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Reverse Collapse: Code Name Bakery/Chapter 4

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"I can't sleep yet, I still have work to do..."

This article still needs to be completed with this content: Screenshots of collectibles locations, better picture of the timeline.
You can help us by contributing.

The 38 levels of the chapter.

This is a list of levels in Chapter 4 of Reverse Collapse: Code Name Bakery. Players will be familiar with many of the levels in this chapter and individual runs tend to be shorter.

During this chapter, the Timeline menu is available in the preparation phase. This menu enables a Visual Leap to a Divergence Point from a previous level, which represents a decision that might lead to different story outcomes and new branches of the chapter's timeline. Reaching the end of a timeline grants Memory Points, which can be spent to Memory Leap to the preparation phase of a previously completed level on the same timeline. Reaching several "bad endings" and accumulating Memory Points will unlock the branches leading to the "true ending".

Due to the lack of linearity in this chapter, levels are ordered by their internal ID.

Divergence Point

Jefuty unlocks the special skill Backtrack at the start of this level.

Story

Jefuty meets with the shadow in her garden. The shadow announces that their fated moment has come, and that "she" will now face a test to bring them to a completely different future. Jefuty remarks that "her" misfortune was even greater than her and the shadow's.

Jefuty's memories arrive to the point in time just after Lige was destroyed by the tank. Her choices are to hurry and help Mendo survive the attack on Squad Fox 1's convoy, or hurry to the URNC base. Though the temptation to give up and stop looping time remains, she can't waste the efforts of her previous selves and can't get used to the deaths of her comrades.

Units
  • Playable
    • Jefuty
  • Enemies
    • Scouts
    • Elite Scout
    • Sniper
    • Commandos
    • Elite Commando
    • Svarog
Map
Exiting the map from the left leads to the level Fighting Side by Side.
Exiting the map from the right leads to the level Iron Bridge Conflict.

A Sniper holding a weapon accessory for Jefuty will arrive from the bottom on turn 2.

Secrets

Fighting Side by Side

Story
Units
  • Playable
  • Enemies
Map
Secrets

Support in the Woods

Story
Units
  • Playable
  • Enemies
Map
Secrets

Deviation

Story
Units
  • Playable
  • Enemies
Map
Secrets

Preemptive Strike

Story

The TASA force fight their way to the entrance of the mine. As trapping the troublesome Jevon inside the mine is necessary to rescue Lige according to her memories, Jefuty detonates the charges at the entrance. Going straight for the base while passing through Küie Cliff for Atena to hack the transmission towers, Jefuty doesn't try to connect with Lige and prepares to lure the URNC out of the base.

Units
  • Playable
    • Jefuty
    • Mendo
    • Jevon
    • Atena
  • Enemies
    • Scouts
    • Elite Scouts
    • Sniper
    • Elite Sniper
    • Commandos
    • Elite Commandos
    • Medics
    • Machine Gunners
    • Elite Machine Gunner
    • Elite Commander
    • Elite Machine Gunner - Gouo
Map
This level leads to High Ground Setup.

The map is the same as Chapter 2 Act 5, but your units start on the bottom left instead of the center. Multiple enemy reinforcements will try to flank you as you advance.

Beware of the Elite Machine Gunner, which is not only beefy but capable of inflicting Untreatable to your units, preventing the use of healing for 1 turn after an attack. The boss Machine Gunner is not only even beefier at 1400 HP and 114 evasion, but boosts the crit rate of allies 5 tiles away by 30% and has several effects immunities.

The Elite Scout directly before you holds a suppressor weapon accessory. An Elite Commando on the top left holds the materials for a tier 2 turret.

Secrets

High Ground Setup

The Max AP of the entire team is increased from 14 to 15 and Training Simulation - Stealth is unlocked at the start of this level.

Story

Jefuty, Mendo and Atena are scouting Küie cliff before staging their diversion, and Jefuty informs them that they will face armored units.

When deciding to avoid a big fight, Jefuty informs Atena of Carl's backdoor and they hatch a plan for Jefuty and Mendo to search for Lige in the quarantine zone (taking care to avoid the amusement park) while Atena and Carl prepare their evacuation.

Units
  • Playable
    • Jefuty
    • Mendo
    • Atena
  • Enemies
    • Scouts
    • Elite Scouts
    • Snipers
    • Commandos
    • Elite Commandos
Map
Eliminating all enemies, or reaching the designated location then choosing to ambush the enemies leads to Panicked Battle (Bad End route!).
Reaching the designated location then choosing to evacuate leads to Zombieland.

Depending on your approach, a pretty technical stealth map (going on a sleeping dart spree in the final stealth phase isn't possible as the commando near the tower will always wake up on his own, make good use of the changing visual range of the patrolling commando), or a big combat map with lots of enemies. Don't sleep on the purple tiles containing an advanced upgrade blueprint and a sight weapon accessory.

Secrets

Panicked Battle

Story
Units
  • Playable
  • Enemies
Map
Secrets

Deep in the Tiger's Den

Story
Units
  • Playable
  • Enemies
Map
Secrets

Iron Bridge Conflict

Story

Jefuty arrives at the bridge ahead of schedule. She notices that the soldiers there are stronger than previously. Her choices are to quickly cross the bridge while it is lightly guarded, or handle the enemies in the base ahead of time to facilitate Mendo's retrieval of the bridge's code, in which case they reunite and try to make their way towards the refugees transport.

Units
  • Playable
    • Jefuty
  • Enemies
    • Scouts
    • Commandos
    • Elite Commandos
    • Sniper
    • Machine Gunners
    • medic
Map
Eliminating all enemies leads to the level Race against Time.
Crossing the bridge leads to the level Choice.

This mission can be handled with pure stealth or a combination or stealth and force depending on the chosen objective. Bring soporific darts to make your life easier in any case, giving you the option to sedate all enemies in the first area and come back to kill them once you've cleared the base. There's a gap in the rounds of the guards on the bridge making it possible to sedate them without causing an alert. Stealth is no longer an option once you reach the base due to overlapping enemy fields of vision.

The purple tile in front of the bridge contains an intermediate weapon blueprint (if you used stealth and sedated the Scout on this tile, making it impossible to stop on it, pass through to get the item). The purple tile in the base contains a grip weapon part.

Secrets

Choice

Story
Units
  • Playable
  • Enemies
Map
Secrets

Cornered Beast

Story
Units
  • Playable
  • Enemies
Map
Secrets

Zombieland

Story

Jefuty and Mendo must cross a highly irradiated former tourist area, crawling with ELIDs. After sneaking through a zoo inhabited by a Lambda ELID, they prepare blood bullets and Jefuty disapproves of Mendo's fascination for ELIDs when he plan to lure the Lambda into the URNC forces. Instead of going for the Epiphyllum field, Jefuty plans to lure Lige to the checkpoint, where they will meet Atena and Carl and will be able to use the ELIDs in the fight against the Werewolves.

Units
  • Playable
    • Jefuty
    • Mendo
  • Enemies
    • Terminally Infected Individual
    • Transmogrified Infected Individual
    • Super Mutant Lambda
Map
This level leads to Escape.

A less convoluted version of Chapter 3 Act 1, where stepping on "Fragile Wooden Bridge" tiles will leave an impassable tile and bring in more enemies. Activating the Control Room on the right edge of the bottom forest will open the gates of the zoo but make the Lambda start patrolling, forcing you to crawl.

The purple tile on the way to the second part of the map is a grip weapon accessory and the one in the zoo a sight weapon accessory.

As in 3-1, Jefuty will start shivering in fear if Mendo is over 4 tiles away.

Secrets

Escape

Story

While the "phonographs" set up by the TASA team have gathered enough "zombies" to slow down the URNC reinforcements, their road to the quarantine wall is blocked when ELIDs move wrecked vehicles in the way, forcing their to take a detour. To Jefuty's distaste, Mendo also managed to lure the Lambda ELID to the area. They run into Lige and manage to weaken her, but Sugar seemingly knew about their plans and prevents them from capturing her. The TASA force blows up the quarantine gate to run away with Carl. Jefuty plans to recover Lige in the base again, as Sugar is supposed to get crushed and momentarily taken out of the picture in this way, while searching for more ways to secure a neural inhibitor.

Units
  • Playable
    • Jefuty
    • Mendo
    • Atena
  • Enemies
    • Scouts
    • Snipers
    • Elite Snipers
    • Commandos
    • Elite Commandos
    • Machine Gunners
    • Commander
    • Special Forces - Skull
    • AA-03s
    • Devana
    • Mitotic Shrike Specimens
    • Lige
    • Sugar
    • Terminally Infected Individual
    • Transmogrified Infected Individual
Map
This level leads to Night Scouting.

Same map as Chapter 3 Act 3. Bring both power weapons and distraction equipment. Starts as a stealth mission, then turns into a boss fight against a beefy Lige amidst the ELID/URNC fighting. Make a manual save at the start of this phase and make good use of the blood grenades to boost your damage against Lige (you should have enhanced Jefuty's Collapse Bombardment skill to the point where it can quickly deal with her). Phase 3 will have you destroy the quarantine door again, either with a bombardment tower or with your own power weapons.

Remember that the Lambda ELID can hear you from far away and make you a target for other ELIDs. The Lambda will not be as reliable at clearing enemies as before due to the possibility of it getting insta-killed by the Shrikes. Kill enemies with bombardments to give your units some SP to use. Killing Sugar might be tempting, but it won't yield any reward.

The purple tile in the center is an advanced blueprint, and the ones on the bottom a cheat item, the materials for a tier 3 turret and a sight weapon accessory.

Secrets

Night Scouting

Story

After easily entering into the undermanned base, Jefuty and Mendo plant bombs while Atena hacks into the signal tower and Carl searches for a neural inhibitor. While Carl finds files about the inhibitor, he finds that they their content has been destroyed. At the lab, Jefuty decides to enter the lab alone as to not endanger Mendo, sending him to setup more bombs with Carl. Jefuty removes as much of the Progenitor's erosion from Lige's Virtual Cognition Image before the lab explodes and Sugar appears.

Units
  • Playable
    • Jefuty
    • Mendo
    • Carl
  • Enemies
    • Scouts
    • Elite Scouts
    • Commandos
    • Machine Gunners
    • Commanders
    • Elite Commander
Map
On first play, this level leads to Blood Horror (bad ending!).
On second play, choosing Beria leads to Confrontation.

The same stealth map as Chapter 3 Act 5, but shorter as the area previously assigned to Mendo alone is now split into him and Jefuty, and the searchlights will be down starting turn 3. As before, you'll only need to get one character to the top right of the screen to complete the mission after planting the bombs.

Carl can enter the buildings along his route, from left to right, they contain: fragmentation grenades, mechanical induction valves (for IEM mines) and medicine, soporific darts, 400 parts (choose to enter a random password), an explosive kit (to make an RC Bomb) and 600 parts. Searching all six locations will net you an achievement.

The purple tile on the left side contains a sight weapon accessory. The purple tile on the bottom of the right side is a grip weapon accessory, and the one on top contains a Camouflage Standee material and cheat item.

Secrets

Lone Infiltrator

Story
Units
  • Playable
  • Enemies
Map
Secrets

Caged Bird

Story
Units
  • Playable
  • Enemies
Map
Secrets

Blood Horror

Story

Entering Lige's VCI, which has the form of a manor garden, Jefuty finds that is has been strongly eroded by the Progenitor, and must fight off the Shrike Consciousnesses keeping Lige captive. After Lige regains consciousness, she opens the doors of the garden and they flee.

Lige has a flashback to her time as "β Organism-19782", when she was first released from confinement, feeling like she had forgotten something important. A voice then promised her that she could never be in pain again as long as she did what she said. The voice called her "a carrier before the shift in destinies" and claimed that she cannot abandon those born as one with her, as part of her destiny. At that time, Jefuty first felt that she was a strange Shrike mitotic specimen because she had a consciousness and could hear her. Lige found Jefuty's name familiar, and Jefuty warned that she shouldn't let the other Shrike consciousnesses discover her and pledged to help her.

During the GAVIRUL Project in 2084, Professor Philip and Jefuty were forced to run tedious experiments on William's orders, as he was the only one who could supply them with genetic samples from the Goddesses. Though Philip felt the situation was mutually beneficial since William also needed their work to confirm his findings, he did call William a perverted man. Jefuty loathed William, mocking his strenuous security protocols as a proof that he feared death, and calling him a monster for not feeling any remorse from creating and killing en masse the human-looking Shrikes. She felt that Philip would pay the price for working with William.

Jefuty was used to run basal consciousness tests on mitotic specimens, trying to detect a consciousness in the subjects. William and Philip then proceeded with gene comparison and analysis of the differences in the specimens' superimposed divisions compared to the original Ensign Cells. William's end goal was to produce a subject with a virtual consciousness, able to elicit consciousness resonance and access Nirvana, a condition to interact with Relics. Jefuty believed this couldn't happen in artificial beings and that William should have her make contact with he Relic he wanted to use, but treaties ruling Relics as off-limit prevented William from doing so freely.

Though she hated the process, Jefuty cooperated that day as she felt a strange reaction on one of the test subjects, and identified the source as the only specimen who displayed fear when she was presented to her. She also felt that she was familiar, in a different way from "the other one". Though Jefuty claimed to William that she couldn't feel a consciousness in the specimen, she still asked to meet her directly instead of through safety glass. Though Philip was opposed to endanger Jefuty, William claimed they should always follow the words of their "goddess". After making contact with the specimen, Jefuty accessed her own memories from the future, and found another VCI like her own. Feeling pain from the intrusion into her VCI, the specimen attempted to strangle Jefuty, who managed to soothe her. The guards eliminated the specimen and returned it to its petri dish, but Jefuty insisted to keep her alive while still denying that she possessed a consciousness. Jefuty then privately asked Philip to get the specimen transferred to his lab so she could inspect her consciousness further.

The voice ordered Lige to tell Jefuty which memories were not hers to feel better, and Jefuty told Lige not to fear the Shrikes as they were just imitations. Jefuty saved Lige because she had not met anyone possessing a VCI ever since William had shut down the Relic response experiment, and Lige possessed one while still being connected to the Progenitor's consciousness due to her nature as a Shrike. Jefuty then claimed they were sisters, though both inhuman, as evidenced by their telepathic abilities. After she was brought to Philip and Helena's lab, Lige felt that Jefuty had more reasons to protect her that she had shared, and Jefuty indeed also intended to deny William his prize. Lige's hair was cut shorter and Jefuty had the staff take a picture, before giving her her name. Jefuty then promised to make her a gift that would make her life free from worry, a neural inhibitor Jefuty designed herself. Helena arranged the surgical removal of Lige's frontal lobe, making her undetectable by the Shrike's Progenitor, called "Noylu", and giving them time to install the inhibitor before it regenerated.

Jefuty feared that her extreme demands would strain the professors' trust in her, and that her intentions were impure because she didn't simply felt the need to save Lige, but also to deny William his success. But both Philip and Helena believed in her intentions, even if they were mixed with pragmatic choices, and should have a family like a normal child, even if she possessed knowledge and memories not her own. Helena also opened up about being torn between being a mother to Jefuty, whom she had birthed, and a researcher who kept using her as a research tool. To this, Jefuty replied that she shouldn't blame herself as they had both demonstrated their kindness outside of experiments, despite forming a fake family (though she argued there wasn't enough ground to consider Philip has her father). Jefuty concluded that she had grown beyond a tool to study Relics thanks to Philip and Helena, and wanted to try loving someone else than the professors and protecting her family.

The inhibitor was a success, and Lige was freed from the voices of the Shrikes. Jefuty took her on a weapons training course, knowing that they would need it in the future. Helena found a mutation in Lige's genetic sequence, proving that most of body, including skeletal structure, organs, blood vessels and nervous system, was very similar to Jefuty's, though made of Shrike cells. This finding would help her and Philip formulate the anti-Shrike serum they planned to use on Jefuty. This was around the same time Jefuty and Mendo met for the first time, as Helena and Philip had brought him to the lab in order to use their own child, whose genetic sequence was closest to Jefuty due to their shared mother, as a test subject for the serum. Helena had only agreed because her own body could no longer take the stress of the tests, and they perceived it as their punishment for agreeing to work with William. Philip optimistically saw it as giving their son a chance to fight the fate they burdened him with, and a chance to make him a potential human world-saver, instead of a fully-immune individual.

Back in the present, Lige's consciousness was momentarily freed from the Progenitor's erosion, speeding up her recovery to the point that Jefuty was able to leave the lab before the explosion occurred, and the TASA force left to meet Squad Razor in Krasnoyarsk Mountains before the base was hit by the air strike. The Werewolves' pursuit again forced them to abandon their vehicle some way from Razor, and Jefuty hoped that Jevon would be able to hold Oleg back this time.

Units
  • Playable
    • Jefuty
    • Lige
  • Enemies
    • Shrike Consciousnesses
    • Scouts (illusion)
    • AA-03s (illusion)
Map
This level leads to Snow Mountain Interception.

No items or skills in this map. Puzzle maps where you weave through the static enemies and protect Lige. Jefuty is healed after each successful segment. The direction of the turrets can be adjusted if you are standing near them, they will need to be carefully adjusted so their firing turns don't overlap.

The Memory Shards will combine into two key items called Memory Fragment I and Memory Fragment II (not shown on-screen), which are necessary to see the whole post-level story.

Secrets

Snow Mountain Interception

The Max SP of the entire team is increased from 70 to 80 and Training Simulation - Hunt is unlocked at the start of this level.

Story

While the TASA force is fighting its way to Squad Razor, Razor and Jevon arrive on the battlefield, soon followed by Oleg. Lige wakes up and also joins the battle. After the AU forces break through and board the transport to the evacuation point. En route, they receive a call from Crane, who accuses them of trying to killing him in the bombardment and keep his pay, and warns that the Central Defense Bureau has deployed forces en masse to recapture Lige. He offers to reveal a weak spot in the URNC's defenses to land the evacuation aircraft, and give them Lige's neural inhibitor. He demands five Reverse-Collapse devices in exchange, to be delivered in person in an abandoned village at the foot of Mount Kushtau. Carl agrees to make use of the delay before the transport arrives to meet Crane and pacify Lige, and Jefuty insists to take Lige with them so she can't massacre the TASA forces.

Crane is absent at the meeting point, and Jefuty warns the AU soldiers of the incoming armored ambush through the old heavy artillery unit tracks in the area.

Units
  • Playable
    • Jefuty
    • Mendo
    • Atena
    • Carl
    • Jevon
    • Lige
  • Enemies
    • Scouts
    • Elite Scouts
    • Snipers
    • Elite Snipers
    • Commandos
    • Elite Commandos
    • Medics
    • Elite Medics
    • Special Forces - Skulls
    • Special Forces - Nightmares
    • Special Forces - Cyclones
    • Elite Special Forces - Cyclones
    • Simargls
    • Porevits
    • Marzannas
    • Filins
    • AA-03s
    • AA-03B4M
    • Svarogs
    • Oleg
Map
This level leads to Lure the Enemy.

Same map as Chapter 3 Act 6, but with much limited opportunities to cause avalanches and much tougher enemies. Jevon will arrive as you ascend to attack enemies from the rear with his ultimate skill already active, giving you an opportunity to replenish your items (the TASA soldiers won't join the battle). The enemy will do the same shortly after when Oleg arrives on the field, but you'll have another preparation phase where Lige joins your team. Lige is specialized in close combat and drains enemy HPs.

The AA-03 on the left side has a muzzle weapon accessory, and the boss carries a tier 3 turret material and advanced upgrade blueprint. The purple tile on the barricade contains a barrel weapon accessory.

Secrets

Lure the Enemy

Story
Units
    • Jefuty
    • Mendo
    • Atena
    • Carl
    • Jevon
    • Lige
  • Playable
  • Enemies
    • Scouts
    • Elite Scouts
    • Elite Snipers
    • Commandos
    • Elite Commandos
    • Medics
    • Elite Medics
    • Elite Machine Gunners
    • Kirill
Map
Secrets

All-Consuming

Story
Units
  • Playable
  • Enemies
Map
Secrets

Race against Time

Story

After they opened the bridge to cut off their pursuers, Jefuty and Mendo are faced with heavy resistance. Their choice is to manage to break through to the northeast towards the convoy, or steal a snowmobile in a nearby shed.

By managing to break through to the convoy, Jefuty and Mendo ride with the GRF and reach Squad Razor's safehouse on time. When they try to fall back to the second safehouse in the mine, they find it already under the URNC's control and must fight their way to the exit tunnel.

Units
  • Playable
    • Mendo
    • Jefuty
  • Enemies
    • Scouts
    • Elite Scouts
    • Snipers
    • Commandos
    • Elite Commandos
    • Medic
    • Machine Gunner
    • Commander
Map
Exiting the map from the top leads to the level Preemptive Strike (only open before turn 6).
Exiting the map from the bottom leads to the level Support in the Woods.

The enemy commander has a sight weapon part and the scout at the top some materials to craft EMP Mines.

Secrets

Secret War

Story
Units
  • Playable
  • Enemies
Map
Secrets

The Rescue

Story
Units
  • Playable
  • Enemies
Map
Secrets

No Escape

Story
Units
  • Playable
  • Enemies
Map
Secrets

Enticement

Story
Units
  • Playable
  • Enemies
Map
Secrets

Honeypot

Story
Units
  • Playable
  • Enemies
Map
Secrets

Nightmare

Story
Units
  • Playable
  • Enemies
Map
Secrets

Eviction Notice

Story
Units
  • Playable
  • Enemies
Map
Secrets

Dead End

Story
Units
  • Playable
  • Enemies
Map
Secrets

Forward Pressure

Story
Units
  • Playable
  • Enemies
Map
Secrets

Mutual Destruction

Story
Units
  • Playable
  • Enemies
Map
Secrets

Rapid Advance

Story
Units
  • Playable
  • Enemies
Map
Secrets

Treacherous Road

Story
Units
  • Playable
  • Enemies
Map
Secrets

The Final Battle

Story
Units
  • Playable
  • Enemies
Map
Secrets

The Final Battle II

Story
Units
  • Playable
  • Enemies
Map
Secrets

Midnight Stratagem

Story
Units
  • Playable
  • Enemies
Map
Secrets

Negotiation

Story
Units
  • Playable
  • Enemies
Map
Secrets

Confrontation

Story
Units
  • Playable
  • Enemies
Map
Secrets

Previous Chapter: Chapter 3 Next Chapter: Chapter 5