Hello again. This is my second FAQ (the first being my GITS one) and
I hope you
enjoy it. ^_^
Note: This is primarily a FAQ on the battle and tactical aspects of
Front
Mission 2 (Hereafter referred to as FM) for a simple reason : I don't
know
enough Japanese to be able to give a good account of the plot. Any
help is very
welcome. (See below for additional plot info. Right at the bottom.)
2nd Note: A lot of this information comes from Henry Jerng, author of
a few more
FAQs on this site. Special thanks to him (which is why he is listed
at the top
of the FAQ ^_^)
Last note : This is the final update, owing to lack of interest in the
game.
More updates will be at reader request...I also answer e-mails (usually
within a
day), so mail me if you need help.
On with the show!
1. I will first cover the important aspects of the game's tutorial.
(Which,
surprisingly, I can actually understand a bit of. ^_^)
AP System 1, 2, 3, and Bullets and AP System and Counter and Attack
: The whole
shebang
AP stands for Action Points. Each unit begins with an AP of 7 (except
air units)
which can only be increased through level-upping (exact AP-Level relation
unknown). Moving a square on the tactical map costs 1 AP. Attacking
with Fight
weapons costs 0 AP, Shoot 2 AP and Missile a whopping 6 AP. (Which
obviously
means in the beginning of the game, missile units are next to useless
as you can
only move 1 square and then fire.)
Next, recovery of AP. You will regain up to 7 AP on a turn, with a few
exceptions:
1. A friendly unit next to you will give you 1 AP (not exceeding your
total)
2. A hostile unit next to you will lower your AP by 2. (not going below
0)
3. A hostile unit adjacent to you (on a diagonal) will lower you AP
by 1.
(again, not going below 0)
Counterattacking (or defending with a shield) will lower your AP by
2, in
addition to the weapon's base AP cost . (So if you counterattack with
a JuriEX,
you will be spending 2+2 = 4 AP, whereas with a HurtClub, you spend
2+0= 2 AP.
Shielding costs 0 + 2 = 2 AP) If you have 1 or 0 AP, you may not counterattack,
but may still evade.
If you lose your arms or legs, nothing happens to AP. However,
if you lose your
legs, you can only move one square.
Not what's with all this AP stuff? AP determines the Hit\Evade Rate
of the
combatants in a fight. The more AP, the better. With an full AP, you
can usually
get 85% - 100% Hit/Evade rates. Of course, you want to surround you
enemies, so
they will lose 8 AP (see above for how I get the figure) and be defenseless
to
your attacks. A difference of 5 to 8 in AP will usually help tremendously.
So, the following things should be obvious:
1. Don't move full tilt into the enemy, get surrounded, and, therefore,
plastered. You'll have wasted valuable taxpayers' money, not to mention
some of
your precious time.
2. Attacking one enemy multiple times will lower his AP a lot, especially
if he
counters with gunfire. Same goes for your units.
3. Missiles leave one wide open, with an AP cost of 6.
4. Maneuvering well to keep you troops together will not only ensure
a steady AP
of your troops, but will help you hem in the enemy.
5. Move well. Moving costs AP too!
6. Sometimes you might not want to counter.
The enemy is usually dumb about the first point : it will send units
at you
singly and in twos. Surround and destroy.
BTW, I beat the first 3 stages while totally being in the dark about this. ^_^
Status Ailments :
I have only these done.
Terr(or) : Unit cannot attack
Stun : Unit cannot do anything
Panic : Unit's Attack\Defense down (I think)
All these have a 50% of wearing of on the first turn after, 75% second,
and will
completely recover by the third.
Shield Rule:
This is simple. If an enemy attacks and you elect to use shields, and
she hits
the shield, you take 0 damage for that arm. (I think Fight is an exception,
but
I have not tested this) Not electing to use the shield adds no extra
benefits,
though it seems that the general Defense value of that arm goes up
as well. Use
2 shields, and both sides don't take damage. BTW, powerful weapons
(or lousy
shields) sometimes do\take more than 0 damage. Using shields on both
arms
ensures a better defense rate.
Anti-Aircraft:
Only gunfire (Machinegun and Shotgun) and missiles work on air units.
Nothing
else. You must fire anti-air missile at aircraft; any others won't
work. Ones
that have 80+ Hit Rates (in Setup) usually get 100% ones in real combat.
(Plover
and Rapace are good examples). Use those instead of AA Rockets.
BTW, aircraft can move a LONG distance. (Typically 7 squares or more).
Great for
hemming you in. Be careful.
Armor Types and Weapon Types.
There are 4 Armor Types, Anti-Flame, Anti-Pierce, Anti-Shock and Normal.
There
are 3 Weapon Types, Pierce, Shock and Flame. Simple? (The Setup screen
is
supposed to show the properties of the weapons, but I haven't been
able to find
them)
Pierce weapons are any weapon that fire bullets (machine guns, rifles,
shot
guns, etc.). Shock weapons are weapons that strike blows. (anything
like rods).
Fire weapons self-explanatory. Missiles and rockets are both Fire and
Shock.
Secondly, different weapons work on different units with different effects
(as
evinced by the weird symbols like (X) X, O at the top-right hand corner
of the
Setup screen. I still don't know what those mean.)
Skills:
You can equip skills in the Pilot submenu of Setup (usually the other
function
besides Shop). Most pilots have a a skill or two unequipped when they
join, so
check all new recruits. The later ones have as many as 8! (Like Maylan)
I think that the Skill List is now complete. (* indicates I have not
used this
is combat myself and am relying ont the skill descrption) I'm missing
Deep
Strike and a few others, so would kind soul point them out?
All skills are listed at their first level.
Best Position : Increases your AP by 2 in combat and increases Hit Rate.
Often
ensures a 100% Hit Rate. By far one of the best skills.
Feint : Increases chances of getting another skill activated by 50%
*Heat Blow : Gives your weapon "Shock" and "Heat" attributes.
Critical : Increases Damage by about 20%.
Lucky : Sometimes increases Hit Rate and Damage, sometimes the reverse.
Super Lucky : A more powerful Lucky.
*LV Damage : Pilot's total level increases damage (relation unknown).
2LV Damage : Double the effectiveness of LV Damage.
*Charge : Adds HP and Attack Power together and deals it as damage.
You take
more damage as well.
*Sting Blow : Weapon gains "Pierce" attribute.
Speed : Weapon fires 1 additional shot.
High Speed : Weapon fires 2 additional shots.
Hit & Away : Ends the battle after you fire.
First : Attack first.
*Shield Wall : Intercepts enemy attack on shield, causing 0 damage.
Target : Increases both Attack Power and Hit Rate by 10%
Stun Punch : 30% chance of Stunning enemy
*Terror Shot : 30% chance of causing Terror
Side Attack : You Hit Rate 10% up, enemy's 10% down
*Leg First : Directs attack to enemy's legs first, also causes Panic
30% of the
time
*Arm First : Directs attack to enemy's arms first.
*Body First : Directs attack to enemy's body first.
*Final Break : Adds half your Arms' HP to Attack Power and deals it
as damage.
Destroys arms after use.
Duel : All attacks are directed at one enemy part.
*Immortal : Restores parts with 0 HP after combat to 1 HP. Unsure of
whether
this works on body.
*Blast Blow : Destroys enemy part it hits.
MG Blow : Addtional strike. (Lv of skill = number of strikes added)
Switch : Lets you attack again. Doesn't matter if your other arm is
blown off.
One of the better skills.
Double Punch : Works like Switch.
All or Nothing : Like it says. ^_^
Guide : Like Duel.
Hold Attack : Gives you 10% up on your Attack Power and Hit Rate, but
lets the
enemy attack first. A useless
skill, considering Back and Side Attack do about the same thing.
Crusader : Effects of both Critical and Stun Punch.
Destruct : Attack Power 50% up.
Escape : Enemy's attack ends the moment it begins. Good for avoiding
long-range
fire. (Note : does not count as an attack; AP and ammo are not expended)
Counter Shot : Attacks enemy before they hit you and cancels their
attack as
well. (Does not activate often)
*Dead Angle : 25% chance up of skill activation.
*Sniper : Ensures attack hits the body. Adds 10& to Attack Power
if using a
Rifle.
Defense : 10% Evade Rate up of adjacent units.
*Refresh : All adjacent units are "cured" of Panic or Terror.
*Steal : Steals adjacent units' items. IMO, useless as only Repairmen
carry
items (and we all know how resilient THOSE are. ^_^)
*Skill Down : All adjacent enemy units have their skill activation
reduced by
50%
Find Out : Enemy's first hit is sure to miss.
Strike : Your first attack is sure to hit.
Unknown : I am not so sure of these
*Dash : Renders shields useless and Geo Effect 0, as well as halving
Hit Rate.
*Field Effect : Geo Effect goes to 0.
*Z.O.C : Will someone tell me what this does? The descrption is simply
"Z.O.C is
used." That's it!
You can send a skill to Stock if you don't want to equip it yet. Increasing
a
skill level (which I think is done by repeated uses in combat) will
cause it to
either appear more frequently or increase it's effectiveness (i.e.
Target will
up both Attack Power and Hit Rate by 20%).
Another note : A high Attack Group (Short, Fight, etc) level will also
aid
Hit\Evade Rates, as well as give you more skills. It is generally better
to have
each character specialize in one group. Skill group levels max out
at 30.
(Though you can still get Honor)
Honor and Honor Skills :
Honor is a measure of how much your troops and enemies respect you.
The more
Honor the better. Over 3 stars (30 points = 1 star) gets you Honor
skills. Once
you have reached that level, additional stars give you a skill apiece.
You get
increases in Honor by destroying mech parts or whole units. If your
unit has
honor skills that affect your units, then the surrounding friendlies
will blink
blue. If your enemy unit has honor skills that affect you, your units
will blink
red.
Items :
There are three main types of items : Rebirths, Repairs and Ammo. (BTW,
always
get an item-holding backpack. The ones which give you more space are
next to
useless, IMO)
Rebirths : Once you get the 2nd type, ditch the first. It only restores
25% of
the part's HP. (Rebirth's are kinda heavy : take this into account
when
constructing a mech)
Repairs : Type 2 seems to be the best for me.
Ammo : Get this for your Long troops, and a spare or so if you're fighting
a lot
of enemies.
Mines can be placed a square away from you. Powerful, but be careful
not to step
on the same square - you won't be warned. I never use them as I'd rather
gain
the experience and besides, they only blow the legs off! In case you're
wondering, a mech which no legs that steps on a mine will not be damaged
further.
Chaff and Smoke seem to reduce the Hit Rate of anything in the way.
If a missile
has to pass through Chaff, it's Hit rate is lowered. Smoke only affects
units in
the square affected.
You can also take spare weapons into combat. I have no idea why anyone
would
want to do this. ^_^
2. Other stuff
Network: If you haven't figured out this, here's how to use it. Select
an
Address and then use the options presented to you. Easy.
Here is the list of all Addresses in the game, but without Checkcodes.
Many
thanks to Ignacio Delucas for these, and his update.
Address : OCUF (OCU Front)
Passwords : OCHRE, OCTAGON, OCTAVE, INANE, HUFFMAN, SAKATA, DARKGEES
Address : ALF (Alordesh Forces)
Passwords : ALBEIT,
Address : BURG (Dhaka City)
Passwords : BUDED, ONSET
Address : E.BIRD (Early Bird)
Passwords : STABBER, STALIN, STAGER, STAID, STALKY, STAMEN, STANDEE,
STAPLE, STANBY, STALE, SAGGY, SALINE, SLUKI, SANCTUM,
SANDROT, SANGRIA, SANE, SAPIENT, SATIRE, SAFARI, SEANCE,
SEAFOWL, SECEDE, SECTION, SECULAR, SADATE, SEEDY, SELVAGE,
SEMINAR, SENAT, SEPAL
Address : COLOSEUM (Colosseum)
Passwords : COALFACE, COBWEB, COCHIN
Address : DNC (Dhaka Network Channel)
Passwords : DOCTRAL, ALTER, ITIOARY
Address : LEONORA
Passwords : LEADEN, NORALOE, LEAFED,
Address : IGUCHI
Passwords : IGLOO, IGNOBLE, IHCUGI
Address : KIRISIMA
Passwords : KIDSKIN, KINDLE
Address : VINESJP
Passwords : VIADUCT, VICIOUS
Address : JM=LY
Passwords : JOCULAR, JONQUIL, MEAL
Address : VELDA
Passwords : VIAND
Address : BIWU
Passwords : BICARB
Address : PAPEL
Passwords : PAEAN, PALAIS,
Address : DIABLE
Passwords : DIAPER, DIACTIC
Address : FIREVALY
Passwords : FAITH, FAKIR, FIRVAY
Address : WT=VN
Passwords : WAGER
Address : SCHNECKE
Passwords : SCATTER, SCUFF, SN, SCISSOR
Address : SENDER
Passwords : SCHERZO, SCHUSS
Address : TAUREAU
Passwords : TELERAN
Address : BALESTRO
Passwords : BAFFLE
Address : NAXOS
Passwords : NACRE
Address : T.A.S
Passwords : TABARD
Address : MASEL
Passwords : MAJYAR
Address : ING
Passwords : INCISE, INCITE
3. Miscellaneous:
The Training section in Saribash's house is just to train Ace for the
fight in
the city (and get cash) and has no purpose outside of that. In the
city, the
questions he asks are (in no order) at what distance he should engage
enemies,
when he should retreat, what enemies should he attack, whether he should
attack
enemies based on their AP\HP, and whether he should follow Amia or
not. If I
play the battle again, I should have them all down.
Mission 7 hints :
1. Keep the helicopter alive! You can't do anything with that darn truck
replacement.
2. Get anti-air missiles for everyone whether they have high Long skills
or not.
3. Keep tight formation, especially when fighting the TatouC's.
4. Stay ahead of the heli. It will move right into enemy fire (the
two tanks and
heli) no matter what you do. Get a few troops ahead to take them out.
Keep
moving! Ignore the enemy's attacks if you have to.
5. Hand-to-hand is the best way to get rid of TatouC's.
6. Bring a lot of items, esp. Rebirth (one TatouC strike takes out
one hand).
7. Rocky and Co can take out two planes. Be wary of the last and intercept
it.
You might be wondering of what use the stupid Long range units are in
combat.
They have horrible Hit Rates, do much less damage that normal attacks
and have
next to nothing in terms of AP! (After firing their weapons, at least)
Never
fear. Here are some good hints:
1. Give them Best Position (Pike starts with it). It usually gets them
a 100%
Hit Rate.
2. Bring extra ammo. Long Units use it up fast.
3. Let them Level up. Surround enemy units (thereby rendering them
helpless) and
enjoy the target practice ^_^. (This is not so useful later in the
game, BTW. Do
it early.)
4. Consider using Cannon fire as well.
5. They are great against Aircraft. Use Plover and Rapace missiles.
6. If you need to reduce an enemy's AP before attacking with a better
unit, fire
a Long shot or two. Remember, even if it doesn't hit, it will take
2 AP to Evade
the attack.
My two Long units now kick butt! ^_^ They can take out a fresh mech
in two
rounds and are Level 27 and 29. Remember, bring more ammo!
4. Credits
Henry Jerng, who kindly supplied me with most of the data in this FAQ
(especially the AP section), and Ignacio Delucas for the Network addresses,
and
their updates.