• Introduction
  • Mechanics
  • Enemies
  • Bosses
  • MAP GUIDE
  • Rewards/Crates
  • Drops
  • RANKING

Chapter I

  • Starting Point
  • Splinter Point
  • Stroke I-IV
  • Compression I-IV
  • Re-Ignition I-IV
  • Messenger(Hidden)

Starting Point

Clear Conditions:

Take Enemy HQ

Required Squads:

1 Combat + 1 Dummy [Optional]

Typical into map that any echelon can beat.

Turn 1

You can also not bother with Dummy echelon and move 2 each turn.

Turn 2

Move dummy up one, then spawn Friend Echelon with 'eliminate' command.

Splinter Point

Clear Conditions:

Take Enemy HQ

Required Squads:

1 Combat

Typical intro map that any echelon can beat.

Turn 1

We are going to rescue T-doll using top left helipad. Rescue T-doll then continue to move towards helipad.

Turn 2

It is important to not take Helipad directly or you will lose the node by surround capture next turn.

Turn 2

Manually extract the hostage after moving on to the helipad.

  • Stroke I
  • Stroke II
  • Stroke III
  • Stroke IV

Stroke Dead-Center I

Clear Conditions:

Take Enemy HQ

Required Squads:

1 Combat

Turn 1

Combat echelon moves on top of neutral helipad south of the HQ, this also activates Hydra unit at the top next turn when radar turns blue.

Turn 2

Always resupply if you are ever unsure of future combat number.

Turn 3

For the beginners we are going to avoid the route that has Goliath unit. Sweep the units at the bottom side by going counter-clockwise.

Turn 4

All you have to do now is to move to node adjacent to the enemy HQ, and it will be surround captured next turn.

Stroke Dead-Center II

Clear Conditions:

Kill all hostile units on the map.

Required Squads:

1 Combat

This is the map where we take advantage of enemy AI’s “Expand” mechanic.

Turn 1

Take care to avoid mortar shells during combat if you are a beginner.

Turn 2

Move to take helipad so we can resupply at the beginning of next turn. It has to be captured at turn 2 or it will be impossible to use.

Turn 3

Resupply and follow shown path back to HQ, when you end turn, last remaining unit should run into combat echelon.

Stroke Dead-Center III

Clear Conditions:

Establish Supply route and maintain it for 2 turns.

Required Squads:

2 Combat + 1 Dummy Recommended. [Could be done with 1 Combat + 2 Dummy with RNG]

Due to Goliath Plus blocking the path on the bottom, we will have to go through the top route with all the enemy units. Additionally, it is safe to have 2nd combat echelon but it will likely to fight once at most. 

Turn 1

Move combat echelon up one, then deploy 2nd combat echelon.

Turn 2a

Before moving on turn 2, make sure to swap and resupply as it will need to fight five more times.

Turn 2b

Swap back to the front and move 3 to the left, this prevents helipad from being surrounded if you forgotten to resupply, giving you another location to resupply.

Turn 3a

Move combat echelon up one from HQ so that dummy echelon could be deployed. Combat echelon near supply point move down one.

Turn 3b

Since there is a chance that HQ could be attacked next turn, swap dummy and 2nd combat echelon as safety measure.

Turn 4

Combat echelon moves on top of supply point and then dummy moves one to left to finish connecting the route. All you have to do now is end turn until map is cleared.

Stroke Dead-Center IV

Clear Conditions:

Kill Boss unit.

Required Squads:

1 Combat

First map with Boss unit. Key point is to surround capture Jupiter to minimize the damage to your combat echelon before boss fight.

Turn 1a

We are mainly responsible for top half of the map while friend units are taking care of bottom side. Take helipad node south of HQ to increase move points.

Turn 1b

This is important and wasting less turn, make sure to set M4 to "Wait" while other two units are set to "Eliminate".

Turn 2a

Combat echelon moves up one to take care of scout. This prevents helipad from being taken next turn.

Turn 2b

Move back on to helipad and resupply before moving all the way down to node adjacent to Jupiter cannon. You should have plenty of move points.

Turn 2c

Make sure to change AI command to "Eliminate" on M4 before ending turn.

Turn 3

We backtrack the route we took last turn, always making sure to resupply on helipad. Then move down to take the helipad near the Jupiter cannon.

Turn 4

Move combat echelon down one, and set M4 to "wait" command once more or she will run into cannon and blow up. Jupiter cannon should be weakened for us to plow through next turn.

Turn 5

If your echelon is damaged, heal up at the helipad near by before taking on the boss. Killing the boss clears the map.

  • Compression I
  • Compression II
  • Compression III
  • Compression IV

Compression Initiates I

Clear Conditions:

Establish Supply route and maintain it for 3 turns.

Required Squads:

1 Combat + 1 Dummy

Looking rather complicated but it’s simple map to clear using power of Hydra tank.

Turn 1

Combat Echelon swaps with M4 unit then moves all the way to radar node, which activates the Hydra tank as ally. End turn and you will also surround capture helipad next turn. M4's command should be set to "wait"

Turn 2a

Move combat echelon between Hydra and M4.

Turn 2b

Spawn the dummy echelon at the helipad. Now we are going to move M4 out of harm's way by swapping. Also make sure that Hydra Ally is set to "Wait" command.

Turn 2d

The end result is that M4 will be on helipad next to radar node. Then we are going to Move Hydra ally all the way to HQ by Swapping as well.

Turn 2f

We are almost done, now we have to make sure that dummy echelon is also out of harm's way. Swap with Combat echelon and we should be set for this turn.

Turn 2g

Make sure that Hydra Ally is set to "Wait" Command before ending the round. Double check!

Turn 3

All that remains now is moving combat echelon to connect the supply route.

Turn 4

All you have to do now is defend the node that is threaten by the enemy units that can break the route. Afterwards map will be cleared.

Compression Initiates II

Clear Conditions:

Kill all enemy units on the map.

Required Squads:

1 Combat + 2 Dummy

Goal is to wipe out all enemy units on the map, which includes Jupiter cannon. We will do a surround capture to weaken it first then kill it.

Turn 1

Goal for first 2 turn is to maximize move points. Deploy Dummy echelon after moving Combat echelon right one from HQ.

Turn 2

Both dummy and combat echelon are going to take a helipad on each side of HQ.

Turn 3a

There should be 3 mortar units threatening nodes near helipads. Combat echelon moves to take care of them all.

Turn 3b

Before continuing, swap with dummy echelon to resupply combat echelon.

Turn 3c

Swap back then move left one.

Turn 3d

Dummy echelon will move behind combat echelon.

Turn 4a

Combat echelon moves to take care of enemy units on the left edge of the map.

Turn 4b

Dummy echelon follows behind combat echelon. Then spawn 2nd dummy echelon on HQ.

Turn 4c

Swap dummy echelon and combat echelon and dragoon unit will run into combat echelon at the end of this turn.

Turn 5a

Last thing to do is surround capture the Jupiter. Move dummy echelon on HQ to bottom right node near Jupiter.

Turn 5b

Combat echelon and 1st dummy echelon moves onto remaining node that is not under friendly control.

Turn 6

Combat echelon takes out weakened Jupiter and you are all set!

Compression Initiates III

Clear Conditions:

Establish Supply route and maintain it for 2 turns.

Required Squads:

2 Combat + 1 Dummy

This is one map where having multiple combat echelons are required due to enemy density. Take this as one possible solution to this map. 

Turn 1

Start by taking helipad south of HQ, then deploy 2nd combat echelon on the HQ.

Turn 2a

1st combat echelon moves to helipad to right after resupplying.

Turn 2b

2nd combat echelon moves diagonally down one, then deploy dummy echelon on HQ.

Turn 2c

Goal is to keep dummy echelon out of harm's reach while keeping it useful. We are going to swap back 2nd combat echelon to HQ.

Turn 2d

Dummy echelon swaps one more time with 1st combat echelon.

Turn 3a

Make sure to resupply 1st combat echelon by swapping with dummy echelon. Swap back then move in zigzag line towards Supply point.

Turn 3b

Dummy moves between two combat echelon and form a supply route.

Turn 4a

All you have to do now is to defend the supply route. Make sure the dummy echelon stays out of danger by moving combat echelon where it needs to go.

Turn 4b

Once you maintain the route for 2 turns, you should clear the map automatically.

Compression Initiates IV

Clear Conditions:

Kill boss unit.

Required Squads:

2 Combat + 1 Dummy

This is identical map as Exhaust IV map but now we start at the bottom side of the map instead of top. Method will be largely unchanged however. We are going to surround capture the Jupiter then move to kill the boss unit.

Turn 1

We are starting with 2 combat echelons on either side and 1 Dummy echelon on the center helipad. Move to clear all units near Jupiter cannon as shown above. Try to keep your best echelon in good health, as it will need to fight boss.

Turn 2a

As you realized by now, enemy units spawn every turn from the helipad that is inaccessible due to one-way path. Park your combat echelon and dummy echelon near by so that you can resupply by swapping.

Turn 2c

Make sure to swap back or dummy echelon will get run over by spawning unit.

Turn 2d

Combat echelon on the left end moves around to take the helipad near the center of the map. Turn ally units back to "Eliminate" before ending the turn.

Turn 3

Combat echelons move to take remaining node near Jupiter cannon to surround capture.

Turn 4

All that remain is fight with the boss once more.

  • Re-Ignition I
  • Re-Ignition II
  • Re-Ignition III
  • Re-Ignition IV

Re-Ignition I

Clear Conditions:

Establish Supply Route and maintain it for 2 turns.

Required Squads:

2 Combat + 1 Dummy

Large looking map but in reality we only care about the top side, and bottom side will largely take care of itself using ally units. Due to split nature, 2 combat echelon around equal strength is required.

Turn 1

Start off with 2 combat echelon on each place. Only one that we have to toggle is UMP 45 to "wait" and leave rest of ally units as is.

Turn 2a

Continue to clear out the enemy units in each pocket. Spawn dummy echelon on the right side of the map.

Turn 3a

Combat echelon on the right side clears out the remaining units. Combat echelon on the left continues to make route to be connected later.

Turn 3b

Before ending turn, make sure UMP 45 is toggled back to "Eliminate" and UMP 9 is toggled to "Wait".

Turn 4

Last thing to do is combat echelon near HQ to go all the way back up to resupply then kill the last enemy unit in the pocket. For reference, Jupiter cannon drops limited doll, so here's one chance you can get it by attacking weakened Jupiter.

Re-ignition II

Clear Conditions:

Take radar node.

Required Squads:

1 Combat + 1 Dummy

Relatively simple map however Mortar units and Goliath unit could be challenging to beginners. [Those are also units that will drop limited T-doll]

Turn 1

Move combat echelon to left then spawn Dummy on HQ.

Turn 2

If you move to the node shown, there is a chance where you can avoid fights with mortar and Goliath units. Do this if your combat echelon is heavily damaged or you don't care about limited-doll.

Turn 3

Either safely go around the enemy units or go through them for chance at limited drops. Ending turn on Radar node clears the map.

Re-ignition III

Clear Conditions:

Capture enemy HQ.

Required Squads:

2 Combat + 2 Dummies

This is where your normal map meets armor. Recommend two echelons that can take care of armor units. Goliath Plus units are stationary at all times. I will also show you unconventional[?] method to clear this map if your goal is to clear only at all cost.

Turn 1a

Start with two combat echelons on starting point. Move combat echelon up one, then deploy Dummy Echelon.

Turn 1b

Swap location as dummy is safe from combat this turn.

Turn 1c

Repeat the steps with other side, deploy 2nd dummy echelon.

Turn 1d

Swap Combat echelon forward using 2nd dummy echelon.

Turn 1e

Repeat process and bring 2nd combat echelon all the way forward.

Turn 2a

Beginning of turn 2, one of the enemy units will be blocking a path, in this case top side. If one combat echelon is weaker than the other, use the weaker one by swapping towards it.

Turn 2b

The stronger echelon then [bottom side in this case] moves all the way to node near enemy HQ following this path. Goal is to use the stronger echelon to remove all armor units on one side of the map, making it safe for dummy echelon or weaker echelon to move up.

Turn 3

Now that dummy echelon near HQ is threatened, swap with combat echelon. Then dummy echelon moves up along safe side of the map to meet up with combat echelon.

Turn 4a

Once all hostile units are taken care of for dummy echelon, move in position to surround capture the enemy HQ.

Turn 5

All you have to do now is take last two nodes by enemy HQ and you will clear the mission.

Now for those who have hard time beating this map or is short on resources, try out only dummy method!

Re-ignition IV

Clear Conditions:

Establish Supply Route and maintain it for 2 turns

Required Squads:

2 Combat + 1 Dummy

This is the farming map for MP7 and it also gets bit tricky with puzzle. however once you understand the logic, it’s easy sailing then on. Two strong echelon at level around 70 4x is recommended if you do not want to incur heavy repair cost.

Turn 1a

Start off by moving combat echelon to helipad bottom left. Spawn 2nd combat echelon.

Turn 1b

Set Ally commands so that only G11 is on "Eliminate" and rest on "Wait".

Turn 2a

Combat echelon on bottom left move up and to right and combat echelon on HQ move to right. Deploy Dummy echelon on HQ.

Turn 2b

As you noticed, Goliath Plus unit also moved up one, as same line as HK416. We now change HK to "Eliminate" while rest stays on standby.

Turn 3a

Depending on your combat echelon's health level, swap out between two combat echelons so no echelon goes too low. Resupply by swapping as you see fit.

Turn 3b

Here i swapped between Pink and Yellow echelon because one was too low on health.

Turn 3c

Eliminate enemy units near the combat echelon.

Turn 3d

If you are worried about dummy echelon being exposed to battle, it will not move towards dummy. [At least during numerous trials]

Turn 3e

Don't forget to change UMP 9's command to "Eliminate" before ending turn.

Turn 4a

Combat echelon moves to connect route to HQ. Swap echelon on HQ and dummy to save move points.

Turn 4c

Lastly, UMP 45 is set to "Eliminate".

Turn 5

Your route should be established now, all you have to do is defend it from the enemy units from being broken for 2 turns.

Messenger

Clear Conditions:

Capture enemy HQ.

Required Squads:

1 Dummy

In order to unlock this map, you need to kill Executioner 5 times in Great Retreat chapter. This unsuspecting map is where your RNG will be tested. There’s hidden achievement where you can take enemy HQ without having a single combat. Test your luck and let me know how many tries it took.

Turn "Is this a joke?" It actually isn't.

All you have to do is take your dummy echelon down the path of RNG... Good luck!

1
d

Chapter II

  • Second Moon
  • Queen's Gambit I-IV
  • Castling I-IV
  • Promotion I-IV
  • Minor Pieces Draw I-IV
  • Survivor(Hidden)

Second Moon: Splitting Point

Clear Conditions:

Capture radar node.

Required Squads:

1 Combat [Night/Armor]+ 1 Dummy

This is relatively simple map that has some armor units on the way. If you have AR echelon that is self-buff or RFHG, lvl 70 with 4x link should be able blast through with 3 star equipment.

Turn 1

Deploy dummy echelon on the helipad to gain an additional move next turn.

Turn 2

If you want to kill more units on the way you can take different routes, but the route shown should offer no/the least amount of enemy units between the radar.

  • Queen's Gambit I
  • Queen's Gambit II
  • Queen's Gambit III
  • Queen's Gambit IV

Queen's Gambit I

Clear Conditions:

Capture enemy HQ.

Required Squads:

1 Combat [night/armor]

Turn 1

Another simple map where you can go either top or bottom route. For sake of guide I took top route. Take the helipad for additional move point.

Turn 2

We are short on move point to get to the HQ this turn, so we take radar and wait a turn.

Turn 3

There's a really weak tank that all you have to do is empty the middle row so that no T-doll can be shot by tank. Should be a easy win.

Queen's Gambit II

Clear Conditions:

Capture enemy helipad within given turn.

Required Squads:

1 Combat [Night]

Turn 1

You can start anywhere, all you have to do is get to the helipad on the other end of the map. There's new enemy unit that plants mines as it approaches, if you cannot kill it before it reaches your T-dolls, you will have to either retreat dolls on that row or move the dolls out of the way. Should be an easy fight regardless.

Queen's Gambit III

Clear Conditions:

Establish Supply Route and maintain it for 2 turns.

Required Squads:

1 Combat [Night/Armor]

This is the map where you are restricted to having only one echelon for the map, but it’s designed to be beaten by one echelon so shouldn’t be an issue.

Turn 1

Combat echelon will move 1 node per turn so that it can establish supply route to destination.

Turn 2

There's shouldn't be much of challenge other than managing health of your echelon if T-dolls are under-leveled or under equipped.

Turn 3

Just move single node per turn.

Turn 4

Your echelon should be out of ammo but with two enemy units near by. This is perfectly fine as no enemy units near you will attack you. Just keep hitting End round button until map is cleared.

Queen's Gambit IV

Clear Conditions:

Establish Supply Route and maintain it for 5 turns.

Required Squads:

1 Combat [Night/Armor] + 1 Dummy OR 2nd Combat

Turn 1

This map has bit of RNG where if you only have 1 Combat Echelon, your Supply point can be taken by enemy units and will have to test your luck once more later down the line. However this method is fairly consistent if supply point is not taken at the end of 1st turn. Combat echelon starts at the HQ and move to take helipad Northwest of HQ.

Turn 2a

Combat echelon resupplies then Sweep its way to Supply point. Then swap with dummy unit on helipad.

Turn 2b

Just to provide buffer zone for later turns, take out the armor unit that's on radar.

Turn 3a

As you can see now that there's two enemy units threatening the supply point. Move up the combat echelon and swap so that dummy echelon is out of harm's way.

Turn 3b

Kill the armor unit on the left side that can sever the supply route.

Turn 3c

After that you should not see any more units coming from the yellow helipad until end of the mission. Guard the Supply point with your combat echelon.

  • Castling I
  • Castling II
  • Castling III
  • Castling IV

Castling I

Clear Conditions:

Capture enemy HQ.

Required Squads:

1 Combat [Night]

This map is rather brutal for under-leveled T-dolls so I recommend getting your echelon to decent skill levels and gears. [70/4x link/good night vision equipment]. You only need 1 echelon. 

Turn 1

Take helipad in front of starting point then end turn.

Turn 2

I found that taking the left route is best way and has least number of enemies on the way to HQ. Because you are going to lose the helipad up top, take the helipad here in case if you need to resupply.

Turn 3

You can choose the route that has least number of enemies on the way to enemy HQ.

Castling II

Clear Conditions:

Capture enemy HQ.

Required Squads:

1 Combat [Night]

Turn 1

This map is real simple in a way that you don't have to do anything but move your echelon 2 nodes every turn. You also don't have to worry about ally unit on the other end of the map.

Turn 2

Keep moving your echelon 2 nodes per turn.

Turn 3

And you beat the map!

Castling III

Clear Conditions:

Kill all enemy units on the map within given turns.

Required Squads:

2 Combat [Night] + 1 Dummy [Optional]

This map is the one that has RNG dependent and will be needed to adjust your moves at the end to kill last two enemy units.

Turn 1

But start is always same by taking helipad and deploying 2nd combat echelon.

Turn 2

By now you should see a single red node in one of 3 "tendrils" that shoots out from the left side of the map. That's where one of the enemy unit is. I have marked such location with Green diamond shape [there is one more below that is cut off from image]. If you want to have spare move point next turn, spawning dummy echelon here would be recommended.

Turn 3

On turn 3, you have will have enough move point to find remaining 2 enemy units and a spare turn to kill them.

Castling IV

Clear Conditions:

Capture enemy HQ.

Required Squads:

1 Combat [Night] + 2 Dummy

This is large map but we are only going to use the right third of the map for actual clearing. This method shown is not an S-rank clear. Start with two Dummy echelons on each helipad.

Turn 1a

Again we are going to ignore the entirety of left side of the map other than moving dummy one to the right to take helipad. Then on the right side, Move dummy up 1 then spawn your combat echelon. Combat echelon is going to be going against Striker units, so if you can't burst front line quickly, I recommend RFHG team.

Turn 1b

Swap the dummy and combat echelon's location.

Turn 1c

Then we are going to swap so that Ally echelon is going to be all the way in the front, followed by Combat echelon then dummy echelon at the rear. Make sure the ally echelon is set to "Eliminate" before ending turn.

Turn 2a

At this point, Ally echelon should have taken care of Goliath Plus unit, which cleared the way for combat echelon to move forward. Move up one with combat echelon then swap with ally unit.

Turn 2b

Combat echelon move all the way to the "?" node which is the ambush node. Kill the striker units and clear the path way for dummy echelon.

Turn 2c

Dummy echelon now move all the way up to the radar right below enemy HQ. Make sure to follow the path that is cleared of ambush tiles. Stepping on the radar unit activates abandoned robot unit on the right side of the map.

Turn 2d

If you want to be absolutely sure of not messing with RNG, you can wait a turn for Boss to move before setting ally robot unit to "Capture" command. I have tried about 10 times and each time boss went for dummy, but I could be just lucky.

Turn 3

Once Boss unit moves out of the way and robot makes its way to enemy HQ, map is cleared. If you waited a turn for boss to move before activating the ally robot, move combat echelon away from Boss unit so it doesn't fight it.

  • Promotion I
  • Promotion II
  • Promotion III
  • Promotion IV

Promotion I

Clear Conditions:

Kill all enemy units within given turns.

Required Squads:

2 Combat [Night/Armor]

This map has hidden achievement where if you control all nodes at the end of the mission, you get bonus resources and experience. We are going to achieve that by spending 1 extra turn.