Valkyria Chronicles™

Valkyria Chronicles™

1,509 vurderinger
Perfectionist Guide
Af cM.Yui og 5 partnere
This guide is tailored according to a timeline. It includes instructions on both text and video (partial completion from various sources) forms. This guide ensures that you gain an A-rank on every mission VC has to offer. This also includes any secrets or unlockables the game has and when is the earliest/most convenient time/method to achieve such.
4
6
3
19
2
   
Pris
Føj til foretrukne
Gjort til foretrukken
Fjern som foretrukken
IMPORTANT NOTES:
  • Timeline provided may not match under random generated element circumstances
    '- New Recruit Character
    '- Order from War Cemetery
    '- Royal Weapon

  • Operation Result -- Rank is solely based on number of turns taken.
    '- Elements like enemy killed or casualty received are not taken into result.

  • Experience (EXP) and Money (DCT) are earned through rank achieved.
    '- Extras can obtained from killing enemy ace, enemy leader, and destroying enemy tank.

  • Walkthrough map tactic provided may not match with the video
    '- Thanks otkamak for contributing video walkthrough.

  • Walkthrough map tactics (not video), may not be usable below following levels:
    '- Chapter 0 - 6 based on LV 1 troops
    '- Chapter 7 - 9 based on LV 11 troops
    '- Chapter 10 onward based on LV 14 troops
Timeline (Part 1):
Chapter
Achievable / Unlockable
Condition
0
Character: Welkin
Character: Alicia
Auto recruit
Auto recruit
1
None
None
2
Character: Welkin
Imperial Weapon: ZM Kar 1(g)
Auto recruit
Enemy Ace: Kill 'Segular the Wall'
3

Character: +31 New Recruits
Character: Knute hidden recruit
Order: Evd. B.
Order: All Units Evd. | Caution | Conc. Fire
Order: Att. B. | All Units Att. | Neutralize | First Aid
Order: Dmg. B. | Demolition B. | Healing B. | Resupply
Order: Def. B. | All Units Def. | Antidote | Explosives B.
Order: Aim B. | All Units Aim | Penetration | Att. Weak Spot
Potential: Scout Class Potential ( 1 | 2 | 3 | 4 )
Potential: Shocktrooper Class Potential (1 | 2 | 3 | 4 )
Potential: Lancer Class Potential ( 1 | 2 | 3 | 4 )
Potential: Engineer Class Potential ( 1 | 2 | 3 | 4 )
Potential: Sniper Class Potential ( 1 | 2 | 3 | 4 )
Weapon: Flamethrower
Weapon: Rifle-based Grenade Launcher
Imperial Weapon: ZM MP 1(g)
Unlock: New Infantry Upgrades
Unlock: New Edelweiss Upgrades
Auto
Enter Command Room with 1,000,000 DCT
First time entering Training Field
Scout Class level ( 9 | 12 | 19 )
Shocktrooper Class level ( 5 | 10 | 13 | 16 )
Lancer Class level ( 7 | 8 | 15 | 19 )
Engineer Class level (3 | 6 | 12 | 17 )
Sniper Class level ( 5 | 10 | 15 | 18 )
Scout Class level ( 4 | 6 | 14 | 17 )
Shocktrooper Class level ( 3 | 7 | 11 | 18 )
Lancer Class level ( 2 | 4 | 11 | 20 )
Engineer Class level ( 4 | 9 | 14 | 20 )
Sniper Class level ( 2 | 8 | 13 | 16 )
Shocktrooper Class level 11
Scout Class level 11
Enemy Ace: Kill 'Ty the Immortal'
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
4
Character: +2 New Recruits
Character: Lynn Hidden Recruit
Character: Emile Hidden Recruit
Order: Retreat / Healing Req. / Sniper Sup.
Potential: All non-leader characters Hidden Potential
Unlock: New Edelweiss Upgrades
Unlock: New News
Report: Ellet Embedded
Auto
Unlock Karl's / Oscar's hidden potential
'- & incapacitate him. (Med-evacuate is fine)
War Cemetery: Use 6,500 EXP
Castlefront St: Collect 5 Ellet points
R&D Facility: Purchase using DCT
Castlefront St: Read writing on wall
Castlefront St: Buy 1,100 DCT
5
Character: +2 New Recruits
Order: Retreat / Healing Req. / Sniper Sup.
Imperial Weapon: ZM MP 2(g)
Unlock: New Infantry Upgrades
Unlock: New Edelweiss Upgrades
Unlock: New News
Auto
War Cemetery: Use 6,500 EXP
Enemy Ace: Kill 'Lt. Nonnenkof'
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
Castlefront St: Read writing on wall
6
Character: +2 New Recruits
Order: Retreat / Healing Req. / Sniper Sup.
Imperial Weapon: ZM SG 1(g)
Unlock: New Infantry Upgrades
Unlock: New Edelweiss Upgrades
Unlock: New News
Report: A Taste of Home
Auto
War Cemetery: Use 6,500 EXP
Enemy Ace: Kill 'Malya the Dust'
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
Castlefront St: Read writing on wall
Castlefront St: Buy 3,100 DCT
7
Character: +2 New Recruits
Missing Order: Retreat / Healing Req. / Sniper Sup.
Imperial Weapon: ZM Kar 2(g)
Unlock: New Infantry Upgrades
Unlock: New Edelweiss Upgrades
Unlock: New News
Report: Largo's Passion
Auto
War Cemetery: Use 6,500 EXP
Enemy Ace: Kill 'Kanazar the Lion'
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
Castlefront St: Read writing on wall
Castlefront St: Buy 3,500 DCT
8
Character: +2 New Recruits
Missing Order: Retreat / Healing Req. / Sniper Sup.
Imperial Weapon: ZM MP 3(g)
Imperial Weapon: ZM SG 2(g)
Unlock: New Infantry Upgrades
Unlock: New Edelweiss Upgrades
Unlock: New News
Auto
War Cemetery: Use 6,500 EXP
Enemy Ace: Kill 'Ty the Immortal'
Enemy Ace: Kill 'Zytreet the Lynx'
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
Castlefront St: Read writing on wall
9
Character: +2 New Recruits
Order: Heal All / Awaken Potential / Mortar Sup.
Unlock: New Infantry Upgrades
Unlock: New Edelweiss Upgrades
Unlock: New News
Auto
War Cemetery: Use 10,000 EXP
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
Castlefront St: Read writing on wall
10
Character: +2 New Recruits
Character: Audrey Hidden Recruit
Order: Heal All / Awaken Potential / Mortar Sup.
Imperial Weapon: Rifle: ZM Kar 3(g)
Imperial Weapon: ZM SG 3(g)
Royal Weapon: Story Operation Award
Unlock: New Infantry Upgrades
Unlock: New Edelweiss Upgrades
Unlock: New News
Report: Squad 7's R&R
Auto
Earn 10 or more decorations
War Cemetery: Use 10,000 EXP
Enemy Ace: Kill 'Oswald the Iron'
Enemy Ace: Kill 'Tavyse the Beast'
Audience Hall: received from Princess C.
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
Castlefront St: Read writing on wall
Castlefront St: Buy 50,000 DCT
11
Character: Zaka
Order: Heal All / Awaken Potential / Mortar Sup.
Weapon: Mortar Launcher
Imperial Weapon: VB FW 1(g)
Royal Weapon: Story Operation Award
Unlock: New Infantry Upgrades
Unlock: New Edelweiss Upgrades
Unlock: New Shamrock Upgrades
Unlock: New News
Auto
War Cemetery: Use 10,000 EXP
Lancer Class level 11
Enemy Ace: Kill 'Capt. Nonnenkof'
Audience Hall: received from Princess C.
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
Castlefront St: Read writing on wall
12
Missing Order: Heal All / Awaken Potential / Mortar Sup.
Imperial Weapon: ZM SG 4(g)
Edelweiss Part: Enhanced Block Pin
Royal Weapon: Story Operation Award
Imperial Weapon: VB FW 2(g)
Unlock: New Infantry Upgrades
Unlock: New Edelweiss Upgrades
Unlock: New News
War Cemetery: Use 10,000 EXP
Enemy Ace: Kill 'Mash the Hunter'
Enemy Ace: Destroy 'Yosnoa the Hound'
Audience Hall: received from Princess C.
Enemy Ace: Kill 'Fujmolt the Edge'
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
Castlefront St: Read writing on wall
13
Missing Order: Heal All / Awaken Potential / Mortar Sup.
Imperial Weapon: ZM Kar 4(g)
Royal Weapon: Story Operation Award
Shamrock Part: Firing Calculator
Unlock: New Infantry Upgrades
Unlock: New News
War Cemetery: Use 10,000 EXP
Enemy Ace: Kill 'Sima the Younger'
Audience Hall: received from Princess C.
Enemy Ace: Destroy 'Toyold the Bull'
R&D Facility: Purchase using DCT
Castlefront St: Read writing on wall
14
Order: Awaken All / Medic Req. / Artillery Sup.
Imperial Weapon: ZM MP 4(g)
Royal Weapon: Story Operation Award
Unlock: New Infantry Upgrades
Unlock: New Edelweiss Upgrades
Unlock: New Shamrock Upgrades
Unlock: New News
War Cemetery: Use 15,000 EXP
Enemy Ace: Kill 'Sima the Elder'
Audience Hall: received from Princess C.
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
Castlefront St: Read writing on wall
Timeline (Part 2):
Chapter
Achievable / Unlockable
Condition
15
Order: Awaken All / Medic Req. / Artillery Sup.
Imperial Weapon: ZM Kar 5(g)
Edelweiss Part: Firing Calculator
Royal Weapon: Story Operation Award
Unlock: New Infantry Upgrades
Unlock: New Edelweiss Upgrades
Unlock: New Shamrock Upgrades
Unlock: New News
Report: What Lies Beyond Hate
War Cemetery: Use 15,000 EXP
Enemy Ace: Kill 'Oswald the Steel'
Enemy Ace: Destroy 'Matz the Cleaner'
Audience Hall: received from Princess C.
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
Castlefront St: Read writing on wall
Castlefront St: Buy ????? DCT
16
Order: Awaken All / Medic Req. / Artillery Sup.
Imperial Weapon: ZM SG 5(g)
Royal Weapon: Story Operation Award
Unlock: New Infantry Upgrades
Unlock: New Edelweiss Upgrades
Unlock: New Shamrock Upgrades
Unlock: New News
War Cemetery: Use 15,000 EXP
Enemy Ace: Kill 'Shuntr the Mount'
Audience Hall: received from Princess C.
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
Castlefront St: Read writing on wall
17
Order: Awaken All / Medic Req. / Artillery Sup.
Imperial Weapon: ZM MP 5(g)
Royal Weapon: Story Operation Award
Unlock: New Infantry Upgrades
Unlock: New Edelweiss Upgrades
Unlock: New Shamrock Upgrades
Unlock: New News
War Cemetery: Use 15,000 EXP
Enemy Ace: Kill 'Ty the Immortal'
Audience Hall: received from Princess C.
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
Castlefront St: Read writing on wall
18
Order: Awaken All / Medic Req. / Artillery Sup.
Royal Weapon: Story Operation Award
Unlock: New Infantry Upgrades
Unlock: New Edelweiss Upgrades
Unlock: New Shamrock Upgrades
Unlock: New News
War Cemetery: Use 15,000 EXP
Audience Hall: received from Princess C.
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
R&D Facility: Purchase using DCT
Castlefront St: Read writing on wall
NG+
Character: Musaad
Order: Recon Req.
Report: For Whom Destiny Unfolds
Auto
War Cemetery: Use 25,000 EXP
Castlefront St: Buy 100,000 DCT
Prologue:
i. Story Operations
    Encounter at Bruhl
  • A-rank condition: 1 turn(s)
  • Enemy Leader: None
  • Enemy Ace: None
  • Enemy Tank: None
  1. Control Alicia, (1 CP)
    -> run to sandbags,
    -> kill the first enemy scout.
  2. Control Alicia, (1 CP)
    -> run to another sandbags,
    -> kill the second enemy scout.
  3. Control Alicia, (1 CP)
    -> kill the last scout.

Chapter 1:
i. Story Operations
    Defense of Bruhl
  • A-rank condition: 2 turn(s)
  • Enemy Leader: 1 infantry
  • Enemy Ace: None
  • Enemy Tank: 1 light tank
    First Turn
  1. Control Alicia, (1 CP)
    -> ignore enemy, run to sandbags,
    -> run to bushes with crates on right side,
    -> run to another sandbags with truck sticking on left side,
    -> kill the enemy scout near another truck on right side.
    (This step is not necessary, you can skip to step 2)
  2. Control Alicia, (1 CP)
    -> take few steps left-forward to another sandbags
    -> hand-grenade the enemy leader.
    . . . Scene occurs . . .
    Second Turn
  3. Control Welkin, (1 CP)
    -> run to back of the enemy tank,
    -> run to sandbags,
    -> kill the enemy scout.
    (This step is not necessary, you can skip to step 6)
  4. Control Alicia, (1 CP)
    -> run to back of the enemy tank,
    -> run to crates with enemy scout,
    -> kill the enemy scout.
    (This step is not necessary, you can skip to step 6)
  5. Control Alicia, (1 CP)
    -> kill the enemy scout on right side.
    (This step is not necessary, you can skip to step 6)
  6. Control Welkin, (1 CP)
    -> run to another sandbags with enemy scout,
    -> kill the enemy scout,
    -> head to objective (escape destination).

Chapter 2:
i. Story Operations
    Retreat from Bruhl
  • A-rank condition: 3 turn(s)
  • Enemy Leader: 2 infantry
  • Enemy Ace: Segular the Wall (drop 'ZM Kar 1(g)' scout rifle)
  • Enemy Tank: 1 light tank
    First Turn
  1. Control Alicia, (1 CP)
    -> ignore enemy, take right path,
    -> head to and kill the enemy leader.
  2. Control Alicia, (1 CP)
    -> head to 4 enemies (3 scouts + 1 shocktrooper) with 2 sandbags,
    -> hand-grenade between the shocktrooper and one scout. Ensure that the shocktrooper, scout and sandbags with alive scout crouching is killed and destroyed.
    (This step is not necessary, but recommended at least kill some enemies to reduce difficulty. You may skip to step 4)
  3. Control Alicia, (1 CP)
    -> adjust target aim sight in-line with both the enemy scouts,
    (Use LT / RT buttons to change left / right view)
    -> kill the both enemy scouts,
    -> position at the corner of the building (to counter-shoot during enemy phase).
    (This step is not necessary, but recommended at least kill some enemies to reduce difficulty. You may skip to step 4)
    . . . Enemy phase . . . (Enemy leader will be killed)

    Second Turn
    No Screenshot
  4. Control Alicia, (1 CP)
    -> run to and hand-grenade the last enemy shocktrooper,
    -> position at wooden wall (near first killed enemy leader).
    . . . Enemy phase . . . (Enemy scout may be killed)

    Third Turn
  5. Control Welkin, (2 CP)
    -> ram through wooden wall.
  6. Control Alice, (1 CP)
    -> head to and kill the enemy ace.
  7. Control Welkin, (2 CP)
    -> head to and attempt to destroy the enemy tank.
  8. Control Welkin, (2 CP)
    -> destroy the enemy tank.

Chapter 3 (Part 1):
i. Story Operations
    West Bank of Vasel City
  • A-rank condition: 1 turn(s)
  • Enemy Leader: 4 (3 infantry, 1 tank)
  • Enemy Ace: Ty the Immortal (drop 'ZM MP 1(g)' shocktrooper submachine gun)
  • Enemy Tank: 2 light tanks
  1. Control Rosie (1 CP)
    -> crawl the bushes on right side,
    -> hand-grenade the two enemy scouts.
  2. Control Alicia (1 CP)
    -> follow Rosie path,
    -> go up the ramp by sticking to right until enemy ace spotted,
    -> hand-grenade the enemy ace (make sure he knock forward),
    -> continue up the ramp.
  3. Control Alicia (1 CP)
    -> kill the enemy leader,
    -> take the back alley at left side,
    -> climb the ladder to rooftop.
  4. Control Alicia,(1 CP)
    -> kill the enemy leader at enemy flag,
    -> make the enemy shocktrooper on rooftop face north-east (go near him).
  5. Control Rosie (1 CP)
    -> run to and kill the enemy ace.
  6. Control Largo (1 CP)
    -> take the right alley,
    -> kill the enemy shocktrooper,
    -> keep moving until AP used up.
  7. Control your scout unit (Not Alicia) (1 CP)
    -> follow Largo path,
    -> kill the enemy leader at sandbags,
    -> run to and crouch at the sandbags.
  8. Control Largo (1 CP)
    -> run to the back of enemy leader tank and destroy it.
  9. Control your scout unit (Not Alicia) (1 CP)
    -> run to sandbags at enemy flag,
    -> kill / hand-grenade the shocktrooper,
    -> occupy the enemy flag.
ii. Skirmishes
    Outskirts of Bruhl (Normal)
  • A-rank condition: 1 turn(s)
  • Enemy Leader: 2 infantry
  • Enemy Ace: None
  • Enemy Tank: None
  1. Deploy Alicia, Rosie, and Largo to obtain extra CP.
  2. Preserve 1 scout to run towards enemy flag to occupy it
iii. Professional Military Operations
Note: These operations are used to farm strong weapons, EXP, and DCT. However, equiping the weapons would ruin the balance in story (becomes too easy). The operations can be done anytime, so you can skip this part if you not farming.
    Susie's Challenge -- Scout Trial
  • A-rank condition: 7 turn(s)
  • Enemy Leader: None
  • Enemy Ace: Oswald the Gold (drop 'ZM Kar 8(g)' scout rifle)
  • Enemy Tank: None
  1. Deploy Alicia for extra CP.
  2. Deploy reinforcement Rosie (turn 1) and Largo (turn 2) for extra CP.
  3. Prioritize the enemies going to occupy your flag first.
  4. Use hand grenade to force enemy out from crawling bushes.
  5. When engaging Oswald, find place where you can crawl between ramp.
    Remember to a throw grenade behind Oswald for maximum damage.

  6. Equip ZM KAR 8(g) make this challenge become much easier.
    Jann's Challenge -- Lancer Trial
  • A-rank condition: 5 turn(s)
  • Enemy Leader: 3
  • Enemy Ace: Stark the Hawk (drop 'VB PL X3' lancer anti-tank lance)
  • Enemy Tank: 13 tanks
You need 1 'ZM Kar 9 (g)' from Engineer Trial (give it to your deployed engineer), 1 'ATR X3 (g)' from Tank Trial and 2-3 'ZM Kar 8 (g)'s from Scout Trial (give them to Alicia and the other engineer, + 1 to another scout if you want to be extra safe).
  • On the upper positions: deploy ST, ENG, ST, Alicia. Rosie among STs here.
  • On the lower positions: deploy SN, ST, Largo, ST.
    First Turn
  1. Kill the enemy tank Commander (6 CP)
    -> By shooting 5 times with your sniper unit and refilling their rifle with your Engineer.
    -> Retreat your sniper. He's too frail and precious to stand the tank shells.
  2. Control Alicia (2 CP)
    -> Run toward the northern-most enemy camp and destroy the enemy tank on your way, it will be on your left. Be careful of enemy crossfire and run along the eastern wall/cliff. You need movement here, not firepower.
    -> Kill the enemy shocktrooper at the camp and fortify. Do not occupy it yet.

    Second Turn
  3. Control Alicia (3 CP)
    -> Occupy the enemy camp and kill the remaining tanks before the watchtower.
    -> Kill the enemy ace and hide from the tanks by using the big standing rock near you. Face north. You can climb the ladder to kill him, but I'd consider shooting at him from below since he'll likely to dodge otherwise.
  4. Control your engineer (2 CP)
    -> Rescue the fallen shocktroopers.
    -> Run to south-west enemy camp and kill the shocktrooper.
    -> Then destroy the Tank with your ZM Kar 9 (g) and retreat. This is a little bit kamikaze, but it should work. You need firepower here, not movement.
  5. Deploy your sniper unit and one engineer unit at south-western camp (2 CP)

    Third Turn
  6. Control your sniper unit (3 CP)
    -> Shoot at the various tanks you can see from here and destroy three of them. You could keep the one at the camp for last.
  7. Control your engineer unit (1 CP)
    -> Refill. Run towards the base camp and crouch at the sandbags. Kill a tank on your way.
  8. Control your sniper unit (2 CP)
    -> Kill the two last tanks near you before retreating. If you only have 1 CP left you can kill the remaining tank later.
  9. Deploy one scout unit at the base camp (1 CP)

    Fourth Turn
  10. Control your arrived scout unit (3+ CP)
    -> Save your fallen mates if you want. It's safer, but requires more MP and can make your run tighter.
    -> Kill the enemy infantry troops.
    -> Run to the last enemy camp and occupy it. You need this scout to be equipped with a ZM Kar 8 (g) as well if you didn't destroy the tank at enemy base camp with your sniper from SW camp previously.
  11. Depending on your left CPs,
    -> a. If 1 CP: Deploy one extra scout. It doesn't need to have a ZM Kar 8 (g). It will kill the last scout.
    -> b. If 2+ CP: Deploy one engineer and your sniper unit.

    Fifth Turn
  12. If a.: Send suicidal Alicia to destroy the two last tanks.
  13. If b.: Use these two to destroy the tanks. Alicia kills the last scout.

    Marina's Challenge -- Sniper Trial
  • A-rank condition: 4 turn(s)
  • Enemy Leader: None
  • Enemy Ace: Mal the Arachnid (drop 'ZM SG 7(g)' sniper rifle)
  • Enemy Tank: None
  • Deploy Alicia for extra CP.
  • Deploy reinforcement Rosie (turn 1) and Largo (turn 2) for extra CP.
  • Recommended Alicia at least Elite rank & equiped with ZM KAR 8(g).
    First Turn
  1. Control your sniper unit (3 CP)
    -> climb the watchtower on left,
    -> kill (3)enemy snipers, (2 on watchtower, 1 on ground middle map)
    -> descend the watchtower, crouch at the sandbags inside your flag area.
    (Make sure you receive flag buff, to rearm more ammo)
  2. Control Alicia (1 CP)
    -> move north and position at a boulder,
    -> and kill the enemy shocktrooper.

    Second Turn
  3. Control your sniper unit (2 CP)
    -> climb the watchtower on left,
    -> kill the stationary scout,
    -> kill the last sniper, (Can also be done in third turn)
    ->descend the watchtower, back to your flag area.
  4. Control Alicia (1 CP)
    -> go to another watchtower,
    -> kill the enemy scout,
    -> head back to the boulder.
  5. Control Alicia (2 CP +)
    -> kill any vicinity enemies opposite the river,
    -> move to the wooden blockages on left side,
    -> kill the enemy scout,
    -> position back to the boulder.

    Third Turn
  6. Control your sniper unit (1 CP)
    -> head to and climb another watchtower on right,
    -> kill another stationary scout,
    -> kill the last sniper if previously didn't.
  7. Control Alicia (2 CP +)
    -> go to and kill enemy ace,
    -> clean up any alive enemies.
Chapter 3 (Part 2):
Homer's Challenge -- Engineer Trial
  • A-rank condition: 5 turn(s)
  • Enemy Leader: None
  • Enemy Ace: Kanazar the Lynx (drop 'ZM Kar 9(g)' scout rifle)
  • Enemy Tank: 7 medium tanks
[/list]
  • Deploy Alicia, Rosie and Largo for extra CP.
  • Recommended Alicia and Rosie at least Elite rank & equiped with ZM KAR 8(g) or ZM MP X3(g)
  • Note that ZM Kar 8(g) & ZM MP X3(g) is able to damage tanks.
  • You may choose to run another tank route. But, beware of sniper at C3.
  • Remember to disarm tank mines for the tank route you chosen to run.
  • Occupy enemy flag to prevent enemy reinforcement. (Not necessary).
  • Best way to approach enemy ace is to use Edelweiss smoke rounds.
    First Turn
  1. Control Rosie, (1 CP)
    -> head towards A2, run to sandbags,
    -> kill the enemy shocktrooper.
  2. Control your engineer unit, (1 CP)
    -> head towards B2,
    -> kill the enemy scout.
  3. Control Alicia, (1 CP)
    -> head towards C2,
    -> kill the enemy shocktrooper on the cargo.
  4. Control your engineer unit, (2 CP)
    -> head towards D2,
    -> hide behind a cargo.
  5. Control Alicia, (2 CP)
    -> head towards E2,
    -> kill the enemy lancer.

    Second Turn
  6. Control your engineer unit, (2 CP)
    -> head towards D4,
    -> kill the enemy lancer,
    -> go and repair Edelweiss.
  7. Control Edelweiss, (2 CP)
    -> head towards E3,
    -> destroy the enemy tank.
  8. Control Edelweiss, (2 CP)
    -> head towards D3,
    -> destroy another enemy tank.
  9. Control Alicia, (1 CP)
    -> head towards F3.

    Third Turn
  10. Control Edelweiss, (4 CP)
    -> head towards C2, but do not stay in middle of the crossroad.

    Fourth Turn
  11. Control Alicia, (1 CP)
    -> go to and kill the enemy ace.
  12. Control Edelweiss, (6 CP +)
    -> head to objective (destination).


Edy's Challenge -- Shocktrooper Trial
  • A-rank condition: 4 turn(s)
  • Enemy Leader: None
  • Enemy Ace: Col. Nonnenkof (drop 'ZM MP X3(g)' shocktrooper submachine gun)
  • Enemy Tank: None
  • This challenge is very difficult if your ranks are low & weapons are weak
  • Deploy Alicia extra CP.
  • Recommended Alicia and Rosie higher than Elite rank (for sustainable crossfire)
    & equiped all units with ZM KAR 8(g) (to be able to kill enemies with 1 CP)
    & also upgrade flamethrower if available (to able to kill group enemies with 1 CP)
  1. During first turn, your aim is to kill 2 out of 3 snipers. Choose any ways you like.
  2. Also, remember to place one unit at all the front (3)defense locations before turn ends.
    This is where you intercept the enemies attempting to escape.
  3. The next few turns, place your units at left & right of enemy reinforcement spawnpoints. As for the middle one, place one unit at the new defense location instead of spawnpoint.
  4. Lastly, remember to kill the enemy ace.
    Note: ZM MP x3(g) only can loot one time

Edy Detachment Challenge -- Tank Trial
  • A-rank condition: 3 turn(s)
  • Enemy Leader: 2 infantry
  • Enemy Ace: Mitz the Agent (drop 'ATR-X3(g)' sniper anti-tank rifle)
  • Enemy Tank: None
  • This challenge is very difficulty on early chapter (1 hit K.O. from enemy lancers)
  • Deploy Alicia, Rosie, and Largo for extra CP.
  • Recommended all used units higher than Elite rank, upgrade cloth armor
    & equiped all units with ZM KAR 8(g) & ZM MP X3(g)
  • Do not deploy full roaster, leave at least 1 space. Have 2 scouts deploy near Edelweiss.
  • Ignore north-east enemy base.
  1. During first turn, control Edelweiss, head towards and ram the sandbags with shocktrooper, the sandbags with scout. Do evade the land mines while you doing. When you tank's AP finish, use the available tank machine gun to kill the scout.
  2. Next, control Rosie, head towards the trench and kill the shocktrooper.
  3. Now, control your engineer unit, head towards the tank mines where your tank stopped. Disarm them, then go ahead and kill the shocktrooper.
  4. Control Alicia, run a big circle to behind of the enemy ace and kill him.
  5. Control Edelweiss again, move through the recent cleared tank mines to next tank mines. Do try to damage enemies on south-west enemy base.
  6. The second turn, make sure Alicia, Rosie, Largo do not incapacitated.
    Control your engineer, disarm (2)tank mines to open way for Edelweiss.
    Then, run towards the destroyed ruins (this avoid confrontation from enemy leader).
    Kill the enemies within that base and occupy the flag.
    Note: Must be done within 1 CP if you doing in early chapter.
  7. Control Edelweiss, move through the cleared tank mines, and stopped on the next (2)tank mines. Have your tank kill the heavy gattling.
  8. Now, control your engineer unit, have him disarm (1)mines your tank stepped on, and repair your tank. Do not forget to move him to protected area as later is needed.
  9. Move Edelweiss forwards and ram the sandbags, then towards the destination. Hit the ruin walls blocking the way.
  10. Next, control Alicia, had her kill as many lancers as possible around Edelweiss location.
    (Move her sight in-line with multiple enemies to kill them in 1 CP)
  11. Control Alicia again, repeat step 10. Then go to occupy enemy flag and deploy a lancer.
  12. Third turn, make sure Alicia, Rosie, Largo do not incapacitated again.
    Have the deployed lancer hit the ruin walls, re-ammo with your engineer. Final 2 CP, control Edelweiss and destoryed the ruin walls, then move towards the destination.
    Note: ATR-X3(g) only can loot one time
Chapter 4:
i. Story Operations
    Battle for the Bridge
  • A-rank condition: 2 turn(s)
  • Enemy Leader: 4 (2 infantry, 2 tank)
  • Enemy Ace: None
  • Enemy Tank: 5 light tanks
  • Deploy Alicia, Rosie and Largo for extra CP.
    First Turn
  1. Control your sniper unit, (2 CP)
    -> climb the watchtower, move around to spot enemies,
    -> snipe the enemy leader on north-east,
    -> snipe the ragnite barrel near the enemy leader tank,
    -> descend the watchtower.
  2. Control your scout unit (Not Alicia, most behind), (1 CP)
    -> take right path,
    -> kill the enemy scout,
    -> occupy the enemy flag,
    -> keep moving north until AP used up.
  3. Control your scout unit (previous step), (1 CP)
    -> head to the second enemy flag,
    -> kill the enemy lancer,
    -> occupy the enemy flag,
    -> retreat.
  4. Control Largo, (1 CP)
    -> head to the enemy leader tank which ragnite barrel sniped
    -> destroy the enemy leader tank from far.
  5. Control Largo, (1 CP)
    -> follow your first scout path,
    -> when AP used up, view left to enemy shocktrooper,
    -> destroy the most furthest left wall.

  6. Control your second scout unit (can be Alicia), (1 CP)
    -> follow your first scout / Largo path,
    -> hide behind right wall which the left wall destroyed by Largo,
    -> kill the enemy shocktrooper.
  7. Control your third scout unit (can be Alicia), (1 CP)
    -> take direct path instead of right one,
    -> go through the destroyed left wall by Largo,
    -> adjust your target aim sight in-line with 3 ragnite barrels and destroy them,
    -> hide behind right wall (same as second scout).

    Deploy reinforcement at second captured flag: a lancer.
    . . . Enemy phase . .

    Second Turn
  8. Control Largo, (2 CP)
    -> run to the back of enemy tank on second captured flag and destroy it.
  9. Control your arrived lancer unit, (1 CP)
    -> head west,
    -> destroy the enemy tank on left side,
    -> continue run to enemy leader tank on right side until AP used up.
  10. Control your arrived lancer unit, (1 CP)
    -> destroy the enemy leader tank,
    -> continue run to the back of enemy last tank until AP used up.
  11. Control your arrived lancer unit, (1 CP)
    -> run to the back of enemy tank and destroy it.
  12. Control your scout unit (Can be Alicia), (1 CP)
    -> go through the destroyed wall,
    -> take few steps to left ragnite barrel until enemy leader destroy it for you,
    -> kill the enemy leader,
    -> run north and towards your arrived lancer.
  13. Control your second scout unit (Can be Alicia), (1 CP)
    -> follow your first scout path, but instead towards sandbags,
    -> hand-grenade the enemy shocktrooper at enemy flag.
  14. Control your first scout unit, (2 CP)
    -> hand-grenade the enemy scout at enemy flag,
    -> kill the enemy shocktrooper at enemy flag,
    -> occupy the enemy flag.


ii. Ellet's Report
    Vegetable Route Incident
  • A-rank condition: 3 turn(s)
  • Enemy Leader: 2 infantry
  • Enemy Ace: None
  • Enemy Tank: 2 medium tanks
  • Deploy Alicia or Rosie for extra CP.
    First Turn
  1. Control Welkin / Alicia, (1 CP)
    -> forward left, and take the right alley,
    -> kill the enemy leader,
    -> climb the watchtower and descend to another side
    -> move forward and stop between two houses.
  2. Control Largo, (3 CP)
    -> follow Welkin / Alicia path.
    . . . Enemy phase . . .

    Second Turn
  3. Control Welkin / Alicia, (1 CP)
    -> locate and kill another enemy leader.
  4. Control Largo, (3 CP)
    -> make a U-turn to another side,
    -> take the left way (between house & wall) instead of right (sandbags & crates),
    -> stick to the hill to bypass the gatling turret. Kill it if you want to.
    -> forward right and take the middle way between two large crates.
    . . . Enemy phase . . .

    Third Turn
  5. Control Largo, (4 CP)
    -> climb up the hill through ladder,
    -> destroy the two enemy tanks.

iii. Skirmishes
    Vasel Riverside (Normal)
  • A-rank condition: 1 turn(s)
  • Enemy Leader: 4 (3 infantry, 1 tank)
  • Enemy Ace: None
  • Enemy Tank: 2 light tanks
Same as story operation: West Bank of Vasel City. --> Check at Chapter 3 (Part 1) --> Enemy ace is replaced by shocktrooper

Chapter 5:
i. Story Operations
    Wildwood Warfare at Kloden
  • A-rank condition: 4 turn(s)
  • Enemy Leader: 7 (Gen. Jaeger (inside Lupus), 5 infantry, 1 tank)
  • Enemy Ace: Lt. Nonnenkof (drop 'ZM MP 2(g)' shocktrooper submachine gun)
  • Enemy Tank: 1 medium tank, 1 heavy tank (Lupus)
Map provided does not show land mines; Pass over black lines trigger Gen. Jaeger event

Path
Comment
[N] - A - [Y]
[S] - F - J - [Y]

[N] - B - C - [X]
[N] - B - D - G - [X]
[S] - E - []
[S] - F - H - G - [X]

[X] - G - I - [Y]
[X] - G - H - J -[Y]
Short path, danger but usable after kill enemy.
Long path, safe, reach enemy backline but need more AP.

Short path, danger but usable with order: defense boost.
Long path, fine, need more AP.
Short path, very danger, not recommended.
Long path, safe, need too much AP, not recommended.

Short path, fine, best used shocktrooper & lancer.
Long path, safe, need more AP, best used scout.
  • Do not equip Rosie with ZM MP 1(g).
  • Deploy Alicia (south position), Rosie (north position) and Largo for extra CP.
  • Do not deploy full roaster, leave at least 1 space.
    First Turn
  1. [S] Control Alicia, (2 CP), going path: F - J
    -> move forward until reach a fallen tree blocking the way,
    -> hand-grenade to clear the way,
    -> keep moving until AP used up.
  2. [N] Control Rosie, (1 CP)
    -> head to the enemy flag in front, be careful of mines,
    -> hand-grenade the enemy leader.
  3. [N] Control your second scout unit, (2 CP), going path: B - C
    -> follow Rosie path,
    ->destroy the enemy anti-tank cannon using team-attack with Rosie,
    -> occupy the enemy flag,
    -> continue to path B.
  4. Use order: defense boost on your second scout unit
    Control your second scout unit, (1 CP), going path: C - [X]
    -> enter the enemy flag through the gate,
    -> stick to right to get out from enemy tank fire range,
    -> run to enemy leader at sandbags,
    -> vault over the sandbags and stop behind him,
    -> let the enemy shocktrooper kill enemy leader for you,
    -> hand-grenade and knock the shocktrooper out of enemy flag area,
    -> occupy the enemy flag,
    -> get out of enemy tank and lancers sight, and crouch at sandbags.
  5. [N] Control your third scout unit, (2 CP), going path: A - [Y]
    -> when reach Path A, take few steps to a tree.
    -> when one of the enemy shocktroopers fire at you, run to them,
    -> hand-grenade kill them both.
    -> continue moving until AP used up.
    Deploy reinforcement: a lancer at second captured flag.
    . . . Enemy phase . . .

    Second Turn
  6. [J] Control Alicia, (3 CP)
    -> hand-grenade the fallen tree blocking the way,
    -> go up the hill and stick to the side of hill to spot enemy,
    -> kill the enemy anti-tank cannon,
    -> crouch between the sandbags and crates,
    -> kill the enemy leader at enemy flag.
  7. [A] Control your third scout unit, (1 CP)
    -> take few steps forward until spotted enemy leader on right,
    -> kill the enemy leader and go to him,
    -> stop at the fence behind the enemy ace.
  8. [X] Control your second scout unit, (1 CP), going path: G - I - [Y]
    -> kill the enemy shocktrooper if he alive,
    -> head to the last enemy flag, stick to right (trigger event),
    -> stop near two wooden logs.
  9. [X] Control your arrived lancer unit, (2 CP), going path: G - I - [Y]
    -> destroy the enemy leader tank,
    -> follow your second scout path,
    -> destroy the wooden logs,
    -> hide behind the tent (not warehouse)
  10. [Y] Control your second scout unit, (1 CP)
    -> go and kill the Gen. Jaegar black guard between two warehouses on right,
    -> hide behind the tent (same as lancer).
    . . . Enemy phase . . .

    Third Turn
  11. [A] Control your third scout unit, (1 or 2 CP), going path: A - [Y]
    -> if the enemy ace did not move, shoot the enemy ace to attract him,
    -> go to and kill the enemy ace.
  12. [Y] Control your any scout units, (3 CP +)
    -> clean up enemy inside enemy flag and Lupus area.
  13. [Y] Control your lancer unit, (2 CP)
    -> run to the back of Lupus and destroy it.
  14. [Y] Control your any scout units, (1 CP)
    -> occupy the enemy flag.
Chapter 6:
i. Story Operations
    Battle of Barious Desert
  • A-rank condition: 3 turn(s)
  • Enemy Leader: 5 infantry
  • Enemy Ace: Malya the Dust (drop 'ZM SG 1(g)' sniper rifle)
  • Enemy Tank: 3 light tanks
Pass over black lines trigger sandstorm event
  • Equip a shocktrooper unit (Not Rosie) with ZM MP 2(g).
  • Deploy Alicia (ground area), Rosie and Largo for extra CP.
  • Deploy scout / sniper at hill area to spot enemy.
  • Do not deploy full roaster, leave at least 2 space.
    First Turn
  1. Control your sniper unit, (1 CP)
    -> snipe the enemy leader at rooftop near enemy flag.
  2. Control your scout unit (Can be Alicia), (1 CP)
    -> run into the trench at front,
    -> ignore enemy, run to east,
    -> kill the enemy leader.
  3. Control your first scout unit, (1 CP)
    -> head to the rooftop near enemy flag
    -> hand-grenade the enemy sniper crouching at sandbags
    -> occupy the enemy flag.
  4. Control your first scout unit, (1 CP)
    -> head north and kill the enemy shocktrooper,
    -> vault up the trench to trigger event,
    -> crouch inside the trench and hide behind a wall.
  5. Control your second scout unit (Can be Alicia), (1 CP)
    -> follow your first scout path,
    -> kill the last enemy sniper on the rooftop.
  6. Control your second scout unit, (2 CP)
    -> run to west, towards enemy leader lancer,
    -> hand-grenade then kill the enemy leader lancer,
    -> hide behind a wall from enemy shocktrooper at south.
    Deploy reinforcements at captured flag: a shocktrooper, and a lancer.
    . . . Enemy phase . . . (enemy tanks change position)

    Second Turn
  7. Control your arrived lancer unit, (1 CP)
    -> head to your first scout,
    -> crouch inside the trench and hide behind the wall.
  8. Control your arrived shocktrooper unit, (6 CP +)
    -> run north to the enemy ace,
    -> kill the enemy ace,
    -> hide behind the wall.
    . . . Enemy phase . . . (enemy tanks change position)

    Third Turn
  9. Control your shocktrooper unit (from step 8), (1 CP)
    -> run to the back of nearest enemy tank and destroy it,
    -> head to enemy flag until AP used up.
  10. Control your lancer unit (from step 7), (4 CP +)
    -> run to the next trench at front,
    -> destroy the both left and right enemy tanks.
    Note: the enemy tanks' radiator should expose to middle.
  11. Control your second scout unit (near lancer from previous step), (2 CP)
    -> head north-west to enemy leader,
    -> hand-greade then kill the enemy leader.
  12. Control your second scout & shocktrooper (from step 9) units, (2 CP +)
    -> head to enemy flag,
    -> clean up the enemy inside the enemy flag,
    -> occupy the enemy flag.
    Note: Order: Sniper Support may useful to help taking down enemy.
Chapter 7:
i. Story Operations
    Desert Duel with Maximillian
  • A-rank condition: 9 turn(s)
  • Enemy Leader: 2 (Maximilian (inside Batomys), Selvaria (appear later-on))
  • Enemy Ace: Kanazar the Lion (drop 'ZM Kar 2(g)' scout rifle)
  • Enemy Tank: 1 siege tank (Batomys)
There are many ways to clear this operation You can either start off with kill the infantry or destroy the tank turret. Note: This tactic is destroy the tank turret first.
  • Deploy Alicia, Rosie, and Largo for extra CP.
    First Turn
  1. Control Edelweiss, move forward to the ruin (see map).
  2. Control Rosie, go and kill the sniper near A1, and position at A1 without crouching.
    Note: A1 make enemy's hit priority. But, shocktrooper shoud able to take the damage.
  3. Control your lancer units, each 2 CP, destroy the enemy turrets and position at B1.
    Note: Destroying 1 turret need 3 hits (excluding potential, i.e. tank slayer)
  4. Lastly, control your engineer unit, re-ammo your lancers and position at C1.
    Note: To counter-fire any enemy slip through Rosie
    . . . Enemy phase . . .
    Second Turn
  5. Control Edelweiss, move to the next stop (see map), destroy the hit the first ruin wall.
  6. Control your lancer units, destroy the enemy turrets again if any and position at B2.
  7. Lastly, control your engineer unit, kill any slip-through enemies, then re-ammo your lancers and position at C2 (behind a small hill).
    . . . Enemy phase . . .
    Third Turn
  8. Control Edelweiss, move to the next stop (see map), destroy the hit the second ruin wall.
  9. Control your lancer units, destroy the enemy turrets again if any and position at B2.
  10. Lastly, control your engineer unit, re-ammo your lancers and position at C2.
    . . . Enemy phase . . . (Batomys's ragnite-powered cannon fire)
    Fourth Turn
  11. Control your lancer units, position at B3.
  12. Deploy reinforcement, a scout and a sniper
  13. Control your engineer unit, climb the Batomys and grenade the radiator and back to C2.
    Note: Make sure the hand grenade is toss inside the radiator (1-hit destroy).
    . . . Enemy phase . . .
    Fifth Turn
  14. Control Edelweiss, move to the next stop (see map), destroy the hit the third ruin wall.
  15. Position Alicia at A1 (crouch), Rosie at A2 (don't too outside & stick to right wall), arrived scout at A3 (on the valkyrur platform near the staircase), and sniper near A3.
  16. Position any units which not done in fourth turn. Heal up using ragnaid if any injured. Just make sure you reserve 10 CP.
    . . . Enemy phase . . . (Batomys's cannon fire)
    Sixth Turn
  17. Control your engineer unit, climb and grenade another radiator, then position at C3.
    . . . Event occurs: Selvaria troops arrived . . .
  18. Control your sniper unit, snipe the enemy ace. Snipe Selvaria's black guards if you want to. Then, hide her away from enemies.
  19. Position any units which not done in fourth and fifth turn. Heal up using ragnaid if any injured. Just make sure you reserve 10 CP.
    . . . Enemy phase . . . (Selvaria moving towards Maximillian)
    Selvaria will not attack any of your units if you position correctly.
    Selvaria's black guards will be killed by both Alicia and another scout,
    '- any enemies slip through will be killed by Rosie.
    Seventh Turn
  20. Hide Alicia in the walls corner, near where the enemy sniper was.
  21. Kill any slip-through enemies, position any units which not done in fourth,fifth, and sixth turn. Heal up using ragnaid if any injured. Just make sure you reserve 10 CP.
    . . . Enemy phase . . .
    Eighth Turn
  22. Control your engineer unit, position at C4. (hidden from Selvaria between Batomys)
  23. Heal up using ragnaid if any injured. Just make sure you reserve 10 CP.
    . . . Enemy phase . . . (Batomys's cannon fire; Selvaria attacks your lancer)
    Note: Your lancer should able to take / evade the damage in crouching position
    Ninth Turn
  24. Use any available boost anti-tank power (i.e. Demolition Boost)
  25. Control your lancer units, move to B4 and damage the Batomys. Have your engineer unit re-ammo and destroy the Batomys.

ii. Ellet's Report
    Taking the Barious Highlands
  • A-rank condition: 2 turn(s)
  • Enemy Leader: 4 infantry
  • Enemy Ace: None
  • Enemy Tank: 2 light tanks
Note: Map provided is extremely brief as you may only need it not to lose yourself.
  • You don't need to deploy anyone; Alicia is sufficient.
  1. Control Alicia, climb up the two successive ladders then go left. When you enter the camp perimeter on your right, immediately turn right again and kill the enemy between the wall and the barracks.
  2. Sneak behind the barracks and kill the enemies around the flag. Occupy it.

iii. Skirmishes
    Kloden Wildwood (Normal)
  • A-rank condition: 3 turn(s)
  • Enemy Leader: 7 (5 infantry, 2 tank)
  • Enemy Ace: None
  • Enemy Tank: 1 light tank, 1 medium tank
Same as story operation: Wildwood Warfare at Kloden --> Check at Chapter 5 --> Gen. Jaegar event removed (Lupus replaced by medium tank; Gen. Jaegar's black guards replaced by shocktroopers) --> Enemy ace is removed
Chapter 8:
Note: Starting from Chapter 8: *Received Hit(s) from Enemy Scout -- Defense Down *Received Hit(s) from Enemy Shocktrooper -- Attack Down *Received Hit(s) from Enemy Sniper -- Accuracy Down

i. Story Operations
    Escape from Forest Snare
  • A-rank condition: 4 turn(s)
  • Enemy Leader: 2 infantry
  • Enemy Ace: Ty the Immortal (drop 'ZM MP 3(g)' shocktrooper submachine gun)
  • Enemy Tank: None
Note: This tactic may only usable if your scout troops are elite level & above (11+).
    First Turn
  1. Control Alicia, (2 CP)
    -> move towards the hidden trail, and go stay near the herb,
    -> rifle-grenade damage the enemy leader while on the way.
  2. Control Welkin, (1 CP)
    -> use the herb on Alicia,
    -> rifle-grenade kill enemy leader while on the way.
    -> cross the bridge, watch out for land mine.
    . . . Enemy phase . . .

    Second Turn
  3. Control Alicia, (2 CP)
    -> follow Welkin path, evade the searchlight and take the furthest path.
    -> go forward until spotted an enemy leader inside bushes
    -> hand-grenade the enemy leader.
  4. Control Welkin, (1 CP)
    -> follow Alicia path,
    -> kill the enemy leader
    -> head to the next herb.
    . . . Enemy phase . . .

    Third Turn
  5. Control Alicia, (1 CP)
    -> follow Welkin path and stay near the herb.
  6. Control Welkin, (1 CP)
    -> use the herb on Alicia,
    -> take few steps forward until spot enemy,
    -> rifle-grenade the enemy ace,
    -> crawl all the way into hidden trail, head to next herb.
  7. Control Alicia, (1 CP)
    -> do the same as Welkin.
    Note: If the enemy ace does not die from two grenades, it is fine.
    . . . Enemy phase . . .

    Fourth Turn
  8. Control Alicia, (1 CP)
    -> follow Welkin path and stay near the herb.
  9. Control Welkin, (1 CP)
    -> use the herb on Alicia.
    -> if the enemy ace is not dead, go west instead of back to the hidden trail,
    -> rifle-grenade again the enemy ace to kill him.
    -> head to objective (escape destination).
    Note: It's the last turn so you no longer care about projectors. You can afford to be seen by them as many times as you want.
  10. Control Alicia, (1 CP)
    -> follow Welkin path and escape.

Reunion in the Forest
  • A-rank condition: 3 turn(s)
  • Enemy Leader: 4 infantry
  • Enemy Ace: Zytreet the Lynx (drop 'ZM SG 2(g)' sniper rifle)
  • Enemy Tank: 2 light tanks
Map provided does not show land mines.
Note: This tactic may only usable if your scout troops are elite level & above (11+).
  • Deploy Rosie (top-right corner) and Largo for extra CP.
    First Turn
  1. Control your scout unit (not Welkin / Alicia), (1 CP)
    -> take few steps backward to make sure not to getting shot from enemy shocktrooper,
    -> ignore the enemy, go to and climb the watchtower,
    -> rifle-grenade the enemy mortar cannon.
  2. Control Welkin / Alicia, (2 CP)
    -> go bypass the enemy mortar cannon, by stick to the right side of the hill to not getting shot from enemy shocktrooper, although if you can kill him in one burst you should do it now,
    -> rifle-grenade the enemy mortar cannon,
    -> keep moving until no AP.
  3. Control Alicia / Welkin, (2 CP)
    -> follow the previous path, but stop at enemy mortar cannon,
    -> hand grenade between enemy mortar cannon and enemy leader. Ensure the mortar cannon is destroyed and enemy leader is blown forward if he isn't dead already,
    -> keep moving until no AP.

  4. Control your sniper unit, (1 CP)
    -> snipe the enemy leader near the enemy flag,
    -> go backward to sandbags top-right at your flag.
  5. Control sniper again, (1 CP)
    -> snipe the enemy leader behind the tank.
    -> head to the broken bridge.
  6. Control sniper, (1 CP)
    -> snipe the enemy leader at the destroyed mortar cannon if he's not dead already.
    Note: If the enemy leader is at default position, you are not able to snipe him.
    . . . Enemy phase . . .

    Second / Third Turn
  7. Control Welkin, (1 CP)
    -> climb the broken bridge, and move towards Edelweiss.
  8. Pick one out of two choices:
    i. ) Use Edelweiss to destroy enemy tanks
    ii.) Use shocktrooper with defense boost to destroy enemy tanks.
  9. Remember to occupy enemy flag to prevent enemy reinforcement and to kill the enemy ace (you can use your scout for this).
    Note: The furthest enemy flag is walled by a gate which required your tank to ram.

Chapter 9:
i. Story Operations
    Kidnapping of Cordelia
  • A-rank condition: 5 turn(s)
  • Enemy Leader: None
  • Enemy Ace: None
  • Enemy Tank: 1 armoured vehicle (Gallian APC)
No Screenshot
Note: This tactic may only usable if your troops are elite level & above (11+), and equiped with ZM MP 3(g).
  • Equip Rosie with ZM MP 3(g). Deploy her at the most northern position.
  1. Use order: defense boost & damage boost on Rosie.
  2. Control Rosie, go towards the enemy vehicle and shoot its radiator.

ii. Skirmishes
    Barious Desert (Normal)
  • A-rank condition: 3 turn(s)
  • Enemy Leader: 5 infantry
  • Enemy Ace: None
  • Enemy Tank: 3 light tanks
Same as story operation: Encounter at Bruhl --> Check at Chapter 6 --> Sandstorm event removed --> Enemy ace is removed
Chapter 10:
i. Story Operations
    Infiltration of Fouzen
  • A-rank condition: 5 turn(s)
  • Enemy Leader: 8 (7 Infantry, 1 tank)
  • Enemy Ace: Oswald the Iron (drop 'ZM Kar 3(g)' scout rifle)
  • Enemy Tank: 2 light tanks
Map provided does not show all land / tank mines
Note: This tactic may only be usable with fully upgraded Edelweiss weapon damage.
  • Equip Edelweiss with max available accuracy enhancements.
  • Deploy Alicia, Rosie, and Largo for extra CP.
    First Turn
  1. Control Alicia, (4 CP)
    -> cross the bridge, ride the trolley,
    -> at new location, kill the nearest sniper,
    -> and move towards the next one, be careful of mines,
    -> repeat until all (4) snipers including the enemy leader sniper are killed, then make sure to be close to the wall on your right sothat the enemy tank won't hit you.
  2. Control Edelweiss, (4 CP)
    -> move forward and kill any enemies while you're on it.
  3. Control your engineer unit, (1 CP)
    -> follow Edelweiss path. Make sure the engineer is positioned near the bridge (This makes enemies on the right side of the map to come shoot you).
    . . . Enemy phase . . .

    Second Turn
  4. Control Edelweiss, (6 CP)
    -> go forward and stop at the exit of the bridge.
    -> wait for the searchlight to pass, turn left and stick to the left end of the hill,
    -> wait for another searchlight to pass and stop at the empty space on right side,
    -> kill enemies including enemy leader while on the way.

    Go to the aimed area when the searchlight on the house at right

  5. Control your engineer unit, (2 CP)
    -> evade the searchlight, run through the small corridor between houses
    -> position behind the last two houses.
  6. Control Alicia, (1 CP)
    -> run down the hill and hide beside another house.
    . . . Enemy phase . . .

    Third Turn
  7. Control Edelweiss, (9 CP)
    -> wait for the searchlight to pass,
    -> move to and stop at the last two house,
    -> shoot the enemy tank, repeat until destroyed.
  8. Pick one out of two choices:
    i. ) Easy way -- use order: mortar support on enemy flag if available
    ii.) Hard way -- use infantry slowly kill the enemies at enemy flag
    Just make sure you kill the two lancers as it 1-hit K.O. your scout / engineer.
  9. Control your engineer unit (1 CP),
    -> disarm the mines at the bridge
    -> cross the bridge
    -> clean up leftover enemies.
    . . . Enemy phase . . .

    Fourth Turn
  10. Control Edelweiss, (6 CP)
    -> wait for the searchlight to pass,
    -> cross the bridge and head to the entrance of next bridge,
    -> mortar any enemies still alive at enemy flag,
    -> use the other 4 CP to shoot at enemy tank.
  11. Control your engineer unit, (1 CP)
    -> kill any alive enemy,
    -> occupy the enemy flag,
    -> head to the bridge and hide behind crates or Edelweiss.
  12. Control Alicia, (1 CP +)
    -> ride the trolley if you have not yet done so.
    -> Climb the hill
    -> hand-grenade the two enemy leaders sniper. Be careful of mines.
    . . . Enemy phase . . . (Enemy shoot your Edelweiss, should able to withstand)

    Fifth Turn
  13. Control Alicia, (1 CP)
    -> kill the enemy ace.
  14. Control your engineer unit, (1 CP)
    -> disarm the mines at middle of the bridge,
  15. Control Edelweiss, (6 CP)
    -> kill & destroy the enemies
    -> head to objective (destination).
    Note: You can control Alicia to kill the lancers if you have extra CP.

    Liberation of Fouzen
  • A-rank condition: 6 turn(s)
  • Enemy Leader: 4 infantry
  • Enemy Ace: Tavyse the Beast (drop 'ZM SG 3(g) sniper rifle)
  • Enemy Tank: 3 medium tanks
Note: There is two tactics to run: infantry only (or) Infantry mix tank This tactic is running infantry only.
  • Deploy Alicia, Rosie, and Largo for extra CP
  • Do not deploy idle units inside your flag area. (Will be mortar-ed by enemy)
    First Turn
  1. Control your shocktrooper unit (can be Rosie), (3 CP)
    -> cross the bridge
    -> kill the enemy shocktrooper,
    -> hand-grenade the barricade
    ->ride the trolley
    -> at new location, move to the elevator switch.
  2. Control Alicia, (3 CP)
    -> cross the bridge
    -> go down the ramp,
    -> hand-grenade the lancer and kill the lancer.
    -> hide near the sandbags.
    . . . Enemy Phase . . .

    Second Turn
  3. Use order: damage boost on the shocktrooper. Control the shocktrooper, (3 CP)
    -> activate the elevator switch and use the elevator,
    -> after go down, destroy the enemy tank.
    -> ignore the enemy shocktrooper, run to enemy leader at the enemy flag,
    -> kill the leader and occupy the flag.
    -> finish the objective, hand-grenade the Makeshift Bridge.
  4. Use order: defense boost on Alicia. Control Alicia, (1 CP)
    -> cross the bridge by sticking right side,
    -> kill the shocktrooper if you want,
    -> turn right and move to activate the elevator switch.
  5. Use order: healing request on Alicia. Control Alicia, (3 CP)
    -> Head to another trolley,
    -> kill the enemy leader scout while on it,
    -> ride the trolley,
    -> at new location, run to and kill the enemy ace,
    -> rifle-grenade another Makeshift Bridge.
  6. Control Edelweiss, (2 CP)
    -> reverse-move to the elevator and use it to go down,
    -> move forward and destroy another enemy tank.
  7. Control another shocktrooper, (1 CP)
    -> take the same elevator Edelweiss used to go down,
    -> kill the enemy leader,
    -> use the next elevator.
    . . . Enemy Phase . . .

    Third Turn
  8. Pick one out of two choices:
    i. ) Easy way -- use order: mortar support on enemy tank at enemy flag if available
    ii.) Hard way -- use infantry or tank slowly kill the enemies at enemy flag
  9. After clearing up the enemy, occupy the base and head to final objective and finish it.

ii. Ellet's Report
    Hostage Rescue Operation
  • A-rank condition: 2 turn(s)
  • Enemy Leader: None
  • Enemy Ace: None
  • Enemy Tank: None
No map provided.
You are supposed not to be sighted but as this tactic allows you to beat the mission in one turn, you actually don't care about this condition.
  • Deploy Alicia, Rosie and Largo for extra CP.
    First Turn
  1. Control Welkin / Alicia, (2 CP)
    -> bypass the right building and kill the enemies. You can kill them both with 1 CP if you shoot at them in line while sticking to the first one (aim the second one's head),
  2. Control Alicia / Welkin, (1 CP)
    -> climb the slope on your left and rifle grenade the enemy on the roof on your right. If your scouts aren't Elite, you can hit them with your rifle.
Chapter 11:
i. Story Operations
    Battle at Marberry Shore
  • A-rank condition: 8 turn(s)
  • Enemy Leader: 3 infantry
  • Enemy Ace: Capt. Nonnenkof (drop 'VB FW 1(g)' shocktrooper flamethrower)
  • Enemy Tank: 2 medium tanks, 2 heavy tanks
Map provided does not show land mines
Note: This tactic may only be usable with Edelweiss upgraded Reinforced Body.
  • Deploy Alicia, Rosie, and Largo for extra CP.
  • Do not deploy full roaster, leave at least 3 space.
    First Turn
  1. Control Edelweiss, (4 CP)
    -> Isara-smoke-round between the two gatling bunkers,
    -> head to the watchtower on left path, (Leave a small space to allow troop pass),
    -> kill the enemy scout.
  2. Control your scout unit (Not Alicia), (1 CP)
    -> run pass the smoke screen, to enemy flag,
    -> occupy the enemy flag,
    -> run to sandbags,
    -> kill the enemy scout near barricade.
    Deploy reinforcements at captured falg: a lancer, and a sniper.
    . . . Enemy phase . . .

    Second Turn
  3. Control your arrived sniper unit, (2 CP)
    -> climb the watchtower,
    -> go around on the watchtower to spot enemy,
    -> snipe the nearest enemy shocktrooper (not the one below another watchtower),
    -> damage the enemy leader crouching at sandbags at enemy flag,
    -> descend the watchtower and retreat if enough AP.
  4. Control Edelweiss, (2 CP)
    -> move forward the path,
    -> stop with Edelweiss acting as cover to entrance to trench on right side,
    -> Isara-smoke-round the right gatling bunker at the corner of two sandbags.
    |- Note: Careful not smoke within the mortar area in next step.
  5. Control your arrived lancer unit, (2 CP)
    -> run to back of the enemy tank and destroy it.
  6. Now, pick one out of two choices:
    i. ) Easy way -- use order: mortar support on enemy flag if available
    ii.) Hard way -- use infantry slowly kill the enemies at enemy flag
    Control your scout unit (Not Alicia), (1 CP)
    -> move into the trench from Edelweiss,
    -> run pass the smoke screen,
    -> rifle-grenade at the back of gatling bunker, ensure it destroy.
  7. Control your scout unit (Not Alicia), (1 CP)
    -> run to and occupy the enemy flag,
    -> retreat.
    Deploy reinforcements at second captured flag: two scouts, and a lancer.
    . . . Enemy phase . . .

    Third Turn
  8. Control your arrived lancer unit, (1 CP)
    -> destroy the enemy tank,
    -> retreat.

  9. Control Edelweiss, (2 CP)
    -> Isara-smoke-round between the two gatling bunkers at the middle barricades.

  10. Control your arrived scout, (1 CP)
    -> rifle-grenade at the back of gatling bunker, ensure it destroy.

  11. Control your arrived scout, (1 CP)
    -> kill the enemy leader,
    -> kill the enemy scout,
    -> occupy the enemy flag,
    -> run pass the smoke screen if enough AP. If there isn't enough AP, simply make the scout retreat or just out of range of the gun towers.

  12. Control your other arrived scout, (2 CP)
    -> run pass the smoke screen,
    -> rifle-grenade the enemy leader or just kill him simply using weapons such as ZM Kar 8 (see Susie's Scout Challenge),
    -> use order: sniper support or kill the enemy leader if he isn't dead yet,
    -> if there's AP left (which is doubtful) turn right and hide behind the building. Be careful of mines. In case AP isn't enough, just hide behind the corner of the nearest building. You should be safe from interception fire here.
    Deploy reinforcements: at third captured flag: a lancer, a sniper, and possible a scout
    . . . Enemy phase . . .

    Third Turn
  13. Control your scout unit (near enemy flag), (1 CP)
    -> take few steps backward and right to spot enemies.
    -> hand-grenade the enemies to send them fly backward.

  14. Clear the infantries on enemy flag, pick one out of two choices:
    i. ) Easy way -- use order: mortar support on the enemy leader protecting the final enemy flag.
    ii.) Hard way -- use your scouts to rid the enemy flag of nearby troops. Stay away from the range of the two tanks protecting the flag.
    Use order: defense boost on your arrived lancer.
    Control your arrived lancer, (3 CP)
    -> run to the back of enemy tanks and destroy them.


  15. Control your scout units,
    -> kill the enemy ace. Try to position yourself such that you can kill the enemy behind the ace.
    -> at this point, only the enemy leader should be left protecting the flag. use order: caution or order: defense boost on the scout near the enemy flag and quickly charge the leader, kill him, then capture the flag. The scout should live long enough catching the tanks' rounds with the order.

ii. Skirmishes
    Upper Fouzen (Normal)
  • A-rank condition: 6 turn(s)
  • Enemy Leader: 4 infantry
  • Enemy Ace: None
  • Enemy Tank: 3 medium tanks
Same as story operation: Liberation of Fouzen --> Check at Chapter 10 --> Armoured train is removed --> Enemy ace is replaced by sniper
Chapter 12:
i. Story Operations
    Recapture of Bruhl
  • A-rank condition: 1 turn(s)
  • Enemy Leader: 5 infantry
  • Enemy Ace: Mash the Hunter (drop 'ZM SG 4(g)' sniper rifle)
    _ _ _ _ _ _ _ & Yosnoa the Hound (drop 'Enhanced Block Pin' Edelweiss Thread HP Part)
  • Enemy Tank: 1 medium tank
Map provided does not show land mines
  • Deploy Alicia, Rosie, and Largo for extra CP.
  • Equip all scouts with highest available range rifle or ZM Kars from 6 onwards, and Largo with mortar launcher.
  • For consistency, this guide's lineup consists of Alicia (ZM Kar 9), Wavy (ZM Kar 8), Juno (ZM Kar 8), Rosie (ZM MP 3), Largo (Lancaar-SH M1), and Marina (ZM SG 7). You can of course choose your own troops. Just make sure the recommended units and the squad leaders are there. ZM Kar 8 can be farmed from Susie's Scout Challenge (see Chapter 3).
  1. Control Largo, (1 CP)
    -> take left path, run to sandbags,
    -> mortar the center of enemy sandbags to kill the enemy leader and shocktrooper. It's okay if you can't kill both, just make sure to kill at least one.
  2. Marina, (1 CP)
    ->Use Marina to kill the remaining enemy Largo didn't kill, or the one beside the truck and tank if Largo was successful in dispatching two.
  3. Control Largo, (1 or 2 CP)
    -> run towards the left of the tank on the sidewalk.
    -> run to the back of enemy tank and destroy it. This may take some trial-and-error through save-loading but tips would be to not lob the mortar, just point the tip towards the radiator itself and fire.
  4. Control Wavy, (1 CP)
    -> head to where Largo is,
    -> keep moving until AP used up,
    -> try to kill the enemy leader on roof at left side. Having ZM Kar 8 can kill the leader most of the time. It just needs one headshot. It's alright if you don't kill him.
  5. Control Juno, (1 CP)
    -> head to where Wavy and Largo is,
    -> Kill the enemy leader by the roof if he still isn't dead.
  6. Control Wavy, (1 CP)
    -> head to the enemy flag,
    -> hand-grenade or rifle-grenade (for you to be a safe distance away from interception fire) between the anti-tank cannon and sandbags with enemy ace. (make sure the sandbags is destroyed and the enemy ace is now standing)
  7. Control Juno, (1 CP)
    ->run towards the enemy ace,
    ->try to aim such that both the enemy anti-tank cannon and the enemy ace are in your line of fire.
    ->kill the enemy ace, if he dodges, the enemy anti-tank cannon will die,
  8. Control Juno, (1 CP)
    ->kill whoever is still alive,
    ->occupy flag

ii. Ellet's Report
    An End to Darcsen Hunting
  • A-rank condition: 4 turn(s)
  • Enemy Leader: 4 (3 infantry, 1 tank)
  • Enemy Ace: Fujmolt the Edge (drop 'VB FW 2(g)' shocktrooper flamethrower)
  • Enemy Tank: 2 medium tanks
  • Deploy Alicia in the camp and Largo for extra CP.
  • Deploy one sniper, one scout totally on the left side and two shocktrooper units additionally to Alicia and Rosie. The first of these two latter should be deployed next to Rosie, the second one behind the Edelweiss.
  • You can invert Alicia and the other scout unit if you wish, it doesn't matter.
  • If your scouts are equipped with ZM Kar 8(g), you can possibly replace shocktroopers, except Rosie, by scouts. You could also possibly don't need the sniper unit.
  • You need to be extremely careful for the enemy shocktrooper shots since they will drop your attack stat.
  • Equip your three shocktrooper units with the best upgraded flamethrowers you own.
    First Turn
  1. Control your sniper unit, (1 CP)
    -> Kill the enemy sniper on the cliff, totally on your left.
  2. Control your first other shocktrooper unit, (2 CP)
    -> Kill the crawling enemy sniper and shocktrooper units in front of you. Then, lie down in the grass, facing north-west.
  3. Control Rosie, (2 CP)
    -> Run toward the tree on the top of the slope slightly on your right and kill the enemy lancer,
    -> Bypass the tree by the right side and kill the enemy shocktrooper leader lying in the grass.
  4. Control your second other shocktrooper unit, (1 CP)
    -> Run forward and kill the enemy shocktrooper leader in the grass slightly on your right from the road. Be sure you are not hit by him and go to him carefully.
  5. If you need more CPs to kill the targets listed above, go for it. If you have some CPs left and you successfully killed them, control the Edelweiss, (2 CP)
    -> Follow the road and inflict some damage to the enemy tank leader.
    An excellent alternative option is to use the Shamrock, climb the slope on the right side with it and hit the radiator of the tank, destroy it in one shot but since the Shamrock can be frail and tricky to safely manoeuvre, I would not recommend this for every people. Plus, the Shamrock may need to be upgraded for this to work.
    . . . Enemy phase . . .

    Second Turn
  6. Control your second other shocktrooper unit, (2 CP)
    -> Cross the road and follow a path between the rocks to get by the two crawling shocktroopers' back and kill them both. If you can't with 2 CP, kill one of them and lie down in the grass facing the other's back. Your crossfire will kill him.
  7. Control your other scout unit, (2 CP)
    -> Take the slope and do not walk too close from the edge as enemy shocktroopers may hit you.
    -> Run until you reach the northwestern enemy shocktrooper leader. Kill him using a grenade and/or a third CP if needed, and then lie down behind the other shocktrooper's back. This one is a few steps away to the south.
  8. Control Largo, (3 CP)
    -> Shoot thrice at the enemy standard medium tank on the cliff. If you already moved the Edelweiss during the previous turn, use your 3 CPs to stick to it (follow the road).
    If you already destroyed it with the Shamrock, use the Shamrock again to destroy the tank leader below.
  9. If you have some CP left, control Rosie, (1 CP)
    -> Destroy the enemy tank near you if Largo didn't, or kill the enemy shocktrooper in the grass, the one close to you.
  10. If you have another CP left, control Alicia, (1 CP)
    -> Join Rosie and help her kill the remaining enemies nearby. If there is none, grenade the enemy ace below.
    . . . Enemy phase . . .

    Third Turn
    Enemies start trying to escape from there, it makes it way easier to flush out their survivors.
  11. Control Alicia, (2 or 3 CP)
    -> Kill the enemy ace.
    -> Kill the fleeing enemy lancer.
  12. Control Rosie, (2 CP)
    -> Kill the fleeing enemies in the middle of the road.
  13. Control the Edelweiss or Largo, (remaining CP)
    -> Destroy the last enemy tank. You can basically use anyone to do that.
  14. Use your remaining CPs or turn to kill any remaining enemy.
Chapter 13:
i. Story Operations
    Showdown at Naggiar (1)
  • A-rank condition: 5 turn(s)
  • Enemy Leader: 3 (2 infantry, Selvaria (appear later-on))
  • Enemy Ace: Sima the Younger (drop 'ZM Kar 4(g)' scout rifle)
  • Enemy Tank: 1 heavy tank
Map provided does not show all land / tank mines
Note: This tactic may only usable if your scout troops are elite level & above (11+).
  • Deploy Alicia, Rosie, and Largo for extra CP.
  • Do not deploy full roaster, leave at least 1 space.
  • Make sure deploy someone (Rosie), at east flag to prevent enemy occupy the flag.
    First Turn
  1. Control your scout unit (Can be Alicia), (1 CP)
    -> head north inside the trench and climb out,
    -> kill the enemy scout,
    -> head to second tank trench,
    -> head north-east instead of north.
  2. Control your second scout unit (Can be Alicia), (1 CP)
    -> follow your first scout unit path,
    -> at second tank trench, move inside,
    -> kill the enemy shocktrooper,
    -> run into enemy trench (west).
  3. Control your third scout unit (Can be Alicia), (1 CP)
    -> follow your second scout unit path.
  4. Control your [West] scout unit (Not Alicia), (2 CP)
    -> ignore the enemy, make a U-turn to another side,
    -> rifle-grenade, then kill the enemy ace,
    -> head back to the junction stop behind a crate.
  5. Control your [West] second scout unit, (2 CP)
    -> ignore the enemy, climb up the ladder,
    -> run to and crouch at the sandbags at enemy flag,
    -> hand-grenade, then kill the enemy leader,
    -> occupy the enemy flag,
    -> stop inside the flag area (to receive flag buff to heal up).
  6. Control your first scout unit, (1 CP)
    -> run into enemy trench (east),
    -> take few steps until spotted enemy shocktrooper just behind a crate,
    -> kill the enemy shocktrooper
    -> head back to the corner before spotted enemy.
  7. Control your [East] scout unit, (2 CP)
    -> rifle-grenade the enemy shocktrooper and ragnite barrel behind enemy gatling bunker. (Make sure the enemy shocktrooper is at least damaged and the gatling bunker is destroyed)

    HOW: Use auto-search aim target at enemy bunker, move left to the flag pole

    -> the enemy shocktrooper should now facing west, sneak to the enemy flag,
    -> stick to right to prevent enemy scout from notice,
    -> kill the enemy shocktrooper,
    -> occupy the enemy flag,
    -> stop inside the flag area (to receive flag buff to heal up).
    . . . Enemy phase . . .

    Second Turn
  8. Control your [East] scout unit, (1 CP)
    -> move down into the trench, take left path,
    -> at junction, take right path,
    -> kill the enemy leader.
  9. Control your [East] scout unit, (1 CP)
    -> head back to the junction,
    -> shoot the enemy shocktrooper far away to make him facing east.
  10. Control your [West] scout unit (at flag), (1 CP)
    -> descend the ladder at front,
    -> ignore the enemy, run to and kill the enemy shocktrooper (shoot-ed by east scout),
    -> turn right and climb the ladder, climb the watchtower.
  11. Control your [West] scout unit (from step 10), (1 CP)
    -> rifle-grenade the enemies at enemy flag, ensure damaged them both,
    -> descend back into the trench,
    -> stop at the corner right before enemy flag.
  12. Control your [East] scout unit, (2 CP),
    -> stick to the wall, sneak behind the enemies at enemy flag,
    -> kill the both enemy shocktroopers,
    -> occupy the enemy flag, (your and enemy' reinforcement arrived)
    -> stop inside the flag area (to receive flag buff to heal up).
  13. Control your [West] scout unit (from step 11), (1 CP)
    -> head to the recent captured flag area (to receive flag buff to heal up).
    Deploy reinforcement at third captured flag, a lancer.
    . . . Enemy phase . . . (Edelweiss damaged by enemy, enemy scout try to occupy east flag)

    Third Turn
  14. Control your scout unit (at third captured flag), (2 CP)
    -> move out the trench,
    -> move behind the tents,
    -> kill the two enemy shocktroopers.
  15. Control your arrived lancer unit, (2 CP)
    -> follow your scout path,
    -> run to the back of enemy tank and destroy it.
  16. Control any nearest scout units, (1 CP +)
    -> clean up the enemy inside the enemy flag,
    -> occupy the enemy flag.

ii. Ellet's Report
    Guarding the Refugee Camp
  • A-rank condition: 5 turn(s)
  • Enemy Leader: 4 (3 infantry, 1 tank)
  • Enemy Ace: Toyold the Bull (drop 'Firing Calculator' Shamrock part)
  • Enemy Tank: 2 heavy tanks, 1 medium tank
  • Deploy a scout unit on the left position and a sniper unit on the right posi. You could possibly replace the scout by an engineer if you think you absolutely deal no damage to a heavy tank from front with Largo, but due to them being extremely frail, I would not recommend that.
  • You need to kill enemy lancers first in order to defend the Edelweiss as it will be targeted by both them and enemy tanks.
    First Turn
  1. Control Rosie, (1 CP)
    -> Head immediately on your right and kill the first lancer in the grass. Don't forget to always end your action by lying down in the grass yourself when possible, it will make things easier. Use the rock near the lancer to hide from tanks.
  2. Control your sniper unit, (3 CP)
    -> Go straight toward the cliff edge, until you have a nice view of the two enemy shocktrooper leaders. Kill them, and kill the enemy sniper on your right.
  3. Control Rosie, (1 CP)
    -> Make some steps forward until you see the enemy lancer leader. Kill him while crawling whenever possible and go back where you left.
  4. Control your scout unit, (1 CP)
    -> Go slightly on your left to the clump of grass and kill the enemy lancer there. Ignore the enemy scout and get a little closer to the sniper. Lie down in the grass, facing them.
    . . . Enemy phase . . .

    Second Turn
  5. Control Largo, (3 CP)
    -> Go next to your sniper unit and shoot thrice at the enemy tank leader. Again, lie down after that for better cover and hiding.
  6. Control your sniper unit, (1 CP)
    -> Kill the enemy engineer. They can be annoying under some circumstances. If you prefer to kill somebody else, you can. This is a utility action.
  7. Control Rosie, (1 CP)
    -> Go to the southeasternmost corner of grass and face northeast, to lie in wait for the imperial troopers and furtherly kill them. You should heal yourself there, but in the case you don't need to, you can kill one of the remaining enemy scouts/shocktroopers around the standard (non-ace) heavy tank before moving.
  8. Control your scout unit, (1 CP)
    -> Hide behind the tree to protect yourself from any of the enemy ace tank shots. If you need to, you should, again, heal yourself. If not, kill the enemy sniper. If done, kill the enemy scout.
    . . . Enemy phase . . .

    Third Turn+
    From there, things highly depend on how AI behaved the two previous turns. You should leave the enemy tanks alone and eventually move the Edelweiss to wipe them out.
  9. Control Largo, (1 CP)
    -> Move toward Rosie without forgetting to crawl when needed, and kill the enemy tank leader if not previously done or inflict some damage to the enemy standard heavy tank.
  10. Control Rosie, (1+ CP)
    -> Kill the remaining shocktrooper units or try to inflict as much damage as you can to the enemy standard heavy tank by getting to its back.
  11. Control your sniper unit, (1 CP)
    -> Kill the remaining shocktrooper preventing your scout to reach the enemy ace tank.
  12. Control your scout unit, (1+ CP)
    -> If you have the ZM Kar 8(g) or so, destroy the enemy ace tank.

iii. Skirmishes
    Marberry Shore (Normal)
  • A-rank condition: 8 turn(s)
  • Enemy Leader: 3 infantry
  • Enemy Ace: None
  • Enemy Tank: 2 medium tanks, 2 heavy tanks
Same as story operation: Battle at Marberry Shore --> Check at Chapter 11 --> Enemy ace is replaced by shocktrooper
Chapter 14:
i. Story Operations
    Showdown at Naggiar (2)
  • A-rank condition: 3 turn(s)
  • Enemy Leader: None
  • Enemy Ace: Sima the Elder (drop 'ZM MP 4(g)' shocktrooper sub machine gun)
  • Enemy Tank: 1 tank destroyer, 2 heavy tanks
No Screenshot
Note: This tactic is a bit OP. Let Alicia massacre everything.
  1. Do not capture enemy flag until third turn.
  2. No need to destroy enemy tank destroyer and anti-tank cannon.
  3. Position Largo at most south-east, corner side of hill.
  4. Position Shamrock at most north-west, below the hill.
  5. Remember to kill the enemy ace.
Chapter 15:
i. Story Operations
    Fight for Ghirlandaio
  • A-rank condition: 6 turn(s)
  • Enemy Leader: 3 infantry
  • Enemy Ace: Oswald the Steel (drop 'ZM Kar 5(g)' scout rifle), Matz the Cleaner (drop 'Firing Calculator' Edelweiss part)
  • Enemy Tank: 3 medium tanks, 1 tank destroyer
Map provided does not show all land / tank mines
Note: This tactic may only be usable with scouts using ZM Kar 8(g) or equivalent. Look at Chapter 3 (Part 1), Susie's Challenge, for more details about how to obtain this weapon.
  • Deploy Alicia, Rosie, and Largo for extra CP.
    First Turn
  1. Control your first scout, (2 CP)
    -> ignore the enemy scout and run until the first enemy tank,
    -> shoot at its radiator and ensure its destruction,
    -> kill the crouching enemy lancer, occupy the enemy flag and activate the first switch,
    -> go back to the flag and crouch behind sandbags.
  2. Control Rosie, (1 CP)
    -> kill the first enemy shocktrooper and hide.
  3. Control your sniper, (2 CP)
    -> kill the enemy leader at the second switch,
    -> kill the enemy leader on the city walls. It may need several shots, do not worry about that.
  4. Control your second scout, (2 CP)
    -> kill the first enemy scout you previously ignored,
    -> run until the second group of sandbags on your right,
    -> kill the ace tank,
    -> come back to the sandbags and crouch behind them.
  5. Control your third scout, (3 CP)
    -> follow your second scout until the second group of sandbags,
    -> kill the enemy ace in the grass and hide there by crawling.
    . . . Enemy phase . . .

    Second Turn
  6. Control your second scout, (2 CP)
    -> kill the enemy shocktrooper in the trench,
    -> kill the enemy heavy gatling and activate the second switch.
  7. Control your first scout, (1 CP)
    -> run to and kill the enemy tank at the left of the mine field for extra EXP.
  8. Use orders Caution and Defense boost on your third scout and control them, (2 CP)
    You can go along the walls or walk on them for less damage.
    -> kill the enemy tank,
    -> kill the enemy leader and activate the third switch.

    Selvaria's Last Stand
  • A-rank condition: 8 turn(s)
  • Enemy Leader: 3 infantry
  • Enemy Ace: /
  • Enemy Tank: 2 heavy tanks, 1 medium tank, 2 tank destroyers
There is a bunch of tactics I can recommend for this. All of them imply shooting at Selvaria directly.
First possibility
  • Deploy only one sniper unit in one of the top positions, like middle top right. Equip them with a rifle with maximal range or maximal damage like the ZM SG 7(g). This one can be farmed from Marina's Sniper Challenge. See Chapter 3 for it.
    First turn
  1. Use Caution and Defense boost orders on your sniper unit, just in case, then control them,
    -> Do not move from starting location, or only to be able to take aim at Selvaria. Shoot at Selvaria's head WITHOUT ZOOMING otherwise she'll dodge the shot.
    You'll only need a few successful shots to beat her.

Second possibility
  • Give the Edelweiss max accuracy parts.
    First turn
  1. The shot may be tricky, but shoot Selvaria with the Edelweiss immediately. You don't need to move for that. You may need a few successful to defeat her.

Third possibility
  • Deploy Alicia, Rosie and Largo for extra CP.
  • Give Alicia your best scout rifle, ZM Kar 8 or 9 if possible.
    First turn
  1. Use orders 'Awaken Potentials', 'Attack Weakspot' and 'Concentrate Fire' on Alicia. You can add 'Damage Boost' or 'Defense Boost' if you need it. (7 or 8 CP)
  2. Control Alicia, (1 or 2 CP)
    -> Move forward, following the railway until you have Selvaria in your range. Shoot at her head.

ii. Skirmishes
    Windmill Plaza (Normal)
  • A-rank condition: 1 turn(s)
  • Enemy Leader: 5 infantry
  • Enemy Ace: None
  • Enemy Tank: 1 medium tank
Same as story operation: Recapture of Bruhl --> Check at Chapter 12 --> Enemy tank ace is replaced by medium tank --> Enemy infantry ace is replaced by sniper
Chapter 16:
i. Story Operations
    Diverting the Marmota
  • A-rank condition: 8 turn(s)
  • Enemy Leader: /
  • Enemy Ace: Shuntr the Mount (drop 'ZM SG 5(g)' sniper rifle)
  • Enemy Tank: /
No screenshot.
It is recommended to play this battle using the Edelweiss with max. accuracy parts. It will help your shots greatly.
  • Deploy only Alicia.
    First turn
  1. Control Alicia, (2 CP)
    -> run to and take the left path.
    -> kill the enemy shocktrooper.
    -> kill the enemy lancer.
    -> stop in front of the barricades at the left entrance of the mine field.
  2. Control the Edelweiss, (6 CP)
    -> follow Alicia.
    -> at the end of your first movement, shoot at the ragnite-crate at the left of the right path.
    -> at the end of your third movement, shoot at the ragnite-crate at the right of the right path.
    Do let Zaka die. As he's a commander, he will simply retreat and he is of no use here.
    . . . Enemy turn . . .

    Second turn
  3. Control Alicia, (1 CP)
    -> grenade the barricades and then take the right entrance, not the one you just opened.
    -> run forward with the barracks on your left side.
    -> once you've spotted the enemy shocktrooper on your left beyond the barracks, after the wall, stop and come back to hide between the barracks. You need to hide from the enemy ace and if you miss the enemy shocktrooper with the Edelweiss, you may be safe there.
  4. Control the Edelweiss, (6 CP)
    -> DO NOT shoot at the ragnite-crate on your left.
    -> go forward through the mine field.
    -> shoot at the enemy shocktrooper you had spotted with Alicia, behind the wall on your left, with a shrapnel shell.

    -> keep on going through the mine field until no AP. Be careful of the tank mines, you can pass between them with caution.
    . . . Enemy turn . . .

    Third turn
  5. Control Alicia, (1 CP)
    -> grenade the barricade at the end of the mine field on the Edelweiss trajectory.
    -> hide from the enemy ace by using the last wall of the mine field.
  6. Control the Edelweiss, (6 CP)
    -> exit the mine field and go toward the group of enemies around the target point.
    -> at the end of your third turn, shoot at the enemy lancer's head and kill him.
    . . . Enemy turn . . .

    Fourth Turn
  7. Control Alicia, (3 CP)
    -> run to the remaining group of enemies.
    -> kill the enemy shocktrooper.
    -> kill the enemy ace.
    -> run to the left path and shoot at one of the ragnite-crate.
  8. Control the Edelweiss, (2+ CP)
    -> go to the target point, maybe a little bit after it, and wait there.
    . . . Enemy turn . . .

    Fifth Turn
  9. Control Alicia, (1 CP)
    -> shoot at the other ragnite-crate of the left path and go back to the target point.
    . . . Enemy turn . . .

    Next Turns
  10. Just wait for the Marmota to join you and for the mission to succeed after the seventh turn.

ii. Skirmishes
    Naggiar Plains (Normal)
  • A-rank condition: 5 turn(s)
  • Enemy Leader: 2 infantry
  • Enemy Ace: None
  • Enemy Tank: 1 heavy tank, 2 tank destroyers
Same as story operation: Showdown at Naggiar (1) --> Check at Chapter 13 --> Enemy ace is removed --> Two more enemy tanks on the sides of the map --> Selvaria is absent --> Your tanks are moved to and start in different trenches
Chapter 17:
i. Story Operations
    Breaching Jaeger's Blockade
  • A-rank condition: 5 turn(s)
  • Enemy Leader: 4 infantry
  • Enemy Ace: Ty the Immortal (drop 'ZM MP 5(g)' shocktrooper submachine gun)
  • Enemy Tank: 3 heavy tanks + Lupus
  • Deploy Alicia, Rosie, and Largo for extra CP.
  • Deploy three scouts, including Alicia. One at the northernmost position, and the two others in the two positions on the left of your base camp.
  • Deploy a strong lancer (not Largo) in the northwesternmost position and an engineer at the other position nearby.
  • Keep 1 free space for reinforcement. It will be your mightiest lancer you need to prepare and not deploy immediately.
  • If possible, choose scouts with the resist crossfire potential. It should not be required, but it will help you greatly.
  • Give your scouts and engineer ZM Kar 8 or 9 (see Chapter 3). Again, it's not required but you may need a couple more CP without them.
    First turn
  1. Control your northern scout, (2 CP)
    -> Run straight to the north and after the street, take the corridor on your left until you reach the enemy camp. Kill the enemy leader.
    -> Climb the ladder and shoot at the enemy sniper and lancer in line. It's not absolutely necessary to kill the lancer, but you should go for it since you can kill them two in a single shot.
  2. Use order 'Defense Boost' and 'Caution' on your southern scout. (3 CP)
  3. Control your southern scout, (1 CP)
    -> Go to the southwestern enemy camp and kill the enemy ace and leader in line. Make some steps back and face east. You need to prevent the shocktrooper in the alley from running at your lancer.
  4. Control your middle scout, (3 CP)
    -> Take the street you are facing to attack the enemy camp at the middle of the map from the rear. Kill its three occupiers and occupy the camp yourself. Hide behind a tent or crouch next to sandbags to protect yourself and the camp.
  5. Call for reinforcement here, a lancer. (1 CP)
    If you cannot occupy the camp with 3 CP, do your best with four. Try to at least kill the enemy leader there. You can occupy the camp next turn and use your already deployed lancer instead, the one near your engineer. It will need 2 CP to reach the camp instead of 1 though. Crouch behind sandbags after your actions.
    . . . Enemy turn . . .

    Second turn
  6. Use order 'Damage Boost' on your arrived lancer, (1 CP)
  7. Control your arrived lancer, (3 CP)
    -> Go to the northeast corner of the camp and crouch there. Then, start spamming the Lupus.
  8. Control your engineer, (1 CP)
    -> Reach your arrived lancer, resupply and heal them if needed. You can aswell kill a shocktrooper on your way if you meet one, in some cases there is one.
  9. Control your arrived lancer, (3 CP)
    -> Keep on spamming the Lupus until no ammo.
  10. Repeat. If you need a third turn, you can have it. If you need one more lancer, you can use the one already deployed.
Chapter 18:
i. Story Operations
    Marmota's End
  • A-rank condition: 5 turn(s)
  • Enemy Leader: /
  • Enemy Ace: /
  • Enemy Tank: /
No Screenshot
  • Deploy Alicia, Rosie and Largo for extra CP.
  • Deploy a sniper unit on the left side, an engineer unit on the right side and four lancer units in the front spots. You may use them following your preferences. Equip them all with your strongest lances.
    First Turn
  1. Use order 'All Units Defend'. (2 CP)
  2. Control your sniper unit, (2 CP)
    -> Kill the enemy lancer and sniper in the south-west corner of the map, then come back to the camp and crouch.
  3. Control Largo, (1 CP)
    -> Here you can use any of your lancer units, but since Largo is not very good you can use him for this task. Hit and destroy the damaged platin.
  4. Control your engineer unit, (3 CP)
    -> Climb over the fallen platin and kill the enemy shocktrooper. Keep on climbing the ladders until no AP. The current single defense boost should be enough if you aim quickly before the enemy shocktrooper starts firing, but if you have trouble with this, you can use your sniper unit to kill them instead. if you do, move your engineer unit as described above right after killing them.
    -> Destroy both Heat Sinks.
  5. Control your strongest lancer unit, (1 or 2 CP)
    -> Follow your engineer unit through the ladders.
    -> If you have one CP left, try to start hitting the Valkof.
    If you have some trouble with any of the remaining troopers, you can use this remaining CP to control Alicia and take care of them instead.
    . . . Enemy phase . . .

    Second Turn
  6. You can use order 'Penetration' or 'Damage Boost' on your climbed lancer.
  7. Bomb the Valkof with your climbed lancer until no ammo.
  8. Resupply them with your engineer unit. You could also use once Resupply order.
  9. Repeat until victory.

    Final Showdown
  • A-rank condition: 3 turn(s)
  • Enemy Leader: /
  • Enemy Ace: /
  • Enemy Tank: /
No Screenshot
  • Deploy Alicia, Rosie and Largo for extra CP.
  • Deploy the best fit for anti-armor purposes units. It can be a sniper unit equipped with an anti-tank rifle (like ATR-X3, which you can get through the Tank Trial), a powerful lancer unit with a strong Theimer (I'd suggest Audrey but Largo may be enough) or even a shocktrooper unit equipped with Ruhm (which you can get through the first DLC).
  • Give Rosie and Alicia the strongest available weapons for their respective classes. ZM MP X3(g) and ZM Kar 9(g) would be the best, but I'm confident in that they are not required. You can get them through the Shocktrooper Trial and Engineer Trial, respectively. ZM Kar 8(g) is much easier to get through the Scout Trial and works too. See Chapter 3 for these.
    First Turn
  1. Use order 'All Units Defend'. (2 CP)
  2. Use your anti-tank units to break all three towers protecting Maximilian. (3 CP)
  3. Control Rosie, (5 CP)
    -> Get as close as possible to Maximilian and shoot at him until he retreats.
  4. Control Alicia, (2 CP)
    -> Chase Maximillian and finish him off.

ii. Skirmishes
    East Vasel (Normal)
  • A-rank condition: 5 turn(s)
  • Enemy Leader: 4 infantry
  • Enemy Ace: /
  • Enemy Tank: 4 heavy tanks
Same as story operation: Breaching Jaeger's Blockade --> Check at Chapter 17 --> (Or you can rush to the enemy base camp) --> Enemy ace is removed --> Lupus is removed. You need to take the enemy base camp --> Enemy leader moved to enemy base camp --> Enemy shocktrooper added to replace them
Unlockables: Character-related
i. Unlocking Hidden Recruits
Character
Class
Condition
Earliest Available
Musaad
Scout
Complete story mode once.
New game plus
Lynn
Shocktrooper
Unlock Karl's hidden potential then let him incapacitated.
* Med-evacuate is allowed but not necessary.
Chapter 4
Audrey
Lancer
Earn 10 or more decorations.
Chapter 10.5
Knute
Engineer
Enter the Command Room with 1,000,000 DCT.
Chapter 3
Emile
Sniper
Unlock Oscar's hidden potential then let him incapacitated.
* Med-evacuate is allowed but not necessary.
Chapter 4


ii. Unlocking Characters Final Personal Potential (Hidden Potential)
    Starting From Chapter 4 Onward
  • All non-leader characters (excluding Welkin, Alicia, Rosie, Largo and Zaka) able to unlock his / her hidden potential on early chapter (as leader characters is unlocking through Ellet's reports.)
  • Condition: accumulate 5 Ellet's points. Then talk to Ellet at Headquarters > Castlefront St".
    She will quote about "new rising star of Squad 7".

    Point(s)
    Action Taken
    1 pts
    Deploy in operation
    2 pts
    Kill an enemy unit
    Heal an allied unit
    Repair one sandbags
    Repair a tank
    Disarm a mine (unsure)
    3 pts
    Occupy an enemy flag
    4 pts
    Med-evacuate a fallen allied unit
    Note: Same action taken by same character does not give point(s) in current operation.
    However, points can accumulate over multiple operations.


  • Recommended unlocking through Skirmish 1.
Unlockables: Weapons & Tank Parts
i. New Category of Weapon
Class
Weapon
Condition
Unlock at
Scout
Rifle-based Grenade Launcher
Scout Class level 11
Chapter 3
Shocktrooper
Flamethrower
Shocktrooper Class level 11
Chapter 3
Lancer
Mortar Launcher
Lancer Class level 11
Chapter 11
Engineer
None
-
-
Sniper
None
-
-

ii. Imperial Weapons
Category
Weapon
Aim
Range
vsPers
vsArmor
Shots
Ace Location
Rifle
ZM Kar 1(g)
ZM Kar 2(g)
ZM Kar 3(g)
ZM Kar 4(g)
ZM Kar 5(g)
ZM Kar 6(g)

ZM Kar 7(g)
ZM Kar 8(g)
ZM Kar 9(g)
E
D
D
D
C
D

D
D
D
180
180
180
200
220
220

220
220
225
36
39
43
51
60
72

92
100
105
46
51
54
60
65
70

95
95
100
5
5
5
5
5
7

7
7
7
Retreat from Bruhl (Chap. 2)
Desert Duel w/ Maximillian (Chap. 7)
Infiltration of Fouzen (Chap. 10)
Showdown at Naggiar (1) (Chap. 13)
Fight for Ghirlandaio (Chap. 15)
Outskirts of Bruhl (Expert Skirmish)
Windmill Plaza (Expert Skirmish)
Upper Fouzen (Expert Skirmish)
Scout Trial (DLC Skirmish)
Engineer Trial (DLC Skirmish)
Submachine Gun
ZM MP 1(g)
ZM MP 2(g)
ZM MP 3(g)
ZM MP 4(g)
ZM MP 5(g)
ZM MP 6(g)
ZM MPX3(g)
Ruhm
E
E
D
D
D
D
E
A
80
80
120
120
150
150
150
540
31
33
35
40
45
47
75
35
55
57
58
59
60
60
60
75
20
20
20
20
20
25
25
20
West Bank of Vasel City (Chap. 3)
Wildwood Warfare Kloden (Chap. 5)
Escape from Forest Snare (Chap. 8)
Showdown at Naggiar (2) (Chap. 14)
Breaching J.'s Blockade (Chap. 17)
Kloden Wildwood (Expert Skirmish)
Shocktrooper Trial (DLC Skirmish)
Behind Her Blue Flame DLC
Flamethrower
VB FW 1(g)
VB FW 2(g)
VB FW XX(g)
B
B
B
90
90
90
380
500
380
60
70
1000
-
-
-
Battle at Marberry Shore (Chap. 11)
An End to Darcsen Hunting (Rep. 8)
Vasel East (Expert Skirmish)
Anti-Tank Lance
VB PL XX(g)
VB PL X3(g)
B
B
500
700
120
120
850
1000
1
1
Naggiar Plains (Expert Skirmish)
Lancer Trial (DLC Skirmish)
Sniper Rifle
ZM SG 1(g)
ZM SG 2(g)
ZM SG 3(g)
ZM SG 4(g)
ZM SG 5(g)
ZM SG 6(g)
ATR-X1
ZM SG 7(g)
ATR-X3
D
D
D
D
D
D
E
D
D
450
500
500
700
780
780
780
780
900
152
155
158
161
183
190
70
215
65
55
70
75
86
91
91
800
95
1000
1
1
1
1
1
1
1
1
1
Battle of Barious Desert (Chap. 6)
Reunion in the Forest (Chap. 8)
Liberation of Fouzen (Chap. 10)
Recapture of Bruhl (Chap. 12)
Diverting the Marmota (Chap. 16)
Barious Desert (Expert Skirmish)
Marberry Shore (Expert Skirmish)
Sniper Trial (DLC Skirmish)
Tank Trial (DLC Skirmish)

iii. Tank Part

Ace Tank Part
Ace's Name
Chapter
Enhanced Block Pin
Yosnoa the Hound
Recapture of Bruhl (Chapter 12)
Firing Calculator (for Edelweiss)
Matz the Cleaner
Battle for Ghirlandaio (Chapter 15)
Firing Calculator (for Shamrock)
Toyold the Bull
Guarding the Refugee Camp (Report 9)

iv. Royal Weapon

Note: Still in experimental & incomplete (any mistake do leave a comment)
  • When: Chapter 10 onward
  • How: Awarded by Princess Cordelia at Audience Hall.
  • Quantity: Based on rank achieved
  • Category: Random pattern (max 3 quantity per category)

    Category
    Weapon
    Occurrence
    Time Frame
    Rifle
    Machine Gun
    Sniper Rifle
    Anti-Tank Lance
    Gallian-1R
    Mags M1R
    GSR-1R
    Lancaar M1R
    First Time
    Second Time
    Third Time
    Ch. 10: Infiltration of Fouzen
    Ch. 10: Liberation of Fouzen
    Ch. 11: Battle at Marberry Shore
    Rifle
    Machine Gun
    Sniper Rifle
    Anti-Tank Lance
    Gallian-3R
    Mags M3R
    GSR-3R
    Lancaar M3R
    First Time
    Second Time
    Third time
    Ch. 12: Recapture of Bruhl
    Ch. 13: Showdown at Naggiar (1)
    Ch. 14: Showdown at Naggiar (2)
    Rifle
    Machine Gun
    Sniper Rifle
    Anti-Tank Lance
    Gallian-S1R
    Mags M10R
    GSR-10R
    Theimer M01R
    ??
    Ch. 15
    Rifle
    Machine Gun
    Sniper Rifle
    Anti-Tank Lance
    Gallian-S10R
    Mags M20R
    GSR-20R
    Theimer M10R
    ??
    Ch. 16 - 17
    Rifle
    Machine Gun
    Sniper Rifle
    Anti-Tank Lance
    Gallian-S20R
    Mags M30R
    GSR-30R
    Theimer M20R
    ??
    Ch. 18

    The quantity of royal weapons awarded each time:-
    A-rank
    B-rank
    C-rank & below
    5 weapons
    4 - 5 weapons
    3 - 4 weapons

    The chance of category of royal weapons awarded each time (based on A-rank):-
    All 4-category
    3-category
    2-category
    10 %
    60 %
    30 %

v. DLC Weapons

Ruhm:
Behind Her Blue Flame DLC - Mission 1

Behind Her Blue Flame DLC - Mission 2
Unlockables: Decorations (Achievements)
i. Unlocking Decorations
Decoration
Condition
Earliest Available
Gallian Medal of Honor
Complete Chapter 9
Chapter 10
Fouzen Service Medal
Complete Chapter 10
Chapter 11
Naggiar Service Medal
Complete Chapter 14
Chapter 15
Ghirlandaio Service Medal
Complete Chapter 15
Chapter 16
Savior of Gallia
Beat and begin a new game from saved file
New game plus
The Lance of Gallia
Kill an enemy ace
Chapter 10
The Bronze Arms of Gallia
Kill 250 enemy units
Chapter 10
The Silver Arms of Gallia
Kill 500 enemy units
Chapter 10
The Golden Arms of Gallia
Kill 1000 enemy units
Chapter 10
The Splintered Horn
Let an unlocked hidden potential die permanently
Chapter 10
The Crimson Heart
Med-evacuated a fallen character
Chapter 10
Order of the Golden Wings
Train all classes to level 20
Chapter 10
The Wings of Solidarity
Unlock the full personnel profiles for all characters
New game plus
Excellence in Leadership
Learn every order
New game plus
Excellence in Armament
Upgrade and collect all weapons
??
Excellence in Technology
Upgrade and collect all tank parts
??
Gallian Front Commemorative
Complete all chapters and reports
New game plus
Order of the Holy Shield
Clear any story operation without any casualty starting on ch. 10
Chapter 11
Order of the Holy Lance
Earn A-rank in any mode operation starting on ch. 10
Chapter 10
Randgriz Crest of Honor
Earn a-rank in all operation including story, report, skirmish
New game plus
Tips & Tricks:
i. How to effectively use tank(s)
Xbox 360 Controller
Keyboard + Mouse
Move
L-analog
WASD buttons
Rotate
D-pad
UP DOWN LEFT RIGHT buttons
View
R-analog
8246 buttons
Move & Rotate
L-analog + R-analog
WASD + 8246 buttons
Important Note:
There is mouse issue when controlling tank(s). _______


ii. EXP & DCT Farming
Mode
Operation
EXP
DCT
Turn(s)
Earliest Available
Details
Professional Military
Susie's Challenge
-- Scout Trial
60,000
120,000
4 / 7
Chapter 3
See Chapter 3 (Part 1)
Skrimish
Windmill Plaza
55,800
111,00
1 / 1
Chapter 15
See Chapter 12
Note: To access to Professional Military, at Skirmish Tab, Press L1 / R1 button or Q / E button
Note: if anyone has a better way of farming to share, do post a comment.


iii. 1000 Kills Farming
Mode
Operation
Turn(s) Used
Enemies
Earliest Available
Details
Professional Military
Edy's Challenge
-- Shocktrooper Trial
3
21 Start
7 Reinforce
35 Total
Chapter 3
See Chapter 3
(Part 2)

Note: if anyone has a better way of farming to share, do post a comment.
ACKNOWLEDGEMENTS
I'd like to thank the following steam users for their contributions to this guide.
  1. otkamak [retired video provider]
  2. VeRy LuNaTiC [retired editor]
  3. Altus [retired author]
  4. Aurore [current author]
  5. Ismo [new author]
  6. Glistening Dragon of Holiness
  7. Falk
  8. Idrahim
AUTHOR'S NOTES
Anyone who wish to help / contribute to this guide, please leave a comment ^^
245 kommentarer
Derpy 27. mar. kl. 10:05 
it aint much but this deserves an award im cause im going to perfect game the valkyria series
isma12375 22. mar. kl. 16:52 
I don't see any map for Fight for Ghirlandaio, in chapter 15, is it just me? :Trebuchet::VC_SNIPER:
kapitanFOXY2 2. sep. 2023 kl. 17:29 
@DeadPan you should place Shammrock and Largo (or any other lancier for that matter) were they'll be behind heavy tanks when they'll spawn. Then just shoot them in the ragnite generator or whatever it is and you should one-hit-kill them. Shammrock may have a bit of a problem with that, so have like five spare CP after capturing the camp

Theoreticly you could use Edelweiss insted of shammrock, but in practice there is no way in hell that Edelweiss would ever reach it's destinaton even in 6 turns, Shammrock just have much more AP
DeadPan 20. aug. 2023 kl. 14:02 
would appreciate more details for chapter 14. kinda hard with the enemy infinitely re-spawning and the only advice this guide has doesn't really help
Aurore  [ophavsmand] 29. apr. 2023 kl. 6:53 
Which ones? I can't find any problem.
Awesomer 28. apr. 2023 kl. 20:05 
the videos dont seem to work
ymataliadg86 20. dec. 2022 kl. 18:29 
You forgot to add our reformed orthodox rabbi Bill Clinton for contributions to this guide.
Slick_404 1. jan. 2022 kl. 3:31 
id recomend to use frendly fire or standing in lane of enemy fire after action. doing so let your team get 1pt for deploy+4pts for rescuing aly unit insta promoting him/her. i dont think i isnt obvious so
thierry.hermann 26. sep. 2021 kl. 4:58 
third round kill the tank with your new lancer go towards the tank on the wall and shot it.
with nancy kill a sniper activate the door. go towards the central camp and shot the last sniper and take the flag.
with alicia kill the scout and hidden by the box advance and go take the last flag. shot the last tank and activate the door( warning selvaria can see you pass.).
advance eldeweis towards selvaria. shot 1 time to see a cinematic. needs to be next to shooted when she move in the ennemy phase to immobilize her.
with largo kill the last tank.
last round smoke selvaria, use order neutralize, cautious on alicia. go in the fog. shot he body and not the head. new cinematic. finish her
victory.
thierry.hermann 26. sep. 2021 kl. 4:58 
second round send eldeweis in the elevator go towas the door. and smoke selvaria.
kill the lancer with a new troops and retreat
east stair send rosie killed the storm and after go on the gunfire activate the elevator. kill the sniper. finish the move in the stair towards the flag.
send shammarock in the elevator shot the gunfire on the other side end finish the move next the door with the sandbag on the other side in visual. very important.
with nancy take the elevator take the flag and kill the sniper and go towards the next camp. east path and finish hidden between the building. recruit a lancer.
in the ennemy phase selvaria go in in the north east but if shammarock and no next door she go west north.