Super Robot Wars MX FAQ/Walkthrough. Author: Deranged E-Mail: deranged85@yahoo.com. Last Updated: 04/7/2004 2149 Hours Version 1.00 =============================== 1)Table Of Contents =============================== 1)Table Of Contents 2)Version History 3)Introduction 4)Seishin List 5)Item List 6)Pilot Skill List 7)Pilot Skill/Seishin List 8)Robot Skill List 9)Walkthrough 10)Secrets 11)FAQ 12)Credits 13)Contact Information 14)Disclaimer =============================== 2)Version History =============================== 04/7/2004: Version 1.00 --The first version released, and hopefully the last. Everything is complete, and as long as no more secrets are uncovered, this should be the final version. --What I've Done-- --Everything. =============================== 3)Introduction =============================== Another year, another PS2 SRW game. The subject this time is SRW MX, the latest offering from Banpresto. Although the game itself isn't too hard, it has improved several aspects of the game, most notably the presentation of attacks which gives the game even more of an "anime" feel than before. This game also has a series list that would please American fans, with 4 featured titles already released in America; Gundam: Char's Counterattack, Nadesico: Prince of Darkness, Rahxephon and Neon Genesis Evangelion. New systems, such as the Double Attack system and Favourite System are also thrown in as Banpresto continue to refresh their series again and again. This FAQ will contain a full walkthrough and several data lists of the game's properties. However, this FAQ is NOT a full-fledged storyline explanation. Although my Japanese may have improved since the last two Walkthroughs I've written for Super Robot Wars D and Super Robot Wars Alpha 2, I still do not feel my skills adequate enough to translate every scene in the game. I may throw in little bits of the story here and there in the walkthrough, but on a whole, if you want a full translation, I suggest waiting for someone more skilled than myself to do so. As a fan of SRW games writing for others, I hope you enjoy this Walkthrough of Super Robot Wars MX. =============================== 4)Seishin List =============================== Seishins are the very core of Super Robot Wars games; I frequently shake my head in disbelief at stories of people somehow getting far into Super Robot Wars games without even knowing that these nifty little commands exist. They are the rough equivalent of a magic spell; you cast a seishin before you move or attack, and it can do anything from increasing your move range to doubling your experience for your next attack. You use seishins by selecting the second-from-bottom option on a unit's menu when you press A on the unit. You can then use the L1 and R1 buttons to scroll through all the sub-pilots in certain robots, and selecting the seishin you want to use. A list of all the seishins your currently deployed pilots have can also be seen by selecting the 2nd option after clicking on a square without a unit during battle, or the second last option, then the first option in the main menu. The seishin in this list will be arranged by the way they are shown in this table, column by column. As a quick note for those who don't know the terms, "Romanji" is used to describe a method of writing out Japanese or Chinese characters using english alphabets. I will be using the translated names in most of this walkthrough. The "Costs" also signify the range at which the seishin costs. ------------------------------------------------ Column 1 ------------------------------------------------ Romanji: Nekketsu Translation: Hot Blood Cost: 30-45 SP Notes: For one attack, the pilot's next attack does 2x damage. Obviously a popular spell for most Squad Leaders, it's almost a must when facing high-HP enemies. Also makes a good combo with Double or MAP attacks, since you're hitting several units for double damage. Note that unlike most SRW games, Hot Blood does not cancel out the chance of a critical hit in this game. Romanji: Tamashii Translation: Soul Cost: 50-60 SP Notes: For one attack, the pilot's next attack does 2.5x damage. In MOST cases, Hot Blood is economically more effective, but Soul is often better if you're racing against time, and need to deal as much damage as possible, as quickly as possible. It goes without saying that this should be saved for bosses, or perhaps Double and MAP attacks. Romanji: Hirameki Translation: Flash Cost: 5-15 SP Notes: For one enemy attack. Unit's dodge rate is 100%. Unsurprisingly, casting both this and Invincibility makes a very good combination, especially with units like Getter Liger. Otherwise, used mostly against bosses who would cause severe damage on your units otherwise. Romanji: Fukutsu Translation: Invincibility Cost: 5-30 SP Notes: For one enemy attack if it hits, unit will take 10 damage. Most Super pilots get this in place of Flash, but for the few Real pilots who DO learn this, it's actually very useful; it acts as a safety mechanism should the low chance of your robot getting hit actually happen, and prevents what would likely be a big amount of damage, while Flash would be used up more or less instantly. Basically, the chance of nullifying most attacks are calculated BEFORE this spell is factored, so it's almost always a good bet to cast this, just to be safe; and if you dodge the attack via other means, the effect of the spell will still stay around. Makes an awesome combination with Flash and other avoiding mechanisms such as Bunshin-type unit skills. Do note that Fukutsu isn't factored in when Support Defending though, so don't expect Support Defenders to take 10 damage. Romanji: Teppeki Translation: Iron Wall Cost: 15-35 SP Notes: For one turn. All enemy attacks on the affected unit will be reduced to 1/4th their normal damage. This makes the damage from the really strong attacks far less than normal, and is almost vital for Super-type units who take lots of damage in this game even with highly upgraded armour. Use this before throwing the unit into a ton of enemies for cackling fun; for Reals though, Concentrate might be a more viable and cheaper option. Romanji: Shuuchuu Translation: Concentrate Cost: 8-20 SP Notes: For one turn. Dodge and Hit rates are increased by 30%. Useful all-around, especially if you cast it on a good dodger, and just throw it right into the middle of all the enemies. Otherwise, it's a nice dodge boost for your Reals, or accuracy boost for your Supers. Also makes a good combination with Confusion, resulting in a enormous accuracy decrease for all enemies on that unit. ------------------------------------------------ Column 2 ------------------------------------------------ Romanji: Hitchuu Translation: Sure Hit Cost: 10-25 SP Notes: For one turn. Hit rate is 100%. Mostly used by Supers who have trouble hitting boss-level enemies, or by low-level pilots when trying to get up to everyone else's level. Flash takes precedence, however; something which has casted Flash will always dodge a Sure Hit attack. Romanji: Kannou Translation: Inspire Cost: 30-35 SP Notes: Casts Sure Hit on any one team member, including the pilot who uses Inspire. The same rules of Sure Hit apply here. Theoretically, this is a good spell to use on anyone who doesn't learn Sure Hit naturally, but in reality, the majority of people who need it (Supers) usually already have it. It does save the PP of your frontliners in exchange for that of your supporters, though. Romanji: Kasoku Translation: Accelerate Cost: 5-10 SP Notes: For one movement, the affected unit's movement range is increased by 3. Many Super Robots have this in some form thanks to their sub-pilots, and is a nice cheap way of getting around quicker, especially for people like myself who want to get missions over with ASAP. ^^; Romanji: Kakusei Translation: Awaken Cost: 36-100 SP Notes: The affected unit will get two combat turns; that is, it can move and/or attack one more time after it's normal move and/or attack. You can't cast Awaken consecutively to gain three combat turns in a row, but you can cast after you've used it's effects once. In other words, Cast Awaken, move/attack, cast Awaken again, etc. I still feel its a waste of seishin which should be instead used on Hot Bloods or Souls; the main reason why you should use this seishin, if at all, would be to position yourself better for a MAP attack. Romanji: Konjou Translation: Perseverance Cost: 20 SP Notes: The affected unit will regain 30% of any lost HP. Has somewhat more usefulness in this game, as unupgraded units (which you'll have plenty of at the start) will take lots of damage very fast. Romanji: Dokonjou Translation: Great Perseverance Cost: 25-40 SP Notes: The affected unit will regain all lost HP. Mostly learnt by Supers, who can appropriately make the best use of it. ------------------------------------------------ Column 3 ------------------------------------------------ Romanji: Shinrai Translation: Trust Cost: 10-30 SP Notes: Heals 2000 HP of any friendly unit on the map. It no longer heals NPCs which lessens a lot of its old usefulness, but in turn, its main function has been increased slightly, especially if you play with sub-par Real pilots. Not economically wise to use on Supers though, but sometimes you may not have a choice. Romanji: Yuujou Translation: Friendship Cost: 10-60 SP Notes: Heals all HP of any unit. Basically the Trust which you use on Supers, who make this seishin more economically wise, but it's all circumstance anyway. ^^; Romanji: Hokyuu Translation: Resupply Cost: 10-60 SP Notes: Recovers all EN and all weapon ammo of any one teammate, including the pilot who casts Resupply. Unlike previous versions, this spell no longer decreases morale, increasing its usefulness by a ton. Not a bad choice for support pilots to use, especially when stages get really long later in the game. Romanji: Kiai Translation: Yell Cost: 20-45 SP Notes: The affected unit will gain 10 morale. Very useful in older SRWs, it's usefulness is increased compared to older SRWs, at least for the opening stages where there's so few enemies that there just isn't enough morale to go around. Romanji: Kihaku Translation: Vigor Cost: 10-80 SP Notes: The affected unit will gain 30 morale. Quite good economically wise, but not really used as much as you rarely need a +30 boost in morale at a fair cost by the time you get access to this seishin. The exception is Malliot, who gets this for an astounding 10 SP; casting this once (and even twice) at the start of the battle is very much recommended. Romanji: Gekirei Translation: Rally Cost: 5-65 SP Notes: Increases the morale of one selected unit by 10. Better than Yell in my opinion, as this uses up your support pilots' SP instead of your main pilots' SP, which is better used on Hot Bloods and the like. ------------------------------------------------ Column 4 ------------------------------------------------ Romanji: Tekagen Translation: Mercy Cost: 5-10 SP Notes: For one attack. If this attack reduces the enemy's HP to 0, and your pilot has a higher Skill stat the enemy pilot, the enemy's unit will survive with 10 HP. This spell will be mostly used to help level up any weak pilots, by letting a high-level pilot lower an enemy unit to 10 HP, then having the weak pilot run in and finish the enemy unit off with a high accuracy attack, as the lowest damage you can do in all SRW games is 10 HP. Also useful for stages where the objective is to lower a unit past a certain amount without actually killing it, for added insurance. Romanji: Sogeki Translation: Snipe Attack Cost: 16-30 SP Notes: For one attack. Excepting MAP and range 1 attacks, the range of all other attacks are increased by 2. Best for units without good P weapons. Also works nicely with the Cell Fighter and it's incarnations, as the seishin increases the range of the Hyper Dendoh Denchi as long as the spell is in effect, and as the Hyper Dendoh Denchi is not considered an attack, it will not use the seishin up. Also makes a fairly good combo with the Hit & Away pilot skill. Romanji: Chokugeki Translation: Direct Attack Cost: 20-60 SP Notes: For one attack. Your attacks will pass through whatever defenses the opponent has, including Bunshin, Support Defenses and any sort of barriers, and will hit the enemy directly. This is useful in general for taking out enemies with support defenders (of which there are tons in this game), or used for nullifying the ever-annoying Bunshin. Romanji: Kitai Translation: Hope Cost: 60-90 SP Notes: Recovers 50 SP of any chosen teammate, including the pilot who casts Hope (although it makes no economical sense). Great for giving your main pilots that extra bit of juice for another Hot Blood or Soul. Romanji: Teisatsu Translation: Surveillance Cost: 1 SP Notes: Used to scout the statistics of unknown units (those you haven't attacked or haven't been attacked by). Scout out bosses with this, then make sure you don't get into their longest attack's range unless you're good and ready for them. Romanji: Datsuryoku Translation: Exhaust Cost: 10-60 SP Notes: Choose any enemy, and its morale will be decreased by 10. Very few pilots learn this, making this spell a little rarer than it should be; if you can spike the biggest bosses' morale with this though, it'd generally make your job killing them a lot easier. ------------------------------------------------ Column 5 ------------------------------------------------ Romanji: Kakuran Translation: Confusion Cost: 40-70 SP Notes: For one turn, all enemies' attack's accuracy will be cut into half. Given the massive amount of enemies you can face at one time in the later stages, it's not a bad idea to cast one of these during a pitched battle to give your side a major advantage. This spell is also almost vital for late-game bosses, who have absurdly high accuracy and insanely strong attacks, which often mean death without defense; Confusion will give them that extra bit of chance you may need to survive for pilots who don't have Flash, Invincibility or Iron Wall. Romanji: Ai Translation: Love Cost: 70-110 SP Notes: Gives the effects of Accelerate, Sure Hit, Flash, Hot Blood, Yell, Great Effort and Lucky on the caster. Dangerous and expensive, always save this seishin for bosses only, and even then, it might not be a good choice over two Souls or Hot Bloods. Romanji: Kouun Translation: Lucky Cost: 25-40 SP Notes: For one combat sequence. Gain 2x Credits. You should always cast this before killing a major character, or large, expensive units (anything with 15000+ HP), or when using MAP or Double attacks that kill several units. If you Defend or Evade with this seishin in effect, you will lose its effects completely. Romanji: Shukufuku Translation: Bless Cost: 10-60 SP Notes: Casts Lucky on any one team member, including the pilot who uses Bless. The same rules of Lucky apply here. Although it costs more, you might actually find yourself using this more than Lucky, since your supporter's SP are less important than the ones who are delivering the killing blows. Romanji: Doryoku Translation: Great Effort Cost: 15-20 SP Notes: For one combat sequence (your unit attacking, or your unit getting attacked). Gain 2x EXP. It goes without saying that you should always use this just before killing a major character. Do note that if you use this seishin, then Defend or Evade in the next combat sequence, the effect of this spell will be completely lost. Romanji: Ouen Translation: Aid Cost: 10-40 SP Notes: Casts Great Effort on any one team member, including the pilot who uses Aid. The same rules of Great Effort apply here. Although Great Effort costs less to use, you may find yourself using this seishin more often as your supporting pilots' SP are less valuable than those of your front-liners, who need the SP more for battle seishin. =============================== 5)Item List =============================== Items, also known as "Equippable Parts" or "Conformable Parts", have been around since the heady days of Super Robot Wars 4. In RPG terms, they're the equivalent of equipping an accessory that provides a boost in status, performance or some form that helps whoever uses it. The number of items a unit can equip depends basically on the overall "worth" of the unit; the majority of units get two item slots, while weaker grunt suits usually get 4. You get items mostly by defeating enemies, although bosses drop the most and rarest. You can get to the Items List in the game by choosing the 4th option in the intermission menu. The items are separated into 7 pages. They will be arranged in order under their respective sections. ------------------------------------------------ Page 1 ------------------------------------------------ Hazusu - Not really an item, but the first one listed. Allows you to remove whatever item is in the slot you chose to get to this menu. Repair Kit - Replenishes HP. Generally you should stock up your battleship with this and all other consumable items, as the battleships can use it within a certain radius, making it more useful than if you'd used up an item slot on your front-liners with these. Consumable. Propellant Tank - Replenishes EN, with the exception of any unit which uses a Hyper Plasma Drive. Same logic as Repair Kit. Consumable. Cartridge - Replenishes Ammo, with the exception of Hyper Dendoh Denchi. Same logic as Repair Kit. Consumable. Super Repair Kit - A combination of the Propellant Tank, Repair Kit and Cartridge all jammed up into one cozy package. Still not that much more useful than other consumable items, though. Consumable. Ramune - Recovers 20 SP. A little more useful than the other consumables as SP is something you can't normally recover easily, as opposed to the other three types of consumables already listed. Consumable. ------------------------------------------------ Page 2 ------------------------------------------------ Mother's Stew - Recovers 50 SP. Same logic as Ramune. Consumable. Andromeda - Increases pilot's morale by 10. A decent item at the start of the game, where morale is generally hard to come by (since missions are over so quickly). Consumable. Booster - Movement range is increased by 1. Obviously, used on units with low movement ranges, like basically most Supers. Mega Booster - Movement range is increased by 2. Upgraded version of Booster which, surprisingly, is more plentiful than it's derivative. Apogee Motor - Increases movement range by 1, and mobility by 5. Basically a Booster and Magnetic Coating combined, and can function well as both for your Real robots. Magnetic Coating - Increases mobility by 5. Standard item to equip on Real robots, but gets outclassed by nearly everything else rather quickly. ------------------------------------------------ Page 3 ------------------------------------------------ Biosensor - Increases mobility by 10. Upgraded Magnetic Coating basically, and a staple item for Reals all the way to the end of the game, being the item with a balance between decent bonuses and availability. Psychoframe - Increases mobility by 25 and critical rate by 10%. One of the best items you can give to your Reals, who REALLY need the better dodging in this game, with most grunt enemies' insane hit rates. The critical bonus is nice as well. Haro - Increases mobility by 25, weapon range (besides MAP and point-blank) by 1, movement range by 2 and accuracy by 20. Quite possibly the best item in the game, you get a surprisingly large number of these as well. Put this on your favourite Reals, or your Supers who can dodge (like Rahxephon). Chobham Armour - Increases maximum HP by 500, and Armour by 100. Standard fare for most Supers; the whole line is pretty vital for Supers, in fact, since they tend to take a lot of damage, even for Supers. Ultra Alloy Z - Increases maximum HP by 1000, and Armour by 150. The standard progression from Chobham Armour. Ultra Alloy New Z - Increases maximum HP by 1500, and Armour by 200. One of the best Armour/HP items you can get in this game, put these on your favourite Supers. ------------------------------------------------ Page 4 ------------------------------------------------ Space Armour Gran - Increases maximum HP by 2000, and Armour by 250. The best Armour/HP item there is, but you don't get very many of them, unfortunately. Put this on your favourite Super, and leave the others with Ultra Alloy New Zs. High Powered Radar - Increases the range of non-map and non-point-blank weapons by 1. In general, you'd put this on robots with REALLY long range weapons to push the limit even further, or onto a robot with few or bad P moves, to allow it to use its better non-P moves more often in a standing position. Shuffle Crest - Adds 5 morale to the unit's starting morale. Good on units who need a quick morale boost to be effective, like Kenryuu and most of the G Gundam units. Wolf Crest - Adds 10 morale to the unit's starting morale. Same logic as the Shuffle Crest, and should be used as such. Large Generator - Increases maximum EN by 50. If you don't have a Solar Cell, this might be the best replacement. Use it on EN heavy robots, which is quite a few of them. Mega Generator - Increases maximum EN by 100. An upgrade of the Large Generator, and basically performs the same functions except better. ------------------------------------------------ Page 5 ------------------------------------------------ High Performance Targeting Device - Increases weapon accuracy by 30%. Put these on your low-accuracy units so that they don't have to waste SP just to get a decent hit rate on the enemies, main examples being EVAs and most supers. Image Sensor - Increases critical rate of all weapons by 20%. Useful on high-critical machines or pilots with high-skill, like the God Gundam or anything Amuro pilots. Solar Cell - Recovers 10% EN per turn. Good on just about anything which consumes EN at a steady rate, the most obvious examples being the G-Gundam units. Ultimate Cell - Recovers 10% HP per turn. If you have units that don't rely on low health to dominate (with high Potential levels) but still get hit often, such as the two battleships, this might be a good option. Anti-Beam Coating - Beam damage is reduced by 700. A little specialized, since usually only Gundam enemies use Beam weapons, and even then not all of them; given the fact that the only Gundam units still around are the Death Army, you may be hard pressed to find a good reason to put this on your units. I-Field Barrier - Beam Damage is reduced by 850. A stronger Beam Coating in all but name. ------------------------------------------------ Page 6 ------------------------------------------------ Minovsky Craft - Allows unit to fly, and changes all Air stats to A. As in previous SRW games, this is a good bet for units which have bad Air stats; the Valkyrie is a good example of this. Dust Adapter - Allows unit to land, and changes all Land stats to A. Not a bad option for units which are normally only allowed to fly, since landing will usually allow them the benefit of terrain bonuses. Also a good choice for the Black Sarena when you get it. Screw Module - Changes all Water stats to A. There are a few all-water maps in this game with the inclusion of Rahxephon, so if you're lacking in Minovsky Crafts, this might be the next best option. Thruster Module - Changes all Space stats to A. A bit specialized, as only a few units don't already have A movement or A weapons in Space. Jammer - Negates all missile-type attacks. You can see which attacks are affected by Jammers by looking at the second-last column on the Weapons screen; if there is a (O) there, then Jammers make the weapon useless. There's a surprising amount of weapons used by enemies which are affected by Jammers, so this could make a decent choice for your Supers who probably won't be able to dodge those weapons normally. EWAC (Weak) - The unit who equips this will emit an "aura" two squares wide. All units within this aura will have a 15% bonus in accuracy and evasion rates. Also gives the unit who equips this the "Surveillance" command. Put this on your support units if you play several dodgers; if you don't though, it's not very useful. ------------------------------------------------ Page 7 ------------------------------------------------ Shinto Shrine's Protection - Prevents any added status effects from inflicting the unit. Only useful in certain situations, such as against Ragou; most grunt units don't have status weapons and you'd be wanting to dodge most boss unit attacks anyway. =============================== 6)Pilot Skill List =============================== In here, you'll find a list of every pilot skill in the game, what they do, and which pilots have them. The skills will be arranged according to how they appear in the Pilot Skill List, which can be accessed by selecting the second last option, then the third option in the Intermission Menu. ------------------------------------------------ Newtype ------------------------------------------------ Pilots who have this skill naturally: Amuro, Camille, Quatro, Judo, Beecher, Iino, Elle, Puru, Rue, Mondo Cost: N/A Increases Accuracy and Evade, and increases the range of Funnel-type weapons by 1 at level 7 and 8, and 2 at level 9. The higher the level, the greater the accuracy and evade bonuses, not to mention that certain weapons have a newtype level requirement. It's a good bet that if the pilot is a newtype, then he or she would be at least half decent, if not an ace. ------------------------------------------------ Enhanced Human ------------------------------------------------ Pilots who have this skill naturally: Puru Two Cost: N/A Increases Accuracy and Evade, and increases the range of Funnel-type weapons by 1 at level 7 and 8, and 2 at level 9. Essentially the same as the Newtype skill (although storywise...) ----------------------------- Infight ----------------------------- Pilots who have this skill naturally: None Cost: 20 PP for +1 Level, 25 PP for +2 Level, etc Increases power of Melee weapons, and movement range of the Unit. Note that melee weapons are considered both those with a Fist, and those with a Fist and a target. A good choice for melees if you have the PP required to pump it up to level 9, where the bonuses are substantial. The actual increase is as follows: Level 1 - Power +50 Level 2 - Power +100 Level 3 - Power +150 Level 4 - Power +200, Movement Range +1 Level 5 - Power +250, Movement Range +1 Level 6 - Power +300, Movement Range +1 Level 7 - Power +350, Movement Range +2 Level 8 - Power +400, Movement Range +2 Level 9 - Power +450, Movement Range +2 ----------------------------- Gunfight ----------------------------- Pilots who have this skill naturally: Aqua Cost: 20 PP for +1 Level, 25 PP for +2 Level, etc Increases range and power of Shooting weapons. A good choice for snipers if you have the PP required to pump it up to level 9, where the bonuses are substantial. The actual increase is as follows: Level 1 - Power +50 Level 2 - Power +100 Level 3 - Power +150 Level 4 - Power +200, Range +1 Level 5 - Power +250, Range +1 Level 6 - Power +300, Range +1 Level 7 - Power +350, Range +2 Level 8 - Power +400, Range +2 Level 9 - Power +450, Range +2 ----------------------------- SP Up ----------------------------- Pilots who have this skill naturally: None Cost: 30 PP for +1 Level, 35 PP for +2 Level, etc Increases maximum SP by 4 for each level. A good bet for most Support pilots, who have a limited skill selection anyway. ------------------------------------------------ Potential ------------------------------------------------ Pilots who have this skill naturally: Drill, Altair, Kirakuni, Ginga, Hokuto, Sabrouta, Ryoko, Tapp, Malliot, Argo, Allenby, Sai Saici, George, Chibodee, Domon, Kouji, Boz, Jun, Tetsuya, Hayato, Benkei, Ryouma, Duke, Hikaru, Masato, Kazuya, Ayato, Elvy Cost: 20 PP for +1 Level, 25 PP for +2 Level, etc. The lower your HP goes, the higher your accuracy, mobility, armour and critical rates go. Higher levels mean that the effects take place faster, and has more of an effect. Mostly Super pilots get this, which is fitting considering they take a LOT of damage in general. If the pilot naturally has Potential, it might be a good choice to spend a bit to pump the level of it up to 9 or 10. ------------------------------------------------ Sword Cut ------------------------------------------------ Pilots who have this skill naturally: Jet, Rom, Asuka, Shinji, Rei, Touji, Altair, Wellner, Karl, Kaine, Dan, Malliot, Min, Camille, Quatro, Judo, Puru, Puru Two, Rue, Amuro, Allenby, Kiral, Sai Saici, George, Domon, Rain, Kouji, Tetsuya, Michiru, Ryouma, Duke, Kazuya, Akira, Hugo(Real), Aqua(Real) Cost: 10 PP for +1 Level, 15 PP for +2 Level, etc Only usable if the unit possesses a Sword. Can cut down physical projectiles or intercept sword attacks, taking 0 damage. The higher the level, the more likely it will activate. You can check which attacks can be Sword Cutted by checking the 5th column from the right on the Weapons screen; if the weapon has a Kanji in that column, then the weapon will be affected by Sword Cut. Not a bad, if slightly specialized skill; nearly everyone who pilots a mecha with a sword-type weapon has this now though, and even some without... ------------------------------------------------ Shield Defense ------------------------------------------------ Pilots who have this skill naturally: Rom, Kaine, Min, Camille, Quatro, Iino, Judo, Mondo, Amuro, Chibodee, Rain, Akira, Ayato Cost: 20 PP for +1 Level, 25 PP for +2 Level, etc Only usable if the unit possesses a Shield. Will reduce damage taken from attacks by 500 + ((level of skill - 1) * 100). Will also reduce the number of shields the unit has by 1, unless the shield completely blocked all damage, in which case the shield number is not decreased. Found mostly on Real units, but it will see most use on Supers like Raideen and Rahxephon, who can use their shields to become undamageable Gods. ------------------------------------------------ Support Attack ------------------------------------------------ Pilots who have this skill naturally: Jet, Jim, Drill, Asuka, Shinji, Rei, Touji, Altair, Kirakuni, Ginga, Subaru, Vega, Izumi, Sabrouta, Ryoko, Ruri, Wellner, Karl, Tapp, Dan, Min, Light, Elle, Beecher, Puru Two, Mondo, Rue, Bright, Allenby, George, Fuunisaki, Rain, Sayaka, Boz, Jun, Tetsuya, Hayato, Maria, Masato, Kyoshiro, Akira, Elvy, Haruka, Hugo(Real), Hugo(Super) Cost: 40 PP for +1 Level, 45 PP for +2 Level, etc Allows the pilot to perform a Support Attack. If a unit who is next to the pilot with Support Attack attacks an enemy, the pilot with Support Attack can attack right after the first unit and the enemy have traded hits for an extra attack. The supporter can choose the weapon he wishes to use, but must have a weapon with enough range to hit the target, and the supporting unit must have a terrain rating (not "-") of whichever terrain the main unit is on. This means that Nu Gundam can support something in the air even though it can't normally fly, because it has a B Terrain Rating in Air, while the Neil Aghama cannot support something on the ground, because it has a "-" Terrain Rating on Land. Note that most seishin do not take effect for Support Attacks; only Concentrate and Sure Hit (and the spells that cast it) are used to determine your attack accuracy. Note that combination attacks can now be used both as a Support Attack and as the main attack. The level of Support denotes how many times you can perform a Support Attack in one turn, as well as the power of the Support Attack. The percentages are as follows: Level 1: 80% Damage Level 2: 85% Damage Level 3: 90% Damage Level 4: 100% Damage ------------------------------------------------ Support Defense ------------------------------------------------ Pilots who have this skill naturally: Jim, Drill, Reina, Asuka, Shinji, Rei, Touji, Ellis, Kirakuni, Subaru, Vega, Hokuto, Sabrouta, Hikaru, Ruri, Wellner, Carl, Tapp, Dan, Min, Light, Iino, Elle, Beecher, Puru, Bright, Argo, Kiral, Fuunisaki, Rain, Kouji, Sayaka, Boz, Jun, Benkei, Michiru, Duke, Hikaru, Maria, Kyoshiro, Marie, Haruka, Hugo(Super), Aqua(Real), Aqua(Super) Cost: 20 PP for +1 Level, 25 PP for +2 Level, etc Allows a unit to take damage for another unit, should the originally-targeted unit get hit; the two units must be next to each other, the supporter must be able to survive the attack by blocking (factoring in criticals and shields), and the supporter must be able to access the terrain of the original target (similar to Support Attack). Damage is 50%, the same as blocking normally, unless the supporter uses a shield or some damage reduction barrier. The higher the level of Support Defense, the higher the number of Support Defenses you can execute in one turn. Useful whether you use either Supers or Reals; for Reals, it's a safety device so that if the small chance of them getting hit does happen, it won't be punished TOO severely, while for Supers, it simply lets someone else defend the damage while you counter. Do note that if using a combination attack as a counter, units involved in the combination attack cannot also be used for Support Defense; you have to choose one or the other. ------------------------------------------------ Counter ------------------------------------------------ Pilots who have this skill naturally: Jet, Rom, Touji, Altair, Izumi, Light, Kiral, Sai Saici, Chibodee, Tetsuya, Hayato, Kazuya, Kyoshiro, Elvy Cost: 20 PP for +1 Level, 25 PP for +2 Level, etc Attacks before the enemy, assuming they attacked you first. The level of Counter denotes how many times you will attack before the enemy in one turn, with one level corresponding to one use of Counter. Not a very useful skill in my opinion, since unless your one attack can kill off the enemy, it doesn't really do anything special. If you put this on Ginga and combine it with the Clock Manager, however... ------------------------------------------------ Assist Attack ------------------------------------------------ Pilots who have this skill naturally: Shinji, Hokuto, Ryoko, Kaine, Malliot, Judo, Domon, Kouji, Elvy Cost: 40 PP for +1 Level, 45 PP for +2 Level, etc Allows the pilot to perform an Assist Attack. When the pilot with Assist Attack attacks an enemy, it can choose to perform an Assist Attack, where all the units beside it can attack first before the main unit performs it's attack. Similar to the Squad Attacks of Alpha 2. All units have only one attack to perform when assisting in an Assist Attack; you can see which Attack this is at the weapon's screen, from the 7th column from the right; if the weapon has a kanji under that column, then it is the only attack that can be used when assisting an Assist Attack. The main unit can be assisted by up to 4 units, depending on the possibility of the assisting units being able to hit the target with their assist weapon, and the level of Assist Attack the main unit has. An Assist Attack cannot be done during the enemy phase, and cannot also activate Support Attack. The level of Assist Attack also affects damage done. The percentages are as follows: Attacks by Units who are Assisting: If 1 assister = 64% damage If 2 assisters = 40% damage If 3 assisters = 32% damage If 4 assisters = 28% damage Attacks by Unit who is being assisted: If 1 assister = 120% damage If 2 assisters = 130% damage If 3 assisters = 140% damage If 4 assisters = 150% damage ------------------------------------------------ Commander ------------------------------------------------ Pilots who learn this skill naturally: Rom, Vega, Amuro, Bright, Duke Cost: 120 PP Allows the pilot to perform a Simultaneous Attack. A Simultaneous Attack requires a Support Attack to be performed first. If the pilot with Commander is leading the Support Attack, then both the leading unit and the supporting unit will fire off their weapons simultaneously in a split-screen, hitting the enemy with both attacks before it gets to counter. Both the leading unit and the supporting unit's hits will also always perform a critical hit. A bit expensive, but it's nice on those who have it naturally, to ensure that you get the maximum damage output from Support Attacks. ------------------------------------------------ Psychic Power ------------------------------------------------ Pilots who learn this skill naturally: Akira Cost: N/A The pilot regains 20% of his max SP per turn. An incredibly good skill that allows Akira to get a Morale headstart at the beginning of maps, and cast Hot Blood every turn with minimal SP use. ------------------------------------------------ A-Class Jumper ------------------------------------------------ Pilots who learn this skill naturally: Akito Cost: N/A The unit can perform a Boson Jump, which allows the unit to "teleport" to any square within it's movement range, regardless of the terrain and the obstacles in between. It still uses the same amount of EN you would require to move to that space, though. ------------------------------------------------ Clear Mirror Still Water ------------------------------------------------ Pilots who learn this skill naturally: Domon Cost: N/A When 120 morale is reached, the unit's and pilot's abilities are increased. A good skill that you have no need to replace anyway. ------------------------------------------------ Super Mode ------------------------------------------------ Pilots who learn this skill naturally: Argo, Sai Saici, George, Chibodee Cost: N/A When 120 morale is reached, the unit's and pilot's abilities are increased. A good skill that you have no need to replace anyway. ------------------------------------------------ Concentration Power ------------------------------------------------ Pilots who learn this skill naturally: Rei, Kiral Cost: 80 PP The pilot's seishin costs are reduced by 1/5th. Allows you to cast spells for cheaper and more often, and makes a good combination with SP Recovery and/or Psychic Power. Obviously a good choice for Support pilots. ------------------------------------------------ Battling Heart ------------------------------------------------ Pilots who learn this skill naturally: Ginga, Akito Cost: 20 PP The pilot gains +5 morale at the start of the battle. Can combine with items like the Wolf Crest. ------------------------------------------------ Competitive Spirit ------------------------------------------------ Pilots who learn this skill naturally: Ryouma, Maria, Marie Cost: N/A The pilot gains +2 morale for each time the pilot's unit is hit, rather than +1. Not the best of skills in my opinion, but you can't replace it anyway. ------------------------------------------------ Hard Worker ------------------------------------------------ Pilots who learn this skill naturally: Reina, Marie Cost: N/A When 120 morale is reached, the pilot automatically casts Great Effort on itself at the start of every turn. This might be a good skill, except that those who do learn it tend to pilot extremely weak units... ------------------------------------------------ Abandon ------------------------------------------------ Pilots who learn this skill naturally: Kaine Cost: N/A When Kaine reaches 110 morale, his accuracy and evasion rates are increased. Given the unit he pilots, this is quite a good skill. ------------------------------------------------ Strong Luck ------------------------------------------------ Pilots who learn this skill naturally: Hikaru, Hugo(Real), Hugo(Super) Cost: N/A The pilot receives 1.2x the normal credits gained for a kill. This does not stack with the Lucky seishin, however. ------------------------------------------------ Clairvoyance ------------------------------------------------ Pilots who learn this skill naturally: Maria Cost: N/A When Maria reaches 110 morale, if in battle and the enemy attacks first, Maria will have increased dodge rate. ------------------------------------------------ SP Recovery ------------------------------------------------ Pilots who learn this skill naturally: Subaru, Michiru Cost: 100 PP The pilot recovers 10% of it's maximum SP every turn. Makes a good combination with Concentration Power and/or Psychic Power, but is a bit more expensive than the former. SP Recovery would work better for constant use of low SP seishin, while Concentration Power would work better for single-time use of high SP seishin. ------------------------------------------------ Hit & Away ------------------------------------------------ Pilots who learn this skill naturally: Allenby, Fuunisaki Cost: 70 PP The unit can move immediately after performing an attack. Note that this does not take effect if you move first (i.e. you can attack-->move or move-->attack, but not move-->attack-->move). Note that this very nicely works with MAP weapons as well, and is a great tool for sniping units; hit from far range, then move even further out and repeat. ------------------------------------------------ Attacker ------------------------------------------------ Pilots who learn this skill naturally: None Cost: 100 PP When 130 morale is reached, the all the unit's attacks' base power will increase by 1.2x. Pretty much a staple for all your main attacking units. ------------------------------------------------ Revenge ------------------------------------------------ Pilots who learn this skill naturally: Asuka, Altair, Akito, Camille Cost: 60 PP If attacked on the enemy's turn, your unit's attacks' base power will increase by 1.2x. Stacks with Attacker, can be useful for units which you usually put in the front lines to absorb or avoid damage. ------------------------------------------------ Enhanced Fighting Spirit ------------------------------------------------ Pilots who learn this skill naturally: Akito Cost: 80 PP At the start of every turn, the pilot's morale is increased by 2. Quite good at the start of the game when it's hard to amass a decent amount of morale, but during late-game where tons of enemies provide that easily, it should be replaced. ------------------------------------------------ E Save ------------------------------------------------ Pilots who learn this skill naturally: Quatro, Bright Cost: 60 PP All weapons which use EN now cost 80% of their normal EN cost. Units which rely heavily on EN for their weapons, such as Rahxephon and Zeorymer, will do well to have their pilots with this skill. ------------------------------------------------ B Save ------------------------------------------------ Pilots who learn this skill naturally: Ellis, Wellner, Karl, Dan, Malliot Cost: 50 PP All weapons which use Ammo have their ammo increased by 1.5x. Better for units which rely more on Ammo, such as the Cell Fighters for Hyper Dendoh Denchi. ------------------------------------------------ EXP Up ------------------------------------------------ Pilots who learn this skill naturally: Ellis, Masato Cost: 100 PP The pilot receives 1.2x experience for each attack it does. Does not work in tandem with Great Effort, however. ------------------------------------------------ Guard ------------------------------------------------ Pilots who learn this skill naturally: Jim, Izumi, Hikaru, Argo, Benkei, Kazuya Cost: 40 PP When morale reaches 130, battle damage is reduced to 80%. Obviously a better choice for Supers than Reals, especially those with Shields to lessen damage even further. ------------------------------------------------ Repair Ability ------------------------------------------------ Pilots who learn this skill naturally: Reina, Hikaru, Haruka Cost: 40 PP When using the Repair command, the amount repaired will be 1.5x the usual amount. A good choice for dedicated healers. ------------------------------------------------ Resupply Ability ------------------------------------------------ Pilots who learn this skill naturally: None Cost: 60 PP Pilots with this skill can use the Resupply command after moving, allowing them to keep up with the main force more easily. ------------------------------------------------ Hacking ------------------------------------------------ Pilots who learn this skill naturally: Ruri Cost: N/A Allows the use of the Surveillance command. Kinda useless, really, since the Surveillance seishin does the same thing for just 1 SP. =============================== 7)Pilot Skill/Seishin List =============================== In this section, you'll find a listing of pretty much every pilot in the game, along with their natural skills, Seishin set and number of skill parts. The series are arranged according to the order the game shows if you choose Series as the default arrangement. The pilots are arranged according to when you receive them in the game. ------------------------------------------------ Machine Robo: Revenge of Cronos ------------------------------------------------ Name: Rom Stol Skills: Sword Cut, Shield Defense, Counter, Commander Personality: Strong-Minded Seishin: Concentrate(15), Iron Wall(25), Direct Attack(30), Hot Blood(35), Vigor(55), Flash(5) Name: Blue Jet Skills: Sword Cut, Counter, Support Attack Personality: Strong-Minded Seishin: Accelerate(5), Invincibility(10), Concentrate(15), Hot Blood(40), Yell(35), Friendship(60) Name: Rod Drill Skills: Potential, Support Attack, Support Defense Personality: Normal Seishin: Great Perseverance(30), Sure Hit(20), Hot Blood(40), Yell(35), Flash(10), Exhaust(45) Name: Reina Stol Skills: Hard Worker, Support Defense, Repair Skill Personality: Weak-Minded Seishin: Trust(15), Flash(10), Rally(50), Bless(45), Hope(70), Love(90) Name: Triple Jim Skills: Support Attack, Support Defense, Guard Personality: Weak-Minded Seishin: Trust(15), Perseverance(20), Aid(35), Bless(50), Rally(55), Resupply(55) ------------------------------------------------ Neon Genesis Evangelion ------------------------------------------------ Name: Ikari Shinji Skills: Sword Cut, Support Attack, Support Defense, Assist Attack Personality: Weak-Minded Seishin: Sure Hit(15), Flash(10), Accelerate(5), Hot Blood(45), Awaken(90), Soul(60) Name: Soryuu Asuka Langley Skills: Revenge, Sword Cut, Support Attack, Support Defense Personality: Very Strong-Minded Seishin: Great Effort(15), Flash(10), Yell(30), Hot Blood(35), Sure Hit(10), Soul(60) Name: Ayanami Rei Skills: Sword Cut, Support Attack, Support Defense, Concentration Power Personality: Normal Seishin: Flash(8), Concentrate(12), Sure Hit(16), Exhaust(32), Snipe Attack(16), Awaken(36) Name: Suzuhara Touji Skills: Sword Cut, Support Attack, Support Defense, Counter Personality: Strong-Minded Seishin: Great Perseverance(25), Flash(10), Sure Hit(20), Hot Blood(30), Friendship(40), Iron Wall(15) ------------------------------------------------ Gear Fighter Dendoh ------------------------------------------------ Name: Izumo Ginga Skills: Potential, Support Attack, Battling Heart Personality: Very Strong-Minded Seishin: Great Perseverance(30), Sure Hit(20), Yell(35), Hot Blood(35), Invincibility(10), Direct Attack(30) Name: Kusanagi Hokuto Skills: Potential, Support Defense, Assist Attack Personality: Strong-Minded Seishin: Concentrate(15), Iron Wall(30), Sure Hit(15), Flash(10), Hot Blood(35), Vigor(70) Name: Vega Skills: Commander, Support Attack, Support Defense Personality: Strong-Minded Seishin: Concentrate(15), Direct Attack(30), Bless(45), Confusion(55), Hot Blood(35), Rally(60) Name: Kirakuni Shin Skills: Potential, Support Attack, Support Defense Personality: Normal Seishin: Sure Hit(20), Great Effort(15), Great Perseverance(30), Hot Blood(35), Snipe Attack(25), Resupply(60) Name: Ellis Willamet Skills: Support Defense, EXP Up, B Save Personality: Normal Seishin: Surveillance(1), Concentrate(15), Trust(30), Flash(10), Aid(40), Hope(70) Name: Subaru Skills: Support Defense, Support Attack, SP Recovery Personality: Normal Seishin: Accelerate(5), Concentrate(15), Lucky(35), Hot Blood(40), Friendship(40), Awaken(90) Name: Altair Skills: Potential, Sword Cut, Support Attack, Counter, Revenge Personality: Strong-Minded Seishin: Sure Hit(10), Yell(20), Flash(5), Direct Attack(50), Hot Blood(35), Mercy(5) ------------------------------------------------ Mobile Battleship Nadesico: Prince of Darkness ------------------------------------------------ Name: Hoshino Ruri Skills: Hacking, Support Attack, Support Defense Personality: Normal Seishin: Iron Wall(30), Trust(30), Sure Hit(20), Flash(10), Bless(55), Confusion(40) Name: Makibi Harry Skills: None Personality: Normal Seishin: Aid(35), Perseverance(20), Accelerate(10), Great Effort(20), Hot Blood(40), Hope(75) Name: Takasugi Sabrouta Skills: Potential, Support Attack, Support Defense Personality: Strong-Minded Seishin: Concentrate(15), Iron Wall(30), Sure Hit(15), Hot Blood(35), Lucky(35), Snipe Attack(20) Name: Subaru Ryoko Skills: Potential, Support Attack, Assist Attack Personality: Very Strong-Minded Seishin: Invincibility(10), Concentrate(15), Great Perseverance(25), Hot Blood(30), Sure Hit(20), Soul(60) Name: Amano Hikaru Skills: Strong Luck, Support Defense, Guard Personality: Strong-Minded Seishin: Concentrate(15), Trust(30), Flash(10), Lucky(30), Hot Blood(40), Iron Wall(30) Name: Maki Izumi Skills: Counter, Support Attack, Guard Personality: Strong-Minded Seishin: Exhaust(40), Concentrate(15), Flash(10), Sure Hit(15), Hot Blood(40), Mercy(5) Name: Tenkawa Akito Skills: A-Class Jumper, Revenge, Battling Heart, Enhanced Fighting Spirit Personality: Strong-Minded Seishin: Flash(10), Concetrate(10), Iron Wall(25), Sure Hit(20), Soul(50), Love(80) ------------------------------------------------ Metal Armour Dragnar ------------------------------------------------ Name: Kaine Wakaba Skills: Abandon, Sword Cut, Shield Defense, Assist Attack Personality: Very Strong-Minded Seishin: Invincibility(10), Concentrate(15), Accelerate(5), Hot Blood(35), Sure Hit(20), Soul(55) Name: Tapp Oceano Skills: Potential, Support Attack, Support Defense Personality: Normal Seishin: Iron Wall(30), Sure Hit(20), Friendship(50), Hot Blood(40), Rally(60), Snipe Attack(20) Name: Light Newman Skills: Counter, Support Attack, Support Defense Personality: Normal Seishin: Concentrate(15), Trust(30), Flash(10), Confusion(45), Hot Blood(40), Hope(70) Name: Malliot Plato Skills: Potential, Assist Attack, E Save, Sword Cut Personality: Very Strong-Minded Seishin: Accelerate(5), Concentrate(10), Hot Blood(40), Direct Attack(25), Invincibility(10)/Vigor(10), Soul(60) Name: Carl Gainer Skills: Support Attack, Support Defense, B Save/Sword Cut Personality: Strong-Minded Seishin: Surveillance(1), Concentrate(15), Flash(10), Hot Blood(40), Confusion(70), Rally(60) Name: Wellner Fritz Skills: Support Attack, Support Defense, Counter/Sword Cut Personality: Strong-Minded Seishin: Concentrate(15), Trust(30), Aid(30/40), Hot Blood(40), Snipe Attack(30), Hope(75) Name: Dan Kruger Skills: Support Attack, Support Defense, Sword Cut Personality: Strong-Minded Seishin: Accelerate(10), Concentrate(15), Invincibility(20), Hot Blood(40), Iron Wall(30), Friendship(60) Name: Min Skills: Shield Defense, Support Attack, Support Defense, Sword Cut Personality: Very Strong-Minded Seishin: Perseverance(20), Invincibility(20), Sure Hit(20), Hot Blood(40), Rally(60), Love(90) ------------------------------------------------ Mobile Suit Zeta Gundam ------------------------------------------------ Name: Saegser Skills: None Personality: Normal Seishin: Perseverance(20), Great Effort(20), Flash(10), Confusion(70), Hope(75), Rally(60) Name: Torres Skills: None Personality: Normal Seishin: Surveillance(1), Trust(30), Aid(30), Lucky(40), Snipe Attack(30), Yell(40) Name: Quatro Bajina Skills: Newtype, Sword Cut, Shield Defense, E Save Personality: Strong-Minded Seishin: Concentrate(10), Mercy(5), Direct Attack(30), Hot Blood(40), Flash(10), Soul(60) Name: Camille Vidan Skills: Newtype, Sword Cut, Shield Defense, Revenge Personality: Very Strong-Minded Seishin: Concentrate(15), Flash(10), Yell(30), Hot Blood(35), Awaken(90), Soul(55) ------------------------------------------------ Mobile Suit Gundam ZZ ------------------------------------------------ Name: Judou Ashita Skills: Newtype, Sword Cut, Shield Defense, Assist Attack Personality: Very Strong-Minded Seishin: Concentrate(10), Invincibility(10), Lucky(40), Hot Blood(35), Awaken(55), Soul(60) Name: Ru Roux Skills: Newtype, Shield Defense, Sword Cut, Support Attack Personality: Strong-Minded Seishin: Concentrate(15), Iron Wall(20), Flash(10), Hot Blood(35), Yell(30), Sure Hit(10) Name: Iino Asbaaf Skills: Newtype, Support Defense, Shield Defense Personality: Weak-Minded Seishin: Concentrate(15), Aid(30), Iron Wall(30), Friendship(30), Flash(10), Rally(45) Name: Elle Bianno Skills: Newtype, Support Attack, Support Defense Personality: Normal Seishin: Aid(35), Concentrate(20), Flash(10), Hot Blood(45), Bless(40), Exhaust(60) Name: Beecher Oleg Skills: Newtype, Support Attack, Support Defense Personality: Strong-Minded Seishin: Accelerate(5), Lucky(25), Invincibility(20), Hot Blood(45), Great Effort(10), Sure Hit(20) Name: Mondo Agake Skills: Newtype, Shield Defense, Support Attack Personality: Normal Seishin: Trust(25), Iron Wall(30), Aid(30), Great Effort(15), Accelerate(5), Resupply(40) Name: Elpie Puru Skills: Newtype, Sword Cut, Support Defense Personality: Strong-Minded Seishin: Concentrate(15), Flash(10), Bless(45), Hot Blood(40), Inspire(30), Awaken(90) Name: Puru Two Skills: Enhanced Human, Sword Cut, Support Attack Personality: Strong-Minded Seishin: Concentrate(15), Accelerate(5), Flash(10), Hot Blood(35), Inspire(30), Awaken(90) ------------------------------------------------ Mobile Suit Gundam: Char's Counterattack ------------------------------------------------ Name: Bright Noah Skills: Commander, Support Attack, Support Defense, E Save Personality: Strong-Minded Seishin: Sure Hit(25), Great Perseverance(40), Accelerate(5), Iron Wall(30), Hot Blood(40), Direct Attack(30) Name: Amuro Ray Skills: Newtype, Sword Cut, Shield Defense, Commander Personality: Strong-Minded Seishin: Concentrate(10), Flash(10), Direct Attack(25), Hot Blood(40), Awaken(90), Soul(55) ------------------------------------------------ Mobile Fighter G Gundam ------------------------------------------------ Name: Domon Kasshu Skills: Clear Mirror Still Water, Potential, Sword Cut, Assist Attack Personality: Very Strong-Minded Seishin: Concentrate(15), Invincibility(10), Yell(30), Hot Blood(35), Direct Attack(30), Love(80) Name: Fuunisaki Skills: Support Defense, Support Attack, Hit & Away Personality: Normal Seishin: Accelerate(5), Sure Hit(20), Iron Wall(35), Lucky(40), Rally(60), Hope(75) Name: Argo Galsky Skills: Super Mode, Potential, Support Defense, Guard Personality: Strong-Minded Seishin: Iron Wall(20), Sure Hit(20), Invincibility(10), Hot Blood(40), Friendship(40), Vigor(50) Name: Allenby Bearsley Skills: Potential, Sword Cut, Support Attack, Hit & Away Personality: Strong-Minded Seishin: Concentrate(15), Flash(10), Yell(40), Hot Blood(40), Rally(60), Bless(60) Name: Sai Saici Skills: Super Mode, Potential, Sword Cut, Counter Personality: Strong-Minded Seishin: Concentrate(15), Accelerate(5), Flash(10), Hot Blood(35), Lucky(35), Vigor(45) Name: George Du Sand Skills: Super Mode, Potential, Sword Cut, Support Attack Personality: Strong-Minded Seishin: Concentrate(10), Trust(30), Flash(10), Hot Blood(40), Mercy(5), Love(85) Name: Chibodee Crocket Skills: Super Mode, Potential, Shield Defense, Counter Personality: Strong-Minded Seishin: Sure Hit(20), Accelerate(5), Concentrate(15), Hot Blood(35), Invincibility(5), Direct Attack(25) Name: Rain Mikamura Skills: Sword Cut, Shield Defense, Support Attack, Support Defense Personality: Normal Seishin: Trust(20), Sure Hit(20), Aid(25), Snipe Attack(20), Resupply(60), Love(80) Name: Kiral Mekirel Skills: Sword Cut, Counter, Support Defense, Concentration Power Personality: Very Strong-Minded Seishin: Concentrate(8), Sure Hit(12), Invincibility(8), Yell(32), Hot Blood(32), Direct Attack(24) ------------------------------------------------ Mazinger Z ------------------------------------------------ Name: Kabuto Kouji Skills: Potential, Sword Cut, Assist Attack, Support Defense Personality: Very Strong-Minded Seishin: Sure Hit(20), Great Perseverance(30), Iron Wall(25), Hot Blood(35), Accelerate(5), Flash(10) Name: Yumi Sayaka Skills: Guard, Support Attack, Support Defense Personality: Strong-Minded Seishin: Bless(40), Trust(25), Flash(15), Iron Wall(30), Hot Blood(40), Rally(45) Name: Boz Skills: Potential, Support Attack, Support Defense Personality: Strong Minded Seishin: Great Perseverance(30), Friendship(55), Invincibility(15), Iron Wall(30), Hot Blood(35), Vigor(65) Name: Nuke Skills: None Personality: Weak-Minded Seishin: Trust(30), Perseverance(20), Rally(5), Sure Hit(10), Friendship(10), Exhaust(10) Name: Mucha Skills: None Personality: Normal Seishin: Surveillance(1), Aid(20), Flash(5), Hope(65), Bless(10), Resupply(10) ------------------------------------------------ Great Mazinger ------------------------------------------------ Name: Tsurugi Tetsuya Skills: Potential, Sword Cut, Support Attack, Counter Personality: Strong-Minded Seishin: Sure Hit(15), Iron Wall(30), Great Effort(20), Invincibility(10), Hot Blood(35), Vigor(55) Name: Honou Jun Skills: Potential, Support Attack, Support Defense Personality: Strong-Minded Seishin: Aid(25), Trust(15), Sure Hit(20), Iron Wall(25), Hot Blood(40), Hope(65) ------------------------------------------------ Getter Robo G ------------------------------------------------ Name: Nagare Ryouma Skills: Potential, Sword Cut, Competitive Spirit Personality: Very Strong-minded Seishin: Sure Hit(15), Invincibility(10), Great Effort(20), Hot Blood(35), Yell(40), Awaken(100) Name: Jin Hayato Skills: Potential, Counter, Support Attack Personality: Strong-Minded Seishin: Flash(10), Accelerate(5), Lucky(40), Concentrate(15), Mercy(10), Direct Attack(30) Name: Kuruma Benkei Skills: Potential, Support Defense, Guard Personality: Strong-Minded Seishin: Great Perseverance(40), Yell(40), Great Effort(20), Sure Hit(20), Hot Blood(40), Friendship(60) Name: Saotome Michiru Skills: Sword Cut, Support Defense, SP Recovery Personality: Normal Seishin: Accelerate(5), Concentrate(15), Trust(30), Bless(45), Hot Blood(40), Rally(45) ------------------------------------------------ Grandizer ------------------------------------------------ Name: Duke Freed Skills: Potential, Sword Cut, Support Defense, Commander Personality: Strong-Minded Seishin: Mercy(5), Sure Hit(20), Iron Wall(30), Friendship(55), Hot Blood(40), Awaken(90) Name: Grace Maria Freed Skills: Clairvoyance, Competitive Spirit, Support Attack, Support Defense Personality: Normal Seishin: Concentrate(10), Aid(30), Lucky(40), Inspire(35), Hot Blood(35), Invincibility(10) Name: Makeba Hikaru Skills: Potential, Support Defense, Repair Ability Personality: normal Seishin: Trust(30), Great Effort(15), Concentrate(10), Aid(25), Hope(65), Love(90) ------------------------------------------------ Hades Project Zeorymer ------------------------------------------------ Name: Akitsu Masato Skills: Potential, Support Attack, EXP Up Personality: Weak-Minded (before Scene 6)/Strong-Minded (Scene 6 onwards) Seishin: Sure Hit(15), Iron Wall(30), Direct Attack(20), Hot Blood(40), Yell(45), Awaken(90) Name: Himuro Miku Skills: None Personality: Normal Seishin: Trust(25), Accelerate(5), Aid(25), Inspire(35), Hope(90), Love(110) ------------------------------------------------ Brave Leader Daimos ------------------------------------------------ Name: Ryuzaki Kazuya Skills: Potential, Sword Cut, Counter, Guard Personality: Very Strong-Minded Seishin: Sure Hit(15), Iron Wall(30), Invincibility(10), Hot Blood(35), Direct Attack(25), Love(80) Name: Yuutsuki Kyoshiro Skills: Support Attack, Support Defense, Counter, B Save Personality: Strong-Minded Seishin: Accelerate(5), Flash(10), Sure Hit(20), Friendship(45), Hot Blood(40), Rally(50) Name: Izumi Nana Skills: None Personality: Normal Seishin: Trust(20), Aid(30), Concentrate(15), Confusion(50), Iron Wall(25), Bless(40) ------------------------------------------------ Brave Hero Raideen ------------------------------------------------ Name: Hibiki Akira Skills: Psychic Power, Sword Cut, Shield Defense, Support Attack Personality: Strong-Minded Seishin: Concentrate(15), Sure Hit(20), Flash(10), Yell(35), Hot Blood(40), Awaken(90) Name: Sakurano Marie Skills: Hard Worker, Competitive Spirit, Support Defense Personality: Normal Seishin: Bless(35), Trust(25), Aid(20), Concentrate(15), Hope(65), Rally(50) ------------------------------------------------ Rahxephon ------------------------------------------------ Name: Kamina Ayato Skills: Instrumentalist, Potential, Sword Cut, Shield Defense Personality: Normal(below 130 morale), Very Strong-Minded(130 morale and above) Seishin: Sure Hit(20), Concentrate(10), Iron Wall(25), Hot Blood(40), Awaken(90), Love(90) Name: Elvy Hadhiat Skills: Potential, Support Attack, Counter, Assist Attack Personality: Strong-Minded Seishin: Accelerate(5), Concentrate(15), Invincibility(20), Sure Hit(20), Hot Blood(40), Direct Attack(60) Name: Shitow Haruka Skills: Support Attack, Support Defense, Repair Ability Personality: Normal Seishin: Trust(10), Concentrate(10), Rally(30), Aid(10), Bless(20), Love(70) ------------------------------------------------ Banpresto Originals ------------------------------------------------ Name: Hugo Medio Skills (Real): Strong Luck, Sword Cut, Support Attack Skills (Super): Strong Luck, Support Attack, Support Defense Personality: Strong-Minded Seishin (Real): Accelerate(5), Sure Hit(15), Yell(40), Hot Blood(35), Direct Attack(25), Soul(60) Seishin (Super): Accelerate(5), Sure Hit(15), Yell(40), Hot Blood(35), Direct Attack(25), Awaken(55) Name: Aqua Centolm Skills (Real): Gunfight, Sword Cut, Support Defense Skills (Super): Gunfight, Shield Defense, Support Defense Personality: Strong-Minded Seishin (Real): Concentrate(10), Lucky(40), Flash(10), Inspire(30), Snipe Attack(20), Rally(65) Seishin (Super): Concentrate(10), Lucky(40), Flash(10), Inspire(30), Snipe Attack(30), Rally(65) Name: Albero Esto Skills: Potential, Support Attack, E Save Personality: Very Strong-Minded Seishin: Sure Hit(15), Iron Wall(30), Invincibility(30), Hot Blood(40), Vigor(80), Soul(60) Name: Eldy Middi Skills: None Personality: Strong-Minded Seishin: Concentrate(15), Flash(15), Great Effort(20), Hope(60), Awaken(50), Love(80) =============================== 8)Robot Skill List =============================== In here, you'll find a list of every robot skill in the game, what they do, and which units have them. The skills will be arranged according to how they appear in the Unit Skill List, which can be accessed by selecting the second last option, then the second option in the Intermission Menu. ------------------------------------------------ Beam Coat ------------------------------------------------ Units with this skill: Full Armour Hyaku Shiki Kai, ZZ Gundam, G Fortress Decreases Beam Damage by 700. If activated (i.e. if the opponent uses a Beam weapon), uses 5 EN. ------------------------------------------------ I-Field (Nu) ------------------------------------------------ Units with this skill: Nu Gundam When 110 morale is reached, decreases Beam Damage by 900. If activated, uses 5 EN. ------------------------------------------------ God Hand Final ------------------------------------------------ Units with this skill: Vaikungfu When 120 morale is reached, all damage is decreased by 1500. If activated, uses 5 EN. Does not work against field negating and piercing weapons. Makes a good combination with the Vaikungfu's shield. ------------------------------------------------ Distortion Field ------------------------------------------------ Units with this skill: High Mobility Black Sarena, Black Sarena, Aestevalis C Izumi, S Aestevalis Sabrouta, Aestevalis C Hikaru, Aestevalis C Ryoko, Nadesico B, Nadesico C Decreases Gravity damage by 2500, Beam damage by 1500, and all other types of damage by 1000. If activated, uses 20 EN. Does not work against field-piercing weapons. Watch out with using this on the Nadesicos, as they can't recover their EN as easily as the Aesties can. ------------------------------------------------ A.T. Field ------------------------------------------------ Units with this skill: EVA-00, EVA-01, EVA-02, EVA-03 Blocks all damage below 4000. If activated, uses 5 EN. Does not work against A.T Field-neutralizing weapons. Pretty much the entire reason to use the EVAs, and makes them nearly impossible for grunts to kill. ------------------------------------------------ Firewall ------------------------------------------------ Units with this skill: Dendoh Unicorn Drill, Ogre Unicorn Drill Decreases all damage by 1000. If activated, uses 10 EN. Does not work against field-piercing weapons. A good fit to Dendoh, who isn't the most survivable of Supers. ------------------------------------------------ Afterimage/Mach Special/God Shadow/Illusion Flash ------------------------------------------------ Units with this skill: Dragon Gundam/Getter Liger/God Gundam/Dendoh Viper Whip, Ogre Viper Whip When Morale reaches 130, if the enemy attack would successfully hit, there will be a 50% chance that the unit uses this ability to dodge the attack completely. Unsurprisingly very useful, especially since the units who do have it don't tend to be the best at dodging. ------------------------------------------------ Mach Special ------------------------------------------------ Units with this skill: Getter Liger When Morale reaches 130, if the enemy attack would successfully hit, there will be a 50% chance that Dragon Gundam uses this ability to dodge the attack completely. Unsurprisingly very useful, especially since the G Gundam crew aren't amazingly good at dodging. ------------------------------------------------ Transform ------------------------------------------------ Units with this skill: Blue Jet, Triple Jim, Rod Drill, Gear Knight Ogre, Gear Fighter Dendoh, Z Gundam, ZZ Gundam, Getter Dragon, Grandizer, Raideen, Main Character's Second Mecha Allows the unit to Transform, whether it be to a Mobile Armour, or to a nearly entirely different robot altogether. ------------------------------------------------ Separate ------------------------------------------------ Units with this skill: Cell Booster, Cell Booster Valhalla, High Mobility Black Sarena, Re-GZ BWS, God Gundam (Horseback), Grandizer (WS). Allows the unit to separate its unit from any extra parts it's holding, or in some cases, separate into completely different robots. If the separated unit does not have either Combine or Convert, the change is irreversible, so be careful about when to use this. ------------------------------------------------ Convert ------------------------------------------------ Units with this skill: Cell Fighter, Gear Knight Ogre, Gear Fighter Dendoh, Black Sarena, Re-GZ BWS Allows the unit to convert back from a separated unit to one combined with armour or something similar. ------------------------------------------------ Self-Combine ------------------------------------------------ Units with this skill: Kenryuu When morale reaches 130, the unit can use the Self-Combine command to transform into Vaikungfu. ------------------------------------------------ Combine ------------------------------------------------ Units with this skill: God Gundam, Grandizer, Double Spazer Allows the unit to combine its components into one asskicking bringer of DOOM. Usually if a unit can Combine, then it can Separate with no big problems. ------------------------------------------------ Dimension Coupler System ------------------------------------------------ Units with this skill: Zeorymer of the Heavens When the main pilot's morale reaches 130, the unit receives the benefit of EN Recovery (Large), HP Recover (Small), Afterimage and Barrier. Quite simply, the most broken unit skill ever. ------------------------------------------------ Hyper Dendoh Denchi ------------------------------------------------ Units with this skill: Cell Fighter, Cell Booster, Cell Booster Valhalla Allows the unit to resupply units with the Hyper Plasma Drive unit ability with the Denchi command. A must if you plan to use Dendoh with any sort of effectiveness. ------------------------------------------------ Hyper Plasma Drive ------------------------------------------------ Units with this skill: Gear Knight Ogre (all forms), Gear Fighter Dendoh (all forms) Allows the unit to be resupplied by units with the Hyper Dendoh Denchi unit ability. ------------------------------------------------ Infinite Layer ------------------------------------------------ Units with this skill: Ogre Phoenix Aile, Dendoh Phoenix Aile At the start of each turn, the units with this skill regain all lost EN. One of the reasons to use Dendoh and Ogre in late game. ------------------------------------------------ Hyper Scan ------------------------------------------------ Units with this skill: Ogre Leo Circle, Dendoh Leo Circle Allows the command "Surveillance" to be used, which is more or less inferior to the Surveillance seishin. ------------------------------------------------ Move On Water ------------------------------------------------ Units with this skill: Valkyrie Allows the unit to move right on the surface of the water. Units who move on the surface of the water are considered to be in the Air terrain. ------------------------------------------------ EWAC (Strong) ------------------------------------------------ Units with this skill: Dragnar Type 3, Rebi Gelf Maff The units with this skill extends an "aura" two squares around them. Any other units within this range receive a 30% increase in dodge and hit rates. It also gives the unit the ever-useless "Surveillance" command. Another lifesaver if you're using mostly high-dodging types. ------------------------------------------------ Jammer ------------------------------------------------ Units with this skill: Dragnar Type 3, Rebi Gelf Maff Units with this negates all missile-type attacks. You can see which attacks are affected by Jammers by looking at the second-last column on the Weapons screen; if there is a (O) there, then Jammers make the weapon useless. ------------------------------------------------ Umblical Cable ------------------------------------------------ Units with this skill: EVA-00, EVA-01, EVA-02, EVA-03 While the unit is connected to an energy source (i.e. Battleships or certain buildings) and the "disconnect" option is not selected, at the start of every turn, all units with this will have their EN fully replenished. However, units connected by an Umblical Cable can only move within 10 squares of their power source. The (slight) drawback to using the EVAs. ------------------------------------------------ S2 Engine ------------------------------------------------ Units with this skill: EVA-01 At the start of every turn, EN is fully replenished. Unlike in previous games, this ability for the EVA-01 is obligatory. ------------------------------------------------ Dummy Plug ------------------------------------------------ Units with this skill: EVA-01 When the unit's HP reaches 0, the unit can no longer be controlled. This means that the EVA-01 will indiscriminately attack whatever's closest to it. On the other hand, destroying it in this stage also gives a considerable amount of cash... ------------------------------------------------ Phase Transition Engine ------------------------------------------------ Units with this skill: Nadesico B, Nadesico C At the start of every turn, as long as the unit is in Space terrain, the unit recovers 10% of it's maximum EN. This makes the Nadesicos a lot more survivable in Space maps, where they can constantly recover EN to power their Distortion Fields with; too bad there aren't that many space maps in the game, especially if you choose to stay on Earth in the route choices. ------------------------------------------------ Resupply Unit ------------------------------------------------ Units with this skill: Triple Jim (all forms), Cell Fighter, Cell Booster, Cell Booster Valhalla, Mega Rider, Boz Borot, TFO, Gulver FX-II, Bruger, ALIEL Gives the unit the Resupply command. The resupply command allows the unit to resupply any other unit (with the exception of units with the Hyper Plasma Drive unit ability), restoring all EN and ammo (with the exception of Hyper Dendoh Denchi). The resupply command cannot be used post-movement. ------------------------------------------------ Repair Unit ------------------------------------------------ Units with this skill: Power Riser (Reina), Dragnar Type 3, Mega Rider, Dianan A, Venus A, Getter Q, TFO, Gulver FX-II, Bruger, ALIEL Gives the unit the Repair command. The repair command allows the unit to repair any other unit (with the exception of immobile, EN-depleted units), restoring an amount of HP dependant on the repairing pilot's level. ------------------------------------------------ EN Recovery (Small) ------------------------------------------------ Units with this skill: High Mobility Black Sarena, Black Sarena At the start of every turn, the unit recovers 10% of it's max EN. Given the Black Sarena's already low EN use, it makes it near impossible for the Black Sarena to run out of EN. ------------------------------------------------ Gravity Wave Beam ------------------------------------------------ Units with this skill: Nadesico B, Nadesico C At the start of every turn, replenishes the EN of all units within the radius of the Gravity Wave Beam that requires it. The essence of what makes the Aestevalises usable. ------------------------------------------------ Gravity Wave Beam User ------------------------------------------------ Units with this skill: Aestevalis C Izumi, S Aestevalis Sabrouta, Aestevalis C Hikaru, Aestevalis C Ryoko At the start of every turn, fully restores the unit's EN if the unit is within the radius of a unit with the Gravity Wave Beam unit ability. ------------------------------------------------ Enhancement Parts Utilization ------------------------------------------------ Units with this skill: Nadesico B, Nadesico C, Neil Aghama If the unit is equipped with consumable items, the unit can then use the consumable items on any unit one square away from them. If you prefer not to expose your battleships to harm, you can keep them in the back and use them as semi-healers with this. ------------------------------------------------ Open Gate ------------------------------------------------ Units with this skill: Getter Liger, Getter Poseidon, Getter Dragon When the main pilot's morale reaches 120, if the enemy's attack would hit, there is a 25% chance that the unit uses this skill to avoid all damage. Makes an excellent combination with Mach Special in the form of Getter Liger. ------------------------------------------------ TE Sphere ------------------------------------------------ Units with this skill: Cerberus Ignite G, Cerberus Ignite S, Garmreid Blaze G, Gramreid Blaze S, Medius Locus When 120 morale is reached, all damage is decreased by 1500. If activated, uses 5 EN. Does not work against field negating and piercing weapons. Makes a good combination with the Garmreid Blaze S's Shield. =============================== 9)Walkthrough =============================== The format of the walkthrough is as follows: ------------------------------------------------ Mission number, and robot type or route name ------------------------------------------------ Starting Units: The units that are event squads for the mission, as well as the amount of units and battleships you can deploy. The name on the left is the name of the pilot, while the name on the right is the name if the unit. This name scheme is kept for the next three sections as well. Reinforcement Units: The reinforcement units that will appear for your side, and under what conditions they do appear. Neutral units are also shown here. Starting Enemy Units: The enemy units that you will face at the start of the mission. Enemy Reinforcement Units: The enemy reinforcements that will appear, and the conditions on which they appear. Items: The items you can receive in this mission, and what holds them. Notes: The strategies and general thoughts that I suggest you employ during the mission. A quick word about my mission naming scheme; the entire game is divided into 10 scenes of 5-7 scenarios each; a "First" scenario which begins the scene, a "Last" scenario which ends the scene, and "Select" scenarios in between. Selects can be either Free or Fixed Select. A row of Free Select scenarios means that that row of scenarios can be played in any order, while Fixed Select scenarios are basically the same as any other scenario. ------------------------------------------------ Scene 0 First Real Route ------------------------------------------------ Starting Units Bright - Neil Ahgama Elle - Super Gundam Ru - Z Gundam Beecher - Hyaku Shiki Puru - Qubeley Mk II Puru Two - Qubeley Mk II Judou - ZZ Gundam Mondo - Mega Rider Reinforcement Units After all initial enemies have been destroyed: Hugo - Cerberus Starting Enemy Units Wellner - Gelf Maff Carl - Gelf Maff Dan - Gelf Maff 4x Giganos Soldier - Drow Reinforcement Enemy Units After all initial enemies have been destroyed: ??? - Medius Locus (Retreats below 80%) Items: Repair Kit - Gelf Maff Screw Module - Gelf Maff Chobham Armour - Gelf Maff Notes: An easy first stage to start things off; you even outnumber the enemies, and all the grunts more or less fall in one or two good hits. The Practice members are of course a bit tougher, clocking in at ~8900 HP; good use of seishin and possibly the Double Attack system will see you in good stead. Just don't be too careless; the enemies are paper-thin, but so are your own units for the most part. After all the initial riffraff, you get your first taste of the originals; Hugo and Aqua in the Cerberus and a half-hidden face in the Medius Locus. Aqua radios in for help from the Aghama, but likely your main force is nowhere near close enough to assist; not that the Cerberus really needs any anyway, since the Medius Locus retreats at 80%, so you just need to hit it for 3200 damage to finish the mission. Simply have Hugo cast Sure Hit and Aqua cast Flash or Concentrate, and two Radical Rifle hits will finish the job while hopefully only taking one. ------------------------------------------------ Scene 0 First Super Route ------------------------------------------------ Starting Units Kouji - TFO Reinforcement Units On Turn 2: Duke - Grandizer When all enemies have been destroyed: Hugo - Garmreid Starting Enemy Units Burakki - Motherburn (Retreats on Turn 2) 4x Vega Soldier - Mini UFO Reinforcement Enemy Units On Turn 2: 1x Artificial Intelligence - UFO Beast Giru Giru When all enemies have been destroyed: ??? - Medius Locus (Retreats below 80%) Items: Repair Kit - Mini UFO Chobham Armour - UFO Beast Giru Giru Notes: Kouji in the TFO will soon teach you something that you will treasure for the rest of the game; that the TFO is God. It basically cannot be hit by any of the units on this map, making it nearly impossible to actually lose the battle. Even the big pink Motherburn would likely fall under a missile barrage; that is, if it stayed to do so, as it runs off quickly at the sight of Grandizer on turn 2. You'd just have to contend yourself with it's poor Giru Giru replacement instead, and the 4 piddling UFOs that die in one hit. The Giru Giru at least usually lasts two or maybe even three. After you clear the pathetic starting enemies, out comes your first taste of the Banpresto Originals; a half-hidden face in the Medius Locus noting Grandizer's high energy levels, and is just about to attack it, when here comes Hugo. Any attempts to make contact with the Medius is rejected; the mission objective is then changed to reducing the Medius Locus below 80% HP, which is very very simple; just move Hugo up close and use the Thunder Spin Edge, which should do more than the necessary 3200 HP damage, and finish the stage. ------------------------------------------------ Scene 0 Last Real Route ------------------------------------------------ Starting Units Kaine - Dragnar Type 1 (L) Tapp - Dragnar Type 2 (L) Light - Dragnar Type 3 (L) Asuka - EVA Unit 02 Reinforcement Units On Turn 3: Bright - Neil Ahgama 8 Units Starting Enemy Units Malliot - Falgen Maff (Retreats below 30%) Wellner - Gelf Maff Carl - Gelf Maff Dan - Gelf Maff 6x Giganos Soldier - Gebai Maff Reinforcement Enemy Units: None Items: Repair Kit - Gelf Maff Booster - Gelf Maff High-Powered Targeting Device: Falgen Maff Notes: And now you get to fight the Practice with their rightful rivals, the Dragnar team, with a "little" assistance from the EVA-02. None of the enemies can even really touch Asuka with her AT Field active, so you could clear the entire map with her if you wish against the relatively meager enemies. To make it an even more lopsided affair, your dudes show up on turn 3, and most of the Practice units will go after them; Malliot will go straight for Kaine though, so you'd probably need him to cast a few Invincibilities to stay alive while you clear out the grunts. Everyone retreats when Malliot does, so you should save him for last. Malliot retreats at 30%, which is actually a fair amount at this point in time; if you don't have enough morale for the Dragnar team to pull off a combination attack, then likely you'd need to rely on Kaine's Laser Sword supported by Tapp and getting one (or two) criticals to do the job. After this stage, your forces meet up with the Super Robot force from the other route. ------------------------------------------------ Scene 0 Last Super Route ------------------------------------------------ Starting Units Duke - Grandizer Hugo - Garmreid Reinforcement Units On Turn 2: Kouji - TFO On Turn 4: Ryouma - Getter Dragon Starting Enemy Units Barendos - Motherburn (Retreats below 50%) 2x Artificial Intelligence - UFO Beast Giru Giru 6x Vega Soldier - Mini UFO Reinforcement Enemy Units On Turn 4: 1x Artificial Intelligence - Aerial Demon Grangen Items: Cartridge - UFO Beast Giru Giru Booster - Motherburn Ultra Alloy New Z - Aerial Demon Grangen Notes: Musashi sure didn't take long to croak in this game... at the hands of an AI, even. It and the Vega Empire quickly return after the initial strike Musashi gave his life to repel; Duke and Hugo sortie to deal with the threat. There isn't much you can do at the start; move forward, let the Mini UFOs attack you, take minimal damage, kill in one counter, the usual you've come to expect from the last scenario. The Giru Girus are a little tougher, and might actually deal you damage within 3 or 4 digits; Kouji comes out on Turn 2 to heal any you might take though. Try to spread the kills evenly between Hugo and Duke such that both of them can access their final attacks, both of which require 120 morale. By the time Turn 4 comes around, you should be heading for the main two of Barendos and the Grangen; at the start of the turn, the Getter Team, with Benkei installed as the new member, make their appearance in the Getter Dragon, and immediately start with 130 morale. This makes them by far the strongest damage dealers you have, especially with the Getter Change Attack with S terrain ratings. Use it, as well as Hayato's and Ryouma's Flash and Invincibility seishins, to put some hurt on the major enemies in this map. Barendos retreats at 50%, or when the Grangen is destroyed. You can destroy him with a Double Harken Storm supported by Hayato's Getter Change Attack, although weakening him to that level without making him retreat may be a little tough. The Grangen doesn't retreat; just use your defensive seishin and hammer away at him once you're done with Barendos. After this stage, your force meets up with the Real Robot force from the other route. ------------------------------------------------ Scene 1 First Part 1 ------------------------------------------------ Starting Units Ayato - Rahxephon Elvy - Morning Star Type 2 Reinforcement Units When Rahxephon enters combat: Haruka - ALIEL Starting Enemy Units Allegrato - Allegrato Reinforcement Enemy Units: None Items: None Notes: The Rahxehphon storyline arc begins. Tokyo Jupiter must really be a messed up place when all the magazines talk about every SRW original villain in existence... As for the actual battle, there's not very much that you need to do; just move Rahxephon within range of the Dolem, counter on the enemy turn, and attack next turn. As soon as you damage the Allegrato decently by that, the story events kick in and Ayato kicks it's ass quite nicely, queuing in to the second part of the scenario. ------------------------------------------------ Scene 1 First Part 2 ------------------------------------------------ Starting Units Bright ? Neil Aghama Hugo - Main Unit 14 Units Reinforcement Units: Elvy - Morning Star Type 2 Starting Enemy Units ??? - Medius Locus (Retreats below 80%) Reinforcement Enemy Units After Medius Locus retreats: 6x Artificial Intelligence - Dotem Items: Magnetic Coating - Dotem Notes: Just like two scenarios ago, your goal is to get the Medius Locus below 80% HP. With decent use of seishin, this should be easy as pie, even though the only unit you can use is your main one. The Garmreid would likely be able to do the required damage in one hit with the Lightning Edge, while the Cerberus might need two, which Flash should easily buy enough time for. Once that happens, the Rahxephon comes out...and disappears just as quickly, with Haruka chasing. Elvy comes out as well, with 6 Dotems in tow, and the Medius Locus leaves, it's objective finished. All that's left is cleanup; the Dotems actually have a pretty strong ramming attack, but they shouldn't ever survive long enough to use it, with their low HP and armour. A single hit should take them out, and with 14 units to deploy, you'd be spoilt for choice on who to get the kills for. After the scenario, you get a free select choice; the first select leads to a Dendoh scenario, the second one an encounter with G-Gundam enemies, and the last, another fight with the Practice squadron. For efficiency purposes, you'd be advised to leave the third select for last, since the other two will net you new units to use in that scenario. ------------------------------------------------ Scene 1 Free Select 1 ------------------------------------------------ Starting Units Ginga - Gear Fighter Dendoh Vega - Valkyrie Reinforcement Units One turn after initial enemy has been defeated: Bright - Neil Aghama 15 Units Starting Enemy Units 1x Artificial Intelligence - Beast Unit Orbiton Reinforcement Enemy Units When initial enemy has been defeated: Devil Satan 6 - Devil Satan 6 3x Artificial Intelligence - Galpha Principle Unit 3x Artificial Intelligence - Beast Unit Orbiton 3x Falgos - Falgos 2x Kasmodon - Kasmodon Items Repair Kit - Falgos Biosensor - Beast Unit Orbiton Anti-Beam Coating - Devil Satan 6 Notes: Events taken straight out of the first episode of Dendoh. Attacks from both the Valkyrie and Dendoh will easily pulverize the starting enemy; unsurprisingly, more come after to provide SOME form of challenge to this scenario, with the Gandora crew and the ever-laughable Devil Satan 6 in tow. Despite the numbers, you're basically invincible because Vega in her Valkyrie simply can't be hit, with high mobility, SS size and S rating on Land. You can use her to finish off the entire stage if you so desire, and if you don't, your own reinforcements come one turn after the enemies to outnumber them once again. Devil Satan 6 again has better stats than your average grunt, but dies rather quickly to a seishin-assisted assault. By now, you'd have Vega to cast Bless and perhaps Torres to cast Aid, so use these to get the maximum money and EXP out of bosses from now. After this scenario, the squadron welcomes Dendoh, Valkyrie and their respective pilots, after a bit of convincing. ------------------------------------------------ Scene 1 Free Select 2 ------------------------------------------------ Starting Units Bright - Neil Aghama 15 Units Reinforcement Units When all initial enemies are defeated: Domon - God Gundam Starting Enemy Units 4x Zombie Soldier - Death Army 4x Zombie Soldier - Death Birdie Reinforcement Enemy Units When all initial enemies are defeated: Sai Saici - Dragon Gundam When Dragon Gundam is reduced below 50%: Sai Saici - Dragon Gundam George - Gundam Rose 4x Zombie Soldier - Death Army 4x Zombie Soldier - Death Birdie Items: Propellant Tank - Death Army Booster - Dragon Gundam Shuffle Crest - Gundam Rose Notes: Once again, you completely outnumber the enemy to start with. Not to mention that the ZZ Gundam is basically invincible to the Death Army and Birdie units, with it's combination of Beam Coating and a shield. Most of the enemies should go down within 2 hits if not one, so just use the initial stages to gain some morale, and keep moving towards the sea part of the stage. Once you defeat all the enemies, a few more appear; before you can thrash them though, Domon (WITH FUUNISAKI!!!) comes out and does the business for you. Then George and Sai Saici follow, with the latter demanding a good ol' Gundam Fight to test his skills; this means that the rest of your units will be incapable of doing anything as well. At this point, you have to reduce him below 50% HP to fulfill the mission objectives. It is possible to kill him but probably requires a few restarts. The only combination I've found that works regularly is landing God Gundam, moving it as far away from Dragon as possible. On the enemy turn, have Domon counter with a God Finger non-critical, then on your turn, you need to land a Seikha Tenkyouken critical to finish the Dragon Gundam off. You do get a decent amount of EXP and cash for it, so it may be worth doing. Regardless of whether you killed him or not, the Dragon Gundam recovers to full HP after anyway, and it's revealed that Sai Saici and George has been infected by DG Cells somehow; Domon decides that no mercy is required and calls on the main squadron to destroy them all, which you can do just fine. Both Dragon Gundam and Rose Gundam are decently strong, but Dragon especially has a crippling range weakness, and they're the only bosses of the scenario, so a steady influx of seishin-assisted attacks should easily do them in; after you've dealt with the small fry of more Death Army and Death Birdie units of course. After this scenario, Domon and Fuunisaki joins your squadron. ------------------------------------------------ Scene 1 Free Select 3 ------------------------------------------------ Starting Units Duke - Grandizer Reinforcement Units On Turn 3: Bright - Neil Aghama 15 Units Starting Enemy Units Malliot - Falgen Maff Carl - Rebi Gelf Maff Dan - Gelf Maff Wellner - Yact Gelf Maff 6x Giganos Soldier - Gebai Maff Reinforcement Enemy Units On Turn 5.5: Barendos - Motherburn 3x Artificial Intelligence - UFO Beast Giru Giru 6x Vega Soldier - Mini UFO Items: Cartridge - Gelf Maff Chobham Armour - Yact Gelf Maff Jammer - Falgen Maff Notes: Although the mission is to keep enemies away from the Space Research Laboratory, you might as well move Grandizer down to handle some of the enemies there. It will hardly be scratched by the attacks of the grunts, and on turn 2, Grandizer will be forcefully moved to the other side of the map (to save Hikaru ^^;) anyway; you should be able to at least kill one and severely weaken the other two, with the shield-busting Screw Crusher Punch. Surprisingly enough, the storyline assault on Grandizer on turn 2 doesn't give it any battle damage; I suggest actually fulfilling your mission objectives this time and moving Grandizer towards the base. The grunts are fortunately more focused on taking Grandizer down rather than assaulting the base, so once the Grandizer is within range, the grunts are more likely to attack him (and eat a nasty counterattack) than move towards the base. On turn 3, your units appear to the southeast of the map; Light also immediately warns of further enemies to come within a couple of turns. Move them towards the laboratory as well; the Practice squadron will be making their move by now, but with your powers combined, I am capt... I mean, a 17v4 matchup, even with someone as kickass as Malliot on the enemy side, is never going to be very fair. Just be careful of the EWAC on the Rebi Gelf Maff; it gives every unit within it's range a considerable increase in accuracy and evasion, and Malliot might just be able to one-hit-kill your fragile Reals with this. Kill off the Rebi first, and leave Malliot and his Falgen for last. He retreats below 30% and takes all the Practice squadron with him. Any decent attack supported by any decent attack should finish him fairly easily. On turn 5.5, the aforementioned enemies show up, and it's the Vega empire. They may show up before you finish off the Practice, but they start a decent ways away from the laboratory, and the first assault is from Mini UFOs which even the TFO can kill in one hit anyway. Concentrate on taking the Practice down before turning your sights on the big pink saucer and it's friends; just be wary of the Giru Girus and their surprisingly strong ramming attack, and don't forget to get the Lucky/Great Effort bonus on Barendos. ------------------------------------------------ Scene 1 Last ------------------------------------------------ Starting Units Masato - Zeorymer of the Heavens Reinforcement Units On Turn 3, or when Lanstar of the Wind is reduced below 50% HP: Bright - Neil Aghama Ginga - Gear Fighter Dendoh Vega - Valkyrie 15 Units On Turn 4.5: Kirakuni - Cell Fighter Starting Enemy Units Taiha - Lanstar of the Wind Reinforcement Enemy Units On Turn 3, or when Lanstar of the Wind is reduced below 50% HP: 9x Artificial Intelligence - Galpha Principle Unit 2x Artificial Intelligence - Beast Capture Unit On Turn 3.5: Altair - Gear Knight Ogre Items Mega Booster - Galpha Principle Unit Large Generator - Lanstar of the Wind Ramune - Beast Capture Unit Notes: Your introduction to Zeorymer is quite a rigged one, to say the least. You can either just sit on the base and wait out the two turns you're supposed to, or go ahead and combat the Lanstar, with Masato's Iron Wall seishin to keep you alive. When either you reduce Lanstar below 50% HP (likely on Turn 2.5) or turn 3 occurs, Taiha decides to use his best attack to finish off Zeorymer, and almost succeeds; and then the excrement hits the fan as Masato's split personality takes over and completely demolishes the disbelieving Taiha. Cue some angst from Masato, and a quick retreat. That's not the entire scenario though; the sheer amount of energy generated by the Zeorymer has attracted the Unicorn Data Weapon, and the Galphas are quick to attempt to capture it. They may land a few hits on it, but it has Iron Wall and defends, so there's nothing to be worried about, and the same can be said for the enemies as well. Pathetic 2800 HP grunts, with the measly 2 Galpha Capture units with just slightly more are all that's standing in your way. ...Until the next enemy turn of course, when the evil twin to Dendoh shows up in the form of Knight Ogre. Within a couple of turns, it finds the Viper Whip Data Weapon, and proceeds to cripple Dendoh with it... but Hokuto's trust quickly attracts the Unicorn Drill Data Weapon, and with Kirakuni appearing to supply the Dendoh with some batteries, Hokuto rather quickly turns the tables on Knight Ogre, which then retreats. Be careful at this point; Dendoh will be at critical HP and 10 EN, although likely you'd have cleared out everything besides the two Capture Units by now; finish those two up, and the day is won. After this scenario, Kirakuni and Ellis join with the Cell Fighter. It might actually be advisable to switch Ellis to the main pilot, as she has B Save which will give you an extra ammo of Hyper Dendoh Denchi; a lot of the story events force Kirakuni as the main pilot though, so it's your choice. ------------------------------------------------ Scene 2 First Part 1 ------------------------------------------------ Starting Units Hokuto - Dendoh Unicorn Drill Vega - Valkyrie Kirakuni - Cell Fighter Reinforcement Units: None Starting Enemy Units Altair - Ogre Viper Whip Reinforcement Enemy Units: None Items: None Notes: Despite the coming of the Cell Fighter, there's a distinct lack of batteries for the Dendoh to use; just one more in reserve, in fact. Hokuto laments this fact and asks what would happen if the Galpha attacks now, which of course cues the alarm. And indeed, it's Altair again. The first part of the mission is more or less a giant beatdown between Dendoh and Ogre; have Hokuto use Iron Wall to keep Dendoh alive if needed. The goal is to reduce Ogre to 50% HP or less. Once that happens, Leo Circle appears. Hokuto and Ginga are told to chase and save it, but they decide instead that it'd be better to finish off Altair by using the last battery to supply a Final Attack; which would be a perfectly fine idea if Altair didn't predict it completely and avoid it. Altair then shows Ginga and Hokuto just how to land a Final Attack, crippling the immobile Dendoh. Just before he can land the final blow though...here comes Ramiel, and it's presence quickly scares away Leo Circle, and subsequently, Altair. Shinji sorties to stop it but of course gets fried almost immediately. Looks like everything's in quite a fix... ------------------------------------------------ Scene 2 First Part 2 ------------------------------------------------ Starting Units Ginga - Gear Fighter Dendoh Shinji - EVA-01 Bright - Neil Aghama Rei - EVA-00 15 Units Reinforcement Units When the Phenomena, Deondora or Devil Satan 6 is reduced below 80%: Rom - Kenryuu Starting Enemy Units Ramiel - 5th Angel Ramiel Devil Satan 6 - Devil Satan 6 Deondora - Deondora 1x Artificial Intelligence - Phenomena 4x Zalios - Zalios 4x Kasmodon - Kasmodon 5x Artificial Intelligence - Galpha Principle Unit Reinforcement Enemy Units When the Phenomena, Deondora or Devil Satan 6 is reduced below 80%: Altair - Gear Knight Ogre Items Repair Kit - Devil Satan 6 Ultra Alloy Z - Phenomena Minovsky Craft - Deondora Notes: It's the Yashima operation with a Dendoh tie-in; the Evangelion and Dendoh characters are riding bicycles to supply the Dendoh with power, along with EVA-01's Positron Sniper Rifle. Don't bother touching Ramiel at the start, as obviously it will later be dealt with via story events; send pretty much all your units towards the enemies. Speaking of them, they're more Gandora punks, with Deondora, Devil Satan 6 and a Phenomena, which Ellis notes is displaying a high energy output; perhaps enough to attract Leo Circle once again... anyway, they're all pretty simple stuff, and the Phenomena, Devil Satan 6 and Deondora will defend the entire time. Once you reduce one of the high-HP units to 80% or less, Altair shows up, aiming for the prone Dendoh; but a "MATTE!" and a fabulous entrance from Rom quickly stops him in his tracks. ^^; Rom isn't really a good matchup for Altair by himself, but Altair does defend on his turn; have Rom cast Iron Wall, as he WILL attack Rom on the next turn, and likely hurt him a lot without defensive measures, yet is still your main chance to put some good damage on him. As for your main force, have them wipe up the grunts on the turn that Rom appears; one turn later, all the bosses will stop their ultra defensive measures, letting you deal with them much easier. On turn 4, Dendoh reactivates, and Leo Circle appears; Ginga's display of courage has Leo take an instant liking to him, and is saved into Ginga's Gear Commander. Now you have two units to take on Altair, which should make the job considerably easier; be careful of the Ogre's MAP attack though, and be aware that Ogre will still constantly defend. Also, make sure that Dendoh lands the finishing blow, as Rom won't keep any PP or EXP gained from this battle. Your main force should be making easy work of the Gandoras meanwhile, although you shouldn't underestimate the strength of the trinary's attacks; avoid them with seishin whenever possible. Once you defeat everything except Ramiel, it's time for the Yashima operation to start. Doesn't it look so much better than it did in Alpha? ^^; After the battle, you receive the EVAs 00, 01 and 02. Rom doesn't stay, unfortunately. ------------------------------------------------ Scene 2 Fixed Select 1 ------------------------------------------------ Starting Units Akira - Raideen Marie - Bruger Reinforcement Units On Turn 2: Domon - God Gundam Bright - Neil Aghama 15 Units Starting Enemy Units 6x Artificial Intelligence - Telgum Reinforcement Enemy Units When all initial enemies are defeated: Chibodee - Gundam Maxter Argo - Bolt Gundam 6x Zombie Soldier - Death Army 6x Zombie Soldier - Death Birdie Items: Screw Module - Gundam Maxter High-Powered Targeting Device - Bolt Gundam Notes: Nothing much you can do on Turn 1; neither of your starting units are really within range of the enemies. Just move Raideen and Bruger a bit closer, because your main force can easily take care of them when they come on the next turn. At 3200 HP, they more or less die in one hit; choose who needs the EXP or morale the most. Then the rest of the Shuffle Domain shows up, also seemingly infected by DG Cells. Domon manages to get out of them that they're actually DG clones, like what Schwartz was to Kyouji, except more refined, making them the perfect soldiers (yeah right). Domon is just about ready to declare a Gundam Fight on them, but Chibodee interrupts him and tells him they weren't here to take you on, but rather to snag some Ra-Mu energy; much confusion abounds your dudes about why the Devil Gundam would need it. Both ways, your mission is clear; wipe the defects off the face of the earth. Once again, you should clear out the grunts for morale and EXP before the main course; Argo is easily taken out as his Bolt Gundam has horrid range, while you can simply avoid most of Chibodee's damage with seishin, or just stay outside range 3 and take the relatively weak hit. After the mission, Raideen and Bruger join your squadron. You also have another free select scenario, selects 2, 3 and 4. 2 deals with Kouji heading to the Robot Museum to get his Mazinger Z back, 3 has Kaine being called on by Malliot to Kyoto, and 4 is an SOS call from Saotome Laboratory. You generally should do 1 first, to get the Mazinger Z to use in later scenarios, and which of the other two you want to do after is your choice. ------------------------------------------------ Scene 2 Free Select 2 Part 1 ------------------------------------------------ Starting Units Kouji - TFO Reinforcement Units: None Starting Enemy Units Barendos - Motherburn 2x Vega Soldier - Mini UFO Reinforcement Enemy Units: None Items: None Notes: Despite the rather high-HP Motherburn, Kouji could probably easily beat everything in this stage by himself; if he was given the time, anyway. The Motherburn always defends, and you're given a maximum of five turns (or when both Mini UFOs are destroyed) before the story events kick in, so you might as well just kill the two grunts for a bit of EXP and cash. ------------------------------------------------ Scene 2 Free Select 2 Part 2 ------------------------------------------------ Starting Units Duke - Grandizer Reinforcement Units After persuading Kouji and attacking Great Mazinger: Kouji - Mazinger Z After reducing Great Mazinger to below 30%: Bright - Neil Aghama 15 Units Starting Enemy Units Barendos - Great Mazinger Kouji - Mazinger Z 4x Vega Soldier - Mini UFO Reinforcement Enemy Units After reducing Great Mazinger to below 30%: Barendos - Motherburn 1x Artificial Intelligence - UFO Beast Koa Koa 4x Artificial Intelligence - UFO Beast Jin Jin 4x Artificial Intelligence - UFO Beast Gubi Gubi Items Propellant Tank - UFO Beast Jin Jin Magnetic Coating - UFO Beast Gubi Gubi Ultra Alloy New Z - Motherburn Notes: After being mind controlled and blabbing all the information about Mazinger Z and Great Mazinger to Barendos, the blue one goes and gets it for himself; in other words, it's Grandizer VS the Mazingers. Barendos demands the Grandizer in exchange for Kouji's life, but Duke eventually tells him that if he surrendered the Grandizer, the same things as what happened to planet Freed would happen, and asks Kouji to forgive him; fortunately Barendos doesn't seem to consult the Bond Villain book of What Not To Do, and sends Kouji out to kill Duke. The beginning part of this stage is actually a little tough; both the Mazinger Z and Great pack quite a punch, and you'd probably have to cast Iron Wall quite a few times to survive. On the first turn, just move forward a bit; none of the enemies should be able to hit you. On the second turn, cast Iron Wall, and kill off one of the Mini UFOs; on the enemy turn, all the Mini UFOs will attack you for minimal damage, while you should be able to counter Mazinger Z with an attack that SHOULD lower it below half HP (it has 5500 HP). When you do, move next to Kouji and use the Convince command. Once you've convinced Kouji with Duke, he is put out of action due to showing remarkable resistance to the mind control device, but then Barendos comes out to attack Grandizer. If he can get within range on the next turn, block; then when you can move again, cast Iron Wall again, and hit Barendos with a Double Harken Storm. The hit will rattle Barendos and weaken the mind control device further, allowing Duke to finally reach Kouji with his words; in other words, you finally get to use Mazinger Z again. ^^; Just have Mazinger Z attack Barendos again to hit it past 30%, if you haven't already; a Breast Fire should be enough (and it might be too much depending on how much you upgraded Grandizer); you'd probably eat a meaty counterattack, but that's fine as once the deed is done, Barendos "retreats" into his Motherburn with his set of UFO beasts, and your own force finally arrives. Hopefully you've deployed a few units with the Trust seishin to heal Duke and Kouji up, which they probably need desperately. Besides that, it's a fairly standard Super enemies scenario from here; the enemies also usually nicely clump themselves up for some easy Double Attacks. just remember to make use of the nice terrain bonuses that the Robot Museum gives, and be aware that the Gubi Gubis have shields, so try and use shield-piercing attacks against them. After the scenario, Sayaka, as well as Boz and his flunkies, show up a bit too late; they all join your squadron with the Dianan A and Boz Borot, along with the Mazinger Z though. The choice in the story scenes after this scenario also lets you choose whether you want Kouji to wear his old Mazinger Z uniform or his new Grandizer one; this mainly affects which cut-ins you'll see, so choose whichever one you like best. ------------------------------------------------ Scene 2 Free Select 3 ------------------------------------------------ Starting Units Hugo - Main Unit Light - Dragnar Type 3 (L) Vega - Valkyrie Reinforcement Units When the Valkyrie reaches the designated point, or when all other enemies are destroyed: Bright - Neil Aghama 15 Units 1 Turn after the main force arrives: Akito - High Mobility Black Sarena Starting Enemy Units 7x Giganos Soldier - Dowtson 3x Giganos Soldier - Drow 4x Giganos Soldier - Gebai Maff Reinforcement Enemy Units: On Turn 1.5: ??? - Medius Locus (Retreats below 40%) When the Valkyrie reaches the designated point, or when all other enemies are destroyed: 4x Hokushinshou - Mudura Items Cartridge - Gebai Maff EWAC (Weak) - Dowtson Image Sensor - Mudura Notes: Vega needs to move to the designated point with Ken and Domon in tow in order to trigger the main force, but in truth, the units you have right now is more or less all you need to take out the entire enemy squad, led by the unhittable Valkyrie. On turn 1.5 though, the Medius Locus shows up, and on turn 2.5, the main unit will be reduced to critical HP after it receives an attack from the Medius Locus, and Hugo will be reduced to 80 morale once it's finally revealed that the Medius Locus is being piloted by his former squad leader. The Medius Locus retreats at 40%; you probably won't be able to destroy it without triggering your main force, so do so if you wish. It's more or less cleanup from there; 4 surprisingly tough Muduras show up when your main force does, but so does the Prince of Darkness, and unless you're really desperate for EXP and cash, you should probably leave the Muduras to the Black Sarena and it's Distortion Field-piercing attacks. ------------------------------------------------ Scene 2 Free Select 4 ------------------------------------------------ Starting Units Bright - Neil Aghama Ryouma - Getter Dragon 15 Units Reinforcement Units On Turn 4: Masato - Zeorymer of the Heavens Starting Enemy Units Hidler - Mecha Fortress Demon (Retreats below 50%) 6x Artificial Intelligence - Mecha Bishop Demon 6x Artificial Intelligence - Mecha Big Wheel Demon Reinforcement Enemy Units On Turn 3.5: Shi-Tao - Gallowin of the Water (Retreats below 50%) Shi-Aen - Breist of the Fire (Retreats below 50%) Items Chobham Armour - Mecha Fortress Demon Ramune - Breist of the Fire Large Generator - Gallowin of the Water Notes: A fairly standard map against Getter enemies; just be wary that the mission objective is to protect the Saotome Laboratory as well as to defeat all enemies. Fortunately, most of the enemies prioritize attacking you over rushing the Laboratory; you might still want to assign two or three units to protect the Laboratory though, just in case some slippery demons pass by your main force. This will likely be your first encounter with Getter enemies, so you might be a little surprised at their decent accuracy, good attack power and high HP and armour ratings. Regardless, your own force still outnumber them, so concentrating fire on one at a time, and they wouldn't seem so hard as I've talked about. Hidler himself runs at 50% HP, so you'd probably need someone with the Commander skill or high critical chances to kill him with a Support Attack. On Turn 3.5, the twin sisters of Water and Fire appear, looking for Zeorymer, who promptly shows up on Turn 4. The twin sisters are fortunately enough far more focused on taking Zeorymer down than attacking the Laboratory, and their crap movement in air means that Zeorymer can run rings around them. The somewhat bigger problem they pose is their relative massive HP and high retreat percentage; if you want to kill them, you'd have to be able to do upwards of 18,000 HP in a single battle scene. The most likely way you can do this would be with Domon, as he gets Hot Blood the fastest; to do this though, you'd have to use him to kill every other boss in every other scene first with Aid, to get him to the needed level. Supplement the Hot Blooded Seikha Tenkyouken with a strong support like Getter Change Attack, And you should be able to do just about enough to destroy them. If you can't though, don't sweat it too much; the items they give aren't particularly good anyway. ------------------------------------------------ Scene 2 Fixed Select 5 ------------------------------------------------ Starting Units Elvy - Morning Star Type 2 Reinforcement Units On Turn 2: Ayato - Rahxephon On Turn 3: Bright - Neil Aghama Akira - Raideen 15 Units Starting Enemy Units 6x Artificial Intelligence - Dotem Reinforcement Enemy Units On Turn 2: 1x Artificial Intelligence - Grave 8x Artificial Intelligence - Dotem Items Repair Kit - Dotem Ultra Alloy Z - Dotem Biosensor - Grave Notes: Time for Ayato to start proving his worth. First though, it's Elvy against a bunch of Dotems, who are just as weak as ever. Elvy can quite easily handle them, and perhaps the extra ones that show up on turn 2 easily, with Concentrate and the added insurance of Invincibility; probably not the Grave though, which Ayato does sortie to handle. On the other hand, while the Dotems likely can't touch the Morning Star, they definitely can the Rahxephon, and the ramming attacks of the Dotems can easily pierce through the Rahxephon's shield, let alone the attacks of Grave. For this reason, you'd probably want Ayato to stay where he is, and instead take advantage of the defensive terrain to take Grave's attacks better. On turn 3, the calvary arrives, and Raideen's voice resonates with Ayato and his Rahxephon, bringing out his Instrumentalist side. At this point both Raideen and Rahxephon hit 130 morale; with Rahxephon with a Sound Barrier, shield and defensive terrain, he basically becomes invincible, and can more or less take Grave by himself. Use the rest of your forces to clear our the rest of the Dotems, which should be easy meat to your overwhelming forces. After the mission, Rahxephon joins your team. It'll take three days to prep it though, so your force goes over to Gear HQ again. ------------------------------------------------ Scene 2 Last ------------------------------------------------ Starting Units Vega - Valkyrie Domon - God Gundam (Horseback) Ginga - Gear Fighter Dendoh Kirakuni - Cell Fighter Hugo - Main Unit Reinforcement Units: None Starting Enemy Units 5x Zombie Soldier - Death Army 3x Zombie Soldier - Death Birdie Reinforcement Enemy Units When all enemies are defeated or when Dendoh reaches the designated point: Altair - Gear Knight Ogre (Retreats below 50%) Items Propellant Tank - Death Army Mega Booster - Death Birdie High-Powered Radar - Gear Knight Ogre Notes: Ellis tries to implant a program into the Data Weapons to find the other data weapons, but despite the three major programmers, including Rain and Aqua, working on it, it still craps up and the Unicorn and Leo run off. And wouldn't you know it, enemies come to attack just about then. Actually a pretty easy battle overall; hopefully Hugo has learned Yell and has 80 or more PP by now, which you'll see why later. At the start, don't bother sending Dendoh to the designated point; once you've destroyed all of them, it automatically happens anyway. If your main unit is the Cerberus however, then you'd probably want to move it constantly towards the designated point. Your starting enemies are pretty easy stuff; try to let Domon kill most of them, for the morale. Once you do kill them though, Dendoh automatically moves to the point...and promptly gets surrounded. Domon tries to save them, but is stopped by, of all people, Michelo in the Heaven Sword. He reveals that he's not working for Galpha or anything, but rather that he just wants the Data Weapons; The Galpha decide to use that time to escape with the Dendoh (and Vega as well), thus removing Michelo's goals and making him retreat as well anyway. And quickly it becomes a non-Gundam fight between Altair and Domon (whose title easily trumps the former's. ^^;). If you had done the steps previously to kill Shi Tao and Shi Aen, then this should be easy enough; Altair retreats at 50%, around 8500 HP, and a Hot Blooded Seikha Tenkyouken is plenty enough for that. Alternatively, if you hadn't bothered with the big 17,000 HP monsters, you can simply have either Cerberus or Garmreid support a Seikha Tenkyouken for the needed damage; which is why you should have Hugo with Yell and enough SP to cast it twice, simply because there isn't enough morale to go around otherwise. After the mission, your battle force is split into two; one group, consisting of the Mobile Suits and God Gundam, will head to the moon to save Ginga, Hokuto and Vega, and take care of other matters in Space, travelling there with the help of the Nadesico B; the rest of your team will take care of matters on earth, including the pickup of Rahxephon and facilitating the mass-production of the Dragnars. Hugo and Aqua get to choose which route they get to go on; there isn't a secret tied to either route, although the Space route has a Solar Cell compared to the Space Armour Gran on Earth route. There's also some reports of not having a choice at this juncture if you're using Garmreid; I haven't come across this tough. ------------------------------------------------ Scene 3 First Moon Route ------------------------------------------------ Starting Units Ruri - Nadesico B Hugo - Main Unit Domon - God Gundam Kirakuni - Cell Fighter Sabrouta - S Aestevalis Sabrouta 8 Units Reinforcement Units When all initial enemies are defeated, or on turn 4: Ginga - Dendoh Rom - Vaikungfu Starting Enemy Units 12x Artificial Intelligence - Galpha Principle Unit Reinforcement Enemy Units When all initial enemies are defeated, or on turn 4: Altair - Ogre Viper Whip (Retreats below 30%) Devil Satan 6 - Devil Satan 6 (Retreats below 30%) Deondora - Deondora (Retreats below 30%) 3x Zalios - Zalios 3x Kasmodon - Kasmodon Items Thruster Module - Ogre Viper Whip Chobham Armour - Devil Satan 6 Cartridge - Deondora Notes: Time to save the Dendoh crew; you start against several Galpha Principle Units, which are notable only for their uselessness; this is rather fortunate though, as your own forces are rather meager at this point in time. Domon, Judou, Hugo and Sabrouta may well be your main force in this scenario; you'd probably want Domon and Hugo to get as many kills as possible to build up their morale for their finishers. Despite their ease, don't kill all of the initial enemies immediately; try and leave one of the grunts alive until Turn 4, all the while moving all your units towards the Spiral City base. This is because on Turn 4, all the enemies come as well as Ginga, Hokuto and Rom(!!). You're then given a three turn limit to either get everyone except Rom into the Nadesico and run, or finish off all enemies (after which the former will happen anyway ^^;). Letting this happen on turn 4, with all your units as close to Spiral City as possible and unused for the turn, at the cost of one more (weak) enemy to kill. As for the enemy reinforcements, at least there's some "bosses" among them this time... they all retreat below 30%; unsurprisingly, they hold all the items as well. Domon by now should've learnt Hot Blood, so he'd be the easiest way to kill at least two of the running bosses; the last, you'd either have to use Rom to kill and waste the EXP and PP, or use a good Support Attack combination to do enough damage. Of course, use the usual defensive seishin to weaken them safely first, and try not to let Rom get any kills, for reasons stated before. The grunts themselves are weak and can probably be taken out in a single counterattack. Don't forget about the time limit though; if it looks like you won't be able to kill everything by turn 3, don't let anyone (except Rom) do anything except retreat into the ship, or it'd be game over. The next two stages are select stages; you can get a whole bunch more units first if you choose the first select, particularly Amuro and two members of the Shuffle Domain, while you'll get Ryoko in her custom Aestevalis if you play the second select first. I'd suggest playing the second select first, as having another unit which can pierce Distortion Fields easily will be very helpful in Free Select 1. ------------------------------------------------ Scene 3 First Earth Route ------------------------------------------------ Starting Units Duke - Grandizer Kouji - Mazinger Z Sayaka - Dianan A Boz - Boz Borot Hikaru - TFO Ryouma - Getter Dragon Michiru - Getter Q Reinforcement Units On Turn 3: Maria - Double Spazer When all initial enemies are defeated, or when Maria moves next to Grandizer: Bright - Neil Aghama 10 Units Starting Enemy Units Jigura - UFO Beast Jira Jira 4x Artificial Intelligence - UFO Beast Giru Giru 6x Vega Soldier - Mini UFO Reinforcement Enemy Units When all initial enemies are defeated, or when Maria moves next to Grandizer: 1x Vega Soldier - Motherburn 3x Artificial Intelligence - UFO Beast Gubi Gubi 3x Artificial Intelligence - UFO Beast Jin Jin 6x Vega Soldier - Mini UFO Items Magnetic Coating - Motherburn Propellant Tank - UFO Beast Gubi Gubi Screw Module - UFO Beast Jira Jira Notes: Duke is called back to the Space Research Laboratory to test out the combination between the Grandizer and Double Spazer; the half-hidden Maria, seeking her chance to "take" the Grandizer away from the "demons", tries to subdue the accompanying Mazinger and Getter crew, but of course fails rather miserably. She then runs off, as the rest of your crew sortie to face the ever-so-slightly more threatening Vega forces. Duke immediately gets himself in a pinch when he tries to save his fleeing sister who's still being stupid, and gets his in-built Spazer destroyed; this basically means Grandizer is immobile for the first part of the scenario, and starts right in front of Jigura... fortunately, Jigura doesn't attack him at all, so you can have your forces just taken out the Vegans. If you haven't been using the Mazinger and Getter teams much though, you might consider rushing everyone over to protect Duke instead. Maria appears on Turn 3 in the Double Spazer to try and repay back some of her misdeeds; the mission objective changes to having Maria move next to the Grandizer, but this happens automatically anyway if you defeat all enemies besides Jigura. When either of those happens, reinforcements on both sides show up, and it becomes a fairly standard Super enemies scenario; just remember that quite a few of the enemies (including the boss) have shields, and you finally get to use Rahxephon! After the stage, Maria joins with the Double Spazer. There's also a select choice between Selects 1 and 2; Select 1 nets you Bolt, Nobel and Dragon Gundam, while Select 2 will have Tetsuya and Jun first. There's no huge advantage in picking one or the other, so go with your own preference. ------------------------------------------------ Scene 3 Free Select 1 Moon Route ------------------------------------------------ Starting Units Amuro - Nu Gundam Reinforcement Units When an enemy unit reaches the Rabien Rose: Chibodee - Gundam Maxter S George - Gundam Rose S When Amuro reaches the designated point: Ruri - Nadesico B 15 Units Starting Enemy Units Malliot - Falgen Maff (Retreats below 40%) Dan - Gelf Maff Carl - Rebi Gelf Maff Wellner - Yact Gelf Maff 4x Giganos Soldier - Gebai Maff Reinforcement Enemy Units When an enemy unit reaches the Rabien Rose: 6x Giganos Soldier - Drow 4x Hokushinshou - Mudura Items Ramune - Mudura Anti-Beam Coating - Falgen Maff High-Powered Targeting Device - Gelf Maff Notes: It's White VS Blue, or more accurately, the White Devil VS the Blue Hawk. Amuro and Malliot face off, but it's not a particularly fair one considering that Malliot as the whole Practice Squadron and a few grunts with him. Amuro decides to sacrifice defending the Rabien Rose for now in order to get to the Resupply Pod and radio in for help from the Nadesico; and that's exactly what you should do. If you're feeling risky, you can cast Concentrate on every turn and try to dodge Malliot's ~50% post-Concentrate hit rate and counter with your own attack; the much safer option would be to cast Flash on every turn and get to the Resupply Pod pronto, as only Malliot can attack you every turn if you utilize the full movement range of the Nu. An enemy unit will probably overrun the Rabien Rose one turn before you get Amuro onto the designated point; before Emily and Chain can get their panties in a knot though, George and Chibodee show up to "save" the day. My suggestion would be to move them downwards to the Resupply Pod as well though, since protecting the Rabien Rose isn't a mission objective, and concentrated firepower is always more effective. Once you do get to the resupply pod, and the main force arrives, you have a considerable problem in the face of the Muduras right in front of you. These babies have 12,000 HP, amazingly good dodge and hit rates, and a Distortion Field, negating most of your Gundams' best attacks; you'd have to spam defensive seishin, as well as use up Sabrouta's (and Ryoko's, if you picked her up first) Distortion Attack lots to put some decent damage on them. Consider yourself fortunate if you can kill more than one of them on the turn your guys arrive; try and take them all down within 3 turns though, as the rest of the Practice will catch up by then (besides Malliot, who should still be stupidly attacking Amuro...). After the Muduras go down, it's all downhill. The Practice are just slightly stronger grunts, and don't have Distortion Fields to mess you up, while the real grunts should just about be catching up by now and facing the wrath of your main force. Just be careful of Malliot again; he will retreat at 40%, and take everyone else with him, so leave him for last. Domon again will be the likely finisher. ------------------------------------------------ Scene 3 Free Select 1 Earth Route ------------------------------------------------ Starting Units Sai Saici - Dragon Gundam Reinforcement Units After Dragon Gundam attacks Bolt Gundam once: Argo - Bolt Gundam After Dragon Gundam and Bolt Gundam clones are defeated: Allenby - Nobel Gundam One player turn after Allenby appears: Bright - Neil Aghama 12 Units Starting Enemy Units Argo - Bolt Gundam Reinforcement Enemy Units After Dragon Gundam attacks Bolt Gundam once: Sai Saici - Dragon Gundam Argo - Bolt Gundam After Dragon Gundam and Bolt Gundam clones are defeated: Michelo - Gundam Heaven Sword 6x Zombie Soldier - Death Birdie 11x Zombie Soldier - Death Army Items High-Powered Targeting Device - Gundam Heaven Sword Repair Kit - Dragon Gundam Shuffle Crest - Bolt Gundam Notes: Sai and Argo get in a bit of training at the start of the mission; of course they can't do much without being interrupted by the DG clones of themselves within a single battle scene. At this point, both you and the DG clones are pretty weak; I suggest aiming for one, probably Bolt since it dodges less, with whatever seishin you want. Also note the interesting terrain of the Shinto Shrine; +5% to Defense, and +35% to Evade... When you lower one of them to 50% or less, they show their regenerative DG cell powers, and taunt the originals about their lack of one; the originals then show the DG clones the powers THEY lack, as they hit 150 morale and activate their Super Mode, as well as refilling their own seishin. Once again, I suggest you concentrate on one clone and take it out before taking the other, using the usual defensive seishin, plus maybe a Hot Blood or two from Sai Saici to speed up the process. Once you beat the flunkies, the leader shows up, and it's Michelo in the Heaven Sword again, along with the usual Death Army and Birdie grunts. Allenby shows up to support the Gundam Fighters, and your own dudes pop up right next to the enemies one turn after; have the three Gundam Fighters deal with whatever goes after them, and the rest of your force deal with the stragglers and Michelo. Be careful of Michelo though; he has an S rating in Air and fairly powerful attacks. A constant battering with Sure Hit attacks will take him down though, and the Zombie grunts are as easy as ever. After the mission, Dragon, Bolt and Nobel, along with their respective pilots, join your squadron. ------------------------------------------------ Scene 3 Free Select 2 Moon Route ------------------------------------------------ Starting Units Ruri - Nadesico B Ryoko - Aestevalis 0 Ryoko Reinforcement Units On Turn 4, or when the High Mobility Black Sarena is reduced below 50% HP: Sabrouta - S Aestevalis Sabrouta 15 Units Starting Enemy Units ??? - High Mobility Black Sarena Reinforcement Enemy Units On Turn 4: 10x Artificial Intelligence - New Type Batta When a unit goes into the second map: 5x Hokushinshou - Mudura Items Repair Kit - New Type Batta Magnetic Coating - New Type Batta Solar Cell - Mudura Notes: Ruri's too busy hacking up the Amaterasu base to interfere, so it's Ryoko VS the Prince of Darkness. You could try and match Ryoko up with him, but it's not really worth it; instead, simply have Ryoko move to the Amaterasu base and land her Aestevalis. The High Mobility Black Sarena can't attack ground targets, so you can just wait out the 4 turns you need to on the base. When that's done, the prince forcefully enters his way into the Amaterasu base anyway. Your own forces decide to follow quickly after Ruri has completed her hacking, with Ryoko quick on the uptake and joining your guys. Your goal is to get into the base and get a unit onto the designated square; this stage also introduces the first of the dual map stages. You can use the Square button to toggle between the two maps, and there's a purple flashing square that shows where you can have a unit move between the two maps. In the first map, all that's standing in your way are a few Battas; they have distortion fields, but fortunately they're too weak to really pose much of a problem; take them out for the morale. Once you get a unit within the Amaterasu base, then a slightly more ticklish problem in the form of 5 Mudura's appear. They're as annoying as the one in the other select; fortunately you should have enough morale, and 2 Distortion Field piercers, to deal with them. As always with Distortion Field users, Support Attacks involving Ryoko and Sabrouta are the order of the day. If you don't feel like dealing with them, you can just rush a unit past them and onto the designated point as well. Once you've dealt with (or ran away from) the Hokushinshou, all that's left is to land a unit onto the designated point, and watch the threads of the Prince of Darkness storyline unfold... After the scenario, you receive Ryoko and her custom Aestevalis. ------------------------------------------------ Scene 3 Free Select 2 Earth Route Part 1 ------------------------------------------------ Starting Units Tetsuya - Great Mazinger Jun - Venus A Reinforcement Units: None Starting Enemy Units 1x Artificial Intelligence - Gilgilgan Reinforcement Enemy Units: None Items: None Notes: It's the energy feeding Gilgilgan making an appearance again. Tetsuya and Jun are first on the scene to handle it, and they can do so quite admirably. A weakening attack by Jun, followed by a stronger one by Tetsuya, will easily kill off the Gilgilgan...or it's first form anyway. It of course regenerates and grows after, and your force is in quite a pinch... ------------------------------------------------ Scene 3 Free Select 2 Earth Route Part 2 ------------------------------------------------ Starting Units Boz - Boz Borot Reinforcement Units When the Gilgilgan reaches the designated area: Bright - Neil Aghama Ryouma - Getter Dragon 15 Units When the Gilgilgan is destroyed: Tetsuya - Great Mazinger Starting Enemy Units 1x Artificial Intelligence - Gilgilgan Reinforcement Enemy Units When the Gilgilgan is destroyed: Jigura - UFO Beast Jira Jira 1x Artificial Intelligence - Gilgilgan 2x Artificial Intelligence - UFO Beast Koa Koa 3x Artificial Intelligence - UFO Beast Gubi Gubi 3x Artificial Intelligence - UFO Beast Jin Jin 6x Vega Soldier - Mini UFO Items Space Alloy Gran - Gilgilgan Apogee Motor - UFO Beast Jira Jira Notes: Interestingly enough, Boss is used as the bait as the Gilgilgan is only attracted to normal types of Metal; stuff like Gundarium, Ultra Alloy and Gran Alloy won't bait it quite well enough, apparently. Both ways, all you have to do in the opening stages is lure the Gilgilgan to move into the yellow region helpfully pointed out on the map. Have Mucha use Surveillance to note the Gilgilgan's range, then try your best to keep Boz out of the longest attack range it has. Once you trap the Gilgilgan, the rest of your force pop out ready to beat it's ass down... but don't get hasty. You have to kill the Gilgilgan on the same turn you attack it, so don't land some initial hits just for the fun of it. Bring all your units around to their optimum attacking point, end your turn, then on the next turn, let the Gilgilgan have it with the usual defensive and offensive seishin barrage. When you defeat it, it looks like it's gone for good... until the Vega goons appear. They then use a rather novel plan; crashing a Motherburn into the Gilgilgan to let it feed off the resultant energy, and become even stronger. Again, you'd have to take the new Gilgilgan out on the turn you attack it, so you'd probably need to end your turn now and do the job on the next turn, or perhaps just go for the Vega goons first; the Gilgilgan won't move an inch. As for the Vegans, they're the usual mix of insanely weak Mini UFOs and not-much-better UFO beasts, along with the shield-wielding Jigura whom you've already fought before. Bring out your usual tactics to seize the day. After the mission, Tetsuya and Jun join your team, with the Great Mazinger and Venus A. ------------------------------------------------ Scene 3 Last Moon Route ------------------------------------------------ Starting Units Kazuya - Daimos Kyoshiro - Gulver FX II Reinforcement Units On Turn 3: Domon - God Gundam (Horseback) When the Gulver reaches the designated point: Ruri - Nadesico B Hugo - Main Unit 15 Units Starting Enemy Units Albero - Medius Locus 4x Giganos Soldier - Dyne Maff 4x Giganos Soldier - Gebai Maff 8x Giganos Soldier - Drow Reinforcement Enemy Units: None Items: Ultra Alloy Z - Drow Cartridge - Gebai Maff Mega Booster - Medius Locus Notes: Both Daimos and Kyoshiro are slightly outmatched, at the start anyway. Just like in Select 1, you need to get a unit onto the designated point to call for reinforcements; Kazuya tells Kyoshiro to go ahead and let him provide a distraction. Kyoshiro can easily reach there within 3 or 4 turns, especially if you have him cast Accelerate. You should probably have Kazuya follow him; although he can more or less handle the enemies around him, he'd take quite a bit of damage doing so, and it might be better to save wear and tear on him for now. Besides, on Turn 3, Domon appears and their combined fighting spirit spikes them both up to 150 morale. NOW you can kick some serious ass with both the fighters; you might as well trigger your reinforcements with Kyoshiro and let them share in the morale as well, though. The usual Giganos soldiers and their units are nothing special; neither is Albero either, really. He does retreat, but with Domon and Hot Blood going on, nailing him for his item is as easy as pie. After the mission, you receive the Daimos and Gulver FX-II, with their respective pilots. Your other forces on the other route also join up. ------------------------------------------------ Scene 3 Last Earth Route ------------------------------------------------ Starting Units Kaine - Dragoon Tapp - Dragoon Light - Dragoon Reinforcement Units When initial enemies are destroyed: Quatro - FA Hyaku Shiki Kai 4x Federation Soldier - Dragoon On player turn after previous reinforcements appear: Rom - Kenryuu One turn after previous reinforcements appear: Kaine - Dragnar Type 1 Custom Tapp - Dragnar Type 2 Custom Light - Dragnar Type 3 One turn after previous reinforcements appear: Bright - Neil Aghama Hugo - Main Unit 12 Units Starting Enemy Units 4x Artificial Intelligence - Gebai Maff 2x Artificial Intelligence - Dyne Maff Reinforcement Enemy Units After all initial enemies are destroyed: Gun Jem - Geizam (Retreats below 30%) Gol - Stark Gebai Min - Stark Dyne Ganon - Stark Gandora Jin - Stark Dowtson 4x Giganos Soldier - Dora 4x Giganos Soldier - Dowtson 4x Giganos Soldier - Gebai Maff 4x Giganos Soldier - Dyne Maff One enemy turn after previous reinforcements appear: Albero - Medius Locus Items: None Notes: The Dragnar crew are testing the new Dragoons for the federation as their (supposed) final act as soldiers, and a few AI piloting Giganos mecha are your test subjects. They're pretty easy to kill, and you more or less don't need to worry at all about counterattacks, thanks to the EWACs of the Dragoons. Double Attacks are of course the order of the day; you should waste them by Turn 2 maximum. Of course, after the appetizer, comes the main course, and it's the Gun Jem squadron. You'd learn to hate these guys; a bunch of 5 ragtag mercenaries in surprisingly tough custom units. Quatro sorties with 4 Dragoons to counter them, while the Dragnar crew get hurried off to a nearby hatch where Professor Plato is waiting... Despite the EWAC bonuses the Dragoons have and will give Quatro, it's still quite a bit of a mismatch; the Dragoons can surprisingly enough hold their own against the grunt enemies, but obviously die to the customs. Rom appears on the next turn, after his usual spiel, albeit on top of Gun Jem's head (^^;); he isn't that much help though, as you don't want to waste EXP or PP on him, yet he doesn't fare very well against the bosses without some Iron Wall use. Best to let him retreat as far as possible as well. On the next turn, the Dragnar crew pop out with their custom units. They all also start at 130 morale; a great benefit since it unlocks their awesome combination attacks, and activates Attacker if you've bought it for them. The Dragnar crew, aided by D-3's EWAC, Quatro and Rom, should be able to hold their own fairly easily against grunts, until your own forces arrive on the next turn. And with them comes the Medius Locus, who distracted your main force from appearing faster in the first place. The Medius Locus remains as nothing different from when you first saw it though, and is possibly even weaker than the enemy customs running around this stage. Of all the enemies, Jin's Stark Dowtson is potentially the most dangerous, as it has an EWAC and can eventually do Bunshin; kill him before he can get the morale to do so. Also note that Min's Stark Dyne has a MAP weapon that spikes the evasion and mobility of everything it hits... fortunately they don't have TOO much HP, so your seishin should last enough to handle all of them adequately. After this stage, the Dragnar crew keep their custom units and decide to stay with the Federation, and particularly your squadron (and get multiple promotions ^^;). Quatro also joins up with his Full Armour Hyaku Shiki Kai, and the force from the other route joins yours. ------------------------------------------------ Scene 4 First ------------------------------------------------ Starting Units Jun - Venus A Reinforcement Units When initial enemy is reduced below 50% HP: Tetsuya - Great Mazinger One turn after enemy reinforcements appear: Ryouma - Getter Dragon Michiru - Getter Q Two turns after enemy reinforcements appear: Bright - Neil Aghama Ruri - Nadesico B Shinji - EVA-01 Asuka - EVA-02 15 Units Starting Enemy Units 1x Artificial Intelligence - Combined Beast Bong Reinforcement Enemy Units When initial enemy is defeated: Barendos - Motherburn 3x Artificial Intelligence - UFO Beast Giru Giru 3x Artificial Intelligence - UFO Beast Gubi Gubi 3x Artificial Intelligence - UFO Beast Jin Jin 3x Vega Soldier - Mini UFO 1x Artificial Intelligence - Combined Beast Bong 1x Artificial Intelligence - Light Wave Beast Pikudrone 2 turns after enemy reinforcements appear: Shi-Aen - Breist of the Fire Shi-Tao - Gallowin of the Water When the Motherburn is attacked: 3x Artificial Intelligence - UFO Beast Giru Giru 2x Artificial Intelligence - UFO Beast Koa Koa 2x Artificial Intelligence - Aerial Demon Beast Grangen Items Ramune - UFO Beast Gubi Gubi Ultra Alloy New Z - Motherburn Image Sensor - Breist of the Fire Notes: Note that just before this mission, you get the chance to name your squadron. The default name is "Magnet Ten". Great Mazinger is getting a rework to make the Great Booster usable with it, so only Jun can launch to face the Bong. Have Jun land, and move her onto the last square of Bridge terrain; this will give her terrain bonuses, and prevent the Bong from receiving them. After that, just attack and counterattack; Tetsuya will pop out when either side goes below half HP, and you can use him to finish off the first enemy easily. More Vega enemies show up right after, including a Pikudrone; don't bother attacking it. After a battle with it, Tetsuya notes that it's light waves seem to be creating a barrier around it that prevents damage; Jun worries a bit, but Tetsuya plans to follow Kouji's motto of breaking through barriers, and asks Kenzou to prepare for the launch of the Great Booster. On the next turn, the Getter Team show up, telling Tetsuya that the main force will be here soon; Tetsuya tells them about the Pikudrone, and the Getter team decide to go after the Motherburn, as it's somehow connected to the light waves the Pikudrone is emitting... despite this though, don't rush too haphazardly with the Getter Team; instead, have them assist Tetsuya in taking out the Jin Jins, who have a pathetic range of 3; both Great and Getter (Liger) has P moves that can easily snipe them. Have your two healers heal the damage Great is likely taking from the Pikudrone. One more turn passes, and two Hau Dragons join in the fun; your own forces arrive at the same time though, and Asuka and Shinji show them just how to team up. Despite this, I suggest moving the EVAs as far away from the twin Hau Dragons as possible; casting Flash for both of them as well; both the EVAs start with disconnected cables, and the Hau Dragons' Twin Road can easily do over 4000 damage to pierce the AT Field. You don't have to worry too much about taking them out either; a certain King of Hell will do it for you, and you don't want anyone in the way when that happens... In general, this becomes a standard super enemies scenario, save the Pikudrone; just have Great block it's attacks every time, and Masato/Masaki will kill off the Hau Dragons for you in a couple of turns, with the Meiou Attack MAP weapon; it has a radius of 5, and starts from the northeast corner, so make sure no one's around that area. To kill off the Pikudrone, all you need to do is attack the Motherburn once; Tetsuya then gets his chance to kill the Pikudrone with the Great Booster, which he ably does. The Motherburn will then release more enemies around it though, most of the 5 digit variety, so try to hit the Motherburn at the beginning of your turn, to give the rest of your forces time to clear out the reinforcements. After this mission, Great Mazinger receives the Great Booster attack. You then have another multiple Select choice; Select 1 will get Mazinger Z a few new weapons, and Select 2 gets you Zeorymer (for awhile). Select 3 gets nothing, so save that for last. ------------------------------------------------ Scene 4 Free Select 1 ------------------------------------------------ Starting Units Kouji - Mazinger Z Sayaka - Dianan A Boz - Boz Borot Maria - Double Spacer Reinforcement Units On Turn 3: Blue Jet - Blue Jet Rod Drill - Rod Drill Reina - Power Riser Jim - Triple Jim Starting Enemy Units Deondora - Deondora Devil Satan 6 - Devil Satan 6 6x Falgos - Falgos 2x Artificial Intelligence - Beast Capture Unit 2x Artificial Intelligence - Beast Unit Orbiton 2x Artificial Intelligence - Beast Unit Fightas 3x Artificial Intelligence - Galpha Principle Unit Reinforcement Enemy Units On Turn 3: 6x Artificial Intelligence - Mecha Bishop Demon 3x Artificial Intelligence - Mecha Big Wheel Demon Items Repair Kit - Mecha Big Wheel Demon Anti-Beam Coating - Devil Satan 6 Biosensor - Deondora Notes: A new photon powered engine is to be installed into the Mazinger Z, one on the same level as that of Great Mazinger's. Fortunately, the enemies actually wait until after that's done this time before they attack; Kouji sorties with two new weapons available, the Big Wheel Rocket Punch and the Super Rocket Punch. The rest of the Mazinger Z crew, plus Maria, come out to help as well. Unsurprisingly, Kouji will be your main force at the start. Place him in the area to the left of the Laboratory, and keep everyone else somewhere safe; Maria can do decently as a sniper though, with her range 6 post-movement Double Cutter. The Mazinger Z, with terrain bonuses, basically can't be damaged by the Gandora enemies, and should be able to deal a lot of damage in return. On Turn 2, you'll see the reason why the Gandora appeared here; it's another Data Weapon, this time the Gatling Boar. Now you'd have to protect it as well until the main force arrives; fortunately you won't have to protect it for too long, as on the next turn, some Hyakkis arrive, as does the Machine Robo crew (sans Rom). Drill just about manages to scare away the Boar, and your mission objective goes back to beating seven shades out of everything in sight. And to help you do that, the main force comes on Turn 4. After relaying the news of the escaped Data Weapon, your dudes sortie, and it becomes a pretty easy scenario. The Gandoras still suck, while the Hyakkis are tougher but easy all the same. Do the usual crash and bash, saving your seishin for the two non-generics in Deondora and Devil Satan 6, and making sure none of the Machine Robo crew get any kills to maximize EXP and PP gain. After the mission, Mazinger Z receives it's new weapons permanently. ------------------------------------------------ Scene 4 Free Select 2 ------------------------------------------------ Starting Units Masato - Zeorymer of the Heavens Reinforcement Units On Turn 4: Bright - Neil Aghama Ruri - Nadesico B 15 Units Starting Enemy Units Ritsu - Rose C'est La Vie of the Moon (Retreats below 30%) Reinforcement Enemy Units On Turn 4.5: Hidler - Mecha Fortress Demon 10x Artificial Intelligence - Mecha Big Wheel Demon 5x Artificial Intelligence - Mecha Bishop Demon Items: Propellant Tank - Mecha Big Wheel Demon Dust Adapter - Mecha Fortress Demon Biosensor - Rose C'est La Vie of the Moon Notes: It's Masato; or rather, Masaki, against the Hau Dragon representing the Moon. Not a particularly fair fight, given the humongous differences in HP, but it gets even worse when Masato eventually regains control of himself, and falls to 80 morale after realizing the situation he's in; I suggest you move Zeorymer past the Rose C'est La Vie, using Miku's Accelerate, as far as possible into the city. This should hopefully lead the Rose C'est La Vie to your own squadron who will pop out later, and who can block his path; fortunately he can only move 3 squares. On the turn your units come out, you have two options which will probably be decided by your team formation; if you've been using the Mazingers and/or Raideen regularly, you can take out Rose C'est La Vie right here and now. The 30% retreat rate means you have to deal roughly 13,200 HP damage to kill it, and with the combos of the Mazinger team not requiring morale and/or the Psychic Power of Akira allowing him to cast Yell to activate his strongest attacks quickly, you should be able to weaken and kill him within two turns. If you haven't been using either though, you should probably wait out for the Hyakki Empire to appear, and gain some morale for them to activate your best attacks. Both ways, be careful of the Rose C'est La Vie; it has the J Kaiser MAP weapon, which targets 9 squares in front of it, and can easily take out mobile suits in a single hit. You might want to put Zeorymer with Iron Wall casted near it (and not on the same line) as bait, as it always prioritizes hitting Zeorymer anyway. The Hyakki Empire are nothing special; the usual annoying shield-wielding Big Wheel Demons and the Bishop Demons are old hat, while Hidler isn't much better. Don't bother going after them; stay right where you are, with the terrain bonuses and EN recovery of the buildings, and let them come to you, which they will do within 2 or 3 turns. Then you can have a good ol' fashioned shoot and punchout, with the winners obvious. Also, if you're aiming to get the Dijeh SE-R, this is probably the best scenario to do so. The Hyakki Empire enemies are fairly easy to weaken and kill, and give decent EXP after Aid or Great Effort, and there's 16 of them; just enough for two kills for all the pilots you need to raise the level of. There's also not a whole lot of storyline before the scenario to skip through, and there's an easy losing condition of having Zeorymer destroyed, which the Rose C'est La Vie can do easily. After this mission, Zeorymer of the Heavens joins your squad, as does it's pilots Masato and Miku. ------------------------------------------------ Scene 4 Free Select 3 ------------------------------------------------ Starting Units Hugo - Main Unit Kaine - Dragnar Type 1 Custom Tapp - Dragnar Type 2 Custom Light - Dragnar Type 3 Reinforcement Units On Turn 5: Bright - Neil Aghama Ruri - Nadesico B 15 Units Starting Enemy Units Albero - Medius Locus (Retreats below 50%) Reinforcement Enemy Units On Turn 2.5: Ganon - Stark Gandora Jin - Stark Dowtson 3x Giganos Soldier - Dora 3x Giganos Soldier - Dowtson On Turn 3.5: Gun Gem - Geizam Gol - Stark Gebai Min - Stark Dyne 3x Giganos Soldier - Dowtson 3x Giganos Soldier - Gebai Maff 3x Giganos Soldier - Dyne Maff Items Super Repair Kit - Medius Locus Booster - Stark Dyne EWAC (Weak) - Geizam Notes: More of Hugo's past is shown at the start, as Albero tells him not to take any unnecessary risks on the battlefield, and the demise of Folia... Geshpensts also make a small cameo here. Both ways, Hugo and Aqua are sent with the Dragnar team out on a surveillance mission to scout out the Giganos. The Ds are about to move to the next area after some blather, but Hugo is slow to respond; and of course the Medius Locus shows up after that while he's vulnerable. Time to rush the Dragnars back to assist Hugo... Have Aqua cast Flash, then wait for your turn before you counterattack. If you're using the Garmreid, land it move onto the building square next to the Medius Locus, to perform your strongest move and recover EN for it. While Kaine and the rest are rushing back, try to make sure they always land on building squares if possible, to help their evasion rates, and make sure D-2 and D-1 are close to D-3 to take advantage of the EWAC. On turn 2.5, it goes from bad to worse as half of the Gun Jem squadron really does appear. Light detects the other half coming soon; in 60 seconds, in fact. On the other hand, your own force will appear at the designated point in 150 seconds...thus the name of the mission, "Time lag of 90 seconds". The Medius Locus and Hugo and Aqua should be decently far away from the rest of the riffraff, so have them stay right where they are. Don't ping the Medius Locus too hard, though; it runs at half health. The Dragnars should be rushing back to the point where your reinforcements arrive as fast as possible, but don't have D-1 outspeed the others; keep them all together to use the Support Defenses of the other two Dragnars. On turn 3.5, the rest of the Gun Jem squadron appear, and the grunts start actively chasing you; just make sure you've pre-casted Concentrate for Light and Kaine, and maybe Iron Wall for Tapp, and keep them moving to the designated point, dodging everything that comes their way (unless you think you can safely counterattack). Finally on turn 5, your own force arrives, and the whole scenario becomes a lot easier. Only Albero retreats, and at 8000 HP, a good Hot Blooded attack does him in easily. When that happens though, the Garmreid or Cerberus will be put out of commission, so delay it if you want Hugo and Aqua to rack up some more EXP on this stage. Besides him, the mercenaries are the same as ever, with the MAP weapon of the Stark Dyne and the sheer agility of the Stark Dowtson the only things to keep in mind. The big guy himself, Gun Jem, is rather easily sniped from range 5 outwards. ------------------------------------------------ Scene 4 Last ------------------------------------------------ Starting Units Bright - Neil Aghama Ruri - Nadesico B Asuka - EVA-02 Rei - EVA-00 Akira - Raideen 15 Units Reinforcement Units: None Starting Enemy Units Vivace - Vivace 3x Allegrato - Allegrato 3x Grave - Grave 12x Dotem - Dotem Reinforcement Enemy Units: None Items Cartridge - Dotem Chobham Armour - Allegrato Haro - Grave Notes: More Rahxephon storyline, with poor Shinji thrown into the mess as well. Vivace sucks up the Rahxephon and the EVA-01 into "the world of their dreams", and your dudes have to find a way to get them back; which according to Ritsuko, the method with the highest chance of success is to blow the hell out of it with N2 mines and salvage the things inside. Oy. What your force has to do is to get EVA-02 and EVA-00 next to Vivace, but you don't really need to do that; it's automatically done for you once you clear all the enemies besides the Vivace, which is far more rewarding; especially considering one of the Graves holds a very valuable Haro, so make sure you pop that one if nothing else. The enemies are just the usual bunch of Dolems; the Dotems can be taken out in one hit, the Graves have range problems, and the Allegratos go down fairly easily, essentially making this a storyline scenario. Once you kill all the enemies, it flashes back to the alternate reality, where Ayato is actively rejecting the world he may have wished for to go back to the "real" reality, and begs Reika to take him back; Shinji of course follows being the sheep he is. ^^; Flashback to reality, and all the units are evacuated as the EVAs prepare to give the Vivace a taste of nuclear power, but Raideen refuses to retreat; something is calling it... and indeed, Reika comes out. Reika tells Raideen to sing, to sing it's forbidden song... and Raideen duly follows, unleashing the God Voice onto the Vivace. This has the effect of freeing both Ayato and Shinji, who team up to kill off the Vivace in a rather disgusting fashion. After this scenario, EVA-01 receives the Magrock E Sword, and Raideen receives it's God Voice and God Voice MAP attack. ------------------------------------------------ Scene 5 First ------------------------------------------------ Starting Units Ginga - Gear Fighter Dendoh Reinforcement Units When Daimos is reduced below 50%: Kazuya - Daimos One player turn after Daimos is reduced below 50%: Camille - Re-GZ BWS/Dijeh SE-R One player turn after Camille arrives: Akito - High Mobility Black Sarena (Neutral) One player turn after Akito arrives: Bright - Neil Aghama Ruri - Nadesico B 15 Units Starting Enemy Units Kazuya - Daimos Reinforcement Enemy Units When Daimos is reduced below 50%: 3x Artificial Intelligence - Katonho 4x Artificial Intelligence - Gengorou 4x Artificial Intelligence - Joro One player turn after Daimos is reduced below 50%: 2x Artificial Intelligence - Katonho 4x Artificial Intelligence - Joro On enemy turn after the previous enemy reinforcements: Hokushin - Yatenkou 6x Hokushinshou - Mudura Items: None Notes: Daimos and Dendoh do some training, as the Gundam Fighters look on. The objective at the start is to reduce Daimos to below half HP; go ahead and use whatever seishin you want to pump Dendoh up, as it'd be refilled once you fulfill the objective. Sure Hit, Hot Blood, Yell, the works. The Jovians arrive right after, and again you have two options, either move Daimos and Dendoh to the middle of the map, where your reinforcements appear, or take them on with your two martial arts robots. If you choose the latter, keep both Dendoh and Daimos on land and forest terrain to improve their defense, and use the Unicorn Drill's Firewall to lessen damage. Most of your damage will unsurprisingly be done by counterattacks this way. More enemies show up right where you are on the next turn; but so does Camille, in the Dijeh SE-R if you fulfilled the conditions for it, or the Re-GZ BWS if you didn't. Camille in either is more than a match for the Lizards, although the Dijeh just gets the job done quicker. If you chose the retreating option though, then you might as well have Camille follow them. Next up on the enemy list is Hokushin and a group of the ever-annoying Muduras. At least this time, you actually get to fight Hokushin and his Yatenkou directly... Kazuya recognizes Hokushin as the one who held Erika into custody, and Hokushin performs his baddie role to perfection in demanding that Kazuya stand down and surrender the Daimos if he wants Erika alive; Kazuya flatly refuses the obviously fake offer, and Hokushin decides to kill him right then and there instead. Two of the Muduras will chase you, but the other 4 will stick around Hokushin (although they don't even have Support Defense or Attack...). Of course, whenever there's Hokushin, the Prince of Darkness is sure to follow. The two have their usual deathmatch, although most of the other Muduras also try to interfere, they can't really do much. Your force appears soon after, fairly close to the Maduras; if you have been leading your units to the middle area, you'd also have plenty of Jovian Lizards to take care of, and subsequently, morale to gain. You'd probably need this morale; the Muduras are as frustrating as ever, and Hokushin retreats at 50% HP, with a Distortion Field protecting him, and there's always the possibility of Akito pinging him too hard. Once again, if you've used the Mazinger crew regularly, they'd be your saviours in this scenario in terms of defeating Hokushin; otherwise, hopefully you've gained some morale from killing everything else, and quick-save at the end of every turn and reload if Akito hits Hokushin too hard. Besides Hokushin, the Muduras again are tough nuts, and support from Ryoko and Sabrouta is recommended. Everything else can't aim to save their life and/or are very weak anyway. Everything also retreats once Hokushin takes off, so try and kill everything first, as usual. Also as usual, Akito runs off after. After the mission, you receive Camille with whatever mecha he came with. For the next 4 scenarios, your group is split up into 4 groups; the first group, consisting of the Nadesico B, The Gear crew and the G Gundam crew head out to find the remaining Data Weapons. The second group, consisting of the Neil Aghama, the EVAs, the mobile suit team, Raideen and Rahxephon, head back to Third Tokyo where more Jovians were sighted. The third group, consisting of the Mazingers and Dragnars, head off to aid the new Dragoons in battling the Giganos once again, while the fourth and final group consisting of the Daimos team, Getter team and your main character, get guard duty to protect the Zeorymer from the other Hau Dragons which are inevitably out for it. The free select involves choosing which of the first three scenarios you want to play first, while the 4th scenario must be played last; choose as you wish, as there aren't any benefits for playing one over the other. ------------------------------------------------ Scene 5 Free Select 1 ------------------------------------------------ Starting Units Ruri - Nadesico B Ginga - Gear Fighter Dendoh Kirakuni - Cell Fighter Vega - Valkyrie 10 Units Reinforcement Units On Turn 3: Rom - Kenryuu Starting Enemy Units Altair - Gear Knight Ogre 1x Virus - Mechanical Virus 1x Error - Mechanical Error 1x Lock - Mechanical Lock 1x Bug - Mechanical Bug 3x Artificial Intelligence - Beast Capture Unit 3x Artificial Intelligence - Beast Unit Orbiton 3x Artificial Intelligence - Beast Units Fightas Reinforcement Enemy Units On Turn 3: Ashura - Ashura 8x Kasmodon - Kasmodon 8x Zalios - Zalios Items Ultra Alloy Z - Mechanical Bug High-Powered Radar - Gear Knight Ogre Notes: It's time to go installing more Data Weapons. If you wish to make this stage easier, make sure Dendoh has 10 movement somehow (two Mega boosters). At the start of the stage, plonk Dendoh right into the Nadesico B, and have Harry cast Accelerate, moving him to the centre of the map. I'd suggest moving the rest of your forces there too, as there will be where the main action takes place. On Turn 3, the Data Weapons appear, along with the Gandora and Rom; there's nothing you can do to stop Altair from claiming the Bull Horn though. Instead, just have Dendoh move onto one of the squares next to Dragon Flare, making sure that it's one of the two squares that's closer to Gatling Boar, to save it. Also, move Rom away from the Gandora as far as possible. On the enemy turn, Altair will move towards the Gatling Boar but won't get there, while some of the Gandoras may attack Gatling Boar, but most likely won't kill it. When the next turn comes around, your 10 movement should see you with just enough movement to get next to the Gatling Boar. Just make sure Hokuto casts Iron Wall and probably Invincibility as well, as they've got a crapload of Gandoras and Altair to fend off from there. The rest of your force should concentrate on getting to Dendoh as fast as possible and assisting it in destroying everything in sight. Try and kill Altair first; otherwise he'd unleash unlimited Final Attacks on Dendoh, and he's a sitting duck once he's used a Final Attack anyway. The Gandoras will probably rather nicely surround Dendoh, leaving them easy prey for a Hot Blooded MAP attack. Besides that, Ashura heads straight for Rom, and is actually the toughest boss out there; most of your seishin will probably be spent on him. This will also be the first time you encounter the Mechanical Knights, but they're basically just enhanced grunts. Clear them all to finish the scenario. ------------------------------------------------ Scene 5 Free Select 2 ------------------------------------------------ Starting Units Bright - Neil Aghama 14 Units Reinforcement Units: None Starting Enemy Units Rockfel - Dinodilos of the Earth (Retreats below 80% or at turn 3.5) Giso - Baston of the Mountains (Retreats below 30%) 3x Hokushinshou - Mudura 4x Artificial Intelligence - Katonho 3x Artificial Intelligence - Gengorou 6x Artificial Intelligence - Joro Reinforcement Enemy Units: None Items Repair Kit - Katonho Large Generator - Dinodilos of the Earth Mega Booster - Baston of the Mountains Notes: As expected, the Jovian Lizards and Martian Successors are causing havoc; as not-so-expected, two Hau Dragons are there as well. There isn't enough time to ponder their reason for being here though; time to clear them out, and fast. Rockfel retreats rather quickly; it's nearly impossible to beat her on a first game. On repeat games though, Rahxephon or Raideen, with a high Assist Attack level, Hot Blood, upgraded weapons, an S weapon terrain rating and their respective Voice attacks, might be able to do the needed 38,000 HP or so damage. That entails rushing at least 4 units along with Rahxephon or Raideen into the middle of the fracas though, which might not be entirely worth it. If you just want to clear the stage, there isn't much standing in your way. There's a couple of troublesome Muduras, but you should be easily used to them by now. The Katonhos have a fair bit of HP and a Distortion Field, but are weak as hell and can't aim, while the other Jovians are laughable. The Baston is a fair problem though; it has a super-long range and extremely tough armour. Defend any hits you take from it, or it might just OHKO your weakly-armoured mobile suits. When you reduce the Baston below half HP, it moves to the nearby hill and gets ready to launch it's trump card; nuclear missiles. Your dudes are told to kill it and fast, but they don't need to in the end; a safety lock prevents Giso from using them, in a most anti-climatic fashion. You'd still have to travel even further to take Giso down though. He retreats at 30%; Rahxephon supported by Raideen, or Unison Kick, or Double Mega Launcher, or any combination of those should easily do the required damage. ------------------------------------------------ Scene 5 Free Select 3 ------------------------------------------------ Starting Units Kaine - Dragnar Type 1 Custom Tapp - Dragnar Type 2 Custom Light - Dragnar Type 3 Kouji - Mazinger Z Sayaka - Dianan A Boz - Boz Borot Tetsuya - Great Mazinger Jun - Venus A Duke - Grandizer Maria - Double Spacer Hikaru - TFO Reinforcement Units On Turn 4: Reina - Power Riser Rod Drill - Rod Drill Blue Jet - Blue Jet Jim - Triple Jim Starting Enemy Units Gol - Stark Gebai Min - Stark Dyne Ganon - Stark Gandora Jin - Stark Dowtson 6x Giganos Soldier - Dora 4x Giganos Soldier - Dowtson 4x Giganos Soldier - Gebai Maff 6x Giganos Soldier - Dyne Maff Reinforcement Enemy Units When Dragnar Type 1 Custom passes by a certain point or on turn 3.5: Gun Jem - Geizam Items Propellant Tank - Stark Gebai Jammer - Stark Dowtson Apogee Motor - Geizam Notes: Depending on how well leveled your units are, this can be an easy or hard mission. Whether you've used them or not though, I suggest taking a defensive position, with the three Mazingers on buildings to increase their defense and get an EN bonus, while the Dragnars will benefit from the Evade bonuses. Leave the healers even further behind, as well as D-1; you'd see why soon enough. The enemies will more or less come in waves; have your Mazingers, D-2 and D-3 deal with them as they come, using the more maneuverable Dragnar units to weaken and the Mazingers to kill. The custom units will of course be a bit more of a problem; save your EN-sucking combination attacks for them. In the short breaks between waves (if any), move your healers in to do their stuff. You'd also once again praise the Godliness of the TFO, which attracts attention like no one's business and dodges like the dickens, taking the heat off your more valuable units. On Turn 3.5, Gun Jem will come and deliver a critical blow to the D-1, which renders it useless. As a losing condition is to let -anyone- die, including 10 HP Kaine, you can see why you left him at the back now. ^^; On Turn 4, Kaine does manage to make contact with the rest of your dudes, but still remains useless; you can at least heal him now though. The Machine Robo crew also pop out to help fend off the Giganos, but they won't really be of much help, with the exception of Jet; you shouldn't let them be help anyway, as they'd steal your precious PP as usual. Once again, the most troublesome units will be Min with her Molotov Cocktail of Doom and Jin with his ever-annoying Bunshin. Kill the first as soon as possible before she can spike your units' mobility, and use a generous dose of Sure Hit to take care of the latter. ------------------------------------------------ Scene 5 Fixed Select 4 ------------------------------------------------ Starting Units Masato - Zeorymer of the Heavens Reinforcement Units When Masato is reduced below 30% HP: Hugo - Main Unit Kyoshiro - Gulver FX II Kazuya - Daimos Ryouma - Getter Dragon Michiru - Getter Q 2 turns after Masato is reduced below 30% HP: Ruri - Nadesico B 13 Units Starting Enemy Units Ritsu - Rose C'est La Vie of the Moon Reinforcement Enemy Units When Masato is reduced below 30% HP: 3x Hokushinshou - Mudura 2x Artificial Intelligence - Katonho 4x Artificial Intelligence - Joro On enemy turn one turn after Masato is reduced below 30% HP: Albero - Medius Locus Items Cartridge - Mudura I-Field Barrier - Katonho Image Sensor - Rose C'est La Vie of the Moon Notes: Ritsu and Masaki get ready for round 2, and your first thing to do is to get Zeorymer utterly trashed. When it does attack once, your other dudes note that the Zeorymer's chest seems a little empty; they figure out that Miku isn't there for some reason, and your dudes get ready to sortie to assist "Masato". Anyway, as said earlier, get Zeorymer below half HP to trigger reinforcements from both sides. However, you definitely want to trigger it on -your- turn instead; if you trigger it on the enemies' turn, you'd be giving the Muduras and Katonhos free shots on your healers, which is Not A Good Thing. To ensure that this happens, you might want to cast Iron Wall at the start of the first turn to ensure that the counterattack and enemy phase attack won't do enough, and that the second turn attack will weaken you sufficiently. When both sets of reinforcements arrive, move your healers away from the action; they will almost certainly get sniped by the Muduras and killed otherwise. Keep Daimos and your main character on the ground, to benefit from the mountain terrain, and switch Getter to Liger form, and cast Flash and Invincibility on it. Take out the Joros first for morale, then move on to the Muduras, and leave the Katonhos for last, as they take a while to kill, but aren't as dangerous. Go ahead an expend seishin on the Muduras too, for Daimos and maybe Getter anyway. Albero shows up in a little while and Hugo goes off to another deathmatch with him, this time telling Aqua to release the limiter on the TE Engine. This puts Hugo at 130 morale; unfortunately, the Medius Locus has a considerable HP boost to go with it. Do the usual and have Aqua cast Flash while using a strong counter on the enemy turn, while Getter and Daimos clean up. If Medius Locus gets close to half HP though, stop attacking it just in case you ping it below that. And let's not forget about Zeorymer. He should be casting Iron Wall and running like a dog to the river area in the corner; your next reinforcements show up there, and can handle the Rose C'est La Vie when they do appear. Do cast Trust on him if his HP gets too low. When the reinforcements do appear, send them on an all-out attack on Rose C'est La Vie, again holding back slightly just before it hits half HP. When it gets close to it, cast Bless and Aid on Zeorymer, and knock the Rose C'est La Vie below half HP. Ritsu then reveals his true self; a girlish face that he apparently cannot live with (he obviously hasn't seen recent anime). Ritsu is just about to finish Zeorymer off, when Masaki takes over again, and calls for the Dimension Coupler System; cue creepy cut-in movie of the Dimension Coupler System in "action". Ritsu then falls rather quickly to the attack from the King of Hell. Masato then regains consciousness and immediately starts self-angst mode, and flees the map. As for Albero, his 23,000 HP or so retreat level is fairly high. You have two main options to kill him; Getter Liger Hot Blooded Getter Change Attack supported by something strong (like Burning Breaker or Terminus Cannon), or Domon with Hot Blood and 3 Assisters in a Hot Blooded Assist Attack Seikha Tenkyouken; both should do enough damage for the kill. When that happens, the Medius Locus STILL won't die; in fact, it evolves into a new unit with the help of AI1. It requires 35 seconds of regeneration, which Hugo looks to take advantage of immediately, but a quick word from Eldy stops Aqua, and the main unit, in it's tracks. Eldy's taunts and verbatim sufficiently buy enough time for the regeneration to be complete, and the new Medius Locus immediately messes up the main unit something fierce, smashing right through the cockpit... Calls for the main unit are eventually answered by Aqua, who then gets freaked out by the state of Hugo's seat. Albero and Eldy then retreat, and the main unit is quickly recovered in all it's damaged glory... Surprisingly enough, Hugo somehow survived that blow; a real tough guy, as Chibodee calls him. Aqua visits, and feels responsible for Hugo's injuries, but he notes that he behaved the same way when he found out Albero was in the Medius Locus too. More importantly, he wants to know what Aqua will do; she says that she'd try to persuade Eldy the next time she sees her, but if that doesn't work, she's prepared on what she must do... and Hugo is fine with that answer. Hugo then tells her about his medicine and how it preserves his body, as well as his suspicions about Savad... who of course takes that opportunity to show up. He then introduces the new machine for them to use; the Cerberus Ignite or the Garmreid Blaze, with the G frames made for close-range high-speed combat piloted by Hugo, and the S frames made for long-range artillery combat, piloted by Aqua. You get a chance to rename the unit as well. Zeorymer disappears after this mission; you'd get him back soon enough though. ------------------------------------------------ Scene 5 Last ------------------------------------------------ Starting Units Bright - Neil Aghama Ruri - Nadesico B Hugo - Main Unit Ginga - Dendoh Gatling Boar 15 Units Reinforcement Units On Turn 3: Masaki - Zeorymer of the Heavens (Neutral) Starting Enemy Units Giso - Baston of the Mountains Saiga - Omzack of the Lightning Rockfel - Dinodilos of the Earth Reinforcement Enemy Units On Turn 2: Ragou - Ragou On Turn 2.5: 4x Artificial Intelligence - Beast Capture Unit 4x Artificial Intelligence - Beast Unit Fightas 4x Artificial Intelligence - Beast Unit Orbiton 4x Artificial Intelligence - Galpha Principle Unit Items Repair Kit - Galpha Principle Unit Starlight Shrine's Protection - Beast Unit Fightas Wolf Crest - Beast Capture Unit Notes: It almost looks like you're going to be able to actually kill off a Hau Dragon yourself for once, as 3 of them face off to you at the start; albeit right across the whole map, and on turn 2, you're quickly distracted by a certain two-headed data-weapon-poisoning beast. The Data Weapons (besides Boar) immediately rush it in a frenzy, and you'd have to kill Ragou quickly (or rather, scare it off) before any of the Data Weapons die. Ragou retreats at around 30%, but it's pretty hard to get to that level, if only because it defends on your turn and attacks, twice, on it's turn. To ensure that it doesn't do too much damage with it's double movement, make sure Dendoh is always within range and has defensive seishin cast when you end your turn, as Ragou will always prioritize Dendoh over everything else. You'd also have to combat it with low morale; fortunately a bunch of Galphas show up to help you in that respect on the next enemy turn. On Turn 3, Masaki shows up again, and more head-aching Zeorymer story scenes occur between the "father" and his clones. They can pretty much wail on each other forever; the Zeorymer has HP regeneration for this stage, so it can take care of itself while you roll over the Galpha. You can actually kill Ragou off in this stage; A little weird thing about this game is that if the enemy defends, if the attack would kill him normally if he doesn't defend but survives if he does, he'd choose to evade it instead... you can use this to your advantage by having a single attack of sufficient power to hit the damage limit. the only real method without massive upgrading is a God Gundam Seikha Tenkyouken with 3 Assisters. Whether or not you kill Ragou, it \ infects both Unicorn Drill and Leo Circle with it's virus, then runs off. Once all that's done, head on over to the 1v3 battle in the corner. Story events kick in once any of them is reduced below 60% HP or so; you'd probably need Domon again, or another person with Assist Attack, or a combination attack supported by a combination attack, to do the needed damage if you really want the EXP, cash and PP. Regardless, Masaki then blows them all up, by himself. Again. More story scenes after as the end of Zeorymer is lifted straight out of the anime and into the MX timeline; the game just "expands" on it a bit more, with the Gandora messing into the end of the Hau Dragons. Rom and co save Masato though, and brings them back to your force. After this mission, the Machine Robot crew joins up, and Zeorymer returns permanently. Your force is once again split into two; the Nadesico B, with the Mobile Suits team, Dendoh team, Aestevalises, Daimos, and the Machine Robo crew head off to the Galpha base to try and obtain a DNA sample of Ragou to cure Leo and Unicorn as well as stop the Mass Driver, while the Neil Aghama, with the Mazingers, Getters, Gundam Fighters, Dragnars, EVAs, Raideen and Rahxephon stay on earth to fend off Giganos and more Super enemies. Going on the space route is a condition to receive the Full Armour Dendoh, so choose that way if you want a chance at unlocking that secret. ------------------------------------------------ Scene 6 First Space Route ------------------------------------------------ Starting Units Ruri - Nadesico B Amuro - Nu Gundam Quatro - FA Hyaku Shiki Kai Ginga - Gear Fighter Dendoh 15 Units Reinforcement Units: None Starting Enemy Units Malliot - Falgen Maff Dan - Gelf Maff Wellner - Yact Gelf Maff Carl - Rebi Gelf Maff 9x Giganos Solider - Dyne Maff 15x Giganos Soldier - Gebai Maff Reinforcement Enemy Units: None Items Propellant Tank - Dyne Maff High-Powered Targeting Device - Yact Gelf Maff Thruster Module - Falgen Maff Notes: A no-frills scenario between the Practice and various Giganos grunts, and your collection of Mobile Suits with a few Super Robot backups. Two slight conditions; serious upgrades on the enemy's mecha, with more endurance, shields, and the Practice are even sicker, with 25,000-40,000 HP. By now though, you've probably had the chance to give your own force some upgrades as well, so that just makes the fight ever so fairer. The other difference; the winning condition. You need to get the Nadesico B onto the designated point, right across the map and surrounded by Gebai Maffs. You also get to see Malliot trade ideologies with the Gundam crew; can you tell some wavering is going on here? The only major problem on this map is of course the Practice, who are also clumped together to take advantage of Support Defenses and Attacks. You can use this to your advantage by peppering the Practice members with Double Attacks also hitting the Falgen, in order to weaken the Falgen while taking a less strong (or easier to dodge) counterattack. Also, as usual, try to nail the Rebi Gelf Maff first, in order to kill off the EWAC bonuses it gives to everyone else; you'd probably need to cast Concentrate and other defensive seishin to survive otherwise. Once they're done with, as long as you've just rushed everyone forward as soon as possible, you should be able to get to the mass of Gebai Maffs with 3 or so turns to spare. You can either just clear a single path through and land the Nadesico and finish the stage, or of course clean up house. Double Attacks are again the order of the day, or alternatively, you could clean up with a MAP attack; the Nadesico's Gravity Blast MAP especially has a nice big range that can hit the majority of them. Choose your poison. ------------------------------------------------ Scene 6 First Earth Route ------------------------------------------------ Starting Units Ryouma - Getter Dragon Michiru - Getter Q Hugo - Main Unit Reinforcement Units 3 turns after the Mecha Fortress Demon is attacked: Bright - Neil Aghama 15 Units Starting Enemy Units 1x Artificial Intelligence - Mecha Fortress Demon 2x Artificial Intelligence - Mecha Bishop Demon 2x Artificial Intelligence - Mecha Big Wheel Demon 2x Artificial Intelligence - UFO Beast Giru Giru 2x Artificial Intelligence - UFO Beast Jin Jin 2x Artificial Intelligence - UFO Beast Gubi Gubi 6x Vega Soldier - Mini UFO Reinforcement Enemy Units 3 turns after the Mecha Fortress Demon is attacked: Zuril - Motherburn 2x Artificial Intelligence - Vega Beast King Gori 2x Artificial Intelligence - Vega Beast Zume Zume 3x Artificial Intelligence - Aerial Demon Grangen 2x Artificial Intelligence - Combined Beast Bong 8x Vega Soldier - Mid UFO Items Mega Booster - Motherburn Screw Module - Mecha Fortress Demon Cartridge - Combined Beast Bong Notes: The Getter Team is called back to the Saotome Lab in order for Professor Saotome to work on their machines a bit; he has a new weapon in mind apparently. Hugo and Aqua is sent with them as an escort, and of course they need one, because the Hyakki Empire strike just about then. At least they waited for the rework to be finished. Your first job as the stage starts is to run in and get a hit on the Mecha Fortress Demon ASAP; doing so will make your reinforcements appear faster. You should be able to do this within turn one using either your main unit or Getter Liger. After that happens, you can either try and take everything on or run all the way back and protect the Saotome Laboratory. When you do attack the Mecha Fortress Demon, you'll deal no damage; Professor Saotome notes that it's equipped with armour that seems similar to the light waves that the Pikudrone used a couple of scenes ago. Right now you can't do anything except block it's path with three units, but as long as you nailed it on the first turn, it won't be able to get to the Laboratory in time anyway. The rest of the enemies are your bog-standard Vegan and Hyakki Empire enemies. Getter may be a bit fragile against them, but either form of the Cerberus and Garmreid Blaze S with shield and TE Sphere is actually quite sufficient in taking them all down. If you wish to spread the kills though, just retreat back near the laboratory and wait for 3 turns to pass. On the 4th turn, Professor Saotome will finally unveil what he did to the Getto Machines, and tells the three to use the new attack, which should provide a sufficient amount of energy to deal damage to the Mecha Fortress Demon. The Getter team duly do so, getting the timing down pat from the get go (if they can get the combine timing down to a pat, that shouldn't be too hard), and kills the Mecha Fortress Demon straight off. Zuril gets pissed and sends the rest of his force out, which is matched by your own force. Now it becomes a fairly standard throw-down between your group and the Super enemies, although the Super enemies now have some upgrades to them. The Motherburn is still a big flying piece of crap though; you probably won't even need any seishin to kill it. After the mission, Getter Dragon permanently receives the Shine Spark attack. ------------------------------------------------ Scene 6 Fixed Select 1 Space Route ------------------------------------------------ Starting Units Ruri - Nadesico B Rom - Kenryuu Dendoh - Gear Fighter Dendoh Kirakuni - Cell Booster 15 Units Reinforcement Units: None Starting Enemy Units 1x Virus - Mechanical Virus 1x Error - Mechanical Error 1x Lock - Mechanical Lock 1x Bug - Mechanical Bug 6x Artificial Intelligence - Galpha Principle Unit 6x Artificial Intelligence - Beast Unit Orbiton 3x Artificial Intelligence - Beast Unit Fightas Reinforcement Enemy Units When enemies are reduced to 2 or less: Ragou - Ragou One enemy turn after Ragou arrives: 3x Artificial Intelligence - Beast Capture Unit When Ragou reaches the designated points: Devil Satan 6 - Devil Satan 6 Berg - Iron Sand 3x Artificial Intelligence - Phenomena 5x Kasmodon - Kasmodon 5x Falgos - Falgos Items Cartridge - Beast Capture Unit Apogee Motor - Mechanical Lock Biosensor - Iron Sand Notes: Time to go and (try to) save the Leo and Unicorn. The Galpha aren't stupid enough to send Ragou out immediately anyway; you get a bunch of grunts to play with instead. They're all upgraded forms, but still aren't much cop; you've handled them time and again, so you just have to make a slight allowance for stronger attacks and higher endurance. After you beat up the Galpha enough, the big boy comes out to play. To fulfill the mission conditions, you'd have to lure him into the one of the designated 4 squares without killing him; a couple more grunts follow him, but they're easily killed as well, and Ragou goes straight after Dendoh. Have everyone else finish off the stragglers, then move Dendoh back towards the designated point, casting Iron Wall and other defensive seishin to take the attacks Ragou will be giving it; it's nearly impossible to escape damage from it with its double movement and high movement range. You may actually have a slight problem getting Ragou into the designated point as it's maximum movement range leaves it exactly one square outside the designated point. If this happens, use your other units to form a defensive wall around the designated point with one point of entry (which Ragou should be able to access easily), and placing Dendoh on the opposite side but within range of Ragou's 3-6 post movement attack. For example: R OPPO OPPO OOOO D Where P is the designated point, O are friendly units, R is Ragou, and D is Dendoh. As long as Ragou can't reach Dendoh in any other way, it will go through the middle and into the designated point to do so. You should save at the beginning of your turn though, so that you can rearrange your units just in case you mess up. When you eventually get Ragou on the designated point, it all looks to be going swimmingly, until... "When there is Light, there is Darkness. When there is Justice, there is Evil." -_-; Devil Satan 6 appears and steals Rom's schtick quite nicely, along with Berg who is essentially another typical Machine Robo boss, and the usual bunch of Gandora grunts. There are three Phenomena to make up the gap between the bosses and grunts though, not that they're a threat or anything. In fact, you can completely ignore them if you wish; the condition changes to lowering Ragou's HP below 30%. Of course, you might as well clean them up while they're there, and leave Dendoh as bait for Ragou to attack. Ragou's up to his usual tricks of defending on his turn; this makes him harder to reduce to the required amount, but conversely, also leaves other units completely safe due to it's rage for Dendoh. Beat on it for awhile until it goes below 30%, then bask in the glory of the reborn and combined Unicorn Drill and Leo Circle. Just remember not to kill it... After this mission, Dendoh can now use the Kiba form of Dendoh. ------------------------------------------------ Scene 6 Fixed Select 1 Earth Route ------------------------------------------------ Starting Units Bright - Neil Aghama 15 Units Reinforcement Units One turn after enemy reinforcements appear: Kaine - Dragnar Type 1 Custom George - Gundam Rose Starting Enemy Units Gol - Stark Gebai Ganon - Stark Gandora 10x Giganos Soldier - Dora 10x Giganos Soldier - Gebai Maff Reinforcement Enemy Units When all initial enemies are defeated: Gun Jem - Gilgazamune Min - Stark Dyne Jin - Stark Dowtson 6x Giganos Soldier - Dowtson 6x Giganos Soldier - Dyne Maff Items Repair Kit - Stark Gebai EWAC (Weak) - Stark Dowtson Image Sensor - Gilgazamune Notes: Before the mission starts, Kaine is shown training with George; apparently Kaine finally wants to be able to have swordsmanship on par with that of Gun Jem. He's not doing too well though, having already lost 144 times. George tries to teach him the ways of Abandon; to abandon what your sight sees and use other functions to sense the movement of the attack. Kaine vows to learn this by the 150th try; just then of course the enemies decide to strike, and Tapp and Light tell Kaine to stay here; as he is now, he'd be a sitting duck to Gun Jem, and tells him to come out only when he's sure he can match him. Ironically enough, Gun Jem isn't even in the starting enemies; rather, it's the two suckiest of the mercenary group, Ganan and Gol. This time they've got plenty of grunts with them though, and they're ALL upgraded; the grunts likely won't die in a single hit this time, while the two non-generics have heavily upgraded custom units to the tune of 30k++ HP. At the start, I'd suggest moving your entire force down to the building terrain; since you'd be using mostly Supers as this is the Earth route, the defense and EN bonuses the buildings give will be very helpful in maintaining high SP levels and low damage. Just be careful of the Doras; they do have a range of 8, so if they're sniping you, move your own units back a bit to lure them within range. The two custom units on show may be a little tough to beat without seishin usage, so go ahead and spend some if needed. The second part of the stage can be easy or hard, depending on what you want. You should have enough SP for two rounds of attacking seishin anyway, and a few healing units and the defensive boosts of the Building terrain should ensure that any damage taken should be nulled fairly quickly. The rest of the mercenary group come along after you clear out all the initial enemies. If you're in the city part of the map, they'd start a fair bit away from you; on the next turn though, Gun Jem will rush the Aghama and whack it quite harshly. Kaine then comes out with George, and shows the rest of the crew the fruits of his hard work, by repelling Gun Jem's sword with his own. Don't forget to heal up the Aghama after this turn... Now, you have two options. If you want to get this map over with quickly, aim everything you have at Gun Jem; once you reduce him to 50%, his Gilgazamune's Berserker System will activate, and he'd end up moving to where Jin is and slicing him into pieces. Min will also flee at this point, reliving you of two headaches. The Gilgazamune will then start attacking whatever's closest to it, ala Dummy Plug EVA-01. With the Gilgazamune killing all the grunts for you, you can just sit back and watch the carnage, dealing with the occasional straggler that comes your way, then blast Gun Jem with your best seishin-powered attacks once he's done murdering his own army. The second, and more profitable option, would be to move EVERYONE away from the Gilgazamune except Kaine. You should do this as the Gilgazamune does have a rather painful MAP attack, so just leave Kaine as bait, having him cast Invincibility on every turn. When you kill Jin or Min, the Gilgazamune will power up with Hot Blood, Iron Wall, Sure Hit and Flash, but as long as you don't have Kaine attack on the player's turn and keep casting Invincibility every turn, he's basically invincible no matter what Gun Jem does. Just counterattack as it's safe to do so, even if it's only to dispel the effects of Flash on Gun Jem. The rest of your force, meanwhile, can focus on taking out all the grunts and the two more dangerous custom units. They should basically be treated the exact same as the previous bunch, including the massive upgrades they have received. Just be careful of the usual things you've already known from fighting them so many times before, i.e. Min's Molotov cocktail of doom and Jin's Bunshin. Once you've dealt with them, send your force back to deal with Gun Jem; he will still activate the Berserker system and spell up once he reaches 50%, but he'd also move away from your units, giving you time to catch your breath and nail him from afar. Take him out, and finish the Gun Jem squad for good... almost. After this scenario, Kaine's innate skill, Abandon, is unlocked. ------------------------------------------------ Scene 6 Fixed Select 2 Space Route ------------------------------------------------ Starting Units Malliot - Falgen Maff Dan - Gelf Maff Wellner - Yact Gelf Maff Carl - Rebi Gelf Maff Reinforcement Units When the Mass Driver is destroyed: Ruri - Nadesico B 15 Units When the first wall is broken: Akito - High Mobility Black Sarena (Neutral) Starting Enemy Units 11x Giganos Soldier - Drow 6x Giganos Soldier - Dyne Maff 7x Giganos Soldier - Gebai Maff Reinforcement Enemy Units On Turn 2: Dorchenov - Dyne Maff 2x Giganos Soldier - Gebai Maff When the Mass Driver is destroyed: 3x Giganos Soldier - Drow When a unit reaches the second part of the map: 4x Giganos Soldier - Dora When the first wall is broken: 3x Hokushinshou - Mudura When the second wall is broken: Hokushin - Yatenkou (Retreats below 50%) 3x Hokushinshou - Mudura Items Jammer - Gebai Maff Mudura - Ramune EWAC (Weak) - Yatenkou Notes: In a so-typical plot twist it hurts, Dorchenov assassinates the leader of the Giganos and blames it on Malliot in order to accede to the role himself. Fortunately for Malliot, not everyone is inclined to believe fatface; not least the Practice, who are ever willing to help out their commander. Malliot tells them to hurry off by themselves though; there's one thing he must do, to fulfill the dying wish of the leader; destroy the Mass Driver. You can more or less do this on Turn 2. Simply have Malliot cast Accelerate and move as close to the designated point as possible, casting Concentrate to keep your dodge rate high, and leave the rest of the Practice within the bunker, where they won't be harmed. Malliot should easily dodge everything that's thrown in his way on Turn 1.5, and on Turn 2, Dorchenov turns up to play. Dorchenov constantly casts Great Perseverance once he drops below 50% HP, but you can actually reduce him to 0 HP with a well-timed Hot Blooded 3-Grouped Multi Discharger. There's no real point in doing so though, as he gives the same EXP as you would for just hitting him, and he casts Great Perseverance again immediately after anyway. Just cast Hot Blood, and use the 3-Grouped Multi Discharger on the Mass Driver to finish it off; Malliot will complete his mission, then get gangbanged. Don't worry though; it'd take more than that to kill him off. Your force shows up a little later, all ready to mess up the Mass Driver; too bad they're a couple of turns too late. You still have the masses of Giganos to clear up though, and the base to infiltrate. All the Giganos are the usual hat, albeit somewhat upgraded; hopefully you didn't kill any with Malliot to leave the EXP, PP and morale for your main force. Also, remember this is the last scenario for you to fulfill the kill conditions to permanently receive the Full Armour Dendoh. As for the mission objective, it's as simple as getting into the bunker and breaking open a door. When that happens, 3 Muduras come out to play; somewhat tough, but by now you should be used to them. Black manta ray also comes out to assist you in killing them again, but won't do much else after. You then have to break a SECOND door, and Hokushin and a few more Muduras are revealed within. Akito will rush over and face off with Hokushin again; have your force kill off the Muduras for that turn, have Hokushin and Akito attack each other twice, then clean up the Yatenkou. It retreats below 50%, but if you managed to do it a couple of scenes ago, this won't be much harder. After capturing and securing the base, just like a bad egg, Altair pops up... and this time he snatches Vega from your force. This has a rather negative effect on Ginga and Hokuto, whose demoralization from the dastardly act causes the Data Weapons to desert them, and Altair "kindly" gives them a new home. At least Rom manages to somewhat save things by keeping Altair from totally killing off Dendoh... The Prince of Darkness runs off AGAIN after this scenario. You also obviously cannot use Vega for the next scenario. ------------------------------------------------ Scene 6 Fixed Select 2 Earth Route ------------------------------------------------ Starting Units Elvy - Vermillion Reinforcement Units On Turn 3: Kiral - Mandala Gundam When 3 enemies are defeated after Kiral appears: Bright - Neil Aghama Domon - God Gundam (Horseback) Allenby - Nobel Gundam Akira - Raideen 15 Units Starting Enemy Units 6x Zombie Soldier - Death Birdie 4x Zombie Soldier - Death Army Reinforcement Enemy Units On Turn 3: Michelo - Gundam Heaven Sword 8x Zombie Soldier - Death Birdie 3x Zombie Soldier - Death Army When enemies are reduced to 6 or less: Chapman - Grand Gundam 1x Zombie Soldier - Walter Gundam 12x Zombie Soldier - Death Army 12x Zombie Soldier - Death Birdie Items Super Repair Kit - Gundam Heaven Sword High-Powered Targeting Device - Walter Gundam High-Powered Radar - Grand Gundam Notes: Elvy is basically invincible at the start. None of the starting units actually attack her, but if they do, her Counter skill and the Bowcircasl (L) will easily kill it with no damage to her, and when you get enough morale for her, you can then kill Death Birdie pairs with a single Double Attack from the Bowcircasl (R). Go ahead and murder some Death Birdies with it now, using Hot Blood if the damage isn't quite enough yet. On Turn 2, the mission objective changes to protecting the giant Raideen statue at the opposite corner of the map. You might be tempted to have the Vermillion Accelerate all the way there to guard it; don't bother, you'd have someone coming along to do so soon enough. Just keep blasting up more Death Birdies. On Turn 3, enemy reinforcements show up; it's Michelo and the Gundam Heaven Sword, along with another bunch of Zombie soldiers. 4 of the Death Birdies also manage to surround the Vermillion, but Kiral then pops up to save the day. He tells Elvy to hold on until Domon and the rest get here, and they can very much easily do so. Elvy is still near-invincible, and when you plonk Kiral and his Mandala Gundam onto the spot you're supposed to protect, he becomes near-invincible as well, with huge terrain bonuses and HP/EN regeneration. After you kill off enough enemies, your own force arrive. Note that Rahxephon can't be sortied, but Raideen gets a morale boost as well. For once though, even though you (likely) outnumber the enemy as it is now, don't get too cocky; once you reduce enemies down to 6 or less, a veritable army of Zombie soldiers, along with Chapman, come along to actually make this scenario a bit harder than your typical pushover. Try to activate them early on your turn to ensure a minimum of muss and fuss; otherwise, they might actually be able to surround and kill one of your weaker units. As for the enemies, they're pretty old hat really. The Death Armies and Birdies have gotten some upgrades, but they're still weak in terms of attack power, and go down fairly easily regardless. Of the bosses, Michelo will probably pose the most problems as he has pretty high evasion, but that's nothing a Sure Hit won't fix. Chapman is pretty easy meat, and the Walter is piloted by a pathetic Zombie Soldier anyway. Do the usual of getting morale from the grunts and spelling up for the bosses to finish this mission. After this stage, you receive Kiral in his Mandala and Elvy in her Vermillion. ------------------------------------------------ Scene 6 Fixed Select 3 Space Route ------------------------------------------------ Starting Units Ruri - Nadesico B Ginga - Full Armour Dendoh Kirakuni - Cell Booster Ryoko - Aestevalis C Ryoko Hikaru - Aestevalis C Hikaru Izumi - Aestevalis C Izumi 15 Units Reinforcement Units: None Starting Enemy Units 10x Artificial Intelligence - Galpha Principle Unit 10x Artificial Intelligence - Beast Unit Orbiton 5x Artificial Intelligence - Beast Unit Fightas Reinforcement Enemy Units On Turn 3: 3x Artificial Intelligence - Beast Capture Unit When a unit goes into the ship: Altair - Gear Knight Ogre 6x Artificial Intelligence - Galpha Principle Unit 6x Artificial Intelligence - Beast Unit Fightas 3x Artificial Intelligence - Beast Capture Unit When Altair is damaged: Altair - Ogre Viper Whip When Altair is damaged below 50%: Altair - Ogre Bull Horn Items Mother's Stew - Ogre Bull Horn Ultra Alloy Z - None Haro - None Notes: Full Armour Dendoh! Savour this stage, as this is likely the only stage you'd get to use it, unless you've followed the first conditions of course. Do note the background music as well. ^^; The latest baka trio is also reunited, and now you get to use the Formation Attack for the Aestevalises. You don't really need them though; the initial units are again a piece of cake, albeit fairly well upgraded. They're mostly there to net you some morale, so kindly partake in your guests' thoughtfulness. On Turn 3, Giga Gourmet appears, tries to snipe Dendoh... and misses. In a very deus ex machina fashion though, his shot ends up hitting Altair's ship, blowing a nice mecha-sized hole in it for your units to enter through. Giga Gourmet isn't too fussed and decides to let Altair handle the rest. This also triggers 3 Galpha Capture Units within the ship; not that it matters too much anyway. If you've followed the previous conditions to keep the Full Armour parts for Dendoh, make sure that Dendoh is the first one to enter the ship to fulfill the last condition. Once you do, Altair releases his new pets on you, along with the usual Galpha grunts. Don't attack the Data Weapons; killing them is a losing condition, so just block the hits they do. Just have Dendoh, the likely target, block everything, and bring the rest of your units within the Aldebaran, finishing off the piddling Galpha Principle Units meanwhile. On the next turn, do an all-out assault on Altair. It'll change to Viper Whip once; when this happens, cast Sure Hit because he has Bunshin in this form. When it switches to Bull Horn, you can breathe slightly easier. He retreats, but at a low percentage, so you can kill him pretty easily. When you do, the Data Weapons are returned. After all that riffraff, you just need to break through a few more walls and crush a few more Galpha grunts to finish the mission. Don't forget that one of the walls is hiding a Haro though, which you most definitely want to pick up. Then watch the game run through more of Dendoh storyline. After this stage, Hikaru and Izumi join up permanently. ------------------------------------------------ Scene 6 Fixed Select 3 Earth Route ------------------------------------------------ Starting Units Bright - Neil Aghama Kouji - Mazinger Z Tetsuya - Great Mazinger Duke - Grandizer Ryouma - Getter Dragon 15 Units Reinforcement Units: None Starting Enemy Units 1x Dragonsaurus - Dragonsaurus Reinforcement Enemy Units On Turn 1.5: Zuril - Motherburn Jigura - UFO Beast Jira Jira Hidler - Mecha Fortress Demon 9x Artificial Intelligence - Mecha Big Wheel Demon 3x Artificial Intelligence - UFO Beast Giru Giru 3x Artificial Intelligence - UFO Beast Jin Jin 3x Artificial Intelligence - UFO Beast Gubi Gubi 7x Vega Soldier - Mid UFO When 18 or less enemies remain: 3x Artificial Intelligence - Aerial Demon Grangen 3x Artificial Intelligence - UFO Beast Koa Koa 5x Artificial Intelligence - Vega Beast Zume Zume Items Repair Kit - Dragonsaurus Shuffle Crest - Mecha Fortress Demon Mega Booster - Motherburn Notes: As in one of the crossover movies, the Dragonsaurus manages to swallow up Boz while he was fishing within the Borot (^^;). The plan is quickly set; use the sound plate, installed in the Getter Dragon for this mission, to resonate to and attract the Dragonsaurus within the capture net as shown by the orange squares. Once that Dragonsaurus is trapped within, Miku will "infiltrate" into the beast's stomach to save Boz. In the meantime, you have to make sure the Dragonsaurus doesn't come under any major harm, else who knows what would happen inside it... Split your force into two at this point. One force will stay with Getter Dragon on the island, as it is needed there to lure the Dragonsaurus to the net; another force should move out and place themselves right between the enemies (who appear right across the map from the Dragonsaurus) and the Dragonsaurus, to ensure that the enemies don't manage to damage the Dragonsaurus; if the Dragonsaurus falls below 90% HP, it's game over. In general, you should put the Supers who have no real hope of dodging anything and/or those who can't move well in Air terrain (i.e. Zeorymer, Gundam Fighters) with the Getter Dragon; you can take advantage of the hill terrain there to increase their defenses, and supplement this squad with a few healers. The rest of the force (Dragnars, Rahxephon, Raideen, God + Fuunisaki, main unit) should head on to "protect" the Dragonsaurus. The enemies show up on turn 1.5. In general, the Vegan enemies will try to rush the Dragonsaurus while the Hyakkis will attack you directly and try to distract you from the rushers. Of course, you can't take their bait; make sure you kill everything that can get within hitting range of the Dragonsaurus (don't forget the Dragonsaurus's movement range either) first. Take this approach, and you'll wear down the numerous enemies slowly and surely. When the enemy numbers drop to below 18, more reinforcements come up; you only really need to worry about the Grangens and Koa Koas, as the Zume Zumes are stuck in Water terrain and even Raideen can get decent dodge rates on it, let alone damage. Your island force should be able to help on these units as well as taking on whatever decides to come their way. All this while, carefully "escort" the Dragonsaurus to the designated point, defending or dodging if it attacks you, and remembering that it will always prioritize going after the Getter. Once it reaches the designated point, it'd get captured, then you'd have to wait until your player phase before the operation is finished. When that comes, the second part of the plan goes off without a hitch, and Boz is rescued; your Mazingers and Getter then hit 150 morale and unlock the Final Dynamic Special. You can blast up the Dragonsaurus if you want now, but it'd cause all the enemies to retreat, so go ahead and finish off everything you haven't yet. All the bosses have upgrades but still fall under a dedicated seishin barrage. The Dragonsaurus will attack now, but it's nothing you can't dodge or defend for decent, but not worrying damage. When the time finally comes to assault the Dragonsaurus, you'd find it almost disappointingly easy, as it defends on your turn, so all your units can hit it without reply. The romantics will of course want to finish it off with the Final Dynamic Special, which I'd recommend anyway because it should be seen at least once. After the stage, the Final Dynamic Special combination between Mazinger Z, Great Mazinger, Grandizer and Getter Dragon is unlocked. ------------------------------------------------ Scene 6 Last Space/Earth Route ------------------------------------------------ Starting Units Ruri - Nadesico B Bright - Neil Aghama (if coming from Earth route) Ginga - Gear Fighter Dendoh 8 Units 7 Units (if coming from Earth route) Reinforcement Units When Giga Gourmet is reduced below 50,000 HP, or on Turn 5: Altair - Ogre Viper Whip Bright - Neil Aghama (if coming from Space route) 7 Units (if coming from Space route) Starting Enemy Units Giga Gourmet - Mechanical Commander Giga Gourmet 1x Virus - Mechanical Virus 1x Error - Mechanical Error 1x Lock - Mechanical Lock 1x Bug - Mechanical Bug 6x Artificial Intelligence - Galpha Principle Unit 4x Artificial Intelligence - Beast Unit Orbiton 4x Artificial Intelligence - Beast Unit Fightas 2x Artificial Intelligence - Beast Capture Unit Reinforcement Enemy Units When Giga Gourmet is reduced below 50,000 HP, or on Turn 5: Deondora - Deondora Ashura - Ashura 5x Kasmodon - Kasmodon 5x Falgos - Falgos 5x Zalios - Zalios Items (Note: the format for this is Earth Route item/Space Route item - Monster) Andromeda/Andromeda - Mechanical Bug Image Sensor/Ultra Allow New Z - Deondora Psychoframe/Mega Generator - Mechanical Commander Giga Gourmet Notes: Watch the pretty fireworks as the Aldeberan crash lands into the earth. And of course, out emerges Dendoh, with the pilots unharmed, and with Vega in tow. No sign of Altair though... but there is Giga Gourmet and a whole bunch more of Galpha grunts (are you getting sick of them yet?). There's quite a dastardly twist to the mission though; a barrier is set up over the entire map that drains EN extremely quickly. After one round, all your air-only units will be grounded, Dendoh will be forced immobile due to lack of EN, and most other units will have to rely on ammo-based or free weapons. The exceptions, and the crutch of your force for these turns, are the Nadesico B and the Aestevalises; the Nadesico B lose EN at a normal rate fortunately, and the Aestevalises will start at half EN every turn. If you came from the Earth route, the Neil Aghama also suffers no EN penalties, and the EVAs also regain half EN every turn, so it's a lot easier in that respect. Move on forward and take out the grunts. You'd be severely restricted by lack of EN, but your battleship(s) and Aesties (and EVAs) should make things easier, and these enemies are of the non-upgraded variety anyway. If you really want to, you could also simply just stay back and defend the Dendoh for the 4 turns; blasting your way forward and hitting Giga Gourmet below 50,000 (easy with a couple of Formation Attacks/Unison Kicks) will probably be faster though. When either happens, no surprises for who's coming up; Altair, who attacks Giga Gourmet, doing some nice service to the tune of 1/3rd it's HP and disabling the EN-absorbing barrier. Gandora forces also pop up, as do your force from the Earth route if you took the Space route. From here, it's all cleanup. The remaining Galpha and Gandora grunts are as weak as ever, and you can spell up for Deondora, Ashura and Giga Gourmet. Just note that once you kill Giga Gourmet, everything else retreats, so save him for last. Your two groups re-unite after this scenario. ------------------------------------------------ Scene 7 First ------------------------------------------------ Starting Units Bright - Neil Aghama Ruri - Nadesico B Elvy - Vermillion Akira - Raideen 15 Units Reinforcement Units: None Starting Enemy Units 1x Allegrato - Allegrato 16x Artificial Intelligence - Metronome (Red) 10x Artificial Intelligence - Dotem Reinforcement Enemy Units: None Items Ramune - Dotem Minovsky Craft - Metronome (Red) Ultra Alloy New Z - Metronome (Red) Notes: It's time for Ayato's homecoming. The Rahxephon, with Quon in tow, has already escaped Nirai Karai and is heading to Tokyo Jupiter, with Haruka's and Itsuki's blessings, but not that of TERRA and it's new commander. Your force are ordered to stop it; Bright accepts, as he wants to be there before he decides what to do anyway. When you get there, an Allegrato is apparently welcoming the Rahxephon; before you can do anything about it though, a set of Dotems and Metronomes appear to block your way. Furthermore, on turn 3, both the Rahxephon and the Allegrato disappear anyway, so don't have any delusions of grandeur in your head just yet; rather, you're stuck with beating on the usual grunts, albeit with a new type of enemy thrown in. Note that almost the entire terrain is Water, so if you're using several land based units, you'd probably want to adopt a defensive approach and wait for the Dotems and Metronomes to come to you. Otherwise, Metronomes are actually fairly tough at 15,000 HP, but have low armour and bad accuracy. In essence, this is little more than a story battle; clean up everything, collect the items, and win the day. After the mission, Elvy and Haruka use the Vermillion to bypass the Jupiter barrier, and more or less the entirety of episode 18 of Rahxephon is re-enacted quite nicely into this reality. ------------------------------------------------ Scene 7 Fixed Select 1 ------------------------------------------------ Starting Units Rei - EVA-00 Shinji - EVA-01 Asuka - EVA-02 Touji - EVA-03 Reinforcement Units After Bardiel is reduced below 70% HP: Ayato - Rahxephon Starting Enemy Units 8x Artificial Intelligence - Dotem 2x Artificial Intelligence - Metronome (Red) Reinforcement Enemy Units When all initial enemies are destroyed: Bardiel - 13th Angel Bardiel After Bardiel is reduced below 70% HP: Vibrato - Vibrato Items Propellant Tank - Dotem Large Generator - Metronome (Red) Biosensor - Metronome (Red) Notes: You'd have to try really hard to lose the first part of this battle. None of your 4 EVAs can be damaged by any of the enemies on show, in all honesty. Simply deal with all the enemies as if you're an invincible entity, which you are for this short time at least. However, you may want to have Shinji kill as many of the enemies as possible (have him kill all 10 for 150 morale if you so desire), since he'd be the main focus of the next part of the mission. Once all the enemies are killed, EVA-03 shuts down...or rather, it gets overtaken by Bardiel, who kicks the everliving crap out of EVA-00 and EVA-02. It then becomes a straight throw-down between the Angel and the reluctant Shinji. If you've been using EVA-01 decently, you can probably finish this within a couple of Hot Blooded blows; if not, you have to be really careful, as a couple of hits will kill the EVA-01 off rather quickly as well. I suggest having Shinji cast Flash and Accelerate, then moving Shinji onto a square on the same line as Bardiel, but at least more than one square away from it's movement range; use two turns for this if you need to. Do this, let Bardiel attack you, and counter with the Magrock E Sword. Now cast Hot Blood (or Soul if you must) and Flash, and use the Positron Sniper Rifle MAP weapon on Bardiel for some free, easy and uncounterable damage. On the enemy turn, dodge Bardiel's attack with Flash and counter with the Magrock E Sword; if that doesn't do it, finish things on your turn with a Hot Blooded (or Souled) Magrock E Sword with Flash casted. If your Shinji is so low-levelled that even this strategy doesn't work, let him die; you'd get a game over, but still get the cash for killing the Dotems and Metronomes, which you can use to upgrade the EVA and maybe make it last a bit longer against EVA-03. The levels for Shinji is retained as well, making it easier with the ability to cast more seishin. When you've reduced the EVA-03 to below 70% HP, Gendou asks Shinji why he's not really trying to kill the Angel, and Shinji replies with the obvious answer; he doesn't want to kill his best friend. Gendou then gets fed up of Shinji's belligerence, and forces the Dummy Plug onto EVA-01, which proceeds to start kicking EVA-03's ass... ...Until Ayato sees the carnage, and steels himself to stop Shinji from doing something that he would regret (even though it isn't really him doing it...). He calls on Rahxephon, and goes over to the battling EVAs, taking a hit for the EVA-03...and it's voice somehow manages to soothe both enraged machines. Both EVAs are then quickly recovered by NERV. ...But just as one tragedy is averted, another begins, as Vibrato shows up. Anyone who's watched episode 19 of Rahxephon knows what to expect, with one slight difference; now YOU get to control Ayato as he slowly rips his loved one to shreds! Joy. Unfortunately, there's really nothing you can do to stop Ayato from eventually mauling the Vibrato, with Asahina's screams in pain in between; the Vibrato can't even really hurt Rahxephon, with both the Sound Barrier and shield protecting it. Just get it over with as quickly as possible; have Ayato use Love to finish Vibrato off for that sardonic touch. "Enjoy" Asahina's last moments in the movie, as Ayato FINALLY realizes what's happening all around him, with the single building showing the words "Ayato-kun", then the entire city sprayed with a light depicting the words "Sayonara"... After this mission, Ayato permanently has red eyes when he reaches 130 morale, with 200% more screaming power. ------------------------------------------------ Scene 7 Fixed Select 2 ------------------------------------------------ Starting Units Ayato - Rahxephon Reinforcement Units When Obligato is reduced below 90%: Asuka - EVA-02 When Asuka is reduced to critical HP, or 3 turns after Zeruel appears: Bright - Neil Aghama Ruri - Nadesico B Rom - Vaikungfu 15 Units Starting Enemy Units ??? - Obligato 3x Grave - Grave 3x Allegrato - Allegrato 9x Artificial Intelligence - Metronome (Red) 4x Artificial Intelligence - Dotem Reinforcement Enemy Units When Obligato is reduced below 90%: Zeruel - 14th Angel Zeruel Items Super Repair Kit - Metronome Red Notes: Ayato shows off his resolve admirably, fighting off the Dotems nearly immediately after his personal loss. I'd suggest landing Rahxephon on a building and having it concentrate on attacking the Obligato; your goal is to reduce it to below 90%, begin the next, more serious part of the scenario. Once you do, yet ANOTHER angel comes out, and it's Zeruel. The Rahxephon is immediately surrounded by Metronome Reds, so it can't save NERV; Asuka launches to try and stop it, but as soon as you can control and see for yourself, the AT field of Zeruel can't be pierced even by the EVA's weapons. On the plus side, Ayato pumps up to 150 morale at this, and can easily handle (albeit not destroy) the 3 Metronomes and Obligato surrounding him. As for Asuka, just have her kamikaze on Zeruel to activate your own reinforcements as soon as possible. After 3 more turns, or when Asuka is reduced to critical HP, Zeruel finally decides to stop playing around and critically wounds the EVA-02, reducing it to 10 HP; Rei and the EVA-00 come out and try a self-sacrifice move involving the N2 mines, but even that is ineffective against the AT Field of Zeruel, and she gets her ass kicked down to 10 HP as well. Asuka and Rei are useless, Ayato is surrounded, Shinji is freaking out, and it all looks bleak... until a "Matte!" makes everything look better. Rom comes out, gives a speech on how a man always protects his comrades, and sorties in his Vaikungfu. The rest of your force appear on the top side of the map too; the best part being that everyone starts at 150 morale, so if you've bought Attacker for most of your pilots, you'd be in heaven. main force should by now be easily able to handle all the enemies in that area; the Obligato is the only boss-class unit, and with 150 morale and full-seishin units, half-face won't last very long. While your units up top are cleaning up shop, just have Vaikungfu cast Flash every turn; not even someone as cool as Rom can hurt the Zeruel right now. Once you've killed all enemies besides the Zeruel, it's time for Shinji's moment...or not. Instead, the dummy plug activates almost immediately, kicks the ever-living crap out of Zeruel, and starts feeding on it to ingest it's S2 Engine. The scenario finishes after the meal. Once this mission is over, you receive Touji in his EVA-03. EVA-01 also receives it's S2 Engine, which removes the need for an umblical cord, while EVA-00 gets it's N2 Mine MAP attack. ------------------------------------------------ Scene 7 Fixed Select 3 ------------------------------------------------ Starting Units Bright - Neil Aghama Ruri - Nadesico B Duke - Grandizer 15 Units Reinforcement Units: None Starting Enemy Units Mols - Vega Beast Jiga Jiga 2x Artificial Intelligence - Vega Beast King Gori 2x Artificial Intelligence - Vega Beast Zume Zume 3x Artificial Intelligence - UFO Beast Koa Koa 3x Artificial Intelligence - UFO Beast Gubi Gubi 3x Artificial Intelligence - UFO Beast Jin Jin 5x Artificial Intelligence - UFO Beast Giru Giru 8x Vega Soldier - Mid UFO Reinforcement Enemy Units When Mols is convinced and defeated: Barendos - Mass Produced Great Jigura - UFO Beast Jira Jira 1x Vega Soldier - Motherburn 2x Artificial Intelligence - Vega Beast King Gori 2x Artificial Intelligence - Vega Beast Zume Zume 3x Artificial Intelligence - Aerial Demon Beast Grangen 3x Artificial Intelligence - Combined Beast Bong 8x Artificial Intelligence - Mass Produced Great Items Mega Booster - Motherburn Apogee Motor - Mass Produced Great Space Armor Gran - UFO Beast Jira Jira Notes: Before the mission starts, some more dialogue about how the Dendoh has been modified to be able to be piloted by one person; now Ginga will use the Dendoh while Hokuto will use the Knight Ogre. The Cell Booster also gets upgraded to the Cell Booster Valhalla. Duke's childhood playmate has apparently been brainwashed somehow into thinking Duke is a traitor to his planet and evil incarnate. Are you a bad enough dude to...wait, that doesn't quite work here, does it. Anyway, this is a typical Super Robot enemies scenario, albeit they've been pretty rare lately; and to make things even more interesting, it's a Space battle. As usual, all the enemies are decently upgraded, which means even MORE endurance for Super Robot enemies (although it doesn't exactly help the Mid UFOs much). Don't forget the mission objective either; you're supposed to be rushing to Operation Screwnail, and can only spare 5 or so minutes for this little excursion. In other words, you need to get Duke next to the Jiga Jiga and convince Mols within those 5 turns, or it's game over. Unless you've given Grandizer some Boosters, it'd need at least 4 of those turns moving it's full movement range in order to get to Mols in time, so don't dilly-dally; have the rest of your force clear the path for him. Once that happens, Duke will try to tell Mols about their past, when they were inseparable, studied together, played together, etc, but Mols doesn't remember a thing; the others deduce that there's some form of mind control going on, and the captains eventually give their consent to furthering the battle and destroying the Jiga Jiga. Once you do so, they'll both enter one of the capsules, and Mols has apparently recovered. He pleads Duke for forgiveness, which he readily accepts, and they promise to work together to destroy the Vegans... who coincidentally come out right about then. It's Barendos, Jigura and more Vegans. Barendos curses Mols, and in fact attacks him, somehow activating his self-destruction switch. Mols then steels himself and heads for the nearest bunch of enemies; Duke desperately tells him to escape, but it's futile for him, and he tells Duke to destroy the Vegans for his sake, then self-destructs into a whole bunch of Koa Koas, killing them. Everyone's of course majorly pissed by this, but Barendos reveals that he has an ace up his sleeve. In fact, it's a whole bunch of Great Mazingers; Mass Produced Greats, with Barendos in one of them. He laughs cockily about it, but apparently he hasn't played any of the other SRWs where this schtick has been done to death, and Tetsuya and the rest of your Super Robot pilots reminds him that the power of Great and other Super Robots comes from the Burning Heart of it's pilot. If you want to nab one of the Mass Produced Greats for yourself, make sure Boz is in the Boz Borot, and have him kill one of the Mass Produced Greats which is not piloted by Barendos. Besides that, it's a fairly usual scenario; the Mass Produced Greats are actually pretty good for grunt enemies, and Barendos's Great Mazinger does have a lot of HP, but as long as you do the usual and save your spells for the non-generics, you should be fine. After the mission, you'll receive a Mass Produced Great, assuming you followed the conditions for it. ------------------------------------------------ Scene 7 Last ------------------------------------------------ Starting Units Bright - Neil Aghama Ruri - Nadesico B Ginga - Gear Fighter Dendoh Hokuto - Gear Knight Ogre Vega - Cell Booster Valhalla 15 Units Reinforcement Units: None Starting Enemy Units 2x Lock - Mechanical Lock 16x Artificial Intelligence - Galpha Principle Unit 8x Artificial Intelligence - Beast Unit Orbiton 8x Artificial Intelligence - Beast Unit Fightas Reinforcement Enemy Units When reaching the second map: 6x Virus - Mechanical Virus When the left wall is broken: Gigawitter - Mechanical Commander Giga Witter 2x Error - Mechanical Error 5x Bug - Mechanical Bug When the right wall is broken: Abzolute - Mechanical Commander Giga Abzolute 2x Error - Mechanical Error 5x Bug - Mechanical Bug When Abzolute and Gigawitter are defeated: Spiral City - Spiral City Master Items Andromeda - Mechanical Commander Giga Abzolute Psychoframe - Mechanical Commander Giga Witter Haro - None Notes: It's time to begin Operation Screwnail, AKA the assault on Spiral City. There isn't much messing around to be done here; just roll over everything in your way, to the tune of Over The Rainbow. There's nothing too special among the initial enemies; all are grunts really, except the two Locks and 8 Fightas surrounding them. They ALWAYS defend, even on their turn; the preferred method to kill them off is to use MAP attacks to weaken them first, but if you can't for whatever reason, then use Double Attacks, chaining the second hit into the Lock to make sure it takes maximum damage. Note that there are two pairs of Lock and 4 Fightas combinations; the first one, guarding the entrance nearer to you, is all you really need to kill in order to complete the mission, but it's highly suggested that you kill off the other set as well; the entrance they cover leads to a container with a Haro, which you definitely want. Just remember that whichever entrance you take to go within Spiral City, the reinforcements appear anyway. The reinforcements themselves aren't much cop; just more of the Mechanicals you've faced a few times before. Once you break down either wall however, the respective Giga Commanders pop up. They have about 50k HP and have nice range and attack power, but that's about it. Go ahead and clear off their flunkies before you take them out; use seishin if you want, but try to save up at least enough for one round of offensive and defensive seishin, because the main course is coming up. The main course shows it's face once you've killed both Giga Witter and Giga Abzolute. This is something more of a boss; it has tremendous range of over 10 squares, a high powered attack that can easily break an AT field, mounds of Armour, a potential level, and around 75k HP. Dendoh and Ogre will instantly go to where he is (likely breaking some walls in the process for you); have them retreat and cast defensive seishin, because they definitely can't do it themselves. You're also given a time limit of 4 turns to kill it, so rush all your units there, hit it with your strongest attacks aided by offensive and defensive seishin, and seize the day. ------------------------------------------------ Scene 8 First ------------------------------------------------ Starting Units Bright - Neil Aghama Ruri - Nadesico B 15 Units Reinforcement Units: None Starting Enemy Units Kuki - Largo (Retreats below 40% HP) 12x Artificial Intelligence - Metronome (Red) 14x Artificial Intelligence - Dotem Reinforcement Enemy Units: None Items Ramune - Dotem Minovsky Craft - Metronome (Red) Mega Generator - Largo Notes: Makoto begins Operation Overlord, and it fails horribly, thank God. But that means you still have the Mu from the combined world to deal with. Do note that this time, literally the entire terrain is Water-based, and even your dudes start out in Water; if you MUST use land-based units, equip them with Screw Modules or Minovsky Crafts before the mission starts in earnest. The mission itself is pretty simple; there's no reinforcements on either side, just a straight out throw-down between your forces and the Mu, and heavily upgraded ones at that. Despite that, the Dotems will still go down in one hit, and the Metronomes still can't really hit for crap; they're just there to give you morale to aid you in defeating Kuki before he retreats. Kuki retreats at 40% or below, which can be a rather tall order with his Sound Barrier up. With or without it though, I managed it with a fully upgraded Seikha Tenkyouken with 4 assisters, Hot Blood, Attacker and a critical hit. Be careful while setting it up though; the Largo DOES have a MAP attack that hits 5 squares all around it, and may catch one or two of your less armoured units if you're not careful. You can also use Exhaust to remove his Sound Barrier and of course decrease his morale so that you can do more damage, although probably only Izumi and Rei have it at this point. ------------------------------------------------ Scene 8 Fixed Select 1 ------------------------------------------------ Starting Units Bright - Neil Aghama Ruri - Nadesico B Hugo - Main Unit 15 Units Reinforcement Units: None Starting Enemy Units Kuki - Largo Reinforcement Enemy Units On Turn 1.5: Albero - Medius Locus When Medius Locus is damaged: 2x Artificial Intelligence - Fronz 2x Artificial Intelligence - Telgum On Turn 2.5: Hidler - Mecha Fortress Demon 8x Artificial Intelligence - Mecha Cruel Dragon Demon 10x Artificial Intelligence - Mecha Big Wheel Demon Items Propellant Tank - Fronz Biosensor - Mecha Big Wheel Demon Wolf Crest - Mecha Fortress Demon Notes: Kunugi has evacuated everyone from the TERRA base save himself, and is futilely trying to battle off his former commander. Kuki does his Bad Guy Laugh to perfection before blowing the TERRA base up; your dudes come just in time to see it up in flames. Look like it's time for your force to get revenge for the fallen commander... or not. Don't even bother acknowledging the existence of the Largo; move all your units (except Hugo, he can stay right where he is) straight forward, hugging the shoreline your units start at. Also, you should probably have Aqua cast Flash. On the enemy turn, you see an old face; it's the Medius Locus. Hugo and Aqua rush their unit right up to it, and true to their word 3 scenes ago, Aqua again tries to question Eldy's motivations and reasons, but she isn't particularly forthcoming; in the end the boys decide to let their mecha do the talking. Hopefully you've pre-casted Flash to let Hugo dodge the incoming attack; don't counterattack though, you don't want unneeded problems juuust yet. Keep your other units moving up the shoreline. On Turn 2, land your unit, move it to a building terrain, cast Flash (and Concentrate if your main unit is the Cerberus), and attack the Medius Locus. This will cause some of it's underlings to pop out; your main unit should be able to handle them perfectly well. Just don't try to use Aqua's form; she's fallen to 50 morale because of the tongue lashing Eldy gave her. After this, you can pretty much just cast Flash on every turn and ignore the Medius Locus's attacks, as it regenerates once you hit it below 70% or so. If you really want to, you could bring 4 other units there and reduce the Medius Locus to 0 HP with a powerful Assisted Attack, but you don't get any extra EXP, PP, cash or items for it (besides the normal EXP you get for hitting the Medius Locus), so it's not really worth the bother to do so. ...Especially since the rest of your force have the Hyakki Empire to deal with on the enemy turn. Kunugi also radios in at about this time; he requests your help in dealing with the Hyakki Empire for 4 turns, then apparently he can take care of the Largo afterwards. Your force are a bit puzzled (although those who's watched the series knows what's coming up), but accede to it. The Hyakki Empire are fairly standard Super enemies that you've faced before, except once again upgraded, and are actually pretty decent shots. There's only one boss though; kill the grunts for morale, then spell up Hidler like crazy to finish the scenario, where Kunugi activates the Jupiter System to entrap both the Largo and himself into a barrier similar to one that used to cover Tokyo Jupiter. ------------------------------------------------ Scene 8 Fixed Select 2 ------------------------------------------------ Starting Units Hayato - Getter Liger Reinforcement Units On Turn 3: Bright - Neil Aghama Ruri - Nadesico B 15 Units When enemies are reduced to 4 or less: Rom - Vaikungfu Domon - God Gundam (Horseback) Ryouma - Getter Dragon Starting Enemy Units 2x Artificial Intelligence - Mecha Bishop Demon 2x Artificial Intelligence - Mecha Big Wheel Demon 2x Artificial Intelligence - Mecha Cruel Dragon Demon Reinforcement Enemy Units On Turn 3: Dragonsaurus - Dragonsaurus 3x Artificial Intelligence - Mecha Fortress Demon 2x Artificial Intelligence - Aerial Demon Beast Grangen 2x Artificial Intelligence - Combined Beast Bong 3x Artificial Intelligence - Vega Beast King Gori 3x Artificial Intelligence - Vega Beast Zume Zume 3x Artificial Intelligence - UFO Beast Koa Koa 5x Artificial Intelligence - Mecha Bishop Demon 5x Artificial Intelligence - Mecha Big Wheel Demon 5x Artificial Intelligence - Mecha Cruel Dragon Demon When enemies are reduced to 4 or less: Brai - 100 Combined Beasts Demon Robot 1x Artificial Intelligence - Gilgilgan 2x Artificial Intelligence - Light Wave Beast Pikudrone Items Super Repair Kit - Mecha Cruel Dragon Demon Large Generator - Gilgilgan Ultra Alloy New Z - Brai Notes: The Saotome Lab is under attack, and from a freaking large piece of rock at that. The Getter Team are sent to intercept it first as they have one of the fastest units in the Liger; Hayato promises Michiru that they'd all come back alive from this, and gives him his treasured Cross pendant; as anyone knows, this is a Very Bad Omen... Anyway, Getter Liger shows up against 6 Hyakki grunts. If you haven't bothered leveling up Getter, You might want to have Getter Liger go underground and hide there for two turns. I'd generally suggest having Ryouma and Benkei cast Yell three times, and using Getter Liger to fight the other enemies with it's instant 75% dodge to all enemy attacks, as all their SP will be replenished eventually. On turn 3, an absolute shitload of enemies pop up, including several Vega enemies. The Getter Team decide that the only way to win is to attack the source of it; Getter Dragon gets blown up by it's cannon though, and it appears Getter Liger's cockpit was destroyed... the rest of your force show up then, and Ryouma has to tearfully tell them the bad news. He vows not to forgive the Hyakki, but Saotome tells them to retreat, pronto; he doesn't want to lose any MORE of his "sons", especially without the Liger part. After the Getter retreats to the Saotome Lab, Saotome starts putting in a new set of Liger parts; and he plans to pilot them himself, to battle the Hyakki Empire... But before THAT happens, your force still have a huge number of enemies to deal with. When you sortie your units, even if you've been using them regularly, don't sortie Rom or Domon; they will appear later. Besides that little easter egg, it's basically a giant firefight between your force and the enemies. Cast a few defensive seishin if they will help you survive the onslaught of attacks you'll suffer on the enemy's turn, and simply use the standard tactics you've used to deal with Super Robot enemies by now; also make use of Double Attacks, as the enemies tend to be clumped up in this scenario. Finally, make sure your battleships are relatively far from the firing range, as they'd take big damage on the next turn. On the enemy turn, both of your battleships will receive damage due to the giant fortress's cannons, while not being able to deal any significant damage in return; at this point if you sortied Domon and Rom, they disappear from the map (which is why you shouldn't. ^^;), apparently with an idea in mind. Ruri tells Harry to start scanning the Fortress... When the enemy numbers have been thinned down enough, Saotome is just about ready to launch with Ryouma and Benkei, when suddenly the Mobile Fortress stops functioning; sure enough, it's Rom and Domon causing havoc from within and Hayato, still alive, moonlighting as a saboteur, by destroying the fortress's anti-gravity device thanks to the scanning and information provided by Ruri and co. Domon and Rom call for their respective mecha, while Ryouma and Benkei hurry over to re-collect Hayato, and they all power up to 150 morale. On the flip side, Brai, a Gilgilgan and 2 Pikudrones come out to play as well, but by now, you should have so much morale and power dripping out of your ears to be able to finish the remainder off relatively easily. Just remember that killing Brai ends the mission, so leave him for last, using Getter as bait by having them cast defensive seishin and putting them within range, then spell up and nail him with finisher after finisher until he finally cries uncle. ------------------------------------------------ Scene 8 Fixed Select 3 ------------------------------------------------ Starting Units Ginga - Gear Fighter Dendoh Vega - Valkyrie Kirakuni - Cell Booster Reinforcement Units On Turn 2: Hokuto - Gear Knight Ogre 1 turn after enemy reinforcements arrive: Bright - Neil Aghama Ruri - Nadesico B 15 Units Starting Enemy Units Deondora - Deondora Devil Satan 6 - Devil Satan 6 Subaru - Mechanical Legacy (Retreats after turn 5) 4x Kasmodon - Kasmodon 4x Zalios - Zalios 4x Artificial Intelligence - Galpha Principle Unit Reinforcement Enemy Units On Turn 4: Zero - Zero Berg - Iron Sand 10x Falgos - Falgos 5x Kasmodon - Kasmodon 5x Zalios - Zalios 4x Artificial Intelligence - Mechanical Bug 4x Artificial Intelligence - Mechanical Error 4x Artificial Intelligence - Mechanical Lock 4x Artificial Intelligence - Mechanical Virus 3x Artificial Intelligence - Galpha Principle Unit Items Mother's Stew - Mechanical Legacy Apogee Motor - Zero High-Powered Radar - Deondora Notes: The Gear crew versus Gandora and a certain Galpha... Hokuto tries to call for Knight Ogre, but when Subaru does the same, the signals get jammed up and Knight Ogre starts moving erratically; You'd have to survive without it for awhile, which should be decently easy against the few Galpha Principle Units that assault you from the start. If you plan to take Subaru down, have Ginga get most of the kills to build up his morale. On Turn 2, Hokuto gets the bright idea of using Unicorn to get to Knight Ogre quickly, and controls it from there. You now receive it back; you also now have two turns to kill Subaru, if you so wish. He retreats at 40%, and is also the first boss in awhile to be affected by Clock Manager, so use that on him (probably via support) and finish off with a Final Attack of some sort. If you choose to defend your means instead, just stay around the Gear HQ until turn 4 comes around. Once either happens, everything goes to hell, Zero sabotages Gear HQ, Ashura steals the Meteor Cube, and Hokuto and Knight Ogre gets kidnapped, and a whole mess of Gandora and Galpha enemies appear on both ends. You now have one turn to survive until the calvary arrives; cast all the defensive seishin you need, and it'd likely be a lot considering all the shots Ginga, Kirakuni and Vega are going to take. Your force arrives near the derelict Gear HQ, right where most of the enemies are (or are coming out of). It then becomes another crash and bash scenario, albeit with impressive numbers for Galpha and Gandora grunts. If you just want to get the scenario over with, aim straight for Zero, as per the winning conditions; once he's destroyed once, all the enemies retreat. Of course, you should stay around and finish everything on both maps first, but do be careful of Zero; he can and will hit hard. After the mission, you get to see Zero and Subaru brainwashing Hokuto... it's not doing very well though, considering he still calls Subaru "Ginga" occasionally. Unsurprisingly, you lose Knight Ogre for awhile; Dendoh won't be able to use the Kiba form either. ------------------------------------------------ Scene 8 Last Part 1 ------------------------------------------------ Starting Units Bright - Neil Aghama Ruri - Nadesico B Rom - Vaikungfu Reina - Power Riser Ginga - Gear Fighter Dendoh Vega - Cell Booster Valhalla 15 Units Reinforcement Units: When Hokuto is reduced below 10%: Hokuto - Gear Knight Ogre Starting Enemy Units Grushios - Grushios Deondora - Deondora Devil Satan 6 - Devil Satan 6 Ashura - Ashura Berg - Iron Sand 16x Artificial Intelligence - Phenomena 10x Falgos - Falgos 6x Zalios - Zalios 6x Kasmodon - Kasmodon Reinforcement Enemy Units On Turn 2.5: Hokuto - Gear Knight Ogre Subaru - Mechanical Legacy Zero - Zero When Hokuto is reduced below 50% HP: Hokuto - Ogre Viper Whip Items Super Repair Kit - Falgos Psychoframe - Phenomena Notes: Time for the final battle against the Gandoras. If you have any units incapable of flight, give them Minovsky Crafts before this battle starts, or you'd be rather inconvenienced later. Anyway, there's the usual loads of weak Gandora enemies to combat from the start. Berg and Ashura, with a few grunts, start right next to you; go ahead and take them out first, starting with the grunts to build up morale. Both of them have a Potential level, so when you weaken them, you might need to start casting accuracy-modifying seishin to make the job a little easier. If you're good, you should be able to kill the entire platoon on the end by turn 2. On 2.5, the somewhat weakly brainwashed Hokuto shows up, with Subaru and Zero in tow. Don't even bother with the Legacy and Zero though; neither will approach you, and both have Iron Wall precasted every turn anyway; besides, it's a losing condition to do so. Another losing condition would be to kill Hokuto; you'd have to weaken him to 10% HP or less. The Mercy seishin might be a real help here, if you've been upgrading a lot. Before that though, Hokuto will install Viper Whip when he's reduced below 50%, so you might want to use Sure Hit (or just use Scatter-type Attacks) to ensure that that Hot Blooded shot doesn't go wasted. Once you've knocked Ogre around enough for it's HP to go below 10%, events go as per the anime as Hokuto and Ginga trade Final Attacks, and Ginga angst eventually brings Hokuto around; he shows this right from the go by nailing Zero with a Unicorn Drill Final Attack, forcing both him and Subaru to retreat. Now that THAT'S settled, it's back to the foot-tapping Gandoras. You can either go for Grushios or Deondora and Devil Satan 6 first; both ways, be prepared to take a LOT of Phenomena hits, with their huge range. Grushios is also on terrain which is unreachable by land-based units; if you want to use them to attack him, you'd have to stuff them into your battleship, then unload them next turn, which takes a fair bit of time for the enemies to snipe you meanwhile. In contrast, Deondora and Devil Satan 6 can be reached on foot, so if you have plenty of land-based units, you should probably handle them first, so that you won't have to make a double-trip on the battleships. As for the bosses themselves, they're nothing special really; they hit harder than the Phenomenas and can aim better, but that's what your seishin is for. Besides, the 7-8 Phenomenas are far more dangerous than any single boss can be; if you play plenty of Reals and haven't been doing any upgrading, you might want to consider casting the Confusion seishin while you whittle down the Phenomena levels to an acceptable amount (i.e. 0). Also note that Grushios is the only one who doesn't actually explode and die when you kill him... When you've finally killed everything, Reina gets kidnapped by the same force that apparently dragged Grushios back from certain death. Time for Rom and the rest of the Machine Robo crew to go save her, but not before Rom's dead brother gives Rom his sword to use. ------------------------------------------------ Scene 8 Last Part 2 ------------------------------------------------ Starting Units Rom - Vaikungfu Reina - Power Riser Jet - Blue Jet Drill - Rod Drill Jim - Triple Jim Reinforcement Units: None Starting Enemy Units Gades - Gades Reinforcement Enemy Units: None Items Haro - Gades Notes: Gades does an EVA-01/Gilgilgan and ingests Grushios in order to build up his own power. He's about to do the same to Reina, but the ever-familiar "Matte!" stops him in his tracks. It then comes down to a straight throw-down between the Machine Robo crew and their final enemy, Gades... ...Or not. All you really need to do to kill Gades is to have Rom attack him once and activate the story scenes after. You can maximize your earnings by having Reina and Triple Jim cast Bless and Aid on him, then using Jet and Drill to weaken him (likely with combination attacks). Whatever happens, Rom uses his new sword, combined with his old one, and kicks, slices, stabs and craps all over Gades quite handily. And your reward for minimal amount of work is a Haro. Good, eh? After this mission, Vaikungfu's final attack is unlocked; the Unmei Ryoudan Ken Twin Blade. ------------------------------------------------ Scene 9 First ------------------------------------------------ Starting Units Bright - Neil Aghama Hokuto - Gear Knight Ogre Kaine - Dragnar Type 1 Custom 15 Units Reinforcement Units: None Starting Enemy Units 5x Giganos Soldier - Drow 8x Giganos Soldier - Gebai Maff 8x Giganos Soldier - Dyne Maff 12x Giganos Soldier - Dora Reinforcement Enemy Units On Turn 3.5: Zero - Zero Subaru - Mechanical Legacy When all Giganos enemies are defeated: 4x Giganos Soldier - Gilgazamune Items: None Notes: For all essences and purposes, this is a story battle. The enemy forces are nothing short of pathetic; just the usual bunch of Giganos soldiers which you can mow down at ease, Subaru, who pops up at Turn 3.5 and who's just barely as good as some of the bosses 20 scenarios back, and later, some 20k units which are STILL piloted by grunt soldiers anyway. The only major restriction you have on this battle is the lack of the Nadesico B, as the Nadesico C crew is getting put together; try not to deploy any Aestevalises, in other words. Killing Subaru is a losing condition; killing Zero is near-impossible, with pre-casted Iron Wall, and is also a losing condition anyway. You'd probably want to retreat Hokuto back to your main force, as you'd have to lower Subaru down to below 30% health before the story events kick in. When that does happen, Zero tries to use Subaru as a sacrificial lamb to self-destruct on the traitorous Knight Ogre, but Hokuto manages to save him before his Legacy goes boom anyway. Zero then retreats again. Once everything else is done with, the aforementioned Gilgazamunes show up, and run through a stand-down order delivered, oddly, by a woman. Kaine thinks he recognizes the voice, and his suspicions are confirmed when one of the grunts radios him privately to tell him, in no uncertain terms, to come to the Giganos base if he doesn't want his mother to die. You get to at least clear out the grunts here before that happens though; their strongest attack is range 3 and only have one long-range missile, so they're easily sniped. Use Double Attacks if they decide to bunch up, as they have Support Attack and Defense. When the mission is over, Kaine unsurprisingly runs off to the consternation of the rest of your crew. You also receive Subaru as a pilot; he can be a pilot or sub-pilot of either of the Cell Boosters (Valhalla). The Nadesico B also gets upgraded to the Nadesico C. The next set of missions is the first free-select set you've had in awhile; your forces are again split in 4. The first group, led by the Neil Aghama, will head to the Giganos base to eliminate that threat once and for all, and to hopefully bring Kaine back to your side; this group consists of the Mobile Suit team, Dragnar team and the Getter Team. The second group, led by the Nadesico B, will head to Mars to overthrow the rebellion held there and rescue Erika and Yurika; this group consists of the Aestevalises, Machine Robo team, and Daimos. The third group will head to the Skull Moon base to figure out the coordinates of the hidden Vega base and destroy it; this group consists of the Mazinger Team, Raideen, and the Gundam Fighters. The final group are to return to earth and protect it from any other forces, namely the Mu; this consists of the EVAs, Rahxephon, Zeorymer, the Gears team, and Hugo and Aqua and their units. The free select allows you to pick any of the first three groups to do first; the last group must be done last. ------------------------------------------------ Scene 9 Select 1 Part 1 ------------------------------------------------ Starting Units Tapp - Dragnar Type 2 Custom Light - Dragnar Type 3 Camille - Z Gundam Ryouma - Getter Dragon Reinforcement Units: None Starting Enemy Units 8x Giganos Soldier - Drow 8x Giganos Soldier - Gebai Maff 6x Giganos Soldier - Gilgazamune 8x Martian Successor - Daimajin Reinforcement Enemy Units On Turn 2.5: Kaine - Dragnar Type 1 Custom Items: None Notes: You get to see Kaine's fate at this scenario; forced to work as a Giganos dog, and turned onto his own comrades. Tapp, Light, Camille and the Getter team get to see this for themselves as they survey the base, accidentally get found out, and have Kaine forced to kill them... All you need to do to end the stage is to have either Tapp or Light convince Kaine. If you want to though, you can literally clear out the entire map with a bit of strategy and luck; you might want to do this anyway (or at least, clear out the enemies who actively attack you) if Tapp, Light, Camille or the Getter Team aren't levelled, as the next part of this scenario will be a bitch with low-levelled characters. When you convince Kaine, Tapp and Light ask whether he knows the woman who made the announcement before, and his reticence makes the answer obvious. More Gilgamazunes show up then, scaring your dudes off (Psh, give me a couple of turns and I could take them as well...), with both the Dragnar pilots promising to return and save her for Kaine's sake. ------------------------------------------------ Scene 9 Select 1 Part 2 ------------------------------------------------ Starting Units Bright - Neil Aghama Tapp - Dragnar Type 2 Custom Light - Dragnar Type 3 11 Units Reinforcement Units When the first wall is broken: Kaine - Dragnar Type 1 Custom Malliot - Falgen Min - Stark Dyne Starting Enemy Units Kaine - Dragnar Type 1 Custom 8x Martian Successor - Sekishiki 6x Martian Successor - Denjin 4x Martian Successor - Daimajin 8x Giganos Soldier - Gilgazamune 10x Giganos Soldier - Gebai Maff Reinforcement Enemy Units When a unit reaches the second map: 6x Giganos Soldier - Dora 2x Martian Successor - Daidenjin 2x Martian Successor - Daimajin When the second wall is broken: 1x Giganos Soldier - Gilgazamune 2x Giganos Soldier - Drow 2x Giganos Soldier - Gebai Maff When the third wall is broken: 1x Giganos Soldier - Gilgazamune 2x Giganos Soldier - Drow 2x Giganos Soldier - Gebai Maff When the fourth wall is broken: Dorchenov - Gilgazamune 4x Giganos Soldier - Gilgazamune Items Biosensor - Gilgazamune Andromeda - Gilgazamune Solar Cell - Denjin Notes: If you've been using the units forced onto you on this scenario regularly, this scenario isn't that hard; on the other hand, if you haven't... then you'd probably be gaining several levels for each kill anyway, so it shouldn't be THAT bad. The biggest problem on this stage is of course Kaine, who you can't attack but isn't so gracious as to afford the same honour; bring plenty of healers to heal the damage he gives. Other than that, the Martian Successors will probably be troublesome in that their Distortion Fields will likely nullify most of your Gundams' beam weapons; the 5-digit HP Denjins and Daimajins especially will take a while to whittle down with Beam Sabers and the like. And we're not even mentioning the Gilgazamunes, who although have horrible range, will readily run up and slice you to pieces with the high accuracy Broadsword whenever they can. My advice is to take this stage slowly and steadily. Don't be in too much of a rush to fulfill the first set of winning conditions, that is, to get Tapp and Light into the base; that'd only give you more headaches sooner. Defeat each wave (except Kaine of course) as you inch slowly forward, and concentrate on one enemy at a time; lessening the enemy numbers as quickly as possible will be key to your survival with a force composed almost entirely of Reals. Don't skimp on the seishin either; use Concentrate and Flash when you need to, as the mission gets considerably easier later on. Just remember to save at least one round of defensive and offensive seishin for later. Hopefully by the time you've entered the base, there should be nothing else outside besides Kaine. Plonk the Neil Aghama right onto the purple square to ensure that Kaine can't get to the second map, and he'd leave your dudes alone. Meanwhile, you get another set of (by now) easier Giganos and Martian Successors to deal with; Light scans the area and finds the area where Kaine's mother is kept, so go ahead and blast down the wall ASAP. Once you do, Light and Tapp dash in and save Kaine's mother, and Kaine himself rushes over to the jail cell to confirm himself, and immediately turns around again with no blackmail hanging over his head. Dorchenov then appears, trapping the trio into the jail cell. After some accusations back and forth, Dorchenov finally admits to assassinating the original Giganos leader, blaming it on Malliot and giving the post to himself, because he will be the only one to lead Giganos to world domination! Cue evil laughter. No, not from Dorchenov; from the Dragnar team, who had installed a microphone into the D-3, and broadcasted Dorchenov's "inspiring" speech to the entire base, explaining why no one's coming to help him. Malliot and Min come out to help, along with the Practice, but they quickly get assigned to escorting Linda and co back to the Neil Aghama. Now the mission becomes significantly easier, now that you have access to the incredibly cheap Twin Laser Sword combination. Anyway, the D3 reveals more walls you need to break in order to chase the fleeing Dorchenov; for each wall you break, you can expect a small set of enemy reinforcements which should be no match to 16 rampaging units by now. The final wall leads to Dorchenov, assisted by 4 Gilgazamunes; the only thing you really have to be careful of here is Dorchenov's customized Gilgazamune's MAP weapon, which has a fairly odd range. If possible, stay completely out of range of it for awhile and snipe the Gilgazamunes until they give, then throw everything at Dorchenov before he even gets a chance to use his MAP weapon once, as without that, he's nothing special. After this scenario, Malliot, Min and the Practice join up with their respective units. ------------------------------------------------ Scene 9 Free Select 2 ------------------------------------------------ Starting Units Ruri - Nadesico C Akito - Black Sarena Ryoko - Aestevalis C Ryoko Hikaru - Aestevalis C Hikaru Izumi - Aestevalis C Izumi Sabrouta - S Aestevalis Sabrouta Kazuya - Daimos Kyoshiro - Gulver FX-II Rom - Kenryuu Jet - Blue Jet Drill - Rod Drill Jim - Triple Jim Reina - Power Riser Reinforcement Units: None Starting Enemy Units Kusakabe - Kagurazuki Hokushin - Yatenkou 6x Hokushinshou - Mudura 6x Martian Successor - Sekishiki 2x Martian Successor - Tenjin 2x Martian Successor - Daimajin 3x Martian Successor - Daitenjin Reinforcement Enemy Units: None Items Psychoframe - Kagurazuki Notes: Nadesico Prince of Darkness madness to the extreme. All your units start off at 150 or 130 morale, so this mission can be really quick if you want to, as the only mission objective is to destroy Hokushin; you can accomplish this within two turns, maybe one, if you so wish. Of course, if there's a whole bunch of EXP and PP to be earned, there's no real harm in getting them all first, is there? Kusakabe drops a Psychoframe, so it's worth your while to pop him for it; be careful of his Gravity Blast MAP attack though, which can easily kill even your Distortion-Field protected Aestevalises. Otherwise, every enemy on this stage possesses a distortion field; the entire map is basically about spamming the hell out of Formation Attack and using your other units to clean up the remnants, while Akito performs as admirable bait for Hokushin and his underlings. Once everything else is dead, go ahead and off Hokushin. An event occurs when he goes below 20,000 HP where Akito uses his new Distortion Attack to off the smiley-faced assassin for good. You can reduce him to 0 HP before that happens, but you don't get any added EXP or PP for it, so don't bother. Akito runs off for the last time after this scenario. ------------------------------------------------ Scene 9 Free Select 3 ------------------------------------------------ Starting Units Duke - Grandizer Reinforcement Units On Turn 3: 15 Units Starting Enemy Units Zuril - Motherburn 1x Artificial Intelligence - Vega Beast King Gori 1x Artificial Intelligence - Vega Beast Zume Zume 1x Artificial Intelligence - UFO Beast Koa Koa 1x Artificial Intelligence - UFO Beast Gubi Gubi 1x Artificial Intelligence - UFO Beast Jin Jin 1x Artificial Intelligence - UFO Beast Giru Giru 4x Vega Soldier - Mid UFO Reinforcement Enemy Units On Turn 3: Gandal - Vega Beast Gura Gura 7x Artificial Intelligence - Mass Produced Great 2x Artificial Intelligence - Aerial Demon Beast Grangen 2x Artificial Intelligence - Combined Beast Bong 2x Artificial Intelligence - Vega Beast King Gori 2x Artificial Intelligence - Vega Beast Zume Zume 2x Artificial Intelligence - UFO Beast Koa Koa 3x Artificial Intelligence - UFO Beast Gubi Gubi 3x Artificial Intelligence - UFO Beast Jin Jin 6x Vega Soldier - Mid UFO When Gandal and Zuril are defeated: King Vega - King Of Vega 7x Artificial Intelligence - Mass Produced Great 2x Artificial Intelligence - Light Waves Beast Pikudrone 1x Artificial Intelligence - Gilgilgan 2x Vega Soldier - Motherburn Items Super Repair Kit - Mass Produced Great Ultra Alloy New Z - Motherburn High-Powered Radar - King Of Vega Notes: Just like Select 1, this mission can be hell if you haven't used or upgraded the units in this scenario much. Unlike Select 1, you're using mostly Supers, whose usability at low levels is far less than that of Reals... Regardless, the beginning story is lifted straight from Grandizer. Rubina runs off from her father, the Vega Emperor, to meet Duke. Duke treats her with suspicion, but agrees; she tells him that planet Freed is no longer uninhabitable, and pleads for him to return to Freed with her; he's almost about to consider her offer, until Zuril steps in with classic baddie timing. Duke immediately accuses Rubina of leading him into a trap, but she proves her innocence by of course taking a shot in Duke's place, scaring the bejeezus out of Zuril and making him retreat rather hastily in light of what he's done; Rubina gives Duke the coordinates of the Vega base, then tells him her dying wish; to name the first red flower on Freed after herself, like the first one they saw all those years ago... this sends Duke into mad rage mode again, and he flies off to the coordinates all by himself, with the rest of your crew following. In other words, the beginning of the stage is Duke VS the Vega empire. You're not going to last just like that, and you're not expected to; just run to the nearest corner and hide there for 2 turns, blocking all hits, until your reinforcements come in. Your own reinforcements triggers reinforcements on the enemy side as well, with Gandal, more Vega beasts and more of those annoying Mass Produced Great Mazingers. In terms of the mission, I'd suggest staying near where you are, right in the crater; it gives good defensive bonuses, which your Gundam Fighters probably need for dodging help, or your others to take less damage from hits. Don't be tempted out of it to hit faraway enemies; deal with the ones that have to get up close first, before you wander out to deal with the smaller number of snipers. This battle will tax your resources to the limit, so you'd need to take every advantage possible. Once again, don't skimp on the seishin, except for one round of offensive + defensive for the big guy coming up. Also, I hope you've deployed at least a few healers and resupplyers especially, you will need their talents throughout. The TFO is highly recommended; not only can it do both, but it'd be one of the few units you have that can actually dodge, and well at that, and serves as good bait for the enemy to try and attack thanks to it's low HP. There's not much else to say about this mission; it's all about massive enemy numbers against yours, and taking each enemy down as quickly as possible before moving to the next. The two bosses are only more dangerous than their grunts in terms of their HP level, so you might as well leave them for last, and besides, once you kill them, you get more enemies stuffed down your throat anyway, so you might as well deal with the first set before activating the next set. King Vega then makes his entrance, along with a bunch more Mass Produced Greats and a few stronger grunts in the form of the Pikudrones and a Gilgilgan. The Pikudrones with their tremendous range will probably be the most dangerous; Vega fortunately doesn't chase you, so again stay in the crater unless all the enemies manage to get within sniping range. By now, you should have the morale to deal with the enemies easier (especially true for the Gundam Fighters). Just keep the repairing and resupplying going. As with most bosses, the most dangerous part of King Vega is his MAP weapon, which WILL easily devastate your Gundam Fighters and support craft if you let it. Fortunately enough, he will stupidly expend his MAP weapon even if only two, Flash-casted units are within range; I'd suggest Raideen and something else you don't need to use much seishin for to waste up the 3 uses of his MAP weapon. After that, MAKE SURE YOU SURROUND HIM. When he falls below 60% HP, he'd run away a few squares and try to ram the earth with his phallic ship; you'd have to rush him and prevent him from leaving the map when that happens, so if you surround him from the start, you won't have to worry about that event at all. From there, it's a simple, if somewhat long, beatdown. Use up your last spurt of seishin to break though the King of Vega and it's barrier enough to finally bring an end to the Vegans. ------------------------------------------------ Scene 9 Last Part 1 ------------------------------------------------ Starting Units Rei - EVA-00 Asuka - EVA-02 Touji - EVA-03 Ayato - Rahxephon Elvy - Vermillion (Elvy Unit) Haruka - ALIEL Ginga - Gear Fighter Dendoh Hokuto - Gear Knight Ogre Vega - Cell Booster Valhalla Kirakuni - Cell Booster Masato - Zeorymer of the Heavens Hugo - Main Unit Reinforcement Units: None Starting Enemy Units ??? - Obligato 3x Allegrato - Allegrato 5x Artificial Intelligence - Metronome (Red) 12x Artificial Intelligence - Dotem Reinforcement Enemy Units: None Items Apogee Motor - Dotem Haro - Allegrato Super Repair Kit - Metronome (Red) Notes: This is again more or less a story battle. You have 4 turns to destroy everything besides the Obligato, at which point story events will kick in, so rush to it. No point in staying defensive, especially when you have some of the strongest units in the game at your disposal. Use up all the seishin you want for support/offense, and blast through everything as quickly as possible; you most definitely want to at least nab the Haro that an Allegrato hides. If you've managed to clear everything before turn 5, a Vivace will show up; the same one that trapped Shinji and Ayato, apparently. This time it's Miwa controlling it, and you can't damage it; on the next player turn, it proceeds to mind-rape Asuka in place of the usual Angel. Rei then sacrifices herself to save Asuka from further damage. ------------------------------------------------ Scene 9 Last Part 2 ------------------------------------------------ Starting Units Shinji - EVA-01 Reinforcement Units When Shinji attacks Kaworu: Ayato - Rahxephon Haruka - ALIEL Elvy - Vermillion Ginga - Gear Fighter Dendoh Hokuto - Gear Knight Ogre Kirakuni - Cell Booster Vega - Cell Booster Valhalla Touji - EVA-03 Masato - Zeorymer of the Heavens Hugo - Main Unit Starting Enemy Units Kaworu - 17th Angel Taburis Reinforcement Enemy Units: None Items: None Notes: Hooray for giant organic mecha smashing to the tune of classical symphonies. ^^; First up, have Shinji cast Flash and attack Kaworu; don't bother casting Hot Blood or anything of the like, as Kaworu will repel it all with his AT Field. After that and some more opining, the rest of your dudes come out to play, and you can hurt Kaworu now. You may actually be able to finish Kaworu on the first turn, depending. Key to this is abusing Haruka's insane SP costs; 30 SP Rally is simply the win. 1 use on Rahxephon + 2 Yells and a Hot Blooded Voice, Zeorymer with one Yell, Accelerate and a Hot Blooded Dimension Coupler Cannon, and your main unit with some Rally support and using it's finisher should easily do the job. ------------------------------------------------ Scene 10 First ------------------------------------------------ Starting Units Bright - Neil Aghama Ruri - Nadesico C Hugo - Main Unit Domon - God Gundam H (Horseback) Rain - Rising Gundam Chibodee - Maxter Gundam Sai Saici - Dragon Gundam George - Rose Gundam Argo - Bolt Gundam 15 Units Reinforcement Units On Turn 3: Albero - Medius Locus Starting Enemy Units Chapman - Grand Gundam Michelo - Gundam Heaven Sword 1x Zombie Soldier - Walter Gundam 16x Zombie Soldier - Death Army 16x Zombie Soldier - Death Birdie Reinforcement Enemy Units When enemies are reduced to 25 or less: 4x Zombie Soldier - Death Army 4x Zombie Soldier - Death Birdie When enemies are reduced to 23 or less: 4x Zombie Soldier - Death Army 4x Zombie Soldier - Death Birdie When enemies are reduced to 21 or less: 4x Zombie Soldier - Death Army 4x Zombie Soldier - Death Birdie When Grand Gundam, Gundam Heaven Sword and Walter Gundam are destroyed: DG Cell - Devil Gundam Urube - Grand Master Gundam Items Andromeda - Death Army Shuffle Crest - Heaven Sword Gundam Ultimate Cell - Grand Gundam Notes: It's the Devil Mass Driver! Fear it's phallic power! And tentacles!!! In order to counter this obviously unstoppable monster, you're allowed to sortie a veritable army; the entire Shuffle Domain, Rain, Hugo, the Neil Aghama, the Nadesico B and 15 units. From the start, you'd probably want to send a few of your high-movement range units onto the right side of the map to help out the mandatory characters there. As for your enemies, there's Grand Gundam, Heaven Sword Gundam, Walter Gundam, and a whole mess of Death Armies and Birdies. Counting reinforcements, there's up to 56 of them; enough for even your non-combatants to hit 150 morale. They're upgraded quite a bit, but can't aim worth a damn and are pretty weak in attack power, so whichever your choice, you should be able to bulldoze them easily. This makes this map a good place to level up some of your underused characters. Of course, don't forget that while you're beating up the zombies, the few bosses on display will take every opportunity to nail potshots at you. I'd suggest taking out Walter and one of the other, likely Heaven Sword, as soon as possible; use offensive seishin if you must, but your masses of units means that you shouldn't really need to, save maybe defensive seishin or Sure Hit. Once two of them are gone, leave the other and clean up the rest of the zombies for the cash, EXP and PP. Also note on turn 3, Albero shows up in the Medius Locus, with his grudge against the Devil Gundam still very much intact. He'd assist you for this mission; he won't stay though, so put him on boss-weakening duty. The Medius Locus is of course now more fragile since you can control it, so don't overdo it with him. Once Michelo and Chapman are defeated, all other Death Army and Birdie units disappear (which should be none, hopefully). On the other hand, Urube and the Devil Gundam come out to play. Don't bother attacking the Devil Gundam; it'd immediately regenerate any damage you give it. Instead, concentrate on Grand Master Gundam; don't hit it with anything strong from the start though, since it also automatically recovers the first hit it receives. Then, use defensive spells and knock the Grand Master Gundam down to about half it's HP; it'll try to regenerate again, but the Shuffle Domain then perform it's Shuffle Domain Ken, reducing it to 36,000. It should be easy pickings now; go ahead and spend a few Hot Bloods to finish it and save you of one of the headaches. Urube then decides to take over the Devil Gundam. It has 150k HP and HP Regeneration, so don't bother attacking it on the same turn you took out Grand Master Gundam; just spend the turn getting your units into position. Take your hit on the enemy turn, then on your turn, cast all the defensive and offensive seishin you need, and hammer on the sucker like there's no tomorrow. Ping it until it drops, at which point it tries to revive again, and does so barely; cue Domon and Rain's Love Love Tenkyouken, which finishes the Devil Gundam threat once and for all. ------------------------------------------------ Scene 10 Fixed Select 1 ------------------------------------------------ Starting Units Bright - Neil Aghama Ruri - Nadesico C Ginga - Gear Fighter Dendoh Hokuto - Gear Knight Ogre Vega - Cell Booster Valhalla Reinforcement Units On Turn 3: Akito - Black Sarena Starting Enemy Units 8x Error - Mechanical Error 12x Virus - Mechanical Virus 6x Bug - Mechanical Bug Reinforcement Enemy Units On Turn 3: Zero - Zero When enemy numbers are reduced below 15: 6x Lock - Mechanical Lock When enemy numbers are reduced below 13: 6x Lock - Mechanical Lock When enemy numbers are reduced below 11: 6x Lock - Mechanical Lock Items: None Notes: This is actually a relatively tame battle, probably the easiest in the last scene. You've got a hellish amounts of Mechanical Knights to face, albeit none of them have too many upgrades; the 44 5-digit HP grunts are still a force to be reckoned with though. You're not even supposed to finish them off anyway; your mission is to take break through this wall of enemies and get the Neil Aghama and Nadesico C onto the designated point, right across the map. You have 8 turns to fulfill this condition; at most, you'd need 6. Zero appears on turn 3 and aims for the Nadesico in order to ruin your mission objective; the Prince of Darkness intercepts, declaring that no one will harm his beloved and her comrades. Akito then FINALLY joins you permanently with his Black Sarena. You'd probably need to heal up the Nadesico after this event though, as it will take sizable damage. Although there appears to be an infinite number of enemy reinforcements, there really are just 3 sets of 6 Locks, and all the enemies can be defeated before fulfilling the mission conditions, with the exception of Zero. He will constantly revive himself; you might as well bang on him for fun though, you'd probably have plenty of time left over once you've finished off all the Locks. He won't give any decent amount of EXP, PP, cash or items though. When you finally decide it's time to land the Neil Aghama and Nadesico on the related squares, Zero will try a last-ditch attack on Knight Ogre, which Vega defends, and the scenario ends with Hokuto chasing after the falling Cell Booster Valhalla... After this scenario, Akito joins with his High Mobility Black Sarena. Also, apparently if you kill Zero at least three times, you receive a free Haro and Minovsky Craft after this scenario. ------------------------------------------------ Scene 10 Fixed Select 2 ------------------------------------------------ Starting Units Bright - Neil Aghama Ruri - Nadesico C Ginga - Gear Fighter Dendoh Reinforcement Units After Zero has been defeated thrice: Altair - Ogre Phoenix Aile Vega - Cell Booster Valhalla Starting Enemy Units Zero - Zero 4x Error - Mechanical Error 4x Virus - Mechanical Virus 4x Bug - Mechanical Bug 4x Lock - Mechanical Lock 18x Artificial Intelligence - Galpha Principle Unit Reinforcement Enemy Units After Zero has been defeated once: Zero - Zero 4x Spiral City Master - Spiral City 2x Error - Mechanical Error 2x Virus - Mechanical Virus 2x Bug - Mechanical Bug 2x Lock - Mechanical Lock After Zero has been defeated twice: Zero - Zero 4x Spiral City Master - Spiral City After Zero has been defeated thrice: Zero - Vector Zero After Dendoh enters the second map: Galpha Emperor - Galpha Emperor Items Mother's Stew - Galpha Principle Unit Large Generator - Spiral City Master Notes: Time for the final showdown against Galpha. Zero nicely provides you with 18 Galpha Principle Units in order for you to gain morale; they're not even upgraded, so you can easily OHKO them, a rarity at this point in the game. There's also 4 sets of each Mechanical Knight, but you've had so much experience in beating them down in the last scenario that by now you should be able to kill them off with your eyes closed. Zero presents a ticklish problem; not that he's particularly difficult, although underestimate him and he WILL take one of your units down, but that when you do kill him, you'd trigger several more enemy reinforcements. Among these are the usual Mechanical Knights, AND Spiral Cities. These aren't weakened versions piloted by AI either; they're the real deal, 70,000+ HP and all, HP Recovery and the same ginormous range and attack power. At this juncture, you have another choice to make; if you're impatient and confident, just go ahead and kill Zero another two times while ignoring the enemies. If not, deal with the first set of reinforcements, then kill Zero for the second time, then kill Zero again for the third time to trigger your own reinforcements to deal with the last set. The first method is actually a fair bit of a challenge; with 8 Spiral Cities sniping at you, it's actually going to be hard to keep all your units intact, while the divide-and-conquer of the second method makes things considerably easier. After you kill Zero for the third time, Hokuto, Vega and Subaru finally come back from their chatter about Phoenix and the Data Weapons. Of course, that was just foreshadowing as the Phoenix then reawakens, and freaks everyone else out with it's chosen form. Ginga and Hokuto will then pilot Dendoh, while Altair takes over the Ogre once again, and both will install the Phoenix Aile drive, which gives a tasty FULL EN Regeneration. Zero also gains a new form in Vector Zero; Altair can match up with him quite easily by simply not attacking, casting Flash, and counterattacking on the enemy turn forever. Of course, he revives, so you could also just stop attacking once Zero gets to the point where another attack takes him out. Both ways, clear out whatever's remaining on the map; don't forget that the temple provides nice terrain bonuses and HP/EN recovery, which will greatly aid you, especially if you're facing up against 7 of those Spiral Cities at once. Your next goal is to take Dendoh within the temple and into the second map; once you do, the Galpha Emperor shows up in all it's glory. Dendoh will immediately perform some service as it gets it's new weapon, although likely you won't be able to follow up on it until the rest of your force gets there. Now that both of the main bosses of this scene have appeared, it's time to split up your squadron; or rather, send everyone except one unit who you want to receive the EXP, PP et al from Zero, who should be defeatable in one attack after so many battle encounters with Altair. This one unit can even be one of the battleships if you wish, to maximize on efficiency, as they can't enter the temple anyway. The Galpha Emperor has 190,000 HP and HP Recovery, which is why I mentioned earlier that Dendoh likely can't follow up on itself; it would take a LOT of Hot Blooded hits just to do damage that the Emperor won't recover on the next turn with Dendoh alone. With a sizable force though, you can eventually take him down, with the appropriate seishin and usual. Remember the recovery powers of Zero though; he gets his life force from the Emperor and vice versa, so you have to defeat both on the same turn in order to finish them off once and for all, which is why you left a unit behind to kill Zero as soon as the Galpha Emperor is defeated. After this scenario, you receive the Phoenix Aile Data Weapon for both Dendoh and Ogre, and resume with their pilot setups of Hokuto and Ginga in the Dendoh and Altair in the Ogre. ------------------------------------------------ Scene 10 Fixed Select 3 Part 1 ------------------------------------------------ Starting Units Ayato - Rahxephon Reinforcement Units On Turn 2: Elvy - Vermillion Starting Enemy Units Torigai - Obligato 21x Artificial Intelligence - Dotem 6x Artificial intelligence - Metronome (Red) Reinforcement Enemy Units: None Items: None Notes: This'll be the last scenario you get to use the Rahxephon as you know it, so treasure it by beating down on every single damn enemy there is. Cast Concentrate if you need it; there's a good chance you don't though, especially once Rahxephon gets 4 kills anyway, and becomes basically invincible. The only real danger on this map is running out of EN. Elvy appears to help on turn 2, but you don't really need her. If you use her, go ahead and let her get some Dotem kills; otherwise just store her in a nice, cool place for now. ------------------------------------------------ Scene 10 Fixed Select 3 Part 2 ------------------------------------------------ Starting Units Asuka - EVA-02 Reinforcement Units When all the initial Mass Produced EVAs are destroyed: Ruri - Nadesico C Kaine - Dragnar Type 1 Custom Tapp - Dragnar Type 2 Custom Light - Dragnar Type 3 Rom - Vaikungfu Shinji - EVA-01 15 Units Starting Enemy Units Saiga - Omzack of the Lightning 11x Artificial Intelligence - Dragoon Reinforcement Enemy Units When all Dragoons are defeated: 9x Mass Produced EVA - Mass Produced EVA When all initial Mass Produced EVAs are destroyed: 9x Mass Produced EVA - Mass Produced EVA Items Super Repair Kit - Dragoon Space Armor Gran - Mass Produced EVA Notes: Asuka VS the world...more or less, if the world consisted of 11 puny mobile suits anyway. None of them can hurt the EVA-02, and it has automatic EN regeneration for some reason, so go ahead and use all the Progressive Knives or the shiny new AT Field Attacks you have. The only problem you might have with the Dragoons is actually hitting them, thanks to their EWACs, but you have unlimited time and EN to try and try again, so it isn't much of a problem. Saiga runs off once Asuka clears out the Federation forces. Then comes the mass-produced EVAs...which are actually really crap. They can't pierce the AT Field either, and have HP worthy of grunts. Just let Asuka nail them all while counting her kills in German, and watch her level shoot up. One word of advice though; don't kill the last of the MP EVAs until your turn comes around... Now this time the REAL deal comes out, with the flying, 55,000 HP Mass Produced EVAs, who make mincemeat of the EVA-02 quite easily. Then the last "Matte!" you'd hear in the game, as well as Tamashii no Refrain occurs, and your dudes pop up. Now you'd see why I said to end on your turn; 4 of the MP EVAs surround the EVA-02, and WILL kill it very quickly if you let them. The MP EVAs are actually quite tough; they have AT Fields, high accuracy and evade rates, a high Potential level that increases them as their HP goes down, and strong attacks which null AT Fields and easily kills most mobile suits in one hit. Fortunately, all your dudes start at 150 morale, and these are the only enemies you'd face, so use the usual Hot Blood/Soul and Flash/Invincibility/Iron Wall. Treat them seriously, else run the risk of losing a few units. ------------------------------------------------ Scene 10 Fixed Select 4 ------------------------------------------------ Starting Units Bright - Neil Aghama Ruri - Nadesico C Akira - Raideen Shinji - EVA-01 Masato - Zeorymer Hugo - Main Unit Kazuya - Daimos 15 Units Reinforcement Units On Turn 3: Albero - Medius Locus Starting Enemy Units Shinshou Ayato - Shinshou Rahxephon Shinshou Quon - Shinshou Rahxephon 9x Mass Produced EVA - Mass Produced EVA Reinforcement Enemy Units On Turn 2.5: Saiga - Omzack of the Lightning 1x Giganos Soldier - Gilgazamune On Turn 3.5: Torigai - Obligato Items Psychoframe - Mass Produced EVA Andromeda - Mass Produced EVA Mega Generator - Gilgazamune Notes: Looks like the MP EVAs are mad about their loss in the last scene; this time they're back, and this time you're in much worse condition considering all your pilots will have normal morale and no easy way to gain it. Regardless, from the start, I'd suggest moving your entire force towards the left; this puts you further away from the further enemy reinforcements and reduces the number of guns aiming at you, as well as gets closer to your own reinforcements. The reinforcements on your side is, surprisingly enough, Albero and Eldy in the Medius Locus again. Just like the last scenario, they won't stay though, so put them on MP EVA-weakening duty. On the enemy side is Saiga in his Omzack and Miwa (wtf) in a Gilgazamune, piloted by a random grunt. These are actually far less of a threat than the MP EVAs, but more enemies are always bigger trouble, so the further away they are from the action, the better. So how do you deal with MP EVAs at normal morale? Basically, very carefully. Concentrate on taking one down at a time, so that you don't get low-HP high-Potential MP EVAs wreaking havoc; cast Confusion if you use a lot of Real Robots; use Assist Attack over Support Attack, as Support Attacks likely won't have the beef to pierce the AT Field (unless the supporter is an EVA of course); use the usual defensive seishin and Hot Blood and the like. The MP EVAs are by far the hardest part of the stage, so go ahead and spend all your seishin on them if you need to. Torigai also shows up on Turn 3.5 with a deathwish. If you manage to finish off everyone else early, go ahead and send your force up to get some EXP, PP and cash out of him as well. Now to watch the finale of Rahxephon... ------------------------------------------------ Scene 10 Last ------------------------------------------------ Starting Units Bright - Neil Aghama Ruri - Nadesico C Hugo - Main Unit 18 Units Reinforcement Units When AI1 is reduced below 75% HP: Shinshou Ayato - Shinshou Rahxephon (Ayato) Starting Enemy Units AI1 - Medius Locus 16x Artificial Intelligence - Sinistra 16x Artificial Intelligence - Dextera Reinforcement Enemy Units When the Medius Locus is defeated: Eldy - AI1 Items Notes: Compared to the last mission, this one is a piece of cake, at least at the beginning. There may be 32 enemies on the map, but most of them are pretty weak; the Sinistras have mounds of HP, but have low evasion, accuracy and attack power. On the other hand, the Dexteras are the polar opposites of the Sinistras, with decent evasion and good accuracy and attack power, but (relatively) low HP and armour. Both also have fairly poor range, so your snipers will have a field day. It'd still take a while just to kill them; 16 45k HP units and 16 27k HP units, regardless of their other properties, will definitely prolong the battle some. Just keep your units together right where you start, so that the Medius Locus can't snipe you, and get a good Support Attack/Defense line going. A decently powered group will easily overpower the enemies in time. After that, it's time to take on Medius Locus. Position your units around it, making as much use as possible out of your Assist Attackers by surrounding them with units, and getting a good Support Attack line going; Support Defense won't matter at this point. Wait one turn, eat an attack, then on your turn, commence the havoc. Assuming you used little or no seishin to deal with the initial enemies, all of your frontline should have enough SP for two rounds of offensive and defensive seishin, so let it all loose on this turn; Confusion, Concentrate, Flash, Sure Hit, Iron Wall, Snipe Attack, Hot Blood, Soul, whatever you need to deal maximum damage while ensuring minimal-to-none in return. HOWEVER, stop your assault JUST before you kill it, and end your turn. You'd have to eat one more attack than usual, but that's better compared to the alternative which will be explained later. On the next turn, the Medius Locus will have recovered a little bit of it's HP; use your weakest (in terms of damage) units to kill it, which shouldn't take more than 2, hopefully. Next up; Eldy, more or less absorbed by her precious AI1, with 400,000 HP and all the capabilities of it's previous form, and some frankly disturbing attack animations. More importantly, Eldy actually has the Move Twice skill; this is why you held back from killing the Medius Locus at first, so that you won't end up having a unit eat two of the AI1's attacks, which would most likely kill it. Instead, the majority of your force should have their turn still to use; time to finish the game and let loose with everything you have. If you have Exhaust, now's the time to abuse it too; the TE Sphere's damage absorbing gets really irritating, especially for Assist Attacks. Shinshou Ayato appears after you've reduced the AI1 to below 75%, and is pretty Godly all things considered; extremely high-powered attacks with S ratings, 100k HP and all the skills you bought for him before (except Instrumentalist). He also starts in perfect range for a Hot Blooded Voice, so treat him as a bit of service from the kind folk at Banpresto. When you've reduced the AI1 to below 50%, Hugo starts sensing his former captain within the AI1 somehow... When you've finally killed off the AI1, enjoy the last moments of Albero and Eldy, and watch the ending. Don't forget to save after the credits! =============================== 10)Secrets =============================== ------------------------------------------------ Dijeh SE-R ------------------------------------------------ To get the Dijeh SE-R, all the ZZ Gundam characters must have an average level of 25, or to put it more simply, a combined level of 200. The ZZ Gundam characters are Judou, Rue, Elle, Beecher, Mondo, Iino, Puru and Puru Two. You must fulfill the condition before Scene 4 Last. If you fulfilled the conditions correctly, on Scene 5 First, Camille will show up as a reinforcement as usual, but will pilot the Dijeh SE-R instead of the Re-GZ BWS. The Dijeh SE-R is quite a nifty unit for your first game, as it has S Unit and Weapon terrains for Space, Air and Land. It's attacks are relatively weak, but the S bonuses for weapons more than makes up for that. On replay games though, when you have the money to fully upgrade units and give them S Weapon ratings too, it's usefulness fades considerably. ------------------------------------------------ Full Armour Dendoh ------------------------------------------------ You get to use the Full Armour Dendoh on Scene 6 Fixed Select 3 Moon Route. If you want to keep it after that mission, you'd have to fulfill several conditions. To get the Full Armour Dendoh, the most obvious first condition is to take the Moon Route after Scene 5 Last. Both Ginga and Hokuto must have a combined kill count of at least 25 before Scene 6 Fixed Select 3. On the aforementioned stage, make sure Dendoh is the first unit to enter the Aldebaran, and the unit that breaks down the wall that Vega is held in. You should be able to attach the Full Armour parts to Dendoh on Scene 7 First. The Full Armour Dendoh is a decent unit to use at the start of missions, as only one of its attacks require EN, and even that only uses a measly 5 EN. Full Armour Dendoh cannot use Data Weapons though, so you must purge the Full Armour parts before you can use Data Weapons and/or unleash Final Attacks. ------------------------------------------------ Mass Produced Great Mazinger ------------------------------------------------ The Mass Produced Great Mazinger is a semi-compulsory unit. You will receive one no matter what by Scene 9 Free Select 3, but you can get it a little earlier if you want to by fulfilling the following conditions. First, make sure Boz is in the Boz Borot. On Scene 7 Fixed Select 3, have Boz Borot kill one of the Mass Produced Greats that is not piloted by Barendos. The Mass Produced Great will teleport off the map, and you will be able to use it from then on. The Mass Produced Great Mazinger is exactly what it is; a weakened version of the Great Mazinger. It has no flight capability, lowered movement range and attack power. It can perform Lightning Buster combination attacks with Grandizer, Great Mazinger or Black Great, though. ------------------------------------------------ Black Great Mazinger (Unconfirmed) ------------------------------------------------ To receive the Black Great, Tetsuya must have a kill count of 50 or higher before Scene 9 Free Select 3. =============================== 11)FAQ =============================== ------------------------------------------------ Q: So what's this game about anyway? ------------------------------------------------ Super Robot Wars MX is the latest in a long line of strategy RPGs that feature mecha from several different types of anime, all squashed up into one completely original reality that's really quite reminiscent of some bad crossover fanfics. The closest gameplay equivalent that has been released in the US would be Fire Emblem. ------------------------------------------------ Q: What are the series featured in this game? ------------------------------------------------ Banpresto's website (http://www.suparobo.jp) has a series list, but for the benefit of those with no Japanese knowledge whatsoever: Mobile Suit Z Gundam Mobile Suit Gundam ZZ Mobile Suit Gundam: Char's Counterattack Mobile Fighter G Gundam Metal Armour Dragnar Mazinger Z Great Mazinger Getter Robo G UFO Robot Grandizer Rahxephon Brave Leader Daimos Brave Hero Raideen Hades Project Zeorymer Machine Robo: The Revenge of Cronos Neon Genesis Evangelion Mobile Battleship Nadesico: The Prince of Darkness Gear Fighter Dendoh Banpresto Originals ------------------------------------------------ Q: Where can I get this game? ------------------------------------------------ Your best bet is to find a local importer, and talk to him or her about it. As a last resort, you could try ordering it online; websites like NCSX (http://www.ncsx.com) and PlayAsia (http://www.play-asia.com) are practically devoted to importing Japanese and Asian games, and I can verify their authenticity myself. ------------------------------------------------ Q: What units' upgrades carry over from their old unit to their upgraded unit? ------------------------------------------------ Basically, every unit which has an upgrade will carry over their old units' upgrades. ------------------------------------------------ Q: When does the main character get his upgrade? ------------------------------------------------ You will receive it after Scene 5 Fixed Select 4. The first time you can use it is Scene 5 Last. ------------------------------------------------ Q: Is there anyone who leaves your team permanently? ------------------------------------------------ Rei of Evangelion cannot be used after Scene 9 Last Part 1. Additionally, after Scene 9 Last Part 2, you only get to use Rahxephon for Scene 10 Fixed Select 2 Part 1, and won't use it again after. It does show up again on the last stage, albeit as a different "form" and with the same upgrades. ------------------------------------------------ Q: What's the "game-over" trick? ------------------------------------------------ Simply put, when you lose the mission, you go back to the intermission screen before the stage with all your money and levels retained. Nothing else, like PP is retained, however. Doing this continuously is an easy way to gain money and eventually make the stage easier, although this game really is easy enough as it is... ------------------------------------------------ Q: What's a good level-up/money stage I can use the game-over trick for? ------------------------------------------------ The two stages with the most grunt enemies are Scene 10 First and Scene 10 Fixed Select 1. These are already a bit late in the game though; as the game is already easy enough as is, I suggest not bothering with it unless you actually do lose at a certain stage. ------------------------------------------------ Q: How many units do you get to sortie? ------------------------------------------------ For nearly every scenario, you get to sortie 15 units, excluding compulsory units and battleships. The only exceptions are the first few stages in each route, certain stages where the amount of units you have is less than 15, and the last stage, where you can sortie 18 units. ------------------------------------------------ Q: What's this ring of units after the main character/unit screen? ------------------------------------------------ You get to choose a series from there to be considered your "Favourite" series. All the units in the chosen series will have 2 more upgrade slots than normal, and all the pilots from the chosen series will receive 1.5x the normal amount of EXP. ------------------------------------------------ Q: What are the songs played at the title screen and during the ending? ------------------------------------------------ The title song is Victory, and the ending song is Yakusoku no Chi (Translation: "Promised Land"), both performed by JAM Project. You can buy the single containing these two songs on sites that sell Japanese music, such as http://www.jpophelp.com/. ------------------------------------------------ Q: Is there any disadvantage to renaming the main characters/unit? ------------------------------------------------ There are a few battle quotes between the main characters, who reference each other and the main unit using the preset names for them. If you rename the main characters and/or main unit, then these quotes simply aren't used. ------------------------------------------------ Q: Is Mazinkaiser or Shin Getter in this game? ------------------------------------------------ No, neither of them. The closest you're going to get to either of them in this game is naming your main character's mecha as one of them. ------------------------------------------------ Q: Do you have any Gameshark/Action Replay/VBA/codes in general? ------------------------------------------------ No. I do not endorse the use of cheats or cheat devices, so you will not find them on my FAQs. ------------------------------------------------ Q: Are you my type? Gimme a bio. ------------------------------------------------ Well, my name is David Seo (if you couldn't guess from the disclaimer below), and as of the time of writing, am 19 years old. I live in Singapore, a tiny little country in southeast Asia, and am currently studying for a diploma in Information Technology. I got into SRW games through a random buy of SRW2G 10 or so years ago, and haven't looked back since. I'm also unpredictable (read: deranged), have a quirky (read: very weird) sense of humour and zero (read: zero) romantic skills, so no, I'm probably not your type. ^^; =============================== 12)Credits =============================== Games/Companies/Sites/Products: Banpresto (http://www.hotline-web.com): For making the Super Robot Wars series. GameFAQs (http://www.gamefaqs.com): For accepting this FAQ, of course. Jim Breen's WWWJDIC (http://www.csse.monash.edu.au/~jwb/wwwjdic.html): Helped me with translating some spell and skill names. JWPCE (http://www.physics.ucla.edu/~grosenth/japanese.html): A Japanese word processor created by Dr. Glenn Rosenthal that has greatly enhanced my knowledge of Japanese in general and this game in specific. http://www.fy.st86.arena.ne.jp/srwmx/htm/0531-1.htm: Contained Nuke and Mucha's level 80 seishins, which I referenced for the Pilot Skill/Seishin list. People: Ghaleon: For directing me to the site with Nuke and Mucha's level 80 seishins. Everyone at the GameFAQs Super Robot Wars MX boards: For help and people to talk about this game. CJayC: For keeping GameFAQs running for so many years. =============================== 13)Contact Information =============================== Comments? Compliments? Complaints? Death Threats? E-mail Bombs? Wedding Proposals? Send them to deranged85@yahoo.com. I'm kinda; I mean, VERY slacky about checking my mail though, so if you don't receive a reply within a few days, it's likely my fault. ^^; You can also (preferably) contact me via AOL IM at Llnk85(Two Ls) but be warned, I have no qualms about putting you on ignore should you act like an idiot towards me. =============================== 14)Disclaimer =============================== This FAQ is for private use only. This FAQ may not be used on any website unless I give them permission. It may not be sold or used in any way to make a quick buck. I have no association or affiliation with Sony or Banpresto. All trademarks are respected. Copyrighted 2004 David Seo