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FAQ/Walkthrough by BNii

Version: 1.01 | Updated: 01/28/18

Earth Defense Force 5/Chikyu Boeigun 5 FAQ/Walkthrough
Version 1.01
January 28, 2018
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 the Dark
3.  288 Base Crisis - Preface
4.  288 Base Crisis - Part 2
5.  Broken Tranquility
6.  Unidentified Flying Object
7.  Quiet Threat
8.  Monster Attack
9.  Wedge of Ruin
10. Escape
11. Flame in the Sky
12. Spreading Disaster
13. Turning Point
14. Extermination
15. Big Ship Destruction Strategy
16. Isolation
17. A Causative Evil
18. The Secret of the Cave
19. Annihilation Plan
20. Return Encounter
21. Night Raid Strategy
22. Outpost Base Reconnaissance
23. Mountain Wedge
24. Descending Ship Attack
25. Readvance
26. Artillery
27. Sniper Unit
28. Red Machine
29. Iron Wall
30. Outpost Base Destruction Operation Plan A
31. Outpost Base Destruction Operation Plan B
32. Cave Invasion Operation 1st Stage
33. Cave Invasion Operation 2nd Stage
34. Cave Invasion Operation 3rd Stage
35. Stationary Ship
36. Slaughter who Dances in the Air
37. Planetary Destruction Plan
38. Crashing Plain
39. Plain Before Me
40. A Ferocious Battlefield
41. Outpost Attack Charge Strategy
42. European Relief Strategy 1
43. European Relief Strategy 2
44. Flight Disinfection Strategy
45. An Empty Circle
46. Second Big Ship Destruction Strategy
47. Survivor
48. Disc Diffusion
49. Prior Descent Operation
50. Next Descent Operation
51. Fleet Attack Plan
52. Trap at the Bottom of the Earth
53. Soldier's Surprise Attack
54. Black Curtain
55. Lurker in the Net
56. Thread Predator
57. Cruel Battle in the City
58. Hidden Threats
59. Barrier Rush
60. Mountain Survey Strategy
61. Large Disk Shooting Down Operation
62. The Creeping Magical Ball
63. Industrial Area Recapture Strategy
64. Wing Corps
65. Just Under the Huge Ship
66. Rain of Balloons
67. Knight of a Different Star
68. Falling Big Tower
69. The Great Stranger
70. Aircraft
71. Anchor Destruction Plan
72. Fierce Battle of Thick Fog
73. Light Citadel
74. Sky Army
75. Battle Invasion
76. Captured City
77. Queen of Dusk
78. Monster Removal Control Plan
79. Base 228 Recovery Operation Stage 1
80. Base 228 Recovery Operation Stage 2
81. Base 228 Recovery Operation Stage 3
82. Base 228 Retreat Operation
83. Arkels Destruction Plan
84. City Big Tower
85. Larva Attack
86. The Secret of Darkness
87. Rushing Balloons
88. Trapped in Thread
89. Flight Type Devastation Strategy
90. Distressed Area
91. Sparkling Abyss
92. Airship Group Attack
93. Trap Covering the Peak
94. Time of Bloodly Battle
95. Falling Point
96. Monster Land
97. Trapped in the Iron Thread
98. Defensive Battle at the Border
99. Fierce Battle at the Bottom of the Earth
100. The Greatest Last Clash
101. Collapsed City
102. Forcibly Rushed Strategy
103. Whirlwind
104. Ruined Wheel
105. Demon's Feast
106. Those Who Die
107. Invader Great Rally
108. Inferno Earth
109. The 11th Ship
110. That Person

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 1.01 (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: Currently this game is only out in Japan.

Q: When is this game going to be released in the N.A./Europe/etc.?
A: Currently there are no announcements to localize this game as of yet from
any publishers. There's a good chance that it will eventually get localized as
the previous games in the series (2025 and 4.1) have been localized.

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: 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: Good question. Personally I'm both impatient and a hardcore EDF fan so
getting this took little convincing on my part. Just be aware that the game is
about $70 and with expedited shipping (standard shipping takes about a month)
you're going to be paying close to $90. Otherwise, if you're patient you can go
ahead and wait for the localized version when it (hopefully) comes out.

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.

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

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 Rifle - Shotgun - Sniper Rifle - Rocket Launcher - Missle Launcher -
Grenades/Grenade Launcher - Special

Auxiliary Equipment/Vehicle Data (left to right)
Auxiliary Equipment - Combat Vehicle - Helicopter - Bike

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 - Med Range Power - Med Range Elec - Med Range Pulse - Long Range -
Range Attack - Homing - 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)
Req Artillery - Req Gunship - Req Bomber - Req Missile - Req Satellite -
Limpet Gun - Installation Weapon - Support Equipment - Special

Vehicle Data (left to right)
Combat Vehicle - Vehicle - Helicopter - Combat Frame - Special Weapon

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)
Hitting - Close - Shield - Machine Cannon - Artillery - Missile

Auxiliary Equipment (left to right)
Booster Reinforce - Shield Strength - Enhance Artillery - Skeleton Reinforce

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

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.

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
Still the same as before, the queen ant fires a veritable ocean of acid.

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.

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.

KING SPIDER
Yep. No changes here. Just a big spider.

DANGO WORMS (aka 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.

ALANYA
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 alanya
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
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.

HUGE 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.

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.

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 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 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 (aka 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.

ELGINUS
The Elginus 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.

ARKELS
The new star of EDF 5, the Arkels 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 THE DARK
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. 288 BASE CRISIS - PREFACE
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. 288 BASE CRISIS - 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. BROKEN TRANQUILITY
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 OBJECT
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. 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. MONSTER 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 RUIN
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. FLAME IN THE 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. BIG SHIP DESTRUCTION STRATEGY
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. A CAUSATIVE EVIL
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. THE 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. ANNIHILATION 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. RETURN ENCOUNTER
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. NIGHT RAID STRATEGY
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. OUTPOST BASE RECONNAISSANCE
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 WEDGE
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. DESCENDING SHIP ATTACK
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.READVANCE
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 
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 UNIT
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 MACHINE
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. OUTPOST BASE DESTRUCTION OPERATION 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. OUTPOST BASE DESTRUCTION OPERATION 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 OPERATION 1ST STAGE
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 OPERATION 2ND STAGE
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 OPERATION 3RD 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. STATIONARY SHIP
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. SLAUGHTER WHO DANCES IN THE AIR
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. PLANETARY DESTRUCTION PLAN
Enemies: Elginus, Arkels

Bring heavy weapons with you for this one. Elginus will only start taking
damage until after the EMCs start firing, so hold your fire until them. Once
Elginus is active unload all your weapons into it. Keep firing and eventually
Elginus will go down. Once it does, a new kaiju type monster will appear.

Meet Arkels. Arkels 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 Elginus' body while Arkels smashes up the EMCs,
and then concentrate your firepower on it. After you deal enough damage to it,
Arkels will exit the area and the mission will end.

38. CRASHING PLAIN
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. PLAIN BEFORE ME
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. A FEROCIOUS BATTLEFIELD
Enemies: Black Ants, Red Ants, Spiders, Drones, Red Drones, Colonists, Queen
Ants, Transport Ships

A ferocious 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. OUTPOST ATTACK CHARGE STRATEGY
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. EUROPEAN RELIEF STRATEGY 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. EUROPEAN RELIEF STRATEGY 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. FLIGHT DISINFECTION STRATEGY
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. AN EMPTY CIRCLE
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. SECOND BIG SHIP DESTRUCTION STRATEGY
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. SURVIVOR
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. DISC DIFFUSION
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. PRIOR DESCENT OPERATION
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.

50. NEXT DESCENT OPERATION
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. FLEET ATTACK PLAN
Enemies: Red Ants, Bees, Arkels, 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 arkels will make an 
appearance. Keep shooting at it until it goes away, and then proceed to
destroy the remaining ships.

52. TRAP AT THE BOTTOM OF THE EARTH
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. SOLDIERS'S SURPRISE ATTACK
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. BLACK CURTAIN
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. LURKER IN THE NET
Enemies: Alanya

They may go by different names, but the alanya 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 alanya will attack
from the sides, but you can track their location from the web strands they
shoot out.

56. THREAD PREDATOR
Enemies: Black Ants, Red Ants, Spiders, Alanya

Another annoying alanya mission, this one has you fighting in a street wile
alanya attack from both ends. To make matters worse, enemies will spawn from
underneath the ground as you're fighting them. As I mentioned before, alanya
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 alanya from both sides.

57. CRUEL BATTLE 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 THREATS
Enemies: Spiders, Alanya, 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 alanya are
another story. The alanya 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. BARRIER RUSH
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 SURVEY STRATEGY
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. LARGE DISK SHOOTING DOWN OPERATION
Enemies: Black Ants, Red Ants, Spiders, Bees, Transport Ships, Arkels

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 Arkels. 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 Arkels 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 Arkel has had
enough it will leave the area, leaving you free to take down the remaining
transport ship.

62. THE CREEPING MAGICAL BALL
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. INDUSTRIAL AREA RECAPTURE STRATEGY
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. WING CORPS
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. JUST UNDER THE HUGE 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. RAIN OF BALLOONS
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. KNIGHT OF A DIFFERENT STAR
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. FALLING BIG TOWER
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. THE GREAT STRANGER
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. AIRCRAFT
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. ANCHOR DESTRUCTION PLAN
Enemies: Black Ants, Tadpoles, Colonists, Anchors, Big Anchors, Arkels

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 arkels 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 arkels 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. FIERCE BATTLE OF THICK 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 CITADEL
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. SKY ARMY
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. BATTLE INVASION
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. CAPTURED CITY
Enemies: Dango Worms, Red Ants, Spiders, Alanya

Another annoying alanya mission. The enemies here are more of an annoyance than
a threat, but there are a large number of alanyas everywhere that will snipe
you from a mile away (through buildings as usual).

77. QUEEN OF DUSK
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 REMOVAL CONTROL PLAN
Enemies: Black Ants, Red Ants, Dango Worms, Bees, Arkels

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 arkels
will appear (yet again). You know the drill by now. Focus all your attacks on
arkels until it runs away (yet again).

79. BASE 228 RECOVERY OPERATION 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. BASE 228 RECOVERY OPERATION 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. BASE 228 RECOVERY OPERATION 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 balga (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. BASE 228 RETREAT OPERATION
Enemies: Black Ants, Colonists, Cosmonauts

This is the balga's tutorial mission. Wait at the balga'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 balga might have some difficulty hitting
the ants. Fortunately, your allies nearby will help take them out. In fact, you
might want to exit the balga 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 balga and collect the nearby item boxes if you wish. 
Re-enter the balga and take out the advancing cosmonauts. Once the comsonauts
numbers are down to one or two, you might want to exit the balga and start
collecting the numerous items boxes. The cosmonauts tend to target the balga so
you can collect the item boxes in relative safety.

83. ARKELS DESTRUCTION PLAN
Enemies: Black Ants, Arkels

This is it. The big showdown between you and arkels. Of course, you'll have
the help of the balga (and a few nearby EDF troops). The balga 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 balga has, as it has
a huge range and does a lot of damage to arkels. As the fight progresses, a
wave of black ants will appear. Leave the ants to your allies and focus your
attacks on arkels. You may want to start your combo attacks early before arkel
gets within range, so that by the time he gets close the power swing will deck
him when it comes out. Once arkels 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 arkels by looting his corpse.

84. CITY BIG TOWER
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. LARVA ATTACK
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. THE SECRET OF DARKNESS
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. RUSHING BALLOONS
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. TRAPPED IN THREAD
Enemies: Black Ants, Red Ants, Spiders, Alanya, Anchors

Another fun mission involving both alanyas and anchors. Try to take out the
anchors first, but don't let that stop you from taking down alanyas when you
have an opportunity to do so.

89. FLIGHT TYPE DEVASTATION STRATEGY
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. DISTRESSED AREA
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. AIRSHIP GROUP ATTACK
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. TRAP COVERING THE PEAK
Enemies: Black Ants, Red Ants, Spiders, Alanya, 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 alanyas
here. Surprisingly, while the alanyas 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. TIME OF BLOODLY 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. FALLING POINT
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. MONSTER LAND
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. TRAPPED IN THE IRON THREAD
Enemies: Spiders, Alanya, King Spiders, Big Anchors

Another all spider mission. Not much to stay here other than to make the
alanyas, king spiders, big anchors priority targets as they appear.

98. DEFENSIVE BATTLE AT THE BORDER
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 balga 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. FIERCE BATTLE AT THE BOTTOM OF THE EARTH
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. THE GREATEST LAST CLASH
Enemies: Black Ants, Red Ants, Spiders, Bees, Colonists, Cosmonauts, Shield
Bearers, Elginus, Arkels

The battle starts out with two elginus leading the charge, followed by a large
group of colonists and cosmonauts. It's up to you to either engage the elginus
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 elginus 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 arkels will appear along with tadpoles, colonists,
and comsonauts. Obviously the arkels are the biggest threat here. Thankfully,
shortly after the arkels appear a group of allied balgas will appear as well.
An unpiloted balga 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 balgas
mop up the remaining arkels.

101. COLLAPSED 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. FORCIBLY RUSHED STRATEGY
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. WHIRLWIND
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. RUINED WHEEL
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. DEMON'S FEAST
Enemies: Black Ants, Green Ants, Spiders, Bees, Tadpoles, Colonists, Queen 
Ants, Death Queens, King Spiders, Elginus

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 elginus to appear. Once the elginus 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. THOSE WHO DIE
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 GREAT RALLY
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. INFERNO 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. THE 11TH SHIP
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. THAT PERSON
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
|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 Elginus and Arkels. 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

Note: This is definitely a work in progress. Also the names are probably not
100% accurate.

########
#RANGER#
########

ASSAULT RIFLES

Statistics on Weapon Screen
[Ammo]
[Rate of Fire (per second)]
[Damage]
[Reload (seconds)]
[Range (meters)]
[Bullet Speed (meters/second)]
[Accuracy]
[Zoom (x amount)]
[Laser Sight (yes/no)]

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 Stoke
7  G&M - 22S
10 Minion Buster Burst
12 M1 Raven LS
14 T1 Stoke S
16 G&M - A23
19 T1 Stoke LS
21 Minion Buster MK2
22 M2 Raven
23 T2 Stoke
24 Slugger NN2
26 T2 Stoke KF
26 M2R Raven
29 G&M - A23 LS
31 T3 Stoke
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 Stoke
55 M3 Raven
57 X400 - Orchid
58 T4 Stoke AE
62 Slugger NN4
64 M4 Raven
67 G&M - A25
69 T4 Stoke MK2
71 X500 - Orchid
73 M3 Raven SLS
75 T5 Stoke
76 Minion Buster MKX
79 G&M - A29
82 M5 Raven
84 TZ Stoke

PA/Stoke 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

Statistics on Weapon Screen
[Ammo]
[Rate of Fire (per second)]
[Damage]
[Reload (seconds)]
[Range (meters)]
[Bullet Speed (meters/second)]
[Accuracy]
[Laser Sight (yes/no)]

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 Slug Shot 1
40 Slaughter E23
43 SGN-K9
46 Monsoon M2
50 Slaughter E23 DA
52 SGN-10A
55 Slug Shot 2
60 Monsoon M3
65 SGN-11A
68 Slaughter E23 SAS
72 D79 Breecher
74 Slug Shot 3
77 Monsoon MZ
80 D110 Breecher
82 SGN-K12
85 Slaughter EZ

Slaughter Series: Balanced type.
SGN Series: Semi-automatic.
Herring Series: Full automatic.
Monsoon Series: Fast reload.
Slug Shot Series: Solid slug ammo.

SNIPER RIFLES

Statistics on Weapon Screen
[Ammo]
[Rate of Fire (per second)]
[Damage]
[Reload (seconds)]
[Range (meters)]
[Bullet Speed (meters/second)]
[Accuracy]
[Zoom (x amount)]
[Laser Sight (yes/no)]

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 Terminigan HA1
41 KFF60 RE
45 Pylon A1
47 Dunkel N224
49 NP3-C
52 Penetrator
56 Dunkel N235
62 Lysander F
66 Terminigan HA2
72 Flounders FS
75 NP4-SA
77 Penetrator F
80 KFF 70
82 Lysander Z
84 Terminigan HAZ
90 MR100 Fang

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

Statistics on Weapon Screen
[Ammo]
[Rate of Fire (per second)]
[Damage]
[Reload (seconds)]
[Explosive Range (meters)]
[Accuracy]
[Zoom (x amount)]
[Laser Sight (yes/no)]

0  Grant M31
2  Leopard Guided Rocket
5  Goliath D1
8  Grant M32
10 Cascade 1
11 Grant M33
13 E9 Hornet
15 Volcano 6
18 Leopard Guided Rocket M2
20 Grant M40
23 Goliath D2
24 E10 Hornet
25 Volcano V12
28 Leopard Guided Rocket M3
30 Cascade 2
32 Grant M41
35 Goliath D3
37 Ibis Guided Rocket
40 E11 Hornet
41 Grant MA50
45 Leopard Guided Rocket M4
50 Cascade 3
55 Grant M42S
58 Volcano W20
63 E12 Hornet
65 Leopard Guided Rocket M9
70 Goliath DMX
73 Grant MT51
74 Cascade FA
76 Leopard Guided Rocket Type 0
78 E20 Hornet
79 Volcano W30
80 Goliath ZD
81 Grant MTX

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

Statistics on Weapon Screen
[Ammo]
[Rate of Fire (per second)]
[Damage]
[Reload (seconds)]
[Explosive Range (meters)]
[Lock-On Distance (meters) + # of Targets]
[Lock-On Time (seconds)]
[Performance]

0  ME1 Emeraude
0  Air Tortoise 01
1  MLRA
3  ME2 Emeraude
4  FORK-A15
7  Air Tortoise 02
9  MLRA-2
15 ME3 Emeraude
21 MLRA-30
23 Prominence M1
29 FORK-A20
35 ME4 Emeraude
43 Air Tortoise ME
47 MLRA-TW
52 ME4R Emeraude S
61 Prominence M2
68 FORK-X20
75 MLRA-TF
77 MEX5 Emeraude
82 Prominence MA

Emeraude Series: Balanced performance.
MLRA Series: Multi-lock.
FORK Series: Single shot.

GRENADES/GRENADE LAUNCHERS

Statistics on Weapon Screen (Grenades)
[Damage]
[Explosive Range (meters)]
[Detonation (contact/timed)]
[Detonation Time (seconds)]

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

Statistics on Weapon Screen (Grenade Launchers)
[Ammo]
[Rate of Fire (per second)]
[Damage]
[Explosive Range (meters)]
[Detonation (contact/timed)]
[Detonation Time (seconds)]
[Bullet Speed (meters/second)]
[Accuracy]
[Reload (seconds)]

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 UMPA
19 Grenade Launcher UM3-J
22 Splash Grenade
25 Sticky Grenade Prototype
28 Grenade Launcher UM4
31 Triple G Launcher BRUTE J
34 Flame Geyser
38 Splash Grenade Alpha
39 Volatile Napalm D
41 Triple G 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

MG Series: Standard grenades.
MG J Series: Timed grenades.

SPECIAL

Statistics on Weapon Screen (Acid Gun)
[Ammo]
[Rate of Fire (per second)]
[Damage]
[Reload (seconds)]
[Range (meters)]
[Bullet Speed (meters/second)]
[Accuracy]

0  Acid Shower Prototype
20 Acid Gun
38 Acid Shower
53 Wide Acid Gun
58 Super Acid Gun

Statistics on Weapon Screen (Flamethrower)
[Ammo]
[Rate of Fire (per second)]
[Damage]
[Reload (seconds)]

0  Burner
5  Flamethrower
29 Flamethrower Alpha
56 Fire Cannon
83 Magma Cannon

Statistics on Weapon Screen (Firecracker)
[Damage]
[Explosive Range (meters)]
[Detonation (contact)]

4  No. 1 Bullet
18 No. 2 Bullet
25 No. 3 Bullet
42 No. 4 Bullet
54 No. 0 Bullet

Statistics on Weapon Screen (Bound Gun)
[Ammo]
[Rate of Fire (per second)]
[Damage]
[Reload (seconds)]
[Range (meters)]
[Accuracy]

3  H88 Bound Gun
10 H89 Bound Gun
33 HL90 Bound Gun
59 HS Bound Gun
73 HX50 Bound Gun

Statistics on Weapon Screen (C Bomb)
[# Deployed]
[Damage]
[Explosive Range (meters)]
[Reload (seconds)]

1  C20 Bomb
16 C21 Bomb
33 CX Special Bomb
46 C30 Bomb
66 C70 Bomb

Statistics on Weapon Screen (Impulse)
[# Deployed]
[Damage]
[Range (meters)]
[Detection Range (meters)]
[Reload (seconds)]

0  Impulse Y8
3  Y9 Air 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

Statistics on Weapon Screen (Reverser Spray)
[Recovery]
[Ammo]

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

Statistics on Weapon Screen (Reverser Gun)
[Recovery]
[Ammo]
[Range (meters)]
[Zoom (x amount)]
[Laser Sight (yes/no)]

13 Reverse Gun
36 Reverse Shooter T1
48 Reverse Bomber
63 Reverse Shooter T2
78 Reverse Shooter X

AUXILIARY 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.

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 Support Equipment
Ally recovery with first aid +10%.

15 Relief Support Equipment 2
Ally recovery with first aid +25%.

35 Relief Support Equipment 3
Ally recovery with first aid +50%.

62 Relief Support Equipment 4
Ally recover with first aid +100%.

80 Relief Support 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  Detector Type 1
Item acquisition range +100%.

13 Detector Type 2
Item acquistion range +200%.

27 Detector Type 3
Item acquisition range +400%.

45 Detector Type 4
Item acquisition range +600%

66 Detector Type 5
Item Acquisition range +1000%

COMBAT VEHICLES

6  Blacker E1
10 Epsilon Self-Propelled Rail Gun
12 EMC
19 Epsilon Self-Propelled Rail Gun M2
30 Menace Self-Propelled Rail Gun
41 Menace Self-Propelled Rail Gun M2
55 Menace 4D Self-Propelled Rail Gun
62 EMCS
69 Epsilon Blast Proto Rail Gun
84 Epsilon Blast Self-Propelled Rail Gun
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 Jar 1
17 Free Jar G1
28 Free Jar Mad Custom
41 Free Jar 2
57 Free Jar War Custom
61 Free Jar Type X
63 Free Jar Hell Custom
76 Free Jar Type Z

############
#WING DIVER#
############

SHORT RANGE

Statistics on Weapon Screen
[Ammo]
[Fire Speed (per second)]
[Damage]
[Range (meters)]
[Accuracy]
[EN Consumption]
[Charge (seconds)]

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 Furet 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 Furet 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

MEDIUM RANGE - POWER WEAPONS

Statistics on Weapon Screen
[Ammo]
[Fire Speed (per second)]
[Damage]
[Range (meters)]
[Accuracy]
[EN Consumption (EN/second)]
[Charge (seconds)]

0  Mag Blaster
3  Dest Blaster
5  Mag Blaster A1
11 Mag Blaster A2
12 Dest 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 Dest 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 Dest Blaster W
69 Reflectron 5 Way Laser
71 Mag Blaster SP2
74 Mag Laser ZA
76 Spine Blaster ZM
79 Mag Blaster DX
82 Dest Blaster FE
82 Reflectron 5 Way Laser ZD
84 Mag Blaster ZM

MEDIUM RANGE - ELECTRIC SHOCK WEAPONS

Statistics on Weapon Screen
[Ammo]
[Fire Speed (per second)]
[Damage]
[Bullet Speed (meters/sec)]
[Range (meters)]
[EN Consumption (EN/second)]
[Charge (seconds)]

0  Lightning Bow
1  Volt Gun
5  Lightning Bow M2
7  Thunder Bowgun
12 Volt Gun A1
17 Lightning Bow M3
22 Thunder Bowgun 2
25 Volt Gun RA
29 Lightning Rapid Bow
36 Thunder Bowgun RA
40 Lightning Bow M4
43 Thunder Bowgun 3
48 Volt Gun A2
50 Thunder Bowgun W
52 Lightning Bow M5
57 Volt Gun RB
61 Lightning Rapid Bow T2
67 Volt Power Gun
71 Thunder Bowgun DZ
75 Lightning Bow GD
77 Volt Gun AZ
81 Thunder Bow Gun WZ
82 Bolt Maximum Gun
85 Lightning Bow ZA
87 Thunder Bowgun RZ

MEDIUM RANGE - PULSE WEAPONS

Statistics on Weapon Screen
[Ammo]
[Fire Speed (per second)]
[Damage]
[Effect Range (meters)]
[Range (meters)]
[Bullet Speed (meters/sec)]
[Accuracy]
[EN Consumption (EN/second)]
[Charge (seconds)]

0  Pulse Machine Gun
2  Pulse Machine Gun R
6  3 Way Pulse Machine Gun
12 Pulse Rapid Gun
17 4 Way Pulse Machine 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

LONG RANGE

Statistics on Weapon Screen
[Ammo]
[Fire Speed (per second)]
[Damage]
[Bullet Speed (meters/sec)]
[Range (meters)]
[Accuracy]
[Zoom (x amount)]
[EN Consumption (EN/second)]
[Charge (seconds)]

0  Closed Laser
2  Volt Shooter
7  Closed Laser M2
13 MONSTER ZERO
16 Volt Shooter 2
18 MONSTER
22 Closed Laser M3
25 Closed Laser MA
30 Volt Shooter RA
36 Raijin
40 Closed Laser MSA
45 Volt Shooter 3
50 Volt Shooter DA
55 MONSTER GA
57 Closed Laser MX
65 Closed Laser MZ
70 Volt Shooter RF
75 Closed Long Laser
77 Volt Shooter ZF
80 MONSTER GZ
82 Closed Laser F
85 Raijin A

RANGED ATTACK WEAPONS

Statistics on Weapon Screen
[Ammo]
[Damage]
[Bullet Speed (meters/sec)]
[Range (meters)]
[Explosive Range (meters)]
[Accuracy]
[EN Consumption (EN/second)]
[Charge (seconds)]

0  Plasma Cannon
0  Blink Ball
0  Grit Shot
1  Plasma Big Cannon
3  Plasma Fall
4  Plasma Burst Cannon 2
6  Plasma Cannon B Type
8  Splasher
10 Plasma Big Cannon M2
12 Split Ball
13 Grit Gun
15 Plasma Heavy Cannon
18 Plasma Fall F6
18 Blink Ball B
20 Plasma Burst Cannon 3
26 Plasma Cannon C Type
27 Grit Shot W10
29 Blink Ball C
30 Plasma Fall DA
33 Grit Gun MA
35 Triple Plasma Cannon
38 Plasma Cannon CR
41 Blink Fork
43 Plasma Burst Cannon 2D
45 Plasma Fall F10
51 Splasher AZ
52 Plasma Big Cannon M3
53 Blink Ball D
55 Plasma Great Cannon
57 Plasma Cannon D Type
60 Double Plasma Cannon
62 Grit Shot W15
65 Split Ball AT
66 Plasma Cannon E Type
69 Plasma Burst Cannon 4D
75 Plasma Cannon F Type
78 Blink Ball FZ
80 Plasma Burst Cannon 4Z
85 Plasma Fall F20

HOMING WEAPONS

Statistics on Weapon Screen
[Damage]
[Explosive Range (meters)]
[Performance]
[Lock-On Range (meters) + # of Targets]
[Lock-On Time (seconds)]
[EN Consumption (EN/second)]
[Charge (seconds)]

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 Sai Blade
36 Geist 3
43 Mirage 15S
53 Fenrir
56 Mirage 5 Way S
60 Sai Blade Alpha
63 Geist D
68 Ghost Chaser DA
76 Mirage 15 WR
83 Fenrir 3 Way

SPECIAL

Statistics on Weapon Screen
[Damage]
[Ammo]
[EN Consumption (EN/second)]
[Charge (seconds)]

2  Diffuser
5  Grape Neel
7  Vorukeinia Crackers
7  Starburst
8  Thunder Cluster
13 Diffuser Anti-Aircraft Custom
16 Grape Neel Beta
20 Alpha Diffuser
24 Heaven's Gate
26 Sai Cluster
34 Diffuser Ground Custom
41 Sai Cluster Alpha
48 EX Grape Neel
51 Heaven's Gate 10
56 Thunder Cluster Alpha
63 Diffuser Surface to Air Custom D
71 Heaven's Gate D10
81 Grape Neel Alpha
84 Diffuser Ground Custom D
87 Thunder Orb
88 End of the Earth

PLASMA CORES

0  Plasma Core
1  Turbo Core
2  Plasma Core B
5  Rush Core
7  V2 Plasma Core
12 V2 Plasma Core B Type
15 V2 Turbo Core
18 Loading Core
20 V2 Rush Core
22 Jet Core
23 Big Core
24 V2 Plasma Core C Type
27 Reverse Core
29 V3 Plasma Core
36 V3 Turbo Core
38 V3 Plasma Core B Type
41 V3 Rush Core
43 Sky High Core
47 V3 Plasma Core C Type
51 V4 Plasma Core
55 Bird Core
58 Return Core
61 V4 Plasma Core B Type
63 Loading Core B Type
68 V4 Plasma Core C Type
71 V5 Plasma Core
73 VA Rush Core
76 V5 Plasma Core B Type
78 Big Bang Core
80 EX Bird Core
83 VM Rush Core
85 VM Jet Core
88 VZ Plasma Core

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

0  Light Mortar
6  Mortar
10 Howitzer
12 Cannon Gun A
15 Mortar Intensive Operation Tactics
20 Cannon Gun B
23 B1 Mortar
32 Large Grenade Cannon
35 B2 Mortar
39 Cannon Gun C
45 B3 Mortar
45 B3 Mortar Intensive Operation Tactics
55 Cannon Gun D
60 B4 Mortar
68 Reinforcing Howitzer
77 Gigantic Grenade
80 B9 Mortar
83 Cannon DZ

REQUEST - GUNSHIP

0  150mm Single Aircraft A
0  Machine Cannon A
0  105mm Rapid Gun A
2  Rocket Cannon A
3  120mm Suppression Gun A
3  150mm Single Weapon B
4  180mm Cannon
5  105mm Rapid Gun B
7  Rocket Cannon B
10 Machine Cannon B
13 120mm Suppression Gun B
15 150mm Lapis 1
17 Rocket Cannon C
19 Machine Cannon C
21 105mm Rapid Gun C
25 150mm Single Cantilever C
27 A1 Minigun
28 120mm Suppression Gun C
30 105mm Flash Gun
35 150mm 3 Gun Cannon
38 A2 Minigun
40 Rocket Cannon D4
43 105mm Rapid Gun 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 Gun Y
64 Vulcan Cannon M1
67 T1 Rocket Cannon
70 150mm 4 Gun Cannon
77 120mm Suppression Crush Cannon
81 Vulcan Cannon M2
82 150mm Cannon D
84 105mm Rapid Gun Z
86 T2 Rocket Cannon
87 150mm Gun V Lapis

REQUEST - BOMBER

0  Battle Bomber KM6
1  Reconnaissance Bomber
3  Battle Bomber Kamui
6  Heavy Bomber Westera
9  Battle Bomber KM6 Plan 3
14 Heavy Bomber Phobos
17 Battle Bomber KM6 Plan X2
20 Heavy Bomber Phobos Plan 2
21 Heavy Bomber Westera B
23 Battle Bomber KM6 Plan W2
24 Battle Bomber Kamui B
27 Heavy Bomber Phobos Plan 3
32 Battle Bomber KM6 Plan X4
33 Battle Bomber Kamui B2M
38 High-Speed Bomber KM6 F1
43 Heavy Bomber Probos Plan 4
46 Heavy Bomber Westera B Plan X2
48 Battle Bomber KM6 Plan X9
50 High Speed Bomber KM6F2
52 Battle Bomber Kamui C1
56 Heavy Bomber Phobos Plan 10
58 Heavy Bomber Phobos BX
60 Battle Bomber KM6 Plan W3
61 Phobos Cluster Bomb Heavy Bomber
62 High Speed Bomber KM6 F2 Plan W2
66 Heavy Bomber Westera C Plan W2
71 Heavy Bomber Phobos Z
75 Battle Bomber KM6 Plan X5
77 Battle Bomber Kamui CX
80 Battle Bomber KM6 FX
84 Heavy Bomber Westera DA
86 Battle Bomber KM6 Plan Z4
88 Heavy Bomber Phobos Z Plan 4

REQUEST - MISSILE

2  AH Cruise Missile
7  AH High Speed Missile Group
13 AHM Cruise Missile
16 Lionic U20
17 Tempest A1
25 Lionic U30
32 Tempest A2
37 N5 Cruise Missile
43 Lionic UA35
57 N6 Cruise Missile
72 Tempest A3
75 Tempest AT
80 Lionic UA45
83 N6AT Cruise Missile
87 Tempest ATS

REQUEST - SATELLITE

4  Bulge Laser A
7  Bulge Laser B
8  Sprite Fall A
11 Bulge Laser C
18 Bulge Laser D
22 Sprite Fall B
26 Bulge Laser R1
30 Sprite Fall Shooting Mode Beta
35 Bulge Laser R2
40 Sprite Fall C
45 Bulge Laser Irradiation Mode S
54 Sprite Fall R
60 Bulge Laser Irradiation Mode D
63 Sprite Fall Power Mode
66 Sprite Fall Shooting Mode Beta2
70 Bulge Laser Irradiation Mode F
72 Sprite Fall Maximum
76 Sprite Fall Destroy
83 Sprite Fall Shooting Mode Beta3
90 Bulge Laser Irradiation Mode Z

LIMPET GUNS

0  Limpet Gun
1  Limpet Snipe Gun
2  Limpet Gun D
3  Limpet Snipe Gun A2
8  Limpet Gun M2
12 Limpet Snipe Gun D
15 Limpet Splendor
22 Limpet Gun M3
26 Splendor Shot
31 Limpet Chain Gun
33 Limpet Snipe Gun A3
38 Limpet Detector
43 Limpet Shot
47 Buster Bomb
52 Limpet Splendor ME
55 Limpet Snipe Gun F3
61 Limpet Detector ME
65 Limpet Gun MA
67 Limpet Snipe Gun ME
78 Limpet Gun MT
85 Limpet Splendor ZD
87 Limpet Snipe Gun ZD
89 Limpet Chain Gun ZD

INSTALLATION WEAPON

Bombs
0  Robot Bomb
12 Assault Beetle
18 B Type Robot Bomb
28 C Type Robot Bomb
38 Patroller
42 Assault Beetle DA
53 D Type 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

ZE Series: Machine gun.
FZ Series: Flamethrower.
Sniper Series: Long range.
Launcher Series: Rocket shells.

SUPPORT EQUIPMENT

Laser Guidance
1  Laser Guided Equipment
6  High-Speed Laser-Guided Equipment
34 Laser Guided Device T2
57 Laser Guided Device T3
81 Laser Guided Device T4

Beacons
2  Guided Beacon Gun
14 Guided Beacon Gun M2
40 High Power Beacon Gun
51 Guided Beacon Gun M3
64 Power Beacon Gun
77 Guided 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 Pillbox
8  Decoy [Green]
13 Anti-Aircraft Protection Pillbox
21 Wide Wall Pillbox
29 Decoy [Blue]
32 Electromagnetic Pillbox M2
40 Personal Shelter
56 Electromagnetic Prison
63 Decoy [Yellow]
69 Anti-Aircraft Protection Pillbox ME
72 Electromagnetic Pillbox GH
78 Borderline
82 Decoy [Black]
88 Electromagnetic Walls
89 Absolute Pillbox

Suppress Guns
2  Suppress Gun
14 Suppress Gun B2
31 Suppress Gun GA
60 Suppress Gun MH
78 Suppress Gun MH2

COMBAT VEHICLE

0  None
6  Blacker E1
7  Blacker A1
12 B651 Titan
16 Blacker E2
17 Blacker A2
18 Meltbuster
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

VEHICLE

2  Armored Vehicle Grape
6  Caravan Armored Rescue Vehicle
6  Negling Self-Propelled Missile
8  Armored Vehicle Grape M2
16 Armored Vehicle Grape AP1
18 Caravan Armored Rescue Vehicle CS
21 Negling Self-Propelled Missile XM
32 Armored Vehicle Grape M3
37 Armored Vehicle Grape RA
39 Caravan Armored Rescue Vehicle M2
43 Negling Self-Propelled Missile D1
50 Armored Vehicle Grape AP2
58 Caravan Armored Rescue Vehicle Turbo
65 Negling Self-Propelled Missile D2
66 Armored Vehicle Grape M9
76 Caravan Armored Rescue Vehicle S Turbo
77 Armored Vehicle Grape RZ
80 Negling Self-Propelled Missile XEM

HELICOPTER

11 N9 Eros
22 N9 Eros Bercher
37 N9 Eros Blaze
68 N9 Eros Vulture D
79 N9 Eros Vulture ZA
85 N9 Eros Sigma

COMBAT FRAME

2  Combat Frame Nix A
5  Nix Grenadier
7  Combat Frame Nix A2
10 Nix Red Body
16 Combat Frame Nix B
20 Nix Battle Cannon
27 Combat Frame Nix C1
35 Nix Missile Gun
45 Nix Red Shadow
57 Combat Frame Nix C3
75 Nix Destroy Cannon
80 Nix Red Guard
83 Nix Grenadier EZ
87 Combat Frame Nix ZC

SPECIAL WEAPON

1  Depth Crawler I
11 Depth Crawler Flame
19 Depth Crawler II
28 BMX Proteus
31 Depth Crawler Heavy Custom
46 Gigantic Unloader Balga
46 Depth Crawler III
52 Depth Crawler S Range Custom
53 BMX10 Proteus Burst
66 Gigantic Unloader Balga G Type
67 Depth Crawler L Range Custom
77 Depth Crawler IV
80 BMX10 Proteus Gamma
85 Depth Crawler IV Custom
87 War Balga

########
#FENCER#
########

STRIKING WEAPONS

0  Vibro Hammer
1  Vibro Hammer F3
2  Force Blade
4  Vibro Roller
9  Vibro Hammer FA
11 Force Blade D
13 Vibro Hakken
15 Volcano Hammer
19 Dynamo Blade
30 Vibro Roller D2
35 Vibro Hammer FV
39 Force Axe
41 Quake Hakken
43 Volcano Hammer D
46 Vibro Hammer D3
50 Dynamo Blade M2
54 Quake Hakken ZD
56 Volcano Hammer ZD
61 Force Blade MA
66 Force Axe G2
69 Finest Hammer
76 Force Axe G3
79 Vibro Roller D9
83 Dyna Force Blade

CLOSE RANGE WEAPONS

0  Blast Hole Spear
3  Flashing Spear
6  Jackhammer
11 Spine Driver
16 Blast Hole Spear M2
20 Blast Twin Spear
22 Flashing Spear M2
26 Jackhammer M2
31 Spine Driver M2
35 Flashing Spear M3
41 Blast Twin Spear M2
44 Blast Hole Spear M4
46 Jack Hammer M3
50 Spine Driver M3
51 Flashing Spear M4
55 Blast Hole Spear M5
59 Jack Hammer M4
63 Blast Twin Spear M3
67 Blast Hole Spear M6
69 Spine Driver M4
77 Jack Hammer MA
78 Blast Hole Spear MS
80 Blast Twin Spear M4
81 Flashing Spear M5
84 Spine Driver MA

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

MACHINE CANNONS

0  FG7 Hand Gatling
0  Gallion Lightweight Cannon
1  Dexter Automatic Shotgun
5  Flame Revolver
7  FG8 Hand Gatling
10 Gallion Rapid Fire Cannon
12 Dexter Automatic Shotgun D1
17 Flame Revolver D
19 UT1 Hand Gatling
21 Gallion Lightweight Cannon M2
23 Disruptor
27 FG9 Hand Gatling
32 FGS Diffusion Gatling
35 Dexter Automatic Shotgun D2
37 Gallion 3 Blast Cannon
40 Flame Revolver DC1
42 UT2 Hand Gatling
45 Gallion Lightweight Cannon M3
50 Dexter Automatic Shotgun G
52 FG10 Hand Gatling
57 Gallion 3R Burst Cannon
60 Flame Revolver DC2
62 Power Disruptor
65 FG20 Hand Gatling
68 Gallion Rapid Fire Cannon Gun M2
70 Dexter Automatic Shotgun ZA
72 UT3 Hand Gatling
75 Gallion Armor Gun
76 Maximum Disruptor
77 Dexter Automatic Shotgun ZG
80 FGZ Hand Gatling
82 Hellflame Revolver

ARTILLERY

Cannons
0  NC101 Hand Cannon
1  30mm Gaaria Heavy Cannon
2  Powerdyne
6  NCS1 Cannon Shot
10 30mm Gaaria Heavy Cannon M2
16 25mm Lightweight Canister Gun
20 NC102 Hand Cannon
28 NC103 Hand Cannon
33 30mm Gaaria Heavy Cannon M3
40 NC104 Hand Cannon
45 NCS2 Cannon Shot
51 NC201 Hand Cannon
58 30MM Canister Cannon
65 NC202 Hand Cannon
70 35mm Gaaria Heavy Cannon
75 NCSS Cannon Shot
78 NC290 Hand Cannon
82 35mm Battle Cannon

Mortars
0  FH10 Lightweight Mortar
4  YH1 Shot Mortar
9  FHD1 Heavy Mortar
12 YH2 Shot Mortar
15 FH11 Lightweight Mortar
18 FHD Double Mortar
28 FH12 Lightweight Mortar
33 FHD Triple Mortar
38 FH21 Lightweight Mortar
42 YH3 Shot Mortar
53 FH22 Mortar
62 FHER Heavy Bomb Mortars
78 FH29 Mortar
83 YH7 Shot Mortar
87 FHEZ Super Heavy Mortar

MISSILE LAUNCHERS

1  Armhound
2  Bloodstorm
3  Leviathan
8  High Tile Multi-Stage Missile
13 Arcane Six-Missile
18 FG01 High Altitude Assault Missile
22 Phoenix
29 G2 Armhound
30 High Tile Multi-Stage Missile M2
32 M2 Bloodstorm
34 Leviathan MA
38 FG02 High Altitude Assault Missile
43 Phoenix 2
47 Arcane Six-Missile G2
51 High Tile Multi-Stage Missile
55 G3 Armhound
58 Wild Leviathan
63 Phoenix X
66 Arcane Six-Missile GA
71 FGX High Altitude Assault Missile
80 GX Armhound
81 High Tile Multi-Stage Missile WX
84 Phoenix WX
86 Arcane Six-Missile GX

BOOSTER REINFORCEMENT

0  Nothing

0  Nothing

1  Ad Booster
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%

SHIELD STRENGTHENING

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 

ENHANCED ARTILLERY

5  Muzzle Stabilizer
Recoil Reduction 40%

12 Muzzle Stabilization Device 2 Type
Recoil Reduction 60%

30 Muzzle Stabilization Device 3 Type
Recoil Reduction 70%

43 Muzzle Stabilization Device 4 Type
Recoil Reduction 80%

57 Muzzle Stabilization Device 5 Type
Recoil Reduction 90%

76 Muzzle Stabilizer S Type
Recoil Reduction 100%

SKELETON REINFORCEMENT

0  V1 Skeleton
Movement Impact 70%, Turning Inertia 70%, Walking Speed 110%

7  V1 Leg Skeleton
Movement Weight 50%, Walking Speed 130%

15 V1 Arm Skeleton
Inertial Weight 50%

32 V2 Skeleton
Movement Impact 50%, Turning Inertia 50%, Walking Speed 120%

47 V2 Leg Skeleton
Movement Weight 25%, Walking Speed 150%

53 V2 Arm Skeleton
Inertial Weight 25%

65 V3 Skeleton
Movement Impact 25%, Turning Inertia 25%, Walking Speed 130%

70 V3 Leg Skeleton
Movement Weight 0%, Walking Speed 170%

79 V3 Arm Skeleton
Inertial Weight 0%

85 VZ Skeleton
Movement Impact 0%, Turning Inertia 0%, Walking Speed 150%

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.

Achievement 5% (Bronze)
Complete 5% of missions.

Achievement 10% (Silver)
Complete 10% of missions.

Achievement 15% (Bronze)
Complete 15% of missions.

Achievement 20% (Silver)
Complete 20% of missions.

Achievement 25% (Bronze)
Complete 25% of missions.

Achievement 30% (Silver)
Complete 30% of missions.

Achievement 35% (Bronze)
Complete 35% of missions.

Achievement 40% (Silver)
Complete 40% of missions.

Achievement 45% (Bronze)
Complete 45% of missions.

Achievement 50% (Silver)
Complete 50% of missions.

Achievement 55% (Bronze)
Complete 55% of missions.

Achievement 60% (Silver)
Complete 60% of missions.

Achievement 62% (Bronze)
Complete 62% of missions.

Achievement 64% (Bronze)
Complete 64% of missions.

Achievement 66% (Bronze)
Complete 100% of missions.

Achievement 68% (Bronze)
Complete 100% of missions.

Achievement 70% (Silver)
Complete 70% of missions.

Achievement 72% (Bronze)
Complete 72% of missions.

Achievement 74% (Bronze)
Complete 74% of missions.

Achievement 76% (Bronze)
Complete 76% of missions.

Achievement 78% (Bronze)
Complete 78% of missions.

Achievement 80% (Silver)
Complete 80% of missions.

Achievement 82% (Bronze)
Complete 82% of missions.

Achievement 84% (Bronze)
Complete 84% of missions.

Achievement 86% (Bronze)
Complete 86% of missions.

Achievement 88% (Bronze)
Complete 88% of missions.

Achievement 90% (Gold)
Complete 90% of missions.

Achievement 92% (Bronze)
Complete 92% of missions.

Achievement 94% (Bronze)
Complete 94% of missions.

Achievement 96% (Bronze)
Complete 96% of missions.

Achievement 98% (Bronze)
Complete 98% of missions.

Achievement 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.

-------------------------------------------------------------------------------
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violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

Copyright 2018 Brian Nii
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