Missions (Type-0)/Operation MA Demolition

Operation MA Demolition is a main scenario mission in Final Fantasy Type-0. It is the second main scenario mission of Chapter 3 and takes place on Gla. XXV, 842. The Mission Level is 22. The mission sees Class Zero deployed to the Militesi manufacturing plant next to the White Peristylium to destroy the empire's valuable magitek armor prototypes.

The Mission
To start the mission, the cadets must head for Rokol and interact with the magitek armor at the back of the town.

S-Rank Requirements

 * Time - 30:00
 * Phantoma - 50
 * Casualties - 1

Strategy
The party must cross the snowfield on magitek armor and collect fuel tanks along the way to keep going. If the player fails to get to the destination in time, they must start over. Fuel tanks and treasures are easily discerned from the snowy background. The objective is to follow the yellow arrow on the minimap, Heading straight ahead, the cadets can collect a fuel tank, and a bit further on 20x Combat Rations. Bit out of the way toward an imperial town is more fuel, and if the player keeps going this way they can find another treasure (Ballistic Armor). Following the coast line finds more fuel, and there will be a river with forests to the right. Magitek armor can power through the forest. Before the bridge there is more fuel. Crossing the bridge leads to the magitek armor factory. A fast-moving cadet is recommended as the leader character.
 * Magitek Armor Trek

Once inside the factory the cadets must use stealth. The player should stay clear of the red rings around the Panjamdrums and stay behind the flying Nomads, or quickly destroy them in one hit. If the cadets are caught they must fight off a horde of enemies moving into the next area.
 * Materiel Depot

Approaching the south hallway makes the wall to the right explode. After this the ladder to the right near the start of the hallway leads to Waterway Sector UG-1.

The waterway has infinitely spawning enemies. Instead of trying to kill them all, the cadets should speed through each area following the yellow marker on the minimap. To grab the treasure chests, one can lock-on to an enemy and cycle through the available targets until spotting the chest.
 * Waterway Sectors

The cadets should head to the northwest passage into Waterway Sector UG-3, then to the northeast path to Waterway Sector UG-4 to collect the chest of Flan Ooze. After returning to UG-3 the player should continue to follow the yellow marker until reaching the safe zone that has a recovery portal and a relic terminal. The cadets will pass by a sleeping Marduk that will almost certainly kill the party to if awakened, but if the party can complete a special order by killing it.

In Warehouse RD-1 the cadets should head into the Sensor Calibration Lab to the west and read the names of the rooms before entering to be sure to be going into the right one. Once in the lab the researchers must not catch a glimpse of the cadets of Imperial Troopers will flood the place. Looking into the windows on the top level the player can spot a small box with a red light on the lower level: the alarm that needs to be destroyed.
 * Sensor Calibration Lab

It is best to standing in front of the alarm box so that the researchers can't trigger it. Once the researches have ran away the cadets can destroy the box, then finish off the researchers. One researcher drops an ID Card that allows access to the computer marked on the map. After that is done the cadets can proceed to the lower level of Warehouse RD-1, then north to Warehouse RD-2 and its southern passage, which is just east of the cadets' starting location. When the conveyor belt is moving red beams block the path and the cadets must wait for them to shut off before they can cross.

This area also has an alarm box that needs to be destroyed. It is located on the upper level, below the windows. The cadets must head down to the left, then quickly to the right. The cadets must clear away the researchers, destroy the box, and finish off the researchers once the alarm is down. There is another ID Card to access the computer. Afterward the cadets can leave the room and head down the southwest path to Warehouse RD-3, then northeast to the Parameter Stabilization Lab.
 * Armor Development Lab

The alarm box is located on the far side in front of the computer. Cater or Eight is a good choice for a player character here as they are speedy. The player should head for the alarm box without making any stops, stand in front it to dispatch the researchers, then take down the alarm, finish off the researchers, pick up the ID Card, and access the computer. Afterward the player should follow the yellow marker on the map back to Warehouse RD-1, then proceed through the large door to the south to reach a safe zone, the Perimeter, with a recovery portal and a relic terminal.
 * Parameter Stabilization Lab

When entering the next corridor after the safe zone, the alarms set off summoning enemies, a Commanding Officer (Lieutenant Kleiman) among them. In the next area a barricade blocks the path. It is best to hold off on accepting the special orders for this area, and wait in the corner until the western pathway opens. With the path open the cadets can take down the Commanding Officer (Lieutenant Steiner) at the end of the bridge, who is flanked by Supersodiers, accepting the special order just before finishing him off.
 * Transport Route MA-1

The next large area is partially blocked until the cadets defeat all of the enemies within, including a Heavy Gunners, Shock Troopers and Imperial Troopers. Going through the next area also meets RPG-155 Gunners and reaches the gate that is removed by defeating the Commanding Officer (Corporal Werner). The next area, Control Room 21, is a safe zone with a relic terminal and a recovery portal.
 * Arsenal 61 and 68

There are more Shock Troopers and Imperial Troopers here. Crossing the bridge at the end of this area will kill the party leader unless they have Reraise, so it is best to use a Phoenix Pinion or Rem's Undying Wish. If there is no means to apply Reraise the player should switch to the weakest party member and then cross.
 * Transport Route MA-2

Continuing through the next area, there are RPG-155 Gunners, Shock Troopers, and Imperial Troopers. By following the yellow marker the party eventually reaches the Commanding Officer (Sergeant Major Maximillian). There is an item in the northeast corner (Combat Ration). The party can either take out the Commanding Officer or continue into the next area that has Martinets. A ranged cadet can make quick work of them. The southwestern path leads to a safe zone. Sentinel Hangar, with a recovery portal and a relic terminal.
 * Arsenal 71 and 105

Before entering the hanger, the player should change the party leader to a ranged cadet. Trey is not the best choice as he is the slowest. When the cadets enter the hangar a Colossus activates. The cadets must take it down, then immediately shoot the enemy to the right that is heading toward another Colossus on the west side. Shifting focus to the southwest corner spots another enemy that needs to be shot down quickly. Finally, in the southeast corner the cadets can defeat a Commanding Officer (Lieutenant Enriquez) before he reaches the Colossus. The imperials have Killsight so they die in one hit, but they are moving targets. After taking them all down another Commanding Officer (Lieutenant Colonel Charlot) and his convoy of Imperial Troopers flood the room. It is best to ignore the troopers and focus on the Commanding Officer.
 * Sentinel Hanger

Finishing off the Officer spawns a relic terminal and a recovery portal. The player should drop all party members except for one ranged cadet to prepare for the upcoming boss battle.

The important part is knowing where Brionac going to attack to avoid these areas. That's why it's best to go into the battle solo because the AI-controlled cadets will likely die. Most of the time Brionac's attacks are avoided by moving to the entryway. After each attack the cadet can return to the room to avoid an attack on the entryway. It's good to pay attention to Moglin: when told to hide the player should head for the entryway.
 * Brionac

If Brionac swings its arm downward, the following attack will sweep across in front of it. When the arm is pulled back, the cadet can move into the entryway to avoid it. There is a Breaksight opportunity immediately after.

When the Brionac's arms electrify the cadet should head back to the entryway and shoot down the Strikers flying out by locking on to them as they approach. They can be killed with Killsight. If Brionac lifts its left arm, the cadet should get into the entryway to avoid the arm slam. There is a Breaksight chance immediately after.

After defeating Brionac the cadets must face off against Nimbus. The goal is not to kill him, however, and the player can wait for him to leave, or let Nimbus kill the party, but this adds a casualty to the report card.
 * Nimbus

As soon as Nimbus spawns symbols appear on the ground and the attack that emits from them will kill the cadets. The player can alternate dodging left and right to avoid the symbols that appear above. If Nimbus moves to the other side of the room, the cadet should dodge away instead of left or right.

If Nimbus moves closer to the ground, he'll use an instant kill attack or spin two beams around his head. The player should get to either side of Nimbus and as far away from him as possible to avoid both attacks. After dodging for about four or five minutes Nimbus will leave. This completes the mission and grants a Fire ROK spell and a Bulletproof Vest.

Trivia

 * For this mission the cadets must cross a snowfield on magitek armor. This is also the opening scene for Final Fantasy VI. The magitek armor in Final Fantasy Type-0 allude to the magitek armor from Final Fantasy VI.