Super Robot Wars D FAQ/Walkthrough. Author: Deranged E-Mail: deranged85@yahoo.com. Last Updated: 15/9/2003 2206 Hours Version 1.01 =============================== 1)Table Of Contents =============================== 1)Table Of Contents 2)Version History 3)Introduction 4)Seishin List 5)Item and Skill Parts List 6)Pilot Skill List (!) 7)Pilot Skill/Seishin List (!) 8)Robot Skill List (!) 9)New Systems (!) 10)Walkthrough (!) 11)Sub-Missions 12)Secrets (!) 13)FAQ (!) 14)Credits (!) 15)Contact Information 16)Disclaimer (*) - Section not yet complete (!) - Section updated since last version. =============================== 2)Version History =============================== 15/9/2003: Version 1.01 --With this, this FAQ is more or less complete; the walkthrough is completed, the pilot Skill/Seishin list is completed, and about the only thing left is a couple of unconfirmed secrets, but most of my FAQs always have a couple of those trailing anyway. ^^; This will likely be my last update for this FAQ, so see you in the next one! --What I've Done-- --Added Rim's Real-type Seishin list and Hamaan's Skills, Skill Parts and Seishin. --Modified the first five Earth route scenarios --Made several clarifications and changes here and there, thanks to the message board crew --Added Passive Bit to the Robot Skill list --Added a note on how to GET the submissions, as well as a few "hidden" sub-missions. --Updated the method to get Sibil --Added a few more questions to the FAQ 05/9/2003: Version 1.00 --It hasn't even been one month since the release of this game, and already I've finished the walkthrough for it. This must be some sort of record. ^^; On that note, the first 5 missions of the Earth route are a little iffy in terms of enemy numbers since I accidentally overwrote my work then, and I still lack Hamaan's skills and seishin and Rim's Real-type seishin set for the skill/seishin pilot list, but besides that, this FAQ is more or less complete. --What I've Done-- -Changed the introduction of the Seishin list. Remember kids, Copying and Pasting is fine as long as you don't get caught with your pants down. -Added a few skill parts I forgot, and changed some item names thanks to Zajin. -Added Protodevilin to the Pilot Skill List. -Filled out most of the remainder of the Pilot Skill/Seishin List, a good portion of it thanks to Selina Ren. -Added a little bit about Status Weapons in the New Systems section. -Finished the walkthrough for the Earth, Jupiter, Old Aerios and Planet Racus routes. -Finished and wrote up sub-missions 36 and 37. -Modified methods for some of the secrets, most noticably Margue and Gabil. -Added an FAQ section; something that's been missing from most of my previous FAQs. ^^; --What I've To Do-- -Find Rim's and Hamaan's stuff for the Pilot Seishin/Skill list -Confirm enemy numbers/items for Earth route 1~5 29/8/2003: Version 0.66 --First version released to the public. Walkthrough is all the way to the end, but several routes were skipped on the way. Everything else is filled up to almost 100%; this may be the first FAQ I write where the walkthrough is the last thing to finish... --What I've Done-- -Everything really. ^^; --What I've To Do-- -Go through the other routes for walkthrough -Get the missing seishin for the Pilot Seishin/Skill list -Find proper latin translations for the original enemy names -Find the proper names of some of the pilots =============================== 3)Introduction =============================== And Banpresto said "Let there be another new SRW game to soothe the ravaging masses!". And so it was. SRWD continues the GBA tradition of giving newer and untested series a run-out before bringing them to the big boys; American importers in particular will be happy to see the familiar face of Big O. This game also features one thing as of yet unseen in other GBA games; actual animation, where the units actually MOVE around while attacking; most attacks have been given an animation lift as well, from the simple stuff to Beam Rifles firing three shots instead of one, to awe-inspiring attacks like Final Getter Tomahawk. Add all this to one of the darker stories so far seen in an SRW, one of the oddest protagonist(s) you'll ever see, an insane amount of pilot cut-ins, the ability to use post-CCA Char and tons of other new stuff, and you've got another SRW game that'll keep the slavering fanboys happy. One odd thing about this game is that several of the original enemies are spelled out in Latin, which I am -completely- unknowledgable in; also, don't take my translations of some words as gospel either, as I'm not as skilled in Japanese as you might think. Consequently, don't expect this to be much of a story guide; it will mostly be everything else, from the timing and appearance of enemy reinforcements to strategy guides to sub-missions. Several parts of this walkthrough will be quite similar to my guides for other SRW games, except of course tweaked depending on system changes. As a fan of SRW games writing for others, I hope you enjoy this Walkthrough of Super Robot Wars D. =============================== 4)Seishin List =============================== Seishins are the very core of Super Robot Wars games; I frequently shake my head in disbelief at stories of people somehow getting far into Super Robot Wars games without even knowing that these nifty little commands exist. They are the rough equivalent of a magic spell; you cast a seishin before you move or attack, and it can do anything from increasing your move range to doubling your experience for your next attack. You use seishins by selecting the second-from-bottom option on a unit's menu when you press A on the unit. You can then use the L and R buttons to scroll through all the sub-pilots in certain robots, and selecting the seishin you want to use. A list of all the seishins your currently deployed pilots have can also be seen by selecting the 3rd-from-bottom option after clicking on a square without a unit during battle, or the third-from-bottom option in the main menu. The seishin in this list will be arranged by the way they are shown in this table, read like a book (left to right, up to down). As a quick note for those who don't know the terms, "Romanji" is used to describe a method of writing out Japanese or Chinese characters using english alphabets. I will be using the translated names in most of this walkthrough. ------------------------------------------------ Row 1 ------------------------------------------------ Romanji: Teisatsu Translation: Surveillance Cost: 1 SP Notes: Used to scout the statistics of unknown units (those you haven't attacked or haven't been attacked by). Scout out bosses with this, then make sure you don't get into their longest attack's range unless you're good and ready for them. Romanji: Jibaku Translation: Self-Destruct Cost: 1 SP Notes: All units surrounding the unit who uses Self-Destruct(not including diagonals) are damaged for the same amount of HP that the unit using Self-Destruct has. Of course, the unit using this seishin is automatically destroyed. Kinda a useless seishin, as there's no Resurrection around to spam the unlimited movement trick. Romanji: Kasoku Translation: Accelerate Cost: 5 SP Notes: For one movement, the affected unit's movement range is increased by 3. Many Super Robots have this in some form thanks to their sub-pilots, and is a nice cheap way of getting around quicker, especially for people like myself who want to get missions over with ASAP. ^^; Romanji: Chokugeki Translation: Direct Attacck Cost: 25 SP Notes: For one attack. Your attacks will pass through whatever defenses the opponent has, including Buushin, Support Defenses and any sort of barriers, and will hit the enemy directly. This is useful in general for taking out enemies with support defenders (of which there are tons in this game), or used for nullifying the ever-annoying Buushin. Unfortunately, the one pilot/unit skill it doesn't negate is the ever-annoying Protodevilin skill; not to mention it's more expensive than Sure Hit... Romanji: Fukutsu Translation: Invincibility Cost: 15 SP Notes: For one enemy attack if it hits, unit will take 10 damage. Most Super pilots get this in place of Flash, but for the few Real pilots who DO learn this, it's actually very useful; it acts as a safety mechanism should the low chance of your robot getting hit actually happen, and prevents what would likely be a big amount of damage, while Flash would be used up more or less instantly. Basically, the chance of nullifying most attacks are calculated BEFORE this spell is factored, so it's almost always a good bet to cast this, just to be safe; and if you dodge the attack via other means, the effect of the spell will still stay around. Makes an awesome combination with Flash and other avoiding mechanisms such as Buushin-type unit skills. Do note that Fukutsu isn't factored in when Support Defending though, so don't expect Support Defenders to take 10 damage. ------------------------------------------------ Row 2 ------------------------------------------------ Romanji: Sogeki Translation: Snipe Attack Cost: 20 SP Notes: For one attack. Excepting MAP and range 1 attacks, the range of all other attacks are increased by 2. Best for units without good P weapons, or dedicated Snipers like the the big 2 of Hi Nu and Nightingale. Makes a fairly good combo with the Hit & Away pilot skill. Romanji: Totsugeki Translation: Assault Cost: 25 SP Notes: For one turn, all non-MAP weapons can be used after movement. Useful for units whose strongest attacks aren't P, or for long range attacks which allow for a huge and easy-to-use attack radius (movement + attack range). SP cost is a little high, though. Romanji: Teppeki Translation: Iron Wall Cost: 30 SP Notes: For one turn. All enemy attacks on the affected unit will be reduced to 1/4th their normal damage. This makes the damage from the really strong attacks far less than normal, and is almost vital for Super-type units who take lots of damage in this game even with highly upgraded armour. Use this before throwing the unit into a ton of enemies for cackling fun; for Reals though, Concentrate might be a more viable and cheaper option. Romanji: Doryoku Translation: Great Effort Cost: 20 SP Notes: For one combat sequence (your unit attacking, or your unit getting attacked). Gain 2x EXP. It goes without saying that you should always use this just before killing a major character. Do note that if you use this seishin, then Defend or Evade in the next combat sequence, the effect of this spell will be completely lost. Romanji: Ouen Translation: Aid Cost: 25 SP Notes: Casts Great Effort on any one team member, including the pilot who uses Aid. The same rules of Great Effort apply here. Although Great Effort costs less to use, you may find yourself using this seishin more often as your supporting pilots' SP are less valuable than those of your front-liners, who need the SP more for battle seishin. ------------------------------------------------ Row 3 ------------------------------------------------ Romanji: Kouun Translation: Lucky Cost: 40 SP Notes: For one combat sequence. Gain 2x Credits. You should always cast this before killing a major character, or large, expensive units (anything with 15000+ HP), or when using MAP or ALL attacks that kill several units. If you Defend or Evade with this seishin in effect, you will lose its effects completely. Romanji: Shukufuku Translation: Bless Cost: 45 SP Notes: Casts Lucky on any one team member, including the pilot who uses Bless. The same rules of Lucky apply here. Although it costs more, you might actually find yourself using this more than Lucky, since your supporter's SP are less important than the ones who are delivering the killing blows. Romanji: Konjou Translation: Perseverance Cost: 20 SP Notes: The affected unit will regain 30% of any lost HP. Has somewhat more usefulness in this game, as unupgraded units (which you'll have plenty of at the start) will take lots of damage very fast. Romanji: Dokonjou Translation: Great Perseverance Cost: 40 SP Dokonjou (Great Peseverance) : The affected unit will regain all lost HP. Mostly learnt by Supers, who can appropriately make the best use of it. Given the mecha's propensity (or rather, lack of it) for taking damage, this seishin may see more use than in older SRWs.. Romanji: Shinrai Translation: Trust Cost: 30 SP Notes: Heals 2000 HP of any friendly unit on the map. It no longer heals NPCs which lessens a lot of its old usefulness, but in turn, its main function has been increased slightly, especially if you play with mostly Reals who aren't quite as good at dodging in this game. Not economically wise to use on Supers though, but sometimes you may not have a choice. ------------------------------------------------ Row 4 ------------------------------------------------ Romanji: Yuujou Translation: Friendship Cost: 50 SP Notes: Heals all HP of any unit. Basically the Trust which you use on Supers, who make this seishin more economically wise; in fact, using it on any unit who's lost more than 3333 HP technically makes this more efficient economically, but it's all circumstance anyway. ^^; Romanji: Kenshin Translation: Devotion Cost: 30 SP Notes: No, not the ronin, but a seishin. ^^; The unit which this spell is used on has ALL its pilots regain 10 SP. Changed from Alpha 2, this makes this seishin more economical when used on multi-pilot units, such as the Cosmo Crusher or Battle 7. Romanji: Hokyuu Translation: Resupply Cost: 70 SP Notes: Recovers all EN and all weapon ammo of any one teammate, including the pilot who casts Resupply. Unlike previous versions, this spell no longer decreases morale, increasing its usefulness by a ton. Not a bad choice for support pilots to use, especially when stages get really long later in the game. Romanji: Hirameki Translation: Flash Cost: 10 SP Notes: For one enemy attack. Unit's dodge rate is 100%. Unlike in other SRWs, you may find yourself using this seishin a lot more often than usual, as its cheaper than Concentrate and is better if you're certain that the enemy won't attack the unit in their turn; not to mention Reals have somewhat poorer dodge rates comparatively, and Supers take more damage than usual too, making casting Flash a neccessity sometimes. Not to mention that most pilot and robot skills that nullify attacks (Sword Cut, Shoot Down, etc) are calculated before this factors in, which means on units that normally never dodge anyway but rely on other factors to avoid htis (Shin Getter 1 and 2 being the main ones), this can be useful as a safety net, and its effect will remain if you dodge it via other means, just like Invincibility. Unsurprisingly, casting both this and Fukutsu makes a very good combination, especially with units like (Shin) Getter 2. Romanji: Shuuchuu Translation: Concentrate Cost: 15 SP Notes: For one turn. Dodge and Hit rates are increased by 30%. Useful all-around, especially if you cast it on a good dodger, and just throw it right into the middle of all the enemies. Otherwise, it's a nice dodge boost for your Reals, or accuracy boost for your Supers. Also makes a good combination with Confusion, resulting in a enormous accuracy decrease for all enemies on that unit. ------------------------------------------------ Row 5 ------------------------------------------------ Romanji: Hitchuu Translation: Sure Hit Cost: 20 SP Notes: For one turn. Hit rate is 100%. Mostly used by Supers who have trouble hitting boss-level enemies, or by low-level pilots when trying to get up to everyone else's level. Flash takes precedence, however; something which has casted Flash will always dodge a Sure Hit attack. Romanji: Kakuran Translation: Confusion Cost: 50 SP Notes: For one turn, all enemies' attack's accuracy will be cut into half. Given the massive amount of enemies you can face at one time, it's not a bad idea to cast one of these during a pitched battle to give your side a major advantage. This spell is also almost vital for late-game bosses, who have absurdly high accuracy and insanely strong attacks, which often mean death without defense; Confusion will give them that extra bit of chance you may need to survive for pilots who don't have Flash, Invincibility or Iron Wall. (50 SP) Romanji: Datsuryoku Translation: Exhaust Cost: 40 SP Notes: Choose any enemy, and its morale will be decreased by 10. Very few pilots learn this, making this spell a little rarer than it should be; also the ease and which most enemies gain morale makes using this a little pointless as it just gets gained back within an attack or two. Romanji: Kiai Translation: Yell Cost: 40 SP Notes: The affected unit will gain 10 morale. Very useful in older SRWs, it's usefulness is debatable in here, with the new morale adjustments that often boost morale noticably just for hitting and dodging attacks. I more or less suggest not using this unless absolutely neccessary to pull off that final move to kill the boss. Romanji: Gekirei Translation: Rally Cost: 70 SP Notes: All surrounding units (excluding diagonals) gain 10 morale. Mostly support pilots only use this, so it could be potentially useful by getting off a couple of your aces to a running start at the start of a stage. A bit too expensive for my tastes, though. ------------------------------------------------ Row 6 ------------------------------------------------ Romanji: Nekketsu Translation: Hot Blood Cost: 40 SP Notes: For one attack, the pilot's next attack does 2x damage. Obviously a popular spell for most Squad Leaders, it's almost a must when facing high-HP enemies especially when aiming for turn-based or HP-based APs. Also makes a good combo with combo or MAP attacks, since you're hitting several units for double damage. Romanji: Tamashii Translation: Soul Cost: 60 SP Notes: For one attack, the pilot's next attack does 2.5x damage. In MOST cases, Hot Blood is economically more effective, but Soul is often better if you're racing against time, and need to deal as much damage as possible, as quickly as possible. It goes without saying that this should be saved for bosses, or perhaps combo and MAP attacks. Romanji: Kakusei Translation: Awaken Cost: 50 SP Notes: The affected unit will get two combat turns; that is, it can move and/or attack one more time after it's normal move and/or attack. You can't cast Awaken consecutively to gain three combat turns in a row, but you can cast after you've used it's effects once. In other words, Cast Awaken, move/attack, cast Awaken again, etc. The cost has been reduced a little, making it slightly more viable, but I still feel its a waste of seishin which should be instead used on Hot Bloods or Souls; in other words, stick with Move Again if possible. Romanji: Saidou Translation: Move Again Cost: 90 SP Notes: Choose any friendly unit who has used its turn, and it will receive another turn to move and/or attack. Basically the version of Kakusei that you can use on others, it may cost more, but also allows your front-liners to store their own SP for more important seishin, if you even need to use Move Again in the first place. Romanji: Ai Translation: Love Cost: 90 SP Notes: Gives the effects of Accelerate, Sure Hit, Flash, Hot Blood, Yell, Great Effort and Lucky on the caster. Dangerous and expensive, always save this seishin for bosses only, and even then, it might not be a good choice over two Souls or Hot Bloods. =============================== 5)Item and Skill Parts List =============================== <><><><><><><><><><><><><><><><><><><><><><><><> Items <><><><><><><><><><><><><><><><><><><><><><><><> Items, also known as "Equippable Parts" or "Conformable Parts", have been around since the heady days of Super Robot Wars 4. In RPG terms, they're the equivalent of equipping an accessory that provides a boost in status, performance or some form that helps whoever uses it. The number of items a unit can equip depends basically on the overall "worth" of the unit; the majority of units get two item slots, while weaker grunt suits usually get 4. You get items mostly by defeating enemies, although bosses drop the most and rarest. You can get to the Items List in the game by choosing the 1st, then the 4th option in the intermission menu. The items are seperated into 4 sections: Items that affect Units, items that affect Weapons, Consumable items and items that are actually Extra Weaponery. They will be arranged in order under their respective sections. ------------------------------------------------ For Units: Page 1 ------------------------------------------------ Hazusu - Not really an item, but the first one listed. Allows you to remove whatever item is in the slot you chose to get to this menu. Booster - Movement range is increased by 1. Obviously, used on units with low movement ranges, like basically most Supers. Mega Booster - Movement range is increased by 2. Upgraded version of Booster that you won't get too many of. Apogee Motor - Increases movement range by 1, and mobility by 5. Basically a Booster and Magnetic Coating combined, and can function well as both for your Real robots. Magnetic Coating - Increases mobility by 5. Standard item to equip on Real robots, but gets outclassed by nearly everything else rather quickly. Biosensor - Increases mobility by 10. Upgraded Magnetic Coating basically, and a staple item for Reals all the way to the end of the game, being the item with a balance between decent bonuses and availability. Psychoframe - Increases mobility by 15. One of the best items you can give to your Reals, who REALLY need the better dodging in this game, with the grunt enemies' insane hit rates... ------------------------------------------------ For Units: Page 2 ------------------------------------------------ Haro - Increases mobility by 20, weapon range (besides MAP and point-blank) by 2 and accuracy by 25. Quite possibly the best item in the game, put this on your favourite reals, or your Supers who can dodge (like Shin Getter 2). Chobham Armour - Increases maximum HP by 500, and Armour by 100. Standard fare for most Supers; the whole line is pretty vital for Supers, in fact, since they tend to take a lot of damage, even for Supers. Hybrid Armour - Increases maximum HP by 800, and Armour by 150. More standard fare for Supers, outclasses the Chobham Armour pretty quickly. Ultra Alloy Z - Increases maximum HP by 1000, and Armour by 200. Not as huge a difference as Hybrid Armour was to Chobham, but it's still a nice bonus. Ultra Alloy New Z - Increases maximum HP by 1500, and Armour by 250. One of the best Armour/HP items you can get in this game, put these on your favourite Supers. Large Generator - Increases maximum EN by 50. If you don't have a Solar Panel, this might be the best replacement. Use it on EN heavy robots, which is quite a few of them. Mega Generator - Increases maximum EN by 100. An upgrade of the Large Generator, and basically performs the same functions except better. ------------------------------------------------ For Units: Page 3 ------------------------------------------------ Solar Panel - Recovers 10% EN per turn. Good on just about anything which consumes EN at a steady rate, the most obvious examples being the Getters and Wing Zero/Tallgeese. Hovercraft - Allows unit to "hover"; basically, can travel over water instead of under it. Somewhat useful if you don't have enough Minovsky Crafts/Drives, but not really used in late-game. Minovsky Craft - Allows unit to fly, and changes all Air stats to S. As in previous SRW games, this is a good bet for units which have bad Air stats; the Garland and Big O are good examples of this. Even if you already have enough to go around though, you might want to put this on your favourite robot anyway, since getting S stats in Air makes quite a bit of difference. Mniovsky Drive - Increases movement range by 2, allows unit to Fly, and changes all Air stats to S. VERY good item, as the S bonus is far more pronounced than one might think. I usually put this on favoured robots, even if they can already fly naturally. Thruster Module - Changes all Space stats to S. Many Super Robots are only A in Space which gives them major accuracy problems; give them this to fix them up, AND let them do extra damage during Space stages. S-Adapter - Changes all terrain stats to S. EXTREMELY useful, due to the previously-mentioned pronounced bonus of an S-rating. Shin Getter is a very good candidate for this, to make ALL the transformations capable of all types of combat. Anti-Beam Coating - Beam damage is reduced by 700. A little specialized, since usually only Gundam enemies use Beam weapons, and even then not all of them; there ARE a good number of Gundam enemies though, given the large amount of Zanscares and Ozs running around. ------------------------------------------------ For Units: Page 4 ------------------------------------------------ I-Field - Beam Damage is reduced by 850. A stronger Beam Coating in all but name. ------------------------------------------------ For Weaponery: Page 1 ------------------------------------------------ Hazusu - Not really an item, but the first one listed. Allows you to remove whatever item is in the slot you chose to get to this menu. High Powered Radar - Increases the range of non-map and non-point-blank weapons by 1. In general, you'd put this on robots with REALLY long range weapons to push the limit even further, or onto a robot with few or bad P moves, to allow it to use its better non-P moves more often in a standing position. 3-Dimensional Radar - Increases the range of non-map and non-point-blank weapons by 2. The further upgraded version of the High-Powered Radar, and all the same rules apply as well. Linear Seat - Increases the range of non-map and non-point-blank weapons by 1, and increases accuracy by 10. A better version of the High Powered Radar, it's accuracy boost might make it good for Supers, or Reals who suffer from accuracy deficiencies (like the Wingers or Valkyries). Dual Sensor - Increases weapon accuracy by 10%. A good fit for most Supers, who usually have aiming problems. Flagships are another good choice for the same reasons; who you put it on would depend on who needs it more. Multi Sensor - Increases weapon accuracy by 20%. Improved Dual Sensor, with the same reasoning. High Performance Targeting Device - Increases weapon accuracy by 30%. The best targeting item for your Supers. ------------------------------------------------ For Weaponery: Page 2 ------------------------------------------------ Learning-Type CP - Increases critical rate of all weapons by 10%. Useful on high-critical machines or pilots with high-skill, like the Deathscythe or anything Amuro pilots. Learning-Type CP+ - Increases critical rate of all weapons by 20%. An upgrade off the CP, and should be used in the same fashion. Learning-Type CP++ - Increases critical rate of all weapons by 30%. The best critical-increasing item, putting this on high-critical machines or pilots almost always gurantees a critical hit. Large Magazine - Ammunition is increased by 1.5x. Useful for the robots who rely quite a bit on ammo; Garland and Heavyarms Kai comes to mind, as well as perhaps Sandrock Kai. Note that the ammo increase is rounded down though. Ultra-Large Magazine - Ammunition is increased by 2x. MUCH more useful than the Large Magazine as most finishers have 3 ammo, and would only be increased to 4 with the Large Machine; this increases it up to 6, making it much more usable. EN Chip - Decreases weapon EN consumption by 10%. Another alternative to the Solar Panel; then again, combining all three might make for a unit that would never run out of EN. ^^; Note that this does NOT have a cumulative effect with the EN Mega Chip or EN Giga Chip; only the one that saves the most EN is counted. EN Mega Chip - Decreases weapon EN consumption by 20%. An upgrade to the EN Chip, and all the same regulations apply. ------------------------------------------------ For Weaponery: Page 3 ------------------------------------------------ EN Giga Chip - Decreases weapon EN consumption by 30%. Forget about the Generators, with this and a Solar Cell, even Shin Dragon will never run out of EN. ^^; ------------------------------------------------ Consumables ------------------------------------------------ Hazusu - Not really an item, but the first one listed. Allows you to remove whatever item is in the slot you chose to get to this menu. Propellant Tank - Replenishes EN. Generally you should stock up your battleship with this and all other consumable items, as the battleships can use it within a certain radius, making it more useful than if you'd used up an item slot on your front-liners with these. Repair Kit - Replenishes HP. Same logic as Propellant Tank. Cartridge - Replenishes Ammo. Same logic as Propellant Tank. Emergency Rations - Recovers 50 SP. A little more useful than the other consumables as SP is something you can't normally recover easily, as opposed to the other three types of consumables already listed. Super Repair Kit - A combination of the Propellant Tank, Repair Kit and Cartridge all jammed up into one cozy package. Still not that much more useful than other consumable items, though. ------------------------------------------------ Additional Weapons: Page 1 ------------------------------------------------ Note that all weapons here have a base power of 1300, and its power is based on how many weapon upgrades the unit which its equipped to has. Of course, the attack also has to HIT for the effects to take place. Hazusu - Not really an item, but the first one listed. Allows you to remove whatever item is in the slot you chose to get to this menu. Energy Taker - Reduces the enemy's EN by 30. Most enemies have far more EN than this, so you'll need lots of this to truly be effective. Energy Drain - Drains the enemy's EN by 10, and gives it to you. 10 is generally way too measly an amount to even care about gaining or losing, though. Mind Taker - Decreases the enemy's morale by 5. Unfortunately, most enemies are such that hitting them with this will make the drop in morale less damaging, as they immediately gain it back by getting hit or by countering. More useful than the others listed so far, though. Mind Drain - Drains the enemy's morale by 5, and gives it to you. 5 morale is pretty decent to drain, but not really worth an item slot over in my opinion. Spirit Drain - Drains the enemy's Seishin Points by 10, and gives it to you. This doesn't really affect the enemies since they don't use seishin at all, but can be helpful for certain pilots who only need 10 extra SP to perform an extra Hot Blood or Soul or Awaken; but if you really need that, there's always the Devotion seishin... Spider Net - Decreases enemy's movement range by half. Could be potentially useful if you play lots of snipers and Hit & Away units which can nail the enemy with a Spider Net, then run, and snipe the enemy from a safe distance where it can't counter, and won't be able to attack even after moving. It takes more setup than its worth for just one use, though. ------------------------------------------------ Additional Weapons: Page 2 ------------------------------------------------ Armour Breaker - Decreases enemy's Armour by 30%. Now we're getting somewhere useful; this can be extremely helpful in making those tough-skinned bosses take damage easier, and if you can't seem to do enough damage to kill bosses without letting them retreat, this might be the item for you. ECM Jammer - Decreases enemy's accuracy by 50%. Use this on bosses to save on seishin points by (generally) negating the need to use defensive seishin. I haven't tested whether this can work in tandem with the Confusion seishin, but if it can, it would make an AWESOME combo. Sensor Breaker - Decreases enemy's mobility by 50%. Great for saving on seishin against really high-dodging bosses; have someone with Sure Hit use it on the boss, then suddenly all your other units' hit rates will increase dramatically. Weapon Breaker - Decreases enemy's attack power by 50%. Supers will find this one incredibly useful, as they already take massive amounts of damage despite being Super robots, with nearly no chance of dodging attacks; this will help them take the attacks much easier. HP Virus - For each square the enemy moves, its HP is decreased by 100. Lasts for 3 turns. Not really that useful, as even for units with a massive move range of, say, 10, they'll still only burn 3000 HP for the whole time, where most late-game units have 4 times that amount of HP. EN Virus - For each square the enemy moves, its EN is decreased by 10. Lasts for 3 turns. A little more effective than the HP Virus since enemy EN doesn't go as high, but depends on the enemy's movement range and assumes that it would be dedicated enough to chase you around. Mind Virus - For each square the enemy moves, its morale is decreased by 1. Lasts for 3 turns. Once again, not really useful in my view; if you really want to lower the enemy's morale, just use Exhaust. ------------------------------------------------ Additional Weapons: Page 3 ------------------------------------------------ Short Circuit - The enemy becomes incapable of moving. Lasts 3 turns. Potentially useful against bosses with short movement ranges; nail them with this, then have your snipers stay out of the boss's range and rain attacks on it. <><><><><><><><><><><><><><><><><><><><><><><><> Skill Parts <><><><><><><><><><><><><><><><><><><><><><><><> Skill Parts are one of the new systems involved in SRWD. Unlike some of the previous SRW games, PP is no longer around; instead, you "win" skill parts by defeating enemies who have them equipped, and can then equip them onto your own pilots. The number of Skill Parts you can equip on a pilot is generally proportional to the usefulness of that pilot; thus most frontline aces get 2 slots, while support characters get 3 or 4. They are arranged as shown in the game. As most of them are self-explanatory in what they do and who to use them on, I will (for once) be brief in my notes. You can go to the Skill Parts section by choosing the second, the the third option in the Intermission Menu. The skills are arranged in the order shown in the aforementioned menus. ------------------------------------------------ Pilot Ability: Page 1 ------------------------------------------------ Hazusu - Not really a skill part, but the first one listed. Allows you to remove whatever item is in the slot you chose to get to this menu. Melee Ability +10 - Increases the pilot's Melee stat by 10. Melee Ability +15 - Increases the pilot's Melee stat by 15. Melee Ability +20 - Increases the pilot's Melee stat by 20. Shooting Ability +10 - Increases the pilot's Shooting stat by 10. Shooting Ability +15 - Increases the pilot's Shooting stat by 15. Shooting Ability +20 - Increases the pilot's Shooting stat by 20. ------------------------------------------------ Pilot Ability: Page 2 ------------------------------------------------ Defense Ability +10 - Increases the pilot's Defense stat by 10. Defense Ability +15 - Increases the pilot's Defense stat by 15. Defense Ability +20 - Increases the pilot's Defense stat by 20. Skill Ability +10 - Increases the pilot's Skill stat by 10. Skill Ability +15 - Increases the pilot's Skill stat by 15. Skill Ability +20 - Increases the pilot's Skill stat by 20. Accuracy Ability +5 - Increases the pilot's Accuracy stat by 5. ------------------------------------------------ Pilot Ability: Page 3 ------------------------------------------------ Accuracy Ability +10 - Increases the pilot's Accuracy stat by 10. Accuracy +15 - Increases the pilot's Accuracy stat by 15. Evade Ability +5 - Increases the pilot's Evade stat by 5. Evade Ability +10 - Increases the pilot's Evade stat by 10. Evade Ability +15 - Increases the pilot's Evade stat by 15. Seishin Power +10 - Increases the pilot's Seishin Points by 10. Seishin Power +15 - Increases the pilot's Seishin Points by 15. ------------------------------------------------ Pilot Ability: Page 4 ------------------------------------------------ Seishin Power +20 - Increases the pilot's Seishin Points by 20. Initial Morale +5 - Pilot starts with +5 Morale. Initial Morale +8 - Pilot starts with +8 Morale. Initial Morale +10 - Pilot starts with +10 Morale. Seishin Consumption -10% - Decreases the pilot's SP consumption rate by 10%. Seishin Consumption -20% - Decreases the pilot's SP consumption rate by 20%. Seishin Consumption -30% - Decreases the pilot's SP consumption rate by 30%. ------------------------------------------------ Extra Skills: Page 1 ------------------------------------------------ Hazusu - Not really a skill part, but the first one listed. Allows you to remove whatever item is in the slot you chose to get to this menu. Support Attack +1 - Increases the pilot's Support Attack level by 1. Support Attack +2 - Increases the pilot's Support Attack level by 2. Support Attack +3 - Increases the pilot's Support Attack level by 3. Support Defense +1 - Increases the pilot's Support Defense level by 1. Support Defense +2 - Increases the pilot's Support Defense level by 2. Support Defense +3 - Increases the pilot's Support Defense level by 3. ------------------------------------------------ Extra Skills: Page 2 ------------------------------------------------ Potential +1 - Increases the pilot's Potential level by 1. Potential +2 - Increases the pilot's Potential Level by 2. Potential +3 - Increases the pilot's Potential level by 3. Combo +1 - Increases the pilot's Combo level by 1. Combo +2 - Increases the pilot's Combo level by 2. Combo +3 - Increases the pilot's Combo level by 3. Counter - Gives the pilot the Counter ability. ------------------------------------------------ Extra Skills: Page 3 ------------------------------------------------ Hit & Away - Gives the pilot the Hit & Away ability. =============================== 6)Pilot Skill List =============================== In here, you'll find a list of every pilot skill in the game, and what they do. Unfortunately, there's no quick and easy way to see every pilot skill you have, so you have to rely on the pilot's skill tables themselves to see what they have and don't have. Do note though that some pilots will not get some of their predefined skills until the higher levels... The skills are arranged by how they would show up in the pilot's skill menu. ------------------------------------------------ Newtype ------------------------------------------------ Increases Accuracy and Evade, and increases the range of Funnel-type weapons by 1 at level 7 and 8, and 2 at level 9. It's a good bet that if the pilot is a newtype, then he or she would be at least half decent, if not an ace. ------------------------------------------------ Enhanced Human ------------------------------------------------ Increases Accuracy and Evade, and increases the range of Funnel-type weapons by 1 at level 7 and 8, and 2 at level 9. Essentially the same as the Newtype skill (although storywise...). ------------------------------------------------ Protodevilin ------------------------------------------------ Decreases all damage taken by half, and makes the pilot vulnerable to songs. Requires 100 Morale. Interesting that all those who have this skill can't really use it, i.e aren't really meant to take hits in the first place, but it's still useful for when the roll of the dice doesn't go your way. ------------------------------------------------ Psychic Energy ------------------------------------------------ Increases Accuracy and Evade, as well as increasing the power of weapons by 50 for each level. The bonus is a bit more pronounced than Newtype or Enhanced Human, I believe, although I haven't fully tested it yet. The higher the level, the higher the increase. ------------------------------------------------ Potential ------------------------------------------------ The lower your HP goes, the higher your accuracy, mobility, Armour and critical rates go. Higher levels mean that the effects take place faster, and has more of an effect. Mostly Super pilots get this, which is fitting considering they take a LOT of damage in general. ------------------------------------------------ Shield Defense ------------------------------------------------ Only usable if the unit possesses a Shield. Will take 40% of normal damage if the enemy succesfully hits with an attack. When defending or Support Defending, the unit will automatically use its Shield as well. ------------------------------------------------ Sword Cut ------------------------------------------------ Only usable if the unit possesses a Sword. Can cut down physical projectiles or intercept sword attacks, taking 0 damage. Not a bad, if slightly specialized skill; nearly everyone who pilots a mecha wiht a sword-type weapon has this now though... ------------------------------------------------ Shoot Down ------------------------------------------------ Only usable if the unit possesses a Gun. Will shoot down physical projectiles like missiles or funnels, taking 0 damage. A combination of this and Sword Cut can make some units insanely hard to hit with missile-type weapons. ------------------------------------------------ Support Attack ------------------------------------------------ Allows a unit to support another unit in a double-pronged attack; the two units must be next to each other, and the supporter must have a weapon that can reach the targeted enemy, and be able to access the terrain of the lead-off attacker (i.e you can't have Re-GZ BWS supporting the Nu Gundam on land terrain). The higher the level of Support Attack, the higher the number of Support Attacks you can execute in one turn, although the maximum you can have is 4 even with Pilot Skill adjustments. A VERY useful skill to have, and nearly everyone has at least one level of it in late-game. Do note that damage-modifying seishin are not used up by Support Attackers; accuracy and range-modifying ones however are. ------------------------------------------------ Support Defense ------------------------------------------------ Allows a unit to take damage for another unit, should the originally-targeted unit get hit; the two units must be next to each other, the supporter must be able to survive the attack by blocking (factoring in criticals), and the supporter must be able to access the terrain of the original target. Damage is 50%, the same as blocking normally, unless the supporter uses a shield. The higher the level of Support Defense, the higher the number of Support Defenses you can execute in one turn, although the maximum you can have is 4 even with Pilot Skill adjustments. Useful whether you use either Supers or Reals; for Reals, it's a safety device so that if the small chance of them getting hit does happen, it won't be punished TOO severely, while for Supers, it simply l ets someone else defend the damage while you counter. Note that Combo attacks invalidate the use of Support Defense. Do note that the only seishin that affects Support Defenders is Iron Wall. ------------------------------------------------ Leadership ------------------------------------------------ Emits a Leadership "aura" around the unit with the skill. All other units within that aura gain Accuracy and Evade bonuses, depending on how close they are to the unit emitting the aura. The aura is 2 squares wide at level 1, and increases by 1 square for every subsequent level. ------------------------------------------------ Combo ------------------------------------------------ The unit can perform Combo attacks, assuming it has a weapon with a (C) mark. The level denotes the amount of units you can hit at the same time. More about this skill is explained in the New Systems section. ------------------------------------------------ Counter ------------------------------------------------ Attacks before the enemy, assuming they attacked you first. Not a very useful skill in my opinion, since unless your one attack can kill off the enemy, it doesn't really do anything special. ------------------------------------------------ Hit & Away ------------------------------------------------ The unit can move immediately after performing an attack. Note that this does not take effect if you move first (i.e you can attack-->move or move-->attack, but not move-->attack-->move). Note that this very nicely works with MAP weapons as well, and is a great tool for sniping units; hit from far range, then move even further out and repeat. =============================== 7)Pilot Skill/Seishin List =============================== In this section, you'll find a listing of pretty much every pilot in the game, along with their natural skills, Seishin set and number of skill parts. As there's no in-game list, I arranged them by the series listing in Banpresto's official website (http://www.hotline-web.com). ------------------------------------------------ Gundam Zeta ------------------------------------------------ Name: Camille Vidan Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack, Combo Skill Parts: 2 Seishin: Flash, Concentrate, Assault, Hot Blood, Awaken, Soul Name: Fa Yuuri Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack, Support Defense, Combo Skill Parts: 4 Seishin: Trust, Lucky, Flash, Aid, Rally, Devotion ------------------------------------------------ Gundam Double Zeta ------------------------------------------------ Name: Judou Ashita Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack, Combo Skill Parts: 2 Seishin: Great Perseverance, Concentrate, Invincibility, Hot Blood, Awaken, Soul Name: Ru Roux Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack, Support Defense Skill Parts: 4 Seishin: Concentrate, Flash, Accelerate, Hot Blood, Bless, Friendship Name: Hamaan Khan Skills: Newtype, Shield Deefense, Sword Cut, Shoot Down, Support Attack, Leadership, Combo, Counter, Hit & Away Skill Parts: 2 Seishin: Flash, Concentrate, Hot Blood, Direct Attack, Awaken, Soul ------------------------------------------------ Gundam: Char's Counterattack ------------------------------------------------ Name: Amuro Ray Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack, Leadership, Combo Skill Parts: 2 Seishin: Flash, Concentrate, Accelerate, Hot Blood, Awaken, Soul Name: Char Aznable Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack, Leadership, Combo Skill Parts: 2 Seishin: Concentrate, Flash, Direct Attack, Snipe Attack, Hot Blood, Soul Name: Bright Noah Skills: Potential, Support Attack, Support Defense, Leadership Skill Parts: 4 Seishin: Invincibility, Sure Hit, Accelerate, Assault, Rally, Love Name: Quess Paraya Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack, Support Deefense, Combo Skill Parts: 2 Seishin: Flash, Concentrate, Assault, Hot Blood, Awaken, Confusion Name: Gyunei Guss Skills: Enhanced Human, Shield Defense, Sword Cut, Shoot Down, Support Attack, Combo Skill Parts: 2 Seishin: Great Effort, Concentrate, Flash, Hot Blood, Lucky, Rally ------------------------------------------------ V Gundam ------------------------------------------------ Name: Usso Evin Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack, Combo Skill Parts: 2 Seishin: Concentrate, Flash, Snipe Attack, Hot Blood, Yell, Soul Name: Haro Skills: None Skill parts: None Seishin: Surveillance, Great Perseverance, Accelerate, Lucky, Sure Hit, Rally Name: Marvette Fingerheart Skills: Potential, Shield Defense, Sword Cut, Support Attack, Support Defense Skill Parts: 4 Seishin: Invincibility, Lucky, Iron Wall, Sure Hit, Hot Blood, Rally Name: Oliver Inoue Skills: Potential, Shield Defense, Sword Cut, Support Attack, Support Defense, Leadership, Combo Skill Parts: 3 Seishin: Perseverance, Accelerate, Yell, Sure Hit, Love, Self-Destruct Name: Junko Jenko Skills: Potential, Shield Defense, Sword Cut, Support Attack, Support Defense, Leadership, Combo Skill Parts: 3 Seishin: Perseverance, Invincibility, Trust, Hot Blood, Assault, Rally Name: Odelo Henrik Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack, Support Defense, Combo Skill Parts: 3 Seishin: Great Perseverance, Sure Hit, Flash, Hot Blood, Yell, Friendship Name: Thomas Masarik Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack, Support Defense, Combo Skill Parts: 3 Seishin: Surveillance, Concentrate, Flash, Hot Blood, Trust, Rally Name: Chronokul Asher Skills: Potential, Shield Defense, Sword Cut, Shoot Down, Support Attack, Leadership, Combo Skill Parts: 2 Seishin: Great Effort, Invincibility, Accelerate, Hot Blood, Direct Attack, Yell Name: Katejina Ruth Skills: Enhanced Human, Potential, Shield Defense, Sword Cut, Shoot Down, Support Attack, Combo Skill Parts: 2 Seishin: Accelerate, Yell, Sure Hit, Flash, Soul, Love ------------------------------------------------ Gundam Wing ------------------------------------------------ Name: Heero Yuy Skills: Potential, Shield Defense, Sword Cut, Shoot Down, Support Attack, Support Defense, Combo Skill Parts: 2 Seishin: Self-Destruct, Concentrate, Invincibiltiy, Hot Blood, Assault, Soul Name: Duo Maxwell Skills: Shield Defense, Sword Cut, Support Attack, Support Defense, Combo, Counter Skill Parts: 2 Seishin: Self-Destruct, Invincibility, Concentrate, Hot Blood, Confusion, Lucky Name: Trowa Barton Skills: Shield Defense, Sword Cut, Shoot Down, Support Attack, Support Defense, Combo Skill Parts: 2 Seishin: Self-Destruct, Sure Hit, Iron Wall, Hot Blood, Assault, Friendship Name: Quatre Raberba Winner Skills: Shield Defense, Sword Cut, Shoot Down, Support Attack, Support Defense, Combo, Counter Skill Parts: 2 Seishin: Self-Destruct, Bless, Concentrate, Friendship, Hot Blood, Rally Name: Chang Wufei Skills: Potential, Shield Defense, Sword Cut, Support Attack, Support Defense, Combo, Counter Skill Parts: 2 Seishin: Invincibility, Great Perseverance, Concentrate, Hot Blood, Yell, Self-Destruct Name: Zechs Marquise Skills: Shield Defense, Sword Cut, Support Attack, Support Defense, Leadership, Combo, Counter, Hit & Away Skill Parts: 2 Seishin: Concentrate, Flash, Assault, Snipe Attack, Hot Blood, Soul Name: Lucrecia Noin Skills: Shield Defense, Sword Cut, Shoot Down, Support Attack, Support Defense, Leadership, Combo Skill Parts: 3 Seishin: Trust, Devotion, Concentrate, Hot Blood, Move Again, Love Name: Hilde Schbeiker Skills: Shield Defense, Sword Cut, Support Attack, Support Defense, Combo Skill Parts: 4 Seishin: Surveillance, Concentrate, Great Effort, Hot Blood, Trust, Rally Name: Treize Kushrenada Skills: Potential, Shield Defense, Sword Cut, Shoot Down, Support Attack, Support Defense, Leadership, Combo, Counter, Hit & Away Skill Parts: 2 Seishin: Invincibility, Assault, Sure Hit, Hot Blood, Yell, Soul ------------------------------------------------ The Big O ------------------------------------------------ Name: Roger Smith Skills: Potential, Shield Defense, Support Attack, Support Defense Skill Parts: 2 Seishin: Sure Hit, Invincibility, Iron Wall, Hot Blood, Yell, Awaken Name: R. Dorothy Wayneright Skills: None Skill Parts: None Seishin: Surveillance, Accelerate, Exhaust, Trust, Confusion, Rally ------------------------------------------------ Godmars ------------------------------------------------ Name: Myojin Takeru Skills: Psychic Power, Potential, Sword Cut, Support Attack, Support Defense, Combo Skill Parts: 2 Seishin: Sure Hit, Flash, Yell, Hot Blood, Awaken, Love Name: Hichou Kenji Skills: Support Attack, Support Defense, Leadership Skill Parts: 2 Seishin: Flash, Sure Hit, Great Effort, Iron Wall, Rally, Move Again Name: Ijujin Naoto Skills: None Skill Parts: None Seishin: Great Perseverance, Concentrate, Hot Blood, Direct Attack, Snipe Attack, Confusion Name: Kiso Akira Skills: None Skill Parts: None Seishin: Accelerate, Perseverance, Lucky, Yell, Friendship, Exhaust Name: Hinata Mika Skills: None Skill Parts: None Seishin: Surveillance, Aid, Bless, Trust, Resupply, Love Name: Margue Skills: Psychic Power, Potential, Sword Cut, Support Attack, Support Defense, Combo Skill Parts: 2 Seishin: Invincibility, Sure Hit, Hot Blood, Yell, Awaken, Love Name: Roze Skills: Psychic Power, Potential, Support Attack, Support Defense, Leadership Skill Parts: 3 Seishin: Flash, Sure Hit, Trust, Love, Devotion, Rally ------------------------------------------------ Mazinger Z ------------------------------------------------ Name: Kabuto Kouji Skills: Potential, Sword Cut, Support Attack, Support Defense, Combo Skill Parts: 2 Seishin: Great Perseverance, Invincibility, Sure Hit, Hot Blood, Iron Wall, Yell Name: Yumi Sayaka Skills: Potential, Support Attack, Support Defense, Combo Skill Parts: 4 Seishin: Flash, Trust, Sure Hit, Bless, Rally, Resupply Name: Boz Skills: Potential, Support Attack, Support Defense, Combo Skill Parts: 4 Seishin: Great Perseverance, Self-Destruct, Aid, Exhaust, Yell, Sure Hit Name: Kabuto Shiro Skills: Potential, Support Attack, Support Defense, Combo Skill Parts: 4 Seishin: Surveillance, Perseverance, Lucky, Sure Hit, Hot Blood, Exhaust ------------------------------------------------ Great Mazinger ------------------------------------------------ Name: Tsurugi Tetsuya Skills: Potential, Sword Cut, Support Attack, Support Defense, Combo Skill Parts: 2 Seishin: Accelerate, Invincibility, Sure Hit, Hot Blood, Iron Wall, Assault Name: Honou Jun Skills: Potential, Support Attack, Support Defense, Combo Skill Parts: 4 Seishin: Great Effort, Flash, Sure Hit, Hot Blood, Rally, Devotion ------------------------------------------------ Grendizer ------------------------------------------------ Name: Duke Freed Skills: Potential, Sword Cut, Support Attack, Support Defense Skill Parts: 2 Seishin: Invincibility, Sure Hit, Iron Wall, Hot Blood, Trust, Yell Name: Grace Maria Freed Skills: Psychic Power, Potential, Support Attack, Support Defense, Combo Skill Parts: 3 Seishin: Aid, Accelerate, Flash, Sure Hit, Hot Blood, Lucky Name: Makeba Hikaru Skills: Potential, Support Attack, Support Defense Skill Parts: 4 Seishin: Flash, Great Effort, Sure Hit, Devotion, Rally, Move Again ------------------------------------------------ Getter Robo Armageddon ------------------------------------------------ Name: Gou Skills: Potential, Sword Cut, Support Attack, Support Defense, Combo Skill Parts: 2 Seishin: Invincibility, Sure Hit, Direct Attack, Hot Blood, Yell, Devotion Name: Kei Skills: Potential, Support Attack, Support Defense, Counter Skill Parts: 2 Seishin: Flash, Accelerate, Assault, Hot Blood, Trust, Confusion Name: Gai Skills: Potential, Support Attack, Support Defense Skill Parts: 2 Seishin: Great Effort, Yell, Great Peseverance, Sure Hit, Iron Wall, Friendship Name: Nagare Ryouma Skills: Potential, Sword Cut, Support Attack, Support Defense, Combo Skill Parts: 2 Seishin: Great Perseverance, Invincibility, Sure Hit, Hot Blood, Yell, Awaken Name: Jin Hayato Skills: Potential, Support Attack, Support Defense, Counter Skill Parts: 2 Seishin: Flash, Accelerate, Direct Attack, COnfusion, Lucky, Friendship Name: Kuruma Benkei Skills: Potential, Support Attack, Support Defense Skill Parts: 2 Seishin: Trust, Yell, Great Effort, Sure Hit, Iron Wall, Hot Blood Name: Schwartz Skills: Potential, Sword Cut, Shoot Down, Support Attack, Support Defense, Combo Skill Parts: 3 Seishin: Flash, Sure Hit, Accelerate, Great Perseverance, Hot Blood, Iron Wall Name: Yamazaki Skills: Support Attack, Support Defense, Leadership Skill Parts: 4 Seishin: Trust, Aid, Accelerate, Sure Hit, Rally, Move Again Name: Professor Kirishima Skills: None Skill Parts: None Seishin: Surveillance, Concentrate, Iron Wall, Assault, Confusion, Resupply Name: Tomoe Musashi Skills: Potential, Support Defense Skill Parts: 2 Seishin: Yell, Great Perseverance, Great Effort ------------------------------------------------ Daltanias ------------------------------------------------ Name: Tate Kento Skills: Potential, Shield Defense, Sword Cut, Support Attack, Support Defense, Combo Skill Parts: 2 Seishin: Great Perseverance, Invincibility, Concentrate, Hot Blood, Yell, Rally Name: Hiragi Danji Skills: Potential, Support Attack, Support Defense, Hit & Away Skill Parts: 2 Seishin: Accelerate, Sure Hit, Snipe Attack, Aid, Direct Attack, Friendship Name: Belarios Skills: Support Attack, Support Defense, Counter Skill Parts: 2 Seishin: Surveillance, Flash, Iron Wall, Trust, Bless, Confusion Name: Gascon Skills: Potential, Sword Cut, Support Attack, Support Defense, Combo Skill Parts: 3 Seishin: Iron Wall, Invincibility, Sure Hit, Hot Blood, Yell, Friendship ------------------------------------------------ Megazone 23 ------------------------------------------------ Name: Shisaku Shogo Skills: Potential, Shoot Down, Support Attack, Support Defense, Combo, Counter Skill Parts: 2 Seishin: Great Perseverance, Accelerate, Concentrate, Hot Blood, Love, Soul Name: B.D Skills: Potential, Sword Cut, Shoot Down, Support Attack, Leadership, Combo Skill Parts: 2 Seishin: Sure Hit, Flash, Iron Wall, Direct Attack, Hot Blood, Confusion ------------------------------------------------ Macross 7 ------------------------------------------------ Name: Nekki Basara Skills: Potential, Shield Defense, Support Attack, Support Defense Skill Parts: 2 Seishin: Great Perseverance, Concentrate, Assault, Hot Blood, Yell, Soul Name: Mylene F Jenius Skills: Potential, Shield Defense, Support Attack, Support Defense Skill Parts: 2 Seishin: Concentrate, Iron Wall, Trust, Hot Blood, Bless, Love Name: Ray Lovelock Skills: Potential, Support Defense, Leadership Skill Parts: 3 Seishin: Surveillance, Accelerate, Aid, Trust, Move Again, Resupply Name: Veffidas Fizz Skills: None Skill Parts: None Seishin: Perseverance, Concentrate, Iron Wall, Friendship, Confusion, Rally Name: Gamlin Kizaki Skills: Potential, Shield Defense, Shoot Down, Support Attack, Support Defense, Leadership, Combo, Counter, Hit & Away Skill Parts: 2 Seishin: Accelerate, Concentrate, Sure Hit, Love, Friendship, Spirit Name: Kinryu Skills: Potential, Shield Defense, Shoot Down, Support Attack, Support Defense, Leadership, Combo, Counter Skill Parts: 3 Seishin: Flash, Sure Hit, Iron Wall, Hot Blood, Assault, Self-Destruct Name: Docker Skills: Potential, Shield Defense, Shoot Down, Support Attack, Support Defense, Leadership, Combo, Counter Skill Parts: 3 Seishin: Perseverance, Yell, Sure Hit, Hot Blood, Flash, Exhaust Name: Maximillian Jenius Skills: Potential, Shield Defense, Shoot Down, Support Attack, Leadership, Combo, Counter, Hit & Away Skill Parts: 2 Seishin: Concentrate, Direct Attack, Assault, Hot Blood, Awaken, Love Name: Millia Farina Jenius Skills: Potential, Shield Defense, Shoot Down, Support Attack, Combo, Counter, Hit & Away Skill Parts: 2 Seishin: Concentrate, Lucky, Direct Attack, Hot Blood, Iron Wall, Love Name: Exedol Formo Skills: Support Attack, Support Defense, Leadership Skill Parts: 4 Seishin: Surveillance, Concentrate, Iron Wall, Snipe Attack, Charge, Confusion Name: Miho Miho Skills: None Skill Parts: None Seishin: Aid, Perseverance, Bless, Friendship, Hot Blood, Rally Name: Sally S Ford Skills: None Skill Parts: None Seishin: Accelerate, Trust, Flash, Devotion, Move Again, Resupply Name: Gadget M. Chiba Skills: None Skill Parts: None Seishin: Great Effort, Invincibility, Lucky, Great Perseverance, Sure Hit, Love Name: Sibil Skills: Protodevilin, Potential, Support Attack, Support Defense, Combo, Counter, Hit & Away Skill Parts: 4 Seishin: Surveillance, Concentrate, Accelerate, Hot Blood, Awaken, Move Again Name: Gabil Skills: Protodevilin, Potential, Shoot Down, Support Attack, Leadership, Hit & Away Skill Parts: 4 Seishin: Concentrate, Invincibility, Hot Blood, Assault, Confusion, Devotion ------------------------------------------------ Banpresto Originals ------------------------------------------------ Name: Joshua Radcliff Skills: Potential, Shield Defense, Sword Cut, Shoot Down, Support Attack, Support Defense, Combo, Counter Skill Parts: 2 Seishin (Real): Concentrate, Accelerate, Flash, Hot Blood, Love, Awaken Seishin (Super): Invincibility, Accelerate, Hot Blood, Sure Hit, Yell, Love Name: Cliana Rimskaya Skills: Potential, Shield Defense, Sword Cut, Shoot Down, Support Attack, Support Defense, Combo, Hit & Away Skill Parts: 2 Seishin (Real): Concentrate, Accelerate, Flash, Hot Blood, Love, Awaken Seishin (Super): Invincibility, Iron Wall, Hot Blood, Sure Hit, Yell, Love Name: Glacies Skills: Potential, Shield Defense, Sword Cut, Shoot Down, Support Attack, Support Defense, Combo, Hit & Away Skill Parts: 2 Seishin: Concentrate, Flash, Accelerate, Hot Blood, Sure Hit, Love Name: Wintos Skills: Potential, Shield Defense, Sword Cut, Shoot Down, Support Attack, Support Defense, Combo, Counter Skill Parts: 2 Seishin: Concentrate, Invincibility, Accelerate, Hot Blood, Sure Hit, Love =============================== 8)Robot Skill List =============================== In here, you'll find a list of every robot skill in the game, and what they do. Unfortunately, there's no quick or easy way to show all the Robot skill you have in the game, unlikes in previous SRWs, so you'll have to rely on the Unit skill tables to tell you what they have and don't have. The skills will be arranged in alphabetical order because I can't really see any better way to do this. ^^; ------------------------------------------------ Afterimage ------------------------------------------------ When Morale reaches 130, if the enemy attack would successfully hit, there will be a 50% chance that the robot uses this ability to dodge the attack completely. Unsurprisingly very useful on pretty much anything, although it'll see most use on Super Robots. ------------------------------------------------ Beam Coat ------------------------------------------------ 3141, 7082 Decreases Beam Damage by 800. If activated (i.e if the opponent uses a Beam weapon), uses 5 EN. ------------------------------------------------ Combine ------------------------------------------------ Allows the unit to combine its components into one asskicking bringer of DOOM. Usually if a unit can Combine, then it can Seperate with no big problems. ------------------------------------------------ EN Regeneration (Small) ------------------------------------------------ At the beginning of every turn, regain 10% EN. Pretty much anything that eats EN at a constant rate needs this. ------------------------------------------------ Gun Attachment ------------------------------------------------ Allows the Shoot Down pilot skill to be used. ------------------------------------------------ Hyper Jammer ------------------------------------------------ When Morale reaches 130, there will be a 50% chance that Deathscythe Hell will use this to evade the incoming attack. Very useful for who its on, obviously; it's basically another Afterimage, and in DS Hell's case, nearly vital for it to get the occasional lucky dodge. ------------------------------------------------ I-Field ------------------------------------------------ Decreases Beam Damage by 1000. If activated, uses 10 EN. ------------------------------------------------ Mach Special ------------------------------------------------ When Morale reaches 130, there will be a 50% chance that Getter 2 will use this to evade the incoming attack. Very useful for who its on, obviously; it's basically another Afterimage, and makes an awesome combination with Open Gate. ------------------------------------------------ Mazin Power ------------------------------------------------ When Morale reaches 130, all attack damage is mulitiplied 1.25x. This is more or less the entire reason to use Mazingers regularly; the damage boost usually lets you perform the highest-damage attacks in the game, and the damage boost helps in taking out the smaller fry in lesser hits too. ------------------------------------------------ Open Gate ------------------------------------------------ When Morale reaches 120, there will be a 50% chance that the Getter will use this to evade the incoming attack. Very useful for who its on, obviously; it's basically another Afterimage, and when combined with Mach Special or Shin Mach Special, it makes Getter 2 or Shin Getter 2 nearly impossible to hit. ------------------------------------------------ Passive Bit ------------------------------------------------ Blocks 1000 of all beam damage. Uses 5 EN. Basically an I-Field with a cheaper EN cost, and not equippable on anything. The animation when it kicks in sure is cool, though... ------------------------------------------------ Pinpoint Barrier ------------------------------------------------ All damage below 1500 HP is nulled. The Valyries shouldn't see much use of this, but it can be useful for the Battle 7, especially when combined with the Iron Wall seishin; there needs to be attacks upwards of 6000 damage to pierce the barrier then. ------------------------------------------------ Repair Unit ------------------------------------------------ Repairs a unit. HP regained is dependant on the pilot's level. I never liked using these in any SRWs, but they do provide an easy way to level up unused characters, and in a game where taking damage is almost mandatory even for Reals, you might find yourself using these more often. ------------------------------------------------ Resupply Unit ------------------------------------------------ Resupplies a unit. Unlike the Repair Unit, this cannot be used after moving, and also decreases the resupplied unit's Morale by 10, so don't go using this foolishly. However, it's just as good a level-up device as the Repair Unit; probably even better, as you only need to move a unit and use up a few EN in order to resupply it. Besides, you might be using its main function in some of the longer stages in this game too. ------------------------------------------------ Seperate ------------------------------------------------ Allows the unit to seperate its unit from any extra parts it's holding, or in some cases, seperate into completely different robots. In the former case, this is irreversible, so be careful about when to use this. ------------------------------------------------ Shield Attachment ------------------------------------------------ If Defending attacks, take 40% damage instead of the normal 50%. Also, allows the Shield Defense pilot skill to be used. ------------------------------------------------ Shin Getter Fission ------------------------------------------------ When Morale reaches 130, there will be a 50% chance that Shin Rygar will use this to evade the incoming attack. Very useful for who its on, obviously; it's basically another Afterimage. ------------------------------------------------ Shin Mach Special ------------------------------------------------ When Morale reaches 130, there will be a 50% chance that Shin Getter 2 will use this to evade the incoming attack. Very useful for who its on, obviously; it's basically another Afterimage, and makes an awesome combination with Open Gate. ------------------------------------------------ Sword Attachment ------------------------------------------------ Allows the Sword Cut pilot skill to be used. ------------------------------------------------ Transform ------------------------------------------------ Allows the unit to Transform, whether it be to a Mobile Armour, or to a nearly entirely different robot altogether. ------------------------------------------------ Zero System ------------------------------------------------ When Morale reaches 130, all pilot stats are increased by 10. For once, Wing Zero isn't the only unit with this system implemented, and it goes quite some way in helping their respective pilots get up to the level of the newtype aces. =============================== 9)New Stuff =============================== As with every new SRW, new systems are implemented to throw a fresher outlook onto the game, and perhaps lay the groundwork for a system that might become commonplace in future SRW games. For now, this section will hold the new stuff that don't deserve an entire section devoted to them, but make a difference to the gameplay anyway. These are the Godmars System, Song System, Combo System, Status Weapons System, Level Up Points System, Weapon Renaming System and Shop System. The Skill Parts System is covered in "Items and Skill Parts" above, while the "Tsume Supa Robo" Sub-missions are covered in a section below. ------------------------------------------------ Godmars System ------------------------------------------------ Whenever Takeru's Gaia is deployed, it needs to be lowered below half HP (or destroyed, which is far more likely) in order for it to transform into Godmars. Subsequently, in stages where Godmars is deployed, it CANNOT BE DESTROYED. This is due to the Godmars story where Takeru's brainwaves are connected to a bomb inside the earth which will detonate if it can no longer detect them. When/If you get Margue's Gaia later in the game, don't think his is like Takeru's; he gets his own Godmars by getting to 120 morale, not kamikazing his Gaia like a lemming. Once you do get to 120 morale, you get a Combine option in his menu which combines his Gaia into Godmars, and is not reversible. There is no losing condition attached to having Margue's Gaia destroyed. ------------------------------------------------ Song System ------------------------------------------------ Song is the backbone of Macross 7, and the main artists will use them to lift the spirits (and stats) of the rest of your pilots. The two "bards" you can use are Basara and Mylene in their respective Valkyries; technically Ray is part of the Sound Force too, but can't attack (although he participates in Combination Attacks). The two musicians rely on different stats than other conventional pilots; instead of having Melee and Shooting stats, they have "Song Spirit" and "Song EN". The latter is a basic power gauge, higher numbers denoting more powerful effects, while the latter functions the same as conventional EN, except used up only buy Basara and Mylene, and can't be replenished in any way except naturally (5 per turn). Instead of an "Attack" option, the two will get "Song" options in battle. These will mostly target friendly units with their songs and increase their stats, but note that some Macross 7 enemies, particularly those with the Protodevilin ability, are actually vulnerable to being attacked by Songs (which have outstanding attack power). When Basara attains the Sound Booster add-on to his Valkyrie, he can start performing "Concerts", denoted by a MAP and Sigma sign next to the song name. These take up a lot of EN, and can only be used once for ALL songs (i.e use Planet Dance Sigma, and it also uses up the ammo for Assault Love Heart Sigma, Holy Lonely Light Sigma, etc), but covers a large range and has a wide area of effect. If you have the Sound Force altogether too, they can perform Combination Attack "concerts", which only run out of Song EN instead of ammo. These do have a shorter area of effect, though. A very nice trick to help the Sound Force even further is to note that EN Chips, EN Mega Chips and EN Giga Chips actually help to economize the use of Song EN. However, Solar Panels will not recover any Song EN. They may not seem like fighters, but you will find Songs VERY helpful, especially in late game where a bunch of Try Again Sigmas can really push the tide of the battle. ------------------------------------------------ Combo System ------------------------------------------------ The major original battle system in place for SRWD is the Combo system, which basically allows you to hit several units at a time with a single attack; PROVIDED they're nice enough to line up for you. First things first, the requirements; the pilot performing a Combo attack must have the Combo skill (which isn't too hard a requirement; nearly every friggin one has it), and have a weapon with a (C) mark on it (standing for "Combo", obviously). To perform a Combo attack, you simply go right next to the enemy and attack with the (C) mark weapon. If there are other enemies beyond the enemy you attacked, they will be attacked at the same time as well. ...That wasn't a very good explanation, was it? Maybe some crappy diagrams will help the understanding process: <- xxo The friendly unit (o) attacks the enemy unit (x) right next to it with a Combo attack. In this case, both units will get hit by the same Combo attack as the enemies are right next to each other, and all the units are on the same line. <- xo x In this case, the Combo attack will not hit the second unit, as it is not on the same line as the two main units involved in combat. <- x xo In this case, the combo attack will also not hit the second unit. This is because there is a space between the two enemy units even though they are on the same line. Hopefully that has helped you understand the Combo system, and now I'll confuse you even more by adding a few more notes about it. The amount of people you can hit at one time depends on your Combo level; For each level, you can hit one more enemy than usual. Next, what the originally targeted enemy does in Combo attacks are what all the other secondary enemies will do; so if the enemy you target for the Combo attack decides to defend, all the other enemies involved in it will defend as well. Next, even though some weapons with (C) marks are ranged, you cannot combo with them unless you are right next to the enemy in question; ranged Combo attacks do not work, basically. Finally, Combo attacks bypass Support Defense completely; if a Combo attack will hit two or more people, Suppport Defense cannot be used. ------------------------------------------------ Status Weapons System ------------------------------------------------ Special Weapons are similar to the status missiles that you receive as items, except they're usually a lot more powerful. These have an (S) mark besides their name, just like the status missiles themselves, and most are useful in SOME way. The list of Status Attacks (besides missiles, covered above) you can use are: Strega - Stun Punch (Decreases enemy's final hit rate by half) Zeron - Hyper Beam (Decreases enemy's final hit rate by half) Zeron - Hand Arm (Decreases enemy's movement range by half) Big O - Moby Dick Anchor (Decreases enemy's movement range by half) Mazinger Z - Rust Tornado (Decreases enemy's armour by 30%) Tower - Getter Recovery Arm (Drains 10 EN from enemy) Out of these, Strega's and Mazinger Z's are probably most useful; the former because it's also a Combo attack, and can be used to spike several units' morale at a time, and the latter because it really helps to take down large-HP bosses who retreat. ------------------------------------------------ Level Up Points System ------------------------------------------------ Very simple compared to the previous ones. For each level you rise, you gain 1 "bonus" point to improve any stat you wish; you do this by choosing the second option, then the second option again in the Intermission Menu (or if you left that option on, it will ask you whether you wish to bring up that menu everytime you level up). Don't worry if you don't use it immediately; bonus points are stored and can be used anytime you wish, which also explains why characters who join your group suddenly have (their level - 1) bonus points to spend. ^^; The only real headache about this system is what to spend for most pilots. I generally suggest focusing on Evade for Reals and Accuracy for Supers on your first game; those will be by far the most important stats that you can only improve so much (especially the latter) with items. ------------------------------------------------ Shop System ------------------------------------------------ Also very simple, this is simply used to sell any items or skill parts you find yourself not using for a small fee; better than nothing. Most likely this will be where you get rid of Repair Kits and other low-end items and skill parts. You access this menu by going to the fourth option in the Intermission Menu, then either the first option for Items or the second for Skills. You then choose from the same menus as the Item and Skill Parts listings, select an item or skill part, then use the control pad to decide how many you want to sell, then either confirm or deny the transaction. ------------------------------------------------ Weapon Renaming System ------------------------------------------------ Just a fun little system Banpresto put in; you can now rename the weapons of your main character's mecha (and your secondary character, if you didn't convince your enemy counterpart) into anything you wish; within a 12 character limit if you're using English alphabets, of course. ^^; You can activate this option by using the 5th option in the Intermission Menu, and then either the first option for the main character or the second (if available) for the secondary character. =============================== 10)Walkthrough =============================== The format of the walkthrough is as follows: ------------------------------------------------ Mission number, and character or route name ------------------------------------------------ Starting Units: The units that are event squads for the mission, as well as the amount of units and battleships you can deploy. The name on the left is the name of the pilot, while the name on the right is the name if the unit. This name scheme is kept for the next three sections as well. Reinforcement Units: The reinforcement units that will appear for your side, and under what conditions they do appear. Neutral units are also shown here. Starting Enemy Units: The enemy units that you will face at the start of the mission. Enemy Reinforcement Units: The enemy reinforcements that will appear, and the conditions on which they appear. Items: The items you can receive in this mission, and what holds them. Skills: The skills you can receive in this mission, and what holds them. Notes: The strategies and general thoughts that I suggest you employ during the mission. There are 4 route splits, with varying amounts of mission numbers. If you wish to go through the longest possible route, then choose the following; Earth, Kailas Gilly, either, Planet Racus. ------------------------------------------------ Prologue Part 1 ------------------------------------------------ Starting Units Ryouma - Getter 1 Reinforcement Units After an enemy Getter Dragon has been destroyed: Hayato - Getter 2 Musashi - Getter 3 Starting Enemy Units 12x Artificial Intelligence - Getter Dragon (Retreats after one is destroyed) Reinforcement Enemy Units After an enemy Getter Dragon has been destroyed: 4x Invader - Invader (Ground) 2x Invader - Invader (Air) 2x Artificial Intelligence - Getter Dragon 2x Artificial Intelligence - Getter Rygar 2x Artificial Intelligence - Getter Poseidon Items: None Skills: None Notes: What a way to start a game, by having Ryouma against 12 Getter Dragons. ^^; Fortunately, once you kill one of them, they all retreat and the fight becomes SLIGHTLY fairer when Hayato and Musashi, along with the Getter impostors and Invaders come in. As for the battle itself, it's pretty simple overall. Ryouma seems to have an amazing Sword Cut capability, while Hayato with both Open Gate and Mach Special on is nearly impossible to hit; the only one who might have problems would be Musashi, as the flying units (and everything, really) tend to swarm him ASAP. Just make sure Ryouma prioritizes air enemies, Hayato takes down a few air enemies as well if his attacks can kill them, and you should pull through just fine. ------------------------------------------------ Prologue Part 2 ------------------------------------------------ Starting Units Main Character - Main Unit Reinforcement Units When an enemy unit has been destroyed: Secondary Character - Secondary Unit Starting Enemy Units 4x Invader - Invader (Ground) 2x Invader - Invader (Air) Reinforcement Enemy Units: None Items 2x Repair Kit - Invader (Air)(2) 2x Propellant Tank - Invader (Ground), Invader (Ground) 2x Cartridge Invader (Ground)(2) Skills: None Notes: The playing style will depend on whether you chose Real or Super route, but both ways, you basically have the quicker option of moving out and directly attacking the enemies, or staying back onto the base squares and using the terrain to your advantage. Once you actually manage to kill one of them, the other main character pops up to help out as well, and makes the mission considerably easier now that you can clean up twice as fast. After the mission, it all starts going to hell and you have to make a choice; whether to head for the escape pods or try to save your father still stuck inside the labaratory. The former keeps you on the Earth for the next few stages, while the latter will see you blasted into space in an explosion. The Earth route has one more mission, so sub-missioners will want to go that route. ------------------------------------------------ Mission 1 Earth Route ------------------------------------------------ Starting Units Usso - Top Fighter (V) Main Character - Main Unit Reinforcement Units: None Starting Enemy Units Chronokul - Shakko(Retreats below 30%) 6x Zanscare Soldier - Zolo 3x Zanscare Soldier - Galoza 2x Zanscare Solider - Memmedoza Reinforcement Enemy Units: None Items: 4x Repair Kit - Shakko, Galoza, Memmedoza(2) 1x Propellant Tank - Galoza 1x Cartridge - Galoza 1x Magnetic Coating - Shakko Skills: None Notes: A harder starting mission than the space route, you basically have your main character and Usso against a whole horde of Zanscares out for your blood. Usso can do quite well as long as you cast Concentrate regularly, while your main character should cast Concentrate or Invincibility whenever possible to either help his dodging prowess or offset the damage you're going to take. Chronokul here runs at 30%, and likely you have no attack that's capable of killing him with the possible exception of the V Gundam's Top Bottom Attack. Weaken him to as low HP as possible before pulling the finishing blow and grabbing the stuff he drops. ------------------------------------------------ Mission 1 Space Route ------------------------------------------------ Starting Units Bright - Ral Kairam Main Character - Main Unit Milliard - Gundam Epyon Gyunei - Yact Douga Amuro - Re-GZ (BWS) Char - Sazabi Reinforcement Units: None Starting Enemy Units 8x Zanscare Soldier - Zolowatt 3x Zanscare Soldier - Rig Shakko 1x Zanscare Solider - Amaltea Reinforcement Enemy Units: None Items: 2x Repair Kit - Rig Shakko, Amaltea 1x Propellant Tank - Rig Shakko 1x Cartridge - Rig Shakko 1x Chobham Armour - Amaltea Skills: None Notes: Now this is more like a starting mission. It's a whole bunch of aces versus Vespa enemies, none of which pose a particularly big threat. Most of your pilots can get decent dodge rates on them, although you might have to be careful with the Rig Shakkos' and Zolowatts' Beam Strings, which have a high hit percentage; try to keep outside of range 3 to avoid that, or just use the Flash and Concentrate seishin to facilitate your own guys' dodging prowess. The Amaltea is the only thing to really worry about, and only because it has more HP than anything else on the map. Blast it with your strongest weapons though and it'll give eventually. ------------------------------------------------ Mission 2 Earth Route ------------------------------------------------ Starting Units Hayato - Tower Schwartz - Stilva Marvette - V Gundam Usso - V Gundam Main Character - Main Unit Reinforcement Units When 5 or less enemies remain: Gou - Shin Getter 1 Starting Enemy Units 6x Invader - Invader (Ground) 3x Invader - Invader (Air) 1x Invader - Metalbeast Barosoft Reinforcement Enemy Units When 5 or less enemies remain: 2x Invader - Invader (Ground) Items: 2x Repair Kit - Metalbeast Barosoft, Invader (Ground) 1x Propellant Tank - Invader (Ground) 1x Booster - Metalbeast Barosoft Skills: None Notes: You get more units to play with here, but the main show is Shin Getter, who instantly shows off its coolness by smashing up one of the enemies in one shot. Don't think that you can do that all the time, of course; not with Shin Getter 1 anyway, who won't be too good on the mostly-grounded enemies there. The only slightly annoying enemy here is the Metalbeast Barosoft, who has the highest HP and Armour of anything you've yet seen. A continious barrage of attacks will still bring it down just like any other enemy though. ------------------------------------------------ Mission 2 Space Route ------------------------------------------------ Starting Units Bright - Ral Kairam Main Character - Main Unit Milliard - Gundam Epyon Gyunei - Yact Douga Quess - Yact Douga Amuro - Re-GZ (BWS) Char - Sazabi Reinforcement Units: None Starting Enemy Units Neshia - Neshia Combat Mothership (Retreats at 10% HP) 9x Artificial Intelligence - Surveillance Robot 3x Artificial Intelligence - Bemborg Darantie Reinforcement Enemy Units: None Items 4x Repair Kit - Bemborg Darantie(3), Neshia Combat Mothership 1x Booster - Neshia Combat Mothership 1x Magnetic Coating - Neshia Combat Mothership Skills: None Notes: Quess joins in the fray, and you can use your first combination attack (assuming you took the Real route ^^;). It's not very economical though, and the enemies aren't really strong enough to warrant its usage. Speaking of the enemies, they're Daltanias enemies, and pretty standard fare in terms of Super enemies. Once again, try to stay outside of a certain range (especially point blank in this case) to keep the enemies from using their high hit percentage attacks, and use Concentrate and Flash if you need it. Neshia has tons of HP, but fortunately runs at a low percentage, and your dudes supplemented by Seishin should be able to lower her to that easily. At this point, either your main character or Bright has probably learnt Support Attack; have either the Re-GZ or Epyon supported by your main character, or Sazabi or the Yact twins with their Double funnels supported by the Ral Kairam's nukes. You may not even need them though; I managed to kill her with a single "application" of the Sazabi's Funnels. ^^; ------------------------------------------------ Mission 3 Earth Route ------------------------------------------------ Starting Units Hayato - Tower Schwartz - Stilva Marvette - V Gundam Usso - V Gundam Main Character - Main Unit Reinforcement Units When 6 or less enemies remain: Oliver - V Gundam Hexa Junko - Gun EZ Gou - Shin Getter 1 Starting Enemy Units Saotome - Metalbeast 9x Invader - Invader (Ground) 3x Invader - Invader (Air) 2x Invader - Metalbeast Barosoft Reinforcement Enemy Units When 7 or less enemies remain: 3x Invader - Invader (Ground) 2x Invader - Invader (Air) Items: 3x Repair Kit - Metalbeast Barosoft, Invader (Air) (2) 1x Propellant Tank - Metalbeast Barosoft 1x Chobham Armour - Metalbeast 1x Booster - Metalbeast Skills: None Notes: More Getter goodness as you get to combat an enemy who's been your ally so many times in the past. Before that though, there's another bunch of Invaders to take down, who you should be used to by now. Just remember to use your flyers to get free hits on the Ground versions, and try your best to stay out of the range of the air ones. More reinforcements arrive in the shape of two Mobile suits and Shin Getter anyway, so the general Invader groups aren't too much trouble; the biggest problem you'll face by far on this stage is the 10,000 HP Saotome, and not so much because it's the first 5-digit HP enemy you face either; its incredibly tough armour, HP and EN regeneration and standing on the destroyed lab increases his defense quite a bit. You're probably going to have to take him over two turns, at least. Prepare for this by having your V Gundams "only" use their Bottom Attacks so that they can unleash the Top Attacks on the next turn, and having your main character (especially if s/he has Support Attack) and Shin Getter do as much damage as possible. With a concentrated barrage of attacks, you should be able to seize the day. ------------------------------------------------ Mission 3 Space Route ------------------------------------------------ Starting Units Bright - Ral Kairam Main Character - Main Unit Milliard - Gundam Epyon Gyunei - Yact Douga Quess - Yact Douga Amuro - Re-GZ (BWS) Char - Sazabi Reinforcement Units On Turn 3: Kenji - Cosmo Crasher Starting Enemy Units 4x Mobile Doll - Taurus MA 4x Oz Soldier - Virgo 4x Oz Soldier - Virgo II Reinforcement Enemy Units After all initial enemies have been defeated: Boidar - Boidar Combat Mothership (Retreats below 10% HP) 6x Artificial Intelligence - Surveillance Robot 3x Artificial Intelligence - Bemborg Dalantie Items 2x Repair Kit - Bemborg Dalantie, Boidar Combat Battleship 3x Cartridge - Virgo II(2), Bemborg Dalantie 2x Propellant Tank - Virgo II(2), Bemborg Dalantie 1x Magnetic Coating - Boidar Combat Battleship 1x Apogee Motor - Boidar Combat Battleship Skills: None Notes: More Gundam enemies, except this time with some AU flavour, Wing-style. Too bad you don't actually have any of them yet... ^^: Anyway, the enemies are pretty strong for once, with most enemies getting decent hit rates; don't forget that both types of Virgos have Planeite Defensors which reduce beam damage (similar to Beam Coating), so attack with missiles instead if possible. 4 Virgo II enemies in particular hold sway in the base squares right in the middle of the map; you'll probably have to slap on some Concentrates to make entirely sure of hitting them, and the Sazabi and Epyon will probably be doing most of the work since their best weapons aren't beam-based. The Godmars team does arrive to help on turn 3, at which point you should be assaulting the base Virgos; neither of the Cosmo Crusher's weapons are beam-based either, and it has a pretty good dodge rate (and lots of sub-pilots for defensive seishin), so they'd be fairly helpful. Once you finish off the Tauruses, more Daltanias enemies appear in the southwest, this time led by Boidar. He's almost exactly the same as Neshia from the last mission for all intents and purposes, but you'll likely have considerable battle damage from taking on the horoscope force; it's highly recommended that you stay on the defensive this time, and fill the base with your units to take advantage of the HP and EN restoration while letting the enemies come to you. Once again Boidar retreats below 10% HP, and it's quite possible to destroy him without using Support Attack, especially since you've faced a lot more enemies than the previous mission, thus have higher morale. ------------------------------------------------ Mission 4 Earth Route ------------------------------------------------ Starting Units Usso - Top Fighter (V) Reinforcement Units On Turn 3: Oliver - V Gundam Hexa Junko - Gun EZ Marvette - V Gundam Main Character - Main Unit When all enemies are defeated: Hayato - Tower Gou - Shin Getter 1 Schwartz - Stilva Kouji - Mazinger Z Tetsuya - Great Mazinger Starting Enemy Units Chronokul - Shakko 6x Zanscare Soldier - Zolo 3x Zanscare Soldier - Gozola 2x Zanscare Soldier - Memmedoza Reinforcement Enemy Units When all enemies are defeated: 6x Oz Soldier - Taurus 4x Oz Soldier - Taurus (MA) 3x Oz Soldier - Virgo Items: 2x Repair Kit - Shakko, Virgo 1x Propellant Tank - Virgo 1x Cartridge - Virgo 1x Magnetic Coating - Shakko 1x Chobham Armour - Shakko Skills: None Notes: Not very good odds at the start. Usso's generally capable of holding his own in the high-mobility Top Fighter, but don't expect him to be laying any sort of smackdown on the relatively large number of Zanscare suits around. The Real side of your force comes to help on turn 3; most of them can't dodge for nuts though, so you have to be careful and cast defensive seishin whenever possible, in particular both Junko's and Marvette's Invincibility. Chronokul doesn't run this time, so you can pop him somewhat easily to grab his items; the "somewhat" because likely only Usso and your main character can get any sort of decent hit rate on him. Next up, Kouji and Tetsuya appear and Kouji almost mistakes your dudes for enemies; fortunately Tetsuya sets him straight rather quickly, and Hayato and the rest of the calvary show up to dispell that notion even further; at this point, Usso finally gets the Boots part to form his V Gundam. You may not have fought these enemies before, but the OZ soldiers and their mobile suits aren't much different from the Vespas, except perhaps for somewhat longer range. Do note that the Virgos have Planeite Defensors though; these basically act as a Beam Coating, so leave them to your Supers and have the Gundams concentrate on the massive amount of Tauruses to kill. ------------------------------------------------ Mission 4 Space route ------------------------------------------------ Starting Units Max - Battle 7 (Aircraft Carrier Mode) Basara - VF-19 Kai Valkyrie F Kinryu - VF-17S Nightmare F Docker - VF-17D Nightmare F Gamlin - VF-17D Nightmare F Bright - Ral Kairam Main Character - Main Unit Milliard - Gundam Epyon Gyunei - Yact Douga Quess - Yact Douga Amuro - Re-GZ (BWS) Char - Sazabi Kenji - Cosmo Crusher Camille - Z Gundam Fa - Metas Reinforcement Units: None Starting Enemy Units Gigil - Fz-109F Ergazorn 9x Barota Soldier - Fz-109A Ergazorn 2x Barota Soldier - Assault Ship Reinforcement Enemy Units: None Items 1x Repair Kit - Fz-109F Ergazorn 4x Propellant Tank - Fz109A Ergazorn, Fz109F Ergazorn, Assault Ship(2) 2x Cartridge - Fz109A Ergazorn Beam Coating - Fz109F Ergazorn Skills: None Notes: A Macross 7 introduction, as you get several Valkyries to play with... well, except that Docker gets himself blown up somewhere on turn 2 or 3, silly him. You also get a nice boost in the form of the Zeta characters. One very fortunate thing about the enemies is that they are only rated A in space; if they were S, this mission as well as a lot of the future ones would become very hard. Still, don't forget that they have excellent range (7 for their missiles, 8 for their Blasters), so it'd be more advantageous to get up close and personal, and don't let them snipe you without reply. The Assault Ships have lots of HP but fortunately their strongest weapons aren't too accurate, and again wise use of seishin will save the day. Gigil is a different kettle of fish altogether though; you'll realize that the majority of your attacks only do half damage to him, AND he has Beam Coating, which instantly renders the majority of your force useless. One interesting thing of note though is that his halved damage is because of his pilot skill, "Protodevil"; however, this skill also makes him vulnerable to Basara's extremely strong (at this point ^^;) song attacks, and takes normal damage from them. Nail him with a couple of Basara's songs and he'll be down for the count. ------------------------------------------------ Mission 5 Earth Route ------------------------------------------------ Starting Units Kento - Atraus Danji - Gunpar Reinforcement Units When all initial enemies are defeated: Kouji - Mazinger Z Tetsuya - Great Mazinger Sayaka - Diana A Jun - Venus A Boz - Boz Borot Shiro - Robot Jr Usso - V Gundam Oliver - V Gundam Hexa Marvette - V Gundam Junko - Gun EZ Main Character - Main Unit Starting Enemy Units 3x Zanscare Soldier - Zolo Reinforcement Enemy Units When all initial enemies are defeated: Douka - Garickson Renda - Garickson 6x Zanscare Soldier - Garickson 3x Zanscare Soldier - Gozola 2x Zanscare Soldier - Memmedoza Items: 1x Repair Kit - Memmedoza 1x Propellant Tank - Gozola 1x Cartridge - Memmedoza 1x Apogee Motor - Garrickson 1x Dual Sensor - Garrickson Skills: None Notes: A pretty simple start, it's just Kento and Danji against a couple of Zanscare grunts, who can't really cause that much damage to either of your available units. Standard attacks, with maybe a little seishin usage, should see you clear out all three Zolos embarassingly easy. The one thing you have to be careful of is to make sure you beat them on YOUR turn, and not the enemy's turn... Then the hard part happens. You get several little tank-like enemies to combat, but they're not trying to activately beat you; their main objective is to reach the two pods near the bottom of the map, and if you leave them alone, they can easily do it within 3 or so turns. This is why you wanted to end on your turn; so your forces can get a headstart on them rather than vice versa. Tetsuya in particular will be insanely useful here with his Accelerate seishin, as well as your main character if you chose a Real main unit. Whatever happens, your own forces start quite far away from the enemies too, so get your asses over there ASAP and guard the pod from the large numbers rushing at it. Both Douka and Renda have good dodge rates, but you should have a couple of units with Sure Hit by now, Tetsuya at least. They DO defend though, so be careful. ------------------------------------------------ Mission 5 Space route ------------------------------------------------ Starting Units Heero - Wing Gundam Zero Duo - Gundam Deathscythe Hell Hilde - Taurus 1 Battleship 12 Units Reinforcement Units: None Starting Enemy Units 9x Mobile Doll - Virgo II 6x Mobile Doll - Virgo 2x Mobile Doll - Taurus MA 2x Oz Soldier - Virgo 1x Oz Soldier - Virgo II Reinforcement Enemy Units: None Items 3x Repair Kit - Virgo II(3) Skills: None Notes: Finally, you get some Wing units! With them though comes Wing enemies, most of them being Virgos with their horribly irritating Planeite Defensors. Your units who don't rely on beams, especially your new Valkyries, will prove to be extremely useful in taking down the Virgos. Besides that, there's not much of note. The hit percentages are still decent, but these are the only enemies you'll face, so go crazy on your seishin and finish them off. Do however note that Gamlin needs 10 or more kills by the end of this stage to access the VF-11C Thunderbolt, and 6-9 kills for the VF-1J Valkyrie. ------------------------------------------------ Mission 6 Earth Route Part 1 ------------------------------------------------ Starting Units Roger - Big O Reinforcement Units Starting Enemy Units 1x Artificial Intelligence - Dorothy Reinforcement Enemy Units After Dorothy is defeated: 1x Artificial Intelligence - Dorothy Items: None Skills: None Notes: Nothing much to see here, just an introduction to Big O really. Roger starts at 130 morale, and will struggle to take more than 1000 damage from the two enemies you'll face. Just note that a slightly stronger version of Dorothy will pop out after the first one; even then, you'll have to try REALLY hard to lose this scenario. ------------------------------------------------ Mission 6 Earth Route Part 2 ------------------------------------------------ Starting Units Roger - Big O Kento - Atraus Junko - Gun EZ Danji - Gunpar Main Character - Main Unit Reinforcement Units When 9 or less enemies remain: Kento - Daltanias When 5 or less enemies remain: Hayato - Tower 8 Units Starting Enemy Units 4x Mobile Doll - Virgo 2x Mobile Doll - Taurus 2x Mobile Doll - Taurus MA 2x Mobile Doll - Virgo II Reinforcement Enemy Units 8x Mobile Doll - Virgo 6x Mobile Doll - Virgo II Items 2x Repair Kit - Virgo II(2) 2x Propellant Tank - Virgo II(2) 2x Cartridge - Virgo II(2) Skills: None Notes: No face characters to worry about in this mission; there are, however, several Mobile Doll-piloted enemies. Your starting force are perfectly capable of handling the 10 OZ enemies near them, while your more sizable reinforcements should take the enemy reinforcements. The one thing to note is that the entire set of enemy reinforcements is made up of Virgos and Virgo IIs, both of which have Planeite Defensors; you might not want to sortie too many Gundams because of that, and stick with using the 8 pronged Beam Saber and Top/Bottom attacks; your Supers won't have that problem of course. ------------------------------------------------ Mission 6 Space route ------------------------------------------------ Starting Units Heero - Wing Gundam Zero Duo - Gundam Deathscythe Hell Hilde - Taurus Main Character - Main Unit Miria - VF-17S Nightmare F Reinforcement Units One turn after you escape: Bazara - VF-19 Kai F Valkyrie F 2 turns after you escape: 1 Battleship 8 Units Starting Enemy Units 18x Barota Soldier - Fz-109A Ergazorn (Disappear after you escape) Reinforcement Enemy Units After you escape: 9x Barota Soldier - Fz-109A Ergazorn 2x Barota Soldier - Assault Ship 2 turns after you escape: Gigil - Fz-109F Ergazorn (Retreats below 30% HP) 8x Barota Soldier - Fz-109A Ergazorn Items 2x Propellant Tank - Assault Ship(2) 1x Booster - Fz-109F Ergazorn Skills: None Notes: Your first indoor mission, and by golly it's a pretty tough one. The massive amounts of enemies against your 4 units and a healer is a problem, but not the main one; the crux of the stage is getting a unit onto the glowing square within 8 turns, when only your main character has the Accelerate seishin. Presumably, s/he'd be the main one that the others would clear a path for, but don't forget that these Ergazorns are pretty tough and can get nice hit rates, and several of them block the passageway to the glowing square. You'll have to spend most of the mission on a hit-and-run basis; make sure Heero in particular casts Concentrate on nearly every turn, since the enemies appear to prioritize hitting him, and the counters you can do from there might be invaluable. Once you get to the passageway, Focus on clearing a single path through ASAP; if you can use them, the Wing Zero's MAP weapons are great for this. Hopefully with Concentrate to survive and Accelerate to get there, your main character should just about be able to reach the glowing square on turn 8. And once you do, it switches to part 2. You're back out in space, and there's EVEN MORE Ergzorns waiting for you. Your group is probably really hurting from the skirmish inside, so stay on the City 7 (which you're supposed to protect anyway ^^;) and wait for the calvary to arrive, using the terrain as bonuses while countering any enemy attacks. Once the main force arrives, it becomes more cleanup; Gigil should be dealt with the same way you did back in Mission 4. ------------------------------------------------ Mission 7 Earth Route ------------------------------------------------ Starting Units Kouji - Mazinger Z Tetsuya - Great Mazinger Reinforcement Units After all initial enemies are defeated: Hayato - Tower Benkei - Getter 1 11 Units Starting Enemy Units 4x ??? - Belgrande Reinforcement Enemy Units After all initial enemies are defeated: Ignus - Impetus (Retreats below 10% HP) 14x ??? - Belgrande 4x ??? - Belgrande S Items 3x Propellant Tank - Belgrande S(2), Impetus 2x Cartridge - Belgrande S(2) 1x Booster - Impetus 1x High Performance Radar - Impetus Skills Evade Ability +5 - Ignus Notes: Kouji and Tetsuya VS 4 Belgrandes at the start isn't too bad a fight. Although the Belgrandes are tougher and stronger than Mobile Suits, they still can't hurt the Mazingers too badly, and gratituous use of the Invincibility seishin should see you through. Concentrate both Mazingers on a single enemy at a time, leading with Tetsuya since he has a chance to repel all their attacks with his Sword Cut ability, and finishing off with Kouji, then countering or defending on the enemy turn depending on your style of play. After the appetizer, the main flambe comes in Ignus, who is revealed to have led the assault that killed Professor Kabuto. Lots of story events happen as several Belgrandes try to, and eventually overwhelm the Mazingers; then of course the Tower comes in to save the day. ^^; You still have tons of Belgrandes and Belgrande Ses to fight though, which your Reals will have problems with; not only do the enemies have great accuracy, their weapons also have AMAZING accuracy adjustments (lowest is +40, IIRC), so don't rely on your dodging powers too much. The Belgrande Ses are even worse with higher HP and strong weapons; fortunately there're only 4 of them to deal with. Likely the first thing you have to do is to cast Trust on Kouji and Tetsuya to recover their HP, then rush your dudes in and take out the middle Belgrandes, await the double-pronged assault of Belgrandes from the north and south, then eventually take on Ignus with his accompanying Belgrande Ses to the west. Ignus is quite the boss at this stage of the game; 33,000 HP and -rather- strong weapons, most of all a 9-range MAP attack which you should plainly not even try to put yourself within range of. You'll probably have to take at least one MAP attack though, as you probably don't quite have the power to take out 33,000 HP in one turn. Thus, make sure all your units have enough HP to survive the MAP attack for one turn at least, utilizing the Trust seishin and the two Healers you have. Ignus runs at 10%, but it's entirely likely that one single hit, especially from the Mazin Power-enhanced Mazingers, can down him in one fell swoop. If you still need the extra oomph, have either your main character or Benkei provide some support. ------------------------------------------------ Mission 7 Space Route ------------------------------------------------ Starting Units 1 Battleship 14 Units Reinforcement Units After initial enemies have been destroyed: Wufei - Altron Gundam (Neutral) Starting Enemy Units Gozu - Abigol Godwald - Abigol Broho - Abigol 6x Zanscare Soldier - Zolowatt 2x Zanscare Soldier - Amaltea 2x Zanscare Soldier - Rig Shakko Reinforcement Enemy Units After initial enemies have been destroyed: Kabuto - Kabuto Combat Mothership (Runs at 20% HP) 6x Artificial Intelligence - Surveillance Robot 5x Articial Intelligence - Bemborg Darantie Items 3x Repair Kit - Abigol(3) 3x Propellant Tank - Amaltea(2), Kabuto Combat Mothership 1x Learning-type CP - Abigol 1x High Performance Radar - Abigol 1x Dual Sensor - Abigol 1x Chobham Armour - Kabuto Combat Mothership Skills: None Notes: The mission starts as a pretty typical mission against more V Gundam enemies, although there's actually a few non-generic pilots around for once; you may actually have to dedicatedly use seishin (gasp) to get good hit and dodge rates for them. In the end though, they're still using Mobile Suits, so they can't take many hits before they go down. The rest of the enemies are the same, save for the Amalteas. Once you defeat them all, yet ANOTHER Daltanias enemy appears (and you haven't even gotten the robot yet...), and it's Kabuto, who's pretty much another Neshia and Boidar. This time though his retreat is at 20%, and you have Wufei going all solo-justice style. Fortunately he's quite good at dodging, so its possible, though not neccessary to keep him alive. By now you should have several Support Attackers, so a decent combination should do the sufficient damage to take Kabuto down. Just remember that Wufei is around, so set up your killing combination BEFORE you start weakening him, else Wufei might ping him too hard and he'll retreat. This is the end of the space route. The earth route has one more stage, but you can go on ahead to Mission 9 (which will be noted to you as Mission 8, and so on for the remaining missions). ------------------------------------------------ Mission 8 Earth Route ------------------------------------------------ Starting Units Hayato - Tower 15 Units 3x Oz Soldier - Taurus (Neutral) Reinforcement Units Starting Enemy Units Douka - Garickson Renda - Garickson 6x Zanscare Soldier - Garickson Reinforcement Enemy Units After 5 or less enemies remain: Pippiniden - Memmedoza (Retreats below 30%) Rupe - Memmedoza (Retreats below 30%) 4x Zanscare Soldier - Zolo 2x Zanscare Soldier - Gozola After 5 or less enemies remain: Chronokul - Shakko Farah - Rikarl (Retreats below 30%) 4x Zanscare Soldier - Memmedoza 2x Zanscare Soldier - Gozola Items 6x Repait Kit - Garickson(2), Memmedoza(2), Rikarl, Shakko 1x Beam Coating - Rikarl 1x Learning-type CP - Shakko Skills: None Notes: Unlike most "protect base" scenarios, you actually have 3 bases to protect rather than just one. Fortunately you have 16 units to go around, so split them up; I suggest sending a weak force of 4 or so to guard the southeast base, and divide the rest equally between the west and the northeast. Make sure that the west and northeast especially have at least one Support Attacker. The first batch of enemies start at the northwest, and are the usual annoyingly hard to hit Garicksons; most of them will head for your western base, though a few will peel away and rush the northeastern one instead. Hopefully your western force has a few Sure Hit users in it to help against Douka and Renda, who again have insane dodge rates. The second batch starts at the southwest, and this time the majority of the grunts will head for the southeast base, while a few, plus both Pipiniden and Rube, will head for the western base. Both Pipiniden and Rube retreat at 30%, but they're in weak mobile suits, so even though they do Defend, you can easily kill them with a powerful attack straight-out. The grunts are standard fare, and if your weaker southeastern force makes use of the base squares, the battle will be heavily tilted in their favour. Once this force is repelled, you might want to move some of your faster units to the northeastern base. The last batch, with Chronokul and Farah, starts at the northeast, and unsurprisingly will all attack the northeastern base. They're not hugely problematic if again you take advantage of terrain; Chronokul remains a good dodger, but doesn't retreat and a few Sure Hits strike him off the map. Farah, on the other hand, is in an 8000 HP Rikarl, and retreats at 30%. This is still a reasonable 2400 HP, but not if she defends; you'll almost certainly have to use a Support Attack to hit her while she's not defending to kill her off. ------------------------------------------------ Mission 9 ------------------------------------------------ Starting Units Treize - Tallgeese II 1 Battleship 15 Units Reinforcement Units: None Starting Enemy Units Neshia - Neshia Combat Mothership (retreats below 20% HP) 6x Artificial Intelligence - Surveillance Robot 3x Artificial Intelligence - Bemborg Darantie Reinforcement Enemy Units After 6 or less initial enemies remain: Boidar - Boidar Combat Mothership (retreats below 20% HP) 6x Artificial Intelligence - Surveillance Robot 3x Artificial Intelligence - Bemborg Darantie After 6 or less enemies remain: Kabuto - Kabuto Combat Mothership (retreats below 20% HP) 6x Artificial Intelligence - Surveillance Robot 3x Artificial Intelligence - Bemborg Darantie Items 3x Propellant Tank - Neshia Combat Mothership, Boidar Combat Mothership, Kabuto Combat Mothership 1x Solar Panel - Neshia Combat Mothership 1x EN Chip - Boidar Combat Mothership 1x Large Generator - Kabuto Combat Mothership Skills Skill Ability +10 - Neshia Accuracy Ability +5 - Boidar Hit & Away - Kabuto Notes: Finally, your Earth and Space teams converge into one giant mass of destructive force; and to greet them comes several teams of destructive forces. ^^; 3 teams of Daltanias enemies coming from all sides of the map isn't a very pleasant thing to experience. Fortunately, you've got the firepower for it now; also treasure one of the few times you get to use Treize. ^^; The enemies the usual trio of battleship commanders, none of which are much cop really. They all retreat at 20%, but a good combination should be able to do the 4000-5000HP damage needed easily. This stage will serve as a good testing ground for the load of new allies you just required, as well as making you realize how much mobile suits rule Space. ^^; ------------------------------------------------ Mission 10 ------------------------------------------------ Starting Units Gamlin - VF-17D Nightmare F 1 Battleship 13 Units Reinforcement Units After enemy reinforcements appear: Bazara - VF-19 Kai F Valkyrie F Starting Enemy Units Gigil - Fz-109F Ergazorn 12x Barota Solider - Fz-109A Ergazorn 2x Barota Soldier - Assault Ship Reinforcement Enemy Units After 5 or less initial enemies remain: 7x Barota Solider - Fz-109A Ergazorn Items 1x Repair Kit - Fz-109F Ergazorn 2x Propellant Tank - Assault Ship(2) 1x Hybrid Armour - Fz-109F Ergazorn Skills: Defense Ability +10 - Fz-109F Ergazorn Notes: And sometime after Docker gets himself blown up, so does Kindo, from the hands of...a glowing fairy, oy. Basara then plays his song which manages to scare it away. Before and after that, it's more Ergazorns and Gigil to deal with. If you came here from the Space route, you'd be highly experienced with them already; Earth route players might be surprised by their decent dodge prowess and fairly strong weapons. Also, Gigil will need the usual Basara show to take him (although by now, your others should be able to do the job themselves, just uneccessarily using resources ^^;). ------------------------------------------------ Mission 11 ------------------------------------------------ Starting Units Gou - Shin Getter 1 Bright - Ral Kairam 12 Units Reinforcement Units 1 turn after enemy reinforcements arrive: Duke - Grendizer Hikaru - Drill Spazer Starting Enemy Units 10x Invader - Invader (Ground) 5x Invader - Invader (Air) 4x Invader - Metalbeast Barosoft Reinforcement Enemy Units After all initial enemies have been destroyed: Aquila - Fortes Arla (retreats below 20%) 4x Mires - Angelus 2x Mires - Angelus S Items: 1x Propellant Tank - Fortes Arla 1x Biosensor - Fortes Arla Skills: Melee Ability +10 - Fortes Ala Notes: Shin Getter starts the stage more or less trapped; you should move it AWAY and towards your forces from the start, and cast whatever defensive seishin you need while your force advance on the first line of Invaders. The Invaders' highest accuracy attack is range 3, so your Reals should try and stay just out of that range; Supers, especially flying ones, are pretty safe since the land Invaders can only use their weakest attack against airborne units. The first new enemy you'll come across here is the Metalbeast Barosoft. These are Super enemies beefed up basically, with 8000+ HP and tons of tough armour. You probably have to cast defensive seishin when taking them on. After you destroy all the initial invaders, more pop up with hostages; your guys get caught up in a dilemma, but Black Getter then shows up and "solves" it for them by destroying the Invaders, and the hostages as well, with your force showing their disgust. The Black Getter disappears immediately after; it's pilot isn't shown, but it's pretty obvious who it is... ^^; Anyway, before you have much time to mourn, you get your first taste of Original enemies as Aquira makes his first appearance. The first thing that'll strike you is the mounds of HP that the Fortes Arla has; the second thing will be the astoundingly good dodge and hit rates the Angeluses have, and the need for Concentrate to even match them; the third thing that will probably strike you is Fortes Ala's MAP attack, if you're not careful. ^^; In all honestly, after dealing with the Angeluses, it's practically impossible NOT to taste the Fortes's MAP attack at least once, since you don't really have the resources to remove that much HP so quickly; fortunately it's not too strong, and is survivable even for Reals. Just make sure to finish him by turn 2 so that you don't have to eat a second helping of it; you'll have to use another good combination to do the job. ------------------------------------------------ Mission 12 ------------------------------------------------ Starting Units Roger - Big O Gou - Shin Getter 1 Reinforcement Units On Turn 3: Trowa - Wing Gundam Zero 1 Battleship 11 Units After all initial enemies are destroyed: Takeru - Godmars Starting Enemy Units Beck - Beck Victory Deluxe 8x Artificial Intelligence - Eel Reinforcement Enemy Units After all initial enemies are destroyed: Kabuto - Kabuto Combat Mothership Kacchi - Golgacchi 6x Artificial Intelligence - Surveillance Robot 3x Artificial Intelligence - Bemborg Darantie 1x Artificial Intelligence - Bemborg Gruzon Items 1x Repair Kit - Beck Victory Deluxe 3x Propellant Tank - Kabuto Combat Mothership, Coru Kachi, Bemborg Gruzon 1x Mega Booster - Beck Victory Deluxe 1x Chobham Armour - Coru Kachi 1x Hovercraft - Kabuto Combat Mothership 1x Minovsky Craft - Bemborg Gruzon 1x Energy Taker - Bemborg Gruzon 1x Mind Taker - Bemborg Gruzon Skills: Shooting Ability +10 - Coru Kachi Notes: If you took the space route, this would be the first introduction to Big O, and both ways the first time you get Dorothy as a sub-pilot. You have to defend the base from a large amount of Big O enemies, but fortunately the calvary, with Trowa in the Wing Zero, will arive to help soon after. Flying units with speed up will definitely help; some Eels should get close to the base, but not get any further than that. Beck himself is a fairly standard Super boss; just don't bother trying to take him, or the Eels for that matter, in underwater combat. Once the initial enemies are gone, more Daltanias again... along with Kachi, who challenges Takeru to a duel in Gaia, and forces Takeru to activate the Godmars system. Note that from now on, whenever Godmars is deployed, you can't let him die or its game over. Besides that, it's pretty standard Daltanias enemies again; be careful of the Bemborg Gruzon though, as killing it is also a losing condition at this point; I know its tempting because of all the items it carries, but just wait until you destroy all the other enemies first, and then you can loot its stuff. ^^; ------------------------------------------------ Mission 13 ------------------------------------------------ Starting Units Bright - Ral Kairam 15 Units Reinforcement Units After enemy reinforcements arrive: Main Character - Main Unit After one enemy reinforcement unit is destroyed: Ryouma - Black Getter (Neutral) Starting Enemy Units (All retreat after reinforcements arrive) Pipiniden - Memme Doza Rube - Memme Doza Douka - Garickson Renda - Garickson 6x Zanscare Soldier - Garickson 4x Zanscare Soldier - Zolo 2x Zanscare Soldier - Gozzola Reinforcement Enemy Units After 5 or less initial enemies remain: Ignus - Impetus 4x Mirez - Belgrande 4x Mirez - Belgrande S After 5 or less enemies remain: Glacies - Fabularis 4x Mirez - Angelus 4x Mirez - Angelus S Items 8x Repair Kit - Memme Doza(2), Garickson(2), Belgrande S(2), Angelus S(2) 2x Propellant Tank - Impetus, Fabularis 1x Booster - Garickson 1x Magnetic Coating - Garickson 1x Learning-type CP - Memme Doza 1x Large Generator 1x Beam Coating - Impetus 1x Dual Sensor - Memme Doza 1x Sensor Breaker - Memme Doza 1x Weapon Breaker - Memme Doza 1x ECM Jammer - Garickson 1x Armour Breaker - Garickson 1x Energy Drain - Ignus 1x Mind Drain - Fabularis Skills: None Notes: The V Gundam enemies at the beginning are just an appetizer. The real meat appears once you take out all but 5 of them; of course, since they all retreat immediately after, it might be in your best interests to leave 5 grunts remaining and yoink the items all the non-generic characters hold. The fire-based Ignus appears once you do reduce initial enemies below 5, as does Joshua; the Belgrandes are rather well upgraded like the Angeluses of before, and you may have to spend seishin just to take them down. When you do take down at least one, the Black Getter appears again and starts beating up more Invaders; Ryouma is then revealed to be the pilot, and becomes a neutral unit. Don't expect him to survive, since his Black Getter isn't exactly the most durable around; he does make good fodder for the short time that he'll survive. Once you lower the enemies to 5 again, Glacies emerges with even more hard-to-hit original enemies; if your main character is Joshua she has a weird reaction with Joshua, which somehow causes Joshua's mech to lose a large amount of its HP. Once you get around to assaulting her group, note that Joshua has a convince command on her; do so if you want to recruit her later. If you chose Rim, instead Wintos will show up trying to communicate with you, but gets beaten up by Glacies; when you defeat all but 5 enemies, he establishes a connection, then asks whether you want to listen to his story. You can either ignore him (first option) or listen (second option). Choose to listen if you want to recruit him later, although it'd hit your mech to critical HP again. Before you do that though, you still have all the original enemies to defeat; and even the grunts aren't that much of a problem compared to Ignus and Glacies. Both have far-reaching MAP attacks and if you get caught between the two, your entire force could be dead rather quickly. Instead, rush Ignus as fast as you can once he appears towards the west, and take him down as fast as possible; neither him or Glacius retreats thankfully, and some of your pilots should be learning Hot Blood by now, making the process a bit easier. If you can keep both of them from assaulting you at the same time, this mission won't be TOO hard, although it'll still tax your resources in terms of EN and seishin. ------------------------------------------------ Mission 14 Part 1 ------------------------------------------------ Starting Units Gou - Shin Getter 1 Ryouma - Black Getter Schwartz - Stilva 12 Units Reinforcement Units: None Starting Enemy Units 6x Invader - Invader (Ground) 6x Invader - Invader (Air) 3x Invader - Metalbeast Barosoft Reinforcement Enemy Units After 5 or less initial enemies remain: 6x Invader - Invader (Ground) 6x Invader - Invader (Air) 1x Invader - Metalbeast Barosoft Items: None Skills: None Notes: It's Getter Armageddon, part 1. Basically you'll simply face three sets of Invader enemies, almost one after another, in a fairly waterlogged stage. You've already faced them all before; this time though, you may need weapons good in water to make the stage a little easier. Regardless, feel free to spend all the seishin you want to make the battle go faster; nothing is carried over from this one to the next part. ------------------------------------------------ Mission 14 Part 2 ------------------------------------------------ Starting Units Bright - Ral Kairam Hayato - Tower 14 Units Reinforcement Units When 5 or less initial enemies remain: Ryouma - Shin Getter 1 Starting Enemy Units Saotome - Shin Dragon 7x Invader - Invader (Ground) 6x Invader - Invader (Air) 4x Invader - Metalbeast Barosoft Reinforcement Enemy Units After Shin Drgon is defeated: Saotome - Metalbeast Dragon 4x Invader - Getter Dragon 4x Invader - Getter Rygar 4x Invader - Getter Poseidon Items: 1x Bio Sensor - Shin Dragon 1x Apogee Motor - Metalbeast Dagon 1x Mind Virus - Shin Dragon 1x EN Virus - Metalbeast Dragon 1x HP Virus - Metalbeast Dragon Skills: Support Defense +1 - Shin Dragon Support Attack +1 - Metalbeast Dragon Notes: It's the Shin Dragon in all its glory, and it swaggers its stuff by first destroying some poor soldier cannon fodder, then taking its anger out on Gou and Ryouma. Both aren't available for the start of this mission, so you'll have to struggle through the 30k HP and more Invaders, most on defensive terrain; fortunately once you kill enough of them, Ryouma comes out in Shin Getter to help. Since Hayato's still reluctant though, it loses its Open Gate maneuver and only Shin Getter 1 can be used. One thing you should worry about is the Shin Dragon's MAP attack; I don't suggest you EVER get close enough to taste it. Stay back and snipe off the comparitively easy Invaders first, and when you can, assault the Shin Dragon as a whole. This will be in no way easy though; it's terrain gives it +30% to it's defense, reinforcing it's already tough armour. Those of your team who have Hot Blood should spend it all at this point; it's by far the hardest part of this stage. Of course, don't forget to use Flash and other defensive seishin to survive it's attacks. Even after you destroy it though, it resurrects again; Hayato then goes on a suicide run by overloading the Getter Reactor inside the Tower to take it out, and both it and the Shin Dragon explode; Ryouma then moves Shin Getter over to save Hayato, which with the heart of 3 people as one, can now release its full power in the Stoner Sunshine. Just in time too, as Saotome then resurrects himself as well in a Metalbeast Dragon, and brings out more Getter clones with him. Fortunately, while the Metalbeast Dragon is stronger in terms of higher attack power, it's flying status also means it has no defensive bonuses whatsoever, making it far easier to put some decent damage on it. Finish it off and follow the Getter storyline after. ------------------------------------------------ Mission 15 ------------------------------------------------ Starting Units Duke - Grendizer Takeru - Gaia Bright - Ral Kairam Max - Battle 7 (Aircraft Carrier mode) 13 Units Reinforcement Units: None Starting Enemy Units Burakki - Mother Baan Gul - Guruguru 16x Imperial Soldier - Mini UFO 4x Imperial Soldier - Barubara 4x Artificial Intelligence - UFO Robot Giru Giru 2x Imperial Soldier - Guruda Reinforcement Enemy Units: None Items 1x Repair Kit - UFO Robot Giru Giru 1x Propellant Tank - UFO Robot Giru Giru 2x Cartridge - UFO Robot Giru Giru(2) 1x Booster - Guru Guru 1x Chobham Armour - Guru Guru 1x Hybrid Armour - Mother Baan 1x Magnetic Coating - Mother Baan Skills Counter - Guru Guru Potential +1 - Mother Baan Notes: After the toughness of the last mission, it's a bit more relaxing to have a more standard mission with no frills. Most of the enemies are the first time you may see Grendizer enemies, but they're not that much different from standard Super enemies (although the giant increase in HP of the Mini UFOs are slightly unnerving). This is basically a mission to stock up on items and EXP before the next route split. Speaking of it, you have two choices; to go to Jupiter and follow the Macross and Shin Getter paths, or participate in the capture of the Kailas Gilly which involves all the other series. If Amuro is nowhere close to 50 kills, and if you don't care too much about the Tsume Supa Robo sub-missions, you should probably take the Jupiter route. ------------------------------------------------ Mission 16 Jupiter Route Part 1 ------------------------------------------------ Starting Units Judo - ZZ Gundam Ru - Gundam Mk III Ryouma - Shin Getter 1 Gou - Shin Dragon Reinforcement Units: None Starting Enemy Units 6x Invader - Invader (Space) 4x Invader - Invader (Ground) 2x Invader - Invader (Air) Reinforcement Enemy Units: None Items: None Skills: None Notes: Small forces against considerably larger forces. Both Ru and Judo aren't in very good shape at the start; I'd suggest having Ru cast Accelerate and getting the hell out of there ASAP, moving to the northeast to shake off the attentions of the invaders; cast Concentrate and/or Flash as well, as they won't let you off THAT easily. Judo, with Concentrate and Invincibility, can more or less handle himself but I'd still suggest moving him as far northeast as possible and counterattacking with the Hyper Beam Saber when possible. You get to use the monstrous Shin Dragon on this stage as a preview on what you'll be getting later; I suggest having both Benkei and Gai use Yell twice to boost thir mechs up, since their seishin won't be carried over again, then have them Accelerate their way to the main event. The Space-type Invaders are obviously the most dangerous here, with a decent amount of HP and good hit rates. Those are your highest priority in terms of killing off fast; spend a Hot Blood if that's what it takes, and try and stay out of range 1-3 for the two MSs. The other invaders are cake relatively; no S ratings in space means that even Judo and Ru can take them down by themselves. ------------------------------------------------ Mission 16 Jupiter Route Part 2 ------------------------------------------------ Starting Units Judo - ZZ Gundam Ru - Gundam Mk III Ryouma - Shin Getter 1 Gou - Shin Dragon Reinforcement Units After all initial enemies are defeated: Max - Battle 7 (Aircraft Carrier mode) 10 Units 1 turn after all initial enemies are defeated: Basara - VF-19 Kai F Valkyrie F Starting Enemy Units 8x Invader - Invader (Space) 4x Invader - Invader (Ground) 4x Invader - Invader (Air) 1x Invader - Metalbeast Dragon Reinforcement Enemy Units After all initial enemies are defeated: 12x Invader - Invader (Space) 2x Invader - Invader (Ground) 2x Invader - Invader (Air) After 5 or less enemies remain: Cowen - Cowen & Stinga 8x Invader - Invader (Space) Items 2x Propellant Tank - Metalbeast Dragon, Cowen & Stinga 1x EN Chip - Metalbeast Dragon 1x Large Magazine - Cowen & Stinga Skills Seishin Power +10 - Cowen & Stinga Notes: Even MORE Invaders, which outnumber your small task force; there's even a 5-digit HP Metalbeast Dragon in the works. Your best bet is to stay in the meteor terrain whenever possible; you practically NEED the defensive bonuses it gives you in this stage. You might want to have Benkei cast Yell twice again, because Shin Getter 2 will be your main driving force, and you need him at 130 morale as fast as possible; once he gets a permanent 75% dodge rate to everything, the mission gets a whole lot easier. I'd still suggest employing a defensive strategy; come out of the meteor terrain only if you absolutely have to, and even then mostly only Shin Getter 2 to run as a distraction ploy; Shin Poseidon's range-8 attack gives him excellent sniping properties in this stage. You should be able to get through the beginning relatively unscathed, after which there's just the Metalbeast Dragon to deal with; this is what you've been saving your Seishin for, as you need to hit it with your strongest attacks fast thanks to its HP recovery. Have Judou and Ru let Shin Poseidon and Shin Getter support once to put on the damage, then let lose with Hot Blooded Shine Spark and Stoner Sunshine or Shin Getter Change Attack. If one round doesn't do it, the second round definitely should. And after that, even MORE Invaders. Fortunately your own force arrives as well, witha fold-out from the Battle 7 getting them there quick. Your initial forces should be all but spent by now, so retreat them east ASAP to join up with the rest of your battalion, and let them take over. You're experienced with the Space versions by now, but this time you actually have the mechs that can strike them from far-range, making it considerably easier. The Land and Space versions are still cake. Even Basara appears to "help" eventually. As for the eventual appearance of Cowen and Stinga, they're tough, but not too tough. 40,000 HP shouldn't be that much with 16 rampaging units, as long as you take out the Space Invaders first and save up your seishin for them. For emotional purposes, a Final Getter Tomahawk finish is highly recommended. The Jupiter route ends here; go straight to mission 18, and don't forget to add possibly another 1 to all scenarios the game tells you. ------------------------------------------------ Mission 16 Kailas Gilly Route Part 1 ------------------------------------------------ Starting Units Kenji - Cosmo Crusher Camille - Z Gundam Quatre - Gundam Sandrock Kai Usso - V-Dash Gundam/V Gundam Takeru - Gaia Reinforcement Units: None Starting Enemy Units Margue - Ganimedis 3x Imperial Soldier - Guruda 2x Imperial Soldier - Barubara Reinforcement Enemy Units After 3 or less initial enemies remain: Neshia - Neshia Combat Mothership 2x Artificial Intelligence - Bemborg Darantie 2x Artificial Intelligence - Surveillance Robot Items 1x EN Chip - Neshia Combat Mothership 1x Propellant Tank - Neshia Combat Mothership Skills: None Notes: Small forces against small forces. The enemies still have mounds of HP compared to your guys though, so try and stay in defensive cover if you can, and use the usual Concentrate for your Reals to stay alive. You might want to attach Support Attack +1 to either Camille or Usso before the stage to make things a little easier, and use the Cosmo Crusher to refill EN whenever needed (which will be plenty of the time, especially if you haven't upgraded EN). Defeating the Ganimedis at the start is a game over; fortunately it's nearly impossible to do so before it retreats anyway. Instead of him, you get Neshia to play with, and she has her usual 25,000 HP battleship with a few Daltanias enemies. By now your morale should be high enough, so use whatever Hot Bloods you may have and take her and her flunkies out. ------------------------------------------------ Mission 16 Kailas Gilly Route Part 2 ------------------------------------------------ Starting Units Ral Kairam - Ral Kairam 15 Units Reinforcement Units: None Starting Enemy Units Chronokul - Contio 8x Zanscare Soldier - Zolowatt 4x Zanscare Sodlier - Rig Shakko 4x Zanscare Soldier - Abigol 2x Zanscare Soldier - Amaltea Reinforcement Enemy Units: None Items 3x Repair Kit - Contio, Rig Shakko(2) 2x Propellant Tank - Rig Shakko(2) Skills Seishin Power +10 - Contio Notes: You can't use the guys you used in the first part of this scenario, but that's okay; you don't really need them, this scenario is easy enough as it is. The enemies are still relatively good in terms of dodging and aiming, but what you see is what you get, so go ahead and eat up your seishin. Chronokul's actually not that good a pilot; he and everyone else will retreat once both the Amalteas (or himself...) are shot down though, so take him out before that to grab the skill he's holding. The one thing you should get used to by this stage is the Zanscare Soldiers' propensity for defending if the next shot is a killer. Lots of later stages will make even better use of this, and you have to figure out ways to counter it efficiently; either by hoping for criticals, using strong Support Attacks to finish units off, or what have you. ------------------------------------------------ Mission 17 Kailas Gilly Route ------------------------------------------------ Starting Units Bright - Ral Kairam 15 Units Reinforcement Units: None Starting Enemy Units Pipiniden - Abigol Rube - Abigol Broho - Abigol Godwald - Abigol Gozu - Abigol 11x Zanscare Soldier - Rig Shakko 6x Zanscare Soldier - Zolowatt 2x Zanscare Soldier - Amaltea Reinforcement Enemy Units After 5 or less initial enemies remain: Tashiro - Squid (retreats below 20%) Chronokul - Contio Katejina - Rig Shakko 11x Zanscare Soldier - Contio 2x Zanscare Soldier - Amaltea Items 2x Repair Kit - Abigol, Jig Shakko 3x Propellant Tank - Abigol(2), Contio 1x Cartridge - Abigol 1x Large Magazine - Squid Skills: None Notes: Now this is more of a large-scale battle. Plenty of face and generic characters to stare down, all of which will patiently wait for you to take them on, thus negating most of your possible Combo opportunities, and of course all follow the Soldier standard of defending if the next attack kills. In the end though, they're still low-HP mobile suits, and won't take that many hits to kill; just the number of them might be a little troubling. Make sure most of your robots cast Flash, Invinciblity or Concentrate on their turn to help them survive. When the reinforcements arrive, you can have Usso strike up some conversations with Katejina and Chronokul; this MAY be important in convincing them later. Besides that, they're both just slightly better than normal pilots; the only thing to take ntoe of is that the Squid is on defensive terrain and retreats, so you'll need a good combination to finish it. ------------------------------------------------ Mission 18 Part 1 ------------------------------------------------ Starting Units Shogo - Garland (MC) Reinforcement Units: None Starting Enemy Units 5x Soldier - Hagan Reinforcement Enemy Units: None Items 1x Repair Kit - Hagan Skills: None Notes: Pathetically easy, if slightly frustrating. Shogo in his Garland is practically impossible to hit, especially if you throw on Concentrate, and the enemies have pathetically low HP. Cast Concentrate and Accelerate, then just move in and clean up all the enemies. ------------------------------------------------ Mission 18 Part 2 ------------------------------------------------ Starting Units Shogo - Garland (MC) Reinforcement Units: None Starting Enemy Units 6x Soldier - GR-2 Garland (MC) 3x Soldier - GR-2 Garland (MS) Reinforcement Enemy Units After 5 or less intial enemies remain: B.D - Zame Zau 2x Soldier - Wild Zau Items 2x Repair Kit - GR-2 Garland (MS) (3) 1x Emergency Rations - Zame Zau 1x Linear Seat - Zame Zau 1x Ultra Alloy Z - Zame Zau 1x Spider Net - GR-2 Garland (MS) Skills: None Notes: Harder, but only slightly. Shogo is "only" slightly possible to hit now, and only really by B.D. Still, Accelerate, Concentrate and using the high accuracy Dash attack will win the day again. Not that if you wait too long to destroy B.D, you not only lose his items, but miss out on a chance to recruit him, so take him down fast. ------------------------------------------------ Mission 19 ------------------------------------------------ Starting Units Shogo - Garland (MS) B.D. - Zame Zau (If you recruited him) 1 Battleship 13 Units Reinforcement Units: None Starting Enemy Units Gandal - Mother Baan (retreats below 20%) Burakki - Mother Baan (retreats below 20%) 16x Imperial Soldier - Mini UFO 4x Artificial Intelligence - UFO Robot Giru Giru 4x Artificial Intelligence - UFO Robot Gosu Gosu 4x Artificial Intelligence - UFO Robot Gin Gin Reinforcement Enemy Units After all intial enemies are defeated: Zul - Zul Emperor Items 2x Propellant Tank - Mother Baan(2) 1x Psychoframe - Zul Emperor 1x Dual Sensor - Mother Baan 1x Thruster Module - Mother Baan Skills: None Notes: A double dose of Super enemies from both sides, but none of which you haven't really faced before. Just beware of the Baan's long range. Shogo and B.D (if you got him) start at the top of the stage, and should stay there; they basically won't be hit, but their weak attacks mean that they aren't really helpful in dealing with anything stronger than a Mini UFO. I'd advise focusing clearing one end first (preferably the right), then clearing the other end. The reason for this is Zul, who appears in the southwest corner. The thing about Zul is that he's a Super Robot boss with tons of HP and decent armour, but also has the mobility of your average Mobile Suit; most of your Supers will almost certainly need Sure Hit, and your Reals Concentrate to get some decent hit percentages on him; not to mention that if you let him get close and use his more powerful attacks, your puny Reals won't stand a chance without Flash or Invincibility. He's only one unit though; gang up on him and concentrate all your attacks, and he should go down...albeit not for very long. ------------------------------------------------ Mission 20 ------------------------------------------------ Starting Units Takeru - Godmars Max - Battle 7 (Aircraft Carrier Mode) Bright - Ral Kairam 14 Units Reinforcement Units: None Starting Enemy Units Kroppen - Mobile Fortress Gascon - Gascon-Exclusive Robo Margue - Margue Commander Ship Roze - Zeron 6x Artificial Intelligence - Bemborg Darantie 4x Artificial Intelligence - Surveillance Robot 4x Artificial Intelligence - Bemborg Gruzon 4x Imperial Soldier - Barubara 4x Imperial Soldier - Gruda 2x Artificial Ingellience - Bemborg Zalas Reinforcement Enemy Units When 5 or less initial enemies remain: Boidar - Boidar Combat Mothership 4x Artificial Intelligence - Surveillance Robot 2x Artificial Intelligence - Bemborg Darantie 2x Artificial Intelligence - Bemborg Gruzon After Kroppen is defeated: Kroppen - Death Tark 1 Items 2x Propellant Tank - Margue Commander Ship, Mobile Fortress 1x Magnetic Coating - Gascon-Exclusive Robo 1x Chobham Armour - Zeron 1x Large Generator - Mobile Fortress 1x Learning-type CP - Margue Commander Ship Skills: None Notes: Takeru gets his angsting moment as it appears that his brother has been brainwashed (wow, original there). Unsurprisingly, this leads to another convince process, the first of which you can start on this stage by convincing him with Takeru. Besides that, this is actually a pretty tough mission since you have to guard ALL the satellites from being landed on. The ones under most immediate assault are the ones near the top, led by Gascon, and the ones at the bottom, led by Margue. Split up your force initially, with the bottom force being slightly stronger (and has Takeru in it, obviously), as the Daltanias enemies are somewhat easier to kill. After the first turn or two, the units in the west will start making their move; your top and bottom forces should've done quite a bit by then, so split them up further and join up in the middle to confront the new forces. Once you kill enough of them though, Boidar shows up to assault the north again, so you may have to commit more units there after. Kroppen is actually probably more dangerous in his Mobile Fortress than his Death Tark; he has horrible accuracy in the latter, and most of his attacks are dodged easier than your standard grunt's. You still have to kill him twice though, so budget for that. ------------------------------------------------ Mission 21 ------------------------------------------------ Starting Units 1 Battleship 12 Units Reinforcement Units After enemy reinforcements arrive: Bazara - VF-19 Kai F Valkyrie SB Mylene - VF-11 Max L Kai SB Ray - VF-17T Kai Naightmare SB Starting Enemy Units Gigil - Fz-109F Ergazorn 11x Barota Soldier - Fz-109A Ergazorn 2x Barota Soldier - Assault Ship Reinforcement Enemy Units After all initial enemies are destroyed: Gabil - FBz-99G Zaubergern Grabil - Grabil 8x Barota Soldier - Fz-109A Ergazorn 4x Barota Soldier - Az-193A Panzerzorn 2x Barota Soldier - Assault Ship Items 2x Propellant Tank - Assault Ship(2) 1x Booster - Grabil 1x Hybrid Armour - Fz-109F Ergazorn 1x High Performance Radar - FBz-99G Zaubergern 1x Mega Generator - FBz-99G Zaubergern 1x EN Mega Chip - Grabil Skills: None Notes: It's been a while, but the Macross enemies are back with a vengance. This time you don't have Basara off the bat to deal with Gigil, but by now you probably have had enough time to slap on some decent weapon upgrades, and with Hot Blood all around, the Proto Devil ability won't be too hard to break through. Gabil and the friggin big Grabil then come out, both with the same ability; of course one having 10,000 HP and the other 30,000 doesn't make that look very appealing. Fortunately the new Sound Force comes out, and now you have double the song power to play with; good thing too, since you'll need both of them to put some decent damage on the two. Both Gabil and Grabil have some nice items; the bad part is that when you defeat or make one retreat, both do. This means you'll have to forgo at least one set of items, UNLESS you plan very well. This means having Mylene constantly use Love Heart Assault on Basara to increase his Morale, let Gabil and Grabil dance all around them until Basara has around 130 Morale, have your dudes slowly weaken Grabil, then use the Try Again MAP attack to kill both at once. Be wary of the Grabil's own very cheap MAP attack though. Additionally, make sure Hilde and Noin have their kill counts total 20 or more by now if you want the Mercurius and Vayeate. ------------------------------------------------ Mission 22 ------------------------------------------------ Starting Units 1 Battleship 13 Units Reinforcement Units: None Starting Enemy Units Chronokul - Adrastea Katejina - Gedlav ER Rube - Gedlav ER Gozu - Gedlav ER Broho - Doggorla 10x Zanscare Soldier - Rig Shakko 5x Zanscare Soldier - Contio Reinforcement Enemy Units After 10 or less initial enemies remain: Kroppen - Mobile Fortress Neshia - Neshia Combat Mothership Boidar - Boidar Combat Mothership Kabuto - Kabuto Combat Mothership 12x Artificial Intelligence - Bemborg Dalantie 6x Artificial Intelligence - Bemborg Gruzon 6x Artificial Intelligence - Bemborg Zalas After Kroppen is defeated: Kroppen - Death Tark 1 (retreats below 20%) After 10 or less enemies remain: Margue - Margue Commander Ship 4x Imperial Soldier - Guru Guru 4x Imperial Soldier - Balubara 2x Imperial Soldier - Gruda Items 1x Chobham Armour - Gedlav ER 1x Biosensor - Doggorla 1x Multi Sensor - Gedlav ER 1x Learning-type CP+ - Gedlav ER Skills Shooting Ability +10 - Mobile Fortress Defense Ability +10 - Neshia Combat Mothership Evade Ability +5 - Boidar Combat Mothership Melee Ability+10 - Kabuto Combat Mothership Accuracy Ability +5 - Margue Commander Ship Skill Ability +10 - Death Tark 1 Notes: Looking over the stats, this mission seems almost exactly like a time to stock up on items and skills, and essentially it is. It's a hard enough one for it though; it's basically you VS a combination of every V Gundam, Daltanias and Godmars enemies you've fought. You start against the Vespas; before you can really pull the hurt on them though, they retreat and pretty much everything else comes in, surrounding your guys. Hopefully you did the usual and left the grunts alive while killing the face characters for their items. As the enemies surround you, it's generally best to take them group by group. None of them except Kroppen retreat, so it's simply a war of attrition, and the side with the most wins. Fortunately you get all the seishin, eh? ^^; Margue shows up a while after to join in the fun, but his whole force retreat after only 10 enemies are left; way too soon to do anything. Takeru doesn't appear to have any conversation or Convince commands on him, so let him run away if you wish. It's better to grab his skill of course. ------------------------------------------------ Mission 23 ------------------------------------------------ Starting Units Yamazaki - Tower 15 Units Reinforcement Units: None Starting Enemy Units Pipiniden - Adrastea Douka - Adrastea Broho - Gedlav ER Gozu - Zolidea ER Rube - Brukking ER Renda - Domuttoria 8x Zanscare Soldier - Gedlav ER Reinforcement Enemy Units After Douka or Pipiniden is reduced below 20% HP: 6x Soldier - GR-2 Garland (MC) After both Douka and Piniden are reduced below 20% HP: Chronokul - Adrastea Katejina - Gedlav ER 4x Zanscare Soldier - Gedlav ER 4x Zanscare Soldier - Zolidea ER 2x Zanscare Soldier - Adrastea Items 4x Repair Kit - Brukking ER, Gedlav ER(2), Domuttoria 1x Emergency Rations - Zolidea ER 1x Booster - Gedlav ER 1x Magnetic Coating - Domuttoria 1x Hybrid Armour - Gedlav ER 1x Learning-type CP+ - Brukking ER 1x Hovercraft - Zolidea ER Skills: None Notes: Back on earth, and you get to play a hugely annoying mission where you can't blow up ANY of the Adrasteas, ala the V-Gundam storyline. This means that you HAVE to trap them using your own units, since you also have to keep them from getting onto the right side of the map. Your main goal is to reduce both Pipiniden's and Douka's Adrasteas below 20% HP, although they'll bring on some very irritating Garland imitations when that happens; use Sure Hit to nail them. Once you get both below 20%, Chronokul shows up with even MORE Adrasteas. Fortunately you only need to bring Chronokul's Adrastea below 20% to finally finish this mission; do the usual and kill as much as you can beforehand though, perhaps also initiating conversations between Usso and Katejina and Chronokul. ------------------------------------------------ Mission 24 ------------------------------------------------ Starting Units Roger - Big O Usso - V2 Gundam Danji - Gunpar Oliver - V Dash Gundam Hexa 1 Battleship 9 Units Reinforcement Units After defeating all enemies besides the Adrasteas: Kento - Daltanias Starting Enemy Units Chronokul - Adrastea Katejina - Zolidea ER 6x Zanscare Soldier - Gedlav ER 5x Zanscare Soldier - Domuttoria 4x Zanscare Soldier - Domuttoria (MA) 2x Zanscare Soldier - Adrastea Reinforcement Enemy Units After defeating all enemies besides the Adrasteas: Rube - Brukking ER 2x Zanscare Soldier - Gedlav ER 1 turn after enemy reinforcements arrive: Gozu - Zolidea ER 4x Zanscare Soldier - Gedlav ER 2x Zanscare Soldier - Domuttoria 2x Zanscare Soldier - Domuttoria (MA) Items 3x Repair Kit - Zolidea ER(2), Brukking ER 2x Cartridge - Domuttoria (MA) Skills Critical Ability +10 - Zolidea ER Seishin Power +10% - Brukking ER SP Consumption -10% - Zolidea ER Notes: The famed negotiator and Relena tries to talk some sense into Chronokul about the "Earth Cleansing" mission and the hostages, but of course it isn't paid much mind; then Beck goes all renegade and steals Dorothy and Relena away from the Astralea. And of COURSE Heero single-mindedly goes after her. You also get a lot of V Gundam enemies to fight, and just like the last mission, if any Adrasteas go boom, it's game over. This is actually a fairly standard battle otherwise. Nothing hasn't been fought before; just use your seishin and the normal tactics to rule the day, and take in the sad story events after. ------------------------------------------------ Mission 25 ------------------------------------------------ Starting Units Heero - Wing Gundam Zero Belarios - Belarios Reinforcement Units On Turn 3: Roger - Big O On Turn 4: Main Character - New Main Unit (If on the Real route) Main Character - Main Unit (If on the Super route) 1 Battleship 9 Units After Belarios goes into the battleship: Kento - Daltanias Starting Enemy Units Beck - Beck Victory Deluxe 10x Artificial Intelligence - Eel 6x Artificial Intelligence - Dorothy 1 Reinforcement Enemy Units On Turn 4: Ignus - Impetus Schuvartz - Mummy 6x Mires - Belgrande 3x Mires - Belgrande S After 10 or less enemies remain: Glacies - Fabularis 6x Mires - Angelus 3x Mires - Angelus S Items 1x Repair Kit - Beck Victory Deluxe 1x Booster - Impetus 1x Magnetic Coating - Fabularis 1x Chobham Armour - Beck Victory Deluxe Skills Melee Ability +10 - Beck Victory Deluxe Shooting Ability +10 - Fabularis Critical Ability +10 - Impetus Notes: You can't let either Belarios or Heero die at the start of the scenario; a rather tough order, especially if you haven't been upgrading either. I suggest moving both of them southwards, Belarios a little to the west and Heero a little to the east, and have Belarios cast Flash and Heero cast Invincibility. Belarios MIGHT have to eat an attack; let him defend it. Next, have Heero move as far east as he can, likely in MA mode, while Belarios continues moving as far southwest as he can, after casting Iron Wall; defend against the next few attacks. After this, most of the enemies should be in the southern half; Belarios will then magically run towards the right side of the bridge and hopefully away from most of the enemies in order to take on Dorothy. At this point, all your units, including Big O, should have a clear path east; do so, and await your reinforcements which proceed to make it a fairly standard battle. The enemies, even the first few Mires, are actually quite easy to kill by now; the bridge helps facilitate combo attacks as well, which makes it a good time to test your new unit. Ignus again should be treated with caution thanks to his MAP attack, but your abundance of Hot Blood by now will make him much easier to defeat quickly, even if he likes to defend. When Glacies appears, you get your second convince chance for Male-main players; during the middle of the convince process, you get a choice of whether to cut the system connecting you and Glacies (first choice) or not (second choice). Choose the second if you wish to recruit her, or the second if you're happy enough with your secondary character. She runs away after this though. If your main character is Rim, then Wintos will contact you with 5 enemies remaining and you get the same choice; again choose not to cut the system if you want to recruit him later, and choose to do so if you want to keep your secondary character. ------------------------------------------------ Mission 26 Part 1 ------------------------------------------------ Starting Units 1 Battleship 15 Units Reinforcement Units: None Starting Enemy Units 12x Mires - Belgrande 6x Mires - Belgrande S Reinforcement Enemy Units After 10 or less enemy units remain: Aquila - Fortes Arla 6x Mires - Angelus 3x Mires - Angelus S Items Skills Combo +1 - Fortes Arla Defense Ability +10 - Fortes Arla Notes: Don't bother moving too far from where you are; the enemies have nice long movement ranges that let them get up close and personal rather quickly already, not to mention the terrain bonuses you get from the forest, and the water that sepearates you and the enemies from the start anyway. Speaking of which, they're more frustrating original enemies, with annoyingly good hit and dodge rates; the Angelus S's, especially, tend to get better percentages even on your best NT aces. Go ahead and pull out all the defensive and offensive seishin you want here, since they'll all get replenished by the next round. Aquila's MAP attack is again something to be feared, especially its ultra-long range; not to mention he can move right after using it. Fortunately enough, his HP remains around the 30,000 range, and with Hot Blood on your side, it won't take too many hits to bring him down. ------------------------------------------------ Mission 26 Part 2 Male Route ------------------------------------------------ Starting Units Joshua - Main Unit 15 Units Reinforcement Units: None Starting Enemy Units Glacies - Fabularis 12x Mires - Angelus 9x Mires - Angelus S Reinforcement Enemy Units After Glacius is defeated: Contagio - Vio Rakium (retreats below 20%) 10x Mires - Skullplume 7x Mires - Skullplume S Items 2x Mega Booster - Fabularis, Vio Rakium 1x Biosensor - Vio Rakium Skills: None Notes: Another helping of Angeluses greet you as you start, and they're just as hard-arsed as ever in outclassing all your aces, especially the non-S ones. I suggest staying right where you are; the Angeluses aren't too hard to throw down with, but you probably need to cast Confusion to ease the battle with the S versions. By comparision, Glacius is almost a relief since there's only ONE of her, albeit with more HP. Save up your standard Hot Bloods and overwhelm her with seishin; you need no convincing process now as long as you followed the steps before. Once you defeat her, the incredibly ugly Contagio makes his first entrance, and despite the number of enemies, it's a pretty usual one. The Skullplumes are significantly weaker than the Angeluses, and Contagio has a maximum range of 5 and doesn't defend. On the flip side, he's also the first boss to retreat in awhile; You may need a Support Attack with Hot Blood if he defends at death. If you took the Super route, after the stage, you finally get the upgrade for it; the Forte Gigas. ------------------------------------------------ Mission 26 Part 2 Female Route ------------------------------------------------ Starting Units Rim - Main Unit 15 Units Reinforcement Units: None Starting Enemy Units Contagio - Vio Rakium 12x Mires - Skullplume 9x Mires - Skullplume S Reinforcement Enemy Units On Turn 3: 4x Mires - Skullplume 2x Mires - Skullplume S When 5 or less enemies remain: 10x Mires - Skullplume 5x Mires - Skullplume S Items 1x Biosensor - Vio Rakium Skills: None Notes: Rim gets it slightly tougher. There's a veritable assload of Skullplumes to destroy, and one ugly dude leading them. Fortunately, the Skullplumes have a niche right between the Angeluses and Belgrandes in terms of evasion and staying power, so doesn't really excel in either, making things easier on your own troops. Do note that you have some extra losing and winning conditions in this stage. The main winning condition is to get Rim to the yellow area within 10 turns. Despite this, it's actually far more likely that you'll win the day by destroying all enemies instead, so you can play defensive if you want. Contagio's the first boss to retreat in awhile, but only does so at 20%, and fortunately for you, he doesn't bother with that "defend" command. Any decent Hot Blood attack should be able to do the business; he starts rushing you at around turn 4, leaving you plenty of time to fufill the 10-turn limit for the stage. ------------------------------------------------ Mission 27 ------------------------------------------------ Starting Units 1 Battleship 14 Units Reinforcement Units After last enemy reinforcements appear: Glacies - Main Unit (If you recruited her) Rim - Secondary Unit (If you didn't) Starting Enemy Units Gandal - Mother Baan Burakki - Mother Baan 8x Imperial Soldier - Mini UFO 4x Artificial Intelligence - UFO Robot Gin Gin 2x Artificial Intelligence - UFO Robot Gosu Gosu 2x Artificial Intelligence - UFO Robot Giru Giru Reinforcement Enemy Units After 5 or less enemies remain: Margue - Margue Commander Ship Roze - Zeron 6x Imperial Soldier - Guru Guru 6x Imperial Soldier - Barubara 6x Imperial Soldier - Gruda 2x Imperial Soldier - Randora After all enemies are defeated: Douka - Adrastea Renda - Dommutoria 6x Soldier - GR-2 Garland (MC) 5x Zanscare Soldier - Gedlav ER 2x Zanscare Soldier - Dommutoria MA After 5 or less enemies remain: Farah - Zanneck Items 2x Propellant Tank - Margue Commander Ship, Zeorn 1x Psychoframe - Zanneck 1x Minovsky Craft - Zanneck 1x Beam Coating - Zeron 1x Learning-type CP - Adrastea 1x Dual Sensor - Mother Baan 1x High Performance Radar - Mother Baan 1x Large Generator - Margue Commander Ship Skills Hit & Away - Zanneck Notes: This will be the first in likely many missions that will test the endurance of your force. Most previous SRWs stopped at 2 or so groups of enemies; now you have 4 of them to deal with. You'll likely have to use every drop of seishin you have to last the battle; despite having Hot Blood to spare now, you'll probably use it all up on the 7 boss-class units around. On the other hand, you get tons of experience, cash and items of course. The first set of enemies is nothing special; fairly weak UFO enemies, with both Burakki and Gandal not really posing that much of a problem; their tougher armoured UFO robots are probably more of one. The first set of reinforcements do have something interesting though; Margue and Roze again, albeit with far more difficult enemies to kill. Takeru can convince Margue; make sure you sortie him in order to do so, obviously. Have him deal the finishing blow as well. The second set of reinforcements are mobile suits, and horribly annoying ones at that; the Garlands on the other side are just as impossible to hit as the one you have. Now's the time to exploit the Sure Hit seishin with a relatively strong attack to ensure their deaths. Besides them, there's the usual set of Gedlavs and another Adrastea you can't destroy; note that killing Renda will make Douka cast Concentrate, Hot Blood and go to 150 morale though, so prepare a Flash or Invincibility-enhanced unit for when that happens. After you kill a few of the Zanscares though, all your newtypes start hearing a weird bell... ...And of course who would show up but the nutcase Farah, damaging whichever battleship you chose rather badly. It's just about to land the finishing blow when your main character (or his/her convincible, if you did so) manages to interrupt (if you're on the Real Robot side, that is). Farah runs away at 20%, but will defend; you'll need a Support Attack to do her in with any amount of ease. Note that once you kill everything BUT the Adrastea, you can then "safely" kill it and get the hell away from the explosion it'll make. ------------------------------------------------ Mission 28 Part 1 ------------------------------------------------ Starting Units Basara - VF-19 Kai F Valkyrie SB Mylene - VF-11 MAX L Kai SB Ray - VF-17T Kai Nightmare SB 1 Battleship 12 Units Reinforcement Units: None Starting Enemy Units Gabil - GBz-99G Zaubergern 12x Barota Soldier - Fz-109A Ergazorn 8x Barota Soldier - Az-130A Panzerzorn 2x Barota Soldier - Assault Ship Reinforcement Enemy Units Items 1x Repair Kit - GBz-99G Zaubergern 1x Apogee Motor - GBz-99G Zaubergern Skills: None Notes: A fairly simple stage; after the horror that was the last one and the tons of cheating original enemies before that, this is a cakewalk comparatively. All the enemies are again just A in space, allowing you to get good hit and dodge rates on them; exploit this to the fullest by taking shelter in the meteor field between the two sides, and you should be nearly unhittable or undamagable. Gabil runs at 30%, and will defend; you need a Supporter again, and thank goodness that both Mylene and Basara can perform as one. You may need to reset a few times though; he may find it hard to hit you, but the feeling will be likewise. ------------------------------------------------ Mission 28 Part 2 ------------------------------------------------ Starting Units Imperial Soldier - Mini UFO(Neutral) Kento - Daltanias 1 Battleship 13 Units Reinforcement Units On Turn 3: Gascon - Gascon-Exclusive Robo Starting Enemy Units Kabuto - Kabuto Combat Mothership 6x Artificial Intelligence - Bemborg Darantie 4x Artificial Intelligence - Bemborg Gruzon 2x Artificial Intelligence - Bemborg Zalas Reinforcement Enemy Units: None Items 2x Propellant Tank - Bemborg Zalas(2) 1x Biosensor - Kabuto Combat Mothership Skills: None Notes: This mission can be over in 2 turns if you want; the first thing to do though is to make sure the Mini UFO survives the first turn, otherwise its game over. Daltanias is the only one in any position to run interference, so have Belarios cast Iron Wall and plonk Daltanias right in the middle of the all the enemies. The Mini UFO can only take two hits, so make sure that's all that can target it. Of course, the rest of your force should be using as much Acceleration as possible and moving their asses there. On Turn 2, if you cast Accelerate for whichever battleship you chose, it should be able to reach the Mini UFO by then, ending the mission. Of course, at this point, you could just have the battleship run away from the Mini UFO and have Daltanias run intereference for one more turn while your dudes rush in closer. By turn 3, the majority of your force should be able to bring their weapons down on the poor enemies; do so, which aren't really more than token resistance. Even Kabuto is again not much cop, and is only really worth it for the Biosensor he holds. Right after the mission, you get a choice to go to the old Aerios territory (first choice) or capture the Angel Halo (second choice). The former is basically the Grendizer, Daltanias and Godmars route and is required if you want to continue the Margue convince process or get Daltania's extra weapons. The Angel Halo is more or less the Gundam route, and is required to be chosen to have a chance at convincing/receiving Hamaan, Katejina and Chronokul, as well as getting the V2 Assault Buster Gundam. Choose your poison. ------------------------------------------------ Mission 29 Angel Halo route part 1 ------------------------------------------------ Starting Units Ral Kairam 15 Units Reinforcement Units: None Starting Enemy Units Pipiniden - Adrastea Rube - Brukking ER Broho - Doggorla 8x Zanscare Soldier - Abigol 4x Zanscare Soldier - Contio 3x Zanscare Soldier - Adrastea Reinforcement Enemy Units After 5 or less enemies remain: Farah - Zanneck 8x Zanscare Soldier - Abigol 4x Zanscare Soldier - Contio Items 1x Super Repair Kit - Brukking ER 1x Hybrid Armour - Brukking ER 1x Ultra Alloy Z - Zanneck 1x Linear Seat - Adrastea 1x S-Adapter - Doggorla 1x Minovsky Drive - Zanneck Skills Defense Ability +10 - Adrastea Shooting Ability +15 - Zanneck Notes: Your main problem here will, surprisingly enough, probably be the Adrasteas hiding in the meteor terrain who suddenly become extraordinarily hard to kill. Of course, Farah in the super-long-range Zanneck is nothing to sneeze at either; treat both with caution. Otherwise, this is a fairly standard scenario with "only" one set of enemy reinforcements, and lots of VERY NICE items and skills to stock up on. The main story, and difficulty, of the mission comes after... ------------------------------------------------ Mission 29 Angel Halo route part 2 ------------------------------------------------ Starting Units 1 Battleship 9 Units Reinforcement Units On Turn 4, if you chose to request for the Sound Force: Basara - VF-19 Kai F Valkyrie SB Mylene - VF-11 MAX L Kai SB Ray - VF-17T Kai Nightmare SB Starting Enemy Units Tashiro - Squid(runs at 20%) Farah - Zanneck Godwald - Doggorla 8x Zanscare Soldier - Abigol 4x Zanscare Soldier - Brukking ER 2x Zanscare Soldier - Doggorla 2x Zanscare Soldier - Adrastea Reinforcement Enemy Units After 5 or less enemies remain: Chronokul - Rig Contio (runs at 20%) Katejina - Gotratan (runs at 20%) 4x Zanscare Soldier - Abigol 3x Zanscare Soldier - Adrastea 2x Zanscare Soldier - Brukking ER 2x Zanscare Soldier - Doggorla Items 1x Biosensor - Squid 1x Short Circuit - Gotratan 1x Ultra Large Magazine - Rig Contio Skills Melee Ability +15 - Zanneck Initial Morale +8 - Rig Contio Seishin Power +15 - Gotratan Notes: And here's the relatively difficult part of the scenario. The power of the Angel Halo has forced your Newtypes and Enhanced Humans out of commission, and the remaining pilots that can be sortied start with 70 morale (well, except for Heero who starts with 85, and Gou and Glacius/Wintos, who start at normal; blame it on them having few-to-no memories to take advantage of ^^;). This means that most of your focus will be on dodging attacks rather than taking them, so the few Reals you have left (Wing boys and perhaps Shogo) may take precedence for the first few turns. You also get a choice on whether to call on the Sound Force or not; doing so will make them show up on turn 4, and their songs will regain all morale you lost (but won't give an extra 30 to Gou and co, unfortunately). They also start at 125 morale; a few Assault Love Hearts will get them up to speed for MAP Try Agains. ^^; The enemies are more Zanscareans (Zanscarians?), and they're only really tough at the beginning with morale at a premium. Once you get that back, they become significantly easier; although it's interesting to note that for the most part, the normal grunt soldiers actually outgun the face characters in terms of accuracy. ^^; When you kill Tashiro, everyone retreats; unfortunately to recruit Chronokul and Katejina, you have to keep them alive, thus lose out on their items. Decide now whether the items, skills and money/EXP is better than their abilities as a pilot. ------------------------------------------------ Mission 29 Aerios route Part 1 ------------------------------------------------ Starting Units Takeru - Godmars Max - Battle 7 (Aircraft Carrier Mdoe) 14 Units Reinforcement Units: None Starting Enemy Units Margue - Margue Commander Ship Roze - Zeron 4x Imperial Soldier - Gruda 3x Imperial Soldier - Guruguru 2x Imperial Soldier - Randora 2x Imperial Soldier - Baruabra Reinforcement Enemy Units After Margue is defeated: Margue - Godmars After all enemies are defeated: Boidar - Boidar Combat Mothership 8x Artificial Intelligence - Bemborg Gruzon 4x Artificial Intelligence - Bemborg Zalas 4x Artificial Intelligence - Twinborg Unitogeras After 5 or less enemies remain: Kroppen - Deathtark 2 4x Artificial Intelligence - Twinborg Unitogeras Items 1x Repair Kit - Godmars 2x Propellant Tank - Margue Commander Ship, Zeron 1x Emergency Rations - Deathtark 2 1x Super Repair Kit - Boidar Combat Mothership 1x Biosensor - Margue Commander Ship 1x Hybrid Armour - Zeron 1x Ultra Alloy Z - Deathtark 2 1x Linear Seat - Boidar Combat Mothership 1x S-Adapter - Godmars Skills Melee Ability +15 - Godmars Shooting Ability +15 - Margue Commander Ship Defense Ability +10 - Boidar Combat Mothership Seishin Power +15 - Zeron Initial Morale +5 - Deathtark 2 Notes: Another stage where the express purpose is to stock up on items and skills, really. The majority of the enemies are the usual Super stuff, although there's a new and fairly tough enemy in the Twinborgs, but they're still nothing to break a sweat about. The only slightly worrying thing is that there still ARE a lot of enemies, so try not to overuse your EN, ammo or seishin on grunts. Your first enemies are Margue and co, and you can fufill the final part of Margue's convincing process here. Have Takeru convince him, then destroy both his battleship and his own Godmars with Takeru, who will then save him after he regains his memories. Roze remains unconvincable yet, though. After THAT, you get several Daltanias enemies to toy around with, along with the aforementioned Twinborgs; Kroppen joins the fray soon after, none of them posing a particularly huge threat. Do the usual; beat up the grunts with good use of Support Attack, save your seishin for the face characters, and clean up the map. ------------------------------------------------ Mission 29 Aerios route Part 2 ------------------------------------------------ Starting Units Kento - Daltanias Max - Battle 7 (Attack Mode) 14 Units Reinforcement Units: None Starting Enemy Units 4x Artificial Intelligence - Bemborg Darantie 2x Artificial Intelligence - Bemborg Gruzon 2x Artificial Intelligence - Bemborg Zalas 2x Artificial Intelligence - Twinborg Unitogeras 1x Imperial Soldier - Mobile Fortress Reinforcement Enemy Units: None Items 1x Ultra-large Magazine - Mobile Fortress 1x Short Circuit - Mobile Fortress Notes: Most two-part missions have one part that's exceedingly short and/or easy; this one is no different. There isn't even -any- non-generic characters on the battlefield, which says a lot for the "difficulty" of the stage. There's a couple of Twinborgs, and the Mobile Fortress with its Short Circuit weapon, but nothing particualrly troubling; especially with refilled seishin, you can run roughshod over all of them with Hot Bloods, Yells and the like straight of the bat. I finished this stage within 3 turns; can you do better? ^^; ------------------------------------------------ Mission 30 Angel Halo route Part 1 ------------------------------------------------ Starting Units Bright - Ral Kairam Usso - V2 Assault Buster Gundam 14 Units Reinforcement Units: None Starting Enemy Units Farah - Gengaozo Godwald - Doggorla 4x Zanscare Soldier - Abigol 4x Zanscare Soldier - Zanneck 2x Zanscare Soldier - Brukking ER 2x Zanscare Soldier - Adrastea Reinforcement Enemy Units After Farah has been defeated: Tashiro - Squid 4x Zanscare Soldier - Brukking ER 4x Zanscare Soldier - Zanneck 2x Zanscare Soldier - Abigol After all enemies have been defeated: Chronokul - Rig Contio Katejina - Gotratan 3x Zanscare Soldier - Zanneck Items 1x Mega Booster - Squid 1x Mega Generator - Doggorla 1x Ultra Alloy New Z - Gengaozo 1x Multi Sensor - Rig Contio 1x 3-Dimensional Radar - Gotratan 1x Haro - Gengaozo Skills Support Attack +2 - Rig Contio Potential +2 - Gengaozo Skill Ability +15 - Doggorla Defense Ability +15 - Squid Accuracy Ability +10 - Gotratan Notes: There's a fair amount of enemies, albeit not that many compared to some of the missions previous; the main difference here is thatmost of the enemies are 23k HP Zannecks, with super-long ranges and MAP attacks. The first batch also provides a HUGE problem with Farah in the hugely upgraded Gengaozo, AND outfitted with an Ultra Alloy New Z and Haro AND Potential +2, pushing her Potential level up to 9. This means that she's already hard to hit, and when she does get hit, her very tough armour will withstand it quite well, and if she takes too many hits, both her evasion and armour will increase rapidly. Fun, eh? Not to mention its huge range, and that she's accompanied by 4 Zannecks; fortunately the Zannecks won't chase you like Farah will, so try and lure her away from the Zannecks before defeating her through sheer force of numbers and heavy seishin usage. After killing off the terror of bells, the rest of the mission is surprisingly easy, albeit very long; the next set of reinforcements with Tashiro (and 4 more Zannecks) appear all the way to the southeast; these Zannecks are pretty much Tashiro's bodyguards, and won't move unless Tashiro moves first. Fortunately, you should be used to the Zannecks by now, and Tashiro's a complete wimp even compared to the grunts he leads; his Squid can be taken out extremely easily. And finally, all the way to the north (assuming you chased Tashiro's group) comes Chronokul and Katejina, with THREE MORE Zannecks. Your squad will likely be hurting for seishin and repairs now; a good Try Again boost from the Sound Force will make your guys vastly superior to the two, though. At the very least, you still have to be careful of the Gotratan's (and of course, all the Zanneck's) MAP attacks. Make sure Usso has a battle with both of them to ignite conversations; both will run at 20%, or if you kill one of them, and unless you've been upgrading weapons like crazy, you probably don't have a MAP attack that can do the job; although Heero with several Power To The Dream or Try Again boosts, with Soul, might just be able to do it. ------------------------------------------------ Mission 30 Angel Halo route part 2 ------------------------------------------------ Starting Units Usso - V2 Assault Buster Gundam Bright - Ral Kairam 14 Units Reinforcement Units: None Starting Enemy Units 4x Zanscare Soldier - Doggorla 4x Zanscare Soldier - Brukking ER 4x Zanscare Soldier - Zanneck 4x Zanscare Soldier - Gengaozo 4x Zanscare Soldier - Adrastea Reinforcement Enemy Units When Usso reaches the designated point: Chronokul - Rig Contio Katejina - Gotratan Items: None Skills Evade Ability +10 - Gotratan Counter - Rig Contio Notes: There's another ton of soldiers in 20k HP mechas, including 4 of those dreaded Gengaozos you've just faced in the last part of this scenario; fortunately when piloted by grunts and without kickass items, they're somewhat less dangerous. They've still got extremely tough armour and high-powered weapons though, so don't underestimate them. The Zannecks are practically old hat by now, and since there's so many enemy units around, they'll almost never use their MAP attacks. One thing to note that the game conversation won't tell you is that you need to get Usso onto the designated point (blocked off by the 4 Adrasteas) within 5 turns inclusive. Make SURE you do this; you don't want to repeat the earlier part of the mission like I had to, do you? ^^; Once you do get Usso onto the designated point, Chronokul and Katejina pop up, and you can enter the final convincing process for them; convince Katejina with Usso, defeat her with Usso, convince Chronokul with Usso, defeat him with Usso, in that order. Off course, it might be recommended that you clear off everyone else before you do that, which mights till take some time. But at leaast you're getting tons of money for it. ^^; Don't forget to overrun the Angel Halo with your units to take advantage of the terrain bonuses and HP/EN recovery it provides. ------------------------------------------------ Mission 30 Aerios route Part 1 ------------------------------------------------ Starting Units Kento - Daltanias Max - Battle 7 (Aircraft Carrier Mode) 14 Units Kroppen - Deathtark 2 (Neutral) Reinforcement Units: None Starting Enemy Units Boidar - Boidar Combat Mothership 6x Artificial Intelligence - Bemborg Gruzon 3x Artificial Intelligence - Twinborg Unitogeras 2x Artificial Intelligence - Bemborg Zalas 2x Artificial Intelligence - Twinborg Glozarus Reinforcement Enemy Units After all enemies are defeated: Roze - Zeron 5x Imperial Soldier - Gruda 4x Imperial Soldier - Gurugur 4x Imperial Soldier - Randora Items 1x Super Repair Kit - Zeron 1x Ultra Alloy New Z - Zeron 1x Haro - Boidar Combat Mothership Skills Counter - Zeron Defense Ability +15 - Boidar Combat Mothership Notes: The hardest part of this mission is the beginning; you start right next to the enemies, and have little time to organize a good support attack/defense group going before the shots start flying. Daltanias also starts at just below 50% HP thanks to his duel with Kroppen just before the usual "enemies interrupt 1v1 fight" plot device; doesn't matter much though, since you now get to test his two new attacks. Kroppen starts as an NPC, but can most definitely take care of himself at 50k HP; just don't expect him to survive if you leave him to take everyone on by himself. He still makes a good meat shield at least. The first set of enemies appear slightly to the north, and Boidar's carrying one of those prized Haros; it's a good thing he can't really make good use of it, with his big fat mothership preventing any sort of dodging prowess from shining through. Besides that are the standard Daltanias enemies, with another type of Twinborg which is oddly weaker than the previous one; just makes things that much easier for you though. The second set is Roze with Godmars enemies instead, all the way to the south. They're standard stuff; Takeru gets no convince command on her, so just blow her away and yoink her items. ------------------------------------------------ Mission 30 Aerios route Part 2 ------------------------------------------------ Starting Units Max - Battle 7 (Aircraft Carrier Mode) 15 Units Kroppen - Deathtark 3 (Neutral) Reinforcement Units: None Starting Enemy Units Neshia - Mobile Fortress Kabuto - Mobile Fortress 6x Artificial Intelligence - Bemborg Gruzon 6x Artificial Intelligence - Twinborg Glozarus 4x Artificial Intelligence - Bemborg Zalas 3x Artificial Intelligence - Twinborg Unitogeras Reinforcement Enemy Units When 10 or less enemies remain: Baren - Bagium Kacchi - Golgacchi 4x Imperial Soldier - Guruguru 4x Imperial Soldier - Randora 2x Imperial Soldier - Ganimedes When Neshia is defeated: Neshia - Neshia Combat Mothership When Kabuto is defeated: Kabuto - Kabuto Combat Mothership After defeating both Mobile Fortresses: Gul - Guruguru 2x Imperial Soldier - Guruguru 2x Imperial Soldier - Randora 1x Imperial Soldier - Ganimedes Items 1x Mega Booster - Guruguru 1x Mega Generator - Bagium 1x 3-Dimensional Radar - Kabuto Combat Mothership 1x Multi Sensor - Golgacchi 1x Minovsky Drive - Neshia Combat Mothership Skills Evade Ability +10 - Guruguru Skill Ability +15 - Bagium Accuracy Ability +10 - Golgacchi Potential +2 - Kabuto Combat Mothership Support Attack +2 - Neshia Combat Mothership Notes: This mission can be long and easy, or short and easy; your choice. ^^; The main thing to note is that once you destroy both Neshia and Kabuto (and their respective motherships after the Mobile Fortresses), ALL enemies will retreat and end the mission. There's plenty of things to kill and items to take though, so it might be in your best interest to keep yourself from killing them until they're the last men...er, life forms standing. Kroppen is an NPC again, in the even more stacked Deathtark 3, but starts literally surrounded by enemies, and your dudes are a ways away from saving him; he's good enough to shake off most of his pursuers, but will almost certainly take major damage in the process. You might actually want to ditch him for awhile and let him die at this point; if you leave him alive, there's a pretty good chance he could kill off Neshia and Kabuto himself while you're trying to finish off everything else, and there's no losing condition attached to his unit's survival. Reinforcements appear to the west, east and south (everywhere basically); they're not too hard, and the face characters are even weaker than the Ganimedes they're ordering around anyway. They hold decent items though, so its worth your time to pop them for it. Both Neshia and Kabuto have two lives; their starting mobile fortress, and their (surprisingly weaker) customized motherships that you've fought fifty bazillion times already. Do the usual crash-and-bash and the stage is done. ------------------------------------------------ Mission 31 ------------------------------------------------ Starting Units 1 Battleship 15 Units Reinforcement Units: None Starting Enemy Units Gandal - Mother Baan Burakki - Mother Baan 12x Imperial Soldier - Mini UFO 6x Artificial Intelligence - UFO Robot Giru Giru 4x Artificial Intelligence - UFO Robot Fubi Fubi 4x Artificial Intelligence - UFO Robot Gosu Gosu 2x Artificial Intelligence - UFO Robot Gin Gin Reinforcement Enemy Units After 5 or less enemies remain: Roze - Zeron 6x Imperial Soldier - Guruguru 6x Imperial Soldier - Randora 2x Imperial Soldier - Ganimedes Items 1x Super Repair Kit - Zeron 1x High Performance Targeter - Zeron 1x EN Giga Chip - Mother Baan 1x Solar Panel - Mother Baan Skills Support Defense +2 - Mother Baan SP Consumpion -20% - Mother Baan Initial Morale +8 - Roze Notes: You start surrounded by more Grendizer enemies, who fortunately aren't that strong. Both Gandal and Burakki are again in for a beating, and provide some nice items as well. You can either stay right where you are and defend from both sides, or focus on clearing out one side first before taking the other. Whichever you choose, Roze will come out with more enemies for you to kill eventually; most of them are the usual 10k HP Super Robot enemies, although be careful of the two Ganimedes which can be quite painful. Also, you can get Roze's Zeron here by having Takeru convince her on this stage (of course, you should've sortied him first...). If you don't, she'll become another co-pilot of the Cosmo Crusher. After the stage, you get to choose whether to go to the Gishin Empire's planet, or to planet Racus. You don't really get anything by going to the former except one less stage, while the other gives you a chance at two Macross 7 convincables and some extra weapons. The choice may seem obvious, but I'll of course cover both routes. ------------------------------------------------ Mission 32 Gishin route ------------------------------------------------ Starting Units Kenji - Cosmo Crusher (if you didn't convince Roze last mission) Roze - Zeron (if you convinced Roze last mission) Bright - Ral Kairam 14 Units Reinforcement Units: None Starting Enemy Units 6x Imperial Soldier - Guruguru 6x Imperial Soldier - Randora 3x Imperial Soldier - Ganimedes Reinforcement Enemy Units After 5 or less enemies remain: Warl - Warl Large Space Vessel (Retreats below 20%) Kacchi - Golgacchi 7x Imperial Soldier - Ganimedes 6x Imperial Soldier - Guruguru 6x Imperial Soldier - Randora Items 1x Super Repair Kit - Golgacchi 1x Large Generator - Warl Large Space Vessel 1x Learning-type CP++ - Warl Large Space Vessel 1x I-Field Barrier - Golgacchi Skills: None Notes: This is actually a really easy mission. The grunt enemies are still amazingly good at accuracy, but the excellent part is that this is a planet battle, and all the enemies, with the exception of Warl and Kacchi, are A in Air; this makes them much, much easier to dodge (you shouldn't have any real problems hitting them. ^^;). The only real problem is the sheer number of enemies with 5-digit HP, especially the reinforcements, but that makes them just as vulnerable to combo attacks due to their clustering. Both Warl and Kacchi are even easier than, say, the Ganimedes; Kacchi especially sucks and deserves his relatively weak mech. Warl is only slightly better, and has a retreat percentage; you know the drill by now, and should have a few weapon-upgraded units to make things even easier. ------------------------------------------------ Mission 32 Racus route Part 1 ------------------------------------------------ Starting Units Max - Battle 7 (Aircraft Carrier Mode) 12 Units Reinforcement Units When 5 or less enemies remain: Basara - VF-19 Kai F Valkyrie SB Mylene - VF-11 MAX L Kai SB Gamlin - VF-19F Excalibur F Starting Enemy Units Gabil - FBz-99G Zaubergern 12x Barota Soldier - Az-130A Panzerzorn 6x Barota Soldier - Fz-109F Ergazorn 2x Barota Soldier - Assault Ship Reinforcement Enemy Units When 5 or less enemies remain: Gabil - Gabigra (Retreats below 20%) After all enemies are defeated: Valgo - Valgo 12x Barota Soldier - Az-130A Panzerzorn 6x Barota Soldier - Fz-109F Ergazorn 2x Barota Soldier - Assault Ship Items 1x I-Field Barrier - Gabigura 1x Learning-Type CP++ - Valgo Skills: None Notes: For once, you get to fight the Barota soldiers on environments they're actually favourable in; not to mention they're surrounding a base you have to protect, and get very close to it within turn 2. Sortie as many flying units as you can; if you have to sortie non-flyers, try to at least put Minovsky Crafts, Minovsky Drives or Hovercrafts on them as there's not much land to work with here. The first couple of turns will be focused on protecting the base. There's 6 squares, so choose your 6 hardiest (or most manueverable) units to get there and get there FAST (you HAVE to get there by turn 3, although fast movers with Accelerate can get there by turn 2), then land on the base to take advantage of the terrain bonuses. After that, it's simply holding your ground against the massive, support-defending, long-range Macross 7 enemies; Combo attacks will be a real help here, as will wily use of the Confusion seishin. When you reduce enemies to 5 or less, Gabil melds (!!!) with his pet giant monster and becomes Red Ga... er, begins piloting the Gabigra. This is basically the old Grabil, except with added power (of course) and the same, surprisingly cheap (EN-wise) MAP attack. Fortunately, even if he tries to snipe you with it, he'll end up moving up close anyway when he can, so let him come to you. His Protodevilin skill is very much in place, so have Basara and Mylene support as much as possible with their (relatively) powerful attacks. He retreats below 20%; likely you'll need a fairly strong Hot Blooded attack supported by Basara's Try Again to do the job. And...that's not all, nope. You get a SECOND helping of Ergazorns and Panzerzorns and the rest, and just as much as the first batch. Hopefully you still have enough oompth (and the flying capability) to take them, else just stay at your defensive terrain, although there'll be a high chance that they'll try to snipe you then. Valgo is another Protodevilin, so use up whatever Song EN you have left to kill her. She retreats at 20% too, though; do the same setup as you did with Gabigura. ------------------------------------------------ Mission 32 Racus route Part 2 ------------------------------------------------ Starting Units Basara - VF-19 Kai F Valkyrie SB Mylene - VF-11 MAX L Kai SB Ray - VF-17T Kai Nightmare SB Max - Battle 7 (Aircraft Carrier Mode) 12 Units Reinforcement Units: None Starting Enemy Units Gepelnich - Fleet Flagship Space Carrier 12x Barota Soldier - Az-130A Panzerzorn 6x Barota Soldier - Fz-109F Ergazorn 4x Barota Soldier - Assault Ship Reinforcement Enemy Units: None Items 1x Propellant Tank - Fleet Flagship Space Carrier 1x Cartridge - Fleet Flagship Space Carrier 1x Large Generaotr - Fleet Flagship Space Carrier Skills: None Notes: Fortunately enough, the second part is noticably tamer than the first. You still have several Barota soldiers to deal with, but your refilled seishin should make it that much easier to handle, not to mention that the terrain is now Space, so your Reals will have a much easier time in a terrain they're (mostly) S-rated in, while the enemies are A-rated in. No enemy reinforcements at all is also a welcome suprise. The grunt enemies are quite easily dealt with, but Gepelnich is a slightly bigger problem, with 50k HP and a high level of Potential, and of course the Protodevilin ability. She's the only boss class unit you'll face though, so go ahead and waste her with all your Hot Bloods, Souls and of course Songs available. ------------------------------------------------ Mission 33 Gishin route part 1 ------------------------------------------------ Starting Units Bright - Ral Kairam 15 Units Reinforcement Units: None Starting Enemy Units Warl - Warl Large Space Vessel (retreats below 20%) Baren - Bagium 7x Imperial Soldier - Ganimedes 6x Imperial Soldier - Guruguru 6x Imperial Soldier - Randora Reinforcement Enemy Units After 5 or less enemies remain: Lady Gandal - Mother Baan (Retreats below 20%) Burakki - Mother Baan 4x Artificial Intelligence - Vega Robot Gura Gura 4x Artificial Intelligence - UFO Robot Fubi Fubi 4x Artificial Intelligence - UFO Robot Gosu Gosu 2x Artificial Intelligence - UFO Robot Gin Gin 2x Artificial Intelligence - Vega Robot Zume Zume Items 1x Large Machine - Warl Large Space Vessel 1x Ultra Alloy Z - Bagium 1x Learning-type CP+ - Mother Baan Skills Evade Ability +15 - Mother Baan Notes: As the stages trudge on, they seem to become more and more samey; the first set of enemies is practically the exact same as last mission's reinforcements, except with the only-slightly-better Baren in Kacchi's place. Unfortunately, it's a Space battle this time, so the Gishins can make use of their S terrain ratings. Nevertheless, I generally suggest going on the offensive and rushing them where they stand, despite their endurance; don't be too afraid to use some Hot Bloods or somesuch on the Ganimedes' either, there aren't much to worry about in this scenario. Grendizer enemies join the pinch once you've shown your destructive force enough. There're a few new enemies in the mix, but the majority of them fall into the "5-digit-HP-suck-at-long-range" section, which makes them easy prey for snipers. Both ways, if you took my advice, you'll have plenty of time to finish off the Gishins first before taking on the UFO fellas. The only SLIGHT worry is that two faces retreat; on the other hand, they don't defend either, which means they can probably go down to even a single Hot Blooded or Souled attack. ------------------------------------------------ Mission 33 Gishin Route Part 2 ------------------------------------------------ Starting Units Bright - Ral Kairam 15 Units Reinforcement Units: None Starting Enemy Units Lady Gandal - Mother Baan 6x Artificial Intelligence - UFO Robot Fubi Fubi 4x Artificial Intelligence - Vega Robot Gura Gura 3x Artificial Intelligence - Vega Robot Zume Zume Reinforcement Enemy Units After all enemies have been defeated: Zul - Zul Emperor 6x Imperial Soldier - Ganimedes 4x Imperial Soldier - Golgacchi 4x Imperial Soldier - Bagium Items 1x Dual Sensor - Zul Emperor 1x Sensor Breker - Zul Emperor 1x Weapon Breaker - Mother Baan Skills Seishin Power +20 - Mother Baan Combo +2 - Zul Emperor Notes: The Ral Kairam is immobile in this scenario due to the weirded-out warp it underwent; which is more or less fine, unless you've actually been using the Ral Kairam regularly unlike me. ^^; It'll stay right where it is; you can either rush the enemies straight on, or form a defensive wall about one movement away from the Ral Kairam. The enemies start rushing you from the word go, so it's your choice depending on your type of play. Once you finish off all the enemies, Zul and his assortment of more Gishin enemies appear, just a hop, skip and jump away from the Ral Kairam. Don't let this put you off going on the offensive earlier on; the emperor generously gives you two whole turns to scurry back before he starts his attack in earnest. Zul is nowhere near as hard as he used to be, now that you're used to high-accuracy enemies, and his dodge isn't particularly good anymore either; especially now that he's forced onto Air instead of Space. The main annoyance factor from him is his Leadership aura, and the huge increase to hit rates it gives to his already-high-accuracy Ganimedes next to him. Save most of your defensive seishin for that section; Zul himself should go down fairly easily despite 40k HP. ------------------------------------------------ Mission 33 Racus route ------------------------------------------------ Starting Units Miria - VF-22S S Vogel II F Amuro - Hi Nu Gundam Char - Nightingale Exedor - Battle 7 (Attack Mode) 8 Units Reinforcement Units: None Starting Enemy Units Goram - Goram Zomud - Zomud 12x Barota Soldier - Az-130A Panzerzorn 6x Barota Soldier - Fz-109F Ergazorn 2x Barota Soldier - Assault Ship Reinforcement Enemy Units: None Items 1x Dual Sensor - Goram 1x Learning-type CP+ - Zomud Notes: A fairly standard scenario, but with a rather large sting in the tail; the units which you sortie in this mission can't be used for the next one. You might be tempted to use all throwaway units here since there's comparatively fewer enemies to face, but I instead suggest taking along at least 2 or 3 who can hold their own, or have good upgrades to their name. This is because while most of the Barota soldiers are nothing new, Goram and Zomud both have the Protodevilin ability AND HP Regeneration, and with your dudes lacking the Sound Force, you're going to have serious problems taking them down, especially if you don't have any weapon-upgraded units sortied. Still, make do with what you can; concentrate on one of the two first, taking two turns if you need it (thank goodness it only revives 5,000 HP per turn), then work on the other, throwing everything you have at the twins; there's nothing else ahead. Besides that, it's a fairly standard scenario; all the fun is to come after. ------------------------------------------------ Mission 34 Gishin route part 1 ------------------------------------------------ Starting Units Takeru - Godmars Duke - Grendizer Bright - Ral Kairam 13 Units Reinforcement Units: None Starting Enemy Units Gandal - Mother Baan Gul - Guruguru 6x Imperial Soldier - Ganimedes 6x Artificial Intelligence - UFO Robot Fubi Fubi 4x Artificial Intelligence - Vega Robot Gura Gura 4x Imperial Soldier - Gogacchi 4x Imperial Soldier - Bagium 3x Artificial Intelligence - Vega Robot Zume Zume Reinforcement Enemy Units: None Items 1x Psychoframe - Mother Baan 1x Spider Net - Mother Baan 1x ECM Jammer - Guruguru Skills Skill Ability +20 - Mother Baan Accuracy Ability +15 - Guruguru Notes: Another boring ol' stage with 2 face characters, both not much cop, and tons and tons of 10-20k HP enemies; the only difference is that they all take you from the start rather than come in batches through reinforcements. One thing to note is that if you reduce Gandal below a certain point and let him get next to one of your mechs, he'll _self-destruct_, which will almost certainly take that mech down. Just don't place any units anywhere near him to avoid this for perfectionists. All your experience from the previous 3-4 parts of missions should make this kind of mission almost tedious by now. Just muddle your way through, because the main dish's coming up... ------------------------------------------------ Mission 34 Gishin route part 2 ------------------------------------------------ Starting Units Kento - Daltanias Takeru - Godmars Bright - Ral Kairam 13 Units Reinforcement Units: None Starting Enemy Units 3x Zul - Zul Emperor 6x Imperial Soldier - Ganimedes 6x Imperial Soldier - Bagium 3x Imperial Soldier - Gogacchi Reinforcement Enemy Units After defeating all enemies: Zul - Emperor Zul After defeating Zul: Zul - Emperor Zul Items 1x EN Mega Chip - Zul Emperor 1x Learning-type CP+ - Zul Emperor 1x Energy Taker - Zul Emperor 1x Mind Taker - Zul Emperor 1x Armor Breaker - Zul Emperor Skills 3x Defense Ability +20 - Zul Emperor(3) SP Consumption -30% - Zul Emperor Notes: The mission -starts- out (relatively) innoncently enough; there's the usual assortment of old-hat Gishin grunts, Emperor Zul, another Emperor Zul, a... wait, WHAT? Yes, not two, but THREE Emperor Zuls in massively upgraded units ready to take you down; for once you'll actually wish for MORE enemies than there are on screen, since morale will be at a premium here. Make sure all your Supers or other units who need the morale get it early. The Zuls will eventually rush you; what you do NOT want is letting them get anywhere close to each other, where their Leadership auras will boost their stats even further. They "only" have 43k HP, so put someone with good dodge within range of two of them, and have the rest of your force concentrate on one of the Zuls. After he goes down, aim for the next, then finish off the last. They're exceptionally good at dodging for a Super boss, so don't underestimate them too much; additionally try not to spend any seishin except perhaps a Sure Hit for your Supers, you WILL need it later. When you kill all the Zuls, HERE COMES ANOTHER ONE...and best of all, it has 150,000 HP. Yep, 6 digits. Fortunately, its unit isn't upgraded quite as well (well, in terms of unit stats, not weapons...), so it won't dodge as much or take hits as well, in theory; the 150k HP definitely helps the latter part though. At this point, I sincerely hope you have a couple of very well weapon-upgraded units with plenty of Support Attack; for insurance, you will want to take this Zul down WITHOUT USING SEISHIN EITHER. The best way to do this is to plonk a few Support Attackers with good upgrades near and use them to put most of the hurt. For me, this was both of the Getters, since their multiple pilots facilitate mutiple support-attacking, and they're some of the strongest mechs around anyway; you may find others to your liking, but the general rule is that you have ot rely on plenty of Support Attacks to take him down, with or without (preferably) seishin, except perhaps the occasional Flash or Invincibility once Zul gets low on HP and high on Potential. And when you take him down... he revives again, with full 150k HP. Oh boy. If you've been following my advice though, you should've seishin to spare; its time to unleash it all on Zul, since this is his last (sorta) form. Throw on Hot Blood or Spirit for every one of your Supers and Reals, and start blasting away with everything you have; don't forget the Support Attacks either. Do note that at half HP, Zul will recover himself back to full HP; You should have two rounds of Hot Blood or Soul to use though if you've saved up, so it's time for the second barrage of attacks. When you FINALLY take him down, pat yourself on the back for surviving one of the longest wars of attrition in the game. Note that the Gishin route has one less mission than the Racus route, so jump straight to Mission 36. ------------------------------------------------ Mission 34 Racus route Part 1 ------------------------------------------------ Starting Units Max - VF-22S S Vogel II F Gamlin - VF-19 Excalibur F Basara - VF-19 Kai F Valkyrie SB Mylene - VF-11 MAX L Kai SB Ray - VF-17T Kai Nightmare SB 10 Units Reinforcement Units Starting Enemy Units 10x Barota Soldier - Az-130A Panzerzorn 5x Barota Soldier - Fz-109F Ergazorn 1x Barota Soldier - Assault Ship 1x Barota Soldier - Fleet Flagship Space Carrier Reinforcement Enemy Units When 8 or less enemies remain: 10x Barota Soldier - Az-130A Panzerzorn 5x Barota Soldier - Fz-109F Ergazorn 1x Barota Soldier - Assault Ship When 8 or less enemies remain: 10x Barota Soldier - Az-130A Panzerzorn 5x Barota Soldier - Fz-109F Ergazorn 1x Barota Soldier - Assault Ship When 8 or less enemies remain: 10x Barota Soldier - Az-130A Panzerzorn 5x Barota Soldier - Fz-109F Ergazorn 1x Barota Soldier - Assault Ship When the Fleet Flagship Space Carrier is defeated: Gabil - FBz-99G Zaubergern Grabil - Grabil Items 1x Large Magazine - Fleet Flagship Space Carrier 1x Weapon Breaker - FBz-99G Zaubergern Skills: Seishin Power +20 - FBz-99G Zaubergern Notes: Just by looking at the enemey stats, it should be pretty obvious that this will be one of the biggest wars of attrition you'll fight; 4 sets of reinforcements, over 60 units to fight, lots of them who defend, and lots of ground to make up. The goal is to either get a unit to the designated spot (which the Fleet Flagship Space Carrier is blocking), or simply destroy all enemies. If you haven't been upgrading well or wasted all your good units at Mission 33, the former will be the far more viable option. If you've got decently upgraded units at the forefront though, this is a pretty good place to gain some serious levels, thanks to the sheer number of enemies. There's a fairly easy way to get around the whole Defending thing that the Barota Soldiers do, and the key lies with Basara. He should have enough EN to use at least 3 Try Again Sigmas now, 4 if you've spent quite a bit on his Song EN; use it, and the stat increase is not only helpful overall, but great in the defending bit as well. Since the AI doesn't factor in criticals when defending, you can attack them with a weapon that would just lower them to critical HP normally and they won't defend, but with your heightened Skill stat, there's a very high chance that you'll score a critical instead and kill the enemy in one shot. Of course, there's still Support Attack and Combo to see you through if that doesn't work. It isn't completely neccessary to kill off Gabil and Grabil to finish the stage, but you might as well for the EXP, money and items anyway. The Sound Force makes it easy enough to kill them. ------------------------------------------------ Mission 34 Racus route Part 2 ------------------------------------------------ Starting Units Miria - VF-22S S Vogel II F 5 Units Max - VF-22S S Vogel II F Gamlin - VF-19 Excalibur F Basara - VF-19 Kai F Valkyrie SB Mylene - VF-11 MAX L Kai SB Ray - VF-17T Kai Nightmare SB 4 Units Reinforcement Units: None Starting Enemy Units Gabil - FBz-99G Zaubergern Grabil - Grabil 16x Barota Soldier - Az-130A Panzerzorn 8x Barota Soldier - Fz-109F Ergazorn 2x Barota Soldier - Assault Ship Reinforcement Enemy Units: None Items 1x Ultra Alloy Z - FBz-99G Zaubergern 1x Sensor Breaker - FBz-99G Zaubergern Skills Evade Ability +15 - Grabil Combo +2 - FBz-99G Zaubergern Notes: You get to deploy 5 units from the ones that stayed behind in Mission 33, and 4 from the ones that were choosable in the first part of this mission; see why I told you to split up your force relatively evenly now? ^^; The first force with Miria start at the south, and the second start more or less surrounded by enemies; depending on your reliance on Basara, your surrounded force may be able to take all the enemies by themselves more or less while Miria's group rush up and lend support when they get there, or you rush both groups to meet each other (speeding past Gabil and Grabil in the process), then have Basara do his Try Again thang. To act as a yin to the last part's yang, there's no enemy reinforcements to worry about here; they probably used all of them up earlier. ^^; Treat this as almost the same as the last mission, except with no need to even think about saving up on seishin. Make sure to attack Gabil with Gamlin if you want to convince him as well. ------------------------------------------------ Mission 35 Racus route ------------------------------------------------ Starting Units Mylene - VF-11 MAX L Kai SB Max - Battle 7 (Attack Mode) 12 Units Reinforcement Units On Turn 5: Basara - VF-19 Kai F Valkyrie SB Starting Enemy Units Gepelnich - Gepelnich Gabil - FBz-99G Zaubergern Grabil - Grabil 20x Barota Soldier - Az-130A Panzerzorn 10x Barota Soldier - Fz-109F Ergazorn 2x Barota Soldier - Assault Ship Reinforcement Enemy Units When you defeat Gabil: Gabil - Gabigra Items 1x Learning-type CP+ - FBz-99G Zaubergern 1x Psychoframe - Gabigra 1x EN Mega Chip - FBz-99G Zaubergern 1x Spider Net - FBz-99G Zaubergern 1x Energy Taker - Gabigra 1x Mind Taker - Gabibra 1x Armour Breaker - Gabigra 1x ECM Jammer - FBz-99G Zaubergern Skills Melee Ability +20 - Gabigra Shooting Ability +20 - FBz-99G Zaubergern Defense Ability +20 - FBz-99G Zaubergern Skill Ability +20 - Gabigra Accuracy Ability +15 - Gabigra SP Consumption -30% - Gabigra Notes: The stage LOOKS relatively simple; there's only one enemy "reinforcement", which isn't really one in the first place. None of them are the problem though; the big problem is Gepelnich, who weighs in at 15,000 HP, but you can ignore that; it's actually more like 30,000, thanks to her Protodevilin status. Thus, it's highly advisable that you do NOT use any seishin at all while taking on the grunts and Gabil. An interesting thing to note about Gabil is that once you defeat him, he does the same melding thing he did in Mission 32; however, if you actually manage to defeat Grabil FIRST, the combination never happens. You might think this to be a good way to relieve some of the stress of your dudes, but don't forget that the Gabigra holds TONS of good items and skills, and its well worth your time to defeat it. Note that also to recruit him, you have to have Gamlin fight him while he's piloting the Gabigra, giving you another reason to get him to that stage. Now for Gepelnich. There's really not much I can say about her, except that she recovers all her HP once when she falls below half; throw everything you have at her from the start; Confusion, Hot Blood, Soul, etc, until you trigger the HP recovery, then rest for one turn, and continue the assault on the next turn. You might need three turns overall to defeat her, but she should never recover more than 15,000 HP; easily chipped away by a couple of supports from Basara, who will be your main supporter and attacker in this scenario. I hope you saved up on his Song EN too. ^^; One alternative way is to chip her down to half HP, let her revive, wait the next turn, then EXHAUST HER TO HECK. The Protodevilin skill only works at 100 morale, so if you can spike her below that, you can fire your best attacks at her and they'll do normal damage, making that 150,000 HP much easier to swallow. Gepelnich actually revives AGAIN when you defeat her completely, but don't worry; Sibil then shows up, and once she gets attacked by Sibil, the mission ends. ------------------------------------------------ Mission 36 ------------------------------------------------ Starting Units Yamazaki - Tower Treize - Tallgeese II Reinforcement Units On Turn 2: 1 Battleship 13 Units Starting Enemy Units Ignus - Impetus 8x Mires - Belgrande S 4x Mires - Belgrande Reinforcement Enemy Units When 10 or less enemies remain: Umbra - Priskus Nokus Glacius - Fabularis (If using a female main character) 8x Mires - Belgrande S 8x Mires - Angelus S (If using a female main character) 4x Mires - Belgrande 4x Mires - Angelus (If using a female main character) Items: None Skills Support Attack +3 - Impetus Support Defense +3 - Priskus Nokus Potential +3 - Glacius Notes: Nothing much to see here. Move the horribly-outmatched Treize and Yamazaki southwest first to meet your force arriving on turn 2; after they do, it becomes a fairly standard scenario. If you came from the Gishin route, you'll have to re-adjust for lower-HP enemies that know how to Defend; combo attacks become far more useful here. The grunt enemies still have super-high accuracy, but the original bosses aren't too tough; after all, they "only" have 5-digit HP! Just be wary of their extensively-upgraded MAP attacks and you should be fine; the amount of enemies is even paltry really compared to what you've already faced. ------------------------------------------------ Mission 37 Part 1 ------------------------------------------------ Starting Units 1 Battleship 15 Units Reinforcement Units: None Starting Enemy Units Schuvartz - Mummy 10x Mires - Skullplume S 8x Mires - Skullplume Reinforcement Enemy Units When 5 or less enemies remain: Aquila - Fortes Arla 10x Mires - Angelus S 8x Mires - Angelus When Schuvartz is defeated: Schuvartz - Big Duo Items 2x Emergency Rations - Mummy, Big Duo 1x Super Repair Kit - Mummy Skills Initial Morale +10 - Big Duo Combo +3 - Fortes Arla Notes: Same old, same old. More super-high accuracy original enemies (and in the case of Angeluses, super-high evasion), more bosses that pale in comparision to their grunts, more two-part missions. You know the drill by now; spend whatever seishn you'll need here, as it'll get replenished within the next turn. The only thing to be slightly aware of is that Schuvartz resurrects in a beanie-flying ripoff of the Big O (YES). Both versions of him are still easier to deal with than the grunts though. ------------------------------------------------ Mission 37 Part 2 ------------------------------------------------ Starting Units Main Character - Main Unit Secondary Character - Secondary Unit (if Real Robot route and did not convince Wintos/Glacius) Glacies - Fabularis (If you convinced her) Wintos - Stodium (If you convinced him) Bright - Ral Kairam 12 Units Reinforcement Units: None Starting Enemy Units 2x Mires - Skullplume S 2x Mires - Angelus S 2x Mires - Belgrande S Reinforcement Enemy Units Whenever 5 or less enemies remain, and before activating the first switch: 5x Mires - Angelus S Whenever 5 or less enemies remain, and before activating the second switch: 5x Mires - Belgrande S Whenever 5 or less enemies remain, and before activating the third switch; 5x Mires - Skullplume S Whenever 5 or less enemies remain, and before activating the last switch: 3x Mires - Angelus S 3x Mires - Belgrande S 3x Mires - Skullplume S After activating the last switch: 3x Mires - Angelus S 3x Mires - Belgrande S 3x Mires - Skullplume S Items ?x Super Repair Kit - Angelus S (?), Belgrande S (?), Skullplume S (?) Skills Notes: It's time for the super-long, super-annoying indoor mission! Ah, how we've missed thee since Alpha. Except not. Anyway, you're forced to use the Ral Kairam because it's the only battleship that can fit inside (...so the others can't, but Shin Dragon can?). The main objective is to have any of the original characters (of which you should have two) land on the 4 switches on the map, in order. There's a time limit though; 7, 14, 21 and 28 respectively for each switch. That leaves you about 8 turns of insurance if you move fast; have those who can cast Accelerate do so on pretty much every turn. The constant stream of enemies don't help though. Each switch is guarded by a "theme" of enemies, from the Angeluses at the first switch, to the Belgrandes as the second, to the Skullplumes at the third, to all three types at the last one; and as soon as you kill too many of them, they just pop right back up again. You'll have to play carefully to keep 6 of them alive while letting one of the originals navigate through them and hit the switch for each turn. The enemies still have gamesharked-esque accuracy, but the length of the stage means that things will get easier, especially since you tackle the high-evasion Angeluses first, and especially if you have the Sound Force boosting your units tens of levels above what they should be with Try Again, so much easier to do in lengthy scenarios like these. One slightly worrying thing to note is that after hitting the last switch, you have to run like hell to the top-left corner of the map, so make sure the higher-movement-range original is the one to hit the last switch (in my case, it was Glacius who was aided by the Move Again seishin to make a quick in-and-out, but eh...). More enemies appear to guard the exit of course, but after you hit the 4th switch, they stop regenerating; feel free to finish them off before getting your asses out of there. Note that the amount of Super Repair Kits available is directly dependant on the amount of enemy reinforcements you trigger; each set has 1 enemy with a Super Repair Kit. ------------------------------------------------ Mission 38 Part 1 ------------------------------------------------ Starting Units 1 Battleship 15 Units Reinforcement Units: None Starting Enemy Units Ignus - Impetus 22x Mires - Belgrande S Reinforcement Enemy Units After all enemies are defeated: Aquila - Fortes Arla 22x Mires - Angelus S Items 2x Super Repair Kit - Impetus, Fortes Arla 2x Emergency Rations - Impetus, Fortes Arla Skills: None Notes: Part 1 of the final battle is slightly anti-climatic. There's tons of the usual enemies, as well as the last stands of Ignus and Aquila, but really there's nothing new you haven't seen; you should be plenty used to fighting these guys by now, and can take the appropriate strategy against them. Just like the last mission, the real meat starts at the second part. ------------------------------------------------ Mission 38 Part 2 ------------------------------------------------ Starting Units Main Character - Main Unit 1 Battleship 14 Units Reinforcement Units: None Starting Enemy Units Contagio - Vio Rakium Umbra - Priskus Nokus 9x Mires - Angelus S 9x Mires - Belgrande S 9x Mires - Skullplume S Reinforcement Enemy Units After 5 or less enemies remain: 6x Mires - Angelus S After 5 or less enemies remain: 6x Mires - Belgrande S After 5 or less enemies remain: 6x Mires - Skullplume S After all enemies are defeated: Perfectio - Fathom 1x Mires - Vio Rakium 1x Mires - Fabularis 1x Mires - Impetus 1x Mires - Fortes Arla 1x Mires - Priskus Nokus After defeating Perfectio: Perfectio - Fathom 6x Mires - Angelus S 6x Mires - Belgrande S 6x Mires - Skullplume S Items: None Skills: None Notes: Here we go, the final battle...which starts just as unimpressively as the last, really. The starting enemies are again nothing you haven't seen before, although the 7 grunts surrounding the two bosses are slightly more intimidating; there's also the fact that they'll wait patiently for you to assault them, so you'll have to take the initiative (if you haven't yet for the last few missions just to make things go faster ^^;). I definitely suggest one thing; have Basara perform his Try Again Sigma MAP attack on everyone at least three times before you proceed, and possibly also have him and/or Mylene Planet Dancing or Holy Lonely Lighting your characters befpre; the boost will be VERY helpful in the latter parts of the stage, and there's no time limit anyway. When you start your assault on Umbra and Contagio, you'll get a rude shock; once they fall below 1/3rd HP, they will IMMEDIATELY regain it back. This will be absolute hell if you've not done any weapon upgrading; you'll practically have to rely on Basara's Power To The Dream to power up one of your robots (and consequently waiting severla turns for Basara to regain Song EN...) in order to provide the neccessary damage. Of course, if you'd made things easier for yourself by upgrading weaponery, a Hot Blooded attack with decent support should easily do the job. Don't forget about the Armour Breaker missiles if you need them; reinforcements will come to help if you clear out too many of the grunt enemies, but if you took my advice and powered up your dudes, they should be cake. Once you do enough damage to take both the weirdos down, here comes the main antagonist of the game; Darth Vad...I mean, Perfectio, who weighs in at an impressive 200k HP and comes with a radius MAP attack, Level 9 Potential and Large EN Recovery (...but oddly, no HP Recovery). Despite this, he's still actually WORSE than his grunts in aiming (come ON, Banpresto...), and with your powered up units, he actually won't pose much of a problem; the sole exception being his MAP attack, which can rather quickly devestate your entire army, especially if you let him use it at low HP (and consequently, high Potential level). You can stop him from using this though, by taking advantage of the stupid AI which won't fire its MAP weapons if it will hit ANY friendly unit; simply leave one of the 5 elemental (sorta) machines alive and within 5 squares of the Fathom, and you're more or less safe from MAP attacks. Oh, and try not to use up ALL your seishin too, for obvious reasons. Of course, things will never be as easy as "just" 200k HP, and once you destroy him, he pops right back up again. At this point, your dudes start to get discouraged, as they bemoan how useless they're becoming; fortunately Eve's and Basara's song, as well as Shakti's blessing soon has them up and ready again for another round. UNfortunately, several more Mires come to make more trouble from the left and right; I now suggest completely ignoring them and focusing all your attacks and seishin on the Fathom. Pull out all the stops; Awaken, Move Again, Hot Blood, Soul, Support Attacks, defensive seishin, the works. He won't revive a third time, so take him down before the enemies either side of you get annoying. Congratulations, you've now beaten Super Robot Wars D! Don't forget to save and take in the massive replay benefits. ^^; =============================== 11)Sub-Missions =============================== The sub-missions, or "Tsume Supa Robo" as the game calls it, are little battle scenarios that are basically puzzles; there's usually a set pattern you're supposed to follow in order to fufill the conditions of the stage, and if you can figure the pattern of attacks, movement, seishin, etc out, you get very helpful monetary and item/skill rewards for it. Trouble is, some of these missions can be BRAIN-WRECKINGLY hard, especially if you're not fine-tuned to SRW games and their oddities in certain situations. Thus, try not to use this section unless you're truly depeserate and have no idea how to do the stage. You unlock sub-missions by completely missions in the main game; for every mission you beat in the main game (not counting the prologue), you unlock one sub-mission. Thus, to get all the sub-missions, you have to take the longest route throughout. For reference, the longest known path is: Earth, Kailas Gilly, either, Planet Racus. There are rumours of a sub-mission 38 and sub-mission 39 floating around, thanks to a game magazine featuring fairly detailed strategies for these two "extra" missions; a quick search of Japanese websites found out that although they're aware of the existence of the two missions, they have no idea how to get them either, although the SRWD Perfect Bible to come out soon will likely have the method. Until then, here are some scans of the magazine to prove the validity of this statement, courtesy of ZeroHiei: http://www.turntherobotoff.com/ark/srtdxxx.jpg http://www.turntherobotoff.com/ark/srtdxxxs.jpg Exchange the "xxx" for 001~004 to see all the scans. As the mission strategies have already been figured out by these sites and magazines, I will use them in this FAQ. That being said, on with the sub-missions. ------------------------------------------------ Stage 1 ------------------------------------------------ Starting Units Usso - V Gundam Marvette - Gun EZ Starting Enemy Units 2x Zanscare Soldier - Zolo Winning Condition: Destroy all enemies Losing Condition: All allies destroyed, turn 1.5 reached Reward: Super Repair Kit, 5000 Credits Notes: A simple one to start off. Simply move Usso next to Marvette and attack the closer Zolo with an Eight-Pronged Beam Saber, supported by Marvette's Beam Rifle; this should destroy it, even without criticals. Turn Marvette's Beam Bazooka onto the last Zolo to end proceedings. ------------------------------------------------ Stage 2 ------------------------------------------------ Starting Units Usso - Top Fighter(V) Gyunei - Yact Douga Starting Enemy Units Invader - Invader (Ground) Winning Condition: Destroy all enemies Losing Condition: Any ally destroyed, turn 1.5 reached Reward: Emergency Rations, 5000 Credits Notes: No real trimmings here, just taking advantage of P weapons. Move Gyunei at least 4 squares away from the Invader, and use either of his P weapons to damage the Invader; it will counterattack, but Gyunei should just survive. Finish off the stage with any of Usso's attacks. ------------------------------------------------ Stage 3 ------------------------------------------------ Starting Units Schwartz - Stilva Marvette - Gun EZ Starting Enemy Units Invader - Invader (Ground) Winning Condition: Destroy all enemies Losing Condition: All allies destroyed, turn 1.5 reached Reward: Super Repair Kit, 5000 Credits Notes: The enemy may be underwater, and your strongest attack C in it, but don't let that dissuade you. Move Marvette one square south of Schwartz (making sure that the Stilbar is on land) and attack with the 2-hatch Multi Launcher, supported by Missiles. A second helping of Missiles from the Stilbar will then do the business. ------------------------------------------------ Stage 4 ------------------------------------------------ Starting Units Fa - Metas Marvette - Gun EZ Starting Enemy Units 3x Zanscare Soldier - Zolo Winning Condition: Reach the designated spot Losing Condition: Any ally destroyed, turn 1.5 reached Reward: Critical Ability +20, 5000 Credits Notes: The aim of the mission is to get any of your units onto the base. It's pretty obvious from the start that only the Metas has the potential to get there in one movement, but it's blocked by all the enemies. Fortunately, there is one enemy you can take down with one hit using Marvette; the furthest one, using the Beam Rifle, does just enough to finish it off. Transform the Metas and send it over to finish the stage. ------------------------------------------------ Stage 5 ------------------------------------------------ Starting Units Usso - V Gundam Gyunei - Yact Douga Starting Enemy Units 1x Zanscare Soldier - Zolo Winning Condition: Destroy all enemies Losing Condition: Any ally destroyed, turn 1.5 reached Reward: Shooting +20, 10000 Credits Notes: You can't let either Usso or Gyunei die in this sub-mission, so you have to take advantage of Beam weaponery's uselessness under water. Move Gyunei into the water and attack with his missiles; he should take 10 damage from whatever beam weapon is used against him. Move Usso over and finish it off with an 8-pronged Beam Saber. ------------------------------------------------ Stage 6 ------------------------------------------------ Starting Units Camille - Z Gundam Fa - Metas Starting Enemy Units 3x Oz Soldier - Virgo Winning Condition: Reach turn 2 Losing Condition: Any ally destroyed, enemy reaches designated point(s) Reward: Melee Ability +20, 10000 Credits Notes: You've got a slightly different mission objective here; you have to protect the 9 base squares with your two Zeta units, while being assaulted by 3 Virgos. At first, this may look easy as only one Virgo can make it to the base from the default positionings, and it should be able to be nuked in one hit by the Z's Hi Mega Launcher. However, all the Virgos will always use their Planeite Defensors which will null some of the damage, and basically means that you can't finish them in one hit; so logically, you finish them with two hits. Have Camille cast Assault, then move one step right, and unleash your Hi Mega Launcher onto the Virgo at the right, supported by the Metas's Arm Beam Gun; this should be enough to kill it. Now Camille's blocking the route of the Virgo north, so move Fa to the square Camille started on to block the route of the Virgo on the left, and withstand one round of attacks to win. ------------------------------------------------ Stage 7 ------------------------------------------------ Starting Units Junko - Gun EZ Hayato - Tower Schwartz - Stilva Oliver - V Gundam Hexa Starting Enemy Units Douka - Garickson Renda - Garickson Winning Condition: Destroy all enemies Losing Condition: All allies destroyed, turn 1.5 reached Reward: Learning Unit CP ++, 10000 Credits Notes: The first thing to note is that you actually have 4 units to use, not just the two you can see on-screen; use the L and R buttons to cycle through them. Your two enemies pose a slight problem in that they can support defend each other, and you have no unit that can take them down in one hit; so you have to null their Support Defense somehow, and the best way to do that is to have Hayato use Direct Attack, and hit the Garickson furtherst from him with missiles. This should knock it to around 500 HP, and now you're free to fire on the other Garickson without worrying about Support Defense, since the damaged unit would be killed if it supported. Have Schwartz use his Machine Gun and Junko her Beam Bazooka on the lower Garickson to kill it, then have Oliver use Accelerate and finish the last Garickson with a Beam Rifle. ------------------------------------------------ Stage 8 ------------------------------------------------ Starting Units Kouji - Mazinger Z Tetsuya - Great Mazinger (GB) Boz - Boz Borot Starting Enemy Units Invader - Invader (Air) Winning Condition: Destroy all enemies Losing Condition: All allies destroyed, turn 1.5 reached Reward: Counter, 10000 Credits Notes: A simple enough mission, as long as you can reason things out (i.e why Borot is even THERE). First have Tetsuya use Accelerate and Invincibility, and move him one square south of the Invader (and consequently, one west of Boz), and attack it with Breast Burn; Have Boz Resupply him immediately after. Next move Kouji to the space 1 square south and west of Tetsuya, and finish the Invader off with a Double Mazinger Punch. You have to land Mazinger before you move it, in order to have sufficient EN to use the combination attack. ------------------------------------------------ Stage 9 ------------------------------------------------ Starting Units Amuro - Re-GZ(BWS) Camille - Z Gundam Heero - Wing Gundam Zero Usso - Core Fighter (V) Judo - ZZ Gundam Starting Enemy Units 2x Zanscare Soldier - Amaltea Winning Condition: Reach turn 2 Losing Condition: Any ally destroyed, enemy reaches designated point(s) Reward: Ultra-Large Magazine, 10000 Credits Notes: No destroying hijinks here, just plain obstruction in general; not like any of your units can sustain combat anyway, and you lose automatically if any of your units are destroyed. Your goal is to keep the two Amalteas from the entire bottom yellow section of the map. First have Amuro cast Accelerate AND Flash, Camille transform to Waverider mode, Heero transform to NB mode, and Judo transform the G-Fortress mode. Move Judo and Amuro one square south of each Amaltea, Usso on the right side of the right Amaltea and Heero on the left side of the left Amaltea, then put Camille between Judo and Amuro(or right between the Amalteas, it doesn't really matter). On the enemy turn, both Amalteas should target Amuro; the first one will miss due to Flash, and the second one will destroy the BWS mode, and force-eject the Re-GZ into MS mode, still alive, thus fufilling the stage. ------------------------------------------------ Stage 10 ------------------------------------------------ Starting Units Bright - Ral Kairam Trowa - Gundam Heavyarms Kai Roger - Big O Starting Enemy Units 17x Mobile Doll - Taurus Winning Condition: Reduce enemy numbers to 10 or less. Losing Condition: All allies destroyed, turn 1.5 reached Reward: Hit & Away, 20000 Credits Notes: This stage shows the difference a little bit of morale can make. First have both Trowa and Roger cast Hot Blood, then aim Roger's Missile Party MAP attack left and have the Ral Kairam attack the lower of the northwesternmost Tauruses (the one 4 squares west and one square north of Roger) with its Mega Particle Cannon (non-map). After both these attacks, have Trowa use his Micro Missile attack on the space three squares left of Roger, which should hit 8 Tauruses and kill 7 of them. You can mix up the order; the most important bit is to make absolutely certain that Bright does NOT go last, as the Mobile Dolls gain quite a bit of morale from ally deaths, and if you kill off 6 Tauruses before turning the cannons on the last one, you'll leave it with 47 HP and fail the stage. ------------------------------------------------ Stage 11 ------------------------------------------------ Starting Units Bazara - VF-19 Kai F Valkyrie F Gamlin - VF-17D Nightmare F Docker - VF-17D Nightmare F Starting Enemy Units 1x Barota Soldier - Fz-109A Ergazorn Winning Condition: Destroy all enemies Losing Condition: Any ally destroyed, turn 1.5 reached Reward: Defense Ability +20, 20000 Credits Notes: A relatively simple stage compared to the last one. First things first, have Docker cast Yell once, and switch his Valkyrie to Badroid mode. Next, move Bazara within range of Gamlin and use Holy Lonely Light on him; this is important in letting him survive the attack he'll take. Have Gamlin cast Accelerate, move him one square north of Docker and attack the Ergazorn with the front-mounted Laser Cannon, supported by Docker's Gunpod Beam; Gamlin should JUST survive with 7 HP. Have Docker move within 3 spaces of the Ergazorn, then finish it with All-Out Barrage. ------------------------------------------------ Stage 12 ------------------------------------------------ Starting Units Sayaka - Diana A Jun - Venus A Junko - Gun EZ Oliver - V Gundam Hexa Starting Enemy Units 1x OZ Soldier - Virgo (Retreats below 65%) Winning Condition: Destroy the Virgo Losing Condition: All allies destroyed, Virgo retreats, turn 1.5 reached Reward: Evade Ability +15, 20000 Credits Notes: Even simpler here; no messing around with seishin either, and the sole supporter makes the combination required fairly obvious. First have Junko use a Beam Bazooka on the Virgo, then Oliver gets within range 4 and uses his Beam Rifle (both should get reduced quite a bit by Planeite Defensors), then move Sayaka in and finish it off with Scarlet Beam supported by Jun's Photon Missiles. ------------------------------------------------ Stage 13 ------------------------------------------------ Starting Units Marvette - Gun EZ Starting Enemy Units Chronokul - Shakko 4x Zanscare Soldier - Zolo Winning Condition: Reach the designated point(s) Losing Condition: All allies destroyed, turn 3.5 reached Reward: Accuracy Ability +15, 20000 Credits Notes: The stats make it fairly obvious that you're not meant to take hits; your only real chance is to navigate underwater. Since Chronokul always attacks first, you can null his attacks with Invincibility, so don't worry too much about that. First cast Invincibility, then move 3 square west and one square north; you should be fired on at most twice. Next move two squares left; you should be fired on max three times, leaving you with 16 HP. Finally move into the glowing square and you're done. You can't go through the bottom section of water, as the Zolo there can hit you with its Gatling Gun on the second turn. ------------------------------------------------ Stage 14 ------------------------------------------------ Starting Units Bright - Ral Kairam Amuro - Re-GZ(BWS) Starting Enemy Units 2x Zanscare Soldier - Zolowatt Winning Condition: Destroy all enemies Losing Condition: Any ally destroyed, turn 1.5 reached Reward: EN Virus, 25000 Credits Notes: An extremely simple stage. Have Bright use the Missile Launcher on the nearer Zolo to kill it, then have Amuro seperate the BWS to regain full HP/EN, cast Accelerate, and use its Beam Rifle to finish the further Zolo off. ------------------------------------------------ Stage 15 ------------------------------------------------ Starting Units Bazara - VF-19 Kai F Valkyrie F Kinryu - VF-17S Nightmare F Starting Enemy Units Gigil - Fz-109F Ergazorn Winning Condition: Destroy all enemies Losing Condition: All allies destroyed, turn 1.5 reached Reward: Minovsky Drive, 25000 Credits Notes: Another easy mission, as long as you know what the Sound Force can do. Have Kinryu use Flash and Hot Blood and hit Gigil with some Micro Missiles, then have Bazara cast Yell and Hot Blood and finish him off with Power To The Dream. ------------------------------------------------ Stage 16 ------------------------------------------------ Starting Units Usso - Core Fighter (V) Starting Enemy Units 5x Zanscare Soldier - Zolo Winning Condition: Reach the designated point(s) Losing Condition: Any ally destroyed, turn 2.5 reached Reward: Combo +3, 25000 Credits Notes: A movement stage; fortunately all the Zanscare soldiers won't move from their spots, so your only worry are their range 6 weapons. If you can't find the safe spot that'll land you on the lab on the next turn, it's 5 squares east and one square south. Move onto the lab after for your prize. ------------------------------------------------ Stage 17 ------------------------------------------------ Starting Units Bright - Ral Kairam Quess - Yact Douga Gyunei - Yact Douga Starting Enemy Units 1x Zanscare Soldier - Rig Shakko (2800 HP) 1x Zanscare Soldier - Rig Shakko (1750 HP) Winning Condition: Destroy all enemies Losing Condition: Any ally destroyed, turn 1.5 reached Reward: HP Virus, 25000 Credits Notes: The only real difficulty you might find from this stage is the testing to see what will destroy in one hit and what won't. But that's what this is here for, no? ^^; First, have Quess cast Assault and move as close to the two Rig Shakkos as possible; she should be able to target the further one with the Mega Particle Cannon, taking it down. Next have Bright use a Propellant Tank on Gyunei, who will then be able to use the Mega Particle Cannon on the other Rig Shakko without reply. Finally move in the Ral Kairam within 3 spaces for the kill. ------------------------------------------------ Stage 18 ------------------------------------------------ Starting Units Kento - Daltanias Starting Enemy Units 1x Artificial Intelligence - Surveillance Robot Winning Condition: Destroy all enemies Losing Condition: Any ally destroyed, turn 1.5 reached Reward: High Performance Targeter, 25000 Credits Notes: Older fans who recall an easily exploitable trick in Alpha will be right at home in this stage. First seperate Daltanias, and have Danji and Belarios attack with Ganba Cutter and Claw respectively. Join Daltanias back up, and finish proceedings with the Tran Saber. ------------------------------------------------ Stage 19 ------------------------------------------------ Starting Units Boz - Boz Borot Starting Enemy Units 5x Zanscare Soldier - Rikarl Winning Condition: Reach turn 2 Losing Condition: All allies destroyed Reward: Support Defense +3, 25000 Credits Notes: This stage is pure survival. You might be tempted to push the Borot back; don't even bother trying. Instead, move right into the middle of the stage by moving left as far as you can. This prevents two of the Rikarls from attacking you, allowing you to just about survive the one turn. ------------------------------------------------ Stage 20 ------------------------------------------------ Starting Units Heero - Wing Gundam Zero Duo - Gundam Deathscythe Hell Trowa - Gundam Heavyarms Kai Quatre - Gundam Sandrock Kai Wufei - Altron Gundam Starting Enemy Units 5x Mobile Doll - Taurus (MS) Winning Condition: Destroy all enemies Losing Condition: All allies destroyed, turn 1.5 reached Reward: S-Adapter, 30000 Credits Notes: This is actually one of the more free-form stages you'll come across. The main limitations is that Wufei can only get within attack range of one of the Tauruses, Heero can only kill a Taurus using his Machine Cannons and support from either Quatre and Trowa, and either Duo or Quatre needs to use a Hot Blooded combo attack to kill two Tauruses at one go. Besides that, it's simple Hot Blooding and smashing up. ------------------------------------------------ Stage 21 ------------------------------------------------ Starting Units Amuro - Nu Gundam Camille - Z Gundam Char - Sazabi Starting Enemy Units 4x Mobile Doll - Virgo 1x Zanscare Soldier - Squid Winning Condition: Reach the designated point(s) Losing Condition: All allies destroyed, turn 1.5 reached Reward: Energy Drain, 30000 Credits Notes: Amuro's the only one who can actually make it onto the base, since Camille is blocked by the Squid and Char doesn't have a large enough movement range; thus you need to clear a path for Amuro. You do this by having Camille cast Hot Blood and attack the leftmost Virgo with the Hyper Mega Launcher, which should be support defended. Now have Char cast Direct Attack, and use the Mega Particle Cannon on the second-from-left Virgo, which should kill it since it was already wounded from the Support Defense. Have Amuro cast Accelerate and rush in to complete the stage. ------------------------------------------------ Stage 22 ------------------------------------------------ Starting Units Zechs - Gundam Epyon Noin - Taurus Starting Enemy Units 1x Imperial Soldier - Randora 1x Imperial Soldier - Gruda 1x Imperial Soldier - Ganimedes 1x Imperial Soldier - Barubara Winning Condition: Reach Turn 2 Losing Condition: Any ally destroyed, enemy reaches designated point(s) Reward: Chobham Armour New Z, 30000 Credits Notes: A hard stage for once, the entire focus is on blocking and the usage of the status missiles to keep the enemy out of the base squares, but this time there are a ton of variables to keep track of, in particular three enemies who can reach the base squares, and the low HP and EN of the Epyon; basically there's only one long set of moves that will earn the win, so pay attention. First, have Zechs cast Flash and move one square north and east of the Gruda, then use the Energy Drain on either enemy. After that, have Noin cast Move Again and Trust on Zechs, switch the Epyon to MA mode, and move Zechs to 4 squares south of the Randora to block its movement. Next, have Noin move to two squares east of the Ganimedes to do the same, and use the Spider Net on the Barubara to spike its movement range and keep it from entering the lower colony. Now end your turn, defend against all the attacks, and you should come out with the victory. ------------------------------------------------ Stage 23 ------------------------------------------------ Starting Units Duke - Grendizer Maria - Drill Spazer Hikaru - Marine Spazer Starting Enemy Units 3x Zanscare Soldier - Rikarl Winning Condition: Reach Turn 2 Losing Condition: Any ally destroyed, enemy reaches designated point(s) Reward: Haro, 30000 Credits Notes: A nice an easy one to make up for the last tough mission. Have Maria cast Accelerate and move her within 1 space of Duke (diagonals included), then combine the two. Have Maria cast Accelerate again, and move Duke onto the leftmost base square, and have Hikaru cover the rightmost base square. All the enemies should target Duke; have him do whatever, he can survive them easily. ------------------------------------------------ Stage 24 ------------------------------------------------ Starting Units Heero - Wing Gundam Zero Duo - Gundam Deathscythe Hell Trowa - Gundam Heavyarms Kai Quatre - Gundam Sandrock Kai Noin - Taurus (S.K) Starting Enemy Units Sibil - Sibil Winning Condition: Force Sibil to retreat Losing Condition: All allies destroyed, turn 1.5 reached, Sibel destroyed Reward: Initial Morale +10, 30000 Credits Notes: A really fun mission for Wing haters. ^^; The objective is to make Sibil retreat without actually killing her (her retreat rate is 40%); but her piddling 525 HP doesn't really help that very much, unless you take advantage of the Wing boys' propensity for self-destruction. First move Trowa right in between Quatre and Duo, and have Duo cast Self-Destruct; this will leave Trowa with 500 HP. Have Noin cast Move Again on Trowa, and let him cast Self-Destruct To lower Sibil to 25 HP, and get the win. ------------------------------------------------ Stage 25 ------------------------------------------------ Starting Units Bright - Ral Kairam Amuro - Nu Gundam Noin - Taurus (S.K) Starting Enemy Units Rube - Doggorla Winning Condition: Destroy all enemies Losing Condition: Any ally destroyed, turn 1.5 reached Reward: 3-Dimensional Radar, 35000 Credits Notes: This stage can be extremely infuriating, especially if you follow the somewhat more obvious path and then wrack your brain thinking about how to do the additional double digit damage needed... ^^; Anyway, first have Amuro cast Accelerate, Awaken and Soul, and move him into the Ral Kairam. Have Bright cast Accelerate and Assault, and move him as far down as possible. Next, have Noin cast Move Again on Bright, have Bright cast Accelerate again, and again move as far down as possible and use the Mega Particle Cannon on Rube. Finally have Amuro come out and kill off Rube with his Soul-powered Beam Rifle. ------------------------------------------------ Stage 26 ------------------------------------------------ Starting Units Shogo - Garland (MC) Ryouma - Getter 1 Marvette - Core Fighter (V) Usso - Core Fighter (VD) Starting Enemy Units Chronokul - Adrastea 2x Zanscare Soldier - Rig Shakko Winning Condition: Get Shugo next to Chronokul's unit Losing Condition: Enemy reaches designated point, Shugo's unit destroyed, turn 2.5 reached Reward: EN Giga Chip, 35000 Credits Notes: The first real level where you have to plan over a larger amount of time, AND counting several factors make this one of the more difficult stages. The eventual goal is to get Shogo next to Chronokul's Adrastea, but the more immediate concern is the two Rig Shakkos about to encroach on the yellow area. The first step is to switch Getter into Getter 2, and have Hayato cast Flash or Ryouma cast Invincibility, as well as Accelerate. Move Getter 2 exactly 2 squares north and one square west of the rightmost Rig Shakko, and attack it with a Drill Storm. Next, have Usso cast Snipe Attack and Flash, move one square east and 3 squares north of the LEFTMOST Rig Shakko, and attack the RIGHTMOST Rig Shakko with the Beam Cannon. Have Marvette cast Invincibility and either move one square west or one square west and north of Usso. Next have Shogo cast Accelerate, Transform the Garland into MC mode, and move it one square west of Getter 2, and finish off the rightmost Rig Shakko with the Laser Orb Gun. On the enemy's turn, the Rig Shakko should attack Marvette and do 10 damage, while Chronokul will attack Shogo, but Getter 2 will Support Defend and take the hit, letting it barely survive. Next turn, transform Shogo back to MS mode and cast Accelerate again, which should just about let it get within range of the Adrastea to complete the stage. ------------------------------------------------ Stage 27 ------------------------------------------------ Starting Units Kento - Cosmo Crusher Unification Army Soldier - VF-11C Thunderbolt B Starting Enemy Units 1x Barota Soldier - Fz-109F Ergazorn 1x Barota Soldier - Assault Ship Winning Condition: Cosmo Crusher reaches the designated area Losing Condition: Ally CPU destroyed, Cosmo Crusher destroyed, turn 3.5 reached Reward: Mind Virus, 35000 Credits Notes: Another long mission, but the lack of variables to take note of makes this mission rather easy; the only thing to worry about is that you KNOW that you have to either destroy or distract the enemy Ergazorn by turn 1, making the logic easier. Also note that the Ergazorn will generally prioritize what it can use its strongest moves on... First, have Kenji cast Flash, and Akira cast Accelerate. Move 2 squares right and 1 square down of he Ergazorn and use the Cosmo Laser on it. On the enemy's turn, counter with the Cosmo Laser, while you take a big hit; the friendly AI will then finish off the Ergazorn for you. Have Kenji cast Flash and Akira cast Accelerate again, then move north as far as possible. Dodge or do whatever on the next enemy turn, as you have Flash protecting you. Finally have Akira cast Accelerate one more time, and move to the glowing square. ------------------------------------------------ Stage 28 ------------------------------------------------ Starting Units Heero - Wing Gundam Zero Duo - Gundam Deathscythe Hell Quatre - Gundam Sandrock Kai Trowa - Gundam Heavyarms Kai Hilde - Taurus Starting Enemy Units 4x Imperial Soldier - Mini UFO 1x Imperial Soldier - Mother Baan Winning Condition: Destroy the Mother Baan Losing Condition: All allies destroyed, turn 1.5 reached Reward: Potential +3, 35000 Credits Notes: Back to 1-turn stages, but this still isn't that much easier than the previous stages. The key to this stage is understand how Support Defenses work, and learning how to work around them to destroy the Mother Baan. First, have Hilde cast Rally twice. Next, have Duo cast Hot Blood and attack any of the Mini UFOs point blank with the Twin Beam Scythe; combo it into the Mother Baan. Next, have Heero attack the Mother Baan, which will be Support Defended by one of the full-HP Mini UFOs, and Hilde will land a Support Attack. Do the same for Quatre. Now have Hilde use the Beam Cannon on the Mother Baan, supported by Trowa's Full Open Attack; Hilde will hit the third Mini UFO, while Trowa hits the Mother Baan. Finally have Trowa caast Hot Blood, and attack the Mother Baan. The power from the attack will keep the last Mini UFO from Support Defending (as it was heavily damaged by Duo's Twin Beam Scythe), and will hit the Mother Baan directly, killing it. ------------------------------------------------ Stage 29 ------------------------------------------------ Starting Units Amuro - Re-GZ(BWS) Usso - Top Fighter(V) Camille - Z Gundam Shogo - Garland (MS) Starting Enemy Units 3x Zanscare Soldier - Rig Shakko 3x Zanscare Soldier - Memmedoza Winning Condition: Reduce enemy numbers to 1 or less Losing Condition: Any ally destroyed, turn 1.5 reached Reward: Mind Drain, 35000 Credits Notes: More one-turn many-variable antics. The mission may hint a little at focusing on combo attacks, but don't think that that's ALL you need to do... First transform the Z to Waverider mode, and attack the Memmedoza 3 spaces west; you should land good hits on both that one and the one support defending it. Next have Shogo cast Love, and move one space down and three spaces west (just below the nearest submerged Rig Shakko), and attack the Rig Shakko above you with the Dash Attack to kill both it and the one above it in a combo attack; you have to do this early, so that the enemies don't get enough morale to survive it. Next, have Usso cast Hot Blood and move just below the southernmost Memmedoza, attacking it with the Beam Saber and again killing it and the one above it in a combo attack. Finally have Amuro cast Hot Blood, and destroy the remaining Memmedoza with the Mega Beam Cannon. ------------------------------------------------ Stage 30 ------------------------------------------------ Starting Units Ryouma - Getter 1 Starting Enemy Units 1x Invader - Invader (Ground) 1x Artificial Intelligence - Getter Dragon 1x Artificial Intelligence - Getter Rygar 1x Artificial Intelligence - Getter Poseidon Winning Condition: Destroy all enemies Losing Condition: All allies destroyed, turn 1.5 reached Reward: Short Circuit, 50000 Credits Notes: Just in case you haven't figured out what version of Getter is best for which terrain, this stage will show you. ^^; It's also relatively simple and straightforward for such a late stage. Start by transforming Getter into Getter 3, and have Ryouma cast Awaken and Benkei cast Hot Blood. Attack the Getter Poseidon with Getter Missile. Next, transform Getter into Getter 1, and have Ryouma cast Awaken and Benkei cast Hot Blood again. Move three spaces west of the Getter Dragon and use the Spiral Getter Beam on it, killing it. Now use the Emergency Rations, have Hayato cast Accelerate, Ryouma cast Awaken and Benkei cast Hot Blood, and transform into Getter 2. Move it right next to Getter Rygar and kill it with Drill Arm. Finally have Hayato cast Accelerate, Benkei cast Hot Blood, and transform into Getter 1. Move right next to the Invader, and finish it and the stage with Getter Tomahawk. ------------------------------------------------ Stage 31 ------------------------------------------------ Starting Units Gou - Getter 1 Gamlin - VF-17D Nightmare F Usso - V Gundam Judo - ZZ Gundam Camille - Z Gundam Starting Enemy Units 7x Barota Soldier - Fz-109A Ergazorn Winning Condition: Reach turn 2 Losing Condition: All allies destroyed, enemy reaches the designated point Reward: Seishin Power +20, 50000 Credits Notes: Another scenario with plenty of variables to consider. The basics is a whole set of Ergazorns, outnumbering your dudes 7 to 5, about to assault a satellite; you have to punch a hole through the middle, then take out one side of them while using your units to blcok the other side. Incidentally, this was the first sub-mission I completed on my first try since mission 19-ish; albeit it was probably a bit of luck in guessing. ^^; First transform Getter into Getter 2, have Usso cast Hot Blood, then move Usso one square north of Getter 2 and attack the middle Ergazorn (one square south and one square west of Getter) with your Beam Rifle supported by Getter 2's Drill Missile, which should just barely kill it. Now transform Getter into Getter 3 and have Judo cast Hot Blood. Move Judo one square east of Getter and attack the Ergazorn three squares west with the Double Cannon, supported by Getter 3's Getter Arm, killing it. Next, transform the Zeta into Waverider mode and have Camille cast Hot Blood and Assault. Move him as far southwest as possible (two squares south and two squares west of Getter) and attack the Ergazorn furthest to the north with the Hyper Mega Launcher, killing it. Next, transform the Nightmare to B mode and have Gamlin cast Love. Move him one square south of Camille and use the All-Out Barrage on the northern Ergazorn, killing it. Finally, transform Getter back to Getter 1, have Gou cast Hot Blood, and move it one square south of Gamlin and attack the nearest Ergazorn with the Spiral Getter Beam, killing it. This should completely block the other two Ergazorn's path; defend whatever they throw at you and take the win. ------------------------------------------------ Stage 32 ------------------------------------------------ Starting Units Char - Sazabi Treize - Tallgeese II Zechs - Gundam Epyon Starting Enemy Units Chronokul - Contio 2x Zanscare Soldier - Rig Shakko 2x Zanscare Soltier - Zolowatt Winning Condition: Reach turn 2 Losing Condition: All allies destroyed, enemy reaches the designated point(s) Reward: Support Attack +3, 50000 Credits Notes: Maybe it's just me, or maybe it's just that "defend spaces" missions are easy, but I finished this in one try too. ^^; Only three units to worry about this time; again you'll have to make good use of blocking, skills, seishin, the works. First have Treize cast Hot Blood and Invincibility (for insurance). Attack the southernmost Zolowatt with the Mega Cannon, then move him to the top-right square of the northwestern satellite. Next, have Zechs cast Flash and Snipe Attack and have him move one square west of Treize, and use the Heat Rod on the enemy 5 squares east, which should damage it badly. Finally, have Char cast Flash, move him one space south and one space east of Treize, and attack the weakened Rig Shakko with the Beam Assault Rifle, killing it. Now defend on the enemy's turn, and you're done. ------------------------------------------------ Stage 33 ------------------------------------------------ Starting Units Kento - Daltanias Starting Enemy Units Gascon - Gascon-Exclusive Robo 2x Artificial Intelligence - Surveillance Robot Winning Condition: Destroy all enemies Losing Condition: Any ally destroyed, turn 2.5 reached Reward: SP Consumption -30%, 50000 Credits Notes: After some time, it's back to the really brain-cracking stages. There may only be one unit to play with, but by-now savvy sub-missioners will probably guess that there's 3; I suspect there's actually several ways to finish this stage, but this one is one that worked for me. First have Kento cast Yell to raise everyone's morale, and seperate Daltanias. Have Belarios move one square east of Gunpar and attack Gascon, which should damage him lightly. Next have Danji cast Direct Attack and use the Alpha Beta Gamma attack on the northernmost enemy, damaging it quite a bit. Next, have Daltanias combine again, have Belarios cast Iron Wall and Kento cast Hot Blood and Invincibility, and move one square east of Gascon and attack him using the Tran Saber. On the enemy turn, counter everything; you should kill one enemy, weaken the other to critical health, and nail Gascon with another Trans Saber, while surviving the attacks. Next turn, seperate Daltanias again. Have Belarios cast Flash and move one square west (or basically anywhere that still leaves it touching Daltanias at least diagonally and leaving it right next to Gascon) and use the Alpha Beta Gamma Attack on Gascon. Next, have Danji finish the last AI off with the Gunpar Cutter. Finally, recombine Daltanias and finish off Gascon with the Flame "10"-letter Slash. ------------------------------------------------ Stage 34 ------------------------------------------------ Starting Units Kouji - Mazinger Z Tetsuya - Great Mazinger Boz - Boz Borot Sayaka - Diana A Jun - Venus A Starting Enemy Units Tashiro - Squid Winning Condition: Destroy Tashiro's Unit Losing Condition: Tashiro's Unit retreats, all allies destroyed, turn 1.5 reached Reward: Spirit Drain, 50000 Credits Notes: Almost all the emphasis on this stage is effective use of TONS of seishin. If you know everything there is and can maximize damage, you should be able to solve this yourself; just do be careful, as Tashiro retreats at 50%. Start the mission by having Kouji cast Yell 4 times to get him to 140 morale, then have Jun cast Devotion on him to let him cast Hot Blood. Next, have Boz cast Exhaust on Tashiro 4 times and have Jun cast Devotion on him again to let him cast Exhaust one final time, spiking Tashiro's morale all the way down to 50. Now have Jun cast Flash and move one square north of Kouji, attacking the Squid with the Photon Beam supported by the Strengthened Rocket Punch. Have Sayaka cast Resupply on Kouji so that he can use it again, then have Sayaka move one space west of Boz and attack with Scarlet Beam supported by Borot Pressure Punch. Next, have Boz do what he's best at; casting Self Destruct. By now, Tashiro should be at close to half HP; deliver the finishing blow by having Kouji, enforced by Mazin Power and Hot Blood, attack Tashiro with the Strengthened Rocket Punch supported by Tetsuya's Great Booster, which should just about do enough for the win. ------------------------------------------------ Stage 35 ------------------------------------------------ Starting Units Max - VF-22S S Bogel II B Miria - VF-22S S Bogel II B Basara - VF-19 Kai F Valkyrie SB Mylene - VF-11 Max L Kai SB Starting Enemy Units Grabil - Grabil Winning Condition: Force Grabil's unit to retreat Losing Condition: Any ally destroyed, turn 1.5 reached Reward: Armour Breaker, 50000 Credits Notes: Oh dear. This last mission ramps the difficulty up quite a notch; notice that Max is the highest level and has the Awaken seishin, along with some good skills. This hints that he'll be the driving force behind your success, and indeed, the whole mission relies on how many times you can get him to attack. First, start by having Miria cast Hot Blood and move between Basara and Grabil, attacking with the All-Out Barrage attack supported by Basara's Holy Lonely Light SB. Now have Max cast Awaken and Gubaba (Mylene's co-pilot) cast Charge, and move Max one square north of Mylene, attacking with the Gunpod supported by Mylene's My Friends SB. Next, have Max cast Awaken again, and have Mylene cast Trust on Max, refilling his HP back to max (HAHAHAHA). Have Max attack with Micro Missiles, then move to one square north of Basara. Now have Mylene use Assault Love Heart SB on Max, increasing his morale to 109. Have Basara cast Hot Blood, and use Holy Lonely Light SB on Grabil supported by Max's Micro Missiles; this will jump Max to 110 Morale. Finally have Max cast Hot Blood and apply the kamikaze-style final touch with an All-Out Barrage on Grabil, forcing it to retreat. ------------------------------------------------ Stage 36 ------------------------------------------------ Starting Units Ryouma - Black Getter Kento - Daltanias Amuro - Nu Gundam Noin - Taurus (S.K) Maria - Drill Spazer Hikaru - Marine Spazer Starting Enemy Units 4x Artificial Intelligence - Surveillance Robot 1x Artificial Intelligence - Bemborg Darantie 1x Artificial Intelligence - Bemborg Gruzon Winning Condition: Destroy all enemies Losing Condition: Any ally destroyed, turn 1.5 reached, Bemborg Darantie retreats, Bemborg Gruzon retreats Reward: Super Repair Kit, 70000 Credits Notes: And if you thought the LAST one was hard, the penultimate sub-mission throws at you enough variables to make your head spin, and makes use of practically everything you have access to in this stage. For those who just want a few hints, I'd suggest thinking it through logically; know what certain units can only do by themselves, while explore the freedom of the other units at your disposal. Notice that the two strongest enemies retreat as well... First, start the mission by doing some setting up before some of your pilots' seishin become unusable. First have Benkei cast Yell twice and Ryouma cast Yell twice, then have Hikaru cast Devotion twice on the Black Getter; this will give Ryouma enough SP to cast a Hot Blood later. Next have Kento cast Yell twice, then have Hikaru and Noin cast a Devotion each on Daltanias for the same reason. Next, have Belarios cast Trust twice on Noin in order to restore her back to full HP which will be needed later. Next, seperate Daltanias and have the Marine Spazer dive into the water. Have Hikaru cast Flash, and move the Marine Spazer next to Belarios and attacking the enemy two squares north of the lion, supported by Belarios's Missile. Now have Danji use the Alpha Beta Gamma Attack on the same enemy, which should kill it; use Danji's Hit & Away skill after to move him two spaces west of his original position. Next, have Belarios cast Flash and move him one square west of Danji, attacking the enemy to the north with the Alpha Beta Gamma Attack. Combine Daltanias again, and move it one square east of the eastmost enemy, attacking it with the Trans Saber and comboing it into the enemy behind him. Now time to shift your focus. First have Noin cast Move Again on Daltanias, but shift away from that area for now; have Noin attack the nearby enemy to weaken it just a little (and take a hit you would not have survived without full HP). Now have Maria cast Flash and Hot Blood, move next to the Black Getter and attack the nearby enemy again with Drill Attack supported by Black Getter's Getter Beam, which should kill it. Now have Hayato cast Accelerate and Ryouma cast Hot Blood. Move the Black Getter next to the southernmost enemy, and kill it with Getter Beam. Now shift your attention back to Daltanias, and have Kento cast Hot Blood. Have him attack the same enemy he attacked before with the Blazing "10" Letter Slash, just barely killing it. Now have Amuro apply the finishing touch by casting Accelerate and Hot Blood, then moving one square west of Daltanias and using the Beam Saber combo attack to kill both at the same time, finishing the stage (finally!). ------------------------------------------------ Stage 37 ------------------------------------------------ Starting Units Basara - VF-19 Kai F Valkyrie SB Mylene - VF-11 MAX L Kai SB Ray - VF-17T Kai Nightmare SB Bright - Ral Kairam Amuro - Nu Gundam Char - Sazabi Camille - Z Gundam Judo - ZZ Gundam Starting Enemy Units Gul - Guruguru Kacchi - Golgacchi Baren - Bagium Winning Condition: Destroy all enemies Losing Condition: Any ally destroyed, turn 1.5 reached Reward: Emergency Rations, 90000 Credits Notes: And just to be mean, the game throws a real stinker of a last mission at you, although there's not really as many variables to consider as the last mission. For those who just want hints; don't think that just because the Ral Kairam has by far the strongest weapons, means that it's going to be the driving force behind the success of this mission... First, have Basara cast Yell and use Assault Love Heart aimed three squares below him; this should affect everyone except Ray and Mylene. Now have Char cast Hot Blood and target the southwestern enemy with his Funnels. Next up, have Amuro cast Hot Blood and targer the southeastern enemy with his Fin Funnels. Now have Camille cast Assault and Hot Blood, move one space west, and use the Hyper Mega Launcher on the northernmost enemy. Next up is Judo, who should simply move one square south of the Ral Kairam, and attack the northernmost enemy with the Double Cannons, supported by the Ral Kairam. Now you sadists get to wallow in glee, as the next step is to aim the Ral Kairam's Mega Particle Cannon MAP attack STRAIGHT down; this will damage all the enemies, but also kill Amuro, Camille and Char, which has the effect of increasing Judo's morale by quite a bit. Next have Gubaba (Mylene's co-pilot) cast Move Again on Judo, then have Mylene use Assault Love Heart SB on Judo, which should put him at 120 morale; enough to launch the Hi Mega Cannon MAP attack. Have Judo cast Hot Blood and aim the MAP attack straight downwards, damaging all the enemies again. Now have Ray cast Move Again on Judo, and have Judo cast Hot Blood again, and once again fire your MAP attack downwards for the finishing touch. ------------------------------------------------ Stage 38 ------------------------------------------------ Starting Units Noin - Taurus Kinryu - VF-17S Nightmare F Starting Enemy Units ??? - ??? Winning Condition: ??? Losing Condition: ??? Reward: ??? Notes: First, have Noin transform her Taurus into MA mode. Next, have Kinryu cast Hot Blood and move his Nightmare next to Noin's Taurus, attacking with the Gunpod supported by Noin's Laser Cannon. Now have Noin cast Move Again on Kinryu, and attack with the Mind Taker supported by Kinryu's Micro Missiles. Finally have Kinryu cast Hot Blood and finish off the stage with more Micro Missiles. ------------------------------------------------ Stage 39 ------------------------------------------------ Starting Units Char - Sazabi Camille - Z Gundam Gyunei - Yact Douga Quess - Yact Douga Judo - ZZ Gundam Hamaan - Qubeley Ru - Gundam Mk III Amuro - Nu Gundam Fa - Metas Starting Enemy Units ??? - ??? ??? - ??? ??? - ??? ??? - ??? ??? - ??? ??? - ??? ??? - ??? ??? - ??? ??? - ??? Winning Condition: ??? Losing Condition: ??? Reward: ??? Notes: First. have Amuro cast Awaken. Next, have Camille cast Awaken and Assault, then move him to the left of Gyunei's Yact Douga and attack the enemy two squares north with the Hyper Mega Launcher supported by Gyunei's Mega Particle Cannon. Now have Judo cast Awaken and transform into the G Fortress. Move him one square south of Gyunei. Now have Hamaan cast Awaken, and move her one square north of Gyunei, attacking the same enemy Camille attacked with her Beam Gun. Next, have Quess cast Awaken and Assault, and move her one square east of Gyunei, attacking the same enemy with the Mega Particle Cannon. Now for some powering up. Have Gyunei cast Rally twice, allowing all 4 of the surrounding units to access some of their more powerful attacks. Now have Gyunei attack the same enemy again with his Mega Particle Cannon supported by Quess's funnels, which should finally kill it. Now to focus on the next enemies. Have Judo cast Awaken again, and move one square east of the southeasternmost enemy, attacking it with the Double Cannon. Now have Camille cast Awaken, and move one square north of Judo, attacking the enemy one square south and two squares west with the Hyper Mega Launcher supported by Judo's Double Beam Rifle. Have Fa cast Devotion on Judo, then have him transform the G Fortress back to ZZ Gundam, and cast Soul. Fire the Hi Mega Cannon MAP attack left, hitting three enemies. Now have Quess cast Awaken and move her one square north of Camille, attacking the enemy one square south and six squares west with her Funnels, supported by Camille's Hyper Mega Launcher. Now have Camille transform back to Z Gundam, and use the Double Mega Launcher combination attack on the same enemy. Next up, have Hamaan cast Awaken and attack the enemy Judo did with his Double Cannons some time back with her Funnels. After the attack is done, move her one square west of Ru. Now for some SP replenishing. Have Fa cast Devotion once on Hamaan, twice on Quess and once on Amuro. Now have Quess cast Awaken, and move one square right of Ru, attacking the enemy 4 squares west and 3 squares north with her Funnels supported by the Mk III's Double Barreled Beam Cannon. Repeat the same sequence on the same enemy. Next, have Hamaan cast Awaken and attack the northwesternmost enemy with her Funnels, then move her one square south of Char. Now have the Gundam Mk III attack the enemy one square west of the southeasternmost enemy with the Double Barreled Beam Cannon, which should destroy it. Now have Fa cast Flash and move her one square east of Amuro, attacking the enemy two squares south with the Arm Beam Gun supported by Amuro's Fin Funnels. Next up, the Amuro show. Have him cast Soul and attack the same enemy with the Fin Fnunnels, destroy it. Now have Amuro cast Hot Blood, move him anywhere next to Char, and attack the northwesternmost enemy with the Beam Rifle supported by Char's Funnels. Now have Char cast Soul and attack the enemy five squares east and one square north with the Funnels, and finally have Qubeley attack the northwesternmost enemy with the Funnels. =============================== 12)Secrets =============================== All the secrets are attained from the following site: http://www.geocities.co.jp/SiliconValley-Cupertino/1384/srw_d/kakushi.html I will put an "unconfirmed" tag over those that I have not confirmed myself, or sources I trust have not confirmed. All mission numbers are given assuming you took the longest possible route (Earth, Kailas Gilly, Planet Racus). If you took different routes, please account for that by yourself. <><><><><><><><><><><><><><><><><><><><><><><><> Secret Characters <><><><><><><><><><><><><><><><><><><><><><><><> ------------------------------------------------ B.D & Zame Zau ------------------------------------------------ To get this Megazone character, simply destroy him in the second part of mission 18. The mission will end if you take too long. ------------------------------------------------ Margue & Gaia ------------------------------------------------ On mission 20, have Takeru convince Margue, then have Takeru defeat him. On mission 27, do the same routine; convince, then kill with Takeru. After mission 28, choose to go to the Old Aerios Territory, and have Takeru convince him again, then defeat him both times he pops up. At the route split on mission 31, choose to go onto the Gishin route. He will be usable just before the start of mission 32. ------------------------------------------------ Sibil ------------------------------------------------ First, choose to go to planet Racus at the route split after Mission 31. On mission 35, have Basara enter battle with Gepelnich once, and you will receive her. ------------------------------------------------ Katejina & Gotrotarn, Chronokul & Rig Contio ------------------------------------------------ As a precautionary measure, try to make sure that every mission that Katejina and/or Chronokul show up in and you can sortie Usso, that Usso has a battle with them. At the route split on mission 28, choose to assault the Angel Halo. On mission 29, Katejina and Chronokul will eventually show up as reinforcements when you kill enough enemies; do not kill Tashiro before that happens, and when it does, do not kill Katejina or Chronokul (or even attack them) but kill Tashiro instead. This will make both of them retreat. On the first part of mission 30, make sure Usso has battles with both Chronokul and Katejina, who will be among the last set of reinforcements; finally on the second part of mission 30, have Usso convince Katejina, Usso defeat Katejina, Usso convince Chronokul and Usso defeat Chronokul. The order of this last sequence might not matter as long as you convince Katejina first, but this was the method I used. ------------------------------------------------ Hamaan Khan & Quebeley ------------------------------------------------ On mission 28, choose to assault the Angel Halo. By the second part of mission 30, if Char, Camille and Judo's combined kills total over 300, and if all three are deployed during the second part of the mission, then she will appear as a reinforcement. She will not appear if any of the 3 have 0 kills, though. ------------------------------------------------ Glacius & Fabularis OR Wintos & Stodium ------------------------------------------------ Glacius and Fabularis are only available if you choose the male main character, while Wintos and the Stodium are only available if you choose the female main character. Both ways, the convincing process is more or less the same; on mission 13, Joshua should convince Glacius while Rim has to choose to "Listen to Wintos's story" (second option). During mission 25 choose "Do not cut the system" (2nd option) when asked to pick an option. If you choose to convince either, you will not receive the main character you didn't choose at the start of the game; if you choose to forgo Glacius or Wintos, then you will receive either Joshua or Rim either in an Aile Chevalier or Blanche Neige (whichever you didn't pick), or as a co-pilot of the Forte Gigas, depending on whether you choose a Real or Super type unit at the start. ------------------------------------------------ Gabil & FBz-99G Zaubergern ------------------------------------------------ At the path split after mission 31, choose to go to Planet Racus. On the second part of mission 34, have Gamlin attack Gabil. On stage 35, force Gabil to combine with his pet monstrosity into the Gabigra, then have Gamlin battle with him and destroy him. He will join up the mission after. <><><><><><><><><><><><><><><><><><><><><><><><> Secret Units <><><><><><><><><><><><><><><><><><><><><><><><> ------------------------------------------------ Gundam Mk III ------------------------------------------------ At mission 15, choose to go to Jupiter, and you will receive this unit automatically with Ru as its default pilot. ------------------------------------------------ Nu Gundam HWS ------------------------------------------------ At mission 15, choose to capture the Kailas Gilly. Before mission 17, have Amuro's total kill count be 50 or greater. ------------------------------------------------ Vayeate, Mercurius ------------------------------------------------ Before mission 22, Hilde and Noin's combined kill count has to be 20 or above in order to receive both suits. If the kill count is 10~19, then you will only receive the Vayeate, while any lower gets zilch. ------------------------------------------------ V2 Assault Buster Gundam ------------------------------------------------ To have both parts attached to the V2 at the same time, simply choose the Angel Halo route at mission 28. ------------------------------------------------ Full Armor ZZ ------------------------------------------------ Before mission 28 starts, have Judo's kill count be 40 or greater. ------------------------------------------------ VF-1J Valkyrie or VF-11C Thunderbolt ------------------------------------------------ At the second part of the prologue, choose to go to space. By mission 6, have Gamlin's kill count be 10 or greater to receive the Thunderbolt. 6~9 will get the VF-1J Valkyrie, less gets nothing. <><><><><><><><><><><><><><><><><><><><><><><><> Secret Weapons <><><><><><><><><><><><><><><><><><><><><><><><> ------------------------------------------------ Daltanias' Cannon Cubic, Flame Attack Blazing Sword "10" Letter Slash and Full Energy Release ------------------------------------------------ At mission 28, choose to go to the old Helios territory. At mission 30, you will receive the extra weapons for Daltanias. The Full Energy Release attack will only show up if Daltanias has reached 140 morale. ------------------------------------------------ All Valkyrie's and Battle 7 Reaction Bombs ------------------------------------------------ At mission 31, choose to go to Planet Racus. At mission 33, all your Valkyries, as well as the Battle 7, will receive this very strong weapon. =============================== 13)FAQ =============================== It just occurs to me that I've never yet written an FAQ which actually HAD an FAQ, so here's one to burst my cherry with. ^^; All the questions are either those I've received several times before, or remember being asked on the GameFAQs SRW game boards. ------------------------------------------------ Q: So what's this game about anyway? ------------------------------------------------ Super Robot Wars D is the latest in a long line of strategy RPGs that feature mecha from several different types of anime, all squashed up into one completely original reality that's really quite remniscent of some bad crossover fanfics. The closest gameplay equivalent that has been released in the US would be Advance Wars and its sequel. ------------------------------------------------ Q: What are the series featured in this game? ------------------------------------------------ Banpresto's website (http://www.hotline-web.com) has a series list, but for the benefit of those with no Japanese knowledge whatsoever: Z Gundam ZZ Gundam Gundam: Char's Counterattack V Gundam Gundam Wing (TV) The Big O 6 Gods Combination Godmars Mazinger Z Great Mazinger UFO Robot Grendizer Shin (Change) Getter Robo ~The Last Day Of The World (Also known as Getter Robo Armageddon) Future Robot Daltanias Megazone 23 Macross 7 Banpresto Originals ------------------------------------------------ Q: Where can I get this game? ------------------------------------------------ Being a GBA game, it's nearly unavoidable that the ROMs of SRWD are floating around, and probably with some searching you can find them; don't expect me to do so for you, though. If you prefer going the legal route, your best bet is to find a local importer, and talk to him or her about it. As a last resort, you could try ordering it online; websites like NCSX (http://www.ncsx.com) have entire sections devoted to importing Japanese and Asian games. ------------------------------------------------ Q: What units' upgrades carry over from their old unit to their upgraded unit? ------------------------------------------------ Surprisingly few in this game. The list is: Main Character's Mecha --> Main Character's Upgraded Mecha Nu Gundam --> Nu Gundam HWS ZZ Gundam --> Full Armour ZZ Gundam V2 Gundam --> V2A, V2B, V2AB Garland --> Proto Garland ------------------------------------------------ Q: When does the main character get his upgrade? ------------------------------------------------ If you chose a Real-type unit, you will receive the upgrade during mission 25, while if you chose a Super-type unit, you will receive it only after the stage ends. Both ways, Cliff will ask you whether you wish to name the upgraded mech just before mission 25 starts. ------------------------------------------------ Q: Is it worth it to convince Glacies/Wintos? ------------------------------------------------ It depends. Neither are that good of a pilot, and neither have very good units either; you'll have to weigh the pros and cons. For Real-type players, it's a straight sacrifice between one Real-type for another, but keep in mind that keeping your secondary character around will allow you to upgrade him/her for your next replay as well. For Super-types, the choice might be a little easier as you still retain the Forte Gigas if you decide to go through the convincing process; you do lose out on a co-pilot though, and for a Super robot, both main pilots are missing one vital seishin (Accelerate for Rim, Iron Wall for Joshua) which could hamper their ability quite a bit; not to mention you can't seperate Forte Gigas. In my opinion, Real types should convince as the unupgraded secondary unit isn't very good combat-wise, while Super types should stick with a co-pilot. ------------------------------------------------ Q: Is there anyone who leaves your team permanently, so I can avoid overly levelling them up and wasting all that EXP? ------------------------------------------------ There's only one real example of this in this game; Oliver from V Gundam, who kicks the proverbial bucket at Mission 24. Others include Musashi who doesn't even make it past the prologue, and Treize who leaves your team after a short cameo at Missions 9 and 10 but joins up for the last 3 missions. ------------------------------------------------ Q: What's the "game-over" trick? ------------------------------------------------ Simply put, when you lose the mission, you go back to the intermission screen before the stage with all your money, experience and PP retained. Kills are not retained, however. Doing this continuously is an easy way to gain levels and money. ------------------------------------------------ Q: What's a good level-up/money stage I can use the game-over trick for? ------------------------------------------------ I don't really use the game-over trick at all, but there is one place you can earn a lot of money at; on the second part of the penultimate Mission 37, there are unlimited enemy reinforcements as long as you haven't hit the last switch, and the reinforcements always stay around one area. The best unit to take advantage of this is Proto Garland; give it a Minovsky Craft/Drive, Learning-type CP++, and fully upgrade its weapons, getting the S terrain bonus. Now just run it in the middle of either the first batch of Angeluses or the third batch of Skullplumes, and with decent enough morale/level, a single Dash Attack with a critical hit will be enough to kill either of the two in one hit. Just start watching TV and constantly press the A button on your GBA if you're that desperate for money. ------------------------------------------------ How many units do you get to sortie? ------------------------------------------------ The general rule is 16, including battleships and whatever story-enforced units in play. The final battle is your main character, 1 battleship and 14 units. ------------------------------------------------ Q: I've already finished the game, but I never received sub-missions 35-37! Where are they? ------------------------------------------------ As you only receive the sub-mission immediately after you complete the mission in the story, you thus have to take the longest routes through the most number of missions to get all 37 sub-missions. For reference, the order is; Earth, Kailas Gilly, either, Planet Racus. ------------------------------------------------ Q: Is Mazinkaiser in this game? ------------------------------------------------ No, no Mazinkaiser. The closest you're going to get to Mazinkaiser in this game is naming your main character's mecha that. ------------------------------------------------ Q: Do you have any Gameshark/Action Replay/VBA/codes in general? ------------------------------------------------ No. I do not endorse the use of cheats or cheat devices, so you will not find them on my FAQs. ------------------------------------------------ Q: Are you my type? Gimme a bio. ------------------------------------------------ Well, my name is David Seo (if you couldn't guess from the disclaimer below), and as of the time of writing, am 18 years old. I live in Singapore, a tiny little country in southeast Asia, and am currently studying for a diploma in Information Technology. I got into SRW games through a random buy of SRW2G 10 or so years ago, and haven't looked back since. I'm also unpredictable (read: deranged), have a quirky (read: very weird) sense of humour and zero (read: zero) romantic skills, so no, I'm probably not your type. ^^; =============================== 14)Credits =============================== Games/Companies/Sites: Banpresto (http://www.hotline-web.com): For making the Super Robot Wars series. GameFAQs (http://www.gamefaqs.com): For accepting this FAQ, of course. Jim Breen's WWWJDIC (http://www.csse.monash.edu.au/~jwb/wwwjdic.html): Helped me with translating some spell and skill names. http://www.geocities.co.jp/SiliconValley-Cupertino/1384/srw_d/kakushi.html: For providing the secrets way in advance. http://www.geocities.co.jp/Playtown-Knight/9795/tume_2.htm: For the strategies for the last two sub-missions before anyone even knows how to get them. People: Dragoon T: For having been my inspiration as an SRW FAQ writer. Physical bodies may stop, but memories won't ever fade away. Norris: For providing me info about the Getter Robo's Professor's last name. Zajin: For providing me the last names of most of the Godmars crew, and correcting me on some mistranslations. Selina Ren: For providing me with some of the seishin I was missing in the last version, so that I didn't have to level them up myself. ^^; Vivadawolf & Walks The Umbra: For helping me with some of the proper latin romanizations of the bosses names and mecha. JL Lee: Noted several mistakes in my FAQ, mostly copy/paste ones, and gave me a hint on how Passive Bit works. AxisW: For informing me of the limit of Supports. Kibbitz, Kanos: For clarifying certain points about Flash, Invincibility and Support Defenses. Cybaster, kendrakirai: For more information (or clarification on misinformation) on the Gabil and Sibil convince processes. Zerohiei: For the above, as well as notifying me of sub-missions 38 and 39. The magazine scans came from him as well. Everyone at the GameFAQs boards: For help and people to talk about this game. =============================== 15)Contact Information =============================== Comments? Compliments? Complaints? Death Threats? E-mail Bombs? Wedding Proposals? Send them to deranged85@yahoo.com. I'm kinda; I mean, VERY slacky about checking my mail though, so if you don't receive a reply within a few days, it's likely my fault. ^^; You can also (preferably) contact me via AOL IM at Llnk85(Two Ls) but be warned, I have no qualms about putting you on ignore should you act like an idiot towards me. =============================== 16)Disclaimer =============================== This FAQ is for private use only. This FAQ may not be used on any website unless I give them permission. It may not be sold or used in any way to make a quick buck. I have no association or affiliation with Nintendo or Banpresto. All trademarks are respected. © Copyright 2003 David Seo