Looking for a guide to help you conquer Reverse Collapse: Code Name Bakery? Look no further! In this walkthrough, we’ll show you the easy way to navigate through all chapters, including the good and bad ending routes. Plus, we’ll reveal secret documents and collection items with screenshots for your convenience. We hope this tactical guide from IOPwiki will be useful for you!
Chapter 1 – Proloque & Act 1-3
Units
- Playable
- Mendo
Enemies
- Scouts
Map
This is a basic tutorial map. Follow the game’s instructions.
Secrets:
Location of Collectible “Burned Paper”
Units
- Playable
- Mendo
- Mysterious Girl
Enemies
- Scouts
- Sniper
Map
This is a battle tutorial map. Follow the game’s instructions but remember to pick up the items along the way.
Secrets:
Location of Collectible “Heavy Coat”
Units
- Playable
- Mendo
- Mysterious Girl
Enemies
- Scouts
- Sniper
Map
This is a stealth tutorial map. Follow the game’s instructions but remember to pick up the items along the way.
Secrets:
Location of Secret Document “Summary of the Antarctic War Situation”.
Location of Collectible “Edelweiss”.
Units
- Playable
- Mendo
- Mysterious Girl
Enemies
- Scouts
- Sniper
- Commando
Map
The first part is essentially a sneak tutorial. Once the snowstorm disappears, it becomes a combat map where you must first push quickly through the bridge, then weather the incoming enemies. One of the Commandos will have an accessory for Mendo’s Python gun.
Secrets:
Location of Secret Document “Report on the Antarctic Union’s Relic Technology”.
Location of Collectible “Boxful of Trophies”.
Chapter 1 (Part 2) Act 4-6
Units
- Playable
- Mendo
- Mysterious Girl
Enemies
- Scouts
- Elite Scout
- Commando
- Snipers
Map
You’ll start in the upper left corner and must eliminate all enemies. Enemy groups will not move until provoked, so they can be handled group by group. On turn 4, a snowstorm will appear, opening stealth options but reducing visibility, so the materials to craft a scanner will be provided. A sizeable wave of reinforcements will arrive from the east near in the end, including an Elite Scout with an accessory for Mendo’s Python. Bringing explosives is recommended due to the ability of Elite Scouts to reach 0% hit chance while hidden in buildings during the snowstorm.
Secrets:
Location of Collectible “Tactical Gloves”.
Units
- Playable
- Mendo
Enemies
- Scouts
- Sniper
- Commando
- Elite Sniper
Map
A stealth-focused mission starting with a critically wounded Mendo. Fighting a way through the incoming enemies is still possible but will forfeit S-rank. Don’t miss the purple tile before the objective containing an accessory for Mendo’s Bison
Secrets:
Location of Collectible “Broken Shield”.
Max AP of the entire team increases from 10 to 11 from this mission on, Mendo acquires the Bison gun and Training Simulation – Annihilation is unlocked.
Units
- Playable
- Mendo
- Mysterious Girl
Enemies
- Scouts
- Sniper
- Commandos
- Elite Commandos
Map
A defense map against an onslaught of enemies. Don’t plan to rely on the buildings in the starting area to heal as they will be destroyed on turn 3. Remember to soften approaching enemies with traps. On Turn 7, the battlefield will shift to the forest below the starting area, with enemies incoming from both the left and right. The trees in the center will also become unsafe a turn later as snipers are positioned on the slope above. Two enemies will yield weapon accessories in this second phase.
Secrets:
Location of Secret Document “Inner Caucasus Theater Unit Deployment – Zones A & B”.
Location of Collectible “Shiny Coin”.
Chapter 2 – Act 1-6
The Backpack Capacity of the entire team is upgraded from 12 to 18 at the start of this mission.
Units
- Playable
- Mendo
- Jefuty
Enemies
- Scouts
- Commandos
- Snipers
Map
Stealth-based level using the same map as Chapter 1 Act 3, but starting from the bottom left. The first purple tile on the way contains a weapon accessory for Jefuty, the other two contain useful items. You will automatically be detected some way before the exit and will have to quickly fight your way through.
Secrets:
Location of Collectible “Exquisite wigs”.
Units
- Playable
- Mendo
- Jefuty
- Betty
- Ruby
- Valmet
- Abigail
Enemies
- Scouts
- Snipers
- Commandos
- Medic
- Elite Scout – Aye
- Elite Scout – Ivor
Map
Mendo, Valmet and Ruby cannot be controlled until they reach the command post on turn 10, letting you focus on defending the truck at first. Note that a second boss will appear on the same turn.
The Dolls all have powerful abilities you should make use of. Use Betty’s mobility to gather the grenades around the truck and stock up on traps, exploit Abigail’s survivability, and Abigail and Valmet’s AoE Ultimate Skills. Remember to use the Repair function on the Barbed Wire Barricade the game will tell you to use (not the Recover function, which will bring it back to inventory). Quickly deal with these reinforcements coming from the left on turn 3 to prepare for the onslaught coming upward starting on turn 5.
Explosives bypass the bosses’ dodge ability. Avoid letting your units in a formation vulnerable to their cross-shaped grenade ability. Aye holds a weapon accessory for Mendo and Ivor an upgrade blueprint.
Secrets:
Location of Collectible “Collectible Game Tapes”.
Location of Secret Document “Transcript of Zone Definitions”.
Units
- Playable
- Mendo
- Jefuty
Enemies
- Turrets
Map
A sort of reverse-stealth map where the goal is to navigate among traps in low visibility. Scanners can be repeatedly deployed and recovered within the same turn to clear the way and prevent them from being destroyed by turrets during the enemy’s turn if they were place adjacent to one. Fog of war cleared this way will stay cleared only for the current turn.
You’ll be forced to take either the top or bottom route due to the center route being completely covered in the turrets’ field of view. Note that all menaces on this map insta-kill your units and that Mendo’s Obsession trait doesn’t work in this mission. Make sure when detonating traps that you’re not on a tile adjacent to the head of the trap (by the way the turrets can’t be destroyed by the trap’s explosion). The tile were a trap was detonated will enter a turret’s visibility range until the next turn. Beware of the Medium Turrets near the exit of the map as, unlike the Standard Turrets in the rest of the level, their firing range is bigger than their visibility range, so be sure to be concealed when approaching.
Remember that all items of type Equipment (purple) are automatically sent back to the backpack at the start of the next mission even if they are destroyed, so there’s no penalty for using every turret, scanner and barricade you have to clear up traps. Trip mines also work but won’t be refunded. Grenades can’t trigger the traps.
After finding and detecting the suspicious building, the turrets at the top are the ones that need to be disabled: since the path from the bottom is blocked by wreckage, you can only reach the objective from the top.
The lower purple tile contains materials to make standees and is safe to reach. The upper purple tile also contains a weapon accessory for Mendo but is on a trapped tile. The two orange tiles on the bottom right part of the map are Parts; since only one unit needs to reach the end goal to clear the map, one unit can be sent to recover these items.
Secrets:
Composite map showing traps and turrets.
Location of Collectible “Best-selling Novels”.
Training Simulation – Assassination is unlocked and normal visual range of the entire team is increased from 4 to 5 at the start of this mission.
Units
- Playable
- Mendo
- Jefuty
- Atena
- Jevon
Enemies
- Scouts
- Snipers
- Commandos
- Elite Commando
- Elite Scout
- Elite Sniper – Mach
Map
This level takes place on the same map as Chapter 1 Act 5. Reinforcements will arrive from the bottom right soon after engaging the second group of enemies, and soon after engaging with the boss. Beware as the boss can move after attacking, which it will use for hit-and-run tactics, and reduce the AP of nearby allies if he defeats one of them. It will yield a weapon accessory for Mendo.
Secrets:
Location of Collectible “Army Lapel Pins”.
Units
- Playable
- Mendo
- Jefuty
- Jevon
- Atena
Enemies
- Scouts
- Snipers
- Commandos
- Elite Sniper
- Elite Scouts
- Elite Commandos
- Commander
- Medic
Map
This level can be cleared by surviving 14 turns or defeating all enemies (over 65 of them). Remember to use the turrets’ repair skill. On turn 5, numerous elites, including an Elite Commando boss, will appear on all sides. The enemy Commander provides a buff granting all enemies nearby guaranteed critical hits but will not move until many enemies have been killed. The Underground Passage structures are useful for hit-and-run tactics as long as you remember that it costs 2 AP to step on the tile + 1 AP to teleport.
Secrets:
Location of Secret Document “Codename “Operation Bakery” Briefing”.
Location of Collectible “Old Geiger Counter”.
The Max AP of the entire team will be increased from 11 to 12 at the start of this level.
Playable: Mendo, Jefuty, Atena
Enemies:
Scouts
Commandos
Snipers
Elite Scouts
Elite Commandos
Map
Stealth map where the three characters must act separately, 10 extra soporific darts will be provided at the start to silently neutralize enemies in the way. Remember that you can craft more and that enemies tranquilized within view of another enemy will sounds an alarm. Get the item on the purple tile right under Jefuty’s starting position to craft an extra Advanced Scanner and use High Ground tiles to boost the range of your scanners. The purple tile on the right is a weapon part for Atena, and the one on the left a Standee material that will require two darts to get.
Reinforcements will arrive from the top on turn 9 and patrol the top right part of the map. The mission will complete as soon as all three units have reached their destination, so no need to plan for an exit.
Secrets:
Location of Collectible “Yellow Armband”.
Chapter 2 (Part 2) Act 7-9
The Max SP of the entire team will be increased from 50 to 60 and the Training Simulation – Defense will be unlocked at the start of this level. Jefuty acquires the costume “Standard Coat” at the end of this level.
Units
- Playable
- Mendo
- Jefuty
- Atena
Enemies
- Scouts
- Commandos
- Snipers
- Medics
- Elite Snipers
- Elite Scouts
- Machine Gunners
- Lige?
Map
First Phase
Make sure to keep as many turrets, RC bombs, barricades, and skill points as possible for the boss fight.
The two purple tiles near Atena’s starting position contain materials to craft an tier 2 turret. All units on the field except Jefuty will take damage when ending their turn on a Epiphyllum tile (though this effect will be mitigated as long as there are enemy Medics present). These tiles can be destroyed by incendiary grenades, creating a tile with a hefty evasion penalty.
Enemy reinforcements including several elite will arrive from the top right on turn 8. Their Elite Sniper holds a weapon accessory. The Machine Gunner on the lower left also holds a weapon accessory.
Heal your units if needed before killing the last enemy, as you won’t have an opportunity to heal before the boss fight.
Second Phase
This phase starts with a bonus preparation phase for you to replenish your items. Make sure to save there, since choosing to restart the battle will send you back to the first phase.
The key to this fight is to exploit the fact that the boss will always prioritize targeting Jefuty (access the Battlefield Information screen in the pause menu and look at the Battlefield Information tab to review the boss’ targeting mechanics). Using Mendo, Atena, barricades, radars and turrets, build “killboxes” that will force the boss to step on Epiphyllum tiles. Prepare to deal as much damage as possible in a single turn: deploy your turrets and plant your RC bombs in advance. Use Mondo’s ultimate skill to maximize turret damage and Atena’s Mad Bomber skill to boost the damage of her grenades. Use Jefuty’s Support Fire skill to get an additional shot for each attack from Mendo and Atena, and use Jefuty’s ultimate skill for healing and damage boost.
The boss will heal to full health one time, clearing its debuff but refunding the allies to full AP. It will then target Jefuty or the next preferential target if Jefuty is out of range, preventing it from taking action while using one turn to charge a dash attack dealing two one-hit guaranteed kills. Turrets and radars can be deployed in her path to use up those guaranteed kills and ensure the target survives. Ideally, the target would have been positioned so the boss ends the dash on an Epiphyllum tile.
Location of Collectible “Red Label”.
Units
- Playable
- Mendo carrying Jefuty
Enemies
- Scouts
Map
A Mica-style puzzle map. The only action any unit in this level can take is move one tile at a time. The only special mechanic to account for is that staying more than two turns on a Thin Ice tile will lead to a game over. The item at the center of the map is a hefty 1000 parts. Save often.
Secrets
Location of Collectible “Rusty Sword Hilt”.
The Max AP of the entire team will be increased from 12 to 13 at the start of this level.
Units
- Playable
- Mendo
- Jefuty
- Atena
Enemies
- Scouts
- Commandos
- Elite Scouts
- Machine Gunners
Map
A stealth map. The purple tile at the bottom right contains the materials to craft a new advanced scanner and the one in the base a weapon part.
Save at the start of the second phase of the mission as complications will pile up fast, the most notable of which is a tank with a perfect detection radius of seven tiles passing through the base once you’ve made sufficient headway.
You’ll have an opportunity to tranquilize the enemy commander going down the left side of the base to get his security card, which is required to access the secret document.
Location of Secret Document “Cp57 Special Experimental Materials” (after using the security card).
Location of Collectible “Decoration”.
Chapter 3 – Proloque & Act 1-4
Units
- Playable
- Jefuty
- Lige
- Anderson
Enemies
- Scouts
- Commandos
- Sniper
- Elite Commando
- Elite Scout
- Svarog
Map
Straightforward combat map where Anderson briefly becomes playable. Note that the tank will require multiple rocket shots to destroy.
Secrets:
Location of Secret Document “Razor Surveillance Report: Project Initiated”.
Location of Collectible “Skull Cap”.
The Backpack Capacity of the entire team will be increased from 18 to 24 at the start of this level.
Units
- Playable
- Jefuty
- Mendo
Enemies
- Terminally Infected Individual
- Transmogrified Infected Individual
Map
Prepare rocket launchers for this mission.
Stealth map with very low visibility and high concentration of enemies. The additional map is a tad obtuse but still contains the hints you’ll need to locate some unmarked objectives. This a good level to get the Heaven’s Eye achievements due to the extreme concentration of ELIDs.
The enemies only have a one-tile detection radius and you will be provided with 12 items to lure them away for 1 turn (more can be found on the map). Go down from the starting position to find a Haunted House Passage tile, which will let you teleport around the map (but don’t end a turn on them or you’ll lose a small amount of HP). Several of these exits lead to dead ends.
To activate the top switch, you’ll need to get the Administrator Access Card from an enemy. Take it out by luring it in a mushroom field before igniting it with an incendiary grenade, or with a rocket launcher and either flee or distract the incoming enemies with acoustic generators. The leftmost switch will require both characters to activate. The level will end as soon as you activate the last switch.
The collectible is unlocked with the bonus item Event Planning Manual, located on the entrance tile of the hotel on the top left corner. You’ll need to use a lot of generators to lure the enemies away first.
In this level, Jefuty will start shivering from fear if she is more than three tiles away from Mendo.
Secrets:
Location of Secret Document “Investigation Materials on Paradeus”.
Location of Collectible “Robot Model”.
The Training Simulation – Shootout will be unlocked at the start of this level.
Units
- Playable
- Jefuty
- Mendo
Enemies
- Scouts
- Commandos
- Snipers
- Medics
- AA-03s
- Elite COmmandos
- Shrike Mitotic Specimens
- Transmogrified Infected Individual
- Terminally Infected Individuals
Map
Don’t rush to craft too many expensive blood bullets before the fight, you’ll be granted several as the fight starts.
The map is the same as Chapter 2 Act 7. You can leave some structures behind you as you advance to distract the ELIDs. Don’t get bogged down fighting at the starting zone as an ELID will arrive there on turn 3. Jefuty can snipe the enemies that will arrive to guard the objective area from the overlooking cliff, if not, these enemies will charge once you get near at the same time other ELIDs arrive from the edges of the map, pincering you.
The left most Shrike holds a weapon accessory. Shrikes will always prioritize your units over ELIDs if you enter their large (and invisible) detection range, it would be to your advantage to wait for one to use its Crippling Dash on an ELID before approaching. Worth noting that Camouflage Standees don’t fool Shrikes.
Secrets
Location of Collectible “Collapse Crystal”.
The Anti-Stealth Visual Range of the entire team will be increased from 1 to 2 at the start of this level.
Units
- Playable
- Jefuty
- Mendo
- Atena
Enemies
- Scouts
- Commandos
- Snipers
- Elite Scouts
- Elite Snipers
- Machine Gunners
- Commanders
- Special Forces – Skull
- Sugar
- AA-03s
- Transmogrified Infected Individual
- Terminally Infected Individuals
- Super Mutant Lambda
Map
A stealth map, in the “if nobody’s left alive, it counts as stealth” definition. Each tower can lure ELIDs 30 times and fire 3 times.
The purple tile nearest to the starting point has the materials to craft a new radar. The one in the ruins is a weapon accessory and the one on the cliff a cheat item. The commander during the second part of the map holds an intermediate weapon blueprint, and the purple tile on the bottom tower the materials to make another Electric Barricade.
The requirement “Allied units don’t use Normal Attack” still counts if you use objects, so you can rely on grenades to clean up enemies that survived cannon shots on little HP with grenades if necessary. The level will be won as long as one unit is standing when the gate is destroyed, so risky strategies are okay to use.
Secrets:
Location of Secret Document “Lunasia Von Oberstein”.
Location of Collectible “Damaged Jammer”.
Units
- Playable
- Jefuty
- Mendo
- Atena
- Carl
Enemies
- Scouts
- Snipers
- Commandos
- Medics
- Elite Scouts
- Elite Commandos
- Elite Medic
- Elite Sniper
- Special Forces – Skull
- Commander – Gregory
- Svarogs
- AA-03s
Map
The first area of the map can be cleared with stealth, but you’ll have to alternate fight and stealth once you cross the bridges. The tanks will be unmanned when the fighting begins, you can rush to intercept the Elite Commando pilot before they are activated. You’ll get a chance to take down another tank when you approach the top right of the map, but beware as the boss has a whole heap of HP and the ability to double damage taken by your units. Consider having a unit on standby near the last objectives to clear the map if things go south. The density of buildings in the final area can make enemies difficult to hit, have shockwave grenades on hand to dislodge them.
The bottom left purple tile has materials to craft a new electric fence, and the top right one the materials to craft a standard turret. The Special Force arriving as you approach the last area holds a weapon accessory, same for the boss (if you can empty his huge HP pool).
Secrets
Location of Secret Document “Antarctic Union’s Genetics Breeding Technology Investigation Reports”.
Location of Collectible “Superchip” (destroy the truck, be careful an enemy will exit it).
Chapter 3 (Part 2) Act 5-8
The Max AP of the entire team will be increased from 13 to 14 and the Normal Visual Range of the entire team will be increased from 5 to 6, and the outfit URNC Commander Coat for Carl will be unlocked at the start of this level.
Units
- Playable
- Jefuty
- Mendo
- Carl
Enemies
- Scouts
- Elite Scouts
- Commandos
Map
A stealth map where you can talk to some of the enemies with Carl while the others must sneak their way in. You can see the names of the soldiers on the bottom left of the screen by hovering over them. Ask the first enemy (Alexander) about the duty roster, you’ll need it to identify Heris’s teammate Andrei during the second phase of the mission. When it comes time to talk with Boris, threaten him to get the key item (or go to the cafeteria as early as possible to skip the fetch quest). The third phase only requires you to bring one character to the end zone, Jefuty being the easiest.
The first patrolling soldier (Anisim) will hand over the searchlight routes if you ask for the defense plan. The Elite Scout at the bottom (Pankratty) can be ordered to get one of the Scouts at the top of the map to leave the area, making Jefuty’s work easier. The Elite Scout above barrack 12 (Gennady) controls the searchlights, allowing you to skip the searchlight movements for 1 turn (repeatable) or turn off all searchlights for 3 turns (one time only). This last one will be mandatory to get the last bomb planting objectives for Jefuty and Mendo. Carl’s bomb planting tile will require you to fetch some vodka from the vending machine near the basketball field then talk twice to the soldier (Niknovic) to get him to move. Get the Lime liqueur too to score this map’s collectible.
The bottom purple tile has a weapon accessory and the top top right one turret materials.
The level’s Secret Document is unlocked by first asking Pasha about recycling, then subtly asking Valentin for info, then offering reassurance to Vitkor to locate the file at the bottom right of the map.
Secrets
Location of Secret Document “Small Raptor Photography Project” (only after completing the dialogues requirement).
Location of Collectible “Lime Liqueur”.
The Training Simulation – Breakthrough and Jefuty’s weapon Petrel will be unlocked at the start of this level.
Units
- Playable
- Jefuty
- Mendo
- Carl
- Atena
Enemies
- Scouts
- Elite Scouts
- Snipers
- Elite Snipers
- Commandos
- Elite Commandos
- Medic
- Commander
- Elite Commander
- Special Forces – Skull
- Oleg
- Simargl
- Marzanna
- AA-03s
Map
The AA-03 arriving from the left and one of the Skulls have a weapon accessory for Jevon when he joins for the second phase of the level. The purple tiles near the last objective contain useful weapon accessories and materials.
You won’t have to fully empty the boss’ life bar. Prepare every rocket launcher you have to reach the amount of damage needed to cause to it.
Secrets
Location of Collectible “Moon Photo”.
The Max SP of the entire team will be increased from 60 to 70, Atena will unlock the weapon Oryx, Mendo and Atena will unlock the TASA Combat Uniform and Jevon the Combat Bodysuit at the start of this level.
Units
- Playable
- Jefuty
- Mendo
- Carl
- Atena
- Jevon
Enemies
- Scouts
- Elite Scouts
- Commandos
- Elite Commandos
- Snipers
- Elite Snipers
- Kirill
- Jarilo
- Diberg
Map
An autonomous recon vehicle will be provided at the start to map out the mines. The purple tile in the forest contains a cheat item, and the one in the ruins contains materials for a standard turret. The fight will move to the top part of the map during phase 2 so don’t get caught up trying to get the items too early, but disarming the traps in advance will work to your advantage (it’s safe since equipments deployed during phase 1 on tiles occupied by enemies at the start of phase 2 will be returned instead of destroyed).
During phase 1, the boss can be distracted using barriers. You’ll have an occasion to make more rocket launchers to deal with the mobile fortress before phase 2. The mobile fortress and the bottom tank hold weapon accessories. The energy drain grenades you’ll gain at the start of the phase are used to hamper the Jarilo’s tracking shot ability.
Note that there are two possible triggers for phase 2, which is the arrival of the mobile fortress: friendly unit stepping on any tile of the row directly below the roadblocks visible at the right, or Kirill reaching 0 HP. This means it is possible to preemptively move units above the roadblocks before bringing Kirill to low HP. This way, it is possible to take out the mostly static enemy forces, disable all the traps and lastly bring Kirill to 0 HP, making the mobile fortress fight easier by having to fight only the tanks.
You’ll want to wrap up the fight fast, as Kirill will return near the end of the fight with an energy charger and defense installations, and an awful lot of elite reinforcements.
Secrets
Location of Secret Document “Warszawa Incident Original Report”.
Location of Collectible “Red Gloves”.
Units
- Playable
- Jefuty
- Mendo
Enemies
- Scouts (Shrike)
- Commandos (Shrike)
- TASA Members (Shrike)
- Atena (Shrike)
- Jevon (Shrike)
- Carl (Shrike)
- Shrike β
Map
Craft as many blood bullets as you can before this fight in order to quickly take out the Shrikes during the boss fight (do not use them on the boss as they don’t have any special effect). Some more can be found on the map. Advancing in the battle will depend on the amount of Shrikes killed, not how much HP the boss has lost. Use the tiles with low mobility at the center of the map and barriers to buy time.
The Crimson Blisters left by TASA Members will triple damages taken by the boss (a stronger version of the effect caused by the Blood Grenades obtained as the fight drags on). Jevon, Carl and Atena will, leave multiple Crimson Blisters as well as a Deep Blue Blister that weakens the boss’ attacks.
Note that any object planted on top of corpses will be deleted when they are resurrected rather than detonate (this includes traps and mines).
The two purple tiles contain weapon accessories.
Secrets:
Location of Collectible “Red Dragon Pendant”.
Chapter 4 (Good & Bad End Routes & All 38 Stages)
Chapter 4 (Divergence Point / Fighting Side / Support in the Woods / Deviation / Preemptive Strike / High Ground Setup / PBattle
This is a list of levels in Chapter 4 of Reverse Collapse: Code Name Bakery. Players will be familiar with many of the levels in this chapter.
During this chapter, the Timeline menu is available in the preparation phase. The timeline shows the possible sequences of levels in the chapter. Certain levels represented by stars are Divergence Points, where the timeline branches depending on the objective attained to complete the level. Reaching the end of a timeline grants Memory Points (sometimes called “Jump Points”), which enable Memory Leaps (or “Visual Leaps”) to the preparation phase of a previously completed Divergent Point. All upgrades are kept between jumps, making runs easier as players progress through the chapter (though it is still important to not overspend resources). It is also possible to jump ahead to a level farther in the current timeline, expending one memory point per level skipped. These systems disappear after The Final Battle II is completed and free replay is unlocked.
Not all Divergence Points will be available at the start. Reaching a “bad ending” in each of the two main branches of the chapter will unlock the Divergence Points leading to the “true ending”.
Due to the lack of linearity in this chapter, levels are ordered by their internal ID.
Jefuty unlocks the special skill Backtrack at the start of this level.
Units
- Playable
- Jefuty
Enemies
- Scouts
- Elite Scout
- Sniper
- Commandos
- Elite Commando
- Svarog
Map
Exiting the map from the left leads to the level Fighting Side by Side.
Exiting the map from the right leads to the level Iron Bridge Conflict.
A Sniper holding a weapon accessory for Jefuty will arrive from the bottom on turn 2.
Secrets
Location of Collectible “VR Gaming Device”.
Units
- Playable
- Jefuty
- Mendo
Enemies
- Scouts
- Elite Scout
- Snipers
- Elite Sniper
- Commandos
- Elite Commando
- Machine Gunners
- Commander
Map
Exiting the map from the left leads to the level Preemptive Strike.
Exiting the map from the right leads to the level Support in the Woods (bad end!)
The same map as Chapter 1 Act 1 (feeling nostalgic?). The Elite Commando holds a sight weapon accessory.
Secrets
Location of Secret Document “Transcript of Zone Definitions – Illustration”.
Location of Collectible “Small Notepad”.
Units
- Playable
- Jefuty
- Mendo
Enemies
- Scouts
- Elite Scouts
- Snipers
- Elite Sniper
- Commandos
- Elite Commandos
- Medic
- Machine Gunners
- Commanders
Map
Map
This level leads to Deviation
Same map as Chapter 1 Act 5 and Chapter 2 Act 4, but starting from the top instead of the bottom or the middle. By turn 4, Mendo will be in critical danger.
The first visible Elite Sniper holds RC bomb materials, and a hidden Elite Commando nearby will hold a pulser weapon accessory.
Secrets
Location of Secret Document “Application of Doll Technology in the Late 90s”.
Units
- Playable
- Jefuty
- Mendo
Enemies
- Scouts
- Elite Scouts
- Snipers
- Elite Sniper
- Commandos
- Elite Commandos
- Machine Gunners
- Elite Medic
- Commanders
- Svarog
- Shirke mitotic specimen
Map
This level is a bad end. It will yield a Memory Point.
Same map as Chapter 1 Act 6 (and others). The map can end early if you manage to defeat every enemy before the next wave has a chance to arrive. The Elite Commando at the top holds the components for two tier 1 turret and one tier 2 turret, the Elite Sniper arriving later a barrel weapon accessory, and the Svarog tank a pulser weapon accessory.
Secrets
Location of Collectible “Mr. P*zza”.
Units
- Playable
- Jefuty
- Mendo
- Atena
- Jevon
Enemies
- Scouts
- Elite Scouts
- Sniper
- Elite Sniper
- Commandos
- Elite Commandos
- Medics
- Machine Gunners
- Elite Machine Gunner
- Elite Commander
- Elite Machine Gunner – Gouo
Map
This level leads to High Ground Setup.
The map is the same as Chapter 2 Act 5, but your units start on the bottom left instead of the center. Multiple enemy reinforcements will try to flank you as you advance.
Beware of the Elite Machine Gunner, which is not only beefy but capable of inflicting Untreatable to your units, preventing the use of healing for 1 turn after an attack. The boss Machine Gunner is not only even beefier at 1400 HP and 114 evasion, but boosts the crit rate of allies 5 tiles away by 30% and has several effects immunities.
The Elite Scout directly before you at the start holds a suppressor weapon accessory. An Elite Commando on the top left holds the materials for a tier 2 turret.
Secrets
Location of Secret Document “Radiation Sickness Treatment Report”.
Location of Collectible “Weird Scale”.
The Max AP of the entire team is increased and Training Simulation – Stealth is unlocked at the start of this level.
Units
- Playable
- Jefuty
- Mendo
- Atena
Enemies
- Scouts
- Elite Scouts
- Snipers
- Commandos
- Elite Commandos
- Machine Gunner (if spotted)
- Elite Machine Gunner (if spotted)
Map
Choosing to ambush the enemies leads to Panicked Battle (Bad End route!).
Choosing to evacuate leads to Zombieland.
Depending on your approach, a pretty technical stealth map (going on a sleeping dart spree in the final stealth phase isn’t possible due to the watchtower, make good use of the changing visual range of the patrolling commando), or a big combat map with lots of enemies. You’ll be able to choose which route to follow either way. Don’t sleep on the purple tiles containing an advanced upgrade blueprint and a sight weapon accessory.
Secrets
Location of Collectible “Exquisite Lock”.
Units
- Playable
- Jefuty
- Mendo
- Atena
Enemies
- Scouts
- Elite Scouts
- Snipers
- Commandos
- Elite Commandos
- Medics
- Elite Medics
- Machine Gunners
- Commanders
- Special Forces – Skull
- Elite Special Forces – Nightmare
- Lige
Map
This level leads to Deep in the Tiger’s Den.
Lige won’t move until a significant amount of enemies have been killed. She’ll prepare her instakill map-wide skill targeting Jefuty her first turn, so you should advance your units as close as possible to deal with her before that. She also holds a sight weapon accessory, and the Commander holds a suppressor.
Secrets
Location of Secret Document “Global Affairs and Impacts on Religion”.
Location of Collectible “Gas Mask”.
Chapter 4 (Deep in the Tiger’s Den / Iron Bridge Conflict / Choice / Cornered Beast / Zombieland / Escape / Night Scouting)
Units
- Playable
- Jefuty
- Mendo
- Atena
Enemies
- Scouts
- Elite Scouts
- Elite Sniper
- Commandos
- Elite Commandos
- Machine Gunners
- Commander
- Elite Commander
Map
This level is a bad end. It will yield a Memory Point.
The same map as Chapter 2 Act 9, but with more guards patrolling (the tank also takes a different route). You’ll have an opportunity to make some enemies go away, and to deactivate the searchlights for a few turns.
The purple tile in the bottom containers is a tier 3 turret material, the one in the middle containers a barrel weapon accessory, and the one in the left containers a compensator weapon accessory.
Secrets
Location of Secret Document “Phone Log 7:03”.
Location of Collectible “Damaged Stun Gun”.
Units
- Playable
- Jefuty
Enemies
- Scouts
- Commandos
- Elite Commandos
- Sniper
- Machine Gunners
- Medic
Map
Eliminating all enemies leads to the level Race Against Time.
Crossing the bridge leads to the level Choice.
This mission can be handled with pure stealth, or a combination of stealth and force depending on the chosen objective. Bring soporific darts to make your life easier in any case, giving you the option to sedate all enemies in the first area and come back to kill them once you’ve cleared the base. There’s a gap in the rounds of the guards on the bridge making it possible to sedate them from the overlooking cliff without causing an alert. Stealth is no longer an option once you reach the base due to overlapping enemy fields of vision.
The purple tile in front of the bridge contains an intermediate weapon blueprint (if you used stealth and sedated the Scout on this tile, making it impossible to stop on the tile, pass through to get the item). The purple tile in the base contains a grip weapon part.
Secrets
Location of Collectible “Quartz Watch”.
The Max AP of the entire team is increased at the start of this level.
Units
- Playable
- Jefuty
Enemies
- Scouts
- Elite Scouts
- Commandos
- Elite Commandos
- Snipers
- Elite Snipers
- Commander
- Medic
Map
Leaving without Mendo leads to the level Cornered Beast (bad end!).
Eliminating all enemies without Mendo entering critical condition leads to the level Secret War.
The same map as Chapter 1 Act 4. There will be two waves of reinforcements from all sides. The Elite Sniper on the right holds a sight weapon accessory.
Secrets
Location of Collectible “Flash Mine”.
Units
- Playable
- Jefuty
Enemies
- Scouts
- Elite Scouts
- Elite Snipers
- Commandos
- Elite Commandos
- Machine Gunners
- Elite Machine Gunners
- Commanders
- Shrike Mitotic Specimen
Map
This level is a bad end. It will yield a Memory Point.
Same map as the second phase of Chapter 1 Act 6. The Shrike holds a choke weapon accessory, the Scout on the left EMP mine materials, and the Elite Commando on the right a pulser weapon accessory.
Secrets
Location of Secret Document “Internal Reference: Investigation Report on the Antarctic Union’s Relics”.
Units
- Playable
- Jefuty
- Mendo
Enemies
- Terminally Infected Individual
- Transmogrified Infected Individual
- Super Mutant Lambda
Map
This level leads to Escape.
A less convoluted version of Chapter 3 Act 1, where stepping on “Fragile Wooden Bridge” tiles will leave an impassable tile and bring in more enemies. Activating the Control Room on the right edge of the bottom forest will open the gates of the zoo but make the Lambda start patrolling, forcing you to crawl.
The purple tile on the way to the second part of the map is a grip weapon accessory and the one in the zoo a sight weapon accessory.
As in 3-1, Jefuty will start shivering in fear if Mendo is over 4 tiles away.
Units
- Playable
- Jefuty
- Mendo
- Atena
Enemies
- Scouts
- Snipers
- Elite Snipers
- Commandos
- Elite Commandos
- Machine Gunners
- Commander
- Special Forces – Skull
- AA-03s
- Devana
- Mitotic Shrike Specimens
- Lige
- Sugar
- Terminally Infected Individual
- Transmogrified Infected Individual
Map
This level leads to Night Scouting.
Same map as Chapter 3 Act 3. Bring both power weapons and distraction equipment. Starts as a stealth mission, then turns into a boss fight against a beefy Lige amidst the ELID/URNC fighting. Make a manual save at the start of this phase and make good use of the blood grenades to boost your damage against Lige (you should have enhanced Jefuty’s Collapse Bombardment skill to the point where it can quickly deal with her). Phase 3 will have you destroy the quarantine door again, either with a bombardment tower or with your own power weapons.
Remember that the Lambda ELID can hear you from far away and make you a target for other ELIDs. The Lambda will not be as reliable at clearing enemies as before due to the possibility of it getting insta-killed by the Shrikes. Kill enemies with bombardments to give your units some SP to use. Killing Sugar might be tempting, but it won’t yield any reward.
The purple tile in the center is an advanced blueprint, and the ones on the bottom a cheat item, the materials for a tier 3 turret and a sight weapon accessory.
Secrets
Location of Secret Document “Copy of Lycoris’ Testimony”.
Units
- Playable
- Jefuty
- Mendo
- Carl
Enemies
- Scouts
- Elite Scouts
- Commandos
- Machine Gunners
- Commanders
- Elite Commander
Map
Initially, this level only leads to Blood Horror (bad ending!).
After unlocking the Divergence Point, choosing Beria after completing the first objective leads to Confrontation.
The same stealth map as Chapter 3 Act 5, but shorter as the area previously assigned to Mendo alone is now split into him and Jefuty, and the searchlights will be down starting turn 3. On the first run, you’ll only need to get one character to the top right of the screen to complete the mission after planting the bombs, but all three will need to reach the goal of the true route.
Carl can enter the buildings along his route. From left to right, they contain: fragmentation grenades, EMP mine materials and medicine, soporific darts, 400 parts (choose to enter a random password), RC Bomb materials, and 600 parts. Searching all six locations will net you an achievement.
The purple tile on the left side contains a sight weapon accessory. The purple tile on the bottom of the right side is a grip weapon accessory, and the one on top contains a Camouflage Standee material and cheat item.
Secrets
Location of Secret Document “Audio Record of June 19th – June 25th, 2030”.
Chapter 4 (Lone Infiltrator / Caged Bird / Blood Horror / Snow Mountain Interception / Lure the Enemy / All-Consuming / Race /
Units
- Playable
- Jefuty
Enemies
- Scouts
- Elite Scouts
- Commandos
- Medics
- Special Forces – Skull
- Simargls
Map
This level leads to Treacherous Road.
Another stealth map like Chapter 2 Act 8, where everything on the map can only move one tile at a time. Save often.
Jefuty can avoid the infrared detectors by hiding in a cardboard box like a certain serpent. On the second level, you’ll have access to some limited edition “Metal Suit” mecha comics to distract the guards for 2 turns, but you can be detected if a guard passes next to you while reaching the lure.
The purple tile on the first floor contains a sight weapon accessory, the one on the second floor is a suppressor weapon accessory.
Secrets
Location of Secret Document “Carpenter” Working Group Record 1″.
Units
- Playable
- Jefuty
- Mendo
- Carl
- Atena
Enemies
- Scouts
- Elite Scouts
- Snipers
- Elite Snipers
- Commandos
- Elite Commandos
- Elite Medic
- Machine Gunner
- Special Forces – Skull
- Scouts (Shrike)
- Commandos (Shrike)
- β Shrike
- Sugar
Map
Both bosses will become mobile on turn 2. Your obvious priority is the β Shrike, to prevent it from resurrecting dead enemies. Detonating the existing bombs will not only damage enemies, but also block the paths.
The Elite Scout on the bottom left holds a suppressor weapon accessory, the β Shrike an elite upgrade kit, and Sugar
Secrets
Location of Secret Document “Carpenter” Working Group Record 2″.
Location of Collectible “Target Dummy”.
Units
- Playable
- Jefuty
- Lige
Enemies
- Shrike Consciousnesses
- Scouts (illusion)
- AA-03s (illusion)
Map
This level leads to Snow Mountain Interception.
Similar level to Nightmare. No items or skills in this puzzle map, where your goal is to protect Lige from the Shrikes. Jefuty is healed after each successful segment. The direction of the turrets can be adjusted if you are standing near them, they will need to be carefully adjusted so their firing turns don’t overlap.
As in Nightmare, the Memory Shards will combine into two Memory Fragments key items (not shown on-screen), which are necessary to see the whole post-level story.
The Max SP of the entire team is increased from 70 to 80 and Training Simulation – Hunt is unlocked at the start of this level.
Units
- Playable
- Jefuty
- Mendo
- Atena
- Carl
- Jevon
- Lige
Enemies
- Scouts
- Elite Scouts
- Snipers
- Elite Snipers
- Commandos
- Elite Commandos
- Medics
- Elite Medics
- Special Forces – Skulls
- Special Forces – Nightmares
- Special Forces – Cyclones
- Elite Special Forces – Cyclones
- Simargls
- Porevits
- Marzannas
- Filins
- AA-03s
- AA-03B4M
- Svarogs
- Oleg
Map
This level leads to Lure the Enemy.
Same map as Chapter 3 Act 6, but with much limited opportunities to cause avalanches and much tougher enemies. Jevon will arrive as you ascend to attack enemies from the rear with his ultimate skill already active, giving you an opportunity to replenish your items (the TASA soldiers won’t join the battle). The enemy will also send reinforcements shortly after when Oleg arrives on the field, but you’ll have another preparation phase where Lige joins your team. Lige is specialized in close combat and drains enemy HPs, but doesn’t have a lot of HP.
The AA-03 on the left side has a muzzle weapon accessory, and the boss carries a tier 3 turret material and advanced upgrade blueprint. The purple tile on the barricade contains a barrel weapon accessory.
Units
- Playable
- Jefuty
- Mendo
- Atena
- Carl
- Jevon
- Lige
Enemies
- Scouts
- Elite Scouts
- Elite Snipers
- Commandos
- Elite Commandos
- Medics
- Elite Medics
- Elite Machine Gunners
- Kirill
- Jarilo
- Diberg
Map
This level leads to All Consuming.
Same map as Chapter 3 Act 7, but with a reverse-boss sort of first phase where every enemy except Kirill must be killed. Jevon and Atena are only available during the second phase, arriving from the top of the screen. No opportunity to sneak your units ahead this time, but all tanks will start with less HP and the Jarilos will not be mobile this time. Lige will go berserk during this second phase, becoming immobilized for one turn before entering a berserk state, attacking any unit near her, starting the next turn.
The armored fortress will drop a stock weapon accessory, the bottom tank has a grip weapon accessory. Defeating this Jarilo without entering its retaliation range will be difficult unless you have the proper firing range upgrades for Jefuty.
Secrets
Location of Secret Document “Warszawa Incident Investigation Records”.
Jevon obtains the weapon Meteor at the start of this level.
Units
- Playable
- Jefuty
- Mendo
- Atena
- Carl
- Jevon
- Lige
Enemies
- β Shrike
- Scouts (Shrike)
- Elite Scouts (Shrike)
- Snipers (Shrike)
- Elite Snipers (Shrike)
- Commando (Shrike)
- Elite Commandos (Shrike)
- Scouts
- Commandos
Map
This level is a bad end. It will yield a Memory Point.
Same map as Chapter 3 Act 8, with more playable characters and a consequently much beefier boss. It will also be costly in blood bullets, you’ll find some on the field but make sure you keep a few on hand to craft blood grenades if needed. The blood bullet upgrade negating the Shrikes’ Blood Burst trait is very recommended.
Be careful with proximity mines and auto-targeting skills on this map: once under 50% HP, the boss will start using a new skill, Blood Burst Thorn, which will spawn 9 Blood Thorns on the field. Each of these structures can be targeted by the items and explode, causing uncontrolled Blood Bursts.
The bottom purple tile has a laser weapon accessory, and the top one a suppressor. The boss holds an elite upgrade kit. If all TASA forces leave alive, a Pill cheat item will be awarded.
Secrets
Location of Secret Document “Copy of Philip’s Work Notes”.
Units
- Playable
- Jefuty
- Mendo
Enemies
- Scouts
- Elite Scouts
- Snipers
- Commandos
- Elite Commandos
- Medic
- Machine Gunner
- Commander
Map
Exiting the map from the top leads to the level Preemptive Strike (only open before turn 6).
Exiting the map from the bottom leads to the level Support in the Woods (bad end!).
The enemy commander has a sight weapon part and the scout at the top some materials to craft EMP Mines.
Secrets
Location of Collectible “White Mask”.
Chapter 4 (Secret War / The Rescue / No Escape / Enticement / Honeypot / Nightmare)
Training Simulation – Flanking will be unlocked at the start of this level.
Units
- Playable
- Jefuty
- Mendo
Enemies
- Scouts
- Elite Scouts
- Snipers
- Commandos
- Elite Commandos
- Commander
- Elite Sniper (if discovered)
- Elite Commander (if discovered)
Map
This level leads to The Rescue.
A stealth map. The purple tile at the bottom contains an advanced upgrade blueprint and the one at the top a grip weapon accessory (safe to access in stealth only after the truck has reached the end of the screen).
One of the ruins near the top road is unusual. If you step on it, it will reveal a secret passage to the bottom right of the forest, past the tight patrols of Commandos.
You will need to reach the tile at the back of the truck to get the collectible, which will also net you an achievement and end the level early as Jefuty and Mendo hitch a ride.
Secrets
Location of Secret Document “Inner Caucasus Theater Unit Deployment – Zone C”.
Location of Collectible “Chocolate Biscuit Snack Toy”.
Units
- Playable
- Jefuty
- Mendo
- Carl
Enemies
- Scouts
- Elite Scouts
- Commandos
- Medics
- Commanders
Map
Initially, this level only leads to Enticement (bad ending!).
After unlocking the Divergence Point, choosing Beria leads to Negotiation.
A two-parts stealth map. The first part takes place in the bottom part of the map, and the characters are transported to the top part for phase 2. Keep in mind that enemies sedated within view of a watchtower will create an alert.
The purple tile to the left contains a stock weapon accessory (can be picked up on the way after Mendo cleared his first objective) and the one to the right contains a sight weapon accessory.
Secrets
Location of Secret Document “NSC-68”.
Location of Collectible “Cloth Map”
Units
- Playable
- Jefuty
- Mendo
- Carl
Enemies
- Scouts
- Elite Scouts
- Snipers
- Commandos
- Elite Commandos
- Medic
- Elite Medic
- Machine Gunner
- Elite Machine Gunner
- Commander
- Elite Commander
- Simargls
- Porevits
- Marzannas
- Special Forces – Skull
- Special Forces – Cyclone
- Elite Special Forces – Nightmare
- Elite Special Forces – Thunder
- Elite Special Forces – Nightmare boss, Tangieu
Map
This level is a bad end. It will yield a Memory Point.
The mission will shift to a boss fight as you near the first objective. You will receive the help of allies in this second phase, and releasing more will not only grant you allies, but also resources.
The Commander on the top right holds a laser weapon accessory, the boss holds a stock weapon accessory, and one of its henchmen an advanced upgrade blueprint.
Carl obtains the weapon Draco at the start of this level.
Units
- Playable
- Jefuty
- Mendo
- Carl
- Atena
- Jevon
Enemies
- Scouts
- Elite Scouts
- Snipers
- Elite Snipers
- Commandos
- Elite Commandos
- Medics
- Elite Medics
- Machine Gunners
- Elite Machiner Gunners
- Commander
- Elite Commander
- Special Forces – Skull
- Elite Special Forces – Nightmare
- Special Forces – Cyclone
- Boss: Elite Special Forces – Cyclone, Xion
- Simargl
- Devana
- AA-03s
- AA-03-B4Ms
Map
This level leads to Honeypot.
Straightforward extermination map with a healthy complement of ambushes and some fog of war at the middle point. Jevon and Atena will join the team for the boss fight.
The Commander holds a sight weapon accessory and the boss (who can prevent normal attacks with his skill and has a whopping 249 evade!) a sight weapon accessory.
Secrets
Location of Secret Document “Experimental Unit “Aurora” Mission Overview”.
The Anti-Stealth Visual Range of the entire team is increased from 2 to 3 and the Training Simulation – Infiltration is unlocked at the start of this mission.
Units
- Playable
- Jefuty
- Mendo
- Carl
- Atena
- Jevon
Enemies
- Shrike mitotic specimen
- Scouts
- Snipers
- Elite Snipers
- Commandos
- Elite Commandos
- Medics
- Elite Medics
- Commanders
- Machine Gunners
- Elite Machine Gunner
- AA-03s
- Simargls
- Porevit
- Marzannas
Map
This level leads to Nightmare.
A big fight against four Shrikes, then the boss Lige. You’ll have a chance to replenish your power items before the boss, but a blizzard inflicting bonus damage to units unless they stand on certain tiles (except Jefuty) will also appear at the same time. The amount of turns will be tight, so save up your skills, too.
At the first opportunity, the boss will use its first skill, which lets it dash to the highest-priority target within enemy visual range on the next turn, regardless of distance. The boss will always prioritize Jefuty, then other characters, then equipments. The Marzanna drones among enemy ranks will give them a big boost to their field of vision, and finding out exactly what the enemy can see will be difficult due to the snowstorm, but this will give you an opportunity to lure the boss into a trap.
The Commander arriving after defeating the first Shrike holds a scope weapon accessory.
Units
- Playable
- Jefuty
- Mendo
- Lige
Enemies
- Shrike Consciousness
- Scouts (illusion)
- AA-03s (illusion)
- Svarog (Illusion)
Map
Exiting the garden leads to Eviction Notice.
Defeating the Strong Shrike Consciousness leads to Forward Pressure.
Similar level to Blood Horror. A puzzle map fought with unique skills and items. In the third phase, you’ll gain a name tag item without any apparent use. In the fourth phase, you can use it on the Shrike to make it vulnerable without having to confront the tank (you could also use it on the Shrike Consciousness during the third phase, but it would be much less useful). If you choose to kill the boss in the last phase, it will come down to the wire. Remember to use the characters’ skills, position Lige and other units smartly to use the terrain and prevent the Shrike from instakilling Lige, and exploit Mendo’s HP pool.
As in Blood Horror, the Memory Shards will combine into two Memory Fragments key items (not shown on-screen), which are necessary to see the whole post-level story.
Secrets
Location of Collectible “Blue Butterfly”.
Chapter 4 (Eviction Notice / Dead End / Forward Pressure / Mutual Destruction)
Training Simulation – Breakout is unlocked at the start of this level.
Units
- Playable
- Jefuty
- Mendo
- Carl
- Atena
- Jevon
- Lige
Enemies
- Scouts
- Elite Snipers
- Commandos
- Elite Commandos
- Medics
- Machine Gunners
- Elite Machine Gunner
- Special Forces – Skull
- Elite Special Forces – Nightmare
- Special Forces – Cyclone
- Elite Special Forces – Thunder
- AA-03s
- AA-03-B4M
- Svarogs
- Simargls
- Porevits
- Marzannas
- Filins
- β Shrike
- Oleg
Map
This level leads to Dead End.
The same map as Forward Pressure, but with a different (and arguably more difficult) final objective. Save your skills for the second phase, where you’ll have very little time to get to the objective before reinforcements and the boss’ ability to resurrect dead soldiers make things get out of hands.
The first purple tile on the way contains a sight weapon accessory and the second a compensator.
Secrets
Location of Collectible “Cloud Wind Chime
Units
- Playable
- Jefuty
- Mendo
Enemies
- Scouts
- Elite Scouts
- Snipers
- Commandos
- Elite Commandos
- Medics
- Machine Gunners
- Elite Machine Gunners
- Commanders
- Special Forces – Skull
- Special Forces – Cyclone
- Marzanna
- Simargls
- AA-03s
- Elite Medic Boss – Thian
Map
This level is a bad end. It will yield a Memory Point.
Notice that Thian’s team has a Marzanna with them, so laying traps to intercept them on turn one won’t work. This boss holds a compensator weapon accessory. A Commander arriving later will hold a pulser weapon accessory (this group also has many medics, making traps much less effective to intercept them).
You’ll want to return to this mission after clearing The Final Battle I: the brown house on the bottom left corner of this map will hide a one-time stash of 12 cruise missiles once this item has been unlocked.
Secrets
Location of Secret Document “Speculation in the Decline of Religions”.
Location of Collectible “Golden Toaster” (craft a Healing Orb while standing on this tile).
The Training Simulation – Hold is unlocked at the start of this level.
Units
- Playable
- Jefuty
- Mendo
- Carl
- Jevon
- Atena
- Lige
Enemies
- Scouts
- Elite Scouts
- Snipers
- Elite Snipers
- Commandos
- Elite Commandos
- Medics
- Elite Medics
- Machine Gunners
- Elite Machine Gunner
- Special Forces – Skull
- Elite Special Forces – Nightmare
- Special Forces – Cyclone
- Elite Special Forces – Thunder
- -03s
- AA-03-B4Ms
- Svarogs
- Marzannas
- Filins
- Simargls
- Porevits
- Oleg
Map
This level leads to Mutual Destruction.
The same map as Eviction Notice, but with a different final objective. You’ll have a chance to replenish power weapons before fighting the boss. Note that the tanks on the corners of the map during boss phase will remain static, but beware of overreaching, as enemy reinforcements will also arrive from the south. The boss is immune to stats alterations and takes reduced damage from AoE attacks, so you’ll have to make do with his high evade.
The first Svarog has a stock weapon accessory and the Elite Special Force – Nightmare a pulser weapon accessory. The boss holds an advanced upgrade blueprint.
Secrets
Location of Secret Document “The Establishment and History of the Rescue Foundation”.
Mendo unlocks the weapon Viper at the start of this level.
Units
- Playable
- Jefuty
- Mendo
- Carl
- Jevon
- Atena
- Lige
Enemies
- Scouts
- Elite Scouts
- Snipers
- Elite Snipers
- Commandos
- Elite Commandos
- Machine Gunners
- Elite Machine Gunners
- Devana
- Svarog
- Khors
- Energy Chargers
- Defense Installations
- Medics
- Elite Medic
- Special Forces – Skull
- Special Forces – Cyclone
- Simargls
- Porevits
- Marzannas
- AA-03s
- AA-03-B4Ms
- Diberg
- Elite Special Force – Nightmare boss, Eugene
- Elite Special Force – Thunder boss, Break
- Sugar
- Kirill
Map
This level is a bad end. It will yield a Memory Point.
Take a good look at the caves’ entrances to know which entrances are connected. The statue at the top of the map hides the collectible, you’ll need to turn the symbols so they all point away from the statue, then step on the statue. To access the secret document, you’ll need to take the entrance directly under it, then the entrance which looks similar to the one leading right to it.
On turn 2, the mountain itself will gain a life gauge you’ll need to keep from reaching 0 by destroying the armored units at the bottom of the map. The more damages it takes, the more walkable tiles will disappear from its edges. The Reverse-Collapse Devices will extend the range of every items to this area, but you can let the third faction deal the killing blow once you’ve tenderzied the targets enough. The Diberg fortress alone will deal 2000 HP of damage every two turns (and every turn after a certain point), and because it stands out of your range, you’ll have to let the other faction take him down (a fully upgraded Melt Bomb to lower the fortress’ resistance will do wonders). As it approaches death, the fortress will become immune to damage for one turn.
You won’t have a new phase to replenish your power weapons when it comes time to battle Sugar (though the level has many bonus rocket launchers on orange tiles). After Sugar starts moving, she’ll summon red and blue holograms each turn. Blue holograms shield her from damage as long as they exist and may hide themselves in the fog. Sugar herself is smart enough to use buildings to regain health and finish her turn out of the range of your unit. Keep your units unaligned so her skill can’t hit several of them at a time.
The boss Break holds a sight weapon accessory and Eugene a pulser weapon accessory. Sugar holds an elite upgrade kit.
Secrets
Location of Secret Document “”Carpenter” Working Group Record 3″.
Location of Collectible “The Hero’s Art of War”.
Chapter 4 (Rapid Advance / Treacherous Road / The Final Battle I)
Lige unlocks the skill Blood Burst Thorn and the trait Extraordinary Antibodies at the start of this level.
Units
- Playable
- Jefuty
- Mendo
- Carl
- Atena
- Jevon
- Lige
Enemies
- Scouts
- Elite Scouts
- Snipers
- Elite Snipers
- Commandos
- Elite Commandos
- Medics
- Elite Medics
- Elite Machine Gunners
- Special Forces – Skull
- Elite Special Forces – Nightmare
- Special Forces – Cyclone
- Simargls
- Porevits
- Devana
- AA-03s
- Elite Special Forces – Thunder boss, Aengus
Map
This level leads to The Final Battle I.
A character stepping on a control panel near transport tracks can send the transport to any of the track’s terminals at the end of the player’s turn by spending 6 AP. The transporter will cause 200 flat damage and throw units out of the tracks, so make sure to soften your targets consequently and to keep your own units clear of the tracks, as you can’t cancel the travel once you’ve committed your APs. A single unit can board and exit a transport by spending 2 AP. Each transport has 600 HP, this is important because enemy reinforcements will eventually arrive from the bottom and target the transports.
At the bottom of the map is a lone control panel not connected to any track, when stepping on it, the AAX-05P Constructor mech suit will become available and the corresponding achievement will be unlocked. The suit must be controlled by a playable unit, who will no longer be able to use items or its skills, and will cost 6 AP to enter but 0 AP to leave (the pilot will need to leave the mech to clear the main objective). It has 2000 HP with 60 armor points, an attack of 217, 215 armor piercing and an accuracy of 415, but cannot crit. Its skill will cause 500% of its base damage attack for a measly 3 SP and 1 turn cooldown. It can however only remain active for 10 turns.
It’s not a bad idea to keep some skills and power weapons in stock until the last moment, as a boss with 5000 HP and many support units will appear right in front of the objective for the last stretch. The Elite Commando at the bottom right holds a sight weapon accessory, and the boss a laser weapon accessory.
Secrets
Location of Secret Document “”Thorn Collar” Test Data”.
Location of Collectible “Giant Wrench”.
Units
- Playable
- Jefuty
- Mendo
- Carl
- Atena
- Jevon
- Lige
Enemies
- Scouts
- Elite Scouts
- Snipers
- Elite Snipers
- Commandos
- Elite Commandos
- Medics
- Machine Gunners
- Commander
- Elite Commander
- Special Forces – Skull
- Elite Special Forces – Nightmare
- Special Forces – Cyclone
- Simargls
- Porevits
- Marzannas
- Devanas
- AA-03s
- AA-03-B4W
- Svarogs
Map
This level leads to The Final Battle I.
The jammer structures on the way will increase item use cost by 1 AP within 15 tiles, and prevent your equipment from functioning beyond their deployment turn. You should still be deploying and then recalling scanners to better see the many enemies waiting in the fog. Beware as the snow rolls on the map not only hurt all units, but also set off traps.
The elite mech on the bottom left holds an elite upgrade kit and the Commander at the top a sight weapon accessory. The purple tile contains a sight weapon accessory.
Secrets
Location of Secret Document “Dolls Rights Related Manuscript”.
Lige will unlock the skill Boundless Ambush at the start of this level.
Units
- Playable
- Jefuty
- Mendo
- Carl
- Atena
- Jevon
- Lige
- Jarilos
- Diberg
Enemies
- Scouts
- Elite Scouts
- Snipers
- Elite Snipers
- Commandos
- Elite Commandos
- Medics
- Elite Medics
- Machine Gunners
- Elite Machine Gunners
- Commanders
- Special Forces – Skull
- Elite Special Forces – Nightmare
- Special Forces – Cyclone
- Elite Special Forces – Thunder
- Simargls
- Porevits
- Marzannas
- Filins
- AA-03s
- AA-03-B4Ms
- Svarogs
- AAX-05S
- Sugar
Map
This level leads to The Final Battle II.
The goal of this level is to survive until the start of turn 16. The metro stations can be used to move quickly around the map. Beware of enemies hidden in the fog at the egdes of the map at the start. The Svarog tanks will start moving on turn 2, and the enemy will make a general charge on turn 4.
The boss this time is a monster of a mecha with 12,000 HP, 100 armor, 200 armor-piercing, 190 evade, 160 attack, a range of 5, 20% chance to deal 3× damage and its normal attacks hit twice for all units adjacent to its target. Its skill deals a flat 100 damage on a 3-tiles area up to 6 tiles away with 2 turns cooldown. Fortunately, the Jarilos and Diberg heavy units are on your side, but the Diberg won’t be active for 5 turns, and Atena also won’t be available during that time. The biggest threats against these allies are other mech units (especially the boss whose skill is effective against the Diberg’s force field) and Machine Gunners, they cannot be repaired and expend their APs fast.
On turn 8, many enemy reinforcements will arrive and you will be prompted to retreat to the lower part of the map through the tunnels. More grenades and rocket launchers are waiting for you there, and three allied Devanas. Don’t loiter next to the left and right metro exits as many Werewolves and Sugar will pour out a turn later, but you’ll also get five cruise missiles, the most powerful item in the game. Use barriers and the Jarilo’s incendiary missiles to hold out the last few turns.
The purple tile next to Mendo’s starting position is a material to craft a heavy turret, and the one next to Jefuty a cheat item. The right Svarog tank holds a suppressor weapon accessory, and a Filins hidden in the fog at the left border of the level holds an elite upgrade kit. A Svarog reinforcement will also hold a stock weapon accessory, you’ll have a chance to take it down with the Diberg.
Secrets
Location of Secret Document “Razor Surveillance Report: Subject Information”.
Chapter 4 (The Final Battle II & Midnight Stratagem)
Mendo unlocks the skill Harmonic Resonance and the trait Soul Resonance, and Jevon’s Raging Flame skill becomes a special skill at the start of this level.
Units
- Playable
- Jefuty
- Mendo
- Carl
- Atena
- Jevon
- Lige
Enemies
- Scouts (Shrike)
- Elite Scouts (Shrike)
- Snipers (Shrike)
- Elite Snipers (Shrike)
- Commandos (Shrike)
- Elite Commandos (Shrike)
- Machine Gunner (Shrike)
- Special Forces – Skull (Shrike)
- Special Forces – Cyclone (Shrike)
- Blood Palm
- Blood Fruit
- Sugar Σ
Map
You might need to go back in the timeline and clear unfinished missions to gather the items and enhancements needed. Don’t forget to equip Mendo and Jefuty’s special skills during the preparation phase. The priority is to destroy some Blood Palms to reduce the amount of enemies spawning in and to prevent them from turning into Shrike mitotic specimens. This can be done with weapons ignoring armor like rocket launchers or cruise missiles (see Dead End), preferably at maximum tech level. Move as fast as possible towards the bottom right, where the final mission objective is.
In this level, Carl, Jevon and Atena are at risk of being turned into enemy units if they reach 0 HP while under the Blood Erosion effect, which is caused by the following:
Boss’ normal attacks
Hit by blood thorns generated by the boss’ second skill
Contact with a tile with Blood Mist. Blood Mist will be generated on a certain amount of tiles by the following:
Death of any enemy, including Blood Cocoons, unless they were hit by a Blood Bullet
Location where the boss used its first skill
Breaking all four shields on the boss
Blood Mist and its effects can be countered by Mendo’s hidden skill, and Jefuty’s second hidden skill generates Blood Bullets and damages Shrike units. Both skills cost 50% of their HP.
The boss has 41,000 HP plus four shields each absorbing one attack and all restored at the end of the turn (creating a 2-tiles radius Blood Mist when all removed), 516 accuracy and 178 evade. It can only attack adjacent tiles with normal attacks, but attacks twice each time while also applying Blood Erosion. The boss will become mobile on turn 2. Its mobility is enhanced by its first skill, which lets it move up to 8 tiles away, and deal increasing amounts of damage for each shield still active in a three-tiles radius while also creating Blood Mist. The second skill is the familiar x-pattern attack creating blood thorns (as before, beware of explosion chains).
A trait will also cause a random player unit to be enclosed in a blood cocoon at the end of the player’s turn, the cocoon must be defeated to free the unit (as mentioned, using a Blood Bullet is best). Another trait will increase player units attack while reducing their accuracy and evasion at the end of each turn, and a third one causes 4 Blood Fruits to hatch each turn (not necessarily around the same Blood Palm).
Finally, the Isomeric Lifeform trait prevents the boss’ HP from dropping below 20%.
When ally units are turned into Shrikes, they inherit the same properties as in Chapter 3 Act 8 and will create crimson blisters and blue blisters on death (but you don’t want that to happen to get S-rank). These Shrike versions have the following properties:
When Atena is turned, she says that’s she’s finally free and will meet her sister Eleanor again. She retains her OSK and Electromagnetic Shield Bash skill.
When Carl is turned, he says he at least died on the battlefield but laments that he couldn’t drink wine at the end. He retains his AT-77U and Special Guidance skill.
When Jevon is turned, he laments that he fell before the mission was over. He retains his Orca and Grenade Feast skill.
The purple tile on the left contains a hilt weapon accessory, the one near the top an oiil weapon accessory, the one in the center an elite upgrade kit.
Secrets
Location of Secret Document “Photo of William and the Philip Couple”.
Jefuty will obtain the hidden skill Burning Blood at the start of this level.
Units
- Playable
- Jefuty
- Mendo
- Carl
Enemies
- Scouts
- Snipers
- Elite Snipers
- Commandos
- Elite Commandos
- Special Forces – Skull
- Elite Special Forces – Nightmare
- Special Forces – Cyclone
- AA-03s
- AA-03-B4Ms
- Shirke mitotic specimen
Map
This level leads to Rapid Advance
First phase is a stealth map where you must lead enemies into preset traps, can also be played as a battle map (or should, given the atrocious stealth gimmick). There are no special mechanics at play here: the traps are one-use only, other enemies than your targets can fall into your traps, and your targets can be awakened by other enemies like normal units. There are underground passages to teleport around the map, but also a lot of enemies hiding in concealed tiles.
Second phase is a 2-turns defense phase, with an opportunity to replenish items. Plugging the holes in the walls of the defense area with barriers and breaking the ice on the nearby water to interdict passage will be enough to slow down the impending enemies, no need to spend more resources.
The purple tile at the bottom left is a stock weapon accessory, the one at bottom center an advanced upgrade blueprint, and the one on the lake a sight weapon accessory.
Secrets
Location of Secret Document “Cp57 Experiment Records”.
Location of Collectible “Ship in a Bottle”.
Negotiation & Confrontation (Dialoque Missions)
Successfully completing the negotiation (“inhibitor”, then “tried to use it to kill”, then “victim”, then “not a Shrike cell”, then “Blood Bullets”, then “Sugar”) leads to Midnight Stratagem (good ending), otherwise go to No Escape (bad ending)
Bad End
If the AU force fails to convince Beria, he starts to leave and draws a gun on Jefuty when she tries to subdue him. Beria sounds the alarm and the AU team must run away without Lige or the neural inhibitor.
Successfully completing the negotiation (“inhibitor”, then “tried to use it to kill”, then “victim”, then “not a Shrike cell”, then “Blood Bullets”, then “Sugar”) leads to Lone Infiltrator (good ending), otherwise go to Caged Bird (bad ending).
Bad End
If the AU force fails to convince Beria, he starts to leave and draws a gun on Jefuty when she tries to subdue him. Beria sounds the alarm, but Jefuty insists on entering the lab to try to take Lige.
Chapter 5 – Act 1 & 2
Units
- Playable
- Beria
- Kirill
Enemies
- Medic
- Elite Medic
- Special Forces – Skull
- Special Forces – Cyclone
- Elite Special Forces – Nightmare
- Elite Special Forces – Thunder
- Simargls
- Porevits
- Marzannas
- Filins
- Aa-03s
- AA-03-B4Ms
- Sugar
- Oleg
Map
A surprising map where you take control of the URNC troops. Only Beria and Kirill can be directly controlled and use their own item reserve, but you can give orders to the rest of the troops with skills and Commandos on this map have an AoE skill. The enemy forces will be cut in two at the start of the map, use the ones next to Beria and Kirill as SP fodder. Several waves of enemy reinforcements will enter the map throughout the battle, and Sugar will leave at turn 9 and return with Oleg a turn later. Use the mines planted on cliffs to provoke insta-kill land slides.
Beria is a support-oriented character who passively boosts the crit rate and crit damage of allies within 5 tiles by 40%. His skills include a bombardment tied to his Max HP stat, a 40% damage boost AoE, a taunt inflicted on enemy units, and a no-cooldown skill to direct the movement of any ally on the map. His ultimate skill will destroy all of Sugar’s holograms and reduce the range of all enemies.
Kirill is equipped with a powerful rocket launcher as a base weapon and passively boosts the attack and accuracy of allies within 5 tiles. His skills can invoke squads of Commandos, Scouts, Machine Gunners or Snipers at certain positions on the map up to 4 times each, and his one-time ultimate skill will invoke a full team of 5 elites including a special Elite Sniper named Yakov capable of granting counterattack to allies in an AoE.
Because you will be especially reliant on skills, the Nightmare enemies that can prevent the use of skills can easily kill a run of this level.
Weapon accessory FP Special Scope is obtained at the start of this level.
Units
- Playable
- Mendo
- Jefuty
- Atena
- Jevon
- Carl
- Lige
- Betty
- Abigail
- Valmet
- Ruby
Enemies
- Scouts
- Elite Scouts
- Snipers
- Elite Snipers
- Commandos
- Elite Commandos
- Medic
- Machine Gunners
- Commander
- Special Forces – Skull
- Special Forces – Cyclone
- Elite Special Forces – Nightmare
- Elite Special Forces – Thunder
- Simargls
- Porevits
- Marzannas
- Filins
- AA-03s
- AA-03-B4Ms
- Svarog
- Khors
- Sphinx
- AAX-05S
- Oleg
- Sugar Σ
Map
A defense map until you can kill the first two bosses. Mendo’s ultimate skill is especially useful on this map full of turrets. You will regularly receive resources by airdrops, but beware of overreaching: after the mecha is defeated, Oleg will appear with even more HPs. The boss will start moving on turn 2, and continuous reinforcements threatening your defense target will begin to arrive on turn 3 (use the tunnels to rapidly move your units around and defend).
Sugar Σ will arrive on turn 4 (but remain immobile until Oleg is dead) and your artillery guns will come online at the same time, inflicting punishing area damage for 5 AP. On turns 5, Sugar will summon five of those dreadful Blood Palms. After Oleg is dead, your artillery will be turned against you (they can be destroyed at the costs of several blood bullets), Sugar will become mobile and she will summon more Blood Palms two times. Strangely, T-Dolls are vulnerable to the blood mist debuffs, but they won’t return as Shrike units. When Sugar is hit with one of the three blood traps on the map, she no longer generates blood mist when losing her shields, takes 3 times more damage and becomes killable for one turn, ideally you would have dented her 62,500 HP bar before that. She will also gain two more shields after her life drops under 20%.
Our old friend the AAX-05P Constructor mech suit from Chapter 4, Rapid Advance is available again, with a big change: it is not quite as powerful in its base state, but for 3 SP, the Firepower Mode skill will switch the suit to a powerful attack state with a rocket launcher as base weapon, but with its base 60 armor reduced to only 10 and no possibility of moving. Firepower Mode also enables the skills Rocket Barrage and Mechanical Repair.
The Khors at the start holds a choke weapon accessory, Oleg a pulser weapon accessory and Sugar an elite upgrade kit.
Secrets
Location of Collectible “Backup Battery”.
Chapter 5 – Act 3
Units
- Playable
- Mendo
- Jefuty
- Atena
- Jevon
- Carl
- Lige
Enemies
- Scouts
- Elite Scouts
- Grenadiers
- Snipers
- Elite Snipers
- Commando
- Elite Commando
- Medic
- Elite Medic
- Machine Gunner
- Elite Machine Gunner
- Special Forces – Skull
- Special Forces – Cyclone
- Elite Special Forces – Nightmare
- Elite Special Forces – Thunder
- Simargls
- Marzannas
- Devanas
- AA-03s
- AA-03-B4Ms
- Svarogs
- Khors
- Elite Commander boss, Fermi
- Elite Medic boss, Joyce
- Elite Commando boss, Jater
- Elite Sniper boss, Giuly
- Elite Sniper boss, Bagritsky
- Elite Machine Gunner boss, Georgi
- Elite Special Forces – Nightmare boss, Mengi
- Blood Vine
- Shrike Evolution N
- Shrike Evolution S
- Semi-Mimetic Mitotic Specimens
- Semi-Mimetic Mitotic Embryos
- Pupils Matrix
- Blood Thorn Vine
- Reflection of the Progenitor
- False Heart
Map
The final boss mission of the game. This is a three-phases level with a battle, a stealth phase, and a last boss battle.
By now, your blood bullets and blood grenades should be upgraded to their maximum level.
You won’t be able to change character skills mid-way, so make sure to have Jefuty’s Burning Blood equipped in case you’re hurting for blood bullets mid-way, Mendo’s Harmonic Resonance to deal with the effects of blood mist and Jevon’s enhanced Raging Flame for good bonus damage against the final boss.
Phase 1
Remember to take the recon vehicle with you to take out enemy traps. Target Blood Vines with blood bullets first, or they will intercept attacks meant for other enemies. Blood bullets are also effective on the structures ensnared in Shrike vines.
Note that Atena can longer move after reaching the first objective. In the next two turns after reaching it, four Shrike Evolution units will appear. Two of them will resurrect 3 fallen enemies per turn and have several AoE skills, including a map-wide instant-kill dash following the same rules as Lige’s (meaning that two equipments can be sacrificed to nullify damage to the intended target). The other two will spawn a Blood Tree every two turns and hatch a Blood Fruit every turn while gaining a shield (Blood grenades will both inflict Reverse Blood and take down a shield), as well as using AoE attacks preventing the use of skills and inflicting a poison based on AP used. Both types are vulnerable to Reverse Blood from Blood Grenades, are not very mobile and will focus on areas with the highest concentrations of player units. Two turns after reaching the first objective, the planes around the map will become movable for 0 AP, inflicting significant damage to anything in their path, including a good chunk of HPs from the Shrike Evolutions (player units on the way will only be displaced).
There are many unique URNC units on this map:
The Grenadiers at the bottom left of the map are non-mobile special Elite Scouts with a 1 turn cooldown grenade skill inflicting 330 damage in a 3×3 area.
The boss Elite Commander has constant dodge and reduce damage taken for allies within 5 tiles by 20%.
The boss Elite Machine Gunner will increase its attack and accuracy by 25 at the end of each turn up to 6 times.
The two boss Elite Snipers have extra range and can select a tile to inflict extra damage.
The boss Elite Medic can increase the total HP of allies in a 5 tiles range.
The boss Elite Commando can reduce damage by 60% for player units hit by his grenade skill.
The boss Elite Special Forces – Nightmare can prevent player equipment from being used by draining its AP for 1 turn.
Phase 2
This is a mandatory stealth phase against special enemies. When two enemies are on adjacent tiles, one of them will lose 1200 HP and the other will gain one tile of detection, up to three tiles. Regular soporific darts are useless, but you will be provided ten special Shrike Inhibitors. When before one of the marked screens, Lige can spend 8 AP to reveal enemies on sections of the map for one turn.
On the escalator, after sedating the Shrike, you will find two Walkie-Talkie items to lure the Shrikes to a certain tile.
The last stretch of the phase is a puzzle using Lige’s ability to pass through enemies. The embryos can be passed through and will only explode if Lige steps on an empty tile next to them, but won’t explode if Lige passes through another enemy next to them. Follow the trail of non-damaged ground tiles and pick out the embryos to eliminate with Jefuty to reach the objective.
Phase 3
There will be a preparation phase here to replenish your items (but not change your equipped skills, also notice that cruise missiles are banned for the last boss).
The Pupil Matrixes on the left of the stage keep the paths there open. When destroyed, the branch they are on will fall and all units on it will be destroyed. Get your units out fast to get rid of these enemies and focus on the boss (the items next to Jevon are healing items).
The first phase of the last boss has no less than 99,999 HP and can attack the entire terrain. It can capture two units at once in blood cocoons and uses an AoE attack every three turns dealing 480 damage to all units, except for those standing on Solarium tiles (the pedestals near the boss), where damage is reduced to 144. You will have several signs that the big attack is coming, but don’t let your units on the Solariums once it is done as blood thorns will sprout on 4 of these tiles, causing damage and throwing units off them while also spawning a blood fruit for you to replenish some SP. At about a fourth of its life, the boss will gain more damage resistance and it will use its AoE attack every two turns. Pupil Matrices and Shrike Evolutions will also join the fight as it goes.
Once its life bar is depleted, the boss will recover a fourth of its HP and replace its AoE skill by new skills related to its two arms, each getting their own HP bars. The left arm (Gray Arm) will cause 120 damage in a large t-shaped area and transform the terrain into Shrike Organism where each tile costs 6 AP to enter. The right arm (Crimson Arm) targets an enemy with an AoE causing 120 damage if only one unit is hit, or dividing the damage between player units in the AoE and preventing healing for 1 turn. The target on screen remains visually the same, and you must cycle through the HP bars with the indicated button.
The Shrike Organism tiles are not only dangerous because they significantly slow down your units (Shockwave Grenades can still displace them), but also because they prevent the use of skills, reduce attack range to 1, reduce item range by 2 and cause 10% of Max HP in damage for each tile moved. You will still have to approach the last objective through these tiles to reveal the False Heart. The heart will repel units next to it while causing them 85 damage every turn. The heart cannot be targeted or hurt by normal attacks, skills or items. Instead, units nearby will have their weapons replaced by a “Shrike Full Assault Form False Heart Ultimate Weapon Coagulation Dagger” according to the prompt (appears as “Coagulating Dagger” in the character menu, or “Coagulating Bone Blade” for Lige). Considering its shield and HP, the heart will be destroyed in three hits.
Be prepared! There will be a surprise QTE during the cutscene after the heart reaches 0 HP, though these will just cause an immediate retry and not a game over if failed.
Secrets
Location of Collectible “Limited Edition Luffberry Chess” (the code is 8659).
Chapter 5 – Finale: Wish Fulfilled
- Playable
- Jefuty
Enemies
- Scouts
- Elite Scouts
- Commandos
- Snipers
- Elite Sniper
- Medic
- Elite Medic
- Machine Gunners
- Elite Machine Gunners
- Commanders
- Elite Commanders
- Special Forces – Skull
- Special Forces – Cyclone
- Elite Special Forces – Nightmare
- Elite Special Forces – Thunder
- Logistician
- Simargls
- Porevits
- Marzannas
- Filins
- AA-03s
- AA-03-B4Ms
- Elite Scout boss, Lerman
- Elite Commando boss, Dowie
- Elite Medic boss, Cheslin
- Elite Machine Gunner boss, Tallo
- Elite Commander boss, Kasey
- Elite Special Forces – Nightmare, Pina
- Elite Special Forces – Thunder, Kelic
Map
This is an endless mode challenge battle where Jefuty must fight against enemies alone. Saving is disabled and your total points will be counted on defeat. Jefuty begins with some pre-chosen items and her skills and weapon must be manually pre-set before starting the level. Every few turn or when killing bosses, certain traits can be selected from a randomized pool.
The orange points on the map indicate searchable tiles where some items can be found for 3 AP per search. The named bosses don’t have much uniqueness, they are simply more powerful and immune to certain traits. A special type of enemies called the Logistician also appears, they cannot attack and are only fodder passing through the map to get more items. For 6 AP, Jefuty can enter one of the gyroplanes to move faster around the map. Idle gyros will also distract enemies.
On turn 13, the trusty AAX-05P Constructor mech suit becomes available. Shortly after, enemy bombardments will start, eventually escalating into leaving flaming areas. Enemy waves start repeating at turn 35.
Secrets
Location of Collectible “Mini Pyramid”.
And that wraps up our share on Reverse Collapse: Code Name Bakery: Walkthrough & Secrets (All Chapters) Good / Bad Ending Routes – Reverse Collapse: Code Name Bakery Guide. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Gentiane, who deserves all the credit. Happy gaming!