Super Robot Wars F/FF (PS/SAT) Challenge Run
Revision 1 - 9/24/2011
By: [email protected]
Matthew Emirzian

Challenge conditions: No upgrades, no units destroyed, low turn counts, and no
save/load spamming for low chances to hit or dodge.


Screenshots for the playthrough can be found here:
http://www.mediafire.com/?2iymskx7k9bw0iw

Resources Used:
http://www.gamefaqs.com/ps/574683-super-robot-taisen-f
http://www.gamefaqs.com/ps/575264-super-robot-taisen-f-kanketsuhen
http://gamenandemo.stweb.jp/ss/srw_f/menu.html
http://ryu.web5.jp/srw/saku/srw-f.htm
http://srwf.tuzigiri.com/index.html
http://www.geocities.jp/srwftemplate/index.html
http://www.rpgdl.org/ss/srwf.html
http://xn--ehqs60c2gs6ptzjh.jp/suparobo_f/srwf_top.html
http://www.geocities.jp/odoru7094/Fto.html


Index
1. Ratings
2. Data
3. Playthrough


1. Ratings (based on the challenge conditions)

Top Tier:
Real MC/Real MC's Partner/Gundam Series & Banpresto Original
Super MC/Super MC's Partner/Banpresto Original
Amuro/Gundam Series
Quattro/Gundam Series
Kamiya/Gundam Series
Shou/Dunbine Series
Getta Team
Goshogun Team
Combattler-V Team
Dancougar Team
Kouji/Mazinger Series
Banjou/Daitarn 3
Ideon Team
Gunbuster Team
Shuu/Granzon
Daba/L-Gaim Series

High Tier:
Shinji/Evangelion Series
Rei/Evangelion Series
Asuka/Evangelion Series
Judou/Gundam Series
Seabook/Gundam Series
Bright/Argamma
Boss/Mazinger Series (support role only)
Eno/Gundam Series (support role only)
Tetsuya/Mazinger Series
Masaki/Cybuster
Ryune/Valcion-R
Tootie/Goddess
Domon/God Gundam

Mid Tier:
Heredia/Goaron
Amu/L-Gaim Series
Mirawoo/L-Gaim Series
Roux/Gundam Series
Kou/Gundam Series
Beech/Gundam Series
Leecee/L-Gaim Series
Jack King/Texas Mack
Cecily/Gundam Series
Jun/Mazinger Series
Marvel/Dunbine Series
Four/Gundam Series
Rosamia/Gundam Series
Yan-Long/Granveil
Haman/Gundam Series
Beth/Sorrow Ship
Tashiro/Excelion
Asufi/L-Gaim Series (support role only)
Saphine/Wizoll Kai

Low Tier:
Shelia/Guran Guran
Christine/Gundam Series
Bernard/Gundam Series
Keith/Gundam Series
Fa/Gundam Series
Mondo/Gundam Series
Elle/Gundam Series
Brigit/Gundam Series
Emma/Gundam Series
Keyla/Gundam Series
Slugger/Gundam Series
Gato/Gundam Series
Mio/Zamjeed
Sayla/Gundam Series
Puru/Gundam Series
Puru Two/Gundam Series
Sayaka/Mazinger Series


F Seishin List:

Real MC
努力(1)   熱血(11)
ひらめき(3)     幸運(13)
加速(6)   魂(40)

Super MC
熱血(1)   ひらめき(13)
必中(4)   気合(19)
幸運(7)   魂(40)

Real MC's Partner
熱血(7)   激励(27)
ひらめき(16)再動(38)
信頼(20)  魂(40)

Super MC's Partner
熱血(7)   気合(21)
必中(11)  信頼(25)
ひらめき(16)魂(40)

Amuro アムロ
ひらめき(1)     集中(9)
熱血(4)   加速(16)
てかげん(6)     魂(28)

Bright ブライト
根性(1)   信頼(22)
加速(14)  必中(25)
幸運(18)  愛(36)

Bernard バーナード
自爆(1)   加速(7)
ド根性(5)        熱血(11)
努力(6)   ひらめき(13)

Keith キース
必中(7)   友情(18)
隠れ身(14)       信頼(23)
愛(15)      かく乱(29)

Kou コウ
加速(1)   ひらめき(14)
熱血(10)  覚醒(22)
努力(12)  魂(42)

Emma エマ
努力(1)   熱血(17)
集中(9)   愛(38)
ひらめき(15)激励(42)

Fa ファ
集中(7)   幸運(16)
信頼(9)   激励(33)
ひらめき(11)愛(37)

Christine クリスチーナ
努力(3)   愛(38)
集中(9)   復活(42)
ひらめき(12)夢(54)

Beech ビーチャ
ひらめき(9)     友情(27)
熱血(10)  愛(33)
挑発(17)  魂(38)

Elle エル
偵察(1)   熱血(18)
ひらめき(9)     愛(29)
信頼(12)  激励(30)

Mondo モンド
偵察(1)   熱血(10)
加速(4)   かく乱(25)
ひらめき(7)     愛(32)

Judou ジュドー
ド根性(1)        幸運(6)
熱血(4)   覚醒(23)
ひらめき(6)     魂(30)

Eno イーノ
信頼(9)   激励(24)
集中(14)  隠れ身(30)
友情(16)  補給(42)

Roux ルカ
偵察(1)   幸運(19)
ひらめき(9)     かく乱(22)
熱血(10)  魂(38)

Katsu
ひらめき(4)     偵察(20)
努力(9)   愛(32)
熱血(18)  補給(48)

Ryoma Nagare 流竜馬
根性(1)   必中(10)
努力(4)   友情(31)
熱血(7)   愛(39)

Hayato 神隼人
ひらめき(1)     隠れ身(11)
加速(3)   覚醒(28)
幸運(9)   愛(45)

Benkei 車弁慶
ド根性(1)        鉄壁(18)
気合(2)   友情(22)
努力(6)   かく乱(29)

Daba ダバ
てかげん(1)     熱血(14)
ひらめき(4)     友情(27)
加速(9)   魂(36)

Cham (Fairy) リリス
幸運(1)   愛(22)
信頼(12)  覚醒(23)
激励(18)  再動(42)

Amu ファンネリア
幸運(1)   熱血(19)
信頼(4)   ひらめき(22)
愛(8)       激励(39)

Mirawoo ミラウー
集中(1)   熱血(12)
偵察(1)   友情(20)
隠れ身(6)        補給(48)

Kouji 甲児
ド根性(1)        必中(13)
鉄壁(2)   加速(27)
熱血(6)   覚醒(52)

Sayaka さやか
幸運(1)   必中(15)
信頼(6)   熱血(23)
ひらめき(12)激励(34)

Boss ボス
自爆(1)   友情(14)
ド根性(1)        熱血(17)
脱力(5)   挑発(20)

Shinobu 藤原忍
ド根性(1)        ひらめき(18)
熱血(1)   加速(19)
気合(1)   挑発(23)

Sara 結城沙羅
熱血(1)   鉄壁(21)
気合(1)   愛(31)
必中(19)  激励(37)

Masato 式部雅人
熱血(1)   偵察(1)
愛(1)      幸運(27)
気合(1)   隠れ身(35)

Ryo 司馬亮
熱血(1)   鉄壁(13)
気合(1)   愛(15)
てかげん(1)     覚醒(26)

Brigit ビルギット
根性(1)   加速(20)
偵察(7)   熱血(21)
ひらめき(13)挑発(22)

Leecee レッシィ
熱血(2)   愛(15)
努力(5)   信頼(24)
ひらめき(9)     魂(46)

Shelia ラパーナ
幸運(6)   激励(23)
信頼(14)  補給(39)
愛(20)      復活(42)

Heredia エレ
信頼(12)  激励(31)
必中(26)  みがわり(32)
愛(28)      再動(40)

Kamiya カミーユ
熱血(1)   集中(6)
根性(4)   覚醒(22)
ひらめき(5)     魂(29)

Shingo 真吾
根性(1)   努力(15)
必中(7)   友情(19)
熱血(9)   集中(20)

Remy レミー
鉄壁(1)   ひらめき(16)
幸運(14)  愛(19)
集中(15)  脱力(21)

Kiri キリー
隠れ身(2)        挑発(12)
加速(4)   信頼(19)
気合(10)  かく乱(31)

Hyoma 豹馬
ド根性(1)        必中(14)
挑発(9)   友情(27)
熱血(12)  覚醒(30)

Naniwa
必中(1)   加速(16)
ひらめき(7)     挑発(19)
集中(15)  てかげん(24)

Daisaku
ド根性(1)        鉄壁(15)
努力(6)   熱血(17)
気合(9)   必中(19)

Chizuru
ひらめき(9)     てかげん(23)
信頼(18)  愛(37)
幸運(19)  補給(49)

Kitako
偵察(1)   根性(12)
集中(4)   信頼(21)
努力(8)   かく乱(31)

Marvel マーベル
ひらめき(2)     愛(24)
努力(8)   激励(31)
熱血(12)  気合(36)

Quattro クワトロ
加速(1)   集中(7)
熱血(3)   覚醒(22)
ひらめき(5)     魂(30)

Domon ドモン
熱血(1)   加速(21)
ひらめき(2) 集中(26)
気合(15)  愛(48)

Gilliam
根性(1)   集中(15)
ひらめき(2)     友情(21)
熱血(4)   魂(30)

Shinji シンジ
ひらめき(4)     加速(13)
集中(5)   覚醒(20)
熱血(7)   魂(32)

Asuka アスカ
ド根性(1)        ひらめき(8)
努力(1)   挑発(17)
熱血(6)   魂(34)

Rei Ayanami 綾波レイ
自爆(1)   ひらめき(9)
みがわり(1)     魂(34)
集中(4)   夢(48)

Shou ショウ
加速(1)   集中(9)
ひらめき(5)     気合(30)
熱血(7)   魂(39)

Lilith (Fairy) チャム
幸運(1)   隠れ身(32)
信頼(4)   気合(34)
激励(18)  奇跡(63)

Masaki マサキ
加速(1)   気合(14)
ひらめき(1)     幸運(19)
熱血(7)   夢(44)


FF Seishin List:

Seabook シーブック
ひらめき    熱血  てかげん    信頼  覚醒  魂
2       4       17      21      25      33

Cecily セシリー
ひらめき    てかげん    信頼  魂     激励  夢
2       7       20      33      42      50

Ryune リューネ
根性  ひらめき    努力  熱血  気合  激励
1       1       4       7       14      29

Slugger スレッガ
ド根性       熱血  ひらめき    気合  加速  愛
1       8       9       12      20      27

Puru
みがわり    集中  ひらめき    熱血  幸運  魂
1       3       9       10      19      38

Puru Two
みがわり    集中  ひらめき    熱血  幸運  魂
1       3       9       10      19      38

Jun ジュン
努力  根性  熱血  必中  ひらめき    激励
1       2       9       14      19      37

Tetsuya 鉄也
ド根性       鉄壁  努力  熱血  必中  加速
1       2       3       5       12      26

Banjou 万丈
熱血  必中  ひらめき    気合  加速  鉄壁
1       1       1       1       1       1

Garrison ギャリソン
必中  ひらめき    熱血  気合  補給  かく乱
1       1       9       16      21      31

Mio ミオ
根性  友情  集中  鉄壁  覚醒  脱力
1       1       14      22      35      42

Sayla セイラ
根性  気合  幸運  友情  熱血  愛
1       1       1       1       1       1

Rosamia
集中  ひらめき    鉄壁  かく乱       魂     激励
1       4       26      31      39      48

Four
みがわり    ひらめき    集中  愛     魂     奇跡
1       2       4       21      39      71

Cosmo コスモ
加速  熱血  根性  気合  ひらめき    幸運
1       21      35      44      50      63

Kasha カーシャ
根性  信頼  みがわり    集中  愛     努力
1       21      39      43      56      64

Gije ギジェ
根性  必中  隠れ身       魂     ひらめき    再動
1       21      39      43      52      64

Beth ベス
信頼  魂     激励  てかげん    幸運  みがわり
1       1       7       16      29      34

Noriko ノリコ
ド根性       努力  熱血  必中  気合  奇跡
1       1       8       13      16      58

Amano Kazumi カズミ
加速  集中  信頼  愛     ひらめき    熱血
1       3       5       15      22      32

Tashiro タシロ
根性  加速  偵察  幸運  必中  激励
1       4       9       18      25      37

Kayla ケーラ
熱血  ひらめき    信頼  気合  加速  努力
8       10      11      15      20      21

Tootie テュッティ
信頼  激励  ひらめき    集中  熱血  愛
1       1       8       17      23      31

Yan-Long ヤンロン
熱血  気合  てかげん    集中  ひらめき    覚醒
1       1       10      18      25      32

Asufi アスフィー
根性  挑発  ひらめき    脱力  幸運  覚醒
1       7       15      21      28      35

Safine サフィーネ
愛     気合  根性  ひらめき    熱血  補給

Shuu シュウ
根性  熱血  ひらめき    気合  幸運  覚醒



Short list of double act pilots worth leveling:

30 アムロ Amuro
31 カミーユ、クワトロ、ジュドー、シーブック Camille, Quatro, Judou, Seabook
39 リアル系主人公、リアル系サブ主人公 Real MC, Real MC's Partner
48 マサキ、ミオ Masaki
49 スーパー系主人公、スーパー系サブ主人公、トッド Super MC, Super MC's Partner
50 リューネ Ryune
52 ダバ Daba
54 ショウ Shou


Robots: (based on the challenge conditions)

                       Ranged Damage/Range             Melee Damage

Ideon Tier:
Ideon                   9999  infinite MAP              2000

Top Tier:
ZZ Gundam               1600  6         2300MAP         1600
F91                     2600B 7                         1600
Super Gespenst mk II    2400  2         2200  3         2100 (110m)
Dancougar               3200  6 (120m)                  2800 (110m)
Combattler-V            2300  4                         3700 (130m)
Getta-Dragon            1600  3                         3100 (130m)
Great Mazinger          3200  5                         3000
Nu Gundam               2500  7                         1500
Daitarn-3               1800  5                         3600 (120m)
Full Armor Type 100     2600  7         2500MAP         1500
Neue Zeil               2850B 7                         1750
Gunbuster               2800B 8                         4400 (120m)
Goddess                 2900  6         3300MAP(105m)   2000
Bilbine                 1700  5                         3500 (130m)
Production Nu Gundam    2400  7                         1500
Shin Getta-1            -                               4100 (130m)
Great Mazinger          3200  5                         3000
Mazinkaizer             1300  5         2500MAP(120m)   3800
God Gundam              2000MAP                         3600 (130m)
Granzon                 5200  7 (110m)                  3500
Jagd Doga               3100  7                         2050
Sazabi                  2600  7
Grungust

High Tier:
Qubeley mk II           2400  7                         1400
Goshogun                2000  6         3000  7 (130m)  1500
Cybuster                2000  7         3300  5 (140m)  2800 (120m)
Shining Gundam          1500  3                         2800 (130m)
Type 100                1650  6         2500MAP (110m)  1500
Getta-Poseidon          2000  5                         2500 (110m)
Super Gesnenst          2250  2                         2100 (110m)
Real Gespenst mk II     2200  7                         1600
Z Gundam                2100B 6                         1500
Vigna Gina              2100B 7                         1600
GP-03                   2000  7         1200MAP         1600
Nu Argamma              1500  6         1900MAP         -
Valcion-R               2500  5         1500MAP         1600
Gabthley                2250B 6                         1950
A-Taul                  2650  6                         2350
Gran Veil               3500  5         2600MAP(105m)   2200
Wizoll Kai              4800  5 (105m)                  3300
Methuss                 Used for Repair
Core Booster            Used for Resupply

Mid Tier:
Botune                  700   2                         2800 (130m)
Real Gespenst           1700B 6                         1500
Getta-1                 -                               2200
Getta-2                 1700  6                         1500
Getta-3                 1500  5                         2100 (110m)
Mazinger-Z              1500  5                         2100
Mazinger-Z JS           1900  3                         2300
Cavalry Temple          1800B 5         1700  4         1800
ReGZ(Air)               1700B 6                         -
ReGZ(Ground)            1400B 6                         1400
Argamma                 1400B 5         1700MAP         -
Getta-Liger             1500  5                         1900
Dunbine                 1100  5                         2200 (130m)
G Cannon                1700  5                         1500
Zamjeed                 2000  7         1800MAP         1600
Aphrodite A             Used for Repair
Venus A                 Used for Repair
Boss Robot              Used for Resupply


Low Tier:
Goaron                  1500  6         2200MAP         700
Jegan                   1400B 5                         1400
L-Gaim                  1400B 5                         1400
D-Seed                  1400B 5                         1300
Gundam                  1200  5                         1200
Gundam mkII             1350  5                         1200
GP-01Fb                 1200B 5                         1200
NT-1                    1200B 5                         1200
GM III                  1300B 5                         1300
G-Defensor              1400B 6                         -
Guran Garan
Guncannon
Zaku
Guntank
Ball
Sorrow Ship
Excelion

Dancougar Robots
Big Moth N              1300  5                         -
Big Moth H              1300  5                         1400
Big Moth A              1300  5                         1500
Land Cougar N           1200B 5                         -
Land Cougar H           1200B 5                         1200
Land Cougar A           1200B 5                         1400
Land Liger N            1200  5                         -
Land Liger H            1200  5                         1200
Land Liger A            1200  5                         1400
Eagle Fighter N         1100  4                         900
Eagle Fighter H         1300  5                         1200
Eagle Fighter A         1100  4                         1400




2. Data

Creating your MC:

The main gameplay difference in creating your MC is whether they're a super or
real pilot. Unlike 4th or 4th S, stats other than Real or Super type (with one
exception) have no bearing on gameplay. The exception is that if your MC is a
Super Robot type and their personality is Hot Blooded, their Gespenst will
learn Gespenst Punch/Kick in Scenario 3 Super route. If you're going on the
Super Route, make sure your MC has the Hot Blooded personality.


Differences between the Saturn and PS versions:

Bug Fixes, including save game corruption bug fixes
Updated graphics/music
You can no longer use the Trust seishin to heal NPCs (yellow colored units)
Stats slightly adjusted for some pilots

The PS version is recommended due to bug fixes and no save game corruption bug
(s).



Affinity System:

Certain pilot pairs gain a damage bonus when standing near eachother. This is
an undocumented and unnamed feature, so details are sketchy. This is likely
not a complete list, but it's confirmed that obvious pairs such as Masaki and
Ryune, Daba and Leecee, or Shinji and Rei/Asuka don't work. The exact radius
is N, E, W, S, NW, NE, SW, and SE, or the 8 squares surrounding the pilot.
Some pairs may have a wider radius, but use the 8 square radius to be sure.
The % bonus may grow with pilot level or distance between partners. They've
been proven to not be fixed percentages, but the exact formula is unknown to
me. In practice, these pairings aren't usually worth the effort. MC and MC's
Partner are probably the most useful pairings since they are both useful
pilots.

MC              MC's Partner    10% Both
Sayaka          Kouji           10% Both
Kamiya          Four            10% Both
Chris           Banyi           10% Both
Marvel          Shou            10% Both
Judou           Roux            10% Both
Cecily          Seabook         10% Both
Boss            Sayaka          10% Boss Only
Kamiya          Fa              10% Fa Only
Beech           Elle            10% Beech Only


Variables carried over from F to FF if you import a save file (other than turn
counts, levels, funds, items, etc.):

Whether MC has a Partner or not.
Whether you convinced Todd or not in S13.
Whether you convinced Haman or not in the final scenario.



Super/Real Route Differences:

Super Route:
Several Super only route splits. There are about 15 Super only scenarios.

Super MC has a larger SP pool and better seishins suitable for a Super pilot -
he's only missing Accel. If your MC/Hero has the Hot Blooded personality type,
they will learn Gespenst Kick or Punch on S3 Super. Super Gespenst is like a
superior Mazinger-Z w/ Jet Scrander, and has a cheap and spammable 2000+ dmg
Gespenst Kick/Punch attack. You get the Gespenst mk II in Scenario 23 if you
answer that you have a Partner, 10 scenarios earlier than the Real route.
Super MC tends to lag behind a bit in FF due to learning double act at 49
instead of 39. Gets the Grungust in FF.

MC's Partner is different between Real and Super route. MC's Super Partner is
another super robot style pilot, while the Real route Partner has more
supportive seishins like Rally and Re-Enable. If you are trying for low turn
counts, Real MC's Partner is definitely the superior pilot. On the other hand
if you want another hard hitting super pilot, Super MC's Partner is a good
choice.

Exclusive pilot: Jack and Mary join in the Texas Mack on S2 Super.

Domon joins on S3 Super. G-Defensor, Roux, and Katsu join on S4 Super.

Combattler V learns extra attacks late in F.


Real Route:
Several Real only route splits. There are about 15 Real only scenarios.

Real MC lacks Focus seishin and has lower hit/dodge rates than Amuro, Quattro,
and Kamiya, making him a mediocre Real pilot at best. He's fairly worthless in
the 2nd half of F, only useful for picking off grunts. MC's Real Gespenst
can't fly and only has a mediocre beam attack that is quickly outclassed as
the game progresses. You don't get the Gespenst mk II for MC until after the
final scenario of F. In fact it's not even worth deploying MC near the end of
F because his Real Gespenst's best attack is a beam that is outclassed by the
ReGZ and Z Gundam. In FF, Real MC fares a bit better once he learns double act
and gets the Huckebein. The Black Hole Cannon is a good spammable attack that
does a lot of damage. However, due to his mediocre hit/dodge rates, he's
limited to using it on easy to hit targets like battleships. Gets the
Huckebein in FF.

MC's Partner is different between Real and Super route. MC's Super Partner is
another super robot style pilot, while the Real route Partner has more
supportive seishins like Rally and Re-Enable. If you are trying for low turn
counts, Real MC's Partner is definitely the superior pilot. On the other hand
if you want another hard hitting super pilot, Super MC's Partner is a good
choice.

Exclusive pilot: You get Kayla near the end of FF (right before the
DC/Poseidal route split).

Domon, Roux, Katsu, and G-Defensor join near the end of F instead of the
beginning.

While Super MC is the easier overall choice, Real MC allows for lower turn
counts thanks to Real MC's Partner Re-Enable seishin.




3. Playthrough

Challenge conditions: No upgrades, no units destroyed, low turn counts, and no
save/load spamming for low %.

Turncounts:

F Real Route  :
5+7+7+5+6+3+7+10+14+10+6+6+5+9+13+9+6+5+3+10+14+8+8+6+5+6+5+8+5+10+4+8+7 = 240
turns / 33 scenarios (7.2 avg)

FF Real Route (Space/DC) :
5+3+3+6+3+1+4+3+2+3+3+2+2+3+3+2+4+3+2+5+4+3+3+3+5+7+7+2+1+3+7+4+1+1+3+2+1+3+3+2
+3+15+4+2+3+5+2 = 161 turns / 46 scenarios (3.5 avg)

FF Real Route (Space/Guest) :
5+3+3+6+3+1+4+3+2+3+3+2+2+3+3+2+4+3+2+5+4+3+3+3+5+7+7+2+1+3+7+4+1+1+1+3+6+3+7+5
+3+7+4+4+7 = 163 turns / 45 scenarios (3.6 avg)

F and FF Real Route Total (Space/DC): 401 / 79 scenarios = (5.07 avg)

F and FF Real Route Total (Space/Guest): 403 / 78 scenarios = (5.16 avg)

-------------------------------------------------------------


Real Route:

S1 Real - 5 turns

Send Amuro and MC NE towards the bosses while everyone else splits up between
the NW and mid grunts. Try to get MC to level 8-9 using Effort on the named
pilots. For some reason the intermission turn counter says 6 turns even though
I finished this scenario by 5 PP. Getta still joins you even if you finish on
turn 5 and cut off the 5EP enemy reinforcements.

The Methuss might seem like a crap unit, but since healing awards EXP in this
game, it's actually very useful for getting free levels and saving on SP. Just
about any Gundam pilot can level safely in it so don't be afraid to deploy it
with whoever needs a boost.


S2 Real - 7 turns

Assignment/Deployment:
Amuro           Gundam mk II
Emma            Gundam

Getta-1         Magnetic Coating

Start by cleaning up some of the trash. Send Amu to the SW grunts while Daba
and Mirawoo head NE. Once Londo Bell arrives, get Getta a Effort kill on a lv
7 grunt to build up some XP. Ney, Anton, and Heckler will start moving on turn
3 EP. Ney's Auger is highly evasive with high HP and a beam coating.  Lure
them out of the asteroid field and start attacking. Don't use beam attacks as
those are nearly useless against them.

Let Getta get another Effort kill on Anton or Heckler to reach lv 10 and learn
Strike. If you line up more than 2 units in a row in the range of Anton or
Heckler's MAP attacks they'll use it on you. Once Getta has Strike, use two
Strike seishin+Getta Beam attacks on Ney which should deal around 5k damage to
it. Amuro's Gundam mk II 1350 dmg attack w/ Fervor should take off about 2k as
well. That should leave it at around 3-4k. Keep pounding it with your best non-
beam attacks and Fey will go down eventually. Let MC get a Effort kill on Fey
to reach lv 12 and learn Fervor.


S3 Real - 7 turns

Assignment/Deployment:
Amuro           GP-01Fb
Kou             Gundam mk II

Getta-1         Magnetic Coating        Biosensor

Send your initial forces SW across the bridge to meet with Bright. Proceed
carefully and spam Judou's Flash. Your initial forces don't stand much of a
chance against the L-Gaim grunts. Send Getta, MC, Daba, and Amuro NE to take
out Gyabure and send all the L-Gaim enemies packing. You'll mostly use Amuro
and Daba to clear the path of grunts for MC and Getta. Kill Gyabure with
Amuro, Daba, and Strike+Getta Beam from Getta. Do the same thing against Hirro
to make him flee. It is possible to kill Hirro with a Fervored Getta Beam but
it only has about a 60-65% chance to hit without Strike.


S4 Real - 5 turns

Assignment/Deployment:
Judou           Gundam mk II
Emma            Gundam
Kou             GM III
Eno             Methuss

So Eno is one of the only viable pilots who can learn Resupply on the Real
route. Everyone else with Resupply either joins really late in FF or only
joins temporarily. So if you want someone who can spam Resupply/Rally later in
the game, go with Eno in the Methuss.

Split up between Hirro and the S/SW enemies. Hit Hirro a couple times with
Getta, MC, and Amuro to make him flee. Afterward mop up the trash hanging
around the map.


S5 Real - 6 turns

Assignment/Deployment:
GP-01Fb         Magnetic Coating

Once again the boss has a MAP attack so don't line up more than two units in a
row next to it. It's best if you gang up and kill it in one turn so you don't
have to worry too much about its MAP. Drop a Fervor+Strike+Getta Beam on it
which should do about 5k dmg, then finish off with MC, Amuro, Judou, etc.
Amuro or Judou should easily be able to dodge tank the grunts. Grunts will
target Amuro in the GP-01Fb despite having almost no chance to hit it. Try to
get Daba the boss kill to reach lv 14 and learn Fervor.

Kouji joins mid-mission. He's immediately useful with both Fervor and Breast
Fire dealing almost as much damage as Getta Beam.


S6 Real - 3 turns

Assignment/Deployment:
Mazinger Z      Magnetic Coating        Magnetic Coating
Getta-1         Magnetic Coating        Biosensor

Send Amuro south to the middle of the lake where the angel will appear. Defeat
Leecee to make L-Gaim retreat and cause the angel to show up. If Daba isn't lv
14 yet get him there by defeating Leecee. Attack the angel once to finish.


S7 Combined (Real) - 7 turns

Assignment/Deployment:
Getta
Daba
MC
Kouji
Amuro
Judou
Amu
Mirawoo
Emma
Kou
Fa
Beech
Elle
Boss            Aphrodite A

It's important to level Boss up to lv 24 so he has 100 SP and can cast Exhaust
twice on enemy bosses. It's not quite as important to keep leveling him past
that point, so don't worry about replacing him later on and only carting him
out when needed. Once Boss is lv 24 I suggest swapping in Sayaka to reach lv
34 and learn Rally along with some other useful seishins.

Let Shinji be defeated quickly so he berserks and damages the angel. Normally
Shinji going berserk counts as a 'unit destruction' and costs 40000 funds, but
in this particular case there's no penalty and it doesn't raise the 'berserk
counter', because this instance is a plot event. Also, if you detach the cord
linking an Eva to its power source, it will leave the map after its EN reaches
0, but will not count as a defeat. L-Gaim enemies will show up afterward.
They'll retreat if Gablae is defeated or if there are 5 or less enemies
remaining. Send Methuss, MC, Amuro, Kouji, and Daba SE to deal with Gablae
while everyone else loads into the bship and heads S.


S8 Real - 10 turns

Assignment/Deployment:
Mazinger-Z      Booster         Biosensor

If you defeat the initial enemies before 5EP then Brocken will drop a High
Performance Radar instead of a repair kit.

Advance into the forest area and take on Ashura and grunts. Attack with
Fervor+Breast Fire on Ashura to get him low. Save one use of Fervor for
Brocken. Once a Dancougar pilot reaches 110 morale they can access their more
powerful A form. As soon as Brocken is defeated the scenario ends.


S9 Combined (Real) - 14 turns

Assignment/Deployment:
Mazinger Z      Magnetic Coating        Magnetic Coating
Getta-1         Magnetic Coating        Biosensor

If you want to kill the angel, you have to surround it with Asuka, Kouji, and
Getta. You need to land lucky critical hits to kill it since Kouji and Getta
can't break past the AT field without Fervor or a critical, and they'll only
be able to use Fervor 1-2 times. Asuka attacking it by herself with no Fervor
won't deal enough dmg considering its HP regen. Instead I just plant Asuka in
the middle of the NW island where the reinforcements will show up eventually.

Set up Flash+Fervor for Getta before loading into the bship. Place Asuka on
the NW isle and have her counter the reinforcements - she's basically
invincible to their attacks. Focus on killing the enemy robots with MAP
attacks first and ignore Ney. This shouldn't be too difficult since Getta,
Kouji, and Asuka can one shot everything except Ney's Auger. Of course even if
you kill every enemy by turn 10 you still have to wait until 14 for Zeb to
flee. Lame.


S10 Combined (Real) - 10 turns

Assignment/Deployment:
MC
Getta
Daba
Dancougar Team
Kouji
Amuro
Judou
Mirawoo
Kou
Amu
Boss            Aphrodite A
Beech

Use Amuro to tank and counter the first wave of Geriokas. Once you kill all
the Geroikas the two bosses will start moving, so stay out of their way.
They'll retreat and be replaced with more L-Gaim enemies on 8 EP. Set Bright
up for AOE coverage while hiding your vulnerable or weak units. Try not to
line anyone up for enemy MAPs because they will fire even if it causes
friendly fire. Convince Leecee with Daba to recruit her.

Now that Bright has a MAP attack you should try to get him to lv 15 (for
Accel) asap by AOEing a bunch of grunts. From S12 onward the guide will be
written expecting that Bright has Accel.


S11 Combined (Real) - 6 turns

Assignment/Deployment:
Daba            Cavalry Temple
Leecee          L-Gaim
Kou             Jagen
Argamma         Booster

L-Gaim enemies retreat on 5EP or when Nei is defeated. An angel (retreats at
50%), Rei, and Shinji show up in the NE corner on 4EP. Send a sizable force SW
to kill Nei, including all of your heavy hitters minus Kouji and Getta. This
is a perfect opportunity to level Bright up by AOEing the SW grunts. Send
Kouji and Getta NE to attack the angel. Fervored attacks from Shinji, Kouji,
and Getta should be enough to send it packing on turn 6.

Evas might seem overpowered initially, but they have a couple drawbacks. Their
best attacks can't hit air units, they need to be tethered to the bship, and
their AT field can be broken by strong boss attacks. If you're up against a
lot of flying enemies or very hard hitting bosses it might be best to consider
other options. The Eva pilot skill Sync Rate is affected by pilot level and
increases damage, hit, and dodge.


S12 Combined (Real) - 6 turns

Assignment/Deployment:
MC
Getta
Amuro
Daba
Leecee
Kouji
Mirawoo
Shinji
Asuka
Rei
Judou
Boss            Aphrodite A

Accel Bright east, drop people off and start owning. Fairly easy grunt
beatdown, like most stages with Ashura/Brocken in them.


S13 Combined (Real) - 5 turns

The Gea Gring and grunts will appear on 3EP or when Burn is defeated. Land in
forest terrain and use focus/flash/fervor to defeat Burn with a high % of
success. Once Bright arrives, send MC, Amuro, and Daba to 9 o clock to deal
with Duo when he arrives. Load a Fervored Getta and Kouji into the bship. Load
anyone else not already named into the bship to pick on the grunts near the
Gea Gring for some XP. Have Shou tank the grunts while landed on a city
tile+Focus seishin, which should give him 100% evasion vs the grunts. Move
Argamma close to the Gea Gring and get some XP by killing the weakened grunts.
Bring the Gea Gring under 70-75% using Fervored Breast Fire/Getta Beam and it
will flee. Once Gea Gring flees Duo appears in a gundam at around 9 o clock
(he'll also appear on 5EP if Gea Gring is still alive). Take him out to finish
the scenario.

Note that you can't recruit Todd if you finish in 5 turns since he never
appears for you to convince.

Next will be the first non-Real/Super related route split in the game. There
are 4 possible routes depending on whether you're Real or Super and whether
you choose to rescue Goaron or Guran Guran first. Additionally if you choose
to rescue Goaron first you'll be given the option of heading to 17a or 18b.
There are only minor differences between the Real and Super routes, such as
Domon not appearing as a reinforcement on the Super route because he's already
in the party by then.

On my Real route I decided to rescue Goaron first, then go around to 18B.

Real, Goaron:
(14a) Goaron Rescue
(15a) Londo is the Target
(16a) Amazing Devil Gundam
(17) "Break the Enemy Siege!" then (18a) "Jet Strander Dead Or Alive!" or skip
17 and go to (18b) "Target: Photon Laboratory"

Real, Guran Guran:
(14b) Devil Gundam Appears
(15b) Londo Bell's Assassin
(16c) Goaron Crisis
Skip 17.
(18b) Target: Photon Laboratory


The route split ends on scenario 19.


S14A (Goaron Rescue) - 9 turns

Assignment/Deployment:
MC
Getta
Asuka           +mobility items
Leecee
Judou
Kouji
Amuro
Daba
Shinji          +mobility items
Rei             +mobility items
Boss            Aphrodite A


Load into the Argamma and Accel SE. Drop off your weaker units near the
closest grunts, then drop off your stronger units like the Evas, Kouji, Amuro,
Getta, MC, etc. closer to the bosses. The V Atoll is very tough to take down
since it's on a city tile, is basically invincible to beam attacks, and has a
ton of armor. Build up Shou to 130 morale and drop a Fervored Hyper Giri Aura
on it to deal a good 6k damage along with Fervored Getta Beams and other
strong attacks. As long as you keep everyones HP up the enemies will target
Eva units who are basically invincible. Use the Eva's strong melee attacks to
hit the grunts hard while others contribute as much as possible. If you defeat
all enemies before 10EP you can avoid reinforcements.

Enemy reinforcements appear on 10EP in the SE. On 11PP regardless of enemies
defeated, you'll be given the option to end the scenario. On 11EP if certain
top tier pilots are lv 20+ Zeb will flee. The scenario ends when you flee or
defeat all enemies.


S14B/S14C (Devil Gundam Appears/Guran Guran Rescue) -

Assignment/Deployment:
MC
Getta
Asuka
Leecee
Judou
Kouji
Amuro
Daba
Shinji
Rei
Boss            Aphrodite A

The only difference between S14B and S14C is that Domon doesn't appear as a
reinforcement because he's already in your group, so you're given an extra
deployment spot.

Once you reduce Drake's HP to under 70% he will retreat along with all Boss
               Aphrodite A units. Afterward, Ashura, Brocken, and some grunts
will show up in the NW and SE and Domon and Devil Gundam will show up around 5-
7 o clock. Devil Gundam will retreat at 80%.

Load at least one Eva unit and a Fervored Kouji and Getta into the Argamma.
Split up the rest of your forces between the NW and SE where Ashura and
Brocken will appear. Eva units or anyone with high evasion can help out NW.
Since you have two battleships you can split your Eva units across the map if
you wish. Accel Argamma towards Drake and hit him with two Fervored Getta
Beams and one Fervored Breast Fire to make him flee. Unload the Eva units near
Drake to draw enemy fire. Try to defeat Allen and Jeril to
get a Biosensor and Booster before making Drake flee. Devil Gundam takes a
beating to get below 80% so save a Fervored attack from Kouji, Asuka, Shinji,
Shou, etc. to bring it down in one turn, lest it regen HP. Ashura and Brocken
are jokes as usual so deal with them accordingly.


S15A (Londo is the Target) - 13 turns

Sara starts with 110 morale so she can jump into A form immediately. Head into
forest cover and wait out the grunts. Londo appears on 3PP along with an angel
from the NW. Load into the Argamma and Accel towards the L-Gaim grunts. Make
sure the angel is not on forest cover, then surround it and leave it alone
until the Evas gain enough morale to use their 2000+ melee attacks. Hit the
angel with your best Fervored attacks from Kouji, Getta, Shou, and the Evas.
No other non-Eva attacks can break through the AT field since this is a no
upgrade run. It will take two rounds to kill it.

Kamiya can basically solo the Gundam bosses by landing in the woods and using
Focus, but he could probably use Amuro's help.  Your Evas are still invincible
to the L-Gaim attacks so they can barge in without fear and start spamming
their 2000+ damage melee attacks. It's best to engage them in the water as
they won't be able to effectively use their MAP or beam attacks, making
positioning much easier. They will try to use their MAP attacks while
underwater, but you'll only take 10 damage from it, so it's a good way to
waste their turns. Try to lure the bosses onto dry land if possible as they
have high evasion and block/parry skills so it's impossible to avoid random BS
from happening even with 100% hit chance. With that in mind, it's just as easy
to finish in 12 turns as it is 13 if luck is on your side.


S15B (Londo Bell's Assassin) -

The same events as S15A occur, but on a different map and different deployment
positions.


S16A (Amazing Devil Gundam) - 9 turns

Assignment/Deployment:
Shou            +mobility items
Getta           +mobility items

Guranguran starts out at 30% health. Titans will assist you and will start
attacking Drake to help make him flee. On 4PP Rondo arrives. Once you reduce
Drake's HP under 70% he will retreat along with all Dunbine and Titan units.
Afterward, Ashura, Brocken, and some grunts will show up in the NE and Domon
and Devil Gundam will show up at 12 o clock. Devil Gundam will retreat at 80%.

Shou should have 100% dodge chance against all enemies with enough mobility
items and Focus active, so throw him into the fray and let him counter
everything to build up his morale. Attack the bship on turns 3-4 to make it
flee. It doesn't take much to make Devil Gundam flee, just a few strong
Fervored attacks. I made him flee with a non-fervored Shou ultimate and a
Fervored getta beam. Ashura and Brocken are a joke as usual. Send your Evas
straight for the Di in the corner while everyone else picks on the air units.

After the scenario ends, you can either choose to 'go ahead' or 'go around'.
First choice leads to S17 then S18B, second choice leads to S18A.


S16C (Goaron Crisis) -

This scenario uses the same map as S14A, except you're deployed in the NE and
enemy reinforcements arrive in the NE instead of the SE. Enemy reinforcements
arrive sooner on 7EP instead of 10EP. If you defeat all enemies before 7EP you
can avoid reinforcements (pretty much impossible on a no upgrade run, at
least). If your top tier pilots are lv 22 or higher Zeb will retreat on 8EP.
You'll get the option to end the scenario on 11PP.


S17 (Break the Enemy Siege!) -

Load into the Argamma and Accel to the east end of the map to finish. Since
this is a no upgrade run you don't have much of a chance against the uber boss
(es). This is a skippable scenario so your scenario counter may be different
from this point onward.


S18A/S18B (Target: Photon Laboratory/Jet Strander Dead Or Alive!) - 6 turns

Assignment/Deployment:
Kouji           +mobility/movement items
MC              +mobility/attack range items

This mission is relatively simple and easy compared to the last 3. Beat down
some weak Poseidal enemies then defeat Heero and Duo again. On 3PP GoShoGun
appears, on 5PP Londo shows up, and on 5EP Heero and Duo show up. Send Kamiya
and Getta to take out Heero and Duo while everyone else heads south to clear
out the Poseidal enemies. Bury Getta-2 into the ground and place Kamiya with
Fervor+Focus in Hirro/Duo's attack range to counter them. Change into Getta-1
or 3 and Vanish+Strike+Fervor Heero. The reason you want Getta to use the
Vanish seishin is so that Duo attacks Kamiya on enemy phase so he can
counterkill Duo. Note that this is the exact same map used in 4th SRW and 4th
SRW S.

S18B is similar to S18A except there's an extra wave of reinforcements on 5EP
or after destroying the initial enemies, so you'll likely end up taking more
than 6 turns to finish.


S19 Combined (Real) - 5 turns

Londo shows up on 2PP. Some DC units show up on 2EP but they are fairly weak
morale fodder. Send Kouji and Getta towards the angel while everyone else
deals with the DC. Shinji and Amuro show up on 4PP. Detach Shinji's cord and
send him north to help clear out the DCs. You'll probably have to detach Rei's
cord to hit the angel. With Kouji, Getta, and Asuka launching Fervored attacks
on the angel it will go down in 2 turns.


S20 Combined (Real) - 3 turns

Assignment/Deployment:
Getta-1         +movement items
Argamma         +movement items
Mazinger-Z      +mobility items
Shou            +mobility items

Once any of the 3 bships are destroyed the scenario ends. Head straight for
Knutter and take him out since he's the closest target. Use Fervor before
loading into the bship. Move Shou w/ Focus and the Evas in as close as
possible to draw enemy fire.


S21 Combined (Real) - 10 turns

Once there are 9 or less enemies, reinforcements will arrive at 3-4 clock on
4EP or the next enemy phase from 5PP onward. Or if you defeat all enemies
before reinforcements arrive, the reinforcements will show up at 7-8 o clock
and will drop a High Performance Radar. Once all enemies are defeated (or
15EP), a Gundam Wing enemy will appear at 12 o clock. Nei will retreat if
she's the only enemy left, and I suggest leaving her alone.

Load into the Argamma and head SW. Enemies will be tough to kill in forest
cover, but once your Evas get back to 100 morale they can start spamming their
2000+ dmg attacks. Save your Fervor+Strike attacks for the named pilots as
they are very tough and evasive. Lure the reinforcements into water or dry
land and don't let them reach any kind of forest cover. This is a pretty tough
map to get low turns with no upgrades just because most enemies are tough to
take down in forest cover.

Pilots enter S22 with 200 minus their morale value at the end of S21, with a
limit of 100. So if MC ends S21 with 150 morale, he'll start S22 with 50
morale. If MC ends S21 with 90 morale he'll only have 100 morale in S22,
though, not 110. Don't waste turns trying to reduce morale, but do try to fit
in as much morale reduction as you can by loading into the bship on the last
turn or two.


S22 Combined (Real) - 14 turns

Assignment/Deployment:
Shou            +mobility items

Once there are 9 or less enemies, reinforcements will arrive at 3-4 clock on
4EP or the next enemy phase from 5PP onward.

Zeb is back and won't retreat until turn 14 (same as S9), so feel free to take
your time since the scenario won't end until he's gone. You might not be
fighting in forest cover but it's still going to feel that way due to most of
your pilot's reduced morale. Things should be easier though once your Evas get
back to 100 morale. I suggest using your Fairies Rally seishin on your Eva
pilots to get them back in swinging shape more quickly since they can cause so
much damage.

Keep the enemy targeted on Evas and Shou w/ Focus. SW enemies start moving on
EP9. Position your units on the EN recovery tiles in the middle of the map to
take on the SW enemies since you're probably out of just about everything at
this point. Send your Evas at the SW enemies but watch out for Zeb since his
attacks are strong enough to break the AT Field if they are not defending, and
he can also break the AT field if he crits while defending.


S23 Real - 8 turns

Assignment/Deployment:
Amuro           Methuss
Methuss         +HP/mobility

The most difficult to protect transport has a Jegan (worthless) and an Apogee
Motor, so it's probably not worth the effort of trying to save it. The other
two have more valuable cargo, though. Split Dancougar back up into separate
parts and stand near the transports so they'll target your units instead. The
sniper in the mts will start taking shots on the transports as they pass by.
If the transport is full health it'll take 3 sniper shots to kill (or 2 shots
if one of them crits). Repair them with the Methuss ASAP and/or kill the
sniper. On 6EP some more DC will show up from the SW. Move your flying units
over the mts to clean up any remaining grunts while your ground and Eva units
handle the reinforcements.

Roux joins you at the end of this scenario, although she's been on the super
route since scenario 3. Your Partner joins you, but she has no robot to pilot
on the real route. On the super route you're given the Gespenst mk II, but you
won't get that on the real route until the final scenario. lol


S24 Combined (Real) - 8 turns

Assignment/Deployment:
Amuro           Z Gundam
Kamiya          ReGZ
Judou           ReGZ
MC's Partner    Methuss

Take out as many grunts as you can while waiting for Londo. Once Londo appears
you'll be able to wipe out the enemy quickly. Try to get Combattler to lv 24
for the next scenario.


S25 Combined (Real) - 6 turns

Assignment/Deployment:
Combattler-V    EN Tank

Use Hyoma to kill all 3 magma beasts for morale. On turn 3 Garuda shows up and
starts attacking Oreana. Defeat Oreana to get a Fatima item then defeat
Garuda. After you combine Oreana will zap Combattler-V's EN down to 80. Garuda
regens to full if he gets below 50% so you have to kill him from 50% to 0% in
one hit. Use the EN Tank so you have enough to use a Fervored spin and finish
Garuda off. Even if you aren't lv 24 you can still gain 130 morale by letting
Hyoma get every kill and getting into lots of combat.


S26 Combined (Real) - 5 turns

You start out with Domon and Master Asia and 3 grunts. Have Master Asia use
Yell+Fervor then kill the D7. Move Domon out of the way. Allow Master Asia to
counterkill the other two enemies during EP1. After the 3 grunts are dead,
Londo and Ashura + more grunts will show up. Accel Londo north and start
kicking ass. If you want to 5 turn it, you'll have to counterkill a couple
grunts on EP5 and dump ultimate attacks on Ashura and the Di.


S27 Real - 6 turns

Another Mazinger-Z/DC grunt beatdown. The last few scenarios have been pretty
much a joke compared to the previous fights against Poseidal and L-Gaim under
forest cover where they barely get scratched by all but your strongest attacks.

You start out with Schwartz (who doesn't join you) and Rain. Use Schwartz'
Yell then attack the Di with a Fervored strong attack. Pick off as many grunts
as you can. On 4PP Londo arrives to help out. Split your forces up, sending
your heavy hitters north and long range/dodge pilots south. Most enemies are
flying so your Evas won't be extremely useful.

Domon finally joins you on the Real route, although he's been on the Super
route since Scenario 3. lol


S28 Combined (Real) - 5 turns

Deployment:
Combattler-V
MC
Shou            +mobility items
Goshogun
Kouji
Shinji
Amuro
Rei
Getta
Daba
Asuka
Kamiya
Dancougar
Masaki
Judou
MC's Partner    Methuss
Boss            Aphrodite A

Ok, vacation's over. No more picking on hapless Mazinger-Z and DC enemies.
Time for a two part mission with the same morale loss as S21 to S22 vs more
Poseidal, L-Gaim, and Guest enemies. You start out vs some L-Gaim enemies.
Marvel shows up on 3PP to help. Reduce Shott's HP below 70% or defeat Myujii
to make the L-Gaims retreat. You should be able to do either of these on 3PP
by Accelerating.

Afterward, Poseidal enemies show up. You have two things to your advantage
this time: the Poseidal bosses aren't on forest or city tiles, and you have
more super robots than last time to quickly obliterate them with ultimate
attacks. Since you're surrounded by enemies, drawing their aggro with
Shou+Focus and invincible Evas is important. Drop the bomb on them and proceed
to the next area (remember the morale loss that your pilots will incur).


S29 Combined (Real) - 8 turns

Assignment/Deployment:
Combattler-V
Shou            +mobility items
Shinji
Kouji
Goshogun        High Performance Radar
Dancougar
Getta
Amuro           Z Gundam        High Performance Radar
Asuka
Daba
Kamiya
Judou
Masaki          +mobility items
Domon
Marvel
Boss            Aphrodite A

You get Noin and Zech on 5PP on both routes. They both leave eventually, so
don't deploy them too many times in future scenarios. If you're on the real
route you'll also get Katsu in the (now) nearly worthless G-Defensor. Don't
get him anywhere near combat unless you like casualties. On 7EP Heero shows up
again, ready to be shot down. Unlike Shin SRW, you can fire over the walls in
this game.

Accel Shou and Masaki ahead and start dealing with the columns of grunts in
the middle and east of the map. Masaki and Shou will both have 100% dodge
against the grunts with good mobility items/focus. Send Goshogun, Dancougar,
and Z Gundam to the NW corner where they can snipe the grunts from over the
walls. Move everyone else along the SW and S corridor then split up in the
middle to deal with any remaining grunts. Watch out for the Guest boss who can
break the Eva's AT Field even if they defend.

6-7 turns is probable. I ended 7PP with one grunt and the boss about to flee
on 7EP, so you could probably tweak it to hit the boss and make him flee on
6EP and kill that other grunt, and Hirro would never show up.


S30 Combined (Real) - 5 turns

Assignment/Deployment:
Goshogun
Combattler-V
Shou
Shinji
Kouji
Dancougar
Amuro
Masaki
Asuka
Getta
MC Partner
Rei
Daba
Domon
Marvel
Boss

Sadly, Real MC is so worthless at this point it's not even worth deploying
him. At least Real MC's partner is useful for leveling up and learning Rally.

Drake will retreat with all Dunbine units if his health is reduced below 50%
or if there are 10 or less enemies on the map. Afterward a lot of Poseidal
enemies will show up from the NE and S, including 6 bosses. Once you shoot
down Gyabure's robot, guest reinforcements will arrive on the next enemy turn
from the NW. Still no clue why they felt the need to make Poseidal so
overpowered compared to the other non-original villain groups. Anyway.

Send Masaki w/ 110+ morale to counterkill the Dunbine grunts and cause them to
make a quick retreat on PP2. Position your other units to handle the Poseidal
enemies. At this point you have quite a few ultimate attacks at your disposal,
useful for one shotting the previously tough to kill Poseidal bosses. Watch
out for Gyabure, though. He's so strong that if his morale gets too high he'll
start one shotting your Evas, so use Exhaust on him with Boss and Goshogun if
needed. Leave Gyabure alive until you've killed most of the other enemies.
Kill him and all other enemies in one turn so you clear the map before the
guest reinforcements arrive on the next enemy turn.


S31 Combined (Real) - 10 turns

The Evas are pretty useless against airborne Guest enemies so I only brought
Asuka to spam Taunt on the grunts.

Although you have enough firepower to take down one of the guest bosses on a
no upgrade run, defeating one of them means the other won't retreat, and you
don't have enough to defeat both of them. You'll have to deal with the grunts
and reinforcements instead. On 8EP reinforcements will arrive from the SE. On
10EP if both Sety and Zeb are alive they'll both flee, if only one remains the
other won't flee. Split your forces between NE and SE enemies. Use taunt on
the farthest grunts near the bosses so you don't have to wait around for them
to start moving.


S32 Combined (Real) - 4 turns

Assignment/Deployment:
Goshogun
MC's Partner
Combattler-V
Dancougar
Marvel
Kouji
Amuro
Shou
Getta
Masaki
MC
Daba
Shinji
Judou
Rei
Kamiya
Domon
Asuka
Zech

Split up your forces. I sent Daba, MC, Amuro, Kamiya, and Zech SW. Getta and
Dancougar SE. Kouji, Masaki, and Judou NE. And I sent everyone else NW. I know
I said not to deploy Zech much before, but the extra damage comes in handy
here with everyone so spread out. Defeat all enemies to avoid reinforcements.


S33 Combined (Real) - 8 turns

Assignment/Deployment:
Masaki                  +mobility items
Ryo                     +HP/armor items
Domon                   +HP/armor items
Daba(L-Gaim)            +HP/armor items
MC                      +mobility items
Kamiya(Z Gundam)        +mobility items
Shou                    +mobility items

All of your pilots are sent back to their default mechs. Daba has to use the
near worthless L-Gaim, while Kamiya is back in the Z Gundam. On 2PP Masaki,
Ryo, and Domon appear at 6 o clock. On PP6 Londo arrives at 11-12 o clock. On
6EP 3 Gundam Wing bosses arrive at 3 o clock. Throw Shou into the middle of
the enemy forces and dodge tank everything at 0%. Use your other forces to
pick at the enemy and score some kills. Rally Shou up to 130 morale and start
using Hyper Aura Giris to kill the 3 bosses. You'll probably end up getting
parried at least once because the bosses all have high level parry skill. Send
Masaki NE to meet with the Gundam W bosses.

Once Londo arrives, Accel SE and help clean up the Gundam Wing bosses and any
other remaining enemies. The W bosses have high damage but low HP, so stay out
of their range on EP then one shot them with ultimate attacks on PP and there
won't be much problem. They can one shot your Evas if they aren't defending,
so watch out.


S34 Real - 7 turns

Assignment/Deployment:
Goshogun
MC's Partner    Methuss
Shou
Combattler-V
Getta
Masaki
Marvel
Dancougar
Kouji
Kamiya          ReGZ
Amuro           Z Gundam
Daba            Cavalry Temple
Boss            Boss Robot
Domon
Asuka
Shinji

It's sad that Real MC is not worth deploying in his own final scenario, unless
you want to put him in the ReGZ or Z Gundam or something.. but then again
Kamiya, Amuro, and Judou are all superior Real pilots to him, so why bother?
On 4PP Quattro arrives to assist. If Haman isn't defeated by 10EP she'll flee
and enemy reinforcements will arrive.

MC's Partner, Cham and Lilith should have a combined 4x Rally. Boss and
Goshogun should have a combined 3x Exhaust. For some reason defeating Haman </pre><pre id="faqspan-2">
before PP4 causes Quattro to not show up as a reinforcement, but he still
joins your party after the scenario is over. So if you want Quattro to show
up, wait until PP2 before taunting her, so you defeat her on PP4, the same
turn Quattro arrives.

Taunt and 3x Exhaust Haman and then set up to kill her. Taunting her early
prevents her from regaining too much morale from grunt kills (she gets +2
morale for every grunt you kill). You'll want to use Strike, Awaken, and
Fervor attacks from Getta, Dancougar, and Combattler-V. Bring an EN Tank on
Getta and Combattler-V as you'll likely need them to use their best attacks
twice. Goshogun can chip in a little with its ultimate, but it doesn't do much
damage. Shou and Masaki might be able to damage her but her dodge rates are
high so you'll be relying on luck. A lv 30 Shou in Bilbine w/ Fatima + Focus
only has a 60-65% chance to hit her.. yeah. You'll probably defeat her before
Quattro shows up, but that won't prevent you from recruiting her later.

Once Haman is defeated use Boss to resupply your supers and finish off the
rest of the enemies. The Doben Wolves can all parry, despite holding large
guns instead of swords (wtf?), so try to use ranged or ultimate attacks that
cannot be parried. Try to get Amuro to lv 30 so he learns double act. Note
that Gilliam leaves during FF, so don't bother using him.

----------------------------------------------------

F Final (Real Route)

S35 Real - 5 turns

So you've got the Type 100 (Hyaku Shiki), the first MAP Gundam of F/FF. Even
with its base damage it's capable of quite a lot of carnage with the Spirit
seishin. And of course it opens the door to getting low leveled Gundam pilots
tons of levels by AOEing a bunch of enemies at once. Keep in mind though that
there seems to be an XP cap or some sort of scaling going on when defeating a
lot of enemies at once.

Your first goal should be reaching Amuro, Kamiya, Quattro, and Judou to lv 30-
31 so that they learn double act. Cecily also learns double act at 32, making
her a useful support pilot. If they already have double act it's not as
critical to deploy them, but make sure they all have it sooner rather than
later. Your next major goal will be to get Real MC's Partner to lv 39 to learn
double act and Re-Enable.

Use Trust to regain Cecily and Seabook's HP and hide in the asteroid fields
while using Flash and counterattacking. Once Londo arrives, use taunt seishin
on Cima then Accel towards the grunts. Send two strong pilots (I used Masaki
and Shou) ahead and 1-2 shot the bosses. Since this is a 2 part mission you'll
face the usual morale issues in the next scenario.


S36 Real - 3 turns

Assignment/Deployment:
Combattler-V    +movement items
Getta           +movement items
Dancougar       +movement items
Seabook
Kamiya
Amuro
Quattro
Shinji
Judou
Real MC's Partner (or anyone w/ Rally)

On 2EP or once initial enemies are defeated, reinforcements arrive from the
SW. Unfortunately you can't avoid the reinforcements by clearing everything on
2PP. Amuro should have double act by now, and everyone else should have Awaken
or be able to leap out of the Argamma on turn 2 and use a strong melee attack.
Save some Strike or Focus seishins for the reinforcements as they have high
evasion. Try to get at least a couple of the gundam pilots double act.


S37 Combined (Real) - 3 turns

Assignment/Deployment:
Goshogun
Getta
Combattler-V
Shou
Masaki
Seabook
Dancougar
Quattro
Shinji
Kamiya
MC's Lover
Judou

All enemies aggro from the first turn which means AOE fun time. Spam Exhaust
on Gato to reduce his morale below 120 so he doesn't use his MAP attack. Other
than that it's a wimpy grunt beatdown. Try to get Quatro to lv 31 so he learns
double act, which will make convincing Haman in S38 much easier.

Ryune is a decent pilot, and her AOE is pretty useful for grunts early in FF.
It starts to lose its shine though as the game wears on. It's worth getting
her a level or two so that she learns Rally, at least. If you level her up to
140 SP she'll have two uses of Rally which is valuable, so keep using her
whenever you have the room. Eventually she's just going to be a rally bot, but
2x rally is nothing to sneeze at.


S38 Combined (Real) - 6 turns

Assignment/Deployment:
MC                              +mobility
MC's Partner
Amuro           F-91            +mobility
Goshogun                        +attack range/movement
Dancougar                       +attack range/movement
Shou                            +mobility
Masaki                          +mobility

Assignment/Deployment (Allied reinforcements):
Getta
Quattro
Daba
Marvel
Shinji
Seabook
Kamiya
Judou

On PP4 enemy and allied reinforcements arrive. Haman retreats at 90% health -
that doesn't seem like a lot, but she has a gigantic amount of HP at this
point in the game. Talk to her with Quattro twice to recruit her later. On EP7
Quatre shows up, but I finished before then, so I didn't get him.


S39 Combined (Real) - 3 turns

Assignment/Deployment:
Goshogun
Getta
Masaki
Dancougar
Shou
Kamiya
Combattler-V
Quattro
Amuro
Seabook
Shinji
Real MC's Partner
Judou
Asuka
Daba

This scenario automatically ends on 4EP, so feel free to destroy as much as
you like. Another good scenario for raising levels or whatever you need to do.
Accel ahead and dump ZZ MAP+Spirit and ultimate attacks on the bosses, then
clear out the sides of grunts. Resupply and Rally ZZ Gundam then fire on more
grunts on turn 3.


S40 Combined (Real) - 1 turn

Assignment/Deployment:
Quattro         F91             +movement items
Getta-Liger                     +movement items
Getta-Dragon                    +movement items
Goshogun
Boss
Daba, Shou, or anyone w/ Rally

Use 4x Exhaust on the boss. Send Quattro and Getta loaded up with Mega
Boosters, Fervor/Spirit, and Awaken to take him out in two hits (no crits
required).


S41 Combined (Real) - 4 turns

On EP4 or once initial enemies are gone, Gato and some grunts arrive at 6 o
clock. Save the transport to get a MAP attack weapon. Move Shou next to it to
distract the grunts. Taunt the 3 bosses in the back so they reach you sooner
to be killed. Bunch them up for MAP attacks, etc. Save some MAP attacks for
the reinforcements as well to clear them out quickly. Being able to
Resupply+Rally ZZ for the reinforcements as well would help.

After the scenario ends, you have a choice of putting the MAP attack on the L-
Gaim or the Novel D-Seed. I suggest putting it on the Novel D-Seed, although
it doesn't make much difference since you likely won't be deploying it anyway.

Now that Daba has the L-Gaim mk II, get him (and Cham) to lv 42 asap so that
Cham learns Re-Enable. I would suggest using Leecee to level Cham but she's
probably very low level by now and has no way to increase her accuracy.


S42 Combined (Real) - 3 turns

Duo will become an enemy once all enemies are defeated, so set up to one shot
(or convince) him when he turncoats. If both Purus survive, you have to choose
which one of the Qubeley mk II's to take.. except they are both identical, so
it makes no difference which one you choose afaik. This is yet another easy
grunt killing scenario. It's pretty obvious the developers scaled back the
difficulty from F to FF because new players might buy FF without having played
through F. Still, it's a good chance for you to build up your team for the
more difficult fights ahead.

Puru and Puru Two are decent pilots, but you won't usually have any room for
them. The Qubeley is a decent unit despite having a low Limit.


S43 Combined (Real) - 2 turns

Assignment/Deployment:
Seabook         Z Gundam
Quattro         ReGZ
Judou           ReGZ
Kamiya          Methuss
Amuro           Core Booster
Daba

This is an unusual mission which is completed by moving units onto the 9 bases
on the map. Anyone with double act and Awaken is valuable. Equip lots of
+movement items and spread out. You don't need to stay put on each base,
though. Moving onto a base once is enough, at which point you can continue to
move on to other bases. Your units aren't exactly equipped for combat, so
don't bother trying to kill anything.


S44 Combined (Real) - 3 turns

An escape scenario. Just move Bright to the south edge of the map and it will
end. Rosamia will appear on 2EP at 6 o clock, right in the path of the
Argamma. It's possible to defeat her for an Anti-Beam Coating then finish the
scenario on PP3. Rosamia is fairly easy to defeat since she only has 35k HP.
On EP2 either tank her with Shou/Amuro landed on a city tile or an Eva.


S45 Real - 3 turns

Charge ahead with MAP attacks while taunting the two SW bosses. Send 1-2 units
to the NE corner. The transport doesn't take many hits so either repair it or
clear enemies around it quickly - it's very fragile. On the EP after 7 or less
enemies remain, reinforcements arrive. However, if you eliminate all enemies
before then, you can avoid the reinforcements for a quick clear. Try to go
into EP2 with 8+ enemies remaining then finish off on turn 3. A 2 turn clear
is likely given that I missed it by 3 enemies, but didn't feel like retrying.


S46 Combined (Real) - 2 turns

Defeating Gadi causes all initial enemies to retreat. Afterward reinforcement
bosses arrive at 1-2 o clock over the mountain range. If you defeat all 3
reinforcement bosses at the same time with a MAP, you get a cutscene, but
that's it. Defeating any of the reinforcement bosses ends the scenario.

Taunt Gadi then defeat him on turn 2, and defeat the reinforcement boss on
turn 2 if possible. In order to 2 turn it you'll need Real MC's Partner to use
Re-Enable on Bright so he can reach the reinforcement area quickly. If not you
can taunt one of the reinforcement bosses and defeat it on turn 3. If you have
anyone who needs leveling, pick on the NW grunts before defeating Gadi.

Banjou leaves the party until S49. Garrison temporarily takes his place.


S47 Combined (Real) - 2 turns

Assignment/Deployment:
Dancougar       +movement items
Getta           +movement items
Combattler-V    +movement items

Here we go again. Defeating Dabday in the Jamacian will end the scenario.
Taunt him and get closer on turn 1. On turn 2 pick on some grunts then finish
Dabday off. Again if you have Real MC's Partner at lv 39+ to Re-Enable the
Argamma, you can bring most of your units much closer to the enemy.


S48 Combined (Real) - 3 turns

Reducing the Gea Gring under 50% causes all initial enemies to retreat and DCs
arriving as reinforcements. The DC reinforcements are spread out into 4
groups. Two groups are near the SW and NE of the oasis, and the other two are
near the NE corner where you start out. Taunt the Gea Gring and kick its butt.
Depending on whether you have Re-Enable for Cham and Real MC's Partner, you
can make Gea Gring flee on turn 2. If not you'll have to make him flee on turn
3. Leave some units near the NE to take out the DC reinforcements. They aren't
particularly difficult, just spread your units out.


S49 Combined (Real) - 3 turns

NE Deployment:
Masaki
Ryune
Daba
Anyone

So you have two deployment positions in this scenario. 4 units near the base
in the NE, and the other 13 SW. On 2EP more reinforcements show up around the
SW, near your start position. On 3EP, Scirocco appears in the middle of the
map and heads NE towards the base. He'll retreat below 90% HP. You can avoid
Scirocco's appearence if you clear the map before 3EP.

Taunt the three named pilots towards Bright. Fend off the grunts headed
towards the base using Masaki, Ryune, and Daba's MAP attacks. Send Bright and
most of his forces east to deal with the 3 named pilots. Leave a small
contingent around the SW to deal with the DC reinforcements on 2EP.

Mio in her Zamjeed joins your party. It has a decent MAP attack and can go
underground, but it has poor movement range. Mio is unfortunately a bit low
level at 28, and she lacks any damage seishins. While she learns exhaust, it
takes too much leveling to be worth it. Having 4x Exhaust from Boss and
Goshogun is enough, so Mio won't be seeing much action.


S50 Combined (Real) - 2 turns

Another boss sniping scenario. Taunt boss, Accel/Re-Enable south, slap it
around a bit and it will die. Pick up Sayla with Amuro if you want. Sayla is a
mediocre real pilot (hey, a lot like Real MC!). She's not really worth picking
up but I guess it doesn't hurt.


S51 Combined (Real) - 4 turns

Cham should have Re-Enable by now. Accel south and take out the trash.


S52 Combined (Real) - 3 turns

On 2PP Londo arrives along with Judou's sister in the highest mobility
unpiloted unit. Moving Judou next to her will place him in the replacement
unit. I suggest something that can fly like Z Gundam. Feel free to use Judou's
SP because he fully regens it when he gets into the replacement unit. Retreat
Elle into the Argamma asap. On PP2, taunt both bosses. PP3-4 destroy the
bosses and MAP down the grunts. Neither of the bosses will retreat so use your
best attacks to finish them off. If you finish before EP4 you can avoid
reinforcements.


S53 Combined (Real) - 2 turns

Attack Master Asia from the south with Domon's 3 range P weapon. On 2PP Accel,
get to 150 morale, then hit Chapman with a Fervored strong attack to end the
scenario. Rain and Schwartz join the party but they will leave eventually as
part of the plot, so don't get too attached to them.


S54 Combined (Real) - 5 turns

Assignment/Deployment:
Getta
Shou
Dancougar
Combattler-V
MC's Partner
Daba            L-Gaim mk II    +movement items
Seabook         ZZ Gundam
Quattro         Z Gundam

Pick on some grunts while you wait for Londo to arrive on 4PP. Place Schwartz
and Domon on the ramps which give a terrain bonus. Save Rain and Schwartz's
Rally for Londo's troops. Once Londo arrives, taunt Master Asia and Devil
Gundam then defeat them on turn 5. You should have no issue destroying both
bosses with so much Rally spam available. Shou's Spirit+ultimate attack will
deal 75% damage to either boss, along with ultimates from your other supers.
Unfortunately you have to kill every grunt even after killing both bosses. In
order to kill the grunts along the south edge of the map on turn 5, send Daba
in the Argamma to hit them with the L-Gaim mk II's MAP. Use Awaken on him so
he can fire after exiting the Argamma.


S55 Didn't convince Todd (Real) - 4 turns

Assignment/Deployment:
Getta
Combattler-V
Daba
Amuro           ZZ Gundam
Quattro         F91
Seabook         Nu Gundam
Kamiya          Vigna Gina
Judou           Qubeley mk II
Dancougar
Masaki
Shou
Real MC Partner
Ryune
Daitarn 3
Goshogun
Kouji
Asuka

Poor Todd. I don't think I've seen him more than once through F and FF because
I keep clearing the scenarios before he shows up. Anyway, it's time to put him
to rest here. This is the first scenario of FF that isn't a complete cakewalk.
Todd has very high evasion and goes Hyper, the Gea Gring battleship takes a
ton of damage, you can't avoid the reinforcments by clearing ahead of time,
and Dunbine grunts tend to be annoying with their flight and evasion and beam
shields. On 3EP or all enemies defeated, enemy reinforcements arrive in the
middle of the map including another battleship and named pilot. Defeat all
enemies to end the scenario.

Taunt the 3 named bosses and 3-4 of the NW grunts and move NW. Send one unit
each to deal with the SW and NE grunts. Use Goshogun's 2x Exhaust on the Gea
Gring. Masaki and Ryune should be able to MAP down the grunts near the bosses.
Note that while MAP kills don't give your party morale, it doesn't give the
enemy morale either, so it's a net positive in my opinion. Use Shou, Getta,
Combattler-V, Dancougar, etc. to take down the bosses as usual. Position any
non-essential pilots around the middle to start dealing with the
reinforcements. Once the reinforcements arrive, use your remaining SP/EN to
finish them off. Drop Asuka off to draw aggro and bunch enemies up for ZZ's
MAP.


S56 Real - 3 turns

Assignment/Deployment:
Getta
Combattler-V
Daba
Dancougar
Quattro         ZZ Gundam
Amuro           F91
Seabook         Nu Gundam
Kamiya          Vigna Gina
Judou           Qubeley mk II
Masaki
Ryune
Shou
Real MC Partner
Daitarn 3
Goshogun
Kouji
Asuka
Domon

Real MC gets Huckebein, making him slightly more useful thanks to the Black
Hole Cannon (assuming he can land a hit on his target).  Taunt the Geagring
and DC units. Place two top tier gundam pilots by the mountains to snipe off
the SE enemies. Send supers and Masaki/Ryune at the Gea Gring and the ZZ and
anyone else you can spare at the SW enemies.

Amusingly, Real MC still shows up in his Huckebein after you've cleared the
map before 4PP. "Hey guys, check out my cool new mech! I'm ready for
action!" "Uhhh.. yeah. We already killed everything, sorry."


S57 Combined (Real) - 3 turns

Another two part scenario with the same morale rules. You have 25 turns total
to complete S58 and S59. Not a problem for anyone aiming for low turn counts,
of course. You'll be facing reinforcements on EP1-5. On EP3 Scirocco shows up.
If you clear all enemies by PP2, Scirocco will show up anyway. From PP4 and
onward, if you clear the map including Scirocco, you'll finish the scenario
without dealing with the EP4 or 5 enemies. If you somehow can't finish the
scenario by EP15, it ends automatically. Reinforcement locations: EP1 at 6 o
clock. EP2 at 10 o clock. EP3 at 7-8 o clock.

Taunt Rosamia off the base and deal with the grunts. Scirocco appears on the
base, so taunt him off it. Both bosses only take a few ultimate attacks to
wipe out. I took Rosamia out with Shou and a few other non ultimate attacks.
I defeated Scirocco with Getta, Combattler, and Dancougar, as he takes more of
a beating. Once Rosamia, Scirocco and all current grunts are defeated, the
scenario ends without further reinforcements.


S58 Combined (Real) - 3 turns

Hey, speedrunning! My kind of map. The best candidate for reaching the switch
is Quattro in any gundam w/ 8 base movement such as the Z Gundam (flight
mode). Send him through the maze while taunting any enemies that he ends his
turn close to. Use as many Re-Enables as you have (likely two, if you have
Cham and Real MC's Partner). Taunting causes enemies to ignore anybody but the
taunter, allowing Quattro to move through unscathed. This is a good scenario
to get free spirit point based XP.


S59 Combined (Real) - 5 turns

More taunting required to get the bosses off their butts. Taunt the NE enemies
and all bosses except Bask, who cannot be taunted off his spot. Send
Combattler, Getta, ZZ, Kouji, and Dancougar NW towards Bask while others deal
with the enemy battleships and grunts. You'll probably need some EN resupply
because there are a lot of enemies with a lot of HP to take down. Defeating
half of the enemy force results in reinforcements around the base including
two named pilots, Jared and Mauer. Shooting down one causes the other to flee,
and they are dangerous with double act, so make it a priority to defeat one of
them. Launching the ZZ at the enemy base after reinforcements arrive is a
great way to immediately clear it out and kill about 6-8 enemies. Once 8 or
less enemies remain, you'll see a cutscene with Scirocco. Once all enemies are
defeated, Bishott appears in the Gea Gring at 12 o clock just east of the
enemy base. Reduce it below 75% to send it packing.


S60 Combined (Real) - 7 turns

For some unknown reason, you lose a bunch of robots and get 100k credits
instead. You get to keep most of your important robots, but you do lose some
nice ones like Qubeley mk II and Vigna Ghina.

Assignment/Deployment:
Getta
Real MC's Partner       Gespenst mk II
MC
Dancougar
Combattler-V
Seabook                 F91
Ryune
Daitarn 3
Judou
Kamille                 Nu Gundam
Goshogun
Kouji
Asuka
Tetsuya
Shinji
Boss

2PP Assignment/Deployment:
Daba                    L-Gaim mk II
Quattro                 ZZ Gundam
Masaki

On 2PP you can choose 3 more deployments including Quattro, Daba, Amuro, Shou,
or Masaki. From EP3 onward, grunt reinforcements will arrive on each
subsequent enemy phase if you've defeated enough enemies. The first
reinforcement wave happens when 30 or less enemies remain, then the second and
third when 23 or less enemies remain. 1st wave of grunts arrives at 1 o clock
and 7 o clock, 2nd and 3rd wave of grunts arrives around the middle of the
map. So if you defeat 4 of the initial enemies, you'll be facing
reinforcements. Technically you can avoid any reinforcements if you leave the
initial grunts alive and finish them all off in one turn. Shott and Drake in
the Will Wipps don't respond to Taunt.

On 7PP if Musy and Shott are still on the map but the Black Knight is
defeated, Musy will move inside of the Will Wipps and the Will Wipps is
destroyed. This is the easiest way to clear the scenario as the Will Wipps is
as difficult to destroy as ever and you'll likely have to spend most of your
resources killing other enemies.

Send ZZ and 2-3 others SW. Send your main force NE. Use the Evas to tank the
NE grunts. Save Masaki and Ryune's AOEs for the 2nd and 3rd reinforcement
grunt waves, which are fairly large. It's best to tank them with Shou since he
can counterattack them and take most of them down to half health. Taunt as
many enemies from the SE as possible (besides Musy), since you won't be
sending many units down there yourself. Take out the Gea Gring, Black Knight,
and grunts, then wait for the Will Wipps and Musy to be destroyed. On 7PP
clean up anything that's left. You'll need a strong unit or two to take out
Shott, since he has a decent amount of HP.

As a side note, try to get Combattler-V to 47 asap so it can use 2x Awaken
seishin.


S61 Combined (Real) - 7 turns

Assignment/Deployment:
MC (earth route only)
MC's Partner (earth route only)
Goaron          +movement items
Getta
Shou
Dancougar
Daitarn 3
Goshogun
Schwartz
Rain
Tetsuya         Great Mazinger
Asuka           +movement items
Shinji          +movement items

Choose between earth and space routes. If you choose earth you have to
complete the scenario, and if you choose space you end the scenario on PP7
automatically. MC and MC's Partner are deployed if you choose the earth route,
making the scenario easier to complete. On EP2 3 dunbines arrive at 12 o clock
including Garaba (the Black Knight). Garaba will go hyper and I suggest you
kill him immediately as the gundam bosses aren't much of a threat. One
Spirit+Hyper Aura Giri and one other ultimate should be enough to do in his
Hyper form. On EP4 Kernagul bosses show up at 12 o clock (about the same
position as the dunbine reinforcements). On EP6 if Quatre isn't on your team
he'll attack the Kernaguls for you. If you reduce the Kernaguls below 70%
they'll all flee, as well. On EP8 or when all enemies are defeated, Allenby
appears at 3 o clock, which is likely far from your other forces. Have units
ready to defeat her once she shows up.

Do the usual boss taunting and dump ultimate attacks while everyone else deals
with the grunts. Some of the grunts will try heading towards the Argamma - try
not to let them get away as you'll be wasting turns chasing them down. Use
Taunt to stop them from chasing the Argamma if possible.


S62 Space (Real) - 2 turns

Simply place Ideon in the Sorrow Ship and end your turn.

Ideon is an incredibly powerful robot, but only if you let it get attacked a
bunch of times so that it can use its Ideon Sword or Gun. Otherwise it's stuck
with some fairly weak basic attacks. In most scenarios it's not worth the
effort of surrounding it by enemies so it can build up its gauge, but there
are a few scenarios where you can cause devastation greater than anything in
prior SRWs. It's important to note that Ideon gets a +10 bonus to its gauge if
it's under 50% health and between 0-100 gauge, and a +5 bonus at below 50%
health and over 100 gauge.


S63 Space (Real) - 1 turn

Assignment/Deployment:
Combattler-V    +movement items
Daba

Reduce Gije below 30% to end the scenario. Use Combattler-V's Awaken+Accel and
Lilith's Re-Enable so he can reach Gije and drop a Choudenji Spin on him.


S64 Space (Real) - 3 turns

Assignment/Deployment:
MC
MC Partner
Quattro         F91
Daba
Amuro           ZZ Gundam
Masaki
Ryune
Seabook         Nu Gundam
Combattler-V
Kamiya
Judou

Reduce Haruru below 40% to make the initial enemies retreat. DC reinforcements
including Rosamia appear on 5EP or after initial enemies are gone. Four will
also appear as an ally. To get Rosamia, destroy Gates first using anybody,
then attack Rosamia with Kamiya, then convince her with Kamiya. You must
destroy Gates first if you want to recruit her, then attack Rosamia then
Convince her in that exact order, otherwise you'll fail. Similar to the last
scenario, send Combattler and Quattro towards Haruru using a combination of
Awaken/Re-Enable. If you can't do it in 1 turn, Taunt Haruru and take her out
once she gets close enough.

Once the reinforcements arrive, move Ideon towards the main force (defend all
enemy attacks) to gather them up, then bombard them with MAP attacks from the
ZZ and Masaki.


S65 Space (Real) - 7 turns

Assignment/Deployment:
Ideon           Fatima
Judou           ZZ Gundam

Judou is forced to sortie in the ZZ Gundam, so make sure he's in it.

Retreat your initial forces NW. Ideon will arrive on PP3. Move Ideon east
until its MAP is in line with the enemy battleship. Allow it to be attacked by
enemies until it has 3 bars and it can use Ideon Gun. Launch Spirit+Ideon
Sword against the battleship to destroy it (lol 45000 dmg in one hit) and the
Poseidals will immediately withdraw instead of having to wait for them to
retreat. On 4EP some DC units will arrive at around 9 o clock - lure them
towards the NW corner. Deal with the DC units with Bright & Co. who arrive on
6PP in the NW corner. The Lafressia has high HP, accuracy, and damaging
attacks so use Flash if possible.


S66 Space (Real) - 4 turns

Have Excelion use Guts and Strike. Counterattack all enemies until Gunbuster
launches, at which point switch to defending so Excelion doesn't get
destroyed. Use Noriko's MAP attack w/ Strike+Fervor and get Excelion out of
the way so that Noriko can start counterattacking the grunts to clear the way.
Conserve Noriko's EN, don't waste it on the grunts. Use a Fervored ultimate
attack and a Strike+attack from Noriko and Excelion to make the boss flee. You
should be able to do this by 4PP. Once the boss is gone, some DCs and the
Sorrow Ship+allies will arrive. Defeat Mashmyre to make the DCs retreat, which
is easy to do in one turn with some Awaken/Re-Enable usage.


S67 Combined (Real) - 1 turn

Reduce Poseidal's HP below 70% to end the scenario. Use 4x Exhaust on Poseidal
and hit it with as many attacks as you can with Re-Enable and Awaken. If
Combattler-V is lv 49 or you have Resupply on another pilot, you can use 2x
Reawaken, 1x Re-Enable, 1x Resupply, and hit it with two Choudenji Spins. Or
you can try getting Quattro or others over there to help. For some reason
attacking Poseidal with Daba on turn 1 doesn't end the scenario on EP1. You
can also defeat 14-15 enemies to end the scenario. Reinforcements arrive at 6
o clock on 4PP if you haven't cleared the scenario by then.


S68 Combined (Real) - 1 turn

Assignment/Deployment:
Quattro         FA Type 100
Kamiya          v Gundam
Seabook         F91
Combattler-V
Shin Getta
Daba
Real MC's Partner
Anyone w/ Rally

Bring Rofu below 80% using your real pilots and anyone else you can manage
using Awaken, Flash, Fervor, etc. If you can't manage that then just use Shin
Getta. Rofu and all initial enemies will flee, and then Quatre will then show
up and blow up a colony. Be careful as his attacks are powerful and he has
high hit/dodge rates. Use Combattler-V with 2x Awaken to take Quatre down.
Guests show up near the bottom of the map after Quatre is down. Re-Enable,
Resupply, and Rally Combattler-V, use 4x Exhaust on Giwaza, then hit him with
a Fervored Choudenji Spin. Accel, Awaken, and Re-Enable Shin Getta (or a real
pilot like Quattro) to hit Giwaza with another strong attack and he'll flee
below 40%.

After the scenario ends, you'll have to choose between DC and Poseidal routes.
You'll also have the choice of Funnel or Incom weapons on the "Production
Model Nu Gundam". You want Funnels, of course.

If you're on the real route, you get your exclusive real pilot: Kayla. Ready
for a big surprise? She sucks.


S69 DC (Real) - 3 turns

Assignment/Deployment:
Quattro         ZZ Gundam       +movement items
Getta
Shou
Daitarn 3
MC
Combattler-V
Dancougar
Goshogun
Amuro
Daba
Kouji
Masaki
MC Partner
Kamiya
Ryune
Asuka

Taunt the back rows of enemies, which will cause them to move forward and
bunch together with the enemies in front that won't move. Drop a ZZ MAP on
them and wipe them out on turns 2-3. Reinforcements will arrive just south of
the initial enemy placement. Defeat all enemies to end the scenario (defeating
the Gabro Zan will cause Ideon to arrive as a reinforcement).


S70 DC (Real) - 2 turns

Assignment/Deployment:
Daba
Shou
Masaki
Quattro         ZZ Gundam
MC's Partner    GP03D

Reduce the Doros below 40% to make it flee. The Doros has a huge amount of HP
and defense, so it will take at least two turns of beating on it to make it
flee.

The safest way to clear the scenario is to wait for Daitarn 3 to arrive then
gang up on it. If you want to clear it faster, use Shou w/ Focus and Rosamia
w/ Confuse to reduce enemy dodge rates. Shou should have 5-12% to dodge all
enemy attacks. Hit the Dogos with a couple Hyper Aura Giris and a ZZ MAP to
make it flee, or wait for Daitarn 3 to show up.


S71 DC (Real) - 1 turn

Doesn't get much easier than this. Pick the 2nd (go together) then 3rd choice
(area C), then move one of your units onto the laser thing. Another good
opportunity to get free XP for your pilots.


S72 DC (Real) - 3 turns

Shinji and Rei are supposed to auto deploy, but they didn't in my scenario,
presumably because I took the space route.

Once 3 dummies land on the Solomon, all dummies explode, or all enemies are
defeated, the Big Zam arrives. Before the Big Zam arrives, if you reduce enemy
count to 7 or less, grunts will spawn against you every turn. If you defeat
all enemies including the grunt spawns for that particular turn, you'll
trigger the next phase of the scenario without having to wait for dummies to
land on Solomon or all dummies defeated.

On turn 1, prioritize killing the two double act Geymarks and grunts closest
to the dummies. Use ZZ's MAP and move in with Getta, Combattler, etc. Taunt
Mashmyre away from the dummies. Don't reduce enemy count to 7 on turn 1. On
turn 2, defeat all enemies including the grunts that show up, but save some SP
for the Big Zam. Use ZZ's map to clear the reinforcements out quickly. Once
Big Zam shows up, use Exhaust, Confuse and dump ultimate attacks on it. Your
newtypes should easily outrange him at this point. If you want an easier time,
deploy Slugger who will blow himself up on the Big Zam and reduce it by 50%
health. Might as well make himself useful.

You get Tootie and Yan-Long. Yan-Long's MAP has been getting progressively
worse since it debuted in SRW EX, and it really sucks here. Low damage and
only 5 square range. Tootie's MAP attack fares better, dealing almost twice as
much as Masakis.


S73 DC (Real) - 3 turns

Assignment/Deployment:
Ideon
MC Partner
Daba

Use Ideon's Yell to reach 130 morale. Move Ideon NW in the range of Lacan,
Arius, and the 5 nearby grunts. On EP1, defend Ideon against all attacks and
it will have Ideon Sword by 2PP. On 2PP, restore Ideon's health and let him
get attacked further on 2EP. On 3EP use Spirit+Strike+Ideon Gun on the map and
wipe out almost everything from the map. This is easily the most devastating
MAP attack thus far in the history of SRW, literally obliterating an entire DC
fleet along with most of its leadership and ace pilots.

To get Haman to join you, shoot down Kycilia and Gihren. Haman will head into
ABAQ and Quattro will pursue her. Quattro will reappear with her at the end of
the scenario. She joins as a pilot on S76. Note that in some cases Quattro may
chase Haman into ABAQ and never return. In that case I suggest not deploying
Quattro at all so that you don't lose him. Gotton and Mashmyre have some
seishin stuff going on. Kill Gotton first if you can, then Mashmyre,
preferably on the same turn so you don't have to deal with their BS. If you
destroy them both in one Ideon Gun attack, you won't have to worry about it.

After the scenario ends, Bright can allow or disallow Judou to go searching
around ABAQ. Choose disallow so you can get the Neue Zeil later, which is
better than the GP02.

Non-Ideon strat: Pull Ghiren and Kycilia off ABAQ. Conserve your SP/EN and use
Exhaust. Definitely make Quattro chase Haman so you don't have to waste SP/EN
killing her, and try to trigger the Gato event so you don't have to fight him
either. Bunch up as many grunts as possible for MAP attacks.


S74 DC (Real) - 2 turns

Before the scenario begins, Judou asks for permission to search Axis (if you
told him not to search ABAQ). Allow him to go and he'll get the Neue Zeil.
Once Chai and Wazan are defeated, all Poseidals retreat and some Buff Clan
enemies appear in the NE corner. Reduce Haruru below 40% (but don't destroy
her) to make the Buff Clan retreat and end the scenario.

On 1PP, have Daba convince Asufi to recruit her. Asufi isn't a great pilot,
but she has 2x Exhaust. Taunt Chai and Wazan. Move a few units NW to defeat
Chai and Wazan, and some NE to attack Haruru. Send your high movement units at
Chai and Wazan like your Gundam pilots and Shou. One hit from Getta should
make Haruru flee.

After the scenario you have a pilot choice. Pick the first option to keep
Asufi and her useful 2x Exhaust.


S75 DC (Real) - 3 turns

Reduce Poseidal's HP below 70% to make all red colored enemies flee.

Raise Ideon's morale to 130+ then move Ideon west of Poseidal and absorb
attacks until it reaches Ideon Gun. Place Shou/Amuro near the grunts that
might attack Ideon on 2PP to take a bit of heat off it, or it will go berserk.
While Ideon takes attacks, move the rest of your forces east to 12-1 o clock
to deal with Titan reinforcements that will appear there. On 2PP use
Strike+Fervor+Ideon Gun facing east to injure Poseidal and destroy all of the
yellow units. Poseidal will flee (assuming you didn't destroy it..) with all
red units, emptying the map of enemies. If you destroyed Poseidal then the red
units won't flee and you have to mop them up. Quatre will briefly appear then
disappear with Heero and Trowa. You'll then get some Titan reinforcements at
around 12 to 1 o clock, which you should have been heading towards. They are
mostly low HP trash, easy pickings.

Non-Ideon strat: Send Getta to hit Poseidal and make the red enemies flee on
1PP. Taunt the yellow enemies to bring them closer to you, then kill them as
they arrive. They aren't particularly threatening, just far away. Once the
Titans arrive, clear them out using MAP attacks.


S76 DC (Real) - 15 turns (total)

While this scenario is split into 3 parts, there's no morale loss to worry
about. Note that only M size or smaller units can sortie during part 2, so
place anybody you want to deploy into small sized units. This usually isn't a
problem since most gundams are M sized, but larger gundams like the Neue Zeil
can't be deployed. Make sure you prepare carefully for part 2 as it's one of
the most difficult stages of FF.

Part 1 - 4 turns
Move Ra Kairam onto Luna 2 (the colony) while distracting the enemies. With a
mega booster and Accel, you can reach it on 4PP.


Part 2 - 7 turns

Assignment/Deployment:
Shou
MC
Kouji
Daba
Kamiya
Quattro
Amuro
Tootie
MC Partner
Tetsuya
Masaki
Ryune
Seabook
Judou
Boss/Asufi

Equip +accuracy items as most bosses have a high dodge rate. Only M size or
smaller units can sortie here, as noted earlier. Here's a difficult scenario
that reminds me of F's stages. You have to defeat a bunch of bosses and most
of your good supers aren't available. Try to conserve your SP/EN as much as
possible as Poseidal is a difficult boss to take down especially without
upgrades or access to your best supers. Save some uses of Strike and Flash
against Poseidal even if you run out of Fervor/Spirit as her hit/dodge rate is
very high.

Taunt Scirocco and defeat him on 2PP. Use ZZ to destroy the initial wave of
grunts. Taunt Full Flat and defeat her as she approaches. When taking on Jerid
and Mauer, defeat Mauer first, then Jerid. Use MAP attacks to clear out the
enemies around Poseidal. Gablae is another tough target to take down. Against
Poseidal, use Exhaust and any remaining SP/EN on her. I had MC, Domon, and
Seabook at full SP, with others helping by using Flash and landing hits
without getting killed. 2x Spirit + Black Hole Cannon should bring her down to
about 60%. She has 50k HP, 4.5k armor, and very high evasion, so she's
definitely not an easy target.


Part 3 - 4 turns

Defeating Amandara ends the scenario, and your super team can easily wipe the
floor with the original Auge. Accel Ideon into enemy attack range and build up
to Ideon Sword, then use Spirit+Strike Ideon Sword on Amandara, which should
kill him. If you want someone else to get the kill on Amandara, use Strike
without Spirit which should deal 40k damage.

After the scenario ends, you have a choice to let Ideon come with Londo, or
stay on earth. Choose the first option so they stay with you.


S77 DC (Real) - 2 turns

Move Ideon into enemy attack range using Re-Enable, get to 150 morale, defend
on enemy phase and build up to Ideon Gun, then fire on 2PP with Spirit+Strike
and one shot everything.


S78 DC (Real) - 3 turns

Assignment/Deployment:
Shuu (predeployed)
Dancougar (predeployed)
Ideon
Shin Getta
Combattler-V
Quattro
Shou
MC
Daitarn 3
Kouji
Gunbuster
Daba
Kamiya
Amuro
MC Partner
Goshogun
Asufi
Ryune

Another Ideon scenario. Use the same strat as before to wipe out the map. I
recall Zezenan being immune to MAP attacks in 4th SRW - I bet he was wishing
he had that when he got one shot by Ideon Gun.

Non-Ideon strat: If you don't want to use or don't have Ideon, your best bet
will be to defeat Zezenan quickly so that all enemies (besides Shapiro) flee.
Zezenan can't be taunted, but you can taunt the bosses or enemies around him
so that you can pass by them safely to reach Zezenan while they run towards
the taunter. With the enemies around Zezenan distracted by taunts, you'll have
an easier time smacking him down with ultimate attacks. He does have a ton of
HP/armor, though, so bring your best attacks.


S79 DC (Real) - 5 turns

Assignment/Deployment:
Ideon
Shin Getta
Combattler-V
MC
Quattro
Shou
Daitarn 3
Kouji
Dancougar
Gunbuster
Daba
Kamiya
Amuro
MC Partner
Goshogun
Shuu
Ryune

On 1PP, take out Jerid and Yazan who are right next to your deployment
position. Send Ideon next to Axis and build up to Ideon Sword. On 2PP use
Ideon Sword and take out Scirocco and as many Psycho Gundam mkIIs as possible.
Move in with the rest of your forces to clean up any remaining enemies and
start camping Axis.


S80 DC (Real) - 2 turns

Assignment/Deployment:
Ideon
Shin Getta
Quattro
Daitarn 3
Combattler-V
Dancougar
Gunbuster
MC
Shou
Kouji
Daba
Kamiya
Amuro
MC Partner
Shou
Ryune

Taunt Urube. You should be able to defeat Devil Gundam on 1PP and Urube on
2PP. Devil Gundam will run towards earth so stop it before then. Move Ideon NW
to absorb attacks from the yellow enemies and build up to Ideon Sword. On 2PP
move Ideon out of the way then move in with your MAP attackers (Daba, ZZ,
Shuu) and wipe out all of the yellow enemies. It's ok if the NPC battleship
takes some MAP hits as long as it survives.

On 4EP or all enemies destroyed Scirocco and 3 The-Os show up. Miriarudo and
Thorez will move next to Axis and self-destruct (7 square radius). Scirocco
will try to run out of the way but it is possible to trap him in the blast so
he loses 50% health. Note that your own units can't be damaged by the blast.
However, since you have Ideon Sword ready, you can just one shot him with
Strike+Spirit+Ideon Sword regardless of whether you trapped him in the blast.
Once all enemies are defeated, you have to spend several turns waiting for the
axis fragment to reach earth, then watch the ending. However, since I defeated
all enemies on 2PP, I'm counting it as a 2 turn clear.


------------------------------------------------------



S69 Guest (Real) - 1 turn

Defeating the bship causes all other enemies to retreat, so pick it off with
Combattler and Getta. Yellow enemies will show up at 9-10 o clock. Take out
the yellow Bship with ranged units. Once you defeat the yellow bship, Ideon
appears and automatically fires Ideon Gun twice at the bships starting
location, and your units can get caught in the crossfire. It's not safe to hit
it from melee range. Once that fun is over, there should only be a few yellow
grunts left to pick off.


S70 Guest (Real) - 3 turns

Use Ideon Gun or Sword to waste the initial forces. Once all initial enemies
are defeated, some DC units show up at 8 o clock, just south of Earth. Defeat
Makube (the bship) to make the DCs retreat. After the DCs retreat, Quatro
shows up at 10 o clock. Defeat him to end the scenario.


S71 Guest (Real) - 6 turns

On 3EP guest grunts show up at 6 o clock (they will retreat if Zeb is
defeated). On 6EP or all enemies defeated, buff clan enemies appear around 2-3
o clock near the middle of the map.

Retreat Daba and Amu out of the way. Once Londo arrives, move Ideon towards
the enemies while everyone else heads NE towards where the buff clan
reinforcements will arrive. Build up Ideon Gun and wipe out the initial
forces, then take out the reinforcements with the rest of Londo. If you don't
want to use Ideon, defeat the bship to make the initial forces retreat.


S72 Guest (Real) - 3 turns

Once Poseidal is between 30-70%, the east Poseidals turn yellow and attack red
units (or your units, if they are in the way). Once Poseidal is below 30% all
red poseidals will retreat. On 3EP the Guest units retreat. Convince Asphy
with Daba and she'll join (don't blow her up with Ideon Gun by accident). No
matter who retreats where, you still have to defeat the titans and yellow
Poseidals. I suggest defeating Heckler and Anton on the same turn, and
defeating Nei before Giwaza, so you don't have to deal with enemy seishin
spamming. Or you know, just blow everything up with Ideon Gun lolol


S73 Guest (Real) - 7 turns (total)

Part 1 - 5 turns

Again, one of the more difficult scenarios in FF, since you have none of your
best supers and you need to take out a bunch of tough bosses and grunts. This
version is easier than the DC route since the grunts are weaker, there are
less bosses, and you can taunt Poseidal. Still no walk in the park, though.
Defeat Mauer first then Jerid. Taunt Poseidal and Scirocco and clean them out.
Carefully conserve your SP/EN/ultimate attacks and use Rally instead of Re-
Enable.


Part 2 - 2 turns

Similar to the DC route, you have to take out original Aug again. Allied
reinforcements will arrive on 5PP and 6PP. Once Amandara is defeated, the
scenario ends, so throw everything you have at him to finish things quickly.


S74 Guest (Real) - 5 turns

Accel north to the colony and start camping on it. Get rid of Mashmyre, the
silver haired chick, and as many nearby grunts as possible on 2PP. Use Kouji +
Iron Wall to tank during 2EP. Londo arrives on 4PP. Clearing the initial
enemies causes 3 guest bosses to appear at 7-8 o clock. Taunt and defeat one
of the guest bosses to end the scenario. I suggest taking out Zeb since he has
the lowest sword cut level.

The Guest route exclusive pilot is Quess in her Jagd Doga. She's not very
useful but the Jagd Doga comes with pre-upgraded funnels that are more
powerful than your non-upgraded funnels. You also get the Sazabi, a Guest
route exclusive Gundam with more funnels.


S75 Guest (Real) - 3 turns

If Haman is still alive by EP3, she'll summon reinforcements. Taunt Haman and
the grunts near her and get rid of them asap. Allied reinforcements will
arrive throughout the scenario. No enemies will retreat so you'll have to
defeat them all.. not really a big deal since Haman and the other boss are the
only two dangerous enemies.. the other grunts are easily dispatched with MAPs.


S76 Guest (Real) - 7 turns

Assignment/Deployment:
Ideon
Shin Getta
Shou
Daitarn 3
Gunbuster
MC
Dancougar
Combattler-V
Daba
Kouji
Amuro
MC Partner
Kamiya
Quattro
Tootie
Ryune

Guests will retreat on EP6. Buff Clan enemies will arrive on EP6 or when the
Guests are defeated. Once Haruru is defeated, she'll reappear in another unit.
Mow them all down to finish the scenario. If any enemies touch the base it's
game over.

Taunt the Guest bosses while picking off the grunts. It's harder to use Ideon
in this scenario since you have to defend the base and the enemies are so
close that they'll often end up attacking your other units instead of Ideon.
In addition, the enemies are spread out and surrounding your forces so it's
impossible to hit all of them with an Ideon Gun without also hitting your
allies. Use a combination of Ideon Sword, taunting the bosses, and dealing
with any grunts that get too close.


S77 Guest (Real) - 4 turns

Enemies won't retreat if Zezenan is defeated, so if you don't want to use
Ideon you'll need to scrape for every bit of SP/EN you have, since you need to
take out all the guest bosses, Zezenan, and a ton of high HP/armor trash.
Otherwise just build up Ideon Gun and blow everything up. A Gundam Wing pilot
will show up but you don't have to defeat him to end the scenario. Zezenan can
be taunted in this scenario unlike the DC version, so you might want to pull
and kill him (and the other 3 bosses) quickly.


S78 Guest (Real) - 4 turns

You have to move onto the colonies and freeze them in place. Some of the
freeze targets are singular colonies, and some of the targets are groups of
colonies. To stop the singular colonies, move one unit onto it. You can tell
they are singular because they aren't close to any other colony. To stop the
groups of colonies that are clustered together, you need to place units on
each of the colonies in that group at the same time. You'll know you disabled
the colony or group of colonies correctly when a red aura appears and some
dialogue takes place.

The fastest way to clear the stage is use Ideon Gun. Taunt some of the NW
enemies to make them move west into Ideon Gun's range, otherwise they'll be
too far away. Once the map is clear of enemies, you still have to run around
tagging the groups of colonies, so use your Re-Enable, Awaken, Accel, etc.


S79 Guest (Real) - 7 turns (total)

Part 1 - 2 turns

Defeat the real Shapiro to cause all Guest enemies to retreat. The far left
one is always fake. Kill each of them and if it was fake reload or start the
scenario over. Once the Guests are gone, defeat Devil Gundam and that idiot
next to him to proceed.


Part 2 - 5 turns

All of your stats are restored for this part, no morale loss, thankfully.
Shapiro starts out invincible and spams seishins. Attack Shapiro with anyone,
and then two player phases later, Jerid will appear and self destruct near
Shapiro, removing her invincibility and stopping her seishin usage. I suggest
attacking Shapiro with a unit that has Vanish seishin, so you can hit her and
she won't retaliate on enemy phase. Once Jerid self destructs on Shapiro, the
colonies will start moving towards earth again. You have two options here -
either let the colonies approach earth, which will cause Ideon to stop them
and disappear, or freeze them by landing your units on them like in S78.  You
also have to take out the buff clan enemies and reduce Devil Gundam below 50%.

Send Ideon south and build up an Ideon Sword on 1EP. Take out the Devil Gundam
and buff clan enemies on turns 2-3 while moving Ideon north away from the buff
clan. On turn 3 move Ideon north, Re-Enable it, and then fire an Ideon Sword
across the map at the now vulnerable Shapiro to one shot her. Taunt the
enemies near Shapiro as they won't retreat when she's defeated.

Even if you defeat all enemies, you need to either stop all colonies or let
Ideon disappear with them before the game ends. The fastest you can do this is
5PP assuming you hit Shapiro on 1PP.