• Overview
  • Boss
  • Minigame & OST
  • Rewards & Drops
  • Skins
  • Map Guide

OST

Only PP-19 and SRS here have any priority to farm, everything else you can go for in any order

Keep in mind that EX rewards don't contain anycollab exclusive rewards except for medal!

Bundle includes 50 Cost – 1588
Bundle includes 50 Cost – 1588

NORMAL

  • 1-1 Stalker
  • 1-2 Heartbeat
  • 1-3 Waiting for You
  • 2-1 Sunset Rider
  • 2-2 Fate
  • 2-3 End of the Moonlight

1-1 Stalker

Clear Conditions:

Take enemy HQ

Required Squads:

1 Combat(Can be as low as level 30)

Turn 1

Map is straightforward and easy, the enemies in the map don't even move.

Turn 2

Simple.

1-2 Heartbeat

Clear Conditions:

Take enemy HQ

Required Squads:

1 Combat [Recommend lvl 30 3x links ARSMG] + 1 Dummy

Turn 1

Start with your combat echelon on HQ. Move one node to the right and deploy a dummy.

Turn 2

Combat echelon moves to the helipad on the bottom of the map.

Turn 3

Resupply then head straight for the enemy HQ.

Turn 4

Ez.

1-3 Waiting for You

Clear Conditions:

Take enemy HQ

Required Squads:

2 Combat [1 of them only fight once or twice at most] + 1 Dummy

Turn 1

Start with your stronger combat echelon on HQ. After moving to the right, deploy your second combat echelon to defend HQ.

Turn 2a

Make sure to resupply combat echelon to the right prior to going over the one-way path. Shift your echelons one node to the right and deploy dummy on the HQ.

Turn 2b

Then swap dummy and second combat echelon so that HQ is safe from further attacks.

Turn 3

This is the bit where the first combat echelon may encounter more enemies than they can fight on their way to the HQ due to RNG, and would require a retry if you are aiming for the S-rank clear. If this is the case, all you have to do is send the second combat echelon behind the first combat echelon and take the HQ more slowly.

Turn 4

If you have enough ammo to take the HQ, go for it.

2-1 Sunset Rider

Clear Conditions:

Within 6 turns establish supply route and maintain it for 3 turns

Required Squads:

2 Combat [ARSMG recommended with AOE skill] + 1 Dummy

Turn 1

This map has a continuous spawn of enemy units heading towards the HQ but no spawns from the bottom area. Start with combat echelon at the HQ and move down one node to deploy the second combat echelon on the HQ.

Turn 2a

Beginning of turn 2, move combat echelons down one each then deploy dummy echelon on the HQ. At this point there should be no enemy units left on the bottom row leading to the rally point.

Turn 2b

Swap dummy echelon all the way to the bottom row and leave two combat echelons defending the two nodes attacked by the enemy units.

Turn 3

All that's left to do is keep in mind of combat echelon's supply and health while dummy echelon connects the supply route.

Turn 4

Dummy echelon moves one node at a time and connects the route. Again resupply the combat echelon so that they can fight least 3 more times.

Turn 5~7

Mash that lik-end turn button. Just make sure your echelons have enough supplies.

2-2 Fate

Clear Conditions:

Take enemy HQ

Required Squads:

2 Combat

Turn 1

Start with main combat echelon on the HQ. Move up two nodes then deploy second combat echelon. Second combat echelon will only fight two enemies at most.

Turn 2

If the helipad to the bottom right has not been taken, you have enough move points to take HQ this turn. If not, take HQ next turn.

Turn 3

For my case the helipad was taken so I took the HQ the following turn. S rank in this map is rather tedious task requiring 18 kills within 6 turns so I have skipped the steps for it..

2-3 End of the Moonlight

Clear Conditions:

Kill Boss Unit

Required Squads:

2 Combat [Minimum level 70+ 4x link ARSMG, recommend lvl 90 5x for easy fight against boss] + 1 Dummy

Turn 1

Normal Boss is relatively easy but still requires a fair bit of levels. Start with combat echelon that will fight boss on the HQ. Move one node to the right then deploy second combat echelon that will defend the HQ.

Turn 2

Move the second combat echelon up one node. The first combat echelon moves right up to the T-junction.

Turn 3

Deploy dummy echelon on the HQ. If you want to aim for S-rank clear, move second combat echelon up one more node for additional kill. Then, first combat echelon moves one node to right to take helipad.

Turn 4

After resupplying, move straight for Fail in the center of the map.

Normal
d

EX

  • 1-1 Stalker EX
  • 1-2 Heartbeat EX
  • 1-3 Waiting for You EX
  • 2-1 Sunset Rider EX
  • 2-2 Fate EX
  • 2-3 End of the Moonlight EX

1-1 Stalker EX

Clear Conditions:

Take enemy HQ

Required Squads:

1 Combat Echelon

Turn 1

The guide is same as the normal version of the Stalker map. Just be on the lookout for heavy incoming DPS against your tanks.

Turn 2

Easy, as long as you can handle the heat.

1-2 Heartbeat EX

Clear Conditions:

Take enemy HQ

Required Squads:

1 Combat + 1 Dummy

Turn 1

Solution again is identical as the normal map however with stronger enemy units. Running high burst DPS ARSMG or RFB to target backline will minimize repair cost later. Running RFHG echelon with Taunt Fairy is good for all enemies except for the unit on the HQ. Deploy combat echelon on the HQ, move to right then deploy dummy echelon.

Turn 2

Move combat echelon to the helipad at the bottom.

Turn 3

After resupplying, make your way to the enemy HQ.

Turn 4

Ez.

1-3 Waiting for You EX

Clear Conditions:

Take enemy HQ

Required Squads:

2 Combat + 1 Dummy

Turn 1

Again, solution is identical to the normal version of the map but with more difficult enemy units along the way. Recommend ARSMG echelon for the task of reaching enemy HQ. Start by deploying 2 combat echelons on the first turn.

Turn 2a

Shift echelons right one node each then deploy a dummy echelon to buy more move points later.

Turn 2b

Dummy swap.

Turn 3

Now that we are not restricted by the one way path, resupply first combat echelon by swapping it back to HQ prior to moving in a big circle.

Turn 4

Take HQ and you should be done. If you are short one enemy unit for the S-rank, dragoons unit below enemy HQ is an option but not recommended if your frontline is in critical condition.

2-1 Sunset Rider EX

Clear Conditions:

Establish supply route and maintain it for 4 turns.

Required Squads:

2 Combat [ARSMG with AOE or MGSG with shield skill recommended]

Turn 1

Again same concept as the normal version with 2 combat echelons defending HQ and the node to the south while dummy echelon connects rest of the way to the rally point. Start with 2 combat echelon heading south.

Turn 2a

Shift combat echelons down then deploy dummy echelon on HQ.

Turn 2b

Swap back combat echelons back to their original position.

Turn 3

All that's left to do is keep in mind of combat echelon's supply and health while dummy echelon connects the supply route.

Turn 4

Use dummy echelon to connect the path to the rally point, keep an eye on the combat echelons' supplies.

Turns 5-7

Once all the paths are connected, all you have to worry about is the combat echelon being able to defend their nodes.

2-2 Fate EX

Clear Conditions:

Take enemy HQ

Required Squads:

2 Combat + 1 Dummy [or 3rd Combat echelon that will fight once for 100% S-rank]

Turn 1

Just as you guessed, solution to EX map is identical just against harder enemies than normal. But to make it a 2 turn instead of 3 turn, we are adding either a dummy or third combat echelon that we deploy at the start on the helipad to the right. Just as we did before, move up combat echelon 3 nodes then deploy your second combat echelon that will defend the base. Recommend running ARSMG echelons.

Turn 2

Combat echelon pushes to the enemy HQ and ends turn.

2-3 End of the Moonlight EX

Clear Conditions:

Defeat the Boss unit

Required Squads:

Recommend 3 Combat echelon, 1 being dedicated boss echelon.

Because of EX Fail mechanic and her ridiculous health, I tweaked the set up of this echelon just a bit to help with clearing Fail with relatively low damage received. This does take longer than a burst setup, but is safer to manage your tankers' HP pool. WA2000 is going to be the dedicated Striker killer when they spawn behind Fail periodically. RO and Welrod works to reduce enemies' accuracy so that tanks survive for longer.

Turn 1

We start with our combat echelon moving up north and placing a second combat eche. First combat echelon is going to be the one with most fights in this map so make sure it's well equipped and skilled.

Turn 2

First combat echelon pushes to helipad on the top left corner. This is where we will spawn the boss kill echelon.

Turn 3

If you are limited to the number of echelon, I recommend repairing here, forfeiting of S-rank clear and deploying a dummy instead to buy a move point.

Turn 4

All you have to do is now go straight for Fail.

Here is the video showing the Fail boss fight. Notice the two spotlights that appear in first column and back 2 columns. Make sure that your main tanker is always standing on the yellow spotlight and ideally your DPS on the red spotlight. This works to cancel out the debuff that Fail dishes out every 20 seconds when she becomes invulnerable. For Strikers approaching from the back, use RF or RFB to cut them out before they do damage by resetting their target by shuffling. If you keep these two things in mind, Fail should be an easy fight.

EX
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