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Mendo

Mendo Martin[1] (蒙德)[2]
Information
Full name Mendo Martin[1] (蒙德)[2]
Affiliation

Antarctic Union, MID

Birthday ?
Voice actor
Artist Unknown

Playable character in Reverse Collapse: Code Name Bakery.

Contents

In Reverse Collapse: Code Name BakeryEdit

Traits and SkillsEdit

Attributes
  • Obsession: Upon taking lethal damage, does not enter Critical Condition, but instead recovers to full HP (can only trigger once per battle).
  • Cover Utilization (Unlocked at level 5): When positioned in ruins, buildings, pillboxes or self-constructed cover, increase evasion by 10.
  • Turret Calibration (Unlocked at level 12): Turrets within 4 tiles gain 10% attack.
  • Finding The Rhythm (Unlocked at level 20): After every 3 normal attacks, the next normal attack's damage dealt is increased by 30%.
  • Miraculous Escape (Unlocked at level 30): When current HP drops below 50%, increase accuracy by 10, evasion by 10, and normal damage by 10%. For every additional 25% of Max HP lost, increase accuracy by 5, evasion by 5, and normal attack damage by 5%.
Unique Attribute (also called Special Trait)
  • Soul Resonance: (Unlocked in Chapter 4, The Final Battle II) If Jefuty is within 2 tiles of self at the start of the allied turn, gain a bonus of 4 AP and 4 SP.
Standard Skills
  • Target Locked On (Unlocked at Level 3): Gain 1 stack of "Locked On" (the next normal attack's accuracy is increased to 100%). Effective Range: Self/Range: 1/Cooldown: 3 turns/SP Cost: 5.
  • Simple Construction (Unlocked at Level 3): Deploys a piece of temporary cover that lasts for 2 turns. When an allied unit uses the cover, they gain 10 evasion, and damage taken is reduced by 20%. Effective Range: 5/Range: 1/Cooldown: 4 turns/SP Cost: 10.
  • Unyielding Spirit (Unlocked at Level 8): Damage taken within this turn is steadily reduced. The initial reduction is 15%, every successive instance of damage taken improves the damage reduction by 15% (maximum of 60%). Effective range: Self/Range: Self/Cooldown: 5 turns/SP Cost: 15.
  • Alert Area (Unlocked at Level 8): Gain 2 stacks of Defensive Shot (During the enemy's turn, perform a normal attack on any enemy units that take an action within range). Effective Range: Self./Range: Self/Cooldown: 3 turns/SP Cost: 12.
  • Storm of Fire (Unlocked at Level 16): Use all equipped weapons to attack the designated enemy in sequence. These attacks use the longest range among these weapons. Effective Range: Weapon/Range: 1/Cooldown: 4 turns/SP Cost: 15.
  • Temporary Upgrade (Unlocked at Level 16): Increase attack by 30%, accuracy by 30 and range by 1 to the selected turret for 2 turns. Effective Range: 6/Range: 1/Cooldown: 3 turns/SP Cost: 15.
  • Silencing Strike (Unlocked at Level 25): Can only be used when not exposed. Deal damage equal to 100% of own attack to the targeted enemy unit. This skill will not expose the user. Effective Range: 4/Range: 1/Cooldown: 4 turns/SP Cost: 8.
  • Emergency Transfusion (Unlocked at Level 25): Sacrifice 50% of Max HP and heal the target allied unit for 70% of their Max HP and increase their evasion by 20 for 1 turn. Effective Range: 5/Range: 1/Cooldown: 4 turns/SP Cost: 10.
Hidden Skills (also called Special Skills)
  • Harmonic Resonance: (Unlocked in Chapter 4, The Final Battle II) Consume 50% of own Max HP to clear the blood mist within the area. Simultaneously, allied units within range recover 20% of their max HP. Remove the Blood Erosion debuff and grant "Infection Resistance" (immune to the blood mist) for 1 turn. 3-tiles wide AoE up to 5 tiles away, costs 3 SP and has 1 turn cooldown.
Ultimate Skill
  • Mechanical Rampage: Fully restore the HP of all turrets (including destroyed ones) and grant self "Mechanical Rampage" (Increase attack by 15% and accuracy by 15 for all turrets on the field). Effective Range: self/Range: Map-Wide/Cooldown: 6 turns/SP Cost: 30.

Genetic Upgrade and Nucleobase CompletionEdit

  • Attributes
    • Obsession
      • At Level 1, costs 0: Upon taking lethal damage, does not enter Critical Condition, but instead recovers to full HP (can only trigger once per battle).
      • At Level 10, costs 20: Upon taking lethal damage, does not enter Critical Condition, but instead recovers to full HP and gains 40 evasion for 1 turn (can only trigger once per battle).
      • At Level 30, costs 30: Upon taking lethal damage, does not enter Critical Condition, but instead recovers to full HP, gains 40 evasion and reduces all damage taken by 50% for 1 turn (can only trigger once per battle).
    • Cover Utilization (Unlocked at level 5)
      • At Level 5, costs 0: When positioned in ruins, buildings, pillboxes or self-constructed cover, increase evasion by 10.
      • At Level 10, costs 20: When positioned in ruins, buildings, pillboxes or self-constructed cover, increase evasion by 15.
      • At Level 30, costs 30: When on terrain that increases evasion, increase evasion by 15.
    • Turret Calibration (Unlocked at level 12)
      • At Level 12, costs 0: Turrets within 4 tiles gain 10% attack.
      • At Level 12, costs 20: Turrets within 4 tiles gain 10% attack and 10 accuracy.
      • At Level 30, costs 30: Turrets within 4 tiles gain 15% attack and 15 accuracy.
    • Finding The Rhythm (Unlocked at level 20)
      • At Level 20, costs 0: After every 3 normal attacks, the next normal attack's damage dealt is increased by 30%.
      • At Level 20, costs 20: After every 3 normal attacks, the next normal attack's damage dealt is increased by 60%.
      • At Level 30, costs 30: After every 3 normal attacks, the next normal attack's damage dealt is increased by 100%.
    • Miraculous Escape (Unlocked at level 30)
      • At Level 30, costs 0: When current HP drops below 50%, increase accuracy by 10, evasion by 10, and normal damage by 10%. For every additional 25% of Max HP lost, increase accuracy by 5, evasion by 5, and normal attack damage by 5%.
      • At Level 30, costs 20: When current HP drops below 60%, increase accuracy by 10, evasion by 10, and normal damage by 10%. For every additional 20% of Max HP lost, increase accuracy by 5, evasion by 5, and normal attack damage by 5%.
      • At Level 30, costs 30: When current HP drops below 80%, increase accuracy by 10, evasion by 10, and normal damage by 10%. For every additional 20% of Max HP lost, increase accuracy by 5, evasion by 5, and normal attack damage by 5%.
  • Skills
    • Target Locked On (Unlocked at Level 3)
      • At Level 3, costs 0: Gain 1 stack of "Locked On" (the next normal attack's accuracy is increased to 100%)
      • At Level 3, costs 10: Gain 1 stack of "Locked On" (the next normal attack's accuracy is increased to 100%) and increase the next normal attack's damage by 30%.
      • At Level 14, costs 15: Gain 1 stack of "Locked On" (the next normal attack's accuracy is increased to 100%) and increase the next normal attack's damage by 30%. If it hits, inflict "Vulnerable" (increase damage taken by 20%) to the target for 1 turn.
      • At Level 25, costs 20: Gain 1 stack of "Locked On" (the next normal attack's accuracy is increased to 100%) and increase the next normal attack's damage by 50%. If it hits, inflict "Vulnerable" (increase damage taken by 20%) to the target for 1 turn. This skill can be used twice
      • At Level 35, costs 25: Gain 1 stack of "Locked On" (the next normal attack's accuracy is increased to 100%) and increase the next normal attack's damage by 80%. If it hits, inflict "Vulnerable" (increase damage taken by 30%) to the target for 1 turn.
    • Simple Construction (Unlocked at Level 3)
      • At Level 3, costs 0: Deploys a piece of temporary cover that lasts for 2 turns. When an allied unit uses the cover, they gain 10 evasion, and damage taken is reduced by 20%.
      • At Level 3, costs 10: Deploys a piece of temporary cover that lasts for 2 turns. When an allied unit uses the cover, they gain 10 accuracy and 10 evasion, and damage taken is reduced by 20%.
      • At Level 14, costs 15: Deploys a piece of temporary cover that lasts for 2 turns. When an allied unit uses the cover, they gain 15 accuracy and 15 evasion, and damage taken is reduced by 30%.
      • At Level 25, costs 20: Deploys a piece of temporary cover that lasts for 2 turns. When an allied unit uses the cover, they gain 15 accuracy and 15 evasion, and damage taken is reduced by 30%. This skill can be used twice.
      • At Level 35, costs 25: Deploys a piece of temporary cover that lasts for 2 turns. When an allied unit uses the cover, they gain 20 accuracy and 20 evasion, and damage taken is reduced by 50%. This skill can be used twice.
    • Unyielding Spirit (Unlocked at Level 8)
      • At Level 8, costs 0: Damage taken within this turn is steadily reduced. The initial reduction is 15%, every successive instance of damage taken improves the damage reduction by 15% (maximum of 60%).
      • At Level 8, costs 10: Damage taken within this turn is steadily reduced. The initial reduction is 15%, every successive instance of damage taken improves the damage reduction by 15% (maximum of 60%) and gives 1 current AP (can trigger up to 3 times).
      • At Level 14, costs 15: Damage taken within this turn is steadily reduced. The initial reduction is 30%, every successive instance of damage taken improves the damage reduction by 15% (maximum of 75%) and gives 1 current AP (can trigger up to 3 times).
      • At Level 25, costs 20: Damage taken within this turn is steadily reduced. The initial reduction is 30%, every successive instance of damage taken improves the damage reduction by 15% (maximum of 75%) and gives 1 current AP (can trigger up to 6 times).
      • At Level 35, costs 25: Damage taken within this turn is steadily reduced. The initial reduction is 40%, every successive instance of damage improves the damage reduction by 20% (maximum of 80%) and gives 1 current AP (can trigger up to 6 times).
    • Alert Area (Unlocked at Level 8)
      • At Level 8, costs 0: Gain 2 stacks of Defensive Shot (During the enemy's turn, perform a normal attack on any enemy units that take an action within range).
      • At Level 8, costs 10: Gain 2 stacks of Defensive Shot (During the enemy's turn, perform a normal attack on any enemy units that take an action within range). If the "Defensive Shot" hits the target, inflict "Grounded" (unable to move) on them for 1 turn.
      • At Level 14, costs 15: Gain 2 stacks of Defensive Shot (During the enemy's turn, perform a normal attack on any enemy units that take an action within range). When making a Defensive Shot, all ranges become optimal range and damage dealt increases by 15%. If the "Defensive Shot" hits the target, inflict "Grounded" (unable to move) on them for 1 turn.
      • At Level 25, costs 20: Gain 2 stacks of Defensive Shot (During the enemy's turn, perform a normal attack on any enemy units that take an action within range). When making a Defensive Shot, all ranges become optimal range and damage dealt increases by 15%. If the "Defensive Shot" hits the target, inflict "Grounded" (unable to move) and Disarmed (Unable to perform normal attacks) on them for 1 turn.
      • At Level 35, costs 25: Gain 2 stacks of Defensive Shot (During the enemy's turn, perform a normal attack on any enemy units that take an action within range). When making a Defensive Shot, all ranges become optimal range and damage dealt increases by 20%. If the "Defensive Shot" hits the target, inflict "Grounded" (unable to move) and Disarmed (Unable to perform normal attacks) on them for 1 turn. When the turn ends, leftover AP are converted to additional Defensive Shot chances.
    • Storm of Fire (Unlocked at Level 16)
      • At Level 16, costs 0: Use all equipped weapons to attack the designated enemy in sequence. These attacks use the longest range among these weapons.
      • At Level 16, costs 10: Use all equipped weapons to attack the designated enemy in sequence. These attacks use the longest range among these weapons. While the skill is active, damage dealt increases by 25%.
      • At Level 16, costs 15: Use all equipped weapons to attack the designated enemy in sequence. These attacks use the longest range among these weapons. While the skill is active, all ranges become optimal range and damage dealt increases by 25%.
      • At Level 25, costs 20: Use all equipped weapons to attack the designated enemy in sequence. These attacks use the longest range among these weapons. While the skill is active, all ranges become optimal range and damage dealt increases by 50%.
      • At Level 35, costs 25: Use all equipped weapons to attack the designated enemy in sequence. These attacks use the longest range among these weapons. While the skill is active, all ranges become optimal range, increase damage dealt by 75% and critical rate by 10%.
    • Temporary Upgrade (Unlocked at Level 16)
      • At Level 16, costs 0: Increase attack by 30%, accuracy by 30 and range by 1 to the selected turret for 2 turns.
      • At Level 16, costs 10: Increase attack by 30%, accuracy by 30, range by 1 and armor by 30 to the selected turret for 2 turns.
      • At Level 16, costs 15: Increase attack by 45%, accuracy by 45, range by 2 and armor by 30 to the selected turret for 2 turns.
      • At Level 25, costs 20: Increase attack by 45%, accuracy by 45, range by 2, armor by 30 and grant 1 stack of "Defensive Shot (During the enemy's turn, perform a normal attack on any enemy units that take an action within range) to the selected turret for 2 turns.
      • At Level 35, costs 25: Increase attack by 60%, accuracy by 60, range by 3, armor by 60 and grant 1 stack of "Defensive Shot (During the enemy's turn, perform a normal attack on any enemy units that take an action within range) to the selected turret for 2 turns.
    • Silencing Strike (Unlocked at Level 25)
      • At Level 25, costs 0: Can only be used when not exposed. Deal damage equal to 100% of own attack to the targeted enemy unit. This skill will not expose the user.
      • At Level 25, costs 10:
      • At Level 25, costs 15: Can only be used when not exposed. Deal damage equal to 180% of own attack to the targeted enemy unit. This skill will not expose the user. (increases effective range to 6)
      • At Level 25, costs 20: Can only be used when not exposed. Deal damage equal to 180% of own attack to the targeted enemy unit. If the target is a normal human unit, they will be instantly killed. This skill will not expose the user.
      • At Level 35, costs 25: Can only be used when not exposed. Deal damage equal to 180% of own attack to the targeted enemy unit. If the target is a normal or elite human unit, they will be instantly killed. This skill will not expose the user.
    • Emergency Transfusion (Unlocked at Level 25)
      • At Level 25, costs 0: Sacrifice 50% of Max HP and heal the target allied unit for 70% of their Max HP and increase their evasion by 20 for 1 turn.
      • At Level 25, costs 10: Sacrifice 50% of Max HP and heal the target allied unit for 70% of their Max HP, increase their evasion by 20 and reduces damage taken by 30% for 1 turn.
      • At Level 25, costs 15: Sacrifice 30% of Max HP and heal the target allied unit for 100% of their Max HP, increase their evasion by 20 and reduces damage taken by 30% for 1 turn.
      • At Level 25, costs 20: Sacrifice 30% Max HP of self and heal the target allied unit for 100% of their Max HP, increase their evasion by 20, reduces damage taken by 30% and grant "Immunity" (Immune to abnormal status. (any existing abnormal status will not be removed)) for 1 turn.
      • At Level 35, costs 25: Sacrifice 30% Max HP of self and heal the target allied unit for 100% of their Max HP, increase their evasion by 40, reduces damage taken by 60% and grant "Immunity" (Immune to abnormal status. (any existing abnormal status will not be removed)) for 1 turn.
  • Nucleobase Completion
    • A (50 Potential Keys): Fully restore the HP of all turrets (including destroyed ones) and grant self "Mechanical Rampage" (Increase attack by 15% and accuracy by 15 for all turrets on the field. Turrets with this buff that are not destroyed when the skill ends will have their HP restored to 100%)
    • T (150 Potential Keys): Fully restore the HP of all turrets (including destroyed ones) and grant self "Mechanical Rampage" (Increase attack by 30% and accuracy by 30 for all turrets on the field. Turrets with this buff that are not destroyed when the skill ends will have their HP restored to 100%.)
    • C (300 Potential Keys): Fully restore the HP of all turrets (including destroyed ones) and grant self "Mechanical Rampage" (Increase attack by 30%, accuracy by 30, visual range by 2 and gain detection vision for all turrets on the field. Expose all enemy units within visual range, including stealthed units. The detection range is represented by striped yellow lines. Turrets with this buff that are not destroyed when the skill ends will have their HP restored to 100%.)
    • G (500 Potential Keys): Fully restore the HP of all turrets (including destroyed ones) and grant self "Mechanical Rampage" (Increase attack by 50%, accuracy by 50, visual range by 2 and gain detection vision for all turrets on the field. Expose all enemy units within visual range, including stealthed units. The detection range is represented by striped yellow lines. Turrets with this buff that are not destroyed when the skill ends will have their HP restored to 100%.)

WeaponsEdit

Python
Unlock conditions Base weapon
Tier 1
AP Cost 2
Attack 35
Range 4
Standard Accuracy 95
Accuracy during stealth 65
Critical Hit Rate 5
Critical Hit Damage 160
Weapon Trait N/A
Tier 2
AP Cost 2
Attack 42
Range 4
Standard Accuracy 106
Accuracy during stealth 76
Critical Hit Rate 5
Critical Hit Damage 165
Weapon Trait N/A
Tier 3
AP Cost 2
Attack 49
Range 4
Standard Accuracy 118
Accuracy during stealth 88
Critical Hit Rate 5
Critical Hit Damage 170
Weapon Trait Steady Breakthrough (Increase accuracy by 10 when performing a normal attack against an enemy whose current HP is below 30% of their max HP.)
Tier 4
AP Cost 2
Attack 57
Range 4
Standard Accuracy 131
Accuracy during stealth 101
Critical Hit Rate 5
Critical Hit Damage 175
Weapon Trait Steady Breakthrough (Increase accuracy by 20 when performing a normal attack against an enemy whose current HP is below 40% of their max HP.)
Tier 5
AP Cost 2
Attack 65
Range 4
Standard Accuracy 145
Accuracy during stealth 115
Critical Hit Rate 5
Critical Hit Damage 180
Weapon Trait Steady Breakthrough (Increase accuracy by 30 when performing a normal attack against an enemy whose current HP is below 50% of their max HP.)
Accessories
Basic Scope, Suppressor, Foregrip
Bison
Unlock conditions
Tier 1
AP Cost 3
Attack 50
Range 5
Standard Accuracy 92
Accuracy during stealth 62
Critical Hit Rate 15%
Critical Hit Damage 160%
Weapon Trait N/A
Tier 2
AP Cost 3
Attack 62
Range 5
Standard Accuracy 102
Accuracy during stealth 72
Critical Hit Rate 15%
Critical Hit Damage 170%
Weapon Trait N/A
Tier 3
AP Cost 3
Attack 74
Range 5
Standard Accuracy 113
Accuracy during stealth 83
Critical Hit Rate 15%
Critical Hit Damage 180%
Weapon Trait Straight-Line Raid (Increase damage by 20% when making normal attacks against enemy units along a straight line.)
Tier 4
AP Cost 3
Attack 87
Range 5
Standard Accuracy 126
Accuracy during stealth 96
Critical Hit Rate 15%
Critical Hit Damage 190%
Weapon Trait Straight-Line Raid (Increase damage by 30% when making normal attacks against enemy units along a straight line.)
Tier 5
AP Cost 3
Attack 100
Range 5
Standard Accuracy 140
Accuracy during stealth 110
Critical Hit Rate 15%
Critical Hit Damage 200%
Weapon Trait Straight-Line Raid (Increase damage by 40% when making normal attacks against enemy units along a straight line.)
Accessories
Basic Scope, Compensator, Pulser
Viper
Unlock conditions Chapter 4, Mutual Destruction
Tier 1
AP Cost
Attack
Range
Standard Accuracy
Accuracy during stealth
Critical Hit Rate
Critical Hit Damage
Weapon Trait N/A
Tier 2
AP Cost
Attack
Range
Standard Accuracy
Accuracy during stealth
Critical Hit Rate
Critical Hit Damage
Weapon Trait N/A
Tier 3
AP Cost
Attack
Range
Standard Accuracy
Accuracy during stealth
Critical Hit Rate
Critical Hit Damage
Weapon Trait
Tier 4
AP Cost
Attack
Range
Standard Accuracy
Accuracy during stealth
Critical Hit Rate
Critical Hit Damage
Weapon Trait
Tier 5
AP Cost
Attack
Range
Standard Accuracy
Accuracy during stealth
Critical Hit Rate
Critical Hit Damage
Weapon Trait
Accessories
Long-Range Scope, Choke, Stock

StoryEdit

"This is classified information!"

This article contains unmarked spoilers. You have been warned.

In Codename: Bakery Girl

Mendo is a soldier of the Antarctic Union and a protagonist in Codename: Bakery Girl. He was a part of operations Bakery and Kindle during the First Antarctic War.

Operation Bakery

Mendo was trained as an agent of the Tactical Air Shock Army (TASA), but could not join them after a bad leg injury. He instead joined the External Missions Department of the Main Intelligence Directorate (MID).[3]

During the First Antarctic War, in 2092, the Union of Rossartrism Nations Coalition located the missing third subject of the Three Goddesses project, Jefuty, in the Caucasus. This piece of intelligence was intercepted by MID,[4] who deployed the MID teams Fox 1 and Fox 2 and a support team of the TASA designated Razor team as part of operation Bakery. Mendo was deployed with Fox 2 under the command of Captain Carl Mindefeld.

MID bribed a member of the Rossartrist Investigation Bureau, Major Beria, to reveal the location of Jefuty, and the Fox teams launched an intervention against the refugees convoy the target was among on the morning of December 18th. However, Beria was a double agent and he sent Rossartrist troops to kill both the MID teams and the refugees, and capture Jefuty.[3][5] During the fight, Mendo was knocked out by a rocket explosion, and dragged out to safety by Jefuty herself.[6] When Mendo came to, he had temporarily lost most of his memories due to a head injury, except his name[7] and the location of an emergency communication post in a nearby village. Jefuty guided him through Rossartrist forces to the village, where they met with Razor team, who was about to leave the area after seeing Fox's demise by drone. Razor's commander Jevon reminded Mendo of his identity and of the ongoing operation, but the actual objective of the mission was kept a secret from Razor. This night, Jefuty proposed to guide Mendo to Beria's base so they could both take revenge for the people they lost during the rRossartrist attack, and both sneaked out without informing Razor.[3]

While doing recon on Beria's base, Mendo and Jefuty were discovered by a mysterious girl in the base, and they had to retreat to a nearby infection zone inhabited by ELIDs.[8] They eventually got encircled, but were rescued by the mysterious girl, who informed them that Beria's troops were being redeployed and that the moment was perfect for an attack.[9] Mendo and Jefuty returned to the base and crossed path with Mintfield and MID survivors, who were also planning to infiltrate the base. However, this proved to be a trap set up by Beria.[5] Using the explosives they had planted as a safety, and with help from the TASA agents, the MID troops broke the encirclement and started to leave when they were blocked by the mysterious girl, who was Jefuty's "sister" Noel. The Antarctican repelled Noel, but she informed them that a Rossartrist army was moving in the area to recover Jefuty.

Jevon contacted the TASA evacuation aircraft, who gave an ETA of 30 minutes,[10] and the soldiers hid in an old church to fend off Beria's troops while waiting. Before the battle broke off, Mendo realized Jefuty was his objective from the start, but expressed he was happy to bond with her during the last two days, though she did not smile once. The Antarctican troops managed to defend against Beria's troops and Assault Artillery platforms, and when the enemy troops ran thin, Mendo and Jefuty went after Beria himself. They pursued him in the nearby woods, where they could interrogate him.

In the bad ending of the game, Beria taunts Jefuty, saying she will never see her sister again. Mendo tells Jefuty this is a trap, but she shoots him in the leg so he won't try to stop her and she leaves, letting the Antarctican forces to recover him. In the normal ending of the game, Beria reveals that Jefuty kept Mendo alive so the fights could continue and she could use the ensuing chaos to disappear more easily. Mendo then asks Jefuty to tell the whole truth about her origins. Jefuty explains she was a subject from the Three Goddesses project and that she feels responsible for the death of the people who died so the factions in the war could capture her, even thought she never had a choice in the matter. She asks Mendo to kill her and put a stop to the violence her existence is causing, but Mendo refuses, trusting her to live her life as she will intend to. Jefuty smiles and disappear in the mountains. The true ending plays like the normal ending, but Jefuty kisses Mendo before running off.[11]

Operation Kindle

Two years later, MID located Jefuty in a heavily guarded Rossartrist black site called the Bear's Den and launched operation Kindle on July 11th, 2094 to recover her. Since MID agents had failed during Bakery, the mission was entrusted to TASA, which Mendo had joined after Bakery. Mendo was in one of the two transport craft that were shot out of the sky when approaching the Bear's Den, but he survived the crash and infiltrated the base using a secret entry he found by chance. While regular troops were fighting outside, Mendo found Jefuty and Noel, and a large number of their clones. All three joined forces to recover intelligence and destroy the Bear's Den.

However, Rossartrist elite troops were deployed, stopping the Antarctican exfiltration and forcing Mendo, Jefuty and Noel deeper into the Bear's Den to the relics site underground. The commander of the Bear's Den outfitted a task force with Assault Artillery platforms to take them down, but the heavy firepower breached the underground ionic containment field, filling the base with Collapse Fluid particles. The non-augmented Rossartirst troops immediately turned into ELIDs and a temperature buildup similar to the one that occurred during the First Beilan Island Incident began. With a potential new apocalyptic event in their hands, the higher commands of both factions agreed to collaborate and the Antarctican air force launched a modified ballistic missile to dump its molten plutonium core over the Bear's Den and evaporate the Collapse Fluid particles. The troops within the complex did not receive the retreat order due to Collapse Fluid interference and kept fighting until the missile released its payload, melting the base to 70 meters underground. All parties still inside the base, including Mendo, Jefuty and Noel, were considered MIA since their whereabouts were unknown.[12]

GalleryEdit

Reverse Collapse: Code Name Bakery

Codename: Bakery Girl


ReferencesEdit

  1. 1.0 1.1 Reverse Collapse Credits
  2. In Codename: Bakery Girl, 蒙德 (méng dé) was rendered into “Mendo” and “Mende” depending on the screen. Fans had translated it into "Mond".
  3. 3.0 3.1 3.2 Codename: Bakery Girl, Chapter 4
  4. The Art of Girls' Frontline Vol.1, Confidential Files, part. 7
  5. 5.0 5.1 Codename: Bakery Girl, Chapter 7
  6. Codename: Bakery Girl, Prologue
  7. Codename: Bakery Girl, Chapter 3
  8. Codename: Bakery Girl, Chapter 5
  9. Codename: Bakery Girl, Chapter 6
  10. Codename: Bakery Girl, Chapter 9
  11. Codename: Bakery Girl, Chapter 10
  12. The Art of Girls' Frontline Vol.1, Confidential Files, part. 8