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During this chapter, the Timeline menu is available in the preparation phase. The timeline shows the possible sequences of levels in the chapter. Certain levels represented by stars are Divergence Points, where the timeline branches depending on the objective attained to complete the level. Reaching the end of a timeline grants Memory Points (sometimes called "Jump Points"), which enable Memory Leaps (or "Visual Leaps") to the preparation phase of a previously completed Divergent Point. All upgrades are kept between jumps, making runs easier as players progress through the chapter (though it is still important to not overspend resources).
Not all Divergence Points will be available at the start. Reaching several a "bad endingsending" in each of the two main branches of the chapter will unlock the Divergence Points leading to the "true ending".
Due to the lack of linearity in this chapter, levels are ordered by their internal ID.
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 The projection of consciousness gives her her choices are to hurry and : help Mendo survive the attack on Squad Fox 2-1's convoy, or hurry to the URNC baseto save Lige. 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. When Jefuty chooses to help Mendo, she remembers that he died for her sake in another future, and wonders if this is the right choice.
;Units
*Playable
==Fighting Side by Side==
;Story
Jefuty wants Mendo to follow her without asking too many questions at that point, but he insists to share his plan to leave the main road and reach the refugees transport. Jefuty actually knows a shortcut that will take them there faster, and she also reveals she knows about the safe house at Ika Mine, pretending that Anderson shared this intel with her.
 
When they follow Mendo's plans, they reach the bridge and Jefuty convinces Mendo not to take the refugee transport to the safe house. Using the snowmobile, they reach the safe house at night. Jefuty gives as many details as possible to Atena to try and convince her to go to the URNC base, but this fails to convince her and Jefuty doesn't react fast enough to prevent Atena from tranquilizing her. Jefuty then runs away from the safe house and waits for Mendo to join her outside.
;Units
*Playable
**Jefuty
**Mendo
*Enemies
**Scouts
**Elite Scout
**Snipers
**Elite Sniper
**Commandos
**Elite Commando
**Machine Gunners
**Commander
;Map
:Exiting the map from the left leads to the level [[#Preemeptive Strike|Preemeptive Strike]].
:Exiting the map from the right leads to the level [[#Support in the Woods|Support in the Woods]] (bad end!).
 
The same map as Chapter 1 Act 1 (feeling nostalgic?). The Elite Commando holds a sight weapon accessory.
;Secrets
<gallery>
File:RCCB 4001 Secret.jpg|Location of [[Secret Documents#Chapter 4|Secret Document]] "Transcript of Zone Definitions - Illustration".
File:RCCB 4001 Collection.png|Location of [[Reverse Collapse Collection#Chapter 4|Collectible]] "Small Notepad".
</gallery>
==Support in the Woods==
;Story
After escaping the ambush at the safe house, Mendo attempts to push through the URNC encirclement. Jefuty joins him and they flee the URNC trap, but she refuses to return to help Atena, considering that her choices in this timeline has already condemned her. With midnight approaching, Jefuty rushes to the URNC base to save Lige. At the cliff overlooking the base, Jefuty connects with Lige's mind to check her condition, considering that she could handle the Shrikes that would soon arrive using blood bullets.
;Units
*Playable
**Jefuty
**Mendo
*Enemies
**Scouts
**Elite Scouts
**Snipers
**Elite Sniper
**Commandos
**Elite Commandos
**Medic
**machine Gunners
**Commanders
;Map
:This level leads to [[#Deviation|Deviation]]
Same map as Chapter 1 Act 5 and Chapter 2 Act 4, but starting from the top instead of the bottom or the middle. By turn 4, Mendo will be in critical danger.
 
The first visible Elite Sniper holds RC bomb materials, and a hidden Elite Commando nearby will hold a pulser weapon accessory.
;Secrets
<gallery>
File:RCCB 4002 Secret.jpg|Location of [[Secret Documents#Chapter 4|Secret Document]] "Application of Doll Technology in the Late 90s".
File:RCCB 4002 Collection.jpg|Location of [[Reverse Collapse Collection#Chapter 4|Collectible]] "".
</gallery>
;Units
*Playable
**Jefuty
**Mendo
*Enemies
**Scouts
**Elite Scouts
**Snipers
**Commandos
**Elite Commandos
**Machine Gunners
;Map
:This level is a bad end. It will yield a Memory Point.
 
Same map as Chapter 1 Act 6 (and others). The Elite Commando at the top holds the components for two tier 1 turret and one tier 2 turret, and the Elite Scout a barrel weapon accessory.
;Secrets
<gallery>
:This level leads to [[#Mutual Destruction|Mutual Destruction]].
Two-phase mission with a chance to replenish power weapons before fighting the boss. Note that the tanks on the corners of the map during boss phase will remain static, but beware of overreaching, as enemy reinforcements will also arrive from the south. The boss is immune to stats alterationsand takes reduced damage from AoE attacks, so you'll have to make do with his high evade.
One of the Svarogs The first Svarog has a stock weapon accessory and the Elite Special Force - Nightmare a pulser weapon accessory. The boss holds an advanced upgrade blueprint.
;Secrets
<gallery>
;Story
The AU forces ar caught in the crossfire of the URNC's internal fighting in the Tuca Mountains, and Kirill's bombardement has cracked the ground and separated them. They use the many tunnels in the mountain to regroup and manage to take down Sugar and her lieutenants, while the loyal URNC forces eventually take down Kirill's Diberg mobile fortress. Atena is overjoyed to have taken revenge on Sugar, and Jefuty injects her blood into Sugar's neck to ensure she stays down befor the AU forces leave the scene.
 
However, they don't manage to go far before a heavy Blood Mist appears. Jefuty tranquilizes Lige, thinking she's the source of the mist, but Sugar appears, stronger than ever, revealing that Jefuty's blood has the inverse expected effect on her. Sugar converts Atena, Carl and Jevon in Shrike puppets, takes control over Lige and captures Mendo, who can resists the Blood Mist, into a blood cocoon. Sugar then talks to Jefuty with William's tone, bidding her to come home to him. Jefuty realizes Sugar is a β Shrike, which William has been using to watch her, and commits suicide with a grenade.
;Units
*Playable
**Elite Machine Gunners
**Devana
**SvarogsSvarog
**Khors
**Energy Chargers
**Defense Installations
**Medics
**Elite Medic
**Special Forces - Skull
**Special Forces - Cyclone
;Map
:This level is a bad end. It will yield a Memory Point.
 
Take a good look at the caves' entrances to know which entrances are connected. The statue at the top of the map hides the collectible, you'll need to turn the symbols so they all point away from the statue, then step on the statue. To access the secret document, you'll need to take the entrance directly under it, then the entrance which looks similar to the one leading right to it.
 
On turn 2, the moutain itself will gain a life gauge you'll need to keep from reaching 0 by destroying the armored units at the bottom of the map. The more damages it takes, the more walkable tiles will disappear from its edges. The Reverse-Collapse Devices will extend the range of every items to this area, but you can let the third faction deal the killing blow once you've tenderzied the targets enough. The Diberg fortress alone will deal 2000 HP of damage every two turns (and every turn after a certain point), and because it stands out of your range, you'll have to let the other faction take him down (a fully upgraded Melt Bomb to lower the fortress' resistance will do wonders). As it approaches death, the fortress will become immune to damage for one turn.
 
You won't have a new phase to replenish your power weapons when it comes time to battle Sugar (though the level has many bonus rocket launchers on orange tiles). After Sugar starts moving, she'll summon red and blue holograms each turn. Blue holograms shield her from damage as long as they exist and may hide themselves in the fog. Sugar herself is smart enough to use buildings to regain health and finish her turn out of the range of your unit. Keep your units unaligned so her skill can't hit several of them at a time.
The boss Break holds a sight weapon accessory and Eugene a pulser weapon accessory. Sugar holds an elite upgrade kit.
;Secrets
<gallery>
File:RCCB 4030 Secret.jpg|Location of [[Secret Documents#Chapter 4|Secret Document]] ""Carpenter" Working Group Record 3".File:RCCB 4030 Collection.jpg|Location of [[Reverse Collapse Collection#Chapter 4|Collectible]] "The Hero's Art of War".
</gallery>

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