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Walkthrough

by MJEmirzian

MJ's Front Mission 4 Guide
Revision: Final

Contact: [email protected]

You may not publish this guide without my permission.



Table of Contents:

Section 01 - Introduction
Section 02 - Gameplay Tips
Section 03 - Wanzer/Pilot Setup
Section 04 - Getting Free Items/Unlocking Simulators
Section 05 - MJ's Unofficial Score Ranking
Section 06 - Walkthrough



Section 01 - Introduction

	Welcome to my FM4 guide.  Front Mission 4 is a game that requires a 
good amount of skill to play well.  This guide can remedy some of that skill 
for you by instructing you on what wanzer parts and skills to purchase, along 
with the general strategies of each mission.  You still need to know how to 
use the link system properly to achieve optimal results in battle.  The guide 
is based on my Unofficial Score Ranking, which is a way to rank how well 
you've done in each mission based on pre-set criteria.  The guide is based on 
offensive playing and smart resource management, not turtling or simulator 
abuse.  No level in this guide will take more than 20 turns to complete, with 
an average of 13 or so.

I've given each mission a difficulty rating from 1 to 6 stars.

1 Star (*) - A training mission.  No risk of dying unless you're trying hard 
to.

2 Stars (**) - A bit tougher than a training mission.  You need to use basic 
tactics here at least, like the link system, setting up your wanzers and 
skills properly, etc.

3 Stars (***) - An average difficulty mission.  You need to use some specific 
tactics to succeed, and you might get in some trouble if you screw up.  
Overall, though, you won't be in too much danger as long as you follow basic 
battle tactics.

4 Stars (****) - Above average difficulty mission.  These missions can be 
difficult for numerous reasons, but they always involve a higher than normal 
risk of failure, with some definite 'danger' spots.  You need to achieve 
objectives that are often involved and difficult, requiring use of pre-battle 
configuration of wanzers, skills, and links, along with effective tactics and 
use of enemy AI.

5 Stars (*****) - High difficulty mission.  On these missions, you must 
perform mission specific pre-battle configuration of links and equipment, and 
play at a high level of skill while knowing exactly what to do in the 
mission.  The risk of failure or a destroyed wanzer is quite high and you 
usually won't make it out of the mission without some heavily damaged wanzers 
(although no broken parts, I hope).

6 Stars (******) � Highest difficulty mission.  You must to perform extensive 
pre-battle configuration of links and equipment.  These missions have map 
conditions that are even more difficult than keeping all of your wanzers 
healthy and fighting well, which you will also have a difficult time doing 
without expert abilities.  They may have extra bonus conditions that are even 
more difficult to achieve.  Lucky you there�s only one level in the game that 
I consider to be this difficult.



Section 02 - Gameplay Tips

Here are some assorted tips that I'll develop as I write the guide.

Links with melee units are extremely effective throughout the game.  Learn how 
to attack in sequences that optimize your melee attacks and link chains.  Link 
chain bonuses can do some incredible damage!  The most effective fighting 
method is to attack with a Melee unit who is linked to your gunners, and pull 
off a large link combo.  Then, have all the gunners linked to the melee unit - 
as long as they have enough AP to fire their weapons, the melee unit can 
attack with them.  Position your melee units between two enemies when 
possible, because normal wanzers usually don't survive more than a few link 
attacks.

Making the most of your melee unit is important in links.  If you begin your 
turn with an enemy next to your melee unit, make ranged attacks on that unit 
for melee support, unless there�s a higher priority enemy.  Once that unit is 
dead, move your melee unit to a new target and trigger some more attacks.  
Position your ranged units in ways that allow them to strike multiple enemies 
at once for more support.  Keep in mind which units are linked and not, as you 
can always fire through a non-linked ally.

If a support weapon runs out of ammo or is broken, the pilot will not support 
with their other weapon (if any), so keep an eye out.

Rifles and bazookas only use their wielding arm for an accuracy bonus, the 
other arm doesn�t need to be high accuracy.  If the wielding arm is broken, 
the weapon cannot be used.  If the non-wielding arm is broken, the weapons 
accuracy is cut in half.

Aiming ranged weapons with link attacks is important to get the hang of.  
While you can't fire directly in front of a linked unit, you can almost always 
move a bit to the side and get the same results.  Plan out how your units are 
going to make a successful link attack.  Since melee units have low AP 
requirements, it's smart to angle them to the side or behind an enemy so your 
ranged units have a clear shot at the enemy, while your melee unit can pound 
on them with links.

Fighting enemies in tight corridors is often a bad idea, since you'll block 
each other off and become much less effective.  Try to lure them out into the 
open or find something else to attack instead.

Unlike Front Mission 3, shields are less important and dual wielding is more 
of a possibility, due to the healing wanzer.

The enemy AI has two main traits.  First, it is scripted to wait until a 
certain turn to move out and attack your party, or it will simply wait to be 
attacked.  Second, it acquires the first target it can attack, and will often 
stick with that target until it sees a better opportunity (for example, a 
ranged unit may switch to attacking a melee unit).

Damage is worthless without accuracy.  You will get ahead in the long run with 
more accuracy rather than more damage, especially with single shot weapons 
like RF, BZ, and ML.  However, your own pilots evasion isn't something you 
should worry about until the end of the game when you have more EP points to 
spend.

Shotguns aren't too useful until you can hit more reliably with them and they 
meet up with machine guns in damage.

The two most important stats for your pilots in the game are AP and links.  
Luckily, they're both fairly inexpensive.  More AP means more linked attacks, 
and more linked attacks means more damage and very dead enemies.  No enemy can 
survive a fully linked gang beating with AP stocked pilots for long.



Section 03 - Wanzer/Pilot Setup

Taking the time to prepare your wanzers and pilots for battle is an ongoing 
task in the game that will either lead to easier battles, or more difficult 
ones.  Thankfully for you this guide tells you the ideal setups for each 
pilots wanzer, and what skills to buy in what order.  With wanzers, you want 
the highest accuracy, the most evasion, the most power, and the most 
mobility.  Since EMP backpacks are too unreliable and not useful in most 
levels and Sensor packs are worthless in most levels, you can safely ditch 
them and build some more powerful wanzers for your pilots.

Some of the best battle skills are the ones that are passive, non-situational, 
don't rely on parts breaking to activate, or don't take up a whole turn or 
rely on counterattacking.  Some of your pilots (Hermes, Bosch, etc.) never get 
any link/attack skills, so you must buy some for them at the computer shop.

Here's a list of the good skills, the decent ones, and the bad ones.

Bad Skills -  

Defense, First, Rush, Hold - All of these are conditional and activate 
randomly, thus you never know whether it'll actually be useful or a hindrance.

Alertness, Sensor Plus - These skills require an entire turn to use, and do no 
damage on their own.  The sensor BP is worthless in most missions anyway.

Revenge, Last Stand, Shield Bash, Last Dash - All of these skills rely on 
damage to your wanzer or parts breaking, which you never want to allow to 
happen.

Defend Body - You never know whether your body or arms/legs will be low on 
HPs, and this skill activates randomly.  Could easily lead to unnecessarily 
broken parts.

Barrage - This skill is quite worthless as you almost never have more than 2 
linked enemy wanzers in MG attack range, and you can never rely on it 
activating.

Auto Machine - Status damage is easily curable, so this is just a waste of 
slots and EPs, plus you don't know whether your EMPed guy is going to be 
attacked anyway.

Decent Skills - 

Anti-Skill - Good against bosses and some levels where all the enemies have 
loads of skills.  It doesn�t stack with regular skills, though, so you�re 
missing out on a Feint or attack skill.

Sniper Skills - Good when you need to take out a certain body part, but costly 
in terms of AP use and lack of link support/counterattacks.  Also, these 
skills take the place of more damaging skill activations, and cannot be linked 
by anybody.

Fix DMG - Conditional, so you never know when it'll work for you or not or 
whether the enemy is using missiles/bazooka/rifle or whether their damage will 
fall into the Fix DMG range.  Still, not too bad when it works.

Minus Shot, Panic Shot - Good for making link chains, but otherwise skills 
that do more damage or increase accuracy are better.

AP Cost -4, -8, 0 - Good on sniper or bazooka units, as they can continue to 
perform link attacks.  They can activate it even when their AP is too low to 
fire normally.  Does take the place of another more potent skill, though, and 
is conditional.

Escape - While sounding good initially, remember that the enemy retains their 
AP and you will have to face them eventually.  Useful in a few levels though.

Anti-Break - A good skill, but it can activate when you could have used a 
Feint or other defensive skill instead.

Boost - Useful early in the game, but once everyone's levels are at 3 it 
doesn't really matter.  I'm not sure if you can get more damage out of this 
even if you have level 3 in a weapon.

Skill Down, AP Damage - Slightly useful, but not really.  AP Damage only halts 
the enemy until they engage someone who doesn't have the skill or isn't linked 
to someone with the skill.  Enemy skills are rare enough that 5% or 10% down 
won't make a difference.

Good Skills - 

Feint, Full Defense, Block DMG 50 - All good defensive skills.

Terror Shot, Zoom - Accuracy is always good.  I'd say Zoom is better than 
Terror shot since multiplying your accuracy is better than dividing the 
enemy's evasion.  It is fairly conditional but accuracy is very important in 
this game so there's no avoiding it.

Double Punch, Double Assault, Double Shot, Rapid Fire, Charge, Blast 
Strike/Shot, Perfect Shot/Strike/Missile - All great attack and link skills 
that will cause major damage.

EP Plus - More EPs are always welcome.  Only Zead and Ines get this skill by 
default, so you have to spend 3,000 gold in the computer shop to get it for 
anyone else.  Recommended for Thammond at least.

Chain Up, AP Bonus, Skill Up, Hit Rate Up - All good skills for your linked 
battles.

Move Plus, Repair Plus - Move plus is great on anybody, and Repair Plus is 
good for your two healers.

Pilot status skills range in importance, depending on how useful they are and 
how much more damage your pilot can do with them.  

1. Weapon Proficincies - more damage per shot
2. Links - Lets you link up with other pilots, very important.
3. AP & AP Charge - More attacks/link attacks.
4. Evasion - Good for dodging more shots.
5. Speed - Allows you to attack faster.
6. Resistances - Not super useful, but good when you've run out of other 
things to buy.



Section 04 - Getting Free Items/Unlocking Simulators

This is a section that covers how to get the good free items in the game and 
unlock all of the simulators.

Free Stuff:

Durandal:

Grille 6 Horn set w/ Ziege Rifle - A nice set of high quality low weight 
wanzer parts with a high accuracy, low range, medium ammo, double firing, high 
damage rifle.

1. In pre-mission 05 at Durandal HQ, talk to Allison twice.
2. In pre-mission 16 at Zaftran Border, talk to Zead.
3. In pre-mission 18 at Megafloat Command Center, talk to the E.C. Officer 
twice.
4. In pre-mission 23 at British Army Camp, talk to Telford twice.

Grom Bazooka - A high accuracy, low ammo, medium-high damage bazooka.

1. In pre-mission 11 at Ritters, talk to Nick.
2. In pre-mission 23 at Ritters, talk to Nick.

Magicbox Missile Launcher - A stock missile launcher with high accuracy.

1. In pre-mission 16 at Keal, talk to Boris.
2. Go back to Sergei's Office and talk to Bosch.
3. In post-mission 16 at Chang's Ship, talk to Chang three times.


UCS:

Vyvoz IV Rog set w/ Ogon F Rods - An excellent high quality low weight wanzer 
with two excellent melee weapons.

1. In pre-mission 14 at Refugee Village, talk to Wanzersmith.
2. In pre-mission 18 at Venezualen Jungle, talk to Thammond three times.
3. In pre-mission 20 at Refugee Village, talk to Elmo twice after entering the 
House/School.

Blackstone Shotgun - The best shotgun in the game - superior accuracy, 
firepower, and loads of ammo.

1. In pre-mission 03 at Command Center, talk to Male Operator twice.
2. In post-mission 14 at Governor's Manor, enter the Manor Basement.
3. In pre-mission 20 at Refugee Village, talk to Punch twice after entering 
the House/School.
4. In post-mission 21, talk to Renges and Chaeffer, then leave the area.


Unlocking Simulators:

Durandal:

D01 - Complete Mission 01 (Jutland, Denmark)
D02 - Complete Mission 02 (German Base)
D03 - Complete Mission 06 (German Border)
D04 - Complete Mission 07 (Blauer Nebel Base)
D05 - Complete Mission 12 (Zaftran Border)
D06 - Complete Mission 18 (Megafloat Base)
D07 - Complete Mission 23 (Zaftran Border Fortress)
D08 - Complete Mission 24 (Zaftran Terminal)

D09 - Complete Mission 06 (German Border) in 15 or less turns.  Reward is a 
Galbados Rocket, a decent rocket launcher and the only one Durandal ever gets.

D10 - Destroy the two Missileer wanzers in Mission 16 (Port Nikolaev) in 15 or 
less turns.  Reward is a Vampire Arms, a heavy weapon arm with high accuracy 
machine gun and very high ammo missile launcher.

D11 - Complete Mission 22 (Defend the Carrier) with the Carrier having 1600 or 
more HPs.  Reward is a Zhelanie II set, a decent set of wanzer parts with 
super low weight, medium accuracy arms and below average weight legs with high 
mobility.

D12 - Complete Mission 24 (Zaftran Terminal) with 4 or more British units 
alive.  Reward is an Artduex Machinegun, a high accuracy, very high ammo, 
medium-high damage machine gun.

D13 - Complete D12 in 15 or less turns.  You must have unlocked D09-12 early 
by completing the early unlock challenges.  Reward is a choice of three 
backpacks, all of which have turbo power and 4 item slots.

JP75-Adler II - Jetpack, basically a super turbo pack with jetpack.
Jetpack ability is the same as the JP50
W???/Turbo Power 240/Item Space 4

EMP-9F Licorne II - EMP Backpack, an EMP pack with power to spare.
EMP ability is the same as the standard EMP-9F
W???/Turbo Power 100/Item Space 4

RD33 Glocke II - Radio Backpack, a superior air-strike radio with enough power 
to let Beck put on some decent wanzer parts.
Radio ability is the same as the standard RD33 except air strikes are 1860 
damage. (+170)
W220/Turbo Power 100/Item Space 4

D14 � Complete Mission 27 and complete D13 in 15 or less turns.  You must have 
unlocked D09-12 early by completing the early unlock challenges.  Reward is a 
choice of three full wanzer sets.

Oborona II - Poor quality parts, but high hit points.

Vyzov IV - Nothing you can't find in the shop.

Vyzov IV Rog - One of the very best wanzer sets in the game.  You�d be a fool 
not to get this set!



UCS:

U01 - Automatically available.
U02 - Complete Mission 08 (Port Cumana)
U03 - Complete Mission 10 (Refugee Village)
U04 - Complete Mission 13 (Caracas Hideout)
U05 - Complete Mission 15 (Caracas Escape)
U06 - Complete Mission 20 (Secret Zaftran Base)
U07 - Complete Mission 26 (Central Caracas)

U08 - Complete Mission 04 (Guinerama Base) in 15 or less turns.  Reward is a 
Leosocial machine gun, a stock machine gun available in shops.

U09 - Complete Mission 13 (Caracas Hideout) with all Al Alianza units alive.  
Reward is a Boa 36 Bazooka, a stock bazooka available in shops.

U10 - Complete Mission 14 (Governor's Manor) while allowing no enemy units to 
escape.  Reward is a Minotaur Arms, an incredible weapon arm with high damage 
and ammo double-firing Bazooka and an extremely high damage, high ammo, and 
high range rocket launcher.  Get these arms ASAP and use them at all costs!

U11 - Complete Mission 21 (Base Elevator Shaft) while moving a unit onto the 
bottom floor in 10 or less days.  Reward is a Zenith RV wanzer set, an 
excellent set with high power and low weight.

U12 - Complete Mission 26 (Central Caracas) while destroying Ivanovna's Zhuk 
II before destroying the other two Zhuk Is.  Reward is an Oborona II set, a 
pretty lousy missileer set with high hit points and low everything else.

U13 - Complete U12 in 10 or less turns.  You must have unlocked U08-12 early 
by completing the early unlock challenges.  Reward is a choice between two 
backpacks and a shield.

Angel Shield II, a massively defensive shield with low weight and near 
infinite uses.
W35/Damage Cut 95%/Block 40

JP75-Adler II Jetpack, basically a super turbo pack with jetpack.  This is the 
ONLY jetpack you�ll ever be able to get for Darril�s team.
Jetpack ability is the same as the JP50
W???/Turbo Power 240/Item Space 4

RP2R-500VS Repair Backpack, a super repair backpack that can heal up to 2080 
HPs or 520 per part with Repair Plus skills.
W240/Repair 1300/AP3/Restore 1300/AP4/Remove Status: All Types/AP4
Item Space 4

U14 - Complete U13 in 10 or less turns.  You must have unlocked U08-12 early 
by completing the early unlock challenges.  Reward is a choice of three full 
wanzer sets.

Zhelanie III - The arms are comparable to Zenith RV parts, but the rest sucks.

Vyzov IV - Nothing you can't find in the shop.. standard parts.

Zaigaut 304 - Yes, this is the wanzer set for the lovable recon units. Now you 
can own your very own dodging machine!  No, the sensor is sold separately, and 
you never do get one in Darril�s story.  The legs are nice with low weight and 
better evasion than the best stock legs available, and the arms are the 
lightest in the game (15, beating out the Valiant G�s 16).  The body is no 
slouch with more power than the stock +10% evasion body available to Darril�s 
team.



Section 05 - MJ's Unofficial Score Ranking

What is the Unofficial Score Ranking (USR)?

The FM4 Unofficial Score Ranking is a set of rules and rankings that players 
can use to score how well they played through the missions of FM4.  The 
rankings are easy to calculate, based directly on in game data, and are a good 
indicator of player ability.  The ranking focuses on scores that a good player 
will strive for - high enemy damage, low player damage, max EP points, and a 
modest time limit.  The scoring system is based on honesty, so play fair and 
make sure you enjoy the challenge!



USR Rules:

1. You may only play the simulator missions one time each.

Analysis: Since you can't use the simulator for EPs, gold, experience, or 
weapon levels, you need to get as much as possible in the missions themselves.

2. You must complete the simulator missions as soon as they are available.  
All simulator missions are ranked.

3. You must unlock simulator missions whenever possible.  You may, however, 
delay playing a simulator mission as long as that team (Durandal or UCS) can 
play it later without going into their next mission.

4. If you unlock two simulator missions in one mission, complete the lowest 
number first (for example, do UCS04, then UCS09)

5. Abuse of quicksaves is NOT allowed.  This means saving before an attack 
then constantly reloading to get a desired result out of their attack, for 
example an EMP attack, or a hit on an enemy wanzer body.



USR Rankings:

You are graded for your performance based on each level out of 100 points.  
Too many penalties will result in a lower rank.  However, the system is 
flexible enough to reward the highest rank even with a few flaws.  The ranks 
are:

Platinum: 90 or above
Gold: 80 or above
Silver: 70 or above

Tactics Ranking - The tactics score represents the number of turn cycles taken 
to end the mission successfully.  There is a count of allowed turn cycles for 
each mission.  Subtract 3 points for every extra turn cycle past the turn 
cycle count.

Analysis:  These turn counts are not 'as fast as possible' scores, but scores 
that are a balance between speed and optimal funds/survival/EP.  You'll be 
able to go through the missions at a pace that allows you to keep your wanzers 
healthy and your enemies dead.  This is done through intense pre-battle 
planning and smart in-battle tactics.


Survival Ranking - The survival score represents the number and type of broken 
parts at the end of the mission.  Units other than your main 12 wanzers 
(British, Al Alianza..) do not count.  Subtract 4 points for each broken 
arm/leg at the end of the mission.  Subtract 8 points for each broken body at 
the end of the mission.

Analysis: Broken parts will happen, but they can be restored.  The turn cycle 
count is comfortable enough that you can play through each mission with no 
broken parts by the end of it.


Avg. EP Ranking - The EP gained score represents the average EPs gained at the 
end of the mission.  There is an average EP count for each mission.  If a 
pilot has EP Plus, subtract 20% of their EP score before taking an average.  
Subtract 1 point for every EP point below average.

Analysis: Your pilot gains EP for a kill as long as they initiated combat with 
the enemy unit.  In addition, pilots who initiated combat with an enemy unit 
will allow a pilot that they are linked to gain in experience from a kill, 
regardless of whether or not they initiated combat with the enemy unit.  
Getting EPs is important for growth in the game, so get as many as possible!



USR Ranking Mission Chart:

	Days, EPs

M01 � 08,25 (Abandoned Camp)
D01 � 08,12 (Durandal Simulation 01)
M02 � 09,20 (German Base)
M03 � 16,30 (Eastern Venezuela)
U01 � 18,20 (UCS Simulation 01)
M04 � 14,33 (Giunerama Base)
D02 � 10,19 (Durandal Simulation 02)
M05 � 07,26 (Polish Command Center)
M06 � 12,35 (German Border)
D03 � 11,23 (Durandal Simulation 03)
D09 � 15,25 (Durandal Simulation 09)
M07 � 19,34 (Blauer Nebel Base)
U08 � 12,24 (UCS Simulation 08)
M08 � 14,33 (Port Cumana)
U02 � 12,15 (UCS Simulation 02)
M09 � 08,26 (Cumana City)
M10 � 11,21 (Refugee Village)
D04 - 13,18 (Durandal Simulation 04)
M11 - 15,45 (Wassau)
M12 � 13,42 (Zaftran Border)
U03 - 16,20 (UCS Simulation 03)
M13 - 17,44 (Caracas Hideout)
U04 - 12,12 (UCS Simulation 04)
U09 - 14,14 (UCS Simulation 09)
M14 - 09,44 (Governor's Manor)
U10 - 17,13 (UCS Simulation 10)
M15 - 10,47 (Caracas Escape)
D05 � 12,10 (Durandal Simulation 05)
M16 � 15,42 (Port Nicolaev)
U05 � 13,03 (UCS Simulation 05)
M17 � 07,18 (Jungle Trap)
D10 � 13,10 (Durandal Simulation 10)
M18 � 09,39 (Megafloat Base)
D06 � 12,12 (Durandal Simulation 06)
M19 � 06,24 (Madeira Island Evacuation)
M20 � 09,32 (Secret Zaftran Base)
U06 � 06,08 (UCS Simulation 06)
M21 � 12,35 (Base Elevator Shaft)
M22 � 09,35 (Defend the Carrier)
D11 � 12,13 (Durandal Simulation 11)
M23 - 12,65 (Zaftran Border Fortress)
D07 - 07,18 (Durandal Simulation 07)
M24 - 10,55 (Zaftran Terminal)
U11 - 07,13 (UCS Simulator 11)
M25 - 08,47 (Caracas Highway)
M26 - 13,55 (Central Caracas)
D08 - 07,08 (Durandal Simulation 08)
D12 - 08,14 (Durandal Simulation 12)
D13 � 15,12 (Durandal Simulation 13)
M27 � 10,50 (Paris Suburbs)
D14 � 11,17 (Durandal Simulation 14)
M28 � 08,48 (Paris Assembly)
U07 � 07,09 (UCS Simulation 07)
U12 � 10,10 (UCS Simulation 12)
U13 � 10,07 (UCS Simulation 13)
U14 � 07,10 (UCS Simulation 14)
M29 � 10,30 (Cumana Terminal)



New Game+ Scores:  These scores are based entirely on how fast you can 
complete each mission.  How fast can you butcher the enemy with piles of gold 
to spend on wanzers and pilot skills?

M01 - 06 (Jutland, Denmark)
D01 - 04 (Durandal Simulation 01)
M02 - 05 (German Base)
M03 - 16 (Eastern Venezuela)
U01 � 11 (UCS Simulation 01)
M04 - 07 (Guinerama Base)
D02 � 09 (Durandal Simulation 02)
M05 - 06 (Polish Command Center)
M06 - 08 (German Border)
D03 � 09 (Durandal Simulation 03)
D09 � 10 (Durandal Simulation 09)
M07 - 15 (Blauer Nebel Base)
U01 � 11 (UCS Simulation 01)
U08 � 07 (UCS Simulation 08)
M08 - 10 (Port Cumana)
U02 - 08 (UCS Simulation 02)
M09 - 06 (Cumana City)
M10 - 08 (Refugee Village)
D04 � 10 (Durandal Simulation 04)
M11 � 11 (Wassau)
M12 � 09 (Zaftran Border)
M13 - 13 (Caracas Hideout)
U03 � 10 (UCS Simulation 10)
U04 - 09 (UCS Simulation 04)
U09 - 09 (UCS Simulation 09)
M14 - 08 (Governor's Manor)
U10 - 13 (UCS Simulation 10)
M15 - 10 (Caracas Escape)
D05 � 09 (Durandal Simulation 05)
M16 � 13 (Port Nicolaev)
U05 � 09 (UCS Simulation 05)
M17 � 05 (Jungle Trap)
D10 � 11 (Durandal Simulation 10)
M18 � 08 (Megafloat Base)
D06 � 08 (Durandal Simulation 06)
M19 � 05 (Madeira Island Evacuation)
M20 � 07 (Secret Zaftran Base)
U06 � 04 (UCS Simulation 06)
M21 � 09 (Base Elevator Shaft)
M22 � 07 (Defend The Carrier)
D11 � 10 (Durandal Simulation 11)
M23 - 11 (Zaftran Border Fortress)
D07 - 07 (Durandal Simulation 07)
M24 � 09 (Zaftran Terminal)
U11 � 06 (UCS Simulator 11)
M25 � 08 (Caracas Highway)
M26 � 11 (Central Caracas)
D08 � 07 (Durandal Simulation 08)
D12 � 06 (Durandal Simulation 12)
D13 � 14 (Durandal Simulation 13)
D14 � 11 (Durandal Simulation 14)
M27 � 11 (Paris Suburbs)
M28 � 07 (Paris Assembly)
U07 � 07 (UCS Simulation 07)
U12 � 09 (UCS Simulation 12)
U13 � 09 (UCS Simulation 13)
U14 � 07 (UCS Simulation 14)
M29 � 09 (Cumana Terminal)



Section 06 - Walkthrough

Mission 01 - Jutland, Denmark

Difficulty: *
Tactics: Turn 08
Average Funds: 500
Average EP Gain: +25 avg.

Pre-Battle Planning:

Pilot Setup - 

El: Buy Max AP+1, MG Level+1, Rapid Fire I, and Terror Shot.

Battle Position:

No detail necessary.

Battle:

This is a very basic mission.  Just make sure Zead gets a target every turn.  
Use the shotgun to attack and MG to counter.  There's only so much you can do 
on this level, so if luck turns against you, just start over.



Mission D01 - Durandal Simulation 01

Difficulty: *
Tactics: Turn 08
Average Funds: 400 funds
Average EP Gain: +12 avg.

Pre-Battle Planning:

Pilot Setup - 

El: Buy Panic Shot I
Ze: Buy MS Level+1, Max AP+1, AP Charge+1

Battle Position:

North Drop Zone - 

XXXXZe
ElHeXX

Battle:

Use the same tactics as the first mission - shotgun to attack then counter 
with MG, while keeping Zead with targets to hit.



Mission 02 - German Base

Difficulty: **
Tactics: Turn 09
Average Funds: 1000
Average EP Gain: +20 avg.

Pre-Battle Planning:

Pilot Setup - 

El: Buy Rank 2, SG Level+1
He: Buy Minus Shot I

Battle Position:

     C2
                      C1
     S1      ZeEl     
     S2      He       M1

Battle:

The challenge here is getting all the EP gains for everyone, since you don't 
have any links set up.  Destroy M1 first, then S1.  Have Zead fire on M1, C1, 
and S1 (in that order) before they get too close to him.  Focus on S2 with 
Zead while finishing off S1, but don't kill it until Elsa and Hermes can get 
in a shot.  C1 will sometimes get in the way of your party depending on your 
positions, so you may have to kill it to get to the remaining two enemies.



Mission 03 - Eastern Venezuela

Difficulty: ***
Tactics: Turn 16
Average Funds: 1000 funds
Average EP Gain: +30 avg.

Pre-Battle Planning:

None.

Battle Position:

No detail necessary.

Battle:

This is a slightly tough mission, since you can't set your pilots up 
beforehand or use links.  Head across the river to take on the machine gunner, 
then take out the missile launcher, keeping close to his range.  Stay out of 
the tanks range and it won't approach your guys.  Once you've finished off the 
missileer, take on the tanks and remaining mech.  Repair/restore any 
critically broken parts.



Mission U01 - UCS Simulation 01

Difficulty: *
Tactics: Turn 18
Average Funds: 1200 funds
Average EP Gain: +20 avg.

Pre-Battle Planning:

Pilot Setup - 

Da: Buy SG Level+1, Rank 2
Re: Buy RF Level+1, Aim
Ch: Buy Max AP+2

Wanzer Setup - 

Change all wanzers armor type to impact.

Battle Position:

North Drop Zone - 

XXXX
XXRe
ChDa

Battle:

Jam up the tanks at the bridge and tear them apart.  Have Ch attack first to 
take their counters.  Once they're through, mow down the remaining two 
wanzers.  



Mission 04 - Guinerama Base

Difficulty: **
Tactics: Turn 14
Average Funds: 1300 funds
Average EP Gain: +33 avg.
Special Condition: Complete the mission in 15 or less turns.  Unlocks 
Simulation U08.

Pre-Battle Planning:

Da: Buy ML Level+1, Rapid Fire I 
Re: Buy Rank 2, Focus Up

Battle Position:

Da
ReCh

Battle:

You need to finish this map in 15 or less turns to unlock UCS Sim 9, so you'll 
need to make a few body shots on the melee wanzers from Renges.  Quickly take 
out the base cannons and start blasting away at the wanzers.  Use one or two 
body shots on the melee wanzers but not the gunners, since they die easily 
enough anyway.



Mission D02 - Durandal Simulation 02

Difficulty: **
Tactics: Turn 10
Average Funds: 800 funds
Average EP Gain: +18 avg.

Pre-Battle Planning:

Make sure you set up your links and wanzers before starting this one.  You 
might not have enough money to do all the wanzer setup here, but you will soon 
enough.  Do not waste your money on power packs for Zead or Latona.

Pilot Setup � 

The Pilot setups for the early game are all about digging into the ranks for 
link points, weapon proficiencies, and good link skills.  The goal is to link 
everyone up to Latona ASAP so she can deal major linked melee damage, which 
will make your team majorly powerful on the offense.

El: Buy Link Points+2, Double Shot I, remove Panic Shot I and equip Double 
Shot I
Ze: Buy Rank 2, EP Plus

Wanzer Setup - 

Here's the first round of wanzer equipment.  The Gust 500 weapon arms have 
both excellent accuracy and superior firepower, so there's no reason not to 
equip these suckers on everyone who wields a MG.  They're so good they'll last 
through the second round of equipment, too!
I suggest you remove Latona�s EMP backpack and especially Bosch�s Sensor 
backpack.  The EMP Backpack is nice when it works, but the numbers are often 
far too poor to justify the loss of melee damage Latona can do, since melee 
attacks gain a damage bonus if the wanzer has extra power available that is 
not utilized by the weight of the arms/legs/body.  As anyone who has played 
Fire Emblem will tell you.. never rely on a 50% chance to do anything!  The 
Sensor backpack is completely useless once you get Zead a set of high mobility 
legs, and his AP levels will rise higher than anyone else on the team, making 
it easy for him to maneuver himself around just fine.  Bosch himself will 
benefit, as you can give him a great Elsa-style wanzer setup instead of a 
crippled Hermes-style wanzer setup.

El:
Body: Latona's Stork IV
Both Arms: Gust 500 
Right Arm: (optional) Quint w/ Shotgun instead of Gust 500
Legs: Stork IV
Backpack: TB-40 Power

Ze:
Body: Valiant F
Shoulders: MGR-IB Missiles
Legs: Quint
Remove Bone Buster

He:
Body: Valiant F
Left Arm: Gust 500
Legs: Quint

La:
Body: Quint
Left Arm: Quint
Legs: (optional) Gust 500
Remove EMP Backpack

Bo: (Bosch, once you get him)
Right Arm: Gust 500
Remove Sensor Backpack

Change all wanzers armor type to impact.


Link Setup - 

El: Attack link 2 with La and He
La: Defense link 1 with Ze and He

Battle Position:

Center Drop Zone -

XX
  Ze
XX

East Drop Zone - 

La
He
El

Battle:

If you've set everything up correctly, you should be tearing through the 
enemies like paper.  Kick some butt with link attacks (attack with Zead, then 
Latona, then Elsa/Hermes on a unit next to Latona).  Once the east group is 
eliminated, have Zead pelt the north group with missiles while the rest of the 
team catches up.  Nobody should take any significant damage.  This is an easy 
level to kick butt in and get some experience with the link system.



Mission 05 - Polish Command Center

Difficulty: **
Tactics: Turn 07
Average Funds: 1400 funds
Average EP Gain: +25 avg.

Pre-Battle Planning:

Pilot Setup - 

El: Buy Skill Slots+2, equip Panic Shot I
Ze: Buy Max AP & Charge +1, Skill Slots+2, Piercing Missile
He: Buy Rank 2, MG Level+1
La: Buy Charge I

Wanzer Setup - 

El: Place a repair 200 in her backpack.

Battle Position:

     G2
    S3 S4

     G1           ElZe
    S2 S1         LaHe

Battle:

It's worth it to heal the NPC ally, since the enemies will pound on him in 
your place, and he'll dish out a fair amount of damage himself.  If he kills a 
unit, your pilots will still get the experience.

Move your units west - Latona first, Elsa second, Hermes third, then Zead 
fourth.  If the allied wanzer gets directly hit by G1's bazooka shot, I 
suggest you just restart the mission, because he will usually dodge it.  Have 
Elsa repair the NPCs left or right arm, and Hermes repair the NPCs body.  
Attack S1 with Zead and Latona.

Proceed with a general ass beating of G1 and S1-2 - use link attacks again 
with Latona pounding away.  Nobody should take any significant damage, unless 
you're unlucky with the bazookas - then just do a link-repair with Hermes.  
Aside from one more heal of the NPCs legs, he should last the rest of the 
battle just fine.


Mission 06 - German Border

Difficulty: ***
Tactics: Turn 12
Average Funds: 2900 funds
Average EP Gain: +33 avg.
Special Condition: Complete the mission in 15 or less turns.  Unlocks 
Simulation D09.

Pre-Battle Planning:

Pilot Setup - 

El: Buy Rank 3, MG Level+1
Ze: Buy Rank 3, Max AP+1
He: Buy Rank 3, Link Points+2
La: Buy Rank 3, ML Level+1

Link Setup - 

He: Attack link 2 with La

Battle Position:

ElHe
LaZe

Battle:

Liquefy the tanks and move out against the sniper and gunner.  You should now 
have both Hermes and Elsa triggering Latona to attack, so she now gets 3 
attacks per turn on the unfortunate target of your choice.  If you don't block 
the bridge when killing the gunner, and don't provide the sniper with a shot 
as he moves down the ramp, he will move into the main road on his own, where 
you can easily gang up on him, instead of being cramped up.  

On to the main entr�e, the four enemies to the west.  It's best if you spread 
out the enemies target acquiring, since all four enemies beating on a unit is 
tough to handle.  Wait until the shotgunner moves forward at least, so you can 
distribute the AI targeting instead of having them gang up on one unit.  Take 
out whoever's in front of Dranz, then go after him with melee link attacks.  
He won't last more than two turns.  Take the sniper out next, then the 
remaining units.



Mission D03 - Durandal Simulation 03

Difficulty: **
Tactics: Turn 11
Average Funds: 1600 funds
Average EP Gain: +23 avg.

Pre-Battle Planning:

Pilot Setup - 

El: Buy Max AP+1, Link Points +2
Ze: Buy Max AP & Charge+1, MS Level+1
He: Buy Max AP+2 & Charge +2, Panic Shot
La: Buy Link Points+2

Wanzer Setup - 

Bo: 
Right Arm: Gust 500
Remove Sensor Backpack

Change all wanzers armor to impact.

Link Setup - 

El: Attack link 1 with Ze, Defense link 1 with Bo
La: Attack link 1 with Bo and He, Attack link 2 with El

Battle Position:

Southwest Drop Zone -

HeElBo
ZeLaXX

Battle:

Move your units north to take care of the baddies, while firing a few missiles 
at the east group.  Take out the initial gunner in range, then the missileer.  
The east group should be right behind your troops to finish off, then the 
Bazooka troops will be right around the corner to the north.



Mission D09 - Durandal Simulation 09

Difficulty: ***
Tactics: Turn 15
Average Funds: 2700 funds
Average EP Gain: +19 avg.

Pre-Battle Planning:

Pilot Setup - 

El: Buy Rank 4, Rapid Fire II - replace this with Panic Shot I
Ze: Buy Rank 4, Max AP & Charge +1, Skill Slots+2, Impact Missile
La: Buy Rank 4, Link Points +2, Blast Strike I - replace this with Fire Strike

Link Setup - 

La: Attack link 2 with He, Defense link 1 with Ze

Wanzer Setup - 

Change all wanzers armor to piercing.

Battle Position:

Bridge Drop Zone - 

XXZeLaElHeBo

Battle:

As soon as you destroy a unit in the east group, the west group will come 
after you.  Get the enemy bunched up around you and use Latona to trigger mass 
attacks from Elsa and Hermes.  Hermes should have 4AP left for one more Latona 
attack.  It's possible to make 4-chains here which rock, so go for it.  You 
should be taking out one full unit a turn, with the enemies trying to gang up 
on the evasive Bosch.  Move Zead eastward out of the bridge entrance once the 
west group shows up, and don't let them gang up Hermes either, as he'll take a 
beating.  On turn 9, both teams should be eliminated, so go after the river 
group.  Send Zead after the missileers, and try to take out the sniper asap.  
Don't let them focus on one guy, especially not both missileers attacking one 
guy.



Mission 07 - Blauer Nebel Base

Difficulty: ****
Tactics: Turn 19
Average Funds: 5200 funds
Average EP Gain: +34 avg.

Pre-Battle Planning:

Pilot Setup - 

El: Buy SG Level+1, Skill Slots+2
He: Buy Rank 4, MG Level+1, Link Points+2
Bo: Buy Rank 3, Link Points+2

Wanzer Setup - 

El:
Right Arm: Quint
Right Arm Weapon: Kirishima 51

La:
Right Arm Weapon: Bone Buster

Bring along some repair items.

Link Setup - 

El: Attack support: Shotgun
La: Attack support: Bone Buster
La: Change Attack link 1 with Bo to Defense link 1
He: Attack link 2 with El
Bo: Attack link 2 with La

Battle Position:

LaEl
HeBoZe

Battle:

	Just in time for the Blauer Nebel Base, everybody but Zead is linked 
with Latona for maximum melee pounding.  You can now get a total of 4 attacks 
out of her per turn, plus counterattacks.  Even Wagner won't stand much of a 
chance once you link out on him.

	Start out using piercing weapons on the gunners.  They will do a bit 
of damage but nothing you can't heal.  Trash em all quickly and move on to the 
machine gunners.  Draw them out a bit instead of fighting them on the ramp, 
then take them apart.  Try to destroy the grenade launcher asap.

       Do a bit of healing on the way up the ramp, then bring Wagner and 
friends over.  Take Wagner out first thing, then the sniper, and then the 
gunner.  Try to get them focused on Latona and Bosch, since they have very 
high evasion rates.  Make sure Latona is there for every hit on Wagner for 
more melee support.  Wagner should go down in two turns at most with constant 
attacks.  By the time you take them out and the base cannon, the two copters 
should be right there to blow up.  Use Elsa/Zead on the east copter, and 
Hermes/Bosch (and Zead if necessary) on the south copter.



Mission U08 - UCS Simulator 08

Difficulty: **
Tactics: Turn 12
Average Funds: 700 funds
Average EP Gain: +24 avg.

Pre-Battle Planning:

Pilot Setup - 

Da: Buy Rank 3, Charge I
Re: Buy Rank 3, Link Points +2
Ch: Buy Rank 2 & 3, Link Points +2, MG Level+1

Wanzer Setup - 

Da:
Left Hand Weapon: Kirishima 51

Link Setup - 

Ch: Attack link 2 with Da
Re: Attack link 2 with Da
Da: Attack Support: Bone Buster

Battle Position:

South Drop Zone - 

Re
Da
Ch

Battle:

Use Darril's links to dish out 3 melee attacks per turn + counterattacks.  
Don't let any of the melee units start hounding Renges - cut them off.  
Chaeffer makes a good meat shield, although most units will be attacking 
Darril.  No body sniping necessary in this level.  Do not go provoking them, 
let them come normally.



Mission 08 - Port Cumana

Difficulty: ***
Tactics: Turn 14
Average Funds: 1200 funds
Average EP Gain: +36 avg.

Pre-Battle Planning:

Pilot Setup - 

Da: Buy SG Level+1, Link Points +2
Re: Buy RF Level+1, AP & Charge+2
Ch: Buy MG Level+1, AP & Charge+2

Wanzer Setup - 

Change all wanzer armor to piercing.

Link Setup - 

Da: Attack link 1 with Re and Ch

Battle Position:

No detail necessary.

Battle:

Have the three meet up by the boxes and start slugging it out with the gunner 
and Vavliov.  Use Darril's 3x melee attacks to take out the gunner, then 
Vavliov.  If he's about dead, you can hop on boxes and blast him away.  His 
destruction triggers the next two units, another gunner and Ivanovna.  Try to 
take the gunner out asap, then Ivanovna.  



Mission U02 - UCS Simulation 02

Difficulty: **
Tactics: Turn 12
Average Funds: 1000 funds
Average EP Gain: +15 avg.

Pre-Battle Planning:

Pilot Setup - 

Da: Rank 4, ML+1
Re: Rank 4, Blast Shot I
Ch: AP+2

Wanzer Setup � 

The first UCS wanzer setup is very limited, and only some small changes are 
necessary to beef your guys up a bit.

Da:
Legs: Husky IV (optional)

Re:
Right Arm: Giza
Legs: Husky IV

Ch:
Body: Recsys V
Right Arm: Husky IV
Right Arm Weapon: M.Gun
Legs: Gust 400

Link Setup - 

Ch: Set attack/defense support to right arm.

Battle Position:

Northeast Drop Zone

Battle:

Immediately take out the right then left misileer while the rest of the 
enemies stay put.  The west group will approach first, then the east.  Just 
take them as they come and use link attacks with Darril.



Mission 09 - Cumana City

Difficulty: ***
Tactics: Turn 8
Average Funds: 1200 funds
Average EP Gain: +26 avg.

Pre-Battle Planning:

Pilot Setup - 

Da: AP+2
Re: SS+2, Zoom II

Battle Position:

No detail necessary.

Battle:

A fairly straightforward battle against the Zhuk.  Have Darril and Renges 
pound on it while Chaeffer heals and provides link attacks.  Hopefully your 
guys will dodge most of the low-hit rate cannon shots.  Don't bother with the 
gunners until the Zhuk is eating dirt.



Mission 10 - Refugee Village

Difficulty: ***
Tactics: Turn 11
Average Funds: 2600 funds
Average EP Gain: +21 avg.

Pre-Battle Planning:

Pilot Setup - 

Da: LP+2, Rapid Fire II
Re: AP+2, Charge+2

Wanzer Setup - 

Set all wanzer armor to fire.

Link Setup - 

Da: Attack 2 with Re and Ch

Battle Position:

Ch
ReDa

Battle:

Move Darrils team out east to take on the melee units and copter, while Ines 
and Luis take out the gunners with grenades and the shotgun.  Have them meet 
around the center to take the second copter out and the remaining two 
gunners.  For some reason the last two gunners try to move west past your 
guys, but it's not hard to slaughter them.



Mission D04 - Durandal Simulation 04

Difficulty: **
Tactics: Turn 13
Average Funds: 2500 funds
Average EP Gain: +18 avg.

Pre-Battle Planning:

Pilot Setup - 

Ze: Rank 5, AP & Charge+1, MS Level+1
La: Rank 5, ML+1
Bo: Assault Skills I, Skill Slots II, SS+2, Double Shot I, Rapid Fire II

Wanzer Setup - 

The Gust 500 arms are good enough for the second round of equipment, due to 
their excellent ranged accuracy.  You may choose hand MGs if you wish, 
though.  There�s not too much that you need to upgrade here, mostly more 
durable and evasive equipment.

El:
Body: Cicada II
Right Arm: Cicada II
Right Arm Weapon: Catsray X
Legs: Tatou

Ze:
Body: Ratmount
Legs: Mareraid
Shoulder Weapons: Piz 3

He:
Body: Giza 2
Legs: Tatou/Mareraid
Right Arm: Valiant F

La:
Body: Cicada II
Arms: Cicada II
Legs: Tatou
Weapons: Hard Rod

Bo:
Body: Cicada II
Arms: Gust 500

Change all wanzer armor to impact.

Link Setup - 

El: Attack 2 with Bo, Weapon support to left hand (MG)

Battle Position:

Southeast Drop Zone - 

ElBoXX
LaHeZe

Battle:

Move your units west to engage with the south group of enemies.  Take out the 
missileers first and repair the grenade launcher.  Once the missileers are 
dead you don't have to repair the turret any longer.  Work westward then head 
up the ramp to engage the jetpack team.



Mission 11 - Wassau

Difficulty: ****
Tactics: Turn 15
Average Funds: 4000 funds
Average EP Gain: +45 avg.

Pre-Battle Planning:

Pilot Setup - 

El: Rank 5, MG+1
He: Rank 5, Ap Bonus II
La: Melee Skills I, SS+4, Double Strike I

Wanzer Setup - 

Set Zead armor to Fire, and all others to piercing.

Bring along some repair items.

Link Setup � 

Change Elsa�s attack support back to MG.
Change Latona�s attack support back to left hand.


Battle Position:

Northwest Drop Zone - 

Bo

  El

Northeast Drop Zone - 

ZeHe
  La

Battle:

With Bosch and Elsa, trail after Wagner.  Once he's close to the shotgunner, 
stay out of his attack range, or he'll turn around and start firing, and you 
want him to keep moving.  Once Wagner is past the gunner, trash it with Elsa 
and Bosch, then meet up with Zead's team in the center to take on Wagner.

With Zead's team, move south and engage all three enemies.  Don't fight the 
gunner until he's out of the narrow corridor.  With those enemies dead, head 
through the narrow corridor to the center of the map, where Wagner should be 
passing by.

Make sure Wagner has someone to attack when your teams meet, or he'll just 
keep running north.  Bosch, Elsa, or Latona are preferable.  Quickly trash the 
sniper standing in the way before taking Wagner on, so Latona and Hermes can 
break out.  Pull some link madness on Wagner and he won't last more than a 
turn or two.

With Wagner out of the picture, proceed south while doing a bit of healing.  
Take out the missileer then sniper.  Do not let the sniper start hounding 
Zead, as there's no way he can dodge the shots.  Finally, work around west to 
eliminate Dranz and the shotgunner, who have terrible accuracy rates.


 
Mission 12 - Zaftran Border

Difficulty: ****
Tactics: Turn 13
Average Funds: 5000 funds
Average EP Gain: +42 avg.

Pre-Battle Planning:

Pilot Setup - 

El: AP Charge II, Double Shot II, Rank 6, Perfect Shot
Ze: Rank 6, Perfect Missile, AP-8, 2 SS+4, AP & Charge+1
He: 2 SS+4, Accuracy II, LP+2, AP Bonus I
La: Heavy Strike I, LP+2, 2 SS+2, Move Plus I, Piercing Strike, Skill Slots I
Bo: AP+2, Rapid Fire I, AP Charge II, Skill Trigger I, Rank 4, MG+1

Wanzer Setup - 

Purchase Pegase Legs for all wanzers.

Set all wanzer armor to fire.

Link Setup - 

He: Attack 2 with Bo
La: Attack 2 with El

Battle Position:

    Ze
  He
La
  Bo
    El

Battle:

	This battle is annoying because you can't dodge at all with the Pegase 
legs, and the enemies will do some nasty damage with their machine guns and 
missiles.  Proceed east to take out the two ground units, then spread out to 
take on the grenadier.  Converge on it and kill it, then move north to take on 
the two gunners and missile launcher.  By the time they're out for the count, 
the south ones should be in your range, so go after them.  The enemies will go 
down fairly quickly, but mobility and health can be a serious problem.  The 
missile launchers will run around all over the place trying to hit their 
target if you don't keep them put.  Try to spread the damage evenly among your 
units, don't let any gang ups occur, and use Hermes almost exclusively for 
healing.



Mission U03 - UCS Simulation 03

Difficulty: ***
Tactics: Turn 16
Average Funds: 2500 funds
Average EP Gain: +21 avg.

Pre-Battle Planning:

Pilot Setup � 

With Ines in your group, you can have a second linked melee unit along with 
Darril, which makes for some excellent pounding opportunities.  Ines should 
stay a melee/grenadier until the Minotaur arms show up.

Da: LP+2
Re: SP+2, Focus Left, Focus Right
Lu: LP+2
In: Skill Slots I, EP Plus, 2 SS+1, Heavy Strike I

Wanzer Setup - 

In this second round of Darril team equipment, you have plenty of power and 
even some accuracy, but fairly low evade.  This is the way it�ll be for all of 
the shop equipment for Darril, so get used to it.

Da:
Body: Cicada II
Arms: Giaour
Left Weapon: Catsray X Shotgun
Right Weapon: Hard Rod
Legs: Cicada II
Backpack: TB-60

Re:
Body: Cicada II
Right Arm: Calm 200
Left Arm: Giaour
Left Weapon: Anaconda Rifle
Legs: Cicada II

Ch:
Body: Giza 2
Left Arm: Cicada II
Right Arm: Calm 200
Left Weapon: Luis' Cemetary MG
Legs: Cicada II
Backpack: RP-5 Healing Pack

Lu:
Remove Backpack
Right Weapon: Grave S
Optional - Power pack with Giaour arms.

In:
Body: Giza
Left Arm: Cicada II
Left Weapon: Hard Rod
Legs: Cicada II
Make sure she has some Grenade reloads.

Set all wanzer armor to piercing.

Link Setup - 

Da: Attack 2 with In
Lu: Attack 2 with Da and In

Battle Position:

Southeast Drop Zone (near the group of 5 snipers)

Battle:

Ines will be acting as a melee and grenadier unit until the minotaur arms show 
up.  So for now, she can be a second melee link attacker along with Darril.  
Her grenades are important in this battle - they can really put a hole through 
the snipers and they're useful for taking out near-dead units.  Don't waste 
grenades, though - only use them when you can hit 2 or more enemies at once.  
This is a good mission to practice tossing them around.

The large group of snipers will bunch up on the road, making perfect grenade 
targets.  As tempting as it might be, don't split your group up to attack the 
snipers attacking from the side, just take the enemies out one at a time as a 
team.  They will be coming at a fairly steady pace, so you'll almost always 
have a new one to gang up on.  Try to get them to make stupid shots that have 
extremely poor accuracy.  Use the double melee links with Darril and Ines to 
do some serious pounding.  There are some good melee spots north of your team 
where your units can hop behind bushes, while the snipers have a terrible hit 
rate.

Sometimes a sniper or two may start moving towards your party very late - just 
chase after them if you've got nothing left to kill.



Mission 13 - Caracas Hideout

Difficulty: ***
Tactics: Turn 17
Average Funds: 4500 funds
Average EP Gain: +44 avg.
Special Condition: Complete the mission with all Al Alianza units alive.  
Unlocks Simulation U09.

Pre-Battle Planning:

Pilot Setup - 

Ch: Assault Skills I, Rapid Fire I & II, 3 SS+2
Lu: MG+1
In: AP+2 & Charge+1, 2 SS+1

Wanzer Setup - 

Change armor to impact.

Make sure Ines has grenade ammo.

Battle Position:

InChRe
DaLu

Battle:

Head west and surround/kill the Moth wanzer and melee wanzer.  If it gives you 
hell dodging your shots constantly and activating DMG 30 every attack, just 
try the level again.  Normally it'll go down in two turns at most with Darril 
and Ines slamming it.

Move southwest to save the hideout.  Send Darril and Chaeffer to the west 
copter, and the other three south - snipe the tank and south copter with 
Renges, have Ines pound on the tank with grenades, and have Luis fire on the 
south copter.  They'll go down fairly quickly.

Once Calvo's team shows up, send then west against the mech, tanks, and south 
copter.  They can take them on without much trouble, just haul some grenades 
from Rodriguez.

With Darril's team, move them west along the road against the three wanzers 
(lob some grenades), then backtrack a bit to stop the north copter dead in its 
tracks.  Renges can hit it fairly accurately from the bridge as it passes over 
the river.


 
Mission U04 - UCS Simulation 04

Difficulty: ***
Tactics: Turn 12
Average Funds: 2500 funds
Average EP Gain: +12 avg.

Pre-Battle Planning:

Pilot Setup - 

Da: Rank 5, LP+2, SG+1, Double Assault, 2 SS+2
Re: Rank 5, RF+1, LP+2, SS+4, Focus Down, Terror Shot II
Ch: Rank 4,5 & 6, MG+1, Link+2, AP Bonus II, AP Charge+2
Lu: AP+2, LP+2, SG+1
In: GR+1, ML+1, AP+2 & Charge+1, SS+1

Wanzer Setup � 

Set armor to fire.
Make sure Ines has grenade ammo.

Link Setup - 

Da: Defense link 2 Lu
Re: Attack link 2 In
Lu: Attack link 2 Ch

Battle Position:

Northeast Drop Zone - Ines

South Drop Zone - 

Re
ChLuDa

Battle:

Start out by dropping grenades on all 5 units with Ines.  Head east with 
Darril & Co. to take them out up close.  Focus on the missileer/grenadier 
units, as Ines's grenades will quickly paste the gunners and melees.  
Prioritize grenade drops on the sensor wanzer, as it is a pain to hit, like 
all sensor wanzers.

Take out the copters as they approach while heading west.  Engage the west 
group with grenades and link attacks.  Have Renges/another gunner blow off the 
grenade arm of whatever grenadier/missileer is launching grenades at your 
party.  After that danger is taken care of, beat the crap out of the gunners 
and melees with grenades and just like the first group.



Mission U09 - UCS Simulation 09

Difficulty: ****
Tactics: Turn 14
Average Funds: 5500 funds
Average EP Gain: +14 avg.

Pre-Battle Planning:

Pilot Setup - 

Da: AP Charge I, 3 AP Charge+1
Ch: Repair Plus II, SS+2
Lu: AP Charge II, AP Charge+2
In: Rank 4, AP Charge+1

Wanzer Setup - 

Da:
Left Weapon: Heavy Pile

In:
Body: Cicada II (you got a whole set of this from Calvo)
Backpack: TB-60
Left Weapon: Heavy Pile
Make sure you have grenade ammo for her.

All armor types to impact.

Battle Position:

Northwest Drop Zone

ReLuIn
XXChDa

Battle:

This mission is one of the tougher simulations.  Immediately run south and 
obliterate the missileers and base cannon.  The enemy melee units will come at 
you one at a time, slow enough to deal with them if you put all your power 
into wiping them out one at a time.  Don't fight near the top of the ramp: 
back down slowly while pounding with grenades and linked melee attacks, so 
that the enemy grenadier can't get a shot at you until most of the melees are 
dead.  Once the grenadier is in attack range, take him out with the full force 
of your party (plus or minus Ines), then finish off the remaining melees and 
the northeast turret.  You need top condition skills, wanzers, and links to be 
able to handle the melees without them backing up.  If you take too long, the 
melee units will back up and the grenadier will tear your party apart.



Mission 14 - Governor's Manor

Difficulty: ****
Tactics: Turn 09
Average Funds: 4500 funds
Average EP Gain: +44 avg.
Special Condition: Complete the mission while allowing no enemy units to 
escape.  Unlocks Simulation U10.

Pre-Battle Planning:

Pilot Setup - 

Da: SS+2
In: Heavy Strike II, 2 SS+1, Move Plus II

Wanzer Setup - 

Change armor to piercing.

Battle Position:

DaReLu
InCh

Ca
SaGo
RoPu

Battle:

In this battle, you must destroy all units.  The problem is, they start 
running away after you kill the fourth one.  You have to take out legs and 
generally weaken the whole group to the point where you can kill them all off 
in a turn or two without them running away.  Grenades are a big help, as is 
Renges' Focus Down skill.

The copters are the easiest to keep alive and kill reliably, as long as 
they're very low on health and you don't let them run for it.  The ranged 
attackers like the gunners and snipers are most likely to run for the hills 
while hitting you at range, while the melee units are usually stupid enough to 
hang around and attack you instead of fleeing.

Move Darril's group west and knock the legs off two of the wanzers, and get 
the copter down to very low HPs.  Then proceed south with them to the south 
group.  Have Ines lob grenades on the southwest group to soften them up.

Calvo's group should move west and critically wound the copters, as well as 
try to kill the mech outright.  Move Rodriguez westward and start bombing the 
southwest group along with Ines.

Injure the southwest copter, and make sure the sniper isn't going to be 
running anywhere.  Once the southwest gunners are weak enough to be killed 
with one more grenade shot, start killing them all.  Drop a grenade on the 
crippled north units that are remaining, and shoot all the copters down.  
Anything that has legs should be prioritized for killing.  Take one last day 
to finish off whatever else you didn't kill.  You should definitely get this 
done, because you need to unlock UCS Simulator 10 in order to win the Minotaur 
Arms, which is nearly essential in the next mission.


		
Mission U10 - UCS Simulator 10

Difficulty: ****
Tactics: Turn 17
Average Funds: 4500 funds
Average EP Gain: +13 avg.

Pre-Battle Planning:

Pilot Setup - 

Da: Rank 6, ML+1, SS+2, Blast Strike I
Re: Rank 6, Blast Shot I, Snipe, Zoom 3, AP+2, AP Charge II, AP Charge+2
Ch: SS+4, AP Damage II, AP Charge II, SS+2, Repair III
Lu: Rank 3, MG+1
In: AP Charge I, 3 AP Charge+1, AP II, AP+2, 2 BZ+1, 2 RK+1

Wanzer Setup - 

Change armor to fire.

Make sure Ines has Grenade ammo.

Battle Position:

Southwest Drop Zone:

XX
InDa
XXChLu

Southeast Drop Zone:

Re

Battle:

Fight your way eastward with Darril's team, droping grenades on the recon unit 
and meeting the group of enemies at the bottom of the middle road.  They will 
bunch up, so greet them with some heavy grenade fire and linked attacks.  With 
Renges, body snipe the missileer, meet up with Darril, then go around the 
corner to body snipe the missileer on the other side of the buildings.

After crushing the meager opposition, all that remains are two missileers, two 
recons, and a Zhuk I.  Proceed north to the Zhuk.  Gang up on the recon before 
going for the Zhuk.  Send Renges to snipe the missileer east of the Zhuk.  Use 
Darril and Ines' melee links to give the Zhuk a good pounding.

Once the Zhuk is dead, carpet bomb and gang up on the remaining recon, and 
body snipe/attack the remaining missileer.
		

		
Mission 15 - Caracas Escape

Difficulty: *****
Tactics: Turn 10
Average Funds: 6500 funds
Average EP Gain: +47 avg.

Pre-Battle Planning:

Pilot Setup - 

Da: Skill Slots I, AP+2, AP Charge+1
Re: Skill Slots I, SS+1, Zoom III
Ch: Skill Slots I
Lu: LP+2


Wanzer Setup - 

In:
Body: Giza
Legs: Giaour
Backpack: TB-60 Power
Left Arm: Minotaur

Make sure Ines has rocket ammo, and others with her.

Link Setup - 

Lu: Defense 2 with Chaeffer

Battle Position:

Lu  InRe
  Ch
    Da

    Go
  Pu    Ca
Sa      Ro

Battle:

This is a nasty battle involving no less than three rocket launcher wanzers, 
which are to be your mortal enemies.  They can bomb you far faster than you 
can repair yourself, and facing three of them means a whole lot of trouble.  
You'll need the minotaur arms on Ines to blast away the regular enemies and 
allow you to focus on the rocket launchers.

One good thing about the rocket launchers is that they only have a launcher on 
their left arm.  That means you only have to take out that arm to render them 
harmless.  Renges's sniping will be very handy for blowing those arms away.

Start out moving your units south along the road.  Move Darril and Luis before 
Chaeffer, and move Calvo straight south.  For some reason, Calvo seems to be 
the favorite target of most enemies in this level.  Have Ines fire the first 
rocket at the enemy group below you.

You'll get smashed by your first rocket on enemy turn 1.  On turn 2, blast the 
baddies with a grenade and rocket blast.  Have someone with high evasion 
attack the rocket launcher - all of the enemies are linked, so whoever attacks 
first is going to get blasted at.  With that out of the way, snipe the rocket 
launchers left arm, then perform a relentless assault until you break the 
arm.  There's not really any luck involved - just keep attacking and you'll do 
enough damage to break it.

On turn 3, kill one of the snipers blocking the way with Luis, then break out 
and move southeast towards the second rocket launcher with everyone but Ines 
and Chaeffer, who should move south.  If your units aren't too close to him, 
he won't do anything, which is what you want.  If he decides to lob rockets at 
you, consider trying to approach him at a bit more of a distance.  I'm not 
sure what the exact conditions are - anyway, it's possible to complete the 
mission while taking the hit.

Send the Al Alianza units east to the bridge to face off with the two linked 
bazooka units.  Don't let them both lock onto the same target, or that target 
will probably end up in very bad shape and cost you maintenance money.  It's 
best to surround one of them and just fire away, as there's not much of a 
better strategy.  Let one of the non-targeted units attack first to take any 
counter damage, then fire away with the rest of the group.

Meanwhile, move Ines and Chaeffer south to start rocket bombing the south 
group.  They'll give chase to her, so just keep moving back north and bombing 
them at range, while Chaeffer picks the two gunners off and repairs Ines.  
Once you finish with the second rocket launcher with Darril, Renges, and Luis, 
send them south (you can move over the low-level buildings) to take out the 
third one and the rest of the south force, which should be significantly 
damaged from Ines's carpet bombing.  Good thing too, because everyone will be 
really beat up at this point by the constant rocket flinging.  Vavilov will be 
weak enough that you can blast him without needing to get into melee range.
		
Send Ines and Renges back up northeast to help finish off the bazooka units 
while you repair any broken parts with Chaeffer.  Lob rockets with Ines then 
fire her bazooka, and use some body snipes with Renges to seal the level for 
good.



Mission D05 - Durandal Simulation 05

Difficulty: ****
Tactics: Turn 12
Average Funds: 2300 funds
Average EP Gain: +10 avg.

Pre-Battle Planning:

Pilot Setup - 

El: AP Ch+2, SS+4, LP+2
Ze: 2 SS+4
He: SS+2, Repair II, Skill Slots I, 2 SS+1
Bosch: SS+2, Skill Slots I, Move I, 2 SS+1
La: AP+2

Wanzer Setup - 

Set armor to fire or piercing.

Link Setup - 

El: Defense 1 with Ze and He

Battle Position:

North and south mid-road drop points - 

BoEl
La  (north)

He Ze (south)


Battle:

In this urban firefight, every enemy on the map will immediately converge on 
your position.  Move to the center of the middle road and nail the two recons 
as they emerge from the building cover.  A jetpack sniper will hop on a roof 
to the west in the meantime - blast him with Zead but don't get anyone else 
close to the missileer behind him.  The paperweight gunners will arrive soon 
afterwards - crush them quickly, then proceed west and south to take out the 
snipers and missileers.  Have Zead and Hermes well protected while crippling 
the snipers, then go after the missileers.  Prioritize Zead's targets on 
snipers that have taken a roof position.  In the open space with snipers and 
missileers shooting at your party, you're guaranteed to have a few scratches, 
but it's possible to handle it with some skill.  Don't split your group up 
between the west and south roads unless it's really necessary.    
		


Mission 16 - Port Nicolaev

Difficulty: ***
Tactics: Turn 15
Average Funds: 8000 funds
Average EP Gain: +42 avg.
Special Condition: Destroy the two Missileer wanzers in 15 or less turns.

Pre-Battle Planning:

Wanzer Setup - 

Change armor to piercing.

Bring along Repair All items.

There are some unique parts in the Wanzer Shop that you can't access anywhere 
else, but nothing really worth buying.

Battle Position:

ZeHe
ElLaBo

Battle:

This is a fairly easy mission, as long as your links are well setup and you've 
managed your skills properly.  Head south and clobber the EMP units, then go 
straight for the missileer while Zead fires missiles on the sniper/gunner on 
the corner to provoke them.  Make sure Zead doesn't get jumped by them, 
though.  After the killing, proceed north then west and tear apart all 
opposition with link attacks.  You should be getting some pretty good 4-link 
attack combos now.  Kill the gunners, run past the sniper while hitting it 
with missiles, kill the missileer, then finish the sniper off.  For some 
reason the gunners try to charge down the empty street instead of fight, so 
make sure they're nice and dead.



Mission U05 - UCS Simulator 05

Difficulty: ***
Tactics: Turn 13
Average Funds: 4500 funds
Average EP Gain: +03 avg.

Pre-Battle Planning:

Pilot Setup - 

Da: SS+1
Re: 7 SS+1, LP I
Ch: SS I
Lu: SS+2, Rapid Fire I
In: Rank 5, AP Ch+1, Move III

Wanzer Setup - 

Change armor to piercing.

Link Setup - 

Th: Attack 2 with Da and Ch

Battle Position:

Mid island drop zone.

Ch
Lu
Th
Re
In
Da

Battle:

Go southeast across the bridge and slaughter the rocket launcher and three 
enemies.  The gunner shields are annoying, so try to wear their AP down.  Two 
groups will be converging from the north and west - drop rockets on them and 
take them out.  Proceed west back across the bridge to take on the remaining 
group and rocket launcher.  The rocket launchers only have weapons on the left 
arm, so try to snipe them off.



Mission 17 - Jungle Trap

Difficulty: ***
Tactics: Turn 07
Average Funds: 6000 funds
Average EP Gain: +18 avg.

Pre-Battle Planning:

Pilot Setup - 

Th: (optional, but highly recommended if you want him to weild the second 
Minotaur Arm) Support Skills I, EP Plus

Wanzer Setup - 

Th:
L. Arm: Calm 200
R. Arm: Minotaur

Optinal Thammond wanzer names (instead of �Abominator�):

Fatman
Goober
Bigone

Battle Position:

ChLuRe
Da
In

LoLe
JoAn
  Ch

Battle:

Immediately run up and lob some rockets at a large section of the enemy group 
with Ines.  Darril's team should work their way south, killing everything and 
dropping rockets.  The Alianza team should focus on killing the gunner - the 
grenadier can't run very far, so don't worry about him for now.  The rockets 
make a great way to stop fleeing enemies that have already taken a lot of 
damage.


		
Mission D10 - Durandal Simulator 10

Difficulty: ***
Tactics: Turn 13
Average Funds: 7500 funds
Average EP Gain: +10 avg.

Pre-Battle Planning:

Pilot Setup - 

El: SS I, 7 SS+1, Terror Shot II, Panic Shot II, Max AP+2, Evasion +3%
Ze: AP-4, Resist Attack Down, Fix DMG 100
He: Rank 6, SS+4, Chain Plus II
La: 4 Evasion +3%, 2 SS+1, Feint I
Bo: Rank 5, LP+2

Wanzer Setup - 

You have more options here for the third set of wanzer equipment.  You can 
choose between damage and accuracy with the FV-24 or Grayeye machine gun, and 
you can choose between medium evasion, high movement and high HP or high 
evasion, medium movement and medium HP with the Novaraid or Vaje/Stork legs.  
This is also the point where the wanzer parts and skills are good enough for 
Zead to wield a bazooka and shoulder missile.  The Zead modification is the 
only one that I think is necessary at this point, but you're free to make your 
own modifications - just remember that you need to spend a considerable amount 
of money to get anyone proficient in a new weapon type.

I personally prefer the Grayeye MG, as it has great accuracy even at range.  
The FV-24 has a bit more power, but consider the overall damage output of the 
weapon.  The Grayeye works well with links and AP use since you can be 
accurate from far away, plus it's highly accurate overall - enemies will 
rarely ever dodge.  The FV-24 does more damage, but as soon as an enemy dodges 
your shots, the overall damage output goes way below the Grayeye - and they 
will do a lot of dodging, especially if you attack at range.  The other choice 
is to try to get Grille 6 arms for your gunners, but that isn't possible 
without sacrificing something else on the wanzer.

El:
Body: Novaraid
L.Arm: Zeria II/Grayeye
R.Arm: Grille 6/Circular
Legs: Stork V
BP: TB-90

Ze:
Body: Grille 6
L.Arm: Grille 6/Banish Bazooka/Magicbox Missile
R.Arm: Stork V
Legs: Stork V
BP: TB-90

He:
Body: Grille 6
L.Arm: Zeria II/Grayeye
R.Arm: Valiant G
Legs: Novaraid
BP: RP2E

La:
Body: Novaraid
Arms: Zeria II/Press Needle
Legs: Vaje
BP: TB-90

Bo:
Body: Stork V
Arms: Zeria II/Grayeye
Legs: Vaje
BP: TB-90

Be:
Body: Zeder T
Legs: Novaraid

Change armor to pierce.

Link Setup - 

Here's the new link setup for the third round.  You have to buy the LP points 
in the near future to set this up.  Everyone should have at least 8 AP, except 
Beck, who can link up later.

El: Attack 2 with La, He, Ze, Defense 2 with Bo
Ze: Attack 2 with Bo, He, La, Defense 1 with Be, El
He: Attack 2 with La, El, Bo
La: Attack 2 with He, El, Ze, Defense 1 with He, Ze
Bo: Attack 2 with La, Ze, He, Defense 1 with Ze, El

Battle Position:

South pier drop zone.

LaHeBeBoZeEl


Battle:

Send your units out to the center of the buildings for a royal rumble on the 
docks.  Call an air strike on the southeast building.  Here's a diagram.  X is 
the building and o is the bomb layout.  This should nail 4 guys at once, as 
long as Elsa is out in front (with 7 movement).  
 
ooo
ooo
oooX
oooX
oooX
		
Since it's nighttime with reduced accuracy, your wanzers should be dodging 
most shots, while nailing the enemy repeatedly.  The gunners are very easy to 
kill, and the bazooka units are a bit sturdier, but will have a hard time 
hitting your units with high evasion.  By the time the initial group is gone, 
reinforcements will be arriving.  Meet them in the middle with the boxes and 
crates and take them out in the same manner.  There's no real good point for 
the second airstrike, just drop it wherever you can get 2 Bazooka units that 
aren't in immediate attack range.  If you bomb a gunners arms off, it'll just 
sit there and you'll have to hunt it down.



Mission 18 - Megafloat Base

Difficulty: ****
Tactics: Turn 09
Average Funds: 9000 funds
Average EP Gain: +39 avg.

Pre-Battle Planning:

Wanzer Setup - 

Change armor to fire.

Bring remove all items.

Battle Position:

HeBoLa
BeZeEl

Battle:

Get ready for a quick and violent battle on the Megafloat mission with enemy 
wanzers all over the place.  You aren't going to turtle up on the ramps, are 
you?  That's not what this guide is about!  Get in there and let the killing 
begin!

Immediately start an air strike against the two rockets and grenadier unit.  
Once again, the rocket launchers only have a rocket on the left arm, which you 
should aim to destroy instead of the body.  Move everyone down the right ramp 
towards the first rocket unit - move Latona in a straight line down the ramp 
so that the enemy gunner doesn't get in her way.  Latona, Bosch, and Zead are 
three units that are guaranteed to be able to fire on it.  Send Latona up 
first, then fire with Zead and then Bosch.  They should do enough damage to 
take its arms off, if not kill it outright.  Set up a second bombing with Beck 
against the grenadier and remaining rocket unit.  Send Latona and Bosch back a 
bit to help fight off the bazooka, gunner, and melee units.  Hermes should 
repair them, as they will have taken rocket and grenade blasts.  Once the 
Grenadier is close enough, have everyone jump it and kill it.  It takes a bit 
of a beating but will go down with one concentrated group attack.

The rest of the level is just tearing up the rest of the enemy units.  The EMP 
units take first priority, then everyone else.  Just about everyone has such 
high dodge rates that the bazookas will rarely hit.  Latona can literally 
dance around an entire bombardment.  Link attacks and piercing weapons are the 
rule of the day here.  Stay on the east side until you've killed everyone 
there, then move up and around against Dranz and the remaining two units that 
just sort of sat there the whole level.
		


Mission D06 - Durandal Simulator 06 

Difficulty: ***
Tactics: Turn 12
Average Funds: 4000 funds
Average EP Gain: +12 avg.

Pre-Battle Planning:

Pilot Setup - 

El: 2 AP Ch+1, 4 Eva 3%
Ze: AP I & Ch I, 3 AP & Ch +1
He: AP & Ch +2, Minus Shot III, 4 SS+1, AP Damage II
La: Rank 6, 4 SS+1, Anti-Skill, Eva +3%, Resist Systems Down
Bo: LP I, AP Ch I, 2 AP Ch+1, 4 LP+1
Be: AP & CH +1, Impact Missile

Wanzer Setup - 

Change armor to fire.

Battle Position:

No detail necessary.

Battle:

Run around the ring while kicking butt with Latona.  These guys have almost no 
evasion so it's easy to tear into them.  Use air strikes/missiles to provoke 
far off enemies into coming towards you, as most of them just stay put until 
provoked.  Not a difficult level at all.
		


Mission 19 - Madeira Island Evacuation

Difficulty: ****
Tactics: Turn 06
Average Funds: 6500 funds
Average EP Gain: +24 avg.

Pre-Battle Planning:

Pilot Setup - 

El: AP I & AP Ch III
He: Eva 3%
La: AP Ch II
Be: Rank 5

Wanzer Setup - 

Bring a few Repair 600 items for the brits.

Battle Position:

No detail necessary.

Battle:

This is a short, frantic, and violent level with enemies desperately trying to 
blow the British units to hell.  As long as you finish the mission with them 
alive, you will get the 3,000 credit bonus, so just keep their bodies 
repaired.  At least two of the british units will need a body repair.  Go on 
the offensive, splitting up into an upper-middle team of four and a lower team 
of two.  Take out the gunners before the grenadiers, as the brits have fire 
armor and not piercing.  Your units won't be taking much flack since the 
enemies will be pursuing the british units.  On the first turn, set up an air 
strike on the bottom road that should catch a grenadier and two gunners - this 
will make it easier for your two units to destroy them.  The battle doesn't 
last long if you work on demolishing as much as possible while the enemies 
chase after the brits.  Just drop the second air strike wherever you like.  
Maybe on the same poor gunners/grenadier a second time.  It�s fairly wild and 
even a bit uncontrollable for a turn or two, but quickly settles down if you 
perform some major destruction.
		


Mission 20 - Secret Zaftran Base

Difficulty: ****
Tactics: Turn 09
Average Funds: 11500 funds
Average EP Gain: +32 avg.

Pre-Battle Planning:

Pilot Setup - 

Da: AP II & CH II, AP+2 & Ch+2, 7 SS+1, Feint III, Block DMG 50
Re: LP I, 4 LP+1
Ch: LP I, 4 LP+1
In: Skill Slots II, LP II, 4 LP+2
Th: LP I, 4 LP+1, AP Ch II

Wanzer Setup - 

Separate from the Durandal parts, the UCS parts are more powerful with more 
hit points, but have far less evasion.  You have a choice with your arms of 
either medium HP, weight, and accuracy (Quint G), or low hit points and high 
weight and accuracy (Type 150).  It's possible to weild the higher weight and 
higher power arms and MGs like the FV-24 with the same level of accuracy as a 
medium arm and the grayeye, due to the more robust bodies and power packs 
available.  You should have gotten the Vyzov IV Rog wanzer set w/ Ogon F parts 
now, which will make setting up super units much more easy.

Da:
Body: Husky S
L.Arm: Vyzov IV Rog/Circular
R.Arm: Type 150/Ogon F
Legs: Vyzov IV Rog
BP: TB-99

Re:
Body: Tempest 100
L.Arm: Type 150
R.Arm: Tempest 100
Legs: Quint G

Ch:
Body: Tempest 100
L.Arm: Quint G/Grayeye
R.Arm: Tempest 100
Legs: Quint G
BP: RP2E

Lu:
Body: Tempest 100
L.Arm: Type 150/FV-24
R.Arm: Vyvoz IV Rog/Circular
Legs: Quint G
BP: TB-99

In:
Body: Tempest 100
L.Arm: Minotaur
R.Arm: Calm 200
Legs: Quint G
BP: TB-60

Th:
Body: Vyvoz IV Rog
L.Arm: Type 150/FV-24
R.Arm: Minotaur
Legs: Quint G
BP: TB-60

Link Setup - 

Da: Attack 2 with Re, Ch, In, Defense 1 with Ch, Re
Re: Attack 2 with Da, Ch, Lu, Defense 1 with In, Lu
Ch: Attack 2 with Da, Th, Lu, Defense 1 with Th, Lu
Lu: Attack 2 with Da, Ch, Th, Defense 1 with Ch, Th
In: Attack 2 with Da, Re, Ch, Defense 1 with Ch, Da
Th: Attack 2 with CH, Da, In, Defense 1 with Lu, Re

Battle Position:

No detail necessary.

Battle:

The Al Alianza team should always have both grenadiers, both snipers, and a 
gunner, unless indicated otherwise.  From now on their positions will be 
represented as their weapon type.

Start bombing with the minotaur arms while pounding through with Darril's 
team.  The enemy forces are mostly pushovers, and breaking through into the 
base should not be much of a problem with strong links.  Darril's Ogon F rod 
will be putting extreme hurt on his foes, and the minotaur rockets can easily 
soften up just about everything on the map.  Killing the sensor wanzers is 
fairly important, but most of the missileers are inactive for the first few 
turns, so you have a bit of leeway, plus the enemies won't be doing much but 
scratching your tanked out wanzers anyway.  Once the ground forces are gone, 
plow through the EMP units, then go into the base and south to catch the 
missileers and sniper/gunner wanzers that decide to go harass the Al Alianza 
units.

With Al Alianza, drop grenades on the wanzers while the other units fire at 
the turret.  The gunners won't even be able to touch the sensor wanzer, but 
grenades will have it eating dirt quickly.  Send your snipers and gunner after 
the second turret, while moving your grenadiers further east to blast any 
wanzers that proceed down the ramp.  
		


Mission U06 - UCS Simulator 06

Difficulty: ***
Tactics: Turn 06
Average Funds: 4000 funds
Average EP Gain: +08 avg.

Pre-Battle Planning:

Pilot Setup - 

Da: AP I, AP Ch III
Re: SS II, Speed+1
Ch: 2 Speed+1, Evade 3%
Lu: Rank 5, SG+1, Rapid Fire II, 2 SS+2
In: Rank 6, RK+1, Skill Slots II, AP 0, 2 SS+2
Th: Weapon II, III, V, VI, 2 BZ+1, 2 RK+1

Wanzer Setup - 

Change armor to pierce.

Battle Position:

West drop zone.

ChTh
ReLu
InDa

Battle:

Immediately rush for the rocket launcher to take his left arm out - use 
Darril, Ines, and Renges.  Afterwards, start lobbing rockets at the largest 
clusters of troops.  The north group will go running after the turrets and you 
can't stop them, so just baste them with Rockets while the rest of the team 
focuses on the south group.  By the time they come back at you, they should be 
nearly dead.

 
		
Mission 21 - Base Elevator Shaft

Difficulty: ****
Tactics: Turn 12
Average Funds: 5000 funds
Average EP Gain: +35 avg.
Special Condition: Complete the mission while moving a unit onto the bottom 
floor in 10 or less days.  Unlocks Simulation U11.

Pre-Battle Planning:

Wanzer Setup � 

Bring remove all items.
Bring some repair items.

Change armor to fire.

Link Setup � 

Link Th and Lu

Battle Position:

MgRfGr
  RfGr

DaReLu
InChTh

Battle:

	This battle requires some splitting up to finish it in a reasonable 
time frame.  Send the Al Alianza group down the east ramp with Luis and 
Thammond, and send the rest of Darril�s team down the west ramp.  Darril�s 
team should have no problem pounding the enemies to paste down to the bottom 
level.  The Al Alianza team should focus on grenading the enemies while 
attacking with everything they�ve got, with Luis and Ines providing link 
attacks.  Focus on the recon units, but try not to get the missileers firing 
on the Al Alianza team, since there�s no repair unit.  The missileers will 
usually attack Ines if given the chance.

	Once the Al Alianza team is on the second level, send the gunner and 
sniper west to attack the missileer, while using the rest to keep plowing 
south against the gunner, melee, and grenadier.  With Darril�s team, get down 
to the third level.  Send Darril and Ines south to the bottom (on or before 
day 10), then east to handle the remaining gunner.  Send Chaeffer north to 
help destroy the missileer on the second level, and send and Renges east to 
meet up with the Al Alianza units and destroy the remaining missileer.


		
Mission 22 - Defend the Carrier

Difficulty: ***
Tactics: Turn 09
Average Funds: 5500 funds
Average EP Gain: +35 avg.
Special Condition: Complete the mission while the carriership has 1600 or more 
HPs remaining.  Unlocks Simulation D11.

Pre-Battle Planning:

Pilot Setup � 

El: Weapons VII, SG+1
Ze: Weapons VIII, 3 RF+1, BZ+1
He: Weapons VII, MG+1, Chain I
Bo: Weapons VII, MG+1, Speed+1
Be: Weapons IX, MS+1

Wanzer Setup � 

The Durandal team is very quickly stuck with a whole new round of wanzer 
upgrades (the next to last one) plus a full selection of computer skill sets.  
Considering that you get the Grille 6 Horn wanzer set plus a Zhelanie II set 
and the Grom bazooka in the next level and simulator, I suggest that you wait 
on the upgrades for this mission, especially if you�ve already got good setups 
from the last round of upgrades.  The set of wanzer parts prior to this set 
will see you through the level fine as long as your pilot skills and links are 
up to snuff.  See the next mission for all the ideal setups.

Bring remove all items.

Battle Position:

HeElLa
BeZeBo

Battle:

Immediately call an air strike on the grenadiers.  You�ve got to kill these 
buggers ASAP so that they don�t damage the carrier beyond 1600 HP.  Trash the 
EMP unit along the way.  Your units should be very close to them afterwards, 
and one of the rocket units will probably decide to bomb your wanzers instead 
of the carrier.  Position Latona between the two units and kill both of them 
with link attacks.  Kill the last grenadier and EMP unit then move around the 
mountain range westward to meet with the missileer, bazookaman, and gunner.  
Call a second air strike on the bazookaman/gunner and missileer if you can 
include him.  Trash all three of them, then proceed east along the mountains 
to face the remaining gunner/bazooka pair.



Mission D11 - Durandal Simulation 11

Difficulty: ****
Tactics: Turn 12
Average Funds: 7500 funds
Average EP Gain: +13 avg.

Pre-Battle Planning:

Pilot Setup � 

He: Repair Plus III
Bo: Eva+3&6
Be: Rank 6, Perfect Missile

Wanzer Setup � 

This is the second to last set of upgrades.

El: 
Body: Type 90X
L.Arm: Grille 6/Grave S-II
R.Arm: Grille 6/Girino
Legs: Vaje M10
BP: BP-110X

Ze:
Body: Prisomare
L.Arm: Grille 6 Horn/Grom or Ziege
R.Arm: Valiant G3/Donkey DX Missile
Legs: Grille 6 Horn
BP: BP-110X

He: 
Body: Grille 6 Horn
L.Arm: Grille 6/Grave S-II
R.Arm: Valiant G3
Legs: Vaje M10
BP: RP2G Repair

La: 
Body: Prisomare
Arms: Type 90X/F-5 Rods
Legs: Vaje M10
BP: BP-110X (optional)

Bo:
Should be the same as Elsas but with another Grave S-II or a greyeye.  I 
didn�t bother upgrading him this round.

Be:
Body: Valiant G3
L.Arm: Vampire
BP: R07A Radio

Change armor to pierce.

Battle Position:

South drop zone.

BoElZe

HeLaBe

Battle:

This is an urban based level with an initial firefight then a hunt northward 
in tight confines.  Start out by taking the rocket launchers left arm out and 
dropping impact armor on your team.  It won�t fire on the first turn, but take 
it out on turn 2 to be safe.  It�s tough to get an angle on it, so just focus 
your attacks and it�ll go down.  Next, you�ll have to deal with 5 jetpack 
rifle/bazooka wanzers and two copters.  Use Latona with attack links to take 
them out one at a time, hopefully destroying 1 per turn at least.  If they 
jump up on the rooftops or won�t leave them, move the target wanzer far away 
enough, and the enemy will jump down into the streets to follow.  The copters 
are very easy to take down.  

While you�re finishing the 5 attackers off, make air strikes on the north 
groups.  Don�t hit any wanzer twice, or they�ll run back to the repair wanzer 
and sit around instead of moving south.  Proceed north and take out the 
copters and remaining enemies.  The confies are difficult to work with, so 
just try to move one wanzer in front of the other making subsequent attacks, 
with Latona going last with a melee attack.  They�ll be much easier to kill if 
you�ve already softened them up with air strikes.  If any wanzers jetpack onto 
the buildings, fire missiles at them.  The copters approaching from the east 
can be annoying if they start backing away to the south, so make sure to keep 
whatever target they�ve acquired moving northward so the rest of your team can 
easily finish them off.  In the back corner is another rocket launcher.  It 
should be easy enough to finish off with link attacks.



Mission 23 - Zaftran Border Fortress

Difficulty: ****
Tactics: Turn 12
Average Funds: 10000 funds
Average EP Gain: +60 avg.

Pre-Battle Planning:

Pilot Setup - 

Wanzer Setup � 

This is one of the few missions where a sensor backpack will come in handy.   
Since the slow moving british units won�t be able to catch up to your team, 
you can use the sensor pack to have them firing missiles well after your units 
have left them behind.  If you don�t care about finishing the level in 13 as 
opposed to 12 turns, though, just forget it.  Latona is the best candidate to 
carry the sensor pack.  Don�t bother with EMP or antilock � as long as your 
team is aggressive, destructive, and smart, your main wanzers won�t be taking 
many missile hits.

Change armor to fire.

Battle Position:

ElBoZe
BeHeLa

Battle:

Start out moving your team north to take out the missile turret and sniper.  
Use the brits to finish the sniper off and attack the EMP unit.  The recon and 
EMP units will come down in the brits face to attack, which puts them in good 
range for your next strike.  Note that the brits will get hit by missiles � 
they�re all big tanks with fire armor, so you can afford to let them get a bit 
roughed up in place of your own units.  Move back down the ramp and east to 
destroy the pair, while calling down pierce armor on Elsa�s team and any brits 
you can fit in there.  The next objective is a pair of EMP/sensor wanzers and 
a sniper coming down the left ramp.  Most likely the sensor will be blocked by 
the EMP and sniper, so just focus on destroying the EMP then sniper.  Once the 
EMP is out, have the brits move eastward while getting shots on the sensor or 
missile turret.  You will get a few missiles launched at your party, but 
nothing you can�t repair.  While the brits proceed east, move your units north 
to destroy the turret then east along the platform to face another pair of 
EMP/sensor units.  Block the east ramp with the brits to prevent the pair from 
running away from Elsa�s team, then destroy em � you can use an airstrike here 
if you want.  At this point, another pair will be coming down the ramp towards 
your party � once again destroy those buggers before any missiles are launched 
your way.  At this point, the brits won�t be able to catch up to your party 
hightailing it east, so if you have a sensor pack, it will come in handy at 
this point.  This is the easiest part of the level - just work your way east 
then north, taking out the remaining turrets and enemies.  If you have any 
airstrikes left, use them on the two wanzers in the northeast corner.



Mission D07 - Durandal Simulation 07

Difficulty: *****
Tactics: Turn 07
Average Funds: 6000 funds
Average EP Gain: +18 avg.

Pre-Battle Planning:

Pilot Setup � 

In this third half of the game, buying Melee Skills III for Latona and Sniper 
Skills III for Zead will greatly increase their combo damage.  Bosch may also 
benefit from Assault Skills II or Sniper Skills III, as will Hermes, who will 
finally have enough wanzer power to get a dual MG setup.

El: AP I, AP Ch IV, Resistances, 3 AP+1, AP Ch+2
Ze: Sniper Skills III, SS I, Perfect Shot, Blast Shot II, Zoom 3, 8 SS+1
He: AP I, AP Ch I, SS II, Resistances, 3 SS+2, 3 AP & Ch+1
La: Melee Skills III, SS II, Heavy Strike III, Charge III, Double Strike II, 
Perfect Strike, Blast Strike II, 3 SS+2
Bo: Rank 6, Evade +6, Speed+1, Feint III
Be: SS+4, MS+1, AP 0

Wanzer Setup �

Set armor to pierce.

Battle Position:

Northwest drop zone.

HeBo
BeZe
ElLa

Battle:

This is a short but violent mission that�s difficult to get a handle on.  The 
enemies are linked in pairs with fairly high AP and skills that can cause 
major damage on any wanzer they focus on.  It�s also easy to get overrun by 
enemies or hammered by rockets.  Luckily the rocket launchers have extremely 
low HPs and their arms can be taken out with one solid MG/SG attack, but the 
problem is reaching the northmost one without triggering every other enemy to 
gang up on your wanzer out in the open.

Send Elsa against the south rocket launcher while also in attack range of the 
nearby enemy trio � her attack should destroy its left arm and make it 
worthless.  Have Hermes attack the rocket launcher north of your party, who 
should get link support from Bosch and cripple it if not kill it.  Then send 
Latona and all others against the southeast group, hopefully taking out at 
least one of the enemies.  Make a drop of impact armor on your party.

I�m not sure what it is that triggers the nearby set of units to start moving 
and attacking.  I think it has to do with how close you are to them, but I�m 
not sure.  Provoke them and take them in the two space corridor, firing 
missiles on the third rocket launcher until it�s rendered harmless.  Keep 
healing and replace damaged units with healthy ones for the enemies to 
target.   This is easier when you�re fighting in the corridor instead of out 
in the open.  Make an air strike on the southeast group, then provoke the 
northeast group.  They should both gather together for one big airstrike 
that�ll hit 4-5 of them at once and put a quick end to the battle.  If it 
helps, you can set up salvage links with Beck, although I didn�t need to.



Mission 24 - Zaftran Terminal

Difficulty: *****
Tactics: Turn 10
Average Funds: 10500 funds
Average EP Gain: +55 avg.
Special Condition: Complete the mission with 4 or more British units alive.

Pre-Battle Planning:

Pilot Setup � 

El: Feint II
Ze: Chain Plus II
He: SSII, Feint I
Bo: Bo: Rank 6, Move Plus II, Feint III, AP I, AP Ch IV
Be: Boost II 

Wanzer Setup � 

This is one of the few missions where the sensor backpack comes in handy, 
since the british missileers will take far too long to move east and battle 
Glaeser.  From my experience, though, it isn�t really worth it, since the brit 
missileers will have a fairly intense battle with the three units they�re 
given to fight.

Change armor to pierce.

Battle Position:

BeZeEl
LaHeBo

Battle:

Here it is, the big battle against Glaeser and his troops.  This is probably 
the most dangerous story mission for all of Durandal, as Glaeser has enough 
firepower to instantly kill just about any of your wanzers if he gets lucky 
enough.  Anybody caught in the unfortunate range of a sensor wanzer will be 
focused on and obliterated by missiles, and the anti-lock backpack only helps 
against a full on missile assault twice or so.

There are several strategies for dealing with the initial recon unit.  You can 
move your units just out of its full range (which is 8 tiles+3 sensor range), 
you can stick an EMP anti-lock backpack on a unit and use them as missile 
cover, or you can move in and let one of your guys get absolutely creamed by 
missiles, probably die, and then get salvaged (with no maintenance penalty 
involved).  If speed doesn�t matter to you, just get right outside of its 
range or use the EMP backpack.  If not, get Latona right up in his face and 
have her get completely blasted away and revived.  Drop impact or fire armor 
on your party, also.

The British units are in for a rough time.  It�s fairly random whether or not 
you�ll lose one or two, due to the enemy sniper unit getting lucky body shots 
and the sensor unit calling in missiles while dodging all of the brits shots.  
You can�t lose more than two brits, though, or you won�t unlock Simulator 12.  
First, focus on the sensor unit � blast that sucker with missiles, surround 
him, and fire away.  You will almost certainly lose a gunner to the sensor 
induced missile bombardment, unless you were lucky and killed the sensor 
immediately, usually because the missiles took his legs out.  After that, 
focus on killing the repair unit, as it�ll keep repairing the sniper if you 
try to kill snipey first.  Finally, get your gun on with the sniper and send 
him to wanzer hell.  If you lost more than two units, you�re either unlucky or 
didn�t play very well with the brits.

On with the rest of the mission.  Use link attacks to rip into the sensor 
wanzer.  If you have the best accuracy arms, high damage weapons, and super 
pilot skills, you can almost definitely take him out.  Afterwards, take out 
the sniper and two MGers using standard link-gang up attacks.  Make a left 
turn for the remaining three enemies � take out the sensor again, this time 
without letting him call in missiles against you.  Around turn 6 or 7, the 
northmost missileers will start moving south.  Use that opportunity to bomb 
all four (missileers and gunners) wanzers near Glaeser, which will make them 
much easier to kill.  Once you finish up with the three west units, proceed 
east towards Glaeser himself.  Try to get into his cannon range and not 
missile (unless you�re toting an EMP pack), as his missiles can do up to 800 
damage each with perfect missile.  On the other hand, his cannon has poor 
accuracy, only does 400 damage, and your agile wanzers can often dodge them.  
Let the southmost missileers acquire a soft target like Beck who is certain to 
be in full health and available to take a few pot shots.  Perform the second 
air strike on a combination of the gunners, missileers, and Glaeser himself.  
Prioritize the air strike on the gunners, though, who will take the most 
damage.  Gang up on Glaeser like you�ve never ganged up on a gigantic four 
square occupying monster wanzer before.  With Latona performing a 2.0X Melee 
Skills III skill (such as Charge III), she can often do just shy of 2,000 
damage, which will easily dig Glaeser an early grave if you let her pound on 
him with 4 separate link attacks.

With the big guy dead, take out the gunners if they�re still alive, then the 
remaining missileers.  Don�t let the north missileers start backing up north 
away from your units � keep the poor target in place so your other wanzers can 
kick the crap out of them (unless it�s Latona, who has plenty of movement 
range to beat on them.)



Mission U11 - UCS Simulator 11

Difficulty: ***
Tactics: Turn 07
Average Funds: 7500 funds
Average EP Gain: +13 avg.

Pre-Battle Planning:

Pilot Setup � 

Da: SS+2, Speed+1, 2 Eva+3%, Melee Skills III (if you want him to do melee 
attacks with his supports, otherwise get Assault Skills II or Sniper Skills 
III)
Re: Speed+1, resistances
Ch: resistances
Lu: Speed+2, 2 Speed+1
Th: Rank 5, AP&Ch+2, AP I, AP CH I, Weapon IX & VIII, BZ+1, RK+1, LP+1

Wanzer Setup � 

Here in the final round of Darril team upgrades, you�re given bountiful 
amounts of power, accuracy, mobility, and even a +10 evasion body.  You should 
have the Vyvoz IV Rog and Zenith RV wanzer parts, capable of making super 
wanzers out of any one you choose (even allowing Chaeffer to dual weild MGs).  
You should also have a large amount of cash on hand to spend, which should go 
towards wanzer upgrades, then some good pilot skills and AP upgrades.  The 
remaining Darril missions are mostly pushovers, so there�re not many worries 
past this point.  It�s butt kicking all the way home for Darril.  Can�t say 
the same for the Durandal, though!

Da:
Body: Zora B2
R.Arm: Zenith RV
L.Arm: Blackstone Shotgun

Re:
Body: Zora B2
L.Arm: U-Recson/Glowtusk Rifle
R.Arm: Frost C
Legs: Zora B2
BP: (optional) 12 item pack loaded with goodies

Ch:
Body: Zenith RV
L.Arm: Type 150/Grave S-II
R.Arm: Husky S/24s Grayeye
Legs: Zora B2
BP: RP2G Repair

Lu:
Body: Zora B2
L.Arm: U-Recson/Grave S-II
R.Arm Weapon: Girino 2
Legs: Zora B2

In:
Body: Zora B2
Legs: Zenith RV
(optional): R.Arm: Blizzaia L2/Ogon F Rod or TB-111W w/ U-Recson/Ogon F Rod
BP: (optional) TB-111W w/ ammo and stuff

Th:
L.Arm: U-Recson
Legs: Zora B2
BP: 111W (put some ammo in here)

Change armor to impact.

Link Setup � 

You may choose to change Darril�s attack support to the Blackstone, as it does 
simply amazing damage, works great in links, has an actual range, and he 
should have tons of AP to support it.

Battle Position:

LuDaIn  ThReCh

Battle:

The Zhuks are running amok in the Megafloat Base, and only Darril�s motley 
band can stop them!  Here�s a level where you get to show off your mega link 
attacks by pounding Zhuks into putty.  If Darril is still swinging his club 
around in attack links, he can easily surpass the 2,000 damage mark with a 
2.0x Melee Skills III swing.  Charge forward and crush the two Zhuks up front 
while tossing grenades at the three enemy units+two Zhuks in the back.  By the 
time you clean up the two Zhuks, the enemy wanzers will be near dead and easy 
to bowl through.  Crack open the two north Zhuks and the east Zhuk, then head 
west up the ramp to face the remaining Zhuk.  Zhukin� nuts!



Mission 25 - Caracas Highway

Difficulty: ***
Tactics: Turn 08
Average Funds: 10500 funds
Average EP Gain: +47 avg.

Pre-Battle Planning:

Pilot Setup � 

Re: AP I, AP Ch I
Lu: AP III, AP Ch III
In: Sniper Skills III, SS III, Weapon VII, Perfect Shot, Blast Shot II, Chain 
Plus II, Accuracy II, BZ+2, 3 SS+4

Wanzer Setup � 

Change armor to fire.

Bring some remove all items.

Battle Position:

Da         Th
ReCh     Lu  In

GR  GR
RFSGRF

Battle:

This mission is all about lobbing big ass rockets into huge packs of enemies 
and watching em fall.  Get some vengeance for the Caracas Escape mission!  
Immediately move Ines and Thammond west near the grenadier and drop some major 
rockets on the enemy group.  You may also choose to restrict yourself and put 
on a weaker rocket launcher or grenade weapon, if you find it more fun that 
way.  Attack the grenadier with Luis, and move the guerilla units forward.  
Keep firing rockets and don�t stop until most of the units are dead.  Use the 
Al Alianza units and the rest of Darril�s team to mop up the near dead units 
and burst through the gates.  Vavilov won�t stand a chance with Renges sniping 
at him and Darril firing his shotgun.

Now, the annoying part of the mission is hunting down the two missileers, who 
will still be on or near the top ramps, and are literally impossible to hit 
with any weapons besides RK/GR/MS weapons from the ground level.  Far from 
coming down to meet you, they�ll either stay put or run away to hit their 
target if they have to.  Keep your missile target in place or move them 
backwards a bit to draw the enemy closer to your wanzers.  Once you nail them, 
the map is over.



Mission 26 - Central Caracas

Difficulty: ****
Tactics: Turn 13
Average Funds: 12000 funds
Average EP Gain: +55 avg.
Special Condition: Complete the mission while destroying Ivanovna's Zhuk II 
before destroying the other two Zhuk Is.

Pre-Battle Planning:

Pilot Setup � 

All pilots � finish up resistances, skills, etc.  except Thammond.
Th: AP III, AP Ch III, Sniper III, Perfect Shot, Blast Shot II, etc.

Wanzer Setup � 

For the Al Alianza group, bring along 2 SGs, 2 GRs, and 1 ML.

Battle Position:

In  Da  Lu
  Re  Ch  Th

GRGR
SGSGML

Battle:

This mission is a piece of cake for Darril�s team, but will be tough for the 
Al Alianza group if they become unlucky/lose a unit/run out of grenade ammo.  
If they start having trouble killing the repair unit, I suggest sending one of 
your units away from Darril�s group to help, as you have plenty of power to 
spare without needing every unit in your group to take on Ivanovna and her 
Zhuk-buddies.

The enemies are really no threat to Darril�s mega-beefed up team.  Past the 
initial batch of enemies, the road is all clear.  Send the team east behind 
the bushes then straight north for Ivanovna�s Zhuk II, going for the kill.  
The other lucky Zhuks will have theirs coming in just a turn or two!  Take 
them out (even easier than USN 11), then finish off the repair unit.  No 
problem!

For Al Alianza, the going is rougher as they face three units that overpower 
them in evasion, accuracy, and firepower.  Drop grenades on the sensor and 
quickly surround and kill it.  Go after the gunner next, then the repair 
unit.  If you lose a unit or run out of grenade ammo, the repair unit will be 
nearly impossible to kill without some help from one of Darril�s team mates, 
barring some high luck.



Mission D08 - Durandal Simulation 08

Difficulty: ****
Tactics: Turn 07
Average Funds: 6500 funds
Average EP Gain: +08 avg.

Pre-Battle Planning:

Pilot Setup � 

Any resistances or loose ends you haven�t purchased yet, do so.

Wanzer Setup � 

Here we are at the final round of Durandal wanzer upgrades.  You�re once 
against presented with some fairly powerful wanzers that you can just barely 
squeak in some high evasion and accuracy into.  It�s been a long road here and 
the going is about to get even tougher with Durandal Simulator 13 and 14 just 
around the corner.  You should have about 10,000 gold to do most of this 
setup, then play through D08 and D12 for the rest of the cash needed.  Save at 
least 7,500 for D13 though.

El:
Body: Blizzaia L
Weapons: FV-24B/Girino 2
Legs: Tatou 2

Ze:
Body: Blizzaia L
R.Shoulder: Blackpanther
Legs: Tatou 2
BP: TB-160

He: 
Weapons: FV-24B
Backpack: RP2H Healing Backpack
Legs: Grille 6 Horn

La:
Body: Blizzaia L
Weapons: Crusader (or Last Stake)
Legs: Tatou 2
BP: TB-160

Bo:
Body: Blizzaia L
Arms: Grille 6/FV-24B
BP: TB-110X

Be:
Body: Frost M
Legs: Zhelanie II

Set armor to impact.

Battle Position:

    Be
  ElHe
LaBoZe

Battle:

Rush south to kill the grenadier, then take out the melee units.  Drop 
piercing armor on the first turn.  Send air strikes on the three EMP units 
running westward.  Have someone with high evasion face the gunners/snipers, 
and use Latona and link attacks to tear them up.  I suggest leaving snipers 
with a broken arm alone for more promising targets, as they�ll almost 
certainly never hit your units.  With those guys cleaned up, send Latona/Elsa 
and maybe another unit north, while sending the rest southwest against the EMP 
units that you bombed.  They should all go down in a few attacks.



Mission D12 - Durandal Simulation 12

Difficulty: ****
Tactics: Turn 08
Average Funds: 9000 funds
Average EP Gain: +14 avg.
Special Condition: Complete the mission in 15 or less turns.  Unlocks 
Simulator D13.

Pre-Battle Planning:

Battle Position:

BeHeZe
BoLaEl

Battle:

Immediately move Latona south between the two Rock Jacks and open fire.  Start 
attacking both of them and hopefully take em out.  Immediately drop fire armor 
on your units, as well.  The rock jacks will come fast and furious, but they 
go down easy with no evasion, and they should have trouble hitting your fast 
units.  Set up air strikes that cause maximum carnage, hitting the Zhuks and 
the Rock Jacks and anything else you can fit in between.  Repair as necessary 
and use your combined firepower to waste the non-dodging Rock Jacks.  After 
most of the Rock Jacks and both Zhuks are dead, trash the missileer that�s 
been picking on your units, then rush east to take out the remaining turrets, 
missileer, and Rock Jack.



Mission D13 - Durandal Simulation 13

Difficulty: ******
Tactics: Turn 15
Average Funds: 13000 funds
Average EP Gain: 12+ avg.
Special Condition: Complete the mission in 15 or less turns.  Unlocks 
Simulator D14.  You must also have unlocked D9-12 through the early unlock 
challenges.

Pre-Battle Planning:

Believe it or not, the entire Durandal campaign has been a build up for this 
difficult level.  This level requires more preparation, planning, and perfect 
execution than any other level in the game.  This is especially true if you 
have only played the simulator missions once each and want to finish the map 
in 15 or less days!  If you want to hit the simulators more than once to get 
more gold and EP, you can do so, but be aware that it�s fully possible even 
when only playing the simulators once each.

Basically, you have to eliminate all enemies in 15 or less turns, and no enemy 
can reach beyond the bottom ramp.  The enemies have the latest weapons, 
wanzers, and several elite skills.  You have to split your party into two 
separate autonomous teams that must battle 11 enemies each, so you�re already 
outnumbered almost 4 to 1.  There are several recon units with 5 square sensor 
range that can easily ruin your level attempt with missile showers.  In 
addition, many of the enemies are carrying jetpacks that allow them to fly 
over your units in a mad dash for the bottom floor � and they will do so 
ruthlessly.  Beck�s radio backpack won�t work, either, due to the compound 
being indoors.  All of your pilots must be prepared with strong links, skills, 
equipment, and AP levels.  You need to play extremely well and even get a bit 
lucky if you want to complete the level in time.  If you screw up, you�ll fall 
hard.

Pilot Setup � 

Be: Link I, 4 LP+1

I recommend having Anti-Skill on Latona.

Wanzer Setup � 

The keys to completing the map successfully are link attacks and EMP 
backpacks.  The EMP antilock is essential in warding off enemy missiles, and 
the EMP itself is essential for cutting off enemy movement towards the bottom 
ramp.  The EMP pack has a 70% chance to disable melee wanzer movement, and a 
100% chance to disable all other wanzer types movement.  You also have a 100% 
chance of systems down on most of the weaker non-Jetpack wanzers, and 70% on 
most others.  Latona gets the east team EMP, since she has a huge amount of 
power to spare, and Beck gets the west team EMP, since his radio backpack 
doesn�t work in this level anyway.

By this point in the game, you may have changed your party significantly from 
mine in terms of weapon usage.  The only major change is Zead toting a 
bazooka/rifle, and Beck equipped with a MG for the purpose of triggering 
support links.

La:
BP: EMP-9F Backpack
R.Arm Weapon: Last Stake

Be: 
BP: EMP-9F Backpack
R.Arm: Zenith RV/Maestro MG

He: 
L.Arm Weapon: Artduex MG

Bring MG and BZ ammo, and some healing items.

Change La/Be armor to fire, El/He armor to impact, and Ze/Bo armor to pierce.

Link Setup � 

Elsa�s team is faced with tougher enemy opposition � several powerful units 
are lined up to be fought, including a trio of jetpack enabled Rock Jack 
bazooka wanzers that can easily overwhelm them if they aren�t destroying enemy 
units fast enough.  The trio should be primed for total slaughter, with all 
three units delivering 2.0x level link attacks constantly.

Zead�s team is weaker in terms of attack power, with Beck being a fairly weak 
party member who�s only useful for triggering Zead and Bosch and holding the 
EMP pack.  They won�t face a heavy concentration of enemies, but they do have 
to deal with the same number of enemies as Elsa�s team.  They�re responsible 
for reaching the top level and destroying the two missile launchers, who start 
moving west later in the level.  These guys don�t have a repair backpack, so 
you have to make sure to keep them healthy!

El/He/La � Link them all together with offense and defense links.
Bo/Ze/Be � Link them all together with offense and defense links.

Set Latona�s defensive link to Backpack.

Battle Position:

East drop zone: 

ElLa
  He

West drop zone:

ZeBe
Bo              

Battle:

Start moving your teams up their respective sides of the ramp.  The first two 
enemies you�ll encounter are a melee and sensor unit.  Kill the sensor unit 
first, then the melee.  It helps for Zead�s team to EMP the melee unit�s 
movement, so you can blast it away safely.  From here, the two teams face 
different challenges and enemies.

Elsa�s team should focus on strong offense.  Try to kill 1.5 wanzers per turn 
at least and use your links effectively.  The middle area with two ramps will 
be the main battleground.  Taking enemies out as they come down the ramp is 
important.  You can get decent firing angles supporting Latona at the ramp 
entrances, which is good.  The second enemy recon will consistently try to run 
around to an open side of the ramp if you block one side, so by switching 
sides you can keep him up there until you�re ready to face him.  Don�t use EMP 
attacks unless an enemy breaks through and tries to make a run for it, as you 
want to focus on offense.  Hermes should be offensive and not healing every 
turn � he needs to trigger more attacks by Elsa and Latona, and he can do some 
nice damage himself.  Once Elsa runs out of MG ammo, reload her!  She can�t do 
support attacks otherwise.  If you�re playing well, you�ll have all units 
destroyed by the time the Rock Jack bros. and a shotgunner show up.  It�s best 
to fight them at the bottom of the two ramps, as they�ll be more spread out 
and unable to hit you reliably.  You will definitely need to EMP at least one 
or two of their movements, as they can easily jetpack past your team and cause 
trouble.  If you�re feeling lucky or just beat up, you can try to EMP them 
with 70% chance of systems down.  They will often jetpack from the upper level 
right into the group and fire a bazooka shot, which makes it easier to kill 
them since you can counterattack and they�re next to Latona.  Use those links 
and kick some butt � you�ll need to do as much ass kicking as you can!

Zead�s team faces technically lighter opposition, but must reach the very top 
to destroy the two missileers.  It�s going to be a long haul!  Since they�re 
not powerhouses like Elsa�s team and they have no healer, Zead�s team must use 
their smarts to avoid damage and use their AP wisely for support attacks.  The 
big enemies are the recon units, which can be tough to hit and kill.  Keep 
Zead and Bosch always within missile cover when a sensor wanzer shows up.  
Bosch and Zead should have decent evasion, but Beck has none, so make sure not 
to let him get picked on, as he�ll probably get smacked by a few missiles.  
Beck doesn�t really need to use the EMP pack to disable enemies.  Use him 
instead to trigger more linked attacks by Zead and Bosch, who are the only 
ones who can do any decent damage.  This side can get really unlucky, if the 
sensor wanzer decides to dodge all their shots, or if the sniper starts 
breaking parts.  Once you finally reach the missileers, show them no mercy and 
mow em down.  They won�t last long!

If you�ve completed the mission in 15 or less days, some congratulations are 
in order, especially if you�ve only played the sim missions once and aren�t on 
a New Game+.  You have a choice of three great items, and I usually choose the 
Radio backpack.  You�ve passed the most difficult mission in the game, but the 
Durandal still has one more wild urban mission ahead of them!



Mission 27 - Paris Suburbs

Difficulty: ****
Tactics: Turn 10
Average Funds: 20000 funds
Average EP Gain: +50 avg.

Pre-Battle Planning:
 Remember to change all of your previous links back, equip Beck with a radio 
again, and remove Latona�s EMP/switch her weapons if you wish.

Pilot Setup � 

Try to get all resistances, buy some more AP and maybe some evasion, etc. or 
some better attack skills for Hermes/Bosch.

Wanzer Setup �

Set armor to fire.
Bring MG/BZ/RF ammo.

Link Setup � 

Be: Attack 2 with Ze and La

Battle Position:

ElZe
BoHe
LaBe

Battle:

Head towards the shotgunners and wipe them out, then take on the east then 
west missileer.  Send Elsa and Latona east to take on the east AA missileer 
and send the other four west to take on the west AA missileer.  Once Elsa and 
Latona are finished, move them west to rejoin with the rest of the group.  
Take out the EMP units, then the recons, and the rest of the gunners.  Make an 
air strike on the approaching two EMPs and recon, which will make them much 
easier to kill.  Drop pierce or impact armor if you need it.  Do a second air 
strike on the north set of enemies to provoke them, then meet them around the 
north part of the map to finish them off.



Mission D14 - Durandal Simulation 14

Difficulty: *****
Tactics: Turn 11
Average Funds: 17000 funds
Average EP Gain: +17 avg.

Pre-Battle Planning:

Pilot Setup � 

Once again you have tons of money from the previous mission to spend on more 
AP, speed, evasion, better skills, etc.

Wanzer Setup � 

Set armor to pierce.

Bring MG/BZ/RF ammo reloads.

Battle Position:

Northwest drop zone:

ElBoLa
  Ze

Northeast drop zone:

He
Be

Battle:

This is a difficult and intense urban level with a huge number of enemies 
packing serious heat and skills.  Every enemy north of the bridge will start 
coming after you by turn 3, so you�ll have a lot to handle in a very short 
amount of time.  This level features special Type XX wanzers with 3,000 HP 
bodies (same values as Wagner�s final rig), with 7 elite skills, toting high 
level MG, SG, MS, and GR weapons.  These suckers take an enormous pounding and 
will often only go down with 4 strong link attacks that reach 2.0x each time.  
Other enemies in the level are no pushovers either, with powerful wanzers, 
weapons and elite skills.

The enemies south of the bridge will not attack unless provoked, so 
immediately call an air strike on them to get them off their lazy asses.  
Their movement ranges will separate their ranks and they should arrive in a 
timely manner just after you�ve defeated most of the enemies north of the 
bridge.

The general movement plan of your party isn�t too complicated, and you won�t 
be running around the map hunting any enemies if you choose to provoke the 
enemies south of the bridge.  Move south to engage the group of four wanzers, 
then head east.  Run Hermes and Beck west along the same road to meet up.  
Proceed with the entire party east to engage with the four northeast units and 
the three east units, then work south, and finally westward to engage with the 
enemies from the south bridge that have lined the road.

Starting out, take the Type XX wanzer out with a serious pounding.  If you 
kill it, the other three units will stand still.  If you don�t kill it, the 
other three units will attack you.  Either way, take out the sensor wanzer 
then the two gunners and head east.  During this time, run Hermes and Beck 
westward to meet up with Elsa�s team.  Beck�s first move should be an air 
strike on the southwest group of enemy wanzers.

Head east with Elsa�s team to meet up with Beck and Hermes.  Beck and Hermes 
will get attacked by the two wanzers and copter � just keep running em.  Once 
Elsa�s team arrives, don�t run them back really far, just about mid way, so 
that the enemy copters are in easy attack range of Elsa, Bosch, and Zead.  The 
four enemy units should be positioned around the road opening.  Anyway, strike 
at them hard and fast, taking out the copters first then the wanzers.  The 
copters will go down very easily and it�s much easier to take them out now 
than it is to let them fly around all over firing shots and making you chase 
them.  Drop some fire armor on your entire party at about this time.

After taking care of those four units, head south around the corner and start 
attacking the enemies there.  In my playthroughs, Beck often becomes the 
target of missiles, so keeping him behind the corner will usually protect him 
from missiles, or you could use Latona�s EMP abilities if she has a backpack.  
Doesn�t make a whole lot of difference though.  After fighting the three east 
enemies, more enemies will be approaching from the west and south.  From the 
west, three enemies positioned at the west portion of the map along with most 
of the enemies south of the bridge.  From the south, two more copters and a 
type XX wanzer.  There�s a sensor wanzer among the group coming from the west, 
so don�t lose sight of your mission to kill it mercilessly.  Your second air 
strike should be around now, with enemies packed in the street and ready to be 
blasted to hell.  Try to get at least 3-4 units to bomb.  The copters will 
merge into the battle and are mostly a distraction, so just ignore them for 
now unless you feel like copter huntin�.  Focus your attacks on the already 
air-bombed enemies and then take out the healthy ones afterwards, such as the 
additional Type XX wanzers joining the fray.  The battle gets really wild and 
there�s plenty of mayhem to go around.  Enjoy it while it lasts!

After wiping out most of the enemy forces, all that remains should be a 
missileer or so.  Take them out and bask in victory!  You�ll be able to pick 
up a Vyvoz IV Rog wanzer set, one of the best sets in the game.  It�s almost 
identical to the Grille 6 Horn set, with the arms/body being 6 weight lighter 
and the legs having a bit different stats.  I�ve never unlocked a simulator 15 
past this, but if you find it (perhaps completing it in 10 days or less?), let 
me know!



Mission 28 - Paris Assembly

Difficulty: ****
Tactics: Turn 08
Average Funds: 17000 funds
Average EP Gain: +48 avg.

Pre-Battle Planning:

Pilot Setup � 

La: Melee II, Move Plus II, Skill Slots III

Wanzer Setup � 

Set armor to fire.

Battle Position:

  LaBo
ZeHeElBe

Battle:

This battle can get intense at points, but it�s relatively short if your units 
are killing machines that rocked D13 and D14.  Immediately run up and kill the 
sensor wanzer, or it�ll bring up a bunch of nasty missiles from the Snivets.  
The tree lining here makes accuracy difficult for both you and your enemies.  
If you�re being targeted by snipers, hide behind the tree line, and they won�t 
change their position to hit you despite having 30% accuracy or so.  You can 
hit an enemy aiming directly from the other side of the trees, but any other 
angles will be a hindrance.  Still, it�s worth it if you can keep triggering 
Latona�s attacks and have no other options.  Make the first air strike count, 
hitting a good section of the enemies along the road.  Drop some pierce armor 
as well.  Wagner is no tougher than the Type XX wanzers you faced earlier, so 
he should go down very quickly.  For some reason he was more intent on using 
his weak ass claw than his gun, but anyway, he should be toast almost 
instantly.  Prioritize your attacks on the second sensor that comes down the 
road.

With the brits, send every last one of them eastward to gang up on the gunner 
and sniper in the northeast corner.  After that, take on the other gunner and 
sniper approaching from the west.  If you split them up, they�ll get rocked, 
but as a swarm they can be pretty effective on one enemy unit at a time.

The first Snivets will lumber down the street to face off with your party.  
It�s just as piddly as Glaeser�s Snivets machine, so gang up on it and take it 
out.  At this point the mission is mostly over.  Head east against the 
remaining snivets and melee unit.  Call an air strike on the remaining enemy 
sniper facing the brits to help �soften� it up.



Mission U07 - UCS Simulation 07

Difficulty: ***
Tactics: Turn 07
Average Funds: 6000 funds
Average EP Gain: +09 avg.

Pre-Battle Planning:

Pilot Setup � 

Since your wanzers are all setup, all that�s left is to spend money on your 
pilots.  I suggest some evasion, AP, skill slots, and better attack skills.

Re, In, Lu, Ch � Evade I

Wanzer Setup � 

Ch, In, Th � Fire Armor
Da, Re, Lu � Pierce Armor

Link Setup - 

Battle Position:

ChInDa
ThReLu

Battle:

Use Ines and Thammond to drop tons of grenades on the enemies, while using 
Chaeffer to block off the street access and heal whoever is getting hit by 
missiles.  Send the other three units east to handle the snipers and bazooka 
units.  Once all but the missileers are left, use Chaeffer and Thammond to 
take them out while sending Ines northeast to help Darrils team if needed.  
The bazookas will run north, but will about face and start heading back down 
the same road south, so just stay on the main road going east towards their 
position.  Catch up with them and blast em to hell.  Since they�re hover 
wanzers they will eat your bullets like candy.



Mission U12 - UCS Simulation 12

Difficulty: *****
Tactics: Turn 10
Average Funds: 10000 funds
Average EP Gain: +07 avg.
Special Condition: Complete the mission in 10 or less turns.  You must have 
unlocked U08-12 early by completing the early unlock challenges.  Unlocks 
Simulator U13.

Pre-Battle Planning:

Pilot Setup � 

Wanzer Setup - 

Change all wanzer armor to fire.

Link Setup - 

Battle Position:

InReLu
ThChDa

Battle:

The challenge in this mission is racing through the terrain like lightning 
while flinging maximum rockets.  If you don�t have both Minotaur arms ready 
with level 3 rocket proficiency, you�ll find it far more difficult to 
eliminate every enemy in the 10 or less turns time limit.  There are sensor 
wanzers everywhere and there�s no way to avoid running into them and getting 
blasted by missiles.  You can�t take your time, just have to move at near top 
speed and repair with Chaeffer as you go.

Start out blasting the initial enemies with rockets then moving in with the 
other four units to finish off the front lines.  Proceed onto the third level 
and do the same.  At the ramp downward onto the second level, a whole host of 
enemies are waiting � blast them all with heavy rocket fire while charging 
your other units in fearlessly.  Move your units westward along the platform, 
then send In/Th/Da down the ramp to take out the sniper, and the rest westward 
to take out the remaining missile turret.  If you made it in 10 days, you done 
good, soldier.



Mission U13 - UCS Simulation 13

Difficulty: ****
Tactics: Turn 10
Average Funds: 10500 funds
Average EP Gain: +07 avg.
Special Condition: Complete the mission in 10 or less turns.  You must have 
unlocked U08-12 early by completing the early unlock challenges.  Unlocks 
Simulator U14.

Pre-Battle Planning:

Battle Position:

Battle:

This is another �carpet bomb em to hell� level that you must finish in 10 
days, except you must have at least one allied missile turret alive.  
Thankfully it isn�t �have all missile turrets� alive, or the level would be 
much more difficult!  As it is, the only one you have to keep alive (and the 
easiest to keep alive) is the one in the center that your group starts by.  
Begin by bombing the two southwest groups, all 7 enemies.  Send all but In and 
Th south down the ramp to kill, then east and north back up the ramp.  With In 
and Th, send rockets against the south enemies that move to attack the 
southwest turret.  Don�t worry about blowing the SW turret up with them, as 
you just need the center turret to survive, and they don�t even fire until 
turn 7 or so.

With those enemies out of the way, start up the ramp, taking out the two units 
in front of you and proceeding all the way to the top.  It�s possible to fire 
grenades that hit all four enemies at the very top from the northeast corner 
above the ramp to the third level.  Once again, don�t worry about destroying 
the allied turrets as long as the center one is still alive.  The faster 
they�re blown up, the sooner the enemies will come after you and not hang 
around trying to hit the turrets, anyway.  Just bowl through em with more 
rockets and link attacks.

You have a choice of good items, and I usually choose the jetpack, as Darril�s 
team never gets a jetpack, and this one is just cool.  The repair backpack is 
great as well, though.



Mission U14 - UCS Simulation 14

Difficulty: *****
Tactics: Turn 07
Average Funds: 1000 funds
Average EP Gain: +10 avg.

Pre-Battle Planning:

Wanzer Setup � 

Set In/Th/Lu/Ch armor to fire, all others pierce.

Bring RK ammo.

Battle Position:

West drop zone � 

InLu
Ch

East drop zone � 

DaTh
Re

Battle:

What�s the Zhukus?  Here�s an insane level where you have to destroy the three 
Zhuk Is near the Paris Assembly.  The Zhuks themselves should be easy to tear 
up, but the problem lies in the huge number of enemy wanzers spread out across 
the level.  No less than 15 wanzers are defending the three Zhuks I, in 
addition to numerous groups spread out across the map.  Since most of the 
wanzers are made of mid to low level parts, it�s fairly easy to toss out 
rockets to tear them up, but there are so many of them that staying alive, 
healthy, and even reaching the Zhuks is a major concern.  In addition, 1-4 
reinforcements per turn will randomly appear in different corners of the map 
to charge after your party!

The easy way to finish the level is to take it steady, meet in the center 
road, and march north.  The hard way is to make a mad dash for the Zhuks as 
two separate teams and converge on the center Zhuk.  Since the hard way is 
faster, that�s what I�ll be going with.

Send Darril�s team westward then north across the stacked building path 
leading to the east Zhuk.  Send Ines�s team slightly northeast over the 
stacked building path and onto the road leading to the west Zhuk.

On the first turn, drop rockets on the four center enemies as you proceed 
north (two recons and two EMPs).  The enemy EMP units are a huge pain in the 
ass on this level, so keep an eye out for them.  The recons are relatively 
harmless, though.  On the second turn, drop rockets on the west Zhuk, and keep 
moving the east team north.  Enemies will be coming in from behind against 
Ines�s team which will give them a hassle.  Have Luis block the rear while 
Chaeffer heals and Ines carpet bombs the enemies to break out and face the 
Zhuk.  A bunch of enemies from the east Zhuk will also come running towards 
Ines�s team.

With Darril�s team, bust through any wanzers in your path and start attacking 
the Zhuk with Darril and Renges.  With Thammond, move out and start bombing 
the west enemies to assist Ines.  Darril and Renges should be able to take out 
the east Zhuk by themselves.  Once the first Zhuk is down, the center Zhuk and 
his buddies will start advancing towards your party.  

After a healthy grenade shower, bust out with Luis, Chaeffer, and Ines.  Send 
Ines northeast to help bomb the center Zhuk and friends.  Luis and Chaeffer 
should stay behind to finish the west Zhuk off.  Send Darril, Renges, and 
Thammond towards the center Zhuk, dropping bombs and causing carnage.  It 
helps to hide Thammond behind one of the bushes while dropping rockets, as the 
enemies will have poor accuracy trying to fire at him.  Once Darril, Renges, 
Ines, and Thammond converge on the center Zhuk, it�s all over!  Aw zhuks!



Mission 29 - Cumana Terminal

Difficulty: ****
Tactics: Turn 09
Average Funds: 15000 funds
Average EP Gain: +30 avg.

Pre-Battle Planning:

Pilot Setup - 

Wanzer Setup - 

Link Setup - 

Battle Position:

Battle:

The very last battle in the game.  A bit of a pushover if your wanzers and 
pilots are beefed up, but fun to play anyway due to Ivanovna�s big mobile 
weapon.  She�s not Zhuking around this time!  Ah, hah hah, ok, enough of the 
Zhuk jokes.. I�m all Zhukered out.  Anyway, the general path to take in this 
level is north/east across the bridge, north through the port to take on the 
gunners/missileers, west across the bridge to take on Ivanovna, and then north 
to finish off the two snipers.  Sort of a long snake movement across the 
bridges of the level.

Proceed north/east and drop rockets on the three gunners in range.  Once the 
Recon shows up, do your damndest to blow it to hell.  Take out the gunners and 
then proceed north.  Wipe out the closest missileer and send three units or so 
to handle the second one.  Once Ivanovna is in range, give her a good 
whacking.  I suggest you wait until she�s out in the open and not hiding 
behind the boxes/tower, as it�s difficult to get good link attack angles on 
her that way.

There�s not much of a trick to beating down Ivanovna.  If you have everyone 
bombarding her, she won�t last more than one turn.  Once the beast is down, 
run north while dropping rockets on the two snipers, then crash their party.



End of the Road

Hope you enjoyed this guide.  If you found it helpful or unhelpful, feel free 
to post on the www.gamefaqs.com board about it.  Also, if you have information 
about new hidden levels or new secrets, please post to gamefaqs or email me 
about it.