front mission 4

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MJ's Front Mission 4 Guide Revision: Final Contact: [email protected] You may not publish this guide without my permission. Just to be clear, I was the first non-developer on gamefaqs, and probably the entire internet/world to discover Simulator 13 and 14. Even the official Front Mission 4 guide does not mention them. I discovered them on my first playthrough just by playing how I normally do. Table of Contents: Section 01 - Introduction Section 02 - Gameplay Tips Section 03 - Wanzer/Pilot Setup Section 04 - Getting Free Items/Unlocking Simulators Section 05 - MJ's Unofficial Score Ranking Section 06 - Walkthrough Section 01 - Introduction Welcome to my FM4 guide. Front Mission 4 is a game that requires a good amount of skill to play well. This guide can remedy some of that skill for you by instructing you on what wanzer parts and skills to purchase, along with the general strategies of each mission. You still need to know how to use the link system properly to achieve optimal results in battle. The guide is based on my Unofficial Score Ranking, which is a way to rank how well you've done in each mission based on pre-set criteria. The guide is based on offensive playing and smart resource management, not turtling or simulator abuse. No level in this guide will take more than 20 turns to complete, with an average of 13 or so. I've given each mission a difficulty rating from 1 to 6 stars. 1 Star (*) - A training mission. No risk of dying unless you're trying hard to. 2 Stars (**) - A bit tougher than a training mission. You need to use basic tactics here at least, like the link system, setting up your wanzers and skills properly, etc. 3 Stars (***) - An average difficulty mission. You need to use some specific tactics to succeed, and you might get in some trouble if you screw up. Overall, though, you won't be in too much danger as long as you follow basic battle tactics. 4 Stars (****) - Above average difficulty mission. These missions can be difficult for numerous reasons, but they always involve a higher than normal risk of failure, with some definite 'danger' spots. You need to achieve objectives that are often involved and difficult, requiring use of pre-battle configuration of wanzers, skills, and links, along with effective tactics and use of enemy AI. 5 Stars (*****) - High difficulty mission. On these missions, you must

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MJEmirzian's Guide for Front Mission 4

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Page 1: Front Mission 4

MJ's Front Mission 4 GuideRevision: Final

Contact: [email protected]

You may not publish this guide without my permission.

Just to be clear, I was the first non-developer on gamefaqs,and probably the entire internet/world to discover Simulator 13 and 14.Even the official Front Mission 4 guide does not mention them.

I discovered them on my first playthrough just by playing how I normally do.

Table of Contents:

Section 01 - IntroductionSection 02 - Gameplay TipsSection 03 - Wanzer/Pilot SetupSection 04 - Getting Free Items/Unlocking SimulatorsSection 05 - MJ's Unofficial Score RankingSection 06 - Walkthrough

Section 01 - Introduction

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

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

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

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

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

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

5 Stars (*****) - High difficulty mission. On these missions, you must

Page 2: Front Mission 4

perform mission specific pre-battle configuration of links and equipment, andplay at a high level of skill while knowing exactly what to do in themission. The risk of failure or a destroyed wanzer is quite high and youusually won't make it out of the mission without some heavily damaged wanzers(although no broken parts, I hope).

6 Stars (******) ? Highest difficulty mission. You must to perform extensivepre-battle configuration of links and equipment. These missions have mapconditions that are even more difficult than keeping all of your wanzershealthy and fighting well, which you will also have a difficult time doingwithout expert abilities. They may have extra bonus conditions that are evenmore difficult to achieve. Lucky you there�fs only one level in the game thatI consider to be this difficult.

Section 02 - Gameplay Tips

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

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

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

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

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

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

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

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

Page 3: Front Mission 4

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

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

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

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

Section 03 - Wanzer/Pilot Setup

Taking the time to prepare your wanzers and pilots for battle is an ongoingtask in the game that will either lead to easier battles, or more difficultones. Thankfully for you this guide tells you the ideal setups for eachpilots wanzer, and what skills to buy in what order. With wanzers, you wantthe highest accuracy, the most evasion, the most power, and the mostmobility. Since EMP backpacks are too unreliable and not useful in mostlevels and Sensor packs are worthless in most levels, you can safely ditchthem and build some more powerful wanzers for your pilots.

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

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

Bad Skills -

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

Alertness, Sensor Plus - These skills require an entire turn to use, and do nodamage on their own. The sensor BP is worthless in most missions anyway.

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

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

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

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

Decent Skills -

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

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

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

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

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

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

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

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

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

Good Skills -

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

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

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

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

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

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

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

1. Weapon Proficincies - more damage per shot2. Links - Lets you link up with other pilots, very important.3. AP & AP Charge - More attacks/link attacks.4. Evasion - Good for dodging more shots.5. Speed - Allows you to attack faster.6. Resistances - Not super useful, but good when you've run out of otherthings to buy.

Section 04 - Getting Free Items/Unlocking Simulators

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

Free Stuff:

Durandal:

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

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

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

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

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

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

UCS:

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

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

Page 6: Front Mission 4

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

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

Unlocking Simulators:

Durandal:

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

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

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

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

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

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

JP75-Adler II - Jetpack, basically a super turbo pack with jetpack.Jetpack ability is the same as the JP50W???/Turbo Power 240/Item Space 4

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

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

D14 ? Complete Mission 27 and complete D13 in 15 or less turns. You must haveunlocked D09-12 early by completing the early unlock challenges. Reward is achoice of three full wanzer sets.

Page 7: Front Mission 4

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

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

Vyzov IV Rog - One of the very best wanzer sets in the game. You�fd be a foolnot to get this set!

UCS:

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

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

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

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

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

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

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

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

JP75-Adler II Jetpack, basically a super turbo pack with jetpack. This is theONLY jetpack you�fll ever be able to get for Darril�fs team.Jetpack ability is the same as the JP50W???/Turbo Power 240/Item Space 4

RP2R-500VS Repair Backpack, a super repair backpack that can heal up to 2080HPs or 520 per part with Repair Plus skills.W240/Repair 1300/AP3/Restore 1300/AP4/Remove Status: All Types/AP4Item Space 4

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

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

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

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

Section 05 - MJ's Unofficial Score Ranking

What is the Unofficial Score Ranking (USR)?

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

USR Rules:

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

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

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

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

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

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

USR Rankings:

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

Platinum: 90 or above

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Gold: 80 or aboveSilver: 70 or above

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

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

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

Analysis: Broken parts will happen, but they can be restored. The turn cyclecount is comfortable enough that you can play through each mission with nobroken parts by the end of it.

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

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

USR Ranking Mission Chart:

Days, EPs

M01 ? 08,25 (Abandoned Camp)D01 ? 08,12 (Durandal Simulation 01)M02 ? 09,20 (German Base)M03 ? 16,30 (Eastern Venezuela)U01 ? 18,20 (UCS Simulation 01)M04 ? 14,33 (Giunerama Base)D02 ? 10,19 (Durandal Simulation 02)M05 ? 07,26 (Polish Command Center)M06 ? 12,35 (German Border)D03 ? 11,23 (Durandal Simulation 03)D09 ? 15,25 (Durandal Simulation 09)M07 ? 19,34 (Blauer Nebel Base)U08 ? 12,24 (UCS Simulation 08)M08 ? 14,33 (Port Cumana)U02 ? 12,15 (UCS Simulation 02)M09 ? 08,26 (Cumana City)M10 ? 11,21 (Refugee Village)

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D04 - 13,18 (Durandal Simulation 04)M11 - 15,45 (Wassau)M12 ? 13,42 (Zaftran Border)U03 - 16,20 (UCS Simulation 03)M13 - 17,44 (Caracas Hideout)U04 - 12,12 (UCS Simulation 04)U09 - 14,14 (UCS Simulation 09)M14 - 09,44 (Governor's Manor)U10 - 17,13 (UCS Simulation 10)M15 - 10,47 (Caracas Escape)D05 ? 12,10 (Durandal Simulation 05)M16 ? 15,42 (Port Nicolaev)U05 ? 13,03 (UCS Simulation 05)M17 ? 07,18 (Jungle Trap)D10 ? 13,10 (Durandal Simulation 10)M18 ? 09,39 (Megafloat Base)D06 ? 12,12 (Durandal Simulation 06)M19 ? 06,24 (Madeira Island Evacuation)M20 ? 09,32 (Secret Zaftran Base)U06 ? 06,08 (UCS Simulation 06)M21 ? 12,35 (Base Elevator Shaft)M22 ? 09,35 (Defend the Carrier)D11 ? 12,13 (Durandal Simulation 11)M23 - 12,65 (Zaftran Border Fortress)D07 - 07,18 (Durandal Simulation 07)M24 - 10,55 (Zaftran Terminal)U11 - 07,13 (UCS Simulator 11)M25 - 08,47 (Caracas Highway)M26 - 13,55 (Central Caracas)D08 - 07,08 (Durandal Simulation 08)D12 - 08,14 (Durandal Simulation 12)D13 ? 15,12 (Durandal Simulation 13)M27 ? 10,50 (Paris Suburbs)D14 ? 11,17 (Durandal Simulation 14)M28 ? 08,48 (Paris Assembly)U07 ? 07,09 (UCS Simulation 07)U12 ? 10,10 (UCS Simulation 12)U13 ? 10,07 (UCS Simulation 13)U14 ? 07,10 (UCS Simulation 14)M29 ? 10,30 (Cumana Terminal)

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

M01 - 06 (Jutland, Denmark)D01 - 04 (Durandal Simulation 01)M02 - 05 (German Base)M03 - 16 (Eastern Venezuela)U01 ? 11 (UCS Simulation 01)M04 - 07 (Guinerama Base)D02 ? 09 (Durandal Simulation 02)M05 - 06 (Polish Command Center)M06 - 08 (German Border)D03 ? 09 (Durandal Simulation 03)D09 ? 10 (Durandal Simulation 09)M07 - 15 (Blauer Nebel Base)U01 ? 11 (UCS Simulation 01)

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U08 ? 07 (UCS Simulation 08)M08 - 10 (Port Cumana)U02 - 08 (UCS Simulation 02)M09 - 06 (Cumana City)M10 - 08 (Refugee Village)D04 ? 10 (Durandal Simulation 04)M11 ? 11 (Wassau)M12 ? 09 (Zaftran Border)M13 - 13 (Caracas Hideout)U03 ? 10 (UCS Simulation 10)U04 - 09 (UCS Simulation 04)U09 - 09 (UCS Simulation 09)M14 - 08 (Governor's Manor)U10 - 13 (UCS Simulation 10)M15 - 10 (Caracas Escape)D05 ? 09 (Durandal Simulation 05)M16 ? 13 (Port Nicolaev)U05 ? 09 (UCS Simulation 05)M17 ? 05 (Jungle Trap)D10 ? 11 (Durandal Simulation 10)M18 ? 08 (Megafloat Base)D06 ? 08 (Durandal Simulation 06)M19 ? 05 (Madeira Island Evacuation)M20 ? 07 (Secret Zaftran Base)U06 ? 04 (UCS Simulation 06)M21 ? 09 (Base Elevator Shaft)M22 ? 07 (Defend The Carrier)D11 ? 10 (Durandal Simulation 11)M23 - 11 (Zaftran Border Fortress)D07 - 07 (Durandal Simulation 07)M24 ? 09 (Zaftran Terminal)U11 ? 06 (UCS Simulator 11)M25 ? 08 (Caracas Highway)M26 ? 11 (Central Caracas)D08 ? 07 (Durandal Simulation 08)D12 ? 06 (Durandal Simulation 12)D13 ? 14 (Durandal Simulation 13)D14 ? 11 (Durandal Simulation 14)M27 ? 11 (Paris Suburbs)M28 ? 07 (Paris Assembly)U07 ? 07 (UCS Simulation 07)U12 ? 09 (UCS Simulation 12)U13 ? 09 (UCS Simulation 13)U14 ? 07 (UCS Simulation 14)M29 ? 09 (Cumana Terminal)

Section 06 - Walkthrough

Mission 01 - Jutland, Denmark

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

Pre-Battle Planning:

Pilot Setup -

Page 12: Front Mission 4

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

Battle Position:

No detail necessary.

Battle:

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

Mission D01 - Durandal Simulation 01

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

Pre-Battle Planning:

Pilot Setup -

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

Battle Position:

North Drop Zone -

XXXXZeElHeXX

Battle:

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

Mission 02 - German Base

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

Pre-Battle Planning:

Pilot Setup -

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

Battle Position:

C2

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C1 S1 ZeEl S2 He M1

Battle:

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

Mission 03 - Eastern Venezuela

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

Pre-Battle Planning:

None.

Battle Position:

No detail necessary.

Battle:

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

Mission U01 - UCS Simulation 01

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

Pre-Battle Planning:

Pilot Setup -

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

Wanzer Setup -

Change all wanzers armor type to impact.

Page 14: Front Mission 4

Battle Position:

North Drop Zone -

XXXXXXReChDa

Battle:

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

Mission 04 - Guinerama Base

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

Pre-Battle Planning:

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

Battle Position:

DaReCh

Battle:

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

Mission D02 - Durandal Simulation 02

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

Pre-Battle Planning:

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

Pilot Setup ?

Page 15: Front Mission 4

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

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

Wanzer Setup -

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

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

Ze:Body: Valiant FShoulders: MGR-IB MissilesLegs: QuintRemove Bone Buster

He:Body: Valiant FLeft Arm: Gust 500Legs: Quint

La:Body: QuintLeft Arm: QuintLegs: (optional) Gust 500Remove EMP Backpack

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

Change all wanzers armor type to impact.

Link Setup -

Page 16: Front Mission 4

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

Battle Position:

Center Drop Zone -

XX ZeXX

East Drop Zone -

LaHeEl

Battle:

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

Mission 05 - Polish Command Center

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

Pre-Battle Planning:

Pilot Setup -

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

Wanzer Setup -

El: Place a repair 200 in her backpack.

Battle Position:

G2 S3 S4

G1 ElZe S2 S1 LaHe

Battle:

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

Page 17: Front Mission 4

unit, your pilots will still get the experience.

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

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

Mission 06 - German Border

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

Pre-Battle Planning:

Pilot Setup -

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

Link Setup -

He: Attack link 2 with La

Battle Position:

ElHeLaZe

Battle:

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

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

Page 18: Front Mission 4

Mission D03 - Durandal Simulation 03

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

Pre-Battle Planning:

Pilot Setup -

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

Wanzer Setup -

Bo:Right Arm: Gust 500Remove Sensor Backpack

Change all wanzers armor to impact.

Link Setup -

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

Battle Position:

Southwest Drop Zone -

HeElBoZeLaXX

Battle:

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

Mission D09 - Durandal Simulation 09

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

Pre-Battle Planning:

Pilot Setup -

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

Page 19: Front Mission 4

Link Setup -

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

Wanzer Setup -

Change all wanzers armor to piercing.

Battle Position:

Bridge Drop Zone -

XXZeLaElHeBo

Battle:

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

Mission 07 - Blauer Nebel Base

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

Pre-Battle Planning:

Pilot Setup -

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

Wanzer Setup -

El:Right Arm: QuintRight Arm Weapon: Kirishima 51

La:Right Arm Weapon: Bone Buster

Bring along some repair items.

Link Setup -

El: Attack support: Shotgun

Page 20: Front Mission 4

La: Attack support: Bone BusterLa: Change Attack link 1 with Bo to Defense link 1He: Attack link 2 with ElBo: Attack link 2 with La

Battle Position:

LaElHeBoZe

Battle:

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

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

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

Mission U08 - UCS Simulator 08

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

Pre-Battle Planning:

Pilot Setup -

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

Wanzer Setup -

Da:Left Hand Weapon: Kirishima 51

Link Setup -

Ch: Attack link 2 with DaRe: Attack link 2 with DaDa: Attack Support: Bone Buster

Battle Position:

Page 21: Front Mission 4

South Drop Zone -

ReDaCh

Battle:

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

Mission 08 - Port Cumana

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

Pre-Battle Planning:

Pilot Setup -

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

Wanzer Setup -

Change all wanzer armor to piercing.

Link Setup -

Da: Attack link 1 with Re and Ch

Battle Position:

No detail necessary.

Battle:

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

Mission U02 - UCS Simulation 02

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

Page 22: Front Mission 4

Pre-Battle Planning:

Pilot Setup -

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

Wanzer Setup ?

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

Da:Legs: Husky IV (optional)

Re:Right Arm: GizaLegs: Husky IV

Ch:Body: Recsys VRight Arm: Husky IVRight Arm Weapon: M.GunLegs: Gust 400

Link Setup -

Ch: Set attack/defense support to right arm.

Battle Position:

Northeast Drop Zone

Battle:

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

Mission 09 - Cumana City

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

Pre-Battle Planning:

Pilot Setup -

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

Battle Position:

No detail necessary.

Page 23: Front Mission 4

Battle:

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

Mission 10 - Refugee Village

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

Pre-Battle Planning:

Pilot Setup -

Da: LP+2, Rapid Fire IIRe: AP+2, Charge+2

Wanzer Setup -

Set all wanzer armor to fire.

Link Setup -

Da: Attack 2 with Re and Ch

Battle Position:

ChReDa

Battle:

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

Mission D04 - Durandal Simulation 04

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

Pre-Battle Planning:

Pilot Setup -

Ze: Rank 5, AP & Charge+1, MS Level+1La: Rank 5, ML+1

Page 24: Front Mission 4

Bo: Assault Skills I, Skill Slots II, SS+2, Double Shot I, Rapid Fire II

Wanzer Setup -

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

El:Body: Cicada IIRight Arm: Cicada IIRight Arm Weapon: Catsray XLegs: Tatou

Ze:Body: RatmountLegs: MareraidShoulder Weapons: Piz 3

He:Body: Giza 2Legs: Tatou/MareraidRight Arm: Valiant F

La:Body: Cicada IIArms: Cicada IILegs: TatouWeapons: Hard Rod

Bo:Body: Cicada IIArms: Gust 500

Change all wanzer armor to impact.

Link Setup -

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

Battle Position:

Southeast Drop Zone -

ElBoXXLaHeZe

Battle:

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

Mission 11 - Wassau

Difficulty: ****

Page 25: Front Mission 4

Tactics: Turn 15Average Funds: 4000 fundsAverage EP Gain: +45 avg.

Pre-Battle Planning:

Pilot Setup -

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

Wanzer Setup -

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

Bring along some repair items.

Link Setup ?

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

Battle Position:

Northwest Drop Zone -

Bo

El

Northeast Drop Zone -

ZeHe La

Battle:

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

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

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

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

Page 26: Front Mission 4

Mission 12 - Zaftran Border

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

Pre-Battle Planning:

Pilot Setup -

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

Wanzer Setup -

Purchase Pegase Legs for all wanzers.

Set all wanzer armor to fire.

Link Setup -

He: Attack 2 with BoLa: Attack 2 with El

Battle Position:

Ze HeLa Bo El

Battle:

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

Mission U03 - UCS Simulation 03

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

Page 27: Front Mission 4

Pre-Battle Planning:

Pilot Setup ?

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

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

Wanzer Setup -

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

Da:Body: Cicada IIArms: GiaourLeft Weapon: Catsray X ShotgunRight Weapon: Hard RodLegs: Cicada IIBackpack: TB-60

Re:Body: Cicada IIRight Arm: Calm 200Left Arm: GiaourLeft Weapon: Anaconda RifleLegs: Cicada II

Ch:Body: Giza 2Left Arm: Cicada IIRight Arm: Calm 200Left Weapon: Luis' Cemetary MGLegs: Cicada IIBackpack: RP-5 Healing Pack

Lu:Remove BackpackRight Weapon: Grave SOptional - Power pack with Giaour arms.

In:Body: GizaLeft Arm: Cicada IILeft Weapon: Hard RodLegs: Cicada IIMake sure she has some Grenade reloads.

Set all wanzer armor to piercing.

Link Setup -

Da: Attack 2 with In

Page 28: Front Mission 4

Lu: Attack 2 with Da and In

Battle Position:

Southeast Drop Zone (near the group of 5 snipers)

Battle:

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

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

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

Mission 13 - Caracas Hideout

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

Pre-Battle Planning:

Pilot Setup -

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

Wanzer Setup -

Change armor to impact.

Make sure Ines has grenade ammo.

Battle Position:

InChReDaLu

Battle:

Page 29: Front Mission 4

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

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

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

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

Mission U04 - UCS Simulation 04

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

Pre-Battle Planning:

Pilot Setup -

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

Wanzer Setup ?

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

Link Setup -

Da: Defense link 2 LuRe: Attack link 2 InLu: Attack link 2 Ch

Battle Position:

Northeast Drop Zone - Ines

South Drop Zone -

ReChLuDa

Battle:

Page 30: Front Mission 4

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

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

Mission U09 - UCS Simulation 09

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

Pre-Battle Planning:

Pilot Setup -

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

Wanzer Setup -

Da:Left Weapon: Heavy Pile

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

All armor types to impact.

Battle Position:

Northwest Drop Zone

ReLuInXXChDa

Battle:

This mission is one of the tougher simulations. Immediately run south andobliterate the missileers and base cannon. The enemy melee units will come atyou one at a time, slow enough to deal with them if you put all your powerinto wiping them out one at a time. Don't fight near the top of the ramp:back down slowly while pounding with grenades and linked melee attacks, sothat the enemy grenadier can't get a shot at you until most of the melees aredead. Once the grenadier is in attack range, take him out with the full forceof your party (plus or minus Ines), then finish off the remaining melees and

Page 31: Front Mission 4

the northeast turret. You need top condition skills, wanzers, and links to beable to handle the melees without them backing up. If you take too long, themelee units will back up and the grenadier will tear your party apart.

Mission 14 - Governor's Manor

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

Pre-Battle Planning:

Pilot Setup -

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

Wanzer Setup -

Change armor to piercing.

Battle Position:

DaReLuInCh

CaSaGoRoPu

Battle:

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

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

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

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

Injure the southwest copter, and make sure the sniper isn't going to berunning anywhere. Once the southwest gunners are weak enough to be killedwith one more grenade shot, start killing them all. Drop a grenade on the

Page 32: Front Mission 4

crippled north units that are remaining, and shoot all the copters down.Anything that has legs should be prioritized for killing. Take one last dayto finish off whatever else you didn't kill. You should definitely get thisdone, because you need to unlock UCS Simulator 10 in order to win the MinotaurArms, which is nearly essential in the next mission.

Mission U10 - UCS Simulator 10

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

Pre-Battle Planning:

Pilot Setup -

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

Wanzer Setup -

Change armor to fire.

Make sure Ines has Grenade ammo.

Battle Position:

Southwest Drop Zone:

XXInDaXXChLu

Southeast Drop Zone:

Re

Battle:

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

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

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

Page 33: Front Mission 4

Mission 15 - Caracas Escape

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

Pre-Battle Planning:

Pilot Setup -

Da: Skill Slots I, AP+2, AP Charge+1Re: Skill Slots I, SS+1, Zoom IIICh: Skill Slots ILu: LP+2

Wanzer Setup -

In:Body: GizaLegs: GiaourBackpack: TB-60 PowerLeft Arm: Minotaur

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

Link Setup -

Lu: Defense 2 with Chaeffer

Battle Position:

Lu InRe Ch Da

Go Pu CaSa Ro

Battle:

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

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

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

You'll get smashed by your first rocket on enemy turn 1. On turn 2, blast the

Page 34: Front Mission 4

baddies with a grenade and rocket blast. Have someone with high evasionattack the rocket launcher - all of the enemies are linked, so whoever attacksfirst is going to get blasted at. With that out of the way, snipe the rocketlaunchers left arm, then perform a relentless assault until you break thearm. There's not really any luck involved - just keep attacking and you'll doenough damage to break it.

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

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

Meanwhile, move Ines and Chaeffer south to start rocket bombing the southgroup. They'll give chase to her, so just keep moving back north and bombingthem at range, while Chaeffer picks the two gunners off and repairs Ines.Once you finish with the second rocket launcher with Darril, Renges, and Luis,send them south (you can move over the low-level buildings) to take out thethird one and the rest of the south force, which should be significantlydamaged from Ines's carpet bombing. Good thing too, because everyone will bereally beat up at this point by the constant rocket flinging. Vavilov will beweak enough that you can blast him without needing to get into melee range.

Send Ines and Renges back up northeast to help finish off the bazooka unitswhile you repair any broken parts with Chaeffer. Lob rockets with Ines thenfire her bazooka, and use some body snipes with Renges to seal the level forgood.

Mission D05 - Durandal Simulation 05

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

Pre-Battle Planning:

Pilot Setup -

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

Wanzer Setup -

Set armor to fire or piercing.

Page 35: Front Mission 4

Link Setup -

El: Defense 1 with Ze and He

Battle Position:

North and south mid-road drop points -

BoElLa (north)

He Ze (south)

Battle:

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

Mission 16 - Port Nicolaev

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

Pre-Battle Planning:

Wanzer Setup -

Change armor to piercing.

Bring along Repair All items.

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

Battle Position:

ZeHeElLaBo

Battle:

This is a fairly easy mission, as long as your links are well setup and you'vemanaged your skills properly. Head south and clobber the EMP units, then gostraight for the missileer while Zead fires missiles on the sniper/gunner on

Page 36: Front Mission 4

the corner to provoke them. Make sure Zead doesn't get jumped by them,though. After the killing, proceed north then west and tear apart allopposition with link attacks. You should be getting some pretty good 4-linkattack combos now. Kill the gunners, run past the sniper while hitting itwith missiles, kill the missileer, then finish the sniper off. For somereason the gunners try to charge down the empty street instead of fight, somake sure they're nice and dead.

Mission U05 - UCS Simulator 05

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

Pre-Battle Planning:

Pilot Setup -

Da: SS+1Re: 7 SS+1, LP ICh: SS ILu: SS+2, Rapid Fire IIn: Rank 5, AP Ch+1, Move III

Wanzer Setup -

Change armor to piercing.

Link Setup -

Th: Attack 2 with Da and Ch

Battle Position:

Mid island drop zone.

ChLuThReInDa

Battle:

Go southeast across the bridge and slaughter the rocket launcher and threeenemies. The gunner shields are annoying, so try to wear their AP down. Twogroups will be converging from the north and west - drop rockets on them andtake them out. Proceed west back across the bridge to take on the remaininggroup and rocket launcher. The rocket launchers only have weapons on the leftarm, so try to snipe them off.

Mission 17 - Jungle Trap

Difficulty: ***

Page 37: Front Mission 4

Tactics: Turn 07Average Funds: 6000 fundsAverage EP Gain: +18 avg.

Pre-Battle Planning:

Pilot Setup -

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

Wanzer Setup -

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

Optinal Thammond wanzer names (instead of �gAbominator�h):

FatmanGooberBigone

Battle Position:

ChLuReDaIn

LoLeJoAn Ch

Battle:

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

Mission D10 - Durandal Simulator 10

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

Pre-Battle Planning:

Pilot Setup -

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

Page 38: Front Mission 4

Wanzer Setup -

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

I personally prefer the Grayeye MG, as it has great accuracy even at range.The FV-24 has a bit more power, but consider the overall damage output of theweapon. The Grayeye works well with links and AP use since you can beaccurate from far away, plus it's highly accurate overall - enemies willrarely ever dodge. The FV-24 does more damage, but as soon as an enemy dodgesyour shots, the overall damage output goes way below the Grayeye - and theywill do a lot of dodging, especially if you attack at range. The other choiceis to try to get Grille 6 arms for your gunners, but that isn't possiblewithout sacrificing something else on the wanzer.

El:Body: NovaraidL.Arm: Zeria II/GrayeyeR.Arm: Grille 6/CircularLegs: Stork VBP: TB-90

Ze:Body: Grille 6L.Arm: Grille 6/Banish Bazooka/Magicbox MissileR.Arm: Stork VLegs: Stork VBP: TB-90

He:Body: Grille 6L.Arm: Zeria II/GrayeyeR.Arm: Valiant GLegs: NovaraidBP: RP2E

La:Body: NovaraidArms: Zeria II/Press NeedleLegs: VajeBP: TB-90

Bo:Body: Stork VArms: Zeria II/GrayeyeLegs: VajeBP: TB-90

Be:Body: Zeder TLegs: Novaraid

Page 39: Front Mission 4

Change armor to pierce.

Link Setup -

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

El: Attack 2 with La, He, Ze, Defense 2 with BoZe: Attack 2 with Bo, He, La, Defense 1 with Be, ElHe: Attack 2 with La, El, BoLa: Attack 2 with He, El, Ze, Defense 1 with He, ZeBo: Attack 2 with La, Ze, He, Defense 1 with Ze, El

Battle Position:

South pier drop zone.

LaHeBeBoZeEl

Battle:

Send your units out to the center of the buildings for a royal rumble on thedocks. Call an air strike on the southeast building. Here's a diagram. X isthe building and o is the bomb layout. This should nail 4 guys at once, aslong as Elsa is out in front (with 7 movement).

oooooooooXoooXoooX

Since it's nighttime with reduced accuracy, your wanzers should be dodgingmost shots, while nailing the enemy repeatedly. The gunners are very easy tokill, and the bazooka units are a bit sturdier, but will have a hard timehitting your units with high evasion. By the time the initial group is gone,reinforcements will be arriving. Meet them in the middle with the boxes andcrates and take them out in the same manner. There's no real good point forthe second airstrike, just drop it wherever you can get 2 Bazooka units thataren't in immediate attack range. If you bomb a gunners arms off, it'll justsit there and you'll have to hunt it down.

Mission 18 - Megafloat Base

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

Pre-Battle Planning:

Wanzer Setup -

Change armor to fire.

Bring remove all items.

Page 40: Front Mission 4

Battle Position:

HeBoLaBeZeEl

Battle:

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

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

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

Mission D06 - Durandal Simulator 06

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

Pre-Battle Planning:

Pilot Setup -

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

Wanzer Setup -

Change armor to fire.

Battle Position:

Page 41: Front Mission 4

No detail necessary.

Battle:

Run around the ring while kicking butt with Latona. These guys have almost noevasion so it's easy to tear into them. Use air strikes/missiles to provokefar off enemies into coming towards you, as most of them just stay put untilprovoked. Not a difficult level at all.

Mission 19 - Madeira Island Evacuation

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

Pre-Battle Planning:

Pilot Setup -

El: AP I & AP Ch IIIHe: Eva 3%La: AP Ch IIBe: Rank 5

Wanzer Setup -

Bring a few Repair 600 items for the brits.

Battle Position:

No detail necessary.

Battle:

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

Mission 20 - Secret Zaftran Base

Difficulty: ****Tactics: Turn 09

Page 42: Front Mission 4

Average Funds: 11500 fundsAverage EP Gain: +32 avg.

Pre-Battle Planning:

Pilot Setup -

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

Wanzer Setup -

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

Da:Body: Husky SL.Arm: Vyzov IV Rog/CircularR.Arm: Type 150/Ogon FLegs: Vyzov IV RogBP: TB-99

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

Ch:Body: Tempest 100L.Arm: Quint G/GrayeyeR.Arm: Tempest 100Legs: Quint GBP: RP2E

Lu:Body: Tempest 100L.Arm: Type 150/FV-24R.Arm: Vyvoz IV Rog/CircularLegs: Quint GBP: TB-99

In:Body: Tempest 100L.Arm: MinotaurR.Arm: Calm 200Legs: Quint GBP: TB-60

Th:Body: Vyvoz IV Rog

Page 43: Front Mission 4

L.Arm: Type 150/FV-24R.Arm: MinotaurLegs: Quint GBP: TB-60

Link Setup -

Da: Attack 2 with Re, Ch, In, Defense 1 with Ch, ReRe: Attack 2 with Da, Ch, Lu, Defense 1 with In, LuCh: Attack 2 with Da, Th, Lu, Defense 1 with Th, LuLu: Attack 2 with Da, Ch, Th, Defense 1 with Ch, ThIn: Attack 2 with Da, Re, Ch, Defense 1 with Ch, DaTh: Attack 2 with CH, Da, In, Defense 1 with Lu, Re

Battle Position:

No detail necessary.

Battle:

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

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

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

Mission U06 - UCS Simulator 06

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

Pre-Battle Planning:

Pilot Setup -

Da: AP I, AP Ch IIIRe: SS II, Speed+1Ch: 2 Speed+1, Evade 3%Lu: Rank 5, SG+1, Rapid Fire II, 2 SS+2In: Rank 6, RK+1, Skill Slots II, AP 0, 2 SS+2

Page 44: Front Mission 4

Th: Weapon II, III, V, VI, 2 BZ+1, 2 RK+1

Wanzer Setup -

Change armor to pierce.

Battle Position:

West drop zone.

ChThReLuInDa

Battle:

Immediately rush for the rocket launcher to take his left arm out - useDarril, Ines, and Renges. Afterwards, start lobbing rockets at the largestclusters of troops. The north group will go running after the turrets and youcan't stop them, so just baste them with Rockets while the rest of the teamfocuses on the south group. By the time they come back at you, they should benearly dead.

Mission 21 - Base Elevator Shaft

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

Pre-Battle Planning:

Wanzer Setup ?

Bring remove all items.Bring some repair items.

Change armor to fire.

Link Setup ?

Link Th and Lu

Battle Position:

MgRfGr RfGr

DaReLuInChTh

Battle:

This battle requires some splitting up to finish it in a reasonabletime frame. Send the Al Alianza group down the east ramp with Luis andThammond, and send the rest of Darril�fs team down the west ramp. Darril�fs

Page 45: Front Mission 4

team should have no problem pounding the enemies to paste down to the bottomlevel. The Al Alianza team should focus on grenading the enemies whileattacking with everything they�fve got, with Luis and Ines providing linkattacks. Focus on the recon units, but try not to get the missileers firingon the Al Alianza team, since there�fs no repair unit. The missileers willusually attack Ines if given the chance.

Once the Al Alianza team is on the second level, send the gunner andsniper west to attack the missileer, while using the rest to keep plowingsouth against the gunner, melee, and grenadier. With Darril�fs team, get downto the third level. Send Darril and Ines south to the bottom (on or beforeday 10), then east to handle the remaining gunner. Send Chaeffer north tohelp destroy the missileer on the second level, and send and Renges east tomeet up with the Al Alianza units and destroy the remaining missileer.

Mission 22 - Defend the Carrier

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

Pre-Battle Planning:

Pilot Setup ?

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

Wanzer Setup ?

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

Bring remove all items.

Battle Position:

HeElLaBeZeBo

Battle:

Immediately call an air strike on the grenadiers. You�fve got to kill thesebuggers ASAP so that they don�ft damage the carrier beyond 1600 HP. Trash theEMP unit along the way. Your units should be very close to them afterwards,and one of the rocket units will probably decide to bomb your wanzers instead

Page 46: Front Mission 4

of the carrier. Position Latona between the two units and kill both of themwith link attacks. Kill the last grenadier and EMP unit then move around themountain range westward to meet with the missileer, bazookaman, and gunner.Call a second air strike on the bazookaman/gunner and missileer if you caninclude him. Trash all three of them, then proceed east along the mountainsto face the remaining gunner/bazooka pair.

Mission D11 - Durandal Simulation 11

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

Pre-Battle Planning:

Pilot Setup ?

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

Wanzer Setup ?

This is the second to last set of upgrades.

El:Body: Type 90XL.Arm: Grille 6/Grave S-IIR.Arm: Grille 6/GirinoLegs: Vaje M10BP: BP-110X

Ze:Body: PrisomareL.Arm: Grille 6 Horn/Grom or ZiegeR.Arm: Valiant G3/Donkey DX MissileLegs: Grille 6 HornBP: BP-110X

He:Body: Grille 6 HornL.Arm: Grille 6/Grave S-IIR.Arm: Valiant G3Legs: Vaje M10BP: RP2G Repair

La:Body: PrisomareArms: Type 90X/F-5 RodsLegs: Vaje M10BP: BP-110X (optional)

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

Be:

Page 47: Front Mission 4

Body: Valiant G3L.Arm: VampireBP: R07A Radio

Change armor to pierce.

Battle Position:

South drop zone.

BoElZe

HeLaBe

Battle:

This is an urban based level with an initial firefight then a hunt northwardin tight confines. Start out by taking the rocket launchers left arm out anddropping impact armor on your team. It won�ft fire on the first turn, but takeit out on turn 2 to be safe. It�fs tough to get an angle on it, so just focusyour attacks and it�fll go down. Next, you�fll have to deal with 5 jetpackrifle/bazooka wanzers and two copters. Use Latona with attack links to takethem out one at a time, hopefully destroying 1 per turn at least. If theyjump up on the rooftops or won�ft leave them, move the target wanzer far awayenough, and the enemy will jump down into the streets to follow. The coptersare very easy to take down.

While you�fre finishing the 5 attackers off, make air strikes on the northgroups. Don�ft hit any wanzer twice, or they�fll run back to the repair wanzerand sit around instead of moving south. Proceed north and take out thecopters and remaining enemies. The confies are difficult to work with, sojust try to move one wanzer in front of the other making subsequent attacks,with Latona going last with a melee attack. They�fll be much easier to kill ifyou�fve already softened them up with air strikes. If any wanzers jetpack ontothe buildings, fire missiles at them. The copters approaching from the eastcan be annoying if they start backing away to the south, so make sure to keepwhatever target they�fve acquired moving northward so the rest of your team caneasily finish them off. In the back corner is another rocket launcher. Itshould be easy enough to finish off with link attacks.

Mission 23 - Zaftran Border Fortress

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

Pre-Battle Planning:

Pilot Setup -

Wanzer Setup ?

This is one of the few missions where a sensor backpack will come in handy.Since the slow moving british units won�ft be able to catch up to your team,you can use the sensor pack to have them firing missiles well after your unitshave left them behind. If you don�ft care about finishing the level in 13 asopposed to 12 turns, though, just forget it. Latona is the best candidate to

Page 48: Front Mission 4

carry the sensor pack. Don�ft bother with EMP or antilock ? as long as yourteam is aggressive, destructive, and smart, your main wanzers won�ft be takingmany missile hits.

Change armor to fire.

Battle Position:

ElBoZeBeHeLa

Battle:

Start out moving your team north to take out the missile turret and sniper.Use the brits to finish the sniper off and attack the EMP unit. The recon andEMP units will come down in the brits face to attack, which puts them in goodrange for your next strike. Note that the brits will get hit by missiles ?they�fre all big tanks with fire armor, so you can afford to let them get a bitroughed up in place of your own units. Move back down the ramp and east todestroy the pair, while calling down pierce armor on Elsa�fs team and any britsyou can fit in there. The next objective is a pair of EMP/sensor wanzers anda sniper coming down the left ramp. Most likely the sensor will be blocked bythe EMP and sniper, so just focus on destroying the EMP then sniper. Once theEMP is out, have the brits move eastward while getting shots on the sensor ormissile turret. You will get a few missiles launched at your party, butnothing you can�ft repair. While the brits proceed east, move your units northto destroy the turret then east along the platform to face another pair ofEMP/sensor units. Block the east ramp with the brits to prevent the pair fromrunning away from Elsa�fs team, then destroy em ? you can use an airstrike hereif you want. At this point, another pair will be coming down the ramp towardsyour party ? once again destroy those buggers before any missiles are launchedyour way. At this point, the brits won�ft be able to catch up to your partyhightailing it east, so if you have a sensor pack, it will come in handy atthis point. This is the easiest part of the level - just work your way eastthen north, taking out the remaining turrets and enemies. If you have anyairstrikes left, use them on the two wanzers in the northeast corner.

Mission D07 - Durandal Simulation 07

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

Pre-Battle Planning:

Pilot Setup ?

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

El: AP I, AP Ch IV, Resistances, 3 AP+1, AP Ch+2Ze: Sniper Skills III, SS I, Perfect Shot, Blast Shot II, Zoom 3, 8 SS+1He: AP I, AP Ch I, SS II, Resistances, 3 SS+2, 3 AP & Ch+1La: Melee Skills III, SS II, Heavy Strike III, Charge III, Double Strike II,Perfect Strike, Blast Strike II, 3 SS+2

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Bo: Rank 6, Evade +6, Speed+1, Feint IIIBe: SS+4, MS+1, AP 0

Wanzer Setup ?

Set armor to pierce.

Battle Position:

Northwest drop zone.

HeBoBeZeElLa

Battle:

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

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

I�fm not sure what it is that triggers the nearby set of units to start movingand attacking. I think it has to do with how close you are to them, but I�fmnot sure. Provoke them and take them in the two space corridor, firingmissiles on the third rocket launcher until it�fs rendered harmless. Keephealing and replace damaged units with healthy ones for the enemies totarget. This is easier when you�fre fighting in the corridor instead of outin the open. Make an air strike on the southeast group, then provoke thenortheast group. They should both gather together for one big airstrikethat�fll hit 4-5 of them at once and put a quick end to the battle. If ithelps, you can set up salvage links with Beck, although I didn�ft need to.

Mission 24 - Zaftran Terminal

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

Pre-Battle Planning:

Pilot Setup ?

El: Feint IIZe: Chain Plus IIHe: SSII, Feint I

Page 50: Front Mission 4

Bo: Bo: Rank 6, Move Plus II, Feint III, AP I, AP Ch IVBe: Boost II

Wanzer Setup ?

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

Change armor to pierce.

Battle Position:

BeZeElLaHeBo

Battle:

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

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

The British units are in for a rough time. It�fs fairly random whether or notyou�fll lose one or two, due to the enemy sniper unit getting lucky body shotsand the sensor unit calling in missiles while dodging all of the brits shots.You can�ft lose more than two brits, though, or you won�ft unlock Simulator 12.First, focus on the sensor unit ? blast that sucker with missiles, surroundhim, and fire away. You will almost certainly lose a gunner to the sensorinduced missile bombardment, unless you were lucky and killed the sensorimmediately, usually because the missiles took his legs out. After that,focus on killing the repair unit, as it�fll keep repairing the sniper if youtry to kill snipey first. Finally, get your gun on with the sniper and sendhim to wanzer hell. If you lost more than two units, you�fre either unlucky ordidn�ft play very well with the brits.

On with the rest of the mission. Use link attacks to rip into the sensorwanzer. If you have the best accuracy arms, high damage weapons, and superpilot skills, you can almost definitely take him out. Afterwards, take outthe sniper and two MGers using standard link-gang up attacks. Make a leftturn for the remaining three enemies ? take out the sensor again, this timewithout letting him call in missiles against you. Around turn 6 or 7, thenorthmost missileers will start moving south. Use that opportunity to bomball four (missileers and gunners) wanzers near Glaeser, which will make themmuch easier to kill. Once you finish up with the three west units, proceedeast towards Glaeser himself. Try to get into his cannon range and not

Page 51: Front Mission 4

missile (unless you�fre toting an EMP pack), as his missiles can do up to 800damage each with perfect missile. On the other hand, his cannon has pooraccuracy, only does 400 damage, and your agile wanzers can often dodge them.Let the southmost missileers acquire a soft target like Beck who is certain tobe in full health and available to take a few pot shots. Perform the secondair strike on a combination of the gunners, missileers, and Glaeser himself.Prioritize the air strike on the gunners, though, who will take the mostdamage. Gang up on Glaeser like you�fve never ganged up on a gigantic foursquare occupying monster wanzer before. With Latona performing a 2.0X MeleeSkills III skill (such as Charge III), she can often do just shy of 2,000damage, which will easily dig Glaeser an early grave if you let her pound onhim with 4 separate link attacks.

With the big guy dead, take out the gunners if they�fre still alive, then theremaining missileers. Don�ft let the north missileers start backing up northaway from your units ? keep the poor target in place so your other wanzers cankick the crap out of them (unless it�fs Latona, who has plenty of movementrange to beat on them.)

Mission U11 - UCS Simulator 11

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

Pre-Battle Planning:

Pilot Setup ?

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

Wanzer Setup ?

Here in the final round of Darril team upgrades, you�fre given bountifulamounts of power, accuracy, mobility, and even a +10 evasion body. You shouldhave the Vyvoz IV Rog and Zenith RV wanzer parts, capable of making superwanzers out of any one you choose (even allowing Chaeffer to dual weild MGs).You should also have a large amount of cash on hand to spend, which should gotowards wanzer upgrades, then some good pilot skills and AP upgrades. Theremaining Darril missions are mostly pushovers, so there�fre not many worriespast this point. It�fs butt kicking all the way home for Darril. Can�ft saythe same for the Durandal, though!

Da:Body: Zora B2R.Arm: Zenith RVL.Arm: Blackstone Shotgun

Re:Body: Zora B2L.Arm: U-Recson/Glowtusk Rifle

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R.Arm: Frost CLegs: Zora B2BP: (optional) 12 item pack loaded with goodies

Ch:Body: Zenith RVL.Arm: Type 150/Grave S-IIR.Arm: Husky S/24s GrayeyeLegs: Zora B2BP: RP2G Repair

Lu:Body: Zora B2L.Arm: U-Recson/Grave S-IIR.Arm Weapon: Girino 2Legs: Zora B2

In:Body: Zora B2Legs: Zenith RV(optional): R.Arm: Blizzaia L2/Ogon F Rod or TB-111W w/ U-Recson/Ogon F RodBP: (optional) TB-111W w/ ammo and stuff

Th:L.Arm: U-RecsonLegs: Zora B2BP: 111W (put some ammo in here)

Change armor to impact.

Link Setup ?

You may choose to change Darril�fs attack support to the Blackstone, as it doessimply amazing damage, works great in links, has an actual range, and heshould have tons of AP to support it.

Battle Position:

LuDaIn ThReCh

Battle:

The Zhuks are running amok in the Megafloat Base, and only Darril�fs motleyband can stop them! Here�fs a level where you get to show off your mega linkattacks by pounding Zhuks into putty. If Darril is still swinging his clubaround in attack links, he can easily surpass the 2,000 damage mark with a2.0x Melee Skills III swing. Charge forward and crush the two Zhuks up frontwhile tossing grenades at the three enemy units+two Zhuks in the back. By thetime you clean up the two Zhuks, the enemy wanzers will be near dead and easyto bowl through. Crack open the two north Zhuks and the east Zhuk, then headwest up the ramp to face the remaining Zhuk. Zhukin�f nuts!

Mission 25 - Caracas Highway

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

Page 53: Front Mission 4

Pre-Battle Planning:

Pilot Setup ?

Re: AP I, AP Ch ILu: AP III, AP Ch IIIIn: Sniper Skills III, SS III, Weapon VII, Perfect Shot, Blast Shot II, ChainPlus II, Accuracy II, BZ+2, 3 SS+4

Wanzer Setup ?

Change armor to fire.

Bring some remove all items.

Battle Position:

Da ThReCh Lu In

GR GRRFSGRF

Battle:

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

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

Mission 26 - Central Caracas

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

Pre-Battle Planning:

Pilot Setup ?

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

Wanzer Setup ?

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

Battle Position:

In Da Lu Re Ch Th

GRGRSGSGML

Battle:

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

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

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

Mission D08 - Durandal Simulation 08

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

Pre-Battle Planning:

Pilot Setup ?

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

Wanzer Setup ?

Here we are at the final round of Durandal wanzer upgrades. You�fre onceagainst presented with some fairly powerful wanzers that you can just barelysqueak in some high evasion and accuracy into. It�fs been a long road here andthe going is about to get even tougher with Durandal Simulator 13 and 14 justaround the corner. You should have about 10,000 gold to do most of this

Page 55: Front Mission 4

setup, then play through D08 and D12 for the rest of the cash needed. Save atleast 7,500 for D13 though.

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

Ze:Body: Blizzaia LR.Shoulder: BlackpantherLegs: Tatou 2BP: TB-160

He:Weapons: FV-24BBackpack: RP2H Healing BackpackLegs: Grille 6 Horn

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

Bo:Body: Blizzaia LArms: Grille 6/FV-24BBP: TB-110X

Be:Body: Frost MLegs: Zhelanie II

Set armor to impact.

Battle Position:

Be ElHeLaBoZe

Battle:

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

Mission D12 - Durandal Simulation 12

Difficulty: ****Tactics: Turn 08Average Funds: 9000 funds

Page 56: Front Mission 4

Average EP Gain: +14 avg.Special Condition: Complete the mission in 15 or less turns. UnlocksSimulator D13.

Pre-Battle Planning:

Battle Position:

BeHeZeBoLaEl

Battle:

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

Mission D13 - Durandal Simulation 13

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

Pre-Battle Planning:

Believe it or not, the entire Durandal campaign has been a build up for thisdifficult level. This level requires more preparation, planning, and perfectexecution than any other level in the game. This is especially true if youhave only played the simulator missions once each and want to finish the mapin 15 or less days! If you want to hit the simulators more than once to getmore gold and EP, you can do so, but be aware that it�fs fully possible evenwhen only playing the simulators once each.

Basically, you have to eliminate all enemies in 15 or less turns, and no enemycan reach beyond the bottom ramp. The enemies have the latest weapons,wanzers, and several elite skills. You have to split your party into twoseparate autonomous teams that must battle 11 enemies each, so you�fre alreadyoutnumbered almost 4 to 1. There are several recon units with 5 square sensorrange that can easily ruin your level attempt with missile showers. Inaddition, many of the enemies are carrying jetpacks that allow them to flyover your units in a mad dash for the bottom floor ? and they will do soruthlessly. Beck�fs radio backpack won�ft work, either, due to the compoundbeing indoors. All of your pilots must be prepared with strong links, skills,equipment, and AP levels. You need to play extremely well and even get a bitlucky if you want to complete the level in time. If you screw up, you�fll fallhard.

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Pilot Setup ?

Be: Link I, 4 LP+1

I recommend having Anti-Skill on Latona.

Wanzer Setup ?

The keys to completing the map successfully are link attacks and EMPbackpacks. The EMP antilock is essential in warding off enemy missiles, andthe EMP itself is essential for cutting off enemy movement towards the bottomramp. The EMP pack has a 70% chance to disable melee wanzer movement, and a100% chance to disable all other wanzer types movement. You also have a 100%chance of systems down on most of the weaker non-Jetpack wanzers, and 70% onmost others. Latona gets the east team EMP, since she has a huge amount ofpower to spare, and Beck gets the west team EMP, since his radio backpackdoesn�ft work in this level anyway.

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

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

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

He:L.Arm Weapon: Artduex MG

Bring MG and BZ ammo, and some healing items.

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

Link Setup ?

Elsa�fs team is faced with tougher enemy opposition ? several powerful unitsare lined up to be fought, including a trio of jetpack enabled Rock Jackbazooka wanzers that can easily overwhelm them if they aren�ft destroying enemyunits fast enough. The trio should be primed for total slaughter, with allthree units delivering 2.0x level link attacks constantly.

Zead�fs team is weaker in terms of attack power, with Beck being a fairly weakparty member who�fs only useful for triggering Zead and Bosch and holding theEMP pack. They won�ft face a heavy concentration of enemies, but they do haveto deal with the same number of enemies as Elsa�fs team. They�fre responsiblefor reaching the top level and destroying the two missile launchers, who startmoving west later in the level. These guys don�ft have a repair backpack, soyou have to make sure to keep them healthy!

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

Set Latona�fs defensive link to Backpack.

Battle Position:

Page 58: Front Mission 4

East drop zone:

ElLa He

West drop zone:

ZeBeBo

Battle:

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

Elsa�fs team should focus on strong offense. Try to kill 1.5 wanzers per turnat least and use your links effectively. The middle area with two ramps willbe the main battleground. Taking enemies out as they come down the ramp isimportant. You can get decent firing angles supporting Latona at the rampentrances, which is good. The second enemy recon will consistently try to runaround to an open side of the ramp if you block one side, so by switchingsides you can keep him up there until you�fre ready to face him. Don�ft use EMPattacks unless an enemy breaks through and tries to make a run for it, as youwant to focus on offense. Hermes should be offensive and not healing everyturn ? he needs to trigger more attacks by Elsa and Latona, and he can do somenice damage himself. Once Elsa runs out of MG ammo, reload her! She can�ft dosupport attacks otherwise. If you�fre playing well, you�fll have all unitsdestroyed by the time the Rock Jack bros. and a shotgunner show up. It�fs bestto fight them at the bottom of the two ramps, as they�fll be more spread outand unable to hit you reliably. You will definitely need to EMP at least oneor two of their movements, as they can easily jetpack past your team and causetrouble. If you�fre feeling lucky or just beat up, you can try to EMP themwith 70% chance of systems down. They will often jetpack from the upper levelright into the group and fire a bazooka shot, which makes it easier to killthem since you can counterattack and they�fre next to Latona. Use those linksand kick some butt ? you�fll need to do as much ass kicking as you can!

Zead�fs team faces technically lighter opposition, but must reach the very topto destroy the two missileers. It�fs going to be a long haul! Since they�frenot powerhouses like Elsa�fs team and they have no healer, Zead�fs team must usetheir smarts to avoid damage and use their AP wisely for support attacks. Thebig enemies are the recon units, which can be tough to hit and kill. KeepZead and Bosch always within missile cover when a sensor wanzer shows up.Bosch and Zead should have decent evasion, but Beck has none, so make sure notto let him get picked on, as he�fll probably get smacked by a few missiles.Beck doesn�ft really need to use the EMP pack to disable enemies. Use himinstead to trigger more linked attacks by Zead and Bosch, who are the onlyones who can do any decent damage. This side can get really unlucky, if thesensor wanzer decides to dodge all their shots, or if the sniper startsbreaking parts. Once you finally reach the missileers, show them no mercy andmow em down. They won�ft last long!

If you�fve completed the mission in 15 or less days, some congratulations arein order, especially if you�fve only played the sim missions once and aren�ft ona New Game+. You have a choice of three great items, and I usually choose theRadio backpack. You�fve passed the most difficult mission in the game, but the

Page 59: Front Mission 4

Durandal still has one more wild urban mission ahead of them!

Mission 27 - Paris Suburbs

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

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

Pilot Setup ?

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

Wanzer Setup ?

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

Link Setup ?

Be: Attack 2 with Ze and La

Battle Position:

ElZeBoHeLaBe

Battle:

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

Mission D14 - Durandal Simulation 14

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

Pre-Battle Planning:

Pilot Setup ?

Page 60: Front Mission 4

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

Wanzer Setup ?

Set armor to pierce.

Bring MG/BZ/RF ammo reloads.

Battle Position:

Northwest drop zone:

ElBoLa Ze

Northeast drop zone:

HeBe

Battle:

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

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

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

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

Head east with Elsa�fs team to meet up with Beck and Hermes. Beck and Hermeswill get attacked by the two wanzers and copter ? just keep running em. OnceElsa�fs team arrives, don�ft run them back really far, just about mid way, sothat the enemy copters are in easy attack range of Elsa, Bosch, and Zead. Thefour enemy units should be positioned around the road opening. Anyway, strikeat them hard and fast, taking out the copters first then the wanzers. The

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copters will go down very easily and it�fs much easier to take them out nowthan it is to let them fly around all over firing shots and making you chasethem. Drop some fire armor on your entire party at about this time.

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

After wiping out most of the enemy forces, all that remains should be amissileer or so. Take them out and bask in victory! You�fll be able to pickup a Vyvoz IV Rog wanzer set, one of the best sets in the game. It�fs almostidentical to the Grille 6 Horn set, with the arms/body being 6 weight lighterand the legs having a bit different stats. I�fve never unlocked a simulator 15past this, but if you find it (perhaps completing it in 10 days or less?), letme know!

Mission 28 - Paris Assembly

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

Pre-Battle Planning:

Pilot Setup ?

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

Wanzer Setup ?

Set armor to fire.

Battle Position:

LaBoZeHeElBe

Battle:

This battle can get intense at points, but it�fs relatively short if your unitsare killing machines that rocked D13 and D14. Immediately run up and kill thesensor wanzer, or it�fll bring up a bunch of nasty missiles from the Snivets.The tree lining here makes accuracy difficult for both you and your enemies.

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If you�fre being targeted by snipers, hide behind the tree line, and they won�ftchange their position to hit you despite having 30% accuracy or so. You canhit an enemy aiming directly from the other side of the trees, but any otherangles will be a hindrance. Still, it�fs worth it if you can keep triggeringLatona�fs attacks and have no other options. Make the first air strike count,hitting a good section of the enemies along the road. Drop some pierce armoras well. Wagner is no tougher than the Type XX wanzers you faced earlier, sohe should go down very quickly. For some reason he was more intent on usinghis weak ass claw than his gun, but anyway, he should be toast almostinstantly. Prioritize your attacks on the second sensor that comes down theroad.

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

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

Mission U07 - UCS Simulation 07

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

Pre-Battle Planning:

Pilot Setup ?

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

Re, In, Lu, Ch ? Evade I

Wanzer Setup ?

Ch, In, Th ? Fire ArmorDa, Re, Lu ? Pierce Armor

Link Setup -

Battle Position:

ChInDaThReLu

Battle:

Use Ines and Thammond to drop tons of grenades on the enemies, while usingChaeffer to block off the street access and heal whoever is getting hit bymissiles. Send the other three units east to handle the snipers and bazookaunits. Once all but the missileers are left, use Chaeffer and Thammond totake them out while sending Ines northeast to help Darrils team if needed.

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The bazookas will run north, but will about face and start heading back downthe same road south, so just stay on the main road going east towards theirposition. Catch up with them and blast em to hell. Since they�fre hoverwanzers they will eat your bullets like candy.

Mission U12 - UCS Simulation 12

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

Pre-Battle Planning:

Pilot Setup ?

Wanzer Setup -

Change all wanzer armor to fire.

Link Setup -

Battle Position:

InReLuThChDa

Battle:

The challenge in this mission is racing through the terrain like lightningwhile flinging maximum rockets. If you don�ft have both Minotaur arms readywith level 3 rocket proficiency, you�fll find it far more difficult toeliminate every enemy in the 10 or less turns time limit. There are sensorwanzers everywhere and there�fs no way to avoid running into them and gettingblasted by missiles. You can�ft take your time, just have to move at near topspeed and repair with Chaeffer as you go.

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

Mission U13 - UCS Simulation 13

Difficulty: ****Tactics: Turn 10Average Funds: 10500 fundsAverage EP Gain: +07 avg.Special Condition: Complete the mission in 10 or less turns. You must have

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unlocked U08-12 early by completing the early unlock challenges. UnlocksSimulator U14.

Pre-Battle Planning:

Battle Position:

Battle:

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

With those enemies out of the way, start up the ramp, taking out the two unitsin front of you and proceeding all the way to the top. It�fs possible to firegrenades that hit all four enemies at the very top from the northeast cornerabove the ramp to the third level. Once again, don�ft worry about destroyingthe allied turrets as long as the center one is still alive. The fasterthey�fre blown up, the sooner the enemies will come after you and not hangaround trying to hit the turrets, anyway. Just bowl through em with morerockets and link attacks.

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

Mission U14 - UCS Simulation 14

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

Pre-Battle Planning:

Wanzer Setup ?

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

Bring RK ammo.

Battle Position:

West drop zone ?

InLuCh

East drop zone ?

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DaThRe

Battle:

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

The easy way to finish the level is to take it steady, meet in the centerroad, and march north. The hard way is to make a mad dash for the Zhuks astwo separate teams and converge on the center Zhuk. Since the hard way isfaster, that�fs what I�fll be going with.

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

On the first turn, drop rockets on the four center enemies as you proceednorth (two recons and two EMPs). The enemy EMP units are a huge pain in theass on this level, so keep an eye out for them. The recons are relativelyharmless, though. On the second turn, drop rockets on the west Zhuk, and keepmoving the east team north. Enemies will be coming in from behind againstInes�fs team which will give them a hassle. Have Luis block the rear whileChaeffer heals and Ines carpet bombs the enemies to break out and face theZhuk. A bunch of enemies from the east Zhuk will also come running towardsInes�fs team.

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

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

Mission 29 - Cumana Terminal

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

Pre-Battle Planning:

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Pilot Setup -

Wanzer Setup -

Link Setup -

Battle Position:

Battle:

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

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

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

End of the Road

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