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.

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:
- Check mercenary rank on the 1st of each month — rank 9 gates Dreadnought (E01/E02).
- Prioritize pilot recruits and mech unlocks over pure cash.
- Combat stuck? Leaves: beam matchups · aircraft · capture · repair kits · SP / Awaken · bosses · pickups · endings detail · encyclopedia
Before mission 1
- Read mech encyclopedia on title screen — damage types, passives.
- Pick protagonist (male/female) — different start date and roster months.
- Choose LY or BB as your main faction route (you can still take both-tag contracts).
- LY first mission: #1 Amateur Pirates. BB first mission: #26 The Void of the Worms.

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

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:

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

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

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

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

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

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

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

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

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

#28 Scavengers — recruit Shanina, Longbow+2 heavy; both-route mid grind.
Block I — BB late chain

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