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Chaos Front Guide

Chaos Front Walkthrough — All Missions and Endings

Linear mission order for all 62 contracts plus endgame events — pre-reqs, recruits, missable company warnings, and ending missions E01–E12.

Last updated: September 11, 2026

Start Here

Quick answer: LY start #1 or BB start #26 → follow pre-req chain below → Musketeer (#13) early → clear each merc company before #23/#42/#45/#62 → rank 9 → E01/E02 Dreadnought → route ending E03–E12.

If I am simply asking "where do I go next?", I start with the sections below on this Chaos Front hub page.

What this game is

Four-year clock, weak starter mechs, merc company climbing toward Committee Calendar year 29, December 30. You pick contracts from a mission list — not a fixed story rail. Route tags matter: LY (Lycurgus Corps), BB (Blazing Blossoms), both.

Chaos Front — mercenary calendar strategy on the galactic map

No New Game+. This hub is my linear completion order for all 62 numbered missions plus endgame events E01–E12, respecting pre-reqs and missable traps.

Every run habits:


Before mission 1

  1. Read mech encyclopedia on title screen — damage types, passives.
  2. Pick protagonist (male/female) — different start date and roster months.
  3. Choose LY or BB as your main faction route (you can still take both-tag contracts).
  4. LY first mission: #1 Amateur Pirates. BB first mission: #26 The Void of the Worms.

New game — protagonist and faction setup on the title screen

Title screen: pick protagonist, read the mech encyclopedia, and lock faction affiliation before the calendar starts.

Deploy screen — select which ship and roster to bring into the contract

Mission deploy: choose your carrier/ship and which mechs deploy — wrong loadout costs calendar months to fix.

First battle — movement and combat UI

Three screens I wish I had memorized before mission #1:

Tactical map — move a unit to the highlighted tile before ending your turn

Movement phase: reach attack range without overextending into counter range — especially on melee opens.

Combat forecast — confirm damage, hit rate, and counterattack before you commit

Battle preview: if counter damage is red and chunky, pull back or lead with aircraft — hit-and-run.

Unit stat panel — role, HP, damage type, and passive abilities

Unit info: damage type and passives decide whether you beam or go physical — full reference on mech encyclopedia.


Missable missions — read once

These permanently remove a rival merc company. Finish every contract you still want from that company first.

Mission Name Removes
23 Father and Son Kohinoor Sepah
42 Out On Patrol Fox Company
45 Wallenstein's Conspiracy Marching Leagues
62 Sundown Hundred Eyes

I pause before each of those four, scroll the mission list for that company's remaining jobs, clear them, then accept the removal mission.

Opposed pair: #46 Peer Re-feud (LY) and #47 Peer Re-feud (BB) — same slot, pick one per run.

Combo pair: #48 / #49 Abducted Chairman — LY and BB versions; Huntsman fight — boss guide.


Linear mission order

Follow top to bottom. Pre-reqs must be done first. Use the route filter below to switch between the full list, a Lycurgus-only linear path, or a Blazing Blossoms-only linear path — shareable via ?route=ly or ?route=bb.

Loading mission tables…

Mission screenshots — early to mid route

Reference stills for contracts that show up often in Blocks B–C and I. Match mission # in the filter table above.

Block B — Kowloon / pirate belt

Mission #7 Omen of the Prophetess — Scarlet Moon contract on the mission board

#7 Omen of the Prophetess — recruit Cassandra, Decontaminator pickup; pre-req chain for #22.

Mission #9 Minesweeper — Shipping Center sweep contract

#9 Minesweeper — Arc Resuscitator reward; easy mid-map item slot.

Mission #11 The Magus — Dacia / Scarlet Moon story fight

#11 The Magus — Stimpack pickup; pairs with #7 for the worm arc.

Mission #12 The Counterfeiting Facility — Kowloon industrial map

#12 Counterfeiting Facility — recruit Fuchiko, unlock Scourge; needs #10 first.

Mission #13 Protect the Refugees — priority Musketeer unlock

#13 Protect the Refugees — recruit Katerina, Musketeer mech; grab early for beam spike missions.

Block C — map expansion

Mission #18 Wandering Samanosuke — Nueva Castilla shipping contract

#18 Wandering Samanosuke — recruit Samanosuke, Kengo+5; BB-side opener before #55 Meeting Again.

Mission #28 Scavengers — Odessa derelict zone salvage run

#28 Scavengers — recruit Shanina, Longbow+2 heavy; both-route mid grind.

Block I — BB late chain

Mission #54 Retaking the Factory — Valencia industrial BB contract

#54 Retaking the Factory — Huskarl reward; needs #51 Timur Skirmish, gates #57 Secret Equipment.


Endgame — Dreadnought and endings

At rank 9, Kowloon Dreadnought events fire. Then war steering picks your ending — full logic with interactive flowchart: all missions and endings.

Dreadnought events (both routes)

ID Mission Location Reward Notes
E01 The Hammer Falls Kowloon Void Dreadnought+6 Save here
E02 Doomsday Kowloon Void Dreadnought+6 Steering battle

Lycurgus ending missions (Endings 1–4 pool)

ID Mission Location Notes
E03 Purgatory Granada Charlotte/Just + war direction pick variant
E04 No God, No Master Granada
E05 Delenda Est Massalia
E06 Meat Grinder Massalia
E07 Sic Semper Tyrannis Massalia
E08 Only Just Massalia

Blazing Blossoms ending missions (Endings 5–7 pool)

ID Mission Location Notes
E09 The Final Stand Cyprus Ending 5 branch (Black Flag ground)
E10 Regret Not Blood Nor Sweat Cyprus Cyprus branch variant
E11 Cast Down the Black Flag Bazhou Ending 6 — win Bazhou
E12 Does that Black Flag Yet Wave Bazhou Ending 7 — lose Bazhou

Ending 8 — Timer

No E-mission. Let year 29, Dec 30 expire without triggering 1–7 conditions — timer ending.


Route checklist (one page)

  1. Encyclopedia + protagonist + LY (#1) or BB (#26) start.
  2. Block A → B#13 Musketeer, Repair Kits from #2.
  3. Block C → D — worm arc #22 XP if needed.
  4. Before #23 — clear Kohinoor Sepah.
  5. Block F#35 Fencer, #48/#49 Huntsman.
  6. Before #42, #45 — clear Fox Company, Marching Leagues.
  7. Block H–I — finish route-specific chain; #46 or #47 (not both).
  8. Before #62 — clear Hundred Eyes company.
  9. Rank 9E01/E02 → steer war → E03–E12 (or timer Ending 8).

Calendar is the real boss. This list is the route I run when I want every contract and a planned ending — not the only legal order, but every pre-req is satisfied if you follow it top to bottom.

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