FRONT MISSION 2089-II GAMEPLAY GUIDE VERSION 1.00 By Angelo Pineda(rpger77@yahoo.ca) VERSION HISTORY --------------- 17-3-2011 - Gameplay Guide done. Will update material and do grammar fixes when they're found. TABLE OF CONTENTS ----------------- ------------------------------------------------------------------------------ Sections Search Codes ------------------------------------------------------------------------------ 1. INTRODUCTION [INTR] ------------------------------------------------------------------------------ 2. BASICS [BASE] ------------------------------------------------------------------------------ Game Flow [GAME] Mission Play [MISS] Intermissions [INMS] Frequently Asked Questions(FAQ) [TFAQ] ------------------------------------------------------------------------------ 3. BATTLE SYSTEM [BATT] ------------------------------------------------------------------------------ Battle Phases [PHAS] Wanzer Combat [WCOM] Wanzer Actions [WACT] Terrain Effects [TERR] Unit Positioning [UPOS] Attack Elements [ATEL] Job Types [JTYP] Weapon Types [WTYP] Frequently Asked Questions(FAQ) [BFAQ] ------------------------------------------------------------------------------ 4. WANZER SETUP [WSET] ------------------------------------------------------------------------------ Wanzer Design [WDES] Wanzer Parameters [WPAR] Wanzer Types [WANT] Frequently Asked Questions(FAQ) [WFAQ] ------------------------------------------------------------------------------ 5. MISSIONS [MISS] ------------------------------------------------------------------------------ 6. SURVIVAL SIMULATOR [SSIM] ------------------------------------------------------------------------------ 7. WANZER EQUIPMENT [WEQP] ------------------------------------------------------------------------------ Wanzers and Mobile Weapons [WAMO] Computers and Backpacks [COBA] Weapons [WEAP] Items [ITEM] ------------------------------------------------------------------------------ 8. CREDITS [CRED] ------------------------------------------------------------------------------ To quickly find the section you want, press Ctrl + F at the same time to access the Find options. If you want to access something, type in the word in [] and the [] themselves. If you want to find the Credits, type in [CRED]. AUTHOR'S NOTE ------------- Even though I doubt anyone will have a chance to play Front Mission 2089-II anymore, I figured I might as well do some documentation of this. To those who want to know more about this largely unknown Front Mission or are unfamiliar with Front Mission in general, this guide will get you up to speed! Any Front Mission is not easy to get into and they tend to be confusing for newcomers. Thus, I decided to make this guide to explain the fundamentals of how Front Mission works and for documenting game information. Enjoy! Sites allowed to post this guide: http://www.gamefaqs.com http://www.gamespot.com http://www.neoseeker.com http://www.supercheats.com http://www.1up.com I will consider allowing other sites to post this guide if I get an email on the address shown above. I'm usually open to allowing other sites to post my guides provided that I am credited for my work. I assume anyone reading this is aware of the guide's purpose so I don't think I need to explain that. Also, don't try and pass this work of as your own. I've created this guide in a certain way that allows me to identify if someone has plagiarized from my guide. Respect those who spend a great deal of time making guides to help out other people. We don't do it just because guide writing is fun, you know! ------------------------------------------------------------------------------ 1. INTRODUCTION [INTR] ------------------------------------------------------------------------------ This is a gameplay guide to Front Mission 2089-II, released in Japan for the mobile phones. The guide will document the foundation and game mechanics that are found inside the game. This will also document material pertaining to the missions and such, but not entirely. This guide is written for those who have never played Front Mission or this one in particular if you have already played other Front Mission titles before. ------------------------------------------------------------------------------ 2. BASICS [BASE] ------------------------------------------------------------------------------ This section will detail how Front Mission 2089-II works as a whole. If you are more interested in learning specific mechanics about the game, please check the other sections. ------------------------------------------------------------------------------ GAME FLOW [GAME] ------------------------------------------------------------------------------ Front Mission 2089-II progresses like any typical game: the player goes through a set amount of missions before beating the game. In-between each mission, the player can manage their characters to prepare for the next mission. Cutscenes occur at certain periods of time...before, during, or after a mission. These are plot-related events that reveal more about the topics covered in the game and the characters themselves. The player spends time at a base when they are not in a mission. When missions are accessible, the player automatically travels to various locations on a world map. It is important to note that when New Game is selected, the introductory mission will play out automatically. This is how the game flows and progresses. To recap game flow: 1. Play and complete missions. 2. Intermission: prepare and setup units at the base. 3. Progress plot by watching scenes before, during, or after missions. 4. Repeat until the player beats the game. ------------------------------------------------------------------------------ MISSION PLAY [MISS] ------------------------------------------------------------------------------ Missions in Front Mission 2089-II work similar to other strategy RPG offerings. Prior to most missions, the player can see a basic briefing of the enemy forces and the main threat or objective for the mission. The player can make adjustments to their units accordingly before commencing the mission. Once in a mission, the winning conditions must be met in order to complete the mission. At the completion of any mission, the player is rewarded with monetary funds from military commission (if possible) and the amount of enemies destroyed. This is subtracted from the repair costs, which are incurred for every unit destroyed in battle. Each mission has a limit to how many units can be deployed for the mission, though the main lead, Tornado, is a mandatory participant in every mission. On several occasions, non-playable characters (NPC) fight in missions, but the AI controls all of their actions. As far as mission variety is concerned, most missions are involved with the destruction of all enemy units. Some missions have different conditions, such as protecting a particular unit, gathering information at a designated location, or destroying enemy units within the given time limit. The player will receive a reward upon completing the mission. This covers the flow behind mission play in a nutshell. ------------------------------------------------------------------------------ INTERMISSIONS [INMS] ------------------------------------------------------------------------------ Intermissions are sections of the game in which the player is currently not participating in a mission. During an intermission, the player has access to a few options. Normally after a mission ends, the player will be sent back to a military base or supply camp. At any military base or supply camp, the player can access the following options: Hangar Survival Simulator Save Record Configuration Mission The Hangar is where the player can buy or sell parts and items for mission play. This is the place to go for upgrading wanzers any time during the game. Save Record is where the player can save or load game progress at any given time. Configuration is where the player can access and alter game settings. Unlike in Front Mission 2089, plot progression and mission briefings do not take place at a briefing room; they now occur whenever the Mission option is selected. When Mission is selected, a list of missions will be displayed. Choosing one will bring up the mission's briefing and once it's over, the mission itself will play out. In order to access additional missions, they must be downloaded from the Square Enix Mobile service. As the player can downloads more missions, the level cap of the pilots will increase. Lastly, for players who are looking for something to do before missions, they can try out the Survival Simulator. This feature must be downloaded from Square Enix Mobile and is available only for mobile phones with the i-mode program. Alternatively, players can access Survival Simulator by downloading the "Front Mission 2089-II mega" application. Check out the Survival Simulator section for more details on this game mode. ------------------------------------------------------------------------------ FREQUENTLY ASKED QUESTIONS(FAQ) [TFAQ] ------------------------------------------------------------------------------ Q: I need help on a mission! I saw the briefing prior to the mission and made preparations, but there are things the mission didn't go through! What gives? A: The briefings are only designed to give the player a general idea of what to expect in an upcoming mission. The missions themselves tend to have extra factors to take note of that the briefings never detail. If you feel that you aren't properly prepared for the mission, you can always make adjustments at the Hangar. ------------------------------------------------------------------------------ 3. BATTLE SYSTEM [BATT] ------------------------------------------------------------------------------ This section details the fundamental mechanics of Front Mission 2089-II's battle system. If you are looking for information on how the battles work, you are in the right section. Reading information on Wanzer Setup is also recommended as information here goes hand-in-hand with the following section. ------------------------------------------------------------------------------ BATTLE PHASES [PHAS] ------------------------------------------------------------------------------ The battle system of Front Mission 2089-II is turn-based and takes place on grid maps for movement and actions. In short, it is the same format as seen in previous Front Mission titles. The concept of Phases has returned: the player's units go first and when they have finished acting, the AI-controlled units act next. These Phases are appropriately titled as Player and Enemy Phases. A full turn, therefore, is the combination of one Player and Enemy Phase. While the player-controlled units act only in Player Phases, they can counter enemy attacks during Enemy Phases when the opportunity is possible. If the player does not need to act, they can force a Player Phase to end. Thus, the general flow of a mission is as follows: 1. Player Phase. 2. Enemy Phase. 3. Repeat until the player wins or loses. ------------------------------------------------------------------------------ WANZER COMBAT [WCOM] ------------------------------------------------------------------------------ As the main fighting unit in any Front Mission, wanzers are unique in several ways. Wanzers are compromised of four specific parts that have their own special purposes and durability parameters, known as Health Points (HP). The Legs control the wanzer's ability to move around the battlefield. The Arms allow the wanzer to attack using hand and shoulder-equipped weapons. Finally, the Body keeps the wanzer unit operating on the battlefield. Attacks damage parts on a random basis and do not focus on any specific part. Destruction of any part severely cripples a wanzer's effectiveness in battle. Without the Legs, the wanzer's movement is cut in half and thus it becomes an easy target for the enemies. Destruction of an Arm is self-explanatory; weapons equipped on it cannot be used. Lastly, destruction of the Body is the only way to eliminate a wanzer completely. Needless to say, the fastest way to destroy a wanzer is by destroying their Body parts. Most of the time, this isn't possible without taking out the Arms or Legs first. This may sound confusing at first, but the wanzer mechanics are quite easy to get into. Basically, as long as a wanzer's Body is functional, it has uses in a mission. Even if a wanzer has nothing left except a Body, it can provide assistance to the other units in some way outside of attacking. Destroyed parts can be restored with a supply truck or a repair backpack (more on these later) so no wanzer is truly "dead weight" until they are destroyed for good. ------------------------------------------------------------------------------ WANZER ACTIONS [WACT] ------------------------------------------------------------------------------ Wanzer mechanics aside, wanzers can do a variety of actions in mission play. The most basic actions are moving, attacking, and using items. Movement and attacks are self-explanatory, but attacks become unavailable if there is no enemy within weapon range or both Arms and the Legs are destroyed. Using items is more of a support action as opposed to an offensive one. The basic purpose of items is being able to repair damaged parts, although they cannot restore any that have been destroyed. There are also special items that affect the performance of player or enemy units. Their data is detailed in the following section: Support Item Guide: ------------------------------------------------------------------------------ Name Range Effect ------------------------------------------------------------------------------ Mine 0 Places a mine in the current location. Flash Grenade 1-4 Stuns target. Smoke Grenade 1-4 Lowers target's accuracy. Chaff Grenade 1-4 Protects against long-range attacks. Acid Bomb 1-4 Lowers target's defense. Mines damage units that end their movement on its current location. This affects both ally and enemy units. Flash Grenades cause Stun status, which means that the unit is defenseless and all attacks have 100% accuracy rates against them. Smoke Grenades lower the unit's weapon accuracy by 50% for all weapons in the Striker and Assault Job classes. Chaff Grenades decrease any attacking unit's accuracy by 75% for weapons in the Gunner and Launcher Job classes. Acid Bombs decrease the unit's Defense by a certain amount for the entire mission. All three grenade items have a 50% chance of recovery each turn. Lastly, there are repair items that can be used to heal damaged parts. In regards to special actions, the player can interact with supply trucks in the game. Interacting with the supply truck requires a wanzer to stand one square adjacent to it. With the supply truck, the player can refill weapons out of ammunition or restore destroyed parts to operational status. If a wanzer does not move away from a supply truck, all parts can also be repaired by certain percentage per turn. The amount repaired depends on how much HP a part has remaining; less HP yields a higher percentage. In addition to supply trucks, the player will eventually have access to the Riff repair backpack. This part has the same restoration and ammo reload features of the supply truck. The backpack also comes with a basic repair feature, which restores 50% of a wanzer's part HP. The drawback is that the unit with the Riff cannot heal itself with its repair features. On a final note, the player can check the status of each unit on the bottom of the screen. Unit Status Screen interface: ------------------------------------------------------------------------------ | Pilot in Vehicle EX [********************] LV xx HP xxx | | FT xxx ST xxx LG xxx AG xxx GE xx% [**********] | ------------------------------------------------------------------------------ Pilot - the name of the selected pilot. Vehicle - the name of the selected unit's machine. EX - the experience gauge of the selected unit's pilot. LV - the overall level of the selected unit's pilot. HP - the current HP values of the selected unit's machine. FT - the selected unit's pilot potency in the Fight parameter. ST - the selected unit's pilot potency in the Short parameter. LG - the selected unit's pilot potency in the Long parameter. AG - the selected unit's pilot potency in the Agility parameter. GE - the Geo Effect rating of the square the selected unit's machine is at. ------------------------------------------------------------------------------ TERRAIN EFFECTS [TERR] ------------------------------------------------------------------------------ Front Mission 2089-II retains a terrain feature from Front Mission 1st and Front Mission 2 - the Geo Effect. Each square on a map has a geographical rating that influences a wanzer's ability to fight. Geo Effect affects two parameters in regards to wanzer combat: the unit's movement and weapon accuracy. A weapon's accuracy is deducted directly from the Geo Effect rating of the square the target is occupying. For example, a unit on forest terrain tends to have a Geo Effect rating of 20% or higher. Thus, any weapon targeted at this unit will receive a 20% accuracy reduction. On an urban terrain, ratings are generally around 5% so any units on this terrain are easy to hit. The player can equip four unique Leg types for their wanzers: Normal, Hover, Treads, and Tires. All Leg types require a certain amount of Move points to traverse one square on a map. Referring to the forest terrain example, Tires Leg types expend 3 Move to traverse a square whereas Normal Leg types expend 4 Move for every square on this terrain. Elevation also plays a role in what terrain each Leg type can move on. For example, while Tires Leg types may seem great on flat surfaces, they can ascend or descend one elevation level at a time. Normal Leg types can ascend or descend two elevation levels at any given time. Keep this in mind as there will be times that Normal Leg types are needed to pass through a map's terrain. ------------------------------------------------------------------------------ UNIT POSITIONING [UPOS] ------------------------------------------------------------------------------ Taking a page from Front Mission 2 and Front Mission 4, unit positioning is a key component of Front Mission 2089-II's battles. In addition to Geo Effect, the positioning of a unit can affect its ability to hit its targets and evade enemy fire. Three unique conditions can occur from unit positioning: All Hit, Avoid, and Back Attack. All Hit refers to times that a unit's entire attack will hit its intended target. This usually occurs when a unit flanks its target from their sides. Avoid refers to times that an intended target can evade an entire attack from an enemy unit. This usually occurs when the enemy unit attacks its target head-on. Back Attack refers to times that a unit can attack its target before they can react. This can increase the accuracy of the attack if the unit engages its target from behind them. Please note that these conditions are chance-based and do not have a 100% rate of occurrence. However, by understanding how unit positioning works, these conditions can be manipulated to occur more frequently. ------------------------------------------------------------------------------ ATTACK ELEMENTS [ATEL] ------------------------------------------------------------------------------ A feature first seen in Front Mission 2 and in later Front Mission entries, attack elements are attributes that dictate the type of damage a weapon can do. All weapons fall under one of the three attack elements. Attack Element Guide: ------------------------------------------------------------------------------ Element Effect Color ------------------------------------------------------------------------------ Piercing Penetrates through the target's armor. Blue Impact Applies tremendous pressure at target's armor. Yellow Fire Burns through the target's armor. Red This basically means that all weapons will have different effects when used against particular enemies. Specifically, weapon damage is affected by an enemy's armor coating. Resistance to one of the elements decreases damage by 25%, but this will be cut in half towards weapons made up of two attack elements. Armor coating applies to all parts of a machine, including wanzers. The player can freely change the armor coating applied to their units at the Hangar. However, only one type of armor coating can be added to the unit. ------------------------------------------------------------------------------ JOB TYPES [JTYP] ------------------------------------------------------------------------------ A standard mechanic found in every strategy RPG, Front Mission 2089-II makes use a Job class system. Borrowing from Front Mission 5: Scars of the War, Front Mission 2089-II has five unique Job classes - Striker, Assault, Gunner, Launcher, and Mechanic. Striker is a class that specializes in the Fight parameter and in melee weaponry such as rods and a wanzer's bare arms. Assault is a class that specializes in the Short parameter and in close range weaponry such as machine guns, vulcans, shotguns, and flamethrowers. Gunner is a class that specializes in the Long parameter and in hand-mounted, long range weaponry such as rifles, bazookas, and grenade launchers. Launcher is a class that also specializes in the Long parameter, but utilizes shoulder-mounted weaponry like missile and rocket launchers. Lastly, Mechanic is a class that specializes in the Agility parameter and evasive maneuvers. In mission play, the player units gain experience towards any of the four parameters mentioned above. Using weapons designated for Striker, Assault, Gunner, and Launcher Job classes will result in experience in a particular parameter. To gain experience in the Agility parameter, a player unit has to be attacked by an enemy unit. Experience gained is directed towards one of the parameters depending on the action used. For example, if Tornado attacks an enemy with an Assault weapon and EXP + 100 shows on the battle screen, 100 EXP is then added to the Short parameter. EXP amount fluctuates based on enemy composition; stronger enemies yield large EXP gains. Extra EXP is gained by destroying enemy parts, especially if the Body is destroyed. At certain point values for each parameter, a pilot can learn Battle Skills. Basically, they are pilot abilities that increase the potency of weapons used in battle at random. Unlike in Front Mission 2089, Battle Skills have been reworked to function similarly to ones found in Front Mission 4. There are now over 60 skills to use and unlike in Front Mission 2089, boosting the Agility parameter will yield Battle Skills. To learn a skill, a pilot must meet a certain point value requirement for one of the four parameters. Once this is met, they can use them in battle by spending Skill Points (SP). SP can be earned by completing missions. Pilots can equip up to a maximum of five skills, and unlike in Front Mission 2089, these skills can be removed at any given time. Since it borrows heavily from Front Mission 5: Scars of the War, Front Mission 2089-II's Job system also has pilot specialties. Simply said, each pilot has their own unique specialty; they specialize in one of the five Job classes, certain weapon types, and certain Battle Skills. Players are free to train their pilots in any way whatsoever, but specializing yields better pilots and better results. Additionally, there are limits to the proficiency levels that pilots can reach if they train outside of their specialty. For example, Mist is a Striker specialist that can double as a Mechanic. She is able to reach the maximum proficiency levels for the Fight and Agility parameters. However, when using her as an Assault pilot, Mist can only achieve a proficiency level of 30 at best. Job Level Guide: ------------------------------------------------------------------------------ Level Total EXP ------------------------------------------------------------------------------ 1 0 2 200 3 300 4 400 5 500 6 600 7 700 8 800 9 900 10 1000 11 1100 12 1200 13 1300 14 1400 15 1500 16 1600 17 1700 18 1800 19 1900 20 2000 21 2100 22 2200 23 2300 24 2400 25 2500 26 2600 27 2700 28 2800 29 2900 30 3000 31 3100 32 3200 33 3300 34 3400 35 3500 36 3600 37 3700 38 3800 39 3900 40 4000 41 4100 42 4200 43 4300 44 4400 45 4500 46 4600 47 4700 48 4800 49 4900 50 5000 ------------------------------------------------------------------------------ 51 5100 52 5200 53 5300 54 5400 55 5500 56 5600 57 5700 58 5800 59 5900 60 6000 61 6100 62 6200 63 6300 64 6400 65 6500 66 6600 67 6700 68 6800 69 6900 70 7000 71 7100 72 7200 73 7300 74 7400 75 7500 76 7600 77 7700 78 7800 79 7900 80 8000 81 8100 82 8200 83 8300 84 8400 85 8500 86 8600 87 8700 88 8800 89 8900 90 9000 91 9100 92 9200 93 9300 94 9400 95 9500 96 9600 97 9700 98 9800 99 9900 Pilot Specialty Guide: ------------------------------------------------------------------------------ Name Specialty Fight Short Long Agility ------------------------------------------------------------------------------ Tornado Assault 5000 9990 5000 8010 Sana Assault 5000 9990 5000 8010 Mist Striker 9990 3010 5010 9990 Jose Gunner 4000 7000 9990 7010 Napalm Launcher 7000 5000 9990 6010 Hinata Assault 5000 9990 5000 8010 Pilot Skill EXP Requirements Guide: ------------------------------------------------------------------------------ Skill Name Fight Short Long Agility ------------------------------------------------------------------------------ (Tornado, Sana, and Hinata) Hellfire I 500 Sure Shot I 700 Speed I 900 Boost I 1100 Switch I 1300 Duel II 1800 Hellfire II 2000 Sure Shot II 2200 Speed II 2400 Boost II 2600 Switch II 2800 Duel III 3300 Hellfire III 3500 Sure Shot III 3700 Speed III 3900 Boost III 4200 Switch III 4500 Guard I 300 Defense I 1000 Guard II 1800 Defense II 2500 Guard III 3300 Defense III 4000 ------------------------------------------------------------------------------ (Mist) Counter I 500 Strike I 700 First I 900 Charge I 1100 Stun I 1300 Counter II 1800 Strike II 2000 First II 2200 Charge II 2400 Double II 2600 Stun II 2800 Counter III 3300 Strike III 3500 First III 3700 Charge III 3900 Double III 4200 Stun III 4500 Guard I 300 Feint I 1000 Guard II 1800 Feint II 2500 Guard III 3300 Feint III 4000 ------------------------------------------------------------------------------ (Jose) Zoom I 800 Quick Draw I 1300 Snipe II 1800 Zoom II 2400 Quick Draw II 2800 Snipe III 3300 Zoom III 3900 Quick Draw III 4500 Guard I 300 Block I 1000 Guard II 1800 Block II 2500 Block III 4000 ------------------------------------------------------------------------------ (Napalm) Burst I 800 Lock-on I 1300 Guide II 1800 Burst II 2400 Lock-on II 2800 Guide III 3300 Burst III 3900 Lock-on III 4500 Guard I 300 Block I 1000 Guard II 1800 Block II 2500 Block III 4000 ------------------------------------------------------------------------------ Pilot Skills Guide: ------------------------------------------------------------------------------ Name Rate Skill Points Condition ------------------------------------------------------------------------------ (Fight) Stun I 20% 100 Fight weapons Stun II 30% 200 Fight weapons Stun III 45% 400 Fight weapons Double I 30% 100 Two Fight weapons of the same type Double II 30% 200 Two Fight weapons of different types Double III 45% 400 Two Fight weapons of different types First I 20% 100 Fight weapons First II 30% 200 Fight weapons First III 45% 400 Fight weapons Strike I 20% 50 Fight weapons Strike II 30% 150 Fight weapons Strike III 45% 300 Fight weapons Counter I 20% 50 Fight weapons Counter II 30% 150 Fight weapons Counter III 45% 300 Fight weapons Charge I 20% 50 Fight weapons Charge II 30% 150 Fight weapons Charge III 45% 300 Fight weapons ------------------------------------------------------------------------------ (Short) Duel I 100% 50 Short weapons Duel II 100% 150 Short weapons Duel III 100% 300 Short weapons Switch I 30% 100 Two Short weapons of the same type Switch II 30% 200 Two Short weapons of different types Switch III 45% 400 Two Short weapons of different types Speed I 20% 50 Machine guns Speed II 30% 150 Machine guns Speed III 45% 300 Machine guns Sure Shot I 20% 50 Shotguns Sure Shot II 30% 150 Shotguns Sure Shot III 45% 300 Shotguns Hellfire I 20% 50 Flamethrowers Hellfire II 30% 150 Flamethrowers Hellfire III 45% 300 Flamethrowers Boost I 20% 50 Short weapons Boost II 30% 150 Short weapons Boost III 45% 300 Short weapons ------------------------------------------------------------------------------ (Long, Gunner Type) Zoom I 30% 50 Hand-mounted Long weapons Zoom II 30% 150 Hand-mounted Long weapons Zoom III 45% 300 Hand-mounted Long weapons Quick Draw I 20% 100 Hand-mounted Long weapons Quick Draw II 30% 200 Hand-mounted Long weapons Quick Draw III 45% 400 Hand-mounted Long weapons Snipe I 100% 50 Hand-mounted Long weapons Snipe II 100% 150 Hand-mounted Long weapons Snipe III 100% 300 Hand-mounted Long weapons ------------------------------------------------------------------------------ (Long, Launcher Type) Lock-on I 10% 100 Shoulder-mounted Long weapons Lock-on II 25% 200 Shoulder-mounted Long weapons Lock-on III 35% 400 Shoulder-mounted Long weapons Burst I 20% 50 Shoulder-mounted Long weapons Burst II 30% 150 Shoulder-mounted Long weapons Burst III 45% 300 Shoulder-mounted Long weapons Guide I 100% 50 Shoulder-mounted Long weapons Guide II 100% 150 Shoulder-mounted Long weapons Guide III 100% 300 Shoulder-mounted Long weapons ------------------------------------------------------------------------------ (Agility) Defense I 20% 50 None Defense II 30% 150 None Defense III 45% 300 None Feint I 20% 50 None Feint II 30% 150 None Feint III 45% 300 None Guard I 30% 50 Shields, when Guard is selected Guard II 40% 150 Shields, when Guard is selected Guard III 50% 300 Shields, when Guard is selected Block I 20% 50 None Block II 30% 150 None Block III 45% 300 None ------------------------------------------------------------------------------ (Passive) Anti-Skill None None None Skill Up None None None HIT Up None None None DEF Up None None None HP Up None None None ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Name Description ------------------------------------------------------------------------------ (Fight) Stun I Stuns target with a melee attack. Stun II Stuns target with a melee attack. Stun III Stuns target with a melee attack. Double I Attacks target twice with Fight weapons. Double II Attacks target twice with Fight weapons. Double III Attacks target twice with Fight weapons. First I Grants first strike during battle. First II Grants first strike during battle. First III Grants first strike during battle. Strike I Hits part with the most HP. Multiplies damage by 1.5. Strike II Hits part with the most HP. Multiplies damage by 2. Strike III Hits part with the most HP. Multiplies damage by 2.5. Counter I When counterattacking, attack deals 150% damage. Counter II When counterattacking, attack deals 200% damage. Counter III When counterattacking, attack deals 250% damage. Charge I Increases Fight weapon damage by 20%. Charge II Increases Fight weapon damage by 50%. Charge III Increases Fight weapon damage by 100%. ------------------------------------------------------------------------------ (Short) Duel I Aim at selected wanzer parts. Duel II Aim at selected wanzer parts. Duel III Aim at selected wanzer parts. Switch I Attacks target twice with Short weapons. Switch II Attacks target twice with Short weapons. Switch III Attacks target twice with Short weapons. Speed I Increases number of rounds fired by 2. Speed II Increases number of rounds fired by 3. Speed III Increases number of rounds fired by 5. Sure Shot I All rounds do not miss. Multiplies damage by 1.2. Sure Shot II All rounds do not miss. Multiplies damage by 1.5. Sure Shot III All rounds do not miss. Multiplies damage by 2. Hellfire I Multiplies damage by 1.5. Hellfire II Multiplies damage by 2. Hellfire III Multiplies damage by 2.5. Boost I Boosts Short weapon damage by 20%. Boost II Boosts Short weapon damage by 50%. Boost III Boosts Short weapon damage by 100%. ------------------------------------------------------------------------------ (Long, Gunner Type) Zoom I Multiplies HIT by 1.5. Zoom II Multiplies HIT by 2. Zoom III Multiplies HIT by 3. Quick Draw I Fires weapon two times in a single attack. Quick Draw II Fires weapon two times in a single attack. Quick Draw III Fires weapon two times in a single attack. Snipe I Aim at selected wanzer parts. Snipe II Aim at selected wanzer parts. Snipe III Aim at selected wanzer parts. ------------------------------------------------------------------------------ (Long, Launcher Type) Lock-on I All rounds do not miss. Enemy cannot evade attack. Lock-on II All rounds do not miss. Enemy cannot evade attack. Lock-on III All rounds do not miss. Enemy cannot evade attack. Burst I Increases shoulder Long weapon damage by 20%. Burst II Increases shoulder Long weapon damage by 50%. Burst III Increases shoulder Long weapon damage by 100%. Guide I Aim at selected wanzer parts. Guide II Aim at selected wanzer parts. Guide III Aim at selected wanzer parts. ------------------------------------------------------------------------------ (Agility) Defense I Multiplies defense by 1.2. Defense II Multiplies defense by 1.5. Defense III Multiplies defense by 2. Feint I Multiplies evasion by 1.5. Feint II Multiplies evasion by 2. Feint III Multiplies evasion by 2.5. Guard I Multiplies shield defense by 4. Guard II Multiplies shield defense by 4. Guard III Multiplies shield defense by 4. Block I Damage dealt equal to or less than 15 is reduced to 0. Block II Damage dealt equal to or less than 30 is reduced to 0. Block III Damage dealt equal to or less than 45 is reduced to 0. ------------------------------------------------------------------------------ (Passive) Anti-Skill Decreases enemy skill activation rate. Skill Up Increases skill activation rate. HIT Up Increases HIT. DEF Up Increases DEF. HP Up Increases HP of all parts. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ WEAPON TYPES [WTYP] ------------------------------------------------------------------------------ This section discusses the weapon types that are used by both friendly and enemy pilots for mission play. STRIKER ------- Weapon Types: Punch, Rod Weapon Location: Hand Weapon Range: 1 Description: Striker weapons are single-hit melee weapons that deal large amounts of damage and rarely miss. Striker weapons are last in the attack priority so expect to take damage before being able to attack. Additionally, unlike in Front Mission 2089, they can't hit aerial targets so their uses are somewhat diminished. This is balanced out by the fact that a Striker weapon often hits the Body and therefore leads to easy kills. Punch refers to the melee attack, called Arm Punch, that occurs if an Arm has no Hand weapons equipped. Rods are melee weapons that can be equipped on a wanzer's Arms. Arm Punch and Rod weapons are Impact-based. ASSAULT ------- Weapon Types: Machine Gun, Vulcan, Shotgun, Flamethrower Weapon Location: Hand Weapon Range: 1 Description: Assault weapons are multi-hit weapons which have weak single round damage, but can attack their target multiple times. Weapons include Machine Guns, Vulcans, Shotguns, and Flamethrowers. Unlike in Front Mission 2089, Shotguns and Flamethrowers discharge more than one round per attack. Shotguns and Flamethrowers boast higher single round damage, but fire less rounds in return. Shotguns also spread damage equally between all parts. In terms of attack elements, Machine Guns and Vulcans are Piercing, Shotguns do Impact damage, and Flamethrowers are predictably Fire types. GUNNER ------ Weapon Types: Rifle, Bazooka, Grenade Launcher Weapon Location: Hand Weapon Range: varies, base 1-3 (Rifle)/base 1-4 (Bazooka, Grenade Launcher) Description: Gunner weapons are ranged weapons that deal high, single-round damage from a distance. Gunner weapons include Rifles, Bazookas, and Grenade Launchers. Unlike in Front Mission 2089, Rifles are now ranged weapons that can strike targets from a distance. While they have less firepower than Bazookas and Grenade Launchers, their higher accuracy allows them to hit more targets with ease. Bazookas function differently as well in Front Mission 2089. Instead of just striking with the round alone, the ensuing blast cause more damage to the intended target. For better or worse, Grenade Launchers are unchanged in functionality. Rifles are Piercing-based, Bazookas do a combination of Impact and Fire damage, and Grenade Launchers are Fire types. LAUNCHER -------- Weapon Types: Missile Launcher, Rocket Launcher Weapon Location: Shoulder Weapon Range: varies, base 3-4 Description: Launcher weapons are either single-hit or multi-hit weapons that can be fired from a long distance. The selling point of such a weapon is that the enemy unit cannot counterattack the user and unlike Gunner weapons, they possess higher damage outputs. Launcher weapons do have a minimum firing range, and cannot be fired at close ranges though. They are also the only weapons to have ammunition limits and must be reloaded when ammo has been used up. There is no difference between a Missile Launcher and a Rocket Launcher as both have the same functionality. Their attack elements are also shared - Fire. MECHANIC -------- Weapon Types: Shield Weapon Location: Shoulder Weapon Range: 0 Description: Mechanic weapons are purely for defensive purposes. They are used to raise a wanzer's Defense parameter and increase the damage tolerance when the wanzer guards. Shields are useful in defending against attacks from both Gunner and Launcher weapons. That's all there is to know about Mechanic weapons. BUILT-IN -------- Weapon Types: Punch, Machine Gun, Cannon Weapon Location: Hand Weapon Range: 1 Description: Built-in weapons are self-explanatory: weapons incorporated into a wanzer's Arm parts. Built-in weapons tend to weigh less than equipping a normal Arm and a Hand-specifc weapon, making them quite useful. These are balanced out by the fact that the Arms tend to have low Defense and HP, making them easy to destroy. Cannons are the same as Machine Guns and Vulcans; they are under the Assault class as multi-hit weapons. They only differ in terms of attack elements; Cannons are both Piercing and Fire-based. ------------------------------------------------------------------------------ FREQUENTLY ASKED QUESTIONS(FAQ) [BFAQ] ------------------------------------------------------------------------------ Q: If I manually end the Player Phase, does that mean the Enemy Phase ends as well? A: No, the Enemy Phase does not automatically end if you manually end the Player Phase. It continues as usual until all enemy units have made their actions. For the most part, manually ending the Player Phase is never a good idea. Q: One of my wanzers got both Arms destroyed! What am I going to do with a unit that can't attack? A: You several options in this case. The first is to restore the destroyed Arms via supply truck or Riff as soon as possible. The second is to keep the unit's Body operating until your other units come to its aid. Lastly, try to complete the mission before the damaged unit is eliminated. Q: I want to access the supply truck to reload my weapons but I don't see any commands about this. Is there something that I have to do to access the supply truck? A: Whenever you want to access the supply truck, one of your units must be one square adjacent from the supply truck. On the following turn, you can use the supply truck to exchange your weapons. If you are already beside the supply truck and haven't acted, you can access it on your current turn. The option to interact with the supply truck disappears once the unit moves out of the supply truck's range. Q: Every time I try to attack this unit in a mission, my shots keep missing! I have Arms with a high accuracy parameter on my wanzer that's attacking it but that's not helping out! Why is this? A: There are only two explanations for this. The first is that the enemy is on a terrain with a high Geo Effect rating. Lure that particular enemy out of the terrain so your attacks will connect instead of miss. The second is that your weapons have low accuracy. While Arm accuracy does augment the accuracy of the equipped weapons, it is important to use weapons with high accuracy parameters. A weapon with low accuracy parameters will result in a lot of misses even with high accuracy Arms. Q: Is it possible to remove Battle Skills or am I stuck with what I chose? A: Yes, Battle Skills can be removed. Q: What weapon should I equip for my pilots? I know that each weapon falls in one of the five Job classes but there's not much of a difference with each weapon that I see. A: It's personal preference really. If you want to train under a certain Job class, you should consider equipping weapons designated for that class. ------------------------------------------------------------------------------ 4. WANZER SETUP [WSET] ------------------------------------------------------------------------------ This section details the mechanics and features behind the customization and creation of wanzers. Reading information about the Battle System is highly recommended as information here goes hand-in-hand with the aforementioned section. ------------------------------------------------------------------------------ WANZER DESIGN [WDES] ------------------------------------------------------------------------------ Designing wanzers is a daunting task if you are new to Front Mission 2089-II. This is where Front Mission really stands out of the strategy RPG crowd and thus, it has its own section. Designing a wanzer will be broken down into sections as to ensure that you understand the process behind wanzer configuration. FRAME PARTS ----------- The wanzer frame consists of the parts that make up the actual wanzer. This consists of a Body, a Right Arm, a Left Arm, and the Legs. A unit cannot be created unless the wanzer frame is complete. The Body part is top priority over the Arms and Legs for a good reason. Special to the Body is the Power parameter, which is essentially the lifeblood of any wanzer. Every part has a Weight parameter that is subtracted from the Power parameter. The overall Weight value of a wanzer must be always be equal to or lower than the Power value or it cannot be used in battles. Therefore, choosing the right Body is key to creating a powerful wanzer. Next in terms of design priority are the Right and Left Arms. A wanzer's only means of attacking are through its Arms and without them, it is helpless. The Hit parameter is special to Arm parts; it enhances the accuracy values of an equipped weapon. A weapon that has low Hit values can benefit from an Arm with a high Hit value. An Arm without a hand-specific weapon can be used as a Melee attack that has its own Attack and Hit values. Built-in weapon Arms are viable options as they result in lower Weight values for a wanzer. Their drawback lies in the fact that no hand-specific weapon can be equipped on Arms of this type. The last part in designing a wanzer is the Legs. The only purpose of the Legs is to allow the wanzer to traverse over various terrain and elevation. The Move parameter is special to Legs only and dictates how much a wanzer can move of course. The amount of Move needed to traverse a square depends on the Leg type and the square's terrain type. Some parts also raise the wanzer's Power value, although these parts are rare. Normal Leg types will suffice for the entire game, though Treads, Tires, and Hover Leg types have their uses in certain terrain. One last notable detail to mention is that the Move value can be increased depending on a wanzer's Weight/Power difference. For every 10% of free Weight that a wanzer has, 1 point is added to its Move value. The Move parameter's maximum is 25 points so if a wanzer has met that value, extra Move points are not awarded. The most squares a wanzer can move is 12 so those extra Move points can make a difference. SUPPORT PARTS ------------- After a wanzer frame has been fully assembled, support parts can be equipped to boost the effectiveness of the wanzer. Backpacks are parts mounted onto a wanzer's back that increase the following: item storage, Power value, and the range of support items such as chaff grenades. Backpacks have no drawbacks of any kind and therefore should always be equipped onto a wanzer. A special Backpack also exists - the Riff. The Riff is the only way for units to reload weapons and restore destroyed parts on wanzers. As a special Backpack, the Riff does not have the same features as the normal Backpack. The second support part that a wanzer can equip are computers. Computers are parts that raise a pilot's proficiency in all Job classes. Computers tend to specialize towards one of the four Job classes, though there are ones that enhance all Job classes equally. Accuracy and damage are the most noticeable enhancements, although computers with high Agility values raise a wanzer's evasion as well. Thus, equipping the proper computer for the right pilot is an easy task to do. ATTACKING PARTS --------------- Now that the wanzer has been equipped with its frame and support parts, it's time to give it some firepower. A wanzer can equip up to four weapons: two on the Hands and two on the Shoulders. Technically, a wanzer can have a fifth one in terms of a Body with built-in weapons, but this is exclusive to mobile weapons. Knowing what weapon to equip depends on the pilot who will use the wanzer and their Job specialty. Hand weapons are generally lighter than the shoulder weapons so they should be your first concern. For Launcher units, shoulder weapons should be their top priority. While it is possible to fully load a wanzer with weapons, this is bad wanzer design in most cases. No more than two weapons should be equipped on any wanzer for optimal performance. On a final note, a wanzer's paint scheme can be changed at any given time in the Hangar. Unlike in Front Mission 2089, there are now 16 colors that can be chosen from instead of the basic five. This doesn't have any effects on the game itself, but who doesn't want to see some funky wanzers? Wanzer Design priority: 1. Body 2. Arms 3. Legs 4. Backpack 5. Computer 6. Hand Weapons 7. Shoulder Weapons ------------------------------------------------------------------------------ WANZER PARAMETERS [WPAR] ------------------------------------------------------------------------------ Wanzer parameters for all parts will be documented here and split into the appropriate sections. (Commonly Shared Parameters) DF - the Defense parameter. High Defense values result in reduced damage. HP - the HP parameter. High HP values result in greater part durability. WEIGHT - the Weight parameter. Low Weight values result in extra Move points. POWER - the Power parameter. High values result in more design flexibility. (Body) INT. WEAPON - weapons integrated into the Body part(built-in weapons). AT - the Attack parameter. High values result in greater damage potential. HIT - the Hit parameter. High values result in less attacks missing. (Arms) HIT - the Hit parameter. High values result in greater weapon Hit values. INT. WEAPON - weapons integrated into the Arm part(built-in weapons). AT - the Attack parameter. High values result in greater damage potential. HIT - the Hit parameter. High values result in less attacks missing. (Legs) MOVE - the Move parameter. High values result in greater movement distance. (Computers) FIGHT - the Fight parameter. Raises proficiency in the Fight parameter. SHORT - the Short parameter. Raises proficiency in the Short parameter. LONG - the Long parameter. Raises proficiency in the Long parameter. AGILITY - the Agility parameter. Raises proficiency in the Agility parameter. (Backpacks) ITEM - the Item parameter. Raises the maximum amount of equipped items. RANGE - the Range parameter. Raises the maximum range of support items. (Weapons) AT - the Attack parameter. High values result in greater damage potential. HIT - the Hit parameter. High values result in less attacks missing. RANGE - the Range parameter. Dictates the minimum and maximum weapon range. AMMO - the Ammo parameter. Ammo must be replenished by supply truck or Riff. TYPE - the Type parameter. Classifies weapons under the Job classes. (Overall) FIGHT - the wanzer's potency in the Fight parameter. SHORT - the wanzer's potency in the Short parameter.
LONG - the wanzer's potency in the Long parameter. AGILITY - the wanzer's potency in the Agility parameter. TOTAL - the wanzer's overall potency in all parameters. MOVE - the wanzer's Move value. W/P - the difference between the wanzer's Weight/Power values. ------------------------------------------------------------------------------ WANZER TYPES [WANT] ------------------------------------------------------------------------------ Assuming that you have read the Wanzer Design and Wanzer Parameter sections, it's time to learn about viable wanzer builds that can be used. STRIKER ------- Striker builds are designed for Fight specialists. The basic idea behind a Striker build is having a wanzer geared for close range combat and to act as a tank unit. Parameters that a Striker build focuses on are HP and Defense mainly since they attack last against ranged enemy units. The combination of high HP and Defense makes a Striker build hard to kill, which allows them to operate as tanks. Move is also crucial for reaching enemy units in order to attack them. Striker builds generally are used to finish off enemies thanks to how melee weapons operate in general. When shopping for new parts, go for ones with high Defense since they are easy to identify. Legs with the highest Move should be equipped, but don't sacrifice Defense too much. Equip Rods when possible as they deal more damage than Arm Punch. Arms with high punch damage, though, have the highest Defense ratings so they're easy to idenfity. Finally, a Shield should always be equipped on Striker builds for more durability. Build checklist: Frame - HP, Defense, and Move. Support - Normal Backpack and Fight-specialty computer. Attacking - Rod/Punch x 2 on Hand. Shield on Shoulder. Sample build: Body - Eldos Left Arm - Eldos Right Arm - Eldos Legs - Eldos Backpack - Bag Worm Computer - Evolucion WW-87 L. Grip - F-4 Hand Rod R. Grip - F-4 Hand Rod L. Shoulder - WS-14B R. Shoulder - None ASSAULT ------- Assault builds are designed for Short specialists. The basic idea behind an Assault build is having a wanzer geared for close-range combat and act as the main attacking unit. Parameters that an Assault build focuses on are Hit and Move for hit-and-run tactics with enemy units. Assault weapons lack the accuracy that Striker weapons possess so an Arm with a high Hit value results in more damage dealt. Assault builds do most of the fighting so being able to reach enemy targets is key with a high Move value. HP also matters since Assault units will take a lot of damage. When shopping for new parts, choose a balanced Body to suit the needs of an Assault build. Buy Arms with high Hit ratings for the purposes of better accuracy. For the Legs, high Move is important but stick with Normal Leg types to get the most mileage out of them. A Machine Gun or Vulcan paired with a Shotgun or Flamethrower is a good balance of Piercing and Impact or Fire damage. Top it off with a Shield to be safe. Build checklist: Frame - Hit, Move, and HP. Support - Normal Backpack and Short-specialty computer. Attacking - Machine Gun/Vulcan and Shotgun/Flamethrower on Hand. Shield on Shoulder. Sample build: Body - Zenith V Left Arm - Zenith V Right Arm - Zenith V Legs - Zenith V Backpack - Bag Worm Computer - Yeata RG-0624z L. Grip - FV-24B R. Grip - Circular L. Shoulder - WS-14B R. Shoulder - None GUNNER ------ Gunner builds are designed for Long specialists. The basic idea behind a Gunner build is having a wanzer geared for distance combat and acting as fire support for Strikers and Assaults. Parameters that a Gunner build focuses on are Hit, Move, and Power. The weapons designated for a Gunner build are very heavy so a lot of Power is vital to these builds. Despite the nature of their role, Move is important in order to get within a good attacking position. As long as they are not forced into a fight at close range, take advantage of their ranged weaponry. When shopping for new parts, go for the Body with the highest Power rating. Follow the same guidelines for Assault builds when searching for Arms. For the Legs, choose something with a reasonably high Move rating. As for the weapons, load both Arms with a Rifle and a Bazooka or Grenade Launcher. Build checklist: Frame - Hit, Move, and Power. Support - Normal Backpack and Long-specialty computer. Attacking - Rifle and Bazooka/Grenade Launcher on Hand. Sample build: Body - Phantom Left Arm - Phantom Right Arm - Phantom Legs - Phantom Backpack - Bag Worm Computer - Yeata RG-0624z L. Grip - Banish 2 R. Grip - Ziege L. Shoulder - None R. Shoulder - None LAUNCHER -------- Launcher builds are designed for Long specialists. Similar to Gunner builds, their role is providing long range support for Striker and Assault units. Parameters that a Launcher build focuses on are Hit and Power. Their weapons are even heavier than Gunner weapons, so it's imperative that your Power value is very high. Launchers are crippled up close and should ideally stay farthest away from enemy units. Use them to weaken or finish off enemy units within range. When shopping for new parts, go for the Body with the highest Power rating. Follow the same guidelines for Assault builds when searching for Arms. The Legs don't matter to a Launcher build so do whatever you want with them. As for the weapons, load both Shoulders with Missile and Rocket Launchers. They don't need Arm weapons to contribute to the fight. Build checklist: Frame - Hit and Power. Support - Normal Backpack and Long-specialty computer. Attacking - Missile Launcher/Rocket Launcher x 2 on Shoulder. Sample build: Body - Type 105 Left Arm - Type 105 Right Arm - Type 105 Legs - Type 105 Backpack - Bag Worm Computer - Yeata RG-0624z L. Grip - None R. Grip - None L. Shoulder - Albatross R. Shoulder - Donkey DX2 MECHANIC -------- Mechanic builds are designed for Agility specialists. Their role is purely support-based as far as combat goes. Mechanic builds only require two things: HP and Defense. As they will be out on the battlefield doing repair work, expect enemies to come at them constantly. With high HP and Defense, Mechanic units can be used to eat the bulk of the damage from enemy forces. When shopping for new parts, follow the same guidelines as you would with a Striker build. Don't forget to equip a Riff Backpack, as well as two Shields for defensive measures. Mechanic units won't really need to be on the attack, so don't worry too much about their weapon loadout. Build checklist: Frame - HP and Defense. Support - Riff Backpack and Agility-specialty computer. Attacking - Shield x 2 on Shoulder. Sample build: Body - Valiant Left Arm - Valiant Right Arm - Valiant Legs - Valiant Backpack - Riff Computer - Evolucion WW-87 L. Grip - None R. Grip - None L. Shoulder - WS-14B R. Shoulder - WS-14B HYBRID ------ Hybrid builds consist of fusions between two or three of the five builds combined. Hybrid builds may seem attractive due to their all-purpose role, but these builds are the hardest to make. Balancing all of the parts to have an effective hybrid build takes a lot of number-crunching and analysis of the parts available. It is doable to create hybrid builds but you will have to spend some time searching for the right parts. Build checklist: Frame - Balance. Support - Normal Backpack and balanced computer. Attacking - 1 Striker, 1 Assault, or 1 Gunner on Hand. 1 Launcher on Shoulder. Sample build: Body - Phantom Left Arm - Zenith V Right Arm - Valiant Legs - Eldos Backpack - Bag Worm Computer - Yeata RG-0624z L. Grip - FV-24B R. Grip - F-4 Hand Rod L. Shoulder - None R. Shoulder - Donkey DX2 ------------------------------------------------------------------------------ FREQUENTLY ASKED QUESTIONS(FAQ) [WFAQ] ------------------------------------------------------------------------------ Q: Why should I follow the wanzer design priority list? I've already made a few wanzers and it seems that I'm doing things right. A: The wanzer design priority list is a guideline on how to successfully create wanzers in the easiest way possible. Logically, a player will start off with the frame parts and leave the attacking parts for last. The wanzer design priority breaks these steps down to its simplest steps. You don't have to follow it, but it helps out a lot if you're new to Front Mission. Q: When I try to equip a part on my wanzer, the game tells me that I can't equip it! What am I doing wrong? A: The most common issue is that your wanzer's Weight value exceeds that of its Power value. You can easily solve this by equipping lighter parts and weapons. The second issue is that you are trying to equip a Hand weapon on an Arm with built-in weapons. Hand weapons cannot be equipped onto these types of Arms no matter what you do. Shoulder weapons, however, can be equipped onto these Arms. Q: Can you explain what the range on a Backpack stands for? I'm clueless on what is affected by the Backpack's Range parameter. A: Range on a Backpack increases the maximum range of support items like auxiliary grenades. Support items don't play much of a role in battle, with the exception of repair items, so the boosted Range isn't that useful. Q: Is there any benefit to creating a wanzer frame made up of the same parts? I could get better performance by mixing parts up instead of sticking with a pure wanzer frame. A: There is no benefit to creating a pure wanzer frame unless you like to use pure wanzers. Do whatever you need to make a good wanzer. ------------------------------------------------------------------------------ 5. MISSIONS [MISS] ------------------------------------------------------------------------------ This is a list of all of the missions in Front Mission 2089-II. ------------------------------------------------------------------------------ Mission Number Chapter Name ------------------------------------------------------------------------------ 01 Mercenaries from Huffman 02 Exercises 03 Live Fire Exercises 04 Final Exercises 05 Testing One's Ability 06 Technique 07 Support Request 08 Three Surprises 09 Isolation 10 The Chariots Team 11 Mock Battle 12 New Weapons Trial 13 Ambush 14 Sniping 15 Cause 16 The Hunters and the Hunted 17 Mercenary Ties 18 Relief Request 19 Evidence 20 Light and Darkness 21 Mercenary Base Defense, Part 1 22 Mercenary Base Defense, Part 2 23 Dark Pursuit 24 Glen's Squad 25 Riot Control 26 Information 27 Rescue Team 28 Training Facility Intrusion 29 Sponsor 30 An Intelligence Collection 31 Veteran Mercenaries 32 Investigation 33 New Force Formation 34 Supply Base Assault 35 A Friend's Resurrection 36 Rematch and Reunion 37 Repatriation 38 For the Past 39 Ghost's Tears 40 The Last Flight 41 An Enemy Attack 42 Reunion with Mentor 43 Fortress of the Dragon, Part 1 44 Fortress of the Dragon, Part 2 45 Puppet Operator 46 The New Chariots Team 47 Base Defense Line 48 The Bridge to Magic Castle 49 Mountain Area Breakthrough 50 Base Point 51 Ambition 52 Everyone's Departure BOSSES ------ As a continuation to Front Mission 2089, Front Mission 2089-II features the same antagonists from that game - the Vampires. The Vampires that were not seen or dealt with in Front Mission 2089 are your main enemies in here. As to avoid spoiling any details, the Vampires and their known appearances will only be detailed. ------------------------------------------------------------------------------ Vampire Missions Unit ------------------------------------------------------------------------------ X-02 Bahamut 15, 43, 44, 50 Algem TS (15) X-04 Valkyrie 35, 36, 42, 44 X-06 Raven 40, 50 Type 11X Raven (50) X-08 Hellhound 40, 47 X-10 Hydra 40, 47 X-16 Griffon 40, 47 X-23 Werewolf 20 X-25 Doll Master 45 X-27 Ghost 39 X-29 Barbarian 16, 23 X-30 Wilm 20, 43, 44 FRONT MISSION RECURRING CHARACTERS ---------------------------------- For anyone who has played a previous Front Mission installment, you might be surprised to find some familiar faces in both scenarios. Some of those faces are even playable in the game! Anyways, here are the following characters that make appearances in Front Mission 2089-II. ------------------------------------------------------------------------------ Character Missions Unit ------------------------------------------------------------------------------ Storm (Ernest J. Salinger) 04 Zenith (04) Champ (Stan Williams) 04 Oddeye (Kate S. Houjou) 04 Eldos (04) Lycov 12 Roid Clive 17 Karen Meure 17 Karen's Zenith (15) Ryuji Sakata 17 Keith Carabell 31 J.J. (Joynas Jeriaska) 31 Glen Duval 22, 24 Glen's Zenith (22) ------------------------------------------------------------------------------ 6. SURVIVAL SIMULATOR [SSIM] ------------------------------------------------------------------------------ Like Front Mission 5: Scars of the War, Front Mission 2089-II has a Survival Simulator feature. The Survival Simulator is a battle simulator that pits the player against groups of enemies on randomly-generated maps. On these maps, cargo boxes can be found - these cargo boxes contain parts that can be used in the main game. The objective of this game mode is to survive a set amount of floors until the player reaches the final one, which will contain an exit node. Upon accessing this node, the player can bring back a select number of items for mission play. After a floor is cleared, the player can change their unit setup or exit Survival Simulator prematurely. Ending Survival Simulator early comes at a cost - any items picked up inside the cargo boxes cannot be brought back into the main game. Anyone who has played Front Mission 5: Scars of the War should be familiar with how Survival Simulator works. Front Mission 2089-II's version of it is exactly identical in functionality. There are some noticeable differences for this iteration of the game mode though. For one, the cargo boxes cannot be targeted any more. As a result of this, the cargo boxes are no longer color- coded. Another difference is the removal of the Escape Code item. Players are no longer able to leave Survival Simulator early and bring back items to use in the main game. To compensate for this, the player is allowed to leave the game mode at every 0th floor and can save their progress at any given time. These differences extend to the amount of floors that can be played through, and the number of items that can be brought back. Whereas Front Mission 5: Scars of the War had up to 100 floors that could be tackled, Front Mission 2089-II only has 50 floors at maximum. As such, the amount of items that can be retained for the main game has changed. Lastly, unlike in Front Mission 5: Scars of the War, no alternative reward will be given for opting not to send back items into the main game whenever a Survival Simulator run is completed. ------------------------------------------------------------------------------ Floors Max Returnable Items ------------------------------------------------------------------------------ 1-9 5 10-19 6 20-29 7 30-39 8 40-49 9 50 10 ie. During a Survival Simulator run, the player chooses to leave on floor 20. If five items were brought back, no alternative reward will be given for the the remaining two item slots. Like in Front Mission 5: Scars of the War, players can save their progress by using the Quicksave option in the Survival Simulator. This option is only available on a certain number of floors. Please refer to the guide below for more details. Quicksave Guide: ------------------------------------------------------------------------------ Floor Quicksave ------------------------------------------------------------------------------ 0 No 1 Yes 2 Yes 3 Yes 4 Yes 5 Yes 6 Yes 7 Yes 8 No 9 No After clearing a floor, an intermission pops up. Four options are available from the intermission. Intermission Guide: ------------------------------------------------------------------------------ Commands Description ------------------------------------------------------------------------------ Wanzer Setup Set up your wanzers. Pilot Setup Set up your pilots. Give Up Exit Survival Simulator prematurely. Move Out Head to the next floor. As stated above, there is no way to escape Survival Simulator and bring items back in Front Mission 2089-II. Thus, the only things that the player can do is prepare for the upcoming floors if they choose to bring items back. LIST OF ITEMS ------------- The following is a list of several items that can be obtained from Survival Simulator. Most of these items can be found around the maps and are usually left unguarded. For special items located on the 0th floors, the items are guarded by a King Algem mobile weapon. The King Algem must be destroyed in order to gain access to the aforementioned items. ------------------------------------------------------------------------------ Name Floors ------------------------------------------------------------------------------ Vapor 01-10 Grave S 01-10 Catsray 01-10 Karen's Zenith 10 Raptor FX 11-20 Gale 11-20 Glen's Zenith 20 Leostun 21-30 Hexa G3 21-30 Algem TS 30 Dasler Claw 31-40 Riff 31-40 24sr Greyeye 31-40 Catsray X 31-40 Kirishima 51 31-40 Ziege 31-40 Phantom 40 Potencia HR-YL 41-50 FV-24B 41-50 Circular 41-50 Joker 41-50 Banish 2 41-50 Paraina 41-50 Donkey DX2 41-50 Repair EX 41-50 Raven 50 Upon completing a full Survival Simulator run, you will be awarded one part from an exclusive wanzer set: Front Mission 1st's Raven! In addition to the actual set itself, you can also get its shoulder shields and its backpack as a clear reward! As only one part is given, you will need to clear Survival Simulator 6 more times in order to assemble the full set. The reward is randomized, so be sure to save on the 47th floor and hope that you get the part you want! ------------------------------------------------------------------------------ FREQUENTLY ASKED QUESTIONS(FAQ) [TFAQ] ------------------------------------------------------------------------------ Q: When can I access Survival Simulator? A: After downloading the Survival Simulator application or downloading the "Front Mission 2089-II mega" application at Square Enix Mobile. Q: I tried to leave Survival Simulator hoping to bring back parts, but it didn't let me. What did I do wrong? A: You did nothing wrong. Unlike in Front Mission 5: Scars of the War, you have no "Escape Code" item and thereby no means to end it early. To bring back items for use in the main game, you must exit on the 0th floors. ------------------------------------------------------------------------------ 7. WANZER EQUIPMENT [WEQP] ------------------------------------------------------------------------------ The following is a list of several gear that can be used for mission play. New parts to Front Mission 2089-II will be detailed in-depth in this section. * NOTE: All specs categories are in a shortened version. To identify one of the specs, use the following guide. * Wanzer Shortened Specs Guide: WANZERS AND MOBILE WEAPONS -------------------------- ID - part ID. HP - HP. Def - Defense. Wgt - Weight. OPut - Power Output. Hit - Hit. MV - Move. Type - Leg type. BWep - Built-in weapon. BPnc - Built-in punch. BAtk - Built-in weapon's attack power. BHit - Built-in weapon's Hit. BRng - Built-in weapons's Range. COMPUTERS --------- ID - part ID. Fight - computer's Fight proficiency. Short - computer's Short proficiency. Long - computer's Long proficiency. Agility - computer's Agility proficiency. BACKPACKS --------- ID - part ID. Item - Item Capacity. OPut - Power Output. Wgt - Weight. Rng - Range. WEAPONS ------- ID - part ID. APow - Attack Power. Def - Defense. Hit - Hit. Wgt - Weight. Rng - Range. Hands - Number of wanzer hands (Arms) needed to carry the weapon. Ammo - Ammo. ------------------------------------------------------------------------------ WANZERS AND MOBILE WEAPONS [WAMO] ------------------------------------------------------------------------------ The data is read in the following format: ------------------------------------------------------------------------------ ID HP Def Wgt OPut BWep (BODY) ------------------------------------------------------------------------------ x x x x x x ------------------------------------------------------------------------------ ID HP Def Wgt Hit BWep BPnc BAtk BHit BRng (ARMS) ------------------------------------------------------------------------------ x x x x x x x x x x ------------------------------------------------------------------------------ ID HP Def Wgt OPut MV Type (LEGS) ------------------------------------------------------------------------------ x x x x x x x ------------------------------------------------------------------------------ BODY ------------------------------------------------------------------------------ ID Guide: (1) - Karen's Zenith * NEW * (2) - Glen's Zenith * NEW * (3) - Algem TS * NEW * (4) - Phantom (5) - Raven * NEW * (6) - Numsekar ------------------------------------------------------------------------------ ID HP Def Wgt OPut BWep ------------------------------------------------------------------------------ 1 210 30 30 220 No 2 250 33 40 240 No 3 300 50 95 450 No 4 482 48 64 500 No 5 800 60 100 500 No ------------------------------------------------------------------------------ ARMS ------------------------------------------------------------------------------ ID Guide: (1) - Karen's Zenith * NEW * (2) - Glen's Zenith * NEW * (3) - Algem TS * NEW * (4) - Phantom (5) - Dasler Claw(Right Arm) (6) - Raven * NEW * (7) - Numsekar * NEW * ------------------------------------------------------------------------------ ID HP Def Wgt Hit BWep BPnc BAtk BHit BRng ------------------------------------------------------------------------------ 1 140 32 25 90% No Yes 17*1 90% 1-1 2 230 39 30 95% No Yes 20*1 90% 1-1 3 150 40 95 80% MG No 40*5 70% 1-1 4 386 46 52 75% No Yes 36*1 90% 1-1 5 514 58 76 80% PC No 99*1 94% 1-1 6 600 60 80 75% No Yes 90*1 96% 1-1 Notes: Shoulder weapons cannot be equipped on these Arms. Phantom Shoulder weapons can be equipped on these weapon Arms. Tiran Dasler Claw II Korl Korl II Dasler Claw Shoulder weapons cannot be equipped on these weapon Arms. Vapor Bizant Crof Indos Type 65 Wildgoat Bizant II Type 67 Ratmount Type 67C ------------------------------------------------------------------------------ LEGS ------------------------------------------------------------------------------ ID Guide: (1) - Karen's Zenith * NEW * (2) - Glen's Zenith * NEW * (3) - Algem TS * NEW * (4) - Phantom (5) - Raven * NEW * (6) - Numsekar * NEW * ------------------------------------------------------------------------------ ID HP Def Wgt OPut MV Type ------------------------------------------------------------------------------ 1 180 32 30 0 14 Normal 2 210 37 35 0 14 Normal 3 250 50 75 0 12 Normal 4 480 48 70 0 12 Hover 5 670 60 80 0 16 Normal ------------------------------------------------------------------------------ COMPUTERS AND BACKPACKS [COBA] ------------------------------------------------------------------------------ The data is read in the following format: ------------------------------------------------------------------------------ ID Fight Short Long Agility (COMPUTERS) ------------------------------------------------------------------------------ x x x x x ------------------------------------------------------------------------------ ID Item OPut Wgt Rng (BACKPACKS) ------------------------------------------------------------------------------ x x x x x ------------------------------------------------------------------------------ COMPUTERS ------------------------------------------------------------------------------ ID Guide: (1) - Calor BD-098Kp (2) - Potencia HR-YL ------------------------------------------------------------------------------ ID Fight Short Long Agility ------------------------------------------------------------------------------ 1 49 49 49 49 2 129 241 129 241 ------------------------------------------------------------------------------ BACKPACKS ------------------------------------------------------------------------------ ID Guide: (1) - Raven Backpack * NEW * (2) - Riff ------------------------------------------------------------------------------ ID Item OPut Wgt Rng ------------------------------------------------------------------------------ 1 4 100 22 2 2 0 0 20 0 ------------------------------------------------------------------------------ WEAPONS [WEAP] ------------------------------------------------------------------------------ The data is read in the following format: ------------------------------------------------------------------------------ ID APow Hit Wgt Rng (MG/VN/SG/FT/RD/BZ/GR) ------------------------------------------------------------------------------ x x x x x ------------------------------------------------------------------------------ ID APow Hit Wgt Rng Hands (RF) ------------------------------------------------------------------------------ x x x x x x ------------------------------------------------------------------------------ ID Def Wgt Rng (SD) ------------------------------------------------------------------------------ x x x x ------------------------------------------------------------------------------ ID APow Hit Wgt Rng Ammo (MS/RK) ------------------------------------------------------------------------------ x x x x x x ------------------------------------------------------------------------------ MACHINE GUN ------------------------------------------------------------------------------ ID Guide: (1) - Raptor (2) - Grave S (3) - Raptor FX (4) - PAP 66 (5) - Leostun (6) - 24sr Greyeye (7) - Artassaut SP ------------------------------------------------------------------------------ ID APow Hit Wgt Rng ------------------------------------------------------------------------------ 1 13*6 60% 9 1 2 19*6 72% 19 1 ------------------------------------------------------------------------------ VULCAN ------------------------------------------------------------------------------ ID Guide: (1) - FV-24B ------------------------------------------------------------------------------ ID APow Hit Wgt Rng ------------------------------------------------------------------------------ 1 51*8 74% 37 1 ------------------------------------------------------------------------------ SHOTGUN ------------------------------------------------------------------------------ ID Guide: (1) - Catsray (2) - Gale (3) - Catsray X * NEW * (4) - Kirishima 51 * NEW * (5) - Gale II * NEW * (6) - Circular Note: Shotguns fire a minimum of five rounds per discharge. ------------------------------------------------------------------------------ FLAMETHROWER ------------------------------------------------------------------------------ ID Guide: (1) - Joker Note: Flamethrowers fire a minimum of two rounds per discharge. ------------------------------------------------------------------------------ RIFLE ------------------------------------------------------------------------------ ID Guide: (1) - Hexa G3 (2) - Ziege ------------------------------------------------------------------------------ ID APow Hit Wgt Rng Hands ------------------------------------------------------------------------------ 1 74*1 74% 40 1-4 1 2 99*1 84% 40 1-4 2 ------------------------------------------------------------------------------ BAZOOKA ------------------------------------------------------------------------------ ID Guide: (1) - Banish 2 ------------------------------------------------------------------------------ SHIELD ------------------------------------------------------------------------------ ID Guide: (1) - Type 11SD * NEW * (2) - Type 11SD2 * NEW * ------------------------------------------------------------------------------ ID Def Wgt Rng ------------------------------------------------------------------------------ 1 31 30 0 2 33 32 0 ------------------------------------------------------------------------------ MISSILE LAUNCHER ------------------------------------------------------------------------------ ID Guide: (1) - Donkey DX (2) - Paraina (3) - Donkey DX2 ------------------------------------------------------------------------------ ITEMS [ITEM] ------------------------------------------------------------------------------ * NOTE: All characters can hold a minimum of four items without equipping a Backpack. * ------------------------------------------------------------------------------ Name Price Rng Data ------------------------------------------------------------------------------ Repair S 50 0 Repairs 50 HP. Repair M 100 0 Repairs 100 HP. Repair L 200 0 Repairs 200 HP. Repair SP 400 0 Repairs 400 HP. Repair EX 1000 0 Repairs all HP. Mine 120 0 Places a mine in current location. Flash Grenade 160 1-4 Stuns target. Smoke Grenade 200 1-4 Lowers target's accuracy. Chaff Grenade 200 1-4 Protects against long-range attacks. Acid Bomb 200 1-4 Lower target's defense. ------------------------------------------------------------------------------ 8. CREDITS [CRED] ------------------------------------------------------------------------------ Thanks to: - GameFAQs obviously - Various Japanese websites for Front Mission 2089-II information - Square Enix for the Front Mission series This FAQ copyright 2011 to Angelo Pineda. Redistribution in any form, including reprinting in electronic or print media, without express permission of the author is strictly forbidden.