==============================================================================
SUPER ROBOT WARS D (Gameboy Advance)
==============================================================================
Super Robot Wars Destiny FAQ/Walkthrough
Version 0.50
August 29, 2003
Unpublished work Copyright 2003 gundamtotoro
E-Mail: gundamtotoro(at)hotmail(dot)com
==============================================================================
TABLE OF CONTENTS
==============================================================================
I. Introduction
II. E-Mail Guidelines
III. Intermission Menu
IV. Gameplay
V. Walkthrough
VI. Tsume Super Robo Walkthrough
VII. Combination Attacks
VIII. Secrets
IX. Frequently Asked Questions
XI. Copyright Information
==============================================================================
I. INTRODUCTION AND VERSION NOTES
==============================================================================
Hi, gundamtotoro again on yet another SRW... I swear Banpresto is trying
to kill me... Anyway, I have written previously for SRWA, SRWR, SRWOG, and
SRW@2 and I am continuing the process with the newest release of Super Robot
Wars D (Destiny).
As usual this guide will offer a complete walkthrough of the game and all
of its path splits. The FAQ will also have explanations of the gameplay
features so us gaijin dogs with barely functional knowledge of Japanese
written languages can play the game, or at least help the newcomers who
haven't nearly memorized every command from playing a few SRWs. ^_^;
Version .50 (August 29, 2003).
Alright, the walkthrough goes from beginning to end, but does not contain
a walkthrough for all of the path splits. All of the path splits should be
covered in the next version. The first 36 Tsume Super Robo missions are
covered and the final mission will be included in the next update. An item
list will be given then as well. There, you guys have a version now. I
wanted to get a good chunk of it done instead of submitting little updates
every week like I normally do. Now you can chill out and stop sending me
those annoying emails begging for a guide. =Þ
==============================================================================
II. E-MAIL GUIDELINES
==============================================================================
First off I would like to point out the "Find" function available on most
browsers by pressing "Ctrl + F." Please use this command to find what you are
looking for before emailing me.
Please put "SRWD: (name of subject)" or something similar in the subject
heading, I do not read emails where there is no subject. Also avoid using
caps, bad spelling, any non-default colors, or any non-default fonts. This
will be a quick way to ensure that your message is deleted and you will
receive no reply. I would also appreciate it if you would include a link to
what site you found this FAQ at since only one site is allowed to host it.
This helps me sue random bitches who don't take my Copyright Notice seriously.
I do not know cheat codes, I don't use them, I don't see any reason for
their need. Do not email me code requests.
Do not email me asking where to find a ROM unless you want to be severely
flamed and told to go to www.ncsx.com, www.yesasia.com, or www.ebay.com like
you should have to begin with.
Alright... I said all the mean angry stuff... so its time to be nice and
ask for help.
I would highly appreciate any help with the FAQ, any clarification,
corrections, and additional information would be very much appreciated and
credit will be given. My katakana translations are pretty literal and I'm
sure you will notice that names that are unfamiliar to me can have some ugly
translations.
==============================================================================
III. INTERMISSION MENU
==============================================================================
SRWD gives us a completely different intermission menu format from the
previous games. Options are listed veritically, and most of them have further
sub-options.
UNIT
Unit Examine
Unit Upgrade
Unit Change
Unit Items
ATTACKS
Attack Examine
Attack Upgrade
PILOT
Pilot Examine
Pilot Customize
Pilot Items
Pilot Change
SHOP
Sell Unit Items
Sell Pilot Items
WEAPON NAME CHANGE
Main Character Weapons
Sub Character Weapons
DATA
Save
Load
TSUME SUPER ROBO
NEXT MISSION
-------------------------------------------------------------------------
Unit Examine
-------------------------------------------------------------------------
Examine a unit's profile and stats. Units are listed in order of highest
to least HP.
-------------------------------------------------------------------------
Unit Upgrade
-------------------------------------------------------------------------
Units are arranged in order of highest HP. Press A to select a unit
and press right on the stat you want to increase. Generally almost any
unit could benefit from more EN. Real Robots should concentrate on
Mobility since dodging is their best way to survive. Super Robots should
concentrate on HP and Armor to improve their defense since most of them
can not dodge. The stats are listed in this order:
--------------
|HP : Unit's Hit Points
|EN : Amount of EN (energy) available to a unit
|Mobility : The unit's speed rating, and aids dodging.
|Armor : This is the unit's defense rating.
--------------
When your max out all four of a unit's stats then a bonus option
will present itself and give your six choices on how to further improve
a unit. The six choices are:
------------------------------
| HP +20& Movement +2 |
| EN +20% Mobility +20% |
| All Terrain S Armor +20% |
------------------------------
-------------------------------------------------------------------------
Equipment Change
-------------------------------------------------------------------------
This changes optional equipment on your units. An easy example would
be the Dash equipment on the V Gundams. Later on you can change MP Nu
Gundam between Incom or Funnels with this option, and it is possible to
equip V2 with the Assault or Buster parts here. This option can add or
remove any available equipment for a unit.
-------------------------------------------------------------------------
Unit Items
-------------------------------------------------------------------------
This option lets you equip items on a mecha to increase its stats in
various areas. Armor, HP, EN, Mobility, Accuracy, Weapon Range, HP/EN
Regen, and other items can all be equipped here.
This option lets you upgrade the attacks on each unit. All weapons
are upgraded together in blocks. When you upgrade a unit's attacks to
maximum then a bonus option presents itself where you can make one of 6
modifications to your attacks. For clarification making an attack an S
on a terrain will offer a 13% increase in damage. Criticals offer a 20%
increase in damage when they activate. My personal preference is for the
S ranks on all terrains since a guaranteed 13% damage increase is nice,
particularly when critical kicks in on top of that. Critical rate also
does not matter when using Hot Blood or Spirit, so Critical will offer no
benefit if you are using those damage increasing spells.
-------------------------------
| Range +1 Ammo x 2 |
| Accuracy +20 Critical +20 |
| EN Cost -30% All Attacks S |
-------------------------------
-------------------------------------------------------------------------
Pilot Examine
-------------------------------------------------------------------------
This option lets you examine your pilots' stats in order of highest
to lowest level.
-------------------------------------------------------------------------
Pilot Customize
-------------------------------------------------------------------------
When selecting a pilot, the first option is to increase a pilot's
stats in one of six areas at the cost of 1 Pilot Point per +1 stat
increase. The stats are in this order:
--------------
Melee: Close Range fighting ability (damage)
Shooting: Long range fighting ability (damage)
Defend: Determines a pilot's defense. The higher the rating of the
skill, the less damage a unit they pilot will receive.
Skill: Basically it determines how often a pilot will use a
critical attack or be hit by a critical attack. The higher
the number, the more likely an attack will be critical and
the less likely a pilot will be hit by one.
Dodge: How well a pilot can dodge.
Hit Rate: How accurate a pilot is.
--------------
-------------------------------------------------------------------------
Pilot Items
-------------------------------------------------------------------------
This is a new gameplay feature in SRWD that lets you equip items
that boost the pilot's stats, give them additional abilities, or enhance
existing abilities. A few bosses drop these and several can be found in
Tsume Super Robo/Submissions.
-------------------------------------------------------------------------
Pilot Change
-------------------------------------------------------------------------
This option lets you place pilots in other units (if it is
possible). UC Gundam characters can typically go into any UC unit.
Gundam Wing characters can pilot other units from that series. Mazinger
characters can pilot other units from the series. The new Getter Team
can be placed in another Getter after the old Getter team punts them out
of Shin Getter. ^_^; Macross pilots with the exception of Sound Force
can be placed in other Valkyries. You get the idea. ^^
==============================================================================
IV. GAMEPLAY
==============================================================================
The Gameplay section is divided into several subsections. Here is the
order:
A. Map Commands
B. Being Attacked
C. Support Techniques
------------------------------------------------------------------------------
A. Map Commands
------------------------------------------------------------------------------
These are the commands available to units, but not all units have all of
these commands. This is the order the appear in when available, and the
following information gives an explanation of that command.
MOVE
ATTACK
FLY/LAND
TRANSFORM
SPELLS
STATUS
ITEM
MOVE: When chosen, the squares a unit can move to are
highlighted. When a square is selected, the unit will
move to that location.
ATTACK: Available when an enemy unit is in range of an attack. A
screen is displayed showing available attacks. When an
attack is chosen the effective range is highlighted in red.
When an enemy unit is chosen, the attack then commences.
FLY/LAND: Allows a unit to take off or land, mostly useful to let flying
units move on land to reduce their EN consumption.
TRANSFORM: Some units can transform, this lets them do it.
SPELLS: Displays the spells available for that pilot, which can be used
when selected. Press L1/R1 to toggle through all of the pilots,
or use L2/R2 to go through all of the pilots on a specific
machine.
STATUS: Shows information on that unit.
ITEMS: Any battle use items equipped on a unit can be used with this
option.
------------------------------------------------------------------------------
B. Being Attacked
------------------------------------------------------------------------------
When your units are attacked, these are the options available to you:
1st Choice: The computer's automatic selection, normally an alright
choice to go with.
2nd Choice: This brings up three options, which can also be cycled
through with the L Button.
2A: Make your own attack choice.
2B: Blocking, which reduces damage taken by half.
2C: Dodge, normally decreases the chance of being hit by half.
3rd Choice: Toggles Support Attack/Defend On/Off or allows for another
possible support pilot or choose a different attack from the support
pilot. The R Button can be used to toggle Support On or Off as
well.
------------------------------------------------------------------------------
C. Support Techniques
------------------------------------------------------------------------------
When allied units are on the same height and next to each other, they can
support one another. At least two units are needed and they must be adjacent
to each other (not diagonal).
When attacking, an ally who can support will have a red arrow with an "A"
on it pointing toward the ally who is performing the primary attack. The
supporting ally must have an attack that can also reach the enemy from
their placement for a support attack to work.
When defending, an ally who can support will have a blue arrow with a "G"
on it pointing toward the ally who is defending the attack. The supporting
unit will move in front of the ally being attacked and guard the incoming
attack. This is useful for defending a weaker unit, or just to reduce the
total amount of damage received.
Support techniques can be turned on or off before an attack takes place
choosing the third option at the screen before a battle choice is made,
choices can be made for a different unit to support or what specific attack
to use.
-----------------------------------------------------------------------------
D. Ace Pilot System
------------------------------------------------------------------------------
SRWD offers the return of SRWR's Ace Pilot System. For every 50 kills
that a character makes, he/she will receive an A beside the portrait on their
profile. Each Ace marking will increase that pilot's starting morale by +5.
Unfortunately two Ace markings is the maximum.
------------------------------------------------------------------------------
E. Leadership Aura System
------------------------------------------------------------------------------
Certain characters have leadership auras that effect gameplay. Any
character with leadership will have the squares around them highlighted in
blue, and any fellow units in those squares will benefit from increased hit
and evade rates. Here are characters with leadership auras according to
series and the default units you will find the characters in.
UC Gundam Characters with Leadership Auras:
Amuro (Re-GZ, Nu Gundam, Nu Gundam HWS, Hi-Nu Gundam)
Char (Sazabi, Nightingale)
Oliver (V Gundam Hexa, V-Dash Gundam Hexa)
Bright (Ra Kailum)
Gundam Wing Characters with Leadership Auras:
Milliard/Zechs (Gundam Epyon)
Treize (Tallgeese II)
Quatre (Gundam Sandrock Kai)
Noin (Taurus [Sank Kingdom])
Macross Characters with Leadership Auras:
Kinryu (VF-17 Nightmare, VF-19 Excalibur)
Docker (VF-17 Nightmare, VF-19 Excalibur)
Gamlin (VF-17 Nightmare, VF-19 Excalibur)
Max (Battle 7, VF-22S Sturmvogel)
Exedore (Battle 7)
Milia (VF-17S Nightmare, VF-22S Sturmvogel)
Ray (VF-17T Kai Nightmare)
Godmars Characters:
Kenji (Cosmo Crusher)
------------------------------------------------------------------------------
F. Combo System
------------------------------------------------------------------------------
This is one of SRWD's big gameplay introductions. Several (but not all)
units have a Combo Attack that is designated with a (C) symbol to the right of
the attack name. This can be used to hit two or more enemies in a row if the
pilot has the Combo ability him/herself. The greater a character's combo
ability the more units in a line he/she can attack. Combo Level 1 means that
two enemies can be hit, Level 2 means three enemies can be hit, 3 means that
four enemies can be hit, etc.
------------------------------------------------------------------------------
G. Replay System
------------------------------------------------------------------------------
It is possible to replay stages in this game to gain more experience
and money. Simply force yourself to lose a scenario (destroy Godmars, or a
battleship) and you will be taken to the intermission screen before the battle
and any experience and money gained during the battle will remain. Kill
numbers do not carry over.
------------------------------------------------------------------------------
G. New Game +
------------------------------------------------------------------------------
Not the proper name, but ever since Chrono Trigger this is what people
will want to call it. Upon completion of the game you have the option to save
your game, and then load that save file to replay the game. All upgrades to
mecha will carry over (no upgrades will carry over between any of the original
mecha though). Any remaining money will carry over. All kill numbers will
carry over. All spent and remaining PP will carry over. Items will not carry
over, and no extra item slots will be given. All mecha will have 20 upgrade
slots though for all stats. You only need to reach the previous max number of
slots to receive the full upgrade bonuses though. ^_^
==============================================================================
V. WALKTHROUGH
==============================================================================
This is the real meat of the guide. A scenario number is given along
with a route path of applicable. Player Units are listed, as well as any
Reinforcements. Enemy Units are listed, as well as any Reinforcements. Items
that can be obtained from destroying the enemies are listed. Any Events
(usually arrival or retreating of units) are listed along with their
qualifications. The Notes section gives some tactical considerations that
need to be made in a scenario to successfully complete it.
------------------------------------------------------------------------------
Getting Started
------------------------------------------------------------------------------
First off you choose your original character. On the left you have Josh
and on the right you have Rim. The main differences between the characters
(other than the obvious gender and character design) is that Josh is better at
Melee combat and Rim is better at Long Range/Shooting combat.
After choosing your original character you can choose your original
mecha. Ale Cavalier (blue Real Robot) is highlighted at first. Clockwise from
it you have Blanche Neige (orange Real Robot), Ganadul (blue Super Robot), and
Strega (orange Super Robot). Ale Cavalier and Ganadul are both melee mecha
and are meant for Josh's use. Blanche Neige is absolutely a long range mecha
and meant for Rim's use. Strega has several long range attacks that fit Rim
the best for a Super Robot, but its strongest attack (and combo) attack are
melee.
The following screen gives you four options.
Rename Character
Rename Mecha
Rename Attacks
Continue
Rename Character obviously gives you the chance rename your character to
what you wish, as does rename mecha. Rename Attacks is a nice option too. ^^
When you continue you will go through the rename process for the other
original character who will already have their mecha chosen for them (the
other real robot if you chose a real, and the other super robot if you chose
a super).
------------------------------------------------------------------------------
Prologue Part 1
------------------------------------------------------------------------------
Player Units:
Getter 1 (Ryoma)
Player Reinforcements:
Getter 2 (Hayato)
Getter 3 (Musashi)
Enemy Units:
Getter Dragon x 12
Enemy Reinforcements:
Getter Dragon x 02
Getter Ryger x 02
Getter Poseidon x 02
Invader (land) x 03
Invader (flying) x 03
Events:
Turn 1 Player Phase: Ryoma gains +30 Morale
Getter Dragon is Destroyed: All remaining Getter Dragons will Open Get
and form Shin Dragon. Player and Enemy Reinforcements Appear. Hayato
and Musashi gain +30 Morale
Notes:
A simple yet satisfying starting scenario. Dr. Saotome, in his undead-
Invader-possessed state shows up and scares everyone on Earth and Ryoma being
in jail for the murder of the man doesn't make much sense... then again what
better way to kill a man than send the one who might have killed him to begin
with...
The stage isn't filled with as many Getter Dragons as there were in the
animation... otherwise these rather bad AI pilots might be able to finish
Ryoma off but they should never even come close. Go ahead and attack the
Getter Dragon closest to Ryoma, which should then be destroyed with Ryoma's
counterattack. Ryoma's Getter 1 will then move to the Saotome Institute to
try to kill Saotome and his three super clones. Dr. Saotome stops Getter 1's
Tomahawk, and Go says he will not let Ryoma destroy the last hope for the
world.
All of the Getter Dragons will perform Open Get and seperate, and then all
form together as Shin Dragon. More Getter G units will deply as enemies and
some Invaders will appear. Hayato and Musashi will arrive to help Ryoma out
and will both start at 130 morale as well (instant access to Open Get is nice
isn't it?).
The three of them should stay somewhere on the Saotome Institute since
that will give everyone a +20%HP/EN Regeneration per turn which will make
things easier. Keep in mind that Getter 2 and 3 can only use their strongest
attacks on enemies on land. Also if an enemy has low HP, you may want to wait
and destroy it with a counterattack instead of wasting an attack during your
Player Turn on it.
------------------------------------------------------------------------------
Prologue Part 2
------------------------------------------------------------------------------
Player Units:
Main Character's Sibling's Mecha
Player Reinforcements:
Main Character
Enemy Units:
Invader (land) x 04
Invader (flying) x 02
Items:
Cartridge x 02
Propellent Tank x 02
Repair Kit x 01
Events:
Invader is Destroyed: Player Reinforcements Arrive
Notes:
Both original characters have access to the Concentrate spell, which
raises hit and evade rates by 30% which they should use every turn. Take
advantage of the base for +20%HP/EN Regain and hit/evade rate bonuses.
After the scenario you are given the choice of whether you want to
stay on earth or go to space. Basically stay on Earth of you are a Super
Robot fan and go to Space if you are a Real Robot fan.
The really fun thing about this stage is the enemy AI. You can move your
original character into the water and the enemies will still attack with their
beam rifles, which will only result in 10 damage which is particularly helpful
if you are using a Super Robot.
V Gundam will complete its transformation when there are four renamining
enemies. The only real threat on this scenario is Chronicle, but two good
hits should bring him down. Do not use V Gundam's Top Bottom Attack unless
you are confident it will hit because V Gundam will only be core fighter
afterwards. >_<
Usso will join with V Gundam, and Marbet will receive a V Gundam as well.
Well you start off with some nice units. ^_^ Take advantage of the
leadership auras of Amuro, Char, Milliard, and Bright since they will give
hit and evade bonuses to anyone within 2 squares of them. Concentrate and
a Leadership Aura should prevent anyone from being hit.
Be careful when the Amaltea gets low on HP. You will want to finish it
off or it might receive a full HP regen.
Everyone will join with their respective units, and Quess will join with
her Jagd Doga in the intermission.
Have your units surround the Tower to take advantage of Hayato's
leadership aura which will help everyone's hit and evade rates. Take
advantage of support attacks from Schwarz, your main character, and Marbet if
possible.
Shin Getter will appear on Turn 3. You will want to try to move up to
support it as quickly as possible since it will be difficult for the unit to
hold off everything on its own (now maybe if it could really hit enemies as
hard as it could at the start).
Finish off the Invaders, then try to hit the Metalbeast with everything
you have. The V Gundams' Double Beam Smart Gun combination attack might be
useful as well.
Hayato will join with the Tower, Schwarz will join with Strubar, and
Go, Kei, and Gai will join with Shin Getter Robo even though it will be
unavailable in the next scenario.
Take advantage of the leadership auras again to help everyone's evade
rates. All of the enemies will move toward you so you can take up defensive
positioning after your first move if you would like.
Neshia will retreat when reduced to critical HP, so be sure to finish
her off with a strong attack.
Have your units surround the Tower again to take advantage of Hayato's
leadership aura. Proceed through the enemies until six are remaining and then
Oliver and Junko will arrive. They will attack Shin Dragon so that it
releases Go and Kei. The Getter machines will then combine to form Shin
Getter 2.
The Metalbeasts are once again a pain, but Saotome will not retreat so
finish him off anyway you would like to gain a Chobham Armor.
Oliver will join with V Gundam Hexa and Junko will join with Gun EZ.
Ra Kailum (Bright)
Epyon (Milliard)
Main Character
Re-GZ (Amuro)
Sazabi (Char)
Jagd Doga (Gyunei)
Jagd Doga (Quess)
Player Reinforcements:
Cosmo Crusher (Crusher Team)
Enemy Units:
Virgo x 04
Taurus x 04
Virgo II x 04
Enemy Reinforcements:
Ropotsuto x 06
Bemborg Daranchi x 03
Neidar Battleship x 01 (Neidar)
Items:
Apogee Motor: Neidar
Cartridge: Bemborg Daranchi
Cartridge: Virgo II
Magnetic Coating: Neidar
Propellent Tank: Bemborg Daranchi
Propellent Tank: Virgo II
Propellent Tank: Virgo II
Repair Kit: Bemborg Daranchi
Repair Kit: Neidar
Repair Kit: Virgo II
Events:
Turn 3: Player Reinforcements Arrive
Enemy Units are Defeated: Enemy Reinforcements Arrive
Notes:
Ra Kailum and Epyon will attack the enemies from the north while the rest
of the group attacks from the south. Take advantage of leadership auras as
usual. The Virgos are tough units because their planet defensors will reduce
any beam damage done to them. This means that any of your attacks with a (B)
beside the attack name will not damage the enemy as much as it should, so non
beam attacks should be used (such as beam sabers somewhat oddly enough).
On Turn 3 the Crusher Team will arrive with the Cosmo Crusher... which
is fairly useless other than it can provide EN/Ammo refills to a unit next to
it. Kunji is a really really bad pilot. Unfortunately Takeru, the only good
pilot in the bunch is stuck in a sub-pilot role for now. >_<
Move your units onto the base to take advantage of hit/evade bonuses and
HP/EN Regeneration. When the enemy units are defeated then Neidar's forces
will attack. Stay on the base and let the enemies come toward you and pick
them off with long range attacks as they approach.
Neidar will retreat when his HP is reduced to below 2,500 HP, so be sure
to reduce his HP and finish him off for a valuable Apogee Motor (as well as a
Magnetic Coating and another Repair Kit).
The Crusher Team will join after this scenario. Camille will join with
Zeta Gundam and Fa will join with Methuss in the following intermission.
The exact same initial enemy units that were in Scenario 01... Anyway,
Usso should be able to defend himself easily if he's using Concentrate until
the enemy reinforcements arrive... which probably means mostly receiving help
from the Banpresto original character. ^_^;
After Cronicle and the rest of the units are destroyed some mobile dolls
will arrive, but fortunately more reinforcements arrive and a Bottom Fighter
is sent to Usso so he isn't stuck with just a Top Fighter. ^^
Koji joins with Mazinger Z, and Tezuya joins with Great Mazinger after
this scenario.
Turn 3 Enemy Phase: Docker attacks Gigil and is destroyed
Notes:
The first Macross 7 stage...
The Macross 7 units start off toward the top of the map while the rest
of the group starts off toward the south. The enemies here will not move, so
you will have to approach them. Use Basara to boost the stats on other units
since in all honesty he can't do much else at this time.
Docker will attack Gigil on his own, and his Nightmare will be destroyed.
Technically Docker had his Spiritia drained and will be unavailable for quite
some time and his Valkyrie will be available after the scenario ends if anyone
wants it.
Gigil will not retreat, but it may take some time to destroy his unit.
His Elgerzorene has rather high armor for a Macross unit. >_< He will pop a
Beam Coating though, which several units could benefit from.
Max, Kinryu, Gamlin, and Basara will all join with their respective units
after the scenario ends.
Main Character
Mazinger Z (Koji)
Great Mazinger (Tezuya)
Diana A (Sayaka)
Venus A (Jun)
Boss Borot (Boss)
Robot Junior
V Gundam (Usso)
V Gundam (Marbet)
V Gundam Hexa (Oliver)
Gun EZ (Junko)
Enemy Units:
Zolo x 03
Enemy Reinforcements:
Garikson x 08
Godzorla x 03
Memedorza x 02
Garikson x 01
Garikson x 01
Events:
Enemy Units are Defeated: Player and Enemy Reinforcements Arrive
Notes:
Atlas and Gunper must protect the base from the oh-so-threatening team of
three Zolos. Take advantage of spells to help dodge attacks. When the Player
Reinforcements arrive, some characters such as Sayaka can use a healing spell
to heal any injured units.
The enemy reinforcements are slightly more threatening though. Use
Concentrate and Lock On to hit the Gariksons, and take advantage of leadership
auras from Hayato and Oliver to improve hit/evade rates.
Wing Gundam Zero (Heero)
Gundam Deathscythe Hell (Duo)
Taurus (Hilde)
Ra Kailum/Battle 7
12 Units
Enemy Units:
Virgo x 08
Virgo II x 14
Taurus x 02
Items:
Cartridge: Virgo II
Cartridge: Virgo II
Cartridge: Virgo II
Notes:
A buttload of Virgos... there isn't much other way to describe the
scenario. Move upward, destroy everything, and the scenario will end. Try to
use non-beam attacks when possible and take advantage of units that can attack
from long range with non-beam attacks (Funnels and the Nightmare's missiles
work nicely).
Heero, Duo, and Hilde will join after this scenario with their respective
units.
------------------------------------------------------------------------------
Scenario 06-Earth Route Part 1
------------------------------------------------------------------------------
Player Units:
Big O (Roger)
Enemy Units:
Dorothy 1
Enemy Reinforcements:
Dorothy 1
Events:
Enemy Units are Defeated: Enemy Reinforcements Arrive
Notes:
Big O simply needs to beat down Dorothy 1 twice. Feel free to use any
spells that you want since Big O and Roger will both be at full strenghth for
the second part of the scenario with Dorothy as a co-pilot (for a little
while).
------------------------------------------------------------------------------
Scenario 06-Earth Route Part 2
------------------------------------------------------------------------------
Player Units:
Big O (Roger and Dorothy)
Atlas (Kento)
Gunper (Danji)
Diana A (Sayaka)
Gun EZ (Junko)
Player Reinforcements:
8 Units
Enemy Units:
Taurus (MS) x 02
Taurus (MA) x 02
Virgo x 04
Virgo II x 02
Enemy Reinforcements:
Virgo x 08
Virgo II x 04
Events:
Turn 2 Player Phase: Daltanious is formed
Turn 3 Player Phase: Player and Enemy Reinforcements Arrive.
Notes:
Take advantage of the buildings to raise hit and evade rates for your
units. Break apart Daltanious so that Gunper can refill someone's EN (like
Big O's) if needed. Daltanious can actually be re-formed as long as Kento has
not used its turn and all the units are adjacent to each other.
Big O joins after this scenario, and Daltanious is now an available unit.
------------------------------------------------------------------------------
Scenario 06-Space Route Part 1
------------------------------------------------------------------------------
Player Units:
Main Character
VF-17 Nightmare (Milia)
Wing Gundam Zero (Heero)
Gundam Deathscythe Hell (Duo)
Taurus (Hilde)
Enemy Units
FZ-109 Elgerzorene x 18
Notes:
Milia must get to the squares at the top left of the map that are
highlighted in yellow on or before Turn 8. This means that you must either
1.) manually move Milia over to those squares or 2.) Destroy every enemy on
the map and then Milia will move over there on her own.
------------------------------------------------------------------------------
Scenario 06-Space Route Part 2
------------------------------------------------------------------------------
Player Units:
Main Character
VF-17 Nightmare (Milia)
Wing Gundam Zero (Heero)
Gundam Deathscythe Hell (Duo)
Taurus (Hilde)
Player Reinforcements (1):
VF-19 Kai Fire Valkyrie (Basara)
Player Reinforcements (2):
Ra Kailum/Battle 7
Enemy Units:
FZ-109 Elgerzorene x 08
Varuta Battleship x 02
Enemy Reinforcements:
FZ-109 F Elgerzorene x 01 (Givil)
FZ-109 Elgerzorene x 08
Turn 2 Player Phase: Player Reinforcements (1) Arrive
Turn 3 Player Phase: Enemy Reinforcements and Player Reinforcements (2)
Arrive
Notes:
Everyone should probably move over to City 7 at the start of the scenario
to take advantage of hit/evade bonuses as well as a +10%HP/EN regen. Basara
will arrive on Turn 2, so of course he can boost the stats of another
character.
On Turn 3 things get interesting. Kinryu deploys against Sivil who
promptly kicks his arse and drains his spiritia as well as the two poor
faceless Thunderbolt pilots that deployed with him. Sivil then goes on to try
to drain Basara, but realizes that he has Anima Spirita and flees.
Otherwise it is the same generic Elgerzorene booty kicking. Take
advantage of leadership auras, use Concentrate, and everything should turn out
fine. Also use Basara's songs against Givil if he gives you a hard time. He
will retreat when he is reduced to critical HP, so be sure to finish him off
with a strong attack. Some of your characters are starting to unlock the
Support Attack skill, which is a great help when trying to inflict more damage
on an opponent. The items that Givil drops are also quite valuable and well
worth the effort.
You may want to place Gamlin in Kiryu's Nightmare after the scenario ends
if you didn't get another Valkyrie for him.
Tower
Main Character
11 Units
Getter Robo 1 (Benkei)
Enemy Units:
Pergrande x 04
Enemy Reinforcements:
Pergrande x 14
Pergrande S x 04
Inpetous x 01 (Ignis)
Events:
Enemy Units are Defeated: Player and Enemy Reinforcements Arrive
Items:
Booster: Inpetous (Ignis)
Cartridge: Peregrande S
High Performance Targeter: Inpetous (Ignis)
Propellent Tank: Inpetous (Ignis)
Propellent Tank: Peregrande S
Propellent Tank: Peregrande S
Propellent Tank: Peregrande S
Notes:
Mazinger Z and Great Mazinger have to face off against some Pergrandes.
Be sure to use some combination attacks to maximize damage. After the four
Pergrande’s are destroyed then Ignis will arrive. The Mazingers then destroy
some more Pergrandes as part of an event and Ignis damages them. >_<
Tower then arrives and shoots more Pergrandes, and reinforcements arrive
for the real battle to begin. Venus A, Diana A, and Boss Borot should refill
the Mazingers’ HP and EN which will probably be relatively low from the
earlier part of the scenario. Try to take advantage of Hayato and Oliver’s
leadership auras to improve evade/hit rates, and raise morale while working
through the Pergrandes. Try to conserve spells for the encounter with Ignis.
Be careful placing units around Ignis since he has a rather brutal MAP
Attack that can hit a lot of units. Ignis will retreat when reduced to below
4,500 HP. Try to reduce its HP to slightly above that before trying to finish
it off. I personally like a Double Rocket Punch from a Mazinger with a
support attack from the main character.
Benkei will join with Getter 1 after this scenario. The really nice
thing about Benkei's Getter 1 is that it comes with some upgrades already.
^_^
Enemy Units are Destroyed: Neutral Units and Enemy Reinforcements (2)
Arrive.
Notes:
Obviously the main enemy group is to the top left of the map. Another
group will appear to the top right after the first group is destroyed, and a
very kamikaze Wufei will be placed below them. You may want to send some
units to the top right before you finish off the Enemy Units to help Wufei
out, but most likely he will get himself killed. He will still join you after
the scenario ends though.
Gabuto will retreat when reduced to below 4,000HP, so be sure to finish it
off with a strong attack (almost anything supported by a main character would
probably be a good plan) to get the Chobham Armor.
Wufei will join with Altron after this scenario, and your group will meet
up with the group on the Earth path.
Quatre and Noin join with Sandrock Kai and Taurus (Sank Kingdom) and are
available units at the start of the scenario and can be chosen as part of your
initial group of units.
The idea with this scenario is that you need to defend the three bases so
that some citizens can escape. The initial enemy group will attack from the
northwest. The second enemy group will attack from the south, and the third
group will attack from the northeast. Personally I like to send Shin Getter 2
to deal with the enemies to the northwest. Go and Gai both have Lock On,
which will help when dealing with those enemies. A couple of units should go
to the western base to help defend that. Most of your units should go to the
northeastern base to defend that. Send a few units to the south to fend off
those enemies, and one or two to defend that base (I found it relatively easy
for the original character to handle all of the southern enemies on its own
though).
When the initial enemies’ numbers are reduced the next set of enemies
will arrive to the south. Lupe and Pipiniden will both retreat when their HP
becomes low, but they only drop Repair Kits so do not worry too much if they
do retreat.
The last set of enemies will arrive from the northeast. Cronicle is the
only one that drops an item, but will not retreat. Try to attack the enemies
from the base since if any enemy unit touches a base it will be game over.
Use Lock On and Concentrate spells to help hit Cronicle and Metchet. The
scenario will end when all enemies are defeated.
The group will now meet up with the other units in space. The V Gundams
will be upgraded to V Gundam Hexa (but the equipment can be swapped out if you
would like) and Junko’s Gun EZ will be upgraded to a Gunblastor.
Propellent Tank: Neshia
Solar Panel: Neshia
Critical + 10: Neshia
EN Save: Neidar
Hit & Away: Neidar
Big Generator: Gabuto
Propellent Tank: Gabuto
Accuracy +5: Gabuto
Notes:
An interesting stage actually. Basically your forces are attacked from
all sides as you deplete the enemy numbers. The three battleship captains all
drop some really nice items, but all of them will retreat when reduced to
below 4,000-4,500 HP. Be sure to reduce their HP to a little below 5,000, and
then destroy them with a strong attack (or a strong attack supported by
another). You can also have Quatre cast Lucky on the pilot who initiates the
attack that finishes any battleship off to gain twice as much money from the
kill. ^_^
A really basic scenario for the most part. Move your forces to the top
left and try to stay in a formation that takes advantage of leadership auras.
Try to use Lucky on the battleships to gain 16,000G from each of them. When
the enemy reinforcements appear Sivil will take the Spirita from some
Thunderbolt pilots. She will approach Basara, but is frightened off by his
Anima Spirita.
Use Basara's songs to attack Gigil since they are the most effective way
of damaging him. He drops two very nice items too. ^_^
Invader (air) x 05
Invader (land) x 11
Metalbeast Barosofa x 04
Enemy Reinforcements:
Angurus x 04
Angurus S x 02
Furutes Ara (Akira)
Items:
Bio Sensor: Akira
Melee +10: Akira
Propellent Tank: Akira
Repair Kit: Angurus S
Repair Kit: Angurus S
Events:
Enemy Units are Defeated: Black Getter cameo and Enemy Reinforcements
Arrive.
Player Turn after Enemy Reinforcements Arrive: Player Reinforcements
Arrive.
Notes:
Shin Getter starts off being surrounded by Invaders, but of course it
could simply fly to the right side of the river where the rest of the Player
Units are and then fly back when it is time to take care of the enemies on the
left.
When all of the enemy units are defeated then Black Getter will make a
cameo with an unknown pilot (wow... I really wonder who it might be...).
Enemy Reinforcements will then arrive back on the right side of the river...
so your units are going to have to travel back the way that they came.
Duke and Mikaru will arrive on the following Player Turn though. The
Spacer combinations work different in SRWD then they have in previous games.
Grendizer and whatever Spacer you wish it to combine with must be beside each
other on the map, and then the combine command can be selected.
Akira is slightly easier to handle than Ignis. He has a similar MAP
attack, so be careful putting your units in a 3 square wide line next to him
without proper spell precautions. Your units are stronger than they were
than the encounter with Ignis, and a few pilots have Hot Blood now which
should help the encounter go smoothly. ^_^
Turn 3 Player Phase: Player Reinforcements (1) Arrive
Enemy Units are Defeated: Enemy Reinforcements and Player Reinforcements
(2) Arrive
Bemborg Daranchis are Defeated: Trowa starts to regain his memory o_o;
Notes:
When the Player Reinforcements arrive you should load up any ground-based
units onto the Tower or Ra Kailum, which should then accelerate toward the
base and drop those units off on its next turn. Some units should occupy the
base to prevent Beck or any Eels from reaching it. When the base is occupied
you can take your time with the enemies since you aren't in any danger of
immediately losing the scenario.
After the initial Enemy Units are destroyed then Takeru will arrive with
Gaia and be romped on by Kachi. Gaia will then transform to Godmars since it
is in danger. The important thing to consider during this portion of the
scenario is that you can not destroy the Bemborg Guruzon (big green and grey
horned enemy) since that will cause a Game Over.
Kachi is surprisingly easy to finish off and will not retreat. He
does not pop much money though. Gabuto of course will give you a nice amount
if you use a money doubling spell before finishing him off.
After all of the Enemy Reinforcements except Guruzon are defeated, then
Guruzon can be defeated after a quick event with Hayato.
Takeru will now re-join with Gaia. Trowa will be an available pilot and
use Heavyarms Kai. Roger and Dorothy re-join with Big O.
Maria joins with Drill Spacer at the start of the scenario and can be
deployed... I don't know why you would really want to do so but whatever you
like.
Your units should concentrate on taking out Lupe, Pipiniden, Reinda, and
Dougar since they are the only ones in the intial set of enemy units that drop
items and they will all retreat when the number of Enemy Units is reduced to
6.
Ignis will appear and frighten off the initial enemy units. The enemies
with him will glady approach you, but once you defeat one of them then Ryoma
will appear in Black Getter... and probably be destroyed while facing Ignis if
you do not intervene soon. There doesn't seem to be any negative effect for
Ryoma losing the battle since he will still join afterwards no matter what, so
I would not concern myself too much with Ryoma's safety (afterall when does he
care about it?).
Grakias will arrive when there are only two enemy units remain and damage
your main character's unit. Grakias has a unique MAP attack since it spreads
out from her unit so any units surrounding her can be hit instead of just
those in one direction.
It is possible for your Main Character to use "Convince" on Grakias.
Simply move next to Grakias and it will be the second available option.
Neither Grakias or Ignis will retreat, so defeat them in any manner you
feel works. Several of your characters should have the "Hot Blood" spell so
they should be able to make short work of either of them (and they drop some
interesting items).
Ryoma will join with Black Getter after this scenario. Double Spacer
will be an available unit as well.
------------------------------------------------------------------------------
Scenario 14 Part 1
------------------------------------------------------------------------------
Player Units:
Tower/Ra Kailum
Stegar (Schwarz)
Black Getter (Ryoma)
Shin Getter (Go, Kei, and Gai)
12 Units
Enemy Units:
Invader (land) x 06
Invader (flying) x 06
Metalbeast Barosofa x 03
Enemy Reinforcements:
Invader (land) x 03
Invader (flying) x 06
Metalbeast Barosofa x 01
Events:
5 Enemy Units Remain: Enemy Reinforcements Arrive
Notes:
The first half of this scenario is a fairly simple Invader beat 'em up.
There are no bosses, so feel free to use up all of your SP, EN, and Ammo and
don't bother conserving it. ^^
------------------------------------------------------------------------------
Scenario 14 Part 2
------------------------------------------------------------------------------
Player Units:
Ra Kailum
Tower
14 Units
Player Reinforcements:
Shin Getter (Ryoma and Benkei)
Enemy Units:
Invader (land) x 07
Invader (flying) x 06
Metalbeast Barosofa x 04
Shin Dragon (Saotome)
Enemy Reinforcements:
Getter Dragon x 04
Getter Ryger x 04
Getter Poseidon x 04
Metalbeast Dragon (Saotome)
Items:
Biosensor: Shin Dragon (Saotome)
Main Wirs: Shin Dragon (Saotome)
Support Attack +1: Shin Dragon (Saotome)
HP Wirs: Metalbeast Dragon (Saotome)
EN Wirs: Metalbeast Dragon (Saotome)
Apogee Motor: Metalbeast Dragon (Saotome)
Support Defend +1: Metalbeast Dragon (Saotome)
Events:
5 Enemy Units Remain: Player Reinforcements Arrive
Shin Dragon is Destroyed: Tower is Destroyed and Enemy Reinforcements
Arrive
Notes:
Shin Getter and Black Getter get romped on by Shin Dragon and retreat.
The scenario is actually fairly simple, just be cautious of Shin Dragon's
MAP Attack and try to conserve some SP and EN since you will have to fight
Saotome in a modified Getter Dragon right after defeating Shin Dragon.
Saotome will launch in his Metalbeast Dragon, which is a stronger version
of Getter Dragon. Cohen and Stinger are apparently not co-pilots on the thing
though as they were in the OVAs. Take out Saotome as soon as possible since
he is the biggest threat (and will gladly chase Shin Getter if it moves toward
the rest of the player units making it easy to destroy him without
interference from the other Getter G units). The rest of the Getter G units
can be taken out as they approach.
Ryoma, Hayato, and Benkei will then use Stoner Sunshine to destroy
Metalbeast Dragon... well at least destroy it enough to defeat Saotome. ^^;
Ra Kailum (Bright)
Battle 7 (Max)
Gaia (Takeru)
Grendizer (Duke)
13 Units
Enemy Units:
Minifar x 16
Girugiru x 04
Balbawa x 04
Garutar x 02
Guruguru x 01 (Guru)
Maziban (Buraki)
Items:
Booster: Guru
Chobham Armor: Guru
Counter: Guru
Hybrid Armor: Buraki
Magnetic Coating: Buraki
Potential +1: Buraki
Notes:
I love it when the missions are simple. You start off being surrounded
and every single one of the enemies will be glad to come toward you. It would
be a fairly good idea to set up defensive positioning with leadership auras
covering every unit.
Neither Guru or Buraki will retreat, so finish them off by any means you
would like. Try to use a money doubling spell before destroying Buraki's
Maziban though.
------------------------------------------------------------------------------
Intermission after Scenario 15
------------------------------------------------------------------------------
A route choice is given after scenario 15.
The following table shows which units go on what path:
|------------------------|---------------------------|
| Jupiter | Keilas Guilie |
|------------------------|---------------------------|
| Battle 7 | Ra Kailum |
| VF-17 S Nightmare | Nu Gundam |
| VF-17 D Nightmare | Re-GZ |
| VF-17 D Nightmare | Sazabi |
| VF-19 Kai F Valkyrie | Jagd Doga (Gyunei) |
| VF-1J/Armored VF-11 | Jagd Doga (Quess |
| | Zeta Gundam |
| Shin Getter | Methuss |
| Black Getter | V Gundam/V-Dash |
| Getter Robo | V Gundam/V-Dash |
| Strubar | V Gundam Hexa/V-Dash Hexa |
| | Gunblastor |
| | |
| Wing Gundam Zero | Wing Gundam Zero |
| Gundam Deathscythe Hell| Gundam Deathscythe Hell |
| Gundam Heavyarms Kai | Gundam Heavyarms Kai |
| Gundam Sandrock Kai | Gundam Sandrock Kai |
| Altron Gundam | Altron Gundam |
| Gundam Epyon | Gundam Epyon |
| Tallgeese II | Tallgeese II |
| Taurus | Taurus |
| Taurus (Sank Kingdom) | Taurus (Sank Kingdom) |
| | |
| Big O | Big O |
| | |
| Daltanious | Daltanious |
| | |
| Mazinger Z | Mazinger Z |
| Diana A | Diana A |
| Boss Borot | Boss Borot |
| Robot Junior | Robot Junior |
| Great Mazinger | Great Mazinger |
| Venus A | Venus A |
| Grendizer | Grendizer |
| Marine Spacer | Marine Spacer |
| Drill Spacer | Drill Spacer |
| Double Spacer | Double Spacer |
| | |
| Gaia | Gaia |
| Cosmo Crusher | Cosmo Crusher |
|----------------------------------------------------|
------------------------------------------------------------------------------
Scenario 16-Keilas Guilie Part 1
------------------------------------------------------------------------------
Player Units:
Gaia (Takeru)
Cosmo Crusher (Kenji)
Gundam Sandrock Kai (Quatre)
Zeta Gundam (Camille)
V Gundam/V-Dash (Usso and Haro)
Enemy Units:
Balbawa x 02
Garutar x 03
Ganimedes (Marg)
Enemy Reinforcements:
Ropotsuto x 02
Bemborg Daranchi x 02
Neshia Battleship (Neshia)
Items:
EN Chip: Neshia
Propellent Tank: Neshia
Events:
Takeru destroys an enemy or all Enemy Units other than Marg are Defeated:
Marg Retreats and Enemy Reinforcements Arrive
Notes:
It is possible to destroy Marg's unit, but it offers no benefits other
than possibly netting up to 12,000G and forcing a Game Over.
Take advantage of Quatre and Kenji's leadership auras to help everyone's
evade rates. Try to destroy everyone except Marg in the initial set of enemy
units, and it seems better for anyone other than Takeru to finish off each
enemy.
Neshia's forces are a joke. They will glady approach you, so gun them
down from a distance with Usso and Camille, and have Quatre and Takeru finish
them off when they get close. Have the Cosmo Crusher refill anyone's EN if
needed. Neshia will not retreat, so smack the hell out of the ugly green
wench in any way you see fit.
------------------------------------------------------------------------------
Scenario 16-Keilas Guilie Part 2
------------------------------------------------------------------------------
Player Units:
Ra Kailum
15 Units
Enemy Units:
Zoloat x 08
Rig Shokew x 04
Abigor x 04
Amaltea x 02
Contio (Cronicle)
Events:
Cronicle is the only enemy remaining: Cronicle Retreats
The frustrating part of this scenario is that many of the enemies really
enjoy blocking rather than trying to evade or counterattack. The space debris
also hinders movement so it may take a few turns until your forces actually
encounter the enemy.
Take advantage of leadership auras as usual. Try to destroy the two
Amaltea ships relatively quickly since they drop the most money, and if
Cronicle is the only remaining enemy unit he will retreat. You do not want
Cronicle to retreat since he drops a nice little SP Up +10 item which raises
the number of SP a pilot has by 10.
The scenario will end when all enemy units are defeated (or retreat).
Lupe or Pipiniden is Defeated: Enemy Reinforcements Arrive
Notes:
The Zanscare enemies enjoy defending once again. They really would be
so much easier to handle if they did not, but it gives an opportunity for
weaker units (or at least attacks to shine). If you attack a Zanscare enemy
with a weak attack, then they probably will not defend, and then a Support
Attack can hit for decent damage. You should have a Support Attack item at
this time as well, so you could equip that on a pilot who does not have it
normally (like Amuro in Nu Gundam could make for an excellent support
attacker) and it would help deal with the enemies here. Of course you can
beat them old fashioned ways, just it will take a few more hits than normal.
Try to use money doubling spells against all of the Amalteas here to help
improve the amount of money you receive. Use Lock On or Concentrate against
Cronicle and Katejina to help hit them. Move onto the Keilas Guilie to take
advantage of some hit/evade bonuses and a 10%HP/EN Regen per turn. Tashiro
will retreat when its HP goes below 5,000. You will probably have to use a
Support Attack to hit him for enough damage since he will defend against an
initial attack that is capable of destroying him, so a Support Attack will be
required to finish off the HP remaining after the initial attack.
Start off using a Quick Save (press start and select the first choice).
Cast Concentrate and move forward and Quick Save after defeating the first
enemy (or reload if you missed). You can Quick Save after each encounter and
can easily destroy all 5 enemies in a single turn if you reload after any
missed hits.
5 Enemy Units Remain: Enemy Units Retreat and Enemy Reinforcements
Arrive
Notes:
Move forward on your first turn, cast Concentrate on your second turn
and jump into the enemy group. Concentrate on attacking the MS (Mobile Slave)
Garlands since they drop items.
B-D shows up after 4 Enemy Units are defeated. Use Concentrate again
to smack the enemy around, or use Miracle if you are a little more brave since
a chance will then exist that Garland might then be hit. The scenario will
end after B.D's defeat.
Enemy Units are Defeated: Enemy Reinforcements Arrive. Zuru gains +30
Morale
Notes:
B.D and Shogo are alone, but fortunately the only enemies that might
reach them before your main force will be the Minifars. Send a few high
movement units up to help those two out as soon as possible. Gandar and
Buraki will not retreat, so finish them off however you see fit. Try to
conserve some SP for the fight against Zuru though.
Zuru will appear at the bottom left of the map when all of the enemies
are defeated. He has a decent evade rate so some Lock On or Concentrate
spells may be needed to hit him. He also regenerates HP, so you may want to
wait to start attacking him until all of your forces have arrived to try to
destroy him in one turn.
The scenario will end after Zuru's (temporary) defeat. Takeru and the
Crusher Team make a very late entrance, and everyone leaves the battle ground.
Shogo will join with Garland. B.D will join with his Zarme Sow.
Ropotsuto x 04
Bemborg Daranchi x 06
Bemborg Guruzon x 04
Bemborg Saras x 02
Gasukon Robot (Gasukon)
Akron Cruiser (Kuropen)
Balbawa x 04
Garudar x 04
Zeron (Rose)
Marg Battleship (Marg)
Enemy Reinforcements (1):
Ropotsuto x 04
Bemborg Daranchi x 02
Bemborg Guruzon x 02
Neidar Battleship (Neidar)
Enemy Reinforcements (2):
Destark 1 (Kuropen)
Items:
Chobham Armor: Rose
EN Chip: Neidar
Learning CP: Marg
Magnetic Coating: Gasukon
Big Generator : Kuropen
Propellent Tank : Kuropen
Propellent Tank: Marg
Propellent Tank: Neidar
Events:
5 Enemies Remain: Enemy Reinforcements Arrive
Kuropen is Defeated: Kuropen returns with Destark 1
Notes:
You have to defend four colonies from incoming enemy forces. Obviously
you do not have 24 available units so there goes the obvious colony defense
strategy. I would suggest sending Godmars and at least 4 other units to
occupy the colony toward the bottom of the map since it is the colony that is
most likely to be occupied. You may also want to send a relatively strong
attacker since the Godmars enemies have relatively high HP and you need to
destroy them as soon as possible.
The rest of the units I suggest sending to the left of the initial start
point and forming a defensive line around the left side of the colonies along
diagonals starting from Battle 7's initial start point. The Daltanious
enemies are fairly weak for the most part, and if they have a decent amount of
HP they are likely to be rather slow.
Takeru (Godmars' pilot) can convince his brother Marg (green haired
bishonen pilot in the southern enemy group) and it is suggested you do so
before destroying his unit.
Kuropen and Neidar have high HP and will not retreat. The only thing
worth noting about Kuropen is that he will immediately return after his
battleship is destroyed in Destark 1, which has 35,000HP. Try to use money
doubling spells on all of the major enemy characters and you will walk away
from this mission with quite a bit of money (enough to fully upgrade Garland's
weapons if you would like actually).
Kinryu and Docker will return to pilot duty after this mission, and a set
of three VF-19 Excaliburs (Emerald Force colors) will be delivered for their
use. I guess in SRWD the old Diamond Force simply becomes Emerald Force. ^^
You can of course still place the pilots in other available Valkyries if you
would like. The VF-19s are a little bit faster and a little more powerful
than the VF-17s. The VF-19s do not carry the Gunpod Beam (3000 base AT, 3-8
range weapon) that the VF-17s have, and instead have an equally strong melee
attack.
Roux will be an available pilot. An MP Nu Gundam is delivered, as well
as a White Ark which will make an excellent EN and HP resupply unit if you
would like to use it for a UC Gundam pilot.
VF-19 Kai Fire Valkyrie SB (Basara)
VF-11 MAXL Kai SB (Mylene and Guvava)
VF-17T Kai Nightmare SB (Ray and Yeffidas)
Enemy Units:
FZ-109 Elgerzorene x 11
FZ-109 F Elgerzorene (Gigil)
Varuta Battleshp x 02
Enemy Reinforcements:
FZ-109 Elgerzorene x 08
Az-130 A Pantserzorene x 04
Varuta Battleship x 02
FBZ-99G Zaubergaren (Gabil)
Grabil x 01
Items:
Booster: Grabil
Cartridge: Pantserzorene
EN Megachip: Grabil
High Performance Radar: Gabil
Hybrid Armor: Gigil
Mega Generator: Gabil
Propellent Tank: Varuta Battleship
Propellent Tank: Varuta Battleship
Events:
Enemy Units are Defeated: Player and Enemy Reinforcements Arrive
Notes:
Usso receives V2 before the scenario starts.
Take advantage of leadership auras to help with hit/evade rates,
especially since Elgerzorenes are rather quick units overall. After Gigil's
defeat then enemy reinforcements will arrive. Two new Varuta mecha are seen
here with the Patserzorene and Zaubergaren. I would suggest to simply think
of them as improved Elgerzorenes. A little faster, a little more armor, and
better attack power definitely, but not worthy of much more concern than the
earlier Varuta mecha.
The entire Sound Force team is finally present, and they even receive
their Sound Boosters... which is nice since defeating Grabil almost requires
Sound Force. Grabil and Gabil are interesting since they are actually two
parts of the same being. The scenario will end when either of them are
defeated or retreat. You will have to basically make a choice if you want to
defeat Grabil and receive a Booster and EN Megachip or defeat Gabil and
receive a High Performance Radar and a Hybrid Armor. Personally my preference
is to defeat Grabil, but he is definitely the most difficult to destroy out of
the two.
All the Sound Force members will join and have their Sound Booster
equipment. Char's Nightingale will be delivered after this scenario as well.
2 Enemy Reinforcements (2) are Destroyed or Marg is Defeated: Enemy
Reinforcements (2) Retreats
Akron Cruiser is Destroyed: Enemy Reinforcements (3) Appear
Notes:
This scenario starts off very oddly. If you want any items you need to
defeat Katejina, Lupe, Goze, and Broho. You do not want to defeat Cronicle
since that will result in a Game Over. Basically you will have to avoid
destroying any Zanscare suits at all except for those four that you do want
to destroy. >_<
Various Daltanious enemies show up after the Zanscare enemies retreat.
Daltanious also shows up in response. These units will gladly move in to
approach your forces. As you destroy the Akron enemies then Marg will arrive
with a few mecha. Marg's group is especially frustrating since you can only
destroy two units before that entire group retreats. Marg is the only one who
drops an item as well, so you will to defeat him if you would like an Accuracy
+5 and to make Takeru cry. ^^;
Kuropen will come back in his Destark 1 after his cruiser is destroyed.
He will retreat when reduced to critical HP, so be sure to save some SP and
EN to finish him off.
Mercurius and Vayeate are delivered after this scenario if Hilde and
Noin's total kills were 20 or above (below 20 and you only receive Mercurius).
Pipiniden or Dougar's HP is reduced to below 20%: Enemy Reinforcements
Arrive
Notes:
Actually a rather simple scenario. Pipiniden and Dougar need to have
their HP reduced to below 20% without being destroyed. When either of them
have their HP lowered then Cronicle will arrive with reinforcements. Try to
surround their Adrasteas as soon as possible to hinder their movement.
The scenario will end when Pipiniden, Dougar, and Cronicle are all
reduced to below 20%. Try to destroy Lupe's, Goze's, Broho's, and Katejina's
units first to get their items before doing so though. ^^
Katejina is Defeated: Enemy Reinforcements (1) Arrive. Oliver is
killed. V2 will be unavailable until next player turn.
Player Turn after Katejina is Defeated: V2 is Deployed Again and
Enemy Reinforcements (2) Appear
Notes:
Remember kids... Beck is a complete and total lunatic. He runs off with
Relena and Dorothy and Heero goes chasing after him... while Roger just kind
of stands there...
A fairly simple scenario, just do not destroy the Adrasteas (large
battleships that look like motorcycles) or Goze's Zollidia. Destroy all other
enemies and the scenario will end and you can mourn the loss of Oliver. >_<
------------------------------------------------------------------------------
Intermission before Scenario 25
------------------------------------------------------------------------------
Your main character is given the choice of 1.) going with the default
name for his/her new mecha or 2.) choose a name for his/her new mecha.
Turn 3 Player Phase: Velarios saves Relena and Dorothy. Player
Reinforcements (1) Arrive
Turn 4 Player Phase: Player Reinforcements (2) and Enemy Reinforcements
(1) Arrive
Velarios reaches Tower/Ra Kailum: Player Reinforcements (3) Arrive
7 Enemy Units Remain: Enemy Reinforcements (2) Arrive
Notes:
You may want to equip some mobility raising items on Velarios and Wing
Gundam Zero before the scenario starts since they will need to evade attacks
for a few turns (and if either are destroyed before Velarios can reach a
battleship then it will be a Game Over)
Velarios should use Iron Wall and in all honesty should try to run like
hell away from the Eels. Heero should use Concentrate, transform Wing Gundam
Zero into Neo Bird Mode, and have it Zero try to block the way of any units
going after Velarios or accompany Velarios since it will be harder for the
Eels to surround Velarios and Wing Gundam Zero together.
Velarios will save Relena and Dorothy on Turn 3 and start heading off
on one of the bridges. Move Velarios east, as well as Wing Gundam Zero and
Big O if these are not units you bother with and would be unable to handle the
enemies on their own.
Player Reinforcments will arrive on Turn 4 along with a group of Enemy
Reinforcements. Your Battleship should start moving west after casting
Accelerate to pick up Velarios as soon as possible. After Velarios reaches
a battleship then Daltanious will be deployed. Also Wing Gundam Zero and Big
O can be destroyed without any worry other than paying their repair cost after
the scenario is over. ^^;
Ignis hasn't improved much since your last encounter, and he apparently
thinks he's a Zanscare enemy because he will block an attack that might
otherwise destroy him (so I guess Ryoma can't Move Again, use a Hot Blood
Stoner Sunshine, and then another Hot Blood Stoner Sunshine for an easy win).
As you work through Beck's forces then Grakias will appear. The Ankaris
units will glady approach you, then the Ankaris S units will move forward on
the next turn, and then Grakias herself will move on the following turn. If
you deployed Josh then he can use "Convince" on her again. Two choices are
then given. 1.) Cut System and 2.) Not Cut System. The first choice is what
you will want to use if you want your step-sibling back and choose the 2nd
option if you'd rather have Grakias (why?).
Grakias will retreat and join later if you chose the second option. If
you chose the first option then finish Grakias off to finish the scenario.
------------------------------------------------------------------------------
Scenario 26 Part 1
------------------------------------------------------------------------------
Player Units:
Tower/Ra Kailum
15 Units
Enemy Units:
Pergrande x 12
Pergrande S x 06
Enemy Reinforcements:
Ankaris x 06
Ankaris S x 03
Furutes Ara (Akira)
Items:
Combo +1: Akira
Defense +10: Akira
Events:
8 Enemies Remain: Enemy Reinforcements Arrive
Notes:
A simple scenario half. Take advantage of leadership auras, but try to
keep everyone along diagonals since a combo attack from an Ankaris S can
really hurt.
Akira can be easily smacked around. If he is defending at the end then
attack him with a weak unit that is supported by a strong one. If a weaker
unit is behind on levels it would also be a good chance to catch up with a
experience doubling spell.
After Akira's defeat it is time to go into the mysterious hole...
------------------------------------------------------------------------------
Scenario 26 Part 2
------------------------------------------------------------------------------
Player Units:
Main Character
14 Units
Enemy Units:
Ankaris x 12
Ankaris S x 09
Fabiraris (Grakias)
Enemy Reinforcements:
Skarprum x 09
Skarprum S x 07
Vorarkum (Kontargio)
An even simpler scenario actually. Spread your units around at the start
so they take advantage of leadership auras and are along diagonals so that the
Ankaris S units can not use combo attacks on them.
Most of the units will come toward you until Grakias is defeated. After
Grakias' defeat you should start approaching Kontargio's units. Kontargio
himself doesn't offer much of a great challenge than other original enemies,
but he will retreat when reduced to critical HP. You will probably need to
use a Support Attack to finish him off (I personally liked using the original
character with a Support Attack from Shin Getter 1), so be sure to quick save
before finishing him off in case he does run away.
Your original character will receive their mecha upgrade after this
scenario.
Minifar x 06
Gingin x 04
Gosgos x 02
Maziban x 01 (Gandar)
Maziban x 01 (Buraki)
Enemy Reinforcements:
Balbawa x 04
Garutar x 04
Garugaru x 04
Rantara x 02
Zeron (Rose)
Marg Battleship (Marg)
Enemy Reinforcements (2):
GR-2 Garland (MC) x 06
Gedlav x 03
Zollidia x 02
Domuttlia (MA) x 02
Domuttlia (Reinda)
Adrastea (Dougar)
Enemy Reinforcements (3):
Zanneka (Fara)
Items:
Beam Coat: Rose
Cartridge: Domuttlia
Cartridge: Domuttlia
Dual Sensor: Buraki
EN Chip: Reinda
High Performance Radar: Gandar
Hit and Away: Fara
Mega Generator: Marg
Minovsky Craft: Fara
Propellent Tank: Rose
Propellent Tank: Marg
Psyco Frame: Fara
Repair Kit: Reinda
Events:
Gandar and Buraki are Defeated: Enemy Reinforcements (1) Arrive
Marg is Defeated: Enemy Reinforcements (2) Arrive
5 Enemy Reinforcements (2) Remain: Enemy Reinforcements (3) Arrive and
player battleship is reduced to critical HP.
Reinda is Defeated: Dougar raises to 150 morale and has Hot Blood and
Concentrate cast on him.
Notes:
Conserve your SP! That should be the most important note on this
scenario. It isn't terribly difficult, just there are several high HP enemies
and a player should be somewhat conservative in their SP use so they are not
left in a bad situation.
Gandar and Buraki are not terribly frightening. They will not retreat
and they don't act like total cowards and block constantly if they get low on
HP.
Marg and company arrive after Gandar and Buraki's defeat. Takeru
(Godmars' pilot) has another chance to use "Convince" on his brother Marg even
though it does not have any immediate results.
Dougar, Reinda, and an assortment of Zanscare troops arrive after Marg's
group is destroyed. I would suggest being careful when destroying their units
because when only five remain then your battleship will be critically damaged
and Fara will appear from the top of the screen (on my game she appeared
directly above my battleship and wiped out a good chunk of my forces with a
MAP attack since I reduced the enemy number to 5 through counterattacks). You
will want to reduce the enemy number to five on your own turn obviously so you
can handle Fara before she can land a deadly blow on your units.
Fara will go through the usual blocking nonsense that almost every
Zanscare enemy does and she will retreat when reduced to critical HP. You
do not want Fara to retreat because 1.) she needs to get rocked and 2.) she
drops some very nice items. My suggestion is that when she's low on HP to
attack her with a weak attack (I love Cosmo Crusher, Methuss, or White Ark for
this) which is then supported by a strong attack for the finish since the AI
doesn't consider the support attack when choosing not to block and will only
focus on the immediate attack.
Be careful not to destroy Dougar until all other enemies are destroyed,
and this includes not defeating Dougar with a MAP attack or combo attack along
with any other enemies. All enemies must be destroyed, and then Dougar can be
destroyed. Dougar becomes spelled up when Reinda is defeated and will raise
his morale to 150, have Hot Blood, and Concentrate. Attack him with a pilot
who has the Flash spell so that he wastes his Hot Blood attack, and then
finish him off as you see fit.
------------------------------------------------------------------------------
Scenario 28 Part 1
------------------------------------------------------------------------------
Player Units:
VF-19 Kai Fire Valkyrie SB (Basara)
VF-11 Thunderbolt MAXL SB (Mylene and Guvava)
VF-17T Kai Nightmare SB (Ray and Yeffidas)
Battle 7/Ra Kailum
12 Units
Enemy Units:
FZ-109 A Elgerzorene x 12
Az-130 A Pantserzorene x 08
Varuta Battleship x 02
FBZ-99G Zaubergaren (Gabil)
Items:
Apogee Motor: Gabil
Repair Kit: Gabil
Events:
Turn 3 Player Phase: Basara appraoches Gabil and all members of Sound
Force gain +10 Morale
Notes:
Amuro will receive Hi-Nu at the start of the scenario and will deploy in
it if you sortie him in this scenario.
The scenario is pretty simple. It is just a group of Varuta enemies
lead by Gabil. On Turn 3 Basara will approach Gabil, and everyone in Sound
Force gains +10 Morale. Basara should probably retreat from Gabil, which
will also have the bonus of leading Gabil toward the main player group. Gabil
will retreat when reduced to critical, so finish him off with a strong attack
or use a support attack to get the Apogee Motor.
The first half of the scenario will end when all enemies are defeated.
------------------------------------------------------------------------------
Scenario 28 Part 2
------------------------------------------------------------------------------
Player Units:
Battle 7/Ra Kailum
Daltanious
13 Units
Player Reinforcements:
Gascon Robot (Gascon)
NPC Units:
Minifar
Enemy Units:
Bemborg Guruzon x 04
Bemborg Daranchi x 06
Bemborg Saras x 02
Gabur Battleship (Gabur)
How come 80% of the time anyone tries to escape the enemy's clutches in
an SRW game they choose the most worthless possible little cannon fodder unit
that they can find? Kento's real father (not the robotic Kuropen imposter)
is escaping in that little Minifar.
Velarios should cast Iron Wall and Daltanious should get in the enemy's
path, but not directly beside the Minifar since that would place it at risk
for a combo attack. Your other units should Accelerate forward to help out.
There are two ways to go about this scenario. You can either get your
battleship close to the Minifar as soon as possible to end the scenario, or
you can have your battleship actually move away from the Minifar and let your
units destroy all of the enemies and end the scenario. My personal preference
is to destroy all of the enemies because money, experience, items, and
increases in kill count is always good to have. ^_^
On Turn 3 Gascon will arrive to help out. He has a combination attack
with Daltanious that is well worth watching just to see Daltanious ride on a
neko mecha.
Gabur will display rather shocking behavior for a boss at this time in
the game by not retreating and not blocking. He'll face possible death like a
man... well an insect man... well... whatever he is.
------------------------------------------------------------------------------
Intermission after Scenario 28
------------------------------------------------------------------------------
You are given two choices after Scenario 28 ends. The choices are to
either head off to face 1.) the Helios Empire or 2.) Angel Halo. The
following table shows which units go on which path:
|------------------------|---------------------------|
| Helios Empire | Angel Halo |
|------------------------|---------------------------|
| Original Character(s) | Original Character(s) |
| Battle 7 | Ra Kailum |
| VF-17 S Nightmare | Nu Gundam |
| VF-17 D Nightmare | Hi-Nu Gundam |
| VF-17 D Nightmare | Sazabi |
| | Nightingale |
| VF-1J/Armored VF-11 | Jagd Doga (Quess) |
| VF-19S Excalibur | Jagd Doga (Gyunei) |
| VF-19F Excalibur | MP Nu Gundam |
| VF-19F Excalibur | V Gundam/V-Dash |
| | V Gundam/V-Dash |
| Grendizer | V Gundam Hexa/V-Dash Hexa |
| Marine Spacer | V2 Gundam (Assault/Buster)|
| Drill Spacer | White Ark |
| Double Spacer | Zeta Gundam |
| | Double Zeta Gundam |
| Godmars | Methuss |
| Cosmo Crusher | |
| | VF-19 Kai Fire Valkyrie SB|
| Daltanious | VF-17T Kai Nightmare SB |
| Gascon Robot | VF-11 MAXL SB |
| | |
| Shin Getter Robo | Shin Getter Robo |
| Black Getter | Black Getter |
| Getter Robo | Getter Robo |
| Strubar | Strubar |
| | |
| Wing Gundam Zero | Wing Gundam Zero |
| Gundam Deathscythe Hell| Gundam Deathscythe Hell |
| Gundam Heavyarms Kai | Gundam Heavyarms Kai |
| Gundam Sandrock Kai | Gundam Sandrock Kai |
| Altron Gundam | Altron Gundam |
| Gundam Epyon | Gundam Epyon |
| Tallgeese II | Tallgeese II |
| Taurus | Taurus |
| Taurus (Sank Kingdom) | Taurus (Sank Kingdom) |
| Mercurius | Mercurius |
| Vayeate | Vayeate |
| | |
| Big O | Big O |
| | |
| Mazinger Z | Mazinger Z |
| Diana A | Diana A |
| Boss Borot | Boss Borot |
| Robot Junior | Robot Junior |
| Great Mazinger | Great Mazinger |
| Venus A | Venus A |
| | |
| Garland | Garland |
| Zarme Sow | Zarme Sow |
|----------------------------------------------------|
------------------------------------------------------------------------------
Scenario 29-Helios Empire Part 1
------------------------------------------------------------------------------
Player Units:
Battle 7
Godmars
14 Units
Enemy Units:
Balbawa x 02
Garutar x 04
Garugaru x 03
Rantara x 02
Zeron (Rose)
Marg Battleship (Marg)
Enemy Reinforcements (1):
Godmars (Marg)
Enemy Reinforcements (2):
Bemborg Saras x 04
Bemborg Guruzon x 08
Tsuinborg Enitogras x 04
Neidar Battleship (Neidar)
Enemy Reinforcements (3):
Tsuinborg Enitogras x 04
Destark 2 (Kuropen)
Items:
Defense +10: Neidar
Homemade Meal: Kuropen
Hybrid Armor: Rose
Melee +15: Marg
Morale +5: Kuropen
Linear Seat: Neidar
Propellent Tank: Marg Battleship
Propellent Tank: Rose
S Adaptor: Marg Battleship
Shooting +15: Rose
Skill +15: Godmars (Marg)
Super Alloy Z: Kuropen
Super Repair Kit: Neidar
Takeru has another chance to use "Convince" on Marg here. If you do so
then Marg will apparently eject from his Godmars before it explodes.
The aliens that left with Kento's father then decide they want to return
to the army they were apart of, but Neshia doesn't let them. The last one
manages to kamikaze himself on Neshia's battleship and forcing her to leave
which makes things slightly easier on you.
After Neidar and his forces are destroyed then Kuropen will show up in
his brand spanking new Destark 2. Try to destroy it as soon as possible so
that he won't be surrounded by the rest of his forces who will Support Defend
for him.
After Kuropen's defeat it is time to go to the second half of the
scenario... they really like these two-part scenarios in this game. >_<
------------------------------------------------------------------------------
Scenario 29-Helios Empire Part 2
------------------------------------------------------------------------------
Player Units:
Battle 7
Daltanious
14 Units
Enemy Units:
Bemborg Guruzon x 02
Bemborg Daranchi x 04
Bemborg Saras x 02
Tsuinborg Enitogras x 02
Helios Cruiser x 01
At least this part of the scenario is fairly simple. Have Daltanious
retreat back to the player unit group and try to put some units that are
good at Support Defending beside it. Throw everything you have at the units
afterwards since this is the only enemy group, so feel free to abuse your SP.
------------------------------------------------------------------------------
Scenario 30-Helios Empire Part 1
------------------------------------------------------------------------------
Player Units:
Battle 7
Daltanious
14 Units
NPC Units:
Destark 3
Enemy Units:
Bemborg Guruzon x 08
Bemborg Saras x 04
Tsuinborg Enitogras x 03
Tsuinborg Garozars x 02
Neidar Battleship (Neidar)
Enemy Reinforcements:
Garutar x 04
Garugaru x 04
Rantara x 04
Zeron (Rose)
Items:
Counter: Rose
Defense +10: Neidar
Haro: Neidar
Super Alloy Alpha Z: Rose
Super Repair Kit: Rose
Events:
Enemy Units are Destroyed: Enemy Reinforcements Arrive
Notes:
Daltanious and Destark 3 duel at the start, and then Kuropen will be
betrayed by Neidar and the rest. Kuropen will then become an NPC unit. o_O;
Nothing is more surprising then when the evil robotic version of a
protagonist's father has a change of... heart? oO; Kuropen's Destark 3 has
50,000HP and can hit decently... so he actually isn't this huge liability like
oh... almost every other NPC unit in every other SRW that I know of...
Neidar's forces are pretty much a push over. I suggest sending one of
your most powerful units to each side to destroy/wound the enemies on the
sides and then have everyone meet at the top center and gang up on Neidar and
the remaining enemies. Neidar will not retreat or block, and he gives up a
Haro! ^_^
Rose will then arrive... probably rather pissed off at Takeru. Takeru
has no "Convince" option for Rose this time either. Rose's forces are nothing
new. The only difficult part might be getting everyone down to the southern
area before Kuropen decides to start wreaking havoc and showing that the
Destark 3's armor isn't the best in the world.
It seems a battle encounter with Kuropen will do Rose some good though...
at least give her some thoughts to consider as she flees after being defeated.
Kuropen will retreat as well after Rose's defeat, and it is onward to yet
another second half of a scenario... before you can even equip your brand new
Haro on anyone either. ^^;
------------------------------------------------------------------------------
Scenario 30-Helios Empire Part 2
------------------------------------------------------------------------------
Player Units:
Battle 7
15 Units
NPC Units:
Destark 3 (Kuropen)
Enemy Units:
Bemborg Guruzon x 06
Bemborg Saras x 04
Tsuinborg Enitogras x 03
Tsuinborg Garozars x 06
Helios Cruiser (Neshia)
Helios Cruiser (Gabur)
Enemy Reinforcements (1):
Ganimedes x 01
Garutar x 02
Rantara x 02
Garugaru (Gul)
Enemy Reinforcements (2):
Ganimedes x 02
Garugaru x 04
Rantara x 04
Bakeirm (Baren)
Gorugachi (Kachi)
Items:
Accuracy +10: Kachi
Dodge +10: Gul
Megabooster: Gul
Mega Generator: Baren
Minovsky Drive: Neshia
Multiple Sensor: Kachi
Potential +2: Gabur
Skill +15: Baren
Support +2: Neshia
Triple Strength Radar: Gabur
Events:
Gabur's Helios Cruiser is Destroyed: Enemy Reinforcements (1) Appear,
Gabur launches in his normal battleship and is raised to 150 morale.
3 Enemy Units Remain: Enemy Reinforcements (2) Appear
Neshia's Helios Cruiser is Destroyed: Neshia launches in her normal
battleship and is raised to 150 morale.
Notes:
Ugh... Kuropen starts off surrounded by enemies and it will be at least
two turns for anyone to reach where he's at (well... without abusing the Move
Again spell). He is of course capable of taking care of himself (HP was
upgraded to 62500 as well as greater attack strength then just a short while
ago).
Of course you should try to get some help up to Kuropen as soon as
possible because while Destark 3 is a rather powerful unit, it can't hold off
everything on its own... now only if Shin Getter could have that many HP...
If at all possible you should take your time in defeating Neshia (even though
Kuropen may have different ideas) since her defeat will cause all enemies
(including reinforcements) to retreat. You probably want to nab the items off
of the other enemy characters such as Garu who drops the always useful Mega
Booster.
The scenario will end after Neshia is defeated twice.
Minifar x 12
Girugiru x 06
Gingin x 02
Gosgos x 05
Fabifabi x 04
Maziban (Buraki)
Maziban (Gandar)
Enemy Reinforcements:
Garugaru x 06
Rantora x 06
Ganimedes x 03
Zeron (Rose)
Items:
EN Giga Chip: Gandar
High Performance Targeter: Rose
Morale +8: Rose
Solar Panel: Buraki
SP -20%: Gandar
Super Repair Kit: Rose
Support Attack +2: Buraki
Events:
5 Enemies Remain: Enemy Reinforcements Arrive
Notes:
A pretty basic scenario. You can wait for the enemies to approach your
group in the center, or you can divide your forces and go in each direction.
Rose and her forces will arrive from the top of the map. Takeru can finally
use "Convince" on her. If you do so then she will join with her Zeron in the
following scenario if you choose the Ginshin path. Supposedly she will become
a fifth pilot for the Cosmo Crusher if you do not use Convince on her.
Garugaru x 06
Rantora x 06
Ganimedes x 06
Korugachi (Kachi)
Ral Battleship (Ral)
Items:
Giant Magazine: Ral
I Field: Kachi
Learning CP++: Ral
Super Repair Kit: Kachi
Events:
5 Enemies Remain: Enemy Reinforcements Arrive
Notes:
Shin Dragon is given at the start of the scenario, so you should probably
place Go and company in the unit at the start of the scenario (select the
first option when you choose to select your units and you can make adjustments
here). Marg will also have his version of Gaia if you recruited him (Marg
needs to hit 120 morale for his Gaia to change into Godmars by the way).
I'd suggest moving Rose toward the player unit group, and surround her on
four sides with units that need a morale raise since Rose is honestly rather
useless otherwise... even though her Zeron can be upgraded rather cheaply if
you wish to do so.
Enemy Reinforcements will arrive from the top left of the map after the
enemy number is reduced to 5. Be sure to use combo attacks if they line
themselves up on their approach. Ral and Kachi don't provide much of a fight,
and they will not retreat.
------------------------------------------------------------------------------
Scenario 33-Gishin Part 1
------------------------------------------------------------------------------
Player Units:
Ra Kailum
15 Units
Enemy Units:
Garugaru x 06
Rantora x 06
Ganimedes x 07
Bakirm (Baren)
Ral Battleship (Ral)
Enemy Reinforcements:
Gingin x 02
Gosgos x 04
Fabifabi x 04
Zumezume x 02
Garagara x 02
Maziban (Buraki)
Maziban (Redegandar)
A fairly simple scenario, then again it is only the first half. Throw
everything you have at the enemies here since you'll start the next half out
at full strength. No one will retreat, but try to use Lucky when destroying
the battleships for more money.
------------------------------------------------------------------------------
Scenario 33-Gishin Part 2
------------------------------------------------------------------------------
Player Units:
Ra Kailum
15 Units
Enemy Units:
Zumezume x 03
Fabifabi x 06
Guragura x 04
Maziban (Redegandar)
Enemy Reinforcements:
Korugachi x 04
Bakirm x 04
Ganimedes x 06
Emperor Zule
Enemy Units Destroyed: Enemy Reinforcements Arrive
Notes:
Ra Kailum can not move during the scenario. The only complicated part
is that Redegandar and Zule are both surrounded by other units so they will
have lots of available Support Defenders. Take advantage of Combo Attack to
bypass Support Defend and hit three units at once. By the time the support
defenders are gone then your main target will be easy to finish off as well.
------------------------------------------------------------------------------
Scenario 34-Gishin Part 1
------------------------------------------------------------------------------
Player Units:
Ra Kailum
Godmars
Grendizer
13 Units
Enemy Units:
Zumezume x 03
Fabifabi x 06
Korugachi x 04
Bakirm x 04
Ganimedes x 06
Garagara x 04
Maziban (Gandar)
Guruguru (Gul)
Items:
Accuracy +15: Gul
ECM: Gul
Psyco Frame: Gandar
Skill +20: Gandar
Speed Net: Gandar
Notes:
The crazy thing about this scenario is that the enemies are apparently
really desperate... so desperate that Gandar can (and will) use self destruct
to wipe out your units. A 32,500HP Self Destruct will probably kill anything
that you have, so be sure to destroy him as soon as possible.
Basically throw everything you have at everthing in this portion of the
scenario. You will start off the next section at full power, so just cut
loose on everything and be reminded that Zule is not a very good father,
particularly when those adopted alien princes turn all rebellious after
finding out what Zule had done to their families. It is almost like a Jerry
Springer episode focusing on dysfunctional alien families...
------------------------------------------------------------------------------
Scenario 34-Gishin Part 2
------------------------------------------------------------------------------
Player Units:
Ra Kailum
Godmars
Daltanious
13 Units
Enemy Units:
Korgachi x 03
Bakirm x 06
Ganimedes x 06
Emperor Zule x 03
Yes, you are forced to use Daltanious... which means a wasted unit slot
for some of us.
The biggest advice for handling this scenario is to not use SP if at all
possible. The final encounter with Zule is tough, and you'll probably need
all of your SP for him. Try to bring along a couple of repair and resupply
units (the White Ark would be an excellent choice since it can fulfill both
duties). Keep your units together and let the enemies come toward you. Also
try to keep a couple of strong support defenders next to Godmars since several
enemies will try to focus on Takeru or Marg.
Let the enemies come toward you and handle them one by one. The Emperor
Zules are tough, and their leadership auras don't help in handing the
Ganimedes. You may need to use some SP here to be able to hit them.
After all enemies are defeated the real Emperor Zule will appear. He has
150,000HP, and he will come back after being destroyed once. After he
reappears he will regain all of his HP after he is reduced to below 70,000HP,
but he will die for good after he is destroyed that time. This is the reason
you saved your HP. There are two ways to go about handling him. 1.) Burn
all of your SP in a few turns to finish him off quickly or 2.) Handle him
slowly and avoid using Hot Blood spells in favor of just using Flash,
Concentrate, and Invincible and slowly whittle him down.
My own preference is to go with the second approach while I have my units
surround Zule (Super Robots with range 1 attacks move beside Zule, and set up
units around farther away so they are in range to properly attack, can perform
some support attacks, and take advantage of some leadership auras). On the
turn after Zule is surrounded I then proceed to go with the usual Hot Blood
attacks with Flash or Invincible, and continue doing so until he is defeated
for good. Also be sure to Quick Save during the battle (preferably before
every attack) in case you miss or a unit is destroyed.
Pergrande x 04
Pergrande S x 08
Priskus Nokus (Winbra)
Items:
Support Attack +3: Ignis
Support Defend +3: Winbra
Events:
Turn 2 Player Phase: Player Reinforcements Arrive. Tower Retreats
10 Enemy Units Remain: Enemy Reinforcements Arrive
Notes:
Banpresto apparently decided to give us a break with this scenario.
Simply destroy all of the enemies. The bases will also give a 20% HP/EN Regen
to help make things easier.
Combo +3: Akira
Defense +10: Big Duo (Schwarzwald)
Home Made Meal: Big Duo (Schwarzwald)
Home Made Meal: Manir (Schwarzwald)
Super Repair Kit: Manir (Schwarzwald)
Events:
Manir is Destroyed: Enemy Reinforcements (1) Appears
5 Enemy Units Remain: Enemy Reinforcements (2) Arrive
Notes:
Ah... the totally non-climactic battle with Big Duo. Destroy
Schwarzwald's Manir which will reveal itself to be Big Duo. It only has
50,000HP, and Schwarzwald will start blocking when his HP is low. Really
50,000HP is almost nothing considering some of the guys you've been facing
so far.
Be careful about grouping your units too close together because the
Ankaris S units will combo them, but of course they have relatively low HP
and go down relatively quickly. Akira is pitiful as always, and will again
block when his HP is low.
Home Made Meal: Akira
Home Made Meal: Ignis
Super Repair Kit: Akira
Super Repair Kit: Ignis
Events:
Enemy Units are Destroyed: Enemy Reinforcements Arrive
Notes:
A simple run n' gun stage. Everyone will start off fresh for the next
part of the scenario, so just hit everything with whatever you have available.
I just suggest being careful with your unit placement so that the Ankaris S
units do not combo you.
Pergrande S x 09
Skarprum S x 09
Ankaris S x 09
Priskus Nokus (Winbra)
Vorarkum (Kontargio)
Enemy Reinforcements (1):
Ankaris S x 06
Enemy Reinforcements (2):
Pergrande S x 06
Enemy Reinforcements (3):
Skarprum S x 06
Enemy Reinforcements (4):
Inpetous
Furutes Ara
Fabiraris
Priskus Nokus
Vorarkum
Phantom (Perfectio)
Enemy Reinforcements (5):
Phantom (Perfectio)
Pergrande S x 06
Ankaris S x 06
Skarprum x 06
Events:
5 Enemy Units Remain: Enemy Reinforcements (1) Arrive
5 Enemy Units Remain: Enemy Reinforcements (2) Arrive
5 Enemy Units Remain: Enemy Reinforcements (3) Arrive
Winbra and Kontargio are Defeated: Enemy Reinforcements (4) Arrive
Perfectio is Defeated: Enemy Reinforcements (5) Arrive
Notes:
Winbra and Kontargio are a pain in the arse. They will refill all of
their HP when reduced to critical HP, and they will of course block any
single attack that can destroy them. I suggest reducing them to somewhere
around the 18,000-23,000HP range and attacking them with a support attack so
that they are destroyed instead of regenerating themselves.
See that freaky guy that looks like an older and very deranged Josh?
That is Josh's father (and Rim's adopted father). He made a new batch of
the big enemy mecha to fight, and they are going to run right up to your units
as soon as possible. Try not to set yourself up for any combo attacks in
your unit placement and deal with them when they approach. Use repair and
resupply units to get everyone back up to battle strength. Set your units
about 11 squares away from Perfectio so that he can't hit them, and then move
your units forward to hit him with everything you have when your units are
ready. Try to use Invincible or Flash since Perfectio has a MAP attack that
hits everything for 5 squares around him (if it can hit that is).
Perfectio will reappear with the usual set of original cannon fodder.
If any of your support units have the Move Again spell, they should probably
cast it on some of your better attackers at this point to help this part of
the battle go a little quicker. After Perfectio's second defeat he will
reappear once more, but Treize will make short work of him.
Enjoy the ending (as much of it as you can) and admiring your ace pilots,
and of course your non-ace pilots.
Thanks you for playing Super Robot Wars D!
==============================================================================
VI. TSUME SUPER ROBO WALKTHROUGH
==============================================================================
Tsume Super Robo is a new addition in D. Basically a new Tsume Super
Robo scenario is unlocked for every mission you complete in the normal game.
These are interesting missions because they are all puzzles essentially using
different aspects of SRW gameplay (lots of spells, transformations, support
attacks, support defends, a few special weapons). They also give a nice bonus
for money and items as a reward for their completion.
Thanks to everyone on the board for their insight.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 01
------------------------------------------------------------------------------
Player Units:
V Gundam (Usso & Haro)
Gun-EZ (Marbet)
Enemy Units:
Zolo x 02
Rewards:
5,000 Money
Super Repair Kit
Notes:
Move V Gundam next to Gun-EZ and attack the Zolo with 3000HP. The unit
will be destroyed after Gun-EZ's counterattack. Have Gun-EZ then shoot the
remaining Zolo.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 02
------------------------------------------------------------------------------
Player Units:
Top Fighter (Usso)
Jagd Doga (Gyunei)
Enemy Units:
Invader (land) x 01
Reward:
5000 Money
Notes:
Move Gyunei away from the invader and attack it, then have Usso finish it
off.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 03
------------------------------------------------------------------------------
Player Units:
Strubar (Schwarz)
Gun-EZ (Marbet)
Enemy Units:
Invader (land) x 01
Reward:
5,000 Money
Super Repair Kit
Notes:
Move the Gun-EZ out of the water and next to Strubar and attack with
a missile (since attacking into the water with a beam weapon will not be
effective). Strubar will then support attack, and the next attack from
Strubar should finish off the Invader.
Here I was thinking that unit would have had a better name than the Super
Robot name they gave everything in the OVAs...
------------------------------------------------------------------------------
Tsume Super Robo Scenario 04
------------------------------------------------------------------------------
Player Units:
Gun-EZ (Marbet)
Methuss (Fa)
Enemy Units:
Zolo x 03
Rewards:
10,000 Money
Skill +20
Notes:
Move Marbet left and shoot the Zolo to the top left (the one with 1350
HP) with the Gun-EZ's beam rifle. Then transform Methuss into MA mode and fly
onto the base to finish the scenario.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 05
------------------------------------------------------------------------------
Player Units:
V Gundam (Usso & Haro)
Jagd Doga (Gyunei)
Enemy Units:
Zolo
Rewards:
10,000 Money
Shooting +20
Notes:
The Zolo has 100% accuracy and Usso and Gyunei are both very low on HP.
Move Gyunei into the water and three squares away from the Zolo to attack it
with a missile. Then move Usso two squares to the right of the Zolo and
attack it for the finish.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 06
------------------------------------------------------------------------------
Player Units:
Zeta Gundam (Camille)
Methuss (Fa)
Enemy Units:
Virgo x 03
Rewards:
10,000 Money
Melee +20
Notes:
Use Camille's 25 point Assault spell and move Zeta to the top center
square of the base next to Methuss. Attack the rightmost Virgo with Zeta's
Beam Launcher with a support attack from Methuss to destroy it. Now move
Methuss to the square Zeta was (top left of the base, directly left of Zeta)
and heal Zeta if it took any damage. With the units in these two spots then
the Virgos can not enter the base and the scenario will end after the enemy's
turn.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 07
------------------------------------------------------------------------------
Player Units:
Tower (Hayato)
Strubar
Gun EZ
Enemy Units:
Garikson x 02
Notes:
------------------------------------------------------------------------------
Tsume Super Robo Scenario 08
------------------------------------------------------------------------------
Player Units:
Mazinger Z (Koji)
Great Mazinger (Tezuya)
Boss Borot (Boss)
Enemy Units:
Invader (flying) x 01
Rewards:
10,000G
Counter
Notes:
Tezuya should cast Accelerate and Invincible and move Great Mazinger
next to Boss Borot, which is also the square directly below the Invader. Use
a Breast Burn against the Invader, and then have boss refill Great Mazigner's
EN. Mazinger Z should then land and move to the square diagonal down-left
from Great Mazinger and use a Double Rocket Punch to finish off the Invader.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 09
------------------------------------------------------------------------------
The objective of this stage is to prevent the two battleships from
reaching Earth's atmosphere. Usso in the Core Fighter should cast Flash and
move to the right of the right-most battleship (since he only has 7 EN).
Judau should cast Invincible and transform ZZ into G-Fortress mode and move
below the right-most battleship. Camille should cast Flash and transform Zeta
into Wave Rider mode and move in between the two battleships. Amuro should
cast Accelerate and Flash and move below the left-most battleship. Heero
should transform Wing Gundam Zero into Neo Bird mode and move to the left of
the left-most battleship.
The battleships will be unable to move, and will probably start attacking
your units (probably Amuro, who will dodge one hit, and survive the second
thanks to Re-GZ's BWS being destroyed while the MS remains).
------------------------------------------------------------------------------
Tsume Super Robo Scenario 10
------------------------------------------------------------------------------
Player Units:
Ra Kailum (Bright)
Big O (Roger)
Heavyarms Kai (Trowa)
Enemy Units:
Taurus x 17
Rewards:
Hit & Away
20,000G
Notes:
You need to reduce the number of Taurus units to 10 in one turn, that
means that 7 need to be destroyed. Ra Kailum should attack the Taurus all
the way to the left and at the top. Trowa should cast Hot Blood and attack
the entire enemy group to the top left. Roger should then cast Hot Blood and
fire a MAP Attack left. This should destroy 7 enemies total and the scenario
is finished.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 11
------------------------------------------------------------------------------
Player Units:
VF-17D Nightmare (Docker)
VF-17D Nightmare (Gamlin)
VF-19 Kai Fire Valkyrie (Basara)
Enemy Units:
FZ-109 Elgerzorene
Rewards:
20,000G
Defense +20
Notes:
Docker should cast his morale raising spell and transform to Battroid (B)
mode. Basara should fly to Gamlin and sing Holy Lonely Night to raise
Gamlin's defense (the Elgerzorene has 100% Accuracy, and this will ensure
Gamlin's survival since he will be hit for 1617 instead of 1644). Gamlin
should cast Accelerate and move next to Docker and attack. Docker should then
move three squares away from the Elgerzorene and finish it off. ^_^
------------------------------------------------------------------------------
Tsume Super Robo Scenario 12
------------------------------------------------------------------------------
Player Units:
Diana A (Sayaka)
Venus A (Jun)
Gun EZ (Junko)
V Gundam Hexa (Oliver)
Enemy Units:
Virgo
Rewards:
20,000G
Dodge +15
Notes:
The Virgo will retreat when its HP is reduced to below 2,500HP. >_<
Junko should attack with Gun EZ's missiles (1400AT, 3-5 range). Oliver
should cast Accelerate (5 SP) and attack the Virgo with Hexa's beam rifle.
Diana A should then move next to Venus A and attack while Jun supports. This
should finish off the Virgo and the scenario will end.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 13
------------------------------------------------------------------------------
Player Units:
Gun EZ (Marbet)
Enemy Units:
Showkew (Cronicle)
Zolo x 04
Rewards:
20,000G
Accuracy +15
Notes:
Marbet should use her "Invincible" spell (15 SP) and move 3 squares right
of Cronicle's Shokew. Cronicle will attack, but Invincible will reduce the
damage taken to 10. Use "Invincible" again and move to the square to the
diagonal upper-right from Cronicle. Cronicle will attack with a projectile
weapon, but Invincible saves Marbet from certain death again. Two Zolos will
atttack with beams, but they will only hit for 10HP since Marbet is in the
water. On your third turn you can easily move onto the yellow highlighted
square.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 14
------------------------------------------------------------------------------
Player Units:
Ra Kailum (Bright)
Re-GZ (Amuro)
Enemy Units:
Zoloat x 02
Rewards:
25,000G
EN Wirs
Notes:
A fairly simple mission finally. Ra Kailum should shoot the Zoloat that
is close to it. Amuro should eject the BWS from Re-GZ since it is low on EN
and reduces its movement range. The Re-GZ beneath the BWS will have full HP
and EN, so cast Accelerate to move down to the remaining Zoloat and destroy it
with Re-GZ's beam rifle.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 15
------------------------------------------------------------------------------
Player Units:
VF-17 S Nightmare (Docker)
VF-19 Kai F Valkyrie (Basara)
Enemy Units:
FZ-109 Elgerzorene (Gigil)
Rewards:
25,000G
Minovsky Drive
Notes:
Yay, another easy one. Have Docker cast Flash and Hot Blood and attack
Gigil. Basara should then raise his morale, cast Hot Blood, and then attack
Gigil for the finish. Almost no work at all for a nice chunk of money and the
ever awesome Minovsky Drive.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 16
------------------------------------------------------------------------------
Player Units:
Core Fighter (Usso & Haro)
Enemy Units:
Zolo x 05
Rewards:
25,000G
Combo +3
Notes:
Another fairly simple mission. Move Usso's Core Fighter 5 squares right
and 1 down. This will place Usso out of the range of any of the Zolo's
attacks. On your next turn land on the base and the scenario is over.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 17
------------------------------------------------------------------------------
Player Units:
Jagd Doga (Gyunei)
Jagd Doga (Quess)
Ra Kailum (Bright)
Enemy Units:
Rig Shokew x 02
Rewards:
25,000G
HP Virus
Notes:
Quess should use Assault (25 point spell) and attack the Rig Shokew at
the top. Bright should cast Invincible (15 point spell) and Accelerate (5
point spell) and use the Propellent Tank (last option) on Gyunei's Jagd Doga.
Ra Kailum should then move forward and attack the Shokew. Gyunei should then
blast the Rig Shokew for the finish.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 18
------------------------------------------------------------------------------
Player Units:
Daltanious
Enemy Units:
Ropotsuto x 01
Rewards:
25,000G
High Performance Targeter
Notes:
Seperate Daltanious and attack the Roptsuto with Velarios and Gunper.
Have Kento re-combine Daltanious and finish off the enemy.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 19
------------------------------------------------------------------------------
Player Units:
Boss Borot (Boss)
Enemy Units:
Recarl x 06
Rewards:
25,000G
Support Defend +3
Notes:
Boss can only survive 3 defended attacks, so you have to get him out
of the way of two of the enemies. Simply moving all the way left will
prevent the two right-most enemies from attacking Boss. Be sure to select
for Boss to defend (2nd option on the 2nd option when attacked), and the
scenario will end after the enemy's turn.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 20
------------------------------------------------------------------------------
Player Units:
Wing Gundam Zero (Heero)
Gundam Deathscythe Hell (Duo)
Gundam Heavyarms Kai (Trowa)
Gundam Sandrock Kai (Quatre)
Altron Gundam (Wufei)
Enemy Units:
Taurus x 06
Rewards:
30,000G
S Adaptor
Notes:
Have Wufei cast Hot Blood and attack the upper-right Taurus. Have Trowa
cast Hot Blood and attack the Taurus two squares down and one square left
from him. Have Wing Gundam Zero land, move next to Sandrock Kai, and attack
the Taurus next to Sandrock with Wing Gundam Zero's machine gun. Sandrock Kai
will perform a Support Attack finishing that unit off. Quatre should then
cast Hot Blood and attack the Taurus two squares down and one square right
from him. Duo should then cast Hot Blood, move three squares down, and target
the Taurus directly below him. You will see a yellow arrow with a C on it
which means that a Combo Attack will be performed that will hit both enemies.
Execute the attack and the scenario will end.
Enjoy the S Adaptor. ^_^
------------------------------------------------------------------------------
Tsume Super Robo Scenario 21
------------------------------------------------------------------------------
Player Units:
Zeta Gundam (Camille)
Nu Gundam (Amuro)
Sazabi (Char)
Enemy Units:
Virgo x 04
Squid x 01
Rewards:
30,000G
Energy Drain
Notes:
Have Camille use Hot Blood and shoot the Virgo all the way to the left so
that the Virgo next to it will support defend and take the hit. Have Char
cast his 20 point spell and then attack the Virgo that just support defended
(3 squares down, and 2 left from Char) to destroy it. Have Amuro cast
Accelerate (5 point spell) and move onto the Keilas Guilie to finish the
scenario.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 22
------------------------------------------------------------------------------
Player Units:
Gundam Epyon (Zechs)
Taurus (Noin)
Enemy Units
Gurutar x 02
Rantora x 01
Ganimedes x 01
Rewards:
30,000G
Super Alloy Alpha Z
Notes:
Epyon starts off with a big problem, it has almost no EN and it has no
way to make it down toward the colony to hinder an enemy's movement. Zechs
should use Flash (10 point spell) and move 4 spaces down and 1 to the right.
Zechs should then attack either enemy with Energy Drain (second available
attack on the list) which will gain 10 EN for Zechs.
Obviously Epyon isn't in the way of any enemies still. Noin has a Move
Again spell for 90SP that she should cast on Zechs. Also Noin has a 30SP
spell that can heal 2000HP for Epyon which should be used. Zechs should cast
Flash again. Epyon should then transform to its MA mode and move 6 squares
down and 1 right.
Noin's Taurus should move three squares down and one to the right. She
should then attack the Gurutar below her with a Speed Net (second available
attack) that will hinder its movement. Now sit back and defend and the
scenario will end.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 23
------------------------------------------------------------------------------
Wow, a chance to get a Haro and it is a totally simple mission. oO;
Move Mikaru's Marine Spacer over to the base. Have Maria in Drill Spacer cast
Accelereate (5 point spell) and move next to Grendizer and combine. Maria can
then cast Accelerate again and Grendizer can be moved onto the other remaining
square on the base. Defend from the Recarls and the scenario is over.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 24
------------------------------------------------------------------------------
Player Units:
Wing Gundam Zero (Heero)
Gundam Deathscythe Hell (Duo)
Gundam Heavyarms Kai (Trowa)
Gundam Sandrock Kai (Quatre)
Altron Gundam (Wufei)
Taurus (Noin)
Enemy Units:
Sivil
Rewards:
30,000G
Morale +10
Notes:
Basically you need to hit Sivil for below 600HP, and obviously no attacks
will do that so you need a spell... in this case self destructing. You may
notice that Heavyarms Kai has exactly 500 more HP than Deathscythe Hell does
and that Trowa and Duo both have the self-destruct spell.
Move Heavyarms Kai next to Sivil and beside Deathscythe Hell. Have Duo
use his self-destruct spell (1 SP). Have Noin cast Move Again (90 SP) on
Trowa. Trowa should then use his self-destruct spell (1 SP) and hit Sivil for
500 damage and ending the scenario.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 25
------------------------------------------------------------------------------
Player Units:
Nu Gundam (Amuro)
Taurus (Noin)
Ra Kailum (Bright)
Enemy Units:
Bruckeng (Lupe)
Rewards:
35,000G
Triple Strength Radar
Notes:
You need to find some way of attacking Lupe at the entire other end of
the map, so of course you are going to have to use the Move Again spell.
Amuro needs to cast Accelerate (5 SP), Move Again (50 SP), and Spirit (60 SP).
Move Nu Gundam down to Ra Kailum. Have Bright cast Accelerate (5 SP) and move
down.
Obviously Bright needs to move farther, so have Noin cast Move Again (90
SP) on Bright. Bright should then cast Accelerate (5 SP) and Assault (25 SP)
and move down again when he is able to attack Lupe, which he should do.
Then move Nu Gundam from the Ra Kailum and attack Lupe with Nu's Beam
Rifle for the finish.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 26
------------------------------------------------------------------------------
Have Hayato cast Accelerate (5 SP) and Flash (10 SP). Ryoma should cast
Invincible (15 SP). Change Getter 1 into Getter 2 (since you need Hayato's
Support Defend skill for Garland in a little bit) and move two squares above
and one square left from the right-most Rig Shokew. Attack the Rig Shokew
with Getter 2 and snicker since it can not be hit. Have Usso use his Flash
(10 SP) and his range raising spell (20 SP) and move two squares left of
Getter 2 and attack the right-most Rig Shokew.
Garland should then transform into (MC) mode since you want it on the
ground so Hayato can support defend. Cast Accelerate (5 SP) and move to the
square left of Getter 2 and finish off that right-most Rig Shokew. Marbet
should cast Invincible (15 SP) and move to the square left of Usso and do
nothing.
The Rig Shokew will either attack Getter 2 or just ignore everyone.
Cronicle will target Garland, but Hayato will support defend for Shogo.
Finish off the Rig Shokew with anyone except Shogo (remember to spell up
first). Shogo should then cast Accelerate and move to the square directly
above Cronicle and the scenario will end.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 27
------------------------------------------------------------------------------
Alright, my precious Cosmo Crusher has a chance to shine. You've all
been using this wonderful little EN resupply unit right?... right? oO; Bleh
upon all of you who do not use resupply units and don't recognize a unit for
the great spells it might have! Anyway, this is another insanely easy
mission, which is a nice change of pace after how the last one went. >>
Kenji should start off by using Flash (10 SP). Naota should use Hot
Blood (40 SP). Akira should use Accelerate (5 SP). Move the Cosmo Crusher
straight up as far as it can go and just sit there. Afterall you want the
Elgerzorene to attack you and it simply won't do that if you are right beside
it. The Elgerzorene will attack the Cosmo Crusher who will then most mightily
smacketh it down. The faceless generic Thunderbolt pilot will then finish it
off. The Thunderbolt sprite does look nice though doesn't it?
Kenji should use Flash (10 SP) again, and Akira should use Accelerate (5
SP) again. Move straight upwards again and do not attack. The Varuta
Battleship will attack the Cosmo Crusher again in a totally worthless attempt
that will be easily evaded thanks to Kenji's Flash. Move the Cosmo Crusher
onto the spot above the Varuta Battleship and the scenario will end.
------------------------------------------------------------------------------
Tsume Super Robo Scenario 28
------------------------------------------------------------------------------
Player Units:
Wing Gundam Zero (Heero)
Gundam Deathscythe Hell (Duo)
Gundam Heavyarms Kai (Trowa)
Gundam Sandrock Kai (Quatre)
Taurus (Hilde)
Enemy Units:
Minifar x 04
Maziban x 01
Rewards:
35,000G
Potential +3
Notes:
Alright, you need to destroy the Maziban while the Minifars simply get
in the way thanks to Support Defends. >> Luckily Hilde has Support Attack
level 3 and we will have to make good use out of that. Hilde should use her
morale raising spell (70 SP) to raise up everyone's morale around her.
Quatre, Heero, and Duo should all attack the Maziban with Hilde providing
counterattacks. Hilde should then attack the Maziban herself to use up the
fourth Minifar's Support Defend, and Trowa will Support Attack and hit the
Maziban. Now have Trowa use Hot Blood and hit the Maziban with a Full Open
Attack now that it has no one left to Support Defend for it. ^_^
------------------------------------------------------------------------------
Tsume Super Robo Scenario 29
------------------------------------------------------------------------------
Camille should transform into Wave Rider mode, cast Hot Blood (40 SP),
and attack the Memedorza that is 3 squares left of him. His attack will hit
the Memedorza that is Support Defending that is 3 squares left and one down,
and Garland will hit the Memedorza that is 3 squares left with a Support
Attack. This will weaken those two units enough that Usso can finish them
off with a combo beam saber attack. Have Usso cast Hot Blood, and move five
squares down, and attack the Memedroza above him. The resulting combo attack
will destroy both Memedorzas that you just weakened.
Shogo (Garland's pilot) should cast Love (90 SP) and move to the square
to the right of Amuro's Re-GZ and attack the enemy below him with Garland's
combo attack which will destroy both Rig Shokews. Amuro should then cast
Hot Blood (40 SP) and use Re-GZ's Mega Beam Gun on the last Memedorza for
the finish.
------------------------------------------------------------------------------
Tsume Super Robo 30
------------------------------------------------------------------------------
A really easy mission... at least if you've been used to abusing Ryoma's
Move Again spell so far in the game. Here is the complicated part of the
scenario at the very start. Change Getter 1 into Getter 3, have Ryoma cast
Move Again (50 SP), and Benkei should cast Hot Blood (40 SP). Getter 3 should
move down and pummel the Poseidon with a Getter Arm. Change into Getter 1,
have Ryoma cast Move Again (50 SP), Hayato cast Accelerate (5 SP), and Benkei
cast Hot Blood (40 SP). Move three spaces to the left of the Getter Dragon
and nail it with a Spiral Getter Beam. That was the complicated part since
your first impulse is probably to maim the Getter Dragon in front of you.
You need to use that Homemade Meal (very last option) now to refill Ryoma
and Benkei's SP. Change into Getter 2, have Ryoma cast Move Again (50 SP),
Hayato cast Accelerate (5 SP), and Benkei cast Hot Blood (5 SP). Move left
and destroy the Getter Ryger. Transform into Getter 1 again, have Hayato cast
Accelerate (5 SP), and have Benkei cast Hot Blood (40 SP). Now shove a Getter
Tomahawk down the Invader's throat and the scenario is over.
------------------------------------------------------------------------------
Tsume Super Robo 31
------------------------------------------------------------------------------
Player Units:
Getter Robo 1 (Go, Kei, and Gai)
VF-17F Nightmare (Gamlin)
Zeta Gundam (Camille)
V Gundam (Usso and Haro)
Double Zeta Gundam (Judau)
Enemy Units:
FZ-109 Elgerzorene x 07
Rewards:
50,000G
SP Up +20
Notes:
This isn't too bad. Have Gamlin cast Love (90 SP) and shoot the poor
little Elgerzorene that is two squares left and two squares down from him.
Gamlin can then move down to the lower-right square of the colony. Go should
cast Hot Blood (40 SP) and Kei should cast Accelerate (5 SP). Getter 1 should
them move to the square directly above Gamlin and roast the Elgerzorene
directly above.
Camille should cast Hot Blood (40 SP) and Assault (25 SP). Zeta should
be transformed into Wave Rider mode and move down to the square one right and
one up from Getter 1. Zeta should then blast the Elgerzorene at the top.
Usso and Judau should then smack around that last Elgerzorene at the top as
you see fit. The three Elgerzorenes to the right can't reach the base, so
just defend the next turn and the scenario will be over.
------------------------------------------------------------------------------
Tsume Super Robo 32
------------------------------------------------------------------------------
Player Units:
Tallgeese II (Treize)
Gundam Epyon (Zechs)
Sazabi (Char)
Enemy Units:
Zoliat x 02
Rig Shokew x 02
Contio (Cronicle)
Rewards:
50,000G
Support Attack +3
Notes:
Treize should use Hot Blood (40 SP) and Assault (25 SP). Move Tallgeese
II to the top-right square of the colony at the top and shoot the Zoliat on
the bottom-right near the other colony. Transform Epyon into its (MA) mode.
Zechs should cast Flash (10 SP) and Sneak (20 SP). Epyon should move to the
square left of Tallgeese II and attack the Rig Shokew directly the right
(bottom-right most Rig Shokew). Char should cast Flash (10 SP), and move to
the square one down and one right from Tallgeese II. Attack the damaged Rig
Shokew to finish it off. Defend during the following turn and the scenario
will end.
------------------------------------------------------------------------------
Tsume Super Robo 33
------------------------------------------------------------------------------
Player Units:
Daltanious
Enemy Units:
Robot x 02
Goscon Robot
Rewards:
50,000G
SP -30%
Notes:
I guess the game is wanting to give you a break while you have enough
hard stuff going on in the main game. oO; First off seperate Daltanious,
have Velarios cast Flash (10 SP), and move to the square to the right of
Gunper. Velarious should attack Goscon, with a Support Attack from Gunper.
Gunper should then attack one of the Robots which Goscon will support defend
for and take damage. Have Kento combine Daltanious. Velarios should cast
Iron Wall (30 SP) and Flash (10 SP). Kento should cast Hot Blood (40 SP) and
Invincible (15 SP). Move to the left of the bottom-most Robot and hit it with
a Combo Attack that will also hit Goscon.
On the enemy's turn the robot you did not attack previous will move next
to Daltanious and attack it. The second robot will then attack Daltanious,
but be sure to choose your attack to be the Saber for its Combo Attack which
will also hit Goscon. Goscon will then attack so hit him back.
On your next turn you should seperate Daltanious again. Have Velarios
cast Flash (10 SP) and move next to Gunper and attack the remaining Robot.
Gunper's Support Attack will finish off the enemy and make everyone reach over
110 morale. Kento should then use Hot Blood and finish off Goscon with an
Alpha Beta Gamma Attack.
------------------------------------------------------------------------------
Tsume Super Robo 34
------------------------------------------------------------------------------
Player Units:
Mazinger Z (Koji)
Great Mazinger (Tetsuya)
Venus A (Jun)
Diana A (Sayaka)
Boss Borot (Boss)
Enemy Units:
Squid (Tashio)
Rewards:
50,000G
Spirit Drain
Notes:
This mission is quite a bit tougher though. Boss should cast Exhaust
(2nd 40 SP spell) on Tashiro four times. Jun can then use refill 10 of Boss'
SP with her 30 SP spell. Boss can then hit Tashiro with Exhaust one more
time.
Koji should then cast Hot Blood (2nd 40 SP spell) and then raise his
morale three times (third 40 SP Spell). Jun can then refill 10 of Koji's SP
with her 30 SP spell and Koji can raise his morale one more time.
Jun should cast Flash (10 SP) and Hot Blood (40 SP) and move to the
square directly above Koji and attack Tashiro with Photoatomic Beam (2nd
attack). Allow Koji to use the Giant Rocket Punch for a Support Attack.
Sayaka can then use Resupply (2nd 70 SP spell) on Koji to give him another
Giant Rocket Punch. Sayaka should then cast Flash (10 SP) and move next to
Boss to attack Tashiro with a Scarlet Beam. Boss will use his own Rocket
Punch for a Support Attack. Boss should then use Self Destruct (1 SP).
Finally we could use Boss' self destruct spell in one of these missions.
>_<
Koji should then fire off another Giant Rocket Punch with Tetsuya using
Great Booster for a Support Attack. That should finish off Tashiro and the
scenario will end.
------------------------------------------------------------------------------
Tsume Super Robo 35
------------------------------------------------------------------------------
Player Units:
VF-19 Kai Fire Valkyrie SB (Basara)
VF-11 MAXL Kai SB (Mylene and Guvava)
VF-22S Sturmvogel II F (Max)
VF-22S Sturmvogel II F (Milia)
Enemy Units:
Grabil
Rewards:
50,000G
Armor Breaker
Notes:
This scenario is just ugly... then again so is Grabil.
Milia should cast Hot Blood (40 SP) and Iron Wall (30 SP). Milia should
then transform her Sturmvogel to Battrod (B) mode and move to the square left
of Basara. Attack Grabil with the Battroid's strongest attack, and the
Pin Point Barrier with Iron Wall will prevent Milia from taking any damage.
Basara will hit Grabil with a Support Attack... which won't be much but every
little bit counts.
Guvava should raise Mylene's morale so she has access to all of her
songs. Max should cast Move Again (50 SP) and move either above or below
Mylene and attack Grabil with the Sturmvogel's Gunpod. Mylene can then
refill 2000HP on the Sturmvogel with a spell. Max should cast Move Again (50
SP) and attack Grabil with the Sturmvogel's Micromissiles (hence why you
didn't want to be beside Grabil). Max has Hit and Away, so move him either
above or below Basara. Mylene should sing Seventh Moon SB (fourth song listed
on the first page) to her dear father Max so that he is raised up to 109
morale. Basara should cast Hot Blood (40 SP) and land his Fire Valkyrie so
that Max can use a Support Attack. Attack Grabil with Holy Lonely Night SB
with Max's Support Attack.
Max will now be raised to 110 morale, so cast Hot Blood (40 SP) and hit
Grabil one more time.
------------------------------------------------------------------------------
Tsume Super Robo 36
------------------------------------------------------------------------------
Player Units:
Black Getter (Ryoma, Hayato, and Benkei)
Taurus (Noin)
Daltanious (Kento, Danji, and Velarios)
Drill Spacer (Maria)
Marine Spacer (Mikaru)
Nu Gundam (Amuro)
Enemy Units:
Robot x 04
Bemborg Daranchi x 01
Bemborg Guruzon x 01
Rewards:
70,000G
Super Repair Kit
Notes:
... and of course this scenario is even worse. Ryoma should cast Hot
Blood (40 SP), Hayato should cast Flash (10 SP), and Benkei should cast his
morale raising spell twice. Move Black Getter 1 space down and 6 spaces to
the right to combo the two robots that are begging for a combo attack.
Noin should go ahead and cast Move Again (90 SP) on Ryoma. Velarios
should cast Trust (30 SP) on Noin twice to refill her HP. Kento should
raise his morale twice (40 SP). Mikaru should refill 10 of Kento's SP twice
(30 SP) so that he can cast Hot Blood in a little while. She should then cast
it once on Noin so that she can also use Hot Blood in a little while. She
should then cast Flash (10 SP).
Daltanious should seperate itself. Submerge the Marine Spacer into the
water and move it to the left of Velarios and attack the Bemborg Daranchi that
is three squares directly above Velarios. Velarios should then cast Flash
(10 SP) and move to the left of the robot below the Bemborg Daranchi and
attack it with an Alpha Beta Gamma Attack. Gunper should then hit it for the
final blow. Kento should then combine Daltanious and cast Hot Blood (40 SP).
Move Daltanious 1 square up and attack the Bemborg Daranchi to destroy it.
Amuro should cast Hot Blood (40 SP) and Accelerate (5 SP) to move to the
square directly above Daltanious, which is to the right of the two Robots that
Black Getter attacked earlier. Finish the two robots off with a beam saber
that is Nu's combo attack.
Maria should cast Hot Blood (40 SP) and Flash (10 SP). Drill Spacer
should move to the space below Black Getter and attack the remaining robot to
destroy it thanks to Black Getter's Support Attack.
Noin should cast Hot Blood (40 SP) and attack the Guruzon next to her.
She will survive the counterattack thanks to Velarios' earlier healing. Ryoma
should cast Hot Blood (40 SP) and finish off the Guruzon with a Getter Beam.
==============================================================================
VII. COMBINATION ATTACKS
==============================================================================
Combination Attacks are very specific attacks that only certain
characters/mecha possess with certain other characters/mecha. These attacks
often have a specific range and those performing the attack must be within
close range of each other. Here are a list of some currently known attacks.
Performed by: Atlas, Gunper, and Velarios
Range: 1
EN Required: 30 of each
Morale Required: 130 of each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: Gunper and Velarious fire missiles at the enemy while
Atlas leaps in and slices the enemy up for the finish.
Performed by: Ganadul and Strega
Range: 1
EN Required: 100 of each
Morale Required: 130 of each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: Strega pummels the enemy and uppercuts it into the air, and
Ganadul juggles the enemy with a Heat Dive.
Performed by: Boss Borot and Robot Junior
Range: 1-9
EN Required: 30 of each
Morale required: 130
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: Tee Ball gone horribly horribly wrong... an excellent
attack though in all honesty.
Performed by: Mazinger Z and Great Mazinger
Range: 1
EN Required: 60 of each
Morale required: None
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: Mazinger Z and Great Mazinger perform a Breast Fire and
Breast Burn together.
------------------------------------------------------------------------------
D(iamond) Force Formation:
------------------------------------------------------------------------------
Performed by: VF-17S Nightmare, VF-17D Nightmare, and VF-17D Nightmare
(or): VF-19S Excalibur, VF-19F Excalibur, and VF-19F Excalibur
Range: 1-5
EN Required: 30 of each
Morale Required: 120 of each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: Diamond Force flies together and all launch some micro
missiles together. It isn't anything particularly exciting, but it
is one of the stronger attacks in Diamond Force's arsenal.
Performed by: Gundam Double Zeta/FAZZ and Gundam Zeta
Range: 2-6
EN Required: 60
Morale Required: 110 for both
Placement: The unit initiating the attack must in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: The two units fire off their respective Beam Launchers
for lots of beam lovin' on the target.
Performed by: V Gundam & V Gundam (or Hexa)
Range: 2-6
EN Required: 50 of each
Morale Required: 110 of each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: Two Beam Smart Gun shots instead of two. A fairly useful
attack for early on in the game.
------------------------------------------------------------------------------
Double Breast Missile:
------------------------------------------------------------------------------
Performed by: Diana A & Venus A
Range: 1-5
EN Required: 30 of each
Morale Required: 110 of each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: I'm waiting for the day when both of these units have the
massive missile expansion before firing like in Mazinkaiser...
anyway both of these units fire off their respective Breast
Missiles.
------------------------------------------------------------------------
Double Fin Funnel:
------------------------------------------------------------------------
Performed by: Nu Gundam and MP Nu Gundam (F)
Range: 3-7
EN Required: 45
Morale Required: 110 of Each
Placement: The unit initiating the attack must be in rage of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: The same great Funnel taste... just more of them and a
little more damage.
Performed by: Jagd Doga (Gyunei) and Jagd Doga (Quess)
Range: 3-7
EN Required: 45 of each
Morale Required: 110 of each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: The same great Funnel taste... just more of them and a
little more damage.
Performed by: VF-22S Sturmvogel G and VF-22S Sturmvogel G
Range: 1-5
EN Required: 30 of each
Morale Required: 120 of each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: Max and Milia fly (hover?) together and fire gunpods.
------------------------------------------------------------------------------
Double Mars Slash:
------------------------------------------------------------------------------
Performed by: Godmars (Takeru) and Godmars (Marg)
Range: 1
EN Required: 30 of each
Morale Required: 110 of each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: Takeru's Godmars dashes forward and slashes an enemy and
knocks it backwards. Marg's Godmars slashes it and knocks it back
toward Takeru. Both Godmars then dash toward the enemy and slice it
at the same time.
Performed by: VF-22S Sturmvogel F and VF-22S Sturmvogel F
Range: 1-5
EN Required: 30 of each
Morale Required: 120 of each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: Max and Milia fly together and unleash micromissiles. This
is pretty much the same as D Formation, but only requires 2 units.
Performed by: Daltanious and Gascon Robot
Range: 1
EN Required: 30 of each
Morale Required: 110 of each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: Gascon rushes in and slices the enemy, and jumps off of his
neko mecha. Daltanious then rides the neko mecha and attacks from
behind the enemy. oO;
------------------------------------------------------------------------------
F Dynamic Special:
------------------------------------------------------------------------------
Performed by: Mazinger Z, Great Mazinger, Grendizer, and Shin Getter
Range: 1
EN Required: 100(!) of each
Morale required: 120 of each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: Absolute horribly maiming of a poor enemy... it just fills
the screen with lights...
------------------------------------------------------------------------------
Final Getter Beam:
------------------------------------------------------------------------------
Performed by: Shin Getter 1 and Shin Dragon
Range: 1
EN Required: 70 of each
Morale required: 120 of each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: Shin Getter lands on the dragon head of Shin Dragon and
the two units fire a Getter Beam together. Its a nice attack to
watch but both units can perform moves on their own for the same or
less EN cost with the same base AT.
------------------------------------------------------------------------------
Final Getter Tomahawk:
------------------------------------------------------------------------------
Performed by: Shin Getter 1 and Shin Dragon
Range: 1
EN Required: 100 of each
Morale required: 130 of each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: Shin Getter lands on the dragon head of Shin Dragon and
forms a huge Getter Tomahawk out of a Getter Beam thanks to a bit of
extra power from Shin Dragon. A must-see move, but its usefulness
is questionable since it maxes out at 5650 AT.
------------------------------------------------------------------------------
Final Godmars:
------------------------------------------------------------------------------
Performed by: Godmars (Takeru) and Godmars (Marg)
Range: 1
EN Required: 100 of each
Morale Required: 130 of each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: Both Godmars perform their respective Final Godmars and
slice the enemy simultaneously from the forward and the back and
pose together as the enemy is sliced in two halves... twice...
Performed by: Great Mazinger and Grendizer
Range: 1
EN Required: 60 of each
Morale required: None
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: Grendizer and Great Mazinger's answer to Burning Fire, but
with Thunder Break and Space Thunder.
Performed by: (any two) Mazinger Z, Great Mazinger, or Grendizer
Range: 1
EN Required: 10 of each
Morale required: None
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: A highly accurate melee attack with a nice EN cost. I like
how they turn around at the same time to uppercut slash the enemy
into the air. ^_^
Performed by: (any two) Mazinger Z, Great Mazinger, or Grendizer
Range: 1-3
EN Required: 30 of each
Morale required: None
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: The only thing better than one rocket punch is two of them.
Performed by: Mazinger Z, Great Mazinger, and Grendizer
Range: 1
EN Required: 80 of each
Morale required: 110
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: This attack was known as Final Dynamic Special back in SRWA
and it still absolutely rocks the enemy. ^^ Nevermind the
similarities that this attack has with the Care Bears and Care Bear
Cousin's favorite combination attack. o_o;
Performed by: VF-22S Sturmvogel B and VF-22S Sturmvogel B
Range: 1
EN Required: 30 of each
Morale Required: 120 of each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: Twice the double barrier punch beating.
Performed by: Mazinger Z, Great Mazinger, and Grendizer
Range: 1
EN Required: 20 of each
Morale required: None
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: Mazinger Z slices an enemy and knocks it into the air,
Great Mazinger slices it twice and knocks it back to the ground, and
Grendizer then slices the enemy in half. ^_^
Performed by: Mazinger Z, Great Mazinger, and Grendizer
Range: 1-3
EN Required: 50 of each
Morale required: None
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent or diagonal to the attacking
unit.
Description: Well I guess the only thing better than two rocket punches
is three of them. ^_^
==============================================================================
VIII. SECRETS
==============================================================================
Super Robot Wars Destiny carries on the proud SRW tradition of having
several secrets with requirements that make absolutely no sense whatsoever...
Anyway, here some known secrets in the game and the ways to obtain them.
This is a Space route exclusive and is dependent on the number of
Gamlin's kills before the start of Scenario 06. I believe Gamlin's kill
number has to be 10 or greater to receive this unit, and it will be the
second available option given.
------------------------------------------------------------------------------
Daltanious' Extra Attacks
------------------------------------------------------------------------------
Daltanious can gain two new attacks if you go on the Helios Empire route
split.
------------------------------------------------------------------------------
Gundam Mk. III
------------------------------------------------------------------------------
The ever medicore Mk. III can be obtained if you go on Jupiter route.
Noin and Hilde (Taurus pilots)'s combined kills need to be at 20 to
receive these two units. It is possible for only one of the pilots to have 20
kills while the other has 0. The units will be delivered after Scenario 22
at the earliest. An upgraded Mercurius' Crush Shield has a 4800 Base AT,
which is 100 more than Deathscythe Hell, Altron, and Epyon. Vayeate's Beam
Cannon maxes out at 5000 Base AT, which is slightly behind Wing Gundam Zero's
Twin Buster Rifle at 5100 Base AT. Vayeate can use its Beam Cannon after
moving which is a great advantage though.
------------------------------------------------------------------------------
Nu Gundam HWS
------------------------------------------------------------------------------
The HWS parts can be received if Amuro has 30 kills and you go on the
Keilas Guilie path.
------------------------------------------------------------------------------
Rose
------------------------------------------------------------------------------
Rose is Marg's significant other and can be recruited in two ways. If
you want her in her Zeron then simply have Takeru use "Convince" on her
during Scenario 30 (if you went space route at the beginning) or 31 (if you
went Earth route at the beginning). She will join in her Zeron in the next
scenario if you go Gishin route, otherwise she will be available when everyone
regroups after that route split. If you want her as a fifth pilot for the
Cosmo Crusher simply have a battle encounter with Takeru and do not use
"Convince."
This is a Space route exclusive and is dependent on the number of
Gamlin's kills before the start of Scenario 06. I believe if Gamlin's kill
number is 6-9 then Milia's old VF-1 will be given to him. If his kills are
greater than 10 then he will have a choice between this and the Armored VF-11.
------------------------------------------------------------------------------
V2 Gundam Assault Buster Parts
------------------------------------------------------------------------------
These can be obtained by choosing Angel Halo (second choice) after
Scenario 27/28.
==============================================================================
IX. FREQUENTLY ASKED QUESTIONS
==============================================================================
------------------------------------------------------------------------------
Q. Will this game work on a US GBA, GBA SP, and/or GB Player?
A. Yes, SRWD will work on any GBA or GBA SP in the world. Gameboys have
never had territorial lock-outs and they have never done so. The US GB
Player for the Gamecube works wonderfully with the game as well.
------------------------------------------------------------------------------
Q. Will this game work on a European GBA, GBA SP, and/or GB Player?
A. I know the game will work on European GBA and GBA SPs. I do not know for
sure if the game will work on a GB Player since console systems have to
have some modifications to work with PAL instead of NTSC. Since the GB
Player is meant to emulate a GBA I would assume it would still work, but
I would really appreciate it if anyone could confirm or deny for the Euro
GB Player.
------------------------------------------------------------------------------
Q. Where can I get this game?
A. www.ncsx.com, www.himeya.com, www.videogamedepot.com, www.yesasia.com are
all respected dealers in the community. From my own personal experience
NCSX has always been wonderful. You may also be able to get a deal on
the game on ebay, but I would avoid a dealer who is selling the game
without a box or instruction booklet since those particular sellers are
most likely selling bootlegs.
Do not be scared when your game arrives and it isn't shrink-wrapped. In
my experience it seems that a lot of goods are not immediately shrink-
wrapped as they are in the US. ^_^;
------------------------------------------------------------------------------
Q. Will this game ever come to the US?
A. There is about a .01% chance, and I'm probably overestimating.
------------------------------------------------------------------------------
Q. How should I upgrade my units?
A. If a unit sucks up a lot of EN then you will want to obviously raise its
EN. Raise the Mobility on Real Robots since their ability to evade
attacks is their best chance for survival. Super Robots should have
their HP and Armor raised since they are meant to tank.
------------------------------------------------------------------------------
Q. Is Mazinkaiser in the game?
A. No. If you want Mazinkaiser go play Alpha 2.
------------------------------------------------------------------------------
Q. Is Evangelion in the game?
A. Hell no.
------------------------------------------------------------------------------
Q. Are Lord of the Elementals in the game?
A. No. If you want them go back to some SNES games or Alpha Gaiden.
------------------------------------------------------------------------------
Q. What series are in the game?
A. Zeta Gundam, Double Zeta Gundam, Mobile Suit Gundam: Char's
Counterattack (includes part of the Beltochika's Children novel as well),
V Gundam, Gundam Wing (TV series, not the OVA), Mazinger Z, Great
Mazinger, Grendizer, Shin Getter Change! OVAs (released in the US as
Getter Robo: Armageddon), Macross 7, Megazone 23, Godmars, and
Daltanious.
------------------------------------------------------------------------------
Q. Is it true that Carl Macek tried to hack Megazone 23 to make a Robotech
movie?
A. Yes. I actually do respect Macek to quite a degree for the storyline he
created by hacking the original Macross series, Southern Cross, and
Mospeada. The Megazone 23 hacking went too far though... hell there was
even new USA(Texas technically if I recall correctly)-made footage.
------------------------------------------------------------------------------
Q. Do you find it amusing that Megazone 23 and a Macross series are in the
same SRW game for that reason?
A. Yeah it cracked me up when the list of series was first released... I
think the rest of the international SRW community didn't quite get why it
was amusing... but I'm used to laughing in silence. ^^;
------------------------------------------------------------------------------
Q. Will upgrades for Nu Gundam carry over to Hi-Nu Gundam?
A. No.
------------------------------------------------------------------------------
Q. Will upgrades for Sazabi carry over to Nightingale?
A. No.
------------------------------------------------------------------------------
Q. How do you suggest spending PP?
A. If your pilot's mecha primarily uses "Shooting" attacks that are noted by
a crosshair to the left of the attack name then you will want to raise a
pilot's shooting stat (second one on the list from the top) to hit for
higher damage. If you pilot's mecha primarily uses "Melee" attacks that
are noted by a fist icon to the left of the attack name then you will
want to raise a pilot's melee stat (first one on the list from the top).
Real Robot pilots could use a raise in their dodge stat sometimes (fifth
on the list from the top). Super Robot pilots could use a raise in
defense sometimes (third on the list from the top). A raise in skill
(fourth in the list from the top) will help improve chances of abilities
activating, performing critical hits, and avoiding being hit by a
critical hit.
------------------------------------------------------------------------------
Q. What is the difference between a Real Robot and a Super Robot?
A. Real Robots are mecha that can be considered realistic. There is an
established science to the units and their main weapons are likely to
consist of various guns (of course there are exceptions). All Gundam
series, with the exception of G Gundam that has Super Robots, are Real
Robots. Real Robots are most often involved in a military or special
operations organization and the mecha themselves are often produced in a
similar manner to most military vehicles.
Super Robots are those big fantastic robots that run on no realistic
scientific application whatsoever. They may fight with giant swords,
hammers, bend the elements to their will, and/or fire rocket punches. A
punch from a Super Robot can be stronger than a blast of mega particles
or other beam weaponry. Super Robots are often created by a single
brilliant scientist or a small team of them who are somehow able to
create these unique insanely powerful mecha with little outside influence
and resources. Basically, Super Robots are not what you would expect of
something that could be "real."
Some series don't cleanly fit in either category though such as units
from Evangelion, Dunbine, and Brain Powerd. All of the mecha in SRWD fit
fairly neatly in one of the two genres though. All of the Gundam mecha
in SRWD are Real Robots. Megazone 23 and Macross 7 units make up the
remaining Real Robots. Everything else in the game falls into the Super
Robot category.
------------------------------------------------------------------------------
Q. When does my original character receive their new mecha?
A. After Scenario 25/26.
------------------------------------------------------------------------------
Q. Should I recruit Grakias/Windos?
A. My answer would be absolutely no. Any upgrades you make to the pilots
will be kept when they fight you on replay games. Their mecha are not
anything that is better than what you already have either. Overall it is
much better for your sibling to join you, particularly if you are using
Strega or Ganadul (the original Super Robots) since Fort Gigas will then
have two pilots and make it even more fearsome than it already is. How
can you complain about two pilots in the same machine with Miracle? o_O;
Besides, if you have your sibling then you can raise his/her pilot stats
which is beneficial in a replay game.
This document is protected by US Copyright Law. It is meant for private use
only. This FAQ may not be referenced or altered without permission from
myself. This FAQ is a GAMEFAQS Exclusive and may not be hosted elsewhere.
Alteration of this Copyright is punishable under Title 17 Chapter 5 Section
506(d) of US Copyright Law for a fine of up to $2,500.
"Super Robot Wars," and all related characters and names are property of
Banpresto.
"Getter Robo" and all related characters and names are property of Go Nagai &
Ken Ishikawa/Dynamic Planning and Bandai Visual Co. Ltd.
"Gundam", "Mobile Suit", and all related characters and names are property
of Sotsu Agency, Sunrise, and Bandai Co. Ltd.
"Mazinger Z," "Great Mazinger," and "Mazinkaiser" are all property of Go
Nagai/Dynamic Planning
All copyrights and trademarks are acknowledged and respected that are not
specifically mentioned herein.