Part 14: Episode 14 - The Card Turned Down
Chapter Fourteen: The Card Turned DownMusic: Intermission

Since our units are in the field the Garage option isnt available, so the only thing to do is to proceed with the next mission.
Music: Tension



Meet General Jaeger, the overall commander of the Earth forces stationed on Mars.





A knock at the door interrupts this tense conversation.




I like Jaeger. He clearly knows somethings up with Zephyrs and is only willing to tolerate him up to a point. As his not-so-veiled threat earlier implies, hell happily hang Zephyrs out to dry if it looks like hes about to go off the rails, which makes this a prime opportunity for BIS to do their thing.
Music: Tragedy




The screen fades out with Myonas final words.

The title should read Scene 14: The Card Turned Down.
Music: Tension

A door slams open in the background.



A gunshot rings out across the rooftop!

Deckson gets shot, but the screen fades out before we can see anything else.
Music: Tragedy





Yukitos dad is really underselling himself here. He came up with a plan to screw over Zephyrs in the most magnificent way ever, guaranteed the safety of his own employees whilst doing so and freed Yukito and co. from their handcuffs all at once. And he did it all on the fly.



A communicator beeps in the background.








A communicator beeps again.

Ninja Tweed strikes again!


And so the mission begins.
Player Phase Music: Offense and Defence
Enemy Phase Music:


Mission Map:

Heres the lowdown as with previous two-parter missions, the status of our units at the end of the previous stage carry over into this one. Unfortunately this means that since the Durandal II was destroyed last mission Warren is unavailable, as evidenced by the big gap in the formation.
We start off surrounded by enemies, so lets do the decent thing and start blasting away.



Cage didnt kill anyone last mission so Im going to feed him a kill or two here to unlock his extra weaponry.



He also gains a level from this. The pilots in the enemy LEVs are all Level 17, and since most of our pilots are around the same theyre getting some nice experience from kills.



I love being able to use Burst Attacks right off the bat.



Phil gets a massive 220 experience from finishing off a grunt. I rather suspect it wont make him a better pilot, though.



Lastly we finish up with the classic Semyl-Razma combo.



So at the end of our first turn weve destroyed three enemy units. If we keep it up well have destroyed every enemy three turns from now. Its a shame Warren isnt here to make it go faster. At the start of the enemys turn a scene plays.
Music: Wetworks







Bolozof will be joining the fray shortly and by shortly, I mean after we murder all of his lackeys here. But first they have to take a crack at us.



If youre getting tired of these Beam Gun LEVs (I know I am) then fear not; other enemy types will be appearing within the next few missions.


What did I say? None of those extra levels mattered.

Still, he manages to dodge three further shots.


Unlike Phil, the huge amount of levels Semyl gained last mission are shown with a significant dodge boost.




The enemy turn ends after the final two dodges.



Might as well start with the enemies to the east so Phil doesnt get shot at so much.


Phil gets 50 experience from this kill. Still fairly impressive.




Razma gains a level from this. He is now Level 19 and has 25 accumulated Spirit.

Cage has unlocked his Nail Laser, allowing him to kill enemies in one hit.



Yukito kicks a dude and levels up, ending our turn.


The enemy phase begins with Razma and Cage dodging shots before moving on to the inevitable.

I really dont want to lose Phil here since were going to need his repair ability for the upcoming battles.

Luckily he evades the next two attacks sent his way.

Semyl takes some minor damage before its our turn again. Its time to begin Operation: Save Phils Ass.




One down




Two down


Thats three.

Move the Blade to a defensible position, heal up and wait out the enemy. Theres not much they can do now, so Phil should be pretty safe

Semyl dodges


So, thankfully, does Phil. The third and final enemy isnt in range. Its our turn now, so first things first

Get Phil back up to full health, because I just know Bolozof will go straight for him once he arrives.

Cages Burst attacks are hilariously overpowered.


That takes care of him.


Ares and Yukito take down the penultimate enemy.


Once you destroy all of the enemies a scene plays.

Bolozof appears and gains 10 Spirit.







You sure didnt have a problem joining in, Amante. Either way she quits the field, leaving Bolozof to fend for himself.


Since all our units have already acted we have no choice but to let Bolozof have the first attack.

He charges into melee range with Razma and unleashes Lunatic Sin, his hitherto unseen Burst Attack.


Holy crap that was hair-raising. Bolozof shoots out about a million huge crosshairs every second and it would have been an instant kill if he had hit.

Since it missed, though, we can take our sweet time tearing Bolozof apart.



Ares scores a critical hit, unfortunately ending the possibility of further grinding. All thats left is to finish him off, and it just so happens that Cage has a new Burst Attack he hasnt shown off yet

If you engage Bolozof with Cage you get some special dialogue.





Bye bye, Bolozof.






The BIS units retreat as the screen fades out. When it comes back, Myona is broadcasting to the people of Mars.
Music: Tragedy





A telephone rings in the background, and Jaeger picks it up.

Jaeger hands Zephyrs the phone.

















A low, throbbing rumble sound effect begins to play in the background.

















Zephyrs status: Fucking nailed.




Frazer, you magnificent bastard.


Once again, Jaeger is great. He has clearly known that Zephyrs was up to something immoral from the moment he greeted him, and ever since then has been giving him just enough rope to hang himself in the hopes that he can use it to get rid of him.



Zephyrs pulls a gun and shoots Irving!
A second shot rings out!

Farewell, Jaeger. You were a cool minor character.





Music: Enemy Mine






Music: Uncontrollable Fear

Zephyrs immediately gains 10 Spirit.







Were thrust into the thick of things once again, but this time were missing both Warren and Ares. This is going to make the next part harder than it would otherwise be.

Zephyrs starts off in the top right-hand corner of the map surrounded by a new variant of the Unmanned series we fought a few missions ago. The only difference is that these new models are equipped with Missiles in addition to their Beam Cannons. Firstly though lets take a look at Zephyrs himself, since hes clearly riding something new.



Hmm. I cant help but think that Ive seen this thing somewhere before. Where was it again?

Oh yeah, thats where!
So, in addition to being Space Mengele and a colossal jackass in general, it turns out Zephyrs is a plagiarising piece of shit who wholesale stole the design of his newest creation from BAHRAMs Tempest, the first boss of the first Zone of the Enders for PS2. It also makes him a hypocrite for using a Martian design despite being an Earth supremacist, but thats just icing on the shit cake. And yes, this plagiarism is directly acknowledged in the Mech files, so its not simply coincidence or a simple re-using of assets. Oh right, I should probably mention what the NotTempest can do.
As you can see, the HarutMarut has a ton of health, more than any other enemy weve faced, thanks to the enormous armoured shell covering its head. It can fly over buildings and has the unique ability to use ranged attacks after its moved. Luckily its movement range is terrible over flat ground even Semyl can outpace him. This is good because on every enemy turn Zephyrs is going to charge down towards the TV Station and if he manages to get there its an instant Game Over for us.

All we can do for now is move up and try to intercept Zephyrs with the units we have.

Zephyrs and his lackeys move forwards. His Unmanned drones will engage us long before he does.

We can thin the crowd out a bit and give us some room to surround Zephyrs and prevent him from moving.

All right, time to get to work.



Despite their additional tricks these guys still arent too tough to deal with.


Even Phil can take off half their HP in one attack.


Dont worry, though, there are some tougher unmanned enemies that have yet to be introduced. Like the Tempest, theyre rather familiar


Hot knife, meet butter.



Same old, same old. At least use your new attack so I can .gif it.

Oh, thanks.



You know what? Three turns of this happening is pretty boring, so Ill do a bit of a timewarp and just jump to the moment when all the drones are dead.

Okay, now its just Zephyrs. The first thing we want to do is surround him so he cant just blow past us and reach the TV Station, so lets get in close with our melee attackers.


Now, the HarutMarut may have a lot of health, but its also so huge its impossible to miss and has three massive critical hit spots.

Despite its intimidating health it also has pretty low defence. The one thing in Zephyrss favour is that our units are swiftly running through their stocks of Energy and Ammo and without the Edge or the Vjaya we cant replenish ourselves at will.


Anyway, thats the end of our turn.



Dimension Wave is a fairly strong attack, but luckily it only has two units of ammunition so Zephyrs cant use it repeatedly.

Ideally you want to completely surround Zephyrs like this to stop his movement. Once that happens its simply a matter of wearing him down to nothing.


Of course, it doesnt stop Phil from getting killed.

Zephyrss other attack is Flame Shooter, and its far less powerful and less accurate.


I should mention that the Harut Maruts attacks are accompanied by some pretty cool basso canon sound effects that make them sound much more deadly than they really are. Also remember that this is supposed to be a riot control vehicle, yet its only weapons are a set of enormous flamethrowers. Because nothing disperses rowdy crowds like the threat of mass immolation.

Anyway, now that we have him trapped its time to farm Zephyrs for experience.



Cages level is pretty high, so he doesnt get a slice.

On his turn Zephyrs tries to attack Razma with Flame Shooter again, but misses.


Finally the time comes to put Zephyrs down for good.

This gives Yukito a chance to show off his new attack, R-Blade Kick.


Boom! No more Zephyrs.

We get a pretty nice prize for beating him. I cant wait to spend it at-

Oh crud. Ugh, fine, lets see what he looks like this time




Whaaaat? Why does he have 10,000 -more- HP without his armour than he did with it? His attacks are all new, too. Admittedly the Tempest also gets a second wind after you destroy his shell in the original ZOE, but I genuinely forgot that this happens with the HarutMarut as well.
This is going to suck, particularly since Zephyrs gains 20 Spirit when he reappears.

One good thing is that I still have a few big guns with some ammo left in them.

In terms of targeting him, the HarutMaruts second form isnt really so different from his first one. Its a slightly smaller target, but still pretty damn huge, and he keeps the three glaring critical spots as well. The one difference is that he moves around far more quickly and erratically than before.


With only four units left, one more fatality on our side will let Zephyrs make a break for the TV Station.


Oh yeah, and he also starts shooting out about a million more crosshairs in his second stage.


Thank god for that. Unfortunately surrounding Zephyrs is now working against us since hes inside the minimum range of most of our more powerful weapons. Razma and Semyl can only hack at him with Laser Blades.


Doing less than 1/20th of his HP per attack really sucks.

Yukito is still good mostly. His Laser Sword is still doing nice damage, but hes out of Energy and ammo for all his other attacks apart from the Handgun.


At this point Cage is the only one of our team in anything resembling peak condition. His Energy levels are still at maximum so he can throw out powerful attacks pretty much at will.


Now its Zephyrss turn





Fuckfuckfuckkillitkillitkillit

Come on, come on, come on

Come on, come on, come on! Its all up to you now, Semyl!

Critical hit!

next turn, baby!

Zephyrs is kind enough to show us his other attack after escaping the net.


That was horrible. Semyls the toughest character we have and it still took off more than half her HP.

But thats alright, because shes about to get her revenge.


Zephyrs goes down, for real this time.






Zephyrs charges over to the TV Station!




Suddenly Ares out of goddamn nowhere!
Music: Tragedy


Cage moves over to the TV Station.







Music: Uncontrollable Fear

Out of nowhere, the Black Frame arrives to ruin the celebrations.









The Black Frame retreats, its hit and run attack complete.

The screen fades out at this point.


Well. That certainly was a mission and a half. Tons of stuff happened Bolozof is dead, Zephyrs is dead. The truth behind everything that happened so far has finally been revealed to the public. Deckson has been shot and is presumably in critical condition. Ares was ganked by the Black Frame right at BISs moment of triumph. The question is, where do we go from here? What major power bloc has yet to show its hand despite being the main antagonist in the other two games? Well be finding out over the course of the next few missions