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  • Normal
  • EX

1-0 Souvenir

Clear Conditions:

Kill all enemy units on the map.

Required Squads:

2 Combat + 2 Dummy

This guide is how to clear 1-A1 for the hidden achievement that requires you to control all nodes when you clear the mission. This does take bit longer than just clearing the mission but it is worth it.

Turn 1

This requires 2 combat echelons but keep in mind that enemy levels are still relatively low and you can deploy an ARSMG echelon at level 40 and 3x links and you will be fine. Deploy combat echelons on the two helipads to the right of the HQ then dummy on the HQ. Combat echelon on the top helipad goes to take out the helipad on the left corner to prevent enemy units spawning there every turn. Move combat echelon next to HQ down one and deploy 2nd dummy echelon.

Turn 2a

Combat echelon near the bottom of the map moves one node to the left.

Turn 2b

Then combat echelon at the top corner moves down to HQ, then swap with dummy echelons to the center [this saves some moves and protects dummies from RNG]. Resupply at HQ then move down to the node between the enemy helipads to surround capture one of the enemy spawn helipads.

Turn 2c

With one remaining move, move dummy on the HQ to the large helipad. This saves some action points next turn.

Turn 3

Combat echelon at the very bottom stays put and blocks any more enemy units from leaking from the right. Combat echelon closer to HQ moves around in large circle and blocks the last spawning helipad.

Turn 4a

All that's left to do now is to control all nodes on the map before killing the last enemy unit in the bottom left corner. If RNG prevents you from keeping control of the helipads via surround capture, move the combat echelon unit at the bottom as shown to clear out the enemy near the center.

Turn 4b

Continue moving echelons around to capture all nodes on the map.

Turn 6

Once you have all nodes under your control, kill the last enemy unit at the bottom left.

1-A1 Illusory Peace I EX

Clear Conditions:

Clear all enemy units on the map

Required Squads:

3 Combat + 1 Dummy + 1 HOC

Armor to beat: 150. This map is similar to the normal version. Start with combat echelons that are capable of handling armor units [Gundam and Ulhan] and a HOC at the large helipad. I used BGM here but the highest shield value is at 50% so other HOCs should be fine. The new addition to the EX map is the enemy fire support platform which needs to be neutralized prior to fighting units around it.

Turn 1a

Swap echelon on the HQ and the HOC and remotely destroy enemy fire support platform. ‚Äč Revert the swap back to starting positions. Then combat echelon at the HQ goes through the bottom left corner to clear out the enemies near the destroyed enemy structure.

Turn 1b

We then swap our other combat echelon with the HOC and move down to the bottom so that we can surround capture the helipad with one-way paths next turn.

Turn 1c

Finally we need to defend the top helipad in the center. Deploy 3rd combat echelon at the large helipad then swap location with the HOC.

Turn 2a

We now work on getting the top left helipad under our control. First deploy a dummy echelon on the HQ that we can use to swap and resupply for the combat echelon.

Turn 2b

Once we bring the combat echelon back up to the left of the HQ, swap and resupply the echelon. Move the 3rd combat echelon and HOC at the center so that HOC can provide support against the Gundam fight.

Turn 2c

Once we bring the combat echelon back up to the left of the HQ, swap and resupply the echelon. Move the 3rd combat echelon and HOC at the center so that HOC can provide support against the Gundam fight.

Turn 3a

Once we bring the combat echelon back up to the left of the HQ, swap and resupply the echelon. Move the 3rd combat echelon and HOC at the center so that HOC can provide support against the Gundam fight.

Turn 3b

Once we bring the combat echelon back up to the left of the HQ, swap and resupply the echelon. Move the 3rd combat echelon and HOC at the center so that HOC can provide support against the Gundam fight.

Turn 3c

Once we bring the combat echelon back up to the left of the HQ, swap and resupply the echelon. Move the 3rd combat echelon and HOC at the center so that HOC can provide support against the Gundam fight.

Turn 3d

Once we bring the combat echelon back up to the left of the HQ, swap and resupply the echelon. Move the 3rd combat echelon and HOC at the center so that HOC can provide support against the Gundam fight.

  • Normal+EX

1-A3 Illusory Peace III [Secret Achievement Guide] EX

Clear Conditions:

Extract 1 Hostage unit.

Required Squads:

1 dummy with no supplies

This guide is clearing 1-A3 map but since the EX map can be cleared with no combat and earn a secret achievement at the same time, I have elected to cover JUST the EX map version. IT IS VERY IMPORTANT that you start this mission with echelon that DOES NOT HAVE ANY SUPPLIES in order to earn this achievement. [Clearing EX mode also gives the reward for Normal difficulty as well!!!]

Turn 1

Deploy the dummy echelon on the HQ and just hit end turn. You will see that we will gain lots of helipads on the center area.

Turn 2a

Move your dummy to extract the hostage then trigger the gate console to open gates. We are taking the bottom route. As you move, you will notice that stepping on certain nodes will change the AI units in the middle from friendly to enemy. Once you get to the end of the path, DO NOT CROSS over the one-way path.

Turn 2b

Change the AI settings of friendly units marked red to "Wait", and one marked with yellow to "Eliminate". This is very important. Then hit end turn. When the AI unit attacks, just quickly retreat as it has done its job.

Turn 3a

Now there is a path cleared by one AI unit. Take the middle one-way path then swap your way to the AA platform to the left. This being destroyed allows you to use the helipad at the top center and safely extract to clear the mission.

Turn 3b

Continue swapping your way in a clockwise fashion and go directly to the helipad to extract the hostage and get your secret achievement reward.

  • Normal
  • EX

Cat and Mouse III

Clear Conditions:

Control enemy HQ.

Required Squads:

2 Combat [RFHG or MGSG + ARSMG] + 2 Dummy

This map is the first map that introduces armor units even on normal difficulty. As a result if you are a relatively new player I would recommend mixing in M14 to your ARSMG.

Turn 1

Start with your combat echelon on HQ and dummy echelon on the other 2 helipads. Combat echelon goes straight for the top route after clearing out armor units near hydra.

Turn 2

Combat echelon makes its way to the console and opens the path to the enemy HQ. With your remaining moves, deploy a 2nd combat echelon that will run to the HQ.

Turn 3

2nd combat echelon moves to the top path as well and make sure to stay out of the Hydra's detection range.

Turn 4

After that it's a short path to enemy HQ.

Cat and Mouse III EX

Clear Conditions:

Take enemy HQ.

Required Squads:

2 Combat + 2 Dummy + 1 HOC

There are total of 3 Hydra units on this map but only one at the center is super strong and the other two units near the enemy HQ are manageable with the right setup.

Turn 1

Start with a combat echelon on the HQ and the bottom helipad. Deploy dummy echelon at the center helipad. Combat echelon on the HQ moves through the top section and ends the move on the resupply node.

Turn 2

Combat echelon at the bottom side now moves through the bottom side.

Turn 3

Combat echelon at the top section of the map is now threatened by the Hydra unit that moved from the center. Simply move one node away from it after resupplying. Combat echelon at the bottom moves one node closer to the control panel. Deploy another dummy echelon and a HOC at the starting location to gain more move points in the future.

Turn 4a

Combat echelon at the top continues to move away from the Hydra unit to safety. Combat echelon at the bottom activates the center control panel.

Turn 4b

Combat echelon at the bottom moves through the open gate at the bottom.

Turn 5a

Combat echelon at the top moves around the top to activate the control panel to open 2nd gate near the enemy HQ.

Turn 5b

With remaining moves, combat echelon captures another node adjacent to enemy HQ.

Turn 6

Finally combat echelon at the top goes through Hydra unit at the top to capture all nodes needed to surround capture enemy HQ.

  • Normal
  • EX

Cat and Mouse IV

Clear Conditions:

End your turn on the radar node.

Required Squads:

2 Combat + 2 Dummy

Map looks intimidating with a bunch of Gundams but you do not have to fight any of them.

Turn 1a

Start with a combat echelon on the HQ and dummy in the helipad. Move combat echelon down one and deploy a 2nd dummy echelon.

Turn 1b

Move 2nd dummy up to the gate console then deploy 2nd combat echelon on HQ and end your turn.

Turn 2

Use dummy echelon to toggle console. Take your combat echelon through the first gate and kill the unit at the center before activating the second console to open the next gate. Proceed to move towards the third console at the bottom of the map.

Turn 3

Combat echelon at the bottom moves to activate the third console which opens the gate to the radar node. Combat echelon at the HQ moves to the center node.

Turn 4

Once the Boss unit moves out of the way to the third gate, we go around the top side to the radar node and end turn to clear the mission.

Cat and Mouse IV EX

Clear Conditions:

End your turn on the radar node.

Required Squads:

2 Combat + 2 Dummy

Map is pretty much same with normal version of the map except that there are gates at different locations opened with different consoles.

Turn 1a

Start with a combat echelon at the HQ and dummy on the helipad. Combat echelon moves down one so that we can deploy dummy echelon at the HQ.

Turn 1b

Dummy echelon moves up to control panel and opens the gate to the bottom right. With remaining move, deploy 2nd combat echelon.

Turn 2a

1st combat echelon moves through opened gate and reaches the 2nd control panel to open the bottom left gate near the HQ.

Turn 2b

Combat echelon at the HQ moves down one.

Turn 3

Combat echelon near the HQ moves through the new gate that opened and actives the 3rd control panel at the center. This should open the last gate in the way to the radar node. Then move up to the left.

Turn 4

Now you should have enough move points to get to the radar node without fighting Nyto. If you wish to fight Nyto you can wait another turn until she is at the gate, then crush her with the gate a few times until she is weakened. Go through and get to radar turn after that.

  • Normal
  • EX

Beyond the Border II

Clear Conditions:

Control enemy HQ.

Required Squads:

2 Combat [RFHG or hybrid ARSMG with RF] + 2 Dummy

Secret Achievement Guide version.

Turn 1

Start with a combat echelon that is able to reliably handle armored units with 54 armor. If you have a high level RFHG echelon that can kill hydra with 199 armor, deploy that instead. Combat echelon swaps with hostage [but not rescue], then moves to the occupied helipad.

Turn 2

Move down your combat echelon down one then deploy a 2nd combat echelon at the helipad. This combat echelon does need to be able to beat at least one 54 armor enemy towards the end. Swap the combat echelons' locations and the 2nd combat echelon moves down to the yellow helipad at the bottom.

Turn 3a

2nd Combat echelon at the bottom moves to the console panel that is farther away from the helipad. Deploy a dummy echelon at the bottom helipad and move it to the console panel adjacent to the helipad. These consoles will be used when Hydra units are passing through the nodes with fire support platforms on either side.

Turn 4a

Before you move check both console panels to trigger correct fire support platform to deal damage to the Hydra. 2nd combat echelon then moves to the bottom left so we can capture the helipad on the other side of the one way next turn. Move Combat echelon at the center helipad up one node towards the hostage then deploy 2nd dummy echelon at the helipad.

Turn 4b

We are going to swap location with dummy and hostage, making it getting run over by the tank. This triggers the hidden achievement where hostage unit dies.

Turn 5

Finally last thing to do is to retreat the combat echelon near the HQ and redeploy at the open helipad next to one way path. Then move straight for the enemy HQ Another option is to deploy and third combat echelon if you are aiming for S-rank.

Beyond the Border II EX

Clear Conditions:

Control enemy HQ.

Required Squads:

2 Combat [RFHG or hybrid ARSMG with RF] + 2 Dummy

There are quite few armor units here that needs to be dealt with so prepare accordingly.

Turn 1

Start with combat echelon at the HQ and move to fight the weak[?] Hydra unit at the helipad.

Turn 2a

Combat echelon moves down one and deploys the 2nd combat echelon. 2nd Combat echelon moves down to take helipad at the bottom.

Turn 3

Both combat echelons move one node to the left each. we then deploy 2 dummy echelons right next to combat echelons.

Turn 4a

There are two control panels that activates two of the artillery platforms which can weaken the 30 Hydras to manageable level.

Turn 4b

Use the bottom dummy echelon to trigger the one that can damage the Hydra on the left then proceed to move along the bottom to capture the node next to the one-way path. This ensures that we have another way to get to enemy HQ without fighting the Hydra unit.

Turn 5 (Route A)

Here you can take either this or the path on the next image.

  • Normal
  • EX

Beyond the Border III

Clear Conditions:

Establish and maintain the supply line for 3 turns.

Required Squads:

2 Combat [RFHG or Hybrid ARSMG] + 2 dummy

The armor of enemy units have increased to 63, which is still manageable if you can equip either 2* or 3* AP ammo to RFs. If you can't field RFHG echelon I recommend mixing one RF into an ARSMG.

Turn 1a

Start with a combat echelon on HQ and the right helipad and dummy echelon on the left helipad.

Turn 1b

Combat echelon on the HQ moves up to the node below the rally point and dummy echelon moves to helipad right below.

Turn 1c

2nd combat echelon moves to HQ to defend from armor units.

Turn 2a

Combat echelon at the top clears out the rally point.

Turn 2b

Dummy unit moves up from the helipad then swaps position with combat echelon on the rally point. No enemy units should move into rally point from this point on.

Turn 2c

Next we deploy 2nd dummy echelon from the helipad north of HQ then move one to the right. This node should remain clear from enemy threat except for the Hydra unit. This establishes the supply route.

Turn 3

On third turn, combat echelon at the top move down to defend the helipad from being taken by typhoon tanks. There is only one tank at the middle row, so when the tank is about to fire, just simply retreat or move the T-dolls out of the middle row and you should have no issue beating it.

Turn 4a

Hydra unit has approached near the HQ and unlike other enemy units, Hydra unit has AI that detects our friendly units adjacent to itself. Due to this we have to move dummy and combat echelon out of the way. Start with resupplying the 2nd combat echelon on the HQ and swap with 2nd dummy echelon. Then dummy echelon moves straight down to the little alcove under the helipad.

Turn 4b

Since we cannot stay at the HQ this turn, we need to remove all surrounding KCCO units that is not Hydra. Sweep from left then down, but making sure to end your turn at least two nodes away from the hydra unit. In my case I decide to move combat unit to helipad just south of the HQ. At the beginning of next turn we clear the mission automatically.

Beyond the Border III EX

Clear Conditions:

Establish supply route and maintain it for 3 turns

Required Squads:

2 Combat + 1 Dummy or HOC

Map is largely same as normal version but with stronger enemy units. If you foresee your echelon struggling against enemy fire support in the middle, I recommend deploying HOC with 3 range instead of dummy to take it out prior to fighting near it.

Turn 1a

Start with combat echelons at the HQ and right helipad with dummy or HOC at the left helipad or heavy helipad, respectively. Combat echelon moves up to fight the armor unit at the center helipad north of HQ then destroys the enemy structure.

Turn 1b

Dummy/HOC follows behind and 2nd combat echelon parks itself at the HQ.

Turn 2a

Combat echelon and dummy echelon move up towards the rally point and swaps positions so that dummy is sitting at the rally point. We should have supply route established at the end of the turn.

Turn 3

Combat echelon needs to defend the helipad between rally point and the HQ. So move down one node and end turn.

Turn 4b

On the last turn, if there's Hydra unit nearby, Combat echelon at the HQ clears out nearby enemy units and moves out of the detection range. This should clear the mission at the beginning of the next turn.

  • Normal
  • EX

Faith of Blood I

Clear Conditions:

Reach radar node

Required Squads:

2 Combat [ARSMG] + 1 Dummy

Turn 1a

Start with 2 combat echelons on the HQ and top helipad and dummy echelon on the left helipad. Combat echelon at the HQ goes around the bottom to surround capture the helipad with an ELID standing on it. There's an element of RNG where the dummy echelon could be attacked by the enemy unit from the left or not. If you do not get attacked, you can head straight to radar node on turn 2.

Turn 2

I have simulated the situation where you do get attacked and dummy was forced to retreat. In this case you call back the AR echelon near HQ to retake the helipad to the left then redeploy the dummy on the HQ. Combat echelon to the north of HQ moves up and left to activate the console panel which opens the gate. If you got lucky and dummy echelon did not get attacked last turn, you instead activate the console then head straight for the radar node to clear the mission this turn.

Turn 3

Now that we have enough move points to the radar node, head straight to it.

Faith of Blood I EX

Clear Conditions:

Reach radar node

Required Squads:

2 Combat + 1 Dummy + 1 HOC

This map is similar to the normal version of the map except that there's a rockpile in the way instead. The bomb is located at the node with the Gundam but we do not have to fight it.

Turn 1a

Start with Combat echelons on the bottom two helipads and HOC of your choice at the large helipad. Like normal map we are using combat echelon on the helipad to move towards the bottom but stopping short of the helipad near the Gundam. Then move combat echelon near the HQ moves to swap with HOC so that its protected from the zombie next turn. You are not required but could deploy another combat echelon at the empty helipad to gain more move points.

Turn 2a

Combat echelon at the bottom helipad avoids the Gundam and goes towards the bomb and picks it up. We are also deploying a dummy echelon at the helipad the combat echelon just took off from.

Turn 2b

Combat echelon with the bomb moves and swap with dummy so that dummy is least two nodes away from the Gundam. Then proceed to move back to HQ and swap onto the top helipad.

Turn 3a

Once you make sure that the combat echelon and HOC is supplied, move to destroy the rockpile and beat the Gundams in the way with HOC's support. End your turn on the radar node to clear the mission.

  • Normal
  • EX

Faith of Blood II

Clear Conditions:

Rescue 2 hostages

Required Squads:

2 Combat [ARSMG] + 1 Dummy

Turn 1

Start with two combat echelon on each starting location, with the stronger echelon on the HQ. Combat echelon on the HQ heads down the path with two hostages, swapping locations with both of them. Combat echelon at the right side of the map moves left and takes the open helipad.

Turn 2b

Rescue the hostage at the bottom of the map then move back up the street to the node right below the HQ. Deploy dummy echelon on the HQ and swap with combat echelon to manually extract the hostage. If there's an enemy unit next to the HQ, leave the combat echelon on the HQ to prevent it from being attacked.

Turn 3a

On our 3rd turn we get the last hostage down the street by swapping then rescuing.

Turn 3b

Return back to HQ then manually extract to clear the mission.

Faith of Blood II EX

Clear Conditions:

Extract 3 hostages safely

Required Squads:

2 Combat + 2 Dummy + 1 HOC