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Guide and Walkthrough by BNii
Version: 1.05 | Updated: 03/10/2019
FAQ of the Month Winner: January 2018
Earth Defense Force 5/Chikyu Boeigun 5 FAQ/Walkthrough Version 1.05 March 9, 2019 By Brian Nii (bnii at hawaii dot edu) Table of Contents ----------------- Version History Frequently Asked Questions Getting Started Classes Enemies Missions 1. Today's Schedule 2. Escape from Darkness 3. Crisis in Base 228: Part 1 4. Crisis in Base 228: Part 2 5. Shattered Peace 6. Unidentified Flying Objects 7. The Quiet Threat 8. Monsters Attack! 9. Wedge of Destruction 10. Escape 11. Burning Sky 12. Spreading Disaster 13. Turning Point 14. Extermination 15. Destroy the Giant Ship 16. Isolation 17. Mastermind Revealed 18. Secret of the Cave 19. Eradication Plan 20. Encounters on Return 21. Surprise Attack at Night 22. Scouting the Outpost 23. Mountain of Wedges 24. The Landing Ships 25. Reinvasion 26. Artillery Unit 27. Sniper Team 28. Red Drones 29. Iron Wall 30. Destroy the Outpost: Plan A 31. Destroy the Outpost: Plan B 32. Cave Invasion Stage 1 33. Cave Invasion Stage 2 34. Cave Invasion Final Stage 35. Berth 36. Flying Killers 37. Monster Elimination Plan 38. Plain of Conflict 39. Current Headquarters 40. Brutal Battlefield 41. Assaulting the Outpost 42. Saving Europe: Operation 1 43. Saving Europe: Operation 2 44. Culling the Flying-type 45. Circle Formation 46. Giant Ship Attack: 2nd Attempt 47. Survivors 48. The Flying Saucers 49. Airborne Fighters: Part 1 50. Airborne Fighters: Part 2 51. Attacking the Fleet 52. Underground Trap 53. The Army Group Raid 54. Wire-puller 55. Hiding Behind the Web 56. Predators on Thread 57. Scuffle in the City 58. Hidden Threat 59. Break the Barrier 60. Mountain Investigation 61. Destroying Large Flying Saucers 62. Sweeping Monster Balls 63. Recapturing the Industrial Area 64. Winged Legion 65. Landing Giant Ship 66. Falling Monster Balls 67. Extraterrestrial Riders 68. Crashing Giant Pylons 69. Enormous Mutants 70. Aircrafts 71. Anchors Destruction Plan 72. Battle in the Fog 73. Light Defenses 74. Flying Unit 75. Fighters Ambush 76. Sieged City 77. Doomed Queens 78. Monster Extermination 79. Reclaiming Base 228: Stage 1 80. Reclaiming Base 228: Stage 2 81. Reclaiming Base 228: Stage 3 82. Reclaiming Base 228: Retreat 83. Defeat Archelus 84. City of Giant Pylons 85. Incoming Larvae 86. Secret in the Dark 87. Approaching Monster Balls 88. Threads Everywhere 89. Flying-type Extermination 90. Broken Land 91. Sparkling Abyss 92. Attack of the Flying Fleet 93. Mountain Traps 94. Bloody Battle 95. Drop Location 96. Land of Monsters 97. Steel Covered by Threads 98. Coastal Defense Line 99. Intense Battle Underground 100. Greatest Final Confrontation 101. Crumbling City 102. Forced Entry 103. Tornado 104. Against All Odds 105. Monster Banquet 106. Suicide Squad 107. Invader Assembly 108. Scortched Earth 109. No. 11 110. The Nameless Mission Pack 1 1. Engage Aggressors 1 2. Engage Aggressors 2 3. Airborne Enemies 4. Reclaim Base 236 5. Infiltrate Base 236 6. Defend Base 236 7. Engage Teleportation Anchors 1 8. Engage Aliens 1 9. Engage Aggressors 3 10. Engage Aliens 2 11. Underground 1 12. Underground 2 13. Engage Aliens 3 14. Engage Aggressors 4 15. Engage Outpost Base Mission Pack 2 1. Engage Teleportation Ships 2. Engage Aliens 4 3. Engage Drones 4. Engage Alien Troops 5. Engage Teleportation Anchors 2 6. Underground 3 7. Engage Aliens 5 8. Engage Aggressors 5 9. Engage Teleportation Anchors 3 10. Engage Alien Troops 2 11. Engage Mysterious Monster 12. The Last Stand 1 13. The Last Stand 2 14. The Last Stand 3 Weapon Farming - Mission 62 Gatchapon Madness - Mission 87 Gatchapon Madness Part Deux: Gatchapon Harder - Mission 101 Spray and Pray (or Spin to Win) Weapon Lists Trophies O---------------O |Version History| O---------------O Version 1.05 (March 9, 2019) - Added mission pack 2. Started to add DLC 2 weapons to weapons list. Version 1.04 (February 16, 2019) - Revised strategy for DLC 1 mission 12. Started to add DLC 1 weapons to weapons list. Version 1.03 (February 10, 2019) - Added mission pack 1. Minor miscellaneous updates. Version 1.02 (December 16, 2018) - With the English release of Earth Defense Force 5 I've begun the process of changing the mission titles, enemy names, and weapon names to their English equivalents. I've also updated the FAQ section as a result. Version 1.01 (January 28, 2018) - Made some corrections to the weapon lists for some weapon names and/or levels. Added mission 101 to the weapon farming section. Expanded strategy for missions 62 and 87 in the weapon farming section. Version 1.0 (January 21, 2018) - Completed walkthrough. Added trophies section. Updated enemies section. Added mission 87 to the weapons farming section. Large update to weapon lists and made adjustments so some of the weapon categories more closely match up with the order that they appear on the lists in game. All I need to do now is to keep farming weapons on inferno to see if I missed any. Version 0.2 (January 14, 2018) - Updated walkthrough up to mission 65. Added weapon statistic descriptions to the Ranger and Wing Diver weapon sections for reference. Version 0.1 (January 10, 2018) - First version. Walkthough up to mission 10. O--------------------------O |Frequently Asked Questions| O--------------------------O Q: What is this game? A: Earth Defense Force 5 (also known as Chikyu Boeigun 5 in Japan) is a sequel to Earth Defense Force 2025/4.1. It is a third person shooter where you battle alien forces that are trying to take over the earth and destroy humanity. Q: Is this game out in the N.A./Europe/etc.? A: The English version of Earth Defense Force 5 was released on December 11, 2018. It is currently available as a digital download only. Q: Can I play the Japanese version on my NTSC/PAL PS4? A: Yes. PS4 games are region free so you should have no problems running the Japanese version on your system. Q: How do I get this game? A: For the English version you need to purchase it on the Playstation Store as it is currently only available as a digital download. For the Japanese version you can order it from online import stores (such as Play-Asia) or download it from the Japanese PSN store. If you're going to download it you will need a Japanese Playstation account. You will also need a Japanese account if you want to download any of the DLC for the game. Q: How different is this game compared to 2025/4.1? A: Honestly, while there are a few changes the game feels like for the most part an expansion to 4.1 rather than an entirely new game. One of the enemies in the game is even a re-skin of an enemy that was previously in 4.1. Q: So is the game good or bad? A: If you're a fan of the previous games in the series you're probably going to enjoy playing EDF5. If you're new to the series I highly recommend trying out EDF 2025 or EDF 4.1 first. Q: So should I get the Japanese version or should I wait for the localization? A: The English localization is out now so feel free to get that version. It's digital only, so you will need an internet connection for your PS4. I've heard that there might be an English language Asia version physical copy coming out, but I can't confirm it at the moment. Q: Do I need to know Japanese to play this game? A: While the weapons/equipment screen has a ton of Japanese, actually playing the game doesn't require any knowledge. Even if you don't read any Japanese this FAQ will give you the bear minimum to understand how to navigate the menus and get into the game quickly. This is a moot point if you have the English version though. Q: So what are the changes from 4.1? A: Here's a rundown of what's new in EDF5: - 110 Missions as opposed to 89 in EDF 4.1. Note that online skips the first tutorial mission and has an additional 2 exclusive missions. - Rangers have a new dash move (hold L3) and Wing Divers have an emergency evade (hold the L stick in a direction while pressing L3). - Classes now have auxiliary equipment they can use. Rangers and Wing Divers get one slot while Fencers get two. Air Raiders don't get auxiliary equipment but have an additional weapon slot. - Weapon pickups now give weapons for all the classes rather than the one you are currently using. Priority is given to the class you are currenly using. - Picking up a duplicate weapon has a chance of increasing the weapon's capabilities such as increasing its ammo, damage, rate of fire, range, etc. - Armor pickups apply to all classes rather than just the one you are currently using. However, the armor gain is not equalized as only the class you are currently using will obtain the full armor value. - You will keep a certain percentage of armor and weapons picked up even if you failed the mission. The percentage is as follows: Easy 100%, Normal 75%, Hard 50%, Hardest 25%, Inferno 0%. - Classes now have an alternate costume (civilian). You can change outfits freely once you've finished the game. - Hardest and Inferno difficulty are initially locked from the start. You need to finish the game before these two difficulties become available. - All classes can now heal allies by picking up first aid. - New enemies and redesigns of some previous enemies. - Some missions will have weather effects (such as rain, fog, etc.). - Helicopters now have a fuel gauge which limits how long they can stay in the air. - New alien blood effects that splatter over the environment like paint. O---------------O |Getting Started| O---------------O If you have the English version you can pretty much skip this as the menus will already be in English. I do highly recommend turning off the cinematic camera in the options as it's highly annoying. IMPORTANT NOTE: Japanese games use the O button to select and the X button to cancel, as opposed to western games that use the X button to select and the O button to cancel. TITLE SCREEN (Please push any button.) You will get a message saying the game uses auto save and not to turn the system off while the game is auto saving. Press O. SLOT SELECT Create a game save in one of the slots. GAME MODE [Offline] [Online] [Split Screen] HEADQUARTERS [Deploy] -> Here's where you select your mission and difficulty. [Army Branch Select] -> Where you can change your class. [Battle Records] [Game Options] [Return to Title] ARMY BRANCH SELECT [Ranger] -> [Weapon 1] [Weapon 2] [Auxiliary Equipment/Vehicle] [Color Select] [Armor Adjust] [Wing Diver] -> [Weapon 1] [Weapon 2] [Plasma Core] [Color Select] [Armor Adjust] [Air Raider] -> [Weapon 1] [Weapon 2] [Weapon 3] [Vehicle] [Color Select] [Armor Adjust] [Fencer] -> [Weapon 1] Set 1 [Weapon 2] [Weapon 3] Set 2 [Weapon 4] [Auxiliary Equipment 1] [Auxiliary Equipment 2] [Color Select] [Armor Adjust] GAME OPTIONS [Sound Effect Volume] [BGM Volume] [Voice Volume] [Speakers] [Screen Vibration] <- Recommend turning off. [Swing Speed] <- You might want to adjust this a bit higher. [Turn Speed] <- Ditto. [Vertical Control] [Horizontal Control] [Vibration] [Camera Director] <- Highly recommend turning off. It's annoying. [Online ID] [Return to Default] [Character Operation] <- Changes control schemes for classes. [Chat Shortcuts] [View Manual] PAUSE MENU (Press Options during gameplay) [Return to Game] [Restart Mission] [Retreat] [Game Options] CONFIRMATION MENU (Returning to Title/Restarting Mission/Etc.) Do you want to X? [Hai (Yes)] [Iie (No)] POST MISSION RESULTS SCREEN (Displayed after a mission) The first four names will be in grey and indicate the armor gain for each class. This assumes that you are playing as the Ranger. If you're playing as a different class that class will be at the top and the remaining order will be shifted accordingly. The next color coded names indicate which class obtained weapons during the mission and whether or not the weapon is new or upgraded. [Ranger] Armor Gain (Current Class) [Wing Diver] Armor Gain [Air Raider] Armor Gain [Fencer] Armor Gain [Ranger (Red)] Weapon [Wing Diver (Blue)] Weapon [Air Raider (Yellow)] Weapon [Fencer (Green)] Weapon O-------O |Classes| O-------O ######## #RANGER# ######## Initial Armor: 200 Armor Gain Per Box: 0.64 (2 Boxes Per 1 Point) L Stick: Move L3 (Hold): Dash (hold R stick to move left and right while dashing) R Stick: Aim L1: Zoom (for weapons with zoom feature) L2: Jump (L Stick + direction for evasive roll) R1: Switch Weapon R2: Fire Weapon Square: Reload O: Enter Vehicle Weapon Data (left to right) Assault Rifles - Shotguns - Sniper Rifles - Rocket Launchers - Missle Launchers - Grenades/Grenade Launchers - Special Support Equipment/Vehicle Data (left to right) Support Equipment - Tanks - Helicopters - Bikes NEW STUFF Dash: Rangers can now dash to get from point A to point B faster. While dashing a circle will appear around the Ranger. Items will automatically be picked up when they enter this radius. Note that dashing has a start up period to get up to speed, and there is a delay where you slow down at the end of a dash (which you can mitigate by performing a roll at the end of a dash). While this is good for moving long distances you turn very slowly while dashing. If you need to move diagonally (or backwards) quickly it's better to use a roll instead. Auxiliary Equipment: The Ranger can equip an auxiliary equipment with various effects. Vehicles: In lieu of an auxiliary equipment, the Ranger can call a vehicle instead. ############ #WING DIVER# ############ Initial Armor: 150 Armor Gain Per Box: 0.4 (3 Boxes Per 1 Point) L Stick: Move L3: Emergency Evade (hold L Stick for directon) R Stick: Aim L1: Zoom (for weapons with zoom feature) L2: Fly R1: Switch Weapon R2: Fire Weapon Square: Reload O: Enter Vehicle Weapon Data (left to right) Short-Range - Mid-Range Kinetic Weapons - Mid-Range Energy Weapons - Med-Range Pulse Weapons - Long-Range - Ranged Weapons - Homing Weapons - Special NEW STUFF Emergency Evade: Like the Ranger, the Wind Diver can also perform an emergency evasive move. Plasma Core: Instead of an auxiliary item, the Wing Diver can change their plasma core. Each model has various bonuses or penalties. Charge Weapons: Some of the Wing Diver's weapons start out with no energy. Instead you must charge the weapon first (by holding down R2). The weapon power increases with the amount of energy charged. ############ #AIR RAIDER# ############ Initial Armor: 200 Armor Gain Per Box: 0.64 (2 Boxes Per 1 Point) L Stick: Move R Stick: Aim L1: Activate (detonate weapons or activate turrets) L2: Jump (L Stick + direction for evasive roll) R1: Switch Weapon R2: Fire Weapon or Throw/Put Down Device Square: Reload O: Enter Vehicle Weapon Data (left to right) Request Artillery Units - Request Gunships - Request Bombers - Request Missiles - Request Satellites - Limpet Guns - Stationary Weapons - Support Equipment - Special Vehicle Data (left to right) Tanks - Ground Vehicles - Helicopters - Powered Exoskeletons - Special Weapons NEW STUFF Request Reloads: Certain requests such as the gunship no longer require points but automatically reload. Automatic Reloads: Certain devices such as the ZE gun turrets no longer need to be equipped to reload. ######## #FENCER# ######## Initial Armor: 250 Armor Gain Per Box: 0.8 (2 Boxes Per 1 Point) L Stick: Move R Stick: Aim L1: Use Right Weapon Ability (deflect, boost dash, boost jump) L2: Fire Left Weapon R1: Use Right Weapon Ability (deflect, boost dash, boost jump) R2: Fire Right Weapon Triangle: Change Weapon Sets Square: Reload X: Jump O: Enter Vehicle Weapon Data (left to right) CC Strikers = CC Piercers - Shields - Autocannons - Artillery - Missile Launchers Auxiliary Equipment (left to right) Enhanced Boosters - Enhanced Shield - Enhanced Cannons - Enhanced Exoskeleton NEW STUFF Auxiliary Items: Like the Ranger, the Fencer can equip auxiliary items. However, the Fencer can equip two items rather than just one. O-------O |Enemies| O-------O AGGRESSIVE ALIEN SPECIES ALPHA (ANTS) They come in a wide variety, but for the most part the most common versions you'll encounter are the black and red ones. BLACK ANT Yep. The ants are back. They're still pretty much the same, except now they show battle damage when shot. They bite at close range and shoot acid from a distance. GOLD ANT A much stronger version of the black ant that appears on Hardest or higher difficulty. They also make an appearance in the new mission packs. RED ANT Red ants can take a lot more damage than black ants. They lack the acid attack and can only bite. PURPLE ANT Like the gold ants, purple ants replace the red ants on Hardest or higher difficulty. GREEN ANT Similar to black ants, except they move much faster and do a lot more damage. There is a small variant that is exactly the same as the regular version except for its smaller size, making it much harder to hit. QUEEN ANT (MOTHER MONSTERS) Still the same as before, the queen ant fires a veritable ocean of acid. Mission pack 2 introduces a gold variant that's even tougher. EGG A new edition to the game, eggs release ants when shot open. White eggs release black ants, while red eggs found later in the game release red ants. AGGRESSIVE ALIEN SPECIES BETA (SPIDERS) SPIDERS No changes here, except like ants they also show battle damage. They attack by shooting threads. SILVER SPIDERS A much tougher spider variant appearing on Hardest or higher difficulties. They also appear in the new mission packs. KING SPIDER Yep. No changes here. Just a big spider. A silver version appears in the new mission packs. AGGRESSIVE ALIEN SPECIES GAMMA (Dango Worms/Pill Bugs) This enemy is new to EDF5 and is particularly horrifying in appearance. It rolls into a ball and bounces around like a super ball on crack. On a side note dango refers to a round Japanese rice dumpling. ARANEAS Aside from the name, these large spiders are exactly the same as the retiarius from the previous games. Like their predecessors they fire a web that immobilizes you and pulls you closer. If you deal enough damage to the araneas it will release the web. The web still goes through buildings like before, so be careful. TADPOLES Aside from the fact that they're now flying frogs, tadpoles are exactly the same as the dragons from EDF 4.1. Like the dragons they breath fire from the air and chomp on you at close range. There is a smaller version that is green, but aside from its size is exactly the same as the regular versions. LARGE TADPOLE A larger version of the regular tadpole that's purple. It can take significantly more damage than the regular versions. BEES (FLYING AGGRESSORS) Not the bees! All jokes aside the bees are pretty much the same as the last game. They shoot a cluster of stingers from a distance. RED BEES Bees that are red and a bit tougher than regular bees. DEATH QUEEN Still the same. Fires a large quantity of stingers. A new red variant of the queen appears in mission pack 2. OUTPOST BASE These replace the quadruped walkers from 4.1. They are quite literally a walking fortress. You'll need to remove the outlying weapons around the base before you can have a clear shot at the underbelly, which is its weak point. Thankfully it's much easier to target than the quadrupeds from the last game. It's still a tough target though since it carries like a bazillion guns. SHIELD BEARER They may look different, but shield bearers are pretty much unchanged since EDF 4.1. While stationary they project a field that deflects all missile attacks, but allows alien attacks to pass through. The field shrinks in size when the shield bearer is in motion, but it's still active you you'll need to get close in order to take it out. COLONISTS The colonists are the new hectors of EDF 5. They are large bipedal frogs armed with various weapons. Unlike the hectors, colonists are more evasive and perform actions like side stepping and climbing over obstacles. You can actually shoot off their legs to immobilize them or their arms to disarm them, but only temporarily as they will regenerate their limbs. Their weak point is their head and a strong long range weapon shot to the head can take them down rather quickly. They are usually armed with an energy rifle but some are equipped with a long range bombardment cannon. There is a red variant that is armed with an energy shotgun that is devastating at close range. In the mission packs a new heavily armored variant of the colonists makes an appearance. Like the cosmonauts they wear heavy armor which significantly increases their durability. They also receive significant weapon upgrades. The red variants use a plasma machine gun similar to the ones the Wing Divers use. The biggest threat though are the artillery colonists. They fire a massive spread of orange bombardment shots that cover a huge area. Like their regular brethren their weak point is their head. However, since they wear armored helmets you will need to shoot them off first before you can hit their head. COSMONAUTS Possibly one of the most dangerous enemies in the game, cosmonauts are heavily armed and armored bipedal aliens. You will need to shoot the armor off their body before you can actually damage them. Underneath the armor they appear as the stereotypical gray aliens with creepy black eyes. What makes cosmonauts so dangerous is they use much more sophisticated tactics than the other aliens such as supressive fire, flanking, taking cover, and overwatch. Most are armed with an energy assualt rifle, but they also use close range shotgun type weapons and energy cannons that fire a continuous beam from a long distance. Like colonists, cosmonauts can regenerate limbs and their head is their weak point, but you'll need to shoot off their helmet first. HEAVY COSMONAUTS Similar to regular cosmonauts, heavy cosmonauts have much thicker armor which can absorb far more damage than the armor that regular cosmonauts have. They are also more heavily armed. Some carry gatling style weapons with a huge rate of fire, while others carry rocket launchers. A few even carry flamethrowers that are especially dangerous at close range. DEROY You know em. You love em. Aside from their new design, deroys remain relatively unchanged. They still fire an explosive plasma ball at range, while at close range they strike with their long legs while shooting with the lasers on their legs. One new trick they picked up in the interim is that a few variants can now fire a missle barrage. Due to the odd shape of their head it can be a bit harder to hit them here at a distance. TELEPORTATION ANCHOR These take the place of the bug nests of the previous game. These large tower like structures fly from the sky and imbed themselves into the ground. From the large crystal like structure at the top enemies are teleported into the area. This is also their weak point so shoot it quickly to stem the tide of aliens entering the battlefield. BIG TELEPORTATION ANCHOR Similar to the regular anchor, except they're much larger in size and can spawn multiple enemy types at once. They are also far more durable. HUGE TELEPORTATION ANCHOR An even bigger version of the anchor. It can spawn huge numbers of enemies. Not surprisingly it's also far more durable than even a big anchor. TELEPORT DEVICE These objects appear embedded in the rock in a few underground missions late in the game. Like the anchors they spawn enemies continuously until destroyed. HIVE Pretty much the same as the last game. Continuously spawns bees. It seems to be a lot more durable than it was in EDF 4.1. TRANSPORT SHIP (TELEPORTATION SHIP) Aside from their different appearance, they are pretty much the same as the last game. They deploy aliens from their underside while the hatch is open, which is also the only time they are vulnerable. LANDING SHIP These transport ships look like flying six-packs and carry colonists or cosmonauts into battle. They are invincible and have no offensive capabilites. Don't bother trying to shoot the passengers while they're in the ship as they are also invincible until the hatches open. MOTHERSHIP ??? DRONES Aside from their appearance, drones in EDF 5 are pretty much the same as they were in EDF 4.1. Due to their shape they're much easier to hit from below, but more difficult to hit from the side. They fire a laser burst. BLUE DRONES Stronger variants of drones appearing on Hardest or highter difficulty. RED DRONES Like their EDF 4.1 counterparts, red drones are much stronger and faster versions of regular drones. They are extremely difficult to hit while moving, but they tend to remain stationary while firing. The problem is that they tend to fire from a very long distance away, meaning that they can "snipe" you while you're occupied with other enemies. TYPE 2 DRONES Stronger variants of the regular drones. They fire two scatter beams. What makes them particularly annoying is that they tend to fly fairly high while bombarding you with energy blasts. Long range weapons are a big help with dealing with them. IMPERIAL DRONES Stronger variant of the type 2 drone. And when I say stronger, I mean if a type 2 drone is a sardine, an imperial drone is a tiger shark. These things are a serious threat when they appear and should be engaged with caution. They fire an energy barrage than can do serious damage even on normal difficulty and can take a ton of damage before being destroyed. They may look like regular type 2 drones from a distance, but you can tell them apart by their ominous black color. BOMBER DRONES A new drone type introduced in mission pack 2. It's much larger than regular drones and can saturate an area with a barrage of plasma bombs. ERGINUS The Erginus makes a guest appearance, but surprisingly he's not the star of the show this time. It has the same attacks as before: charging, stomping, shooting laser breath, etc. ARCHELUS The new star of EDF 5, the Archelus is a kaiju type monster whose main shtick is rolling around like Sonic the Hedgehog and firing nodules from its body that explode. O--------O |Missions| O--------O Note: This walkthrough assumes that you are playing on Normal difficulty. On Easy difficulty the enemies take far less damage to kill and the allied EDF forces are much stronger. On Hard difficulty the opposite is true. On Hardest and Inferno difficulty some of the enemies may be replaced with stronger variants, and more enemies (including stronger boss types) may appear in addition to the regular enemies. 1. TODAY'S SCHEDULE Enemies: Black Ants Note: This is a tutorial level. The enemies here will never kill you and unless you kill yourself with an explosive weapon during target practice you cannot fail the mission. This mission does not appear online. After the initial dialogue move your character with the L Stick, look around using the R Stick, and then finally jump with L2 (Rangers/Air Raiders) or X (Fencers). If you're using a Wing Diver you'll be asked to fly instead (hold L2). An acknowledgement screen will pop up. Just press O to continue. While you're in this room Wing Divers can fly as much as they want until they leave it, whereupon they are forced to walk (very slowly). Air Raiders can now roll but oddly Rangers cannot. Follow your friend out the door and down the long hall as several EDF soliders and tanks go by. When you reach the door on the left the lights will go out and you'll turn on your flashlights. Cross to the opposite side as several combat frames go by. When you reach the next door a black and will come out and kill the security guard. You have no way to defend yourself but don't worry as several Rangers will appear nearby and kill the ants for you. If you're lucky they may drop an armor box or better yet a weapon box. Once the ants are all dead after a short dialogue you will be taken to weapons practice. Your first goal is to destroy four targets. Target the targets closest to you. The weapons you get depend on your class. Rangers: Assault Rifle, Rocket Launcher Wing Diver: Raiper, Plasma Cannon Air Raider: Limpet Gun, ZE-GUN Fencer: Gatling, Blast Hole Spear Rangers can easily destroy the four closest targets with the assault rifle. The same goes for the Fencer and the gatling, but remember that the gatling has a start up time before it starts to fire and has severe muzzle climb, so fire in short controlled bursts. The Wind Diver's rapier weapon has a very short range so you might want to get close to the targets before firing. The Air Raider's limpet gun fires in an arc so you might want to get a bit closer to the target as well. To detonate the limpet mines you'll need to press L1. Don't get too close or you'll end up blowing yourself up. Once the first four targets have been destroyed you'll be asked to reload (press square) and then switch your weapon (press R1). Use your second weapon to destroy the remaining targets. For the Ranger remember that rockets explode so don't get too close. For the Air Raider the plamsa cannon must be charged first before you can fire it. Hold down R2 to charge the weapon and release it to fire. The greater the charge the more powerful the shot will be. For Air Raiders you need to toss the ZE-GUNs on the ground (R2) and then activate them with L1. And finally for the Fencer simply destroy the targets with the blast hole spear, which has an extended range so you can take them out from a distance. Once all the targets are destroyed you will be asked to perform a specific action depending on your class. Rangers will need to do an evasive roll (L2 + L Stick) and dash (hold L3). Wing Divers will be asked to do an emergency evade (L3). Since Air Raider's didn't get anything new they get a free pass. Fencers will need to use their secondary abilities (just press R1 and then L1). Once you're done with all of that just follow the EDF soliders up the ramp and the mission will end. 2. ESCAPE FROM DARKNESS Enemies: Black Ants For this mission you can actually select your weapons, but if you're just starting out you'll have the training weapons from the previous mission by default. This is a fairly easy mission as all you need to do is follow your EDF allies through the base and kill the black ants as they appear. If you get separated from the group a handy line of flashing arrows will appear to let you know where they are. This will probably be the first mission where you manage to obtain some armor and weapon boxes (unless you lucked out in the tutorial mission). In the post mission screen you will see several classes and numbers at the top in grey. This is the armor gain for each of the classes. Next you will see several names in different colors. These are the weapon gains. Red is Rangers, Blue is Wing Divers, Yellow is Air Raiders, and Green is Fencers. New weapons will be indicated by the yellow NEW mark. Sometimes when you obtain a duplicate weapon it will increase the effectiveness of that weapon (indicated by the green UP mark). Weapon categories can be upgraded by a maximum of the number of stars next to that category. If the star is hollow it means that statistic can still be improved. If the star is full it means that the statistic has reached its maximum value. These improvements can include increased rate of fire, increased damage, increased range, faster reload time, increased accuracy, etc. These improvements can be significant, so don't be afraid to replay levels and get duplicate weapons. 3. CRISIS IN BASE 228: PART 1 Enemies: Black Ants Once you exit the base you'll find the EDF forces under attack by black ants. Help them clear out the area. A second wave of ants will appear to the north. Once those are taken care of a third wave will appear from the east. Finally a very large wave of ants will appear from both the north and east. Fortunately, the combat frames will activate and help you out with the oncoming swarm. In fact if you're playing on easy or normal you might want to just ignore the ants completely and just run around picking up the armor and weapon boxes scattered about while the combat frames mow down the enemy. 4. CRISIS IN BASE 228: PART 2 Enemies: Black Ants, Anchors Two anchors will drop out of the sky and imbed themselves into the ground. These tower like structures act like the insect nests from the last game as they will continuously generate enemies until they are destroyed. Aim for the glowing crystal at the top to destroy them. Once you destroy one of them a third will appear. Destroy the remaining anchors and mop up the remaining ants. Several dozen anchors will then appear. Don't worry about it as the mission ends at this point. 5. SHATTERED PEACE Enemies: Black Ants, Anchors Follow the tanks down the street towards the first anchor. Note that if you have a long range weapon it's possible to take down the anchor long before the ants get in range. Keep going towards the second anchor and destroy it as well. Once the tanks get in the center of the area a third anchor will drop from the sky and destroy them. Depending on where you are at the time you may be trapped between the anchors in front and back. Take out the anchor in the street, and then go for the remaining anchors. During this time the mothership will appear. Don't worry about it as it doesn't do anything but look intimidating. Once the anchors and ants have been destroyed the mothership will start to release a large number of drones. The mission will then end shortly afterwards. 6. UNIDENTIFIED FLYING OBJECTS Enemies: Drones You'll be facing nothing but drones in this mission. A lot of drones. You might not want to bring explosive weapons here as the drones tend to get up in your face and debris will be flying everywhere. Not much in the way of strategy here except to shoot like crazy against the drone swarms. Note that after launching a few waves of drones the mothership will deploy and activate its gennocide gun. While it's actually possible to destroy the three focus arrays around it, it will make no difference as the gun will fire regardless. 7. THE QUIET THREAT Enemies: Drones You might want a long range weapon here. The drones swarming about are initially non-hostile (blue) but will quickly become hostile (red) if shot at or a drone is destroyed nearby. Fortunately, they tend to come in small groups rather than in one massive swarm like the last mission. Take your time and take down the drones piecemeal. If you have a homing weapon so much the better. 8. MONSTERS ATTACK! Enemies: Spiders The grape jelly filled spider monsters are back. Not much to say about this one except follow the EDF squads and help them take down the groups of spiders as they appear. A transport ship will appear later in the mission but you can't destroy it. Focus on clearing the spiders it drops out. 9. WEDGE OF DESTRUCTION Enemies: Spiders, Anchors Marvel at the new EDF weather effects, and then head into the city to help the EDF clear out the spider spawning anchors that appear. Just another bug hunt for the EDF. 10. ESCAPE Enemies: Red Ants You'll start out in a river canyon and will be attacked on both sides by waves of red ants, so you'll definitely want to bring close ranged weapons. Stay away from explosive weapons as the ants will definitely be getting up close and personal. 11. BURNING SKY Enemies: Black Ants You'll be following a group of EDF soldiers down a road clearing out groups of black ants. Once the ants are dealt with the Air Force will launch an attack on the transport ships nearby. Once that's over the transports will start dropping ants into the area. Don't bother trying to shoot the transports down as they are invincible during this mission. Help the Rangers mop up the remaining ants and the mission will end. 12. SPREADING DISASTER Enemies: Spider This mission has spiders. A lot of spiders. Transport ships will deploy waves of spiders throughout the mission. Again, don't bother trying to shoot the transports down. Just focus on the gobs of spiders. You'll have help from the various EDF soldiers in the area. 13. TURNING POINT Enemies: Black Ants, Transport Ships This is the first mission where you can actually destroy the transport ships. In case you didn't know transport ships are only vulnerable when their lower hatch is open (usually while deploying enemies). It makes a distinct sound while doing so, so you can tell whether or not it's open while you're near it. After the extremely long dialogue you're free to hunt down the transport ships in the area. Make sure to bring a long range weapon or you won't be able to hit the ship's weak point from the ground. 14. EXTERMINATION Enemies: Black Ants, Red Ants, Spiders You'll have the assistance of a squad of Wing Divers for this mission. It's basically a bug hunt with a twist. During the mission some of the enemies will come up from the ground in ambush. The have a moment of invincibility frames as they come up from the ground, so be mindful of that when you attack. 15. DESTROY THE GIANT SHIP Enemies: Black Ants, Drones, Colonists This mission introduces the new colonist enemies. But first you'll have to help the EDF take out the drones and black ants in the area. Once they've been cleared out several new ships will appear. They look like flying six packs but they're definitely not here to bring you refreshment. Each ship will deploy six of the new colonist enemies. Colonists are the new hectors of the game, and resemble giant bipedal frogs. Unlike hectors, colonists are much more evasive and can do things such as side step your shots and take cover behind buildings. It's actually possible to shoot off their limbs. Shooting their gun arm off will disarm them, while shooting their leg will force them to crawl. They do regenerate their limbs after a short period of time. Their weak point is their head, so if you have a long range weapon try to aim for that. Once the first wave has been taken care of a second, much larger wave will appear. Don't worry about it as at this point the mission will end. 16. ISOLATION Enemies: Colonists This mission continues off the last one, where you'll play a game of cat and mouse (or is that frog and mouse?) with the colonists in the city. There are some EDF soliders you can recruit, but it might be a better idea to try and do this mission solo. A few pointers for this mission. First, try to take them on one at a time if at all possible. If you do take on multiple colonists at a time, try to funnel them in one direction. Make use of cover and play peek a boo frequently. Colonists tend to fire in bursts even when you're behind cover. Wait until they stop firing, and then pop out with return fire of your own. As long as you take them on one at a time or in small groups you should be okay. 17. MASTERMIND REVEALED Enemies: Black Ants, Red Ants, Colonists You'll begin the mission on top of a parking structure with a large number of ants and a few colonists in the distance. Try to take out the colonists first. Once you open fire the entire swarm will make a beeline towards you ala Starship Troopers. Keep shooting until they get close to your position. At this point you may want to head to the lower level of the parking structure and fight from there. Once the initial area is clear, the rest of the mission is a basic clean up of the rest of the city. 18. SECRET OF THE CAVE Enemies: Black Ants, Red Ants, Spiders, Colonists The first thing you'll notice right off the bat is that caves are no longer pitch black as they were in 4.1. From the start head down the tunnel where you'll come across a group of Rangers fighting off some black ants. Recruit them and continue. The next area is a Y shaped branch. Black ants and spiders will come from both tunnels, and if you fight there you'll have to deal with a pincer attack. You might want to hang back in the tunnel before that and let them come to you rather than having to deal with enemies coming in from two directons. Once they're dealt with keep heading down the tunnel to the right where you'll find a colonist and some spiders. Keep heading down the tunnel where you'll find some Wing Divers fighting some black ants. Help them out and then recruit them. Head back out the tunnel to find more spiders. After that is a small tunnel leading to an area with red ants and some colonists. Try to funnel the enemies into the small tunnel for an easier time. Past that you'll find some Fencers to recruit. The final area seems easy enough. There will be a colonist and black ants in a large cave. Killing them all will cause a second colonist to appear from the nearby tunnel. At this point an extremely large swarm of black ants, red ants, and spiders will start swarming out of the tunnel the colonist came from. To make matters worse an large number of enemies will start popping out of the walls as well. There's not much to say here rather than shoot everything and try to survive. 19. ERADICATION PLAN Enemies: Black Ants, Elginius Keep shooting the black ants until an ominous theme starts playing. Yep, that's right. It's your old pal Elginius making a guest appearance from 4.1. At this point start unloading all your firepower on it. It has pretty much the same attacks as it did in the previous game. Keep shooting it and eventually a large number of EDF troops and tanks will appear to help out. Continue shooting Elginius until it decides to leave which ends the mission. 20. ENCOUNTERS ON RETURN Enemies: Red Ants EDF fans will probably recognize this mission as a remake of the infamous Crimson in 2025/4.1. You'll be facing three large waves of red ants. The first wave will appear on the beach. The second will appear from the mountains. The third and final wave will appear both from the north and south ends of the map. Fortunately, at this point the Air Force will show up to lend a hand with an aerial bombardment. 21. SURPRISE ATTACK AT NIGHT Enemies: Red Ants, Spiders, Colonists This mission is kind of a stealth mission at night where you'll be taking out colonists in a refinery. There's a group of Wing Divers here, but as before in the mission Isolation you might want to do this solo. Carefully take out the colonists, making liberal use of the structures in the area. Later you'll come to an area with red ants milling about. Try to take them out first as they will be a nuisance while you're trying to take out the colonists. Past that is the last group of colonists. This one is surrounded by a large group of spiders, which will immediately start heading towards you when you open fire. Destroy the spiders, and then mop up the remaining colonists. 22. SCOUTING THE OUTPOST Enemies: Drones, Black Ants, Huge Outpost Base You'll be fighting mostly drones here. In fact you're probably not going to notice the ants here at all. See that big ominous thing shooting a bazillion lasers at the far end of the screen? Stay away from that. Concentrate on shooting the drones. As the mission progresses the volume of fire from the base will start to drastically intensify. At this point start moving backwards, all the while shooting drones. While you can actually destroy some of the weapons on the base with a long range weapon, at this point it's rather pointless to do so. Keep falling back and shooting drones until the mission ends. 23. MOUNTAIN OF WEDGES Enemies: Red Ants, Spiders, Colonists, Anchors Bring a long range weapon. This mission will have you going down a road while taking out anchors along the way. The sooner you take them out the better. At the end of the road you'll come across a path that turns into a valley. When you enter it a large number of enemies will attack. Again, try to take out the anchors ASAP. 24. THE LANDING SHIPS Enemies: Colonists This mission will have you fighting a large number of colonists. Try not to stay in the middle of the street as the transports will drop the colonists in multiple areas and getting caught in a cross fire is very easy. This mission introduces the red colonist, which is exactly like the regular colonist except that it carries a powerful shotgun type weapon. 25.REINVASION Enemies: Black Ants, Red Ants, Spiders, Drones This mission is pretty much a slugfest. You'll face three waves of enemies, each accompanied by a group of drones. First will be a wave of black ants, followed by a wave of red ants, and finally a huge wave of spiders. 26. ARTILLERY UNIT Enemies: Colonists You'll be fighting colonists armed with long range bombardment guns, similar to the artillery hectors in the last game. They can fire them from a considerable distance and are uncannily accurate. Counter with some long range weapons of your own. Be aware that reinforcements will appear during the battle behind you so watch out for a crossfire. 27. SNIPER TEAM Enemies: Spiders, Colonists You'll be facing mostly waves of spiders here with a few colonists in each wave loitering in the back. Try to take out the colonists first, and then the spiders. The final wave is rather tough as the enemies will approach from opposite directions to sandwich you. 28. RED DRONES Enemies: Red Drones The red drones are back, and they're just as annoying as ever. Try to focus on them on at a time. They tend to move very fast, and even guided missiles have a hard time hitting them. The only time they ever stop is to open fire at you. Guided weapons weapons are useful here, as are any weapons with accurate fast hitting projectiles. 29. IRON WALL Enemies: Colonists This is a rather tough mission. You'll start out on a rooftop overseeing a large central area. Waves of colonists will approach from multiple directions. Use a long range weapon and attack from the roof. Eventually some colonist "snipers" will appear on the nearby buildings firing long range bombardment cannons. This will most likely knock you off the building. When they appear make them a priority target. As the battle progresses more colonists will appear from new directions. The sheer number of them will make the battlefield rather chaotic as you and the EDF desperately try to whittle their numbers down. Try to focus on one group at a time so you're not broadsided from multiple directions. If you're lucky one of the colonists will get stuck far off into the distance (happens often), which means you have plenty of time to collect the tons of weapon and armor boxes scattered about the area before the mission ends. 30. DESTROY THE OUTPOST: PLAN A Enemies: Black Ants, Spiders, Drones, Colonists, Transport Ships, Huge Outpost Base This mission takes place during a sandstorm which will drastically limit your visibility. Follow the tank convoy through the storm and take out the black ants and drones that appear. Eventually you will arrive at the huge outpost base that you encountered back in mission 22 along with several transport ships. There are colonists in the area along with spiders that appear later. Focus on taking the colonists out first, and then take down the transport ships. Once the transport ships have been destroyed a second wave of colonists and spiders will appear. At this point the outpost base will rise up from the ground, revealing that it is in fact a mobile fortress. Ignore the fortress and concentrate on destroying the remaining enemies. 31. DESTROY THE OUTPOST: PLAN B Enemies: Drones, Colonists Oh boy. This mission can be rather confusing at first, but all you need to do is destroy the drones and colonists that appear. You cannot destroy the huge outpost base. You can, however, destroy the weapons on it with a long range weapon. On the plus side it cuts down on the beam spam that it throws out. On the minus side the outpost has so many weapons on it that it will take a considerable amount of time to whittle them down to managable levels. The outpost alternates between deploying drones and dropping colonists. Homing weapons can be useful here, as are long range weapons. Keep destroying the drones and colonists and eventually the mission will come to an end. 32. CAVE INVASION STAGE 1 Enemies: Black Ants, Red Ants, Spiders, Colonists This is a very long mission so I hope you have a drink and went to the bathroom prior. From the start help out the Rangers and Wing Divers fight the black ants and colonist. Head left to a large open area with spiders and a colonist. Head up the long winding ramp to the top. The tunnel leads to a large area filled with ants. Rather than charge in, draw them back into the tunnel where you can funnel them into a killzone. When their numbers have thinned down head into the large cavernous area and kill the remaining ants. There are several colonists at the bottom of the area. Once you've killed everything head through the tunnel at the bottom. Follow the path and take out the red ants, spiders, and colonists along the way. Remember that it's easier to deal with enemies by drawing them to you (preferably into tight, confined areas) rather than you coming to them. After a small group of black ants you'll enter into a very large area where you'll fight against black ants, red ants, spiders, as well as colonists. Kill all of them to complete the mission. 33. CAVE INVASION STAGE 2 Enemies: Black Ants, Spiders This is another long mission but it's kind of interesting. You'll be escorting a group of Rangers through the underground, fighting off black ants and spiders along the way. If you get separated from the group a handy line of arrows will direct you back towards them. Not much to say there other than follow the group and take out the enemies as they appear. At the very bottom you'll be able to
recruit the Rangers. Do so, and then with a long range weapon snipe at one of the spiders in the distance. This will cause all of them to charge towards you. Immediately pull back from the edge of the cavern and let them come up towards you. This is much easier than fighting them at the edge where they can approach from multiple directions. Once this last group of spiders is destroyed the mission will end. 34. CAVE INVASION FINAL STAGE Enemies: Black Ants, Red Ants, Colonists, Queen Ants, Eggs You might want to bring along a powerful weapon. There are a whopping five queen ants in this mission. Start off by recruiting the Rangers and Wing Divers in the initial area. There are several black ants milling about in the distance. Once you've gotten their attention a few colonists will pop out as well. Make your way slowly forward and you should definitely see the queen ant in the distance. Unload your heavy weapons into it. There's actually a second queen ant not far from it, and hopefully it doesn't come after you while the first one is still active. Keep going foward slowly. If you're good at sniping you can take out most of the black and red ants before they can even reach you since the cavern is rather large and open. Behind a large rock outcropping is a small circular opening where the third queen is waitng. Unload into it, and don't be afraid to fall back while reloading. Return to the circular opening. Beyond you'll encounter several large eggs. These eggs contain black ants, and will release them if their shells are broken. Nearby is a fourth queen ant. You'll need to be careful as the fifth queen ant is right behind it, and having two queen ants come at you at the same time is problematic. After the last two queens ants are killed you'll enter an area filled with eggs. You will need to destroy all the eggs (and ants that are released). When you start shooting the eggs on the ceiling eventually all of the remaining eggs will automatically open. Kill all the ants to end the mission. 35. BERTH Enemies: Black Ants, Red Ants, Spiders, Drones, Colonists, Transport Ships, Huge Outpost Base The goal here is to destroy all of the transport ships in the area. Fortunately, as the title of the mission implies, the ships remain stationary throughout the mission. Follow the Rangers foward across the river to destroy the black ants and the first ship. While you're doing so the nearby drones will probably activate and you'll have to shoot them down as well. Keep going forward and you'll end up in the same area as mission 20 near the beach. Hop down the beach and start destroying the ship and enemies nearby. As you destroy the ships the huge outpost base from earlier will appear in the distance and start making its way across the beach. A group of Wing Divers will also appear on the beach at this point. Try to stay off the beach while the outpost is moving through, as it will be firing its weapons indiscriminately at anything nearby. Keep focusing on the remaining ships and enemies nearby. You might want to save the ship on top of the hill for last. Once there is only one ship remaining and the outpost has cleared the beach, go ahead and start collecting the various weapon and armor crates littered about the area. Afterwards, make your way to the top of the hill and destroy the remaining transport ship. 36. FLYING KILLERS Enemies: Bees Not the bees! All jokes aside, this mission marks the first appearance of bees in the game. As you clear the bees from the map several units of EDF soliders will appear nearby. By the time you recruit most of them a very large swarm of bees will appear and fly to a corner of the map. You shouldn't have too much of a problem dealing with them as long as you take it slow and not engage all of them at once. 37. MONSTER ELIMINATION PLAN Enemies: Erginus, Archelus Bring heavy weapons with you for this one. Erginus will only start taking damage until after the EMCs start firing, so hold your fire until them. Once Erginus is active unload all your weapons into it. Keep firing and eventually Erginus will go down. Once it does, a new kaiju type monster will appear. Meet Archelus. Archelus main attack is to curl up into a ball and roll foward like Sonic the Hedgehog. It can also fire nodules from its body that explode like timed mines. Go ahead and loot Erginus' body while Archelus smashes up the EMCs, and then concentrate your firepower on it. After you deal enough damage to it, Archelus will exit the area and the mission will end. 38. PLAIN OF CONFLICT Enemies: Black Ants, Spiders, Drones, Colonists, Queen Ants This mission is similar to the hector plains mission in the prior game, except instead of massive amount of hectors, you'll be dealing with massive amounts of colonists. Thankfully, there aren't any shield bearers this time around. You'll definitely want to bring a long range weapon here. From the start the Air Force will bombard the first wave of incoming colonists. Clear out the remainder and a second wave of colonists will appear. Followed by a third. And a fourth. Each wave is also accompanied by smaller enemies such as black ants, spiders, and drones. Focus your firepower on the colonists as they are the biggest threat. Fortunately, the EDF is packing some serious firepower in this battle, so many of the lesser enemies and a good chunk on the colonists will end up getting killed by your allies. The biggest threat will come near the end of the battle where several queen ants will appear. Obviously these should be your priority target when they show up. As long as you focus on the colonists first and foremost you shouldn't have any problems with the battle. 39. CURRENT HEADQUARTERS Enemies: Black Ants, Red Ants, Spiders, Bees, Drones, Colonists, Transport Ships Ugh. I remember this mission from 4.1 and it still sucks here. Your goal here is to eliminate all the stationary transport ships in the area. Make sure to recruit the Rangers as they will be a big help keeping the small fry off your back while you take down the transport ships. The transport ships are fairly low to the ground, so you'll need to get rather close to them to target their weak point. What makes this mission annoying is the constant drone attacks and the various colonists milling about the area. It's a slow slog through the fields. Try to work your way from one end of the field to the other so you don't have to take on too many enemies from different directions. 40. BRUTAL BATTLEFIELD Enemies: Black Ants, Red Ants, Spiders, Drones, Red Drones, Colonists, Queen Ants, Transport Ships A brutal battlefield indeed. It look me a while to figure out how to do this mission without it turning into one giant clustertruck of a slugfest. The key is fairly simple. From the start take control of the Rangers nearby, and then turn around immediately and run down the street as fast as you can. If you stay in the initial area you are going to get swamped by tons of enemies. When you reach the T-intersection take a right and run down the street until you reach the end of the map. Then turn around and prepare to make a last stand. Your goal is to kill enough enemies for reinforcements (the Grim Reapers, an elite Fencer squad) to show up. The drones will probably reach you first, followed by the black ants and red ants. Colonists with long range bombardment cannons will also show up. Spiders will later appear on the far end of the map opposite of your position and slowly make your way towards you. If you had stayed at the initial location you started out at you would have had to deal with all of this coming at you from all directions. From this edge of the map it's much easier to deal with the enemies as they are all coming at you from one direction. Once the Grim Reaper squad shows up recruit them immediately. They are all armed with blast hole spears and can quickly take down most enemies fairly quickly. At this point the transport ships will open up and start deploying enemies. Also several red drones and a queen ant will also spawn in. Take out the queen ant as soon as it shows up and you've pretty much won. All that remains is to take out the remaining transport ships one at a time. The Grim Reapers have a ton of health, and even if they do start to get low on health there should be a ton of first aid boxes all over the place. They do seem to have issues with hitting the red drones, most likey as the red drones tend to stay far out of blast hole range, so you might have to help them take them out. 41. ASSAULTING THE OUTPOST Enemies: Black Ants, Drones, Colonists, Huge Outpost Base (Boss) The goal in this mission is to actually destroy the huge outpost base that has been terrorizing you throughout the game. Make sure you bring a long range weapon or you're going to be in a world of trouble. Start the mission by first taking out the colonists nearby. Once they've been dealt with help the EDF forces systematically destroy all the cannons on the base. You can pretty much destroy all the cannons on the base. Try to target the large cannons first, followed by the medium and small cannons. The base will occasionaly deploy enemies. Target colonists when they appear, and continue circling around the perimeter of the base targeting all the canons. Make sure not to get too close to the base as the Air Force will deploy an air strike against it later on, and yours truly ended up getting killed by it. Once you've destroyed a certain number of cannons on the base the second phase of the battle will begin. The outpost will rise up from the ground, revealing, you guessed it, more cannons. Try to destroy as many cannons as you can, but your main goal is to destroy the outpost by shooting at its weak point at the bottom. This weak point is only open while the outpost is deploying enemies. When the hatch is open unload as much firepower as you can into it before it closes. While you're waiting for it to open again try to remove as many cannons from the underside as possible, as it will make things a whole lot easier for you in the long run. 42. SAVING EUROPE: OPERATION 1 Enemies: Spiders You will be fighting an astronomical amount of spiders in this mission. At first it won't seem too bad, but as the mission progresses the number of spiders will increase until you'll be practically swimming in them. Be aware that a wave of spiders will pop out of the ground near the fountain area during the battle. 43. SAVING EUROPE: OPERATION 2 Enemies: Red Ants, Spiders, Drones, Huge Anchors You will be facing a large number of huge anchors during this mission. Huge anchors are just like regular anchors except that they're, well, huge. They are far more durable than regular anchors and can deploy multiple enemy types at the same time (like ants and drones). It goes without saying, but try to destroy the anchors ASAP so that you don't get too overwhelmed by the large number of enemies. 44. CULLING THE FLYING-TYPE Enemies: Bees, Red Bees, Queen Bee The first two waves of incoming bees will go down fairly quickly. The EDF are packing some serious anti-air firepower for this mission. It's the third wave that will be problematic, as it consists of bees, red bees, and a queen bee. This last group will quickly destroy the combat frames and come after you next. Keep moving and firing to avoid getting overwhelmed by the flying bee mob. Obviously, the queen bee should be your primary target. 45. CIRCLE FORMATION Enemies: Black Ants, Red Ants, Spiders, Colonists, Transport Ships Yet another mission from the previous game. A large number of transport ships are circling the area and you need to take them all out. Ideally you'll want to get into the path of the circling ships and travel clockwise while shooting them down as they approach. Fortunately, the bottom hatches on the ships are always open so you can open fire as soon as they get within range. Several colonists will be deployed while you're shooting down the ships, but focus on taking the ships down before you go and engaging them. 46. GIANT SHIP ATTACK: 2ND ATTEMPT Enemies: Black Ants, Red Ants, Colonists, Cosmonauts Resist the temptation to open fire on the enemies from the top of the parking structure. Instead follow the Rangers down the ramp to the ground level. There will be two combat frames and three railgun tanks on the street. Wait for everyone to get into position and the open fire on the colonists and black ants. Once they've been annihilated move on to the next area. Again, wait for the troops to get into position and then open fire on the colonists and red ants. At this point a new enemy will drop from the motnership: the cosmonaut. Cosmonauts are extremely aggressive enemies. They will charge your position while firing their assault rifles and use tactics such as moving into cover and flanking your position. They wear protective armor that must be destroyed first before they start taking damage. Hard hitting weapons such as the Ranger's G&M series assault rifles or shotguns are effective. Your goal however is to simply survive the onslaught. You might think hiding in the back alleys is a good idea but it's actually not, as the cosmonauts will quickly flank and surround your position. Just keep running away down the street while popping into cover, using supressive fire while falling back. Survive long enough and the mission wll end. 47. SURVIVORS Enemies: Cosmonauts This mission is similar to mission 16, except instead of colonists you'll be fighting cosmonauts. Try to engage them one at a time if at all possible. There are several surviving EDF soldiers scattered about the area that you can recruit to assist you. Take your time, use your radar, play peek a boo, and don't be afraid to just flat out run if things quickly go south. 48. THE FLYING SAUCERS Enemies: Drones, Type 2 Drones This mission introduces the type 2 drones, stronger variants of the regular drones you've been facing so far. What makes the type 2 drones annoying is that they tend to fly much higher than the standard drones, so you'll probably want to bring a long range weapon here. 49. AIRBORNE FIGHTERS: PART 1 Enemies: Deroys Ah, deroys. They're just as lovable here as they were in the previous game. Aside from their new look they're pretty much the same as before. Bring a long range weapon and aim for the head. Try not to worry about running around and getting all the scattered loot and instead concentrate on just surviving. You can more than make up for it in the next mission. 50. AIRBORNE FIGHTERS: PART 2 Enemies: Deroys You'll be fighting deroys again here, except they start out in an inactive state and won't attack until you wake them up. Several more appear during the mission. Take advantage of their inactivity by scooping up the boxes in the area before taking on the next group. A new deroy will appear in the mission (I think it's called type b?). You can identify it from the fact that rather than firing lasers on its legs it instead fires slow moving homing missiles. 51. ATTACKING THE FLEET Enemies: Red Ants, Bees, Archelus, Transport Ships This is a night mission at the refinery where your targets are the transport ships in the area. After you destroy two of them archelus will make an appearance. Keep shooting at it until it goes away, and then proceed to destroy the remaining ships. 52. UNDERGROUND TRAP Enemies: Black Ants, Spiders Yet another mission from the previous game. The key here is not to stay in the initial area as enemies will come at you from all directions. Head towards a tunnel and keep moving and shooting. That way you only have to worry about enemies coming at you from the front and behind rather than from all directions. 53. THE ARMY GROUP RAID Enemies: Colonists, Cosmonauts Another cat and mouse mission involving mostly cosmonauts with some colonist escorts. Since they tend to stay in groups while patrolling and standing guard, it will be very difficult, if not impossible, to fight them one at a time. Try to snipe at them from as far as a distance as possible. Trying to get up in their face is not recommended unless there's only one and you can play tag with them from around a building. Note that some of the cosmonauts are carrying a continuous beam weapon which fires a stream of energy. This hurts quite a bit so make sure to find cover if you see its telltale beam coming out. 54. WIRE-PULLER Enemies: Black Ants, Cosmonauts, Queen Ants Take out the cosmonauts first, followed by the black ants. There are a large number of queen ants in the vicinity, so taking out the small fry beforehand will help. You will want to take out the queen ants from as far a distance as possible. It is not recommend to try to hunt the queens in the city, as you will more than likely trigger multiple queens to attack you at the same time. Fortunately, their large size means you can see them from a mile away. Snipe at them one at a time to draw them out from the buildings. 55. HIDING BEHIND THE WEB Enemies: Araneas They may go by different names, but the araneas are exactly like the retiarius from the last game. And like their predecessors they can fire their webs straight through buildings, which is very annoying. Bring a long range weapon and start sniping away. You can free several EDF soliders from the webs at the beginning, but they won't be much help here. Some of the araneas will attack from the sides, but you can track their location from the web strands they shoot out. 56. PREDATORS ON THREAD Enemies: Black Ants, Red Ants, Spiders, Araneas Another annoying areaneas mission, this one has you fighting in a street wile araneas attack from both ends. To make matters worse, enemies will spawn from underneath the ground as you're fighting them. As I mentioned before, araneas webs can go straight through buildings, so taking cover is rather pointless. Pick a side from the start and try to clear it out quickly so you don't get sandwiched by araneas from both sides. If you don't want to do things the hard way there's an alternate strategy that you can use here. Instead of going straight ahead and getting caught in a crossfire you can instead turn right and head up the side street attacking the araneas from there as you go. You still need to deal with the spawning ants but with the araneas cleared on one end it's much more manageable. 57. SCUFFLE IN THE CITY Enemies: Cosmonauts This mission is a straight up slugfest between the EDF and a ton of cosmonauts. The cosmonauts tend to target the person that shot them last, so before you open fire make sure you have some cover to move to when they return fire. 58. HIDDEN THREAT Enemies: Spiders, Araneas, Deroys There will be a thick fog during the mission, which will significantly obscure your vision. The spiders aren't a big threat, but the deroys and araneas are another story. The araneas can hit you from a block away, and the deroys can be right on top of you and you wouldn't know it. The only indication you get of their direction is when you get snagged by webs, or when you see the large glowing purple plasma balls heading in your direction. Move with caution. 59. BREAK THE BARRIER Enemies: Black Ants, Red Ants, Cosmonauts, Shield Bearers One of the most annoying enemies in the game, the shield bearers make their appearance in this mission. Bringing explosive weapons is usually dangerous when shield bearers are around, as the sudden shift in the shield perimeter as they move can cause your weapons to explode right in your face. Remember that the energy shield blocks all your attacks, but lets cosmonauts freely shoot through. For that reason taking out the cosmonauts first is a priority. 60. MOUNTAIN INVESTIGATION Enemies: Bees, Red Bees, Queen Bees This mission involves accompanying a group of Rangers up the hillside to survey a large insect nest. You will be fighting nothing but bees in this mission, so homing weapons will be useful here. Once you're on the other side of the hill a large number of bees will come swarming out of the hive. You just need to keep shooting them and survive until the mission ends. A queen bee will also appear, but it's not necessary to kill it to complete the mission. 61. DESTROYING LARGE FLYING SAUCERS Enemies: Black Ants, Red Ants, Spiders, Bees, Transport Ships, Archelus The goal here is to destroy all the transport ships in the area. The Air Force will actually destroy the first transport and will take out a second one later on. About halfway through the mission you will hear an omnious sound of gigantic footsteps approaching. Yep, it's your good old friend Archelus. It wouldn't be so bad if it was just him, but his appearance will also trigger a group of red ants and bees to attack as well. You need to deal enough damage to Archelus to drive him away. While it's rolling towards you, you can actually stop it in it's tracks by dealing enough damage to it. Once Archelus has had enough it will leave the area, leaving you free to take down the remaining transport ship. 62. SWEEPING MONSTER BALLS Enemies: Dango Worms (aka Pill Bugs) For a foolproof way to clear this mission, see the weapon farming section below. If you're going to try this the old fashioned way, you're going to be in for some fun. Dango Worms attack by rolling into a ball and jumping at you. Even Wing Divers aren't safe as they can bounce into the air a considerable distance. Their primary weakness is the fact that they cannot fit into small places (such as say, a parking structure). This is the primary exploit for farming them for weapons in this mission (and later on in mission 87). 63. RECAPTURING THE INDUSTRIAL AREA Enemies: Colonists, Cosmonauts, Deroys, Shield Bearers This is another sneaky night mission in the industrial area. It's best to take advantage of long range weapons and snipe the enemies from a distance. Since there's a lot of structures in the area they will have a hard time drawing a direct line of sight to you. There will be a lot (and I mean a lot) of reinforcements dropped during the mission, but thankfully they only seem to deploy two or three enemies at most rather than the full six they usually carry. 64. WINGED LEGION Enemies: Colonists, Tadpoles The EDF will be shooting at retreating colonists from the start of the mission. Shortly afterwards, a new enemy type will appear. And when I say new, I mean a re-skinned enemy from 4.1. These flying frogs are exactly the same (and I mean exactly) as the dragons from the previous game. Once the initial group has been destroyed a second group will appear. This group will fly in a large swarm like the sentinels from the Matrix. They will circle around the city in a counter clockwise circle and come around from the left. If you have a fast firing weapon you can gun them down as they pass by in a line. After mopping them up a third and final wave will appear. This group will fly past in two lines coming from both directions along the tracks. Thankfully, these tadpoles aren't too durable so you and the EDF forces should not have much of a problem destroying them. 65. LANDING GIANT SHIP Enemies: Black Ants, Red Ants, Spiders, Dango Worms, Type 2 Drones, Cosmonauts, Shield Bearers Oh boy. I had problems with this mission initially. First of all bring a long range weapon. You're going to need it when the type 2 drones start coming out. Second, stay away from the mothership when it fires its genocide gun. You can't stop it from firing, nor can it be destroyed. While you can destroy the three focusing arrays that surround it (they drop items) it does not stop the gun from firing in any way. The basic strategy here is to take out the enemies on the periphery first. The genocide gun has a lengthy start up time before it fires. If you see it glowing get away from it as far as possible. The Grim Reaper corps makes another appearance here. When they appear on the radar be sure to go get them. They will rather helpful with dealing with the ground enemies, but not even they can withstand the genocide gun blast. They also aren't much help with the type 2 drones that start coming out of the ship. This is where the long range weapon comes into play. If you don't have one it will take forever and a day to get rid of them. Sooner or later you will have to make a break for the area underneath the mothership to get rid of the remaining shield bearers. The ideal time for this is when the genocide gun goes back into the ship. When this happens you will have a limited time to act before it comes back out again and starts firing. Once you destroy a certain number of shield bearers underneath the ship, the mothership will thankfully depart. If you have the patience you can spend some time collecting the armor and weapon boxes strewn about the area before finishing off the remaing enemies on the map. 66. FALLING MONSTER BALLS Enemies: Dango Worms, Transport Ships This is a rather annoying mission as you're tasked with taking out three transport ships in the area. What's annoying about it is that they are constantly moving around the map and dropping off dango worms constantly. You'll need to watch your radar to see if any dango worms are incoming before you try shooting the ships down, as they will constantly knock you down otherwise. Fortunately, the transport ships never close their bottom hatch as they move so it's a bit easier to take them out. It's possible to use this mission to farm items by leaving one ship alone and killing the dango worms as they drop, but it's probably a lot faster just to use mission 87 if you're just trying to get weapons (see weapon farming section for mission 87). 67. EXTRATERRESTRIAL RIDERS Enemies: Cosmonauts, Heavy Cosmonauts After you destroy the initial cosmonauts in the area, a new heavy cosmonaut variant will appear. These heavy cosmonauts wear armor that is much more durable than the standard cosmonaut. They also carry heavier weapons such as a gatling style beam cannon similar to the ones the hectors used in 4.1. Some are also carrying missile launchers, so not even being in cover is safe as the explosion can still get you behind corners. 68. CRASHING GIANT PYLONS Enemies: Red Ants, Spiders, Dango Worms, Bees, Red Bees, Tadpoles, Big Anchors This is a race against time to destroy several big anchors in the city. Big anchors are far more durable than regular anchors, and can spawn much larger numbers of enemies. Try to take them down ASAP with long range weapons or you'll be overwhelmed by the sheer number of enemies coming at you. 69. ENORMOUS MUTANTS Enemies: Spiders, King Spiders You'll face king spiders for the first time in this mission. Try to take them down from as long a distance as possible, as the webs they spew out can deal gobs of damage. Be careful around buildings as they can appear suddenly without warning from behind them. 70. AIRCRAFTS Enemies: Imperial Drones Oh boy. This mission introduces imperial drones, black variants of the type 2 drones. These enemies command respect, as the energy bombardment cannons they are packing can kill you in seconds, even on normal difficulty. They can also take quite a bit of damage as well. If at all possible try to take them on one at a time from a distance. Like their regular brethren, imperial drones have the annoying tendency to fly rather high out of range of most weapons. Here's a handy tip: when using a weapon with a laser sight the aiming reticule will turn red when the target is in range. 71. ANCHORS DESTRUCTION PLAN Enemies: Black Ants, Tadpoles, Colonists, Anchors, Big Anchors, Archelus Another anchor hunt mission. Fortunately, a large number of EDF troops will be in the area offering support. As you get to the center of the city archelus will appear to join the battle. Focus all your firepower on it until it runs away, and then destroy the remaining enemies. An interesting fact: once you've dealt enough damage to archelus and it runs away, not only does it become immune to damage, but it will not damage you even if you're trampled by it. 72. BATTLE IN THE FOG Enemies: Colonists, Cosmonauts, Heavy Cosmonauts This battle takes place in the city under thick fog conditions. The first few enemies aren't too difficult to deal with, but at the center of the city you'll have to deal with several cosmonauts roaming around a parking lot with no cover nearby. Since your visibility will be severely limited you'll probably have to blind fire your weapons a lot. Once they've been alert to your presence, run away behind some cover. One will have a continuous beam weapon that is particularlly annoying. You can use the direction of the beam to gauge the direction they're in. You can also use the muzzle flash of their weapons and use that to help pinpoint their location. The last group of enemies to appear tend to cluster up in the same area, and once the fireworks start chances are good that the whole group will come a running. Make sure you fight from the alleyways as fighting in the streets puts you at a disadvantage. 73. LIGHT DEFENSES Enemies: Bees, Spiders, Black Ants, Red Ants, Anchors, Shield Bearers And yet another mission from the previous game, except instead of blowing up underground tunnel nests you'll be destroying anchors. It goes without saying, but you should probably try to destroy the anchors ASAP to limit the swarms of enemies that will come at you continuously during the mission. Oh, and don't bring anything explosive as there are shields everywhere. 74. FLYING UNIT Enemies: Drones, Red Drones, Type 2 Drones, Imperial Drones, Bees, Red Bees, Tadpoles The first part of the mission starts out as a sadistic fishing game. Swarms of drones of all types will be flying about the area. If you want to take it nice and slow pick off the drones in the following order: drones, type 2 drones, red drones, and then finally imperial drones. Having homing weapons will help a lot with the drones and red drones. The type 2 and imperial drones will probably require long range weapons as usual. Once all the drones are destroyed the second part of the mission begins. A large swarm of bees and tadpoles will appear. While it's hard to tell from a distance, some of the tadpoles are the larger purple variants that are much tougher than the regular versions. Again, having homing weapons can help speed things along here. 75. FIGHTERS AMBUSH Enemies: Deroys, Spiders Bring a long range weapon (600+ meters is good) as you'll be facing an army of incoming deroys. You'll start out on top of a building which gives you a clear view of the battlefield (aside from all the electric towers in the area). As you destroy the deroys a second wave will appear from the left and right sides of the map. Chances are good that you'll be so preoccupied with the deroys in front that you'll be knocked from the building by an incoming bombardment from the side. A few of the deroys will be type B deroys. These deroys fire slow moving homing missiles instead of lasers (you can tell them apart by the bulge on their leg) and are a bit tougher to take down than the regular deroys. There are spiders here too, but chances are that you'll be so occupied with the deroys that you won't even notice them. 76. SIEGED CITY Enemies: Dango Worms, Red Ants, Spiders, Araneas Another annoying araneas mission. The enemies here are more of an annoyance than a threat, but there are a large number of araneas everywhere that will snipe you from a mile away (through buildings as usual). 77. DOOMED QUEENS Enemies: Bees, Red Bees, Colonists, Cosmonauts, Death Queens You're going to be facing primarly bees in this mission, with a few colonists and cosmonauts scattered here and there. Oh, and death queens. Lots of death queens in fact. Bring a powerful long range weapon for dealing with them as they appear. 78. MONSTER EXTERMINATION Enemies: Black Ants, Red Ants, Dango Worms, Bees, Archelus This mission starts out as a standard monster hunt. Follow the EDF forces and help them clear out the groups of enemies as they appear. Eventually archelus will appear (yet again). You know the drill by now. Focus all your attacks on archelus until it runs away (yet again). 79. RECLAIMING BASE 228: STAGE 1 Enemies: Black Ants, Red Ants, Spiders, Tadpoles, Colonists, Cosmonauts, Heavy Cosmonauts The first part of the mission is a desperate battle in a ravine against a group of black ants, red ants, cosmonauts, and heavy cosmonauts (some of which have flamethrowers). You will want to keep firing while moving backwards. The biggest threats are the heavy cosmonauts as they can take a serious pounding without even breaking a sweat. Once the initial rush is over the mission is all downhill from here. Go up the hillside and help the EDF soliders fend off the colonists, cosmonauts, and other assorted enemies. 80. RECLAIMING BASE 228: STAGE 2 Enemies: Black Ants, Spiders, Dango Worms, Tadpoles, Colonists, Cosmonauts, Heavy Cosmonauts, Anchors This is an all out assault on the EDF base that was taken over at the very beginning of the game. Use a long range weapon and take out as many of the anchors as you can from a distance. Fortunately, there are quite a bit of EDF soliders here to help deal with the oncoming rush of enemies. A large number of colonists and cosmonauts will advance from the base towards the firing line, so you might want to break off attacking the anchors and snipe them before return your attention to the anchors. If you're feeling reckless, there's actually a combat frame you can use parked on the base (even Wing Divers and Fencers can use it). This combat frame is quite effective at destroying the nearby anchors with its revolver cannons, and can also deal a lot of damage to the colonists and comsonauts as well. However, be aware that once it's destroyed chances are good that you will most likely end up getting killed by the tons of heavy cosmonauts in the area. 81. RECLAIMING BASE 228: STAGE 3 Enemies: Black Ants, Red Ants, Spiders, Dango Worms, Colonists, Cosmonauts, Heavy Cosmonauts This is a straightforward mission inside base 228. You'll be fighting various enemies as you make your way through the base. The good news here is that all the EDF soliders with you are elite forces, meaning that they can pretty much take care of themselves throughout the entire mission. Here's a pro tip: there are usually a ton of enemies that will appear whenever they open a door. There are actually two vehicles inside of the base that you can use. The tank that you first come across is of limited usefulness, but the combat frame is another story entirely. Make good use of its revolver cannons to clear out the enemies as they approach. Once you reach the final room with the barga (EDF 5 version of the balam from EDF 4.1) all your allies will end up getting killed automatically. Move backwards while firing your weapons until the enemies are eliminated. The lights will turn on, your allies will mysteriously revive themselves, and the mission will end. 82. RECLAIMING BASE 228: RETREAT Enemies: Black Ants, Colonists, Cosmonauts This is the barga's tutorial mission. Wait at the barga's feet until the glowing circle appear, and then enter and go to town on the approaching colonists. The L1 and R1 buttons do a left punch and right punch respectively, while the L2 and R2 buttons do stomps. The stomps are pretty much useless, so focus on attacking with punches. Once the colonists are destroyed a wave of black ants will appear. Like 4.1, the barga might have some difficulty hitting the ants. Fortunately, your allies nearby will help take them out. In fact, you might want to exit the barga and deal with them using your personal weapons. Once the ants are destroyed a wave of cosmonauts will appear. You can take a moment to exit the barga and collect the nearby item boxes if you wish. Re-enter the barga and take out the advancing cosmonauts. Once the comsonauts numbers are down to one or two, you might want to exit the barga and start collecting the numerous items boxes. The cosmonauts tend to target the barga so you can collect the item boxes in relative safety. 83. DEFEAT ARCHELUS Enemies: Black Ants, Arkels This is it. The big showdown between you and archelus. Of course, you'll have the help of the barga (and a few nearby EDF troops). The barga has various combos that it can pull off listed below: L1, L1, R1: Left punch, overhead slam, power swing. (recommended) R1, R1, L1: Right punch, straight punch, double scoop. L1, R1, R1: Left punch, right punch, power swing. (recommended) R1, L1, L1: Right punch, left punch, double scoop. L3, L1: Rotation punch. L3, R1: Haymaker. The power swing is probably the most effective move the barga has, as it has a huge range and does a lot of damage to archelus. As the fight progresses, a wave of black ants will appear. Leave the ants to your allies and focus your attacks on archelus. You may want to start your combo attacks early before archelus gets within range, so that by the time he gets close the power swing will deck him when it comes out. Once archelus is down for the count all that remains is to clear out the remaining ants in the area. Before you do so, pay your respects to archelus by looting his corpse. 84. CITY OF GIANT PYLONS Enemies: Spiders, Bees, Dango Worms, Black Ants, Red Ants, Drones, Big Anchors Another big anchor hunt in the city. There are a lot of big anchors here, and I do mean a lot. Quickly take them down with long range weapons ASAP as the number of enemies they can put out is truly frightening. 85. INCOMING LARVAE Enemies: Tadpoles Not much to say about this mission except that you will be fighting a whole lot of tadpoles. Fighting in the open gives them the advantage, so you might want to use a long range weapon to pull them towards town where they can get caught up between the buildings. There's even a parking structure nearby that you can use to take cover using the same method you used on the dango worms way back in mission 62. 86. SECRET IN THE DARK Enemies: Black Ants, Red Ants, Bees, Teleport Device (?) At first I had problems with this mission since I didn't know what was going on. Long story short, you need to destroy the odd devices embedded in the walls as they will generate an infinite amount of enemies. Here's a pro tip: make sure not to fall off the path. Unless you're playing as a Wing Diver it will take you forever and a day to get back up. Follow the Rangers up the path, destroying the teleport devices as you go. Some of them are off to the side. Once all the devices are gone, the central pillar of the cavern will sprout about a dozen new teleport devices. Destroy them all and clear out the remaining enemies. 87. APPROACHING MONSTER BALLS Enemies: Dango Worms Another exploitable mission where you can reap an amazing number of item boxes with minimal risk. For more details see the weapon farming section below. If you're doing this the hard way, there's not much to say except you'll be facing off against a whole ton of dango worms. 88. THREADS EVERYWHERE Enemies: Black Ants, Red Ants, Spiders, Araneas, Anchors Another fun mission involving both araneas and anchors. Try to take out the anchors first, but don't let that stop you from taking down araneas when you have an opportunity to do so. 89. FLYING-TYPE EXTERMINATION Enemies: Bees, Red Bees, Death Queens, Hive (Boss), Anchors, Black Ants, Drones This is an all out assault on the hive that you encountered earlier way back in mission 60. Let your allies deal with the bees while you pour all your firepower into the hive. As the hive takes damage a group of bees will appear from behind including a death queen. Keep blasting away at the hive until the death queen gets closer, and then focus on taking down the death queen as it will seriously mess up the EDF soliders while its around. Once the death queen is dead continue assaulting the hive. Two big anchors will appear and start deploying more enemies. Take both of them out ASAP. Eventually another swarm of bees will appear along with a second death queen. Keep focusing on the hive until it's destroyed, and then clear out the remaining enemies. 90. BROKEN LAND Enemies: Spiders, Deroys, Dango Worms, Red Ants, Tadpoles This mission is pretty much a deroy hunt in the middle of the city with various enemies about. Try to take out the enemies nearby before you start to engage the deroys, which start out inactive until disturbed or enemies are destroyed nearby. 91. SPARKLING ABYSS Enemies: Dango Worms, Black Ants, Cosmonauts, Teleport Devices Pro tip: do not, I repeat, do not fall off the path. If you do you're going to regret it. At the far end of the path a teleport device will generate a large number of dango worms that will come at you along the path like an inverted game of Donkey Kong. Fortunately, most of them don't handle curves well and will usually end up falling off. If by chance you do fall off the path you will end up at the bottom of the cavern with a ton of dango worms rolling around you. Unless you're using a Wing Diver it will be an incredible pain in the ass to get back up again. A few cosmonauts will also appear out of the tunnel. Take them down, and then destroy the teleport devices in the wall. Once those are taken care off, all that remains is to mop up the remaining enemies (who are probably all below you at this point). 92. ATTACK OF THE FLYING FLEET Enemies: Bees, Tadpoles, Drones, Type 2 Drones You'll be fighting nothing but flying enemies here, so a homing weapon will be very useful. Also bring along a long range weapon for the pesky type 2 drones that also make an appearance. 93. MOUNTAIN TRAPS Enemies: Black Ants, Red Ants, Spiders, Araneas, Anchors This mission reminds me of another mission in 4.1 that was super annoying. Thankfully there aren't any hectors anymore. Unfortunately, we have araneas here. Surprisingly, while the araneas are annoying, they're not the biggest threat here. The threat are the anchors in the area that continuously spawn a stream of enemies at you. The gigantic web that covers the area might block your line of sight to some of the anchors, but don't bother trying to destroy it as it's invincible. 94. BLOODY BATTLE Enemies: Cosmonauts, Heavy Cosmonauts, Black Ants, Spiders, Tadpoles, Colonists, Anchors This is a tough mission, as you will face off against large waves of enemies. The biggest threats are the heavy cosmonauts, so focus on them when you see one. About halfway through the battle those sneaky aliens will use transports to deploy cosmonaut "snipers" on the tops of the buildings. Take them out ASAP as their weapons can hit you from a mile away, and they tend to focus their shots on you for some reason. Near the third half of the battle two big anchors will appear. Focus your fire on them until both are destroyed. At this point the battle becomes a war of attrition as you engage the remaining cosmonauts. 95. DROP LOCATION Enemies: Black Ants, Red Ants, Spiders, Dango Worms, Bees, Deroys, Big Anchors You'll be destroying big anchors across a wide map, with the occasional deroy wandering about. If you've been playing so far, you probably don't need me to tell you to take out the anchors ASAP. 96. LAND OF MONSTERS Enemies: Black Ants, Red Ants, Cosmonauts, Queen Ants, Eggs (white/red) You'll be fighting primarily ants in this mission, with a few cosmonauts and queen ants scattered about. There are also a ton of eggs here you'll need to destroy. The red eggs are new, but the only difference between them and the white eggs is that they hatch red ants instead of black ants. There's a combat frame here that you can use with combat burners (flamethrowers) and missile pods. It's good against regular ant enemies, but you'll probably not want to use it against the cosmonauts and queen ants. As you destroy the eggs several waves of ants will appear in the distance, but other than that you won't find any real opposition other than the queen ants in the area. 97. STEEL COVERED BY THREADS Enemies: Spiders, Araneas, King Spiders, Big Anchors Another all spider mission. Not much to stay here other than to make the araneas, king spiders, big anchors priority targets as they appear. 98. COASTAL DEFENSE LINE Enemies: Drones, Type 2 Drones, Imperial Drones, Colonists, Cosmonauts, Heavy Cosmonauts, Tadpoles, Transports This is a large scale battle on the beach against enemy forces deployed by the mothership. You'll initially face drones with colonists and cosmonauts appearing shortly afterwards by dropship. As you fight the mothership will deploy several waves of type 2 drones. The second wave of deployed type 2 drones will also have imperial drones mixed in, so be wary of them. About halfway through the battle an allied barga will show up to assist you. Unfortunately, two transport ships will also appear along with additional ships dropping off heavy cosmonauts. The transports will spawn in tadpoles, but the heavy cosmonauts are actually the bigger threat here. Take them out first and then destroy the transports. 99. INTENSE BATTLE UNDERGROUND Enemies: Black Ants, Spiders, Dango Worms, King Spiders, Big Anchors Follow the underground passage clearing out the black ants and spiders along the way until you reach a large underground chamber with a big anchor. Destroy the anchor and dango worms will begin coming up the spiral ramp towards you. Make your way to the bottom of the area and through the tunnel nearby. A second anchor is in this area spawning dango worms, and it's protected by a king spider. Eliminate the king spider, then the anchor, and finally mop up the remaining enemies. Follow the tunnel out to a group of black ants. As you loop around back to the area you just came from a new group of spiders will appear. Follow a tunnel up above to reach more ants and another anchor. Eliminate the ants and follow the radar to the new group of enemies. You will enter a very large cavern filled with large number of anchors and two king spiders. Note that the anchors start out in a passive blue state until alerted whereupon they turn red and start spawning in enemies. Focus on the king spiders, and then destroy the anchors. 100. GREATEST FINAL CONFRONTATION Enemies: Black Ants, Red Ants, Spiders, Bees, Colonists, Cosmonauts, Shield Bearers, Erginus, Archelus The battle starts out with two Erginus leading the charge, followed by a large group of colonists and cosmonauts. It's up to you to either engage the Erginus or the colonists/cosmonauts, but it's far more likey that you'll be targeting the latter as they will most likely be the ones firing at you. Spiders will appear followed by more colonists and cosmonauts. Following that a large group of Erginus will show up, with yet more cosmonauts and shield bearers from behind. On top of that a large swarm of bees will make an appearance. It can be tough to decide on who to target first with all these enemies on the field, but you might want to get rid of the shield bearer sooner rather than later as it will seriously mess things up in the long run. Eventually a large number of archelus will appear along with tadpoles, colonists, and comsonauts. Obviously the archelus are the biggest threat here. Thankfully, shortly after the archelus appear a group of allied bargas will appear as well. An unpiloted barga will also be dropped off as well for you to use. Chances are good that at this point in the battle (at least on normal) you may not even have to use it. If that's the case you might want to just focus on picking up the dozens of item boxes strewn about the battlefield while the allied bargas mop up the remaining archelus. 101. CRUMBLING CITY Enemies: Green Ants This mission introduces a new enemy type: green ants. Green ants are extremely fast and usually come in large swarms. Fortunately, they are rather fragile so they die rather quickly to weapons fire. They come in two different varieties. The regular green ants are the same as black ants. There are also smaller bright green ants that use a charge attack to knock you down. Since they're smaller in size they can be a bit harder to hit, especially since they move so quickly. Note that a Wing Diver with a high efficiency EN core can simply fly above the mob of ants and blast them to kingdom come with explosive attacks. 102. FORCED ENTRY Enemies: Black Ants, Red Ants, Green Ants, Spiders, Bees, Cosmonauts, Heavy Cosmonauts, Shield Bearers, Anchors This is an anchor hunt mission in the beach area. Like mission 73 the anchors are all protected by shield bearers. Fortunately, the shield bearers are all stationary for this mission. One important thing to note is that as you move into the hill area a wave of green ants will quickly come at you from the beach. This will happen twice during the mission. 103. TORNADO Enemies: Black Ants, Red Ants, Spiders, Dango Worms, Colonists, Tadpoles Considering this is a late game mission, this mission is surprisingly easy. You don't have to worry about waves of enemies being spawned by anchors or being attacked by tons of enemies from every direction. It's pretty much a simple enemy hunt through the hillside. The only notable thing about this mission is that you will be attacked several times by groups of tadpoles as you progress. 104. AGAINST ALL ODDS Enemies: Black Ants, Bees, Dango Worms, Tadpoles, Cosmonauts, Transports This mission is similar to mission 45 as you'll be surrounded by a large number of transport ships flying around in a circle dropping enemies. And like mission 45 your best strategy is to get under the flight path of the ships and destroy them as they come to you one at a time. The biggest wrinkle in this plan are the dango worms that will constantly knock you about, and the cosmonauts that will be dropped off during the battle. You'll usually have to break off attacking the ships to take care of them when the appear. 105. MONSTER BANQUET Enemies: Black Ants, Green Ants, Spiders, Bees, Tadpoles, Colonists, Queen Ants, Death Queens, King Spiders, Erginus
As if you can't tell from looking, this mission is going to be a real bitch. There are a large number of strong enemies in the distance, and obviously trying to take them on all at once is suicide. First things first, you might want to remove the colonist sniper on the right standing on top of the building nearby. Do not, I repeat, do not target the one on the left yet. The queen ant is the closest and probably the easiest to bait away from the group. A second queen ant is to the left. Attacking it will also draw some of the bees away to attack you. Next up is the king spider on the right. The death queens in the center are problematic, as attacking one will inevitably cause the other one to come as well. There is a railgun tank nearby that you can use to help take down the death queens. With the center and right areas cleared, go ahead and take out the remaining colonist sniper. This will trigger an Erginus to appear. Once the Erginus is defeated all that remains is to take out the remaining king spider and queen ant to the left. Note that as you're fighting the last enemy a large wave of green ants will appear. This will most likely end up killing all your allies so don't worry about them and focus on the ants. 106. SUICIDE SQUAD Enemies: Bees, Tadpoles, Dango Worms, Spiders This mission is basically a survival horde rush. Start out by helping the Wing Divers in the distance against the bees that are attacking them. As you come to their aid a large group of bees, tadpoles, dango worms and spiders will move in to attack. Eliminating this wave causes a second wave of enemies to appear from two directions. After this comes a third wave of enemies in two directions. The final wave comes in four directions. 107. INVADER ASSEMBLY Enemies: Drones, Dango Worms, Spiders, Bees, Type 2 Drones, Colonists, Cosmonauts, Heavy Cosmonauts, Shield Bearers, Transports This is a large scale transport ship hunt with tons of enemies in the area. The cosmonauts are the biggest threat so focus on them first. Once there are about three transports left the mothership will begin to deploy type 2 drones. 108. SCORTCHED EARTH Enemies: Black Ants, Red Ants, Spiders, Dango Worms, Bees, Red Bees, Tadpoles, Cosmonauts, Type 2 Drones, Imperial Drones, Deroys, Big Anchors, Huge Anchor, Queen Ant, Death Queen, King Spider This mission is total insanity. The game will throw just about every enemy it has at you in this mission. You'll start off against some deroys and type 2 drones. These will soon be followed by cosmonauts, spiders, dango worms, bees, tadpoles, and a death queen. Shortly after all that a large number of big anchors and a huge anchor will drop in. At this point the game will start spamming you with every enemy type in the game (including imperial drones). I'm sure there's a kitchen sink running around somewhere as well. 109. NO. 11 Enemies: Black Ants, Spiders, Dango Worms, Drones, Type 2 Drones, Tadpoles, Colonists, Cosmonauts, Heavy Cosmonauts, Transports, Mothership (Boss) This is it. The final battle. And oh boy is it something. If you thought the final boss in 4.1 had laser spam, it's nothing compared to this one. Don't be afraid to turn the difficulty down to easy for this mission, as the final boss is particularly tough. Also, bring along a long range weapon with a range of at least 600+ meters or you won't be able to hit the final boss at all. You'll initially be shooting down the transport ships in the area. Gather all the EDF troops in the staging area and start hunting down the transports. The colonists and the cosmonauts are probably the biggest threats. Leave the small fry to the others. Once all the transports are down the real fight begins. The outer shell of the mothership will split into a large number of blocks that will rotate arond the ship and fire at you. Your goal is to eliminate the blocks that are powering up the shield around the mothership (indicated by the distinctive field around them). Wing Divers with a continuous beam weapon such as the closed laser will have a field day here, as it's quite easy to destroy the blocks as they move past with it. Other classes will have it much rougher. While it's not necessary to destroy all the blocks, destroying as many as you can will help in the next part when all hell breaks loose. Actually now that I think about it, it's probably best that you hold off on destroying the key blocks that power the shield until you destroy as many other blocks as you can. EDIT: Okay. After playing this mission several times it's highly recommended that you destroy as much of the ship as possible before destroying the key blocks. As you shoot down the blocks the mothership will start sending down tadpoles and transports with cosmonauts to harass you. Gun down the cosmonauts and pick up the first aid to keep your allies healthy, and then continue shooting away at the blocks as they present themselves. Once the key blocks are gone the real fun begins. Once the shield drops the remaining blocks will start to open fire with powerful energy blasts and the ship will start to release type 2 drones. The biggest threat are the spiral shaped blasts coming out of the mothership. These do insane amounts of damage so try to avoid them if at all possible (which you probably can't since they hit such a wide area). Focus on destroying the remaining blocks around the ship before attacking the weak point underneath it. The mothership will eventually close its hatch and send out more type 2 drones. A few dropships will also arrive to deploy some cosmonauts for you to play with. If you hadn't bothered to destroy the blocks beforehand you would be fighting them while getting blasted to kingdom come by all the blocks rotating around you. Eliminate the cosmonauts first, and then focus on the drones until the bottom hatch opens up again. Continue assaulting the hatch until the mothership explodes. Congratulations! You've won the game! Or have you? 110. THE NAMELESS Enemies: ??? I won't spoil who you're fighting here, but he does look rather familiar. The battle will proceed in three stages. Stage 1 The boss has two attacks here. The first (signalled by a pink glow) is a continuous energy beam. The second (signalled by a green glow) is a series of explosive tracking lasers. When the boss moves its hands in a circle it will summon several cosmonauts. The boss will spin frequently in the air to avoid your attacks. Note that if you deal enough damage to its arms you can shoot them off. This will prevent it from using energy attacks, but the arms grow back fairly quickly so it's only a temporary reprieve. Stage 2 The boss has all its previous attacks with a few new ones thrown in. It will now fire several explosive pink energy balls from its back. When it rises into the air it will fly forward surrounded by an energy field. It also has an attack where it flips in the air with its leg on fire and smashes the ground in front of it with a kick. Like the arms you can shoot off the legs off the boss, but it doesn't seem to do anything as it can still do the downward kick attack even if it's missing its legs. Final Stage The boss has all the attacks from the previous stages, plus a new final attack. It will signal this by rising up into the air with its hands up. Shortly afterwards a number of meteors will come crashing into the battlefield. Once the final boss is defeated it will drop a large number of boxes like an alien pinata (about 50+). Congratulations! You've beaten EDF 5! Enjoy the ending. On a personal note I think the ending theme for EDF 4.1 is way better than the one for EDF 5. But still, a victory is a victory. Beating the game unlocks Hardest and Inferno difficulties. You can also change your classes appearance between civilian and solider clothing by pressing the triangle button on the class select screen. O--------------O |Mission Pack 1| O--------------O Mission pack 1 is a new DLC that features 15 new challenge missions for you to try. There are brand new weapons that you can obtain only from these missions. However, even though the description says you can obtain them on hard, you can only obtain them on inferno difficulty. Good luck on getting them, as these missions are fairly difficult even on the lower difficulty levels, much less inferno. As such, it's recommended that you complete the game first before trying these missions. Having high level weapons definitely helps, as does having large amounts of armor. 1. ENGAGE AGGRESSORS 1 Enemies: Black Ants, Red Ants, Queen Ant The moment you open fire on the first group of ants a large number of them will come up from the ground. From your initial position shoot one of the ants from between the buildings in front, and then turn left and make a break for the street intersection. Let the ants come to you rather than fight them in the narrow spaces between the buildings. It's much easier to fight them on the street where they have no choice but to come at you in a straight line. Once the first wave of ants is taken care off a second group will appear up the street from the intersection where you were fighting. These ants start off in a passive state until you attack so feel free to pick up weapons and armor boxes. Once you're ready snipe one of the ants from way down the street and a second, much larger group of ants will appear. Most of them will make a straight bee line towards you down the street. Concentrate your fire on the ant horde coming down the street, backing up and firing as you go. A few ants will come around on the sides, but with the main group hosed down on the street they shouldn't be much of a problem. Once they are all gone a third group of ants will appear. Like the second group they start off passive so again feel free to pick up the boxes strewn about. Move up the street until you can spot the third group of ants in the distance. Snipe one and then fall back down the street. A large number of both black and red ants will appear. Move back down the street while firing continuously at the oncoming horde. You want to try and keep the ants funneled down the street where it's much easier to shoot them rather than trying to nail them while they're crawling all over the buildings. Keep moving and shooting and you should be able to whittle away the horde. The final group of ants will appear immediately after the third wave is destroyed. Unlike the previous groups, the final wave will appear all over the city and immediately attack. In addition, a queen ant will appear (from the start position it's roughly to the southeast). Head back down the street you just came from. Your goal is to clear a path down the street from one end to the other. When you reach the end turn around and start shooting the ants that were running after you from down the street. The queen ant should be arriving around this time as well. Thankfully there are a large number of buildings to hide behind so it shouldn't be too difficult to handle her. 2. ENGAGE AGGRESSORS 2 Enemies: Black Ants, Gold Ants From the start go ahead and recruit the rangers out in front and then help them take out the black ants. As you destroy the black ants, gold ants will appear from underground and attack. Gold ants are much stronger than regular ants, and will quickly take out the Nix nearby. Help the rangers take out the gold ants, and then follow the map to the group of allies nearby. They will be engaged with a group of gold ants coming at them from across a rice field. Once the initial group is destroyed a second group will appear in the distance. As you engage them a second group will appear from behind and to the right. Once these two groups are destroyed the final group will appear in the distance near some electric transmission lines. This group starts off in a passive state, so you can go and collect all the boxes that are strewn about the area. It's up to you if you want to go and recruit the other EDF soliders in the area, but more often than not they'll probably wind up getting in your line of fire when the final group attacks. When you do decide to engage the enemy, make good use of your allies as cannon fodder, as the gold ants will quickly shred through them like wet toilet paper. 3. AIRBORNE ENEMIES Enemies: Black Ants, Red Ants, Spiders, Colonists, Cosmonauts Like the mission says you should ignore the transport ships and just focus on the enemies. Grab both ranger groups near the fountain, and then head for the rice field nearby. Shoot the spiders in the rice field and then turn around and blast the oncoming horde of ants. If you had decided to stay at the fountain you would have been sandwiched between both the spiders and ants coming from all directions. It's much easier to fight in the field as you have a much larger field of fire in all directions. As the battle progresses ships will drop off even more enemies from the direction of the fountain (including red ants), and a ship will drop off several colonists to the right of the fountain. Also a ship will drop off several cosmonauts directly in the field area where you are fighting. Once the colonists and cosmonauts are destroyed it's just a matter of surviving the final wave of enemies. Fortunately, there should be a ton of boxes all over the field so it shouldn't be much of a problem. 4. RECLAIM BASE 236 Enemies: Black Ants, Spiders, Colonists, Transport Ships, Red Bees Recruit the rangers from the start of the mission, and then help the tanks take out the colonists in the distance. Be careful as once you shoot a colonists all of them will start opening fire directly at you. There are three transport ships in the area and they will start to deploy red bees. You will want to sweep from left to right destroying the transports one at a time. There are two wing diver groups in the area that you can recruit to make things easier. Note that the red bees dropped by the ships can be easily destroyed when they are initially deployed, so you can use this mission to farm items by just leaving one ship and destroying the bees as they drop down. Note that the wing diver leader in the group to the right does have a thunder crossbow that can hit the transport ship, so if you're trying to farm you might want to avoid recruiting her. 5. INFILTRATE BASE 236 Enemies: Green Ants, Gold Ants, Spiders, Teleportation Device, Armored Colonists This one is a tough gauntlet style mission. Recruit everyone from the start as you'll definitely need their help. As you approach the first door on the right it will open and a horde of green ants (regular and small) will burst through. After that rough initial wave proceed down the hall towards those two yellow blips on the map. Two Nix armored exoskeletons are in that room. A large group of green ants will spawn in at the opposite end of the hallway (including gold ants). Keep going until you reach a room with three Blacker tanks. Now comes the fun part. Beyond the next door are four rooms with teleportation devices that will constantly spawn in green ants and spiders. You will need to keep moving and firing otherwise you won't make any progress and will get bogged down by infinitely respawning enemies. In the first hallway there are two rooms on each end to the left and right, both of which have a teleportation device. Pick one to head towards, destroy the device, and then head out and destroy the device in the opposite room. At this point you just need to pick a direction either clockwise or counter-clockwise and follow the corridors to the remaining two rooms. Each of the rooms contains two teleportation devices, one of which will be up on the wall. Once all of the teleportation devices have been destroyed mop of the remaing enemies. Two groups of enemies will appear. Head toward the blast door towards the first group. Meet the armored colonists. These colonists are wearing heavy armor like the cosmonauts and have some serious firepower. Their weak point is their head, but they wear helmets so you will need to shoot them off before you can shoot them in the head. As you fight the first group and second group will appear from the connecting corridor. 6. DEFEND BASE 236 Enemies: Colonists, Armored Colonists, Gold Ants, Silver Spiders I hope you have a power long range weapon because you're going to need it. A large number of armored colonists (and regular colonists) are laying siege to the base. And I do mean a large number. The key to surviving this is to take them down quickly with a long range weapon by shooting off their helmets and then blasting their heads off. Fortunately, after the initial wave the remaining armored colonists deploy quite a distance from the base so you have time to snipe them at long range before they can blast you into oblivion. Several gold ants (and silver spiders) appear in the later waves, but the priority here are the armored colonists. 7. ENGAGE TELEPORTATION ANCHORS 1 Enemies: Teleporation Anchors, Big Teleporation Anchors, Black Ants, Red Ants, Spiders, Silver Spiders, Bees, Red Bees, Drones Now this mission is just overkill. From the start of the mission a bazillion teleportation anchors will drop from the sky. You will need to destroy the anchors quickly before you are completely overwhelmed by the sheer number of enemies spawning from them. On a side note since the anchors all drop in a fairly straight line, they make an easy target for a air raider strike. 8. ENGAGE ALIENS 1 Enemies: Armored Colonists, Gold Ants More fun with armored colonists. Before I continue I should explain the different types. The regular armored colonists have a rapid fire plasma gun. The red armored colonists have a plasma machine gun rather than a shotgun. What makes them so deadly is that they fire a continuous stream of plasma similar to the beam weapons that the heavy cosmonauts use. And finally the artillery armored colonists are perhaps the most dangerous of all. Instead of firing a single pink plasma shot, they fire a spread of orange plasma shots. Not only does this cover a huge area, but it also vaporizes buildings in the way, which reduces the precious cover that you need to survive the firepower of the armored colonists. The initial group of colonists will already be engaged, but will quickly turn their attention to you once you open fire on them. After the initial skirmish, the remaining colonists will deploy in small groups. Before you engage them make sure to have plenty of distance between them and you. Once the fire starts you'll want to have cover nearby that you can duck behind as you play peek a boo and hopefully snipe their heads off before the come and kill you. Be careful of the last two groups as they have gold ants nearby (which will quickly annihilate any allies with you). Also watch out for the orange telltale sign of incoming artillery fire. 9. ENGAGE AGGRESSORS 3 Enemies: Silver Spiders, Silver King Spider This mission features silver spiders and one silver king spider. Silver spiders are much like their squishier brethren, except not so squishy. In fact they can take ridiculous amounts of damage. They can also jump much higher and farther than regular spiders. They key to surviving this one is to engage as few as possible at a time and unload your heaviest weapons into them. Try to draw them out one at a time as dealing with more than one can be problematic. Take it nice and slow. Aside from the initial group of rangers at the start you can find a group of wing divers further in. 10. ENGAGE ALIENS 2 Enemies: Colonists, Armored Colonists This is pretty much mission 8 except much, much worse. You'll be fighting a whole bunch of armored colonists coming in from different directions, so your head shot skills will be put to the ultimate test. Several groups of artillery armored colonists will appear as well, and their bombardments will quickly level the surrounding buildings. 11. UNDERGROUND 1 Enemies: Spiders, Silver Spiders, Dango Worms, Ants, Gold Ants, Heavy Cosmonauts You'll be fighting several waves of enemies in the underground tunnels. You can recruit a group of rangers at the start, but honestly they're probably going to be of much help as they're probably going to get in your line of fire while you're desperately trying to mow down the oncoming enemies. From the start a wave of spiders will come out from the tunnel in front of you. Use the tunnel to good effect and mow them down while they're stil coming out of it. A wave of dango worms will come rolling along from the opposite direction you just came from. You can use the spider tunnel to funnel them in while you blast them, but the rangers will probably get in your way and get blasted as well. Once the dango worms are done for two groups of enemies will appear. In the starting area you will notice a ramp heading upwards. Quickly go up the ramp and head for the nearby tunnel that has spiders coming out of it. This will be your base for the remainder of the waves. Once the spiders are cleared out silver spiders and a heavy cosmonaut with a flamethrower will come up the way you just came from. Use this tunnel to funnel enemies towards you. Note that during the next wave a group of ants will appear both in front of you and from behind you in the tunnel. Take care of the ants coming from behind you in the tunnel as quickly as possible. Once those are taken care of you pretty much only need to worry about the enemies coming in from the main central area, which includes several more heavy cosmonauts with flamethrowers. 12. UNDERGROUND 2 Enemies: Araneas, Teleportation Devices, Black Ants, Red Ants, Green Ants, Gold Ants, Spiders, Silver Spiders, Bees This mission can be quite difficult as there are a large number of araneas and teleportation devices in the area. What you should know before you begin is that every time you destroy a teleportation device not only will additional enemies spawn in, but the remaining teleportation devices will increase the number of enemies that they deploy at once. When I first tried this mission I ended up destroying the devices as they appeared. You need to resist the urge to do so as this will actually end up making the mission harder for yourself. The key is to make a bee line for a certain device and destroy that one first. When you first start the mission you'll appear at a ledge overlooking the main central area. There are quite a few araneas in the area so try to snipe as many as you can from the initial position before proceeding forward. There are a total of six teleportation devices in the area that deploy different enemies. Spiders: This device is located at the top of the central pillar of the area. I recommend destroying this one last. There is also a second one located in the tunnels at the back of the area. On the way to the green ant device there is a tunnel up above in the ceiling area with an aranea. The device is there. Bees: Located directly at the base of the ledge right at the starting position. Red Ants: Near the base of the central pillar of the area. Ants: Next to an aranea web next to the right tunnel in the back. Green Ants: This is the device you want to target first. It's located all the way in the back of the tunnels in the back of the area. After taking out as many araneas as you can from the starting position you will want to proceed to the tunnels located at the very back of the area. Shoot at any attacking enemies but resist the urge to destroy the devices that are spawning them in for now. You'll notice that there are three tunnels in the back in a triangle formation. Take either the left or right one, but be careful of an aranea lurking nearby inside. The third uppper tunnel actually contains another aranea and a spider device. Go in the tunnel and up the ramp. There's an aranea web blocking the way, and past that is the device that spawns in green ants. Destroy it asap. At this point you can go ahead and destroy the remaining devices. Note that the nearby spider device is hidden a bit in the ceiling on the way out. Before the ramp that led up to the green ant device look up and you should see a tunnel in the ceiling. There you'll see the device as well as a nearby aranea. The order in which to destroy the remaining devices is up to you, but I'd probably go for the red ant device, followed by the bee device. Once you've destroyed 5 of the 6 devices a group of silver spiders will spawn in. Make sure you destroy them all before taking out the last device, as this will trigger the appearance of gold ants. Once all the devices are destroyed all that remains is to mop up any remaining enemies (including any araneas you might have missed). Also you might want to spend some time picking up all the boxes in the area as there are probably quite a few lying about. 13. ENGAGE ALIENS 3 Enemies: Colonists, Armored Colonists, Deroys, Tadpoles This is the final engage aliens mission and boy it's a doozy. You'll start off in a fire fight between the EDF forces and armored colonists (and some nearby deroys) across a chasm. Once the colonists are taken care of a large swarm of tadpoles will appear. While you're busy engaging the tadpoles two groups of armored colonists will approach from the left and right sides along the road. To make matters worse several large deroys will start bombarding your position from extreme range from behind the mountainside, followed shortly by some artillery armored colonists. If you manage to survive all that the final wave consists of a group of large tadpoles. 14. ENGAGE AGGRESSORS 4 Enemies: Gold Ants You'll be facing nothing but gold ants in this mission. From the start go ahead and collect all the EDF allies nearby. The gold ants will appear in waves coming from different directions. The first four waves all come from a single direction, so try to keep as much space between you and them while you and your allies concentrate your firepower as they approach. The war barge won't last very long so don't bother trying to save it. The final fifth wave has gold ants appearing from every direction. You need to pick a direction and head towards it, clearing out the ants in that direction as you go. Once that cardinal direction is cleared out, turn around and start clearing out the remaining approaching ants. The fencers will most likely be killed as they are quite slow and won't be able to keep pace with you. As long as you keep moving a firing you shouldn't have much of a problem with surviving. 15. ENGAGE OUTPOST BASE Enemies: Outpost Base, Armored Colonists, Drones, Gold Ants, Silver Spiders, Transport Ships It's time for round two against the outpost base. Unlike the previous base, this one starts out upright and fully pissed off. Right from the get go it will open up all of its weapons on you and your allies. Several armored colonists will be in the area adding to your headache. As it stomps around the area it will also deploy additional armored colonists. Try to whittle down the weapons on the outpost (especially the green lasers) as best you can and get shots into the outpost when the opportunity presents itself. As the outpost receives damage tadpoles will start to appear and drones will begin to deploy from the outpost. It will also start to shoot large homing missiles at you (the same ones used by the large deroys). As the damage to the outpost increases two transport ships will appear and start to deploy gold ants and silver spiders. Make sure to destroy these as soon as possible. Eventually two transports containing armored colonists will appear. This is a good sign that the outpost is on its final legs. Keep firing away at the outpost until it's destroyed. Afterwards clean up the remaining enemies to complete the mission. O--------------O |Mission Pack 2| O--------------O Mission pack 2 is a continuation of the challenge missions from mission pack 1, but at an even harder level. Playing on inferno difficulty gives you the chance to obtain exclusive weapons that can only be obtained through these missions. Note that you cannot obtain any of the exclusive weapons from mission pack 1 by playing these levels, as those are exclusive to those missions. As before, it's highly recommended that you have extremely high level weapons and a good amount of armor before you tackle these missions. In particular are the last three missions, as they are extremely brutal (even on easy!) 1. ENGAGE TELEPORTATION SHIPS Enemies: Teleportation Ships, Dango Worms, Black Ants, Spiders, Bees, Queen Ant, Death Queen, King Spider The first challenge mission is an annoying one. 5 teleporation ships are flying around the area dropping various enemies. What makes this mission annoying is that they are all flying around at a high rate of speed and very low to the ground, making them quite difficult to take out. Aside from that, the only other notable thing is that once you destroy two of the ships a queen ant, death queen, and king spider will all spawn in the area. At higher difficulties the enemies that drop from the ships will be replaced with their stronger counterparts (gold ants, silver spiders, red bees). 2. ENGAGE ALIENS 4 Enemies: Heavy Cosmonauts (with enhanced lasers) You'll only be facing heavy cosmonauts in this mission, but they are all armed with new long range (and I mean long range) lasers. These lasers are similar to the closed laser that the wing diver uses as it fires a continuous beam of energy at its target. Did I mention that they're long range? Seriously, if they have a line of sight to you they can shoot you clear across the map. The only weakness is that the beams can't go through objects (i.e. buildings). The only problem is that the cosmonauts will be coming at you from multiple directions, so staying in the middle of the map is a bad idea. You want to get out of there ASAP. Here's the main strategy. From your starting position (your initial facing is north) turn immediately southwest and head for the corner of the map. Don't go all the way to the corner as a cosmonaut will spawn in that location shortly. You'll want to be next to the building nearest the southwest corner. It's the building with the Sushi de Gozaru store, and to the right of that is a window with 3 "sale" signs on it. Hang around the corner of the building in front of that window with the sale signs on it. A cosmonaut should spawn in the southwest corner, but it won't see you around the corner. Wait until it gets close, and then blast it to kingdom come with strong close range weapons (shotguns are ideal). With the southwest cosmonaut taken care of it boils down to a waiting game. Stay near the group of buildings in the southwest corner and let the remaining cosmonauts come to you. It's an idea place to hide since there's no real line of sight as long as you stay between the buildings. Keep an eye on your radar and wait for the cosmonauts to enter the alleyways between the buildings. Since you're going to be fighting up close and personal it negates the advantage of their long range weapons. For wing divers there's a neat trick you can use with the rapier. From the start of the mission turn to the southwest and fly to the top of the building nearby with the square indentation on the roof. From there wait until the cosmonauts get to your location. Due to the roof forming a wall they won't be able to fire at you directly. You can use the corners of the roof to move up slightly along the wall and fire the rapier over the roof (aim slightly upwards) and hit them. You should be to see the tips of their guns from the roof so aim for that. Note that this isn't completely safe as occasionally a cosmonaut can climb up and shoot at you. It you're lucky you can see it when it happens and hose it back down with the raiper before it starts opening fire at you. It you're going to try and farm this mission on inferno using this method I highly recommend using the rapier super nova from the DLC 1 missions. Having lots of armor is recommended too as you might get shot at a few times by the occasional cosmonaut climbing up. 3. ENGAGE DRONES Enemies: Drones, Bomber Drones As you might have noticed there's a new enemy type on this stage. These extremely large drones are bomber drones and as you might expect they are much stronger than the regular drones you see flying about. Fortunately, at least for this stage, I don't think they go aggressive unless you hit them directly. So shoot down as many of the normal drones as you can before taking them on. If you do trigger them they will make a slow beeline towards your location and start blasting the area with a bombardment attack. They fly pretty high so I hope you brought a long range weapon along. On a side note, these things are so massive that they can actually destroy buildings just by flying into them. On higher difficulties the regular drones are replaced with tougher blue drones. 4. ENGAGE ALIEN TROOPS Enemies: Armored Colonists, Shield Bearers, Deroys A fairly tough mission, especially in the middle part. Your mission is to take out the groups of armored colonists stationed about the area. There's only two problems. First, each is protected by a shield bearer, so you'll need to use the side streets between the buildings to get past the barrier and into striking distance. Fortunately, the shield bearers are immobile so you don't have to worry about them moving around. The second problem: deroys. Several groups of deroys will drop into the area as you approach each group, and the buildings you were using for cover start becoming more of a hinderance as the deroys start pelting you with long range plasma blasts. Make sure to take out the deroys before you engage the next colonist group. Things get interesting as you approach the group near the railroad tracks as there are several artillery colonists and they will quickly obliterate the buildings in the surrounding area. You might need to rush them quickly rather than play peek a boo. The two groups in the park are even more difficult as there are no buildings nearby where you can sneak and there are several artillery colonists to boot. 5. ENGAGE TELEPORTATION ANCHORS 2 Enemies: Teleportation Devices, Teleportation Anchors (Large, Huge, Massive), Spiders, Silver Spiders, Silver King Spiders, Black Ants, Red Ants, Green Ants, Gold Ants, Gold Queen Ant, Bees, Red Bees, Queen Bee Another fun teleporation anchor mission with a twist. As you destroy the initial teleporation devices in the area they will be replaced with teleportaion anchors. As you destroy the anchors they will be replaced with an even larger anchor, and destroying that will call in a ginormous anchor. That spawns bosses. Fun. Initially each teleporter will call in basic enemies, and as they get larger they will start spawning in tougher variations until finally at the last stage they spawn in a boss of that enemy type. Fortunately, they only spawn in one boss at a time, but still that is kind of ridiculous. Instead of spawning in a regular queen ant though, the ant anchor will spawn in a gold queen ant, which as you might imagine is a much tougher version of the regular queen ant. 6. UNDERGROUND 3 Enemies: Araneas, Black Ants, Red Ants, Gold Ants, Queen Ants, Spiders, Silver Spiders, Dango Worms Thankfully this isn't as difficult as the previous underground mission, but you still need to be careful as there are several instances where you'll be attacked from two different directions. Basically this entire mission is a bug hunt going through the underground tunnels. Be careful as some of the enemies will attack from above. Also note that there are three queen ants in the mission, and since you'll be in enclosed tunnels their acid spray can be especially dangerous. On higher difficulties the red ants will be replaced by tougher purple ants and the queens will be upgraded to their gold variants. 7. ENGAGE ALIENS 5 Enemies: Colonists, Armored Colonists, Cosmonauts, Black Ants, Purple Ants, Gold Ants, Spiders, Silver Spiders Hoo boy. This mission is an especially long one. Your mission is to take out the alien patrols wandering the map. These colonist patrols are usually accompanied by groups of other enemies. One notable enemy is the purple ant, which usually only appears on higher difficulty levels. As the mission progresses several waves of reinforcements will appear, many appearing from multiple directions at once. Keep an eye out on the radar as being surrounded by multiple groups of enemies is a recipe for distaster. 8. ENGAGE AGGRESSORS 5 Enemies: Silver Spiders There's nothing but silver spiders in this mission. They will approach in waves and you can either sit back and let them come to you, or be a bit more proactive and go to them. There are a few nix assault exoskeletons near the coast that you can use to help deal with the spiders. Since silver spiders drop two boxes when defeated you can accumulate quite a bit of weapons and armor here. If you're using a fencer you might want to just equip your best spear and shield, along with your best shield enhancers, and just turtle up and take out the spider horde with melee attacks. 9. ENGAGE TELEPORTATION ANCHORS 3 Enemies: Teleportation Anchors (Normal, Large, & Huge), Black Ants, Gold Ants, Spiders, Silver Spiders, Bees, Red Bees This is the final teleportation anchor mission and boy it's a doozy. You'll be on a small island and many waves of teleportation anchors will drop down around you. Keep in mind that the next wave of anchors will not appear until the remaining enemies are destroyed, so be sure to take the time to reload your weapons and pick up boxes before doing so. Wave 1: Two anchors with black ants. Wave 2: Two anchors with black ants. Wave 3: Four anchors, two with black ants and two with spiders. Wave 4: One large anchor with spiders and black ants. Wave 5: Nine anchors in a ring formation, all spiders. Wave 6: Two large anchors, one with bees and one with red bees. Wave 7: One huge anchor with silver spiders and a ton of spiders. Wave 8: Two large anchors embedded on the side of the cliffs, one black ants and one red ants. Wave 9: 21 anchors around the island in a circle formation, spawning black ants, gold ants, spiders, and silver spiders. 10 ENGAGE ALIEN TROOPS 2 Enemies: Imperial Drones, Bomber Drones, Red Drones, Deroys, Heavy Cosmonauts, Shield Bearers The key to surviving this mission is to try to pull away the enemy one at a time if at all possible. As you might imagine trying to engage multiple imperial drones at once is going to go very badly. Going for the red drones first might be a better idea, but they're also much harder to hit. It goes without saying, but try to destroy all the imperial and red drones first before trying to take out the bomber drones. The bomber drones here tend to go active if any enemies nearby are hit, so keep an eye out and take them down ASAP if you see them activate. Once all the flying enemies are taken care of go for the deroys next (if they weren't already activated in the fighting). The heavy cosmonauts and shield bearers should be saved for last. Unlike the last mission they appeared, these shield bearers will move around and provide cover if any of the cosmonauts are hit. 11. ENGAGE MYSTERIOUS MONSTER Enemies: Erginus, Arkels You'll be facing against kaiju opponents in this mission, so you'll want to bring out the big guns. Due to the size of the targets, power is more important than accuracy here. Anything with a wide spread (shotguns, stardust cannon, mortars, etc.) will be quite useful here. As the mission description says several allies will appear, but they won't be very effective so you'll need to do most of the heavy lifting. **************************************************************************** *WARNING: The game highly recommends bringing high level weapons and having* *a large amount of armor for these final three missions. And boy, they are * *not kidding. You have been warned. * **************************************************************************** 12. THE LAST STAND 1 Enemies: Hives, Large Teleportation Anchors, Red Bees, Silver Spiders, Gold Ants, Armored Colonists, Queen Ant, Death Queen, King Spider The first of the final trilogy of missions. These missions are exceptionally difficult and it's highly recommended that you only undertake them if you have extremely high level weapons and a large amount of armor. Case in point, I tried this mission initially on easy just to check it out and I ended up dying. The key is surviving the initial assault of enemies, if you can get past that the rest of the mission is still difficult but manageable. You'll start out in the city surrounded by four hives, with two large teleporation anchors nearby. Two of the hives spawn red bees, while the other two spawn silver spiders. The two teleporation anchors spawn gold ants. You will want to destroy the two anchors ASAP as having gold ants, silver spiders, and red bees chasing after you constantly will get you killed rather quickly. Once the flow of gold ants stops you'll have a much easier time (relatively speaking) surviving the rest of the mission. Just be aware that when two of the four hives are destroyed a group of transport ships will appear and drop off armored colonists. When the last two hives are destroyed a queen ant, death queen, and king spider will spawn in. 13. THE LAST STAND 2 Enemies: Deroys, Drones, Bomber Drones, Silver Spiders, Armored Colonists, Gold Ants, Teleporation Ships, Bees, Red Bees, Tadpoles, Queen Ant, Gold Queen Ant, Death Queen, Red Death Queen, King Spider, Silver King Spider The second of the final three missions. You'll initially be up against a large group of deroys, drones, and bomber drones (who are already on alert) coming straight for you. As the battle progresses several groups of armored colonists and gold ants will join the fray. After that the three teleportation ships that were just hanging out ominously throughout the battle will begin deploying bees and red bees, and yet even more armored colonists will show up. As if that weren't enough a large swarm of tadpoles will also appear. Finally if you manage to survive all that an entire army of boss monsters will appear, consisting of four queen ants, two death queens, two king spiders, one gold queen ant, one red death queen (its first appearance in game), and a silver king spider. Fortunately, as you whittle away at the boss army coming after you several war bargas will appear as reinforcements. 14. THE LAST STAND 3 Enemies: Mothership, Armored Colonists, Deroys, Black Ants, Gold Ants, Bees, Red Bees, Silver Spiders, Gold Queen Ants, King Spiders It's time for the final battle against mothership 2.0. What makes this battle different from the last time is that the mothership is a lot more aggressive and carries a lot more firepower now. In addition the mothership will now move across the area, so it will be harder to target the various ship segments flying about. Oh, and you'll be completely alone for this one. No allies will appear to help out. There are a few armored colonists milling about initially, but when the mothership opens up your primary targets will be the ship segments. As before you will want to destroy as many of the ship segments as possible before targeting the shield generators. Once the first barrier layer is destroyed several deroys will appear, along with several teleporation anchors. Destroy all of them before continuing on destroying the ship segments. Once the second barrier is down the mothership will deploy the genocide gun. Be careful when it fires as the mothership is moving this time so you could get blown to smithereens when it passes overhead. Once the genocide gun appears your primary goal is to destroy it, which will reveal the opening at the bottom of the mothership, which is its weak point. Don't try to eliminate all the enemies that spawn in as they will keep appearing until the mothership is destroyed. Once the mothership is down the mission won't end until the last enemies are taken care off, so don't let your guard down. O--------------O |Weapon Farming| O--------------O ------------------------------------------------------------------------------ Mission 62 - Gachapon Madness What you need: A powerful short range weapon and a long range weapon (about 600+ meter range). No explosive weapons. Ranger Setup: Highest level shotgun (or monsoon if you have it), highest level sniper rifle (600+ meter range minimum), detector (highest level, makes collecting items around the perimeter easier). Wing Diver Setup: Highest level short range weapon (rapier, phalanx, power/dragoon lance, spark vine/whip), long range weapon (600+ meter range, closed laser or volt shooter). Air Raider Setup: Highest level limpet gun, Highest level ZE-GUN or FZ-GUN, ZE Sniper or a long range weapon (AH Cruise Missile, AH High Speed Missile Group). Fencer Setup: Highest level spear type weapon, Highest level hand gatling/ gallion cannon/dexter shotgun/revolver, highest level hand cannon/heavy cannon (long range weapon), muzzle stabilizer (optional). What you get: Level 9~15 Weapons (Normal), Level 23~31 Weapons (Hard), Level 54~62 Weapons (Hardest), Level 52~80 Weapons (Inferno) + Armor This is probably one of the easiest weapon farming areas in the game, as there is very little chance of getting hit, much less killed, by the enemies here. Start out by heading down the street and taking control of the Fencers. Then turn around and head back up the street until you reach the parking structure on the left. Turn around again and start sniping at the dango worms (aka pill bugs) that are terrorizing the civilians at the far end of the street. Try to kill as any as you can before they start coming towards you. At this point head to the center of the first floor of the parking structure. As long as you remain on the first floor away from the outer edges of the structure the dango worms can't touch you. Switch to your close range weapon (I use a shotgun, preferably a monsoon, but any high powered shotgun will do) and blast away with impunity as the dango worms try fruitlessly to get to you. Once the first group has been dealt with go and collect the weapon and armor boxes scattered around the perimeter (if any) and then head back out to the street. A second group of dango worms should be at the far end of the street where the first group was. Take your long range weapon out and fire a single shot at them. This should trigger the entire group to come heading your way. Beat feet back into the center of the parking structure. At this point just sit back and blast away at the waves of dango worms as they come towards you. Yes, it's scary and yes, they are terrifying to look at, but as long as you stay in the center they will never, ever be able to touch you. Staying in the center also encourages the Fencers with you to hopefully stay in the parking structure and not walk out and get killed like idiots. Not that you need them or anything, but it will give you a warm and fuzzy feeling if they survive till the end of the mission. Anyway, keep blasting away until the red dots on your radar disappear. Once the dango worms in the immediate area have been wiped out one of two things will happen. In the first scenario you will have miraculously wiped out all of the enemies on the map, in which case you have roughly a minute to run around outside and pick up as many weapon and armor boxes as possible while the operator is still talking. The second scenario, and one which is more likely, is that a few enemies will have gotten stuck behind some buildings during the mission. In this case take your time and pick up all the weapon and armor boxes strewn about the perimeter of the parking structure before heading off to hunt down the stragglers on the map. Note that on rare occasions a dango worm from the second wave will get stuck somewhere and prevent the transport ships from dropping off the rest of the dango worms. In this case you'll have to go out and hunt them down, and haul ass back to the parking structure as the rest of the dango worms start spawning in. If you play as a Ranger (like I do) I highly recommend farming for the following weapons on this mission (on Hard) during your first playthrough of the game: Assault Rifle Level 29 G&M - A23 LS A semi-automatic weapon, but its power is amazing. It can kill regular enemies in one hit and more durable enemies (like red ants) in two. It is also very effective against larger enemies such as Queen Ants, King Spiders, Death Queens, and even kaiju class enemies such as Erginus and Archelus. If you pull the trigger rapidly it will also stun colonists and cosmonauts at close range. As long as you don't mind the semi-automatic nature of this weapon, it can be an effective primary weapon for most of the game. Shotgun Level 24 Monsoon Another amazing weapon you can get here. In fact, once you get this you can use it to farm more effectively in this mission as well as mission 87 (which I'll be covering shortly). The weapon itself is a decent shotgun, but what makes the monsoon (and its higher level versions) so amazing is its incredible fast reload time. Where most shotguns take anywhere from 5 to 8 seconds to reload, the monsoon can reload in about 2 seconds. If you're expecting a mission with enemies getting up close and personal, the monsoon makes an excellent choice for a primary weapon. Sniper Rifle Level 27 Dunkel N213 This sniper rifle has an amazing rate of fire, and can be used as an erstaz G&M assault rifle with a longer range. ------------------------------------------------------------------------------ Mission 87 - Gachapon Madness Part Deux: Gachapon Harder What you need: A powerful short range weapon. No explosive weapons. Ranger Setup: Monsoon Shotgun (Monsoon M3 is better, Monsoon MZ is the best), Detector (highest level you have). Wing Diver Setup: Rapier (highest level).
Air Raider Setup: ZE-GUN (ideally ZEXR-GUN level 79, FZ-GUN (ideally FZ-GUN level 88). Fencer Setup: Hand Gatling (highest level) x2, Muzzle Stabilizer (highest level). What you get: Level 15~20 Weapons (Normal), Level 33~42 Weapons (Hard), Level 61~69 Weapons (Hardest), Level 64~91 Weapons (Inferno) + Armor Once again we have a mission where we can exploit our friends the dango worms to their fullest. From the start turn right and follow the river to the waterfall all the way at the end. Optionally, you can kill one or two Fencers on the bridge before doing so, but it doesn't really make two much of a difference in the long run. If you're using an Air Raider (or Ranger with a detector) you should probably ignore the soliders on the bridge and just head straight for the waterfall. At the waterfall you should see a small group of rocks to the right. There is a small crevice here that you can wedge yourself into. This is where you'll be hiding when the dango worms come a calling. On a side note, there is a rather funny glitch that occurs after the dango worms have killed all the EDF soliders on the bridge and start coming after you. You'll notice several dango worms shoot high up into the sky in the distance. This is your cue to get into cover in the small crevice. Once the dango worms get to your position all you need to do is to start blasting away at them. You may need to adjust your aim up or down depending on their position. If you're a Ranger just blast them as they appear with the monsoon. If you're a Wing Diver spray them with your rapier as they come by. If you're a Fencer hose them down with your hand gatlings (having the muzzle stabilizer helps). When one runs out of ammo simply fire the other one while the first one reloads. The Air Raider requires a rather different technique. You will need to toss your first set of turrets out in front of you on the right rock. Activate the turrets when the enemies approach, and while the first set of turrets are blasting away go ahead and put the second set of turrets out in front in the same position. When the first set of turrets run out of ammo activate the second set. While the second set is blasting away wait for the first set to reload and then toss them back out. Alternate between the two sets of turrets so that one set is always firing while the second set is reloading and/or ready to go when the first set runs out. Once the crowd dies down to about one or two you can probably stick your head out (collecting all the boxes that have conveniently stacked up in front of you) and blow away the remaining enemies. If you're a Ranger with a high enough level detector you probably won't even have to leave your position. A second wave will appear shortly after the elimination of the first one. Just repeat the process. This mission is actually easier than mission 62 to farm weapons and armor as in as all the item boxes will be in front of you rather than scattered about the area. Note: On Inferno difficulty you can obtain weapons as high as level 91 on this mission. The only two weapons (that I know of) that require a higher level mission are the Wing Diver's Dragoon Lance ZM (level 92) and Phalanx ZT (level 95). ------------------------------------------------------------------------------ Mission 101 - Spray and Pray (or Spin to Win) What you need: Varies by class (see below). Ranger Setup: Magma Cannon (level 83), Reverse Shooter X (level 78), Detector Type 5 (level 66). Fencer Setup: Hellflame Revolver (level 82) x2, Muzzle Stabilizer S Type (level 76), VZ Skeleton (level 85) What you get: Level 18~21 Weapons (Normal), Level 40~46 Weapons (Hard), Level 65~73 Weapons (Hardest), Level 70~95 Weapons (Inferno) + Armor This is the mission you want if you're trying for the elusive last two weapons for the Wing Diver. There are many variations on how to do this mission with other classes, but this is the one that I use. Note that unlike missions 62 and 87 there is a very real chance of getting killed as you are out in the open. Ranger Strategy The general strategy here is to use the magma cannon to eliminate the wave of green ants while using the reverse shooter x to restore your allies when you reload the magma cannon. From the start move forward in front of your allies, and then use the magma cannon to take out the first wave of green ants that approach from the northwest. You should be able to take down the first wave without reloading. The second wave appears from the northeast. This wave is bigger than the first so you're going to have to reload mid wave. When you reload the magma cannon, immediately switch to the reverse shooter x and shoot it at your feet. Then switch back to the magma cannon and continue blasting away when it reloads. The third wave comes in from the northwest. You will have to reload twice during this wave. This wave is bigger than the first two waves and you will have to spin around in a circle while firing to keep them off your back. The fourth wave somes in at the northeast, followed shortly by a second group coming in from the southeast. This group is very huge so you are definitely going to have to spin in a circle and fire as they surround you. As with the third wave you're going to have to reload at least twice. The fifth and final wave comes from the southwest and west, shortly followed by a third group from the northwest. Spin constantly while firing. As before you should need to reload twice. Thanks to the short range of the magma cannon and the type 5 detector, collecting all the boxes during the battle shouldn't be much of a problem. Unfortunately, the majority of the weapons you can get here (99%) are stuff you can get from mission 87. Consider yourself lucky if you should happen to get anything higher than level 90+ here. Fencer Strategy Before you start go into the game options and set the swing speed (6th option from the top) to about 150. The Fencer strategy for this mission takes the whole concept of spray and pray/spin to win to whole new levels. Basically you're going to be spinning around shooting the hellflame revolvers. The nice thing about packing two hellflame revolvers is that you don't have to worry about reloading as you can just fire the second one as the first one runs out. O------------O |Weapon Lists| O------------O ######## #RANGER# ######## ASSAULT RIFLES 0 PA-11 0 PA-11 LS 1 Minion Buster 1 Slugger NN1 2 G&M - 21S 3 M1 Raven 5 PA-11 SLS 6 T1 Stork 7 G&M - 22S 10 Minion Buster Burst 12 M1 Raven LS 14 T1 Stork S 16 G&M - A23 19 T1 Stork LS 21 Minion Buster MK2 22 M2 Raven 23 T2 Stork 24 Slugger NN2 26 T2 Stork KF 26 M2R Raven 29 G&M - A23 LS 31 T3 Stork 31 M2RER Raven 34 Slugger NN3 36 T3 Stoke Burst 39 Minion Buster MK3 42 MXR Sirius 44 G&M - 24S 47 Slugger NN3 LS 49 Minion Blast 51 T4 Stork 55 M3 Raven 57 X400 - Orchid 58 T4 Stork AE 62 Slugger NN4 64 M4 Raven 67 G&M - A25 69 T4 Stork MK2 71 X500 - Orchid 73 M3 Raven SLS 75 T5 Stork 76 Minion Buster MKX 79 G&M - A29 82 M5 Raven 84 TZ Stork 100 MA 9 Slade (DLC 1 only) 108 Blazer (DLC 2 only) 111 MA 10 Slade (DLC 2 only) PA/Stork Series: Balanced type. Slugger Series: Short range, high power. Minion Buster Series: Explosive rounds. G&M Series: Semi-automatic, high power. Raven Series: Rapid fire. SHOTGUNS 0 Slaughter E20 2 SGN-7 4 Slaughter E20 LS 6 G1 Herring 9 Slaughter E21 LS 12 D35 Breecher 14 Slaughter E22 17 SGN-8 21 Slaughter E22 GA 24 Monsoon 29 D55 Breacher 31 Slaughter E22 TS 36 Slugger Shot 1 40 Slaughter E23 43 SGN-K9 46 Monsoon M2 50 Slaughter E23 DA 52 SGN-10A 55 Slugger Shot 2 60 Monsoon M3 65 SGN-11A 68 Slaughter E23 SAS 72 D79 Breecher 74 Slugger Shot 3 77 Monsoon MZ 80 D110 Breecher 82 SGN-K12 85 Slaughter EZ 103 Buster Shot (DLC 1 only) 106 Fracture (DLC 2 only) Slaughter Series: Balanced type. SGN Series: Semi-automatic. Herring Series: Full automatic. Monsoon Series: Fast reload. Slug Shot Series: Solid slug ammo. SNIPER RIFLES 0 KFF 50 2 NP3-A 4 Prototype Lysander 6 KFF 50 LS 10 MR98 Fang 12 Dunkel N202 14 Eagle G1 17 NP3-B 19 Lysander 23 KFF 51 LS 25 Flounder 27 Dunkel N213 30 Eagle G2 32 KFF60 LS 34 MR99 Fang 37 Ptarmigan HA1 41 KFF60 RE 45 Pylon A1 47 Dunkel N224 49 NP3-C 52 Penetrator 56 Dunkel N235 62 Lysander F 66 Ptarmigan HA2 72 Flounders FS 75 NP4-SA 77 Penetrator F 80 KFF 70 82 Lysander Z 84 Ptarmigan HAZ 90 MR100 Fang 101 Dunkel N236R (DLC 1 only) 112 Lysander ZF (DLC 2 only) KFF Series: Balanced type. NP3 Series: Burst shot. Lysander Series: High power & range, slow rate of fire & reload. Fang Series: Single shot. Dunkel Series: Semi-automatic. Eagle Series: High power & precision. ROCKET LAUNCHERS 0 Grant M31 2 Leopard Guided Rocket Launcher 5 Goliath D1 8 Grant M32 10 Cascade 1 11 Grant M33 13 E9 Hornet 15 Volcano 6 18 Leopard Guided Rocket Launcher M2 20 Grant M40 23 Goliath D2 24 E10 Hornet 25 Volcano V12 28 Leopard Guided Rocket Launcher M3 30 Cascade 2 32 Grant M41 35 Goliath D3 37 Ibis Guided Rocket 40 E11 Hornet 41 Grant MA50 45 Leopard Guided Rocket Launcher M4 50 Cascade 3 55 Grant M42S 58 Volcano W20 63 E12 Hornet 65 Leopard Guided Rocket Launcher M9 70 Goliath DMX 73 Grant MT51 74 Cascade FA 76 Leopard Guided Rocket Launcher Model 0 78 E20 Hornet 79 Volcano W30 80 Goliath ZD 81 Grant MTX 102 Goliath ZDXE (DLC 1 only) 107 E21 Hornet (DLC 2 only) 110 MS Falcon (DLC 2 only) Grant Series: Standard performance. Leopard Series: Laser guided. Goliath Series: Single shot, wide explosion. Cascade Series: High rate of fire. Volcano Sereies: Multiple rockets. Hornet Series: High rocket speed. MISSILE LAUNCHERS 0 ME1 Emerald 0 Air Tortoise 01 1 MLRA 3 ME2 Emerald 4 FORK-A15 7 Air Tortoise 02 9 MLRA-2 15 ME3 Emerald 21 MLRA-30 23 Prominence M1 29 FORK-A20 35 ME4 Emerald 43 Air Tortoise ME 47 MLRA-TW 52 ME4R Emerald S 61 Prominence M2 68 FORK-X20 75 MLRA-TF 77 MEX5 Emerald 82 Prominence MA Emerald Series: Balanced performance. MLRA Series: Multi-lock. FORK Series: Single shot. GRENADES/GRENADE LAUNCHERS 0 MG11 0 MG11J 2 DNG1 5 MG12 8 MG13 12 MG13J 14 MG14 17 MG14J 21 DNG2 27 MG20 38 MG21J 44 DNG3 52 Bound Grenade 79 DNG9 0 Grenade Launcher UM1 2 Grenade Launcher UM1-J 3 Volatile Napalm 5 Stampede M1 7 Grenade Launcher UM2 11 Grenade Launcher UM2-J 15 Grenade Launcher UMRA 19 Grenade Launcher UM3-J 22 Splash Grenade 25 Sticky Grenade Prototype 28 Grenade Launcher UM4 31 BRUTE J Triple Grenade Launcher 34 Flame Geyser 38 Splash Grenade Alpha 39 Volatile Napalm D 41 Triple Grenade Launcher BRUTE 43 Sticky Grenade 46 Grenade Launcher UM5 48 Stampede M2 52 Double G Launcher CRUMBLE 54 Volcanic Napalm 61 Sticky Grenade Alpha 67 Grenade Launcher UMAX 69 Flame Geyser DA 71 Stampede XM 79 Volatile Napalm ZD 91 Grenade Launcher UMAZ 106 Flame Geyser F (DLC 1 only) 110 Stampede XAM (DLC 2 only) MG Series: Standard grenades. MG J Series: Timed grenades. SPECIAL 0 Acid Shower Prototype 20 Acid Gun 38 Acid Shower 53 Wide Acid Gun 58 Super Acid Gun 0 Burner 5 Flamethrower 29 Flamethrower Alpha 56 Flame Cannon 83 Magma Cannon 4 Firecracker 1 18 Firecracker 2 25 Firecracker 3 42 Firecracker 4 54 Firecracker 0 3 H88 Bound Gun 10 H89 Bound Gun 33 HL90 Bound Gun 59 HS Bound Gun 73 HX50 Bound Shotgun 1 C20 Bomb 16 C21 Bomb 33 CX Special Bomb 46 C30 Bomb 66 C70 Bomb 0 Impulse Y8 3 Y9 Anti-aircraft Impulse 8 Y10 Impulse 13 Y20 Anti-aircraft Impulse 21 Y10 Wide Impulse 30 Y11 Impulse 43 Y11 Anti-aircraft Impulse 48 Y20 Impulse 63 YDX Anti-aircraft Impulse 71 YDX Strike Impulse 76 Y21 Impulse 0 Proto Reverser 1 Reverser 21 High Cycle Reverser 28 Reverser M2 42 Reverser M3 51 High Cycle Reverser D 70 Reverser X 81 High Cycle Reverser ZD 13 Reverse Gun 36 Reverse Shooter T1 48 Reverse Bomber 63 Reverse Shooter T2 78 Reverse Shooter X SUPPORT EQUIPMENT Protector/Armor 0 None 0 Lightweight Protector Walking Speed 110%, Speed 120%. 1 Liquid Armor 50% speed decrease when hit. 1 Solid Protector Destroy obstacles while dashing. 5 Hybrid Protector Walking Speed 110%, Speed 120%, Destroy obstacles while dashing. 7 Lightweight Liquid Armor Walking Speed 110%, Speed 120%, 50% speed decrease when hit. 11 Under Assist Speed 150%, Acceleration +40%, Turning Speed +25%, 50% speed decrease when hit, Destroy obstacles while dashing. 16 Lightweight Protector E2 Walking Speed 125%, Speed 130%, Acceleration 200%, Turning Speed 125% 20 Perfect Liquid Armor 0% decrease in speed when hit. 30 Hybrid Liquid Armor Walking Speed 110%, Speed 120%, Destroy obstacles while dashing. 35 Explosion Proof Suit No knockdowns by explosives. 37 Hybrid Protector E2 Walking Speed 125%, Speed 130%, Acceleration 200%, Turning Speed 125%, Destroy obstacles while dashing. 42 Under Assist E2 Speed 175%, Acceleration +70%, Turning Speed +50%, 25% decrease in speed when hit, Destroy obstacles while dashing. 47 Lightweight Liquid Armor E2 Walking Speed 125%, Speed 130%, Acceleration 200%, Turning Speed 125% 55 Lightweight Protector E3 Walking Speed 130%, Speed 140%, Acceleration 300%, Turning Speed 150% 60 Hybrid Explosion-Proof Suit Walking Speed 125%, Speed 130%, Acceleration 200%, Turning Speed 125%, Destroy obstacles while dashing, No knockdowns from explosions. 67 Under Assist E3 Speed 200%, Acceleration +100%, Turning Speed +75%, No decrease in speed when hit, Destroy obstacles while dashing. 73 Lightweight Liquid Armor E3 Walking Speed 130%, Speed 140%, Acceleration 300%, Turning Speed 150% 82 Hybrid Protector E9 Walking Speed 140%, Speed 150%, Acceleration 400%, Turning Speed 200%, Destroy obstacles while dashing. 106 Lightweight Liquid Armor E9 (DLC 1 only) Walking Speed 150%, Speed 140%, Acceleration 300%, Turning Speed 150%, 20% Decrease in speed when hit. 108 Hybrid Protector XE (DLC 2 only) Walking Speed 160%, Speed 175%, Acceleration 400%, Turning Speed 150%, Destroy obstacles while dashing. Lock On/Radar 3 Multiple Lock On Device L Multiple lock on to single enemy. 9 Radar Support System Lock On Speed +50%, Lock On Distance +25% 17 Multiple Lock On Device L2 Lock On Speed +50%, Multiple lock on to single enemy. 32 E2 Radar Support System Lock On Speed +100%, Lock On Distance +50% 40 Multiple Lock On Device L3 Lock On Speed +100%, Multiple lock on to single enemy. 57 E3 Radar Support System Lock On Speed +200%, Lock On Distance +75% 70 Multiple Lock On Device LX Lock On Speed +200%, Multi lock on to single enemy. 78 EX Radar Support System Lock On Speed +300%, Lock On Distance +100% Ally Assist 2 Relief Assistance Equipment 1 Ally recovery with first aid +10%. 15 Relief Assistance Equipment 2 Ally recovery with first aid +25%. 35 Relief Assistance Equipment 3 Ally recovery with first aid +50%. 62 Relief Assistance Equipment 4 Ally recover with first aid +100%. 80 Relief Assistance Equipment 5 Ally recovery with first aid +150% Item Pickup Note: This equipment will create a permanent radius around the Ranger that picks up items regardless of whether you are dashing or not. 1 Probe Type 1 Item acquisition range +100%. 13 Probe Type 2 Item acquistion range +200%. 27 Probe Type 3 Item acquisition range +400%. 45 Probe Type 4 Item acquisition range +600% 66 Probe Type 5 Item Acquisition range +1000% TANKS 6 Blacker E1 10 Epsilon Self-Propelled Railgun 12 EMC 19 Epsilon Self-Propelled Railgun M2 30 Menace Self-Propelled Railgun 41 Menace Self-Propelled Railgun M2 55 Menace 4D Self-Propelled Railgun 62 EMCS 69 Epsilon Blast Proto Railgun 84 Epsilon Blast Self-Propelled Railgun 87 EMCX HELICOPTERS 11 N9 Eros 15 FF 31 Nereid 17 HU04 Brute 36 EF31 Nereid 2 38 HU04 Brute Hell Flame 56 EF31 Fire Nereid 63 HU04 Brute D7 70 EF31 Nereid S 81 HU04 Brute SA9 83 EF31 Nereid Angel BIKES 3 Free Bike 1 17 Free Bike G1 28 Free Bike Mad Custom 41 Free Bike 2 57 Free Bike War Custom 61 Free Bike Type X 63 Free Bike Hell Custom 76 Type-Z Free Bike ############ #WING DIVER# ############ SHORT-RANGE 0 Rapier 0 Phalanx 0 Power Lance 0 Spark Vine Y3 1 Dragoon Lance 3 Spark Vine Y6 4 Phalanx W1 6 Power Lance LD 9 Dragoon Lance DA 10 Spark Whip 11 Double Lance 14 Phalanx M2 16 Rapier G 19 Dragoon Lance LE 21 Spark Foil Y6 25 M2 Rapier 26 Double Lance LD 31 Phalanx U1 31 Spark Vine YA6 34 Dragoon Lance M2 37 Power Lance FD 39 Phalanx M3 42 M3 Rapier 44 Spark Whip W3 49 Dragoon Lance M3 51 M4 Rapier 54 Triple Lance 56 Phalanx M4 58 Spark Foil Y8 61 Dragoon Lance M4 64 Phalanx W2 67 Spark Whip W5 69 M5 Rapier 73 Twin Lance 74 Star Rapier 76 Dragoon Lance Tri 78 Spark Vine Y12 81 Power Lance ZA 84 Phalanx M5 86 Rapier Nova 86 Triple Lance ZD 90 Spark Whip ZY 92 Dragoon Lance ZM 95 Phalanx ZT 100 Spark Whip ZAM (DLC 1 only) 101 Rapier Super Nova (DLC 1 only) 107 Phalanx ZAT (DLC 2 only) 111 Monster Lance (DLC 2 only) MID-RANGE KINETIC WEAPONS 0 Mag Blaster 3 Destroyer Blaster 5 Mag Blaster A1 11 Mag Blaster A2 12 Destroyer Blaster 2 14 Reflectron Laser 17 Mag Blaster V1 19 Spine Blaster 22 Mag Blaster B1 24 Mag Blaster B2 27 Spine Blaster E2 28 Mag Blaster DA 32 Reflectron V Laser 35 Mag Blaster G1 39 Mag Blaster G2 42 Destroyer Blaster F 44 Mag Blaster DN 46 Reflectron Laser D 49 Mag Blaster G3 52 Spine Blaster E3 54 Mag Blaster BX 59 Mag Blaster W 64 Mag Blaster SP1 66 Destroyer Blaster W 69 Reflectron 5 Way Laser 71 Mag Blaster SP2 74 Mag Laser ZA 76 Spine Blaster ZM 79 Mag Blaster DX 82 Destroyer Blaster FE 82 Reflectron 5-Way Laser ZD 84 Mag Blaster ZM 103 Mag Blaster FDX (DLC 1 only) 106 Spine Blaster ZAM4 (DLC 2 only) MID-RANGE ENERGY WEAPONS 0 Lightning Bow 1 Bolt Gun 5 Lightning Bow M2 7 Thunder Crossbow 12 Bolt Gun A1 17 Lightning Bow M3 22 Thunder Crossbow 2 25 Bolt Gun RA 29 Lightning Rapid Bow 36 Thunder Crossbow RA 40 Lightning Bow M4 43 Thunder Crossbow 3 48 Bolt Gun A2 50 Thunder Crossbow W 52 Lightning Bow M5 57 Bolt Gun AZ 61 Lightning Rapid Bow T2 67 Bolt Power Gun 71 Thunder Crossbow DZ 75 Lightning Bow GD 77 Bolt Gun RB 81 Thunder Crossbow WZ 82 Bolt Maximum Gun 85 Lightning Bow ZA 87 Thunder Crossbow RZ 101 Lightning Bow AMD (DLC 1 only) 106 Bolt Break Gun (DLC 2 only) 110 Thunder Crossbow RZAM (DLC 2 only) MID-RANGE PULSE WEAPONS 0 Pulse Machine Gun 2 Pulse Machine Gun R 6 3-Way Pulse Machine Gun 12 Pulse Rapid Gun 17 4-Way Pulse Rapid Gun 20 Stardust Cannon 23 5-Way Pulse Machine Gun 25 Pulse Machine Gun M2 29 Pulse Buster 35 6-Way Pulse Machine Gun 37 Stardust Cannon Type A 42 Pulse Machine Gun M3 48 Pulse Buster Alpha 50 Pulse Rapid Gun DE 55 8-Way Pulse Machine Gun 59 Stardust Cannon D Type 65 Pulse Machine Gun M4 70 9-Way Pulse Machine Gun 75 Pulse Machine Gun M5 77 Pulse Buster Beta 79 10-Way Pulse Machine Gun 85 Stardust Cannon F Type 87 Pulse Machine Gun ZDM 104 Stardust Fall (DLC 1 only) 108 Super Pulse Machine Gun (DLC 2 only) LONG-RANGE 0 Closed Laser 2 Bolt Shooter 7 Closed Laser M2 13 Monster Zero 16 Bolt Shooter 2 18 Monster 22 Closed Laser M3 25 Closed Laser MA 30 Bolt Shooter RA 36 Raijin 40 Closed Laser MSA 45 Bolt Shooter 3 50 Bolt Shooter DA 55 Monster GA 57 Closed Laser MX 65 Closed Laser MZ 70 Bolt Shooter RF 75 Closed Long Laser 77 Bolt Shooter ZF 80 Monster GZ 82 Closed Laser F 85 Raijin Alpha 112 Raijin Limit Custom (DLC 2 only) RANGED WEAPONS 0 Plasma Cannon 0 Blink Ball 0 Grit Shot 1 Plasma Big Cannon 3 Plasmafall 4 Plasma Burst Cannon 2 6 Plasma Cannon B 8 Splasher 10 Plasma Big Cannon M2 12 Split Ball 13 Grit Gun 15 Plasma Heavy Cannon 18 Plasmafall F6 18 Blink Ball B 20 Plasma Burst Cannon 3 26 Plasma Cannon C 27 Grit Shot W10 29 Blink Ball C 30 Plasmafall DA 33 Grit Gun MA 35 Triple Plasma Cannon 38 Plasma Cannon CR 41 Blink Fork 43 Plasma Burst Cannon 2D 45 Plasmafall F10 51 Splasher AZ 52 Plasma Big Cannon M3 53 Blink Ball D 55 Plasma Great Cannon 57 Plasma Cannon D 60 Double Plasma Cannon 62 Grit Shot W15 65 Split Ball AT 66 Plasma Cannon E 69 Plasma Burst Cannon 4D 75 Plasma Cannon F 78 Blink Ball FZ 80 Plasma Burst Cannon 4Z 85 Plasmafall F20 104 Plasma Cannon G (DLC 1 only) HOMING WEAPONS 0 Mirage Zero 2 Geist 5 Rapid Mirage 8 Mirage 5-Way 13 Geist 2 18 Mirage 5-Way B 21 Ghost Chaser 25 Mirage Rumble 28 Mirage 15 31 Psiblade 36 Geist 3 43 Mirage 15S 53 Fenrir 56 Mirage 5-Way S 60 Psiblade Alpha 63 Geist D 68 Ghost Chaser DA 76 Mirage 15 WR 83 Fenrir 3-Way 106 Geist G (DLC 1 only) SPECIAL 2 Diffuser 5 Gleipnir 7 Vorukeinia Crackers 7 Starburst 8 Thunder Cluster 13 Diffuser Anti-Air Custom 16 Gleipnir Beta 20 Alpha Diffuser 24 Heaven's Gate 26 Sai Cluster 34 Diffuser Air-to-Surface Custom 41 Sai Cluster Alpha 48 EX Gleipnir 51 Heaven's Gate 10 56 Thunder Cluster Alpha 63 Diffuser Surface to Air Custom D 71 Heaven's Gate D10 81 Gleipnir Alpha 84 Diffuser Ground Custom D 87 Thunder Orb 88 Final Days 107 Psiblast Wall (DLC 2 only) PLASMA CORES 0 Plasma Core 1 Turbo Core 2 Plasma Core B 5 Rush Core 7 V2 Plasma Core 12 V2 Plasma Core B 15 V2 Turbo Core 18 Loading Core 20 V2 Rush Core 22 Jet Core 23 Big Core 24 V2 Plasma Core C 27 Reverse Core 29 V3 Plasma Core 36 V3 Turbo Core 38 V3 Plasma Core B 41 V3 Rush Core 43 Sky High Core 47 V3 Plasma Core C 51 V4 Plasma Core 55 Bird Core 58 Return Core 61 V4 Plasma Core B 63 Loading Core B 68 V4 Plasma Core C 71 V5 Plasma Core 73 VA Rush Core 76 V5 Plasma Core B 78 Big Bang Core 80 EX Bird Core 83 VM Rush Core 85 VM Jet Core 88 VZ Plasma Core 101 Loading Core Type G (DLC 1 only) 106 VG Rush Core (DLC 1 only) 106 Return Core G (DLC 2 only) 112 Mighty Core (DLC 2 only) Plasma Core Series: Basic performance. Turbo Core Series: Increased boost speed. Rush Core Series: Fast charge speed. Loading Core Series: Large EN capacity but lower flight speed. Jet Core Series: High boost speed but high EN consumption. Big Core Series: Extremely high EN capacity but poor flight performance. ############ #AIR RAIDER# ############ REQUEST ARTILLERY UNITS 0 Light Mortar 6 Mortar 10 Howitzer 12 Cannon Gun A 15 Mortar Concentrated Fire Strategy 20 Cannon Gun B 23 B1 Mortar 32 Large Grenade Cannon 35 B2 Mortar 39 Cannon Gun C 45 B3 Mortar 45 B3 Mortar Concentrated Fire Strategy 55 Cannon Gun D 60 B4 Mortar 68 Enhanced Howitzer 77 Gigantic Grenade 80 B9 Mortar 83 Cannon DZ 100 B10 Mortar (DLC 1 only) REQUEST GUNSHIPS 0 150mm Single-barreled Cannon A 0 Autocannon A 0 105mm Rapid-Fire Cannon A 2 Rocket Cannon A 3 120mm Neutralize Cannon A 3 150mm Single-barreled Cannon B 4 180mm Cannon 5 105mm Rapid-Fire Cannon B 7 Rocket Cannon B 10 Autocannon B 13 120mm Neutralize Cannon B 15 150mm Cannon Lapis 1 17 Rocket Cannon C 19 Autocannon C 21 105mm Rapid-Fire Cannon C 25 150mm Single-barreled Cannon C 27 A1 Minigun 28 120mm Neutralize Cannon C 30 105mm Flash Gun 35 150mm 3 Gun Cannon 38 A2 Minigun 40 Rocket Cannon D4 43 105mm Rapid-Fire Cannon D 47 150mm Single Gun Lapis 2 50 105mm Successive Crushing Rapid Fire Gun 55 190mm Cannon 58 120mm Suppression Gun D 62 105mm Rapid-Fire Cannon Y 64 Vulcan Cannon M1 67 T1 Rocket Cannon 70 150mm 4 Gun Cannon 77 120mm Neutralize Destruction Cannon 81 Vulcan Cannon M2 82 150mm Cannon D 84 105mm Rapid-Fire Cannon Z 86 T2 Rocket Cannon 87 150mm Cannon V Lapis 108 T2 HS Rocket Cannon (DLC 2 only) REQUEST BOMBERS 0 Combat Bomber KM6 1 Scout Bomber 3 Combat Bomber Kamuy 6 Heavy Bomber Vesta 9 Combat Bomber KM6 Plan 3 14 Heavy Bomber Phobos 17 Combat Bomber KM6 Plan X2 20 Heavy Bomber Phobos Plan 2 21 Heavy Bomber Vesta B 23 Combat Bomber KM6 Plan W2 24 Combat Bomber Kamuy B 27 Heavy Bomber Phobos Plan 3 32 Combat Bomber KM6 Plan X4 33 Combat Bomber Kamuy B2M 38 High-Speed Bomber KM6 F1 43 Heavy Bomber Probos Plan 4 46 Heavy Bomber Vesta B Plan X2 48 Combat Bomber KM6 Plan X9 50 High Speed Bomber KM6F2 52 Combat Bomber Kamuy C1 56 Heavy Bomber Phobos Plan 10 58 Heavy Bomber Phobos BX 60 Combat Bomber KM6 Plan W3 61 Phobos Cluster Bomb Heavy Bomber 62 High Speed Bomber KM6 F2 Plan W2 66 Heavy Bomber Vesta C Plan W2 71 Heavy Bomber Phobos Z 75 Combat Bomber KM6 Plan X5 77 Combat Bomber Kamuy CX 80 High-Speed Bomber KM6 FX 84 Heavy Bomber Vesta DA 86 Combat Bomber KM6 Plan Z4 88 Heavy Bomber Phobos Z Plan 4 102 Heavy Bomber Phobos J Cluster Bombs (DLC 1 only) 106 Combat Bomber KM6 Plan X18 (DLC 2 only) 110 Heavy Bomber Vesta E Plan X2 (DLC 2 only) REQUEST MISSILES 2 AH Cruise Missiles 7 AH High Speed Missile Group 13 AHM Cruise Missiles 16 Lionic U20 17 Tempest A1 25 Lionic U30 32 Tempest A2 37 N5 Cruise Missiles 43 Lionic UA35 57 N6 Cruise Missiles 72 Tempest A3 75 Tempest AT 80 Lionic UA45 83 N6AT Cruise Missiles 87 Tempest ATS 106 Lionic UA45 XE (DLC 1 only) REQUEST SATELLITES 4 Bulge Laser A 7 Bulge Laser B 8 Spritefall A 11 Bulge Laser C 18 Bulge Laser D 22 Spritefall B 26 Bulge Laser R1 30 Spritefall Shooting Mode Beta 35 Bulge Laser R2 40 Spritefall C 45 Bulge Laser Irradiation Mode S 54 Spritefall R 60 Bulge Laser Irradiation Mode D 63 Spritefall Power Mode 66 Spritefall Shooting Mode Beta2 70 Bulge Laser Irradiation Mode F 72 Spritefall Maximum 76 Spritefall Destroy 83 Spritefall Shooting Mode Beta3 90 Bulge Laser Irradiation Mode Z LIMPET GUNS 0 Limpet Gun 1 Limpet Sniper 2 Limpet Gun D 3 Limpet Sniper A2 8 Limpet Gun M2 12 Limpet Sniper D 15 Limpet Splendor 22 Limpet Gun M3 26 Splendor Shot 31 Limpet Chain Gun 33 Limpet Sniper A3 38 Limpet Detector 43 Limpet Shot 47 Buster Bomb 52 Limpet Splendor ME 55 Limpet Sniper F3 61 Limpet Detector ME 65 Limpet Gun MA 67 Limpet Sniper ME 78 Limpet Gun MT 85 Limpet Splendor ZD 87 Limpet Sniper ZD 89 Limpet Chain Gun ZD 107 Limpet Splendor ZAM (DLC 2 only) STATIONARY WEAPONS Bombs 0 Robot Bomb 12 Assault Beetle 18 Type B Robot Bomb 28 Type C Robot Bomb 38 Patroller 42 Assault Beetle DA 53 Type D Robot Bomb 60 Stag Beetle 62 Speed Star 82 Patroller DA Turret Weapons 0 ZE-GUN 6 ZE-GUN 2A 11 ZER-GUN 19 ZE Sniper 26 ZE Launcher 35 FZ-GUN M2 46 ZERA-GUN 52 FZ-GUN MD 68 ZE-GUN 10 72 ZEX Launcher 79 ZEXR-GUN 88 FZ-GUN MX 104 ZEX Rapid Launcher (DLC 1 only) 111 ZE Blaster (DLC 2 only) ZE Series: Machine gun. FZ Series: Flamethrower. Sniper Series: Long range. Launcher Series: Rocket shells. SUPPORT EQUIPMENT Laser Guidance 1 Laser Guide Kit 6 High-Speed Laser Guide Kit 34 Laser Guided Device T2 57 Laser Guided Device T3 81 Laser Guided Device T4 Beacons 2 Guide Beacon Gun 14 Guide Beacon Gun M2 40 High Power Beacon Gun 51 Guide Beacon Gun M3 64 Power Beacon Gun 77 Guide Beacon Gun MA Life Equipment 0 Life Vendor 0 Life Vendor M2 11 Life Vendor M3 36 Life Vendor MA 50 Life Vendor MH 77 Life Vendor ZD 19 Life Spout Gun 27 Life Spout Gun M2 61 Life Spout Gun M3 79 Life Spout Gun ZM Power Equipment 10 Power Post 25 Power Post M2 58 Offensive Territory 84 Power Post ZM 2 Power Assist Gun 35 Power Assist Gun M2 66 Power Assist Gun MG Guard Equipment 1 Guard Post 17 Guard Post M2 31 Zone Protector 64 Guard Post M3 75 Zone Protector ZM 5 Guard Assist Gun 42 Guard Assist Gun G SPECIAL Pillbox/Decoys 0 Electromagnetic Bunker 8 Decoy [Green] 13 Anti-Aircraft Bunker 21 Heavy Bunker 29 Decoy [Blue] 32 Electromagnetic Bunker M2 40 Personal Shelter 56 Electromagnetic Prison 63 Decoy [Yellow] 69 Anti-Aircraft Protection Bunker ME 72 Electromagnetic Bunker GH 78 Borderline 82 Decoy [Black] 88 Electromagnetic Wall 89 Absolute Bunker 112 Absolute DZ Bunker (DLC 2 only) Suppress Guns 2 Suppress Gun 14 Suppress Gun B2 31 Suppress Gun GA 60 Suppress Gun MH 78 Suppress Gun MH2 TANKS 0 None 6 Blacker E1 7 Blacker A1 12 B651 Titan 16 Blacker E2 17 Blacker A2 18 Melt Buster 24 Blacker SPC 25 Blacker E2D 32 B651 Titan M2 40 Blacker A2D 48 Blacker E3 53 Blacker SPS 58 Blacker A3 62 Blacker E3G1 71 Blacker E3G2 78 Blacker E4 83 B651 Titan M3 86 Blacker A9 87 Blacker E9 102 Powered Titan (DLC 1 only) 106 Blacker E10 (DLC 2 only) GROUND VEHICLES 2 Armored Vehicle Grape 6 Caliban Support Vehicle 6 Naegling Self-Propelled Missile Launcher 8 Armored Vehicle Grape M2 16 Armored Vehicle Grape AP1 18 Caliban Support Vehicle CS 21 Naegling Self-Propelled Missile Launcher XM 32 Armored Vehicle Grape M3 37 Armored Vehicle Grape RA 39 Caliban Support Vehicle M2 43 Naegling Self-Propelled Missile Launcher D1 50 Armored Vehicle Grape AP2 58 Caliban Support Vehicle Turbo 65 Naegling Self-Propelled Missile Launcher D2 66 Armored Vehicle Grape M9 76 Caliban Support Vehicle S Turbo 77 Armored Vehicle Grape RZ 80 Naegling Self-Propelled Missile Launcher XEM 101 Caliban Support Vehicle SA Turbo (DLC 1 only) 108 Armored Vehicle Grape SRXE (DLC 2 only) HELICOPTERS 11 N9 Eros 22 N9 Eros Vulture 37 N9 Eros Blaze 68 N9 Eros Vulture D 79 N9 Eros Vulture ZA 85 N9 Eros Sigma 107 N9 Eros Vulture ZAM (DLC 2 only) POWERED EXOSKELETONS 2 Powered Exoskeleton Nix A 5 Nix Grenadier 7 Powered Exoskeleton Nix A2 10 Nix Red Coat 16 Powered Exoskeleton Nix B 20 Nix Battle Cannon 27 Powered Exoskeleton Nix C1 35 Nix Missile Gun 45 Nix Red Shadow 57 Powered Exoskeleton Nix C3 75 Nix Destroy Cannon 80 Nix Red Guard 83 Nix Grenadier EZ 87 Powered Exoskeleton Nix ZC 104 Nix Saber (DLC 1 only) 112 Nix Assault (DLC 2 only) SPECIAL WEAPONS 1 Depth Crawler I 11 Depth Crawler Flame 19 Depth Crawler II 28 BMX Proteus 31 Depth Crawler Heavy Custom 46 Gigantic Unloader Barga 46 Depth Crawler III 52 Depth Crawler S Range Custom 53 BMX10 Proteus Burst 66 Gigantic Unloader Barga Type G 67 Depth Crawler L Range Custom 77 Depth Crawler IV 80 BMX10 Proteus Gamma 85 Depth Crawler IV Custom 87 War Barga 103 Depth Crawler V (DLC 1 only) 110 Strike Barga (DLC 2 only) ######## #FENCER# ######## CC STRIKERS 0 Vibro Hammer 1 Vibro Hammer F3 2 Force Blade 4 Vibro Roller 9 Vibro Hammer FA 11 Force Blade D 13 Vibro Haken 15 Vulcan Hammer 19 Dynamo Blade 30 Vibro Roller D2 35 Vibro Hammer FV 39 Force Ax 41 Quake Haken 43 Vulcan Hammer D 46 Vibro Hammer D3 50 Dynamo Blade M2 54 Quake Haken ZD 56 Vulcan Hammer ZD 61 Force Blade MA 66 Force Ax G2 69 Finest Hammer 76 Force Ax G3 79 Vibro Roller D9 83 Dyna Force Blade 100 Force Blade MAXE (DLC 1 only) 106 Quake Haken ZDXE (DLC 2 only) 107 Ultimate Hammer XE (DLC 2 only) CC PIERCERS 0 Blasthole Spear 3 Flashing Spear 6 Jackhammer 11 Spine Driver 16 Blasthole Spear M2 20 Blast Twin Spears 22 Flashing Spear M2 26 Jackhammer M2 31 Spine Driver M2 35 Flashing Spear M3 41 Blast Twin Spears M2 44 Blasthole Spear M4 46 Jackhammer M3 50 Spine Driver M3 51 Flashing Spear M4 55 Blasthole Spear M5 59 Jackhammer M4 63 Blast Twin Spears M3 67 Blasthole Spear M6 69 Spine Driver M4 77 Jackhammer MA 78 Blasthole Spear MS 80 Blast Twin Spears M4 81 Flashing Spear M5 84 Spine Driver MA 104 Jackhammer MBF (DLC 1 only) 106 Blast Twin Spears M5 (DLC 1 only) 110 Blasthole Spear MSXE (DLC 2 only) SHIELDS 0 Deflection Shield 0 Ion Mirror Shield 2 Tower Shield 5 Deflection Shield 2 7 Ion Mirror Shield 2E 13 Deflection Shield 3 17 Tower Shield 2E 21 Deflection Shield 4 25 Ion Mirror Shield 3E 27 Reflector 34 Deflection Shield 5 37 Tower Shield 3E 39 Deflection Shield 6 47 Ion Mirror Shield 4E 52 Deflection Shield 7 57 Tower Shield 4E 60 Ion Mirror Shield 5E 64 Deflection Shield MA 68 Powered Deflector 71 Declection Shield MGX 75 Ion Mirror Shield MG 79 Master Shield 85 Great Shield AUTOCANNONS 0 FG7 Hand Gatling 0 Galleon Lightweight Cannon 1 Dexter Automatic Shotgun 5 Flame Revolver 7 FG8 Hand Gatling 10 Galleon Rapid Fire Cannon 12 Dexter Automatic Shotgun D1 17 Flame Revolver D 19 UT1 Hand Gatling 21 Galleon Lightweight Cannon M2 23 Disruptor 27 FG9 Hand Gatling 32 FGS Diffusion Gatling 35 Dexter Automatic Shotgun D2 37 Galleon 3 Blast Cannon 40 Flame Revolver DC1 42 UT2 Hand Gatling 45 Galleon Lightweight Cannon M3 50 Dexter Automatic Shotgun G 52 FG10 Hand Gatling 57 Galleon 3R Burst Cannon 60 Flame Revolver DC2 62 Power Disruptor 65 FG20 Hand Gatling 68 Galleon Rapid Fire Cannon M2 70 Dexter Automatic Shotgun ZA 72 UT3 Hand Gatling 75 Galleon Armor-Piercing Cannon 76 Maximum Disruptor 77 Dexter Automatic Shotgun ZG 80 FGZ Hand Gatling 82 Hellflame Revolver 103 Dexter Automatic Shotgun ZGXE (DLC 1 only) 108 FGZF Hand Gatling (DLC 2 only) ARTILLERY Cannons 0 NC101 Hand Cannon 1 30mm Gallic Heavy Cannon 2 Powerdyne 6 NCS1 Cannon Shot 10 30mm Gallic Heavy Cannon M2 16 25mm Light Canister Cannon 20 NC102 Hand Cannon 28 NC103 Hand Cannon 33 30mm Gallic Heavy Cannon M3 40 NC104 Hand Cannon 45 NCS2 Cannon Shot 51 NC201 Hand Cannon 58 30MM Light Canister Cannon 65 NC202 Hand Cannon 70 35mm Gallic Heavy Cannon 75 NCSS Cannon Shot 78 NC290 Hand Cannon 82 35mm Battle Cannon 102 38mm Rage Cannon (DLC 1 only) Mortars 0 FH10 Light Mortar 4 YH1 Dispersal Mortar 9 FHD1 Heavy Mortar 12 YH2 Dispersal Mortar 15 FH11 Light Mortar 18 FHD2 Heavy Mortar 28 FH12 Light Mortar 33 FHD Triple Mortar 38 FH21 Light Mortar 42 YH3 Dispersal Mortar 53 FH22 Mortar 62 FHER Explosion Mortar 78 FH29 Mortar 83 YH7 Dispersal Mortar 87 FHEZ Super Heavy Mortar 101 FH29RE Mortar (DLC 1 only) 111 Super Heavy Crusher Mortar (DLC 2 only) MISSILE LAUNCHERS 1 Arm Hound 2 Bloodstorm 3 Leviathan 8 Haytal Multi-Missile Launcher 13 Arcane 6-Barrel Launcher 16 Lionic U20 18 FG01 High Altitude Impact Launcher 22 Phoenix 29 G2 Arm Hound 30 Haytal Multi-Missile Launcher M2 32 M2 Bloodstorm 34 Leviathan MA 38 FG02 High Altitude Impact Launcher 43 Phoenix 2 47 Arcane Six-Barrel Launcher G2 51 Haytal Multi-Missile Launcher MA 55 G3 Arm Hound 58 Wild Leviathan 63 Phoenix X 66 Arcane Six-Barrel Launcher GA 71 FGX High Altitude Impact Launcher 80 GX Arm Hound 81 Haytal Multi-Missile Launcher WX 84 Phoenix WX 86 Arcane Six-Barrel Launcher GX 104 M3 Blood Storm (DLC 1 only) 110 Rapid Hound (DLC 2 only) ENHANCED BOOSTERS 0 Nothing 0 Nothing 1 Ad Booster 1 Boost x2, Boost Speed 110% 2 Dash Cell 1 Dash x2 11 Ad Booster 2 Boost x3, Boost Speed 110% 17 Dash Cell 2 Dash x3, Dash Interval 92% 20 Multi-Charger 2-2 Dash x2, Boost x2 27 Ad Booster 3 Boost x4, Boost Spped 130% 35 Multi-Charger 2-3 Dash x2, Boost x3, Boost Speed 115% 40 Dash Cell 3 Dash x4, Dash Interval 86% 45 Multi-Charger 3-2 Dash x3, Boost x2, Boost Speed 120% 55 Multi-Charger 3-3 Dash x3, Boost x3, Boost Speed 125%, Dash Interval 90% 62 Ad Booster 4 Boost x5, Boost Speed 140% 67 Dash Cell 4 Dash x5, Dash Interval 80% 72 Ad Booster 5 Boost x6, Boost Speed 150% 77 Dash Cell 5 Dash x6, Dash Interval 80% 82 Multi-Charger 3-4 Dash x3, Boost x4, Boost Speed 130%, Dash Interval 86% 87 Multi-Charger 4-3 Dash x4, Boost x3, Boost Speed 135%, Dash Interval 86% 103 Multi-Charger 4-4 (DLC 1 only) Dash x4, Boost x4, Boost Speed 140%, Dash Interval 80% 106 Dash Cell G (DLC 2 only) Dash x10, Dash Interval 60% 107 Add Booster G (DLC 2 only) Boost x8, Boost Speed 200% ENHANCED SHIELDS 0 Deflect Cell Shield Exhaustion 65%, Damage Cut 20%, Knockback Cut 25% 3 Shield Protection Armor Shield Endurance: 200%, Shield Defense Angle +20 degrees 6 Barricade System 1 Shield Exhaustion 180%, Damage Cut 75%, Knockback Cut 60% 10 Deflect Cell A2 Shield Exhaustion 50%, Damage Cut 25%, Knockback Cut 40% 22 Barricade System 2 Shield Exhaustion 160%, Damage Cut 60%, Knockback Cut 80% 31 Shield Protection Armor B Type Shield Endurance: 400%, Shield Defense Angle +30 degrees 37 Deflect Cell A3 Shield Exhaustion 35%, Damage Cut 30%, Knockback Cut 85% 42 Barricade System 3 Shield Exhaustion 140%, Damage Cut 95%, Knockback Cut 100% 52 Shield Protection Armor F Type Shield Endurance: 600%, Shield Defense Angle +40 degrees 62 Deflect Cell AX Shield Exhaustion 20%, Damage Cut 40%, Knockback Cut 90% 78 Barricade System X Shield Exhaustion 150%, Damage Cut 100%, Knockback Cut 100% 81 Shield Protection Armor Y Type Shield Endurance: 800%, Shield Defense Angle +60 degrees 106 Deflect Cell AXE (DLC 1 only) Shield Exhaustion 40%, Damage Cut 45%, Knockback Cut 95% ENHANCED CANNONS 5 Muzzle Stabilizer Recoil Reduction 40% 12 Muzzle Stabilization 2 Recoil Reduction 60% 30 Muzzle Stabilization 3 Recoil Reduction 70% 43 Muzzle Stabilization 4 Recoil Reduction 80% 57 Muzzle Stabilization 5 Recoil Reduction 90% 76 Muzzle Stabilizer S Recoil Reduction 100% ENHANCED EXOSKELETON 0 V1 Exoskeleton Movement Impact 70%, Turning Inertia 70%, Walking Speed 110% 7 V1 Leg Exoskeleton Movement Weight 50%, Walking Speed 130% 15 V1 Arm Exoskeleton Inertial Weight 50% 32 V2 Exoskeleton Movement Impact 50%, Turning Inertia 50%, Walking Speed 120% 47 V2 Leg Exoskeleton Movement Weight 25%, Walking Speed 150% 53 V2 Arm Exoskeleton Inertial Weight 25% 65 V3 Exoskeleton Movement Impact 25%, Turning Inertia 25%, Walking Speed 130% 70 V3 Leg Exoskeleton Movement Weight 0%, Walking Speed 170% 79 V3 Arm Exoskeleton Inertial Weight 0% 85 VZ Exoskeleton Movement Impact 0%, Turning Inertia 0%, Walking Speed 150% 101 Gale Exoskeleton (DLC 1 only) Movement Weight 0%, Walking Speed 300% 108 Bombardment Exoskeleton (DLC 2 only) Movement Impact 30%, Turning Inertia 30%, Recoil Reduction 80%, Walking Speed 25% O--------O |Trophies| O--------O Note: For the achievement trophies, just completing all 110 missions will not earn you the Achievement 100% trophy. In order to get 100% completion you must clear all missions with all classes on every difficulty level. You can view the completion rate on the mission select screen by pressing triangle. Note that completing a mission on normal or hard will count as having completed the mission on the prior difficulty levels. Completing a mission on inferno, however, will not count as completing it on hardest, so the last two difficulties must be earned separately. All Complete (Platinum) Obtain all other trophies. Conquest 5% (Bronze) Complete 5% of missions. Conquest 10% (Silver) Complete 10% of missions. Conquest 15% (Bronze) Complete 15% of missions. Conquest 20% (Silver) Complete 20% of missions. Conquest 25% (Bronze) Complete 25% of missions. Conquest 30% (Silver) Complete 30% of missions. Conquest 35% (Bronze) Complete 35% of missions. Conquest 40% (Silver) Complete 40% of missions. Conquest 45% (Bronze) Complete 45% of missions. Conquest 50% (Silver) Complete 50% of missions. Conquest 55% (Bronze) Complete 55% of missions. Conquest 60% (Silver) Complete 60% of missions. Conquest 62% (Bronze) Complete 62% of missions. Conquest 64% (Bronze) Complete 64% of missions. Conquest 66% (Bronze) Complete 100% of missions. Conquest 68% (Bronze) Complete 100% of missions. Conquest 70% (Silver) Complete 70% of missions. Conquest 72% (Bronze) Complete 72% of missions. Conquest 74% (Bronze) Complete 74% of missions. Conquest 76% (Bronze) Complete 76% of missions. Conquest 78% (Bronze) Complete 78% of missions. Conquest 80% (Silver) Complete 80% of missions. Conquest 82% (Bronze) Complete 82% of missions. Conquest 84% (Bronze) Complete 84% of missions. Conquest 86% (Bronze) Complete 86% of missions. Conquest 88% (Bronze) Complete 88% of missions. Conquest 90% (Gold) Complete 90% of missions. Conquest 92% (Bronze) Complete 92% of missions. Conquest 94% (Bronze) Complete 94% of missions. Conquest 96% (Bronze) Complete 96% of missions. Conquest 98% (Bronze) Complete 98% of missions. Conquest 100% (Gold) Complete 100% of missions. Master Ranger (Bronze) Reach 1000 armor with the Ranger. Master Diver (Bronze) Reach 550 armor with the Wing Diver. Master Air Raider (Bronze) Reach 1000 armor with the Air Raider. Master Fencer (Bronze) Reach 1250 armor with the Fencer. Rescue (Silver) Revive 5 players in cooperative play. Super Rescue (Gold) Revive 50 players in cooperative play. Medic (Gold) Revive another player in cooperative play. ------------------------------------------------------------------------------- This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. 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