Gaming How-To

How to Farm MRP Fast in Ace Combat 8: Wings of Theve

The campaign missions, loadouts, and score targets that get you to the 16 and 25 million MRP milestones with the least wasted time.

The campaign missions, loadouts, and score targets that get you to the 16 and 25 million MRP milestones with the least wasted time.

MRP is the currency that pays for every plane, special weapon, and upgrade part in the Ace Combat 8: Wings of Theve Aircraft Tree, and the campaign asks for a lot of it. Powerful aircraft can cost 500,000 to over a million each, and the long completion goals run into the millions, so a steady farming loop matters more than any single big payout.

Quick answer: For pure speed, repeat Mission 16 (Singer) and bank the result fast. For MRP plus aircraft-kill progress, repeat Mission 28 (A Thousand Points of Light) and rearm mid-sortie. Early on, grind Mission 7 (A Lifeline in the Desert) for 65,000–78,000 MRP per run.

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How much MRP you need

Two milestones define the grind. Both track your total MRP earned over time, not the balance sitting in your account, so spending freely does not set them back.

MilestoneTotal MRP earned
Need A Bigger Bank16,000,000
MRP Aplenty25,000,000

A campaign completed from start to finish yields only about 3–4 million MRP, with the amount determined by your performance, so replaying a mission packed with targets is better than running the entire story again. Patron of the Parts also requires purchasing every aircraft, special weapon, and upgrade part, causing your earnings and spending to climb together.

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Fastest ways to farm MRP

Different missions win at different jobs. Pick the one that matches what your save still needs rather than always chasing the biggest results-screen number.

MissionBest forReward notes
7 — A Lifeline in the DesertEarly access65,000–78,000 per run
15 — Wings of WaxMid-gameUp to 140,000 first run, 90,000–100,000 after
16 — SingerFastest short cycleSmall payout, very fast repeats
24 — Rocky Island, Day 1Mid-to-late gameUp to 140,000 per run
27 — Fatsia, The Ocean FortressLong sessionsLarge per-run reward
28 — A Thousand Points of LightMRP + kill countersHigh target density

Mission 16 (Singer) is the best choice when MRP is the only thing left. The payout per clear is modest, but the sortie turns around so quickly that you bank a reward and reload before a longer mission would even finish its first run. Learn the correct ship targets in the identification phase so you stop checking every contact, then end the mission cleanly instead of inflating the score.

Mission 27 (Fatsia, The Ocean Fortress) suits longer sessions where constant restarts get tiring. It pays far more per run and keeps you flying instead of cycling through menus. Look for chain destruction, where one kill cascades into nearby units, then clear the major structures and mop up the remaining SAMs and aircraft.

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Mission 7: A Lifeline in the Desert

This Annihilation mission unlocks after the first six campaign sorties and is the earliest reliable farm. Destroy ground and air targets until you pass the goal score of 24,000, then keep going up to around 50,000 for the biggest payout. Fly the Mirage 2000-5, a multirole jet whose UGB wipes out clustered ground targets in a single pass.

The map has four target clusters. Rotate between them and keep scoring:

  • North — Solar Mirror Power Plant: break as many panels as possible.
  • West — Airfield: destroy planes, AA guns, and fuel deposits.
  • East — Ammo Storages: reinforced, so use the UGB with precise aim.
  • South — Fuel Refinery: hit fuel tanks, ground vehicles, AA guns, and watchtowers.
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Mission 24: The Battle of Rocky Island, Day 1

This naval-to-shore battle can return up to 140,000 MRP when you keep your allies alive. Use the Su-57 Felon with QAAM for fast fighters and LACM to flatten ground objectives, or the Su-47 Berkut with UGB and HPAA. On either jet, prioritize Arms modules that boost your regular missiles: Long-Range Enhanced Shells, Directional Proximity Fuze, Air-to-Air Ballistic Correction Module, Target ID Accelerator, New High-Energy Propellant, and the Electronic Optical Hybrid Sight. The Auto Strafing Machine Gun Device saves gun ammo by automating lock-on.

The score depends on escorting Ally Groups Alpha, Bravo, and Charlie (the LCACs) to shore intact. Clear threats in this order:

Wipe out the first wave of Rafale Savian merc fighters closing on the ally boats.
Destroy the Pillbox gun platforms blocking the LCACs, then the Howitzers, AA guns, and tanks near the beach.
Drop UGBs or LACMs on the two Aegis Land Boats targeting the LCACs and destroy them on sight.
Clear the remaining Typhoons, Rafale M, and F-15 fighters harassing the land forces while rotating between Alpha, Bravo, and Charlie toward the first checkpoint.
Push into the enemy base, kill the tanks and SAMs leaving its mouth, and clear the skies of F-15s for extra score before the mission ends.
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Mission 28: A Thousand Points of Light

Available through Free Mission after you clear the campaign, Mission 28 packs the airspace with aircraft and gives you an island airstrip to rearm at. That combination lets you spend special weapons freely, reload, and keep going instead of rationing one loadout across the whole fight. It is the best pick when you still need Aircraft Annihilator progress toward 3,000 campaign aircraft kills alongside MRP.

Bring strong, repeatable air-to-air damage and enough standard-missile capacity to keep clearing ordinary contacts. A workable rhythm looks like this:

  • Intercept each incoming bomber wave first, since this is still a defense mission.
  • Clear fighters already interfering with your attack.
  • Engage aircraft in the vicinity as the following wave assembles.
  • Land to rearm when standard missiles or your main air-to-air special weapon run low.

Do not start a landing cycle while a bomber wave is closing on the island. Clear the urgent threat first, then use the quieter gap to resupply.

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Pick a difficulty and measure real earnings

Higher difficulty raises MRP through score and time bonuses, and Ace gives the largest reported multiplier. That only helps if you still clear the mission cleanly. A slow or failed Ace run earns less than a slightly lower setting you can finish fast, so climb to Elite and then Ace only once your hangar can exploit the higher payout without stalling.

Judge a farm by MRP per real minute, not by the mission timer alone. Time the full cycle: the sortie, the results screen, the loadout menus, and loading into the next run. Short missions like Mission 16 lose proportionally more time to menus, so fast loading favors Mission 16 while slow restarts narrow the gap with Mission 27. Testing each for about 15 minutes tells you which one actually leaves you richer.


Spend MRP as you go instead of hoarding

Because the milestones count lifetime earnings, there is no reason to sit on a huge balance. Buy aircraft, special weapons, and upgrade parts that help your next objective, keep advancing the Aircraft Tree, and let the earned total climb in the background.

Before you drop into a pure money grind, finish the work that pays MRP anyway. ACE clears, missing S ranks, Assault Records, and the 3,000-aircraft counter all send you back through missions, and each one adds currency. Start farming only once those overlapping goals are done and MRP is the last thing standing between you and completion.

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How to confirm your MRP total

Check your cumulative MRP after a finished sortie rather than reading the HUD during combat. The score shown in the air, such as a figure in the tens of thousands, is mission score, not your MRP balance or the amount banked. Need A Bigger Bank unlocks when lifetime earnings pass 16,000,000, and MRP Aplenty unlocks at 25,000,000, so those trophy pops are the clear signal that your farming has reached its target. Once the 25 million milestone is done, stop farming; spending leftover currency does not shorten the grind.