Important: EX maps are for experienced players who have well equipped echelon and good understanding of enemy matchups vs. T-doll types. Even with ideal setups, taking damage and repairs will be necessary on some maps.
We will also cover just ONE objective rather than both for the sake of clear rewards only. Makes no sense to cover both because you can just do one objective on normal and another on EX to get ALL rewards and intel. 

Propagation II

Clear Conditions:

Kill all enemy units within 2 turns

Required Squads:

1 ARSMG (level 30+ / 3x linked) + 1 dummy

Here is an example of an echelon used to clear the map. You don't really need any skills or gear for the intro map.

Turn 1

Start with dummy on HQ and combat echelon on the helipad below. Wipe out the enemy units at the bottom.

Turn 2

Move towards the HQ to kill all units and clear the mission.

Critical Angle II

Clear Conditions:

Take enemy HQ while killing less than 3 enemy units

Required Squads:

2 ARSMG [level 30+ / 3x links] + 1 Dummy

Tricky part of this map is that you have to kill less than 3 enemy units and take enemy HQ. If you can prepare 2 combat echelon at level 30s, this will not be an issue.

Turn 1

Start with Dummy echelon on bottom left helipad and combat echelon on other corners of the map. Then combat echelon at the top moves across the map to the right to step on random node. This removes some units on the map.

Turn 2

Use the bottom combat echelon and take the bottom right to the HQ to clear the mission.

Critical Angle EX-I

Clear Conditions:

Within 1 Turn, move the EMP bomb onto radar node

Required Squads:

1 Combat echelon

Map in itself is simple but the enemy units are not. I took combat echelon that overlapped armor buff to take hits against the Strong Dragoon EX units. As long as you can clear battle 3 times, you will be fine.

Turn 1A

Move to push the EMP bomb down 1 node and gain access to the rest of the map.

Turn 1B

Then take out the enemy unit on the left and push the ball towards the radar.

Turn 1C

Take out the last unit on the map and push the EMP bomb down to radar node. End the turn to clear the mission.

Critical Angle EX-II

Clear Conditions:

Move EMP bomb #2 on the radar station on the left side of the screen and EMP bomb #1 on the right side of the screen.

Required Squads:

1 Combat echelon + 1 Dummy

The enemy units on the map can be killed with same echelon you used on the first EX map. The important part of the map is that EMP ball on the left side needs to go to the right side, and ball on the right side to the left.

Turn 1 A

Turn 1 B

Make sure to click on the EMP #2 not the EMP #1 or you will have to restart the mission.

Turn 1 C

Push EMP #2 all the way to the right at the T-intersection.

Turn 1 D

Push up the EMP bomb to the top T-intersection.

Turn 1 E

Go long way around and push the EMP bomb to the left once.

Turn 2 A

Now we work to bringing the EMP #1 from left side to the right.

Turn 2 B

Turn 2 C

Repeat the process of moving EMP #1 to the left T-intersection.

Turn 2 D

We push the EMP #2 first to the left so that we don't block ourselves.

Turn 3 A

Move EMP #2 down to the bottom.

Turn 3 B

Now move to the bottom T-intersection and move EMP #1 to the top.

Turn 3 C

Turn 3 D

Slide EMP #2 to the left side but past the path leading up.

Turn 3 E

Go around the long way and push the EMP #2 to the right once.

Turn 3 F

Turn 3 G

Push EMP #2 up one node.

Turn 3 H

Now move to put EMP #2 on the left radar node.

Turn 3 I

Turn 3 J

Turn 3 K

Now all you have to do is to put EMP #1 on the right radar node, using identical sets of movement to move the EMP #2. Once you have both EMP bombs on the radar node, hit end turn.

Reflector II

Clear Conditions:

Take enemy HQ within 3 turns.

Required Squads:

1 ARSMG with RF [level 30+ / 3x links] + 1 Dummy

Simple and straight forward mission but has few armored units that would be easily taken out if you use an RF mixed into the echelon. Start with a combat echelon on the HQ.

Turn 1

Move down to the left to deploy Dummy then end the turn.

Turn 2

Move down the left edge of the map to the helipad.

Turn 3

Then simply move to enemy HQ and end the turn to clear the mission.

Reflector III

Clear Conditions:

Eliminate at least 8 enemies and occupy specific enemy helipad.

Required Squads:

2 ARSMG with RF [level 30+ / 3x links]

This map does have minor RNG but it only changes if you clear this map on turn 5 or 6 so can be ignored. Start with combat echelon on the Helipad.

Turn 1

Move echelon to the right and stop above the helipad.

Turn 2

If you see enemy unit moving to the left of the helipad, you need to kill it prior to taking the helipad, otherwise, you can skip to next direction [saving a turn as result].

Turn 3

Take enemy helipad and deploy 2nd combat echelon on the Starting helipad.

Turn 4

Combat echelon at the starting helipad moves down to capture another helipad. Combat echelon at the center moves to the right one node.

Turn 5

Combat echelon at the center captures the marked helipad for the objective. 2nd combat echelon moves to clear out the enemy units at the bottom to meet 8 kill requirements.

Turn 6

On turn 5/6, make sure to check that you have 8 kills and helipad under control prior to ending the turn.

Total Internal Reflection II

Clear Conditions:

Rescue and retrieve a minimum of 2 hostages and occupy marked helipad.

Required Squads:

1 ARSMG with RF [level 30+ / 3x links] + 2 Dummy

This map has hidden achievement in which you have to let a hostage die. This guide will cover the method in which we clear the map and achieve the hidden goal at the same time. Start with dummy echelon on the bottom helipad and combat echelon at the top.

Turn 1

Make sure that the dummy team spawned on the bottom right helipad moves one node to the left.

Turn 2

Move just the dummy echelon at the bottom one to the left and end the turn.

Turn 3

Move the bottom side dummy up one node. Then Combat echelon move towards the hostage at the top. Move down the dummy unit at the top helipad one node as well.

Turn 4A

Combat and dummy echelon at the top move on to rescue the hostage unit. Hostage will be automatically rescued at the beginning of next turn.

Turn 4B

Turn 5A

Now that one of the hostage unit has died, we have to capture the helipad on the left side with combat echelon and extract the hostage with dummy unit on the bottom side of the map. Once you hit end turn, mission should be cleared.

Turn 5B

Reversibility II

Clear Conditions:

Move to the marked node.

Required Squads:

2 ARSMG with RF [level 30+ / 3x links]

If you are experienced player, you can just use the parachute fairy and skip the map entirely. We will cover the map with assumption that you don't have it just yet.

Turn 1

Start with combat echelon on the helipad and move down so that we can deploy 2nd combat echelon.

Turn 2

Continue to move down the combat echelon one node and 2nd combat echelon near the 1st combat echelon.

Turn 3

1st combat echelon takes the long way to the bottom to avoid strong Hydra units.

Turn 4

Continue to move the max movement allowed towards the marked node. There are rare cases in which the path is already blocked by the Hydra unit with bad RNG, in this case just restart the mission.

Turn 5

Move on to the marked node and end the turn.

Polarizer II

Clear Conditions:

Take enemy HQ

Required Squads:

1 ARSMG [level 40+ / 3x links] + 1 Dummy

This map is relatively simple to navigate, you can simply go to planning mode and click on enemy HQ and execute the plan if you are confident about your echelon's ability.

Turn 1

Spawn combat team on the helipad and the dummy team in the middle.

Turn 2

Once echelon is on the enemy HQ, hit end turn and clear the mission.

Polarizer III

Clear Conditions:

Eliminate all enemy units within 3 turns.

Required Squads:

2 ARSMG with RF [level 70+ / 4x links]

This map suddenly increases the difficulty of the campaign by introducing the 90Wish units and high armor units. I recommend taking least 1 RF into your combat echelon at level 70+ 4x links with AP ammo item. If you are veteran player, recommend just taking RFHG echelon instead.

Turn 1

Start with combat echelons on each location. Combat echelon on the left moves down to take helipad and other combat echelon moves to node between starting locations.

Turn 2

Combat echelon near the HQ move around in wide arc to the right side of the map and end movement on the bottom helipad.

Turn 3

All that's left to do is for combat echelon on the left side to kill remaining enemy units to clear the mission.

Waveguide II

Clear Conditions:

Occupy 3 helipad and survive for 3 turns.

Required Squads:

2 ARSMG [level 70+ / 4x links]

While it is possible to clear this map with just 1 combat echelon, that method depends on the bit of RNG and closing the gate. So I will cover the simpler method that uses 2 combat echelons.

Turn 1

Combat echelon at the top helipad sweeps the top portion of the map starting with right side first. Then end your turn on the helipad next to the console panel.

Turn 2

Next turn simply move to the spot to capture the 3rd helipad and end the turn to clear the mission.

Interferometer II

Clear Conditions:

Defend for least 5 turns, and Occupy marked nodes

Required Squads:

2 Combat echelon that can kill armor units [level 70+ / 4x links]

Turn 1

2 Combat echelon that can kill armor units [level 70+ / 4x links]

Turn 2

Resupply and continue to sweep the area over so that enemy units are least 2 nodes away from the marked nodes.

Turn 3

If there's no enemy units threatening the marked nodes, move combat echelons back to starting position.

Turn 4

If there is an enemy unit near the marked node, simply kill them or prevent them from taking over. Ending the turn on 4th turn will clear the mission.

Spectrometer II

Clear Conditions:

Take enemy HQ

Required Squads:

2 Combat echelon that can kill armor units [level 70+ / 4x links]

Goal is to take enemy HQ but SF boss on top of it will not move unless you blow up the rock pile in the front of it. We will avoid fighting her as the objective page recommends.

Turn 1

Move the combat echelon up towards the Goliath bomb.

Turn 2A

Deploy 2nd combat echelon to defend the HQ.

Turn 2B

Move to node below the bomb and helipad.

Turn 3A

Move to recover the bomb for the rock pile.

Turn 3B

Then take the helipad next to it to. You can repair and resupply next turn prior to taking off.

Turn 4

Move adjacent to the rock pile but DO NOT use the bomb this turn. Or SF boss will block the path and we will have to go around the long way.

Turn 5

At the beginning of the turn, blow up the rock pile and move pass so that we are safe from SF boss.

Turn 6

Once SF boss is out of the way, simply move on to the enemy HQ and clear the mission.

Vacuum Tube EX

Clear Conditions:

Occupy all nodes within 8 turns.

Required Squads:

1 MGSG + 2 RFHG + 2 Dummies + 2 HOC with high pierce [recommended]

Goal is to take all nodes in the map but there's a catch: if you end your turn on a node, that node is no longer accessible (this includes encircling them by turning them blue!). So It's vital to make every move count. Start with HOC on the left helipad, dummy on the top, and combat echelons on the other 2 starting location.

Turn 1 A

HOC moves to the right and we deploy 3rd combat echelon. On the right side, we move the combat echelon out of the heavy helipad and we deploy 2nd HOC on the right side. Move combat echelon at the bottom up towards the center.

Turn 1 B

Combat echelon to the left of the HOC on the right side of the screen sweeps the top right section of the map. Swap with dummy echelon and repair/resupply as needed.

Turn 1 C

HOC follows behind so that it can provide support for the tank enemy unit.

Turn 1 D

Continue to move combat echelon on the top to wards the left side but stopping 2 nodes away from the helipad.

Turn 2 A

At the beginning of turn 2, move HOC at the bottom left side down and left.

Turn 2 B

Combat echelon at the bottom left heavy helipad moves to clear out the armored units and stop short of the helipad.

Turn 2 C

Combat echelon at the bottom sweeps the bottom left side and stop to resupply at the heavy helipad on the right side. Then move one node to the left.

Turn 2 D

Combat echelon at the top center moves 2 nodes to the left again. Then Dummy echelon at the top moves down 1 node. Once you confirm that all units are at correct place, end the turn.

Turn 3 A

HOC at the top side of the screen moves towards the center HQ.

Turn 3 B

Then combat echelon at the left side sweeps the top left corner of the map and swaps with the dummy unit at the HQ. Resupply and repair as needed.

Turn 3 C

Combat echelon at the HQ continue to move up and take out the enemy units.

Turn 3 D

Dummy unit at the top move to capture the node above the heavy helipad. Then HOC at the bottom left corner moves to capture the node below the heavy helipad. Combat echelon at the bottom move past helipad and capture the node for the turn.

Turn 3 E

Dummy echelon near the center moves to the left so that it's two nodes away from the HQ. Confirm the echelons are at a right place and end the turn.

Turn 4 A

All that's left to do is to kill one of the enemy units and capture the rest of the map. We are going to use surround capture to the best of our abilities. Move dummy and combat echelon units on the right side to capture nodes on the bottom right corner.

Turn 4 B

Same steps for the HOC and dummy at the left side of the map.

Turn 4 C

Combat echelon at the top center fights the last enemy unit we have to fight.

Turn 4 D

Now that we have no use for HOC, we can start using it for the node captures as well. Same goes for the combat echelon near the center right side of the map.

Turn 5 A

All that's left to do now is to move into position that we capture all nodes this turn. You have 3 more turns so don't worry if you mess up the steps.

Turn 5 B

Finish moving your echelons in place and end turn to clear the mission.

Enantiomer Overload

Clear Conditions:

Kill all enemy units within 8 turns

Required Squads:

2 Combat [level 90+ / 5x links]

This map is relatively straight forward but has in a sense a DPS check [Nyto skill] that can hurt a lot if you can't break her shield during combat. Recommend getting your best ARSMG echelon to fight Nyto.

Turn 1

Start by moving combat echelon up 1 node then deploying 2nd combat echelon at the HQ.

Turn 2

Combat echelon that will fight the Nyto will take the bottom route. Repair and resupply as needed prior to moving.

Turn 3

Now we move 1 node at a time. The enemy units at the top and bottom of the map will not move unless you are adjacent to them.

Turn 4

Some units will not move as there are multiple units running into combat echelon. Wait as needed [Top section of the map].

Turn 5

Once you clear out all the enemy units at the bottom, move to the last unit on the top left and wait for it to run into combat echelon.

Recrystallization Resolution III

Clear Conditions:

Destroy the coastal defense artillery and occupy the marked helipad

Required Squads:

2 Combat echelon [level 90+ / 5x links] + 1 Dummy

This map has minor RNG that requires you to have EMP bomb with you. Other than that this map is straight forward. Start with dummy echelon on the HQ.

Turn 1

Move dummy echelon towards the Goliath bomb to the left.

Turn 2

Move dummy closer to the bomb and deploy combat echelon on the HQ to prevent it from being taken over.

Turn 3

Combat echelon moves down towards the EMP bomb. Then deploy 2nd combat echelon at the HQ. Dummy echelon picks up the bomb and moves back down one node.

Turn 4 A

Combat echelon at the HQ moves towards the costal defense artillery.

Turn 4 B

Dummy echelon then moves and swaps with combat echelon and plants the bomb, which will blow up next turn.

Turn 4 C

With remaining move, combat echelon near the EMP bomb moves to collect it.

Turn 5 A

At the beginning of turn 5, you will see that either path is clear for you to get to marked helipad or not. If it is not clear, you will have to move to the right of the path and EMP the Minotaur unit at the right side so that it doesn't move. Next turn it will stay in place and open the path to the helipad.

Turn 5 B

Turn 6 B

Get to the helipad and End the turn. In this case Dummy unit might get run over and forfeit the S-rank clear but it will still clear the map.

Shattered Polarization Surface III

Clear Conditions:

Establish a supply line and maintain it for 2 turns.

Required Squads:

2 Combat echelon that can kill armor units [level 90+ / 5x links]

Map is simple that it asks you to connect the dot and maintain it for 2 turns. Make sure that your echelons can fight against armor units.

Turn 1

Combat echelon at the HQ moves down to take the helipad at the bottom.

Turn 2

Move combat echelon to the next helipad and deploy 2nd combat echelon on the HQ.

Turn 3

Continue to take adjacent helipad at the bottom. If there's enemy units near the HQ, use 2nd combat echelon to clear them out.

Turn 4

It's almost time to connect the dot. Move 2nd combat echelon to the rally point and move 1st combat echelon up one node.

Turn 5

1st combat echelon moves to finish connecting the dot.

Turn 6

Now all that's left to do is to make sure that line is not broken for 2 turns. Move combat echelons accordingly to kill enemy units too close to the line.

Asymmetric Induction II

Clear Conditions:

Establish supply line and defend it for 2 turns.

Required Squads:

2 Combat echelon that can fight armor units [level 90+ / 5x links] + 1 Dummy

Same objective as 3-3 but with different gimmick. We will be using one of the Goliath bomb to blow up the bridge and prevent enemy units from cutting off the supply line. Start with combat echelon on each starting location.

Turn 1

Combat echelon at the bottom moves to the right and stops short of the bomb. Combat echelon at the top moves down and deploys dummy echelon on the HQ.

Turn 2 A

Swap combat echelon and dummy and take the bomb at the top.

Turn 2 B

Combat echelon then moves down to move towards the rally point. 2nd combat echelon also move up towards the rally point.

Turn 3 A

We now connect the dot using all 3 of our echelons. Move 2nd combat echelon to the rally point and 1st combat echelon to the left.

Turn 3 B

Then 1st combat echelon Swaps with the 2nd echelon and moves to the bridge and schedule the demolition.

Turn 3 C

Move back to the original spot to the left of the rally point and end turn.

Turn 4

Now all that's left to do is to prevent enemy unit from breaking the line. Move 1st combat echelon to the right of the dummy echelon and hit end turn.

Pulverizing II

Clear Conditions:

Move all resister components to the proper designated helipad.

Required Squads:

2 Combat [level 90+ / 5x links] + 1 Dummy

It is very important to put correct resister components to the right helipad otherwise you could be retrying this mission many times.

Turn 1

Start with combat echelon on the helipad and move up to take heavy helipad. Then deploy 2nd combat echelon. Leave all UMP45 as "eliminate" command.

Turn 2 A

You will see that bottom UMP45 moved up to the helipad. Changed command to "standby". Next move combat echelon on the HQ to the left and swap with another UMP45.

Turn 2 B

Then we deploy dummy echelon at the HQ before ending the turn.

Turn 3 A

You can see that the UMP 45 from the left side came towards the HQ. Swap the location so that the UMP45 from the left side goes to the top heavy helipad. Then change the command to "standby".

Turn 3 B

Now we move the UMP 45 from the bottom closed helipad to the open helipad on the left by swapping around echelons.

Turn 3 C

Once we swap so that combat echelon is at the bottom closed helipad, move towards the UMP 45 on the right side and swap position with it.

Turn 3 D

Turn 3 E

Then dummy echelon moves down and swaps position with the UMP45 and puts her in the correct spot. Change command of all UMP 45 to "standby" and end turn.

Pre-Heat II

Clear Conditions:

Take enemy HQ.

Required Squads:

Combat echelon [level 90+ / 5x links] + 2 Dummy

Map has the console panel gimmick that requires both corner ones to be activated in order for the middle gates to open to enemy HQ. Start with dummy on the HQ.

Turn 1 A

Move dummy echelon to the right to capture new helipad. Then deploy 2nd dummy.

Turn 1 B

Move 2nd dummy towards another console panel.

Turn 2 A

Continue moving echelons to the console panels on the both end. Deploy Combat echelon that will fight the Boss Nyto.

Turn 2 B

Echelon at the console will activate the console and hit buttons in correct order: x1/x3 mode first, then x1/x2 mode, then hit x1 mode to open first 3 gates.

Turn 3 A

At the beginning of next turn, move dummy up to the upper console and open the last gate to the Nyto boss.

Turn 3 B

Combat echelon moves into clear the boss and take enemy HQ.

Foam Stabilization II

Clear Conditions:

Eliminate M16

Required Squads:

1 Combat echelon that can fight armor [level 90+ / 5x links] + 1 Dummy

There's an armor unit that you have to fight through at one point so make sure that your ARSMG echelon can fight through them. Main goal is to get to other side while minimizing the damage. Start with combat echelon at the HQ and dummy echelon on the helipad

Turn 1

Take the path down the center but careful to avoid resupply point as it is in threat range of Manticore.

Turn 2 A

On 2nd turn move down to resupply at the node then move on to stay out of Manticore's range.

Turn 2 B

Turn 3

And at the next turn run into M16 and beat her. IF you are curious about the pattern it's similar to the previous time we fought her: stun attack followed by large "+" shaped attack. Make sure to move T-dolls out of 2nd pattern attack.

Foam Stabilization EX

Clear Conditions:

Within 10 turns capture HQ or [???]

Required Squads:

1 Dummy

This map has hidden achievement which is to have no fight. So we will use dummy echelon to clear the mission. Activate the right console and close the gate above the HQ.

Turn 1

Turn 2

Open the gate again and move to the node below the center gate. This removes M16 from the map, allowing us access to the left side.

Turn 3

Return back towards the HQ and step on the node to the left of where the M16 was. This removes few enemy units on the map. Change command of UMP 40 to "standby".

Turn 4

Dummy echelon travels back to the node below the center gate.

Turn 5

Dummy echelon moves one node to the left. Switch UMP 40's command back to "eliminate".

Turn 6

Swap position with UMP 40 and take the node adjacent to the limited-time helipad. We do not activate the console.

Turn 7

Dummy echelon moves back to starting position last turn.

Turn 8

Dummy echelon moves to step on the radar. Turn back command of UMP 40 back to "standby".

Turn 9

You will notice that UMP40 has turned to a hostage unit. Move to rescue and stop at the node to the right of the center gate.

Turn 10

All you have to do now is to manually extract hostage at the open helipad to the right. This allows you to achieve both hidden objectives.

Annealing I

Clear Conditions:

Take enemy HQ and survive for 2 turns

Required Squads:

1 Dummy

This is more of story development map so we just have to take enemy HQ and sit and watch for 2 turns.

Turn 1

Simply end turn and take free crates!

Turn 2

Annealing III

Clear Conditions:

survive for 2 turns.

Required Squads:

1 Dummy

You actually don't have to take the HQ and can just hit end turn twice and clear the mission.

Turn 1

Just watch them fight each other and clear the mission.

Annealing EX

Clear Conditions:

Take enemy HQ.

Required Squads:

1 Dummy

This map is showcase map for upcoming feature of SF capture system. Set all SF bosses to "capture HQ" and enjoy. There are rare cases in which that SF bosses fail to defeat the Hydra unit above. In this case you will have to clear it manually by deploy combat echelon or retry the map.

Turn 1

This map is showcase map for upcoming feature of SF capture system. Set all SF bosses to "capture HQ" and enjoy. There are rare cases in which that SF bosses fail to defeat the Hydra unit above. In this case you will have to clear it manually by deploy combat echelon or retry the map.

Tempering II

Clear Conditions:

Defeat specific enemy: Recon Centre & Occupy specific node

Required Squads:

3 Dummy echelon

This map has two different ways to clear the map but we will go with the one that requires no battle and just simple button clicking with the coastal defense artillery. Start with dummy echelons on each starting location.

Turn 1 A

Move dummy from the helipad to the upper artillery and deploy the 3rd dummy.

Turn 1 B

3rd echelon moves down to the bottom artillery.

Turn 1 C

Once every echelon is in position, start targeting enemy units from the top right side of the map.

Turn 2

Turn 3

Take out all enemy units save for tank on the north part of the map.

Turn 4 A

Now we move the dummy at the top artillery towards the recon centre. Use the bottom artillery to kill the recon center.


Turn 4 B

Now all we have to do is kill the unit on the marked node and end turn on it.

Cutting II

Clear Conditions:

Kill least 4 enemies [red faction]

Required Squads:

1 Combat echelon that can fight armor units [level 90+ / 5x links] + 2 Dummy

Goal is to fight 4 enemy units and it's relatively easy. Just make sure that you are avil to deal against armor units somewhat. Start with dummy echelon on the HQ.

Turn 1

Move Dummy echelon towards heavy helipad.

Turn 2 A

Deploy combat echelon on the HQ.

Turn 2 B

Move combat echelon to the heavy helipad.

Turn 2 C

Deploy 2nd dummy echelon.

Turn 3 A

Move combat echelon to the left. You are free to deploy HOC here to support against enemy units. It is not a must.

Turn 3 B

Sweep the top of the map behind the Ares boss unit and come back towards the heavy helipad.

Turn 3 C

Turn 4

If echelon is badly hurt you can repair at the heavy helipad prior to taking out the last unit needed to clear the mission.

Silvering II

Clear Conditions:

Destroy Thoroughfare II, kill 5 enemies, and occupy marked heavy helipad

Required Squads:

1 Combat echelon that can fight armor units [level 90+ / 5x links] + 1 Dummy

The mission objectives seems complicated but it's straight forward in execution. Start with combat echelon on the HQ.

Turn 1

Move combat echelon up and pick up the bomb then deploy the dummy echelon on the HQ.

Turn 2 A

If you haven't picked up the bomb, make sure to pick it up now.

Turn 2 B

Swap with dummy echelon and move to the Thoroughfare II. Plant the bomb for demolition.

Make sure to eliminate the marked Cerynitis node below the Hydra node that you pass through to get 2 kills.

Turn 2 C

Then move down and to the right. You should have 4 kills by now.

Turn 3

If you have 5 kills, simply end the turn and you clear the mission. If not for RNG reasons, simply kill another unit and hit end turn.

Silvering III

Clear Conditions:

Destroy large water valve III and occupy specific Time limited helipad.

Required Squads:

2 Combat echelon that can fight armor units [level 90+ / 5x links] + 2 Dummy

There's two ways to clear the map but destroying multiple water valves takes time so we will go with the first objective. Start with combat echelon at the HQ and the dummy at the helipad.

Turn 1

Move dummy echelon up one to surround capture 2 helipads. Then combat echelon moves down to capture another helipad next turn.

Turn 2 A

Deploy 2nd combat echelon at the Helipad where dummy was. Then move dummy echelon to the right to capture 2 more helipads by next turn.

Turn 2 B

Combat echelon by the right helipad moves to capture the helipad at the middle of the map.

Turn 3 A

2nd combat echelon at the helipad moves up and grabs a bomb.

Turn 3 B

Deploy 2nd dummy at the helipad.

Turn 3 C

2nd combat echelon moves down and on to the gate.

Turn 3 D

1st combat echelon reupplies and moves towards the marked helipad that on the left side of the map.

Turn 4 A

At the beginning of turn 4, take 2nd combat echelon all the way down to the middle water valve at the bottom of the map and plant the bomb for demolition.

Turn 4 B

Move the 2nd combat echelon to the left to avoid blast damage, and move the 1st combat echelon to the marked helipad node.

Turn 5

Hit end turn again to clear the mission.

Observable Limits II

Clear Conditions:

Kill M16

Required Squads:

None

This is relatively simple pattern to fight against the boss. At the start of the battle simply move M4 to the center of the grid [or number 5 on keypad].

Then when M16 starts the exploding grid skill. As soon as bottom left [num pad 1] corner explodes, shift M4 back to the corner and you move back to the center/ num pad 5 position. Then repeat this until you kill M16.

Observable Limits III

Clear Conditions:

Destroy all rebel troops.

Required Squads:

1 Combat [level 90+ / 5x links] + 2 Dummy

This is a night map so if you are using a ARSMG echelon, make sure the PEQ is on. I took RFHG echelon instead as some enemy units here have armor. Start with combat echelon on the helipad.

Turn 1 A

Move combat echelon down 1 and deploy dummy echelon on the helipad.

Turn 1 B

Combat echelon takes out the enemy unit to the left and dummy echelon follows down.

Turn 1 C

Deploy the 2nd dummy unit from the helipad.

Turn 1 D

Combat echelon moves down to the bottom closed helipads, which reveals EMP bomb.

Turn 2 A

On 2nd turn, combat echelon moves down to pick up the bomb.

Turn 2 B

Dummy echelon at the helipad moves down towards the EMP bomb.

Turn 2 C

Combat echelon moves back up and takes the center path towards the Ares boss unit. When combat echelon is adjacent to it, EMP activate will pop up. Use it and fight it at a weakened state.

Turn 2 D

Take the helipad and and end the turn.

Turn 3 A

All that's left to do is repeat the step 2 more times with other two bombs at the bottom. 2nd dummy moves and retrieves the furthest EMP bomb on the left and move back.

Turn 3 B

1st dummy joins the 2nd dummy at the bottom and grabs the last EMP bomb.

Turn 4 A

Bring up the 2nd dummy and swap with the combat echelon and check it at the Area to its left.

Turn 4 B

Combat echelon then swaps back and takes out the weakened Ares.

Turn 4 C

Then begin moving the last EMP bomb back to the top.

Turn 5 A

Once you get the final bomb to the last Ares, just repeat the step and you clear the mission.

Turn 5 B

Ares boss unit has similar pattern as Nyto as you have to burst down the shield before it triggers massive explosion. When shield is down it will go into a stunned state. Thanks to EMP, Ares's AoE laser will only do minor damage and can be mostly ignored.

Light Cone Frame of Reference II

Clear Conditions:

Defeat AA-02 Sinner

Required Squads:

1 Combat [level 90+ / 5x links] + 2 Dummy

We are on a final battle against Yegor and takes bit of preparation to weaken him before we fight him. Start with combat echelon on the HQ and dummy on the other 2 helipads.

Turn 1 A

Dummy echelon picks up the bomb from the bottom and move closer to the HQ.

Turn 1 B

Then 2nd dummy echelon moves across to pick up the 2nd bomb and moves down towards the HQ. You will see the location of the Yegor as you walk by.

Turn 2 A

2nd dummy echelon above will set bomb to explode next turn before moving from the spot.

Turn 2 B

2nd dummy echelon moves down one from the explosion. 1st dummy echelon will move next to the HQ.

Turn 2 C

Combat echelon moves and grabs the EMP bomb that is on the bottom right corner of the screen.

Turn 2 D

Then combat echelon moves back and above the HQ where the artillery unit is.

Turn 3 A

Now that we confirmed that Yegor stepped on a bomb, we move to set 2nd bomb on his path.

Turn 3 B

Deploy 2nd bomb for the explosion next turn and evacuate the dummy echelon out of the way.

Turn 3 C

Turn 4

We skip 4th turn and wait for Yegor to approach closer. Combat echelon activates the artillery to weaken the Yegor. Then we throw the EMP bomb and finish him off, same as 5-1A in terms of pattern, just more HP.

Blackbody Radiation II

Clear Conditions:

Survive for 4 turns and occupy specific node.

Required Squads:

1 Combat [level 90+ / 5x links]

This map is more of puzzle than battle so it can be done with just 1 combat echelon.

Turn 1

Take out the enemy unit on the marked node and return to the HQ.

Turn 2

After resupplying, combat echelon sweeps the right side of the HQ.

Turn 3

To prevent from fighting the Manticore unit, move back onto the HQ.

Turn 4

Finally move on to the marked node and end the turn to clear the mission.

Escape Acceleration II

Clear Conditions:

Defeat Elisa

Required Squads:

2 Combat [level 90+ / 5x links]

The final map of the Polarized Light campaign we fight the Elisa. Start with combat echelon on both starting location.

Turn 1 A

Combat echelon on the left side moves up to activate the console. Then move the combat echelon on the left side to the left.

Turn 1 B

We don't want to get attacked by Goliath plus so we move combat echelon back down to the HQ on the left.

Turn 2

Now that Goliath Plus moved out of the path on the right, send combat echelon through and capture the closed helipad.

Turn 3

Shift combat echelon up one node to capture another helipad. Then combat echelon on the right side moves down and around the one way path. This will draw Manticores away from chokepoint.

Turn 4

Now that Manticore unit is out of the way, simply move past it and down towards the consoles. Make sure to move the combat echelon down 1 node on the left side as well.

Turn 5

combat echelon on the left side moves up and past the Goliath's path. Then combat echelon at the right side moves to the console area.

Turn 6 A

Activate the first console

Turn 6 B

And the second console at the bottom.

Turn 6 C

combat echelon on the left side moves and activates the last console required to unlock the gate to Elisa.

Turn 6 D

Once gate is open M4 will move down and Elisa will meet up for a final battle. Pattern is relatively simple. You need to avoid the blue squares which will knock up M4 in the air for a brief amount of time. However if Elisa goes into pattern that targets all the tiles, you need to step on the blue tile to avoid getting hit. Repeat and rinse until you clear the fight!

Observable Limits EX

Clear Conditions:

Defeat M16A1

Required Squads:

2 Combat + 1 Dummy

As EX map does, this boss fight will be considerably harder fight than normal version of M16A1. There is a EXSF units which will require some repairs on the most cases. I recommend taking an Airstrike fairy at max level, which will help you deal with high HP frontline and quickly shoot down EX Jaeger units at the rear.

Turn 1

Start with combat echelon and deploy 2nd combat echelon at the HQ.

Turn 2 A

Swap the 2nd combat echelon down towards the left side of the map and 1st echelon follows behind.

Turn 2 B

Turn 2 C

Deploy dummy echelon at the HQ.

Turn 2 D

Swap Dummy echelon with 1st combat echelon and move to activate the console and open the gate to the left.

Turn 3

1st combat echelon will move down towards the gate but stop short in order to let Manticore unit move out of the way. There is a Armored doggo units moving up towards the HQ, so I recommend turning on the Airstrike fairy on 1st combat echelon.

Turn 4 A

1st combat echelon picks up the bomb past the gate.

Turn 4 B

Now that HQ is mostly safe, move the 2nd combat echelon back on to the HQ to avoid unnecessary fights.

Turn 5

1st combat echelon with the bomb moves out of the gate and onto the water valve near the center of the map. Do not plant the bomb as we cannot run away from it.

Turn 6 A

Beginning of turn 6, plant the bomb on the valve before moving.

Turn 6 B

Move just to the right and hit end turn.

Turn 7

You will see the M16A1 moving on top, simply hit end turn and fight to beat the boss. If you are curious about her pattern, check out the information page!