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.