Faselei! Strategy Guide by Greng
email any enquiries to evilgreng@hotmail.com
Ver 1.0 initial draft created 30th May 2000
This document attempts to provide information that will make you a better General of your Toy Soldiers. It provides information on each TS and weapon type and outlines how to combine all elements of TS development to create an efficient field operative. This is not a FAQ in as much as it does not attempt to review the game, provide the background story, give character introductions or translate the Japanese version. There is already a perfectly good FAQ, which provides all these elements in reasonable detail. If you have the British language version then you do not need the FAQ; it basically translates the manual and tells you the menu options. A lot of work has gone into it however so if you do wish to read it the URL is at the end of this doc.
1.0 Conserving Ammunition
One thing you will find out very quickly about the Faselei's TS is their tendency to run out of lead before the mission is complete. There are several things you can do to conserve your ammo and make it go the distance. Nothing is more annoying than playing through to the last TS in a mission only to be left with about 3 rounds in your Sutela!
1.1 Initial Weapon Selection
In the 1st few missions you will have little problem with ammo availability. Stick to no more than three weapons. The extra cost of equipping further Wx chips and the equipment slots used up on your TS for subsequent weapons are better used for shields, ECM's or ablative armour. Once you get a higher grade TS you can think about further weaponry. More info on other upgrades in section 2.0.
1.2 The Rambo Factor
Equipping any more than three weapons in the beginning means you cannot carry enough ammo in your backpack for all of your weapons, so don't do it. I often use two weapons that use the same ammo, one additional weapon and a hand-to hand weapon. This way I only need to store two types of ammo for a mission. Setting up your TS's firepower in this way allows for flexible ammunition distribution during the missions. I currently use the KRT-J submachine gun and the ARASHI Gatling gun, both using SMG magazines and the Sutela assault rifle. I load my backpack with two Repa-L, three RFL magazines and five SMG magazines. I also use the 14-BAT because it has a magazine of 99, which goes a long way.
1.3 Advanced Weapon Selection
Once you level up the first thing to equip is the largest backpack available and the heat chip. Later missions become much longer and ammo management is critical to your success. The heat chip is invaluable, using twice the ammo to deliver 3x damage, therefore, using your ammo more efficiently. To use it simply program your TS with the 'HE' chip followed by the 'Wx' chip.
1.4 The Extended Backpack
Although it is not vital, another favourite of mine is the call backup chip. It doesn't work in all situations (sometimes communications are down!!!) but is does provide weapons reloads beyond what you are carrying in your backpack. This is done by way of a weapon drop in your vicinity. It is best to do this away from enemy TS so they are not blocking your way to the weapon drop. It is also best (but not vital) to use this when most of your weapons are out of ammo as collecting the weapon drop will fill all your weapons magazines/chambers. There are several other advantages to using this chip as explained in 4.0 the chips roundup!
1.5 Long Range Weapons
I tend to avoid these as they do not last very long at all, the best giving only 8 shots per (expensive) magazine! I tend to find that all too often, using one of these takes up too much ammo for what they do! In short they suck, unless you really want to blast enemies from a distance. I find this too hit and miss and favour using defensive equipment such as ECM's and getting stuck in there!
1.6 Maximum Weaponry Recommendations
If you feel compelled to have even more firepower later into the game, when you have earned a good amount of money from side-missions, it's important to get the AP-G15 CPU (cap 15) so you don't sacrifice too many other chips for your W5+ up weapons chips. I would NEVER use more than four weapons. I did actually buy a W5 chip but have never used it in battle. There where too many other sacrifices at stake.
2.0 Additional TS Equipment
Weapons alone do not make a good TS. Here's what else you can equip. This additional equipment improves the defensive abilities of your TS.
2.1 Shields
These are a good, low-cost defence measure for use in the initial missions. About mission 8 you really want to start using ECM and Armour instead.
2.2 ECM
I love these! They greatly improve your TS's defence allowing you to dodge more attacks.
2.3 Ablative Armour
For seriously heavy missions you will need armour, it's well worth investing in, absorbing up to 350HP damage before your beloved TS takes a scratch!
3.0 Chips Roundup (Incomplete)
What good is a TS that cannot move? In choosing my chips I favour agility and weapon saving over anything else.
3.1 Movement Chips
As well as the initial chips, I equip the slide left and right chips and dash as this makes circling round the back of enemies easy. I don't use the turn 180 chip though as it isn't very useful in practice, unless your notorious for letting enemies sneak in behind you. Just have a good look round the map every turn and plan your moves more carefully and you will never need this.
3.2 The Backup Chip
This chip is very good to use for the last few missions in particular where you really do face ammo limitations. This is explained in section 1.4 The Expanded Backpack
The chip also provides the following backup
HP Revive drops a pack which when collected revives your HP to max, VERY useful. You can also request covering fire, which drops a missile on nearby enemy TS. Reload is explained in section 1.4 and Jammer adds 20% to your avoidance stats. There are a limited amount of times each can be used however but this chip is valuable nonetheless.
4.0 Tactics & Further Information
4.1 Very Dirty Tactic!
Using Faselei members as a human shield! Heh, Heh, treachery!!! Use this as a last resort when you have NO ammo left. Under normal circumstances try to work with your team-members. Be nice :D
4.2 Movement & Defence vs. Firepower
By using less weaponry, it is possible to provide both greater movement AND increased defence by freeing up both equipment bays for use with defensive equipment and chip slots for use with further movement and/or defence chips. I tend to omit defence chips from my computer.
4.3 My current TS set-up
See my website at http://interstitial.50megs.com
5.0 Version History
Version 1.0 30May2000 The Initial build
6.0 Legal Shmegal
There are terms used in this document which are taken from the wonderful game that is Faselei! They are probably Ó Sacnoth 1999.
I (Greng) spent a lot of time and effort on this document so pleasenicelythankyou don't rip it off as your own work. Hopefully anyone will know you have plagiarised me anyway and come and beat you up! Within this doucument I make recommentdations similar to those of Kelvin Koh in his Faselei! FAQ. This is due to mutual agreement on tactical gameplay techniques in the game. I haven't just copied him, what's the point of reiterating what someone else has done? You can view his latest FAQ at http://underworld.fortunecity.com/retro/19/