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    FAQ/Walkthrough by LegaiaRules

    Version: Final | Updated: 11/26/12 | Search Guide | Bookmark Guide

    FRONT MISSION 1ST
    FAQ/WALKTHROUGH
    VERSION FINAL(2.50)
    By Angelo Pineda(rpger77@yahoo.ca)
    
    VERSION HISTORY
    ---------------
    
    26-11-2012 - Minor clean-up.
    19-11-2012 - Made numerous updates to winning and losing conditions. Fleshed
    out details on recruiting optional characters in the O.C.U. scenario.
    25-4-2012 - Minor fixes.
    22-4-2012 - Grammar corrections made and further fleshed out Secrets section.
    17-3-2011 - Minor fixes.
    17-11-2010 - Fleshed out Secrets section.
    12-2-2009 - Cleaned up information. Added some details forgotten from the
    previous update.
    12-12-2007 - Grammar corrections made. Additions made to information for 
    various sections. Guide complete.
    26-11-2007 - 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]
    ------------------------------------------------------------------------------
    3. O.C.U. SCENARIO						[OCUS]
    ------------------------------------------------------------------------------ 
    4. U.C.S. SCENARIO						[UCSS]
    ------------------------------------------------------------------------------
    5. ARENA							[AREN]
    ------------------------------------------------------------------------------
    6. SECRETS							[SECR]
    ------------------------------------------------------------------------------
    7. 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
    -------------
    
    Finally, the original Front Mission gets an official Western release after 
    waiting for more than a decade since the Japanese release! To those who are
    who are looking for a full walkthrough of the game, this guide is for you. 
    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 1st, titled "Front Mission" for
    the game's North American release on the Nintendo DS. This guide is meant to
    be used alongside my beginner's guide on GameFAQs. Only specifics about the
    game's material will be covered in this guide. Do not send me e-mails about
    material that is already in the beginner's guide as I will simply delete it.
    With that said, let's move onto the main attraction!
    
    ------------------------------------------------------------------------------ 
    2. BASICS							[BASE]
    ------------------------------------------------------------------------------ 
    
    This will be brief as most of the game's mechanics have been explained in my
    beginner's guide. You should also consider reading the manual for additional
    help. This is one of those games that you need to go through the manual first
    before playing it. If you don't know where my beginner's guide is located,
    go to GameFAQs.
    
    CONTROLS GUIDE
    --------------
    
    (Outside of Battle)
    
    Directional Pad - Select command/increase or decrease buying and selling 
    amount/switch selected unit.
    Start Button - Skip opening scene/access main menu.
    A Button - Confirm command/advance text window.
    B Button - Cancel command/close window.
    X Button - View item help information in shops.
    L + R + Start + Select Buttons - soft reset(press + hold all buttons).
    
    (In Battle)
    
    Directional Pad - Move cursor/select command.
    Start Button - Open system window.
    A Button - Confirm command/advance text window.
    B Button - Cancel command/open command window/speed up text and cursor 
    movement(press + hold the button).
    X Button - View select unit's machine.
    Y Button - Toggle Free Cursor Mode(used to freely move around and access any
    unit's data on the battlefield).
    L Button - Switch selected unit.
    R Button - Switch selected unit.
    L + R + Start + Select Buttons - soft reset(press + hold all buttons).
    
    (World Map)
    
    Directional Pad - Select location.
    A Button - Move to selected location/enter location.
    B Button - Select new location(after moving to selected location)/return to 
    previous location(exit World Map).
    L + R + Start + Select Buttons - soft reset(press + hold all buttons).
    
    If you are not in the mood to use buttons, use the stylus instead. It has the
    same functionality as many of the buttons except for a few like soft reset.
    To access the menus and commands with the stylus, simply point or slide it by
    the desired menu or command.
    
    PAINT SCHEMES
    -------------
    
    White 0
    Green 0/1/2/3/4/5/6
    Red 0/1/2
    Blue 0/1/2/3/4
    Gray 0/1/2/3
    Brown 0/1/2/3
    Black 0/1/2
    Purple 0/1/2/3
    Yellow 0/1/2/3
    Pink 0/1
    Bronze 0/1
    Orange 0
    
    While not a major factor for playing the game, feel free to give your wanzers
    a new paint scheme. That's a part of the fun behind customization and the 
    game in general!
    
    SETUP TIPS
    ----------
    
    1. Choose parts wisely. While most parts are balanced, there are some that
    really stand out in terms of overall effectiveness. These are the kind of 
    parts that you should be looking at when making a wanzer. Even if you are
    creating a specialized Attacker build, having extra Power helps if using 
    better parts.
    
    2. Don't simply buy part upgrades at the Shop. Since part upgrades come on a
    regular basis, the new parts are generally slightly better than the ones you
    currently have. Hold off buying parts unless they have noticeable increases
    in stats. For example, you should wait for the next upgrade if an Arm part
    only has a 4 HP increase.
    
    3. Buy Leg parts of leg types other than Normal. Normal leg types, for the
    most part, are rather average in terms of movement. With other leg types, you
    can get better movement on various terrain and thus achieve better results on
    the battlefield. Normal leg types, however, are best in terms of traversing
    between different elevation levels.
    
    4. Stick with multiple hit weaponry when choosing Short and Long weapons. As
    the damage calculations are static rather than proportional for improving Job
    class proficiency, it pays to use weapons that hit more than once. Early on,
    this isn't a big issue as your pilots' proficiencies won't be high. However,
    once they start to learn Battle Skills, then a weapon that does 8 x 5 can do
    as much as 75-85 per round at 9999 EXP in a Job class. In contrast, a weapon
    that outputs 90 x 1 will be capped at 210-220 at 9999 EXP.
    
    MISSION TIPS AND TACTICS
    ------------------------
    
    1. Adjust to mission conditions when necessary. It pays to know what type of
    weapons to use or what leg types to equip for greater movement. Never stay
    with the same setup even if you are overwhelming your enemies.
    
    2. Always carry items. Repair items will never become useless and support 
    items such as Chaff Grenades have uses even later in the game. Even the B.A.
    Mines has some value on the battlefield.
    
    3. Do not underestimate the usefulness of a Shield. Shields may not seem too
    useful at first, but they certainly do once enemies begin to hit harder. Have
    at least one equipped on every unit.
    
    4. O.C.U. scenario only: Make use of the supply truck's features. Restoring
    destroyed parts and reloading ammo aren't the only features that the supply
    truck is good for.
    
    5. U.C.S. scenario only: Make use of the Riff Backpack's features. Do not 
    forget that it comes with a built-in repair feature, which will help in cases
    where your units have no more repair items left.
    
    6. Prioritize unit destruction. Analyze the enemy squads and identify which
    ones pose the biggest threat. Sending a group of Melee units towards an enemy
    squad with Missileers are a bad idea.
    
    7. Stay clear of mobile weapons. Mobile weapons have no problems in taking
    down units within attack range. Until you have eliminated most of the enemies
    on a mission, don't attack a mobile weapon.
    
    8. O.C.U. scenario only: Stick with a core team for missions. Since missions
    generally allow up to 11 units to be deployed, have a core team of six units.
    This way, you can plan out who fights in missions more easily.
    
    9. U.C.S. scenario only: Stay together for missions. You cannot afford to 
    make many mistakes with so few units to use in missions. Attack and move in
    one group will ensure better survival rates during a mission.
    
    10. Both scenarios: Keep the commander unit alive. While game overs normally
    occur when all units are destroyed, they will happen if Royd or Kevin are 
    destroyed in battle.
    
    ENEMY TIPS AND TACTICS
    ----------------------
    
    Named Pilots: Named pilots are essentially stronger versions of Commanders.
    Their Job proficiency in all classes is the highest among the enemy types and
    they normally have skills equipped. They are the toughest enemy type because
    of these. Fortunately, named pilots are rarely encountered throughout both
    scenarios. Treat them as you would with a Commander, but with more caution.
    
    Commanders: Commanders are pilots balanced in all Job classes. Commanders are
    easily identifiable as they pilot stronger units compared to the other enemy
    types. This enemy type is certainly strong, but they are not significantly
    more tougher than the other enemy types. Commanders may have skills equipped
    so do take care when fighting them on the battlefield.
    
    Attackers using Melee: This type of Attacker specializes only in the Melee 
    class and uses Melee weapons. Melee Attackers are recognizable as they tend
    to equip units with high HP and Defense. This enemy type is dangerous if left
    alone on the battlefield, but they are at a disadvantage due to their Melee
    usage. Melee Attackers are a lot more dangerous if they have skills though.
    
    Attackers using Short: This type of Attacker specializes only in the Short
    class and uses Short weapons. Short attackers are recognizable as they tend
    to equip units with high HP and Move. This enemy type is more dangerous than
    its Melee counterpart due to how Short weapons work, especially if skills are
    equipped. Short Attackers take priority over Melee Attackers in this regard.
    
    Missileers: Missileers are pilots that specialize only in the Long class and
    use Long weapons. Missileers are recognizable as they tend to equip units 
    with three or more weapons. This enemy type is the most dangerous one outside
    named pilots and Commanders due to their long-range weaponry. Priority-wise,
    always concentrate on Missileers first until there are none left.
    
    Carriers: Carriers are pilots that specialize only in the Dodge class and use
    support vehicles. Carriers do not possess much of a threat and since many are
    in supply trucks, they go down fast. Save this enemy type for last when all
    other enemies are destroyed. Many of these appear on the O.C.U. scenario but
    are they rarely encountered in the U.C.S. scenario.
    
    Helicopters: Helicopters are pilots that specialize in both the Short and
    Long class, though moreso with Long. Pilots use helicopters equipped with 
    both Short and Long weapons, though the helicopters have poor durability. Due
    to this, Helicopters should be lower on the priority list as opposed to an
    Attacker or Missileer. This enemy type is exclusively on the U.C.S. scenario.
    
    Other: Other enemies are generally named ones that do not fall under any 
    enemy type. To identify their enemy type, look at their composition and their
    proficiency in all Job classes.
    
    ****READ THE FOLLOWING BEFORE PLAYING****
    
    ------------------------------------------------------------------------------
    Mission - mission number and location
    ------------------------------------------------------------------------------
    
    Enemies - how many enemy units are in the mission.
    Bosses - how many boss units are in the mission.
    Units - how many player units can be deployed in the mission.
    Allies - how many ally units are in the mission.
    Money - amount of money gained from mission completion.
    Difficulty - how hard or easy the mission is(out of 5*).
    Winning Condition - conditions for completing the mission.
    Losing Condition - conditions for failing the mission.
    
    Strategy - notes on how to beat the mission.
    
    Enemy Composition - enemy data. See below:
    
    Unit type - Total x number
    MV:    Lv:		Weapon Loadout:
    Body -			weapon type(weapon name) - range, ammo
    Arms -
    Legs -
    Jobs:			Skills: 
    Melee - 
    Short - 
    Long - 
    Dodge - 
    
    ------------------------------------------------------------------------------
    
    Difficulty Notes:
    
    * - A very easy mission. Basic tactics such as attack, movement, and counters
    are more than enough to complete these missions. You have to try very hard to
    actually fail them and I'm being very honest here.
    
    ** - An easy mission. Basic tactics still work well, but don't make too many
    mistakes. You may have to update your loadouts if you experience some trouble
    in completing the mission. Nonetheless, you can safely breeze through them if
    you come prepared.
    
    *** -  An average mission. Missions of this caliber are not that simple to 
    clear and have a number of tough spots. You will have to update your loadouts
    to the most recent gear that you can purchase at the Shop/Hangar. Basic 
    tactics will work, but you may have to apply advanced tactics to survive.
    
    **** - A hard mission. You will not only have to update your loadouts to the
    most recent gear, but go for the best ones in stock. Equipping items is also
    recommended to increase your chances of survival. You will need to apply both
    basic and advanced tactics to clear these missions.
    
    ***** - A very hard mission. You need to really go for the best parts when 
    customizing your units and equipping items is mandatory. Apart from applying
    tactics, you need to plan out your course of action in regards to the enemies
    and mission conditions. You might need a bit of luck to clear this mission.
    
    ------------------------------------------------------------------------------
    
    Shortened Weapon Names:
    
    Machine Gun	  - MG
    Vulcan		  - VN
    Shotgun		  - SG
    Flamethrower	  - FT
    Rifle		  - RF
    Cannon		  - CN
    Punch		  - PC
    Rod		  - RD
    Shield		  - SD
    Bazooka		  - BZ
    Grenade Launcher  - GR
    Missile Launcher  - MS
    Rocket Launcher   - RK
    
    ****READ THE ABOVE BEFORE PLAYING****
    
    ------------------------------------------------------------------------------
    3. O.C.U. SCENARIO						[OCUS]
    ------------------------------------------------------------------------------
    
    Before starting the actual game, the game will ask you if you wish to play
    the tutorial. If you are new to Front Mission, it would benefit you a lot to
    play it. After completing the tutorial, you will be able to choose which
    scenario you want to play. If you are a new player, play this scenario first.
    If you already have experience with Front Mission or have played this entry
    through the earlier Super Famicom, WonderSwan Color, or PlayStation versions,
    then skip to the U.C.S. scenario.
    
    ------------------------------------------------------------------------------
    Tutorial - Training Grounds
    ------------------------------------------------------------------------------
    
    Enemies: 1
    Bosses: 1
    Units: 1
    Allies: 0
    Money: 0
    Difficulty: *
    Winning Condition: Pass the qualification test.
    Losing Condition: Fail the qualification test.
    
    Strategy:
    
    This is a really simple qualification test and failing doesn't equate into a
    game over per se. Follow Glen's orders and you will pass the test. First, 
    Glen will ask you to move to a certain square. Use this time to experiment 
    with movement and how different terrains work. Once you move to that square,
    you will have to fight a Gust next. Attack the enemy once with all three 
    weapons equipped: Zenith Punch, PAP 55, and Bone. Afterwards, finish off the
    Gust and you will have to fight Glen. While it is optional, try using an item
    as Glen recommends. Apply what you've learned against Glen to pass the test.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Glen Duval in Zenith/Mad Lecter(Attacker)
    MV: 15 Lv: 1		Weapon Loadout:
    Body - 33		MG(Raptor), 1-1
    Arms - 24		MG(Raptor), 1-1
    Legs - 26
    Jobs:			Skills: None.
    Melee - 9	
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Computer AI in Gust - Total 1
    MV: 15 Lv: 1		Weapon Loadout:
    Body - 21		MG(Gust), 1-1
    Arms - 16		MG(Gust), 1-1
    Legs - 18
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    After choosing the name and callsign for Royd, watch the opening scenes and 
    you will be in the first mission.
    
    ------------------------------------------------------------------------------
    Mission 1 - Larcus Factory
    ------------------------------------------------------------------------------
    
    Enemies: 4
    Bosses: 1
    Units: 2
    Allies: 2
    Money: 0
    Difficulty: *
    Winning Condition: All enemy machines except Driscoll destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    This first mission is relatively simple and you get an ally in the form of
    the OCU Soldier. Don't bother trying to protect Karen; she is programmed to
    die at the end of turn two. All you need to do is eliminate the enemy units
    apart from Driscoll. Don't bother trying to attack him for now...you're not
    supposed to fight him yet. The game will continue regardless if you win or
    lose, so take this time to familiarize yourself with the game's features. If
    you want to gain some EXP, leave the OCU Soldier out of the battle.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Driscoll in Type 11DS Raven(Attacker)
    MV: 40 Lv: 14		Weapon Loadout:
    Body - 250		PC(Type 11 Claw B), 99 x 1, 1-1
    Arms - 250(L)/110(R)	MG(Uranio), 19 x 3, 1-1	
    Legs - 250
    Jobs:			Skills: 
    Melee - 32		Stun III
    Short - 30		Speed I
    Long - 31
    Dodge - 31
    ------------------------------------------------------------------------------
    Attacker in Gust - Total 2
    MV: 21 Lv: 1		Weapon Loadout:
    Body - 21		MG(Gust), 1-1
    Arms - 16		MG(Gust), 1-1
    Legs - 18
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Missileer in Calm - Total 2
    MV: 12 Lv: 1		Weapon Loadout:
    Body - 24		PC(Calm), 1-1
    Arms - 19		PC(Calm), 1-1
    Legs - 21		MS(Piz 3), 3-4, 3 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Allies:
    
    Karen Meure in Zora 3A/Danger Lady(Attacker)
    MV: 15 Lv: 4		Weapon Loadout:
    Body - 30		MG(Raptor), 1-1
    Arms - 24		PC(Zenith), 1-1
    Legs - 26		
    Jobs:			Skills: None.
    Melee - 9		
    Short - 12		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    OCU Soldier in Zenith(Missileer)
    MV: 13 Lv: 1		Weapon Loadout:
    Body - 33		MG(PAP 55), 1-1
    Arms - 24		PC(Zenith), 1-1
    Legs - 26		MS(MGR-1B), 3-5, 2 ammo
    Jobs:			Skills:
    Melee - 9		Repair S(Item, 3)
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Once the mission ends, some scenes will play out. When you regain control, an
    Arena match will commence. The outcome doesn't matter as the game progresses
    regardless if you win or lose. If you do want to win, use the Piz 3 once or
    twice and finish the match using the Raptor. After the match, you will meet
    Colonel Guri B. Olson and he is kind enough to supply you with 1000 to spend.
    Go to the Shop and upgrade your wanzer before heading to the Military Ward.
    When ready, go to the Military Ward and say YES to Olson. More scenes will
    play out and the next mission will commence.
    
    ------------------------------------------------------------------------------
    Mission 2 - Forest
    ------------------------------------------------------------------------------
    
    Enemies: 8
    Bosses: 0
    Units: 2
    Allies: 3
    Money: 3000 + 1530
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    Apart from getting Ryuji back in the fold, you will have assistance from the
    three new members: Natalie, Keith, and J.J. Start by moving North to help 
    Keith and J.J. destroy all enemies nearby. Once this is done, let the other
    enemy units get close before attacking them. Save a Missile round for the 
    Commander, who will attack from the Northwest. After destroying the incoming
    enemy units, go after the last unit camping out to the Western portion of the
    map.
    
    Salvaged Items:
    
    Zora 3A(Arm)
    Raptor(Machine Gun)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in Zora 3A - Total 1
    MV: 17 Lv: 1		Weapon Loadout:
    Body - 30		MG(Siege), 1-1
    Arms - 22		PC(Zora 3A), 1-1
    Legs - 24		MS(Piz 3), 3-4, 3 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Attacker in Calm - Total 5
    MV: 12 Lv: 1		Weapon Loadout:
    Body - 24		PC(Calm), 1-1		
    Arms - 19		MG(Raptor), 1-1		
    Legs - 21
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Missileer in Gust - Total 2
    MV: 21 Lv: 1		Weapon Loadout:
    Body - 21		PC(Calm), 1-1
    Arms - 19		PC(Calm), 1-1
    Legs - 18		MS(Piz 3), 3-4, 3 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9 
    ------------------------------------------------------------------------------
    
    Allies:
    
    Natalie F. Blakewood in Husky Mk.III/Primrose
    MV: 17 Lv: 1		Weapon Loadout:
    Body - 39		MG(Siege), 1-1	
    Arms - 24(L)/22(R)	PC(Zora 3A), 1-1
    Legs - 24
    Jobs:			Skills:
    Melee - 9		Repair S(Item, 3)
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Keith Carabell in Galbo/Jerrycan
    MV: 16 Lv: 1		Weapon Loadout:
    Body - 42		MG(Raptor), 1-1	
    Arms - 25(L)/22(R)	PC(Zora 3A), 1-1
    Legs - 24		MS(Piz 3), 3-4, 3 ammo
    Jobs:			Skills:
    Melee - 9 		Repair S(Item, 3)
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    J.J.(Joynas Jeriaska) in Giza/Hunter
    MV: 13 Lv: 1 		Weapon Loadout:
    Body - 45		RF(Sieger), 1-1
    Arms - 26(L)/25(R)	PC(Pabotte), 1-1
    Legs - 27
    Jobs:			Skills:
    Melee - 9		Repair S(Item, 3)
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Head to New Milgan and upgrade Ryuji, Natalie, Keith, and J.J. with better
    gear. When you're done, head to the Military Ward and Olson will assign the
    next mission and do a quick briefing. Exit New Milgan and go to the Crash
    Site when you're ready. Briefing notes are as follows:
    
    Target - Zenith
    Boss Data - None
    Normal Units - 9
    Boss Units - 0
    Supply Trucks - 0
    AT - 242
    DF - 924
    Ace Pilot - Commander Lv. 2
    
    ------------------------------------------------------------------------------
    Mission 3 - Crash Site
    ------------------------------------------------------------------------------
    
    Enemies: 9
    Bosses: 0
    Units: 5
    Allies: 1
    Money: 1000 (Frederick does not survive), 2000 (Frederick survives) + 1970
    Difficulty: ***
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    This mission has a bit of a twist in that you have to protect Frederick. If
    Frederick survives the mission, then your military commission bonus will be
    2000. If you do not, then it will be only 1000. You will not get a game over
    if Frederick is destroyed, so don't fret about it too much. If you do want
    to protect Frederick, you will need to have everyone's wanzers upgraded.
    Split into two groups: one to coevr Frederick and the other to intercept the
    plane's cargo to the Southeast. Frederick will begin to retreat once he is
    attacked.
    
    For the group covering him, make sure at least one of them has a Long weapon
    equipped. Have that unit attack the Commander and Missileer units going for
    Frederick. For the group heading towards the cargo, they will have to deal
    with an enemy toting an Egret. Fortunately, the enemy will only fire it once
    for this mission. Make sure you select Guard for this, which automatically
    will use any equipped Shields that a unit has. You can defend against it by
    selecting the Shield itself, but you won't be able to dodge with it. That's
    all to know about for this mission.
    
    Salvaged Items:
    
    Calm(Body)
    Pabotte(Arm)
    Iguchi Type 5(Rifle)
    Egret(Rocket Launcher)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in Zenith - Total 1
    MV: 14 Lv: 2		Weapon Loadout:
    Body - 33		RF(Iguchi Type 5), 1-1
    Arms - 24		PC(Zenith), 1-1
    Legs - 26		MS(Piz 3), 3-4, 3 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Attacker in Calm - Total 4
    MV: 14 Lv: 2		Weapon Loadout:
    Body - 24		MG(Siege), 1-1
    Arms - 19		PC(Calm), 1-1
    Legs - 32
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Attacker in Pabotte - Total 1
    MV: 14 Lv: 2		Weapon Loadout:
    Body - 36		PC(Zora 3A), 1-1
    Arms - 22		MG(Siege), 1-1		
    Legs - 27
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Missileer in Zora 3A - Total 3
    MV: 15 Lv: 1		Weapon Loadout:
    Body - 30		PC(Pabotte), 1-1
    Arms - 25		PC(Pabotte), 1-1
    Legs - 27		MS(Piz 3), 3-4, 3 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Allies:
    
    Frederick Lancaster in Tendus/Witness
    MV: 15 Lv: 3		Weapon Loadout:
    Body - 27		PC(Tendus), 1-1
    Arms - 22		PC(Tendus), 1-1
    Legs - 24
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Once the mission is over, Frederick joins as the newest member. Return to New
    Milgan and stop by the Military Ward. Olson gives out new orders and you can
    proceed to the next mission. Upgrade Frederick before leaving since he is a
    liability as long as he uses the weak Tendus. When you're set, leave New 
    Milgan and go to the Huffman Highway. Briefing notes are as follows:
    
    Target - Supply Truck
    Boss Data - None
    Normal Units - 10
    Boss Units - 0
    Supply Trucks - 0
    AT - 371
    DF - 1075
    Ace Pilot - Commander Lv. 3
    
    ------------------------------------------------------------------------------
    Mission 4 - Huffman Highway
    ------------------------------------------------------------------------------
    
    Enemies: 10
    Bosses: 0
    Units: 6
    Allies: 3
    Money: 4000 (0-2 supply trucks survive), 7000 (All supply trucks survive)
    + 2340
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    This is another protect mission like the previous one. But, you won't fail if
    some or all of the Supply Trucks are destroyed. The survival of the Supply
    Trucks will affect your military commission, so if you want the full 7000,
    protect them at all costs. The Supply Trucks, fortunately, can take a beating
    before going down. Move everyone close to the Supply Trucks and stay in the
    nearby area. Once enemies are within moving distance to attack, feel free to
    leave the Supply Trucks. Priority should be given to anyone who gets close to
    a Supply Truck, but concentrate on the Missileers first. When the incoming
    enemies have been destroyed, finish off any remaining units on the map.
    
    Salvaged Items:
    
    Zenith(Legs)
    Rayon EL-002(Computer)
    Winee(Rifle)
    Repair S(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in Galbo - Total 1
    MV: 15 Lv: 3		Weapon Loadout:
    Body - 42		MG(Grave), 1-1		
    Arms - 25		RF(Sieger), 1-1		
    Legs - 32
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Attacker in Zenith - Total 5
    MV: 14 Lv: 3		Weapon Loadout:
    Body - 33		MG(Grave), 1-1		
    Arms - 24		RF(Winee), 1-1		
    Legs - 26
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Missileer in Zora 3A - Total 4
    MV: 13 Lv: 2		Weapon Loadout:
    Body - 30		PC(Zenith), 1-1		MS(MGR-1B), 3-5, 2 ammo
    Arms - 24		PC(Zenith), 1-1		
    Legs - 26		MS(Piz 3), 3-4, 3 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Allies:
    
    Peewie Richberg Jr. in Supply Truck 
    MV: 14 Lv: 5		Weapon Loadout:
    Body - 100		MG(Siege), 1-1	
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 10		
    Long - 9
    Dodge - 10
    ------------------------------------------------------------------------------
    OCU Soldier in Supply Truck(Carrier) - Total 2
    MV: 14 Lv: 1		Weapon Loadout:
    Body - 100		MG(Grave), 1-1
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    After the mission is complete, head to Menasa. Make some upgrades and hit the
    Military Ward for some news updates. Next, go to the Arena for a scene with
    someone by the name of Meihua. Challenge her to an Arena match and once you
    win, watch some more scenes. When you're ready to move out, exit Menasa and
    go to Grey Rock.
    
    ------------------------------------------------------------------------------
    Mission 5 - Grey Rock Hospital
    ------------------------------------------------------------------------------
    
    Enemies: 12 + 1 reinforcement
    Bosses: 1
    Units: 6 + 1 (Meihua)
    Allies: 1
    Money: 3240 (No Driscoll + Supply Truck), 7882 (Driscoll), 312 (Supply Truck)
    Difficulty: ***
    Winning Condition: All enemy machines except Driscoll destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    Driscoll, the pilot inside the huge jet-black wanzer from Mission 1, appears 
    again in this mission. Driscoll uses a weaker Arm setup than before, but he
    is still too strong for you to beat. All you have to do is destroy every other
    unit except Driscoll to complete the mission. The mission will also end if you
    destroy all but two enemy units in the mission. You also have assistance from
    an O.C.U. soldier called Paul. There are no bonuses if he lives or dies, so
    you don't have to protect Paul. Just make sure that he doesn't destroy the
    Missileer from the squad he attacks first; the Missileer drops a Piz 8, which
    doesn't appear until later in the game.
    
    Back to the mission at hand, start by destroying everything to the Northwest
    first. Once that's done, move East and finish up the remaining enemy units.
    A supply truck reinforcement will appear by the hospital, but don't bother
    trying to destroy it. The supply truck is programmed to leave if enough enemy
    units are destroyed, you attack it, or one of your units gets close enough to
    Driscoll. Don't bother with Driscoll for now...your chance to beat him will
    arrive later in the game.
    
    Salvaged Items:
    
    Husky Mk.III(Arm)
    Piz 8(Missile Launcher)
    Repair S x 2(Item)
    Repair M(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Driscoll in Type 11DS Raven(Attacker)
    MV: 16 Lv: 40		Weapon Loadout:
    Body - 250		PC(Type 11 Claw C), 15 x 1, 1-1
    Arms - 120		MG(Type 11), 25 x 5, 1-1
    Legs - 250
    Jobs:			Skills: 
    Melee - 32		Stun III
    Short - 30		Speed I
    Long - 31
    Dodge - 31
    ------------------------------------------------------------------------------
    Commander in Giza - Total 3
    MV: 12 Lv: 5		Weapon Loadout:
    Body - 45		PC(Giza), 1-1
    Arms - 26		RF(Winee), 1-1
    Legs - 34		MS(Bone), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    Attacker in Galbo - Total 6
    MV: 16 Lv: 4		Weapon Loadout:
    Body - 42		MG(Grave), 1-1
    Arms - 25		PC(Galbo), 1-1
    Legs - 32
    Jobs:			Skills: None.
    Melee - 9		
    Short - 10		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Missileer in Husky Mk.III - Total 3
    MV: 16 Lv: 4		Weapon Loadout:
    Body - 39		PC(Husky III), 1-1	
    Arms - 24		PC(Husky III), 1-1
    Legs - 30		MS(Bone), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    
    Allies:
    
    Paul C. Greiber in Pabotte II/Rainbow
    MV: 16 Lv: 6 		Weapon Loadout:
    Body - 54		PC(Zigle 6B), 1-1
    Arms - 30		PC(Zigle 6B), 1-1
    Legs - 30		MS(Bone), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    
    Reinforcements:
    
    (turn 3)
    
    ------------------------------------------------------------------------------
    UCS Soldier in Supply Truck - Total 1
    MV: 14 Lv: 1		Weapon Loadout: None.
    Body - 200				
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Watch a lengthy scene after the mission ends and you will be in Grey Rock 
    when it's all over. Start by going to the Bar to recruit Paul, the soldier 
    from the previous mission. Next, select the Find Meihua option and watch the
    scene that occurs with Meihua and Hans. Afterwards, head to the Military Ward
    and the supply truck driver from Mission 4, Peewie, will join. Peewie's supply
    truck comes with a PAP 55 Machine Gun and the Calor Computer. It can hold it's
    own against enemies right now, so don't be scared to send Peewie to the front
    lines. Now, let's scout one more potential recruit for Crows before moving to
    the next mission. 
    
    At the Grey Rock Bar, talk to Herbert. Next, exit Grey Rock and return to 
    Menasa. At Menasa, go to the Bar and talk to Alder. Attempt to hire Alder and
    he challenges you to an Arena match. Beating Alder is rather easy: weaken him
    with a Rifle round then use a Machine Gun to finish the job. If you emerge as
    the victor, Alder will join. Change his setup and when you are ready, head to
    the Forest. Briefing notes are as follows:
    
    Target - SAM Launcher
    Boss Data - Melee 0/Short 0/Long 0/Dodge 45
    Normal Units - 11
    Boss Units - 3
    Supply Trucks - 0
    AT - 876
    DF - 1944
    Ace Pilot - Commander Lv. 6
    
    ------------------------------------------------------------------------------
    Mission 6 - Forest
    ------------------------------------------------------------------------------
    
    Enemies: 14
    Bosses: 0
    Units: 9
    Allies: 0
    Money: 0 (No SAM Launchers destroyed by turn 10), 2000 (One SAM Launcher 
    destroyed by turn 10), 4000 (Two SAM Launchers destroyed by turn 10), 5000
    (All SAM Launchers destroyed by turn 10) + 4486
    Difficulty: ***
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    This is the first timed mission for this scenario. Basically, you have 10
    turns to destroy all three SAM Launchers. You will not fail the mission if
    you don't manage to destroy the SAM Launchers in time. Rather, you will
    receive a deduction depending on how many SAM Launchers you were able to
    destroy in time. If you do not destroy any SAM Launchers in time, you will
    receive no military commission. If you destroy at least one SAM Launcher,
    then you will receive some military commission. You will only receive the
    full 5000 if you manage to destroy all three SAM Launchers in time.
    
    The SAM Launchers are guarded by some enemy units and are placed far from
    each other. The SAM Launchers are best handled by Long specialists due to
    their clear edge in range and the fact that these units have poor durability.
    The SAM Launcher farthest to the Northeast has the least amount of resistance
    so only send one or two units in to that placement. Once the three SAM
    Launchers are taken care of, finish off the remaining enemy units.
    
    Salvaged Items:
    
    Galbo SV(Body)
    Empire(Rifle)
    Repair S(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in Husky Mk.IV - Total 2
    MV: 16 Lv: 6		Weapon Loadout:
    Body - 51		MG(Grave S), 1-1
    Arms - 39		RF(Empire), 1-1
    Legs - 39		RK(Egret), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    Attacker in Galbo SV - Total 6
    MV: 16 Lv: 5		Weapon Loadout:
    Body - 48		PC(Galbo SV), 1-1
    Arms - 36		MG(22sn Leosocial), 1-1
    Legs - 36
    Jobs:			Skills: None.
    Melee - 9		
    Short - 11		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Missileer in Zigle 6B - Total 3
    MV: 16 Lv: 5		Weapon Loadout:
    Body - 42		PC(Zigle 6B), 1-1	RK(Egret), 3-6, 3 ammo	
    Arms - 30		PC(Zigle 6B), 1-1		
    Legs - 30		RK(Egret), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 11
    Dodge - 10
    ------------------------------------------------------------------------------
    Missileer in SAM Launcher - Total 3
    MV: 12 Lv: 5		Weapon Loadout: None.
    Body - 100		
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 11
    Dodge - 10
    ------------------------------------------------------------------------------
    
    Before heading out to the next mission, head back to Grey Rock. Make sure to
    upgrade everyone's wanzers with the latest parts and stock up on items. When
    you're ready, exit Grey Rock and head to the O.C.U. Supply Camp.
    
    ------------------------------------------------------------------------------
    Mission 7 - O.C.U. Supply Camp
    ------------------------------------------------------------------------------
    
    Enemies: 6
    Bosses: 6
    Units: 9
    Allies: 0
    Money: 2000 + 5010
    Difficulty: ****
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    This is the first tough mission on the O.C.U. scenario. Apart from the six
    Missileers, you have to deal with the Hell's Wall unit. Each of the six 
    pilots are all in Frost wanzers, which are more stronger than any wanzer you
    can purchase. They are all capable of inflicting a lot of damage and have no
    problems in destroying your units. Fortunately, you have the luxury of items
    and the supply truck...they do not. If you haven't stocked up on items like
    Repair S or Flash Grenades, expect a tougher fight.
    
    Start by attacking Josh and Ghetta to the Northeast first. The other four 
    pilots from Hell's Wall will not act as long as you target these two first.
    The Missileers, however, will still act and attack once within range. Back to
    the mission, hit Josh and Ghetta with Flash Grenades to disable them. Follow
    up with Melee, Short, and Long attacks to bring them down. Focus on Rebus and
    Milligan next to the Southeast. Same concept applies: use a Flash Grenade and
    attack while they are disabled. Make sure you throw a few Chaff Grenades on
    the units that the Hell's Wall squad focuses on. The six Missileers, Rebus,
    and Milligan will have a field day shooting at you with Missile Launchers.
    
    Finally, go after Grieg and Dave last once the others have been dealt with. 
    You likely will have to reload ammo for your Long weapons so do it now before
    attacking the last two members of Hell's Wall. Of the last two, disable one 
    of Grieg's Arms to prevent him from using Switch. Do it with Long weapons so
    you can avoid getting a counter from Grieg. Do either that or use a Flash
    Grenade to disable Grieg temporarily. Whatever you do, stay in one large
    group and victory will be yours.
    
    Salvaged Items:
    
    Frost(Arm)
    Galbo SV(Legs)
    Egret(Rocket Launcher)
    Repair S(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Grieg Demetrius in Frost(Attacker)
    MV: 14 Lv: 12		Weapon Loadout:
    Body - 108		RF(Empire), 1-1
    Arms - 60		RF(Ibis), 1-1
    Legs - 72
    Jobs:			Skills: 
    Melee - 12		Switch I
    Short - 12		
    Long - 10
    Dodge - 12
    ------------------------------------------------------------------------------
    Boss - Dave Sterling in Frost(Attacker)
    MV: 14 Lv: 7		Weapon Loadout:
    Body - 108		RF(Ibis), 1-1
    Arms - 60		RF(Empire), 1-1
    Legs - 72
    Jobs:			Skills: None.
    Melee - 11		
    Short - 12		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Boss - Josh Dallin in Frost(Attacker)
    MV: 14 Lv: 6		Weapon Loadout:
    Body - 108		RD(F-2 Tonfa), 1-1
    Arms - 60		RD(F-3 Hand Rod), 1-1
    Legs - 72
    Jobs:			Skills: None.
    Melee - 11 		
    Short - 9		
    Long - 9
    Dodge - 11 
    ------------------------------------------------------------------------------
    Boss - Ghetta Cedric in Frost(Attacker)
    MV: 14 Lv: 5		Weapon Loadout:
    Body - 108		RD(F-3 Hand Rod), 1-1
    Arms - 60		RD(F-2 Tonfa), 1-1
    Legs - 72
    Jobs:			Skills: None.
    Melee - 11 		
    Short - 10		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Boss - Rebus Victor in Frost(Missileer)
    MV: 14 Lv: 7		Weapon Loadout:
    Body - 108		PC(Frost), 1-1		MS(Goldias), 3-6, 2 ammo
    Arms - 60		PC(Frost), 1-1		
    Legs - 72		RK(Egret), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 11 		
    Short - 11		
    Long - 10
    Dodge - 9
    ------------------------------------------------------------------------------
    Boss - Milligan Ashton in Frost(Missileer)
    MV: 14 Lv: 5		Weapon Loadout:
    Body - 108		PC(Frost), 1-1		RK(Egret), 3-6, 3 ammo	
    Arms - 60		PC(Frost), 1-1		
    Legs - 72		RK(Egret), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 9 		
    Short - 10		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    Missileer in Galbo SV - Total 6
    MV: 15 Lv: 6		Weapon Loadout:
    Body - 48		PC(Galbo SV), 1-1
    Arms - 36		PC(Galbo SV), 1-1
    Legs - 36		RK(Galbados), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 10		
    Long - 11
    Dodge - 10
    ------------------------------------------------------------------------------
    
    After taking down Hell's Wall, head back to Grey Rock before moving onto the
    next mission. When you're done preparations, exit Grey Rock and go to Freedom
    City.
    
    ------------------------------------------------------------------------------
    Mission 8 - Freedom City
    ------------------------------------------------------------------------------
    
    Enemies: 15
    Bosses: 1
    Units: 9
    Allies: 0
    Money: 5000 + 5414
    Difficulty: ***
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    This is a fairly tough mission with the introductions of new enemy types. The
    first one is the introduction of a mobile weapon, the Clinton Type. Mobile
    weapons are large machines designed to destroy wanzers and they are well
    armored for enemy attacks. The Clinton Type only has a Machine Gun, but it is
    more powerful than what you can get and it will destroy units easily. The 
    other notable for the mission is the inclusion of Carriers. While Mission 5
    is technically the first one to introduce them, you can now fight supply 
    trucks.
    
    Going on with supply trucks, enemies will retreat to them if one of their
    parts are destroyed. Since the enemy supply truck has the same features as
    Peewie's supply truck, don't be surprised when enemies come back with their
    parts restored. To start the mission, split into two groups: one going to the
    Northeast and another to the Southeast. The one to the Northeast will have to
    deal with the Clinton Type, which is easier to deal with if you bring a Long
    specialist to this group.
    
    By now, you should be familiar on how to fight enemies so do what you must to
    destroy them. When it's time to deal with the Clinton Type, use Free Cursor
    Mode and check out its movement range. Stay at least two squares away from it
    and have that Long specialist shoot at the mobile weapon. Retreat to safer 
    ground and repeat until the Clinton Type is almost destroyed. When it is, use
    one of your Short specialists to finish off the mobile weapon.
    
    Salvaged Items:
    
    Husky Mk.IV(Arm)
    Sunowl(Missile Launcher)
    Repair S(Item)
    Repair M(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Commander in Clinton Type
    MV: 12 Lv: 8		Weapon Loadout:
    Body - 310		MG(Artassaut SP), 1-1
    Arms - 0			
    Legs - 0
    Jobs:			Skills: 
    Melee - 10		Switch I
    Short - 11		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    Commander in Crabesant - Total 1
    MV: 16 Lv: 8		Weapon Loadout:
    Body - 60		PC(Crabesant), 1-1
    Arms - 48		MG(22sn Leosocial), 1-1
    Legs - 48		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: 
    Melee - 10		Switch I
    Short - 11		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    Attacker in Pabotte II - Total 4
    MV: 15 Lv: 7		Weapon Loadout:
    Body - 54		PC(Husky IV), 1-1
    Arms - 39		MG(PAP 55), 1-1
    Legs - 42
    Jobs:			Skills: None.
    Melee - 9		
    Short - 12		
    Long - 9
    Dodge - 10
    ------------------------------------------------------------------------------
    Attacker in Galbo - Total 3
    MV: 18 Lv: 7		Weapon Loadout:
    Body - 48		PC(Husky IV), 1-1
    Arms - 39		MG(Dark Hog), 1-1
    Legs - 39
    Jobs:			Skills: None.
    Melee - 9		
    Short - 12		
    Long - 9
    Dodge - 10
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 2
    MV: 14 Lv: 7 		Weapon Loadout:
    Body - 200		RF(Empire), 1-1
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 10
    Dodge - 12
    ------------------------------------------------------------------------------
    Missileer in Zigle 6B - Total 5
    MV: 16 Lv: 7		Weapon Loadout:
    Body - 42		PC(Zigle 6B), 1-1	MS(Sunowl), 3-5, 3 ammo
    Arms - 30		PC(Zigle 6B), 1-1
    Legs - 30		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 11
    Dodge - 10
    ------------------------------------------------------------------------------
    
    At the end of the mission, a scene occurs and Hans will join the Crows. You
    will also be in Freedom City after the scene ends. At Freedom, go to the 
    Arena and watch a scene with a combatant named Kong. Challenge Kong to an
    Arena match and use a Short specialist to fight him. If you emerge victorious
    against Kong, he(Gregorio) will join the Crows as well. To get back on-track
    with the game, go to the Military Ward. Do the usual before heading out of
    Freedom City. When ready, head to Lark Valley.
    
    ------------------------------------------------------------------------------
    Mission 9 - Lark Valley
    ------------------------------------------------------------------------------
    
    Enemies: 12
    Bosses: 0
    Units: 10
    Allies: 1
    Money: 2500 (Molly does not survive), 5000 (Molly survives) + 4669
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    This is a pretty straightforward mission, apart from protecting Molly from
    the enemy forces. Her survival is not crucial to completing the mission, so
    you won't get a game over if she is destroyed. The Commander is the only
    threat for the mission. Try to disable one of the Commander's Arms to prevent
    him from activating Switch. That's it for this mission.
    
    Salvaged Items:
    
    22sn Leosocial(Machine Gun)
    WS-14(Shield)
    Repair S x 3(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in Moth - Total 1
    MV: 17 Lv: 9		Weapon Loadout:
    Body - 66		BZ(Smasher), 1-4
    Arms - 54		MG(22sn Leosocial), 1-1
    Legs - 60
    Jobs:			Skills: 
    Melee - 11		Switch I
    Short - 11		
    Long - 11
    Dodge - 11
    ------------------------------------------------------------------------------
    Attacker in Genem - Total 5
    MV: 16 Lv: 8		Weapon Loadout:
    Body - 66		MG(PAP 55), 1-1
    Arms - 48		SG(Catsray), 1-1
    Legs - 42
    Jobs:			Skills: None.
    Melee - 10		
    Short - 13		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 2
    MV: 14 Lv: 8		Weapon Loadout:
    Body - 200		RF(Empire), 1-1
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 10
    Dodge - 13
    ------------------------------------------------------------------------------
    Missileer in Groppe - Total 4
    MV: 17 Lv: 9		Weapon Loadout:
    Body - 54		PC(Moth), 1-1		MS(Bone), 3-5, 3 ammo
    Arms - 54		PC(Moth), 1-1
    Legs - 48		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 11
    Dodge - 11
    ------------------------------------------------------------------------------
    
    Allies:
    
    Molly O'Donnell in Tendus/Tommy
    MV: 14 Lv: 5		Weapon Loadout: 
    Body - 27		PC(Tendus), 1-1
    Arms - 22		RF(Iguchi Type 5), 1-1
    Legs - 24
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Watch the scene that plays after the mission ends and Molly becomes a part of
    the Crows. Head back to Freedom City and do the usual. Go to the Military 
    Ward to advance the game and watch some more scenes. When you're ready to go,
    exit Freedom City and head to the U.C.S. Supply Camp.
    
    ------------------------------------------------------------------------------
    Mission 10 - U.C.S. Supply Camp
    ------------------------------------------------------------------------------
    
    Enemies: 15
    Bosses: 0
    Units: 8 + 3 (Molly, Keith, J.J.)
    Allies: 0
    Money: 5826
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    Keith and J.J. will become controllable once the mission starts, but Molly is
    controlled by AI again. You don't need to protect Molly in order to complete
    this mission, so just let her be. Aside from this, make sure you come with
    normal leg types. The terrain which you start off in has a lot of elevation
    differences, so it'll be easier to move around if you have normal leg types.
    Take out the nearby enemies and the ones hounding Molly, then send everyone
    to the Southeast to deal the other enemy squads.
    
    Salvaged Items:
    
    Genem(Legs)
    22sn Leosocial(Machine Gun)
    Repair S x 2(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in Moth - Total 3
    MV: 16 Lv: 11		Weapon Loadout:
    Body - 66		MG(22sn Leosocial), 1-1	RK(Egret), 3-6, 3 ammo	
    Arms - 54		MG(Dark Hog), 1-1
    Legs - 60		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 11		
    Short - 12		
    Long - 12
    Dodge - 11
    ------------------------------------------------------------------------------
    Attacker in Groppe - Total 3
    MV: 21 Lv: 10		Weapon Loadout:
    Body - 54		PC(Groppe), 1-1
    Arms - 42		RF(Empire), 1-1
    Legs - 42
    Jobs:			Skills: None.
    Melee - 10		
    Short - 14		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    Attacker in Groppe - Total 2
    MV: 21 Lv: 10		Weapon Loadout:
    Body - 54		RF(Empire), 1-1
    Arms - 42		PC(Groppe), 1-1
    Legs - 42
    Jobs:			Skills: None.
    Melee - 10		
    Short - 14		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 3
    MV: 14 Lv: 11		Weapon Loadout:
    Body - 200		RF(Empire), 1-1
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 10
    Dodge - 15
    ------------------------------------------------------------------------------
    Missileer in Genem - Total 4
    MV: 16 Lv: 10		Weapon Loadout:
    Body - 66		PC(Genem), 1-1		MS(Sunowl), 3-5, 3 ammo
    Arms - 54		PC(Genem), 1-1		
    Legs - 54		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 13
    Dodge - 11
    ------------------------------------------------------------------------------
    
    Once the mission is complete, return to Freedom City. Pay Olson a visit at
    the Military Ward and he will assign the next mission to you. Exit Freedom
    and go to the Mail River when you're done with preparations. Briefing notes 
    are as follows:
    
    Target - Gloster
    Boss Data - Melee 0/Short 300/Long 0/Dodge 242
    Normal Units - 12
    Boss Units - 2
    Supply Trucks - 1
    AT - 1474
    DF - 3932
    Ace Pilot - Commander Lv. 12
    
    ------------------------------------------------------------------------------
    Mission 11 - Mail River Border
    ------------------------------------------------------------------------------
    
    Enemies: 13
    Bosses: 2
    Units: 11
    Allies: 0
    Money: 10000 + 9490
    Difficulty: ***
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    A scene plays out before the mission starts. The enemy forces on the other
    side of Mail River are led by two Gloster mobile weapons. The Glosters are
    armed with strong Machine Guns, which can overwhelm units when Switch is
    activated. Fortunately, they function more similarly to wanzers so the mobile
    weapons can be disabled. The enemy composition guarding them are nowhere as
    dangerous, but there's a lot of them to get rid of. Let the enemies by the
    bridge move close before attacking them. When they are dealt with, move to
    the other side by crossing on the bridge or river.
    
    As you may have noticed, crossing through the river will be problematic for
    any leg type that's not a hover. Since you have no hover legs to rely on for
    the time being, avoid crossing the river and let the enemies come to you.
    Alternatively, you can cross the bridge to get to the enemies on the other
    side of the river. Make sure you take down the Glosters with Long weapons.
    The Glosters can easily destroy any of your units with its Machine Guns.
    
    Salvaged Items:
    
    Avenir(Legs)
    Zora 5A(Legs)
    Argento AGT-44(Computer)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Commander in Gloster - Total 2 
    MV: 12 Lv: 12 		Weapon Loadout:
    Body - 120		MG(Gloster), 15 x 5, 1-1
    Arms - 70		MG(Gloster), 15 x 5, 1-1
    Legs - 100
    Jobs:			Skills: 
    Melee - 12 		Switch I
    Short - 12		
    Long - 12
    Dodge - 12
    ------------------------------------------------------------------------------
    Commander in Varsa - Total 2
    MV: 16 Lv: 15		Weapon Loadout:
    Body - 120		MG(Leostun), 1-1
    Arms - 84		PC(Varsa), 1-1
    Legs - 96		RK(Egret), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 13		
    Short - 13		
    Long - 12
    Dodge - 12
    ------------------------------------------------------------------------------
    Attacker in Avenir - Total 4
    MV: 15 Lv: 11		Weapon Loadout:
    Body - 84		RF(Ibis), 1-1
    Arms - 48		PC(Avenir), 1-1
    Legs - 66
    Jobs:			Skills: None.
    Melee - 10		
    Short - 15		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 1
    MV: 14 Lv: 11		Weapon Loadout:
    Body - 200		RF(Empire), 1-1
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 10
    Dodge - 15
    ------------------------------------------------------------------------------
    Missileer in Bizant - Total 5
    MV: 20 Lv: 11		Weapon Loadout:
    Body - 72		PC(Moth), 1-1		MS(Bone), 3-5, 3 ammo
    Arms - 54		PC(Moth), 1-1	
    Legs - 60		MS(Bone), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 13
    Dodge - 11
    ------------------------------------------------------------------------------
    Missileer in Bizant - Total 1
    MV: 20 Lv: 11		Weapon Loadout:
    Body - 72		PC(Groppe), 1-1		RK(Egret), 3-6, 3 ammo
    Arms - 42		PC(Groppe), 1-1		
    Legs - 60		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 13
    Dodge - 11
    ------------------------------------------------------------------------------
    
    Peseta City is your next destination after getting rid of the defenses at the
    Mail River. By now, you should know what to expect when you're not doing a 
    mission so only important notes will be mentioned. After paying Olson a visit
    at the Military Ward, watch a fight between two wanzers. Choose to stop the
    fight and you will fight one of the wanzers. Use Short weapons to end it
    quick and the pilots, Bobby and Porunga, will join. You only have one shot
    to recruit them and it would be a good idea to save before visiting Olson.
    
    After you're done with the usual tasks, exit Peseta City and go to the Besque
    River Bridge. Briefing notes are as follows:
    
    Target - Train
    Boss Data - None
    Normal Units - 10
    Boss Units - 0
    Supply Trucks - 0
    AT - 800
    DF - 3048
    Ace Pilot - Commander Lv. 15
    
    ------------------------------------------------------------------------------
    Mission 12 - Besque River Bridge
    ------------------------------------------------------------------------------
    
    Enemies: 10
    Bosses: 0
    Units: 8
    Allies: 0
    Money: 20000 + 5420
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    The mission is somewhat timed in the sense that the Priss bomb will explode
    after eight turns have passed. This only affects the train, but this also
    means that you won't be able to salvage the items stored in the train cars.
    If you want those items, you'll need to move fast to procure them. Use Legs
    with high Move ratings and be ready to start taking down enemies blocking
    the passage to the train cars. Two items are located on the North side of the
    cars while three are located on the South side.
    
    To be more specific about the item locations, each car consists of three 
    squares. The initial enemy units that appear out of the cars more or less
    reveals the location of four items. The fifth one is on the same location
    the enemy from the center train car appears, but on the opposite side.
    Anyways, here is a quick picture:
    
                 x        x    N
    [1][2][3][4][5][6][7][8][9]
        x        x        x    S
    
    N - North side
    S - South side
    x - items
    
    On a final note, stay as far away from the train when you receive the
    warning that the third explosion will occur on the next turn. All units near
    the train will take damage, so you don't want to be caught in the explosion.
    Aside from this, the enemy units are fairly ho-hum. Take them out however
    way you see fit.
    
    Salvaged Items:
    
    Prisomare(Body)
    Erfolg WST-48(Computer)
    Magic Box(Missile Launcher)
    Repair S(Item)
    Repair M(Item)
    Repair SP(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in Varsa - Total 1
    MV: 16 Lv: 15		Weapon Loadout:
    Body - 120		MG(Leostun), 1-1
    Arms - 84		PC(Varsa), 1-1
    Legs - 96		RK(Egret), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 13		
    Short - 13		
    Long - 12
    Dodge - 12
    ------------------------------------------------------------------------------
    Attacker in Vonart - Total 3
    MV: 16 Lv: 13		Weapon Loadout:
    Body - 108		MG(Mostro 24), 1-1
    Arms - 72		RF(Slab), 1-1
    Legs - 84
    Jobs:			Skills: None.
    Melee - 11		
    Short - 16		
    Long - 11
    Dodge - 11
    ------------------------------------------------------------------------------
    Attacker in Crof - Total 3
    MV: 18 Lv: 13		Weapon Loadout:
    Body - 96		PC(Vonart), 1-1
    Arms - 72		MG(Dark Hog), 1-1
    Legs - 72
    Jobs:			Skills: None.
    Melee - 11		
    Short - 16		
    Long - 11
    Dodge - 11
    ------------------------------------------------------------------------------
    Missileer in Zearaid - Total 3
    MV: 20 Lv: 12		Weapon Loadout:
    Body - 84		PC(Zearaid), 1-1
    Arms - 48		PC(Zearaid), 1-1
    Legs - 60		RK(Egret), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 15
    Dodge - 11
    ------------------------------------------------------------------------------
    
    Head to Beltchka after the mission is over. Do the usual and don't forget to
    pay Olson a visit. When you're ready to move on, exit Beltchka and head to
    the Parunta Desert.
    
    ------------------------------------------------------------------------------
    Mission 13 - Parunta Desert
    ------------------------------------------------------------------------------
    
    Enemies: 9
    Bosses: 0
    Units: 5
    Allies: 0
    Money: 3000 + 10125
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    Since the entire mission takes place in desert terrain, equip Legs of the
    treads type before starting. This makes it much easier to move and reach a
    target in the desert. This one features a special type of wanzer called the
    Sand Vapor. The Sand Vapors use special equipment that you cannot procure in
    the game. In addition, the Missileer ones are toting Ragos, a weapon that
    you won't get until the end of the game. Make sure you throw a Flash Grenade
    on them, or a Chaff Grenade on your units so they won't destroy you. 
    
    The Sand Vapors take a while to go down, so concentrate your fire until
    they are destroyed. For the most part, they don't even counter when you
    attack them!
    
    Salvaged Items:
    
    Gloster(Mobile Weapon) - From the starting point, look directly at the top
    of the map. By the Northeast border, there are two squares on the highest 
    level of the area where there is a triangle formation of three rocks. Go to
    the square in-between the three rocks. To make it easy, this square is the one
    closest to the Northeast end of the map and is on Desert terrain.
    Repair S x 2(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in Sand Vapor - Total 3
    MV: 14 Lv: 15		Weapon Loadout:
    Body - 108		MG(Desert), 10 x 5, 1-1	SD(DS-2B), 8 DF, 0-0
    Arms - 72		MG(Desert), 10 x 5, 1-1
    Legs - 90		SD(DS-2B), 8 DF, 0-0
    Jobs:			Skills: 
    Melee - 13		Switch I
    Short - 13		
    Long - 13
    Dodge - 13
    ------------------------------------------------------------------------------
    Attacker in Sand Vapor - Total 3
    MV: 14 Lv: 14		Weapon Loadout:
    Body - 108		MG(Desert), 10 x 5, 1-1	SD(DS-2B), 8 DF, 0-0	
    Arms - 72		MG(Desert), 10 x 5, 1-1
    Legs - 90		SD(DS-2B), 8 DF, 0-0
    Jobs:			Skills: None.
    Melee - 10		
    Short - 11		
    Long - 15
    Dodge - 12
    ------------------------------------------------------------------------------
    Missileer in Sand Vapor - Total 3
    MV: 14 Lv: 13		Weapon Loadout:
    Body - 108		MG(Desert), 10 x 5, 1-1	SD(DS-2B), 8 DF, 0-0	
    Arms - 72		MG(Desert), 10 x 5, 1-1
    Legs - 90		RK(Ragos), 4-8, 2 ammo
    Jobs:			Skills: None.
    Melee - 13		
    Short - 16		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    
    Head to the O.C.U. Forward Base after beating up those Sand Vapors in the
    Parunta Desert. Go to the Military Ward and speak with Olson for the next
    mission assignment. When you try to leave the O.C.U. Forward Base, Olson will
    notify you of an emergency. Head to the Forest when you're ready, but do not
    rely on the briefing information. That one is for the mission after the next
    one.
    
    ------------------------------------------------------------------------------
    Mission 14 - Forest
    ------------------------------------------------------------------------------
    
    Enemies: 13
    Bosses: 0
    Units: 10 + 1 (Meihua)
    Allies: 1
    Money: 20000 + 7944
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    At the start of the mission, Meihua and the U.C.S. deserter will be moving
    towards each other. That means you have to protect both of them from enemy
    attacks. Fortunately, most enemies do not start attacking until turn three
    arrives or a unit is within attack range. On the fourth turn, Mehiua becomes
    controllable but the U.C.S. deserter, Yeehin, remains AI-controlled. 
    
    Split into two groups to handle the squads to the South and East. Protecting
    Yeehin is not a difficult task at all but try to keep Missileers away from
    him. His survival is not mandatory in order to complete the mission, so it's
    not game over if he dies.
    
    Salvaged Items:
    
    Orcus II(Arm)
    Groppe SPV(Arm)
    Prisomare II(Legs)
    Garole II(Legs)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in S-Orcus - Total 1
    MV: 18 Lv: 14		Weapon Loadout:
    Body - 132		RF(Glowtusk SE), 1-1	RK(Ragos), 4-8, 2 ammo
    Arms - 90		MG(Raptor FX), 1-1		
    Legs - 96		MS(Magic Box), 4-6, 2 ammo
    Jobs:			Skills: None.
    Melee - 13		
    Short - 13		
    Long - 12
    Dodge - 12
    ------------------------------------------------------------------------------
    Attacker in Groppe SPV - Total 4
    MV: 16 Lv: 15		Weapon Loadout:
    Body - 120		PC(Groppe SPV), 1-1
    Arms - 84		MG(Leostun), 1-1
    Legs - 102
    Jobs:			Skills: None.
    Melee - 12		
    Short - 16		
    Long - 10
    Dodge - 12
    ------------------------------------------------------------------------------
    Attacker in Orcus II - Total 3
    MV: 21 Lv: 15		Weapon Loadout:
    Body - 96		PC(Orcus II), 1-1
    Arms - 60		MG(Mostro 24), 1-1
    Legs - 78
    Jobs:			Skills: None.
    Melee - 12		
    Short - 16		
    Long - 10
    Dodge - 12
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 2
    MV: 14 Lv: 14		Weapon Loadout:
    Body - 200		RF(Empire), 1-1
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 10		
    Short - 11		
    Long - 10
    Dodge - 18
    ------------------------------------------------------------------------------
    Missileer in Cicada II - Total 3
    MV: 16 Lv: 14		Weapon Loadout:
    Body - 144		PC(Cicada II), 1-1
    Arms - 96		PC(Cicada II), 1-1
    Legs - 114		MS(Magic Box), 4-6, 2 ammo
    Jobs:			Skills: None.
    Melee - 11		
    Short - 11		
    Long - 16
    Dodge - 12
    ------------------------------------------------------------------------------
    
    Allies:
    
    Yeehin Yang in Type 90X/Garyo
    MV: 16 Lv: 16		Weapon Loadout: None.
    Body - 140		PC(Type 90X), 1-1
    Arms - 88		PC(Type 90X), 1-1
    Legs - 100		MS(Donkey), 3-6, 2 ammo
    Jobs:			Skills: None.
    Melee - 11		
    Short - 16		
    Long - 13
    Dodge - 11
    ------------------------------------------------------------------------------
    
    Once the emergency situation has been taken care of, return to the O.C.U.
    Forward Base and report to Olson. Some scenes will play out and Yeehin joins
    the Crows. Do whatever you want with him then suit up for the real mission.
    When ready, exit the O.C.U. Forward Base and go to the Morgan Fortress. The
    briefing notes from the mission before are as follows:
    
    Target - Long Force Cannon
    Boss Data - Melee 0/Short 0/Long 750/Dodge 264
    Normal Units - 12
    Boss Units - 3
    Supply Trucks - 0
    AT - 2574
    DF - 4735
    Ace Pilot - Kirkland Lv. 20
    
    ------------------------------------------------------------------------------
    Mission 15 - Morgan Fortress
    ------------------------------------------------------------------------------
    
    Enemies: 18
    Bosses: 1
    Units: 9
    Allies: 0
    Money: 20000 + 14328
    Difficulty: ****
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    The Morgan Fortress is heavily defended by numerous enemies and defense guns.
    There are also three special wanzers, the Type 90, to deal with in addition 
    to the other enemies. The main target are the Long Force cannons, but the 
    mission ends only when all enemies have been destroyed. Either way, you have
    your work cut out and completing the mission won't be easy. To start things
    off, split into two groups: one attacking from the West and the other from
    the East. The West group will have the most to deal with since Kirkland and
    the Type 90 trio are located on that side.
    
    For the East group, they have weaker enemies in exchange for dealing with two
    Long Force cannons and Defense Guns. Whatever you do, make sure everyone has
    a Shield equipped. The Long Force cannons do roughly 100 for each round and
    the weaker Defense Guns hit for roughly 80 per round. The Long Force cannons,
    however, cannot fire from five squares and below. The Defense Guns can fire
    from such distances though. To deal with them without much of a hassle, use
    Long weapons against them. You don't want to risk getting a part blown off
    at close range.
    
    For the West group, they get a Long Force cannon apart from Kirkland and 
    the Type 90 trio. Treat the Type 90s as if they were the Hell's Wall unit:
    hit them with Flash Grenades before attacking. Kirkland is less dangerous 
    than the Type 90s, but don't take him lightly. To make life easier for the 
    West group, send Peewie along for the ride. Pace yourself well and you will
    get out of this mission alive.
    
    Salvaged Items:
    
    Type 90(Body)
    Type 90(Arm)
    Vyoga VG-15CH(Computer)
    Ziege(Rifle) - From Kirkland's position, go Northwest into the small passage
    near a tent and a small building. From here, go to the very top square right 
    by the North border.
    Repair M(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Zaiber F. Kirkland in Zinc(Attacker)
    MV: 14 Lv: 20		Weapon Loadout:
    Body - 162		MG(Cemetery 10), 1-1	MS(Slay), 3-6, 3 ammo
    Arms - 102		BZ(Banish), 1-4		
    Legs - 144		SD(Firewall), 0-0
    Jobs:			Skills: 
    Melee - 14		Speed I
    Short - 17		
    Long - 16
    Dodge - 12
    ------------------------------------------------------------------------------
    Commander in Long Force - Total 3
    MV: 0  Lv: 18		Weapon Loadout:
    Body - 250		CN(Long Force), 88 x 1, 6-9
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 14		
    Short - 14		
    Long - 14
    Dodge - 14
    ------------------------------------------------------------------------------
    Attacker in Type 90 - Total 3
    MV: 17 Lv: 16		Weapon Loadout:
    Body - 168		PC(Type 90), 1-1
    Arms - 120		VN(FV-24), 1-1
    Legs - 114
    Jobs:			Skills: None.
    Melee - 11		
    Short - 16		
    Long - 13
    Dodge - 12
    ------------------------------------------------------------------------------
    Attacker in Prisomare - Total 3
    MV: 22 Lv: 16		Weapon Loadout:
    Body - 132		CN(Type 65), 1-1
    Arms - 84		CN(Type 65), 1-1
    Legs - 108
    Jobs:			Skills: None.
    Melee - 11		
    Short - 16		
    Long - 13
    Dodge - 12
    ------------------------------------------------------------------------------
    Attacker in Groppe - Total 2
    MV: 21 Lv: 10		Weapon Loadout:
    Body - 54		RF(Empire), 1-1
    Arms - 42		PC(Groppe), 1-1
    Legs - 42
    Jobs:			Skills: None.
    Melee - 10		
    Short - 14		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    Attacker in Defense Gun - Total 4
    MV: 0  Lv: 16		Weapon Loadout:
    Body - 150		CN(Defense Cannon), 58 x 1, 1-10
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 11		
    Short - 16		
    Long - 13
    Dodge - 12
    ------------------------------------------------------------------------------
    Missileer in Type 65 - Total 3
    MV: 19 Lv: 16		Weapon Loadout:
    Body - 132		PC(Prisomare), 1-1	RK(Egret), 3-6, 3 ammo
    Arms - 78		PC(Prisomare), 1-1
    Legs - 114		MS(Donkey), 3-6, 2 ammo
    Jobs:			Skills: None.
    Melee - 11		
    Short - 11		
    Long - 17
    Dodge - 12
    ------------------------------------------------------------------------------
    
    Once the Morgan Fortress goes down, return to the O.C.U. Forward Base. Have a
    chat with Olson to get a quick briefing on the next mission. Once you finish
    making adjustments, exit the O.C.U. Forward Base and go to Fort Monus. 
    Briefing notes are as follows:
    
    Target - Unknown
    Boss Data - Melee 0/Short 66/Long 150/Dodge 54
    Normal Units - 13
    Boss Units - 1
    Supply Trucks - 2
    AT - 2168
    DF - 6406
    Ace Pilot - Grieg Lv. 12
    
    ------------------------------------------------------------------------------
    Mission 16 - Fort Monus
    ------------------------------------------------------------------------------
    
    Enemies: 15
    Bosses: 1
    Units: 11
    Allies: 0
    Money: 20000 + 13609
    Difficulty: ***
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    Grieg comes back from Hell's Wall and he wants revenge. Grieg is piloting a
    mobile weapon known as the Seaking. This one is similar to the Clinton Type
    and Gloster encountered before, but it has more HP and a better Machine Gun.
    Grieg is backed up by plenty of wanzers, most of which happen to be those
    pesky Missileers. Be sure to have some Chaff Grenades equipped to deal with
    them. Play around with the wanzers and when they're taken care of, send Grieg
    back to the Hell's Wall where he came from with Long weapons.
    
    Salvaged Items:
    
    Arpeggio(Body)
    Bizant II(Arm)
    Repair L(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Grieg Demetrius in Seaking(Attacker)
    MV: 16 Lv: 12		Weapon Loadout:
    Body - 580		MG(Black Star), 1-1
    Arms - 0			
    Legs - 0
    Jobs:			Skills: 
    Melee - 12		Switch I
    Short - 12		
    Long - 10
    Dodge - 12
    ------------------------------------------------------------------------------
    Attacker in Prisomare - Total 3
    MV: 22 Lv: 17		Weapon Loadout:
    Body - 132		CN(Type 65), 1-1
    Arms - 84		CN(Type 65), 1-1
    Legs - 108
    Jobs:			Skills: None.
    Melee - 11		
    Short - 17		
    Long - 12
    Dodge - 14
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 2
    MV: 14 Lv: 16		Weapon Loadout:
    Body - 200		RF(Empire), 1-1	
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 11		
    Short - 11		
    Long - 11
    Dodge - 19
    ------------------------------------------------------------------------------
    Missileer in Arpeggio - Total 7
    MV: 18 Lv: 16		Weapon Loadout:
    Body - 144		PC(Zinc), 1-1		
    Arms - 102		PC(Zinc), 1-1		
    Legs - 108		MS(Skull), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 11		
    Short - 11		
    Long - 17
    Dodge - 13
    ------------------------------------------------------------------------------
    Missileer in Type 65 - Total 3
    MV: 19 Lv: 16		Weapon Loadout:
    Body - 132		PC(Prisomare), 1-1
    Arms - 78		PC(Prisomare), 1-1
    Legs - 114		MS(Slay), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 11		
    Short - 11		
    Long - 17
    Dodge - 13
    ------------------------------------------------------------------------------
    
    Once the Grieg goes down for good, pay a visit to Olson at the Military Ward.
    When you're done, stop at the Arena and challenge Ralph. If you beat him, you
    can recruit him to serve under the Crows. Honestly, it's not like he is of 
    any importance in missions but an extra body to use is always nice. Do the
    usual and when you're done, exit Fort Monus and go to the Airport.
    
    ------------------------------------------------------------------------------
    Mission 17 - Airport
    ------------------------------------------------------------------------------
    
    Enemies: 12
    Bosses: 1
    Units: 8
    Allies: 1
    Money: 20000 + 12052
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    The goal of the mission is to protect Reiji. However, you will not receive
    a game over if Reiji's helicopter is destroyed. This mission is relatively
    simple with the except of Gentz. Gentz is slightly tougher than your average
    unit, but he isn't dangerous even with Stun. Due to the terrain conditions
    for this mission, use legs with high Move to get by more quickly.
    
    Salvaged Items:
    
    Ratmount(Body)
    Zeroa(Arm)
    Verseau RG-04zz(Computer)
    Repair L(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Gentz Weizer in Orgel/Lich(Attacker) 
    MV: 20 Lv: 17		Weapon Loadout:
    Body - 150		PC(Orgel), 1-1
    Arms - 108		PC(Orgel), 1-1
    Legs - 132
    Jobs:			Skills: 
    Melee - 13		Stun I
    Short - 13		
    Long - 13
    Dodge - 13
    ------------------------------------------------------------------------------
    Attacker in Orgel - Total 3
    MV: 18 Lv: 17		Weapon Loadout:
    Body - 150		PC(Zeroa), 1-1
    Arms - 108		MG(Cemetery 10), 1-1
    Legs - 120
    Jobs:			Skills: None.
    Melee - 12		
    Short - 17		
    Long - 12
    Dodge - 14
    ------------------------------------------------------------------------------
    Attacker in Zinc - Total 3
    MV: 16 Lv: 17		Weapon Loadout:
    Body - 162		MG(Wildgoat), 1-1
    Arms - 108		MG(Wildgoat), 1-1
    Legs - 144
    Jobs:			Skills: None.
    Melee - 12		
    Short - 17		
    Long - 12
    Dodge - 14
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 1
    MV: 14 Lv: 17		Weapon Loadout:
    Body - 200		RF(Empire), 1-1
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 11		
    Short - 12		
    Long - 11
    Dodge - 20
    ------------------------------------------------------------------------------
    Missileer in Ratmount - Total 5
    MV: 12 Lv: 17		Weapon Loadout:
    Body - 168		PC(Zinc), 1-1		MS(Slay), 3-6, 3 ammo
    Arms - 102		PC(Zinc), 1-1
    Legs - 156		MS(Skull), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 11		
    Short - 12		
    Long - 17
    Dodge - 14
    ------------------------------------------------------------------------------
    
    Allies:
    
    Reiji Sakata in Helicopter(Helicopter)
    MV: 22 Lv: 1		Weapon Loadout: None.
    Body - 200		
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Get back to Fort Monus after the mission is complete. Check in with Olson for
    another mission briefing and do the usual. When ready, exit Fort Monus and 
    head to the Forest. Briefing notes are as follows:
    
    Target - Unknown
    Boss Data - None
    Normal Units - 15
    Boss Units - 0
    Supply Trucks - 1
    AT - 2389
    DF - 6998
    Ace Pilot - Commander Lv. 20
    
    ------------------------------------------------------------------------------
    Mission 18 - Forest
    ------------------------------------------------------------------------------
    
    Enemies: 14
    Bosses: 0
    Units: 10
    Allies: 0
    Money: 12388
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    This is yet another simple mission which involves destroying all enemies.
    The only thing worth mentioning here are two scenes which play out during the
    start of the fourth turn and during the Enemy Phase on the same turn. Split
    into two groups to destroy the enemy forces quickly. Consider using anyone who
    is lagging behind in terms of experience and Job proficiency.
    
    Salvaged Items:
    
    Zinc(Arm)
    Grave 2(Machine Gun)
    Smoke Grenade(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in Prosion - Total 1
    MV: 20 Lv: 20		Weapon Loadout:
    Body - 120		MG(Cemetery 10), 1-1
    Arms - 102		PC(Zinc), 1-1
    Legs - 116		MS(Skull), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 15		
    Short - 15		
    Long - 15
    Dodge - 15
    ------------------------------------------------------------------------------
    Attacker in Type 67C - Total 3
    MV: 17 Lv: 18		Weapon Loadout:
    Body - 168		MG(Grave 2), 1-1
    Arms - 78(L)/108(R)	MG(Wildgoat), 1-1
    Legs - 132
    Jobs:			Skills: None.
    Melee - 11		
    Short - 18		
    Long - 13
    Dodge - 14
    ------------------------------------------------------------------------------
    Attacker in Type 67C - Total 1
    MV: 17 Lv: 18		Weapon Loadout:
    Body - 168		BZ(Banish), 1-4
    Arms - 102(L)/84(R)	CN(Type 65), 1-1
    Legs - 132
    Jobs:			Skills: None.
    Melee - 11		
    Short - 18		
    Long - 13
    Dodge - 14
    ------------------------------------------------------------------------------
    Attacker in Groppe SPV - Total 2
    MV: 16 Lv: 18		Weapon Loadout:
    Body - 120		RF(Ibis), 1-1
    Arms - 84		PC(Groppe SPV), 1-1
    Legs - 102
    Jobs:			Skills: None.
    Melee - 11		
    Short - 18		
    Long - 13
    Dodge - 14
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 1
    MV: 14 Lv: 18		Weapon Loadout:
    Body - 200		RF(Empire), 1-1
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 11		
    Short - 12		
    Long - 12
    Dodge - 20
    ------------------------------------------------------------------------------
    Missileer in Ratmount - Total 6
    MV: 12 Lv: 18		Weapon Loadout:
    Body - 168		PC(Zinc), 1-1		MS(Slay), 3-6, 3 ammo
    Arms - 102		PC(Zinc), 1-1		
    Legs - 156		MS(Skull), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 12		
    Short - 12		
    Long - 18
    Dodge - 14
    ------------------------------------------------------------------------------
    
    The Second Huffman Conflict is finally over! And the game isn't over yet! 
    That's right, you still have work to do and people to deal with. Talk with 
    Olson at the Military Ward to get your new misison assignment and head out to
    the Field Hospital. Talk to people at the Tent, Mess Hall, and Warehouse at 
    the Field Hospital. A scene will occur and the next mission will begin
    immediately. You won't be able to use Natalie for the upcoming mission, so
    keep this in mind.
    
    ------------------------------------------------------------------------------
    Mission 19 - Field Hospital
    ------------------------------------------------------------------------------
    
    Enemies: 10
    Bosses: 0
    Units: 5
    Allies: 0
    Money: 9895
    Difficulty: *
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    Even though you can choose only five units, this mission is rather easy. If
    you are planning on training everyone, now is a good time to use your weaker
    pilots for training purposes. The enemy units will retreat to the Northwest
    portion of the map, only attacking if someone is within range. Take out the
    ones starting farthest to the South and mop up the rest if the enemies to 
    the North.
    
    Salvaged Items:
    
    Ziege(Rifle) - Only if this was not procured in Mission 15. To the Northeast
    border, there are several squares on Dirt terrain. The top two squares are 
    surrounded by six plants. Go to the square to the left of the one that is
    closest to the Northeast border.
    Slay(Missile Launcher)
    Flash Grenade(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in Ratmount - Total 1
    MV: 16 Lv: 21 		Weapon Loadout:
    Body - 168		FT(Snowman), 1-1
    Arms - 108		PC(Zeroa), 1-1
    Legs - 120		RK(Wildgoose), 3-4, 3 ammo
    Jobs:			Skills: None.
    Melee - 15		
    Short - 16		
    Long - 15
    Dodge - 15
    ------------------------------------------------------------------------------
    Attacker in Zeroa - Total 3
    MV: 18 Lv: 19		Weapon Loadout:
    Body - 156		PC(Arpeggio), 1-1
    Arms - 96		MG(24sr Grayeye), 1-1
    Legs - 120
    Jobs:			Skills: None.
    Melee - 12		
    Short - 18		
    Long - 13
    Dodge - 14
    ------------------------------------------------------------------------------
    Attacker in Prosion - Total 3
    MV: 21 Lv: 19		Weapon Loadout:
    Body - 120		MG(Grave 2), 1-1
    Arms - 108		PC(Orgel), 1-1
    Legs - 116
    Jobs:			Skills: None.
    Melee - 12		
    Short - 18		
    Long - 13
    Dodge - 14
    ------------------------------------------------------------------------------
    Missileer in Orgel - Total 3
    MV: 14 Lv: 17		Weapon Loadout:
    Body - 150		PC(Prisomare), 1-1
    Arms - 78		PC(Prisomare), 1-1
    Legs - 156		MS(Slay), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 11		
    Short - 11		
    Long - 18
    Dodge - 13
    ------------------------------------------------------------------------------
    
    Back at Fort Monus, check in with Olson for a scene. Do the usual and go to
    the Forest when you're ready.
    
    ------------------------------------------------------------------------------
    Mission 20 - Forest
    ------------------------------------------------------------------------------
    
    Enemies: 12
    Bosses: 1
    Units: 11
    Allies: 1
    Money: 20000 + 12519
    Difficulty: *
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    Honestly, with Driscoll helping you out, there's no real reason to fight in
    this mission. Driscoll completely overwhelms every enemy and unless you need
    more EXP, you can relax and let him take all of the kills. If you want to 
    train your weaker pilots, this is another good mission to train them in.
    Driscoll will go straight for Gentz and only attacks any enemy along the way.
    In the event you do intend on training your weaker pilots, have them attack
    enemies away from Driscoll's path of destruction.
    
    Salvaged Items:
    
    Orgel(Body)
    Verseau RG-04zz(Computer)
    Repair L(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Gentz Weizer in Orgel/Lich(Attacker)
    MV: 20 Lv: 17		Weapon Loadout:
    Body - 150		PC(Orgel), 1-1
    Arms - 108		PC(Orgel), 1-1
    Legs - 132
    Jobs:			Skills: 
    Melee - 13		Stun I
    Short - 13		
    Long - 13
    Dodge - 13
    ------------------------------------------------------------------------------
    Attacker in Orgel - Total 4
    MV: 18 Lv: 21		Weapon Loadout:
    Body - 150		MG(Ratmount), 1-1
    Arms - 120(L)/132(R)	PC(Blizzaia 2), 1-1
    Legs - 120
    Jobs:			Skills: 
    Melee - 14		Stun I
    Short - 18		
    Long - 13
    Dodge - 15
    ------------------------------------------------------------------------------
    Attacker in Orgel - Total 2
    MV: 18 Lv: 21		Weapon Loadout:
    Body - 150 		PC(Orgel), 1-1
    Arms - 108(L)/132(R)	PC(Blizzaia 2), 1-1
    Legs - 120
    Jobs:			Skills: 
    Melee - 14		Stun I
    Short - 18		
    Long - 13
    Dodge - 15
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 1
    MV: 14 Lv: 21		Weapon Loadout:
    Body - 200		RF(Empire), 1-1
    Arms - 0			
    Legs - 0 
    Jobs:			Skills: None.
    Melee - 12		
    Short - 13		
    Long - 13
    Dodge - 22
    ------------------------------------------------------------------------------
    Missileer in Zeroa - Total 5
    MV: 17 Lv: 20 		Weapon Loadout:
    Body - 156		PC(Prosion), 1-1
    Arms - 72		PC(Prosion), 1-1
    Legs - 120		MS(Donkey DX), 4-8, 2 ammo
    Jobs:			Skills: None.
    Melee - 13 	
    Short - 13		
    Long - 18
    Dodge - 15
    ------------------------------------------------------------------------------
    
    Allies:
    
    Driscoll in Type 11DS Raven(Attacker)
    MV: 16 Lv: 40		Weapon Loadout:
    Body - 250		PC(Type 11 Claw C), 15 x 1, 1-1
    Arms - 120		MG(Type 11), 25 x 5, 1-1	
    Legs - 250
    Jobs:			Skills:
    Melee - 32		Stun III
    Short - 30		Speed I
    Long - 31
    Dodge - 31
    ------------------------------------------------------------------------------
    
    Fort Monus is getting a bit boring isn't it? Anyways, head to the Military
    Ward and see what Olson has planned for you to do. Frederick will leave the
    Crows for now after seeing Olson. Once you're done with preparations, leave
    Fort Monus and go to Mt. Tucker. Briefing notes are as follows:
    
    Target - Unknown
    Boss Data - None
    Normal Units - 13
    Boss Units - 0
    Supply Trucks - 2
    AT - 2594
    DF - 6574
    Ace Pilot - Attacker Lv. 23
    
    ------------------------------------------------------------------------------
    Mission 21 - Mt. Tucker
    ------------------------------------------------------------------------------
    
    Enemies: 15
    Bosses: 0
    Units: 11
    Allies: 0
    Money: 20000 + 13769
    Difficulty: ***
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    Despite being another simple mission, the mountain is not a kind place
    towards treads, tires, and hover leg types. Stick with normal leg types for
    the mission. Due to the tight spaces, Long weapons are great for this mission.
    Some Chaff Grenades will be nice to have against the numerous Missileers
    located higher up the mountain.
    
    Salvaged Items:
    
    Glans AX-1(Computer)
    Hexafire Mk.II(Rifle)
    Chaff Grenade(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Attacker in Orgel - Total 7
    MV: 15 Lv: 23		Weapon Loadout:
    Body - 150		PC(Orgel), 1-1
    Arms - 108		RF(Hexafire Mk.II), 1-1
    Legs - 144
    Jobs:			Skills: 
    Melee - 14		Stun I
    Short - 23		
    Long - 14
    Dodge - 16
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 2
    MV: 14 Lv: 21		Weapon Loadout:
    Body - 200		RF(Empire), 1-1
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 12		
    Short - 13		
    Long - 13
    Dodge - 22
    ------------------------------------------------------------------------------
    Missileer in Ratmount - Total 6
    MV: 16 Lv: 21		Weapon Loadout:
    Body - 168		PC(Zeroa), 1-1		MS(Skull), 3-6, 3 ammo
    Arms - 108		PC(Zeroa), 1-1		
    Legs - 120		MS(Skull), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 12		
    Short - 12		
    Long - 21
    Dodge - 15
    ------------------------------------------------------------------------------
    
    Make a pit stop at Soleit once the mission is over. Olson is here too, so 
    come by his office at the Military Ward and get your next assignment. Soleit
    also has a lot of new upgrades for the Crows. After you're satisfied with the
    upgrades, exit Soleit and head for the Spirit of Huffman Headquarters. 
    Briefing notes are as follows:
    
    Target - Algem
    Boss Data - Melee 0/Short 245/Long 0/Dodge 180
    Normal Units - 14
    Boss Units - 1
    Supply Trucks - 1
    AT - 2925
    DF - 9999
    Ace Pilot - Gentz Lv. 17
    
    ------------------------------------------------------------------------------
    Mission 22 - Spirit of Huffman Headquarters
    ------------------------------------------------------------------------------
    
    Enemies: 14
    Bosses: 3
    Units: 11
    Allies: 0
    Money: 5000 + 16922 (No Frederick)
    Difficulty: ***
    Winning Condition: All enemy machines except Frederick destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    Before starting this mission, make sure that everyone you plan on using has
    normal leg types. This mission becomes impossible to complete if you do not
    have those leg types equipped. Moving down the mountain will be a huge issue 
    due to the high number of Missileers present. Bring Shields and plenty of
    Chaff Grenades to deal with this threat. Gentz is unchanged from before, but
    do watch out for the Algem. It's basically a stronger version of the Gloster
    and obviously has more durability. 
    
    Finally, you get to fight Frederick and he is at the same state and equipment 
    as he did when he left the Crows. Destroying Frederick is optional and the
    amount of money he gives out is based on his equipment and weapons. Aside 
    from these notables, keep your units protected from the Missileers and you
    will get out of this mission alive.
    
    Salvaged Items:
    
    Flugel(Body)
    Dasler Claw II(Arm)
    Flugel(Legs)
    Donkey DX(Missile Launcher)
    Repair L(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Gentz Weizer in Orgel/Lich(Attacker)
    MV: 20 Lv: 17		Weapon Loadout:
    Body - 150		PC(Orgel), 1-1
    Arms - 108		PC(Orgel), 1-1
    Legs - 132
    Jobs:			Skills: 
    Melee - 13 		Stun I
    Short - 13		
    Long - 13
    Dodge - 13
    ------------------------------------------------------------------------------
    Boss - Attacker in Algem
    MV: 19 Lv: 23		Weapon Loadout:
    Body - 300		MG(Gloster), 15 x 5, 1-1
    Arms - 140		CN(Gloster), 65 x 1, 1-1
    Legs - 200
    Jobs:			Skills: None.
    Melee - 13		
    Short - 24		
    Long - 13
    Dodge - 15
    ------------------------------------------------------------------------------
    Boss - Frederick Lancaster in Witness
    ------------------------------------------------------------------------------
    Attacker in Orgel - Total 4
    MV: 20 Lv: 23		Weapon Loadout:
    Body - 150		PC(Orgel), 1-1
    Arms - 108		PC(Orgel), 1-1
    Legs - 132
    Jobs:			Skills: None.
    Melee - 13		
    Short - 24		
    Long - 13
    Dodge - 15
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 1
    MV: 14 Lv: 23		Weapon Loadout:
    Body - 200		RF(Empire), 1-1
    Arms - 0		
    Legs - 0
    Jobs:			Skills: None.
    Melee - 13		
    Short - 13		
    Long - 13
    Dodge - 26
    ------------------------------------------------------------------------------
    Missileer in Flugel - Total 9
    MV: 16 Lv: 22		Weapon Loadout:
    Body - 174		PC(Perzea), 1-1		
    Arms - 96		PC(Perzea), 1-1		
    Legs - 180		MS(Donkey DX), 4-8, 2 ammo
    Jobs:			Skills: None.
    Melee - 13		
    Short - 13		
    Long - 21
    Dodge - 15
    ------------------------------------------------------------------------------
    
    At the end of the mission, a long scene will commence. Afterwards, head back
    to Soleit and pay Olson a visit at the Military Ward. Exit the Military Ward
    for a scene with Natalie. Natalie, Keith, and J.J. will temporarily leave 
    after the scene ends. If you didn't notice it by now, Frederick has rejoined
    the Crows and can be useable again in battle. Try to leave Soleit for another
    scene and then you will be at the Bar when you regain control. Peewie will
    also upgrade to a stronger supply truck, now equipped with the Artassaut SP
    Machine Gun. When ready, head to the Nirvana Institute Facilities.
    
    ------------------------------------------------------------------------------
    Mission 23 - Nirvana Institute Facilities
    ------------------------------------------------------------------------------
    
    Enemies: 12
    Bosses: 1
    Units: 11
    Allies: 1
    Money: 12357 (No Driscoll), 15848 (Driscoll)
    Difficulty: *** (**** with Driscoll)
    Winning Condition: All enemy machines except Driscoll destroyed or Driscoll
    destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    Finally, after plenty of missions waiting, you now have a chance to defeat
    Driscoll and exact sweet revenge! For the mission, you can end it by either
    destroying Driscoll or everyone else except him. Apart from Driscoll, the 
    Type 67Cs with Thunderbolt and Wildgoose are the only ones that pose a threat
    in the mission. For EXP and money purposes, destroy all but one of the other
    enemies before attacking Driscoll. Driscoll will move to the South end of the
    factory and stay there, so you won't have to worry about him attacking you.
    
    When you're ready to go after Driscoll, shoot off his Right Arm first. Most 
    of the damage comes from his Uranio as opposed to the Raven Claw. Once it is
    taken out of the equation, destroy his Left Arm next. When Driscoll is fully
    disabled, you can take him down easily. Destroying any of the Raven's parts
    nets over 1000 EXP, for a grand total of over 4000 EXP if it is completely
    destroyed. Thus, fully destroying Driscoll's Raven is highly recommended to
    get the most out of this mission.
    
    On a final note, Gentz joins the battle as the final member of the crew. As
    he is the last to join you, Gentz will need some catching up to do. If you
    want him to be of any use in future missions, use him to destroy the Raven.
    
    Salvaged Items:
    
    Type 67C(Body)
    Wildgoose(Rocket Launcher)
    Repair L(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Driscoll in Type 11DS Raven(Attacker)
    MV: 14 Lv: 40		Weapon Loadout:
    Body - 250		PC(Type 11 Claw B), 99 x 1, 1-1		
    Arms - 250(L)/110(R)	MG(Uranio), 19 x 3, 1-1			
    Legs - 250
    Jobs:			Skills: 
    Melee - 32		Stun III
    Short - 30		Speed I
    Long - 31
    Dodge - 31
    ------------------------------------------------------------------------------
    Attacker in Type 67C - Total 5
    MV: 16 Lv: 23		Weapon Loadout:
    Body - 168		PC(Flugel), 1-1		
    Arms - 132(L)/96(R)	BZ(Thunderbolt), 1-4
    Legs - 132		RK(Wildgoose), 3-4, 3 ammo
    Jobs:			Skills: None.
    Melee - 13		
    Short - 25		
    Long - 13
    Dodge - 15
    ------------------------------------------------------------------------------
    Attacker in Type 67C - Total 3
    MV: 17 Lv: 23		Weapon Loadout:
    Body - 168		MG(Type 67C), 1-1
    Arms - 108(L)/96(R)	MG(Black Star), 1-1
    Legs - 132
    Jobs:			Skills: None.
    Melee - 13		
    Short - 25		
    Long - 13
    Dodge - 15
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 1
    MV: 14 Lv: 23		Weapon Loadout:
    Body - 200		RF(Empire), 1-1		
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 13		
    Short - 14		
    Long - 14
    Dodge - 25
    ------------------------------------------------------------------------------
    Missileer in Perzea - Total 3
    MV: 18 Lv: 23		Weapon Loadout:
    Body - 156		PC(Perzea), 1-1		MS(Donkey DX), 4-8, 2 ammo
    Arms - 96		PC(Perzea), 1-1		
    Legs - 132		RK(Wildgoose), 3-4, 3 ammo
    Jobs:			Skills: None.
    Melee - 14		
    Short - 14		
    Long - 25
    Dodge - 15
    ------------------------------------------------------------------------------
    
    Allies:
    
    Gentz Weizer in Orgel/Lich
    MV: 20 Lv: 17		Weapon Loadout:
    Body - 150		PC(Orgel), 1-1
    Arms - 108		PC(Orgel), 1-1
    Legs - 132
    Jobs:			Skills: 
    Melee - 13 		Stun I
    Short - 13		
    Long - 13
    Dodge - 13
    ------------------------------------------------------------------------------
    
    Watch the following scenes and return to Soleit before moving on. Restock and
    do adjustments to your crew if necessary. The next step for now is to head to
    the Larcus Factory...the very same location where the first mission took
    place.
    
    ------------------------------------------------------------------------------
    Mission 24 - Larcus Factory, Revisited
    ------------------------------------------------------------------------------
    
    Enemies: 14
    Bosses: 1
    Units: 11
    Allies: 0
    Money: 22464
    Difficulty: ****
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    Driscoll makes some very surprising statements prior to the start of this
    mission. It's time for some more payback for what Driscoll did! Unlike the
    last mission, you must destroy all enemies including Driscoll. Fortunately,
    Driscoll uses a Cannon Arm setup and it's a lot weaker than his other two Arm
    setups. However, those Cannons can deal a ton of damage if you don't destroy
    them. You don't get a lot of EXP for destroying his new Arms, but the Body
    and Legs still give over 1000 once destroyed. Destroy the other enemies in 
    any way you see fit before concentrating on the Raven. Disable both of its
    Arms then have fun finishing it off!
    
    Salvaged Items:
    
    Blizzaia 2(Arm)
    Winee RR(Rifle)
    Karen Device BD-6Kr(Computer)
    Repair L(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Driscoll in Type 11DS Raven(Attacker)
    MV: 16 Lv: 40		Weapon Loadout:
    Body - 250		CN(Type 11), 35 x 4, 1-1
    Arms - 120		CN(Type 11), 35 x 4, 1-1
    Legs - 250
    Jobs:			Skills: 
    Melee - 32		Stun III
    Short - 30		Speed I
    Long - 31
    Dodge - 31
    ------------------------------------------------------------------------------
    Attacker in Flugel - Total 6
    MV: 16 Lv: 24		Weapon Loadout:
    Body - 174		PC(Flugel), 1-1
    Arms - 132(L)/144(R)	RF(Winee RR), 1-1
    Legs - 114
    Jobs:			Skills: 
    Melee - 13		Stun II		
    Short - 26		
    Long - 14
    Dodge - 15
    ------------------------------------------------------------------------------
    Attacker in Perzea - Total 4
    MV: 20 Lv: 24		Weapon Loadout:
    Body - 156		BZ(Thunderbolt), 1-4
    Arms - 144(L)/132(R)	PC(Flugel), 1-1
    Legs - 132
    Jobs:			Skills: 
    Melee - 13		Stun II
    Short - 26		
    Long - 14
    Dodge - 15
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 1
    MV: 14 Lv: 24		Weapon Loadout:
    Body - 200		RF(Empire), 1-1
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 14		
    Short - 14		
    Long - 14
    Dodge - 26
    ------------------------------------------------------------------------------
    Missileer in Blizzaia 2 - Total 3
    MV: 16 Lv: 23		Weapon Loadout:
    Body - 204		PC(Blizzaia 2), 1-1
    Arms - 144		PC(Blizzaia 2), 1-1
    Legs - 180		MS(Crane), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 14		
    Short - 14		
    Long - 23
    Dodge - 15
    ------------------------------------------------------------------------------
    
    With Driscoll seemingly out of the equation, head to the Arms Dealer Camp and
    watch a quick scene. The Shop has new part upgrades and some of them are 
    really worth using. Once you exit the Shop, watch the quick scene that occurs
    and get your crew ready. Exit the Arms Dealer Camp to begin the next mission.
    
    ------------------------------------------------------------------------------
    Mission 25 - Arms Dealer Camp
    ------------------------------------------------------------------------------
    
    Enemies: 13
    Bosses: 3
    Units: 8 + 3 (Natalie, Keith, J.J.)
    Allies: 0
    Money: 17447
    Difficulty: ***
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    Now, you have to deal with Olson, Natalie, Keith and J.J. as your enemies.
    Fortunately, Natalie, Keith, and J.J. come to your aid after the end of the
    first turn. That leaves Olson by himself. However, he has two Banyan mobile
    weapons backing him up. The first thing to do is to join up with our three
    friends up to the North. Once this is done, take down Olson, the Banyans, and
    the rest of his merry crew. The Banyans are much less dangerous than Driscoll
    and his Raven, but they do have some nasty weapons equipped. As always with
    a mobile weapon, Long weapons work best against them.
    
    Salvaged Items:
    
    Black Star(Machine Gun)
    Paraina(Missile Launcher)
    Repair S(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Guri B. Olson in Eldos(Attacker) 
    MV: 18 Lv: 38		Weapon Loadout:
    Body - 228		VN(FV-24B), 1-1
    Arms - 156		PC(Eldos), 1-1
    Legs - 204		MS(Paraina), 4-6, 4 ammo
    Jobs:			Skills: None.
    Melee - 30		
    Short - 32		
    Long - 28
    Dodge - 25
    ------------------------------------------------------------------------------
    Boss - Commander in Banyan - Total 2
    MV: 14 Lv: 27		Weapon Loadout:
    Body - 450		MG(Artassaut SP), 1-1
    Arms - 0		BZ(Banish 2), 1-6
    Legs - 0
    Jobs:			Skills: 
    Melee - 19		Speed I
    Short - 20		
    Long - 19
    Dodge - 19
    ------------------------------------------------------------------------------
    Attacker in Blizzaia 2 - Total 4
    MV: 16 Lv: 25		Weapon Loadout:
    Body - 204		PC(Flugel), 1-1	
    Arms - 132(L)/144(R)	SG(Circular), 1-1
    Legs - 180
    Jobs:			Skills: None.
    Melee - 14		
    Short - 27		
    Long - 14
    Dodge - 16
    ------------------------------------------------------------------------------
    Attacker in Perzea - Total 2
    MV: 19 Lv: 25		Weapon Loadout:
    Body - 156		MG(Black Star), 1-1
    Arms - 144		RF(Winee RR), 1-1
    Legs - 132
    Jobs:			Skills: None.
    Melee - 14		
    Short - 27		
    Long - 14
    Dodge - 16
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 1
    MV: 14 Lv: 25		Weapon Loadout:
    Body - 200		RF(Empire), 1-1
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 15		
    Short - 15		
    Long - 15
    Dodge - 27
    ------------------------------------------------------------------------------
    Missileer in Blizzaia 2 - Total 6
    MV: 16 Lv: 25		Weapon Loadout:
    Body - 204		PC(Blizzaia 2), 1-1	MS(Crane), 3-6, 3 ammo
    Arms - 144		PC(Blizzaia 2), 1-1
    Legs - 180		RK(Probaton), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 15		
    Short - 14		
    Long - 25
    Dodge - 17
    ------------------------------------------------------------------------------
    
    After trashing Olson, return to Soleit and upgrade Natalie, Keith, and J.J.
    with new gear. Rupidis is your next destination so head there when you're
    prepared to go.
    
    ------------------------------------------------------------------------------
    Mission 26 - Rupidis
    ------------------------------------------------------------------------------
    
    Enemies: 10
    Bosses: 1
    Units: 9
    Allies: 0
    Money: 11909
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    This mission is pretty simple aside from the Gavel mobile weapon. The Gavel
    is essentially a stronger Seaking with the Long Force equipped as a secondary
    weapon. Apart from its weaponry and high HP, that's it for this mission.
    
    Salvaged Items:
    
    Dragon Fang(Arm) - From the initial starting point, look for an open door at
    the closest warehouse to the Southwest. When at the warehouse door, move up a
    square to reach the interior of the warehouse. Can only be procured from 
    second playthrough and above. The Right Arm can be procured from the second
    playthrough, the Left Arm can be procured from the third playthrough, and a
    complete set can be procured from the fourth playthrough and above.
    Type 103(Legs)
    Terna RG-0645(Computer)
    Artassaut SP(Machine Gun)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Commander in Gavel 
    MV: 16 Lv: 28		Weapon Loadout:
    Body - 800		CN(Long Force), 88 x 1, 6-9
    Arms - 0		VN(FV-24B), 1-1
    Legs - 0
    Jobs:			Skills: 
    Melee - 21		Speed I
    Short - 18		
    Long - 19
    Dodge - 20
    ------------------------------------------------------------------------------
    Attacker in Type 150 - Total 3
    MV: 21 Lv: 27		Weapon Loadout:
    Body - 192		MG(Artassaut SP), 1-1
    Arms - 120		PC(Type 150), 1-1
    Legs - 156
    Jobs:			Skills: 
    Melee - 15		Double II
    Short - 28		
    Long - 15
    Dodge - 17
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 2
    MV: 14 Lv: 27		Weapon Loadout:
    Body - 200		RF(Empire), 1-1
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 15		
    Short - 15		
    Long - 15
    Dodge - 30
    ------------------------------------------------------------------------------
    Missileer in Type 103 - Total 3
    MV: 19 Lv: 26		Weapon Loadout:
    Body - 192		BZ(Boa 40), 1-6
    Arms - 108		PC(Type 103), 1-1
    Legs - 144		MS(Blackpanther), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 15		
    Short - 15		
    Long - 27
    Dodge - 17
    ------------------------------------------------------------------------------
    Missileer in Pegase - Total 2
    MV: 16 Lv: 26		Weapon Loadout:
    Body - 228		PC(Pegase), 1-1		
    Arms - 156		PC(Pegase), 1-1		
    Legs - 204		MS(Blackpanther), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 15		
    Short - 15		
    Long - 27
    Dodge - 17
    ------------------------------------------------------------------------------
    
    At the Rupidis Warehouse, go to the City. At the City, head for the Shop to
    access the final part upgrades. If you haven't talked to the Shop owner, a
    scene will occur when you try to exit. Afterwards, go to the Bar and talk to
    everyone. Another scene will play out and you can go to the next mission. To
    access it, simply return to the Rupidis Warehouse.
    
    ------------------------------------------------------------------------------
    Mission 27 - Rupidis Docks
    ------------------------------------------------------------------------------
    
    Enemies: 13
    Bosses: 2
    Units: 11
    Allies: 0
    Money: 15479
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    Olson is here for some payback, but he's brought Willas as well. Split into
    two groups: one for the enemies to the North and the other for the ones to 
    the South. Once you have destroyed five enemies, Willas decides to help you
    out and will destroy the nearby Armored Car if you haven't done it already.
    When this occurs, all of the enemies will go straight for Willas. Keeping him
    alive is no problem if you cleared out the enemies to the South beforehand.
    It's not game over if Willas is destroyed, so you can forget about him if you
    want. Olson uses the same Eldos build as last time, so trashing him shouldn't
    be a problem.
    
    Salvaged Items:
    
    Blizzaia 2(Arm)
    Korl II(Arm) - From the initial starting point, look at the warehouse to the
    Northwest. When at the warehouse, hug the East wall and move North. At the 
    West border of the map and while hugging the warehouse's East wall, move to 
    square below.
    
    b
    wx
    wws
    wwws
    
    b - border
    s - square
    x - item
    w - wall
    
    Tiran II(Legs) - Procured at the same time as the Korl II Arm.
    Blackpanther(Missile Launcher)
    Repair L(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Guri B. Olson in Eldos(Attacker)
    MV: 18 Lv: 38		Weapon Loadout:
    Body - 228		VN(FV-24B), 1-1		
    Arms - 156		PC(Eldos), 1-1		
    Legs - 204		MS(Paraina), 4-6, 4 ammo
    Jobs:			Skills: None.
    Melee - 30		
    Short - 32		
    Long - 28
    Dodge - 25
    ------------------------------------------------------------------------------
    Boss - Willas E. Blakewood in Armored Car(Attacker)
    MV: 8  Lv: 37		Weapon Loadout:
    Body - 200		RF(Empire), 1-1		
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 18		
    Short - 19		
    Long - 34
    Dodge - 39
    ------------------------------------------------------------------------------
    Commander in Blizzaia 2 - Total 3
    MV: 16 Lv: 29		Weapon Loadout:
    Body - 204		MG(Leostun B), 1-1
    Arms - 144		MG(Artassaut SP), 1-1
    Legs - 180
    Jobs:			Skills: None.
    Melee - 20		
    Short - 21		
    Long - 20
    Dodge - 21
    ------------------------------------------------------------------------------
    Commander in Armored Car - Total 1
    MV: 8  Lv: 29		Weapon Loadout:
    Body - 200		RF(Empire), 1-1		
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 20		
    Short - 21		
    Long - 20
    Dodge - 21
    ------------------------------------------------------------------------------
    Attacker in Type 150 - Total 2
    MV: 20 Lv: 28		Weapon Loadout:
    Body - 192		BZ(Boa 40), 1-6
    Arms - 120		MG(Artassaut SP), 1-1
    Legs - 156
    Jobs:			Skills: None.
    Melee - 15		
    Short - 30		
    Long - 15
    Dodge - 18
    ------------------------------------------------------------------------------
    Attacker in Tiran - Total 3
    MV: 20 Lv: 28		Weapon Loadout:
    Body - 204		RF(Ibis 3), 1-1
    Arms - 144		PC(Blizzaia 2), 1-1
    Legs - 156
    Jobs:			Skills: None.
    Melee - 15		
    Short - 30		
    Long - 15
    Dodge - 18
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 1
    MV: 14 Lv: 25		Weapon Loadout:
    Body - 200		RF(Empire), 1-1
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 13		
    Short - 13		
    Long - 13
    Dodge - 31
    ------------------------------------------------------------------------------
    Missileer in Pegase - Total 3
    MV: 16 Lv: 27		Weapon Loadout:
    Body - 228		PC(Pegase), 1-1
    Arms - 156		PC(Pegase), 1-1
    Legs - 204		MS(Blackpanther), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 15		
    Short - 15		
    Long - 27
    Dodge - 18
    ------------------------------------------------------------------------------
    
    With Olson out of the way, make adjustments and prepare for the next mission.
    When you're ready to move on, head to Dock No. 16.
    
    ------------------------------------------------------------------------------
    Mission 28 - Rupidis, Dock No. 16
    ------------------------------------------------------------------------------
    
    Enemies: 14
    Bosses: 1
    Units: 8 + 1 (Ryuji)
    Allies: 0
    Money: 19024
    Difficulty: ***
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    A family reunion between the Sakatas will play out, but it ends tragically.
    Oh well, Ryuji needs help fast so send some units towards his direction. The
    Algem appears once again and this one has Switch III. Unless you have a death
    wish, make it top priority to disable one of its Arms using Long weapons. By
    now, your units should have no problem destroying enemies and even mobile
    weapons easily. Watch out for the other Commander in the Valiant since it has
    Switch III as well. Once both threats have been dealt with, mop up whatever
    is left of the enemy forces.
    
    Salvaged Items:
    
    Banyan(Mobile Weapon) - From the initial starting point, look at the enemy
    squad by the Northeast. By Northeast border of the map, there are two boxes 
    joined together and a third box next to it. Move to the square in-between the
    three boxes. For a visual reference, the boxes are covered by shadows and are
    located by the sea.
    Mostro 3 SZ(Machine Gun)
    Repair L(Item)
    Repair SP(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Commander in Algem 
    MV: 19 Lv: 30		Weapon Loadout:
    Body - 300		MG(Gloster), 15 x 5, 1-1
    Arms - 140		CN(Gloster), 65 x 1, 1-1
    Legs - 200
    Jobs:			Skills: 
    Melee - 20		Switch III
    Short - 22		
    Long - 21
    Dodge - 21
    ------------------------------------------------------------------------------
    Commander in Valiant - Total 1
    MV: 18 Lv: 30		Weapon Loadout:
    Body - 324 		MG(Artassaut Deux), 1-1
    Arms - 156		VN(FV-24B), 1-1
    Legs - 204
    Jobs:			Skills: 
    Melee - 20		Switch III
    Short - 22		
    Long - 21
    Dodge - 21
    ------------------------------------------------------------------------------
    Attacker in Pegase - Total 4
    MV: 16 Lv: 29		Weapon Loadout:
    Body - 228		MG(Wildgoat II), 20 x 6, 1-1
    Arms - 230(L)/156(R)	MG(Mostro 3 SZ), 1-1
    Legs - 228
    Jobs:			Skills: None.
    Melee - 15		
    Short - 34		
    Long - 15
    Dodge - 18
    ------------------------------------------------------------------------------
    Attacker in Type 105 - Total 4
    MV: 20 Lv: 29		Weapon Loadout:
    Body - 216		VN(FV-24B), 1-1
    Arms - 144		PC(Type 105), 1-1
    Legs - 192
    Jobs:			Skills: None.
    Melee - 15		
    Short - 34		
    Long - 15
    Dodge - 18
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 2
    MV: 14 Lv: 28		Weapon Loadout:
    Body - 200		RF(Empire), 1-1
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 16		
    Short - 16		
    Long - 16
    Dodge - 33
    ------------------------------------------------------------------------------
    Missileer in Vals - Total 3
    MV: 16 Lv: 29		Weapon Loadout:
    Body - 240		PC(Vals), 1-1		RK(Albatross), 3-6, 3 ammo
    Arms - 180		PC(Vals), 1-1		
    Legs - 228		MS(Blackpanther), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 16		
    Short - 16		
    Long - 30
    Dodge - 18
    ------------------------------------------------------------------------------
    
    Don't think you'll be leaving Rupidis just yet. Make adjustments if necessary
    and head to the Airport when you want to get back to the game.
    
    ------------------------------------------------------------------------------
    Mission 29 - Rupidis Airport
    ------------------------------------------------------------------------------
    
    Enemies: 15
    Bosses: 2
    Units: 11
    Allies: 0
    Money: 0
    Difficulty: ***
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    Rupidis must be mobile weapon heaven as there are two Innova mobile weapons
    running wild in this mission. They are basically stronger Banyans with the
    Long Force equipped. Nothing too dangerous by now, but the Innovas are still
    the strongest units apart from the Commander in the Valiant. You will need
    normal leg types in order to reach the enemies on higher elevation, so do
    equip those before you sortie. That's about it for this mission.
    
    Salvaged Items:
    
    Gavel(Mobile Weapon) - On the highest level of the area, look towards the
    Northwest border of the map. There is a small iron-plated platform to the end
    of the Northwest passage on the highest level. Move to the square at the 
    North edge of that platform. Normal leg types are needed to acquire this.
    Eldos(Legs)
    Donkey DX2(Missile Launcher)
    Repair L x 2(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Commander in Innova - Total 2
    MV: 16 Lv: 31		Weapon Loadout:
    Body - 600		CN(Long Force), 88 x 1, 6-9
    Arms - 0		MG(Mostro 3 SZ), 1-1	
    Legs - 0
    Jobs:			Skills: None.
    Melee - 22		
    Short - 22		
    Long - 22
    Dodge - 22
    ------------------------------------------------------------------------------
    Commander in Valiant - Total 1
    MV: 17 Lv: 31		Weapon Loadout:
    Body - 324		MG(Wildgoat II), 20 x 6, 1-1		
    Arms - 230(L)/192(R)	VN(FV-24B), 1-1		
    Legs - 240
    Jobs: 			Skills: None.
    Melee - 22		
    Short - 22		
    Long - 22
    Dodge - 22
    ------------------------------------------------------------------------------
    Attacker in Arpeggio - Total 4
    MV: 18 Lv: 31		Weapon Loadout:
    Body - 144		MG(Mostro 3 SZ), 1-1
    Arms - 180		RF(Firebird), 1-1
    Legs - 204
    Jobs:			Skills: 
    Melee - 15		Stun II
    Short - 37		Speed I
    Long - 15		First I
    Dodge - 19
    ------------------------------------------------------------------------------
    Attacker in Pegase - Total 4
    MV: 16 Lv: 31		Weapon Loadout:
    Body - 240		MG(Mostro 3 SZ), 1-1
    Arms - 180		PC(Vals), 1-1
    Legs - 228
    Jobs:			Skills: 
    Melee - 15		Stun II
    Short - 37		Speed I
    Long - 15		First I
    Dodge - 19
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 1
    MV: 14 Lv: 29		Weapon Loadout:
    Body - 200		RF(Empire), 1-1
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 16		
    Short - 16		
    Long - 16
    Dodge - 35
    ------------------------------------------------------------------------------
    Missileer in Eldos - Total 5
    MV: 18 Lv: 30 		Weapon Loadout:
    Body - 228		PC(Eldos), 1-1
    Arms - 156		BZ(Banish 2), 1-6
    Legs - 204		MS(Donkey DX2), 3-6, 4 ammo
    Jobs:			Skills: None.
    Melee - 16 		
    Short - 16		
    Long - 32
    Dodge - 19
    ------------------------------------------------------------------------------
    
    Now that you can finally leave Rupidis, you can head to Longrivers Island if
    you want to end the game.
    
    ------------------------------------------------------------------------------
    Final Mission - Longrivers Island
    ------------------------------------------------------------------------------
    
    Enemies: 8
    Bosses: 2 + 1 reinforcement
    Units: 17
    Allies: 0
    Money: 0
    Difficulty: *
    Winning Condition: All enemy machines or Driscoll destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    For a final mission, this is really too easy. You get to deploy every single
    member of the Crows and will easily win through sheer numbers alone. For this
    final mission, you have to deal with three boss units. The first one is 
    Koichi's Growning, a heavily armored beast like the Raven armed with powerful
    Machine Gun Arms. And like the Raven, the Growning drops over 1000 EXP for
    each part destroyed. The second is a giant monster-like Mir Orlen...piloted
    by Driscoll. Attack him once to learn how he got hooked up to the Mir Orlen.
    
    Beating this mission only requires that you destroy Driscoll. You don't need
    to take out the other enemy units along the way. As for the Mir Orlen itself,
    this giant machine has the highest HP and Defense of any unit in the entire
    game. Its Machine Gun is extremely deadly and can shred your units in just
    one attack, even at full HP. It gains 999 EXP for Short with each attack as
    well. If that's not bad enough, this unit can't be affected by support items
    or the Stun skill. However, it has one flaw - it can only attack things from
    Melee and Short range. A pretty laughable final boss really...
    
    In any case, once you destroy the Mir Orlen, Driscoll will appear in his old
    Raven unit afterwards. If you didn't destroy Koichi at this point, then some
    dialogue will occur and end with Driscoll destroying Koichi. You can still
    see this dialogue if you destroy Koichi before going after the Mir Orlen. As
    for the Raven, it now uses the stronger Mostro 3 SZ Machine Gun. For plot
    reasons, have Royd finish off Driscoll.
    
    Salvaged Items:
    
    Repair S x 4(Item)
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Driscoll in Mir Orlen(Attacker)
    MV: 2  Lv: 44		Weapon Loadout:
    Body - 999		MG(Mir Orlen), 25 x 8, 1-1
    Arms - 0				
    Legs - 0
    Jobs:			Skills: 
    Melee - 36		Stun III
    Short - 42		Speed III
    Long - 33
    Dodge - 32
    ------------------------------------------------------------------------------
    Boss - Koichi Sakata in Growning(Attacker)
    MV: 16 Lv: 29		Weapon Loadout:
    Body - 345		MG(Growning), 40 x 5, 1-1
    Arms - 200		MG(Growning), 40 x 5, 1-1
    Legs - 250
    Jobs:			Skills: None.
    Melee - 13 		
    Short - 22		
    Long - 19 
    Dodge - 28
    ------------------------------------------------------------------------------
    Attacker in Korl - Total 3
    MV: 17 Lv: 30		Weapon Loadout:
    Body - 228		MG(Korl), 1-1
    Arms - 168		MG(Korl), 1-1
    Legs - 216
    Jobs:			Skills: 
    Melee - 14		Speed I
    Short - 35		
    Long - 14
    Dodge - 21
    ------------------------------------------------------------------------------
    Attacker in Eldos - Total 3
    MV: 19 Lv: 30		Weapon Loadout:
    Body - 228		VN(FV-24B), 1-1
    Arms - 156		RF(Firebird), 1-1
    Legs - 204
    Jobs:			Skills: 
    Melee - 14		Speed I
    Short - 35		
    Long - 14
    Dodge - 21
    ------------------------------------------------------------------------------
    Missileer in Valiant - Total 2
    MV: 16 Lv: 31		Weapon Loadout:
    Body - 324		PC(Type 105C), 99 x 1, 1-1 MS(Donkey DX2), 3-6, 4 ammo
    Arms - 215		PC(Type 105C), 99 x 1, 1-1		
    Legs - 240		MS(Paraina), 4-6, 4 ammo
    Jobs:			Skills: None.
    Melee - 16		
    Short - 16		
    Long - 34
    Dodge - 21
    ------------------------------------------------------------------------------
    
    Reinforcements:
    
    (destroy the Mir Orlen)
    
    ------------------------------------------------------------------------------
    Boss - Driscoll in Type 11DS Raven(Attacker)
    MV: 14 Lv: 44		Weapon Loadout:
    Body - 250		PC(Type 11 Claw B), 99 x 1, 1-1
    Arms - 250(L)/110(R)	MG(Mostro 3 SZ), 1-1
    Legs - 250
    Jobs:			Skills: 
    Melee - 36 		Stun III
    Short - 42		Speed III
    Long - 33
    Dodge - 32
    ------------------------------------------------------------------------------
    
    Congratulations, you've just completed the O.C.U. scenario! You will also get
    the Buren for completing this scenario the first time around.
    
    ------------------------------------------------------------------------------
    Secret Mission 1 - Weapons Depot
    ------------------------------------------------------------------------------
    
    Access: Mission 6 to Mission 8
    
    After completing Mission 6, return to Menasa and head to the Military Ward.
    The Weapons Depot will become accessible just North of the O.C.U. Supply Base
    where Mission 7 takes place.
    
    Enemies: 9
    Bosses: 1
    Units: 9
    Allies: 2
    Money: 2780 (No Gina), 462 (Gina)
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    This is a pretty simple mission. The U.C.S. sniper, Gina, will retreat from
    the battle the moment that an enemy has been destroyed or if she is attacked
    directly. Due to her placement, it is nearly impossible to destroy her in
    time before she retreats. With that aside, the enemies will be attacking the
    two surviving ally units. As the enemy units will not concentrate on your
    units while the ally units are alive, you should have no problem in destroying
    the enemy forces.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Gina Davies in Stork/Breeze(Attacker)
    MV: 18 Lv: 14		Weapon Loadout:
    Body - 72		RF(PSG-5), 1-4
    Arms - 42		PC(Stork), 1-1
    Legs - 60
    Jobs:			Skills: 
    Melee - 10		Duel I
    Short - 18		
    Long - 11
    Dodge - 10
    ------------------------------------------------------------------------------
    Commander in Galbo MRX - Total 1
    MV: 16 Lv: 8		Weapon Loadout:
    Body - 54		PC(Galbo MRX), 1-1
    Arms - 42		MG(22sn Leosocial), 1-1
    Legs - 42		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: 
    Melee - 10		Double I
    Short - 11		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    Attacker in Pabotte II - Total 3
    MV: 15 Lv: 7		Weapon Loadout:
    Body - 54		MG(PAP 55), 1-1
    Arms - 33		PC(Pabotte II), 1-1
    Legs - 42
    Jobs:			Skills: None.
    Melee - 12		
    Short - 9		
    Long - 9
    Dodge - 10
    ------------------------------------------------------------------------------
    Attacker in Pabotte II - Total 2
    MV: 14 Lv: 7		Weapon Loadout:
    Body - 54		RD(F-2 Tonfa), 1-1
    Arms - 33		RD(F-2 Tonfa), 1-1
    Legs - 42
    Jobs:			Skills: None.
    Melee - 12		
    Short - 9		
    Long - 9
    Dodge - 10
    ------------------------------------------------------------------------------
    Missileer in Husky Mk.III - Total 2
    MV: 14 Lv: 7		Weapon Loadout:
    Body - 39		PC(Husky III), 1-1	RK(Galbados), 3-5, 3 ammo
    Arms - 24		PC(Husky III), 1-1
    Legs - 30		RK(Galbados), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 11
    Dodge - 10
    ------------------------------------------------------------------------------
    Missileer in Galbo - Total 1
    MV: 14 Lv: 7		Weapon Loadout:
    Body - 42		PC(Galbo), 1-1
    Arms - 25		PC(Galbo), 1-1
    Legs - 32		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 11
    Dodge - 10
    ------------------------------------------------------------------------------
    
    Allies:
    
    Attacker in Giza - Total 1
    MV: 12 Lv: 6		Weapon Loadout:
    Body - 45		MG(Grave), 1-1
    Arms - 26		PC(Giza), 1-1
    Legs - 34
    Jobs:			Skills: None.
    Melee - 9		
    Short - 12		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Missileer in Giza - Total 1
    MV: 12 Lv: 6		Weapon Loadout:
    Body - 45		PC(Giza), 1-1
    Arms - 36		PC(Giza), 1-1
    Legs - 34		MS(MGR-1B), 3-5, 2 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 10		
    Long - 11
    Dodge - 10
    ------------------------------------------------------------------------------
    
    After completing the secret mission, you will get the Prototype Clinton.
    
    ------------------------------------------------------------------------------
    Secret Mission 2 - Mail River Dam
    ------------------------------------------------------------------------------
    
    Access: Mission 8 to Mission 19
    
    After completing Mission 8, go to Freedom City. At Freedom, go to the Bar and
    talk to Bart twice. The Mail River Dam will become accessible North from 
    Freedom City.
    
    Enemies: 4 + 15 reinforcements
    Bosses: 0
    Units: 11
    Allies: 1
    Money: 7570
    Difficulty: ***
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines or dam destroyed.
    
    Strategy:
    
    Don't be fooled by the small amount of enemies there are during the mission:
    three reinforcement waves will appear once a certain amount of enemies have
    been destroyed. The first one occurs when two enemies are destroyed. The 
    second wave occurs when five enemies are destroyed. The third and final wave
    occurs when nine enemies are destroyed. You have to protect the dam from all
    of these enemies. The easiest way around this mission is to have everyone 
    positioned around the dam and destroy all incoming enemies when they are
    within striking distance.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in Moth VR.5 - Total 1
    MV: 16 Lv: 11		Weapon Loadout:
    Body - 66		MG(22sn Leosocial), 1-1	RK(Egret), 3-6, 3 ammo
    Arms - 54		MG(Dark Hog), 1-1
    Legs - 60		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: 
    Melee - 11		Switch I
    Short - 12		
    Long - 12
    Dodge - 11
    ------------------------------------------------------------------------------
    Attacker in Genem - Total 1
    MV: 16 Lv: 10		Weapon Loadout:
    Body - 66		MG(PAP 55), 1-1
    Arms - 54		SG(Catsray), 1-1
    Legs - 54
    Jobs:			Skills: None.
    Melee - 10		
    Short - 14		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    Missileer in Groppe - Total 2
    MV: 19 Lv: 10		Weapon Loadout:
    Body - 54		PC(Groppe), 1-1		MS(Bone), 3-5, 3 ammo
    Arms - 42		PC(Groppe), 1-1
    Legs - 42		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 13
    Dodge - 11
    ------------------------------------------------------------------------------
    
    Allies:
    
    Dam in Dam - Total 1
    MV: 0  Lv: 1		Weapon Loadout: None.
    Body - 310		
    Arms - 0		
    Legs - 0		
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Reinforcements:
    
    (2 enemies destroyed)
    
    ------------------------------------------------------------------------------
    Attacker in Genem - Total 2
    MV: 17 Lv: 10		Weapon Loadout:
    Body - 66		PC(Genem), 1-1
    Arms - 54		PC(Genem), 1-1
    Legs - 54
    Jobs:			Skills: None.
    Melee - 14		
    Short - 10		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    Missileer in Gein - Total 2
    MV: 14 Lv: 10		Weapon Loadout:
    Body - 60		PC(Gein), 1-1		MS(Bone), 3-5, 3 ammo
    Arms - 48		PC(Gein), 1-1
    Legs - 48		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 13
    Dodge - 11
    ------------------------------------------------------------------------------
    
    (5 enemies destroyed)
    
    ------------------------------------------------------------------------------
    Commander in Moth VR.5 - Total 1
    MV: 16 Lv: 11		Weapon Loadout:
    Body - 66		MG(22sn Leosocial), 1-1	RK(Egret), 3-6, 3 ammo
    Arms - 54		MG(Dark Hog), 1-1
    Legs - 60		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: 
    Melee - 11		Switch I
    Short - 12		
    Long - 12
    Dodge - 11
    ------------------------------------------------------------------------------
    Attacker in Genem - Total 2
    MV: 16 Lv: 10		Weapon Loadout:
    Body - 66		MG(PAP 55), 1-1
    Arms - 54		SG(Catsray), 1-1
    Legs - 54
    Jobs:			Skills: None.
    Melee - 10		
    Short - 14		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    Missileer in Groppe - Total 1
    MV: 19 Lv: 10		Weapon Loadout:
    Body - 54		PC(Groppe), 1-1		MS(Bone), 3-5, 3 ammo
    Arms - 42		PC(Groppe), 1-1
    Legs - 42		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 13
    Dodge - 11
    ------------------------------------------------------------------------------
    Missileer in Gein - Total 1 
    MV: 14 Lv: 10		Weapon Loadout:
    Body - 60		PC(Gein), 1-1		MS(Bone), 3-5, 3 ammo
    Arms - 48		PC(Gein), 1-1
    Legs - 48		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 13
    Dodge - 11
    ------------------------------------------------------------------------------
    
    (9 enemies destroyed)
    
    ------------------------------------------------------------------------------
    Commander in Moth VR.5 - Total 1
    MV: 16 Lv: 11		Weapon Loadout:
    Body - 66		MG(22sn Leosocial), 1-1	RK(Egret), 3-6, 3 ammo
    Arms - 54		MG(Dark Hog), 1-1
    Legs - 60		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: 
    Melee - 11		Switch I
    Short - 12		
    Long - 12
    Dodge - 11
    ------------------------------------------------------------------------------
    Attacker in Genem - Total 2
    MV: 16 Lv: 10		Weapon Loadout:
    Body - 66		MG(PAP 55), 1-1
    Arms - 54		SG(Catsray), 1-1
    Legs - 54
    Jobs:			Skills: None.
    Melee - 10		
    Short - 14		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    Attacker in Genem - Total 2
    MV: 17 Lv: 10		Weapon Loadout:
    Body - 66		PC(Genem), 1-1
    Arms - 54		PC(Genem), 1-1
    Legs - 54
    Jobs:			Skills: None.
    Melee - 14		
    Short - 10		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    Missileer in Gein - Total 1
    MV: 14 Lv: 10		Weapon Loadout:
    Body - 60		PC(Gein), 1-1		MS(Bone), 3-5, 3 ammo
    Arms - 48		PC(Gein), 1-1
    Legs - 48		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 13
    Dodge - 11
    ------------------------------------------------------------------------------
    
    After completing the secret mission, you will get the Clinton Type.
    
    ------------------------------------------------------------------------------
    Secret Mission 3 - Fort Monus, Residential Area
    ------------------------------------------------------------------------------
    
    Access: Mission 16 to Mission 18
    
    After completing Mission 16, head to the Military Ward at Fort Monus. After 
    Olson assigns the next mission, exit and re-enter the Military Ward. Upon
    exiting the Military Ward, watch the scene with Glen. A new location near
    Fort Monus will become accessible slightly to the East of it.
    
    Enemies: 18
    Bosses: 0
    Units: 11
    Allies: 1
    Money: 18170
    Difficulty: ***
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    For reasons I will not explain, Glen is invincible against all attacks. Not
    a single one of them will connect no matter how many times he gets attacked.
    Glen unfortunately can't do too much with his Winee Rifle against the enemy
    units here. Once you eliminate six enemies, Glen leaves the battlefield. The
    enemy units here are quite strong and can deal a lot of damage in a hurry.
    Concentrate on the enemy forces one at a time to minimize damage and this 
    mission will be over soon enough. Toss some Chaff Grenades here and there to
    deal with the Missileers.
    
    Oh yeah, the Zenith that Glen pilots is not the Zenith V. To find out what 
    model it is and why Glen is able to dodge everything, play Front Mission 5: 
    Scars of the War...
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in Prosion - Total 3
    MV: 20 Lv: 20		Weapon Loadout:
    Body - 120		MG(Cemetery 10), 1-1	
    Arms - 102		PC(Zinc), 1-1	
    Legs - 116		MS(Skull), 3-6, 3 ammo
    Jobs:			Skills: 
    Melee - 15		Double I
    Short - 15		
    Long - 15
    Dodge - 15
    ------------------------------------------------------------------------------
    Attacker in Type 67C - Total 7
    MV: 16 Lv: 18		Weapon Loadout:
    Body - 168		MG(Grave 2), 1-1
    Arms - 108		MG(Type 67C), 1-1	
    Legs - 132 
    Jobs:			Skills: None.
    Melee - 11		
    Short - 18		
    Long - 13
    Dodge - 14
    ------------------------------------------------------------------------------
    Attacker in Ratmount - Total 3
    MV: 13 Lv: 10		Weapon Loadout:
    Body - 168		MG(Ratmount), 1-1
    Arms - 120		MG(Ratmount), 1-1
    Legs - 156
    Jobs:			Skills: None.
    Melee - 14		
    Short - 10		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    Missileer in Ratmount - Total 5
    MV: 12 Lv: 18		Weapon Loadout:
    Body - 168		PC(Zinc), 1-1		MS(Slay), 3-6, 3 ammo
    Arms - 102		PC(Zinc), 1-1	
    Legs - 156		MS(Skull), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 12		
    Short - 12		
    Long - 18
    Dodge - 14
    ------------------------------------------------------------------------------
    
    Allies:
    
    Glen Duval in Zenith(Unknown Model)/Mad Lecter(Attacker)
    MV: 17 Lv: 23		Weapon Loadout:
    Body - 140		RF(Winee), 1-1
    Arms - 88		PC(Zenith V), 1-1
    Legs - 100
    Jobs:			Skills:
    Melee - 16		Speed III
    Short - 16		Double III
    Long - 16
    Dodge - 16  			
    ------------------------------------------------------------------------------
    
    After completing the secret mission, you will get the Seaking.
    
    ------------------------------------------------------------------------------
    Secret Mission 4 - Valley
    ------------------------------------------------------------------------------
    
    Access: Mission 22 to Mission 25
    
    After completing Mission 22, return to either Freedom or Peseta City. From 
    either location, you can head to the Valley to the North from both locations.
    
    Enemies: 9 + 6 reinforcements
    Bosses: 1 + 1 reinforcement
    Units: 11
    Allies: 0
    Money: 19039
    Difficulty: ***
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    You will watch a lengthy flashback from Royd's past before the mission
    begins. The mission isn't too hard to begin with, but you have to deal with
    a Buren mobile weapon. This one is very durable and will take a while to wear
    down due to its combination of high HP and Defense. Fortunately, its weapon 
    loadout is rather weak apart from the Donkey DX. Start the mission by taking
    out its allies first. When it's all alone, attack it. A second Buren with 
    more wanzers will appear to the Northeast. Just stay in the area and let the
    enemy units come to you to make life easier in completing this mission.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Commander in Buren
    MV: 5 Lv: 27		Weapon Loadout:
    Body - 999 		FT(Snowman), 1-1	
    Arms - 0		MS(Donkey DX), 4-8, 2 ammo
    Legs - 0
    Jobs:			Skills: 
    Melee - 19		Speed I
    Short - 20		
    Long - 19
    Dodge - 19
    ------------------------------------------------------------------------------
    Attacker in Type 67C - Total 3
    MV: 24 Lv: 16		Weapon Loadout:
    Body - 168		MG(Type 67C), 1-1	
    Arms - 108		MG(Black Star), 1-1	
    Legs - 132
    Jobs:			Skills: None.
    Melee - 13		
    Short - 26		
    Long - 14
    Dodge - 15
    ------------------------------------------------------------------------------
    Attacker in Blizzaia 2 - Total 2
    MV: 16 Lv: 10		Weapon Loadout:
    Body - 204		PC(Blizzaia 2), 1-1
    Arms - 144		RF(Winee RR), 1-1
    Legs - 180
    Jobs:			Skills: None.
    Melee - 14		
    Short - 10		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 2
    MV: 14 Lv: 1		Weapon Loadout:
    Body - 200		RF(Empire), 1-1	
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Missileer in Blizzaia - Total 2
    MV: 14 Lv: 23		Weapon Loadout:
    Body - 180		PC(Blizzaia), 1-1	
    Arms - 132		PC(Blizzaia), 1-1	
    Legs - 144		MS(Crane), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 14		
    Short - 14		
    Long - 23
    Dodge - 15
    ------------------------------------------------------------------------------
    
    Reinforcements:
    
    (attack the Buren once)
    
    ------------------------------------------------------------------------------
    Boss - Commander in Buren
    MV: 5 Lv: 27		Weapon Loadout:
    Body - 999 		FT(Snowman), 1-1
    Arms - 0		MS(Donkey DX), 4-8, 2 ammo
    Legs - 0
    Jobs:			Skills: 
    Melee - 19		Speed I
    Short - 20		
    Long - 19
    Dodge - 19
    ------------------------------------------------------------------------------
    Attacker in Type 67C - Total 3
    MV: 24 Lv: 16		Weapon Loadout:
    Body - 168		MG(Type 67C), 1-1
    Arms - 108		MG(Black Star), 1-1
    Legs - 132
    Jobs:			Skills: None.
    Melee - 13		
    Short - 26		
    Long - 14
    Dodge - 15
    ------------------------------------------------------------------------------
    Missileer in Blizzaia - Total 3
    MV: 14 Lv: 23		Weapon Loadout:
    Body - 180		PC(Blizzaia), 1-1	MS(Donkey DX), 4-8, 2 ammo
    Arms - 132		PC(Blizzaia), 1-1	
    Legs - 144		RK(Wildgoose), 3-4, 3 ammo
    Jobs:			Skills: None.
    Melee - 14		
    Short - 14		
    Long - 23
    Dodge - 15
    ------------------------------------------------------------------------------
    
    After completing the secret mission, you will get the Algem.
    
    ------------------------------------------------------------------------------
    4. U.C.S. SCENARIO						[UCSS]
    ------------------------------------------------------------------------------
    
    After choosing the name and callsign for Kevin, watch the opening scenes and 
    you will be in the first mission.
    
    ------------------------------------------------------------------------------
    Mission 1 - Supply Point
    ------------------------------------------------------------------------------
    
    Enemies: 2 + 4 reinforcements
    Bosses: 1
    Units: 3
    Allies: 3
    Difficulty: *****
    Money: 2000 + 1395
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    While the first part of the mission is easy, the second part is not. For
    the first part, you have to deal with Gust units. Until Matthew finishes his
    job, stay away from the Gusts. Four more of them will appear at the start of
    the second turn. At the end of the Player Phase on the third turn, night 
    vision will take effect. Under night vision, enemies do not attack you unless
    you happen to be standing a square away from them. Do not use any Repair 
    items during the first part of the mission.
    
    After all of the Gusts are destroyed, several scenes will occur. Once you
    regain control, you must fight the Prototype Clinton. If you have already 
    completed the O.C.U. scenario, you know how dangerous mobile weapons can be.
    The only issue here is that your Calm units have pitiful durability and will
    not last long against the Prototype Clinton's attacks. Have Kevin and Matthew
    use Piz 3 before attacking up close. Try to get the mobile weapon to focus on
    Johnny in the meantime.
    
    While fighting the mobile weapon, use Repairs after every attack. Prioritize
    the Body and Arms first since the Prototype Clinton will engage you at close
    range once it's out of Missile ammo. Never attack the mobile weapon on your
    Player Phase; only attack it from up close during the Enemy Phase. This gives
    your units a better chance at survival. Don't be frustated if you are having
    difficulty with the Prototype Clinton. The U.C.S. scenario isn't going to 
    hold your hand unlike the O.C.U. scenario.
    
    After five turns have passed, Maria and the Alpha team arrive as backup. If
    the Prototype Clinton is still standing, let them handle the mobile weapon.
    Maria alone can easily finish it off without much of a hassle. You will be
    robbed of a large EXP boost if you don't kill the Prototype Clinton though.
    Nonetheless, it's better than having to restart the game if the mobile weapon
    does destroy you.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    AI in Gust - Total 2
    MV: 21 Lv: 1		Weapon Loadout:
    Body - 21		MG(Gust), 1-1
    Arms - 16		MG(Gust), 1-1
    Legs - 18
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Reinforcements: 
    
    (turn 2)
    
    ------------------------------------------------------------------------------
    AI in Gust - Total 4
    MV: 21 Lv: 1 		Weapon Loadout:
    Body - 21		MG(Gust), 1-1
    Arms - 16		MG(Gust), 1-1
    Legs - 18
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    (destroy all enemies)
    
    ------------------------------------------------------------------------------
    Boss - AI in Prototype Clinton(Attacker)
    MV: 10 Lv: 1 		Weapon Loadout:
    Body - 200		MG(Siege), 1-1
    Arms - 0		MG(Siege), 1-1	
    Legs - 0		MS(MGR-1B), 3-5, 2 ammo
    Jobs:			Skills: None.
    Melee - 9 		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Allies:
    
    (5 turns after the Prototype Clinton appears)
    
    ------------------------------------------------------------------------------
    Maria Paredes in S-Orcus/Fate(Attacker)
    MV: 21 Lv: 27 		Weapon Loadout:
    Body - 132		PC(S-Orcus), 1-1
    Arms - 90		PC(S-Orcus), 1-1
    Legs - 96
    Jobs:			Skills: None.
    Melee - 18		
    Short - 24 		
    Long - 18
    Dodge - 14
    ------------------------------------------------------------------------------
    Black Hound in Calm/Hound(Commander) - Total 2
    MV: 12 Lv: 1 		Weapon Loadout:
    Body - 24		PC(Calm), 1-1		MS(Piz 3), 3-4, 3 ammo
    Arms - 19		MG(Siege), 1-1
    Legs - 21		SD(WS-2), 0-0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    At the Santa Barbara, leave Room B and head to Room A. After watching scenes
    with Maria, return to Room B and choose Rest to move on. On the next day, you
    can now access the Hangar for some much-needed upgrades. I highly recommend
    upgrading the Body and Arm parts for Kevin, Johnny, and Matthew. Buy Repair S
    items as well while you're at the Hangar. Weapons are of little concern since 
    the damage difference isn't noticeable. When you're ready to go, depart from 
    the Santa Barbara and go to the Andes Mountains. At the Andes Mountains, save 
    your game and select GO to begin the next mission.
    
    ------------------------------------------------------------------------------
    Mission 2 - Star of Freedom Headquarters
    ------------------------------------------------------------------------------
    
    Enemies: 10
    Bosses: 0
    Units: 3
    Allies: 0
    Difficulty: *****
    Money: 3000 + 4040
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    While no mobile weapons appear in the mission, you will have to deal with 
    plenty of base defenses around the battlefield. The 20mm AAC and Twin Force
    cannons, your main threats, are strong enough to blow off parts in a single
    round. If you are still using Calm parts, don't expect to survive rounds from
    those cannons. Start by destroying the 20mm AAC to the North and then blow up
    the Outpost to the East. Go after the other 20mm AAC next once the Outpost has
    been taken out of the equation.
    
    With those three defenses out of the way, move South and restore any damage
    taken with Repair S. Allow the Light Tanks and Gusts to move close before you
    attack them. Try your best to spread the damage evenly, preferrably towards
    Johnny and Matthew. If Kevin goes, it's game over obviously. When they are
    out of the way, destroy the remaining Twin Force cannons. Move as close as
    possible and take them down from close range. 
    
    If Johnny and Matthew are on death's door, position them up close to one of 
    the Twin Force cannons. Have Kevin finish off the Twin Force cannons in this
    case. You will certainly need some luck in surviving enemy attacks to clear
    this mission. If the situation is not looking in your favor, feel free to try
    again.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in Twin Force - Total 3
    MV: 0  Lv: 1 		Weapon Loadout:
    Body - 100		CN(Twin Force), 15 x 1, 6-9
    Arms - 0		CN(Twin Force), 15 x 1, 6-9
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Attacker in Gust - Total 2
    MV: 21 Lv: 1 		Weapon Loadout:
    Body - 21		MG(Gust), 1-1
    Arms - 16		MG(Gust), 1-1
    Legs - 18
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Attacker in Light Tank - Total 2
    MV: 14 Lv: 1 		Weapon Loadout:
    Body - 80		MG(Raptor), 1-1
    Arms - 0		MS(Piz 3), 3-4, 3 ammo
    Legs - 0		MS(Piz 3), 3-4, 3 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Attacker in 20mm AAC - Total 2
    MV: 0  Lv: 1 		Weapon Loadout:
    Body - 80		CN(20mm AAC), 10 x 1, 2-6		
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Attacker in Outpost - Total 1
    MV: 0  Lv: 1		Weapon Loadout:
    Body - 50 		MG(Raptor), 1-1		
    Arms - 0		GR(RIM-3), 1-4	
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Some scenes will take place afterwards and you will be taken to the Nirvana
    Institute. When you regain control, head to the Hangar and check out the new
    upgrades. Fully upgrade Kevin and restock him with Repair S items if you used
    them out in the previous mission. When you're ready to go, exit the Nirvana
    Institute and stop by at Fort Monus. If you want to access the Arena, you can
    do so now. If you want to continue on with the game, head to the Mail River.
    
    ------------------------------------------------------------------------------
    Mission 3 - Mail River Border
    ------------------------------------------------------------------------------
    
    Enemies: 6
    Bosses: 3
    Units: 1 + 2 (Johnny, Matthew)
    Allies: 1
    Money: 1000 + 3465
    Difficulty: ***
    Winning Condition: All enemy machines destroyed or the jeep escapes.
    Losing Condition: All ally machines or jeep destroyed.
    
    Strategy:
    
    This is the first protect mission for the U.C.S. scenario, and a mission that
    is noticeably less difficult than the last two. You will start off with Kevin
    alone. Johnny and Matthew will arrive on the scene at the start of the fourth
    turn. Until then, attack the Helicopters that try to attack the Jeep. One of
    them will be shot down by Johnny and Matthew when they arrive. Deal with the
    Helicopters and mop up the Light Tanks next. Kevin should have no problem 
    surviving hits if you fully upgraded him.
    
    Once all enemies are destroyed, you have to deal with three named pilots. If
    you already went through the O.C.U. scenario, it's Royd, Ryuji, and Karen. 
    Alone, they aren't that big of a threat. As a team, they are dangerous and
    can do a lot of damage. Fortunately, you don't need to take them out to clear
    the mission. Once the Jeep escapes, the mission is over. Still, it doesn't
    hurt to try and destroy one of wanzers while the Jeep hasn't retreated from
    the battlefield.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Attacker in Light Tank - Total 3
    MV: 14 Lv: 1 		Weapon Loadout:
    Body - 80		MG(Siege), 1-1
    Arms - 0		MS(Piz 3), 3-4, 3 ammo
    Legs - 0		MS(Piz 3), 3-4, 3 ammo
    Jobs:			Skills: None.
    Melee - 9
    Short - 9
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Helicopter in Helicopter - Total 3
    MV: 20 Lv: 1 		Weapon Loadout:
    Body - 70		MG(Grave), 1-1
    Arms - 0
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Allies:
    
    (start of the mission)
    
    ------------------------------------------------------------------------------
    Agent in Jeep(Carrier) - Total 1
    MV: 8   Lv: 1 		Weapon Loadout: None.
    Body - 200
    Arms - 0
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    (turn 4)
    
    ------------------------------------------------------------------------------
    Johnny Sanders in Mirage
    ------------------------------------------------------------------------------
    Matthew D. Lorenzo in Chestnut
    ------------------------------------------------------------------------------
    
    Reinforcements:
    
    (after all enemies destroyed)
    
    ------------------------------------------------------------------------------
    Boss - Royd Clive in Zenith/Shrike(Commander)
    MV: 12 Lv: 7		Weapon Loadout:
    Body - 33		MG(22sn Leosocial), 1-1
    Arms - 24		PC(Zenith), 1-1
    Legs - 26		MS(Bone), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 11		
    Short - 10		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    Boss - Ryuji Sakata in Zenith/Raioh(Attacker)
    MV: 14 Lv: 7		Weapon Loadout:
    Body - 33		RF(Ibis), 1-1
    Arms - 24		PC(Zenith), 1-1
    Legs - 26
    Jobs:			Skills: None.
    Melee - 10		
    Short - 11		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    Boss - Karen Meure in Zenith/Danger Lady(Missileer)
    MV: 12 Lv: 6 		Weapon Loadout:
    Body - 33		PC(Zenith), 1-1
    Arms - 24		RF(Ibis), 1-1
    Legs - 26		MS(Bone), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    
    Return to the Nirvana Institute and report to Driscoll at the Command Room. 
    After the scene with Dr. Gilmore ends, exit the Command Room. Select GO when
    you're ready to move on with the next mission.
    
    ------------------------------------------------------------------------------
    Mission 4 - Nirvana Institute
    ------------------------------------------------------------------------------
    
    Enemies: 2
    Bosses: 0
    Units: 3
    Allies: 4
    Money: 1000 (Both Type 90Xs are destroyed), 1500 (One Type 90X is disabled),
    3000 (Both Type 90Xs are disabled) + 1150
    Difficulty: **
    Winning Condition: All prototype machines destroyed or disabled.
    Losing Condition: All ally machines destroyed or prototype machines escape.
    
    Strategy:
    
    The only objective for this mission is to disable the Type 90X units before
    they escape. To disable one, all you need to do is destroy the Arms and Legs.
    Despite their low current HP, the Type 90X are heavily armored and will take
    a while to wear down. Engaging them up close is suicidal due to how powerful
    their Punch is. Stick with Long weapons to disable them. There are also four
    ally units here, but they won't last long against a Type 90X Punch. 
    
    Once the prototypes begin moving, they will move again on every other turn.
    For safety reasons, attack the Type 90X farther to the South first. That one
    only needs to move a few times before it escapes. If one of them escapes, it
    is game over for you. If you need an extra 2000, disable the prototypes as 
    opposed to destroying them. You'll need a bit of luck to do this, so don't
    worry if you end up destroying the prototypes.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Attacker in Type 90X - Total 2
    MV: 18 Lv: 1		Weapon Loadout:
    Body - 18/140		PC(Type 90X), 1-1
    Arms - 11/88		PC(Type 90X), 1-1
    Legs - 13/100
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Allies:
    
    Attacker in Galbo - Total 1
    MV: 14 Lv: 5		Weapon Loadout:
    Body - 42		MG(Grave), 1-1
    Arms - 25		PC(Galbo), 1-1
    Legs - 32		MS(MGR-1B), 1-1
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    Attacker in Galbo - Total 3
    MV: 14 Lv: 5		Weapon Loadout:
    Body - 42		MG(Grave), 1-1
    Arms - 25		MG(Grave), 1-1
    Legs - 32
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    
    Watch the scenes the follow after disabling the prototypes and when you gain
    control, leave the Nirvana Institute and head to the Larcus Factory. Some 
    more scenes will play out and Driscoll will give you orders to head to Fort
    Monus. Listen to some motivational speakers upon arriving to Fort Monus and
    go to the Command Room. Speak with Colonel Stewart and upon receiving your
    next mission assignment, head to the Peseta Forward Base. At Peseta Forward
    Base, Halle and Howard join the crew. After Kevin briefs both of them about
    the mission assignment, upgrade Halle and Howard's rigs. 
    
    Once preparations are done, exit Peseta Forward Base and go to the O.C.U.
    Radar Base.
    
    ------------------------------------------------------------------------------
    Mission 5 - O.C.U. Radar Base
    ------------------------------------------------------------------------------
    
    Enemies: 13
    Bosses: 0
    Units: 5
    Allies: 0
    Money: 1000 (Enemy sends alert message), 2000 (Enemy does not send alert
    message) + 4772
    Difficulty: **
    Winning Condition: All enemy machines or radar dome destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    You have two choices for getting through this one: go straight for the Radar
    Dome or destroy all enemies. The Radar Dome is to the North end of the map 
    and only a few enemy units are guarding it. If you want to get this over with
    quickly, destroy anything along the way to the Radar Dome. If you're not the
    type to leave enemies alive, go after the Light Tanks stationed at the East
    end of the map. 
    
    If you do not complete this mission within 11 turns, the enemy will send a
    message to their allies alerting them of your presence. This will result in
    more enemies appearing in a future mission, so make sure you get things done
    quickly if you don't want to see them. You only get 1000 for your military
    commission if you beat the mission in this case as well. So if you want the
    2000, clear the mission within the given time period.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Radar in Radar Dome - Total 1
    MV: 0  Lv: 1		Weapon Loadout: None.
    Body - 310		
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Commander in Stork - Total 1
    MV: 18 Lv: 2		Weapon Loadout:
    Body - 72		MG(Grave), 1-1
    Arms - 42		RD(F-1 Tonfa), 1-1
    Legs - 60		SD(WS-2), 0-0
    Jobs:			Skills: None.
    Melee - 9	
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Attacker in Galbo - Total 3
    MV: 15 Lv: 2		Weapon Loadout:
    Body - 42		PC(Galbo), 1-1
    Arms - 25		RD(F-1 Tonfa), 1-1
    Legs - 32		SD(WS-2), 0-0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Attacker in Light Tank - Total 6
    MV: 14 Lv: 2		Weapon Loadout:
    Body - 80		MG(Grave), 1-1
    Arms - 0		MS(MGR-1B), 3-5, 2 ammo
    Legs - 0		MS(MGR-1B), 3-5, 2 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Attacker in Outpost - Total 2
    MV: 0  Lv: 2		Weapon Loadout:
    Body - 50		MG(Siege), 1-1
    Arms - 0		GR(RIM-3), 1-1
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Head back to the Peseta Forward Base after completing the mission to restock
    and make adjustments. Head out to the Desert Base and select GO to begin the
    next mission.
    
    ------------------------------------------------------------------------------
    Mission 6 - O.C.U. AA Base
    ------------------------------------------------------------------------------
    
    Enemies: 13
    Bosses: 0
    Units: 5
    Allies: 0
    Money: 1000 (1-5 SAM Launchers destroyed), 3000 (All SAM Launchers destroyed)
    + 5247
    Difficulty: ***
    Winning Condition: All enemy machines destroyed and at least one SAM vehicle
    destroyed.
    Losing Condition: All ally machines destroyed or SAM vehicles escape.
    
    Strategy:
    
    The goal here is to destroy all of the SAM Launchers before they retreat from
    the area of operations. A few Light Tanks guard the way to the SAM Launchers.
    New to the fold are the M.B.T. units, which are heavily armored tanks. A shot
    from its Smasher does a lot of damage, but guarding with a Shield can mitigate
    the damage. Destroy one of them and move onto the SAM Launchers. Once six
    turns have passed, the SAM Launchers will begin to move out. You must destroy
    at least one SAM Launcher in order to complete the mission. Destroying all of
    them will net you a 3000 military commission bonus, so don't let them escape!
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Attacker in M.B.T. - Total 2
    MV: 12 Lv: 3		Weapon Loadout:
    Body - 300		BZ(Smasher), 1-4
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Attacker in Light Tank - Total 4
    MV: 14 Lv: 3		Weapon Loadout:
    Body - 80		MG(Cemetery), 1-1
    Arms - 0		MS(MGR-1B), 3-5, 2 ammo
    Legs - 0		MS(MGR-1B), 3-5, 2 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Attacker in Outpost - Total 1
    MV: 0  Lv: 3		Weapon Loadout:
    Body - 50		MG(Grave), 1-1
    Arms - 0		GR(RIM-3), 1-1
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Missileer in SAM Launcher - Total 6
    MV: 12 Lv: 1 		Weapon Loadout: None.
    Body - 100		
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    If you don't need to restock at the Peseta Forward Base, head to the 2nd
    Huffman Highway. Select GO when you're set for the next mission.
    
    ------------------------------------------------------------------------------
    Mission 7 - 2nd Huffman Highway
    ------------------------------------------------------------------------------
    
    Enemies: 8 + 6 reinforcements
    Bosses: 0
    Units: 5
    Allies: 3
    Money: 2000 (Enemies survive), 3000 (All enemies destroyed) + 4960
    Difficulty: **
    Winning Condition: All enemy machines destroyed or turn limit exceeded(10).
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    Taking a break from the whole issue of destroying certain enemy units, this
    one is about protecting supply trucks. The supply trucks leave a few turns
    after the mission starts, but it doesn't hurt to take out any enemies close
    by. Shoot down the Helicopters first then concentrate on the Light Tanks. The
    wanzers can go last since they are the farthest away from the supply trucks.
    Two reinforcement waves will appear later in the mission: one on turn six and
    the other on turn eight. The mission will end after ten turns have passed, so
    if you want the 3000 bonus, you'll have to destroy all enemies before then.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Attacker in Giza - Total 2
    MV: 12 Lv: 4		Weapon Loadout:
    Body - 45		RF(Winee), 1-1		SD(WS-2), 0-0
    Arms - 26		PC(Giza), 1-1
    Legs - 34		MS(Bone), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 10		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Attacker in Light Tank - Total 4
    MV: 14 Lv: 4		Weapon Loadout:
    Body - 80		MG(Grave), 1-1
    Arms - 0		MS(MGR-1B), 3-5, 2 ammo
    Legs - 0		MS(MGR-1B), 3-5, 2 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 10		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Helicopter in Helicopter - Total 2
    MV: 20 Lv: 4		Weapon Loadout:
    Body - 70		MG(Cemetery), 1-1
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 10		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Allies:
    
    Carrier in Supply Truck - Total 3
    MV: 14 Lv: 4		Weapon Loadout:
    Body - 100		MG(Raptor), 1-1
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    
    Reinforcements:
    
    (turn 6)
    
    ------------------------------------------------------------------------------
    Attacker in Galbo - Total 3
    MV: 15 Lv: 4		Weapon Loadout:
    Body - 42		MG(Grave), 1-1
    Arms - 25		RF(Winee), 1-1
    Legs - 32	
    Jobs:			Skills: None.
    Melee - 9		
    Short - 10		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    (turn 8)
    
    ------------------------------------------------------------------------------
    Attacker in Galbo - Total 3
    MV: 15 Lv: 4		Weapon Loadout:
    Body - 42		MG(Grave), 1-1
    Arms - 25		RF(Winee), 1-1
    Legs - 32	
    Jobs:			Skills: None.
    Melee - 9		
    Short - 10		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    After completing the mission, watch the following scenes and the FMV that 
    comes along with it. When you regain control, choose Rest at the Barracks. 
    On the next day, head to the Command Room to get the new mission assignment
    from Stewart and return to the Barracks. After a quick briefing, get ready 
    for the next mission. Once preparations are complete, exit Freedom Forward
    Base and go to Freedom City.
    
    ------------------------------------------------------------------------------
    Mission 8 - Freedom City
    ------------------------------------------------------------------------------
    
    Enemies: 13 (16 if the enemy sent alert message in Mission 5)
    Bosses: 0
    Units: 5
    Allies: 6
    Money: 4000 + 5372 (13 enemies), 6482 (16 enemies)
    Difficulty: *
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines or Grieg destroyed.
    
    Strategy:
    
    If you've experienced Hell's Wall on the O.C.U. scenario, you'll enjoy being
    able to have them as allies. All six of them alone can finish the mission 
    without any difficulty. Their Frosts are stronger than all of the enemy units
    in the mission and that doesn't equate into good news for the enemy. You can
    either let them hog the kills or do the mission the hard way. There are two
    minor notes to be aware of, however. It's nothing that means life or death on
    this mission, but you should pay attention to them. 
    
    The first one is that an extra three Zigle 11As will appear if Halle says 
    that the enemy was able to send an alert message in Mission 5. That's more
    EXP for your units if you decide to go after them. The second one is that if
    Grieg is destroyed, the game ends. Since Grieg is a commander type unit like 
    Kevin, it's in your best interest to protect him.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in M.B.T. - Total 2 
    MV: 12 Lv: 5		Weapon Loadout:
    Body - 300		BZ(Gnautz), 1-4
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    Attacker in Zigle 11A - Total 8/11(16 enemies)
    MV: 19 Lv: 5		Weapon Loadout:
    Body - 48		MG(22sn Leosocial), 1-1
    Arms - 36		RF(Ibis), 1-1
    Legs - 36
    Jobs:			Skills: None.
    Melee - 9		
    Short - 11		
    Long - 9
    Dodge - 10 
    ------------------------------------------------------------------------------
    Attacker in Light Tank - Total 2
    MV: 14 Lv: 5		Weapon Loadout:
    Body - 80		MG(PAP 55), 1-1
    Arms - 0		MS(Bone), 3-5, 3 ammo
    Legs - 0		MS(Bone), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 11		
    Long - 9
    Dodge - 10
    ------------------------------------------------------------------------------
    Carrier in Supply Truck - Total 1
    MV: 14 Lv: 2		Weapon Loadout:
    Body - 200		MG(Grave), 1-1		
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Allies:
    
    Grieg Demetrius in Frost(Attacker)
    MV: 14 Lv: 12		Weapon Loadout:
    Body - 108		RF(Empire), 1-1
    Arms - 60		RF(Ibis), 1-1
    Legs - 72
    Jobs:			Skills: 
    Melee - 12		Switch I
    Short - 12		
    Long - 10
    Dodge - 12
    ------------------------------------------------------------------------------
    Dave Sterling in Frost(Attacker)
    MV: 14 Lv: 6		Weapon Loadout:
    Body - 108		RF(Ibis), 1-1
    Arms - 60		RF(Empire), 1-1
    Legs - 72
    Jobs:			Skills: None.
    Melee - 11		
    Short - 9		
    Long - 9
    Dodge - 11
    ------------------------------------------------------------------------------
    Josh Dallin in Frost(Attacker)
    MV: 14 Lv: 7		Weapon Loadout:
    Body - 108		RD(F-2 Tonfa), 1-1
    Arms - 60		RD(F-3 Hand Rod), 1-1
    Legs - 72
    Jobs:			Skills: None.
    Melee - 11 		
    Short - 12		
    Long - 9
    Dodge - 9 
    ------------------------------------------------------------------------------
    Ghetta Cedric in Frost(Attacker)
    MV: 14 Lv: 5		Weapon Loadout:
    Body - 108		RD(F-3 Hand Rod), 1-1
    Arms - 60		RD(F-2 Tonfa), 1-1
    Legs - 72
    Jobs:			Skills: None.
    Melee - 11 		
    Short - 10		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Rebus Victor in Frost(Missileer)
    MV: 14 Lv: 7		Weapon Loadout:
    Body - 108		PC(Frost), 1-1		MS(Goldias), 3-6, 2 ammo
    Arms - 60		PC(Frost), 1-1		
    Legs - 72		RK(Egret), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 11
    Short - 11
    Long - 10
    Dodge - 9
    ------------------------------------------------------------------------------
    Milligan Ashton in Frost(Missileer)
    MV: 14 Lv: 5		Weapon Loadout:
    Body - 108		PC(Frost), 1-1		RK(Egret), 3-6, 3 ammo	
    Arms - 60		PC(Frost), 1-1		
    Legs - 72		RK(Egret), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 9 
    Short - 10
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    
    Before heading to Freedom City Hall, return to Fort Monus and do the usual.
    If you don't mind your current setup, move to Freedom City Hall.
    
    ------------------------------------------------------------------------------
    Mission 9 - Freedom City Hall
    ------------------------------------------------------------------------------
    
    Enemies: 12
    Bosses: 1 
    Units: 5
    Allies: 6
    Money: 2000 + 7325
    Difficulty: ****
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines or Grieg destroyed.
    
    Strategy:
    
    Notice the huge increase in the enemy composition? That's right, you have to
    deal with Vonarts that are nearly twice as strong as your wanzers. They are
    even tougher than the Hell's Wall Frosts! To make matters worse, there are a
    lot of Vonarts toting Long weapons on both Shoulders. Their Vonart Punch is
    even stronger than their Long weapons if you dare to attack them up close. 
    Finally, there is the K.O.N.G. X-II mobile weapon to deal with and it's a
    tough one to kill. If you didn't use the Hell's Wall unit from the previous
    mission, you certainly will need their help on this one.
    
    Start by merging with the Hell's Wall unit and luring the attention of the
    closest Vonarts in their direction. Start off every attack with Rebus and
    Milligan, along with your own Long specialists, attacking with Long weapons.
    Follow up with Grieg, Dave, Josh, and Ghetta destroying the weakened Vonart.
    With the rest of your crew, go after different Vonarts as a team. Keep Halle
    on repair duty and only have her attack if no one needs repairs. If the rest
    of your crew already have Repair S items, have her focus on keeping Hell's
    Wall healthy.
    
    Eventually, the rest of the Vonarts will start heading your way. If you have
    Flash Grenades, start using them on the incoming Vonarts. Go after the ones
    that you hit with Flash Grenades while they are defenseless. Once most of the
    Vonarts are down, the K.O.N.G. X-II will start moving your way. Have Rebus
    and Milligan stand by Halle to reload ammo, likewise with any Long users that
    you have. When that's done, blast the K.O.N.G. X-II to pieces with Long
    weapons.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Commander in K.O.N.G. X-II
    MV: 10 Lv: 7		Weapon Loadout:
    Body - 500		BZ(Boa 36), 1-4
    Arms - 0		MS(Bone), 3-5, 3 ammo
    Legs - 0		MS(Bone), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    Helicopter in AAH34C - Total 2
    MV: 18 Lv: 5		Weapon Loadout:
    Body - 150		MG(Dark Hog), 1-1
    Arms - 0		RK(Galbados), 3-5, 3 ammo
    Legs - 0		RK(Galbados), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 11
    Dodge - 10  
    ------------------------------------------------------------------------------
    Missileer in Vonart - Total 10
    MV: 16 Lv: 5		Weapon Loadout:
    Body - 108		PC(Vonart), 1-1		MS(MGR-1B), 3-5, 2 ammo
    Arms - 72		PC(Vonart), 1-1
    Legs - 84		MS(Bone), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 11
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Allies:
    
    Grieg Demetrius in Frost(Attacker)
    MV: 14 Lv: 12		Weapon Loadout:
    Body - 108		RF(Empire), 1-1
    Arms - 60		RF(Ibis), 1-1
    Legs - 72
    Jobs:			Skills: 
    Melee - 12		Switch I
    Short - 12		
    Long - 10
    Dodge - 12
    ------------------------------------------------------------------------------
    Dave Sterling in Frost(Attacker)
    MV: 14 Lv: 6		Weapon Loadout:
    Body - 108		RF(Ibis), 1-1
    Arms - 60		RF(Empire), 1-1
    Legs - 72
    Jobs:			Skills: None.
    Melee - 11		
    Short - 9		
    Long - 9
    Dodge - 11
    ------------------------------------------------------------------------------
    Josh Dallin in Frost(Attacker)
    MV: 14 Lv: 7		Weapon Loadout:
    Body - 108		RD(F-2 Tonfa), 1-1
    Arms - 60		RD(F-3 Hand Rod), 1-1
    Legs - 72
    Jobs:			Skills: None.
    Melee - 11 		
    Short - 12		
    Long - 9
    Dodge - 9 
    ------------------------------------------------------------------------------
    Ghetta Cedric in Frost(Attacker)
    MV: 14 Lv: 5		Weapon Loadout:
    Body - 108		RD(F-3 Hand Rod), 1-1
    Arms - 60		RD(F-2 Tonfa), 1-1
    Legs - 72
    Jobs:			Skills: None.
    Melee - 11 		
    Short - 10		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Rebus Victor in Frost(Missileer)
    MV: 14 Lv: 7		Weapon Loadout:
    Body - 108		PC(Frost), 1-1		MS(Goldias), 3-6, 2 ammo
    Arms - 60		PC(Frost), 1-1		
    Legs - 72		RK(Egret), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 11 		
    Short - 11		
    Long - 10
    Dodge - 9
    ------------------------------------------------------------------------------
    Milligan Ashton in Frost(Missileer)
    MV: 14 Lv: 5		Weapon Loadout:
    Body - 108		PC(Frost), 1-1		RK(Egret), 3-6, 3 ammo	
    Arms - 60		PC(Frost), 1-1		
    Legs - 72		RK(Egret), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 9 		
    Short - 10		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    
    Scenes will play out after taking control of Freedom City. When you regain
    control, go to the Command Room and see what's up with Stewart. Head back to
    the Barracks and choose Rest afterwards. Once preparations are done, exit
    Freedom City and head to the Locusta Desert. After some chatter amongst the
    crew, the next mission begins.
    
    ------------------------------------------------------------------------------
    Mission 10 - Lark Valley
    ------------------------------------------------------------------------------
    
    Enemies: 3 + 6 reinforcements
    Bosses: 0
    Units: 5
    Allies: 1
    Money: 2000 + 4115
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    This is a straightforward mission with nothing special outside of Maria's
    appearance. She leaves the battlefield after three turns though so you're not
    getting help from her. Reinforcements arrive from the North after destroying
    one Light Tank, but none of them pose a significant threat. If you want a 
    challenge, try reaching Maria before she leaves and see what happens if you
    select Attack...
    
    Salvaged Items:
    
    Gloster(Mobile Weapon) - To the Western border of the map, there is large
    building located beside some plants and trees. Move to the square right at 
    the building's entrance. For a visual reference, the building is Northwest to
    the one where the red truck is stationed at.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Attacker in Light Tank - Total 3 
    MV: 14 Lv: 7		Weapon Loadout:
    Body - 80		MG(PAP 55), 1-1
    Arms - 0		RK(Galbados), 1-1
    Legs - 0		RK(Galbados), 1-1
    Jobs:			Skills: None.
    Melee - 9		
    Short - 12		
    Long - 9
    Dodge - 10
    ------------------------------------------------------------------------------
    
    Reinforcements:
    
    (one Light Tank destroyed)
    
    ------------------------------------------------------------------------------
    Attacker in Genem - Total 4
    MV: 17 Lv: 7		Weapon Loadout:
    Body - 66		MG(Cemetery), 1-1
    Arms - 30		MG(22sn Leosocial), 1-1
    Legs - 54
    Jobs:			Skills: None.
    Melee - 9		
    Short - 12		
    Long - 9
    Dodge - 10
    ------------------------------------------------------------------------------
    Missileer in Zikade - Total 2
    MV: 20 Lv: 6		Weapon Loadout:
    Body - 96		PC(Zikade), 1-1		RK(Egret), 3-6, 3 ammo
    Arms - 60		PC(Zikade), 1-1
    Legs - 66		MS(Bone), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 10		
    Long - 11
    Dodge - 10
    ------------------------------------------------------------------------------
    
    Allies:
    
    Maria Paredes in S-Orcus/Fate(Attacker)
    MV: 21 Lv: 27 		Weapon Loadout:
    Body - 132		PC(S-Orcus), 1-1
    Arms - 90		PC(S-Orcus), 1-1
    Legs - 96
    Jobs:			Skills: None.
    Melee - 18		
    Short - 24 		
    Long - 18
    Dodge - 14
    ------------------------------------------------------------------------------
    
    Some lengthy scenes occur after getting out of Lark Valley. When you regain
    control, head to the Barracks and speak with your crew. Talk to Maria as well
    while you're there. Return to the Command Room and Stewart has a new task for
    you to do. Leave Freedom City and go to Grey Rock. At Grey Rock, go to the 
    Bar and talk to everyone. Upon exiting the Bar, the Hospital will become 
    accessible. Go there to start the next mission.
    
    ------------------------------------------------------------------------------
    Mission 11 - Grey Rock
    ------------------------------------------------------------------------------
    
    Enemies: 10
    Bosses: 0
    Units: 5
    Allies: 0
    Money: 7000 + 4060
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    This mission has nothing memorable or has any special objectives to meet. In
    short, it's just a typical day for the Silver Lynxes here.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in Moth - Total 2
    MV: 16 Lv: 9		Weapon Loadout:
    Body - 66		MG(22sn Leosocial), 1-1
    Arms - 54		MG(Dark Hog), 1-1
    Legs - 60		RK(Egret), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 11		
    Short - 11		
    Long - 11
    Dodge - 11
    ------------------------------------------------------------------------------
    Attacker in Groppe - Total 4
    MV: 20 Lv: 8		Weapon Loadout:
    Body - 54		RF(Empire), 1-1
    Arms - 42		MG(Dark Hog), 1-1
    Legs - 42
    Jobs:			Skills: None.
    Melee - 10		
    Short - 13		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    Missileer in Genem - Total 4
    MV: 16 Lv: 7		Weapon Loadout:
    Body - 66		BZ(Gnautz), 1-4		MS(Sunowl), 3-5, 3 ammo
    Arms - 54		PC(Genem), 1-1
    Legs - 54		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 11
    Dodge - 10
    ------------------------------------------------------------------------------
    
    Get back to Freedom City and pay Stewart a visit at the Command Room. Talk
    with your teammates back at the Barracks and return to the Command Room when
    you're done. Finish what you have to do and head to the 1st Huffman Highway
    when you are ready.
    
    ------------------------------------------------------------------------------
    Mission 12 - 1st Huffman Highway
    ------------------------------------------------------------------------------
    
    Enemies: 7
    Bosses: 0
    Units: 5
    Allies: 1
    Money: 3000 + 3305
    Difficulty: ***
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines or Gina destroyed.
    
    Strategy:
    
    Watch the scene with some O.C.U. engineers along with references to "The 
    Three Little Pigs". Anyways, you have a small amount of enemies to deal with
    at the highway. The problem is that you must protect Gina and the enemies are
    not stupid enough to go after your units first. Equip Legs with the highest
    Move ratings and go for Long weapons with great range for this one. When an
    enemy unit is within range, send it to the junkyard with Long weapons. Gina
    herself can fend off the enemy, but she won't last long if they surround and
    overwhelm her.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in Zikade - Total 1
    MV: 20 Lv: 11		Weapon Loadout:
    Body - 96		PC(Zikade), 1-1
    Arms - 60		MG(Leostun), 1-1
    Legs - 66		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: 
    Melee - 11		Switch I
    Short - 12		
    Long - 12
    Dodge - 11
    ------------------------------------------------------------------------------
    Attacker in Avenir - Total 5
    MV: 14 Lv: 10		Weapon Loadout:
    Body - 84		RF(Ibis), 1-1
    Arms - 48		MG(Dark Hog), 1-1
    Legs - 66
    Jobs:			Skills: None.
    Melee - 10		
    Short - 14		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    Missileer in Genem - Total 1
    MV: 16 Lv: 9		Weapon Loadout:
    Body - 66		PC(Genem), 1-1		RK(Egret), 3-6, 3 ammo
    Arms - 54		PC(Genem), 1-1
    Legs - 54		MS(Sunowl), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 11
    Dodge - 11
    ------------------------------------------------------------------------------
    
    Allies:
    
    Gina Davies in Peregrine/Breeze
    MV: 21 Lv: 14		Weapon Loadout:
    Body - 84		PC(Peregrine), 1-1
    Arms - 48		RF(PSG-5), 1-4
    Legs - 60
    Jobs:			Skills: 
    Melee - 10		Duel I
    Short - 18		
    Long - 11
    Dodge - 10
    ------------------------------------------------------------------------------
    
    With Gina being the new recruit to the Silver Lynxes, head back to Freedom
    City and upgrader her rig. Do some upgrades for others if you haven't done it
    already. Once preparations are complete, go to the Huffman Railway.
    
    ------------------------------------------------------------------------------
    Mission 13 - Huffman Railway
    ------------------------------------------------------------------------------
    
    Enemies: 15
    Bosses: 0
    Units: 6
    Allies: 0
    Money: 3000 + 7721
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    Apart from the Defense Guns, this mission is pretty simple. If you've played
    the O.C.U. scenario, then you know what to do against the Defense Guns. If
    not, stay out of its attack range as much as possible. Only deal with them
    when the rest of the enemy units have been destroyed. When you attack the
    Defense Guns, use Long weapons to destroy them to avoid taking counterattacks.
    
    ------------------------------------------------------------------------------
    Commander in Zikade - Total 1
    MV: 19 Lv: 12 		Weapon Loadout:
    Body - 96		MG(Grave S), 1-1	SD(WS-20), 0-0
    Arms - 60		PC(Zikade), 1-1	
    Legs - 66		RK(Egret), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 12		
    Short - 12		
    Long - 12
    Dodge - 12
    ------------------------------------------------------------------------------
    Attacker in Zearaid - Total 9 
    MV: 20 Lv: 11 		Weapon Loadout:
    Body - 84		MG(Mostro 24), 1-1
    Arms - 48		MG(Leostun), 1-1
    Legs - 60
    Jobs:			Skills: None.
    Melee - 10		
    Short - 15		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    Attacker in Defense Gun - Total 2
    MV: 0  Lv: 11		Weapon Loadout:
    Body - 150		CN(Defense Cannon), 58 x 1, 1-10
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 10		
    Short - 15		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    Carrier in Supply Truck - Total 1
    MV: 14 Lv: 7		Weapon Loadout:
    Body - 200		MG(Cemetery), 1-1
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 10		
    Long - 10
    Dodge - 12
    ------------------------------------------------------------------------------
    Helicopter in AAH34C - Total 2 
    MV: 18 Lv: 10		Weapon Loadout:
    Body - 150		MG(Dark Hog), 1-1
    Arms - 0		RK(Galbados), 3-5, 3 ammo
    Legs - 0		RK(Galbados), 3-5, 3 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 12		
    Long - 13
    Dodge - 11
    ------------------------------------------------------------------------------
    
    Once the huge railroad gun is destroyed, return to Freedom City and visit
    Stewart at the Command Room. Prepare your units for the next mission and when
    ready, select GO while you're at Freedom City.
    
    ------------------------------------------------------------------------------
    Mission 14 - Freedom City
    ------------------------------------------------------------------------------
    
    Enemies: 13
    Bosses: 0
    Units: 6
    Allies: 0
    Money: 10000 + 7365
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    This is a pretty basic mission and another day for the Silver Lynxes. The 
    Zikades have Stun, but it's not a major threat and can easily be dealt with
    by disabling them. If you feel confident, split up into two groups and handle
    enemies by both of the bridges.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in Groppe SPV - Total 1
    MV: 16 Lv: 15		Weapon Loadout:
    Body - 120		MG(Artassaut), 1-1
    Arms - 84		RD(F-3 Hand Rod), 1-1
    Legs - 102		SD(WS-14), 0-0
    Jobs:			Skills: 
    Melee - 13		Speed I
    Short - 13		
    Long - 12
    Dodge - 12
    ------------------------------------------------------------------------------
    Attacker in Peregrine - Total 5 
    MV: 20 Lv: 13		Weapon Loadout:
    Body - 84		MG(Leostun), 1-1
    Arms - 48		RF(Iguchi Type 502), 1-1
    Legs - 60
    Jobs:			Skills: None.
    Melee - 11		
    Short - 16		
    Long - 11
    Dodge - 11
    ------------------------------------------------------------------------------
    Attacker in Zikade - Total 3
    MV: 20 Lv: 14		Weapon Loadout:
    Body - 96		RD(F-3 Hand Rod), 1-1
    Arms - 60		PC(Zikade), 1-1
    Legs - 66 		SD(WS-2B), 1-1
    Jobs:			Skills: 
    Melee - 13		Stun I
    Short - 16		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    Helicopter in AAH34C - Total 2 
    MV: 18 Lv: 11		Weapon Loadout:
    Body - 150		MG(Artassaut), 1-1
    Arms - 0		MS(Donkey), 3-6, 2 ammo	
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 12		
    Long - 13
    Dodge - 11
    ------------------------------------------------------------------------------
    Missileer in Zearaid - Total 2
    MV: 18 Lv: 13		Weapon Loadout:
    Body - 84		PC(Zearaid), 1-1
    Arms - 48		BZ(Be-11), 1-4
    Legs - 60		MS(Magic Box), 4-6, 2 ammo
    Jobs:			Skills: None. 
    Melee - 11		
    Short - 11		
    Long - 13
    Dodge - 12
    ------------------------------------------------------------------------------
    
    Watch a lengthy scene and you will be at the Peseta Forward Base when control
    is regained. Outside the Barracks, a quick scene will play out between some
    U.C.S. soldiers. Check in with Stewart to find out what's next on the to-do
    list. Do the usual and head to Wayne Mountains when you're set.
    
    ------------------------------------------------------------------------------
    Mission 15 - Wayne Mountains
    ------------------------------------------------------------------------------
    
    Enemies: 8 + 5 reinforcements
    Bosses: 0
    Units: 6
    Allies: 6
    Money: 10000 + 7825
    Difficulty: ***
    Winning Condition: All enemy machines destroyed and at least one supply
    truck survives.
    Losing Condition: All ally machines or supply trucks destroyed.
    
    Strategy:
    
    It's been a while since the last protect mission on the U.C.S. scenario. You
    get to help out Laurent and five other pilots fend off O.C.U. units, one of
    them being Ghetta from Hell's Wall. Your targets to protect are the two supply
    trucks; if both of them are destroyed, it's game over. On the fourth turn,
    enemy reinforcements arrive to the Northwest. That's about it for the mission.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Attacker in Zikade - Total 3
    MV: 21 Lv: 14		Weapon Loadout:
    Body - 96		PC(Zikade), 1-1
    Arms - 60		MG(Leostun), 1-1
    Legs - 66 
    Jobs:			Skills: None.
    Melee - 13		
    Short - 16		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    Attacker in Cicada II - Total 3 
    MV: 16 Lv: 14		Weapon Loadout:
    Body - 144		PC(Zikade), 1-1		SD(WS-2B), 0-0
    Arms - 60		PC(Zikade), 1-1
    Legs - 114		SD(WS-2B), 0-0
    Jobs:			Skills: None.
    Melee - 14		
    Short - 13		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    Missileer in Peregrine - Total 2 
    MV: 18 Lv: 12		Weapon Loadout:
    Body - 84		PC(Peregrine), 1-1	SD(WS-2B), 0-0
    Arms - 48		PC(Peregrine), 1-1
    Legs - 60		MS(Magic Box), 4-6, 2 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 15
    Dodge - 11
    ------------------------------------------------------------------------------
    
    Allies:
    
    Laurent Connely in S-Orcus(Commander)
    MV: 19 Lv: 15		Weapon Loadout:
    Body - 96/132		MG(Mostro 24), 1-1
    Arms - 90		PC(S-Orcus), 1-1
    Legs - 96		RK(Egret), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 12		
    Short - 12		
    Long - 12
    Dodge - 12
    ------------------------------------------------------------------------------
    Ghetta Cedric in Frost/Void
    MV: 14 Lv: 20		Weapon Loadout:
    Body - 64/108		RD(F-3 Hand Rod), 1-1
    Arms - 60		RD(F-2 Tonfa), 1-1
    Legs - 72
    Jobs:			Skills: 
    Melee - 16		Stun I
    Short - 16		
    Long - 14
    Dodge - 12
    ------------------------------------------------------------------------------
    UCS Soldier in Orcus(Attacker) 
    MV: 21 Lv: 14		Weapon Loadout:
    Body - 60		PC(Orcus), 1-1
    Arms - 16(L), 36(R)/36	MG(Dark Hog), 1-1
    Legs - 54
    Jobs:			Skills: None.
    Melee - 13		
    Short - 16		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    UCS Soldier in Orcus(Attacker)
    MV: 21 Lv: 14		Weapon Loadout:
    Body - 60		PC(Orcus), 1-1
    Arms - 36		SG(Catsray), 1-1
    Legs - 16/54
    Jobs:			Skills: None.
    Melee - 13		
    Short - 16		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    Civilian in Supply Truck(Carrier) - Total 2
    MV: 14 Lv: 7		Weapon Loadout:
    Body - 100		MG(Cemetery), 1-1
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 10
    Dodge - 12
    ------------------------------------------------------------------------------
    
    Reinforcements:
    
    (turn 4)
    
    ------------------------------------------------------------------------------
    Attacker in Peregrine - Total 3
    MV: 20 Lv: 14		Weapon Loadout:
    Body - 84		PC(Peregrine), 1-1
    Arms - 48		MG(Cemetery), 1-1
    Legs - 60		MS(Donkey), 3-6, 2 ammo
    Jobs:			Skills: None.
    Melee - 13		
    Short - 16		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    Attacker in Groppe SPV - Total 2
    MV: 16 Lv: 14		Weapon Loadout:
    Body - 120		PC(Groppe SPV), 1-1
    Arms - 84		PC(Groppe SPV), 1-1
    Legs - 102		SD(WS-2B), 0-0
    Jobs:			Skills: None.
    Melee - 14		
    Short - 13		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    
    At Wayne Mountains, there are some new upgrades available if you check out
    the Shop. Make your adjustments and when ready, exit Wayne Mountains and go 
    to the Evacuation Point.
    
    ------------------------------------------------------------------------------
    Mission 16 - Evacuation Point
    ------------------------------------------------------------------------------
    
    Enemies: 13
    Bosses: 0
    Units: 6
    Allies: 6
    Money: 13000 + 8903
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines or turn limit exceeded(20).
    
    Strategy:
    
    You don't have to worry about protecting the supply trucks or the other units
    here. What you do have to worry about is that this is a timed mission; if you
    do not clear it within 20 turns or less, you will get a game over. There's no
    indicator saying how many turns you have left except for warning messages on
    turns five and ten. The terrain conditions will make it harder for you to get
    around as well. Before you move out, make sure you grab Arpeggio Legs for all
    of your units.
    
    Start by moving South to destroy every enemy unit along the way to the SAM
    Launchers. Take those out, and all you have left to deal with are the wanzers.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in Wildgoat - Total 1
    MV: 17 Lv: 14		Weapon Loadout:
    Body - 156		VN(FV-24), 1-1
    Arms - 102		GR(RIM-4), 1-4
    Legs - 138
    Jobs:			Skills: 
    Melee - 13		Switch I
    Short - 13		Speed I
    Long - 12
    Dodge - 12
    ------------------------------------------------------------------------------
    Attacker in Type 65 - Total 4
    MV: 19 Lv: 15		Weapon Loadout:
    Body - 132		CN(Type 67), 1-1
    Arms - 96		CN(Type 67), 1-1
    Legs - 72
    Jobs:			Skills: None.
    Melee - 12		
    Short - 16		
    Long - 10
    Dodge - 12
    ------------------------------------------------------------------------------
    Attacker in Arpeggio - Total 2
    MV: 19 Lv: 15		Weapon Loadout:
    Body - 144		PC(Arpeggio), 1-1
    Arms - 96		PC(Arpeggio), 1-1
    Legs - 120		SD(Firewall), 0-0
    Jobs:			Skills: None.
    Melee - 12		
    Short - 16		
    Long - 10
    Dodge - 12
    ------------------------------------------------------------------------------
    Missileer in Novaraid - Total 2
    MV: 19 Lv: 13		Weapon Loadout:
    Body - 126		RD(F-4 Hand Rod), 1-1
    Arms - 78		PC(Novaraid), 1-1
    Legs - 96		MS(Magic Box), 4-6, 2 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 15
    Dodge - 12
    ------------------------------------------------------------------------------
    Missileer in SAM Launcher - Total 4
    MV: 12 Lv: 13		Weapon Loadout: None.
    Body - 100				
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 15
    Dodge - 12
    ------------------------------------------------------------------------------
    
    Allies:
    
    Laurent Connely in S-Orcus(Commander)
    MV: 19 Lv: 15		Weapon Loadout:
    Body - 132		MG(Mostro 24), 1-1
    Arms - 90		PC(S-Orcus), 1-1
    Legs - 96		RK(Egret), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 12		
    Short - 12		
    Long - 12
    Dodge - 12
    ------------------------------------------------------------------------------
    Ghetta Cedric in Frost/Void
    MV: 14 Lv: 20		Weapon Loadout:
    Body - 108		RD(F-3 Hand Rod), 1-1
    Arms - 60		RD(F-2 Tonfa), 1-1
    Legs - 72
    Jobs:			Skills: 
    Melee - 16		Stun I
    Short - 16		
    Long - 14
    Dodge - 12
    ------------------------------------------------------------------------------
    UCS Soldier in Orcus(Attacker) 
    MV: 21 Lv: 14		Weapon Loadout:
    Body - 60		PC(Orcus), 1-1
    Arms - 36		MG(Dark Hog), 1-1
    Legs - 54
    Jobs:			Skills: None.
    Melee - 13		
    Short - 16		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    UCS Soldier in Orcus(Attacker)
    MV: 21 Lv: 14		Weapon Loadout:
    Body - 60		PC(Orcus), 1-1		
    Arms - 36		SG(Catsray), 1-1
    Legs - 54
    Jobs:			Skills: None.
    Melee - 13		
    Short - 16		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    Civilian in Supply Truck(Carrier) - Total 2
    MV: 14 Lv: 7		Weapon Loadout:
    Body - 100		MG(Cemetery), 1-1
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 10
    Dodge - 12
    ------------------------------------------------------------------------------
    
    When the evacuation helicopters arrive, go to the Peseta Defense Line and pay
    Stewart a visit at the Command Room. Exit the Command Room and speak to the
    U.C.S. soldiers from before. When that's done, re-enter the Command Room to
    get your next orders from Stewart. Once preparations are complete, head to
    Beltchka.
    
    ------------------------------------------------------------------------------
    Mission 17 - Beltchka
    ------------------------------------------------------------------------------
    
    Enemies: 10
    Bosses: 0
    Units: 7
    Allies: 1
    Money: 15000 (Laurent does not survive), 20000 (Laurent survives) + 7270
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    Yet another straightforward mission awaits the Silver Lynxes. The notable for
    this mission? You have to protect Laurent from enemy attacks. Doing so will
    yield an extra 5000 upon mission completion. This is nearly impossible to do
    since one Missileer will always attack Laurent on the first turn. Unless 
    you get lucky, Laurent will be destroyed after that attack. In order to save
    Laurent, you'll need to get rid of the M.B.T. Attackers and the Missileer that
    can hit Laurent from the first turn. 
    
    The best way to do this is by equipping the Arpeggio Legs and making sure that
    your Move is at 22. For other parts, equip Tigre, Piz 8, and some Chaff
    Grenades. The plan is simple - get rid of the M.B.T. Attackers closest to
    Laurent so you can fire a Chaff Grenade on him. Next, deal with the Missileer
    who can hit Laurent with whoever has the Piz 8 equipped. With Chaff Grenades,
    Laurent can usually survive the inevitable attack. However, if you don't want
    to risk it, then you'll need to disable or destroy Missileer on the first
    turn. If you deploy everyone with the above setup, the only one who can reach
    that enemy unit and attack it on the first turn is Johnny...
    
    It's up to you whether or not you need the extra 5000, so you don't have to
    worry about Laurent if he dies.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Attacker in M.B.T. - Total 4
    MV: 12 Lv: 14		Weapon Loadout:
    Body - 300		GR(Iguchi Type 702), 1-4
    Arms - 0			
    Legs - 0
    Jobs:			Skills: None.
    Melee - 10		
    Short - 11		
    Long - 16
    Dodge - 12
    ------------------------------------------------------------------------------
    Attacker in Arpeggio - Total 2
    MV: 18 Lv: 16		Weapon Loadout:
    Body - 144		RF(Anaconda), 1-1
    Arms - 96		MG(Raptor FX), 1-1
    Legs - 120
    Jobs:			Skills: None.
    Melee - 11		
    Short - 16		
    Long - 13
    Dodge - 12
    ------------------------------------------------------------------------------
    Attacker in Prisomare - Total 2
    MV: 21 Lv: 15		Weapon Loadout:
    Body - 132		PC(Prisomare), 1-1	SD(Firewall), 0-0
    Arms - 78		PC(Prisomare), 1-1
    Legs - 108		SD(Firewall), 0-0
    Jobs:			Skills: None.
    Melee - 14		
    Short - 13		
    Long - 13
    Dodge - 12
    ------------------------------------------------------------------------------
    Missileer in Mareraid - Total 2 
    MV: 17 Lv: 14		Weapon Loadout:
    Body - 120		PC(Mareraid), 1-1	SD(WS-2B), 0-0
    Arms - 72		PC(Mareraid), 1-1
    Legs - 72		MS(Skull), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 11		
    Short - 11		
    Long - 16
    Dodge - 12
    ------------------------------------------------------------------------------
    
    Allies:
    
    Laurent Connely in Type 90(Attacker)
    MV: 18 Lv: 15		Weapon Loadout:
    Body - 7/168		PC(Type 90), 1-1
    Arms - 4/120		PC(Type 90), 1-1
    Legs - 6/114
    Jobs:			Skills: None.
    Melee - 13		
    Short - 12		
    Long - 12
    Dodge - 13
    ------------------------------------------------------------------------------
    
    A number of scenes will play out after the mission is complete. When they 
    finish, you will be inside the Barracks. Make some upgrades if need be and
    head to Fort Monus to access the next mission.
    
    ------------------------------------------------------------------------------
    Mission 18 - Outskirts of Fort Monus
    ------------------------------------------------------------------------------
    
    Enemies: 9
    Bosses: 1
    Units: 7
    Allies: 0
    Money: 9025
    Difficulty: ***
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    Finally, about time another mobile weapon showed up! If you've completed the
    O.C.U. scenario, it's just another Seaking. This Seaking also comes with a
    Thunderbolt for ranged attacks, but it's still the same as it was on the 
    O.C.U. scenario. Waste the other enemies then concentrate fire on the Seaking
    when it's the only one left standing. 
    
    Salvaged Items:
    
    Algem(Mobile Weapon) - By the enemy Squad to the Northeast, look at the three
    boxes to the Northwest. Slightly to the North are power lines beside the 
    building nearby. Move to the square directly on the power line by the West 
    edge of the building.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Nirvana in Seaking(Attacker)
    MV: 16 Lv: 21		Weapon Loadout:
    Body - 580		MG(Black Star), 1-1
    Arms - 0		BZ(Thunderbolt), 1-4
    Legs - 0
    Jobs:			Skills: 
    Melee - 15		Speed I
    Short - 15		
    Long - 16
    Dodge - 14
    ------------------------------------------------------------------------------
    Attacker in Wildgoat - Total 3
    MV: 18 Lv: 17		Weapon Loadout:
    Body - 156		MG(Ratmount), 1-1
    Arms - 120		MG(Ratmount), 1-1
    Legs - 138
    Jobs:			Skills: None.
    Melee - 11		
    Short - 17		
    Long - 12
    Dodge - 14
    ------------------------------------------------------------------------------
    Attacker in Prisomare - Total 2
    MV: 21 Lv: 19		Weapon Loadout:
    Body - 132		PC(Arpeggio), 1-1
    Arms - 96		PC(Arpeggio), 1-1
    Legs - 108		SD(Firewall), 1-1
    Jobs:			Skills: None.
    Melee - 14		
    Short - 15		
    Long - 13
    Dodge - 14
    ------------------------------------------------------------------------------
    Missileer in Arpeggio - Total 4
    MV: 18 Lv: 16		Weapon Loadout:
    Body - 144		PC(Cicada II)		MS(Magic Box), 4-6, 2 ammo
    Arms - 96		PC(Cicada II)		
    Legs - 120		MS(Magic Box), 4-6, 2 ammo
    Jobs:			Skills: None.
    Melee - 11		
    Short - 11		
    Long - 17
    Dodge - 12
    ------------------------------------------------------------------------------
    
    Brace yourself for a lot of long scenes before control is regained. When you
    do regain control, exit the Barracks and you'll be reunited with Halle and
    Ghetta. For the following mission, you will only be using Kevin, Halle, and
    Ghetta. Upgrading their wanzers are highly recommended if any of them are
    lagging behind. After you've finished with preparations, exit Fort Monus and
    head to the Soleit Prison Camp.
    
    ------------------------------------------------------------------------------
    Mission 19 - Soleit Prison Camp
    ------------------------------------------------------------------------------
    
    Enemies: 10
    Bosses: 0
    Units: 3
    Allies: 0
    Money: 5370
    Difficulty: **
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    As stated earlier, you can only use Kevin, Halle, and Ghetta. Hopefully none
    of the three are lagging behind in terms of pilot and wanzer composition. If
    you want to play it safe, don't advance too far into the camp and draw the
    attention of the other enemies. The Cicada IIs are the biggest threat here 
    and once they are destroyed, it's easy sailing for the rest of the mission!
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Attacker in Cicada II - Total 4
    MV: 16 Lv: 17		Weapon Loadout:
    Body - 144		MG(Raptor FX), 1-1
    Arms - 96		RD(F-4 Hand Rod), 1-1
    Legs - 114
    Jobs:			Skills: 
    Melee - 12		Stun I
    Short - 17		
    Long - 12
    Dodge - 14
    ------------------------------------------------------------------------------
    Attacker in Light Tank - Total 4
    MV: 14 Lv: 17		Weapon Loadout:
    Body - 80		MG(Dark Hog), 1-1
    Arms - 0		MS(Goldias), 3-6, 2 ammo
    Legs - 0
    Jobs:			Skills: None.
    Melee - 11		
    Short - 17		
    Long - 12
    Dodge - 14
    ------------------------------------------------------------------------------
    Attacker in Outpost - Total 2
    MV: 0  Lv: 16		Weapon Loadout:
    Body - 50		MG(Grave S), 1-1
    Arms - 0		BZ(Be-11), 1-4
    Legs - 0
    Jobs:			Skills: None.
    Melee - 11		
    Short - 16		
    Long - 13
    Dodge - 12
    ------------------------------------------------------------------------------
    
    After reuniting with Johnny, Matthew, and Howard, you will be at Soleit. Give
    those three some new parts and weapons to play with. When ready, exit Soleit
    and head to the Nirvana Institute. Gina will rejoin the crew prior to the 
    next mission.
    
    ------------------------------------------------------------------------------
    Mission 20 - Nirvana Institute
    ------------------------------------------------------------------------------
    
    Enemies: 14
    Bosses: 0
    Units: 7
    Allies: 0
    Money: 15725
    Difficulty: ****
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    It's about time you had another difficult mission in this scenario. There are
    only Blizzaia 2 and Zeroa units for this battle. The Blizzaia 2, apart from
    being heavily armored, have Tiran Arms. The Tiran Arm possesses the strongest
    built-in Machine Gun in the game. With a Switch activation, one attack from
    these Arms can destroy units even at full health. The Zeroa units aren't too 
    bad with their Ragos and Slay weapons for distance attacks. Whatever you do,
    go after the Blizzaia 2s first. Disable either Arm to negate the danger of
    being killed by Switch with the Duel or Guide skills. 
    
    If you don't have those skills yet, Gina starts with Duel so use her to take
    off those Tiran Arms. You can also go for the Body, but the Blizzaia 2s give
    a lot of EXP for every part destroyed. If you need to train anyone who is
    lagging behind, fully disable the Blizzaia 2s and let those pilots do the
    finishing blow. The Zeroa units give a decent amount of EXP for every part
    destroyed likewise. Concentrate against the nearby enemies to the South and
    then mop up the remaining ones to the North when you're done.
    
    Salvaged Items:
    
    Banyan(Mobile Weapon) - Directly to the Southwest of the starting position,
    look at the small warehouse. Move to the square outside the doors of the 
    warehouse to get it.
    Dragon Fang(Arm) - Move to the square directly inside the warehouse to the 
    Southwest. This square is just one above the Banyan's. Can only be procured 
    from second playthrough and above. The Right Arm can be procured on the
    second playthrough, the Left Arm can be procured from the third playthrough,
    and a complete set can be procured from the fourth playthrough and above.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Black Hound in Blizzaia 2 - Total 9
    MV: 16 Lv: 20		Weapon Loadout:
    Body - 204		MG(Tiran), 1-1
    Arms - 108		MG(Tiran), 1-1
    Legs - 180
    Jobs:			Skills: 
    Melee - 11		Switch I
    Short - 17		
    Long - 12
    Dodge - 18
    ------------------------------------------------------------------------------
    Black Hound in Zeroa - Total 5
    MV: 16 Lv: 20		Weapon Loadout:
    Body - 156		PC(Zinc), 1-1		MS(Slay), 3-6, 3 ammo
    Arms - 102		PC(Zinc), 1-1
    Legs - 120		RK(Ragos), 4-8, 2 ammo
    Jobs:			Skills: None.
    Melee - 11		
    Short - 12		
    Long - 17
    Dodge - 17
    ------------------------------------------------------------------------------
    
    Your next destination is Aborde upon completing the mission. At Aborde, head
    to the Bar and talk to everyone. Next, head to the Shop and check out the
    latest parts. You can access the best parts now on the U.C.S. scenario, but
    a few are not accessible until after the next mission. Finish tweaking your
    wanzers and talk to the Shop owner. Upon leaving, a rather long scene will
    commence and the next mission starts after the scene ends.
    
    ------------------------------------------------------------------------------
    Mission 21 - Aborde
    ------------------------------------------------------------------------------
    
    Enemies: 10
    Bosses: 0
    Units: 7
    Allies: 0
    Money: 10270
    Difficulty: ***
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed or enemy reaches Aborde.
    
    Strategy:
    
    More of those lovely Blizzaia 2s are coming out to play! There's also two
    Helicopter units but they are pretty weak compared to the Blizzaia 2s. The
    heavily armored wanzers no longer use Tiran Arms and opt for the Leostun B
    Machine Guns instead. They aren't as dangerous as they were before, but a
    single Switch activates and an ally could potentially be destroyed. Also, not
    all enemies will be gunning straight for you. Some of them will be heading
    towards Aborde. If they reach the town, it's game over for you.
    
    As with the previous mission, disable the wanzers first then feel free to do
    whatever you want with them. Make sure you get rid of them quickly or else
    they will start moving towards Aborde. Finish off the remaining Helicopters
    once the Blizzaia 2s have been destroyed.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Black Hound in Blizzaia 2 - Total 8
    MV: 16 Lv: 21		Weapon Loadout:
    Body - 204		MG(Leostun B), 1-1
    Arms - 144		MG(Leostun B), 1-1
    Legs - 180
    Jobs:			Skills: 
    Melee - 12		Switch I
    Short - 18		
    Long - 13
    Dodge - 18
    ------------------------------------------------------------------------------
    Helicopter in AAH34C - Total 2
    MV: 18 Lv: 20		Weapon Loadout:
    Body - 150		MG(Raptor FX), 1-1
    Arms - 0		MS(Skull), 3-6, 3 ammo	
    Legs - 0		MS(Skull), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 12		
    Short - 12		
    Long - 18
    Dodge - 18
    ------------------------------------------------------------------------------
    
    Stick around for more scenes at the end of the mission. You can now access 
    all of the U.C.S. scenario's best parts at Soleit. When you want to continue
    with the game, exit Soleit and go to Fort Monus.
    
    ------------------------------------------------------------------------------
    Mission 22 - Fort Monus Airport
    ------------------------------------------------------------------------------
    
    Enemies: 10
    Bosses: 2
    Units: 7
    Allies: 0
    Money: 16034
    Difficulty: ***
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    If you're looking to get a good EXP boost in this mission, don't. Aside from
    the Gigas mobile weapons, the Phantom units give next to no EXP even if you
    fully destroy one. Most of them use the same setup as the Blizzaia 2s from 
    the mission before and have Switch as well. Treat them in the same way you
    faced the Blizzaia 2s. The Phantom aside, you have to deal with two Gigas 
    mobile weapons. If you've completed the O.C.U. scenario, the Gigas is similar 
    to the Gavel apart from lower HP. It's nothing you can't deal with however.
    
    Salvaged Items:
    
    Gavel(Mobile Weapon) - From the North Carrier's position, go to the Northeast
    part of the map. At the very top aircraft hangar, move to the very top square
    beside the hangar's entrance. This square is by the Eastern border of the map
    so it's fairly easy to spot.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Nirvana in Gigas(Attacker) - Total 2
    MV: 10 Lv: 26		Weapon Loadout:
    Body - 600		CN(Long Force), 88 x 1, 6-9
    Arms - 0		MG(24sr Grayeye), 1-1
    Legs - 0
    Jobs:			Skills: None.
    Melee - 13		
    Short - 24		
    Long - 17
    Dodge - 19
    ------------------------------------------------------------------------------
    Black Hound in Phantom - Total 6
    MV: 19 Lv: 25		Weapon Loadout:
    Body - 220		MG(Leostun B), 1-1
    Arms - 160		MG(Leostun B), 1-1
    Legs - 200
    Jobs:			Skills: 
    Melee - 13		Switch I
    Short - 24 		
    Long - 14
    Dodge - 19
    ------------------------------------------------------------------------------
    Black Hound in Phantom - Total 2
    MV: 19 Lv: 20		Weapon Loadout:
    Body - 220		RF(Ibis 2), 1-1
    Arms - 160		BZ(Banish), 1-4
    Legs - 200
    Jobs:			Skills: 
    Melee - 11		Switch I
    Short - 11		
    Long - 18
    Dodge - 17
    ------------------------------------------------------------------------------
    Carrier in Supply Truck - Total 2
    MV: 14 Lv: 1		Weapon Loadout:
    Body - 200		RF(Empire), 1-1
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    The final mission can now be accessed if you want to end the game. Finish any
    last-minute preparations and go to the Santa Barbara when you're set.
    
    ------------------------------------------------------------------------------
    Final Mission - Santa Barbara
    ------------------------------------------------------------------------------
    
    Enemies: 0
    Bosses: 3
    Units: 7
    Allies: 0
    Money: 0
    Difficulty: ***
    winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    The U.C.S. scenario's final mission is certainly more challenging than the
    O.C.U. scenario's final mission, but it's still easy. For this mission, you
    will be up against three Type 11DS Ravens. Two use the third Arm setup with
    Cannons and Gail uses the original setup, except he has a Ziege P Rifle on
    the Right Hand. The Ziege P gives out 500 EXP with each attack in Short or
    Long depending on what range Gail attacks you from. Don't worry about it too
    much though since Gail can't use his skills with it.
    
    Disable each Raven by destroying both Arms and you've pretty much completed
    this mission. Like in the O.C.U. scenario, the Ravens here drop tons of EXP
    with each part destroyed. The two Ravens with the Cannon Arm setup only drop
    1000 EXP for the Body and Legs, but Gail will drop 1000 EXP for all of his
    parts. Finish the Raven trio off and you're done!
    
    Salvaged Items:
    
    Innova(Mobile Weapon) - By Gail's starting point, look at the two trucks
    behind him. By the North truck, there is a radar tower with visible stairs. 
    Move to the square behind the North truck and at the radar tower's entrance.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Gail in Type 11DS Raven(Attacker)
    MV: 14 Lv: 33 		Weapon Loadout:
    Body - 250 		PC(Type 11 Claw B), 99 x 1, 1-1		
    Arms - 250(L)/110(R)	RF(Ziege P), 90 x 1, 1-2
    Legs - 250
    Jobs:			Skills: 
    Melee - 21		Stun II
    Short - 25		First II
    Long - 15
    Dodge - 32
    ------------------------------------------------------------------------------
    Boss - Black Hound in Type 11DS Raven(Attacker) - Total 2
    MV: 16 Lv: 31 		Weapon Loadout:
    Body - 250		CN(Type 11), 35 x 4, 1-1
    Arms - 120		CN(Type 11), 35 x 4, 1-1
    Legs - 250
    Jobs:			Skills: 
    Melee - 19		Switch II	
    Short - 24		Speed I
    Long - 15
    Dodge - 29
    ------------------------------------------------------------------------------
    
    Congratulations, you've just completed the U.C.S. scenario! You will also get
    the T.C.K. Assault for completing this scenario the first time around.
    
    ------------------------------------------------------------------------------
    Secret Mission 1 - Forest
    ------------------------------------------------------------------------------
    
    Access: Mission 4 to Mission 7
    
    After completing Mission 4, progress through the game up to Fort Monus. At
    Fort Monus, head to the Command Room. After Stewart assigns the next mission,
    exit and re-enter the Command Room. The Forest will become accessible from 
    the Peseta Forward Base.
    
    Enemies: 1 + 7 reinforcements
    Bosses: 0
    Units: 5
    Allies: 0
    Money: 2815
    Difficulty: **
    Winning Condition: Helicopter destroyed.
    Losing Condition: All ally machines destroyed or helicopter escapes.
    
    Strategy:
    
    The only thing you have to do here is destroy the HAH04 Cassowary helicopter.
    The helicopter will arrive onto the battlefield after five turns have passed.
    Until then, move to waypoint 1 and stay in the area. When the HAH04 Cassowary
    arrives, the first reinforcement wave will arrive on the next turn. This is
    also the same time that the HAH04 Cassowary will reach waypoint 1. It stays
    at the waypoint for two turns before moving to waypoint 2. 
    
    A turn after it goes to waypoint 2, the second reinforcement wave arrives. 
    The helicopter will stay at waypoint 2 for two turns before moving to the
    final waypoint. When it reaches that waypoint, it retreats to the Northeast.
    With that said, you can either choose to destroy the HAH04 Cassowary early or
    wait later if you need more EXP.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Helicopter in HAH04 Cassowary - Total 1
    MV: 18 Lv: 4		Weapon Loadout:
    Body - 150		MG(22sn Leosocial), 1-1
    Arms - 0		MS(MGR-1B), 3-5, 2 ammo	
    Legs - 0		MS(MGR-1B), 3-5, 2 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 10		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    Reinforcements:
    
    (1 turn after the Helicopter arrives)
    
    ------------------------------------------------------------------------------
    Attacker in Galbo SV - Total 1
    MV: 15 Lv: 1		Weapon Loadout:
    Body - 48		MG(Cemetery), 1-1
    Arms - 36		MG(Cemetery), 1-1
    Legs - 36
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Missileer in Pabotte II - Total 2
    MV: 14 Lv: 2 		Weapon Loadout:
    Body - 54		PC(Pabotte II), 1-1	MS(Bone), 3-5, 2 ammo
    Arms - 33		PC(Pabotte II), 1-1
    Legs - 42		MS(MGR-1B), 3-5, 2 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    (1 turn after the Helicopter arrives at waypoint 2)
    
    ------------------------------------------------------------------------------
    Attacker in Galbo SV - Total 2
    MV: 15 Lv: 1		Weapon Loadout:
    Body - 48		MG(Cemetery), 1-1
    Arms - 36		MG(Cemetery), 1-1
    Legs - 36
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Attacker in Pabotte II - Total 1
    MV: 14 Lv: 1		Weapon Loadout:
    Body - 54		RD(F-1 Tonfa), 1-1	SD(WS-2), 1-1
    Arms - 33		RD(F-1 Tonfa), 1-1
    Legs - 42		SD(WS-2), 0-0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Missileer in Pabotte II - Total 1
    MV: 14 Lv: 2		Weapon Loadout:
    Body - 54		PC(Pabotte II), 1-1	MS(Bone), 3-5, 2 ammo
    Arms - 33		PC(Pabotte II), 1-1
    Legs - 42		MS(MGR-1B), 3-5, 2 ammo
    Jobs:			Skills: None.
    Melee - 9		
    Short - 9		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    
    After completing the secret mission, you will get the Prototype Clinton.
    
    ------------------------------------------------------------------------------
    Secret Mission 2 - Training Grounds
    ------------------------------------------------------------------------------
    
    Access: Mission 9 to Mission 13
    
    After completing Mission 9, head to the Command Room at Freedom City. After 
    Stewart assigns the next mission, exit and re-enter the Command Room. Talk 
    with Stewart aagin and watch the scene with Grieg upon exiting. The Training 
    Grounds will become accessible to the East from Freedom City.
    
    Enemies: 0
    Bosses: 6
    Units: 6
    Allies: 0
    Money: 4290
    Difficulty: **** (*** if Gina is useable)
    Winning Condition: Hell's Wall destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    You have the option of completing the mission with Gina or doing it without
    her. Either way, this secret mission is still doable without her. If you have
    played the O.C.U. scenario, you likely have an idea of what Hell's Wall can
    do. The main difference is that the Hell's Wall unit now use Frost HWs rather
    than the basic Frost. Frost HWs last much longer than the basic Frost due to
    higher HP and much higher Defense. Each pilot also has a new weapon loadout
    to go along with their new rigs. In short, you really need to dedicate all of
    your pilots to bringing down a Frost HW.
    
    Start off by taking out Rebus and Milligan to the Northeast. Hit them with a
    Flash Grenade so you can attack safely from up close. If one of your units 
    has Guide or Duel, aim for their Bodies. Once they are beaten, concentrate on
    Josh and Ghetta next. Repeat what you did with Rebus and Milligan against the
    two: hit with a Flash Grenade and attack while they are defenseless. Save 
    Grieg and Dave for last. For Grieg, remember to disable one of his Arms to
    prevent him from using Switch.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Grieg Demetrius in Frost HW(Attacker)
    MV: 14 Lv: 12		Weapon Loadout:
    Body - 128		RF(Anaconda), 1-1
    Arms - 90		RF(Hexafire RG), 1-1
    Legs - 103
    Jobs:			Skills: 
    Melee - 12		Switch I
    Short - 12		
    Long - 10
    Dodge - 12
    ------------------------------------------------------------------------------
    Boss - Dave Sterling in Frost HW(Attacker)
    MV: 14 Lv: 6		Weapon Loadout:
    Body - 128		RF(Hexafire RG), 1-1
    Arms - 90		MG(Grave S), 1-1
    Legs - 103
    Jobs:			Skills: None.
    Melee - 11		
    Short - 9		
    Long - 9
    Dodge - 11
    ------------------------------------------------------------------------------
    Boss - Josh Dallin in Frost HW(Attacker)
    MV: 14 Lv: 7		Weapon Loadout:
    Body - 128		RD(F-4 Hand Rod), 1-1
    Arms - 90		RD(F-3 Hand Rod), 1-1
    Legs - 103
    Jobs:			Skills: None.
    Melee - 11 		
    Short - 12		
    Long - 9
    Dodge - 9 
    ------------------------------------------------------------------------------
    Boss - Ghetta Cedric in Frost HW(Attacker)
    MV: 14 Lv: 5		Weapon Loadout:
    Body - 128		RD(F-3 Hand Rod), 1-1
    Arms - 90		RD(F-4 Hand Rod), 1-1
    Legs - 103
    Jobs:			Skills: None.
    Melee - 11 		
    Short - 10		
    Long - 9
    Dodge - 9
    ------------------------------------------------------------------------------
    Boss - Rebus Victor in Frost HW(Missileer)
    MV: 14 Lv: 7		Weapon Loadout:
    Body - 128		PC(Frost HW), 1-1	MS(Goldias), 3-6, 2 ammo
    Arms - 90		PC(Frost HW), 1-1
    Legs - 103		RK(Egret), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 11 		
    Short - 11		
    Long - 10
    Dodge - 9
    ------------------------------------------------------------------------------
    Boss - Milligan Ashton in Frost HW(Missileer)
    MV: 14 Lv: 5		Weapon Loadout:
    Body - 128		PC(Frost HW), 1-1	RK(Egret), 3-6, 3 ammo	
    Arms - 90		PC(Frost HW), 1-1
    Legs - 103		RK(Egret), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 9 		
    Short - 10		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    
    After completing the secret mission, you will get Frost HW upon returning to
    Freedom City.
    
    ------------------------------------------------------------------------------
    Secret Mission 3 - Sakata Industries Facilities
    ------------------------------------------------------------------------------
    
    Access: Mission 9 to Mission 13
    
    Unlock Secret Mission 2 but do not leave Freedom City yet. Head back to the
    Command Room one last time and speak with Stewart. Watch the following scene
    with the Nirvana agent and the Sakata Industries Facilities will become 
    accessible North of Freedom City.
    
    Enemies: 12
    Bosses: 2
    Units: 6
    Allies: 2
    Money: 7530
    Difficulty: ***** (**** if Gina is useable)
    Winning Condition: All enemy machines destroyed or at least one supply truck
    escapes.
    Losing Condition: All ally machines or supply trucks destroyed.
    
    Strategy:
    
    While this is secret mission can be completed without Gina, it is highly
    recommended that you wait until she joins. The mission becomes a lot more
    manageable with a sixth member. The main objective for the mission is to 
    protect two supply trucks until they retreat from the battlefield. They begin
    to leave after the fifth turn or if an enemy attacks them. The problem will
    be defending them from numerous enemies, a Gloster mobile weapon, and Gentz.
    You can be easily overwhelmed in a matter of turns and it's very likely that
    you can fail the mission. You only need to defend one supply truck to clear
    the mission, so don't fret if one of them is destroyed.
    
    Start the mission by moving right where the supply trucks are. Have two of 
    your units block the squares adjacent to the trucks on the Northwest. Keep
    Halle nearby for repairs while the other three take out the incoming enemy
    units. If you have Duel and Guide, taking out the enemies will be easy. If
    not, throw some Flash Grenades and destroy the defenseless enemies. When the 
    Gloster gets within range, shoot it down with Long weapons. The only one you 
    likely won't be able to destroy is Gentz. 
    
    When the supply trucks begin to move, form a blockade by their escape route. 
    Destroy any of the remaining Missileers first and shoot down the remaining
    Attackers next. The enemy units normally won't attack your units at this 
    point, but use a few Repair items and Halle's Riff just in case. Hold out for 
    a few more turns and you'll finish the mission.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Gentz Weizer in Orgel/Lich(Attacker)
    MV: 20 Lv: 17		Weapon Loadout:
    Body - 150		PC(Orgel), 1-1
    Arms - 108		PC(Orgel), 1-1		
    Legs - 132
    Jobs:			Skills: 
    Melee - 13		Stun I
    Short - 13		
    Long - 13
    Dodge - 13
    ------------------------------------------------------------------------------
    Boss - Commander in Gloster
    MV: 12 Lv: 12		Weapon Loadout:
    Body - 120		MG(Gloster), 45 x 4, 1-1
    Arms - 70		MG(Gloster), 45 x 4, 1-1
    Legs - 100
    Jobs:			Skills: 
    Melee - 12		Switch I
    Short - 12		
    Long - 12
    Dodge - 12
    ------------------------------------------------------------------------------
    Attacker in Bizant - Total 5
    MV: 19 Lv: 11		Weapon Loadout:
    Body - 72		RD(F-2 Tonfa), 1-1
    Arms - 54		RD(F-2 Tonfa), 1-1
    Legs - 60
    Jobs:			Skills: None.
    Melee - 10		
    Short - 15		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    Attacker in Moth VR.5 - Total 2
    MV: 17 Lv: 11		Weapon Loadout:
    Body - 66		MG(Grave S), 1-1
    Arms - 54		FT(Nail Fire), 1-1
    Legs - 60
    Jobs:			Skills: None.
    Melee - 10		
    Short - 15		
    Long - 10
    Dodge - 11
    ------------------------------------------------------------------------------
    Missileer in Genem - Total 5
    MV: 16 Lv: 11		Weapon Loadout:
    Body - 66		PC(Genem), 1-1
    Arms - 54		PC(Genem), 1-1
    Legs - 54		RK(Egret), 3-6, 3 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 13
    Dodge - 11
    ------------------------------------------------------------------------------
    
    Allies:
    
    Morgan Bernard in Big Bone(Carrier)
    MV: 14 Lv: 8		Weapon Loadout:
    Body - 210 		MG(Cemetery), 1-1
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 10
    Dodge - 13
    ------------------------------------------------------------------------------
    Carrier in Big Bone - Total 1
    MV: 14 Lv: 8		Weapon Loadout:
    Body - 210 		MG(Cemetery), 1-1
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 10		
    Long - 11
    Dodge - 11
    ------------------------------------------------------------------------------
    
    After completing the secret mission, you will get the K.O.N.G. X-II.
    
    ------------------------------------------------------------------------------
    Secret Mission 4 - Resource Plant
    ------------------------------------------------------------------------------
    
    Access: Mission 14 to Mission 17
    
    After completing Mission 14, head to the Command Room at Peseta Forward Base.
    After Stewart assigns the next mission, exit and re-enter the Command Room.
    A scene with a U.C.S. soldier occurs upon leaving the Command Room and the
    Resource Plant will become accessible far North from the Peseta Forward Base.
    
    Enemies: 16
    Bosses: 2
    Units: 7
    Allies: 0
    Money: 13694
    Difficulty: **** (*** if Ghetta is useable)
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines or enemy reaches central building.
    
    Strategy:
    
    While this secret mission can be completed without Ghetta, it is highly 
    recommended that you wait until he joins. This mission can be overwhelming as
    enemies attack from all directions and there are two T.C.K. Assault mobile
    weapons to deal with as well. The main objective of the mission is to protect
    the central building in the center of the map from the enemy. If an enemy unit
    reaches the central building, you will fail the mission. Considering how easy
    it is for one of them to do this, split up into three groups. 
    
    Have Kevin and Matthew take care of the Northeast direction, Gina and Ghetta 
    on the Southeast direction, and the trio of Johnny, Halle, and Howard on the 
    Northwest direction. The Northwest direction will get hit the hardest, so it
    shouldn't be a surprise why you should wait for Ghetta to join. Load up on
    Flash and Smoke Grenades as well to make the mission more bearable. Keep some
    Repair items on hold when Halle is busy repairing someone else. If your units
    have the most recent gear, you'll have an easier time against the enemies.
    
    Start off by having Gina and Ghetta take out the enemy squad in their 
    direction. Kevin and Matthew should move to the back of the central building
    and stay there. For the last three, move by the t-intersection near the
    central building and wait for enemies to arrive. The Northeast and Northwest
    directions are where the T.C.K. Assault mobile weapons attack from, so be
    prepared to attack when one gets close enough. The general strategy here is
    to prevent any of the enemies from reaching the central building by blocking
    their passage.
    
    Once you've dealt with all enemy units on two directions, the enemy squad by
    the Southwest will begin to move. Send the groups who succeeded in their
    directions to intercept the enemies in the Southwest direction. Use any items
    that you may have, especially any Flash and Smoke Grenades. As long as you
    keep up a strong defense, this mission will end eventually.
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Boss - Commander in T.C.K. Assault - Total 2 
    MV: 14 Lv: 14		Weapon Loadout:
    Body - 300		BZ(Be-11), 1-4		
    Arms - 0		MS(Piz 8), 3-6, 2 ammo	
    Legs - 0
    Jobs:			Skills: 
    Melee - 13		Switch I		
    Short - 13		Speed I
    Long - 12
    Dodge - 12
    ------------------------------------------------------------------------------
    Attacker in Mareraid - Total 3
    MV: 19 Lv: 15		Weapon Loadout:
    Body - 120		MG(Artassaut), 1-1
    Arms - 72		SG(Gale), 1-1
    Legs - 90		SD(WS-14), 0-0
    Jobs:			Skills: None.
    Melee - 12		
    Short - 16		
    Long - 10
    Dodge - 12
    ------------------------------------------------------------------------------
    Attacker in Mareraid - Total 3
    MV: 19 Lv: 15		Weapon Loadout:
    Body - 120		MG(Leostun), 1-1
    Arms - 72		MG(Leostun), 1-1
    Legs - 90		SD(WS-14), 0-0
    Jobs:			Skills: None.
    Melee - 12		
    Short - 16		
    Long - 10
    Dodge - 12
    ------------------------------------------------------------------------------
    Carrier in Supply Truck - Total 2
    MV: 14 Lv: 7		Weapon Loadout:
    Body - 200		RF(Empire), 1-1
    Arms - 0				
    Legs - 0
    Jobs:			Skills: None.
    Melee - 9		
    Short - 10		
    Long - 10
    Dodge - 12
    ------------------------------------------------------------------------------
    Missileer in Zikade - Total 8
    MV: 18 Lv: 13		Weapon Loadout:
    Body - 96		PC(Zikade), 1-1		MS(Magic Box), 4-6, 2 ammo
    Arms - 60		PC(Zikade), 1-1		
    Legs - 66		MS(Piz 8), 3-6, 2 ammo
    Jobs:			Skills: None.
    Melee - 10		
    Short - 10		
    Long - 15
    Dodge - 12
    ------------------------------------------------------------------------------
    
    After completing the secret mission, you will get the Seaking.
    
    ------------------------------------------------------------------------------
    Secret Mission 5 - Guerrilla Camp
    ------------------------------------------------------------------------------
    
    Access: Automatic
    
    Automatically accessed upon completing the U.C.S. scenario. Only possible on
    the second playthrough and above.
    
    Enemies: 20
    Bosses: 0
    Units: 3 + 2 (Johnny, Matthew)
    Allies: 2
    Money: 6230
    Difficulty: *
    Winning Condition: All enemy machines destroyed.
    Losing Condition: All ally machines destroyed.
    
    Strategy:
    
    There's no need to deploy an extra two units for this one. Kevin by himself
    is more than enough for this mission. Johnny and Matthew are automatically 
    deployed when the mission starts. You even have help from two soldiers called
    Darril and Renges for this one! With a minimum of five units, there's no way
    you can fail this mission. Have fun!
    
    Enemy Composition
    ------------------------------------------------------------------------------
    Commander in Conrado - Total 2
    MV: 12 Lv: 12		Weapon Loadout:
    Body - 300		BZ(Be-11), 1-4
    Arms - 0			
    Legs - 0
    Jobs:			Skills: 
    Melee - 12		Speed I		
    Short - 12		
    Long - 12
    Dodge - 12
    ------------------------------------------------------------------------------
    Attacker in Tendus - Total 7
    MV: 12 Lv: 13		Weapon Loadout:
    Body - 27		RD(F-2 Tonfa), 1-1	SD(WS-2), 0-0
    Arms - 22		PC(Tendus), 1-1
    Legs - 24		SD(WS-2), 0-0
    Jobs:			Skills: 
    Melee - 13		Stun II	
    Short - 12		
    Long - 9
    Dodge - 13
    ------------------------------------------------------------------------------
    Attacker in Pabotte - Total 2
    MV: 12 Lv: 5 		Weapon Loadout:
    Body - 36		FT(Flame Fox), 1-1
    Arms - 25		MG(Raptor FX), 1-1
    Legs - 27
    Jobs:			Skills: 
    Melee - 9		Double I
    Short - 10		
    Long - 9
    Dodge - 10
    ------------------------------------------------------------------------------
    Attacker in Type 10 - Total 9 
    MV: 14 Lv: 6		Weapon Loadout:
    Body - 80		MG(Artassaut), 1-1
    Arms - 0		MS(Bone), 3-5, 3 ammo	
    Legs - 0
    Jobs:			Skills: 
    Melee - 10		Speed I
    Short - 10		
    Long - 10
    Dodge - 10
    ------------------------------------------------------------------------------
    
    Allies:
    
    Darril Traubel in Blizzaia 2/Infernal(Attacker)
    MV: 16 Lv: 14		Weapon Loadout:
    Body - 204		SG(Gale), 1-1
    Arms - 144		PC(Blizzaia 2), 1-1
    Legs - 180
    Jobs:			Skills:
    Melee - 14		Stun I
    Short - 12		
    Long - 10
    Dodge - 13  		
    ------------------------------------------------------------------------------
    Billy Renges in S-Orcus/Mundane(Attacker)
    MV: 20 Lv: 12		Weapon Loadout:
    Body - 132		RF(Ibis), 1-1
    Arms - 90		PC(S-Orcus), 1-1
    Legs - 96
    Jobs:			Skills:
    Melee - 10		Duel I
    Short - 10		
    Long - 14
    Dodge - 13  		
    ------------------------------------------------------------------------------
    
    After completing the secret mission, you will get the Gigas.
    
    ------------------------------------------------------------------------------
    5. ARENA							[AREN]
    ------------------------------------------------------------------------------
    
    The following section expands on the Arena data shown in my beginner's guide.
    For more information on how the Arena operates, see my beginner's guide on
    GameFAQs.
    
    Bet Guide:
    
    ------------------------------------------------------------------------------
    Pricing		Bet Value		Max Odds
    ------------------------------------------------------------------------------
    100		Low			999.99
    200		Frugal			999.99
    300		Moderate		999.99
    500		Average			999.99
    700		High			999.99
    1000		Super High		999.99
    1500		Extreme			999.99
    2000		Outrageous		999.99
    3000		Exorbitant		999.99
    5000		Astronomical		999.99
    
    ARENA COMBATANTS
    ----------------
    
    The following are lists for all Arena combatants in every location that you
    can visit on both scenarios. For Special combatants, they only appear on the
    O.C.U. scenario. This is because these combatants join the team once you
    defeat them and cannot be selected, other than Ralph, in the Arena list.
    
    ------------------------------------------------------------------------------
    Barinden, O.C.U. Scenario	Max Bet: 300
    ------------------------------------------------------------------------------
    
    Access: Mission 1 to end-game
    
    1. Sutherland in Red Devil	Melee 11/Short 4/Long 0/Dodge 22
    
    2. Rudensky in Gust		Melee 0/Short 9/Long 0/Dodge 18
    
    3. Jorg in Calm			Melee 30/Short 0/Long 30/Dodge 24
    
    4. Alexander in Tendus		Melee 34/Short 0/Long 0/Dodge 26
    
    5. Werewolf in Zora 3A		Melee 7/Short 6/Long 0/Dodge 25
    
    6. Adam in Pabotte		Melee 9/Short 16/Long 7/Dodge 30
    
    7. Jimmy in Zenith		Melee 14/Short 0/Long 24/Dodge 34
    
    8. Demon V in Galbo		Melee 36/Short 0/Long 0/Dodge 42
    
    ------------------------------------------------------------------------------
    New Milgan, O.C.U. Scenario	Max Bet: 500
    ------------------------------------------------------------------------------
    
    Access: Mission 2 to end-game
    
    1. Rudensky in Gust		Melee 0/Short 9/Long 0/Dodge 18
    
    2. Jorg in Calm			Melee 30/Short 0/Long 30/Dodge 24
    
    3. Alexander in Tendus		Melee 34/Short 0/Long 0/Dodge 26
    
    4. Werewolf in Zora 3A		Melee 7/Short 6/Long 0/Dodge 25
    
    5. Adam in Pabotte		Melee 9/Short 16/Long 7/Dodge 30
    
    6. Jimmy in Zenith		Melee 14/Short 0/Long 24/Dodge 34
    
    7. Demon V in Galbo		Melee 36/Short 0/Long 0/Dodge 42
    
    8. The Breaker in Giza		Melee 25/Short 0/Long 22/Dodge 33
    
    9. Rich in Husky Mk.III		Melee 11/Short 32/Long 9/Dodge 38
    
    10. Jango in Vapor		Melee 0/Short 24/Long 0/Dodge 43
    
    ------------------------------------------------------------------------------
    Menasa, O.C.U. Scenario		Max Bet: 700
    ------------------------------------------------------------------------------
    
    Access: Mission 4 to end-game
    
    Special: Meihua in Gyokuran	Melee 18/Short 12/Long 0/Dodge 49
    
    Special: Alder in Cowboy	Melee 26/Short 32/Long 0/Dodge 49
    
    1. Jorg in Calm			Melee 30/Short 0/Long 30/Dodge 24
    
    2. Alexander in Tendus		Melee 34/Short 0/Long 0/Dodge 26
    
    3. Werewolf in Zora 3A		Melee 7/Short 6/Long 0/Dodge 25
    
    4. Adam in Pabotte		Melee 9/Short 16/Long 7/Dodge 30
    
    5. Jimmy in Zenith		Melee 14/Short 0/Long 24/Dodge 34
    
    6. Demon V in Galbo		Melee 36/Short 0/Long 0/Dodge 42
    
    7. The Breaker in Giza		Melee 25/Short 0/Long 22/Dodge 33
    
    8. Rich in Husky Mk.III		Melee 11/Short 32/Long 9/Dodge 38
    
    9. Jango in Vapor		Melee 0/Short 24/Long 0/Dodge 43
    
    10. Hansen in Tempest		Melee 15/Short 21/Long 0/Dodge 46
    
    11. Charly in Zigle 6B		Melee 62/Short 0/Long 0/Dodge 48
    
    12. Kenny in Pabotte II		Melee 13/Short 24/Long 0/Dodge 43
    
    ------------------------------------------------------------------------------
    Grey Rock, O.C.U. Scenario	Max Bet: 1000
    ------------------------------------------------------------------------------
    
    Access: Mission 5 to end-game
    
    1. Alexander in Tendus		Melee 34/Short 0/Long 0/Dodge 26
    
    2. Werewolf in Zora 3A		Melee 7/Short 6/Long 0/Dodge 25
    
    3. Adam in Pabotte		Melee 9/Short 16/Long 7/Dodge 30
    
    4. Jimmy in Zenith		Melee 14/Short 0/Long 24/Dodge 34
    
    5. Demon V in Galbo		Melee 36/Short 0/Long 0/Dodge 42
    
    6. The Breaker in Giza		Melee 25/Short 0/Long 22/Dodge 33
    
    7. Rich in Husky Mk.III		Melee 11/Short 32/Long 9/Dodge 38
    
    8. Jango in Vapor		Melee 0/Short 24/Long 0/Dodge 43
    
    9. Hansen in Tempest		Melee 15/Short 21/Long 0/Dodge 46
    
    10. Charly in Zigle 6B		Melee 62/Short 0/Long 0/Dodge 48
    
    11. Kenny in Pabotte II		Melee 13/Short 24/Long 0/Dodge 43
    
    12. Snowbird in Galbo SV	Melee 0/Short 78/Long 0/Dodge 54
    
    ------------------------------------------------------------------------------
    Freedom City, O.C.U. Scenario	Max Bet: 1500
    ------------------------------------------------------------------------------
    
    Access: Mission 8 to end-game
    
    Special: Gregorio in Kong	Melee 50/Short 0/Long 0/Dodge 68
    
    1. Charly in Zigle 11A		Melee 0/Short 54/Long 0/Dodge 55
    
    2. Kenny in Galbo MRX		Melee 36/Short 0/Long 63/Dodge 59
    
    3. Snowbird in Genem		Melee 21/Short 62/Long 10/Dodge 65
    
    4. Smoker in Crabesant		Melee 19/Short 34/Long 0/Dodge 67
    
    5. Fork in Groppe		Melee 0/Short 54/Long 0/Dodge 61
    
    6. Fork in Moth VR.5		Melee 34/Short 0/Long 81/Dodge 66
    
    7. Werewolf in Bizant		Melee 0/Short 30/Long 0/Dodge 67
    
    8. Adam in Avenir		Melee 24/Short 24/Long 0/Dodge 68
    
    9. Jimmy in Stork		Melee 24/Short 54/Long 0/Dodge 67
    
    10. Demon V in Zearaid		Melee 0/Short 68/Long 0/Dodge 77
    
    11. The Breaker in Orcus	Melee 30/Short 19/Long 0/Dodge 65
    
    12. Rich in Crabesant 2		Melee 0/Short 48/Long 0/Dodge 71
    
    ------------------------------------------------------------------------------
    Peseta City, O.C.U. Scenario	Max Bet: 1500
    ------------------------------------------------------------------------------
    
    Access: Mission 11 to end-game
    
    Special: Porunga in Natural	Melee 51/Short 0/Long 0/Dodge 92
    
    1. Charly in Zigle 11A		Melee 0/Short 54/Long 0/Dodge 55
    
    2. Kenny in Galbo MRX		Melee 36/Short 0/Long 63/Dodge 59
    
    3. Snowbird in Genem		Melee 21/Short 62/Long 10/Dodge 65
    
    4. Smoker in Crabesant		Melee 19/Short 34/Long 0/Dodge 67
    
    5. Fork in Groppe		Melee 0/Short 54/Long 0/Dodge 61
    
    6. Fork in Moth VR.5		Melee 34/Short 0/Long 81/Dodge 66
    
    7. Werewolf in Bizant		Melee 0/Short 30/Long 0/Dodge 67
    
    8. Adam in Avenir		Melee 24/Short 24/Long 0/Dodge 68
    
    9. Jimmy in Stork		Melee 24/Short 54/Long 0/Dodge 67
    
    10. Demon V in Zearaid		Melee 0/Short 68/Long 0/Dodge 77
    
    11. The Breaker in Orcus	Melee 30/Short 19/Long 0/Dodge 65
    
    12. Rich in Crabesant 2		Melee 0/Short 48/Long 0/Dodge 71
    
    ------------------------------------------------------------------------------
    Beltchka, O.C.U. Scenario	Max Bet: 2000
    ------------------------------------------------------------------------------
    
    Access: Mission 12 to end-game
    
    1. Jango in Peregrine		Melee 28/Short 39/Long 0/Dodge 100
    
    2. Hansen in Crof		Melee 46/Short 0/Long 0/Dodge 77
    
    3. Charly in Zikade		Melee 0/Short 58/Long 0/Dodge 74
    
    4. Kenny in Vonart		Melee 49/Short 0/Long 0/Dodge 84
    
    5. Snowbird in Varsa		Melee 45/Short 0/Long 0/Dodge 92
    
    6. Smoker in Mareraid		Melee 36/Short 48/Long 108/Dodge 97
    
    7. Fork in Orcus II		Melee 0/Short 153/Long 51/Dodge 80
    
    8. Marty in Groppe SPV		Melee 55/Short 63/Long 0/Dodge 100
    
    9. Fox in Cicada II		Melee 32/Short 108/Long 0/Dodge 102
    
    10. Orden in Indos		Melee 0/Short 102/Long 0/Dodge 112
    
    11. Bringer in Stork Mk.IV	Melee 58/Short 0/Long 89/Dodge 97
    
    12. Joe in Novaraid		Melee 44/Short 67/Long 0/Dodge 107
    
    13. Volcano in S-Orcus		Melee 47/Short 84/Long 0/Dodge 115
    
    ------------------------------------------------------------------------------
    Fort Monus, O.C.U. Scenario	Max Bet: 3000
    ------------------------------------------------------------------------------
    
    Access: Mission 16 to Mission 19 (1st time)
    
    Special: Ralph in Cancer	Melee 102/Short 12/Long 72/Dodge 123
    
    1. Brian in Wildgoat		Melee 0/Short 156/Long 0/Dodge 135
    
    2. Rocky in Arpeggio		Melee 69/Short 54/Long 90/Dodge 126
    
    3. Ford in Zinc			Melee 0/Short 152/Long 0/Dodge 117
    
    4. Snowbird in Blizzaia		Melee 66/Short 81/Long 0/Dodge 136
    
    5. Smoker in Prosion		Melee 44/Short 80/Long 108/Dodge 115
    
    6. Fork in Type 67		Melee 0/Short 151/Long 66/Dodge 108
    
    7. Marty in Ratmount		Melee 88/Short 60/Long 78/Dodge 140
    
    8. Fox in Orgel	  		Melee 0/Short 140/Long 0/Dodge 109
    
    9. Orden in Zeroa		Melee 0/Short 120/Long 0/Dodge 123
    
    10. Bringer in Blizzaia 2	Melee 74/Short 124/Long 153/Dodge 148
    
    11. Joe in Perzea		Melee 0/Short 169/Long 0/Dodge 137
    
    12. Volcano in Type 67C		Melee 0/Short 120/Long 0/Dodge 138
    
    ------------------------------------------------------------------------------
    Fort Monus, O.C.U. Scenario	Max Bet: 3000
    ------------------------------------------------------------------------------
    
    Access: Mission 19 to end-game (2nd time)
    
    1. Orden in Indos		Melee 0/Short 102/Long 0/Dodge 112
    
    2. Bringer in Stork Mk.IV	Melee 58/Short 0/Long 89/Dodge 97
    
    3. Joe in Novaraid		Melee 44/Short 67/Long 0/Dodge 107
    
    4. Volcano in S-Orcus		Melee 47/Short 84/Long 0/Dodge 115
    
    5. Blue Eye in Frost		Melee 79/Short 0/Long 0/Dodge 101
    
    6. Longbow in Prisomare		Melee 0/Short 91/Long 0/Dodge 104
    
    7. Larry in Type 65		Melee 0/Short 288/Long 0/Dodge 102
    
    8. Brian in Wildgoat		Melee 0/Short 156/Long 0/Dodge 135
    
    9. Rocky in Arpeggio		Melee 69/Short 54/Long 90/Dodge 126
    
    10. Ford in Zinc		Melee 0/Short 152/Long 0/Dodge 117
    
    11. Snowbird in Blizzaia	Melee 66/Short 81/Long 0/Dodge 136
    
    12. Smoker in Prosion		Melee 44/Short 80/Long 108/Dodge 115
    
    13. Fork in Type 67		Melee 0/Short 151/Long 66/Dodge 108
    
    14. Marty in Ratmount		Melee 88/Short 60/Long 78/Dodge 140
    
    15. Fox in Orgel		Melee 0/Short 140/Long 0/Dodge 109
    
    ------------------------------------------------------------------------------
    Soleit, O.C.U. Scenario		Max Bet: 5000
    ------------------------------------------------------------------------------
    
    1. Rocky in Arpeggio		Melee 69/Short 54/Long 90/Dodge 126
    
    2. Ford in Zinc		        Melee 0/Short 152/Long 0/Dodge 117
    
    3. Snowbird in Blizzaia 	Melee 66/Short 81/Long 0/Dodge 136
    
    4. Smoker in Prosion		Melee 44/Short 80/Long 108/Dodge 115
    
    5. Fork in Type 67		Melee 0/Short 151/Long 66/Dodge 108
    
    6. Marty in Ratmount		Melee 88/Short 60/Long 78/Dodge 140
    
    7. Fox in Orgel 		Melee 0/Short 140/Long 0/Dodge 109
    
    8. Orden in Zeroa		Melee 0/Short 120/Long 0/Dodge 123
    
    9. Bringer in Blizzaia 2	Melee 74/Short 124/Long 153/Dodge 148
    
    10. Joe in Perzea		Melee 0/Short 169/Long 0/Dodge 137
    
    11. Volcano in Type 67C		Melee 0/Short 120/Long 0/Dodge 138
    
    12. Blue Eye in Flugel		Melee 0/Short 121/Long 0/Dodge 148
    
    ------------------------------------------------------------------------------
    Rupidis, O.C.U. Scenario	Max Bet: 5000
    ------------------------------------------------------------------------------
    
    1. Marty in Ratmount		Melee 88/Short 60/Long 78/Dodge 140
    
    2. Fox in Orgel 		Melee 0/Short 140/Long 0/Dodge 109
    
    3. Orden in Zeroa		Melee 0/Short 120/Long 0/Dodge 123
    
    4. Bringer in Blizzaia 2	Melee 74/Short 124/Long 153/Dodge 148
    
    5. Joe in Perzea		Melee 0/Short 169/Long 0/Dodge 137
    
    6. Volcano in Type 67C		Melee 0/Short 120/Long 0/Dodge 138
    
    7. Blue Eye in Flugel		Melee 0/Short 121/Long 0/Dodge 148
    
    8. Longbow in Type 103		Melee 88/Short 0/Long 129/Dodge 139
    
    9. Larry in Blizzaia 2		Melee 109/Short 0/Long 90/Dodge 139
    
    10. Brian in Korl		Melee 35/Short 145/Long 0/Dodge 115
    
    11. Rocky in Zora 3A		Melee 0/Short 336/Long 0/Dodge 63
    
    12. Ford in Flugel		Melee 106/Short 109/Long 126/Dodge 128
    
    13. Mobbs in Pegase		Melee 142/Short 0/Long 162/Dodge 155
    
    ------------------------------------------------------------------------------
    Fort Monus, U.C.S. Scenario	Max Bet: 3000
    ------------------------------------------------------------------------------
    
    Access: Mission 3 to Mission 14 (1st time)
    
    1. Rudensky in Gust		Melee 0/Short 9/Long 0/Dodge 18
    
    2. Jorg in Calm			Melee 30/Short 0/Long 30/Dodge 24
    
    3. Alexander in Tendus		Melee 34/Short 0/Long 0/Dodge 26
    
    4. Werewolf in Zora 3A		Melee 7/Short 6/Long 0/Dodge 25
    
    5. Adam in Pabotte		Melee 9/Short 16/Long 7/Dodge 30
    
    6. Jimmy in Zenith		Melee 14/Short 0/Long 24/Dodge 34
    
    7. The Breaker in Giza		Melee 25/Short 0/Long 22/Dodge 33
    
    8. Jango in Vapor		Melee 0/Short 24/Long 0/Dodge 43
    
    9. Charly in Zigle 6B		Melee 62/Short 0/Long 0/Dodge 48
    
    10. Ford in Pabotte II		Melee 35/Short 36/Long 0/Dodge 45
    
    11. Snowbird in Galbo SV	Melee 0/Short 78/Long 0/Dodge 54
    
    12. Smoker in Husky Mk.IV	Melee 16/Short 23/Long 45/Dodge 58
    
    13. Fork in Gein		Melee 25/Short 0/Long 54/Dodge 55
    
    14. Mobbs in Zigle 11A		Melee 0/Short 244/Long 0/Dodge 65
    
    15. Kenny in Galbo MRX		Melee 36/Short 0/Long 63/Dodge 59
    
    ------------------------------------------------------------------------------
    Freedom City, U.C.S. Scenario	Max Bet: 3000
    ------------------------------------------------------------------------------
    
    Access: Mission 9 to Mission 13 (1st time)
    
    1. Alexander in Tendus		Melee 34/Short 0/Long 0/Dodge 26
    
    2. Werewolf in Zora 3A		Melee 7/Short 6/Long 0/Dodge 25
    
    3. Adam in Pabotte		Melee 9/Short 16/Long 7/Dodge 30
    
    4. Demon V in Galbo		Melee 36/Short 0/Long 0/Dodge 42
    
    5. Jimmy in Zenith		Melee 14/Short 0/Long 24/Dodge 34
    
    6. The Breaker in Giza		Melee 25/Short 0/Long 22/Dodge 33
    
    7. Rich in Husky Mk.III		Melee 11/Short 32/Long 9/Dodge 38
    
    8. Jango in Vapor		Melee 0/Short 24/Long 0/Dodge 43
    
    9. Charly in Zigle 6B		Melee 62/Short 0/Long 0/Dodge 48
    
    10. Kenny in Pabotte II		Melee 13/Short 24/Long 0/Dodge 43
    
    11. Snowbird in Galbo SV	Melee 0/Short 70/Long 0/Dodge 54
    
    12. Smoker in Husky Mk.IV	Melee 16/Short 23/Long 45/Dodge 58
    
    ------------------------------------------------------------------------------
    Freedom City, U.C.S. Scenario	Max Bet: 1000
    ------------------------------------------------------------------------------
    
    Access: Mission 13 to end-game (2nd time)
    
    1. Charly in Zigle 11A		Melee 0/Short 54/Long 0/Dodge 55
    
    2. Kenny in Galbo MRX		Melee 36/Short 0/Long 63/Dodge 59
    
    3. Snowbird in Genem		Melee 21/Short 62/Long 0/Dodge 65
    
    4. Smoker in Crabesant		Melee 19/Short 34/Long 0/Dodge 67
    
    5. Fork in Groppe		Melee 0/Short 54/Long 0/Dodge 61
    
    6. Fork in Moth VR.5		Melee 34/Short 0/Long 81/Dodge 66
    
    7. Werewolf in Bizant		Melee 0/Short 30/Long 0/Dodge 67
    
    8. Adam in Avenir		Melee 24/Short 24/Long 0/Dodge 68
    
    9. Jimmy in Stork		Melee 24/Short 54/Long 0/Dodge 67
    
    10. Demon V in Zearaid		Melee 0/Short 68/Long 0/Dodge 77
    
    11. The Breaker in Orcus	Melee 30/Short 19/Long 0/Dodge 65
    
    12. Rich in Crabesant 2		Melee 0/Short 48/Long 0/Dodge 71
    
    ------------------------------------------------------------------------------
    Fort Monus, U.C.S. Scenario	Max Bet: 2000
    ------------------------------------------------------------------------------
    
    Access: Mission 14 to Mission 18 (2nd time)
    
    1. Charly in Zigle 11A		Melee 0/Short 54/Long 0/Dodge 55
    
    2. Snowbird in Genem		Melee 21/Short 62/Long 10/Dodge 65
    
    3. Fork in Groppe		Melee 0/Short 54/Long 0/Dodge 61
    
    4. Werewolf in Bizant		Melee 0/Short 30/Long 0/Dodge 67
    
    5. Jimmy in Stork		Melee 24/Short 54/Long 0/Dodge 67
    
    6. The Breaker in Orcus		Melee 30/Short 19/Long 0/Dodge 65
    
    7. Jango in Peregrine		Melee 28/Short 39/Long 0/Dodge 100
    
    8. Charly in Zikade		Melee 0/Short 58/Long 0/Dodge 74
    
    9. Snowbird in Varsa		Melee 45/Short 0/Long 0/Dodge 92
    
    10. Fork in Orcus II		Melee 0/Short 153/Long 51/Dodge 80
    
    11. Fox in Cicada II		Melee 32/Short 100/Long 0/Dodge 102
    
    12. Orden in Indos		Melee 0/Short 102/Long 0/Dodge 112
    
    ------------------------------------------------------------------------------
    Grey Rock, U.C.S. Scenario	Max Bet: 1000
    ------------------------------------------------------------------------------
    
    Access: Mission 18 to end-game
    
    1. Marty in Ratmount		Melee 88/Short 60/Long 78/Dodge 140
    
    2. Fox in Orgel			Melee 0/Short 140/Long 0/Dodge 109
    
    3. Orden in Zeroa		Melee 0/Short 120/Long 0/Dodge 123
    
    4. Bringer in Blizzaia 2	Melee 74/Short 124/Long 153/Dodge 148
    
    5. Joe in Perzea		Melee 0/Short 169/Long 0/Dodge 137
    
    6. Volcano in Type 67C		Melee 0/Short 120/Long 0/Dodge 138
    
    7. Blue Eye in Flugel		Melee 0/Short 121/Long 0/Dodge 148
    
    8. Longbow in Type 103		Melee 88/Short 0/Long 129/Dodge 139
    
    9. Larry in Blizzaia 2		Melee 109/Short 0/Long 90/Dodge 139
    
    10. Brian in Korl		Melee 35/Short 145/Long 0/Dodge 115
    
    11. Rocky in Zora 3A		Melee 0/Short 336/Long 0/Dodge 63
    
    12. Ford in Flugel		Melee 106/Short 109/Long 126/Dodge 128
    
    13. Mobbs in Pegase		Melee 142/Short 0/Long 162/Dodge 155
    
    ------------------------------------------------------------------------------
    Beltchka, U.C.S. Scenario	Max Bet: 3000
    ------------------------------------------------------------------------------
    
    Access: Mission 17 to end-game
    
    1. Brian in Wildgoat		Melee 0/Short 156/Long 0/Dodge 135
    
    2. Rocky in Arpeggio		Melee 69/Short 54/Long 90/Dodge 126
    
    3. Ford in Zinc			Melee 0/Short 152/Long 0/Dodge 117
    
    4. Snowbird in Blizzaia		Melee 66/Short 81/Long 0/Dodge 136
    
    5. Smoker in Prosion		Melee 44/Short 80/Long 108/Dodge 115
    
    6. Fork in Type 67		Melee 0/Short 151/Long 66/Dodge 108
    
    7. Marty in Ratmount		Melee 88/Short 60/Long 78/Dodge 140
    
    8. Fox in Orgel			Melee 0/Short 140/Long 0/Dodge 109
    
    9. Orden in Zeroa		Melee 0/Short 120/Long 0/Dodge 123
    
    10. Bringer in Blizzaia 2	Melee 74/Short 124/Long 153/Dodge 148
    
    11. Joe in Perzea		Melee 0/Short 169/Long 0/Dodge 137
    
    12. Volcano in Type 67C		Melee 0/Short 120/Long 0/Dodge 138
    
    13. Blue Eye in Flugel		Melee 0/Short 121/Long 0/Dodge 148
    
    ------------------------------------------------------------------------------
    Fort Monus, U.C.S. Scenario	Max Bet: 5000
    ------------------------------------------------------------------------------
    
    Access: Mission 18 to end-game (3rd time)
    
    1. Rocky in Arpeggio		Melee 69/Short 54/Long 90/Dodge 126
    
    2. Ford in Zinc			Melee 0/Short 152/Long 0/Dodge 117
    
    3. Snowbird in Blizzaia		Melee 66/Short 81/Long 0/Dodge 136
    
    4. Smoker in Prosion		Melee 44/Short 80/Long 108/Dodge 115
    
    5. Fork in Type 67		Melee 0/Short 151/Long 66/Dodge 108
    
    6. Marty in Ratmount		Melee 88/Short 60/Long 78/Dodge 140
    
    7. Fox in Orgel			Melee 0/Short 140/Long 0/Dodge 109
    
    8. Orden in Zeroa		Melee 0/Short 120/Long 0/Dodge 123
    
    9. Bringer in Blizzaia 2	Melee 74/Short 124/Long 153/Dodge 148
    
    10. Joe in Perzea		Melee 0/Short 169/Long 0/Dodge 137
    
    11. Volcano in Type 67C		Melee 0/Short 120/Long 0/Dodge 138
    
    12. Blue Eye in Flugel		Melee 0/Short 121/Long 0/Dodge 148
    
    ------------------------------------------------------------------------------
    Soleit, U.C.S. Scenario		Max Bet: 5000
    ------------------------------------------------------------------------------
    
    Access: Mission 19 to end-game
    
    1. Marty in Ratmount		Melee 88/Short 60/Long 78/Dodge 140
    
    2. Fox in Orgel			Melee 0/Short 140/Long 0/Dodge 109
    
    3. Orden in Zeroa		Melee 0/Short 120/Long 0/Dodge 123
    
    4. Bringer in Blizzaia 2	Melee 74/Short 124/Long 153/Dodge 148
    
    5. Joe in Perzea		Melee 0/Short 169/Long 0/Dodge 137
    
    6. Volcano in Type 67C		Melee 0/Short 120/Long 0/Dodge 138
    
    7. Blue Eye in Flugel		Melee 0/Short 121/Long 0/Dodge 148
    
    8. Longbow in Type 103		Melee 88/Short 0/Long 129/Dodge 139
    
    9. Larry in Blizzaia 2		Melee 109/Short 0/Long 90/Dodge 139
    
    10. Brian in Korl		Melee 35/Short 145/Long 0/Dodge 115
    
    11. Rocky in Zora 3A		Melee 0/Short 336/Long 0/Dodge 63
    
    12. Ford in Flugel		Melee 106/Short 109/Long 126/Dodge 128
    
    13. Mobbs in Pegase		Melee 142/Short 0/Long 162/Dodge 155
    
    ------------------------------------------------------------------------------
    6. SECRETS							[SECR]
    ------------------------------------------------------------------------------
    
    PILOT SCOUTING
    --------------
    
    In the original O.C.U. scenario, there are a total of 18 pilots (including
    Peewie) that can be used in mission play. While most of the pilots will join
    as you progress further into the game, there are six who will not. These are
    optional pilots that can you scout and recruit during the game. These pilots
    can be recruited at any given time, even by the time of the final mission on
    the O.C.U. scenario!
    
    While the scouting conditions for these pilots has already been mentioned in
    the walkthrough above, here's a quick list of them:
    
    ------------------------------------------------------------------------------
    Name		  Requirement
    ------------------------------------------------------------------------------
    Paul C. Greiber	  Talk to him at the Grey Rock Bar after Mission 5.
    Alder Weiss	  Defeat him at the Menasa Arena after Mission 5.
    Gregorio Maias	  Defeat him at the Freedom Arena after Mission 8.
    Bobby Hopkins	  Defeat Porunga at Peseta City after Mission 11.
    Porunga		  Defeat Porunga at Peseta City after Mission 11.
    Ralph Dian	  Defeat him at the Fort Monus Arena after Mission 16.
    
    Notes:
    
    Paul's requirement is simple: just visit him at the Grey Rock Bar. In the
    event you decline Paul's offer to join the Canyon Crows, you can still
    recruit him. Just talk to him at the Grey Rock Bar whenever you want to do
    this.
    
    For Alder, head to the Grey Rock Bar and talk to Herbert. Next, head for
    Menasa and talk to Alder at the Menasa Bar. Attempt to recruit him and then
    he will challenge you to an Arena match. Only Royd can fight Alder. Alder
    will join you once you have defeated him. In the event that Royd loses the
    Arena match, you can still recruit him. Simply go back to the Menasa Arena
    and the match against Alder will begin again.
    
    For Gregorio, a scene and an Arena match will commence the first time you
    enter the Freedom Arena. The Announcer will ask you if you want to challenge
    Gregorio when the match ends. In the event you decline the offer, you can
    still recruit him. Whenever you return to the Freedom Arena, simply select
    Gregorio as an Arena opponent and defeat him.
    
    For Bobby and Porunga, right after completing Mission 11, head to Peseta
    City. Visit the Military Ward and once you exit, watch an event scene between
    two wanzers. Choose to stop the fight and you will be up against Porunga.
    Defeat Porunga to get him and Bobby to join the Canyon Crows. In the event
    that you decline to intervene in the fight or lose the fight, you can still
    recruit them. To do this, exit Peseta City and then re-enter it from the
    world map. Once you re-enter Peseta City, the fight between Bobby and Porunga
    will happen again.
    
    For Ralph, all you have to do is offer him a chance to join the Canyon Crows
    upon beating him. In the event that you don't give Ralph the offer, you can
    still recruit him. Simply return to the Fort Monus Arena and defeat Ralph,
    and then you will be able to offer him a chance to join the Canyon Crows.
    
    EXP FARMING
    -----------
    
    Looking for ways to amass large amounts of EXP without having to go through
    New Game+ over and over again? Fear not, there are quite a number of methods
    to farming EXP in missions. The following are the best methods of EXP farming
    on both scenarios:
    
    1. Supply Trucks. Whenever an enemy loses a part, they will almost always 
    retreat to a supply truck. The supply truck restores the destroyed part at 
    just 1 HP. Due to the fact that destroying parts results in a large boost in
    EXP, this method is effective and quick. It works best if your units have the
    skill Duel or Guide to ensure any enemies are not destroyed by accident.
    
    2. Duel and Guide. These two skills are great for taking out enemy units by
    simply destroying the Body. However, you can use these skills to get more EXP
    by disabling the Arms and Legs of an enemy before aiming at their Body. This
    is a safe method of gaining EXP and preventing enemies from dealing damage at
    the same time.
    
    3. Multi-hit Weapons. Destroying a part yields a good EXP boost, but being 
    able to take off more than one yields extra EXP. An enemy that yields around
    100 EXP per part may give as much as 600 EXP if all parts are destroyed at
    the same time. Obviously, this is best when an enemy is weakened or later in
    the game where Job proficiencies are high.
    
    4. Ziege and Dragon Fang. These two weapons grant a tremendous amount of EXP
    for every attack, even during a miss. Ziege is the way to go for rapid EXP
    gains in the Short class and likewise with Dragon Fang for the Melee class.
    Ziege gives off 650 EXP and Dragon Fang gives off 450 EXP with each hit, even
    when it misses. The catch? Ziege is only on the O.C.U. scenario and Dragon
    Fang can be procured only on the second playthrough and above.
    
    MONEY FARMING
    -------------
    
    Have problems with funds to pay for everyone's wanzers and whatnot? Fear not,
    there is a solution to your problems! The best way to farm money is to win
    Arena battles repeatedly. Winning lots of money at the Arena may take a while
    but here are some methods on getting money quickly.
    
    1. Find Arena combatants that use only weapons corresponding to one class. If
    someone uses only Melee weapons, stick with Short weapons. If someone uses 
    Short weapons, stick with Long weapons. This makes winning much easier if you
    get the first action on every turn.
    
    2. Boost the Odds rate by equipping weaker gear. Basically, your chosen Arena
    combatant should have a unit and weapon loadout weaker than the enemy's. This
    increases your Odds rate in exchange for a higher chance of losing the match
    and losing money.
    
    3. Have the Duel and Guide skills. Just one of them is suffice enough for the
    Arena and being able to destroy an enemy quickly is good news for you. If you
    know the opposing combatant has a dangerous weapon, you can disable the Arm
    that has it. Otherwise, aim for the Body at all times.
    
    4. Defeat Rocky in Zora 3A. By the end of the game on both scenarios, you can
    challenge the Arena combatant Rocky, who pilots a Zora 3A. Rocky is difficult,
    but he has the highest Odds rate of any Arena combatant. As Rocky only uses
    Short weapons, pick someone with Long weapons and you'll beat him easily.
    
    USING MOBILE WEAPONS
    --------------------
    
    If you are bored of playing around with wanzers, you can also pilot mobile
    weapons. While most of them cannot use skills due to having only a single
    part, they are armed with some of the most powerful weaponry in the entire
    game. Getting them requires beating secret missions and moving to specific
    squares on the map mostly. Each scenario also rewards a mobile weapon upon
    completing the said scenario. However, there will still be mobile weapons 
    that you cannot get in one playthrough. These are bought in Shops on a New
    Game+ playthrough.
    
    The following is a list of every useable mobile weapon on both scenarios:
    
    Mobile Weapon Guide:
    
    ------------------------------------------------------------------------------
    Mobile Weapon		OCU	UCS	Shop
    ------------------------------------------------------------------------------
    Prototype Clinton	*	*	N
    Clinton Type		*	**	Y
    Gloster			*	*	N
    Seaking			*	*	N
    Algem			*	*	N
    Banyan			*	*	N
    Gavel			*	*	N
    Innova			**	*	Y
    K.O.N.G. X-II		**	*	Y
    Gigas			**	*	Y
    T.C.K. Assault		**	***	Y
    Buren			***	****	N
    
    * - found or awarded in missions
    ** - must be purchased at the Shop/Hangar (New Game+ only)
    *** - scenario completion bonus
    **** - see the Front Mission Recurring Characters section
    
    NEW GAME+
    ---------
    
    New Game+ is basically restarting the game with everything retained in the
    previous playthrough. Apart from the prospective of being able to plow every
    enemy until the end of the game, you can get special parts that cannot be
    accessed on the first playthrough. You can only access this mode as long as
    you have a clear save file. If you do not, New Game+ cannot be accessed. 
    Furthermore, you cannot switch to the other scenario for New Game+ no matter
    what you do. 
    
    If you beat the U.C.S. scenario and made a clear save file, any further 
    playthroughs will only be for the U.C.S. scenario. Likewise, you cannot play
    the U.C.S. scenario if the clear save file was made from the O.C.U. scenario. 
    The reason being is that both scenarios do not share any playable characters
    and are structured different.
    
    New Game+ retains the following data:
    
    - Pilot Level
    - Job Level
    - Pilot Skills
    - Parts
    - Weapons 
    - Items
    - Money
    
    Obviously, beat the game once on either scenario to unlock this mode.
    
    DIFFICULTY SETTINGS
    -------------------
    
    Upon beating the game once on either scenario, you can play through the game
    on a different difficulty setting. The difficulty settings multiply HP by a
    certain amount and also damage to a lesser extent. It is a bit of a lame 
    reward but if you want more of a challenge, by all means go ahead and do it!
    
    Difficulty Settings Guide:
    
    ------------------------------------------------------------------------------
    Multiplier (HP)		Availability
    ------------------------------------------------------------------------------
    0.5 			Complete the game once.
    1.0			Default game settings.
    1.2			Complete the game once.
    1.5			Complete the game two times.
    2.0			Complete the game three times.
    5.0			Complete the game four times.
    10.0			Complete the game five times.
    
    On a minor note, the difficulty settings apply to New Game and New Game+ 
    playthroughs.
    
    SOUND TEST
    ----------
    
    Upon beating the game once on either scenario, the Sound Test is unlocked. 
    All of the game's 166 sound effects and music tracks can be listened to on 
    this mode. Hidenori Iwasaki, the go-to-person for Front Mission music today,
    updated most of the original music tracks for the PS1 Front Mission 1st. He
    also contributed new music tracks for the then-new U.C.S. scenario when the 
    PS1 version of Front Mission 1st was released in Japan. The original Front
    Mission was composed by the talented Yoko Shimomura of Kingdom Hearts fame 
    and Noriko Matsueda, who wrote the entire soundtrack for Front Mission 2.
    
    Data on the music tracks and their original composer will be detailed below. 
    Only one track, #38 Desert Storm, has no data. This track is nothing more 
    than an extended version of sound effects playing and looping. It does not
    appear in any of the Original Soundtracks sold in Japan so it is a mystery as
    to why it is there. Feel free to use some headphones to enjoy the quality of 
    the music without intereference from gameplay!
    
    Music Track Guide:
    
    ------------------------------------------------------------------------------
    Number	Name			Time	OCU  UCS  Original Composer
    ------------------------------------------------------------------------------
    01	Take the Offensive	0:54	*    *	  Yoko Shimomura
    02	Manifold Irons		1:26	*    *    Yoko Shimomura
    03	Ominous			0:33	*    *	  Noriko Matsueda
    04	Rise to Action		0:25	*    *    Noriko Matsueda
    05	Holistic Shot		0:23	*    *    Yoko Shimomura
    06	Hard Drag		0:19	*    *	  Yoko Shimomura
    07	Bloody Temperature	0:48	*    *	  Noriko Matsueda
    08	Relative Thinking	0:49	*    *	  Noriko Matsueda
    09	Tension			0:35	*    *	  Noriko Matsueda
    10	Fear			0:44	*    *	  Noriko Matsueda
    11	Decline			0:37	*    *	  Yoko Shimomura
    12	The General Situation	0:55	*    *	  Noriko Matsueda
    13	Karen			2:28	*    x	  Noriko Matsueda
    14	Optical City		1:10	*    *	  Noriko Matsueda
    15	A Person Easily Elated	0:30	*    *	  Noriko Matsueda
    16	Military Government	0:33	*    *	  Noriko Matsueda
    17	Defeat			0:14	*    *	  Noriko Matsueda
    18	Advanced Guard		0:52	*    *	  Yoko Shimomura
    19	Coaxial Town		0:50	*    *    Yoko Shimomura
    20	Destructive Logic	1:35	*    *	  Yoko Shimomura
    21	Shallow Twilight	0:52	*    *	  Yoko Shimomura
    22	Field Hospital		0:35	*    *	  Yoko Shimomura
    23	Terrible Density	0:54	*    *	  Noriko Matsueda
    24	Mad Pressure		0:33	*    *	  Noriko Matsueda
    25	Elegie			1:15	*    *	  Yoko Shimomura
    26	Mercenaries		0:53	*    *	  Yoko Shimomura
    27	Rage! Rage! Rage!	0:51	*    *	  Yoko Shimomura
    28	Win Back		0:09	*    *	  Yoko Shimomura
    29	Raise a Flag		0:09	*    *	  Noriko Matsueda
    30	Natalie			1:18	*    x    Noriko Matsueda
    31	Force Stall		1:03	*    *	  Noriko Matsueda
    32	Arena			0:58	*    *	  Yoko Shimomura
    33	More and More		0:23	*    *	  Yoko Shimomura
    34	Martial Ecologist	0:39	*    *	  Yoko Shimomura
    35	Shop			0:42	*    *	  Noriko Matsueda
    36	Bar			1:12	*    *	  Noriko Matsueda
    37	The Evils of War	0:51	*    *	  Yoko Shimomura
    38	Desert Storm		2:39	*    *	  Unknown
    39	Setting Up		0:35	*    *	  Yoko Shimomura
    40	Within Living Memory	5:42	*    x	  Noriko Matsueda
    41	Next Resolution		2:06    *    x	  Noriko Matsueda
    42	A Minefield		1:26	*    *	  Yoko Shimomura
    43	Canyon Crow		0:53	*    *	  Yoko Shimomura
    44	Maria			1:26    x    *    Hidenori Iwasaki
    45	Ending			6:20	x    *	  Hidenori Iwasaki
    46	Driscoll		0:57	x    *	  Hidenori Iwasaki
    47	Black Hounds		1:23	x    *	  Hidenori Iwasaki
    48	New Enemy Turn		1:03	x    *	  Hidenori Iwasaki
    
    FRONT MISSION RECURRING CHARACTERS
    ----------------------------------
    
    For anyone who has played a previous Front Mission installment, you might be
    surprised to find some familiar faces in both scenarios. Some of those faces
    are even playable in the game! Anyways, here are the following characters 
    that make appearances in Front Mission 1st. If you are new to Front Mission
    or have not played some of the games, spoilers will be mentioned for these
    characters. You have been warned so only read what you want to know.
    
    ------------------------------------------------------------------------------
    Glen Duval		O.C.U. and U.C.S. Scenarios
    ------------------------------------------------------------------------------
    
    Location: 
    
    Training Grounds (Tutorial)
    Freedom City (Mission 8)
    Fort Monus (Mission 16)
    Fort Monus, Residential Area (Secret Mission 3)
    Freedom City Bar (Mission 18)
    Soleit Bar (Mission 21)
    Wayne Mountains (U.C.S. Mission 15)
    
    Time of Appearance: Tutorial to Mission 21, U.C.S. Mission 15
    Alias: None
    Appears in:
    
    Front Mission 2089-II
    Front Mission 2
    Front Mission 5: Scars of the War
    
    Playable: Yes
    Description:
    
    Glen Duval is one of the main characters in Front Mission 5: Scars of the 
    War, and is one of the secondary characters in Front Mission 2089-II and
    Front Mission 2. Glen is part of the 48th Defense Unit with the O.C.U.
    Ground Defense Force. His appearance in Front Mission 1st expands on his
    duties within the O.C.U. military before and during the Second Huffman
    Conflict.
    
    In the game, Glen appears two times in the O.C.U. scenario apart from the 
    optional tutorial. After taking over Freedom City in Mission 8, go to the
    Military Ward twice in Freedom City. Exit the Military Ward and there will be
    a scene with Glen. The second time he appears is after the takeover of Fort
    Monus in Mission 16. Go to the Military Ward twice in Fort Monus and exit the
    place to see another scene with Glen. This also unlocks Secret Mission 3, 
    where Glen makes his final appearance before leaving. 
    
    In addition, there are three references made to Glen on both scenarios. One
    reference is made after completing Mission 18 in the O.C.U. scenario. This 
    one takes place at the Freedom City Bar. The second one is at the Soleit Bar
    after completing Mission 21 in the O.C.U. scenario. The final reference is in
    the U.C.S. scenario and takes place after completing Mission 15. This one
    takes place at Wayne Mountains.
    
    During a wanzer training session, Royd meets his instructor Glen. Glen tells
    Royd that he was assigned to train him specifically and he addresses him as
    Lieutenant Clive. Royd tells Glen to call him by his first name since he has
    served longer in the O.C.U. military. At the end of the session, Royd defeats
    Glen and passes the test. For completing the training session, Glen promotes
    Royd to Captain and tells him that he now leads his own reconnaissance squad.
    
    After the recapture of Freedom City, Royd and Glen meet outside of the 
    Military Ward. While Glen initially does not respond to Royd, he asks him if
    he leads a group of mercenaries now. Glen apologizes to Royd since he has a
    tendency to forget things. Now a First Sergeant, Glen tells Royd that Karen
    was to serve under his command. Glen sends his condolences about Karen to
    Royd, who thanks him.
    
    After the fall of Fort Monus, Royd and Glen, now a Lieutenant, meet once 
    again outside of the Military Ward. When Royd asks him how he has fared, Glen
    stays silent. Glen later says that he does not know who Royd is. A mechanic 
    tells Glen that his wanzer is ready to go and he leaves for a mission. 
    Following Glen, Royd and the Canyon Crows head to a residential area in Fort
    Monus. Glen tells a fellow soldier that they have "code green to eradicate"
    and to "kill them all". Demonstrating an inhuman level of piloting skill,
    Glen effortlessly handles the enemies without taking a single hit.
    
    During the battle at the residential area, Glen detects enemies in the
    Eastern district of the city and leaves. Royd wonders how Glen changed so
    radically in a short period of time. Some time after the end of the Second
    Huffman Conflict, Royd talks with a man called Kira at the Freedom City Bar.
    Kira says that he saw a "bright blue Zenith" in the city recently, wondering
    who would pilot such a wanzer. Some time after the end of the war, a man
    named Efil talks about a blue Zenith that was "ripping the defense troops
    apart" during combat.
    
    In the U.C.S. scenario, shortly after the fall of Freedom City in the Wayne
    Mountains, a Mechanic claims that there was an O.C.U. sniper with ungodly
    skill. This sniper is supposedly using a "blue Zenith" that is likely a new
    model that no one has seen.
    
    ------------------------------------------------------------------------------
    Ernest Miller		U.C.S. Scenario
    ------------------------------------------------------------------------------
    
    Location:
    
    Guerrilla Camp
    
    Time of Appearance: End-game
    Alias: Commander Miller
    Appears in: 
    
    Front Mission Online
    
    Playable: No
    Description:
    
    Ernest Miller is one of the main characters in Front Mission Online. Ernest
    is an officer involved with the Border Patrol Force on Huffman Island. His
    appearance in Front Mission 1st expands on his promotion as the commanding
    officer of the Border Patrol Force in its entirety.
    
    In the game, Ernest appears only once in the U.C.S. scenario. After the
    U.C.S. scenario epilogue ends, a scene with him will play out before Secret
    Mission 5 begins at the Guerrilla Camp.
    
    Upon arriving at the Guerrilla Camp, Kevin Greenfield warns the guerrillas to
    leave or face the consequences. Just realizing that Kevin and his platoon are
    in the area, Ernest contacts him. He warns the lieutenant that they do not
    have jurisdiction over the area and tells the platoon to retreat immediately.
    
    ------------------------------------------------------------------------------
    Darril Traubel		U.C.S. Scenario
    ------------------------------------------------------------------------------
    
    Location: 
    
    Guerrilla Camp
    
    Time of Appearance: End-game
    Alias: None
    Appears in:
    
    Front Mission Online
    Front Mission 4
    Front Mission 5: Scars of the War
    
    Playable: Yes
    Description:
    
    Darril Traubel is the male protagonist in Front Mission 4, and is one of the
    secondary characters in Front Mission Online and Front Mission 5: Scars of
    the War. Darril is a Sergeant posted to the 332nd Mobile Company, but was a
    former Captain with the Army division. His appearance in Front Mission 1st
    expands on his duties as a Captain before being demoted to Sergeant, as well
    as his connections to Billy Renges.
    
    In the game, Darril appears only twice in the U.C.S. scenario. The first time
    he appears is during a short scene in the U.C.S. scenario's epilogue. Darril
    appears for a second time during Secret Mission 5. This is unlocked upon the
    completion of the U.C.S. scenario on the second playthrough and higher.
    
    During his time in a peacekeeping unit, Darril meets the new squad leader 
    Kevin. Kevin's methodology in regards to fighting interests Darril, stating
    that he does not act like most officers. Darril shares this information with
    Billy before boarding a transport plane. After the elimination of a guerrilla
    camp at an undisclosed location, Darril and Billy share more thoughts about
    Kevin. Darril doesn't care if Kevin breaks a few rules as it beats "going by
    the book". With that said, Darril doesn't want to relive Huffman in terms of
    civilians dying while the armies did nothing to protect them.
    
    If Darril's unit is destroyed in battle, he makes a remark that he should 
    have taken a vacation to Venezuela.
    
    ------------------------------------------------------------------------------
    Billy Renges		U.C.S. Scenario
    ------------------------------------------------------------------------------
    
    Location:
    
    Guerrilla Camp
    
    Time of Appearance: End-game
    Alias: None
    Appears in:
    
    Front Mission Online
    Front Mission 4
    Front Mission 5: Scars of the War
    
    Playable: Yes
    Description:
    
    Billy Renges is one of the main characters in Front Mission 4, and is one of
    the secondary characters in Front Mission Online and Front Mission 5: Scars
    of the War. Billy is a Corporal posted to the 332nd Mobile Company. His
    appearance in Front Mission 1st expands on his duties as a Corporal, as well
    as his connections to Darril Traubel and Phillip Chaeffer.
    
    In the game, Billy appears only twice in the U.C.S. scenario. The first time
    he appears is during a short scene in the U.C.S. scenario's epilogue. Billy
    appears for a second time during Secret Mission 5. Basically, he appears in
    the same scenes as Darril does.
    
    While serving in the same peacekeeeping unit as Darril, Billy meets Kevin and
    feels that he is learning to like him. After the elimination of a guerrilla
    camp at an undisclosed location, Billy shares his thoughts on how Kevin acts.
    Billy takes note of the fact that their "squad leader might've skipped a few
    classes in Officer School." After Darril shares his own opinions about Kevin,
    Billy thinks that the two of them won't "be bored anytime soon".
    
    If Billy's unit is destroyed in battle, he makes a remark that a certain
    Schaeffer messed with his control settings. Billy promises to "kick his butt"
    when the unit returns to base.
    
    ------------------------------------------------------------------------------
    Griff Burnam		O.C.U. Scenario
    ------------------------------------------------------------------------------
    
    Location: 
    
    Freedom City Bar
    
    Time of Appearance: Mission 16 to Mission 18
    Alias: Griff (Freedom City Bar)
    Appears in: 
    
    Front Mission Online
    Front Mission 2
    
    Playable: No
    Description:
    
    Griff Burnam is one of the main characters in Front Mission 2, and is one of
    the secondary characters in Front Mission Online. Griff is part of the 41st
    Mobile Battalion, "Muddy Otters", in the O.C.U. Maritime Defense Force. His
    appearance in Front Mission 1st expands on his duties prior to switching to
    the Maritime Defense Force branch in the O.C.U. military.
    
    In the game, Griff appears only once in the O.C.U. scenario. After capturing
    Fort Monus in Mission 16, return to the Freedom City Bar. Griff will stay at
    the Bar until the Second Huffman Conflict ends upon completing Mission 18.
    
    At the Freedom City Bar, Griff was sent to help bring soldiers out of Huffman
    and back to the mainland. Griff tells Royd how the O.C.U. military does not 
    want to leave Huffman yet, which somewhat disappoints him. Griff wonders how
    long the O.C.U. military will make him wait to complete his task. After the 
    Second Huffman Conflict ends, Griff leaves the Freedom City Bar and 
    presumably completes his mission assignment.
    
    ------------------------------------------------------------------------------
    Walter Feng		O.C.U. and U.C.S. Scenarios
    ------------------------------------------------------------------------------
    
    Location:
    
    Freedom Forward Base (Mission 8)
    Training Grounds (O.C.U. Tutorial)
    Freedom City (O.C.U. Mission 8)
    
    Time of Appearance: Mission 8, O.C.U. Tutorial to Mission 8
    Alias: None
    Appears in: 
    
    Front Mission Online
    Front Mission 2
    Front Mission 5: Scars of the War
    
    Playable: No
    Description:
    
    Walter Feng is the male protagonist of Front Mission 5: Scars of the War,
    and is one of the secondary characters in Front Mission Online and Front
    Mission 2. Walter has quite the impressive military career working up the
    military chain of command: the 214th Mobile Company, 11th Special Armored
    Regiment "Strike Wyverns", and the SOCOM Armored Detachment "Barghest". His
    appearance in Front Mission 1st expands on his first mission under the 214th
    Mobile Company, as well as his connections to Randy O'Neill.
    
    In the game, Walter appears only once in the U.C.S. scenario. After clearing
    the defenses at Freedom City in Mission 8, head to the Freedom Forward Base.
    A scene with Walter will play out upon getting to the Freedom Forward Base.
    In addition, there are two references made to Walter on the O.C.U. scenarios.
    One reference is made during the optional tutorial. The second one is appears
    after taking over Freedom City in Mission 8 of the O.C.U. scenario.
    
    At the entrance of the Freedom Forward Base, Walter meets with Kevin, Johnny,
    and Matthew shortly after they met with Randy. Walter scolds Randy for not
    looking prepared in front of others and tells him to get ready for their
    first mission. Johnny likes what he sees in Walter and Randy, thinking that
    the two will become fine pilots someday.
    
    In the O.C.U. scenario, after defeating Glen to complete the wanzer training
    session, Royd asks him why he held back. Glen reveals that he was purposely
    holding back as Royd reminded him of a childhood friend who was now a member
    of the U.C.S. military. Glen also tells Royd that he and his friend grew up
    on Huffman Island, before the hatred between the O.C.U. and the U.C.S. flared
    up.
    
    After the recapture of Freedom City and meeting Glen once again, Royd asks
    him what he would do if he faced his friend "on the other side" in combat.
    Glen doesn't respond initially, but eventually tells Royd that he would shoot
    him "if he tries to shoot me". Glen rationalizes this as simply being "war's
    war".
    
    ------------------------------------------------------------------------------
    Hector Reynolds 	U.C.S. Scenario
    ------------------------------------------------------------------------------
    
    Location:
    
    Fort Monus Bar (Mission 2, Mission 8, Mission 18)
    
    Time of Appearance: Mission 2 to Mission 18
    Alias: Hector the Zonked (Fort Monus Bar)
    Appears in: 
    
    Front Mission 2
    Front Mission 5: Scars of the War
    
    Playable: No
    Description:
    
    Hector Reynolds is one of the main characters in Front Mission 5: Scars of 
    the War, and is one of the secondary characters in Front Mission 2. Hector is
    the commanding officer of the SOCOM Armored Detachment, "Barghest". His
    appearance in Front Mission 1st expands on his connections to Lynn Wenright
    and on why his outfit is not assigned to general military tasks.
    
    In the game, Hector appears three times in the U.C.S. scenario. All of his
    appearances are at the Fort Monus Bar. The first time you can interact with
    him is before meeting with an undercover agent at Mail River in Mission 3. 
    The second time you can interact with him is after clearing the defenses at
    Freedom City in Mission 8. The third and final time you can interact with him
    is after reuniting with Halle and Ghetta after Mission 18. This interaction
    is only available if you talked to Hector previously. You will also get the
    Buren at same time as well.
    
    At the Fort Monus Bar, Hector is drinking and wondering why his unit hasn't
    been deployed to combat. He tells Kevin that his unit has been on Huffman for
    weeks but they have done nothing since arriving. Some time later, Kevin
    visits Hector again at the Fort Monus Bar. Hector feels glad that there are
    enough military units fighting on the frontlines and he doesn't mind doing
    nothing. Looking for drinks, Hector asks Kevin if he would buy him one the
    next time they meet.
    
    Shortly after Kevin is released from prison, he visits the Fort Monus Bar 
    again. When he asks for Hector, the Bartender wonders if he is a friend of 
    Hector. The Bartender gives Kevin the keys to a vehicle that Hector wanted to
    give to him. The reason behind this is that Hector prefers "not to bring a
    neutron bomb to a knife fight..." or whatever that means according to the
    Bartender.
    
    ------------------------------------------------------------------------------
    Phillip Chaeffer	U.C.S. Scenario
    ------------------------------------------------------------------------------
    
    Location:
    
    Guerrilla Camp
    
    Time of Appearance: End-game
    Alias: None
    Appears in:
    
    Front Mission 4
    
    Playable: No
    Description:
    
    Phillip Chaeffer is one of the main characters in Front Mission 4. Phillip is
    a Private posted to the 332nd Mobile Company. His appearance in Front Mission
    1st expands on his duties as a Private, as well as his connections to Billy
    Renges.
    
    In the game, Phillip actually doesn't make an appearance in the U.C.S.
    scenario. Rather, he appears indirectly through references from Billy himself.
    Billy makes references to Phillip during Secret Mission 5.
    
    When Billy's wanzer is destroyed during combat, he wonders if Chaeffer messed
    around with his control settings. Consequently, Billy promises to "kick his 
    butt" when he returns back to base.
    
    ------------------------------------------------------------------------------
    Lynn Wenright		U.C.S. Scenario
    ------------------------------------------------------------------------------
    
    Location: 
    
    Fort Monus Bar
    
    Time of Appearance: Mission 2
    Alias: None
    Appears in: 
    
    Front Mission 5: Scars of the War
    
    Playable: No
    Description:
    
    Lynn is the female protagonist of Front Mission 5: Scars of the War. Lynn is
    a Lieutenant Colonel and the commanding officer of the 11th Special Armored
    Regiment "Strike Wyverns". Her appearance in Front Mission 1st expands on her
    connections to Hector Reynolds and the Barghest.
    
    In the game, Lynn actually doesn't make an appearance in the U.C.S. scenario.
    Rather, she appears indirectly through references from Hector himself. Hector
    makes references to Lynn at the Fort Monus Bar after Mission 2.
    
    At the Fort Monus Bar, Hector rants about a female subordinate who drives him
    crazy. Despite his rants about her need to question every decision he makes,
    Hector believes that she will become a fine officer some day.
    
    ------------------------------------------------------------------------------
    Randy O'Neill		U.C.S. Scenario
    ------------------------------------------------------------------------------
    
    Location: 
    
    Freedom Forward Base
    
    Time of Appearance: Mission 8
    Alias: None
    Appears in: 
    
    Front Mission 5: Scars of the War
    
    Playable: No
    Description:
    
    Randy O'Neill is one of the main characters in Front Mission 5: Scars of the
    War. Randy is a Technical Sergeant under the 214th Mobile Company in Front
    Mission 5: Scars of the War. His appearance in Front Mission 1st expands on
    his first mission under the 214th Mobile Company, as well as his connections
    to Walter Feng.
    
    In the game, Randy appears only once in the U.C.S. scenario. After clearing
    the defenses at Freedom City in Mission 8, head to the Freedom Forward Base.
    Randy appears in the same scene that Walter does upon getting to the Freedom
    Forward Base.
    
    At the entrance of the Freedom Forward Base, Randy meets with Kevin, Johnny,
    and Matthew. Kevin gives Randy some advice on how to succeed in the army and
    not to take any mission lightly. Kevin's warnings somewhat scare Randy, who
    is reminded by Walter to prepare for their first mission. After Walter and
    Randy leave, Matthew thinks back to the past when all three were new recruits
    like Randy. Matthew thinks that Randy reminds him of himself and Kevin agrees
    with Matthew, with the exception of Randy being taller.
    
    ------------------------------------------------------------------------------
    Morgan Bernard		U.C.S. Scenario
    ------------------------------------------------------------------------------
    
    Location: 
    
    Sakata Industries Facilities
    
    Time of Appearance: Mission 9
    Alias: Morgan, Soldier
    Appears in: 
    
    Front Mission 5: Scars of the War
    
    Playable: Yes
    Description:
    
    Morgan Bernard is one of the main characters in Front Mission 5: Scars of the
    War. Morgan is a man of mystery, one that stays cloaked from the prying eyes
    of the world. His appearance in Front Mission 1st expands on his "behind the
    scenes" work...
    
    In the game, Morgan appears only once in the U.C.S. scenario. After taking
    over Freedom City Hall in Mission 8, talk to Stewart at the Command Room to
    unlock Secret Mission 2. Before leaving Freedom, return to the Command Room.
    Upon leaving the building for the second time, Secret Mission 3 will become
    available. It is in this secret mission that Morgan makes his appearance...
    
    Sometime during the defense of one of Sakata Industries' facilities, a supply
    truck driven by a soldier comes under fire. Upon its destruction, the soldier
    says that dying doesn't matter now that "the seed of destruction has already
    been sown"...
    
    ------------------------------------------------------------------------------
    7. CREDITS							[CRED]
    ------------------------------------------------------------------------------
    
    Thanks to:
    
    - GameFAQs obviously
    - Front Mission: World Historica book for part wording and such
    - Square Enix for the Front Mission series
    
    This FAQ copyright 2012 to Angelo Pineda. Redistribution in any form,
    including reprinting in electronic or print media, without express permission
    of the author is strictly forbidden.

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