****************************************************************************** Super Robot Wars Alpha 3 FAQ/Walkthrough by Xenon Version 0.75 Guide Started 6/23/2008 Last Updated 6:48 PM Sunday, July 20, 2008 ****************************************************************************** Table of Contents 1. Introduction 2. Copyright Notice 3. FAQ 4. General Information 5. Walkthrough A. Character Specific Stages I. Cobray II. Kusuha III. Touma IV. Selena B. Standard Stages 6. Mecha/Pilot Guide A. Gundam I. 0083 a. Mecha b. Pilots II. Zeta a. Mecha b. Pilots III. ZZ a. Mecha b. Pilots IV. Char's Counterattack a. Mecha b. Pilots V. Wing a. Mecha b. Pilots VI. SEED a. Mecha b. Pilots B. Mazinger I. Mecha II. Pilots C. Getter Robo D. Romance Trilogy I. Combattler V II. Voltes V III. Daimos E. Daitarn 3 F. Dancougar G. Gaiking H. GaoGaiGar I. GoShogun J. Gunbuster (Top wo Narae!) K. Space Runaway Ideon L. Macross I. Macross a. Mecha b. Pilots II. Macross Plus a. Mecha b. Pilots III. Macross Seven a. Mecha b. Pilots M. Neon Genesis Evangelion N. Raideen O. Steel Jeeg P. Virtua ON! Q. Banpresto Original 7. Skills/Abilities Encyclopedia A. Purchasable Skills List B. Purchasable Skills C. Non-buyable Skills D. Unit Abilities 8. Spirit Encyclopedia A. Spirit Table B. Spirit Commands 9. Parts List A. In-Game Parts List B. Parts 10. Secrets 11. Version History 12. Credits 13. Contact Information 14. Needs to be done ============================================================================== 1. Introduction ============================================================================== Welcome to Xenon's guide to Super Robot Wars Alpha 3. Initially, this was only going to be a mecha guide. But the mecha in SRW@3 are completely linked with the pilots, and so it was going to be a mecha/pilot guide. But in order to get all that information, the game would have to be played through. And so I figured I could get at least one route up. So here we are. It's been a while since I actually got serious about writing an FAQ/Walkthrough. Five years, to be exact. I probably should have started with something smaller, but hey, you gotta do what you gotta do. This guide, at least of this writing, should be the most in-depth of those available at GameFAQs. Unfortunately, it's probably not the most complete. This writing will be made on my third run-through of SRW@3. I have already completed both Cobray and Touma's route. As such, I suspect that it'll be some time before either of these routes is up. Kusuha's route should be next, but simply because of my disposition, that will take some time, as I intend to go through the whole @ series with her when I'm ready. So that's Alpha, Alpha Gaiden, Alpha 2, and then finally Alpha 3. With that said, the Selena route is the only one that, as of this writing, isn't really covered at all on GFAQs. Touma and Cobray are covered in the skillpoint walktrhough by CaptainRat, and Kusuha's route, along with her story, are covered by the FAQ/Walkthrough by Mneidengard. Eventually, I DO intend to cover all four routes, but it may take some time. What I WON'T be doing is covering the story of Alpha 3. My Japanese is elementary at best, and it's certainly not good enough to read all the Kanji that's in the story. Hopefully this guide will be helpful to you. So, here we go. ============================================================================== 2. Copyright Information ============================================================================== This guide is copyright (c) 2008 by Luke M. Stevenson. Any distribution, reproduction, or retransmission in part or in whole is both unlawful and just plain not nice. If you want to post this guide on your site, e-mail me to ask permission. I'll probably give it, but I want to know where my guide is. As of 4:03 PM 6/28/2008 These sites have permission to post this guide. GameFAQs www.gamefaqs.com If you see this guide anywhere else, e-mail me so I can well, do something about it. ============================================================================== 3. FAQ ============================================================================== 1: Q) Is this game available in English? A) No, Super Robot Wars Alpha 3 is only available in Japanese. 2: Q) Is there any Super Robot Wars game that IS available in English? A) Super Robot Wars: Original Generation and Super Robot Wars: Original Generation 2, both for the GBA, have been released in the USA by Atlus. Both, however, are somewhat difficult to find. 3: Q) Any plans to bring any more Super Robot Wars games to the US? A) As of this writing, no. 4: Q) How can I play this game? A) First, go to an online store to purchase it. Suggestions include www.play-asia.com, www.yesasia.com, or www.ebay.com. There are others as well, those are just what I have personal experience with. Once you have the game, you'll need SwapMagic 3, which can also be acquired online at a variety of places. Finally, you'll need to modify your PS2 in some way. Standard PS2s I'd reccommend a Flip Top case, which can be attached to your PS2 without too much trouble. For the Slim PS2, I'd reccommend the magic keys, which are fairly simple to install, and work wonderfully. There are other ways as well, including mod chips. Note that many of these items can be purchased in conjunction with SwapMagic discs. Alternatively, you could splurge and purchase a Japanese PS2 from one of the retailers mentioned previously. This is the easiest way, but of course, it's also the most expensive. 5: Q) What series are featured in this game? A) Series include Mobile Suit Gundam 0083: Stardust memory, Mobile Suit Zeta Gundam, Mobile Suit Gundam ZZ, Char's Counterattack, New Mobile Report Gundam Wing, Mobile Suit Gundam SEED, Mazinger Z, Great Mazinger, Mazinkaiser, Getter Robo G, Shin Getter Robo, Invincible Robot Daitarn 3, God Machine Beast Dancougar, Gaiking, King of Braves GaoGaiGar, GoShogun, Gunbuster (Top wo Narae!), Space Runaway Ideon, Super Dimensional Fortress Macross, Macross Plus, Macross Seven, Neon Genesis Evangelion, Brave Raideen, Steel Jeeg, and Virtua ON!. Banpresto Originals include four brand new original mechs (and their respective upgrades), as well as the originals from Alpha 2 and the SRX team. 6: Q) What's a good Super Robot Wars game to start with? A) There are a few options for english speakers. The translated OG games provide a lot of experience with the series. While every SRW game has some differences, the basic concept is usually similar and you can learn a lot that way. Ther origianl Super Robot Wars Alpha, while a Playstation game and so taking a bit more work to play, is a good starting point for the series. Super Robot Wars W is another excellent starting point, and has the additional benefit of taking no work to play, since the DS has no region protection. 7: Q) What do skill points do? A) Firstly, earning a skill point will give all the deployed units 5 PP. Not a whole lot, but a unit deployed on every mission can earn almost 300 PP this way. Secondly, if you want the good ending of the game, you must complete the game in less than 420 turns and have 57 skill points. This means you can only miss TWO if you want to get the good ending. 8: Q) Is 420 turns a lot or will I barely make it? A) It's in between. My very first playthrough, I made it with 419 turns. One more and wouldn't have made it. But took the absolute minimum number of turns for about the last ten, as I realized I was running out of time and one of the missions near the end requires you to spend more than 10 turns at it. 9: Q) Is there any benefit to the good ending? A) Practically speaking, not really. In order to play the special scenario, you have to complete every single map in the game, and so there is that. Also, the good ending stage will give you a special reinforcement. However, the enemies are stronger in the good ending. 10: Q) Are there any other endings? A) If you've completed the game once, you can get the Ideon ending after stage 56 by making a particular choice and completing a special stage 57. The ending is the exact same for all characters, and the reasons why are obvious if you've seen Ideon. I wouldn't reccommend ending a playthrough here, even though it DOES technically count as clear data. Simply create an in-battle save at the VERY end of stage 56, make the choice, save in a seperate slot, re-load your in-battle save, make the OTHER choice, and save in your normal slot. 11: Q) Any benefit to the Ideon ending? A) Again, in order to unlock the special stage, you'll have to complete every map, including the Ideon ending. Other than that, no. Unless you really hate one of the originals, or something. 12: Q) What is this special stage? A) You get to take all four of the @3 original mechs up against an army of mechs. As previously mentioned, you must complete every single other map in the game in order to unlock it. 12: Q) Anything unlocked after I beat the game? A) Beat the game and you'll be able to save a clear data file. When you load the clear data, you'll be able to start a new game with a portion of the money and PP earned in the previous game. Originals share PP with each other, but they are the only ones. The amount of PP and Money kept is equal to n/n+1 where N is the current playthrough beyond the first. Additionally, you'll be able to unlock EX-Hard mode. 13: Q) What's EX Hard Mode? A) EX hard mode does a few things. First, it increases the strength of your enemies, second, it doubles the PP cost of...everything. And third, you'r unable to upgrade the weapons of your characters. Frankly, I'm not a fan, as I think all it really does is make the game more tedious. The good mechs are still unstoppable, and the crappy ones simply die faster. In the end, it just takes longer. 14: Q) Any benefit to completing EX Hard Mode? A) Completing EX Hard mode will unlock Special mode. 15: Q) Special mode is...? A) Enemies are back to normal strength, you get one of every single item to start, and units can be upgraded farther. After EX hard makes you sick of the game, Special mode can be used to power through it and laugh at your enemies. 16: Q) Any modes unlocked for beating Special mode? A) No. 17: Q) What character should I start with? A) Whatever one you like the best? Difficulty differences are minor at worst. Most of the stages are identical as well. And all of the originals get very good mechs. I suppose that Cobray's has a slight advantage, as Arado and Seolla (in the Wildwurger and Wildfalken) join very early in the game, as opposed to Selena, who doesn't gain Ibis and Hyperlion until the 40s, or Touma/Kusuha, who gain no unique mechs beyond their original (Sanger joins on all routes, and Kusuha WAS the SR Female in @2). My favorite is Cobray, but I basically like them all. 18: Q) What's the best mecha in the game? A) Banpreios. Not only does it gain a very powerful combination attack, it has excellent range, four pilots, and the most abusable MAP attack in the game. Because of said MAP attack, even though Ryusei doesn't join until the Stage 28, on every single playthrough of mine he's had 500-700 kills before it was over. And Banpreios doesn't even arrive until the mid-40s. It's less abusable in EX Hard, but still..... 19: Q) What's the worst mecha in the game? A) That you get to keep, the GM Custom. Weakish PLA attack, weak final attack. Though it has an ALL attack, at least. Other mecha will have weaker PLA attacks, but generally have some other benefit, like repair or resupply. It can't fly, either, which doesn't come up too often, but is annoying when it does. The GINN is worse than the GM Custom, but it only appears as a reinforcement for one mission on one route. But it IS terrible. 20: Q) When does my main character get their upgrade? A) Stage 35. Sometimes their final attack will be locked until later on, but Stage 35 will feature the new mech. 21: Q) What Banpresto originals are featured in this game? A) The three new Alpha 3 originals and Kusuha Mizuha, the Alpha series canon main protagonist, as well as everyone that goes with them. The SRX team, Sanger and Ratsel, and the Balmar empire appear on all routes. Arado and Seolla, and Ibis, Tsugumi, and Sleigh appear on Cobray and Selena's routes respectively. If you're looking for particular mechas, check the mecha/pilot guide under the Banpresto Originals Section. 22: Q) How's the IDE Gauge work? A) Ideon's IDE gauge is complicated, though it's probably best described as "bad stuff=IDE Guage up, good stuff=IDE gauge go down" Ideon destroying an enemy makes it go up. Being hit or having an ally destroyed makes it go up. It also seems to increase slightly on its own as the battle goes forth. The best way to raise the gauge is the throw Ideon out in front of your troops and into a group of enemies. They will almost invariably attack Ideon without mercy, so if you defend and survive the whole onslaught, the gauge should be maxed out. This also has the "benefit" of dropping Ideon's HP significantly, hopefully enough to unlock the Ideon Sword and Gun. 23: Q) How do I unlock the Ideon Sword and Ideon Gun? A) As alluded to in the previous question, to unlock Ideon's uber weapons, the IDE gauge must be maxed, and his HP must be under 30%. 24: Q) Is Ideon worth it? A) No.He's a giant hassle to get work right, and in the same amount of time, you could have actually killed enemies. Plus, it's rare to get a situation where you can nuke a field of enemies without nuking a field of allies as well.It takes an awful lot of planning. Now, you may like planning, and I'm usually ok with planning, but a better plan would be to just use something else. Couse, that's just my opinion, some love Ideon. 25: Q) How does the enemy determine what to attack? A) As someone else put it the enemy has a "Low HP/Low Armor/Battleship/Ideon" targetting preference. They tend to focus on things that they can kill. Mazinkaiser doesn't get targetted too often as a result. It's also another reason Ideon's a pain to deal with. 26: Q) Hey, those Bugs/Fish have different colors, what's the difference? A) ALMOST nothing. Closer inspection reveals that each type has their own status effect to the final attack. It's really not worth your time to worry about it. It's rarely used. 27: Q) Super or Real? A) It's not that simple. Both Super Robots and Real Robots have their own strengths and weaknesses. Limiting yourself to one type should only be done out of fun, not when you're just trying to win. I personally lean more towards real types. The damage gap between Super and Real isn't that large (Supers generally do more), and Reals tend to have better range. The best reals will dodge 70-100% of the attacks thrown their way, including bosses. Finally, Reals, I think, require less maitenance. If you upgrade something like Shin Getter, you'll have a nigh-unstoppable monster. But if you don't upgrade him, he's just good. Reals, generally, only need Mobility and they'll become impossible to hit, allowing you to spend money on offense or more units. Of course, with all that said, it only applies to the good half of the reals. Grunt RRs suck. The worst Super Robot is better than any of the grunt RR suits. OF course, all this is just IMO. 28: Q) OMG I can't believe you think sucks. is the best robot in the whole game and you're stupid. A) If you disagree with my opinion of a robot, then just use it. I try to provide fair, objective analysis of all of the game's units, so that if you're just looking for the best ones, you'll have a list. But in the end, it's just my opinion. SRW Alpha 3 is a basically an easy game. You can go through the game with nothing but the crappiest Gundam Grunts and still succeed. Don't worry about it too much. If you want to use Combattler V, then do it. He can function. Just try not to claim he's the best unit in the game without data to back you up. 29: Q) How do you determine your rating? A) Feeling. There's no complicated formula, and it's purely subjective. It's totally possible that you'll find two robots with very similar stats where one is given a higher rating. There are many factors that can go into this. Daitarn, for instance, is rated an 8 primarily because of his lowish power attacks. But a quick survey of, say, every gundam, would note that its stronger than ALL of them, yet there are some that are rated higher. Well this is due to other factors, like the other suits being nigh-impossible to hit while Daitarn is 2L size and so has MUCH trouble with dodging. Then there's the range gap. The point, you see, is that there are many many factors that go into the rating. 30: Q) Where do these questions come from? A) A combination of my head and the SRW Alpha 3 board. I anticipate people's questions and try to make one to fit that. In the future, if I get something that actually is a FAQ, I'll be sure to add it in here. I may also clarify some questions later on. ============================================================================== 4. General Information ============================================================================== This section has two purposes. The first is to give newbies a bit of information to help them along. The second is to provide information to all players about the workings of the game of SRW@3. It should provide most of you with at least some information you don't already have. This section will also contain my personal tips to get through things. Obviously, I'm not the only person to finish these games. However, it's useful to have some helping hands, and I think I'm decently good at this game. If after playing and trying your own ways you think I'm wrong, then use your own method! I'm not making you follow my way. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Lost in Translation ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Obviously, the biggest problem for most of the people reading this guide is understanding Japanese. This is NOT a translation guide. Additionally, the way things can change and vary in battle, simply listing things has a limited purpose. The best way to learn to play is through trial and error. I lack the knowledge to type in Kanji and Kana(at least in Notepad), so you'll have to see what things do and then remember the symbols. In the character/mecha section, the pilots spirit commands are listed in order, so if you're wondering what a spirit command does, simply look up that character and count down the number of spirits. However, I will provide a couple of listings for your use. ---------- Game Start ---------- Selecting "start" or loading a clear file will take you to the character select screen. Identifying which character you want isn't too difficult. Cobray - Silver Hair, Black mecha Kusuha - Blue Hair, mech with an overhead cannon Touma - Brown Hair, red scarf mecha Selena - Purple Hair, Red mecha At this point, you'll be taken to a confirmation screen. You can change the name of the pilot, the birthday of the pilot, the blood type of the pilot, the name of the mecha, and the name of the group. The default name of the group is Alpha Numbers. Birthdays and Bloodtype determines the Spirit commands that you'll recieve. The default birthdays are generally fine for each of the pilot's, and frankly, picking a new birthday can give completely unexpected results. You're welcome to it, of course, but it's dangerous. *However there is a special birthday bloodtype combination 11/11 B, which is generally considered the best birthday, as it provides numerous useful Spirits at very low SP costs.* If you wish to change something, select the option to the left. Here you are able to change any of the above named things. Names can be changed to read in either western or traditional Japanese style(so, surname then given name). The third slot on the list will change alphabets, so you can even name them something in English if you want(though it may not fit). Once you're done naming, press start, and you'll be taken to the mecha name, name that and next is the group name. Name THAT, and a window will open where you can change your birthday and blood type. Press start until it confirms, and you'll be taken back to the confirmation screen. Select the option on the right to move on. ------ Battle ------ At this point you'll be taken to some story scenes where people will talk. You can hurry through these scenes by holding down R1+Circle, or you can skip them entirely by holding R1 and pressing start. ONce in combat, there's a couple of menus. Select an empty square to open the main menu. Order from top to bottom. End Turn Spirit Listing Unit List Battle Conditions Battle Progress System Save End Turn - Ends the current turn. You'll get to confirm it first. Note that if you haven't used some units actions, the message will change and display how many units haven't moved, though you'll still be able to end the turn if you so desire Spirit Listing - Takes you to a list of spirits. Selecting one will give you a list of deployed pilots with that skill. Extremely useful previously, the new spirit selection menu makes this almost obsolete. Still there if you want, of course. Unit List - Lists all of your units on a screen with basic information. Good for getting a gauge on how damaged your troops are. Battle Conditions - Lists the win conditions, loss conditions, and skill point requirement. Battle Progress - A useful new screen that tells you a few things. On the left, there are five categories. The first displays how many enemies you've destroyed, the second displays how many units you've lost. The third displays the number of squads left for both sides, yours are blue, the enemies are red. I have no idea what the fourth is, but the final one is the total money gained and lost this mission, pro in white, con in red. On the right side, you'll get a list of all the items you've recieved in the mission. System - Takes you to another menu where you can adjust various options. Sadly, I can't tell you what many of them do. The first one allows you to change the BGM of any unit, the second allows you to set short cuts to the Triangle and Square button. The third, fourth, and fifth are a mystery to me, the sixth I believe determines if the music will carry over to the map screen the seventh turn the gride lines on or off....and I have no idea what the last two do. Save - Creates an in-battle save that can be accessed either through the start screen's "Continue" option, or by soft resetting and holding select. Select a unit that you control, and a small window will open. The exact commands will vary, however, MOST units will look like this... Move Attack Spirit Command Squad Commands Status Move - Moves the unit where the player chooses. The units range will be determined the move rating of all the units in a squad. The range will be highlighted in blue. Attack - Will only appear if a unit is in range. Select Attack to..attack, an enemy. The range will be highlighted in red. Select this then select the enemy to be taken to the attack screen. Squad Commands - Selecting this will let you overview your squad. You can check the status here of your units. If you select a unit that isn't your leader, you can switch them to the leader. Spirit Commands - Select this and a small window will open with a list of units in the squad. Select them to be taken to the spirit command window. Highlight the desired command and press circle to cast the selected spirit. Press square to queue the spirit. You can highlight as many spirit commands (with a few exceptions) as you have the SP for. Once you've highlighted all you want to, press circle to cast them. If a unit has multiple pilots, you can select the different ones of one unit by pressing L2/R2. If there are less than 5 pilots in one unit and no other units in the squad, the pilots will be spread across the screen. If you move the cursor far to the right, you can access the spirit commands that are for other units (Bless/Cheer/Trust/Etc.) Status - Select this then a unit to check the status of a unit. There are four status screens. The first is a combined Pilot/Unit screen, the second covers just the unit, the third just the pilot, and the fourth the weapons of the unit. Pressing R1/L1 cycles through the units in the squad. Other commands, in the order they will appear if valid: Fly - Allows the unit to fly. Note that if they can fly, squads will default to doing so, but this can come up if you manually land. Land - Puts a flying unit on the ground. This is generally not reccommended. There are a few minor benefits, as there isn't really a unit in this game that has problems in the air but excels on the land AND can fly. Well, no one worthwhile, anyway. Transform - This converts a unit between its multiple forms. Select Transform, then the unit you wish to transform, then finally the form you wish to change to. Note that most units only have one transformation. SB - Equips the entire Sound Force with the Sound Boosters. You'll have to have enough Song Energy before this will become available. Seperate - Does one of two things. Seperates a unit that has been combined into it's original two units. Alternatively,some units like the GP-03 or the Re-GZ have optional armors that are able to be ejected from the unit. Combined units that are seperated can be rejoined, ejected equipment cannot. Combine - Combines two units into a new single unit. The new unit is generally stronger than the individual units. The first Kanji of this has a ^ symbol on top of a box. - When selecting attack, you'll be taken to a window that will display your hit and evade percentages. When you're attacking, the only other things you'll be able to do on this screen is turn on or off your support attack (third option) or turn the battle display on or off(bottom option). The top option will initiate the attack. When being attacked, the third option turns into turning on and off support defend. The second option will determine whether you attack, defend, or evade. Attack takes you to your attack screen to select the weapon. Defend cuts the damage recieved in half, evade cuts the hit percentage of the enemy in half. ------------ After Battle ------------ After battle, you'll be taken to the intermission screen. Here things are pretty clearly divided into sections. The three pilots shown to the right are you're top aces. They'll all recieve a +5 morale boost at the start of any battle. The bar underneath them will display the number of squads you'll be able to deploy the next battle. Deploy accordingly. On the left, you'll find....(headings will be denoted with /heading/) /Squad/ Auto Form Squad arrangement Change pilot /Status/ Pilot Status Unit Status Encyclopedia /Customize/ Pilot Customize Unit Customize Weapon Customize /Parts/ Change parts Change Optional Equipment /System/ System Data Next Map Auto-Form - Creates units automatically based on one of three settings. Squad Arrangement - Allows you to manually arrange your squads. Reccommended. Change Pilot - Takes you to a screen listing all the machines who can have variable pilots. Select the machine and then select the new pilot. This is rarely needed. The best pilots are generally placed in the best machines. When you recieve Shin Getter and Mazinkaiser back, however, note that you'll have to manually place the pilots in them. Pilot Status - Displays the status of the selected pilot. L1/R1 will cycle through them. If you press square, you'll be taken to the pilot upgrade screen, though you'll have to back out to continue cycling when entering from here. Unit Status - Displays the status of the select unit. Pressing square on the unit status will Encyclopedia - This will allow you to look at the various skills, abilities, spirits, and Leader abilities of the game. Course, if you're reading this, you probably don't understand any of it, so....yeah.... Pilot Customize - Allows you to spend your PP on more stat points, skills, and terrain ratings. You can cycle through pilots with L1/R1. More info below. Unit Customize - Allows you to upgrade your units. Cycle with L1/R1. More info below. Weapon Customize - Allows you to upgrade your weapons. Cycle with L1/R1. More info below. Change Parts - Allows you to equip one of several parts to your unit. Press SQUARE while in this screen to enter a parts selling screen. Change optional equipment. Some units have optional equipment that can improve performance. You can equip and unequip it here. It's almost always a good idea to equip it. The only one that has some variance is the MP Nu Gundam. System - Allows you to change the sort order and do two other things I don't understand. Data - Allows you to save or load your game. Next Map - Starts the next stage. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Tips, Information, and Suggesstions ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ At the moment, this section is rather bare bones. As I think of things, it will grow. -------------- On Squad Setup -------------- ~Choosing squadmembers should probably go in two phases. The first is when you decide on your leaders, and then you should run through again and add in all the back-up members. ~When choosing leaders, there are a few key considerations. Overall quality is the first one. You don't want to be leading with the Methuss while the Zeta Gundam sits in the back. It's just a bad idea. Another big question is that of Post-Movement attacks. The best leaders have a powerful post-movement attack with good range at their disposal. If you don't have a good post-movement attack, you'll lose a lot of attack opportunities. Thirdly, it's nice if Leaders have ALL attacks with a good range. This is beneficial on the enemy phase, as you'll be able to dispose of the weaker squadmates of the enemy without sacrificing full power on the leader on your turn. ~Sometimes a Leader is good but is missing one of the qualities. Sometimes a leader isn't good but you want to use them anyway. In these cases, you would put a unit in the squad that I like to call a "back-up leader". The back up leader will possess the missing qualities and be called upon to fufill that role when needed. ~Remember, Leaders are FAR more important than Back-up members. ~On stages where you expect to use a lot of spirit commands (like ones with lots of bosses) and have limited squads, it may be wise to put two leader types in one squad. While you'll sacrifice some squad attack power, when the first leader runs out of SP, you can switch the other one outfront to have a full strength attacker. ~The best leaders don't often make the best Squadmembers. Supers, for instance, are particularly guilty of this. They have PHENOMENAL COSMIC POWERS! but they're PLA attack is the weakest (or close to it) attack they have and just doesn't work well. ~Choosing back-up units is probably even more complex than leaders. While leaders primary job is to kill things, the role of a back-up pilot is to assist. And assisting can be done in multiple ways. You need to find a unit with a good PLA attack, and a pilot that has spirit commands that you want. Sure, some characters that have Bless and Cheer and the like won't have a unit with a good PLA attack, but that doesn't mean they have no use. You need to find a balance between units with good PLA attacks and units with good support spirit commands. ~Additionally, when picking back-up members, be aware of the range of the PLA attack. If you have a leader that has long range non-ALL attacks, try to put a back-up member with a long-range PLA attack as well. ~Be aware that ALL attacks can't be combined with squad attacks, so on units that may be using mostly ALL attacks (Dancougar), you can focus on filling the squad with pilots that have good support spirits. ------------ On Upgrading ------------ ~Funds are limited. It's unlikely on a first playthrough that you'll be able to upgrade everything you want. Because of this, you need to prioritize. ~There are two basic types of upgrades. Those to the unit, and those to the weapons of the unit. Unit upgrades I tend to refer to as Defensive upgrades, while weapons are offensive upgrades. ~For Real Robots, you can generally get away with just a mobility upgrade on the defensive side. Probably an EN upgrade, but these are fairly cheap. The only reason to upgrade the Armor and HP is if you want the Full Upgrade Bonus. With mobility upgraded, the better RR pilots will be untouchable, and you can spend your money elsewhere. ~Super Robots tend to want all the upgrades, but EN becomes VERY important for most. As such, it may be wise in the early stages of the game to upgrade the EN of your supers that you use before nearly everything else. ~Don't underestimate the defensive benefits of weapon upgrades. Weapon upgrades allow you to kill more, which makes less units attack you. It also allows you to get through stages quicker. ~Unless this is like your fourth playthrough and you're swimming in money, don't waste your time with non-leader unit upgrades. The only exception to this being EN upgrades for units with combination attacks. ~Becaues funds are limited, the best units to upgrade are those that carry over to other units where you get to keep the original unit. Here's a listing of the upgrades that carry over that I know of. It may need to be updated in the future. Mazinkaiser -> Mazinger Z -> Mazinkaiser Shin Getter Robo -> Getter Robo G -> Shin Getter Robo Nu Gundam -> Hi-Nu Gundam GaoGaiGar -> GaoFighGar -> Genesic GaoGaiGar AND J-Ark/King J-Der Strike Gundam -> Freedom Gundam AND Buster Gundam AND Strike Rouge Freedom Gundam -> Justice Gundam Buster Gundam -> Duel Gundam HyoRyu <-> EnRyu KoRyu <-> AnRyu Werkbau -> Dis Astranagant -> RyuKoOh/KoRyuOh -> Shin RyuKoOh/Shin KoRyuOh RaiOh -> DaiRaiOh AS Soleras -> AS Alegras Vegalion -> Altairlion R-Blade Custom -> Banpreios More to be added if I find out about them. ~The King of the carry-over upgrades is the Strike. Upgrading it will upgrade FIVE other units, and you get to keep the original. On your first playthrough, this will help greatly, as you'll be able to have more fully upgraded squad leaders. ~The lamer of the carry-overs is Getter Robo. While you DO keep the upgrades made to Getter G when you get Shin Getter back (and Getter G recieves any upgrades you've already made to Shin Getter when you get it to start), there's no one to pilot G. So it's useless. ~A word on Mazinger and Getter, to make things clear. At the beginning of the game, you'll recieve Mazinkaiser and Shin Getter. Shortly thereafter they'll be removed from your possession. Any upgrades made before that point will be carried over to Mazinger Z and Getter G. Some time later you'll recieve Mazinkaiser and Shin Getter back, and any upgrades already made to Z and G will carry over. ~Except for HyoRyu, EnRyu, KoRyu, AnRyu, and MAYBE Vegalion, Altairlion, the upgrades ONLY carry over when you first recieve the unit. If you upgrade the Freedom Gundam AFTER Justice has already joined, Justice will get nothing. Keep this in mind. ---------------------------------- Stuff you may not know, but should ---------------------------------- ~When attacking, you're allowed to do either a Squad attack, Supported Attack, or ALL attack, but not any combination of the above. ~When using a combination attack, you cannot use a squad attack, but you CAN use a supported attack. Unless, of course, the combined attack is an ALL attack, in which case you can't. ~The post-movement status of a PLA attack is meaningless. It can be used in a squad attack regardless of whether you've moved or not. ~Any squad that has a unit with the repair ability in the squad will regenerate 10% of their HP per turn. ~Similarly, Any squad that has a unit with the resupply ability in the squad will regenerate 10% of their EN per turn. ============================================================================== 5. Walkthrough ============================================================================== I wasn't sure how to organize this, so I did so in my own way. The walkthrough is divided into two parts. The first covers the character specific levels. Just go to the character you're playing as and you'll find the levels in order. The second part of the walkthrough covers stages that are the same for everyone. Note that even in those sections, there may be slight differences depending on the character, but they're so minor that they're not worth seperating. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ A. Character Specific Stages ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ I. Cobray ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Cobray is my favorite Original Pilot, like....ever. And while it took the Werkbau a while to grow on me, I've loved Dis Astranagant and its music from day one. Joining Cobray on his route are Arado and Seolla, the Alpha 2 RR male main and his main squeeze. They join WAY early, and their powerful units can be a major boon to you. Cobray himself is one of the few possessors of the coveted SP Regen skill, and the Werkbau/Dis Astranagant are two of the best units in the game. Cobray is my favorite route, and it's also probably the best place for beginners to start. His mechs are powerful and have lots of options and getting the Alpha 2 originals early on helps a lot. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ II. Kusuha ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Kusuha is the Alpha series original main. She was in the original Alpha, though only as one of several choices, and she's carried over to Alpha 2 and Alpha 3. She's been using the same mech for a while now, though she seems to ditch it occasionally. In Alpha 3, it finally recieves an upgrade. Also tagging along is her love interest Brooklyn "Bullet" Luckfield. Having TWO main characters is a nice assist, though since she IS the Alpha 2 SR female, there's no extra originals tagging along with her. Also, Kusuha has what is probably the most annoying rival of the four. While you have to fight Son Ganlong regardless, you have to fight him much more on this route. If you've already played her routes in Alpha(well, the SR route) and Alpha 2, then this is probably you're choice, but first timers may have more problems here. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ III. Touma ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ The Super Robot Male is a solid, if not spectacular unit. Touma's mechs have powerful attacks, but lack some range. Sanger and Ratsel join no matter what route you pick, and unlike Kusuha, Touma lacks a partner. This is a difficult route, but it's also totally awesome. Few mechs have the flair of RaiOH and DaiRaiOH. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ IV. Selena ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Selena is a bit....funny. I think if I could read the Japanese, Selena's route would be one of the most interesting. But alas, I cannot. As it is, I'm not sure how much I like this route. It's definitely interesting though. Selena joins the enemy side for the majority of her early missions, and her ninja type mech has some neat attacks. While probably the weakest of the four originals, her upgrade Alegras makes up for this by possessing the game's other post-movement MAP attack. Plus, both of the ASes have a powerful post-movement ALL attack, even if it's only range one. Selena is joined on her route by Ibis, Sleigh, and Tsugumi, though to get the full effect you're going to have to wait a while. Only Sleigh and her Vegalion join early. Ibis doesn't come along until upgrade time, and you won't be able to form Hyperlion until the early 40s. The trio are definately good units, but like Selena and her ASes, they're not the best. Picking Selena's route will certainly be a different experience, though. ------------------------------------------------------------------------------ Stage 1 ------------------------------------------------------------------------------ Environment: Space Player Units: AS Soleras (Selena) Enemy Units: Megllen x01 Taurus x02 Jegan x02 Enemy Reinforcements: R-Gun Powered (Villetta) Skill Point: Destroy all units but the battleship Events: Taurus and Jegans are destroyed, Enemy Reinforcements arrive. Notes: Selena's intro stage, nothing difficult. Have either Elma or Selena use Concentrate and charge in. You'll make short work of the enemy units with no problem. When the R-Gun Powered shows up, you're hit and evade rates will take a hit, but as long as you use concentrate, Villetta should fall in a couple attacks. After she's defeated, the Albion will arrive with the 0083 and Zeta crew. Even though it's her own route, Selena follows the path of Sanger and doesn't actually join yet. However, Kamille, Fa, Four, Emma, Kou, Keith, Burning, Monsha, Bate, and Adel all join with their units, and Synapse joins (for now) with the Albion. ------------------------------------------------------------------------------ Stage 2 ------------------------------------------------------------------------------ Environment: Space Player Units: Albion (Synapse) Zeta Gundam (Kamille) - Re-GZ (Four) - Super Gundam (Emma) - Methauss (Fa) GM Custom (Burning) - GM Custom (Bate) - GM Custom (Monsha) - GM Cannon II (Adel) Gundam Unit 03 Dendrobium (Kou) - GM Cannon II (Keith) Player Reinforcements: Ra Kalium (Bright) Nu Gundam (Amuro) - MP Nu Gundam (Keyra) - Jegan (Katz) ZZ Gundam (Judau) - Re-GZ (Roux) Player Reinforcements 2: AS Soleras (Selena) Enemy Units: Mazaran Launcher Zaku IIF2 -Taurus Jegan -Dom Jegan -Dom Gelgoog -Dom Doven Wolf -ZakuII F2 Enemy Reinforcements: Yoera x 6 Skill Point: Clear the Map in Five Turns Events: Turn 2: Player Reinforcements arrive Enemy squads reduced to three: Enemy Reinforcements and Player Reinforcements 2 arrive. Notes: Enjoy the Albion while you can, it won't be accompanying you through THIS game. Selena or not, this starts off simple enough. Move towards the enemies on turn one, and when your reinforcements arrive, have follow suit. Keyra has accelerate, so you may wish to use that to move Amuro's squad faster. Really, these cannon fodder units are nothing to your selection of Gundams. Bearing that in mind, you may wish to have Amuro, Judau, and Bright move west a bit to catch the reinforcements. Remember also that the GM Customs have an ALL attack that you can use to tear through the enemy even quicker. Reducing the enemy to three squads will cause a group of Balmar Yoeras to launch on the other side of where the enemies started (still close to the middle, however) and Selena will launch just to the north of them. These things are quite weak, and Selena should be capable of eliminating them by herself if you so choose. Or, you can spread the kills around, it really doesn't matter. It's worth noting that the kill counts for Amuro, Kamille, Bright, Kou, and Keith are all relevent for some secrets, but these occur MUCH later in the game. Still, for Kou and Keith, you may want to favor them a bit. Selena isn't as much of a hold out as Sanger, and will join after this scenario. Amuro, Judau, and Bright will also join with their respective units. Additionally, the Mazinger universe team, the Getter team, the Jeeg team, and the Combattler V will all join after this scenario. Stage 3 is the same for everyone, so off to the standard stages section with you. ------------------------------------------------------------------------------ Stage 6 ------------------------------------------------------------------------------ Environment: Space Player Units: AS Soleras (Selena) CGUE (Rau) Player Reinforcements: Versailius(Ades) GINN x2 Enemy Units: Jegan x2 Geara Doga x2 Taurus x2 Enemy Reinforcements: Jegan x4 Magellen x1 Mobius Zero (Mu) Skill Point: All Enemies destroyed, then AS Soleras reaches the Highlighted square by turn 4. Events: AS Soleras reaches highlighted square: Enemy and Player reinforcements arrive. Notes: Well, this is a change of pace if I ever saw one. Selena is starting on the Gundam SEED story...but on ZAFT's side. Everyone who was with you as of last mission no longer is, so be aware. Move Rau and Selena up and concentrate. The enemies here are no big deal, especially if you've upgraded the AS Soleras. Rau is also quite competent, but it's better if he softens enemies up if possible, as he won't be with you for long. Only have him kill if a unit is hindering Selena's movement. I was able to reach the marked square in three turns, but I had fully upgraded weapons and so killed the enemies in one turn. Anyway, after you kill them, you'll have until turn four to reach the marked square on Heliopolis. Do so, and enemy reinforcements will arrive along with the Versailius and a couple of GINNs. Unfortunately, if any of the units are destroyed, it's game over, so I would reccommend having the GINNs run. They're not terrible (they are,in fact, better than the enemy), but they're outnumbered, and even with concentrate, have a decent chance of being hit. Just keep them back a bit, you can still use them to soften up the enemy on your turn. The Versailius is much better than I expected, but can't move, so it won't be much help. The only enemy that's a REAL threat is Mu in his mobius Zero. I'd suggest having Rau use Sense if he moves in range the Zero, as it won't take much to bring him down, it's just hard to hit. You can clear out the entire enemy force if you wish, but shooting down Mu will end the stage. SEED events will play out inside the colony, but you need to do nothing with them. No one joins after this mission, and only Selena and her Soleras will be available for modification. ------------------------------------------------------------------------------ Stage 7 ------------------------------------------------------------------------------ Environment: Space Player Units: Versailius(Ades) AS Soleras (Selena) Aegis Gundam (Athrun) Blitz Gundam (Nicol) Duel Gundam (Yzak) Buster Gundam (Dearka) CGUE (Rau) Gundam Heavyarms (Trowa) Altron Gundam (WuFei) Enemy Units: Jegan x4 Taurus x3 Geara Doga x3 Enemy Reinforcements: ZakuII F2 x3 Geara Doga x3 Rick DomII x2 Gelgoog x1 Skill Point: Reach the highlighted point within five turns. Events: Player gets close to Heliopolis: Enemy reinforcements arrive. Notes: Not too bad. Enemies show up when you move closer, though the exact amount I cannot say. For me, moving Athrun as far as he could mostly east and a little North triggered it. Anyway, I'd suggest trying to trigger it BEFORE the north group of your mobile suits move, and then you can get a few attacks off on them early on. Use Concentrate and your defensive spirits and you should get through this stage with time to spare. Just make sure that you keep Athrun or Selena moving towards the highlighted square. There's really not much else to say about this stage. Play around with the ZAFT Gundams, you won't get half of them. More SEED events will play out that you have no control over. Trowa and Wufei will join after this stage. ------------------------------------------------------------------------------ Stage 8 ------------------------------------------------------------------------------ Environment: Space Player Units: Versailius (Ades) AS Soleras(Selena) Altron Gundam(Wufei) - Gundam Heavyarms(Trowa) Aegis Gundam(Athrun) - Blitz Gundam(Nicol) Duel Gundam(Yzak) - Buster Gundam(Dearka) CGUE(Rau) Enemy Units: Wing Gundam Zero(Heero) - Gundam Sandrock(Quatre) Gundam Deathscythe(Duo) - Taurus(Hilde) ZZ Gundam(Judau) - Re-GZ(Roux) Hyaku Shiki(Beecha) - Gundam Mk.II (Elle) Quebely Mk.II(Puru) - Quebely Mk. II (Puru Two) Jegan x6 Enemy Reinforcements: Archangel(Murrue) Aile Strike Gundam(Kira) - Mobius Zero(Mu) Zeta Gundam(Kamille) - Re-GZ(Four) Super Gundam(Emma) - Methuss(Fa) Skill Point: Destroy the Jegans Events: Four Units are Destroyed: Enemy Reinforcements arrive Notes: Yes, the skillpoint is correct. All these Gundams...and the skill point is to eliminate the weakest thing on the map. Simple enough. I would reccommend switching Buster to lead Yzak and Dearka's group. Post-movement ALL attack and long range are better than Duel can offer. Destroying four enemies (probably the Jegans) will trigger the AA and co's arrival north of the colony. You'll likely have part of your force right under them. The enemy loadout may look scary, but it isn't as bad as it seems. While all your opponents in this stage are competent, they aren't too dangerous. I'd reccommend that you keep Iron Wall up on the Versailius once its in range, as a lot of the units love to go after it. Speaking of Spirits, Concentrate is definately your friend in this stage. A lot of the units are hard to get 100% hit rates on otherwise, and if you're luck is like mine, well, that's a problem. Athrun can use 'convince' on Kira, but all this seems to do is shuffle around Kira and Yzak's units. You have to destroy everyone on this map, so don't worry about order other than the Jegans. ------------------------------------------------------------------------------ Stage 9 ------------------------------------------------------------------------------ Environment: Space Player Units: Versailius (Ades) AS Soleras(Selena) Altron Gundam(Wufei) - Gundam Heavyarms(Trowa) Aegis Gundam(Athrun) - Blitz Gundam(Nicol) Duel Gundam(Yzak) - Buster Gundam(Dearka) CGUE(Rau) Enemy Units: Archangel(Murrue) Wing Gundam Zero(Heero) - Gundam Sandrock(Quatre) Gundam Deathscythe(Duo) - Taurus(Hilde) ZZ Gundam(Judau) - Re-GZ(Roux) Hyaku Shiki(Beecha) - Gundam Mk.II (Elle) Quebeley Mk.II(Puru) - Quebeley Mk. II (Puru Two) Strike Gundam(Kira) - Mobius Zero(Mu) Zeta Gundam(Kamille) - Re-GZ(Four) Super Gundam(Emma) - Methuss(Fa) Enemy Reinforcements: Megilot x3 Yoera x3 Valuk Ben x2 Valuk Isha(Spectra) 3rd party Units: R-Gun Powered(Villetta) Skill Point: Destroy Valuk Isha(retreats at 4000 HP) Events: Archangel is reduced to 50% HP/Archangel is last unit on field: Archangel retreats, enemy reinforcements arrive. 1 Turn after enemy reinforcements arrive: AS Soleras is damaged, 3rd party units arrive. Notes: The enemies here will look familiar in more ways than one. Your goal here is to either destroy everything but the Archangel, or reduce the Archangel to 50% HP. Since the Archangel won't move, defends when attacked, and has a barrier, the former is much much simpler. Do so in a similar manner to the last level, but be a bit more conservative with your SP. Once you accomplish the initial goal, Balmar enemies will show up in the southwest. Most are cannon fodder, but the Valuk class enemies are evasive little buggers. One turn after they arrive, Spectra will move to where Selena is and damage her. Villetta will arrive as a 3rd Party unit. Villetta will try to go for Spectra, but will mostly just succeed in almost getting herself killed. The skill point requires you to destroy Spectra's Valuk Isha, so reduce it to just above 4000 HP, and hit it with your strongest attack coupled with a support attack. Of course, this is easier said than done, so this may require a bit of manuvering with damage and HP. Buster is a great choice for the support attack, as Dearka has Cooperative attack to help things along. ------------------------------------------------------------------------------ Stage 10 ------------------------------------------------------------------------------ Environment: Space Player Units: Aile Strike Gundam(Kira) - AS Soleras (Selena) Altron Gundam(Wufei) - Gundam Heavyarms(Trowa) Player Reinforcements: -Mobius Zero(Mu) Archangel(Murrue) Wing Gundam Zero(Heero) - Gundam Deathscythe(Duo) - Gundam Sandrock(Quatre) - Taurus(Hilde) Zeta Gundam(Kamille) - Re-GZ(BWS)(Four) - Super Gundam(Emma) - Methuss (Fa) ZZ Gundam(Judau) - Re-GZ(BWS)(Roux) - Quebeley Mk.II(Puru) - Quebeley Mk.II(Puru Two) Hyaku Shiki(Beecha) - Gundam Mk.II(Elle) - Jegan (Mondo) - Megarider(Iino) Player Reinforcements 2: YF-19(Isamu) -YF-21(Guld) Enemy Units: Gamov x1 Duel Gundam(Yzak) - GINN Buster Gundam(Dearka) - GINN Blitz Gundam(Nicol) - GINN GINN } -GINN} x6 Skill Point: Clear the Map in Six turns Events: Turn 3: Player Reinforcements arrive, Mu joins Kira/Selena's squad Turn 4: Player Reinforcements 2 arrive Notes: If you couldn't tell by the Player and enemy units, you're switching sides again. You're outnumbered pretty severely, but reinforcements will be on their way soon. Turn Three brings the people you were beating up for the past two stages, on your side now. Turn four will bring Isamu and Guld, which should be able to help mop up the non-gundams. The enemy Gundams, however, are of not because of their phase shift armor. PSArmor reduces all non-beam weapondry damage severely. Fortunately, most of your reinforcements possess beam weapondry, and the Strike itself has numerous options. It's something you need to keep in mind, regardless. Six turns will be a little tight, so don't goof around. Kamille, Fa, Four, Emma, Judau, Roux, Puru, Puru Two, Elle, Beecha, Iino Mondo, Heero, Duo, Quatre, Hilde, Kira, Mu, Isamu, and Guld will all join with their units. Additionally, you're now able to form your own squads (finally), so make sure you make eight of them before the next mission. ------------------------------------------------------------------------------ Stage 11 ------------------------------------------------------------------------------ Environment: Space Player Units: Archangel 8 Squads Player Reinforcements: Ra Kalium(Bright) Mazinger Z (Kouji) - Diana A(Sayaka) Great Mazinger(Tetsuya) - Venus A(Jun) - Boss Borot(Boss) Steel Jeeg(Jeeg) - Big Shooter(Miwa) Getter Robo G(Ryoma) - Lady Command(Michiru) Star GaoGaiGar(Guy) - Goldymarg (Goldymarg) - Mike Sounders the 13th(Mike) Dancougar(Shinobu) - Combattler V(Hyoma) Raideen(Akira) -Blugar(Mari) HyoRyu(HyoRyu) -EnRyu(EnRyu) -Big Volfogg(Big Volfogg) Enemy Units: Boazoan Saucer } -Boazoan Saucer} x4 Magnum } -Zubanza} x3 Magnum (Dangel) -Magnum Bramble(Archmedes) Zai Fa } -Zai Fa} x3 Mugemega Ship } -Mugemega Ship} x4 Desra - Boazoan Saucer Ocozania - Boazoan Saucer Muge Battleship Enemy Reinforcements: Zengaio (Desgaiya) - Zai Fa Skill Point: Clear the map in seven turns Events: Five Enemy Squads are destroyed: Player and Enemy Reinforcements arrive Notes: It's the Real Robot heroes vs. the Super Robot enemies! I'll give you two guesses who'll win. Actually, I take that back, both sides cheat. Destroying Five squads will cause your super robot allies to arrive and for the enemy to launch a boss. Other than that, the mission is very straitforward. It shouldn't be too difficult to eliminate them in seven turns. ------------------------------------------------------------------------------ Stage 12 ------------------------------------------------------------------------------ Environment: Space Player Units: Ra Kalium Archangel 12 Squads Player Reinforcements: J-Ark Player Reinforcements 2: AS Soleras(Selena) -R-Gun Powered(Viletta) DyGenGuard(Sanger) -Huckebein Mk.III Trombe(Ratsel) Enemy Units: EI-02 } -EI-02} x3 EI-05 } -EI-05} x3 EI-15 } -EI-15} x2 EI-20 } -EI-20} x2 ZX-02 Enemy Reinforcements: Valuk Isha(Spectra) Megilot Af } -Megilot} x4 Yoera Af } -Yoera} x4 Skill Point: Defeat ZX-02 within Five Turns Events: 8 Enemy Squads remain: Player Reinforcements arrive ZX-02 is defeated: Enemy Reinforcements arrive Items: A-Adapter: Spectra Notes: The GaoGaiGar enemies at the start of this stage are nothing special, taking them out in five turns shouldn't be a problem. J will arrive after you defeat some squads. I wouldn't really use him. He won't join you for some time, and there are other units that could use the kills to get to Ace status. After defeating ZX-02 (really, the only difficult enemy on the map), events will transpire and you'll be up against Spectra and some Balmar drones. You'll also get the assistance of Sanger, Ratsel, and Viletta. Selena also launches with 150 Morale. The drones, as usual, are a complete cakewalk, and Spectra, as will be usual, is nigh-impossible to hit. Use strike and she'll fall without any real tricks though. Viletta, Sanger, and Ratsel will leave after the scenario. You won't get them for QUITE some time. Sleigh will join with the Vegalion after this stage. After Scenario Items: Thruster Module x2 Dustproof x1 Stage 13 is the same for everyone, so head over to the Standard Stages section to continue. ------------------------------------------------------------------------------ Stage 34 - Betrayer ------------------------------------------------------------------------------ Environment: Space Player Units: AS Soleras Player Reinforcements: Ra Kalium 10 Squads -Vegalion(Sleigh) Player Reinforcements 2: Altairlion(Ibis) Enemy Units: Shumuel(Rulia) Enemy Reinforcements: Esurimu Af } -Esurimu Af} x4 -Esurimu Af} Haggai } -Haggai} x4 -Haggai} Valk Ben } -Valk Ben} x2 -Valk Ben} Shin Ryu-Oh-Ki(Son Ganlong) Bemidoban(Baran Doban) Skill Point: Destroy(0 HP) Son Ganlong and Baran Doban, both of whom retreat at 12000HP Events: Rulia is defeated: Enemy and Player Reinforcements arriv Bemidoban/Shin Ryu-Oh-Ki is reduced to under 20000: AS Soleras destroyed, Veglion destroyed, Player Reinforcements 2 arrive. Items: Analyzer++: Rulia Hyper Jammer: Son Ganlong Notes: For the first half of the upgrade stages, the first order of business is getting destroyed. Well, by an event. The stage starts with the AS Soleras against Rulia's Shumuel. This shouldn't be a problem for you. AFter doing so the real enemy forces appear. Deal with the grunts as usual, though note that the Valuk Bens are more evasive than usual, it seems. the Shin Ryu-Oh-Ki is nasty, but there's nothing beyond this, so you can blow your SP powering up to take it down. The Goldion Hammer is as good as always, for this. Make sure you take his HP down to just above 12000 before letting the final blow fall. Speaking of such, taking it below 20000 will cause Selena to apparently turn traitor and destroy the Vegalion, after being attacked by Spectra. Spectra will leave with Selena, and Ibis will appear in the Altairlion. After finishing off Shin Ryu-Oh-Ki, go for Baran Doban, who should not have moved yet. Baran Doban has no barrier, but considerably more armor than Shin Ryu-Oh-Ki, so be forwarned. He follows the same rules though, retreats at 12000. Ibis will join after this scenario. ------------------------------------------------------------------------------ Stage 35 - Crushing Heart ------------------------------------------------------------------------------ Environment: Space Player Units: Esurimu(Selena) Player Reinforcements: Daikyu Maryu/Ra Kalium/Archangel AS Alegras (Selena) -Altairlion(Ibis) 12 Squads Enemy Units: Megilot Ben } -Megilot Ben} x3 -Megilot Ben} Yoera Ben } -Yoera Ben} x3 -Yoera Ben} Esurimu Af } -Esurimu} x4 -Esurimu} Haggai } -Haggai} x3 -Haggai} Valuk Ben } -Valuk Ben} x3 -Valuk Ben} Shumuel(Rulia) Bemidoban(Baran Doban) Valuk Isha(Spectra) -Valuk Ben -Valuk Ben Valuk Isha(Calico) -Valuk Ben -Valuk Ben Skill Point: Clear the Map in seven turns Events: Turn 3: Player Reinforcements arrive, Spectra destroyed, Baran Doban and Rulia retreat. Notes: At the beginning of the stage, you're able to pick one of two choices, however, your choice doesn't actually seem to DO anything, so....The Esurimu you start in sucks. Even with concentrate, you're not gonna hit 100% hit, even on the Megilots. You're evade rate ain't too great either. On your first turn, move as far east as you can go. You should be in the asteroids and hence get the hit and evade bonus'. This should help, though it's still not amazing. Use concentrate on turn 2, as then the enemy will be able to reach you. On Turn 3, you'll recieve your new unit and your reinforcements will arrive. Also, Baran Doban and Rulia will retreat, and Spectra's Valk Isha will be destroyed. Also, Ibis, Sleigh, and Tsugumi will cram themselves into the Altairlion and join Selena's squad. That has to be cramped. Course, maybe the three of THEM don't mind. Eh-hem. Anyway, charge forward with your reinforcements and stick it to the enemy. You've only got seven turns, so don't waste your time. Check out the Alegras' MAP attack, it's highly abusable, though not as much as Banpreios'. After this stage, you'll have the AS Alegras and the game will move back to stages that are the same for everyone. Pop back down to those sections. You'll be back, there's one more set of character specific stages. ------------------------------------------------------------------------------ Stage 43 ------------------------------------------------------------------------------ Environment: Space Player Units: Archangel Battle 7 Daikyu Maryu Ra Kalium Solo Ship AS Alegras -Altairlion R-Blade Custom -R-GUN Powered 14 Squads Enemy Units: Megilot Ben } -Megilot Ben} x3 -Megilot Ben} Yoera Ben } -Yoera Ben} x3 -Yoera Ben} Valuk Ben } -Valuk Ben} x8 -Valuk Ben} Valuk Isha (Calico) -Valuk Ben -Valuk Ben Fury Devarim(Ace) Bemidoban(Baran Doban) Enemy Reinforcements: Vyclone(Hazel) Skill Point: Defeat Bemidoban within 5 turns Events: Bemidoban is defeated: Enemy Reinforcements launch, AS Alegras and Altairlion retreat Notes: You're annoyingly split into two groups for this one, so it's not as easy to Sound Force everyone. You'll probably have to settle for half for now. The enemy here is just the same Balmar enemies you've been fighting for the whole game now. They're evasive, but nothing really special. Defeating Baran Doban will call out Hazel, and send Selena/Ibis back to the ship. At this point, you just need to defeat either Hazal or his Fury to end the stage. If you haven't done so already, upgrade the R-Blade Custom as much as possible after this stage. Banprieos comes! ------------------------------------------------------------------------------ Stage 44 ------------------------------------------------------------------------------ Environment: Space Player Units: Archangel Battle 7 Daikyu Maryu Ra Kalium Solo Ship R-Blade Custom -R-GUN Powered Altairlion 14 Squads Playe Reinforcements: AS Alegras(Selena) -Shumuel(Rulia) Banpreios(Ryusei) Dygenguard(Sanger) -Aussenseiter(Ratsel) Player Reinforcements 2: Hyperlion(Ibis) Enemy Units: Megilot Ben } -Megilot Ben} x3 -Megilot Ben} Yoera Ben } -Yoera Ben} x3 -Yoera Ben} Valuk Ben } -Valuk Ben} x8 -Valuk Ben} Valuk Isha (Calico) -Valuk Ben -Valuk Ben Valuk Isha(Spectra) -Valuk Ben -Valuk Ben Shin Ryu-Oh-Ki(Son Ganlong) Enemy Reinforcements: Vyclone(Hazel) Enemy Reinforcements 2: Megilot Ben } -Megilot Ben} x3 -Megilot Ben} Yoera Ben } -Yoera Ben} x3 -Yoera Ben} Valuk Ben } -Valuk Ben} x4 -Valuk Ben} Valuk Isha(Spectra) Vyclone(Hazel) -Devarim(Ace) Skill Point: Within 3 turns of its arrival, destroy the Vyclone Events: Spectra is defeated: Enemy Reinforcements arrive Vyclone is defeated: Player Reinforcements Launch, Enemy Reinforcements 2 launch. Enough Reinforcements are defeated: Player Reinforcments 2 launch and damage Spectra further. Hazel is reduced to low HP: Hazel uses Guts. Notes: This stage is very reminicient of the one you just left. You're split up again, but not nearly as much. Still, you're going to have to manually make a formation (as opposed to just filling in the holes) if you want to Sound Boost everyone. We've got Son Ganlong this time instead of Bemi Doban, and Spectra is actually present, but other than that, it's exactly the same. I'd reccommend exterminating everyone who isn't Spectra first. Once you take her out, the Vyclone will launch. You've got three turns to take it out, so hit it with all you have. I would reccommend taking it out on a turn where Ryusei and hopefully Ibis have not moved. Do that....and all the nice events begin. Alegras returns, Rulia joins, Altairlion moves next to it, and Ryusei moves to Banpreios. Destroy enough of the new reinforcement grutns, and the Vegalion will return and it will form the Hyperlion with the Altairlion. They will proceed to beat down Spectra with Alegras, and once that's all over, the Valuk Isha will be near death. Hyperlion will then join Alegras' squad. Unfortunately, Spectra will get some HP restored, but you should be able to take her out without too much effort. Dispatch the remaining Balmar forces, then finish off the Vyclone to end the stage. Note that Ace will support defend Hazel, so plan for it when attacking him. You'll have to go through his HP twice (though the first time he'll start damaged), by the way. After this stage, you get to keep Banpreios and the Hyperlion. Rulia won't be joining you just yet. However, Sanger and Ratsel will finally join with their units. Rejoice, peasents. The routes join up again...to split up with the big four path split. This is the last stage specific to Selena, so you won't come back to this section for the remainder of this playthrough. Later. ^_^ SELENA ROUTE END ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Standard Stages ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ------------------------------------------------------------------------------ Stage 3 ------------------------------------------------------------------------------ Environment: Space Player Units: Nu Gundam(Amuro) - MP Nu Gundam (Keyra) - Jegan (Katz) ZZ Gundam(Judau) - Re-GZ(BWS)(Roux) Zeta Gundam(Kamille) - Re-GZ(Four) - Super Gundam(Emma) - Methuss(Fa) GM Custom(Burning) - GM Custom(Bate) - GM Custom(Monsha) - GM Cannon II(Adel) GP-03 Dendrobium Orochis(Kou) - GM Cannon II(Keith) Shin Getter-1(Ryouma) - Lady Command(Michiru) Mazinkaiser(Kouji) - Diana A(Sayaka) Great Mazinger(Tetsuya) - Venus A(Jun) Steel Jeeg(Jeeg) - Big Shooter(Miwa) Combattler V(Hyouma) Original Main(Main Character) Player Reinforcements: J-Ark(J) Enemy Units: Primeval x15 Enemy Reinforcments: ZX-03 Skill Point: Clear the Map in Six(6) turns Events: Enemy units are reduced to nine: Player Reinforcements appear. Turn Four: Enemy Reinforcements appear. Special Condition: Primeval Reaches south edge of map: Game Over Notes: Starting off simple, 15 Primevals want to come through to earth, it's your job to stop them from doing so. Move forward and take out the first few then split into two groups, one for each side. The group on the West side should have stronger (though probably not more) units for the reinforcement that shows up. When you reduce the enemy units to nine, J-Ark will show up in the south western part of the map. You probably want to leave him close to there, as it's both unlikely he'll reach the enemy units in time and his starting point is close to the enemy reinforcement. The ZX-03 will probably take two turns, so be aware. ------------------------------------------------------------------------------ Stage 4(First Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Nu Gundam(Amuro) - MP Nu Gundam (Keyra) - Jegan (Katz) ZZ Gundam(Judau) - Re-GZ(BWS)(Roux) Zeta Gundam(Kamille) - Re-GZ(Four) - Super Gundam(Emma) - Methuss(Fa) GM Custom(Burning) - GM Custom(Bate) - GM Custom(Monsha) - GM Cannon II(Adel) GP-03 Dendrobium Orochis(Kou) - GM Cannon II(Keith) Shin Getter-1(Ryouma) - Lady Command(Michiru) Mazinkaiser(Kouji) - Diana A(Sayaka) Great Mazinger(Tetsuya) - Venus A(Jun) Steel Jeeg(Jeeg) - Big Shooter(Miwa) Combattler V(Hyouma) Original Main(Main Character) Enemy Units: Mugemega Ship } - Magemega Ship} x4 Zai Fa } - Zai Fa} x4 Magnum x2 Magnum (Bergan) - Zubanzu - Zubanzu Desra Ocozania Dorion Skullrock Skill Point: Clear the Map in Five Turns Events: Special Condition: Ra Kalium and Albion must reach flashing point within five turns (unless all enemies are destroyed in this time) Notes: This is...really really simple. You've got five turns to either destroy all the enemies or get the Ra Kalium and Albion to the flashing point. Considering the ease with which the enemies can be destroyed, they'll mostly be dead by the time the Ra Kalium can even reach the point, and the money gained by killing them, just destroy them all. You can even keep the Ra Kalium and Albion moving towards the goal if you want a safety net in case by some rediculous bad luck you can't kill them in five turns. ------------------------------------------------------------------------------ Stage 4(Second Half) ------------------------------------------------------------------------------ Environment: Space Player Units: SRX(Ryusei, Rai, Aya) Enemy Units: Megilot x2 Yoera x2 Vyclone(???) Events: Turn 2 Enemy Phase: Ra Kalium and Albion arrive, Stage ends. Notes: SRX has been damaged a obscene amount. You can use Concentrate if you want, but it'll make no difference. Pass the turn or run away from the enemies and then pass the turn. They'll attack, you'll survive, and then you pass another turn and the stage ends. Just go through the motions. ------------------------------------------------------------------------------ Stage 5 ------------------------------------------------------------------------------ Environment: Space Player Units: Nu Gundam(Amuro) - MP Nu Gundam (Keyra) - Jegan (Katz) ZZ Gundam(Judau) - Re-GZ(BWS)(Roux) Zeta Gundam(Kamille) - Re-GZ(Four) - Super Gundam(Emma) - Methuss(Fa) GM Custom(Burning) - GM Custom(Bate) - GM Custom(Monsha) - GM Cannon II(Adel) GP-03 Dendrobium Orochis(Kou) - GM Cannon II(Keith) Shin Getter-1(Ryouma) - Lady Command(Michiru) Mazinkaiser(Kouji) - Diana A(Sayaka) Great Mazinger(Tetsuya) - Venus A(Jun) Steel Jeeg(Jeeg) - Big Shooter(Miwa) Combattler V(Hyouma) Original Main(Main Character) Player Reinforcements: Mobius Zero (Mu) Enemy Units: Mugemega Ship } - Magemega Ship} x4 Zai Fa } - Zai Fa} x4 Muge Battleship x3 Magnum x3 Bramble(Archmedes) Desra Ocozania Skullrock Black Monster x2 Dali x2 Garnroll 3rd Party Units: GINN } -GINN} x6 Versailius 3rd Party Reinforcements: CGUE(Rau) -GINN -GINN Skill Point: Clear the Map in six turns Events: Enemy squads reduced to 15: Garnroll, Skullrock, Bramble, and the 3 muge battleships retreat, 3rd Party Units arrive. Three GINN squads are eliminated: Player Reinforcements and 3rd Party Reinforcements launch. Notes: Lots of high HP enemies in this stage....that you don't need to touch. Outside of that, just some standard super robot enemies to destroy. The hardest part of this map is really reaching some of the forces. Defeating some of the inital enemies will cause the big guys to retreat and ZAFT forces to show up. ZAFT forces are not technically on the side of the enemies, and if they were anywhere near each other, they'd attack one another. But they're not, so you'll have to deal with them all yourself. The GINNs aren't special, and defeating half of them will cause Mu to arrive and Rau to launch. Rau is extremely difficult to hit, so you may need to use Strike to accomplish this. The mission will end with either Rau or the Versailius is destroyed, so you may want to consider toasting that instead. You'll return to character specific stages after this, so hop on back to your appropriate section. ------------------------------------------------------------------------------ Stage 13 ------------------------------------------------------------------------------ Environment: Space Player Units: Archangel Ra Kalium 14 Squads Player Reinforcements: EVA Unit 01(Shinji) -EVA Unit 02(Asuka) -EVA Unit 00(Rei) Enemy Units: EI-02 } -EI-02} x3 -EI-02} EI-05 } -EI-05} x3 -EI-05} EI-15 } -EI-15} x2 -EI-15} ZX-06 Enemy Reinforcements: Megilot Af -Megilot Af -Megilot Af Megilot } -Megilot} x3 -Megilot} Yoera Af -Yoera Af -Yoera Af Yoera } -Yoera} x3 -Yoera} Skill Point: Within Six turns, destroy all enemies, then destroy ZX-06 Events: 6 enemies are destroyed: Player and Enemy reinforcements arrive. Notes: It seems that unlike Alpha 2, the Zondar Metal is now content just making a bunch of EI enemies. Send most of your forces up towards the Zondars, but send the Archangel and 3 or 4 squads down east. After you destroy enough enemies, Balmar Drones and the EVAs will launch. Now just make sure you destroy everything else on the map before the ZX-06. the ZX-06 has nearly 32000 HP and a strong barrier, so be aware that it may take a bit to bring it down. ------------------------------------------------------------------------------ Stage 14 ------------------------------------------------------------------------------ Environment: Space Player Units: Ra Kalium Archangel 15 Squads Enemy Units: Megilot } -Megilot} x2 -Megilot} Megilot Af -Megilot Af -Megilot Af Megilot Ben } -Megilot Af} x2 -Megilot Af} Yoera } -Yoera} x2 -Yoera} Yoera Af -Yoera Af -Yoera Af Yoera Ben } -Yoera Af} x2 -Yoera Af} Esurimu } -Esurimu} x3 -Esurimu} Haggai } -Haggai} x2 -Haggai} Fury x 4 Helmoze Eheddo Enemy Reinforcements: Devarium(Ace) Skill Point: Clear the Map in Seven turns Events: Helmoze Eheddo has a battle encounter: Enemy Reinforcements launch, Fury farthest to the East retreats. Notes: I hate this stage. High HP battleships and a boss with MAP weapons. The Helmoze, which is what you're trying to hurt, is also quite competent and has a MAP attack. Anyway, to prepare to deal with said MAP attack, as you move your forces forward, push a majority of them to the east. Ace and his Devarium will launch from the Fury fartherst to the East. When he launches, you want to be there to eliminate him. The trick is to either trigger his launch first thing on your turn, or to trigger it on the enemy turn when his morale is under 120 (the requirement for the strong MAP attack). Alternatively, you could keep everyone JUST west of the Helmoze's MAP attack (so two squares west), once Devarim Launches, he should just move over, then you can take him out with gangtackling proceedures. This does have a tendency to put you square in the MAP range of the Helmoze, though, so....pick your poison. To clear this in Seven turns, you'll likely have to foregore killing all the Furies. It may be possible, but it's tough. HyoRyu and EnRyu will leave after this stage. Don't worry, they'll be back. ------------------------------------------------------------------------------ Stage 15 ------------------------------------------------------------------------------ Environment: Gravity Player Units: Ra Kalium Archangel J-Ark 15 Squads Enemy Units: GINN -Ocozania -Red Bomb Dali -CGUE -Mugemega Ship Zubanza -Desra -ZakuII F2 Magnum -Geara Doga -Rick DomII Gelgoog M -Zai Fa -Debeza EI-02 } -EI-02} x2 -EI-02} EI-05 } -EI-05} x2 -EI-05} EI-07 -EI-20 -EI-15 EI-15 -EI-07 -EI-20 EI-20 -EI-15 -EI-07 Combined Primeval Skill Point: Destroy the Combined Primeval within seven turns...but only after destroying everything else in the stage. Events: Player Unit moves within Ten spaced of the Combined Primeval: J uses Flash and moves three spaces in front of the Combined Primeval. Notes: One sorry excuse for an event and no reinforcements for either side. This stage is simple. Destroy all of the Primeval's Zondar clones, giving kill preference to things like GaoGaiGar and Getter G. The Combined Primeval has Invincibility to start, so it may be a wise idea to have J use that free Flash he gets to toast that. Another word of caution, as well. J has a barrier and will be able to tank the enemies fine as long as he defends. Don't defend, however, and you'll get a game over when he dies. Or, of course, you could just use Iron Wall. After Stage Items: Minovsky Craft Thruster Module Dustproof Screw Module ------------------------------------------------------------------------------ Stage 16 (First Half) ------------------------------------------------------------------------------ Environment: Gravity Player Units: Ideon (Cosmo, Bess, Kasha) Enemy Units: Dekka Bau x2 Skill Point: None Events: None Notes: Have Bess(Green Hair), use Lock-On. Annihilate them. Move on to part two. ------------------------------------------------------------------------------ Stage 16 (Second Half) ------------------------------------------------------------------------------ Environment: Gravity Player Units: Ideon (Cosmo, Moira, Kasha) Player Reinforcements: VF-17(Gamlin) VF-17(Dokker) VF-17(Ryujin(?)) Enemy Units: Dekka Bau x10 Condo Bau(Gije) -Dekka Bau Condo Bau(Damido) -Dakka Bau Skill Point: Clear the map in Four turns Events: Turn 2: Player Reinforcements Arrive Notes: Have Cosmo use Lock-On and move forward. This is what he should do for the entire time. When he can attack, go for the Green ones, as they take more to kill. On turn 2, you should have Kasha use Iron Wall, as that's when you'll face the brunt of the enemies. Diamond Force should use Concentrate and move toward the enemies. If Diamond force connects with all its attacks, you should be able to finish in three turns, if not, it could take all four. I'd save after, say, turn one, just in case the Diamond force decides to suck. ------------------------------------------------------------------------------ Stage 17 ------------------------------------------------------------------------------ Environment: Space Player Units: Battle 7(Max) Solo Ship(Bess) VF-17S(Kinryu) VF-17D(Gamlin) VF-17D(Dokker) Ideon(Cosmo) NPC Reinforcements: VF-19 Custom(Basara) Enemy Units: Dekka Bau x5 Condo Bau (Damido) -Condo Bau -Condo Bau Jig Mack(Gije) -Dekka Bau -Dekka Bau Gataman Zan Enemy Reinforcements: Fz-109A x6 Fz-109F(Gigil) Ballute Special Win Condition: 1)Destroy the Jig Mack 2)Destroy the Fz-109F Special Lose Condition: Jig Mack occupys square next to the solo ship. Skill Point: Defeat the first set of enemies within Four turns. Events: Jig Mack is destroyed: Remaining Buff Clan retreats: Enemy reinforcemnnts arrive. Turn after Reinforcements arrive: Dokker gets spirit drained, NPC Reinforcments launch. Notes: Pretty easy. Have everything move forward as far as it can. I would reccommend having the solo ship use accelerate and lock-on. The enemies should target it, at which point it'll blow them away with its superior firepower. You should be able to finish this in two turns very easily. After the Jig Mack is destroyed, the Buff Clan will retreat and the Protodevlin enemies will arrive to the west. You'll now have to destroy Gigil's Fz-109F, which isn't nearly as much trouble as it seems. The turn after they arrive, Dokker will be put out of commission and Basara will arrive as a friendly NPC. Have your Valkries concentrate and move towards the enemies. They should go down without much of a fight. ------------------------------------------------------------------------------ Stage 18 (First Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Battle 7(Max) Solo Ship(Bess) VF-17S(Kinryu) VF-17D(Gamlin) VF-17D(Dokker) Ideon(Cosmo) NPC Reinforcements: VF-19 Custom (Basara) Enemy Units: Fz-109A x5 Fz-109F(Gigil) Ballute Skill Point: Clear the map in 3 turns Special Win Condition: Fz-109F Destroyed Events: Turn 2: NPC Reinforcements arrive Items: Dual Sensor: Gigil Notes: The first half is simple. Rush forward, use Concentrate/Lock-on, wipe out the protodevlin ships. On to the Second Half. ------------------------------------------------------------------------------ Stage 18(Second Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Battle 7(Max) Solo Ship(Bess) VF-17S(Kinryu) VF-17D(Gamlin) VF-17D(Dokker) Player Reinforcements: Ideon(Cosmo) NPC Reinforcements: VF-19 Custom(Basara) Enemy Units: Dekka Bau x5 Condo Bau x2 Jig Mack(Gije) -Dekka Bau -Dekka Bau Jig Mack(Damido) -Dekka Bau -Dekka Bau Enemy Reinforcements: Dekka Bau x4 Condo Bau x2 Skill Point: None Special Win Condition: Defeat Damido's Jig Mack. Events: Turn 2: Basara Arrives Turn 3: Player and Enemy Reinforcements arrive, Battleships can move. Gataman Zan is damaged before turn 3: Gataman Zan uses Guts Damido's Jig Mack is damaged before turn 3: Damido uses Guts Notes: Stop me if you heard this one, move forward and concentrate. It's hard really to deviate, as you just don't have much to work with here. The Battle 7 and Solo Ship are unable to move, and Ideon was damaged in the event at the end of the last half, so all you've got is Diamond Force. So...move forward and concentrate. On turn 2, as always, Basara will show up, and on turn 3, enemy reinforcments will appear behind the Solo Ship and Battle 7. Sadly for them, the enemy is really no match for those two battle ships, so use lock on and accellerate and have them wax the Buff Clan. The battle will end once you destroy Damido's Jig Mack. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Route Split time! You're given the choice to follow either the Earth Path or the Space Path. Unlike in Alpha 2, where everyone followed you, half of your forces will go on one path with the rest going on the other. So which path should you take? Depends on a few things. One, Secrets. In this route split, the Earth Path is the only one with special requirements. If you want to get Yzak/Duel,the VF-1J, and the LaGOWE you have to go Earth route. If you don't care, then either one will do. Two, is which units go on each path. I've organized them by series. Earth Space ------- ------- Ra Kalium Daikyu Maryu Archangel Gaiking Gundam Mazinger Macross Seven Getter Robo Macross Plus Steel Jeeg Evangelion Combattler V Raideen Dancougar GaoGaiGar In case you couldn't tell, the Earth Route is essentailly the Real Robot path, while the Space Route is essentially the Super Robot Path. Other things worth noting, Earth Route has the only Macross Plus stage...in the entire series. Space Route has far more new units join you, though in the end, of course, you get the new units either way. If you can't decide, go Earth route. Duel is a useful back-up unit in the late game thanks to the Strike Upgrade trick, and more secrets are unlocked by the kill counts of the Earth Route people (the only one for Space route is Black Getter, which is a pointless execise anyway). Earth Route is the _TOP_ Choice. Space Route is the _BOTTOM_ Choice !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Earth Route ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ END EARTH ROUTE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Space Route ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------------------------------------------------------------ Stage 19 ------------------------------------------------------------------------------ Environment: Space Player Units: Daikyu Maryu 9 Squads Enemy Units: Kabutonga -Red Bomb -Red Bombl Zenringa -Red Bomb -Red Bomb Black Monster -Red Bomb -Red Bomb Mugemega Ship } -Mugemega Ship} x3 -Mugemega Ship} Zai Fa } -Zai Fa} x4 -Zai Fa} Muge Battleship(Gildorome) Enemy Reinforcements: Magnum } -Zubanza} x3 -Zubanza} Desra -Zubanza -Zubanza Ocozania -Zubanza -Zubanza Dorion -Zubanza -Zubanza Manmozu(Dangel) -Zubanza -Zubanza Skill Point: Destoy the Muge Battleship within six turns Events: 13 enemies remain: Player units lose 30 morale, Muge battleship moves far to west. Multiple player units become enemies. Muge Battleship has a battle encounter AFTER prior event: Allies return to your side, morale restored, enemy reinforcements launch. Items: Analyzer+: Muge Battleship Notes: So....this stage.....yeah. Charge forward and destroy the enemies, though I would strongly reccommend moving STRAIGHT down, and not towards the enemy. After you destroy enough of them, Gildorom will crush your morale and turn multiple units of yours into enemies. Now, the first time I went throught this stage, it really wasn't a problem. THIS time through it...my main character, Dancougar, GaoGaiGar, and Raideen all turned on me, which were the ones I upgraded, which gave me no chance of winning. So...it really could go either way. AFter he does this, he'll move way west. This is why you moved straight down, you should be closer to him. Once you get into a battle encounter with him once, your morale will be restored(likely higher than it was before ) and the enemy reinforcements will launch to the east northeast side. This is quite a pain, as now you'll probably have two fronts to the fight. You should probably have both groups meet up in the middle, though this will take longer. The real troublesome part to the stage is the Muge Battleship, as you'll need to cause over 10000 damage to get it. If you haven't upgraded anyone's weapons, you'll need a power attack coupled with a support attack. Goldion Hammer is a good choice for the opener if you can make the morale. Even with upgraded weapondry, it's still a good idea. ------------------------------------------------------------------------------ Stage 20 ------------------------------------------------------------------------------ Environment: Space Player Units: Daikyu Maryu 9 Squads Player Reinforcements: Solo Ship(Bess) Ideon(Cosmo) Enemy Units: Dorion -Desra -Ocozania Desra -Ocozania -Dorion Ocozania -Dorion -Desra Skullrock -Boazoan Saucer -Boazoan Saucer Dali } -Zubanza} x2 -Zubanza} Kurain } -Zubanza} x2 -Zubanza} Garnroll -Zubanza -Zubanza Magnum } -Zubanza} x2 -Zubanza} Mugemega Ship } -Mugemega Ship} x3 -Mugemega Ship} Zai Fa } -Zai Fa} x4 -Zai Fa} Mammoth(Dangel) -Zubanza -Zubanza Bramble(Archemeides) Muge Battleship (Helmat) Enemy Reinforcements: Jig Mack } -Dekka Bau} x8 -Dekka Bau} Gataman Zan x5 Dorowa Zan(Halulu) Skill Point: Destroy the Muge Battleship within 4 turns Events: Muge Battleship is destroyed: Enemy units retreat, Player and enemy reinforcements arrive. Gije's Battleship is damaged: Ideon destroys 2 middle Gataman Zan's and Gije's Gataman Zan, unlocks Ideon Sword, Buff Clan retreats. Notes: There's a LOT of enemies, and you've only got four turns. Charge forward and prioritize the Bigger enemies (more cash). The Muge battleship has 26000 HP, so make sure you can take that much off. Outside of that, take the whole four turns so you can really get the most money/EXP/PP. The Buff Clan will show up to the north when you defeat the Muge Battleship and all the old enemies will retreat. Ideon and the Solo Ship will arrive, as well. The Buff Clan, as is usually, provide a lot of units but not a lot of bite. Use your high morale characters to rip through them. After you damage Gije's Gataman Zan,the stage will end with an event. Ideon and the Solo Ship will join after this stage. ------------------------------------------------------------------------------ Stage 21 ------------------------------------------------------------------------------ Environment: Space Player Units: Ideon(Cosmo) Goshogun(Shingo) Good Thunder(Sabaras) Player Reinforcements: Daikyu Maryu Solo Ship 9 Squads Enemy Units: Inpakuta } -Inpakuta} x5 -Inpakuta} Debizaa } -Dogaabu} x4 -Dogaabu} Dosuhaado } -Dogaabu} x2 -Dogaabu} Gonaguul } -Debizaa} x2 -Debizaa} Skill Point: Clear the map in Five turns Events: Turn 3: Player Reinforcements arrive Notes: One of the trickier stages to get the skill point, to be honest. You start with just the Ideon, Goshogun, and Good Thunder against a nice little horde of enemies. While most of the enemies are quite weak, simply because there's so many of them, things are quite dangerous. The safe thing would be to have Ideon and Goshogun sit back and wait for reinforcements. But doing this will probably deny you the skill point, as you'll run out of time. Instead, we'll have to make effective use of Iron Wall and Disturbance. Now, if for some strange reason you've upgraded Ideon, this will probably be much easier, but that's definately not necessary. Charge forward and use Iron Wall on both Goshogun and Ideon. Additionally, have Goshogun use Accelerate. Repeat this on turn two, and you should be able to get through fine. Now, once everyone else arrrives, Ideon and Goshogun are going to be out of SP, which is problematic. At this point, I'd suggest having Volfogg use Decoy and the Goshogun(which is probably in the middle of the enemies) use Concentrate. Charge forward with the reinforcements and you should be able to take them out in time. Goshogun will join after this stage. After Stage Items: OVA Corokke x3 Kattonaraiza x2 ------------------------------------------------------------------------------ Stage 22 ------------------------------------------------------------------------------ Environment: Gravity Player Units: Solo Ship 10 Squads Player Reinforcements: Daikyu Maryu Player Reinforcements 2: Choryujin Enemy Units: Black Monster -Zubanza -Zubanza Kabutonga -Zubanza -Zubanza Sanringa -Zubanza -Zubanza Kurain -Zubanza -Zubanza Magnum -Zubanza -Zubanza Dali -Zubanza -Zubanza Ocozania -Zubanza -Zubanza Dorion -Zubanza -Zubanza Desra -Zubanza -Zubanza Mugemega Ship } -Mugemega Ship} x3 -Mugemega Ship} Zai Fa } -Zai Fa} x3 -Zai Fa} Muge Battleship Enemy Reinforcements: Jig Mack } -Dekka Bau} x5 -Dekka Bau} Jig Mack(Gije) -Condo Bau -Condo Bau Log Mack(Doppa) -Log Mack(Kiyaya) Gataman Zan x2 Dorou Zan(Halulu) Skill Point: Solo Ship reaches the highlighted point without taking damage within four turns. Special Win Condition: Solo Ship reaches highlighted point. Events: Solo Ship reaches highlighted point: Player and Enemy reinforcements launch Enough Enemies are destroyed: Player Reinforcements 2 launch. Notes: With Accelerate, the Solo ship can EASILY make it in two turns. The trick, of course, is to make it there without taking damage. With that in mind, have the Solo Ship move mostly west on its first turn, and THEN head North. Stay far to the west until you can make it in. You'll probably need to have your units prioritize the enemies farthest to the west to ensure the Solo Ship makes it. Once it does, the Buff Clan will show up, but the old enemies won't retreat. Continue pounding on them and eventually ChoRyuJin will launch with 300 morale. Yes, 300. He can help you eliminate the rest of the enemies. HyoRyu and EnRyu will rejoin you after this stage. ------------------------------------------------------------------------------ Stage 23 ------------------------------------------------------------------------------ Environment:Gravity Player Units: Solo Ship Daikyu Maryu 10 Squads Enemy Units: Boazoan Saucer } -Boazoan Saucer} x2 -Boazoan Saucer} Dorion -Desra -Ocozania Desra -Ocozania -Dorion Ocozania -Dorion -Desra Skullrock Dali } -Zubanza} x2 -Zubanza} Kurain -Zubanza -Zubanza Garnroll -Boazoan Saucer -Boazoan Saucer Magnum } -Zubanza} x3 -Zubanza} Mugemega Ship } -Mugemega Ship} x3 -Mugemega Ship} Zai Fa } -Zai Fa} x3 -Zai Fa} Muge Battleship(Helmat) Enemy Reinforcements: Mammoth(Dangel) -Zubanza -Zubanza Mammoth } -Zubanza} x3 -Zubanza} Moon Condor } -Black Monster} x2 -Black Monster} Zonnekaiser} -Dali } x2 -Dali } Zai Fa } -Zai Fa} x3 -Zai Fa} Mammoth } -Magnum} x2 -Magnum} Bramble(Archemedes) -Magnum -Magnum Muge Battleship(Gildorome) Muge Battleship(Shapiro) Skill Point: Clear the Map in 9 Turns Events: Helmat's battleship is destroyed: Enemy reinforcements launch, Daikyu Maryu is surrounded, Solo Ship is disabled. Gildorome's Battleship is reduced to less than 20000 HP: Solo ship reabled. Items: Super Alloy Z: Helmat Apogee Motor: Archemedes Custom OS: Shapiro Notes: Lots to do here. Plenty of enemies in front of you, but more are coming. It may be wise to have a couple of flying units sail over the canyon next to you in preparation for the coming event. Cut your way through the enemies and try to destroy the Muge Battleship as soon as possible. The green one, in the back. doing so will trigger apretty significant event, including the return of that jerk Gildorome. Fortunately, he's rather mild this time, and will only disable the Solo Ship completely. Dangel and three other Mammoths will surround the Daikyu Maryu, as well as an assortment of enemies. Now, in order to enable the Solo ship again, you'll need to take Gildorome's HP down to about 20000. Unfortunately, he doesn't budge for some time after he launches, and he defends, too. That's why the flying units have went over, as they can take him out fast from their position. At least, damage him enough. Once that's done, the stage is just a free-for-all. Fortunately, there's so many enemies that the later ones will feel the full brunt of your max morale attacks. After the scenario, the routes join up again. More importantly, Mazinkaiser and Shin Getter are returned to you. SPACE ROUTE END ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------------------------------------------------------------ Stage 24 ------------------------------------------------------------------------------ Environment: Gravity Player Units: Tallgeese III(Zechs) -Taurus(Noin) Daimos(Kazuya) -Galba-FXII(Edward) Voltes V(Kenichi) Player Reinforcements: 2 Battleships 14 Squads VF-19 Custom(Basara) -VF-11 MAX(Mylene) -VF-17 Custom(Ray) Enemy Units: Megilot } -Megilot} x2 Yoera } -Yoera} x2 Esurimu x2 Haggai Enemy Reinforcements: Megilot } -Megilot} x3 Megilot Af } -Megilot Af} x2 Yoera } -Yoera} x3 Yoera Af } -Yoera Af} x2 Esurimu } -Yoera Af} x3 -Yoera Af} Haggai } -Megilot Af} x2 -Megilot Af} Enemy Reinforcements 2: Valk Ben } -Valk Ben} x2 -Valk Ben} Valk Isha/Shin Ryu-Ou-Ki/Bemidoban/Valk Isha(Calico/Son Ganlon/Baran Doban/Spectra) Skill Point: Destroy the initial enemy units in 3 turns Events: Initial Enemies are destroyed: Enemy Reinforcements arrive 2 Reinforcements destroyed: Enemy Reinforcements 2 arrive Items: Mega Booster: Rival Notes: This generally isn't as bad as it seems. Kusuha route people have to deal with Son Ganlong, but none of the other rivals are nearly the pain he is. Anyway, in the beginning, have Noin Transform, Concentrate, and Accelerate. Zechs should also Concentrate. Voltes and Daimos should use strike and a defensive spirit, Have them all charge forward and waste the enemy. Zechs and the Tallgeese III will be useful in particular. You really should be able to kill them all in two turns, provided you prioritize, though you'll get them on the enemy turn. Now, the turn after the enemy reinforcements arrive, the Player Reinforcements will arrive. AND Sound Force will launch. Yay! Don't get too excited, as they're still missing the Sound Boosters that will REALLY make the difference. Hold on for a second, as a smaller but more powerful enemy force will be arriving to the north of the Player reinforcements. I only had to kill two of the reinforcments to trigger it. In THAT group will be your rival. The RR pilots need to use Strike, Touma route will want flash, and Kusuha route people are just going to have to send more people to deal with Shin Ryu-Oh-Ki. Really not too bad, as the force to the south is fairly weak anyway. Really, this stage makes me slightly irritated for giving Cobray/Selena basically the same rival, in so many ways. Was it so hard to design one more mech? After Stage Items: Minofsky Craft Thruster Module Dustproof Screw Module ------------------------------------------------------------------------------ Stage 25 ------------------------------------------------------------------------------ Environment: Gravity Player Units: Daikyu Maryu Archangel Battle 7 Solo Ship 16 Squads Enemy Units: Megilot Ben } -Megilot Ben} x2 Yoera Ben } -Yoera Ben} x2 Esurium } -Megilot Af} x3 -Megilot Af} Esurium } -Yoera Af} x4 -Yoera Af} Fury x2 Megilot Ben } -Megilot Af} x2 -Megilot Af} Yoera Ben } -Yoera Af} x2 -Yoera Af} Haggai } -Megilot Af} x2 -Megilot Af} Haggai } -Esurium} x2 -Esurium} Valuk Ben } -Valuk Ben} x2 -Valuk Ben} Valk Isha/Shin Ryu-Ou-Ki/Bemidoban/Valk Isha(Calico/Son Ganlon/Baran Doban/Spectra) Helmoze Eheddo(Epen) Enemy Reinforcements: Zufield(Epen) Skill Point: Clear the map in 8 turns Events: Helmoze Eheddo is reduced to 80000 HP: Enemy Reinforcements launch, Helmoze retreats. Items: Haro: Zufield Notes: I'm glad we're really into the meat of the game now. The middle is probably my favorite part. For this stage, you'll want to split your sixteen squads into two, with one group going East, and the other going south, then having them meet in the middle where the Helmoze is located. Eight turns isn't a lot to take out all the High HP enemies here, so don't hold back too much, though make sure you save enough SP to deal with the Helmoze and Zufield. You may note that land units have trouble moving on the surface, so you may want to adjust for this before the level starts. Your rival is the same as always. Dangerous, but you've dealt with them before. The Helmoze still has its MAP attacks, so it may be wise to stay a bit back until you can do some significant damage to it. Try to save the Helmoze for last, as you don't want to boost the Zufield's Morale up any higher than you have to by destroying enemies after it launches. The Zufield has an even MORE annoying MAP attack than the Helmoze, but Epen will launch will 100 morale, and he needs 120 to activate it. Once it does launch, hit it with every single thing you can muster. You don't want it getting more attacks than it has to. After-Stage Items: Propellent Tank x2 Cartridge x2 Repair Kit x2 Kattonaraizaa x2 ------------------------------------------------------------------------------ Stage 26 ------------------------------------------------------------------------------ Environment: Space Player Units: Daikyu Maryu Solo Ship Temjin 747J(Chief) -Fui In the Night(Fui) -Afamudo Za Hatta(Za Hatta) 12 Squads Enemy Units: STMC Bug } -STMC Bug} x15 -STMC Bug} STMC Small Battleship -STMC Bug -STMC Bug Skill Point: Clear the map in 3 turns Events: Notes: The stage will start with the Virtua ON! characters arriving. Then the STMC will arrive. The STMC are all about Quantity, not quality. So despite the numerous units and low turns, this isn't too difficult. Post movement ALL attacks are your friend, so use the Sound Force to get access to them ASAP. Other than that....what you see is what you get. No reinforcements, just you and the bugs. Get to the battleship as soon as you can, as it has 40000 HP, and so will take some effort to destroy (unlike its bugs). After the stage, the Virtua ON! units will join. After Stage Items: Full SP Restore Super Repair Kit x2 OVA Corokke x2 Andromeda x2 ------------------------------------------------------------------------------ Stage 27(First Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Daikyu Maryu Solo Ship Battle 7 Archangel GaoGaiGar Squad(Blue Event Squad) 15 Squads Enemy Units: Death Spider -Sanringa -Desra Rick DomII -Dali -Yoera Megilot Af -Doven Wolf -Gelgoog M Nibelgun -Condo Bau -Aiai Magnum -Debeza -Gelgoog M Fz-109A -Gelgoog M -Sanringa Esurimu -Nibelgun -Debiza Condo Bau -Fz-108A -Zubanza Doven Wolf -Megilot Af -Kabutonga Dorion -Dekka Bau -Rick DomII Aiai -Magnum -Geara Doga Dorion -Megilot Af -Fz-109A Geara Doga -Esurimu -Zai Fa Zubanza -Kabutonga -Dekka Bau Yoera Ben -Dali -Death Spider Zai Fa -Megilot Af -Desra Enemy Reinforcements: Dali -Dekka Bau -Zubanza Megilot Af -Dorion -Geara Doga Kabutonga -Fz-109A -Aiai Dekka Bau -Esurimu -Gelgoog M Rick DomII -Death Spider -Fz-109A Skill Point: None Events: 18 Units Remain: Enemy Reinforcements arrive Notes: The only thing remarkable about this stage is that it's part one of two. Other than that, it's just you beating up some Zondar enemies. You'll start the second half of the stage with a set amount of HP/EN/SP, so you can go a little overboard on this one to make things go faster if you wish. ------------------------------------------------------------------------------ Stage 27(Second Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Battle 7 Archangel Solo Ship Daikyu Maryu GaoGaiGar Squad(Blue Event Squad) *MUST REFILL AFTER PART 1* King J-Der(J) 15 Squads Enemy Units: Primeval x11 ZX-19 -EI-07 -EI-15 ZX-26 -EI-07 -EI-15 ZX-16 -EI-07 -EI-15 ZX-07 -EI-20 -EI-20 Enemy Reinforcements: Z-Master Skill Point: Defeat the enemies in seven turns Events: 18 enemies remain: HP/EN/SP restored, Morale to 300, Guy damages Arm(ZX-07) for 1/5 of his HP. All enemies defeated: Enemy reinforcements launch Notes: This half is what I would call a roller coaster of difficulty. It starts out quite difficult, the middle is cake, but the end is medium. You start the stage with reduced HP/EN/SP against high accuracy primevals with ALL attacks. Don't hold back with the defensive spirits. You need to kill them ASAP. If possible, attack from range 1, as the Primeval needs more space than that to attack. Also be aware that both the EI units with the Primeval have Support Defend, so you'll need to use squad or ALL attacks to get to the Primeval. Of course, complicating that is the fact that the Primeval's barrier is so strong that I've yet to see a squad attack damage it, so, they're ONLY useful for tossing the support defends. Once you defeat enough of them, you'll get ZA POWAA! literally. At this point, the rest of this part becomes a breeze. Basically, anyway. You'll be both nigh-unstoppable and have full HP/EN/SP. Don't blow it all, however, as there's one more monstrosity for you to deal with. After defeating everything, Arm will combine all the Primevals into the Z master. He'll also change the apperance of the map. Everything will still be in the same place, and he'll launch on the north edge. Charge everyone forward and prepare to unleash everything you have against him. He has invincible to start with, so make sure you waste an attack before you seriously attack him. He's powerful, so make sure you use your defensive spirits, but give him everything you've got left and you should be able to power through his 200000 HP. Macross units will be unavailable for a little while after this scenario. ------------------------------------------------------------------------------ Stage 28 ------------------------------------------------------------------------------ Environment: Gravity Player Units: Galeon Player Reinforcements: Daikyu Maryu 8 Squads Player Reinforcements 2: GaoGaiGar(Guy) Player Reinforcements 3: Werkbau/RyuKoOh/RaiOh/AS Soleras(Cobray/Kusuha/Touma/Selena) Player Reinforcements 4: R-Blade Custom(Ryusei) R-Gun Powered(Viletta) Dygenguard(Sanger) Aussenseiter(Ratsel) Enemy Units: Zonudar(Mikoto) Enemy Reinforcements: Valk Ben x10 Devarim(Ace) Valk Isha(Calico) Valk Isha(Spectra) Bemidoban(Baran Doban) Shin Ryu-Oh-Ki(Son Ganlong) Skill Point: Zonudar is defeated within five turns. Events: Turn 2: Player Reinforcements Launch Turn 3: Player Reinforcements 2 Launch, Zonudar moves up. Character that isn't Guy attacks Zonudar: Character retreats. Zonudar is defeated: Enemy reinforcements launch, GaoGaiGar retreats, Player Reinforcements 3 launches. 4 Valk Bens destroyed: Calico, Spectra, Ace, Baran Doban, Son Ganlong and the Main character retreat. Player Reinforcements 4 launch. Daikyu Maryu moves. Notes: Not QUITE done with GaoGaiGar. Galeon isn't going to be able do...anything. Even with Valor, he won't do enough damage for it to last beyond the Zonudar's HP Regen. Fortunately, the Zonudar won't attack on its turn. When reinforcements launch on turn two, you need to consider a few things. One, you need units that can raise their morale up high fast to destroy the Zonudar, two, ideally, you need to have some units NOT attack the Zonudar so your main character won't be alone (or not, as they tend to be powerfu enough on their own). The Zonudar tends to be quite defensively powerful, so if Daimos can reach 125 Morale, his final attack is a good opener(as it reduces defense). Dancougar is a good choice as well, as 3 if its four pilots have Spirit, you can unlock its final attack and still have enough left to Valor it. If you're concerned about your damage output, know that GaoGaiGar has five attacks before it'll leave (though if it does, you lose). Speaking of GGG, it'll launch on turn three with Choryujin, Volfogg, and Mike as subpilots and with 150 morale. If you need to, you can attack twice with Hell and Heaven Valored to soften up the Zonudar. Then, just unleash all the most powerful attacks you have. Note that the character that destroys the Zonudar will not retreat. GaoGaiGar will retreat either way, so it's perhaps best to open with it attacking to minimize the amount of characters lost(though then you lose that story effect). Things aren't over, though. Irui and Hazel are in town, and the Balmarians want to play. You main character will launch along with the enemy reinforcements. It's quite the crew considering how few allies you may have left, but don't be too concerned, some will leave. Enemies, that is. Destroy three Valk Bens and the mian character will have an encounter with their rival that doesn't end well for them. The last set of player reinforcements will launch, and all the boss characters will bail. Clean up the remaining Valk Bens to end the stage. Ryusei and Viletta will join after this scenario with the R-Weapons. GaoGaiGar and crew will be unavailable for the next mission. ------------------------------------------------------------------------------ Stage 29 ------------------------------------------------------------------------------ Environment: Gravity....with WATER! Player Units: Archangel Daikyu Maryu 13 Squads Player Reinforcements: Skygrasper(Cagalli) Player Reinforcements 2: Ra Kalium(Bright) GaoFighGar(Guy) KoRyu(KoRyu) -AnRyu(AnRyu) Enemy Units: Ghost X-9 } -Ghost X-9} x6 DINN } -DINN} x4 -DINN} BaCUE } -BaCUE} x4 -BaCUE} Buster Gundam -BaCUE -BaCUE Duel Gundam -BaCUE -BaCUE Blitz Gundam -BaCUE -BaCUE Aegis Gundam -BaCUE -BaCUE Enemy Reinforcements: DINN } -DINN} x3 Ghost X-9 x2 Skill Point: Clear the map in six turns. Events: Turn 2: Player Reinforcements Launch KoRyu/AnRyu enter battle: KoRyu and AnRyu form TenRyuJin Athrun is defeated: Athrun and Cagalli retreat Items: Pink Haro: Athrun Notes: If you took the space route last time, this is your first encounter with Ghosts. Use Lock-On. Even Amuro and Kira can't hit the damn things consistently without it. The BaCUEs are slightly better, but not by a whole lot. Your battleships will be unable to move this mission, as if they did, the Ambush just wouldn't have the same effect, you know? Destroy enough enemies and said ambush will appear East of the battleships. You may want to leave a unit there to help deal with them, but be aware that Guy is back (yes, already) in the improved GaoFighGar along with two new Brave Robots, KoRyu and AnRyu. That's all there is to this stage. Remember that PSArmor is ridiculous and so you should either use Beam attacks or Fury when attacking the Gundams. After Stage Items: OVA Corokke x2 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Route Split Time! The basic choice is the same this time, Earth Route or Space Route. Secrets: If you want the Strike IWSP and the Duel Gundam, you'll need to go Earth Route. Space route has nothing in particular. Who goes where? Earth Space ------- ------- All Gundam Gaiking Mazinger Macross 7 Steel Jeeg Goshogun Dancougar Getter Robo Voltes V Combattler V Daimos Raideen EVAs GaoGaiGar Virtua ON! Ideon(Kinda) Unlike last time, the split isn't simply Real and Super. Again, if you can't decide, I'd go Earth. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Earth Route ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Earth Route END ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Space Route ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------------------------------------------------------------ Stage 30 ------------------------------------------------------------------------------ Environment: Space Player Units: VF-1S Super Valkyrie(Fokker) -VF-1S Super Valkyrie(Ri...er..Hikaru) -VF-1A Super Valkyrie(Kakizaki...or Ben) Player Reinforcements: Battle 7 Daikyu Maryu 7 Squads VF-19 Custom "Fire Valkyrie" (Basara) -VF-11 MAX (Mylene) -VF-17 Custom (Ray) VF-17(Gamlin) -VF-17(Physica) Enemy Units: Fz-109F } -Fz-109A} x4 -Fz-109A} Az-130A } -Fz-109A} x4 -Fz-109A} FBz-99G(Gabil) -Fz-109F -Fz-109F Grabil(Grabil) Enemy Reinforcements: Skill Point: Within six turns, defeat Gabil and Grabil, defeating Grabil first. Events: Have a battle encounter with Gabil: Player Reinforcements arrive Items: Minmei Disc: Gabil Notes: I should confess now. My Macross Experience was first by way of Robotech. So Hikaru Ichijo will always be Rick Hunter to me, and as such, I may slip and call him Rick every now and then. Forgive me. On that note, Hikaru is like the one guy to totally get the shaft in his own series. Not only does Max have a better reputation than him and he can't get his woman, here he's not even the leader of his show's squad. Fokker and Hikaru are relatively equal in stats with Fokker having a slight lead (though Hikaru's leader bonus is better). I like switching Hikaru in the lead, but truth be told, either will do. This stage also makes me angry I can't read Japanese well enough to figure out how the hell the time difference works with Macross and the Battle 7 and what not. Maybe it's Alpha Gaiden stuff. Le Sigh. Back on topic, have Hikaru, Fokker, and Kakizaki use Concentrate (or strike in Kakizaki's case) and move forward. With Concentrate up, none of the grunts will be able to touch you, and even Gabil and Grabil's chances are abyssmal. Turn two should be a repeat of turn one, moving as close as you can to Gabil. He'll attack you on his phase, and that'll summon your reinforcements. Now you'll need to move them towards the enemy and take them out. Grabil is a full Protodevlin. This means he has a rediculous ability simply called "Protodevlin". This reduces all non-song energy attacks to a small fraction of there supposed power and it activates at 100 Morale(translation: There's almost no way to avoid it). Now you'll see what Sound Force can really do. Song Energy attacks actually do damage to Protodevlins, and because they're not affected by the barrier, do more damage. Holy Lonely Light did more damage than upgraded Stoner SunShine. Yeah. Make sure you take out Grabil first, and try not to group too much, he has a nasty map attack. Fokker and Hikaru will join after this stage, Kakizaki isn't dead. Still. ------------------------------------------------------------------------------ Stage 31 (First Half) ------------------------------------------------------------------------------ Environment: Space Player Units: 8 Squads Player Reinforcements: VF-19 Custom "Fire Valkyrie" (Basara) VF-11 MAX (Mylene) -VF-17 Custom (Ray) VF-17(Gamlin) VF-17(Physica) Enemy Units: Fz-109A } -Fz-109A} x8 Enemy Reinforcements: Fz-109A x4 Skill Point: None Events: Turn 2: Player and Enemy Reinforcements launch Notes: Nothing special really. Destroy the bad guys. When the reinforcements launch, have Basara and Mylene use Valor to take out the enemy in one shot. Have Physica and Gamlin use missiles. Move on. ------------------------------------------------------------------------------ Stage 31(Second Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Battle 7 Daikyu Maryu VF-19 Custom "Fire Valkyrie" (Basara) -VF-11 MAX (Mylene) -VF-17 Custom (Ray) VF-17(Gamlin) -VF-17(Physica) 8 Squads NPC Reinforcments: Esurimu } -Esurimu} x3 -Esurimu} Haggai } -Haggai} x3 -Haggai} Enemy Units: Fz-109F } -Fz-109A} x5 -Fz-109A} Az-130A } -Fz-109A} x4 -Fz-109A} Balota x4 Balota Big x3 FBz-99G(Gabil) -Az-130A -Az-130A Grabil(Grabil) Gepelnich Battleship (Gepelnich) Skill Point: In Seven turns, defeat Grabil and Gabil, then reduce Gepelnich's battleship to 50000 HP. Events: Notes: Lots of HP on this level, best not to waste any time. The skill point requires you to take down Gabil and Grabil and THEN reduce Gepelnich's Battleship to 50000 HP, and you only have seven turns to do all that plus take out whatever you can for cash. Unlike the last stage, Gabil and Grabil can be taken out in whatever order you choose, meaning Gabil will most certainly fall first. Grabil has got that protodevlin thing going on, of course. Don't be afraid to send Sound force right into the thick of the enemy. With Concentrate, they won't be hit, and two turns of it will send any of the units packing. Plus, they're the only ones really effective against Grabil. I'm not sure if Gabil will retreat if under 90 morale like all the other Macross 7 enemies. As for Grabil, most units efforts are wasted on him, so I would suggest just having Sound Force deal with him entirely. Have Basara use Concentrate and Valor and repeat that until he's out of SP. Then have Mylene do the same. Note that Mylene isn't the dodger that Basara is, so you may wish to have Volfogg use Decoy when she's out front. On turn five, Balmar will launch, but they'll be on your side. Gepelnich has well over 100000 HP, so you have to really hit him hard to reach 50000. If you got the skillpoint, you'll recieve a Destroid Monster after this stage. It's a great unit if you're not using a particular Macross group's group attack thanks to it's tied for the strongest PLA attack. ------------------------------------------------------------------------------ Stage 32 ------------------------------------------------------------------------------ Environment: Gravity Player Units: Battle 7 Daikyu Maryu VF-17(Gamlin) -VF-17(Dokker) -VF-17(Physica) VF-11 MAX (Mylene) -VF-17 Custom (Ray) 8 Squads Player Reinforcements: VF-19 Custom "Fire Valkyrie"(Basara) Player Reinforcements 2: Solo Ship(Bess) Ideon(Cosmo) Enemy Units: Fz-109A } -Fz-109A} x5 -Fz-109A} Fz-109F } -Fz-109A} x4 -Fz-109A} Az-130A } -Fz-109A} x3 -Fz-109A} Vargo(Vargo) Enemy Reinforcements: FBz-99G(Gabil) -Az-130A -Az-130A Grabil(Grabil) Enemy Reinforcements 2: Condo Bau } -Condo Bau} x5 -Condo Bau} Jig Mack } -Condo Bau} x4 -Condo Bau} Ganga Rubu(Gije) -Condo Bau -Condo Bau Skill Point: Defeat Vargo in six turns. Events: Turn 3: Player and Enemy Reinforcements arrive Vargo, Gabil, or Grabil is defeated: Basara, Mylene, and Ray all get the sound boosters and form one squad. Grabil retreats. Enemies and Enemy reinforcements destroyed: Enemy and Player reinforcements 2 arrive. Items: Custom OS: Gabil Notes: Hey, there's WATER on this stage! Too bad none of the enemies are in it, ruining Shin Getter-3s one chance at useful-ness. Well, it's actually a good thing for everyone else, but them's the breaks. This is the stage where you'll finally recieve my precious sound boosters. In the beginning, you're Basara-less but plus one Dokker. The Diamond Force combination attack will therefore be available again, if you can get the morale for it (not too hard). Macross Seven enemies abound, so take the usual route and concentrate and move forward. On turn 3, both Basara and the 'bil duo will arrive in there usual arrangement. At this point, you can take out Vargo, Gabil, or Grabil to trigger the next event and recieve the sound boosters. The easiest of the three to eliminate is obviously Gabil. However, taking out Grabil is ideal, as he retreats after the event anyway. Of course, that can lead to time issues, as taking out Protodevlin without Song energy is slow, and it'll take a turn or two to get Basara/Mylene in position. It's your call, just remember that Vargo has over 60000 HP and as such is a pain in the butt. Once you defeat the protodevlins, it's not quite over. Ideon and the Solo Ship will arrive being chased by Buff Clan. Toast those Buff Clan enemies. Frankly, you can just send Ideon in with Iron Wall and he should do half the work for you. It's IDE gauge starts at level 3, so the ALL attack is unlocked, just have Cosmo and Moira use Spirit and send him into the fray. However you do it, the stage will end with their defeat. Kakizaki will return from the apparent grave again after this stage. Ideon and the Solo ship will also rejoin. I would STRONGLY consider upgrading Raideen's Mobility and EN, and the Battle 7's EN before the next mission. It will easily pay for itself, if you do. ------------------------------------------------------------------------------ Stage 33 ------------------------------------------------------------------------------ Environment: Gravity Player Units: Daikyu Maryu Battle 7 Solo Ship Raideen(Akira) -Blugar(Dude/Mari) 8 Squads Enemy Units: Fz-109A } -Fz-109A} x6 -Fz-109A} Fz-109F } -Fz-109A} x4 -Fz-109A} Az-130A } -Fz-109A} x3 -Fz-109A} Grabil(Grabil) Vargo(Vargo) Enemy Reinforcements: Jig Mack } -Condo Bau} x4 -Condo Bau} Ganga Rube } -Condo Bau} x2 -Condo Bau} Ganga Rube(Gije) -Condo Bau -Condo Bau Gataman Zan x2 Gaburo Zan(Dalamu) Enemy Reinforcments 2: Esurimu Af } -Esurimu} x6 -Esurimu} Haggai } -Yoera Af} x4 -Yoera Af} Fury Jumora(Etsteera) Enemy Reinforcements Infinity: Az-130A } -Fz-109A} x5 -Fz-109A} Special Win Condition: Last until Turn 9 Skill Point: Within 8 turns, defeat Etseera, Vargo, Grabil, the Gaburo Zan, and Gije. Events: Turn 2: Enemy Reinforcements Arrive Grabil attacks a squad: Enemy Reinforcements 2 arrive, Solo Ship immobilized. Enemy Squads reduced to 15: Enemy Reinforcements Infinity arrive Grabil is defeated: Raideen gains Mutron, is fully restored, and unlocks his new attacks. Notes: Oh boy, crazyness. It's a four-way, but everyone's just against you. Figures. You start out against Macross enemies. Now, notice the structure in the middle. the first set of reinforcements, the Buff Clan, will appear on the west side of that structure, north of your initial position. The second set, the Balmar, will appear in a similar poisition...on the east side of the structure. When sending your units out, send out a couple straight north to deal with the Buff Clan. Weaker/Slower land-bound units are good, especially if they have ALL attacks. Temjin is great for this (not weak or slow, but he's got ALL attacks and is land bound). I would also reccommend sending the Solo Ship up there. It's going to be disabled soon, and this is probably the only group it can effectively reach. Move the rest forward as far as you can (employing accelerate).When you either destroy enough of the enemies or Grabil attacks someone, The Balmar will arrive and the Solo Ship will be stuck where it is. Now, the Skill point will be officially revealed. Etseera is EASILY the most dangerous enemy on the map. She has a range of ten, is very accurate, and does a lot of damage. Send your most powerful units to deal with her. Mylene, of course, should be sent after Vargo and Grabil, Grabil first. As you take out the targets, make sure you keep your units moving. Vargo is a pain to kill, especially as you don't have Basara. The Stage will end after Eight turns. If you start to run low on enemies, namely only fifteen squads, five reinforcements will show up in the south east over the water. They will repeat this as long as you reduce the squads, and this is where upgrading the Battle 7 and Raideen come in. Both the Battle 7 and as of this map, Raideen, have powerful MAP attacks with a good range. since the enemy units spawn in the same place forever, you can sit Raideen and the Battle 7 in front of it. THEN, simply use Strike/Sense and Bless, and repeatedly blast the troops away. You can easily get a couple hundred thousand this way. Especially if Raideen(unlikely) or the Battle 7 (likely) has E Save. It's sweet. note that there also appears to be a unit trigger for the reinforcements (as opposed to just squad numbers) though I don't know the exact number there. After this mission, the routes join back up.....and we head back to character specific stages! So head back to your character's section. It's upgrade time! Macross and Ideon units will also be unavailable for a while again. Slackers. After Stage Items: Propellent Tank x2 Cartridge x2 Repair Kit x2 SPACE ROUTE END ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------------------------------------------------------------ Stage 36(First Half) ------------------------------------------------------------------------------ Environment: Gravity Player Units: 2 Battleships 13 Squads Enemy Units: Jegan -Log Mack -Gyao Googura -BaCUE -BaCUE Jig Mack -CGUE -CGUE Death Spider -Dosuhado -Jegan Esurimu -Strike Dagger -Strike Dagger Dosuhado -Zai Fa -Zai Fa Strike Dagger -Log Mack -Death Spider Log Mack -Jegan -Jegan Mammoth -BaCUE -BaCUE DINN -Jig Mack -Zai Fa BaCUE -Esurimu -Esurimu Googura -Death Spider -Mammoth Zai Fa -Magnum -DINN Zai Fa -Strike Dagger -Strike Dagger Magnum -CGUE -CGUE Log Mack -Jig Mack -BaCUE Log Mack -DINN -DINN Enemy Reinforcements: Ramiel, the 5th Angel(Ramiel) Skill Point: Defeat all enemies in six turns Events: Enough enemies destroyed: Ramiel launches Notes: You MIGHT actually have occasion to need water attacks, for once. If you want a chance at getting the F Parts for EVA Unit 1, you'll need to have Shinji defeat the Angel when it arrives. It has a ridiculous range, so you'll probably be bombarded by it by the time it arrives, but it's fairly easy to kill, just make sure you avoid its attacks. Nothing else of note, move on to the second half. ------------------------------------------------------------------------------ Stage 36(Second Half) - Brave vs. Brave ------------------------------------------------------------------------------ Environment: Gravity Player Units: GaoFighGar(Guy) Goldymarg(Goldymarg) Enemy Units: Star GaoGaiGar(Mamoru) Skill Point: None Events: None Items: S-Adapter: Mamoru Notes: Goldymarg can't actually DO anything, so it's just Guy vs. Mamoru. Guy starts with 150 Morale, to boot. You should just be able to use Courage on the first turn, then counter him and finish him off on turn two with no issue. Defeating Mamoru will end the stage with GGG Final events. Don't worry though, Goldymarg will be back next stage good as new. After the stage, you'll recieve a new Re-GZ with BWS, a new MP Nu Gundam (with a set of Fin Funnels to spare) and a new Megarider. After Stage Items: Minofsky Craft Basara Disc A Adapter ------------------------------------------------------------------------------ Stage 37 ------------------------------------------------------------------------------ Environment: Space Player Units: Daikyu Maryu Solo Ship Ra Kalium Battle 7 Archangel 15 Squads Player Reinforcements: Eltruem(Tashiro) Gunbuster(Noriko) -Sizzler Black(Yung) Player Reinforcements 2: Bundle Battleship(Bundle) Kattonar Battleship(Kattonar) Kernagul Battleship(Kernagul) Enemy Units: Megilot Ben } -Megilot Ben} x3 -Megilot Ben} Yoera Ben } -Yoera Ben} x3 -Yoera Ben} Esurimu Af } -Esurimu Af} x4 -Esurimu Af} Haggai } -Esurimu} x3 -Esurimu} Haggai Yaddo} -Esurimu } x2 -Esurimu } Valuk Ben } -Valuk Ben} x4 -Valuk Ben} Enemy Reinforcements: Devarium(Ace) Valuk Ben } -Valuk Ben} x2 -Valuk Ben} Skill Point: Defeat all enemies in six turns. The Devarium must be defeated last. Events: Enemy Squads reduced to five: Player and Enemy reinforcements arrive Turn after Player Reinforcements arrive: Player Reinforcements 2 arrive, Player Units Morale+20 Notes: This stage is a nice mix of old and new. Old map (you'll be back, too) and Old enemies, but this is the first stage you'll be able to employ Sound Force's Sound Boosters AND you'll get some new units. A few things you should do before this stage begins. Firstly, if Amuro has sixty kills or more, you'll recieve the HWS for Nu Gundam before the stage begins, so make sure before you actually deploy you equip that. Second, Sound Force set-up. Put Basara in one squad, and Mylene and Ray in a different one. In the pre-battle deployment, make sure both of the units are diagonal from each other. At the beginning of the battle, switch Basara and Mylene to the lead of their squads. Now have Basara use Spirit and Ray use Encourage until you reach 115 Morale (SP Up or the Hope spirit will be needed), select the "SB" command to equip the Sound Boosters to both of them. Now, move your units into a diamond formation like the area the MAP songs will hit. Now Valor and Totsugeki love heart the designated area. Laugh at the enemy. Now, just power through the enemies. The only real danger is Ace, who has that stupid MAP attack again. After defeating most of the enmies, Ace will arrive south of the original enemies. It's about due east from where you started. Gunbuster and Friends will also arrive and give you a 20 morale boost. Finish off the enemies and then take out Ace to end the stage. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Route Split Time! The two routes this time are designated as Solo Ship and Battle 7. There's really no rhyme or reason to the split this time. Additionally, there's not really any secrets specific to either route. Just pick the route you like the units on best, unless you're really needing those kills counts. Solo Ship Battle 7 ------------- ------------ All Gundam All Macross Space Runaway Ideon Gaiking Neon Genesis Evangelion Dancougar GaoGaiGar Gunbuster Daitarn 3 Steel Jeeg Getter Robo Mazinger Raideen Goshogun Combattler V Voltes V Daimos Virtua ON! Solo Ship route is the top choice, Battle 7 route is the bottom choice. After you pick, you'll be given 2 propellant tanks, 2 cartridges, 2 repair kits, a super repair kit, and a full SP restore item. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Solo Ship Route ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ END SOLO SHIP ROUTE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Battle 7 Route ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------------------------------------------------------------ Stage 38 ------------------------------------------------------------------------------ Environment: Space Player Units: Daikyu Maryu Battle 7 12 Squads Enemy Units: Desra } -Boazoan Saucer} x2 -Boazoan Saucer} Dorion } -Boazoan Saucer} x2 -Boazoan Saucer} Ocozania } -Boazoan Saucer} x2 -Boazoan Saucer} Kurain } -Dali} x3 -Dali} Garnroll x2 Mammoth } -Magnum} x3 -Magnum} Mammoth(Dangel) -Magnum -Magnum Skill Point: Complete the map in six turns Events: None Notes: It's like they really didn't have enough to make a spereate route, but wanted to split you up anyway. Nothing happens here. Just beat the enemy up. ------------------------------------------------------------------------------ Stage 39 ------------------------------------------------------------------------------ Environment: Space Player Units: Daikyu Maryu Battle 7 12 Squads Enemy Units: Desra } -Ocozania} x2 -Dorion } Ocozania } -Desra } x2 -Dorion} Dorion } -Desra } x2 -Ocozania} Kurain } -Dali} x4 -Dali} Zonnekaiser} -Zubanza} x3 -Zubanza} Garnroll x2 Cobrado(Richter) Skullrock(Hainel) Enemy Reinforcements: Godel(Hainel) 3rd Party Reinforcements: Valuk Ben } -Valuk Ben} x5 -Valuk Ben} Skill Point: Defeat Richter, then defeat Hainel, within seven turns. Events: Enough enemies are destroyed: 3rd Party Reinforcements arrive Hainel is defeated: Enemy reinforcements arrive Notes: Once again, there's not much special to say about this stage. Heinel and Richter may or may not be back from the grave, and this time for some reason they've decided you're the enemy again. Whatever. Soud Boost everyone then push forward to crush the you've-seen-them-too-much Romance Trilogy enemies. Make sure you take Richter out first. Heinel will launch in his signature mech after his Skullrock is defeated. You can use convince on him with Voltes, but this doesn't actually seem to do anything. Once you beat Heinel, Goshogun will get an event and unlock its GoFlasher Special, which will be added to its attacks and not replace the normal GoFlasher this time. ------------------------------------------------------------------------------ Stage 40 ------------------------------------------------------------------------------ Environment: Gravity Player Units: GaoFighGar(Guy) Player Reinforcements: Daikyu Maryu Battle 7 12 Squads Enemy Units: Esurimu } -Esurimu} x2 Zai Fa -Zai Fa -Zai Fa Mammoth -Zubanza -Zubanza Az-130A -Fz-109A -Fz-109A Death Spider -Aiai -Aiai Kurain -Dali -Dali Jig Mack -Dekka Bau -Dekka Bau Geara Doga } -Geara Doga} x2 -Geara Doga} DINN } -DINN} x2 -DINN} BaCUE } -BaCUE} x2 -BaCUE} Enemy Reinforcements: Palparepa Plus(Palparepa) Enemy Reinforcements 2: Kurain -Dali -Dali Mammoth -Zubanza -Zubanza Zai Fa -Zai Fa -Zai Fa Az-130A -Fz-109A -Fz-109A Skill Point: Defeat Palparepa Plus within seven turns Events: Enough Enemies are Destroyed or Turn 3: Player and Enemy Reinforcements Arrive Palparepa Plus is defeated: GaoFighGar is destroyed, Palparepa Plus retreats, Enemy Reinforcements 2 arrive. Notes: See what I mean by not having enough material? It's a GGG Final stage, and GGG went the other way. =p Despite not being Zondar metal (in fact, sort of the complete opposite), the 11 Soul Masters enemies are remarkably similar. The difference is that they're a littl bit more organized. While the enemies will come from various series, they aren't mixed, and are squads you're used to seeing, and they even make a little bit of sense. Those of you with upgraded GaoFighGar's can simply cast strike and charge forward. Those without may want to be a bit more cautious,even though none of the enemies are particularly dangerous. Smash them until turn 3 or you trigger the reinforcements through sheer destruction. Your units will deploy with half SP. Furthermore, each turn after you launch you'll recieve a morale down effect. For this reason, it's important to move quickly take out all of the initial units, then take down Palparepa(within seven turns, of course). Doing so will cause events to transpire and the second enemy reinforcements to arrive. They're nothing special, but remember that the status effects will continue. The Routes will join back up at this point. GaoFighGar will be unavailable for obvious reasons, and the rest of the GGG cast will also unavailable. After Stage Items: Min-mei Doll Ace Symbol BATTLE 7 ROUTE END ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------------------------------------------------------------ Stage 41 ------------------------------------------------------------------------------ Environment: Space Player Units: Archangel Battle 7 Daikyu Maryu Ra Kalium Solo Ship J-Ark 15 Squads Enemy Units: Haggai } -Esurimu} x2 -Esurimu} Az-130A } -Fz-109A} x2 -Fz-109A} Zai Fa } -Zai Fa} x2 -Zai Fa} Magnum } -Zubanza} x2 -Zubanza} Death Spider} -Aiai } x2 -Aiai } Jig Mack } -Dekka Bau} x2 -Dekka Bau} Doven Wolf } -Geara Doga} x2 -Geara Doga} CGUE } -GINN} x2 -GINN} Enemy Reinforcements Infinity: Haggai -Esurimu -Esurimu Az-130A -Fz-109A -Fz-109A Zai Fa -Zai Fa -Zai Fa Magnum -Zubanza -Zubanza Death Spider -Aiai -Aiai Jig Mack -Dekka Bau -Dekka Bau Doven Wolf -Geara Doga -Geara Doga CGUE -GINN -GINN Enemy Reinforcements: GaoFighGar(Guy) Skill Point: Defeat GaoFighGar within seven turns Events: 8 Squads remain: Enemy Reinforcements Infinity arrive (repeats Turn 6: Enemy Reinforcements Arrive Notes: This stage is a pain. Every normal human character will start at 50 morale and half SP. The Virtuaroids, Rei, J, Jeeg, and Basara will not. Virtuaroids are machines, obviously, Jeeg's a cyborg, J just got here, and you know why Rei is the way she is. Basara? If you've seen Macross Seven, you understand. For this reason, the above mentioned characters are more useful than usual on this stage. I'd bring them all. Charge forward and take out the enemies to build your morale. Sound force will be unable to MAP your morale into shape (as Mylene and Ray are still affected), but they can still individually build up with the normal Totsugeki Love Heart. The big thing to not on this stage is that the reinforcements will repeat....forever. Simply reduce the squads to 8 and they'll appear in the northeast corner. Now, to some, this may seem annoying. But you, you're an entrepenuer. You see opportunity. Stick someone with a good MAP attack up there (Battle 7, Raideen Alegras [if you've got her], Wing Zero) and just MAP the heck out of that area. The downside, of course, is that you won't get morale from those enemies. Course, since they're infinitely respawning, you could just get the morale once you've exhausted your MAP supply. And it's not like you'll be able to kill as many without the MAP attacks. The trick, of course, is getting your morale high enough to USE the MAP attacks. Valor'd Sound Force is the trick, though it's not instant. Just like the Space route 33, you can make some serious cash this way. When turn six finally arrives, GaoFighGar will as well. Hopefully, you're morale is appropriately high, as you're time constrained. Yes, GaoFighGar is an enemy. Be appropriately afraid. Defeating GaoFighGar will end the stage. ------------------------------------------------------------------------------ Stage 42 (First Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Archangel Battle 7 Daikyu Maryu Ra Kalium Solo Ship Genesic GaoGaiGar(Guy) ChoRyuJin(ChoRyuJin) -Big Volfogg(Volfogg) TenRyuJin(TenRyuJin) -Mike Sounders the 13th(Mike) 13 Squads Enemy Units: GINN } -GINN} x6 -GINN} Strike Dagger } -Strike Dagger} x7 -Strike Dagger} CGUE } -CGUE} x3 -CGUE} PasCube x5 Pia Dekum Pit(Pia Decum) Palparepa Plus(Palparepa) Enemy Reinforcements: Pia Dekum Peakk(Pia Decum) Enemy Reinforcements 2: Palparepa Prajuna (Palparepa) Skill Point: Defeat all enemies in 7 turns Events: Pia Dekum Pit is defeated: Pia Dekum performs Giga Fusion and becomes Pia Dekum Pick, J-Ark transforms into King J-Der. IF Pia Dekum Pit was defeated by J, Pia Dekum Pit defeated: J learns J Phoenix. Palparepa Plus is defeated: Palparepa Prajuna is created...druggie. Notes: Lots of events here, but there's not that much that will change gameplay. The good news, Genesic GaoGaiGar will be given to you at the start. The most powerful form of GaoGaiGar is a sight to behold, and can make short work of the enemies near it. J will be stuck in his J-Ark form for now, and the GGG mobile corps will launch as well. Morale up with Sound Force and then plow through the enemies. Defeating either Pia Dekum or Palparepa will cause them to get a new form. NOTE: MAKE SURE THAT J TAKES OUT PIA DEKUM'S FIRST FORM. This will unlock a powerful attack for King J-Der and make sure that Renais stays a sub-pilot for J. You've got seven turns, and the only real barrier to this is the bosses, so move it. When you beat them all, a ton of events will unfold that can be summarized as simply: the 11 Soul masters make everyone mad. You'll then be taken to the second part of the stage. ------------------------------------------------------------------------------ Stage 42(Second Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Solo Ship Genesic GaoGaiGar(Guy) ChoRyuJin(ChoRyuJin) -Big Volfogg(Volfogg) TenRyuJin(TenRyuJin) -Mike Sounders the 13th(Mike) 5 Squads Enemy Units: Palparepa Prajuna(Palparepa) Palparepa Prajuna } -Palparepa Prajuna} x4 -Palparepa Prejuna} Pia Dekum Peak(Pia Dekum) Anti-Neutron Fighter } -Anti-Neutron Fighter} x6 -Anti-Neutron Fighter} Enemy Reinforcements Infinity: Palparepa Prajuna } -Palparepa Prajuna} x2 -Palparepa Prejuna Anti-Neutron Fighter } -Anti-Neutron Fighter} x3 -Anti-Neutron Fighter} Skill Point: None Special Win Condition: Genesic GaoGaiGar reaches the highlighted square within 4 turns Events: Enemy Squads reduced to 6: Enemy Reinforcements Infinity launch Palparepa Prajuna(Palparepa) is defeated: Palparepa is restored Pia Dekum Peak is destroyed: Pia Dekum Peak is restored Notes: You've got four turns to make it to the highlighted square with Guy. You start with full SP but down some HP and EN. Guy can make it to the highlighted square in two turns if you clear him a path, and that's fairly easy to do. But you should wait until turn four (unless you're worried about your turn count for the good ending) killing enemies for the PP and cash. Note that only one of the Palparepa's is legit, the other's are 30000ish HP clones. But they're worth quite a bit. Palparepa himself can be killed, but will immediately be restored. He's worth 50000 with Lucky, so it may be worth the effort. Maybe. Pia Dekum follows the same rules, only he has 50000 less HP, but is worth less than half the cash (not worth the effort). The Fighters aren't worth anything either. Just smash Palparepa Prajuna's until turn four, then have GGG move to the space to unleash its ultimate attack. Whether you want to focus on taking out the main Palparepa or the clones will depend on the units you chose. If you've got lots of powerful ALL attacks, the Clones work great. Otherwise, you may want to consider the original. Only waste your time on the fighters when you have to. Hopefully they'll just get themselves killed on the enemy phase. After this stage, you'll be moving on to the final set of character specific stages. Up you go. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Route Split Time! AFTER you come back from stage 44, you'll be given a couple of choices and sent on one of FOUR seperate paths. Each path will have three exclusive missions before meeting up for a final mission that combines two of the paths. There are two "areas", Earth and Space, and all the units in an area will take part in Mission 48. For 45-47, you'll only have the smaller group. Secrets wise, The best route is the SEED route, or, Top->Bottom choice. There is one secret that's exclusive to either of the space routes, but it's not that special of a secret(Gije). The VF-19 Excaliburs can be unlocked by fufilling a condition on the Macross 7 route, but they can also be unlocked if Max has at least 57 kills at this point, and really, they aren't that much better than the VF-17s. Nothing special on the Irui Search route, the SEED route has nothing TECHNICALLY required, but if you don't go this route you'll have to get a 100 more kills with your EVAs to get the F-Type for EVA Unit 01. Plus, those kill count requirements are looming for the Gundams. Basically, it boils down to this. The Secrets on the SEEED route and the Macross Seven route can be obtained by going a different way. However, the secret on the SEED route is MUCH more difficult if you don't go that way. If you either search for Irui or go the SEED route, you won't be able to get Gije, but that's it. Here's how it breaks down... Irui Search SEED Macross 7 Romance Trilogy ------------- ------ ----------- ----------------- Gaiking All Gundam All Macross Space Runaway Ideon All Mazinger Evangelion Gunbuster Combattler V Getter Robo Goshogun Voltes V Steel Jeeg Daitarn 3 Daimos Dancougar Raideen GaoGaiGar The Banpresto Originals will all go where you choose. To pick your route, you'll get two choices, the first is Earth and Space, the second is dependant on whether you picked earth or space. Here's how to get where you want to go. Irui Search - Top, Top SEED - Top, Bottom Macross 7 - Bottom, Top Romance Trilogy - Bottom, Bottom !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Earth Routes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Search for Irui ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ SEARCH FOR IRUI END ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ SEED ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ SEED END ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ EARTH ROUTES END ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Space Routes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Macross 7 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ------------------------------------------------------------------------------ Stage 45 (First Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Battle 7 VF-1S Super Valkyrie -VF-1S Super Valkyrie -VF-1A Super Valkyrie VF-17S Nightmare -VF-17D Nightmare -VF-17D Nightmare YF-19 -YF-21 VF-19 Custom "Fire Valkyrie" -VF-17T Custom Gunbuster -Sizzler Black Daitarn 3 -GoShogun Dyguenguard -Aussenseiter Banpreios -R-GUN Powered Main Charater -Alpha 2 Original(if applicable) -Alpha 2 Original(if applicable) Player Reinforcements: -VF-11 MAX(Mylene) Enemy Units: Fz-109A } -Fz-109A} x6 -Fz-109A} Fz-109F } -Fz-109A} x3 -Fz-109A} Az-130A } -Az-130A} x2 -Az-130A} Balute Battleship} -Fz-109A } x2 -Fz-109A } Large Balute Battleship -Fz-109A -Fz-109A FBz-99G -Az-130A -Az-130A Skill Point: None Special Win Condition: All units except the Battle 7 reach the highlighted point. Events: Enough enemies are destroyed: Player Reinforcements launch Notes: Totally Event Squads for this stage. To win you just have to get everyone that ISN'T the Battle 7 to the highlight square. There are no reinforcements, and that FBz-99 isn't piloted by Gabil. Once everyone has reached the square, you'll move on to the second half. ------------------------------------------------------------------------------ Stage 45(Second Half) ------------------------------------------------------------------------------ Environment: Gravity Player Units: Player Units: VF-1S Super Valkyrie (Fokker) -VF-1S Super Valkyrie (Hikaru) -VF-1A Super Valkyrie (Kakizaki) VF-17S Nightmare (Gamlin) -VF-17D Nightmare (Dokker) -VF-17D Nightmare (Physica) YF-19 (Isamu) -YF-21 (Guld) VF-19 Custom "Fire Valkyrie" (Basara) -VF-11 MAX (Mylene) -VF-17T Custom (Ray) Gunbuster (Noriko) -Sizzler Black (Yung) Daitarn 3 (Banjo) -GoShogun (Shingo) Dyguenguard (Sanger) -Aussenseiter (Ratsel) Banpreios (Ryusei) -R-GUN Powered (Viletta) Main Charater -Alpha 2 Original(if applicable) -Alpha 2 Original(if applicable) Enemy Units: Fz-109A } -Fz-109A} x9 -Fz-109A} Fz-109F } -Fz-109A} x3 -Fz-109A} Az-130A -Az-130A -AZ-130A FBz-99G(Gabil) -Az-130A -Az-130A Grabil(Grabil) Enemy Reinforcements: Az-130A } -Az-130A} x2 Special Win Condition: Unit reaches highlighted square Skill Point: Defeat all enemies before reaching the highlight squares. Events: Enough Enemies are defeated: Macross fighter valkyries, and (if applicable) Altairion (w/squad) move to the ravine, Gabil blocks ravine, Enemy Reinforcements launch. Gabil is destroyed: Gamlin is destroyed Notes: THe Second half isn't much more eventful than the first. Move forward and take out the enemies. Once you've destroyed enough (MAP weapon sprees prevent me from knowing the exact number), several of your units will move to the South side of the Ravine and Gabil will move to block with some new reinforcements. Once this happens, I believe you only have five turns to reach the squares. Also, I believe that the skill point is that you must destroy all the enemies before reaching said square. For the most part, this is a non-issue. Grabil, however, will be as troublesome as always. Sound Force helps, of course, don't forget them. ------------------------------------------------------------------------------ Stage 46 ------------------------------------------------------------------------------ Environment: Gravity Player Units: Gunbuster(Noriko) Sizzler Black(Jung) Daitarn 3(Banjo) GoShogun(Shingo) Player Reinforcements: VF-1S Super Valkyrie (Fokker) -VF-1S Super Valkyrie (Hikaru) -VF-1A Super Valkyrie (Kakizaki) FBz-99G (Gamlin) -VF-17D Nightmare (Dokker) -VF-17D Nightmare (Physica) VF-22 Vogel II(Max) -YF-19 (Isamu) -YF-21 (Guld) VF-19 Custom "Fire Valkyrie" (Basara) -VF-11 MAX (Mylene) -VF-17T Custom (Ray) Dyguenguard (Sanger) -Aussenseiter (Ratsel) Banpreios (Ryusei) -R-GUN Powered (Viletta) Main Charater -Alpha 2 Original(if applicable) -Alpha 2 Original(if applicable) Enemy Units: Fz-109F } -Fz-109F} x4 Az-130A } -Az-130A} x3 Balute Battleship Enemy Reinforcements: Fz-109A } -Fz-109A} x4 -Fz-109A} Fz-109F } -Fz-109A} x2 -Fz-109A} Az-130A -Az-130A -Az-130A Balute Battleship x2 Grabil(Grabil) 3rd Party Reinforcements: STMC Bug x25 Skill Point: Within 8 turns of Player/Enemy reinforcements arrival, destroy all enemies before escaping the stage. Special Win Condition: 1) All enemies are east of the highlighted line. 2) All allies reach the highlighted squares in the corner. Special Loss Condition: Enemy Unit destroyed. Yes, you read that right. Destroy an enemy and you lose. Events: All enemies cross the line: Player and Enemy Reinforcements arrive, Sizzler Black and Goshogun join Gunbuster and Daitarn 3 respectively. 3rd party units MAY arrive....or they may arrive when one unit reaches the highlighted line. Notes: **** this stage. This is essentially a giant **** you to everyone that can't read Japanese. Course, I mean, it's only supposed to be a Japanese game, but considering how accessible everything ELSE is.... The goal of this stage with your limited forces is to get ALL of the enemy units behind the highlighted line. The real trick to this is the enemy Battleship. See, just moving back will not cause the Battleship to move. So here's what you do. At the beginning, have Gunbuster, Sizzler Black, and Goshogun run. Daitarn should change into Daifighter, use Flash, and move forward. I attack the battleship, though this may not be strickly necessary. Have him dodge the whole time during the enemy phase. On the next player phase have Banjo use accelerate and RUN with everyone. The battleship should follow, and you'll be a couple turns away from success. When running, you probably don't want your units to get RIGHT up against the wall, else they'll just leave as soon as the next part starts. Once everything gets away, a whole bunch of events will happen and you'll be free to smash everything in sight with a few waves of TK Missile. Player and Enemy units will launch, and the STMC MAY launch. See, what I mentioned earlier about being against the wall HAPPENED to me, and so I'm unsure of whether the STMC launch with everything else or after someone leaves. In any case, they're included in the skill point requirement, so take them out. As you're probably used to by now, only Grabil is really a problem to kill, so send some of your more mobile units down there to deal with him, including Sound Force. In reality, this stage isn't difficult, it's just a pain to figure out what you're supposed to do. ------------------------------------------------------------------------------ Stage 47 ------------------------------------------------------------------------------ Environment: Space Player Units: Bundle Battleship(Bundle) Player Reinforcements: Battle 7 9 Squads Enemy Units: STMC Bug } -STMC Bug} x16 -STMC Bug} STMC Small Battleship Enemy Reinforcements: Fz-109A } -Fz-109A} x4 -Fz-109A} Fz-109F } -Fz-109A} x2 -Fz-109A} Az-130A } -Az-130A} x4 -Az-130A} Balute Battleship x2 Balute Big Battleship Skill Point: Defeat the STMC in five turns Events: Enough STMC are destroyed: Player Reinforcements arrive. STMC destroyed: Gamlin is revealed to be possessed, kidnaps Mylene and Enemy reinforcements arrive. Enough reinforcments are destroyed: Stage Ends. Yep. Over. Notes: This is mind-numbingly simple after the hell that was the last stage. Bundle and his buddies are all sitting in Bundle's Battleship surrounded by STMC. Have Kernagul use Iron Wall and Bundle use Strike. Turn 2 comes around, do the same, but add in a Guts command. Assuming you use Flasher Beam, your allies should arrive early on in this phase. Now, the reinforcements appear to the character's left, and so we don't want to send too many forward. You'll almost be able to wipe them all out with Banpreios and his MAP attack if you Renew it and Bundle and use Awaken twice (Hope is needed, of course). Once you DO wipe them out, the reinforcements will launch after some events. Gamlin and Mylene won't do anything against you, so if you zip over to the enemies, you should be able to take them out very quickly. Just don't MAP them into oblivion and life should be fine. For whatever reason, you won't have to actually destroy all the enemies to end the stage. Destroying enough will call a horde of STMC and you'll be teleported out. After this stage, you'll meet up with the characters from the Romance Trilogy path. You're done with this godforsaken path. I won't be back. Macross 7 Route END ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ------------------------------------------------------------------------------ Stage 48 ------------------------------------------------------------------------------ Environment: Space Player Units: Battle 7 Solo Ship VF-19 Custom "Fire Valkyrie"(Basara) -VF-11MAXL (Mylene) -VF-17T Nightmare Custom (Ray) 14 Squads Enemy Units: Fz-109F } -Fz-109A} x10 -Fz-109A} FBz-99G } -Az-130A} x3 -Az-130A} FBz-99G (Gabil) -Az-130A -AZ-130A Grabil(Grabil) Balute Big Battleship Enemy Reinforcements: Gabigra (Gabigra) Zomud (Zomud) Goram (Goram) Enemy Reinforcements 2: STMC Small Battleship x2 STMC Bug } -STMC Bug} x16 -STMC Bug} Enemy Reinforcements 3: Adeigo } -Adeigo} x5 -Adeigo} Jig Mack } -Dekka Bau} x3 -Dekka Bau} Gataman Zan } -Jig Mack} x2 -Jig Mack} Log Mack } -Dekka Bau} x3 -Dekka Bau} Ganga Rube } -Dekka Bau} x3 -Dekka Bau} Galpo Jikku } -Condo Bau} x2 -Condo Bau} Gido Mack } -Condo Bau} x2 -Condo Bau} Gaburo Zan (Hannibal) -Ganga Rube -Ganga Rube Enemy Reinforcements Infinity: STMC Bug } -STMC Bug} x6 -STMC Bug} Skill Point: Defeat Gabigra(Gabigra retreats at 120000 HP) Events: Enough Enemies are defeated: Gabil and Grabil Merge to form Gabigra. Zomud and Goram arrive. Goram or Zomud Destroyed: Enemy units currently deployed retreat, STMC arrive (Enemy Reinforcements 2). Turn after STMC arrrive: 3rd Party Reinforcements arrive. STMC reduced to six: Enemy reinforcements Infinity arrive (repeats) Notes: Not one, not two, but THREE Protodevlin enemies. Beautiful. Fortunately, one set will dissappear. Move forward but don't waste too much SP here. Destroying enough of the initial enemies will trigger the appearance Zomud and Goram, as well as cause Gabil and Grabil to merge. Gabigra is suitibly tough to crack, but keep at it and employ Sound Force and it'll eventually fall. After you take him out, go after either Goram or Zomud. Defeating one will cause events to transpire that'll leave you minus one Basara. STMC show up, and Ideon launches. Now, if you want to have a chance at getting Gije back, you need to max out Ideon's IDE gauge. If you want to do this, then have Gije accelerate and have Kasha cast Iron Wall and throw Ideon into the STMC alone. Have him Defend the whole turn. Next turn, you can resume your attack. Of course, the next turn features a new suprise in the form of Buff Clan enemies in the opposite corner. So if you have units left over on the turn the STMC show up, you should send some up there to deal with the Buff Clan. The goal here is to take out the Gaburo Zan. It's the Tube Buff Clan Battleship, it should be fairly obvious from its placement and uniqueness. The STMC will never end, but it's generally not worth the effort to farm them. THey just don't give the cash. After this stage, you'll meet up with the characters from the Earth Route. We're winding down, so the next several stages will bring an end to the storyline for several of our story series. SPACE ROUTES END ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------------------------------------------------------------ Stage 49 (First Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Battle 7 Two Battleships VF-11MAXL (Mylene) -VF-17T Nightmare(Ray) 15 Squads Enemy Units: FBz-99G } -Az-130A} x3 Az-130 } -Fz-109A} x9 -Fz-109A} Balute Battleship} -Az-130A } x2 -Az-130A } Balute Big Battleship} -Az-130A } -Az-130A } Gabigra(Gabigra) Skill Point: Defeat Gabigra Special Win Condition: Battle 7 reaches the marked square within 5 turns. Special Loss Condition: Six turns pass Events: None Notes: Some Macross 7 enemies for the first half of the Macross 7 finale. The theoretical goal is for the Battle seven to reach the highlight square. But to be honest, it's simple enough to eliminate all enemies. Use Strike and have at them. The Protodevlin is sort of a problem, but with fifteen squads, you can simply overpower him. Or heck, just bring enough units with Exhaust and let him feel the full force of a Goldion Crusher without his Protodevlin status. However, try to finish him off with Gamlin (White Haired Macross Seven Pilot), as if you do so here and DON'T destroy him in the next part, Gabil will join you in his FBz-99G. If you care. Destroy everything or have Battle 7 reach the square to end the map and move on to part two. Note that it'll take about four turns for the Battle 7 to get there, so if for some reason you CAN'T kill them all (though any reason for this escapes me), you'll want to have it book it. Don't worry about HP/EN/SP, as everything's fully restored for the second half. ------------------------------------------------------------------------------ Stage 49(Second Half) ------------------------------------------------------------------------------ Environment: Gravity Player Units: Battle 7 2 Battleships VF-11MAXL (Mylene) -VF-17T Nightmare(Ray) 14 Squads Enemy Units: Az-130A } -Fz-109A} x12 -Fz-109A} Balute Battleship} -Az-130A } x4 -Az-130A } Balute Big Battleship} -Az-130A } x2 -Az-130A } FBz-99G } -Az-130A} x4 -AZ-130A} Goram (Goram) -Zomud(Zomud) FBz-99G (Gabil) -FBz-99G -FBz-99G Grabil (Grabil) -FBz-99G -FBz-99G Player Reinforcements: VF-22 (Max) -VF-22(Millia) Player Reinforcements 2: VF-19 Custom "Fire Valkyrie" Enemy Reinforcements: Gepelnich Battleship Enemy Reinforcements 2: Gepelnich(Gepelnich) Skill Point: None Events: Turn 3: Enemy Reinforcements Arrive Battle 7 reaches highligted point: Player and Enemy Reinforcements arrive, Mylene and Gamlin's Squad retreat to the Battle 7. Gepelnich loses 50000 HP: Gepelnich uses Guts, Goram and Zomud are absorbed, Player Morale boosted to max. Gepelnich loses ~80000 HP, after above: Gamlin's Squad and Mylene return. Basara joins Mylene and Ray. All characters gain Valor status and a full HP restore. Basara attacks Gepelnich: Player Reinforcements 3 arrive, Try Again combination attack performed on Gepelnich. Items: High Performance Radar: Gepelnich Battlship Cost Down: Gepelnich Notes: Wee! Macross 7 Finale. Lots of events here. Your first goal is to get the Battle 7 to the highlighted point in four turns. Cut a swath through the enemies, though if you want to recruit Gabil, leave him alone(feel free to axe his squadmates though). Additionally, you mauy ignore Grabil if you so choose. They'll both retreat after a later event. The other enemies of note are Goram and Zomud. They're in one squad together and they're as much of a pain as always. However, like Gabil and Grabil, you may ignore them if you please. There's nothing lost by killing them, of course, but it's a pain. On Turn 3, Gepelnich's Battleship will arrive and park itself on top of the highlighted square. You'll need to take its 180000 HP out before the Battle 7 can move on it. You're limited on time. So hurry. Fortunately, only its HP is any good. You should be able to evade its attacks with little effort. Do that and move nto the highlighted square. At this point, a ton of events will happen, mainly consisting of Max and Millia going WAY overboard on some grunts. After the events, they'll be in a squad and Gepelnich will be here. You'll also lose Mylene(but not Ray) and Gamlin's ENTIRE squad until you complete some later events. It's usually not worth it in this case to exhaust Gepelnich's morale. I did so, but it gained back 20 morale in a single encounter. Dealing 50000 damage will cause Gepelnich to simply restore the missing HP. However, at this point, Minmei will start singing and boost your characters' morale to max. Unlike most other times when this happens, MAX will really be max and not just 150 (in the case of Break Morale Limit). Now you'll have to take a lot of Gepelnich's HP down again. A bit more than last time. Do so and Basara will come out and give everyone Valor and full HP. As if that wasn't good enough, attacking Gepelnich with Basara will cause Sybil to show up, join Basara's squad, and the entire Sound Force with Sybil will unleash the most powerful version of Try Again on Gepelnich. So, you've got Gepelnich already hurt, two power attacks without the protodevlin resistence, and everyone remaining has Valor. Yeah, you know what to do. After this stage, Max and Millia will join with their VF-22s, Sybil will join...as herself, and if you met the requirements, Gabil will join in a FBz-99G. Exedore will become the permanent captain of the Battle 7. ------------------------------------------------------------------------------ Stage 50 ------------------------------------------------------------------------------ Environment: Space Player Units: 3 Battleships 15 Squads Enemy Units: Megilot Ben } -Megilot Ben} x3 -Megilot Ben} Yoera Ben } -Yoera Ben} x3 -Yoera Ben} Haggai Yaddo} -Haggai } x3 -Haggai } Esurimu Roshu} -Esurimu } x3 -Esurimu } Shumuel } -Esurimu Af} x4 -Esurimu Af} Fury } -Esurimu Roshu} x3 -Esurimu Roshu} Helmoze Eheddo(Epen) Enemy Reinforcements: Zufield(Epen) Bemidoban(Baran Doban) Jumora(Etseera) Skill Point: Defeat the Helmoze Eheddo within five turns Items: Basara Disc: Etseera S-Adapter: Epen(Zufield) Events: Every Turn: Neviim attacks random squads. Notes: This might not look like a Plot ending stage, but we're going to toast Epen, the Balmar guy that's been tormenting you for a while. It's fairly straight forward, with the big catch being that Neviim will randomly attack your squads at the beginning of each turn. Defeating the Helmoze will launch the bosses. The only thing you NEED to do at this point is defeat the Zufield. But you may as well take out Etseera and Baran Doban. Keep an eye on your turn count if you want the good ending, though. ------------------------------------------------------------------------------ Stage 51 (First Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Eternal Archangel Ra Kalium Freedom Gundam(METEOR)(Kira) Squad *BLUE EVENT SQUAD* Justice Gundam(METEOR)(Athrun) Squad *BLUE EVENT SQUAD* -Aile Strike Rouge(Cagalli) Enemy Units: X-9 Ghost } -X-9 Ghost} x5 -X-9 Ghost} Strike Dagger } -Strike Dagger} x4 -Strike Dagger} Kurabu } -Strike Dagger} x3 -Strike Dagger} Hamrabi(Yazan) -Hamrabi(Dunkel) -Hamrabi(Ramsus) Raider Gundam(Crot) -Strike Dagger -Strike Dagger Calamity Gundam(Orga) -Strike Dagger -Strike Dagger Forbidden Gundam(Shani) -Strike Dagger -Strike Dagger Dominion (Natarle) -Strike Dagger -Strike Dagger -Strike Dagger Nuclear Missile x20 Player Reinforcements: Duel Gundam(Yzak) Enemy Reinforcements: Strike Dagger } -Strike Dagger} x6 -Strike Dagger} 3rd Party Units: CGUE } -GINN} x2 -GINN} GINN } -GINN} x2 -GINN} GuAIZ } -GuAIZ} x4 -GuAIZ} Duel Gundam(Yzak) -CGUE -GuAIZ -GuAIZ Loraisia Class} -GuAIZ } x2 -GuAIZ } Nazca Class -GuAIZ -GuAIZ 3rd Party Reinforcements: GuAIZ } -GuAIZ} x4 -GuAIZ} 3rd Party Reinforcements 2: Providence Gundam(Rau) -GuAIZ -GuAIZ Skill Point: None Special Win Condition: (1) Athrun must reach the highlighted point. Dominion must be destroyed. Special Loss Condition: Nuclear Missile reaches highlighted line Events: Turn 2: You arrive. Nuclear Missiles destroyed: Special Win Condition 1 becomes active, Enemy and 3rd Pary Reinforcements arrive. Phase after Nuclear Missiles are destroyed: Providence Gundam Launches. Dearka has a battle encounter with Duel: Duel joins your side (for this Battle at least)(Player Reinforcements) Items: Basara Disc: Shani Notes: Turn one is very very simple. You aren't there. On turn 2, you get there and launch as normal. The goal of this stage at first is to smash all the nuclear missiles. There's a lot of events here though. The Nuclear missiles themselves are of little concern. If they get next to a character, they may try to attack them, and if they hit, they'll explode. Destroy all of them to unleash GENESIS and the reinforcements. The quickest way to get through all this is to split your forces in half. Make sure Athrun heads up to the square, and send enough down to deal with the Dominion and Three Bosses. Providence will arrive the phase immediately after the missiles are destroyed. Not a whole turn, just a phase. Oh, and you may notice that Yazan is hellbent on Kamille if you launch him. If this is the case, then you should probably send Kamille down there too, as it's just more epic that way. Dearka, meanwhile, should be heading toward's Yzak. Having a battle encounter with Yzak's squad (with Dearka) will cause him to join you, at least for this stage. If you completed the other requirements for Duel and Yzak, then you need to make sure neither him nor Dearka are shot down during this half. Taking out the Dominion will move the Archangel, Kira's Squad, and Providence's squad to the southeast part. Mu will be shot down protecting the AA. Don't worry though, he survives (and the characters know it, no Neo Roanoke HERE!) and will be available next scenario, though you WILL have to put him back in the Strike. Moving Athrun onto the highlighted square will cause him to go into the GENESIS. Once you've both defeated the Dominion and moved Athrun to the highlighted square, you'll move on to the second half. ------------------------------------------------------------------------------ Stage 51 (Second Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Freedom Gundam(METEOR) (Kira) Squad *BLUE EVENT SQUAD* Justice Gundam(METEOR) (Athrun) -Aile Strike Rouge (Cagalli) 6 Squads Enemy Units: X-9 Ghost } -X-9 Ghost} x3 -X-9 Ghost} GuAIZ } -GuAIZ} x3 -GuAIZ} Providence Gundam(Rau) Skill Point: Destroy Providence Gundam Special Win Condition: Destroy GENESIS within four turns. Events: Providence Gundam is destroyed: Items: Haro: Providence Gundam Notes: You'll start at max morale but down HP/EN/SP. You're goal here is to destroy the GENESIS core, which is that highlighted square. You'll have to be somewhat in front to hit it however, as for some reason the sides are blocked. Four turns will be kind of tight, but if you brought Banpreios it can wipe out the Grunts on turn one (provided you also brought someone with Renew) Then you'll have three turns to take out the generator and Rau. If you met the requirements, then Yzak will arrive in Duel on turn two to help. Hit Rau with everything you've got then finish off that generator. That concludes Gundam SEED. Yzak will join after this scenario with the Duel Gundam if you met the requirements. Cagalli and Lacus will have thier SEED skill unlocked. ------------------------------------------------------------------------------ Stage 52 (First Half) ------------------------------------------------------------------------------ Environment: Space Player Units: EVA Unit 01(Shinji) EVA Unit 02(Asuka) EVA Unit 00(Rei) Player Reinforcements: Ra Kalium Archangel 15 Squads Enemy Units: Zeruel, the 14th Angel(Zeruel) Enemy Reinforcements: EVA Series x9 Enemy Reinforcements 2: EVA Unit 1..God thing Skill Point: Asuka survives for 2 turns after the EVA series arrives. Events: Zeruel is destroyed: Rei retreats, Shinji becomes a green unit, and Enemy reinforcements arrive. 2 turns pass after the arrival of the EVA Series/Asuka is destroyed: Player Reinforcements arrive, Shinji and Asuka retreat. All enemies defeated: Enemies return, Enemy reinforcements 2 arrive. EVA Unit 1's HP drops below 50000: 5 Turn limit imposed. Notes: Before this scenario starts, you may want to give your Haros or Brave Symbols to Asuka. Stage starts simple enough with the EVAs versus an Angel. You'll badly outclass the Angel in power, and taking it down shouldn't take much effort. Do this and EVA series will arrive and gang up on Asuka, who literally tosses Sinji aside. For the skill point, you need to survive for two turns. Hence the awesome items before the stage starts. Have Asuka run to one side to limit the amount of encounters she has to have. If you're defeated or after two turns have passed, the EVA series will take out Asuka, the player reinforcements will appear and collect both the EVAs, and it'll be on. As a bonus, you'll launch at 120 morale. Sadly, this is one map where my "Banpreios annihilates everything with TK missile" strategy won't work. You're going to have to beat them down hard. Push everyone forward, but be careful with the Battleships. The EVA Series aren't pushovers. Their accuracy is generally horrid, but they can do significant damage. Once you defeat them all....they'll come back. The ensuing EoE events will piss off all the super robots (just like Eva did to the fans!) and change the music to be totally inappropriate for the gravity of the situation. At this point your job is to defeat the EVA unit one. You're units will be moved into formation again and you'll have to manually go after him. Note that while you can destroy the EVA series, they'll immediately regenerate. They're not worth the trouble, as they don't give money or PP appropriate to the difficulty. Just cruise on by them. What's REALLY irritating is that the EVA unit 1 will get TWO turns per turn. Sucks. Do enough damage to it and you'll start a count down that will give you only five turns to smash it. This shouldn't be too difficult to achieve, but be aware of it in case you're really intent on farming the EVA Series kills. Defeat the Unit 1 to end this half of the stage. Yes, there's more. ------------------------------------------------------------------------------ Stage 52(Second Half) ------------------------------------------------------------------------------ Environment: Gravity Player Units: EVA Unit 1(Shinji) Player Reinforcements: -EVA Unit 00(Kaworu) -EVA Unit 02(Asuka) Ra Kalium 1 Battleship 15 Squads Enemy Units: EVA Unit 1 BEAST (Damipuragu) EVA Series x9 Skill Point: None Events: Turn 2: Player Reinforcements arrive Notes: Unless you've upgraded him, it's probably better for Shinji to just hang back for a while. Although, that said, the BEAST wasn't able to break my AT Field when it came right down to it, so perhaps it's safer than I think. On Turn 2, the rest of your characters will arrive. This is exactly like the end of the first part, only this time, the EVA unit 1 is WEAKER (as it doesn't have Shinji), and the EVA series will stay dead. Though the Terrain sucks for you now (Gravity and LCL, which is technically water), this is still easier than the last part thanks to the previously mentioned factors. All you have to do to end the stage is kill the EVA Unit 1, but feel free to take revenge on the EVA Series. ------------------------------------------------------------------------------ Stage 53 ------------------------------------------------------------------------------ Environment: Space Player Units: Archangel Battle 7 Daikyu Maryu Eternal Ra Kalium Solo Ship 16 Squads Enemy Units: Adeigo } -Adeigo} x9 -Adeigo} Ganga Rube} -Adeigo} x6 -Adeigo} Zanza Rube} -Adeigo } x3 -Adeigo } Gataman Zan} -Adeigo } x3 -Adeigo } 3rd Party Reinforcements: STMC Bug } -STMC Bug} -STMC Bug} x8 -STMC Bug} STMC Small Battleship x4 3rd Party Reinforcements Infinity: STMC Bug } -STMC Bug} -STMC Bug} x4 -STMC Bug} STMC Small Battleship x2 Skill Point: In 7 turns, destroy 230 enemy units Events: Enemy squads reduced to 10: 3rd Party Reinforcements arrive STMC Squads reduced to 6: 3rd Party Reinforcements Infinity arrive (repeats) Notes: BEFORE the stage begins, you may recieve a small army of secret units and special parts. As these can, and probably will, contain both the Hi-Nu Gundam and the Sazabi, you may wish to switch pilots around before you launch your squads. The stage itself is one of my favorites, but there's very little to say about it. You start out against some Buff Clan enemies. If you're a player that tends to enjoy spamming Banpreios' map attacks, I would suggest limiting yourself a bit. smash the Buff clan enough and your real enemy of the stage, the STMC, will arrive. At this point, you should focus on the Buff Clan, as you don't want the STMC stealing your kills. And at this point, it's just you killing as many STMC as you can. Reducing the STMC to six squads will cause it to spawn more reinforcements in the center of the map (on top of the Crossgate). That's...it. Spam your ALL attacks for 7 turns. If, on turn 8, you've killed at least 230, you'll recieve the skill point and the map will be over. It won't be over UNTIL turn 8 no matter what. 230 sounds like a lot, but it really shouldn't be too difficult. I've killed over 600 on this map before, though it was on a repeat playthrough. ------------------------------------------------------------------------------ Stage 54 ------------------------------------------------------------------------------ Environment: Space Player Units: 3 Battleships 16 Squads Player Reinforcements: Shumuel(Rulia) -Bemidoban(Baran Doban) Enemy Units: Megilot Ben } -Megilot Ben} x3 -Megilot Ben} Yoera Ben } -Yoera Ben} x3 -Yoera Ben} Haggai Yaddo} -Haggai } x4 -Haggai } Shumuel } -Esurimu Roshu} x4 -Esurimu Roshu} Shumuel Ben } -Shumuel Ben} x4 -Shumuel Ben} Fury } -Esurimu Roshu} x4 -Esurimu Roshu} x4 Helmoze Hamisha(Saldes) Helmoze Shisha(Hiradelhia) Enemy Reinforcements: Jumora(Etseera) Shumuel Ben } -Shumuel Ben} x5 -Shumuel Ben} Enemy Reinforcements 2: Bemidoban(Baran Doban) Skill Point: Defeat the Helmoze Hamisha and Helmoze Shisha before clearing the map and clear the map in 10 turns. Special Win Condition: (1) SRX moves onto the Neviim that contains Aya. Events: Turn 1 Enemy Phase: Special Win Condition (1) active. Jumora is defeated: All player and enemies retreat, Sanger relaunches, Enemy Reinforcements 2 becomes active. If you're on Touma's route, Touma will launch instead of Sanger Notes: Several High HP enemies, an annoying event, and an annoying boss. If you didn't get the full power of Banpreios on this stage, I'd be upset with it. Start out by moving everyone as far forward as you can (after Sound Force, of course), making sure that Banpreios is getting closer to the white orbs. On the first enemy phase, they'll activate, and the SRX team will sense Aya. At this point, you need to go to the highlighted squares until you find her. Which Neviim she's in is completely random. If you can, you may wish to save before moving so you can check if she's in one, and reload if not. Or you could do it completely legitamately. Banpreios should be powerful enough that you'll only need a couple turns afterwards anyway. The stage won't end until you reach the right square, even if you destroy all the enemies. Speaking of which, the skill point requires you to kill the two Helmozes, but they aren't required to clear the map. So make sure you do that before you destroy the Jumora. The Jumora will appear after Banpreios finds the right square. Along with her and her minions arrival, Banpreios will recieve its final attack along with the combination attack. Make sure the Helmoze are dead for the skill point, then finish off the Jumora to end the stage.....almost. Everyone will retreat, but Baran Doban will require a bit more convincing. If you're on Touma's route, he'll one on one Baran. Otherwise, the duel will take place between Sanger and Baran. The Bemidoban only has a little under 14000 HP, and your SP should be restored. Valor, Strike, and goodbye. After this stage, Aya will be a sub-pilot for Banpreios, and Baran Doban and Rulia will join with their units. Note that Rulia can be moved into the R-Blade Custom, and if it's upgraded, you definately should do so. ------------------------------------------------------------------------------ Stage 55(First Half) ------------------------------------------------------------------------------ Environment: Gravity Player Units: 3 Battleships 16 Squads Enemy Units: Megilot Ben } -Megilot Ben} x6 -Megilot Ben} Yoera Ben } -Yoera Ben} x6 -Yoera Ben} Haggai Yaddo} -Haggai } x8 -Haggai } Shumuel } -Esurimu Roshu} x8 -Esurimu Roshu} Shumuel Ben } -Shumuel Ben} x6 -Shumuel Ben} Zufield Evaeddo(Hiradelhia) Zufield Evaeddo(Saldes) Enemy Reinforcements: Gebel Guneden(Ruaf) Skill Point: Within 6 turns, defeat the two Zufield Evaeddos Events: Zufields are destroyed: Enemy Reinforcements launch Notes: Lousy Gravity. Fortunately, this is the last time you'll have to deal with an in-atmosphere stage in the game. Well, both halves of this stage, anyway. Lots of enemies on this stage. The goal here is to take out the two Zufields. You've got six turns for the skill point, and this might be a little tight with all the enemies. Push forward and don't waste effort on the Zufields until you're ready to kill one. They have a large HP regen, and even though their HP is under 100000, this will make things very difficult if you try to kill them over multiple turns. Finish them off and you'll be greeted by Ruaf and his Gebel Guneden. If you've played Alpha 2, this is very similar to the final boss. VERY. Be wary about Guneden. It gets two turns on its phase, is quite accurate, does a lot of damage, and it's favorite attack will even steal energy as if to kick you while you're down. Smash through its barrier and 200000 HP and you'll move on to the almost as annoying second half of the stage. It's Balmar's last stand. And there's still four levels left to go! ------------------------------------------------------------------------------ Stage 55(Second Half) ------------------------------------------------------------------------------ Environment: Gravity Player Units: 3 Battleships 16 Squads Enemy Units: Megilot Ben } -Megilot Ben} x6 -Megilot Ben} Yoera Ben } -Yoera Ben} x6 -Yoera Ben} Valk Ben } -Shumuel} x6 -Shumuel} Devarim } -Gadel} x3 -Gadel} Valk Isha(Calico) -Valk Ben -Valk Ben Valk Isha(Spectra) -Valk Ben -Valk Ben Vyclone(Ace) -Devarim -Devarim Enemy Reinforcements: Gebel Guneden(Shiva) Skill Point: None Items: Multisensor: Spectra Bio Computer: Ace Events: Calico/Spectra is defeated: Spectra/Calico casts Drive, Valor, Strike, and Flash All enemies are defeated: Enemy Reinforcements arrive Notes: There's five missions left, but the major original enemies are all dying. Odd, eh? But where'd that bastard Son Ganlong run off too..... This is the final battle against the Balmar enemies. Calico, Spectra, Ace, and the mastermind Shiva are all here. You start this half at full HP/EN/SP, but you also start with 150 Morale. I know I've mentioned Banpreios' MAP attack before and will again, but you should be particularly aware of it this map, as the enemies have been so kind as to form up perfectly for it (or Alegras', if you have it). There's not a whole lot to say about the initial enemies. You've fought them all before. Defeating either Calico or Spectra will cause the other to Spirit up. While they have conversations, nothing changes for Cobray or Spectra, the stage is identical. Defeating all the them will cause Shiva to launch in the Gebel Guneden. He's lacking the 2 turns skill, but he has 300000 HP instead of 200000, so he'll take a bit more to kill. Wipe him out to end the stage and the last of the Balmar. After Stage Items: Full SP Restore x2 Ace Symbol Fan's Bouquet ------------------------------------------------------------------------------ Stage 56 (First Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Solo Ship 2 Battleships 16 Squads Enemy Units: Log Mack } -Condo Bau} x3 -Condo Bau} Gido Mack } -Adeigo} x2 -Adeigo} Galpo Jick} -Adeigo} x2 -Adeigo} Jig Mack } -Adeigo} x3 -Adeigo} Ganga Rube} -Adeigo} x4 -Adeigo} Zanza Rube} -Adeigo} x3 -Adeigo} Gataman Zan } -Ganga Rube} x2 -Ganga Rube} Dorowa Zan(Halulu) Skill Point: None Special Win Condition: Dorowa Zan is defeated Special Loss Condition: Turn 6 begins Events: Items: Big Generator: Halulu Notes: I hate the Buff Clan. You should use this stage to let out your aggression on them. You've only got five turns and the Dorow Zan has lots of HP, so make sure you make liberal use of Accelerate. ------------------------------------------------------------------------------ Stage 56(Second Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Solo Ship 2 Battleships 16 Squads Enemy Units: Log Mack } -Condo Bau} x3 -Condo Bau} Galpo Jick} -Adeigo} x2 -Adeigo} Jig Mack } -Condo Bau} x3 -Condo Bau} Ganga Rube} -Adeigo} x4 -Adeigo} Gido Mack } -Adeigo} x2 -Adeigo} Zanza Rube} -Adeigo} x3 -Adeigo} Gataman Zan } -Ganga Rube} x5 -Ganga Rube} Gabro Zan } -Zanza Rube} x3 -Zanza Rube} Bairal Jin(Doba) 3rd Party Reinforcements: STMC Bug } -STMC Bug} x8 -STMC Bug} STMC Small Battleship x3 STMC Medium Battleship x2 Skill Point: Clear the Map in 7 turns Special Win Condition: (1)Unit reaches highlighted square Events: Unit gets within 20 squares of Bairal Jin: 3rd Party Reinforcements arrive, Special Win Condition becomes active. Bairal Jin's HP reduced to 50%: Doba uses Guts(repeats) Notes: I'm not entirely sure what the initial win condition is, but it's wholly irrelevent, as once you get close enough to the Bairal Jin the req will change and you'll simply have to move onto the highlighted square. The STMC will also arrive to make things more troublesome. On a more positive note, you start the stage with 130 morale, so all but your highest morale attacks will be available from the start. In truth, this stage is interesting because you don't actually have to attack ever. With Awaken and Hope, you can make it to the square in one turn and end it. If you want to do this, The best way is to put multiple units with Awaken in one squad. So..Amuro, Kamille, Judau, and one of the Purus. If you've got SP up on them, you may not even need Hope. This, however, is only the recommended path if you're running out of time (remember, good ending requires less than 420 turns and 57 skill points). Instead, try to kill as much as you can for six turns, making sure you'll be in range of the square. Don't even mess with the Bairal Jin, as when it's reduced to half HP, Doba will just use Guts. Whatever you do, once you reach the highlighted square the stage is over. *************AT THE VERY END OF THE STAGE, if you have already completed the game once, you'll be asked a question. The FIRST(Top) choice will send you on the IDEON ENDING stage 57 (it's located right below this one in the guide). The SECOND(Bottom) choice, will send you on the normal path to the route split.************************************************ AFter Stage Items: Propellent Tank x2 Cartridge x2 Repair Kit x2 Super Repair Kit x2 ------------------------------------------------------------------------------ Stage 57....IDEON ENDING ------------------------------------------------------------------------------ Environment: Space Player Units: Who Cares? Enemy Units: Really, don't give a damn. Skill Point: Isn't one, obviously, the universe is going to explode. Events: Eventually: Universe explodes. Everyone dies. Everyone. In the Universe. Happy now? Notes: There are units and deployments in this mission, but they're meaningless. People will talk when they attack, and eventually the turns will pass and everyone will die since the IDE is going to restart the universe. You can kill things until the end to build up money for the next time. If you decide to start a new game from this clear data. Which I wouldn't. Unless, of course, you accidentally saved over the data before this stage. Sucks for you. =O !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Route Split Time The final route split of the game. Two choices, Ideon and Gunbuster. At this point, there's only one secret left, and it's on the Ideon stage. If, however, you didn't go on one of the space routes, you can't recieve it anyway. So if you want Gije and went on the Space route, then Ideon route is the way to go probably. If not...then just pick whatever route you like the units on the most. Ideon Gunbuster ------- ----------- Space Runaway Ideon Gunbuster All Gundam All Macross Daitarn 3 Evangelion Getter Robo Mazinger Combattler V Steel Jeeg Voltes V Raideen Daimos Goshogun Gaiking Dancougar GaoGaiGar Virtua ON! Short and Simple. Top is Ideon, bottom is Gunbuster. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ideon Route ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------------------------------------------------------------ Stage 57(First Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Solo Ship Ra Kalium Archangel Eternal 15 Squads Enemy Units: Jig Mack } -Adeigo} x3 -Adeigo} Log Mack } -Adeigo} x3 -Adeigo} Gido Mack } -Adeigo} x2 -Adeigo} Galpo Jick} -Adeigo} x2 -Adeigo} Ganga Rube} -Adeigo} x4 -Adeigo} Gataman Zan } -Jig Mack} x2 -Jig Mack} Enemy Reinforcements: Jig Mack } -Adeigo} x3 -Adeigo} Log Mack } -Adeigo} x3 -Adeigo} Gido Mack } -Adeigo} x2 -Adeigo} Galpo Jick} -Adeigo} x2 -Adeigo} Gataman Zan } -Jig Mack} x2 -Jig Mack} Skill Point: None Special Win Condition: Solo Ship reaches the highlighted square Events: Enough Enemy Sqauds are destroyed: Enemy Reinforcements Appear. Special Win conditions become active. Items: Mega Booster: Gataman Zan Notes: A few things I'd reccommend. 1, Moving the Solo Ship East to start. 2, leaving half your forces at your start location. 3, spam that MAP attack, you know what I'm talking about. Send about half your forces towards the current enemy forces. The other half should basically just sit right where they are. You may want to move the battleships out a bit. The reason for this is that defeating enough of the enemy will cause the reinforcements to appear right where you started. Now, because Super Robot Wars places almost no emphasis on the position of your enemies, this really isn't a big deal, but it takes time to run back. When these show up, a highlighted square far to the east will also show up. You goal is to move the Solo Ship to this square. However, defeating all the enemies will end the stage as normal. There's still another half, though.... ------------------------------------------------------------------------------ Stage 57(Second Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Solo Ship Ra Kalium Archangel Eternal Player Reinforcements Secret: Ganga Rube(Gije) Enemy Units: Ganga Rube} -Adeigo} x4 -Adeigo} Zanza Rube} -Adeigo} x3 -Adeigo} Jig Mack } -Adeigo} x3 -Adeigo} Log Mack } -Adeigo} x3 -Adeigo} Gido Mack } -Adeigo} x2 -Adeigo} Galpo Jick} -Adeigo} x2 -Adeigo} Gataman Zan } -Ganga Rube} x2 -Ganga Rube} Dorowa Zan(Halulu) Skill Point: Clear the Map in 6 turns Special Win Condition: Defeat the Dorowa Zan in 7 turns. Special Loss condition: Turn 8 arrives Events: Enough Enemies are defeated: If the requirements have been met, Player Reinforcements Secret arrive. Items: Minmei Doll: Jig Mack Notes: The annoying part of this stage comes if you try to kill everything. They've encircled you. If you want to kill everything equickly, you'll need to split off a few squads and send them the opposite direction of the Dorowa Zan. You may also need to send one to the Southeast to deal with that group. Send the largest group to the southwest, as that's where the Dorowa Zan has been sitting. Once you defeat enough enemies an Ideon event will take place. If you've completed the secret requirements for Gije Returns, then he'll arrive and Defuse the situation. If not, then nothing happens that affects gameplay, IIRC. The IDE gauge may or may not max, I'm not sure, it's been a while. Nothing else happens on this half. Just smash the Dorowa Zan by turn six for the skill point. That's only one turn less than you have to finish the stage before Game Over. ------------------------------------------------------------------------------ Stage 58 (First Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Archangel Eternal Ra Kalium Solo Ship Ideon 16 Squads Enemy Units: Gido Mack } -Adeigo} x2 -Adeigo} Galpo Jick} -Adeigo} x2 -Adeigo} Ganga Rube} -Adeigo} x4 -Adeigo} Zanza Rube} -Adeigo} x3 -Adeigo} Gataman Zan } -Ganga Rube} x5 -Ganga Rube} Gaburo Zan } -Zanza Rube} x3 -Zanza Rube} Dorowa Zan x2 Bairal Jin(Doba) 3rd Party Reinforcements: STMC Bug } -STMC Bug} x8 -STMC Bug} STMC Small Battleship x4 STMC Medium Battleship x3 STMC Large Battleship x2 Skill Point: None Events: Enough Enemies are destroyed: 3rd party reinforcements arrive Even MORE Enemies are destroyed: Move on to the second half of the stage. Notes: The first half of 58 consists of you just smashing them as much as you can. Defeat enough and the STMC will appear. Defeat enough again and the first half will come to an end. I'm unsure of the exact amounts, as Banpreios was MAPing everything the first event, and the second time brought the stage to an end, so I couldn't count. Yeah....the Buff Clan will debut their superweapon, and you'll be moved onto the second half once you defeat enough of the Buff Clan. Defeating STMC doesn't affect anything, and I believe that if you destroy enough of them they'll simply spawn new ones. ------------------------------------------------------------------------------ Stage 58(Second Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Solo Ship Ideon 16 Squads Enemy Units: Jig Mack } -Condo Bau} x3 -Condo Bau} Log Mack } -Condo Bau} x3 -Condo Bau} Gido Mack } -Adeigo} x2 -Adeigo} Galpo Jick} -Adeigo} x2 -Adeigo} Ganga Rube} -Adeigo} x4 -Adeigo} Zanza Rube} -Adeigo} x4 -Adeigo} Dorowa Zan x2 Bairal Jin(Doba) 3rd Party Units: STMC Bug } -STMC Bug} x8 -STMC Bug} STMC Small Battleship x3 STMC Medium Battleship x2 Skill Point: Destroy the Bairal Jin within six turns Events: None Items: Mega Generator Notes: You start with max morale and are tasked with destroying the Bairal Jin, and hence, the leader of the Buff Clan, so that the huge super weapon you're fighting above can't be fired again. The STMC will join at the beginning of the battle for once, and you can smash them without fear of reinforcements. There actually aren't any events at all on this stage. The Bairal Jin you should recognize by now, but this is the first time you've actually had to fight the damn thing in earnest. It's got over 350000 HP, so it'll take some time to fell. It also has some significant range behind it, but fortunately, the ALL attack has a minimum range of 6, so if you move within five spaces, you can save your sqadmates a lot of deaths. The downside, of course, is that you'll then be in range for the Bairal Jin's final attack, but leaders should be competent enough to dodge it. Defeat the BAiral Jin to end the stage. AT this point, you'll move back to the combined stages..well, stage, at least. It's the last two missions of the game. After Stage Items: Minmei Disc Basara Disc Propellent Tank x2 Cartridge x2 Repair Kit x2 Super Repair Kit x2 Andromeda Snack x3 IDEON ROUTE END ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gunbuster Route ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GUNBUSTER ROUTE END ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------------------------------------------------------------ Stage 59 (First Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Archangel (Murrue) Battle 7 (Exedore) Daikyu Maryu (Pete) Eltoreum (Tashiro) Eternal (Lacus) Ra Kalium (Bright) Solo Ship (Bess) Ideon (Cosmo) Gunbuster (Noriko) -Sizzler Black (Jung) 18 Squads Enemy Units: STMC Bug } -STMC Bug} x18 -STMC Bug} STMC Small Battleship x6 STMC Medium Battleship x4 STMC Large Battleship x3 STMC Crusher Ship x2 Enemy Reinforcements Infinity: STMC Bug } -STMC Bug} x6 -STMC Bug} STMC Small Battleship x2 STMC Medium Battleship x2 STMC Large Battleship Skill Point: None Special Win Condition: Turn 11 arrives Special Loss Condition: Enemy enters highlighted square Events: STMC reduced to 14 squads: Enemy Reinforcements Infinity appear (repeats) Notes: For many turns, you're going to have to block the STMC. The square they have to enter is quite large which makes defending it quite the chore. The easiest and BY FAR recommended way it to have your units box it in. Put a unit on every single border space of the square. Then just bear with it for the turns. If you want to minimize your work, just destroy the bugs and not any of the battleships. This will keep reinforcements from appearing. If you do reduce the number of units to 14, sizable reinforcements will arrive all around you. The other way to approach this stage is to charge the STMC and just take them out before they reach the square. This is MUCH harder. I wouldn't recommend it. While dispatching the bugs is a minor issue, the Battleships are problematic. The smalls and even the mediums can probably be dealt with, as they have ONLY 40 and 65 thousandish HP. But the large battleships have nearly 200000, and the crusher ships have over 250000. It's not pleasent. Course, there are only two crushers, and only one large comes in the reinforcements, so if you contain the initial batch, you may be able to do it. But it's risky. Whatever you decide to do, as long as you don't let an enemy within the square, the stage will end when you reach turn eleven (letting one end is game over, don't get any funny ideas). ------------------------------------------------------------------------------ Stage 59(Second Half) ------------------------------------------------------------------------------ Environment: Space Player Units: Eltoreum (Tashiro) 2 Battleships Ideon (Cosmo) Gunbuster (Noriko) -Sizzler Black(Jung) 18 Squads Enemy Units: STMC Bug } -STMC Bug} x12 -STMC Bug} STMC Small Battleship x4 STMC Medium Battleship x4 STMC Large Battleship x3 STMC Crusher Ship x2 Skill Point: Destroy all enemies within five turns Special Win Condition: 6 Turns pass Special Loss Condition: Enemy enters highlighted square Events: Enough Enemies are destroyed: IDE Gauge Maxes Notes: First, the bad news. You're down HP and EN, furthermore, the enemies get an evade/defense bonus and the terrain hinders your movement. Now for the GOOD news. You start with full SP and MAX morale. You get the evade/defense bonus too, and there's a finite number of STMC this time. While you still have to guard a highlighted box, the box is off in a corner this time. The enemy will likely never reach it as long as you give them a target. I would focus on the westernmost group first, just to be safe (TK Missile them!). At this point all you'll have to do is smash all the STMC in five turns for the skill point. If you don't WANT the skill point, then you can simply wait until turn six. The stage will end with your victory either way. The event in the middle of the stage is nearly pointless. Though you will get the IDE gauge maxed for free. The main characters of various series will also get chatty when they attack the STMC after this point. After this stage, if you have taken LESS than 420 turns and have at least 57 skill points, then you'll move on to the good ending. If you do not meet BOTH of these conditions, then you'll be sent to the normal ending. Both are fairly similar. Also, since the next stage is the last one, you should sell all your spare parts. Just a heads up. Other things to be aware of are that you'll need to put Genesic GaoGaiGar, Shin Getter, and Raideen back in their squads. ------------------------------------------------------------------------------ Stage 60(Good Ending) ------------------------------------------------------------------------------ Environment: Space Player Units: Archangel(Murrue) Battle 7(Exedore) Daikyu Maryu(Pete) Eltoreum(Tashiro) Eternal(Lacus) Ra Kalium(Bright) Solo Ship(Bess) 20 Squads Player Reinforcements: Nashim Guneden(Irui) Enemy Units: Esurimu Roshu } -Esurimu Roshu} x10 -Esurimu Roshu} Haggai Yaddo } -Haggai Yaddo} x8 -Haggai Yaddo} Shumuel Ben } -Shumuel Ben} x4 -Shumuel Ben} ???(???) Enemy Reinforcements: Shumuel Ben } -Shumuel Ben} x8 -Shumuel Ben} Devarim x3 Zufield Evaeddo x6 Vyclone x3 Ra Kanaf Ra Keren Ra Zanava Shin Ryu-Oh-Ki(Son Ganlong) Kaiser Ephes(Kaiser Ephes) Enemy Reinforcements 2: Gebel Guneden x2 Enemy Reinforcements Infinity: Shumuel Ben } -Shumuel Ben} x4 -Shumuel Ben} Zufield Evaeddo x2 Devarim Vyclone Skill Point: None, it's the last stage. Events: ??? is defeated: Enemy Reinforcements appear Enemy reduced to 8 Squads: Enemy Reinforcements Infinity Appear(repeats) Kaiser Ephes is reduced to under 100000 HP: Kaiser Ephes restores 150000 HP. Player Reinforcements arrive. Enemy Reinforcements 2 arrive. Notes: Unlike the Normal ending, where you just have to smash the defenseless Egg/Ball thing, this version of the stage brings friends. This first set isn't that impressive, so I would save my SP as much as possible. I would also make sure that Sound Force pumps your Morale of your important units up to where they can access their strongest attacks. Once you've dealt with all the enemies except for ???...ignore him for a bit. You can damage him, but wait to destroy him until your units are on the other side of him. You needn't worry about that MAP attack he has, he'll never ust it. Once you have everyone on the other side of ???, weaken it and then destroy it with the first unit of a turn. Preferably something you won't miss too much, like the Eltoreum. Do this and a whole mess of enemies will appear and the true boss, Kaiser Ephes will lead them. Now, at this point, the only thing you have to do is kill Kaiser Ephes. This is actually almost all it's worth your time to do. Destroying too many of the enemies will simply cause more to spawn. Considering the obscene HP and barriers these units have, it's best to mostly just worry about Kaiser Ephes. I would destroy the Devarim, as the MAP attacks are as pesky as always. I also destroy Son Ganlong, because he's a bastard and deserves it. Kaiser Ephes himself is a beast. Huge energy supplies, 500000 HP, powerful attacks, and good accuracy, you're going to lose quite a bit here. Oh, and did I mention he gets double turns? Yeah. He's fairly worthy as a last bass. Keep on pounding away at him though. Once you take him to below 100000, he'll restore 150000, and a whole bunch of events will occur. Minmei's 12000 year old Excelions equipped with speakers will appear and start playing GONG. Through these events, you'll regain 50 SP for all pilots. Additionally, Irui will show up as Guneden. Unlike...every single other boss that joins you in every game ever, Nashim Guneden is just as ferocius as it was at the end of Alpha 2. I don't even know for sure how much HP it has, because it's all question marks as its above 100000 HP. Now, as you've already done 400000 damage to this punk before this event and they even give you more SP, finishing off ihis last <250000 shouldn't be TOO difficult. Finish off Kaiser Ephes and all the remaining enemies will die as well. After this stage...you've beaten the game. Hooray! After the credits, you can save your data, while you won't be able to play from this data, loading it will start a new game with bonus money and PP based on how much you had and how many times you've played through. If it's your first playthrough, you'll also unlock EX Hard. If you were PLAYING on EX Hard, you've just unlocked Special mode. Thanks for reading the walkthrough. ------------------------------------------------------------------------------ Stage 60(Normal Ending) ------------------------------------------------------------------------------ Environment: Space Player Units: Enemy Units: ???(???) Enemy Reinforcements: Skill Point: None, it's the last stage. Events: Notes: GAME......END ------------------------------------------------------------------------------ ============================================================================== ============================================================================== 6. Mecha/Pilot Guide ============================================================================== This was to be the entire guide when I started this document. It should be more detailed than anything else available in English, at least, as I'm writing this it is. I've divided it up into sections based on franchise. The series order puts the big three first (Gundam, Mazinger, Getter) out of respect that they're the big three. Nagahama's Romance trilogy is next as it's three series cobbled together, and after that things go alphabetical from Daitarn 3 to Virtua ON!, ending with the Banpresto originals. Gundam, Macross, and the Banpresto Originals are further divided into individual series sections (So, Zeta Gundam to Char's Counterattack, for instance). For the originals, series is broken up into route, with route specific characters first, followed by characters that join on all routes. Series which features pilots that can change units will be divided into Mecha and Pilot sections. I've tried to review the unit seperate of the individual, but it's hard for my brain. A few notes about this. Not all pilots can go in all units. Getter, for instance, can change units, but only the Getter Trio can get into the Getters, Michiru is stuck in the Lady Command. For the various Gundam series, any UC pilot can get into any UC mech (0083, Z Gundam, ZZ Gundam, Char's Counter Attack), but not into a Wing or SEED mech, and vise versa. Wing characters are stuck in Wing mecha, and SEED ones in SEED. But if you want to stick Julie into the Freedom, you can totally do it. Pilots who cannot change units will be listed under their unit. There are a couple exceptions, like Max and Millia. Both are unable to change units manually, but both will be in multiple units during the game, but because they're series generally can move around, they're just listed in the pilot sections. Guy from Gaogaigar pilots multiple versions of GaoGaiGar, but no one from his series can change units, so he's just listed under all of his units. --- Key --- ------ (1) ------ HP: XXXX~ZZZZ(2) EN: AAA~BBB(3) Mobility: DDD~EEE(4) Armor: FFFF~GGGG(5) Move: C (6) Size: J (7) Type: Sky/Land/Sea(8) Squad Cost: I(9) Repair Cost: KKKK(10) Terrain Ratings: (11) Sky: Land: Sea: Space: Abilities: (12) Weapons: (13) Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (14) (15) (16) (17) (18) (19) (20) (21) Weapon Upgrade Cost Total: (22) Unlockable Attacks: (23) Combination Attacks: (24) Performed By: (25) Rating: (26) Notes: (27) (1) The name of the mech (2) The HP range of the mech. The number before the "~" is no-upgrades. The number AFTER the "~" is 100% upgraded. A few of the lower numbers are estimated because certain units come pre-upgraded. (3) The EN Range of the mech. Same rules as the HP. (4) The Mobility range of the mech. Same rules as HP. (5) Armor range of the mech. Same rules as HP. (6) The number of squares the unit can move if in a squad by itself. (7) The size of the mech. When fighting mechs smaller than you, you'll recieve a damage bonus but recieve a hit/evade penalty. When fighting mechs larger than you, you'll recieve a hit/evade bonus but recieve a damage penalty. If you have the Ignore Size Modifier skill, you won't get a damage penalty. (8) The movement type of the unit. Units with the sky movement type are able to fly. Units with the Land/Water type won't recieve a movement penalty on that terrain. (9) The cost to put a unit in a squad. Squads have a five point limit. (10) The cost to repair a unit if it's destroyed. All units have this, even ones that will cause a game over if destroyed. (11) The Terrain ratings for the unit. The order from weakest to strongest is CBAS. Units with a A ranking will recieve no penalty or bonus. B and C rankings will penalize the unit, S rankings will provide a hit/evade bonus. (12) Any Unit abilities the unit has. Ability explanation is found in the Skill/Ability Encyclopedia. (13) This begins the weapon section. What follows will be a listing of the weapons of the unit. (14) What you'll find here is a (M), (R), or (Music). (M) means the attack is a melee attack and based off the pilot's Melee stat. (R) stands for a ranged attack and is based off of the Shooting Stat. (Music) means that it's a song and is basd of the song stat. Well, for Sound Force anyway. I'm not sure what Mike bases his off of. (15) The name of the attack...theoretically. Some use way too much Kanji for me. If that's the case, I've imrpovised based on appearance. The letters after the name are the traits of the attack.

stands for Post-movement, stands for Beam, is an ALL attack, is a Map attack. (16) The power of the attack. Like HP, the number before the "~" is the unupgraded power, the number after the "~" is the fully upgraded power. (17) The morale needed to perform the attack. (18) The attack's range. (19) The hit and critical modifier. Before the "/" is hit, after is the critical. (20) The terrain ratings for weapons. From Weakest to strongest the letters are DCBAS. The ratings of C-S are the same as on units. A D rating for a weapon means it cannot be used in that terrain. This means that if the unit performing the attack is in that terrain, it will be unavaialable, and if the unit that's being attacked by that weapon is in that terrain, the attack will only do 10 damage. (21) Lists the amount of ammo the weapon possesses or the amount of energy it consumes. A plain number is ammo, a number between parentheses, like so "(2)", means that number is consumed in EN. (22) The total cost to upgrade from 0% to 100%. There's some estimation involved with the units that have been upgraded before you get them. (23) Sometimes weapons will not be available to you until a later point in the game. These weapons will be listed here. If a unit has no unlockable attacks, this section will be omitted. (24) Some units will have combination attacks with other units. These will be listed here. If there are no combination attacks the unit can perform, this section will be omitted. Note that sometimes a combination attack will require units that cannot initiate the attack. In this case, the attack will only be listed on the units that can initiate the attack. (25) The OTHER units required for a combination attack will be listed here, whether they can initiate or not. (26) My personal score for the unit. Take it with a grain of salt. (27) My comments for the unit. Bag of salt, etc. ////// (1) ////// Default Skills: (2) Spirit Commands: (3) Terrain Ratings: (4) Sky: Land: Sea: Space: Leader Ability: (5) Notes: (6) (1) The pilot's name. Pilots that are fixed in a unit will have "/" marks above and below their name. Pilots that can be moved will have "-" above and below the name. (2) The skills that the pilot has naturally. If they level up, I'll try to put the maximum level in parentheses next to the skill. (3) The spirit commands the pilot learns, with the cost of the spirit next to the name. (4) The pilot's natural terrain ratings. These are combined with the unit they pilot to get the final ratings. (5) The ability recieved when the pilot is leading the squad. At the moment, many of these are missing thanks to those stupid Kanji. (6) Comments on the pilot. These are generally less expansive than unit comments, simply because there's a lot less variety. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ A. Gundam ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ I. 0083 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ %%%%%%%% a. Mecha %%%%%%%% On the whole, 0083 are a bit...lacking. Even the secret units. Still, the Dendrobium is a good unit, it's just...overshadowed. ------ Albion *Mothership* ------ HP: 17000~22000 EN: 210 Mobility: 60~110 Armor: 1400~2100 Move: 6 Size: 2L Type: Sky Only Repair Cost: 12000 Terrain Rankings: Sky: A Land: A Sea: C Space: A Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Sky Laser Launcher

2300~3900 1~3 +40/0 SBBS 15 (R) Missile Launcher 3300~4900 1~6 +35/+10 AABA 10 (R) Hyper Mega Cannon 3400~4200 105 1~5 0/+10 AADA 3 (R) Main Mega Cannon 3700~5300 1~8 +30/+20 ABDA 8 Weapon Upgrade Cost Total: 465000 Rating: 4 Notes:It's a battleship. Not that good, but it doesn't really matter. The Albion leaves you quite early in this one (if it joins at all). Still, for completeness' sake.... ----------------------- GP-03 Gundam Dendrobium ----------------------- HP: 12000~14500 EN: 180~330 Mobility: 105~165 Armor: 1500~2100 Move: 7 Size: L Type: Sky Squad Cost: 2 Repair Cost: 8000 Terrain Rankings: Sky: A Land: A Sea: C Space: S Abilities: I Field Seperate (Becomes Gundam Stamen) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Beam Rifle

3200~4800 2~4 +35/0 BADA 15 (R) Micromissle 3500~5100 3~7 +30/+10 AABA 5 (R) FullDeingu Bazooka 3600~5200 1~6 +10/+20 AABA 10 (M) Big Beam Saber

4200~5800 1~2 +40/+15 BABS (10) (R) Mega Beam Launcher 4500~6100 1~8 +25/+10 AADS (70) (R) Close Range Mega Beam Launcher

120 (^) 4800~6400 1 +35/+45 AADS (40) Weapon Upgrade Cost Total: 465000 Rating: 6 Notes: By far the best of the 0083 units, it's still..only ok. On the plus side, several of its better weapons have S space rankings. But only in space. If you're doing a Gundam centric playthrough, there may be room, but this is probably going to end up in the back row at best. Note that if this is destroyed, it'll turn into the Gundam Stamen ------------- Gundam Stamen ------------- HP: 4700~7200 EN: 115~265 Mobility: 110~170 Armor: 1000~1600 Move: 6 Size: M Type: Land Squad Cost: Repair Cost: 4000 Terrain Rankings: Sky: A Land: A Sea: C Space: S Abilities: Sword Shield Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Beam Saber

3000~4600 1 +40/+40 DABA (R) Beam Rifle

3200~4800 2~4 +30/0 BADA 15 (R) FullDeng Bazooka 3600~5200 1~6 +10/+20 AABA 10 (R) Long Rifle 4200~5800 2~7 +35/+10 AADA 8 Weapon Upgrade Cost Total: 46500 Rating: 5 Notes: Only very slightly better than the Gundam Mk. II, the stamen...isn't very good. Fortunately, there's almost no reason to use it. The Dendrobium is worth the extra squad cost if you're going to use this unit. Note that if the Dendrobium is destroyed, it turns into this. ------- GP-01Fb ------- HP: 4800~7300 EN: 115~265 Mobility: 110~170 Armor: 1000~1600 Move: 7 Size: M Type: Land Squad Cost: 1 Repair Cost: 3000 Terrain Ratings: Sky: A Land: A Sea: C Space: S Abilities: Sword Shield Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 60mm Vulcan

1600~3200 1 +30/-10 AABA 20 (M) Beam Saber

3200~4800 1 +45/+45 DABA (R) Beam Rifle

3200~4800 1~4 +35/+10 BADA 10 (R) Beam Rifle 3900~4800 1~7 +30/+15 AABA 6 Weapon Upgrade Cost Total: 400000 Rating:4 Notes: The GP-01 is really kind of sad. It's supposed to be Gundam, but the GM Cannon II is basically it's equal. Mobility is higher, significantly so, and it's got more/better Post-movement attacks. But it's PLA attack AND its ALL attack are both weaker. If you need survivabilty in your backup units, this is a good choice. Otherwise though.... --------- GM Custom *Multiple* --------- HP: 4700~7200 EN: 90~240 Mobility: 95~155 Armor: 900~1500 Move: 6 Size: M Type: Land Squad Cost: 1 Repair Cost: 1600 Terrain Rankings: Sky: A Land: A Sea: C Space: A Abilities: Sword Shield Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 60mm Vulcan

1600~3200 1 +45/-10 AABA 20 (M) Beam Saber

3000~4600 1 +40/+20 DABA (R) GM Rifle

3000~4600 1~4 +20/+10 BABA 15 (R) GM Rifle 3800~5400 2~6 +35/+15 AABA 6 Weapon Upgrade Cost Total: 400000 Rating: 2 Notes: Crap, plain and simple. Don't use these longer than you absolutely have to. ------------ GM Cannon II *Multiple* ------------ HP: 5000~7500 EN: 90~240 Mobility: 90~150 Armor: 1200~1800 Move: 6 Size: M Type: Land Squad Cost: 1 Repair Cost: 1600 Terrain Rankings: Sky: A Land: A Sea: C Space: A Abilities: Sword Shield Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Vulcan

1600~3200 1 +45/-10 AABA 20 (M) Beam Saber

2800~4400 1 +40/+20 DABA (R) GM Rifle

2800~4400 1~4 +35/+10 BABA 15 (R) Beam Canon 3600~5200 2~6 +10/+5 AADA 8 (R) Beam Canon 4000~5600 3~7 +30/+15 AADA 3 Weapon Upgrade Cost Total: 400000 Rating: 4 Notes: Better than the GM Custom, the GM Cannon II has a decent squad attack. Really, the draw to this one is that 3600 squad attack. That's higher than the MP Nu Gundam. %%%%%% Pilots %%%%%% --------- Kou Uraki --------- Default Abilities: Sword Cut (lvl2) Shield Defend (lvl5) Support Attack (lvl1) Spirit Commands: Concentrate(20) Strike (15) Flash(10) Valor(35) Spirit(35) Soul(60) Terrain Rankings: Sky: A Land: A Sea: B Space: A Notes: Kou is a decent Gundam pilot, though his hit/dodge rates will be lower than many gundam mains due to his lack of Newtype-ness. Also, he's terrible at his skills. They won't naturally level up much at all. -------- Keith -------- Default Abilities: Support Attack (lvl3) Support Defend (lvl3) Shield Defend (lvl4) Spirit Commands: Accelerate(25) Cheer (15) Strike(20) Valor(40) Snipe(30) Hope(75) Terrain Rankings: Sky: B Land: A Sea: B Space: A Notes: Kou's right hand man makes for a decent support pilot, eventually aquiring a very cheap Hope. Keep him in mind if you have an open spot in a squad. ------- Burning ------- Default Abilities: Leadership Support Attack Shield Defend Spirit Commands: Concentrate (20) Mercy (5) Critical+(35) Valor(35) Strike(15) Invincible(10) Terrain Rankings: Sky: A Land: A Sea: B Space: A Leader Ability: EN Use-20% Notes: Burning, Monsha, Bate, and Adel are 2nd tier filler pilots. If there's space and you run out of other units, they can be useful. They're all almost identical, but Burning and Monsha are better than Adel and Bate. ------ Monsha ------ Default Abilities: Support Attack Support Defend Shield Defend Spirit Commands: Vigor(20) Luck(30) Strike(20) Valor(35) Flash(15) Exahust(40) Terrain Rankings: Sky: A Land: A Sea: B Space: A Leader Ability: Hit+10% Notes: Burning, Monsha, Bate, and Adel are 2nd tier filler pilots. If there's space and you run out of other units, they can be useful. They're all almost identical, but Burning and Monsha are better than Adel and Bate. ---- Bate ---- Default Abilities: Support Attack Support Defend Shield Defend Spirit Commands: Accelerate (25) Vigor (20) Concentrate(20) Mercy(10) Valor(40) Fury(30) Leader Ability: Evade+10% Terrain Rankings: Sky: A Land: A Sea: B Space: A Notes: Burning, Monsha, Bate, and Adel are 2nd tier filler pilots. If there's space and you run out of other units, they can be useful. They're all almost identical, but Burning and Monsha are better than Adel and Bate. ---- Adel ---- Default Abilities: Support Attack Support Defend Shield Defend Spirit Commands: Iron Wall (20) Snipe (30) Trust(30) Strike(25) Valor(45) Renew(60) Leader Ability: Terrain Rankings: Sky: A Land: A Sea: B Space: A Notes: Burning, Monsha, Bate, and Adel are 2nd tier filler pilots. If there's space and you run out of other units, they can be useful. They're all almost identical, but Burning and Monsha are better than Adel and Bate. ------- Synapse ------- Default Abilities: Leadership Support Attack Cooperative Attack Spirit Commands: Strike Vigor Leader Ability: Critical +20% Terrain Rankings: Sky: A Land: A Sea: B Space: A Notes: Don't bother. He's barely there. ------ Pasrof *subpilot* ------ Spirit Commands: Accelerate Cheer Notes: Albion's subpilot. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ II. Zeta ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ UC Gundam series all have several units, but most are just filler at best. Zeta is a perfect example. Except for the Zeta gundam, none of the units are leader material. However, Zeta contains multiple good filler units for the first half of the game, though as you get more and more CCA units, they should be slowly replaced. %%%%% Mecha %%%%% ----------- Zeta Gundam ----------- HP: 5200~7700 EN: 125~275 Mobility: 110~170 Armor: 1000~1600 Move: 6 Size: M Type: Land Squad Cost: Repair Cost: 4400 Terrain Rankings: Sky: A Land: A Sea: C Space: S Abilities: Sword Shield Transform (Waverider) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 60mm Vulcan

1600~3200 1 +30/0 AABA 20 (R) Grenade Launcher

2500~4100 1~3 +10/+30 AABA 4 (M) Beam Saber

3200~4800 1 +40/+10 AABA (R) Beam Rifle

3400~5000 2~4 +15/0 BADA 10 (M) Beam Saber(Hyper)

3800~5400 110 1~2 +30/+40 AABA (10) (R) Hyper Mega Launcher 4200~5800 1~7 +25/+15 AADA (30) (R) Hyper Mega Launcher 4600~6200 110 2~8 +30/+10 AADA (70) Weapon Upgrade Cost Total: 465000 Rating: 7 Notes: Zeta was a monster in the original Alpha, but it suffered a bit in Alpha 2. While it doesn' match up to its power in Alpha, it fairs much better than it did in 2. The addition of the much needed ALL attck helps, but the power itself is quite good. It's still probably not as good as the Nu Gundam or Sazabi, though, so you may find yourself moving Kamille there late game. Think before you upgrade. *Additional Note: Beam Saber(Hyper) requires Kamille to be Newtype Level 3* --------- Waverider --------- HP: 5200~7700 EN: 125~275 Mobility: 120~180 Armor: 900~1500 Move: 8 Size: M Type: Sky Squad Cost: Repair Cost: 4400 Terrain Rankings: Sky: S Land: A Sea: C Space: A Abilities: Transform (Zeta Gundam) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Beam Gun

3200~4800 1~4 0/0 AADA 8 (R) Beam Rifle 3400~5000 2~7 +15/0 AADA 10 (M) Waverider Crash

5000~6600 130 1~3 +50/+40 SABS (60) Weapon Upgrade Cost Total: 465000 Rating: 7 Notes: Zeta's flying form, it's pretty self-explanatory. Offensively, it's a bit weaker, though the Waverider Crash is Zeta's strongest attack, it's melee, while all of Zeta's other strong attacks are ranged. *Additional Note: Waverider Crash requires Kamille to be Newtype Level 4* ------------- Gundam Mk. II *Multiple* ------------- HP: 4900~7400 EN: 110~260 Mobility: 100~160 Armor: 1000~1600 Move: 6 Size: M Type: Land Squad Cost: 1 Repair Cost: 2000 Terrain Rankings: Sky: A Land: A Sea: C Space: A Abilities: Sword Shield Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 60mm Vulcan

1600~3200 1 +30/0 AABA 20 (M) Beam Saber

3200~4800 1 +40/+10 DABA (R) Beam Rifle

3200~4800 2~4 +10/0 BADA 10 (R) Hyper Bazooka 3600~5200 1~7 0/+20 AABA 8 Weapon Upgrade Cost Total: 465000 Rating: 4 Notes: This could go in either Zeta or ZZ, but since it debuted in Zeta, I put it here. In any case, it's just not that good. Even with the G-Defensor it's not spectacular, but at least it can fly then. Equipping the G-Defensor will change the Gundam Mk-II to the Super Gundam. You get TWO Gundam Mk-IIs, but only one G-Defensor, so one will be stuck in this form.... ------------ Super Gundam ------------ HP: 5300~7800 EN: 120~270 Mobility: 110~170 Armor: 1300~1900 Move: 7 Size: M Type: Sky/Land Squad Cost: 1 Repair Cost: 3400 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 60mm Vulcan

1600~3200 1 +30/0 AABA 20 (R) Missile Launcher 2300~3900 1~6 +50/0 AAAA 5 (M) Beam Saber

3200~4800 1 +40/+10 DABA (R) Beam Rifle

3200~4800 2~4 +10/0 BADA 10 (R) Hyper Bazooka 3600~5200 1~7 0/+20 AABA 8 (R) Long Rifle 4000~5600 1~7 0/+10 AADA 6 Weapon Upgrade Cost Total:465000 Rating: 5 Notes: The Super Gundam is better is just about every possible way from the Mk. II, even if only by a little bit. It's still not leader material of course, but it's flying ability and all-around averageness make it a good back up unit. ------- Methuss ------- HP:4400~6900 EN:90~240 Mobility: 95~155 Armor: 900~1500 Move: 6 Size: M Type: Land Squad Cost: 1 Repair Cost: 2400 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Sword Repair Transform(Methaus(MA)) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Beam Saber

2500~4400 1 +40/+20 DABA (R) Arm Beam Gun

2700~4600 2~5 +30/0 BADA 8 Weapon Upgrade Cost Total:400000 Rating: 4 Notes: A crappy unit that exists only to heal. It's an oddity, as well, being the only repair unit from a RR series. When not in the atmosphere, or when it's possible for the Methaus' unit to fly while in the atmosphere, the Methaus should probably stay in Mobile Armor mode, as the mobility is a bit higher. Fa is the default pilot, and while she's not amazing, she is a mild Newtype, so she'll generally be able to hold her own, by that I mean not die to enemy ALL attacks. Consider giving it a few mobility increase items. ----------- Methuss(MA) ----------- HP:4400~6900 EN: 90~240 Mobility: 105 Armor: 800~1400 Move: Size: 7 Type: M Squad Cost: 1 Repair Cost: 2400 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Repair Transform(Methaus) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Arm Beam Gun

2700~4600 1~5 +30/0 ABDA 8 Weapon Upgrade Cost Total: 400000 Rating: 4 Notes: Slightly better than the Methaus in Mobile suit mode, the MA form boasts 10 more mobility, the ability to fly, and it's PLA attack works from range 1. Unless you're stuck on the ground, this is the way to keep the Methaus, and in reality, you may want this form even when stuck on the ground. ----------- Hyaku Shiki ----------- HP: 5100~7600 EN: 115~265 Mobility: 105~165 Armor: 900~1500 Move: 6 Size: M Type: Land Squad Cost: 1 Repair Cost: 3400 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 60mm Vulcans

1600~3200 1 +30/0 AABA 20 (M) Beam Saber

3200~4800 1 +40/+10 DABA (R) Beam Rifle

3200~4800 1~4 +30/0 BADA 8 (R) Clay Bazooka 3400~5000 1~7 +10/+20 AABA 8 (R) Mega Bazooka Launcher 4300~5900 110 3~8 +25/0 AADA (60) Weapon Upgrade Cost Total: 465000 Rating: 4 Notes: It's better than I remembered. It's PLA attack is kind of weak, but it's final attack has got some "umph" behind it. Course, it's nowhere near good enough to be a leader unit, and that leads to the whole "it's PLA attack is kinda weak. You could do worse, but you could also do much better. %%%%%% Pilots %%%%%% ------------- Kamille Bidan ------------- Default Skills: Newtype (lvl8) Sword Cut (lvl5) Shield Defend (lvl2) Spirit Commands: Concentrate(15) Sense(20) Spirit(30) Valor(35) Awaken(85) Soul(55) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: Kamille is a great pilot with a good Spirit Set. Cheapish Soul is good. His initial skills are generic but work well. He's a Gundam pilot, after all. The only one I'd consider dropping (not that you CAN drop Newtype) is Shield Defend, as rare is the enemy that will be able to hit him, and if they CAN, then Zeta's shield is probably going to do little. Course, it can still do something, so replacing it is probably unneeded. But, you know, you COULD. Like with Focused Attack. -------- Fa Yuiry -------- Default Skills: Newtype (lvl5) Support Attack (lvl3) Support Defend (lvl3) Spirit Commands: Trust(20) Bless(45) Concentrate(20) Cheer(20) Encourage(45) Hope(75) Terrain Ratings: Sky: B Land: A Sea: C Space: A Leader Ability: HP/EN Regen +50% Notes: She shouldn't fight, but she's good enough at dodging to stay alive in the Methuss. Her very early Bless is well appreciated, and is reason enough to include her in the beginning. Once her spirit set is complete, you'll have one of the most pure Support pilots in the game, only Concentrate can't be cast on others. Her Hope is very cheap (relatively, of course) as well. The only thing of real concern is that B ranking in Sky. I'd reccommend bumping that up to an A rank as soon as you can. Note that while she's a newtype, it's fairly weak for her and won't reach the high levels of characters like Kamille and Judau. ---------- Emma Sheen ---------- Default Skills: Shield Defend (lvl4) Support Attack (lvl2) Support Defend (lvl2) Spirit Commands: Gain(15) Strike(20) Snipe(20) Valor(45) Iron Wall(25) Flash(10) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Evade/Critical +10% Notes: Emma is a 3rd tier leader. She's not really good enough for it, but she's definately not geared toward being a support pilot. Still, her higher stats will keep her alive and allow her to do more damage form the back. Squad attack is key to optimizing her value. -------------- Katz Kobayashi -------------- Default Skills: Newtype Support Attack Support Defend Spirit Commands: Vigor(20) Concentrate(15) Flash(10) Valor(45) Accelerate(25) Renew(55) Terrain Ratings: Sky: B Land: A Sea: B Space: A Leader Ability: Weapon Range+1 Notes: Katz is a worthless piece of trash that should be killed. It's a shame that no SRW has some form of permanant death, as I'd deploy him just for that purpose. Also, his stats aren't any good. He's got support pilot stats without the support spirits to support them. All kidding aside, he's not worth your time. Low stats and the only Spirit wroth mentioning is Renew. While it's cheap, by the time he learns it, there are many better pilots than him. Kick him to the curb. ------------- Four Murasame ------------- Default Skills: Cyber-Newtype (lvl8) Sword Cut (lvl5) Support Defend (lvl2) Spirit Commands: Concentrate(15) Flash(10) Iron Wall(30) Valor(45) Attune(30) Love(90) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: Ah the magic of SRW. Four is a decent pilot whose Cyber-Newtype ability and high Evade rating will allow her to stay alive. Stick her in a unit with a good PLA attack, and move on. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ III. ZZ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ZZ has only a few units, and I'm not terribly impressed with any of them. ZZ itself is good, of course, but it's got some issues. Note that several of the ZZ units are secrets, and you won't be able to get them all on one playthrough. %%%%% Mecha %%%%% --------- ZZ Gundam --------- HP: 5500~8000 EN: 150~300 Mobility: 105~165 Armor: 1200~1800 Move: 6 Size: M Type: Land Squad Cost: 1 1/2 Repair Cost: 5000 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Sword Shield Transform (G Fortress) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Double Vuncans

1800~3400 1 +30/0 AABA 20 (R) Missile Launcher 3000~4600 1~5 +20/+25 AAAA 3 (R) Double Beam Rifle3500~5100 2~6 +15/-10 BADA 6 (M) Hyper Beam Saber

3700~5300 1~2 +35/+10 BABA (10) (R) High Mega Cannon 3900~4700 120 1~4 0/0 AADA (100) (R) High Mega Cannon

4600~5900 120 2~4 0/0 AADA (80) (R) High Mega Cannon Full Power 5200~6500 140 1~8 +20/+55 AADS (80) Weapon Upgrade Cost Total: 520000 Rating: 6 Notes: ZZ seems like it got left behind. All the other mechs adjusted upward, and ZZ sat where it was. This isn't exactly true(it's attacks ARE stronger), just it SEEMS that way. ZZ has some good power behind it, and it's got plenty of options. Two ALL attacks, a MAP attack, a long range PLA attack, attacks that mix EN and Ammo. But it's got flaws to go with it. It's strongest non-ALL attack is a major drop (and this is needed for Squadron and Support attacks), for instance. But the big problem is Post-movement attacks, where ZZ only has 2 before it reaches 120 morale, and only one of those is worth your time. Don't misunderstand. ZZ is still a good unit. It's got some nice power behind it, just takes a while for it to get there. ---------- G Fortress ---------- HP: 5500~8000 EN: 150~300 Mobility: 115~175 Armor: 1100~1700 Move: 7 Size: M Type: Sky Squad Cost: 1 1/2 Repair Cost: 5000 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Transform (ZZ Gundam) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Double Cannon

2900~4500 1~3 +25/0 AADA 8 (R) Missile Launcher 3000~4600 1~5 +20/+25 AAAA 3 (R) Double Beam Rifle3500~5100 2~7 +15/-10 AADA 6 Weapon Upgrade Cost Total: 520000 Rating: 5 Notes: ZZ Gundam's Mobile Armor mode, there are two cases where this is worth your time, firstly, it gives you a better post-movement attack pre-120 morale, and secondly, it can fly, possibly giving ZZ's squad better mobility. It loses out on all the higher level abilities, though, so I wouldn't try to seriously fight in this one. --------- Megarider --------- HP: 6000~8500 EN: 100~250 Mobility: 85~145 Armor: 1100~1700 Move: 7 Size: M Type: Sky Squad Cost: 1 Repair Cost: 5000 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Resupply Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Mega Launcher 2800~3600 110 1~5 0/0 AADA (60) (R) Mega Cannon 2900~4500 1~5 +15/-10 ABDA (10) Weapon Upgrade Cost Total: 465000 Rating: 4 Notes: It's an odd one, that's for sure. A support unit with a MAP attack. A weak map attack, but a map attack nonetheless. Use it for the recharge, it's as simple as that. ------------- Quebely Mk.II *Multiple* ------------- HP: 5300~7800 EN: 105~255 Mobility: 105~165 Armor: 1600 Move: 6 Size: M Type: Sky/Land Squad Cost: 1 Repair Cost: 4000 Terrain Ratings: Sky: B Land: A Sea: C Space: A Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Beam Saber

3300~4900 1 +40/+10 AABA (R) Beam Gun

3300~4900 1~4 +5/+5 BADA 15 (R) Funnel 4200~5800 105* 1~8 +35/+10 AABA (10) Weapon Upgrade Cost Total: 465000 *Requires Newtype Level 1 Rating: 4 Notes: You get two Quebelys, one Black/Purple, the other Red. They're...ok. Nice range on Funnel, but you don't really want to use them for a leader unit. So...yeah, that problem again. You could certainly find better units. ------- Ge-mark ------- HP: ~10000 EN: ~280 Mobility: ~160 Armor: ~2000 Move: 5 Size: M Type: Land Squad Cost: 1 Repair Cost: 3800 Terrain Ratings: Sky: B Land: A Sea: C Space: A Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Triple Mega Particle Cannon ~5100 1~7 +20/+10 BBDA 10 (M) Beam Saber

~5300 1 +45/+25 DABA (R) Mega Particle Cannon Unload ~5800 115 4~9 +30/+10 AADA (70) (R) Mazer Funnel ~5900 110 2~8 +40/0 AACA 16 Weapon Upgrade Cost Total: Rating: 6 Notes: It's a solid unit. Course, it's not any better than any of the Gundams, and it's lack of Post-movement attacks are quite annoying. It might be good to stick in a unit with no ALL attack, as it has two. Note that the this will recieve the upgrades from SOMETHING when it arrives, but I can't be sure what, as I have numerous UC Gundams upgraded. I'd suspect it's the ZZ, but that's just a hunch. %%%%%% Pilots %%%%%% ----------- Judau Ashta ----------- Default Skills: Newtype (lvl9) Sword Cut (lvl5) Shield Defend (lvl2) Spirit Commands: Concentrate(15) Sense(15) Luck(30) Valor(35) Awaken(85) Soul(60) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: Another Good Gundam pilot, cheap Sense, and Awaken. Plus, he gets Lucky, and early, allowing you to get some nice cash early. ---------- Roux Louka ---------- Default Skills: Newtype (lvl8) Sword Cut (lvl4) Support Attack (lvl2) Spirit Commands: Concentrate(15) Iron Wall(25) Flash(10) Valor(40) Spirit(40) Fury(30) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Manueverability+10% Damage+10% Notes: Roux fills a similar role as Four does for Zeta. Solid back-up pilot. Use when you have room. Her spirits could be better, Iron Wall on a RR type? ----------- Beecha Oleg ----------- Default Skills: Newtype Support Attack Support Defend Spirit Commands: Accelerate (25) Lucky(35) Invincible(20) Valor(45) Iron Wall(20) Strike(20) Terrain Ratings: Sky: B Land: A Sea: C Space: A Leader Ability: Notes: Beecha has a utility Spirit set, and that's what makes him valuable. He does tend to fall to ALL attacks for a while because of his lack of defensive spirits. I used to use him all the time, though after watching ZZ, my opinion of him soured a bit. ----------- Elle Vianno ----------- Default Skills: Newtype Support Attack Support Defend Spirit Commands: Cheer(25) Concentrate(20) Flash(10) Valor(40) Bless(45) Exhaust(60) Terrain Ratings: Sky: B Land: A Sea: C Space: A Leader Ability: Notes: Elle is a fairly standard support pilot. Unlike Beecha, she has defensive spirits to survive longer. Not much to say. ----------- Mondo Agake ----------- Default Skills: Newtype (lvl5) Support Attack (lvl3) Support Defend (lvl3) Spirit Commands: Scan(1) Iron Wall(30) Great Effort(25) Strike(25) Accelerate(30) Renew(55) Terrain Ratings: Sky: B Land: A Sea: C Space: A Leader Ability: Notes: Mondo only gets useful late game when he gets his good Spirits. Until then, he can tag along when you have space. ----------- Iino Abbabu ----------- Default Skills: Newtype Support Attack Support Defend Spirit Commands: Concentrate(15) Vigor(25) Iron Wall(30) Friendship(40) Flash(10) Encourage(45) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: HP/EN Regen+50% Notes: All of Judau's friends are nearly identical, but Iino is a bit different with his A sky rank. He's more geared to being a support pilot. He should come in a megarider, and it's probably a good idea to leave him there. ---------- Elpeo Puru ---------- Default Skills: Newtype (lvl8) Sword Cut (lvl4) Support Defend (lvl2) Spirit Commands: Concentrate(15) Flash(10) Bless(45) Valor(40) Attune(30) Awaken(95) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Critical+10% Notes: Puru and Puru Two are actually good pilots. Not spectacular ones, but good ones. Puru has Bless, which is quite nice, and later on, they both get Awaken, and are one of the few backup pilots (or pilots at all) to get the skill. This can make one unit get a LOT of turns in one turn. -------- Puru Two -------- Default Skills: Cyber-Newtype(lvl8) Sword Cut (lvl4) Support Attack (lvl2) Spirit Commands: Concentrate(15) Accelerate(25) Flash(10) Valor(35) Attune(30) Awaken(95) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Critical+10% Notes: Like the original, Puru Two is a pretty good pilot. Her accelerate adds a lot of value for her squad, and just like Puru, she gets Awaken later on. That puts her priority pretty high. In the back, anyway. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ IV. Char's Counterattack ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ CCA features the top-level units for the UC Gundam characters. It also features junk. %%%%% Mecha %%%%% --------- Ra Kalium *Mothership* --------- HP: 17000~22000 EN: 240~440 Mobility: 65~115 Armor: 1300~2000 Move: 5 Size: 2L Type: Sky Only Repair Cost: 14000 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 180mm Guns

2800~4400 1~2 +40/+10 SABA 20 (R) Missile Launcher 3200~4800 1~6 +25/+5 AAAA 10 (R) Hyper Mega Cannon 3600~4400 110 1~5 +10/+15 AADA 1 (R) Main Gun 3900~5500 2~8 +15/+5 AADA (60) Weapon Upgrade Cost Total: 465000 Unlockable Attacks: (R) Nuclear Missile 5100~5900 130 2~5 0/0 AAAA 2 (R) Nuclear Missile 5500~6800 130 5~10 0/+20 AAAA 4 BOTH unlocked after: Stage 52 Rating: 6 Notes: As far as battleships go, the Ra Kalium is pretty solid. It still shouldn't see a whole lot of combat, but when it's attacked, it should be able to hold it's own for a while. Like most battleships, I'd strongly reccommend upgrading the EN as soon as you can. When it gets the nuclear missiles, it'll jump to being the second strongest battlship, but you won't get them for a LONG time. ////////// Bright Noa ////////// Default Skills: Leadership (lvl4) Support Attack (lvl3) E Save Spirit Commands: Strike (25) Guts(40) Accelerate(5) Iron Wall(30) Valor(40) Fury(30) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: Damage+10% Notes: Captain of the Ra Kalium, Bright is decent. His leadership skill levels up quite fast, and really, that's one of the biggest draws for battleships. Surprisingly, he's outdone statistically by most of the other captains. ////// Torres ////// Spirit Commands: Scan(1) Trust(30) Cheer(30) Luck(35) Snipe(30) Spirit(40) Notes: Torres is the Ra Kalium's sub-pilot. That's...all there is to say about him. --------- Nu Gundam --------- HP: 5400~7900 EN: 130~280 Mobility: 115~175 Armor: 1000~1600 Move: 6 Size: M Type: Land Squad Cost: 1 1/2 Repair Cost: 5000 Terrain Ratings: Sky: A Land: A Sea: C Space: S Abilities: Sword Shield I-Field Delta Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 60mm Vulcan

1600~3200 1 +35/0 AABA 20 (R) Beam Cannon

2900~4500 1~3 0/+20 BADA (5) (M) Beam Saber

3400~5000 1 +40/+35 DABA (R) Beam Rifle

3500~5100 2~4 +30/+10 BADA 8 (R) New Hyper Bazooka 4000~5300 1~7 +10/+10 AABA 5 (R) Fin Funnel 4600~5900 105* 1~8 +45/+20 AABA 8 Weapon Upgrade Cost Total: 465000 Rating: 8 Notes: Nu Gundam's signature attack is really what propels it so high. Without the Fin Funnels, it's a strong but not spectacular machine. But with them, it's deadly. Nu Gundam got a big upgrade from Alpha 2, as its Fin Funnels are now an ALL attack (before, only Hi-Nu's were). What's really scary, however, is that Nu is the weakest of the non-MP CCA machines. The stronger ones are all secret, of course, but yes, things get stronger. Including Nu. *Requires Newtype lvl1 ------------- Nu Gundam HWS ------------- HP: 6000~8500 EN: 140~290 Mobility: 105~165 Armor: 1300~1900 Move: 8 Size: M Type: Land Squad Cost: 1 1/2 Repair Cost: 5000 Terrain Ratings: Sky: A Land: A Sea: C Space: S Abilities: Sword Shield I-Field Delta Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 60mm Vulcan

1600~3200 1 +35/+10 AABA 20 (R) Beam Cannon

2900~4500 1~3 0/+30 BADA (5) (M) Beam Saber

3400~5000 1 +40/+45 DABA (R) Beam Rifle

3500~5100 2~4 +30/+20 BADA 8 (R) New Hyper Bazooka 4300~5600 1~7 +10/+40 AABA 5 (R) Hyper Mega Rifle 4400~5700 3~9 0/+40 AADA 4 (R) Fin Funnel 4600~5900 105* 1~8 +45/+30 AABA 8 Weapon Upgrade Cost Total: 465000 *Requires Newtype level 1 Rating: 8 Notes: ------------ Hi-Nu Gundam ------------ HP: ~8100 EN: ~300 Mobility: ~185 Armor: ~1700 Move: 8 Size: M Type: Land Squad Cost: 1 1/2 Repair Cost: 5000 Terrain Ratings: Sky: S Land: S Sea: B Space: S Abilities: Sword Shield I Field Delta Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Vulcan

~3400 1 +35/0 AABA 20 (R) Beam Cannon

~4800 1~3 0/+20 AADA 10 (R) Hyper Mega Bazooka Launcher ~4800 120 1~7 0/0 AADA 1 (M) Beam Saber

~5300 1 +40/+5 AABS (R) Beam Rifle

~5500 1~4 +30/+10 AADA 12 (R) New Hyper Bazooka ~5800 3~7 +10/+30 AABA 7 (R) Fin Funnel ~6100 105* 2~9 +35/+10 SSCS (15) Weapon Upgrade Cost Total: 465000 *Requires Newtype Level 4 Rating: 9 Notes: The Hi-Nu is the strongest Nu, and it will do significantly more damage and for longer than the others. It's not a huge deal like it was in Alpha 2, however, as the normal Nu's Fin Funnels are also ALL attacks. Still, Hi-Nu's are stronger and have S ranks. Plus, at only 15 EN per pop, you can keep it going for 20 uses when the Hi-Nu's EN is fully upgraded. Definitely the superior machine. It shares the Nu's upgrades, so you can hop right in when they give it to you. Assuming, of course, you earn it. ------ Sazabi ------ HP: 5800~8300 EN: 200~350 Mobility: 130~190 Armor: 1700~2300 Move: 7 Size: M Type: Land Squad Cost: 1 Repair Cost: 4800 Terrain Ratings: Sky: S Land: S Sea: B Space: S Abilities: Sword Shield Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Beam Tomahawk

3500~5100 1~2 +45/+40 AABS (R) Beam Shot Rifle

3600~5200 1~5 +35/+35 AADS 12 (R) Mega Particle Cannon

4200~5500 1~7 +20/+15 AADS (10) (R) Funnel 4700~6000 105* 1~8 +45/+15 AAAS (40) Weapon Upgrade Cost Total: 465000 Rating: 9 Notes: While slightly weaker than the Hi-Nu, the Sazabi has better post-movement attacks and mobility. That 1~7 post movement is amazing. S Ranks in space solidify its awesomeness. The only real downside is that it doesn't come upgraded, unlike the Hi-Nu, which shares Nu's upgrades. Upgrade it and it'll basically be the equal of the Hi-Nu. ------------------------------ Mass Produced Nu Gundam(Incom) *Multiple* ------------------------------ HP: 5400~7900 EN: 110~260 Mobility: 105~165 Armor: 1000~1600 Move: 6 Size: M Type: Land Squad Cost: Repair Cost: 4000 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 60mm Vulcan

1600~3200 1 +35/0 AABA 20 (M) Beam Saber

3400~5000 1 +40/+30 DABA (R) Beam Rifle

3400~5000 1~4 +35/+10 BADA 10 (R) Incom Unit

4000~5600 1~3 +30/+5 AACA (25) Weapon Upgrade Cost Total: 465000 Rating: 4 Notes: For being a mass produced version of the amazing Nu Gundam, this thing is quite underwhelming. It's not much better than the GM Custom, and it's arguable whther it's really better than the GM Cannon II. Well, as a backup unit anyway. Leaderwise, it's definately better, but there's just about no reason that you'll ever need to have one of these things as a leader unit. This is the Incom version of the MP Nu, which allows non-newtypes access to Incoms, wired versions of Bits and Funnels. The Incoms are post-movement, which is nice, but fairly short range. This version doesn't have an I-Field, either. To switch between the Incom and Funnel version, just go into the optional equipment menu. ------------------------------- Mass Produced Nu Gundam(Funnel) *Multiple* ------------------------------- HP: 5400~7900 EN: 110~260 Mobility: 105~165 Armor: 1000~1600 Move: 6 Size: M Type: Land Squad Cost: Repair Cost: 4000 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Sword I Field Delta Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 60mm Vulcan

1600~3200 1 +35/0 AABA 20 (M) Beam Saber

3400~5000 1 +40/+30 DABA (R) Beam Rifle

3400~5000 1~4 +35/+10 BADA 10 (R) Fin Funnel 4100~5700 105* 2~7 +20/+5 AACA 5 Weapon Upgrade Cost Total: 465000 Rating: 4 Notes: This is the Funnel version of the MP Nu. Newtype pilots will be able to use the Fin Funnel, a watered down (like everything else on this machine) version of Nu Gundam's Fin Funnel. Additionally, this version also has an I-Field. This is more important, as it guards your whole squad to an extent. If you've got a free Newtype, then this is a good place for them. ---------- Re-GZ(BWS) *Multiple* ---------- HP: 5000~7500 EN: 110~260 Mobility: 110~170 Armor: 1000~1600 Move: 7 Size: M Type: Sky Squad Cost: Repair Cost: 3000 Terrain Ratings: Sky: A Land: A Sea: C Space: S Abilities: Seperate (Becomes Re-GZ) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Missile Launcher 3200~4800 1~6 +35/0 AAAA 20 (R) Beam Cannon

3500~5100 1~4 +15/0 ABDA 12 (R) Mega Beam Cannon 4000~5600 1~7 +25/+10 ABDA (30) Weapon Upgrade Cost Total: Rating: 4 Notes: This, believe it or not, is the mass-produced version of the Zeta Gundam. It looks the part more once it sheds the BWS, but it isn't really as good without it. If at all possible, you want to keep your Re-GZs in this form. It's better in everyone way but one, it's squad attack has one shorter range. The S Rank in space and the added Mobility and Armor, not to mention the ability to fly, more than make up for it. If this is destroyed, it'll turn into the plain old Re-GZ. ----- Re-GZ *Multiple* ----- HP: 5000~7500 EN: 110~260 Mobility: 105~165 Armor: 950~1550 Move: 7 Size: M Type: Land Squad Cost: Repair Cost: 3000 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Sword Shield Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Vulcans

1600~3200 1 +30/0 AABA 20 (R) Grenade Launcher 2400~4000 2~5 0/-10 AABA 4 (M) Beam Saber

3300~4900 1 +45/+40 AABA (R) Beam Rifle

3300~4900 1~5 +40/+30 AADA 12 Weapon Upgrade Cost Total: Rating: 3 Notes: Looking more like it's supposed "prototype", the Re-GZ falls a bit without the BWS. Less mobile, less armor, weaker attacks, and it can't fly. If at all possible, don't eject the BWS (it's always possible). If the Re-GZ(BWS) is destroyed, it'll turn into this. ----- Jegan ----- HP: 4900~7400 EN: 95~245 Mobility: 95~155 Armor: 1000~1600 Move: 6 Size: M Type: Land Squad Cost: 1 Repair Cost: 2000 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Sword Shield Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Vulcans

1600~3200 1 +45/0 AABA 10 (M) Beam Saber

3300~4900 1 +40/+30 DABA (R) Beam Rifle

3300~4900 1~4 +35/0 BADA 15 (R) Beam Rifle

3900~5500 1~4 +5/+20 AADA 5 Weapon Upgrade Cost Total: 400000 Rating: 2 Notes: Look! It's the next-gen GM. Almost as bad as the GM Custom, the Jegan is only slightly better performing, even if I do think it's way cooler looking. Throw it in the junk heap as soon as you can. %%%%%% Pilots %%%%%% --------- Amuro Ray --------- Default Skills: Newtype (lvl9) Sword Cut (lvl6) Shield Defend Spirit Commands: Concentrate(10) Sense(15) Fury(25) Valor(40) Awaken(85) Soul(55) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Eveade/Critical +10% Notes: Amuro is nigh-untouchable and has a really good shooting stat, which will fuel his funnels. Like Kamille, if you've gone through before, Shield Defend is ripe to be replaced. Seriously, no one can touch Amuro. Even bosses will max out at like 30-40% if you upgrade his suit, without Amuro Concentrating. -------- Keyra Su -------- Default Skills: Shield Defend Support Attack Support Defend Spirit Commands: Strike(20) Accelerate(25) Terrain Ratings: Sky: B Land: A Sea: C Space: A Leader Ability: Manueverability+10% Notes: The only real reason to use Keyra is her Acclerate. She's similar to Four and Roux statistically, but seems a bit worse, and doesn't have the newtype abilities to buff her hit/dodge. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ V. Wing ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ All of the Wing Gundams are solid units. But in the harsh Alpha 3 environment, only Zero will probably make it as a leader. Most of the others are excellent back-up leaders, but in a full time capacity, they fall short. Still, if you can find room in your land-bound units (or can give them minovsky crafts), you could do a lot worse than the Wing boys. %%%%% Mecha %%%%% ---------------- Wing Gundam Zero ---------------- HP: 5000~7500 EN: 130~280 Mobility: 120~180 Armor: 1100~1700 Move: 7 Size: M Type: Sky/Land Squad Cost: 1 1/2 Repair Cost: 400 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Sword Shield Zero System Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Machine Cannon

2500~4400 1~3 0/+20 AAAA 20 (M) Beam Saber

3200~4800 1 +40/+10 AABA (R) Buster Rifle

3600~5200 1~4 +35/+25 AADA 10 (R) Twin Buster Rifle3700~4500 120 1~9 0/0 AADA 3 (R) Twin Buster Rifle 4200~5500 2~8 +30/+30 AADA (35) (R) Rolling Buster Rifle

5000~6300 140 1~5 +35/+20 SSDS (70) Weapon Upgrade Cost Total: 520000 Rating: 10 Notes: About the only thing you could ask of ZERO are some lower morale requirements for the Rolling Buster Rifle and Zero system. Other than that, it's just amazing. A huge MAP attack, a post-movement ALL attack with S Ranks, and even a good platoon attack. You'll need to upgrade its EN, but this is a small price to pay for one of the best Gundams and overall units in the game. ----------------------- Gundam Deathscythe Hell ----------------------- HP: 4900~7400 EN: 120~270 Mobility: 115~175 Armor: 1000~160 Move: 7 Size: M Type: Land/Sea Squad Cost: 1 1/2 Repair Cost: 3500 Terrain Ratings: Sky: A Land: A Sea: A Space: A Abilities: Sword AB Field Jamming Double Image Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Vulcans

1800~3400 1 +40/+60 AAAA 10 (M) Hyper Jammer

3400~5000 1~5 +25/+10 BABA (M) Beam Scythe

3900~5500 1~2 +50/+45 BABA (M) Beam Scythe

4300~5900 1~4 +30/+35 AABA (50) Weapon Upgrade Cost Total: 465000 Rating: 6 Notes: Deathscythe is another example of a decent mech that's just overshadowed by the awesome ones. It's got a lot of defensive abilities, but of course as a Gundam shouldn't be hit that much. It's got an ALL attack even. It's probably the third best Wing unit (after Zero and Tallgeese III), but in Alpha 3, that's just not enough. ---------------- Gundam Heavyarms ---------------- HP: 5200~7700 EN: 110~260 Mobility: 110~170 Armor: 1100~1700 Move: 6 Size: M Type: Land/Sea Squad Cost: 1 1/2 Repair Cost: 3500 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Vulcan

1800~3400 1 +30/+20 AABA 20 (R) Homing Missile 3400~5000 2~8 +45/+30 AAAA 12 (R) Micro Missile 3500~5100 1~6 +25/0 BAAA 4 (R) Machine Cannon

3600~5200 1~3 +40/+35 BABA 20 (R) Double Gatling Gun3900~5500 1~7 +25/+10 AABA 16 (R) Full Open Attack 4500~5800 110 2~9 +35/+20 ASBA 5 Weapon Upgrade Cost Total: 465000 Rating: 6 Notes: Heavyarms is a great squad member. Not only does it have a powerful PLA attack with a huge range, but if you need an ALL attack, it can pop up front and deliver one from long range. That said, I'm not convinced it's really leader material. It only features two post-movement attacks and isn't exactly a powerhouse. There are better choices. --------------- Gundam Sandrock --------------- HP: 5400~7900 EN: 115~265 Mobility: 110~170 Armor: 1500~2100 Move: 6 Size: M Type: Land/Sea Squad Cost: 1 Repair Cost: 3700 Terrain Ratings: Sky: A Land: A Sea: A Space: A Abilities: Sword Resupply Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Vulcans

1800~3400 1 +45/+60 AABA 10 (M) Heat Shotel

3300~4900 1~4 +25/0 BAAA (M) Heat Shotel

3700~5300 1~2 +40/+15 BAAA (R) Maganac Attack! 4200~5800 110 1~8 +35/+20 ASBA 5 Weapon Upgrade Cost Total: 46500 Rating: 5 Notes: Sandrock doesn't get the respect it deserves. It should totally be better than this. But it isn't. In the back row, it's EN Recharge makes it quite valuable, and it's new PLA attack helps a lot. The new Maganac attack is nifty, but it's not good enough to give Sandrock a place in the lead. ------------- Altron Gundam ------------- HP: 5100~7600 EN: 120~270 Mobility: 115~175 Armor: 1300~1900 Move: 6 Size: M Type: Land/Sea Squad Cost: 1 Repair Cost: 3500 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Vulcan

1800~3400 1 +30/+60 AABA 10 (M) Dragon Fang

3600~5200 1~5 +20/+25 BAAA (M) Twin Beam Trident

4000~5600 1~2 +45/+30 BAAA (M) Dragon Fang 4400~6000 105 1~7 +30/+40 AAAA Weapon Upgrade Cost Total: 465000 Rating: 5 Notes: Altron is I believe the only suit to really get weaker from Alpha 2 to 3. In this case, while it got a much improved PLA attack, it did so at the cost of its best attack. Now one version of Dragon Fang is considerably weaker, and the other, while having more range, is not post movement. It still makes a good squad unit, but it's not leader material anymore. ------------- Tallgeese III *pre-upgraded 2 slots* ------------- HP: 5300~7800 EN: 125~275 Mobility: 115~175 Armor: 1300~1420 Move: 6 Size: M Type: Sky/Land Squad Cost: 1 1/2 Repair Cost: 4000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Shield Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Vulcans

1800~3400 1 +30/+20 AABA 20 (M) Heat Rod

3300~4900 2~4 +15/+40 AAAA (M) Beam Saber

3500~5100 1 +40/+35 AABA (R) Mega Cannon 4000~5600 1~7 +35/0 AADA (10) (R) Mega Cannon 4700~6300 110 2~8 +25/+10 AADS (48) Weapon Upgrade Cost Total: 465000 Rating: 7 Notes: Though tough, I really think that the Tallgeese III should be in the back row. Unlike many, though, this is not for its lack of ability. On the contrary, though not the strongest, Tallgeese III can hang up there in leader territory. But, the 4000+(it COMES with upgrades) PLA attack is hard to come by. It is, in fact, the strongest PLA attack in the game. Second is a tie between the EVAs and Heavyarms. ------ Taurus ------ HP: 4600~7100 EN: 90~240 Mobility: 100~160 Armor: 900~1500 Move: 6 Size: M Type: Land Squad Cost: 1 Repair Cost: 3200 Terrain Ratings: Sky: B Land: A Sea: C Space: A Abilities: Transform(Taurus(MA)) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Beam Launcher

3400~5300 1~5 +40/+15 BADA 20 Weapon Upgrade Cost Total: 400000 Rating: 3 Notes: Yeah....the Taurus isn't very good. Shame too, I love the design. Not strong, not mobile, not well armored. At least it can change to a flight form. ---------- Taurus(MA) ---------- HP: 4600~7100 EN: 90~240 Mobility: 105~165 Armor: 800~1400 Move: 7 Size: M Type: Sky Squad Cost: 1 Repair Cost: 3200 Terrain Ratings: Sky: A Land: B Sea: C Space: A Abilities: Transform(Taurus) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Beam Launcher

3400~5300 1~6 +40/+15 ABDA 20 Weapon Upgrade Cost Total: 400000 Rating: 3 Notes: Just as bad, now with flight. Moving on. %%%%%% Pilots %%%%%% --------- Heero Yuy --------- Default Skills: Potential (lvl9) Sword Cut (lvl4) Fortune Spirit Commands: Concentrate(15) Flash(10) Strike(20) Valor(40) Fury(30) Soul(60) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Manuverability/Evade +10% Notes: A quality pilot for a quality machine. I'm still not sold on Potential, but I guess it DOES boost evade. His spirit set is mostly about offense. ----------- Duo Maxwell ----------- Default Skills: Sword Cut (lvl6) Support Attack Counter Spirit Commands: Invincible(10) Concentrate(15) Accelerate(20) Valor(35) Strike(10) Drive(55) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Critical+20% Notes: I'm always a fan of counter, and other than that, Duo is a fairly standard RR pilot. Accelerate gives him more priority as a backup pilot, as usual. Drive seems like a waste though. He does have a higher Melee stat than ranged, to fit his Deathscythe. ------------ Trowa Barton ------------ Default Skills: Support Attack (lvl2) Support Defend (lvl2) SP UP (lvl7) Spirit Commands: Iron Wall (15) Snipe (20) Strike(20) Valor(45) Fury(30) Decoy(60) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Range+1 Notes: Trowa really accents the support nature of his default Heavyarms. Iron Wall is a little funny for a real, but he holds it decently. You should definitely play to his strenths and get him Squad Attack and Learning ASAP. After that, I'd pump up his SPUP to max. If you really want to make him a leader, BSave will take you a long way. -------------------- Quatre Rebaba Winner -------------------- Default Skills: Support Defend (lvl2) Sword Cut (lvl3) SP Regen Spirit Commands: Scan(1) Bless(45) Concentrate(15) Friendship(40) Valor(45) Encourage(45) Terrain Ratings: Sky: A Land: A Sea: A Space: A Leader Ability: Support Defend Damage Taken-10% Notes: SP Regen AND Bless? A really great support pilot. I'd reccommend using him and his Sandrock whenever you have the chance. ----------- Wufei Chang ----------- Default Skills: Sword Cut (lvl5) Support Attack (lvl2) Potential (lvl9) Spirit Commands: Accelerate(20) Strike(15) Invincible(10) Valor(35) Fury(30) Drive(50) Terrain Ratings: Sky: A Land: A Sea: A Space: A Leader Ability: Notes: Accelerate, as usual, makes Wufei a good choice to stick in the back of your squad. His lack of Concentrate hurts his leader ability, though his Skills are made for it. Potential is a little funny. If you want to make use of it, you'll really need to pump up his unit's HP. -------------- Zechs Marquise -------------- Default Skills: Sword Cut (lvl6) Shield Defend Support Attack (lvl2) Support Defend (lvl2) E Save Spirit Commands: Sense(25) Concentrate(15) Accelerate(25) Lucky(40) Valor(40) Soul(60) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Manuverability +10%/Evade+10% Notes: Zechs comes pre-stacked. How you use that last slot will be determined on how you're going to use him. If you want him up front, then you're going to want SP UP above all. If you're going to use him in back, then Squad Attack is a must, and then learning and SP UP. Course, to do all that you'll have to replace some skills. In the back, Support attack is obvious, but the other one is up to you. I'd keep E Save and Support Defend, though. Keeping him good for either the front or back is a bit more tricky. You'll have to sacrifice something. ------------- Lucretia Noin ------------- Default Skills: Support Attack (lvl2) Support Defend (lvl2) Squad Attack Spirit Command: Trust(30) Accelerate(25) Concentrate(15) Fury(30) Love(80) Encourage(50) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: Oh look! It's another support character! Why do they always give them Support attack? I mean, it only works when they're leaders, and they should never BE leaders. Bah. Noin, to her credit, has stats that rival the other Gundam W pilots. Not enough to replace them (her melee is lower than Duo, Quatre, or Wufei, her shooting is lower than Heero, Zechs, and Trowa), but they're good. She's odd as she learns Love(odd enough) BEFORE the last spirit. --------------- Hilde Shubacher --------------- Default Skills: Support Attack (lvl2) Support Defend (lvl3) Spirit Commands: Cheer(30) Trust(25) Concentrate(15) Flash(10) Encourage(45) Renew(55) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: Offensively, she's nothing. Defensively, she can stay alive, which is always nice. She has a nice support spirit set. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ VI. SEED ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ There's one particular trick that makes SEED Gundams more useful than most. Only the mains are really leader material, but you can get some nice backup units from this Gundam-verse. The trick isn't really a trick, it's just that you should upgrade the Strike Gundam, and it should probably get priority over...everything, or, at least you should do it before it leaves initially. Why? Well, because of upgrade carry-overs. Freedom, Strike's replacement, keeps the upgrades that you made to Strike. Along with Freedom, Buster and the Strike Rouge also gets the upgrades that Strike recieved, AND you get to keep the Strike. Justice, which joins a few missions later, will get any upgrades that Freedom recieved, meaning that the upgrades will continue to carry over. Finally, Duel, a secret unit, will get Buster's upgrades, and, as you know, Buster got Strike's upgrades. So, by upgrading ONE unit, you get FIVE. Even if only Freedom and/or Justice end up leading squads, the back up units are great. %%%%% Mecha %%%%% --------- Archangel *Mothership* --------- HP: 18000~23000 EN: 250~450 Mobility: 70~120 Armor: 1500~2200 Move: 6 Size: 2L Type: Sky Only Squad Cost: 5 Repair Cost: 14000 Terrain Ratings: Sky: A Land: A Sea: A Space: A Abilities: Laminated Armor Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Igelstung 2900~4500 1~3 +35/+20 AAAA 20 (R) Valiant Mk.8 3400~5000 2~8 +10/+25 AABA 10 (R) Gottfried Mk.71 3700~5300 1~7 +20/+10 AACA (15) (R) Lohengrin 4200~5000 130 1~6 0/+20 AADA 1 (R) Lohengrin 4700~6300 110 3~9 +10/0 AADA (60) Weapon Upgrade Cost Total: 465000 Rating: 6 Notes: The Archangel is another good battleship for you to use It starts out quite a bit stronger than the Ra Kalium, but ends a bit weaker, as it gets no upgrades, while the Ra Kalium will recieve its nuclear weapons late game. In general, I deploy this one. ///////////// Murrue Ramius ///////////// Default Skills: Leadership (lvl4) Support Attack (lvl3) Cooperative Attack Spirit Commands: Accelerate(5) Iron Wall(30) Strike(20) Valor(40) Guts(30) Love(90) Terrain Ratings: Sky: A Land: A Sea: A Space: A Leader Ability: Notes: She's nothing special statistically, but her default skills are perfect and she learns her spirits in a proper order. Plus, she gets Love later on. Another reason to use the Archangel. //////////////// Nataru Badgerial //////////////// Spirit Commands: Scan(1) Invincible(10) Notes: Archangel's first subpilot, she gets replaced about halfway through the game. You'll notice that her stats are actually higher than Murrue's. No, you can't switch them. ///////////// Arnold Neuman ///////////// Spirit Commands: Scan(1) Invincible(10) Gain(20) Snipe(30) Fury(35) Decoy(70) Notes: ------- Eternal *pre-upgraded 4 slots* ------- HP: 15000~20000 EN: 260~460 Mobility: 75~125 Armor: 1300~2000 Move: 6 Size: 2L Type: Sky Only Squad Cost: 5 Repair Cost: 17000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Anti-Air Guns

2900~4500 1~3 +40/+20 AAAA 30 (R) Missile 3300~4900 1~7 +30/0 AADA 20 (R) Main Gun 3900~5500 1~9 +20/+30 AADA (30) Weapon Upgrade Cost Total: 520000 Rating: 3 Notes: I've decided that someone at Banpresto must have something against the Eternal. In both of the outings I've played that have it in it, It's just BAD. In J, it's a UNIT, and there's almost no battleship that could compete for that spot. Here though, it's just bad. Weaker than the other battleships, and its captain doesn't have leadership. It's final attack isn't even an ALL attack. It's mobile for a battleship, I guess. Look, the ONLY reason to deploy this is for Lacus' spirit commands, as she has some decently rare ones in there. Other than that, there are definitely better choices. /////////// Lacus Clyne /////////// Default Skills: SEED(Locked initially) SP Regen Support Attack (lvl3) Spirit Commands: Bless(50) Cheer(30) Sense(30) Mercy(10) Exhaust(50) Love(80) Terrain Commands: Sky: A Land: A Sea: C Space: A Leader Ability: Notes: This is the only reason to deploy the Eternal. Lacus is a very good support pilot thanks to SP Regen. She possesses both Bless and Cheer, plus she has the rare Exhaust, when you want that. What you may be surprised to hear, though, is that statistically, she's probably better than all the other ones. Cept maybe Max. A shame her unit is horrible. //////////////// Andrew Bartfield //////////////// Spirit Commands: Concentrate(15) Invincible(10) Strike(20) Valor(40) Accelerate(5) Fury(30) Notes: If you insist on making the Eternal fight, you'll need Bartfield's Spirit commands. ------------- Strike Gundam ------------- HP: 4900~7400 EN: 130~280 Mobility: 115~175 Armor: 1200~1800 Move: 6 Size: M Type: Land Squad Cost: 1 1/2 Repair Cost: 3600 Terrain Ratings: Sky: B Land: A Sea: B Space: A Abilities: Sword Shield Phase Shift Armor Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Igelstung

1900~3500 1 +45/+20 AAAA 20 (M) Armor Schnieders

3000~4600 1~2 +35/+25 DAAA (R) Beam Rifle

3600~5200 1~4 +20/+15 BADA 10 Weapon Upgrade Cost Total: 465000 Rating: 4 Notes: Vanilla Strike isn't very good, and the makers were even a bit generous to it by giving it a Shield and Beam Rifle that it isn't supposed to have. With that said, of course, you never have to actually USE Vanilla Strike so this is very much irrelevent. Just remember, always use a Striker Pack. ------------------ Aile Strike Gundam ------------------ HP: 5200~7700 EN: 130~280 Mobility: 125~185 Armor: 1300~1900 Move: 7 Size: M Type: Sky/Land Squad Cost: 1 1/2 Repair Cost: 3600 Terrain Ratings: Sky: A Land: B Sea: C Space: A Abilities: Sword Shield Phase Shift Armor Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Igelstung

1900~3500 1 +45/+20 AAAA 20 (M) Beam Saber

3500~5100 1~2 +40/+45 AABA (R) Beam Rifle

3600~5200 2~4 +20/+5 AADA 10 (R) Beam Rifle 4100~5700 1~7 +35/+30 AADA 8 Weapon Upgrade Cost Total: 465000 Rating: 6 Notes: The preferred pack, Aile Strike offers a lot. It's got a long range ALL attack, and it's got decent powered post-movement attacks. Plus, it can fly and is the most mobile of the Strikes. It IS the weakest of the three, but not by a whole lot, and I think the rest makes up for it. ------------------- Sword Strike Gundam ------------------- HP: 5100~7600 EN: 130~280 Mobility: 120~180 Armor: 1400~2000 Move: 6 Size: M Type: Land Squad Cost: 1 1/2 Repair Cost: 3600 Terrain Ratings: Sky: B Land: A Sea: A Space: A Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Igelstung

1900~3500 1 +45/+20 AAAA 20 (M) Maida Smasher

3600~5200 1~4 +30/+25 BAAA (M) Panshaaizan

3800~5400 2~5 +10/+35 BAAA (M) Shuparutogepell

4400~6000 1~3 +35/+45 AAAA (25) Weapon Upgrade Cost Total: 465000 Rating: 6 Notes: Sword Strike is the alternative to Aile. You give up the ALL attack, the ability to fly, and a little mobility, and get back some power and armor. Sword's A Rank in water is worth noting, as if you're actually on a water stage, Sword might be a better pick than Aile, since it's weapons can work in the water AND it will move fine in the water compared to other units. ---------------------- Launcher Strike Gundam ---------------------- HP: 5000~ EN: 130~ Mobility: 115 Armor: 1200 Move: 6 Size: M Type: Land Squad Cost: 1 1/2 Repair Cost: 3600 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Sword Phase Shift Armor Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Igelstung

1900~3500 1 +45/+20 AAAA 20 (R) 120MM Gatling Gun 3600~5200 1~6 +20/+30 BAAA 15 (R) 350MM Gun Launcher3900~5500 1~7 +30/+25 AABA 10 (R) Aguni 4500~6100 2~9 +15/+5 AADA (50) Weapon Upgrade Cost Total: 465000 Rating: 5 Notes: The Launcher is only better than a packless Strike. While Aguni is the most powerful attack the Strike has, Launcher's almost complete lack of post-movement weapons makes this a bad choice for leading a unit. Besides, the Aile pack has an ALL attack AND it can fly. On the other hand, if for some reason you decide that the Strike should be a back-line unit (say, in the part after you get Freedom), Launcher then becomes a great choice. It's PLA attack is both powerful and long-range, and the lack of post-movement isn't an issue. Still can't fly though, but in space that's not an issue. ----------- Duel Gundam ----------- HP: 5200~7700 EN: 150~300 Mobility: 115~175 Armor: 1300~1900 Move: 7 Size: M Type: Land Squad Cost: 1 1/2 Repair Cost: 3600 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Sword Shield Phase Shift Armor Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Igelstung

1900~3500 1 +45/+40 AAAA 20 (R) 5 Missile Pod 3500~5100 1~7 +30/+35 AABA 20 (R) Beam Rifle

3700~5300 1~5 +20/+35 AADA 15 (M) Beam Saber

4000~5600 1~3 +40/+50 BABA (R) Shiva 4300~5900 1~8 +10/+45 AABA 10 Weapon Upgrade Cost Total: 465000 Rating: 5 Notes: There's nothing particularly WRONG with Duel, it's just,well, there's nothing particularly right with it either. It's just plain and average. You don't ever get it without going through a bit of work, and the only reason it's worth the work is because any upgrades made to Buster before Duel joins are carried over. Since the Strike upgrades carry over to Buster, you'll likely have a powerful backup unit when he joins. OF course, if you're on a EX hard mode game, some of the flare is take out, but it definitely could be worse. ------------- Buster Gundam ------------- HP: 4900~7400 EN: 150~300 Mobility: 110~170 Armor: 1100~1700 Move: 7 Size: M Type: Land Squad Cost: Repair Cost: 3600 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Phase Shift Armor Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 6 MIssile Pod

3200~4800 1~3 +40/+25 AABA 30 (R) 350 Miligun Launcher 3700~5300 1~6 +20/+10 AABA 15 (R) Beam Rifle(?) 3900~5500 2~7 +30/+25 AADA 15 (R) Spread Gun

4200~5800 2~5 +35/+10 AABA 4 (R) Combined Gun 4500~6100 110 3~9 +25/+25 AADA (40) Weapon Upgrade Cost Total: 465000 Rating: 6 Notes: The Buster is better than I expected. It's not amazing, of course, but it features a nice blend of post-movement, ALL, and long-range weapons. The post-movement ALL weapons is of particular note. BSave would be a good idea for the pilot to get the most out of Buster. ------------ Blitz Gundam ------------ HP: 4800 EN: 150 Mobility: 120 Armor: 1400 Move: 7 Size: M Type: Land Squad Cost: N/A Repair Cost: 3700 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Shield Phase Shift Armor Jamming Double Image Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Beam Saber

3500 1 +40/+45 AABA (R) Beam Rifle

3700 1~4 +30/+25 BADA 15 (R) Lancer Dart 3900 1~7 +25/+30 AABA 6 (M) Grip Niru

4100 2~5 +40/+35 AABA (10) Weapon Upgrade Cost Total: N/A Rating: 5 Notes: For the four missions you have it, it's decent. Lancer Dart give it a nice ranged option, and Grip Niru is decent power and range. What is particularly nice about Blitz is all the defensive abilities. If you had it for the whole game, this puppy would probably be the hardest thing to kill in the game. //////////// Nicol Amalfi //////////// Default Skills: Support Attack Support Defend Shield Defend Squad Attack Spirit Commands: Scan(1) Flash(10) Concentrate(15) Trust(20) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Critial+10% Notes: Nicol is a backup pilot. This is convinient, since most of the time he's with you, he's in a squad with Aegis and Athrun. No point going much deeper than that though, he's only with you for four missions on one route. ------------ Aegis Gundam ------------ HP: 5000 EN: 150 Mobility: 120 Armor: 1200 Move: 8 Size: M Type: Land Squad Cost: N/A Repair Cost: 3600 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Sword Shield Phase Shift Armor Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Igelstung

1900 1 +45/+20 AAAA 20 (M) Beam Saber

3500 1 +40/+35 AABA (R) Beam Rifle 3700 1~6 +20/+15 AADA 15 (R) Scylla

4500 110 1~4 +15/+5 AADA (40) Weapon Upgrade Cost Total: N/A Rating: 5 Notes: I don't think Alpha 3 has done Aegis justice. It's probably the worst of the four. The Scylla cannon is nice, but outside of that, the lack of post-movement range hurts him. Still, if you got to keep it, it'd be great in the back row. -------------- Freedom Gundam -------------- HP: ~7800 EN: ~310 Mobility: ~195 Armor: ~1900 Move: 7 Size: M Type: Sky/Land Squad Cost: 1 1/2 Repair Cost: 5000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Shield PSArmor Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Vulcans

~3600 1 +40/+25 AAAA 20 (R) Lupus Beam Rifle

~5100 2~4 +25/+20 AADA 12 (M) Lacerta Beam Saber

~5300 1 +35/+40 AABA (R) Railgun ~5600 1~7 +30/+25 AAAA 6 (R) Baleena Beam Guns ~5900 110 2~8 +15/+10 AADA (35) (R) HiMAT Full Burst

~6600 130 1~5 +15/+10 AADA (80) Weapon Upgrade Cost Total: 465000 Combination Attacks: (R) Combination Assault

~7200 140 1~4 +20/+10 AADA (60) Rating: 10 Notes: Look! It's the second coming of Wing Zero! The similarities are striking. The only thing it lacks is the awesome MAP and the Zero System. In exchange, it has bettwer HP,EN, Mobility, Armor, and weapon power. HiMAT Full Burst's damage is probably going to be about equal to Rolling Buster Rifle all things considered, as it doesn't have an S rank. The only question with using Freedom is whether or not to use the Freedom METEOR pack. ---------------------- Freedom Gundam(METEOR) ---------------------- HP: ~13500 EN: ~340 Mobility: ~190 Armor: ~2400 Move: 9 Size: L Type: Sky Squad Cost: 2 Repair Cost: 9000 Terrain Ratings: Sky: B Land: A Sea: C Space: S Abilities: Seperate(Freedom Gundam) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Lupus Beam Rife ~5100 1~5 +25/+20 BBDS 12 (R) Irinakeusu Missile ~5300 2~7 +35/+10 ABBS 8 (R) METEOR Full Burst ~5300 140 1~8 +25/0 ABDA 1 (M) Beam Sword

~5900 110 1~3 +15/+35 ABBS (30) (R) High Energy Assault~6900 130 4~9 +20/+10 ABDS (80) Weapon Upgrade Cost Total: 465000 Rating: 10 Notes: I'm just not sure if this is better than the normal Freedom Gundam. On the one hand, it's final attack IS stronger than Freedom's. But it's not post-movement. But it's got an S ranking. But no combination attack(leaving overall strength probably weaker) But defensively it's got way more HP and Armor. Bah. The best course of advice is probably to deploy it this way and eject the METEOR if you want. --------------- Justice Gundam -------------- HP: ~7900 EN: ~310 Mobility: ~195 Armor: ~1800 Move: 7 Size: M Type: Sky/Land Squad Cost: 1 1/2 Repair Cost: 5000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Shield PS Armor Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Vulcans

~3600 1 +40/+25 AAAA 20 (R) Bassalu

~5000 2~5 +15/+30 AABA (R) Lupus Beam Rifle

~5100 1~4 +25/+20 AADA 12 (M) Lacerta Beam Saber

~5300 1 +35/+40 AABA (R) Fuollteis Beam Gun ~6400 110 1~8 +30/+15 AADA (70) Weapon Upgrade Cost Total: 465000 Combination AttacK: (R) Combination Assault

~7200 140 1~4 +20/+10 AADA (60) Rating: 9 Notes: It's amazing how a few tweaks can really alter the perception of a unit. Justice has lower Morale requirements than Freedom, but pays for it with many fewer guns and less power on its final attack. If you really want to keep the normal Freedom, then I suggest you stay with this Justice, otherwise, into the METEORs with them. ---------------------- Justice Gundam(METEOR) ---------------------- HP: ~13500 EN: ~340 Mobility: ~190 Armor: ~2300 Move: 9 Size: L Type: Sky Squad Cost: 2 Repair Cost: 9000 Terrain Ratings: Sky: B Land: A Sea: C Space: S Abilities: Seperate(Justice Gundam) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Lupus Beam Rifle ~5100 1~5 +25/+20 AADA 12 (R) Irinakeus Missile ~5300 2~7 +35/+10 ABDS 8 (R) METEOR Full Burst ~5300 140 1~8 +25/0 ABDS 1 (M) Beam Sword

~5900 110 1~3 +30/+25 ABDS (30) (R) High Energy Assault ~6900 130 4~9 +20/+10 ABDS (80) Weapon Upgrade Cost Total: 465000 Rating: 10 Notes: At first glance, Freedom and Justice appear identical with the METEORs equipped. They're not though. Ranges are all the same, but the Terrain ratings and hit/crit numbers are different for some unfathomable reason. Justice also has less armor, but that's just like without the METEOR. But it loses its HP advantage that it has without METEORs. So....it's kind of weird. Still a Great unit, of course. ------------ Strike Rouge ------------ HP: 4900~7400 EN: 130~280 Mobility: 115~175 Armor: 1200~1800 Move: 6 Size: M Type: Land Squad Cost: 1 1/2 Repair Cost: 3600 Terrain Ratings: Sky: B Land: A Sea: B Space: A Abilities: Sword Shield Phase Shift Armor Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Igelstung

1900~3500 1 +45/+20 AAAA 20 (M) Armor Schnieders

3000~4600 1~2 +35/+25 DAAA (R) Beam Rifle

3600~5200 1~4 +20/+15 BADA 10 Weapon Upgrade Cost Total: 465000 Rating: 4 Notes: The only difference between the Strike and the Strike Rouge is that one is Blue and White while the other is Red and Pink. Oh, and Strike Rouge has it's own seperate Aile Pack(as opposed to the one shared between Strike and the Skygraspers) and if you fufilled some difficult requirements, you can get the IWSP pack for it. As with the original Strike, there's no reason to use this form of the Rouge. ----------------- Aile Strike Rouge ----------------- HP: 5200~7700 EN: 130~280 Mobility: 125~185 Armor: 1300~1900 Move: 7 Size: M Type: Sky/Land Squad Cost: 1 1/2 Repair Cost: 3600 Terrain Ratings: Sky: A Land: B Sea: C Space: A Abilities: Sword Shield Phase Shift Armor Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Igelstung

1900~3500 1 +45/+20 AAAA 20 (M) Beam Saber

3500~5100 1~2 +40/+45 AABA (R) Beam Rifle

3600~5200 2~4 +20/+5 AADA 10 (R) Beam Rifle 4100~5700 1~7 +35/+30 AADA 8 Weapon Upgrade Cost Total: 465000 Rating: 6 Notes: It's just the Girl version of the Strike. It's a solid unit, especially if you upgraded the Strike(because of carryover upgrades). By the time you get it, it's not leader material, but it makes a solid backup unit. ----------------- Strike Rouge IWSP ----------------- HP: EN: Mobility: Armor: Move: Size: Type: Squad Cost: Repair Cost: Terrain Ratings: Sky: Land: Sea: Space: Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS Weapon Upgrade Cost Total: Rating: Notes: --------- M1 Astray *Multiple* *pre-upgraded 2 Slots* --------- HP: 4900~7400 EN: 140~290 Mobility: 105~165 Armor: 1100~1700 Move: 6 Size: M Type: Land Squad Cost: 1 Repair Cost: 2500 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Shield Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Igelstung

1900~3500 1 +45/+20 AAAA 20 (B) Beam Saber

3500~5100 1 +40/+30 DABA (R) Beam Rifle

3500~5100 1~4 +25/+10 AADA 15 (R) Beam Rifle 4100~5700 2~7 +30/+15 AADA 5 Weapon Upgrade Cost Total: 465000 Rating: 3 Notes: Think of it like the late game GM Custom. Only with more support oriented pilots. It's not very good, it can't fly, but the pilots have nice spirits that you may wish to employ. ----------- Mobius Zero ----------- HP: 3800~6300 EN: 120~270 Mobility: 120~180 Armor: 1000~1600 Move: 7 Size: S Type: Sky Squad Cost: 1/2 Repair Cost: 2000 Terrain Ratings: Sky: B Land: B Sea: C Space: S Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Linear Gun 3400~5000 1~7 +35/+20 CCCA 15 (R) Remote Gunpods

3900~5000 1~5 +40/+15 CCCA 8 Weapon Upgrade Cost Total: 465000 Rating: 3 Notes: In Space, the Mobius Zero is a nice little unit. Plenty of mobility, S rank, a long range PLA attack, and a post-movement ALL attack. This all falls apart, however, once it gets in the atmosphere. B ranks for the unit, C ranks for the weapons make it nigh useless. Course, that's why they give you the Skygrasper. Use it. ---------- Skygrasper ---------- HP: 3300~5800 EN: 100~250 Mobility: 120~180 Armor: 900~1500 Move: 7 Size: S Type: Sky Squad Cost: 1/2 Repair Cost: 1500 Terrain Ratings: Sky: S Land: A Sea: C Space: C Abilities: Resupply Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Large Cannon

1800~3700 1~3 +40/+20 AABA 20 (R) Beam Cannon 3200~5100 1~6 +25/+10 AADA 10 Weapon Upgrade Cost Total: 465000 Rating: 3 Notes: --------------- Aile Skygrasper --------------- HP:3300~5800 EN: 100~250 Mobility: 120~180 Armor: 900~1500 Move: 8 Size: S Type: Sky Squad Cost: 1/2 Repair Cost: 1500 Terrain Ratings: Sky: S Land: A Sea: C Space: C Abilities: Resupply Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Large Cannon

1800~3700 1~3 +40/+20 AABA 20 (R) Beam Cannon 3200~5100 1~6 +25/+10 AADA 10 Weapon Upgrade Cost Total:465000 Rating: 3 Notes: ---------------- Sword Skygrasper ---------------- HP: 3300~5800 EN: 100~250 Mobility: 120~180 Armor: 900~1500 Move: 7 Size: S Type: Sky Squad Cost: 1/2 Repair Cost: 1500 Terrain Ratings: Sky: S Land: A Sea: C Space: C Abilities: Resupply Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Large Cannon

1800~3700 1~3 +40/+20 AABA 20 (R) Beam Cannon 3200~5100 1~6 +25/+10 AADA 10 (M) Shuparutogepell

4000~5600 1~3 +35/+45 AACA (25) Weapon Upgrade Cost Total: 46500 Rating: 3 Notes: ------------------- Launcher Skygrasper ------------------- HP: 3300~5800 EN: 100~250 Mobility: 120~180 Armor: 900~1500 Move: 7 Size: S Type: Sky Squad Cost: 1/2 Repair Cost: 1500 Terrain Ratings: Sky: S Land: A Sea: C Space: C Abilities: Resupply Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Large Cannon

1800~3700 1~3 +40/+20 AABA 20 (R) Beam Cannon 3200~5100 1~6 +25/+10 AADA 10 (R) Aguni 4100~5700 2~7 +15/+5 AADA (30) Weapon Upgrade Cost Total: 465000 Rating: 3 Notes: ----- BaCUE ----- HP: 4900~7400 EN: 140~290 Mobility: 115~175 Armor: 1200~1800 Move: 6 Size: S Type: Land Squad Cost: 1 Repair Cost: 2200 Terrain Ratings: Sky: B Land: S Sea: A Space: B Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Twin Rail Gun 3700~5300 2~8 +30/+25 BAAC 15 (M) Attack

4000~5600 1~3 +40/+40 DAAC Weapon Upgrade Cost Total: 465000 Rating: 2 Notes: The BaCUE is given to you VERY late in the game. And...I'm not entirely sure why they do. Perhaps as some reference to Astray? In any case, while BaCUE make for annoying enemies, the S rank on land is ALMOST worthless by the time you get this, and the Small size helps, but the B ranking in space almost destroys that. It's PLA attack is decently strong, but this is only here in case you love the BaCUE for some reason. ------ LaGOWE ------ HP: EN: Mobility: Armor: Move: Size: Type: Squad Cost: Repair Cost: Terrain Ratings: Sky: Land: Sea: Space: Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS Weapon Upgrade Cost Total: Rating: Notes: ---- CGUE ---- HP: 4800 EN: 110 Mobility: 105 Armor: 1200 Move: 6 Size: M Type: Land Squad Cost: N/A Repair Cost: 1900 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Shield Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 76mm Machine Gun 3400 1~6 +30/+25 BABA 15 (R) Gatling Gun

3500 2~4 +45/+30 BABA 8 (M) CGUE Blade

3700 1 +40/+30 DAAA Weapon Upgrade Cost Total: N/A Rating: 3 Notes: Rau's CGUE is crap. The Post-Movement ALL attack is nice though. It's the only thing that's really worthwhile though. ///////////// Rau Le Cruset ///////////// Default Skills: Potential Counter Shield Defend Sword Cut Leadership Pre-Emptive Spirit Commands: Sense(15) Accelerate(20) Concentrate(10) Terrain Ratings: Sky: A Land: A Sea: A Space: A Leader Skill: Squad Attack+20% Notes: Rau doesn't even actually join you, but if you're on Selena's route, he launches in four missions early on. He's decent, but his most valuable asset is the Leadership skill he has. Quite valuable for the short time you've got him. ---- GINN ---- HP: 4200 EN: 130 Mobility: 80 Armor: 1100 Move: 5 Size: M Type: Land Squad Cost: N/A Repair Cost: 1800 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 76mm Machine Gun 2200 1~6 0/+10 BADA 15 (M) GINN Blade

2800 1 +20/+30 DABA Weapon Upgrade Cost Total: Rating:1 Notes: Of all the units you get to control (even if you only get them for one mission), the GINN is the worst. It can't break 3000 power, and the only post-movement attack it has, has a range of one. It's a good thing you don't have to really use these. ////////// ZAFT Pilot ////////// Spirit Commands: Vigor(10) Concentrate(20) Notes: Yes, if you go Selena's route, you will get generic ZAFT Pilots for one mission. Theyy have no skills, but have surprisingly decent offensive stats. ---------- Versailius ---------- HP: 16000 EN: 250 Mobility: 65 Armor: 1400 Move: 6 Size: 2L Type: Sky Only Squad Cost: N/A Repair Cost: 18000 Terrain Ratings: Sky: B Land: B Sea: D Space: A Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Anti-Air Guns

3300 1~3 +30/+20 AABA 20 (R) Main Cannon 3900 2~9 +15/0 BBDA (15) Weapon Upgrade Cost Total: Rating: Notes: ///// Ades //// Default Skills: Leadership Support Attack Spirit Commands: Iron Wall(20) Invincible(15) Accelerate(5) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: Move+1 Notes: Like his ship, he's better than I expected. Course, he's only around for a tiny bit, but... %%%%%% Pilots %%%%%% ----------- Kira Yamato ----------- Default Skills: SEED(originally locked) Sword Cut (lvl5) Shield Defend Spirit Commands: Concentrate(10) Mercy(1) Sense(20) Valor(40) Friendship(60) Soul(65) Terrain Ratings: Sky: A Land: A Sea: A Space: A Leader Ability: Evade+10% Notes: A great pilot, it'd be nice if he didn't waste a spirit slot on Mercy. Still, even with only five good spirits, he's got high stats to back him up. Be nice if Soul wasn't so expensive, either. Use him. ----------- Athrun Zala ----------- Default Skills: SEED Sword Cut (lvl5) Shield Defend Support Attack (lvl2) Spirit Commands: Sense(20) Concentrate(15) Accelerate(25) Valor(40) Fury(25) Soul (65) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Move+1 Notes: He's basically Kira's equal. Basically, Kira's stats are marginally better. Justice is slightly less competent than Freedom, however, and it stacks a bit. Still, he's a great choice. -------------- Dearka Elseman -------------- Default Skills: Support Attack (lvl3) Focused Attack Cooperative Attack BSave Spirit Commands: Snipe(10) Concentrate(15) Strike(20) Valor(40) Luck(30) Flash(10) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: Dearka is....much better than he should be. He's worse than Athrun, and he doesn't have SEED, but Dearka is a man who knows what he wants. With Support, Focused, AND cooperative attacks, it's hard to find a better support attacker. And his unit has a nice Post-movement ALL attack. He's not top tier, but he's damn close. ----------- Mu La Flaga ----------- Default Skills: Potential (lvl6) Counter (lvl6) Support Attack (lvl2) Spirit Commands: Concentrate(10) Accelerate(20) Flash(10) Valor(40) Fury(30) Love(80) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: An excellent pilot, his stats are only slightly lower than most of the Gundam mains. Potential is even more wasted than normal since he spends most of the game is things with such low HP. Unfortunately, slightly lower means way more time in the back. Just the way it is. Counter will fall into disuse very quickly as a result. Still, those stats power a great backrow character. ----------------- Cagalli Yula Atha ----------------- Default Skills: SEED(Locked) Fortune Support Attack Spirit Commands: Gain(15) Cheer(30) Concentrate(15) Sense(25) Valor(30) Hope(90) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: Squad Attack +20% Notes: Cagalli is trying really hard to be a leader...but she's short. Still a quality backup character, and she gets a quality unit handed to her in the late game. Plus, she seems to resign herself to the backrow in the late game, as she'll learn Hope. ------------- Asagi Codoulu ------------- Default Skills: Sword Cut (lvl3) Shield Defend (lvl3) Support Defend (lvl3) Spirit Commands: Strike(20) Accelerate(30) Concentrate(15) Valor(40) Encourage(50) Decoy(70) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: Evade+10% Notes: Asagi is I believe the technical leader of the M1 trio, but she can't compete with their utility value. Decoy is kinda expensive on her, but it, Encourage, and Accelerate together should be enough to stick her in a back row spot somewhere. --------------- Mayura Rabattsu --------------- Default Skills: Shield Defend (lvl2) Support Defend (lvl3) Support Attack (lvl3) Spirit Commands: Trust(15) Gain(10) Concentrate(15) Valor(40) Friendship(50) Exhaust(55) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: Hit+10% Notes: Most of her spirit commands aren't really strongly desired ones, but they're all useful. She has the cheapest Trust in the game, and if you give her SP Up, ou can get a LOT of milage out of that. ------------- Julie uu Nien ------------- Default Skills: Sword Cut (lvl2) Support Defend (lvl3) Squad Attack Spirit Commands: Concentrate(15) Iron Wall(30) Strike(25) Valor(40) Hope(90) Renew(70) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: Critical +10% Notes: Hope AND Renew? Miwa may just not be the best support pilot in the whole game. You should definitely put Julie somewhere, put her in the Mobius Zero or Skygrasper if you must. The only downside is that her SP won't last very long, but having both available on one pilot is great. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ B.Mazinger ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Alpha 3 is full of really great units, as I've mentioned before. Because of that, even good units get tossed aside. In this case, Mazinkaiser is one of the best units in the game, and is responsible for the tossing aside of numerous others. Mazinger Z and Great Mazinger are both eligible for this. Ironically, even though the Diana A and Venus A are definitively worse units than Mazinger Z and Great Mazinger, they're support abilities make them less likely to get kicked. %%%%% Mecha %%%%% ---------- Mazinger Z ---------- HP: 7500~11000 EN: 170~320 Mobility: 75~125 Armor: 1700~2450 Move: 6 Size: M Type: Sky/Land Squad Cost: 1 1/2 Repair Cost: 6500 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Mazin Power Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Missile Punch 2000~3300 1~6 +35/+20 AABA 99 (R) Drill Missile

2400~3700 1~4 +60/+45 AABA 20 (M) Photon Beam 2700~4000 1~4 +30/+15 AADB (5) (R) Rust Hurricane 2900~4200 1~5 +30/+5 AAAD (15) (M) Rocket Punch

3500~4800 1~5 +50/+25 AABA (M) Iron Cutter

3800~5100 1~4 +45/+40 AABA (M) Breast Fire

4100~5400 1~2 +40/+20 AABA (40) (M) Spinning Rocket Punch

4200~5500 110 2~5 +50/+30 AABA 2 Weapon Upgrade Cost Total: 520000 Combination Attacks: (M) Double Mazinger Blade

3900~5200 1~3 +10/+20 AABA Performed With: Great Mazinger (M) Double Ningu Fire

4800~6100 1~2 +20/+30 AAAA (30) Performed With: Great Mazinger Rating: 7 Notes: When Mazinkaiser has some issues, Mazinger Z is called back into the fray, and he's kind of a dissappointment. It's still a solid unit, but it's not the amazing piece of work that Mazinkaiser is. Upgrading it is a smart move since the upgrades carry over to Mazinkaiser (and you get to KEEP Mazinger Z). Not really much else to say. It's got some solid attacks and will do more damage than it seems thanks to mazin power. -------------- Great Mazinger -------------- HP: 7900~11400 EN: 180~330 Mobility: 75~125 Armor: 1800~2550 Move: 6 Size: M Type: Sky/Land Squad Cost: Repair Cost: 5000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Mazin Power Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Navel Missile 2600~3900 1~4 +15/+20 AABA 99 (M) Great Typhoon 2900~4200 2~6 +30/+5 AAAD (25) (M) Mazinger Blade

3000~4300 1~2 +45/+40 AABA (M) Atomic Punch

3500~4800 1~3 +40/+30 AABA (M) Drill Pressure Punch

3700~5000 2~4 +35/+35 AABA (5) (M) Breast Burn

3900~5200 1 +30/+20 AABA (40) (R) Thunder Break 4300~5600 1~6 +10/+15 AAAA (60) Weapon Upgrade Cost Total: 465000 Combination Attacks: (M) Double Mazinger Blade

3900~5200 1~3 +10/+20 AABA Performed With: Mazinger Z (M) Double Ningu Fire

4800~6100 1~2 +20/+30 AAAA (30) Performed With: Mazinger Z Rating: 7 Notes: Great Mazinger is a good super robot in a game full of great ones. A couple issues hold it back, energy consumption and over all lack of power. Mind you, Mazin power makes up for some of the damage deficiency, but Why did they have to make Thunder Break a ranged ability. =\ ----------- Mazinkaiser ----------- HP: 8000~11500 EN: 190~340 Mobility: 90~140 Armor: 1800~2550 Move: 8 Size: M Type: Land (Gains Sky after Irui Search Route) Squad Cost: 2 Repair Cost: 6500 Terrain Rankings: Sky: S Land: S Sea: A Space: S Abilities: HP Regen(Small) Mazin Power Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Photon Beam

3400~4700 1~4 +30/+15 AADA (5) (R) Gigas Missle 3600~4900 1~6 +35/+20 AABA 99 (R) Rust Tornado 4000~5300 2~6 +30/+5 AABD (40) (M) Turbo Smasher Punch

4500~5800 1~4 +45/+40 AABA (M) Fire Blaster

5200~6500 1~3 +10/+20 AABA (60) Weapon Upgrade Cost Total: 520000 Unlockable Attacks: (M) Kaiser Nova

6700~8000 130 1 +30/+45 SABS (70) Unlocks after: Stage 47 Rating: 10 Notes: There's a lot to love about Mazinkaiser. Unlike most super robots, he doesn't require morale for any of his attacks initially, meaning he can start demolishing things right from the gate. Fire Blaster is the cheif beneficiary of this. There are stronger ALL attacks, even post-movement ones, but they take morale. On the downside, it's kind of an energy hog, and by the time it can fly, there's almost no Gravity stages left. All-in-all, it's an amazing unit. Tis' a shame they take this from you early on for many missions. ------- Diana A ------- HP:5800~9300 EN: 120~270 Mobility: 70~120 Armor: 1200~1950 Move: 6 Size: M Type: Land Squad Cost: Repair Cost: 4000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Repair Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Scarlet Beam

2900~4800 1 +10/0 AADA (15) (R) Diana Missile 3200~5100 1~5 +35/+40 AACA 10 Weapon Upgrade Cost Total: 400000 Rating: 4 Notes: The Diana is the Mazinger support unit, but...well...it's not very good. It can't even fly (though, to be fair, neither can Mazinkaiser for most of the game). It's survivability is questionable at best, so stick this one in the back, and consider giving it armor boosting items. ------- Venus A ------- HP:6200~9700 EN:140~290 Mobility: 70~120 Armor: 1300~2050 Move: 6 Size: M Type: Sky/Land Squad Cost: Repair Cost: 6000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Repair Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Finger Missile

2700~4600 1~4 +35/0 AAAA 20 (M) Photon Beam 3000~4900 1~5 +20/0 AADA (5) (R) Photon Missile 3300~5200 2~7 +10/0 AABA 10 Weapon Upgrade Cost Total:400000 Rating: 4 Notes: The Venus is roughly equal in value to the Diana. The Venus can fly and has a bit more HP and Armor, but does less damage with squad attacks. The flight is very valuable, though. Never should be a leader, but it's good enough for the backrow. ---------- Boss Borot ---------- HP: 4600~8100 EN: 80~230 Mobility: 55~105 Armor: 1100~1850 Move: 5 Size: M Type: Land Squad Cost: 1 Repair Cost: 10 Terrain Ratings: Sky: B Land: S Sea: C Space: B Abilities: Resupply Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Borot Punch

2400~4500 1 -5/+20 DABB (M) Borot Pressure Punch

3000~5100 2~4 -20/+40 AACA (M) Borot Dynamic Special

4900~7000 150 1~3 +50/+60 BSCA 1 Weapon Upgrade Cost Total: 335000 Rating: 2 Notes: Boss Borot only has two real values. 1) Humor 2) Recsupply. On the bright side, when/if it's destroyed, it only costs a measly 10 bucks to get repaired. So you can basically use it with impunity. %%%%%% Pilots %%%%%% ------------ Kouji Kabuto ------------ Default Skills: Potential (lvl9) Sword Cut (lvl3) Morale+(Damage) Spirit Commands: Strike (20) Spirit(35) Iron Wall(20) Valor(35) Accelerate(25) Flash(10) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Damage+20% Notes: Kouji and his freakishly high defense makes him a wonderful complement to the already very defensive Mazinkaiser. His default skills kind of suck though. Morale+(Damge) is ok, but the last third of the game it won't have much purpose. Mazinkaiser doesn't even HAVE a sword to use the Sword Cut ability. Max out his damage with Break Morale Limit and Ignore Size to really wreck some havok, if you have the PP, you may want to consider replacing Sword Cut, though with the high cost of SPUp, you might not be able to until after the first playthrough. The real trick of Kouji is deciding what to not give him early, as ESave would really help him. ----------- Sayaka Yumi ----------- Default Skills: Support Attack Support Defend (lvl3) Squad Attack Spirit Commands: Bless(45) Trust(25) Iron Wall(30) Strike(20) Valor(40) Encourage(50) Terrain Ratings: Sky: B Land: A Sea: C Space: A Leader Ability: HP/EN Regen+50% Notes: A fairly standard support pilot, Sayaka has healing abilities and the Squad attack ability standard. Giving her SPUP will allow her to bless many more. Her SP is already naturally high, so the ability to rocket it high enough that she can afford a few Iron Walls to survive. --------------- Tetsuya Tsurugi --------------- Default Skills: Potential (lvl9) Sword Cut (lvl3) Counter (lvl6) Spirit Commands: Strike(15) Iron Wall(25) Gain(20) Invincible(10) Valor(35) Drive(45) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Manuverability+10% Critical +20% Notes: Tetsuya is a good, surprisingly balanced pilot. I love the counter ability, and cheap Strike and early Iron Wall is always appreciated. ESave would probably be a good investment, and Focused attack would boost the damage from Thunder Break. HIS unit actually DOES have a sword, so sword cut is appreciated. -------- Jun Hono -------- Default Skills: Potential Support Attack Support Defend (lvl2) Spirit Commands: Cheer(25) Trust(25) Strike(20) Iron Wall(30) Valor(40) Hope(75) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: Jun is, surprise suprise, very similar to Sayaka. Unfortunately, the changes that are made aer generally for the worse, as Bless is way better than cheer, and for a support pilot, I'll take Squad Atttack over Potential. Still, serves her purpose well enough, and her Hope Spirit is very cheap. ---- Boss ---- Default Skills: Potential Support Attack Support Defend Spirit Commands: Guts(35) Friendship(55) Invincible(15) Iron Wall(30) Valor(35) Drive(70) Terrain Ratings: Sky: B Land: A Sea: C Space: B Leader Ability: Notes: Not as bad as you'd think. His shooting stat is perhaps the worst in the entire game, and he can't dodge to save his life, but outside of that, his stats are decent, and his Spirit list has got a lot of survival. Really, if you're willing to boost up Boss Borot's HP, you could get a lot of milage out of him. ---- Nuke ---- Spirit Commands: Trust(30) Cheer(30) Notes: Nuke is Boss' first sub-pilot. Yes, they go with Boss. if you put Boss in Mazinkaiser (don't do it), Nuke and his co-hort come with. The only thing notable is that Boss's subpilots are the only units in the game that don't recieve a full set of Spirits. The two Nuke starts with are the only two he's going to get. ----- Mooch ----- Spirit Commands: Scan(1) Vigor(20) Notes: Mooch is Boss' second sub-pilot, and behaves exactly like Nuke. Goes with Boss, only two Spirits, nuff said. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ C. Getter Robo ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ %%%%% Mecha %%%%% ------------- Shin Getter-1 ------------- HP: 8200~11700 EN: 200~350 Mobility: 90~140 Armor: 1300~2050 Move: 7 Size: L Type: Sky/Land Squad Cost: 2 Repair Cost: 8000 Terrain Ratings: Sky: A Land: B Sea: C Space: A Abilities: HP Regen(Small) Transform(Shin Getter-2, Shin Getter-3) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Getter Blaster Cannon 3500~4800 1~6 +15/+10 SACA 8 (M) Tomahawk Boomerang

3700~5000 1~3 +20/+35 SACA (M) Getter Tomahawk

4600~5900 1 +45/+10 SACA (M) Getter Beam

4900~6200 1 +5/+25 SACA (35) (M) Stoner Sunshine

6600~7900 130 1~3 +10/+20 SACA (70) Weapon Upgrade Cost Total: 520000 Unlockable Attacks: (M) Shin Shine Spark

7100~8400 140 Rating: 9 Notes: Shin Getter got a lot better between Alpha 2 and Alpha 3, and it was good in Alpha 2. Most notable is the rediculous power of Stoner Sunshine, and there's another attack to be unlocked after that. Morale requirements are stiff, but Sound Force can take care of that. The most important thing to remember with Getter is Upgrades. Before you upgrade it, it dies too easily and runs out of power too quickly. For whatever reason, it has RR Armor and SR mobility. AFTER upgrades, it's nigh unstoppable. It's one of the biggest gaps between upgraded and non, and if you plan on using it, Shin Getter should get some priority. Note that it'll be taken from you early in the game and replaced with Getter Robot G for a while, so you can wait, as G isn't near as good. Any upgrades you make will carry over, however. Range is also a problem, and Mazinkaiser's slight range advantage is part of the reason I prefer it. While Shin Getter can transform,there's ALMOST no reason to do so. Shin Getter 2 has an ALL attack that you may want to take use of since Shin-1 has no ALL before Shin Shine Spark. ------------- Shin Getter-2 ------------- HP: 8200~11700 EN: 200~350 Mobility: 105~155 Armor: 1100~1850 Move: 8 Size: L Type: Land Squad Cost: Repair Cost: 8000 Terrain Ratings: Sky: B Land: A Sea: C Space: A Abilities: Double Image HP Regen(Small) Transform(Shin Getter-1, Shin Getter-3) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Getter Missile 3800~5100 1~6 +35/+10 BSCA 8 (M) Drill Tempest 4500~5800 2~7 +25/+10 ASCA (40) (M) Getter Drill

4800~6100 1~2 +45/+30 ASCA (30) Weapon Upgrade Cost Total: 520000 Rating: 7 Notes: Less of an energy hog than Shin-1, but you get a lot less out of it for it. In the atmosphere, you're going to want to fly, so Getter-2 loses out there. The only reason to switch to this is to use the Drill Tempest attack. I suppose, as well, that early on before you upgrade Shin Getter, this one has better survival, but....I wouldn't count on it. One last thing, Getter-2's S Ranks (for his attacks) on land are going to give him a noticeable damage difference there. This only works if the ENEMY is on the ground though. Flying Enemies are going to take more from Shin-1 . ------------- Shin Getter-3 ------------- HP: 8200~11700 EN: 200~350 Mobility: 80~130 Armor: 1500~2250 Move: 6 Size: L Type: Land/Sea Squad Cost: Repair Cost: 8000 Terrain Ratings: Sky: B Land: A Sea: S Space: B Abilities: HP Regen(small) Transform(Shin Getter-1, Shin Getter-2) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Getter Missile 3500~4800 1~6 +30/0 BASB 15 (M) Hammer Punch

3800~5100 1 +40/+30 DASB (R) Missle Launcher 4800~6100 3~8 +25/+30 AASB 3 (M) Spinning Throw

5200~6500 120 1 +30/+35 DASB (40) Weapon Upgrade Cost Total: 520000 Rating: 4 Notes: Poor Getter-3. He tries so hard to be useful, but the game robs him of any opportunity to do so. Shin Getter-3 is amazing in the Water. He's got S Ranks in the water. I think he's the only one, too. If there were some water stages, Shin-3 would dominate...well, it'd have ammo problems. But this is Alpha 3, and Alpha 3 doesn't have water stages. Oh, there's some water occasionally, but it's so crippling for other units, that 3 has the least water of any of the alpha games. Furthering Shin-3's problems, most of Alpha 3's stages are in space, which, if you'll notice, it's got a B ranking in. If all this wasn't enough to seal Getter-3's fate.....two of the attacks are ranged, and the Getter pilots are most definately melee. If you want an ALL attack, go with Shin-2. Even though it has less power, it'll do more damage thanks to the terrain ratings. ------------- Getter Dragon ------------- HP: 7900~11400 EN: 170~320 Mobility: 80~130 Armor: 1200~1950 Move: 6 Size: L Type: Sky/Land Squad Cost: 2 Repair Cost: 8000 Terrain Ratings: Sky: A Land: B Sea: C Space: A Abilities: Transform(Getter Liger, Getter Poseidon) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Spin Cutter

2800~4100 1 +45/+35 ABCA (M) Double Tomahawk Boomerang

3200~4500 1~3 +40/0 ABCA (R) Getter Laser Cannon 3400~4700 1~5 +25/+10 ABCA 10 (M) Double Tomahawk

3700~5000 1 +30/+20 ABCA (M) Getter Beam

4300~5600 1 +20/+20 ABCA (25) (M) Getter Change Attack

4900~6200 120 1~4 +35/+40 SBCA (60) (M) Shine Spark

5800~7100 130 1 +10/+30 AABA (65) Weapon Upgrade Cost Total: 600000 Rating: 8 Notes: Getter Robo G is a significant downgrade from Shin Getter, but since Shin Getter is taken from you for the middle part, you've got no choice. Power doesn't suffer too much, but defensively, well, to use an example, Getter Dragon, the fast one, has as much mobility as Shin Getter-3, the slow one. Still, the same rule applies as with Shin Getter, upgrade and you'll get a good mech, don't, and it'll die too easily. The one plus to Getter G is that Getter Dragon gets an ALL attack on its own. Now even LESS reason to use the other forms of Getter. You CAN get a damage boost for Getter Change attack by matching the right getter for the terrain the enemy is on. Each version has an S rank on a different ground. ------------ Getter Liger ------------ HP: 7900~11400 EN: 170~320 Mobility: 90~140 Armor: 1000~1750 Move: 7 Size: L Type: 8000 Squad Cost: 2 Repair Cost: 8000 Terrain Ratings: Sky: B Land: A Sea: C Space: A Abilities: Sword Double Image Transform(Getter Dragon, Getter Poseidon) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Liger Missile 3000~4300 1~6 +30/0 BACA 8 (M) Chain Attack

3300~4600 3~5 +25/+30 CACA (M) Drill Arm

3900~5200 1~3 +45/+35 CACA (10) (M) Getter Change Attack

4900~6200 120 1~4 +35/+40 BSCA (60) Weapon Upgrade Cost Total: 600000 Rating: 5 Notes: I'm not too thrilled about the rest of Getter G, but Liger really gets the short end of the stick. Like Dragon, Liger loses the S rank of Shin-2. Dragon suffers little from this, but Poseidon ALSO has an A rank on land, which makes Liger all but obsolete. If you want to use Getter Change Attack on a land based enemy, Getter-2 will do the most damage. Outside of that however, he's pointless --------------- Getter Poseidon --------------- HP: 7900~11400 EN: 170~320 Mobility: 70~120 Armor: 1400~2150 Move: 5 Size: L Type: Land/Sea Squad Cost: 2 Repair Cost: 8000 Terrain Ratings: Sky: B Land: A Sea: S Space: B Abilities: Transform(Getter Dragon, Getter Liger) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Strong Missile 3300~4600 1~5 +15/0 BASB 10 (M) Finger Net

3500~4800 1~4 +35/+30 DASB (10) (M) Getter Cyclone 4200~5500 1~6 +20/+35 BASD (45) (M) Getter Change Attack

4900~6200 120 1~4 +35/+40 CASA (60) Weapon Upgrade Cost Total: 600000 Rating: 6 Notes: Despite being the Water version of Getter G and that version usually getting the way shorter end of the stick, Poseidon actually has a lot of value. While no, you're not going to randomly run into a whole lot of water stages, Poseidon has an A rank on Land just like Liger. While this would tend to make them equal, the S rank on Water does give it flexibility. It's generally got more power than Liger as well. Course, these still VERY little reason to ever not use Dragon. Just get your other units to take on the land enemies. ------------ Black Getter ------------ HP: EN: Mobility: Armor: Move: Size: Type: Squad Cost: Repair Cost: Terrain Ratings: Sky: Land: Sea: Space: Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS Weapon Upgrade Cost Total: Rating: Notes: ------------ Lady Command ------------ HP: 2700~5700 EN: 80~230 Mobility: 115~175 Armor: 800~1450 Move: 8 Size: S Type: Sky Squad Cost: 1/2 Repair Cost: 2400 Terrain Ratings: Sky: S Land: B Sea: C Space: A Abilities: Repair Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Vulcan

1900~3800 1 +40/+10 AABA 30 (R) Command Missile 2800~4700 1~6 +35/+15 SABA 20 Weapon Upgrade Cost Total:335000 Rating: 4 Notes: The purpose of the Lady command isn't to fight. The purpose of the Lady Command is to heal. That, and to let Michiru use her Spirit commands. It's half point squad cost will make it invaluable for those of you trying to max out your squads (which should be everyone). %%%%%% Pilots %%%%%% ------------ Ryoma Nagare ------------ Default Skills: Potential (lvl9) Morale Plus(Hit) Pre-Emptive Spirit Commands: Strike(15) Invincible(10) Gain(20) Valor(35) Spirit(40) Awaken(100) Terrain Ratings: Sky: A Land: B Sea: C Space: A Leader Ability: Squad's Sky rating to A Notes: The trio of Ryoma/Hayato/Benki are the only ones that can pilot a Getter Robo, though you have a couple choices which Getter you want them to pilot. Ryoma is Getter-1's pilot, and performs the role well enough. Pre-emptive is an odd choice for a SR pilot, and just reaffirms Getter's upgrade need. ---------- Hayato Jin ---------- Default Skills: Potential (lvl9) Counter (lvl4) Sword Cut (lvl4) Spirit Commands: Flash (15) Accelerate(25) Luck(40) Concentrate(20) Mercy(10) Fury(30) Terrain Ratings: Sky: B Land: A Sea: C Space: A Leader Ability: Squad's Land rating to A Notes: Because there's almost no need to change Getter from Getter-1, Hayato is essentailly a subpilot that can learn abilities. Take advantage of this and slap on things like SP UP. ------------ Benki Kurama ------------ Default Skills: Potential (lvl9) Support Attack (lvl2) Morale UP (Damage) Spirit Commands: Guts(20) Spirit(40) Flash(20) Strike(20) Valor(40) Bonds(70) Terrain Ratings: Sky: B Land: A Sea: A Space: B Leader Ability: Squad's Sea rating to A Notes: It's almost a shame there's almost no water and water enemies in this game. Benki is trying hard. He's got a default A ranking in water for crying out loud! And he makes the rest of the squad get A ranking in water. But alas, he suffers the same fate as Hayato, SP battery for Getter-1. HOWEVER, he does have one good use. Support attack. Neither of the other Getter pilots have it by default. If you have a unit to move next to Getter, just change it to Getter-3/Poseidon, and Benki will support attack. Then just change it back for Getter's action. --------------- Michiru Saotome --------------- Default Skills: Support Attack (lvl3) Support Defend (lvl3) SP Regen Spirit Commands: Accelerate(25) Concentrate(20) Flash(10) Bless(50) Valor(40) Encourage(45) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: HP/EN Regen +50% Notes: Michiru is stuck in the Lady Command, no matter how many spare Getters you have lying around. However, accelerate gives her some good value and she's one of only four pilots with SP Regen. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ D. Romance Trilogy ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ The Romance Trilogy is comprised of Combattler V, Voltes V, and Daimos. They were all made by the same director in sequence in the 70s. While technically, they're unrelated, they're almost always treated as a group, and they even have a combination attack. Unfortunately, only Daimos is really any good. Combattler and Voltes have numerous issues that keep them from being worth your effort. If you spend the money to upgrade them, then you'll have a decent super robot anyway, but there are better robots to spend your cash on. ------------ Combattler V ------------ HP: 8000~11500 EN: 190~340 Mobility: 70~120 Armor: 1500~2250 Move: 5 Size: L Type: Sky/Land Squad Cost: 2 1/2 Repair Cost: 8500 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Atomic Burner

2700~4000 1 +45/+20 AABA (5) (M) Battle Chainsaw

3000~4300 1~3 +35/+20 AABA 2 (R) V Laser 3200~4500 1~5 +35/+10 AACA (5) (M) Choudenji Yo-Yo

3600~4900 1~4 +40/+25 AABA (M) Twin Lancer

4000~5300 105 1 +35/+15 AABA (R) Big Blast Divider 4100~5400 1~7 +30/+30 AACA 5 (M) Choudenji Spark

4400~5700 115 1~2 +15/0 AABA (30) (M) Grand Dasher 5500~6800 125 1~6 +25/0 AABA (70) (M) Choudenji Spin

5700~7000 130 1 +30/+40 AABA (60) Weapon Upgrade Cost Total: 520000 Combinatino Attacks: (M) Choudenji Spin V Slash 6300~ 130 1~3 +20/+35 AABA (60) Performed With: Voltes V Rating: 5 Notes: Combattler V (vee, like the letter) always seemed like the geek of the super robot world to me. I mean, one of his main weapons are Yo-Yos! I really do want to like Combattler, but I just don't have it in me. It might just be the pilot's fault, but I've never been able to create a really great Combattler. Oh, if you upgrade him, you'll find some power attacks, but the way the pilot's Spirit commands are split, it may be hard to really power him effectively. ///////// Hyoma Aoi ///////// Default Skills: Potential (lvl9) Sword Cut (lvl4) Morale Up(Hit) Spirit Commands: Spirit(30) Guts(30) Strike(20) Valor(35) Friendship(60) Awaken(100) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Damage +20% Notes: The pilot of Combattler V, his default skills are appreciated, and he has two essential sprits for a SR pilot. Unfortunately, his SP is really low, because Combattler has five pilots. This can get annoying, as he's the only one who can learn skills, and as such, the only one who can learn SP Up. Do so as soon as you can, you'll need it. /////////// Juzo Naniwa /////////// Spirit Commands: Strike(15) Snipe(20) Mercy(5) Accelerate(25) Valor(40) Flash(10) Notes: Several useful spirits. Combattler's first subpilot. ///////////////// Daisaku Nishikawa ///////////////// Spirit Commands: Invincible(15) Iron Wall(30) Gain(20) Friendship(60) Encourage(60) Bonds(60) Notes: Unsurprisingly, the big guy is in charge of defensive spirits. /////////////// Chizuru Nanbara /////////////// Spirit Commands: Spirit(40) Flash(15) Luck(35) Concentrate(20) Valor(40) Fury(30) Notes: Also unsurprisingly, the chick takes the support spirits. That makes me wonder. There really aren't any female mains in SR series are there? The closest I can think of is Anna from Godanner. And, well, if you've seen Godannar, you may realize why I'm not sure that counts. /////////// Kosuke Kita /////////// Spirit Commands: Scan(1) Gain(20) Accelerate(25) Flash(10) Decoy(70) Renew(70) Notes: The final Sub-pilot, he has a...variety of spirits. -------- Voltes V *pre-upgraded 2 slots* -------- HP: 8100~11600 EN: 200~350 Mobility: 70~120 Armor: 1500~2250 Move: 5 Size: L Type: Sky/Land Squad Cost: 2 1/2 Repair Cost: 9000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Gatling Missile 2900~4200 1~6 +40/0 AAAA 20 (R) Choudenji Wave 3200~4500 1~6 +35/+15 AABA (5) (M) Chain Knuckle

3300~4600 1~4 +30/+40 AABA (M) Choudenji Strings

3700~5000 1 +45/+20 AABA (M) Choudenji Top

3800~5100 2~5 +40/+20 AABA (R) Voltes Bazooka 4000~5300 2~8 +10/+25 AABA 15 (M) Grand Fire

4400~5700 110 1~3 +20/+15 AADA (50) (M) V Slash

5100~6400 120 1 +20/+25 AABA (50) (M) Choudenji Ball

5800~7100 130 1~2 +10/+30 AABA (60) Weapon Upgrade Cost Total: 520000 Combination Attacks: (M) Choudenji Spin V Slash Rating: 5 Notes: Voltes V (as in the roman numeral Five) is pretty much identical to Combattler, when it comes right down to it. Same basic problems. Voltes is a bit stronger, but it's a small bit, and it has weaker ALL attacks. ////////// Kenichi Go ////////// Default Skills: Potential (lvl9) Sword Cut (lvl5) Morale+(Damage) Spirit Commands: Strike(20) Snipe(20) Spirit(35) Valor(35) Flash(10) Friendship(60) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Damage Taken -20% Notes: That leader ability is nice. And his skills fit well. Snipe is an interesting, but useful choice, as well. SP UP helps as always, and he's a cheif candidate for Guard, as well. ////////// Ippei Mine ////////// Spirit Commands: Accelerate(25) Mercy(10) Strike(25) Valor(40) Flash(15) Fury(30) Notes: Expensive strike, but he's your man for accelerate. Really, given his limited SP pool, you'll probably want to save most of it for accelerate unless you've got an alt in the squad. ////////// Daisuke Go ////////// Spirit Commands: Spirit(40) Gain(20) Iron Wall(30) Invincible(20) Valor(40) Encourage(70) Notes: Once again, the fat guy is the defensive one. Figures. ////////// Hiyoshi Go ////////// Spirit Commands: Flash(15) Vigor(25) Trust(30) Concentrate(20) Friendship(60) Renew(70) Notes: Lots of healing on this one. ////////// Megumi Oka ////////// Spirit Commands: Scan(1) Lucky(30) Cheer(30) Strike(20) Decoy(65) Awaken(100) Notes: Shame her SP is so low, she's got a great support spirit list. ------ Daimos *pre-upgraded 2 slots* ------ HP: 7800~11300 EN: 200~350 Mobility: 85~135 Armor: 1450~2150 Move: 6 Size: L Type: Sky/Land Squad Cost: 2 Repair Cost: 8000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Daimo Gun 2600~3900 1~5 +35/+25 AABA 20 (M) Five Shooter

2800~4100 1~3 +20/0 AABA 8 (M) Fight

3200~4500 1 +40/+40 AABA (M) Daimo Knives

3400~4700 1 +10/+15 AABA (M) Three-Section-Staff

3800~5100 1~3 0/+5 AABA (M) Daimo Shaft

4000~5300 105 2~4 +15/+10 AABA (M) Daimos Kick

4500~5800 110 1~3 +15/+20 AABA (25) (M) Hissatsu! Reppu! Kenzuki!

5300~6600 120 1 +40/+35 AABA (35) (M) SHOURYUKEN!!!!!

* 5900~7200 125 1~2 +35/+40 SSBA (45) Weapon Upgrade Cost Total: 465000 *Or...it could have been Hissatsu! Reppu! Kenzuki! Custom. The Japanese is TOTALLY not clear here and really could go either way. I swear. Seriously. Ignore the man behind the curtain. Rating: 8 Notes: Daimos, unlike it's Romance trilogy brethren, is a solid Super Robot. It's limited in its range (expected) perhaps more than most, but it can really do a ton of damage. ////////////// Kazuya Ryuzaki ////////////// Default Skills: Potential (lvl9) Sword Cut (lvl8) Counter (lvl9) Spirit Commands: Strike(15) Spirit(35) Invincible(10) Valor(35) Fury(20) Love(80) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Sword Cut +20% Notes: I really like Kazuya's set up. A solid and unique Leader ability, a good spirit list, PLENTY of SP, and two solid defensive skills. Just don't replace sword cut, give him SP UP to make things really ridiculous, and consider Ignore Size Modifier to really pound the bosses. Also, I would spend the 25 PP ASAP to gain the one level of sword cut he doesn't get naturally. Make the most of that leader ability. ---------- Galva-FXII ---------- HP: 2500~5500 EN: 90~240 Mobility: 110~170 Armor: 950~1600 Move: 8 Size: S Type: Sky Squad Cost: 1/2 Repair Cost: 2400 Terrain Ratings: Sky: S Land: A Sea: C Space: A Abilities: Repair Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 20mm Vulcan

1900~3800 1 +40/+40 AABA 20 (R) Missile 2600~4500 1~6 +30/+20 SABA 15 Weapon Upgrade Cost Total: 335000 Rating: 3 Notes: Another Super Robot series, another support ship. Thouroughly unimpressive, the pilot's spirits and it's 1/2 squad cost end up being the reason it gets used. /////////////// Kyoshiro Yuzuki /////////////// Default Skills: Support Attack (lvl3) Support Defend (lvl3) Pre-emptive Spirit Commands: Accelerate (25) Flash(10) Strike(25) Friendship(60) Valor(45) Snipe(30) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader ability: Manuverability/Evade +10% Notes: Since there's no reason for him to lead a squad, Support attack is kinda useless, as is Valor and Strike, but overall he's solid. Friendship is nice to have around. ////////// Nana Izumi /////////// Spirit Commands: Trust(20) Cheer(30) Concentrate(15) Bless(50) Iron Wall(25) Encourage(50) Notes: With both Cheer and Bless, if she were a main pilot, she'd be great. But being a sub means that she has a limited SP pool, and hence, falls a bit short. Still, the more Bless the better. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ E. Daitarn 3 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ --------- Daitarn 3 *pre-upgraded 2 Slots* --------- HP: 13000~16500 EN: 200~350 Mobility: 70~120 Armor: 1300~2050 Move: 5 Size: 2L Type: Sky/Land Squad Cost: 3 Repair Cost: 9000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Shield Transform(Daifighter, Daitank) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Sun Laser 2000~3300 1~5 +10/0 BBDA (5) (R) Daitarn Missile 2600~3900 1~4 +20/0 AABA 10 (M) Big Wave

2800~4100 1~3 +25/0 AABA (R) Daitarn Cannon 3800~5100 3~6 +15/0 AABA 8 (M) Daitarn Zanba

3800~5100 1 +40/+20 AABA (M) Daitarn Hammer

4200~5500 105 3~5 +10/+35 AABA (M) Daitarn Javelin

4500~5800 110 1~2 +5/+10 AABA (M) Sun Attack Spray 5200~6500 120 2~6 +15/+20 AAAA (90) (M) Sun Attack

5700~7000 130 1 +20/+10 SSAS (60) Weapon Upgrade Cost Total: 52000 Rating: 7 Notes: Daitarn is huge. Collossal and stuff. And it's got some power behind that size. 7000 isn't by any means the strongest attack in the game, but it'll do a lot more than that thanks to Daitarn's 2L size. At least, to most enemies. Sun Attack also has the nice bonus of dropping the enemies armor two levels, which makes it a GREAT opener. It's armor may be lower than you would expect, but again, it's size will help it. The only place Daitarn really struggles is against enemies that can match or beat its size. 7000 is, in fact, the weakest final of any true super in the game. Jeeg is weaker, but performs like a real in-game. The GGG Mobile Corps are also weaker, but they're not series mains. What this means is it puts Daitarn in kinda a pre-carious position. Most later game bosses are 2L size or greater. While Sun attack does have the armor down effect, so does Raideen's God Voice, and it's stronger. Daitarn is a solid choice if you want, but you may find it being outperformed. ---------- Daifighter ---------- HP: 13000~16500 EN: 200~350 Mobility: 75~125 Armor: 1200~1950 Move: 7 Size: 2L Type: Sky Squad Cost: 3 Repair Cost: 9000 Terrain Ratings: Sky: S Land: B Sea: C Space: S Abilities: Transform(Daitarn 3, Daitank) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Sun Laser 2000~3300 1~3 +10/0 SADS (5) (R) Daitarn Missile 2600~3900 1~5 +20/0 SABS 10 (R) Bombs

3000~4300 1 +20/0 ASBA 4 (R) Rocket Gun 3700~5000 1~6 +5/+15 SABS 6 Weapon Upgrade Cost Total: 520000 Rating: 5 Notes: With all those S ranks, Banpresto seems to be trying to give Daitarn's other forms some purpose. Too bad it barely works. Until you get the morale for Sun Attack Spray, the Bombs can be useful, but once you do...well, I guess they're still post-movement. ------- Daitank ------- HP: 13000~16500 EN: 200~350 Mobility: 65~115 Armor: 1500~2250 Move: 6 Size: 2L Type: Land Squad Cost: 3 Repair Cost: 9000 Terrain Ratings: Sky: B Land: S Sea: A Space: B Abilities: Transform(Daitarn 3, Daifighter) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Daitarn Missile 2600~3900 1~5 +20/0 ASBA 10 (R) Daitarn Cannon 3800~5100 2~7 +15/0 ASSA 8 Weapon Upgrade Cost Total: 520000 Rating: 3 Notes: There's....not really any worthwhile reason to use the Daitank. Um... yeah. /////////// Banjo Haran /////////// Default Skills: Potential (lvl9) Sword Cut (lvl5) Shield Defend (lvl5) Spirit Commands: Accelerate(15) Strike(20) Spirit(40) Valor(40) Flash(10) Soul(60) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Critical +20% Notes: The most The most interesting aspect of Banjo is his possession of Soul. He's the only Super Robot pilot (almost in the whole series) to have it besides Jeeg, but Jeeg is a Super in name only, well, and origin. In any case, this sort of fits him and his unit's deceptive power. Daitarn's large size boosts his damage (against most), and Banjo has Soul. It's nice. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ F. Dancougar ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Dancougar consists of just Dancougar and it's upgrade. Support units? Dancougar doesn't need any stinking support units. Dancougar's a MAN! Well, a ROBOT MAN! I think. --------- Dancougar --------- HP: 7200~10700 EN: 190~340 Mobility: 85~135 Armor: 1500~2250 Move: 6 Size: M Type: Sky/Land Squad Cost: 2 Repair Cost: 7000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Pulse Laser 2500~ 1~6 +25/0 AABA (5) (R) Daigun 3200~ 1~5 +30/0 AABA 10 (M) Punch

3800~ 1~3 +35/+45 AABA (M) Dancouken

4500~ 110 1 +20/+35 AABA (10) (R) Dancouhou 4900~ 120 2~6 +10/+10 AABA (70) (M) Dancoukogaken

5900~ 130 1~4 +15/+30 AABA (90) Weapon Upgrade Cost Total: 520000 Rating: 8 Notes: Dancougar is a mech I love simply becuase in a lot of ways, it embodies the super robot spirit to me. That said, Dancougar is a multi-man mech done RIGHT, but doesn't escape flawless. It's mobility is decent for a super robot, but it's armor is just average. Offensively, it has a lot of morale requirements, and more importantly, is a complete energy hog. If you're going to use Dancougar, you'll want to upgrade it's EN ASAP. Now, with all that said, I definately feel Dancougar is worth using. Dancoukogaken is powerful, has good range, and is a Post-movement ALL attack. There's got a good variety of attacks here, make the most of them. --------------- Dancougar Final --------------- HP: 8000~11500 EN: 210~360 Mobility: 95~145 Armor: 1600~2350 Move: 7 Size: M Type: Sky/Land Squad Cost: 2 Repair Cost: 10000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Seperate(Final Dancougar -> Dancougar/Black Wing Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Pulse Laser ~4400 1~6 +25/0 AABA (5) (R) Daigun ~4500 1~5 +30/0 AABA 10 (M) Punch

~5100 1~3 +35/+45 AABA (M) Dancouken

~5800 110 1 +20/+35 AABA (10) (R) Dancouhou ~6200 120 2~6 +10/+10 AABA (70) (M) Dancoukogaken

~7300 130 1~4 +15/+30 AABs (90) (R) Final Dancouhou ~7500 140 1~8 +20/+40 SSAS (100) Weapon Upgrade Cost Total: 520000 Rating: Notes: /////// Shinobu /////// Default Skills: Aggressive Beast Potential (lvl9) Sword Cut (lvl4) Spirit Commands: Strike (20) Guts (30) Spirit(35) Valor(35) Invincible(10) Fury(30) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: "Morale+Damage" Skill to squad Notes: Shinobu is the main pilot of Dancougar, and has an impressive array of spirit commands. His SP, expectedly, is kind of low, but this is balanced by the fact that he has three/four other sub-pilots to command, and he still has more SP than the Romance Trilogy bunch. As he's the one with a lot of the good spirits, try to have the other pilots use the more mundane spirits. //// Sara //// Default Skills: Aggressive Beast Spirit Commands: Spirit(35) Iron Wall(30) Strike(20) Snipe(20) Valor(35) Flash(10) Notes: Why she has Aggressive Beast, I'll never know. Dancougar's first sub-pilott, she possesses another array of Spirits, though they don't really have a theme to them. I don't believe any of hers are unique to her, however. ////// Masato ////// Default Skills: Aggressive Beast Spirit Commands: Scan(1) Concentrate(15) Accelerate(25) Valor(40) Friendship(60) Luck(30) Notes: Dancougar's second sub-pilot, He has accelerate, you know what most of his SP is going to. He acts more as a support character compared to Sara and Ryou. //// Ryou //// Default Skills: Aggressive Beast Spirit Commands: Invincible(10) Gain(20) Concentrate(10) Spirit(35) Valor(40) Awaken(100) Notes: This is about as defensive as Dancougar gets. He still gets Valor, but invincible and concentrate will keep Dancougar alive most of the time. Late in the game he'll get Awaken, so you'll have some serious power on your hands. //// Alan //// Default Skills: Potential (lvl5) Counter (lvl6) Support Defend (lvl3) Spirit Commands: Scan(1) Strike(10) Concentrate(15) Valor(40) Flash(10) Critical+(40) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Move+1/Critical+10% Notes: ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ G. Gaiking ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ------------ Daikyu Maryu *Mothership* ------------ HP: 18000~23000 EN: 230~430 Mobility: 65~115 Armor: 1300~2000 Move: 5 Size: 2L Type: Sky Only Squad Cost: 5 Repair Cost: 14000 Terrain Ratings: Sky: A Land: A Sea: A Space: A Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Laser Cannon 1800~3100 1~6 +35/+10 AAAA 20 (M) Dragon Cutter

3200~4500 2~5 +30/+25 AAAA 6 (R) Saul Kaiser 3700~5000 3~7 0/+10 AAAA (40) (M) Big Horn

3800~5100 1 +10/+30 AAAA (R) Hide Blazer 4000~5300 2~6 +20/+15 AAAA (35) (M) Miracle Drill

4800~6100 110 1~3 +15/+35 AAAA 4 (M) Giant Cutter

5200~6500 110 1 +35/+45 AAAA (40) Weapon Upgrade Cost Total: 465000 Rating: 5 Notes: Battleships have trouble hitting things and have trouble dodging. This has been a fairly accepted concept of SRW for a while now. They're primary role is to serve as a mobile base so you can resupply/heal your units. However, to compensate them for their battle issues, they have leadership auras to assist all the other units on the map (encouraging you to keep them with you) and have Powerful MAP and (in Alpha 2 and 3) ALL attacks they can bust out so that they have some combat usefulness. The Daikyu Maryu has none of this. Well, except for the bad parts. While still having the battleship's trademark difficulty hitting anything, it's ALL attack is weak, it has no map attack, and the pilot has no leadership skill. The Daikyu Maryu just isn't worth deploying. It pretends to be a combat ship, but is barely able to outpower the Archangel without the ALL effect, and is actually weaker than the Battle 7. Leave it behind, it's just not worth it. Note that this is the version of the Daikyu Maryu when Gaiking does NOT deploy. If it does deploy, you get the headless transformable version. ---------------------- Daikyu Maryu(Headless) ---------------------- HP: 17000~22000 EN: 230~430 Mobility: 65~115 Armor: 1200~1900 Move: 5 Size: 2L Type: Sky Only Squad Cost: 5 Repair Cost: 14000 Terrain Ratings: Sky: A Land: A Sea: A Space: A Abilities: Transform(Daikyu Maryu(Pollution)) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Laser Cannon 1800~3100 1~6 +35/+10 AAAA 20 (M) Dragon Cutter

3200~4500 2~5 +30/+25 AAAA 6 (M) Big Horn

3800~5100 1 +10/+30 AAAA (M) Vaogu Eye 4300~5600 3~8 +25/0 AAAA (50) (M) Miracle Drill

4800~6100 110 1~3 +15/+35 AAAA 4 (M) Giant Cutter

5200~6500 110 1 +35/+45 AAAA (40) Weapon Upgrade Cost Total: 465000 Rating: 5 Notes: Offensively, it's slightly better than the original despite having less options because it's ALL attack is stronger. Still not worth it. This is the version of Daikyu Maryu when Gaiking is deployed (yet another reason not to use it, if you ask me) ----------------------- Daikyu Maryu(Pollution) ----------------------- HP: 17000~22000 EN: 230~430 Mobility: 55~105 Armor: 2000~2700 Move: 5 Size: 2L Type: Sky Only Squad Cost: 5 Repair Cost: 14000 Terrain Ratings: Sky: A Land: A Sea: A Space: A Abilities: Transform(Daikyu Maryu(Headless)) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Laser Cannon

1800~3100 1~6 +30/+10 AAAA 20 Weapon Upgrade Cost Total: 465000 Combination Attacks: (M) Fire Car Cutter

6400~7700 130 1~3 0/+25 AAAA (40) Rating: 5 Notes: Amazing Defense, crappy offense. The only reason to use this form is really the combination attacks it has with Gaiking. Which are pretty good. /////////////// Pete Richardson /////////////// Default Skills: Potential (lvl8) Support Attack (lvl6) ESP Spirit Commands: Strike(20) Vigor(40) Iron Wall(30) Spirit(40) Valor(40) Snipe(30) Terrain Ratings: Sky: A Land: A Sea: A Space: A Leader Ability: Damage Taken-20% Notes: He's ok. He's got the spirits for combat, which is what the Daikyu Maryu is traying for. His Vigor ability is expensive and kind of dissappointing, considering most of the OTHER Battlership captains get Guts. The ESP isn't going to help a whole lot, either. /////////////// Midori Fujiyama /////////////// Spirit Commands: Scan(1) Trust(30) Cheer(30) Bless(50) Accelerate(5) Notes: The Daikyu Maryu's subpilot. She gets accelerate way too late, and her Bless is too expensive, especially for someone who can't learn SP Up. ------- Gaiking ------- HP: 7700~11200 EN: 190~340 Mobility: 80~130 Armor: 1650~2250 Move: 6 Size: L Type: Sky/Land Squad Cost: 2 Repair Cost: 5000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Despa Sight 1900~3200 1~5 +25/+5 AABA 20 (M) Counter Cross

2900~4200 2~4 +40/+5 AABA (M) Parazaa

3000~4300 1 +20/+35 AABA (M) Counter Punch

3500~4800 1~3 +35/+20 AABA (R) Saul Kaiser 3900~5200 2~5 0/+10 AABA (60) (M) Hide Blazer 4200~5500 110 1~6 +20/+15 AABA 5 (M) Attack Head

5800~7100 130 1~2 +10/+35 ASBA (90) Weapon Upgrade Cost Total: 465000 Combination Attacks: (M) Miracle Drill

5100~6700 120 1~4 +15/+30 AABA 4 Performed With: Daikyu Maryu/Daikyu Maryu(Headless) (M) Fire Car Cutter

6400~7700 130 1~3 0/+25 AAAA (40) Performed With: Daikyu Maryu(Pollution) Rating: 6 Notes: I'm just not that impressed with Gaiking. Power is kind of weak for a super robot, and it's one S rank is on land....which isn't that common in Alpha 3. It does have some range on it, but it lacks good post movement attacks until it reaches 130 morale. You CAN get some good damage out of the combination attacks with Daikyu Maryu, but...well...there are better battleships to be deployed. Troublesome. //////////////// Sanshiro Tsubuki //////////////// Default Skills: Potential (lvl9) Counter ESP Spirit Commands: Strike(20) Guts(30) Invincible(10) Snipe(20) Valor(35) Drive(50) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: Gaiking's pilot is about what you'd expect. ESP will help its hit and dodge rates be better than the average super. Well, if you upgrade the mobility. ----------- Pterodactyl ----------- HP: 3500~6500 EN: 100~250 Mobility: 110~170 Armor: 850~1500 Move: 8 Size: S Type: Sky Squad Cost: 1/2 Repair Cost: 2500 Terrain Ratings: Sky: S Land: A Sea: C Space: A Abilities: Repair Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Skyra Beam 2300~4200 2~7 +35/+35 SACA (5) (R) Skyra Missile 2600~4500 1~6 +30/+10 SACA 20 (R) Kaien Cannon

2900~4800 1~3 +30/+10 SACA (10) Weapon Upgrade Cost Total: 400000 Rating: 4 Notes: The Gaiking support units are, surprisingly, pretty good. The PLA attacks are pretty weak, but they have support skills and the pilots have good support spirits. /////// Fan Lee /////// Default Skills: ESP Support Attack Counter (lvl7) Spirit Commands: Concentrate(15) Trust(25) Accelerate(25) Friendship(45) Strike(20) Hope(80) Terrain Ratings: Sky: A Land: B Sea: C Space: A Leader Ability: Squad's Air terrain rating to A Notes: His skills are....unfortunate, but he has accelerate and learns most of his spirits early. ESP will help keep him out of trouble. Hope is the big draw late game. ----------- Triceratops ----------- HP: 3800~6800 EN: 110~260 Mobility: 85~145 Armor: 1300~1950 Move: 6 Size: S Type: Land Squad Cost: 1/2 Repair Cost: 2600 Terrain Ratings: Sky: B Land: S Sea: C Space: A Abilities: Resupply Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Bazora Cannon 2500~4400 1~7 +30/+10 BSAA 15 (R) Bazora Beam 2700~4600 1~5 +20/+10 BSBA (5) (R) Bazora Drill

3200~5100 1 +45/+50 DSAA Weapon Upgrade Cost Total: 400000 Rating: 4 Notes: Same Deal as the flyer, only it...can't...fly. But it's a resupply unit instead of a repair unit, which should make up for it. Of course, then again, @3 is so space intensive that the lack of flying only matters occasionally. ////////// Yamagatake ////////// Default Skills: Potential (lvl7) Support Attack ESP Spirit Commands: Guts(30) Iron Wall(20) Valor(40) Strike(20) Accelerate(25) Encourage(45) Terrain Ratings: Sky: B Land: A Sea: B Space: A Leader Ability: Squad Land Terrain rating to A Notes: Again, accelerate gives him a lot of value. Plus his unit has resupply. Valor is kind of wasted on him though.... --------- Long Neck --------- HP: 3600~6600 EN: 90~240 Mobility: 100~160 Armor: 1100~1750 Move: 6 Size: S Type: Sky/Land/Sea Squad Cost: 1/2 Repair Cost: 2200 Terrain Ratings: Sky: B Land: A Sea: S Space: A Abilities: Nessa Barrier Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Nessa Missile 2200~4100 1~7 +25/+10 BASA 20 (R) Nessa Beam 2600~4300 1~5 +20/+15 BASA (5) (R) Nessa Fire

3200~4900 1~2 +35/+15 BASA (15) Weapon Upgrade Cost Total: 400000 Rating: 4 Notes: While ostensibly the Gaiking's Sea support unit, it can also fly. Course, it's not really any GOOD at Air things, but at least it won't drag your units down to earth with it. This one's support ability is a barrier, which is nice for those units without one, though I don't believe this one has a lot of power behind it. //////////// Hayami Bunta //////////// Default Skills: Potential (lvl6) Support Defend (lvl3) ESP Spirit Commands: Vigor(20) Cheer(25) Concentrate(20) Accelerate(25) Strike(20) Decoy(70) Terrain Ratings: Sky: B Land: A Sea: A Space: B Leader Ability: Squad's Sea Terrain Rating to A Notes: Just like his unit, he's not very good at Air combat. He does have Accelerate and Support Defend though. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ H. GaoGaiGar ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Ahhhh, GaoGaiGar. GaoGaiGar features a mech with both tremendous offensive and defensive capabilities. Even unupgraded, GGG is going to do good damage and be a tough cookie to kill. Upgraded, it's an unstoppable force of nature. The support cast is decent, as well. GaoGaiGar will recieve three seperate upgrades during Alpha 3, though unless you're playing Touma's route, it'll recieve the first before it joins you. When it recieves the last upgrade, it'll possess the strongest attack in the game (without Ideon fiddling). Well worth the time. --------- GaoGaiGar --------- HP: 5600~9300 EN: 190~320 Mobility: 85~135 Armor: 1400~2150 Move: 5 Size: M Type: Sky/Land Squad Cost: 2 Repair Cost: 9000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Protect Shade Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Plasma Hold 2700~4000 1~4 +30/+5 AABA (5) (M) Drill Knee

3500~4800 1 +40/+20 AABA (M) Broken Magnum

3900~5200 2~5 +25/+30 AABA (10) (M) Hell and Heaven

5500~6800 130 1 +10/+30 AABA (60) Weapon Upgrade Cost Total: 465000 (M) Hammer Hell and Heaven

6300~7600 140 1~3 +20/+40 AAAA (75) Performed With: Goldymarg(MUST BE IN SAME SQUAD) Rating: 8 Notes: The original GaoGaiGar, most routes won't ever need to use this version. However, Offensively, it's probably about equal. Defensively it suffers a bit, and it IS missing Star's ALL attack. -------------- Star GaoGaiGar -------------- HP: 6500~10000 EN: 190~340 Mobility: 90~140 Armor: 1500~2250 Move: 6 Size: M Type: Sky/Land Squad Cost: 2 Repair Cost: 9000 Terrain Ratings: Sky: A Land: A Sea: B Space: S Abilities: Protect Wall Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Plasma Hold 2800~4100 1~4 +30/+5 ABBA (5) (M) Drill Knee

3500~4800 1 +40/+20 ABBA (M) Broken Phantom

3900~5200 2~5 +25/+10 ABBA (10) (M) Gatling Driver

5000~6300 1 +10/+30 AAAA (70) (M) Hell and Heaven

5500~6800 130 1 +10/+30 AAAA (60) Weapon Upgrade Cost Total: 465000 Combination Attacks: (M) Hammer Hell and Heaven

6300~7600 140 1~3 +20/+40 SAAS (75) Performed With: Goldymarg(MUST BE IN SAME SQUAD) Rating: 8 Notes: The version you'll most likely be introduced to, Star GaoGaiGar has got a lot of power. While it has less armor than something like Mazinger, the Protect Wall will block a significant amount of damage. Plus, at 140 mobility fully upgraded, SGGG is a decent dodger, especially with that S space rank The Goldion Hammer is extremely powerful even at this stage, and with Shin Getter sealed away, I believe it's the strongest attack you have available to you until Shin Getter comes back. The B Land ranks on SGGG's lesse skills are a little worrysome, but so much of the first part takes place in space that I think it's a minor issue. The scary part, of course, is that GGG gets better. ---------- GaoFighGar ---------- HP: 6500~10000 EN: 200~350 Mobility: 90~140 Armor: 1500~2250 Move: 6 Size: M Type: Sky/Land Squad Cost: 2 Repair Cost: 7000 Terrain Ratings: Sky: A Land: A Sea: B Space: S Abilities: Protect Wall Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Plasma Hold 3300~4600 1~4 +30/+5 ABBA (5) (M) Drill Knee

3700~5000 1 +40/+20 ABBA (M) Broken Phantom

4400~5700 2~5 +25/+10 ABBA (10) (M) Gatling Driver

5500~6800 1~3 +10/+30 AAAA (70) (M) Hell and Heaven

5900~7200 130 1 +10/+30 AAAA (60) Weapon Upgrade Cost Total: 465000 Combination Attacks: (M) Hammer Hell and Heaven

6500~7800 140 1~3 +20/+40 ASAS (75) Performed With: Goldymarg(MUST BE IN SAME SQUAD) Rating: 9 Notes: Star GaoGaiGar was just a optional set of parts for GaoGaiGar. Not a full Upgrade. GaoFighGar is the first real upgrade, but its defensive stats are the same as Star GaoGaiGar. GFG has two advantages. Firstly, all it's attacks have had a power boost. Helland Heaven breaks 7000. Second, GFG's ALL attack Gatling Driver, now has a range of 1~3 instead of just one. A great mech, if this was the final upgrade, it'd be a great machine. But there's one more. ----------------- Genesic GaoGaiGar ----------------- HP: 8500~12000 EN: 220~370 Mobility: 90~140 Armor: 1700~2450 Move: 7 Size: M Type: Sky/Land Squad Cost: 2 Repair Cost: 13000 Terrain Ratings: Sky: A Land: A Sea: B Space: S Abilities: Protect Shade Genesic Armor Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Genesic Bolt ~5100 1~5 +10/+15 AABA 5 (M) Will Knife

~5300 1~3 +45/+20 AABA (M) Broken Magnum

4700~6000 2~5 +30/+35 AABA (5) (M) Bolting Driver

5800~7100 120 1~3 +10/+30 AABA (80) (M) Hell and Heaven

6500~7800 130 1 +25/+40 ASBS (65) Weapon Upgrade Cost Total: 465000 Combination Attacks: (M) Goldion Crusher ~6700 150 1~9 0/0 AAAA (160) (M) Goldion Crusher

~9300 140 1~5 +25/+40 SSSS (90) Rating: 10 Notes: Genesic is simply amazing. But you know that already. You know because this is yet another upgrade to what was already a great machine. So instead, I'll use this space to complain just a bit. While it improves both offensively and defensively, it picks up a couple flaws it didn't have before. The first is the Will requirement for for Bolting Driver. What was before a right off the bat move now takes 120 Morale. Course, with Sound Force, this isn't really a problem, but it's worth noting. Second, the Goldion Crusher, while the most powerful attack in the game that doesn't require Ideon fuss, can only be used once per map. That's either of them. If you use the MAP version that's all you get, if you use the non-MAP version, again, all you get. This isn't a huge deal, as Genesic Hell and Heaven is as strong as the old Goldion Hammer, but it's a shame you can't use it more than once. Note that resupply will not restore the use either. It's one and done. /////////// Guy Shishio /////////// Default Skills: Brave (lvl9) Potential (lvl9) Morale+(Hit) Spirit Commands: Strike(20) Invincible(10) Spirit(35) Accelerate(25) Valor(35) Courage(80) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Move+1 Notes: A standard SR spirit list, a surprising leader ability, and the awesome "Brave" skill add up to a great pilot to go with a great mech. His shooting stat isn't really any goood. But...he pilots GaoGaiGar. He has no need of it anyway.... --------- Goldymarg --------- HP: 4800~8300 EN: 160~310 Mobility: 75~125 Armor: 1600~2350 Move: 5 Size: M Type: Land Squad Cost: 1 1/2 Repair Cost: 5000 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Transform(Goldytank) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Attack

3500~4800 1 +20/+30 DABA (R) Marg Cannon 3800~5100 2~7 +5/+10 BABA 5 Weapon Upgrade Cost Total: 465000 Rating: 4 Notes: Goldymarg himself could be complete Garbage and I'd reccommend putting him in GaoGaiGar's squad every time. Goldymarg's real purpose is to hold the Goldion Hammer for GGG's most powerful attack. All that said, he's not total trash. His attacks have good power behind them, but ammo is a problem. He'll never really be in the front row, though, so it's all squad attacks. The one thing I would reccommend is upgrading his EN, as he needs it to power Hammer Hell and Heaven, his only real purpose for being around. --------- Goldytank --------- HP: 4800~8300 EN: 160~310 Mobility: 65~115 Armor: 1700~2450 Move: 6 Size: M Type: Land Squad Cost: 1 1/2 Repair Cost: 5000 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Transform(Goldymarg) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Marg Cannon 3800 2~7 +5/+10 BABA 5 Weapon Upgrade Cost Total: 46500 Rating: 4 Notes: Frankly, it IS slightly better than normal Goldymarg. Not saying much but hey, if you want to take the effort, be my guest. ///////// Goldymarg ///////// Default Skills: Brave (lvl9) Potential (lvl9) Morale+(Damage) Spirit Commands: Guts(30) Iron Wall(10) Strike(25) Spirit(45) Valor(35) Courage(90) Terrain Ratings: Sky: B Land: A Sea: A Space: A Leader Ability: Notes: Irritatingly, Goldymarg lost his Drive spirit that he had in Alpha 2, which can make getting to 140 troublesome before Sound Force. Goldymarg's only job is to reach 140 Morale and stay alive, and he's basically equipped to do that. With his crazy cheap Iron Wall, staying alive can always be achieved. Well, as long as he's in the back. ----- J-Ark ----- HP: ~14500 EN: ~350 Mobility: ~135 Armor: ~2350 Move: 7 Size: 2L Type: Sky/Land Squad Cost: 3 Repair Cost: 12000 Terrain Ratings: Sky: A Land: A Sea: B Space: S Abilities: Generating Armor Transform(King J-Der) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) ES Missile ~5000 2~5 +40/0 BABA 2 (R) 2 Mason CAnnons ~5400 1~8 +20/+10 AABA 15 (M) J-Der Plasma Sword ~6100 1~3 +45/+30 AABA (30) Weapon Upgrade Cost Total: Rating: Notes: ---------- King J-Der ---------- HP: ~14500 EN: ~350 Mobility: ~135 Armor: ~2350 Move: 6 Size: 2L Type: Sky/Land Squad Cost: 3 Repair Cost: 12000 Terrain Ratings: Sky: A Land: A Sea: B Space: S Abilities: Generating Armor Transform(J-Ark) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) ES Missile ~5000 1~4 +40/0 BABA 2 (R) 2 Mason Cannons ~5300 2~7 +30/+25 AABA 15 (R) Anti Neutron Cannons

~6300 120 1~3 +20/+15 AABA 3 (R) J-Quath ~6900 130 2~9 +35/+10 AABA (50) (R) J-Phoenix ~7600 140 3~10 +25/+35 AABS (60) Weapon Upgrade Cost Total: Rating: Notes: //////// Soldat J //////// Default Skills: Brave (lvl8) Counter (lvl7) Pre-Emptive E Save Spirit Commands: Accelerate(20) Invincible(10) Strike(20) Valor(35) Critical+(40) Courage(90) Terrain Ratings: Sky: A Land: A Sea: A Space: A Leader Ability: Zondar Attack+20% Notes: ////////// Tomoro0117 ////////// Spirit Commands: Scan(1) Iron Wall(25) Trust(30) Snipe(30) Lucky(40) Decoy(65) Notes: /////////////////////// Renais Cardiese Shishio /////////////////////// Spirit Commands: Accelerate(20) Concentrate(15) Iron Wall(30) Valor(35) Fury(30) Courage(90) Notes: The second sub-pilot for J, I'm not sure if you have to unlock the J-Phoenix attack to keep her. It's easy enough to do, but you should be wary of this. ------ HyoRyu ------ HP: 4600~8100 EN: 120~270 Mobility: 105~155 Armor: 1300~2050 Move: 6 Size: M Type: Land Squad Cost: 1 Repair Cost: 3400 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Combine(Enryu->ChoRyuJin) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Freezing Gun

3200~4500 1~5 +20/+10 AAAA 10 (R) Freezing Rifle 3400~4700 1~6 +15/+20 AAAA 8 (M) Crane Tonfa

3500~4800 1 +35/+40 BABA (R) Pencil Launcher 3800~5100 110 1~7 +20/+10 AABA 6 Weapon Upgrade Cost Total: 600000 Rating: 4 Notes: HyoRyu and EnRyu are ALMOST identical and even share upgrades. Upgrading HyoRyu will upgrade EnRyu (as well as ChoRyuJin) as well. HyoRyu has a nice feature of his PLA attack having a status effect. Neither HyoRyu or EnRyu are good as Squad leaders, and if one is in front, you should combine them to form ChoRyuJin. If, however, they're in the back of a squad, they should be seperated. As even though ChoRyuJin's PLA attack is marginally stronger, it still does less damage than both of them attacking. ////// HyoRyu ////// Default Skills: Brave (lvl9) Potential (lvl9) Support Defend (lvl4) Squad Attack Spirit Commands: Concentrate(15) Flash(10) Strike(25) Spirit(35) Valor(40) Renew(55) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: The only thing worth noting on HyoRyu and EnRyu is that ChoRyuJin will recieve the combination of their skills, so you shouldn't fill those last two spots with the same thing for both of them. Well, there is one other thing. HyoRyu is one of the few characters in the game to naturally max out support defend. And HyoRyu has Renew. Ok, so I lied, there's plenty to mention about HyoRyu. ----- EnRyu ----- HP: 4600~8100 EN: 120~270 Mobility: 105~155 Armor: 1300~2050 Move: 6 Size: M Type: Land Squad Cost: Land Repair Cost: 3400 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Shield Combine(HyoRyu -> ChoRyuJin) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Melting Gun

3200~4500 1~5 +20/+10 AACA 10 (M) Ladder Tonfa

3500~4800 1 +35/+40 BABA (R) Melting Rifle 3500~4800 2~7 +15/+20 AACA 8 (R) Pencil Launcher 4000~5300 110 3~8 +10/+10 AABA 6 Weapon Upgrade Cost Total: 600000 Rating: 4 Notes: For seemingly no reason at all, EnRyu is almost identical to HyoRyu... but does more damage. I guess to balance they gave two of his attacks C rank in Water, making them nigh useless, but as I've mentioned more than once up until now, water is very very scarce in this game Same rules as HyoRyu apply here though. Remember that upgrades are shared. 6000000 for two isn't a bad deal. ///// EnRyu ///// Default Skills: Brave (lvl9) Potential (lvl9) Support Attack (lvl4) Shield Defend (lvl4) Spirit Commands: Concentrate(15) Flash(10) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: The only thing worth noting on HyoRyu and EnRyu is that ChoRyuJin will recieve the combination of their skills, so you shouldn't fill those last two spots with the same thing for both of them. Oh, and EnRyu is one of the few pilot's to naturally max out Support attack. --------- ChoRyuJin --------- HP: 5800~ EN: 150~ Mobility: 100~ Armor: 1500~ Move: 5 Size: M Type: Land Squad Cost: 2 Repair Cost: 8000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Seperate(HyoRyu/EnRyu) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Double Gun 3700~5000 1~5 +15/+20 AABA 18 (M) Double Tonfa

4500~5800 1~2 +35/+40 AABA (R) Unload 5200~6500 115 1~8 +30/+20 AABA 5 Weapon Upgrade Cost Total: Rating: Notes: ///////// ChoRyuJin ///////// Default Skills: Brave (lvl9) Potential (lvl9) Spirit Commands: Strike(25) Invincible(15) Accelerate(25) Friendship(50) Valor(35) Courage(80) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: ChoRyuJin is upgraded by upgrading HyoRyu and EnRyu, and will take on a combination of their stats. The two empty spots on HyoRyu and EnRyu will determine the last four skills. The OTHER two default skills of Hyo and EnRyu that aren't Brave and Potential will not be on ChoRyuJin. ------- Volfogg ------- HP: 3900~6900 EN: 120~270 Mobility: 125~185 Armor: 1300~1950 Move: 7 Size: S Type: Land Squad Cost: 1 Repair Cost: 3400 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Jamming Double Image Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Silver Moon 3400~4700 1~6 +45/+25 AABA (M) Silver Cross

3700~5000 1~4 +20/+10 AABA (M) Holographic Camoflage

4000~5300 110 1 +30/+45 AABA (20) Weapon Upgrade Cost Total: 465000 Rating: Notes: ----------- Big Volfogg ----------- HP: 4900~7900 EN: 140~290 Mobility: 120~180 Armor: 1500~2150 Move: 7 Size: M Type: Land Squad Cost: 1 Repair Cost: 5000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Jamming Double Image Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 4000 Magnum 3700~5000 1~6 +20/+10 AABA 10 (M) Murasame Sword

4000~5300 1 +40/+25 BABA (R) Hissatsu! Daikaitan Magnum! 4800~6100 3~7 +45/+30 AABA 4 (M) Sanmikka

5300~6600 130 1~4 +35/+10 ASBS (30) Weapon Upgrade Cost Total: 465000 Rating: Notes: /////// Volfogg /////// Default Skills: Brave (lvl9) Support Attack (lvl2) Squad Attack Spirit Commands: Scan(1) Concentrate(10) Accelerate(20) Decoy(45) Valor(40) Sense(15) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Move+1/Evade+10% Notes: The only problem with Volfogg is that he really won't ever reasonably be leading a squad, so Support attack is really a waste. His spirit commands will absolutely assure he'll stay alive, if used properly. It's usually not even needed. ---------------------- Mike Sounders the 13th ---------------------- HP: 4000~7500 EN: 120~270 Mobility: 100~150 Armor: 1000~1750 Move: 7 Size: S Type: Sky/Land Squad Cost: 1 Repair Cost: 2000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Resupply Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Attack

2500~4100 1~2 0/0 AABA (Music)Disc P

2600~4200 1~3 0/0 AABA (R) Disc M

4500~6100 1~5 +40/+30 AABA (40) (R) Disc X 5900~7200 140 2~9 +35/+45 AAAA (60) Weapon Upgrade Cost Total: 465000 Rating: 6 Notes: Yes, you read that right, Mike has an attack as powerful as Dancougar. His stats aren't as high as a pilot, of course, but you should not underestimate Mike. He can raise your morale or do significant damage to the entire enemy squad. You could do a lot worse than Mike. He doesn't, however have a PLA attack, meaning that all he offers in the back row in EN recharge. Still nice, but it hurts your offense a bit. //// Mike //// Default Skills: Brave (lvl9) Support Defend (lvl3) Morale+(Evade) Spirit Commands: Accelerate(25) Cheer(30) Strike(20) Iron Wall(35) Valor(35) Invincible(10) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: Mike's more of a support unit. Support Defend and Accelerate will halfway make up for his lack of a PLA attack. ----- KoRyu *pre-upgraded 2 slots* ----- HP: 4600~8100 EN: 120~270 Mobility: 115~165 Armor: 1300~2050 Move: 6 Size: M Type: Land Squad Cost: 1 Repair Cost: 3400 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Combine(AnRyu->TenRyuJin) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Attack

3000~4300 1 +35/+20 BABA (R) Primrose Moon 3500~4800 1~6 +20/+15 AABA (5) (R) Renee Combo Attack

3900~5200 1~3 +40/+45 DSBA 10 (R) Primerose Moon 4200~5500 110 3~8 +10/+10 AABA (15) Weapon Upgrade Cost Total: 600000 Rating: Notes: ///// KoRyu ///// Default Skills: Brave (lvl9) Potential (lvl9) Support Attack (lvl4) Squad Attack Spirit Commands: Concentrate(15) Flash(10) Strike(20) Bless(45) Valor(40) Bonds(60) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: ----- AnRyu *pre-upgraded 2 slots* ----- HP: 4600~8100 EN: 120~270 Mobility: 115~165 Armor: 1300~2050 Move: 6 Size: M Type: Land Squad Cost: 1 Repair Cost: 3400 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Shield Combine(KoRyu->TenRyuJin) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Attack

3000~4300 1 +35/+20 BABA (R) Shellbull Rain 3500~4800 1~5 +20/+15 AABA 15 (R) Renee Combo Attack 3900~5200 1~6 +40/+45 DSBA 10 (R) Shellbull Rain 4200~5500 110 1~7 +10/+10 AABA 10 Weapon Upgrade Cost Total: 600000 Rating: Notes: ///// AnRyu ///// Default Skills: Brave (lvl9) Potential (lvl9) Support Defend (lvl4) Shield Defend (lvl4) Spirit Commands: Concentrate(15) Flash(10) Strike(20) Accelerate(25) Valor(40) Fury(30) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: --------- TenRyuJin *pre-upgraded 2 slots, STATS REFLECT THE UPGRADE* --------- HP: 6500~ EN: 180~ Mobility: 120~ Armor: 1650 Move: 5 Size: M Type: Land Squad Cost: 2 Repair Cost: 8000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Shield Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Power Arm Maiser Gun3800~4900 1~7 +20/+15 AABA (25) (M) Double Rim Ongul

4800~5900 1~4 +40/+35 AABA (R) EI-01 Attack 5500~6600 120 3~9 +35/+45 AABA (60) Weapon Upgrade Cost Total: 600000 Rating: Notes: ///////// TenRyuJin ///////// Default Skills: Brave Potential Spirit Commands: Strike(20) Invincible(10) Accelerate(25) Bless(45) Valor(40) Courage(80) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: ------ Galeon ------ HP: 4800 EN: 90 Mobility: 110 Armor: 1200 Move: 6 Size: M Type: Sky/Land Squad Cost: N/A Repair Cost: 3400 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Galeon Claw

2900 1~3 +40/+25 AABA (M) Galeon Fang

3300 1 +30/+20 AABA Weapon Upgrade Cost Total: N/A Rating: 3 Notes: Galeon isn't really any good, but he only appears on one stage for two turns anyway. So.....yeah. ////// Galeon ////// Default Skills: Brave lvl 4 Potential Lvl 4 Spirit Commands: Vigor(30) Concentrate(20) Invincible(15) Accelerate(20) Valor(40) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Critical+10% Notes: Not a bad set, to be honest. Course, his attacks aren't any good and the one enemy he fights is ridiculously more powerful than him, so...yeah... ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ I. Goshogun ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ------------ Good Thunder *Mothership* ------------ HP: 16000 EN: 250 Mobility: 60 Armor: 1200 Move: 5 Size: 2L Type: Sky Only Squad Cost: 5 Repair Cost: 14000 Terrain Ratings: Sky: A Land: B Sea: C Space: A Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Anti-Air Guns

2200 1 +20/+10 AABB 20 (R) Beam Cannon 3700 1~8 +35/+25 AADA (25) Weapon Upgrade Cost Total: N/A Rating: Notes: /////// Sabaras /////// Default Skills: Leadership Support Attack Cooperative Attack Spirit Commands: Scan(1) Flash(10) Decoy(70) Resupply(60) Trust(20) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Damage Taken-10% Notes: -------- Goshogun *pre-upgraded 2 slots -------- HP: 7600~11100 EN: 210~360 Mobility: 70~120 Armor:1500~2250 Move: 5 Size: L Type: Sky/Land Squad Cost: 2 1/2 Repair Cost: 8500 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Cosmo Beam

2000~3300 1 +45/+30 AADB (5) (R) Holster Beam 3400~4700 1~7 +35/+20 AACA (15) (R) Emblem Pulser 3500~4800 2~6 +5/+15 AABA (30) (M) GoSaber

3800~5100 1 +40/+30 AABA (M) GoStick

4100~5400 1~4 0/+5 AABA (R) Space Bazooka 4700~6000 2~8 +25/+10 AABA 8 (R) GoFlasher 5800~7100 125 1~9 +30/+15 AAAA (55) Weapon Upgrade Cost Total: 520000 (R) GoFlasher Special Rating: 7 Notes: A true ranged Super, Goshogun comes out pretty good. For whatever reason, it won't start with it's GoFlasher Special, which is dissappointing, but eh, you deal. Good Power, good range, and three pilots to get good survivability. You could do a lot worse than GoShogun. ////// Shingo ////// Default Skills: Potential (lvl9) Sword Cut (lvl4) Morale+(Hit) Spirit Commands: Strike(20) Guts(40) Spirit(40) Valor(40) Flash(10) Awaken(100) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Range+1 Notes: //// Kiri //// Spirit Commands: Invincible(10) Accelerate(25) Snipe(35) Strike(20) Fury(25) Flash(10) Notes: ///// Lemon ///// Spirit Commands: Luck(30) Concentrate(15) Iron Wall(30) Valor(45) Spirit(50) Exhaust(35) Notes: ----------------- Bundle Battleship ----------------- HP: 17500 EN: 300 Mobility: 75 Armor: 1610 Move: 6 Size: 2L Type: Sky/Water Squad Cost: N/A Repair Cost: 18000 Terrain Ratings: Sky: A Land: A Sea: A Space: A Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Anti-Air Guns

3200 1~2 +45/+10 AABB 40 (R) Homing Missile 3900 1~8 +35/0 AADA 15 (R) Flasher Beam 4500 2~7 +5/-5 AADS (40) Weapon Upgrade Cost Total: N/A Rating: Notes: ////////////////////// Leonard Medechi Bundle ////////////////////// Default Skills: Leadership lvl4 Support Attack lvl2 Cooperative Attack Potential Lvl6 Morale+(Hit) E Save Spirit Commands: Scan(1) Strike(10) Mercy(5) Bless(20) Fury(20) Soul(50) Terrain Ratings: Sky: S Land: A Sea: B Space: A Leader Ability: Male Attack+20%/Female Attack-20% Notes: -------------------- Kattonar Battleship -------------------- HP: 15500 EN: 280 Mobility: 70 Armor: 1710 Move: 7 Size: 2L Type: Sky/Water Squad Cost: N/A Repair Cost: 15000 Terrain Ratings: Sky: A Land: A Sea: A Space: A Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Anti-Air Guns

3100 1 +40/+35 AABB 40 (R) Homing Missile 3900 1~6 +15/0 AADA 15 (R) Flasher Beam 4300 3~8 0/+10 AADA (40) Weapon Upgrade Cost Total: N/A Rating: Notes: /////////////// Suguni Kattonar /////////////// Default Skills: Leadership lvl4 Support Attack lvl2 Cooperative Attack Potential lvl6 Battle Spirit E Save Spirit Commands: Vigor(20) Invincible(20) Accelerate(20) Valor(40) Strike(20) Drive(80) Terrain Ratings: Sky: A Land: A Sea: B Space: S Leader Ability: Notes: ------------------- Kernagul Battleship ------------------- HP: 18500 EN: 260 Mobility: 65 Armor: 1510 Move: 6 Size: 2L Type: Sky/Water Squad Cost: N/A Repair Cost: 16000 Terrain Ratings: Sky: A Land: A Sea: A Space: A Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Anti-Air Guns 2800 1~2 +40/+35 AABB 40 (R) Homing Missile 3800 2~5 +15/+5 AADA 10 (M) Charge

4600 1~3 +25/+20 AABA (30) Weapon Upgrade Cost Total: N/A Rating: Notes: ///////////////// Yatta Ra Kernagul ///////////////// Default Skills: Leadership lvl4 Potential lvl6 Support Attack lvl2 Counter lvl5 Morale+(Damage) Battle Spirit Spirit Commands: Guts(30) Accelerate(20) Iron Wall(30) Strike(20) Spirit(40) Valor(35) Terrain Ratings: Sky: A Land: S Sea: C Space: A Leader Ability: Notes: ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ J. Gunbuster (Top Wo Nerae!) ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ --------- Gunbuster *Pre-upgraded 3 slots* --------- HP: 15100~18500 EN: 250~400 Mobility: 80~130 Armor: 1300~2050 Move: 5 Size: 2L Type: Sky/Land Squad Cost: 4 Repair Cost: 14000 Terrain Ratings: Sky: A Land: A Sea: B Space: S Abilities: Shield Inaashalukyansara Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Homing Laser 4000~4800 1~6 +30/0 AABA 1 (R) Buster Missile 4300~5600 1~7 0/+5 AABA 30 (M) Buster Tomahawk

4400~5700 1~3 +35/+40 AABA (M) Buster Beam 4900~6200 2~8 +25/+20 AABS (60) (R) Buster Homerun 5500~6800 110 3~9 +5/+35 AABA 4 (M) Double Buster Coreda

6000~7300 120 1~3 +20/+45 AABS (50) Weapon Upgrade Cost Total: 520000 Unlockable Attacks: (M) Super Inazuma Kick

6900~8200 130 1~5 +30/+50 AAAS (100) Rating: 9 Notes: ///////////// Noriko Takaya ///////////// Default Skills: Potential (lvl9) Shield Defend (lvl7) Morale+(Damage) Spirit Commands: Great Effort(10) Guts(25) Strike(15) Spirit(30) Valor(35) Courage(85) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: /////////// Kazumi Outa /////////// Spirit Commands: Iron Wall(25) Concentrate(15) Accelerate(10) Fury(30) Bless(50) Love(90) Notes: Kazumi has tied the knot and returned to the Gunbuster, but it takes her some time to get to you. Like, after stage 52. You'll love it when she does get there, however, as not only does she unlock the Gunbuster's final attack, she also provides cheap accelerate, which is something the Gunbuster DESPERATELY needs. Plus, she has Love, adding kick when needed. ------------- Sizzler Black ------------- HP: 9100~12500 EN: 180~330 Mobility: 90~140 Armor: 1300~2050 Move: 6 Size: L Type: Sky/Land Squad Cost: 2 1/2 Repair Cost: 8000 Terrain Ratings: Sky: A Land: A Sea: B Space: S Abilities: Inaashalukyansara Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Chain Knuckle

3900~ 2~5 +10/+5 AABA (M) Sizzler Tomahawk

4200~ 1~3 +40/+45 AABA (R) Balukan Burasuta 4500~ 1~7 +15/0 AABA 30 (R) Sizzler Beam Gun 4800~ 1~8 +25/+10 AABS (50) (M) Jyacobini Attack

5800~ 115 1~4 +35/+40 AABS (40) Weapon Upgrade Cost Total: 520000 Rating: Notes: //////////// Yung Furoito //////////// Default Skills: Genius Counter (lvl7) Morale+(Hit) Spirit Commands: Strike(15) Flash(10) Iron Wall(25) Valor(35) Fury(25) Drive(45) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: -------- Eltoreum -------- HP: 35000~40000 EN: 400~600 Mobility: 55~105 Armor: 1400~2100 Move: 5 Size: 3L Type: Sky Only Squad Cost: N/A Repair Cost: 25000 Terrain Ratings: Sky: B Land: B Sea: B Space: A Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Sky Pulse Laser

3900~5200 1~4 +45/0 AACS 90 (R) Medium Laser Guns 4400~5700 1~8 +40/+15 AACS 30 (R) Large Laser Gun 4800~6100 3~9 +35/+25 AACS (40) (R) Proton Torpedos 5800~7100 120 4~11 +10/+20 AAAS 4 Weapon Upgrade Cost Total: N/A Rating: Notes: /////// Tashiro /////// Default Skills: Leadership (lvl4) Battle Spirit Support Attack (lvl3) Cooperative Attack Spirit Commands: Strike(20) Vigor(40) Iron Wall(30) Drive(55) Valor(40) Fury(30) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Damage -10% Notes: ///////// ///////// Spirit Commands: Scan(1) Accelerate(5) Trust(30) Cheer(35) Snipe(30) Renew(60) Notes: ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ K. Space Runaway Ideon ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ --------- Solo Ship *Mothership* --------- HP: 22000~25000 EN: 240~390 Mobility: 55~115 Armor: 1200~1850 Move: 7 Size: 2L Type: Sky Only Squad Cost: 5 Repair Cost: 14000 Terrain Ratings: Sky: A Land: A Sea: B Space: S Abilities: Ide Barrier Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R)

3300~5200 1~4 +40/+35 AACA 50 (R) Gren Cannon 3600~5500 1~7 +25/0 AACA (5) (R) Missile Pod 3900~5800 1~8 +35/+30 AACA 40 Weapon Upgrade Cost Total: 465000 Rating: 6 Notes: What's nice about the Solo Ship is that its power attack is based on Ammo. And not just a few ammo, a LOT of ammo. If you spend the money to upgrade it, you'll have a quite powerful ALL attack with good range and 40 ammo to burn. It's free to use all it's EN to power its barrier, and the 22000 HP it has to start will take a while to burn. The armor is a bit worrisome, but again, HP and Barrier will take care of most of it. Not the best Battleship, but not the worst either //// Bess //// Default Skills: Leadership (lvl4) Support Attack (lvl3) Potential (lvl4) Spirit Commands: Accelerate(5) Strike(10) Iron Wall(25) Valor(40) Bonds(70) Love(80) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: Move +1/Damage Taken-10% Notes: Like Cosmo, Bess is prety much exactly what you would expect from him. Leadership, Support attack, Potential. Doesn't get much more standard that that. And it's not a bad thing at all. Works well. If you want to be excessive, you can give him B Save, but...it's really not needed. Love is kind of a deviation from the norm, but then again, four of the eight captains have it in Alpha 3, so...maybe not as much as you'd think. ////// Hatari ////// Spirit Commands: Scan(1) Trust(30) Cheer(30) Concentrate(15) Snipe(30) Renew(60) Notes: The Solo Ship's sub-pilot, his highlights are Snipe and Renew. ----- Ideon ----- HP: 12000~15000 EN: 250~400 Mobility: 80~140 Armor: 1100~1750 Move: 5 Size: 2L Type: Sky/Land Squad Cost: 3 Repair Cost: 20000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Gren Cannon 3100~4400 1~6 +30/+10 AACA (10) (M) Attack

3600~4900 1~4 +20/+40 AABA (R) Missile 3700~5000 2~8 +10/+15 AACA 30 (R) Suddenly, Missiles, Everywhere! 5000~6300 120* 3~9 +35/+20 AABA 10 Weapon Upgrade Cost Total: 520000 *Requires IDE Gauge level 2 Unlockable Attacks: (M) Ideon Sword

9999 130 1~6 +30/+35 SSSS (M) Ideon Sword 9999 150 Infinity 0/0 AAAA (R) Ideon Gun 9999 140 4~15 +40/+45 SSSS (R) Ideon Gun 9999 150 Infinity 0/0 SSSS NOTE: These base numbers are for IDE Gauge level 1. As the IDE gauge rises, so too does the power of the attacks. The amount is I believe 200 per level. The exception is the ALL Missile attack, which only unlocks at level 2. It's base is for IDE gauge level 2, but it still goes up 200 per level. Rating: 6 Notes: At it's full potential, nothing is stronger than Ideon. It possesses the strongest attack in the game, well, four of them, all tied at 9999. The Map attacks it possesses go on for literally the entire map. It has infinite energy to power them. Plus, it's 2L size will boost the damage it does to most enemies considerably. But....only at full power. And there's the rub. Without the Ide gauge at high levels, Ideon's....kinda weak. And at even at the highest level, the crown jewel attacks are all locked until Ideon's HP is reduced below 30%. Making matter worse, neither of the huge range map attacks are smart targetting, any ally in their range will be nuked as well. When it comes right down to it, Ideon is just too much trouble. By the time you get his MAP attacks unlocked, 70-80% of the enemy could be, or should be dead. To even unlock them requires you to finagle a bit to get Ideon's HP down low enough to unlock them without getting him killed. And you don't want Ideon killed. Early on it'll just cost you 20000, a price only matched by the EVAs, but after a certain point in the game, Ideon being destroyed is simply a game over. I will, however, give credit where credit is due. Thanks to the Infinite energy Ideon gets at IDE Gauge five, there are really few better Tankers in the game. And the Final Four Ideon attacks are obscenely powerful. and since they can be spammed, with Infinite energy, you can make a mess of the enemy on their phase. Sadly, this all only works once you reach IDE gauge five. Before then, you're lacking, and even at IDE gauage five, you have to keep Ideon somewhat damaged to really reach that potential. Ideon, in the end, proves to be a curiosity, but not that useful. ////////// Cosmo Yuki ////////// Default Skills: Potential (lvl7) Counter (lvl4) Spirit Commands: Strike(20) Guts(35) Spirit(40) Valor(40) Invincible(10) Fury(35) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: Damage Taken-10% Notes: Cosmo is pretty much built to be the pilot of Ideon. I've got no complaints for once. Appropriate skills, good spirits. He'll do the job well. You may or may not want to give him guard, and...I'm really not sure what else would be good on Ideon. Good ol' SP UP is a smart choice. ///// Moira ///// Spirit Commands: Vigor(15) Gain(20) Spirit(40) Notes: Moira is the first of three first subpilots for Ideon. It's a dangerous position. //// Gije //// Default Skills: Potential (lvl6) Counter (lvl5) Morale+(Hit) Pre-emptive Spirit Commands: Scan(1) Snipe(20) Concentrate(15) Valor(40) Accelerate(25) Decoy(60) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Hit/Critical+20% Notes: Gije is the second first subpilot for Ideon. He leaves on Stage 48 unless you bring the IDE gauge to level 5(MAX). He'll still leave, but he can come back in a seperate unit later if you do this. //// Deck //// Spirit Commands: Trust(30) Accelerate(25) Mercy(10) Luck(30) Strike(20) Renew(60) Notes: You konw you're getting desperate when you're recuiting Elementary school kids to pilot your Robot of Mass Destruction. None the less, Deck is my favorite of the three sub-pilots. ///// Kasha ///// Spirit Commands: Iron Wall(30) Concentrate(15) Strike(20) Valor(40) Invincible(10) Encourage(50) Notes: Kasha is the second sub-pilot for Ideon. Unlike the first sub-pilot position, she'll be with you the whole time. ---------- Ganga Rube *comes pre-upgraded 8 slots* ---------- HP: 15000~18500 EN: 160~310 Mobility: 90~140 Armor: 1500~2250 Move: 6 Size: 2L Type: Sky/Land Squad Cost: 2 Repair Cost: 5000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Missile Pod ~4500 2~7 +5/+10 AABA 20 (M) Attack

~5000 1~3 +35/+25 AABA (R) Energy Guns ~5200 3~8 +25/0 AACA Weapon Upgrade Cost Total: 520000(?) Rating: Notes: ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ L. Macross ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Much like the UC gundam series, characters from the Macross universe can be placed into any Macross ship, regardless of series. With that said, however, most Macross units have combination attacks that'll require you to be in the right units. Also, there are a few exceptions and/or time delays. Sound Force cannot be switched around, and Millia is stuck where she starts for a while. The other thing worth noting for Macross characters is that you'll probably want to give them all the Ignore Size Modifier Skill. There's some decent attack power in this bunch, but if you're getting penalized for their size, it's gonna hurt the damage output. The difference is Staggering. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ I. Macross ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ---------------------------- VF-1S Super Valkyrie-Fighter ---------------------------- HP: 3800~6300 EN: 110~260 Mobility: 115~175 Armor: 800~1400 Move: 7 Size: S Type: Sky Squad Cost: 1 Repair Cost: 4000 Terrain Ratings: Sky: A Land: B Sea: C Space: A Abilities: Transform(VF-1S Super Valkyrie-Battloid) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Gunpod

3300~4900 1~3 +45/+35 AACA 20 (R) Homing Missile 3400~5000 1~7 +30/+20 AACA 12 (R) 2 Barrel Beam Gun

3500~5100 2~4 +15/0 AADA (5) (R) Micromissile 3700~5300 2~8 +25/+15 AACA 10 (R) Gunpod(Empty it)

4200~5800 110 1~4 +40/+30 AACA 4 Weapon Upgrade Cost Total: 465000 Combination Attacks: (R) Skull Squadron Attack

4900~ 115 1~3 Rating: Notes: ----------------------------- VF-1S Super Valkyrie-Battloid ----------------------------- HP: 3800~6300 EN: 110~260 Mobility: 105~165 Armor: 900~1500 Move: 7 Size: S Type: Sky Squad Cost: 1 Repair Cost: 4000 Terrain Ratings: Sky: B Land: A Sea: B Space: A Abilities: Transform(VF-1S Super Valkyrie-Fighter) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Gunpod

3300~4900 1~3 +45/+35 AACA 20 (R) 2 Barrel Beam Gun 3500~5100 2~4 +15/0 AADA (5) (R) Micromissile 3700~5300 2~8 +25/+15 AACA 10 (R) Unload

4500~6100 115 1~5 +30/+20 AACS 3 Weapon Upgrade Cost Total: 465000 Rating: Notes: ---------------------------- VF-1A Super Valkyrie-Fighter ---------------------------- HP: 3800~6300 EN: 110~260 Mobility: 115~175 Armor: 800~1400 Move: 7 Size: S Type: Sky Squad Cost: 1 Repair Cost: 4000 Terrain Ratings: Sky: A Land: B Sea: C Space: A Abilities: Transform(VF-1A Super Valkyrie-Battloid) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Gunpod

3300~4900 1~3 +45/+35 AACA 20 (R) Homing Missile 3400~5000 1~7 +30/+20 AACA 12 (R) Micromissile 3700~5300 2~8 +25/+15 AACA 10 (R) Gunpod(Empty it)

4200~5800 110 1~4 +40/+30 AACA 4 Weapon Upgrade Cost Total: 465000 Combination Attacks: (R) Skull Squadron Attack

4900~ 115 1~3 Rating: Notes: ----------------------------- VF-1A Super Valkyrie-Battloid ----------------------------- HP: 3800~6300 EN: 110~260 Mobility: 105~165 Armor: 900~1500 Move: 7 Size: S Type: Sky Squad Cost: 1 Repair Cost: 4000 Terrain Ratings: Sky: B Land: A Sea: B Space: A Abilities: Transform(VF-1A Super Valkyrie-Fighter) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Gunpod

3300~4900 1~3 +45/+35 AACA 20 (R) Micromissile 3700~5300 2~8 +25/+15 AACA 10 (R) Unload

4500~6100 115 1~5 +30/+20 AACS 3 Weapon Upgrade Cost Total: 465000 Rating: Notes: ---------------- Destroid Monster ---------------- HP: 8000~11000 EN: 200~350 Mobility: 70~130 Armor: 1700~2350 Move: 5 Size: M Type: Land Squad Cost: 1 1/2 Repair Cost: 6000 Terrain Ratings: Sky: B Land: S Sea: C Space: B Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Rocket Gun 4000~5900 3~9 +15/+25 ASCA 20 (R) Cannon Gun 4500~6400 4~10 +10/+45 ASCA 15 (R) Main Launcher 5000~6900 110 5~11 0/+40 ASCA 3 Weapon Upgrade Cost Total: 520000 Rating: Notes: %%%%%% Pilots %%%%%% ----------------------------- Rick Hunter AKA Hikaru Ichijo ----------------------------- Default Skills: Support Attack (lvl3) Cooperative Attack Fortune Spirit Commands: Concentrate(10) Flash(10) Strike(20) Valor(40) Lucky(30) Soul(60) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: Evade+20%/Damage-10% Notes: Ri..er...Hikaru is my prefered Skull Squadron Leader. Largely out of loyalty, but I also think he's slightly better than Roy. Course, Ro..Macross is probably one series I'm kinda biased on. I mean, I give Rick the Minmei Doll and Disc as soon as I get them/him regardless of strategy. Because that's how it should be. No offense Misa. But...yeah. ---------- Roy Fokker ---------- Default Skills: Potential (lvl9) Counter (lvl7) Pre-emptive Spirit Commands: Concentrate(10) Invincible(10) Strike(20) Valor(40) Critical(40) Soul(60) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: Notes: Roy is the default leader of Skull Squadron(I guess these things happen when you don't die), and basically as good as Hikaru. I believe that he has a slight Shooting stat lead while trailing most other places. Use whichever one you feel like. I wouldn't reccommend splitting Skull Squadron, however. -------- Kakizaki -------- Default Skills: Potential (lvl6) Support Defend (lvl2) Squad Attack Spirit Commands: Iron Wall(20) Guts(20) Strike(20) Invincible(15) Valor(40) Friendship(40) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: Damage Taken -10% Notes: Cheap Friendship is nice, but you may have a bit of trouble keeping him alive. Even WITH Iron Wall. Still, Squad attack starting out is nice. Just give him some mobility items/upgrade his Valkyrie's mobility, and stick him in the back of Rick/Roy's squad. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ II. Macross Plus ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ There are only two Macross Plus units and characters. Neither are particularly amazing, but they're evasive and do ok damage. They also have a combination attack together. I wouldn't put a priority on them, but they're usable if you so desire. %%%%% Mecha %%%%% -------------- YF-19(Fighter) -------------- HP: 4000~6500 EN: 120~270 Mobility: 120~180 Armor: 950~1550 Move: 8 Size: S Type: Sky Squad Cost: 1 Repair Cost: 6000 Terrain Ratings: Sky: A Land: B Sea: C Space: A Abilities: Transform(YF-19(Battloid)) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Gatling Gunpod

3500~5100 1~4 +45/+35 AACA 15 (R) Micromissile 3900~5500 2~8 +25/+20 AACA 10 (R) Unload

4500~6100 115 1~3 +35/+30 AACA 4 Weapon Upgrade Cost Total: 46500 Rating: 5 Notes: As mentioned previously, it's ok, but nothing spectacular. One thing to note is how expensive the YF-19 and YF-21 are to repair. Make sure they dodge those attacks. --------------- YF-19(Battloid) --------------- HP: 4000~6500 EN: 120~270 Mobility: 110~170 Armor: 1050~1650 Move: 6 Size: S Type: Land Squad Cost: 1 Repair Cost: 6000 Terrain Ratings: Sky: B Land: A Sea: B Space: A Abilities: Shield Pinpoint Barrier Transform(YF-19(Fighter)) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Gatling Gunpod

3500~5100 1~4 +45/+35 AACA 15 (R) Micromissile 3900~5500 1~7 +25/+20 AACA 10 (M) Pinpoint Barrier Punch

4500~6100 110 1 +30/+30 AACA (20) Weapon Upgrade Cost Total: 465000 Rating: 5 Notes: The battloid is more defensive, but otherwise pointless. Since Macross units shouldn't get hit (bad things happen), there's really no reason to go to Battloid mode. I suppose the higher land terrain rating is something if you stick the YF-19 into a squad that can't fly. -------------- YF-21(Fighter) -------------- HP: 4200~6700 EN: 120~270 Mobility: 125~185 Armor: 900~1500 Move: 8 Size: S Type: Sky Squad Cost: 1 Repair Cost: 7000 Terrain Ratings: Sky: A Land: B Sea: C Space: A Abilities: Transform(YF-21(Battloid)) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Gatling Gunpod

3500~5100 1~4 +50/+30 AACA 15 (R) Micromissile 3900~5500 2~8 +30/15 AACA 10 (R) Unload

4700~6300 115 2~4 +40/+25 AACA 4 Weapon Upgrade Cost Total: 465000 Rating: 5 Notes: The YF-21 is a slightly better machine than the YF-21. A little more mobile, a little more power behind it's final attack, even a little more range to it's final attack. If you can only use one.... --------------- YF-21(Battloid) --------------- HP: 4200~6700 EN: 120~270 Mobility: 115~175 Armor: 1000~1600 Move: 6 Size: S Type: Land Squad Cost: 1 Repair Cost: 7000 Terrain Ratings: Sky: B Land: A Sea: B Space: A Abilities: Shield Pinpoint Barrier Transform(YF-21(Fighter)) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Gatling Gunpod

3500~5100 1~4 +50/+30 AACA 15 (R) Prototype Beam Gun

3700~5300 2~5 +15/0 AADA (10) (R) Micromissile 3900~5500 1~7 +30/+15 AACA 10 (M) Pinpoint Barrier Punch

4400~6000 110 1~2 +35/+25 AACA (20) Weapon Upgrade Cost Total: 465000 Rating: 5 Notes: Like the YF-19's Battloid mode, there's little purpose to this thing. Stick to the Figher. ////////////// Guld Goa Poman ////////////// Default Skills: Shield Defense Support Attack Support Defend Spirit Commands: Concentrate(10) Strike(20) Gain(20) Valor(40) Invincible(10) Soul(60) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: Hit+10%/Critical+10% Notes: Man, I always liked Isamu better, but Guld and his YF-21 just win in this game. Cheaper concentrate, appropriate skills. Again, if you can only take one..... %%%%%% Pilots %%%%%% ------------ Isamu Daison ------------ Default Skills: Potential (lvl9) Shield Defense (lvl7) Pre-Emptive Spirit Commands: Concentrate(15) Spirit(35) Strike(15) Flash(10) Valor(35) Soul(60) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: Move+1/Evade+10% Notes: Isamu is a strage real type. Potential, for one thing, Spirit for another. Decent stats, but I don't know what those skill choices are about. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ III. Macross Seven ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Macross Seven's combat units are nothing to write home about. The VF-17's are pretty weak, and the VF-19s aren't much better. The combination attack helps, but still isn't that good. The best combat units, the twin VF-22s, won't be unlocked until near the end of the game. However, the Battle Seven is probably the best Mothership in the game, providing both a leadership bonus and having excellent combat skills. Furthermore, Macross Seven features the immeasurably useful Sound Force. Early on they'll simply be a small boon, boosting up morale for units to reach their ultimate attacks. After the sound Boosters are acquired, however, they enable you to get almost your entire force to 140 Morale...on TURN 1. Yeah, they're great. ------------------ Battle 7 Ship mode *Mothership* *2 bars pre-upgraded* ------------------ HP: 24000-29000 EN: 250~450 Mobility: 45~95 Armor: 1200~1900 Move: 5 Size: 3L Type: SKy Only Squad Cost: 5 Repair Cost: 20000 Terrain Ratings: Sky: A Land: B Sea: A Space: A Abilities: Pinpoint Barrier Transform(Battle 7 Battloid Mode) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Sky Pulse Laser

3000~4300 1~3 +45/+30 AACA 30 (R) Small Missiles 3600~4900 1~6 +40/+25 AABA 15 (R) Big Missile Launcher 4000~5300 3~9 +10/+15 AABA 10 Weapon Upgrade Cost Total: 465000 Rating: 7 Notes: When it comes to battleships, the Battle 7 is just about as good as it gets. Not this form so much, though. Ship Mode is decent, though. A little lacking in the power department, but because it's 3L, it's bigger than ALMOST everything in the game and so will get a damage bonus. ---------------------- Battle 7 Battloid Mode ---------------------- HP: 24000~29000 EN: 250~450 Mobility: 40~90 Armor: 1200~1900 Move: 5 Size: 3L Type: Sky/Ground Squad Cost: 5 Repair Cost: 20000 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Pinpoint Barrier Tranform(Battle 7 Ship Mode) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Sky Pulse Laser

3200~4300 1~3 +45/+30 AACA 30 (R) Small Missiles 3800~4900 1~6 +40/+25 AABA 15 (R) Big Missile Launcher 4200~5300 3~9 +10/+15 AABA 10 (R) Beam Gun 4700~5800 2~7 +45/+40 AADA (16) (R) Macross Cannon 5300~6000 140 1~9 0/+10 AABA (120) (R) Macross Cannon 6400~7500 140 3~10 +10/0 AABS (80) Weapon Upgrade Cost Total: 465000 Rating: 8 Notes: Here's what we're talking about. The Macross cannon, while it has a steep morale requirement, is amazingly powerful. Great range, power, and an S rank in space as a bonus. Slightly less mobile, it's not as though the Battle 7 had much chance of dodging anyway. Rely on that Pinpoint barrier to get things done. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ! Note: The following three units are Sound Force. Sound Force posses no ! ! real weapons at ALL. Instead, the effect of the song will be listed ! ! instead of power. Note that the game itself DOES give a "power" rating, ! ! however, they doesn't appear to do anything, and are unupgradeable. ! ! Additionally, the Ammo/EN column has been replaced with a "Song EN" ! ! column. Each song consumes a certain amount of Song Energy. I'm not ! ! currently aware of how song energy is generated, though it seems ! ! connected to the morale of the pilots. ! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ------------------------------------ VF-19 Custom "Fire Valkyrie"-Fighter ------------------------------------ HP: 4300~6800 EN: 110~260 Mobility: 120~180 Armor: 950~1550 Move: 8 Size: S Type: Sky Squad Cost: 1 Repair Cost: 8000 Terrain Ratings: Sky: A Land: B Sea: C Space: A Abilities: Tranform(VF-19 Custom "Fire Valkyrie"-Battloid) Weapons: Type Name/Traits Effect Will Range Hit/Crit Terrain Song EN ALWS (Music) Planet Dance

Hit/Evade Up 1~4 +30/+10 AABA 2000 (Music) Totsugeki Love Heart

Morale Up 1~4 +30/+10 AABA 2500 (Music) Holy Lonely Light

Defense/Accuracy Up 110 1~4 +30/+10 AABA 3000 Rating: 8...I guess Notes: Basara's VF-19 Custom Fire Valkyrie cannot fight, as noted above. It will dodge very well on its own, and Basara is a more than competant pilot. The songs it can play will build up your characters or lower the morale of your enemies. Of the two, morale raising of YOUR characters is far more useful. There are a few enemies whose morale is worth lowering, however, so you should keep it in mind. In particular, the Macross 7 enemies (Fz-109s, mainly) will retreat if you reduce their morale to under 90. They give the exact same bonus' as if killed, so it's worth noting. Of course, you can more than likely one shot said enemies with normal attacks, so that's kind of a wash. In addition to this, Protodevlin, the Macross 7 bosses, will take actual damage from the Songs, and it's generally the BEST way to damage said bosses, as it goes around their Protodevlin status. ------------------------------------- VF-19 Custom "Fire Valkyrie"-Battloid ------------------------------------- HP: 4300~6800 EN: 110~260 Mobility: 110~170 Armor: 1050~1650 Move: 6 Size: S Type: Sky/Land Squad Cost: 1 Repair Cost: 8000 Terrain Ratings: Sky: B Land: A Sea: B Space: A Abilities: Shield Pinpoint Barrier Transform(VF-19 Custom "Fire Valkyrie"-Fighter) Weapons: Type Name/Traits Effect Will Range Hit/Crit Terrain Ammo/(EN) ALWS (Music) Planet Dance

Hit/Evade Up 1~4 +30/+10 AABA 2000 (Music) Totsugeki Love Heart

Morale Up 1~4 +30/+10 AABA 2500 (Music) Holy Lonely Light

Skill/Defense/Accuracy Up 110 1~4 +30/+10 AABA 3000 Combination Attacks: (Music) Planet Dance Hit/Evade Up 115 1~5 0/0 AABA 3500 (Music) Totsugeki Love Heart Morale Up 115 1~5 0/0 AABA 4000 (Music) Holy Lonely Light Skill/Defense/Accuracy Up 120 1~5 0/0 AABA 4500 (Music) Try Again Melee/Shooting Up (Music) Planet Dance Hit/Evade Up 105 1~7 +40/+20 AABA 1500 (Music) Totsugeki Love Heart Morale Up 105 1~7 +40/+20 AABA 2000 (Music) Holy Lonely Light Skill/Defense/Accuracy Up 110 1~7 +40/+20 AABA 2500 (Music) Try Again Melee/Shooting Up ALL PERFORMED WITH: Mylene, Ray (Requires Sound Booster) (Music) Try Again All Stats up Performed With: Mylene, Ray, Sybil (Requires Sound Booster) Rating: 8, I suppose Notes: There's no real reason to use the battloid mode by choice. Sure, it's got a shield and a barrier, but if it's getting hit enough for those to make a difference, there's a problem. Of course, when you equip the Sound Boosters, you'll be forced into this mode, but meh. It's still good enough. You're still not choosing to be in the mode, and you DEFINATELY want those sound booster //////////// Basara Nekki //////////// Default Skills: Potential (lvl9) Break Morale Limit Pre-Emptive Shield Defend Spirit Commands: Concentrate(15) Invincible(10) Passion(40) Spirit(40) Valor(40) Sense(25) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader ability: Squad gains "Morale+Evade" skill Notes: Basara is an excellent pilot who is a total pacifist. The man gets mad for having to beat up street thugs. He also comes decked out with Skills. Give him SPUP, as it will help immensely. Warring Heart and Learning are both good as well. Actually, I may be better to give him Learning first, as that's about the only way he'll get decent PP. And I did mention three skills, if you have the PP for it, replace Shield Defend. Basara's a dodger. ----------------- VF-11 MAX Fighter ----------------- HP: 3900~6400 EN: 110~260 Mobility: 115~175 Armor: 800~1400 Move: 7 Size: S Type: Sky Squad Cost: 1 Repair Cost: 6000 Terrain Ratings: Sky: A Land: B Sea: C Space: A Abilities: Tranform Weapons: Type Name/Traits Effect Will Range Hit/Crit Terrain Song EN ALWS (Music) Planet Dance

Hit/Evade Up 1~4 +30/+10 AABA 2000 (Music) Totsugeki Love Heart

Morale Up 1~4 +30/+10 AABA 2500 (Music) My Friends

SP Recover 110 1~4 +30/+10 AABA 3000 (Music) Holy Lonely Light

Defense/Accuracy Up 110 1~4 +30/+10 AABA 3000 Rating: 7...I guess Notes: The VF-11 is definitely worse than the VF-19, but...no one really cares. You don't really deploy the Sound force to combat your enemy. It's to raise your morale. ------------------ VF-11 MAX Battloid ------------------ HP: 3900~6400 EN: 110~260 Mobility: 105~165 Armor: 900~1500 Move: 6 Size: S Type: Sky/Land Squad Cost: 1 Repair Cost: 6000 Terrain Ratings: Sky: B Land: A Sea: B Space: A Abilities: Shield Transform Weapons: Type Name/Traits Effect Will Range Hit/Crit Terrain Song EN ALWS (Music) Planet Dance

Hit/Evade Up 1~4 +30/+10 AABA 2000 (Music) Totsugeki Love Heart

Morale Up 1~4 +30/+10 AABA 2500 (Music) My Friends

SP Recover 110 1~4 +30/+10 AABA 3000 (Music) Holy Lonely Light

Defense/Accuracy Up 110 1~4 +30/+10 AABA 3000 Rating: 7, if you must know Notes: Worse than the fighter. Have to use it with the Sound Boosters. Done. /////////////////// Mylene Fulea Jenius /////////////////// Default Skills: Potential (lvl7) Shield Defend (lvl4) Guard Support Defend (lvl2) Spirit Commands: Concentrate(15) Bless(45) Flash(10) Valor(40) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader ability: Notes: The Bassist isn't as skillful as the lead man, but she's still good. Her skills are a collection of misplaced abilities, though Support defend is almost always nice to have. Really, the four of them are a good combo, but a Valkrie is a bad place for them. If you were to boost her VF-11's HP, you might be on to something, though. Her spirits are probably better, though she gets passion later, stick her in the same squad as Ray and let encourage do the work. As with Basara, Learning, SPUP, and Warring Heart are great choices. -------------------- VF-17 Custom Fighter -------------------- HP: 4500~7000 EN: 110~260 Mobility: 105~165 Armor: 1300~1900 Move: 7 Size: S Type: Sky Squad Cost: 1 Repair Cost: 6000 Terrain Ratings: Sky: A Land: B Sea: C Space: A Abilities: Repair Resupply Weapons: Type Name/Traits Effect Will Range Hit/Crit Terrain Song EN ALWS Rating: 4 Notes: No, I didn't forget anything. Ray's VF-17 is completely weaponless, and completely songless. Why would you deploy him then? Because he's necessary to do the combination attacks. He can't initiate them, of course, but he has to be there. Plus, the Resupply/Repair combo he has is pretty nice for the unit that he's in. --------------------- VF-17 Custom Battloid --------------------- HP: 4500~7000 EN: 110~260 Mobility: 115~175 Armor: 1300~190 Move: 7 Size: S Type: Sky/Land Squad Cost: 1 Repair Cost: 6000 Terrain Ratings: Sky: B Land: A Sea: B Space: A Abilities: Repair Resupply Weapons: Type Name/Traits Effect Will Range Hit/Crit Terrain Song EN ALWS Rating: 3 Notes: Strangely enough, unlike every single other Valkyrie in the game, Ray's is more mobile in Battloid mode than in Fighter mode. You do lose one move range, but if that's not a problem, there's no reason not to stay in battloid mode. //////////// Ray Lovelock //////////// Default Skills: Guard Improved Repair Morale+(Evade) Spirit Commands: Accelerate(15) Concentrate(15) Iron Wall(30) Trust(30) Encourage(45) Bonds(60) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader ability: HP/EN Regen+100% Notes: The most useful thing Ray has is Encourage. While normally not that great of a skill, it's perfect for boosting up Mylene's Morale just enough to use the MAP version of Totsugeki Love Heart. He's a solid pilot, though his intentions of tanking are kind of laughable. ////////////// Veffidas Fuizu ////////////// Spirit Commands: Guts(30) Invincible(10) Cheer(25) Spirit(40) Friendship(40) Exhause(50) Notes: Ray's Subpilot, the drummer for Fire Bomber. ~~~NOTE: The VF-17 comes in two versions, D and S. Both, however, are identical to each other except for the design on the face of battloid mode.~~ ------------------------- VF-17 Nightmare(Fighter) *comes pre-upgraded 2 bars on everything* *multiple* ------------------------- HP: 4400~6900 EN: 110~260 Mobility: 115~175 Armor: 1100~1700 Move: 8 Size: S Type: Sky Squad Cost: 1 Repair Cost: 4500 Terrain Ratings: Sky: A Land: B Sea: C Space: A Abilities: Transform(VF-17 Nightmare(Battloid)) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Small Laser Gun 2900~4500 1~6 +20/+10 AACA (5) (R) Medium Beam Gun

3400~5000 2~5 +15/0 AADA (10) (R) Micromissile 3800~5400 2~8 +25/+15 AACA 15 Weapon Upgrade Cost Total: 465000 Combination Attacks: (R) Diamond Force Attack

5100~6500 115 1~3 +30/+20 AACA (35) Performed With: VF-17D Nightmare x2 Rating: 5 Notes: I love the design of the VF-17. I like the face more on the D version than the S, but what can you do. Unfortunately, my love cannot turn a "meh" machine into a great one. The VF-17 just doesn't have the UMPH it needs, oh, it'll stay alive well enough, with it's small size and good mobility, but it just isn't going to do the damage you need it to. If you insist on using them, put them in a squad together so they can use their combination attack. That's decent. -------------------------- VF-17 Nightmare(Battloid) -------------------------- HP: 4400~6900 EN: 110~260 Mobility: 105~165 Armor: 1200~1800 Move: 6 Size: S Type: Sky/Land Squad Cost: 1 Repair Cost: 4500 Terrain Ratings: Sky: B Land: A Sea: B Space: A Abilities: Transform(VF-17 Nightmare(Fighter)) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Gunpod

3400~4800 1~4 +40/+25 AADA 20 (R) Medium Beam Gun

3600~5000 2~5 +15/0 AADA (10) (R) Micromissile 4000~5400 1~7 +25/+15 AACA 15 (R) Gunpod Beam 4200~5600 105 2~8 +20/+30 AADA 4 (R) Unload

4500~5900 115 1~2 +30/+20 AABA 2 Weapon Upgrade Cost Total: 465000 Rating: 5 Notes: The Battloid mode has more umph than the Fighter...but lacks the combination attack. It's also easier for the enemy to kill, possessing 10 less mobility. When in your squad, it may be better to keep them in this form, but it could lead to a few more deaths. ----- Sybil ----- HP: 1800 EN: 240 Mobility: 180 Armor: 600 Move: 8 Size: SS Type: Sky/Land Squad Cost: 1/2 Repair Cost: 0 Terrain Ratings: Sky: S Land: A Sea: B Space: S Abilities: Double Image Protodevlin Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Spiritia Attack

3500 1~4 +40/+20 AACA (M) Body Slam

3600 1~4 +50/+50 AACA (R) 4300 1~7 +45/+55 AACA (5) Weapon Upgrade Cost Total: N/A Rating: 7 Notes: Despite only having 1800 HP and 600 mobility, Sybil is basically unkillable. With S ranks on both of the most viable terrains, SS size, 180 mobility, Double Image, AND the Protodevlin status, the only things that can even threaten her are bosses. Decently powerful PLA attack to boot. Sadly, you can't upgrade her (she's not a machine). She comes with Ignore Size Modifier, so you won't need to worry about that. If only her attacks were more powerful, she'd be a great squad leader. ///// Sybil ///// Default Skills: Morale+(Evade) Counter Pre-Emptive ESP Ignore Size Modifier Spirit Commands: Concentrate(15) Accelerate(25) Strike(15) Flash(10) Valor(40) Awaken(100) Terrain Ratings: Sky: S Land: A Sea: B Space: S Leader Ability: Move+1 Notes: I love Sybil. She comes pre-stacked with great skills, has Awaken, and S ranks on Sky and Space to start. Pre-Emptive and ESP will further add to that whole "impossible to kill" thing. She's only got a 1/2 point squad cost. Use her. ---------------- VF- 22 F *Comes....totally...upgraded* ---------------- HP: ~6800 EN: ~260 Mobility: ~190 Armor: ~1500 Move: 8 Size: S Type: Sky Squad Cost: 1 Repair Cost: 7000 Terrain Ratings: Sky: S Land: B Sea: C Space: S Abilities: Transform(VF-22 B) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Gatling Gunpod

~5000 1~4 +45/+30 AACA 20 (R) Micromissile ~5500 2~8 +35/+20 AACA 15 (R) Unload

~6100 115 1~4 +35/+25 AACA 2 (R) Reflex Warhead ~6900 130 1~8 +25/+20 SSSS 1 Weapon Upgrade Cost Total: Rating: 8 Notes: -------------- VF-22 B -------------- HP: ~6800 EN: ~260 Mobility: ~180 Armor: ~1600 Move: 6 Size: S Type: Sky/Land Squad Cost: 1 Repair Cost: 7000 Terrain Ratings: Sky: B Land: A Sea: B Space: S Abilities: Shield Pinpoint Barrier Transform(VF-22 F) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Beam Gun

~5200 2~5 +20/+15 AADA (10) (R) Micromissile ~5500 1~7 +20/+15 AACA 15 (M) Pinpoint Barrier Punch

~5800 110 1 +30/+25 AACA (10) Weapon Upgrade Cost Total: Combination Attack: (R) Jenius Attack Rating: 7 Notes: The Fighter is usually a better choice, but for the big enemies, you'll want to switch to this to unleash the Jenius attack. ------- FBz-99G *pre-upgraded 5 slots* ------- HP: 4200~6700 EN: 110~260 Mobility: 115~175 Armor: 1300~1900 Move: 7 Size: M Type: Sky/Land Squad Cost: 1 Repair Cost: 2200 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Spiritia Drain Beam

2500~4100 1~5 +50/0 AABA 5 (R) Missile Launcher 3500~5100 2~7 +20/+10 AABA 15 (R) Spiritia Spark Gun4000~5600 110 3~8 +35/+5 AABA (30) (R) Pentagram Beam Gun 4200~5800 120 2~6 +35/0 AABA (40) Weapon Upgrade Cost Total: 520000 Rating: 7 Notes: Pretty Good. The Spiritia Draing beam's status effect lowers morale by a whopping 15, IIRC. That's quite useful considering you also get some damage out of it. Deploying smartly, you could have a useful unit on your hands. ///// Gabil ///// Default Skills: Counter (lvl7) Morale+(Evade) ESP Spirit Commands: Invincible(10) Concentrate(15) Strike(20) Accelerate(25) Valor(35) Drive(40) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: %%%%%% Pilots %%%%%% ------ Gamlin ------ Default Skills: Potential (lvl7) Counter (lvl6) Support Attack (lvl2) Spirit Commands: Invincible(10) Concentrate(15) Snipe(30) Valor(40) Strike(20) Soul(60) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: Evade+10%/Critical+10% Notes: Gamlin is pretty good. Nice leader bonus if you want to do that, and Invincible is really appreciated on a mech as dodgy as Macross stuff is. Snipe will be useful occasionally. Just make sure to give him Ignore Size modifier if you want some real damage output out of him. ------ Kinryu ------ Default Skills: Support Attack Support Defend Cooperative Attack Spirit Commands: Concentrate(15) Spirit(35) Iron Wall(30) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: Notes: Kinryu is only with you for a short time, so don't worry about him. ------ Dokker ------ Default Skills: Fortune Morale+(Hit) Support Defend Spirit Commands: Concentrate(15) Guts(40) Trust(20) Iron Wall(30) Strike(20) Exhaust(50) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: Notes: I'm...not really sure what Dokker is trying for. Fortune is a leader type skill, but he's really not leader material. Support defend is a back-up skill. And the highest morale requirement for the VF-17 is 115. Eh, guess he's just "unique". ------- Physica ------- Default Skills: Support Defend (lvl3) Support Attack (lvl3) Squad Attack Spirit Commands: Concentrate(15) Gain(20) Mercy(10) Valor(40) Friendship(50) Encourage(50) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: Notes: Physica knows where he belongs. In the back row. Mercy is a waste, but eh, no one's perfect. Slap on Learning and ignore Size modifier and you'll have a good backrow fighter. Now, if only he could keep his keep his wife in line. Whore. ------------------ Maximillian Jenius ------------------ Default Skills: Genius Morale+(Evade) Support Attack (lvl2) Leadership (lvl4) Spirit Commands: Sense(20) Concentrate(10) Snipe(20) Valor(40) Fury(30) Love(80) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Critical+20%(Battleship) Hit/Evade+10% (Fighter) Notes: At first, he's the captain of the Battle 7. Late in the game, he'll move to a fighter. There's where that Morale+(Evade) is going to do good. Really though, I wish I could put him BACK IN THE BATTLESHIP. The Battle 7 is a great unit, and the VF-22 isn't special enough to make up for it. Note that while he is ALMOST identical, Battleship Captain Max is actually a different unit than Fighter Max. I think there's some PP sharing, but when Max joins you again as a fighter pilot, you'll have to give him new skills. --------------------- Millia Fallena Jenius --------------------- Default Skills: Morale+(Hit) Potential (Lvl 7) Support Attack (Lvl 1) Spirit Commands: Sense(20) Concentrate(20) Iron Wall(30) Valor(40) Fury(30) Love(80) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Manuverability+10%/Evade+10% Notes: Not quite as good as her estranged husband, Millia is nonetheless a very good pilot. It's a shame there's not really a better unit to put her in for most of the game. I'm tired of complaining about Potential and Iron Wall, so I'll just let it go. ------- Exedore ------- Default Skills: Morale+(Damage) Support Attack (lvl3) Leadership (lvl3) Cooperative Attack Spirit Commands: Scan(1) Strike(20) Vigor(20) Snipe(40) Invincible(10) Exhaust(50) Terrain Ratings: Sky: A Land: A Sea: B Space: A Notes: At first, Exedore is the Battle 7's first support pilot. After stage 49, however, he'll become the main pilot. The Battle 7 is worse for it, but he's definately still competent. And the Battle 7 is still amazing. --------- Miho Miho --------- Spirit Commands: Accelerate(5) Cheer(30) Luck(40) Iron Wall(30) Friendship(50) Renew(60) Notes: I <3 Miho Miho. She's so cute. She's also totally useful. A great support spirit set. Late game you'll probably find yourself wanting to save her SP for Renew. ----- Sally ----- Spirit Commands: Scan(1) Trust(30) Concentrate(15) Strike(20) Valor(40) Bless(50) Notes: Sally will seem kinda redundant while Max is captain of the Battle 7. Once Exedore takes over, however, you'll find her much more valuable. She's sorta the combat fuel for the Battle 7 for the last ten levels. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ M. Neon Genesis Evangelion ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ The EVAs are units with enourmous defensive capabilities and mediocre offensive capabilities. To really get them to do damage, you'll need to keep them together to use the combination attacks. The real question you'll come to is whether Shinji or Asuka should lead that squad. Asuka has an early game advantage, but lacks an ALL attack for most of the game. Shinji doesn' have as good of post-movement attacks until he gets the Maglock E Sword, but his higher synch ratio and leader ability make him nigh impossible to kill. He also has a long range ALL attack. As always, it's up to you. I prefer Shinj, but Asuka is totally viable. ----------- EVA Unit 00 ----------- HP: 7500~10500 EN: 130~280 Mobility: 90~150 Armor: 1500~2150 Move: 6 Size: L Type: Land Squad Cost: 2 Repair Cost: 20000 Terrain Ratings: Sky: A Land: A Sea: A Space: A Abilities: AT Field S2 Engine Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) EVA Hand Gun

3400~4700 1~4 +45/+10 AAAA 15 (M) Progressive Knife

3700~5000 1 +40/+50 DAAA (R) Pareto Rifle 3900~5200 1~7 +20/+10 AAAA 12 (R) Positron Sniper Rifle 4900~6200 110 3~10 +30/+35 AAAA 4 Weapon Upgrade Cost Total: 465000 Unlockable Attacks: (R) N2 Mine

5000~ 130 1~3 0/+10 AAAA 1 Combination Attacks: (R) EVA Unload 5500~6800 115 1~8 +15/+25 AAAA (50) Rating: 7 Notes: /////////// Rei Ayanami /////////// Default Skills: Support Defend (lvl3) Squad Attack Mental Stability Spirit Commands: Concentrate(15) Iron Wall(25) Attune(35) Exhaust(55) Sense(20) Bonds(55) Terrain Ratings: Sky: A Land: A Sea: A Space: A Leader Ability: Defend Damage-30% Notes: Pure support. SHe built quite well for it, too. EVA-00 is of course a bit expensive for a back up unit, but it's worth it. Her "Attune" Spirit is of particular value. Not everyone has strike, and it's one of the rarer Spirits in the game. I'd bring her along for that alone. ----------- EVA Unit 01 ----------- HP: 7300~10300 EN: 130~280 Mobility: 85~145 Armor: 1400~2050 Move: 6 Size: L Type: Land Squad Cost: 2 Repair Cost: 20000 Terrain Ratings: Sky: A Land: A Sea: A Space: A Abilities: AT Field S2 Engine The Beast Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) EVA Hand Gun

3400~4700 1~4 +45/+10 AAAA 15 (M) Progressive Knife

3700~5000 1 +40/+50 DAAA (R) Pareto Rifle 3900~5200 1~7 +20/+10 AAAA 12 (R) Positron Rifle 4500~5800 2~8 +30/0 AAAA 6 Weapon Upgrade Cost Total: 465000 Unlockable Attacks: (M) Maglock E Sword

5000~6300 110 1~3 +35/+50 DSAS (25) Combination Attacks: (M) Unison Kick

5800~7100 120 1~4 +20/+40 DSAA (40) (R) EVA Unload 5500~6800 115 1~8 +15/+25 AAAA (50) Rating: 8 Notes: It's decent, but it won't solve all your problems. The real standout feature of the EVA series are the powerful AT fields. Non-boss enemies will in all likelyhood be unable to touch EVAs in the front row. So I can forgive the lack of offensive power. Still, offensively, EVA unit 01 is probably going to win that game too. Unison Kick has got some power behind it. The big downside to EVA 01 is that if it's destroyed, instead of just having to pay the obscene repair 0cost, it changes into the BEAST, which, of course, will attack whatever it can and becomes a bit of a problem. ------------------ EVA Unit 01 F-Type ------------------ HP: EN: Mobility: Armor: Move: Size: Type: Squad Cost: Repair Cost: Terrain Ratings: Sky: Land: Sea: Space: Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS Weapon Upgrade Cost Total: Rating: Notes: //////////// Shinji Ikari //////////// Default Skills: Potential (lvl7) Support Attack (lvl3) Support Defend (lvl2) Spirit Commands: Strike(15) Flash(10) Accelerate(25) Valor(40) Awaken(85) Soul(55) Terrain Ratings: Sky: A Land: A Sea: A Space: A Leader Ability: AT Field strength x 1.2 Notes: Late Game, you could argue either way with regards to EVA Unit 1 or 2 and which one is better. But EVA 01 wins because Shinji is a better pilot than Asuka. I know, I know, I'm going to send her into a catatonic state, but facts are facts, and she needs to get over her mommy complex anyway. Accelerate is as useful as it always is, Potential....again, won't be activated much, but when it DOES get activated, makes EVA 01 even harder to kill. Worth noting that Shinji's sychro rate is the highest of the three, and with his leader ability, the AT field is REALLY hard to get through. ----------- EVA Unit 02 ----------- HP: 7400~10400 EN: 130~280 Mobility: 90~150 Armor: 1200~1850 Move: 6 Size: L Type: Land Squad Cost: 2 Repair Cost: 20000 Terrain Ratings: Sky: A Land: A Sea: A Space: A Abilities: AT Field S2 Engine Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) EVA Hand Gun

3400~4700 1~3 +45/+10 AAAB 15 (M) Progressive Knife

3800~5100 1~3 +40/+50 DAAA (R) Pareto Rifle 3900~5200 1~7 +20/+10 AAAA 12 (M) Sonic Glaive

4500~5800 1~4 +25/+35 DAAA Weapon Upgrade Cost Total: 465000 Unlockable Attacks: (M) A.T.Field 5200~ 110 1~4 +30/+45 DSAS (60) Combination Attacks: (M) Unison Kick

5800~7100 120 1~4 +20/+40 DSAA (40) (R) EVA Unload 5500~6800 115 1~8 +15/+25 AAAA (50) Rating: 7 Notes: EVA Unit 02 is....the more up-close and personal of the three. It's Progressive Knife is 100 points stronger than the other two, but it should never use it, because the Sonic Glaive is way better. Sonic Glaive means that Asuka will probably be leading about half the time in a squad of EVAs. The problem with EVA Unit 02 is that EVA Unit 1 gets the Maglock E sword, which is better, and since it has an ALL attack, it's just more useful. The A.T. Field Attack that EVA Unit 02 gets is great, but you get it so late in the game that it really hurts Unit 02's usefulness. Still, Unison Kick is still great. /////////////////// Asuka Langley Soryu /////////////////// Default Skills: Counter (lvl6) Support Attack (lvl2) Morale+(Hit) Spirit Commands: Great Effort(15) Sense(20) Spirit(30) Valor(35) Fury(25) Soul(60) Terrain Ratings: Sky: A Land: A Sea: A Space: A Leader Ability: Squad attack +20% Notes: Unsurprisingly, Asuka is built for attacking. Her EVA has lots of post-movement weapons, and she gets Hot Blood way earlier than most others. For the early part of the game, she'll probably want to be in the lead of your EVA squad (well, she'll ALWAYS want to, but you're in charge, don't let her boss you around), but she gets passed up once the Unit 1 gets the Maglock E Sword. She may or may not be worth the switch in the late game after the A.T.Field attack is unlocked. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ N. Raideen ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ------- Raideen ------- HP: 7900~11400 EN: 210~360 Mobility: 85~135 Armor: 1300~2050 Move: 6 Size: L Type: Sky/Land Squad Cost: 2 Repair Cost: 8000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Shield Mutron(Locked until Stage 33) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) God Missile 2800~4700 1~5 +25/+5 AABA 20 (M) Gorgon Sword

3400~4700 1~2 +35/+40 AABA (R) God Gorgon 3600~4900 1~7 +20/+35 AABA 10 (R) God Alpha 3900~5200 3~8 +40/+15 AABA (30) (R) God Gorgan Swarm 4000~5300 2~6 0/0 AABA 3 (M) God Bird

5000~6300 120 1~3 +15/+40 AABA (45) Weapon Upgrade Cost Total: 465000 Unlockable Attacks: (M) God Bird Head Cutter

4800~6100 115 1~3 +20/+30 AABA (30) (M) God Bird

5300~6600 120 1 +15/+40 AABA (40) ^*REPLACES ORIGINAL GOD BIRD*^ (R) God Voice 5600~6300 150 1~5 0/+25 AABA (120) (R) God Voice 5800~8100 140 2~7 +10/+25 SAAS (80) Rating: 8 Notes: Raideen is one of my favorite mechs, but I have to be objective, and Raideen has some issues. On the plus side, God Bird is a great attack, and Raideen is one of the few supers in the game that has decent ranged attacks. On the down side, Raideen has very few post-movements attacks. Gorgon Sword is a tad weak, and while God Bird is good, you've got to get to 120 morale. More troublesome is Raideen's survival rate. Like Getter-1, Raideen is really supposed to dodge. But the L size and low mobility will get in the way. Upgraded, Raideen will do great. Before then though, there may be some survival issues. Raideen is MUCH better in the late game than the early. Early, you've got the morale issues. After you get sound force and unlock Raideen's God Voice, morale isn't a problem, and he has a powerful new MAP attack to unleash on the enemy forces. Even if you can't find a spot for him early, reconsider Raideen later on. //////////// Akira Hibiki //////////// Default Skills: TK Power (lvl9) Sword Cut (lvl7) Shield Defend (lvl9) Spirit Commands: Sense(30) Concentrate(15) Iron Wall(25) Spirit(40) Valor(40) Fury(50) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Shield Defend +40% Notes: Raideen's pilot, he's got balanced stats. His Spirit list is very similar to a RR Pilot's but Iron Wall is actually good on Raideen. Not much else to say here. TK Power further cements the idea that Raideen is supposed to dodge. ------ Blugar ------ HP: 2500~5500 EN: 90~240 Mobility: 110~170 Armor: 950~1600 Move: 8 Size: S Type: Sky Squad Cost: 1/2 Repair Cost: 2000 Terrain Ratings: Sky: S Land: A Sea: C Space: A Abilities: Repair Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 20mm Vulcan

1600~3500 1~4 +35/+60 ABCA 30 (R) Missile 2900~4800 1~7 +20/+30 SABA 20 Weapon Upgrade Cost Total: 335000 Rating: 3 Notes: Even as a support unit, the Blugar isn't very good. It'd help if the missile was the PLA attack. The one saving grace is that it has two pilots, so the spirit list might be worth it. ////////////// Tarou Surumiru ////////////// Default Skills: Potential (lvl6) Support Defend (lvl3) Squad Attack Spirit Commands: Strike(20) Concentrate(20) Vigor(20) Spirit(40) Valor(40) Snipe(30) Terrain Ratings: Sky: A Land: B Sea: C Space: A Leader Ability: Manuverability+10% Notes: The Blugar's pilot, he possesses the more Blugar centric spirits. If you're wondering why I'm always so irritated by Potential on pilots like these, it's because generally, it's not going to get hit when it's in the back row anyway. The enemies that CAN hit it are generally strong enough to OHKO it anyway, completely negating the ability. //// Mari //// Spirit Commands: Accelerate(25) Trust(30) Cheer(35) Flash(10) Encourage(55) Exahaust(50) Notes: As a sub-pilot, Mari focuses completely on supporting other units. This works fairly well, though it can lead to an SP crunch. Accelerate is as useful as ever. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ O. Steel Jeeg ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Stee Jeeg is just one unit and a support unit. And as far as I'm concerned, the support unit is vastly superior. Still, Jeeg has a few advantages that are worth looking into to. ---- Jeeg ---- HP: 3200~6200 EN: 130~280 Mobility: 110~170 Armor: 1100~1750 Move: 6 Size: S Type: Land Squad Cost: 1 Repair Cost: 4400 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Separate(Jeeg Head) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Jeeg Beam

2000~3900 1~4 +20/0 AADA (5) (M) Knuckle Bomber

3200~4500 1~3 +40/+30 AABA (M) Dynamite Kick

3500~4800 1 +15/+35 DABA (M) Spinstorm 3700~5000 1~5 0/+10 AABA (50) (M) Jeeg Breaker

4400~5700 1 +40/+50 DSBA (30) Weapon Upgrade Cost Total: 465000 Combination Attacks: (R) Jeeg Bazooka 3400~4700 2~6 +30/+25 AABA 10 Combined with: Miwa/Big Shooter (M) Mach Drill

4800~6100 1~3 +35/+45 ASAS 8 Combined with: Miwa/Big Shooter Rating: 6 Notes: I haven't given Jeeg enough credit, I think. He has a safety if he's destroyed (the Jeeg Head), and he's as evasive as a standard Gundam, but is S size, making him more evasive. His combination attacks with Big shooter are not only very good, but also very versatile, only requiring Big Shooter to be within three spaces of Jeeg. However, his power isn't anything special, and he's quite limited in his range. Furthermore, on his own, his EN will run out very fast. Basically, what it comes down to to me is that if you're not going to upgrade him, Jeeg should sit on the bench. If you ARE going to upgrade him, he'll be a valuable addition to your team. Just treat him more like a real-type. --------------- Jeeg Pansaroido --------------- HP: 3800~6800 EN: 140~290 Mobility: 125~185 Armor: 1100~1750 Move: 8 Size: S Type: Sky/Land Squad Cost: 1 Repair Cost: 4400 Terrain Ratings: Sky: S Land: A Sea: C Space: A Abilities: Transform(Seel Jeeg) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Jeeg Beam

2000~3900 1~4 +20/0 AADA (5) (M) Knuckle Bomber

3200~4500 1~3 +40/+30 AABA (M) Dynamite Punch

3300~4600 2~5 +45/+20 AABA (5) (R) Pansaroido Missile 3900~5200 3~8 +35/+15 AABA 8 (M) Jeeg Lancer

4300~5600 1~4 +20/+30 ASBS (M) Spinstorm 4600~5900 1~6 0/+10 ASBA (50) Weapon Upgrade Cost Total: 465000 Rating: 6 Notes: While it has a more poweful ALL attack, it can't do the combination attacks with the Big Shooter. So if that's not around, I guess this is better. But not by a lot. --------- Jeeg Head --------- HP: 1800~4800 EN: 90~240 Mobility: 125~185 Armor: 1000~1650 Move: 6 Size: SS Type: Sky/Land Squad Cost: Repair Cost: 4400 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Attack

1800~3700 1 +30/+20 AACA (M) Jeeg Beam

2000~3900 1~4 +20/0 AACA (5) Weapon Upgrade Cost Total: 465000 Rating: 5 Notes: The Jeeg Head is what Jeeg is reduced to if he's destroyed. While nigh impossible to hit, it is almost like a fly and it's damage is significantly limited. Fortunately, if you are reduced to the Jeeg head, you can be restored up to two times to Jeeg by using the Big Shooter to shoot Jeeg a new body. Yeah, I know, Big Shooter is awesome. ///////////// Hiroshi Shiba ///////////// Default Skills: Potential(lvl9) Counter Fortune Spirit Commands: Concentrate(15) Strike(15) Accelerate(20) Valor(30) Invincible(10) Soul(60) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Squad recieves Ignore Size modifier skill Notes: With one of the best leader abilities around, Jeeg surprises me again. Give Hiroshi Break Morale Limit, ESave, and SP UP to really maximize his potential. ----------- Big Shooter ----------- HP:3700~6700 EN:140~290 Mobility: 110~170 Armor: 1300~1950 Move: 7 Size: S Type: Sky Squad Cost: 1/2 Repair Cost: 4400 Terrain Ratings: Sky: S Land: A Sea: C Space: A Abilities: Resupply Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Missile

2800~4700 1~4 +40/0 AABA 25 (R) Beam 3200~5100 1~6 +30/+10 AACA (20) Weapon Upgrade Cost Total: 335000 Rating: 7 Notes: There's no way that Big Shooter should lead a squad, but it does so much, I have to give it props. Firstly, it has the resupply ability (and hence, will regenerate EN for the squad she's in), secondly, if you're using Jeeg, she unlocks his best attack and another longer range attack for him, all just by being within three squares of him. AND if Jeeg is destroyed, the Big Shooter can restored him from the Jeeg head. All this...for half a squad point. Yeah. IMO, this is the best support unit in the game. Oh, AND Miwa has some nice spirit commands. ////////// Miwa Uzuki ////////// Default Skills: Support Attack (lvl3) Support Defend (lvl3) SP UP Spirit Commands: Concentrate(20) Trust(20) Cheer(25) Flash(15) Valor(40) Hope(80) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: HP/EN Regen+50% Notes: Default SP up is a blessing that will save you a TON of PP in the long run. Her real value arises when she levels enough to get her "Hope" spirit. Her low (relatively) cost and huge SP pool allows her to get several charges of it off. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ P. Virtua ON! ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ The first non-anime series to be introduced into SRW, The Virtua ON! units are quite good. They're not amazing, but they're definately solid. They also have quite a few S ranks amondg them. They won't do the most damage. But they'll put up a serious fight. ----------- Temjin 747J *pre-upgraded 2 slots* ----------- HP: 4700~7700 EN: 170~320 Mobility: 125~185 Armor: 1300~1950 Move: 7 Size: M Type: Land Squad Cost: 1 Repair Cost: 2500 Terrain Ratings: Sky: A Land: S Sea: B Space: S Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Sword Wave Furiikenshi 3600~5200 1~6 +40/+10 AABA (5) (M) Burisshi Saber

3900~5500 1~4 +20/+45 DSBA (R) Radical Zapper 4200~5800 2~8 +35/+30 AABA (25) (R) Formula Assault

4400~6000 110 1 +15/+10 DSBA (M) Buri Slider

4900~6500 120 1~3 +35/+45 ASAS (40) Weapon Upgrade Cost Total: 465000 Rating: 7 Notes: A solid unit. It'd be nice if he didn't vary between Range and Melee so much, but he's got lots of post-movement attacks and a solid ALL attack. ///// Chief ///// Default Skills: Counter (lvl9) Sword Cut (lvl7) Support Attack (lvl3) Spirit Commands: Accelerate(15) Concentrate(15) Strike(15) Invincible(10) Valor(40) Soul(55) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Move+1/Hit+10% Notes: Chief is built to be the leader with Counter and Support attack. Soul really helps add on the damage. As usual, Ignore Size Modifer, Break Morale Limit, and SP UP will max out his damage. -------- Fei Yen -------- HP: 4200~7200 EN: 180~330 Mobility: 130~190 Armor: 1100~1750 Move: 8 Size: S Type: Land Squad Cost: 1 Repair Cost: 2500 Terrain Ratings: Sky: A Land: S Sea: B Space: S Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Heart Full Attack

3600~5200 1~6 +30/0 AADA (5) (M) Pinky Lash

3800~5400 1~4 +45/+40 DABA (R) Vivid Pink Extra 4200~5800 3~7 +10/+20 AABA (20) (R) Emotional Attack 4600~6200 130 1~9 +40/+40 SSDS (30) Weapon Upgrade Cost Total: 465000 Rating: 6 Notes: She's not as good as Temjin, but those ALL attacks are great to have around. As a side note, I don't think you could create a more girly robot if you tried. No, not even those Goddannar units. /// Fei /// Default Skills: Fortune Pre-emptive Sword Cut (lvl 7) Spirit Commands: Bless(30) Concentrate(15) Sense(20) Valor(40) Accelerate(15) Exhaust Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Evade+20% Notes: Her cheap Bless combined with a high SP pool is really nice. She's also more than capable of staying alive. Give her Learning and Squad attack and she'll sit pretty in the back row. ------------------ Aphardm The Hatter ------------------ HP: 5300~8300 EN: 160~310 Mobility: 120~180 Armor: 1400~2050 Move: 7 Size: M Type: Land Squad Cost: 1 Repair Cost: 2500 Terrain Ratings: Sky: A Land: S Sea: B Space: S Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Judo Tonfa

3800~5400 1~5 +30/+30 AABA (M) Supersonic Tengaron 3900~5500 1~6 +10/0 AABA (15) (M) Dramatic Tonfa

4300~5900 1~4 +40/+50 AABA (10) (M) Dramatic the Hatter

4700~6300 115 1~3 +35/+30 DSBS (40) Weapon Upgrade Cost Total: 465000 Rating: 7 Notes: He's about Temjin's equal. He loses a bit of range, but his focus on melee attacks helps. His ALL attack is weaker, but his morale requirements are less. It really comes down to the "pilot", which makes Temjin better. Still a good unit. ////////// The Hatter ////////// Default Skills: Potential (lvl8) Support Defend (lvl3) Sword Cut(lvl7) Spirit Commands: Invincible(10) Concentrate(15) Strike(15) Valor(30) Drive(30) Accelerate(20) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: This is why Temjin is the one leading. Support defend and no Soul makes the Hatter a back-up pilot. Quite a GOOD backup pilot, but back-up nonetheless. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Q. Banpresto Original ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ The Banpresto Originals are almost without exception amazing. Use them. Note, when dealing with the Main Characters, Spirit Commands are based on the default birthday for them. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ I. Cobray Route ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ------- Werkbau ------- HP: EN: Mobility: Armor: Move: Size: Type: Squad Cost: Repair Cost: Terrain Ratings: Sky: Land: Sea: Space: Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS Weapon Upgrade Cost Total: Rating: Notes: --------------- Dis Astranagant --------------- HP: EN: Mobility: Armor: Move: Size: Type: Squad Cost: Repair Cost: Terrain Ratings: Sky: Land: Sea: Space: Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS Weapon Upgrade Cost Total: Rating: Notes: ////// Cobray ////// Default Skills: Spirit Commands: Terrain Ratings: Sky: Land: Sea: Space: Leader Ability: Notes: ---------- Wildwurger ---------- HP: EN: Mobility: Armor: Move: Size: Type: Squad Cost: Repair Cost: Terrain Ratings: Sky: Land: Sea: Space: Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS Weapon Upgrade Cost Total: Rating: Notes: ///////////// Arado Balanga ///////////// Default Skills: Spirit Commands: Terrain Ratings: Sky: Land: Sea: Space: Leader Ability: Notes: ---------- Wildfalken ---------- HP: EN: Mobility: Armor: Move: Size: Type: Squad Cost: Repair Cost: Terrain Ratings: Sky: Land: Sea: Space: Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS Weapon Upgrade Cost Total: Rating: Notes: ////////////////// Seolla Schweitzher(?) ////////////////// Default Skills: Spirit Commands: Terrain Ratings: Sky: Land: Sea: Space: Leader Ability: Notes: --------- Valuk Ben --------- HP: EN: Mobility: Armor: Move: Size: Type: Squad Cost: Repair Cost: Terrain Ratings: Sky: Land: Sea: Space: Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS Weapon Upgrade Cost Total: Rating: Notes: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ II. Kusuha Route ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ///////////// Kusuha Mizuha ///////////// Default Skills: Spirit Commands: Terrain Ratings: Sky: Land: Sea: Space: Leader Ability: Notes: /////////////////////////// Brooklyn "Bullet" Luckfield /////////////////////////// Default Skills: Spirit Commands: Terrain Ratings: Sky: Land: Sea: Space: Leader Ability: Notes: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ III. Touma Route ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ----- RaiOH ----- HP: EN: Mobility: Armor: Move: Size: Type: Squad Cost: Repair Cost: Terrain Ratings: Sky: Land: Sea: Space: Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS Weapon Upgrade Cost Total: Rating: Notes: -------- DaiRaiOH -------- HP: EN: Mobility: Armor: Move: Size: Type: Squad Cost: Repair Cost: Terrain Ratings: Sky: Land: Sea: Space: Abilities: Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS Weapon Upgrade Cost Total: Rating: Notes: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ IV. Selena Route ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ---------- AS Soleras *Replaced by AS Aleras* ---------- HP:5000~8000 EN: 150~300 Mobility: 115~175 Armor: 1000~1650 Move: 6 Size: M Type: Sky/Land Squad Cost: Repair Cost: 4000 Terrain Rankings: Sky: C Land: A Sea: B Space: A Abilities: Sword Jamming Double Image Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Sol Laza

3200~4800 1~4 +30/+10 AABA (5) (M) Stealth Boomerang

3700~5300 2~5 +10/+10 AABA 6 (M) Sol Fencer

4000~5600 1~2 +20/+15 AABA (15) (M) Gatling Tempest

4500~6100 115 1 +5/+20 AABA 5 Weapon Upgrade Cost Total: 465000 Rating: 8 Notes: Like all the original mecha, AS Soleras is awesome. It's a little melee focused for a real type, but assuming you can get in range, it'll tear the enemy up. ---------- AS Alegras ---------- HP: 5800~8800 EN: 180~330 Mobility: 130~190 Armor: 1200~1850 Move: 9 Size: M Type: Sky/Land Squad Cost: 1 1/2 Repair Cost: 4500 Terrain Ratings: Sky: A Land: S Sea: B Space: A Abilities: Sword Jamming Double Image Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Invisible Assassin

~4100 105 2~5 0/-15 AABA 1 (M) Sol Laza

3600~5200 1~5 +30/+10 AABA (5) (M) Savant Suragga

4000~5600 2~5 +20/+10 AABA 8 (M) Sol Fencer

4300~5900 1~3 +20/+15 AABA (15) (M) Magna Tempest

4700~6300 110 1 +5/+20 ASBS 6 (M) Rush Ballerena Veil

5400~7000 120 1~3 +20/+20 SSBS (40) Weapon Upgrade Cost Total: 465000 Rating: 10 Notes: While not as directly powerful as the Dis Astranagant, the Alegras is quite the amazing machine. Keeping all the Soleras' weapons with an upgrade, the Alegras adds a new power attack with Rush Ballerena, and it adds the totally awesome post-movement MAP attack Invisible Assassin. As Serena doesn't have Awaken (at least by default) it's not quite as abusable as Banprieos' TK Missile. But as the only other post-movement MAP attack in the game, it's damn close. ////// Selena ////// Default Abilities: Support Attack Cooperative Attack Pre-emptive Spirit Commands: Concentrate(15) Flash(10) Fury(30) Valor(40) Drive(60) Soul(60) Terrain Rankings: Sky: A Land: A Sea: C Space: A Leader Ability: Critical+30% Notes: Like all the originals, Selena is a great pilot. I'm not particularly thrilled with either her skills or spirits, however. Drive is almost completely wasted, as Selena's highest morale requirement is only 120, plus it's 60 SP. Cooperative attack is good for some to have, but it's nothing special, and Pre-emptive is really only gonna help the hit rate, as if you upgrade the AS's mobility (and you should), it's gonna be nigh-impossible to hit anyway (even before Jamming and Double Image) //// Elma //// Spirit Commands: Scan(1) Concentrate(15) Vigor(15) Decoy (40) Fury(30) Renew(60) Notes: Elma is Selena's robot friend that acts as a subpilot for her mech. Of course, he can't learn any skills as a subpilot, but more spirit commands are always welcome, and he's got a great support list. -------------- Altairlion(CF) *recieves upgrades from Vegalion* -------------- HP: ~7100 EN: ~290 Mobility: ~185 Armor: ~1500 Move: 8 Size: M Type: Sky Squad Cost: 1 Repair Cost: 4400 Terrain Ratings: Sky: A Land: B Sea: C Space: A Abilities: Transform(Altairlion(DF)) Combine(Vegalion->Hyperlion) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 90mm GG Cannon

~4600 1~2 +20/+30 AABA 10 (R) CTM-07 Prometheus ~5200 1~6 +30/0 AABA 8 (R) G Accel Drive

~5500 2~3 0/+10 AACA 6 (R) Manuever GRaMXs

~6100 130 3~5 +30/0 AABA 3 Weapon Upgrade Cost Total: Rating: Notes: -------------- Altairlion(DF) -------------- HP: ~7100 EN: ~290 Mobility: ~175 Armor: ~1600 Move: 6 Size: M Type: Sky/Land Squad Cost: 1 Repair Cost: 4400 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Transform(Altairlion(CF)) Combine(Vegalion->Hyperlion) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) 90mm GG Cannon

~4600 1~3 +20/+30 AABA 10 (M) Sonic Saber

~4900 110 1~2 +40/+10 AABA (15) (R) CTM-02 Spikyul

~5100 3~4 +10/0 AABA 2 (R) CTM-07 Prometheus ~5200 1~6 +30/0 AABA 8 (R) G Accel Drive ~5500 3~7 0/+10 AACA 6 Weapon Upgrade Cost Total: 520000 Rating: Notes: --------- Hyperlion --------- HP: ~8000 EN: ~320 Mobility: ~185 Armor: ~1800 Move: 8 Size: M Type: Sky Squad Cost: 1 1/2 Repair Cost: 4400 Terrain Ratings: Sky: A Land: B Sea: C Space: S Abilities: Double Image Seperate(Hyperlion -> Altairlion/Vegalion) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) CTM-05 Pleiades ~4900 110 1~3 +40/+10 AABA (15) (R) Twin GG Cannon

~4900 1~4 +20/+30 AABA 10 (R) CTM-02 Spikyul

~5100 3~5 +10/0 AABA 2 (R) CTM-07 Prominens W ~5400 1~6 +30/0 AABA 8 (R) CTM-09 Saifat ~5800 3~8 -10/0 AABA 2 (R) G-Drive X Combination ~6100 2~9 0/+10 AACA 6 (R) Manuever GRaMXs

~6800 130 3~6 +30/0 AACA 3 Weapon Upgrade Cost Total: 520000 Rating: Notes: /////////// Ibis Dagras /////////// Default Skills: Support Attack (lvl3) Counter (lvl8) Support Defend (lvl3) Spirit Commands: Great Effort(15) Concentrate(15) Sense(25) Valor(35) Spirit(40) Bonds(80) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Move+1/Evade+10% Notes: Ibis seems to have taken on a sort of hybrid role of attacker/supporter. She's not amazing, but she's solid. //////////////// Tsugumi Takakura //////////////// Spirit Commands: Scan(1) Trust(30) Cheer(35) Friendship(50) Encourage(60) Hope(90) Notes: The Altairlion and first Hyperlion sub-pilot, you'll probably want to save the SP for that Hope spirit. -------- Vegalion -------- HP: 4200~6700 EN: 120~270 Mobility: 120~180 Armor:1100~1700 Move: 8 Size: M Type: Sky Squad Cost: 1 Repair Cost: 4400 Terrain Ratings: Sky: A Land: B Sea: C Space: A Abilities: Combine(Altairlion -> Hyperlion) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) CTM-05 Breades 3000~3800 120 1~5 +10/0 AABA 2 (R) 110mm GG Cannon

3200~4000 1~2 +20/+30 AABA 10 (R) CTM-07 Prominens 3600~5200 2~4 +30/0 AABA 8 (R) G Break Drive 4000~5600 2~8 0/+10 AACA 6 (R) CTM-09 Saifato 4200~5800 3~7 -10/0 AABA 2 Weapon Upgrade Cost Total: 520000 Rating: 5 Notes: It's...decent...I guess. It seems to be stuck in the world of Alpha 2, where it would be a good unit. Stick it in the back where you have room, I guess. Later on, it'll be very useful combining with Altairlion to form Hyperlion. But that's really all it's good for. =\ ////////////// Sleigh Presley ////////////// Default Skills: Support Defend (lvl3) Support Attack (lvl3) Pre-Emptive Spirit Commands: Accelerate(20) Concentrate(15) Flash(10) Snipe(30) Valor(40) Fury(30) Terrain Ratings: Sky: A Land: A Sea: C Space: A Leader Ability: Notes: At the very least, you shouldn't have to worry about Vegalion being shot down with Sleigh at the helm. She's quite a good pilot. Later on, her spirits will help Hyperlion quite a bit, though I prefered her Alpha 2 spirit list. ------- Esurimu ------- HP: 4900 EN: 150 Mobility: 90 Armor: 1300 Move: 6 Size: M Type: Land Squad Cost: N/A Repair Cost: 3000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Oulu Blade

2800 1 +30/+10 AABA (R) Baraku Rifle 3000 1~6 +10/0 AABA 15 Weapon Upgrade Cost Total: Rating: Notes: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ V. All routes ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ -------------- R-Blade Custom -------------- HP: 5000~7500 EN: 140~290 Mobility: 120~180 Armor: 1400~2000 Move: 7 Size: M Type: Sky/Land Squad Cost: 1 Repair Cost: 3200 Terrain Ratings: Sky: A Land: A Sea: C Space: A Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) G Revolver

3400~5000 1~4 +40/+35 AABA 12 (R) G Railgun 3900~5500 1~6 +20/+15 AABA 8 (R) Split Beam Cannon 4100~5700 2~7 +40/+40 AABA (30) (M) Blade Tonfa

4500~6100 110 1~3 +35/+30 AABA (10) Weapon Upgrade Cost Total: 465000 Rating: 7 Notes: The R-Blade Custom is a solid unit that you'll want to upgrade before stage 44. Upgrades to it carry over to Banpreios, but it's cheaper to upgrade it. Plus, you'll have an empty unit that you can put in that's fully upgraded. ------------- R-Gun Powered ------------- HP: 4500~7500 EN: 150~300 Mobility: 110~170 Armor: 1100~1750 Move: 6 Size: M Type: Land Squad Cost: 1 Repair Cost: 3500 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Vulcan Cannon

1800~3400 1 +40/+20 AABA 20 (R) T-Link Boomerang

3500~5100 * 2~4 +25/+10 AABA (R) Twin Magna Rifle 3700~5300 1~6 +30/+20 AABA 12 (R) High Twin Launcher4600~6200 110 1~8 +30/+10 AABA (30) Weapon Upgrade Cost Total: 465000 *Requires TK Power lvl 1 Rating: 6 Notes: The real purpose of the R-Gun powered is to unlock Banpreios' final attack. However, it's a solid unit in it's own right. I wouldn't want it actually leading a squad, but as a back up unit, it's quite good. ///////////// Viletta Badam ///////////// Default Skills: TK Power (lvl3) Support Attack (lvl3) Support Defend (lvl3) Squad Attack Spirit Commands: Accelerate(25) Concentrate(15) Sense(25) Valor(40) Critical+(40) Spirit(40) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: Viletta is a solid pilot. Support attack is once again wasted, but she comes pre-loaded with Squad Attack, so I can forgive her. It's good she has the Spirit spirit, as this will help make sure you can use Banpreios' Combination attack once its ready. --------- Banpreios *recieves upgrades from R-Blade Custom when acquired* --------- HP: 9000~125000 EN: 200~350 Mobility: 90~140 Armor: 1500~2250 Move: 6 Size: L Type: Sky/Land Squad Cost: 2 1/2 Repair Cost: 13000 Terrain Ratings: Sky: A Land: A Sea: B Space: S Abilities: TK Field Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Telekinesis Missile HP

3500~4300 120 1~4 +10/0 AABA 1 (R) Hyper Mudetoneita 3800~5100 1~7 +40/+10 AADA 15 (R) Gun Genocider

4200~5500 2~5 +10/+30 AABA (10) (M) T-LINK Blade Knuckle

4800~6100 110 1~3 +30/+35 AABA (20) (R) Altered Full Burst5700~6800 120 2~8 +35/+15 AABS 5 Unlockable Attacks: (M) Combination Attacks: (R) Weapon Upgrade Cost Total: 520000 Rating: 11. That's right. We go to 11 and all that jazz. Notes: Flaws? Banpreios knows not this "Flaw" thing. Perhaps the 1 ammo on its powerful post-movement map attack could be considered a flaw, but Resupply is easy to get to. Banpreios seriously has it all. One of only 2 Post-Movement MAP attacks in the game? Check. Powerful ALL attack? Check. Poweful Post-Movement Attacks? Check. Decent ranged Post-movement Attacks? Check. Excellent ranged attacks? Check. Hell, it even has a powerful PLA attack. When you acquire Banpreios in stage 44, it will be very good and should immediately take place in a squad(made easier by the fact you immediately are broken into four small groups). Once it recieves its fourth pilot on stage 54, you almost don't need other units. Almost. Of course, all that said, the real star of Banpreios' lineup is that MAP attack. Since Ryusei has Awaken, you can have the unit go repeatedly in one turn as long as you keep his SP full. Rai can use Valor and Strike. If you deploy enough units with Renew and Hope, and you don't really have to deploy that many. Banpreios can literally clear a map in a single turn. I know mainly because I really had to on my first playthrough. /////////// Ryusei Date /////////// Default Skills: TK Power (Locked until 44) (lvl9) Potential (lvl9) Morale+(Damage) Spirit Commands: Strike(15) Concentrate(15) Invincible(10) Valor(35) Spirit(40) Awaken(100) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Damage Taken-10%/Critical+10% Notes: While in the R-Blade Custom, Ryusei is a decent pilot that'd be better if his TK power wasn't locked. After you recieve Banpreios, Ryusei is still a good pilot, but he's not really an exceptional one. He's just good. Course, his unit will make up for that with its post-movement MAP attack of doom. The key feature here is Awaken. This is what keeps Banpreios going. ///////////////////// Raideise F. Branstein ///////////////////// Default Skills: Genius Support Attack (lvl3) Counter (lvl 8) E Save Spirit Commands: Accelerate(25) Concentrate(15) Strike(10) Valor(40) Fury(30) Drive(55) Notes: Rai has skills for no reason. Well, I mean, the normal SRX has seperate units, but Banpreios can't seperate. His Spirit set is designed to have Banpreios smash the enemy. ///////////// Aya Kobayashi ///////////// Default Skills: TK Power (lvl8) Support Defend (lvl3) Focused Attack Spirit Commands: Cheer(35) Trust(30) Iron Wall(30) Flash(10) Encourage(60) Renew(80) Notes: My only guess for why the Banpreios pilot's that aren't the main have skills is that the in-game story of Banpreios being fused together because they ran out of time was an out of game story as well. Aya is a pure support pilot. Mai straddles the support pilot line, but Aya leaps right over it. But her ///////////// Mai Kobayashi ///////////// Default Skills: TK Power (lvl8) Support Attack (lvl2) Cooperative Attack Spirit Commands: Bless(40) Concentrate(10) Accelerate(25) Sense(25) Valor(45) Hope(90) Notes: Really is a shame these sub-pilots can't learn SP UP. She's got a nice spirit set, but you'll want to save most of her SP for Hope. --------- Bemidoban *pre-upgraded 4 slots* --------- HP: 9000~12500 EN: 250~400 Mobility: 65~115 Armor: 1900~2650 Move: 6 Size: L Type: Land Squad Cost: 2 Repair Cost: 8000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Weapon Block Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Doban Crusher

4500~5800 1~3 +25/+35 ASCA (M) Doban Hammer 5200~6500 3~7 +30/+30 BSCA (M) Doban Impact

6200~7500 120 1~4 +35/+25 ASCS (40) Weapon Upgrade Cost Total: 520000 Rating: 8 Notes: /////////// Baran Doban /////////// Default Skills: Potential (lvl9) Guard Morale+(Damage) Mental Stability Battle Spirit Spirit Commands: Iron Wall(15) Invincible(10) Strike(20) Spirit(30) Valor(35) Fury(25) Terrain Ratings: Sky: B Land: S Sea: B Space: A Leader Ability: Damage Taken-10% Notes: Like most late game pilots, Baran Doban comes pre-stacked. He even has Ace status to boot. Unsurprisingly given his mech, he's built to tank any and all damage. It shows. ------- Shumuel *pre-upgraded 4 slots* ------- HP: 5000~8000 EN: 190~340 Mobility: 120~180 Armor: 1500~2150 Move: 7 Size: M Type: Land Squad Cost: 1 Repair Cost: 4000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Dakal Spear

3800~5400 1~3 +35/+15 AABA (R) Oulu Canon 4000~5600 1~7 +25/+5 AABA 15 (M) Hazak Shuvaira

4200~5800 110 1~4 +40/+30 AABA (40) Weapon Upgrade Cost Total: 465000 Rating: 5 Notes: Decent defensive stats, but lacks oomph. Assuming you upgraded the R-Blade Custom, you should most likely move Rulia into that. //////////// Rulia Kaishi //////////// Default Skills: Support Attack Support Defend (lvl4) Sword Cut (lvl8) Pre-emptive Spirit Commands: Trust(25) Concentrate(15) Sense(20) Accelerate(20) Valor(35) Hope(95) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Move+1/Critical+10% Notes: Rulia is a support pilot and reason number two you should have upgraded the R-Blade Custom. The Shumuel isn't that good, but even if it was, a fully upgraded unit is better. Hope is kind of expensive, but it's always nice to have another shot or two of that. ---------- Dygenguard ---------- HP: 8000~11500 EN: 185~335 Mobility: 85~135 Armor: 1500~2250 Move: 6 Size: L Type: Sky/Land Squad Cost: 2 Repair Cost: 9000 Terrain Ratings: Sky: A Land: A Sea: B Space: A Abilities: Sword Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Energy Wave

3800~5100 1~4 +15/+10 AABA (5) (M) Boomerang Blade

4300~5600 1~3 +10/0 AABA (M) Sword Strike 1

5000~6300 110 1~3 +15/0 AABA (30) (M) Sword Strike 2

6200~7500 130 1 +20/+50 SSBS (50) Weapon Upgrade Cost Total: 520000 Combination Attacks: (M) Tatsumaki Zankantou

6800~8000 140 1~4 Rating: Notes: ////////////// Sanger Zonvolt ////////////// Default Skills: Potential (lvl9) Sword Cut (lvl9) Counter (lvl9) Spirit Commands: Strike(10) Drive(45) Iron Wall(20) Invincible(10) Valor(35) Fury(30) Terrain Ratings: Sky: A Land: A Sea: B Space: A Leader Ability: Notes: Sanger is unique in that he actually maxes out all of his natural skills. Since his purpose is damage, Break Morale Limit, Ignore Size Modifier, and SP UP are almost certainly the trio you're going to want here. ------------ Aussenseiter ------------ HP: 7900~11400 EN: 190~340 Mobility: 95~145 Armor: 1600~2350 Move: 8 Size: L Type: Land Squad Cost: 2 Repair Cost: 9000 Terrain Ratings: Sky: A Land: S Sea: B Space: A Abilities: Shield Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (R) Shield Plate

3700~5000 1~4 +25/+30 AABA (R) Lanshe Cannon 3900~5200 1~8 +25/+10 AABA 15 (R) Lanshe Cannon W 4800~6100 110 3~9 +35/+15 AABA 8 (R) Sturmangriff

5900~7200 125 1~5 +20/+30 SSBS (50) Weapon Upgrade Cost Total: 520000 Rating: Notes: /////////////////// Ratsel Feinschmaker /////////////////// Default Skills: Genius Support Attack (lvl 3) Support Defend (lvl 3) Cooperative Attack Spirit Commands: Concentrate(10) Strike(10) Flash(10) Accelerate(20) Valor(40) Fury(25) Terrain Ratings: Sky: A Land: A Sea: A Space: A Leader Ability: Move+1 Notes: Since he's probably going to spend most of his time in the back of Sanger's squad, Squad attack and Learning are reccommended. Course, then there's SP UP.... -------------- Nashim Guneden -------------- HP: ?????? (over 100000) EN: 600 Mobility: 60 Armor: 1500 Move: 4 Size: 2L Type: Sky/Land Squad Cost: N/A Repair Cost: 0 Terrain Ratings: Sky: S Land: S Sea: S Space: S Abilities: Full Block EN Regen(Large) Weapons: Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN) ALWS (M) Eden Gore

4900 2~4 +10/+15 SSSS (10) (R) Mavet Gospel 5800 3~13 +30/+10 SSSS 99 (R) Foro Za Zan 6900 120 1~9 +15/0 SSSS (80) Weapon Upgrade Cost Total: N/A Rating: 10 Notes: Dude, it's got over 100000 HP. What more do you want? //// Irui //// Default Skills: TK Power lvl9 Potential lvl9 Battle Spirit Morale+(Damage) Guard Support Attack lvl3 Spirit Commands: Love(50) Attune(10) Trust(10) Encourage(40) Bless(10) Cheer(10) Terrain Ratings: Sky: S Land: S Sea: S Space: S Leader Ability: Squad's terrain ratings to A Notes: 50 SP Love is all you needed, but then she's got a whole bunch of cheap Support Spirits to boot. AH, too bad it's only one stage. ============================================================================== 7. Skills Encyclopedia ============================================================================== There are two types of skills. Skills that you can buy, and skills that you cannot. The skills you cannot buy TEND to be stronger or have quite desirable effects. Of course, the skills you can't buy are pretty awesome too. At least, some of them are. Now, that said, they aren't really in a competition, as you can't replace unpurchasable skills. Pilots will come to you with several natural skills. Natural skills are not all Unbuyable. Most pilots don't even know an unpurchaseable skill. However, Natural skills are different because they can level up with the pilot. If a pilot knows a skill that has multiple levels, such Potential, or Support Attack, then as they level up, they can learn more levels. Not all pilots who possess such a skill will level up to the maximum, of course. In fact, most do not. If this is the case, you can purchase additional levels in order to max these skills out. The additional levels will be seperated by a + (i.e. Counterlvl3+2) They'll only cost the +level, as well (so, if a pilot knows Counter Lvl4, purchasing one level of counter to make it Counterlvl4+1, it'll only cost 25 PP, not 45). Note that while you CAN replace natural skills, it's not something you'll generally have the extra PP for until repeat playthroughs. It's better to spend your PP on improved Terrain Ratings than to replace a skill. I think...that's all there is to say about skills. Here's a key.... ------- (1) ------- Effect: (2) PP Cost: (3) Purpose: (4) Notes: (5) (1)The name of the skill, easy enough. (2) What the skill does. (3)The cost to purchase the skill, if there are multiple levels for the skill, the costs will be noted. (4)This will denote whether its for Leaders, Back-ups, or both. (5)Comments about the skill ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ A. Purchasable Skills List ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Before I go further, I suppose I should list the skills that you can buy in the order you can buy them. Since, you know, I'm assuming you can't read Japanese. Page 1 Sword Cut Shield Defend Potential Counter Support Attack Support Defend Page 2 SP Up Warring Heart Battle Spirit Morale+(Evade) Morale+(Hit) Morale+(Damage) Page 3 Morale+(Destroy) E Save B Save Learning Cooperative Attack Squad Attack Page 4 Focused Attack Pre-emptive Guard Break Morale Limit Improved Repair Improved Resupply Page 5 Ignore Size Modifier ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ B. Purchasable Skills ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ --------- Sword Cut --------- Effect: If the pilot's unit is equipped with a sword, allows the pilot to cut down or parry certain attacks a certain amount of the time. PP Cost: 25/30/40/45/50/55/60/65 Purpose: Either Notes: Sword Cut allows you to completely avoid certain attacks a certain amount of the time without regard to hit percentage. Even if the enemy's attack has a 100% chance to hit, you can still cut it down. Some attacks cannot be cut, however. In general, Beams can't be cut, whether they be officially designated Beam or not. The important thing to note about Sword cut is that most pilots that come in a unit capable of sword cutting will already have the skill. So you'll rarely have to buy this all the way. You'll simply have to fill it out, if you so choose. ------------- Shield Defend ------------- Effect: When selecting Defend or Support defending, if the pilot is in a unit with a shield, the pilot will use its shield to further reduce the damage. PP Cost: 25/30/35/40/45/50/55/60/65 Purpose: Either Notes: While I love Sword Cut, I'm not as enamored with Shield Defend. Most of the units with Shield's RRs, and if they're defending enough to get much use out of Shield defend, there's a problem. Then again, Shield defend is a nice combo with Support defend. I wouldn't be that eager to replace it, but I wouldn't buy it for anyone. Also like sword cut, however, Shield Defend is given to most pilots who have units with shields. --------- Potential --------- Effect: Increases Hit, Evade, Armor, and Critical when HP is at 40% or less. PP Cost: 25/30/35/40/45/50/55/60/65 Purpose: Either Notes: Potential comes from the Super Robot tradition of ALMOST getting thier ass kicked....and then pulling out amazing feats of power and skill at the last minute. More levels of potential will increase the effect accordingly. On Super Robots, their nautrally high HP will allow them to ------- Counter ------- Effect: A certain percentage of the time, when attacked by the enemy, the unit with Counter will strike first. Higher levels of Counter will increase the percentage PP Cost: 25/30/35/40/45/50/55/60/65 Purpose: Leader Notes: Counter is my favorite skill that I never buy. The only time it's actually useful is if the counter attack kills the targetted enemy. So the value will depend entirely upon the enemies that you're facing. Against a lot of smaller enemies, this can be great, as you can negate all the damage you would have taken by destroying them first. If you don't kill the enemy, however...it's kind of pointless. -------------- Support Attack -------------- Effect: Allows a character to perform a support attack when an ally attacks from a square next to them. PP Cost: 100/120/140/160 Purpose: Leader Notes: Some people love Support attack. I'm....not that enthusiastic about it. It's a solid skill, don't get me wrong, it just doesn't often fit my playstyle. To be able to do a support attack the Support attacker must not have already acted this turn. Also, you cannot do a squad attack AND a Support attack at the same time, it's one or the other. However, you CAN do a Combination attack and a Support attack at the same time, provided the character with Support attack isn't part of the Combination. ALL attacks can also not be used with Support Attacks. Support Attacks are usually stronger than Squad attacks, as any non-ALL attack can be used and it'll be done at full strength. Also, only leaders can support attack. You should have multiple units with this skill deployed, but many pilots come with this already and so you really won't need to buy it. The primary reason for this is to deal with enemies that retreat after reaching a certain HP (bosses). Using a support attack will let you finish them off and collect the money and occasional Skill Point. -------------- Support Defend -------------- Effect: If a non-ALL attack is about to hit a character in the same squad or squad next to a leader with this skill, the Support defender will defend against the attack instead of the target. The level determines the number of times per turn a unit will Support Defend. PP Cost: 100/120/140/160 Purpose: Either Notes: Really, this is for the back-up pilots. The idea is that it's better for a weaker character to take half damage than your leader to take full damage. It's generally as solid concept. There are a few times where it can get annoying where unupgraded grunt suits are taking hits for a fully upgraded Mazinkaiser, but it's generally just a good idea to spread the damage around. There are two cases where it just won't work. First, if the Support Defender would be killed by the attack, they won't jump out in front, at least, not automatically, you may be able to set them to, as the enemy will often have a backup unit killed by support defending. Second, if you're squad attacked, the support defender will block all the squad attacks, but not the leader's attack. Even if the squad attacks all miss, you're get no support defend. However, if the support defender doesn't have to actually block for you, it won't get counted as one of thier charges. While many pilots have this skill naturally, few will max it naturally. You'll have to fill it up for them. ----- SP UP ----- Effect: Raises pilot's SP by 6 points per level PP Cost: 25/30/35/40/45/50/55/60/65 Purpose: Either Notes: SP Up is awesome. It allows you to use your spirits more often, and spirits can really change the flow of battle. Any leader and any unit with support spirits should have this if possible. ------------- Warring Heart ------------- Effect: Boosts the pilot's morale by 5 at the start of the battle. PP Cost: 80 Purpose: Specific Notes: This gives the same boost as if a pilot was an ace. This does stack with the Ace bonus, AND the top ace bonus. This means that you could have up to three units start with 115 morale. Of course, except in limited situations, you shouldn't actually get this skill. Goldymarg should get it, and the Sound Force members could use it as well. Everyone else should take a pass. ------------- Battle Spirit ------------- Effect: After the first turn, gain 2 morale per turn. PP Cost: 70 Purpose: Specific...junk Notes: The problem with Battle Spirit is that battles just don't last long enough to make good use of it. Many many battles will be over in five or six turns. This means you'll get all of 8-10 morale. It's not that it's useless, there's just better skills, even for Goldymarg. -------------- Morale+(Evade) -------------- Effect: Pilot gains 1 morale when dodging an attack PP Cost: 70 Purpose: Specific/Leader Notes: In general, I find the Morale+ skills to be lacking, simply because I have Sound Force to boost my morale as high as I need. Still, this is an effective way for RRs to gain morale. Send them out front and watch the morale build. Most super robots don't want to touch this. ------------ Morale+(Hit) ------------ Effect: Pilot gains 1 morale when an attack hits the enemy PP Cost: 70 Purpose: Specific/Leader Notes: If you're going to get a Morale+ skill, this is a great one for most. You CAN hit the enemy, right? Again, send them out front and watch the morale pile on. --------------- Morale+(Damage) --------------- Effect: Pilot gains an Additional 1 morale when hit by an attack. PP Cost: 70 Purpose: Specific Notes: This is the SR equivalent to the Evade one, though you should be aware that EVERYONE gains one morale when hit by an attack. This adds an additional point. ---------------- Morale+(Destroy) ---------------- Effect: Pilot gains an Additional 1 morale when an enemy squad is destroyed. PP Cost: 70 Purpose: Specific/Back-up Notes: The good part about this one is that the character needs to do nothing to gain the morale. On the downside, there's not that many squads to shoot down. I'm unclear if this works for every enemy shot down(unlikely) or for every squad shot down. In Alpha 3, everyone gains a morale point for every SQUAD shot down, not simply units (this is different from Alpha 2, which gives everyone one point for every unit shot down). ------ E Save ------ Effect: EN cost for attacks reduced to 80% PP Cost: 150 Purpose: Specific/Leaders/Goldymarg Notes: Cuts EN consumption on attacks to 80%, which can significantly increase the amount of attacks you can make. Certain units, like Wing Zero, REALLY want this skill, others, like GaoGaiGar, would really like it. OTHERS, like Buster, have no use for it whatsoever. It's nice to have, but not strictly necessary. ------ B Save ------ Effect: Units have 1.5 times the ammo. PP Cost: 150 Purpose: Specific Notes: Units that need more ammo are a bit rarer. Buster and Heavyarms could certainly use it, most others it's superfluous for. -------- Learning -------- Effect: Even if not the leader of a squad, recieve full EXP and PP PP Cost: 100 Purpose: Back-up Notes: Virtually every single pilot that's going to be spending most of its time in a non-leader role should have this squad. The EXP is mostly superfluous, but the PP is great. it'll pay for itself shortly. And on repeat playthroughs, you'll enjoy the extra PP. ------------------ Cooperative Attack ------------------ Effect: When performing a support attack, the attack will always be a critical. PP Cost: 200 Purpose: Leader Notes: I'm not that thrilled with this one. It'll certainly boost the damage from your support attacks, but 200 PP just for about 20% of a damage increase? I wouldn't buy it,that's for sure. ------------ Squad Attack ------------ Effect: When participating in a squad attack, damage will be increased. PP Cost: 150 Purpose: Back-up Notes: The companion skill to learning, this will increase your damage siginificantly. I'm not sure the percentage exactly, but squad attacks are generally penalized, and this removes most if not all of that penalty. I still think it's less than full, but it's a good increase. -------------- Focused Attack -------------- Effect: Damage from ALL attacks increased by 10% PP Cost: 200 Purpose: Leader Notes: I believe that ALL attacks are penalized like squad attacks. In any case, this will increase the damage done by ALL attacks. If the pilot uses something with a powerful ALL attack, this is a good idea. If it's not there strongest attack, this may not be that great of a choice, but it's still good. ----------- Pre-emptive ----------- Effect: At 130+ Morale, boosts pilot's Hit, Evade, and Critical by 10% PP Cost: 150 Purpose: Either Notes: This is fairly self-explanatory. Use it if you want, don't if you don't. I will say that it's superfluous for many RRs, and pointless for many SRs. ----- Guard ----- Effect: At 130+ Morale, reduces damage taken to 80% PP Cost: 150 Purpose: Either Notes: The SR counterpart. RRs will gain little from this, SRs will improve their longevity. ------------------ Break Morale Limit ------------------ Effect: Allows pilots to reach 170 morale PP Cost: 100 Purpose: Leader Notes: 20 more morale is a significant increase. Main attackers should get this if they can. --------------- Improved Repair --------------- Effect: Units using the repair command will heal 1.5 times the normal amount. PP Cost: 80 Purpose: Specific Notes: If you have a repair unit you like to use, this will improve their usefulness. I'm not generally worried about repair units, so I find it not that good. ----------------- Improved Resupply ----------------- Effect: Allows units with resupply to use it after moving PP Cost: 100 Purpose: Specific Notes: Unlike Improved Repair, which is ok, but not that necessary, Improved Resupply is GREAT. The ability to resupply after moving will save you a lot of trouble with these units. I'd say that every resupply unit pilot should have it. -------------------- Ignore Size Modifier -------------------- Effect: Eliminates the damage penalty for attacking larger units PP Cost: 150 Purpose: Attackers Notes: The last enemies in this game can reach 2 and 3L sizes. For units that are medium or small, that's a 20%-40% damage reduction. If you want to do serious damage to these guys, get Ignore size modifier. Battleship Pilots, Banjo, and Cosmo can probably skip this one, as they have units that are themselve 2 and 3L. So they'll only have a minor reduction. I mean, there IS a 4L enemy. ***WARNING: Some attacks have this skill built in. Ain Soph Aiur and Goldion Hammer, for instance. While the other attacks will still recieve the effect, you should consider if this is actually worth it for units with these skills. *** ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ C. Non-Buyable Skills ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ As there is no PP cost and the purpose is kinda irrelevent, only Effect and Notes this time. Instead, I'll try to add who possesses the skill. ------- Newtype ------- Effect: Increases hit and dodge rates and the range of psycommu(funnels) weapondry. Nine levels. Who Has it?: Amuro, Kamille, Fa, Judau, Elle, Roux, Beecha, Mondo, Iino, Puru, Katz Notes: Newtype is great ability. Makes the dodgy UC gundam characters even harder to hit. Note that like any natural skill with levels, not everyone will hit the max level (9). ------------- Cyber-Newtype ------------- Effect: Increases hit and dodge rates and the range of psycommu(funnels) weapondry. Multilevel. Who Has it?: Four, Puru Two Notes: Fake Newtypes. The ability is the exact same. -------- TK Power -------- Effect: Increases hit and dodge rates and the effectiveness of TK Fields. Who Has it?: Ryusei, Akira Notes: It's the generic version of Newtypes. Great still. Makes Raideen dodgy. ---- SEED ---- Effect: At 140+ morale, increases damage by 10%, and increases final hit and final dodge by 10%. Who Has it?: Kira, Athrun, Lacus, Cagalli Notes: SEED is unique in that it's locked for a period of time on all the characters that have it. It isn't until a story event that it'll be active and changed from "???". Final Hit and Dodge means that after all other calculations are made, it'll adjust the rates accordingly. It's better than the other way. SEED is great when you unlock it, but it's got kind of a high morale threshold. ----- Brave ----- Effect: Improves Hit, Dodge, Critical, and Armor. Multilevel Who Has it?: Guy, HyoRyu, EnRyu, Volfogg, Mike, KoRyu, AnRyu Notes: GGG's special ability, it's like having potential... ALL THE TIME! Potential still works, of course. Great little ability. --- ESP --- Effect: Inproves hit, dodge, and critical. Who Has it?: Sanshiro, Fan Lee, Hayami, Yamagatake, Pete, Gabil Notes: Ok, does everyone have Newtypes now? It's the Gaiking special. Good, not good enough to save Gaiking. ---------------- Aggressive Beast ---------------- Effect: At 130+ Morale, increases damage by 25% Who Has it?: Shinobu, Sara, Masato, Ryou, Alan Notes: Mazinger has a similar skill on its units. Aggressive Beast is just switched to a pilot skill for some reason. Too bad, since it takes a slot that could have been used for another skill. Great, though. Everyone loves more damage. ------ Genius ------ Effect; +20% Hit,dodge, and critical Who Has it?: Max. Rai, Ratsel Notes: This was on more people before, but now...Anyway. Solid skill. ---------- Leadership ---------- Effect: Increases the Hit and Dodge rates of all units in its radius. Multilevel. Higher levels increase the range. Who Has it?: Bright, Murrue, Max, Exedore, Burning, Bess Notes: A great skill for your battleships to have. Only Burning has it besides the battleships. Makes you look down on the ships that don't have it. ------- Fortune ------- Effect: Increases money gained by the unit by 20% Who Has it?: Heero, Cagalli, Ri..er..Hikaru, Jeeg/Hiroshi Notes: Uh...you...get more money. That's all there is to it. I'm not sure how this interacts with Bless/Lucky. It may stack, but I don't believe so. ---------------- Mental Stability ---------------- Effect: Pilot is immune from status effects Who Has it?: Rei, Baran Doban Notes: I'm not actually sure what this does. The unit is still vulnerable to status effects, it's just the pilot that isn't. I suppose this blocks the SP Down effect, but I don't think it does anything else. -------- SP Regen -------- Effect: Regenerates 10SP per turn Who Has it?: Cobray, Quatre, Michiru, Lacus Notes: What was the best purchasable skill in Alpha 2 has now been reduced to just four pilots. Sadness. Especially since only one is really combat worthy, and he's a main character. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ D. Unit Abilities ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ In addition to pilot skills, various units have special abilities that affect your battle abilities. The only difference is that abilities travel with the unit, not the pilot. ----- Sword ----- Effect: Allows the pilot to use the sword cut skill. Who Has It?: Many Notes: This is necessary for the skill "Sword Cut" to work. If the pilot doesn't have Sword Cut, this does nothing. ------ Shield ------ Effect: Allows the pilot to use the Shield Defend Skill Who Has It?: Many Notes: This is necessary for the skill "Shield Defend". If the pilot doesn't have Shield Defend, this does nothing. ----------- Mazin Power ----------- Effect: At 130+ morale, Boosts damage by 20% Who Has It?: Mazinger Z, Great Mazinger, Mazinkaiser Notes: You like damage, right? Mazin power contributes to the Mazinger teams deceptive power. ----------------- Phase Shift Armor ----------------- Effect: Damage of all non-beam weapons is reduced. Who Has It?: Strike, Duel, Buster, Aegis, Blitz, Freedom, Justice, Strike Rouge. Notes: More effective than you'd think. If you give the units with PSArmor a I-Field or Beam Coat, they become even harder to kill. This would be more useful on Supers,however. ----------------- Transform() ----------------- Effect: Transforms a unit into Who Has It?: Many Notes: Variable form units use this command to change to their other forms. If you want the other form, you'll use it. ------- Combine ------- Effect: Combines two units into a single unit. Must be in the same squad. Who Has It?: HyoRyu, EnRyu, KoRyu, AnRyu, Vegalion, Altairlion Notes: Combined units are stronger than their uncombined parts. However, if the combined unit isn't going to be the leader, it's better to leave them uncombined. Two somewhat weaker attacks are generally better than one stronger attack. -------- Seperate -------- Effect: Seperates a combined unit or a unit's optional equipment. Who Has It?: GP-03 Dendrobium Orochis, Re-Gz(BWS), Freedom Gundam(METEOR), Justice Gundam(METEOR), Steel Jeeg, ChoRyuJin, TenRyuJin, Hyperlion Notes: Combined units can always be recombined, but optional equipment is just gone for the battle. ChoRyuJin and TenRyuJin may want to seperate to access the component's Spirit commands, and Freedom and Justice may want to eject the METEORs to change their attacks (well, Freedom will, Justice just wants the combination back), but outside of this, there's just about no reason to seperate. ------------- Protect Shade ------------- Effect: Creates a Barrier that reduces all damage.Effect is less on Squadmates. Who Has It?: GaoGaiGar, Genesic GaoGaiGar Notes: Genesic's Protect Shade is stronger. Though, to be fair, I'm not sure on the specifics of this one. It's strong though. ------------ Protect Wall ------------ Effect: Creates a Barrier that reduces all damage.Effect is less on Squadmates. Who Has It?: Star GaoGaiGar, GaoFighGar Notes: As far as I can tell, this is identical in function to Protect Shade. -------- TK Field -------- Effect: Creates a Barrier that reduces all damage.Effect is less on Squadmates. Who Has It?: Banpreios Notes: Another reason why Banpreios is awesome. ------------- Nessa Barrier ------------- Effect: Creates a Barrier that reduces all damage. Effect is less on Squadmates. Who Has It?: Long Neck Notes: It's kinda weak, but barriers are always nice to have. -------- AT Field -------- Effect: Creates a Barrier that blocks ALL damage less than 4000, but does nothing if the attack would do more. Effect is less on Squadmates. Who Has it?: EVA Unit 01, EVA Unit 02, EVA Unit 00 Notes: Very very effective. The exact amount blocked may not be 4000, but no one has ever given me a difinitive answer, and I've never seen a leader EVA get hit by less than 4000 damage. -------- AB Field -------- Effect: Creates a Barrier that reduces damage from beam weapons. Who Has It?: Gundam Deathscythe Hell Custom Notes: Hey, it's always good to be prepared. ------------- I-Field Delta ------------- Effect: Creates a Barrier that reduces damage from beam weapons. Stronger than AB Field. Who Has It?: Nu Gundam, Nu Gundam(HWS), Hi-Nu Gundam, Mass Produced Nu Gundam Notes: Same as above. ------ Repair ------ Effect: The unit's squard regenerates 10% of their HP per turn. Additionally, if the unit with Repair is leading, they can use the repair command to restore HP to a squad, post-movement. Who Has it?: Methuss, Diana A, Venus A, Galva FX-II, VF-17T Custom, Blugar, Lady Command, Pterodactal Notes: Making these unit's leaders is a shaky proposition, as then they become targets and tend to die. There are better ways to restore HP. However, the auto regen is great. -------- Resupply -------- Effect: The unit's squad regenerates 10% of their EN per turn. Additionally, if the unit with Resupply is leading, they can use the resupply command to restore all ammo and EN to one unit in any adjacent squad. Who Has it?: Megarider, Triceratops, Big Shooter, Mike Sounders the 13th, VF-17T Custom ------------ Double Image ------------ Effect: At 130+ Morale, 50% chance of avoiding ANY attack. Who Has It?: Gundam Deathscythe Hell Custom, Blitz Gundam, Getter Liger, Shin Getter-2, Volfogg, Big Volfogg, Sybil, Hyperlion, AS Soleras, AS Alegras Notes: An amazing ability, with Double Image, even attacks with 100% chance to hit can miss. The only way around it is the spirit commands Strike and Fury. ------- Jamming ------- Effect: 50% chance of avoiding missile attacks. Who Has It?: Gundam Deathscythe Hell Custom, Blitz Gundam, Volfogg, Big Volfogg, AS Soleras, AS Alegras Notes: It doesn't come up as often, but it's nice when it does. ------------ Weapon Block ------------ Effect: Prevents weapon power reducing status. Who Has It?: Bemidoban Notes: It's nice. Though it won't come up much. ---------- Full Block ---------- Effect: Prevents all unit status effects. Who Has It?: Nashim Guneden Notes: Ah, if only you could get it earlier.... ------ Mutron ------ Effect: At 130+ morale, Unlocks God Voice, adds 2 range. Who Has It?: Raideen Notes: Takes him a while to get it, but it REALLY helps. ----------- Zero System ----------- Effect: At 140 Morale, Pilot's Hit/Evade +20, Melee/Shooting/Defense/Skill+10. Who Has it?: Wing Zero Notes: One of the most comprehensive sills, the Zero System is sweet. If only it activated before 140 Morale. ============================================================================== 8. Spirit Encyclopedia ============================================================================== Spirit Commands will improve your combat abilities considerably. Almost all of them are very valuable, and deploying them in the right situation will make you're life much easier. Proper use will take some practice. Use them too quickly and you won't have them when you really need them. Don't use them enough and you'll lose more than you need to. Be particularly aware of Concentrate, Strike, Flash, and Invincible. While other abilities are more potent, these are your bread and butter abilities that will get you through it all. Concentrate is a Real Robot's best friend. Percentages in the 40-70 range become 10-40. The best pilots or even lesser ones with just a few upgrades can get it so they have literally no chance to hit. Strike is particularly useful against Enemy reals, who's chance to evade can get quite high. Flash and Invincible aren't as useful as they only last for one occurance, but used properly will save you life when Concentrate just isn't enough. One thing to note about the spirit commands is that in Alpha 3, the SP cost for different characters is different. Concentrate may only cost 10 SP for Amuro and Kira, but it costs 15 for Kamille. The ability of the pilot is a good indicator of cost, but it isn't perfect, as seen above with Kira, Amuro, and Kamille. Because of this, I won't be able to list the cost of the spirit command. Finally, regarding the chosen names. In the vast majority of cases, I've stuck with the Atlus translated names from Super Robot Wars Original Generation and Original Generation 2. This is simply a matter of consistency. The ones that are different are Concentrate instead of Focus, Flash instead of Alert, Iron Wall instead of Guard, Accelerate instead of Accel, and Awaken instead of Zeal. Flash was intentionally left as flash because it's supposed to be a reference to the Gundam Newtype Flash. Accel is just shortened to fit code for Accelerate, Focus and guard I felt were too common and since they already had a name in the vernacular, I stuck with that. I have no reason for Awaken instead of Zeal. It's just stuck in my head that way. --- Key --- (1) ---------- Effect: (2) Notes: (3) (1) The name of the spirit command (2) The effect of the spirit command (3) Comments on the Spirit Command Concentrate ----------- Effect: Increases the pilot's hit and evade percentage by 30% Notes: The Real Robot's bread and butter skill. Better pilot's like the Gundam mains really will only need this as insurance or possibly hit percentage topping off. Lesser reals will find this increases their survival rates dramatically. Supers rarely have it and rarely will find an effective defensive use for it. It's good for, again, topping off hit percentages, but Strike is often times a better choice for them. Still, some of the more mobile supers will like this, especially with upgraded mobility. Raideen, in particular, will find this particularly useful. It's not flashy, but you'll grow to love it. Strike ------ Effect: For one turn guarantees any attack will hit, unless the target has Flash. Notes: Strike, basically, raises the hit percentage of your attack to 100%. It does more than that, however, you'll just rarely see it. Strike, as well as raises hit to 100%, will go around all defensive abilities that would stop the attack from connecting. It can still hit a barrier and do no damage, but it will still connect. Things like Sword Cut and Double Image, however, will be disposed of. This will be a Super Robot staple, as they tend to have more trouble hitting things thanks to thier larger sizes. This is particularly useful for MAP attacks. Gotta make sure they'll attack. Flash ----- Effect: The next attack at the pilot will miss. Period. Notes: Common on Real Robots, Flash ensures the next attack will not connect with them. Unfortunately, it lasts for ONLY one attack, irrespective of how likely that hit would have connected were it not for the use of Flash. This can be troublesome, as on the enemy phase it could get wasted by a unit that wouldn't have hit anyway. Most useful against counterattacks, particularly against the bosses. When you really don't want that specific next attack to hit, it's time to flash. Invincible ---------- Effect: The next attack that hits will only do 10 damage. Notes: 10 damage, the minimum in SRW, isn't going to make much of a difference in the long run. This is the super robot equivalent to Flash, and it's the superior one of the two, even on Reals. This is because RRs will generally have are good to great chance of evading anyway, and so flash is oftentimes a waste, Invincible, however, will only be used if the attack actually connects. This means that for certain characters (like Judau), one cast of Invincible can last for multiple turns. The only flaw to Invincible deals with barriers. If a weak attack connects with a barrier character that would normally be completely absorbed, it'll still do ten damage and use up Invincible. Still, it's a minor issue at worst. Sense ----- Effect: Recieve the effects of both Strike and Flash. Notes: This ability pops up every now and then in SRW, though it's never consistent. It's exactly like casting both Strike and Flash at the same time. No different. The advantage of Sense is that it only takes up one spot on the pilot's spirit list. Note that the first Kanji of Sense is the same as the first Kanji of Fury. Valor ----- Effect: Doubles the damage of the next attack Notes: One of my favorite Spirits, this doubles the damage of the next attack. There's nothing else to say about it. Use it when you really need to kill something or take out that boss. Fury ---- Effect: The next attack from the casting squad will ignore defensive abilities. Notes: Many Barriers will dissappate once a certain damage level is reached. AT Fields, for instance, block all damage below 4000, but nothing above it. For those barriers that do not, however, this will enable you to really do some damage to them. It also disables things like Double Image and Sword Cut, but Strike is usually better for this. If your attacker doesn't have Strike or you want to conserve thier SP and one of your other pilots DO have Fury, it can be useful there. Also, you should know, that no matter how much you want it, it won't work on the Protodevlin. Soul ---- Effect: The next attack will do 2.5 times normal damage. Notes: When Valor just isn't enough, Soul will take it a step farther. It's a shame it doesn't do 3x damage like it used to, but eh, it still does a WHOLE lot of damage. Gain ---- Effect: The next battle yields 2x experience for the squad Notes: If you want to bring an underleveled pilot up to speed, there's no better way. Frankly, however, EXP is rarely necessary. You'll get enough by simply attacking normal enemies, and underleveled characters will quickly catch up even under normal circumstances. Fortunately, it's usually cheap. If you can spare the SP, you may as well. IF. Luck ---- Effect: Doubles the money gained by the next attack. Notes: Luck is great. More money means more upgrades means easier battles. Few pilots have this, unfortunately, but it's cheaper than Bless. Note that even if the attack does not kill, the Luck effect will be lost. Only use when you know it'll kill. Also, there seems to be some funny stuff regarding exactly how much extra money you'll recieve. I've noticed it specifically. Cheer ----- Effect: Doubles the targeted unit's EXP for the next attack Notes: The support pilot version of Gain, Cheer lets you cast it on anyone, including your own squad. Of course, it's more expensive than Gain. Again, the same complaints with Gain apply here. Bless ----- Effect: Doubles the targeted unit's Money for the next attack Notes: Bless is really your friend. Many support pilot's have it, and it can be used on anyone. This is just Luck on any unit, so the same comments apply. Bless is predictably more expensive, generally between 40-50 SP. Spirit ------ Effect: Raises the pilot's morale by 10 Notes: On Sub-Pilot's, this will raise the main pilot's Morale. I wouldn't recommend employing this except when you really need that more powerful attack. It's expensive, and Morale can be gained through other ways. Drive ----- Effect: Raises the pilot's morale by 30 Notes: A more severe form of Spirit, Drive is on few pilots. It's usually more cost effective than casting Spirit three times, but Drive's cost will wildly vary. Again, I don't recommend using it much. Just when you really need that extra attack. Encourage --------- Effect: Raises the morale of a squad by 5 Notes: Despite having less of an effect than Spirit or Drive, Encourage is generally more useful. This is located on several support pilot's many of which have no useful spirits outside of this. Exhaust ------- Effect: Lowers the target's morale by 10 Notes: Lower Morale on the enemy will boost the damage you can do to it. Also, low morale can disable some dfensive abilities. It's rare and rarely useful, but when you really need more damage or to avoid that barrier its there. The reason why it isn't that useful is that Attacks will raise the morale of enemies. So even if you lower morale by 10, it'll quickly be raised up again. Snipe ----- Effect: Increases the range of the pilot's weapons by 2 Notes: Simple enough. More range will allow you to attack more people. Uh... yeah. Use it when you need it. Iron Wall --------- Effect: For one turn, all damage is reduced to 1/4. Notes: This is the ultimate in survival Spirit commands, at least on a Super. AT 1/4th damage, you can take a huge number of enemies without danger. With a barrier, you can attain nigh invincibility. On a real.....this is generally less useful. It can still protect them from large damage, but usually, if you're getting hit enough to warrant its use, you should be using someone else. Critical+ --------- Effect: The next attack will be a critical. Notes: I'm unsure on this one. I thought it was supposed to make all attacks for a turn be a critical, but experimentation makes this seem to not be the case. I also don't know the name. It isn't very useful in either case, and it's very common either. Vigor ----- Effect: Pilot recovers 30% of their HP. Notes: If something has a lot of HP this is great, if it DOESN't...this is ok. It's better to prevent the damage in the first place. But in the case of bad luck, this can fix an error. Guts ---- Effect: Recovers the unit's HP fully Notes: Most useful on Battleship's and other high HP supers. Tank away then erase the damage. Trust ----- Effect: Restores 2000 HP on any character Notes: 2000 HP is a decent amount, though nothing spectacular. If a unit doesn't have Vigor and needs some minor healing, this can do it. Friendship ---------- Effect: Fully restores any Unit's HP. Notes: Got a damaged squad? This will fix it. While not cheap, it's not a bad bargain considering how much HP can be healed. Bonds ----- Effect: Restores 50% HP to all allies Notes: If you're using a lot of Supers, this can really save your bacon. The problem is only saving enough SP to use it late in a mission when it's truly useful. If you're using mostly reals, it'll be less useful, as the good ones tend to either not get hit or die from Bosses super weapons. Scan ---- Effect: Reveals detailed information on an enemy unit that hasn't been fought yet. Notes: Scan only costs 1 SP, and that's all its worth. If you REALLY want to know something before you fight a guy, then just scan them. Mercy ----- Effect: If the pilot has more Skill than the target and the attack would kill the target, leave the enemy with 10 HP. Notes: I can't recall any situations in Alpha 3 that require you to hurt something without killing it, so that use is out. Still, this can be useful for giving kills/PP to a specific character, or when you need to kill a unit with another specific unit to unlock a secret. Attune ------ Effect: Casts Strike on the target. Notes: Some enemies just won't be hit by normal methods (Ghosts). You NEED Strike. But STrike isn't on every single pilot. This will allow you to gain the effects of Strike on a pilot that doesn't normally possess it. Quite useful in the right situation. Accelerate ---------- Effect: Caster's squad's move range increased by 3. Notes: Great to have. The sooner you can get to the enemy, the better. Plus, it's better to strike first than to move just outside of the enemies range and get hit. Decoy ----- Effect: Enemy hit percentage is cut in half for one turn. Notes: Often times expensive, but this can be a real life saver. Those bosses have too much accuracy for their own good. Use this and you can breath a lot easier. Renew ----- Effect: Restores the target's EN and Ammo Notes: Resupply units are troublesome without the improved Resupply skill, and even then you have to use a unit's turn AND the target loses 10 morale. Renew fixes all of that. No morale loss and it can be used from anywhere on the map. Quite useful when you really need it. Like on Banpreios. Hope ---- Effect: Target recovers 50SP Notes: While it costs more than 50 SP to cast, this is quite useful for restoring the SP of the important pilots. The support pilots that possess this just use the SP in case of an ALL attack anyway. Love ---- Effect: Casts Strike, Flash, Accelerate, Valor, Spirit, Gain, and Luck Notes: Do you believe in the power of Love? Love is the traditional ultimate Spirit command. While of course you can do slightly more damage with Soul, Soul doesn't have the defensive benefits of Love. With the introduction of Courage, Love is mostly a Real Robot technique now, and it's not all that common. Course, in Alpha 3 a couple battleship captains get love. That's dangerous. Courage ------- Effect: Casts Strike, Invincible, Accelerate, Fury, Spirit, and Valor Notes: The super robot equivalent of love inspired by GaoGaiGar, it fits quite well into its role. Invincible instead of Flash and Fury allows you to bypass barriers. It also does away with the practical considerations of money and experience. COURAGE WILL MAKE UP THE DIFFERENCE. ============================================================================== 9. Parts List ============================================================================== Parts can be extremely valuable. You can get effects through parts that are much harder to get elsewhere. You're also able to boost your machine's stats to make them even harder to kill. Unfortunately, Parts will do little to boost your offensive abilities. The A and more likely but harder to find S Adapter may, and getting a high performance rader or linear sight can make more things be available for you to kill, but for the most part, Parts are about staying alive. First comes the list, thien some information about them. Page 1 Nothing (Unequips item in selected slot) Booster Mega Booster Apogee Motor Megnetic Coating Bio Sensor Page 2 Psychoframe Custom OS Bio Computer Haro Pink Haro Minofsky Craft Page 3 Thruster Module Dustproof Screw Module A-Adapter S-Adapter Chobham Armor Page 4 Hybrid Armor Super Alloy Z New Super Alloy Z Zolumanium Alloy Big Generator Mega Generator Page 5 Auxillery GS Ride Beam Coating I Field Barrier Gravity Territory Hyper Jammer Cost Down Page 6 Brave Symbol Soul of Steel Dual Sensor Multi Sensor High Performance Sensor Analyzer Page 7 Analyzer+ Analyzer++ High Performance Radar Linear Sight Propellant Tank Cartridge Page 8 Repair Kit Super Repair Kit OVA Corokke Andromeda Snack Full SP Restore Kattonarizer Page 9 Minmei Doll Ace Symbol Fan's Bouquet Minmei Disc Basara Disc Learning Manual ---- Key --- (1) ------ Effect: (2) Notes: (3) (1) - Name of the part (2) - What the part does (3) - Comments about the part, which are less common than other sections of this FAQ, as parts are fairly self-explanatory. Booster ------- Effect: Unit's move +1 Notes: Only the unit, not the squad. Most useful for evening out less movable units. Mega Booster ------------ Effect: Unit's move +2 Notes: Considerably more rare than the Booster Apogee Motor ----------- Effect: Unit's Move+1/Mobility+5 Notes: A nice little unit, get a little dodgy and a little more movement Magnetic Coating ---------------- Effect: Unit's mobility +5 Notes: From the original Gundam. Bio Sensor ---------- Effect: Unit's mobility +10 Notes: From Zeta Gundam Psychoframe ----------- Effect: Unit's Mobility +25/Critical +10% Notes: From Char's Counter Attack Custom OS --------- Effect: Unit's Mobility +10/Hit+10% Notes: Based off of Gundam SEED Bio Computer ------------ Effect: Unit's Mobility +20/Hit+20% Notes: From Gundam F91 Haro ---- Effect: Unit's Mobility +25, Range+1, Move+2, and Hit rate +20% Notes: Range increases don't work on weapons with a range of one or MAP weapons. Pink Haro --------- Effect: Mobility +10, Move +1, Hit+10% Notes: A weaker version of the Haro. Minofsky Craft -------------- Effect: Adds the "Sky" type to a unit, and changes the weapon ratings to A. Notes: By far the most useful of the terrain modifying parts, this allows a non-flying unit to fly, which can keep more squads airborne in gravity stages Thruster Module --------------- Effect: Changes unit and weapon terrain ratings to A Notes: Not much point to this one, as just about everything worth using is already competent in space. The only time I use these is to activate the Mazinger's breath attacks. Dustproof --------- Effect: Adds the "Land" type to a unit, and changes weapon ratings to A. Notes: Not that much point, most units are perfectly competent on the ground. If you must stick a Sky only type unit in a landbound unit, this does find a use though. Screw Module ------------ Effect: Adds the "Water" type to a unit, and changes weapon ratings to A Notes: If there were any Water enemies in this game, this might be worth noting. But there's basically none. It's better to just sell them. A-Adapter --------- Effect: Sets unit's and weapon's terrain ratings to A. Notes: Weapons terrain ratings with S ratings will keep them. S-Adapter --------- Effect: Sets Weapon and unit terrain ratings to S Notes: Suitably rare, you can see a significant hit/dodge/damage increase with S ranks. Only thing to watch for is when units already HAVE S Ranks on the appropriate terrains. I mean, that Sky S rank is nice, but if you're almost always in Space.... Chobham Armor ------------- Effect: HP+500, Armor+100 Notes: There are better uses for your part slot, but more armor is never bad. Works especially well with unit's that have barriers. Hybrid Armor ------------ Effect: HP+1000, Armor+150 Notes: Just a better armor Super Alloy Z ------------- Effect: HP+1000, Armor+200 Notes: The last three armors aren't as direct, New Super Alloy Z ----------------- Effect: HP+1500, Armor+250 Notes: MIGHT be the best armor? This gives you 50 more armor, but 300 less HP than the next one. Zolumanium Armor ---------------- Effect: HP+1800, Armor+200 Notes: For some strange reason, the Armor value on this one is less than the previous armor. But both 300 HP and 50 armor aren't much on their own. I'd lean the other way though, towards the armor being more important. Big Generator ------------- Effect: Adds +50 EN to a unit's max Notes: If you need a bit more energy, here it is. Mega Generator -------------- Effect: Adds +100 EN to a unit's max Notes: Need MORE energy? Get this. Auxillery GS Ride ----------------- Effect: EN+100, EN Regeration 10% a turn Notes: The ultimate energy solution, only the biggest energy guzzlers will outdo this. Beam Coating ------------ Effect: Reduces damage from Beam weapons by 700 Notes: 700 isn't much, but on a high armor unit, this can be useful. I-Field Barrier --------------- Effect: Reduces damage from Beam weapons by 850 Notes: Slightly better. Slightly. Gravity Territory ----------------- Effect: Reduces damage by 1500 Notes: I'm not entirely sure of this one specific effects, but it's definitely the best of the equippable barriers. Hyper Jammer ------------ Effect: Adds the "Double Image" ability Notes: Great way to up survivability on a unit that doesn't dodge well. Cost Down --------- Effect: Reduces a unit's squad cost by 1 Notes: Situationally useful. If you reall wnat to have certain units in the same squad, this can do it. Also great for getting more than one unit in squads with Gunbuster. If the unit's squad cost is already at 1, this will only reduce it to 1/2. Brave Symbol ------------ Effect: Armor+200, Mobility+25, Hit+30% Notes: It's the Super Robot Answer to the Haro. Probably not quite as good though. But addresses some Super Robot issues better than the Haro. Soul of Steel ------------- Effect: Armor+250, Mobility+30, Hit+35% Notes: A slightly better Brave Symbol Dual Sensor ----------- Effect: Hit+10% Notes: This is pretty straightforward, isn't it? Multi Sensor ------------ Effect: Hit+20% Notes: Battleship's love these things High Performance Sensor ----------------------- Effect: Hit+30% Notes: If you're still missing with one of these on, there's probably a problem. Analyzer -------- Effect: Critical+10% Notes: If you have nothing better to do Analyzer+ --------- Effect: Critical+20% Notes: What a lazy name Analyzer++ ---------- Effect: Critical +30% Notes: But this is lazier High Performance Radar ---------------------- Effect: Increases Range+1, doesn't work on MAP or range 1 weapons. Notes: None Linear Sight ------------ Effect: Increases Range+1, doesn't work on MAP or range 1 weapons, Hit+20% Notes: None Propellent Tank --------------- Effect: Restores all EN to a unit. Notes: Considerably more useful than the repair kits, there are still other ways to do this. Still, better than nothing. Cartridge --------- Effect: Refills all the units ammo. Notes: On the right unit, quite useful. But most weapons have enough ammo. Repair Kit ---------- Effect: Restores HP to the unit, Consumable. Notes: You only get one use of a repair kit before its consumed. Frankly, between all the support spirit commands and the repair units, I don't find this very useful. Super Repair Kit ---------------- Effect: Restores all HP to the unit, Consumable. Notes: Rarer and stronger, I'd still rather sell it. OVA Crokke ---------- Effect: Restores 20 SP to the main pilot of a unit. Notes: 20 SP isn't much, but it can make a difference. I don't know the proper name for this thing. Help out if you do. Andromeda Snack --------------- Effect: Restores 50 SP to the main pilot of a unit. Notes: 50 is more like it. Full SP Restore --------------- Effect: Restores all of the main pilot's SP Notes: Amazing effect. This name has too much Kanji in it, someone must assist me in its proper name, please. Kattonaizer ----------- Effect: Restore 50 SP....and reduces morale by 50. Notes: Useless on all by support pilots. Minmei Doll ----------- Effect: Unit's starting morale+5 Notes: Good for some unit's worthless for most. I always give one to Rick, but that's a statement. Ace Symbol ---------- Effect: Unit's starting morale+10 Notes: Same as above, only better. And I don't give one to Rick. Most useful on something like Sound Force or Goldymarg. Fan's Bouquet ------------- Effect: Protects against status effects Notes: I think this is the same as the Mental Stability skill, in which case it's not any good. It might block unit status though, in which case it's fairly decent. Minmei Disc ----------- Effect: Unit's pilot regerates 10 SP per turn. Notes: Look! SP Regen! Again, I always give it to Rick, but you may want to put it to more strategic use. Not that he can't use it. Basara Disc ----------- Effect: Every turn after the first, the unit will gain 2 morale Notes: Battle Spirit in portable form. This is why Min-mei is the superior idol. This...isn't very useful. Learning Manual --------------- Effect: Pilot's will recieve full PP and EXP, even in the back row. Notes: It's learning. Good for pilot's that you don't intend to keep in the back-row, but may be there occansionally for some purpose. ============================================================================== 10. Secrets ============================================================================== Super Robot Wars Alpha 3 features numerous secrets. Sadly, most of them aren't very good or simply aren't worth the trouble. Still, if you want them for cool factor, they're there. And there ARE some good and great secrets to pick up. --- Key --- (1) -------------- Recieve: (2) Requirements: (3) Worth it?: (4) Notes: (5) (1) What you're going for (2) What you actually get for your effort (3) What you have to do to get it. (4) Should you care? (5) The ever-present narrator throws his two cents in again GP-02 ----- Recieve: The Unit "GP-02" from Gundam 0083: Stardust Memory after Stage 37. Requirements: The combined kill count of Burning, Monsha, Bate, and Adel must be over 100 by the time Stage 37 ends. Worth it?: Not really Notes: The GP-02 is a decent unit, but everyone that it's better than probably isn't even going to make the final cut anyway. It's not TOO difficult to reach the kill count since it's divided between four pilots. If you wanted to devote a stage to them, you could probably reach it, the GMs all have ALL attacks. GP-02's Atomic Bazooka ---------------------- Recieve: The attack "Atomic Bazooka for the GP-02. Requirements: Recieve GP-02. Then, the combined kill count of Burning, Monsha, Bate, and Adel must be over 150 by the time Stage 52 ends. Worth it?: If you've already got the GP-02, then, I guess. Notes: Again, not that hard to reach, but not much purpose for reaching it. This certainly makes the GP-02 better, but I'm not sure it's worth the trouble. VF-1J ----- Recieve: Millia's VF-1J Valkyrie Requirments: On Stage 21 Earth Route, Millia must get at least 10 kills. Worth it?: No, but it's still easy Notes: The VF-1J is by and far my favorite Valkyrie design. I wish Rick would have just kept his. None the less,it's not better than either the VF-17 Millia pilots for a while nor her VF-22 she gets to keep. So...why? Unless, of course, you're a VF-1J fanboy, like me. Destroid Monster ---------------- Recieve: The unit "Destroid Monster", which any non-Guld Macross Pilot can pilot. Requirements: Either choose the Macross 7 route at stage 30 and get stage 31's skill point -OR- the combined kill count of Hikaru, Fokker, and Kakizaki must be over 100 by the time stage 52 ends. Worth it?: Yes Notes: While you may not see a lot of them depending on your route splits, the ALL combination attack makes this fairly easy to get. The unit itself is better than expected, with it's biggest value coming from the powerful PLA attack it possesses. I usually put Isamu in this. VF-19 Excalibur --------------- Recieve: THREE VF-19 Excaliburs Requirements: Either pick the Macross 7 route on the four-way split and have Max get fifteen kills -OR- prior to the end of stage 44, Max gets 57 kills. Worth it?: Meh Notes: The VF-19s are better than the VF-17s, but they're still not exactly spectacular. This is one of the rare instances where it's actually EASIER to fufill the not route specific requirements. Note that if you DO go the Macross 7 route, you MUST fufill that specific requirement, the other one will not work if you go that way. Nu Gundam Heavy Weapon System ------------------------------ Recieve: The optional part set "Heavy Weapon System" for Nu Gundam Requirements: Amuro must get 60 kills before stage 37 Worth it?: Definately Notes: Adds additional weapons, armor, and HP to the Nu Gundam in exchange for a tiny bit of mobility. Unlike Alpha 2, where the Hi-Nu and Nu(HWS) were recieved at the same time, you get this much earlier than the Hi-Nu, driving the value up. Hi-Nu Gundam ------------ Recieve: The Hi-Nu Gundam. It's a unit. Requirements: Before the end of stage 52, Amuro and Bright's combined kill count is 120 or more. Worth it?: Absolutely Notes: Both Bright and Amuro have ALL attacks, are with you from early on, and are quite competent. Sazabi ------ Recieve: The Sazabi. It's a unit. You knew that. Requirements: Fufill the conditions for the Hi-Nu Gundam. In addition, Kamille must have 50 kills by the end of stage 52. Worth it?: Yep Notes: The Sazabi is only slightly weaker than the Hi-Nu Gundam. Its range is better thanks to a ridiculously high post-movement attack range. Another great unit to have around. And getting Kamille 50 kills is no problem. Full Armor ZZ ------------- Recieve: The optional Full armor equipment for the Gundam ZZ Requirements: Before the end of stage 45-SEED, the combined kill count of Judau, Mondo, Beecha, Elle, Roux, and Iino must be over 100. -OR- ...get to stage 52. Worth it?: You...don't have to do anything.... Notes: You're recieve the Full Armor parts for the ZZ after stage 52 regardless of kill counts or Judau usage. If, however, you're on the SEED route of the four-way, you can get it several missions earler. If you get it, good for you. If you don't, you probably won't care, but you'll get it a few missions later. Strike Rouge IWSP ----------------- Recieve: The optional equipment "IWSP Pack" for the Strike Rouge. Requirements: Stage 29; Cagalli must have over 30 kills, Stage 30 Earth Route; Mu must destroy Dearka's Buster Gundam and Kira SEED mode must defeat Athrun SEED mode; Before the end of stage 45-SEED or stage 52, the combined kill count of Cagalli, Julie, Mayura, and Asagi must be over 100 Worth it?: Too much trouble Notes: To be honest, I've yet to get the IWSP, but the Strike isn't a late game marvel. Getting Cagalli 30 kills that early is an annoying hassle, and then further getting the four of them up to 100 kills is a pain. I'm sure the IWSP is nice, but this is just too much trouble. LaGOWE ------ Recieve: The Unit "LaGOWE" Requirements: Stage 21-Earth; Decosta and Bartfield must survive and get ten kills combined;Stage 22-Earth; Kira must destroy Bartfield while in SEED mode. Worth it?: Nope. Notes: You could get it just because the requirements are simple on the earth route, but don't trouble yourself over it. FBz-99G ------- Recieve: The unit FBz-99G and Gabil, the pilot. Requirements: During the First Half of stage 49, defeat Grabiga with Gamlin. During the second half of stage 49, do not defeat Gabil. Worth it?: Considering how easy it is to get, totally. Notes: This is one of those that isn't spectacular or anything, but worth it simply out of ease. It comes 50% upgraded, so it's quite a competent back-up unit. Black Getter ------------ Recieve: The unit Black Getter Requirements: By the end of Stage 36, Michiru must have 30 kills or more. Worth it?: Don't bother Notes: As much as I love Black Getter's style, the only ones that can pilot it are the Getter Trio, and they have not one but TWO better machines to be in. It'd be a different matter if Michiru could pilot it, but she can't. Duel Gundam ----------- Recieve: The unit "Duel Gundam" and the pilot "Yzak Joule" Requirements: Stage 19 Earth - Yzak is destroyed; Stage 31 Earth - Yzak is NOT destroyed; Stage 50 - Dearka has over 50 kills by the end; Stage 51 - During the first half, All Nukes must be destroyed, then, have Dearkka attack Yzak. Both must survive this half. During the Second half, you have to wait until turn 2. Not that this should be a problem, but you could have gone on a Banpreios Rage otherwise and destroyed it on Turn 1 with lots of Awaken. I guess. Worth it?: If you upgraded Strike. Notes: Lots of requirements here, though none are particularly difficult. The only minorly troublesome one is Dearka's kill count, but it's only troublesome because you have to give him a squad. His post-movement ALL attack allows him to rack up kills quickly. He's already halfway there when he joins. Duel isn't leader material, but if you upgraded Strike all the way, then it'll start out with a potent PLA attack for you. Gije Returns ------------ Recieve: The unit "Ganga Rube" and the pilot "Gije" Requirements: Worth it?: Notes: EVA Unit 01 F-Type ------------------ Recieve: The Optional F parts for the EVA unit 01. Requirements: (1) Stage 36 - Defeat Ramiel with Shinji (2) Stage 52 - Zeruel is defeated by Shinji (3) Stage 52 - During the final part, defeat the EVA unit 01 with Shinji. (A) Stage 45-SEED, Defeat Almshael with Shinji IF (A) is completed: Then by the end of stage 52, the combined kills of Shinji, Asuka and Rei must be over 150. IF (A) is NOT completed: By the end of stage 52, the combined kills of Shinji, Asuka, and Rei must be over 250. Worth it?: Maybe? Notes: The F-Type is a pain to get. High kill count even if you DO go on the proper route, and a ridiculous kill count if you don't. The F-Type does give the EVA Unit 01 more powerful attacks, but it also eliminates the combination attacks. It's kinda neat to see, but it's questionable if it's worth all the trouble. J-Phoenix --------- Recieve: The attack "J-Phoenix" for King J-Der. Requirements: ON stage 42 defeat Pia Dekum the first time with J-Ark. When Pia Dekum is defeated the second time, The attack will be learned. Worth It?: Totally Notes: J-Phoenix is J's most powerful attack, and it's not even that hard to get. Definitely get this one. --------------- Kill Count Sets --------------- The next "three" secrets are special because each is a set that are mutually exclusive within themselves. That is, the first secret has several possible units, but only one can be obtained. You can obtain one from each group, but only one. For all three sets, you have two opportunites to meet the required numbers. The first is Stage 45-SEED, the second is Stage 52. If you get a unit from a group at 45-SEED, you cannot get another one from that group on stage 52. Kou / Keith Set ||||||||||||||| Nuel Zuel --------- Recieve: The Unit "Nuel Zuel" Requirements: Kou must have 40 more kills than Keith by the appropriate time. Worth it?: Notes: Val Varo -------- Recieve: The Unit "Val Varo" Requirements: Keith must have 20 more kills than Kou by the appropriate time. Worth it?: Notes: Gerbera Tetra ------------- Recieve: The Unit "Gebera Tetra" Requirements: The kill counts of Kou and Keith must be within 6 of each other by the appropriate time. Worth it?: Notes: |||||||||||||||||||||||||||| Puru/Puru Two Set ||||||||||||||||| Quin Mantha ----------- Recieve: The Unit "Quin Mantha" Requirements: The last digit of the sum of Puru and Puru Two's kill counts must be 5 by the appropriate time. (5,15,25,35,45, etc.) Worth it?: Notes: Haman's Quebeley ---------------- Recieve: The Unit "Quebeley" Requirements: The last digit of the sum of Puru and Puru Two's kill counts must be 0 by the appropriate time. (10, 20, 30, 40, 50, etc.) Worth it?: Notes: MP Quebeley ----------- Recieve: TWO Mass Produced Quebeley units. Requirements: The last digit of the sum of Puru and Puru Two's kill counts must be 7 by the appropriate time. (17, 27, 37, 47, etc.) Worth it?: Notes: ||||||||||||||||||||||||||| Mondo/Beecha set |||||||||||||||| Doven Wolf ---------- Recieve: The Unit "Doven Wolf" Requirements: The last digit of the sum of Mondo and Beecha's kill counts must be 0 by the appropriate time. (10, 20, 30, 40, 50, etc.) Worth it?: Notes: Ge-mark ------- Recieve: The Unit "Ge-Mark" Requirements: The last digit of the sum of Mondo and Beecha's kill counts must be 5 by the appropriate time. (15, 25, 35, 45, 55, etc.) Worth it?: Notes: |||||||||||||||||||||||||||| ============================================================================== 11. Version History ============================================================================== ------------------------------------------------------------------------------ June 23rd-June 24th, 2008 Version 0.01 Formatted, Stages 1,2, and 3 of Selena's route complete. Initial set of Mecha and pilots added. ------------------------------------------------------------------------------ June 25th, 2008 Version 0.02 More Selena stages, new Mecha and Pilots added. ------------------------------------------------------------------------------ June 25th - July 1nd, 2008 Version 0.10 Bunch of new stages added. The Space route of the first path split is complete. More new Mecha and Pilots. Romance Trilogy, ZZ Gundam, Zeta Gundam, Gaiking, and Macross Plus are complete. Most others are close. Well, that have joined. First FAQs added. ------------------------------------------------------------------------------ July 2rd, 2008 Version 0.15 Added the Sound Force, Daimos, Voltes, and completed the Gundam Wing mecha. Typed up the Skill Encyclopedia. ------------------------------------------------------------------------------ July 3rd, 2008 Version 0.17 Got up through the first stage of the second route split, added the upgraded GGG mecha, and added the Macross Units. ------------------------------------------------------------------------------ July 5th-9th, 2008 Version 0.40 Got through the four way path split on the walkthrough. Also, added the Skill and Spirit Encyclopedias. Added in Genesic GaoGaiGar, Banpreios, Dygenguard, and Aussenseiter information. ------------------------------------------------------------------------------ July 13th, 2008 Version 0.50 Added up to stage 52 of the walkthrough. Added explanations for the Mecha/Pilot guide. Added the Secrets section. ALMOST all the mecha I'm going to get on this runthrough have been added. Most of the Parts list has been completed. ------------------------------------------------------------------------------ July 14th-20th, 2008 Version 0.75 Completed the First Walkthrough. Obviously, some paths are still missing. All units for one playthrough are added, making that mecha/pilot guide about 90% complete. Obviously, the other originals are missing, as are several secret units, but most of the units and pilots are there. Parts list is finished, Abilities added to the Skill encyclopedia, though I suspect it will undergo a major revision soon. Submitted for posting. ------------------------------------------------------------------------------ ============================================================================== 12. Credits ============================================================================== Normally my credits section is short, but this time there's quite a bit to thank. The GameFAQs Gundam Board - You guys are what introduced me to SRW in the first place. To all the regulars past and present, I know we've had our arugments, but thanks for letting me talk Gundam. CaptainRat - For making the SRW Alpha 3 Skillpoint walkthrough. It guided me through my first two playthroughs of Alpha 3. That guide also reinforced my preference for keeping different paths together. gundamtorotoro - For his OG1, OG2, and Alpha 2 FAQs. I was so dissappointed when he didn't have one for Alpha 3. Those guides have influenced this one strongly. CJayC - You may have moved on from GFAQs, but for creating my favorite website, a hearty thanks is needed. Me - This is a credits section, not necessary a thanks section. I deserve the credit for writing and compiling all the data. ============================================================================== 13. Contact Information ============================================================================== Questions, comments, translation, information, suggestions? Shoot me an e-mail at... xenon_zaleo17 (at) yahoo.com Please don't ask how to get this game or simply ***** about one of my ratings. Other than that, if it's game related, feel free to send one. ============================================================================== 14. Needs to be Done ============================================================================== This guide is a monumental project. Much bigger than my last one. While the majority of the actual work is done, there's still much time that needs to be invested in order to complete it. At the moment, here is what is missing from the guide. All of Cobray's stages All of Touma's stages All of Kusuha's stages The Earth route of the first path split The Earth route of the second path split The Solo Ship route in the late 30's The Irui Search route of the Four-way split The SEED route of the Four-way split The Romance Trilogy route of the Four-way split The Gunbuster Route of the final path split. All the information for the following units: Val Varo Nuel Ziel Gebera Tetra Doven Wolf Quebeley MP Quebeley Quin Mantha VF-19 Excalibur Werkbau Dis Astranagant Wildwurger Wildfalken RaiOH DaiRaiOH RyuKoOh/KoRyuOh Shin RyuKoOh/Shin KoRyuOh Black Getter The minimum numbers for the following units: Ge-Mark Hi-Nu Gundam Freedom Gundam Justice Gundam J-Ark/King J-Der AS Alegras Altairlion Hyperlion The Maximum HP/EN/Mobility/Armor for the following units: ChoRyuJin TenRyuJin The full data for the following attacks...... Tatsumaki Zankantou Double Ningu Fire Double Mazinger Blade Final Dynamic Special The proper translation for numerous attacks and items. Includes but is not limited to Shin Getter-3, Getter Poseidon, Dygenguard, the OVA Crokke, and the Full SP restore item. If any of these are in the GBA OG games, I'll take Atlus' translations as well, I just don't want to play through OG2 again right now. These are not all the translations needed, just some of them. If you see something else that looks stupid because you know there's already an official English spelling, then shoot me an e-mail using the contact information. This is where the closing will be once we're actually done. Until then, this shall stand as the reminder of what needs to be done. ============================================================================= Copyright 2008 Luke M. Stevenson