located North of the main road.

Once you get inside the factory, you'll have to fend off waves of Ballistic
Soldiers. The easiest way to get rid of these enemies is simply to walk or
run over them. Once all of the Ballistic Soldiers have been dealt with, a
scene will play out. Hamilton will join you as your second ally and just in
time too...you'll be fighting a squad of wanzers immediately after the end of
the scene. Focus on the Brawler wanzer first before attacking the others.

Furthermore, you'll be facing the Osprey Dropship for the first time. These
heavily armored transport helicopters drop off wanzers to the battlefield.
Don't worry about shooting one down for now, and even if you do, you won't
gain any money from doing so. Anyways, follow Hamilton to the N.S.R.L. From
here, he and Adela will leave. Continue to the parking ground for a scene and
when it ends, you'll face the first boss of the game.

------------------------------------------------------------------------------
Boss - Marcus Seligman in Apollo's Chariot 01(Ballistic)
Weapon Loadout:			Special Attacks:
Knuckle x 2			Double Punch, Tackle, Missile Tackle
Missile Launcher x 2		Burst Missile, Missile Tackle
------------------------------------------------------------------------------

Boss Strategy:

Marcus is a pretty easy boss who doesn't do much in the way of attacking or
dodging attacks. He usually will stay far away to fire his missile launchers.
These are fired as two small missiles, or two large missiles that burst into
a lot of smaller once. After launching several of them, he'll then charge his
boosters for his tackle attack. It's telegraphed by the boosters, which get
larger as Marcus charges them up. Use your hover dash to get out of the way
and fire at him when he stops. Just don't get too close or else you'll eat a
double punch from his knuckles.

To beat him, you must charge up your E.D.G.E. gauge to at least 25%. Once it
is at 25% or higher, activate E.D.G.E. and a scene will play out. As it ends,
Marcus will now have a visible armor bar underneath his name. He also uses a
new attack in the form of a missile tackle - after he charges at you, two
missiles will come at you. This is telegraphed when Marcus does the missile
launching animation, then quickly begins the tackle charging animation.

------------------------------------------------------------------------------
Mission 04 - Percival's Fall
------------------------------------------------------------------------------

Mission Type: Wanzer
Sensors: 20
Emblems: 3
Optional Objectives:

1. Destroy the retreating tanks.
2. Kill 15 enemies without disrupting the mission.
3. Escape New York City within 1 minute and 30 seconds.

Setup Requirements:

Frame Parts - Two-Legged Legs
Support Parts - None
Attacking Parts - Ranged Weapons

Enemy Composition
------------------------------------------------------------------------------
Name			Enemy Type		Money
------------------------------------------------------------------------------
Ballistic Wanzer	Wanzer			15
Brawler	Wanzer		Wanzer			15
Medium Assault Wanzer	Wanzer			15
Heavy Assault Wanzer	Wanzer			15
Mantis Tank		Tank			5
Wasp Gunship		Helicopter		10

Guide:

Well, as you might have noticed in the previous scenes, the main objective
of this mission is to escape New York City. You'll start off with Hamilton,
who will lead the way out of the city. Soon enough, you'll get a chance to do
another optional objective. This time, it involves blowing up tanks that are
trying to escape. It's another easy one if you chose to do it...and some free
money couldn't hurt either.

Follow Hamilton until you reach a big factory. Watch the scene that occurs
and you'll have to find Adela next. Again, you must follow Hamilton as he
leads the way to Adela's position. Take out any wanzers that get in your way
and eventually, you will reach an area of the factory with big generators.
In here, you'll need to help Adela by destroying the wanzers attacking her.
This is a great place to practice using E.D.G.E. so if you have it, use it.

When you pass the gates that Hamilton destroys, a two minute timer will begin
counting down. Basically, you have only two minutes to escape from New York
before Percival collapses. Yet again, Hamilton will lead the way so all you
have to do is follow him. You can do that, or take some time to explore some
of the paths for sensors and free money. To get to the bridge, just follow
the energy pick-ups and soon enough, the mission will end.

------------------------------------------------------------------------------
ACT II - Huffman Island						[HUFF]
------------------------------------------------------------------------------

Right before you head out for the next operation, Hamilton will give you a
new customization tutorial at the Hangar. Now that you can purchase wanzer
parts, he'll talk about the importance of the weight-to-power output ratio.
The captain is also kind enough to give you some information on backpacks,
shields, and full wanzer sets. If you feel a little bit overwhelmed by the
options available, you can purchase a wanzer set to make your job easier.
Just don't rely on it too much...the best setups are never pre-built ones!

------------------------------------------------------------------------------
Mission 05 - Fort Monus
------------------------------------------------------------------------------

Mission Type: Gunship (first half), Wanzer (second half)
Sensors: 20
Emblems: 3
Optional Objectives:

1. Destroy all enemies during the gunship mission.
2. Kill 60 enemies without disrupting the mission.

Setup Requirements:

Frame Parts - Two-Legged Legs
Support Parts - None
Attacking Parts - Ranged Weapons

Enemy Composition
------------------------------------------------------------------------------
Name			Enemy Type		Money
------------------------------------------------------------------------------
Ballistic Wanzer	Wanzer			25
Brawler	Wanzer		Wanzer			25
Medium Assault Wanzer	Wanzer			25
Heavy Assault Wanzer	Wanzer			25
Sniper Wanzer		Wanzer			25
Centipede Tank		Tank			10
Mantis Tank		Tank			10
Wasp Gunship		Helicopter		15
Osprey Dropship		Helicopter		0
Cannon Turret		Gun Turret		15
Missile Turret		Gun Turret		15

Guide:

This mission introduces a new type of game mode - gunships! Gunship missions
play out like rail shooters in that all you have to do is shoot anything that
moves. Don't worry about dodging enemy fire because it's impossible. Instead,
take the fight to the enemy before they can open fire on your gunship. The
weapons that you'll use on the gunship are two gatling guns and two missile
launchers. They both have infinite ammo so as long as you keep an eye on the
weapon heating gauges, you're free to fire at your heart's content!

Your objective on the gunship is to help the allied units break through enemy
lines and reach Fort Monus. Whenever you see an enemy pop up on the screen,
blast them to pieces with the gatling guns and missile launchers. Try not to
fire sustained bursts with the missile launchers because they overheat a lot
faster than their wanzer counterparts. After helping the ally forces get past
the enemy, you'll have to clear the landing zone near Fort Monus. It's not a
hard task and if you use precision aim, you might find it rather easy.

When the gunship lands, you'll be on your wanzer for the next half of the
mission. The enemy forces that are in this mission have some new recruits to
help them out - Sniper wanzers. Sniper wanzers are units equipped with long
range weaponry, namely rifles. They're quite painful, but fortunately you can
spot where it's being aimed at via the rifle's red laser sight. As long as
you keep moving, you won't get hit. Sniper wanzers don't move around a lot,
so they're quite easy to kill. Use missiles if you don't want to get hit.

Anyways, whenever you're ready to move on, clear out the enemy forces along
the road to Fort Monus. You'll eventually come to a gate guarded by a Cannon
Turret and a Missile Turret. Blow these two up and once you pass the gate,
you'll have to watch another scene. Once you regain control, your next goal
is to clear out the defenses at Fort Monus. You'll be facing a lot of fire in
all directions so if things get crazy, use E.D.G.E. to regain control of the
situation. Going after the Cannon Turrets and Missile Turrets is a good idea.

Once you're inside the Fort Monus gates, you'll have to deal with some squads
of wanzers...and a few Sniper wanzers. Take out the Sniper wanzers before you
focus on the other units on the ground. Don't bother helping out Adela and
Hamilton until you deal with the enemies directly targeting you. When the
wanzers are destroyed, head into depot for a scene and a boss fight...without
Adela and Hamilton helping you out.

------------------------------------------------------------------------------
Boss - Jed Taylor Gordon in Zenith(Medium Assault)
Weapon Loadout:			Special Attacks:
Machine Gun x 2			Charged Shot, Gun Barrage
Gatling Gun			Charged Shot
Grenade Launcher		None

Boss - Yung Tae-Hwang in Kehei(Engineer)
Weapon Loadout:			Special Attacks:
Machine Gun			None
Rocket Launcher			EMP Shot
Repair Backpack			None
------------------------------------------------------------------------------

Boss Strategy:

As you might have noticed, you're up against not one, but two foes. Jed and
Yung will stay on their respective areas for the battle - Jed on the ground
and Yung atop the depot's structures. Both pilots attack mainly with their
machine guns, but will use their other weapons. Jed has a grenade launcher
that does a lot of damage, while Yung can use his rocket launcher to shoot
out EMP rounds. EMP is a unique weapon in that it disables anything it hits
for a short period of time.

That being said, you would do well to avoid being hit by Yung's EMP rockets.
If you get hit, Jed will automatically begin charging up his machine guns and
gatling gun for his best attack - a deadly stream of bullets from these three
weapons fired all at once. Use the cargo containers around the area as cover
for this attack if you see it coming. Just don't try and dodge it without the
use of cover or else you might see yourself being destroyed. To win this
battle, you just need to eliminate Jed. If you attack Yung, he will retreat
from the area temporarily to repair himself once his armor is less than 25%. 

If this occurs, Jed will use his second special attack - a gun barrage where
he sweeps both of his machine guns in a 180 degree manner. Once the attack
finishes, Yung will most likely have restored his armor thanks to his Repair
backpack and continue the fight. Taking Yung out temporarily means you won't
have to worry about EMP so you're free to pound away at Jed. If you have a
fully charged up E.D.G.E. gauge, use it to take Jed's armor down in a flash.

------------------------------------------------------------------------------
Mission 06 - War Hero
------------------------------------------------------------------------------

Mission Type: Infantry
Sensors: 20
Emblems: 3
Optional Objectives:

1. Destroy all data jamming devices.
2. Locate all data keys.
3. Kill 50 enemies without disrupting the mission.

Setup Requirements: None

Enemy Composition
------------------------------------------------------------------------------
Name			Enemy Type		Money
------------------------------------------------------------------------------
Medium Assault Wanzer	Wanzer			25
Ballistic Soldier	Infantry		5
Machine Gun Soldier	Infantry		5
Shotgun Soldier		Infantry		5
Manned Turret		Infantry		0

Guide:

You'll be doing this mission on foot as an infantryman, which is the third
and last game mode you can play. While on foot, you can do a few things that
are not possible inside a wanzer. Hamilton will give you a brief tutorial on
these features before you start the mission. When you do, you'll be attacked
by Machine Gun and Shotgun Soldiers. Use this first firefight to get used to
the controls and on using cover to avoid incoming fire. Don't forget that you
can steal weapons dropped by the soldiers if you're running low on ammo.

Get past the first set of soldiers, then follow Hamilton further into the
facility. You'll have to deal with some soldiers on the catwalk above you,
so use precision aim to get a good view of them. Hamilton will help you get
rid of the soldiers so let him handle anyone who's not attacking you. Take
out the soldiers and head up the ramp to the catwalk. Move to the open room
and activate the control panel. From here, more soldiers will come out and
attack you. Use precision aim to get a clear shot at them and fire away.

Head back down the ramp and pass through the gates. Pass by the generator
room next and you'll be greeted by more soldiers. Next, keep following the
path until it leads to the command center. You'll be greeted by two Machine
Gun Soldiers and a Shotgun Soldier. At this point, Hamilton will instruct you
on how to use your hand grenades. Target one right in-between the two Machine
Gun Soldiers and toss it. This should take care of them. If not, make use of
precision aim and take them out with your machine gun.

Once you enter the command center, expect a barrage of soldiers charging at
you. To make this part easier, stay in one area and let them come to you. Do
try not to stay hidden in the same spot for too long. Objects that you can
hide under can be destroyed by sustained arms fire. Take out the soldiers and
head up to the stairs by the North gate. At the top of the stairs, turn left
and run out to see a firefight between ally and enemy soldiers. Your goal is
to eliminate the enemy soldiers in the area.

Use what you've learned to take out the soldiers. When they're all gone, you
will watch a brief scene before enemy reinforcements arrive. Along with the
reinforcements comes a new threat - Manned Turrets. Although you've seen this
before, that was while you were in a wanzer. On foot, these things are way
more dangerous. Walk up one of the ramps and take out all of the enemies in
the hallway. When it's all clear, switch to your rocket laucher and take out
the Manned Turrets. Clean up the rest of the enemy forces afterwards.

Next, Hamilton will instruct you to head towards the wanzer depot to activate
some wanzers at the hangar. Follow the path and eliminate any soldiers you
run into. You'll soon run into a Ballistic Soldier who will be firing rockets
at you. If you value your life, do your best to avoid them. Kill the soldier
and climb up the ladder located to the left side of the door. Fight your way
through the first wanzer hangar and get to the bottom floor. On the bottom
floor, activate the control panels beside the two Frost wanzers.

when the two wanzers have been activated, you'll have some more soldiers by
the catwalk to deal with. Kill them and then proceed to the opened blast door
that Hamilton unlocks. Past the first room lies two Machine Gun Soldiers on
the catwalk. Send them to their doom and you'll be home free to activate the
other two Frost wanzers in the second hangar...except for the wanzer that
shows up!

------------------------------------------------------------------------------
Mini-Boss - Zenith(Medium Assault)
Weapon Loadout:			Special Attacks:
Machine Gun			None
------------------------------------------------------------------------------

Mini-Boss Strategy:

Okay, so as you might have noticed, you have to fight a wanzer on foot. Seems
like a daunting task, isn't it? Well, it's not as hard as you might think it
is. All you have to do is switch to your rocket launcher and use it. Aim at
the Zenith's core and fire away! You will have to use cover though since the
Zenith's machine gun can kill you in one burst. Also, don't hide in the same
spot for too long because the Zenith can and will destroy said cover.

After taking down the Zenith, simply activate the other two control panels
to end the mission.

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

INTERMISSION:

Now that Amy's around, she'll be taking over the Hangar tutorials. Amy will
talk about the functionality of hover legs and the Combo backpack for this
session. As the next mission requires hover legs, you'll be given the Zephyr
C Hover part automatically. Of course, you're free to purchase other hover
parts so it's up to you which one you want to use.

------------------------------------------------------------------------------
Mission 07 - Call of the Chariot
------------------------------------------------------------------------------

Mission Type: Wanzer
Sensors: 20
Emblems: 3
Optional Objectives:

1. Kill 25 enemies without disrupting the mission.

Setup Requirements:

Frame Parts - Hover Legs
Support Parts - None
Attacking Parts - Ranged Weapons

Enemy Composition
------------------------------------------------------------------------------
Name			Enemy Type		Money
------------------------------------------------------------------------------
Ballistic Wanzer	Wanzer			100
Brawler	Wanzer		Wanzer			100
Light Assault Wanzer	Wanzer			100
Medium Assault Wanzer	Wanzer			100
Heavy Assault Wanzer	Wanzer			100
Sniper Wanzer		Wanzer			100
Osprey Dropship		Helicopter		100
Missile Turret		Gun Turret		50

Guide:

This is a pretty straightforward mission in that all you have to do is follow
Marcus. Hamilton will accompany you for the mission, but don't expect much
help out of him. He won't be able to follow you around the river and will not
take part in the upcoming boss battle. Anyhow, follow the road and take out
any wanzers you see. Once you reach the Fort Monus Dam, you'll be greeted by
two Missile Turrets and an incoming Osprey Dropship. Go and eliminate the
Missile Turrets before you deal with the Osprey Dropship.

It's possible to defeat the Osprey Dropship with your part selection at this
point, but you'll need to use E.D.G.E. to do it. In case you can't shoot it
down, focus on the wanzers it drops and then focus on the next Osprey coming
from below the dam. You have quite a bit more time to blow this one up so if
you can, take the transport down. Follow the road down to Marcus and then you
have two options: continue following the road or drop down to the river.

If you follow the road, you'll have more wanzers to deal with. If you choose
to drop down to the river, you'll get a new foe to fight - the Light Assault
wanzer. These wanzers are the fastest you'll come across...luckily they don't
take a lot of punishment before going down. Follow the river until you see
some Sniper wanzers. Send them to the junkyard with misiles and gun fire. Get
back on the road and follow it to a tunnel. When the tunnel's gates open, a
few more wanzers will attack you.

From here, take the East road and up the hill until you see a scene. Next up
is another boss fight with...

------------------------------------------------------------------------------
Boss - Marcus Seligman in Apollo's Chariot 01(Ballistic)
Weapon Loadout:			Special Attacks:
Knuckle x 2			Double Punch, Tackle, Missile Tackle
Missile Launcher x 2		Burst Missile, Missile Tackle

Boss - Gloria Leguizamo in Apollo's Chariot 02(Brawler)
Weapon Loadout:			Special Attacks:
Rod				Melee Chain (2-Hit, 3-Hit)
Shield				Melee Chain (2-Hit), Shield Tackle
------------------------------------------------------------------------------

Boss Strategy:

Yet another 2-on-1 battle awaits you. This time, it's with Marcus and his
partner Gloria. Like Marcus, Gloria has melee weapons equipped in the form of
her rod and shield. Unlike her boss, she is strictly a melee fighter. She has
her own version of Marcus' tackle attacks, which has a faster charging time.
Basically, if you've mastered how to use roller dash or hover dash, you won't
have no problems dealing with these two.

In case you're stuck, concentrate on eliminating Marcus first. Wait for him
to launch his missiles, dodge them, and fire away with your weapons. If you
have a melee weapon, you can score free hits when he's launching the burst
missiles. When combined with E.D.G.E., you can take him out very easily. For
Gloria, move in close to trigger her melee attacks and then fire away while
her shield isn't up. Rinse and repeat until she goes down.

------------------------------------------------------------------------------
ACT III - Antarctica						[ANTA]
------------------------------------------------------------------------------

Watch the scenes that play out and when they end, the next mission will begin
automatically.

------------------------------------------------------------------------------
Mission 08 - Providence
------------------------------------------------------------------------------

Mission Type: Infantry (first half), Wanzer (second half)
Sensors: 20
Emblems: 3
Optional Objectives:

1. Destroy all data jamming devices.
2. Locate all data keys.
3. Kill 25 enemies without disrupting the mission.

Setup Requirements:

Frame Parts - Two-Legged Legs
Support Parts - None
Attacking Parts - Rifle, Missile Launcher

Enemy Composition
------------------------------------------------------------------------------
Name			Enemy Type		Money
------------------------------------------------------------------------------
Ballistic Wanzer	Wanzer			100
Brawler Wanzer		Wanzer			100
Sniper Wanzer		Wanzer			100
Wasp Gunship		Helicopter		50
Osprey Dropship		Helicopter		100
Cannon Turret		Gun Turret		50
Machine Gun Soldier	Infantry		15
Shotgun Soldier		Infantry		15
Fortress Building	Base			0

Guide:

Found fighting a wanzer tough? Well, try taking on a squad of Wasp Gunships
on foot! You'll be equipped with a shotgun for this infantry mission, but are
you seriously going to attack a helicopter with that kind of weapon? Switch
to your rocket launcher! A single shot will take these babies down...if the
rocket connects. The Wasp Gunships tend to move around a lot and unless you
predict where it's flying, you'll just be wasting your shots. Wait until they
start slowing down to fire, then fire a shot off. You don't need to take out
all of the Wasp Gunships...just get the ones who are attacking you.

When the situation looks a little less chaotic, climb down the ladder and
follow Godwin to the wanzer hangar. The path there is pretty straightforward
and aside from the hordes of soldiers coming at you, you don't have to do
any special tasks. Keep following the general and eventually, you'll be on a
balcony outside of the Providence. You'll be greeted by more Wasp Gunships,
who are itching to blow you to pieces with their missiles. Again, your rocket
launchers will be needed to take them down.

Sink the helicopters with your rocket launchers and when the path is clear,
head to the North door. Follow Godwin through the hallways and you'll reach
the wanzer hangar...and a brief scene to watch. The next part of the mission
will be inside your wanzer, which Amy has equipped with a rifle and a missile
launcher. Your objective now is to defend the Providence from the wanzers,
helicopters, and gun turrets coming from the enemy base. This part can get a
bit hectic with all of the bullets and missiles coming your way.

To make your job easier, eliminate all of the Cannon Turrets around the base
first. If you're going to use your rifle, make sure you enter precision aim
to get a better view of the targets. Precision aim with rifles will prevent
you from dashing so you'll need to be quick when using them. Don't be afraid
to combine your rifle shots with missiles too. Take out the initial defenses
and more Wasp Gunships come out to annoy you. Shoot some missiles at them and
whether you get a clear shot, use your rifle.

Soon enough, an Osprey Dropship will appear. This one is a mandatory kill so
if your E.D.G.E. gauge is charged up, activate it and blow out the Osprey. In
case you have some time left with E.D.G.E., take out any Sniper or Ballistic
wanzers at the base. Upon taking out the transport, Amy will inform you that
you can now target the fortress buildings. More Sniper and Ballistic wanzers
will come out from the base at this point. You only need to destroy the two
Fortress Buildings to end the mission, but some extra cash couldn't hurt.

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

INTERMISSION:

It's time for another tutorial with Amy at the Hangar! This time, she will
inform you about two new wanzers, the Kehei and Grille Sechs, along with new
weapon types...the bazooka and the grenade launcher! Your friendly engineer
will also tell you about Repair backpacks and how they work. When Amy is done
talking, you can get back to setting up your machine of death. You can opt to
change the Zephyr C wanzer set that you used in the last mission, or stick
with it if you like.

------------------------------------------------------------------------------
Mission 09 - Promise
------------------------------------------------------------------------------

Mission Type: Gunship (first half), Wanzer (second half)
Sensors: 20
Emblems: 3
Optional Objectives:

1. Destroy all enemies during the gunship mission.
2. Destroy five oil pipelines.
3. Kill 65 enemies without disrupting the mission.

Setup Requirements:

Frame Parts - Two-Legged Legs
Support Parts - None
Attacking Parts - Ranged Weapons

Enemy Composition
------------------------------------------------------------------------------
Name			Enemy Type		Money
------------------------------------------------------------------------------
Ballistic Wanzer	Wanzer			100
Brawler Wanzer		Wanzer			100
Engineer Wanzer		Wanzer			100
Medium Assault Wanzer	Wanzer			100
Heavy Assault Wanzer	Wanzer			100
Wasp Gunship		Helicopter		50
Osprey Dropship		Helicopter		100
Missile Turret		Gun Turret		50

Guide:

Another gunship mission awaits you in Antarctica! While you won't exactly be
helping out any allies, you will need to clear the iceberg field so you can
land. Any sensor hunters should pay close attention to the first few islands
the gunship passes by - there's quite a few sensors that can only be targeted
during this phase. You won't get a chance to hit them when you're back inside
your wanzer. Anyhow, unload on any wanzer that comes on your screen and after
enough kills, the Albatross will land.

Once you're back on your wanzer, you'll have to protect the Albatross from
the enemy forces. For obvious reasons, you will be unable to use E.D.G.E. for
this mission. Anyhow, among the enemy forces are Osprey Dropships. You can
either shoot them out of the sky or if you need money, let them drop wanzers
off. Adela, Hamilton, and Godwin will assist in fending off the enemy forces
so you'll be fine if you wander off too far from the Albatross. After beating
up enough of the reinforcements, the Albatross will leave.

Your objective at this point is to reach Fort Ju Ku. It's a straightword trek
to the fort, but a long one. You'll fight more enemy wanzers along the way,
including a new type - the Engineer wanzer. The Engineer wanzer may not be a
powerhouse, but they provide a support role in the form of EMP and repairs.
The ones you'll be facing are equipped with Repair backpacks, which they are
not afraid to use. Always go after them first before targeting other enemy
units. This will make your fights go by a lot more smoothly.

Once you reach Fort Ju Ku, you'll be attacked by a huge wanzer squad. Again,
let Adela, Hamilton, and Godwin take their share of the enemy units. You deal
with the ones heading your way. Don't forget to take advantage of the cover
that you're provided with here to reduce damage. Upon destroying the wanzer
squad, you'll be treat to a scene...and some rather "unusual" wanzers. You
will need to destroy these "unusual" wanzers next. Don't be fooled by their
looks because they're every bit as strong as the usual stock. Once you take
out all of these units, the mission will end.

------------------------------------------------------------------------------
Mission 10 - Fafnir
------------------------------------------------------------------------------

Mission Type: Wanzer
Sensors: 20
Emblems: 3
Optional Objectives:

1. Kill 20 enemies without disrupting the mission.

Setup Requirements:

Frame Parts - Two-Legged Legs
Support Parts - None
Attacking Parts - Ranged Weapons

Enemy Composition
------------------------------------------------------------------------------
Name			Enemy Type		Money
------------------------------------------------------------------------------
Ballistic Wanzer	Wanzer			100
Brawler Wanzer		Wanzer			100
Engineer Wanzer		Wanzer			100
Medium Assault Wanzer	Wanzer			100
Heavy Assault Wanzer	Wanzer			100
Sniper Wanzer		Wanzer			100
Osprey Dropship		Helicopter		100
Cannon Turret		Gun Turret		50

Guide:

At Fort Ju Ku, your objective is to go after Cornelius. Again, E.D.G.E. is
not available here so try not to get in harm's way too much. The opposition
is pretty much the same as before, only you'll have to deal with some Sniper
wanzers as well. You'll also be facing a lot more Brawler wanzers than usual
so let Adela and Hamilton take some of the damage for you. Also, don't forget
to pound and grind any Engineer wanzers you see so they can't do repairs.

Other than the enemy threats, it's a nice long climb up Fort Ju Ku. You'll be
passing through tunnels and riding a few elevator lifts throughout this huge
fort. While you have ample room to move around for most of the areas, watch
yourself when you're fighting in the tunnels. Things could get ugly if you're
in a tunnel and two Brawler wanzers come charging at you. Eventually, you'll
come across a large open area that lies beyond the fort. Grab the nearby ammo
and repair pick-ups and get ready for a real surprise.

------------------------------------------------------------------------------
Boss - Fafnir
Weapon Loadout:			Special Attacks:
Laser Cannons			None
Missile Launchers		EMP Shot
Rocket Launchers		None
Legs				Leg Stomp
Wanzer Hangar			Deploy Wanzers
------------------------------------------------------------------------------

Boss Strategy:

Fafnir is a giant mobile fortress with a pretty intimidating look. But, the
fight isn't as hard as it seems. Located on top of the mobile fortress are
power nodes, which predictably power up the big weapon. These are the things
you need to destroy in order to defeat Fafnir. It has three power nodes on
its front, left, and right sides. Once all three power nodes on any side are
destroyed, a power core will appear on the small port right below the mobile
fortress' belly. You need to destroy all three power cores to end the battle.

Disabling the massive machine won't be that easy. Fafnir is armed with many
weapons on all sides and it can even deploy wanzers from its wanzer hangar by
the front of the fortress. By the power nodes lies laser cannons and missile
launchers. Its laser cannons can track your position and if it hits, deals a
lot of damage over time. Its missile launchers aren't as powerful, but Fafnir
launches EMP-powered missiles time to time. Near the belly of Fafnir and the
power cores are rocket launchers, which are fired in large clusters.

Additionally, you have to deal with the leg stomps (which can be fatal) and
its wanzers when they are deployed from its hangar. The sign for the wanzer
deployment is simple - every time Fafnir stops moving and kneels down on the
ground. If this occurs, deal with the wanzers first before concentrating on
the mobile fortress again. If you came equipped with missile launchers, you
won't have to worry much about adjusting your aim as Fafnir moves around. Get
close, stay locked onto the power nodes or power cores, and let it rip!

------------------------------------------------------------------------------
Boss - Cornelius Werner in Caballus(Medium Assault)
Weapon Loadout:			Special Attacks:
Machine Gun			None
Missile Launcher x 2		Missile Barrage (single, group)
E.D.G.E.			None
------------------------------------------------------------------------------

Boss Strategy:

This will be the first of your duels with Cornelius so pay attention to what
he does. As you might have noticed, his Caballus is no ordinary wanzer and it
isn't. It's perfectly capable of hovering in the air without ever having to
touch the ground! Luckily for you, it doesn't change its altitude so aiming
at it won't be too hard. Unfortunately for you, the Caballus is equipped with
its own E.D.G.E. system and uses it regularly in battle. He can do some neat
things with E.D.G.E., which you'll find out soon enough.

For this fight, Cornelius has two main attack patterns: one where he employs
E.D.G.E., and one where he does not. When he utilizes E.D.G.E., he will move
around in a zig-zag motion and fire a barrage of missiles. This comes in two
forms: one where he fires slow tracking missiles in a sequential manner. The
other form involves firing groups of missiles that don't track, but travel at
a high speed. When Cornelius isn't using E.D.G.E. to attack, he flies around
and shoots at you with his machine gun. It's not as dangerous as his missile
barrages, but it can tear your armor if he gets a good bead on you.

Since the battle starts immediately after taking down Fafnir, you might want
to find the ammo and repair pick-ups before doing anything else. When you're
ready to fight, pay attention to what Cornelius is doing. If you see energy
forming around the Caballus, he's getting ready to use E.D.G.E. When you see
this happening, get ready to dash away from the missiles. Just a simple dash
in any direction will do the job. After E.D.G.E. phases out, Cornelius will
be wide open for attacks. If you have anything in the E.D.G.E. gauge after
the last battle, use it at this time and fire away. The fight ends once you
take off 75% of the Caballus' armor.

------------------------------------------------------------------------------
ACT IV - New York City, Revisited				[NEW2]
------------------------------------------------------------------------------

Get some food and sit back to watch the scenes that play after beating the
last mission. When you're sent to the Hangar, Amy will inform you that quad
legs are needed for the next mission. Fortunately, you'll be given the Zephyr
E Quad part so you don't have to fret about being unprepared. Amy will also
talk about the new gatling gun and EMP backpack parts that you can purchase.
Do your configurations and when you're ready, sortie for the next mission.

------------------------------------------------------------------------------
Mission 11 - Chorus of Destruction
------------------------------------------------------------------------------

Mission Type: Wanzer
Sensors: 20
Emblems: None
Optional Objectives:

1. Kill 9 enemies without disrupting the mission.

Setup Requirements:

Frame Parts - Four-Legged Legs
Support Parts - None
Attacking Parts - Ranged Weapons

Enemy Composition
------------------------------------------------------------------------------
Name			Enemy Type		Money
------------------------------------------------------------------------------
Centipede Tank		Tank			50
Wasp Gunship		Helicopter		75

Guide:

Your return to New York City is going to be pretty brief so you won't be able
to find any emblems. There will be sensors, however, and finding them isn't a
hard job...not when the mission area is so small! Anyhow, take out all of the
Centipede Tanks and Wasp Gunships that appear to harass you. Once you destroy
them all, jump across and past the destroyed buildings to reach Times Square.
In there, you'll have to deal with some unexpected foes...

------------------------------------------------------------------------------
Boss - Pia Simpson in Apollo's Chariot 03(Sniper)
Weapon Loadout:			Special Attacks:
Bazooka				Melee Bash
Grenade Launcher		None

Boss - Megan Chamberlain in Apollo's Chariot 04(Heavy Assault)
Weapon Loadout:			Special Attacks:
Shotgun x 2			None
Gatling Gun			None
------------------------------------------------------------------------------

Strategy:

These two Apollo's Chariots members are loaded with some heavy firepower for
close range combat. In particular, watch out for Megan. Her two shotguns can
seriously damage your wanzer at close range, aided by a gatling gun that will
eat away at your armor. Avoid getting in a melee with her at all costs. Pia,
on the other hand, can't do much up close because of her bazooka and grenade
launcher setup. She can bash you with her bazooka, but otherwise, you have
nothing to fear up close. To make this skirmish easy, focus on taking out
Megan first and then concentrate on Pia next.

------------------------------------------------------------------------------
Mission 12 - Father and Son
------------------------------------------------------------------------------

Mission Type: Wanzer (first half), Infantry (second half)
Sensors: 20
Emblems: 3
Optional Objectives:

1. Destroy all data jamming devices.
2. Locate all data keys.
3. Kill 30 enemies without disrupting the mission.

Setup Requirements:

Frame Parts - Four-Legged Legs
Support Parts - None
Attacking Parts - Ranged Weapons

Enemy Composition
------------------------------------------------------------------------------
Name			Enemy Type		Money
------------------------------------------------------------------------------
Brawler Wanzer		Wanzer			150
Light Assault Wanzer	Wanzer			150
Medium Assault Wanzer	Wanzer			150
Sniper Wanzer		Wanzer			150
Centipede Tank		Tank			50
Wasp Gunship		Helicopter		150
Ballistic Soldier	Infantry		25
Machine Gun Soldier	Infantry		25
Shotgun Soldier		Infantry		25

Guide:

The first half of this mission will be inside your wanzer. Your objective is
to reach the location where Alan is being held in. Follow Adela as you move
through the subway, and take out any enemy units you come across. You'll have
to blow up some walls to progress further into the subway and when you do,
enemy wanzers will come charging at you. Look at your radar and if you see
the enemy markers, get ready to fight once the walls are broken. Eventually,
you'll reach a dead end in the subway and continue the mission on foot.

When the second half of the mission begins, move out of the door and take
cover somewhere. You'll be in a large firefight against enemy soldiers. Since
a lot of them will be grouped together, feel free to toss a hand grenade or
take a shot with your rocket launcher. After you end the firefight, continue
moving past either of the two hallways. Another firefight will ensue when you
reach the elevator. Get past the reinforcement soldiers and take the elevator
up. Once you get off the elevator, another wave of soldiers will greet you.

Deal with the soldiers and at the very end of the building, make a left turn
at the only open room and enter the room where Alan is. A scene will occur
and when it ends, you'll have to deal with some Wasp Gunships. Take them out
with your rocket launcher and then soldiers will come barging through the
exit door. Once you get out, three Machine Gun Soldiers will great you with
bullets. Toss a hand grenade at the nearby car to kill two of them, then use
your rocket launcher to take out the third soldier. Go down the stairs and...

------------------------------------------------------------------------------
Mini-Boss - Zenith(Medium Assault)
Weapon Loadout:			Special Attacks:
Machine Gun			None
------------------------------------------------------------------------------

Mini-Boss Strategy:

...you'll have another fight against a wanzer! This time, you have a lot more
room to fight in. Unfortunately, this one won't simply stand still to get
shot at. Also, you will also have some Machine Gun Soldiers to deal with, but
ignore them. Once you destroy the Zenith, the fight ends. Move around the
area and find cover, and use your rocket launcher whenever the Zenith stops
shooting. It'll go down after a few shots to the body, and the mission ends.

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

INTERMISSION:

You'll get another chance to set up your wanzer at the Hangar. Also, E.D.G.E.
will be reactivated so you can use it again for this mission. Customize your
unit in any way you see fit, but you'll need to use four-legged parts to do
the next mission.

------------------------------------------------------------------------------
Mission 13 - Defense of Constantine
------------------------------------------------------------------------------

Mission Type: Wanzer
Sensors: 20
Emblems: 3
Optional Objectives:

1. Kill 30 enemies without disrupting the mission.

Setup Requirements:

Frame Parts - Four-Legged Legs
Support Parts - None
Attacking Parts - Ranged Weapons

Enemy Composition
------------------------------------------------------------------------------
Name			Enemy Type		Money
------------------------------------------------------------------------------
Ballistic Wanzer	Wanzer			100
Brawler Wanzer		Wanzer			100
Engineer Wanzer		Wanzer			100
Light Assault Wanzer	Wanzer			100
Medium Assault Wanzer	Wanzer			100
Sniper Wanzer		Wanzer			100
Wasp Gunship		Helicopter		75
Osprey Dropship		Helicopter		100

Guide:

At the start of the mission, you'll have to fend off some wanzers and Osprey
Dropships. Use this time to build up your E.D.G.E. gauge and save it...you'll
need it for later. After eliminating the initial enemy forces, you'll have to
travel to the base of Constantine next. On the bridge, some Wasp Gunships and
Light Assault wanzers will come and greet you with bullets. Get rid of them
and move towards the entrance gates. When the gates open, you'll have to get
rid of a wanzer squad. Once that's done, head inside the facility.

Inside the facility, you'll have to wait for a bit until Amy unlocks the gate
that leads to where the allied forces are. Once the gate opens, you'll need
to take out five Ballistic wanzers fighting some allied forces. Help them out
and send the enemy units to the junkyard. Press forward to the next area when
you're done and take the elevator up. Go out the door and you'll see enemy
and allied wanzers going at it. An Osprey Dropshop will also show up to drop
down some more wanzers. Once you kill them, you'll have another boss fight.

------------------------------------------------------------------------------
Boss - Cornelius Werner in Caballus(Medium Assault)
Weapon Loadout:			Special Attacks:
Machine Gun			None
Pile Bunker			None
Missile Launcher x 2		Missile Barrage (single, group, large)
E.D.G.E.			None
------------------------------------------------------------------------------

Boss Strategy:

Cornelius shows up once again and this time, he has some new tricks up his
sleeve. He starts off the fight hovering in the air with the same attacks as
last time. Remember to dodge the grouped missile launches and shake off the
single missile launches by dashing. You won't be able to dash that far with
a four-legged part, so watch your energy gauge. Once the Caballus is at 60%
or less armor, it will drop on the ground and shift to its second phase.

On the ground, Cornelius uses a different set of attacks that includes his
sword-shaped pile bunker. With this, he'll use E.D.G.E. to get close and try
to slash you. This is an extremely powerful attack that can kill you in just
two hits. Needless to say, you'll want to dodge this one at all costs. Aside
from his pile bunker, Cornelius will dash around and shoot at you with his
machine gun. He'll do this attack in-between his E.D.G.E. activations so you
have some time to get to a repair pick-up to survive his pile bunker slash.

After Cornelius has less than 50% of his armor left, he'll use a new kind of
missile attack - large missiles. These missiles are big and slow, but if they
connect, deal a scary amount of damage. One large missile is enough to blow
off your arm parts, and two of these can potentially destroy you. Luckily,
you can shoot these missiles down with your guns. You better get used to it
because Cornelius will start launching two large missiles after phasing out
of E.D.G.E. The battle ends once the Caballus has lost 75% of its armor.

------------------------------------------------------------------------------
ACT V - Syria							[SYRI]
------------------------------------------------------------------------------

Another long scene will play out before you can get back to customization.
At the Hangar, Amy has some new updates including the new Tiran and Zenith
wanzers, and the new Anti-Missile backpack. You'll also have the Zephyr G
part equipped so thank Amy for that. Once you're done with your setups, head
out to battle.

------------------------------------------------------------------------------
Mission 14 - Steps of Trinity
------------------------------------------------------------------------------

Mission Type: Gunship (first half), Wanzer (second half)
Sensors: 20
Emblems: 3
Optional Objectives:

1. Destroy all enemies during the gunship mission.
2. Destroy 40 communications relay stations.
3. Kill 70 enemies without disrupting the mission.

Setup Requirements:

Frame Parts - Two-Legged Legs
Support Parts - None
Attacking Parts - Ranged Weapons

Enemy Composition
------------------------------------------------------------------------------
Name			Enemy Type		Money
------------------------------------------------------------------------------
Ballistic Wanzer	Wanzer			100
Brawler Wanzer		Wanzer			100
Medium Assault Wanzer	Wanzer			100
Heavy Assault Wanzer	Wanzer			100
Sniper Wanzer		Wanzer			100
Centipede Tank		Tank			50
Wasp Gunship		Helicopter		75
Missile Turret		Gun Turret		75

Guide:

It's gunship time! This will be your longest gunship mission and by default,
your hardest. It will also be the most exciting one so have fun and enjoy the
scenery in Syria! The general flow of the mission is similar to the first one
in that you'll have to help allied wanzers get past enemy forces. You'll also
be in charge of cleaning up any enemy forces that you come across. For sensor
hunters, pay very close attention to this whole section. There's plenty of
sensors to be found along the cozy ride to Trinity.

Once the gunship lands, you'll be back inside your wanzer. The enemies will
put out a nice welcoming party in the form of a wanzer squad. Kick them out
of the party and head to the tunnel located North of the landing zone. In the
next area, a few Sniper and Brawler wanzers will crash the party. Take them
down and some Wasp Gunships will make their entrance. Eliminate them and any
wanzers that are nearby. When you're done, head to the old ruins and open the
door. You'll have to watch another scene once it ends, another boss battle...

------------------------------------------------------------------------------
Boss - Marcus Seligman in Apollo's Chariot 01(Ballistic)
Weapon Loadout:			Special Attacks:
Knuckle x 2			Double Punch, Tackle, Missile Tackle
Missile Launcher x 2		Burst Missile, Missile Tackle

Boss - Gloria Leguizamo in Apollo's Chariot 02(Brawler)
Weapon Loadout:			Special Attacks:
Rod				Melee Chain (2-Hit, 3-Hit)
Shield				Melee Chain (2-Hit), Shield Tackle

Boss - Pia Simpson in Apollo's Chariot 03(Sniper)
Weapon Loadout:			Special Attacks:
Bazooka				Melee Bash
Grenade Launcher		None

Boss - Megan Chamberlain in Apollo's Chariot 04(Heavy Assault)
Weapon Loadout:			Special Attacks:
Shotgun x 2			None
Gatling Gun			None
------------------------------------------------------------------------------

Boss Strategy:

...against all four members of Apollo's Chariot! This will no doubt be your
toughest battle to date. Although Marcus, Gloria, Pia, and Megan don't have
any new tricks up their sleeve, the odds are definitely stacked against you.
Don't even think about rushing up to all four of them unless you want to die.
Rather, you'll need to isolate them by camping by some cover and attacking
the ones who come to you first. In almost all cases, this will be Gloria. If
you recall, she only uses melee weapons so take her down first.

Once Gloria goes down, you can either target Marcus or Megan next. Taking out
Marcus will make it easier to concentrate on the other two. But, eliminating
Megan means you can coast through the rest of the battle without fear. Pia is
dangerous, but only when she's not alone. When she is alone, destroying her
is a simple task. This will be a long battle in any case, so don't be afraid
to use the pick-up items in the battlefield.

------------------------------------------------------------------------------
Mission 15 - Tower of Babel
------------------------------------------------------------------------------

Mission Type: Wanzer (first half), Infantry (second half)
Sensors: 20
Emblems: 3
Optional Objectives:

1. Destroy all data jamming devices.
2. Locate all data keys.
3. Kill 50 enemies without disrupting the mission.

Setup Requirements:

Frame Parts - Two-Legged Legs
Support Parts - None
Attacking Parts - Ranged Weapons

Enemy Composition
------------------------------------------------------------------------------
Name			Enemy Type		Money
------------------------------------------------------------------------------
Ballistic Wanzer	Wanzer			100
Brawler Wanzer		Wanzer			100
Engineer Wanzer		Wanzer			100
Medium Assault Wanzer	Wanzer			100
Heavy Assault Wanzer	Wanzer			100
Centipede Tank		Tank			50
Mantis Tank		Tank			50
Wasp Gunship		Helicopter		75
Ballistic Soldier	Infantry		25
Machine Gun Soldier	Infantry		25
Shotgun Soldier		Infantry		25

Guide:

For the first half of your journey into the heart of the Tower of Babel, you
will be inside your wanzer. Godwin will join you as your ally and will lead
the way into the base of the orbital elevator. There will be a ton of wanzers
to go through along the way...and some tanks, helicopters, and even soldiers!
Be sure to use Godwin to absorb some of the punishment for you if things are
getting a bit out of control. You'll eventually reach the base of the orbital
elevator and at this point, Jed and Yung will join you.

A wanzer squad will also attack you at this time so get rid of them in any
way you see fit. Once they're down, you'll have to watch a brief scene next.
Inside the orbital elevator, you'll have to take out the enemy force guarding
the facility. The next half of the mission will begin on foot once you defeat
the enemy force. Your objective is to reach the control room at the top level
of the facility. Aside from the enemy soldiers, the trek to the top is pretty
straightforward. Kill all soldiers by the control room to end the mission.

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

INTERMISSION:

Before you head off into outer space, Amy will give you some final updates on
new gear at the Hangar. She'll specifically mention two new wanzers that can
be bought, the Anakuma and the Zephyr EX. You won't get another chance to set
up your wanzer so give it your all and make the best ride you can!

------------------------------------------------------------------------------
Mission 16 - Vritra
------------------------------------------------------------------------------

Mission Type: Wanzer
Sensors: 20
Emblems: 3
Optional Objectives:

1. Kill 20 enemies without disrupting the mission.

Setup Requirements:

Frame Parts - Two-Legged Legs
Support Parts - None
Attacking Parts - Ranged Weapons

Enemy Composition
------------------------------------------------------------------------------
Name			Enemy Type		Money
------------------------------------------------------------------------------
Ballistic Wanzer	Wanzer			200
Brawler Wanzer		Wanzer			200
Medium Assault Wanzer	Wanzer			200
Sniper Wanzer		Wanzer			200
Cannon Turret		Gun Turret		75

Guide:

Unlike all of the previous missions, this one starts off immediately with a
boss fight after watching the introductory scenes.

------------------------------------------------------------------------------
Boss - Cornelius Werner in Caballus(Medium Assault)
Weapon Loadout:			Special Attacks:
Machine Gun			None
Pile Bunker			None
Missile Launcher x 2		Missile Barrage (single, group, large, multi)
E.D.G.E.			None
EMP Field			None
------------------------------------------------------------------------------

Boss Strategy:

This is your last encounter with Cornelius and without a doubt, is tougher
than the first two. Cornelius starts off hovering like he does in the last
two battles. Remember to get the dash button ready as he activates E.D.G.E.
to dodge the incoming missile barrage. Then, let loose on him as he phases
out of E.D.G.E. Keep the attack up until his armor drops to 75% and he will
drop to the ground, switching to his second phase.

Cornelius' second phase is the same as the previous encounter in that he uses
his pile bunker along with E.D.G.E. to cut you up into pieces. Don't forget
to shoot down the two large missiles he launches after he exits E.D.G.E. or
else you might suffer a quick death. If you dodge his melee, use E.D.G.E. and
pound Cornelius while he remains stationary. Keep the pressure up and at 25%
armor left, he will hover in the air again and switch to his final phase.

In the third and final phase, you won't have to deal with that deadly pile
bunker. However, Cornelius will use a multi-missile barrage in which a dozen
or so missiles are launched, including some large missiles. If you're finding
it hard to dodge them all, use any ranged weapons you've equipped to shoot
down the missiles. You can also use E.D.G.E. to help you shoot them down if
you're having problems.

Lastly, Cornelius will also use EMP fields that can temporarily disable you
for a few seconds. Considering the amount of damage he does with either his
machine gun or missile launchers, you don't want to be caught in one while
he's attacking. If you have any energy in the E.D.G.E. gauge left, use it all
up and blast Cornelius into oblivion.

Guide (continued):

After Cornelius goes down, you'll have to find a way to get to Vritra's core.
Find one of the two tunnels and go through them to reach Vritra's exterior.
To get to the core, you'll need to go through long walkways to the Northeast
of the tunnels. You will have to fight some wanzers along the way. These ones
are the strongest in the game, so don't let your guard down. Don't forget to
use Jed as a distraction too...but he won't help you out forever. When you
pass by the long bridge halfway in the walkways, Jed will leave you.

Once Jed leaves, go North and you'll be attacked by two Cannon Turrets along
with Brawler and Ballistic wanzers. They can kill you rather quickly if you
stay there, so head back to the bridge and wait there. Take out the Brawler
wanzers that come to you, then eliminate the Cannon Turrets and Ballistic
wanzers. Next, move to the North end of the walkway and jump to the central
area where Vritra's core lies. A few more wanzers will appear to greet you,
so be sure to return the favor. Once you're all done, head into the core...

------------------------------------------------------------------------------
Mission 17 - No Borders
------------------------------------------------------------------------------

Mission Type: Wanzer
Sensors: None
Emblems: None
Optional Objectives: None

Setup Requirements:

Frame Parts - Two-Legged Legs
Support Parts - None
Attacking Parts - Ranged Weapons

Guide:

A long scene will play out when you start this mission. After it ends, you'll
have to fight a boss.

------------------------------------------------------------------------------
Boss - SCION
Weapon Loadout:			Special Attacks:
Laser Cannon			None
Missile Launchers		None
EMP Field			None

Boss - Adela Seawell in Frost(Medium Assault)
Weapon Loadout:			Special Attacks:
Machine Gun			None
Shotgun				None
------------------------------------------------------------------------------

Boss Strategy:

If you're thinking of using E.D.G.E. in this fight, don't. This fight is an
easy one and you'll want to save it for the next one. Anyhow, you'll have to
fight SCION and Adela. SCION won't really attack you at the start, so you can
go after Adela without worry. Adela doesn't have anything that can threaten
you, but she is an annoyance that has to be dealt with. Once you disable her,
SCION will likely be attacking by now. Go after it next.

SCION only has two offensive attacks - a laser cannon that it charges before
firing, and some missiles that it launches. It also has the EMP fields that
you saw with Cornelius as well. Anyhow, the way to defeat it is by attacking
the generator core when its exposed...and it only exposes itself when firing
its laser. All you need to do is wait until you see energy forming up and as
the beam materializes, start dashing and shooting at its core. When it stops
firing, go all-out at it. Rinse and repeat until the core is destroyed.

Guide (continued):

After defeating SCION, watch the scene that occurs. Then, get ready for the
final battle...

------------------------------------------------------------------------------
Boss - SCION
Weapon Loadout:			Special Attacks:
Laser Cannon			None
Pulse Cannon			None
Missile Launchers		None
Claws				Claw Stomp, Claw Pincer
------------------------------------------------------------------------------

Boss Strategy:

In SCION's full form, you'll have your hands full dealing with its claws and
its seven generator cores. The main core can still launch its missiles, but
that's not really a problem here. The real threat are its claws; not only can
they do very damaging melee attacks, but they're also equipped with laser and
pulse cannons. The laser cannons are similar to SCION's main core laser, with
the main difference being that you won't see them charging up. Aiding it are
pulse cannons, which fire small but powerful energy pulses.

SCION's attack pattern, fortunately, is really easy to remember. SCION will
always start off firing waves of missiles, do a melee attack with its claws,
then use either its laser or pulse cannon at you. Dodging them isn't a tall
order...as long as you have energy to use for dashing. And that's going to be
awfully hard given how long SCION's laser cannon or pulse cannon can go on
for. Its melee attacks can instantly destroy your arm and leg parts in a mere
hit, which can spell game over if you do get hit by them.

To beat SCION, start off by destroying the four generator cores by its main
core. Going after them first will make your life a little easier and you can
better avoid its melee attacks while you're concentrating on them. Dodging
the stomp is just a simple dash away from it, but when it's using the pincer
attack, jump up to dodge the attack. If you've been saving E.D.G.E., use it
and watch those generator cores go up in flames! Once all seven are gone,
you'll have to destroy the generator core by its chest. Its only attack will
be the same one you saw in the previous battle...the charged up laser.

It's the final battle so don't hold anything back!

------------------------------------------------------------------------------
4. MULTIPLAYER MODE						[MULT]
------------------------------------------------------------------------------

When you're done playing the single player campaign, dive into the online
multiplayer and duke it out with your friends! The gameplay in this mode uses
Wanzer Mode, so don't expect to get out of your wanzers and try fighting on
foot! Well, there might be some downloadable content (DLC) that might make it
possible in the near future...

Anyhow, get out there and play online, soldier!

-----
NOTES
-----

1. The parts that you have earned in the single player campaign CANNOT be
transferred to online multiplayer. Likewise, any parts that you have earned
in online multiplayer CANNOT be transferred to the single player campaign.
Also, all parts in online multiplayer have different statistics from their
single player campaign counterparts.

2. To gain new parts, weapons, and battle skills in online multiplayer, you
must play ranked matches and increase your rank. To raise your rank, you must
accumulate EXP from doing various actions in ranked matches. Some of these
actions include killing players in a certain way, using backpack functions,
etc.

3. Ranked matches are randomized based on your current rank and equipment.
Yes, you read that right...ranked matches are randomized! Don't be surprised
if you don't see any of your friends playing with you in the same match. if
you're lucky, you might have a friend or two playing alongside you. To play
a match on your own terms, use the player match option. Although you can't
get EXP in here, at least you'll be assured that your friends will be playing
you.

4. While you have a few parts to start, use one of the pre-built setups. It
will make gaining EXP a LOT easier during ranked matches until you can raise
your ranks and get new gear to play with. Not only does the pre-built setups
come with better gear, but you'll have less problems fending off any higher
ranked opponents in a ranked match.

5. The maximum player cap for a match is eight players. On the team-oriented
modes, it's four players per team. Hopefully there will be a DLC to raise
this limit to eight players...

----------
GAME MODES
----------

Front Mission Evolved's online multiplayer offers four different game modes.

DEATHMATCH:

If anyone has ever played a video game and any online multiplayer modes it
might have, this will be very familiar to you. In Deathmatch, all you do is
rake as many kills possible against the other players in the match. There is
no limit on who you can attack and destroy - just go in and take out whoever
you see!

TEAM DEATHMATCH:

This is basically Deathmatch, but played on teams of up to four players max.
Again, if you've played online multiplayer games before, you'll be familiar
with this particular mode. So, help your team members and rack up the kill
count as high as possible!

DOMINATION:

One of the two territorial based modes, Domination pits two teams in a race
to take control of gun turrets around the map. Once a gun turret has been
activated, it will aid your team when members from the opposing team are in
striking range. Scoring works by capturing a turret and keeping it alive.
If a turret gets destroyed, you'll have to find a new turret to capture.

SUPREMACY:

One of the two territorial based modes, Supremacy pits two teams in a race to
take control of small nodes. This mode is very similar to Domination in that
scoring works by capturing a node and protecting it from the opposing team.
Supremacy differs in one major aspect though - these nodes cannot aid your
team in fending off the enemy team!

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

Thanks to:

- GameFAQs obviously
- opfer_gv and other posters for collecting and sharing data about the game
- Square Enix for the Front Mission series

This FAQ copyright 2010 to Angelo Pineda. Redistribution in any form,
including reprinting in electronic or print media, without express permission
of the author is strictly forbidden.