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Gameplay Guide by LegaiaRules

Version: 1.00 | Updated: 03/17/2011

FRONT MISSION 2089-II
GAMEPLAY GUIDE
VERSION 1.00
By Angelo Pineda(rpger77@yahoo.ca)

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

17-3-2011 - Gameplay Guide done. Will update material and do grammar fixes
when they're found.

TABLE OF CONTENTS
-----------------

------------------------------------------------------------------------------
Sections							Search Codes
------------------------------------------------------------------------------
1. INTRODUCTION							[INTR]
------------------------------------------------------------------------------
2. BASICS							[BASE]
------------------------------------------------------------------------------
Game Flow							[GAME]
Mission Play							[MISS]
Intermissions							[INMS]
Frequently Asked Questions(FAQ)					[TFAQ]
------------------------------------------------------------------------------
3. BATTLE SYSTEM						[BATT]
------------------------------------------------------------------------------
Battle Phases							[PHAS]
Wanzer Combat							[WCOM]
Wanzer Actions							[WACT]
Terrain Effects							[TERR]
Unit Positioning						[UPOS]
Attack Elements							[ATEL]
Job Types							[JTYP]
Weapon Types							[WTYP]
Frequently Asked Questions(FAQ)					[BFAQ]
------------------------------------------------------------------------------
4. WANZER SETUP							[WSET]
------------------------------------------------------------------------------
Wanzer Design							[WDES]
Wanzer Parameters						[WPAR]
Wanzer Types							[WANT]
Frequently Asked Questions(FAQ)					[WFAQ]
------------------------------------------------------------------------------
5. MISSIONS							[MISS]
------------------------------------------------------------------------------
6. SURVIVAL SIMULATOR						[SSIM]
------------------------------------------------------------------------------
7. WANZER EQUIPMENT						[WEQP]
------------------------------------------------------------------------------
Wanzers and Mobile Weapons					[WAMO]
Computers and Backpacks						[COBA]
Weapons								[WEAP]
Items								[ITEM]
------------------------------------------------------------------------------
8. 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
-------------

Even though I doubt anyone will have a chance to play Front Mission 2089-II
anymore, I figured I might as well do some documentation of this. To those
who want to know more about this largely unknown Front Mission or are
unfamiliar with Front Mission in general, this guide will get you up to
speed! Any Front Mission is not easy to get into and they tend to be
confusing for newcomers. Thus, I decided to make this guide to explain the
fundamentals of how Front Mission works and for documenting game information.
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 a gameplay guide to Front Mission 2089-II, released in Japan for the
mobile phones. The guide will document the foundation and game mechanics that
are found inside the game. This will also document material pertaining to the
missions and such, but not entirely. This guide is written for those who have
never played Front Mission or this one in particular if you have already
played other Front Mission titles before.

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

This section will detail how Front Mission 2089-II works as a whole. If you
are more interested in learning specific mechanics about the game, please
check the other sections.

------------------------------------------------------------------------------
GAME FLOW							[GAME]
------------------------------------------------------------------------------

Front Mission 2089-II progresses like any typical game: the player goes
through a set amount of missions before beating the game. In-between each
mission, the player can manage their characters to prepare for the next
mission. Cutscenes occur at certain periods of time...before, during, or
after a mission. These are plot-related events that reveal more about the
topics covered in the game and the characters themselves. The player spends
time at a base when they are not in a mission. When missions are accessible,
the player automatically travels to various locations on a world map.

It is important to note that when New Game is selected, the introductory
mission will play out automatically.

This is how the game flows and progresses.

To recap game flow:

1. Play and complete missions.
2. Intermission: prepare and setup units at the base.
3. Progress plot by watching scenes before, during, or after missions.
4. Repeat until the player beats the game.

------------------------------------------------------------------------------
MISSION PLAY							[MISS]
------------------------------------------------------------------------------

Missions in Front Mission 2089-II work similar to other strategy RPG
offerings. Prior to most missions, the player can see a basic briefing of the
enemy forces and the main threat or objective for the mission. The player can
make adjustments to their units accordingly before commencing the mission.
Once in a mission, the winning conditions must be met in order to complete
the mission. At the completion of any mission, the player is rewarded with
monetary funds from military commission (if possible) and the amount of
enemies destroyed. This is subtracted from the repair costs, which are
incurred for every unit destroyed in battle.

Each mission has a limit to how many units can be deployed for the mission,
though the main lead, Tornado, is a mandatory participant in every mission.
On several occasions, non-playable characters (NPC) fight in missions, but
the AI controls all of their actions. As far as mission variety is concerned,
most missions are involved with the destruction of all enemy units. Some
missions have different conditions, such as protecting a particular unit,
gathering information at a designated location, or destroying enemy units
within the given time limit. The player will receive a reward upon completing
the mission.

This covers the flow behind mission play in a nutshell.

------------------------------------------------------------------------------
INTERMISSIONS							[INMS]
------------------------------------------------------------------------------

Intermissions are sections of the game in which the player is currently not
participating in a mission. During an intermission, the player has access to
a few options. Normally after a mission ends, the player will be sent back to
a military base or supply camp. At any military base or supply camp, the
player can access the following options:

Hangar
Survival Simulator
Save Record
Configuration
Mission

The Hangar is where the player can buy or sell parts and items for mission
play. This is the place to go for upgrading wanzers any time during the game.
Save Record is where the player can save or load game progress at any given
time. Configuration is where the player can access and alter game settings.
Unlike in Front Mission 2089, plot progression and mission briefings do not
take place at a briefing room; they now occur whenever the Mission option is
selected. When Mission is selected, a list of missions will be displayed.
Choosing one will bring up the mission's briefing and once it's over, the
mission itself will play out. 

In order to access additional missions, they must be downloaded from the
Square Enix Mobile service. As the player can downloads more missions, the
level cap of the pilots will increase. Lastly, for players who are looking
for something to do before missions, they can try out the Survival Simulator.
This feature must be downloaded from Square Enix Mobile and is available
only for mobile phones with the i-mode program. Alternatively, players can
access Survival Simulator by downloading the "Front Mission 2089-II mega"
application.

Check out the Survival Simulator section for more details on this game mode.

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

Q: I need help on a mission! I saw the briefing prior to the mission and made
preparations, but there are things the mission didn't go through! What gives?

A: The briefings are only designed to give the player a general idea of what
to expect in an upcoming mission. The missions themselves tend to have extra
factors to take note of that the briefings never detail. If you feel that you
aren't properly prepared for the mission, you can always make adjustments at
the Hangar.

------------------------------------------------------------------------------
3. BATTLE SYSTEM						[BATT]
------------------------------------------------------------------------------

This section details the fundamental mechanics of Front Mission 2089-II's
battle system. If you are looking for information on how the battles work,
you are in the right section. Reading information on Wanzer Setup is also
recommended as information here goes hand-in-hand with the following section.

------------------------------------------------------------------------------
BATTLE PHASES							[PHAS]
------------------------------------------------------------------------------

The battle system of Front Mission 2089-II is turn-based and takes place on
grid maps for movement and actions. In short, it is the same format as seen
in previous Front Mission titles. The concept of Phases has returned: the
player's units go first and when they have finished acting, the AI-controlled
units act next. These Phases are appropriately titled as Player and Enemy
Phases. A full turn, therefore, is the combination of one Player and Enemy
Phase. While the player-controlled units act only in Player Phases, they can
counter enemy attacks during Enemy Phases when the opportunity is possible.
If the player does not need to act, they can force a Player Phase to end.
Thus, the general flow of a mission is as follows:

1. Player Phase.
2. Enemy Phase.
3. Repeat until the player wins or loses.

------------------------------------------------------------------------------
WANZER COMBAT							[WCOM]
------------------------------------------------------------------------------

As the main fighting unit in any Front Mission, wanzers are unique in several
ways. Wanzers are compromised of four specific parts that have their own 
special purposes and durability parameters, known as Health Points (HP). The
Legs control the wanzer's ability to move around the battlefield. The Arms 
allow the wanzer to attack using hand and shoulder-equipped weapons. Finally,
the Body keeps the wanzer unit operating on the battlefield. Attacks damage
parts on a random basis and do not focus on any specific part.

Destruction of any part severely cripples a wanzer's effectiveness in battle.
Without the Legs, the wanzer's movement is cut in half and thus it becomes an
easy target for the enemies. Destruction of an Arm is self-explanatory; 
weapons equipped on it cannot be used. Lastly, destruction of the Body is the
only way to eliminate a wanzer completely. Needless to say, the fastest way
to destroy a wanzer is by destroying their Body parts. Most of the time, this
isn't possible without taking out the Arms or Legs first.

This may sound confusing at first, but the wanzer mechanics are quite easy to
get into. Basically, as long as a wanzer's Body is functional, it has uses in
a mission. Even if a wanzer has nothing left except a Body, it can provide 
assistance to the other units in some way outside of attacking. Destroyed 
parts can be restored with a supply truck or a repair backpack (more on these
later) so no wanzer is truly "dead weight" until they are destroyed for good.

------------------------------------------------------------------------------
WANZER ACTIONS							[WACT]
------------------------------------------------------------------------------

Wanzer mechanics aside, wanzers can do a variety of actions in mission play.
The most basic actions are moving, attacking, and using items. Movement and
attacks are self-explanatory, but attacks become unavailable if there is no
enemy within weapon range or both Arms and the Legs are destroyed.

Using items is more of a support action as opposed to an offensive one. The
basic purpose of items is being able to repair damaged parts, although they
cannot restore any that have been destroyed. There are also special items that
affect the performance of player or enemy units. Their data is detailed in
the following section:

Support Item Guide:

------------------------------------------------------------------------------
Name	       Range  Effect
------------------------------------------------------------------------------
Mine           0      Places a mine in the current location.
Flash Grenade  1-4    Stuns target.	
Smoke Grenade  1-4    Lowers target's accuracy. 	
Chaff Grenade  1-4    Protects against long-range attacks.	
Acid Bomb      1-4    Lowers target's defense.

Mines damage units that end their movement on its current location. This
affects both ally and enemy units. Flash Grenades cause Stun status, which
means that the unit is defenseless and all attacks have 100% accuracy rates
against them. Smoke Grenades lower the unit's weapon accuracy by 50% for all
weapons in the Striker and Assault Job classes. Chaff Grenades decrease any
attacking unit's accuracy by 75% for weapons in the Gunner and Launcher Job
classes. Acid Bombs decrease the unit's Defense by a certain amount for the
entire mission. All three grenade items have a 50% chance of recovery each
turn. Lastly, there are repair items that can be used to heal damaged parts.

In regards to special actions, the player can interact with supply trucks in
the game. Interacting with the supply truck requires a wanzer to stand one
square adjacent to it. With the supply truck, the player can refill weapons
out of ammunition or restore destroyed parts to operational status. If a
wanzer does not move away from a supply truck, all parts can also be repaired
by certain percentage per turn. The amount repaired depends on how much HP a
part has remaining; less HP yields a higher percentage.

In addition to supply trucks, the player will eventually have access to the
Riff repair backpack. This part has the same restoration and ammo reload
features of the supply truck. The backpack also comes with a basic repair
feature, which restores 50% of a wanzer's part HP. The drawback is that the
unit with the Riff cannot heal itself with its repair features.

On a final note, the player can check the status of each unit on the bottom
of the screen.

Unit Status Screen interface:

------------------------------------------------------------------------------
| 	Pilot in Vehicle	EX [********************] LV  xx      HP xxx |
| FT xxx       ST xxx       LG xxx       AG xxx	        GE xx% [**********]  |
------------------------------------------------------------------------------

Pilot - the name of the selected pilot.
Vehicle - the name of the selected unit's machine.
EX - the experience gauge of the selected unit's pilot.
LV - the overall level of the selected unit's pilot.
HP - the current HP values of the selected unit's machine.
FT - the selected unit's pilot potency in the Fight parameter.
ST - the selected unit's pilot potency in the Short parameter.
LG - the selected unit's pilot potency in the Long parameter.
AG - the selected unit's pilot potency in the Agility parameter.
GE - the Geo Effect rating of the square the selected unit's machine is at.

------------------------------------------------------------------------------
TERRAIN EFFECTS							[TERR]
------------------------------------------------------------------------------

Front Mission 2089-II retains a terrain feature from Front Mission 1st and
Front Mission 2 - the Geo Effect. Each square on a map has a geographical
rating that influences a wanzer's ability to fight. Geo Effect affects two
parameters in regards to wanzer combat: the unit's movement and weapon
accuracy. A weapon's accuracy is deducted directly from the Geo Effect rating
of the square the target is occupying. For example, a unit on forest terrain
tends to have a Geo Effect rating of 20% or higher. Thus, any weapon targeted
at this unit will receive a 20% accuracy reduction. On an urban terrain,
ratings are generally around 5% so any units on this terrain are easy to hit.

The player can equip four unique Leg types for their wanzers: Normal, Hover, 
Treads, and Tires. All Leg types require a certain amount of Move points to
traverse one square on a map. Referring to the forest terrain example, Tires
Leg types expend 3 Move to traverse a square whereas Normal Leg types expend
4 Move for every square on this terrain. Elevation also plays a role in what
terrain each Leg type can move on. For example, while Tires Leg types may
seem great on flat surfaces, they can ascend or descend one elevation level
at a time. Normal Leg types can ascend or descend two elevation levels at
any given time. Keep this in mind as there will be times that Normal Leg
types are needed to pass through a map's terrain.

------------------------------------------------------------------------------
UNIT POSITIONING						[UPOS]
------------------------------------------------------------------------------

Taking a page from Front Mission 2 and Front Mission 4, unit positioning is a
key component of Front Mission 2089-II's battles. In addition to Geo Effect,
the positioning of a unit can affect its ability to hit its targets and evade
enemy fire. Three unique conditions can occur from unit positioning: All Hit,
Avoid, and Back Attack. All Hit refers to times that a unit's entire attack
will hit its intended target. This usually occurs when a unit flanks its
target from their sides. Avoid refers to times that an intended target can
evade an entire attack from an enemy unit. This usually occurs when the enemy
unit attacks its target head-on. Back Attack refers to times that a unit can
attack its target before they can react. This can increase the accuracy of
the attack if the unit engages its target from behind them.

Please note that these conditions are chance-based and do not have a 100%
rate of occurrence. However, by understanding how unit positioning works,
these conditions can be manipulated to occur more frequently.

------------------------------------------------------------------------------
ATTACK ELEMENTS							[ATEL]
------------------------------------------------------------------------------

A feature first seen in Front Mission 2 and in later Front Mission entries,
attack elements are attributes that dictate the type of damage a weapon can
do. All weapons fall under one of the three attack elements.

Attack Element Guide:

------------------------------------------------------------------------------
Element		Effect						Color
------------------------------------------------------------------------------
Piercing	Penetrates through the target's armor.		Blue
Impact		Applies tremendous pressure at target's armor.  Yellow
Fire		Burns through the target's armor.		Red

This basically means that all weapons will have different effects when used
against particular enemies. Specifically, weapon damage is affected by an
enemy's armor coating. Resistance to one of the elements decreases damage
by 25%, but this will be cut in half towards weapons made up of two attack
elements. Armor coating applies to all parts of a machine, including wanzers.
The player can freely change the armor coating applied to their units at the
Hangar. However, only one type of armor coating can be added to the unit.

------------------------------------------------------------------------------
JOB TYPES							[JTYP]
------------------------------------------------------------------------------

A standard mechanic found in every strategy RPG, Front Mission 2089-II makes
use a Job class system. Borrowing from Front Mission 5: Scars of the War,
Front Mission 2089-II has five unique Job classes - Striker, Assault, Gunner,
Launcher, and Mechanic. Striker is a class that specializes in the Fight
parameter and in melee weaponry such as rods and a wanzer's bare arms. Assault
is a class that specializes in the Short parameter and in close range weaponry
such as machine guns, vulcans, shotguns, and flamethrowers. Gunner is a class
that specializes in the Long parameter and in hand-mounted, long range
weaponry such as rifles, bazookas, and grenade launchers. Launcher is a class
that also specializes in the Long parameter, but utilizes shoulder-mounted
weaponry like missile and rocket launchers. Lastly, Mechanic is a class that
specializes in the Agility parameter and evasive maneuvers.

In mission play, the player units gain experience towards any of the four
parameters mentioned above. Using weapons designated for Striker, Assault,
Gunner, and Launcher Job classes will result in experience in a particular
parameter. To gain experience in the Agility parameter, a player unit has to
be attacked by an enemy unit. Experience gained is directed towards one of
the parameters depending on the action used. For example, if Tornado attacks
an enemy with an Assault weapon and EXP + 100 shows on the battle screen,
100 EXP is then added to the Short parameter. EXP amount fluctuates based
on enemy composition; stronger enemies yield large EXP gains. Extra EXP is
gained by destroying enemy parts, especially if the Body is destroyed.

At certain point values for each parameter, a pilot can learn Battle Skills.
Basically, they are pilot abilities that increase the potency of weapons used
in battle at random. Unlike in Front Mission 2089, Battle Skills have been
reworked to function similarly to ones found in Front Mission 4. There are
now over 60 skills to use and unlike in Front Mission 2089, boosting the
Agility parameter will yield Battle Skills. To learn a skill, a pilot must
meet a certain point value requirement for one of the four parameters. Once
this is met, they can use them in battle by spending Skill Points (SP). SP
can be earned by completing missions. Pilots can equip up to a maximum of five
skills, and unlike in Front Mission 2089, these skills can be removed at any
given time.

Since it borrows heavily from Front Mission 5: Scars of the War, Front Mission
2089-II's Job system also has pilot specialties. Simply said, each pilot has
their own unique specialty; they specialize in one of the five Job classes,
certain weapon types, and certain Battle Skills. Players are free to train
their pilots in any way whatsoever, but specializing yields better pilots and
better results. Additionally, there are limits to the proficiency levels that
pilots can reach if they train outside of their specialty. For example, Mist
is a Striker specialist that can double as a Mechanic. She is able to reach
the maximum proficiency levels for the Fight and Agility parameters. However,
when using her as an Assault pilot, Mist can only achieve a proficiency level
of 30 at best.

Job Level Guide:

------------------------------------------------------------------------------
Level	Total EXP
------------------------------------------------------------------------------
1	0
2	200
3	300
4	400
5	500
6	600
7	700
8	800
9	900
10	1000
11	1100
12	1200
13	1300
14	1400
15	1500
16	1600
17	1700
18	1800
19	1900
20	2000
21	2100
22	2200
23	2300
24	2400
25	2500
26	2600
27	2700
28	2800
29	2900
30	3000
31	3100
32	3200
33	3300
34	3400
35	3500
36	3600
37	3700
38	3800
39	3900
40	4000
41	4100
42	4200
43	4300
44	4400
45	4500
46	4600
47	4700
48	4800
49	4900
50	5000
------------------------------------------------------------------------------
51	5100
52	5200
53	5300
54	5400
55	5500
56	5600
57	5700
58	5800
59	5900
60	6000
61	6100
62	6200
63	6300
64	6400
65	6500
66	6600
67	6700
68	6800
69	6900
70	7000
71	7100
72	7200
73	7300
74	7400
75	7500
76	7600
77	7700
78	7800
79	7900
80	8000
81	8100
82	8200
83	8300
84	8400
85	8500
86	8600
87	8700
88	8800
89	8900
90	9000
91	9100
92	9200
93	9300
94	9400
95	9500
96	9600
97	9700
98	9800
99	9900

Pilot Specialty Guide:

------------------------------------------------------------------------------
Name		Specialty	Fight	Short	Long	Agility
------------------------------------------------------------------------------
Tornado		Assault		5000	9990	5000	8010
Sana		Assault		5000	9990	5000	8010
Mist		Striker		9990	3010	5010	9990
Jose		Gunner		4000	7000	9990	7010
Napalm		Launcher	7000	5000	9990	6010
Hinata		Assault		5000	9990	5000	8010

Pilot Skill EXP Requirements Guide:

------------------------------------------------------------------------------
Skill Name		Fight	Short	Long	Agility
------------------------------------------------------------------------------
(Tornado, Sana, and Hinata)
Hellfire I			500
Sure Shot I			700
Speed I				900
Boost I				1100
Switch I			1300
Duel II				1800
Hellfire II			2000
Sure Shot II			2200
Speed II			2400
Boost II			2600
Switch II			2800
Duel III			3300
Hellfire III			3500
Sure Shot III			3700
Speed III			3900
Boost III			4200
Switch III			4500
Guard I						300
Defense I					1000
Guard II					1800
Defense II					2500
Guard III					3300
Defense III					4000
------------------------------------------------------------------------------
(Mist)
Counter I		500
Strike I		700
First I			900
Charge I		1100
Stun I			1300
Counter II		1800
Strike II		2000
First II		2200
Charge II		2400
Double II		2600
Stun II			2800
Counter III		3300
Strike III		3500
First III		3700
Charge III		3900
Double III		4200
Stun III		4500
Guard I						300
Feint I						1000
Guard II					1800
Feint II					2500
Guard III					3300
Feint III					4000
------------------------------------------------------------------------------
(Jose)
Zoom I					800
Quick Draw I				1300
Snipe II				1800
Zoom II					2400
Quick Draw II				2800
Snipe III				3300
Zoom III				3900
Quick Draw III				4500
Guard I						300
Block I						1000
Guard II					1800
Block II					2500
Block III					4000
------------------------------------------------------------------------------
(Napalm)
Burst I					800
Lock-on I				1300
Guide II				1800
Burst II				2400
Lock-on II				2800
Guide III				3300
Burst III				3900
Lock-on III				4500
Guard I						300
Block I						1000
Guard II					1800
Block II					2500
Block III					4000
------------------------------------------------------------------------------

Pilot Skills Guide: 

------------------------------------------------------------------------------
Name		Rate	Skill Points	Condition
------------------------------------------------------------------------------
(Fight)
Stun I		20%	100		Fight weapons
Stun II		30%	200		Fight weapons
Stun III	45%	400		Fight weapons
Double I	30%	100		Two Fight weapons of the same type
Double II	30%	200		Two Fight weapons of different types
Double III	45%	400		Two Fight weapons of different types
First I		20%	100		Fight weapons
First II	30%	200		Fight weapons
First III	45%	400		Fight weapons
Strike I	20%	50		Fight weapons
Strike II	30%	150		Fight weapons
Strike III	45%	300		Fight weapons
Counter I	20%	50		Fight weapons
Counter II	30%	150		Fight weapons
Counter III	45%	300		Fight weapons
Charge I	20%	50		Fight weapons
Charge II	30%	150		Fight weapons
Charge III	45%	300		Fight weapons
------------------------------------------------------------------------------
(Short)
Duel I		100%	50		Short weapons
Duel II		100%	150		Short weapons
Duel III	100%	300		Short weapons
Switch I	30%	100		Two Short weapons of the same type
Switch II	30%	200		Two Short weapons of different types
Switch III	45%	400		Two Short weapons of different types
Speed I		20%	50		Machine guns
Speed II	30%	150		Machine guns
Speed III	45%	300		Machine guns
Sure Shot I	20%	50		Shotguns
Sure Shot II	30%	150		Shotguns
Sure Shot III	45%	300		Shotguns
Hellfire I	20%	50		Flamethrowers
Hellfire II	30%	150		Flamethrowers
Hellfire III	45%	300		Flamethrowers
Boost I		20%	50		Short weapons
Boost II	30%	150		Short weapons
Boost III	45%	300		Short weapons
------------------------------------------------------------------------------
(Long, Gunner Type)
Zoom I		30%	50		Hand-mounted Long weapons
Zoom II		30%	150		Hand-mounted Long weapons
Zoom III	45%	300		Hand-mounted Long weapons
Quick Draw I	20%	100		Hand-mounted Long weapons
Quick Draw II	30%	200		Hand-mounted Long weapons
Quick Draw III	45%	400		Hand-mounted Long weapons
Snipe I		100%	50		Hand-mounted Long weapons
Snipe II	100%	150		Hand-mounted Long weapons
Snipe III	100%	300		Hand-mounted Long weapons
------------------------------------------------------------------------------
(Long, Launcher Type)
Lock-on I	10%	100		Shoulder-mounted Long weapons
Lock-on II	25%	200		Shoulder-mounted Long weapons
Lock-on III	35%	400		Shoulder-mounted Long weapons
Burst I		20%	50		Shoulder-mounted Long weapons
Burst II	30%	150		Shoulder-mounted Long weapons
Burst III	45%	300		Shoulder-mounted Long weapons
Guide I		100%	50		Shoulder-mounted Long weapons
Guide II	100%	150		Shoulder-mounted Long weapons
Guide III	100%	300		Shoulder-mounted Long weapons
------------------------------------------------------------------------------
(Agility)
Defense I	20%	50		None
Defense II	30%	150		None
Defense III	45%	300		None
Feint I		20%	50		None
Feint II	30%	150		None
Feint III	45%	300		None
Guard I		30%	50		Shields, when Guard is selected
Guard II	40%	150		Shields, when Guard is selected
Guard III	50%	300		Shields, when Guard is selected
Block I		20%	50		None
Block II	30%	150		None
Block III	45%	300		None
------------------------------------------------------------------------------
(Passive)
Anti-Skill	None	None		None
Skill Up	None	None		None
HIT Up		None	None		None
DEF Up		None	None		None
HP Up		None	None		None
------------------------------------------------------------------------------

------------------------------------------------------------------------------
Name		Description
------------------------------------------------------------------------------
(Fight)
Stun I		Stuns target with a melee attack.
Stun II		Stuns target with a melee attack.
Stun III	Stuns target with a melee attack.
Double I	Attacks target twice with Fight weapons.
Double II	Attacks target twice with Fight weapons.
Double III	Attacks target twice with Fight weapons.
First I		Grants first strike during battle.
First II	Grants first strike during battle.
First III	Grants first strike during battle.
Strike I	Hits part with the most HP. Multiplies damage by 1.5.
Strike II	Hits part with the most HP. Multiplies damage by 2.
Strike III	Hits part with the most HP. Multiplies damage by 2.5.
Counter I	When counterattacking, attack deals 150% damage.
Counter II	When counterattacking, attack deals 200% damage.
Counter III	When counterattacking, attack deals 250% damage.
Charge I	Increases Fight weapon damage by 20%.
Charge II	Increases Fight weapon damage by 50%.
Charge III	Increases Fight weapon damage by 100%.
------------------------------------------------------------------------------
(Short)
Duel I		Aim at selected wanzer parts.
Duel II		Aim at selected wanzer parts.
Duel III	Aim at selected wanzer parts.
Switch I	Attacks target twice with Short weapons.
Switch II	Attacks target twice with Short weapons.
Switch III	Attacks target twice with Short weapons.
Speed I		Increases number of rounds fired by 2.
Speed II	Increases number of rounds fired by 3.
Speed III	Increases number of rounds fired by 5.
Sure Shot I	All rounds do not miss. Multiplies damage by 1.2.
Sure Shot II	All rounds do not miss. Multiplies damage by 1.5.
Sure Shot III	All rounds do not miss. Multiplies damage by 2.
Hellfire I	Multiplies damage by 1.5.
Hellfire II	Multiplies damage by 2.
Hellfire III	Multiplies damage by 2.5.
Boost I		Boosts Short weapon damage by 20%.
Boost II	Boosts Short weapon damage by 50%.
Boost III	Boosts Short weapon damage by 100%.
------------------------------------------------------------------------------
(Long, Gunner Type)
Zoom I		Multiplies HIT by 1.5.
Zoom II		Multiplies HIT by 2.
Zoom III	Multiplies HIT by 3.
Quick Draw I	Fires weapon two times in a single attack.
Quick Draw II	Fires weapon two times in a single attack.
Quick Draw III	Fires weapon two times in a single attack.
Snipe I		Aim at selected wanzer parts.
Snipe II	Aim at selected wanzer parts.
Snipe III	Aim at selected wanzer parts.
------------------------------------------------------------------------------
(Long, Launcher Type)
Lock-on I	All rounds do not miss. Enemy cannot evade attack.
Lock-on II	All rounds do not miss. Enemy cannot evade attack.
Lock-on III	All rounds do not miss. Enemy cannot evade attack.
Burst I		Increases shoulder Long weapon damage by 20%.
Burst II	Increases shoulder Long weapon damage by 50%.
Burst III	Increases shoulder Long weapon damage by 100%.
Guide I		Aim at selected wanzer parts.
Guide II	Aim at selected wanzer parts.
Guide III	Aim at selected wanzer parts.
------------------------------------------------------------------------------
(Agility)
Defense I	Multiplies defense by 1.2.
Defense II	Multiplies defense by 1.5.
Defense III	Multiplies defense by 2.
Feint I		Multiplies evasion by 1.5.
Feint II	Multiplies evasion by 2.
Feint III	Multiplies evasion by 2.5.
Guard I		Multiplies shield defense by 4.
Guard II	Multiplies shield defense by 4.
Guard III	Multiplies shield defense by 4.
Block I		Damage dealt equal to or less than 15 is reduced to 0.
Block II	Damage dealt equal to or less than 30 is reduced to 0.
Block III	Damage dealt equal to or less than 45 is reduced to 0.
------------------------------------------------------------------------------
(Passive)
Anti-Skill	Decreases enemy skill activation rate.
Skill Up	Increases skill activation rate.
HIT Up		Increases HIT.
DEF Up		Increases DEF.
HP Up		Increases HP of all parts.
------------------------------------------------------------------------------

------------------------------------------------------------------------------
WEAPON TYPES							[WTYP]
------------------------------------------------------------------------------

This section discusses the weapon types that are used by both friendly and
enemy pilots for mission play.

STRIKER
-------

Weapon Types: Punch, Rod
Weapon Location: Hand
Weapon Range: 1
Description:

Striker weapons are single-hit melee weapons that deal large amounts of
damage and rarely miss. Striker weapons are last in the attack priority so
expect to take damage before being able to attack. Additionally, unlike in
Front Mission 2089, they can't hit aerial targets so their uses are somewhat
diminished. This is balanced out by the fact that a Striker weapon often hits
the Body and therefore leads to easy kills. Punch refers to the melee attack,
called Arm Punch, that occurs if an Arm has no Hand weapons equipped. Rods
are melee weapons that can be equipped on a wanzer's Arms. Arm Punch and Rod
weapons are Impact-based.

ASSAULT
-------

Weapon Types: Machine Gun, Vulcan, Shotgun, Flamethrower
Weapon Location: Hand
Weapon Range: 1
Description:

Assault weapons are multi-hit weapons which have weak single round damage,
but can attack their target multiple times. Weapons include Machine Guns,
Vulcans, Shotguns, and Flamethrowers. Unlike in Front Mission 2089, Shotguns
and Flamethrowers discharge more than one round per attack. Shotguns and
Flamethrowers boast higher single round damage, but fire less rounds in
return. Shotguns also spread damage equally between all parts. In terms of
attack elements, Machine Guns and Vulcans are Piercing, Shotguns do Impact
damage, and Flamethrowers are predictably Fire types.

GUNNER
------

Weapon Types: Rifle, Bazooka, Grenade Launcher
Weapon Location: Hand
Weapon Range: varies, base 1-3 (Rifle)/base 1-4 (Bazooka, Grenade Launcher)
Description:

Gunner weapons are ranged weapons that deal high, single-round damage from a
distance. Gunner weapons include Rifles, Bazookas, and Grenade Launchers.
Unlike in Front Mission 2089, Rifles are now ranged weapons that can strike
targets from a distance. While they have less firepower than Bazookas and
Grenade Launchers, their higher accuracy allows them to hit more targets with
ease. Bazookas function differently as well in Front Mission 2089. Instead of
just striking with the round alone, the ensuing blast cause more damage to
the intended target. For better or worse, Grenade Launchers are unchanged in
functionality. Rifles are Piercing-based, Bazookas do a combination of Impact
and Fire damage, and Grenade Launchers are Fire types.

LAUNCHER
--------

Weapon Types: Missile Launcher, Rocket Launcher
Weapon Location: Shoulder
Weapon Range: varies, base 3-4
Description:

Launcher weapons are either single-hit or multi-hit weapons that can be fired
from a long distance. The selling point of such a weapon is that the enemy
unit cannot counterattack the user and unlike Gunner weapons, they possess
higher damage outputs. Launcher weapons do have a minimum firing range, and
cannot be fired at close ranges though. They are also the only weapons to
have ammunition limits and must be reloaded when ammo has been used up. There
is no difference between a Missile Launcher and a Rocket Launcher as both
have the same functionality. Their attack elements are also shared - Fire.

MECHANIC
--------

Weapon Types: Shield
Weapon Location: Shoulder
Weapon Range: 0
Description:

Mechanic weapons are purely for defensive purposes. They are used to raise a 
wanzer's Defense parameter and increase the damage tolerance when the wanzer
guards. Shields are useful in defending against attacks from both Gunner and
Launcher weapons. That's all there is to know about Mechanic weapons.

BUILT-IN
--------

Weapon Types: Punch, Machine Gun, Cannon
Weapon Location: Hand
Weapon Range: 1
Description:

Built-in weapons are self-explanatory: weapons incorporated into a wanzer's
Arm parts. Built-in weapons tend to weigh less than equipping a normal Arm
and a Hand-specifc weapon, making them quite useful. These are balanced out
by the fact that the Arms tend to have low Defense and HP, making them easy
to destroy. Cannons are the same as Machine Guns and Vulcans; they are under
the Assault class as multi-hit weapons. They only differ in terms of attack
elements; Cannons are both Piercing and Fire-based.

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

Q: If I manually end the Player Phase, does that mean the Enemy Phase ends as
well?

A: No, the Enemy Phase does not automatically end if you manually end the 
Player Phase. It continues as usual until all enemy units have made their 
actions. For the most part, manually ending the Player Phase is never a good
idea.

Q: One of my wanzers got both Arms destroyed! What am I going to do with a
unit that can't attack?

A: You several options in this case. The first is to restore the destroyed 
Arms via supply truck or Riff as soon as possible. The second is to keep the
unit's Body operating until your other units come to its aid. Lastly, try to
complete the mission before the damaged unit is eliminated.

Q: I want to access the supply truck to reload my weapons but I don't see
any commands about this. Is there something that I have to do to access the
supply truck?

A: Whenever you want to access the supply truck, one of your units must be 
one square adjacent from the supply truck. On the following turn, you can use
the supply truck to exchange your weapons. If you are already beside the 
supply truck and haven't acted, you can access it on your current turn. The 
option to interact with the supply truck disappears once the unit moves out 
of the supply truck's range.

Q: Every time I try to attack this unit in a mission, my shots keep missing!
I have Arms with a high accuracy parameter on my wanzer that's attacking it 
but that's not helping out! Why is this?

A: There are only two explanations for this. The first is that the enemy is 
on a terrain with a high Geo Effect rating. Lure that particular enemy out
of the terrain so your attacks will connect instead of miss. The second is
that your weapons have low accuracy. While Arm accuracy does augment the
accuracy of the equipped weapons, it is important to use weapons with high
accuracy parameters. A  weapon with low accuracy parameters will result in
a lot of misses even with high accuracy Arms.

Q: Is it possible to remove Battle Skills or am I stuck with what I chose?

A: Yes, Battle Skills can be removed.

Q: What weapon should I equip for my pilots? I know that each weapon falls in
one of the five Job classes but there's not much of a difference with each
weapon that I see.

A: It's personal preference really. If you want to train under a certain Job
class, you should consider equipping weapons designated for that class.

------------------------------------------------------------------------------
4. WANZER SETUP							[WSET]
------------------------------------------------------------------------------

This section details the mechanics and features behind the customization and
creation of wanzers. Reading information about the Battle System is highly
recommended as information here goes hand-in-hand with the aforementioned 
section.

------------------------------------------------------------------------------
WANZER DESIGN							[WDES]
------------------------------------------------------------------------------

Designing wanzers is a daunting task if you are new to Front Mission 2089-II.
This is where Front Mission really stands out of the strategy RPG crowd and
thus, it has its own section. Designing a wanzer will be broken down into
sections as to ensure that you understand the process behind wanzer
configuration.

FRAME PARTS
-----------

The wanzer frame consists of the parts that make up the actual wanzer. This
consists of a Body, a Right Arm, a Left Arm, and the Legs. A unit cannot be
created unless the wanzer frame is complete. The Body part is top priority 
over the Arms and Legs for a good reason. Special to the Body is the Power
parameter, which is essentially the lifeblood of any wanzer. Every part has 
a Weight parameter that is subtracted from the Power parameter. The overall
Weight value of a wanzer must be always be equal to or lower than the Power
value or it cannot be used in battles. Therefore, choosing the right Body 
is key to creating a powerful wanzer.

Next in terms of design priority are the Right and Left Arms. A wanzer's only
means of attacking are through its Arms and without them, it is helpless. The
Hit parameter is special to Arm parts; it enhances the accuracy values of an
equipped weapon. A weapon that has low Hit values can benefit from an Arm 
with a high Hit value. An Arm without a hand-specific weapon can be used as
a Melee attack that has its own Attack and Hit values. Built-in weapon Arms
are viable options as they result in lower Weight values for a wanzer. Their
drawback lies in the fact that no hand-specific weapon can be equipped on 
Arms of this type.

The last part in designing a wanzer is the Legs. The only purpose of the Legs 
is to allow the wanzer to traverse over various terrain and elevation. The 
Move parameter is special to Legs only and dictates how much a wanzer can 
move of course. The amount of Move needed to traverse a square depends on the
Leg type and the square's terrain type. Some parts also raise the wanzer's
Power value, although these parts are rare. Normal Leg types will suffice for
the entire game, though Treads, Tires, and Hover Leg types have their uses in
certain terrain. 

One last notable detail to mention is that the Move value can be increased 
depending on a wanzer's Weight/Power difference. For every 10% of free Weight 
that a wanzer has, 1 point is added to its Move value. The Move parameter's
maximum is 25 points so if a wanzer has met that value, extra Move points are
not awarded. The most squares a wanzer can move is 12 so those extra Move 
points can make a difference.

SUPPORT PARTS
-------------

After a wanzer frame has been fully assembled, support parts can be equipped
to boost the effectiveness of the wanzer. Backpacks are parts mounted onto a
wanzer's back that increase the following: item storage, Power value, and the 
range of support items such as chaff grenades. Backpacks have no drawbacks of
any kind and therefore should always be equipped onto a wanzer. A special 
Backpack also exists - the Riff. The Riff is the only way for units to reload
weapons and restore destroyed parts on wanzers. As a special Backpack, the
Riff does not have the same features as the normal Backpack.

The second support part that a wanzer can equip are computers. Computers are 
parts that raise a pilot's proficiency in all Job classes. Computers tend to
specialize towards one of the four Job classes, though there are ones that 
enhance all Job classes equally. Accuracy and damage are the most noticeable
enhancements, although computers with high Agility values raise a wanzer's 
evasion as well. Thus, equipping the proper computer for the right pilot is 
an easy task to do.

ATTACKING PARTS
---------------

Now that the wanzer has been equipped with its frame and support parts, it's
time to give it some firepower. A wanzer can equip up to four weapons: two on
the Hands and two on the Shoulders. Technically, a wanzer can have a fifth 
one in terms of a Body with built-in weapons, but this is exclusive to mobile
weapons. Knowing what weapon to equip depends on the pilot who will use the
wanzer and their Job specialty. Hand weapons are generally lighter than the
shoulder weapons so they should be your first concern. For Launcher units,
shoulder weapons should be their top priority. While it is possible to fully
load a wanzer with weapons, this is bad wanzer design in most cases. No more
than two weapons should be equipped on any wanzer for optimal performance.

On a final note, a wanzer's paint scheme can be changed at any given time in
the Hangar. Unlike in Front Mission 2089, there are now 16 colors that can be
chosen from instead of the basic five. This doesn't have any effects on the
game itself, but who doesn't want to see some funky wanzers?

Wanzer Design priority:

1. Body
2. Arms
3. Legs
4. Backpack
5. Computer
6. Hand Weapons
7. Shoulder Weapons

------------------------------------------------------------------------------
WANZER PARAMETERS						[WPAR]
------------------------------------------------------------------------------

Wanzer parameters for all parts will be documented here and split into the
appropriate sections.

(Commonly Shared Parameters)

DF - the Defense parameter. High Defense values result in reduced damage.
HP - the HP parameter. High HP values result in greater part durability.
WEIGHT - the Weight parameter. Low Weight values result in extra Move points.
POWER - the Power parameter. High values result in more design flexibility.

(Body)

INT. WEAPON - weapons integrated into the Body part(built-in weapons).
AT - the Attack parameter. High values result in greater damage potential.
HIT - the Hit parameter. High values result in less attacks missing.

(Arms)

HIT - the Hit parameter. High values result in greater weapon Hit values.
INT. WEAPON - weapons integrated into the Arm part(built-in weapons).
AT - the Attack parameter. High values result in greater damage potential.
HIT - the Hit parameter. High values result in less attacks missing.

(Legs)

MOVE - the Move parameter. High values result in greater movement distance.

(Computers)

FIGHT - the Fight parameter. Raises proficiency in the Fight parameter.
SHORT - the Short parameter. Raises proficiency in the Short parameter.
LONG - the Long parameter. Raises proficiency in the Long parameter.
AGILITY - the Agility parameter. Raises proficiency in the Agility parameter.

(Backpacks)

ITEM - the Item parameter. Raises the maximum amount of equipped items.
RANGE - the Range parameter. Raises the maximum range of support items.

(Weapons)

AT - the Attack parameter. High values result in greater damage potential.
HIT - the Hit parameter. High values result in less attacks missing.
RANGE - the Range parameter. Dictates the minimum and maximum weapon range.
AMMO - the Ammo parameter. Ammo must be replenished by supply truck or Riff.
TYPE - the Type parameter. Classifies weapons under the Job classes.

(Overall)

FIGHT - the wanzer's potency in the Fight parameter.
SHORT - the wanzer's potency in the Short parameter.
LONG - the wanzer's potency in the Long parameter.
AGILITY - the wanzer's potency in the Agility parameter.
TOTAL - the wanzer's overall potency in all parameters.
MOVE - the wanzer's Move value.
W/P -  the difference between the wanzer's Weight/Power values.

------------------------------------------------------------------------------
WANZER TYPES							[WANT]
------------------------------------------------------------------------------

Assuming that you have read the Wanzer Design and Wanzer Parameter sections,
it's time to learn about viable wanzer builds that can be used.

STRIKER
-------

Striker builds are designed for Fight specialists. The basic idea behind a
Striker build is having a wanzer geared for close range combat and to act as
a tank unit. Parameters that a Striker build focuses on are HP and Defense
mainly since they attack last against ranged enemy units. The combination of
high HP and Defense makes a Striker build hard to kill, which allows them to
operate as tanks. Move is also crucial for reaching enemy units in order to
attack them. Striker builds generally are used to finish off enemies thanks
to how melee weapons operate in general. 

When shopping for new parts, go for ones with high Defense since they are 
easy to identify. Legs with the highest Move should be equipped, but don't
sacrifice Defense too much. Equip Rods when possible as they deal more damage
than Arm Punch. Arms with high punch damage, though, have the highest Defense
ratings so they're easy to idenfity. Finally, a Shield should always be
equipped on Striker builds for more durability.

Build checklist:

Frame - HP, Defense, and Move.
Support - Normal Backpack and Fight-specialty computer.
Attacking - Rod/Punch x 2 on Hand. Shield on Shoulder.

Sample build:

Body - Eldos
Left Arm - Eldos
Right Arm - Eldos
Legs - Eldos
Backpack - Bag Worm
Computer - Evolucion WW-87
L. Grip - F-4 Hand Rod
R. Grip - F-4 Hand Rod
L. Shoulder - WS-14B
R. Shoulder - None

ASSAULT
-------

Assault builds are designed for Short specialists. The basic idea behind an
Assault build is having a wanzer geared for close-range combat and act as
the main attacking unit. Parameters that an Assault build focuses on are Hit
and Move for hit-and-run tactics with enemy units. Assault weapons lack the 
accuracy that Striker weapons possess so an Arm with a high Hit value results
in more damage dealt. Assault builds do most of the fighting so being able 
to reach enemy targets is key with a high Move value. HP also matters since
Assault units will take a lot of damage.

When shopping for new parts, choose a balanced Body to suit the needs of an
Assault build. Buy Arms with high Hit ratings for the purposes of better
accuracy. For the Legs, high Move is important but stick with Normal Leg
types to get the most mileage out of them. A Machine Gun or Vulcan paired
with a Shotgun or Flamethrower is a good balance of Piercing and Impact or
Fire damage. Top it off with a Shield to be safe.

Build checklist:

Frame - Hit, Move, and HP.
Support - Normal Backpack and Short-specialty computer.
Attacking - Machine Gun/Vulcan and Shotgun/Flamethrower on Hand. Shield on
Shoulder.

Sample build:

Body - Zenith V
Left Arm - Zenith V
Right Arm - Zenith V
Legs - Zenith V
Backpack - Bag Worm
Computer - Yeata RG-0624z
L. Grip - FV-24B
R. Grip - Circular
L. Shoulder - WS-14B
R. Shoulder - None

GUNNER
------

Gunner builds are designed for Long specialists. The basic idea behind a
Gunner build is having a wanzer geared for distance combat and acting as
fire support for Strikers and Assaults. Parameters that a Gunner build
focuses on are Hit, Move, and Power. The weapons designated for a Gunner
build are very heavy so a lot of Power is vital to these builds. Despite
the nature of their role, Move is important in order to get within a good
attacking position. As long as they are not forced into a fight at close
range, take advantage of their ranged weaponry.

When shopping for new parts, go for the Body with the highest Power rating.
Follow the same guidelines for Assault builds when searching for Arms. For
the Legs, choose something with a reasonably high Move rating. As for the
weapons, load both Arms with a Rifle and a Bazooka or Grenade Launcher.

Build checklist:

Frame - Hit, Move, and Power.
Support - Normal Backpack and Long-specialty computer.
Attacking - Rifle and Bazooka/Grenade Launcher on Hand.

Sample build:

Body - Phantom
Left Arm - Phantom
Right Arm - Phantom
Legs - Phantom
Backpack - Bag Worm
Computer - Yeata RG-0624z
L. Grip - Banish 2
R. Grip - Ziege
L. Shoulder - None
R. Shoulder - None

LAUNCHER
--------

Launcher builds are designed for Long specialists. Similar to Gunner builds,
their role is providing long range support for Striker and Assault units.
Parameters that a Launcher build focuses on are Hit and Power. Their weapons
are even heavier than Gunner weapons, so it's imperative that your Power
value is very high. Launchers are crippled up close and should ideally stay
farthest away from enemy units. Use them to weaken or finish off enemy units
within range.

When shopping for new parts, go for the Body with the highest Power rating.
Follow the same guidelines for Assault builds when searching for Arms. The
Legs don't matter to a Launcher build so do whatever you want with them. As
for the weapons, load both Shoulders with Missile and Rocket Launchers. They
don't need Arm weapons to contribute to the fight.

Build checklist:

Frame - Hit and Power.
Support - Normal Backpack and Long-specialty computer.
Attacking - Missile Launcher/Rocket Launcher x 2 on Shoulder.

Sample build:

Body - Type 105
Left Arm - Type 105
Right Arm - Type 105
Legs - Type 105
Backpack - Bag Worm
Computer - Yeata RG-0624z
L. Grip - None
R. Grip - None
L. Shoulder - Albatross
R. Shoulder - Donkey DX2

MECHANIC
--------

Mechanic builds are designed for Agility specialists. Their role is purely
support-based as far as combat goes. Mechanic builds only require two things:
HP and Defense. As they will be out on the battlefield doing repair work,
expect enemies to come at them constantly. With high HP and Defense, Mechanic
units can be used to eat the bulk of the damage from enemy forces.

When shopping for new parts, follow the same guidelines as you would with a
Striker build. Don't forget to equip a Riff Backpack, as well as two Shields
for defensive measures. Mechanic units won't really need to be on the attack,
so don't worry too much about their weapon loadout.

Build checklist:

Frame - HP and Defense.
Support - Riff Backpack and Agility-specialty computer.
Attacking - Shield x 2 on Shoulder.

Sample build:

Body - Valiant
Left Arm - Valiant
Right Arm - Valiant
Legs - Valiant
Backpack - Riff
Computer - Evolucion WW-87
L. Grip - None
R. Grip - None
L. Shoulder - WS-14B
R. Shoulder - WS-14B

HYBRID
------

Hybrid builds consist of fusions between two or three of the five builds
combined. Hybrid builds may seem attractive due to their all-purpose role,
but these builds are the hardest to make. Balancing all of the parts to have
an effective hybrid build takes a lot of number-crunching and analysis of the
parts available. It is doable to create hybrid builds but you will have to
spend some time searching for the right parts.

Build checklist:

Frame - Balance.
Support - Normal Backpack and balanced computer.
Attacking - 1 Striker, 1 Assault, or 1 Gunner on Hand. 1 Launcher on Shoulder.

Sample build:

Body - Phantom
Left Arm - Zenith V
Right Arm - Valiant
Legs - Eldos
Backpack - Bag Worm
Computer - Yeata RG-0624z
L. Grip - FV-24B
R. Grip - F-4 Hand Rod
L. Shoulder - None
R. Shoulder - Donkey DX2

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

Q: Why should I follow the wanzer design priority list? I've already made a
few wanzers and it seems that I'm doing things right.

A: The wanzer design priority list is a guideline on how to successfully 
create wanzers in the easiest way possible. Logically, a player will start 
off with the frame parts and leave the attacking parts for last. The wanzer
design priority breaks these steps down to its simplest steps. You don't have
to follow it, but it helps out a lot if you're new to Front Mission.

Q: When I try to equip a part on my wanzer, the game tells me that I can't
equip it! What am I doing wrong?

A: The most common issue is that your wanzer's Weight value exceeds that of
its Power value. You can easily solve this by equipping lighter parts and 
weapons. The second issue is that you are trying to equip a Hand weapon on an
Arm with built-in weapons. Hand weapons cannot be equipped onto these types 
of Arms no matter what you do. Shoulder weapons, however, can be equipped 
onto these Arms.

Q: Can you explain what the range on a Backpack stands for? I'm clueless on
what is affected by the Backpack's Range parameter.

A: Range on a Backpack increases the maximum range of support items like
auxiliary grenades. Support items don't play much of a role in battle, with
the exception of repair items, so the boosted Range isn't that useful. 

Q: Is there any benefit to creating a wanzer frame made up of the same parts?
I could get better performance by mixing parts up instead of sticking with a
pure wanzer frame.

A: There is no benefit to creating a pure wanzer frame unless you like to 
use pure wanzers. Do whatever you need to make a good wanzer.

------------------------------------------------------------------------------
5. MISSIONS							[MISS]
------------------------------------------------------------------------------

This is a list of all of the missions in Front Mission 2089-II.

------------------------------------------------------------------------------
Mission Number		Chapter Name
------------------------------------------------------------------------------
01			Mercenaries from Huffman
02			Exercises
03			Live Fire Exercises
04			Final Exercises
05 			Testing One's Ability
06 			Technique
07 			Support Request
08 			Three Surprises
09 			Isolation
10 			The Chariots Team
11 			Mock Battle
12 			New Weapons Trial
13 			Ambush
14 			Sniping
15 			Cause
16 			The Hunters and the Hunted
17 			Mercenary Ties
18 			Relief Request
19 			Evidence
20 			Light and Darkness
21 			Mercenary Base Defense, Part 1
22 			Mercenary Base Defense, Part 2
23 			Dark Pursuit
24 			Glen's Squad
25 			Riot Control
26 			Information
27 			Rescue Team
28 			Training Facility Intrusion
29 			Sponsor
30 			An Intelligence Collection
31 			Veteran Mercenaries
32 			Investigation
33 			New Force Formation
34 			Supply Base Assault
35 			A Friend's Resurrection
36 			Rematch and Reunion
37 			Repatriation
38 			For the Past
39 			Ghost's Tears
40 			The Last Flight
41 			An Enemy Attack
42 			Reunion with Mentor
43 			Fortress of the Dragon, Part 1
44 			Fortress of the Dragon, Part 2
45 			Puppet Operator
46 			The New Chariots Team
47 			Base Defense Line
48 			The Bridge to Magic Castle
49 			Mountain Area Breakthrough
50 			Base Point
51 			Ambition
52 			Everyone's Departure

BOSSES
------

As a continuation to Front Mission 2089, Front Mission 2089-II features the
same antagonists from that game - the Vampires. The Vampires that were not
seen or dealt with in Front Mission 2089 are your main enemies in here. As
to avoid spoiling any details, the Vampires and their known appearances will
only be detailed.

------------------------------------------------------------------------------
Vampire				Missions		Unit
------------------------------------------------------------------------------
X-02 Bahamut			15, 43, 44, 50		Algem TS (15)
X-04 Valkyrie			35, 36, 42, 44
X-06 Raven			40, 50			Type 11X Raven (50)
X-08 Hellhound			40, 47
X-10 Hydra			40, 47
X-16 Griffon			40, 47
X-23 Werewolf			20
X-25 Doll Master		45
X-27 Ghost 			39
X-29 Barbarian			16, 23
X-30 Wilm			20, 43, 44

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 2089-II.

------------------------------------------------------------------------------
Character			Missions	Unit
------------------------------------------------------------------------------
Storm (Ernest J. Salinger)	04		Zenith (04)
Champ (Stan Williams)		04
Oddeye (Kate S. Houjou)		04		Eldos (04)
Lycov				12
Roid Clive			17
Karen Meure			17		Karen's Zenith (15)
Ryuji Sakata			17
Keith Carabell			31
J.J. (Joynas Jeriaska)		31
Glen Duval			22, 24		Glen's Zenith (22)

------------------------------------------------------------------------------
6. SURVIVAL SIMULATOR						[SSIM]
------------------------------------------------------------------------------

Like Front Mission 5: Scars of the War, Front Mission 2089-II has a Survival
Simulator feature. The Survival Simulator is a battle simulator that pits the
player against groups of enemies on randomly-generated maps. On these maps,
cargo boxes can be found - these cargo boxes contain parts that can be used
in the main game. The objective of this game mode is to survive a set amount
of floors until the player reaches the final one, which will contain an exit
node. Upon accessing this node, the player can bring back a select number of
items for mission play. After a floor is cleared, the player can change their
unit setup or exit Survival Simulator prematurely. Ending Survival Simulator
early comes at a cost - any items picked up inside the cargo boxes cannot be
brought back into the main game.

Anyone who has played Front Mission 5: Scars of the War should be familiar
with how Survival Simulator works. Front Mission 2089-II's version of it is
exactly identical in functionality. There are some noticeable differences for
this iteration of the game mode though. For one, the cargo boxes cannot be
targeted any more. As a result of this, the cargo boxes are no longer color-
coded. Another difference is the removal of the Escape Code item. Players are
no longer able to leave Survival Simulator early and bring back items to use
in the main game. To compensate for this, the player is allowed to leave the
game mode at every 0th floor and can save their progress at any given time.

These differences extend to the amount of floors that can be played through,
and the number of items that can be brought back. Whereas Front Mission 5:
Scars of the War had up to 100 floors that could be tackled, Front Mission
2089-II only has 50 floors at maximum. As such, the amount of items that can
be retained for the main game has changed. Lastly, unlike in Front Mission 5:
Scars of the War, no alternative reward will be given for opting not to send
back items into the main game whenever a Survival Simulator run is completed.
 
------------------------------------------------------------------------------
Floors		Max Returnable Items
------------------------------------------------------------------------------
1-9		5
10-19		6
20-29		7
30-39		8
40-49		9
50		10

ie. During a Survival Simulator run, the player chooses to leave on floor 20.
If five items were brought back, no alternative reward will be given for the
the remaining two item slots.

Like in Front Mission 5: Scars of the War, players can save their progress by
using the Quicksave option in the Survival Simulator. This option is only
available on a certain number of floors. Please refer to the guide below for
more details.

Quicksave Guide:

------------------------------------------------------------------------------
Floor		Quicksave
------------------------------------------------------------------------------
0		No
1		Yes
2		Yes
3		Yes
4		Yes
5		Yes
6		Yes
7		Yes
8		No
9		No

After clearing a floor, an intermission pops up. Four options are available
from the intermission.

Intermission Guide:

------------------------------------------------------------------------------
Commands		Description
------------------------------------------------------------------------------
Wanzer Setup		Set up your wanzers.
Pilot Setup		Set up your pilots.
Give Up			Exit Survival Simulator prematurely.
Move Out		Head to the next floor.

As stated above, there is no way to escape Survival Simulator and bring items
back in Front Mission 2089-II. Thus, the only things that the player can do
is prepare for the upcoming floors if they choose to bring items back.

LIST OF ITEMS
-------------

The following is a list of several items that can be obtained from Survival
Simulator. Most of these items can be found around the maps and are usually
left unguarded. For special items located on the 0th floors, the items are
guarded by a King Algem mobile weapon. The King Algem must be destroyed in
order to gain access to the aforementioned items.

------------------------------------------------------------------------------
Name		Floors
------------------------------------------------------------------------------
Vapor		01-10
Grave S		01-10
Catsray		01-10
Karen's Zenith	10
Raptor FX	11-20
Gale		11-20
Glen's Zenith	20
Leostun		21-30
Hexa G3		21-30
Algem TS	30
Dasler Claw	31-40
Riff		31-40
24sr Greyeye	31-40
Catsray X	31-40
Kirishima 51	31-40
Ziege		31-40
Phantom		40
Potencia HR-YL	41-50
FV-24B		41-50
Circular	41-50
Joker		41-50
Banish 2	41-50
Paraina		41-50
Donkey DX2	41-50
Repair EX	41-50
Raven		50

Upon completing a full Survival Simulator run, you will be awarded one part
from an exclusive wanzer set: Front Mission 1st's Raven! In addition to the
actual set itself, you can also get its shoulder shields and its backpack as
a clear reward! As only one part is given, you will need to clear Survival
Simulator 6 more times in order to assemble the full set. The reward is
randomized, so be sure to save on the 47th floor and hope that you get the
part you want!

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

Q: When can I access Survival Simulator?

A: After downloading the Survival Simulator application or downloading the
"Front Mission 2089-II mega" application at Square Enix Mobile.

Q: I tried to leave Survival Simulator hoping to bring back parts, but it
didn't let me. What did I do wrong?

A: You did nothing wrong. Unlike in Front Mission 5: Scars of the War, you
have no "Escape Code" item and thereby no means to end it early. To bring
back items for use in the main game, you must exit on the 0th floors.

------------------------------------------------------------------------------
7. WANZER EQUIPMENT						[WEQP]
------------------------------------------------------------------------------

The following is a list of several gear that can be used for mission play.
New parts to Front Mission 2089-II will be detailed in-depth in this section.

* NOTE: All specs categories are in a shortened version. To identify one of
the specs, use the following guide. *

Wanzer Shortened Specs Guide:

WANZERS AND MOBILE WEAPONS
--------------------------

ID - part ID.
HP - HP.
Def - Defense.
Wgt - Weight.
OPut - Power Output.
Hit - Hit.
MV - Move.
Type - Leg type.
BWep - Built-in weapon.
BPnc - Built-in punch.
BAtk - Built-in weapon's attack power.
BHit - Built-in weapon's Hit.
BRng - Built-in weapons's Range.

COMPUTERS
---------

ID - part ID.
Fight - computer's Fight proficiency.
Short - computer's Short proficiency.
Long - computer's Long proficiency.
Agility - computer's Agility proficiency.

BACKPACKS
---------

ID - part ID.
Item - Item Capacity.
OPut - Power Output.
Wgt - Weight.
Rng - Range.

WEAPONS
-------

ID - part ID.
APow - Attack Power.
Def - Defense.
Hit - Hit.
Wgt - Weight.
Rng - Range.
Hands - Number of wanzer hands (Arms) needed to carry the weapon.
Ammo - Ammo.

------------------------------------------------------------------------------
WANZERS	AND MOBILE WEAPONS					[WAMO]
------------------------------------------------------------------------------

The data is read in the following format:

------------------------------------------------------------------------------
ID HP  Def  Wgt  OPut  BWep (BODY)
------------------------------------------------------------------------------
x  x   x    x    x     x
------------------------------------------------------------------------------
ID HP  Def  Wgt  Hit  BWep  BPnc  BAtk  BHit  BRng (ARMS)
------------------------------------------------------------------------------
x  x   x    x    x    x     x     x     x     x
------------------------------------------------------------------------------
ID HP  Def  Wgt  OPut  MV  Type (LEGS)
------------------------------------------------------------------------------
x  x   x    x    x     x   x

------------------------------------------------------------------------------
BODY
------------------------------------------------------------------------------

ID Guide:

(1) - Karen's Zenith * NEW *
(2) - Glen's Zenith * NEW *
(3) - Algem TS * NEW *
(4) - Phantom
(5) - Raven * NEW *
(6) - Numsekar

------------------------------------------------------------------------------
ID HP   Def  Wgt  OPut  BWep
------------------------------------------------------------------------------
1  210  30   30   220   No
2  250  33   40   240   No
3  300  50   95   450   No
4  482  48   64   500   No
5  800  60   100  500   No

------------------------------------------------------------------------------
ARMS
------------------------------------------------------------------------------

ID Guide:

(1) - Karen's Zenith * NEW *
(2) - Glen's Zenith * NEW *
(3) - Algem TS * NEW *
(4) - Phantom
(5) - Dasler Claw(Right Arm)
(6) - Raven * NEW *
(7) - Numsekar * NEW *

------------------------------------------------------------------------------
ID HP   Def  Wgt  Hit  BWep  BPnc  BAtk  BHit  BRng
------------------------------------------------------------------------------
1  140  32   25   90%  No    Yes   17*1  90%   1-1
2  230  39   30   95%  No    Yes   20*1  90%   1-1
3  150  40   95   80%  MG    No    40*5  70%   1-1
4  386  46   52   75%  No    Yes   36*1  90%   1-1
5  514  58   76   80%  PC    No    99*1  94%   1-1
6  600  60   80   75%  No    Yes   90*1  96%   1-1

Notes:

Shoulder weapons cannot be equipped on these Arms.

Phantom

Shoulder weapons can be equipped on these weapon Arms.

Tiran
Dasler Claw II
Korl
Korl II
Dasler Claw

Shoulder weapons cannot be equipped on these weapon Arms.

Vapor
Bizant
Crof
Indos
Type 65
Wildgoat
Bizant II
Type 67
Ratmount
Type 67C

------------------------------------------------------------------------------
LEGS
------------------------------------------------------------------------------

ID Guide:

(1) - Karen's Zenith * NEW *
(2) - Glen's Zenith * NEW *
(3) - Algem TS * NEW *
(4) - Phantom
(5) - Raven * NEW *
(6) - Numsekar * NEW *

------------------------------------------------------------------------------
ID HP   Def  Wgt  OPut  MV  Type
------------------------------------------------------------------------------
1  180  32   30   0     14  Normal
2  210  37   35   0     14  Normal
3  250  50   75   0     12  Normal
4  480  48   70   0     12  Hover
5  670  60   80   0     16  Normal

------------------------------------------------------------------------------
COMPUTERS AND BACKPACKS						[COBA]
------------------------------------------------------------------------------

The data is read in the following format:

------------------------------------------------------------------------------
ID Fight  Short  Long  Agility (COMPUTERS)
------------------------------------------------------------------------------
x  x	  x	 x     x
------------------------------------------------------------------------------
ID Item  OPut  Wgt  Rng (BACKPACKS)
------------------------------------------------------------------------------
x  x     x     x    x

------------------------------------------------------------------------------
COMPUTERS
------------------------------------------------------------------------------

ID Guide:

(1) - Calor BD-098Kp
(2) - Potencia HR-YL

------------------------------------------------------------------------------
ID Fight  Short  Long  Agility
------------------------------------------------------------------------------
1  49     49     49    49
2  129	  241	 129   241

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

ID Guide:

(1) - Raven Backpack * NEW *
(2) - Riff

------------------------------------------------------------------------------
ID Item  OPut  Wgt  Rng
------------------------------------------------------------------------------
1  4     100   22   2
2  0     0     20   0

------------------------------------------------------------------------------
WEAPONS								[WEAP]
------------------------------------------------------------------------------

The data is read in the following format:

------------------------------------------------------------------------------
ID APow  Hit  Wgt  Rng  (MG/VN/SG/FT/RD/BZ/GR)
------------------------------------------------------------------------------
x  x     x    x    x
------------------------------------------------------------------------------
ID APow  Hit  Wgt  Rng  Hands (RF)
------------------------------------------------------------------------------
x  x     x    x    x    x
------------------------------------------------------------------------------
ID Def  Wgt  Rng (SD)
------------------------------------------------------------------------------
x  x    x    x
------------------------------------------------------------------------------
ID APow  Hit  Wgt  Rng  Ammo (MS/RK)
------------------------------------------------------------------------------
x  x     x    x    x    x

------------------------------------------------------------------------------
MACHINE GUN
------------------------------------------------------------------------------

ID Guide:

(1) - Raptor
(2) - Grave S
(3) - Raptor FX
(4) - PAP 66
(5) - Leostun
(6) - 24sr Greyeye
(7) - Artassaut SP

------------------------------------------------------------------------------
ID APow  Hit  Wgt  Rng
------------------------------------------------------------------------------
1  13*6  60%  9    1
2  19*6  72%  19   1

------------------------------------------------------------------------------
VULCAN
------------------------------------------------------------------------------

ID Guide:

(1) - FV-24B

------------------------------------------------------------------------------
ID APow  Hit  Wgt  Rng
------------------------------------------------------------------------------
1  51*8  74%  37   1

------------------------------------------------------------------------------
SHOTGUN
------------------------------------------------------------------------------

ID Guide:

(1) - Catsray
(2) - Gale
(3) - Catsray X * NEW *
(4) - Kirishima 51 * NEW *
(5) - Gale II * NEW *
(6) - Circular

Note:

Shotguns fire a minimum of five rounds per discharge.

------------------------------------------------------------------------------
FLAMETHROWER
------------------------------------------------------------------------------

ID Guide:

(1) - Joker

Note:

Flamethrowers fire a minimum of two rounds per discharge.

------------------------------------------------------------------------------
RIFLE
------------------------------------------------------------------------------

ID Guide:

(1) - Hexa G3
(2) - Ziege

------------------------------------------------------------------------------
ID APow  Hit  Wgt  Rng  Hands
------------------------------------------------------------------------------
1  74*1  74%  40   1-4  1
2  99*1  84%  40   1-4  2

------------------------------------------------------------------------------
BAZOOKA
------------------------------------------------------------------------------

ID Guide:

(1) - Banish 2

------------------------------------------------------------------------------
SHIELD
------------------------------------------------------------------------------

ID Guide:

(1) - Type 11SD * NEW *
(2) - Type 11SD2 * NEW *

------------------------------------------------------------------------------
ID Def  Wgt  Rng
------------------------------------------------------------------------------
1  31   30   0
2  33   32   0

------------------------------------------------------------------------------
MISSILE LAUNCHER
------------------------------------------------------------------------------

ID Guide:

(1) - Donkey DX
(2) - Paraina
(3) - Donkey DX2

------------------------------------------------------------------------------
ITEMS								[ITEM]
------------------------------------------------------------------------------

* NOTE: All characters can hold a minimum of four items without equipping a
Backpack. *

------------------------------------------------------------------------------
Name	       Price  Rng  Data
------------------------------------------------------------------------------
Repair S       50     0    Repairs 50 HP.
Repair M       100    0    Repairs 100 HP.
Repair L       200    0    Repairs 200 HP.
Repair SP      400    0    Repairs 400 HP.
Repair EX      1000   0    Repairs all HP.
Mine	       120    0    Places a mine in current location.
Flash Grenade  160    1-4  Stuns target.
Smoke Grenade  200    1-4  Lowers target's accuracy.
Chaff Grenade  200    1-4  Protects against long-range attacks.
Acid Bomb      200    1-4  Lower target's defense.

------------------------------------------------------------------------------
8. CREDITS							[CRED]
------------------------------------------------------------------------------

Thanks to:

- GameFAQs obviously
- Various Japanese websites for Front Mission 2089-II information
- Square Enix for the Front Mission series

This FAQ copyright 2011 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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