• Overview
  • Mechanics
  • Enemies
  • Bosses
  • Map Guide
  • Rewards
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. 

  • Normal

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.

  • Normal
  • EX1
  • EX2

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.

  • Normal

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.

  • Normal

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.

  • Normal

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

  • Normal

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.

  • Normal 1
  • Normal 2

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.

  • Normal

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.

  • Normal

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.

  • Normal

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.

  • EX

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.

  • Normal

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.

  • Normal

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.

  • Normal

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.

  • Normal

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.

  • Normal

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.

  • Normal

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.

  • Normal
  • EX

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