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========================================================================== VALKYRIA CHRONICLES 2 FAQ/Walkthrough Version 1.2 Author: Mogg 13-42 Email: thaei@yahoo.com Website: http://wiosys.

com/mogg1342 =========================================================================== ____________________________________________________________________________ This guide may only be hosted at IGN FAQs. Posting permission will not be granted to any other site. I ask anyone who finds this file anywhere other than IGN to please let me know. ____________________________________________________________________________ __________________________________________________________________________ ( Table of Contents ) I. Game Mechanics - Controls - Gameplay II. Walkthrough Chapter Chapter Chapter Chapter Chapter Chapter Chapter Chapter Chapter Chapter Chapter Chapter Chapter 00 01 02 03 04 05 06 07 08 09 10 11 12 : : : : : : : : : : : : : Prologue January February March April May June July August September October November December [01] [01-01] [01-02] [02] [02-01] [02-02] [02-03] [02-04] [02-05] [02-06] [02-07] [02-08] [02-09] [02-10] [02-11] [02-12] [02-13] [03] [03-01] [03-02] [03-03] [04] [04-01] [04-02] [04-03] [05] [05-01] [05-02] [06] [06-01]

III. Post Game Walkthrough - Monthly Missions - Classmate Missions - Paid Missions IV. Downloadable Content - Grade 1 Missions - Grade 2 Missions - Grade 3 Missions V. Side Missions - Classmate Missions - Paid Missions VI. Unlockables - Medals

- Characters - Tank Stickers VII. Game List - Orders - Potentials - Titles

[06-02] [06-03] [07] [07-01] [07-02] [07-03]

=========================================================================== I. Game Mechanics [01] =========================================================================== __________________________________________________________________________ ( Controls 01-01 ) Here is a lowdown on the game's control scheme. Please note that this game's control scheme is fixed and cannot be changed. Academy Screen Controls Analog Stick or D-Pad L or R Square Circle X Select Battle Controls Analog Stick D-Pad L or R Triangle Square Circle X Select Start

Move cursor. Switch pages <- or -> when available. Displays selection of school facilities Confirm selection. Cancel selection. Display game options tab.

Move unit (field); Move reticle (TGT mode) Move TGT reticle - fine-tuning (TGT mode) Rotate camera left or right Issue unit-specific commands (Cmd mode) Enter target mode; Switch weapons. Perform action Cancel action; Move camera down. Open main menu (Cmd mode). End action (field); End phase (Cmd mode)

__________________________________________________________________________ ( Gameplay 01-02 ) This section explains the various gameplay elements in a nutshell. If it looks like you've seen this somewhere before, that's because I copied it from my VC1 FAQ and edited it a bit to fit the sequel. ~~~~~~~~~~~~~~~~~~~~~~~~~~ Lanseal Academy Facilities ~~~~~~~~~~~~~~~~~~~~~~~~~~ Briefing Room Apart from accepting missions, you can also use the briefing room to modify character and tank equipment, character potentials, and edit Squad G's active roster.

Abilities of Units Below are brief descriptions on each parameter and function. Name Class Lv HP AP Armament Aim Range Vs Prsnl Vs Armor Ammo Area Def Likes : : : : : : : : : : : : : : Character's name Unit's military classification. Unit's overall power level. Unit's damage (Hit Points). Unit's mobility (Action Points). Name of equipped weapon Shot accuracy, which is rated from A through E. Weapon's attack range. Attack power against infantry. Attack power against tanks. Number of remaining rounds. Ability to attack multiple units. Defensive value of equipped suit. Compatible characters for cooperative attacks.

All units have a certain set of special abilities known as potentials. These are categorized as: P = Personal Potentials and B = Battle Potentials. Drill Grounds Distribute your experience points by class to strengthen your squad members on the Drill Grounds. When the experience points are distributed to a given level, all the units of the same class will effectively level up together. Units can also change to a different class (or sub-class) when they have acquired sufficient credits to initiate the change. While all other units in Squad G are limited to switching between subclasses within their area of expertise, Avan can freely change to an entirely different class at anytime. Class change can be done through the "Change Class". Units that can switch classes are marked with "!". Research and Development (R&D) Building New weapons, defensive gear, and tank enhancements are developed at the R&D facility. Funds are necessary to produce your new items. There are two types of items to develop, either for the infantry units or for the tanks. For the infantry, you can develop a variety of weapons and suits. For tanks, you can produce parts that will enhance the body, firepower, mobility, etc. Once the item and the type of enhancement is confirmed, you will fund the development and the item will be made. Also, apart from funds, some of the items require a specefic set materials and/or parts to develop. Certain special items also require "plans" to build; these documents can be obtained by defeating enemy aces during missions. The available "regular" items will increase as you progress through the game.

Avan's Room It is here that you can view the various cutscenes in the game as well as Squad G's overall stats, and awards. You can also save your game by going to sleep. ~~~~~~~~~~~~ Command Mode ~~~~~~~~~~~~ Top view of the combat zone is displayed to visualize your overall strategy before you actually select your units. Press [] to display the list of deployed units, while the select button shows the main menu. Pick a unit and press triangle to issue commands such as "retreat" (1 CP) or "standby" (0 CP) without actually moving them. The "standby" option is only available to units within the immediate vicinity of an allied camp, and the said unit must not have initiated any prior movement during the current phase. For all other units further away from allied camps, the only available option is "retreat". Command Points (CP) You need one CP to move and attack with your infantry units, while two are needed for tanks (certain tank frames can reduce its CP consumption to 1). CP is also needed to execute special attacks. You can also stock CP by suspending your units. Stocked CPs are carried over to the next phase. You can stock a maximum of 20 CP. Potentials and Orders Personal Potentials (P) are related to personality and natural gift This can be anything from personal likes-and-dislikes to communication skills, which can work for or against your plans. The units will acquire these by simply advancing the story or by completing certain missions. Battle Potential (B) is related to a unit's class, which are earned by fielding units into battle as often as possible. The more a unit participates in combat, the more likely he/she will unlock new battle potentials. These abilities will only enhance your unit's role during battle. Orders are special tasks available only for Avan. Orders can be acquired by leveling up various classes on the Drill Grounds or buying from specific characters in the store. Camp Areas In the battlefield, the surest way to win a battle is by capturing the enemy's camps. There are two types of camps -- one is the Base Camp, the losing of which will determine the battle; the other is a Regular Camp which is important for expanding your squad's presence. To occupy a camp, clear all enemy units at the camp and

touch their flag by pressing O. Only foot soldiers can do this. Capturing an enemy camp has the following advantages: Recover HP with a greater margin per turn. Fully reload firearms and consumed items. Increased protection with enhanced defensive power. Withdraw your units from combat and save them as reserves. Deploy your reserves as backups.

~~~~~~~~~~~ Action Mode ~~~~~~~~~~~ Action Points (AP) Action Points represent a unit's mobility range, which varies by class. The AP guage is the orange-yellow meter at the bottom of the screen and will gradually deplete as you move your units. If you run out of AP, your units will be suspended on the spot for the remainder of the certain action. You may freely move or attack as long as you have AP left to spend. Terrain Actions Foot soldiers gain access to special actions when they enter a certain type of terrain, such as tall grass, sandbags, etc. An on-screen prompt will appear when a special action is available. Sight Lines There are several types of sight lines, which determine a unit's awareness to the presence of another unit. Blue Yellow Red Green : : : : Enemy sighted but still unnoticed by the enemy. Identified by enemy but out of range for interception. Identified by enemy and target is within range. Same as red but the enemy is reloading weapon.

Target Mode Once your unit has entered an ideal location to attack, press [] to switch to target mode. During this mode, you are safe from enemy attacks so take your time to spot the enemy with your target. If there are multiple enemies in your sight, lock-on to them quicker by pressing L or R. Use the analog stick to move the target and make fine adjustments with the directional buttons. Press O to fire your weapon when everything is ready. Also, information on your selected unit is displayed during Target mode as follows (displayed at the top of the screen). Kill Shots Vs. Pers Vs. Armor : : : : Number of shots needed to terminate target unit. Number of shots fired in one action. Effectiveness against foot soldiers. Effectiveness against tanks.

Area

: Compatibility of damage in broad area (O = Yes, X = No)

Support Fire Sometimes when aallied units are grouped together, a co-op attack will be triggered during target mode. Up to 3 units can team up during these attacks and their support comes at no CP cost. Teaming up with members your unit likes will result in exceptionally powerful attacks. Note that Snipers and Lancers are not available for these attacks. Restoring HP Some HP is restored automatically in evey turn before your phase begins. But when your damage is substantial, you can rely on Ragnaid (med item for infantry units) to restore HP. For tanks, you need to bring in the engineers and switch to the wrench, making sure to aim it at the engine. In either case, the item is selected from the Weapons option (press the [] button). To use the Ragnaid, place the crosshair on a nearby ally to heal them, or aim at nobody to heal yourself. ============================================================================ II. Walkthrough [02] ============================================================================ __________________________________________________________________________ ( Chapter 00: Prologue 02-01 ) View the opening events and the very first story mission of the game soon begins. ___________________________________________________________________ Story Mission 01 - Rebel Encounter Objectives Victory - All enemy units defeated. Defeat - Avan falls in combat - 20 turns pass - Morale drops to 0. Enemies A Rank - Scout - 1 Turn

You'll have Avan and 2 other scouts for this mission. The invading army also has an equal number of troops of similar expertise. Avan alone is capable of sweeping the town clean. Headshots are your friend; Scouts get 4 shots from their rifles per turn and it only takes two bullets to kill an enemy if you aim for their heads. __________________________________________________________________________ ( Chapter 01: January 02-02 )

Check out the classroom for some events, after which the game teaches you how to save. Stop by the drill grounds next, where the sergeant hands out a training mission. ___________________________________________________________________ Story Mission 02 - The Entrance Exam Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Enemies A Rank - Scout, Shocktrooper - 2 Turns

Your team here will be Avan (Scout), Zeri (Shocktrooper), and Cosette (Engineer). This mission is spread between 2 areas, where you must first capture the camp to the north of Area 1 then redeploy your units via the secured camp in Area 2. In order to finish this mission in 2 turns, you need to go rambo with Zeri. That said, take control of the man and dash for the enemy camp to the north. You can avoid being shot by the Shocktrooper if you stick to the right until you're out of range. Use CP #2 to kill the scout guarding the camp with a grenade. Capture it and retreat. Your last CP should be used to redeploy Zeri from your new outpost in Area 2 and move him forward a bit. In Turn 2, take Zeri again and get moving. Most of the enemies here are Scouts so a shocktrooper should be tough enough to withstand damage from these guys, but you can go ahead and kill some of them if you want. Do save your grenade for use on the shocktrooper guarding the base camp though. Dislodge the shocktrooper from his spot in front of the flag with a grenade when you're close enough. Use your final CP to kill the shocktrooper and take the camp. ___________________________________________________________________ Lanseal Academy Back on the school grounds, visit the headmaster's office, rest in Avan's room and save your game. You get to name your squad in class the next day. With Avan as a leader, you get an extra CP whenever you deploy him on missions. Anyways, take a tour of the academy's facilities (the ones with a yellow "!"). When you're ready, stop by the briefing room for 2 key missions. Key missions must be completed to proceed with the game's storyline, while the ones labeled "free" can often be skipped but you'll miss out on some of the good stuff if you do. Aside from the extra experience points, free missions sometimes unlock side stories that in turn unlock extra missions. ___________________________________________________________________

___________________________________________________________________ Key Mission 01 - Combat Exercise Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Anti-Tank Lance Parts A (x1) Credits - Arms Enemies A Rank - Scout, Shocktrooper - 2 Turns

This one should be quick. For troop deployment, I picked a pair of Shocktroopers, a Scout and an Engineer. You get plenty of CP for this mission too. Begin by sending someone to capture the enemy camp up ahead, preferably a Shocktrooper. Doing so prevents your opponent from deploying any reinforcements. Next, move your army to crouch on the opposite side of the sandbag occupied by the hostile Shocktrooper. You can use the alleys east of your base camp to get to the said destination safely. Be sure to place your units beside each other, and not in the line of fire. You can actually kill your own allies by shooting at them; keep that in mind. End your turn once you have everything set up. Watch the enemy commit suicide by running straight into your death trap during their turn; support fire from your units will surely kill anyone that come within range. Mop up any remaining enemies on your next turn, assuming someone survives. ___________________________________________________________________ Lanseal Academy Sleep in Avan's room, then head for the two new facilities the next day. The R&D Building lets you purchase new equipment for your units There are also special equipments that require specific set of items to build. The Drill grounds on the other hand is where you spend experience points to level up your units, or change a character's class. Avan can shift to a different class any time via the change class tab. Next stop is briefing room to clear the remaining key mission. ___________________________________________________________________ ___________________________________________________________________ Key Mission 02 - Maneuvering Exercise Objectives

Victory Failure

Enemy base camp captured. Allied base camp captured. 20 turns pass Morale drops to 0 / all infantry defeated.

Rewards Clear Bonus - Rifle Stock A (x1) Credits - Attack Enemies A Rank - Scout, Shocktrooper - 2 Turns

There's not much to say about this mission. Deploy your usual group and begin clearing enemy units as you move towards their base camp. I was able to complete this mission with a lone Shocktrooper, but of course you should use other units too for the sake of credits. Crawl on the grassy areas for cover if needed. ___________________________________________________________________ Free Mission 01 - Drill Grounds Skirmish Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - 01x Machine Gun Stock A Credits - Arms Enemies A Rank - Scout, Shocktrooper - 3 Turns

Again, deploy your usual army at the base camp side, and a pair of shocktroopers at the area. The enemies in your camp's area are in plain sight, so wipe them out as you see fit. As for the other section, have your shocktroopers patrol near the grassy areas to spot hidden enemies and kill them. ___________________________________________________________________ Lanseal Academy Sleep in Avan's room then head for the classroom for some events. You can save again if you want, before stopping by the briefing room to finally put an end to the month of January. ___________________________________________________________________ ___________________________________________________________________ Story Mission 03 - Liberating Arlem Objectives Victory - Light command tank defeated.

Failure

- Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated.

Rewards Clear Bonus - Pistol Mechanism A (x1) Enemies A Rank - Scout, Shocktrooper, Light Tank. - 3 Turns

For this mission, Avan, Zeri, and Cosette are mandatory units. Avan will be in Area 3 (tunnel), deploy a shocktrooper there to accompany him. Put another shocktrooper in Area 1 (silo) as well. In turn 1, move Avan and company north along the left path, clearing enemies along the way. This path lets you reach the enemy camp faster. At Zeri's side, move a shocktrooper east up the ladder and down to the other side. In turn 2, capture the camp in area 3 and put the units on standby. At the silo, send the person that descended from the ladder northwest past the grassy area, to the rear end of the enemy's camp. Shoot the ragnite crate, mop up any remaining troops and secure the base. Put all your idle units on standby with Triangle then end phase. In turn 3, start deploying units from your new southwest outpost, killing enemies for extra credits. Just be sure to leave 1 CP and deploy someone from the northeast camp, to blow up the ragnite crate and destroy the enemy's tank. __________________________________________________________________________ ( Chapter 02: February 02-03 ) Your squad will finally get its own tank; choose a name for it. Tank development also becomes available in R&D lab. Finally, Chloe Blixen (Scout) joins your squad. View all the yellow marker events before visiting the store to buy the paid mission for 3000 DCT. Purchase all the available papers too if you like. ___________________________________________________________________ Free Mission 01 - Cooperative Exercise Objectives Victory - Enemy base camp captured Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Pistol Mechanism A (x1) Credits - Attack Enemies A Rank - Scout, Shocktrooper, Light Tank. - 3 Turns

At area 3, send shocktroopers out to capture the enemy's camp. Once taken, put all the troops at your base camp on standby and redeploy them from your new outpost. I suggest sending out shocktroopers and armored techs to capture the western gateway camp, as the resistance there is quite fierce. Secure that one and begin deploying troops in Area 2. A light tank is parked at the enemy's base camp, so send out a Lancer, move around to the back of the tank and shoot the engine. Mop up the rest of the hostiles and capture the main base. ___________________________________________________________________ Key Mission 01 - APC Exercise Objectives Victory - All enemies are defeated. Failure - Class G tank defeated. - 20 turns pass. - Morale drops to 0 Rewards Clear Bonus - Machine Gun Stock A (x1) Credits - Arms Enemies A Rank - Scout, APC - 1 Turn

You only get to use Avan, Cosette and Lavinia here. Move your APC forward and shoot the rear engines of 2 enemy vehicles, and have your infantry mop up the hostile scouts. That should be it. Be sure to keep an eye out for land mines though. ___________________________________________________________________ Key Mission 02 - Night Combat Exercise Objectives Victory - Enemy base camp captured Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Wrench Head A (x1) Credits - Attack Enemies A Rank - Scout, Shocktrooper - 2 Turns

Deploy a team of shocktroopers at the storehouse area and start moving towards the entrance of the building. You can take out enemies from behind the barricade if you have a clear shot. Once inside, clear out the rest of the hostiles and take their base. Units deployed at the silo area can just hunt down enemies for

credits. ___________________________________________________________________ Lanseal Academy Back on the academy grounds, view any pending yellow marker events if any, before going to sleep. A bunch of new missions will be available for completion the next day. Don't forget to save. ___________________________________________________________________ ___________________________________________________________________ Free Mission 02 - Arlem Skirmish Objectives Victory - Enemy base camp captured Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Machine Gun Parts A (x1) Credits - Attack, Attack X Enemies A Rank - Scout, Shocktrooper, Light Tank. - 3 Turns

The first turn and a half is to be spent securing all enemy camps. Deploy a team of Shocktrooper + Scout in both areas. In area 1, send someone east up the ladder then down to the other end. Take the camp there after clearing it. The other unit will move north to clear and capture the top camp as well. Troops deployed at the tunnel area should move to secure the another hostile camp. The base capture process should end by around half of turn 2. Be sure to put troops on standby after taking over a camp. Next, deploy units from the northeast outpost at the warehouse. Have a Lancer eliminate the tank, while everyone else mops up all enemy infantry and secure their base camp. ___________________________________________________________________ Key Mission 03 - Tenacious Tank-Killers Objectives Victory - Lancer commander defeated Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Heavy Gatling Parts A (x1) Credits - Arms, Arms X Enemies - Scout, Shocktrooper, Shuntr (Lancer).

A Rank

- 3 Turns

Deploy a team of shocktroopers and scouts at the storehouse and quickly take over the camp; this won't take long as the enemies are just scouts. Once secured, begin sending out troops from the southeast outpost in area 4. Have someone guard this camp, while another moves to take the camp at the other side. And with that, you should now have a base in area 1. Deploy units from this new camp, clearing hostiles as you move south towards Shuntr. Kill the commander with shots to side of head in turn 3. ___________________________________________________________________ Key Mission 04 - Marching Exercise Objectives Victory - Allied units reaches target. Failure - Allied base camp captured. - 5 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Rifle Stock A (x1) Credits - March, March X Enemies A Rank - Scout, Shocktrooper, Light Tank - 2 Turns

From the starting point in area 3, head for the enemy camp via the alley, clear it out and capture it. Once taken, deploy a Lancer from your new outpost to destroy the tank some ways ahead. Crawl on the grass to get behind tank with with minimal damage. With tank eliminated, deploy a fresh scout from area 3 camp and head for destination marker. You can use all the extra CP to hunt down enemies for credits. Just be sure to leave one for the unit headed for the destination. ___________________________________________________________________ Key Mission 05 - Midnight Suppression Objectives Victory - Enemy base camp captured Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Wrench Head A (x1) Ace Bonus - Weapon Plan RF001 Credits - Attack, Attack X Enemies A Rank - Scout, Shocktrooper, Sniper, Light Tank, Cindy. - 3 Turns

In the first turn, units in area 1 should work on securing the northwest and northeast camps. Send a shocktrooper north and a couple more east up the ladder. Enemy units defending the camps are shocktroopers. It's a good idea to deploy Lancers, just in case you run into a tank. With both camps secure, start deploying troops into the storehouse Again, send out a Lancer to deal with the tank if it's there. Clear out all hostiles in turn 3 and secure the base camp. Cindy (Scout) awaits around the corner south of the northeast base in area 1. ___________________________________________________________________ Lanseal Academy View all yellow marker events in school grounds if you haven't already done so. The next story mission becomes available after completing 3 key missions. Watch all red marker events. ___________________________________________________________________ ___________________________________________________________________ Story Mission 03 - Laevatein Qualifiers Objectives Victory - Sniper commander defeated Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Pistol Mechanism A (x1) Credits - Arms, Arms X, Certificate Enemies A Rank - Scout, Shocktrooper, Lancer, Sniper, Light Tank. - 3 Turns

Troop deployment is in areas 2 and 3. In area 3, secure the camp to your left right away; same goes for the camp in area 2. The latter camp has stiffer resistance, so send at least 2 shocktroopers to that area. Make use of sandbags for cover, and knock enemies off their crouch positions with grenades. Once both smaller camps are secure, you can go take the gateway ones. Send Lancers to deal with the tanks when you see them. The gateway camp in area 2 connects to area 1. Deploy troops in area 1 and move south to find your target crouched next to the small camp. Toss a grenade at him, then try to position your units in front of and behind him. This allows you to easily carry out surprise attacks by alternating between units, depending on the direction your target is facing. Attack from the rear at all times; this guy dodges frontal attacks flawlessly. __________________________________________________________________________ ( Chapter 03: March 02-04 )

Pete Stang (Shocktrooper) joins your squad. After that, visit the store. Welkin or Alicia will occasionally be there to sell you new orders in exchange for experience points, so check back from time to time. Buy the new mission for 5000 DCT along with all the new newspapers. Do all the usual stuff -- upgrade equipments at R&D building, train units, etc. ___________________________________________________________________ Key Mission 01 - Storming the Bridge Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Gatling Feed A (x1) Ace Bonus - Body Plans T01 (x1) Credits - Attack, Attack X Enemies A Rank - Scout, Shocktrooper, Yarmas, Sniper, Gatling Turret - 4 Turns

The northern section of area 1 is full of snipers. Send scouts to eliminate them before securing the nearby gateway camp; this connects to the an outpost in area 4. Send units out from the area 4 camp, heading east to take over another territory. Next, storm the hostile camp in area 2 and capture it. Deploy a tank from the eastern outpost to destroy the gatling turret and a Lancer to destroy Yarmas (tank). Once both heavy hitters are gone, you can safely send in softer units to clean up and capture the base camp. ___________________________________________________________________ Key Mission 02 - Defensive Exam Objectives Victory Failure Rewards Clear Bonus Ace Bonus Credits Enemies A Rank

Allied base camp defended (6 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Mortar Lance A (x1) Part Plans 001 (x1) Support, Support X

- Scout, Shocktrooper, Sniper, Mortarer, Light Tank - 3 Turns

The only way to get an A rank in this mission is to defeat all

enemies. That said, deploy a shocktrooper and scout in area 2, going east to capture the camp there. Send out a Lancer from this new outpost if you spot a tank in the vicinity. In area 3, deploy shocktroopers a and lancer. The latter should use the grass for cover while approaching the tank to the left. With the tank gone, move the rest of your troops to the gateway camp via the alley and steal it. Deploy new units from this outpost. Patrol grassy areas to spot hidden enemies. By the way, Mortarers are potent infantry killers; defeat them right away. ___________________________________________________________________ Key Mission 03 - Tunnel Offensive Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Sniper Scope A (x1) Credits - Arms, Arms X Enemies A Rank - Shocktrooper, Mortarer, Light Tank, AT Turret. - 4 Turns

Deploy shocktroopers and scouts at the tunnel area and work to secure the camp there. As always, throw grenades at the crouched troopers and kill them. Once secured, this camp gives you access to the northeast outpost of the other area, where the weak points of the heavy duty enemy units are exposed. Send a lancer out to smash the tank and anti-tank turret, before deploying your softer units for clean up duty. Do check grassy areas for hidden enemies. ___________________________________________________________________ Key Mission 04 - The War Hero Objectives Victory Failure Rewards Clear Bonus Ace Bonus Credits Enemies A Rank

Allied base camp defended (6 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Sword Core A (x1) Weapon Plans PF001 (x1) Support, Support X

- Scout, Shocktrooper, Lancer, Mortarer, Fencer. - 3 Turns

Again, the only way to get an A rank in this mission is to defeat all enemies. It is important that you secure all enemy camps to

prevent deployment of further reinforcements. Fencers are tough to kill with in-your-face attacks, so try to aim for the side or the back of their heads. As always, do patrol the grassy areas to spot hidden enemies. ___________________________________________________________________ Lanseal Academy There should be a bunch of yellow marker events now. View them all. At this point, some of the events may unlock Classmate Missions, which in turn grants a special potential for the character involved. These missions can be unlocked at any time, provided that you've viewed enough yellow marker events concerning a particular squadmate. So I strongly recommend giving each character as much "screen time" in battle as possible. These missions are accessible through the "Classmates" tab in the Briefing Room. View the yellow marker events first if any. The next story mission becomes available after completing 3 key missions. Watch all red marker events and cutscenes until the mission actually starts. ___________________________________________________________________ ___________________________________________________________________ Story Mission 04 - VIP Escort Objectives Victory - Escort APC reaches target. Failure - Escort APC defeated - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Rifle Stock B (x1) Credits - March, March X, Certificate Enemies A Rank - Scout, Shocktrooper, Lancer, V2, Supply Vehicle. - 3 Turns

Avan and the APC starts at area 5. This is enough; don't deploy anyone else in the area. Put a Lancer in your base camp. In turn one, take the Lancer and climb the nearby cargo net, then destroy the supply vehicle at the top of the ridge. This should disable the force fields of the V2s in the area. At area 5, send Avan southeast, toss a grenade at the guard and take the camp. Put Avan on standby, take your APC, drive to your new camp and move on to another area. Once APC is in area 4, deploy shocktroopers and have them climb the cargo nets. This will take you up to where the V2s are. Kill them; there are 2 V2s in this area. After defeating the second V2, capture the gateway camp and take the APC to its final stop. In area 2, deploy an Engineer to fix the APC before

driving it to the destination. __________________________________________________________________________ ( Chapter 04: April 02-05 ) Vicky Baytear (Engineer) joins your squad. A new mission is available for purchase at the store. Buy all the papers while you're there too. Again, drop by the R&D building for equipment and tank upgrades. Some of your characters should have enough credits to change class now. Visit the Drill Grounds and try it. Additionally, the "Temp Coat" tab has been added to the R&D lab. This feature lets you use items to temporarily enhance your equipments. The effects wear off after one mission. When you're ready, view all the events at the school, save and proceed to the briefing room for some more missions. ___________________________________________________________________ Free Mission 01 - Leanbluff Skirmish Objectives Victory Failure Rewards Clear Bonus Credits Enemies A Rank

Allied base camp defended (6 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Anti-Tank Lance Parts B (x1) Support, Support X

- Scout, Shocktrooper, Lancer, Fencer, Light Tank. - 3 Turns

Snipers are nice to have for this mission, as they can pick off enemies from a distance quickly. Especially the Fencers. Do deploy them if you have any. Otherwise, just defeat any visible target then position your units somewhere in the middle, using the grassy areas as cover, and just wait for the hostiles to come your way. If you have the Area Recon order (buy from Alicia at the store for 28100 DCT), use it to reveal the location of all enemies in the area. ___________________________________________________________________ Key Mission 01 - Missing Goods Objectives Victory - 3 boxes retrieved. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Sniper Scope A (x1)

Credits Enemies A Rank

- March, March X - Scout Vtn, Sniper, Light Tank, Light APC. - 2 Turns

Your goal is to locate and pick up 3 boxes of goods scattered in all 3 areas. All you need to do is walk up to a box to retrieve it. First thing you must do is to capture both gateway camps in area 5, then deploy units from your new outposts to clear as many enemies as you can for credits. Scouts are the best since their high AP lets you cover more ground while looking for the boxes. Lancers should deal with the APC and tank. Below is a list of known locations for the boxes: * * * * End of alley north of southwest camp in area 5. At the center gateway camp in area 2. At the center section of area 3. At the upper level of south center alley in area 3. Use a grenade to destroy the log blocking access to the cargo net leading up.

___________________________________________________________________ Key Mission 02 - Cerulean Shadows Objectives Victory - Fencer commander defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Gatling Feed A (x1) Credits - Arms, Arms X Enemies A Rank - Scout Vtn, Shocktrooper, Sniper, Fencer, V2, Supply Vehicle, Joshuno. - 1 Turn

This should be a quick one. Put someone in your base camp to defend it just in case, then deploy an army of Shocktroopers and Gunners in area 5. Move all 4 of them to the top of the area and throw a grenade to dislodge the commander from the sandbags, before finally aiming at the side of his head. He won't very long with support fire from your other units. ___________________________________________________________________ Key Mission 03 - Escape from Arlem Objectives Victory - Escort APC reaches target. Failure - Escort APC defeated. - 8 turns pass - Morale drops to 0 / all infantry defeated. Rewards

Clear Bonus - Sword Core A (x1) Credits - March, March X Enemies A Rank - Shocktrooper, Lancer, Light APC B, AT Turret, Tanaiss - 4 Turns

Take a scout and a shocktrooper to secure the first gateway camp and move your APC to the next area. This can be completed in turn 1 The gateway camp at the storehouse is guarded by an anti-tank turret; send a Lancer there to take it out. Be sure to kill any Lancers that you see. Once the camp is taken, move APC to next area. should be done by the end of turn 3. In turn 4, head for the destination. AT turrets don't fire outside of the enemy's turn so feel free to just ignore it. Nahum Dryer (Shocktrooper) will join your squad if you manage to get an "A" in this mission. ___________________________________________________________________ Key Mission 04 - Alarming Developments Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Mortar Lance A (x1) Credits - Attack, Attack X Enemies A Rank - Scout, Lancer, Shocktrooper, Medium Tank A. - 2 Turns

Units deployed in area 4 should go right and up the ladder then down to the other side, to quickly reach the enemy camp. Secure it and start sending troops from the eastern camp in area 5. There are 2 medium tanks here, so have some Lancers ready. With the tanks gone, have a Gunner charge the base. He/she can kill the pair of shocktroopers behind the sandbag in one sweep, then defeat the remaining trooper to capture the base camp. ___________________________________________________________________ Lanseal Academy View the yellow marker events first if any. The next story mission becomes available after completing 3 key missions. Watch all red marker events and cutscenes until the mission actually starts. ___________________________________________________________________ ___________________________________________________________________ Story Mission 05 - Darcsen Liberation Objectives

Victory - 3 enemy camps captured Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Wrench Head B (x1) Credits - Attack, Attack X, Certificate Enemies A Rank - Scout Vtn, Sniper, Shocktrooper, Medium Tank A, Gatling Turret. - 4 Turns

Unit's HP don't recover at the beginning of each turn on snow terrain. Your goal this time is to capture the 3 marked camps in the village. This may sound simple enough, but Baldren's presence is an absolute pain in the rear. Equip your tank with an armor piercing turret and apply temporary coating to your equipments. Also, fill your Start off by securing the gateway camp in the cave. Send a Lancer and Gunner to do this. Go up the right path, smash the gatling turret, and have the other guy go secure the camp. You should now have a base to the northwest of the storehouse. Deploy a Lancer and a Scout from there, destroy the medium, and enter the building; making sure to stick to the far left side, to keep out of the gatling turret's range. Clear the scout and sniper that are guardin the camp and take it. Baldren should now be in the storehouse. Back in area 1, take your tank and smash the gatling turret. It should take only one shot with AP rounds. Avan then goes to secure the camp. Deploy units from this new outpost -- A Lancer to take out the tank and a Scout Veteran to secure the target camp. Use Armored Techs to defend your new camps from Baldren. Their shields work great in blocking his otherwise impossibly deadly gun. For the last area, send Lancers up the ladders and push into the final target camp. It will be wise to deploy at least two Lancers to get rid of the gatling turret before finally sending a Scout to take the final camp. You can actually kill Baldren by luring him out on the snow in area 1, and have your tank fire AP rounds at his legs, where he has the least chance of dodging, then deploy Shocktroopers from the eastern camp in area 1, and shoot Baldren at the back of the head. Zeri gains the "Competitive" potential at the end of this mission. __________________________________________________________________________ ( Chapter 05: May 02-06 ) You will be awarded with the Gallian Medal Honor after some scenes This is for completing the mission "VIP Escort" a couple of months earlier. Back at the academy, Vario Kraatz (Lancer) joins your squad. As always, head to the R&D Building for upgrades. Having reached tier five, some equipments now require level 2

materials to build. These items can be obtained by completing missions from May onwards; level 1 materials are found in missions from January to April. Additionally, There is an uber-awesome tank frame called "Light Tank B" available for purchase. With it, the tank's CP consumption is reduced to 1, and you get to keep all the firepower too! Only drawback is the lower HP and weaker all around defense. But it's very much worth it. Next stop is the store. Buy all the papers and the paid mission for 9000 DCT. Welkin is also there; buy new orders from if you like. ___________________________________________________________________ Free Mission 01 - Diebal Skirmish Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Machine Gun Stock A (x1) Credits - Arms, Arms X Enemies A Rank - Shocktrooper, Mortarer, Medium Tank A, Gatling Turret - 3 Turns

Nothing too hard here. Use your now CP-efficient tank to deal with the gatling turrets and tanks (or at least assist the Lancers so that your infantry still get credits). Have your soldiers (pref. Shocktroopers/Gunners) deal with the enemy troops in area 1. It's best to keep your frontline units where they are, and let the enemies run to their deaths on their turn instead. This saves you from having to locate targets one by one. Among your priorities is to guard any of the camps you captured to keep the rebels from taking it back. ___________________________________________________________________ Key Mission 01 - The 4th Mortar Squad Objectives Victory Failure Rewards Clear Bonus Ace Bonus Credits Enemies

Allied base camp defended (6 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Machine Gun Parts B (x1) Part Plans 006 (x1) Support, Support X

- Scout Veteran, Sniper, Mortarer, Medium Tank A, Light APC B, Fucasa.

A Rank

- 3 Turns

The main concentration of rebels is in area 5, while your base camp area is full of Mortarers. These units are best dealt with using Shocktroopers and/or Gunners. The pair of Mortarers (Fucasa included) on the ledge to the west of area 5 are easily killed with a Sniper. And as always, have Lancers take out the tanks and APCs. Secure all enemy camps to prevent backup. ___________________________________________________________________ Key Mission 02 - Retrieving the Goods Objectives Victory - 4 boxes retrieved. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Rifle Stock A (x1) Ace Bonus - Parts Plans 004. Credits - March, March X Enemies A Rank - Shocktrooper, Fencer, Light APC, Gatling Turret, Matz - 4 Turns

You'll need to recover 4 boxes this time. As always for missions like this, it's a good idea to deploy Scouts to cover more ground while searching for the crates. Capture enemy camps and kill enemies for extra credits. Known locations for the boxes are: * * * * Northeast dead Northwest-most Southeast-most Southwest-most end from bottom camp in area 2. corner of area 4. corner of area 4. corner of area 3.

___________________________________________________________________ Key Mission 03 - Breaching the Bunkers Objectives Victory - 2 enemy camps captured Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Anti-Tank Lance Parts A (x1) Ace Bonus - Part Plans 005 Credits - Attack, Attack X Enemies A Rank - Sniper, Shocktrooper, Med Tank, Gatling Bunker, Yars - 3 Turns

In area 3, begin by sending a Scout northwest into the alley and

to the northwest gateway camp; secure it. Once taken, deploy a fresh Lancer from this new outpost to smash the medium tank some ways ahead. After that, take another Lancer, crawl along the grass to reach the rear of the gatling bunker. Destroy it with a pair of rockets. Clear the remaining hostiles with Shocktroopers and send a Scout to capture the first of 2 target camps. Redeploy all units in area 2 from your newest camp. There's one more gatling bunker here. I would recommend using a tank if you don't feel like risking any infantry. Clean up any surviving enemy stragglers around your turf before taking the last camp. ___________________________________________________________________ Key Mission 04 - Mountain Stronghold Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Wrench Head A (x1) Credits - Attack, Attack X Enemies A Rank - Shocktrooper, Lancer, V2, Supply Vhc, AT Bunker, Osweiss - 3 Turns

This will be another quick trip. Start by securing the northwest enemy camp in area 2. Once taken, deploy units from your new outpost in area 5. Take a Lancer to destroy the supply vehicle parked here, then have a Sniper move towards the rebel base and headshot the V2 twice. Send a Scout in to take the enemy base. ___________________________________________________________________ Lanseal Academy View the yellow marker events first if any. The next story mission becomes available after completing 3 key missions. Watch all red marker events and cutscenes until the mission actually starts. ___________________________________________________________________ ___________________________________________________________________ Story Mission 06 - Laevatein Semifinals Objectives Victory - Medium Command Tank defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Pistol Mechanism B (x1)

Credits Enemies A Rank

- Arms, Arms X, Certificate - Sniper, Shocktrooper, Mortarer, Engineer Veteran, Light Tank B, Medium Tank B. - 3 Turns

This is a welcome break when it comes to difficulty, especially after having to deal Baldren in the previous month. The tanks in this mission are plentiful, and in response, you can just deploy your own tank and breeze through, while your infantry defeat the rebel soldiers for credits. Target tank is in area 3. __________________________________________________________________________ ( Chapter 06: June 02-07 ) Jamill Caines (Armored Tech) joins your squad. There are no new missions or orders for sale at the store at the moment, so you can skip that one. Train classes at the Drill Grounds and buy upgrades at the R&D Building as usual. Off to the Briefing Room you go. ___________________________________________________________________ Free Mission 01 - Daws Desert Skirmish Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Machine Gun Parts B (x1) Credits - Attack, Attack X Enemies A Rank - Scout Vtn, Sniper, Shocktrooper, Mortarer, Light Tank B, Medium Tank B. - 3 Turns

You need to deploy high AP units here; anyone besides Scouts and your tank won't get very far with the heat condition in effect. Work on securing the camps in areas 4 and 1. The one in area 4 can be taken by just one Scout Veteran. Next, deploy a fresh Scout Veteran from your new outpost in area 5 and move to capture the rebel base, which is rather poorly defended. You can use all extra CP to kill enemies for credit. ___________________________________________________________________ Key Mission 01 - Escort to the Ruins Objectives Victory - Escort APC reaches target. Failure - Escort APC defeated - Allied base camp captured.

- 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Pistol Mechanism B (x1) Credits - March, March X Enemies A Rank - Scout, Sniper, Lancer, Gatling Turret, AT Turret, Eider - 5 Turns

Start by deploying Lancers to wreck the anti-tank bunkers in areas 1 and 4, being careful not to get too close to the gatling bunkers if there are any in range. Next, take an Armored Tech to capture the gateway camp in area 4 and move the APC to the destination area, where there is another gatling bunker blocking the road. What you must do is take your APC and use it as a shield for your infantry, as they move towards the trench. Make sure that a Lancer is among the group. Use the trench to get behind the bunker and smash it. Push APC onward to the target marker. You can kill extra enemies along the way for credits too. Complete this mission with an A rank and Heinz Gilden joins squad. ___________________________________________________________________ Key Mission 02 - Forest Guardians Objectives Victory Failure Rewards Clear Bonus Ace Bonus Credits Enemies A Rank

Allied base camps defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Wrench Head B (x1) Weapon Plans RF002 (x1) Support, Support X

- Scout Vtn, Sniper, Mortarer, Light Tank B, Heavy APC, Togier (Scout). - 3 Turns

You'll need to defend 2 base camps this time around, and the lack of gateways mean that you can't sneak attack enemies by deploying reinforcements. It is a good idea to leave at least one guy to defend your camp in each area, while a pair of units hunt for enemies. You can have Avan issue the Area Recon order to see all targets in an area. Enemy status attack causes defense down. Alternatively, you can position Shocktroopers/Gunners on grassy areas, waiting for targets to come your way and take them out. This eliminates the need to run around seeking enemies. ___________________________________________________________________ Key Mission 03 - Sand Sweepers

Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Rifle Stock B (x1) Credits - Arms, Arms X Enemies A Rank - Sniper, Shocktrooper, Fencer, V2, Supply Vhc, Kanazas - 3 Turns

Secure the rebel camp at your base area, and patrol the grass patches for hidden enemies. Deploy units at the new outpost, where the supply vehicle should be near the V2. Use tank to deal with this one if you're not willing to risk any infantry. Put some guys to defend your new camps, waiting for the rebels to charge at you on their turn. Saves you from having to look for them. Clean up any survivors on your next turn to complete mission ___________________________________________________________________ Key Mission 04 - The Impregnable APC Objectives Victory - Heavy command APC defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Anti-Tank Lance Parts B (x1) Ace Bonus - Turret Plans 004 Credits - Arms, Arms X Enemies A Rank - Shocktrooper, Lancer, Heavy APC B, Gatling Turret, Anti-Tank Bunker, Motti. - 3 Turns

Begin by working to secure the camp in area 5. There's an AT bunker blocking the path here, so destroy it first. Remember that unlike their gatling counterpart, AT bunkers don't fire during the player's phase so your infantry is safe. Once you've taken the camp, deploy units from your new outpost in area 4; Shocktroopers/Gunners are the best choice as the next camp is heavily defended by a group of Shocktroopers. In area 3, send a Lancer to remove another anti-tank bunker blocking the way, so that you can pass and attack the target vehicle. Motti, the rebel ace is also here. ___________________________________________________________________

Lanseal Academy View the yellow marker events first if any. The next story mission becomes available after completing 3 key missions. Watch all red marker events and cutscenes until the mission actually starts. ___________________________________________________________________ ___________________________________________________________________ Story Mission 07 - The Road to the Armory Objectives Victory - Avan/Cosette reaches target. Failure - Avan/Cosette falls. - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Sniper Scope B (x1) Credits - March, March X, Certificate Enemies A Rank - Scout Vtn, Sniper, Shocktrooper, Medium Tank B, Gatling Turret, Gatling Bunker. - 2 Turns

In this mission, you have Avan and Cosette in one area; you only need to get one of them to the destination marker for this operation to succeed. That said, I'd recommend deploying the tank, a Scout (Veteran) and a Sniper for the diversion team. Move tank along the main path to the front of the rebel outpost, while your infantry climb the ladder and navigate until you're directly above the enemy. Snipers can stay further back as long as they have a clear shot on most of the targets. Have your tank wreck the enemy's medium tank, and Snipers pick off the rebels from above. With the area cleared (or mostly cleared), send the Scout down to press the switch. Now, take Avan and dash for the destination marker. There is a tank and Shocktrooper inside the building so I don't think Cosette is tough enough to make it, that is assuming she gets past the gatling bunker outside. ___________________________________________________________________ Story Mission 08 - Retaking Yuell Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Sword Core B (x1)

Credits Enemies A Rank

- Attack, Attack X, Certificate - Scout Vtn, Mortarer, Medium Tank C, Gatling Turret, Gatling Bunker - 2 Turns

This is the last mission of the month, and though you can place troops in 2 different areas, I would suggest putting units at your base camp only. Then focus on securing the rebel camp in area, as this connects directly to area 5. With the gateway camp down, leave a Shocktrooper/Gunner to guard it and deploy your tank in area 5. Audrey's Gierolul awaits just around the corner, you can move and damage it with your tank be sure back off into the corner before ending phase. The Gierolul pretty much has it all -- artillery barrage on an entire area, anti-tank rockets and bunker-style guns. Open up your next turn by taking your tank and moving it to the rear of the weapon until the ragnite engine becomes visible. Fire at the engine a few times until the Gierolul is destroyed, then bring in the infantry to clean up the remaining soldiers and capture the rebels' base camp. Cosette's Klutz potential will be replaced by Blood Trauma. __________________________________________________________________________ ( Chapter 07: July 02-08 ) There won't be any new recruits this month. Once again, go do the usual thing before taking up missions. There are new missions, papers, and orders for sale at the store too, be sure to visit. ___________________________________________________________________ Free Mission 01 - Yuell Skirmish Objectives Victory - All enemies defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Light Gatling Parts A (x1) Credits - Arms, Arms X Enemies A Rank - Scout Vtn, Shocktrooper, Lancer, Medium Tank B, Gatling Bunker - 4 Turns

This isn't all that different from the other "wipe out enemies" missions. Do use the ladders to get behind the tanks, and Snipers are good for picking off targets atop buildings. Capture the camp in area 1 to prevent enemy reinforcements. The rebels in this area are also putting the trenches to good use, so do look there

You can also opt to use your tank on the gatling bunkers. I also suggest deploying Snipers to deal with enemies in the second area. ___________________________________________________________________ Key Mission 01 - Hidden Goods Objectives Victory - 4 boxes retrieved. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Rapid-Fire Barrel A (x1) Ace Bonus - Body Plans T02 (Light Tank B3) (x1) Credits - March, March X Enemies A Rank - Scout Vtn, Commando, V2, Supply Vhc, Light Tank B, Susse - 4 Turns

You'll need to recover 4 boxes again this time. As always for missions like this, it's a good idea to deploy Scouts to cover more ground while searching for the crates. Capture enemy camps and kill enemies for extra credits. Known locations for the boxes are: * * * * Next to bridge in the middle of area 5. Middle of top path in area 2. Top right side of lowermost path in area 2. Upper middle-right section of area 5.

___________________________________________________________________ Key Mission 02 - Escorting a Defector Objectives Victory - Escort APC reaches target. Failure - Escort APC defeated - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Gatling Feed B (x1) Ace Bonus - Turret Plans 005 Credits - March, March X Enemies A Rank - Commando, Lancer, Fencer, Light APC, AT Turret, Gatling Bunker, Yaht. - 5 Turns

Start by capturing the northeast gateway camp in area 5. Use an Armored Tech for this in case you run into a gatling bunker along the way. A lone Scout is guarding the outpost so kill him and

capture it. Next, deploy units from new camp in area 4, and clear all enemies within the camp. Yaht is here too by the way. With that done, take a Lancer to destroy the gatling bunker to finally clear a path for the APC. Move the vehicle to area 5. Be sure to leave someone to defend your base camp though. Now, send fresh Scouts in area 5 to the southwest gateway camp using the trench. Once captured, move APC to destination. ___________________________________________________________________ Key Mission 03 - The Cerulean March Objectives Victory Failure Rewards Clear Bonus Ace Bonus Credits Enemies

Allied base camp defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Sword Core B (x1) Weapon Plans MK001 (x1) Support, Support X

- Scout Vtn, Lancer, V2, Supply Vehicle, Cindy.

This one is similar to the "Forest Guardians" mission, and this time there are gateway camps. Capture these to prevent enemy reinforcements from deploying. Kill all visible targets, and defend all new bases, waiting for rebels to come your way and send them to their deaths. The V2 and supply vehicle are in area 5. Beware of active lightning rods as well. Keep your units away from these as much as possible, as they can do a lot of damage. ___________________________________________________________________ Key Mission 04 - Rebel Stragglers Objectives Victory - 2 enemy camps captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Mortar Lance B (x1) Credits - Attack, Attack X Enemies A Rank - Scout Vtn, Commando, Mauler, Heavy APC B, Anti-Tank Bunker, Ty. - 4 Turns

Nothing too hard either except there are Maulers and Commandos among the enemy troops. These guys are hard hitters and it is therefore a good idea to deploy shocktroopers/gunners to match the commando's firepower. The Mauler is somewhat difficult to

hit from the front, so attack them from the side or rear. Your tank should make things a lot easier. Have it clear a path for Scouts to move in for captures, but be sure to always have troopers or gunners as backups for the Scouts. ___________________________________________________________________ Key Mission 05 - A Gust of Wind Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 5 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Sniper Scope B (x1) Credits - Attack, Attack X Enemies A Rank - Shocktrooper, Mortarer, Engineer, Light Tank C, Medium Tank B, Shmarder. - 2 Turns

This should be a quick one. Focus troops deployment at your base camp and quickly secure the rebel outpost in the same area. Send out new units from your new camp. Tanks and shocktroopers are positioned here, but they should be easy enough to defeat, with their rears facing you. After that, push on to take the rebel base. ___________________________________________________________________ Lanseal Academy View the yellow marker events first if any. The next story mission becomes available after completing 4 key missions. Watch all red marker events and cutscenes until the mission actually starts. ___________________________________________________________________ ___________________________________________________________________ Story Mission 09 - Laevatein Finals Objectives Victory - Juliana defeated Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Greatsword Core A (x1) Credits - Arms, Arms X, Diploma Enemies A Rank - Scout Vtn, Sniper, Commando, Lancer, Medium Tank C. - 3 Turns

First off, know that Juliana is a female Baldren, constantly moving from one area to the next. It will be difficult to track her down unless you limit her movement range by capturing as many of Class A's camps as possible. Start by capturing all camps in area 1. A combined effort from Avan, a pair of gunners and your tank can get this done in turn 1. With area 1 completely clear, leave someone to guard your base camp and Zeri defend the northwest gateway camp. If you have leftover CP in turn 1, deploy someone from your new and only outpost in area 2 and end phase. For turn 2, send Scouts (preferably Veterans) to secure all camps at eastern half of area 2. Deploy tank at upper gateway camp to smash the pair of medium tanks. You should see Juliana at the northwest camp in area 2. That's it for the second phase. During enemy turn, Juliana moves to capture all of your bases in area 2 and stop at the top left camp of area 1. She takes the camp but leaves Zeri unharmed for some reason. In turn 3, redeploy your tank from your base and go meet Juliana. Repeatedly hit her with armor-piercing rounds from the side (this reduces her evasion chances), until she drops. ___________________________________________________________________ Lanseal Academy You'll be back on the academy screen after a series of scenes. Before viewing the last set of key events, pay a visit to the store for some new papers and a new order from Welkin. View the closing events of the chapter, after which Avan gains the Charisma potential. Sigrid's and Marion's Darcsen Hater potentials will be replaced with Reconciliation as well. In addition, you can now freely assign leaders. Anybody who has changed class at least once can be one. ___________________________________________________________________ __________________________________________________________________________ ( Chapter 08: August 02-09 ) Two new paid missions are now on sale at the store, along with new papers. Buy them before stopping by the Drill Grounds to train. New weapons (tier 8) are also available in the R&D Building. All the missions from now on will be second grade. Meaning, the enemies will be tougher, even if their classes are still the same. ___________________________________________________________________ Free Mission 01 - Drill Grounds Firefight Objectives Victory - 3 enemy camps captured Failure - Allied base camp captured. - 5 turns pass - Morale drops to 0 / all infantry defeated. Rewards

Clear Bonus - Heavy Mortar Lance A (x1) Credits - Attack, Attack 2, Attack X, Attack 2X, Certificate. Enemies A Rank - Scout, Sniper, Commando, Engineer Elt, Medium Tank B - 2 Turns

The enemies in this mission are nothing you haven't seen before. Your goal is to capture the 3 marked camps. Defeat the enemies like you used to. Deploy additional firepower when storming the target camps as they have fiercer defenses than the others. ___________________________________________________________________ Key Mission 01 - Killer Assault Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Sniper Parts A (x1) Credits - Attack, Attack 2, Attack X, Attack 2X, Certificate. Enemies A Rank - Sniper, Heavy Gunner, Mortarer, Medium Tank B&C, Kauzie. - 3 Turns

Start by securing the gateway camps in areas 4 and 5 then deploy units at the enemy base area. Use the west camp if you wish to use Lancers to destroy the tanks in the middle. Storm the base with shocktroopers and gunners to match up to the camp defenders. ___________________________________________________________________ Key Mission 02 - Buying Time Objectives Victory Failure Rewards Clear Bonus Ace Bonus Credits Enemies A Rank

Allied base camp defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Rifle Parts A (x1) Weapon Plans SW002 (x1) Support, Support 2, Support X, Support 2X, Cert.

- Sniper, Commando, Mortarer, Lancer, Light Tank C, Matz. - 3 Turns

Not much to say for this mission. Capture rebel camps to prevent

enemy reinforcements from deploying. Kill all visible targets, and defend all new bases, waiting for the rebels to come your way on their turn and send them all packing. ___________________________________________________________________ Key Mission 03 - The Cerulean Menace Objectives Victory - 2 enemy camps captured Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Heavy Gatling Parts A (x1) Ace Bonus - Weapon Plans SR101 (x1) Credits - Attack, Attack 2, Attack X, Attack 2X, Certificate. Enemies A Rank - Scout Vtn, Sniper, V2, Supply Vhc, Gatling Bunker, Sedwin. - 4 Turns

For this mission, I focused troop deployment at the base camp and left area 1 empty. Deploy the tank from your base and smash the gatling bunker directly ahead. The supply vehicle for the V2s in this area is hidden behind the building to the southeast. Send a Lancer to take that out once the bunker is gone. Push on to capture the gateway camp afterward. Do include a gunner in case there's a V2 among the enemies. Or you can just use your tank. Sedwin, the ace scout is atop the building directly across from your new outpost in area 4; kill him with a sniper and do the same for the V2 (use tank when supply vehicle is gone). Move to secure both camps and continue to area 2. Again, smash the supply unit then remove the V2. Infantry mop up all remaining rebels and capture base camp. ___________________________________________________________________ Key Mission 04 - The Roar of Shells Objectives Victory - Heavy command tank defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Anti-Tank Lance+ Parts A (x1) Ace Bonus - Weapon Plans MG003 (x1) Credits - Arms, Arms 2, Arms X, Arms 2X, Certificate. Enemies A Rank - Sniper, Shocktrooper, Engineer Elt, AT Bunker, Osweiss (shocktrooper). - 3 Turns

Start by taking the gateway camps in areas 5 and 1 -- deploy scout veterans. Camps are guarded by lone snipers. Once taken, send out lancers from the new ouposts to deal with the AT bunkers. Osweiss is a shocktrooper in area 4. Deploy a sniper from the bottom camp to kill him. Send tank into the building to destroy the target, but not after you've used all extra CPs to kill enemies for additional credits. ___________________________________________________________________ Lanseal Academy View the yellow marker events first if any. The next story mission becomes available after completing 3 key missions. Watch all red marker events and cutscenes until the mission actually starts. ___________________________________________________________________ ___________________________________________________________________ Story Mission 10 - Defending Lanseal Objectives Victory Failure Rewards Clear Bonus Credits Enemies A Rank

Allied base camps defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Exp Maul Mech A (x1) Support, Support 2, Support X, Support 2X, Diploma

- Sniper, Commando, V2, Supply Vehicle. - 3 Turns

This one is another pest of a mission. Your opponents will be V2s, and from past encounters, you should be well-aware of how deadly they are. Guarding the enemy camps are commandos. Also, all V2s in areas 2 and 1 have no force field, which makes things a tad simpler Completing the rebel army is Dirk who will be in area 3. Start things off by having Avan retreat from area 3. Next, take the pair of gunners from area 2 and get rid of the pair of V2s -one to the west and one to the south. Try to get a good up front shot to the head, as you almost always have only one chance to do this right, if you fail then your dude or dudette is most likely dead. With both V2s dead, retreat and deploy fresh armored techs to defend your area 2 base. Make use of the sandbags! In area 1, take your tank and pick off the V2 in front and the other one to the east. Drive up and use the gap between the walls for a clear shot at the V2 to the right. If you have CPs left, get rid of the V2 up the left path as well. In turn 2, take your tank get rid of the V2 reinforcements in areas 1 and 2, then send Avan to capture the northwest base in area 1. A commando is defending this. Once taken, deploy a

gunner from your new outpost in area 2. Throw a grenade and kill the commando there. All you really need are these 2 camps to properly defend your bases, as long as the tank moves between both areas to deal with the respawned V2s every turn. Always bring your tank back to area 1 to guard your base before ending phase. Infantries can gain credits by killing rebel soldiers that occasionally wander close to the vicinity of your bases. If you've saved enough CP, you can end things with a bang at turn 8 by taking one of the enemy camps that connect to area 3. The supply vehicle is in the eastern section of the area. Spam Dirk with armor piercing rounds from your tank until he dies (or withdraws). Supply vehicles will begin deploying in areas 1 and 2 by around turn 5. Smash them before going for the V2s. ___________________________________________________________________ Lanseal Academy You'll be taken back to the academy grounds screen after some scenes. There are new articles (papers) for sale at the store. Go buy them if you like. If not, then head straight for the Old Campus for the closing events of this chapter. ___________________________________________________________________ __________________________________________________________________________ ( Chapter 09: September 02-10 ) In addition to new equipment upgrades from R&D, level 3 materials can now be earned by completing missions from this month onwards. ___________________________________________________________________ Free Mission 01 - Arlem Firefight Objectives Victory - 2 enemy camps captured Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Rifle Stock C (x1) Credits - Attack, Attack 2 Attack X, Attack 2X, Certificate Enemies A Rank - Commando, Heavy Gunner, Fencer, Mauler, Lt Tank C - 3 Turns

Start off by sending Gunners or any heavy hitting frontline units to capture the northwest camp in area 2, as the camp is defended by Heavy Gunners. Once taken, send out units from new outpost in area 2. Next, turn your attention to the enemy camp in area 1. This connects to the outpost in area 4, which is guarded by a tank, some Maulers and Heavy Gunners. Again, deploy your own heavy hitters to match up againts the defenders. When cleared, deploy Snipers to pick off targets at the enemy base camp then

send Scouts to secure the base. ___________________________________________________________________ Key Mission 01 - The 9th Heavy Infantry Objectives Victory Failure Rewards Clear Bonus Ace Bonus Credits Enemies A Rank

Defensive line held (6 turns) All enemy units defeated. Defensive line penetrated Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Machine Gun Stock C (x1) Turret Plans 007 Support, Support 2, Support X, Sppt 2X, Certificate.

- Heavy Scout, Sniper, Heavy Gunner, Heavy Tank A, Heavy APC B, Togier. - 3 Turns

Quickly move to secure the enemy camp in area 2. Once taken, hold this camp and the new one in area 5. Captured camp in area 2 is best defended with a pair of Gunners as enemy units will gather there on their turn. Defeat all surviving enemies next turn. ___________________________________________________________________ Key Mission 02 - Flames of Revolution Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 8 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - AT Lance Parts C (x1) Credits - Attack, Attack 2, Attack X, Attack 2X, Certificate. Enemies A Rank - Scout Veteran, Commando, Lancer Elite, V2, Supply Vehicle, Herosch - 4 Turns focusing troop deployment in area 4, and onwards to area 1. Play safe by moving your tank in case you run into a V2, and use it to vehicle in the area.

I would recommend gradually pushing ahead of everyone locate the supply

With the vehicle gone, your Gunners can then engage the V2s, while Snipers deal with the damage-resistant Lancer Elites. Also, if you happen to have Sniper Elites, do use them against the V2s as they prove to be highly effective. ___________________________________________________________________

Lanseal Academy Clear the above mission and you get a new recruit, Inghild Noverre (Armor Tech) for your squad, making it all the more weird. ___________________________________________________________________ ___________________________________________________________________ Key Mission 03 - Towers of Death Objectives Victory - Escort APC reaches target. Failure - Escort APC defeated. - 10 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Pistol Mechanism C (x1) Ace Bonus - Parts Plans 033 Credits - March, March 2, March X, March 2X, Certificate Enemies A Rank - Scout Vtn, Heavy Gunner, Lancer Elite, Mortarer, Light APC A, Cannon Tower, Fergil. - 5 Turns

Start by taking the southeast enemy camp in area 2 then deploy units from your new outpost in area 5. You should have a good view of the cannon tower's weak spot from here. Two rockets from a Lancer should be enough to destroy it. With the main weapon gone, send out gunners to deal with the enemies who are taking cover, and snipe those who are not. Move the APC to area 2 now. Deploy an Engineer to fix it if needed. Have Snipers pick off the enemy's camp guards from the opposite end before sending a Scout to take the camp. Move the APC to area 3. Lancers should take out Fergil (tank), while staying clear of the cannon tower's range. You can deploy additional infantry to kill off enemy soldiers too, before moving your APC to the target point. ___________________________________________________________________ Key Mission 04 - The Cerulean Beasts Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Wrench Head C (x1) Ace Bonus - Weapon Plans HG001 Credits - Arms, Arms 2, Arms X, Arms 2X, Certificate.

Enemies A Rank

- Sniper, Lancer, Engineer Elt, V2, Supply Vhc, Shuntr - 5 Turns

You begin this mission in area 5, where the Supply Vehicle is parked at the southwest corner of the area. Take your tank there and blow up the vehicle, before using a sniper to take out the now shieldless V2. It would be better if you use a Sniper Elite as 3 shots often ensure a kill. Once safe, send a Scout to capture the southwest camp, and another one to secure the outpost within the trench to the left of your base. Area 2 is filled with V2s so your safest bet is to take your tank and seek out the Supply Vehicle parked halfway up the path. With it gone, kill the V2s with Snipers, Gunners or the tank. Secure the gateway camp in the middle to claim the bottom outpost in area 4. The supply vehicle here is hidden behind a wall to the east. Patrol grass patches to spot hidden enemies. ___________________________________________________________________ Lanseal Academy View the yellow marker events first if any. The next story mission becomes available after completing 3 key missions. Watch all red marker events and cutscenes. Aliasse (Scout) eventually joins your squad. View the remaining events to unlock the next mission. ___________________________________________________________________ ___________________________________________________________________ Story Mission 11 - Retaking Roendahl Objectives Victory - Gierolul defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Sniper Parts A (x1) Credits - Arms, Arms 2, Arms X, Arms 2X, Diploma Enemies A Rank - Sniper, Heavy Gunner, Mortarer, Heavy Tank A - 6 Turns

Begin by sending someone out to press the switch in area 4 to open the door in area 3. Back at area 1, take your tank to scout the area for hostile tanks and destroy them. Use Snipers to pick off the Heavy Gunners at the gateway camp, before deploying Scouts to secure the outpost. This will give you a base in area 3. Don't deploy anyone from that base if it is being targeted by artillery fire, just take it back next turn if the enemy steals it. Once safe, send out Gunners to capture the south camp in area 3. Be sure to put everyone on standby if mortar fire is active, then push onwards to take the north base when safe.

That should give you a camp in area 5, where Audrey's tank awaits. Deploy your tank from this outpost and spam the Gierolul with armor-piercing shells until you destroy it. There is a Heavy Tank directly ahead as well, so you might want to deal with it first. __________________________________________________________________________ ( Chapter 10: October 02-11 ) Take the time to prepare like usual then visit the store and buy the new mission there. Drop by the briefing room when ready. ___________________________________________________________________ Free Mission 01 - Roendahl Skirmish Objectives Victory Failure Rewards Clear Bonus Credits Enemies A Rank

Allied base camps defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Gatling Feed C (x1) Support, Support 2, Support X, Sppt 2X, Certificate

- Heavy Scout, Sniper, Lancer Elite, Mortarer, Light Tank C, Heavy Tank A. - 4 Turns tank, Snipers and Scouts. west camp in area 1, then to pick off any visible tougher armored target.

For this one, I'd recommend deploying Begin by sending Scouts to secure the guard it with Gunners. Deploy Snipers hostile infantry, while tank destroys

Bottom line is to capture and defend all camps to prevent enemy reinforcements. Patrol grass patches in area 2 to spot hidden hostiles. ___________________________________________________________________ Free Mission 02 - Leanbluff Firefight Objectives Victory - 3 enemy camps captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Mortar Lance C (x1) Credits - Attack, Attack 2, Attack X, Attack 2X, Certificate. Enemies A Rank - Heavy Scout, Sniper, Fencer, Med Tank B, Hvy APC A - 4 Turns

Quickly capture the southeast base in area 3 to claim the center camp in area 2. Deploy a Lancer here and push on toward the first target camp. Smash the tank there, grab another unit, kill the heavy scout and take the camp. As for the target camp in area 3, it has a tank and some scouts, which quickly turns into a swarm so clean up fast and take the camp. The final target outpost in area 4 is only defended by a pair of infantry, one of which is a Fencer. Use a Gunner to clear out this one and capture it complete the mission. ___________________________________________________________________ Free Mission 03 - Yuell Firefight Objectives Victory - 2 enemy camps captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Sword Core C (x1) Credits - Attack, Attack 2, Attack X, Attack 2X, Certificate. Enemies A Rank - Heavy Gunner, Lancer Elite, Mortarer, Heavy Tank A, Gatling Bunker. - 4 Turns

First order of business is to secure the gateway camp in area 4, which is guarded by a tank and several heavy gunners. Grab your tank, destroy the enemy tank and roll over all the sandbags to expose the heavy gunners. Position your tank in such a way that it acts as a shield between your scout and the gunners, as the former moves to secure that camp. Once taken, press the switch here to open one of the warehouse doors in area 3. From new outpost in area 3, deploy a Lancer and move south into the alley, taking out the gatling bunker. Next, send a Scout from this same camp and capture the enemy outpost to the south This gives you the upper camp in area 2. Send a gunner up the building to secure the first target camp. For the second target camp, redeploy your tank from either one of your bases in area 3, and smash the enemy tank inside the warehouse. Deploy infantry to clear remaining enemy units and capture the base to complete this mission. ___________________________________________________________________ Key Mission 01 - Last Line of Defense Objectives Victory Failure -

Defensive line held (6 turns) All enemy units defeated. Defensive line penetrated Allied base camp captured.

- Morale drops to 0 / all infantry + tank defeated. Rewards Clear Bonus - Great Sword Core A (x1) Credits - Support, Support 2, Support X, Sppt 2X, Certificate. Enemies A Rank - Sniper, Commando, Lancer Elite, Engineer Elite, Heavy Tank B, Light APC B, Tanaiss - 3 Turns

The defensive line can be easily held by Lancers and Snipers. Have the former deal with the armored targets, while the latter picks off hostile infantry that are closest to the defensive line. Back at your base camp, quickly move to take the enemy outpost there and redeploy fresh troops from new camp in area 4 to help hold the defensive line, or defeat all enemies. There are also rebels taking cover in the grass patches; be sure to check. ___________________________________________________________________ Key Mission 02 - The Scogul Menace Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Sniper Scope C (x1) Ace Bonus - Turret Parts 009 Credits - Attack, Attack 2, Attack X, Attack 2X, Certificate. Enemies A Rank - Heavy Scout, AT Sniper, Commando, Heavy Gunner, Heavy Tank A, Cannon Tower, Joshuno. - 4 Turns

It seems that the rebels decided to go heavy on this mission, for here you'll encounter a large group of heavy tanks and cannon towers. Match their firepower with your own tank, or use Lancers to destroy them if you want credits. AT Snipers can damage both your tank and infantry, but thankfully their defense still isn't at all great. Get all the big weapons out of the way before sending your softer troops to capture camps The central gateway camp in area 2 connects to area 4, and the northeast one connects to area 3. Rebel base camp is in area 3. ___________________________________________________________________ Key Mission 03 - Rain of Mortars Objectives Victory - Escort APC reaches target. Failure - Escort APC defeated

- Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Pistol Mechanism D (x1) Ace Bonus - Body Plans T03 (x1) Credits - March, March 2, March X, March 2X, Certificate Enemies A Rank - Heavy Scout, Heavy Gunner, Mortarer, V2, Supply Vehicle, Saitt. - 5 Turns

I never did like any of these escort APC missions. Anyway, send a Lancer to smash the supply vehicle just outside the building to the left, in area. Then snipe the V2 just outside the building to the north, along with all the other infantry, before sending a Scout to capture both enemy camps in the area. The supply vehicle in area 3 is parked at the southwest corner. Destroy it then send gunners or snipers to take out V2s so that you can secure the camp and take the APC to the target point. V2s del minimal damage to APC outside of enemy's turn, so you can safely drive to the destination. ___________________________________________________________________ Key Mission 04 - Protecting the Water Objectives Victory - 2 enemy camps captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Exp Maul Mech A (x1) Credits - Attack, Attack 2, Attack X, Attack 2X, Certificate. Enemies A Rank - Heavy Gunner, Engineer Elite, Fencer, Mauler, V2, Supply Vehicle, Osweiss. - 3 Turns

Capture both enemy camps in area 5 as well as the notheast one in area 2. Defend all new outposts, while someone goes to press the switch in the middle of area 4 to open the only access point to the target camp in area 3. From your new base in area 3, deploy infantry down the river bank towards the target camp. The supply vehicle over there, so you'll have no choice but to tough it out and run for it, before the V2 at the other side of the waterway can kill you. Take out the vehicle and soldiers at the camp and capture it. There is also a V2 waiting along the path near the target camp in area 2. Again, just run for it and kill the rebels at the camp to capture it and complete this mission.

___________________________________________________________________ Lanseal Academy View the yellow marker events first if any. The next story mission becomes available after completing 3 key missions. Watch all red marker events and cutscenes until the mission actually starts. ___________________________________________________________________ ___________________________________________________________________ Story Mission 12 - Liberating Doerfein Objectives Victory - Baldren defeated Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Ant-Tank Lance Parts D (x1) Credits - Arms, Arms 2, Arms X, Arms 2X, Diploma. Enemies A Rank - Heavy Scout, AT Sniper, Commando, Heavy Tank B, Cannon Tower. - 5 Turns here again but fortunately he has lost the ability the place, though that doesn't make him any less also gains the Emergency Aid order, which heals troops at the beginning of the enemy's phase.

Well Baldren is to run all over troublesome. He any all damaged

There are a bunch of ragna crates in areas 2 and 3. They blow up when shot; use it to your advantage to defeat nearby enemies quickly. Be sure to stay out of range when you trigger them, to avoid killing your own men by accident. That said, start by taking the northwest camp in area 2; this connects to the bottom camp in area 3. Guard your new outpost in area 2, and deploy a gunner to secure and defend the center camp in area 3. Next, move to capture the remaining enemy camp in area 2. This one connects to the northeast outpost in area 1. Deploy a fresh Lancer from your new camp in area 1 and smash the cannon tower then RTB. Send a new Lancer to destroy heavy tank at the remaining enemy camp then capture it. Back at area 3, secure the northmost base and leave a Gunner to defend it. This connects to the west camp in Baldren's area, making it difficult to hold. Just take it back from area 3 whenever the enemy captures it. Use remaining CP to deploy a Lancer from the west camp in Baldren's area and destroy the cannon tower. Your tank should move in from the bottom camp and smash the other tower. All the above steps can be completed in 4 turns. For turn 5, have your light tank meet Baldren at his camp to the north and spam him with armor piercing shells until he dies. Aim for his knees to lower his evaison chances. Neither surprise attacks nor massive

support fire work on this man so don't bother trying. Cosette's Blood Trauma potential will be replaced with Beatiful World after this. __________________________________________________________________________ ( Chapter 11: November 02-12 ) There's a new mission on sale at the store along with new articles. Buy new upgrades from R&D as always taking on any of the missions. ___________________________________________________________________ Free Mission 01 - Doerfein Skirmish Objectives Victory Failure Rewards Clear Bonus Credits Enemies A Rank

Allied base camp defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Rifle Stock D Support, Support 2, Support X, Sppt 2X, Certificate

- Shocktrooper, Commando, Heavy Gunner, Heavy Tank. - 4 Turns

You'll have 2 base camps to defend this time around. There are 2 heavy tanks in area 4, one in each enemy camp. Secure area 5 first by taking the west base, then deploy sniper elites to pick of all heavy gunners, and your tank destroy the rebel tank. Send troops out capture the south base afterward. You should now have an outpost at the top of area 4. Deploy units from this camp to kill off the pair of heavy tanks, then send a scout from your main base to capture the center camp. Defend the north camp with a pair gunners. Kill off stragglers on next turn. ___________________________________________________________________ Free Mission 02 - Diebal Firefight Objectives Victory - 2 enemy camps captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Machine Gun Stock D (x1) Credits - Attack, Attack 2, Attack X, Attack 2X, Certificate. Enemies A Rank - Engineer Elt, Fencer, Mauler, Lt Tank, Hvy Tank - 4 Turns

Capture both rebel outposts in area 1 -- the east camp connects to area 3 and the west one to area 2. The target camp in area 2 is well-defended with maulers and fencers; take them out with gunners or better yet pick them off with sniper elites. As for area 3, send tank or lancers to destroy hostile tanks if any then push on to the target camp and kill all defenders. ___________________________________________________________________ Free Mission 03 - Roendahl Firefight Objectives Victory - 2 enemy camps captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Anti-Tank Lance Parts D (x1) Credits - Attack, Attack 2, Attack X, Attack 2X, Certificate. Enemies A Rank - Scout, Scout Vtn, Heavy Scout, Sniper, AT Sniper, Heavy APC B - 4 Turns 2 camps for you to take. Begin by moving to in area 2; there may be a heavy APC parked lancers to check and destroy if any. Once from this new base to secure the target camp

This mission also has capture the east base on the bridge so send secured, deploy units in the middle.

In area 4, move to secure the bottom camp. Always take your tank to scout the area before moving infantry to be safe. In area 1, capture all rebel camps, once providing tank escort for your infantry, then take the second target camp to the south. ___________________________________________________________________ Key Mission 01 - Rounding Up Rebels Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Anti-Tank Lance+ Parts B (x1) Credits - Arms, Arms 2, Arms X, Arms 2X, Certificate. Enemies A Rank - AT Sniper, Heavy Gunner, V2, Suppy Vhc, Gtl Bunker - 6 Turns

In area 5, send a lancer into the west trench to get behind the

gatling bunker and smash it. Next, move your tank to smash the other bunker; you should have a prtty clear shot at the rear. Take your tank again and destroy the supply vehicle at the rebel camp. Send a sniper elite to pick off the V2 and take the center camp. Deploy new units from here, pick off more V2s; take gateway camp. Area 4 supply vehicle in southeast camp; Area 2 supply vehicle in north camp; Area 1 supply vehicle in west camp. All these camps also have V2s. Snipe them or kill them off with gunners. Leave troops to guard new camps to keep enemies from stealing them. ___________________________________________________________________ Key Mission 02 - Excavation Corps Objectives Victory - 5 boxes retrieved. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Wrench Head D (x1) Credits - March, March 2, March X, March 2X, Certificate. Enemies A Rank - Heavy Scout, Commando, Lancer Elt, Engineer Elite, Heavy APC B, Cannon Tower, Nakanla - 5 Turns

Known locations for the ammunition crates are as follows. * * * * * Halfway northwest of south base in area 5. Halfway northeast of south base in area 5. Northwest-most corner of area 2. Northwest camp in area 1. Near northwest camp in area 1.

Every area for this mission is very heavily defended. You can mostly clear areas 4 and 5 with just your tank. Use the same vehicle to scout for crates before sending infantry to retrieve them. In area 1, capture the northeast camp and deploy a lancer south to ledge; destroy APCs and cannon tower from there. Use someone who has access to the Ammo Refill potential. In area 2, shoot the ragnacrates to score quick kills. ___________________________________________________________________ Key Mission 03 - The Ultimate Weapon Objectives Victory Failure Rewards

Allied base camp defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated.

Clear Bonus - Sniper Parts B Credits - Support, Support 2, Support X, Sppt 2X, Certificate Enemies A Rank - Heavy Scout, AT Sniper, Lancer Elt, Heavy Mortar, Heavy Tank C, Matz. - 5 Turns

The cutoff point of the severed bridge near your base in area 4 is a very good sniper spot. Capture the west and south camp in area in area 2. The west camp is pretty bear but the south camp has a heavy tank and Fergil. This connects to the west outpost in area 1 Defend your new outpost in area 1 as enemies will charge for it on their turn. Capture the top camp on your next turn and defeat the remaining rebels on your next turn. Check grass patches to spot hidden enemies. ___________________________________________________________________ Key Mission 04 - The Cerulean Fortress Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 10 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Rapid Fire Barrel B (x1) Ace Bonus - Weapon Plans SW101 Credits - Attack, Attack 2, Attack X, Attack 2X, Certificate. Enemies A Rank - Heavy Gunner, Mauler, V2, Supply Vehicle, Cannon Tower, Ty - 4 Turns

The supply vehicle in your base area is parked at the enemy camp. Seek it out with tank, snipe the V2 near your camp, while tank smashes the cannon tower. Send someone to take the rebel outpost and deploy sniper to pick off enemies along the west path The southwest camp in area 4 is now yours. Enemy's base camp is defended by supply vehicle, a pair of V2s, and 2 cannon towers; pick off V2s with sniper elites, smash towers with tank, and capture base with scout veteran or scout elite. ___________________________________________________________________ Key Mission 05 - Raging Sands Objectives Victory Failure Rewards

Allied base camps defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated.

Clear Bonus - Exp Maul Mech B Ace Bonus - Weapn Plans SR002 Credits - Support, Support 2, Support X, Sppt 2X, Certificate Enemies A Rank - Sniper, AT Sniper, Commando, Heavy Mortar, Heavy Tank B, Heavy Tank C, Kanazas - 5 Turns

You have 3 base camps to defend this time. Sounds hard I know, but its actually pretty easy if you cut off rebel reinforcements as early as possible by capturing all the camps that are within reach. Once you capture an outpost, be sure to secure the interconnecting as well by taking out any rebel stationed at the base. There are heavy tanks in each area, but most of your units should be able to withstand them now, so long as you don't stand around and let yourself be shot to pieces. Aim for foot soldiers first especially those that are closest to your camps. Leave the tanks for later. Once most of the rebel camps are taken, that's the time to aim for the tanks. ___________________________________________________________________ Lanseal Academy View the yellow marker events first if any. The next story mission becomes available after completing 4 key missions. Watch all red marker events and cutscenes until the mission actually starts. ___________________________________________________________________ ___________________________________________________________________ Story Mission 13 - Blasting the Acqueduct Objectives Victory - Zeri reaches target Failure - Zeri falls in combat - 20 turns pass - Morale drops to 0 Rewards Clear Bonus - Rifle+ Parts B (x1) Credits - March, March 2, March X, March 2X, Diploma. Enemies A Rank - Heavy Scout, AT Sniper, Commando, Lancer Elite, Heavy Tank C - 4 Turns

Recommended troops setup - area 5: 2 Gunner/Gunner Elite; area 4: 2 Gunner/Gunner Elite. You will not be able to back Zeri up directly here. Begin by moving Zeri down the ladder and south behind the house. Kill the heavy scout and move to the edge of the house. Keep Zeri out of the heavy tanks line of sight. This will cost you 2 CPs. In area 5, put Avan on standby and deploy your tank. Spend all but

1 CP in getting rid of Audrey and the heavy tank. Use the last CP to heal Zeri with a Ragnaid. For turn 2, redeploy your tank in area 4 and smash the heavy tank there. Leave your tank here to guard your base. Make sure both bases are secure and end phase. In turn 3, take Zeri and dash for the trolley at the northwest corner. Heal with Ragnaid as needed. Don't ride the trolley yet; you'll be safer here. Instead have Avan issue the Request Heal order on Zeri before ending phase. In turn 4, ride the trolley and use all CPs to move Zeri towards the target point. Use Ragnaid to heal sometime to be sure. Zeri gains the A Friendly Hand potential after this. __________________________________________________________________________ ( Chapter 12: December 02-13 ) Buy papers and upgrades as always before taking up new missions. ___________________________________________________________________ Free Mission 01 - Doerfein Firefight Objectives Victory - 2 enemy camps captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Light Gatling Parts B (x1) Credits - Attack, Attack 2, Attack X, Attack 2X, Certificate Enemies A Rank - Heavy Mortar, Engineer Elite, Mauler, Heavy Tank C Cannon Tower. - 4 Turns

Send a Scout to capture the northwest gateway camp in area 2 and defend it then deploy units in area 3 to capture the first target camp. Next, take your tank and destroy the pair of Cannon Towers in area 4. This allows a Scout Elite to safely secure both rebel camps to the north, one of which connects to area 5. Redeploy your tank or send Lancers to area 5. Proceed along the west path and shoot one of the ragnacrates to instantly destroy one of the heavy tanks, then move on to smash the other one. The cannon tower on the east path is well within range of the target camp, so take it out with your tank, before sending infantry in. Toss a grenade first and clear out the rebels. ___________________________________________________________________ Key Mission 01 - 4th Mortar Squad Regrouped Objectives

Victory Failure

Allied base camps defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated.

Rewards Clear Bonus - Heavy Mortar Lance B (x1) Ace Bonus - Weapon Plans MT101 (x1) Credits - Support, Support 2, Support X, Sppt 2X, Certificate Enemies A Rank - Commando, Heavy Gunner, Mortarer, Heavy Mortar, Heavy Tank B, Aurim - 5 Turns

Start by securing the west gateway camp in area 5 as well as the northwest one in area 2. This should give you both outposts in area 3. With that done, kill all enemies that you can on turn 1. For turn 2, recapture any stolen camps and leave troops to guard them, after which you can clear off all remaining hostiles in the next couple of turns. ___________________________________________________________________ Key Mission 02 - The Cerulean Death Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Anti-Tank Lance+ Parts B (x1) Ace Bonus - Part Plans 014 (x1) Credits - Arms, Arms 2, Arms X, Arms 2X, Certificate. Enemies A Rank - Heavy Gunner, Heavy Mortar, V2, Supply Vehicle, Light Tank C, Kauzie. - 5 Turns

Focus troop deployment at your base camp, leaving all the other areas empty. The enemy ace, Kauzie (tank) is parked somewhere in this area too. Send tank to smash the supply vehicle, have Sniper Elites pick off the V2s, and Scouts capture enemy camps. Once an area has been completely secured, move on to the next and repeat the process, until all 4 areas are cleared. Always deploy your tank first to seek out the Supply Vehicles. ___________________________________________________________________ Key Mission 03 - Retrieving Secrets Objectives Victory - 5 boxes retrieved

Failure

- Allied base camp captured. - 10 turns pass - Morale drops to 0 / all infantry defeated.

Rewards Clear Bonus - Rifle+ Parts B (x1) Credits - March, March 2, March X, March 2X, Certificate. Enemies A Rank - Heavy Scout, Sniper, Commando, Heavy Gunner, Medium Tank C, Cannon Tower, Cindy. - 4 Turns

The known location for the boxes are as follows: * Eastmost part of area one (high ground). You need to take the northeast camp in area 1 and head south to reach it. * Around the corner just east of the northwest camp in area 1. * On ledge overlooking the southeast camp in area 3. * On the main path in the middle of area 3, just behind a cannon tower. Send an Armor Tech to retrieve this. * At center camp in area 2. There's another cannon tower here, so either send an Armor Tech, or lure it to expose its weak point to a newly deployed Lancer. The Cannon Towers in this mission are tougher than any of the ones you've seen so far, which means you'll have to find routes to get behind these things and destroy them, or charge past them with Armor Techs. The first method is preferred, but requires more CP. ___________________________________________________________________ Key Mission 04 - Beyond the Floodgates Objectives Victory - Escort APC reaches target. Failure - Escort APC defeated - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Great Sword Core B (x1) Ace Bonus - Weapon Plans RF003 Credits - March, March 2, March X, March 2X, Certificate Enemies A Rank - AT Sniper, Heavy Gunner, V2, Supply Vehicle, Heavy APC B, Yarmas - 6 Turns (but can be done in 4)

This can be tough, as you don't have access to a tank to scout ahead. You must first activate the switch in area 4 to open the floodgate in area 3 for your APC to pass. Have a Gunner or Mauler accompany your APC in area 3, while put Avan, a Lancer, and a Sniper Elite in area 4. In area 4, send out your Lancer first to take out the Heavy APC while the Sniper eliminate some of the Heavy Gunners if any.

Next, take Avan and dash for the switch just past the bridge some ways east up ahead. Avan should be able to safely make it past the if there is one, but you need to be fast. With the floodgate in area 3 open, take your Gunner or Mauler and move along the narrow bank until you reach the gateway camp. This minimizes contact with any of the V2s populating the area. Kill off all the guards at the camp, secure it and move APC to area 2. There, have a Lancer head south to destroy Yarmas and the supply vehicle, with the latter parked somewhere near the south camp. With their shields gone, you can now easily pick off the V2s with Sniper Elites. Move to take the west camp now. Leave a Gunner on each of your area 2 camps to guard them, and move your APC to area 5 and just drive to the destination. Avoid rolling over landmines, but if you do, stop and have an Armor Tech disarm it. ___________________________________________________________________ Key Mission 05 - Counteroffensive Objectives Victory - 2 enemy camps captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Heavy Gatling Parts B (x1) Credits - Attack, Attack 2, Attack X, Attack 2X, Certificate. Enemies A Rank - Lancer Elite, Mauler, V2, Supply Vehicle, Gatling Bunker, Shuntr - 4 Turns

Focus troop deployment at your base camp, and gradually move to capture and defend each outpost until you reach the target camps. This is the long way but it's also the safest, as you'll have your tank close by to seek out supply vehicles and defeat the V2s, in case they're out of your Sniper's range. ___________________________________________________________________ Lanseal Academy View the yellow marker events first if any. The next story mission becomes available after completing 4 key missions. Watch all red marker events and cutscenes until the mission actually starts. ___________________________________________________________________ ___________________________________________________________________ Story Mission 14 - Battle for Anthold Objectives Victory - Dirk defeated

Failure

- Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated.

Rewards Clear Bonus - Rifle+ Parts C (x1) Credits - Arms, Arms 2, Arms X, Arms 2X, Diploma. Enemies A Rank - Commando, Engr Elt, V2, Supply Vhc, Cannon Tower. - 3 Turns

In area 4, deploy a Lancer, a Sniper (Elite), and a Scout. Leave your base camp empty as Dirk can easily murder anyone he sees. Put Avan on standby with Triangle right away. In area 4, have your Lancer destroy the supply vehicle off the southeast high above you. Climb the left steps for a clearer shot. Once destroyed, take your sniper up the left staicase, and pick off all visible hostiles, especially the V2. Next, send a Scout take the camp. This will force Dirk to abandon his post to recapture that camp. With Dirk gone, send someone from your base camp to activate the top-left switch. This opens the west warehouse door. Send a Lancer in there to smash the supply vehicle. That should disable Dirk's forcefield for good. By turn 3, Dirk should have already moved to the northeast rebel camp in area 4. Send somebody to recapture your stolen camp, then take a Sniper Elite and fire 3 deadly shots at Dirk's head. That should do it, but if he survives and kills your Sniper, just deploy a new one from your camp and finish the job. Avan's Brother's Words potential gets replaced with Left the Nest after this. Next, Aliasse will also gain the Fellowship potential at the end of some events. ___________________________________________________________________ Story Mission 15 - Clash Aboard Deck Objectives Victory - All turret sink defeated Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Heavy Gatling Parts C (x1) Credits - Arms, Arms 2, Arms X, Arms 2X, Diploma. Enemies A Rank - Heavy Scout, Commando, Lancer Elt, Fencer, Hvy Tank C - 5 Turns

Your goal this time is destroy all 3 turret sinks -- one in each area and marked with "B" in command mode. Additionally, a turret barrage will be fired at the end of each turn. This kills all your units that are outdoors. Take cover in one of the many rooms on deck to avoid getting murdered. The turret barrage will continue

for as long as any one of the 3 heatsinks is still functional. Meaning, destroying a target in an area doesn't make said section immune to turret attacks. From your base camp, start pushing towards the gateway outpost that connects to area 1. Move your tank ahead of everyone else to scout the area for heavy tanks, destroying them on sight. Once it's safe, or at least somewhat safe, have Avan or any other tougher Scout Elites secure the gateway camp, then guard it with an Armor Tech; do the same for new outpost in area 1. It is also a good idea to pick off the Heavy Scouts atop the balconies with a Sniper, as they can be quite annoying. In area 1, push south, once again using your tank to check for heavy tanks. Your goal is to activate the pair of switches in the southmost room, to open the doors leading to 2 of the 3 heatsinks There is a heavy tank in that room though, so smash it first, then capture the camp inside. When you're ready, start deploying Lancers to locate the targets. One rocket is enough to smash a heatsink. ___________________________________________________________________ Story Mission 16 - The Final Battle Objectives Victory - Baldren defeated Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Heavy Mortar Lance C (x1) Credits - Arms, Arms 2, Arms X, Arms 2X, Diploma. Enemies A Rank - Heavy Scout, AT Sniper, Heavy Mortar, Mauler. - 5 Turns

This will be the final mission for the main story, and you get to beat Baldren for good this time. For troop deployment, I had Avan (Scout Elite), another Scout (Veteran), and a Gunner Elite. All of which are in area 1; no units in other sections. I also had a gatling turret equipped on a light tank by the way. In area 1, move the less durable Scout up along the west path, kill the Heavy Scout and take the camp. Next, have Avan move up at the opposite side and secure the east camp. Put both Scouts on standby. From your new camp in area 2, take Avan again and dash for the top camp to capture it, then put him on standby. Next, deploy Armor Techs to guard all of your new camps; be sure to put them as far back as possible. This should help them hold out against Heavy Mortars if any. For the top left camp in area 1, you might want to put a Gunner Elite there to kill the mortar guys if they gather. The top-right area 1 camp can be defended by another Gunner Elite. Baldren will steal your only camp in area 4 during enemy phase. Now you must keep him pinned here all throughout the mission. Most of your camps will be taken too, just as it should be. You wouldn't want the enemy spending CPs on more dangerous things. Just take

all stolen camps back during your turn. Try to keep the area clear of Fencers or Maulers too, as they can pose a big problem if left alone. With everything in place, deploy your tank at your area 4 outpost to engage Baldren. His only weak point is that "thing" -- whatever it is -- between his legs. I'll just call it a tail. Explosive shells are ineffective as the blast is just too wide-ranged to hit such a small target. Infantry can damage him but his counterattack almost always kills any of your human units. So that leaves you with only one option, a well-upgraded gatling turret on a tank. It takes a long time to kill him this way but it works. Have your tank RTB near the end of your turn so that Baldren doesn't destroy it. Keep an eye on your morale as well, as all the camp-stealing plus Baldren's Eloquence ability can get you in trouble real quick, if you don't pay attention to your squad's morale. Maintain it somewhere upper 3 or maybe 4 at all times. Do this be retaking stolen camps. If it gets real low, kill enemies to get a boost. Alternate Strategy (Thanks NiwaTG!) This one should allow you to clear this mission within one or two turns. First, you will need at least 2 Sniper Elites. Start by taking the northwest camp in area 1. Then from your new outpost in area 2, capture the northmost camp. This should give you a base in area 4. Now, deploy your tank from here and park it behind Baldren (he should be waiting at the central enemy outpost). If done right, Baldren's back will be exposed to your Snipers. Have a Sniper Elite fire at the ragnite "cube" at Baldren's back; his shield should dissipate after 3 shots. Now, your Sniper will either die or survive. Either way, take your tank again and finish Baldren off with armor piercing shells. =========================================================================== III. Post Game Walkthrough [03] =========================================================================== Upon loading your cleared game save, a bunch of new characters will join your squad, namely: Jugin (Lancer), Hubert Brixham (Scout), Alicia Gunther (Scout), Karl Landzaat (Armor Tech), Aisha Neumann (Shocktrooper), and Oscar Bielert (Shocktrooper). Of all these new recruits, only Jugin has a classmate mission. In addition, you get to assign two more leaders in your squad. That means 2 extra CPs if both new leaders are deployed on missions. The store also has a lot of new stuff on sale and so does R&D. All paid missions are now rank 3. Complete them to obtain level 4 and 5 materials, for crafting new weapons and parts in R&D. __________________________________________________________________________ ( Monthly Missions 03-01 ) ~~~~~~~~~~~~~~~~ January Missions ~~~~~~~~~~~~~~~~

___________________________________________________________________ Free Mission 01 - Fading Embers Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 10 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Rifle Stock D (x1) Ace Bonus - Weapon Plans RF102 Credits - Arms 2, Arms X, Arms 2X, Certificate, Diploma Enemies A Rank - Heavy Scout, Lancer Elt, Engineer Elt, Mauler, Heavy Tank B, Cannon Tower, Eugene. - 5 Turns

Area 1 is full of heavy hitters like cannon towers and heavy tanks. Have Lavinia clear everything so that a Scout can safely head over to the northeast camp and take it. There are 3 infantry units here; take everyone out with a mortar from your tank to save CP. Secure the enemy camps quickly to prevent reinforcements, and use Gunner Elites to guard your new outposts. Take note that some enemies can inflict AP Use Up and No Ammo status. ___________________________________________________________________ ___________________________________________________________________ Free Mission 02 - Armlem Clash Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Sword Core D (x1) Ace Bonus - Weapon Plans SR102 Credits - Attack 2, Attack X, Attack 2X, Certificate, Diploma Enemies A Rank - Heavy Scout, Sniper, AT Sniper, Heavy Gunner, Gatling Turret, Cannon Tower, Ossei. - 5 Turns

This mission can actually be completed in just 2 turns. All you need to do is secure the southeast camp in area 4. This gives you an outpost in area 2, located across from the rebel base. Ossei is hiding behind some of the crates in area 2 as well. Have Lavinia deal with the cannon towers, Lancers take out gatling turrets, while Sniper Elites pick off infantry at the base camp. ___________________________________________________________________

~~~~~~~~~~~~~~~~~ February Missions ~~~~~~~~~~~~~~~~~ ___________________________________________________________________ Free Mission 01 - The Treasure Hunt Objectives Victory - 5 boxes retrieved Failure - Allied base camp captured. - 10 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Sword Core D (x1) Ace Bonus - Weapon Plans MK003 Credits - March 2, March X, March 2X, Certificate, Diploma Enemies A Rank - Heavy Scout, Commando, Lancer Elt, Heavy Tank B, Heavy APC A, Cannon Tower, Jinn - 5 Turns

The known locations for the boxes are as follows: * * * * * Halfway up the west path in area 1. At the south camp in area 3, Tucked in between some of the crates in area 2. Southeast corner of area 2. Behind the watch tower in area 3.

It is always a good idea to send Lavinia ahead of everyone else to scout for heavy tanks and cannon towers. Secure enemy camps and deploy Lancers to take out any tanks within sight if Lavinia is currently unvailable. As always, units with high AP are recommended for missions like this. ___________________________________________________________________ ___________________________________________________________________ Free Mission 02 - Drill Grounds Clash Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 3 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Wrench Head D D (x1) Ace Bonus - Weapon Plans SR202 Credits - Attack 2, Attack X, Attack 2X, Certificate, Diploma Enemies - Shocktrooper, Commando, Heavy Gunner, Lancer Elite, Gatling Turret, Deiss.

A Rank

- 2 Turns

You only have 3 turns to get this mission done, and area 2 happens to be the quicker route. Deploy a Lancer (preferably Elite) and Avan (Scout Elite) in area 2 then start securing the camps until you take the gateway outpost to the southwest. Use the Lancer to destroy the gatling turrets at the camps. Redeploy your troops from your new camp in area 1. Use Sniper Elites to kill infantry guarding the rebel base camp, and also the Commandos scattered along the path if possible. Once cleared, take another Scout to capture the enemy base. ___________________________________________________________________ ~~~~~~~~~~~~~~ March Missions ~~~~~~~~~~~~~~ ___________________________________________________________________ Free Mission 01 - Revolution's Afterglow Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 10 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Machine Gun Stock D (x1) Ace Bonus - Weapon Plans SR003 Credits - Attack 2, Attack X, Attack 2X, Certificate, Diploma Enemies A Rank - Heavy Scout, Sniper, AT Sniper, Heavy Gunner, Light Tank C, Heavy Tank C, Fucasa. - 4 Turns

Focus troop deployment at your base camp, comprised mainly of Snipers, a Lancer, and a Scout. Use Snipers to pick off all visible infantry, leaving the crouched ones to your Sniper Elites. If you see tanks then blow them up with Lancers. Once the area is cleared, send a Scout to take the gateway camp. You only need to take the northeast camp in area 2 to gain access to area 4. But if you wish to steal the southeast camp as well, then be prepared to navigate through a mine field. I actually lost 3 guys to land mines because I wasn't paying attention. The rebel base camp is guarded by some infantry and some tanks. Clear them out with your units of choice then secure the camp. ___________________________________________________________________ ___________________________________________________________________ Free Mission 02 - Leanbluff Clash Objectives

Victory Failure

2 enemy camps captured. Allied base camp captured. 20 turns pass Morale drops to 0 / all infantry defeated.

Rewards Clear Bonus - Sniper Scope D (x1) Ace Bonus - Weapon Plans SR003 Credits - Attack 2, Attack X, Attack 2X, Certificate, Diploma Enemies A Rank - AT Sniper, Commando, Lancer, Heavy Mortar, V2, Supply Vehicle, Mahl. - 6 Turns

Send Avan or another Scout Elite up the eastmost alley and secure the gateway camp at the end. The supply vehicle for this area is also here. Once taken, send a Gunner Elite to the other outpost, kill the V2 and take the camp. Leave Gunners to guard your newest outposts. Use alleys for shortcuts to the rebel camps. You might also want to have Lavinia scout ahead for V2s and kill them before sending infantry units. It only takes two shots from a fully upgraded light tank to kill a shielded V2. ___________________________________________________________________ ~~~~~~~~~~~~~~ April Missions ~~~~~~~~~~~~~~ ___________________________________________________________________ Free Mission 01 - Strategic Engagement Objectives Victory - 3 enemy camps captured. Failure - Allied base camp captured. - 10 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Pistol Mechanism C (x1) Ace Bonus - Turret Plans 011 Credits - Attack 2, Attack X, Attack 2X, Certificate, Diploma Enemies A Rank - Heavy Scout, Commando, Lancer Elt, Fencer, Light Tank B, Heavy APC B, Torge. - 3 Turns

The target camps in this missions are in areas 2, 3 and 4. Deploy Lancer and Snipers to clear off the opposition in area 2 then take the camp. Next, steal the east camp in area 2 to get a base in area 3. There, send a Gunner Elite to rush the target camp. In area 4, deploy a Lancer to smash the exposed Heavy Tank at the opposite side; snipe all infantry up along the main bridge, before sending a Scout to secure the last camp. ___________________________________________________________________

___________________________________________________________________ Free Mission 02 - Diebal Clash Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 10 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Machine Gun Stock D (x1) Ace Bonus - Turret Plans 011 (x1) Credits - Attack 2, Attack X, Attack 2X, Certificate, Diploma Enemies A Rank - Heavy Gunner, Fencer, Mauler, V2, Supply Vehicle, Chaolen - 3 Turns

There are plenty of hostile camps here which must be captured as soon as possible to prevent enemy reinforcements from swarming Deploy a Fencer or Fencer Elite in area 2 and secure the upper camps before sending a Gunner Elite or Scout to take the bottom one. Next, secure both camps in area 4. Use a Fencer as well to kill the defender in one turn. The V2s in area 4 have no shield. Defend your new camps using Gunner Elites. ___________________________________________________________________ ~~~~~~~~~~~~ May Missions ~~~~~~~~~~~~ ___________________________________________________________________ Free Mission 01 - Defending the Warship Objectives Victory Failure Rewards Clear Bonus Ace Bonus Credits Enemies A Rank

Allied base camp defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Wrench Head D (x1) Body Plans T04 (x1) Support 2, Sppt X, Sppt 2X, Certificate, Diploma

- Commando, Heavy Gunner, Heavy Mortar, Fencer, Mauler, Heavy Tank C, Motti. - 4 Turns

This one should be easy enough. Capture both camps in area 5 so that you get bases in the two other areas. Next kill off the base defenders and guard your new outposts with Gunner Elites. Defeat all other enemies on your succeeding turns to get this mission over and done with.

___________________________________________________________________ ___________________________________________________________________ Free Mission 02 - Yuell Clash Objectives Victory - Enemy base camp captured Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Gatling Feed D (x1) Ace Bonus - Weapon Plans MK202 (x1). Credits - Attack 2, Attack X, Attack 2X, Certificate, Diploma Enemies A Rank - Heavy Scout, Commando, Heavy Gunner, Gatling Turret Gatling Bunker, Cannon Tower, Cobah. - 7 Turns

This mission is filled with heavily armored weaponry, so it'll be a good idea to send Lavinia ahead of your foot soldiers to clear a path, then secure the gateway camps until you get a base at the target area. There, send Lancers along the rooftops to the bottom camp and smash the cannon tower along the way. With that gone, take the camp then send troops to capture the rebel base. You might want to consider deploying your tank to explore ahead for possible infantry killers though. ___________________________________________________________________ ~~~~~~~~~~~~~ June Missions ~~~~~~~~~~~~~ ___________________________________________________________________ Free Mission 01 - The Purge Continues Objectives Victory - 3 enemy camps captured. Failure - Allied base camp captured. - 10 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Anti-Tank Lance Parts D (x1) Ace Bonus - Body Plans A02 (x1) Credits - Attack 2, Attack X, Attack 2X, Certificate, Diploma Enemies A Rank - Heavy Scout, AT Sniper, Mauler, Medium Tank B, Heavy APC A, AT Turret, Susse, - 5 Turns

Capture both camps in area so that you get bases in areas 3 & 4

where 2 of the target camps are. Once secured, take the northwest outpost in area 4 then redeploy your forces at area 2 to capture the last target camp. Leave Gunner Elites to guard your camps in case the enemy tries to steal it back. The target camps mostly have AT turrets, so take a Lancer to check. ___________________________________________________________________ ___________________________________________________________________ Free Mission 02 - Daws Desert Clash Objectives Victory - Enemy base camp captured Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Mortar Lance D (x1) Ace Bonus - Turret Plans 013 (x1). Credits - Attack 2, Attack X, Attack 2X, Certificate, Diploma Enemies A Rank - Heavy Mortar, Light Tank C, Heavy Tank A, Heavy Tank C, Gatling Turret, Yaht. - 2 Turns

Start by clearing away all the tanks to the south of area 4 and secure the gateway camp. Do the same for area 2, pushing toward ths northeast camp. At the target area, smash more tanks and kill some Heavy Mortars then take the rebel base. The enemy ace Yaht is also here. ___________________________________________________________________ ~~~~~~~~~~~~~ July Missions ~~~~~~~~~~~~~ ___________________________________________________________________ Free Mission 01 - A Castle in Darkness Objectives Victory - Enemy base camp captured Failure - Allied base camp captured. - 10 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Pistol Mechanism D (x1) Ace Bonus - Turret Plans 012 (x1) Credits - Attack 2, Attack X, Attack 2X, Certificate, Diploma Enemies A Rank - Sniper, AT Sniper, Commando, Light Tank C, Medium Tank A, Gatling Turret, Ochran - 4 Turns

Secure the northeast camp in area 1 then all the outposts in area 2. The central camp here leads to area 3 where the enemy ace Ochran is, while the one to the northwest leads to area 5 where the rebel base is. The mist condition makes your tank terribly inaccurate so infantry is really the best way to go. ___________________________________________________________________ ___________________________________________________________________ Free Mission 02 - Roendahl Clash Objectives Victory - Enemy base camp captured Failure - Avan falls in combat - Allied base camp captured. - 20 turns pass - Morale drops to 0. Rewards Clear Bonus - Sword Core D (x1) Ace Bonus - Weapon Plans MT003 (x1) Credits - Attack 2, Attack X, Attack 2X, Certificate, Diploma Enemies A Rank - Sniper, AT Sniper, Commando, V2, Supply Vehicle. - 4 Turns

Have a Lancer and Sniper or Fencer accompany Avan in area 3. Move the rest of your troops, capturing camps until you get one in area 4. Clear a path with your tank so that a Scout can safely head for the switch and activate it. With the floodgate in area 3 now open, send a Lancer to take out the Supply Vehicle at far end of the rebel base, then kill off the V2 and take the camp, Carnell is hidden in the grass to the northeast of this area by the way. ___________________________________________________________________ ~~~~~~~~~~~~~~~ August Missions ~~~~~~~~~~~~~~~ ___________________________________________________________________ Free Mission 01 - Under the Cannons Objectives Victory Failure Rewards Clear Bonus Ace Bonus Credits Enemies

Allied base camp defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Rifle Stock D (x1) Weapon Plans MG004 (x1) Support 2, Sppt X, Sppt 2X, Certificate, Diploma.

- Heavy Scout, Shocktrooper, Heavy Gunner, Fencer,

Heavy Tank B, Ichey A Rank - 5 Turns

The turret sinks are back. As you've seen before, these things can murder anything or anyone unfortunate enough to be out in the open Make sure that all units in the target area take cover in one of the many rooms in the ship to avoid being killed. Press the switches off to the south of area 1 to gain access to 2 of the turret sinks. As always secure as many camps as soon as possible to keep enemies from swarming. If enemies are clumped together, eliminate them with a mortar from your tank/infantry; using Fencers also work. You will want to keep your squad leaders on the field at all times, as CPs for this mission are limited. ___________________________________________________________________ ___________________________________________________________________ Free Mission 02 - Dorfein Clash Objectives Victory - Enemy base camp captured Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Sniper Scope D (x1) Ace Bonus - Part Plans 017 (x1) Credits - Attack 2, Attack X, Attack 2X, Certificate, Diploma Enemies A Rank - Heavy Gunner, Heavy Mortar, V2, Supply Vehicle, Light Tank B, Cannon Tower, Roccoh. - 5 Turns

Secure all camps in area 4, followed by the northwest one in area 2 then the top one in area 3. That should give you the west base in area 5, where the enemy's base camp is. In area 3, I recommend sending Snipers up to the center ledge and pick off the camp defenders, before having someone capture it. ___________________________________________________________________ ~~~~~~~~~~~~~~~~~~ September Missions ~~~~~~~~~~~~~~~~~~ ___________________________________________________________________ Free Mission 01 - Secrets in Yuell Objectives Victory - 6 boxes retrieved. Failure - Allied base camp captured. - 10 turns pass - Morale drops to 0 / all infantry defeated. Rewards

Clear Bonus - Sniper Scope D (x1) Ace Bonus - Weapon Plans BS002 (x1) Credits - March 2, March X, March 2X, Certificate, Diploma Enemies A Rank - Heavy Scout, Sniper, Commando, Mauler, Medium Tank B, Gatling Bunker, Micch. - 5 Turns

The known locations for the boxes are as follows: * * * * * * * * Near the northwest camp in area 1. Southeast corner of area 1. Northeast corner, upper level of area 2. Southeast corner, upper level of area 2. Southeast corner of area 5. Center platform of large trench in area 5. Next to southmost building in area 4. Upper level, north, area 4.

You may want to consider having Lavinia scout ahead just in case there are gatling bunkers around; though Lancers work well enough on these things it takes quite a number of shots for them to take out a bunker, unless the rear is exposed. ___________________________________________________________________ ___________________________________________________________________ Free Mission 02 - Anthold Acqueduct Clash Objectives Victory - 3 enemy camps captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Wrench Head D (x1) Ace Bonus - Weapon Plans SR004 (x1) Credits - Attack 2, Attack X, Attack 2X, Certificate, Diploma Enemies A Rank - Heavy Scout, AT Sniper, Heavy Mortar, V2, Herosch. - 5 Turns

The target camps are in areas 1, 3, and 5. Start by securing all the camps in area 4. Use your tank to seek out the supply vehicles first then have Sniper Elites/Fencers deal with the V2s. For a large clusters of enemies use Heavy Mortars to blow all of them up in a single shot. This will definitely save you CP. ___________________________________________________________________ ~~~~~~~~~~~~~~~~ October Missions ~~~~~~~~~~~~~~~~ ___________________________________________________________________ Free Mission 01 - The Canyon Divided

Objectives Victory - 3 enemy camps captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Gatling Feed D (x1) Ace Bonus - Weapon Plans SW102 (x1) Credits - Attack 2, Attack X, Attack 2X, Certificate, Diploma Enemies A Rank - Heavy Scout, Heavy Gunner, Heavy Tank A, Light APC A, Chaolen - 4 Turns

The target camps are in areas 2, 3, and 4. Concentrate unit deployment at your base then move between areas to secure the camps. Guard the ones you've taken to keep them from being stolen. As always Gunner Elites are the best choice for this. ___________________________________________________________________ ___________________________________________________________________ Free Mission 02 - Anthold Harbor Clash Objectives Victory - Enemy base camp captured Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Pistol Mechanism F (x1) Ace Bonus - Turret Plans 014 (x1) Credits - Attack 2, Attack X, Attack 2X, Certificate, Diploma Enemies A Rank - Sniper, Commando, Mauler, V2, Supply Vehicle, Light APC A, Roccoh. - 4 Turns

From your base camp, you can pick which path to take, if you take the northwest camp, whose defenders can be picked off with Sniper Elites from your base. This camp connects to area 3, where you'll encounter a heavy concentration of enemies, specifically V2s at the north gateway camp. Send someone to press the left switch to unlock the west warehouse and find the supply vehicle. Once taken, you should get the southwest base in area 5, where you can once again use your tank and/or Snipers/Heavy Mortars to clear out the enemy base for capture. ___________________________________________________________________ ~~~~~~~~~~~~~~~~~

November Missions ~~~~~~~~~~~~~~~~~ ___________________________________________________________________ Free Mission 01 - Warship Requiem Objectives Victory - Allied units reaches target. Failure - Allied base camp captured. - 10 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Pistol Mechanism D (x1) Ace Bonus - Weapon Plans MK102 (x1) Credits - March 2, March X, March 2X, Certificate, Diploma Enemies A Rank - AT Sniper, Heavy Gunner, Lancer Elite, Mauler, Heavy Tank B, Heavy APC A, Fergil. - 4 Turns

You'll be onboard the Dandarius but there will be no turret barrage If you don't plan on taking out the enemy ace Fergil, then you can skip area 3 altogether. You can access the area by capturing the eastern camp in area 2, but you must first press the southeast switch in area 1 to open the gate that eventually leads to the east camp in area 2. If you plan on taking that outpost, it would be best to send a Fencer to kill the cluster of enemies in one swipe. ___________________________________________________________________ ___________________________________________________________________ Free Mission 02 - Dandarius Clash I Objectives Victory Failure Rewards Clear Bonus Ace Bonus Credits Enemies A Rank

Allied base camp defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Anti-Tank Lance Parts F Turret Plans 015 (x1) Support 2, Sppt X, Sppt 2X, Certificate, Diploma

- Heavy Scout, Sniper, Commando, V2, S. Vhc, Joshuno. - 4 Turns

Kick things off by securing the camps in area 3 -- use a Fencer Elite to take the closest outpost. Then deploy a Sniper from this new camp and kill off the scout guarding the nearby gateway camp and capture it. This will give you the northeast camp in area 1. The supply vehicle is nearby so destroy it.

With the V2's shields gone, you can go ahead and secure the northwest gateway camp in area 1. This connects to the center outpost in area 2. You'll find a supply vehicle there. The supply vehicle in area 3 is at the southern section of the area. ___________________________________________________________________ ~~~~~~~~~~~~~~~~~ December Missions ~~~~~~~~~~~~~~~~~ ___________________________________________________________________ Free Mission 01 - 4th Mortar Showdown! Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 10 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Mortar Lance D (x1) Ace Bonus - Part Plans 015 (x1) Credits - Arms 2, Arms X, Arms 2X, Certificate, Diploma Enemies A Rank - Commando, Heavy Mortar, Light Tank C, Heavy Tank C, Ochran. - 5 Turns

Not much to say for this one. As always take the rebel camps as soon as possible to prevent reinforcements from being deployed. Have Lavinia and/or your Lancers deal with the tanks, while Sniper Elites take out infantry units. Use Scouts to secure bases. ___________________________________________________________________ ___________________________________________________________________ Free Mission 02 - A Prayer for Peace Objectives Victory Failure Rewards Clear Bonus Ace Bonus Credits Enemies A Rank

Allied base camp defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Anti-Tank Lance Parts D (x1) Weapon Plans MT102 (x1) Support 2, Sppt X, Sppt 2X, Certificate, Diploma

- Heavy Scout, Sniper, Commando, Heavy Mortar, Heavy Tank C, Cannon Tower, Schmarder. - 6 Turns

You have 3 bases to defend and there is a large number of rebel camps in this mission. In my case, I took the camps in area 2

first, then dealt with the tanks and infantry in at the interconnecting areas. Take out the infantry closest to your bases first, followed by the enemy's heavy weaponry. Secure rebel territories on your succeeding turns. ___________________________________________________________________ ___________________________________________________________________ Free Mission 03 - Dandarius Clash II Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Machine Gun Stock F (x1) Ace Bonus - Weapon Plans PF102 (x1) Credits - Arms 2, Arms X, Arms 2X, Certificate, Diploma Enemies A Rank - V2, Supply Vehicle, Heavy Tank C, Matz. - 6 Turns

Focus troop deployment at your base camp in area 4 then blast the army of V2s to safely access the camps at the bottom. The supply vehicle is at the southwest outpost by the way. It is somewhat difficult to hold on to captured camps, as reinforcements will keep producing V2s. Your best bet is to hunt down the supply vehicle in each area as soon as possible, so that the V2 reinforcements will be shieldless. I suggest using your toughest infantry units, such as Fencers to guard your camps, as they have the best chance of surviving a V2's assault. ___________________________________________________________________ ___________________________________________________________________ Free Mission 04 - Lanseal Academy Clash Objectives Victory - 3 enemy camps captured. Failure - Allied base camp captured. - 7 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Rifle Stock F (x1) Ace Bonus - Turret Plans 016 (x1) Credits - Attack 2, Attack X, Attack 2X, Certificate, Diploma Enemies A Rank - Heavy Scout, Commando, Heavy Gunner, Heavy Mortar, Mauler, Heavy Tank C, Horry - 4 Turns

This should be easy enough. You can deploy units in each of the areas, but I would suggest starting from your base and just move along from there. This lets you get the various camp bonuses at the end of the mission. ___________________________________________________________________ __________________________________________________________________________ ( Classmate Missions 03-02 ) ___________________________________________________________________ Lavinia's Classmate Mission - Ghostly Vengeance Objectives Victory - Ghost Tank defeated Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Exp Maul Mech C (x1) Credits - Arms 2, Arms X, Arms 2X Enemies A Rank - AT Sniper, Heavy Gunner, Heavy Mortar, Ghost Tank, Heavy Tank C - 6 Turns

For this mission, there are Heavy Tanks everywhere, and all infantry units have way tougher defenses as well. Capture enemy camps until you get one in area 3. Use your to deal with the Heavy Tank, making sure retreat at the end of your phase to avoid being smashed by any remaining Heavy Tanks. Once you get a camp in area 3, leave a Gunner or Gunner Elite there to guard it and move your tank southwest to meet the Ghost Tank. Personally, I went with a hit-and-run tactic here -- that is attack until there is only 1 CP left, then use that last CP to retreat. Do this for a few rounds until the Ghost Tank bites the dust. Tank Mastery replaces Wounded Heart for Lavinia after this. You will also receive the Grand Order of Merit medal. ___________________________________________________________________ ___________________________________________________________________ Jugin's Classmate Mission - Defending Our School Objectives Victory Failure Rewards Clear Bonus Credits -

Allied base camp defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Anti-Tank Lance Parts C Support, Support 2, Support X

Enemies A Rank

- Sniper, Shocktrooper, Mortarer, Medium Tank B, Heavy APC B. - 4 Turns

This mission is pretty easy despite it being classified as level 45. Begin by taking all 3 rebel camps at your base area, clearing away all hostiles. Be sure not to leave your base camp undefended when you move to other areas to hunt for enemies. Use your light tank to destroy enemy tanks and APCs with one shot. This saves you a lot of CP in the end. Patrol the alleyways and grass patches for hidden enemies. Jugin gains the Hard Worker potential after this. You will also receive the Class Ring award if you have completed all of the other classmate quests prior to clearing this one. ___________________________________________________________________ __________________________________________________________________________ ( Paid Missions 03-03 ) ___________________________________________________________________ Paid Mission 01 - A Blanket of Snow Objectives Victory Failure Rewards Clear Bonus Ace Bonus Credits Enemies

Allied base camps defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Sniper Scope F Support 2, Support X, Sppt 2X, Certificate, Diploma

- Sniper, Commando, Fencer, Light Tank C, Aucarr.

A Rank - 5 Turns ___________________________________________________________________ ___________________________________________________________________ Paid Mission 02 - Ghostly Conflagration Objectives Victory - Baldren defeated Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Anti-Tank Lance+ Parts D (x1) Credits - Arms X, Arms 2X, Diploma Enemies - Commando, Mauler, Ghost Tank, Cannon Tower

A Rank - 5 Turns ___________________________________________________________________ ___________________________________________________________________ Paid Mission 03 - Spring Falcon Objectives Victory - 3 enemy camps captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Light Gatling Parts D (x1) Ace Bonus - Turret Plans 017 (x1) Credits - Attack 2, Attack X, Attack 2X, Certificate, Diploma Enemies A Rank - Heavy Gunner, Lancer, Lancer Elt, Heavy Mortar, Heavy Tank C, Gatling Bunker, Tanaiss. - 6 Turns

This will be another quickie. Only the target camp in area 3 has a stiffer resistance with 4 defenders. Use a Heavy Mortar to clear the outpost. Tanaiss is in one of the alleys at the northern section of the warehouse in area 3. ___________________________________________________________________ ___________________________________________________________________ Paid Mission 05 - Proof of Friendship Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 10 turns pass - Morale drops to 0 / all infantry + tank defeated. Rewards Clear Bonus - Rapid Fire Barrel D (x1) Ace Bonus - Weapon Plans SR203 (x1) Credits - Support, Support 2X, Diploma Enemies A Rank - Fencer, V2, Supply Vehicle, Ghost Tank. - 4 Turns

This mission will be carried out in Mellvere so you only have one area to deal with. First, send a Mauler out via the west alley and wreck the Ghost Tank and Supply Vehicle. Only members of the Armor Tech class are tough enough to withstand most of the enemies in this mission. With the Supply Vehicle gone, kill off the V2s with Sniper Elites, then send a Fencer Elite to deal with Dirk and the enemy ace Aucarr (a Fencer). ___________________________________________________________________ ___________________________________________________________________

Paid Mission 06 - Lanseal Defense Line Objectives Victory Failure Rewards Clear Bonus Credits Enemies A Rank

Defensive line held (8 turns) All enemy units defeated. Defensive line penetrated Allied base camp captured. Morale drops to 0 / all infantry defeated. Pistol Mechanism F (x1) Support X, Support 2X, Diploma.

- Heavy Scout, Sniper, Mauler, Heavy Tank C, Hvy APC B Yarmas - 5 Turns

Baldren is here and that alone makes this mission difficult. Your best chance of killing Baldren efficiently is via rear headshots by a Sniper Elite. Baldren is stationed at the eastern rebel camp in area 2. For turn 1, defeat all enemies that you can, then secure and guard whichever rebel camp you can take. If you're lucky, Baldren will end up in one of your camps, with his back to you in turn 2. Take advantage of this and deploy a Sniper Elite to take him out. With Baldren gone, the rest of the mission becomes easier. Use Sniper Elites or Gunner Elites to defeat Maulers. Eliminate enemy units closest to the defensive line first. Do take the rebel camps as soon as possible to keep reinforcements from being deployed. ___________________________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~ Advanced Class Missions ~~~~~~~~~~~~~~~~~~~~~~~ These become available for purchase at the store once a specific class reaches level 30. ___________________________________________________________________ Paid Mission - Advanced Scout Exam Objectives Victory - 3 enemy camps captured. Failure - Allied base camp captured. - 8 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Rifle+ Parts D (x1) Ace Bonus - Body Plans A03 (x1) Credits - Attack X, Attack 2X, Certificate, Diploma Enemies - Heavy Scout, Sniper, Heavy Gunner, Heavy Mortar,

Heavy Tank A, Yars. A Rank - 5 Turns

Yars is a Heavy Tank so you'll need an AT Sniper, equipped with a well-upgraded rifle, to kill him. I'd recommend taking the area 2 target camp first, then the one in area 5, and leave the area 1 camp for last. Send someone up the catwalk in area 2 to press both switches and open the gates. Leave Scouts to guard your new outposts, and use Snipers to deal with the tougher Heavy Mortars/Gunners. Yars' engine is visible from the target camp in area 5, so deploy an AT Sniper from there once you've secured that one. ___________________________________________________________________ ___________________________________________________________________ Paid Mission - Advanced Trooper Exam Objectives Victory - Enemy base camp captured Failure - Allied base camp captured. - 8 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Gatling Feed F (x1) Ace Bonus Credits - Attack X, Attack 2X, Certificate, Diploma Enemies - Heavy Scout, Commando, Heavy Gunner, Mauler, Gatling Turret, Heavy APC B, Tauyar.

A Rank - 5 Turns ___________________________________________________________________ ___________________________________________________________________ Paid Mission - Advanced Lancer Exam Objectives Victory - All enemy units defeated Failure - Allied base camp captured. - 8 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Mortar Lance F (x1) Ace Bonus - Turret Plans 018 (x1) Credits - Arms X, Arms 2X, Certificate, Diploma Enemies A Rank - Engineer Elite, Heavy Tank C, Light Tank C, Joshuda - 4 Turns

Deploy a mix of Lancers and Mortarers for this mission, but a single rocket to the faces of the Engineer Elites also work. From

your base camp, start securing all rebel outposts in counterclockwise order. This way, you can fire at the Heavy Tanks from the rear. Leave units to guard your new camps so that they don't get stolen. The enemy's Engineers can't kill you anyway. ___________________________________________________________________ =========================================================================== IV. Downloadable Content [04] =========================================================================== Once copied into the PSP, the DLC can be accessed by going to the Briefing Room then select "Missions" and choose "Extras". __________________________________________________________________________ ( Grade 1 Missions 04-01 ) ___________________________________________________________________ Extra Mission 01 - Mellvere Crisis Objectives Victory - Enemy base camp captured. Failure - Avan falls in combat - 20 turns pass - Morale drops to 0. Rewards Clear Bonus - Anti-Tank Lance+ Parts A (x1) Ace Bonus - Bragi g2 Credits - Attack X Enemies A Rank - Scout, Shocktrooper, Fencer, Shihar. - 2 Turns

You only have Avan here, but that shouldn't be a problem. All the enemies here are weak except for the ace Fencer Shihar. I suggest making Avan a Shocktrooper for a quick kill. ___________________________________________________________________ ___________________________________________________________________ Extra Mission 02 - Exercise vs. Class C Objectives Victory - 5 boxes retrieved Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Light Gatling Parts B (x1) Ace Bonus - Hervor g21 Credits - March X Enemies - Heavy Scout, Commando, Medium Tank C, Masse.

A Rank

- 5 Turns

Another quick mission for a well-trained squad. Deploy units with high AP like Scouts, Engineers, etc to cover more ground when searching for the crates. Known locations for the boxes are: * * * * * At a corner off to the south of area 1. On the terrace to the north of area 1. Masse is also here. At far-left alley in area 2. 2F west, area 2. Northeast corner, area 2.

I strongly recommend seeking out the enemy ace Masse; he drops the Hervor g21 which is a downright awesome rifle for your Scouts. ___________________________________________________________________ ___________________________________________________________________ Extra Mission 03 - Exercise vs. Class D Objectives Victory Failure Rewards Clear Bonus Ace Bonus Credits Enemies A Rank

Allied base camp defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Heavy Gatling Parts B Hrist g11 Support X

- Scout Vtn, Sniper, Shocktrooper, Lancer, Motarer, Heavy APC B, Tauyar (Lancer). - 5 Turns

As with all base defense missions, your first priority is to capture each enemy camp to prevent further reinforcements from being called. Leave Gunners to guard your new camps, so that they can murder approaching rebels during enemy phase. You have 3 base camps to defend in this mission by the way. If you encounter Heavy APCs then send Lancers to take them out. The Hrist g11 is great weapon for Lancers (non-elites). ___________________________________________________________________ ___________________________________________________________________ Extra Mission 04 - Exercise vs. Class E Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Rapid Fire Barrel B (x1)

Ace Bonus Credits Enemies A Rank

- Hildr g11 (x1) - Arms X - Shocktrooper, Mortarer, Light Tank C, Light APC B, Gatling Turret, AT Turret, Shakay (Shocktrooper). - 8 Turns

This mission can get somewhat annoying. You fight in Leanbluff under misty conditions. Not to mention the large number of rebel gateway camps and grass patches. The key here is to secure as many enemy camps as possible early on Take note that most of the outposts are defended by gatling turrets so deploy a Lancer first to clear out a camp then send a Scout to secure it. Guard whichever new camp you can, then recover lost ones on your next turn. Sniper Elites are highly effective in dealing with enemy infantry. I recommend sticking with foot soldiers as much as possible; the tank also works but the mist makes it really inaccurate, except maybe from point blank range. Try to patrol the grassy areas for hidden targets too. When the AI starts skipping its turn, use the Area Recon or All Area Recon orders to locate the remaining targets and take them out. ___________________________________________________________________ ___________________________________________________________________ Extra Mission 05 - Exercise vs. Class F Objectives Victory - 3 enemy camps captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Exp Maul Mech B (x1) Ace Bonus - Hervor g11 Credits - Attack X Enemies A Rank - Scout, Sniper, Shocktrooper, Medium Tank A, Light APC B, Gatling Turret, Oots (Scout). - 4 Turns

Start by securing all the gateway camps in area 1. Each one connects to areas where the target outposts are. Next, focus on eliminating hostile infantry to keep your new camps from being stolen. The vehicles can be left for later once all outposts are completely secure. The target camps are defended by gatling turrets so send a Lancer to them first then take Scouts/Gunners to secure the camp itself. ___________________________________________________________________ __________________________________________________________________________ ( Grade 2 Missions 04-02 )

___________________________________________________________________ Extra Mission 06 - Battle at Mellvere EX Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Mortar Lance E (x1) Ace Bonus - Eberouge (x1) Credits - Attack X, Attack 2X, Diploma Enemies A Rank - Lancer, Shocktrooper, Cannon Tower, Horry. - 2 Turns

You only have Avan, Zeri, and Cosette here, and Avan must be made into a Lancer (preferably Elite) in order to finish this. Move Avan slowly through the alleyways on both sides, so that the towers don't turn your way. Smash both towers by shooting their exposed weak points. As for the central tower, take Zeri out and lure the tower left or right to expose its weak point so that Avan can blow it up with a single shot; issue the Demolish Boost order when needed. With all towers gone, you can send both Zeri and Cosette to clean up all remaining infantry and take the base. ___________________________________________________________________ ___________________________________________________________________ Extra Mission 07 - Battle at Roendahl EX Objectives Victory - Allied units reaches target. Failure - Avan falls in combat. - Allied base camp captured. - 20 turns pass - Morale drops to 0 Rewards Clear Bonus - Sniper Scope E (x1) Ace Bonus - Asgar g21 Credits - Certificate, Diploma Enemies A Rank - Scout, AT Sniper, Heavy Gunner, Heavy Mortar, Heavy Tank C, Nisheo. - 6 Turns

For this mission Avan will be alone at the floodgate, but you can deploy another unit there to join him. As for the rest of your troops, move them to take the north base in area 1. This connects to area 4, where you must deploy your tank to clear out the Heavy Tanks on the bridge before sending an infantry to the switch.

With the floodgate open, grab Avan and dash for the target point. If there are Heavy Gunners, take them out first. ___________________________________________________________________ ___________________________________________________________________ Extra Mission 08 - Mine Offensive Objectives Victory - 3 enemy camps captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Heavy Mortar Lance B (x1) Credits - Attack 2X, Certificate, Diploma Enemies A Rank - Heavy Scout, Commando, Heavy Gunner, Cannon Tower. - 3 Turns

In area 4, take your tank and clear out all the cannon towers. The enemy commandos can actually be taken out by friendly fire from the towers; take advantage of this to save CPs. Once clear, send a Scout to take the northeast camp then secure the other one to the left. Deploy units from your newest outposts, leaving somebody to defend these so that they don't get stolen. Rush then defend target camps with Gunner Elites. ___________________________________________________________________ ___________________________________________________________________ Extra Mission 09 - Race Against Time Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 5 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Sniper Parts B (x1) Credits - March X, Arms X, Attack X, Support X. Enemies A Rank - Sniper, Commando, Mauler. - 3 Turns

Deploy some units in area 1, preferably a Scout and a Gunner, while the rest of your squad moves from your base, taking hostile camps until you gain access to area 4. From there, send someone to press the switch. With the floodgates open, push for the rebel base camp and secure it. ___________________________________________________________________

__________________________________________________________________________ ( Grade 3 Missions 04-03 ) ___________________________________________________________________ Extra Mission 10 - Banquet of Ghosts Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Anti-Tank Lance+ Parts D (x1) Credits - Arms 2X, Diploma Enemies - AT Sniper, Lancer Elt, Engineer Elt, Ghost Tank

A Rank - 5 Turns ___________________________________________________________________ ___________________________________________________________________ Extra Mission 11 - Battle at Dorfein EX Objectives Victory - Enemy base camp captured. Failure - Avan falls in combat. - 20 turns pass Rewards Clear Bonus - Rifle+ Parts D (x1) Ace Bonus - Idun Sp B (x1) Credits - March 2X, Diploma Enemies A Rank - Heavy Scout, Sniper, Commando, Fencer, Heavy APC B Micch (Fencer). - 4 Turns

Avan will be alone for this mission. At level 85, this one may seem intimidating but it's actually quite easy, provided that you make the correct preparations. First, Avan has to be a Scout Elite since there will be a lot of ground to cover, then equip him with the Hervor g21 rifle. From the starting point, ride the trolley to the next area. Micch will be here so take him out. This may take a few CPs to do but that's alright. Next, make your way around to the other trolley and ride it to area 4. There is a large concentration of rebels here, but Avan is a good shot and with the Hervor g21 equipped, even the Heavy APCs don't stand a chance. Eliminate crouched targets from afar. Push on to capture base camp. ___________________________________________________________________ ___________________________________________________________________

Extra Mission 12 - Battle at Lanseal EX Objectives Victory - Escort APC reaches target. Failure - Escort APC defeated - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Rapid Fire Barrel D (x1) Ace Bonus - valholl Sp B (x1) Credits - March 2X, Diploma Enemies A Rank - AT Sniper, Heavy Gunner, Lancer Elt, Mauler, Tobais. - 4 Turns

You only have Avan, Zeri, and Cosette here. Not much to say, except have Avan capture the rebel camps then move your APC along Leave Zeri to defend your base just in case then redeploy him to join his friends once its safe. Move APC to target point. ___________________________________________________________________ ___________________________________________________________________ Extra Mission 13 - Final Trooper Exam Objectives Victory - 2 enemy camps captured. Failure - Allied base camp captured. - 5 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Machine Gun Stock C (x1) Ace Bonus Credits - March 2X, Arms 2X, Attack 2X, Support 2X. Enemies - Sniper, AT Sniper, Shocktrooper, Commando, Gatling Turret, Ichey.

A Rank - 3 Turns ___________________________________________________________________ =========================================================================== V. Side Missions [05] =========================================================================== __________________________________________________________________________ ( Classmate Missions 05-01 ) These missions can be unlocked at any time by viewing all key "memory" events involving a specific squad member. Said events are made available by allowing each character to actively

participate in combat as often as possible. In addition to personal potentials, squad members also become closer to Avan upon completing a classmate mission. That is, Avan gets added to the list of people that particular character likes. The entries in this mission are arranged by class for convenience. ~~~~~~ Scouts ~~~~~~ ___________________________________________________________________ Nichol's Classmate Mission - A Dangerous Mission Objectives Victory - All enemy units defeated. Failure - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Rifle Stock E (x1) Credits - Arms, Arms 2, Arms X Enemies A Rank - Scout, Shocktrooper, Sniper - 2 Turns

You only have Avan and Nichol for this mission. Fortunately, the area to be covered is also pretty small. Try to get both characters to attack enemies together (support fire), especially against Shocktroopers. If you spot Snipers near the end of your turn, kill them first. Leave Scouts for last as they are the weakest. Nichol gains the Tender Emotions potential after this. ___________________________________________________________________ ___________________________________________________________________ Helmut's Classmate Mission - Saving the Darcsens Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Rifle Parts+ C (x1) Credits - Attack, Attack 2, Attack X Enemies A Rank - Sniper, Scout, Shocktrooper, Mortarer, Light Tank C, Medium Tank C, Schimmer - 3 Turns

Make quick work of capturing the enemy camps in areas 1 and 3. If you encounter a tank, use your own tank to smash it. In area 4,

take a Lancer to elimate the light tank inside the building, and send a team of Shocktroopers/Gunners to storm the enemy base. The clearing operation should be quick. Secure base afterward. Helmut gains the Soldier's Pride potential after this. ___________________________________________________________________ ___________________________________________________________________ Melissa's Classmate Mission - Zeri's Bodyguards Objectives Victory Failure Rewards Clear Bonus Credits Enemies A Rank

Allied base camp defended (6 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry defeated Rapid Fire Barrel C (x1) Arms, Arms 2, Arms X

- Scout, Shocktrooper, Sniper. - 2 Turns

You only have Avan and Melissa for this mission. Move both of them towards the enemy camp to the east. Capture and defend this as the enemies will gather there on their turn. Keep your units together for additional firepower. Melissa gains the Stalker potential after this. ___________________________________________________________________ ___________________________________________________________________ Lotte's Classmate Mission - Recovering the Camera Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Sniper Scope E (x1) Credits - Attack, Attack 2, Attack X Enemies A Rank - Sniper, Scout, Shocktrooper, Fencer, Gtl Turret - 4 Turns

Unfortunately, you won't get any shortcuts here. So you'll need to capture each enemy camp, until you can actually deploy troops at their base area. This should be easy enough to do. There is a Gatling Turret at the rebel base though, so watch out. Lotte gains the Truth Seeker potential after this. ___________________________________________________________________

___________________________________________________________________ Sigrid's Classmate Mission - Battle for Atonement Objectives Victory Failure Rewards Clear Bonus Credits Enemies A Rank

Defensive line held (6 turns) All enemy units defeated. Defensive line penetrated Allied base camp captured. Morale drops to 0 / all infantry defeated. Sniper Parts C (x1) Support, Support 2, Support X

- Scout Veteran, Shocktrooper, Mortarer, Heavy APC A - 3 Turns

You only have Avan, Sigrid, and Reiner for this mission. Holding the line should be easy enough if one of your guys is a Sniper, as you can just pick off enemy infantry from afar. Have Reiner deal with the APC, as Avan moves to take the enemy camp to keep reinforcements from being deployed. Sigrid gains the Peace in Gallia potential after this. ___________________________________________________________________ ___________________________________________________________________ Chloe's Classmate Mission - Snow Rabbit Search Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 5 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Sniper Parts C (x1) Credits - Arms, Arms 2, Arms X Enemies A Rank - Sniper, Scout, Shocktrooper, Fencer - 2 Turns

You only have Avan and Chloe for this mission, and it has Fencers in it. Assuming that both of your characters are still Scouts, your best bet is to take out the Fencers with headshots from the rear. If you carry a 7-shot rifle, then all the better. The rest of the enemies are basic, so front headshots work just fine. Chloe's Slump potential will be replaced with Creative Urge.

~~~~~~~~~~~~~ Shocktroopers ~~~~~~~~~~~~~ ___________________________________________________________________ Erik's Classmate Mission - Uncovering the Truth Objectives Victory - All enemy units defeated. Failure - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Machine Gun Stock E (x1) Credits - Arms, Arms 2, Arms X Enemies A Rank - Scout, Shocktrooper, Sniper - 2 Turns

You only have Avan and Erik for this mission. The best way to do this is to send one character to the left and another to the right. Have each person kill all the enemies on their side, taking out the shocktroopers first (grenades then guns if crouched), then the snipers, and leaving the scouts for last. Erik gains the Clumsy Kindness potential after this. ___________________________________________________________________ Franca's Classmate Mission - Rescuing Nichol Objectives Victory Failure Rewards Clear Bonus Credits Enemies A Rank

Allied units reaches target Allied base camp captured. 10 turns pass Morale drops to 0 / all infantry defeated. Gatling Feed E (x1) March, March 2, March X

- Scout, Shocktrooper, Sniper, Lancer, Gatling Turret, Anti-Tank Turret. - 4 Turns

Avan and Franca are mandatory members. Deploy an APC, have a shocktrooper get on then drive all the way to the enemy's gateway camp. Deploy your passenger, have said unit clear the camp and capture it. You might want to use other units to take out the lancers and shocktroopers so that the APC can travel safely. Put both units on stanby once camp is secured. Send out shocktroopers from your latest outpost, clearing threats along the way. Capture the next you get to it. You'll soon gain territory in the which has a pair of gatling turrets blocking the push forward enemy camp when destination area, way. There is an

alternate route here that leads to high ground. Send a lancer up there for a clear shot at the rear of both defenses. When the turrets are gone, have the rest of your units mop up the remaining hostiles and proceed to the destination. Franca's Nichol Hater potential gets replaced with Tough Love after this. ___________________________________________________________________ Anisette's Classmate Mission - Taking the Stage Objectives Victory - Enemy base camp captured Failure - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Heavy Gatling Parts C(x1) Credits - Attack, Attack 2, Attack X Enemies A Rank - Scout, Shocktrooper, Sniper - 2 Turns

Only Avan and Anisette are usable in this mission. The quickest way to finish this is to ignore the minor enemy camps and just dash for the base. Do take out the shocktroopers along the way when possible as they can be deadly if left alone. Once you reach the base, clear it out and capture it. Anisette gains the Diligent potential after this. ___________________________________________________________________ Pete's Classmate Mission - Rescuing Pete Objectives Victory - All enemy units defeated. Failure - Pete falls in combat. - Allied base camp captured. - 20 turns pass - Morale drops to 0 Rewards Clear Bonus - Light Gatling Parts C (x1) Credits - Arms, Arms 2, Arms X Enemies A Rank - Scout Veteran, Sniper, Shocktrooper, Fencer. - 3 Turns

Pete will be trapped alone in one area here, while the rest of your troops are elsewhere. Capture the gateway camp in your base area. Kill the enemies on the cliff with a Sniper. At Pete's end, get rid of whoever you can then take cover in the nearby grassy areas until help arrives. Deploy units from new outpost and mop up all enemies (have Scouts patrol the grass patches to spot hidden targets) in the

area to complete the mission. Pete's Zeri Hater potential will be replaced with Zeri's Disciple. ___________________________________________________________________ Nahum's Classmate Mission - Defending the People Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Machine Gun Stock E (x1) Credits - Arms, Arms 2, Arms X Enemies A Rank - Scout Vtn, Lancer, Mortarer, Lt Tank C, Med Tank B - 3 Turns

You begin this mission in area 4, where Lancers and Snipers can be deployed to clear out the enemy camp at the other side of the river. From your new outpost in area 1, capture the northeast enemy camp and leave troops there to defend it. With that done, start deploying Lancers and Shocktroopers in area 2 and push for the enemy base. Use Lancers to take out the tank while Shocktroopers deal with the group of Scouts. Nahum gains the Ruler's Grace potential after this. ___________________________________________________________________ ___________________________________________________________________ Marion's Classmate Mission - Against New Weaponry Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Light Gatling Parts C (x1) Credits - Attack, Attack 2, Attack X Enemies A Rank - Scout Veteran, Shocktrooper, Lancer, Mortarer, Gatling Turret, Uys. - 3 Turns

This one should be a quick. Start by securing the north camp in area 3, and deploy units from northeast outpost in area 4 to take the western hostile camp. Use any extra CP to kill enemies for credits before capturing the enemy base.

Marion gains the Weapons Freak potential after this. ___________________________________________________________________ ~~~~~~~ Lancers ~~~~~~~ ___________________________________________________________________ Reiner's Classmate Mission - Fighting Friends Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Anti-Tank Lance Parts E (x1) Credits - Attack, Attack 2, Attack X Enemies A Rank - Scout, Shocktrooper, Mortarer, Light Tank B, AT Turret. - 2 Turns

In area 1, have both Avan and Reiner go east up the ladder and blow up the anti-tank turret at the other side before taking the camp. Be sure to leave a shocktrooper to defend your base camp if there are enemies nearby. Deploy units from your new outpost in area 2, move them near the entrance of the storehouse and end phase. In turn 2, most of the enemy units should have abandoned their base camp in favor of the minor one to the right. Move into the building via the narrow passage behind some boxes west of the entrance. This leads to the rear of the enemy base camp. Use a Lancer to destroy the AT turret and proceed with capture. Reiner gains the Peace in Gallia potential after this, and Sigrid Eissel (Scout) also joins your squad. ___________________________________________________________________ ___________________________________________________________________ Noel's Classmate Mission - Rescuing Father Objectives Victory - All enemy units defeated Failure - Allied base camp captured. - 6 turns pass - Morale drops to 0 / all infantry + tank defeated. Rewards Clear Bonus - Mortar Lance Parts E (x1) Credits - Attack, Attack 2, Attack X Enemies - Scout, Shocktrooper, Light APC, Light Tank

A Rank

- 2 Turns

This is another quick one as there is only a single area to cover. Have Noel deal with the tank and APC. Be sure to patrol the grassy areas and side paths to spot hidden enemies. Noel's Future Concerns potential will be replaced with Loyal Defender after this. ___________________________________________________________________ ___________________________________________________________________ Vario's Classmate Mission - Battle of Attrition Objectives Victory Failure Rewards Clear Bonus Credits Enemies A Rank

Allied base camp defended (6 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Anti-Tank Lance Parts+ C (x1) Support, Support 2, Support X

- Scout Vtn, Shocktrooper, Lancer, Lt Tank C, Hvy APC A - 3 Turns

Have Vario and tank deal with hostile tanks and APCs, while Scouts move to secure both enemy camps in area 2. Send Gunners to escort them in case you encouter fierce resistance. Once taken, leave Gunners to guard your new outposts in areas 1 and 3. Use Snipers to pick off far off infantry targets. There are enemies hidden in the grass sections of area 1. Vario's Headstrong potential gets replaced with Power of Song. ___________________________________________________________________ ___________________________________________________________________ Coleen's Classmate Mission - In Search of Moonglow Objectives Victory Failure Rewards Clear Bonus Credits Enemies A Rank

Coleen reaches target Coleen falls in battle 20 turns pass Morale drops to 0 Heavy Mortar Lance C (x1) March, March 2, March X

- Scout, Shocktrooper, Light APC A. - 2 Turns

You only have Avan, Cosette, and Coleen for this mission. Have Coleen take out the APCs, while the others kill off the Scouts to clear a path for Coleen as she heads for the target point. Coleen's Feeble Attack potential will be replaced with Moonglow. ___________________________________________________________________ ___________________________________________________________________ Rene's Classmate Mission - A Muddy Battle Objectives Victory - All enemy units defeated Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry + tank defeated. Rewards Clear Bonus - Heavy Mortar Lance C (x1) Credits - Attack, Attack 2, Attack X Enemies A Rank - Shocktrooper, Fencer, Light Tank C, Light APC A, Gatling Turret, Aucarr - 4 Turns

In area 4, have Rene destroy the light tank and secure the northeast gateway camp then take the southeast camp in area 1. The bulk of the rebel forces are inside the warehouse. There are tanks APCs, gatling turrets and several Fencers. Deploy Lancers and eliminate all the closest armored weaponry first then send Scouts or Shocktroopers to try and secure the eastern camp, so that you can deploy additional manpower to storm the main base. Clearing out the base is not at all tough so long as all the armored units have been destroyed. Rene's Distraught potential is replaced with Maternal after this. ___________________________________________________________________ ~~~~~~~~~ Engineers ~~~~~~~~~ ___________________________________________________________________ Randy's Classmate Mission - Against the Clock! Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 8 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Pistol Mechanism E (x1) Credits - Attack, Attack 2, Attack X

Enemies A Rank

- Sniper, Scout, Shocktrooper, Lancer, Mortarer, Fencer, Tobais. - 4 Turns

Randy needs to use the bathroom... and fast; nice one Zeri! I'll have to try and see what happens if I am to fail this mission on purpose. LOL! Anyway, there aren't too many shortcuts here either, so you'll have to capture each enemy camp along the way, except the inner camp at the storehouse. Randy gains the Dark Side potential after this. ___________________________________________________________________ ___________________________________________________________________ Raymond's Classmate Mission - Engineer Showdown Objectives Victory Failure Rewards Clear Bonus Credits Enemies A Rank

Allied base camp defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Pistol Mechanism E Support, Support 2, Support X

- Sniper, Shocktrooper, Lancer, Mortarer, Heavy APC A Nakarm - 4 Turns

Not much to say here except start by capturing the camp in the northwest trench in area 5, before moving to secure both camps to the south as well. This prevents the enemy from sending out any more reinforcements. Deploy Lancers or just your tank to deal with rather large group of APCs in area 4. Raymond's Coward potential will be replaced with Fruits of Labor. ___________________________________________________________________ ___________________________________________________________________ Heinz's Classmate Mission - Butler Battle Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Pistol Mechanism E (x1) Credits - Attack, Attack 2, Attack X

Enemies A Rank

- Sniper, Scout Vtn, Shocktrooper, Mortarer, Medium Tank C, Heavy APC B. - 3 Turns

Again, I don't have much to say on this one. Capture the far left gateway camp in area 1, then the east outpost in area 2. Next, aim for the base inside the storehouse in area 4, then push for the main base in area 3. You may want to use your tank to move ahead and scout each area for tanks or APCs before moving any of your softer infantry units. This keeps you from wasting CPs. Heinz gains the Master for Life potential after this. ___________________________________________________________________ ___________________________________________________________________ Magari's Classmate Mission - Cerulean Scarab Search Objectives Victory - Magari reaches target Failure - Magari falls in combat - 20 turns pass - Morale drops to 0 Rewards Clear Bonus - Pistol Mechanism E (x1) Ace Bonus - Part Plans 023 Credits - March, March 2, March X Enemies A Rank - Scout, Shocktrooper, Sniper, Nachartl - 2 Turns

You only have Avan and Magari in this mission. For Avan, defeat all enemy units that you come across for credits, while Magari does the same and moves to the target point. An enemy ace, Nachartl is hiding in the grass just east of the destination. Magari's Bookworm potential will be replaced with Reveler. ___________________________________________________________________ ___________________________________________________________________ Sofia's Classmate Mission - Protecting Sofia Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Pistol Mechanism E (x1) Credits - Attack, Attack 2, Attack X Enemies - Scout, Shocktrooper, Lancer, Light Tank B.

A Rank

- 3 Turns

For this mission, begin by securing the rebel camp in your base area, then clear all enemies at the northern section of area 2. There are tanks up here, so deploy lancers or your own tank to match their firepower. Have Avan retreat and Sofia hide in one of the alleys. Secure the gateway camp in area 2 along with all the outposts in area 1. The rebel base camp is guarded by a tank and some shocktroopers. Sofia gains the Avan Lover potential after this. ___________________________________________________________________ ___________________________________________________________________ Vicky's Classmate Mission - Mountain Rescue Objectives Victory Failure Rewards Clear Bonus Credits Enemies A Rank

Allied base camp defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Pistol Mechanism E Support, Support 2, Support X

- Scout Vtn, Shocktrooper, Lancer, Fencer, Lt Tank C Heavy APC A. - 5 Turns

Secure the eastern camp in area 2; this gives you an outpost northwest of area 4. Send your tank or a lancer to take out the APC within the building, then capture the camp with gunners. Deploy a scout from your newest and secure the gateway camp to the east. Once taken, send tank out from north base in area 3 and destroy the rebel tanks. Next, send a fresh scout from the same base to capture the southeast camp, after which you can patrol the rest of area 2 to clean up the remaining hostiles. Vicky's Dog-Eat-Dog potential will be replaced with Considerate. ___________________________________________________________________ ~~~~~~~~~~~ Armor Techs ~~~~~~~~~~~ ___________________________________________________________________ Morris' Classmate Mission - In Search of Moonglow Objectives Victory - Morris reaches target - Morris falls in combat Failure - 20 turns pass

- Morale drops to 0 Rewards Clear Bonus - Wrench Head E (x1) Credits - March, March 2, March X Enemies A Rank - Scout, Shocktrooper, Mortarer, Medium Tank C - 2 Turns

This mission is pretty much the same as Coleen's only with different enemy units. You don't even need to kill anyone here, just take Morris and run for the target point. You have just enough CP to finish this mission in 1 turn. Morris' Timid potential gets replaced by Moonglow after this. ___________________________________________________________________ ___________________________________________________________________ Alexis' Classmate Mission - An Awkward Fight Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Great Sword Core C (x1) Credits - Arms, Arms 2, Arms X. Enemies A Rank - Sniper, Shocktrooper, Med Tank A, Gatling Turret, Gatling Bunker - 3 Turns

In this mission, both Alexis and Avan are temporarily cut off from the rest of Squad G. Move Alexis towards the gateway camp until you see the gatling turret, then lure it so that its side will be exposed to Avan when he arrives at the camp. Next, have Avan destroy the turret and take the camp. Clear and secure the north camp in area 1. Defend both camps in area 2. Next, deploy troops in area 4. There's a gatling bunker in the trench. Use tank to scout ahead for safety. Alexis gains the Mighty Heart potential after this. ___________________________________________________________________ ___________________________________________________________________ Joachim's Classmate Mission - Bad Luck Battle Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass

- Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Wrench Head E (x1) Credits - Arms, Arms 2, Arms X Enemies A Rank - Sniper, Shocktrooper, Med Tank A, Gatling Bunker - 3 Turns

Secure the center camp in area 4. There might also be a tank in the area so use yours to scout ahead and destroy it if you see one. Outpost defenders are shocktroopers. Once secured, move on to take the northwest camp in area 4. This connects to a camp in area 2. Deploy troops there and take the remaining camp. Guard both camps in area 2, then deploy an armor tech to charge towards the rebel base camp. The gatling bunker is within range of the only path down to the enemy base, which means that an armor tech is the only unit tough enough to get through. Kill the base defenders and take the camp. Joachim gains the Lucky potential after this. ___________________________________________________________________ ___________________________________________________________________ Jamill's Classmate Mission - Against All Odds Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Great Sword Core C (x1) Credits - Attack, Attack 2, Attack X Enemies A Rank - Scout Vtn, Shocktrooper, Lancer, Light Tank C, Heavy APC B. - 2 Turns

This one should be quick. First up is to capture both camps in the area. Inside the building are APCs and infantry. Secure the gateway camp in area 3, then guard this and the new area 4 camp. In area 4, deploy lancers to take out the tank; snipers to pick off the shocktroopers; and finally send a scout to take the base. Jamill gains the Vagabond potential after this. ___________________________________________________________________ ___________________________________________________________________ Inghild's Classmate Mission - A Tragic Prophecy Objectives

Victory Failure Rewards Clear Bonus Credits Enemies

Allied base camp defended (8 turns). All enemy units defeated. Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Exp Maul Mech C Support, Support 2, Support X

- Scout Vtn, Sniper, Shocktrooper, Lancer, Fencer, Light Tank C, Heavy APC B.

For this one you'll have to be quick in securing camps to prevent any more reinforcements from coming in. This keeps you from getting swarmed too fast. The areas are full of tanks, so if things get tough, just take whichever bases you can and defend them until the 8 turns are up. Inghild gains the Prophecy potential after this. ___________________________________________________________________ ___________________________________________________________________ Mischlitt's Classmate Mission - Mischlitt's Hometown Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Sword Core E (x1) Credits - Arms, Arms 2, Arms X. Enemies A Rank - Shocktrooper, Fencer, Light Tank B, Medium Tank A. - 3 Turns

Defeat all visible enemies. Capture rebel camps and defend these new outposts. The hostiles at the warehouse area are mostly fancers, so engage them with your own group of heavy hitters such as gunners. Tanks are plentiful in this mission as well. I would suggest attacking early in your turn then switch to defensive tactics at the end. Always defend the camps you captured so as to keep the rebels from stealing them. Mischlitt's Insular potential gets replaced with Thaw after this. ___________________________________________________________________ The last pair of classmate missions become available after you complete the game. Check section [03] for more info. __________________________________________________________________________ ( Paid Missions 05-02 )

These are special missions from the store clerk's various sources. New missions usually become available at the store at the beginning of each month, but there are others that are unlocked only after you manage to fulfill specific conditions. ~~~~~~~~~~~~~~~~ Monthly Missions ~~~~~~~~~~~~~~~~ These are the missions that become available for purchase at the store in the beginning of each month. ___________________________________________________________________ Paid Mission 01 - Cruel to be Kind Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Wrench Head A (x1) Ace Bonus - Weapon Plans MG001 (x1) Credits - Attack, Attack X. Enemies A Rank - Scout, Shocktrooper, Ace: Jinn (Shocktrooper). - 2 Turns

Not much to say here. Deploy a group of Shocktroopers in Area 2 and get moving. Toss a grenade at the enemy guarding the camp and capture it. Once camp has been secured, put all idle units on standby (with triangle) and redeploy them from your new outpost. Mop up all remaining hostile units and take the base camp. Jinn is in one of the alleys near the gateway camp in area 2 by the way. ___________________________________________________________________ ___________________________________________________________________ Paid Mission 02 - A Golden Opportunity Objectives Victory - All enemies defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Anti-Tank Lance Parts (x1) Ace Bonus - Turret Plans 001 Credits - Arms, Arms X Enemies A Rank - Scout, Shocktrooper, Light APC, Saitt (Scout). - 3 Turns

Not much to say here. Deploy an equal number of troops per area, and begin hunting for enemies. Use Lancers to destroy the APCs by shooting rear engine. Be sure to patrol the grassy areas to spot hidden enemies. Saitt is lurking around in the village area. ___________________________________________________________________ ___________________________________________________________________ Paid Mission 03 - Crosshairs of Death Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Machine Gun Stock B (x1) Credits - Arms, Arms X Enemies A Rank - Scout Vtn, Sniper, Shocktrooper, Light Tank, Kanazas. - 2 Turns

Not much to say here. Deploy an equal number of troops per area, and begin hunting for enemies. Use Lancers to destroy the tanks by shooting rear engine. Be sure to patrol the grassy areas to spot hidden enemies. ___________________________________________________________________ ___________________________________________________________________ Paid Mission 04 - One Last Farewell Objectives Victory - Escort APC reaches target. Failure - Escort APC defeated - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Pistol Mechanism A (x1) Credits - March, March X Enemies A Rank - Scout Veteran, Shocktrooper, Lancer, Mortarer, Light APC B, Anti-Tank Bunker, Schimmer. - 4 Turns

Your troops at area 4 should focus on capturing the gateway camp to the east. Anti-Tank Bunkers don't fire during your turn, so go ahead and move the APC to area 4. Deploy fresh Lancers and destroy the bunker and tanks before sending units out to take the western camp. Move APC to area 5.

Another massive bunker is in the way. Again, get rid of it from the back with a Lancer. Further ahead are shocktroopers that inflict various status ailments. Clear them out with infantry for credits if you like. If not, then just run them over with the APC and push on to the target marker. ___________________________________________________________________ ___________________________________________________________________ Paid Mission 05 - The Long-Range Tanks Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Mortar Lance B (x1) Credits - Attack, Attack X Enemies A Rank - Shocktrooper, Lancer, Engineer Elt, Light Tank C, Gatling Bunker, Mahl - 2 Turns

For this mission, focus troop deployment in your base camp. Take your tank and smash past the gatling bunker, before sending a group of shocktroopers/gunners to clear and capture the rebel camp some ways ahead. Once taken, redeploy forces from new camp and push north to take the enemy base. ___________________________________________________________________ ___________________________________________________________________ Paid Mission 06 - Maulers on the Prawl Objectives Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Exp Maul Mech A (x1) Ace Bonus - Weapon Plans PF101 Credits - Attack, Attack 2, Attack X, Attack 2X, Certificate. Enemies A Rank - Shocktrooper, Mauler, Heavy Tank A, Light APC B, Torge (Mauler). - 3 Turns

The first thing to do will be to secure the southeast camp in area 5 as this connects to a gateway camp in area. Torge, the ace Mauler is on top of one of the cliffs in area 5. All the enemies here are tough and hard-hitting so it will be best to deploy gunners and shocktroopers when dealing with the rebels up close.

From your new outpost in area 1, capture the other camp to the west and deploy troops from there, fighting past a medium tank a group of heavy gunners to secure the enemy's base camp. ___________________________________________________________________ ___________________________________________________________________ Paid Mission 07 - No Pain, No Gain Objectives Victory - All enemy units defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Rapid-Fire Barrel A (x1) Ace Bonus - Weapon Plans MK201 Credits - Attack, Attack 2, Attack X, Attack 2X, Certificate. Enemies A Rank - Sniper, Commando, Heavy Gunner, Lancer Elite, Engineer Elite, Mauler, Jinn - 3 Turns

Again, majority of the enemies in this mission are heavy hitters with tough defense. It will be best to match the enemy's firepower with your own army of shocktroopers and gunners. They should support the Scouts as they capture the rebel camps. Some of the targets in area 3 are hiding in the grass so patrol near these sections to spot them. Once found, toss a grenade before filling their faces with lead. ___________________________________________________________________ ___________________________________________________________________ Paid Mission 08 - Recovering the Ragnite Objectives Victory - 5 boxes retrieved Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Sniper Scope C (x1) Credits - March, March 2, March X, March 2X, Certificate. Enemies A Rank - Heavy Scout, Sniper, Commando, Heavy Gunner, Gatling Bunker, Cannon Tower, Carnell - 4 Turns

As always, Scouts are recommended for missions like this, as they let you cover more ground when searching for crates. Do deploy at least one Lancer to deal with the cannon tower in area 2 -- climb

the ladder near your base camp onto high ground, where you get a clear view of the tower's weak spot. Use your tank to smash the gatling bunkers when you see them. Known locations for the ragnite crates are as follows. * Southwest corner of area 2, top of building. * Northwest corner of area 2, top of building. * Right side of left warehouse entrance in area 3. * Top of building, to the left in area 4. * Top end of south alley in area 4. * Inside the warehouse, near east entrance in area 3. ___________________________________________________________________ ___________________________________________________________________ Paid Mission 09 - Guardian of the Ruins Objectives Victory Failure Rewards Clear Bonus Ace Bonus Credits Enemies A Rank

Defensive line held (8 turns) All enemy units defeated. Defensive line penetrated Allied base camp captured. Morale drops to 0 / all infantry + tank defeated. Pistol Mechanism D (x1) Part Plans 011 Support, Support 2, Support X, Sppt 2X, Certificate.

- Sniper, AT Sniper, Commando, V2, Supply Vehicle. - 3 Turns

Put your tank, a gunner and Avan (if he's still a scout) at the defensive line, while another gunner defends your base camp. Take your tank and kill the V2 closest to the defensive line so that Avan or another scout can safely cross over to the southern camp and secure it. Once taken, deploy a Lancer from your new outpost in the other area to destroy the supply vehicle. With the V2s now shieldless, have sniper elites and gunners clear them out. At the defensive line, deploy units at south camp to defeat enemies gathered at the incline. ___________________________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~ Mid-Rank Class Missions ~~~~~~~~~~~~~~~~~~~~~~~ These missions become available for purchase at the store once one character from a particular class does a tier 3 class change. ___________________________________________________________________ Paid Mission 10 - Mid-Rank Scout Exam Objectives

Victory - Enemy base camp captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Rifle Parts A (x1) Ace Bonus - Weapon Plans SR201 Credits - Attack, Attack 2, Attack X, Attack 2X, Certificate. Enemies A Rank - Scout Vtn, Heavy Scout, Sniper, Heavy Gunner, Gatling Bunker, Nisheo - 3 Turns

I'm not exactly sure how to unlock this so I'll put it here for the time being. Another thing to note is that only units from the Scout class (this includes Snipers) are available for deployment in this mission. That means you don't stand a chance against gatling bunkers. Don't ever get near them, just in case they happen to be active. Start by pushing for the southeast camp in area 2. It's not possible to kill everyone you meet along the way, so just get rid of whoever you can and dash for the camp. The best person to attempt this with is Avan, as he has the most HP. There is a gatling bunker near the enemy camp in area 5, but it won't see you due to the sandstorm. Use this to your advantage and take the empty camp. This will give you an outpost in area 3. For turn 2, take Avan and dash for the base camp. Use extra CPs to kill enemies before taking the camp. ___________________________________________________________________ ___________________________________________________________________ Paid Mission 11 - Mid-Rank Trooper Exam Objectives Victory - 2 enemy camps captured. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Heavy Gatling Parts A (x1) Credits - Attack, Attack 2, Attack X, Attack 2X, Certificate Enemies A Rank - Scout Veteran, Sniper, Commando, Mortarer, Masse - 3 Turns

Only units from the Shocktrooper class can be deployed this time around. Start by capturing both rebel outposts in area 1 and defend them. The main issue here is the Mortarers, as they are capable of smashing through the defenses you have set up. Try to eliminate the Mortarers that are closest to your camps.

Deploy units in area 2 and secure the first target camp. Throw a grenade first to mess up rebel positions then clear the base. Next send units from new base in area 3 and push for the target camp. This one is guarded by a lone Commando. ___________________________________________________________________ ___________________________________________________________________ Paid Mission 12 - Mid-Rank Lancer Exam Objectives Victory - Medium command tank defeated. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Anti-Tank Lance+ Parts A (x1) Ace Bonus - Part Plans 008 (x1) Credits - Arms, Arms 2, Arms X, Arms 2X, Certificate. Enemies A Rank - Scout Vtn, Lancer Elt, Light Tank A/B, Medium Tank C Gatling Turret, Naggie. - 3 Turns

This should be easy provided that you deploy a combination of Lancers and Mortarers. From area 1, begin by sending a Mortarer east up the ladder and move on to secure the gateway camp at the other side, while your Lancers clear the area of tanks. Take note that the Lancer Elites are resistant to basic Mortarers, so you might want to use your own Lancers against them. In area 2, deploy a fresh Lancer to trash all the vehicles and take the outpost. This should give you a base in area 4. There, smash Naggie then hunt down the command tank. ___________________________________________________________________ ___________________________________________________________________ Paid Mission 13 - Mid-Rank Engineer Exam Objectives Victory - Escort APC reaches target. Failure - Escort APC defeated - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Wrench Head C (x1) Ace Bonus Credits - March, March 2, March X, March 2X, Certificate. Enemies - Sniper, Lancer, Engineer Elite, AT Turret, Cannon Tower, Joshuda.

A Rank

- 6 Turns

Take an Engineer Elite to climb the cargo net descending at the other side, pushing onwards to capture the gateway camp. Deploy troops at new camp in the other area. This is where things get a bit complicated due to the cannon tower smacked right in the middle of the path. To get past it, crawl on the tall grass closest to your camp and inch your way to the edge; put at least 2 guys here. Next, have one guy rush out of cover towards the tall grass directly ahead; heal this unit with the other Engineer in cover. Once safely across, crawl out of the tower's range and move to take the gateway camp. Leave units to guard your new camps. Move APC to target marker. Enemy ace awaits near destination point. ___________________________________________________________________ ___________________________________________________________________ Paid Mission 14 - Mid-Rank Tech Exam Objectives Victory - Allied units reaches target. Failure - Allied base camp captured. - 20 turns pass - Morale drops to 0 / all infantry defeated. Rewards Clear Bonus - Great Sword Core A (x1) Ace Bonus - Weapon Plans MT001 (x1) Credits - March, March 2, March X, March 2X, Certificate. Enemies A Rank - Commando, Heavy Gunner, Mauler, Light Tank A, Light APC B, Gatling Bunker, Whitaker. - 3 Turns

For this mission, deploy a mix of Armor Techs and Fencers. Techs are needed to disarm mines and Fencers are your only hope of quickly killing infantry and destroying tanks (unless you already have Maulers). Start off by moving your units along the trench all the way out to the rebel camp. This keeps you from having to deal with the gatling bunkers on the main path. Once the taken, redeploy to the other area and move north along the alleyway to the next gateway camp. Use Armor Techs to disarm the mines, while a Fencer kills all the outpost defenders (one of which is a Light Tank). Don't forget to press the switch here as well. Deploy units from new camp in next area and move to target point. ___________________________________________________________________ This section only covers paid missions that are unlocked during the main story. For post-game paid missions, check section [03] for more info. ===========================================================================

VI. Unlockables [06] =========================================================================== __________________________________________________________________________ ( Medals 06-01 ) Below is a list of unlockable medals in the game. Unlocked medals can be viewed via the "Stats" tab, page 6 in Avan's Room. ___________________________________________________________________ Medal How to Unlock 01) Armament Excellence Develop all weapons in R&D 02) Bell of Lanseal Award Complete all 1st grade missions 03) Bell of Lanseal Medal Complete all 2nd grade missions 04) Bronze Arms of Gallia Defeat 250 enemy units. 05) Ceremonial Dagger Have Avan change to every class 06) Class Ring Complete all classmate missions 07) Gallian Medl of Honor Complete May story mission 08) Golden Arms of Gallia Defeat 1000 enemy units 09) Graduation Album Acquire 20 medals and 10 million DCT. 10) Graduation Medal Complete the game 11) Grand Order of Merit Destroy the Ghost Tank 12) Honorable Service Medal Complete June story mission 13) Jeweled Order of Merit Complete final post game mission. 14) Laevatien Winner's Cup Complete July story mission 15) Lanseal Sword and Bell Complete all 3rd grade missions 16) Leadership Excellence Learn all orders (from drill grounds) 17) Military Masters Degree Convert to each class at least once 18) Order of Golden Wings Train all classes to level 50 19) Order of the Holy Lance Get A rank in any battle from Ch8 & up 20) Order of Merit Complete August story mission 21) Royal Randgriz Medal Earn A rank on all missions 22) Service Medal Complete April story mission 23) Silver Arms of Gallia Defeat 500 enemy units 24) Special Services Medal Complete all solo (1 player) missions 25) Technology Excellence Develop all tank and APC parts in R&D 26) The Lance of Gallia Defeat all enemy aces. 27) The Splintered Horn Hospitalize one ally. Notes * If you don't receive the Service Medal, Honorable Service Medal, and Order of Merit after completing the corresponding mission, then defeating the commanders (Baldren, Audrey, and "Dirk" respectively) might be necessary. * For the Ceremenonial Dagger, Avan must change all the way to the third tier of each class. * The Grand Order of Merit can be obtained after completing Lavinia's classmate mission: Ghostly Vengeance. * The Jeweled Order of Merit can be obtained after completing the final post-game mission: Baldren's Ship. __________________________________________________________________________ ( Characters 06-02 )

You can get new characters to join your squad by meeting certain conditions or inputting codes via the "password" tab, which can be accessed by selecting "Extras" from the title screen. ___________________________________________________________________ Character How to Unlock Alicia (Melchiott) Gunther Beat the game once. Hubert Brixham Beat the game once. Aisha Neumann Beat the game once. Oscar Bielert Beat the game once. Jugin Beat the game once. Karl Landzaat Beat the game once. ___________________________________________________________________ Welkin Gunther Train all classes to level 50 Eleanor Varrot Train Scouts to level 50 Brigette "Rosie" Stark Train Shocktroopers to level 50 Largo Potter Train Lancers to level 50. Emile Bielert Train Engineers to level 50 Zaka Train Armor Techs to level 50 ___________________________________________________________________ Edy's Detachment CR6BG1A9LYQKB6WJ Emelia (P.S.P 2) FSHL2DTP1EVB52AN Faldio Landzaat GWNU95RSETW1VGNQ Isara Gunther 37LRK5D214VQVFYH Selvaria Bles 53K8FKGP1GHQ4SBN ___________________________________________________________________ Juliana Everhart Obtain 20 medals Leon Hardins Obtain 25 medals ___________________________________________________________________ __________________________________________________________________________ ( Tank Stickers 06-03 ) These tank stickers can be unlocked by inputting codes via the "password" tab, which can be accessed by selecting "Extras" from the title screen. ___________________________________________________________________ Stickers How to Unlock After Burner Climax C9SAGP8M7PJ84H5S Alicia Gunther K1C7XKLJMXUHRD8S Blitz Logo VWUYNJQ8HGSVXR7J Crazy Taxi 38WV17PK45TYAF8V Dr. Ivo Eggman Robotnik GVFX8GA73FDWHQUS Edy Nelson R5PT1MXEY3BW8VBE Gallian Military TXU14EUV74PCR3TE Isara's Dream 37LRK5D214VQVFYH Little Wing FSHL2DTP1EVB52AN Maximilian & Imperial Flag H73G4L9GLJR1CHJP Resonance of Fate UJH5YB4Z7E33VCJT Rodin YLBWA9UFTHQ3ZM1E Nei (P.S.P. 2) 9H1FHVBV2YAZE3A1

Skies of Arcadia WVZLPTYXURS1Q8TV Sonic the Hedgehog CUP34ASEZ9WDKBYV Super Monkey Ball 7JMNHZ83TGH7XFKT Vanquish BUNLT4EXDS74QRCR Witch Profile 53K8FKGP1GHQ4SBN Yakuza Sticker QAKVXZTALF4TU7SK Zero Rappy (P.S.P. 2) HPF2B7ASMWV5798U ___________________________________________________________________ =========================================================================== VII. Game List [07] =========================================================================== __________________________________________________________________________ ( Orders 07-01 ) Orders are commands that affect all deployed units in an area. Only Avan can issue orders and each require a specific amount of CP to execute. Below is a list of orders that I have so far. Training Orders These are the orders given by the drill instructor as a reward for leveling a specific unit up to a certain level. Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect : : : : : : : : : : : : : : : : : : : : : : : : Aim Boost 4 Raises one ally's firing accuracy Train Scouts to level 2. Evade Boost 4 Raises one ally's evasion. Train Engineers to level 2. Defense Boost 4 Raises one ally's defense. Train Armored Techs to level 2. Demolish Boost 4 Raises one ally's vs. armor attack power. Train Lancers to level 4. Attack Boost 4 Raises one ally's vs. personnel attack power. Train Shocktroopers to level 5. Area Aim 5 Raises accuarcy of all allies in current area Train Scouts to level 8.

: Area Demolish : 5 : Vs. armor atk pwr+ to all allies in current area.

How to Unlock : Train Lancers to level 11. Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : Trigger Boost 2 Raise one ally's status attack success rate. Train Shocktroopers to level 14. Area Defense 5 Raises defense of all allies in current area Train Armored Techs to level 17. Area Evade 5 Raises evasion of all allies in current area. Train Engineers to level 20. Area Attack 5 Raises atk power of all allies in current area. Train Shocktroopers to level 23. Penetration 5 Make one ally's attack ignore target's defense. Train Lancers to level 26. First Aid 3 Fully restores one ally's HP. Train Engineers to level 32. Total Defense 4 Raise one ally's side and rear defense. Train Armor Techs to level 35. Resupply 2 Restore one ally's ammunition. Train Engineers to level 37. All Units Aim 6 Raise accuracy of allied units in all areas Train Scouts to level 39. Auto Reload 4 One ally's ammo not be depleted when used. Train Lancers to level 41. Neutralize 3 Prevents one ally's attacks from being countered Train Shocktroopers to level 43.

: All Units Defend : 6 : Raises defense of all allies in all areas

How to Unlock : Train Armor Techs to level 45. Buyable Orders These are the orders that you can buy from Welkin or Alicia (in exchange for experience points) at the store. Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock Order CP Cost Effect : : : : : : : : : : : : : : : : : : : : : : : : : : : : Medic Request 2 Evacuates one fallen ally. Buy from Welkin at the store for 5000 XP. Request Heal 1 Restores a set amount of one ally's HP. Buy from Welkin at the store for 17000 XP. Antidote 2 Removes status ailments from one ally. Buy from Welkin at the store for 25000 XP. Area Recon 3 Reveals position of all enemies in an area. Buy from Alicia at the store for 28100 XP. Healing Boost 1 Raises effectiveness of one ally's ragnaid. Buy from Welkin at the store for 29000 XP. Heal All 3 Restores some HP to all allies in current area. Buy from Alicia at the store for 55000 XP. Immunization 3 Raise an ally's resistance to status ailments. Buy from Welkin at the store for 56000 XP.

: Full Replenish : 6 : Fully restock ammunition and fully restore HP of all allies. How to Unlock : Buy from Alicia at the store for 82600 XP. Order CP Cost Effect How to Unlock Order CP Cost Effect How to Unlock : : : : : : : : Inspiration 8 Raise morale of all allies. Buy from Welkin at the store for 95000 XP. All Area Recon 6 Reveal current postion of all enemies in all areas Buy from Welkin at the store for 100000 XP.

__________________________________________________________________________

( Potentials 07-02 ) Potentials are abilities that affect a character's performance on the field, in good and bad ways. Personal potentials are character-specific and can be unlocked by simply advancing the story, or by completing classmate missions. Battle potentials on the other hand are often shared between units within a specific class, and can only be acquired in battle. To obtain battle potentials, you need to perform a given action using units of a specific class. The odds can be increased by boosting morale or simply expending 25 CPs on one character. ___________________________________________________________________ Personal Potentials ___________________________________________________________________ Battle Potentials Below is complete list of all battle potentials in the game, and how to activate (or acquire) them. The potentials are divided based on their activation method. ~~~~~~~~~~~~~~~~ Initiating Turns ~~~~~~~~~~~~~~~~ Begin a Turn Accuracy Boost Advanced Attack Aid Range Boost Defensive Boost Dismantle Diversion Eagle Eye Evasion Boost Feint Guarding Stance Invincible Major Accuracy Major Aid Range Major Defense Major Evaison Major Resist Major Vs. Armor Major Vs. Prsnl Nocturnal Poison Resist Range Extension Resist Boost Side Defense Speed Burst Super Accuracy Super Aid Range Super Defense Super Evasion

Raises unit's firing accuracy Raises various offensive abilities. Raises effective range of Ragnaid Raises unit's defense. Raises accuracy and atk power vs. armored units Coceal a unit from enemies Raises zoom-in capability Raises unit's evasion skills Perform attacks that do not miss Raise defense when affected with status ailments Dimisses damage from incoming attacks Increases attack accuracy Increases effective range of Ragnaid Increases unut's defense Increases unut's evasion skills Increases unit's resistance vs status ailments Increases attack power vs. armored units. Increases attack power vs. infantry Night visibility equal to that of noon times Become immune to status ailments Expands the effective range of an attack. Raises resistance against status ailments. Boost defense versus attacks from both sides. Increase movement speed on the field. Dramatically increases attack accuracy Dramatically increases effective range of Ragnaid Dramatically increases defense Dramatically increases evasion

Super Resist Super Vs. Armor Super Vs. Prsnl Total Defense Vs. Armor Boost Vs. Prnsl Boost

Dramatically increases status ailments resistance Dramatically increases atk pwr vs. armored units. Dramatically increases atk pwr vs. human targets Raises defense and resitance to status ailments Raises attack power against armored units Raises attack power against infantry

Begin a Turn or Post-Attack Max Accuracy - Significantly boosts shooting accuracy. Max Aid Range - Significantly boosts Ragnaid's effective range. Max Defense - Significantly boosts defense Max Exploit - Greatly boosts chance of causing status ailments Max Evasion - Significantly boosts evasion Max First Aid - Significantly boosts HP restored with Ragnaid. Max Resist - Greatly boosts resistance to status ailments Max Vs. Armor - Increases attack power vs. armored targets. Max Vs. Prsnl - Increases attack power vs. human targets. ~~~~~~~~~~~~~~~~~ Engaging an Enemy ~~~~~~~~~~~~~~~~~ Perform an Attack Ammo Selection Combat Skill Concentration Critical Attack Exploit Boost Fierce Assault Neutralize Packed Charges Penetration Side Attack Silent Assassin Super Exploit Suppression Tank Destroyer Uncounterable Unevadable Shot Vehicle Assault -

Raise atk pwr and stat ailment chance vs infantry Raise atk pwr vs. armored and infantry units. Focus all shots at a single point while firing Critical damage regardless of where an atk hits Raises chance of causing status ailments Raises resistance against status ailments. Enemy will not counterattack while attacking Extends explosion radius of grenades Perform attacks that ignore defense Deal more damage when attacking enemy from side Raises accuracy and atk power versus infantry. Greatly boost Greatly boost chance of causing status ailments Attacks that hit a vehicle will be maximized. Enemy will not counterattack while attacking Enemy will not be able to evade your attack Increases attack power against armored targets

Perform an Attack from Long Range Ranged Shot - Attack from long-range will not be evaded Perform an Attack from Atop a Ladder Nest Master - Boost accuracy & chance of causing stat. ailment During Enemy Counterattack Perfect Dodge - Dodges all counterattacks Resist Counters - Lowers damage receive from enemy counterattacks Post-Attack (After a character's attack) Ammo Refill - Fully replenishes ammunition supply.

Double Attack Extra Shot Full HP Rcovery Med HP Recovery

Attack twice before the enemy counterattacks Loads one round of ammo after an attack Fully restores HP Restores moderate amount of HP.

Perform Close-Ranged Attack Close Combat - Raise accuracy + status ailment chance. Contact Wound - Increases attack power versus infantry. Face to Face - Increases atk power vs nearby infantry units. Point Blank - Increases attack power versus armored units Perform Attack Behind Cover (Crouch) Prone Attack - Increases firing accuracy. Firing Stance - Increases firing accuracy. Shielded Shot - Increases firing accuracy. Vigilance - Increases evasion and defense During Enemy Counterattack at Close Range Close Quarters - Increases unit's evasion Over Run - Increases unit's evasion and defense. ~~~~~~~~~~~~ Moving Units ~~~~~~~~~~~~ Move Under Enemy Interception Fire Anti-Intercept - Halves damage from enemy interception fire Armored Traits - Raises unit's defense Assault Stance - Raises resistance to status ailments Clear Thought - Raises resistance to status ailments Evasive Stance - Raises unit's evasion skills Fearless Will - Raises atk power and defense vs infantry units Stand Ready - Raises evasion and defense. Third Eye - Raises defense Step or Roll Over a Landmine Auto-Clear - Disarm land mines when stepping on them. Dud Mine - Raises HP restored when repairing a vehicle Move When in Range of 2 or More Tanks Tank Foe - Raises accuracy and atk power vs. armored units Tank Slayer - Raises accuracy and atk power vs. armored units Move When at Mid-Distance from an Enemy Ambush Spotter - Spot hidden enemies from normal sight range. Clear Shot - Raises accuracy and atk power vs. infantry Sighting - Raises accuracy when enemy is sighted. Move with No One in Sight Backup Sniping - Raises accuracy and atk power vs. infantry

Move to Half of Starting AP Second Wind - AP is restored fully when it reaches half Move Until AP is Used Up Double Movement - AP is restored fully when it reaches 0 ~~~~~~~~~~~~~ Miscellaneous ~~~~~~~~~~~~~ Post-Action (after character takes action) Cover Stance - Increases unit's defense Double Action - Take second action without spending CP When HP Drops to Half Kamikaze - Increases accuracy and evasion. When HP Drops to 0 Phoenix - Recovers full HP when HP drops to 0. When Healing Super First Aid - Greatly boosts healing potency of Ragnaid. When Repairing Repair Boost - Increase HP restored when repairing vehicle Super Repair - Greatly boost HP restored when repairing vehicle When Switching to Target Mode Power Throw - Increases throwing distance for grenades. __________________________________________________________________________ ( Titles 07-03 ) The titles you earned can be view in the Squad Name tab in Avan's Room. Just select an empty box and choose the title you want to use. This will be used as a label for your save file. ___________________________________________________________________ Title How to Unlock Aces Among Aces Deployed a specific unit 50 times And Company Recruited 40 squad members Anti-Tank Squad Changed to Lancer Elt/Mbl Lancer Artistic Completed Chloe's mission Artists Defeated "Kauzie the Artist" Attack Squad Leveled Lancer class to 10 Azure Complete 30 mission Backpack Hunter Developed 50% of backpack parts Bakery Met Alicia at the store Band Changed to Anthem Elt/Melodist

Bandits Battalion Bitter Blood-Stained Bloodbath Bookworms Brothers Carefree Cheerful Chosen Clockwork Comics Company Crimson Dark Death Defense Squad Destroyer Kings Destroyer Lords Destroyers Dire Dream Earnest Elated Fairplay Fawners Fearsome Fortress Friendly Fun Gashers Genius Geniuses Godspeed Gorgers Grenade Hunters Guards Guerilla Squad Gunner Squad Harsh Hel Hitmen Hunters Idols Independent Killer Kindly Ladies' Man Light Lightspeed Lone Lyrical Manly Markings Hunters Meteor Miraculous Nightmare Ogrelords Parade Promising

Beat all aces + spec unit in mission Leveled all classes to 20 Defeated "Yaht the Bitter" Defeated 30 enemies on a mission Defeated 1000 enemy soldiers Completed Magari's mission Recruited 35 squad members Played for more than 50 hours Completed Noel's mission Won the Laevatein Cup Used the same CP as enemies defeated Defeated "Susse the Comic" Leveled all classes to 10 Complete 50 mission Earned A rank for a night mission Defeated 100 enemies with head shots Leveled Engineer class to 10 Defeated 50 enemy tanks Defeated 30 enemy tanks Defeated 10 enemy tanks Defeated "Kanazas the Dire" Earned A rank for a mission Completed Reiner's mission Defeated "Saitt the Elated" Defeated all enemies from the front Defeated "Naggie the Fawner" Defeated 100 enemy soldiers Completed mission w/o moving tank Used support/covering fire 50 times Viewed 50 daily life events Defeated "Togier the Gasher" Completed Mischlitt's mission Defeated "Nachartl the Genius" Earned A rank for 10 mission Defeated "Tabais the Gorger" Developed 50% of hand grenades Leveled Armored Tech class to 10 Leveled Shocktrooper class to 10 Changed to Gunner Elt/Hvy Gunner Defeated "Jinn the Harsh" Defeated 300 enemy soldiers Defeated "Joshuno the Hitman" Defeated "Yarmas the Hunter" Completed Anisette's mission Completed 50 key/free missions Defeated 3 enemies with one attack Defeated "Naggie the Kindly" Half female classmate missions done Earned A rank for a day mission Earned A rank for 5 mission Completed Erik's mission Completed Coleen's mission Completed Alexis's mission Developed 50% of tank markings Defeated "Shmarder the Meteor" Earned A rank 3 missions in a row Defeated 500 enemy soldiers Defeated "Ty the Ogrelord" Used 1000 CP Complete 1 mission

Pure White Complete 100 mission Quick Draw Defeated "Yars Quick Draw" Recon Squad Leveled Scout class to 10 Red-Haired Defeated "Tanaiss Red-Haired" Reinforcers Deployed reinforcements 100 times Relief Squad Changed to Engineer Elt/Medic Reporters Completed Lotte's mission Rippers Defeated "Toggier the Ripper" Roamers Defeated "Osweiss the Roamer" Scout Squad Changed to Scout Elt/Hvy Scout Shifters Defeated "Shuntr Shifter" Shoulder Makers Developed 50% of shoulder parts Sisters Recruited 30 squad members Slow-Kill Defeated "Matz Slow-Kill" Snakes Defeated "Masse the Snake" Sneak Shot Defeated "Fergil Sneakshot" Sniper Squad Changed to Sniper Elt/AT Sniper Spikers Defeated "Fucasa the Spiker" Springwind Defeated "Joshuda Springwind" Sprinters Completed a mission in one turn Squall Defeated "Cindy Squall" Stout Defeated "Sedwin the Stout" Strong Defeated "Nisheo the Strong" Sturdy Defeated "Herosch the Sturdy" Supernatural Defeated an armored tech from the front Supersonic Earned B rank+ for 20 missions Swift-Kill Defeated "Matz Swift-Kill" Talented Earned B rank+ for 10 missions Tempest Defeated "Cindy Tempest" Title Hunters Earned 100 titles Title Lovers Earned 50 titles Trooper Squad Changed to Trooper Elt/Commando Tunesmiths Defeated "Kauzie the Tunesmith" Two-faced Completed Randy's mission Vanguard Defeated "Motti Vanguard" Verdant Complete 10 mission Volunteers Met Welkin at the store Warlords Defeated "Ty Warlord" Wicked Defeated "Eider the Wicked" Woeful Defeated "Osweiss the Woeful" ___________________________________________________________________

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