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FAQ FRONT MISSION 2
V1.0
22/10/97
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Credits to Mike
"Smoking pot enhances playing pleasure"
Written By Marvick
"Just don't try it with Resident Evil DC"
I cannot answer E-mail asking for specific help
If you wish to contribute to the FAQ Marvick@wwdg.com
Amigaguide Playstation cheats
On Aminet
=== CONTENT ===
- Manual
- Experiance
- Colossum
- Selecting weapons
- Weapons
- Missions
- Tactice
=== MANUAL ===
This is not a direct translation but from a mag. And before you ask
it's in Chinese. Wanzer is a sucky name so I'll call them mechs.
(These japanese shessshh)
AP = Action points
These represent the number of actions you can take. Both you and your
enemies have AP. These are used when you move, Attack, Counter attack.
Looking at AP is very useful if an enemy dosen't have any AP left then
it cannot counterattack the same applies to your own AP. Thats why the
enemy gang up one of your mechs. You should also use this tactic.
Each weapon has it's own class. These can be seen in weapon status
Each one has different attributes.
P - Pierce
S - Shock
F - Fire
N - Normal
Battle Skill
This represents how skillful your pilot is. When you gain level you also
gain a battle skill such as Feint. These increase your combat effectiveness
by giving bonuses to and multiple attacks.
(See experiance)
Honour Skill
This repreants how famous your pilot is. Hmm famous is not appropriate
reputation is a better way to describe it. These are gain from killing
the enemy. Honour is very important as it determines if/how thw enemy
counterattacks. A high honour means the enemy will not counterattack. it
also influances the enemy around you. I.E they'll swarm at your leader.
Computer skill
Oviously how good your computer is. The computer aids your attack,skill
and movement.
Fight is Hand to hand
Close is short range
Long is Range greater than two
Skill is for battle skill.
=== EXPERIANCE ===
I having an educated guess at these
Your Charactors gain these in this order per level
L1 Feint - Increase chance of hitting HTH ???
L2 Critical - Increase damge
L3 Best postion - Increase chance of hitting gun
L4 Heat Point - Decrease enemy counterattack ???
L5 First - You don't alway get attack first ???
L6 First Legs - Attack legs first
=== COLOSSUM & TRANNING ===
After every mission you will be able to gain money and be able to spend
it. If there is no garage or shop around you can by weapons on the
Blackmarket. On the blackmarket you are unable to sell items though.
It is highly recommended that you spend some time in the colossum.
Challenging in solo mode to gain additional money and Team to see how well
your mech stand up. It's better than testing them in battle.
Almost at once you will see how outclassed your mechs are. In the Colssume
Hurt Clubs are king weapons. But in Missions they are less usefull can't
attack choppers with them. As you already guessed you cannot gain exp in
colossume. But gainning a huge amount of money you can afford to deck out
your mechs with the best parts. Don't ever go into mission without the
lattest equipment and test them in the arena. Heavy Flamers are also
swell wepons as they can hit 4 times at 20 HP but they can't reach aircraft.
LOCATION CODE
burbs offset
=== SELECTING WEAPONS ===
The answer is there is no ultimate combination. Except in the colossum
where Hurt Club is King. Earlier on it is easy to choose just arm your
Mechs with anything and if that fails restart and rearm with approiate
weapons but later on it this advantage is lost. After Mission 8 you will
be fighting a large number of mech, tanks and choppers so you can't arm
your mechs for specific enemies.
Specialise units
Mike likes to specialise his mechs. Arming one with all Long range
missels, one with cannons, with Shotguns, with Hurt clubs. Placing the
short Range and HtH in front while Long range behind. In straight forward
confrontations this works perfectly. But in mission where your mechs are
split up, running forward cohersiveness is difficult to maintain. If you
can handel the logistics (Can anyone?) of a squad like this you can total
the enemy.
Flexablity
I prefer my mechs to be good all rounders. Overspecialise and
you breed weakness Mikes specialise squad was attacked by a Gunner which
ruined hes defence. A good squad should be able to tackle all situations
and suprises the computer springs. I like to arm my squad with a Hurt Club,
Junirex, Owl and a shoulder pad. Hurt club I use first as it can destroy
an arm immediately. Junirex is good all rounder hitting air and ground it
has plenty of amo (use the AssRifle when you get it) Owl to hit air/ground
targets and a Shoulder shield many of you will notice that it reduces
moblity and speed while increase defence. It dosn't count to your arm HPs.
But it's great when your Charactors reach Level5+ They can use them to
block enemy attacks and suffer no damage.
We both agree on backpacks
have your front liners the mechs you attack with first equip them with
Backpacks that enhance there Combat ablitiy while the other have backpacks
to store one repair x3 one rebirth. Your front mechs keep fighting while
rear ones repair them.
=== WEAPONS ===
TIP - You can move one square
in any direction and fire your long range weapoon
HARD RODS
HURT CLUBS - Best weapon equip :-)
JUNIEX - Good general weapon
SHOT GUN
=== MISSIONS ===
MISSION #1
Your base is under attack
You get to equip your mechs before entering combat.
Don't worry about Griff he's mech get's it and is captured, you'll
rescue him later on. Stay together and head for the enemy trucks they
are sitting ducks and provided plent of EXP. Use a Mech to block off
there escape route.
MISSION #2
Steal Tech
Escort a Truck to the base picking up some stuff
Leave one HTH mech with the NPC mecs to guard the rear and flank.
You have to protect the truck lose the truck and it's over. Have your mechs
charge forward and engage the enemy. Once the truck has got the stuff
it will leave so secure it's escape route. It also calls down airsupport a
bit useless. Any damage mechs should make there way to the nearest edge to
aviod friendly fire. The mission is over once you eliminate all enemy.
MISSION #3
Rescue POW
Plenty of choppers and mechs to deal with. Don't waste time since
half way through your stolen chopper will return with enemy on there trail
protect it at all cost. Gang up on the closet mechs and mince them them
move down onto the beach and take apart the Tanks. Reapir your mechs and
wait for the enemy to attack you form a nice line to face there attack.
MISSION #
Resuce Griff
MISSION #
Attack enemy
=== TACTICS ===
- When attacking an enemy use a HTH weapon which applies a large amount of
damage to one area. The Most desired area is an arm. Why not body well
taking out an arm means that the enemy may not counterattack, when both arms
are gone the enemy is helpless (Later on they get body weapons). Arms have
less HP combined then the body. When crippled This alows you to attack freely
and get more EXP. Not only that but you have a 50% chance of hitting the
bad guy the other 50% is body and legs. Fail to destroy the arm with one hit
use a gun next turn with it's multiple hits one is bound to take out the arm.
= Take out enemy repair viehcles asap these are the tiny looking mechs.
being Unarmed they are easy kills. These are used to repair the enemy mechs
The enemy will target your own repair mechs.
- Gang up and take out one enemy unit. As stated before drain the enemies
AP and gain attacks in which the enemy cannot counter. It is much better to
take out one mech then distribute damage over three since next turn you will
only get attack twice. Also once a mech has lost it arms it is a cripple
leave it if there are other enemy mechs. On the other hand mike points out
that if one of your mechs is close to gainning a level it might be worth
attacking the crippled mech and reciveing a large dump of EXP perhaps enough
to go up a level. I point out this uses APs and leaves you more vulrnable.
- If you have two crippled mechs repair the one with spare repairs since
that mech can repair the other mech.
sorry about the text breakup
I'll fix this in the next update