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VALKYRIA CHRONICLES 2
FAQ/Walkthrough Version 0.5
Author: Mogg 13-42
Email: thaei@yahoo.com
Website: http://wiosys.com/mogg1342
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==================

_________________________________________________________
___________________

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
)
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I. Game Mechanics
[01]

- Controls
[01-01]
- Gameplay
[01-02]

II. Walkthrough
[02]

- Chapter 00 : Prologue
[02-01]
- Chapter 01 : January
[02-02]
- Chapter 02 : February
[02-03]
- Chapter 03 : March
[02-04]
- Chapter 04 : April
[02-05]
- Chapter 05 : May
[02-06]
- Chapter 06 : June
[02-07]
- Chapter 07 : July
[02-08]
- Chapter 08 : August
[02-09]
- Chapter 09 : September
[02-10]
- Chapter 10 : October
[02-11]
- Chapter 11 : November
[02-12]
- Chapter 12 : December
[02-13]

III. Game List


[03]

- Medals
[03-01]
- Orders
[03-02]
- Potentials
[03-03]

=========================================================
==================
I. Game Mechanics
[01]
=========================================================
==================

________________________________________________________
__________________
( Controls
01-01 )
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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


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Analog Stick or D-Pad - Move cursor.
L or R - Switch pages <- or -> when
available.
Square - Displays selection of school
facilities
Circle - Confirm selection.
X - Cancel selection.
Select - Display game options tab.

Battle Controls
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Analog Stick - Move unit (field); Move
reticle (TGT mode)
D-Pad - Move TGT reticle - fine-
tuning (TGT mode)
L or R - Rotate camera left or right
Triangle - Issue unit-specific commands
(Cmd mode)
Square - Enter target mode; Switch
weapons.
Circle - Perform action
X - Cancel action; Move camera
down.
Select - Open main menu (Cmd mode).
Start - End action (field); End phase
(Cmd mode)

________________________________________________________
__________________
( Gameplay
01-02 )
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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 : Character's name


Class : Unit's military classification.
Lv : Unit's overall power level.
HP : Unit's damage (Hit Points).
AP : Unit's mobility (Action Points).
Armament : Name of equipped weapon
Aim : Shot accuracy, which is rated from A
through E.
Range : Weapon's attack range.
Vs Prsnl : Attack power against infantry.
Vs Armor : Attack power against tanks.
Ammo : Number of remaining rounds.
Area : Ability to attack multiple units.
Def : Defensive value of equipped suit.
Likes : 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
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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


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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)


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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


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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
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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)


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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
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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
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There are several types of sight lines, which
determine a unit's
awareness to the presence of another unit.

Blue : Enemy sighted but still unnoticed by the


enemy.
Yellow : Identified by enemy but out of range for
interception.
Red : Identified by enemy and target is within
range.
Green : Same as red but the enemy is reloading
weapon.

Target Mode
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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 : Number of shots needed to terminate


target unit.
Shots : Number of shots fired in one action.
Vs. Pers : Effectiveness against foot soldiers.
Vs. Armor : Effectiveness against tanks.
Area : Compatibility of damage in broad area (O
= Yes, X = No)
Support Fire
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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
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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.

=========================================================
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II. Walkthrough
[02]
=========================================================
===================

________________________________________________________
__________________
( Chapter 00: Prologue
02-01 )
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View the opening events and the very first story


mission of the
game soon begins.

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Story Mission 01 - Rebel Encounter
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Objectives
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Victory - All enemy units defeated.
Defeat - Avan falls in combat
- 20 turns pass
- Morale drops to 0.

Enemies - Scout

A Rank - 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 )
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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
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Objectives
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Victory - Enemy base camp captured.
Failure - Allied base camp captured.
- 20 turns pass
- Morale drops to 0 / all infantry
defeated.

Enemies - Scout, Shocktrooper

A Rank - 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
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Objectives
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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 - Scout, Shocktrooper

A Rank - 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
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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 Stock A (x1)
Credits - Attack
Enemies - Scout, Shocktrooper

A Rank - 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
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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 - Scout, Shocktrooper

A Rank - 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
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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 - Scout, Shocktrooper, Light Tank.

A Rank - 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 )
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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.

_____________________________________________________
______________
Paid Mission 01 - Cruel to be Kind
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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 - Scout, Shocktrooper, Ace: Jinn


(Shocktrooper).

A Rank - 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.

_____________________________________________________
______________
Free Mission 01 - Cooperative Exercise
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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 - Scout, Shocktrooper, Light Tank.

A Rank - 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
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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 - Scout, APC

A Rank - 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
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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 - Scout, Shocktrooper

A Rank - 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 - Scout, Shocktrooper, Light Tank.

A Rank - 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 - Scout, Shocktrooper, Light Tank

A Rank - 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 - Scout, Shocktrooper, Sniper, Light


Tank, Cindy.

A Rank - 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 - Levatein 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 - Scout, Shocktrooper, Lancer, Sniper,


Light Tank.

A Rank - 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 shock-
troopers 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.

_____________________________________________________
______________
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 - Scout, Shocktrooper, Light APC, Saitt


(Scout).

A Rank - 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.

_____________________________________________________
______________
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 - Scout, Shocktrooper, Yarmas, Sniper,


Gatling Turret

A Rank - 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 - Allied base camp defended (6 turns).
- All enemy units defeated.
Failure - Allied base camp captured.
- Morale drops to 0 / all infantry + tank
defeated.
Rewards
¯¯¯¯¯¯¯
Clear Bonus - Mortar Lance A (x1)
Ace Bonus - Part Plans 001 (x1)
Credits - Support, Support X

Enemies - Scout, Shocktrooper, Sniper, Mortarer,


Light Tank

A Rank - 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 - Shocktrooper, Mortarer, Light Tank, AT


Turret.

A Rank - 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 - Allied base camp defended (6 turns).
- All enemy units defeated.
Failure - Allied base camp captured.
- Morale drops to 0 / all infantry + tank
defeated.
Rewards
¯¯¯¯¯¯¯
Clear Bonus - Sword Core A (x1)
Ace Bonus - Weapon Plans PF001 (x1)
Credits - Support, Support X

Enemies - Scout, Shocktrooper, Lancer, Mortarer,


Fencer.

A Rank - 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. Three of these events unlock classmates
missions, which in
turn grants a special potential for the character
involved.

* Scene with Anisette at Grounds unlocks "Taking the


Stage"
* Scene with Erik at Classroom unlocks "Uncovering
the Truth"
* Scene with Franca at Hallway unlocks "Rescuing
Nichol".

These missions are accessible through the


"Classmates" tab in
the Briefing Room.
_____________________________________________________
______________

_____________________________________________________
______________
Classmate Mission 01 - 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 - Scout, Shocktrooper, Sniper

A Rank - 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.

_____________________________________________________
______________
Classmate Mission 02 - Rescuing Nichol
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Objectives
¯¯¯¯¯¯¯¯¯¯
Victory - Allied units reaches target
- Allied base camp captured.
Failure - 10 turns pass
- Morale drops to 0 / all infantry
defeated.
Rewards
¯¯¯¯¯¯¯
Clear Bonus - Gatling Feed E (x1)
Credits - March, March 2, March X

Enemies - Scout, Shocktrooper, Sniper, Lancer,


Gatling Turret,
Anti-Tank Turret.

A Rank - 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, push
forward
clearing threats along the way. Capture the next
enemy camp when
you get to it. You'll soon gain territory in the
destination area,
which has a pair of gatling turrets blocking the 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.

_____________________________________________________
______________
Classmate Mission 03 - 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 - Scout, Shocktrooper, Sniper

A Rank - 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.

_____________________________________________________
______________

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 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 - Scout, Shocktrooper, Lancer, V2, Supply


Vehicle.

A Rank - 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.

_____________________________________________________
______________
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 - Scout Vtn, Sniper, Shocktrooper, Light


Tank,
Kanazas.

A Rank - 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.

_____________________________________________________
______________
Free Mission 01 - Leanbluff Skirmish
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

Enemies - Scout, Shocktrooper, Lancer, Fencer,


Light Tank.

A Rank - 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 - March, March X

Enemies - Scout Vtn, Sniper, Light Tank, Light


APC.

A Rank - 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 - Scout Vtn, Shocktrooper, Sniper,


Fencer, V2, Supply
Vehicle, Joshuno.

A Rank - 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 - Shocktrooper, Lancer, Light APC B, AT


Turret, Tanaiss

A Rank - 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 - Scout, Lancer, Shocktrooper, Medium


Tank A.

A Rank - 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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There should be a bunch of yellow marker events now.
View them
all. One of these events unlock a classmates mission.
Watch the
event with Reiner at the classroom to unlock the
"Fighting
Friends" mission.

After completing the above mission, sleep and watch


the events
with Noel at the hallway to unlock the "Rescuing
Father" mission.
_____________________________________________________
______________

_____________________________________________________
______________
Classmate Mission 04 - 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 - Scout, Shocktrooper, Mortarer, Light


Tank B,
AT Turret.

A Rank - 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.

_____________________________________________________
______________
Classmate Mission 05 - 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.

_____________________________________________________
______________

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 - Scout Vtn, Sniper, Shocktrooper, Medium


Tank A,
Gatling Turret.

A Rank - 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.

_____________________________________________________
______________
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 - Scout Veteran, Shocktrooper, Lancer,


Mortarer, Light
APC B, Anti-Tank Bunker, Schimmer.

A Rank - 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.

_____________________________________________________
______________
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 - Shocktrooper, Mortarer, Medium Tank A,


Gatling Turret
A Rank - 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 - Allied base camp defended (6 turns).
- All enemy units defeated.
Failure - Allied base camp captured.
- Morale drops to 0 / all infantry + tank
defeated.
Rewards
¯¯¯¯¯¯¯
Clear Bonus - Machine Gun Parts B (x1)
Ace Bonus - Part Plans 006 (x1)
Credits - Support, Support X

Enemies - 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 - Shocktrooper, Fencer, Light APC,


Gatling Turret, Matz

A Rank - 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 end from bottom camp in area 2.
* Northwest-most corner of area 4.
* Southeast-most corner of area 4.
* Southwest-most 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 - Sniper, Shocktrooper, Med Tank, Gatling


Bunker, Yars

A Rank - 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 - Shocktrooper, Lancer, V2, Supply Vhc,


AT Bunker,
Osweiss

A Rank - 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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There should be a bunch of yellow marker events now.
View them
all. Two of these events unlock classmate missions

* Scene with Nichol at the Faculty Office unlocks "A


Dangerous
Mission".
* Scene with Helmut at Classroom unlocks "Saving the
Darcsens"
_____________________________________________________
______________

_____________________________________________________
______________
Classmate Mission 06 - 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 - Scout, Shocktrooper, Sniper

A Rank - 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.

_____________________________________________________
______________
Classmate Mission 07 - 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 - Sniper, Scout, Shocktrooper, Mortarer,


Light Tank C,
Medium Tank C, Schimmer

A Rank - 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.

_____________________________________________________
______________

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 - Arms, Arms X, Certificate

Enemies - Sniper, Shocktrooper, Mortarer,


Engineer Veteran,
Light Tank B, Medium Tank B.

A Rank - 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 - Scout Vtn, Sniper, Shocktrooper,


Mortarer, Light
Tank B, Medium Tank B.

A Rank - 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 - Scout, Sniper, Lancer, Gatling Turret,


AT Turret,
Eider

A Rank - 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 - Allied base camps defended (8 turns).
- All enemy units defeated.
Failure - Allied base camp captured.
- Morale drops to 0 / all infantry + tank
defeated.
Rewards
¯¯¯¯¯¯¯
Clear Bonus - Wrench Head B (x1)
Ace Bonus - Weapon Plans RF002 (x1)
Credits - Support, Support X

Enemies - Scout Vtn, Sniper, Mortarer, Light Tank


B, Heavy APC,
Togier (Scout).

A Rank - 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 - Sniper, Shocktrooper, Fencer, V2,


Supply Vhc, Kanazas

A Rank - 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 - Shocktrooper, Lancer, Heavy APC B,


Gatling Turret,
Anti-Tank Bunker, Motti.

A Rank - 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 - Scout Vtn, Sniper, Shocktrooper, Medium


Tank B,
Gatling Turret, Gatling Bunker.

A Rank - 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 - Attack, Attack X, Certificate

Enemies - Scout Vtn, Mortarer, Medium Tank C,


Gatling Turret,
Gatling Bunker

A Rank - 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.
_____________________________________________________
______________
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 - Shocktrooper, Lancer, Engineer Elt,


Light Tank C,
Gatling Bunker, Mahl

A Rank - 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.

_____________________________________________________
______________
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 - Scout Vtn, Shocktrooper, Lancer, Medium


Tank B,
Gatling Bunker

A Rank - 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 - Scout Vtn, Commando, V2, Supply Vhc,


Light Tank B,
Susse

A Rank - 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 - Commando, Lancer, Fencer, Light APC, AT


Turret,
Gatling Bunker, Yaht.
A Rank - 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 - Allied base camp defended (8 turns).
- All enemy units defeated.
Failure - Allied base camp captured.
- Morale drops to 0 / all infantry + tank
defeated.
Rewards
¯¯¯¯¯¯¯
Clear Bonus - Sword Core B (x1)
Ace Bonus - Weapon Plans MK001 (x1)
Credits - Support, Support X

Enemies - 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 - Scout Vtn, Commando, Mauler, Heavy APC


B, Anti-Tank
Bunker, Ty.

A Rank - 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 - Shocktrooper, Mortarer, Engineer, Light


Tank C,
Medium Tank B, Shmarder.

A Rank - 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 - Scout Vtn, Sniper, Commando, Lancer,


Medium Tank C.

A Rank - 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. The scene
in the Classroom with Pete triggers a classmate
mission.
_____________________________________________________
______________

_____________________________________________________
______________
Classmate Mission 08 - 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 - Scout Veteran, Sniper, Shocktrooper,


Fencer.

A Rank - 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.

_____________________________________________________
______________

Lanseal Academy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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.

_____________________________________________________
______________
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 - Shocktrooper, Mauler, Heavy Tank A,


Light APC B,
Torge (Mauler).

A Rank - 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 - Sniper, Commando, Heavy Gunner, Lancer


Elite,
Engineer Elite, Mauler, Jinn

A Rank - 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.

_____________________________________________________
______________
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 - Scout, Sniper, Commando, Engineer Elt,


Medium Tank B

A Rank - 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 - Sniper, Heavy Gunner, Mortarer, Medium


Tank B&C,
Kauzie.

A Rank - 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 - Allied base camp defended (8 turns).
- All enemy units defeated.
Failure - Allied base camp captured.
- Morale drops to 0 / all infantry + tank
defeated.
Rewards
¯¯¯¯¯¯¯
Clear Bonus - Rifle Parts A (x1)
Ace Bonus - Weapon Plans SW002 (x1)
Credits - Support, Support 2, Support X, Support
2X, Cert.

Enemies - Sniper, Commando, Mortarer, Lancer,


Light Tank C,
Matz.

A Rank - 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 - Scout Vtn, Sniper, V2, Supply Vhc,
Gatling Bunker,
Sedwin.

A Rank - 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 - Sniper, Shocktrooper, Engineer Elt, AT


Bunker,
Osweiss (shocktrooper).

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

Enemies - Sniper, Commando, V2, Supply Vehicle.

A Rank - 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.

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Lanseal Academy
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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.
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III. Game List
[03]
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==================

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( Medals
03-01 )
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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.

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Medal How to Unlock
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Splintered Horn - Allow allies to be defeated
in story
mission 3: Laevatein
Qualifiers
Bronze Arms of Gallia - Defeat 250 enemies.
Silver Arms of Gallia - Defeat 250 enemies.
Gallian Medal of Honor - Awarded at the beginning of
May.
Service Medal - Clear story mission 5:
Darcsen Liberation
Honorable Service Mdl - Clear story mission 8:
Retaking Yuell.
Laevetein Cup Wnr Trpy - Clear story mission 9:
Laevatein Finals
Bell of Lanseal Award - Clear all grade 1 missions.
Ordr of the Holy Lance - Earn A rank in any mission
in August & up
Order of Merit - Clear story mission 10:
Defending Lanseal

Notes
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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.

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( Orders
03-02 )
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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
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These are the orders given by the drill instructor as
a reward for
leveling a specific unit up to a certain level.

Order : Aim Boost


CP Cost : 4
Effect : Raises one ally's firing accuracy
How to Unlock : Train Scouts to level 2.
Order : Evade Boost
CP Cost : 4
Effect : Raises one ally's evasion.
How to Unlock : Train Engineers to level 2.

Order : Defense Boost


CP Cost : 4
Effect : Raises one ally's defense.
How to Unlock : Train Armored Techs to level 2.

Order : Demolish Boost


CP Cost : 4
Effect : Raises one ally's vs. armor attack
power.
How to Unlock : Train Lancers to level 4.

Order : Attack Boost


CP Cost : 4
Effect : Raises one ally's vs. personnel
attack power.
How to Unlock : Train Shocktroopers to level 5.

Order : Area Aim


CP Cost : 5
Effect : Raises accuarcy of all allies in
current area
How to Unlock : Train Scouts to level 8.

Order : Area Demolish


CP Cost : 5
Effect : Vs. armor atk pwr+ to all allies in
current area.
How to Unlock : Train Lancers to level 11.

Order : Trigger Boost


CP Cost : 2
Effect : Raise one ally's status attack
success rate.
How to Unlock : Train Shocktroopers to level 14.

Order : Area Defense


CP Cost : 5
Effect : Raises defense of all allies in
current area
How to Unlock : Train units to level 18.
Buyable Orders
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These are the orders that you can buy from Welkin or
Alicia (in
exchange for experience points) at the store.

Order : Medic Request


CP Cost : 2
Effect : Evacuates one fallen ally.
How to Unlock : Buy from Welkin at the store for
5000 XP.

Order : Request Heal


CP Cost : 1
Effect : Restores a set amount of one ally's
HP.
How to Unlock : Buy from Welkin at the store for
17000 XP.

Order : Antidote
CP Cost : 2
Effect : Removes status ailments from one
ally.
How to Unlock : Buy from Welkin at the store for
25000 XP.

Order : Area Recon


CP Cost : 3
Effect : Reveals position of all enemies in
an area.
How to Unlock : Buy from Alicia at the store for
28100 XP.

Order : Healing Boost


CP Cost : 1
Effect : Raises effectiveness of one ally's
ragnaid.
How to Unlock : Buy from Welkin at the store for
29000 XP.

Order : Heal All


CP Cost : 3
Effect : Restores some HP to all allies in
current area.
How to Unlock : Buy from Alicia at the store for
55000 XP.

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( Potentials
03-03 )
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More to come!