FRONT MISSION EVOLVED FAQ/WALKTHROUGH VERSION 1.00 By Angelo Pineda([email protected]) VERSION HISTORY --------------- 28-9-2010 - FAQ/Walkthrough complete. Will make updates in the future for grammar and guide corrections. TABLE OF CONTENTS ----------------- ------------------------------------------------------------------------------ Sections Search Codes ------------------------------------------------------------------------------ 1. INTRODUCTION [INTR] ------------------------------------------------------------------------------ 2. BASICS [BASE] ------------------------------------------------------------------------------ Wanzer Mode [WANZ] Gunship Mode [GUNS] Infantry Mode [INFA] Frequently Asked Questions (FAQ) [TFAQ] ------------------------------------------------------------------------------ 3. WALKTHROUGH [WALK] ------------------------------------------------------------------------------ ACT I - New York [NEWY] ACT II - Huffman Island [HUFF] ACT III - Antarctica [ANTA] ACT IV - New York, Revisited [NEW2] ACT V - Syria [SYRI] ------------------------------------------------------------------------------ 4. MULTIPLAYER MODE [MULT] ------------------------------------------------------------------------------ 5. CREDITS [CRED] ------------------------------------------------------------------------------ To quickly find the section you want, press Ctrl + F at the same time to access the Find options. If you want to access something, type in the word in [] and the [] themselves. If you want to find the Credits, type in [CRED]. AUTHOR'S NOTE ------------- It's been quite a while since a true Front Mission game came out that wasn't a port or a remake! For an interesting stat, this is the 15 year anniversary of the series' video game existence (16 if you count the series as a whole). Front Mission Evolved marks the FOURTH time the series has branched out into other genres, and the SECOND time it has ventured into third-person shooter (TPS) land. Anyhow, let's get back to the show. This guide is particularly for those who are looking for information about the parts and such. Enjoy! Sites allowed to post this guide: http://www.gamefaqs.com http://www.gamespot.com http://www.neoseeker.com http://www.supercheats.com http://www.1up.com I will consider allowing other sites to post this guide if I get an email on the address shown above. I'm usually open to allowing other sites to post my guides provided that I am credited for my work. I assume anyone reading this is aware of the guide's purpose so I don't think I need to explain that. Also, don't try and pass this work of as your own. I've created this guide in a certain way that allows me to identify if someone has plagiarized from my guide. Respect those who spend a great deal of time making guides to help out other people. We don't do it just because guide writing is fun, you know! ------------------------------------------------------------------------------ 1. INTRODUCTION [INTR] ------------------------------------------------------------------------------ This is an FAQ/Walkthrough for Front Mission Evolved for the PlayStation 3, XBox 360, and the PC. This guide will discuss the single player campaign and the basics behind the multiplayer mode. Although it's for the PlayStation 3 version, you can use this guide for the XBox 360 and PC versions. Differences between each version have been noted in the proper sections. The information is based off of the Japanese release, so there may be differences with the text in the North American and European versions. With that said, let's move onto the main attraction! ------------------------------------------------------------------------------ 2. BASICS [BASE] ------------------------------------------------------------------------------ This will detail the basics behind Front Mission Evolved and its game modes. -------------- CONTROLS GUIDE -------------- (Menu Navigation and Customization) Directional Pad - Select option/change settings. Start Button - Confirm setup and exit customization. Left Analog - Select option/change settings. Right Analog - Rotate wanzer. X Button - Confirm command. O Button - Cancel command. [] Button - Revert setup changes and exit customization. /\ Button - Remove weapon/apply visual changes to the entire wanzer. (Wanzer Mode) Start Button - Pause game and open system menu/skip movie. Select Button - Open command window Left Analog - Move wanzer. Right Analog - Move camera. L1 Button - Fire left shoulder weapon. R1 Button - Fire right shoulder weapon. L2 Button - Fire left hand weapon/enter Sniper Zoom Mode. (Rifle only) R2 Button - Fire right hand weapon. L3 Button - Activate roller dash/activate hover dash. (Hover backpack only) R3 Button - Enter precision aim. X Button - Jump/activate hovering. (press button again, Hover backpack only) O Button - Use backpack power/activate hover dash. (Hover backpack only) [] Button - Side-step. /\ Button - Activate E.D.G.E. Mode. (Gunship Mode) Start Button - Pause game and open system menu/skip movie. Right Analog - Move camera. L1 Button - Fire missile launcher. R1 Button - Fire missile launcher. L2 Button - Fire gatling gun. R2 Button - Fire gatling gun. R3 Button - Enter precision aim. (Infantry Mode) Start Button - Pause game and open system menu/skip movie. Left Analog - Move Dylan/change hand grenade's trajectory. Right Analog - Move camera. R1 Button - Aim and throw hand grenade. L2 Button - Enter precision aim. R2 Button - Fire weapon. L3 Button - Dash. R3 Button - Melee attack. X Button - Dodge roll. O Button - Crouch. [] Button - Reload weapon. /\ Button - Switch weapon/grab weapon/activate control panel. ------------------------------------------------------------------------------ WANZER MODE [WANZ] ------------------------------------------------------------------------------ Wanzer Mode is one of three game modes in Front Mission Evolved...and the one thing that has always remained the same in the series. However, unlike most of the Front Mission entries, wanzer mode in here is action-based and takes place in real-time. Fans familiar with the action-oriented Front Mission: Gun Hazard and Front Mission: Online will probably be a little more at home here because of this. For everyone else, wanzer mode involves controlling Dylan as he fights other wanzers and war machines. There are also rare times where he takes on enemy infantry...and you can actually stomp on them in here! You'll be spending most of the game playing this mode so you better get used to it! ----- NOTES ----- 1. The wanzer has four parts with different functionality: the body, the left arm, the right arm, and the legs. The body keeps the wanzer operational, the arms handle any equipped weapons, and the legs enables it to move and evade attacks. Destruction of these parts will cripple a wanzer's performance, and a wanzer can be removed from battle by destroying the body part. Unlike in previous Front Mission entries, destroying the arms and legs won't completely cripple their performance. You can still fire your weapons and move around a bit...at the cost of a 50% statistical decrease in their performance. 2. Unlike in previous Front Mission games, the wanzer can slowly regenerate damage if it does not get attacked for a short period of time. This will only apply to the body part; arm and leg parts are not subject to the same powers of regeneration. Of course, this is pointless if the body part is destroyed. 3. The wanzer's capacity for equipping parts and weapons is dependent on the Weight/Power Ouput ratio. To keep it simple, you can only equip parts up to the maximum power output generated by the body part. So if you've equipped a body part with 500 power output, your total weight must be equal to or less than 500. The power output can be increased by equipping certain backpacks or certain leg parts...or you could always equip a body with more power! 4. A wanzer has three part types: frame parts, support parts, and attacking parts. Frame parts are the parts that form the wanzer itself, so you can't start a mission without these. Support parts are auxiliary backpacks that are mounted on a wanzer's back and provide unique features. While these parts are not mandatory to use, they will make battles easier to handle. Last but not least, attacking parts are weapons that a wanzer can equip. A wanzer can use up to four weapons - two on its hands, and two on its shoulders. As you might expect, these are absolutely mandatory for mission play. 5. The weapons of a wanzer can be equipped with Battle Skills. Battle Skills are enhancements added to the weapons for a short period of time. These are activated randomly and the enhancements will be in effect for a few seconds. Each Battle Skill uses up a certain number of slots, and each weapon stores a different amount of slots. While you do start off with a few Battle Skills, the vast majority of them are obtained by clearing optional objectives in the single player campaign, or reaching a certain rank in online multiplayer. 6. Wanzers have an energy gauge that is used for various functions, the most important of which is the dash feature. When using roller dash or using the hover dash (with a certain backpack type equipped), a wanzer can travel at high speeds. Wanzers can also do a side-step dash and hover in the air (with a certain backpack type equipped) for evasive maneuvers. Additionally, using functions from certain backpack types will also drain the energy gauge. When the energy gauge is fully depleted, you will be unable to use any of these functions for a short period of time. 7. Unlike in every other Front Mission entry, you will not have a permanent squad to control. Ally units will help you time to time in missions, but in no way can you give them orders or customize their machines. To compensate for the lack of any dedicated repair and supply units, Front Mission Evolved uses enhancement pick-ups. Ammo crates replenish the ammo of the wanzer's equipped weapons, energy crates replenish the wanzer's energy gauge, and repair crates replenish the wanzer's armor including destroyed parts. These crates are easy to identify - ammo crates are colored blue, energy crates are colored yellow, and repair crates are colored green. 8. A new feature to the series, Front Mission Evolved introduces the weapon heating system. Basically, weapons will discharge heat every time they are used. If you continue to use a weapon without allowing it to cool down, it will overheat and you won't be able to attack. You must wait until the weapon cools down before you can use it again. In short, don't get too trigger-happy with your weapons. 9. Another new feature exclusive to Front Mission Evolved is the E.D.G.E. Mode. A plot device used to progress the story, E.D.G.E. slows down time for a limited time period. When using it, enemies and allies are highlighted to make them easier to spot. Enemies will be highlighted in red, whereas ally units will be highlighted in green. Also, E.D.G.E. increases the damage you can do while time is slowed down. A minimum of 25% in the E.D.G.E. gauge is required to use it, but a more potent version of it can be used if the gauge is at 75% or more. E.D.G.E. can only be used in the single player campaign. 10. A very minor new feature, but while roller dashing or hover dashing, the power of your melee attacks is boosted. The faster you move towards an enemy and attack with your melee, the more damage it will do. Energy Gauge Guide: ------------------------------------------------------------------------------ Action Energy Drain ------------------------------------------------------------------------------ Roller Dash See the Roller Dash parameter of the legs part Side-step 20% Hover Dash See Roller Dash Hovering Twice the amount used for Roller Dash or Hover Dash Repair Backpack 100% EMP Backpack 100% Anti-Missile Backpack Varies based on the part used Battle Skills Guide: ------------------------------------------------------------------------------ Battle Skill Activation Duration Slots ------------------------------------------------------------------------------ Acid Shot I 4% 6 seconds 1 Acid Shot II 7% 8 seconds 2 Acid Shot III 10% 10 seconds 3 EMP Shot I 4% 6 seconds 1 EMP Shot II 6% 7 seconds 2 EMP Shot III 9% 8 seconds 3 Panic Shot I 8% 6 seconds 1 Panic Shot II 12% 8 seconds 2 Panic Shot III 18% 10 seconds 3 Ricochet I 4% 6 seconds 1 Ricochet II 9% 8 seconds 2 Ricochet III 14% 10 seconds 3 Siphon Shot I 5% 6 seconds 1 Siphon Shot II 7.5% 7.5 seconds 2 Siphon Shot III 10% 9 seconds 3 Barrage I 6% 6 seconds 1 Barrage II 9% 8 seconds 2 Barrage III 12% 10 seconds 3 Fire Shot I 5% 6 seconds 1 Fire Shot II 7.5% 9 seconds 2 Fire Shot III 10% 12 seconds 3 Buckshot I 3% 6 seconds 1 Buckshot II 5.5% 7 seconds 2 Buckshot III 7% 8 seconds 3 Long Shot I 3% 6 seconds 1 Long Shot II 5.5% 7.5 seconds 2 Long Shot III 8% 9 seconds 3 Piercing Shot I 3% 6 seconds 1 Piercing Shot II 7% 7 seconds 2 Piercing Shot III 11% 8 seconds 3 Rapid Fire I 4% 6 seconds 1 Rapid Fire II 6% 8 seconds 2 Rapid Fire III 8% 10 seconds 3 Area Blast I 5% 6 seconds 1 Area Blast II 7% 8 seconds 2 Area Blast III 9% 10 seconds 3 Critical Blow I 4% 6 seconds 1 Critical Blow II 7% 7 seconds 2 Critical Blow III 10% 8 seconds 3 Healing Shield I 12% 6 seconds 1 Healing Shield II 16% 7 seconds 2 Healing Shield III 20% 8 seconds 3 Perfect Shield I 4% 6 seconds 1 Perfect Shield II 5.5% 8 seconds 2 Perfect Shield III 7% 10 seconds 3 Homing I 3% 6 seconds 1 Homing II 5% 7.5 seconds 2 Homing III 7% 9 seconds 3 Shrapnel I 4% 6 seconds 1 Shrapnel II 6.5% 7 seconds 2 Shrapnel III 8% 9 seconds 3 ------------------------------------------------------------------------------ Battle Skill Condition ------------------------------------------------------------------------------ Acid Shot I All ranged weapons Acid Shot II All ranged weapons Acid Shot III All ranged weapons EMP Shot I All ranged weapons EMP Shot II All ranged weapons EMP Shot III All ranged weapons Panic Shot I All ranged weapons Panic Shot II All ranged weapons Panic Shot III All ranged weapons Ricochet I All ranged weapons Ricochet II All ranged weapons Ricochet III All ranged weapons Siphon Shot I All ranged weapons Siphon Shot II All ranged weapons Siphon Shot III All ranged weapons Barrage I All machine guns, gatling gun Barrage II All machine guns, gatling gun Barrage III All machine guns, gatling gun Fire Shot I All machine guns, gatling gun Fire Shot II All machine guns, gatling gun Fire Shot III All machine guns, gatling gun Buckshot I Shotgun Buckshot II Shotgun Buckshot III Shotgun Long Shot I Shotgun Long Shot II Shotgun Long Shot III Shotgun Piercing Shot I Rifle Piercing Shot II Rifle Piercing Shot III Rifle Rapid Fire I Rifle Rapid Fire II Rifle Rapid Fire III Rifle Area Blast I Bazooka, grenade launcher Area Blast II Bazooka, grenade launcher Area Blast III Bazooka, grenade launcher Critical Blow I All melee weapons Critical Blow II All melee weapons Critical Blow III All melee weapons Healing Shield I Shield Healing Shield II Shield Healing Shield III Shield Perfect Shield I Shield Perfect Shield II Shield Perfect Shield III Shield Homing I Missile launcher Homing II Missile launcher Homing III Missile launcher Shrapnel I Missile launcher, grenade launcher, rocket launcher Shrapnel II Missile launcher, grenade launcher, rocket launcher Shrapnel III Missile launcher, grenade launcher, rocket launcher ------- ENEMIES ------- These are the common foes you can expect to find in Wanzer Mode. Light Assault Wanzer - A wanzer that specializes in high speed combat. Medium Assault Wanzer - A wanzer that specializes in medium range weapons. Heavy Assault Wanzer - A wanzer that uses medium range and artillery weapons. Ballistic Wanzer - A wanzer that specializes in artillery weapons. Brawler Wanzer - A wanzer that specializes in melee weapons. Engineer Wanzer - A wanzer that aids allies using EMP and Repair backpacks. Sniper Wanzer - A wanzer that specializes in long range weapons. Centipede Tank - A tank that shoots cannon rounds. Mantis Tank - A tank that launches missiles. Wasp Gunship - A helicopter that launches missiles. Osprey Dropship - A transport helicopter that carries wanzers. Cannon Turret - A gun turret that fires a rapid-fire cannon. Missile Turret - A gun turret that launches missiles. --------- BACKPACKS --------- These are the backpacks you can use in Wanzer Mode. ITEM: Item backpacks increase the ammo capacity of a wanzer's equipped weapons. TURBO: Turbo backpacks provide extra power output so a wanzer can carry more parts. COMBO: Combo backpacks are a combination of Item and Turbo backpacks. HOVER: Hover backpacks increase the overall mobility of a wanzer. REPAIR: Repair backpacks enable a wanzer to repair damaged or destroyed parts. EMP: EMP backpacks enable a wanzer to disable enemy units with EMP waves. ANTI-MISSILE: Anti-Missile backpacks grants missile lock-on and attack defense to a wanzer. ------- WEAPONS ------- These are the weapons you can use in Wanzer Mode. LIGHT MACHINE GUN: Class - Assault Location - Hands Heat Generation - Medium Light machine guns are a variation of machine guns that provide a rapid rate of fire in exchange for damage output. Their high ammo capacity, in addition to their light weight, makes them worth using as secondary offensive weapons. Watch out when firing sustained bursts though or else they will overheat. MEDIUM MACHINE GUN: Class - Assault Location - Hands Heat Generation - Medium Medium machine guns are a variation of machine guns that offer a balance between good rate of fire and reasonable damage output. They also have a fair ammo capacity that makes them good enough to be used as a primary offensive weapon. As with any machine gun, being trigger-happy will result in overheat. ASSAULT MACHINE GUN: Class - Assault Location - Hands Heat Generation - Medium Assault machine guns are a variation of machine guns that possess impressive offensive potential, but have a slow rate of fire in return. Despite the low ammo capacity, they can punch holes through the enemy's armor. Paired with a secondary offensive weapon, the opposition won't know what hit them. BURST MACHINE GUN: Class - Assault Location - Hands Heat Generation - Slow Burst machine guns are a variation of machine guns that fire rounds in short bursts. They boast a respectable damage output and generate heat slower than its other counterparts. Its major drawback is that it has a very low rate of fire and thus, is a secondary offensive weapon at best. SHOTGUN: Class - Assault Location - Hands Heat Generation - None Shotguns are close range weapons that fire a spread of bullets the farther they fly out. The damage they deal is entirely dependent on how far away the enemy is. The farther away the enemy, the less damage it will do. Use them at close range and they're very dangerous. A great primary offensive weapon. KNUCKLE: Class - Brawler Location - Hands Heat Generation - None Knuckles are melee weapons that are used to strike the enemy at close range. They deal the least damage among melee weapons, but weigh the least. PILE BUNKER: Class - Brawler Location - Hands Heat Generation - None Pile Bunkers are melee weapons that are used to strike the enemy at close range. They deal the most damage among melee weapons, but weigh the most. ROD: Class - Brawler Location - Hands Heat Generation - None Rods are melee weapons that are used to strike the enemy at close range. They strike a balance between damage output and weight for melee weapons. SHIELD: Class - Engineer Location - Hands Heat Generation - None Shields are a unique melee weapon that can be used to block frontal attacks or shield bash the enemy. While it can be used to absorb damage, they have a finite amount of armor that is displayed in the overheat gauge area. If this gauge is fully depleted, they cannot be used to attack or block attacks. RIFLE: Class - Sniper Location - Hands Heat Generation - None Rifles are a long range weapon that fire highly penetrating rounds. They have a high single round damage output that is only hindered by its low rate of fire. A unique feature of the rifle is Sniper Zoom Mode. Sniper Zoom Mode is a greater form of precision aim that allows for precise targeting of enemies. BAZOOKA: Class - Sniper Location - Hands Heat Generation - None Bazookas are a long range weapon that fire explosive rounds. Like the rifle, they possess a lot of firepower in exchange for its poor rate of fire. The explosion resulting from the round causes area of effect damage, which makes it an excellent primary offensive weapon to use. GATLING GUN: Class - Assault Location - Shoulders Heat Generation - High Gatling guns are essentially an upgraded form of machine guns mounted on the shoulders. They possess an extremely high rate of fire, as well as a massive supply of ammo. Its low damage output, high heat accumulation, and heavy weight balance out the weapon's desirable qualities. MISSILE LAUNCHER: Class - Ballistic Location - Shoulders Heat Generation - None Missile launchers are guided homing weapons that track enemy targets with great precision. In order to launch missiles, lock-ons against enemy targets must be achieved first. They're great for almost any situation and thanks to its homing properties, can hit enemy units without a problem. GRENADE LAUNCHER: Class - Ballistic Location - Shoulders Heat Generation - None Grenade launchers are area of effect artillery weapons that launch a series of grenades at the enemy. They have to be manually aimed and because of this, are not easy weapons to use. Nevertheless, they are great weapons for crowd control purposes when used in the right hands. ROCKET LAUNCHER: Class - Ballistic Location - Shoulders Heat Generation - High Rocket launchers are artillery weapons that launch dumb-fire rockets at the enemy. While being similar to missile launchers, rockets do not home in on their targets. The trade-off is that rockets can be launched at any time, provided that it has a target. Also, these weapons tend to overheat a lot. ------------------------------------------------------------------------------ GUNSHIP MODE [GUNS] ------------------------------------------------------------------------------ A completely new addition to the Front Mission series is Gunship Mode. This mode has you fighting on-board the Albatross, a gunship armed with gatling guns and missile launchers. This mode plays out like a rail shooter in that while you control Dylan's wanzer, in no way can you move around or evade an enemy attack. Rather, the Albatross will fly by areas and your job is to fire at anything you see on the screen. As the gatling guns and missile launchers have infinite ammo, and you don't need to lock-on with the missiles, you're free to make some fireworks! Just remember that the weapons can overheat... ------------------------------------------------------------------------------ INFANTRY MODE [INFA] ------------------------------------------------------------------------------ Infantry Mode is one of three game modes in Front Mission Evolved. A feature last seen in Front Mission: Gun Hazard, Infantry Mode is basically when you control Dylan on foot and do missions...on foot. It differs from Gun Hazard's Infantry Mode in that the missions are strictly on foot, and you can't freely board or disembark from your machine. Missions in this mode, therefore, have Dylan fighting against enemy infantry. But, don't think that infantry will be the only thing you're fighting because like it was in Gun Hazard, you WILL be fighting machines! Fortunately, these moments are far and few so in a sense they are Infantry Mode's "boss" fights. ----- NOTES ----- 1. Dylan's health will slowly regenerate as long as he doesn't take damage for a short period of time. Unlike in wanzer mode, Dylan only has a single health meter to worry about. 2. Dylan's weapons have ammo clips that must be reloaded once their all out of ammo. Unlike in wanzer mode, weapons do not have a heat gauge and won't overheat at all. 3. There are only two enhancement pick-ups for Dylan: a first aid kit and an ammo crate. The first aid kit replenishes Dylan's health, whereas the ammo crate replenishes Dylan's weapon ammo. Furthermore, first aid kits are only dropped by enemies and not found lying around the mission area. ------- ENEMIES ------- These are the common foes you can expect to find in Infantry Mode. Machine Gun Soldier - A soldier equipped with a machine gun. Shotgun Soldier - A soldier equipped with a shotgun. Ballistic Soldier - A soldier equipped with a rocket launcher. Manned Turret - A soldier manning a gatling gun turret. ------- WEAPONS ------- These are the weapons you can use in Infantry Mode. MACHINE GUN: Damage - Low (versus infantry), Very Low (versus machines) Ammo - 32 per clip, 128 max Range - Long Machine guns are the bread-and-butter of infantry combat, and Dylan usually starts off with this weapon. It's an easy-to-use weapon that has good range and a large ammo supply. Machine guns are useful in all situations against infantry. Its only flaw lies in the fact the weapon has a low damage output against infantry and is even less effective against machines. SHOTGUN: Damage - Medium (versus infantry), Very Low (versus machines) Ammo - 6 per clip, 36 max Range - Medium When close range combat calls, the shotgun is ready for duty. This weapon as you might expect fires a spread of bullets that spread the farther they fly out. Dylan rarely starts off with this weapon, but when you grab this weapon, you can mow down soldiers at close range. Its weaknesses include low ammo, a fairly long reload time, and it's useless against machines. ROCKET LAUNCHER: Damage - Instant Kill (versus infantry), High (versus machines) Ammo - 3 per clip, 15 max Range - Long The go-to weapon for heavy firepower, Dylan can shoot rockets to incinerate the opposition. One shot will instantly kill any soldier it hits, whether by direct hit or from the resulting explosion it causes. This is also the main weapon to use against machines such as wanzers or gunships. Despite its many uses, don't get trigger-happy; the rocket launcher doesn't have much ammo. HAND GRENADE: Damage - Instant Kill (versus infantry), High (versus machines) Ammo - 5 Range - Medium Hand grenades are your best friend for clearing out groups of soldiers. When Dylan uses them, a firing trajectory will appear on the screen. By holding the hand grenade button, you can change its trajectory and where it will be thrown. Due to its low ammo count, only use it when you're in a jam. Also, while hand grenades can damage machines, good luck trying to hit them. MELEE: Damage - Instant Kill (versus infantry) Ammo - Infinite Range - Very Short For a last resort attack, Dylan can use his weapons to melee bash the enemy. Only one hit is needed to kill a soldier regardless of how much health they have. Dylan has different motions with each of the three weapons, but all of them do the same amount of damage. The only drawbacks to using melee is that you have to be very close to use it, and it's of no use against machines. ------------------------------------------------------------------------------ FREQUENTLY ASKED QUESTIONS (FAQ) [TFAQ] ------------------------------------------------------------------------------ Q: I was playing the game and when I kept firing my weapon, I heard a sound and couldn't use it for a few seconds! What do I do wrong? A: Your weapon must have overheated from continuous fire. When you are using any kind of weapon, pay close attention to the heat gauge of the said weapon. If you see the color changing from yellow to orange, stop firing and let it cool down. Q: Um, how can I shield bash with a shield? I've got the shield up to block attacks, but I don't know how to attack with it. A: The first time you press the button mapped to the shield, it will be in defensive mode. To switch it to offensive mode and shield bash an enemy, you have to press the same button again. Q: I'm trying to figure out how the missile launcher works. I can get like a number of lock-ons, but sometimes I only get one. What am I doing wrong? A: The way missile launchers work is that you have to keep an enemy unit in your lock box, and then lock-on to them. Hold down the button that's mapped to the missile launcher and you should see a red circle forming. This is your lock-on count. The most lock-ons you can achieve is based on how many hits a missile launcher can do with one attack. So, if the part says 50 x 6, you'll have a maximum of six lock-ons. When using two missile launchers, you can actually lock-on with both of them at once. Q: Hey, I blew off an enemy wanzer's arms and for some reason, they can still fire their weapons! I've never seen this happen in any Front Mission game! Is this a bug or what? A: No, that isn't a bug. In Front Mission Evolved, destroyed arms will reduce the accuracy of the arm but you may still use your weapons. Destroyed legs function similarly in that you won't be able to dash very far or turn around fast. Q: When I was looking at buying a new part, I saw two different prices in the list. One part read $500, while another I was looking at read $-800. What's the differences between these two parts? A: The part that reads $500 means by purchasing the part, you will gain $500 for the purchase. The part that reads $-800 means you will lose $800 for the purchase. In a nutshell, any part with the - sign means you'll have to pay up to get it. Any part without the - sign means you'll gain money because the part is less expensive than whatever you're replacing it with. Q: What do collecting sensors and emblems do for you? At the same time, what does doing optional objectives have as rewards? A: Collecting sensors and emblems will result in free money that can be used to purchase new gear. Obviously, getting emblems mean you'll have new decals to put on your wanzer. Also, when you collect all sensors, you might get new battle skills to equip. In regards to optional objectives, the same rewards apply. You can get free money, new decals, or new battle skills to use. It's up to you if you wish to do the optional objectives, but if you want to make missions easier, go for it. ****READ THE FOLLOWING BEFORE PLAYING**** ------------------------------------------------------------------------------ Mission - mission number and chapter name ------------------------------------------------------------------------------ Mission Type - Shows the game modes used for the mission Sensors - Shows if sensor devices can be found and destroyed in the mission Emblems - Shows if emblems can be found in the mission Optional Objectives - Shows if there are optional objectives in the mission Setup Requirements - The setup needed in order to do the mission Frame Parts - The parts needed in order to do the mission Support Parts - The backpacks needed in order to do the mission Attacking Parts - The weapons needed in order to do the mission Enemy Composition - Enemy data. See below: ------------------------------------------------------------------------------ Name Enemy Type Money ------------------------------------------------------------------------------ Name of enemy Designation of enemy Reward for defeating enemy (Bosses and Mini-Bosses Only) Boss - Name of boss and the name of the vehicle they're using, if applicable Weapon Loadout: Special Attacks: Weapon The weapon's special attacks, if applicable Guide - How to complete the mission and its objectives Mini-Boss Strategy - How to defeat the mini-boss. Boss Strategy - How to defeat the boss. ------------------------------------------------------------------------------ ****READ THE ABOVE BEFORE PLAYING**** ------------------------------------------------------------------------------ 3. WALKTHROUGH [WALK] ------------------------------------------------------------------------------ The following information pertains to the game's single player campaign. This walkthrough assumes that you are playing on Normal Mode. If you want to play on Easy Mode or Hard Mode, make sure you change the settings before starting a new game. ------------------------------------------------------------------------------ ACT I - NEW YORK CITY [NEWY] ------------------------------------------------------------------------------ Watch the lengthy opening movie and the scene that follows it. Then, you'll regain control and play the first mission. ------------------------------------------------------------------------------ Mission 01 - Long Island Research Facility ------------------------------------------------------------------------------ Mission Type: Wanzer Sensors: None Emblems: None Optional Objectives: 1. Kill 5 enemies without disrupting the mission. Setup Requirements: Frame Parts - Two-Legged Legs Support Parts - None Attacking Parts - Machine Gun, Shotgun, Melee, Missile Launcher Enemy Composition ------------------------------------------------------------------------------ Name Enemy Type Money ------------------------------------------------------------------------------ Wanzer Drone Wanzer 10 Helicopter Drone Helicopter 5 Guide: Your first mission is really just a glorified tutorial session so don't fret about getting killed here. Amy will start off by teaching you how to use your dash feature. So, your first objective is to run through all of the assigned markers without stopping. Once you complete this task, Amy will then ask you to use your Hover backpack's hovering feature. To do this, activate your jump and while in mid-air, press the jump button again. Fly through the markers and this will end the second objective. Now comes the fun part - combat practice. Make your way to the next testing site and practice using the dash and hovering features. Once you're at the testing site, Amy will ask you to use the machine gun to destroy some targets in the firing range. Take this time to get acquainted with the weapon heating system - don't fire your machine gun too much or else it will overheat. For the last target, Amy will ask you to use precision aim to destroy it. Once the job's done, you will be asked to demonstrate precision aim on a wanzer drone by blowing up its parts in this order - arms, legs, and body. Next, Amy will ask you to take out another wanzer drone using melee only. Pay attention to what she says about increasing the damage by dashing towards the enemy before striking. This bit of advice will come handy in the missions to come. After this is done, you'll take on two helicopter drones next. Against the helicopter drones, Amy will ask you to use your missile launcher. The way the missile launcher works is simple - as long as a target is in your lock box, you can lock onto it. To launch missiles, hold down the button that is mapped to the missile launcher and let go of it. The longer you hold the button, the more lock-ons you can achieve - keep this advice in mind for the next few missions. Lastly, when you're all done, you will have to perform a live combat test. Follow the markers that show up and a wanzer drone will eventually appear. You will get one last bit of advice for this session - the side-step. This action is great for quickly avoiding attacks at close range so take the time to play around with it. Finishing off the wanzer drone ends this mission. ------------------------------------------------------------------------------ Mission 02 - Battle for New York ------------------------------------------------------------------------------ Mission Type: Wanzer Sensors: 20 Emblems: 3 Optional Objectives: 1. Kill 45 enemies without disrupting the mission. Setup Requirements: Frame Parts - Two-Legged Legs Support Parts - None Attacking Parts - Ranged Weapons Enemy Composition ------------------------------------------------------------------------------ Name Enemy Type Money ------------------------------------------------------------------------------ Medium Assault Wanzer Wanzer 10 Heavy Assault Wanzer Wanzer 10 Centipede Tank Tank 5 Mantis Tank Tank 5 Wasp Gunship Helicopter 5 Osprey Dropship Helicopter 0 Missile Turret Gun Turret 5 Ballistic Soldier Infantry 1 Manned Turret Infantry 0 Guide: After the opening scene ends, you'll have control of the wanzer. From your starting point, move past the road and at the intersection, make a left turn. You'll be up against your first real enemy - a Centipede Tank. Taking it out is not as hard as it looks - any weapon will do the trick here. Upon taking it down, follow the road and make a left turn at the next two intersections. You'll see an allied wanzer being attacked by an enemy wanzer. Don't bother trying to shoot at the enemy until it destroys the ally. Take out the wanzer and move along the main road. You'll find more enemies battling against more allied wanzers. While their survival isn't a mandatory objective, the enemy units will concentrate on them as long as they aren't destroyed. You'll deal with more enemies, like Ballistic Soldiers, Manned Turrets, and Mantis Tanks. Hitting the soldiers can be a problem, but there's a really easy way to take them down - just walk or dash over their bodies! It works and stomping on people in large mecha is always worth seeing! After a while, you'll eventually run into Wasp Gunships. These buggers might be a bit hard for you to destroy with your machine gun, so don't be afraid to use your missile launcher. A few wanzers will appear once you take these out so don't let your guard down. Keep moving and soon enough, you'll be in a new area with the Verrazano Bridge in sight. Play will temporarily stop once you try to get close to the bridge. A scene will play out and once it ends, you'll have to deal with two Medium Assault and one Heavy Assault wanzer. Your new ally, Adela, can help you out in here. A safe way to take out all three wanzers is to play peak-a-boo with them, using your missiles to pound them when they're out in the open. Get by this threat and you'll have a new objective - destroy two anti-air guns near the Verrazano Bridge. The anti-air guns are located underneath the bridge so head down the road to the right side, and take out the nearby enemy units. The targets that you'll be taking out are two Missile Turrets. One is located at a structure far from the bridge - you'll need your missiles to destroy this one. Take them out and head back to the Verrazano Bridge. You'll have to eliminate some wanzers now. Send them to the junkyard and a transporter will show up - head towards it to end the mission. ------------------------------------------------------------------------------ INTERMISSION: Before you sortie for the next mission, you'll be given a chance to outfit your wanzer at the Hangar. Adela will give you a brief tutorial on the basics of wanzer customization from parts, weapons, and battle skills. While you're free to configure your ride in any way you want, there's not a lot of parts you can play around for now. So, your current wanzer setup will suffice. Do note that whenever you change weapons, their equipped battle skills will be removed. Keep this in mind for future trips to the Hangar. ------------------------------------------------------------------------------ Mission 03 - Apollo's Chariot ------------------------------------------------------------------------------ Mission Type: Wanzer Sensors: 20 Emblems: 3 Optional Objectives: 1. Destroy all anti-air gun turrets. 2. Kill 35 enemies without disrupting the mission. Setup Requirements: Frame Parts - Two-Legged Legs Support Parts - None Attacking Parts - Ranged Weapons Enemy Composition ------------------------------------------------------------------------------ Name Enemy Type Money ------------------------------------------------------------------------------ Brawler Wanzer Wanzer 15 Medium Assault Wanzer Wanzer 15 Heavy Assault Wanzer Wanzer 15 Centipede Tank Tank 5 Mantis Tank Tank 5 Osprey Dropship Helicopter 0 Missile Turret Gun Turret 5 Ballistic Soldier Infantry 2 Guide: This mission isn't that much different from the previous one, so take this time to get better with the controls. At the start, dash along the road until Adela warns detects incoming wanzers and tanks. One enemy you should pay good attention to is the Brawler wanzer. These wanzers are equipped with all sorts of melee weapons and while they can only strike up close, don't underestimate the damage they can do. A few melee strikes can be fatal if you get hit, so always put some distance between you and them when fighting. Once you take out the initial enemy force, you'll have to do some jumps over buliding debris to reach the next area. Do that and you'll have your first optional objective - destroy all anti-air guns. Optional objectives are just minor tasks you can do to earn more money, parts, and battle skills. This one is really easy as all of the anti-air guns are very easy to spot. It's up to you if you want to take on this objective. Otherwise, head into the factory located North of the main road. Once you get inside the factory, you'll have to fend off waves of Ballistic Soldiers. The easiest way to get rid of these enemies is simply to walk or run over them. Once all of the Ballistic Soldiers have been dealt with, a scene will play out. Hamilton will join you as your second ally and just in time too...you'll be fighting a squad of wanzers immediately after the end of the scene. Focus on the Brawler wanzer first before attacking the others. Furthermore, you'll be facing the Osprey Dropship for the first time. These heavily armored transport helicopters drop off wanzers to the battlefield. Don't worry about shooting one down for now, and even if you do, you won't gain any money from doing so. Anyways, follow Hamilton to the N.S.R.L. From here, he and Adela will leave. Continue to the parking ground for a scene and when it ends, you'll face the first boss of the game. ------------------------------------------------------------------------------ Boss - Marcus Seligman in Apollo's Chariot 01(Ballistic) Weapon Loadout: Special Attacks: Knuckle x 2 Double Punch, Tackle, Missile Tackle Missile Launcher x 2 Burst Missile, Missile Tackle ------------------------------------------------------------------------------ Boss Strategy: Marcus is a pretty easy boss who doesn't do much in the way of attacking or dodging attacks. He usually will stay far away to fire his missile launchers. These are fired as two small missiles, or two large missiles that burst into a lot of smaller once. After launching several of them, he'll then charge his boosters for his tackle attack. It's telegraphed by the boosters, which get larger as Marcus charges them up. Use your hover dash to get out of the way and fire at him when he stops. Just don't get too close or else you'll eat a double punch from his knuckles. To beat him, you must charge up your E.D.G.E. gauge to at least 25%. Once it is at 25% or higher, activate E.D.G.E. and a scene will play out. As it ends, Marcus will now have a visible armor bar underneath his name. He also uses a new attack in the form of a missile tackle - after he charges at you, two missiles will come at you. This is telegraphed when Marcus does the missile launching animation, then quickly begins the tackle charging animation. ------------------------------------------------------------------------------ Mission 04 - Percival's Fall ------------------------------------------------------------------------------ Mission Type: Wanzer Sensors: 20 Emblems: 3 Optional Objectives: 1. Destroy the retreating tanks. 2. Kill 15 enemies without disrupting the mission. 3. Escape New York City within 1 minute and 30 seconds. Setup Requirements: Frame Parts - Two-Legged Legs Support Parts - None Attacking Parts - Ranged Weapons Enemy Composition ------------------------------------------------------------------------------ Name Enemy Type Money ------------------------------------------------------------------------------ Ballistic Wanzer Wanzer 15 Brawler Wanzer Wanzer 15 Medium Assault Wanzer Wanzer 15 Heavy Assault Wanzer Wanzer 15 Mantis Tank Tank 5 Wasp Gunship Helicopter 10 Guide: Well, as you might have noticed in the previous scenes, the main objective of this mission is to escape New York City. You'll start off with Hamilton, who will lead the way out of the city. Soon enough, you'll get a chance to do another optional objective. This time, it involves blowing up tanks that are trying to escape. It's another easy one if you chose to do it...and some free money couldn't hurt either. Follow Hamilton until you reach a big factory. Watch the scene that occurs and you'll have to find Adela next. Again, you must follow Hamilton as he leads the way to Adela's position. Take out any wanzers that get in your way and eventually, you will reach an area of the factory with big generators. In here, you'll need to help Adela by destroying the wanzers attacking her. This is a great place to practice using E.D.G.E. so if you have it, use it. When you pass the gates that Hamilton destroys, a two minute timer will begin counting down. Basically, you have only two minutes to escape from New York before Percival collapses. Yet again, Hamilton will lead the way so all you have to do is follow him. You can do that, or take some time to explore some of the paths for sensors and free money. To get to the bridge, just follow the energy pick-ups and soon enough, the mission will end. ------------------------------------------------------------------------------ ACT II - Huffman Island [HUFF] ------------------------------------------------------------------------------ Right before you head out for the next operation, Hamilton will give you a new customization tutorial at the Hangar. Now that you can purchase wanzer parts, he'll talk about the importance of the weight-to-power output ratio. The captain is also kind enough to give you some information on backpacks, shields, and full wanzer sets. If you feel a little bit overwhelmed by the options available, you can purchase a wanzer set to make your job easier. Just don't rely on it too much...the best setups are never pre-built ones! ------------------------------------------------------------------------------ Mission 05 - Fort Monus ------------------------------------------------------------------------------ Mission Type: Gunship (first half), Wanzer (second half) Sensors: 20 Emblems: 3 Optional Objectives: 1. Destroy all enemies during the gunship mission. 2. Kill 60 enemies without disrupting the mission. Setup Requirements: Frame Parts - Two-Legged Legs Support Parts - None Attacking Parts - Ranged Weapons Enemy Composition ------------------------------------------------------------------------------ Name Enemy Type Money ------------------------------------------------------------------------------ Ballistic Wanzer Wanzer 25 Brawler Wanzer Wanzer 25 Medium Assault Wanzer Wanzer 25 Heavy Assault Wanzer Wanzer 25 Sniper Wanzer Wanzer 25 Centipede Tank Tank 10 Mantis Tank Tank 10 Wasp Gunship Helicopter 15 Osprey Dropship Helicopter 0 Cannon Turret Gun Turret 15 Missile Turret Gun Turret 15 Guide: This mission introduces a new type of game mode - gunships! Gunship missions play out like rail shooters in that all you have to do is shoot anything that moves. Don't worry about dodging enemy fire because it's impossible. Instead, take the fight to the enemy before they can open fire on your gunship. The weapons that you'll use on the gunship are two gatling guns and two missile launchers. They both have infinite ammo so as long as you keep an eye on the weapon heating gauges, you're free to fire at your heart's content! Your objective on the gunship is to help the allied units break through enemy lines and reach Fort Monus. Whenever you see an enemy pop up on the screen, blast them to pieces with the gatling guns and missile launchers. Try not to fire sustained bursts with the missile launchers because they overheat a lot faster than their wanzer counterparts. After helping the ally forces get past the enemy, you'll have to clear the landing zone near Fort Monus. It's not a hard task and if you use precision aim, you might find it rather easy. When the gunship lands, you'll be on your wanzer for the next half of the mission. The enemy forces that are in this mission have some new recruits to help them out - Sniper wanzers. Sniper wanzers are units equipped with long range weaponry, namely rifles. They're quite painful, but fortunately you can spot where it's being aimed at via the rifle's red laser sight. As long as you keep moving, you won't get hit. Sniper wanzers don't move around a lot, so they're quite easy to kill. Use missiles if you don't want to get hit. Anyways, whenever you're ready to move on, clear out the enemy forces along the road to Fort Monus. You'll eventually come to a gate guarded by a Cannon Turret and a Missile Turret. Blow these two up and once you pass the gate, you'll have to watch another scene. Once you regain control, your next goal is to clear out the defenses at Fort Monus. You'll be facing a lot of fire in all directions so if things get crazy, use E.D.G.E. to regain control of the situation. Going after the Cannon Turrets and Missile Turrets is a good idea. Once you're inside the Fort Monus gates, you'll have to deal with some squads of wanzers...and a few Sniper wanzers. Take out the Sniper wanzers before you focus on the other units on the ground. Don't bother helping out Adela and Hamilton until you deal with the enemies directly targeting you. When the wanzers are destroyed, head into depot for a scene and a boss fight...without Adela and Hamilton helping you out. ------------------------------------------------------------------------------ Boss - Jed Taylor Gordon in Zenith(Medium Assault) Weapon Loadout: Special Attacks: Machine Gun x 2 Charged Shot, Gun Barrage Gatling Gun Charged Shot Grenade Launcher None Boss - Yung Tae-Hwang in Kehei(Engineer) Weapon Loadout: Special Attacks: Machine Gun None Rocket Launcher EMP Shot Repair Backpack None ------------------------------------------------------------------------------ Boss Strategy: As you might have noticed, you're up against not one, but two foes. Jed and Yung will stay on their respective areas for the battle - Jed on the ground and Yung atop the depot's structures. Both pilots attack mainly with their machine guns, but will use their other weapons. Jed has a grenade launcher that does a lot of damage, while Yung can use his rocket launcher to shoot out EMP rounds. EMP is a unique weapon in that it disables anything it hits for a short period of time. That being said, you would do well to avoid being hit by Yung's EMP rockets. If you get hit, Jed will automatically begin charging up his machine guns and gatling gun for his best attack - a deadly stream of bullets from these three weapons fired all at once. Use the cargo containers around the area as cover for this attack if you see it coming. Just don't try and dodge it without the use of cover or else you might see yourself being destroyed. To win this battle, you just need to eliminate Jed. If you attack Yung, he will retreat from the area temporarily to repair himself once his armor is less than 25%. If this occurs, Jed will use his second special attack - a gun barrage where he sweeps both of his machine guns in a 180 degree manner. Once the attack finishes, Yung will most likely have restored his armor thanks to his Repair backpack and continue the fight. Taking Yung out temporarily means you won't have to worry about EMP so you're free to pound away at Jed. If you have a fully charged up E.D.G.E. gauge, use it to take Jed's armor down in a flash. ------------------------------------------------------------------------------ Mission 06 - War Hero ------------------------------------------------------------------------------ Mission Type: Infantry Sensors: 20 Emblems: 3 Optional Objectives: 1. Destroy all data jamming devices. 2. Locate all data keys. 3. Kill 50 enemies without disrupting the mission. Setup Requirements: None Enemy Composition ------------------------------------------------------------------------------ Name Enemy Type Money ------------------------------------------------------------------------------ Medium Assault Wanzer Wanzer 25 Ballistic Soldier Infantry 5 Machine Gun Soldier Infantry 5 Shotgun Soldier Infantry 5 Manned Turret Infantry 0 Guide: You'll be doing this mission on foot as an infantryman, which is the third and last game mode you can play. While on foot, you can do a few things that are not possible inside a wanzer. Hamilton will give you a brief tutorial on these features before you start the mission. When you do, you'll be attacked by Machine Gun and Shotgun Soldiers. Use this first firefight to get used to the controls and on using cover to avoid incoming fire. Don't forget that you can steal weapons dropped by the soldiers if you're running low on ammo. Get past the first set of soldiers, then follow Hamilton further into the facility. You'll have to deal with some soldiers on the catwalk above you, so use precision aim to get a good view of them. Hamilton will help you get rid of the soldiers so let him handle anyone who's not attacking you. Take out the soldiers and head up the ramp to the catwalk. Move to the open room and activate the control panel. From here, more soldiers will come out and attack you. Use precision aim to get a clear shot at them and fire away. Head back down the ramp and pass through the gates. Pass by the generator room next and you'll be greeted by more soldiers. Next, keep following the path until it leads to the command center. You'll be greeted by two Machine Gun Soldiers and a Shotgun Soldier. At this point, Hamilton will instruct you on how to use your hand grenades. Target one right in-between the two Machine Gun Soldiers and toss it. This should take care of them. If not, make use of precision aim and take them out with your machine gun. Once you enter the command center, expect a barrage of soldiers charging at you. To make this part easier, stay in one area and let them come to you. Do try not to stay hidden in the same spot for too long. Objects that you can hide under can be destroyed by sustained arms fire. Take out the soldiers and head up to the stairs by the North gate. At the top of the stairs, turn left and run out to see a firefight between ally and enemy soldiers. Your goal is to eliminate the enemy soldiers in the area. Use what you've learned to take out the soldiers. When they're all gone, you will watch a brief scene before enemy reinforcements arrive. Along with the reinforcements comes a new threat - Manned Turrets. Although you've seen this before, that was while you were in a wanzer. On foot, these things are way more dangerous. Walk up one of the ramps and take out all of the enemies in the hallway. When it's all clear, switch to your rocket laucher and take out the Manned Turrets. Clean up the rest of the enemy forces afterwards. Next, Hamilton will instruct you to head towards the wanzer depot to activate some wanzers at the hangar. Follow the path and eliminate any soldiers you run into. You'll soon run into a Ballistic Soldier who will be firing rockets at you. If you value your life, do your best to avoid them. Kill the soldier and climb up the ladder located to the left side of the door. Fight your way through the first wanzer hangar and get to the bottom floor. On the bottom floor, activate the control panels beside the two Frost wanzers. when the two wanzers have been activated, you'll have some more soldiers by the catwalk to deal with. Kill them and then proceed to the opened blast door that Hamilton unlocks. Past the first room lies two Machine Gun Soldiers on the catwalk. Send them to their doom and you'll be home free to activate the other two Frost wanzers in the second hangar...except for the wanzer that shows up! ------------------------------------------------------------------------------ Mini-Boss - Zenith(Medium Assault) Weapon Loadout: Special Attacks: Machine Gun None ------------------------------------------------------------------------------ Mini-Boss Strategy: Okay, so as you might have noticed, you have to fight a wanzer on foot. Seems like a daunting task, isn't it? Well, it's not as hard as you might think it is. All you have to do is switch to your rocket launcher and use it. Aim at the Zenith's core and fire away! You will have to use cover though since the Zenith's machine gun can kill you in one burst. Also, don't hide in the same spot for too long because the Zenith can and will destroy said cover. After taking down the Zenith, simply activate the other two control panels to end the mission. ------------------------------------------------------------------------------ INTERMISSION: Now that Amy's around, she'll be taking over the Hangar tutorials. Amy will talk about the functionality of hover legs and the Combo backpack for this session. As the next mission requires hover legs, you'll be given the Zephyr C Hover part automatically. Of course, you're free to purchase other hover parts so it's up to you which one you want to use. ------------------------------------------------------------------------------ Mission 07 - Call of the Chariot ------------------------------------------------------------------------------ Mission Type: Wanzer Sensors: 20 Emblems: 3 Optional Objectives: 1. Kill 25 enemies without disrupting the mission. Setup Requirements: Frame Parts - Hover Legs Support Parts - None Attacking Parts - Ranged Weapons Enemy Composition ------------------------------------------------------------------------------ Name Enemy Type Money ------------------------------------------------------------------------------ Ballistic Wanzer Wanzer 100 Brawler Wanzer Wanzer 100 Light Assault Wanzer Wanzer 100 Medium Assault Wanzer Wanzer 100 Heavy Assault Wanzer Wanzer 100 Sniper Wanzer Wanzer 100 Osprey Dropship Helicopter 100 Missile Turret Gun Turret 50 Guide: This is a pretty straightforward mission in that all you have to do is follow Marcus. Hamilton will accompany you for the mission, but don't expect much help out of him. He won't be able to follow you around the river and will not take part in the upcoming boss battle. Anyhow, follow the road and take out any wanzers you see. Once you reach the Fort Monus Dam, you'll be greeted by two Missile Turrets and an incoming Osprey Dropship. Go and eliminate the Missile Turrets before you deal with the Osprey Dropship. It's possible to defeat the Osprey Dropship with your part selection at this point, but you'll need to use E.D.G.E. to do it. In case you can't shoot it down, focus on the wanzers it drops and then focus on the next Osprey coming from below the dam. You have quite a bit more time to blow this one up so if you can, take the transport down. Follow the road down to Marcus and then you have two options: continue following the road or drop down to the river. If you follow the road, you'll have more wanzers to deal with. If you choose to drop down to the river, you'll get a new foe to fight - the Light Assault wanzer. These wanzers are the fastest you'll come across...luckily they don't take a lot of punishment before going down. Follow the river until you see some Sniper wanzers. Send them to the junkyard with misiles and gun fire. Get back on the road and follow it to a tunnel. When the tunnel's gates open, a few more wanzers will attack you. From here, take the East road and up the hill until you see a scene. Next up is another boss fight with... ------------------------------------------------------------------------------ Boss - Marcus Seligman in Apollo's Chariot 01(Ballistic) Weapon Loadout: Special Attacks: Knuckle x 2 Double Punch, Tackle, Missile Tackle Missile Launcher x 2 Burst Missile, Missile Tackle Boss - Gloria Leguizamo in Apollo's Chariot 02(Brawler) Weapon Loadout: Special Attacks: Rod Melee Chain (2-Hit, 3-Hit) Shield Melee Chain (2-Hit), Shield Tackle ------------------------------------------------------------------------------ Boss Strategy: Yet another 2-on-1 battle awaits you. This time, it's with Marcus and his partner Gloria. Like Marcus, Gloria has melee weapons equipped in the form of her rod and shield. Unlike her boss, she is strictly a melee fighter. She has her own version of Marcus' tackle attacks, which has a faster charging time. Basically, if you've mastered how to use roller dash or hover dash, you won't have no problems dealing with these two. In case you're stuck, concentrate on eliminating Marcus first. Wait for him to launch his missiles, dodge them, and fire away with your weapons. If you have a melee weapon, you can score free hits when he's launching the burst missiles. When combined with E.D.G.E., you can take him out very easily. For Gloria, move in close to trigger her melee attacks and then fire away while her shield isn't up. Rinse and repeat until she goes down. ------------------------------------------------------------------------------ ACT III - Antarctica [ANTA] ------------------------------------------------------------------------------ Watch the scenes that play out and when they end, the next mission will begin automatically. ------------------------------------------------------------------------------ Mission 08 - Providence ------------------------------------------------------------------------------ Mission Type: Infantry (first half), Wanzer (second half) Sensors: 20 Emblems: 3 Optional Objectives: 1. Destroy all data jamming devices. 2. Locate all data keys. 3. Kill 25 enemies without disrupting the mission. Setup Requirements: Frame Parts - Two-Legged Legs Support Parts - None Attacking Parts - Rifle, Missile Launcher Enemy Composition ------------------------------------------------------------------------------ Name Enemy Type Money ------------------------------------------------------------------------------ Ballistic Wanzer Wanzer 100 Brawler Wanzer Wanzer 100 Sniper Wanzer Wanzer 100 Wasp Gunship Helicopter 50 Osprey Dropship Helicopter 100 Cannon Turret Gun Turret 50 Machine Gun Soldier Infantry 15 Shotgun Soldier Infantry 15 Fortress Building Base 0 Guide: Found fighting a wanzer tough? Well, try taking on a squad of Wasp Gunships on foot! You'll be equipped with a shotgun for this infantry mission, but are you seriously going to attack a helicopter with that kind of weapon? Switch to your rocket launcher! A single shot will take these babies down...if the rocket connects. The Wasp Gunships tend to move around a lot and unless you predict where it's flying, you'll just be wasting your shots. Wait until they start slowing down to fire, then fire a shot off. You don't need to take out all of the Wasp Gunships...just get the ones who are attacking you. When the situation looks a little less chaotic, climb down the ladder and follow Godwin to the wanzer hangar. The path there is pretty straightforward and aside from the hordes of soldiers coming at you, you don't have to do any special tasks. Keep following the general and eventually, you'll be on a balcony outside of the Providence. You'll be greeted by more Wasp Gunships, who are itching to blow you to pieces with their missiles. Again, your rocket launchers will be needed to take them down. Sink the helicopters with your rocket launchers and when the path is clear, head to the North door. Follow Godwin through the hallways and you'll reach the wanzer hangar...and a brief scene to watch. The next part of the mission will be inside your wanzer, which Amy has equipped with a rifle and a missile launcher. Your objective now is to defend the Providence from the wanzers, helicopters, and gun turrets coming from the enemy base. This part can get a bit hectic with all of the bullets and missiles coming your way. To make your job easier, eliminate all of the Cannon Turrets around the base first. If you're going to use your rifle, make sure you enter precision aim to get a better view of the targets. Precision aim with rifles will prevent you from dashing so you'll need to be quick when using them. Don't be afraid to combine your rifle shots with missiles too. Take out the initial defenses and more Wasp Gunships come out to annoy you. Shoot some missiles at them and whether you get a clear shot, use your rifle. Soon enough, an Osprey Dropship will appear. This one is a mandatory kill so if your E.D.G.E. gauge is charged up, activate it and blow out the Osprey. In case you have some time left with E.D.G.E., take out any Sniper or Ballistic wanzers at the base. Upon taking out the transport, Amy will inform you that you can now target the fortress buildings. More Sniper and Ballistic wanzers will come out from the base at this point. You only need to destroy the two Fortress Buildings to end the mission, but some extra cash couldn't hurt. ------------------------------------------------------------------------------ INTERMISSION: It's time for another tutorial with Amy at the Hangar! This time, she will inform you about two new wanzers, the Kehei and Grille Sechs, along with new weapon types...the bazooka and the grenade launcher! Your friendly engineer will also tell you about Repair backpacks and how they work. When Amy is done talking, you can get back to setting up your machine of death. You can opt to change the Zephyr C wanzer set that you used in the last mission, or stick with it if you like. ------------------------------------------------------------------------------ Mission 09 - Promise ------------------------------------------------------------------------------ Mission Type: Gunship (first half), Wanzer (second half) Sensors: 20 Emblems: 3 Optional Objectives: 1. Destroy all enemies during the gunship mission. 2. Destroy five oil pipelines. 3. Kill 65 enemies without disrupting the mission. Setup Requirements: Frame Parts - Two-Legged Legs Support Parts - None Attacking Parts - Ranged Weapons Enemy Composition ------------------------------------------------------------------------------ Name Enemy Type Money ------------------------------------------------------------------------------ Ballistic Wanzer Wanzer 100 Brawler Wanzer Wanzer 100 Engineer Wanzer Wanzer 100 Medium Assault Wanzer Wanzer 100 Heavy Assault Wanzer Wanzer 100 Wasp Gunship Helicopter 50 Osprey Dropship Helicopter 100 Missile Turret Gun Turret 50 Guide: Another gunship mission awaits you in Antarctica! While you won't exactly be helping out any allies, you will need to clear the iceberg field so you can land. Any sensor hunters should pay close attention to the first few islands the gunship passes by - there's quite a few sensors that can only be targeted during this phase. You won't get a chance to hit them when you're back inside your wanzer. Anyhow, unload on any wanzer that comes on your screen and after enough kills, the Albatross will land. Once you're back on your wanzer, you'll have to protect the Albatross from the enemy forces. For obvious reasons, you will be unable to use E.D.G.E. for this mission. Anyhow, among the enemy forces are Osprey Dropships. You can either shoot them out of the sky or if you need money, let them drop wanzers off. Adela, Hamilton, and Godwin will assist in fending off the enemy forces so you'll be fine if you wander off too far from the Albatross. After beating up enough of the reinforcements, the Albatross will leave. Your objective at this point is to reach Fort Ju Ku. It's a straightword trek to the fort, but a long one. You'll fight more enemy wanzers along the way, including a new type - the Engineer wanzer. The Engineer wanzer may not be a powerhouse, but they provide a support role in the form of EMP and repairs. The ones you'll be facing are equipped with Repair backpacks, which they are not afraid to use. Always go after them first before targeting other enemy units. This will make your fights go by a lot more smoothly. Once you reach Fort Ju Ku, you'll be attacked by a huge wanzer squad. Again, let Adela, Hamilton, and Godwin take their share of the enemy units. You deal with the ones heading your way. Don't forget to take advantage of the cover that you're provided with here to reduce damage. Upon destroying the wanzer squad, you'll be treat to a scene...and some rather "unusual" wanzers. You will need to destroy these "unusual" wanzers next. Don't be fooled by their looks because they're every bit as strong as the usual stock. Once you take out all of these units, the mission will end. ------------------------------------------------------------------------------ Mission 10 - Fafnir ------------------------------------------------------------------------------ Mission Type: Wanzer Sensors: 20 Emblems: 3 Optional Objectives: 1. Kill 20 enemies without disrupting the mission. Setup Requirements: Frame Parts - Two-Legged Legs Support Parts - None Attacking Parts - Ranged Weapons Enemy Composition ------------------------------------------------------------------------------ Name Enemy Type Money ------------------------------------------------------------------------------ Ballistic Wanzer Wanzer 100 Brawler Wanzer Wanzer 100 Engineer Wanzer Wanzer 100 Medium Assault Wanzer Wanzer 100 Heavy Assault Wanzer Wanzer 100 Sniper Wanzer Wanzer 100 Osprey Dropship Helicopter 100 Cannon Turret Gun Turret 50 Guide: At Fort Ju Ku, your objective is to go after Cornelius. Again, E.D.G.E. is not available here so try not to get in harm's way too much. The opposition is pretty much the same as before, only you'll have to deal with some Sniper wanzers as well. You'll also be facing a lot more Brawler wanzers than usual so let Adela and Hamilton take some of the damage for you. Also, don't forget to pound and grind any Engineer wanzers you see so they can't do repairs. Other than the enemy threats, it's a nice long climb up Fort Ju Ku. You'll be passing through tunnels and riding a few elevator lifts throughout this huge fort. While you have ample room to move around for most of the areas, watch yourself when you're fighting in the tunnels. Things could get ugly if you're in a tunnel and two Brawler wanzers come charging at you. Eventually, you'll come across a large open area that lies beyond the fort. Grab the nearby ammo and repair pick-ups and get ready for a real surprise. ------------------------------------------------------------------------------ Boss - Fafnir Weapon Loadout: Special Attacks: Laser Cannons None Missile Launchers EMP Shot Rocket Launchers None Legs Leg Stomp Wanzer Hangar Deploy Wanzers ------------------------------------------------------------------------------ Boss Strategy: Fafnir is a giant mobile fortress with a pretty intimidating look. But, the fight isn't as hard as it seems. Located on top of the mobile fortress are power nodes, which predictably power up the big weapon. These are the things you need to destroy in order to defeat Fafnir. It has three power nodes on its front, left, and right sides. Once all three power nodes on any side are destroyed, a power core will appear on the small port right below the mobile fortress' belly. You need to destroy all three power cores to end the battle. Disabling the massive machine won't be that easy. Fafnir is armed with many weapons on all sides and it can even deploy wanzers from its wanzer hangar by the front of the fortress. By the power nodes lies laser cannons and missile launchers. Its laser cannons can track your position and if it hits, deals a lot of damage over time. Its missile launchers aren't as powerful, but Fafnir launches EMP-powered missiles time to time. Near the belly of Fafnir and the power cores are rocket launchers, which are fired in large clusters. Additionally, you have to deal with the leg stomps (which can be fatal) and its wanzers when they are deployed from its hangar. The sign for the wanzer deployment is simple - every time Fafnir stops moving and kneels down on the ground. If this occurs, deal with the wanzers first before concentrating on the mobile fortress again. If you came equipped with missile launchers, you won't have to worry much about adjusting your aim as Fafnir moves around. Get close, stay locked onto the power nodes or power cores, and let it rip! ------------------------------------------------------------------------------ Boss - Cornelius Werner in Caballus(Medium Assault) Weapon Loadout: Special Attacks: Machine Gun None Missile Launcher x 2 Missile Barrage (single, group) E.D.G.E. None ------------------------------------------------------------------------------ Boss Strategy: This will be the first of your duels with Cornelius so pay attention to what he does. As you might have noticed, his Caballus is no ordinary wanzer and it isn't. It's perfectly capable of hovering in the air without ever having to touch the ground! Luckily for you, it doesn't change its altitude so aiming at it won't be too hard. Unfortunately for you, the Caballus is equipped with its own E.D.G.E. system and uses it regularly in battle. He can do some neat things with E.D.G.E., which you'll find out soon enough. For this fight, Cornelius has two main attack patterns: one where he employs E.D.G.E., and one where he does not. When he utilizes E.D.G.E., he will move around in a zig-zag motion and fire a barrage of missiles. This comes in two forms: one where he fires slow tracking missiles in a sequential manner. The other form involves firing groups of missiles that don't track, but travel at a high speed. When Cornelius isn't using E.D.G.E. to attack, he flies around and shoots at you with his machine gun. It's not as dangerous as his missile barrages, but it can tear your armor if he gets a good bead on you. Since the battle starts immediately after taking down Fafnir, you might want to find the ammo and repair pick-ups before doing anything else. When you're ready to fight, pay attention to what Cornelius is doing. If you see energy forming around the Caballus, he's getting ready to use E.D.G.E. When you see this happening, get ready to dash away from the missiles. Just a simple dash in any direction will do the job. After E.D.G.E. phases out, Cornelius will be wide open for attacks. If you have anything in the E.D.G.E. gauge after the last battle, use it at this time and fire away. The fight ends once you take off 75% of the Caballus' armor. ------------------------------------------------------------------------------ ACT IV - New York City, Revisited [NEW2] ------------------------------------------------------------------------------ Get some food and sit back to watch the scenes that play after beating the last mission. When you're sent to the Hangar, Amy will inform you that quad legs are needed for the next mission. Fortunately, you'll be given the Zephyr E Quad part so you don't have to fret about being unprepared. Amy will also talk about the new gatling gun and EMP backpack parts that you can purchase. Do your configurations and when you're ready, sortie for the next mission. ------------------------------------------------------------------------------ Mission 11 - Chorus of Destruction ------------------------------------------------------------------------------ Mission Type: Wanzer Sensors: 20 Emblems: None Optional Objectives: 1. Kill 9 enemies without disrupting the mission. Setup Requirements: Frame Parts - Four-Legged Legs Support Parts - None Attacking Parts - Ranged Weapons Enemy Composition ------------------------------------------------------------------------------ Name Enemy Type Money ------------------------------------------------------------------------------ Centipede Tank Tank 50 Wasp Gunship Helicopter 75 Guide: Your return to New York City is going to be pretty brief so you won't be able to find any emblems. There will be sensors, however, and finding them isn't a hard job...not when the mission area is so small! Anyhow, take out all of the Centipede Tanks and Wasp Gunships that appear to harass you. Once you destroy them all, jump across and past the destroyed buildings to reach Times Square. In there, you'll have to deal with some unexpected foes... ------------------------------------------------------------------------------ Boss - Pia Simpson in Apollo's Chariot 03(Sniper) Weapon Loadout: Special Attacks: Bazooka Melee Bash Grenade Launcher None Boss - Megan Chamberlain in Apollo's Chariot 04(Heavy Assault) Weapon Loadout: Special Attacks: Shotgun x 2 None Gatling Gun None ------------------------------------------------------------------------------ Strategy: These two Apollo's Chariots members are loaded with some heavy firepower for close range combat. In particular, watch out for Megan. Her two shotguns can seriously damage your wanzer at close range, aided by a gatling gun that will eat away at your armor. Avoid getting in a melee with her at all costs. Pia, on the other hand, can't do much up close because of her bazooka and grenade launcher setup. She can bash you with her bazooka, but otherwise, you have nothing to fear up close. To make this skirmish easy, focus on taking out Megan first and then concentrate on Pia next. ------------------------------------------------------------------------------ Mission 12 - Father and Son ------------------------------------------------------------------------------ Mission Type: Wanzer (first half), Infantry (second half) Sensors: 20 Emblems: 3 Optional Objectives: 1. Destroy all data jamming devices. 2. Locate all data keys. 3. Kill 30 enemies without disrupting the mission. Setup Requirements: Frame Parts - Four-Legged Legs Support Parts - None Attacking Parts - Ranged Weapons Enemy Composition ------------------------------------------------------------------------------ Name Enemy Type Money ------------------------------------------------------------------------------ Brawler Wanzer Wanzer 150 Light Assault Wanzer Wanzer 150 Medium Assault Wanzer Wanzer 150 Sniper Wanzer Wanzer 150 Centipede Tank Tank 50 Wasp Gunship Helicopter 150 Ballistic Soldier Infantry 25 Machine Gun Soldier Infantry 25 Shotgun Soldier Infantry 25 Guide: The first half of this mission will be inside your wanzer. Your objective is to reach the location where Alan is being held in. Follow Adela as you move through the subway, and take out any enemy units you come across. You'll have to blow up some walls to progress further into the subway and when you do, enemy wanzers will come charging at you. Look at your radar and if you see the enemy markers, get ready to fight once the walls are broken. Eventually, you'll reach a dead end in the subway and continue the mission on foot. When the second half of the mission begins, move out of the door and take cover somewhere. You'll be in a large firefight against enemy soldiers. Since a lot of them will be grouped together, feel free to toss a hand grenade or take a shot with your rocket launcher. After you end the firefight, continue moving past either of the two hallways. Another firefight will ensue when you reach the elevator. Get past the reinforcement soldiers and take the elevator up. Once you get off the elevator, another wave of soldiers will greet you. Deal with the soldiers and at the very end of the building, make a left turn at the only open room and enter the room where Alan is. A scene will occur and when it ends, you'll have to deal with some Wasp Gunships. Take them out with your rocket launcher and then soldiers will come barging through the exit door. Once you get out, three Machine Gun Soldiers will great you with bullets. Toss a hand grenade at the nearby car to kill two of them, then use your rocket launcher to take out the third soldier. Go down the stairs and... ------------------------------------------------------------------------------ Mini-Boss - Zenith(Medium Assault) Weapon Loadout: Special Attacks: Machine Gun None ------------------------------------------------------------------------------ Mini-Boss Strategy: ...you'll have another fight against a wanzer! This time, you have a lot more room to fight in. Unfortunately, this one won't simply stand still to get shot at. Also, you will also have some Machine Gun Soldiers to deal with, but ignore them. Once you destroy the Zenith, the fight ends. Move around the area and find cover, and use your rocket launcher whenever the Zenith stops shooting. It'll go down after a few shots to the body, and the mission ends. ------------------------------------------------------------------------------ INTERMISSION: You'll get another chance to set up your wanzer at the Hangar. Also, E.D.G.E. will be reactivated so you can use it again for this mission. Customize your unit in any way you see fit, but you'll need to use four-legged parts to do the next mission. ------------------------------------------------------------------------------ Mission 13 - Defense of Constantine ------------------------------------------------------------------------------ Mission Type: Wanzer Sensors: 20 Emblems: 3 Optional Objectives: 1. Kill 30 enemies without disrupting the mission. Setup Requirements: Frame Parts - Four-Legged Legs Support Parts - None Attacking Parts - Ranged Weapons Enemy Composition ------------------------------------------------------------------------------ Name Enemy Type Money ------------------------------------------------------------------------------ Ballistic Wanzer Wanzer 100 Brawler Wanzer Wanzer 100 Engineer Wanzer Wanzer 100 Light Assault Wanzer Wanzer 100 Medium Assault Wanzer Wanzer 100 Sniper Wanzer Wanzer 100 Wasp Gunship Helicopter 75 Osprey Dropship Helicopter 100 Guide: At the start of the mission, you'll have to fend off some wanzers and Osprey Dropships. Use this time to build up your E.D.G.E. gauge and save it...you'll need it for later. After eliminating the initial enemy forces, you'll have to travel to the base of Constantine next. On the bridge, some Wasp Gunships and Light Assault wanzers will come and greet you with bullets. Get rid of them and move towards the entrance gates. When the gates open, you'll have to get rid of a wanzer squad. Once that's done, head inside the facility. Inside the facility, you'll have to wait for a bit until Amy unlocks the gate that leads to where the allied forces are. Once the gate opens, you'll need to take out five Ballistic wanzers fighting some allied forces. Help them out and send the enemy units to the junkyard. Press forward to the next area when you're done and take the elevator up. Go out the door and you'll see enemy and allied wanzers going at it. An Osprey Dropshop will also show up to drop down some more wanzers. Once you kill them, you'll have another boss fight. ------------------------------------------------------------------------------ Boss - Cornelius Werner in Caballus(Medium Assault) Weapon Loadout: Special Attacks: Machine Gun None Pile Bunker None Missile Launcher x 2 Missile Barrage (single, group, large) E.D.G.E. None ------------------------------------------------------------------------------ Boss Strategy: Cornelius shows up once again and this time, he has some new tricks up his sleeve. He starts off the fight hovering in the air with the same attacks as last time. Remember to dodge the grouped missile launches and shake off the single missile launches by dashing. You won't be able to dash that far with a four-legged part, so watch your energy gauge. Once the Caballus is at 60% or less armor, it will drop on the ground and shift to its second phase. On the ground, Cornelius uses a different set of attacks that includes his sword-shaped pile bunker. With this, he'll use E.D.G.E. to get close and try to slash you. This is an extremely powerful attack that can kill you in just two hits. Needless to say, you'll want to dodge this one at all costs. Aside from his pile bunker, Cornelius will dash around and shoot at you with his machine gun. He'll do this attack in-between his E.D.G.E. activations so you have some time to get to a repair pick-up to survive his pile bunker slash. After Cornelius has less than 50% of his armor left, he'll use a new kind of missile attack - large missiles. These missiles are big and slow, but if they connect, deal a scary amount of damage. One large missile is enough to blow off your arm parts, and two of these can potentially destroy you. Luckily, you can shoot these missiles down with your guns. You better get used to it because Cornelius will start launching two large missiles after phasing out of E.D.G.E. The battle ends once the Caballus has lost 75% of its armor. ------------------------------------------------------------------------------ ACT V - Syria [SYRI] ------------------------------------------------------------------------------ Another long scene will play out before you can get back to customization. At the Hangar, Amy has some new updates including the new Tiran and Zenith wanzers, and the new Anti-Missile backpack. You'll also have the Zephyr G part equipped so thank Amy for that. Once you're done with your setups, head out to battle. ------------------------------------------------------------------------------ Mission 14 - Steps of Trinity ------------------------------------------------------------------------------ Mission Type: Gunship (first half), Wanzer (second half) Sensors: 20 Emblems: 3 Optional Objectives: 1. Destroy all enemies during the gunship mission. 2. Destroy 40 communications relay stations. 3. Kill 70 enemies without disrupting the mission. Setup Requirements: Frame Parts - Two-Legged Legs Support Parts - None Attacking Parts - Ranged Weapons Enemy Composition ------------------------------------------------------------------------------ Name Enemy Type Money ------------------------------------------------------------------------------ Ballistic Wanzer Wanzer 100 Brawler Wanzer Wanzer 100 Medium Assault Wanzer Wanzer 100 Heavy Assault Wanzer Wanzer 100 Sniper Wanzer Wanzer 100 Centipede Tank Tank 50 Wasp Gunship Helicopter 75 Missile Turret Gun Turret 75 Guide: It's gunship time! This will be your longest gunship mission and by default, your hardest. It will also be the most exciting one so have fun and enjoy the scenery in Syria! The general flow of the mission is similar to the first one in that you'll have to help allied wanzers get past enemy forces. You'll also be in charge of cleaning up any enemy forces that you come across. For sensor hunters, pay very close attention to this whole section. There's plenty of sensors to be found along the cozy ride to Trinity. Once the gunship lands, you'll be back inside your wanzer. The enemies will put out a nice welcoming party in the form of a wanzer squad. Kick them out of the party and head to the tunnel located North of the landing zone. In the next area, a few Sniper and Brawler wanzers will crash the party. Take them down and some Wasp Gunships will make their entrance. Eliminate them and any wanzers that are nearby. When you're done, head to the old ruins and open the door. You'll have to watch another scene once it ends, another boss battle... ------------------------------------------------------------------------------ Boss - Marcus Seligman in Apollo's Chariot 01(Ballistic) Weapon Loadout: Special Attacks: Knuckle x 2 Double Punch, Tackle, Missile Tackle Missile Launcher x 2 Burst Missile, Missile Tackle Boss - Gloria Leguizamo in Apollo's Chariot 02(Brawler) Weapon Loadout: Special Attacks: Rod Melee Chain (2-Hit, 3-Hit) Shield Melee Chain (2-Hit), Shield Tackle Boss - Pia Simpson in Apollo's Chariot 03(Sniper) Weapon Loadout: Special Attacks: Bazooka Melee Bash Grenade Launcher None Boss - Megan Chamberlain in Apollo's Chariot 04(Heavy Assault) Weapon Loadout: Special Attacks: Shotgun x 2 None Gatling Gun None ------------------------------------------------------------------------------ Boss Strategy: ...against all four members of Apollo's Chariot! This will no doubt be your toughest battle to date. Although Marcus, Gloria, Pia, and Megan don't have any new tricks up their sleeve, the odds are definitely stacked against you. Don't even think about rushing up to all four of them unless you want to die. Rather, you'll need to isolate them by camping by some cover and attacking the ones who come to you first. In almost all cases, this will be Gloria. If you recall, she only uses melee weapons so take her down first. Once Gloria goes down, you can either target Marcus or Megan next. Taking out Marcus will make it easier to concentrate on the other two. But, eliminating Megan means you can coast through the rest of the battle without fear. Pia is dangerous, but only when she's not alone. When she is alone, destroying her is a simple task. This will be a long battle in any case, so don't be afraid to use the pick-up items in the battlefield. ------------------------------------------------------------------------------ Mission 15 - Tower of Babel ------------------------------------------------------------------------------ Mission Type: Wanzer (first half), Infantry (second half) Sensors: 20 Emblems: 3 Optional Objectives: 1. Destroy all data jamming devices. 2. Locate all data keys. 3. Kill 50 enemies without disrupting the mission. Setup Requirements: Frame Parts - Two-Legged Legs Support Parts - None Attacking Parts - Ranged Weapons Enemy Composition ------------------------------------------------------------------------------ Name Enemy Type Money ------------------------------------------------------------------------------ Ballistic Wanzer Wanzer 100 Brawler Wanzer Wanzer 100 Engineer Wanzer Wanzer 100 Medium Assault Wanzer Wanzer 100 Heavy Assault Wanzer Wanzer 100 Centipede Tank Tank 50 Mantis Tank Tank 50 Wasp Gunship Helicopter 75 Ballistic Soldier Infantry 25 Machine Gun Soldier Infantry 25 Shotgun Soldier Infantry 25 Guide: For the first half of your journey into the heart of the Tower of Babel, you will be inside your wanzer. Godwin will join you as your ally and will lead the way into the base of the orbital elevator. There will be a ton of wanzers to go through along the way...and some tanks, helicopters, and even soldiers! Be sure to use Godwin to absorb some of the punishment for you if things are getting a bit out of control. You'll eventually reach the base of the orbital elevator and at this point, Jed and Yung will join you. A wanzer squad will also attack you at this time so get rid of them in any way you see fit. Once they're down, you'll have to watch a brief scene next. Inside the orbital elevator, you'll have to take out the enemy force guarding the facility. The next half of the mission will begin on foot once you defeat the enemy force. Your objective is to reach the control room at the top level of the facility. Aside from the enemy soldiers, the trek to the top is pretty straightforward. Kill all soldiers by the control room to end the mission. ------------------------------------------------------------------------------ INTERMISSION: Before you head off into outer space, Amy will give you some final updates on new gear at the Hangar. She'll specifically mention two new wanzers that can be bought, the Anakuma and the Zephyr EX. You won't get another chance to set up your wanzer so give it your all and make the best ride you can! ------------------------------------------------------------------------------ Mission 16 - Vritra ------------------------------------------------------------------------------ Mission Type: Wanzer Sensors: 20 Emblems: 3 Optional Objectives: 1. Kill 20 enemies without disrupting the mission. Setup Requirements: Frame Parts - Two-Legged Legs Support Parts - None Attacking Parts - Ranged Weapons Enemy Composition ------------------------------------------------------------------------------ Name Enemy Type Money ------------------------------------------------------------------------------ Ballistic Wanzer Wanzer 200 Brawler Wanzer Wanzer 200 Medium Assault Wanzer Wanzer 200 Sniper Wanzer Wanzer 200 Cannon Turret Gun Turret 75 Guide: Unlike all of the previous missions, this one starts off immediately with a boss fight after watching the introductory scenes. ------------------------------------------------------------------------------ Boss - Cornelius Werner in Caballus(Medium Assault) Weapon Loadout: Special Attacks: Machine Gun None Pile Bunker None Missile Launcher x 2 Missile Barrage (single, group, large, multi) E.D.G.E. None EMP Field None ------------------------------------------------------------------------------ Boss Strategy: This is your last encounter with Cornelius and without a doubt, is tougher than the first two. Cornelius starts off hovering like he does in the last two battles. Remember to get the dash button ready as he activates E.D.G.E. to dodge the incoming missile barrage. Then, let loose on him as he phases out of E.D.G.E. Keep the attack up until his armor drops to 75% and he will drop to the ground, switching to his second phase. Cornelius' second phase is the same as the previous encounter in that he uses his pile bunker along with E.D.G.E. to cut you up into pieces. Don't forget to shoot down the two large missiles he launches after he exits E.D.G.E. or else you might suffer a quick death. If you dodge his melee, use E.D.G.E. and pound Cornelius while he remains stationary. Keep the pressure up and at 25% armor left, he will hover in the air again and switch to his final phase. In the third and final phase, you won't have to deal with that deadly pile bunker. However, Cornelius will use a multi-missile barrage in which a dozen or so missiles are launched, including some large missiles. If you're finding it hard to dodge them all, use any ranged weapons you've equipped to shoot down the missiles. You can also use E.D.G.E. to help you shoot them down if you're having problems. Lastly, Cornelius will also use EMP fields that can temporarily disable you for a few seconds. Considering the amount of damage he does with either his machine gun or missile launchers, you don't want to be caught in one while he's attacking. If you have any energy in the E.D.G.E. gauge left, use it all up and blast Cornelius into oblivion. Guide (continued): After Cornelius goes down, you'll have to find a way to get to Vritra's core. Find one of the two tunnels and go through them to reach Vritra's exterior. To get to the core, you'll need to go through long walkways to the Northeast of the tunnels. You will have to fight some wanzers along the way. These ones are the strongest in the game, so don't let your guard down. Don't forget to use Jed as a distraction too...but he won't help you out forever. When you pass by the long bridge halfway in the walkways, Jed will leave you. Once Jed leaves, go North and you'll be attacked by two Cannon Turrets along with Brawler and Ballistic wanzers. They can kill you rather quickly if you stay there, so head back to the bridge and wait there. Take out the Brawler wanzers that come to you, then eliminate the Cannon Turrets and Ballistic wanzers. Next, move to the North end of the walkway and jump to the central area where Vritra's core lies. A few more wanzers will appear to greet you, so be sure to return the favor. Once you're all done, head into the core... ------------------------------------------------------------------------------ Mission 17 - No Borders ------------------------------------------------------------------------------ Mission Type: Wanzer Sensors: None Emblems: None Optional Objectives: None Setup Requirements: Frame Parts - Two-Legged Legs Support Parts - None Attacking Parts - Ranged Weapons Guide: A long scene will play out when you start this mission. After it ends, you'll have to fight a boss. ------------------------------------------------------------------------------ Boss - SCION Weapon Loadout: Special Attacks: Laser Cannon None Missile Launchers None EMP Field None Boss - Adela Seawell in Frost(Medium Assault) Weapon Loadout: Special Attacks: Machine Gun None Shotgun None ------------------------------------------------------------------------------ Boss Strategy: If you're thinking of using E.D.G.E. in this fight, don't. This fight is an easy one and you'll want to save it for the next one. Anyhow, you'll have to fight SCION and Adela. SCION won't really attack you at the start, so you can go after Adela without worry. Adela doesn't have anything that can threaten you, but she is an annoyance that has to be dealt with. Once you disable her, SCION will likely be attacking by now. Go after it next. SCION only has two offensive attacks - a laser cannon that it charges before firing, and some missiles that it launches. It also has the EMP fields that you saw with Cornelius as well. Anyhow, the way to defeat it is by attacking the generator core when its exposed...and it only exposes itself when firing its laser. All you need to do is wait until you see energy forming up and as the beam materializes, start dashing and shooting at its core. When it stops firing, go all-out at it. Rinse and repeat until the core is destroyed. Guide (continued): After defeating SCION, watch the scene that occurs. Then, get ready for the final battle... ------------------------------------------------------------------------------ Boss - SCION Weapon Loadout: Special Attacks: Laser Cannon None Pulse Cannon None Missile Launchers None Claws Claw Stomp, Claw Pincer ------------------------------------------------------------------------------ Boss Strategy: In SCION's full form, you'll have your hands full dealing with its claws and its seven generator cores. The main core can still launch its missiles, but that's not really a problem here. The real threat are its claws; not only can they do very damaging melee attacks, but they're also equipped with laser and pulse cannons. The laser cannons are similar to SCION's main core laser, with the main difference being that you won't see them charging up. Aiding it are pulse cannons, which fire small but powerful energy pulses. SCION's attack pattern, fortunately, is really easy to remember. SCION will always start off firing waves of missiles, do a melee attack with its claws, then use either its laser or pulse cannon at you. Dodging them isn't a tall order...as long as you have energy to use for dashing. And that's going to be awfully hard given how long SCION's laser cannon or pulse cannon can go on for. Its melee attacks can instantly destroy your arm and leg parts in a mere hit, which can spell game over if you do get hit by them. To beat SCION, start off by destroying the four generator cores by its main core. Going after them first will make your life a little easier and you can better avoid its melee attacks while you're concentrating on them. Dodging the stomp is just a simple dash away from it, but when it's using the pincer attack, jump up to dodge the attack. If you've been saving E.D.G.E., use it and watch those generator cores go up in flames! Once all seven are gone, you'll have to destroy the generator core by its chest. Its only attack will be the same one you saw in the previous battle...the charged up laser. It's the final battle so don't hold anything back! ------------------------------------------------------------------------------ 4. MULTIPLAYER MODE [MULT] ------------------------------------------------------------------------------ When you're done playing the single player campaign, dive into the online multiplayer and duke it out with your friends! The gameplay in this mode uses Wanzer Mode, so don't expect to get out of your wanzers and try fighting on foot! Well, there might be some downloadable content (DLC) that might make it possible in the near future... Anyhow, get out there and play online, soldier! ----- NOTES ----- 1. The parts that you have earned in the single player campaign CANNOT be transferred to online multiplayer. Likewise, any parts that you have earned in online multiplayer CANNOT be transferred to the single player campaign. Also, all parts in online multiplayer have different statistics from their single player campaign counterparts. 2. To gain new parts, weapons, and battle skills in online multiplayer, you must play ranked matches and increase your rank. To raise your rank, you must accumulate EXP from doing various actions in ranked matches. Some of these actions include killing players in a certain way, using backpack functions, etc. 3. Ranked matches are randomized based on your current rank and equipment. Yes, you read that right...ranked matches are randomized! Don't be surprised if you don't see any of your friends playing with you in the same match. if you're lucky, you might have a friend or two playing alongside you. To play a match on your own terms, use the player match option. Although you can't get EXP in here, at least you'll be assured that your friends will be playing you. 4. While you have a few parts to start, use one of the pre-built setups. It will make gaining EXP a LOT easier during ranked matches until you can raise your ranks and get new gear to play with. Not only does the pre-built setups come with better gear, but you'll have less problems fending off any higher ranked opponents in a ranked match. 5. The maximum player cap for a match is eight players. On the team-oriented modes, it's four players per team. Hopefully there will be a DLC to raise this limit to eight players... ---------- GAME MODES ---------- Front Mission Evolved's online multiplayer offers four different game modes. DEATHMATCH: If anyone has ever played a video game and any online multiplayer modes it might have, this will be very familiar to you. In Deathmatch, all you do is rake as many kills possible against the other players in the match. There is no limit on who you can attack and destroy - just go in and take out whoever you see! TEAM DEATHMATCH: This is basically Deathmatch, but played on teams of up to four players max. Again, if you've played online multiplayer games before, you'll be familiar with this particular mode. So, help your team members and rack up the kill count as high as possible! DOMINATION: One of the two territorial based modes, Domination pits two teams in a race to take control of gun turrets around the map. Once a gun turret has been activated, it will aid your team when members from the opposing team are in striking range. Scoring works by capturing a turret and keeping it alive. If a turret gets destroyed, you'll have to find a new turret to capture. SUPREMACY: One of the two territorial based modes, Supremacy pits two teams in a race to take control of small nodes. This mode is very similar to Domination in that scoring works by capturing a node and protecting it from the opposing team. Supremacy differs in one major aspect though - these nodes cannot aid your team in fending off the enemy team! ------------------------------------------------------------------------------ 5. CREDITS [CRED] ------------------------------------------------------------------------------ Thanks to: - GameFAQs obviously - opfer_gv and other posters for collecting and sharing data about the game - Square Enix for the Front Mission series This FAQ copyright 2010 to Angelo Pineda. Redistribution in any form, including reprinting in electronic or print media, without express permission of the author is strictly forbidden.