A console only has any right to exist if it has, at some point in it's life,
a Super Robot Wars game on it. It's a proof that says "We who can churn out 2-3
games in the same series a year and still make them all awesome, we think your
console owns." And it took a while, but eventually, the GameCube was graced
with Super Robot Wars GC - one of the most refreshing, original contributions
to the series in a while.
SRW GC is a fun little game - challenging, with a quite interesting series list
featuring some underappreciated series like the J9s and Daltanius, as well as
some of the greats like Dancougar and the first Gundam, combined with the 3D
graphics that the series has generally chosen to avoid. GC is definitely an
interesting game, and probably something that anyone getting tired with the
usual formula of SRW should play.
The lack of a walkthrough for this game made me cry a little inside, and I hope
to fill that gap a bit with this. As this is a Japanese game, this game is
written assuming the player can recognize the hiragana and katakana alphabets
(for recognizing names and places) and features Japanese characters in places
to help players recognize commands and people. It is hence suggested that you
read the guide in Japanese SJIS.
Enough wittering - let's begin!
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TABLE OF CONTENTS
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A) Game Information Search Code: XAGMI
B) How to Play Search Code: XBHTP
1) Basic Gameplay Search Code: XB1BG
2) Battle Commands Search Code: XB2BC
3) Unit Size & Parts Search Code: XB3US
4) Terrain And Objects Search Code: XB4TO
5) Capturing Search Code: XB5CA
6) Upgrading Search Code: XB6UP
7) Enhancement & Skill Parts Search Code: XB7PA
8) Skill Aces Search Code: XB8SA
9) Tactics Search Code: XB9TA
C) Menu Translations Search Code: XCMTR
D) Walkthrough Search Code: XDWLK
E) Secrets Search Code: XESCR
F) Reference Lists Search Code: XFREF
1) Seishin List Search Code: XF1SL
2) Enhancement Parts Search Code: XF2EP
3) Skill Parts Search Code: XF3SP
4) Capturable Units Search Code: XF4CU
5) Pilot Abilities Search Code: XF5PA
6) Unit Abilities Search Code: XF6UA
7) BGM List Search Code: XF7BG
8) Character Encyclopedia Search Code: XF8CE
9) Robot Encyclopedia Search Code: XF9RE
G) Version History, Outro & Special Thanks Search Code: XGOUT
Search Codes are a cool little 5-digit code that you can put into the Find
function of your Browser to quickly skip to a particular part of the guide.
Just punch it in, search and with a couple of clicks you should be where you
want to be. Handy! :D
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A) GAME INFORMATION (XAGMI)
===============================================================================
スーパーロボット大戦GC (Super Robot Taisen GC)
The first SRW for Nintendo GameCube.
Released 16th December 2004 for 7800円
Memory Card Blocks Used: 15 (Note: Cannot be saved on the same memory card as
English save data - seperate card needed)
CERO Rating: All Ages
1-Player Simulation RPG
Series Featured:
Mobile Suit Gundam
Mobile Suit Gundam: The 08th MS Team
Mobile Suit Gundam 0080: War in the Pocket
Mobile Suit Zeta Gundam
Mobile Suit Gundam ZZ
Mobile Suit Gundam: Char's Counterattack
Mazinkaiser OVA
Shin Getter Robo Vs. Neo Getter Robo
Aoki Ryuusei S.P.T. Layzner
Heavy Metal L-Gaim
Metal Armor Dragonar
Muteki Robo Trider G-7
Choujuu Kishin Dancougar
Future Robot Daltanius
Ginga Senpuu Braiger
Ginga Reppuu Baxinger
Ginga Shippuu Sasuraiger
Saikyou Robo Daiohja
Zettai Muteki Raijinoh
Banpresto Originals
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B) HOW TO PLAY (XBHTP)
===============================================================================
Super Robot Wars is a grid-based strategy RPG: this much I assume you already
know, but if you haven't played an SRW before it might be quite difficult to
get to grips with exactly what you're doing, so let's run through the basics of
how to play the game.
On any given stage, you will have your own force and an enemy force, with the
general objective being to defeat all the enemies without losing too many of
your own units. Generally, you will lose a stage if your mothership is lost, or
you fail to complete a particular mission objective. You must try to make use
of various units and their abilities to defeat enemies as efficiently as
possible.
Battle in SRW is fought using three major commands - Movement, Attack, and
Seishin - special abilities your pilots have which can turn battles in your
favour, either directly or indirectly. These are the three abilities which all
units can carry out. Each unit has it's own various abilities - some units have
high HP and armour, and can take hits and shrug them off easily, whereas other
units rely on high mobility and movement to evade enemy attacks and act as
unhittable hinderances to your foes. Some units will deal high-damage high-cost
attacks which will damage your foes greatly, whereas others will be able to
throw out constant strings of weaker attacks with little to no cost.
Of course, all is not that simple: various units have abilities such as healing
and resupplying ammo, but also they may have barriers, jammers, and maybe even
pilots with such great leadership that the rest of your team can't help but
feel inspired and perform better. The core to SRW gameplay is sending out a
balanced team that can deal with any situation, and keep themselves alive long
enough to do it.
Let's start with the basics. When selecting a unit, there are four major
commands that we deal with. These are:
1) 移動 - Movement
2) 攻撃 - Attack
3) 精神 - Seishin
4) 能力 - Status
Not all of these may be available in every situation; for example some units
may at times be disabled and unable to move, or there may not be any nearby
enemies to attack. Let's start by selecting a unit and telling it to move -
when you do so, the spaces which the unit can move to will appear. This range
is dependant on the unit's own mobility, but also the terrain and if there's
anything blocking your path. When in range of an enemy, the attack option will
appear after movement, so let's move onto attacking.
Upon opening the attack menu, a rather complex screen comes up - ignore that
at the bottom for now and focus on the top half. There are five columns here,
dictating various attributes about the attack. First of all, it's name. Second
is the type of attack - this includes "P" for an attack that can be used post
movement, "B" for an attack comprised of a beam (which some enemy defenses are
especially effective against) and "MAP" for weapons that target specific areas
rather than particular enemies. Followed by this is the damage, the range and
the weapon's basic hit rate.
Upon selecting the attack you wish to use, yet again a range grid will appear,
this time showing all the enemies that are in range of the attack. Upon
selecting one, you will be asked to confirm the attack, after seeing your hit
rate, various other factors (such as your health) and the enemy's reaction to
the attack - either counterattacking (marked with a 反 symbol), defense (marked
with a 防) or attempting to dodge (marked with a 回). You're given the chance
to evaluate the situation and either go ahead with or cancel the attack.
Let's cover seishin next. Upon selecting the seishin menu, you may select a
pilot to use seishin from if it has multiple pilots. Once you do, you're given
a list of the pilot's seishin: every pilot will have at least 1 and will obtain
up to 6 as they level. The pilot's SP (Seishin Points) are shown, as are how
many SP each seishin costs, as well as it's effect. Select a seishin and it'll
be cast then and there.
Two other important commands are Repair (修理) and Resupply (補給). Only a
limited number of units have this ability, but they are immensely useful and
necessary towards the end-game. Repair is an ability that allows a unit to
repair an adjacent unit, recovering it's HP; and Resupply replenishes a unit's
EN and ammo. There's a bit of a catch with both though: Repair only replenishes
an amount of HP based on the healer's level, and Resupply cannot be done post
movement, the unit resupplying has to start off adjacent to what its supplying.
Whilst this makes it quite difficult to do, it's a small price considering it's
a total regeneration.
Through all these commands, one can easily survive in SRW, but to really get
the upper hand, there's much more you need to know. Onward, to... Menus.
移動 - Movement
As the name implies, allows your unit to move. The distance you can travel
is reliant on the unit's movement stat, as well as terrain and obstacles
such as plot objects, walls and enemies.
攻撃 - Attack
Self-explanatory. Whilst attack is possible after movement, most units are
unable to use some or all attacks after moving. It's best to
精神 - Seishin
Lets you cast your pilots' various seishin abilities. This can only be
used on your turn before your unit acts.
能力 - Status
Opens up the unit's status screen. There are three status menus here: the
unit status screen, the pilot status screen, and the weapon status screen.
修理 - Repair
Allows the unit to heal an adjacent unit. The amount of HP regained starts
off very small, but increases as the healer levels up.
補給 - Resupply
Allows the unit to resupply an adjacent unit, recovering all EN and ammo.
This cannot be used after moving - the unit to be healed needs to be moved
next to the resupplier for the resupply to occur.
変形 - Transform
Allows the unit to transform to one of it's other forms, if it can
transform. If the unit has more than two forms, a list of the available
ones will be given. You can also quickly cycle between forms by hovering
over a unit and pressing the Y button.
分離 - Seperate
Allows a combined unit to seperate into it's individual components. Most
useful for decoys, and also because only the main pilot's unit actually
"counts" in terms of whether a combined unit has moved, so the individual
parts can attack and then combine to attack again.
合体 - Combine
Allows units to combine together. For this to work, all the units involved
in the combination must be adjacent in one of the 8 directions.
地上 - Land/Surface
Allows a unit to return to the ground surface, either from the air or from
underground. This has the benefit of providing a terrain bonus, but at the
cost of taking movement penalties from rough terrain. Some units also
perform better on the ground as opposed to the air.
空中 - Take Off
Allows a grounded unit that has the ability to fly to take off again.
Whilst in the air, a unit can move freely, but loses 1 EN for each space
it moves, as well as not claiming any terrain bonus.
水中 - Submerge
Allows a unit to submerge underwater. This generally gives immense losses
to movement speed, but a boost to defense. Being underwater also makes
most beam weaponry used against you totally useless.
地中 - Go Underground
Allows a unit to dig underground. Whilst underground a unit cannot attack
or be attacked, it essentially does not exist.
搭載 - Dock
By moving a unit "onto" a battleship, you can dock into it. The unit
recovers a large amount of HP, EN and ammo each turn - but also loses
morale at the rate of 5 a turn.
発進 - Launch
Allows a unit to launch from a battleship it is docked onto. It can move
and attack, but not use seishin during the turn in which it launches.
捕獲 - Capture
A battleship has the ability to capture a totally disabled unit by moving
adjacent to it. The unit can then be kept, sold or broken into parts.
説得 - Convince
Allows a pilot to try and convince an enemy to stop their evil ways and
join the ranks of good! Only less dramatic. This only gets use in some
very rare situations, generally between warring lovers and comrades, and
you will need to move adjacent to the enemy to try and attempt it.
パーツ - Parts
Allows a unit to use any expendable parts like Repair Kits it may have
equipped.
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3) Unit Size & Parts (XB3US)
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There's the old adage, "The bigger they are, the harder they fall." and in this
game, they've made it true.
First of all, let's talk about parts. In addition to the unit's main, body, HP
- each unit has up to 3 parts. These are the Head (Controls for non-humanoids),
the Arms (Weapons for non-humanoids) and the Legs (Engines for non-humanoids).
These three parts each affect a particular ability - the Head affects hit and
dodge rates, the Arms affect weapon damage, and the legs affect movement speed.
As the parts are damaged, these faculties are weakened and when the parts are
eventually destroyed, a great loss is taken to that particular ability - and
any weapons which rely on it are unusable.
However, not every pilot and unit can actually target enemy parts, and in the
early sections of the game, it is a skill that is few and far between. There
are 3 ways that a unit can target enemy parts. The first way is that the pilot
must have the "Sniping" (狙い撃ち) ability. The second is to cast the "Snipe"
(狙撃) seishin. The third, and most interesting way, is for your unit to be
smaller than the unit you're facing.
Unit Size is something that generally hasn't mattered in SRW - if anything it
just gave smaller units a minor dodge boost and larger units a minor damage
boost. What is interesting in this SRW is that larger and smaller sizes have
their own advantages and disadvantages. As mentioned, if your unit is smaller
than the opponent's unit, you can target their parts. However, if your unit is
two or more "places" (going on the scale Small -> Medium -> Large -> V. Large)
smaller than the opponent, you can ONLY target it's parts - you can't target
the main body until all parts are destroyed!
Obviously, this gives larger an inherant usefulness in that most enemies
will not be able to target them properly. However, this can be quite crippling
as whilst normal damage is quite easy to heal, parts are not quite so easily
recovered - generally it's the home of innate regeneration and items. This
means that whilst larger units can tank quite nicely, they'll suffer if they do
so too much.
One final point about size is that some weapons cannot target smaller enemies.
Each weapon, when you look at it's info, will tell you what sizes it can target
and most battleships can only use their main cannons against enemies of similar
size. Be careful when planning your attacks as you may find yourself unable to
target a very small unit!
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4) Terrain and Objects (XB4TO)
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Terrain is something that's interesting to use in SRW, as if used well, it can
easily give you the upper hand in battle. Let's start with the most obvious
feature of terrain - terrain rankings. Each unit has a "ranking" based on how
well it performs in each type of terrain: on Land, in the air, underwater and
in space. The same goes for weapons, too. Weapons specialized for a particular
terrain will do more damage there, whereas a unit specialized for a particular
terrain will be able to dodge better, as well as take less damage. Some units
you may find will perform better on land than on air, despite the fact they can
and will fly!
Of course, it's not all that simple, for the terrain itself has many advantages
and disadvantages. When travelling on land, you recieve a terrain bonus: this
is a small boost to your dodge rate, in addition to recieving slightly less
damage from enemies. Some terrain offers HP, EN and ammo regeneration too,
though you do not have to be on land to claim this: just on a panel that gives
the regeneration. However, in contrast, rough terrain such as deserts and
mountains can also severly hinder a unit's movement - so sticking to land may
make you stronger defensively, but it can slow you down too.
Of course, you can just fly over everything - but flight has it's own problems
for when moving in the air, you lose 1 EN for each space you move. Speaking of
spaces, the same applies to moving in space. In space, there is also rough
terrain, but you can't fly over it; after all, you're flying anyway! Things
like asteroid fields will slow down units who move through them, but like on
land, also provide defensive bonuses.
The final thing about terrain is that later in the game, you will encounter
parts of the terrain that you will need to destroy for some reason or another.
These will be marked with crosshairs on the map, and will have their own HP
value. Unlike with enemies, obviously, they cannot counterattack. In addition
to this, only some attacks can target terrain objects - there's a marker at the
very bottom right of the weapons screen to indicate whether or not a particular
attack can target terrain objects.
One of the new features of this game is the ability to capture enemy units,
something that's fairly simple to explain and quite easy to do. Any enemy unit
can be captured as long as it isn't "important" - either piloted by a unique
enemy, or needed for a mission objective. If you check the unit's mini-status
screen, a white bar will tell you whether the unit is not capturable (捕獲不可)
capturable but unusable (捕獲可能) or capturable and usable (捕獲運用可能).
To capture a unit, you need to first of all destroy all it's parts except the
body - that's the Head/Controls, the Arms/Weapons and the Legs/Engines. Some
units in the game will not have all 3 parts - just kill the ones it does have.
If you then move your battleship next to a capturable unit, there'll be a
Capture (捕獲) option. This WILL use up the battleship's turn. At the end of
the stage, you will then have the option of either keeping it for use (if it is
usable), selling it for money (at twice the amount you'd get for a kill) or
making it into an enhancement part.
Obviously, the fact that you can capture a unit and get twice the normal amount
of money is nice - but it does have disadvantages. Firstly, no EXP will be
obtained for capturing it, and you won't get the EXP you would have got for a
kill. Secondly, this does use up the battleships' turn, and lastly you'll find
that later in the game trying to weaken a unit to capture it whilst trying to
fight off other things is not the most fun task in the world. Of course, for
units like the Apsalas series which only have a head, it's not that hard to
pull off and can save you a lot of bother.
In the end, it's individual decision whether you make serious use of capturing.
Two notes of interest to help your sway your mind: Firstly, any units you
capture will carry over to a New Game+, which means you can capture some fairly
heavy duty stuff at the end-game and keep it at the beginning of a new game.
Secondly, you can sell or make parts out of units you captured at a later date,
and if you choose to sell a unit you've upgraded, you'll recieve the full price
of any upgrades you made to it back when selling - so you can't really lose
money on it.
Obviously, you have to do something with all the money you obtain over the game
and upgrading is it. Upgrading allows you to power up all a unit's statistics,
in addition to it's weapons. Upgrading is a very simple process, select one of
the upgrade menus for the unit or it's weapons at the intermission screen, and
pick your unit. Spend on either it's four attributes, HP, EN, Mobility (運動性)
and Armour (装甲), or weapons.
You will find that different units have different limits as to how far they can
be upgraded: particularly nimble units may only be able to take 5 upgrades in
Mobility, whereas something slower could take a full 10. However, due to the
high amount of damage you'll end up taking in-game, you'll find almost all
units can take the full or near full amount of armour and HP upgrades.
Once you max out a unit's stats or weapons fully, you'll be given the option to
take a Full Upgrade Bonus, a present to upgrade the unit even further after you
max it out. For stats, you can choose from one of these 6 bonuses:
HP+20% Armour+20% Movement +1
EN+30% Mobility+10% Terrain Ranks: S
For weapons, you get to pick from one of these 6 bonuses:
Range+1 Ammo x2 Critical Rate +20
Hit Rate +20 EN Cost -20% Terrain Ranks: S
Whilst maxing out units does hence make them a lot more powerful, don't be in
too much of a rush to do so! Try and keep all your main units reasonably well
upgraded throughout the game, or it'll come back to haunt you towards the end.
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7) Enhancement and Skill Parts (XB7PA)
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Any good RPG needs items, and strat-RPGs even more so: of course, when it comes
to giant robots, that's not always such an easy thing to do.
Parts come in 2 types: Enhancement Parts, which you equip onto mecha, and Skill
Parts, which you "equip" onto pilots to increase their stats or give them new
abilities. Parts can be obtained in two ways: either by killing enemies, or
scrapping captured units into enhancement parts. Most bosses will carry at
least one part, with enemies commonly carrying some low end parts.
Once you obtain a part, equipping it is simple: At the intermission menu, just
go to the Enhance Parts or Skill Parts menu, select the unit or pilot you wish
to equip and select a part. The game divides the parts into various categories:
for units, these are Unit Use (for increasing stats and giving new functions),
Weapon Use (to increase things like hit and critical rate, or reduce weapon EN
costs), and Expendable Use (items that replenish your unit's health and energy
that vanish after use). For Skill Parts, they simply come in two types: Stat
Use (for, obviously, boosting various statistics and numerical factors) and
Ability Use (for granting or improving pilot skills, lowering SP cost, etc.).
You can also sell the parts you obtain throughout the game at the Shop.
Whilst this is a very good way of selling items you have too many of (like the
inevitable 10+ Magnet Coatings you get during the game) you may well find that
with the sheer amount of good units you have at the end of the game that it's
not always a good idea to sell things off. Use with caution, though bear in
mind that most low-end parts can be obtained by capturing and scrapping enemies
to make more.
One interesting note about Expendable Use parts - whilst most units can only
use them on themselves, if you equip them on a battleship, they can be used at
a range of 3 on any applicable unit nearby, making them much more useful in
most situations - especially as battleships have 4 item slots.
Skill Aces are a rather nice little new touch in SRW GC - expanding upon the
traditional Kill Ace system. Skill Aces are a means of allowing a pilot to
become better based on what they do best - if they perform a specific action
enough, they gain a bonus to that action.
There are 7 types of Skill Ace, and most pilots will be able to obtain all of
them. A pilot's Skill Aces can be found listed at the bottom-right of their
status screen - and whilst it's interesting to note that ALL pilots have these
skill aces listed, a subpilot who never actually gets a chance to "pilot" a
unit cannot obtain any skill aces - even the passive Seishin Ace.
Without further ado, then, the 7 types of Skill Ace and how you obtain them:
Melee Skill Ace (格) - Make 100 Melee Attacks:
Melee Stat +10, Hit Rate + 5%, Movement +1
Ranged Skill Ace (射) - Make 100 Ranged Attacks:
Ranged Stat +10, Hit Rate +5%, Ranged Weapon Range+1
Defense Skill Ace (防) - Get Hit 100 Times
Defense Stat +10, Unit Armour +10%
Skill.. Skill Ace (技) - Make 50 Critical Hits
Skill Stat +10, Weapon EN Cost -10%
Kill Skill Ace (撃) - Make 50, 100, 150, 200 or 250 kills.
50: Starting Morale +5, 10% extra cash per kill
100: Starting Morale +10, 20% extra cash per kill
150: Starting Morale +10, 30% extra cash per kill
200: Starting Morale +10, 40% extra cash per kill
250: Starting Morale +10, 50% extra cash per kill
Knowing the system is one thing, but how to work the system is another. Here's
some useful little tips to help you get through the game.
- The male original character starts with the Counter skill, whereas the female
character is given Hit & Away. As such, the female main character is far more
suited to a Real Robot playthrough of the game, whereas the male fits better
on a Super Robot playthrough. It's not gamebreakingly important, but it can
be helpful.
- The Repair function starts off very weak at the start of the game, healing
less than 1000 HP in a lot of cases. However, as your units level up and it
becomes capable of healing thousands of HP in one step, it'll become very
useful in the late game when enemies will happily gang up on a single unit.
Don't neglect your repairers!
- The "Potential" skill is a mandatory feature of most bosses, increasing their
stats exponentially as their HP decreases. You may find it helpful to use a
unit with immense power (such as Mazinkaiser or Dancougar) to support attack
when you make a kill on a boss, allowing you to take it out at a much higher
level of HP than normally possible, hence avoiding the brunt of the ability.
- The most important stats in the game are Armour for super robots and Mobility
for your reals. This becomes increasingly important towards the end-game when
bosses start getting very high hit rates.
- Try to keep a core team of no more than 20-25 units. As idealistic as it is
to use every unit in the game and keep them equally levelled, you'll never be
able to keep your sanity and play the game to it's full potential that way.
As you get more, newer and better units, it's probably time to say goodbye to
some of the mediocre secondary units.
- The SP Usage -xx% skill parts also apply to all subpilots of a mecha that
can't actually pilot. This means by putting it on a mecha like Baxinger that
has 4 subpilots, you get 5x the effect from the part. This is very useful for
subpilots that have already insanely cheap seishin, like Sasuraiger's Birdy.
- Abuse support attack and defense! As you advance on the enemy, always try to
keep your units close-together so as that all your units have some people to
defend for them. Unless you're facing an enemy with MAP attacks, it's almost
always advantageous to try and maintain a support formation.
- Try and play every sub scenario at least once. They offer good EXP, chances
to capture some fun units, and a lot of secrets that you can make good use of
later in the game.
- Final Dancougar has an infinite supply of EN in the form of one of it's two
component units, Black Wing. Uncombine them at the start of a turn, have the
Black Wing resupply Dancougar's EN, and then recombine and act normally. This
has the additional result of levelling Alan up a lot, giving him more SP.
- Whilst the logical use of the 'Sniping' skill is to be able to target enemy
parts, perhaps it's best use is in it's ability to do the opposite. Medium
and Small-sized units will find themselves unable to target the main BODY of
the extra-large enemies that make up most end-game bosses, so giving the
Sniping skill to medium-sized units like Mazinkaiser, Great Mazinger and Soul
Lancer will make boss fights just that little bit easier in the endgame.
===============================================================================
C) MENU TRANSLATIONS (XCMTR)
===============================================================================
-------------------------------------------------------------------------------
Intermission Menu
-------------------------------------------------------------------------------
Intermission Money: 999999999 Turns Taken: 999
-------------------------------------------------------------------------
UNIT WEAPON PILOT OTHER
-------------------------------------------------------------------------
Unit Status Weapon Status Pilot Status Shop
ユニット能力 武器性能 パイロット能力 ショップ
Unit Upgrade Upgrade Weapons Skill Parts System Setup
ユニット改造 武器改造 スキルパーツ システム設定
Enhance Parts Change Pilots Data Save
強化パーツ のりかえ データセーブ
Convert Unit Data Load
ユニット換装 データロード
Next Mission
次のマップへ
-------------------------------------------------------------------------
Scenario #99 Cleared
[Scenario Name]
-------------------------------------------------------------------------------
In-Battle Menu
-------------------------------------------------------------------------------
End Turn (will ask you to confirm yes/no)
Mission Objectives (Win requirements on top, loss requirements on bottom)
Unit List (use L/R to sort by different criteria)
Reference List
- Seishin List
- Pilot Skills
- Unit Abilities
- Enhancement Parts
System Options
- Battle Demo: On/Off
- Unit BGMs: Keep running/cut after battle
- Sound: Stereo/Mono
- Grid: On/Off
- Vibration: On/Off
- Auto-Save: On/Off
Quit Mission (Only appears on Sub Scenarios you've already beaten.)
Quick-Save
-------------------------------------------------------------------------------
Unit Status Screen
-------------------------------------------------------------------------------
Unit Name / Terrain: Air: x Ground: x Water: x Space: x
__________________/
Size: S/M/L/LL Movement Type: Air/Ground/Hover/Space
Body HP: 99999/99999
Head/Control HP: 9999/9999 Mobility: 999
Arms/Weapon HP: 9999/9999 Armour: 9999
Legs/Engine HP: 9999/9999 Movement: 99
EN: 999/999 Repair Cost/Kill Bonus: 99999
-------------------------------------------------------------------------------
Unit Abilities (Shield) | Enhancement Parts
|
Ability 1 Ability 5 | Part 1
Ability 2 Ability 6 | Part 2
Ability 3 Ability 7 | Part 3
Ability 4 Ability 8 | Part 4
-------------------------------------------------------------------------------
Pilot Status Screen
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Weapon Status Screen
-------------------------------------------------------------------------------
Unit Name / Page #: 99/99
__________________/
Weapon Name Weapon Type Damage Range Hit Modifer
Weapon 1 - 9999 1-99 +99%
Weapon 2 - 9999 1-99 +99%
Weapon 3 - 9999 1-99 +99%
Weapon 4 - 9999 1-99 +99%
Weapon 5 - 9999 1-99 +99%
Weapon 6 - 9999 1-99 +99%
-------------------------------------------------------------------------------
Ammo: 99/99 | Terrain: Sky S/Ground S/Sea S/Space S
|
EN Used: Used (Current) | Sizes Targettable: S M L LL
|
Morale Needed: Needed (Current) | Skill Required: Newtype Lv99
|
Part Required: Part | Critical Rate: +99% Can Target Objects: O
There are three sets of enemies ready to welcome you here - Getter enemies
over to the west, Raijinoh enemies to the north, and Trider enemies up to the
northwest of the map. You have three units. I'm sure you can see where this is
going. Send each unit off to their closest and most relevant set of enemies,
making sure to cast their default defensive seishin each turn (Persistence for
the super original and the two Super Robots, Concentrate for the real original)
and clean up.
You'll notice if you're an avid SRW player that the grunts here are quite
happy to hit you pretty often and pretty hard. Try to move your units as such
that you're focusing on one enemy at a time and you won't get too badly wailed
on by the others. If any unit gets too close to death, your original's subpilot
Fairy has a seishin to heal 2000 damage - but only enough SP to use it once at
this point. Don't rely on it, and beat down on the enemies and claim your
spoils. Try and park your units on buildings too if possible to get a defense
and dodge rate bonus.
This is only the first stage, so no reinforcements, and the stage will end
once everything is made very dead. Don't put too much money into upgrading
Raijinoh at this point in the game, as it won't be staying around for too long.
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Scenario 2 - "The Targetted Saotome Institute"
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Player Units:
Main Character (Akimi)
Trider G7 (Watta)
Raijinoh (Jin)
Turn 5: Player Reinforcements (1) and Enemy Reinforcements (2) Arrive.
Strategy:
Saotome Institute, meet Mechasaurus. Player, meet the Saotome Institute.
It gives you 10% HP and EN regen a turn, as well as very nice terrain bonuses.
This is your first glance at a defensive stage - which is where you have a very
nice bit of terrain you can just sit on and snipe off anything that comes too
close. You can, of course, try and run into the middle of the enemies and kill
them all, but your seishin probably won't hold long enough for that to be too
viable and you will most likely meet very putrid and unfriendly death.
So basically, let your three units make a defensive wall at the front of
the institute (being adjacent gives you friendship bonuses which will help your
units hit/dodge rates) and pick off anything that comes within range. Try to
keep your seishin up, as the institute alone will not keep you totally safe.
Using your main character's support defense will also help cut down on damage.
On turn 2, some Trider enemies will appear, but everything here you fought
in the last stage, it's just a greater quantity - and that's why you have the
institute to help you. Keep spelled up and keep blasting away - it'll take many
turns for the Zudorls to reach you... when they actually bother moving.
It's on turn 5 that things really start getting interesting, though, as
some more Mechasaurus appear around the institute to make your life difficult.
What's even more fun about this though is that they appear just as the first
few Zudorls are getting close. Luckily, however, Texas Mack and his formidable
Engrish appear to save the day. The fun thing about Texas Mack is his range-9
High Power Rifle can help snipe things without them being able to counter you.
At this point, it becomes cleanup. Keep spelled up, and finish off the
remaining enemies. Texas Mack will NOT join you after the stage, and Raijinoh
will leave too, for now.
You'll be given the option, when selecting your next mission, to move straight
on to Scenario 3 or to do an optional "Sub Scenario" after this mission. Sub
Scenarios are by no means essential, but they offer opportunities for extra
EXP and money, as well as offering secrets in a lot of cases. They can also be
replayed infinite times, if you wish to bloat your turn count in exchange for
building up cashflow. It is recommended that you do each at least once.
=========-------------------------------------------------------------=========
Sub Scenario 2 - "To Protect the Peace"
=========-------------------------------------------------------------=========
Player Units:
Main Character (Akimi)
Trider G7 (Watta)
Raijinoh (Jin)
Strategy:
Just to annoy you slightly more, Raijinoh's playable on this sub scenario
even though he's actually left. And obviously, this being the first of the many
sub-scenarios, it's a nice gentle lead in. Nothing you haven't fought before,
and not in great quantities. Spell up with your defensive seishin, and lay
waste to everything. Like on the first scenario, it's advised to try and move
so you're not facing too much at once, especially considering how far apart
your units begin (and how far away Trider is). Beat down on the enemies, and
this should be a fairly painless victory.
If you replay the sub scenario, the enemies will not carry items.
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Scenario 3 - "Mobile Weapons of the Federation Army, Activate!"
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Main Character (Akimi)
Trider G7 (Watta)
Braiger (Kid)
Enemy Units:
Zaku II x4
Zaku II (Gene)
Zaku II (Denim)
Enemy Reinforcements (1):
Gebai x2
Drau x4
Enemy Reinforcements (2):
Gebai x3
Drau x6
Enhancement Parts:
Repair Kit: Zaku II (Gene)
Propellant Tank: Zaku II (Denim)
Magnet Coating: Zaku II (Denim)
Cartridge: Gebai
Propellant Tank: Gebai
Repair Kit: Gebai
Skill Parts:
Accuracy Stat +10: Zaku II (Gene)
Events:
Turn 2: Player Reinforcements (1) and Enemy Reinforcements (1) Arrive.
1 Drau Remains: Player and Enemy Reinforcements (2) Arrive.
Strategy:
And so the immortal first Gundam activates, and it's ready to kick some
ass. First thing to note: There are an awful lot of buildings over to the left
hand side of the base here, and almost all of them give you ammo recovery - 1
ammo regained per turn. This is a rare luxury over and above the standard HP/EN
regen, so make good use of it. Have Amuro camp on the buildings here, and he
should make quick work of Gene's Zaku II (with the HP recovery nulling any
minor damage he may take).
One other fun thing about Amuro is that he has the ability to target enemy
parts, but that's something that's totally unimportant and useless at this
stage of the game, so don't play about with it too much at the moment.
And on turn 2, the almost identical initial plot of Dragonar kicks off,
with the three lads stealing the D-units and preparing to kick ass. Take note
of the fact that Dragonar-2 can resupply EN and ammo, and Dragonar-3 can heal:
the fact that they can actually hold their own in addition makes them very
useful to have around. For now, have them camp the small 3-long wall just to
the bottom-left of where they start and pick off the grunts, keeping Light and
Kaine topped up with Concentrate seishins. Dragonar-3's EWAC ability also gives
a hit/dodge rate boost to all units in range, which means they should be able
to fend these grunts off without any trouble.
Once the Dragonar boys take out most of the Draus near them, a minor horde
appears in the bottom-left corner. Whilst your team as is could most certainly
handle them, it'd be a bit unfair for them to hog all the kills, and so your
rather small force appears... complete with Braiger. Don't ask why. Anyway, its
fairly simple from here on, make use of the excellent terrain on the base, keep
spelled up, and beat up everything in sight. The scenario will end when this
set of enemies is defeated, and everyone new this scenario will join you too.
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Scenario 4 - "Orders to Destroy the Gundam"
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Player Units:
White Base (Bright)
Gundam (Amuro)
7 Units
Player Reinforcements (1):
Main Character (Akimi)
Enemy Units:
Zaku II x3
Enemy Reinforcements (1):
Zaku II x5
Drau x6
Gelf MAFFU (Dan)
Gelf MAFFU (Welner)
Gelf MAFFU (Carl)
Falguen (Maillot)
Zaku II (Slender)
Char Custom Zaku II (Char)
Char Custom Musai (Doren)
Enemy Unit is Captured: Player & Enemy Reinforcements (1) Arrive.
Strategy:
This mission is a tutorial on the Capture system, really, and as such you
start off with 3 enemies and your objective is simply to capture one. In order
to capture a unit, you have to first of all destroy all it's parts and then
have your battleship move next to it and capture it. It's advised you take out
two of the units first, then focus on capturing the third.
You'll find that by default only Amuro has the ability to target parts,
but if you transform Braiger into it's Braithunder (ブライサンダー) form, then
it's S size will also allow it to target parts. If you have the two of them
focus on the same part, they should be able to take it out in a turn. Take out
the Arms first so it can't even atttack you, then focus on everything else.
Once it's disabled, have the White Base sweep in and capture it.
Once you capture one of the Zaku IIs, the real fun begins - up pops Char
and Maillot and all their fabulous friends. Say hello to Char and Maillot now,
because they'll be playing with you for about the next 5 goddamn stages. The
suggestion here is to keep spelled up, keep your units in a block around the
White Base (to get friendship and leadership bonuses) and pick off the grunts
as they come.
As for the bosses themselves... they're a lot more fun. Maillot will be
more than happy to make your real robot units very dead if he gets a chance to
hit them, so I suggest using a super robot to make the initial hit, then use a
real to finish him off - making sure you use Concentrate or some other hit rate
increaser, because Maillot looooves to dodge. Char isn't so much of a pain, and
neither are Maillot's three cronies, but treat them with caution anyway - they
will hit you when they want to, even if it's not for the greatest amount of
damage in the world. Slender is really there to do Char's cheerleading, and
should pose you no problem at all.
Once they're all taken care of, worry about the Musai. First thing to
learn with battleships is that if they hit you, they really goddamn hurt. Try
and make sure that your reals don't get hit if you use them to attack the Musai
because if they do, it'll probably almost kill them if it doesn't finish them
off. Of course, you may argue that the Potential bonus from being at all of 2
HP is worth the risk. :D
The scenario will end once all enemies are destroyed.
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Scenario 5 - "War for Two"
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Player Units:
Salamis Kai
GM (Sanders)
Player Reinforcements (1):
White Base (Bright)
9 Units
Braiger (Kid)
Enemy Units:
Zaku II x8
Zaku II (Norris)
Musai
Enemy Reinforcements (1):
Drau x6
Gebai x5
Dyne
Enhancement Parts:
Magnet Coating: Zaku II (Norris)
Repair Kit: Zaku II (Norris)
Propellant Tank: Gebai
Cartridge: Gebai
Repair Kit: Dyne
Events:
Turn 2: Player Reinforcements (1) Arrive.
Turn 3: Enemy Reinforcements (1) Arrive.
Strategy:
This is a rather fun little stage where we get to play "guard the useless
NPC battleship that dies far too quickly." You start off with just Sanders in
his GM, and if it isn't blatantly obvious, he will do a very good job of dying
very fast if you actually have him try to engage the enemy. Instead, keep him
near the Salamis, and wait till turn 2 when your guys will pop up in the top
right, hastily joined by Braiger (with far too many "YAY!"s being shouted) at
the bottom-right. Quickly bring them up towards the Salamis, as the enemies get
their own reinforcements on turn 3.
It'll be enemy phase 3 by the time the enemies get anywhere near the
Salamis. Have your units form a wall around it, and pick off anything that gets
a little too close - the Salamis will be an obvious target if enemies get in
range. Keep spelled up, as whilst the enemies are nothing special, they can do
quite a bit of damage to your supers if they gang up on them. Whilst Norris is
the only unique enemy in the stage, get this? He totally goddamn sucks.
If your team's up to it once you wipe the grunts out, it may well be worth
trying to capture the Musai if you haven't got the means to cast a 2x money
seishin. Battleships give quite a bit of money, and getting double that through
capturing and selling is always a nice bonus. Of course, if you can use a
double money seishin it'd have the exact same effect, and it's a lot simpler,
so feel free. The scenario ends anticlimatically once all enemies are defeated.
The game is nice enough to give you another sub-scenario after this stage, too.
Ain't that nice of it? Give it a hug to say thank you.
=========-------------------------------------------------------------=========
Sub Scenario 5 - "Preparing to Re-enter Earth"
=========-------------------------------------------------------------=========
Player Units:
White Base (Bright)
Dragonar-1 (Kaine)
Dragonar-2 (Tapp)
Dragonar-3 (Light)
10 Units
Strategy:
Oh, a fairly simple sub-scenario to keep things going. You're surrounded
on all sides here, so it's a fairly good idea to keep your units fairly close
together so that you can abuse support defense. Head up towards the top-right,
making sure that once the enemies can get in range to attack, you bunch your
units up, and spell them up. They should almost all go down in 2 hits, so you
can take out those you counterattack on your next turn.
Mostly this is fairly simple, keep spelled up, charge in and make stuff
very dead. It's advisible as usual to double your money up on the Musais either
by 2x money seishin or capturing. It may also be worth your while to capture
some of the High-Mobility Zakus too for your lesser Gundam characters - the GMs
and Guntanks of the game are bearable and all, but a nice dodgy Zaku makes the
trip even more fun. Kill or capture everything to end the stage.
When you replay the stage, the Dragonars will not be autosorties - but you
will get 13 units to deploy rather than 10 so it all ends up the same anyway.
The enemies will keep their items, too, if you wish to farm them.
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Scenario 6 - "Re-entry to Earth"
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Player Units:
White Base (Bright)
Gundam (Amuro)
GM (Sanders)
Guncannon (Shiro)
Dragonar-1 (Kaine)
Dragonar-2 (Tapp)
Dragonar-3 (Light)
Braiger (Kid)
Trider G7 (Watta)
Main Character (Akimi)
4 Units
Enemy Units:
Gebai x4
Dyne
Gelf MAFFU (Carl)
Gelf MAFFU (Dan)
Gelf MAFFU (Welner)
Falguen (Maillot)
Zaku II x6
Zaku II (Crown)
Zaku II (Norris)
Char Custom Zaku II (Char)
Char Custom Musai (Doren)
Strategy:
Well, this is a fun little stage. The objective is to get the White Base
down to that small little strip at the bottom of the stage that's marked out
when you try and move it - within 6 turns, or you die a painful and slow death
by default. Of course, that's no fun - and when there's quite a few boss-class
enemies with lots of juicy EXP and items to give, wouldn't it be infinitely
more satisfying to kill everything first? Of course it would. Hopefully by now
Bright should have the Accelerate (加速) seishin which'll make things much
easier on you... but if not, no loss. Still perfectly possible.
Anyway, usual thoughts apply - keep spelled up throughout. Try and move
the White Base towards the exit as fast as possible - if you do need to make a
sneaky exit, it's best to be able to get out of there ASAP. Have your units
follow it along, preferably keeping a little in front if possible, but to just
lure all the enemies in towards you. The main reason for this is that just to
annoy you far too much, Char and Maillot decide to come after you before most
of the grunts do. This means you have to face them with virtually no chance to
gain morale, and they will make you very dead at low morale if they get the
chance. Keep spelled up, and try and take them out on turn 2 if it's possible
to do so. Make sure you use Tapp's 2x EXP seishin when you kill them too.
From that point on, it's fairly easy - nothing you haven't fought before.
The Gundam enemies will all fall incredibly, and the Practice, whilst a bit
dodgy and annoying, will fall quite quickly if you spell up with Concentrate or
Sure Hit. And as usual, be careful around the Musai - try and take out it's
Weapons with a super robot finisher if you're worried. Nothing new to see here,
just numbers and a time limit to make life harder.
The scenario will end when all enemies are defeated or the White Base
reaches it's destination - either will work.
White Base reaches Medea: Player and Enemy Reinforcements (1) Arrive, and
the Medea retreats.
Strategy:
This game sure is throwing the odd requirements at you of late, huh? The
aim here is to get the White Base to move adjacent to the Medea within 3 turns,
which is a fairly easy aim made even more easy if Bright is a high enough level
to have that magic Accelerate seishin - because with that, you can do it in 2.
And less is more, or something. In any case, it's best to get there asap, as
doing so calls in the entire 08th MS Team in their new Gundams to help you, so
it's worth hurrying it up :>
And pretty much as soon as you manage to do that, you'll have the enemies
down your neck. The only new things here are the Gaws and Maillot's new MAFFU
upgrade for his Falguen, which makes him really goddamn deadly. Spell up, and
try to take down the grunts quickly to build up morale. Whilst Maillot now hits
far too hard and far too often, he still dies just as quickly, so providing you
keep your defenses up, he should pose little problem. Take him out, and most of
the rest is plain sailing - Char's no harder than he ever is, and the Practice
still do 2 damage.
It's recommended you capture both of the Gaws too. At 4000 extra a pop by
capturing, is there any good reason not to indulge yourself? :> As usual, be
careful when dealing with the battleships, as they can make quite a dent in you
if they wish. The scenario will end once all enemies are dealt with. All the
lovely 08th MS Team people will join you after the stage, too. Yay~!
Zaku II x8
Gebai x4
Dyne x2
Char Custom Zaku II (Char)
Gaw x2
Gaw (Garma)
Enhancement Parts:
Propellant Tank: Dyne
Spare Parts: Dyne
Large-Scale Generator: Char Custom Zaku II
Repair Kit: Char Custom Zaku II
Strategy:
The good news is, this is an immensely simple stage - made even simpler by
the fact you don't actually need to kill anything. The objective of the stage
is to get Garma to move into the marked area that appears whenever you move -
and as he'll charge straight for the (immobile) White Base anyway and ignore
your guys for the most part, that's immensely easy to achieve. Just be careful
not to kill Garma, as that will cause a most painful Game Over. Send all your
units up north ASAP to draw the enemies in towards you, casting any seishin you
may wish to beforehand. Keep in mind throughout this stage that as the White
Base cannot move, you can't capture any enemy units.
In any case, feed off the grunts to build morale. There's no Maillot or
his Practice Squad to worry about here, and you should know by now how easy
Char is. Spell up, take him down (preferably in one turn to prevent him using
that goddamn Repair Kit of his) and by this point, Garma should be making his
move. Feel free to use a few units to blockade him if you need more time to
take out the grunts, and make sure you take out the two grunt Gaws for some
extra much-needed money. Once everything apart from Garma is dead, feel free to
let him through to the White Base, which will promptly blast him into next week
before he tries (and fails) to suicidebomb you. Awww. :<
The scenario will end once Garma reaches the point, and after the stage
Karen will automatically move out of her Ground Gundam. You still have it - she
just moves out to annoy you. Make sure you shove her back in it after the stage
if you use her.
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Scenario 9 - "The Japan Invasion Operation"
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Player Units:
Daltanius (Kento)
Player Reinforcements (1):
Dancougar (Shinobu)
Player Reinforcements (2):
White Base (Bright)
7 Units
Player Reinforcements (3):
Mazinger Z (Kouji)
Great Mazinger (Tetsuya)
Aphrodite A (Sayaka)
Boss Borot (Boss)
Booster: Flying Fort Ghoul
Repair Kit: Flying Fort Ghoul
Spare Parts: Flying Fort Ghoul
Events:
Turn 2: Daltanius takes 10% damage. Player and Enemy Reinforcements (1)
Arrive.
Turn 3: Player Reinforcements (2) Arrive.
5 Enemies Remain: Player Reinforcements (3) and Enemy Reinforcements (2)
Arrive.
2 Turns after Enemy Reinforcements (2): Player Reinforcements (4) Arrive.
Strategy:
Reinforcement hell, meet Player. Player, meet reinforcement hell. As you
can probably see, things come in from all over the place here... and at long
last, you finally get some more super robots. The fun starts off with Daltanius
against some basic grunts. Have Daltanius spell up with Persistence and Flash,
and take out some of the enemies to the south. If you just rush straight down
the middle, you'll get beaten up on fairly badly - Daltanius is good as far as
armour goes, and it'll still go down fairly quickly if you let it get beaten up
on too much.
Speaking of getting beaten up, next turn, Dancougar appears to the north
east of the map, along with a new set of Daltanius grunts to play about with
it. Aww, cute. Dancougar does not take getting hit as nicely as Daltanius, and
if you let it stay around too long, will almost certainly get very very beaten
up. I'd suggest spelling it up and having it move down to the southeast where
your main force will show up...
...next turn. Make sure you bring a healer or two at this point, as even
though you should be rushing your units up to help the supers as fast as is
possible, they'll almost certainly take some serious damage before you reach
them. Spell up, take down the now hopefully quite weakened grunts and give your
dudes some EXP. Once you take the numbers down EVEN MORE, Ashura and it's minor
horde of Kikaijuu appear to make life much more interesting. Luckily more help
appears on your side in the help of the Mazinger team. Only Great Mazinger can
fly, so get them over to your main team ASAP before the Kikaijuu nearest them
can block them off. Keeping together is key on this mission, as there's a lot
of enemies here.
Keep spelled up, keep defending, keep plugging away at the Kikaijuu - like
with those Daltanius enemies, they'll take quite a few good hits to go down.
Try and get their numbers down ASAP rather than spreading hits out so you don't
get too overwhelmed. Raijinoh should pop up to help too, near where Dancougar
first appeared. Ashura's Ghoul has quite a lot of HP, but is nothing vastly
spectacular assuming you don't just blindly charge it and keep your healers
busy. Make sure you make it die with a double EXP seishin active if you have
Tapp sortied. The scenario will end once all enemies are defeated, and the two
supers-that-begin-with-D will join you after the stage. There's also another
Sub Scenario up for play, and it has a rather nifty secret for you to earn~
=========-------------------------------------------------------------=========
Sub Scenario 9 - "Protecting Japan"
=========-------------------------------------------------------------=========
This mission has two different versions, which alternate as you play them. The
first play, along with any odd-numbered plays (3rd, 5th, 7th, etc.) gives you a
Mazinger variation on the stage, whereas the second and any further even
numbered plays (4th, 6th, 8th, etc.) gives you a Zeon variation. Hence, this
stage will be split into two, one for each variation
Propellant Tank: Flying Fort Ghoul
Spare Parts: Flying Fort Ghoul
Repair Kit: Flying Fort Ghoul
Cartridge: Flying Fort Ghoul
Events:
Raijinoh is destroyed (First Play Only): Player Reinforcements (1) Arrive.
Turn 3: Player Reinforcements (2) Arrive.
Strategy:
Don't you just love it how Raijinoh never bloody joins you, but still pops
up on every sub scenario anyway? Well, now it's time to have your revenge, as
there's a rather nice Raijinoh related secret to get on this stage. Getting it
should be your first priority before you kill off any enemies. And how do you
get this most wonderous of secrets? Simple: let Raijinoh get killed. If you do,
then that big old castle up at the top-left will spill out a new Raijinoh, the
Kyodai Karakuri Raijinoh, for your use. Whilst this isn't a better unit as
such than the normal Raijinoh, you get to keep both once Raijinoh joins you, so
it's definitely worth having if only for the style value. Best way to achieve
the aim of getting Raijinoh to snuff it is just Accelerate it over to Baron
Ashura and let it knock a few thousand off you with each shot.
Anyway, you've fought these guys last stage. Once you get Kyodai Karakuri
Raijinoh (or if you don't) quickly try and rejoin it with your main group, who
should be heading southwest as fast as is viably possible. Keep spelled up, and
blast down the grunts for some yummy morale. The Mazinger team (minus Boss) pop
up to the south-west a few turns in, and most likely some of the grunts will go
down that way to pay them a visit. Sayaka should be able to keep them nicely
healed though, so keep them Persistence'd and they should be able to handle the
few enemies that head down their way.
Once you get cleaned up, focus on taking out Ashura - try and get it to
about 50% HP and weaken it's parts without actually killing them (this way it
won't use any of it's healing items) and then you should be able to disable it
and take it out in a turn without it getting a chance to attack. As usual, try
and take him out with a 2x EXP seishin (Raijinoh has one, if you didn't deploy
someone with it). The scenario will end when everything's dead - and Raijinoh
won't join yet, again, and neither will the Mazinger team.
Strategy:
IT KEEPS SHOWING UP WITHOUT ACTUALLY JOINING. WHY!? WHYYYY!? Anyway, more
Raijinoh fun here, this time with 3 battleships for you to feast your money
earning sights on. As usual, you'll have the Mazinger guys showing up to draw
too much grunt fire, and as usual, you'll have Raijinoh standing around at the
front looking useless. Move your guys down towards the enemies as fast as
possible, though keep Raijinoh back with the main group rather than letting it
go off ahead. Regeneration it may have, but weak armour it has also.
Really, this is all immensely standard stuff by now. Keep spelled up, beat
down on the enemies, abuse support attacks, and try to capture a few Gaws for
some extra cash. They all have a Spare Parts, but if you just weaken down all
the parts rather than killing off one, you can take them all out and capture it
fairly effortlessly in a single turn. The scenario will end when all enemies
are dealt with, and.. guess who won't be joining you? Yes, that's right, the
Mazingers and... Raijinoh? Who'd have guessed.
Main Character (Akimi)
Ground Combat-Type Gundam (Shiro)
Player Reinforcements (2):
White Base (Bright)
11 Units
Enemy Units:
Zaku II x10
Zaku II (Clamp)
Zaku II (Cozun)
Zaku II (Tachi)
Zaku II (Acous)
Gouf (Ral)
Zanzibar (Hamon)
Enemy Reinforcements (1):
Zaku II x6
High-Mobility Prototype Zaku x2
Gouf Custom (Norris)
Enhancement Parts:
Cartridge: Zaku II (Clamp)
Cartridge: Zaku II (Cozun)
Propellant Tank: Zaku II (Tachi)
Propellant Tank: Zaku II (Acous)
Chobham Armour: Gouf
Repair Kit: Gouf
Spare Parts: Zanzibar
Magnet Coating: Gouf Custom
Repair Kit: Gouf Custom
Events:
Turn 2: Player and Enemy Reinforcements (1) Arrive.
Turn 3: Player Reinforcements (2) Arrive.
Strategy:
And so the Hovertruck is stuck in the middle of a small horde, and the
only help you're going to get is quite a way away. Isn't this FUN? Oh yes. You
basically have two choices here - you can either cast Concentrate every single
turn and rely on friendship/EWAC bonuses to keep you alive and fight off the
enemies, or you can run as fast as is humanely possible to the northeast, where
your main team will spawn. If you've been using Amuro and Michel and have them
levelled reasonably well, then you may wanna stick around and fight.
On turn 2, another minor horde appears to the northwest, and once again
only two of your guys appear to fight it. Shiro and (in the case of the Super
Robot path) your original may not have the kind of seishin needed to handle
that many enemies at once (i.e. Concentrate) so you may want to have them
scarper, too. They probably won't be able to hold their own that well, but
Shiro being stuck on the sand dune may make running off a bit difficult.
On turn 3, your main team will finally appear, Time to kick some ass. By
now Zaku IIs should be nothing special, and the whilst the four with unique
pilots might actually be able to dodge an attack here and there, if you keep
spelled up you should be able to take them down quite easily. By now, a lot of
your team should have the 2x EXP seishin, so make use of that when killing the
"unique" enemies. The real fun in this stage comes from Ramba Ral and his Gouf
(please note: it's no Zaku, boy, no Zaku.) He's quite dodgy, and has a rather
annoying habit of pulling Shield Defense out to reduce your attack damage on
him by quite a lot. Be very careful when attacking him and do keep spelled up,
and he'll give you some very nice EXP when he goes down, as will Norris, who
should be treated with the same caution.
The Zanzibar is fairly pathetic though it does have the usual battleship
stipulation of "it hurts if it hits", though a lot of the time you may well
find it's unable to attack, yet alone hit. If by this point that Masato, one of
Dancougar's subpilots, has the seishin that bestows 2x money on a unit's next
kill, make sure you use it when you take down the Zanzibar for some yummy extra
money. The scenario will end when all enemies are taken down. There's another
Sub Scenario for you to tackle if you wish after this scenario too.
=========-------------------------------------------------------------=========
Sub Scenario 10 - "Ramba Ral, In Pursuit"
=========-------------------------------------------------------------=========
Player Units:
White Base (Bright)
14 Units
Enemy Units:
Zaku II x10
Zaku II (Clamp)
Zaku II (Cozun)
Zaku II (Tachi)
Zaku II (Acous)
Gouf (Ral)
Zanzibar (Hamon)
Enemy Reinforcements (1):
Gebai x8
Dyne x4
Enhancement Parts:
Repair Kit: Zaku II (Clamp)
Cartridge: Zaku II (Cozun)
Propellant Tank: Zaku II (Tachi)
Propellant Tank: Zaku II (Acous)
Repair Kit: Gouf
Spare Parts: Zanzibar
Events:
Turn 2: Enemy Reinforcements (1) Arrive.
Strategy:
Wow, what's this? That's right, it's the EXACT SAME ENEMIES you were
fighting last scenario! And this time round, you've got your whole force! This
is a nice sub scenario for racking up some EXP on the faced enemies, so despite
the lack of any secret it's worth doing. The objective here is simply to take
out the Zanzibar rather than defeat all enemies, but with that thing's HP, and
the fact it'll start moving last, it'll almost surely be the last to go down.
The first thing that'll happen on this scenario before you can get
anywhere near the enemies is that some Giganos will spawn on the unoccupied
corners of the map, essentially trapping you into a tunnel where you're
surrounded by enemies. So, as you're surrounded, keep together and make use of
support. By now most of these grunts should be pathetic to the point where you
won't need to keep that well spelled up, especially if you've brought a couple
of healers. Try and focus on cutting the grunt numbers down near you rather
than advancing if you can, as there's a LOT of grunts here.
As usual, spell up for taking down the boss enemies, and as usual, make
sure you use a double EXP spell for as many as possible. If you can, take down
the Zanzibar with a 2x money seishin too (and be careful of getting hit by it,
not that it should be too much of an issue). The scenario will end when it is
defeated. If you replay the scenario, the enemies will not have items, but all
the boss enemies will still be there if you want to farm them for EXP.
-------------------------------------------------------------------------------
Scenario 11 - "The Demon Overhead"
-------------------------------------------------------------------------------
Player Units:
Dragonar-1 (Kaine)
Dragonar-2 (Tapp)
Dragonar-3 (Light)
Ground-Combat Type Gundam (Shiro)
Ground-Combat Type Gundam "GM Head" (Karen)
Ground-Combat Type Gundam (Sanders)
Hovertruck (Michel)
Dancougar (Shinobu)
Trider G7 (Watta)
Main Character (Akimi)
Player Reinforcements (1)
White Base (Bright)
Gundam (Amuro)
Daltanius (Kento)
Ryuu's Unit
Hayato's Unit
Kai's Unit
Enemy Units:
Zaku II x9
Zaku II (Misha)
Zaku II (Andy)
Zaku II (Garcia)
Zaku II (Steiner)
Gouf Custom (Norris)
Apsalas II (Aina)
Enemy Reinforcements (1):
Zaku II x8
Zaku II (Clamp)
Zaku II (Cozun)
Zaku II (Tachi)
Zaku II (Acous)
Gouf (Ral)
Zanzibar (Hamon)
Enhancement Parts:
Repair Kit: Zaku II (Misha)
Propellant Tank: Zaku II (Andy)
Cartridge: Zaku II (Garcia)
Spare Parts: Zaku II (Steiner)
Hybrid Armour: Gouf Custom
Repair Kit: Gouf Custom
Minovsky Craft: Apsalas II
Repair Kit: Apsalas II
Propellant Tank: Apsalas II
Spare Parts: Zaku II (Clamp)
Cartridge: Zaku II (Cozun)
Repair Kit: Zaku II (Tachi)
Propellant Tank: Zaku II (Acous)
Biosensor: Gouf
Repair Kit: Gouf
Events:
Turn 3: Player Reinforcements (1) and Enemy Reinforcements (1) Arrive.
Apsalas is defeated: Shiro retreats.
Cozun's Zaku II is defeated: Zaku II is captured. (This may have to be
done after the reinforcements arrive.)
Strategy:
The demon that shall plague you for most of the game makes its appearance
here in a rather aptly named scenario. Rather aptly named if it was at its
full potential, that is, but with Aina Sahalin at the controls... let's just
say it's more of a threat to itself than you. Anyway, you start off with your
rather impressive force in the corner with the villains camping themselves on
a base - a base that offers the possibility of more than enough HP/EN regen for
your entire team. The objective here, hence, should be obvious - get them off
of it, and then abuse it as much as is sanely possible.
To start things off, you should be fairly familiar with this enemy regime:
whilst the Cyclops squad is slightly more competent than Ral's motly crew, they
are still only using Zaku IIs. Build up morale on the grunts (and take note
that Aina's morale will drop rapidly as you kill her comrades) and then slay
the faced enemies. Try and use 2x EXP seishins on Norris and Aina if possible,
as well. Once you take out most of the enemies, Aina will start building up
morale as you hurt her - try to go in for the kill ASAP so she doesn't have
time to start building morale to fire off the Apsalas' quite devastating MAP
attack - it'll cause a lot of pain if she gets a chance to use it.
Somewhere throughout this maelstrom, more enemies will pop up to the south
east of the map - Sayla will launch in the Gundam and then meet her good old
pal Ramba Ral (hey, that rhymes!) before fleeing back to the White Base. Whilst
the small reinforcements you get here may not be that much of a match for all
the enemies, Amuro with Concentrate can most likely keep most of the threats
at bay for at least a little while. Try and send a few fast flying units over
from your starting units to help, as if you let all these enemies gang up on
your rather mediocre reinforcements then it could spell pain quite quickly.
Once you take out Norris and Aina, it's fairly standard fare from then on,
after all, Ramba and his cronies are nothing new to you. Spell up, take them
down, and if you've got the SP to spare, try and get some 2x EXP seishins on
Hamon and Ral (and maybe a 2x money on the Zanzibar, too!) The scenario will
end when all enemies are defeated.
White Base (Bright)
Gundam Ez-8 (Shiro)
Ground-Combat Type Gundam "GM Head" (Karen)
Ground-Combat Type Gundam (Sanders)
Hovertruck (Michel)
Lifter-1 (Kaine)
Lifter-2 (Tapp)
Lifter-3 (Light)
Gundam (Amuro)
G-Fighter (Sayla)
6 Units
Enemy Units:
Zaku II x8
Gouf x4
Dom (Ortega)
Dom (Mash)
Dom (Gaia)
Gebai x8
Dyne x4
Gelf MAFFU (Dan)
Rebi Gelf MAFFU (Carl)
Jagd Gelf MAFFU (Welner)
Falguen MAFFU (Maillot)
Enhancement Parts:
Large Scale Generator: Dom (Ortega)
Repair Kit: Dom (Ortega)
Dual Sensor: Dom (Mash)
Repair Kit: Dom (Mash)
Dustproofing: Dom (Gaia)
Repair Kit: Dom (Gaia)
Spare Parts: Gelf MAFFU
Cartridge: Rebi Gelf MAFFU
Propellant Tank: Jagd Gelf MAFFU
Mega Booster: Falguen MAFFU
Repair Kit: Falguen MAFFU
Strategy:
This stage is basically giving you far too many new toys at once, and then
telling you to have fun. Not only does Shiro have a new Gundam, and not only do
the Dragonars now have the ability to fly, but if you move the G-Fighter next
to the Gundam and try out the new command that arises...
Yeah. That was my thought too. Anyway, the White Base cannot move during
this scenario, so the basic aim of the stage is to stick near it and pick off
things as they come to you rather than going off on some blind offensive. The
Black Tri-Stars start off right next to you, so it should be an absolute must
to take them out this first turn otherwise they'll all have a nice pop at the
White Base. Once they're out the way, you can make a nice support defense
formation and pick off all the grunts that come your way.
The real fun of this stage comes from the fact that as the Dragonars have
gotten an upgrade, so must their enemies - and the Practice Squad now have some
very nicely customized Gelf MAFFUs to use on you. Whilst this doesn't really
make them any more accurate, it makes them hurt an awful lot more. Be careful
around them, keep spelled up, and take them down quickly (and try and use the
usual 2x EXP seishins on them if possible.) Clear out any grunts that may have
got caught up in the bad terrain, and the scenario will end after you kill all
of the enemies. Braiger, who rejoined just before the scenario, will stay with
you in addition to all the upgrades and new units you just got.
Turn 2: Player and Enemy Reinforcements (1) Arrive.
Turn 3: Enemy Reinforcements (2) Arrive.
Strategy:
Anyone who's ever played an SRW with Dragonar in will probably be now
hiding behind their chair praying to their deity upon seeing this enemy list.
Yes, for this is the intro stage of the most hated group of enemies EVER, the
Stark Team. The only thing that made anyone break a sweat in SRW MX. Isn't this
gonna be just wonderful fun? Anyway, Neo Getter starts off facing a lovely
group of Mechasaurus. In case it isn't blatantly obvious from looking at Neo
Getter's stats, you're going to want to RUN from this one for now. Transform to
Neo Getter 2, cast Accelerate, and flee over to the top left of the stage.
For there, on turn 2, arriveth your dudes. Support is basically the game
here, so get your units together and assume a support formation. Pick off the
grunts as they come to you to build morale for the bosses as usual. Whilst the
Practice squad aren't much harder than before (though Maillot seems to dodge
absolutely everything despite his low morale) the Stark squad are, as you may
have gathered, a pain to deal with.
The important thing really is to keep spelled up. Make sure that when you
attack them they will not get a chance to deal much damage to you - Flash,
Persistence, Concentrate - anything like that will be your best friend here.
The same goes for Sure Hit with inaccurate units. Focus on one at a time and
bring them down. I recommend taking out Jin first simply because his Jammer can
disable a lot of attacks and you don't want to run out of SP for Sure Hit
(which will negate the Jammer) before you take him out.
Once the Starks are out the way, take down Gun Jem. He isn't much harder
than his followers, which makes for a nice change. Try and use a 2x EXP seishin
when you finish him off if you have any SP left over. The scenario will end
once all the enemies are defeated, and Neo Getter will join you.
-------------------------------------------------------------------------------
Scenario 14 - "The Battle of Jaburo (Part 1)"
-------------------------------------------------------------------------------
Player Units:
White Base (Bright)
15 Units
Player Reinforcements (1):
Hayato's Unit
Kai's Unit
Enemy Units:
Z'Gok x8
Dom x4
Gouf (Acous)
Gouf (Tachi)
Gouf (Clamp)
Gaw x2
Zanzibar (Hamon)
Zanzibar (M'Quve)
Enemy Reinforcements (1):
Gebai x6
Dyne x3
Stark Gebai (Gol)
Stark Dyne (Min)
Stark Gundora (Ganan)
Stark Drauzen (Jin)
Geizam (Gun Jem)
Cartridge: Gouf (Acous)
Propellant Tank: Gouf (Tachi)
Repair Kit: Gouf (Clamp)
Spare Parts: Zanzibar (Hamon)
Spare Parts: Zanzibar (M'Quve)
Spare Parts: Stark Gebai
Repair Kit: Stark Dyne
Cartridge: Stark Gundora
Propellant Tank: Stark Drauzen
High-Efficiency Radar: Geizam
Repair Kit: Geizam
Spare Parts: Hygogg (Misha)
Propellant Tank: Hygogg (Andy)
Cartridge: Hygogg (Garcia)
Repair Kit: Hygogg (Steiner)
Thruster Module: Char Custom Z'Gok
Repair Kit: Char Custom Z'Gok
Skill Parts:
Seishin Points +10: Zanzibar (Hamon)
Ranged Stat +10: Zanzibar (M'Quve)
Events:
Turn 2: Enemy Reinforcements (1) Arrive.
Turn 3: Player Reinforcements (1) Arrive.
Turn 4: Enemy Reinforcements (2) Arrive.
Strategy:
And so the great battle that isn't that other great battle from First
Gundam begins! This is going to be a quite long stage with a good number of
boss enemies, so the first rule is... don't overexert yourself. Be cautious
and don't waste too much SP. Better to take a small amount of damage and heal
it up with the 4 healing units you now have (that's right, FOUR!) than to use
up all your SP and be stuffed later.
So, enemies to start with. You start off on a nice little island which
gives you 30% bonuses to dodge and defense, and the 3x3 square around where the
White Base is gives 20% HP/EN regen too. Not that it can actually move - which
is what makes this stage so fun. Anyway, in other words, you're in a prime
location, so this is a stage you should play defensively. Land all your units
onto the forest and dock and build a... yup, you guessed it, support formation.
Let all the enemies in this stage come to you. They'll be fighting on inferior
terrain and you'll have the advantage.
Of the first enemies, nothing much is special. Whilst the Z'Goks are made
for aquatic combat and hence very useful on this stage, they aren't actually
that good. Their only advantage is that a lot of your weapons don't work too
well in the water, but that just means you use the ones that do. Everything
else here you've fought before. Speaking of fighting before, on turn 2, some
enemy reinforcements will appear. The EXACT SAME reinforcements from the last
stage of Gun Jem and his Stark team. How... strangely familiar. On turn 3, Kai
and Hayato decide that they can fight too. Please remind them that children
should be seen and not heard by shoving them back into the White Base where
they belong, unless you're some kind of masochist who actually uses them.
On turn 4, Char shows up. With a group of 4 minions. I'm sure you've now
noticed the pattern between the four basic expendable items and the fact that
every boss in the game has to have exactly 4 minions because of it. Anyway, by
this time most of the grunts should be with you. Take them out fairly sharpish
because you don't want too many enemies gunning for you at once when the bosses
get there. As usual, make sure you keep spelled up as you take them down. A 2x
money spell is advisable for taking down Gun Jem, and if you can splash about a
few 2x EXPs for the really high-end bosses (Char, M'Quve, Gun Jem) then that's
worth doing too. The scenario will end once all enemies are defeated. And then
the real fun begins...
-------------------------------------------------------------------------------
Scenario 15 - "The Battle of Jaburo (Part 2)"
-------------------------------------------------------------------------------
Spare Parts: Gaw (x4)
Thruster Module: Apsalas III
Spare Parts: Apsalas III
Propellant Tank (x2): Apsalas III
Magnet Coating: Zanzibar
Spare Parts: Zanzibar
Spare Parts: Gelf MAFFU
Cartridge: Rebi Gelf MAFFU
Propellant Tank: Jagd Delf MAFFU
Repair Kit: Falguen MAFFU
Skill Parts:
Melee Stat +10: Falguen MAFFU
Strategy:
Okay, so I lied. This is pathetically easy. Once again, you start on the
same little island with the same regeneration - and once again you should stay
put there and abuse it. The stage is very similar to the last in that you have
three groups of enemies coming at you. What makes it different is that they're
all coming at you at once, though in smaller numbers. Whilst this should make
life more difficult, it actually makes it easier for you.
Anyway, take out the grunts as they come to you, and make use of the huge
amount of decent healing units you have at this point in time to cut down on
seishin usage. The Practice squad should get to you first, so take them all
down sharpish (they should fall in a couple of hits - especially Maillot with
his morale issues) and then focus on the grunts coming in from the left. The
grunts (Gaws included) should be little threat by now, so take em all out. Then
it's time to deal with the real demon - Ginias and his Apsalas.
Basically, it can shoot out a beam 3 panels wide in any direction. This
means that if you're not going to take it out in one turn (which is advisable)
you need to attack it from a diagonal - a diagonal which'll be at least four
squares away from it. Obviously, this makes life difficult for a lot of supers,
which is why it's best to take it out sharpish. Dancougar can make a very
effective dent in it if it has over 130 morale, and your other supers can
follow suit. As tempting as it may be to take out it's lone head part, doing so
won't really give you any leverage, so just focus on taking out the body. As is
standard by now, try and get a 2x EXP seishin in. When Ginias is taken out, the
stage becomes routine.
Finish off any remaining grunts, and then do M'Quve in. Whilst he has lots
of HP, he isn't that much of a threat, and you can afford to waste SP now. Kill
him off, try and get 2x EXP and money on the kill, and then do a merry cheer.
Huzzah. The scenario ends when all enemies are taken out, and you now have far
too many Spare Parts. Aren't you lucky? So lucky... it's time for one of them
there darn Sub Scenarios. :D
=========-------------------------------------------------------------=========
Sub Scenario 15 - "Pursuit"
=========-------------------------------------------------------------=========
Player Units:
White Base (Bright)
Gundam EZ-8 (Shiro)
Ground-Combat Type Gundam "GM Head" (Karen)
Ground-Combat Type Gundam (Sanders)
Hovertruck (Michel)
11 Units
Friendly NPCs:
GM x3
Medea
Enemy Units:
Apsalas II (Aina)
Enemy Reinforcements (1):
Gouf x12
Dom x8
Gouf Custom (Norris)
Zanzibar
Enhancement Parts:
Spare Parts: Apsalas II
Repair Kit: Apsalas II
Propellant Tank (x2): Apsalas II
Repair Kit: Gouf Custom
Spare Parts: Zanzibar
Events:
Turn 2: Enemy Reinforcements (1) Arrive.
Shiro convinces Aina: Stage ends. You obtain the Apsalas II, and Aina will
join you later in the game. You cannot convince Aina if the Zanzibar
has been destroyed.
Strategy:
And so, having taken down Ginias, you now get to face off against his
overprotective little sister. Bless. The scenario basically starts off with you
in one corner, Aina in the other, and a few suicidal NPCs who'll try and take
her on. Let's just say they'll die quickly. Start moving your units over to
the middle of the stage. Reinforcements will appear all around you on turn 2,
so at this point it's worth holding your ground and building a support wall.
The essential aim of this stage is to have Shiro convince Aina. Doing so
will end the stage, and Aina will also join you. The only thing you CANNOT do
to this end is destroy the Zanzibar - if you do, you cannot convince Aina (as
she joins on the basis that her allies have a chance to flee). So basically,
you get to kill off everything but her and it, and then convince her. Isn't
that fun? Anyway, this means you can go a bit mad with SP. Take out the grunts
quickly, and then focus your effort on Norris. He's pretty damn strong, but he
can't take much of a beating. Be defensive and heal if you need to, then finish
him off with the now mandatory 2x EXP seishin.
Then convince Aina. She'll run off for now, but you bring in her Apsalas
which is a nice unit to give to someone who you don't like very much and don't
want to get a chance to attack. Ever. The scenario will then end. If you replay
the scenario, you get a much simpler version of events...
================
MULTIPLE PLAYS =
================
Player Units:
White Base (Bright)
15 Units
Enemy Units:
Gouf x8
Dom x4
Schwelg x4
Drauzen x2
Strategy:
Grunts. Not many grunts. Use lots of SP. Make grunts very dead. Celebrate.
White Base (Bright)
Dragonar-1 Lifter (Kaine)
Dragonar-2 Lifter (Tapp)
Dragonar-3 Lifter (Light)
Gundam (Amuro)
G-Fighter (Sleggar)
G-Fighter (Sayla)
Kai's Unit
Trider G7 (Watta)
Daltanius (Kento)
Main Character (Akimi)
5 Units
Enemy Units:
Rick Dom x8
Bigro x3
Bigro (Tokwan)
Musai x2
Musai (Doren)
All Enemies Destroyed: Enemy Reinforcements (1) Arrive.
Lalah has a battle encounter with Amuro: Lalah retreats.
Char is damaged: All enemies retreat, stage ends.
Sieg or Sally are reduced to below 30% HP, or Destroyed: Both retreat.
5 Turns After Enemy Reinforcements (1) Arrive: Char retreats.
Strategy:
First things first, you should have two Thruster Modules at this point.
Before this stage, equip your favourite two of the three 08th MS Team units
with them, because those ground-type Gundams are really not made for space
combat and those will make them much more awesome. Anyway, this stage starts
you off against a familiar face with some new units. Doren's here with a group
of brand-spanking new grunts and... old... useless... Musais. How nice.
The first thing to be careful of here is those Bigros. They are powerful
and they will more than happily go for whatever high-HP super you leave too
close to them. As they can do 2-3k a hit, this is not very fun for your supers.
Try and advance slowly towards the enemy, keeping spelled up. They'll charge at
you on their first turn, but if you don't charge in they should not be able to
reach you. That's when you strike back - run in and try and take out the Bigros
on the first turn. While it may be difficult at low morale, your supers should
be able to inflict some nice damage of their own, and take them out. Tokwan's
may be out of your range, but don't worry if it is, and just take down some
Rick Doms, which are absolutely pathetic.
Anyway, the usual applies. Spell up, clean up. Musais are nothing new and
once the Bigros are gone it's plain sailing. Try and get some 2x EXP/money for
when you take down Doren, and then on the opposite corner of the map... Char.
He's brought along his own Bigros and Rick Doms, as well as his lovely harem of
Lalah and Maillot... and two new enemies. Scan them and take a look at their
stats.
...Yup. That's about right. Not only are these two high-HP monsters strong
stat-wise, they also pack some VERY large MAP weapons which can decimate your
forces, and in addition to THAT they run away at 30% HP! Speaking of retreating
- Lalah will do the same at 30% HP, but she'll also run away if she gets into
a battle with Amuro, and she will most certainly try to go after him. Char will
also retreat if he's even HIT, and if he goes, he takes the entire opposition
with him!
So this stage is pretty damn nasty. Taking down all the enemies is quite
possible here if you've been upgrading, but it's certainly not going to be easy
so for now... regroup. You've got a good many turns here to do any healing you
need to do. Then, build a support wall (and keep Amuro at the back if you want
to take down Lalah) and wait for them to come. Bigros and Rick Doms are morale
fodder, so take them down and keep healed. The Practice squad will come at you
along with them, too... but you know by now how easy they are to take down.
So that leaves Lalah, the two original enemies, and... oh wait, Char's
just vanished. Never mind. Lalah is a long-range sniper with immense Newtype
skills. Ideally, you should try and take her down in 2 hits - something strong
to weaken her (bearing in mind she'll flee at 2640 of her 8800 HP) and then a
Hot Blooded finisher to destroy the Hermes. Then you get the choice of which of
the two Originals to take out - when you take out one, the other flees. Whilst
the Kreuz Wahrheit is the easier of the two to take out, it offers half the
cash the Cloud Harken does. In the end, choose whether you want a mobility
increasing item (from Cloud Harken) or an armour item (from Kreuz Wahrheit) and
then take that one out. They retreat at 6400 and 5040 HP respectively, so for
the finishing blow you'll need Hot Blood (and possibly a support attack). Try
and get the usual 2x EXP and money too.
The scenario will end once all enemies have left in some form or another.
-------------------------------------------------------------------------------
Scenario 17 - "Reflections in a Brown Eye"
-------------------------------------------------------------------------------
Player Units:
G-3 Gundam (Amuro)
Gundam Alex (Chris)
Player Reinforcements (1):
White Base (Bright)
13 Units
Enemy Units:
Zaku II Kai x14
Rick Dom x7
Kampfer (Misha)
Kampfer (Andy)
Kampfer (Garcia)
Kampfer (Steiner)
Zaku II Kai (Bernie)
Enhancement Parts:
Spare Parts: Kampfer (Misha)
Propellant Tank: Kampfer (Andy)
Cartridge: Kampfer (Garcia)
Large Scale Generator: Kampfer (Steiner)
Repair Kit: Kampfer (Steiner)
Repair Kit: Zaku II Kai (Bernie)
Skill Parts:
Support Level +1: Zaku II Kai (Bernie)
Events:
Turn 3: Player Reinforcements (1) Arrive.
Strategy:
And after that last stage of hell, a nice easy grunt-massacre stage. Amuro
and Chris start off alone, surrounded by a huge amount of grunts. Disadvantage
to you, then, except for the fact you're camped on a base that gives very nice
terrain and regen bonuses. Isn't this fun, kids? :D Have Amuro and Chris cast
Concentrate each turn, stay adjacent to each other on the base, and pick off
everything that comes near. Make sure to kill anything that actually gets ONTO
the base unless you want it stealing your bonuses too.
On turn 3 the stage turns from easy to ridiculous when your main force
arrives on the scene. Rush them over to the base (taking out the lagging grunts
on the way) as when they arrive, the Cyclops team will start moving too, and
the last thing you want is THEM getting on the base. As far as they themselves
go, their Kampfers are pretty damn neat. Unfortunately, they're not, and as
they're also the only 4 enemies in the stage you need to use your SP against...
so you can use a lot. Do so, and make them very dead. By this point you should
have enough 2x EXP seishins to viably use one for each kill, so try and do so.
Bernie likes to snipe from a distance, so once he's the only one left take the
fight to him and he'll die very quickly thanks to his mediocre Zaku II Kai. 2x
EXP as usual, of course.
The scenario ends once all enemies are defeated. Chris and Amuro will join
you in their new Gundams. There's a nice Sub Scenario after this stage too, and
it's definitely worth doing...
=========-------------------------------------------------------------=========
Sub Scenario 17 - "War in the Pocket"
=========-------------------------------------------------------------=========
Player Units:
Gundam Alex (Chris)
Player Reinforcements (1):
14 Units
Enemy Units:
Zaku II Kai (Bernie)
Enemy Reinforcements (1):
Gebai x6
Dyne x3
Zaku II Kai x6
Kampfer x5
Dom x4
Enhancement Parts:
Repair Kit (x2): Zaku II Kai (Bernie)
Propellant Tank (x2): Zaku II Kai (Bernie)
Events:
Gundam Alex enters northwest development: Bernie moves adjacent to Chris
and attacks her.
Turn 3: Player and Enemy Reinforcements (1) Arrive.
Bernie's Zaku is disabled: Chris and Bernie retreat, Bernie will join you
later in the game.
Strategy:
Chris vs Bernie in a DRAMATIC DUEL OF IMMENSE DRAMA! The first warning
here is that if you enter the brown development between where the two of them
start, the Alex will get damaged by Bernie and he'll move far too close to her
for comfort. Hence, I suggest sitting in the forest just north of where you
start and casting Concentrate each turn. If you want Bernie to join you later
in the game, you need to disable all 3 parts of his Zaku II Kai here - which
is why it's a good job Chris as the Sniping ability. Try and focus on taking
out his Arms first as all of his weapons require those to use. Once they're
gone he's easy pickings.
Or would be, except for the large amount of enemies that spawn on turn 3.
Luckily, your dudes arrive from the base at the same time. At that point, it's
best to have Chris head back and join them, if only so every enemy in the north
west of the map doesn't go straight for her and leave her stranded. Stay on the
base and let everything come to you - with the base's regen, life is easy. Once
you disable all Bernie's limbs (and even without weapons, he will still happily
go after Chris and try and... headbutt her or something, I dunno) then a scene
plays out where Chris finds out it's him and takes him back to the White Base.
The pair of them retreat at that point.
And then we play "grunt cleanup". Easy stuff thanks to the base. The sub
scenario ends when everything is made awfully dead. If you replay the stage, it
will just be 15 of your units versus the enemy reinforcements from the first
play.
-------------------------------------------------------------------------------
Scenario 18 - "The Capture of Solomon (Part 1)"
-------------------------------------------------------------------------------
Player Units:
White Base (Bright)
15 Units
Friendly NPCs:
GM x3
Ball x2
Salamis Kai (Watkein)
Enemy Units:
Rick Dom x12
Musai x2
Chivvay (Conscon)
Enemy Reinforcements (1):
Zaku II Kai (Acous)
Zaku II Kai (Tachi)
Zaku II Kai (Clamp)
Rick Dom (Ortega)
Rick Dom (Mash)
Rick Dom (Gaia)
Zanzibar (Hamon)
Enemy Reinforcements (2):
Zaku II Kai x4
Rick Dom x8
Bigro x2
Bigro (Tokwan)
Chivvay x3
Big Zam (Dozle)
Enhancement Parts:
Spare Parts: Musai (x2)
Spare Parts: Chivvay (Conscon)
Cartridge: Chivvay (Conscon)
Cartridge: Zaku II Kai (Acous)
Cartridge: Zaku II Kai (Tachi)
Cartridge: Zaku II Kai (Clamp)
Repair Kit: Rick Dom (Ortega)
Repair Kit: Rick Dom (Mash)
Repair Kit: Rick Dom (Gaia)
Tutorial-Type CP: Zanzibar (Hamon)
Spare Parts: Zanzibar (Hamon)
Spare Parts: Chivvay (x3)
Dual Sensor: Big Zam
Solar Panel: Big Zam
Spare Parts: Big Zam
Propellant Tank: Big Zam
Skill Parts:
Evasion Stat +5: Chivvay (Conscon)
Events:
Turn 2: Enemy Reinforcements (1) Arrive.
Turn 4: Enemy Reinforcements (2) Arrive.
Strategy:
And so the great battle to capture a giant bloody pointy rock begins. This
is one of those scenarios that, as I'm sure you've gathered, goes on far too
long. Anyway, the immediate problem is this group of enemies sitting inbetween
you and the big rock. I say "problem" in the sense that they're in the way,
as taking out 12 Rick Doms and a few crappy ships isn't an issue anymore, yes?
Good. Make it so. Whilst the Chivvay has high HP, it's nothing to write home
about... even with the beached whale at the controls.
Things get more interesting on turn 2 however when Hamon shows up with a
small group of reinforcements - a small group of reinforcements comprised
ENTIRELY of unique enemies. You know what this means, right? Yup. More EXP but
still the same old easy grunt MS you know and love by now. Be a bit careful
about them, but they should be no real threat to you by now. It's the same old
tactics - abuse support, be a bit careful, keep healed, take things down.
But that's not the real fun. Oh no. Turn 4 will roll around and when it
does Dozle Zabi appears with his big new Big Zam. This is the first real boss
class enemy you've fought so far, and to make it worse he has a very nice set
of reinforcements with him. By the time they arrive, you're probably just about
finishing off the initial enemies... which makes life all the much more fun.
You can just end the scenario by taking out the Big Zam, but it's going to take
quite a while to take out and do you REALLY want that many reinforcements AND
the Big Zam fighting you at once? Thought not.
So strategy then - stay AWAY from the Big Zam. As it spawns right on
Solomon's center and won't move for any man, you do not particularly want to
engage it just yet. Stay out of it's range (that's 8, unfortunately) and work
on taking out the other enemies which will be more than happy to merrily chase
after you. The sheer numbers here means that you'll probably need to make use
of some defensive seishin to keep the damage to your units down. Don't use up
too much though, cause you'll need it for the Big Zam.
Which has 23000 HP, regens far too much of it each turn due to Solomon,
and the combined power of high armour and Dozle's high potential level making
it nigh-unhurtable by most reals. Oh, and it has a MAP attack. Isn't this FUN?
There are basically two ways to fight this battle. You can use Solomon too, and
camp your units on that. The advantage to this is you're fighting it on an
even footing, the disadvantage to this is that it'll map you in the face.
Alternatively, you can keep out of it's map range by attacking it from a
diagonal using long-range units like Dancougar and Braiger. The disadvantage to
this is that at high potential levels, you'll be struggling to take down it's
HP quickly.
Personally, I'd suggest spelling up and running in there like a man. Your
reals will probably be able to take one hit, and that's it. You do have 3
healers at your disposal, though, so make use of them. Spell up, feel free to
use Hot Blood (and make sure your high damage units use all the Support Attacks
each turn) and beat down on him. Whilst he will happily only take a few hundred
damage from your reals, Dancougar alone can probably put a few thousand into
him with each hit. It may take a few turns, but you will eventually weaken him
down (at which point your reals will probably do about 10 damage thanks to the
Potential) so finish him off with something strong... and get the mandatory 2x
EXP if you can.
The scenario will end once the Big Zam snuffs it. Onwards, to part 2!
-------------------------------------------------------------------------------
Scenario 19 - "The Capture of Solomon (Part 2)"
-------------------------------------------------------------------------------
Gwazine is destroyed: The ENTIRE of Char's fleet retreats.
Strategy:
Why is it that the second half of any given 2-parter is always you versus
huge loads of remnants where very little actually happens? Well, here's one
such stage - you at the bottom, Kycilia at the top-left, and Char at the top
right. The basic aim of this stage is to get your units over to Solomon and use
it as your stronghold for the stage. It's guarded by Kycilia's lot, who are
mostly comprised of grunt units - which makes taking it from them quite a
breeze. Send your units over that way sharpish and start taking hold of Solomon
before Char's cronies get too close.
Now, the fun thing here is not the grunts but the four battleships behind
them. If you kill off Kycilia, the entire of Char's fleet will flee. That means
a lot of unique enemies fleeing which means losing lots of items and EXP and is
most definitely not a good thing. For now, it's probably best to ignore Kycilia
and M'Quve - they may try and snipe you if you get too close but if you just
camp on Solomon they should mind their own business. With the grunts over there
out of the way, you can focus on Char's fleet without too much hassle (and with
the amount of healing units you have at this point, you can cope with a pair of
rogue battleships sniping at you)
Take out the rest of the grunts coming at you, and the easy half of the
boss enemies (the Practice and Maillot). Then the fun stuff happens. Luckily,
none of these guys will run away this time, so it's time to have some fun. Sieg
and Sally are the greatest threats with those MAP weapons, so they should be
your first priority. Keeping Char and Lalah alive may help by blocking their
MAP radius, so you can wail on them harder. I'd suggest taking down Sieg first,
and then Sally. Feel free to use up some lovely SP on Hot Blood and the like
here. 2x EXP is mandatory at this point (as is 2x money on Cloud Harken). Once
the MAP spammers are done with, take out Lalah and Char, lah.
5 seconds later once they and their pathetically low HP have been reduced
to nothingness, you can go back to the two you left behind. M'Quve you've taken
out before and is nothing new - same old Zanzibar. The one from Char's side is
probably over and playing with you by now, so take that out too. Kycilia's new
toy, on the other hand, is dangerous. 33,000-odd HP to take out here, and it
packs a punch. It's armour, on the other hand... is near-nonexistant. Spell up,
play defensive and wear it down. 2x EXP/money is advised. Once you take out
Kycilia, Char will pop up and blast her in the face with a bazooka. Or so we
can only assume.
The scenario ends once all enemies are defeated. Enjoy your new Hit & Away
part you got from Kreuz Wahrheit. :D
-------------------------------------------------------------------------------
Scenario 20 - "To a New Space"
-------------------------------------------------------------------------------
Player Units:
White Base (Bright)
13 Units
GM Sniper (Aina - if recruited earlier)
Player Reinforcements (1):
Gundol (Hazuki)
Enemy Units:
Zay Far x12
Deathgrome II x6
Deathgaia Battle Cruiser x4
Deathgaia Battle Cruiser (Deathgaia)
Guardial Blood (Regianne)
Strategy:
So... we start on Solomon... and we're totally surrounded. Looks like one
of them really fun defensive stages :D Basically, the idea with this stage is
that you have a piece of terrain that gives you ridiculous bonuses, and a group
of grunts backed up by one of the harder bosses the game has to offer: Regianne
and her Guardial Blood. What makes her fun is high armour, high HP and a rather
high level of the annoying "Potential" skill that makes her stronger as her HP
falls... so bring along Dancougar. Seriously. Do it.
Right, grunts coming at you from all directions. Sit on Solomon and take
down anything that gets too close. Try not to use any SP if you can, as you'll
need a lot of it for Regianne. Within a few turns of the grunts getting near
you, you'll have taken most of them out, and then... a whole new set appears at
the bottom-right. Unfortunately for them, however, so does a giant grey dragon
that blasts them all into spacedust.
It's name is Gundol. It's your new best friend battleship. While it lacks
the ability to fight off smaller enemies without... well, dying, it's weapons
are painful to larger enemies. Luckily by this point, that makes up most of the
remaining enemies. Anyway, finish off the grunts (including those battleships)
and try to ignore Regianne. If you damage her too much, that MAP weapon of hers
will turn from reasonably painful into instakill thanks to Potential... so, as
horrid as it sounds, just live with it for a while.
The battleships are nothing special. Lots of money, lots of HP, little
threat. Deathgaia's is a little more special, but assuming you just cast cheap
defensive spells when you attack him to prevent him hitting your reals, he
shouldn't pose too much of a threat. Go for the usual 2x EXP/money when taking
him out, and then we get to focus on Regianne.
Basically, you want to always have your units in a straight line from
Regianne in one of the 4 compass directions. Her map attack cannot hit anything
in a straight line from her like this, so that makes life a lot easier. At this
point, the name of the game is basically abusing support attack on your super
robots. You'll quickly find with Regianne that reals will do pathetic damage,
often failing to break higher than about 500. However, by using them to trigger
a super robot's support attack, you can use them to inflict damage on her much
more quickly. Spell up, have your supers use Hot Blood when attacking, and try
and let Dancougar get off a Dankuuhou Formation or two with Ferality active to
attack her weak point for massive damage. Wear her down, and then finish her
off with a strong attack to end the stage. 2x EXP/money is, as usual, demanded.
The stage will end once all enemies are defeated... and the White Base is
left behind as your guys follow the Guardisword into the dimensional gate...
Strategy:
I don't make the names, I'm afraid. Know that if I did, they wouldn't be
as blatantly ridiculous as the ones in L-Gaim. I mean, Bat-Shu? Honestly.
Basically, this is a very easy stage to get you warmed up with the enemies
on this new world. Very few grunts, and the bosses are in grunt suits... so
this isn't really much of a problem. Start advancing towards the enemies, and
Daba and his friends will pop up on turn 3. To be honest, you'll probably want
to keep Kyao and Leccee back because they're totally bloody useless. The L-Gaim
itself is a rather interesting unit, being not too useful by default but quite
a monster when upgraded. For now you'll want to land it on the ground (where it
has better performance than when flying) and have it cast Concentrate every
turn, as well as Accelerate to get it over to your main force quickly.
Anyway, the enemies. Arornes are pathetic, and generally pose no threat
whatsoever. They should die in 2 hits from just about anything, and pose no
worry. Bat-Shus, on the other hand, are evil. Whilst statistically they are not
much better than the Arornes, sporting only a thousand or so more HP, they are
equipped with Buster Launchers which pack a SERIOUS punch. These also have a
map version which eliminates anything in a straight line - and you should hence
try not to line too many units up in one direction from a Bat-Shu. They're not
too accurate, but your supers don't know the meaning of the word "dodge" or the
word "armour". How nice for them.
Gablae and Hasser are, quite frankly, totally useless. To the point where
you may well end up killing them not even realizing that they were the bosses
because they suck just as much as their grunt equivalents do. If you do manage
to notice which are they though, you'll want to use a 2x EXP seishin when you
kill them. Yay. The stage will end once all enemies have been defeated, and Amu
will also join in another Arorne.
=========-------------------------------------------------------------=========
Sub Scenario 21 - "Scramble"
=========-------------------------------------------------------------=========
Turn 8: Scenario will end. You will recieve a Bat-Shu after the stage if
you defeat all enemies within 7 turns.
Strategy:
Grunts. Same grunts you fought last time. Arornes are pathetic, Bat-Shus
are just as easy if you spell up and don't let them hit you - cause the Buster
Launchers really goddamn hurt. Otherwise, this should be child's play. Charge
in, kill everything, keep away from those map weapons, and annihilate whilst
wasting all your SP. Nothing to it.
You should have no problem eliminating all the enemies within 7 turns and
getting the Bat-Shu. 5 is a more realistic target. The stage will end once all
enemies are defeated and you get a Bat-Shu if you did so in 7 turns or less.
Strategy:
Joy of joys, another defensive stage. After the warm-up of the last two
stages, there's enemies in numbers that aren't miniscule here, and you don't
get to deploy the units you want, it's a forced selection... which means if you
have neglected some characters (and I'd definitely neglected Hayato and Kai)
then you've got some dead weight to deal with... and no battleship to put them
in. On the plus side, you have 9 squares worth of regen to use, so that makes
life a bit nicer.
Anyway, the pure joy here is this - if you camp the base, your units will
be safer, but you will be swarmed from all directions at once because some of
the starting enemy units will take ages to get to you and reinforcements will
be popping up. Take the fight to the enemy, however, and you'll either have to
spread out (and make yourself more vulnerable) or you'll be chased around by
whichever set of enemies you're not dealing with at the moment.
So if you're going to go on the offensive, here's my suggestion. Head
straight north for the moment, and go after Chai's platoon there. Use some
seishin if needs be, but don't waste too much of it cause there's plenty of
reinforcements to come. Once you've taken out the enemies in the northeast,
sweep west with the same tactics and take out the reinforcements (which will
probably appear as you're fighting off the remnants of Chai's group) and Gablae
and his cronies as you sweep west. At that point, you can either head south and
face Nei directly, or run back to the base.
On the defensive side of things, it's really playing the waiting game.
Keep your less levelled units (and you will most likely have at least a few if
you don't use everyone) off to the southeast, and focus on killing off things
that get too close. Because maintaing a defensive formation is good when you're
camping, you'll want to take off any Bat-Shus that line themselves up with you
with absolute priority, cause the last thing you want is to get Buster Launcher
MAP'd in the face when you're all lined up. Seishin shouldn't be necessary for
anything except Chai and Gablae here, but better to use it than to die. As long
as the enemies don't gang up on one unit too much, the base should handle most
of your healing anyway.
In any case, on turn 5, Nei turns up with her two flunkies. The flunkies
are quite honestly pathetic and only in Bat-Shus anyway, but they have some
quite nice items, and being 'bosses' the usual 2x EXP seishin use applies here.
The real problem however is Nei. The Auge has 14000 HP and is reasonably agile.
Use seishin freely as you wish here - Hot Blood and Sure Hit should be used for
great justice. Take out the Auge with a 2x money seishin (as it drops far too
much money NOT to) as well as the usual 2x EXP.
Strategy:
Well, this is an interesting stage. And by "interesting" I mean there are
less enemies than the last stage, you still have Little Saye's insane HP/EN
regen and terrain bonuses, and you get to choose your team this time... which
basically means it's the exact same stage as last time except with an inverted
map and it's easier. Isn't that so fun?
So as before - two ways to handle this stage. The easier way is to wait,
and let all the enemies come to you. Use Little Saye to heal up, use seishin if
you absolutely must. Use 2x EXP seishin when taking out Gablae, Hasser and Chai
and 2x money for the battleship. Really, with your main squad of units you
should have absolutely no trouble handling this group by now, though a bit of
seishin expenditure may be wise for the bosses.
If you want to go on the offensive, it's slightly more difficult because
of the way the enemies are staggered and their locations. Probably the best
thing to do is head down to the southwest corner and camp Gablae's spawn point,
and take out all of that group of enemies before they really have any turns to
get adjacent to each other and cause you problems with support defense. Chai's
group will almost certainly do this anyway as you head towards them, so it's
easier to just brutally rip apart Gablae's group first.
Once Gablae's group is taken care of, you can then sweep northeast and
take out Gablae's grunts. By doing things this way you'll probably end up
fighting Chai before some of his northern grunts, but that shouldn't be much of
a problem with all the morale you've built up, right?
Anyway, once you've taken out all the enemies by whatever means the stage
will end. Yay for anticlimax! :D
Skill Stat +10: Bat-Shu (Anton)
Defense Stat +10: Bat-Shu (Heckler)
Events:
Turn 2: Player Reinforcements (1) Arrive.
Gundol reaches marked point: Stage ends.
Strategy:
Whoo, another more of the same type scenario. So the basic jist here is
that you need to get Gundol to the marked point at the bottom-right of the
screen to win the scenario. But, like with most of these scenarios, isn't it
more fun to just slaughter absolutely everything in your path for joyous EXP,
money and items? I thought you'd say that. One little catch though - the Gundol
has a bit of a HP problem on it's engine, so it's a little slower than usual.
But that just makes killing everything seem like a much more advantageous way
of doing things, eh? :D
Anyway, start off by heading southeast into the fray. It is a good idea to
keep the fighting CLOSE to the exit so if for any really unseeable reason you
DO need to finish the scenario, you can do so quickly. Kyao will pop up in the
Turner on your second turn, but it is possibly the worst healing unit ever made
by humankind... so just send it to the top-left corner and pretend it doesn't
exist for the sake of all our sanity.
The basic strategy here is same as usual. Kill grunts, build morale, spell
up, kill bosses. The terrain around here means that the Arornes might take a
while to get to you, but that means you gcan focus on taking out the Bat-Shus
so they don't map you to death. That's the most important thing with L-Gaims
enemies - DO NOT LET THEM MAP YOU. THEY HURT. Take out the Bat-Shus quickly,
focus on the Arornes that aren't moving on 2 miles an hour, and then take out
Nei, Gablae and their cronies. This is really just the same as before, spell up
and use your 2x EXP seishins on the boss enemies (and 2x money on Nei and the
Sarge Opus) and make things very dead.
Then take out the rest of the grunts and celebrate winning the last L-Gaim
scenario for the moment. HOO-RAY! Enjoy your spoils, but save some money for
the veritable horde that shall join you on the next scenario. Ohohoho.
-------------------------------------------------------------------------------
Scenario 25 - "Depart on your Journey, Space's Prince Mito"
-------------------------------------------------------------------------------
Turn 5: Player Reinforcements (2) and Enemy Reinforcements (1) Arrive.
Strategy:
This is the best stage ever just because it gives you three of the most
awesome units in the game on one stage. Okay, you start off with Daiohja and
Baxinger against some grunts. Spell up with the usual, and send them off to
take care of the grunts. The grunts on this stage pretty much do nothing for
a few turns in terms of movement, so just focus on one or two at a time. Before
you can make serious dents in their numbers, however, Sasuraiger appears.
And that means it's time to kick ass.
Transform it into J9-III and send it into battle. While it is, in terms of
statistics at least, not the greatest machine in the world - it has an attack
where it simply runs over the enemy. Is that not the best thing ever? Birdy's
insanely cheap 2x exp/money seishins are incredibly useful too. Anyway, these
three supers may not take hits well, but with seishin they should be more than
a match for the grunts you have to deal with. Just... don't try to take out the
two Zoldags just yet, eh?
And then on turn 5, your dudes appear at the top-right. Unfortunately, so
do a new group of enemies creating a semi-circle around them. But now the odds
are much more stacked in your favour, so get your dudes over there and start
beating up on the remnants of the original group of enemies. They should be
fairly weakened by now, so finish off the remaining grunts then kill Badland
and Rubytie (with the mandatory 2x EXP seishins, of course) which should be an
easy task for your large army of units.
And then we get to play "make a support formation and kill anything that
gets close." Whilst these grunts don't exactly have low HP, they don't pose too
much of a threat if you keep your healers on standby and use seishin wisely.
Pathetic money, pathetic EXP, but what's a man to do? Kill, heal, repeat. The
mass-produced Zoldags are no harder than the Cigals, unfortunately. Shame that
such an awesome intro stage is so wasted.
The scenario will end once all enemies are defeated.
Ginga Reppuu, mairu!
-------------------------------------------------------------------------------
Scenario 26 - "The Trembling Planets Ocean"
-------------------------------------------------------------------------------
Player Units:
Gundol (Hazuki)
15 Units
Enemy Units:
Clowanker x9
New Planetary Alliance Battleship x2
New Planetary Alliance Battleship (Kay Malone)
Enemy Reinforcements (1):
Clowanker x15
New Planetary Alliance Battleship x3
Enhancement Parts:
Spare Parts: New Planetary Alliance Battleship (x2)
Cartridge: New Planetary Alliance Battleship (x2)
Spare Parts: New Planetary Alliance Battleship (Kay Malone)
Propellant Tank: New Planetary Alliance Battleship (Kay Malone)
Spare Parts: New Planetary Alliance Battleship (x3)
Skill Parts:
Accuracy Stat +10: New Planetary Alliance Battleship (Kay Malone)
Events:
Enemies Reduced to 6: Enemy Reinforcements (1) Arrive.
Strategy:
Go go more Baxinger plot! So we start off with a very weak force of very
humourously-named enemies off in the opposite corner from our start point... am
I the only one seeing fishy? I see fishy. The reason for this fishy is that as
you kill off the starting group of enemies, another 3 smaller groups will spawn
in the other 3 corners - including your start point. Ain't that fun? :D
So the logical place for us all to be is right in the middle, forming a
lovely delicious support formation. Make it so. Try not to run too far up into
the corner or you'll draw the wrath of the enemy battleships and their range-8
cannons. Ideally, we want allll the reinforcements to reach us at the same time
for maximum massacre! :D
Kill off a few grunts as they come to you (seishin shouldn't be needed if
you have a healer or two around) and once 6 are taken out, the reinforcements
will spawn. Hold your ground and let them come to you - that way, you shouldn't
draw too much fire from the battleships. Kill grunts, kill battleships, don't
worry too much about seishin as there's no real boss to worry about here. Try
and waste some 2x money seishin on killing off the battleships if you can -
there's an extra 20k to be made from them if you do.
Kay is the same thing as all the other battleships except more accurate.
He'll start moving towards you later than all the others, so you should be able
to finish off all the grunt battleships before having to take him on. Do so
anyway, as finishing off Kay will make the rest of the enemies flee. The usual
beatdown strategy applies here, and a few Hot Blooded super robot finishers
will make a nice dent in his HP. The usual 2x EXP/money should apply here for
making the kill if possible.
The stage will end once Kay is defeated, regardless of how many other
enemies remain. There's a lovely sub-scenario to take on after this mission
as well. Yay, more moneys! :D
=========-------------------------------------------------------------=========
Sub Scenario 26 - "The New Planetary Alliance"
=========-------------------------------------------------------------=========
Player Units:
Gundol (Hazuki)
15 Units
Enemy Units:
Clowanker x20
New Planetary Alliance Battleship x4
New Planetary Alliance Battleship (Kay Malone)
Enhancement Parts:
Spare Parts: New Planetary Alliance Battleship (x4)
Spare Parts: New Planetary Alliance Battleship (Kay Malone)
Repair Kit: New Planetary Alliance Battleship (Kay Malone)
Propellant Tank: New Planetary Alliance Battleship (Kay Malone)
Cartridge: New Planetary Alliance Battleship (Kay Malone)
Strategy:
What's that, up on the screen? Is it a bird? Is it a plane!? No, it's the
exact same bloody stage you just finished except easier! The same drill applies
here as before - except this time, you don't need to move into position. Make
a nice support formation (you have 16 units so a 4x4 square is easiest) and get
started picking off those grunts as they come to you. Mmmm, EXP.
The grunts from the sides should come at you first, then the ones from
the corners, and then the battleships. Don't worry too much about the ships
until you take out the grunts, as the ships will all gun for the Gundol anyway
and give your healer units some easy EXP. Once the grunts are all done, slay
battleships with the usual 2x money seishins.
Kay is the same as before. Once all the other units are taken out he is
absolutely nothing but a sitting duck. Take him out with the usual 2x EXP/money
seishins and then celebrate your victory as though you actually beat a stage
that wasn't just a pathetically easy rehash of the previous one. Whoo.
The sub scenario ends once Kay is beaten and on subsequent plays of it Kay
will not be present, nor will any of the units carry items.
Skill Stat +10: Bat-Shu (Gablae)
Ranged Stat +10: Kabuto Combat Mothership
Strategy:
And so we make our return to Earth, led by the guidance of the maybe more
trustworthy than-we-think Guardisword. Seems that Sieg and Sally aren't all
that bad after all and Helruga and Regianne's methods are just a necessity for
their ideal to take shape. Do I sense defection? I sense defection. I also
sense the fact we're fighting 3 different series enemies at once here - Layzner
from the west, Daltanius from the south and L-Gaim from the southwest. Luckily
the two Guardisword members are here to give us a hand for one stage only.
Anyway, tactics. Your initial friendly NPCs will get themselves killed
very quickly, and that's a good thing. Ideally you want them dead before you
start attacking yourself otherwise they might steal your kills. And that is not
a good thing. The best strategy here is to follow the curve of the asteroids
to the left of you down to the southwest. There's a nice clump of them in the
middle of the level that offer you a fairly central camping point with lots of
nice terrain bonuses. Would be foolish not to make use of them.
The usual strategy applies here, really. Find a nice spot, camp it, abuse
support and take out anything that gets too close. Most of the enemies here you
have fought before - the Bemborgs are powerful, but too few in number to cause
you too much harm... the real problem here is the Layzner enemies - these are
S-sized and hence against your larger robots will simply pick off all their
component parts. Not fun. Take those out as a matter of priority.
Keep whittling away at grunts, building up morale, healing (you'll be
doing quite a bit of that from the onslaught coming at you) and using seishin
if needs be - try and be a little conservative however as there's a lot of boss
class enemies to fight. The initial charge will probably be led by Gosterro and
Hasser. Hasser is pathetic as usual, so take him out in a few shots. Gosterro
is a pain - an S-sized pain who is powerful and dodges far too much. Use Sure
Hit for great justice and take him out quickly. 2x EXP for all bosses should be
used if possible.
Kabuto is a battleship. Usual battleship rules apply - apply Flash or
Persistence if you can, hit them hard, hit them fast, use 2x money, rejoice.
He's not particularly strong or resiliant, but battleships always hurt if they
hit you... so don't let him. The Bat-Shu Trio are weak and will fall easily as
well, but as usual, don't let them get a hit in with a Buster Launcher unless
you're a masochist. Nei is Nei. Be cautious, whittle her down, smack her hard
for the kill. 2x EXP/money should be used here due to the insane amount of cash
her Auge gives.
And then we take out Giwaza and his overgrown phallic symbol and all is
well. Until reinforcements appear. More grunts and a Sarge Opus? Easy - and
made even easier by the fact the objective is simply to get the Gundol over to
the station. Doing that is simple enough, but we're not going to turn down more
kills and money, are we? Thought not. Kill off the new group of grunts, finish
off this new Sarge Opus (with the usual 2x EXP/money if we can still afford it)
and all is well.
The stage will end once all enemies are defeated or the Gundol reaches the
station. Your group will launch off for Earth, and the Guardisword remains
behind to blow up the station... along with Leccee, who decides that Daba's
mentality isn't enough to defeat Poseidal, and that if the resistance is going
to win they need to become stronger as well as just determined - and that Daba
can't do that alone. So while you head back to Earth to do your thing, she and
the two Guardisword remain behind as Sieg blows up the station...
-------------------------------------------------------------------------------
Scenario 28 - "And then, to Earth"
-------------------------------------------------------------------------------
Player Units:
White Base (Bright)
Hyakushiki (Quattro)
Gundam Mk-II (Emma)
Z Gundam (Camille)
Hermes (Lalah)
Melee Stat +10: Dreizen
Seishin Points +10: Qubeley
Events:
Turn 2: Player Reinforcements (1) Arrive.
Turn 4: Player Reinforcements (2) and Enemy Reinforcements (1) Arrive.
Enemies Reduced to 5 after Reinforcements: Enemy Reinforcements (2) Arrive
Strategy:
And so we're back to the events on Earth. And a lot's changed while we've
been away - but the enemies haven't. So the Z Gundam lot versus the Layzner and
Daltanius enemies from last stage aaaaaaaand... Lalah's alive and helping you.
Is that not the best plot change ever? Yes it is! :D
Anyway, start off by sending your motley crew off to fight the enemies.
The Terminator Police will quickly speed up ahead of the Daltanius enemies and
take the front line, so build up some morale taking them out... because they're
going to pose a challenge, aren't they? Yeah, thought not. Keep your seishin
use conservative with the super robot grunts, and use Layzner to it's full
broken V-MAXish potential when it shows up on turn 2. Accelerate + V-MAX = fun.
Once turn 4 rolls around, your main force arrives. At this point, the
remaining enemies become child's play. Mop 'em up.
...Or not. Once their numbers drop low enough, another force appears at
the southwest - it appears that the good guys on Earth aren't the only force
that's changed. Haman is here with her lovely band of ZZ villains to make a
very large dent in your ass. And she's certainly not pulling any punches with
her choice of flunkies. Still, at least the grunts are pathetic. That's some
sort of consolation, right? Right? ;o;
So destroy these grunts - whilst they have a bit of HP on them for Gundam
grunts, they're nothing threatening, and we've fought Bigros before. The real
fun is the army of Qubeleys. They dodge. They dodge EVERYTHING. Sure Hit should
be used for all attacks against them. Be VERY free with seishin against these
guys, because getting hit by a Qubeley Funnel may well be the last thing your
less armoured units ever do. Be cautious and make your attacks count. Try and
take out the Puru sisters first, with the usual 2x EXP. 2x money is a luxury
here due to the low money drops - a nice luxury to have anyway, but one that is
a bit expensive in SP cost.
Rakan is comparitively pathetic. He still hurts, but he's a lot easier to
hit and a lot less accurate. Make him explode. Haman, on the other hand, has a
lot of HP, an insane variety of skills and dodges with immense skill. Sure Hit
is pretty much required to have any degree of certainty in hitting her, and
Flash and Persistence should be used liberally if you don't like taking 5000+
damage. Hit her hard, kill her quickly. 2x EXP will give you quite a few level
ups on killing her, so make sure it gets used.
The scenario will end once all enemies are defeated. All the new guys from
this stage will join, and the Gundol will make a temporary departure. But worry
not, for it shall return in style later.
Turn 4/Enemy Units Defeated: Enemy Reinforcements (1) Arrive.
2 Turns After Enemy Reinforcements (1): Enemy Reinforcements (2) Arrive.
3 Turns After Enemy Reinforcements (1): Player Reinforcements (2) and
Enemy Reinforcements (3) Arrive.
Strategy:
So, what's happened while we've been gone? Well, nothing much. There's new
neighbours at number 63, Betty across the road got a new cat, oh, and the
Grados Empire has successfully subjugated the entire world leaving only a small
resistance and the remains of the federation to fight them. Apart from that,
same old same old.
Anyway, we start this stage with the two resistance members going to
rescue Anna and being horrendously outmatched. Fun, this. Use Concentrate each
turn, keep the pair of them adjacent, and cautiously attack the enemy while
making use of the buildings for terrain bonuses. Be careful to check the bonus
before moving - some of the buildings give 20% and some give 10%, and with how
useless these Dolls are, that extra 10% makes all the difference.
With all that bonus and support defending, they should be able to easily
hold their own until turn 3 (using the Doll's Repair function if necessary) at
which point Eiji and Alan pop up. I need not point out how totally invincible
the pair of them are with Concentrate active, so have them sweep north and help
take out the remnants of the grunts. You may well be able to finish them off
this turn, which will accelerate events a little.
And then come the reinforcements. 3 groups this time as opposed to 2, but
you're in a better position to handle them. Logic dictates sending Layzner off
to fight the left group, Alan off to fight the right and letting the Dolls take
out the middle group, but how you handle it is up to you. You only need to
survive for a few turns, and that's more than easily done if you make sure to
cast Concentrate every turn.
And then just to spoil your fun, Ru Cain pops up in his Zakarl. This is
one of those "DO NOT ATTEMPT TO FIGHT IT" moments. In fact, this would be a
very good time to flee to the southeast in preperation for the your main force
which will appear any time... now. Wasn't that lucky? Unfortunately another
swarm of grunts appear to make your life that little bit more miserable... and
with them comes Ru Cain's personal fleet of bosses, the Shikitai. Ohhh dear.
Well, first off, the grunts. You should know by now how easy they are to
deal with when using smaller, dodgier units. HOWEVER. Some of your larger units
may not be able to target these S-sized enemies with some of their attacks, and
the battleships especially have targetting problems. You'll notice the Hermes'
post-movement attack is useless too. In addition, these smaller enemies can
ONLY target the 3 sub-parts of L or LL-sized units, so they can pick apart a
super robot quite quickly if allowed to. Try to only let your supers on these
grunts if they can get a kill in. Use seishin cautiously but not lavishly.
Anyway, that's an easy load of morale for you to build up on, and really
they're nothing special if you don't let them gang up on you. The Shikitai are
interesting because there's four of them and they dodge too much. However, this
is why Sure Hit exists, so use it and Flash/Persistence. They have reasonably
low HP for this point in play, so a few decent hits (with a Hot Blood finish)
should take them out fairly quickly. 2x EXP should, of course, be used on all 4
kills here.
Ru Cain has more HP. He also hurts more. Not that this matters, cause we
are using Flash/Persistence with every attack, yes? And we are building support
defense formations, yes? Gooood. Whittle him down, knock his HP down a bit and
finish him off before he Potential MAPs you back to the stone age. Which he is
more than prone to do if you let him, so try and take him out in one turn if
you can - that's why Hot Blood was made. Finish off with 2x EXP and 2x money,
he drops 20000 by default and that is more than worth doubling up on.
The scenario will end once all enemies are defeated. There's a rather
yummy subscenario to play here to which is the first to offer an actual decent
bonus for beating it - a new character and unit. Can't say fairer than that.
=========-------------------------------------------------------------=========
Sub Scenario 29 - "The Dark Hands of the Shikitai"
=========-------------------------------------------------------------=========
Turn 3: Player and Enemy Reinforcements (1) Arrive.
Turn 4: Player Reinforcements (2) Arrive.
Turn 5: Player Reinforcements (3) Arrive.
Strategy:
Whoo, a "protect the totally incompetent AI battleship" stage. Just what
I always wanted for Christmas. The problem here is that not only does it start
a distance ahead of you, it will charge blindly over to the southwest where a
huge horde of reinforcements including the Shikitai appear with no care for its
own safety. So it's all down to us. Great.
Well, the best strategy here is to just send all your units off in two
groups towards the west and south. Use Accelerate EVERY turn when moving here
as you want to get to the enemies before they get to the Medea. These grunts
are also a little bit more resiliant and accurate than the versions from the
previous stage, so Concentrate or Flash/Persistence should be used when you
fight them. However, they're not that powerful and should go down in a few hits
thanks to the seishin.
An alternative and quite risky strategy is to let the enemy get 3 hits on
the Medea. By doing this, the first three attacks will completely disable it,
meaning it can only move at very slow speeds and will stay out of your way for
the rest of the stage. The main problem with this strategy is making sure only
three hits get dealt to it (a fourth would target it's actual main HP and quite
possibly kill it) but if you think you can pull it off, more power to you.
In any case, on turn 3 a small force of reinforcements appears at the
south-west with the Shikitai in tow. Once you've done what you need to do with
the starting enemies (let them disable the Medea if you want and then kill them
all off) start sending your units over towards them. On turn 4, Layzner shows
up at the south. Send it north and put it directly in the path of the enemies
with Concentrate active. You essentially want to use Layzner as a lure, making
sure they attack it and not head up towards the Medea. It should be able to
hold it's own assuming the Shikitai don't tear into it, but your main group
should reach before then. Eiji also needs to build up kills quickly to unlock
a secret in a few stages time. So let him.
You've fought the Shikitai last stage and know how they work - use Sure
Hit and take them out quickly. Note that the Gasshalan has a V-MAX system and
hence if you don't use Sure Hit to attack it, it can dodge even if you appear
to have a 100% hit rate. Use 2x EXP/money if you can on each kill, because they
do give very nice base EXP/money that is definitely worth doubling. As for the
mothership, it has a lot of HP and nothing else. Trash it.
The stage ends once all enemies are defeated. On subsequent plays of this
sub-scenario, none of the reinforcements turn up, it's simply battleship and
15 units versus the initial enemies - still protecting the Medea, of course.
Due to the lack of reinforcements it is certainly not worth immobilizing the
Medea on a replay. Note that the 4 player reinforcements from the first play
will be deployable normally on subsequent plays - but don't expect to pick from
19 units, it's still just 15. Har. The game hates you :D
Strategy:
Yeah, you read right. Short stage, this. The stage will end at the start
of the 4th turn and without basically gamesharking it is virtually impossible
to take out Ashura, so essentially we have 3 turns to kill off 10 grunts with
4 units. Of which only two are useful. Sound fun? Thought so.
The only real strategy here is to split into two groups - send Kouji
and Sayaka over towards the east, and Tetsuya and Boss down towards the south.
Hopefully this will split the enemies right down the middle into two groups.
Make sure you cast defensive seishin EVERY TURN, as your units will surely be
jumped on. The objective here is to take out as many units as you can without
DYING, so survival is priority. Iron Wall is your best friend.
With any luck Mazin Power will activate for both your Mazingers sometime
on turn 2. At that point it pretty much becomes cleanup. Spell up, get the
random support unit out the way so the enemies will focus on the Mazingers, and
Mazin Power should you take them out very quickly. Feel free to waste all your
EN once turn 3 rolls around because, hey, free mushroom. I mean, because the
stage will end. Yeah.
Mazinger Z gets it's ass kidnapped once turn 4 rolls around and the rest
of Mazinger team look around in cliche shock. Oh poor Mazinger Z, we barely
knew thee. :< Stage complete. If you can call that a stage.
Seishin Points +15: Deathgaia Battle Cruiser (Deathgaia)
Support Level +1: Jaaku Satan
SP Usage -10%: Deathgaia Battle Cruiser (Gildrome)
Events:
Turn 2: Enemy Reinforcements (1) Arrive.
Turn 3: Player Reinforcements (1) Arrive.
Turn 4: Player and Enemy Reinforcements (2) Arrive.
Turn 5: Enemy Reinforcements (3) Arrive.
Turn 6: Player Reinforcements (3) Arrive.
Turn 8: Player and Enemy Reinforcements (4) Arrive. RaijinOh combines.
Turn 9: Deathgaia retreats.
Turn 10: Player Reinforcements (5) Arrive. Main character moves next to
Gundol and recieves their upgrade. Soul Gunner's replaced by Soul
Lancer for the real original, and Soul Saber upgrades to Super
Soul Saber for the super original.
Strategy:
First of all, catch your breath. It was a goddamn long walk down from the
start of this stage description to here. How complex does one stage need to be,
Banpresto? How goddamn complex does it have to be? Luckily, we can use the same
strategy for the majority of the early part of the stage. That strategy is a
very simple and easy one.
Run.
You start off outmatched and outclassed, and if you attempt to fight off
these enemies the ones that come will just gang up on you while you're sitting
in place. And to add to that, these starting units are almost certainly a bit
overlevelled compared to your main team. So we need to lure them away and make
sure your units aren't left trapped in a horrid situation. The strategy here is
simply to run as fast as you can, with all the units that appear, down to the
southeast. Use Accelerate if you have it, and just get the hell out of that
absolute deathtrap that is the top-left corner.
The Raijinoh team will appear there too. Get them out. The enemies appear
in such a way that you have a sort of passageway out to the river at the very
southeast, and that's where we want to be. Use defensive seishin freely because
quite frankly these enemies will hurt you hard if they get the chance to attack
you. Asuka especially might find himself on the wrong end of a few attacks as
the enemies end up between the two groups. If there isn't a clear path for
Asuka, keep him back. If the main group running away is doing a decent enough
job of luring the enemies southeast, you don't want to lure them back northwest
again by moving him in range.
By the time turn 8 finally rolls around and the tables are turned, it'll
be a very welcome relief. By this point most of the enemies should be gathering
around the southeast, and you're hopelessly outnumbered even with your main
team here.
But these are just numbers. Numbers are nothing if the enemies are weak.
And want to know something neat? The enemies are weak. :> Build a support wall,
let them come at you, and totally beat the living daylights out of them. Life
is made even better by the fact that Deathgaia will run off like a wimp on turn
9, and while this costs you a Seishin Points +15 part, isn't the satisfaction
of knowing you're not dead worth every penny?
And on turn 10, the Gundol appears... over in the west. Har har har irony.
At this point, Akimi is called over there and recieves either the Saber Booster
(which upgrades the Soul Saber into Super Soul Saber) or the original "far too
powerful to use, seriously" version of the Soul Gunner, the Soul Lancer. In
either case, please take a look at your new mech's stat screen.
The stage will end once your upgraded main massacres every single enemy.
Melee Stat +10: Prototype Getter (Neon)
Seishin Points +15: Mechasaurus Boar
Support Level +1: Jaaku Satan
Events:
Turn 2: Player Reinforcements (1) Arrive.
Neon is defeated: Neon revives!
Turn 4: Raijinoh and BakuryuuOh fuse into God Raijinoh, and the first set
of Enemy Reinforcements arrive.
Turn 6: Neon explodes. Seriously. Player Reinforcements (2) arrive and the
Neo Getter crew move to Shin Getter. Enemy Reinforcements (2) too.
Turn 7: Player Reinforcements (3) Arrive.
Enemy Units & Reinforcements Destroyed: Enemy Reinforcements (3) Arrive.
Turn After Enemy Reinforcements (3): Enemy Reinforcements (4) Arrive.
Strategy:
Yet another needlessly complicated stage! Yaaaaay! More powerups! Yaaaaay!
On the other hand, we start off once again outnumbered and outclassed. The
positives are that we're given the means to turn the tables in our favour very
quickly. To start with, if you can afford to do so (and only if you can afford
to totally do so), use Gai's seishin to pump Neo Getter-2 up to 130 morale. If
you can do this, it's Neo Getter Vision kicks in and it's dodge rate will
effectively double, which makes this stage a LOT easier.
In any case, the first order of business is to get yourself over to the
Saotome Institute. It offers the now-standard for such plot buildings 30% to
everything, which is incredibly helpful for fighting off these enemies. Make
use of it, and let them come to you - unless you have been using and upgrading
Shou/Neo Getter a lot, it's probably not a good idea to try and take on Neon.
Speaking of Neon - you can't actually defeat him yet. You can still kill him
off a few times for EXP and money, but he'll just regenerate again, so don't
waste seishin trying. The usual "beat up grunts, use seishin wisely" strategy
applies here to start with, anyway.
On turn 2, some friendly faces appear from either end of the map to help
you. Whilst one lovely half of them pops up near the Saotome Institute, just to
be annoying RaijinOh itself doesn't. Get it rushed over towards the institute
ASAP to help out. Take out the grunt Prototype Getters ASAP using BakuryuuOh
and Neo Getter, and then try and take out Neon a few times if you can.
Once turn 4 rolls around, some more grunts appear. Unfortunately for them,
RaijinOh and BakuryuuOh combine (CHOU MUTEKI GATTAI!) into God RaijinOh. Please
take note of it's 20% HP/EN regen a turn, and then add in the 30% from being on
the Institute. See what I mean about this battle swinging in your favour very
quickly? Bash some heads. Two turns later, Neon spontaneously combusts and Shin
Getter appears. So do more enemies, along with a new boss, but with Shin on
your side, the battle is still an easy one. Just stay grounded on the Saotome
Institute and fight what comes at you.
And then the next turn, your main team appears. And at this point the
stage becomes fairly simple. Get them over to the enemies and start taking the
fight to them. All the grunts here are nothing new and nothing special. Nor,
for the most part are the bosses. Still, take out what grunts come at you for
morale and then worry about the bosses. Deathgaia and Jaaku Satan were both
fought last time and should still be rather easy. Be careful around Jaaku, and
whittle his HP down slowly. Bat has a fair amount of HP, but doesn't really
dodge.. at all, and isn't that powerful. Still powerful, of course, so keep
some defensive seishin up, but not troublingly "oh crap" powerful.
And then of course there's Regianne. We know how annoying Regianne is,
yes? Treat her with the utmost care and be careful not to let her hit you hard,
and also make sure she doesn't get a chance to fire off that map attack. Use as
many seishin as you can justify and beat her down. Try to use a strong attack
to kill her before her HP drops too low so her potential doesn't make life even
more difficult, and then all is well. Garnish with 2x EXP/money and serve.
The stage will end once all enemies are defeated. A Sub Scenario is
available after this stage which you should do to obtain a neat new unit.
=========-------------------------------------------------------------=========
Sub Scenario 32 - "Protect the Saotome Institute!"
=========-------------------------------------------------------------=========
Player Units:
Shin Getter-1 (Gou)
Player Reinforcements (1):
Texas Mack (Jack King)
Player Reinforcements (2):
White Base (Bright)
13 Units
Enemy Units:
Mechasaurus Doba x5
Mechasaurus Bull x5
Mechasaurus Moba x5
Enemy Reinforcements (1):
Mechasaurus Doba x4
Mechasaurus Bull x4
Mechasaurus Moba x4
Turn 3: Player and Enemy Reinforcements (1) Arrive.
Strategy:
Despite the name of this stage... there is absolutely no need to actually
protect the institute at all. XD In any case, we once again start off quite
outnumbered, and unless you've upgraded Shin Getter a lot it's probably not
worth going on the offensive... so defense is the way to go on this stage,
especially as we start off on top of the Institute with it's 30% boosts and
regeneration. Switch to your favoured form of Getter, land it down on ground if
that form happens to be 1, and let the enemies come to you.
And come they shall, but probably not before turn 3 rolls around and you
get some assistance from Texas Mack. Fear Texas Mack, fear it and it's range-9
attack. Plonk it down on the ground next to Shin Getter for the joys of support
defense and friendship bonuses, and pick off all that comes near. The regen
means you shouldn't have to worry too much about using seishin or taking too
much damage, so just kill grunts - including the new set that just showed up.
On turn 4, your main team shows up to the south, and at that point the
stage becomes trivial. You can go all out with seishin, so spell up, kill all
that stands in your way, and rejoice from the minor amounts of EXP and money
you earn.
Texas Mack will join you after the scenario. If you replay this scenario,
it will simply be the White Base and 15 units (of which Texas Mack is usable
but not automatically deployed) against the first set of enemies. There are no
reinforcements, but the enemies retain their items.
-------------------------------------------------------------------------------
Scenario 33 - "The Devils Descent"
-------------------------------------------------------------------------------
Player Units:
Great Mazinger (Tetsuya)
Boss Borot (Boss)
Aphrodite A (Sayaka)
Turn 3: Player Reinforcements (1) and Enemy Reinforcements (1) Arrive.
Turn 4: Enemy Reinforcements (2) Arrive.
Turn 5: Enemy Reinforcements (3) Arrive.
Turn 6: Player Reinforcements (2) Arrive.
Ashura Mazinger is destroyed: Mazinkaiser appears. Great Mazinger is
reduced to 10 HP.
Strategy:
"Humanity's hope, the Photon Research Labs, shall be destroyed by the god
that protects that humanity, Mazinger Z", according to Baron Ashura. You think
so, do you, Baron? You think so? Oh dear. This is a fairly simple stage and one
made a lot easier by the 12 panels of HP/EN regeneration given to you for free.
In any case, start off by moving the three units over to the western side of
the Photon Research Labs. Please take note that this is one column east of what
APPEARS to be the west of the labs, so do make sure you to check the stats of
the terrain before you move onto it. The enemies should reach you on their turn
2, which is just before when your main force appears. Convenient!
This stage is basically mostly comprised of grunt-kill until you decide to
fight off Ashura. Speaking of which, do not do so until around turn 7 or so.
Killing off Ashura summons a very nasty NPC unit who'll have no qualms stealing
your kills and pruning off the grunts, and you don't want to do that until they
get close to you and won't go chasing after the NPC. Get your force over to the
Photon Labs ASAP and assist Great Mazinger. Make use of the labs' regen, and
the Plant to the east of it that offers the same bonuses.
Grunts, grunts, grunts. Evil beasts they are, with quite some HP and the
ability to deal quite a bit of damage if they hit. Unless a unit is totally
incapable of performing well on the ground, landing them on the labs for the
extra 30% to dodge/defense is generally a good idea - it ensures you shouldn't
have to use any seishin on the grunts. More will appear in the coming turns, so
let them all come to you. Ignore Ashura, as mentioned, until all the grunts
have at very least reached you.
And on turn 6, Raijinoh and his pet dragon appear. Have them combine and
dash over to the labs to assist. Raijinoh's paper armour makes it not the best
of solo artists, so sending it west to fight off it's grunts alone would most
likely result in it dying unless you cast Iron Wall every turn. And that's just
no fun. Of course, one could say massacring a load of grunts with Raijinoh is,
but it's minor regeneration is not enough to handle the pain it will recieve if
it flies into a group of enemies alone. Play it safe, and let things come to
you.
By turn 7-8 or so, all of the grunts should be congregating around the
labs and Ashura will probably have been at the very least weakened. At this
point, feel free to kill it off - but make sure you do so on your turn rather
than during the opponents. When you do, it'll have a pop at Great Mazinger...
and then Mazinkaiser appears. Mazinkaiser proceeds to totally trash the Ashura
Mazinger, and then totally trash Great Mazinger too. Great is down to 10 HP at
this point, so heal it up either by seishin or directly, and get back to grunt
killing if you haven't already finished that off. You have 2-3 turns before
Mazinkaiser reaches you, which should be plenty at this point.
Here's the other reason you don't want Mazinkaiser killing grunts - it can
build up morale and gain Mazin Power. If it doesn't get to attack any of them,
it'll only be at 100 morale when it fights you, which means it'll take a lot
longer for it to hit 120 morale. The usual boss rules apply - unleash all you
have on it, make sure it doesn't hit you, and use 2x money/EXP for the kill.
While it is a formidable adversary, it also doesn't really have the ability to
outlast your SP reserves if you've been cautious, so it should go down without
too much of a fight.
The stage ends once all enemies are defeated... and then Mazinkaiser's
pilot is recovered from it.
Kouji.
A Sub Scenario is available after this stage too, which will offer a new
unit and an upgrade for Great Mazinger in the future. In addition, if you want
to get a rather nifty secret, Eiji (Layzner's pilot) must have killed at least
20 enemies by the time you start scenario 34, so you'll want to run through the
Sub Scenario a few times to get him to that number if you haven't already.
=========-------------------------------------------------------------=========
Sub Scenario 33 - "Close Call! The Photon Research Labs"
=========-------------------------------------------------------------=========
-----------------------------
First Play -
-----------------------------
Sayaka is damaged: Player and Enemy Reinforcements (1) Arrive.
Turn 4: Player and Enemy Reinforcements (2) Arrive. Great Mazinger leaves.
Strategy:
This is a really annoying stage - mostly because 3 turns is a rather long
time for three units to hold out against a lot of grunts. It's made even worse
by the fact if any of the enemy units gets onto the Labs, you lose. Instant
failure. So yeah, this stage is fun. Not. Start off by having Sayaka run south
into the enemies, so when the enemy phase occurs, she gets hit. This will bring
Tetsuya to the frame in a damaged Great Mazinger, who you'll need for the next
turn if you want to hold out.
When turn 2 hits, have Sayaka head back north and guard the south wall of
the labs with Boss. Tetsuya, meanwhile, should cast Accelerate and Iron Wall
and move as far south as possible. In doing so the enemies should be more
fussed with going after him than the labs, and you'll be able to hold off their
movement. When turn 3 comes along, check if any enemies can reach the labs on
their movement. If they CAN, have Tetsuya move onto the space and help keep the
labs safe. If not, have him cast Iron Wall again and hold his ground. Make sure
to have Sayaka replenish his HP with her seishin too, as even with Iron Wall
fighting off that many grunts is painful.
When turn 4 rolls around, your main forces will appear to the north. Bring
along a load of units that can use Accelerate, and have them quickly rush in to
cover the labs. With a bit of placement luck, you can hopefully have all 9
squares of it covered with units on this turn, which enables you to breathe a
little easy. Use seishin to heal up any wounds you have, maintain a defensive
formation around the labs, and fight off the grunts as they come to you.
Ashura's Ghoul is at this point pathetic. Make it into goulash. Get it?
Make sure to use a 2x EXP/money seishin when defeating him, though. Take out
all the grunts to the south, and then regroup and heal before the ones to the
side get in too close. Make sure the labs remain protected at all times,
however. Then, you can just kill grunts. Yay for grunts!
The stage ends once all enemies are defeated. Make sure Eiji has over 20
kills before starting stage 34 if you want to get the Layzner Mk-II. If you
repeat the stage, you get this variation of it rather than the first one:
-----------------------------
Repeat Plays -
-----------------------------
Strategy:
Grunts. Kill them all. There is no requirement of protecting the labs on
a repeat play of the sub scenario, so you can just go berserk and kill things.
Use as many seishin as you wish (and you should too, to help towards Seishin
Aces for your pilots if you don't have them) and make everything very dead.
As mentioned far too much by now, please ensure Eiji has 20 kills or more
before starting stage 34 if you want to get the Layzner Mk-II.
-------------------------------------------------------------------------------
Scenario 34 - "Gun Jem Corps Attack"
-------------------------------------------------------------------------------
===============================================================================
= Before you start this stage, if Eiji has over 20 kills, you are offered the =
= chance to choose between the Layzner Mk-II or Powered (強化型) Layzner. The =
= Mk-II has a Flight mode for faster movement & a more powerful V-MAX system, =
= however it lacks the Calf Missiles that the normal & Powered Layzner have. =
= If you actually use the Layzner for long-range combat, you may want to take =
= the Powered, but the Mk-II is the better unit all around. If Eiji does not =
= have 20 kills, you recieve the Powered Layzner automatically. =
===============================================================================
Player Units:
Hyakushiki (Quattro)
Z Gundam (Camille)
ZZ Gundam (Judau)
Repair Kit: Stark Dyne
Propellant Tank: Stark Gebai
Cartridge: Stark Gundora
Spare Parts: Stark Drauzen
Mega Booster: Geizam
Repair Kit: Geizam
Spare Parts: Dreizen (Rommel)
Propellant Tank: Qubeley Mk-II (Puru)
Cartridge: Qubeley Mk-II (Puru Two)
Repair Kit: Dreizen (Rakan)
High-Efficiency Radar: Voider Combat Mothership
Spare Parts: Voider Combat Mothership
Skill Parts:
SP Usage -20%: Geizam
Evasion Stat +5: Dreizen (Rakan)
Defense Stat +10: Voider Combat Mothership
Events:
Turn 2: Player, Friendly and Enemy Reinforcements (1) Arrive.
Turn 4 or All Enemies Defeated: Player and Enemy Reinforcements (2) Arrive
and all remaining Dragoons are destroyed.
Two Turns after Enemy Reinforcements (2): Player Reinforcements (3) Arrive
Turn After Player Reinforcements (3): Enemy Reinforcements (3) Arrive.
All Enemies and Reinforcements Defeated: Enemy Reinforcements (4) Arrive.
Turn After Enemy Reinforcements (4): Player Reinforcements (4) Arrive.
Strategy:
Yet another stage that is far too complicated. Yay. To start off with we
have some of the UC team against some Dragonar grunts. The aim here is just to
have all your units cast Concentrate each turn, move in, kill grunts. This is
a good chance for these three to build up some kills, as they really aren't top
grade units and have an annoying habit of getting neglected despite the fact
Judau is win incarnate. Kill off grunts, make use of the hax of your main
character and once they're all dead (or on turn 4), the Stark squadron appears.
To combat them, however, so do the Dragonars.
Now, we can dash straight into battle here, and that might be what you
wish to do, but as your main force will be appearing soon just south-west of
where the Dragonars start, you may simply want to congregate your forces over
there for the moment and lure the enemies to you. That way you have your full
assortment of units available, which makes fighting off the Starks much easier,
and makes the limited quantities of grunts here a pathetic joke. You've fought
off all these bosses before, though, so no big deal here. You may need to use
a few defensive seishin to avoid the wrath of the Starks but you can more than
afford to do so. 2x EXP should be used liberally on them too, and if you can
etch out a 2x money for some of them then that's great too. Try and save enough
SP for another 2x money near the end of the stage though.
Anyway, by now the group of ZZ badguys who spawned in the bottom-right
corner should be near the river. Head over there and take out the grunts, who
are strangely annoying considering their statistical weakness. Once again, this
is quite simple. You might need to use Concentrate or Sure Hit to hit the Puru
sisters, but generally they pose little threat. 2x EXP is recommended for them
and Rakan, and if you can spare one for Rommel, so much the better. The four of
them give very little money on a kill though, so it's not really worth your
time to spend good SP using 2x money seishins. There's something far better to
spend those on once you take out these guys.
Yes, it's more Raijinoh enemies spawning down south - and some Daltanius
enemies up north too. Do I see a battleship? I see a battleship. Money money.
The Raijinoh grunts should be dealt with first however, due to the fact they
spawn near you and offer yet more morale to your units for very little work.
Once they go down (using seishin only if truly necessary), take the fight up to
the Daltanius enemies. Ideally you don't want them to get into the river and
cause some of your beam-oriented units problems, but that really shouldn't be
an issue. Kill grunts, waste your remaining SP taking out Voider and make sure
to use 2x EXP/money.
The scenario finally ends once all enemies are defeated. A Sub Scenario is
available after the mission, and if you want to unlock all the secrets, you
need to play through it twice. The Dragonars are also upgraded to their Custom
forms after this scenario.
=========-------------------------------------------------------------=========
Sub Scenario 34 - "Battle to Defend the Chongqing Base"
=========-------------------------------------------------------------=========
Player Units:
White Base (Bright)
Zeta Gundam (Camille)
Hyakushiki (Quattro)
13 Units
Strategy:
Well, this is a fun mission. A 16-square area to protect and 16 units.
Make yourself a 4x4 square of support attacking and lay waste to all that comes
near you. The enemies should actually reach you around turn four - a whole turn
after you get help in the form of... uh, Four. Feel free to waste seishin
as freely as you will and if any of your perimeter units weaken then swap them
out for the spare as you get them healed up. The enemies should pose little
threat and die quite easily.
The scenario ends once all enemies are defeated and none of them have got
onto any of the base panels. Four will join you too after the scenario. If you
replay the scenario - and you should - you will simply get the White Base and
15 units of your choice, and Four will be a deployable choice rather than a
reinforcement. Upon completing the scenario for the 2nd time you will recieve
3 Dragoons for your Dragonar pilots to use. They provide a fun little taste of
genericness and aren't actually bad units in their own right. A lack of combo
attacks means if you're deploying all 3 you'll want to stick to the Dragonars,
however. But yay for more choice and yay for secrets.
-------------------------------------------------------------------------------
Scenario 35 - "The Resistance's Resistance"
-------------------------------------------------------------------------------
Eiji reaches marked point: Eiji moves next to battleship.
Enemy Phase after Eiji reaches point: Enemy Reinforcements (1) Arrive.
Enemy Turn After Enemy Reinforcements(1): Enemy Reinforcements (2) Arrive.
10 Enemies Remain OR
2 Turns after Enemy Reinforcements (2): Enemy Reinforcements (3) Arrive.
Strategy:
Yay for stage names with arkward translations. Luckily this stage is a
little bit more simple than the previous one.
The basic objective here to start off with, though it doesn't become clear
or doable until turn 2, is to let Eiji reach a particular marked point. This
is in the lower-right hand "block" of the central city, and it should be your
objective to get Eiji there ASAP. Your other units should remain where they are
for now - as your battleship will spawn there soon and Eiji will be recalled to
it once he reaches the point.
From that point on, the mission becomes fairly simple. The enemies will
spawn pretty much everywhere on the bottom and right-hand sides of the map, so
it's basically just a good idea to make a support block somewhere inside the
city confines, stay reasonably still and pick off what comes to you. The grunts
here are mostly painless - while the Terminator Police can be very annoying if
they get in close and attack, if you pick them off before they reach you they
really should die in one or two hits. The rest of the Layzner grunts pose very
little challenge, and the Daltanius grunts have high HP but are generally quite
useless.
Boss-wise, Kabuto's mothership is no more powerful than the others. Be
cautious as with all battleships, use defensive seishin as needed and make sure
you get 2x EXP/money on the kill. Assuming you've taken out the majority of the
grunts before fighting off the Four Stooges, you can pretty much go all out
against them in terms of seishin, so let loose and kill them off quick. Try, as
usual, not to let them hit you too hard. Defensive seishin for the win. They
all give roughly the same amount of money, so use 2x money as much as you can
afford to and 2x EXP is cheap and easy now so make sure it's used on all 4 of
the kills if you can.
The scenario will end once all enemies are defeated.
Strategy:
Yet another defense mission. Yay! To start with, however, we simply need
to secure the monument in the center of the map that is surrounded by the enemy
grunts. Run over there, make grunts dead. They are pathetic and useless and
should die fairly easily. Once you do that, a horde of Layzner enemies appears
and the meat of the stage begins - defending the 4x4 space on and around the
monument from enemies. 16 squares - 16 units, simple enough? Enemies will come
from the three corners where you didn't start, so put the units you want to
level and your close-range units in those corners and put the rest back towards
the south-west.
The scenario now becomes the waiting game of waiting for enemies to come
to you and picking them off. The Layzner grunts are small, annoying and pose
really very little threat, though if given the opportunity to gang up onto a
Super they'll happily make sure it has no parts left. Sniping is probably the
best course of action for dealing with these pesky flies. The 4 stooges are
even more annoying and even more capable of part-rape, so hot blood and take
them out quickly once they get within range. You can afford to step out from
the seal a bit if you're going to kill off all the enemies that turn - the
reinforcements that soon appear will take a few turns to reach you, so there's
ample time to move back onto the seal. 2x EXP/money should be used freely and
happily for killing off these four, as well.
Once you've taken care of them, all hell breaks loose. A horde of Layzner
grunts appears at the top-right, and an equivalent amount of Daltanius enemies
at the bottom-right, led by Ru Cain and Neshia respectively. Oh dear. Get back
onto the seal if it's not protected and play the waiting game again. Grunts are
pathetic, and Neshia is yet another overrated battleship. Ru Cain, however, is
very annoying. While he hasn't got much for armour, he will dodge just about
everything and is ridiculously powerful. Make use of your multi-pilot supers
to fire off attacks with Hot Blood, Sure Hit and a defensive seishin to weaken
him without him being able to offer much resistance. Once he's weakened, finish
him off with 2x EXP/money and watch the insane amount of them he leaves behind.
The Morale+8 skill part is also a very useful part for any morale-hungry super
pilot to make use of.
Once Ru Cain is done, the scenario calms down a bit. Be cautious, heal up,
and take out the remaining grunts. If you aren't reckless they shouldn't pose
too much of a threat, and once the grunts are taken out you can go all out
against Neshia who, at this point, is rather pathetic. If you have enough SP
remaining for one last 2x EXP/money on the kill, then make use of it. Cause
battleships love giving out the moneys.
The scenario will end once all enemies are defeated. It is advisable to
upgrade Shin Getter as much as possible before the next scenario.
-------------------------------------------------------------------------------
Scenario 37 - "Open the Way! For the Future of the Earth"
-------------------------------------------------------------------------------
Player Units:
Shin Getter-1 (Gou)
Player Reinforcements (1):
Upgraded Main (Akimi)
Trider G7 (Watta)
Texas Mack (Jack)
Repair Kit: Mechasaurus Gela [Form 1]
Propellant Tank: Mechasaurus Gela [Form 1]
Biosensor: Mechasaurus Gela [Form 2]
Propellant Tank: Mechasaurus Gela [Form 2]
EN Giga Chip: Giant Gol
Propellant Tank: Giant Gol
Skill Parts:
Seishin Points +10: Mechasaurus Gela [Form 1]
Skill Stat +10: Mechasaurus Gela [Form 2]
Potential +2: Giant Gol
Events:
Turn 2: Player and Enemy Reinforcements (1) Arrive.
Turn 3: Player Reinforcements (2) Arrive.
Turn 5: Player Reinforcements (3) Arrive.
Turn 7: Player Reinforcements (4) and Enemy Reinforcements (2) Arrive.
Mechasaurus Gela is destroyed: Mechasaurus Gela returns, transformed.
All Enemies Defeated/Turn 9: Enemy Reinforcements (3) Arrive.
All Enemies Defeated/Turn 11: Enemy Reinforcements (4) Arrive.
The barrier around the giant saucer breaks.
Strategy:
Right, the Shin Getter finale. Isn't this fun. The majority of this stage
is playing the survival game with limited units, killing grunts and trying to
avoid the wrath of the evil sub-boss of death. And to make things even better,
the majority of your units cannot dodge. Are you feeling lucky? Are you, punk?
The thing to remember here is that all the fighting will take place around and
on this giant saucer thing. You cannot actually move onto the saucer yet, but
be patient. Your moment will come.
Anyway, the object of the exercise here should be to play the defensive
game. Iron Wall is your best friend, and using it well should mean your units
can hold out without too much healing until help arrives. The main thing here
is to start picking off grunts - sending Shin Getter off to the top-left of the
dome to pick off the enemies around there would be a good idea, as your help
shall come from the south-east, and that's exactly where the sub-boss of death
spawns. And we totally don't want to lose by Shin Getter getting sub-bossed to
death now, do we?
The help you recieve on turn 2 should (hopefully) be reasonably levelled
and helpful to you. Send them up, make sure to use Iron Wall or Concentrate or
SOMETHING of the sort each turn, and start picking off grunts. Generally, you
should ignore Galile for now until more help arrives. You have 6 turns from his
arrival before any more grunts appear, so you should be able to take out the
current ones and focus on him for a bit before that happens. Be cautious, kill
grunts, and make sure to heal up if your HP gets too low.
A horde of random Gundam characters will show up at the south-west during
this funfest, including Roux who has decided she deserves the Zeta more than
Camille. Insolent though she may be, you need all the help you can right now,
so keep all of your Gundams in their flight forms and head on over to help.
Judau in particular should get over to the dome as quickly as possible, because
when Puru appears to help (wtf?) on turn 5, she'll appear right next to Judau's
unit. Make use of the G-Fighters now to heal up your units, as they'll surely
need it. Keep defensive with your seishin and clear out the grunts. If you get
a moment, start beating on Galile, but make sure you have Flash or Persistence
up if you do because getting hit by him would make a dent in the most armoured
unit's HP.
On turn 7, more units for you and more grunts. Unit selection wise, I'd
suggest that you should bring out another healing unit, Mazinkaiser, Dancougar,
and two other heavy hitters. You need to be able to lay on the damage on this
stage later on, so whatever works for dealing mass damage, bring it. Ferality
and Mazin Power make light work of most defenses, though, so those two should
be no-brainers if you've kept them decently levelled. Head on up, take out
grunts, and get working on taking out Galile. Once his first form is down, he
will regenerate into an even more nasty one, so be veeeeery careful. I'd
recommend making use of the quick-save here just in case something goes wrong
and you lose units.
Anyway, keep on fighting, and more grunts will appear. Waste them. Galile
should hopefully be making himself very dead sometime around now, and taking
him out will alleviate a lot of the problem. Once he's dead, use the time to
finish off the remaining grunts and heal yourself up. Once turn 11 (or the
destruction of all the enemies) comes about, then your dudes will break into
the forcefield and you'll be able to move onto the saucer... where Gol and four
over-powered assistants appear. Oh dear.
First rule here - the saucer has HP/EN regen, which makes life a little
more pleasant as you can sit there and heal yourself up. Unfortunately, this
also gives Gol and his grunts the same benefit. To make things worse, his
grunts will try and move next to him, providing him support defense. As such,
it's probably a good idea to take them out rather than going straight for Gol -
they'll give you some more money and EXP, as well as giving you more space to
work with on the saucer to use supports of your own. Cautious is the game here
as usual, focus on one at a time and take them out. If Gol attacks, defend or
evade for now - any damage you do will just be healed up by the regeneration
next turn anyway. Once they're dead, THEN worry about Gol.
Done that? Good good. Sit all your units on the saucer and let them heal
up for a few turns. Gol will be trying to make you dead, of course, but if you
save each turn then you can see who he'll attack and then reset and plan
accordingly. The G-Fighters will be able to heal up any damage dealt to your
super robots quite quickly anyway. Once you're ready, make a nice block with
your units to make use of support. Dancougar, who should have hit Ferality mode
by now, should form the centerpiece. Unleash everything you have on Gol - Hot
Blood is good and should be used freely on finishers. Get as many Dankuuhou
Formations and Fire Blasters in as you can, and whittle down his HP. With a bit
of luck, you may well be able to take him out on a single turn - but if not,
worry not. Whilst he will regain a LOT of HP, you will hopefully be able to
defeat him on the second turn if you go all out. If you have enough SP, then
get 2x EXP/money on the kill, but with all you've been through it's quite
forgivable if you don't have the means to do so. Once Gol goes down, then you
are a man, my son. Victory is yours!
Shin Getter gains the Getter Final Crush attack, and in doing so prepares
himself for a lovely little surprise he's going to get... next stage. :D
Youkikaijuu Dragogameo 1 x4
Compound Kikaijuu Garadoubla MK01 x4
Hell Lord Gordon (Baron Ashura)
Enhancement Parts:
Large Scale Generator: Flying Fort Ghoul
Spare Parts: Flying Fort Ghoul
Psychoframe: Hell Lord Gordon
Propellant Tank: Hell Lord Gordon
Skill Parts:
Melee Stat +15: Hell Lord Gordon
Events:
Turn 3: Player and Enemy Reinforcements (1) Arrive.
Hell Castle Gate is destroyed: Enemy Reinforcements (2) Arrive.
Mazinkaiser powers up and gains the Kaiser Scrander.
Strategy:
And so we finish off a second super robot plotline in two episodes. At
least this time they're kind enough to give us a decent selection of units
rather than the horde of ZZ pilots no-one ever uses. Bring a healer or two as
parts of this stage might get messy, and bring Shin Getter for the fireworks
at the end. Trust me.
The objective for the first part of this stage, at least, is to head over
to the castle at the top-left and destroy the gate. Between it and us, however,
is a horde of grunt enemies and a grunt battleship. Yay. What does make the
stage a lot more interesting, however, is that even when once all the enemies
are dead, the stage will not progress until the gate is destroyed. Add that to
the 30% HP/EN regen that the castle gives and you get a free fillup for the
boss fight. Delicious.
So we start by heading northwest and fighting off grunts. Support is the
name of the game here, because you want to conserve as much SP as possible. HP
and EN can and will be regained up at the castle, so you can afford to fire off
big attacks and take a few hits - healers can handle anything that causes too
much damage, and as long as you take out the grunts efficiently they shouldn't
cause you too much damage. Be careful with your grounded (and air-hating like
Dancougar and L-Gaim) units as you cross the water.
Once all the grunts are dead (ably assisted by the lovely Debbie Mazinger)
then you can head up to the island. Feel free to start weakening the gate, but
don't destroy it for the moment. Move all your units onto the healing terrain,
blocking out as many squares nearest to the gate as possible. Once you kill
the gate, a boss will spawn very near it, and you want to make sure that it
doesn't spawn onto a healing panel if you can help it. Because that would be
very bad. In addition, 3 turns is all it should take for your units to regain
all their HP and EN ready for the next challenge.
Which appears when you blow up the gate.
Ashura appears in his ultimate mecha of supreme pain, GORDON. Is that not
the best name ever? L-Gaim's got nothing on this. He also brings out a horde of
minor grunts. Do not abandon your positions on the healing panels - snipe what
you can, and let them come to you. Gordon has enough HP/EN regen of it's own,
so don't worry about fighting it for the moment. Just worry about the grunts
until you can focus everything on Gordon. Support should cut down the damage
you take and the terrain should heal the remainder, but like with most boss
fights it may be a good idea to make a quicksave every turn.
As for Gordon, you may quickly notice your smaller units - and this, quite
annoyingly, includes the Mazingers - are unable to deal proper damage to the
Gordon due to it's huge size. Due to it's innate regen, you CAN kill off it's
parts, but it'll regenerate them next turn anyway. As such, it's probably best
to let a larger unit get the kill. Support is your friend here, and units like
Dancougar will be of great help in whittling down it's HP. Feel free to use
Hot Blood and the like - the Gordon is the last enemy of the stage. If you did
bring along Shin Getter, note it's shiny new combination move with Mazinkaiser
now that the latter can fly. That, with Hot Blood, should put quite a dent in
the boss.
Assuming you can take off about half to 2/3 of his health in any given
turn, you should be able to beat him down even though his HP Regen is overly
goddamn huge. 2x money and EXP is, of course, a necessity on the kill. The
stage ends once the Gordon is defeated. There is a sub scenario after the
stage which will allow you to get an upgrade for the original Gundam, which is
nice, as it's going to become totally obsolete the scenario after that.
=========-------------------------------------------------------------=========
Sub Scenario 38 - "The Resolve of Those Left Behind"
=========-------------------------------------------------------------=========
Strategy:
Yay, it's time for mass grunt wipeout. The first two sets of grunts spawn
at both bottom corners, with the Zeon enemies deciding they rather like to
live in the lake. How NICE for them. A few turns later some Layzner grunts will
spawn at the top, too. To be honest, this is fairly simple stuff by now, keep
your supers support defended and keep your reals spamming Concentrate and all
should go well. I'd recommend moving over southwest and letting those enemies
feel your fury first, and give the Zeon remnants the chance to get out of the
damn water. By the time you're done with those two, the Layzner grunts should
be on your doorstep and ready to be owned, quite liberally, in the face. Owning
everything with whatever seishin you like should make short work of everything,
though saving some SP for accuracy seishin on the Layzner enemies never went
amiss.
The scenario will end once they're all dead, and you can refarm it for
items if you so choose. You'll recieve the Full Armour parts for the Gundam
after the stage, which you must equip on the Convert Unit screen of the
Intermission menu.
-------------------------------------------------------------------------------
Scenario 39 - "The Azure Falcon, Once More"
-------------------------------------------------------------------------------
Player Units:
1 Battleship
9 Units
Dancougar (Shinobu)
Black Wing (Alan)
Enemy Units & Reinforcements (1) Defeated: Enemy Reinforcements (2) Arrive
Enemy Turn after Enemy Reinforcements (2): Enemy Reinforcements (3) Arrive
2 Turns after Enemy Reinforcements (3): Friendly Reinforcements (1) Arrive
2 Turns after Friendly Reinforcements (1) Arrive: Friendly Reinforcements
(1) retreat, objective changes to Move Battleship to Marked Point.
Battleship moved to Marked Point OR All Enemies Defeated:
Player Reinforcements (1), Enemy Reinforcements (4) Arrive.
Turn After Enemy Reinforcements (4): Enemy Reinforcements (5) Arrive.
Objective changes AGAIN to Move Battleship to Marked Point. Dancougar
and Black Wing combine to form Final Dancougar.
Strategy:
If you haven't guessed it from the minor avalanche you've had to descend
to get to this point in the stage description, we're in for rather the long
haul here. Awfully good fun. You'll want to bring at least one healer with you
for this stage, and Dragonar-1 for the events later. It makes things fun.
Throughout this stage you'll have the lovely assortment of friendly NPCs
assisting you. There are two fun things about them here: the first is that they
will respawn if they all die, the second is that it should be quite easy to
keep one of the Salamis Kais - the least intrusive of the units - alive and
ensure they prove the most minimal of annoyances. We also have the Mass Driver
in the center of the stage, which offers 10% HP/EN regen at the cost of being
shaped in such a way that it's a pain to use. Remember to use B to check the
terrain and try and keep your units there when it's convenient, as it'll be
the central ground for a great deal of the stage.
Whilst cautiousness might generally be a decent strategy in GC, our modus
operandi in this stage will be to rush in like complete idiots and take the
Mass Driver ASAP. In addition, whilst the enemy units may be infinitely more
competent than the neutrals, they can still steal a few of your kills if given
half a chance, which makes it especially important to get in there and start
tearing the enemies apart with haste. Use a defensive seishin that'll 'stick'
like Flash or Persistence as you make your charge, and try to have your units
on a Mass Driver square by turn 2 or 3, and then keep them there. 10% may not
sound like a lot, but your healers will be overworked on this stage and any way
to take the heat off the 'who to save?' decisions is one worth making use of.
That said, the enemies here are standard Zeon+Giganos (Zeronos?) fodder.
Be cautious around the Apsalaseses and Chivvays as usual with larger units,
and make taking them (or their weaponry) out a high priority. That said, this
part of the stage should be reasonably simple. Keep your defenses up, focus
your fire, and take care of the first set of reinforcements that arrive which
bring a great deal of more of the same and very little of actual note. You may
wish to leave a lone Chivvay from the reinforcements alive whilst you let your
units regen - your healer should be able to focus it's efforts on whichever
unfortunate unit it targets whilst the others soak up the Mass Driver.
When you feel adequately healed up from the beating you've just taken, and
freshened up with lovely new morale counts, finish off these initial wastes of
all our time to bring in the meat of the scenario - Dancougar enemies. Crappy
Dancougar enemies. The first set will spawn in the southwest led by Helmatt,
whilst a second fleet will soon follow in the southeast led by Shapiro. You can
really go for either at this point, but my recommendation is to head off to
Shapiro's spawn point the turn Helmatt spawns so you can get a headstart on
Shapiro as he spawns, hopefully splintering his troops before they get to align
into annoying support formations.
Pretty soon after this occurance, the Practice Squad let by Maillot will
arrive to make a stark warning: Giganos has abandoned the Mass Driver plan and
will probably detonate it, along with the lot of you. Your team questions this
chain of events considering the source, but decide to play along because hey,
free Maillot. Use the Practice squad with their low damage values as NPCs for
bait here, and then rush in and clean up after them. You'll also find at some
point that it's possible to advance proceedings by moving your battleship onto
a marked point that'll show up a few turns later. Whilst this may move things
along plot-wise, it basically leaves you trapped between the current enemies
and a new set of reinforcements. Strategical nightmare. As such, it's best to
fight off the enemies that are here at the moment before calling in any new
ones by moving your battleship. The Practice Squad will abandon you at this
point anyway, which makes it easier to ensure you don't get your kills stoled.
Dancougar grunts are, as ever, high HP useless. That said, Persistence is
very worthwhile here, and your reals may want to use Focus as a 'just in case'
measure. Regardless, the grunts should not pose you too much trouble. The ships
on the other hand, whilst being fairly mediocre for 'bosses' at this stage, do
pack a bit of a punch. Be cautious, whittle them down, then go for the usual 2x
EXP and money kill on them. After taking down one side, rush the other and try
to meet them back in the middle. You can possibly be a little reckless when
dealing with the second set, but don't put any unit in a position where it
won't be able to cope with the enemies coming at it.
Having dealt with the two sets of enemies, you'll find yourself sitting
(hopefully) a little south of the Mass Driver as a small group of Dancougar
enemies arrive - along with the triumphant and usurping return of the Practice
Squad, now deciding to join you in the name of bolstering their massive massive
egos. Whilst badassery would dictate making a brave and noble hotblooded charge
at this point... grunts. Mass Driver. See how easy this is? Get your units
sitting on that oddly shaped piece of argh and use it to bolster your HP whilst
the worst enemies ever trundle slowly towards you. Also note the nice new Twin
Laser Sword combination attack between Dragonar-1 and Maillot's Falguen, which
you should probably use this chance to see. It is quite sexy, I must say.
A turn later another 12 enemies show up, and the prospect of fighting a
whole 18 pathetic and useless grunts at once is enough, apparently, to scare
the Dancougar team (plus whinyblonde) into initiating their SECRET PLOT DEVICE
and fusing to form Final Dancougar. Instantly killing 6 of them with the
Dankuukougaken. Nice. Make use of this new found power by trundling it all the
way back to the Mass Driver in the name of strategy and not letting something
which can probably now OHKO a small country by punching it take all your kills.
Clean up, finish off the remaining enemies, and bask in an aura of glory.
Once the stage ends, and the Mass Driver explodes (taking that green-faced twat
Helmatt with it) you'll find your shiny new Final Dancougar sitting in your
collection ready for use, and deploying as one unit, precombined. To make up
for this far too lenient display of awesomeness, the Practice Squad won't be
joining you just yet.
There's also a Sub Scenario after the mission, which I highly recommend
doing purely because it offers as a secret a badly needed *gasp* decent UC
Gundam unit. Such a thing is too awesome to avoid.
=========-------------------------------------------------------------=========
Sub Scenario 39 - "The Blockade of A Baoa Qu"
=========-------------------------------------------------------------=========
Player Units:
1 Battleship
14 Units
Hyaku Shiki (Quattro)
Enemy Units:
Gelgoog x4
High-Mobility Prototype Zaku x2
Zaku II Kai x2
Rick Dom
Dreizen x4
Gaza C x2
Bigro x2
Apsalas II
Enhancement Parts:
Propellant Tank: Bigro
Cartridge: Bigro
Repair Kit: Apsalas II
Events:
Enemy Base is destroyed: Quattro retreats.
Strategy:
Yeah, another bloody Sub Scenario. Welcome to Let's Fight: Every UC Gundam
Grunt Ever Made. The objective here is either to hold the enemies at bay for
5 turns, or to destroy the enemy base (the crosshair marker near the Apsalas)
within that timeframe. Destroying everything there and the base within the time
limit is an act of pathetic simplicity, so let's throw down.
The secret unit on this stage is the Sazabi - Char's lovecrumpet of funnel
abuse from his self-titled movie. It's one of the best units in the game and,
as such, should definitely be on your list of priorities. To obtain it just
involves destroying the base within the 5 turns, so if all goes pear-shaped
with the enemies, that should be your priority.
In any case, it's a very simple scenario. Spell up - Persistence and Focus
are all good - dash in, waste seishin every which way and take out everything
in your path. None of these enemies bar the Apsalas are even remotely
threatening, so use Accel on every unit that has it and just charge in and
cause chaos. The Layzner Mk-II with Focus is exceptionally suited for this
task, so you may wish to send it in in plane form and then have it demolish
everything that so much as looks at it strangely. Run in, leave burned-out MS
carcasses in your wake, and once that's done, focus your efforts on the base.
It shouldn't be too difficult to destroy all the enemies by the end of
turn 4 - remember that there's no point conserving SP, so feel free to let your
supers get one-hit kills using Hot Blood'd finishers. Remember that only some
attacks can target bases, so if your units seem to be unable to attack, they
may need to transform into a different form or be in a certain range to use the
correct attack for base-whacking. Check the bottom-right corner of a weapon's
status to see if it has the circle mark that indicates it's suitability for the
task. Bear in mind that the base is on 10% regen terrain but, hell, it's a
goddamn 50k HP base. Tear it up like it's paper and, assuming all the enemies
are at this point firmly destroyed, you'll win the scenario.
The MSN-04 Sazabi will be delivered to you after the stage if the base was
destroyed within the 5 turns. A replay of the sub scenario will involve a
simple 'protect the marked point' mission involving a battleship of choice and
15 units against a diminished selection of enemies, none of which carry parts.
As such, it's fairly pointless to replay for anything more than some lastminute
levelling of the Gundam characters before the next few stages.
-------------------------------------------------------------------------------
Scenario 40 - "Space Fortress A Baoa Qu"
-------------------------------------------------------------------------------
Player Units:
White Base
15 Units
Friendly Units:
GM x6
Salamis Kai x2
Enemy Units:
Dreizen x4
Gaza C (MA) x2
Gaza C x4
Hermes x2
Zaku III (Rakan)
Zaku III (Rommel)
Qubeley Mk-II (Puru Two)
Chivvay x2
Gwazine (Haman)
Enemy Reinforcements (1):
Apsalas II x3
Apsalas III x3
Gwazine (Gihren)
Enemy Reinforcements (2):
Dreizen x4
Bigro x2
Rick Dom (Ortega)
Rick Dom (Mash)
Rick Dom (Gaia)
Gelgoog (Acous)
Gelgoog (Tachi)
Gelgoog (Clamp)
Musai x2
Zanzibar (Hamon)
Defense Stat +10: Zaku III (Rakan)
SP Usage -10%: Gwazine (Haman)
Counter: Gwazine (Gihren)
Accuracy Stat +10: Zanzibar (Hamon)
Events:
Turn 3: Enemy Reinforcements (1) Arrive.
Haman reaches 30% (11250) HP: Haman retreats.
Strategy:
I got 99 bosses, ain't good drops on none.
Ya know, I know that this game encourages you to use terrain, but when
they give you a giant goddamn area with regen that encompasses the exact same
number of squares as you have units, it becomes a bit TOO obvious that you're
meant to camp it.
List of priorities, then: Your friendly 'assistants' - the GMs, at least -
will suicide on the enemies with deft speed. In doing so they may well take out
the Gaza-C Mobile Armours, but as they and the mobile suit versions are
technically the same unit you can use those for capturing if you so wish. Your
priority here should be to charge in and basically take that central group of
enemies, Haman and her kin, by surprise. The outermost flank on each side will
probably focus on your friendly units, and letting that fight just play out is
probably the simplest way to handle things. If your friendly units win, then
whoopdedoo for them, and if the enemies win, less incompetent friendlies to
worry about and they'll come chasing back after you at which point you can kill
them. It's fairly win-win, so let the friendlies do their thing.
The central group of 10 enemies are... fairly problematic. Whilst the Gaza
C units are fairly easy and the Hermes aren't too bad if you keep your defense
seishin up, Haman's cronies are difficult. Rakan and Rommel should be treated
with reasonable caution, whilst Puru Two should be one of those units for whom
speedy elimination should be a priority - taking her out in as few hits with as
little seishin usage as is sanely possible. 2x EXP should be used for all three
kills, though 2x money is almost certainly a waste. The main problem here is
Haman's Gwazine, with it's 37500 HP tied to a retreat at 30% of it's HP, thus
activating at 11250 HP. Hence, you're gonna need some Hot Blood + Support
action to finish her off.
Or you would do, were it not for Gihren popping up with a radial guard of
six Apsalas of varying types. Luckily, Apsalases are absolutely awful at doing
absolutely anything apart from MAP spam, and at the distance you're at it'll be
trivial to manage their sniping, so focus on Haman for now. Get her down as
close to 11250 as possible, and then finish her off with a strong Hot Blooded
finisher (with Sniping if the unit in question is M-sized or lower) supported
by a strong super like Dancougar or Mazinkaiser. 2x EXP and money is highly
advised, seeing as Haman is essentially a series boss. Delicious EXP. It's not
worth taking the fight directly to Gihren just yet, as he also suffers from "I
run at 30% HP!" disease whilst backing it with HP regen, so save it for once
you can really lay into him.
Around turn 4, Hamon will show up to confuse you with the power of her one
letter difference, which makes taking Haman out even more of a priority. Well,
not really, but considering how ridiculous her accuracy is, it's probably a
good idea. Once she's gone, you can start playing defensively. 16 squares of A
Baoa Qu and 16 units - so start piling as many units as you can onto it and
taking down the Apsalases. Whilst the Apsalas II units are fairly weak, the III
variants have 26000 HP each and plonk themselves on regeneration spaces. Try
and focus your fire on one at a time, making use of supports and generally
avoiding SP usage where possible. Also try and keep your units out of the reach
of their MAP attacks - or at the very least keep one of their units in it's
firing line too so they won't fire them. Nothing like a little indirect hostage
taking to change the pace of warfare, eh?
Gihren, then. He's Haman without the competency, and with a 20% defense
bonus and 10% HP regen a turn. He runs at 11250 just like Haman, so make sure
to get him as close to that figure as possible before starting your attack -
it may be worth waiting to start a new turn so you can mix-and-match all your
units to find the right combinations to weaken and kill him. As usual, get a
strong super like Mazinkaiser, Raijinoh or Final Dancougar into finisher range
and have them support a Hot Blood or Soul-fueled finisher from a good, strong
unit preferably in need of 3-4 levels, and make sure to use 2x EXP/money for
the kill. Some experimentation may be needed to find a good combination of
units to get the kill, as his 20% bonus from A Baoa Qu can put a serious dent
in your damage potential.
Am I the only one noting a distinct lack of Regianne lately? Just sayin'.
And then we're left with the dregs. The leftovers. The unwanted remains.
Depending on how many friendlies are left alive, a good majority of the enemies
should head over towards your defensive formation on A Baoa Qu. Those that do
head over to the friendlies should be more than capable of not dying within one
turn, so feel free to send a quick unit or two to mop up any enemies that do
not favour you with their presence. In general, however, you should maintain
your position on A Baoa Qu if only to allow it to mop up your damage and cut
down on defensive seishin use. Cut down the enemies that come to you, swing out
units that can take care of themselves to deal with the ones that don't, and
use 2x money in taking down any of the (incredibly easy) named enemies from the
Black Tristars and... whatever the hell the Stardust Memory trio are called.
Once the initial rush dies down, taking care of the rest of the enemies
should be simplistic. Feel free to use defensive seishin at this point if the
battleships' attacks worry you, and if you have any leftover SP, 2x money on
the battleship kills might be a good use of it. Hamon is really nothing special
and of comparable footing to the Musais, so beat her down, use 2x EXP and money
on the kill and clean up anything that may happen to be left.
The scenario will end once all enemies are destroyed.
-------------------------------------------------------------------------------
Scenario 41 - "Warriors, Once More"
-------------------------------------------------------------------------------
Player Units:
1 Battleship
ZZ Gundam (Judau)
Hyakushiki (Quattro)
12 Units
Player Reinforcements (1):
Qubeley Mk-II (Puru)
Enemy Units:
Dreizen x10
Apsalas II x5
Zaku III (Rakan)
Qubeley Mk-II (Puru Two)
Gwazine (Haman)
Enemy Reinforcements (1):
Zaku III x8
Apsalas III x4
Enemy Reinforcements (2):
Gilgazmune x3
Stark Dyne (Min)
Stark Gebai (Gol)
Stark Gundora (Ganan)
Stark Drauzen (Jin)
Gilgazmune (Gun Jem)
Turn 4: Player Reinforcements (1), Enemy Reinforcements (2) Arrive.
Puru attacks Puru-Two, then Judau attacks Puru-Two twice: Judau becomes
able to recruit Puru-Two by destroying her Qubeley Mk-II.
Haman's Gwazine is destroyed: Enemy Reinforcements (3) Arrive.
Haman's Qubeley is destroyed or reduced to 30% HP: Qubeley regains all HP.
(If destroyed, she still regains all HP, and becomes an 'unknown' enemy
as if it had just respawned. However, only one set of items drops.)
Haman's Qubeley is destroyed: Enemy Reinforcements (4) Arrive.
Strategy:
I'd like it to be known that I'm getting fed up of translating 'futatabi'
as 'Once More' but am kind of stuck there due to them actually using the word
'Again' in English in a stage title later. Foresight, Banpresto, foresight!
Do you remember how last stage we made such a big thing out of the 16
squares of A Baoa Qu being so important? Well, in this level over half the
stage is comprised of A Baoa Qu's surface, so we can fight the entire level
with HP/EN regeneration going. Start by running your units up through the gap
in the asteroid field that goes directly north from the Hyakushiki's starting
point, and try to get everyone onto the A Baoa Qu terrain (with it's 20% evade
and defend bonuses and 10% HP/EN regen) by turn 2 or 3.
The key to the first part of the stage is Haman, so leaving her alone will
keep the stage manageable for the moment. Make a point of ignoring her, though
her actions (and the passing of time) will trigger enemies anyway, her lack of
dying will ensure things don't get too hectic too soon. In the same vein, if
you want to recruit Puru-Two then you'll need to leave her alone until Puru
arrives on turn 4. As a third point, you may wish to ensure that Haman's first
battle encounter is made on your turn before Quattro moves so that you can get
him back to safety sharpish after his plot-based movement over to the right
hand side of the stage.
With that said, then, it's time to start cutting down enemies. Most of the
things you're fighting here are standard fare by now, so keep up some basic
defensive seishin just in case Haman decides to target you, but in general as
long as you don't have one unit stick itself out too much from the pack things
should be kept nicely in control by A Baoa Qu's regeneration. Focus on small
clusters of enemies at a time so as that there aren't too many enemies damaged
(and able to make use of it) at any one time, and slowly sweep your way from
the west over to the east. The Apsalas IIIs have a firing range of 8, so once
they spawn after you halve Haman's troop count, you can lure them in by keeping
just out of that distance.
On turn 4, Gun Jem pops up with the Stark squad and some mass-produced
Gilgazmunes in order to annoy you - luckily, Puru also takes this opportunity
to make her grand debut. At this point we're able to recruit Puru Two, but hold
off on doing so a little longer - doing so will make both Puru and her retreat,
so make use of Puru's assistance in dealing with the Dragonar enemies first.
Continue your mentality of not fighting back against Haman and Puru-Two, but
you may want to maintain a defensive formation whilst dealing with the Starks.
Let them come to you, support defend, and then spell up and take them down on
your next phase. It shouldn't be too difficult to take out all 4 of them in one
turn, and if you have the SP, 2x EXP is a really good cast to make for each of
them. Don't blow all your SP at the moment, though, cause there's still a lot
of more major bosses to come.
Once the enemy forces have dimished and left you less 'overwhelmed', you
can start being a bit more relaxed. Take down the MP Gilgazmunes as a matter of
priority (one at a time, as usual, due to the regen from A Baoa Qu) and then
worry about Gun Jem. He's dodgy, and annoying, and generally painful, but, in
true Dragonar style, doesn't have the HP to back it up. Make it quick and
simple: Spell up, and blast him out of the sky. 2x EXP/money is a good cast as
ever here. And then, at last, we focus on Puru Two. It's probably best to make
an in-battle save before attempting this, as it's a little complex and tricky
to get to work right. We fight her once with Puru and then twice with Judau.
After that, Judau needs to defeat Puru-Two to get her to join. Note that Judau
defeating her with his second attack (as it's the dialogue BEFORE the fight
that matters) will allow her to join too. In fact, this way is probably better,
as it lets you get it done in two turns:
Have Puru attack, Judau attack, weaken Puru-Two as much as possible and
then end your turn. At the start of the next turn, have Judau attack Puru-Two
for the second time and defeat her in the process. You can also have Judau use
Awaken for the first attack, weaken her, and then kill her using the Awakened
second attack if you want it done in one turn. If done correctly, anyway, both
she and Puru will retreat the field. Once this is done, take the usual
opportunity to free heal - using support defense to take the flack from Haman
without actually fighting her, and using A Baoa Qu's regen to get your HP and
EN back up to snuff. Once they are, then Haman should be fairly simple - she is
after all just another Gwazine. Spelling up probably isn't even necessary, but
2x EXP/money is always good on the kill. Maintain the usual level of cautious
behaviour for dealing with Haman, but you've fought her once last stage, so
send her off with a remarkable 'meh'.
Until she pops back up in her Qubeley, flanked by four Big Zams. Luckily
for us, Big Zams when piloted by nondescript generic pilots become what is
technically known as 'cannon fodder'. Spell up as much as appropriate (as you
must remember they'll hit hard if they can actually land an attack!) and focus
on one at a time, taking them down. As is usual, ignoring Haman is a good plan
at the moment. You should be able to take down about 2 Big Zams a turn without
too much seishin usage if you're lucky and make good use of support attacks.
If you have a nice real who you don't mind sacrificing some EXP through disuse,
you might want to have them go camp A Baoa Qu's northeast corner for a bit.
Once the Zams are down, we focus on Haman. Firstly, Haman gets a full HP
regen once she hits 30% which is, quite frankly, a pittance considering she has
about 18600 HP anyway. As is usual with a boss like Haman who hits hard and has
high accuracy, you want to kill her in as few attacks as possible. You also
want to ensure you kill her first time round so that you get the extra EXP,
rather than just letting her get low and regen. Bring her down to around 6000
HP, remembering to spell up with Sure Hit, and some form of Persistence or
Flash with each attack, and then finish her off with a strong attack (with some
form of Support if possible) to blast her from above her regen zone to dead. 2x
EXP is of course a given, though 2x money is pointless with the Qubeley's low
gains.
Regardless of how Haman activates her regen, you'll be facing her again
from full HP. Her low total of it, however, makes her an easy target if you
follow the same approach. Spell up, beat her down quickly and efficiently, and
then make a support-assisted kill (just for the sake of making it easy for even
your least damaging real to get it if you want) to finish her off. 2x EXP is,
of course, again suggested. 4x the EXP from one boss, mmmm. And once SHE'S down
then at long last the final set of reinforcements pops up - Dolchenov with some
mass-produced Gilgazmunes. The very last set of enemies. Thank god.
If you sent that lure unit over to the northeast, then have it spell up
with Concentrate or Iron Wall, move off the edge of A Baoa Qu near Dolchenov,
and generally act as a lure to keep the enemies off the regen spaces. Whilst it
keeps all the enemies busy, have the rest of your units make the charge over to
the northeast, and gaining a little HP/EN back in the process. Gilgazmunes are
units that become problematic in low numbers, due to their radial MAP attacks,
but in a group of 7 are fairly effortless to defeat. As usual (excluding your
initial lure, of course) you should make sure no one unit takes all the flack
from the enemies, and defeating the Gilgazmunes should be a piece of cake.
Dolchenov is a bit like Haman, really. Powerful, dodgy, accurate, but hasn't
got the HP to back it up. He's the last enemy, so go all out: Sure Hit, Hot
Blood, Flash or Persistence - and, of course, 2x EXP and money on the kill.
The scenario ends once Dolchenov is defeated. The Practice Squad, complete
with free Maillot, will join you after this scenario, as will Puru-Two if she
was recruited during the stage.
-------------------------------------------------------------------------------
Scenario 42 - "The Decay of Ambition"
-------------------------------------------------------------------------------
Player Units:
1 Battleship
Hermes (Lalah)
Upgraded Main (Akimi)
11 Units
Player Reinforcements (1):
Shin Getter-1 (Gou)
Final Dancougar (Shinobu)
Friendly Units:
Salamis Kai x3
Enemy Units:
Zay Far x4
Deathgrome II x2
Enemy Reinforcements (1):
Zay Far x4
Deathgrome II x2
Enemy Reinforcements (2):
Zay Far x4
Enemy Reinforcements (3):
Deathgrome II x4
Enemy Reinforcements (4):
Zay Far x6
Deathgrome II x3
Deathgaia Battle Cruiser (Shapiro)
Ranged Stat +10: Cloud Harken (Sieg)
Melee Stat +10: Kreuz Wahrheit (Sally)
SP Usage -20%: Guardial Blood (Regianne)
Events:
Turn 2: Enemy Reinforcements (1) Arrive.
All Enemies Defeated/Turn 4: Enemy Reinforcements (2) Arrive.
All Enemies Defeated BEFORE battleships reach Marked Point: Enemy
Reinforcements (3) Arrive.
Battleships Reach Marked Point (Normally on Turn 5): Player Reinforcements
(1), Enemy Reinforcements (4) Arrive.
Shapiro's Cruiser is destroyed: Enemy Reinforcements (5) Arrive.
Shapiro's Desire is destroyed: Enemy Reinforcements (6) Arrive.
Sieg or Sally is defeated: Sieg, Sally and Lalah all retreat. Enemy
Reinforcements (7) Arrive.
Regianne is defeated: All enemies retreat, stage ends.
Strategy:
Well this looks easy. Guard the 3 Salamis Kais against 6 really useless
Dancougar grunts as they attempt to get to the top-left corner. What could
POSSIBLY go wrong!? Oh, I dunno. Every annoying boss in the game in one stage?
Yeah, that'll do nicely. Really nicely. You'll probably want to bring a healer
or two for this stage. Carl's Rebi Gelf MAFFU is a nice choice just to get used
to using it.
Luckily the stage starts off nice and simply. The enemies basically spawn
in such a way as to provide a path for you to move down, sandwiching you and
the Salamises between them in a vaguely disturbing way. Proving the tried and
tested idiom that offense is the best defense, we fly up there as fast as is
sanely possible and protect the Salamises by brutally murdering every enemy in
sight. Note that even a single Salamis dying is an instant Game Over, so get up
there sharpish. There'll be 16 enemies spawning up there within the 4 turns it
will take for the Salamises to reach their destination, all armed with large
amounts of HP and low amounts of competence. Just like old times!
Take the usual precautions with this part of the stage. Keep your units
spelled up with 'one-time' defenses - Flash or Persistence, and charge in using
Accel and faster transformations if possible. You ideally want to engage the
enemy, even if only with a few units, on turn 2 - as that's when the enemy
will reach the Salamis ships normally, so providing them with a few new targets
will help keep the flack off the ships. Ideally no more than a couple of the
enemies will go for the Salamis Kais, and it's these enemies you should focus
on. Eliminate enemies based on their threat to the ships rather than to you at
this point, as you'll have a bit of a respite after saving the ships in which
to heal up.
Whether or not you'll be able to defeat all the enemies that spawn up in
the corner before the battleships manage to escape is something that forms a
rather sizeable 'if' on a first play - if you have enough fast units, if you've
upgraded weapons enough, etc. If you don't manage to take them all out, then no
worries, but your success will be marked by a new set of enemies spawning in
the bottom-right corner near where you started as if to say "Well try killing
THESE in time!" That's pretty much your cue to start healing up and getting
ready for a minor enslaught.
Once all the Salamis Kais escape - which is generally on turn 5 unless
they get seriously sidetracked by enemy barricades or Engine damage, Shapiro
will show up with a minor armada down at the bottom-right corner. If you have
any enemies left up near the top-left, but with the stage now reversed in
positioning, we also reverse our strategy - and play this very defensively.
Whilst the Dancougar enemies have never been especially competent, they can
pack a mean punch in numbers, so support formations, leadership bonuses and
anything else you can take make all the difference here. The standard 4x4
square is probably the best way to do it. Park it down somewhere safe and let
the enemies come to you, picking them off as they do so. Let your healers soak
up the flack, and try to cut their numbers down quickly. Shapiro shouldn't be
too threatening in his battleship, so you can quite happily ignore him whilst
making large holes in his grunt workforce. Again, Flash and Persistence may
well be good ideas if you support defense formation happens to falter under the
enemy pressure, but this should only be an issue during the first few turns.
Once the enemy numbers have been trimmed, we get to start worrying about
Shapiro. Or we would do, if he wasn't in some pathetic battleship without any
regeneration, dodging skills or gimmick whatsoever. Keep up the Alert and
Persistence, whittle him down, and then 2x EXP/money on the kill. He really
shouldn't be posing any problem to you at the mome-WHAT ON EARTH IS THAT!? Yes,
yes, he did just respawn in a 50000 HP deathmech. This... this might just be
ever so slightly problematic, huh?
This is pretty much the Big Bad for the stage. If there are any grunts
left on the stage, now would be quite an excellent time to kill them before we
get started on Shapiro. You may well want to save at the start of this turn,
because our strategy is going to involve weakening him as much as possible on
the first turn and then killing him the next, and the last thing you want to do
is have him blast one of the plot units out of the sky on his turn and net you
a Game Over. So, standard boss fare. Make sure your Flash and Persistence is
set, cast Sure Hit if it's needed, and lay into him. Hot Blood is, as ever, an
exceptionally good idea if you can spare the SP (bare in mind there's a few
boss-type enemies to come after this) and we want to get him down to low low
HP levels. Once he's at the point where you can kill him, answer yourself this
question. Can you take out another 20,000 HP boss THIS TURN with the units you
have left to move? If not, leave him alive and end your turn. Regardless of
your choice, however...
Once you do off him, Regianne starts her 3-step plan to making herself
even more of a hateable worthless piece of scum by betraying her colleague and
leaving him to rot as she runs back through the dimensional warp with the Muge
generals. Apparently an Earthian like Shapiro isn't worthy of her attention, so
she abandons him. And then leaves Sieg and Sally to fight you. Can you see the
ever so slight flaw in what's about to happen? Yeaaaaaaaaah. Pick one and focus
everything on them. Remember that these two hurt if they're given a turn in
which to act and use their MAP weapons, so whichever one you want dead, make it
happen the turn they spawn. I personally recommend taking down Sally simply
because the items Sieg drops are pretty much the same as Shapiro's, but pick
based on personal preference. Just take them out quick - Sure Hit, Hot Blood,
and your defense of choice.
Note, if you're one of those people who will engineer ridiculously complex
situations for minimal benefit, that it's possible to kill them both and get
both sets of items by using a well-placed MAP attack. This would take quite
considerable amounts of planning, however, and may well not be worth your
bother. Regardless of who you kill and how you do it, however, 2x EXP/money is
of course mandatory at this point.
Once you take out one of the pair, Regianne makes the most predictable
move in the history of the universe and tries to kill them both for failing her
expectations. I think she is my most hated villain in SRW history, folks. I
really do. Anyway, your main character and Lalah will take the brunt of the
attacks thrown at the two Guardisword generals whilst Shin Getter and Dancougar
keep her pinned down. Akimi whacks about 30% of her HP off her at this point,
and Lalah will drag the two generals back to the ship and retreat.
Meanwhile Regianne, in an effort to invert the stage's flow of movement
AGAIN, spawns back up at the top-left corner with a veritable horde of Raijinoh
grunts - be glad that this is the final stretch. Charge up to meet her, keeping
your support formation intact. Counter things as they come at you on their
phase, and then finish them off on yours. Be careful to stay out of Regianne's
MAP range, and whittle down the grunts. They have high HP, but as long as you
maintain Flash and Persistence shouldn't be too problematic. Any unit that gets
caught in Regianne's MAP range might want to use Focus or Iron Wall just to
increase their chances of survival.
As for Regianne, she's had a sizeable chunk of her HP taken off her, and
you've had about 15 stages in which to level and power up your units to the
point her Herculean defense isn't quite so impenetrable when you have the lord
of all things broken, Final Dancougar, on the field. My preferred way to make
her toast is to save, have Final Dancougar spell up with the usual Hot Blood,
Sure Hit and Persistence combo and then hit her with the strongest move that
won't kill her. That should leave her nicely weakened for whoever you want to
take the kill to, uh, take the kill. Support is of course useful for dealing
decent damage through her Potential, and 2x money and EXP should be used on the
kill as ever. If you feel the fight's going to go to two phases, then using
two defensive seishin may be a good idea - one for her counterattack on your
phase and one to soak up her counter. (especially if it's the MAP!)
The stage will end once Regianne is defeated. Whilst the Guardisword
generals are technically on your ship and doubting their allegiances, they
won't join you just yet. Boo. A Sub Scenario is also available after this stage
which you should do without question to get a VERY nice UC Gundam unit to go
along with the Sazabi.
=========-------------------------------------------------------------=========
Sub Scenario 42 - "Assault"
=========-------------------------------------------------------------=========
Player Units:
White Base
15 Units
Friendly Units:
GM x3
Salamis Kai
Enemy Units:
Zay Far x10
Deathgrome II x5
Enhancement Parts:
Repair Kit: Deathgrome II (x2)
Propellant Tank: Deathgrome II
Cartridge: Deathgrome II
Spare Parts: Deathgrome II
Strategy:
What is it with sub scenarios generally being some bizarre parallel of the
stage they're tied to? Blah. I digress. The objective here is to ensure the
survival of the Salamis Kai, which is now directly surrounded by a horde of
enemies and with you much further away - an "advanced" version of the first
half of the last stage, if you will. For this strategy we'll be using two decoy
units, which need to be fast, have both Accel and Awaken, and the ability to
keep themselves alive. The Hermes, L-Gaim and Layzner Mk-II are all great
choices for this, but only if you've been making use of them and upgrading them
enough to keep them alive until your reinforcements get there.
Make your deployments, and have your decoy units immediately transform to
their fastest form (if they have one), cast Accel and Awaken and charge in.
Accel, Awaken if you can do it again, charge in - and repeat. If you think your
units might need a little extra help surviving you may want to save some SP
back for a few turns of Focus casting, and if so you should prioritize this
against another Awaken casting. Remember to save some SP for future Accel casts
too. Have your main force charge in ASAP, and try to get your decoys over to
the two 'sides' of the enemy formation so as to make them charge the decoys
rather than the Salamis. Once you have them chasing you, you can start to pull
them back to your main force, assuming the main force doesn't reach them first.
At that point, the battle becomes standard fodder. Spell up with whatever
seishin you need - defensive taking priority, of course, and start beating down
the enemies. If you have a fast healer, you may want to send it past the enemy
lines to look after the Salamis, but doing so is by no means necessary. Make
use of support attacks to break through the enemy line quicker, and to deal
with any annoying support defense formations they may have clumped into. In all
honesty, as you can afford to go all-out with your seishin, this should be a
breeze. A Hot Blood-boosted finisher should be enough to at the very least
cripple most of these enemies, and the cleanup should pose you little problem.
The scenario will end once all enemies are defeated. You'll recieve the
Nu Gundam after the scenario, which you should promptly stuff Amuro into (and
put Quattro in the Sazabi if you haven't already) so they can go around funnel
slamming things into oblivion. On replays of the scenario there'll be none of
the friendly units - just you, a horde of enemies, and some cheap tacky one-use
items to farm for the rest of eternity.
Shapiro is reduced to 50% HP: Shapiro regains all HP.
Strategy:
Well, this is a lovely little defense stage. Neither of your battleships
can move, and the Seal - that giant green cylindrical thing in the center of
the stage that your battleships just so happen to be parked on - gives a 30%
bonus to dodge and defense. Which means we'll be parking on it's edges and
fighting the hordes of enemies coming from every bloody corner of the map in
annoying stalls! Yay for support defense formations! As ever, you'll have to
protect your two main battleships in this stage, but also Eiji's Layzner. The
four Salamises are, mercifully, expendible. You may want to bring a couple of
healers along for the ride - it'll make the stage a bit easier.
Start off by having your units assume a defensive formation on the north
and northeast sides of the 'top' of the seal - clustered around the Gandol. The
various enemy reinforcements will spawn at the southwest, the southeast, and
then finally the northwest. Each time we'll be moving our main 'force' to the
relevant corner after taking out each group of grunts, leaving the bosses to
futilely attempt to take down the various battleships. For this purpose you
should allow a healer to act purely in the interest of saving the battleships,
but ensuring they do not use support defense unless necessary - the battleships
can soak up damage better than they can and it's more convenient to heal it off
them than a fellow healer.
In any case, gruntkilling. Keep your basic defensive seishin up and fight
off the Terminator Police as they come to you. They should arrive on your door
on their enemy phase 2, so hit em with a counterattack and then finish them off
on the subsequent turn. Your units should then all crowd around the southwest
side of the seal to fight off the Dancougar enemies - again, keeping spelled up
as you do so. The rather segmented nature of this stage makes the strategy
simple - bosses fight your ships, healers maintain the ships, your guys fight
off the grunts. After taking down the Dancougar enemies, move to the southeast
of the 'top' of the seal - don't go chasing all the way after them, just remain
in the corner of the 'circle' made by your ships.
At this point you should have 13 enemies remaining - the nine Terminator
Police, Ru Kain, Shapiro, and their respective battleships. As dropping the
enemy count to 11 summons another set of reinforcements, don't get too hasty
about sniping down this set of grunts. Let them get right up close, then pick
them down, ensuring you can take them out as quickly as possible and move over
to the new threat at the northwest. Again, keep seishin up, and whittle them
down, allowing Ru Kain and Shapiro to pointlessly flail at your ships - or, if
you're lucky - the Salamis Kais. Boom go grunts? Boom go grunts.
Shapiro is the big bad of this stage, so we'll leave him for last purely
for aesthetic reasons. Ru Kain is an annoying, dodgy little arse due to his
V-MAX Red Power, so you'll want to pull off the Haman strategy of 'as few hits
as possible'. Spell up with Hot Blood and Sure Hit, and pump high damage moves
into him. As ever, 2x EXP/money should be used on whatever malnourished unit
you choose to give the kill to. Just keep those healers at work keeping Shapiro
in a job, eh? As for Ru Kain's ship, well, it's only real means of defense is
being LL-sized. Take basic defensive preparations just in case it gets a lucky
shot on one of your reals, but should pose little problems. 2x money might be
worth pulling off if you have the SP for it, but remember to save some for
Shapiro later. The same applies for taking out the grunt-manned Deathgaia ship
that's tagging along with him, which you should take out with the same cautious
massacre strategy as the Grados ship.
As a note, I started this FAQ before Portal was even announced, and I just
cannot look at the word Grados the same way again. Seriously.
Shapiro really isn't upgraded much from last time you fought him, relying
on his various equips to pump himself up to being a more interesting fight.
None of which really work, but he will regain all his HP when dropped below 50%
giving him a rough HP total of about 90,000. As this is the last fight of the
stage, however, you can afford to go all out with Hot Blood, Soul, Awakening
and whatever defensive measures you like. Keep yourself healed, of course, but
this fight should be winnable in one or two turns, so his high damage potential
shouldn't cause you too many problems. As ever, 2x EXP/money on the kill, and
have your sound up to enjoy Shapiro's deluded deathknell speech in which he
declares himself a god before swiftly exploding in a ball of makeup-searing
flamey goodness. Ah, toasted emo.
The stage will end once all enemies have been destroyed.
-------------------------------------------------------------------------------
Scenario 44 - "Upheaval in the Edon Empire"
-------------------------------------------------------------------------------
Player Units:
1 Battleship
15 Units
Enemy Units:
Clowanker x21
New Planetary Alliance Battleship x6
New Planetary Alliance Battleship (Kay Malone)
Enhancement Parts:
Cartridge: Clowanker
Propellant Tank: Clowanker
Spare Parts: Clowanker
Linear Seat: New Planetary Alliance Battleship (Kay Malone)
Repair Kit: New Planetary Alliance Battleship (Kay Malone)
Strategy:
...are my eyes decieving me? A simple stage with no hidden facets, no
gimmicks and no bullshit? Was this a sub scenario they forgot to mark as a sub
scenario!? Probably so. Oh well, on with the show. This might be the one stage
this far into the game where a healer isn't actually that necessary.
Start by charging in a little to the southwest, and forming a 4x4 support
defense formation on the second turn, ensuring you keep up some basic defensive
seishin like Persistence and Flash. Allow the enemies to blindly charge you,
waste their attacks on your defensive seishin and support defense combination,
and take a nice counterattack in the face. Maintain your formation, spell back
up with the mandatory defensives, and finish off the grunts that attacked you
on the previous phase. This strategy should quite easily allow you to deal with
the 18 Clowankers that'll come at you to start with.
After they're done, you can fan out and take down the battleships one at a
time. M-size or lower units will have issues hitting them without some form of
Sniping, be it seishin or ability, so they can sit amongst themselves chatting
about how nice it is when there aren't any super robot villains around. The
general lag between enemy waves means that this stage isn't actually that
threatening. Maintain your basic defensive seishin, focus on a ship at a time,
and you should just be able to take down all 6 before the last set of 4 enemies
make their time-lagged debut from the southwest corner. Feel free to waste some
2x money casts on the battleships, as there's nothing better to waste your SP
on in this stage.
"Oh no." I hear you state in a mocking voice. "How will I possibly be able
to take down 3 Clowankers?" Well, the answer is simple - you're going to spell
up. And then you're going to hit them. You're going to hit them really hard.
And then, and I know this might be difficult to believe, but they're going to
explode. And you're going to get a pathetic amount of EXP and money, and then
rejoice. And revel in a sea of sarcasm. As for Kay, this is the last boss of
the stage. I know his amazing 25000 or so HP might SEEM imposing, but I'm sure
it won't give you too many problems. 2x EXP is of course a requirement to cast
if you still have the SP left for it, though as Kay's ship gives the same cash
value as the rest, if you've wasted all your 2x money SP on them, no worries.
The stage will end once all enemies have been defeated.
-------------------------------------------------------------------------------
Scenario 45 - "Everyone's Waiting for the Prince!"
-------------------------------------------------------------------------------
Player Units:
Gundol (Hazuki)
White Base (Bright)
13 Units
Player Reinforcements (1):
Daiohja (Mito)
Player Reinforcements (2):
Baxinger (Shirou)
Enemy Units:
Clowanker x18
New Planetary Alliance Battleship x4
New Planetary Alliance Battleship (Kay Malone)
New Planetary Alliance Battleship (Iigo)
Strategy:
I will fully admit that I have no clue what the hell is going on with the
Baxinger and Daiohja plots. From what I can work out Faction D killed some guy
from Faction B and now Faction B and C are working together for no reason to
kill Faction A - i.e. us - for no adequately explained reason, whilst Faction E
dances around like a load of assholes in the background. And with that nonsense
out the way, we begin the stage. Probably best to bring a healer - maybe two -
as is starting to become usual at this point.
The main objective here is to camp the castle in the center, with it's
rather nice regen bonuses. Whilst it is perfectly possible to charge up there
and get in before the enemies reach you, it'll leave your formation in tatters
and generally result in you taking far too much damage. As such, I recommend
going up and dividing your units into two "flanks", one on each side of the
castle - basically ensuring your units aren't in the same vertical column as
any part of it. This should have the effect of splitting the enemies right
down the center into doing the same thing and keeping THEM off the castle too.
Keep up the basic defensive seishin, bringing forward Baxinger and Daiohja
as they arrive. Take out the various grunts who'll make themselves known to you
as you near the castle, and cut a path through. Ideally you don't want to leave
any unit without at least 2 others next to it to support, so try and bear this
in mind as you make your move in towards the castle and rejoin your two flanks.
Due to the game's rather limited AI they will happily leave their own newly
formed flanks as is, enabling you to pick them apart once you've regrouped.
The castle offers a quite frankly delicious 20% HP/EN regen and 30% bonus
to both defense and evasion. As such, even units that tend to work better in
the air might want to land here - whilst the evasion bonus may not necessarily
be quite as good if they have an S rank in Air, the defense bonus will almost
certainly make up for it. At this point it's rather the usual defensive routine
of using your healers well, support defending everything to reduce damage and
your more vulnerable units keeping up defensive seishin just in case. In all
honesty you've fought this caliber and quantity of enemies before in worse
situations than this, so taking them out now should really not be too much
trouble.
After a few waves, however, the Baxinger enemies spawning in are replaced
with Daiohja ones. In all honesty these aren't too problematic and as an added
bonus are absolutely USELESS if they happen to land in the water around the
castle. Consider those that do to be a bonus round - you get to kill things
without any consequence. Fun times for all! Do try not to break formation too
much, however, as it's quickly possible to get overwhelmed by the enemies that
flood in from the north.
Both Iigo and Kay should be treated with the usual 2x EXP/money treatment,
and remember that as they are battleships piloted by aces you should keep up
some defensive seishins on your reals and maybe make a quick little save before
starting on them in case anything does go wrong. They shouldn't give you too
much trouble, however, and Iigo is even kind enough to give you a very useful
SP Usage-20% part, which is a very considerate gesture from a very forgettable
mid-boss.
After enough slaying and murder, the real mastermind behind everything
appears in the form of Despan, who we can tell is an evil smarmy bastard by his
moustache and goatee. His personal machine, the Despander (for bonus points,
find-replace every instance of it with 'Deathpanda') is a rather tanky little
thing toting 81500 HP and a rather high armour stat thanks to his Chogokin
New-Z. You'll probably want to kill off the grunts here first so you don't have
pests buzzing around when actually trying to deal with the boss. Once the enemy
count drops low enough he'll slay his Repair Kit-toting subordinate in a vague
attempt at stress relief, so if you're so concerned with getting it then you
can kill it before the event triggers and prevent it entirely. But know that in
doing so, you deprive a doomed schemer of possibly his final pleasure. :(
Anyway, the Despander. It's ranged attack has only 20 ammo, so if you want
to run it out of that you can probably do so in a turn or so, rendering it very
susceptible to your attacks. Of course, as most of your supers will be dealing
their damage at close range, it may not be worth doing so if you've deployed a
lot of Supers. He's also toting a Repair Kit, so try not to leave him at low HP
during his phase or he'll be liable to use it. It shouldn't be too hard to take
him out in one turn though if you try - there's nothing left after this, so
going all-out with Hot Blood, Soul and Awakening will probably reduce his HP
very quickly. 2x EXP/money should of course be used as he is a series boss and
hence toting a good amount of both.
The stage will end once all enemies are defeated. There is a Sub Scenario
after this stage which will unlock two new weapons for Daltanius, and also is
a prerequisite for unlocking his ultimate attack later, so it is heavily
recommended that you do it.
=========-------------------------------------------------------------=========
Sub Scenario 45 - "The Approaching Threat"
=========-------------------------------------------------------------=========
Player Units:
1 Battleship
Daltanius (Kento)
14 Units
Enemy Units:
Clowanker x24
New Planetary Alliance Battleship x4
Enhancement Parts:
Spare Parts: New Planetary Alliance Battleship (x2)
Repair Kit: New Planetary Alliance Battleship (x2)
Strategy:
I do love a good camping stage. Okay, this stage takes place on the same
map as the storyline stage did - and wouldn'tcha believe it, follows almost
exactly the same strategy and enemy lineup. How original!
First thing to note is that, in the pre-stage dialog, Daltanius gains
access to it's two new moves, Cannon Cubic and the new Kaen Attack Juumonji
Giri. Because, you know, the old one wasn't an attack, apparently. Luckily it's
automatically deployed for you to test everything out. The enemies surround you
on all 8 compass directions, so the best thing to do is really hunker down in
the center, make use of the 12 squares of HP/EN regeneration, and let all the
enemies just swarm you.
Which they'll do, almost immediately. There's really no surprises to this
stage, so just seishin up to your heart's content and swat everything down. You
probably won't even NEED a healer - though I'd recommend bringing one just in
case, as you are going to get massively swarmed fairly quickly, and it's best
to not take any risks. The battleships still have an annoying amount of HP, but
pose little threat if you're sensible with your defensive seishin and support.
At 4000 cashy monies, the ships are worth going for 2x money on just because
nothing on else on this stage is.
Once you beat the stage, replaying it again will free up Daltanius'
deployment slot to give you another unit of your choice to use in future plays
of the stage. You also get the fine sense of deja vu that comes with having
just played the exact same stage as Scenario 44 over again. The enemies still
keep all their goodies if you want to farm Repair Kits or Spare Parts for any
reason.
2 Turns After Enemy Reinforcements (3) Arrive: Player Reinforcements (1),
Friendly Reinforcements (1), Enemy Reinforcements (4) Arrive.
Strategy:
What the hell kind of name is Gowahand, anyway?
Well, a fairly unassuming start to the stage here. As is becoming common
very quickly, there's a regen station right in the center of the map. This time
though you're only going to get a mere 8 spaces out of it, and it's effect is
not quite as potent as the one from the previous map. It's central location
means it's still a very good point to base your assault from, however. It's
advisable to keep both Braiger and Sasuraiger - preferably in J9-III form - on
this at all times, as the loss of either of them means a Game Over.
Start off by charging up to it and engaging this starting group of foes.
The leading group of three will engage you at the regen spaceship, and from
here the choice is yours as to whether to take the offensive or plunge in.
Personally, I recommend going on the offensive here, as you'll have a little
time to regroup and get back to base camp, as were, after this first wave.
On turn 3, Jilva will call in some extra robots to give her a hand. These
things pack a bit of a punch, but are remarkably flimsy for Super grunts. The
Bemborgs, on the other hand, are annoyingly tanky but fairly weak. Use Support
sensibly and keep defensive seishin up and you shouldn't have too much trouble
with them. As for the two bosses, Voider is a bit of a joke. He packs a punch,
but with 30k HP you could potentially take him out in a couple of hits. Alas,
it's probably best to conserve the SP - but 2x EXP/money is of course advised.
Jilva is a bit more of a pain, with 80k HP, very powerful limbs and very
cheap attacks - making it hard to stop her from doing whatever she likes. Add
Potential and some decent armour to the mix and you could be in some problems.
Luckily she's not TOO strong, but you should still keep your defenses up, and
that goes double for your reals. Chip away at her, conserving your SP as much
as possible - HP/EN can always be healed after the fight before the next wave.
There's no more gimmicks and tricks here, so if you like, you could even bring
her down to low HP and then have an evasive unit keep her busy while your main
party runs off and heals. If you want to be cheap. As ever, this is another
time when using the double EXP/money should be second nature.
Once she and her mooks are dealt with, another small force of enemies
spawns at the bottom-left in the form of the Poseidal military. Luckily for us,
they're both paper thin and have the great strategy of charging right in and
dying in two hits. Also note that some reinforcements will be coming in DURING
this set of enemies, so hunker down in the center and let them charge in. Due
to the terrain of the map, you'll probably eliminate the first two waves - and
hence trigger the reinforcements - before the other enemies even get in range.
Do be careful not to leave units in the same horizontal or vertical row as a
Bat-Shu, though, as those MAP attacks really do hurt.
Those reinforcements mark the debut - yes, this late - of the Nubia
Connection, the Braiger villains. They come along with grunts with far too much
HP and a tanky battleship. On the plus side, they're right up in the top-right
corner, which means you have plenty of time to deal with the more imminent
threat before they get anywhere near you. Keep sensibly spelled up, make use of
staying out of enemies' attack ranges to lure them in to close range, and pick
them off one at a time.
By the time you're ready to deal with the bosses, the stage plays it's
final hand and gives you some reinforcements - the Resistance forces to help
you and a load more Bemborgs to annoy you. Luckily they're not backed up by a
boss. Bring the Resistance members up to your formation ASAP, and brace for the
impact of those bloody Apcines. At 15,000 HP each, they really are a pain - and
the new Twinborgs are even worse with 18,500. Luckily though, they're not
Quwasan is pretty much a joke - her Calvary Temple has the same HP as the
grunt versions, and she doesn't take hits well enough to compensate for it -
nor does she give good monies. 2x EXP is recommended, though. The Sarge Opus
is deceptively strong, however. I ended up sending Lechee in to attack it and,
well, she got one-hit killed. Learn from my mistake! Be cautious, keep your
defenses up, and eliminate it. The usual 2x applies, of course.
Now, for the super robot enemies. Both the Braiger and the Daltanius foes
here will make good use of support defense to make attacking them a pain. When
they do align in formation, try and find the enemy at the center of their
formation and eliminate it, cutting off as many support defense sources as
possible as quickly as possible. Once that's done, you can clear out the rest
fairly easily. They shouldn't give you too much trouble if you're sensible with
managing your healing.
You'll probably want to save dealing with Carmen Khamen until you're done
massacring grunts, just because his combination of 80,000 HP, high armour and
Lv9 Potential makes him a tricky foe to deal with. On the plus side, all his
long range attacks can only target L/LL-size units, so you shouldn't have to
worry about him just sniping a real from nowhere. If you heal sensibly he
shouldn't cause you any nuisance while you finish clearing up the grunts.
Once you have, Carmen himself. Smaller units like L-Gaim, Layzner, most
Gundams, etc can easily snipe him from long distance without him being able to
do too much about it. The most sensible strategy is to target his Weapons and
eliminate them as soon as possible, which pretty much neuters any attempt he
could make to cause any real damage. Once that's done you can either take out
his Controls and Engines, or just go straight in for the kill - it's really up
to you. Note that he has a base reward of 20,000 monies, so 2x money should
DEFINITELY be used here to double that up to 40k. 2x EXP is, of course, also a
necessity at this point.
The stage ends once you slaughter absolutely everything. Leccee joins up
with her Novel D.Sserd. Oh, and by the way? I hope you like L-Gaim. I hope you
really, really like L-Gaim.
1 Battleship
L-Gaim Mk-II (Daba)
L-Gaim (Kyao)
13 Units
Enemy Units:
Bat-Shu x18
Calvary Temple x9
Sarge Opus [Green] x3
Enhancement Parts:
Spare Parts: Sarge Opus [Green]
Cartridge: Sarge Opus [Green]
Propellant Tank: Sarge Opus [Green]
Repair Kit: Sarge Opus [Green]
Events:
Leading Sarge Opus is damaged directly: It is instantly destroyed.
Strategy:
Yes, this stage is as easy as it looks. Well, the first thing to note here
is the leading Sarge Opus - the one nearest to you, carrying two items rather
than one. The thing to note in this stage is that if it takes any Body damage,
it immediately explodes on it's own. Really, this isn't a big deal, and you
lose a tiny amount of EXP/money and a few easily available items, but if you're
like me you can make a little game out of trying to do something about it.
As with the previous two stages, there's a regen platform in the center of
the stage but, as this one covers only 4 panels, it's not worth bothering with.
Charge in, and just remember that those Bat-Shus will really hurt you if they
get the chance to fire off those MAP attacks. Be sensible, focus on taking them
out without leaving your units lined up with those that survive. Plan your
actions in such a way that even if you fail to take out a particular unit this
turn it won't affect you too much, and keep up defensive seishin just in case
as there's nothing worth spending your SP against this stage. If you haven't
been keeping Kyao levelled up, then it's probably worth just keeping him out of
combat entirely and in a battleship - he'll really do more harm than good if
he's 20-30 levels below the enemies (like he was for me).
The Calvary Temples should really pose you absolutely no threat. Once
you've gotten past the grunts, there's the matter of dealing with the Sarge
Opuses. Save before you start dealing with them here, as you don't want to
accidentally trigger the event. It can take some damage from support attacks
before that causes the event to trigger, but best not to risk it too much.
Deal with any ship that lands adjacent to it quickly so it doesn't accumulate
damage from supporting. Feel free to go all out with your SP to make a quick
kill, and you might as well toss up the 2x money at least.
Now, there's multiple ways of dealing with the Sarge Opus, and it's up to
you how you handle it. You can either let it do it's thing and explode, in
which case the event plays out and the stage will pretty much just end. The
other cheap way to do it is to disable all it's parts and then capture it. This
has the amusing effect of completely skipping the event that occurs where
Amandara gets on an escape pod to get to your battleship, causing him to
produce one from out his ass when he leaves afterwards.
Alternatively, you can try to kill it in one attack sequence. The best way
to do this is using a super robot with a Damage+ skill such as Final Dancougar
or Mazinkaiser. Have them Hot Blood and Yell up to 150 morale, pick the most
powerful unit you have on the field to support attack with them, and if you
happen to have someone on the field with the seishin, use Exhaustion to lower
it's morale as low as possible. With a bit of luck and enough upgrades, you
might be able to pull off the one-shot kill. It is tough, so if you can't, then
capturing is probably the best way to go.
The stage ends once all enemies are destroyed and the Sarge Opus is dealt
with. A remarkable sense of anticlimax joins you once the scenario is over.
Defense Stat +10: Bat-Shu (Hasser)
Support Level +2: Ashura Temple
Events:
Sarge Opus is destroyed: Enemy Reinforcements (1) Arrive.
Olibee is defeated: Daba moves to top-left corner.
Strategy:
Oh boy, yet another stage based around sitting in the center of a map
fighting off a ton of grunts while nothing interesting happens. I can barely
contain my indifference. Well, you know what time it is - time to make "sit in
the center using Support and defensive seishin" take up 5 paragraphs. Also
please take note of this annoying trend of passing L-Gaim from bad pilot to bad
pilot every stage, and remember to bench Amu in your battleship if you haven't
been using her. Once that's out the way, form a standard 4x4 support formation
in the center and let the enemies roll on in.
The main thing here, as ever, is to beware of the Bat-Shus. Their MAP
attacks are range 7, and if you leave multiple units lined up with them within
that range they will happily MAP you without a care in the world. It's not so
much the damage that's annoying as the inability to counterattack - so when
they get too close, take them out methodically. Keep defensive seishin up - as
yet again there's nothing to really engage in protracted combat with here - and
whittle away anything that gets too close. You can catch the occasional break
with Bat-Shus that get 'stuck' off in the corners, sniping ineffectually at
your formation without actually moving in closer to cause any real issues. If
you have a Funnel user out, they can pick these enemies off, or the L-Gaim MkII
will do it pretty handily in their stead. Breaking formation too much is not
advised - it makes it harder to keep track of which Bat-Shus to prioritize.
As for the bosses, well, they're L-Gaim, and hence have too little HP to
even be worth mentioning. I must admit to not even noticing I was fighting
Hasser and not just an ordinary grunt when I killed him, and whilst the Ashura
Temple is a pretty competent little suit, it's not served well by it's pitiful
HP count. A few good hits should be all it takes to eliminate him. Once he's
dealt with and the grunts are out of the way, the same cautious strategy that's
served us so well thusfar will take out the Sarge Opus.
I'll just say it once - remember to 2x EXP/money each boss as there's
nothing better to be wasting your SP on this stage.
Once the Sarge Opus is out for the count, it'll spawn two more Calvary
Temples in some last ditch attempt to do something effectual. They will die
pretty easily, and you can probably one-hit-kill the pair of them if you like,
just for the satisfaction.
The stage will end once all enemies are defeated. There's a sub scenario
after this mission, and doing it is required (along with having done 45's) to
get Daltanius' final attack. As such, do it, you crazy fool! In addition, I'd
highly recommend placing Leccee in the pilot's seat of the original L-Gaim now
that it's finally free for anyone to use. She's a very competent pilot with a
good set of seishin, and if you're sane you've probably given up keeping the
rest of the motly L-Gaim crew levelled. The L-Gaim and L-Gaim Mk-II together
have a very potent combination attack, whose damage is boosted further by Daba
and Leccee's lovers relationship bonuses - making it a fearsome attack worth
keeping the L-Gaim around for even in the endgame.
=========-------------------------------------------------------------=========
Sub Scenario 48 - "The Night Before Sortie"
=========-------------------------------------------------------------=========
Player Units:
1 Battleship
Daltanius (Kento)
14 Units
Enemy Units:
Bat-Shu x8
Calvary Temple x16
Sarge Opus [Green] x2
Enhancement Parts:
Repair Kit: Sarge Opus [Green]
Cartridge: Sarge Opus [Green]
Spare Parts: Sarge Opus [Green]
Propellant Tank: Sarge Opus [Green]
Strategy:
Jesus, and I thought it was going to be hard to write a synopsis for the
previous stage. This is just inspired to a tee. Alright, first thing to note is
that if you also did Sub Scenario 45, Daltanius will gain it's Choukuukan
Energy Release move at the start of the scenario. Which is nice, if immensely
expensive EN-wise and a bit unwieldy. Still. A new finisher is always nice.
As you may guess, this is going to be the same as ever. Form your 4x4
support formation, toss seishin around like there's no tomorrow, and just wreck
anything that gets too close. As an additional bonus, the two Bat-Shus to one
Calvary Temple ratio from previous stages is inverted, which makes it even
easier. Just spell up, hit things, snipe anything that doesn't get in too close
and be cautious yet hard-hitting with the Sarge Opuses. This is really too
simple for words. The one thing to note is that these enemies are now capable
of dealing MASSIVE damage, but if you're keeping support defense up on their
turn and seishin up on yours they shouldn't get a chance to land any really
clean hits on you - but bringing a healer just in case is a good idea. Bear in
mind if they land their Buster Launcher variants on one of your reals, it could
well be a one-hit kill.
The stage ends once you massacre everything. As with the previous Sub
Scenario, subsequent plays will free up Daltanius' deployment slot for another
unit of your choice, and the Sarge Opuses will still keep their items.
-------------------------------------------------------------------------------
Scenario 49 - "Dreamers Again (Part One)"
-------------------------------------------------------------------------------
Player Units:
1 Battleship
Upgraded Main (Akimi)
Cloud Harken (Sieg)
L-Gaim Mk-II (Daba)
11 Units
Sarge Opus is defeated: Enemy Reinforcements (2) Arrive.
Calvary Temple (Quwasan) is defeated: Player Reinforcements (1) Arrive.
1 Enemy Remains: Enemy Reinforcements (3) Arrive.
Original Auge is destroyed: Original Auge regenerates.
Original Auge is destroyed twice: Heart of Lachesis becomes targettable.
Heart of Lachesis is destroyed: Original Auge will cease regenerating.
Strategy:
How lovely! Three units auto-deployed with Flight forms, and we have a
water-based stage. It's like... the water isn't even there. Excellent. As you
can probably tell from the map, there's a lot of water combat to be done here,
so pick units that are either going to benefit from being in water or are
naturally competent in the air so you can just ignore it altogether. Still, I
guess it's fitting the L-Gaim finale is as annoying as everything else about it
in this game. Speaking of which, Daba dying during this stage is a Game Over.
The first thing to note here is the giant city fortress at the top-left
that provides an exceptional quantity of exceptionally good regeneration panels
for our use and, as such, rushing straight towards it should be our number one
priority. The Calvary Temples and Bat-Shus keep their ridiculous power they
displayed in the previous Sub Scenario, so as before, be careful. Allow your
more dodgy reals to rush in and weaken whilst your supers clear up - and then
your reals can pick up any kills they can during the enemy's phase. As ever, be
careful where you move to avoid getting caught by Bat-Shu map attacks, and keep
basic defensive seishin up.
Once you destroy enough enemies, the main force appears - a larger group
of Bat-Shus helmed by Gablae. If possible, try to summon in this group near the
start of your turn, so you don't find your units are already in range of the
Bat-Shus once they spawn. There's also a large group of Bemborgs that spawn on
the northern and western flanks - but we can use these to our advantage, so
keep them alive for now. Continue pressing up northwest between them, defeating
Heavy Metals on your way.
Gablae is something we haven't seen for a while, by the way - a boss who
retreats at low HP. He has 8700 HP, and runs at half of that - 4350. You should
not have too much trouble dealing with this by now, and as 2x EXP/money is a
good cast on him, just using Love (which casts it anyway) might be a safer bet
to both ensure a kill and to get your bonuses. Once he's out of the way, finish
off any remaining grunts, and press on to the island to the northwest of the
Sarge Opus. Once you're there, I'd recommend landing all units who don't have
markedly higher terrain ratings in the air compared to land. The 30% evasive
and defensive bonus conveyed by the terrain will make landing even Air:S Land:A
units advantageous.
Once you're landed, you can rest easy for a little while. Eliminate the
Sarge Opus with the usual caution, and then you shouldn't have too much hassle
taking out the two Calvary Temples that spawn from it. Once that's done, let
the Bemborgs come to you and pick them off slowly. Note that events will start
playing out as you lower the enemy count, finally capping off with the big bad
spawning in once one last enemy remains. As logic dictates, it's advantageous
to do this near the start of your turn.
In a move sure to shock no-one, Amandara reveals he's actually Poseidal
and arrives in his Auge along with a load of knockoff Auges. These also all
spawn on the same island you're on, and it's so big there's really no way to
'hog' their spawn points and push them all off the island - I managed to get
two out the way, but that was my lot. As such they'll be getting the same regen
you are - but not terrain bonuses. Regardless, this means you should pick them
off one at a time so they don't get a chance to make use of their regen.
Each Auge has 18,500 HP, some pretty strong attacks, and will make good
use of Support Defense if given the chance. As such, you shouldn't take them
lightly - keep your defensive seishin up, pick them off one at a time, and be
sensible. Do note as you do this that the Original Auge - identifiable by it's
grey face icon and larger forehead gem - has a map version of the Buster
Launcher, just like Bat-Shus. You'll probably want to not invoke the fury of
this thing too much, so I'd recommend not poking the Original Auge too much as
you work, so you don't raise it's morale high enough to use it. This is made
easier by Amandara not having Support due to being a megalomaniac nutcase.
One thing that can come in handy is using your battleship as a lure for
the enemies. They will generally target it if they can, but being only M-sized,
they can't damage it directly. As such, it can soak up an awful lot of damage
before being in any kind of danger, and should be able to basically divert all
their attacks until the grunt Auges are dealt with.
As for the Original Auge itself. It has 80,000 HP, that annoying MAP
attack, and a very competent pilot - not to mention some quite powerful weapons
at it's disposal that can probably two-hit kill most of your Supers, even with
the terrain advantage offered by the city. As such, the name of the game here
is, as ever, caution. You want to hit it hard, and you want to hit it fast, and
if possible take it down in one turn. Mazinkaiser, Final Dancougar and the J9's
combination J9 Special attack are both great for this. Mix Hot Blood or Soul
together with Awaken for maximum effect. Be sure, as with any boss, to use 2x
EXP/money on the kill - especially as the Original Auge gives 20,000 base cash!
Once you kill the Original Auge once, it respawns again with full HP and
with Amandara at 150 morale from the start. At this point it's probably best to
end your turn and start afresh on the next one. You'll need to kill it one more
time to trigger the event that moves on with the stage. Killing the Auge a
second time will spawn the Heart of Lachesis on the central point of Poseidal's
fortress. Once this is destroyed, the Original Auge's regeneration is turned
off, and it's finally possible to defeat it for good.
However! Until you do so, the Original Auge will continue to respawn
indefinitely, and you have an indefinite supply of HP/EN regeneration at your
disposal. If you are clever, use seishin wisely, and make good use of support
attacks, it is possible to kill the Original Auge several times over to farm
extra money and experience. If, after killing it the first two times, you still
feel confident and capable of killing it a few more, go ahead.
When you're ready to end the stage, just destroy the Heart of Lachesis.
While it has a sizable 50,000 HP, the lack of any form of defense means it'll
quickly be destroyed. Once it is, the Original Auge drops down to 8000 HP and
it's starting 100 morale, and it's regeneration is disabled. Note that if you
were expecting it to suddenly drop items now it's not infinitely regenerating,
you're about to be disappointed, because Amandara is apparently too stingy to
equip his regenerating godmech with any good loot. What a dick.
Finish it off one last time, and the beast is slain. The stage ends once
all enemies are destroyed but, to be honest, I really doubt you sat through all
that without finishing off the rest of the mooks. Bonus points to you if you
did, I guess! Sieg and Cloud Harken will join after the stage, along with
Gablae in his shiny new... Bat-Shu. Don't worry, we'll fix this next stage.
Promise.
-------------------------------------------------------------------------------
Scenario 50 - "Dreamers Again (Part Two)"
-------------------------------------------------------------------------------
Player Units:
1 Battleship
L-Gaim Mk-II (Daba)
13 Units
Player Reinforcements (1):
Turner (Semuj)
Friendly Reinforcements (1):
D.Sserd x9
Enemy Units:
Bat-Shu x6
Ashura Temple x7
Auge (Nei)
A.Taul V (McTomin)
Sarge Opus [Red]
Enemy Reinforcements (1):
Bat-Shu x10
Ashura Temple x5
Sarge Opus [Black] (Giwaza)
Enemy Reinforcements (2):
Bat-Shu x4
Calvary Temple x2
Enemy Reinforcements (3):
Bat-Shu x4
Ashura Temple x2
Enhancement Parts:
Repair Kit: Sarge Opus [Red]
Propellant Tank: Sarge Opus [Red]
Spare Parts: Sarge Opus [Red]
Cartridge: Sarge Opus [Red]
High-Effiency Sighting: Sarge Opus [Black]
Propellant Tank: Sarge Opus [Black]
Spare Parts: Sarge Opus [Black]
Cartridge: Sarge Opus [Black]
Skill Parts:
Evasion Stat +10: Auge
Morale +5: Auge
Skill Stat +15: A.Taul V
Seishin Points +10: A.Taul V
Defense Stat +20: Sarge Opus [Black]
Ranged Stat +15: Sarge Opus [Black]
Events:
Enemy Units defeated: Player, Friendly, & Enemy Reinforcements (1) Arrive.
Sarge Opus [Black] drops below 30% HP: Enemy Reinforcements (2) Arrive.
Sarge Opus [Black] regenerates to full HP, even if it was destroyed.
Sarge Opus [Black] drops below 30% HP: Enemy Reinforcements (3) Arrive.
Sarge Opus [Black] regenerates to full HP, even if it was destroyed.
Sarge Opus [Black] is destroyed after both previous events: Stage ends.
Strategy:
Hooray for map recycling! We're on the same map as last time, and we start
right where we want to be! How's that for convenience? Once you've deployed,
form a support wall along the southeastern edge of the city and be prepared to
End Turn three times. You know you love that regeneration and terrain bonus,
and it's not too much of a penalty to wait for the enemies to come to you so
you can make use of it.
The first thing of note here is that it's an excellent time to capture
yourself an Ashura Temple of your very own. Gablae is killing for a new unit,
and what better choice than his unit of choice? Use S-type units, or the Snipe
seishin or Snipe skill, cut the parts out from one, and capture it and bam -
you have a new unit for your new ace pilot. How's that for convenience?
Anyway, you can probably do without the defensive seishin for the first
section of this stage as the terrain bonuses and regen will mop up almost all
that gets thrown at you - by the time the bosses arrive, the grunts will be
pretty dead - feel free to move your units back or forth to lure enemies in
closer to the city if they're starting to snipe. Once they're dealt with, boss
time. You might want to spell up a little here, as the A.Taul is quite a
fearsome beast. Take down Nei's Auge first, which is powerful but just as
statistically weak as the grunt Auges last stage. Note however that it becomes
deceptively resilient at low HP, so you want to give it a good strong move to
land the final blow or you might find your 'killing blow' glances off fairly
ineffectually.
The A.Taul V is a 50,000 HP monster that takes hits pretty well and hurts
quite a bit if it lands a hit on you. Keep your seishin up, be smart with your
support attacks, and it should go down without causing too many problems - it
doesn't pull off any last minute tricks like the Auge did. Make sure you buff
up with 2x EXP/money for this one, though you should be for almost all named
bosses anyway. After that, the Sarge Opus is kind of a joke. Let it move in as
close as possible and then just bombard it without getting pulled too far away
from the island.
Once all those starting enemies are dead, Giwaza's main force shows up in
the top-right corner to defend the honor of his really dumb name. Luckily some
reinforcements show up for you too in the bottom-left - comprising the Turner
and a load of D.Sserds who the boss will kill in one hit. Shift your defensive
position slightly so it's against the eastern edge of the island, and all the
enemies will come to you rather than splitting off to go for the D.Sserds. As
ever, pick them off as they get close, don't feel too bad about shifting a unit
or two backwards out of an enemy's range so they move in closer, and avoid the
Bat-Shus and their map attacks.
The important thing to note here is that if Giwaza's HP is knocked below
30% of it's maximum - that's 10920, for reference - he immediately regains all
his HP and summons in some reinforcements. Hence, for maximum EXP/money gains,
you want to kill him each time you trigger one of these events, killing him
three times in total. Lower him as close to 11000 as possible - making sure to
save before hand in case you mess up - and then spell up and hit him with a
really good hard strong attack to finish him off. EXP, money, items, and some
new enemies to fight. Note that you can only get his items once, but you can
still get his fantastic EXP gains and tolerable money drop each time.
Kill him off a second time, which shouldn't be too hard with his fairly
low HP, and then let the grunts roll in. Do be careful of the black Sarge Opus'
MAP attack, which hits a sizable area for quite high damage. After you kill
him once and strip him of his items, however, it's a fairly simple task to
destroy his Control and Weapons, making him far less threatening. You can also
run him out of EN too. By this point your reinforcements should have gotten
themselves killed too, which helps drain his EN.
Once you've killed off all the grunts - as actually 'killing' the Sarge
Opus ends the stage - it's time to finish things off. He's no harder this last
time around, so just plunge everything you've got into him and bring things to
an end. The stage ends once the Sarge Opus is destroyed for good, and Daba
shoots Giwaza's plans out of the sky.
-------------------------------------------------------------------------------
Scenario 51 - "Gascon, the Galactic Tiger"
-------------------------------------------------------------------------------
Player Units:
1 Battleship
Mazinkaiser KS (Kouji)
Great Mazinger (Tetsuya)
Shin Getter-1 (Gou)
Daltanius (Kento)
11 Units
All Enemy Units Defeated: Enemy Reinforcements (1) Arrive.
Fake Gascon is Defeated: Enemy Reinforcements (2) Arrive.
2 Turns after Enemy Reinforcements (2): Enemy Reinforcements (3) Arrive.
Real Gascon is Defeated: Enemy Reinforcements (4) Arrive, Daltanius will
retreat from the map, Shin Getter and the Mazingers move to southwest.
Strategy:
Doesn't it feel good to not have a map with a giant regeneration platform?
What do you mean "No"?! Okay fine. Whatever. I don't care. In any case, this
stage starts off with you fighting some really, really easy grunts, so at this
point "Charge upwards and eliminate all of them" should be #1 on your list of
priorities. If you have a healer out, you probably don't even need to use any
seishin. Once they're done, something posing an actual threat is kind enough to
make it's appearance.
Note that pretty much at every section of this stage, you advance the plot
and summon in new enemies by fighting the Daltanius half of the enemies - some
form of Gascon, generally. As such, it's best to engage the Grados forces first
before you handle Gascon and his flunkies. That SAID, enemies spawn all over
the map here, so it's probably better to stay fairly central and let enemies
come inwards to you. There's no real bad way to handle this stage, so it's
really up to you.
Focus on killing the Terminator Police first, a prospect which should not
be too frightening. The Gradosian battleships that accompany them are about on
a par with the green Sarge Opuses you've been fighting, so take the normal
amount of caution and take them out quickly. When that's dealt with, the
Bemborgs should be about on your doorstep. If you bought a little time by
taking the fight to the Gradosians, you might be able to shove all your units
into your battleship and heal them up a little before the next wave. Of course,
if you were using a support formation then you probably wouldn't have taken
much damage anyway. Balance!
So, once that's done you have Totally Gascon, Really and his mooks after
you. The Bemborgs are the usual high-HP weaklings you know them to be, so take
them out quickly and don't let them get near enough to support each other if at
all possible. As for Gascon, he has a ton of HP but isn't TOO big of a threat,
having fairly mediocre accuracy. As ever with bosses, you'll want to keep your
defenses up just in case, but he shouldn't give you too much hassle. As ever,
don't forget your 2x EXP/money on the kill. 幸運! 努力! サイバスター! Oh god,
I'm sorry I'll never do that again.
Anyway, once Gascon's down another group of Gradosian forces will spawn
over in the bottom-right corner of the map. At this point I'd suggest shoving
all your units in the battleship to heal for a while, and then run over to
the southwest corner where Gascon spawned originally. An event will occur later
where enemies will spawn there and three of your units - that aren't allowed to
die or you'll Game Over - will move over to meet them. Having the rest of your
forces there anyway makes things a bit quicker.
After two turns, the real Gascon appears, and Kento rushes in to punch him
in the face for what he "just did", completely ignoring Arl's pre-stage warning
to watch his actions around Gascon. Good job, kid! You now get to partake in a
little duel between Daltanius and Gascon, which you can end in one hit by just
casting Hot Blood and using Choukuukan Energy Release. As Daltanius leaves the
stage the moment you defeat Gascon, you can really go completely nuts on him
and use every seishin the three pilots have. If you don't kill him in one hit,
you should definitely be able to kill him in two.
Taking him out quickly means the enemies shouldn't have time to head for
Daltanius over your forces. Once you do defeat him, the main villain force
arrives on the western flank - Fake Gascon again at the southwest, and Kroppen
himself at the northwest. The Mazingers and Getter will move over to keep Fake
Gascon busy while Kento escorts the real one to safety - and if your main force
is nearby then you should have a fairly easy time supporting them and getting
them out of there fairly unscathed. Keeping Persistence or Iron Wall up on them
for a while is a good idea, anyway.
Once you've gotten the Dynamic trio reunited with your main force, it's
time to batter down the hatches and murder grunts. Picking off the Terminator
Police as they come at you should basically be advanced flyswatting by now, and
the Bemborgs are the same as ever - careful use of Support and a decent healer
will keep most worries off your back. Do be careful of Fake Gascon, who can be
quite nasty if he lands a clean hit - but if you're methodical about grunt
killing then your Support ranks shouldn't be lowered enough for him to do so.
Fake Gascon is exactly the same as he was earlier in the stage, complete
with dropping the same item. As ever, cautiousness is the best strategy here,
as you don't want to drain your resources before the fight with the Deathtark.
Once he's out the way, swoop east a bit and finish off any remaining Gradosian
forces before the northwestern enemies catch up to you. Once they do, they're
a smaller force than the one Gascon had, so break apart any support formation
they build and eliminate them before the Deathtark catches up.
As for the Deathtark itself, well... it's pretty strong. Not the toughest
thing we've fought thusfar, but enough to be problematic. It's equipped with
both a Linear Seat and an S-Adapter, making it both a very accurate sniper and
a very resilient foe. You have two real tactics here - either try and take out
it's 80,000 HP directly, or to destroy it's Arms. All three of the Deathtark's
weapons are reliant on it's arms, and hence destroying them allows you to just
beat on it without fear of retaliation, making the fight easy even if it does
turn out to take a while.
It also means you can farm EXP by pinging it over and over with very weak
attacks, but that would be cheating. And we can't have that.
The stage ends once all enemies are destroyed. Gascon joins after the
stage with his Custom Hideous Tigertaur Robot.
-------------------------------------------------------------------------------
Scenario 52 - "Showdown! The Mobile Fortress"
-------------------------------------------------------------------------------
SP Usage -10%: Kabuto Combat Mothership
SP Usage -10%: Voider Combat Mothership
Support Level +3: Deathtark
Hit & Away: Deathtark
Events:
All Enemy Units Defeated: Enemy Reinforcements (1) Arrive.
Turn After Enemy Reinforcements (1) Arrive: Minefield activates.
Deathtark is reduced below 60% HP: Deathtark regains all HP.
Deathtark is reduced below 50% HP: Deathtark regains all HP. Enemy
Reinforcements (2) Arrive.
Deathtark is reduced below 20% HP: Deathtark regains all HP.
Strategy:
Oh, what a simple looking stage. Nothing bad could possibly happen on this
stage. What a lovely little stage this is. Make sure you bring a healer for
this stage - possibly two. I love the Dragonar-3 and the Rebi Gelf MAFFU myself
but, hey, pick whatever you like best and let's dig right in.
Okay, let's point out the obvious feature of this map - the GIGANTIC FIELD
OF MINES right in the center. Once this minefield activates - which it isn't
going to do just yet - any of your units standing on a mine will instantly die
at the start of it's next turn. Which is nice. So the golden rule to follow
during this whole stage is basically to never step on a mine space. Ever.
So, let's start off by charging daringly into the fray. Head into the
minefield full speed ahead, and try and charge across as much of it as possible
during this opening section of the stage. Make good use of units with either
long-range post movement attacks or Hit & Away, having them killing enemies as
they move past them towards the western flank. As forming a support position is
kind of difficult under these conditions, keeping a basic set of defensive
seishin up is probably a good idea on your more frail units. You shouldn't have
too many problems eliminating these enemies however, and making some good
progress as you do it.
Once you defeat them all, the real bad guys appear with their main force.
Note that the turn after they appear, the minefield is switched on, so if you
have any units you've left sitting around on mines, then you should be getting
them off right about now. Press west and you should find you and the enemies
come face to face just as you come out of the minefield. Note that the center
of the minefield does not extent quite as far west as the northern and southern
flanks, so this is a very good place to build a support formation and make your
stand against the oncoming hordes.
The fact the enemies are running a fairly uniform flank formation means
that they'll reach you in staggered bursts, which is nice as it gives you some
breathing room. Try and form a nice little support formation in the western
nook, and whittle down the enemies before the bosses get too interested in you.
Voider and Kabuto will probably reach you after Kroppen does simply because of
their positions, but it's best to wait to take them out before going after
Kroppen as he is the stage boss.
To be honest, neither of them is very threatening - we've been dealing
with battleships who consider themselves bosses for a while now in the form of
the Sarge Opuses and they're not that much more threatening. Whilst they will
hurt if they land a good hit, they don't have enough HP to really get a war of
attrition running. They do give good EXP/money though, so, wahey. Make sure you
use that, as ever, when taking them out.
Now, as for the Deathtark. This thing has three seperate events that occur
where it regains all it's HP - one once it drops below 60%, one at below 50%,
and one at below 20%. The good news for us is that we can skip these simply by
triggering the next one in one fell swoop. Reduce it from above 48,000 to below
40,000 in one shot, and the 50% event triggers - and the 60% one is completely
ignored. As such, if you're sensible you only have to suffer one event. Note,
however, that this regeneration makes our previous strategy of killing his arms
fairly pointless, as he'll just regenerate them each time.
The Deathtark is the last real threat in this stage, so feel free to cast
seishin like mad. Save a pair of good attackers and use your other units to
reduce it's HP to about 50,000 - save if necessary to make sure you don't
accidentally trigger an event. Once you have him suitably weakened, knock him
down below 40k in one attack sequence. Dancougar, Raijinoh, Mazinkaiser, your
original or any decently upgraded super should be able to do this using Hot
Blood if you have a good support attacker backing them up.
Doing so will spawn in a small group of extra grunts, but you can probably
ignore them for the time being and just focus on the Deathtark. This time, we
want to lower it's HP to just above 16,000 HP, saving as necessary to get it
just so. Then just experiment with your units, finding the combination of your
strongest weapons that'll enable you to kill him without triggering the final
regeneration event. Once you find it, 2x EXP/money up and take the kill.
If you didn't deploy units strong enough to do the job, well, sucks to be
you I guess. Don't worry, it's only another 64,000 HP! Easy. Child's play. Just
be proactive with using SP to keep yourself alive, and he shouldn't pose too
much of a threat. You can also, now the final event is dealt with, take out his
arms if that's your thing.
Once you've got the Deathtark dealt with, it's just a case of cleaning up
the grunts. Use any SP you have left to churn through them quickly, and don't
get too cocky - they can still hit pretty hard! Keep your formation roughly
together and make things go boom.
The stage ends once all enemies are defeated. Unfortunately you don't get
to play a minigame where you take out your frustrations on those mines, but
that's life for you. Just ain't fair sometimes. But there is a Sub Scenario you
can do after this level, and that will make it all okay. You'll cope.
=========-------------------------------------------------------------=========
Sub Scenario 52 - "Storming the Enemy Lines"
=========-------------------------------------------------------------=========
Few Enough Enemies Remain: Enemy Reinforcements (1) arrive again.
Strategy:
Well, this is nice. A lovely little 'get your battleship to the marked
square' mission. What could be easier? A giant 4x4 rectangle up top and only
9 enemies in your way. Obviously there's no kind of trap or gimmick here.
How could there be? Oh wait, near-infinitely spawning enemies! Hooray!
Once you destroy enough of the Surveillance Robots, Bemborgs start to
appear. Once enough of them are killed - and the exact number seems to change
with each wave - more appear, and more appear, and more appear, totalling about
10-11 waves of reinforcements in all - an amount sure to drain you of your EN.
What this means is that this is a surprisingly great stage for farming, made
easier by the fact ending the stage is simply a case of moving your battleship.
As such, you can park your ship right by the exit of the level, fight until
you start to run out of SP and resources, and then just end the stage without
ever getting into any real danger. How awesome is that?
As such, I'd recommend powering straight up through the Surveillance Robot
forces at the start, leaving enough of them alive as to not trigger the Bemborg
reinforcements. Set up a support formation against the edge of the yellow zone,
and remember you can move your OTHER units in there, just not your battleship.
Once you've got a formation set up, then kill enough Surveillance Robots to
call in the horde.
Sit back, spam however much seishin you want, farm as much money and EXP
as you want, and then when you're ready, move your ship into the yellow zone.
Save regularly in case anything goes wrong, but without a boss to throw a real
spanner into the works, you'll be losing HP/EN gradually and should be able to
realize when you're hitting the choke point when you can't keep the defense
going any longer. When you reach that point, end the stage. Simple as that. Of
course, it's entirely POSSIBLE to outlast the enemies and eventually kill them
all, but it's not easy to do on a first play simply due to the rate at which
your resources will be depleted. If you pull it off, congratulations to you!
And as you can do this stage infinitely, you can farm to your heart's
content! Hooray for farming! I would heavily recommend using this stage to get
the following units to at least a decent level: The J9 trio, Trider G7, Final
Dancougar, and your two original characters. You'll be needing them later.
-------------------------------------------------------------------------------
Scenario 53 - "All Ships, Full Speed Ahead! Into the Storms of Zarl!"
-------------------------------------------------------------------------------
Bemborg Dalanche x12
Twinborg Unitgelas x6
Mobile Fortress (Dolmen)
Enemy Reinforcements (4):
Twinborg Unitgelas x2
Enhancement Parts:
Chogokin Z: Voider Combat Mothership
Beam Coating M: Kabuto Combat Mothership
EN Chip: Queen Athenas
High-Effiency Sighting: Zacron
Ultra-Large Scale Magazine: Mobile Fortress
Three-Dimensional Radar: Mobile Fortress
Skill Parts:
Evasion Stat +5: Voider Combat Mothership
Evasion Stat +5: Kabuto Combat Mothership
Melee Stat +20: Queen Athenas
Morale +8: Zacron
Defense Stat +20: Zacron
Accuracy Stat +15: Mobile Fortress
Ranged Stat +15: Mobile Fortress
Sniping: Mobile Fortress
Events:
All Enemy Units Destroyed: Enemy Reinforcements (1) Arrive. The barrier's
generators become targettable.
Zacron drops below 50% HP: Zacron recovers all HP.
Two barrier generators are destroyed: Enemy Reinforcements (2) Arrive.
All barrier generators are destroyed: Enemy Reinforcements (3) Arrive.
Mobile Fortress drops below 50% HP: Enemy Reinforcements (4) Arrive, and
the Mobile Fortress regains all HP.
Strategy:
Well, time for another Big Bad Let's Finish Multiple Super Robot Plots At
The Same Time stage. You up for it? I'm up for it. Let's do it. First note is
that you'll want to bring a healer or two for this stage, and probably a good
mix of reals and supers too. It's that kind of level, I'm afraid.
Start off by charging north a little and setting up perimeter in front of
Jilva. Her forces will choose not to move on the first turn, which means you
can pick them off without too much hassle, before moving on to the Bemborgs
that'll come in and flank from the sides. Mercifully there aren't too many
grunts at once, and the Queen Athenas isn't THAT powerful a boss, so it should
be fairly managable to keep all your units relatively safe.
Once the grunts are dealt with, lure Voider and Kabuto inwards - not too
difficult a prospect as their main guns are only range 7 - and then lay into
them. They're really not that challenging at this point, but give fantastic EXP
so make sure you get the old 2x EXP/money going on them. Once they're dealt
with, you can deal with Athenas. It might be worth having your supers forego
the normal defensive seishin here, as there's a lot of stage left and saving
some SP might do you some good. Your reals should be keeping Flash up just in
case though, although depending on upgrades some of the more armoured reals
such as L-Gaim units might be able to survive one hit. Save and experiment is
the number one rule with this kind of thing.
Ondolon summises Jilva's loss best. "You were a commander, and a woman,
who favoured style over substance, and yet... I cannot help but feel saddened
to lose you." In a series where villains with personality are oh so sorely
lacking, Jilva basically being relegated to Zacron's tank is kinda sad. D:
Before we've dried our eyes, however, plot! Zacron appears to hold us off,
whilst our boffins finally come up with a shocking conclusion - destroying the
things powering the barrier will take it down! Who'd have thunked it.
Before we deal with them, though, it's time to deal with the big blonde
bad himself, Zacron. Trider G7 has been kind of dull plot-wise in this game,
and we cap it off by having a very dull showdown with it's main villain while
he buys time for someone who actually accomplishes something. The Zacron is a
similar 80,000 HP beast to the Queen Athenas, made slightly more imposing by
having a mid-battle HP regen like the Deathtark did. It also has an incredibly
accurate range 1-3 melee attack, and as such you should be careful about going
into close range unless you have Persistence or Flash up. Note that until you
start taking down the generators, you have infinite time with no enemies on the
map in which to heal up. Prioritize saving your SP where possible, though
obviously if it's necessary to keep a unit alive, spend away. 2x EXP/money is
of course recommended on the kill.
With Zacron out the way, we can start worrying about the generators. Kill
one of the ones on the side, and then have your units fold back in and start
healing up in your battleship. Give it a few turns till you're back up to
maximum fighting strength, during which time your battleship can ferry them all
back into the middle. Any units who are already at full capacity can work on
destroying the middle generator. Once it's down, a small group of enemies will
appear to get in your way, but they should pose you absolutely no threat. Once
they're eliminated, take out the final generator, and the stage for real will
begin.
The first thing to note is that Dolmen's main attack is a gigantic range
TEN cannon, so stay the hell out of it's range. Form a support formation around
your chosen shield generator (which gives HP/EN regen and a very nice terrain
bonus!) and be prepared to kill an awful lot of grunts. This is why we healed
up earlier, because there are a LOT of these things and they're not trifling
around with rushing you and swarming you. Whilst you should be careful with
your SP, feel free to expend EN - especially on combination attacks, which will
handily ignore enemy support defense. Remember that both RaijinOh and Daltanius
can split into their component units, have the two subpilots use their
combination attack, and then have the lead pilot recombine and act. These extra
attacks really help not to get swarmed.
Take out the grunts, and if you need to, have your units heal in your
battleship again - you can use Accelerate to outrun Dolmen's range if he starts
getting trigger happy at your battleship while you're healing up. Once you're
ready, charge in and begin the fight. The first thing to note is that Dolmen
gives absolutely fantastic EXP, so if you are so inclined, you can essentially
get 'mini-kills' on him by taking out his parts. I could pull about 300-400 EXP
with 2x EXP just for killing a part, and if some extra EXP is up your alley, it
could be a nice proposition. Start by taking out his weapons - he has no means
to regenerate them, making it really easy to then toy about with him at your
leisure.
Personally, I find hitting him with deliberately weak attacks to maximize
EXP gains is a nice strategy, but whatever floats your boat. Once his weapons
are disabled, you can poke at him at your leisure - take out his other two
parts, lower him to just above 50,000 HP, and then go ahead and heal up again
if you so wish. Once you have, poke him below 50k HP and he'll regenerate, and
you can repeat the process one more time. Take out his mooks, then his weapons,
and this time he doesn't get to regenerate. Make sure you save enough SP for
one last cast of 2x EXP when you actually kill him - and 2x money, of course.
Or you could fight him fairly, but that's no fun. As long as you keep
your defensive seishin up when he still has his weapons, however, you should be
relatively fine. Just don't let your reals get hit, and try and maintain your
support formation so he doesn't pull off any cheap kills on his turn.
The stage ends once all enemies have been defeated.
Mega Generator: Gilbauer
Cartridge: Gilbauer
Psychoframe: Carmen Khamen Flagship
Psychoframe: Carmen Khamen Flagship (2nd time)
Skill Parts:
Skill Stat +20: Gilbauer
Ranged Stat +20: Carmen Khamen Flagship
Ranged Stat +20: Carmen Khamen Flagship (2nd time)
Events:
All Enemy Units Defeated: Player and Enemy Reinforcements (1) Arrive.
Carmen Khamen Flagship is defeated: Enemy Reinforcements (2) Arrive.
Carmen Khamen Flagship is defeated again: Enemy Reinforcements (3) Arrive,
Player Reinforcements (2) Arrive. Destroying Carmen's ship again will
result in a Game Over.
Akimi or Sally moves next to Carmen Khamen: Both units move near Carmen
Khamen's ship.
Akimi then moves next to player battleship: The player then has 5 turns in
which to move their battleship to the southeast corner, or Game Over.
Strategy:
So Dolmen's genius plan was to let a few clones go berserk around the
universe, and Carmen Khamen's genius plan is to BLOW UP A SUN. I think I know
which is the more effectual villain. In any case, I hope you've been keeping
your super robots levelled, because the first part of this stage is entirely
reliant on you using them to kick a fairly large amount of ass.
The first thing to note here is that you don't have a healer. As such, you
want to prioritize not taking damage in the first place. You can arrange your 7
units into a pretty viable support formation shaped like this:
xx xx
xxx or xxx
xx xx
...which will ensure they all stay relatively safe. Let the enemies come
to you and have your support defense take the brunt of their attacks. On your
turn, get the defensive seishin up and start tearing into them. Aim to reduce
their numbers as quickly as possible to reduce the damage they can inflict on
their turns. Do not be afraid to use SP here - it's a tricky segment if you
haven't been using and upgrading these units! The Gilbauer is also a remarkably
strong boss considering the small amount of units you have to work with, but if
you have Final Dancougar and your original support attack for the rest of your
units, you can do damage surprisingly quickly.
Once he's taken care of (and remember your 2x EXP/money, as all three of
the J9s can cast it) the rest of your forces arrive - thank god. You'll want to
bring a healer or two in here, even if just to clean up your starting units.
Unfortunately, they're accompanied by the appearance of Carmen Khamen, along
with a fleet of assorted mooks. The good news here is that Carmen and his
personal guard of Apcines will sit still and not come after you, giving you all
the time you need to heal up and recover after that initial onslaught.
Mercifully, the grunts you're facing here aren't particularly challenging.
They're all the reject grunts from previously defeated villains, and don't
really pose that much of a challenge. If you can get your two forces to reunite
before they catch up with you, it becomes even easier. Take them out with your
new units while you get your starting units patched up, and once you're all
healed up it's time to take out Carmen.
Now, the first thing to note is that his Apcines will prioritize support
defending for him over engaging you in combat. This would be quite a genius
plan if it wasn't for the fact Carmen doesn't support defend for THEM, meaning
if you simply target them they'll be completely defenseless. Take the Apcines
out first, and then Carmen is a sitting duck. As with most battleship bosses,
taking out his Weapons will leave him pretty defenseless - his Vulcans are
still usable and are still quite powerful, but can only hit range 1-3. Your
reals can safely snipe while you have some Supers box him in and stop him
moving in to hit them.
Again, this is another boss where destroying a part gives a ton of EXP. If
you wish, you can just wail on his parts, get cheap EXP just for hitting them,
and then 2x EXP on the part kill. It should give a level up per part if you're
not too overlevelled compared to Carmen. Once you're done, kill him, and you'll
find you were just fighting an impersonator. So you get to repeat the process
all over again! Just be careful and he shouldn't pose too much of a threat.
...until you kill this second imposter, and the real Carmen appears, along
with an even larger fleet of enemies than the previous one.
The important thing to note is that Carmen's ship is carrying a C.U.B.E.
engine on board, which means that destroying it is likely to result in the
destruction of everything in a pretty damn large radius (that includes you.) As
such, destroying Carmen will now result in an instant Game Over. On the plus
side, you now have Sally's Kreuz Wahrheit backing you up. The objective of the
scenario now changes to moving Sally or Akimi next to Carmen's ship.
Before we do that, however, let's take out the grunts. Moving the plot
onwards too much causes a time limit to kick in, so it's best to kill as much
as we can now. Form a defensive formation again - feel free to destroy Carmen's
weapons and parts if you like, as long as you don't actually kill him. You
still have unlimited time at this point in the stage, so just take things
slowly and cautiously, eliminating the grunts and weakening Carmen.
Once you're ready, have Sally or Akimi move next to Carmen's ship, and
events will play out where you infiltrate it and subtly disable the C.U.B.E.
system. After that's dealt with, the objective changes to moving Akimi next to
YOUR ship. Doing this is what triggers the time limit - and so, we can be
sensible and pre-empt it. Moving Akimi next to the ship causes the objective to
become fleeing to the southeast corner within 5 turns. As such, the closer you
move your ship (and Akimi!) to the southeast before actually having them touch,
the easier it'll be to flee in time.
When you've cheated enough, have them move next to each other. The time
limit then kicks in - but don't finish the stage just yet - instead have your
battleship wait just outside the goal area. A final group of grunts will spawn
in on the next turn, and you can take out as many or as few as you then like
before actually finishing the stage. They're the same grunts Carmen's been
toting around all stage, so there's nothing exceptional or out of the ordinary
here to worry about. If you want some bonus EXP/cash, then farm away! When
you've had your fill, or killed the enemies, just have your ship move into the
marked yellow area.
Note that the game, unlike most SRWs, does not provide a running "There's
[x] turns left!" countdown - you have to keep track of that yourself. As such,
it's probably best to save at the start of each turn in case you miscount.
The stage ends once all enemies have been defeated. Sally and her Kreuz
Wahrheit join you during the intermission.
-------------------------------------------------------------------------------
Scenario 55 - "Requiem for Victims"
-------------------------------------------------------------------------------
Player Units:
1 Battleship
Final Dancougar (Shinobu)
Shin Getter-1 (Gou)
Cloud Harken (Sieg)
Kreuz Wahrheit (Sally)
11 Units
Repair Kit: Zay Far
Repair Kit: Deathgrome II
Thruster Module: Guardial Blood
Solar Panel: Guardial Blood
EN Giga Chip: Muge Zolbados
Haro: Muge Zolbados
Propellant Tank: Muge Zolbados
Skill Parts:
Evasion Stat +15: Guardial Blood
Accuracy Stat +20: Muge Zolbados
Events:
Zan Gaioh is defeated: Zan Gaioh revives.
Zan Gaioh is defeated again: Zan Gaioh revives. Again.
Zan Gaioh is defeated again again: Zan Gaioh revives. How surprising!
Zan Gaioh is defeated again again again: It actually goddamn DIES!
The HP drain ceases, and Enemy Reinforcements (1) Arrive.
Turn after HP drain ceases: Enemy Reinforcements (2) Arrive.
Guardial Blood is reduced below 30% HP, or fights either Sieg or Sally:
Guardial Blood and Kreuz Wahrheit retreat. If you deployed Akimi, then
they will move to the northeast.
Muge Zolbados is defeated: Enemy Reinforcements (3) Arrive.
All Enemies Defeated: All units healed to full HP/EN. Enemy Reinforcements
(4) Arrive.
Strategy:
This is, without a doubt, the hardest stage in the game. Bring at least
two healers, and the rest of your team should be the absolute best units you
have. This stage is long, difficult, and filled with annoying gimmicks. You
need to give it your absolute best and be very careful with how you fight. It's
also a good idea to make a save every few turns, just in case something does
go wrong. Caution is always good! And with that ever useful tip, let's rock.
The first thing to note is Deathgaia. As long as he's on the field, your
units suffer a 5% HP reduction EVERY TURN. This applies even if they're in your
battleship - but before the battleship actually heals. This means a unit you
have in your ship will lose 5 morale every turn even if it's 'fully healed'.
This makes battleship healing a lot tougher of a prospect, but also makes it
necessary as the drain also affects your parts.
So, start off by charging northwest as quickly as possible and eliminating
the grunts. They shouldn't form any support formations on their first turn of
movement, so have a nimble unit head to each flank just to stop them moving on
their second turn. Meanwhile, your main forces can focus on eliminating them
methodically. You can probably afford to go light on the defenses for the time
being, as you'll be losing HP anyway, and then you have more SP to use negating
Deathgaia's attacks.
Once they're dealt with, we have an endurance round - in order to disable
the HP drain and move on with the stage, we need to kill Deathgaia. Four times.
Now, this wouldn't be too bad if we could go all out, but we need to save our
SP for the bosses that come later, which means we can't! On the flip side, our
HP is constantly draining, which means our units will become less evasive and
powerful as time passes. What do?
Well, make good use of Dancougar is what. It's Dankuukougaken finisher is
incredibly powerful with Ferality active, and you can have it seperate and use
Black Wing to resupply it each turn so you can consistently spam it. By using
this strategy, you can fling off 3-4 Dankuukougakens each turn, which really
cuts into the Zan Gaioh's 70k HP bank. Keep basic defensive seishin up, and
just keep wailing on him. Use support attacks well, prioritze dealing damage
over EN conservation, and don't let up on being cautious with keeping your
units alive. It is the most important thing, after all. There's really no way
to make this any easier - and it just gets worse from there. Make sure you get
2x EXP/money on each kill if you can, but make sure you save a few casts for
later on. Don't bother trying to take out his parts each time unless you're a
masochist.
After each kill, your brilliant team of scientists works on a plan to stop
him regenerating. Eventually, they come up with the fantastic plan - why not
just kill HIM rather than his mech? Unfortunately they figure this out after he
regenerates for the third time, so one more kill finishes him off. And then it
all goes to hell and Muge Zolbados himself appears. Joy of joys!
Well, first strategy: RUN. HEAL. Next turn, Regianne appears with another
set of grunts, and we'll probably want to take them out first simply because
ignoring Muge for a while will get him to move off his giant death castle and
become more vulnerable. As such, park all your units in your battleship and
have it run east. Regianne's mooks spawn at the giant crater in the northeast
corner, so use that as a reference point for where to head.
Regianne spawns in with a load of grunts with far too much HP - because
that's really what we need about now. Of these grunts, the Garadoublas are
probably the easiest to kill, so focus on them first, then the Gilgazmunes, and
then finally the Jaaku Raijinohs. Note that if Regianne fights either Sally or
Sieg, events will play out which will make her retreat, so maybe keep them in
your ship once she starts to move in. As ever, Regianne is a real pain to fight
being very evasive, very heavily armoured, very powerful, and stats-wise very
strong. Mercifully, she only has 29700 HP - and she'll retreat at 30% of that.
Lower her down to around 9000 HP, have a strong super finish her off assisted
by Dancougar for the Evasion+15 part she drops. Don't forget 2x EXP/money!
Once you kill her or have her flee - by lowering her HP or by fighting
Sieg or Sally, she'll flee back through her gate and Sally will follow her in
some vain hope of talking her boss into realizing she's a gigantic bitch. This
leaves us with less units and a giant evil boss trying to kill us. Joy!
The first thing to note is that Muge Zolbados is grounded and can't fly,
while all his grunts can - which gives us two major advantages. One, his AI
will consistently try and run east across the lava, and it can't. Secondly, by
doing this, it gets him off his castle and costs him it's massive terrain bonus
and so the best plan is to not take the fight to him, but let his grunts come
to you. Once he's off the castle, THEN we can charge in safely. Take out his
grunts as they come to you, make use of his dumb AI to heal up, and then go in.
The first thing to note is that he's another one of these bosses that has
all their weapons tied to their Arms. As such, prioritize taking those out
first, and he's completely useless. Whilst he has small HP Regen, this does not
apply to parts once they've been detroyed, meaning he's helpless. Fun! Then you
can do the usual slow process of killing a boss without using any SP and farm
EXP off his parts. And that's fun for everyone. Do be careful in the early
stages of the fight when his attacks do full damage, but once his attack power
is dropped he's not that big a threat. 2x EXP/money, but of course.
Once you defeat Muge Zolbados for the first time, he retreats and spawns
in a small group of grunts to face you. Luckily there's not many of them, but
Muge will return once you kill them, which is sad. :( Take them out with great
haste but not too much SP. Once they're gone, Muge appears and starts using his
crazy mind powers to harass your people with ghosts. This kind of backfires
however when the Newtypes realize they can use this to advantage and pull their
whole "EVERYONE, LEND ME YOUR POWER" shtick, giving your guys a free HP/EN
refill. Hooray! On the bad side, Muge. Boo!
This time, he's not moving off his castle, no matter how much you poke him
or how long you wait. So, you have to take the fight to him. As ever, make it
your priority to take out his Arms, which makes the entire fight kind of a
breeze. Use everything you have taking them out safely, and then the rest of
the fight can be done at your leisure in safety. Save one cast of 2x EXP/money
for the actual kill, but feel free to 2x EXP up killing his parts. It's fun for
all the family!
The stage ends once you destroy all enemies. Sally will temporarily leave
the party. A sub scenario is available for your enjoyment after the stage.
=========-------------------------------------------------------------=========
Sub Scenario 55 - "The Shadows of Guardisword"
=========-------------------------------------------------------------=========
Cartridge: Deathgrome II (x2)
Cartridge: Apcine (x2)
Propellant Tank: Deathgrome II (x2)
Propellant Tank: Apcine (x2)
Repair Kit: New Planetary Alliance Battleship (x2)
Repair Kit: Deathgaia Battle Cruiser (x2)
Strategy:
Grunt murder! It has been too long. You know the drill. Form up a support
formation in the center, let everything charge blindly in, and ANNIHILATE IT.
As there's no bosses, you're free to use SP however you like, so go nuts. Be
careful around the Bat-Shus and Ashura Temples due to their map attacks, but
really this is just a jolly good excuse to utterly kick the crap out of some
fairly defenseless mooks, watch some nice animations, kick back, and earn a lot
of consumable parts.
And also do some levelling. Next stage you'll be forced to use your main
character, Sieg, Judau and Puru. If you've been neglecting any of these four,
this is as good of a chance as you're going to get to bring them back up to
scratch before they get thrown head-first into the fire. If you find that the
next mission is too difficult because of them being underlevelled, you can
always come back and level them here.
The stage ends once all enemies have been defeated. The enemies keep their
items on repeat plays of the scenario.
Ordye is destroyed: Ordye regenerates. Infinitely. Akimi retreats.
4 turns after Ordye is first destroyed: Player and Enemy Reinforcements
(2) Arrive, barrier drops. Ordye stops regenerating.
Sally moves next to battleship: Stage ends.
Strategy:
Well, the first thing to note is that you'll be fighting this fight on
three fronts - the units inside the barrier, and on the two sides of it. Yay
for party splits!
The first thing you want to do is ignore the two Kreuz Wahrheits in the
center. You can take out their arms and prevent them attacking, but they'll
just regenerate them if you do using the recovery panels in the center. The
reason you don't want to kill them is that we can CAPTURE them - and they
convert into the best equippable item in the game, the Haro. As such, passing
up two Haros would just be silly. Take out their arms, and then move your merry
foursome up to the north edge of the healing panels. A boss spawns up top later
and the last thing we want is him moving on to regen panels. Build a nice
support formation there, and allow the Jaaku Raijinohs and Gilgazmunes to
pretty much ignore you.
Meanwhile, on the outside, split your deployed force into two groups and
send them to either side. I'd recommend sending your battleship down one flank
and a healer down the other, in case any trouble occurs. Try to keep an even
balance of reals and supers down each side, and just work - CAUTIOUSLY - on
taking out grunts. You can afford to go a bit nuts with the SP on this stage,
although your group of 4 in the center can be a little cautious.
Once you reduce the enemy to nine units, Vort appears in his Ordye to be
a zombie or whatever. He's not a particularly threatening boss, which is the
first time I've seen this game be considerate of how few units you have to
fight a boss in it's statting. On the minus side, spawning him in causes the
Jaaku Raijinohs to start moving. If you can, try and snipe away at Vort's arms
a bit just to take the sting off his quite nasty map attack, and then take
care of any remaining threats in the center - remember to keep the pair of
Kreuz Wahrheits alive! I know it seems a bore, but it's worth it, really.
By the time you're about ready to kill Vort, your units on the outside
should be making good progress in eliminating the enemies there. Once you've
finished eliminating them, move around the perimeter taking potshots on the
enemies inside where you can. Defeating Vort will start the next plot movement
going, which makes him infinitely respawn for 4 turns. If you're feeling very,
very, mean then try luring him to an edge - quite easy to do if you destroy his
Arms, as he'll just run crazily at things - and then pinning him in with your
units on the inside. Once he's pinned, get all your outside units there and
only THEN kill him. Don't forget your 2x-yeah okay I'll shut up.
Once you do, Akimi takes Fairy inside the fortress to rescue Sally and
stop Fairy having a mental breakdown from having to kill the zombified corpse
of her ex-lover or whatever. This now gives you four turns until they return -
and in that time, you can kill Vort as many times as you like. Well, what are
you waiting for? Get to it! Go all out, use as much SP as you like, because
once the time runs out you get put into another situation where you can end the
stage wherever you like if things get too tough. Lay into him, farm some EXP
and cash, and just enjoy the bullying. Mmmm.
When the four turns finally do run out, Akimi and Sally emerge and the
barrier finally drops. Unfortunately, this also spawns a ton of enemies. At
this point you have two choices for how to end the stage - either get Sally to
move next to your battleship, or slaughter everything. Regardless of which you
choose, we have some business to finish first. Have your units destroy any
remaining parts on the enemy Kreuz Wahrheits, and then have your battleship
swoop in and capture them. Once that's done, you can have Sally move next to
your ship and end the stage, or park all your units on the regen spaces in the
center and make a nice little last stand. If you don't want to accidentally end
the stage, note that you can put Sally INTO your ship and it won't count as
moving her next to it. Prevents any mistakes, that does.
If you choose to fight them off, make a nice little support formation in
the center and just blast anything that comes your way. Prioritize taking out
the Gilgazmunes, as their MAP attacks can be pretty nasty, and then the Ashura
Temples for the same reasons. After that, just clear up the super robot enemies
and that's your lot. Simple!
The stage ends once all enemies are defeated or Sally is rescued. When you
get to the capture screen, select the "Convert All to Parts" (全パーツ) option
to convert your shiny new Kreuz Wahrheits to Haros. Note that you CANNOT keep
the Kreuz Wahrheits - attempting to do so will simply scrap them without them
actually becoming anything useful. Sally will also rejoin in her proper Kreuz
Wahrheit after the map.
Turn after Regianne retreats: Baxinger retreats if deployed. Player
Reinforcements (1) Arrive.
Diego reaches marked point: Stage ends.
Strategy:
This LOOKS like a fairly deceptively simple stage. Unfortunately, it's
anything but. First point of call is to charge your units up north and try and
take over the healing platform as soon as is viably possible. Keep one of the
grunts on it alive just so Vort doesn't start using his MAP attack - but if
possible, make sure it isn't the Gilgazmune.
The thing to note here is that Vort isn't going to move - ever - so we
have to fight him on this platform. That makes him INCREDIBLY tough, having
high stats, a 30% evasion/defense bonus, and 10% HP regen each turn that can
revive destroyed parts. As such, we have to fight him fairly, and he's not the
easiest opponent to fight fairly. Use enemy decoys to prevent him mapping you,
and take out the grunts that approach the central platform from the flanks -
remember that you have HP regen too, so you can be a little lax with the SP
usage as long as support defense is there to cope with it on the enemy turn.
Prioritize taking out the Gilgazmunes before they start getting MAP happy, and
then focus on the other other enemies.
As for Vort. Once his Potential kicks in, he becomes incredibly resilient
with an effective armour stat of around 3000. As such, it might be an idea to
take out his Arms and Head first, and then start making indents into his main
HP. While you won't be able to take the parts out permenantly, destroying them
now will leave him severely crippled and recovering for the duration of the
fight - making things a little bit easier on you. If you wish, destroying his
Head might also prove a good strategy, but whatever you decide to do, do it
before you start lowering his body HP. If you have a strong attacker like Final
Dancougar, Mazinkaiser or your original out, having them support attack for
your other units is a great way to deal damage quickly.
Once you finally start weakening him - especially once you drop him below
about 10,000 HP - his Potential kicks in and he starts taking a ton less
damage from attacks. It's at this point you have to go all out and just lay the
damage on him to finish him off quickly. Make sure you get your 2x EXP/money in
on the kill! Once you take out Vort, more good news! Regianne! Who also doesn't
move! And pulls off the same four static support defenders gimmick as Carmen
did! HOORAY! It's just what I always wanted!
Start off by trying to snipe away as many of the Jaaku Raijinohs as you
can from your platform - it's bonuses confer you a huge advantage in defense,
so abandoning it is not a good idea. If you want to send units north, try to
keep them aligned with Regianne, so they slip in the gap between the range of
her two cannons. Once you have the Jaaku Raijinohs out the way, we can focus on
Regianne. Whilst destroying her Arms is a good idea - as it disables her two
strongest attacks and prevents her counterattacking at range 1-2, her MAP is
tied to her Body, and there's hence no way of stopping it whatsoever. So, alas,
we have to fight this one fairly. You can always take out her Head, though,
which will reduce her accuracy with the MAP weapon by 30%.
Once she's nerfed, you can start whittling down her massive HP bank, a
task made hideous by her huge armour and Potential - it's like, whoa, deja vu
in here all of a sudden. Mercifully she doesn't have the same regenerative
ability as Vort does, and you should make good use of this by having your units
move back down to the healing platform once you're ready to kill her so you
can heal up for the next section before actually defeating her.
Once you do, (2x EXP/money!) she flees, revealing the entire fortress is a
giant ruse they've set up to distract you from the fact they're currently
invading Earth. Hooray for heroic stupidity! She is nice enough to leave you
with a giant batch of enemies to deal with, however, which is considerate of
her. Get any units off the center regen panel back onto it, and get into
formation for the horde of enemies about to arrive on your doorstep.
The next turn, Diego appears in an MP Baxinger. It has 0 upgrades, one
pilot, and is generally entirely useless. Guess what you have to keep alive?
Well done, you guessed correctly! The mission objective is now to get the Mass-
Produced Baxinger to the marked yellow area at the north of the fortress, which
you can do if you so choose, but as ever it's also possible to win by just
killing everything. Regardless of your choice, it's probably best to put the
MP Baxinger in your battleship for now - either have it carry the MP Baxinger
to the point and drop it off, or just keep it out the way whilst your guys
clean up the enemies. It's too likely to die if it's out on the field.
If you choose to end the scenario the easy way, it's a really simple drop
off. If not, then hunker down, and get ready to blast things as they come to
you. The automatic lack of Baxinger here means you've lost the J9 Special, but
other combination attacks are a great way to blitz past Support Defense and get
rid of those pesky Gilgazmunes. Once they're out the way, you know the drill.
The stage ends once all enemies are defeated or Diego reaches the point.
"Even if I should die, my fury shall burn forevermore!"
1 Battleship
Raijinoh (Jin)
Shin Getter-1 (Gou)
12 Units
Player Reinforcements (1):
Bakuryuu Dragon (Bakuryuu Dragon)
Enemy Units:
Ickalder x8
Cigarra x4
Enemy Reinforcements (1):
Great Jaaku Satan (Beelzeb)
Enemy Reinforcements (2):
Gilgazmune x4
Apcine x2
Enemy Reinforcements (3):
Gilgazmune x4
Apcine x2
Enemy Reinforcements (4):
Jaaku Raijinoh x4
Ickalder x4
Cigarra x2
Great Jaaku Satan (Beelzeb)
Enemy Reinforcements (5):
Warusa (Warusa)
Enemy Reinforcements (6):
Great Jaaku Satan (Beelzeb)
Enhancement Parts:
Beam Coating L: Great Jaaku Satan
Mega Generator: Great Jaaku Satan
Emergency Rations: Great Jaaku Satan
Super Repair Kit: Great Jaaku Satan
Repair Kit: Jaaku Raijinoh (x4)
Chogokin New-Z Alpha: Warusa
Haro: Warusa
I-Field Barrier: Warusa
Chogokin New-Z Alpha: Warusa (2nd time)
Haro: Warusa (2nd time)
I-Field Barrier: Warusa (2nd time)
Skill Parts:
SP Usage -30%: Great Jaaku Satan
Potential +3: Warusa
Potential +3: Warusa (2nd time)
Events:
5 Enemies Remain: Player, Enemy Reinforcements (1) Arrive. Raijinoh and
Bakuryuu Dragon combine into God Raijinoh.
3 turns after Enemy Reinforcements (1): Enemy Reinforcements (2) Arrive.
1 turn after Enemy Reinforcements (2): Enemy Reinforcements (3) Arrive.
Beelzeb is defeated: Enemy Reinforcements (4) Arrive.
Beelzeb is defeated again: Beelzeb will regenerate as long as the Jaaku
Power field is active.
3 turns after Beelzeb is defeated: Source of Jaaku Power becomes visible.
Shin Getter moves to marked point: Shin Getter temporarily retreats.
Turn after Shin Getter moves to marked point: Jaaku Power field stops, and
the EN drain ceases. Beelzeb will stop regenerating.
Beelzeb is defeated when the Jaaku Power field is stopped: Enemy
Reinforcements (5) Arrive.
Warusa is defeated: Warusa regenerates.
Warusa is defeated again: Enemy Reinforcements (6) Arrive.
Strategy:
Do you remember that lovely stage with the 5%/turn HP drain? Well this
stage is the exactly the same except with EN. Lovely. Just lovely. Well, if you
haven't been thinking about it already, now would be a great time to pick your
best 15 units and make a team out of them. There'll be no-one new joining your
team at this point, and this stage makes a lovely warmup for the final boss, so
if you want to decide what units you're going to use for the last stage, now's
a good chance to test their dynamic, cause you're going to need your best here.
Let's be clear - these may be for all intents and purposes 'grunts' that
you're fighting, but their weapons are boss-class. Do not take them lightly and
do not just charge blindly in. Maintain a nice, square support formation as you
advance so that your units can soak up most of the damage you take from the
enemy attacks. Once you reduce the enemy count sufficiently, Beelzeb will show
up to be a pain, but he's another one of these bosses who doesn't actually do
anything and just sits still, so we can ignore him while we clean up the mooks.
Once they're dealt with, Beelzy himself. The first thing to note is that
he's another one of these bosses where disabling his Arms leaves him nearly
helpless - with only a range 1-3 missile attack that only has 10 ammo. This
should be your first priority. Once that's done, you have two real choices. You
can either move the stage on, or pre-empt the arrival of the reinforcements
that are about to come rain on your parade. As the last thing you really want
is to have 8 Gilgazmunes on your doorstep at the same time, it might be an
idea to leave Beelzeb there to stew and rush over to the southeast corner. Take
out the Gilgazmunes once they spawn in, then the Apcines accompanying them. As
you do this another bunch will spawn in to the west, which you can deal with
before going back to Beelzeb.
And do try and save some SP. The worst is, how we say, yet to come.
Once that's dealt with, feel free to poke Beelzeb until he explodes. Once
he does, he regenerates and totes in a new group of grunts. You can either
take out his Arms again and then deal with the grunts, or take out the grunts
and then worry about him - personally, I'd take the latter choice. Just don't
kill him because it won't accomplish anything yet. If the EN drain starts to
wear away at you, just dump your units in their battleship for the time being
and have it run away for a while. Once you're healed up a bit, redeploy and
resume the fight.
After three turns, your genius scientists will find the way to disable the
evil doom field of enemy regeneration and EN drain. Simply move Shin Getter to
the yellow marked square at the center of the crater and it will dig down and
destroy the source next turn. There's no reason not to do this, as it doesn't
spawn in any new enemies - just makes your life a lot easier. Take out all the
grunts, heal up again now the field is gone, and then when you're ready, take
out Beelzeb at the START of your turn. If you've moved some of your units, then
use the rest to weaken him a little more, end turn, save, and then kill him.
Don't forget the 2x EXP/money!
Once Beelzeb drops, he's followed by his master, the evil EMPEROR WARUSA.
This basically translates as 'Emperor Nasty', which is pretty much James Bond
level naming sense. The reason we spawned him in at the start of the turn is
because he has a no morale-requirement gigantic bloody MAP attack which he'll
spam if given the chance. It's tied to his head, so go all out and kill it
before he starts getting trigger-happy on his turn.
Note also that he only has a head, because he is a giant disembodied
floating head. Why does killing his head not kill him? I do not know.
Anyway, the Warusa fight. Whilst taking out his head gets rid of his EVIL
DEATH RAY, he still has a tentacle attack that's both completely free and
impossible to disable at his disposal, and with no way of weakening his attack
strength, we're going to have to do this fair. He has 102,000 HP and 10% HP
regen a turn, but there's nothing particularly threatening about him as long as
you keep the basic defensive seishin up - at least, once his MAP attack is out
of the question. He has an I-Field due to his equip part, but that doesn't
absorb enough damage to really trouble most of your finisher-grade weapons. The
only real advice is be cautious, and be ready to fight hard and fast - don't
start really trying to take out his Body HP unless all your units are at full
EN - you want to be able to deal consistently high damage each turn, and use
support attacks to their maximum effect. This is the stage boss, so don't be
afraid to use Hot Blood and the like to your advantage!
Those horrible words of warning again: Make sure you defeat Warusa at the
start of your turn. Because once you defeat Warusa once, hey, guess what? You
have to do it all over again. Your team realizes the only way to stop him from
regenerating is to hit him with a strong burst of Raijin Energy, but even if
you JUST DID THAT to kill him off it doesn't actually count until they tell you
about it. Awesome. Start by killing his head again so he doesn't MAP you to
kingdom come, and then I'd advise putting all your units back into your ship
and running away to let them heal up. Then you can begin the long fight again.
I believe in you, and your 2x EXP/money casting abilities!
Note that Raijinoh doesn't have to land the final blow against Warusa the
second time round, as an event will play out where Raijinoh event kills him,
with a little help from a spurned Beelzeb. After Warusa is defeated, Beelzeb
challenges you to one final duel, with his pride as a warrior on the line. He
urges his minions to live peacefully in your world before heading into battle
with Falzeb, who decides to go down with him.
I know the last thing you want at this point is another boss battle, but
the consolation I can give is that it's the same Beelzeb you've killed twice
already this stage. Don't get too cocky, but also don't get too despondant at
your lack of resources. Use the units who you know can take a bit more of a
beating to destroy his Arms, and then let the fight progress naturally from
there. Feel free to toy with him a little, as ever, for extra EXP, and then
defeat him one final time to end the stage for good.
The stage ends once Beelzeb is defeated. A handshake between rivals
signals the end of the stage, and the end of Raijinoh's plot.
=========-------------------------------------------------------------=========
Sub Scenario 58 - "The Terrifying Bootleg Battalion"
=========-------------------------------------------------------------=========
Player Units:
1 Battleship
15 Units
Enemy Units:
Zaku II
High-Mobility Prototype Zaku
Zaku II Kai
Zaku III
Dom
Gelgoog
Kampfer
Gouf
Gouf Custom
Dreizen
Gaza C (MA)
Bigro
Big Zam
Apsalas II
Z'gok
Hygogg
Drau
Gebai
Gundora
Dyne
Schwelg
Drauzen
Gilgazmune
Zoldag
Clowanker
Apcine
Deathgrome II
Arorne
Dotorl
Gunstade
Calvary Temple
Bat-Shu
Ashura Temple
Strategy:
"HEY, YOU."
"Huh? Me?"
"YEAH, YOU. YOU WANNA CAPTURE EVERY UNIT IN THE GAME?"
"Well, not particularly. I mean, it is the endgame, I kinda have my team-"
"GREAT! HERE'S EVERY UNIT IN THE GAME."
"This is really kind of unnecessary, not to mention tedious to type up."
"THEN IT'S A GOOD JOB I WASN'T ASKING YOUR DAMN OPINION, ISN'T IT?"
"Well, actually, you kind of were. I mean, not directly, but."
"SHUT YOUR PANSY ASS UP AND FARM YOUR DAMN UNITS."
Just form a support formation and shoot everything that gets near. Bat-Shu
MAP attacks! Apsalas MAP attacks! Gilgazmune MAP attacks! Guess what? They're
still REALLY ANNOYING! Capture any units you particularly want, but this stage
is really fairly pointless this late in proceedings. Nothing here should be
particularly threatening, although the MAs are kind of resilient, but as you
can go nuts with your SP, there's really nothing to worry about. Once you've
farmed enough EXP, money and general loot, we can move on to the shocking
and thrilling conclusion. There's no items to be earned here directly, but you
can capture and convert into parts if you so wish. It's also a good chance to
do some last minute levelling, although in my experience the grunts are kind of
underlevelled compared to whatever your party level happens to be.
Before you begin the final stage, note that you will not be refunded the
price of your enhancement and skill parts on a New Game+. Any parts you are not
going to use on the final stage, you should sell and make use of the money from
rather than simply have them go to waste.
-------------------------------------------------------------------------------
Scenario 59 - "The Burning Citadel"
-------------------------------------------------------------------------------
Player Units:
White Base (Bright)
Gundol (Hazuki)
Upgraded Main (Akimi)
14 Units
Friendly Reinforcements (1):
GM x6
Dragoon x4
Salamis Kai (Watkein)
Enemy Units:
Gilgazmune x4
Apcine x3
Deathgrome II x2
Enemy Reinforcements (1):
Ordye x4
Guardial Blood (Regianne)
Enemy Reinforcements (2):
Ordye x4
Enemy Reinforcements (3):
Ordye x4
Enemy Reinforcements (4):
Guardial Blood [Limiter Release] (Regianne)
Enemy Reinforcements (5):
Ordye x2
Enemy Reinforcements (6):
Ordye x2
Arounser (Helruga)
Enemy Reinforcements (7):
Ordye x2
Enemy Reinforcements (8):
Ordye x10
Arounser (Helruga)
Enhancement Parts:
Super Repair Kit (x2): Guardial Blood
Super Repair Kit (x2): Guardial Blood [Limiter Release]
Events:
Turn 2: Friendly Reinforcements (1) Arrive.
Turn 3/All Enemy Units Defeated: Enemy Reinforcements (1) Arrive, 2 GMs
suicide uselessly in Regianne's face.
Regianne is defeated: Enemy Reinforcements (2) Arrive.
2 Turns after Enemy Reinforcements (2): Enemy Reinforcements (3) Arrive.
All Ordyes Defeated: Enemy Reinforcements (4) Arrive.
Strategy:
Well, here we are. The final stage. Bring your best 15, make sure there's
a healer in there, and let's get down to business. The first thing to note here
is that you'll want to determine what your two strongest units are, and have
them save enough SP to cast Hot Blood or Soul right until the very end of the
stage. Trust me.
Well, good news to start with, the Gilgazmunes here don't really like
using their MAP weapons very much. Feel free to charge in blindly and start
hitting everything in range. You have two turns in which to cause as much
damage as possible, so get stuck in there and cause some damage. The enemies on
each flank will happily fold inwards and start attacking you on their first
turn, allowing you to more thoroughly attack them on your second. You're also
backed up by Watkein and the Feddie forces on turn 2, but they spawn so far
away they might as well not show up at all. And then on turn 3...
"Welcome to the gates of hell!"
... sayeth Regianne, along with a horde of Ordyes. Her default response
is to attempt to MAP the hell out of you, so it's worth making a save at the
start of this turn, ending turn and just seeing how she responds. Work from
there, and try and plan your actions so she doesn't MAP you. She and her fleet
of Ordyes will happily charge you for once if they can't MAP you from where
they are, so the ideal plan of action is to arrange your units in a support
formation out of her range whilst attacking the remnants of the grunts. Sounds
easy, right? Once she charges in, MAPping you becomes less viable as you can
surround her, and also put her minions of using their map attacks for fear of
hitting her or each other.
Focus on taking out the remnants of the grunts, then the Ordyes. Keep your
basic defensive seishin up, and use support attacks to blast them down one at a
time. If you can get Regianne isolated, it might be a good idea to take some
potshots at her parts, just to take the brunt off her MAP attack - she may well
decide to use it once enough Ordyes are out of the picture. Try and avoid doing
too much damage to the Guardial Blood's body, however, as this will likely just
make her use one of her Super Repair Kits. And then she can still act, and oh
boy you do not want to be on the brunt of an unweakened MAP attack from her.
Once the grunts are out the way, though, you can focus on her. Try and use
one turn to weaken her to about 60% HP or so, whilst avoiding the range of her
MAP weapons - sniping at her from diagonals while you melee fighters act from
a direct lineup with her to slip between her cannon fire - your other units can
trim her parts down to size a little if you have any spare. After that, you can
then unload on her in one turn so she doesn't get a chance to heal. If you use
Support Attacks carefully, you shouldn't need to use SP apart from for defense
and accuracy on your less accurate units.
Once you defeat her, some more Ordyes spawn in. Recover your formation,
let them run in, and eliminate them methodically. You may want to destroy all
but one of them, take out it's Arms, and then just heal up before actually
destroying it, so you're fresh and prepared for the next section of the fight.
As a fun note, the turn these Ordyes spawned in, Watkein's crew charged at one
of them. Every single unit except one died that turn, and the survivor only
lived because he wasn't in range to attack. Useless bloody NPCs.
A couple more Ordyes spawn in a few turns later, but that's it - just a
couple. If you've already de-armed one of the initial ones, keep it alive and
kill these two - else de-arm one of these and kill the rest. Heal your units up
and move north, placing 10 units on the 10 Generator Panels (the black crosses)
before killing the final Ordye. When you do, Regianne appears, screaming fury
and de-activating the limiter on the Guardial Blood. "Why didn't she do this
earlier?" I hear you ask? Because that would have made sense, obviously.
As ever, snipe away at her parts and try and remove her Arms and Head.
Once you get her below 60% HP, she'll spawn in some Ordyes. If you have your
units covering the Generator Panels then they won't be able to spawn there,
saving you a lot of headache caused by them becoming massively evasive due to
it's terrain bonus. It's also your queue to stop attacking Regianne, as the
last thing you want is for her to use a Super Repair Kit. Take out the Ordyes,
save, end turn, and then lay into Regianne on a clean turn so you can take her
out before she manages to heal herself. Once she's out the way, nothing is
seperating you from Helruga...
Who appears in the Providence Zeo-I mean, uh, the Arounser. This is the
game's final boss - a giant grey 150,000 HP hellmech with the least imposing
introduction of any final boss in SRW history. Oh well, beggars can't be
choosers. The most notable thing about this boss is a range-5 radial map attack
which will pretty much hit any unit in combat with it at the time. As such, we
have two choices - either kill it outright, or disable it's Arms. Either way,
it'll be a tough fight requiring you to deal 6 digits worth of damage. I
personally prefer taking out the Arms just because you don't have to worry
about Potential lowering your damage output. Once the Arms are gone he's left
with only one weapon with 30 ammo. A couple of turns of attacking, keeping your
basic defensive seishin up until he runs himself out. During this process you
can also be taking out his Head, if you so wish, to make his attacks less
accurate - so your reals may not even have to use seishin. As ever with any
boss fight, save regularly throughout in case a freak accident occurs.
Regardless, this IS the final boss, so you can go a little crazy with the
SP. But like any SRW final boss, it's not as simple as it first appears. I'm
going to say those horrible words now - make sure you kill the Arounser at the
start of your turn. Because once you take out the Arounser - which, if you'll
notice, was a process conspiciously free of any kind of HP Regen - he'll not
only regenerate but also tote in a group of 10 Ordyes. Fairy works out that
the citadel is being powered by some gigantic generator, and overloading it
will not only blow the living daylights out of Helruga but also cause it to
break up in the atmosphere before it hits Earth. Great!
If you've been doing what I have and abusing the Generator Panels, then
the great news is the Ordyes are perfectly set up to MAP you about four times
over. So we now have a choice - either break away and defeat the Ordyes, or
make a big attack on the revived Arounser to take out it's Arms again. Whilst
the latter option would allow you to take out the Arms at the most opportune
juncture, it'll leave you at the mercy of the Ordyes, which is never good. Try
and fan out to the sides so the central group can't MAP you, and don't be
afraid to use a little SP if there's one almost dead you can't quite finish off
without it. The main thing is to save regularly in case you make a mistake or
Helruga decides to get snipe-happy on a weakened unit.
Allow the central Ordyes to come after you in waves, and eliminate them
as they get into range. Take the fight to them, but try to avoid killing one
and leaving your units in MAP range of the next. Again, caution is the name of
the game - but this shouldn't be too problematic by now. We've dealt with
enough of these things to memorize their patterns for a lifetime, right?
Once they're dealt with, it's just us and the Arounser. Fairy works out
that overloading it means dealing a ton of damage in one go. In gameplay terms,
what this means is that if the Arounser drops below 20,000 HP, it will just
regenerate all it's HP - and it'll do this infinitely. As such, we need to take
all that 20,000 HP off in one fell swoop. Remember when I said to save enough
SP for Hot Blood on your two strongest units? Well, this is why. First of all,
cautiously use your other units to take out the Arounsers arms, and drain it of
it's ammo on the Missile Volcano attack. Once that's done, chip away at it's HP
making sure to save regularly once you hit the magic number.
When you're as close to 20,000 as you can get, it's go time. Have the
stronger unit cast Hot Blood or Soul, and then use it's finisher on Helruga,
supported by your second strongest unit. With a bit of luck, this should do the
20,000 damage needed to finish the job. Remember that Helruga has no HP Regen,
so there's no rush - take as long as you need experimenting to find a setup
that'll get you the damage you need. Using seishin like Exhaustion might make
that little bit of extra difference and seal your victory.
Personally I used Soul Lancer's Double Blast Attack (with Love seishin)
supported by Final Dancougar's Dankuukougaken. Logically, you should really do
it the other way round, but I wanted Akimi to get the kill. :3 Other good
choices for weapons to use include Mazinkaiser's Kaiser Blade, Shin Getter's
Getter Final Crush, the Final Dynamic Special combination attack, God Raijinoh
and it's Hyper Thunder Crash, or the J9 Special combination attack. It's really
up to you - but remember you can't support or support with a combination attack
so if you choose that route, you'll need more power on the initial attack.
Once you knock all the Arounser's HP off in that one big blow, victory is
yours. Helruga goes down with the ship, and we end on everyone realizing just
how beautiful the planet Earth is, and how worthy it was to protect.
Enjoy the ending, and thank you for playing Super Robot Wars GC.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Scenario 60: NEW GAME+
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Scared you!
One of the best features of any Super Robot Wars game is the New Game+
feature. You get to experience the game again, using a different character,
making different choices - or the same ones, if you prefer - but with all the
accumulated loot from your previous playthroughs.
When you complete the game, you'll be asked to save a clear save file.
Simply load this up as you would any other save data, and you'll start a new
game, with all the data from your previous play - and the ones before that too,
if applicable.
Whilst not everything carries over - obviously, you don't get to keep your
EXP and levels or that'd be just broken - many things do carry over.
Note that items do not carry over, so you're best off selling any items
you don't need before the final stage, as mentioned previously. Apart from
that, there's no extra effort involved - your units simply start off as strong
as they were at the end of your previous playthrough. Just a shame about the
pilots, huh? Oh well, nothing's perfect.
As a final note, upgrades to the Super original don't carry over to the
Real original, and vice versa. But that's just more reason to try them out and
upgrade them too, isn't it?
The final words I write for this guide are simply this: Enjoy the game,
and enjoy playing it in ways that interest and excite you.
In this game there are two real kinds of "secrets" - the first kind which you
obtain simply for beating the various Sub Scenarios, and others which require
you to perform specific tasks and actions. Hence, this section will be split
into... TWO PARTS! The drama, it burns. Really.
-------------------------------------
Sub Scenario Secrets
-------------------------------------
Bat-shu:
You can obtain a Bat-shu, a fairly common L-Gaim enemy which is easily
capturable anyway, by completing Sub Scenario 21 in 7 turns or less. Yay!
Cannon Cubic & Kaen Attack Juumonji Giri:
Complete Sub Scenario 45 to obtain this weapon for Daltanius.
Choukuukan Energy Release:
Complete Sub Scenario 45, and then Sub Scenario 48 to obtain yet another
secret weapon for Daltanius. How many does it need?
Dragoons:
You'll obtain 3 Dragoons if you complete Sub Scenario 34 twice.
Note that you can't do it more times to get more Dragoons.
Full Armour Gundam Modification Parts:
Complete Sub Scenario 38. This must be equipped manually onto the Gundam.
Fa Yuiry and Ground Combat-Type GM:
Complete Sub Scenario 29.
Four Murasame and ReGZ:
Complete Sub Scenario 34.
Nu Gundam:
Complete Sub Scenario 42.
Texas Mack:
Complete Sub Scenario 32.
Upgraded Great Mazinger:
Complete Sub Scenario 33. When Great Mazinger returns later in the game,
it will have a statistical upgrade and a more powerful but expensive
Thunder Break.
Venus A:
Complete Sub Scenario 33.
-------------------------------------
Special Secrets
-------------------------------------
Aina Sahalin, GM Sniper & Apsalas II:
On Sub Scenario 15, convince Aina with Shiro, and she'll flee the battle.
You'll recieve the Apsalas then and there, and Aina later on Scenario 20
when she appears in the GM Sniper. You cannot convince Aina if the
Zanzibar has been destroyed, and convincing her will end the stage.
Bernie Wiseman & Zaku II:
On Sub Scenario 17, destroy Bernie's Zaku II's head, arms and legs as if
you were going to capture it normally. It'll then be hauled back to your
battleship, and Bernie will join you after the stage.
Layzner Mk-II or Powered Layzner:
If Eiji has over 20 kills by the time you begin Scenario 34, you'll be
offered a choice between the Layzner Mk-II and Powered Layzner. If you
have less than 20 kills, you will automatically get the Powered Layzner.
Kyodai Karakuri Raijinoh:
On Sub Scenario 9, have Raijinoh be destroyed. They will resortie in the
Kyodai Karakuri Raijinoh there and then. The unit will disappear until
the Raijinoh team properly rejoin you on Scenario 33.
Puru Two & Qubeley Mk-II:
On Scenario 41, have Puru fight Puru Two. Then, have Judau fight her
twice. Judau must either with his second attack or any attack thereafter
then destroy Puru Two's Qubeley Mk-II. Puru and Puru Two will then flee
the battlefield, and Puru Two will join you.
Sazabi:
On Sub Scenario 39, destroy the enemy base within the 5-turn time limit.
You'll recieve the Sazabi after the stage.
Some various appendices on various things in the game. Hopefully useful to
those confused about what something does or is.
-------------------------------------------------------------------------------
1) Seishin List (XF1SL)
-------------------------------------------------------------------------------
Here's a list of the 30 seishin in the game and their effects, arranged in the
order (left to right) given on the in-game Seishin List.
自爆 - Jibaku/Self Destruct:
The unit explodes, dealing it's current HP in damage to all adjacent units
INCLUDING friendly units.
偵察 - Teisatsu/Reconnaissance:
Allows you to scan an enemy unit you have not yet engaged in combat, which
will allow you to view it's stats and abilities as if you had fought it.
加速 - Kasoku/Accelerate:
The unit can move an extra 3 spaces the next time it moves. Any movement,
no matter how slight and whether or not it uses these extra 3 spaces, will
make the effect wear off. This will NOT allow you to move any further if
the unit does not have the required EN to do so.
ひらめき - Hirameki/Flash:
The next attack made against the unit will miss.
狙撃 - Sogeki/Snipe:
The unit gains +2 range on it's next attack. As with Accelerate, this is
used up when the unit attacks regardless of whether the bonus range is
used. It does NOT affect MAP weapon range, and weapons that are range 1.
This seishin also enables the unit to target particular parts of an enemy
unit if it could not usually do so.
集中 - Shuuchuu/Concentrate (Focus):
The unit gains 30% bonuses to it's hit and dodge rates for an entire turn.
A fairly staple seishin for dodgy units.
直撃 - Chokugeki/Direct Hit:
The next attack that the unit makes ignores any special defenses the enemy
may have, including jammers, support defense and any type of barrier.
不屈 - Fukutsu/Persistence:
The next attack made against the unit will deal only 10 damage (and 1
damage to each part)
根性 - Konjou/Willpower:
The unit regains 30% of it's body HP - NO HP is regained on any of it's
parts.
必中 - Hichuu/Sure Hit
Any attacks the unit makes for an entire turn have a 100% hit rate. This
also negates enemy effects that can make an attack forcibly miss, such as
jammers. It does not, however, null out the Hirameki/Flash seishin.
努力 - Doryoku/Exertion
The unit gains double the regular EXP points during it's next attack. Best
used when the unit makes a kill, especially on bosses, for obvious reasons
信頼 - Shinrai/Trust
A chosen unit regains 2000 HP to it's body - no HP is regained on parts.
鉄壁 - Teppeki/Iron Wall
The unit takes 1/4 of normal damage for an entire turn.
突撃 - Totsugeki/Assault
All non-MAP attacks can be used post-movement, regardless of whether they
normally can.
応援 - Ouen/Assist
A chosen unit gains the effect of the Doryoku/Exertion seishin - that is,
2x EXP on it's next attack.
献身 - Kenshin/Devotion
A chosen unit's pilots ALL regain 10 SP. Especially effective on units
that have large numbers of pilots like Baxinger and Dancougar.
ド根性 - Dokonjou/Strong Will:
The unit regains all HP to it's body - but none to it's parts.
熱血 - Nekketsu/Hot Blood (Valor):
The unit's next attack deals double it's final damage. This means that if
an attack is going to do pathetic damage anyway, the boost will be much
more negligable than on a 10000 damage attack of death.
幸運 - Kouun/Fortune
The unit gains 2x money from it's next attack. Note that it hence has to
kill for this to have any effect, but if it doesn't, it's still used up.
Best used for killing bosses, battleships and anything else that gives
large amounts of money.
脱力 - Datsuryoku/Exhaustion
A selected enemy unit loses 10 morale. Best used for weakening down bosses
and preventing the activation or use of morale-based weapons and abilities
祝福 - Shukufuku/Blessing
A chosen unit gains the effect of the Kouun/Fortune seishin - that is, 2x
money on it's next attack.
覚醒 - Kakusei/Awakening
The unit is able to make another action after it takes it's turn. The unit
essentially acts as if it didn't move in the first place. This seishin can
be used as many times in a single turn as long as it has the SP to cast it
though whether that is actually wise is up to the player.
気合 - Kiai/Yell
The unit's pilots gain +10 morale.
かく乱 - Kakuran/Confusion
All enemy units hit rates are halved. This seishin is expensive, and it's
animation gets longer for each enemy on the field, so try and save it for
when it's really needed if you value your sanity.
魂 - Tamashii/Soul
The unit deals 2.5x final damage on it's next attack. This does not stack
with Hot Blood, and like Hot Blood, it's not going to do much good if the
attack was going to do pathetic damage anyway.
補給 - Hokyuu/Resupply
The selected unit regains all EN and ammo, as if a unit's resupply command
was used on it.
激励 - Gekirei/Encourage
All units adjacent to the caster gain 10 morale. The caster themself,
however, does not gain any.
友情 - Yuujou/Friendship
The selected unit regains all HP to it's body, but none to it's parts.
再動 - Saidou/Move Again
A selected unit that has already moved is reawakened and can move again,
as though it had never acted.
愛 - Ai/Love
The unit gains 10 morale, all HP to it's body and parts, and gains the
effects of Accelerate, Flash, Sure Hit, Hot Blood, Fortune and Exertion.
This is the ultimate seishin with which to make the ultimate attack.
-------------------------------------------------------------------------------
2) Enhancement Parts (XF2EP)
-------------------------------------------------------------------------------
==========
UNIT USE =
==========
ブースター - Booster (Selling Price: 1000)
Movement Speed +1
メガブースター - Mega Booster (Selling Price: 2000)
Movement Speed +2
アポジモーター - Apogee Motor (Selling Price: 2000)
Movement Speed +1, Mobility +5
援護レベル+1 - Support Level +1 (Selling Price: 4000)
Increases the pilot's maximum support usages per turn by 1.
援護レベル+2 - Support Level +2 (Selling Price: 8000)
Increases the pilot's maximum support usages per turn by 2.
援護レベル+3 - Support Level +3 (Selling Price: 12000)
Increases the pilot's maximum support usages per turn by 3.
底力+1 - Potential +1 (Selling Price: 4000)
Increases the pilot's Potential level by 1.
底力+2 - Potential +2 (Selling Price: 8000)
Increases the pilot's Potential level by 2.
底力+3 - Potential +3 (Selling Price: 12000)
Increases the pilot's Potential level by 3.
カウンター - Counter (Selling Price: 6000)
Grants the pilot the "Counter" ability.
ヒット&アウェイ - Hit & Away (Selling Price: 6000)
Grants the pilot the "Hit & Away" ability.
狙い撃ち - Sniping (aka "Shoot Down") (Selling Price: 12000)
Grants the pilot the "Sniping" ability.
-------------------------------------------------------------------------------
4) Capturable Units (XF4CU)
-------------------------------------------------------------------------------
Obviously there's an awful lot of enemy units in this game, and most of them
are capturable. This list tells you which units are capturable, and what you
can get from the unit if it's unusable (or you choose to scrap it voluntarily).
-------------------------------------------------------------------------------
5) Pilot Abilities (XF5PA)
-------------------------------------------------------------------------------
ニュータイプ - Newtype
Grants the pilot bonuses to range, hit rate and dodge rate as the skill
level increases. Allows the use of Newtype weapons. Maximum level: 9.
強化人間 - Augmented Human
Grants the pilot bonuses to range, hit rate and dodge rate as the skill
level increases. Allows the use of Newtype weapons. Maximum level: 9.
底力 - Potential/Prevail
Grants the pilot bonuses to hit, dodge and critical rates, as well as
defense, as their unit's HP drops. The bonus given and the HP total needed
for the effect to activate increases as the skill levels up. Max level: 9.
シールド防御 - Shield Defense
Allows the pilot to use a unit's shield (if it has one) to block an enemy
attack, reducing the damage immensely. The chance of this activating rises
as the skill levels up. Maximum level: 9.
援護 - Support
Allows the pilot to simultaneously attack with, or take the hit for, an
adjacent unit. The number of uses per turn is equal to the skill's level.
Maximum level is 4.
指揮 - Leadership/Command
Grants a hit and dodge rate bonus to all units near the pilot's. The range
of the ability increases as the skill levels up. Maximum level: 4. The
range of the ability can be seen by highlighting the unit with Leadership.
野生化 - Ferality
Grants the pilot 25% extra attack power when morale goes above 130. Only
on Dancougar's pilots. This is both a unit and pilot ability.
カウンター - Counter
Allows the pilot to attack before the enemy when counterattacking. The
chance of it activating is based on the difference between the enemy and
the the pilot's Skill stat.
ヒット&アウェイ - Hit & Away
Allows the pilot to move after making an attack on their turn, but only if
they did not move beforehand.
狙い撃ち - Sniping/Shoot Down
Allows the pilot to target and attack enemy parts regardless of size
difference. Mostly found on real robot pilots, especially Gundam mains.
-------------------------------------------------------------------------------
6) Unit Abilities (XF6UA)
-------------------------------------------------------------------------------
変形 - Transform/Change
The unit can change into at least one different form.
合体 - Combine
The unit can combine with other units to create a new mech. All the
component units must be next to each other for this to work.
分離 - Seperate
The unit can seperate into it's component parts, or in the case of some
units, detach armoured parts. Detaching armoured parts like this is an
unreversable process.
修理装置 - Repair Equipment
A unit with this ability can repair an adjacent unit, healing it's HP by
a large amount that rises as the user's level increases.
補給装置 - Resupply Equipment
A unit with this ability can resupply an adjacent unit to make it regain
all it's EN and ammo at the cost of 10 of it's morale. This cannot be used
after moving.
搭載 - Dock
Other units can dock into a battleship with this ability and regain a
large amount of their HP, EN and ammo each turn for the cost of 5 morale
per turn spent docked.
捕獲 - Capture
Battleships with this ability can capture an enemy unit by moving next to
them. In order to use this command, the enemy must have had all it's parts
destroyed except it's body.
分身 - Bunshin
Enemy attacks have a 1/2 chance of missing completely, totally seperate to
the normal miss chance. Activates at 130 morale.
ネオゲッタービジョン - Neo Getter Vision
Enemy attacks have a 1/2 chance of missing completely, totally seperate to
the normal miss chance. Activates at 130 morale.
真マッハスペシャル - Shin Mach Special
Enemy attacks have a 1/2 chance of missing completely, totally seperate to
the normal miss chance. Activates at 130 morale.
ジャマー - Jammer
Missile attacks will automatically miss unless the enemy uses Sure Hit.
ビームコートS - Beam Coat
Beam attack damage is reduced by 800. EN Cost: 5
ビームコートM - Beam Coat
Beam attack damage is reduced by 1000. EN Cost: 5
ビームコートL - Beam Coat
Beam attack damage is reduced by 1200. EN Cost: 5
Iフィールド - I-Field
Beam attack damage is reduced by 1300. EN Cost: 5
EWAC - EWAC (Emergency Warning and Caution)
A unit equipped with an EWAC raises the hit and dodge rates of all nearby
units. The range of the EWAC bonuses decreases as the unit's head/control
part takes damage.
V−MAX - V-MAX
Movement +1, Mobility +10, and the unit gains a Beam Coat M. Activates at
120 morale, and will remain even if the unit drops below 120 morale.
V−MAXIMUM - V-MAXIMUM
Movement +2, Mobility +20, and the unit gains a Beam Coat L. Activates at
120 morale, and will remain even if the unit drops below 120 morale.
HP回復(小) - HP Recovery (Small)
The unit regains 10% of it's HP at the beginning of each turn.
HP回復(中) - HP Recovery (Medium)
The unit regains 20% of it's HP at the beginning of each turn.
HP回復(大) - HP Recovery (Large)
The unit regains 30% of it's HP at the beginning of each turn.
EN回復(小) - EN Recovery (Small)
The unit regains 10% of it's EN at the beginning of each turn.
EN回復(中) - EN Recovery (Medium)
The unit regains 20% of it's EN at the beginning of each turn.
EN回復(大) - EN Recovery (Large)
The unit regains 30% of it's EN at the beginning of each turn.
マジンパワー - Mazin Power
Unit's attack power raises to 125%. Activates at 120 morale.
Does not appear on unit's status screen. Exclusive to Mazingers.
野生化 - Ferality
Unit's attack power raises to 125%. Activates at 130 morale.
Does not appear on unit's status screen. Exclusive to Dancougar.
-------------------------------------------------------------------------------
7) BGM List (XF7BG)
-------------------------------------------------------------------------------
Here's a complete list of the in-game BGM, presented in the order found on the
in-game Sound Select. Enjoy!
============
SERIES BGM =
============
1) Honto no kiss wo okaeshi ni (from Dancougar)
2) Melos no you ni (from Layzner)
3) Semarikuru mono he (from Layzner)
4) Dream Shift (from Raijinoh)
5) Bokutachi no Toushi (from Raijinoh)
6) Ginga Senpuu Braiger (from Braiger)
7) Carmen Khamen (from Braiger)
8) Ginga Reppuu Baxinger (from Baxinger)
9) LETSU (from Baxinger)
10) Ginga Shippuu Sasuraiger (from Sasuraiger)
11) Try Try Try (from Sasuraiger)
12) Trider G7's Theme (from Trider G7)
13) Saikyou Robo Daiohja (from Daiohja)
14) Kaze no No Reply (from L-Gaim)
15) Shingeki L-Gaim (from L-Gaim)
16) Yume-Iro Chaser (from Dragonar)
17) Akai Suisei (from Gundam)
18) White Base (from Gundam)
19) Shakunetsu (from Gundam)
20) Ai Senshi (from Gundam)
21) Lalah (from Gundam)
22) Meguriai (from Gundam)
23) Itsuka sora ni todoite (from Gundam: War in the Pocket)
24) Arashi no naka de kagayaite (from Gundam: 08th MS Team)
25) Haman Tsuiseki (from Zeta Gundam)
26) Hatsudou! Double Zeta (from Gundam ZZ)
27) Beyond the Time (from Gundam: Char's Counterattack)
28) STORM (from Shin Getter Robo vs Neo Getter Robo)
29) FIRE WARS (from Mazinkaiser)
30) Theme of Mazinkaiser (from Mazinkaiser)
31) Daltanius' Song (from Daltanius)
==============
ORIGINAL BGM =
==============
32) MAIN THEME ~ Taisen no Makuake
33) END ROLL ~ Shuumaku
34) Tatakai he no Jokyoku
35) Tozasareta Mirai
36) INTERMISSION ~ Senshi no Kyoumei
37) CHARGE THE SOUL OF FIGHTERS
38) SPLENDID STAR
39) REAL ABILITY
40) CHANCE OF VICTORY
41) Moukou
42) Hanatareta Kyouki
43) Kedakaki Tamashii
44) Kyoukoutoppa
45) Semarikuru Kyoui
46) Satsuriku no Hokosaki
47) Seigi no Ishizue
48) Jaakunaru Senritsu
49) Mezameru Yami
50) Tsuka no Aida no Yasuragi
51) Shuugeki
52) Iroaseru Kokoro
53) Kienai Fuan
54) SHOW YOUR DAZZLING SMILE
55) Sukuu Bouryaku
56) Fukuin
-------------------------------------------------------------------------------
8) Character Encyclopedia (XF8CE)
-------------------------------------------------------------------------------
Here's a complete list of the characters found in the game, taken directly from
the game's character encyclopedia (in order). Huzzah! Please note that this is
a large transliteration work and there are bound to be some mistakes in here
somewhere - so please e-mail me if I've transliterated a name wrong and let me
know. Cause I fail at life. Note that there are some duplicates in the in-game
library (for appearance changes or hidden identities as examples) and these are
left in here for completeness reasons.
Kido Joutarou (Kid/キッド)
Steven Bowie (Bowie/ボウィー)
Machiko Valencia (Omachi/お町)
Issac Gordonov (Issac/アイザック)
Pancho Poncho (Poncho/ポンチョ)
Carmen Khamen (Carmen/カーメン)
==========
BAXINGER =
==========
Diego Condou (Diego/ディーゴ)
Schtecken Radcliff (Schtecken/シュテッケン)
Mahoroba Shirou (Shirou/士郎)
Lila Mineri (Lila/ライラ)
Samanosuke Dodi (Sama/佐馬)
Jan Jack Journey (Three J/スリーJ)
Ozuma Drago (Ozuma/オズマ)
Narker Cintal (Narker/ナーカ)
Kay Malone (Kay/ケイ)
Iigo Mokkos (Iigo/イーゴ)
============
SASURAIGER =
============
Blues Carl Burnstein (Blues/ブルース)
Rock Unlock (Rock/ロック)
Beat McKenzie (Beat/ビート)
Birdy Shaw (Birdy/バーディ)
D.D. Richman (D.D./D・D)
Bloody God (Bloody/ブラディ)
================================
GUNDAM 0080: WAR IN THE POCKET =
================================
Bernard Wiseman (Bernie/バーニィ)
Alfred Izuruha (Al/アル)
Christina Mackenzie (Chris/クリス)
Hardie Steiner (Steiner/シュタイナー)
Mikhail Kaminesky (Misha/ミーシャ)
Gabriel Lamilace Garcia (Garcia/ガルシア)
Andy Strauss (Andy/アンディ)
======================
GUNDAM: 08TH MS TEAM =
======================
Shiro Amada (Shiro/シロー)
Terry Sanders Jr. (Sanders/サンダース)
Karen Joshua (Karen/カレン)
Michel Ninorich (Michel/ミケル)
Eledore Machis (Eledore/エレドア)
Kiki Logita (Kiki/キキ)
Balest Logita (Balest/バレスト)
Aina Sahalin (Aina/アイナ)
Norris Packard (Norris/ノリス)
Ginias Sahalin (Ginias/ギニアス)
=============
ZETA GUNDAM =
=============
Camille Vidan (Camille/カミーユ)
Fa Yuiry (Fa/ファ)
Quattro Bagina (Quattro/クワトロ)
Emma Sheen (Emma/エマ)
Four Murasame (Four/フォウ)
Haman Karn (Haman/ハマーン)
===========
GUNDAM ZZ =
===========
Judau Ashta (Judau/ジュドー)
Roux Louka (Roux/ルー)
Beecha Oleg (Beecha/ビーチャ)
Mondo Agake (Mondo/モンド)
Elle Vianno (Elle/エル)
Iino Abbav (Iino/イーノ)
Leina Ashta (Leina/リィナ)
Elpe Puru (Puru/プル)
Puru Two (Puru Two/プルツー)
Desert Rommel (Rommel/ロンメル)
Rakan Dahkaran (Rakan/ラカン)
========
L-GAIM =
========
Daba Myroad (Daba/ダバ)
Lillith Fuau (Lillith/リリス)
Mirao Kyao (Kyao/キャオ)
Fanneria Amu (Amu/アム)
Gaw Ha Leccee (Leccee/レッシー)
Semuj Shato (Semuj/セムージュ)
Stella Coban (Stella/ステラ)
Gavlet Gablae (Gablae/ギャブレー)
Hasser Mosser (Hasser/ハッシャ)
Nei Mo Han (Nei/ネイ)
Anton Rando (Anton/アントン)
Heckler Mauser (Heckler/ヘッケラー)
Chai Char (Chai Char/チャイ・チャー)
Maph McTomin (McTomin/マクトミン)
Giwaza Lowau (Giwaza/ギワザ)
Quwasan Olibee (Quwasan/クワサン) (CROISSANT!?)
Rockley Ron (Rockley/リョクレイ)
Full Flat (Flat/フラット)
Oldna Poseidal (Poseidal/ポセイダル)
Amandara Kamandara (Amandara/アマンダラ)
Amandara Kamandara (Amandara/アマンダラ)
=========
LAYZNER =
=========
Albatro Nall/Eiji Asuka (Eiji/エイジ)
Rei (Rei/レイ)
Anna Stephanie (Anna/アンナ)
David Rutherford (David/デビッド)
Roan Demitrich (Roan/ロアン)
Simone Reflann (Simone/シモーネ)
Arthur Cummings Jr. (Arthur/アーサー)
Elizabeth Clabery (Elizabeth/エリザベス)
Albatro Mill/Julia Asuka (Julia/ジュリア)
Ahmos Gale (Gale/ゲイル)
Gosterro (Gosterro/ゴステロ)
Manjuro (Manjuro/マンジェロ)
Bohn (Bohn/ボーン)
Getey (Getey/ゲティ)
Ru Kain (Ru Kain/ル・カイン)
Gresco (Gresco/グレスコ)
==========
DRAGONAR =
==========
Kaine Wakaba (Kaine/ケーン)
Tapp Oceano (Tapp/タップ)
Light Newman (Light/ライト)
Linda Plato (Linda/リンダ)
Lang Plato (Professor Plato/プラート博士)
Rose Pattenton (Rose/ローズ)
Diane Lance (Diane/ダイアン)
Ben Rooney (Ben/ベン)
Maillot Plato (Maillot/マイヨ)
Dan Kruger (Dan/ダン)
Carl Gainer (Carl/カール)
Welner Fritz (Welner/ウェルナー)
Gun Jem (Gun Jem/グン・ジェム)
Min (Min/ミン)
Gol (Gol/ゴル)
Ganan (Ganan/ガナン)
Jin (Jin/ジン)
Dolchenov (Dolchenov/ドルチェノフ)
Guiltorre (Guiltorre/ギルトール)
===========================
SHIN GETTER VS NEO GETTER =
===========================
Ichimonji Gou (Gou/號)
Tachibana Shou (Shou/翔)
Daidou Gai (Gai/凱)
Nagare Ryouma (Ryouma/竜馬)
Jin Hayato (Hayato/隼人)
Tomoe Musashi (Musashi/武蔵)
Jack King (Jack/ジャック)
Mary King (Mary/メリー)
Professor Saotome (Professor Saotome/早乙女博士)
Professor Shikishima (Professor Shikishima/敷島博士)
Neon (Neon/ニオン)
Galile-shogun (Galile/ガリレイ)
Bat-shogun (Bat/バット)
Emperor Gol (Gol/ゴール)
=============
MAZINKAISER =
=============
Kabuto Kouji (Kouji/甲児)
Tsurugi Tetsuya (Tetsuya/鉄也)
Yumi Sayaka (Sayaka/さやか)
Honoo Jun (Jun/ジュン)
Boss (Boss/ボス)
Nuke (Nuke/ヌケ)
Mucha (Mucha/ムチャ)
Yumi Gennosuke (Professor Yumi/弓教授)
Count Ashura (Count Ashura/あしゅら男爵)
Dr. Hell (Hell/ヘル)
As with the character library, a complete list of every robot in the game. Note
that this list will contain SPOILERS for both player and enemy robots, and
should hence probably be avoided unless you're on a New Game+ and looking to
fill out your encyclopedia. As always, I may make mistakes in transliteration,
so feel free to contact me with any corrections or contradicting official names
and their sources.
===========
DANCOUGAR =
===========
Dancougar ダンクーガ
Final Dancougar ファイナルダンクーガ
Black Wing (N) ブラックウイング(N)
Black Wing (H) ブラックウイング(H)
Gundol ガンドール
Zay Far ゼイ・ファー
Deathgrome II デスグローム?
Deathgaia Battle Cruiser デスガイヤー戦闘空母
Gilbauer ギルバウァー
Zan Gaioh ザン・ガイオー
Desire デザイア
Muge Zolbados ムゲ・ゾルバドス
===============================================================================
G) VERSION HISTORY AND OUTRO (XGOUT)
===============================================================================
-------------------------------------------------------------------------------
Version History
-------------------------------------------------------------------------------
-Version 1.0 - 13th June 2010
Well, it's finally complete. The walkthrough now covers all 59 scenarios,
their sub scenarios, and info on New Game+. The Robot Library's been added
in despite having been finished for over two years, and all is now said
and done. Just over a week ago I'd have said you were joking if you'd told
me I'd have this guide finished at the time I write this. Hah! Life, she is
full of surprises.
-Version 0.8 - 9th June 2010
I remembered joking that my next update would be in the fall of '09. So,
yeah, we're a little late. Walkthrough is complete up to stage 50, which
gets the L-Gaim finale out of the way. Not long to go now! Says the man who
got 3/5 of the game done in seven months then another 1/5 in about three
and a half years. Good job, me!
-Version 0.7 - 29th May 2008
What the hell, an update? What the hell, an update. I can make various
excuses for the immense vacation I've been taking from this, mostly based
around my GameCube having been shoved in a box to allow room in my gaming
setup for the 360, but work - inspired by guilt - must continue. This time
we take you through to stage 43, huzzah!
-Version 0.6 - 12th November 2006
Argh argh argh. Walkthrough completed up to stage 37. Don't you just love
life? I know I do.
-Version 0.5 - 23rd August 2006
Walkthrough completed up to stage 31. Halfway there! Lots of sub scenarios
in the next string of scenarios, so that should delay that even more than
my laziness generally does. A few tweaks here and there, too.
-Version 0.4 - 26th July 2006
I'm not really dead. Two months after my last update, I actually bother to
get some work done. Now covers up to scenario 24, and the BGM List and the
Character Encyclopedia are done too. Robot Encyclopedia won't be done till
v0.6 cause I'm still missing a few entries I won't get till scenario 35-ish
but otherwise, enjoy!
-Version 0.3 - 26th May 2006
Though a bit delayed, v0.3 arrives! Walkthrough now covers up to scenario
19, and the unit and pilot abilities sections are complete. Huzzah. :D
-Version 0.2 - 12th May 2006
So this came a little later than I was hoping. Walkthrough now covers up to
Scenario 12, and there are now reference lists for Skill Parts, in addition
to a list of every capturable enemy in the game. How's that for awesome?
-Version 0.1 - 30th April 2006
First version of the FAQ. The various how to play and info sections are
done, and the walkthrough has a definite stepping stone in the right
direction. Some of the reference lists are up too. Yay!
-------------------------------------------------------------------------------
Outro
-------------------------------------------------------------------------------
It's been a while since I last worked on an SRW FAQ - back on MX for PS2 in
fact, and it's nice to get back into the FAQing mindset again. GC is a really
fun game and I felt it had to be walkthroughed, and there's a few people I need
to thank for basically making this all possible.
Thanks first of all to gundamtotoro, who basically took me under his wing as
far as SRW FAQing goes, and without him I probably wouldn't be as into the
series as I am now. Mandatory thanks also have to go to CJayC, for not only
starting the site but liking our poxy little game series as well. Thanks must
also go to everyone who posted various SRW GC clips on YouTube which convinced
me to shell out far too much money to buy this game.
Special thanks go to Masaki, Podima, Yen, Ryken, Chibbles and all the other SRW
players I know on my homeland of IRC. FAQ-related thanks go to FlamingHopps67
for throwing me the series list so I didn't have to go look up all the various
series names, what "EWAC" stood for, and for giving me some of the kanji I
cannot read on the menu translations. Also thanks to the sites Game-Iroiro and
SRW-Japan for reference lists of some of the longer-winded factual information
like part lists and ability lists. Yet more thanks go to CJayC for providing
the little tip about uncombining Black Wing and having it resupply, which he
totally randomly added into the comment for the accept message for v0.5, and to
GSX for pointing out that the two choosable character genders have different
starting skills.
The biggest thanks must go to LobsterHime, my irreplacable muse and, most
importantly, irreplacable friend. Words can't really convey how much support
he gives me and the fact I've regained the motivation to finally complete this
work is entirely attributable to the happiness and the motivation I gain purely
from being in his presence. All I can do is what I've done throughout this work
and attempt to do him justice through my words. I hope I have succeeded.
An extra-special thanks goes to everyone who was involved in making L-Gaim. You
are solely responsible for raping my mind with your official English names.